What's new

vulgrr

Active Member
So 3.0 is coming. The AR team has been working to bring this update to NA. Here is what we know about 3.0 from the AR team so far:

LOOT, WEAPONS AND ARMOR:
https://na.archerage.to/forums/index.php?threads/3-0-updates-loot-weapons-armor.4908/

(loot crates are being introduced, for that tl;dr)

Coin Purses:
There has been a lot of back and forth on this, and some answers are slightly confusing, but the latest is that coinpurses *will be keeping items*, and crates are going to be just as available as coin purses. Crate drop rates are reportedly going to be just as good as current coinpurse drop rates.

Sparkle has confirmed here:
All purses existed in 2.9 will stay same as in 2.9, crates will drop as well.

(https://na.archerage.to/forums/index.php?threads/3-0-updates-loot-weapons-armor.4908/page-3)

Vocation:
Seeds will now be obtainable two ways: Through the new Vocation shop for vocation badges, and through the current vendor system for gold. Get your crafting done!

Unconfirmed reports say that the cost of gold per seed will rise slightly in 3.0.

So far it seems as though family quests will be the only way to earn vocation.

Royal seeds:
These will be available from single planting, as well as bundles. The specific rates they drop from these has yet to be determined.

Gear:
Obsidian gear will remain bound to the character it is on. Time should be taken now to prepare to tier it up in order to unbind it.

Race Change:
Race changes will not be available for 3.0. You will have to start a new character over

Tax changes:
https://na.archerage.to/forums/index.php?threads/3-0-updates-land-and-taxation.4962/

Skill Queue:
Skill queue is being implemented with the 3.0 update. However, there are some changes to assist players with higher ping rates.

Combat Skills:
Some combat skills are going to be modified in this 3.0 patch release. There is not yet an official listing, but so far, two that have been mentioned are Rapid Strike and Endless Arrows.
ENDLESS ARROWS: This skill will function in the same way it does in 2.9
RAPID STRIKE: Still waiting on an official update in regards to how this works. It is being said that the Skill Queue will not affect this skill

Racial passives:
These are going to be lost in 3.0, in exchange for active skills. The language used when this question was answered suggests that the dev team is open to community suggestions later on.

Husbandry Profession:
No changes will be made directly to this. It has been stated some crafting changes in general were made. It is unclear at this time how these changes affect Husbandry.

Gilda Packs:
From answers provided by admins (see below) it seems that there will still be Gilda based packs in the game. From what I can tell, the number of them is still the same as in default 3.0, so no changes are being made to pack requirements

Sea Mob Ship Regrade Scrolls:
These will be going away in 3.0. Sea mobs will no longer drop ship regrade scrolls. These will need to be crafted in 3.0

Library Mob Eternal Armor:
Library mobs will still drop Eternal Armor.



Sources:

From Sparkle:

1 - Will racial passives *stay* as racial passives in 3.0?
No and we are not planning to change it for now. Going to keep the course of original developers in this question.

2 - Are there going to be adjustments to the 3.0 husbandry recipes?
No. But we had the items system, in particular crafting, reworked in 3.0. That will make a process smoother and easier. In case of any issues after 3.0 start, we'll work on further changes implementation.

3 - A lot of trade packs require gilda to craft in 3.0. Will that be changed?
Not all the trade packs will require Gilda, from total quantity it's just like 1/3 of them. Advanced Specialty Packs will require Gilda.
Gilda can be obtained in game from packs, event or quests.

4 - What is the story with Lunarite drop rates from crates?
Players will need to find it out themselves in 3.0.

5 - Will sea mobs (ancient spirits, dahuta's followers, sea bugs) still drop Ship regrade scrolls?
Ship regrade scrolls will no longer drop from mobs anymore but will need to be crafted. Such change was made to fight with the bots as they farmed ship regrade scrolls on extremely high level on 2.9. Such change proved itself as good.

6 - Are the mobs in the library going to drop armor and weapons or is that going to be taken out?
Please provide the examples of such mobs. We'll take a look.

7 - Are we still going to be able to get moon points, sun points, out of crates?
Yes, they are still present in Events and bosses.

8 - Are queens purses going away along with the chance at getting those extra items in them?
No, they will include just gold.
 
Last edited:
All the details will be posted in Game Guides till the end of this week. In case that are some questions/concerns regarding the specific skills, please let us know after, together with explanations of the reasons you think skill is bad/wrong and why/how it should be changed.
 
I have a few more questions:

Are the mobs in the library going to drop armor and weapons or is that going to be taken out?

Are we still going to be able to get moon points, sun points, out of crates?

Are queens purses going away along with the chance at getting those extra items in them?
 
@Sparkle Sounds good. If any of the "remaining questions" end up getting answered through a post, I'll update this as well. I just wanted to make a place where the major 3.0 questions were up front, so if anyone was searching for answers, they could find them easier
 
@Sparkle are there any plans to discuss Racial Passives in the updates you're putting out?

We are implementing skill queue on 3.0 but it was re-worked not to cause the problems players experienced on live. There are some changes made in Endless Arrows and Rapid Strike in comperison to live.
Please let us know if there are any other skills in concern.
 
We are implementing skill queue on 3.0 but it was re-worked not to cause the problems players experienced on live. There are some changes made in Endless Arrows and Rapid Strike in comperison to live.
Please let us know if there are any other skills in concern.

@Sparkle I mean the Racial Passives. Like, how Firran take less fall damage, and climb 30% faster, how Harani's can open portals faster than the other races, the Elves underwater breathing and swimspeed increases.

Players would very much like the racial passives/abilites of the original 4 races to remain as passives, and not skills that need to be cast with a 30m cooldown.
 
Last edited:
@Sparkle I mean the Racial Passives. Like, how Firran take less fall damage, and climb 30% faster, how Harani's can open portals faster than the other races, the Elves underwater breathing and swimspeed increases.

From my understanding at present there will be no changes to these passives.
 
@Ariess yea, we don't want them changed. We want them to be always active, like they are right now. Most people expressed distaste with XL's decision to turn the passives into cast abilities that had 30 minute cooldowns.
 
@Ariess yea, we don't want them changed. We want them to be always active, like they are right now. Most people expressed distaste with XL's decision to turn the passives into cast abilities that had 30 minute cooldowns.

Oh sorry I misunderstood your question I thought you were asking if changes to what the passives do would be altered in any way.
 
Hi Witchcraft baleful recharge is actually much better in 3.0. It just changes how it works. It changes it from dmg = mana to having to use more skills to get the mana back ie banshee > innervate is like a 3-6k mana heal depending on your dmg.

Your successful attacks have a 2% chance to trigger the Baleful Recharge buff, restoring a percentage of your maximum mana with every attack for the following 5 seconds. This ability has a 12sec cooldown once triggered. In addition, each enemy you Fear using Banshee's Wail or Insidious Whisper grants a stack of Exploitation when the Fear effect expires.

Exploitation:
- Decreases the Cooldown of Focal Concussion and Enervate -10% per stack.
- Stacks up to 5 times.
- Casting either spell consumes one stack.
- While under the effects of Exploitation, both spells will deal 90% of their damage as mana burn instead of normal damage, restoring an equal amount of mana to you.
 
Eh, I personally found the changes to Baleful to be crap. It removed way too much damage from the witchcraft tree, and broke the QoL that came with getting mana back with every successful damaging attack. One of the best combinations was Fear > Enervate. Dolled out some serious hurt. Was even better if you Fear > Stunned > Enervate, for an extra DOT too, on the off chance you didn't manage to break the fear with the stun.

Exploitation was a good idea, but really should have been placed in 3.5 Ancesteral skill modification instead of replacing what is arguably one of the most useful passives the game provides to mob farming.

While you can regen more mana with Exploitation, it still isn't as good as good because it ends up kneecapping some good combos.
 
Last edited:
Exploitation will proc off enervate and focal but instead of doing damage it does a mana burn instead. However, I really don't think witchcraft should be prioritized for its dps...
Exactly witchcraft is a utility tree. Being able to cause massive mana drain on a hit is a good trade off for dmg. Makes fighting healers much easier.
 
The massive mana burn isn't as massive as you'd think though. Healers are generally magic tanks at minimum, because of their cloth based specs.

So instead of hitting them for both health and mana burn, you hit them for a sliver of health and a sliver of mana burn.

Healers also tend to spec a lot of spirit (at least, they should), so they generally have high levels of mana anyway. Exploitation doesn't really solve that problem. All it does is nerf witchcraft's ability for mana regen and a guaranteed mana burn.

I'm not saying Exploitation isn't a good idea, because again, I think it is. It just isn't executed correctly.
 
There are a few questions uncovered in your original post, so will try to bring some details.

1 - Will racial passives *stay* as racial passives in 3.0?
No and we are not planning to change it for now. Going to keep the course of original developers in this question.

2 - Are there going to be adjustments to the 3.0 husbandry recipes?
No. But we had the items system, in particular crafting, reworked in 3.0. That will make a process smoother and easier. In case of any issues after 3.0 start, we'll work on further changes implementation.

3 - A lot of trade packs require gilda to craft in 3.0. Will that be changed?
Not all the trade packs will require Gilda, from total quantity it's just like 1/3 of them. Advanced Specialty Packs will require Gilda.
Gilda can be obtained in game from packs, event or quests.

4 - What is the story with Lunarite drop rates from crates?
Players will need to find it out themselves in 3.0.

5 - Will sea mobs (ancient spirits, dahuta's followers, sea bugs) still drop Ship regrade scrolls?
Ship regrade scrolls will no longer drop from mobs anymore but will need to be crafted. Such change was made to fight with the bots as they farmed ship regrade scrolls on extremely high level on 2.9. Such change proved itself as good.

6 - Are the mobs in the library going to drop armor and weapons or is that going to be taken out?
Please provide the examples of such mobs. We'll take a look.

7 - Are we still going to be able to get moon points, sun points, out of crates?
Yes, they are still present in Events and bosses.

8 - Are queens purses going away along with the chance at getting those extra items in them?
No, they will include just gold.
 
Thanks for the update Sparkle!

I'm sure a couple of those things the community will want to discuss, after the 3.0 implementation (namely the racial passives and the husbandry stuff), but for now, yall are doing an amazing job.

Keep it up
 
Back
Top