Тема: Патч 4.1
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Регистрация:
04.04.2007
Чемпион
Награжден за: За победу в 2х конкурсах на GoHa.Ru Зомби мутанта
Награжден за: гЫх! Признанный автор
Награжден за: Ведение и создание стартовых гайдов по Warhammer Online Просветитель
Награжден за: За помощь форуму и посетителям раздела Warhammer Online
Патч 4.1
Vamana Visual Update


  • Character model update and Card update for the Default, Recolor, and Mastery skins
  • Card update for the Default, Recolor and Mastery skins
  • New Voice Pack

Vamana Divine Protector

Vamana Mastery Skins

Wallpapers: 1920 x 1080 | 2056 x 1440 | 3840 x 2160
New God Skins


Such Cold Skadi

Wallpapers: 1920 x 1080| 2056 x 1440 | 3840 x 2160

Modern Mercenary Nemesis

Wallpapers: 1920 x 1080 | 2056 x 1440 | 3840 x 2160

Iron Tyrant Xing Tian

Wallpapers: 1920 x 1080 | 2056 x 1440 | 3840 x 2160

NRG Ao Kuang

Wallpapers: 1920 x 1080 | 2056 x 1440 | 3840 x 2160

Wallpapers: 1920 x 1080 | 2056 x 1440 | 3840 x 2160
Nike Mastery Skins


Ullr Mastery Skins

Wallpapers: 1920 x 1080 | 2056 x 1440 | 3840 x 2160
Undying Chest 2017


Full Metal Vulcan

Wallpapers: 1920 x 1080 | 2056 x 1440 | 3840 x 2160

Encore Agni


Dragonsbane Ullr


Agony Bellona


Terror-Dactyl Camazotz


iDusa Elite Medusa

New Avatars

Cutesy Doge

New Emotes

Vulcan Dance

New Global Emotes

Diamond Mastery

Diamond Demigod

Diamond Adept

Season Ticket 2017

New Loading Frames

Iron Tyrant Loading Frames
  • Diamond Conquest
  • Diamond Joust
  • Masters Conquest
  • Masters Joust
  • Platinum Conquest
  • Platinum Joust
Season Ticket 2017 Loading Frame
New Recalls

Diamond Mastery Recall FX
  • Diamond Student Recall FX
  • Diamond Master Recall FX
  • Diamond God Recall FX
Season Ticket 2017 Recall FX
New Wards

NRG Ward (NRG eSprots Bundle)
New Achievements


The Morrigan

Mirror Match

  • As The Morrigan, transform into an enemy God and kill the God you transformed into.
3v3

  • As The Morrigan, hit 3 enemy gods at the same time with her Three Aspects ability.
Client Updates

“In Season 4, we are updating some of our core features of SMITE. Ranked is receiving a revamp to its structure, T-Screen makes its return, and players who have Diamond Mastered gods will have new forms of progression available to them.”
T screen returns
  • The T-Screen has returned! Press “T” to rejoice!
  • The T-Screen now shows Top Kills, Top Gold, Top Damage, and Top Mitigated at the top of the screen. Additionally, the screen serves a new goal as a combat log that you can view at any time that displays recent Damage dealt or taken and the Damage that lead up to your death.
Mastery Features
  • After Rank 10, players will begin to unlock bonus Stars for every 1000 Worshippers obtained. These Stars will appear on your Loading Frame when playing that God and has no cap.
Diamond Mastery Rewards
  • Now all players will have a “Diamond Count”
  • Players who receive Rank 10 on multiple gods will unlock new Recall effects, getting more impressive as your Diamond Count gets higher.
Season 3: Ranked Rewards

  • Players who are at Gold 5 or higher will receive Iron Tyrant Xing Tian. You need to be Gold 5 or higher on January 31st, 2017 to be eligible for this reward.
  • Players who are at Platinum 5 or higher will receive a Loading Frame that is representative of their achievements. You will need to be Platinum 5 or higher by January 31st, 2017 to be eligible for this reward.
    • Xing Tian Iron Tyrant
    • Iron Tyrant Loading Frames:
      • Diamond Conquest
      • Diamond Joust
      • Masters Conquest
      • Masters Joust
      • Platinum Conquest
      • Platinum Joust
Season 4: Ranked Update

  • All Ranked MMR values have been hard reset. Everyone will begin this season at the same MMR value.
    • In subsequent seasons we will do a soft reset.
Updated Qualifying
  • We have updated our placement algorithm for placing players out of qualifying to better represent their estimated skill.
Multiple Splits
  • The full Ranked Season has now been divided into multiple Splits, mirroring our eSports scene.
  • At the end of each Split, we will distribute rewards and do a soft reset of the Ranked Ladder, leading into the next Split.
Promotion Games Removed
  • Any points earned past 100 will go towards your next division. (ex: After a win a player has 108 points. They will promote to the next division and have 8 points in that division.)
    • Players now only need to reach 101 points to go to the next division instead of needing to get 100 points and then win again.
  • After being promoted players will have protection from immediately being demoted for a few games.
Lobby Timers Updated
  • Teams in draft pick will now have bonus time they can use during the Pick and Banning phase. If a Pick or Ban timer hits 0, it will begin taking time away from the bonus time pool instead. This time is shared across all the Pick and Ban phases for your team.
Ranked Pause
  • Teams can now pause during ranked game. A team who wishes to pause will need to start a vote. Once the vote has passed, the game will pause automatically once everyone is out of combat. The pause will last for one minute.
  • This can only be done once per team per game.
New Leaderboards
  • All leaderboards will now show the region that the player plays in.
  • Masters division is back and Grandmasters has been updated.
    • Masters division now sits between Diamond and Grandmasters.
    • Grandmasters now only accepts the Top 25 Players from Masters into its ranks.
  • God Leaderboards:
    • Players will now be able to see how they compare against other players when playing a specific God.
    • After 5 qualifying games with a God you will be placed on the God Leaderboard and will be able to see how you stand up against other players.
    • Depending on your placement you will be placed into one of three tiers. This placement will appear around you in the Lobby once you have selected a character your are ranked with.
Ranked Rewards
  • Each split there will be rewards available to everyone for simply playing Ranked. Qualifying will earn you a bonus Chest Roll, while winning 25 games will give you a special Recall FX that is tied to the split you are playing in.
  • Additionally, there are now Gem Rewards available for the top 25 players in each league.
    • Top 5 Players will receive 3500 Gems.
    • Top 6 – 20 players will receive 2500 Gems.
    • Top 21 – 25 Players will receive 1500 Gems.
  • God Leaderboards will also have their own rewards. If you are in the top 3 for any given God you will receive a Gem Reward.
    • 1st : 800 Gems.
    • 2nd : 400 Gems.
    • 3rd : 200 Gems.
Intelligent Matchmaking of Low Population Regions
  • During low population times, the Matchmaking algorithm will look for players outside the preferred region, taking ping into consideration.
  • This will only occur when no match can be found due to low population.
Season Ticket 2017 – Spring Split

“The Season Ticket has undergone a redesign this year in both how it looks and how it functions. First and foremost, The Season Ticket has now been divided into three different Splits. During these splits, ALL players will be able to earn FP and progress towards FP unlocks without paying in to the Season Ticket. Purchasing the Season Ticket will now provide immediate rewards exclusive to purchasing the ticket as well as bonus FP and the ability to vote on games to earn more.
Unlocked by Purchasing the Spring Season Ticket

  • Modern Mercenary Nemesis
  • The ability to vote on games for FP
  • Permanent FP Booster.
  • 15 Team Worshiper Boosters
    • In the Match Lobby players can activate these boosters and share the benefit of the booster to the team. This Worshiper Booster will give everyone on your team 2x Worshipers that game.
  • Bundle of Quests that will give up to 1500 FP.
Unlocked through FP Unlocks (Free to all Players)

  • Cutesy Chest
  • Enigma Chest Roll
  • Season Ticket 2017 Spring Recall FX
  • 2017 Season Ticket Loading Frame
  • Enigma Chest Roll
  • Undying Chest 2017 Roll
  • Cutest Global Emote
  • Nevercake Announcer Pack
  • Enigma Chest Roll
  • Swarm Sentry Ah Muzen Cab (Available in 4.2)
Undying Chest 2017 Content

  • Full Metal Vulcan
  • Encore Agni
  • Dragonsbane Ullr
  • Agony Bellona
  • Terror-dactyl Camazotz
  • iDusa Elite Medusa
Clash Map Update

“Clash has quickly become one of SMITE’s most popular game modes! It is a fun middle ground between Arena and other lane based modes, like Conquest. Player feedback overwhelmingly showed that they wanted a new art style besides Greek, so we brought back one of our favorites: Egyptian! Clash now features a completely new art style as well as a new Jungle Boss, Apophis, the Chaos Serpent. It also features a variety of layout changes, while staying true to the core design of Clash.”
New Art Style

  • Egyptian Themed Map
  • New Titans
  • New Minions
  • New Towers
  • New Phoenixes
New Map Layout Changes

  • Widened Center Area
  • New paths to Center Area
  • Adjusted outer paths
New Jungle Boss – Apophis

  • XP value set at 50. This increases to 100 at later stages of the game.
  • Gold value set at 100. This increases to 150 at later stages of the game.
  • Base Health value set at 3200.
  • Health per Min value set at 130. This increases to 175 at later stages of the game.
  • Replaces Fire Giant and Gold Fury.
  • Spawns in the center of the Map at 10 Minutes.
  • Deals massive Damage and knocks back nearby gods upon spawning.
  • Provides a Buff to the killing team. This Buff becomes more powerful later into the game.
    • Grants bonus Magical Power and Physical Power. Enemy gods hit by your Abilities take damage equal to a fraction of their Max Health over 4 seconds.
New Gameplay Changes

  • New Jungle Camps
    • New characters for Red buff and Blue buff holders
  • New Phoenixes
    • New Phoenixes have a much higher Attack Speed and lower Base Damage.
  • Kill Bounty Changes
    • For experience you get an additional 20% XP based on the level difference. (20% base xp * level difference)
Season 4 Conquest Map Update

“Conquest is the primary competitive game mode for SMITE. With each new season comes new challenges to this map. We listened and watched carefully as Season 3 unfolded. In 2016, we saw the rise and fall of many types of metagame, but there were two primary issues we wanted to address: Adding more meaningful choices to early game and enhancing late game objectives. We believe the Season 4 Conquest update will bring a diverse group of strategies with its new start and twists on Gold Fury and Fire Giant!”
Map Changes

  • Small adjustments to Jungle paths have been made to equalize time and distance between objectives on Order and Chaos sides of the map.
    • Both the Order Speed camp and the Chaos Damage camp see a change to their geometry and leash to shift the time it takes to reach the Mid Lane.
      • Players can no longer see into the camp from the Mid Lane.

General Gameplay

  • Game Start Changes
    • Game starts at -1:30
    • Minions spawn at 0:00
    • The ENTIRE Jungle spawns at 0:30
  • Kill Bounty Changes
    • For experience, you get an additional 10% XP based on the level difference. (10% base xp * level difference)
minion and jungle changes

“The Experience and Gold rates around the map have changed. Minion Waves are now worth slightly less Experience, while the Jungle holds a little more Experience. This combined with changes to the start of the map, Jungle difficulty, and changes to Bumba’s Mask are designed with the goal of removing the focus on the mid lane.”
Conquest Minion Changes
  • Swordsman
    • XP decreased from 65 → 60
  • Archer
    • XP decreased from 45 → 40
  • Brute
    • XP decreased from 65 → 60
Conquest Jungle Monster Changes
  • Fixed an issue where Jungle Monster HP scaled at double the scaling rate while dead.
    • The scaling of Jungle Monsters has been adjusted to compensate. All jungle monsters have been adjusted to ensure they spawn at the same health they do in live.
    • “Since the early days of SMITE, Jungle Monsters have always scaled twice as fast while dead, making camps that were taken consistently tankier than those which were left alive. This has now been removed to keep the pace of the game and the toughness of the camps close. We are also increasing the Base Health per Minute that Jungle Monsters receive.”
  • Boars
    • Removed from the Conquest Map
  • Harpy
    • XP value increased from 30 → 45
    • Gold value increased from 13 → 28
    • Base Health decreased from 425 → 375
    • Health per Min increased from 25 → 50
  • Elder Harpy
    • XP value decreased from 110 → 55
    • Gold value decreased from 45 → 38
    • Base Health decreased from 550 → 470
    • Health per Min increased from 30 → 70
  • Cyclops Rogue (NEW)
    • “The new Jungle Buff is one that should be aggressive and should be suitable for any class to pick up. The Protection Reduction Aura buff serves these purposes quite well, favoring early game aggression.”
    • XP value set to 160
    • Gold value set to 60
    • Base Health set to 790
    • Health per min set to 150
    • Drops Purple Jungle Buff (NEW)
      • AURA – Enemy Gods within 55 units have their Magical and Physical Protections reduced by 10.
  • Cyclops Rogue Small (NEW)
    • XP value set to 40
    • Gold value set to 20
    • Base Health set to 90
    • Health per min set to 90
  • Damage, Speed, and Mana Cyclops
    • XP increased from 150 → 160
    • Base Health decreased from 960 → 790
    • Health per Min increased from 65 → 150
  • Fire Elemental
    • Base Health decreased from 180 → 100
    • Health per Min increased from 40 → 80
  • Elder Elemental (NEW)
    • XP value set to 105
    • Gold value set to 46
    • Base Health set to 760
    • Health per Min set to 165
Oracle Harpy Camp (NEW)
  • “When we began planning for Season 4 we wanted to focus on addressing some issue with the Conquest map. In the early game there was a much heavier emphasis on Fire Giant side that lead to the duo lane having less to do overall. The Oracle Harpy camp brings some of the early game focus back to the Gold Fury side by giving the duo lanes an objective to fight over. In Season 4 we wanted to add objectives that gave unique types of rewards. Through play-testing we found that tactical advantages like vision or movement were great rewards for these types of objectives.”
    • New type of objective that offers early game tactical advantages in addition to XP/Gold.
    • Contains 2 Oracle Harpies
    • Oracle Harpy (NEW):
      • XP value set to 85
      • Gold value set to 42
      • Base Health set to 760
      • Health per Min set to 165
    • Location: Gold Fury Camp
    • Spaw Time: 00:30 seconds
    • Respawn Time: 3:00
    • Rewards:
      • If a team kills both Oracle Harpies, that team is given vision of the Gold Fury pit for 90 seconds.
        • This vision cannot be countered by Sentry Wards
        • Vision granted by the Oracle Harpies does not reveal Wards nor Stealthed units
        • Neither team gets vision if Kills are split
      • Total Camp XP is set to 170
      • Total Camp Gold is set to 84
Boss – Portal Demon (NEW)
  • “Similar to The Oracle Harpy, we wanted to provide more objectives to fight over at key stages of the game. Where Gold and Fire Giant have their purpose, none of them allow for a team to gain a direct positioning advantage. The Portal Demon boss now gives teams flexibility in what objective they want to prioritize by giving them brief control over the Fire Giant pit.”
    • New type of objective that offers late game tactical advantages in addition to XP/Gold for reasons
    • Boss – Portal Demon (NEW):
      • Team XP value set to 100
      • Team Gold value set to 150
      • Base Health set to 2500
      • Health per Min set to 410
    • Team XP value set to 100
    • Team Gold value set to 150
    • Base Health set to 2500
    • Health per min set to 410
    • Location: Across from Fire Giant Camp
    • Spawn Time: 10:00 minutes
    • Respawn Time: 5:00 minutes
    • Rewards
      • When killed, the Portal Demon creates a one-way portal from the killing team’s base to the Fire Giant pit that lasts for 1 minute
      • Grants 100 Team XP and 150 Team Gold
Boss – Gold Fury
  • Increased starting gold rewards to incentivize and reward early Gold Fury kills, while still keeping the time the Gold Fury reaches the gold cap amount the same.
  • Increased starting Gold reward from 150 → 190
  • Decreased Gold reward increase per minute from 10 → 8
  • Base Health decreased from 2700 → 2200
  • Health per Min increased from 216 → 380
Boss – Fire Giant
  • Base Health decreased from 7000 → 3750
  • Health per min increased from 130 → 520
Season 4 Consumable Updates

Rituals

“A new type of item comes to SMITE as a Consumable! The powerful Ritual Items are designed to enhance the late game experience of SMITE. When your build was finished, there were very few options for players to help end the game. Rituals will now provide way more options, but at a very high cost, especially since you only get one use per purchase. These items will allow skilled players to make truly amazing plays in the late game.”
Features
  • Only usable after Level 10
  • One use per Purchase
  • Provides a single use Relic or Ability-like effect
  • Grouped with Potions of Might and Elixirs on a new “Late Game Consumables” tab
New Ritual Consumables
Flickering Ritual

  • Cost: 750 Gold
  • When activated, it teleports you to a ground target location up to 55 units away instantly. Can be used during combat.
Frenzied Ritual

  • Cost: 750 Gold
  • When activated, it buffs all allies within 55 units of the user, increasing their Damage output by 25% on all targets, and increases Attack Speed 20% for 10s.
Rallying Ritual

  • Cost: 750 Gold
  • When activated, it teleports you to the allied God of your choice after a 4s channel time. Can be interrupted by Hard CC and Ritual is lost.
Revealing Ritual

  • Cost: 750 Gold
  • When activated, it provides your entire team with vision of the entire enemy team, revealing their locations on the map, and also reveals all enemy wards within 70 units of the user. Lasts 5s.

Chalices

“Another new Consumable enters SMITE, but these are for the early game. Chalices allow players to invest an initially large amount of Gold for a stack of Potions or Wards that can be refilled. These are priced appropriately to fit well into starting builds.”
Features
  • They work like a stack of Potions
  • Duration is refreshed, not stacked, on multiple uses
  • Have a specified maximum charges
  • Stacks are refilled to full every time you return to base
  • Can be found grouped with normal Wards and regeneration Potions
  • Selling these yields no Gold if you leave base or use any charges
New Chalice Consumables
Chalice of Healing

  • Cost: 300 Gold
  • Max stacks: 3
  • Heals 250 Health over 25 seconds per use
Chalice of Mana

  • Cost: 300 Gold
  • Max stacks: 3
  • Heals 150 Mana over 25 seconds per use
Chalice of the Oracle

  • Cost: 300 Gold
  • Max stacks: 2
  • Place a Ward per use
Updated Consumables

“With the addition of Chalices and Rituals and the balance adjustments in season 3, Power Potions have become less attractive. They are seeing slight buffs to their duration to help them compete with other Consumables and help them better stack with Rituals.”
Potion of Magical Might

  • Increased duration from 3m → 5m
Potion of Physical Might

  • Increased duration from 3m → 5m
Season 4 Relic Updates

“Relics are seeing a variety of balance changes, as well as two more system changes. The smaller of which is new names and Icons. Relics have been renamed to their historical SMITE names and are also now all actually in reference to Relics, aka legendary objects. The larger new feature is Relic Upgrading! In Season 4 at any time in a match, you may pay 500 Gold to upgrade your Relic for a specified bonus. This adds a good bit of complexity to build order allows for more meaningful choices in selecting which Relics to use.”
General

  • Re-organize Relic Tab
  • Update Relic Descriptions
  • Relics can be Upgraded
    • Select a Relic you already own and spend 500g to upgrade the Relic at any time.
Removed Relics

Frenzy

  • Has been re-designed as a consumable and has been removed from as a Relic.
Scout

  • Has been re-designed as a consumable and has been removed as a Relic.
Changed Relics

Aegis Amulet

  • Previously known as Sanctuary
  • Can be upgraded
    • Cooldown decreases from 160s → 130s
Blink Rune

  • Previously known as Blink
  • Can be upgraded
    • Cooldown decreases from 120s → 90s
Cursed Ankh

“In Season 4, we want to focus on each Relic’s most unique element. Curse is having its Slow removed to allow its Healing Reduction features to shine. This relic might seem weaker overall, but against specific healing heavy teams it is now much stronger.”
  • Previously known as Curse
  • Increased Healing Reduction duration from 5s → 10s
  • No longer slows
  • Can be upgraded
    • Healing Reduction increases from 50% → 65% and duration increases from 10s → 15s
Hand of the Gods

“Hand of the Gods was originally designed to be a jungle clear assistance tool, and it will be returning to that form again in Season 4. Using a Relic to secure jungle bosses really took away from gods who had great abilities for this same purpose, so HoG (or Wrath) won’t be filling that niche anymore. To compensate for its loss of jungle boss effects, it is gaining a strong cooldown reduction for getting the killing blow on jungle monsters.”
  • Previously known as Wrath
  • Now deals 300 + 10 per Level Damage to a single enemy Minion or Jungle Monster within 12 units. Target will be the one with highest max HP. The Relic’s Cooldown will be reduced by 30s if you kill a Jungle Mob with it. Deals no damage to Jungle Bosses.
  • Can be upgraded
    • Now also stuns all enemy gods in range
Heavenly Wings

  • Previously known as Sprint
  • Now only cleanses slows upon activation, does not provide Slow Immunity throughout the duration
  • Can be upgraded
    • All allies hit by this effect are immune to Basic Attack Slow penalty.
Magic Shell

  • Previously known as Shell
  • Base Protections received decreased from 45 → 30
  • Damage mitigation reduced from 15% → 5%
  • Can be upgraded
    • Protections given increases from 30 → 45 and Mitigation Buff increases from 5% → 10%
Meditation Cloak

  • Previously known as Meditation
  • Can be upgraded
    • Provides all allies hit with a Buff of 45 MP5 and 15 HP5 for 30s
Phantom Veil

  • Previously known as Phantom
  • New Visual FX and Audio
  • Removed Basic Attack Slow Immunity
  • Now applies 40% CC reduction and Immunity to knockups to allies affected by it.
  • Can be upgraded
    • Duration increases from 5s → 10s
Purification Beads

  • Previously known as Purification
  • Can be upgraded
    • Cooldown decreases from 160s → 130s
Shield of Thorns

  • Previously known as Thorns
  • Damage Reflect increased from 40% → 50%
  • Can be upgraded
    • Duration increases from 5s → 8s and Cooldown decreases from 120s →100s
Sundering Spear

  • Previously known as Sunder
  • Updated Audio
  • Protection and Attack Speed Debuffs removed, now increases Damage taken by the target by 30% for 5s
  • Can be upgraded
    • Damage increases from 40 + 14 per level → 60 + 20 per level and cooldown decreases from 120s → 100s
Teleport Glyph

  • Previously known as Teleport
  • Increased cooldown from 180s → 200s
  • Can be upgraded
    • Cooldown decreases from 200s → 160s
New Relics

Horrific Emblem

  • Using this item slows enemy gods within 55 units by 40% and also reduces their Attack Speed by 25%. Lasts 5s. Cooldown – 150s
  • Can be upgraded
    • Cooldown decreases from 150s → 120s
Bracer of Undoing

“A brand new Relic is making its appearance in SMITE. Bracer of Undoing falls into the realm of Beads and Aegis, by giving an individual player a strong tool to prevent their own death. This Relic allows for players to heavily bait their enemies, thinking they will secure a kill, but it can be countered by Healing Reduction.”
  • Using this item subtracts 3s from all Abilities currently on Cooldown and restores 50% Health and Mana lost within the last 3s. Cooldown -120s
  • Can be upgraded
    • Recent Damage Time increases from 3s → 5s
Season 4 Item Update


“With Season 4, we are making a large number of changes to items with a few goals in mine. First and foremost, we want players to have more control and options over their starting builds. We added new Starting Items and reduced the cost of most Tier 1 items, allowing for players to mix and match items together in ways that haven’t be available before. This should provide a good foundation for players to explore non-traditional roles, such as Warrior supports or Mage Solos. Additionally, Item Passives are more focused on finding opportunities to counter build against opponents. Core stats like CDR and Penetration are found on more items and are tied to more unique effects, allowing for increased diversity when building these stats. Support players will also find a variety of new aura and utility options to assist their team.
With our Season 4 patch, there are many new items, effects, and balance changes and we want players to experiment on PTS with these new choices. We will be watching closely and making final balance and design decisions as PTS unfolds.”
  • Can now sort the store by Crowd Control Reduction % (CCR)
  • New Stat – Penetration
    • Can be found on items available to all gods. It applies the proper pen to your stats depending on if you are Magical or Physical once purchased.

Starter Items

Bluestone Pendant

“Bluestone is losing some total Mana and gaining some MP5 to focus it more towards its intended role: Empowering Physical gods with Ability-based clear and poke Damage.”
  • Decreased Mana from 100 → 50
  • Added 5 MP5
Bumba's Mask

“Bumba’s Mark is seeing significant changes in Cost Reduction, increased Damage, and the removal of Gold splitting. In Season 4, we want Junglers to have more diverse God selection, builds and more independence. The large adjustments to Conquest synergize with these goals.”
  • Decreased Cost from 800 → 500
  • Removed MP5
  • Added 50 Health
  • Added 50 Mana
  • Increase True Damage on Basic Attacks on Jungle Camps from 10 → 15
  • Increased Ability Damage Bonus on Jungle Camps from 10% → 15%
  • Removed Gold sharing Bonus
  • Added 4 Gold and 25 Mana Bonus per Jungle Camp kill
Death's Toll

“Death’s Toll is losing some Power while gaining increased Health and Passive effects to focus it more toward its intended role: Providing Physical gods with early game sustain.”
  • Decreased Physical Power from 15 → 10
  • Increased Health from 90 → 100
  • Increased PASSIVE Heal from 6 → 8 Health
  • Increased PASSIVE Mana restore from 2 → 3 Mana
Rangda's Mask

“Rangda’s Mask is the aggressive cousin of Bumba’s Mask. It can be splashed into early builds to enable and reward players who look have aggressive ganking or roaming playstyles.
  • Costs 500 Gold
  • +5 MP5
  • PASSIVE – Each time you get an assist you gain a stack, or 2 for a kill. At 8 stacks this item provides 7% Movement Speed and 10% Cooldown Reduction. At 16 stacks this item provides 15 Penetration, 10% Movement Speed, and 15% Cooldown Reduction.
Sands of Time

“This Starter Item is a hybrid utility Item that could be utilized by many Mages and some Guardians. While Soul Stone is for pure Damage and Vampiric Shroud is for Health Sustain, Sands of Time is for Mana and Cooldown, a starting stat gap that existed for Support and hybrid Mages.”
  • Costs 800 Gold
  • +20 Magical Power
  • +5 MP5
  • +10% Cooldown Reduction
  • PASSIVE – This item grants 1 additional MP5 per 10% of your missing Mana
Soul Stone

“Soul Stone is seeing a change to its Passive to have it work more consistently among gods that deal Magical Damage in many different ways. It is also losing the MP5 per Stacks and instead gaining a flat Mana Heal when Stacks are consumed to encourage constant use of the item.“
  • New PASSIVE that buffs all Abilities used after stacks are consumed for 3s, instead of only buffing one Ability. Also removed MP5 on stacks and restores Mana when stacks are consumed.
Swift Wing

“Swift Wing is a new utility based starter item that any type of God can utilize. It can especially help Solo Laners who opt out of the Teleport Relic or gods with low Sustain who will be returning to base often.”
  • Costs 800 Gold
  • +100 health
  • +10 HP5
  • +5% Movement Speed
  • PASSIVE – Whenever you leave the Fountain, you gain bonus 40% Movement Speed for 15s.
Vampiric Shroud

  • Added 4% Magical Lifesteal
Rangda's Mask

“This item is design specifically to facilitate Warrior and Assassin picks in the Duo Lane or Support Role, and has interesting applications in game modes besides Conquest. This item requires a teammate to make use of its Passive, and allows Warriors to play more as more aggressive versions of their Guardian counterparts. It has distinct advantages from Watcher’s Gift that encourage early game aggression while sacrificing the Gold Bonus.”
  • Costs 800 Gold
  • +10 Physical Power
  • +100 Health
  • +5 MP5
  • PASSIVE – Being in range of Minion or Jungle Camp death without dealing the killing the blow restores 5 Health and 5 Mana to all allies within 55 units, also provides you with a stacking self buff of 1% Movement Speed and 1% Attack Speed that lasts 3s.
Watcher's Gift

“Watcher’s Gift is seeing some slight adjustments to provide more of the stats Guardians and Support would want.”
  • Added 5 Physical Protection
  • Added 5 Magical Protection
  • Removed 5 HP5
  • PASSIVE – Increased restoration of Health from 7 → 12 and Mana from 7 → 10
  • PASSIVE – Increased gold for assists from 4 → 5
Magical Items

Magical Lifesteal Tree

“With some new anti-healing items and some adjustment to healing gods, lifesteal is seeing an increase. As a form of healing that requires damage to be dealt, lifesteal is a fair way to heal.”
Tiny Trinket

  • Increased Cost from 540 → 550
  • Decreased Magical Power from 20 → 15
  • Increased Magical Lifesteal from 4% → 6%
Enchanted Trinket

  • Increased Cost from 1000 → 1100
  • Increased Magical Lifesteal from 10% → 12%
Polynomicon

  • Increased Magical Lifesteal from 10% → 12%
Divine Ruin

  • Removed from this tree
  • Re-designed as a Magical Penetration Item
Pythagorem's Piece

“Pythagorem’s Piece has always been OK at doing a few different things, instead of being good at one thing. The Item will now be clearly positioned as a Lifesteal Aura item for Guardians or supportive Mages and will now benefit your whole team regardless of composition.”
  • Decreased Cost from 2400 → 2300
  • Now builds from Enchanted Trinket
  • Now adds 200 Mana
  • NEW AURA – Allies within 70 Units gain 15% Magical Lifesteal and 30 Magical Power OR 10% Physical Lifesteal and 20 Physical Power, depending on their class.
Talon Trinket

  • Increased Cost from 1370 → 1400
Bancroft's Talon

  • Reduced Magical Lifesteal from 12% → 10%
  • PASSIVE – now also adds up to 15% Bonus Magical Lifesteal scaling from missing Health.
Book of the Dead

“A new Mage Lifesteal Item has been added to the roster to help Mage sustainability through Magical Lifesteal. This item’s ability to provide Power, Lifesteal, Health and a Health Shield should help Lifesteal Mages round out their stats without adding a purely defensive item to their build.”
  • Costs 1600 to upgrade from Talon Trinket (3000 total)
  • +100 Magical Power
  • +15% Magical Lifesteal
  • +200 Health
  • New PASSIVE – If you deal Damage to an enemy and are already at max Health you gain a Health Shield. This Shield caps at 20% of your current HP and last
Magical Penetration Tree

Magic Focus

  • Decreased Cost from 760 → 650
Enchanted Spear

  • Decreased Cost from 1550 → 1450
Obsidian Shard

  • Increased Cost from 2050 → 2300
Divine Ruin

“Mages are great at applying Divine Ruin’s Passive with their large area effect spells, but often times Mages did not want to itemize into a low power Lifesteal Item. Divine Ruin is keeping its name and Passive, but losing its Lifesteal and moving to the Magic Focus tree. With added Magical Penetration to make it easier to use when anti-heal is needed.”
  • Costs 2400 Gold
  • Now upgrades from Enchanted Spear
  • +80 Magical Power
  • +15 Magical Penetration
  • PASSIVE – Enemies hit by your Abilities have 50% reduced Healing and Regeneration for 8 seconds.
Spear of Desolation

“Spear of Desolation had an interesting Passive and extreme Power, but the Item saw little use. The cost and unreliability of the Passive combined to make the item less attractive, so it is seeing large changes. This item will now provide Magical Penetration and Cooldown Reduction, to help Mages itemize into stats they really want, but the cost must remain somewhat high for such a powerful stat combination.”
  • Decreased Cost from 3800 → 2700 total
  • Decreased Magical Power from 120 → 70
  • Added 10% CDR
  • Removed Passive
Ward Stone

  • Removed from this tree
  • Now built off of Druid’s Stone item tree
Void Stone

  • Removed from this tree
  • Now built off of Druid’s Stone item tree
new: Magical Power and Magical Protection

“As the Celtic gods join the battleground, so do some Celtic Items. The first being the new Druid Stone tree that provides Magical Power and Magical Protections. Here we see Void Stone in its new home where it is joined by more new Mage items.”
Druid Stone

  • Costs 700 Gold
  • +20 Magical Power
  • +10 Magical Protection
Stone of Binding

“Stone of Binding is a new bridge item for Guardians or Mages who need some defenses. Ensuring all damage types have these sort of options helps our goal of allowing for more unconventional positions and role to exist.”
  • Costs 1700 Gold
  • +20 Magical Power
  • +30 Magical Protection
  • +30 Physical Protection
  • +10% Cooldown Reduction
  • NEW PASSIVE – Successfully hitting an Enemy God with hard Crowd Control will place a buff on all allies within 70 units of user. The buff provides 10 Penetration for 5s.
Sage’s Stone

  • Costs 1400 Gold
  • +40 Magical Power
  • +20 Magical Protection
Stone of Fal

“Stone of Fal gives mages the ability to hard counter the opposing mage at a cost. While the ability to reduce huge burst can greatly hinder your opponents, this item is expensive and comes at a loss of power compared to many core Mage items. Finding the right time to build the Stone of Fal will be key to successfully using this new item.”
  • Costs 2900 Gold
  • +70 Magical Power
  • +40 Magical Protection
  • +10% CDR
  • NEW PASSIVE – Anytime you would be dealt more than 30% of your Max Health by a single magical ability, that damage is instead reduced to deal exactly 30% of your max Health. This effect can only occur once every 60s.
Ward Stone

  • Now built off of Druid’s Stone item tree
Void Stone

  • Now built off of Druid’s Stone item tree
  • Magical Protection increased from 60 → 70