Season 8 Changelog
By Verbran, 27. July, 2023
After 4 months of deep reworks and the greatest round of tests in PTEU history, Season 8 arrives with brand-new features that will change how you experience your entire journey in Priston lands.

We are excited to announce the beginning of a series of reworks that will go on in S8 and the seasons to come!

Itemisation 2.2

For the last 20 years, millions of items were discarded due to inconsistent scaling, causing players to grind for 20, even 30 levels without a replacement for an old item. (Actually, even legendary items often proved useless...)

It all ends in Season 8.

We've revised every single piece of equipment in PTEU to ensure their base and rarity stats scale up significantly from level to level, meaning early game upgrades will be as significant as those of high-level players. Often, you'll know an item's worth even before picking it!

New base values
Beyond reworking items, we’ve changed the stats formulae of every single character so that they can all fight on an even ground, for instance:

Magic classes are known for their awful atk rtg, making them horrible hunters. Archers were super squishy, being one-shot way more than they should be.

Our beta testers confirm this is no longer the case! All chars follow a base formula that is adapted to all their pros and cons, ensuring they perform similarly and consistently in all contexts.

As a result of all the changes described so far, you will notice new chars are stronger than ever, eg. a level 30 char from S8 can have more Abs and HP than a Babel 100.



This doesn’t mean the game will get easier, of course. Everything has been rebalanced to match the stats increase, and you should notice gameplay is significantly different the higher your level is. (No spoilers!)


Ps: obviously, variables like skills were taken into account here. Do NOT expect them all to be the same or to be inherently OP.

Respeccing odds and cost
Respec has been a major problem for a while due to their price or unfair odds, e.g. daggers having 1 spec while axes had 4.

We’ve addressed that by redistributing spec options to make things fairer for all, be it by removing unnecessary specs (Pike Claws) or by adding new ones (Assassin Phantoms), ensuring all weapons have a similar number of spec possibilities.

Beyond that, Gyfus and Nieds are cheaper than ever so respeccing won’t be as costly as we’ve been used to. Just buy them from Moriph's son in Pillai and get (re)rolling!

Value caps
We are now starting to limit values that are scaling endlessly regardless of their balance-breaking potential. This will not only prevent a future where chars have 100% critical and block, for instance, but also reduce the gap between mid and top-level players, making battles of all kinds more fun.

There are exceptions, though: boss items like Draxos Boots can still surpass our move speed limit, for instance.

Stats being limited capped in S8:

  • Block
  • Move speed
  • Critical
  • Evasion


That being said, don't be surprised if you notice those stats are no longer increasing. We've ensured other relevant stats keep going up so all kinds of items remain valuable!

New mixes & aging

  • Aging Abs from Armours was raised from 0.5 to 4 (+1-9) and from 1 to 8 (+10-20).
  • Aging Abs from Robes was raised from 0.5 to 3 (+1-9) and from 1 to 6 (+10-20).
  • Aging Abs from Shields and Orbs was raised from 0.4 to 0.8 (+1-9) and from 0.8 to 1.6 (+10-20).
  • Aging Abs from Orbs was raised from 0.4 to 0.5 (+1-9) and from 0.8 to 1 (+10-20).
  • Aging atk rtg was raised to 20 for all weapons.
  • All HP mixes doubled.
  • Armor: +30% abs mix no longer exists
  • Replaced by Abs +35 (Celesto 3, Mirage 3)
  • Armor: +25 Abs (Transparo 2, Murky 2, Sereneo 1)
  • Armor: +5 Abs (Transparo 1)
  • Shield & Orbs: All Abs mixes times 5
  • All plus Weapon AP +7 were raised to +8


Affixes update
HP and Absorb affixes were raised up to 3 times to match new item stats. In case you haven't played since S8, know that you can now reroll undesired values, as described in our affixes article.

New Primal Skills


As hunting and PvP builds rose in PTEU, we’ve felt limited by classic skills that kept gameplay and builds repetitive for the last two decades, so we decided to spice up your gameplay a bit.

Primal Skills are a new category of spells that are unlocked at level 20 and give you MASSIVE attack power boosts — similar to the ones in T4, but unlocked way much earlier.

Why does it matter?

PVM-wise
All maps have high-HP mobs that may be challenging to kill with AoE skills alone, so Primals allow you to take down quickly and speed up your spawn’s rotation. Also, those who love hunting builds no longer have to wait until T4 to cut some heads!

PVP-wise
Duels are no longer limited to level 80+ players. Actually, Primals are so strong that 2x battles are now as intense as top players’, allowing you to enjoy BC, VoT, and the new Vengeful Saints* since from the very first hours of your journey.

High-level chars will also benefit from this change, of course: having two OP skills enables you to manage cooldowns to carry devastating combos, putting enemies to sleep before they can even pot.

Ps: Primals are not entirely new skills, but adaptations of classic spells. We handpicked some cool classic moves (like pikeman’s Jumping Crash) and elevated them to the Primal category, giving them new values, mechanics, chains, etc. Read more about the class updates below.

New PvM-P Event - Vengeful Saints


The Ancient Weapon's final shot claimed the lives of all Saints except Verkan and Raymon. Among the fallen, Master Eadric was the only fortunate enough to receive a proper burial, while the rest became wandering souls, denied the chance to ascend to the Gates of Heaven in Bamboo Forest.

Seeking rest and solace, the wandering Saints found only oblivion as Pristonians gradually forgot their deeds and names with the passage of time. Their sacrifice felt in vain.

Defeated and dishonoured, the gates of vengeance are now open for Pristonian's despair.

Mechanics
Vengeful Saints spawn at random hours in Ruinen Village, Forgotten Land, Ancient Prison 1, Battlefield of the Ancients, Darkness Sanctuary, Cursed Temple, Railway of Chaos, Gallubia Valley, and Endless Tower 1.

Attacking the Vengeful Saints will give battle tokens on hit, which you can trade for equips from Ahin in Ricarten.

To battle the Saints, wait for the spawn announcement and seek the underworld beacon in the corresponding map. Saints will fight (and reward) any player that is flagged for PVP around them.

Gather your friends to quell the Vengeful Saints and beat players trying to steal their precious tokens!

Global Stats Balancing
Forming a solid, integrated community that enjoys every single level of their journey in PT is an absolute priority for us so we are pushing this to the next level in S8.

We are releasing a new balancing algorithm that changes players’ stats according to each scenario, changing how both PvM and PvP are played all over the Priston continent.

PVP changes
Have you ever visited BC and felt you had no chance to win? Maybe a player only a few levels above slayed you like a Hopy as soon as you crossed the bridge?

This is no longer the case in PTEU: our new stats formula reduces the gaps between players of all levels, to the extent you could be 20 and still fight a level 80 player.

“Why would I even grind if all chars are the same now?!”

They are not the same. The formula doesn’t replace, but alters your original stats, meaning your chars’ specifics are carried on the balanced version. Also, unlocked skills and everything else remain the same, so just because the 2x can fight it doesn’t necessarily mean they can win.

With this change, we expect Bless Castle and other events to be more packed and competitive than ever, and most importantly: the real best players should be winning! ;)



PVM changes
The same stats algorithm is also used to adapt players’ stats to any map they want to play in, meaning level 100 players can now have engaging fights in Forgotten Land, for instance.

Thanks to this, top players can now party with newbies and enjoy a good fight in beginners' areas, no longer facing absolutely boring right-clicking areas.

Ps: drops do not change so don’t expect to find your next 10x legendary weapon in Cursed Land.


General changes
All EXP boosts will also apply to quests Ruinen+. We’ve also raised quests’ base EXP significantly in relation to grinding alone, meaning completing missions is now way more rewarding than just killing mobs.

Solo quests’ EXP was reduced to the equivalent of playing in a duo in a double spawn. In sum, definitely solo if you can’t find a party or lack synergy with another lonely player, but definitely start a party in every other case. (As we always say, we want solo quests to be useful as a last resource, not as a goal in themselves.)

PvM difficulty has been adjusted to match the new item stats. Regular players shouldn’t feel much of a difference, but speedrunners may struggle. (Seriously, tread carefully!)

Spawns are now raising twice as many monsters. The rate and count vary, but you can expect to fight up to 14 monsters in all maps Iron+, resulting in way more intense battles.

Quest requirements and rewards were adjusted to the new kill and spawn rates, so do not fret if you are asked to kill 700 mobs. You can certainly do it!

Xetans’ EXP was raised about ~300%, meaning hunting builds will be even more critical for parties. The faster you kill them, the more EXP you’ll get!

Fury Arena now starts at level 70, meaning CT2 is now CT1, a level 70 map. Iron 2 is now level 85; Ice and Gallubia are now 89; we are also adding Cursed Temple 3F (Lv 75) and Forbidden Land (Lv 65), the latter bringing brand new monsters.

Our community LOVES Greedy Lake, so we are now giving you the privilege to hit it earlier (level 60)!!! But in case you don’t like it, just do Tier 4 in GL* and get out. (*Same rules and monsters.)

SoD's difficulty has been raised greatly. Financing the restoration of Navisko wasn’t easy with such an unchallenging attraction, so the Great Council released new beasts into Bellatra, taking the challenge to a whole new level.

Warehouse quests’ drop rate was changed, and this time it’s true! We’ve raised both requirements and drop rate so that you don’t have that feeling it’s so rare it seems bugged.


  • New Mimics and spawn rate. All players 1-39 should expect to find more Mimics in their journey. New specimens have also been spotted in the Sea of Abyss, Heart of Fire, and the Forge of the Ancients.
  • New Lv 40 Mechanician quest. “Mecha Arsenal” is handed by the Ancient Prison’s guard in Cursed Land. Give him the heads if 530 monsters in exchange for a legendary level 40 bow or hammer.
  • Vaults of Ricarten are now accessible at level 20.
  • Level 15 Boss: "Igolano's Firstborn" is now in Castle of the Lost. Discover how humanity fell and how the cyclopes appeared on the Priston continent.
  • Level 20 Boss: "Our Greatest Fear." Fight the new Illusion Reaper and learn the story of the Ruinen Village.


Character updates


Attack rating rebalance
Inconsistent attack rating has been a problem for both PvE and PvP players for years due to PT’s original formulae, causing knights unable to hit a turtle while archers had 300-400% more atk rtg than other chars.

To end these inconsistencies, we’ve adjusted all chars’ atk rtg and set a new base value for all. Weapons were also boosted to match these new standards, ensuring everybody fights and hunts on an even ground.

And NO, this does NOT mean all chars have the same atk rtg. Their base is the same, but itemisation and skills like Dion’s Eye still allow you big leaps. It all depends on how you build.

All-new HP formulae
Your char will have more HP than ever this season. For reference, our test chars went from ~800 to ~2k HP!

While we did that, we also ensured a new base value for all chars so that we have better control over the damage you take PvP/E, getting all chars on an even playing field.

To complement this, we’ve also boosted Health significantly, meaning a trade-off between damage and HP is finally possible. Start tweaking!

Archer

  • Primal Skill: Bomb Shot (Lv 20). Now shoots only once for better UX; AP% raised from 86-113 to 1240-1900; width lowered to 50; CD raised to 12 seconds.
  • Base HP raised
  • Arrow of Rage: flat AP from 87-124 to 5-50; AP% from 60-88 to 10-60%; radius 100 at all levels.
  • Wolverine is now in T3
  • Evasion Mastery: from 6-25 to 5-20%. Now in T1.
  • Perforation: max. critical chance from 30 to 20%; width raised from 70 to 100 at all levels; AP raised from 70-120 to 120-250%.
  • Falcon skills: this season we’ve decided to reduce the falcons’ impact on attacks because it often felt like they led the fight.
  • Falcon: duration was raised from 5 to 10 minutes; AP% remains 150-300 so pick it if you want to focus on DPS.
  • Golden Falcon: duration was raised from 5 to 10 minutes; AP% is 50-100; HP regen raised from 5-20 to 10-30 so you only pick GF in case you want the HP regen.
  • Dion’s Eye: atk rtg bonus from 10-100 to 15-150%. (Also note that weapon’s atk rtg has been dramatically increased.)
  • Perfect Aim: atk rtg from 10-100 to 5-30%; AP% from 120-390 to 290-440% AP.
  • Wind Arrow: AP raised from 90-300 to 165-340%.
  • Scout Hawk: now in T4; from 10-100% ATK Rtg to 30-100%.
  • Phoenix Shot: range raised from 340 to 400; width now 170 at all levels; burning chance raised from 100 to 130%; max. charged AP% raised from 420 to 1000; cooldown raised to 12 seconds.
  • Ultimate: Avalanche (Lv 70). Raised from 225-540 to 780-1200%; cooldown raised to 30 seconds.
  • Recall Wolverine: Now scales based on the player's stats, Min/Max damage, Attack Rating, Defense, Health * skill rank. Meaning if you’re currently at 500 health and rank 10 your pet will have 5000 health.
  • Absorb rating is scaled differently, 45 + 5 * Skill rank. Meaning at rank 10 it’s 95 absorb ( 95% damage reduction)


Assassin

  • Primal Skill: Running Hit (Lv 20). Raised from 100-200% AP to 650-1000%; cooldown raised to 12 seconds.
  • Base HP raised
  • Stinger: AP% raised from 150-180 to 250-390.
  • Brisk Shadow: from 10-30 Evasion to 5-20; duration raised from 5 to 10 min.
  • Spectral Precision: atk rtg boost raised from 20-80 to 20-100%.
  • Gust Slash: AP% from 90-120 to 70-110.
  • Cripple: poison AP% from 50-125 to 60-120; base AP% raised from 100-1000 to 650-1000%.
  • Sore Blade: Running Hit chain removed; AP% raised from 100-200 to 195-300.
  • Ultimate: Ninja Shadow (Lv 70). Faster animation to match the other skills; AP% raised from 200-400 to 325-500; cooldown raised from 12 to 30 seconds.


Atalanta

  • Primal Skill: Split Javelin (Lv 20). AP% raised from 110-200 to 1140-1750; chains to Extreme Rage; cooldown raised to 12 seconds.
  • Lightning Javelin: now chains AP% to Storm Javelin.
  • Wind Javelin: AP% raised from 110-200 to 280-570.
  • Vengeance: now level 50; AP% from 35-200 to 180-280; no chains needed.
  • Farina: no longer gives atk rtg; AP% raised from 75-120 to 280-430.
  • With these changes, now you can either pick +crit (Vengeance), +atk rtg (Wind Javelin) or (+aspd) as your main 1v1 skill.
  • Frost Javelin: freeze AP% from 5-50 to 10-25; freeze duration now scales from Lv 1 to 10; duration raised from 5 to 10 minutes.
  • Windy: atk rtg boost raised from 5-50 to 10-100%.
  • Storm Javelin: atas no longer get stuck in a two-step animation for better UX, meaning you now shoot once, but you still hit enemies twice. We’ve also restored the Lightning Javelin chain, which increases AP and radius. New numbers are AP% 80-165 + 100% Lightning + 100% Fire Javelin.
  • Triumph of Valhalla: AP boost also applies to AP Min now.
  • Ultimate: Extreme Rage (Lv 70). AP% raised from 80-130 to 180-280; cooldown raised to 30 seconds.


Fighter

  • Primal Skill: Brutal Swing (Lv 20). AP% raised from 60-165% to 1110-1700%; Critical stats from 7-50 to 10-30%; cooldown raised to 12 seconds.
  • Base ATK RTG raised
  • Avenging Crash: atk rtg from 30 to 20%; AP% from 80-280 to 180-280.
  • Cyclone Strike: max AP from 80 to 100%; atk range raised from 140 to 150
  • Demon's Bane: now in T1; dmg boost from 50 to 30%.
  • Concentration: atk rtg from 6-20 to 5-15%. (This skill’s effect is doubled, which means fighters were receiving unintended 40% atk rtg.)
  • Melee Mastery is now in T3
  • Rage of Zecram: AP% raised from 176-320 to 360-550; radius raised to 145 at all levels
  • Recuperation: HP Regen raised from 3-30 to 10-50.
  • Berserker: Abs cut reduced from -15 to -10%; duration raised from 5 to 10 minutes.
  • Ultimate: Destroyer (Lv 70). AP% raised from 70-280 to 330-500; cooldown raised from 12 to 30 seconds.


Knight

  • Primal Skill: Piercing (Lv 20). AP% raised from 50-130 to 1120-1720; CD raised to 12 seconds.
  • Double Crash: now level 10; AP% from 50-130 to 10-100; max. crit chance raised from 6 to 10%.
  • Brandish: attack radius raised from 110-145 to 155 at all levels.
  • Holy Body: party healing from half to one-third. (Self-healing unaffected.)
  • Divine Shield: block raised from 2-6 to 5-15%.
  • Grand Cross: AP% from 100-350 to 210-320.
  • Godly Shield, Drastic Spirit, and Holy Body: duration raised from 5 to 10 min.
  • Ultimate: Divine Piercing (Lv 70). crit chance from 10-20 to 5-10%; base AP% changed to 134 to 200%; AP% chained to Piercing.


Mage

  • Primal Skill: Watornado (Lv 20). AP% raised from 80-130 to 1480-2280; radius from 120 to 30; CD raised to 12 seconds.
  • Fire Bolt: AP raised from 50-150 to 100-300; burn chance raised to 100%; burn damage from 30-120 to 50-150%.
  • Fire Ball: radius raised from 140 to 145; AP% from 85-125 to 60-110.
  • Death Ray: AP% from 300-1000 to 590-900; range set to 240 at all levels.
  • Energy Shield: from 5-25 to 5-15% to match the Robe/Orb buffs (HP is also much higher than before.); mana drain was reduced from 80 to 60 at Lv 10. Also, it scales more smoothly so that you don’t need to rush Mental Mastery.
  • Diastrophism: AP% from 40-80 to 70-140; radius 150 at all levels.
  • Distortion: duration raised from 5-20 to 30 seconds at all levels.
  • Flame Wave: burn damage raised from 200-400 to 320-640% AP.
  • Ultimate: Meteorite (Lv 70). radius from 160 to 80; AP% from 200-350 to 970-1490; Distortion AP% chain removed; cooldown raised from 12 to 30 seconds.
  • Fire Elemental: Now scales based on the player's stats, Min/Max damage, Attack Rating, Defense, Health * skill rank. Meaning if you’re currently at 500 health and rank 10 your pet will have 5000 health.
  • Absorb rating is scaled differently, 45 + 5 * Skill rank. Meaning at rank 10 it’s 95 absorb ( 95% damage reduction)


Mechanician
Let’s start with Claws. These lost a bit of value since we established Hammers as the default power mech weapon, so we wanted to make claws feel REALLY useful to the nearly extinct tanking breed. For that, we replaced the old defence bonus with block rate — meaning Spark Shield (a block-based skill) will be triggered more often, boosting both your damage output and survivability.

The bad news is that we were forced to reduce his attack speed due to a bug, but don't worry: damage as a whole was raised to make up for this loss. Mechs are only getting stronger!

  • Primal Skill: Mech Bomb (Lv 20). AP% raised from 90-120% to 1110-1700%; radius reduced from 120 to 80; throwing distance raised for better Auto Mech usability.
  • Base ATK RTG raised
  • Grand Smash: atk rtg from 30 to 20%; Great Smash chain removed; AP% raised from 25-110 to 160-240.
  • Spark Shield: since claws now increase block (thus, more sparks), SSh no longer gives a defence rate. Making up for the additional triggers. Spark's AP chain was reduced from 85 to 70%.
  • Physical Absorption: max. Abs boost from 30 to 15% Abs boost.
  • Extreme Shield: block raised from 2-6 to 10-25%.
  • Compulsion: Abs % bonus from 15 to 10%; bonus abs 10 at all levels; duration from 60 to 20 seconds.
  • Magnetic max. AP% raised from 200 to 220.
  • Automation: dmg vs mob boost reduced from 150 to 75%; speed from 5 to 4; regular AP% raised from 55-110 to 80-160; duration raised from 5 to 10 minutes.
  • Maximize: duration raised from 5 to 10 min; max atk speed raised from 15 to 20%.
  • Ultimate: Electrical Overload (Lv 70). MP/MP reduced by half so activation and combos are smoother and longer; atk speed boost from 120 to 115%.
  • Metal Golem: Now scales based on the player's stats, Min/Max damage, Attack Rating, Defense, Health * skill rank. Meaning if you’re currently at 500 health and rank 10 your pet will have 5000 health.
  • Absorb rating is scaled differently, 49 + 5 * Skill rank. Meaning at rank 10 it’s 99 absorb ( 99% damage reduction)


Pikeman

  • Primal Skill: Jumping Cash. AP% raised from 58-150 to 1300-2000; atk rtg raised from 10-100% to 70-100%; cooldown raised to 12 seconds. Jumping Crash now replaces Precise Hit as the chain to Chain Lance and Shadow Master.
  • Expansion: AP% raised from 24-100 to 150-230.
  • Polearm Mastery: atk range raised from 5-30 to 10-40.
  • Ground Pike: AP% raised from 400-700 to 400-900.
  • Tornado: AP% from 24-160 to 20-140.
  • Chain Lance: AP% raised from 50-200 to 140-220.
  • Weapon Block Mastery: from 5-15 to 5-10%.
  • Vague: from 5-15 to 5-10%.
  • Ultimate: Shadow Master. AP% raised from 10-50 to 130-200%; cooldown raised from 12 to 30 seconds.


Priestess

  • Primal Skill: Vigor Ball (Lv 20). AP% from 800-1400 to 910-1400; atk rtg from 3-30 to 15-30%.
  • Holy Bolt: AP% raised from 30-100 to 130-200.
  • Divine Lightning: raised from 7 to 14 targets.
  • Chain Lightning: raised from 7 to 14 targets.
  • Grand Healing: cooldown lowered to 3 seconds.
  • MultiSpark: AP% from 85-175 to 100-160.
  • Summon Muspell: AP% from 75-400 to 100-200.
  • Virtual Regeneration: HP regen raised from 5-28 to 30-60 per second.
  • Ultimate: Glacial Spike (Lv 70). Now fully functional; base AP% is 1040-1600 and Freeze AP% is 1040-1600; chains to Vigor Ball; cooldown is 30 seconds.


Shaman

  • Primal Skill: Haunt (Lv 20). this is no longer HP-based, but AP, being 900-1800% damage; cooldown is 12 seconds.
  • Dark Bolt: AP% raised from 150-260 to 170-270.
  • Rainmaker: damage reduction from 10-30 to 5-10% to match the Robes' buff. (HP is also much higher than before.)
  • Dark Wave: radius raised from 110-140 to 120-145; AP% from 20-88 to 25-90.
  • Spiritual Flare: AP% raised from 540-700 to 400-800; radius raised from 110-140 to 145 at all levels.
  • Chasing Hunt: AP% from 7-25 to 7-12; duration raised to 10 minutes.
  • Advent of Migal: AP% from 10-35 to 10-25.
  • Phantom Call: AP% from 45-65 to 80-125; radius raised to 150.
  • Scratch: AP% from 140-380 to 280-430.
  • Mourning Pray: radius from 110-140 to 150 at all levels
  • Ultimate: Judgement (Lv 70). AP chained to Haunt; crit chance from 20-40 to 5-15%; base AP% from 500-1000 to 350-890; cooldown raised to 30 seconds.
  • Recall Hestian: Now scales based on the player's stats, Min/Max damage, Attack Rating, Defense, Health * skill rank. Meaning if you’re currently at 500 health and rank 10 your pet will have 5000 health.
  • Absorb rating is scaled differently, 45 + 5 * Skill rank. Meaning at rank 10 it’s 95 absorb ( 95% damage reduction)


We are excited to see your journey and hear from you. Join us on Discord so we can keep improving!