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Update Notes: December 20, 2019

Holiday Event
The Holiday event has begun! Talk to any NPC that you have "Friends" or higher Favor with to receive a present from them. In addition, each city (and some non-city areas) have a Ri-Shin tree that needs decorating. Look for the NPCs with red hats on to get started.


Sun Vale 2.0

This update includes a big change to the Sun Vale map. It has the same content and connections as before, but it looks quite a bit different. (And larger.)
This is a 'soft launch' of the new Sun Vale. There's a lot of missing props and some odd graphical issues left to fix, but you can see the bones of the new place and how things are supposed to work together, and we need feedback on that! Sun Vale is for players in the 30-40 level range, so hopefully you can find things worth doing in any level of that range. (But as usual, you may have to explore around a bit to find them.)

There are some new things to do, and the "Things to Do" list in your quest journal has been updated to get you started.

We'll be doing another pass on Sun Vale soon to incorporate the upcoming playable fairy race. In the short term some Sun Vale NPCs have definitely had a downgrade of their homes -- in fact a bunch of the fairies no longer even have a roof over their heads, let alone any possessions -- but that's temporary. In this particular update we're most interested in game-mechanics feedback: is the combat is survivable? Is it worthwhile? How well do the new mechanics work, and are you able to figure out how everything fits together? That sort of thing.


Stun Trap Nerfs

    Stun Trap was too overpowered and has been nerfed a bit.
  • Ability change: Stun Trap has a casting time of 2 seconds; being hit during the casting time aborts.
  • Ability change: Stun Trap cannot be reused while previous Stun Traps are still active. (You can manually dispel unneeded traps from the Pets window.)
  • Treasure change: "Stun Trap deals +85% damage to all nearby targets (when it activates)" => now +45% damage
  • Treasure change: "Stun Trap reuse timer is 16 seconds faster" => now 10 seconds faster


Sushi Roll Nerfs
Sushi Roll items have been reduced in effective food level. They’re intentionally higher-level than their ingredients would suggest... but they went too far, being so overpowered that they made most other cooking recipes irrelevant. They've been toned down a bit while still trying to retain their purpose:
  • Eel Sushi Roll: went from level 40 to level 30
  • Cavefish Sushi Roll: from 50 to 35
  • Shark Sushi Roll: from 60 to 45
  • Green Vexfish Sushi Roll: from 65 to 50
  • Crelpin's Sushi: from 72 to 60

Note that the Nigiri recipes from Sushi Preparation have not been changed at this time, although they're also MUCH higher-level than their ingredients would suggest. (Nigiri is instant-healing food which is so good that it basically obsoletes healing potions at high level.) There are pros and cons to having a food item be better than healing potions. One of the cons is that we don't really have room to give Alchemists the ability to brew healing potions. Those potion recipes couldn't possibly be easier or more convenient than "slap two fish slices on storebought rice"! But on the other hand, it's fun flavor for sushi to be the best in-combat healing item. We're still considering the options, and leaving it alone for now.


Other Changes
  • Fixed a bug that caused Electricity Elementals and Cold Elementals to have the same damage-type vulnerabilitites/strengths
  • Fixed a bug that caused Fire Rats and Pumpkin Mimics to have the same damage-type vulnerabilities/strengths
  • Giant bats can once again fly inside the Red Wing Casino
  • A few types of loot swords that were supposed to have holy symbols did not
  • Rugen in Rahu now trains Fishing up to level 70 (although note that the highest fishing recipe/req is currently 65)
  • Sushi Preparation now goes to 30 instead of 25. (And for technical reasons Ice Conjuration also goes to 30 instead of 25, although there are no new recipes for it yet)
  • Rabbit: the ability Long Ear can now be placed on the side ability bar
  • Newbie Island: added a gentle deterrent for new players who decide to try swimming off the island (which is a reasonable idea, but not successful here)
  • Ranalon lose their resistance to Nature damage
  • Higher-level Ranalon loot profiles improved
  • Added a few "Things to Do" entries for Sun Vale
  • Cow: new treasure: Head: Chew Cud increases your mitigation versus all attacks by Elites +14 for 10 seconds
  • Cow: new treasure: Necklace: Stampede boosts your Slashing/Crushing/Piercing Mitigation vs. Elites +6 for 30 seconds (stacks up to 5 times)
  • Cow: treasure change: "Stampede has a 50% chance to deal +56 damage" => "Stampede boosts the damage of future Stampede attacks by +38 damage for 60 seconds (stacks up to 15 times)"
  • Cow: treasure change: "Stampede Taunt +310" => +440
  • The archery ability Acid Arrow is no longer taught by The Wombat. It's now taught by Squidlips.
  • Recipes for Cavefish Sticks and Spicy Cavefish now use Cavefish Fillets (rather than un-fileted cavefish)
  • Water Lung Potion: this potion now boosts your Max Breath +10 seconds, instead of reducing your breath-consumption. The recipe now requires oyster meat instead of wool. (The potion's old effect is now granted by a new potion, the "Water Breathing Potion".)
  • Trollbane Oil: cash value reduced
  • Swimming Potion: this potion now requires Alchemy level 25 instead of 40. Duration is 30 minutes instead of 60. Recipe no longer requires flour or shark fillet, instead requiring an eel fillet
  • You now earn synergy levels in Fishing by reaching the following levels in other skills (previously only Knife Fighting 22 provided a synergy level):
    • Knife Fighting 22,
    • Knife Fighting 55,
    • Cooking 35,
    • Foraging 22,
    • Foraging 65,
    • Animal Handing 22,
    • Animal Handling 55,
    • Skinning 25,
    • Fish and Snail Anatomy 22,
    • Surveying 25,
    • Druid 65,
    • Nature Appreciation 22,
    • Sushi Preparation 25,
    • Psychology 22
  • Daisy now trains the recipe for Trollbane Oil. (It is also still dropped as a loot recipe)
  • Fixed bug that prevented Bounceweed from giving Giant Bats bonus flight speed
  • Fixed some base-stats of items (which were statted for the wrong level range):
    • Un-Tal bow: Archery Damage +10% -> +8%
    • Quality Cestus: Unarmed Damage +2 -> +5
Thanks!
Thanks for helping us make the game better with your feedback! If you type "/redeem DevGift2019" into the chat box (without the quotes) you'll receive a unique title and some XP potions. This is our way of saying thank-you for your patience and support! (If you've been around for many years you may have an additional novelty title to redeem; use "/redeem" to see a list of available redemptions.)

Update Notes: November 22, 2019

This is a bug-fix update, more or less. (The Fae Realm changes might not be "bug fixes" exactly, but close enough!)

Water Fixes
  • Fixed water in Serbule Sewers not reaching far enough
  • Fixed some unexpectedly swimmable areas in Wolf Cave dungeon
  • Removed some places in Eltibule where cows could graze underwater
  • The river in Sun Vale doesn't work well with our new deep-water system, so for now it's using our older "puddle" system. The entire river is now treated as a giant puddle, which means you can splash in the river, and fill bottles from it, but you can't drown... even if the water goes over your head. (The new terrain for Sun Vale is in development, so this is a temporary band-aid for the existing terrain.)


Flight Changes
  • Flight Potions, Flight Words of Power, and all other forms of flying no longer work in dungeons. (The flight effect is suppressed indoors but will resume when you go back outdoors.)
  • Giant Bats can no longer fly indoors. (But they still retain other wing-related benefits such as turning mid-jump and not taking damage from falls.)
  • Fixed flight-behavior anomalies for giant bats that turn into ravens


Fae Realm
  • Lethargy Puck gives Notoriety XP on first kill (or your next kill, if you've already killed him before)
  • Felmer in the Fae Realm now teaches recipes for Astounding Winter leather gear
  • There are now a bunch more milkable Fae Molluscs in the Fae Realm (10 total instead of 4), but the timeout before you can re-milk is now a day instead of an hour. The intent is to make "slime-collection runs" more practical


UI Fixes
  • UI: fixed bug where the "Combat Refresh Ready" icon would flash and beep at incorrect times
  • UI: fixed bug where the blue border around basic attacks would not reappear when combat refresh was ready again
  • UI: fixed situations where mouse cursor could get stuck as a resize-handle cursor if a window closed while the mouse was over resize-grips
  • UI: fixed bug where an Effect tooltip would get "stuck" on the mouse cursor if the cursor was over the Effect icon right as the Effect ended


Other Fixes
  • Fixed typo that caused the Guild Quest "Fox Outpost (25-member)" to require slightly more grapes than intended
  • Fixed spurious "blank" error message when using the ability Rotflesh
  • Fixed bug where you could lose your empty bottle if you were interrupted while collecting Dirty Snow Water from a Snow-Covered Rock
  • Fixed typos in a few recipe names
  • Fixed a few quest directions which were inaccurate
  • Fixed a few recipe descriptions that claimed they served 2 when they serve 1
  • Amazing Venison is now interpreted as raw venison for gifting purposes
  • Increased maximum number of temporary entities allowed in the Red Wing Casino (to prevent vegetables from disappearing when a bunch of players are farming simultaneously)

Update Notes: November 8, 2019

This update brings some changes and experiments to the game. There's new Fall foods, changes to swimming, and changes to the stats of food.

New Seasonal Content Experiment

In this update we're experimenting with new kinds of seasonal content. Here we're using "Fall foods" as the experimental base, but we might expand this idea to many other types of crafting (and other "seasons") in the future. Or we may change this design dramatically, or even throw it all out, depending on your feedback. After you've had a few weeks to play with this, please let us know what you think!

  • There are two new seasonal ingredients available for a limited time. Cranberries and turkeys can be found in Serbule, Serbule Hills, and Eltibule, among other places.
  • In addition, the pumpkin seedlings (which dropped from undead during Halloween) continue to drop from a wide range of herbivorous and omnivorous animals in the 25-55 level range. This includes ferocious boars, many types of slime, most rhinos, polar bears, tundra deer, mountain sheep, Gaz-Uraks, and many others. (And even a few sentient creatures such as trolls.)
  • There are 21 new food recipes that involve the new seasonal ingredients. These recipes can be found on a broad range of animals (with the best chances being from herbivorous/omnivorous animals).
  • In addition to the new recipes, the handful of pumpkin recipes from Halloween can also still be found in loot, although the chances are much lower than during Halloween. (And the other Halloween items no longer drop.)
  • There are also new Work Orders for all of the new foods (and the Halloween pumpkin foods). These work orders will only show up during this "season", and they have a much larger cash reward than normal work orders of their level. They can also be completed every 5 days instead of every 30 days. You can find these work orders at the work-order signs in Serbule, Redwing Casino, and the Fae Realm. (They won't always show up, but when they do, they will be at the bottom of the work-order list.)
  • A few of the Halloween pumpkin foods already had work orders (such as Basic Pumpkin Pie). They've been turned into "seasonal" work orders
Swimming Changes

In preparation for upcoming content we've made improvements/changes to how swimming works. Please play with these changes and give us feedback and bug reports!
  • Changed how we emulate gravity underwater. Previously you would instantly sink in deep water, but now you are slightly buoyant: you'll very slowly float upwards toward the surface. This means that if you wish to reach the bottom of a deep body of water you will need to use the Down movement key (default F) to swim down. To swim up for breath use the Up key (default R) -- or you can use the jump button underwater as a "swim up" button.
  • You now recover your breath automatically when you are swimming on the surface of the water, and breath recovers much more quickly than via the old "hopping in and out of the water" technique. (But still not as fast as when standing on solid ground.)
  • "Breath" meter is more granular while losing breath
  • Fixed various problems, bugs, and glitches in the swimming system
  • Fixed problems with indoor water pools
  • Note: the river in Kur continues to behave oddly; this is a known issue that will be addressed when the final art for Kur is ready. All OTHER water should behave reasonably sanely now
Food Changes

We've rebalanced food a bit to make Meals more useful. This mainly involved moving some of the power of Snacks into Meals.

Snacks once lasted only 15 minutes, and so were much more potent than meals. But in a previous update we changed Snacks to last as long as Meals (and even receive the Gourmand bonuses that Meals receive), and we're pretty happy with that change. And the total potency of Meals+Snacks combined was in the right ballpark -- it's just that most of that potency was coming from the Snack, and the Meal was largely irrelevant. This is obviously dumb and needed fixing.

We've also made other small rebalances to food stats, including some changes to Cheese stats. Cheese received both minor nerfs and minor buffs. (And since eating a Cheese Meal plus a Cheese Snack was already often over-healing while out of combat, nerfing those numbers isn't as noticeable as buffing the in-combat regen. But the in-combat regen buff was small... so... basically it's a wash.)

Explaining the overall changes is tricky. The changes affect food at all levels, but we'll use some hypothetical level 80 food as an example. That will show the changes the most dramatically.

Tldr: For players that already ate both a meal and a snack, the changes will probably not be very noticeable. If you only ate Snacks before, though, you will definitely notice how empty your stomach is now.

Level 80 (Non-Cheese) Meal: (arrows indicate changes in this update; no arrow means no change)
  • Out-of-Combat Health Regen (per tick): 273
  • Out-of-Combat Power Regen (per tick): 222
  • In-Combat Health Regen (per tick): 48
  • In-Combat Power Regen (per tick): 32
  • Metabolism Regen (per tick): 5 -> 6
  • Max-Health Boost: 0 -> 160
  • Max-Power Boost: 0
Level 80 (Non-Cheese) Snack:
  • Out-of-Combat Health Regen (per tick): 273 -> 193
  • Out-of-Combat Power Regen (per tick): 160
  • In-Combat Health Regen (per tick): 32
  • In-Combat Power Regen (per tick): 32 -> 48
  • Metabolism Regen (per tick): 0 -> 2
  • Max-Health Boost: 160 -> 0
  • Max-Power Boost: 80
Level 80 Cheese Meal:
  • Out-of-Combat Health Regen (per tick): 273
  • Out-of-Combat Power Regen (per tick): 222
  • In-Combat Health Regen (per tick): 48 -> 80
  • In-Combat Power Regen (per tick): 48
  • Metabolism Regen (per tick): 5 -> 3
  • Max-Health Boost: 113 -> 220
  • Max-Power Boost: 0
Level 80 Cheese Snack:
  • Out-of-Combat Health Regen (per tick): 273 -> 193
  • Out-of-Combat Power Regen (per tick): 268 -> 160
  • In-Combat Health Regen (per tick): 32
  • In-Combat Power Regen (per tick): 48 -> 64
  • Metabolism Regen (per tick): 0
  • Max-Health Boost: 160 -> 80
  • Max-Power Boost: 160
Other Changes:
  • Items removed from storage vaults now auto-stack with compatible items in your inventory
  • Fixed bug that prevented carrots from receiving garden bonuses during carrot-specific events
  • Fixed a Deer combat particle that played at full volume no matter how far away you were from the Deer player
  • Spriggan Nuts now stack (to 99)
  • Treasure effect "Stun Trap reuse timer is N seconds faster" was bugged (it actually lowered Power cost by N instead of reset time)
  • Treasure effect "Lethal Force deals +N damage and reuse time is -3 seconds" was also bugged in the same way (it lowered Power cost instead of reset time)
  • Treasure effect "Stun Trap deals +N damage, and there's a 50% chance you'll place an extra trap" was bugged and never generated an extra trap
  • Iceheart Sustenance Oil counts as a Max-Health potion for gifting purposes
  • The Sacred Grotto is now marked as a cave for craft purposes
  • Meat-eaters in the Sacred Grotto are now a little more aware of what's being stored by their fellow Wardens

Update Notes: October 24, 2019

This is a minor bug-fix patch:
  • Fixed bug that prevented the "fireworks" particles from playing when you level up a skill
  • Fixed a bug in the favor quest "Checking in on Trekker"; the quest incorrectly had you checking in on a different NPC. The quest's version has changed, so if you were on the quest, you will need to re-get it from Tangle. (If you already completed it, you don't need to complete it again.)
  • Some tiers of Masquerade Masks and Bat Hats were misnamed, using the wrong descriptive adjective. (In most cases, they skipped over the adjective "Quality".) So the "Decent Masquerade Mask" became "Nice Masquerade Mask", "Great Masquerade Mask" became "Quality Masquerade Mask", etc. This was a naming fix only, the stats on all the items are unaffected.
  • Warden ability "Privacy Field" did not cause as much damage as indicated. (The ability's base reflect damage was not included, although treasure bonuses worked.)
  • Certain skeletons in the fae realm didn't count toward the Halloween quest "Kill Skeletons in the Fae Realm"
  • Fixed erroneous error messages when using Giant Bat's Confusing Double or Warden's Stun Trap
  • Milton only liked green peppers; he now also likes red peppers
  • Tangle didn't show a Favor progress bar
  • Added a level-80 Event Loot Chest (it's behind the Serbule inn, with the other Event Loot Chests)
  • Fixed some exploitable scenarios involving flight
  • When a Rakshasa who is under the influence of Telka's Teeth turns into an animal, the positive benefits of the drug are immediately aborted (loophole fix)
  • The "Dye Placeholder" NPC is now completely gone, and Larsan in Serbule has graciously volunteered to be the Dye Making trainer for now. He teaches the skill at Comfortable favor level (still requiring Gardening 25). He also trains various dye recipes when you reach higher favor levels with him.
  • Fixed bugs in the chat window where the chat-channel indicator could show the wrong channel. This bug mainly showed up when deleting partially-typed chat commands. For instance, if you typed a command like "/r hi" (to reply to someone) but then deleted that text without actually sending it, the chat-channel indicator would keep showing the Tell channel, but the next message you typed could be sent to some other chat channel. We've fixed this bug and some related bugs. If you run into any other situations where the chat-channel indicator is wrong, please let us know!
  • Fixed name of Calligraphy recipe "Goblin+" to "Mangle+"
  • Various typos and small issues addressed

Update Notes: October 17, 2019

Happy Halloween! The Halloween event has begun! You will receive a quest when you log in to get you started.

There's also some fun new stuff for animals in this update. Animals, if you're friends with the Suspicious Cow in Eltibule, Norbert in Sun Vale, or Red in Kur Mountains you should pay them a visit. Plus, the Giant Bat skill has gotten a major makeover.

General Changes
  • The Serbule work order sign has been moved from the docks to Serbule Keep itself, near the player work-order sign. (You still turn in completed work orders on the docks)
  • The "Dye Placeholder" in Eltibule has sailed off to the east. (His clone, also named "Dye Placeholder", continues to live in Serbule.)
  • For new players, Lawara's chest has a few partially-random items in it when first opened. (Bug fix.) (This is not retroactive; if you've already opened the chest, its contents are unchanged!)
  • When you right-click an inventory item and choose "More Info", there is new information shown. The "Find" tab now lists vendors who sell the item in their "Buy New" tab, and barterers who trade for the item in their "Barter" area. This only lists permanent ways to obtain the item, so it can't search the "Used" tab of vendors, nor does it search player-hired vendors, etc. But if you've ever wondered "which vendor in town sells nails?" you can now check under More Info.
  • Jesina the Fairy no longer sells strawberries. (Once strawberries could only be found in loot, so Jesina was an expensive alternative... but now that strawberry bushes exist, this is no longer needed.)
  • Missing level 74 Deer ability "Cuteness Overload 5" can now be learned from Noita the Green
  • Missing level 75 Necromancy ability "Raise Skeleton Mage 6" can now be learned from Bendith the Banished
  • AI tweak: pets summoned during combat now figure out what's going on slightly faster. (Previously they would sometimes need a few seconds before joining a fight already in progress.)
  • Fixed erroneous message "Error: you can only use that ability on yourself!" that was sometimes shown when a Combat Refresh triggered
  • Some modest changes to spawn locations in Kur (more monsters in the northeast corner, and more yetis east of the Yeti cave entrance)
  • Giant Beetles now have a small chance to drop food Beetles as bonus loot. (There are other ways to obtain beetles during Halloween, but this is a permanent way to obtain a small number of them year-round)
  • New Rabbit treasure effect (Hands and Main-Hand Weapons): "While Rabbit skill is active, any Kick ability boosts Melee Evasion +6.5% for 10 seconds"
  • Recipe "Amazing First Aid Kit (Combo Method)" no longer has a prerequisite to know "Amazing First Aid Kit", as they are for different skills
  • Recipe "Astounding First Aid Kit (Combo Method)" now has a prerequisite of " Amazing First Aid Kit (Combo Method)", not "Amazing First Aid Kit", as they are for different skills
  • Sour Cream now stacks to 5
  • Bottles of Sugar Water now stack to 5
  • The "Icy Feet" debuff used by Battle Chemistry's Toxin Bomb was intended to reduce movement speed by 75% (as indicated in effect description), but actually reduced it by 100%. "Icy Feet" is also used by various monsters and traps, so the fix applies there as well


Giant Bat Changes

This skill had a lot of abilities with different damage types (piercing, slashing, darkness, nature, electricity), and treasure that involved yet more damage types (mostly trauma). This wide spread of damage types meant Giant Bat could take advantage of a lot of different monster weaknesses, but made it difficult to "stack" damage-type buffs. We think the "sweet spot" is a little smaller, so we've consolidated some of these, and also added a bit more treasure that can change damage types.

Ability category changes:
We've also had to reorganize the skill's ability tags (e.g. Core Attack, Nice Attack, etc.) This has several effects -- most obviously, things that affect a certain category will benefit different abilities. But these changes also change the "treasure budget" for these abilities. For example, Smouldering Gaze switched from a Nice Attack to an Epic Attack, allowing the loot to be more powerful. (This also has down sides, notably Power cost increases.)
  • Tear: Core Attack. (Was nothing special)
  • Screech: Was a Core Attack; now a Nice Attack.
  • Virulent Bite: Wasn't in a category before; now a Signature Debuff
  • Smouldering Gaze: Was a Nice attack; now an Epic Attack. In addition, this ability has been renamed. (See below.)
Ability Changes
  • Drink Blood now deals a moderate amount of direct-health damage, in addition to draining health. (The bite is Piercing damage, and the health-drain effect is still a Darkness attack, meaning that undead are immune to that part.)
  • Drink Blood 8 now steals 84 health instead of 68 health. (Bug fix.)
  • Screech became a Nice Attack, which involved stat-changes: reset time is now 10s instead of 9s; base damage is increased (e.g. 289 damage is now 401 damage); Power cost is increased (e.g. 47 instead of 33); all treasure rebalanced.
  • Smouldering Gaze became an Epic Attack named Deathscream, which involved stat-changes: base damage is increased (827 instead of 588); Power cost is increased (87 instead of 68); all treasure rebalanced. Damage type is now Nature instead of Electricity.
Treasure Changes
  • "Drink Blood deals 96 damage over 12 seconds, and 50% of the damage becomes health for you" => all of the damage becomes health for you. This is now Darkness damage (not Trauma).
  • "Drink Blood restores 19 Power and 19 Armor" => "Drink Blood costs -27 Power"
  • "Screech Deals 127 armor damage" => "Screech Damage +122"
  • "Screech Damage +47%" => +41%
  • "Screech has a 60% chance to deal +108% damage" => 60% damage to deal +90% damage
  • "Tear deals +70 damage and restores 20 Armor to you" => "Tear and Virulent Boost deal +85 damage"
  • "Rip damage +27" => "Rip deals +34 damage and restores 11 Power"
  • "Rip has a 50% chance to deal +68 damage" => " Rip has a 50% chance to restore
  • "Rip has a 50% chance to restore 20 Power" => "Rip restores 20 Armor"
  • "Bat Stability restores 100 Armor and 16 Power" => "Bat Stability restores 145 Armor"
  • "Confusing Double Reset Time -11 seconds" -> -13 seconds, and is available on a second slot (necklace).
  • "Confusing Double restores 71 Power after a 10-second delay" => 112 Power after a 10-second delay
  • "Confusing Double restores 90 Health" => 123 Health
  • "Smouldering Gaze damage type is changed to Nature. 7 seconds after use, it deals 384 additional damage" => "Deathscream deals an additional 594 Trauma damage over 12 seconds"
  • "Sonic Burst has a 60% chance to deal +60% damage to all targets" => "60% chance to deal +100% damage"
  • "Combo: Rip+Tear+Any Melee+Rip: final step hits all targets within 5 meters and deals +85 damage" => Combo is now Rip+Any Melee+Any Giant Bat Attack+Tear. Also, this effect was previously found on both Feet and Necklace gear. It is now only found on Feet gear; necklaces with this effect have become Legacy.
  • "Combo: Screech+Any Melee+Any Melee+Virulent Bite: final step stuns the target and deals +100 damage" => Combo is now Screech+Any Giant Bat Attack+Any Melee+Virulent Bite.
New Treasure
  • Legs, Ring: "Your Confusing Double deals +55% damage with each attack"
  • Main-Hand, Necklace: "Confusing Double summons an additional figment. Each figment deals +61 damage with each attack"
  • Hands: "Rip and Tear deal +33 damage and hasten the current reuse timer of Drink Blood by 1 second"
  • Chest: "Deathscream deals +45% damage and Power cost is -32, but the ability's range is reduced to 12m"
  • Main-Hand, Off-Hand: "Screech, Sonic Burst, and Deathscream deal 256 Nature damage over 8 seconds"
  • Off-Hand, Ring: "Sonic Burst deals 210 Trauma damage over 12 seconds"
  • Main-Hand, Off-Hand: "Screech deals 240 Trauma damage over 12 seconds"
  • Chest, Necklace: "Indirect Trauma Damage +57% when Giant Bat skill active"
  • Off-Hand: "If Screech, Sonic Burst, or Deathscream deal Trauma damage, that damage is boosted +75% per tick"