BlackTalon Brazil — Season 3 — Changelog 2
This document consolidates all Season 3 changes in a single place:
- Part 1 — Post-Announcement Updates: what changed between the original changelog (05/08) and the final test server state (05/19). Covers specializations, spells, skill tree, PvP and quality of life.
- Part 2 — New Systems: new systems and expansions introduced in the patch (House, Roulette, Wardrobe Lottery, Chaos Rift, Task).
Everything that was already in the original announcement and remains the same does not appear here.
Part 1 — Post-Announcement Updates
Specializations
Druid — Feral
Bloodwolf Form:
Now grants +20% Attack Speed while the form is active and increases Attack Speed cap by 20%. The wolf keeps moving fast, but the ceiling gets lower. Movement Speed increase while the form is active — Feral now moves across the battlefield with the agility of a predator. Reduced Dodge cooldown — Feral now dodges with the same frequency as Thief (the same dodge cooldown reduction system from Thief's Skill Tree, but now inherent to the form). You need Dodge chance to dodge; the form only increases the frequency at which you can dodge. The area-of-effect proc from basic attack changed from 3x3 to 5x5 (+1 radius). Player cosmetics (mount, wings, aura, shader) are now preserved when entering and exiting the form.
Gutripper:
Damage diamond area increased from 5x5 to 7x7 (+1 radius).
Feral Bleeding (system shared by the 4 spells):
- Every 3 charges, bleeding tick accelerates: 2.0s → 1.5s → 1.0s → 0.5s, cap 12 charges.
- Damage per tick is fixed — what changes is the frequency.
Voidcaller — Abyssal Guardian
- Critical bug fixed (Lethal Precision): the 4 spells from the spec were applying Crit Damage buff globally and never removing it, making Abyssal Guardian's Crit Damage accumulate permanently with each cast. Now the buff only affects the spell's own damage.
Voidcaller — Abyssal Hunter
Hellhound Rush:
Poison DoT is now applied to all AoE targets (before only affected the hound's target). In detonations by expiration/loss of target, poison also applies.
Thief — Nightshade
Death Spiral:
Damage radius increased from 5 to 7 (+2).
Shadowy Blades:
Forced range increased from 4 to 5 (+1).
Death Fluid:
The shadow explosion now applies the standard level 800 formula added to the 20% weapon damage (both stack).
Death Mark:
The apparition now remains visible for the entire duration of the mark (before lasted 2s).
Thief — Rogue
The Plague:
The same victim can now be reinfected with each wave (before was globally idempotent). Limit of 3 applications per victim per tick. Each victim can only propagate to 1 carrier in the next wave. Bosses follow the same rules as normal monsters.
Bard — Virtuoso
Staccato:
Each empowered hit now applies supplemental damage based on the standard level 800 formula (same model as Nightshade's Death Fluid) — adds to the Weapon Attack bonus that already existed. Remaining charges counter (e.g.: 5/5 → 4/5) now appears in the buff bar.
Cadenza:
Buff duration icon now appears in the client's buff bar (same standard as Resonance/Accelerando/Triad).
Bard — Harmonist
Resonance / Accelerando / Double Chord:
Gained the Empowered Cast modifier in Spell Improvement V2 (before only Triad had it).
Mage — Wizard
Emberstorm:
Max mana component removed. The formula is now purely based on Attack Power.
Mage — Astronomer
Death Comet:
Bug fixed — the spell was causing 0 damage due to a code issue. Now applies damage normally.
Druid — Archdruid
Ice Lance:
Complete visual implementation: ice missile flies to target, detonates in 3x3, and 8 secondary missiles fly outward from target for fragmentation visual. Cooldown 30s.
Death Knight — Soul Reaper
Void Tentacles:
Damage radius increased from 4 to 5 (+1).
Death Knight — Cursed Flames (base)
Cursed Flames (Death Knight lv 25):
Cooldown corrected from 3s to 2s (was diverging from tier spells standard).
Bowman — Saboteur
Big Bear Trap:
Splash increased from 3x3 to 5x5 (+2 radius). Animation redone: the trap now appears as a visible item on the ground during casting, and the snap (2s later) triggers the bite explosion. Bleeding DoT gained its own bite icon that appears on each tick.
Walking Mine:
The fuse only starts counting when a wild creature enters 1 tile distance. Before that, the mine walks freely. Mine speed now matches the caster's. Detonation visual now only appears on the summon's tile (before painted the entire AoE area).
Explosive Barrels:
Faster detonation (delay from 1000ms to 500ms; proximity check from 200ms to 100ms). Proximity radius increased from 1 to 2. Barrel splash changed from circular 2x2 to square 2x2.
Shooter — Bouncing Bullets (passive)
Bouncing Bullets:
When there's no second target available for ricochet, the passive now yields much more damage on the original target — becomes a strong tool in single-target boss fights.
Shooter — Cannoneer
Bazooka Stance:
Basic attack splash increased from 30% to 100% of the hit. Splash radius increased from 1 to 4 (+3). Now replaces the weapon missile instead of overlaying (before bazooka explosion stacked with normal shot animation).
Chain Bomb:
Placement radius increased from 4 to 5. Chain propagation increased from 3 to 4 (+1 range).
Flaming Cannonball:
Explosion radius increased from 3 to 6 (+3). Fire DoT now scales as 20% of explosion damage (before was a fixed value of 50 per tick, disconnected from level/skill/AP). When armed, gains priority over Bazooka Stance and Overcharge — doesn't stack explosions.
Cannoneer global damage: all Cannoneer damage sources (Bazooka splash, Flaming blast, Chain Bomb detonate) now scale with the player's total Attack Speed. Since the vocation has fixed base attack speed, this path converts additional Attack Speed (from relics, skill tree, buffs) into damage multiplier.
Shooter — Gunslinger
Overcharge (passive):
On Gunslinger, the proc is now split into 5 consecutive shots (damage-neutral) — combines with the class's high Attack Speed. Cannoneer and base use own missile with speed 40.
Warrior — Blade Dancer
Spectral Throw:
Empowered attacks now apply a second independent bleeding in parallel to the axe's normal bleeding. The main target and each ricochet receive both DoTs simultaneously during the 8-charge window.
Twin Ricochet:
Bug fixed — the axe now applies bleeding on all ricochets (before only applied in melee/adjacency). 2 bleeding charges per hit.
Titan Spin:
Own custom visual missile, preserving the Blazing Axes visual when active simultaneously.
Ult Spells — Lucifer's Unique Gate
The 18 ult spells have been ungated from the Proficiency 3000 requirement. They now depend only on completing the Lucifer (Morning Star) storyline to be learned.
Affected spells: Dark Possession, Big Bear Trap, Hellhound Rush, Death Mark, Ice Lance, Triad, Ravage, Blood Offering, Cadenza, Hellfire Shot, Void Tentacles, The Plague, Chain Slam, Titan Spin, Doomsphere, Ghost Hands, Emberstorm, Chain Shot.
Standardized Spec Cooldowns
The cooldowns of the 17 specs have been standardized to be consistent across classes:
| Tier |
Cooldown |
| Level 800 |
18s |
| Level 1600 |
22s |
| 1st level 2500 spell |
24s |
| Last spell (ult) level 2500 |
30s |
| Group cooldown of ult |
2s |
Spell Improvement System (Spell Improvement V2)
The system rework has been expanded with several new features and important fixes:
Structural Changes
- Points per crystal level: each crystal level now grants 1 improvement point (previously it was 1 point every 10 levels). Cap of 100 points per modifier.
- Auto reset when switching specialization: switching spec now resets all crystal ranks and returns 100% of invested crystals without any fee. You redistribute in the new spec without losing anything.
New Buttons
- Apply All / Use Crystal Max — levels up the spell to the end of the current tier in a single click.
- Reset Spell — resets the spell (level 0 + ranks zeroed) and returns 100% of invested crystals without fee. Each crystal returns to its original tier.
- Preset System — it's now possible to save, load and reset rank distribution presets per spell. Slot cost maintained at 1 Blue Diamond (slots 2-6).
- Returned crystals go directly to the Loot Pouch (prevents them from being automatically sold by Auto Smelt/Auto Sell).
Bug Fixes
- Empowered Channel and Lethal Channel working: the modifiers were defined and visible in tooltips but didn't apply to channeling spells (Burning Ground, Energy Missiles, Cyclone, Arrow Fury, etc.). They now work.
- Empowered Cast on additive buffs: now scales multiplicatively on additive buff spells (previously didn't work).
Class Passives Integrated to V2
- Poison Flask (Rogue): crystals and modifiers now scale flask damage and number of hits required.
- Overcharge (Shooter): crystals and modifiers now scale shot damage and time window for the proc.
- Soul Release (Death Knight): crystals and modifiers now scale soul damage and the health threshold that activates the passive.
- Cataclysm (Warrior): crystals and modifiers now scale damage per tick, number of hits required to proc and rift duration.
Other Changes
- Extended Charges (modifier for Staccato): changed from fixed bonus (+10 charges) to percentage of base — rank 100 = +100% / doubles charges. On Staccato base of 5: rank 100 becomes 10 charges (previously it was 15 with the flat +10).
Skill Tree
Replaced Keystones — Refined Details
Voltaic Cascade (replaced Hexbone Charm):
Attack Speed cap locked at 1.0s + chain reaction of up to 10 jumps on each basic attack.
Celestial Purge (replaced Unholy Benediction):
On each successful cast or every 3 basic attacks, fires sacred pillars in area. Internal cooldown of 4s (covers both triggers). Damage now scales via Weapon Damage and uses the central damage formula per tier. Bug fix: pillars no longer trigger on failed casts (invalid target, no line of sight, etc.). Blocked in Protection Zone.
Crazy Slot Machine (replaced Riftborn Pact):
Internal cooldown reduced from 8s to 1s. Now also triggers on basic attack every 3 hits (previously was only by cast). Meteor shower and poison cloud now scale with Weapon Damage. Bug fix: poison DoT is now independent and no longer collides with Scarlet Swarm poison on a Thief that has both. Blocked in Protection Zone.
Reworked Keystones — Additional Adjustments
Hellfire Pact:
Fire DoT is now routed through the central poisons system (kills correctly credit XP, loot and frag to the player). Damage scaling adjusted in the 2500-5000 level range. Blocked in Protection Zone — the fire proc around summons no longer triggers while the player (or the summon) is in PZ. The loop stays alive and resumes once leaving PZ.
Scarlet Swarm:
Internal cooldown reduced from 5s to 2s. Bug fix: poisoned target detection now considers any Thief poison on the target. Previously could miss when the kill came from a poison tick — Rogues were seeing Pharaoh's Wrath cloud even with their own active poisons. Poison damage bonus (+30%) now affects all Thief poison sources (previously only caught some).
Sonata of Darkness:
Blocked in Protection Zone (was triggering in safe zone).
Eye of The Howl:
Spawns only 1 wolf (previously spawned multiple), with ~30% more buff and 25s duration. Bug fix: wolf now has positioning fallback — no longer fails in tight spaces.
Rebalancing — Specific Adjustments
Savage Momentum:
+4% damage per stack, applied multiplicatively (after bonus percent, maximum impact). Converts half of movement speed into damage (previously converted to attack speed). +1 range on any weapon.
Faster Than Your Prey:
+3% Attack Speed per 100 speed converted. Now works in parallel with Savage Momentum (previously one would disable the other).
Crimson Toad:
Poison Damage bonus (+30%) now affects all Thief poison sources (previously some DoTs were left out).
Master of Arms:
-31% penalty on basic attack also removed from AoE procs (previously the removal only affected normal attack — AoE procs still took the nerf).
Soul's Scream:
Formula with floor based on Attack Power to ensure usage at low level.
Unholy Manifestation:
Now also grants +10% Spell Damage.
PvP Adjustments — Refined Details
Cooldown on Stairs
- The cooldown was set to 7s (in the original announcement it was 6s).
- Now also covers vertical stairs (height-based) — previously these stairs would let players pass even when exhausted, opening a positioning exploit.
Grievous Wounds (Progressive Heal Cut) — Numerical Details
- Stacks accumulate at a rate of +1 stack per second while in PvP combat, regardless of the number of attackers.
- Each stack reduces 5% of healing received.
- Cap at 12 stacks = 60% total reduction.
- After leaving combat, freezes for 30 seconds and then clears all at once.
- Own icon in the client's buff bar, with visible duration count.
Specialization System — Quality of Life
- NPC Onkyo: players who are already specialized now skip the "change/yes" dialogue and open the specialization window directly when talking to the NPC.
Visual Polish
Spells with Refined Visuals
- Voltaic Cascade: new dedicated missile.
- Resonant Missiles (Bard passive): own missile replacing the generic Holy.
- Ravage (Feral ult): 50 bite effects spread over 3 seconds + MASSIVEBLOOD effect per target hit (previously was a single burst).
- Triple Slash / Gutripper (Feral): effect now appears only on the hit creature (previously painted the entire AoE area).
- Singularity (Abyssal Guardian): only the persistent loop of the thorn circle on the guardian (one-shot start and end effects removed).
- Death Mark (Nightshade): apparition now loops during the entire mark duration (previously lasted only 2s).
- Big Bear Trap: visible trap as item on the ground during casting phase + bite animation on each bleed tick.
- Walking Mine: explosion now appears only on the summon's tile (previously painted the entire AoE).
Buff Icons on Client Bar
- Staccato: remaining charges counter (ex: 5/5 → 4/5 → ...).
- Cadenza: buff duration icon with countdown.
- Grievous Wounds (PvP): own icon with duration countdown on client.
Part 2 — New Systems
House Management System
Now you can manage everything about your house directly through the game interface! Open with !house or through the House button in the Others menu.
1. Management
- View your house information (rent, tiles, doors).
- Add/remove guests from the guest list.
- Configure individual access for each door.
- See who is online inside your house.
- Kick unwanted visitors.
2. Customization
- Apply decoration items (carpets, furniture, lighting).
- Remove already applied decorations.
- Separate categories for easier navigation.
3. Special Furniture
- Furniture that provides buffs when activated.
- Permission controlled by the house owner (via roles).
Role System
House owners can now create up to 10 custom roles and assign granular permissions to each guest.
Available permissions:
- Customize — use the Customization tab
- Kick — kick visitors
- Doors — edit door access
- Guest List — edit the guest list
- Storage — deposit/withdraw items from the shared stash
- Special Furniture — activate special furniture buffs
- Logs — view item movement history inside the house
Each guest can receive one role, and the owner always has full access.
House Auction
- Houses without owners remain available indefinitely; the auction only starts when the first player places a bid.
- Fixed duration of 3 hours. No anti-sniping extension.
- Initial bid is locked at the house price; bids can only go up, with fixed server increment (you don't choose the step).
- Your gold gets locked when you bid, and automatically unlocked if you're outbid.
- You can lead up to 5 simultaneous auctions — the gold from each bid is added together.
- Maximum bid limit is secret (privacy); others only see the current public price.
- "Ends in ~10min" warning for participants in the final minutes.
- Outbid/victory/level-fail notifications arrive at next login if you were offline.
Visiting the house before bidding
- You can walk freely inside the house in viewing mode, without being the owner.
- Visit can only be initiated inside the protection zone and in configured areas.
- Limit of 2 minutes per visit (automatic kick when expired).
- Cooldown of 5 minutes per house on any exit.
- Trying to exit through the front door doesn't close the visit — use the exit viewing mode button.
- Other players can't push you during the visit (anti-grief).
Selling your house
To sell directly to another player, use the standard trade window while standing inside your house. The system automatically validates:
- Buyer online and close to you (2 sqm)
- You have premium account
- Buyer has level 500+
- Buyer doesn't own another house
- Buyer isn't leading a bid in any active auction
Shared Stash
- Each house has a shared stash where you can deposit items.
- Guests with Storage permission can also access it.
- Item movement history is recorded (visible to those with Logs permission).
Store
Blue Diamond
- Storyline Summon Horn (3 BD) — A magical horn that summons a story NPC visible only to you. Open a menu to choose between NPCs from Main Story, Eternal Depths and Inferno. Cooldown of 15 seconds between uses. The summoned NPC will follow you for 120 seconds and then disappear.
Roulette — Updates
Season-scaling rewards
Several rewards now increase in quantity as the season progresses, without needing a new patch:
- Rarity Token and Blacktalon Coin (8 → 25 → 50, and 16 → 50 → 110)
- Blood Crystal Coin (1 → 10 → 25)
- Soul Fragment (2 → 6 → 12, and 5 → 15 → 30)
- Equipment Bag Token (10 → 20 → 30) — new
- Prey Wildcard (5 → 8 → 10) — new
The more advanced the season, the higher the quantity that drops. The !roulette command already shows the updated values. The scale takes into account the server's general progress — you can't "cheat" by pulling the lever with a higher level character.
New roulette prizes
Useful items:
- Boss Task Scroll — after consuming, you can face any task boss and the charge is not consumed.
Cosmetics:
- Outfit Majin Boo
- Outfit Bomberman
New levers: 1x, 5x and 10x
Now you can spin multiple times in one pull, without having to keep returning to the lever:
- 1 coin → 1 spin with normal animation and suspense at the end
- 5 coins → 5 consecutive spins, faster
- 10 coins → 10 much faster spins
Each spin delivers its own prize, and at the end you receive a summary with everything that dropped. During multiple spins, [Roll 3/10] appears in the message so you know which spin you're on.
More roulette rooms
More rooms have been added on new floors, so it's harder to bump into someone playing the same lever as you.
Prizes no longer lost if you log out
If your internet drops or you log out in the middle of a multiple-spin roulette, the remaining prizes are saved and you collect them when you return to the game. Nothing is lost.
Can't leave in the middle of a roulette
While your roulette is spinning, you can't log out or walk away from the room. This prevents accidents especially in multi-coin rolls.
Can train weapons in the roulette room
Inside the rooms, you can use exercise weapons on the training dummy in the center of each room. Unlike normal training, here you can walk around freely without canceling the exercise — training only stops when you leave the area.
Other adjustments
- Room sign texts updated.
- Roulette messages revised in English and Portuguese.
Wardrobe Lottery
New cosmetic recycling system that gives a useful destination to repeated drops of wings and auras from bosses.
How it works
- Smelt wings and auras you no longer use and earn cosmetic coins (existing system).
- Trade these coins with the NPC Wardrobe Lottery, located in the NPC tower in Mainland, for one of three scrolls: Bronze, Silver or Gold.
- The drawn cosmetic is defined at the time of purchase with the NPC — the scroll already comes with the assigned item, so it's tradeable/sellable in case you get a repeated cosmetic.
Details
- Higher tier scrolls cost more coins and contain rarer cosmetics.
Chaos Rift — Mainland Expansion
More creatures from Mainland can now open a Chaos Rift, expanding where you find Chaos portals around the world. Along with this, we fixed an issue that allowed opening rifts in inaccessible locations.
New Rift-Generating Creatures
Now a Chaos Rift can appear when hunting more creatures from Mainland. The following creatures now open Chaos Rift portals, both when killed and when using the Rift Scroll:
- Vampire
- Vampire Bride
- Mutated Bat
- Banshee
- Forest Fury
- Hero
- Bog Raider
- Wyrm
- Dragon Lord
Before, these creatures didn't generate rifts. Now they're part of Mainland's Chaos Rift pool, opening more opportunities to farm Chaos Essence, chests and the Chaos Mimic in leveling areas.
Rift Scroll Fix
It's no longer possible to open a Chaos Rift on inaccessible terrain or inside Protection Zone. This prevented abuse on display hunt creatures, which stay on tiles where the player can't step, making the portal spawn in an unreachable location. Now the Rift Scroll validates the creature's terrain before opening the portal and, if it's inaccessible, displays the message "You cannot summon a rift here."
Creature Density
Increased creature density in the Nefrah Chaos Rift map.
Hunting Tasks in Party is Worth It Now
Hunting tasks in party with Shared Experience now yields more kills in total. Until today the system simply divided 1 kill among all group members (in 2 = 0.5 each, in 4 = 0.25 each). Now a group multiplier applies before division, rewarding those who hunt together.
How it works
| Group members |
Total kill credited |
Per person (new) |
Before |
| 2 |
1.35 kills |
0.675 |
0.50 |
| 3 |
1.70 kills |
~0.567 |
0.33 |
| 4 |
2.00 kills |
0.50 |
0.25 |
| 5+ |
2.00 kills (cap) |
2.00 / N |
1.00 / N |
The bonus is applied before division, same as the party EXP bonus logic.
Important details
- Requires active Shared Experience in party — same trigger as group EXP bonus.
- All members need to be within kill range to receive.
- Solo hunt or without shared EXP: nothing changes, you continue receiving 1 full kill per monster as always.
- With 5 or more members the bonus caps at 2.00, so from there each extra person only dilutes the gain. The sweet spot is 4 players.
- In a group of 4 each one gets double the kill per monster compared to the old system (0.50 vs 0.25).
Why this change
In the old system, hunting tasks in groups was almost always worse than solo from an individual task progress perspective. Now, in any party size (from 2 to 4), each player gains more kill per monster than they did before — encouraging groups without hurting those who prefer to hunt alone.
Consolidated Season 3 document. Part 1 reflects the test server state on May 19, 2026 (post-announcement changes about the 08/05 changelog). Part 2 covers the new systems introduced in the patch.
BlackTalon — Standard Changelog |