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This is our largest patch yet, introducing a brand-new level 50 group and raid zone: The Lost City of Ibaxus. We've taken everything we've learned up to this pointlessons from past zones, systems, and player feedbackand poured it into the design of Ibaxus. With many new features built specifically for this zone and a wealth of content to explore, this update delivers hundreds of hours of additional gameplay for max level players.
Fixed nameplate height inconsistencies for Stonecoats and Nocturnes.
Fixed a rare issue with loot rolls not triggering in a raid.
Fixed "()" being shown on Need/Greed/Pass button tooltips if the action is not bound to a key.
Fixed a floating brick in Meadowlands.
Fixed missing portrait on Ageta.
Fixed a display issue with remaining sub time for new purchases who have also purchased subscription time.
Adjusted 3^ spawns near the Highland Hills Ember Vein solo loop.
Ember Essence can now be tracked on your action bar in place of experience. Right clicking the bubble has a new option "Ember Essence" if you have an Ember Stone.
Added a new tell audio clip selectable in the options called "Notification".
Minor shadow optimizations in some dungeon rooms.
Decreased the transparency of loot rolls.
Include "Stronghold" or "Drybone" in the names of lockbox keys to more easily differentiate the two.
Revamped the player stat panel:
Improved visuals with better titles and spacing.
Improved tooltips.
Negative haste is now calculated and displayed correctly
Weapon augments are now included on your stat sheet (main hand only).
Holding ALT will break stats into Equipped / Augments / Effects in the tooltip.
The lost city of Ibaxus has been discoveredcarefully guarded by a faction of Others calling themselves Sages, who command their Corduun puppets. To gain entry to these hallowed grounds, you must find a way to attune yourself to the Gate of Sages, a powerful ward that repels all unworthy "Ibaxi'duun".
Ibaxus lies in the highest reaches of the Grizzled Peaksa breathtaking but treacherous ruin. Though it was their second home, it was the first city built entirely through the use of Alchemy by the Vehueramen people of old. It is said that the earliest whispers of their destruction were heard here, in the very city where Ibax himself once lived and breathed.
Ibaxus is the most perilous region ever discovered by Drifters. Those who dare to explore its sacred grounds in search of lost knowledge and forgotten treasures should proceed with cautionand never drift alone.
[img src="https://clan.cloudflare.steamstatic.com/images/45320885/6d33c6fe26d4a136e15ff7c5fb4ab31e77d3a0e1.jpg"][/img]
To preserve the thrill of discovery, we wont reveal too muchbut here are some highlights of what you can expect from Ibaxus:
Must complete the new quest Gate of Sages to gain entry (requires a level 50 adventurer that has also completed the The Cor'duun Heresy quest).
New challenging group and raid content with overlapping progression paths. Whether you're a dedicated group or part of a guild logging in just for the big encounters, both play styles can progress their characters in meaningful ways.
Multiple tiers of progression.
Two distinct areas containing multiple bosses and mini-bosses.
Custom Hunting Logs that apply to entire groups of creatures from the different areas rather than being specific that a single creature type. NPC titles are used to indicate which region the creature comes from, and hence which Hunting Log entry they progress.
New equipment progression paths (see Artificing below)
Inhabitants of Ibaxus spawn at levels greater than 50 and use a new stat rating system to increase their power against players.
The previously imposed resistances to yellow & red mobs are not active for creatures 51+.
Your effectiveness against these creatures can be viewed in your stat window: either in each stat's tooltip or by changing the value of the +0/+1/+2/+3 dropdown that becomes visible in the stats UI once your character hits max level.
A new Threat Modifier stat which allows for Defenders to generate more threat while allowing Supporters to generate less.
New Ember Essence reward tech allow for certain mobs to grant Ember Essence to raids. All Ashen within Ibaxus use this tech as well as our old friend Todee.
New Ibaxian crafting profession Artificing made available upon the completion of a new quest Forged in Time.
Does not count against a character's profession count. This means it is available to ALL players who complete the quest. No previous crafting experience is required.
Provides a new level of freedom regarding stat selection for your equipment.
New crafting recipes to supplement Artificing for Outfitter, Tinkerer, Weaponsmith, Woodworker, Armorsmith, and Provisioner upon the completion of a new quest Reclaiming Forgotten Crafts (requires a crafting profession to level 50).
New weapon visuals with unique colors for each specialization.
New equipment layering system that allows the player to layer items on top of their existing equipment in the form of Adornments.
Adornments have no armor weight and grant stats like typical equipment. However, their stats are only granted within specific zones (i.e. Ibaxian Adornments are only active within Ibaxus).
Adornments can also have set bonuses associated with them (which are also only in effect within their specific zones).
A good chunk of the equipment progression in Ibaxus focuses on these Adornments, which means that all of your efforts toward gaining the best items has not gone to waste and getting base upgrades will continue to play an important role.
Adornment visuals override your base equipment visuals, even when outside of the specific zone they are active in. The only exception to this is the cosmetic slot, which will always take precedence.
New deadly foes!
[img src="https://clan.cloudflare.steamstatic.com/images/45320885/f2cd2ca1940b1b64055a82d8f98feeccdca54810.png"][/img]
It is also worth noting that we aren't done yet; additional regions will be added to Ibaxus in the future!
Welcome to Embers Adrift, Drifter! You've escaped the war-torn lands of the south by choosing to take your chances in the dreaded Darklands. After a grueling journey that has left your body wounded and your mind and memories scattered you discover the Great Chasm and a single solitary rope-bridge spanning across it. You hear pleasant tones inviting you across the bridge and discover drifter's landing. Not everyone escapes the Darklands, only the strong. You discover the City of Newhaven and it's struggling inhabitants. After recovering with their help it is your turn to help them survive! Enter the lands north of the Old Wall, fight the Exiles who plot against your new home, discover old ruins and dungeons with untold treasures and fearsome monsters, and uncover the secrets of Ember - the source of powerful magic!
Embers Adrift is a unique fantasy PvE MMORPG with limited PvP in the arena. Whether you prefer solo play or group play there is something for everyone. Group-based content will bring you into the deepest, darkest corners of the world where the strongest monsters and loot can be found, while solo-content offers it's own dangers and rare loot. Fight to level 50 and discover the unique progression our end-game content offers. Embers Adrift focuses on community, challenging content, immersion, rich lore, campaign-like quests sometimes with various endings, and is built on design principles found in classic MMOs. We hope you enjoy your stay in Embers Adrift.
FEATURE LIST:
PvE experience in a unique fantasy setting with limited PvP
No cash shops, microtransactions, loot boxes, NFTs, or any in-game monetization
Optional Subscription
Active development team that communicates with the players
Lore rich world with mysteries to unravel throughout your journey
Compelling original soundtrack with unique tracks per region
Soundtrack includes several dynamic tracks that change depending on your state in the game
Strategic tab-target combat system with defensive and offensive targeting that shines in group play
Adventure content designed for solo players, small groups, and full 6-person groups for levels 1-50
24-player raid system
Unique GM-run in game events that award "bloops;" a special currency
Spend bloops to buy unique titles, emotes, and more in the City
3 Base roles branching into 9 Specializations at level 6 including crowd control
Unique "death" penalty mechanics (no exp loss)
Crafting system with 3 gathering roles, 6 crafting professions, and material-driven benefits
Imbue crafted items with the magic of Ember to bring them to a whole new level
Weapon and Armor augmentation system
Meaningful day and night cycles that affect the world and mob behavior
Useful light sources, including ground torches set by players as beacons
Static, dynamic, and rare campaign-like quests with different choices and different outcomes
Layered equipment system
Asymmetrical gearing (ex. 2 bracer slots, each with it's own visual. Wear one shoulder piece to achieve an asymmetrical look.)
Vast overland zones and dungeons, and non-linear underground dungeons with escape routes
Rare dynamic dungeon entrances with their own mob sets and rare mobs for solo and group play
Seasonal Changes
Unique AI and aggro system
Fast travel for easy access to groups
Editable character appearance at anytime via character select screen
Mysterious lore that unfolds as the game grows
Immersive environmental navigation
Unique fantasy magic system "Alchemy" (Ember use) that all players can utilize
Shared banks for all characters on an account and Personal Stashes for each character
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