Season 2 Overview

Season 2 marks a significant turning point for Aeternum. Where Season 1 established the foundational systems — the faction war, the corruption mechanic, the Infinity Tower, and the clan war framework — Season 2 deepens every one of them while adding two major new content pillars: the Mythic+ dungeon system (added in the v1.9 pre-season patch) and the Eclipse War event, a large-scale cross-server competitive event launching in Week 3 of Season 2.

The balance philosophy for v2.0 focused on three priorities: reducing the power gap between subclasses (particularly Pack Shaman's historical underperformance and Shadow Rogue's mid-season overperformance), making the Infinity Tower's hardest floors accessible to a wider range of gear levels, and improving the economic accessibility of the Auction House for F2P players.

FROM THE DEVELOPERS

"Season 1 was our proof of concept. Season 2 is where we show what Aeternum can truly become. Every change in this patch was driven by player data and community feedback from the past 90 days. Thank you for making this game worth improving." — VvW Dev Team

Major Changes

Subclass Passive Rebalance

BUFF Pack Shaman — WIS Multiplier: 1.8 → 2.0

Pack Shaman has been the lowest-performing subclass in arena and clan war contexts since Season 1 Week 4. The WIS multiplier increase from 1.8 to 2.0 represents an approximately 11% effective power increase on all WIS-scaling abilities. Combined with the RW06 and RW10 rune upgrades from this season, Pack Shaman should now be competitive at both the casual and high-end levels.

BUFF Shadow Rogue — Crit Bonus: +5% baseline

Shadow Rogue's crit damage was competitive but crit consistency lagged behind Blood Knight's guaranteed crit windows. A flat +5% base crit chance increase (applied before rune and equipment bonuses) makes Shadow Rogue's damage output more reliable without pushing its ceiling higher, addressing the frustration of variance without overtuning.

NERF Blood Knight — Blood Surge cooldown: 3 turns → 4 turns

Blood Knight was the dominant subclass in Season 1 endgame content, with Blood Surge enabling near-permanent uptime in long fights. The one-turn cooldown extension reduces Blood Surge's overall uptime by approximately 15% in extended encounters while leaving its burst windows untouched. Blood Knight remains strong — it is no longer mandatory.

Infinity Tower Floors 90-100: Difficulty Adjusted Down 12%

BUFF Floor 90-100 enemy HP and damage have been reduced by 12% across all enemy types. Player data from Season 1 showed that fewer than 3% of characters who reached Floor 85 progressed past Floor 92, indicating a cliff rather than a curve. The intended experience is a steep but achievable climb — these floors should require excellent gear and good play, not gear that does not yet exist in the game's economy.

Clan War: War Point Formula Adjusted

CHANGE Kill weight in War Point calculation: 1.0 → 1.5

In Season 1, clans that focused on zone capture rather than direct combat could win wars with minimal actual fighting. The kill weight increase makes direct combat meaningful in the War Point total — a clan that wins the kill count now receives a substantial War Point bonus that can offset a zone capture deficit. This rewards aggressive, combat-focused clans and creates more dynamic war strategies.

Auction House: Listing Fee Reduced 5% → 3%

BUFF The AH listing fee reduction is a direct F2P quality of life improvement. At 5%, the fee was a significant drain on lower-value listings, discouraging F2P players from using the AH efficiently. At 3%, the economic math improves meaningfully for items in the 100-1000g range — the most common trading tier for developing players.

Blood Moon Event: Duration Extended 36h → 48h

BUFF The Blood Moon event was consistently cited in player feedback as the most enjoyable recurring event in VvW — and the most frustrating to miss due to its 36-hour window. Extending to 48 hours ensures that players across all time zones have at least two meaningful play sessions during the event window, and gives the event economy more time to develop before it ends.

Bug Fixes

  1. FIX Dodge calculation rounding error: Characters with AGI values ending in odd numbers had their dodge chance rounded down rather than to nearest, resulting in 0.5% consistent underperformance. Fixed to round to nearest.
  2. FIX Clan war zone capture timer: Under specific conditions (simultaneous capture attempts by both clans), the capture timer could freeze and require a server restart. The race condition has been resolved.
  3. FIX Chat message ordering: Messages sent within the same second were displaying in unpredictable order. Now ordered by server-side timestamp with microsecond precision.
  4. FIX Shadow Rogue stealth persistence: Stealth was incorrectly persisting through zone transitions in 8% of cases, granting unintended combat advantage.
  5. FIX Rune socket display: Extra Socket upgrades were not displaying in the gear tooltip when the base gear had 0 natural sockets. Visual only — stats were correctly applied.
  6. FIX Daily quest reset timing: For players in UTC+12 and UTC+13 timezones, daily quests were resetting 1 hour early. Now correctly resets at 00:00 local regardless of timezone offset.
  7. FIX Auction House "Buy Now" race condition: Two players simultaneously clicking Buy Now on the same listing could result in a double-purchase with only one item delivered. Fixed with proper server-side lock.
  8. FIX Pack Shaman healing aura: The Aura of Mending passive was not applying its WIS scaling correctly at WIS values above 180, causing a hard cap at that threshold. Now scales correctly to 300 WIS.
  9. FIX Mentor XP sharing: XP sharing to mentors was not triggering on Mythic+ dungeon completion — only on open-world kills. Fixed to include all XP sources.
  10. FIX Blood Moon event buff persistence: The Blood Moon combat buff was persisting for one combat encounter after the event ended. Fixed to expire immediately on event conclusion.

Balance Changes (Full Table)

SystemElementOld ValueNew ValueDirection
Pack ShamanWIS Multiplier1.82.0Buff
Shadow RogueBase Crit Chance12%17%Buff
Blood KnightBlood Surge Cooldown3 turns4 turnsNerf
Iron HowlerRampage damage multiplier1.41.45Buff
Infinity TowerFloor 90-100 enemy HPBaseline-12%Easier
Infinity TowerFloor 90-100 enemy ATKBaseline-12%Easier
Clan WarKill Weight1.01.5Changed
Auction HouseListing Fee5%3%Improved
Blood MoonEvent Duration36 hours48 hoursExtended
ArenaK-factor (below Rank 500)2420Slower
World BossDamage contribution threshold1,000 dmg500 dmgEasier
CorruptionSpread chance (active zone)65%60%Reduced

What's Coming in v2.1

The v2.1 patch is scheduled for approximately 6 weeks after Season 2 launch. Currently confirmed for v2.1:

  • Eclipse War Event — a cross-server competitive event running for 72 hours with dedicated leaderboards, unique cosmetic rewards, and temporary Eclipse Zone mechanics on the world map.
  • Companion System Expansion — 4 new companion types with unique passive abilities not currently available in the companion roster.
  • New Story Chapter — Chapter 11 continues the Abyss Rupture storyline with a new questline, 3 new NPC characters, and an expanded Codex section on Aeternum's pre-Rupture history.
  • Veil Stalker Rework — the Veil Stalker subclass will receive a passive ability redesign based on Season 1 feedback that the subclass felt "one-dimensional" in longer fights. Preview details in the next dev log.
DEVELOPER NOTE — V2.1

We are also actively investigating Guild Alliances (a meta-guild system allowing clans to coordinate cross-clan) for a potential v2.2 or v2.3 release. No timeline commitment yet — more details when the design is solid.

Season 2 Is Live

The changes are in. The world has shifted. What will you build in Aeternum this season?

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