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Genre: Role-playing (RPG), Adventure

The Secret World

Final Week: Haunted Cache!



Hi all! Please note that this is the FINAL WEEK that the Haunted Cache will drop in the world.

Replacing it is a new Winter-themed cache beginning next week with Krampusnacht! ❄❄❄

Glyph and Signet Recovery Discount: 80% off until Nov 27!



Glyph and Signet Recovery Discount


With the release of the Anima Allocation system, we understand you may want to experiment with glyphs and signets in your builds. For a limited time, all costs on removing glyphs and signets from gear are reduced by 80%!  This is in addition to the scaling cost changes in this update.  Discount ends the Monday after Thanksgiving (November 27).

--

Quality of Life Improvements
Your feedback means a lot to us. This update features many improvements based on what you’ve been saying and telling us over the past several months.  We have no intention to just stop here, either--we’re always listening and always willing to adapt to your needs.  There’s a ton to cover with this update, so you can read all the patch notes HERE, and we’ll hit on some key highlights: 


ANIMA ALLOCATION
The major feature of this update is the new Anima Allocation system.  We ended up designing ourselves into a corner with the way talismans were set up prior to this update; due to the way SWL’s character progression simply functions, it turned out that Healers and Tanks were in a less-than-ideal situation if they wanted to tackle any challenging solo content.  To counter this, we’re introducing a system that allows you to customize and fine-tune your stats to your liking.  In order to make this work, we had to make some major changes to Talismans and stats--for a deep dive into how the system works, please read the blog post here. 

XP TRANSFER ON EMPOWERMENT
Something we’ve been asked for on numerous occasions was to allow for a way to transfer or otherwise recoup some of the XP invested in items when used for Empowerment.  Previously, no matter how much you pumped up an item, it gave the same fixed amount of XP when used as fodder; now, all weapons, talismans, signets, and glyphs which have gained XP grant a portion of their invested XP when used as fodder in empowerment. This value is currently set at 40% of invested XP, but please note that Signets of the same slot (Neck -> Neck) will now qualify for the 2.5x bonus XP multiplier for Empowerment. All talismans of the same slot will now also provide 2.5x bonus XP when used in Empowerment. 

IMPROVEMENTS TO ELEMENTALISM
We found Elementalism to be overly challenging when starting out due to the lack of heat management tools and underperforming at high levels.  Heat generation on damaging fire and lightning abilities are being reduced, and heat dissipation from cold abilities is being increased. Additionally, several passive skills were reworked to be valuable for damage in addition to heat management, and cold abilities generally deal increased damage.   

LOOT CHANGES
In an effort to increase the efficiency of each activity in terms of increasing your character's power, we've added some of the loot from various activities into each activity's loot chest.  
  • Added Glyph Distillates to dungeon final boss loot chests.
  • Added a chance to gain a signet when opening dungeon final boss loot chests.
  • Added Anima Shards to dungeon final boss loot chests. The amount gained increases based on the difficulty of the content.
  • Added Talisman and Weapon Distillates to all Lair loot chests.
  • Added Anima Shards to all Lair loot chests.
  • Added Glyph Distillates to all Lair loot chests.
  • Added a chance to gain a signet when opening Scenario loot chests.
  • Added Talisman and Weapon Distillates to Scenario loot chests.
  • Added Anima Shards to Scenario loot chests.
We’re taking some of the Anima Shards from doing Tokyo shipping containers and spreading them around various activities instead. We’re also adding the potential for blue quality items to drop in scenarios, elite dungeons, and the Manhattan Exclusion Zone. The chance increases based on the difficulty of the content.

OTHER STUFF
At this point, I may as well just copy and paste all the patch notes, so just read them all HERE and consume all that knowledge.  Thanks for reading!

Introducing: Anima Allocation



The times are-a-changing, sweetlings.  Any good agent needs to be able to improvise, adapt, and overcome--and right now that’s not always so easy to do.  Anima Allocation is our answer; to allow you to remain flexible in your adventures and put control over your character’s statistics into your hands.Beginning at Level 20, you may access a new tab in your Ability Window (N) where you are presented with this nifty interface:

 

This is where you can modify your stats.  Simply click and drag the little triangular slider to move it anywhere within the triangle.  Each corner represents a role; Healing, Damage, and Survivability.  

The more you move the slider towards one of these corners, the more your stats are shifted to fit that role.  For example, if you want to be in a role where you want sturdiness but still a moderate amount of damage, you can drag the slider towards the blue corner for additional Health and Protection, like so:



You can see a real-time summary of what your stats will look like before you commit your changes.  When you’ve configured your stats the way you want, simply press the ‘Commit’ button at the bottom, and your stats will be changed.  It costs *nothing* to play around with your stats and commit changes; one of the big design goals of this system is to allow you to experiment with your stats to your heart’s content!  The only limitation is that you can’t change your stats while in combat.You can also save your Anima Allocation settings using the Build Manager.



Please note: When this update hits, everyone will have a default setting of 90% Damage and 10% Survivability to start.  You’ll need to move the slider around to get back to how you were set up previously, if you so choose.


TALISMAN REVAMP


In order to make this system work, we performed a major revamp to itemization: Now, *all* talismans now use a single “Power Rating” statistic instead of using separate Attack/Healing/Protection/Health values.  This Power Rating stat is then converted into Hit Points, Attack Rating, Heal Rating, and Protection based on your Anima Allocation.As an example, let’s look at a Head Talisman with our current Anima Allocation of 25% in Damage and 75% in Survivability:

 

You can see the item has a base Power Rating of 1892, which is then converted to a large amount of Hit Points and Protection with a moderate amount of Attack Rating when equipped.  My character for this example does not have any Head Talisman equipped.  Now, let’s look at the same item, except with an Allocation of 15% Survivability and 85% Healing:

 

Now I’m in pure heal mode--the Power Rating is now converted into Heal Rating with a small amount of Protection and Hit Points.


WHAT THIS MEANS


Now, we’ve covered how Talisman stats will work after the update--but what happens to other things, like Extraordinary effects, Signets, Glyphs, and Weapons?In short, none of these items are directly affected by Anima Allocation.  Extraordinary Talismans will have their base stats changed to Power Rating, but the effects themselves remain the same--meaning an item with an effect ideal for healing, for example, still remains specialized for healing.  

Signet and Glyph effects too are not modified by Anima Allocation, and Weapon stats will function exactly the same as they did previously.  We still intend for you to be able to specialize in a certain role, but now with much more flexibility for the situation you find yourself in.  Go nuts!  Let us know what you think!  Anima Allocation is the direct result of your feedback, so please let us know how things go and how we can improve on the system. Thanks for reading!  

Update 2.1.4 Patch Notes

HIGHLIGHTS:

Introducing Anima Allocation
The power of Anima is yours to control. Beginning at Level 20 you may access a new tab in your Ability Window (N), allowing you to customize and fine-tune combat stats to adapt to any situation. Click here to learn more about Anima Allocation!

Quality of Life Improvements
Your feedback means a lot to us. This update features many improvements based on what you’ve made clear to us over the past few months and we have no intention of stopping here. Included are improvements to Elementalism, Loot, and Empowerment, plus new teleport locations (including to the Museum!) and much more.  


GENERAL
  • Anima Allocation has been added as a tab in the ability window. This tab will allow you to freely allocate your Power Rating towards damage, survivability, or healing.
  • With the release of the Anima Allocation system, all characters have had their Anima Allocation set to 90% Damage, 10% Survivability. Characters who are level 20 or above can alter this setting upon login.
  • Removed duplicate talisman drops from basic talisman loot tables now that all talismans grant the same base stats with Anima Allocation. For example, loot tables will no longer include health, healing, and attack talismans for the neck slot, but rather one neck talisman.
  • Purchasing Patron will now reduce existing mission cooldowns to a maximum of 8 hours.
  • Players will now receive the bonus cache key on the day they purchase patron, even if they have already claimed their daily login reward.
  • Players will now receive the bonus Dungeon, Scenario, and Lair keys on the day they purchase Patron.
  • Added a report option to the social GUI.
  • Fixed a case where glance chance would not update in real time on the character sheet when equipping talismans with defense rating.
  • Investigation missions are now properly labeled as investigations instead of action/sabotage missions in the mission journal.
  • Action Button 9 in the controls screen has been renamed "Ultimate Ability" to make it more obvious what the button is for.
  • Made several optimizations to the Assault Rifle weapon status display.
  • Fixed a case where re-entering reticule mode did not update the current offensive target if the camera had been moved while not in reticule mode.
  • Entering reticule mode will no longer close the Emote UI. This should make it easier to perform multiple emotes while moving around an area.
  • Closing the Emote UI will no longer put the player back into reticule mode. This should make it easier to take screenshots while performing emotes.
  • The player interaction dropdown will now appear next to the player being interacted with when using F to interact with another player.
  • PvP locations in the Social UI have been updated to more accurately reflect possible PvP locations.
  • Nightmare difficulty is no longer available in the Social Window. Players can choose to list for either story or elite difficulties for activities that have multiple difficulties.
  • Manufactory, Manufactory Breached, and the Orochi Tower Penthouse have been removed from the social UI.
  • Social UI no longer allows you to select a scenario location, since scenario locations are randomized.
  • Inspection window now shows levels of equipped items.
  • Added a display for the current Anima Allocation of inspected players to the Inspection window.
  • Attempting to inspect a player that has left the area no longer opens up an empty inspection window.
  • When a player that is being inspected leaves the area, the inspection window will now close.
  • Purchasing something from the inspection window will no longer return you to reticule mode.
  • Changed the text on step one of the glyph fusion tutorial to specify that the player should place equipment in the target slot, instead of specifically telling them to place a weapon there.
  • Signets of the same slot (Neck -> Neck) will now qualify for the 2.5x bonus XP multiplier for Empowerment. Fusion remains unchanged. This should allow better value out of getting signets of the same slot but not necessarily the exact signet you are looking for.
  • All talismans of the same slot will now provide 2.5x bonus XP when used in Empowerment.
  • Weapons, talismans, signets, and glyphs which have gained XP will now grant a portion of their invested XP when used as fodder in empowerment. Note that once an item has been fused into a higher quality the XP in it is reset to 0.
  • Reduced the cost to recover glyphs and signets from items at Mythic and below qualities. The cost is based on the quality of the glyph or signet being recovered:
      Green: 300 Marks of Favour
    • Blue: 1200 Marks of Favour
    • Purple: 5000 Marks of Favour
    • Orange: 10000 Marks of Favour
  • Added the potential for blue quality items to drop in scenarios, elite dungeons, and the Manhattan Exclusion Zone. The chance increases based on the difficulty of the content.
  • Increased the amount of distillate XP gained when opening a rare chest in an Elite 10 dungeon or scenario.
  • In an effort to increase the efficiency of each activity in terms of increasing your character's power, we've added some of the loot from various activities into each activity's loot chest. The goal is to allow each activity to still be the best at providing progression in its specific area while still allowing progression on the other aspects of your character at a lower rate. The changes are as follows:
      Added Glyph Distillates to dungeon final boss loot chests.
    • Added a chance to gain a signet when opening dungeon final boss loot chests.
    • Added Anima Shards to dungeon final boss loot chests. The amount gained increases based on the difficulty of the content.
    • Added Talisman and Weapon Distillates to all Lair loot chests.
    • Added Anima Shards to all Lair loot chests.
    • Added Glyph Distillates to all Lair loot chests.
    • Added a chance to gain a signet when opening Scenario loot chests.
    • Added Talisman and Weapon Distillates to Scenario loot chests.
    • Added Anima Shards to Scenario loot chests.
  • Reduced the amount of Anima Shards gained from Tokyo container bosses. These bosses are great for supplying Anima Shards and will still do so, but we wanted to encourage other activities as well. As noted above in the loot changes, we've essentially removed some Shards from the containers and spread them around to Scenarios, Lairs, and Dungeons.
  • Due to the additions to the final boss chest in elite dungeons, elite final bosses now have a unique rare chest which contains those new items.
 
GAMEPLAY
  • The Cache Locksmith in Agartha now sells a consumable item which will summon a vendor to your location for a short time.
  • Added a level requirement to the purchase of weapons from Mr. Knickknack in Agartha.
  • Cheap Jack and Cheap Jill are no longer selling wares in Agartha. Dr Caligari reports having heard Mr. and Mrs. Knickknack cackling evilly.
  • Added teleports to London, Seoul, and New York. These are acquired when you visit these locations.
  • Added a teleport to the Museum of the Occult which is acquired when unlocking the first pedestal. Players who have already done this have been given the teleport.
  • The Seoul Fight Club has been updated with Equal Footing and PvP role selectors in the safe area.
  • Filth Guardian legend #7 is now available for pickup.
  • Spectres legend #4 and #6 can now drop from more enemies.
  • Each region boss now has a chance to award a Congealed Essence item specific to that boss.
  • Repeating Youth Outreach will now properly reward anima shards.
  • The Piecemeal Chopper used during the mission Piece of the Road will no longer sometimes appear in Agartha or other strange places.
  • Effigy X66 Familiars should now correctly count as Familiars for monster kill achievements.
  • Fixed an issue where certain Lair summoning items were not dropping from rare lair chests.
  • Increased the point value for 750 Jinn kills (Paradise Lost) to 10 points, to match other kill tracks.
  • Increased the point value for 750 Komainu kills (Ungyo) to 10 points, to match other kill tracks.
  • Fixed display issue with the names of the achievements Ungyo, Nio, and Agyo.

COMBAT
  • Created 10 new Waist Talismans. There are 9 that are weapon-specific and 1 that works with all weapons. These talismans can be acquired via the loot bags that drop off from enemies which would usually contain caches. There will now be a chance that instead of gaining a cache, you gain one of these new Waist Talismans.
  • Increased the overall power of all extraordinary talismans.
  • Reduced the cooldown of Incendiary Grenade, Anima Canister, and Essence Grenades to 2 seconds. This should allow rapidly loaded grenades to be launched in a timely fashion when using weapons like the KSR-43.
  • Fixed an issue which allowed the Assault Rifle capstone effect to grant you an increased capstone cap.
  • Adjusted hashmarks on the elemental UI to more accurately reflect useful heat values. Marks are now placed at 25, 50, and 75% of the bar.
  • Elemental abilities no longer use hotbar swaps to switch into their higher heat versions of their FX. This transition is now seamless and should not interrupt ability usage any longer.
  • Updated Crystallised Blaze in light of the above change. This passive will now always modify Crystallised Flame regardless of heat level.
  • Reduced heat generated by Chain Lightning and Fire Bolt to 12 (was 20).
  • Reduced heat generated by Mjolnir and Inferno to 18 (was 30).
  • Increased heat reduced by cold abilities to 40 (was 30).
  • Reduced the additional heat removed by Frozen Figurine to 50 to compensate for the above change (was 60).
  • Increased the heat loss when using Overload with the Elemental Force passive to 50.
  • Blizzard's passive "Frigid Tempest" will now also increase the damage dealt by Blizzard by 21%.
  • Lingering Frost now also applies a damage over time effect to enemies damaged by your cold abilities.
  • Thermocoupler now additionally deals bonus damage after triggering its heat reduction effects 4 times.
  • Supercooler now also reduces the remaining cooldown of all cold abilities when the heat reducing effect triggers.
  • Calorimetry now also allows your Elementalism attacks to deal an additional damage hit at the start of combat and every 10 seconds afterward.
  • Increased the overall bonus damage granted by the Elementalism heat mechanic. Also, removed the bonus damage dealt when at 0-24 heat and increased the damage bonus gained at all higher heat levels.
  • Fixed an issue where the additional heat reduction from Frozen Figurine was occurring before damage was dealt, resulting in the cold abilities dealing less damage than they should.
  • Removed the heat level requirement from Totemic Hell Lord to address issues with the effects not triggering reliably. The associated effects have been slightly reduced in potency to compensate for this.
  • Totemic Hell Lord's damage over time effect should now show properly in the combat log.
  • The initial damage from placing Crystallised Flame and Crystallised Blaze will now properly trigger Unstable Electron Core's damage and Totemic Hell Lord's damage over time effect.
  • The initial damage from placing Crystallised Storm will now properly trigger Unstable Electron Core's damage.
  • Damage from Unstable Electron Core will no longer be reported in the combat log as coming from Crystallised Flame.
  • Fixed an issue where the bonus heat reduction from Cryo-Charged Conduit was not being applied to Overload's cold damage.
  • Increased Crimson Pulse's damage by 200%.
  • Fixed an issue which caused the damage displayed in the tooltip for Ice Beam to be modified by the wrong types of bonuses. This only affects the tooltip damage and not the actual resulting damage.
  • The Protection bonus from Belobog's Ring can now be applied to multiple targets with a single cast, such as Communion.
  • Fixed an issue with the Ankh talisman that caused the beneficial effect to not be removed in certain cases.
  • Fixed an issue that caused the movement speed bonus from Jaguar Cord to not apply.
  • By default, Reap will no longer deal damage based on your Corruption level. Only healing will occur.
  • Eldritch Scourge will now generate Corruption when used at a neutral Corruption/Martyrdom position.
  • Increased the cooldown timer on the Ak'ab's Royal Jelly from 5 seconds to 20 seconds.
  • Reduced the healing of the Ak'ab's Royal Jelly by 10%.
  • Mnemonic Guardian - Ak'ab (all versions) - Fixed the Ak'ab not moving to melee range of the target.
  • The Savage Dream should no longer deal charge damage to players as it retreats and prepares to cast Blind Rage.
  • Fixed an issue that caused the damage from Skadi's Ring to not show up in the combat log.
  • Fixed Warrior Spirit of Hemitneter using male sound FX in combat.
  • Fixed an issue where the bonuses from Unbridled Wrath were not triggering properly if you were below 50 Rage and Pneumatic Maul's bonus was active.
  • Fixed an issue where healing procs from talismans such as Timeless Watch would apply to the caster rather than the target when using abilities such as Leeching Ray, Mend, or Nurture.
  • Fixed an issue which caused the bonus hate from Black Sash to not apply.
  • Fixed an issue with using the Blizzard ability and the simple ground targeting option.
  • Fixed a typo in the description of the Incandescent Capacitor talisman.
  • Fixed an issue where the bonus from Razor Fossil could accrue more than once per target killed.
 
DUNGEONS

General
  • Increased the duration before the following loot chests will despawn, to account for the longer run from the Anima Well:
      Polaris
        The Varangian
      • Primordial Dweller
    • Hell Raised
        Corroder
      • Traumadriver
    • Darkness War
        Xibalban Bloodhound
    • The Ankh
        Dead Ops
      • Dimensional Arachnid
      • Dr Klein & Melothat
    • Hell Eternal
        Lustrehunter
      • The Hadean Guard
 
Hell Raised
  • Re-worked the Machine Tyrant's basic attack to have a much higher chance to deal additional bonus damage, but with much less additional bonus damage dealt.

DRESSING ROOM
  • Fixed an issue with the Thaumaturgist Boots that would cause calves to disappear on both male and female characters.
  • Athletic bra has been moved to the Chest category.
  • Moved several Halloween masks from the Face category to the Hat category where they belong.
 

Halloween is Here!



https://www.youtube.com/watch?v=6V_xC2RpuGA

Beginning October 18th through the 31st, you're invited to a grand celebration of all things spooky, wicked, and fun: Samhain 2017! Collect exclusive mounts, pets, and costumes, fight in a killer public raid, and solve new missions!

Log in during the event for sweet free rewards, including the Geist Rider mount! What’s it going to be: trick or treat?

Learn more here!

Follow us on social media for awesome rewards!



Want some awesome, permanent & FREE cosmetic items? Follow us on social media to claim a free pet or costume on your account! Simply verify your account from account.secretworldlegends.com and get your reward instantly!

Rewards arrive through your Delivered Items. Stay connected and get free stuff!

Tokyo: Orochi Tower


https://youtu.be/97_fJWs11_g
Come on in, Chuck.

The way is clear, the path open. Of its hundred ghostly tales, Kaidan has but one final story to tell: The Orochi Tower.

Ascend.  Battle through floor after floor.  Discover the truth behind the Orochi Corporation and its “research”, of the rabbit-hooded killer, of John, of Lilith...and of something even bigger.

The final chapter of the Tokyo saga, the colossal Orochi Tower features hours of new story and gameplay content across over 20 sections exploring all 8 Orochi subsidiaries. Fight to the top and uncover dark secrets behind the Orochi Corporation's experiments.  Come face-to-face with revelations and confrontations...and the ultimate reward!

Everything you’ve worked for comes down to this. All of your decisions. Your actions.

Reap what you have sown…



[B]New Lair: Kantoku Temple[/B]





The gates of the mysterious Kantoku Temple are now unbarred and unguarded.  Were the temple gates originally sealed to ward off potential intruders, or was it to keep something in…?

Face new creatures inspired by Japanese folklore and mythology in a brand-new, never-before-seen Lair region, located just north of Ginpachi Park!  The temple grounds are as dangerous as they are beautiful; with new signets and rewards awaiting those who overcome the trials!

Not for the faint of heart, Lairs are high-level areas intended for full groups of powerful agents to tackle.

Update 2.1.3 Patch Notes

PATCH HIGHLIGHTS




  • Everything comes to this: the way clear, the path open. Kaidan, the district of a hundred ghostly tales, has but one final story to tell: Enter the den of the eight-headed serpent itself--the Orochi Tower. The final chapter of the Tokyo storyline, the colossal Orochi Tower features hours of new story and gameplay content across over 20 sections, exploring all 8 Orochi subsidiaries.
  • The gates of the mysterious Kantoku Temple are now unbarred and unguarded. Were the temple gates originally sealed to ward off potential intruders, or was it to keep something in…?  Face new creatures inspired by Japanese folklore and mythology in a brand-new, never-before-seen Lair region, located in the northeast corner of Kaidan!
  • A new cache is on the scene! Fans of the venerable eight-legged arthropods rejoice; The Haunted Cache is dropping across the world! With it are chances at a Black Widow spider pet, the unsettlingly realistically-modelled Arachnoid Cycle, and “Araneae's Recluse”, a brand-new 6-piece outfit!


[B]GENERAL[/B]
[LIST]
<*>Added a confirmation popup when consuming vanity items which are gained from caches.
<*>Added a new emote "Bingo Blast" to the emote UI.
<*>Rare loot chests outside of dungeons will no longer assume a dungeon appearance.
<*>Added signet distillate rewards in addition to the signet granted to the team who summons a lair mega boss.
<*>Fixed an issue that allowed the weapon agnostic signets to be fused and gain bonus empowerment XP from other arbitrary signet types.
<*>Weapon Skins and Clothing Bundles in the dressing room are now sorted by equipped first, then owned, then alphabetically.
<*>Category list in the dressing room is now sorted by equipped first, then owned, then alphabetically.
<*>The search box in the dressing room can now be used to search for colors. For example, searching for "red" will show every item for the selected clothing slot that has a red variant available.
<*>The search box in the dressing room can now be used to search for weapon skins by name. For example, searching for "Bullpup" will show only weapon skins that have "Bullpup" in the name.
<*>The search box in the dressing room can now be used to search for single pieces of clothing bundles by name. For example, searching for "Plated" will show all clothing bundles that have at least one piece of clothing with "Plated" in the name.
<*>Fixed an issue where the cheer emote would play the wrong animation when triggered using the chat command.
<*>Removed Show Tutorial Notifications option, since it no longer does anything.
<*>Shift + F1 through F5 now allows you to select a member of the second team in a raid.
<*>Scrolling through defensive targets will now scroll through the entire raid, not just your team.
<*>Raid teams are now specifically sorted in the GUI so that the raid leader team is first, followed by the other team.
<*>The Show hoverinfo interface option will now also toggle tooltips for items on the Quick Access Bar.
<*>Dragging split stacks of items into the Mission Items inventory will now recombine them into a stack.
<*>It is now possible to move items around on the Quick Access Bar.
<*>Fixed an issue where items could take up more than one slot on the Quick Access Bar.
<*>Removed options for scaling and hiding ultimate ability UI, since it is now part of the ability bar.
[/LIST]

[B]GAMEPLAY[/B]
[LIST]
<*>Food items such as tacos and hot dogs should no longer erroneously indicate that they can be sold for 1 Anima Shard.
<*>Fixed a location in New York where is was possible to get stuck.
<*>Updated the map marker for Tier 1 of Ravenous to be a bit more accurate.
<*>Fixed an issue where some enemies were not providing credit when they should during Spectre Shrining Through.
<*>Fixed an issue where some enemies were not providing credit when they should during Company Housing.
<*>Fixed a specific goal of One Kill Ahead not allowing access to Yasuraka House.
<*>My Bloody Valentine, Dead Stories, and Torn Pages are now properly assigned to the Kaidan category in the mission journal.
<*>The Crawling Prayer now gracefully handles being killed too fast during My Bloody Valentine.
<*>Reduced the healing The Crawling Plague receives from Healing of the Immaculate Slime in My Bloody Valentine.
<*>Fixed an issue that allowed The Aspect of the Many-Limbed to sometimes resist some specific crowd control effects when she should have been able to be interrupted.
<*>Fixed a rare case where Locusts that use Digestive Goop and Batter could stun players before they finished casting Batter.
<*>Improved cartwheel functionality when manually triggering additional cartwheels at the laser grid during The Bank Heist.
<*>Filth creatures during the first Bustin' assault now count towards the area mission "Heart of Darkness".
<*>The area mission "Express to the Tower" should now count all monsters at the train station.
<*>Fixed a case where Oni would sometimes viciously attack the air near a subway entrance.
[/LIST]

[B]COMBAT[/B]
[LIST]
<*>Generic weapon non-specific signets have been improved! Generic signets that affect elite and basic abilities have had their values increased by 60%, while generic signets that affect power abilities have had their values increased by 10%. Generic signets that affect power abilities receive less of a bonus since they affect both primary and secondary weapon attacks.
<*>Shard of Sessho-seki's passive damage is now properly increased by the Signet of Matter Creation.
<*>Kris Setan Kober gadget can no longer affect group members.
<*>Supreme Harmony now grants 2 Chi when used. This Chi gain does not trigger the passive bonus from Master's Focus.
<*>Updated the description of Hone to display how long the effect lasts.
<*>The bonus damage dealt by the Blade mechanic Spirit Blade has been adjusted. The amount of bonus damage dealt now scales based on the Blade attack being used. For example, 5 energy power abilities such as Dancing Blade and Tempest now cause Spirit Blade to deal more damage while basic abilities like Flowing Strike cause Spirit Blade to deal less damage.
<*>Fixed an issue where if Dancing Blade were to generate a 5th point of Chi and you had the passive Soulforged Blade equipped, you would lose your 5 Chi for healing while your Spirit Blade was forged.
<*>Fixed an issue which caused Entropy's passive Dissolution to reduce the overall duration of Entropy by 2 seconds when it triggered.
<*>Fixed The Mistress's Bashosen not keeping enemies knocked down.
<*>Reduced the bonus Crit Power on Demolish from Obliterate to 30% (was 35%).
<*>Reduced the max health increase from the Pulverise rage bonus to 30% (was 45%).
<*>Reduced the healing from the Percussive Maintenance passive to 6% (was 7%).
<*>Updated the tooltip of Unbridled Wrath to reflect the new health values from Pulverise. The absolute increase from this passive is unchanged.
<*>Increased the duration of the internal cooldown of Pneumatic Maul to 10s (was 9s).
<*>Fixed an issue which caused certain healing effects, such as the healing from Regeneration with the passive Natural Remedy to heal team members who are in anima form.
<*>Increased the ranges of Improvised ECT Instrumentation to 5 meters and Ultrasonic Anti-Personnel Cannon to 10 meters.
<*>Fixed an issue with Cryo-Charged Conduit Elemental Magic weapon tooltips that caused several values to displayed incorrectly.
<*>Reviewed all passive abilities and removed the penalty from being an AoE attack. The reasoning behind this is for consistency across all weapon passives and to allow for more build options in non-AoE fights. The following abilities have been affected by this change:

[LIST]<*>[B][I]Assault Rifle[/I][/B]

  • Enlarged Canister
  • Withdrawal
  • Slow Burn reduced to 2s due to changes to Incendiary Grenade (was 3s).
  • Lingering Essence
  • Reap Essence
  • Explosives Expert
  • Secondary Explosion
  • Ground Marker Rounds


  • Also removed the AoE penalty from the following grenade abilities since this weapon doesn't have a single target option. This should allow Assault Rifles to be a more competitive damage dealing weapon across all encounter types.

  • Incendiary Grenade
  • Anima Canister
  • Tactical Retreat
  • Essence Grenades
[/LIST]

[LIST]
<*>[B][I]Blade[/I][/B]
[LIST]<*> Eye of the Storm
<*> Whirlwind
<*> Deluge now triggers every other hit in addition to the AoE penalty removal. The damage dealt has been adjusted due to the higher proc rate.
<*> Sweeping Slice now triggers on 2+ targets hit in addition to the AoE penalty removal.
<*> Warrior's Spirit
<*> Masterpiece has been redesigned and now provides a percentage increase to Spirit Blade damage.
<*> Apocalypse weapon damage bonus increased to 3.5% per Chi.
[/LIST][/LIST]

[LIST]
<*>[I][B]Blood[/B][/I]
[LIST]<*> Paroxysm
[/LIST][/LIST]


[LIST]
<*>[I][B]Chaos [/B][/I]
[LIST]<*> Mass Evulsion
<*> Doppelganger's Cacophony
[/LIST][/LIST]


[LIST]
<*>[I][B]Elementalism[/B][/I]
[LIST]<*>Static Charge
<*>Crystallised Blaze
<*>Discharge
<*>Volatile Current
<*>Blast Wave
<*>Elemental Force
<*>Elemental Control
[/LIST][/LIST]


[LIST][I][B]Fist[/B][/I]
[LIST]
<*> Frenzied Wrath ability: Shred
<*> Invigorating Wrath ability: Revitalise
<*> Invigorating Wrath ability: Invigorate
<*> Potent Wrath
[/LIST][/LIST]


[LIST][I][B]Hammer[/B][/I]
[LIST]
<*> Enter the Fray
<*> Brawler
<*> Bristling Rage
[/LIST][/LIST]


[LIST][I][B]Pistols[/B][/I]
[LIST]
<*> Royal Flush
<*> Rehabilitation
<*> Bamboozle
<*> Bullet Echo
<*> Deadly Dance
<*> Flechette Rounds
[/LIST][/LIST]

[LIST]
<*>[I][B]Shotgun[/B][/I]
[LIST]<*> Fatal Funnel
[/LIST][/LIST][/LIST]


[B]DUNGEONS[/B]
[I]General[/I]
[LIST]
<*>Reduced the health of monsters in Elite 2-6 dungeons.
[/LIST]

[I]Darkness War[/I]
[LIST]
<*>Wayeb-Xul's ability "Concuss" no longer deals damage.
[/LIST]

[B]SCENARIOS[/B]
[I]General[/I]
[LIST]
<*>The chosen final boss is no longer affected by how many survivors are alive. The final boss is now randomly chosen from all available bosses.
<*>Rebalanced the Possession event to bring it more in line with other hostile events:

[LIST]
<*>There are now 2 possessions per wave, down from 3
<*> It now takes 90 seconds for a survivor to be fully possessed, up from 60
<*> Exorcising a survivor now takes 3 seconds, down from 4
<*> The Expelled Spirit released during an exorcism will no longer use his column attack (cone attack unaffected)
[/LIST][/LIST]

[I]The Castle[/I]
[LIST]
<*>Adjusted the spawn location of bosses to bring the difficulty of this scenario more in line with other scenarios.
<*>Effigy Z77 Vampire will no longer cast Lord of Veins and Royal Blood consecutively.
<*>The leech effect of Lord of Veins has been reduced by 33.33%.
<*>Attack damage of Lord of Veins when targeting players has been reduced by 25%.
<*>Attack damage of Lord of Veins when targeting survivors has been reduced by 87.5%.
[/LIST]

[I]The Mansion[/I]
[LIST]
<*>Fixed a bug that caused friendly snipers to not assist on this map.
[/LIST]

[I]The Hotel[/I]
[LIST]
<*>Fixed a bug that caused friendly snipers to sometimes not assist on this map.
[/LIST]

[B]DRESSING ROOM[/B]
[LIST]
<*>Fixed an issue where Slashed back fitted shirts would break female arms.
<*>Fixed an issue where Unbound bloodied shirts would cause the torso of female characters to become invisible when wearing certain coats.
<*>Added missing Collarless leather jackets to the Dressing Room.
[/LIST]


Vanity Transfers: Now Live!



We have launched a second, vanity-only run of the TSW Legacy Transfer for players with a TSW account copied over to SWL from on or before June 22nd, 2017.  This service is now available as of September 21st, 2017.  This means you will have another chance to copy your current clothing, sprint styles, pets, and emotes from TSW into Secret World Legends.

All the original conditions regarding cosmetic items from the first Legacy Transfer period apply, which you can read up on here:

CLICK HERE TO READ ABOUT SECRET WORLD LEGENDS ACCOUNTS AND THE LEGACY TRANSFER SYSTEM

There is no time limit on the service.

The service may only be used ONCE.



It is important to note this second round of transfers is only for cosmetic items, meaning clothing, sprint styles, pets, and emotes.

In summary, this service allows you to copy most of your clothing, pets, sprint styles, and emotes over from the TSW account you have linked to SWL.  All clothing, pets, sprint styles, and emotes must be physically learned or claimed on your character in order to be able to be copied.  Basically, you have to be able to wear the item, use the sprint or emote, or summon the pet in order for it to be copied.  Any unopened cosmetic items sitting in your inventory are not counted.  The following clothing items are not able to be copied from TSW:
  • Faction "Deck" Uniforms (These will be made available in SWL through other means, and not faction-locked)
  • Faction Rank Uniforms (These will be re-obtained by leveling up in SWL)
  • "Memory" Outfits (Story NPC Outfits)

The copy occurs at the time you push the button to begin the process.  This means that you can go back to TSW and grab anything you may have missed before transferring the first time around!

Please note that weapon moulds (skins) from TSW are not included as part of either round of the Legacy Transfer service. Also, please remember that any gender model-specific or faction-specific clothing must be on applicable characters in order to have them copied.  For example, if you want a Female Dragon outfit copied to Secret World Legends, you need to have it on a Female Dragon character in TSW!  The vanity transfer is only for cosmetic items.  Membership time or status you purchase in TSW will not transfer over this time, nor will you receive weapon unlocks or extra character slots.

The transfer may be initiated from your account homepage at https://account.secretworldlegends.com/.  Please make sure you actually have a character on your linked TSW account first!  If you don't, the service will fail to process the transfer.  

Once done, you may claim your vanity items by opening your Delivered Items window ingame and clicking on a button labelled "Claim TSW Vanity" at the bottom of that window.  If you have multiple characters, you must press this button for each characters on your SWL account in order to receive your Vanity gear.

If you have any questions or require assistance, please contact customer service at http://help.funcom.com/.

Thank you all for reading!

Tokyo: Beyond the Wall



https://youtu.be/5apcuh0Me6Q

The Quarantine wall has been breached. You’ve gone Back to the Beginning; now seek answers that lay Beyond the Wall. Uncover the secrets of the Fear Nothing Foundation, the Morninglight, and the Orochi Corporation–and their links to the mysterious rabbit-hooded killer.

Who is she?

What is she?

The infested sectors beyond the wall feature hours of additional content, including new characters, locations, and a captivating storyline that dives into the rabbit-hole and never looks back.



To the east, the CDC camp: When the spread of an unknown pathogen first took hold, a wall went up around Kaidan to help contain the spread. By now, you know this was a futile effort. The trail of the rabbit is still warm here.

To the south, Orochi Housing Projects: Formerly an industrial area, Orochi flattened the land and constructed affordable housing for their families. They had it all–a a train station, a beautiful waterfront park, and a specialized kindergarten system. Where did the best and brightest of the Orochi progeny go from here?

West of there, the Kaidan Docks: Once a bustling shipping area, the docks are now overtaken by something strange creeping out from a derelict freighter nearby. Through your missions, you may find keys to one of the many shipping containers located here–the contents of which are yours for the keeping, provided you’re prepared to face what lurks inside.

A nearby train line leads the den of the eight-headed serpent itself: the Orochi Tower.



Back downtown, the “dream hotel” known as the Dream Palace manages to keep its lights on “come rain, come tsunami, come the falling sky.” in the words of its mysterious caretaker, Kaoru. How does such a place remain in business amidst the disaster in Tokyo?

Dive into hours of additional content and new areas to explore with this FREE content update!

…and remember, the rabbit is respected. The rabbit is feared. And the rabbit gets answers.