In this update8
Full notes
Full Wild Terra 2: New Lands update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Server
- Store
- UI and audio
- Maps
Wild Terra 2: New Lands changes
This is one of the largest updates in the game's history. It adds a dungeon with new mechanics, exotic weapon Oaths, new types of armor and consumables, abilities and effects, improvements you asked for, and much more!
But that is not all the news:
Tomorrow we will launch Free To Keep on Steam, so make sure to claim Wild Terra 2 for free and keep it forever!
We are preparing an updated roadmap for you (we plan to publish it before the end of June).
Very soon, we will remove the [New] status from servers that opened more than 5 months ago, which means new transfer options will become available. Stay tuned for news!
An item for increasing inventory by 5 slots has been added to the Service section of the in-game shop (can only be activated once per character).
Get Wild Terra 2 and packs:
Wild Terra 2 on Steam: View on Steam
Thank you very much for your activity, feedback, and support. Thanks to you, the game gets better with every update!
Update 3.0.429 Patch Notes
The game shop now has an option to increase a character's inventory by 5 slots. Can be used only once per character.
Shattered Castle:
Added a new dungeon, Shattered Castle. Its entrance is located in the northeast of the Forest of futile regrets.
Shattered Castle can only be entered solo or by a small party of up to 3 players. Pets and mounts are unavailable.
To enter, each party member must pay Mirror Shards, which can be found in all finds and final chests.
- Shattered Castle has a bonus+30% combat skill growth, as well as improved defensive stats in light armor.
Instead of difficulty selection, dungeon level selection is available: 45-55, 55-65, 65-75, and 75-85. In addition to monster level, difficulty, loot, and entry cost will differ.
Castle rooms are rotating arenas. You enter one room with no exits to other rooms; the room changes to a random one either after 9 minutes, or if the party leader changes it early by activating a Shining Mirror Shard. A maximum of two changes are available per run (the way it changes does not matter!). If at least one party member dies in Shattered Castle, the current run ends!
All monsters (except bosses), as well as chests in Shattered Castle, respawn!
Added the consumable item Seal of Loyalty: a pet amulet that distorts the bond with a pet and randomly removes 2 to 6 pet levels. The item can only be obtained from Harbinger of Doom loot (the main boss of Shattered Castle, with a small chance).
Added the consumable item Shattered Tempering Oil: increases the armor fortification chance to 75% once.
Added the consumable item Castle Ward Thread: on failed fortification, it preserves armor durability (but fortification levels reset by the usual rules).
Added the consumable item Mirror Armor Seal: on failed fortification, it preserves armor durability and fortification level (used with higher priority than Castle Ward Thread).
Added 3 new titles (Baron, Twofaced, Chamberlain), 4 new portraits, and 2 new portrait borders.
*All listed items can be found in Shattered Castle.
Oath and Exotics:
Exotic weapons IV, Spectral spear: Rage, and Reptile weapons II can now be enhanced with an Oath.
Oath grants bonus damage, critical hit chance, and lifesteal against the selected monster type. The higher the Oath level, the stronger the bonus. To increase the level, the weapon must collect stacks: they are granted for finishing off monsters of that type with any attacking weapon ability. There are 6 levels in total (maximum 900 stacks).
To receive an Oath, complete Orvin's quest in Hartford (other quest chains are not required). At the final stage, you will be offered a choice of one creature type to bind. You can only have one oath-bound weapon. If you want to change the weapon or the Oath, you will need to cleanse the current Oath through a quest. To receive a new Oath, you must complete the quest again!
Applying an Oath also increases weapon durability by 1000.
Anathema III and IV now apply Laceration instead of Bleeding. Anathema damage has been slightly increased at all levels.
Poisoned strike III and IV additionally have a chance to apply Snare, reducing the target's dodge. Poisoned strike damage has been slightly increased at all levels.
Added the new exotic helmet "Plague dragon scales" with several upgrade levels.
Added the new exotic equipment "Red speed boots" with several upgrade levels.
Recipes for some exotic items have been optimized (unnecessary item quantities were removed for more convenient gathering in the inventory).
Weapons, armor, and combat abilities:
- To better match the game's progression levels, armor requirements have been increasedrawhide and bronze 10 -> 12, leather and iron 20 -> 24, hardened leather and steel 30 -> 35, zuperium and sangium 35 -> 47, leprous leather and morbium 40 -> 55. In Reinforcement kits, the level requirement has been increased accordingly.
Added two new types of light armor with level 47 required to wear.
The Felted leather set grants additional stamina, Treatment strength (this bonus will be renamed later and will also affect the power of new support-class profession abilities), and increased skill dodge chance, but has a lower regular dodge chance We plan to balance this set toward support classes; its stats may change.
The Quilted leather set grants additional critical hit damage against mobs.
At Light armor level 35, a passive ability has been added that also allows gaining experience for Strike series. When dealing damage with an attacking ability, you gain a temporary Strike series effect that stacks by alternating successful regular attacks and damage-dealing abilities (ability+attack+ability+attack, etc.). Accumulating 3 to 5 stacks grants Light armor experience.
The Chance to dodge skills bonus is now also used to dodge crossbow shots.
- New Master Brand bonuses have been added for all light armoradditional damage to mobs / bosses and increased critical damage.
- New Master Brand bonuses have been added for all heavy armorincreased incoming treatment.
Plague absorption has been added to heavy morbium armor.
Durability has been increased for all types of sling, and durability progression has been added when increasing exotic sling levels.
The axe ability In twain has been improved; its damage now takes critical power and additional damage into account. Cooldown 17s -> 19s.
At Axes level 45, the Blood Rage passive ability has been added: attacks against a target with bleeding or laceration activate a 3s effect that gains stacks (max. 10), slightly increasing attack and ability damage (up to +15%). Regular attacks apply 1 stack, and abilities apply 2 at once. Gaining a stack refreshes the effect timer.
The Spin attack ability is now called Unleash Rage, has 15% absorption and defense ignore, increased radius, and cannot be dodged or blocked. The ability has an additional effect: if you have Blood Rage stacks, they are consumed and ability damage is increased based on their number (up to +100%). Bleeding and Laceration are removed from affected enemies. Cooldown 25s -> 23s. Cost 20 -> 15.
The sword ability Puncture now applies Laceration instead of Bleeding and has a chance to apply the Numb hands effect (attack speed -25%). Weapon attack damage 0.9 -> 1.1.
High-level Treatment abilities have had their stamina cost increased.
The Treatment strength bonus on high-level healer tools has been slightly reduced (the total bonus obtainable with armor is higher than before).
Other new items, quests, mechanics, and effects:
Now, when the beginner effect Ancestors' Knowledge ends, a quest is added; after completing it, you can choose 3 skills for craft specialization. You will receive bonus experience in these skills until the specified level is reached.
This mechanic is intended to reduce the gap between new players who learn the game and explore during their first days, and experienced players who used this bonus as efficiently as possible.
Any pet can now be equipped with a Dog-collar, which strengthens your pet with an additional bonus.
Added 5 different craftable pet Dog-collars, and 7 unique Dog-collars that can be found from some world bosses and in final dungeon chests on Nightmare difficulty.
Added 3 new pet bonuses (defense penetration, block penetration, dodge penetration). These bonuses work on attack and subtract their value from the target's bonus. Example: block penetration 20% -> target block chance 80%, final target block chance 80% - 20% = 60%.
Added to the hunting journal: Fat ogre, Reaper, Plague dragon, Grothar, Scorpion, Black scorpion, Harpy, Large Harpy, Gargoyle. We will continue filling the journal.
Added a new mount skin, Plague dragon.
Added a new mount skin, Giant scorpion .
Now every 100 additional health and every 50 stamina increase the base regeneration of the corresponding stat by +1.
The additional stamina limit is now 150 instead of 100.
A passive ability has been added for all crafting skills that applies the Craft finesse effect on successful crafting, speeding up the creation of identical items. The more items are successfully crafted in a row, the faster the next ones are made.
Added 2 new defensive bonuses "Chance to resist poisoning / burning", adding a chance to fully block receiving these effects by the player.
*Such bonuses protect the player only if these effects are received from attacks against them; if the effects are received another way (for example: eating a poisoned mushroom, entering a fire area), these bonuses do not work.*
Now Weak antidote and Burn ointment apply a temporary effect that gives full immunity to poisoning/burning.
Added 6 new dishes with 100 satiety (3 pies + 3 desserts).
Added 5 new search potions for: coal, Zuperit ore, Sangit ore, Mortuus ore, Chelidonium.
Added a new fertilizer type, Dead fertilizer.
Increased the amount of experience gained when extracting essence from pets from 10% to 20%.
Added a passive bonus to the Taming skill at level 75: +10% experience gained when extracting essence from pets.
The maximum application level of all pet essences has been reduced by 5 levels.
Added 4 pet essence delivery quests to daily guild quests.
Updated the main menu art and loading art.
Guilds:
The guild leader can now configure rank-based access for each tab in guild storage.
A new "Logs" tab has been added to the guild; only the guild leader can see it. This tab will display the following guild member actions: Joined the guild, Left/Kicked from the guild, Took/Put an item in storage.
Added new items, Guild certificates, which grant guild experience when activated.
Guild coordinator Walter can now sell Guild certificate VII.
Guild coordinator Albert de la Mer, in the guild hall, can now sell Guild certificate VII and XVII.
Added a Merchant of decors to the guild hall, where you can buy various decor and character accessories for guild coins.
*In the future there will be item rotation in this shop, so buy them now while you can!*
Added 2 new titles: Knight, Mercenary.
Added 4 new portraits and 2 portrait borders.
Added 2 new back decorations "Tattered mercenary cloak" and "Shield of Knight".
All these items can be bought from the "Merchant of decors" in the guild hall.
Improvements and Convenience:
Storages and chests can now be assigned item icons that will be displayed above that storage (icons are visible only to those who have access to the storage).
An icon of the current combat role (Healer, Defender, Shooter, etc., depending on equipped gear) is now displayed next to your character portrait and party member portraits.
The maximum stack size for all projectiles, arrows, bolts, bolas, and bombs has been doubled.
The ship tutorial can now be skipped.
Quests can now be removed from the tracking list.
Combat skill icons with their level and progress (depending on equipped gear) will now be displayed in the experience gain area. A warning will also be displayed there when trying to combine light armor with heavy armor.
Naturalist journal entries are now sorted by level in ascending order.
Names of creatures/objects with fully completed journal bonuses will now be displayed in a dimmer color.
Now, when moving some UI elements (health panel, effects, satiety, etc.), they will keep their position even after restarting the client. A "Reset UI layout" button has been added to the game settings to restore all windows to default positions.
When a pet dies, the pet recovery time is now displayed on the item in the inventory/equipment window (as on the pet panel).
Now, if a corpse is empty, it does not display the Open action. If the corpse has no actions, its collider disappears. This should solve the issue where multiple corpses overlap each other.
A glow effect has been added to finds that appear in dungeons, making it clearer that they can be interacted with.
Updated icons for raw meat.
Fixes:
Items produced in machines will no longer disappear if space for them becomes available at the moment of production.
Fixed an error where the damage reduction bonus from armor fortification was not applied after all defensive calculations. The fortification effect will now be more noticeable even with low fortification.
Fixed a display issue with Chelidonium.
Fixed a display issue with some trees without foliage on Elion.
The Exhaustion effect now also prevents crafting items and building.
Fixed duplication of equipment, large quality fish, and quest items on x2 servers.
Fixed an issue where hints were not always displayed for the filter panel in containers and inventory (for example, about the item search function).
Honey is now simple food.
Poison bonus effectiveness on non-witchcraft weapons 85% -> 80%.
The Treatment strength bonus has been moved from Attacking to Other.
Elite large plague rat can no longer spawn on the path to the elder's house on the starting island; it can now only be encountered in the village center.
Feeding the Rabbit pet now has a target Taming level of 5 instead of 8.
Fixed click zones for x2 and new server filters on the server selection screen.
Source
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