Every spec, before and after. All changes apply to fights against other players; nobody gets weaker against monsters. A group of players is testing the changes on the test server first, so the final numbers may still move before they reach the live realms.
Over the last two weeks of PvP, Assassins beat almost everyone, while Templars and Guardians lost to almost everyone. You told us the same on Discord: "Assassin is too strong", "Berserker hits too softly", "Guardian is useless", "a party with 2 to 4 Templars never dies". The goal is a structure where every spec plays its role: the tank is hard to kill, the assassin hits hard but is fragile, the mage breaks the tank and the healer keeps the party alive.
Changes for everyone New
PvP healing potion cooldown: 7 → 15 sNo more staying alive forever on potions in group fights. PvE and mana potions do not change.
More than one healer in a party heals lessWith 2 healers in the party, healing is 30% lower; with 3 or more, 60% lower. Only in fights against players. A party with one healer is not affected.
Fire burn halves healingThis was always in the game, but it was invisible. The burn icon now says "Healing halved".
Visible passives (with the live release)What makes each spec different will have a name in the skill window and on the character card, so you can see exactly where a number comes from.
Warrior
Berserker
raw damage, no armor to hide behind
Stronger
Before
Hit too softly; Crescent Slash felt weak and Berserk too short.
Lost to every other melee spec.
After
Damage to players +35% (through Crescent Slash power and a longer Berserk).
Damage taken from players +15%.
In game: the fastest killer in the game. Dives the mages, trades evenly with melee, and a Guardian stops it.
Kills in 23 → 17 s · Survives 41 → 37 s · Est. K/D 0.60 → 1.16
Guardian
the tank
Stronger
Before
A tank that lost to almost everyone; it took the most hits of any melee spec.
Players said Guardians were being ignored.
After
Physical and magic defense +25%.
Damage to players -10%.
Bloodthirst heals more the higher your max HP.
Damage you take for an ally with Intervene earns NP.
In game: hard to kill, slow to kill. Stops melee divers; mages burn through it.
Kills in 38 → 42 s · Survives 33 → 39 s · Est. K/D 0.41 → 0.57 (the least certain number; the test will tell)
Lancer
balanced melee
Unchanged
Before
In a good place.
After
No direct change.
In game: does a little better because Assassin and Archery come down.
Kills in 30 → 30 s · Survives 28 → 29 s · Est. K/D 0.98 → 1.18
Archer
Archery
ranged physical damage
Toned down
Before
After the unique weapon fix it rose faster than any other spec.
After
Damage to players -15%.
The Deadeye mastery will be reviewed separately.
In game: still strong, no longer far above the rest.
Kills in 25 → 30 s · Survives 28 → 29 s · Est. K/D 1.63 → 1.18
Assassin
highest burst, fragile
More fragile
Before
Hit the hardest and lasted long; beat almost everyone.
Vanish was locked for 5 seconds after any hit, so it never worked mid-fight.
After
Damage unchanged; damage taken from players +25%.
Vanish works in combat. If you were hit in the last 5 seconds, the attack that breaks stealth gets no bonus (no ×1.20). Cooldown stays 30 s; taking damage or Lupine Eye still reveals you.
In game: still one of the hardest hitters, but dies quickly when caught, and can slip out of a bad fight.
Kills in 22 → 22 s · Survives 33 → 27 s · Est. K/D 1.74 → 1.07
Mage
Fire
hardest-hitting mage, healer hunter
Unchanged
Before
Nobody knew that its burn halves healing.
After
No direct change.
Burning now says Healing halved on the status icon.
In game: the answer to Templar-heavy parties; burns through tanks and healers.
Kills in 24 → 24 s · Survives 31 → 31 s · Est. K/D 0.77 → 0.91
Frost
slows and freezes
Slightly toned down
Before
Very strong before the unique weapon fix, which already brought it down.
After
Damage to players -7%.
In game: a small change; the control role stays.
Kills in 29 → 31 s · Survives 33 → 33 s · Est. K/D 1.10 → 1.04
Lightning
longest stuns, lowest mage damage
Slightly toned down
Before
The hardest basic hits among mages; the unique weapon fix brought it down too.
After
Damage to players -7%.
In game: a small change; the stuns stay as they are.
Kills in 28 → 31 s · Survives 27 → 28 s · Est. K/D 1.12 → 1.07
Templar
Blessing
healer who holds the party together
Sturdier alone
Before
Died more than any other spec when alone.
Parties with 2 to 4 Templars almost never died.
After
As the only healer in the party (or solo): HP +10%, physical defense +25%, magic defense +15%.
With more than one healer in the party, healing goes down (see above).
In game: a lone healer is no longer easy prey, while a stack of healers is no longer unkillable. Fire is still the hard matchup.
Kills in 67 → 68 s · Survives 32 → 42 s · Est. K/D 0.33 → 0.75
The numbers, before and after
The average of the real characters of 112 active level 48+ players who fought in PvP in the last 12 days (gear, runes, masteries and costumes included). Green is in the spec's favour, red against it.
Spec
HP
Physical defense
Magic defense
Damage per second
Time to kill
Time to survive
Est. K/D
Berserker
11,020
622
553
425 → 588 +38%
23 s → 17 s -28%
41 s → 37 s -11%
0.60 → 1.16
Guardian
11,997
552 → 691 +25%
459 → 574 +25%
266 → 239 -10%
38 s → 42 s +10%
33 s → 39 s +20%
0.41 → 0.57
Lancer
10,310
617
532
338
30 s
28 s → 29 s +2%
0.98 → 1.18
Archery
9,376
562
621
393 → 329 -16%
25 s → 30 s +20%
28 s → 29 s +2%
1.63 → 1.18
Assassin
9,106
610
565
438
22 s
33 s → 27 s -19%
1.74 → 1.07
Fire
7,212
355
1,197
416 → 428 +3%
24 s
31 s → 31 s +2%
0.77 → 0.91
Frost
7,451
416
1,023
354 → 336 -5%
29 s → 31 s +9%
33 s → 33 s +2%
1.10 → 1.04
Lightning
6,833
340
1,041
351 → 333 -5%
28 s → 31 s +9%
27 s → 28 s +3%
1.12 → 1.07
Blessing
8,096 → 8,905 +10%
439 → 499 +14%
817 → 940 +15%
160 → 165 +3%
67 s → 68 s +2%
32 s → 42 s +33%
0.33 → 0.75
The Assassin and Berserker "damage taken from players" changes do not show on the character window; they work in PvP only and appear in the time to survive. Time to kill / survive: against the average opponent, standing still, no potions. Est. K/D: kills per death with equal gear; around 1 means balanced.
Who beats whom
Each cell: how often the spec on the left wins against the spec on top. Equal gear, level 35+. "Before" comes from the last two weeks of real PvP (adjusted for the unique weapon fix); "After" is the estimate with the changes. * = little data.
65+ strong57–64 ahead44–56 even36–43 behind35 or less weak
Before
Winner ↓ / vs →
Bers
Guar
Lanc
Arch
Assa
Fire
Fros
Ligh
Bles
Berserker
–
47*
38
23
17
56
45
54
54
Guardian
53*
–
57*
23
35
35
23
39
51
Lancer
62
43*
–
51
35
44
33
45
77
Archery
77
77
49
–
44
78
66
65
84
Assassin
83
65
65
56
–
69
68
66
84
Fire
44
65
56
22
31
–
16
45
81
Frost
55
77
67
34
32
84
–
43
73
Lightning
46
61
55
35
34
55
57
–
83
Blessing
46
49
23
16
16
19
27
17
–
After (estimate)
Winner ↓ / vs →
Bers
Guar
Lanc
Arch
Assa
Fire
Fros
Ligh
Bles
Berserker
–
48
51
46
41
68
63
70
51
Guardian
52
–
61
40
59
34
27
43
33
Lancer
49
39
–
62
50
44
38
50
63
Archery
54
60
38
–
49
68
61
58
61
Assassin
59
41
50
51
–
54
58
56
63
Fire
32
66
56
32
46
–
19
50
70
Frost
37
73
62
39
42
81
–
42
53
Lightning
30
57
50
42
44
50
58
–
67
Blessing
49
67
37
39
37
30
47
33
–
Biggest changes
Assassin vs Berserker: Assassin wins 83% → 59%
Assassin vs Guardian: Assassin wins 65% → 41%
Archery vs Berserker: Archery wins 77% → 54%
Archery vs Blessing: Archery wins 84% → 61%
Assassin vs Blessing: Assassin wins 84% → 63%
Blessing vs Frost: Blessing wins 27% → 47%
Berserker vs Frost: Berserker wins 45% → 63%
Blessing vs Guardian: Blessing wins 49% → 67%
The structure we are aiming for: the tank stops melee divers, mages break the tank, Berserker dives the mages, Assassin no longer beats everyone, and a healer is no longer easy prey. These are estimates; the player test and live data will confirm them.
How these numbers were made
We simulate fights between the real characters of active players with the server's own damage formula, hit by hit, and check the result against real PvP kills. Converting fight times into K/D is an estimate, which is why we test with players before anything goes live.
Previous patch notes: 0.5.28
v0.5.28 Patch notes · October 2026
Frontier Hour pays everyone
When your nation wins Frontier Hour, every hero of that nation on every realm celebrates. Coffers open with two draws, the best ones hide a unique weapon jackpot, and Frontier Insignia unlock titles. Plus daily tasks for level 35+, PvP anti-escape rules, Shiny sets, safer mining and a fix for a crash on some phones.
Victory for everyone: when your nation wins, every hero of that nation on every realm gets +20% XP and +20% monster gold for 3 hours, even if you were not in the fight. It stacks with the War Herald and Premium.
Every Frontier Coffer now opens with two draws from its table. In the first coffer the potion entry became an EXP Flash (28% on each draw).
Jackpot: the Champion Coffer and the War Chest each have a 1 in 200 chance of a unique weapon on top of the two draws. The whole server hears about it.
Frontier Insignia New
Every Frontier Coffer and the War Chest also hold Frontier Insignia: one in the first two coffers, two in the third, three in the Champion Coffer and the War Chest.
The Insignia you have ever earned unlock titles on their own: Frontier Recruit at 10, Frontier Warden at 60 and Frontier Legend at 200.
Trade them in: tap the Frontier icon at the top right (it shows whenever you carry Insignia). EXP Flash 4, Fortune Lure 5, Seeker's Brew 5, Protection Charm 8, Grand Rift Cache 15, Silver Premium (3 days) 25. Rewards arrive by mail, and spending Insignia never takes away a title.
Top: Shiny pieces of one degree worn. Bottom: after taking them off.
Wear 4 Shiny pieces of the same degree (weapon, armour or accessories; Unique and crafted set pieces don't count) and all your damage rises by 3%, against monsters and players.
The item card shows how many pieces of that degree you wear, and the Attack in your Character window includes the bonus with a (+3%) tag.
Anvil, mining and crafting
Protection Charm switch: a new Use Protection Charm on failure checkbox on the Anvil lets you keep your charms for the risky steps. No more moving them to your vault first.
Crafting a Protection Charm now gives 3 charms.
Better picks collapse veins less often: every pick above the Iron Pick lowers the collapse chance, down to −40% with the Emberforged Pick. The mining planner now uses your pick.
Archer Swift lasts 10 minutes.
Party & social
Make Party Leader: the leader taps a member's card and hands over leadership, and stays in the party.
Parties of one nation no longer break when you walk into the Abyss or the PvP lands together.
Class champions: the #1 National Points earner of each class in each nation wears a gold ring around their class crest for the next week. How the weekly ladder works.
Emoji spam is limited in chat.
Fixes
Fixed a crash when entering the world on some phones (Moto G56 and other phones with the same graphics chip). On these phones some ambient dust, snow and embers are hidden.
Heroes defending the town in a Town Invasion are no longer kicked for "automated attacking".
The Rift Shard exchange icon opens on phones.
Shrine, boss and party names no longer cover mining nodes on the minimap.
NPC role icons no longer overlap long names.
The item card in the vault is readable again.
You can't switch channel or character in the middle of a fight.
Reconnecting after a short drop is more patient and keeps you in the world.
Also new in 0.5.27
Frontier Hour replaced the daily Nation War: one hour in the PvP world (Lv 35+) with five Shrines, supply drops, the Hunted and Set, Lord of the Red Sands at minute 30. Everyone who takes part earns Marks and coffers. It runs on one realm a day: 15:00 UTC on EU and ASIA days, 23:00 UTC (20:00 Brasília) on AMERICAS (Wednesday) and BRASIL (Thursday, Sunday) days.
Rift Shards drop from monsters far from town. Carry them carefully: an enemy who kills you takes half. Bank them at a Frontier Monument and trade them for Rift Caches.