Note: On first launch after updating to 1.1, all keybinds will be reset to default. This only happens once, further launches should keep any custom keybind changes.
Bosses no longer have a variable amount of damage reduction based on how quickly they have been taking damage. Instead bosses have a number of ward breakpoints.
When their health is reduced to a breakpoint, they gain ward based on their maximum health. Any extra damage beyond the breakpoint passes through to the ward they gain.
Their ward decays over time, but with a different formula to player ward. Instead of the decay scaling with the amount of ward, it scales with how much time has passed since the boss gained it.
More significant bosses, such as Chapter Bosses, Timeline Bosses, and Dungeon Bosses, have more breakpoints. Most other bosses have two breakpoints.
Glyph of Envy destabilizes an item, unpredictably changing all properties other than the affix being upgraded. This stability is siphoned to the most recent Monolith Timeline you entered, greatly increasing its stability.
The Forging Potential of the item is not changed beyond the normal reduction, and the changes cannot result in affixes above tier 5. Existing sealed affixes cannot be changed. Grants far more stability if you have never completed the Timeline before.
As it adds much more stability to Timelines that you have not yet completed, it’s particularly useful for going through Non-Empowered Timelines quickly on alt characters.
Which Timeline will gain stability is indicated on the Forge button before you use the glyph.
The glyph cannot be used by characters that have never started a Monolith Echo.
Glyphs of Envy drop in Empowered Timelines and have a similar drop chance to Dungeon keys.
Increased XP requirements of levels 98, 99, and 100 by around 20%, 40%, and 60% respectively.
The XP from XP tomes now scales up less drastically above level 60. This effect is most noticeable above level 85.
XP tome rewards from echoes further from the center of the web now contain more XP tomes, up to a maximum of 7 tomes (from all XP tome rewards granting 3 tomes).
Reduced XP tome Echo reward occurrence rate by 29%-42% (larger values for lower Corruption and lower distance from the center of the echo web).
Reduced experience scaling from Corruption at high Corruption values.
Effective Corruption for calculating experience bonus increases at 25% speed after 300 Corruption (i.e. every 100 Corruption above 300 now is like 25 Corruption above 300 before).
Effective Corruption for calculating experience bonus increases at 5% speed after 1000 Corruption (i.e. every 100 Corruption above 1000 now is like 5 Corruption above 1000 before).
This is primarily intended to avoid reaching very high Corruption feeling necessary for effectively farming favor.
Changed the town scene characters load into. Now, characters will not always load into End Of Time after reaching it, but instead will load the last visited town scene.
Reduced item sell costs, especially early on.
Added option to only display enemy health bars once damaged
Improved ability responsiveness in Online
Added the ability to equip a 2 Handed weapon while dual wielding and place those items into your inventory
Added a waypoint to Sanctum of the Architect so that if you die, quit, or disconnect during the Liath or Lagon fights you don’t have to rerun the whole Temple of Lagon and Temple Depths zones.
Adjusted the shape and size of the area in which a potion is considered close to a potential drop location and reduces the chance of another potion dropping there. It’s now a 16 radius circle, rather than a 30x30 square. The total area is similar, 804 compared to 900.
Reduced the chance of a potion dropping if it’s considered close to enough existing ground potions to bring you to full potions. This chance is now 15% (from 20%)
Added a chance for a potion not to drop if it’s considered close to just one existing ground potion. This chance is 12%.
The Forged Soldier Monolith ambush now includes only 1 Forged Soldier (from 2), and additionally has 1-2 Armored Phoenixes.
Increased gold Echo reward occurrence rate by 2-8% (larger values for lower Corruption and lower distance from the centre of the echo web).
Increased shard Echo reward occurrence rate by 7-20% (larger values for lower Corruption and lower distance from the centre of the echo web.)
Increased rune Echo reward occurrence rate by 10%
Increased glyph Echo reward occurrence rate by 17%
Increased Timeline specific Echo rewards (such as Unique or Set Relic) occurrence rate by 6%
Gold drop changes
Reduced gold scaling from Corruption above 500.
Increased gold drops from enemies by 5% globally. Most players will now receive more gold than before from slaying enemies.
Changed Necropolis Streets to be less linear, contain more of The Upper Necropolis’s areas, and have more different spawn points for players and random encounters.
Enforced more swarming and rare enemies in each Monolith Echo to help ensure a feeling of minimum monster density and avoid echoes that feel too unrewarding due to a lack of rare enemies.
Added a search box to the Timeline map with buttons for common reward searches. This creates a quick way to filter and search for desired Echo types and rewards, with matching modes highlighted on the map.
Each Gaze of Orobyss grants 12 Corruption (from a varying amount, up to 10).
Only 4 Gaze of Orobyss can be consumed at once, the rest carries over to the next echo web (from all being consumed).
Only 1 Gaze of Orobyss is lost when you die fighting a Shade of Orobyss (from losing all Gaze of Orobyss).
Guests also gain Gaze of Orobyss when they are offered a Blessing in an Empowered Timeline, if they have an equivalent Empowered run in the same Timeline.
Blessings are now stored on your character and can be swapped around via a respec vendor NPC in the End of Time for a small gold fee.
Defeating a Timeline Boss and unlocking a new Blessing now adds ALL the current rolled values to your list of available Blessings (if higher than previously earned versions), including the Blessings you do not select upon unlock.
For alts, Blessings earned on other characters that share a stash will be usable at their minimum roll values until a better roll is unlocked on the alt character.
Alt characters must still defeat the Timeline Boss and earn a Blessing from that Timeline in order to use the minimum roll ones from other characters. This will also unlock access to Grand Blessings if they have been previously discovered by a different character.
Reduced the total Reputation needed to reach the highest Rank. Now requires 3.1 million, down from 3.3 million.
Each Rank in Item Factions also now provides +5% increased Favor gain. At maximum Rank of 12, you will have +60% increased Favor gain.
Experience now scales less with Corruption, as Favor gain is tied to this, you will now earn more Favor at lower Corruption and less Favor at extremely high Corruption.
Adjusted Ranks 1-10 and added 2 new Ranks to the Merchant’s Guild and Circle of Fortune.
Rank 1: Enemies have 35% chance of dropping twice as many items (Unchanged)
Rank 2: 45% chance for Runes of Ascendance to be preserved when used on an item that requires at least Circle of Fortune Rank 1 (Unchanged)
Rank 3: Whenever an Idol Drops, there is a 25% chance for two more to drop at the same time (Unchanged)
Rank 4: When a Set item would drop, the whole set drops instead (Previously Rank 9)
Rank 5: 35% chance for double item rewards from Monolith Echoes (Unchanged)
Rank 6: Affixes are 50% more likely to be Exalted (Previously Rank 4)
Rank 7: Exiled Mages drop twice as many experimental items (New)
Rank 8: Uniques are twice as likely to have Legendary Potential (Previously Rank 6)
Rank 9: T7 Affixes are twice as common (Previously Rank 7)
Rank 10: Bosses have 150% increased drop rate for any specific rewards they have (New)
‘Specific Rewards’ refers to any items dropped by that Boss, for example Ravenous Void dropped by The Husk of Elder Gaspar
‘Bosses’ applies to all unique enemies that display a boss health bar.
Rank 11: Items that would drop as Rare have 25% chance of becoming Exalted (Previously Rank 8)
Rank 12: Prophecies grant twice as many items (Previously Rank 10 - Changed, formerly “Items from Prophecies are duplicated”)
No longer duplicates the actual granted reward, but instead considers as if you had the prophecy itself duplicated, meaning it can roll different Uniques, for example.
Skill Changes section contains Skill Bug Fixes as well, as some Changes are relevant to Bug Fixes to the same skill.
General Skill Changes
Channeled Skills
Most channeled skills which prevented mana regeneration while channeling have been changed. They no longer prevent mana regeneration, but 8 mana has been added to their channel cost.
Other modifiers to their mana costs have been adjusted where necessary to account for this change.
The goal for this change is to reward characters that invest into mana regeneration, without negatively impacting those that do not.
Blind no longer causes enemies to aim erratically. It now makes enemies unable to critically strike (from halving critical strike chance)
Withering now has a maximum of 10 stacks (from 20)
The bleeds inflicted by Spirit Plague’s Hemorrhage and Laceration nodes now also respect ailment conversion
Haste, Frenzy, and Immobilize can no longer be replaced by stacks with a lower remaining duration (e.g. a Haste effect with 4 seconds remaining cannot be replaced by a new one with a 2 second duration)
Attempting to replace a long duration Haste stack with a lower duration one will still trigger Advent of the Erased’s effect
(Bug Fix) Fixed several cases where self-inflicted ailments were not respecting ailment conversions, such as for Harvest’s Double Edged Scythe, Diothaen’s Bloody Nib, and Bleeding Heart
No longer prevents mana regeneration while channeling. Channel cost is now 48 (from 40).
Spectral Menace now grants -10% mana cost per point (from -14%)
Spirit of Dread now grants 10% movespeed while channeling (from 20%)
Doom Surge now grants 5% movespeed per point while channeling (from 10%)
Disdain now grants 6% less damage taken per point from ignited, damned, or bleeding enemies while channeling Ghostflame (from 10%)
Disdain requires 3 points in Dread Furnace (from 2)
Disdain now adds +2 channel cost per point
Enfeebled Prey no longer gives 10% less damage taken from cursed enemies per point. It now gives +50% chance per point to inflict Frailty every second.
Spirit of Dread now increases the channel cost by 80% (from 50%)
Wraith Form grants +1 dodge rating per intelligence while channeling per point (from +10)
Learned Weakness now grants 20% global increased critical strike chance per point if you have hit a cursed enemy with Harvest recently (from 10%). It now also grants global +5% critical strike multiplier if you have hit a cursed enemy with Harvest recently.
Scorn now grants 5% more damage to cursed enemies while in Profane Veil per point (from 10%)
Vampiric Pool now grants 3% of minion health as ward (from 4%), and it now extends the duration of Profane Veil by 0.2s per minion consumed (from 0.5s)
Seance now grants 1 ward per 15% uncapped necrotic resistance per point (from 1 per 5%) whenever a Spirit is revealed inside Profane Veil’s area.
The Axe benefit of Profane Instruments now instantly kills enemies that are below 6% health per point (from 7%)
Death Comes Quickly has been removed. Rapid Destruction has been moved to its position.
Rapid Destruction grants 8% increased attack and cast speed per point (from 10%), and now also grants 2% increased movement speed per point
A new node, Bloodmoon Reaver, has been added at Rapid Destruction’s previous position. It converts Reap’s base damage to physical, grants 10% physical penetration while in Reaper Form, converts poison effects from the tree to bleed, and gives Reaper Form physical VFX.
(Bug Fix) Fixed Lich mastery Reaper Form showing an old icon in the mastery side panel of the passive tree
Skeleton Rogues now have a baseline 20% chance to inflict poison on hit
Skeletons now gain 8 health per level (from 5) and 8 health per intelligence (from 5)
Bone Armor from all sources, including from Skeleton Warriors, now grants 8% less damage taken. Skeleton Warriors’ Bone Armor cooldown has been reduced to 4s (from 10)
Impatience has been removed
Bone Share no longer has reduced effect on non-minions
Bone Armor now just gives the Bone Armor buff, which grants 8% less damage taken (previously scaled effect with points allocated). Maximum points has been reduced to 1.
Gambler’s Fallacy and Soul Gambler’s Fallacy no longer apply their critical strike chance bonus to channeled skills, which Disintegrate previously relied heavily on in combination with Ignivar’s Head to deal competitive damage. Because that interaction has been removed, we are reworking Disintegrate to improve its baseline power and its ability to scale into endgame, while also introducing more compelling choices to its skill tree.
Its base damage and damage effectiveness per second are now 24 and 480% (from 15 and 300%)
No longer prevents mana regeneration while channeling. Channel cost is now 18 (from 10).
Lucomancer’s effects have been replaced, and it has been moved to require Escalation. It now grants a stack of Lucomancer every 2 seconds while channeling, up to 2 stacks. Lucomancer grants 4% global more damage to ignited or shocked enemies per point and 4% global reduced mana cost per point, and lasts 3 seconds. Its maximum points has been reduced to 3.
Intensify now also affects the rate at which you gain Lucomancer stacks
Added a new node, Resurgence, connected to Lucomancer. Disintegrate can begin at tier 2 if you have at least 1 stack of Lucomancer, or at tier 3 if you have Amplification and 2 stacks of Lucomancer.
Tendrils now grants a 34% chance to cast Lightning Blast every second (from 25%). Its maximum points has been reduced to 3 (from 4).
Escalation now grants 40% increased mana cost (from 50%). It now requires 2 points in Magnify (from 3), 2 points in Feedback (from 3), or 2 points in Extension.
Amplification now grants 80% increased mana cost (from 100%)
Twinbeam now grants +14 mana cost (from +10)
Unbridled Power’s effects have been replaced. It now grants a 50% chance per second to inflict Spreading Flames, and a 50% chance per second to inflict Spark Charges. If converted to fire, the Spark Charge chance is converted to Spreading Flames. If converted to lightning, the Spreading Flames chance is converted to Spark Charge. Its maximum points has been reduced to 1 (from 2).
Subvention has been removed
Added a new node, Charged Conduit, connected to Electrify. It grants 5 static charges per second per point while channeling. Maximum of 4 points.
Galvanized Defense now grants 8% less damage taken (from 7%), but its maximum points has been reduced to 4 (from 5)
Added a new node, Unleashed Power, connected to Stored Power. Every 3 seconds while channeling Disintegrate, you cast Static Orb or Volcanic Orb, chosen randomly. If converted to lightning, Static Orb is always chosen. If converted to fire, Volcanic Orb is always chosen.
Laser Focus no longer grants 20 mana per second while damaging enemies with Disintegrate
Hyperfocal’s effects have been replaced. It grants 1% more lightning damage per 8 maximum mana. Maximum of 1 point.
Extension has been moved. It now connects to the center node and to Escalation.
Added a new node, Flame Vent, in Extension’s previous position. You gain a stack of Vent twice per second while channeling Disintegrate, up to a maximum of 2 per point. When you stop channelling you expend the stacks to cast Fireball at a nearby enemy once per stack
(Bug Fix) Fixed a bug where Paralyze’s more damage per stack of shock on the target did not apply. It has also been changed, and now gives 2% more direct damage per stack of shock on the target (from 5%). Its maximum points has been reduced to 3 (from 5).
Dragon Tongue’s effects have been replaced. It now grants 1% more fire damage per 2 intelligence.
Magnify’s effects have been replaced. It now grants 40% of your chance to ignite on hit with fire spells as ignite chance per second per point.
Feedback now grants 40% chance to shock per second per point (from 20%)
Praesidium now grants 1 ward per 3 int per second per point while channeling (from 5 ward per second). Its maximum points has been reduced to 3 (from 5).
Cascade’s effects have been replaced. It now grants 10% increased cooldown recovery speed per point while channeling. Its maximum points has been increased to 2 (from 1).
Backfire now requires damaging enemies for 3 seconds to cause a Flame Burst (from 5). Also fixed a bug where Backfire was triggering Flame Burst about 20% less frequently than intended
Catalyst now reduces the time required to cause a Flame Burst by 0.5 seconds per point (from 1)
Inferno now grants 34% chance per point to cast Fire Aura while channeling (from 15%). Its maximum points has been reduced to 3 (from 4).
(Bug Fix) Fixed a bug where Disintegrate’s Extension node did not affect the visual length of Disintegrate’s beam
(Bug Fix) Fixed an issue with Disintigrate’s sound effects.
The burst of mana and ward that occurs after channeling for 1 second now also recovers 10% of missing mana
Fixed Ward Gain on Traversal Skill Use triggering every time you started channelling on Focus if it was changed to a traversal skill, even if you cancelled the channel before teleporting.
Unrelenting Winter now has a clearer description of its effect
Hoarfrost grants now 2 ward when using Shatter Strike and hitting at least one enemy per point, doubled against frozen enemies (from always granting 5 against frozen enemies only)
Cold Steel now grants +20% critical strike multiplier per sword per point (from 30%)
Cold Presence now grants 10% more damage per point, doubled to enemies on high health (from granting 25% more damage against high health enemies only)
Glacial Smash now grants 8% more damage per point, doubled to frozen enemies (from granting 10% more damage against frozen enemies only)
Icicles triggered from Ice Spikes now has 100% added damage effectiveness (from 80%)
Whiteout and Absolute Zero now state they give less attack speed, not reduced (functionality was not changed, only description)
Whiteout and Absolute Zero’s less attack speed modifiers are now multiplicative with each other (previously were additive with each other, but multiplicative with other modifiers to attack speed)
Whiteout now grants 80% increased mana cost per point (from 90%)
Fixed a bug where Iceblink was giving more attack speed instead of increased attack speed
Ice Spikes from Frozen Shrapnel now receive 1 spell damage per 3 melee damage
Lingering Chill now grants 5% global more cold damage per point (from 20% global increased cold damage)
Ice Barrier now grants 50 armor per point for 4 seconds on hit, doubled against frozen enemies
Acclimated now grants 5% less cold damage taken per point for 4 seconds on hit, doubled against frozen enemies
Avalanche’s base functionality has been reworked. It is no longer a channeled spell by default. It costs 50 mana and creates 1 larger boulder at the target location, followed by 10 smaller boulders around the target area over 2 seconds. It is now always targetable, and the boulders fall within a circle instead of an extended rectangle in front of the player. It has no cooldown.
The boulders have 400% added damage effectiveness (from 300%), a freeze rate of 80 (from 60), and the larger boulders additionally have 100% more damage and 100% more area of effect. Effects which create Avalanche boulders create smaller boulders unless stated otherwise.
Pummeling now requires Rockfall (from requiring Snow Storm). It now causes larger boulders to always create a Fissure (from requiring 5 boulder hits on a single enemy). The Fissure it creates now lasts 4 seconds (from 5 listed, 3 actual). It now has 200% added damage effectiveness per second with an equivalent base damage (from 25% listed, 36% actual). You are now limited to 1 Fissure from Avalanche at a time.
Elemental Bond’s effects have been changed. It now grants a 34% chance per point for large boulders to form into a Coldstone Elemental upon impact. You can have a maximum of 9 Coldstone Elementals. If another would be created beyond the max, it instead fully restores the health and refreshes the decay of the most decayed elemental.
Coldstone Elementals deal 50% more damage
Frost Touch now grants a 50% chance per point for larger boulders to create Frozen Ground (from 25% for any boulder). The maximum points has been reduced to 2. The radius of Frozen Ground has been increased by 47%, and its area is now also affected by all modifiers that affect the area of Avalanche’s boulders.
Shatter Shot now grants 10% more hit damage, doubled against frozen enemies (from only granting 20% more damage to frozen). It now requires Frost instead of Frost Touch.
Frosted Front now grants 25% increased area per point for Frozen Ground (from 40%), and also grants +50% frostbite chance per point to allies on frozen ground. Its maximum points has been increased to 2.
Mountain Peak now makes Avalanche a channeled ability (from making it targetable). It costs 28 mana per second to channel, and causes 1 larger boulder to fall every 1.5 seconds along with 5 smaller boulders every second.
Naturally Occurring now grants 15% mana efficiency per point (from 10%), and its maximum points has been reduced to 3 (from 4). It now requires Mountain Peak (from Wild Path).
Precision’s effects have been replaced. It now causes the smaller boulders to fall in a 15% reduced area per point for every second spent channeling, up to a max reduction of 60%. It has a maximum of 2 points.
Wild Path has been removed.
Unyielding Storm’s effects have been replaced. When you stop channeling Avalanche, it continues for a duration equal to how long you spent channeling, up to a maximum of 1.5 seconds per point. It now requires Naturally Occurring (from Wild Path).
Hailstorm’s effects have been changed. When you stop channeling Avalanche, the continued Avalanche occurs around you and follows your movement. The larger boulders will automatically target enemies within 6 meters.
Crater is a new node which requires Precision. Every third large boulder creates an Earthquake on impact, consuming 90% of Earthquake’s mana cost.
Dead of Winter now also grants 8% more cold damage per point
Storm Slide now grants added lightning spell damage instead of base damage. This is a buff, as added damage is affected by damage effectiveness.
Heavy Snow has been renamed to Excavation. It now grants 50% increased stun chance (from 25%), and now also grants larger boulders a 50% chance per point to cast Upheaval towards a nearby enemy upon impact, consuming 80% of its mana cost. Its maximum points has been reduced to 2.
Stormcaller is a new node which requires Harsh Winter. It grants Avalanche boulders that hit at least one enemy a 15% chance per point to grant a Storm Stack. It has a maximum of 3 points.
Winter Buildup now grants 2 reduced mana cost or channel cost (from 1). Its maximum points has been reduced to 4. It now requires Harsh Winter (from Heavy Snow).
Intensity’s effects have been replaced. It now grants small boulders a 5% chance per point to be replaced with a larger boulder.
Snow Storm now grants 1 additional small boulder dropped per point, or 7% increased frequency of small boulders per point if channeled. It now also adds 3 mana cost per point. Its maximum points has been reduced to 3.
Alpine Guide’s effects have been changed. It now grants 34% chance per point for large boulder critical strikes to drop a smaller boulder at the same location. These smaller boulders are allowed to critically strike. It now also grants +3% critical strike chance per point.
Absorption is a new node that requires Elemental Bond. When a Coldstone Elemental is hit by a boulder, they regain 100 health per point and gain frenzy and haste for 2 seconds per point. It has a maximum of 3 points.
(Bug Fix) Fixed a bug where Seismic Tide could consume mana while at negative mana. Now if you are at negative mana when one of the initial hits from Seismic Tide occurs, that hit will not consume mana, but any remaining subsequent hits will not occur.
(Bug Fix) Fixed a bug where Snowcrash could trigger while at negative mana
(Bug Fix) Fixed a bug where Gathering Fury’s chance to repeat bow abilities could also repeat channeled bow abilities, which could result in two channels occurring simultaneously for as long as the channel is maintained
Cyclone now grants you 1% global more physical damage per stack of Maelstrom on you (from 5% increased)
Violent Squall now grants 200% more damage, 200% increased duration and 200% increased healing from Healing Winds (from 100% more damage, 100% increased healing), you can still only have a maximum of 1 stack of Maelstrom
Sleet Footed now grants 3% increased dodge rating per point (from 12 added)
Gathering Storm has been renamed to Growing Storm. It now also grants a 2% chance on any hit to cast Maelstrom, using the same cooldown.
The Tempestuous idol affix now grants a chance to cast Maelstrom every 3 seconds (from every 5 seconds)
Essence of Debris now grants 8% global increased stun chance per stack (from 15%)
Serpent Venom now has a base damage of 400 over 3 seconds (from 300)
Slither now gives a buff granting 10% more dodge rating when you use Serpent Strike and hit at least one enemy. This buff’s maximum stacks are equivalent to points allocated, up to a maximum of 3. (previously gave an endlessly stacking buff for 4% more dodge rating per stack)
Shroud of Winter now causes Slither to also grant +1 dodge per 1% cold resistance (previously separate endlessly stacking buff that gave +4 dodge per 10% cold res)
Shattered Immunity now gives 1% more Serpent Venom per poison (from none), 1% more Serpent Venom damage per frostbite (from none), 1% more Serpent Venom damage per poison against high health enemies (from 2%), and 1% more Serpent Venom damage per frostbite against high health enemies (from 2%)
Storm Crows now have 200 base health (from 160), gain 10 health per attunement (from 8), gain 10 health per strength (from 8), and gain 10 health per level (from 8)
Avis now also grants Storm Crows 10% more health per point
Nimbleness now grants 80 dodge rating per point (from 40)
Press Your Advantage now gives 10% more critical strike chance against shocked enemies per point (from 6%)
Intensity now grants 8% increased mana cost (from 15%)
Frostbite now grants 40% chance to inflict frostbite each second (from 20%)
Fulgurite Core now also grants Storm Totem +1 spell lightning damage per 10% of your chance to shock attackers
Thunder Totem has been reworked. If you have at least 3 other totems, up to 5 are consumed to instead summon a Thunder Totem, which has 20% more damage, duration, size, and health per totem consumed. Does not consume Storm Totems or Thunder Totems.
Added a new node, Unmatched Storms. Storm Totem casts Storm Bolt instead of lightning strikes, but has 80% less cast speed. The Storm Bolts benefit from your Storm Totem tree and your Gathering Storm tree.
(Bug Fix) Fixed a bug where Blizzard did not convert all shock chance to chill chance
(Bug Fix) Fixed a bug where allocating Blizzard caused Exploit Weaknesses and Press Your Advantage to no longer provide their effects to the lightning storms
(Bug Fix) Fixed a bug where Stormrider was always only triggered by shocks, even when Blizzard was allocated
Pillars of Heorot now only requires 1 point in either Venom Tipped Thorns or Winterwood (from 3)
Impale now requires 2 points in Ancient Power (from 1)
Guided Thorns now require 3 points in Oaken Protection (from 4), and grants 20% reduced cast speed (from 25%)
Memories of Eterra now has 4 maximum points (from 3) and requires 2 points in either Totemic Wisdom or Forested Expanse, but grants 3 mana per point (from 4) when a Thorn Totem dies or is unsummoned
Characters with Thorn Totem specialized will get a free skill tree respec
Locust Master no longer adds a cooldown to Armblade Slash. It instead completely replaces Armblade Slash with Summon Locust. As a result, it also no longer grants a damage buff when hitting Locusts with Armblade Slash.
Known issue: Locust Master’s description still incorrectly mentions the damage buff. This text will be removed in a subsequent update.
Locust Master now requires Wasp Flight instead of Viper’s Call
Base cooldown is now 18 seconds (from 10). 20% of remaining cooldown is now recovered whenever you stun an enemy, including with Warcry itself. This effect can occur a maximum of two times a second.
Shallow Breath now sets the cooldown to 5 seconds (from reducing the 10 second cooldown by 50%).
Shallow Breath requires Staggering Roar or Eviscerating Howl (from only Eviscerating Howl)
Kinetic Scream requires the starting node (from requiring Hastily Advance or Staggering Roar)
Eviscerating Howl requires Kinetic Scream or Shallow Breath (from only Kinetic Scream)
Plumed Daggers now grants Umbral Blades hits from the Twilight Strike node 100% chance to inflict armor shred (previously 100% chance to inflict Shadow Daggers)
Rending Barbs now grants 100% chance to inflict bleed on hit with Caltrops per point (from 50%), and grants your Falcon 1% bleed chance per 10 dex per point (from 1% per 4 dex). Its maximum points has been reduced to 2 (from 4).
Gustborne Guard converts the health gain from Healing Gust to ward at 50% reduced effect (from no reduction)
Storm on the Horizon now removes the traversal and movement tags
(Bug Fix) Fixed a bug where Rending Barbs’s bleed chance buff for the falcon lasted for 5 seconds. It now lasts for 4 seconds, as stated in its description.
(Bug Fix) Fixed tags and description inconsistencies with Aerial Assault (its delay is no longer shortened by your increased minion attack speed)
Melee Cinder Strike’s first strike no longer attempts to auto aim at nearby enemies
Inferno now grants 8% more damage per point and 2 added fire damage per point (from 4 added fire damage per point, doubled for first strike)
Overexertion now grants 20 added mana cost (from 30), and now also grants 30% more damage
Tireless now grants 20% mana efficiency per point (from 12%), and its maximum points has been reduced to 3 (from 5)
Flame Alchemist now grants 25% chance to throw a Volatile Flask when Cinder Strike’s first attack hits at least one enemy (previously 15% chance on each hit of the first attack). Its maximum points has been increased to 2 (from 1).
Grievous Wounds is now spelled correctly (from Grievious) and grants 25% bleed chance per point (from 10%)
Silent Death now also grants 100% poison resistance shred chance per point
Deadly Waltz now grants 25% physical resistance shred (from 10%) per point, and its maximum points has been increased to 4 (from 3)
Hidden Blades now grants a 50% chance to use Shadow Cascade on the first strike (from 10% chance on any strike). Its maximum points has been increased to 2 (from 1). It now requires 2 points in Deadly Waltz (from 1).
Graceful Arena now grants 4% global more damage per point to you and allies in the Arena (from 25% increased) and 2% less damage taken per point for you and allies in the Arena, doubled for yourself (from 5% only for yourself). Its maximum points has been increased to 5 (from 4).
Rhythm now grants 3% global more damage per Rhythm stack (from 10% increased). This is additive with Perfect Choreography, but multiplicative with other modifiers
Lightning Tendrils can no longer hit enemies that were hit by the explosion which caused the Lightning Tendrils
Copper Dust Arrow’s debuff can no longer stack
Arrow of Delay’s movement speed debuff has been reduced to 4% (from 12%), and its description has been updated to clarify that it stacks from each additional arrow attached.
Thundersteel Arrow now gives 50% more damage (from 30%)
Infused Discharge now grants 2% more damage per mana consumed (from 1%)
(Bug Fix) Fixed a bug where Beastslayer Arrow’s more explosion hit damage per second spent arming was applied multiple times if you hit multiple enemies at once with Detonating Arrow, such as when using Jelkhor’s Blast Knife
(Bug Fix) Fixed a bug where Thundersteel Arrow’s benefits could apply to indirect casts. Its description has been updated to be more clear that it only applies to direct casts
(Bug Fix) Fixed a bug where Thundersteel Arrow’s more damage was not applying to the initial arrow
Dive Bomb’s base damage and damage effectiveness are now 140 and 700% (from 170 and 850%)
Shadow Falcons performing Dive Bomb, such as from On Wings of Shadow, now deal 60% less damage (from 25% less)
Dancing Shadows now grants a 50% chance per point for your Shadow Falcons that landed inside Smoke Bomb to take off and dive again (from 100%). Its maximum points has been increased to 2.
Smoke Trap’s chance to grant Dusk Shroud per second spent arming is now 30% (from 40%)
Smoke Trap now requires that the trap hit at least one enemy in order for its effect to occur, and its description has been updated for improved clarity
Sky Signal now grants 2% elemental and physical penetration per stack to your falcon whenever an Explosive Trap detonates (from 3%). It can now be triggered up to 15 times every 3 seconds (from no limit).
Trapas node now adds +3 mana cost
(Bug Fix) Fixed a bug where traps triggered to explode by exceeding the maximum active trap limit had an unintentionally high chance to trigger gaining Dusk Shroud from the Smoke Traps node. This is expected to significantly reduce the amount of Dusk Shroud stacks gained in typical use cases.
Rending Talons now grants 25% of your chance to bleed, poison, shred resistances, and slow on hit to your falcon per point (from 50%)
Falconry now has a “Throwing” minion tag
Go For the Eyes has been reworked. Your critical strike chance modifiers also apply to your Falcon, at 75% effectiveness (previously was applying each type of increased critical strike chance to each type of additional critical strike chance and then picking the highest total value among the 3 modifiers and giving that to the falcon as additional crit chance at 75% effectiveness).
Avian Arsenal now has a maximum of 5 stacks (from 10)
Boundless Blows no longer prevents mana regeneration while channeling. Channel cost is now 13 (from 5).
Vile Tactics’s first strike poison chance, second strike bleed chance, and third strike poison resistance shred chance and physical resistance shred chance are now 20% per point (from 10%)
Incision now grants +15% critical strike multiplier per point (from 10%)
Deep Strikes now grants 10% more damage per point (from 8%)
Giant Slayer now causes Adrenaline Rush to grant 15% more damage to bosses and rare enemies per stack (from 10%)
(Bug Fix) Fixed a bug where Flurry with Boundless Blows could attack faster than intended at higher latency
(Bug Fix) Fixed a bug with the bow Gathering Fury where its chance to repeat bow abilities could also repeat channeled bow abilities, which could result in two channels occurring simultaneously for as long as the channel is maintained.
(Bug Fix) Fixed a bug where Sundering Blows and Rive were still basing their effects around bleed instead of shock when Lethal Mirage has a majority of its base damage converted to lightning
(Bug Fix) Fixed a bug where Illusory Edge and Wounding Ambush were not respecting lightning conversion from Fulgurite Shards
Stand My Ground grants 12% more damage if you haven’t moved in the past second (from 10%)
Large Quiver grants +3 mana cost per point (from +4)
Efficient Draw grants 12% mana efficiency per point (from 10%), and its maximum points has been increased to 4
No Easy Way Out grants 25% chance to slow on hit per point (from 10%), and now also grants 25% chance to inflict bleed on hit per point
Hit ‘n’ Run grants 50% chance per point to gain Haste when you use Multishot while Stand My Ground is active (from 25%)
Point Blank’s description has been updated to clarify that it loses damage steadily as it travels, falling to its maximum damage loss at 22 units (the base distance Multishot arrows travel).
Back To Back now doubles every 6th attack (from every 8th), but only applies to direct uses
Repeater Bow reduces the number of attacks needed for Back To Back by 1 (from 2), but now also grants 3% more damage. Its maximum points has been increased to 3.
Heavy Arrows now also grants 10% chance to inflict Armor Shred per arrow that would be fired, counting arrows before the limit is applied
(Bug Fix) Fixed a bug where Hang Loose’s chance to gain Haste occurred once per arrow fired instead of once per Multishot use. It now grants 10% chance to gain Haste on use per point (from 5%)
(Bug Fix) Fixed several bugs with Point Blank which caused it to lose more damage than intended at very long distances, caused its damage multiplier to be additive with the bonus from Stand My Ground, and caused it to lose less damage than intended with increased projectile speed.
Efficacious Toxins causes enemies to take 12% increased damage over time (from 10%) with a 25% chance to apply it on hit per point (from 10%), and its maximum points has been reduced to 4 (from 5)
Death’s Imprint’s chance to inflict Shadow Daggers is now doubled for direct uses of Puncture
(Bug Fix) Fixed a bug where taking Scalebane caused mirages to double their smoke VFX.
Hurricane of Blades no longer states that it prevents mana regeneration while channeling (it did not actually prevent mana regeneration). Channel cost is now 40 (from 50).
You are now limited to a maximum of 2 Smoke Bombs active at once. This is typically only relevant if Cloaked Incursion is allocated and you are utilizing sources of cooldown reduction.
(Bug Fix) Fixed a bug where having multiple Smoke Bombs active at once could sometimes cause one or more Smoke Bombs to fail to receive increased duration from Dive Bomb’s Cloud Gatherer
(Bug Fix) Fixed a bug where the Void Beams from Ravenous Void did not visually move in Online play
(Bug Fix) Fixed a bug where the Void Beams from Ravenous Void did not receive the strength or vitality scaling present on other sources of Void Beams
(Bug Fix) Fixed a bug where Void Lens did not affect Void Beams from Ravenous Void
(Bug Fix) Fixed a bug where Obliteration was not providing its listed void spell damage to Void Beams created by Erasing Strike
(Bug Fix) Fixed a bug where Implements of Destruction and Erasure of the Living were not providing their more damage or more void damage to Void Beams created by Erasing Strike
Temper now grants +4 melee fire damage per point (from 10) and now also grants 10% more fire damage per point
Anvil Blow no longer grants +15 physical damage to Forge Strike. It now grants 20% less attack speed, and 50% more physical damage when directly used.
Reinforce Weapon now grants 4% global more damage per point if you have used Forge Strike recently (from 20% increased)
Rending Descent now also grants Forge Strike 5% increased armor shed duration and effect per point
Forgemaster now has 30% chance to convert weapons to Great Axes (from 20%), with 100% increased area (from 50%) and 20% more damage, but 10% less attack speed
Detonating Ground has 300% ignite chance (from 150%)
Ignited Grounds now grants Detonating Ground 100% ignite chance (from 50%) and increases ignite duration caused by Detonating Ground by 10% per point
Lava Burn now grants Detonating Ground 40% more hit damage per point (from 25%)
Their attacks now have a base damage of 2 (from 18)
Deal 4.1% more damage
These damage changes are intended to reduce their power in very early game, while preserving or buffing their damage in endgame and raising the relative impact of your weapon on their power.
Unbroken Prayer no longer states that it prevents mana regeneration while channeling (it did not actually prevent mana regeneration). Channel cost is now 10 (from 8).
Healing Hands’s base up front healing is now 50 (from 100)
Divine Barrier now converts 20% of Healing Hands’s healing to ward (from 100%) when affecting an ally with missing health gained as ward per second. It still does not restore health for that player.
Urgent Healing now grants +20 up front healing per point (from 35)
(Bug Fix) Fixed a bug where Vow of Restoration was not providing additional healing over time
(Bug Fix) Fixed a bug where Divine Barrier did not convert the healing over time into ward when the affected ally had a source of missing health gained as ward per second
(Bug Fix) Fixed a bug where Bane of Evil’s effect was ignoring healing effectiveness from Attunement
(Bug Fix) Removed incorrect Electrify alt text on various nodes.
(Bug Fix) Adds a fire tag when enabling damage or taking the Skyfall node
(Bug Fix) No longer removes the spell tag when taking the melee node if you also have the Skyfall node
(Bug Fix) Fixed a bug where the Sky Beam from Healing Hands’s Skyfall was not affected by other nodes in the Healing Hands tree, such as Virtue of Patience, Cleric’s Wrath, Bane of Evil, and Blessed Parish
Laceration now has base damage equal to 200% of your added melee damage (from 100%)
Indomitable’s Energy Wave now has a base damage and damage effectiveness of 30 and 150% (from 20 and 100%) and no longer requires being at high health to trigger. It now consumes 4 mana to trigger, as long as you are not at negative mana.
Focused Strike now requires 3 points in Concentration (from 4), and now grants doubled critical strike chance for the third strike (from guaranteed critical strike for third strike). It now also grants +50% critical strike multiplier for the third strike.
Flame Drinker now has a maximum stacks of 20 (from no maximum)
(Bug Fix) Fixed the two-handed sword animation for Rive.
(Bug Fix) Fixed a bug where the Void Beams from Descent of the Void and Dark Regression did not receive the vitality scaling present on other sources of Void Beams
(Bug Fix) Desynchronous Charge now removes Shield Rush’s traversal tag. This change won’t be reflected in its description yet.
Base cooldown is now 18 seconds (from 10). 20% of remaining cooldown is now recovered whenever you stun an enemy, including with Shield Bash itself. This effect can occur a maximum of two times a second.
Added a new node, Indomitable Force, connected to Cutting Edge and Flurry of Blows. It grants +1 melee damage per 40 block effectiveness per point. Maximum 2 points.
Flurry of Blows now grants +9 mana cost (from 25)
Iron Arms now grants 1% more physical damage per 4 strength (from 4% increased physical damage per strength). It no longer grants increased mana cost (from 10%).
Serrating Strikes now grants 15% increased mana cost per point (from 10%)
Concussive Attacks’s maximum points has been reduced to 3 (from 5)
Invigoration has been replaced with High Impact, which grants 8% more damage per point, maximum 5 points.
Dazed now grants 12% increased stun duration per point (from 15%)
Conjurer now has a 100% chance to cause one enemy to drop a potion if Shield Bash has a cooldown (from 25%)
Steel Coating now grants +9 melee physical damage (from 6)
(Bug Fix) Fixed a bug in Online play where repeatedly casting Shield Bash with its cooldown removed would result in frequent failed casts due to it trying to cast again before the previous cast had finished
The Keen affix for Adorned Rahyeh idols now grants 10% to 25% chance to trigger Smite on throwing hits (from 4% to 9%). It now has a trigger limit of up to 10 times per 2 seconds (from no limit).
(Bug Fix) Fixed a bug where void conversion for Smite from the Temporal Corruption passive node did not have priority over the lightning conversion from Smite’s Order of Lagon node in the specific case of ailment conversions. Smite’s ignites will now always be converted to slow when Temporal Corruption is allocated.
All sources of Void Beams cast by the player, such as from Erasing Strike or Shield Rush, now have an added damage effectiveness per second of 300%, with an equivalent base damage value (previously 100%, 125%, or 300% depending on the source).
No longer prevents mana regeneration while channeling. Channel cost is now 18 (from 10).
Gorebringer’s increased bleed duration is now converted to ignite or time rot if Warpath is converted to fire or void
(Bug Fix) Fixed a bug where the “doubled if using a two handed weapon” or “doubled if dual wielding” effects on Void Spiral and Whirling Steel did not work
Warlock’s first mastery bonus now grants 4% more damage per curse on the target (from 5%)
Ward of Malevolence now grants 1 ward per second per 3 intelligence while channeling per point (from 1 ward per second per 2 intelligence)
Doom Herald now grants 2% less damage taken while channeling per point and 2% more damage to Damned enemies while channeling per point (from 3% and 3%)
Aspect of Death now grants 0.04% more damage per stack of each negative ailment on you per point (from 0.1%)
This node previously stated it scaled with points allocated, but did not. The result is that at max investment this node can now give up to 18% more damage at 90 stacks, compared to the 9% more damage at 90 stacks it was giving before.
Burden of Knowledge now grants 5 spell damage per point (from 4) and 5% reduced cast speed per point (from 6%)
Prismatic Blade’s effects have been replaced. It now grants 1 dexterity per point and 1 added melee damage per point. The added melee damage is doubled if using a sword. It now also has a threshold bonus which grants 8% increased attack speed.
Frozen Steel now has a threshold bonus which grants 6% more damage to chilled or frozen enemies
Prodigy now has a threshold bonus which grants +1% critical strike chance per 15 intelligence
The first mastery bonus now grants 12 ward gained when you use a melee attack and hit at least one enemy (from 4 ward gained on melee hit)
Arcane Warden now grants 3 ward per point gained when you use a melee attack and hit an enemy (from 5), but also gives 1 intelligence per point. It now also has a threshold bonus which grants 1 ward decay threshold per intelligence.
Flame Walker now has a threshold bonus which grants each stack of Fire Aura a 50% chance to shred fire resistance every second. This can be converted to cold or lightning resistance shred by Freezing Aura or Crackling Aura.
Incinerating Aura no longer gives 3 base damage per second per point to Fire Aura. It now gives +1 intelligence per point, and has a threshold bonus which grants Fire Aura 1 spell damage per 2 points of intelligence. It still gives Fire Aura 15% increased area per point.
Defender of Welryn’s effects have been replaced. It now gives 1 dexterity per point, and has a threshold bonus which grants 8% increased critical strike chance per point of dexterity. It no longer requires investment into Warden’s Echo.
Awe Strike now grants +2 melee lightning damage per point (from 1), and no longer grants 6% increased shock duration with melee attacks per point. It instead grants 1% parry chance per point.
River Blade now grants +2 melee cold damage per point (from 1)
Volka’s Razor now grants 3% more melee elemental damage with high cost melee skills (from 15% increased). Its maximum points has been reduced to 6 (from 10).
Mana Reaver now grants a 20% chance per point to gain 3 mana (from 6% per point to gain 10 mana)
Warden’s Echo now grants a 4% chance per point to cast Frost Claw (from 8% chance to cast Elemental Burst). It consumes 80% of Frost Claw’s mana cost when cast this way.
Arcane Focus now grants 2 ward gained on direct spell cast per point (from 4)
Mental Catalysis now grants 6% reduced bonus damage from critical strikes with a catalyst per point (from 8%)
Edict of Scion now grants 2 ward gained per active rune on area skill use per point (from 4), and now requires that the area skill hit at least one enemy
Celestial Doom’s threshold bonus now grants 100 ward gained when you hit a branded boss or rare enemy with a spell (from 28), with a 1 second cooldown (from no cooldown)
Jagged Veil now grants 2 ward on crit per point (from 1), up to 5 times per second (from no limit)
Ancient Inscriptions’s threshold bonus now grants 1% increased cooldown recovery speed per 6 intelligence (from 1% per 4)
Inscribed Instruments now grants +8% critical strike multiplier with a wand per point (from 12%)
The second mastery bonus now grants 1% more spell damage per 2 mana cost, up to 50% more (from 1% increased spell damage per mana cost, unlimited)
Mana Shell no longer gives 15 armor per point. It now gives 2 ward per second per point. It also now has a threshold bonus which grants 1 ward per second per 10 maximum mana.
Lost Knowledge grants 1 ward gained per 15 current mana when you use a skill that costs at least 40 mana (from 1 ward gained per 10 current mana)
Wisdom’s threshold bonus now grants 5% increased mana regeneration per 100 max mana (from 3%)
Arcane Avalanche now also grants +5% chill chance per point, and its effect which freezes nearby enemies on a 10 second cooldown is now a 5 point threshold bonus. It now always freezes 8 nearby enemies (from 1 per point allocated)
Arcane Current’s effects have been replaced. It now grants 1% more lightning damage to shocked enemies per point, and has a threshold bonus which grants +100% chance to inflict Spark Charge on hit with skills that cost at least 40 mana
Archmage still grants +1 spell damage per point, but is no longer tripled if you have 200 maximum mana. It now also grants 7% chance per point to refund 20% of mana cost. Both of these effects are doubled with at least 300 mana, or tripled with at least 1,000 mana.
Cryomancer no longer grants +15% freeze rate multiplier per point. It now grants +5% frostbite chance with cold skills.
Pyromancer now grants +5% ignite chance with fire skills per point (from 3%)
Ceraunomancer now grants +5% shock chance with lightning skills per point (from 3%)
Inferno’s effects have been replaced. It now grants 8% increased fire damage over time, 8% spreading flames chance with fire skills, and has a threshold bonus which grants 15% more fire damage over time to enemies with spreading flames
Dragon Mage has been replaced with Mana Bulwark. It grants 2% of damage taken from mana before health per point and +4 mana per point.
Dragon Breath’s effects have been replaced. It now grants 7% increased elemental damage per point and 4% increased area for area skills per point.
Spell Slinger now grants 3% increased cast speed per point (from 3% increased mana regeneration per point)
Arcane Insight no longer grants a chance to gain Insight on hit. It now has a threshold bonus granting +5 ward decay threshold per intelligence
Elixir of Knowledge now also grants 5% increased mana regeneration per point
Mirror Breath has been replaced with Deep Wells Mana Well. It grants 3% increased mana per point, and has a threshold bonus which grants 50% of mana spent gained as ward.
Recollection now has a maximum of 5 points (from 4)
(Bug Fix) Fixed a bug where Calculated Destruction’s threshold bonus was giving increased critical strike chance, rather than its stated increased spell critical strike chance.
Berserk has now been renamed to Cornered Beast. Its effects are now also active for 5 seconds after you leave low health, and a buff icon has been added to display when it is active
Beastmaster
Porcine Constitution has been moved beyond the lock, taking the position Envenom was at. It now also grants 4% chance per point to gain Aspect of the Boar on melee hit.
The second node named Boar Heart, which gave 1 strength per point and 4% chance per point to gain Aspect of the Boar on melee hit, has been removed. Envenom has been moved to its position.
Added a new node, Natural Fortitude, at Porcine Constitution’s previous position. It grants 1 strength per point, 2 added health regeneration per point, and 3 added health regeneration for companions per point. It has a threshold bonus which grants 2% increased health regeneration per point of strength for you and your companions.
Shattered Heavens now also grants 20% frostbite chance per point, and grants minions 10% frostbite chance per point and 1 added cold damage with spells and attacks per point
Silent Protector’s added armor is now also granted to your totems
Tempest Form’s added health, chill chance, and shock chance are now also granted to your minions
Earthen Supremacy no longer grants stun avoidance per point. It instead grants 8 endurance threshold per point, and has a threshold bonus which grants 5 stun avoidance per attunement.
Fist of Stone now also grants 2% endurance per point, and has a threshold bonus which grants 1% increased health regeneration per 1% uncapped endurance
Wind Bringer’s increased cold damage, increased physical damage, and added dodge rating are now also granted to your minions. It now also has a threshold bonus which grants 20% increased dodge rating for you and your minions.
Hail Bringer’s chill chance, freeze rate multiplier, and cold resistance are now also granted to your minions
Avatar of Thunder now has a threshold bonus which grants 2% spell lightning penetration for you and your minions per 5 attunement
Ironbark’s effects have been replaced. It now gives an additional 10 health and armor per point, tripled for totems, and has a threshold bonus which grants 1 health regeneration per 3 attunement, tripled for totems. The threshold bonus also gives totems stun immunity.
Conflux’s increased area for area skills is now also granted to your totems
Sky Armor has been renamed to Gift of the Skies, and its effects have been replaced. It now gives 2% increased attack and cast speed per point, and 8 dodge rating per point. Its maximum points was reduced to 8 (from 10). It now has a threshold bonus that causes your totems to gain Frenzy for 3 seconds when they are directly summoned.
Swirling Maelstrom’s chance to cast Maelstrom when hit now has a cooldown of 3 seconds (from 5), and it now has a threshold bonus granting 20 endurance threshold per stack of Maelstrom
Glacial Strike’s threshold bonus has been changed to grant 1% melee cold penetration per 3 strength (previously 40 added melee cold damage every 3 seconds)
Ascendant Circle’s effects have been replaced. It now gives 1% more spell damage per point while you have a totem.
Storm Blade’s effects have been replaced. It now gives 1% more melee damage per point while you have a totem.
Elemental Shrines’s threshold bonus now gives 1% increased mana regen per attunement (from 2% per 3 attunement)
Eternal Storm’s effects have been replaced. It now gives 10% increased totem duration per point, and 7% increased minion cold and minion lightning damage per point. Its maximum points has been increased to 5 (from 4).
Protective Circle now also grants your totems +3% to all resistances per point
Concentration grants 2% more damage per point (from 15% increased damage)
Missile Mastery now has a threshold bonus which grants 50% increased effect of armor shred
Meditation grants +40 dodge rating per point (from 25), 8% reduced cooldown of Concentration (from 5%), and its maximum points has been reduced to 5
Reflection now has a threshold bonus which grants 10% less hit damage taken with Concentration
Elemental Arrows no longer requires you to be moving to gain 1 Elemental Arrow each second
Siege Quiver no longer grants +1% elemental resistance per point per Elemental Arrow. It now grants 15 ward gained per point when you use an Elemental Arrow.s
Focus Fire now has a threshold bonus which grants 1 second of haste after using Evade
Barbed Arrows now has a threshold bonus which grants 50% chance to shred physical resistance on hit
Poison Tipped Arrows now has a threshold bonus which grants 20% increased poison duration
Ethereal Arrows grants 10% of bow skill mana cost as more damage per point (from 50% as increased damage)
Assassin’s Quiver grants +1 bow damage per point (from +1 bow physical damage) and it now has a threshold bonus which grants +2% bow critical strike chance. Its maximum points has been increased to 8.
Sniper’s Gambit grants +6 bow damage per point (from +5 bow physical damage) and 1% increased damage taken from nearby enemies per point (from 2%)
Sentinels will receive an automatic free respec for their passive tree
Sentinel
Time and Faith now grants 2% of missing health restored per point (from 5 health per point) when you directly use Rive, Vengeance, Smite, or Multistrike
Relentless now grants 50 stun avoidance per point (from 20) and now also has a threshold bonus which grants 100% increased duration of stun immunity from being stunned
The second mastery bonus, the Stalwart buff, now gives 10% increased armor for each hit you have taken in the last 10 seconds, up to 10 stacks (previously 3%, no stack limit)
Unflinching now grants 100 stun avoidance per point (from 40) and now also grants 6 health per point
Crushing Blows now grants 0.1% more damage per 1 mana cost (from 0.5% increased damage per 1 mana cost). Its maximum points has been reduced to 5 (from 6).
Shield Breaker now only adds 3 mana cost to throwing skills (from 6)
Steel Aegis now also grants 10 armor per point. Its non-scaling 2% block chance has been moved to a threshold bonus which now grants 3% block chance.
Fresh From the Forge’s effects have been replaced. It now grants 1 melee physical damage, 1 melee fire damage, 1 throwing physical damage, and 1 throwing fire damage per point. It now has a threshold bonus which grants 20% physical penetration and 20% fire penetration to Smelter’s Wrath and Forge Strike.
Iron Attunement now has a threshold bonus which grants 1% of armor mitigation percentage also applies to damage over time taken per 2 attunement
Champion of the Forge’s effects have been replaced. It now grants 10% increased critical strike chance if you’re using a two handed weapon. It now also has a threshold bonus which grants +1% critical strike multiplier per 2 strength if you’re using a two handed weapon.
Hammer and Anvil’s effects have been replaced. It now gives you and your minions 20% chance to shred armor per point, and has a threshold bonus which grants your minions 30% increased attack speed for 3 seconds when you directly use an ability that costs 20 or more mana.
Iron Reflexes now also grants 2% reduced bonus damage taken from critical strikes. Its non-scaling conversion of dodge rating to armor has been moved to a threshold bonus.
Molded by the Forge’s effects have been replaced, and it has been renamed to Master of Arms. It now grants 1% parry chance and 3% increased attack speed per point when dual wielding, 2 strength per point with a two handed weapon, and 6% frailty chance and 3% reduced bonus damage taken from critical strikes with a shield.
Shield Crafter’s increased minion health and increased minion armor have been reduced to 40% per point (from 50%). It now grants a 10% chance per point to summon a single shield from Ring of Shields when you block, which can trigger up to 3 times every 6 seconds (previously 1% chance per point to cast Ring of Shields, no cooldown). It now also grants +20 block effectiveness per point per active shield from Ring of Shields.
Thornmail now has a threshold bonus which grants 5 damage reflected to attackers per 1% armor mitigation
Infinite Bulwark’s increased armor on potion use now also applies to your minions. It now also has a threshold bonus which causes you to heal your minions for an amount equal to your armor when you use a potion.
Osprixbane’s effects have been replaced, and it has swapped names with Walls of Solarum. It now grants 1% less damage taken per point, doubled if you have at least 50% block chance. It now grants a non-scaling 3% block chance. Its maximum points has been reduced to 5 (from 8).
Walls of Solarum has swapped names with Osprixbane. Its effects now also apply to your minions, and it now has a threshold bonus which grants 1% less fire damage taken per 10% overcapped fire resistance.
Flawless Defender now gives 75 armor per point (from 50), and no longer has the non-scaling 3% block chance.
Lethal Strikes now has a threshold bonus which grants 1% physical and fire penetration per 5 strength
Avatar of War’s effects have been replaced. It now grants 8% increased physical and fire damage, and 8% increased minion physical and minion fire damage. It now has a threshold bonus which consumes all stacks of Stalwart when you directly use a melee or throwing area skill that costs at least 10 mana, granting the skill 10% increased area per stack consumed. Its maximum points has been inreased to 8 (from 1).
Javelineer now has a threshold bonus which grants +1% throwing critical strike chance per 5 dexterity
Folded Steel now also grants 2% increased duration per point for Forged Weapons, and its non-scaling bonus of +2 max Forged Weapons has been moved into a threshold bonus
Guardian now grants 10% increased stun chance per point (from 6%) and now also grants 8% increased health regeneration per point
Sealed affix text color has been changed back to beige (changed to white in 1.0), making it clear they’re a separate category to other affixes
Added health regen now rolls on amulets instead of boots
Increased health regen can no longer roll on boots or amulets
Added a Dodge Rating while Evading and Increased Dodge Rating suffix that only rolls on boots
The Increased Dodge Rating suffix can no longer roll on boots
(Bug Fix) Fixed a bug where the Archive Robes implicit granted increased void resistance instead of added void resistance
(Bug Fix) Fixed a bug where the Crumbling suffix on Rogue’s Large Shadow Idols granted increased armor shred effect instead of its stated increased armor shred duration
(Bug Fix) Fixed a bug where Prophecy Blade was granting a higher amount of increased elemental melee attack speed than intended. It now grants 5% - 12% increased elemental melee attack speed
Leather Boots grant 8-10% increased movement speed (from 7-9%)
Iron Boots grants 8-10% increased movement speed (from 7-9%)
Outcast Boots grant 8-10% increased movement speed (from 10-12%) and +1 evade charge (from 10-20% increased dodge rating)
Brigandine Boots grant 11-14% increased movement speed (from 13-15%) and 56 armor (from 53)
Shrine Boots grant 11-14% increased movement speed (from 15-18%) and 16-32% increased cooldown recovery speed for evade (from 10-20% reduced duration of stuns received) and requires level 55 (from 58)
Boot Prophecy Changes
The rare Shrine Boots prophecy now grants Celestial Boots instead
Unique Boots Changes
Raindance grants 10-13% increased movement speed (from 10%) and now also grants 13-20% reduced duration of stuns received
Snowdrift grants 160-320 Dodge Rating while using Evade (from 16-32% increased dodge rating)
Naal’s Tooth, Razorfall, Sword Catcher, Black Blade of Chaos, Orian’s Sun Seal, Cruelty, Traitor’s Tongue, Scales of Lemniscate, Bane of Winter, Palarus’s Sacred Light, The Inevitable, Phantom Grip, Yrun’s Penance, Flight of Quetzeri, Triboelectra, Plague Dragon’s Tongue, Nihilis, Wall of Nothing, Aberroth’s Command, Stealth, Seed of Ekkidrasil, Null Portent, Fingers of the Phantom Mire, Carcinization of Momentum, Phase Point, Grim Constitution, Monument of Protection, Event Horizon, World Splitter, Flames of Midnight, Celestial Doom
grants 8-11% block chance per stack of Golden Aegis (from 10-13%), 22-32 ward gain on block (from 13-20), and +1 block effectiveness per 1% total uncapped resistances (from 2 per 1%)
Effective level for Legendary Potential is now 70 (from 83), and its chance to cast Rip Blood at 5 nearby targets on melee hit now has a 3 second cooldown (from 2)
Now always uses the Gladiator Helm base type (rather than Iron Casque or Gladiator Helm), but always requires level 10 (from 10 or 65 depending on base type)
No longer grants +40 armor (the armor from the implicit remains, and versions that previously used Iron Casque now grant more armor then before)
Now also grants 16-24% more armor against chilled enemies
Now also grants 16-24% more armor against blinded enemies
The Wraithlord can now consume up to 5 minions within a single cast (from an unlimited amount), and gains +3 spell damage for each minion consumed (from +10). The buff can still stack endlessly.
The Wraithlord’s Stygian Beam ability now has a base damage and damage effectiveness of 40 and 200% (from 70 and 350%)
Wrongwarp now time locks enemies within 4 meters of your destination (from 8 meters), and now only time locks non-boss enemies (from time locking all enemies). Bosses are instead slowed
Wrongwarp grants 5-10% increased cooldown recovery speed for Teleport and Transplant (from 35-55% listed, 10-18% actual)
(Bug Fix) Fixed a bug where Wrongwarp’s increased spell damage per 1% increased movement speed was giving increased damage instead of increased spell damage
Added 4 new Pets: Deep Lurker, Abyssal Lure, Nihilimus, and Voidwing
Added 4 new Armor Sets: Sea Prowler’s Demise, Scourge of the Depths, Oblivion’s Champion, and Harbingers Plate
Added 4 new Helms: Sea Tyrants Maw, Deep Watcher’s Helm, Aterroth’s Memento, and Orenthia’s Regret
Added 6 new Backslots: Darkwater Cloak, Deep Dweller’s Cape, Deep Crawler’s Embrace, Voidbringer’s Cloak, Mantle of the Ruined, and Wings of Oblivion
Added 8 new Weapons: Edge of Sunken Light, Katana of Sunken Light Bundle, Deepscale Dagger, Knowledge of the Depths, Void Cleaver, Oblivion Shot, and Bulwark of Ruin
Added 5 new Portals: Call of the Deep, Abyssal Pool, Sunken Gatekeeper, Crest of the Voidwalker, and Harbingers Gateway
Added 4 new Supporter Packs: Abyssal Traveler, Abyssal Templar, Abyssal Vanquisher, and Abyssal Legend
Fixed a bug where Spires would continuously attack players if they had not moved after using an ability, regardless of how long ago that ability was used. Spires are intended to stop attacking a few seconds after players haven’t used any abilities.
Removed a boulder in the way in the Lost Catacombs Echo zone
Fixed a bug where Corruption did not actually affecting Weaver’s Will rolls
Fixed a bug where Spires would continuously attack players if they had not moved after using an ability, regardless of how long ago that ability was used
Fixed a bug where portals didn’t always reflect the Timeline’s completion state.
Fixed certain scenarios that that would prevent Monolith objectives from being completed or cause Monolith rewards to not drop
Fixed Spires sometimes attacking players while they were in safe zones.
Fixed a bug that made shrines spawn less often inside Echoes in Offline mode.
Fixed Voidscarred Necropolis Echo, which was preventing players from entering the Quest Echo
The number of potion drops from killing enemies scaled quadratically with the number of players in the scene
The mechanic that discouraged potions from dropping too close together took other players potions into account
The number of potions other player’s had effected the chance for potions to drop for you
Fixed Request Portal buttons not updating after party leader change.
Fixed an issue with progress sharing in Monoliths, restoring it to normal behavior
Fixed an issue that allowed players to interact with other peoples portals which was not intended.
Fixed a rare disconnect issue that would bounce players back to login in a bugged state, requiring a client reset to fix
Fixed an issue where your friends’ statuses sometimes did not update on the social panel when they connected or disconnected.
Fixed a bug that was saving the last text entered in the Social Panel (Add Friend, Block Player, Invite to Party) the next time it was opened
Fixed an issue where sometimes the party frame didn’t updated when a member joined or left the party
Fixed a bug that caused some characters to disconnect and then be locked out of that character when logging back in.
Fixed an issue that caused summons to disappear during transitions in multiplayer.
Fixed an issue that erroneously allowed players to enter Dungeons while in a party or portal to each other in Dungeons which caused a large number of other issues.
Players can’t enter a Dungeon if they were not a part of the original party entering the Dungeon at the time
Players can’t portal to a player unless they are both in the Dungeon at the same time. These portals will NOT work if the player is trying to portal to a party member in a lower floor.
Players can’t re-enter a Dungeon or portal to a party member if they left the Dungeon or were disconnected
Players will be removed from the Dungeon when they die, except when fighting the Dungeon Boss. Players who die in a Dungeon Boss fight will have the ability to respawn in the Dungeon if their party members successfully defeat the boss.
We plan on changing this in a later patch to be more forgiving and to allow players to respawn under certain conditions. Perhaps spend a Dungeon key to respawn?
Fixed an issue where Monolith objectives would not correctly display their location in party play.
Fixed an issue with the party panel sometimes showing “Leave” instead of “Kick” on the other members when you where the leader.
Fixed party frames constantly displaying as dead a party member that died on a Dungeon.
Fixed the party region not updating on the Social Panel
Fixed Social Panel not showing the correct scene for Monolith Echoes and Arena
Fixed a bug where Sundering Blows and Rive were still basing their effects around bleed instead of shock when Lethal Mirage has a majority of its base damage converted to lightning
Fixed a bug where Illusory Edge and Wounding Ambush were not respecting lightning conversion from Fulgurite Shards
Passive Changes
Death’s Door (Blade Dancer Passive)
Previously: +3% Added Critical Strike chance per point
New: +10% Critical Strike Multiplier per point
Item Changes
Eye of Reen
Chance to gain a stack of Reen’s Ire for 5 seconds when you crit with a direct melee attack (from not requiring a direct use)
Bug Fixes
Removed note: “Fixed a bug that caused bosses to drop too much loot”
This was an internal bug, and should not have been noted.
okay i didn’t expect this much nerfs, holy moly where are the buffs? im still excited for the cycle but right now im a little bit disappointed about the fack that evything got nerfed.
EDIT: Please tell me you guys just forgot to put it in the patch notes. It’s one of the oldest, if not, one of the most outdated skills in the game. No one wants to see 5-6-7-pointer travel nodes on a skill in 1.1. Shame I didn’t get to see it here as it’s really one of the skills I’m waiting for a revamp since like forever, and since the chance for it to be updated were totally missed in Warlock’s release.
Not trying to sound ungrateful. I hope I’m just wrong in this one. Nice update overall though.