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