Patch Notes for 28/05/2026

v0.1.6Hey Everyone! We have a new a patch focused on the balancing aspect of the game! With this one we're concluding the "post-release" wave of heavy patches to focus our entire attention to the content update!BalancingA quick word on balancing: We are absolutely thrilled to see the various builds emerging within the community, each vying for ingenuity to get the most out of a class or weapon combination.We want to ensure that all classes can hold their own and remain both fun and powerful enough to successfully tackle the content we’re preparing. In that sense, when classes underperform or overperform, balancing adjustments will be applied. For example, self-healing talents lead to some builds being too strong; the ones that were pure attribute boosts were too powerful given that this was the first talent tree for each class. We knew that warriors and priests were a bit overpowered, while rogues were struggling a bit. Balancing in Farever is a living process; no change is permanent and we'll be listening to the community to create a game environment where everyone can have fun.General[expand type=details expanded=true] Critical Strike Rating conversion to Critical chance rating has been lowered by 5%. Blocking now also prevents status application. Fervor, Physical Mastery and Magic Mastery bonuses are now applied before calculating Critical strikes.[/expand]ClassWarriorWarriors were true all-around machines capable of delivering massive burst damage or unmatched tanking, but the most offensive builds were also the ones with the most sustain. The talent tree is diverse, but the healing provided by its talent was just as powerful (if not more so) than that of a weapon skill.[expand type=details expanded=true]Class Skills Berserk - Fixed an issue causing Berserk to apply its bonus damage twice.Hemorrhage Talent tree Bleed damage reduced from 40% -> 35% and duration from 9s -> 8s. Master-at-arms - Critical damage from attacks reduced from 15/30% -> 10/20%. Fighting Spirit - Critical chance reduced from 2/4% -> 1/2% Red Tempo - On trigger, reduces the cooldown of all your weapon skills by 1s -> 0.5s. Magic Conduction - Now increases only magic damage dealt to enemies affected by Hemorrhage instead of all damage. Bloodfeast - Heal granted by Hemorrhage reduced from 30/60% -> 7/15%.[/expand]RogueWhile we are satisfied with the rogue class itself, the talent tree was a bit weak, and it didn't quite feel like we were true masters of poison. It has been revised accordingly.[expand type=details expanded=true]Class Skills Death Mark - Death Mark now correctly also increases Magic damage. Combo Ruler (Finisher Rune) - Fixed an issue resetting the Rune upon death.Lethal Poison Talent tree Envenom and Opportunity Strikes talents have been swapped in the tree. Intent to Kill and Acidic Splatter talents have been swapped in the tree. Atrophic Poison and Leeching poison have been swapped in the tree. Chance for your attacks to apply a stack of poison increased from 15% -> 20% and Dexterity ratio increased from 18% -> 35% per stack. Finish the Job - Chance to critically strike a poisoned enemy reduced from 7/15% -> 5/10%. Envenom - Chance for your Final Combo Attack to apply poison to the target and nearby enemies increased from 35% -> 100%. Deadly Poison - Chance for Lethal Poison to critically strike increased from 1/2% -> 2/3% per stack. Venom Infusion - Chance for your weapon skills to apply Lethal Poison increased from 20/40% -> 25/50%. Acidic Splatter - Finisher’s chance to spread acid to enemies increased from 5% -> 20% per combo point. Damage ratio is now split amongst Dexterity and Intelligence and increased from 50% -> 200% total. Bullying the Weak - Damage dealt to poisoned enemies increased from 3/3% -> 2/4%. Leeching Poison - Heal granted by Lethal Poison increased from 2/4% -> 5/10%. Regeneration Miasmas - Heals when you kill an enemy affected by Lethal Poison increased from 1/2% -> 5/10% of your max Health. Improved Mixture - Fixed an issue about max stacks not resetting when the talent was unequipped. Virulent Magic - Intellect ratio damage increased from 20% -> 40%.[/expand]MageThe mage's talent is a complex and extremely powerful ability. Our mage friends have proven this time and again by endlessly spawning totems across Siagarta. In line with an overall nerf to generic abilities, the mage has seen a few of its abilities modified.[expand type=details expanded=true]Chaincast Talent Tree Increased the duration of Chaincast effect from 10s -> 15s. Temporal Compression - On trigger, reduces the cooldown of all your weapon skills by 1s -> 0.5s. Conduit: Spark Explosion - Intellect ratio damage reduced from 25% -> 20%. Amplification - Critical damage from attacks reduced from 15/30% -> 10/20% Fervent Wizard - Fervor reduced from 3/6% -> 1.5/3%. Spark Flask - Hess’tuss Flask spark points regeneration increased from 10/20 -> 15/30. Concentrated Power - Magic penetration reduced from 10/20% -> 3/6%. Life Curr

May 28, 2026 - 23:15
 0
Patch Notes for 28/05/2026
v0.1.6

Hey Everyone!
We have a new a patch focused on the balancing aspect of the game! With this one we're concluding the "post-release" wave of heavy patches to focus our entire attention to the content update!



Balancing
A quick word on balancing: We are absolutely thrilled to see the various builds emerging within the community, each vying for ingenuity to get the most out of a class or weapon combination.
We want to ensure that all classes can hold their own and remain both fun and powerful enough to successfully tackle the content we’re preparing.

In that sense, when classes underperform or overperform, balancing adjustments will be applied. For example, self-healing talents lead to some builds being too strong; the ones that were pure attribute boosts were too powerful given that this was the first talent tree for each class. We knew that warriors and priests were a bit overpowered, while rogues were struggling a bit. Balancing in Farever is a living process; no change is permanent and we'll be listening to the community to create a game environment where everyone can have fun.


General
[expand type=details expanded=true]
  • Critical Strike Rating conversion to Critical chance rating has been lowered by 5%.
  • Blocking now also prevents status application.
  • Fervor, Physical Mastery and Magic Mastery bonuses are now applied before calculating Critical strikes.
[/expand]
Class
Warrior
Warriors were true all-around machines capable of delivering massive burst damage or unmatched tanking, but the most offensive builds were also the ones with the most sustain. The talent tree is diverse, but the healing provided by its talent was just as powerful (if not more so) than that of a weapon skill.

[expand type=details expanded=true]Class Skills
  • Berserk - Fixed an issue causing Berserk to apply its bonus damage twice.
Hemorrhage Talent tree
  • Bleed damage reduced from 40% -> 35% and duration from 9s -> 8s.
  • Master-at-arms - Critical damage from attacks reduced from 15/30% -> 10/20%.
  • Fighting Spirit - Critical chance reduced from 2/4% -> 1/2%
  • Red Tempo - On trigger, reduces the cooldown of all your weapon skills by 1s -> 0.5s.
  • Magic Conduction - Now increases only magic damage dealt to enemies affected by Hemorrhage instead of all damage.
  • Bloodfeast - Heal granted by Hemorrhage reduced from 30/60% -> 7/15%.
[/expand]

Rogue
While we are satisfied with the rogue class itself, the talent tree was a bit weak, and it didn't quite feel like we were true masters of poison. It has been revised accordingly.

[expand type=details expanded=true]Class Skills
  • Death Mark - Death Mark now correctly also increases Magic damage.
  • Combo Ruler (Finisher Rune) - Fixed an issue resetting the Rune upon death.
Lethal Poison Talent tree
  • Envenom and Opportunity Strikes talents have been swapped in the tree.
  • Intent to Kill and Acidic Splatter talents have been swapped in the tree.
  • Atrophic Poison and Leeching poison have been swapped in the tree.
  • Chance for your attacks to apply a stack of poison increased from 15% -> 20% and Dexterity ratio increased from 18% -> 35% per stack.
  • Finish the Job - Chance to critically strike a poisoned enemy reduced from 7/15% -> 5/10%.
  • Envenom - Chance for your Final Combo Attack to apply poison to the target and nearby enemies increased from 35% -> 100%.
  • Deadly Poison - Chance for Lethal Poison to critically strike increased from 1/2% -> 2/3% per stack.
  • Venom Infusion - Chance for your weapon skills to apply Lethal Poison increased from 20/40% -> 25/50%.
  • Acidic Splatter -
    • Finisher’s chance to spread acid to enemies increased from 5% -> 20% per combo point.
    • Damage ratio is now split amongst Dexterity and Intelligence and increased from 50% -> 200% total.
  • Bullying the Weak - Damage dealt to poisoned enemies increased from 3/3% -> 2/4%.
  • Leeching Poison - Heal granted by Lethal Poison increased from 2/4% -> 5/10%.
  • Regeneration Miasmas - Heals when you kill an enemy affected by Lethal Poison increased from 1/2% -> 5/10% of your max Health.
  • Improved Mixture - Fixed an issue about max stacks not resetting when the talent was unequipped.
  • Virulent Magic - Intellect ratio damage increased from 20% -> 40%.
[/expand]

Mage
The mage's talent is a complex and extremely powerful ability. Our mage friends have proven this time and again by endlessly spawning totems across Siagarta. In line with an overall nerf to generic abilities, the mage has seen a few of its abilities modified.

[expand type=details expanded=true]Chaincast Talent Tree
  • Increased the duration of Chaincast effect from 10s -> 15s.
  • Temporal Compression - On trigger, reduces the cooldown of all your weapon skills by 1s -> 0.5s.
  • Conduit: Spark Explosion - Intellect ratio damage reduced from 25% -> 20%.
  • Amplification - Critical damage from attacks reduced from 15/30% -> 10/20%
  • Fervent Wizard - Fervor reduced from 3/6% -> 1.5/3%.
  • Spark Flask - Hess’tuss Flask spark points regeneration increased from 10/20 -> 15/30.
  • Concentrated Power - Magic penetration reduced from 10/20% -> 3/6%.
  • Life Current - On trigger, spark points regeneration increased from 1 -> 2 points.
  • Conduit: Lifebolt - Intellect ratio healing reduced from 25% -> 20%.
[/expand]

Priest
Even more so than the warrior, the priest is a master of survivability. The healing provided by its talent significantly outperformed expectations, especially in group settings. The core of the talent tree has also been modified in anticipation of future content.

[expand type=details expanded=true]Sunlight Talent Tree
  • Sharp Mind - Cooldown Reduction increased from 2/4% -> 3/6%.
  • Fervent Defender - Fervor reduced from 2/4% -> 1.5/3%.
  • Soothing Rays - Heal reduced from 50% -> 30%.
  • Might of the Executioner - Critical damage from attacks reduced from 15/30% -> 10/20%.
  • Zealous Fighter - Critical chance from attacks reduced from 4/8% to 3/6%.
[/expand]
Weapons

[expand types=showmore expanded=true]Dominion
  • Heartsteel (passive) - Armor ratio damage reduced from 15% -> 10%
Gorgon Ratsay's Toothpick
  • Swirling Embers - Damage ratio reduced from 60% -> 50%
Glory
  • Tactician Assault - Damage ratio modification
    • Previously Strength x 71.5%
    • Now Strength*42.5%+Faith*42.5%
Beefury
  • Hive's Sunder
    • Rank 3 now correctly steals Magic Armor.
  • Hive Bite
    • Fixed rank 2 not applying damage and healing bonus.
    • Now correctly triggers Priest’s Sunlight.
    • Rank 3 now correctly critically heals under 35% Health.
    • Faith ratio heal reduced from 20% -> 17.5%
  • Hive Swarm
    • Damage ratio is now split amongst Strength and Faith, reduced from 15% -> 12%.
    • Fixed the description that was displayed incorrectly.
    • Hit frequency increased from every 2s -> 1s.
Amon Ram
  • Smite - Damage ratio is now split amongst Strength and Faith, increased from 71.5% -> 85%
  • Ram Veil - Critical Chance and Fervor granted when consuming all Benediction stacks reduced from 10% -> 5%.
  • Blessing (Rank 3) - Empowered attacks chance to critically strike reduced from 100% -> 15%.
Crabgantua’s Kneecap
  • Depth Shield - Faith ratio damage for the last charge of the bubble increased from 45% -> 55%.
Magma Mia
  • Furnace Roar
    • Intellect ratio damage reduced from 540% -> 250%.
    • Fixed an issue causing blocks during the channeling even if the skill was not rank 3.
  • Cinder Coat
    • Intellect ratio damage increased from 30% -> 50%
    • Intellect ratio damage dealt when you are hit by an enemy increased from 30% -> 50%.
Lady Bee’s Ceremonial Stinger
  • Unstable Goo - Ignited Goo damage increased from 140% -> 168%
Twin Pillars of Justice
  • Sentence - Your damage bonus against a sentenced enemy is reduced from 15% -> 5%.
Twin Fangs of Ratsar
  • Sharpen Fangs (Rank 3) - Increases your Armor Penetration instead of your Fervor.
Cheese Moon
  • Bloodrage Aura (Rank 3) - Self-heal cooldown increased from 3s -> 6s.
[/expand]

Quality of Life

[expand type=showmore expanded=true]
  • Improved map menu
    • Numbers of Chest and secret orbs are now displayed per sub-region
    • Hovering over an activity on the map will highlight it in the activity list
    • Clicking on an activity on the list will center the map on it
  • Improved attack icon look
  • Added missing shapes in character creator
  • Improved Crabgantua's shards location to avoid walls and geysers
  • Improved golem's explosion anim
  • Improved charge/cooldown readability
  • Added hints during boss fight
  • Bank
    • You can now buy up to 6 empty bag slots for your Bank. Once purchased, you can assign any bag to a slot.
[/expand]
Bugfixes

[expand type=showmore expanded=true]
  • Combat - Fixed being able to cast if stunned while aiming.
  • Elites - Fixed Big Elite Plants that already got triggered once in Valley of the Eternal Autumn staying invulnerable.
  • UI - Fixed characters having default appearance in character selection instead of equipped gear.
  • Character Creation - Fixed some Hair choices hiding facial hair selection
  • System - Added security against exploits
[/expand]
https://store.steampowered.com/app/3672400/Farever/

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