The Dark Sea Update for Arcane Odyssey is released! This post goes over the major additions and fixes in the update, but if you want to view all of the smaller changes, they can be found under the Patch Notes section of the game’s Trello board:
Additions/Changes
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Added the Brig, a large ship with 12 cannons on each side, 2 front facing cannons, a ram slot, a siege weapon slot, 4 deckhand slots, and 4 attachment slots.
- It can be purchased at the Shipwright in Rubica, Sailor’s Lodge, or Palo Town for 20,000 Galleons.
- Includes a cooking pot, cauldron, and jewelcrafting table inside its captain’s quarters, as well as customizable rug, a fish tank where you can store up to 5 fish for decoration, a gem rack where you can permanently show off all 16 base gem types on the wall, a decorative Order of Aesir tracking board, bounty/assassination posters which can be interacted with to bring up the leaderboards, a bed where you can set your spawn, 10 blank banners which will show the banner of each kingdom you have visited in the story (currently only Ravenna), piles of galleons which are shown depending on how many galleons you are currently carrying, picture frames which can be customized to show images, and a wash tub where you can bathe. (Lol)
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Improved the backpack searching and fixed a bug with searching in it. You can now search by item type or item sub type, such as “potion” to show all potions you have.
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Your spawn location is now determined based off of where you died. For example, if you have a Camp placed somewhere, but you died closer to Ravenna, you will now spawn at Ravenna instead of your camp. (Assuming Ravenna is your story spawn)
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Added the first Siege Weapons, a new type of ship part which can currently only be equipped to the Brig.
- Currently, the only types are: Mortars, Coehorns, Howitzers, and Heavy Mortars. In the future, there will be additional kinds such as Ballistas.
- Mortar-type Siege Weapons can be aimed in a radius while steering your ship by holding shift and clicking, causing a bunch of cannonballs to rain down over the target.
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Added tabs to the Shipyard for the different Ship Part types, similar to how the Inventory has.
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The Dark Sea can now be entered
- To enter the Dark Sea, sail away from all islands into the empty horizon. You will need decent ship stats for your ship to survive the harsh weather here, and even better ship stats to survive in further ranges.
- Due to its magic-dense, unstable natural, it is hard to gain your bearings in the Dark Sea, and the regular compass will be useless here. To find your way back, you will need to find a Dark Sea compass from underwater chests, or from chests in the Dark Sea.
- The Dark Sea compass points towards the nearest sea cluster (such as the War Seas) with its purple needle, so to leave the Dark Sea, you just have to follow it.
- The Dark Sea is home to many horrors and mysterious behaviors due to its high concentration of magic energy. You will find lost sailors whose minds are not what they once were, ghosts of sailors who have died there or even ghosts of people who have died long ago.
- Randomly-generated islands, abandoned ships, giant flooded forests, and more await.
- The further you travel into the Dark Sea, the more wonders you will see, but the more your mind will suffer from the intense magic, giving you Insanity.
- The furthest ranges of the Dark Sea are known as the Far Reaches, a world of giant volcanos and forests, ravaged by monstrous waves, and untouched by humanity for hundreds of years. It is not recommended that you travel here at the current level cap. (But I can’t stop you)
- Some gameplay related things:
- You can catch Massive versions of fish in the Dark Sea, as well as Exotic Enchantment scrolls for fishing rods. Massive fish restore a ton more hunger when cooked.
- You can find Silver and Golden Cooking Pots/Cauldrons here, which have limited use, but can be used to brew/cook even better potions or food.
- The main thing you want to look for are Dark Sealed Chests - These contain new ship parts, unique armor sets, exotic enchantment scrolls, exotic gems, unique sail patterns, and more, all scaled for Level 120+. You will need to take them back to your ship and make it out of the Dark Sea alive to reap the rewards from these, by having a Shipwright NPC open them.
- Enemies and ships become much more powerful per Dark Sea “range” (represented by your insanity level). For Level 120, it is recommended that you loot within the Insanity 0-2 ranges for the best chance of survivability.
- In the Insanity 1+ ranges of the Dark Sea, you will start to get Water Poisoning from the intense magic in the rain. The only way to clear this effect is to seek shelter, or use the washtub inside the Brig’s captain’s quarters.
- Dying in the Dark Sea will instead “knock you down”, allowing you to be revived by nearby party members. You can only be revived once per journey, and you will have a large injury visible on your torso if you have already been revived before.
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You can now hold G while commanding your ship to brace for impact. This reduces the damage your ship takes from large waves and tsunamis.
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High jumps now become a teleport when used with high agility.
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Added Dodge Reflexes, a new ability taught by Rill Hendrix at Whitesummit at Level 120+. These allow you to dodge in the air using one of your powers, such as magic or strength. Types of dodge reflexes:
- Wind, Lightning, and Light Magic: Step - A dodge that allows the user to move extremely fast, resembling a teleport.
- Solid/tangible magics: Barriers - You conjure walls of your magic while dodging to protect you from attacks and grant some damage resistance during the dodge. In exchange, these go the shortest distance.
- Other magics: Burst - A magic-imbued dodge.
- Basic Combat: Basic Strength - A strength-imbued dodge, which can become instant when used with high agility.
- Boxing: Vima - A fast movement ability utilized by elite martial artists to move at instantaneous speeds briefly.
- Iron Leg: Iron Arms - Coat your arms in iron very quickly to grant some damage resistance during a dodge.
- Thermo Fist: Afterimage - When used at high heat, you move so quickly that you leave behind an afterimage of heat and instantly move out of the way. (When at low heat, this becomes similar to the Basic Strength dodge and is no longer instant)
- Sailor Style: Sailor Step - A seawater energy imbued dodge that can become instant when used with high agility.
- Cannon Fist: Cannon Strength - A strength-imbued dodge, which can become instant when used with high agility.
- Weapons: Exoplis - A movement ability utilized by skilled warriors, causing your weapon to glow briefly and allowing you to dodge in the air or on the ground. When used with high agility, it can become instant.
- Vitality: Ekrix - An ancient movement ability that involves extending soul energy outwards to absorb some damage during a dodge, granting temporary damage resistance. When used with high agility, it can become instant.
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You can now order your quartermaster to repair your ship using cargo that you have placed on board, allowing you to stock up cargo for a long journey into the Dark Sea.
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Added Exotic Enchantments for armor, weapons, ship parts, shovels, and fishing rods.
- Exotic armor, weapon, and ship part enchantments can only be obtained through Dark Sealed Chests.
- Exotic shovel enchantments can be obtained by solving Treasure Charts. Solving treasure charts with an unenchanted shovel will yield the regular enchantments, and solving them with an enchanted shovel will yield exotic enchantments.
- Exotic fishing rod enchantments can only be obtained by fishing in the Dark Sea.
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Added Exotic Gems, which can be crafted into even better jewels to socket into your armor. These are obtained in a variety of different ways:
- Fishing:
- Lapis Lazuli (Attack Speed and Agility)
- Larimar (Attack Speed and Intensity)
- Treasure Chests:
- Agate (Attack Size and Defense)
- Malachite (Attack Size and Power)
- Sealed Chests:
- Candelaria (Power and Attack Speed)
- Morenci (Power and Agility)
- Dark Sealed Chests:
- Musgravite (No stat, but 2x secondary effect)
- Painite (Drawback and high Defense)
- Treasure Chart spots:
- Kyanite (Agility and Intensity)
- Variscite (Agility and Attack Size)
- Fishing:
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Added over 150 new sail patterns, all designed by HailFirz. (Tobi in the discord)
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You can now change your file’s name by buying the Name Change product in the Store for 200 Robux.
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Added the Inventory Loadouts game pass for 600 Robux, which lets you save your current stat/vanity equips to a loadout, to be instantly equipped at once. (While out of combat)
- There are 6 loadout slots, and each can be renamed. You can also equip a loadout to either stats or vanity slots, and the stats that loadout gives are previewed under it.
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Added an in-game UGC store which has purchasable Roblox Accessories made by @AvatarJames
- Purchasing these does not give any in-game advantage, they are purely for your Roblox avatar. Robux from purchases goes towards James as well as the game.
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Added 2 new rare spells which can be rarely found as Spell Scrolls:
- Javelin (Magic Level 100+): Allows you to throw a spear/javelin shaped projectile of your magic, sticking to the target and dealing damage over time. (Customizable shape and hit duration)
- Surge (Magic Level 160+): Allows you to spew a constant large stream of your magic, dealing rapid damage over time while you hold the key down, stacking status effects and granting you damage resistance while using. (Customizable spread angle)
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Added 2 new rare techniques which can rarely be found as Technique Scrolls:
- Selino (Strength Level 100+): A multi hit combo which moves you towards your target with each attack, ending in a crescent-shaped impact sending enemies flying. (Customizable hit amount, finisher animation, and knockback)
- Uppercut (Strength Level 160+): A strong upwards hit which drags enemies upwards, stunning them, ending in a heavy hit to send them even further upwards. (Customizable height)
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Added 2 new weapon skills:
- Flying Phoenix (Bladed type weapons): A strong flying slash which can pierce through a target and deal damage twice.
- Sparrow Thrust (Polearm type weapons): A strong lunge which deals damage in a range in front of you.
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Added 21 new color variations to 59 different accessories. (This applies to pretty much every accessory that previously had 16 color variations, now 37)
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Added 21 new color variations to 153 sail patterns. (This applies to pretty much every sail pattern that previously had 21 color variations, now 42)
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Added a permanent Dyer NPC to Rubica, which can dye your items a different color variation.
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Enizor now has an upgrade quest available at Level 125 while equipped to your ship, which advances his appearance and stats, as well as reveals key insight on what it is he is researching.
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Fixed issues with the server region detection. The city and country of the server you are in is now displayed in the Menu while in-game.
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Added Elysium, a new dimension which currently serves as a PvP arena.
- For now, only testers and moderators can open an Elysium server, so that its existence doesn’t impact main-game PvPing. This may change in the future as more features get added to it. Non-testers/non-moderators can only enter by teleporting to them.
- The main purpose of this separate place is to serve as a location for official PvP tournaments that will give in-game titles and custom vanity items. (More news on this will be given after the Dark Sea update releases)
- Renown gain/loss, hunting, galleon loss, and renown shield are all disabled while here.
- Almost all non-combat game features are disabled here, such as NPC ships (its floating islands anyway), notoriety ships, day/night cycle (its always day in Elysium), item spawning, and more, so that performance is as optimal as possible. (Destruction is still enabled as its part of combat)
- In the future, you will be able to fight against certain well known deceased characters here as raid bosses, who have the same powers they had at the peak of their power. This is because in Greek mythology, Elysium is known as the place where fallen heroes go to live their afterlife in paradise.
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Changed the scaling of the Luck potion effect.
- Tier 1: 10% drop rate increase
- Tier 2: 20% drop rate increase
- Tier 3: 40% drop rate increase
- Tier 4: 70% drop rate increase
- Tier 5: 90% drop rate increase
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Removed the ammo requirement to use ranged weapons. Bows now use regular arrows all the time, and guns now use regular bullets all the time.
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All weapons now have Attack Damage, Attack Size, and Attack Speed as their first 3 displayed stats when hovered, and then other stats (such as Blocking Power) below them. (Previously, this was inconsistent, and some weapons like shields didn’t even have a damage stat visible)
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Clans over 300k Infamy have been set back to 300k, and the clan leaderboard has been reset.
- There may still be another Infamy set back like this if Infamy seems too easy to get and needs adjusted again, since we are still in the “balancing” phase of Clan Infamy in preparation for the clan building update.
- Clan bank will remain at whatever it was before, even if the amount is over your clan’s new bank cap.
Balancing Changes
All balancing changes below were suggested and discussed by the community.
Summary
- Grabs now go less distance if you aren’t aiming towards a player or enemy. (With a cone-shaped hit detection so that its lenient)
- As a result of this, grabs going less distance when out of combat is removed.
- These changes also apply to Spiraling Fury, Uppercut, and Crash.
- Made your crew speak less often in the Dark Sea.
- Changed the Vatrachos Helmet, Vatrachos Cape, and Dark Bronze Helmet models. (New ones made by Astralworks)
- Changed the formula used by Attack Size, Attack Speed, Intensity, and Agility to a new one made by Metapoly. Reasons given by balance team:
- It will still scale logarithmically, but curves less than before (less diminishing returns).
- This means you won’t be as discouraged to running high into a single stat.
- The effectiveness for these stats have been leaned closer towards a nerf. You’ll need a high amount of stats in order to receive buffs from these changes.
- It will still scale logarithmically, but curves less than before (less diminishing returns).
- Reduced the defense stat given by all items by 10%.
- Collared Cape and Shroud items are now Rare tier instead of Uncommon so that they have 2 jewel slots like the rest of the Elius set.
- Reduced the effect of the Strong and Powerful enchants on armor by 15%.
- Reduced the effect of the Hard and Armored enchants on armor by 25%.
- Reduced the defense given by the Virtuous enchant by 25%.
- Increased the Attack Size, Attack Speed, Intensity, and Agility given by all gems by 50%.
- Reduced the Defense given by all gems (except Painite) by 13%.
- Increased the stats given by Attack Size, Attack Speed, Intensity, and Agility amulets by 26%.
- Removed the 1.2x boost on weapon skills startup speed since this was only in place to fix the Attack Speed scaling issue.
- Reduced the efficiency of Attack Speed on all attacks by 20%.
- Reduced the efficiency of Attack Speed on the endlag of weapon skills and fighting style techniques from 50% to 25%.
- Attack Speed now affects the endlag of spells with a 25% efficiency. (Previously did not affect it at all)
- Increased the base damage affinity of magic imbued weapons from 0.05x to 0.075x.
- Power added to the damage of weapon skills is now multiplied by the imbued magic/fighting style’s damage affinity, instead of always being 1x.
- Increased the speed of arrows and bullets by 30%. (This applies to M1s, Quickdraw, Multi Shot, and Gun Draw: Rapid Fire)
- Status effects stacked onto a target after they already have 1 damaging status effect no longer deal half as much damage.
- Magics and fighting styles that synergized with their own status effect to give more damage no longer give increased damage when their status effect is applied. (Since status effects refresh on hit now, this is no longer needed)
- Magma Magic speed affinity 0.6 → 0.7.
- Metal Magic damage affinity 1x → 1.05x.
- Metal Magic speed affinity 0.5x → 0.55x.
- Wind Magic damage affinity 0.875x → 0.825x.
- Hammer and Fist blast/explosion shapes no longer use the shape’s hitbox, and instead use the default one.
- X Slash blast shape damage multiplier 0.8x → 0.75x.
- Increased the size multiplier of Ultimate Art blast spells by 0.2x.
- Increased the size of blast spells with amount over 2.
- Increased the base scaling damage of Beam spell by 30%.
- Decreased the power stat affinity of Beam spell 0.75x → 0.65x.
- Double Beam spell damage boost 1.5x → 1.4x.
- Snare spell miss base endlag 0.35s → 0.15s.
- Changed the effect of the Pulse Rate setting on Pulsar’s damage.
- Increased the clashing power of the Pulsar spell.
- Reduced the effectiveness of magic speed affinity and the Attack Speed stat on Pulsar’s travel speed.
- Iron Leg speed affinity 0.75x → 0.8x.
- Iron Leg damage affinity 0.9x → 0.925x.
- Thermo Fist damage affinity is now always 0.775x regardless of heat meter. (Previously was 0.75x - 0.825x depending on heat)
- Thermo Fist base speed affinity 0.9x → 1x. (Full heat speed affinity is still 1.3x)
- Thermo Fist now drains heat 33% faster.
- Thermo Fist M1 heat gain -50%.
- Reduced the Airstep technique’s effect on meter fighting styles by 50%. (Meaning it gives 50% less heat with Thermo Fist, and costs 50% less seawater with Sailor Style)
- Sailor Style full damage affinity 0.925x → 0.9x.
- You can no longer drink seawater bottles while using attacks.
- Reduced Crash technique’s damage scaling by 5%.
- Increased the power stat affinity of Crash technique 1x → 1.1x.
- Reduced the base size of the Smash technique’s AOE by 50%.
- Smash technique with Amount over 1 now has less clashing power.
- Attack Speed and fighting style speed affinity no longer affect the range of the Shot technique.
- Focus technique duration 20s → 25s.
- Focus technique cooldown 30s → 40s.
- Axe-Slash technique damage scaling -10%.
- Axe-Slash technique power stat affinity 1x → 1.05x.
- Reduced the energy cost of all weapon skills by 40%. (Swift enchant no longer decreases energy cost, since it already did this)
- Reduced Light Bladed Throw’s clashing power.
- Spiraling Fury no longer retains momentum after the skill ends.
- Spiraling Fury damage +15%.
- Primal Swipe startup time -10%.
- Beast Instinct cooldown 10s → 7s.
- Reduced Rising Tide’s clashing power.
- Twin Crescents damage +20%.
- Twin Crescents size +20%.
- Axe Throw gravity -20%.
- Raging Impact knockback +100%.
- Striking Gale damage +20%.
- Striking Gale endlag +20%.
- Increased Striking Gale’s clashing power.
- Vindicator attack size 1.1x → 1x.
- Increased Polearm Throw’s clashing power by a lot.
- Polearm Throw damage +10%.
- Impaling Strike damage +10%.
- Piercing Gale startup +30%, endlag +15%.
- Shield Throw AOE +20%, startup -10%.
- Multi Shot bullet spread -50%.
- Increased the stats given by the following items by 2.25x: Elite Knights Pauldrons, Elite Noble’s Pauldrons, Caped Silver Pauldrons, and Caped Golden Pauldrons.
- Renown lost (or taxxed) when a hunt happens is now 10% instead of 30%. (meaning 10% of the victim’s lost renown is not given to the killer)
- You no longer gain 50% less renown from hunting NPCs while between 500k-1mil renown. (You still gain 75% less when over 1mil)
- Non-hunting player kill renown gain/loss now caps at 2,000. (Previously, it scaled with the victim’s renown)
- Parrying now only knocks back the attacker if they are close to you.
- Auto climbing can now be interrupted by using an attack.
- Charred status effect duration 5s → 10s.
- Water, Explosion, Sand, and Acid Magic damage boost when hitting bleeding targets 1.15x → 1.1x.
- Having a status effect cleared no longer gives a 3 second cooldown on getting that status effect again.
- Magics and fighting styles that would deal less damage to Frozen and Petrified targets now deal their full damage.
- Paralyzed status effect duration 1s → 1.2s.
- Warrior awakening damage increase 10% → 5%, speed increase 10% → 5%.
- Some magics and fighting styles now have different damage affinities when imbued.
- Light Magic imbues: 0.85x → 0.775x
- Lightning Magic imbues: 0.875x → 0.85x
- Plasma Magic imbues: 0.8x → 0.775x
- Wind Magic imbues: 0.825x → 0.775x
- Sand Magic imbues: 0.975x → 0.95x
- Thermo Fist imbues: 0.775x → 0.725x
- Boxing imbues: 0.8x → 0.75x
Next Update and Other Information
The next update will be focused on adding the start of the Nimbus Sea and its story, including a level cap raise, new bosses, and many new locations. This update will also improve many aspects of leveling, especially in the early game.
There will not be a Halloween Event this year due to an unforeseen issue I need to attend to immediately regarding the game. I cannot give any details, but this issue will also delay the start of the Nimbus Sea update by a little while. The good news is, there will likely be a lot of small adjustments and improvements being added over the next 2 weeks or so while this issue is being resolved.
Also, I’m sorry that this update took much longer than usual, I moved out about a month ago and preparing for that took a lot of my time away. Originally I had a few more major things planned to add onto this update, but since it was taking so long already, I decided it better to push those things back to a later update so that people won’t have to wait any longer.
techlevel80 (many of you may already know him) has been the one writing the Nimbus Sea’s detailed story out and its pretty much done, now we just need to convert it into the game. I hope you all have fun exploring the Dark Sea and look forward to the Nimbus Sea! This story is going to ramp up a ton from here on out!
Edit: to be clear, we already have the major plot points of every sea planned out, but tech is the one refining those points for Nimbus into actual story and dialog and such