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If you have been playing V Rising for quite some time, put your seatbelts on, because we finally have a new update.
The new 1.1 update, Invaders of Oakveil, is a game-changer. Having played this game for quite some time now, we all know the rush of taking down bosses and expanding your castle, but this patch adds a whole new layer to the experience.
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There are several new biomes, stations, new boslses, and so much more to explore. Whether you’re a veteran like me or just jumping in for the first time, there’s a lot to unpack. Let’s check out each feature in detail and the changes that were needed since forever.
Here is everything you need to know.
The first and most significant addition to this new update is a new forest biome located in the northwest region of Vardoran. Taking a look at the updated map, you can immediately make out multiple access points to this new addition to the map. Oakveil is neatly connected to Silverlight Hills and Gloomrot North via two new routes, and a cave passage links it to Farbane Woods for quick backtracking.
The enemies here don’t just hit hard; they're smarter and more coordinated, especially the Venom Blades, Megara’s loyal warriors, which we will learn about shortly below.
As per the story, this new biome used to be an ancient druid sanctuary, filled with life magic. But now, under the influence of Megara the Serpent Queen, it’s been overtaken by rot, decay, and corrupted nature.
Speaking of the resources found here, you have the Corrupted Oak, Corrupted Flowers, and Emery. You can use them to get Venom Sap and Emberglass. There is a lot more depth to these resources and how they can be used in the weapons and crafting of Elixirs.
We spoke about how the new biome comes with a great number of challenges and enemies to fight. These are not like your regular enemies, but bosses that will make you rethink everything you have learnt in the game till now.
Let’s check them out below.
Sir Erwin can be found at the Horse Racing Track in the western region of Dunley Farmlands. He is a Level 46 V Blood Carrier that has multiple key abilities or attacks that can be difficult to counter if you are not fully prepared.
Some of them are Sword Swipes, which is a close-range melee attack, Lightning orbs, Chain Lightning AoE that tracks the player's movement, Horge charge, and summoning electric house, which can be deadly.
The best weapon for this battle you can choose is throwing daggers to maintain distance while dealing damage. Other than this, you can try to dodge as many attacks as you can to protect your health.
She is Level 88 and one of the toughest bosses you will encounter in the game. You can find them in the Venom Blades Bastion region of the Oakveil Woodlands.
Megara the Serpent Queen has her own set of followers known as the Venom Blades. These factions combine alchemy, venom-based weaponry, and ritual magic. Their entire identity revolves around poison spreading, perfecting, and becoming immune to it.
The Venom Blades are both a faction to fight and a source of advanced crafting materials. Defeating them gives you access to Venom Sap and related alchemical items. There are four of them in the army, namely Lucile the Venom Alchemist, Stavros the Carver, Jakira the Shadow Huntress, and Dantos the Forgebinder.
Each of them has their unique abilities and is responsible for the overarching goal of spreading corruption throughout Oakveil.
Coming back to the Serpent Queen, her attacks are very similar to spewing poison pools and serpents at you, which can be deadly.
Another boss introduced in the new update is Gaius the Cursed Champion. He is a Level 55 V Blood boss who haunts the Colosseum in the northeast of Dunley Farmlands, awaiting challengers who dare to summon him by interacting with the arena's flag.
It is important to note here that as soon as you accept the challenge, you enter into a confined space or arena that gradually shrinks. If you dare step outside this space, you might incur a lot of damage.
Also, Gaius uses Twin blades and executes rapid attack combos that can leave you in a spiral. You can focus on high burst damage to deplete his health rapidly, minimizing the duration of the healing debuff's impact.
Another incredible addition to the game is the horse stables, where you can house and care for your horses. Feeding them plant fibers maintains their health, while adding specific flowers can permanently boost their stats. Once transformed into Vampire Horses, they can acquire unique perks through the Stable system.
There are some other stats too that have been enhanced, such as:
Apart from the stables, there are more new stations added to the game. Let’s check them out below.
Any container (like chests) placed on this special Treasury Flooring becomes part of your castle-wide territory inventory. Once a container is placed inside the Treasury, it becomes part of a shared resource network. Any crafting station in your castle will automatically access materials stored in Treasury containers without needing to move them manually.
Furthermore, materials stored here are recognized globally within your territory, as long as the Treasury Floor is correctly laid and maintained. This is especially helpful when managing multiple crafting queues (e.g., forging gear, alchemy brewing, tailoring clothes).
The Blood Homogenizer is a specialized crafting station that allows you to extract, combine, and refine blood or blood samples. To make this work, insert two blood potions and place one in the primary slot and another in the secondary slot.
Then, select the traits you want to transfer: For example, you receive all the bonuses from the primary blood type. While from the secondary blood type, you can transfer its Tier IV trait and choose one additional bonus from Tier I, II, or III.
Hereon, the secondary potion is consumed in the process, while the primary potion is enhanced with the selected traits. This system enables players to tailor their vampires' abilities, creating hybrid builds that suit specific playstyles or combat scenarios.
The Fusion Forge lets you combine two similar items, either Ancestral Weapons or Jewels, to produce a new item that keeps specific attributes from both.
To make this work, you select a main item to keep and a secondary item to break down, after which the secondary item is destroyed in the process. Then, you pick the stats you want to carry forward from both items. The fusion costs 12 Ember Glass, making each merge a valuable decision.
The Redistribution Engine is an advanced machine that allows for the automatic transfer of items between different crafting stations within your castle. For example:
Several V Blood carriers now grant different rewards upon defeat, enhancing gameplay progression and diversity:
The most awaited feature that players have been looking forward to for a long time is PvP without any major consequences to lose it all. We have Dueling and Arena Stations.
Dueling lets players challenge each other to fair, isolated battles without the usual risks of open-world PvP, like losing resources or dying permanently. With v1.1, you also have Dueling Banners. When placed, other players can accept a duel with the banner's owner. After the duel concludes, both participants are restored to their initial health, ensuring no lasting consequences from the encounter.
How Dueling Works?
Unlike Dueling, Arena System is pretty unique, it involves structured, castle-based PvP in V Rising, allowing you to create designated battlegrounds for organized duels and team fights, all without the chaos of open-world interference.
The Arena comprises an Arena Station where you can add an Arena inside your castle, which defines a dedicated PvP combat zone.
Players can assign themselves to different sides using special team flags, making it easy to coordinate team-based fights or fair 1v1 showdowns. Also, you have the Arena Board, which lets you customize match settings, such as rules, team sizes, and even sudden death options. Each team can have a maximum of 8 players and a minimum of one.
When the match starts, players fight within the designated arena zone. One interesting fact here is that dropping to 0 HP doesn’t kill you, it simply puts you in a temporary downed state. You can choose to exit the match from this state or wait for the round to end.
Once all members of one team are downed or withdraw, the match ends, and everyone’s HP resets to what it was before the fight.
Let’s talk about some Elixirs added in the game. These potions temporarily boost two of your secondary stats. Once you drink one, the effect lasts for 60 minutes, and the best part is, it doesn’t go away even if you die.
Here are 8 new additions:
In the new update, you will also get to equip multiple new weapons and spells that will change the way you fight enemies and play the game overall.
Claws, a brand-new weapon type designed to unleash your vampire’s raw, primal side. They are all about getting personal and brutal, perfect for those who want to feel like a predator on the hunt.
Their key feature is the Puncture mechanic: every successive hit applies a stackable debuff that builds over time. Once fully stacked, it explodes, dealing a burst of damage based on how many stacks were applied, giving 75% damage to the target and 50% damage to the enemies around.
We also have the Lunge Attack. This lets you vault toward your cursor, cleaving through enemies in your path. This deals 120% physical damage and applies Puncture on the enemies you hit. It’s a great way to close gaps and cause some quick damage in one swift motion.
Next, you also have the Skewering Leap. You leap to a target location, dealing 100% physical damage to enemies around you and inflicting Puncture. Plus, you get a 1-second incapacitation on the target, making them temporarily unable to react.
And just like other weapons, the Claws come with their artifact weapon: the Talons of the Lich Beast. These cursed Claws don’t just boost your damage, they come with powerful bonuses like summoning skeletons and self-healing, making them a lethal tool in both PvE and PvP combat.
This dual-bladed staff is all about relentless, rhythmic combat, perfect for players who thrive on fast-paced, combo-heavy playstyles.
Starting with its primary attack, it is a combo of two swift strikes. The first two hits deal 60% physical damage each, while the final blow lands a powerful 80% physical damage strike.
Next is the Javelin. The Javelin throw lets you toss your Twinblade toward a target location, dealing 125% physical damage and inflicting a 1.5-second fading snare in the area. After 2 seconds, your weapon returns to you, causing it to pierce through enemies in its path, pulling them toward you and dealing an additional 80% physical damage.
Twinblade has a Sweeping Strike attack where you lunge forward, swinging your weapon to deal 100% physical damage in a line. It’s perfect for repositioning enemies and setting them up for devastating follow-ups.
If you are looking for precision rather than sheer brute strength, this is it. The primary attack is a combo that lets you hurl up to 4 daggers, each dealing 40% physical damage. If a dagger hits an enemy or terrain, it sticks to the ground, essentially creating a field of blades that you can later weaponize.
Then, you can try the Rain of Daggers attack, where you leap into the air and throw 4 daggers in a cone in front of you. Each dagger deals 40% physical damage and applies a 2-second fading snare. These daggers also stay on the ground for 8 seconds, further expanding your control over the battlefield.
Another attack with this weapon is the Release Daggers. When activated, all nearby daggers stuck in the ground are pulled back toward you, piercing through enemies in their path and dealing 40% physical damage per dagger. It also inflicts a 1.5-second fading snare on targets.
In V Rising's new update, there's a fresh system called Weapon Coating, and it’s a big deal for combat. Think of it like a temporary elemental upgrade for your weapon. You apply a coating, and the next time you hit someone with a basic attack, it unleashes a magical effect tied to an element like Fire, Ice, Blood, etc.
Each coating has a 15-second personal cooldown, and all coatings share a 5-second global cooldown. This means you can coat multiple weapons and swap between them, but you’ll need to time your hits and swaps carefully; you can’t just spam coatings endlessly.
If you coat your weapon with this, on your next basic hit, you inflict Leech (heal yourself) and Vampiric Curse, causing damage after 2 seconds. Then, it eventually drops a Blood Orb you can absorb for more healing. This is a great way to sustain and survive during long fights.
Then, we have the Frost Coating, where your primary attack triggers Frost Nova, or you can say a cold blast, dealing 30% damage in the area and inflicting Chills to slow down the enemies. This is an excellent weapon to control enemy movement or escape tricky situations.
This coating adds a bonus damage of 40% and inflicts Chain Lightning that bounces between enemies. It is perfect for hitting multiple enemies at once and spreading damage.
If you choose to go with Chaos coating on your weapon, your next primary attack will trigger a Chaos Explosion that will give 50% damage and inflict Ignite, or better say, burn your enemies over time.
This will give your weapon a spectral energy, which will trigger Energy Burst and deal 30% magic damage. It also inflicts Weaken (or weaken your enemies) and gives you 4 Phantasm stacks, which power up illusion-based abilities.
This starts by dealing 40% bonus magic damage along with inflicting Condemn. This also conjures a bone spirit that circles around the target and deals 50% damage in the area while inflicting Condemn to the enemy you hit with the weapon.
You might already be aware of what Passives are in the game. They are hidden bonus abilities that automatically enhance your vampire's strength during combat, without you needing to activate them. Unlike active abilities (like spells or weapon skills), passives just work in the background to boost your attacks, defense, mobility, healing, and more.
The newly revamped Passives are now fully customizable, and you unlock the ability to equip them by defeating specific V Blood bosses. Each boss unlocks one Passive Slot, and you can eventually equip up to five passives simultaneously.
The Tier 1 Passives are now known as Elemental Awakenings. They tie directly into elemental magic schools, Blood, Chaos, Frost, Unholy, Illusion, and Storm, and are all about enhancing your spellcasting and elemental effects. Furthermore, it costs a total of 400 Stygian Shards for research.
+8% Physical Damage to enemies affected by Leech
+8% effect boost to your active Blood Type
+7% Spell Cooldown Recovery Rate
+25% increased damage from Ignite
Chaos Explosions now apply Ignite
+8% Spell Damage to enemies affected by Ignite
Ignite heals you for up to 25% of your Spell Power
16% chance to summon a Skeleton Mage when a Condemned enemy dies
All summoned minions also deal 12% increased damage
+24% Feed Cooldown Recovery Rate
Bite summons a Skeleton Warrior
+12% Healing Received
+8% Spell Damage to Weakened enemies
+7% Spell Cooldown Recovery Rate
35% chance to not consume Phantasm on cooldown reset
+8% Spell Critical Strike Power
+8% damage to Chilled or Frozen enemies
Shields absorb +10% more damage
Breaking Freeze triggers a Frost Nova that deals 40% magic damage and reapplies Chill
+7% Primary Attack Speed
+20% more damage from Static triggers
+7% Bonus Spell Power
Spell damage now deals bonus damage to Static-afflicted targets
These are more vampire-focused, they enhance core combat traits like critical hits, lifesteal, movement speed, weapon skills, and survivability. Furthermore, it costs a total of 600 Stygian Shards for research.
+5% Primary Attack Leech
+8% bonus damage vs V Bloods
+8% Physical Critical Strike Chance
Crits grant +12% Attack Speed for 4s
+7% Weapon Cooldown Recovery Rate
+6% Weapon Charge Gain
+10% Weapon Skill Power
+5% Weapon Skill Leech
+8% Physical Critical Strike Power
+12% Physical Damage to enemies below 30% HP
+16% Ultimate Cooldown Recovery Rate
+10% Ultimate Power
+4% Movement Speed
+15% Movement Speed while shapeshifted
+8% Spell Critical Strike Chance
Spell crits have 50% chance to inflict a random spell school effect
+10% Maximum Health
-25% Damage Taken while under a crowd control effect
+4% Damage Reduction
Triggers a shield absorbing 270% of your Spell Power for 4s if you take 30%+ HP damage in 2s (30s cooldown)
+5% Spell Leech
Bite boosts +15% Movement Speed
+15% Spell Power for 5s
+4% Movement Speed baseline
Additional +4% Movement Speed for 4s when dealing damage
The next set of updates you can find in the v1.1 update is a brand new layer to Spell Casting known as the Spell School Mastery. This system rewards you for specializing in specific types of magic, allowing you to gradually unlock passive bonuses that enhance your vampire’s magical potential.
As you invest Spell Points into a particular magic school, your mastery in that school increases. Hitting key thresholds unlocks Mastery Traits, special effects that improve healing, damage, cooldowns, and more.
Let’s look at each school and everything it comes with:
Well, there are several new spells added to each of the above as well. Let’s check them out below.
The first one is Carrion Swarm, which is a part of the Blood Magic. This spell unleashes a line of four blood bats that surge toward your target direction.
Each bat cuts through multiple enemies, delivering 50% magic damage and applying the Leech effect, letting you recover health through your attacks. The cast time is 0.4s, and the Cooldown time is 8s.
Next, we have the Rain of Chaos, which is a part of Chaos Magic. This spell summons a fiery downpour of 8 chaos-infused meteors over a short 3.2-second period.
The meteors bombard the area, stacking up to 380% total magic damage and inflicting Ignite, causing enemies to burn over time. Here, the cast time is 0.7s, while the Cooldown time is 12s.
Chains of Death is a part of the Unholy magic, which hurls a dark chain that latches onto an enemy.
The farther the target is, the more their movement is slowed, ranging from 10% up to 30%. If you hold the spell channel for up to 1.7 seconds, it detonates, dealing 260% magic damage and applying Condemn. If the enemy moves more than 14 meters away during the bond, the chain breaks, triggering a 2-second fading snare.
The Curse spell projects a fan of five mystical wisps that Weaken and apply Curse to all enemies in front.
The curse slows movement by 25% for 3.5 seconds. When the effect ends, 40% of all damage the enemy took during that time is dealt again, up to a cap of 500% extra damage. Each enemy struck also grants you a stack of Phantasm, powering up your next illusion-based effects.
As for the Arctic Storm, this is a part of the Frost Magic. This spell channels a blast of chilling wind for 1.2 seconds that hits enemies for 180% magic damage and applies Chill, slowing their movement.
At the end of the cast, the cold intensifies into a cone-shaped burst that freezes any enemies it touches for 2 seconds.
Lastly, we have Lightning Tendrils, which release a rapid sequence of six lightning bolts that surge forward one after another. Each bolt delivers 40% magic damage and applies Static, a debuff that can empower other storm effects or chain further electric strikes.
That’s it for now, but there is so much more in the update than what you can read here. These are simply short glimpses of the most exciting features you will come across in the new v1.1 update.
There have been changes made to the existing weapons, jewels, Armor, general bug fixes, and much more. Once you start playing the game, you will easily notice these changes and a whole new biome to explore.
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