Changelog

Bosses & Changes

ORDS – Balance / Changes


Valendor

Goblin Lord

  • Goblin Warrior:
    • No longer grants experience

Stone Guardian

  • Living Fragment:
    • HP: 120,000 → 80,000

King of the Underworld

  • Now deals 33% less damage from all abilities
  • Burn tick (while minions are alive):
    • 2 seconds instead of 1

Orc Warlord

  • Totems:
    • Damage: 5% → 4% HP
    • Pulse interval: 2s instead of 1s
  • Energy range now depends on the Lord, not the totems
    • Totems convert spell power (should be destroyed)

Cave Ogre

  • 87% resistance to ranged weapons
  • 65% resistance to melee (from 50%)

Swamp Beast

  • Swamp Drone:
    • Smaller model (easier melee combat)
    • Slightly increased base resistance

Black Troll

  • HP: 25,000,000 → 45,000,000
  • Melee damage increased by 56%
  • Reduced reflect spell spam
    • Other abilities increased by 125%

Ancient Guardian

  • Drain fragments:
    • Healing: 2% → 1% HP
  • During fragment phase:
    • 33% less damage dealt
  • Final breath:
    • 37% less damage
  • HP:
    • 500,000,000 → 375,000,000

Jarkendar Underground

Spider Queen

  • Poison:
    • 80% → 12% HP

Karanthul

  • Charge phase range:
    • 1000 → 700

Ancient Chieftain

  • Damage reduced by 22%
  • Max minions:
    • 6 → 4

Grove Guardian

  • Significantly reduced reflect damage
  • HP:
    • 25,000,000 → 45,000,000
  • No summons:
    • significantly better loot

Ancient Underground Guardian

  • Summoned mages:
    • Cast every 4s instead of 2s
    • Deal 5% HP instead of 8%
  • The more mages alive, the more spells are cast
  • Visual effects optimized
  • Increased reaction window during ritual
  • Distance penalty (>2000 range):
    • 95% → 75% HP

Bloody Map

Bloody Beast

  • Increased HP
  • Increased weapon resistances

Dragon Call

  • Destruction waves:
    • 20% → 31% HP

Blood Avatar

  • Fixed spawn at 21:00
  • Rage phase (33% HP):
    • 15% less damage
  • Added regeneration mechanic:
    • 45,000,000 HP every 15 seconds

Ohnum

  • Statue phase (phase 1):
    • Healing: 5% → 3%
    • Max statues: 5 → 4
  • Final phase:
    • Healing: 10% → 6%

Lord Rethan

  • Regeneration:
    • every 35s instead of 25s
  • HP:
    • 498,750,000 → 798,750,000
  • Spinning Sword:
    • 27% less damage
  • Slash:
    • Cast less frequently
  • Rage phase:
    • +50% damage instead of 75%

Demonic Queen

  • Improved projectile timing
  • Fully charged ability:
    • 71% → 61% HP
  • Healing:
    • +12% effectiveness
  • Effects refresh more reliably (e.g. in mines)

Varrag Ruushk

  • Position changed (Xavius Island – in front of tent)
  • Summons improved
  • Summon damage:
    • -1%
  • Summon healing:
    • -0.5%

Corrupted Troll

  • Rage phase (25% HP):
    • Ticks: 5 → 6
    • Damage: 7% → 6% max HP

Vethar

  • Reflect mechanics:
    • Reduced by 66% (less RNG, more control)
  • Increased critical damage (can be mitigated by blocking)
  • Final phase:
    • Healing: 3% → 2% per second for 2 seconds
    • Global resistance: +3%
    • Charged attack every 35s:
      • 46% → 39% HP
  • Blood Mages:
    • Fixed spell usage
    • Spawn: 5s instead of 10s
    • Damage: -58%
    • Split between max 3 players

Black Rose Fortress

  • Hot Zone expanded to entire fortress
  • Removed spots allowing mechanic bypass

Lord Drops

  • All Lord loot has been completely redesigned from scratch
  • All Lords are now significantly more rewarding
  • Most Lords:
    • have increased resistance to ranged weapons
    • especially when mechanics are being bypassed
  • Lords without summons:
    • are currently the most efficient targets
  • Loot system improved:
    • less item spam
    • more meaningful rewards

Other

  • Fixed Notice Board task assignment in Valendor

Potions

  • Healing Power:
    • now works 50% more effectively on all base maps
    • (excluding Ruhmar)

Drop

  • Drop system has been reworked
  • Drop calculation has most likely been significantly improved
    • Loot distribution between player groups should now be noticeably more efficient