Summary
V Rising’s Invaders of Oakveil update is now available for download. Identified by version number 1.1, this massive release expandsV Risingwith the addition of a new map, enemies, and equipment, among many other novelties.
May 8 will mark the first anniversary ofV Risingreleasing on PCfollowing two years' worth of early access. The game made its way to the PS5 shortly afterward, arriving on the PS Store in June 2024.V Risingsurpassed 5 million sales as of January 2025, and has generally received widespread praise for its compelling combination of action RPG, base-building, and survival mechanics.
The hit ARPG has now been made even better with the arrival of its 1.1 update. Called Invaders of Oakveil, the new patch was rolled out to PC and PS5 users on Monday, April 28. The update introduces yet anotherV RisingV Blood boss—Megara the Serpent Queen, a powerful witch of unknown origin. She can be found in the Oakveil Woodlands, a new biome that used to be a peaceful forest before Megara and her brutal Venom Blades managed to corrupt it. The ominous faction presently carves ritual symbols into Oakveil trees, collecting the magically altered venom sap from their barks for some nefarious purpose.
The newly released update also adds several newV RisingServant Huntlocations, including Oakveil Shoreline, Venom Blades Bastion, and Venom Mixing Outpost. New crafting materials such as Corrupted Oak and Venom Sap are also part of the package, together with a dozen additional decorations and structures. Moreover, the update reworks some of the game’s core systems, including attributes and blood types. As part of these changes, bonus Spell and Physical Power ratings are now yielding percentage-based increases instead of fixed values, which should help make them more consistently relevant.
Developer Stunlock Studios also introduced a new attribute called Weapon Skill Power, which buffs the damage of two weapon skills by a set percentage. ThenewV Risingupdateeven adds the ability to imprison and dominate nearly every unit with blood, including Mutant Spitters and both forms of Werewolves. That said, the ability to transform them into servants is still only available for humans and select draculin species.
Servant management, raiding mechanics, and castle PvP have also undergone some refinement, as did the game’s Passives and UI. Additionally, the 1.1 update includes new weapon coatings, elixirs, and magic gear changes, together with updated armor sets, more accessibility features, and bug fixes.
V Rising Update 1.1 (Invaders of Oakveil) Patch Notes
New Biome – Oakveil Woodlands
Paths to the northwest sink into the overgrowth, swallowed by the dangerous and untamed wilds of the Oakveil Woodlands. A land gone untouched for centuries, unbeknownst to the people of Vardoran, it has been harboring a dangerous secret. On its northernmost shores, an invading enemy has landed and begun preparations to serve a dark purpose. Under the commanding glare of their Serpent Queen, Megara, the Venom Blades perform secret rituals to corrupt the land and harvest precious Venom Sap from the corrupted nature.
They cannot be allowed to gather their full strength, lest they threaten to consume all of Vardoran, and you with it. Go forth, Vampire, and show them who Vardoran truly belongs to.
Venom Blades
New enemy faction ‘Venom Blades’ have been added to the game.
The Venom Blades come from parts unknown, obsessed with carrying out the will of their Serpent Queen Megara, to whom their loyalty is absolute. At her command, they carve dark ritual symbols in the trees, weeping the magically altered dark venom sap from the living bark and collecting it for their arcane purposes.
Contests
This update brings a new way to play PvP called ‘Contests’.
There are two ways to play contests: either you craft and place a Dueling Banner for one vs one combat, or you’re able to build an Arena in your castle using the new Arena feature for team combat.
Contests are available in both PvP and PvE.
Dueling Banner
A new item that, when placed, allows other players to accept a duel with the owner of the banner. Both duelists will be restored to their initial health when the duel is over.
Arena Station
Allows for a more advanced PvP setup, including teams, combat area setup, adjustments to sudden death settings, and more.
Castle Updates: New Stations
Stables
A place where your horses can feel truly at home in your castle. Not only do they feel at home, but you can feed your horses to allow them to reach peak performance. You can also unlock new Perks for your most special four-legged friends.
Horses and Mounts
With the introduction of the Stable, players can now park their horses to automatically feed them with plant fibers at no cost. Adding flowers to the mix allows horses to permanently increase their stats. Once a horse is converted into a Vampire Horse, the Stable can also be used to unlock perks, enhancing its overall utility.
Redistribution Engine
Doctor Henry Blackbrew’s second finest creation! This complicated piece of machinery is used to transfer items from one station directly to another.
Blood Homogenizer
This wondrous machine allows you to blend two blood types, gaining bonuses from both. Ever wanted to combine the speed of rogue blood and the prowess of warrior blood? Now you can.
Fusion Forge
The Fusion Forge is a new station in your castle, unlocked by defeating Dantos the Forgebringer. It allows you to fuse Reforged or Shattered Ancestral Weapons, allowing you to extract the best attributes of both weapons into a single one.
The same process can be done with Jewels, fusing two jewels of the same type into one, allowing you to extract and combine the effects you want.
Treasury
With the Treasury flooring, you can now build your own Treasury. Any container placed within the Treasury becomes part of the territory inventory. This allows crafting stations, castle building, and player inventory crafting to automatically pull materials from the territory inventory without the need to manually retrieve resources from containers.
Advanced Sawmill
A more powerful version of the sawmill. Used to extract late game resources.
Research Rework
When discovering technology in the Research Desk, Study, and Athenaeum, you may now select from which category you want to research instead of randomizing from all categories.
Invisible Foundations
Added an ‘Invisible Foundation’ that is only placeable on ground level that allows players to keep the natural environment in their castle territory.
Moving Growing Plots and Plants
You may now move entire planters and growing plots that have plants or trees connected to them without having to dismantle the plants/trees first.
The following new decorative and structural items have been added:
Servant Updates
Dominate Humanhas been reworked into‘Dominate’, allowing players to charm any unit with a blood type. This expands imprisonment options and provides easier access to various blood types. However, converting dominated units into servants is still primarily restricted to humans.
Audio
Music
Two new music tracks have been added to the new biome and to the music box.
Server Settings
Pause Functionality
When hosting a private game, the server host now has the possibility to pause the game from the in-game menu.
Map Changes
New Consumables: Weapon Coating
A new consumable has been added that allows you to imbue a weapon with one of six elemental effects. The effect will trigger on primary hits and has a 15-second cooldown as well as a 5-second global cooldown. Players may imbue multiple weapons with different effects, but the global cooldown will limit the effectiveness of weapon swapping up to 3 different weapons.
Blood Coating:Your next primary attack inflicts Leech and Vampiric Curse, dealing 40% magic damage after 2s and spawning a Blood Orb.
Chaos Coating:Your next primary attack triggers a Chaos Explosion dealing 50% magic damage in an area and inflicting Ignite.
Unholy Coating:Your next primary attack deals 40% bonus magic damage, inflicts Condemn and conjures a bone spirit that circles around the target dealing 50% damage and inflicting Condemn to any enemy it hits.
Illusion Coating:Your next primary attack triggers an Energy Burst dealing 30% magic damage in an area, inflicting Weaken and granting 4 stacks of Phantasm.
Frost Coating:Your next primary attack triggers a Frost Nova dealing 30% magic damage in an area and inflicting Chill.
Storm Coating:Your next primary attack deals 40% bonus magic damage and triggers Chain Lightning.
New Consumables: Elixirs
Elixir of the Bat:Increases Spell Leech by 5% and Spell Cooldown Reduction Rate by 7% for 60 minutes.
Elixir of the Beast:Increases Maximum Health by 10% and Healing Received by 12% for 60 minutes.
Elixir of the Blasphemous:Increases Ultimate Cooldown Recovery Rate by 16% and Ultimate Power by 10% for 60 minutes.
Elixir of the Crow:Increases Weapon Leech by 5% and Weapon Cooldown Recovery Rate by 7% for 60 minutes.
Elixir of the Werewolf:Increases Attack Speed by 8% and Weapon Skill Power by 10% for 60 minutes.
Elixir of the Raven:Increases Physical Critical Strike Chance by 8% and Physical Critical Strike Power by 8% for 60 minutes.
Elixir of the Twisted:Increases Spell Critical Strike Chance by 8% and Spell Critical Strike Power by 8% for 60 minutes.
Elixir of the Prowler:Increases Bonus Movement Speed by 4% and Veil Cooldown Recovery Rate by 7% for 60 Minutes.
Progression Changes: Journal (Quests) and Tutorial
Small tweaks have been made to the journal quest progress, allowing for the Throne to be built after acquiring your first servants. This will allow players to send servants on hunts earlier.
V Blood Unlocks
Several spell unlocks have been rearranged and new technology unlocks have been added or rearranged among the VBloods.
Corpse Pile
New V Blood Units
7 New V Blood units have been added to the game:
Oakveil Forest
Attribute Rework: Spell Free Cast Rework
Spell Free Cast granted from Scholar blood and the Illusion phantasm buff no longer grants a chance to reset spell cooldown on use, instead players gain X Spell Charges whenever they cast a spell (the amount of charges is based on the new “Spell Charge” attribute). Once the player reaches 100+ charges they will gain a buff that will trigger a cooldown reset on their next spell cast.
Significant attribute changes
Blood Types
All Blood Types have been reworked with the intention of making all Blood Types more combat-oriented and useful. It should be easier to get access to some rare Blood Types, such as Creature Blood, Scholar Blood, and Mutant Blood, as we’ve boosted the chances of coming across higher blood quality units for Blood Types with fewer sources.
New blood Type –Corrupted
Has the following effects:
Stygian Awakenings: Passives
Passives have been reworked. You now unlock Passive Slots by defeating certain VBloods. These Passive Slots then allow you to equip any Passive you have unlocked in the Stygian Altar. You can have up to five Passives equipped at any time.
The Stygian Altar has also been reworked. It now functions similarly to research. You may now find scrolls that are dropped from Blood Souls that allow you to unlock a specific passive ability or you may spend Stygian Shards to research a random passive ability.
Tier 1 Passives (Elemental Awakenings)
Research Cost =400 Stygian Shards
Blood Spray:Increases Physical Critical Strike chance by 8%. Critical strikes leech 5% health and there is a 25% chance to spawn a Blood Orb when killing a target affected by Leech.
Sanguine Mastery:Deal 8% increased physical damage to enemies affected by Leech and boost the effect of your current blood type by 8%.
Chaos Kindling:Increases Spell Cooldown Recovery Rate by 7%. Ignite deals 25% increased damage and Chaos Explosions ignite enemies hit.
Renewing Flames:Deal 8% increased spell damage to enemies affected by Ignite and Ignite heals you for up to 25% of your spell power.
Arcane Animator:16% chance to summon a Skeleton mage when a Condemned target perishes and minions deal 12% bonus damage.
Soul Drinker:Increases Feed Cooldown Recovery Rate by 24% and using Bite summons a Skeleton Warrior.
Spiritual Infusion:Increases Healing Received by 12% and deals 8% increases spell damage to Weakened enemies.
Flowing Sorcery:Increases Spell Cooldown Recovery Rate by 7% and there is a 35% chance to not consume Phantasm when triggering a cooldown reset.
Cold Soul:Increases Spell Critical Strike Power by 8% and deal 8% increased damage to Chilled and Frozen enemies.
Chill Weave:Shields absorb 10% additional damage. Breaking Freeze with a damaging attack triggers a frost nova dealing 40% magic damage and inflicting Chill.
Lightning Fast Strikes:Increases Primary Attack Speed by 7% and Static triggers deals 20% increased damage.
Enhanced Conductivity:Increases Bonus Spell Power by 7% and spell damage now also triggers bonus damage to enemies affected by Static.
Tier 2 Passives (Vampire Awakenings)
Research Cost=600 Greater Stygian Shards
Hunger For Blood:Increases Primary Attack Leech by 5% and increases damage against V Bloods by 8%.
Rampage:Increases Physical Critical Strike Chance by 8%. Physical critical hits grants 12% increased attack speed for 4s.
Overpower:Increases Weapon Cooldown Recovery Rate by 7% and Weapon Charge Rate by 6%.
Ravenous Strikes:Increases Weapon Skill Power by 10% and Weapon SKill Leech by 5%.
Lethal Strikes:Increases Physical Critical Strike Power by 8% and deal 12% increased physical damage to enemies below 30% health.
Embrace Mayhem:Increases Ultimate Cooldown Recovery Rate by 16% and Ultimate Power by 10%.
Feral Haste:Increases Movement speed by 4% and Movement Speed while shapeshifted by 15%.
Wicked Power:Increases Spell Critical Strike Chance by 8%. Spell critical hits have a 50% chance to inflict a random spell school effect.
Bastion:Increases Maximum Health by 10% and reduces damage taken by 25% when affected by a crowd control effect.
Dark Enchantment:Increases Damage Reduction by 4% and triggers a shield absorbing 270% of your spell power for 4s when you take more than 30% of your maximum health in damage over the last 2s. May only trigger once every 30s.
Hunger For Power:Increases Spell Leech by 5% and using Bite increases your movement speed by 15% and your spell power by 15% for 5s.
Turbulent Velocity:Increases Movement Speed by 4% and gains 4% additional movement speed for 4s when dealing damage to an enemy.
New Weapons, Spells & Armor
Claws
Primary Attack:Perform a combo of melee attacks dealing 40%/40%/50% physical damage. The third attack inflicts Puncture stacking up to 3 times.
Trigger a rupture dealing 75% damage to the target and 50% damage to nearby enemies upon reaching maximum stacks.
Lunge:Vault towards the cursor and cleave enemies dealing 120% physical damage and inflicting Puncture.
Skewering Leap:Leap to target location, dealing 100% physical damage, inflicting Puncture and a 1s incapacitate.
You bounce off enemies toward your aim direction. Missing an enemy will cause you to stick to the ground for a short duration.
Daggers
Primary Attack:Throw up to 4 daggers, each dealing 40% physical damage. Hitting an enemy or a solid object causes the dagger to stick to the ground.
Rain of Daggers:Leap into the air and throw 4 daggers in front of you, each dagger dealing 40% physical damage and inflicting a 2s fading snare. Daggers remain on the ground for 8s.
Release Daggers:Inflict a 1.5s fading snare and release all nearby daggers that are stuck in the ground. Released daggers return to you, piercing enemies and dealing 40% physical damage. Each dagger that returns grants one dagger stack and reduces the cooldown of Rain of Daggers by 0.2s.
Twinblade
Primary Attack:Perform a combo of melee double attacks dealing 60%/60%/80% physical damage.
Javelin:Toss your weapon towards target location, dealing 125% physical damage and inflicting a 1.5s fading snare in an area.
Recall your weapon after 2s causing it to pierce, pull and deal 80% physical damage to enemies in its path.
Sweeping Strike:Lunge forward and swing your twinblades dealing 100% physical damage in a line and launching enemies into the air and to the opposite side of you.
Spell School Mastery
By spending spell points in a specific magic school you will progress your mastery of that school, unlocking new mastery traits.
Veils (Space)
Veils are now unlocked from specific V Bloods instead of from “Tier 2” spell points.
New Vampire Spells
Blood: Carrion Swarm
Summon 4 blood bats in a line that attack towards your target location. Each bat pierces enemies dealing 50% magic damage and inflicting Leech.
Chaos: Rain of Chaos
Shower an area with 8 chaos meteors over 3.2s dealing up to 380% magic damage and inflicting ignite.
Unholy: Chains of Death
Launch a chain that shackles the target hit, reducing movement speed by 10%-30% based on distance to the target. Channel the spell for up to 1.7s dealing 260% magic damage and inflicting Condemn when the effect ends.
The bond breaks and inflicts a 2s fading snare if the distance between yourself and the target exceeds 14 meters.
Illusion: Curse
Conjure 5 wisps in a cone inflicting Weaken and Curse. Curse reduces movement speed by 25% for 3.5s and 40% of the damage taken during the effect is dealt as additional damage when the curse ends. May deal up to a maximum of 500% damage.
Each enemy hit by the wisps grants Phantasm.
Frost: Arctic Storm
Channel a wave of frost over 1.2s dealing 180% magic damage and inflicting Chill. Conjures a cone of cold at the end of the effect Freezing any target hit for 2s.
Storm: Lightning Tendrils
Launch 6 Lightning Bolts in a sequence that deals 40% magic damage each and inflicts Static.
Veil of Chaos
Unholy School
All Skeleton Warriors and Skeleton Mages have had their lifetime reduced to 7s down from 8s.
Army of the Dead
Illusion School
Phantasm no longer grants 1% chance to Free Cast a spell, instead each stack of Phantasm increases the Spell Charges gained by 1.
Wisp Dance
Frost School
Freeze now removes Chill if applied during Freeze to remove Freeze into Freeze jewel combos.
Veil of Frost
Storm School
Static can no longer trigger on damage over time effects. Static can no longer inflict Critical Hits.
Cyclone:Spell has been reworked. Now fires a long distance projectile that may be countered, the projectile returns to the player and upon returning it grants the player storm shield.
Ward of the Damned
Frost Barrier
Storm Jewels
Stuns from consuming Static on target now have proper diminishing returns.
Discharge
Ancestral Weapons
Additional attributes have been added to the list of attributes available for these weapons. The “Unique” Ancestral Weapons no longer have set stat bonuses. Instead, these weapons use the same table of stats as the “Epic” versions. With the addition of the “Fusion Forge” crafting stations, players will be able to modify the attributes of all Ancestral Weapons (including the unique items) to fit them to their liking.
Additionally, upgrading a “blue” weapon now grants +1 Weapon Level (but no additional physical power), resulting in Level 24 when upgraded once and Level 27 when upgraded twice.
Whip
Primary attack has been reworked.
“Perform a combo of melee attacks dealing 65%/65/70% physical damage in a small radius at the tip of the whip, otherwise deal 35%/35%/40% damage to enemies in a line.”
Longbow
Slashers
Unlock moved from Bane the Shadowblade to Jakira the Shadow Huntress.
Wings of the Fallen
Talons of the Lich Beast (Claws)
ConsumingPunctureheals you for 25% of your spellpower.
Lunge & Skewering Leap:Has a 25% chance on hit to summon a skeleton affected by Agony (Skeleton explodes dealing 80% spell damage after 3s).
The Wraithblades (Daggers)
Rain of Daggers:Inflicts Weaken and deals 3% bonus damage for each stack of Phantasm.
Release Daggers:33% chance to gain one stack of Phantasm for each returning dagger.
The Fate Dancers (Twinblade)
Javelin:The initial hit inflicts Chill and the returning twinblade Freezes enemies affected by Chill for 2s.
Sweeping Strike:Deals 50% bonus damage to Chilled or Frozen enemies.
Armor
As attributes have received an overhaul. All armor attributes and set bonuses have been rebalanced with slight attribute tweaks as a result.
(2) Increases Movement Speed by 4%.
(3) Increases Veil Cooldown Rate by 7%.
(4) Gain 12% Physical Critical Chance and 6% movement speed for 4s after using a Veil.
(2) Increases Primary Attack Leech by 5%.
(3) Increase Damage Reduction by 5%.
(4) Veil attacks heal for 1% additional max health and gain 10% attack speed for 4s after using a Veil.
(2) Increases Spell Cooldown Rate by 7%.
(3) Increase Spell Leech by 5%.
(4) Gain 15% Spell Critical Chance for 4s after using a Veil.
(2) Increases Movement Speed by 3%
Increased Inventory Slots to +13 from +12.
Magic Sources
As attributes have received an overhaul. Many magic source attributes have been rebalanced with slight attribute tweaks as a result.
Additionally a few magic source trigger effects have been reworked. All Tier 7+ magic source trigger effects now apply a buff to self when triggered.
Amulet of the Arch-Warlock
Soul Shard of Dracula
Soulshards
Players may now override the Ultimate granted from a Soul Shard by equipping any other ultimate using the spellbook.
New Tier 4 – Ring of the Sorcerer
New Tier 4 – Ring of the Warrior