Season 4: Shattered Omens launches 2026-03-26T16:00:00Z!
Hello Travelers, and welcome to the final Hype Week post, covering the Patch Notes for Last Epoch Season 4: Shattered Omens!
As per normal, we’ll be kicking things off with a patch overview video, with our Game Director Judd Cobler himself. Check out the video below:
Last Epoch Season 4 Overview by Game Director, Judd Cobler
Season 4 launches on 2026-03-26T16:00:00Z. Twitch drops will go live for creators to begin streaming and their communities earning cosmetic rewards 2026-03-26T00:01:00Z (March 26th 00:01 UTC). However, those cosmetics will not be active in Last Epoch until Season 4 launches.
Downtime Notice: Servers will become unavailable starting 24 hours before patch launch at 2026-03-25T16:00:00Z in preparation of the Season 4 Launch.
True Offline mode will continue to be available during this downtime through Steam launch settings.
With the intro and notices out of the way, lets get into the patch notes!
Updated Shadowrend’s description to state “the Shadow’s attack has 500% increased damage effectiveness.”. Previously stated 400%.
Passives
Moved Primalist Base class passives into Beastmaster Section (Only affects patch notes formatting)
Items
Updated Singularity Belt’s description to state “but restores an Evade charge when you use a potion.” Previously stated “but restores an Evade charge when you Evade.”
Omen Windows are a new random encounter that you’ll find throughout the world of Eterra. This is a horde-based mechanic that you can encounter both in the Campaign and the Monolith where you will face Omens and Fractured enemies that the Omen will empower.
Encounter Basics
These windows can spawn in either endgame or campaign, starting as early as Chapter 2. Simply entering the window area will cause the encounter to begin.
At the start of the encounter, the Omen is invincible. During this first phase, the Traveler must defeat Fractured enemies while remaining inside a ring.
Leaving the ring will cause a 10-second countdown to begin, and the Traveler will fail the encounter if that countdown reaches zero. Re-entering the ring will cause the countdown to slowly increase back to 10 seconds.
As the Traveler kills Fractured enemies, a progress bar at the bottom of the screen will fill up.
Phase 2 will begin when the bar is full; the Omen will consume the remaining Fractured enemies to empower itself and will become vulnerable to damage.
After defeating the Omen, loot will drop, including a new currency and items. The list of possible rewards is:
Timeglass Fragments
Runes of Corruption
Corrupted items
Omen Idols
Idol Altars
Omen Windows come in several tiers of difficulty, gradually increasing throughout the Traveler’s time in Eterra.
Higher tiers drop more Timeglass Fragments and loot, as well as having increased chances to drop rare Idol Altars.
Greater Omen Windows spawn at the end of Omen Window Echo Chains in the Monolith of Fate, with more challenging enemies in Phase 1 and two Omens to defeat in Phase 2.
When a Greater Omen Window is completed, a Timeglass Core will form. Interacting with the core will give the Traveler the choice to either spend Timeglass Fragments, to spawn an Echo Chain of their choice, or to shatter it to gain additional Timeglass Fragments.
Timeglass Fragments
These are a new currency that can be exchanged for various rewards such as Runes of Corruption, Omen’s Veil Woven Echo, crates of corrupted items, and more.
Timeglass Fragments can be spent by talking with Apophis at the center of the Monolith of Fate.
There are new Omen related Prophecies and Weaver Tree nodes, as well.
The Monolith web now sometimes spawns a chain of special Echoes. Season 4 is launching with five types of Echo Chains that focus on specific rewards or types of content.
High Stability Chains
These Echo Chains will reward the Traveler with much more timeline stability than standard Echoes.
Nemesis Chains
Nemesis Chains guarantee a Nemesis encounter in each Echo and end in a Conquered Tower.
Rift Beast Chains
Rift Beast Chains guarantees that each Echo’s objective will be to slay a Rift Beast, leading up to a new Echo, Primeval Cascade, featuring multiple Rift Beasts that will try to ambush you.
Omen Window Chains
Each Echo is guaranteed to contain an Omen Window, and the last Echo will instead have a Greater Omen Window as the Echo objective. Additionally, the last Echo will also contain a roaming Omen for each previous Echo in the chain that was completed on the first attempt.
Pinnacle of Chaos Chains
Each Echo is guaranteed to contain an Omen Window and a roaming Omen. The chain ends in the Pinnacle of Chaos, an Omen Window encounter filled with Champions instead of regular enemies.
After completing an Echo in a chain (except for the last one), there is a new portal next to the Monolith rock that takes you straight to the next Echo in the chain without having to inspect the Echo web.
Additionally, there are new Weaver Tree nodes that can alter the spawning behavior of Echo Chains, detailed in the section on the Woven faction below.
As mentioned previously, Runes of Corruption drop from defeated Omens.
Like other Runes, this is used in the Forge to modify equipment.
After corrupting an item, it will no longer be modifiable in any way.
The only actions you can take with a corrupted item if you no longer have any use for it are to shatter the item for affixes, sacrifice it at the Sacrificial Altar, sell it, or keep it as a memento from your item journey. Well, as long as the item didn’t become ruined. If that happens the only options are to sell it or keep it as a memento.
During forging, Runes of Corruption have the potential to either make the item better or worse. In some cases the corruption can even turn the item to an entirely new subtypes only obtainable through corruption. The following are things that can happen when you corrupt an item:
Changing affix tiers or values.
Adding or removing affixes.
Changing the rarity of the item.
Changing subtypes.
Making the item unequippable.
Amulet corruptions can convert existing attributes to new corrupted attributes with a new effect. So instead of Intelligence providing 2% Ward Retention, you could have all your Intelligence converted to Madness, which would have different effects. Below is a list of corrupted attributes and their effects:
Vitality converts to Rampancy:
3% increased effectiveness of Frenzy per point.
0.1% more damage taken while you don’t have Frenzy per point.
Strength converts to Brutality:
0.02% more damage for melee attacks per 1 Mana cost (up to max 20, multiplicative with other modifiers) per point with other modifiers) per point.
Dev Note: “In the second day of the Hype Week, we showcased the new corrupted attribute Brutality granting 0.05% more damage for melee attacks per mana cost (up to 20). We have since lowered the value to 0.02% due to it being too powerful while having a downside that is relatively easy to play around. Previously at 100 Brutality, a 20 mana cost attack would’ve gained 100% more damage, with the lowered value it will not instead gain 40% more damage.”
Globally reduces Health Leech by 0.5% per point.
Dexterity converts to Guile:
0.3% cooldown recovery speed for movement skills per point.
1% reduced armor per point.
Intelligence converts to Madness:
1% Spell Critical Multiplier per point.
1% increased bonus damage taken from critical strikes per point.
Attunement converts to Apathy:
2% increased Mana Regeneration per point
0.2% of Current Health lost when you directly use a skill per point.
New Corrupted Subtypes: There are some new item subtypes we are adding to Season 4 that can only be acquired while corrupting items. Whenever you are corrupting relics, the Class required on the relic will not change.
Singularity Belt: Only has one potion slot by default, but restores an Evade charge when you use a potion.
Corruption Binding: Has 8 potion slots by default, but reduces health gained on potion use by 31-37%.
Deadstar Amulet: Gives 20-24% less damage over time taken, increases your damage over time by 42-60%, but reduces armor by 42-60%.
Cursed Coin Amulet: Gives 51-83% Lightning Resistance, and +1 to all skills, but 4-5% increased damage taken.
Corrupted Insignia: Gives 13-19% increased cooldown recovery speed for Evade, 3-4 seconds of Frenzy after you use Evade, but 6-7% increased damage taken while you have Frenzy.
Opal Eye Ring: Gives 6-10% increased cooldown recovery speed, and 6-7 to all attributes, but reduces movement speed by 6-7%.
Timeglass Chalice: Non-class specific Relic that grants 23-31 Mana and 23-31% increased Mana regen, but reduces health regen by 31-47%
Doom Gourd: Primalist Relic that adds 11-17 Minion Melee Void Damage and Minion Spell Void Damage, but reduces Minion Physical Resistance by 11-17%.
Aberrant Eye: Mage Relic that grants 7-13 Ward per second, and 11-13% of Maximum Health gained as Ward decay threshold, but reduces health by 7-9%.
Apocalypse Code: Sentinel Relic that grants 13-17% Physical and Void penetration, but reduces health by 5-7%.
Prophetic Homonculus: Acolyte Relic that grants 61-77% Necrotic and Void Resistance, but reduces armor by 37-47%.
Bottled Time: Rogue Relic that grants 6-12% increased movement speed and cooldown recovery speed, but increases damage over time taken by 12-24%.
Idol Altars are a new type of item that can slot above your Idol Grid and will change the layout of that grid.
They have affixes which affect Idols you have equipped and change the layout of the Idol Grid itself.
When you have an Idol Altar equipped, you will find new Refracted Idol slots with a purple background, which grant unique bonuses to Idols in those slots.
Omen Idols are a new type of Idol that drop already corrupted.
They are 1x3 or 3x1 and can gainthe affixes otherwise reserved for larger class Idols.
By default, you can only have a single Omen Idol equipped at a time, but some Idol Altars will grant higher limits.
Both Idol Altars and Omen Idols drop from Omen Window encounters.
This Woven Echo contains 3 regular Omen Windows. Instead of just granting rewards like regular Omen Windows, each successfully completed Window becomes a Timeglass Core after all three are completed (or failed).
These Omen Windows can be active simultaneously.
This can be purchased from Apophis in exchange for Timeglass Fragments
Challenge an empowered version of Shade of Orobyss. He is supported by each of the different Omens, one at a time.
Obtainable as a drop when completing Omen’s Veil Woven Echo if, at any point, all 3 windows were active at the same time, and you Manage to successfully complete all 3.
Corruption and Echo modifiers have no effect here.
Bladestorm is a devastating area-of-effect ability that creates spinning blades at a target location. Bladestorm was previously a very popular subskill of Umbral Blades that we felt deserved to be its own skill entirely.
Base behavior of Bladestorm is as follows:
Throw spinning blades towards the target location where they will hit nearby enemies 3 times per second.
Bladestorms last 4 seconds.
You can have a maximum of 3 Bladestorms active at once, but each enemy can only take damage from one at a time.
Added damage applies at 150% effectiveness to each hit.
Bladestorms have 40% less chance to apply ailments on hit.
18 Mana cost.
Tree Nodes:
Efficient Manufacturing: 15% increased duration and -1 Mana cost per point. Max 3 points.
Slagstorm: Each Umbral Blade thrown into a Bladestorm is destroyed upon landing to grant the Bladestorm 3% more damage and radius for 4 seconds, up to 40 stacks.
Magnetic Grip: Bladestorms slowly seek out enemies, moving at 3 meters per second (from 2 meters per second as the previous Loathing node in Umbral Blades)
Alloy Animation: Bladestorms have 100% more movement speed, 20% increased duration, and 50% increased Mana cost. Multiple Bladestorms can now hit the same target simultaneously. -1 max Bladestorms.
Hurricane: Bladestorms have 1% increased movement speed per 1 Dexterity.
Razorain: Direct casts of Bladestorm throw up to your maximum number of Bladestorms in a spread in front of you. +10 Mana cost.
Momentum: Shifting through a Bladestorm grants it 150% more movement speed per point for 1 second. Max 2 points.
Blade Frenzy: Each Bladestorm created grants 1 stack of Blade Frenzy per point. Your next direct cast of Shurikens or Umbral Blades consumes all stacks for +8 throwing damage and +1 projectile thrown per stack. Max 6 stacks. Max 2 points.
High Carbon Steel: +25% armor shred chance per point. Max 4 points.
Shuriken Storm: Bladestorms cast Shurikens every 1.5 seconds at enemies within 10 meters of them, consuming 4 Mana or Shurikens’ Mana cost, whichever is higher. This effect is only active while you are above half Mana.
Surge of Steel: Bladestorms cast Shurikens with 12% increased frequency per point. Max 4 points.
Shattering: Acid Flasks which explode inside a Bladestorm have 25% more radius per point and 10% more damage per point. Maximum 3 points.
Longsword Slash: 15% increased area and 8% increased attack speed per point. Max 3 points.
Strength of Arms: 25% increased area per point with a two handed weapon or bow and 6% increased hit rate per point while dual wielding. Max 2 points.
Open the Armory: +2% critical chance per point per dagger, +20% bleed chance per point per one handed sword, +30% critical multiplier per point with a two handed sword. Max 2 points.
Shadowstorm: Bladestorms hit by Shadow Cascade will instantly hit enemies in their area.
Steelshaper’s Grit: +2% Critical Strike chance per point. Max 3 points.
Tempered Steel: 4% more hit damage and -1 Mana cost per point. Max 3 points.
Blade Detonation: When your Bladestorms collide, they are destroyed and each cause a Blade Detonation.
Armed Response: You and allies hit by a Blade Detonation gain Haste for 1 second per point. Max 2 points.
Lingering Fragments: Blade Detonations create Caltrops in the area. This effect can occur up to 4 times per point per 2 seconds. Max 3 points.
Recovered Fragments: Standing within your Blade Shatters restores 2 Mana for each eruption.
Nightblade: +10% chance on hit to inflict Shadow Daggers per point, doubled if the Bladestorm is inside a Smoke Bomb. Max 4 points.
Heavy Weapon: 8% more damage per point. Max 4 points.
Low Slash: +34% chance to slow on hit per point. Max 3 points.
Sawtooth Blade: +25% chance to inflict bleed on hit per point. Max 4 points.
Frostblade: Cold conversion, and Poison and bleed from all sources converted to frostbite.
Toxin Dipped: Bleed chance from all sources converted to Poison.
Shadow Rend is a powerful attack with a slight windup, which creates a Shadow performing a repeat of your attack. Unlike most other Shadow-generating abilities, Shadow Rend can be used while wielding either melee weapons or bows.
Base behavior of Shadow Rend is as follows:
Perform a short dash attack and manifest a Shadow at your previous position, which will perform a sweeping melee attack or piercing bow attack for you after a short delay. The Shadow will persist afterwards for up to 5 seconds.
20 Mana cost.
Shadows will imitate your next direct use of Shadow Cascade, Shurikens, Umbral Blades, Explosive Trap, or Acid Flask. Shadows can also imitate indirect uses of Shadow Cascade.
Up to 3 Shadows can be active at once.
The initial attack has 100% damage effectiveness, and the Shadow’s attack has 500% damage effectiveness.
Modifiers to skills used by Shadows affect the Shadow’s attack.
Shadow Rend unlocks at level 3.
Tree Nodes:
Intensity: 8% more damage per point. Max 4 points.
Heavy Shadows: 12% more damage and 3% less attack speed per point. Max 3 points.
Jagged Shadows: +25% bleed chance per point, doubled for the Shadow’s attack. Max 4 points.
Darkened Blood: Bleed chance from all sources converted to Poison chance, and 1% more hit damage per Poison on the enemy, up to 30. Max 1 point.
Shadow Massacre: Directly using Shadow Rend consumes all Shadows to make them imitate Multishot or Shadow Cascade depending on equipped weapon type. Each Shadow Cascade or Multishot imitated consumes 5 Mana. This node has no effect if Hidden Strength is allocated. Max 1 point.
Unending Twilight: Up to 20% chance for Shadows consumed by Shadow Massacre to create a new Shadow afterwards, reaching maximum chance for Shadows that are at least 6 meters away from you. Max 3 points.
Reconstitution: Shadows consumed by Shadow Massacre or Hidden Strength restore 1 health per 2 Dexterity per point. Max 2 points.
Hidden Strength: Directly using Shadow Rend consumes all existing Shadows. It restores 2 Mana per point if you consume at least one Shadow. For each Shadow consumed after the first, it gains 20% more damage and 20% more melee area per point. Max 3 points.
Dark Cloak: You have a 50% chance per point to gain a Dusk Shroud when you directly use Shadow Rend and hit at least one enemy with the Shadow’s attack. Max 2 points.
Night’s Approach: Shadow Rend no longer moves you. The manifested Shadow dashes forward 5 meters in the target direction before attacking, and will choose a target within range upon arriving. Max 1 point.
Betrayal of Flesh: The manifested Shadow chooses a random target to dash toward, ignoring your targeted direction. It can target enemies that are 40% further away. Max 1 point.
Gathered Shadows: For every Dusk Shroud on you up to 20, the Shadow’s attack deals 1% more damage per point and grants 2 ward per point if it hits at least one enemy. Max 2 points.
Precision: +2% Critical Strike chance per point. Max 4 points.
Dusklight: Shadow Rend’s base Physical damage is converted to Lightning damage. Max 1 point.
Illumination: +50% shock chance per point and +2% critical multiplier per point per shock on the enemy. Max 3 points.
Eternal Darkness: +15% critical multiplier per point and +34% blind chance on hit per point. Max 3 points.
Breaking Force: 12% increased melee area for the Shadow’s attack per point and +34% armor shred chance per point for the Shadow’s attack, doubled with a bow. Max 3 points.
Hidden Blades: +50% Shadow Dagger chance for the Shadow’s attack per point. Max 4 points.
Ghost Blades: Directly using Shadow Rend and hitting at least one enemy with the Shadow’s attack grants 1 stack of Ghost Blades per point, up to 9. Stacks of Ghost Blades are consumed 3 times per second while moving to throw a Ghost Blade at a nearby enemy. Ghost Blades apply Shadow Daggers on hit. +2 Mana cost per point. Max 3 points.
Shadow Sequence: Traversal skills consume all stacks of Ghost Blades over their duration. Max 1 point.
Ghastly Wounds: +34% frailty chance per point and +34% slow chance per point. Max 3 points.
Exposed Weakness: +3% Physical penetration per point for each unique negative ailment on the enemy, up to 5. Max 3 points.
Moon Frenzy: After directly using Shadow Rend you gain Frenzy for 1 second per point. Additionally, Shadow Rend deals 5% more damage per point while you have Frenzy. Max 3 points.
Sinister Plan: While you are in a Smoke Bomb, Shadow Rend has 5% increased attack speed per point and -5 Mana cost per point. Max 2 points.
Energy Flow: 6% increased attack speed per point and -1 Mana cost per point. Max 4 points.
Pursuit: 6% more bow damage to damaged enemies, and Shadow Rend moves you forward if using a bow. Max 1 point.
Shadow Rush: Shadow Rend is now a traversal skill with a 3 second cooldown. You dash up to 7 meters in the target direction after manifesting the Shadow. 50% more damage. Max 1 point.
Flourish: Shadow Rend has an additional charge. Max 1 point.
Loose Pockets: You have a 50% chance per point to throw Shurikens or Umbral Blades at the beginning and end of Shadow Rend’s movement, consuming 70% of the skill’s Mana cost each time. The skill chosen is the most recently directly used among them, or else random. Max 2 points.
Several Rogue skills have had their base damage lowered from higher amounts down to 2, similar to other melee skills. We typically give these weapon attack style skills a base damage of 2 regardless of their damage effectiveness so that your equipped weapons have a significant impact on the skill’s power. In cases where these skills have had their base damage reduced significantly, we have increased their damage effectiveness. The result of these changes is these skills may be weaker at low amounts of added damage, but will deal more damage than before once you gain enough added damage.
As an example, Shadow Cascade will deal more damage than before once you exceed 18 added melee damage. With 100 added melee damage, it will deal 37% more damage than before.
Cinder Strike
The description has been updated to explicitly state that this is a combo ability.
Increased the base radius of each attack in Dancing Strikes by 20-35%.
Dancing Strikes no longer has a cooldown, and now gains increased movement speed equal to 50% of your total increased melee attack speed, up to 100% increased movement speed. It still gains more damage equal to 50% of your total increased melee attack speed.
Players can now prevent Dancing Strikes’ movement by aiming within a short distance around the character.
The description has been updated to explicitly state this is a combo ability.
Rupture grants 20% more damage for Puncture per point (from 16%). Max 4 points (from 5).
Underdog grants 20% more damage to bosses and rare enemies per point (from 15%). Max 4 points (from 5).
Perfect Choreography grants +3 Mana cost (from +5)
Broad Dancing grants 25% increased area per point (from 20%)
Graceful Arena’s description has been updated to note that only one Fighting Arena can be active at a time. This is only a description change.
Instruments of the Alchemist now grants a 10% chance for traps dropped by Trap Sprinkler to also throw an Acid Flask (from 100%).
Updated the skill’s description to state that added damage applies at 150% effectiveness to the explosion (previously said 300%). This is only a description change.
Clustered Explosives now adds 6 Mana cost per point (from 8). Its description has been clarified to state it only grants additional traps thrown for direct uses.
Lightning Bomb grants +20% chance to inflict Spark Charge on hit (from +15%) per point. Max 5 points (from 4).
Subtle Sabotage grants -12% Mana cost (from -10%), 8% less damage (from 10%), and 8% less area (from 10%) per point.
Prepared Demolition grants 20% more damage and area per second (from 15%) per point.
Point Blank has had its functionality adjusted: it now grants 25% more hit damage per point unconditionally, and applies a separate modifier of 25% less hit damage per point based on distance.
Blade Shield now allows Shurikens cast this way to stack. Its node description has also been clarified to state that it allows Shurikens cast this way to hit the same target multiple times.
Bladed Armor has been reworked. It now grants a stack of Bladed Armor when you directly cast Shurikens. Bladed Armor grants 10% increased armor per point. Max 3 stacks. Max 3 points.
Chakram grants 50% more damage, doubled if used directly (from always 100% more damage).
Temporarily disabled the Shuriken Immobilize node called “Stagger”. It’ll be reintroduced later with some changes.
Now has 2 base damage (from 5) and 300% added damage effectiveness (from 100%).
Updated the description of Foreshadowing to better describe its effects: Shadows created by Synchronized Strike deal increased damage. This effect also applies to shadows created from any source for 4 seconds after using Synchronized Strike. This effect stacks.
Lethality grants +3% Critical Strike chance per point (from +2%)
Shadow Dancing grants 50% more damage (from 25%)
Cutthroat now requires Perfect Coordination instead of Dark Passage.
Perfect Coordination’s description has been updated to clarify that this makes it easier for shadows to hit the same target.
Retreat Into Shadow now lowers the Mana cost by 30 and grants invulnerability for 1 second when used.
Dark Passage now also grants the “Dark Passage” buff for 4 seconds, causing you to create a shadow every second.
Cloak of Shadows now has a 5 point threshold bonus which grants +15% Physical Resistance.
Flow now grants 2 health on hit per point and 3% increased dodge rating per point, and its previous effect has been moved into a 3 point threshold bonus. Flow can now only be consumed by non-channeled melee or throwing attacks, and grants 100% more damage (from 40% increased damage per point).
Once now grants +10 dodge rating per point, doubled if you’ve been hit recently (from +20 dodge rating per point if you’ve been hit recently).
Scarlet Stream now has a 5 point threshold bonus granting a 30% chance to gain a stack of Crimson Shroud when you directly use a melee or throwing attack and hit at least one enemy.
Rhythm now grants 10% increased damage per point and +5% Critical Strike multiplier per point for skills that generate or consume flow. Its previous effect has been moved into a 3 point threshold bonus, granting a stacking 5% increase to melee and throwing attack speed for 4 seconds whenever you generate a stack of flow.
Pulse now grants the skill that consumes flow 50% more Critical Strike chance and 100% more damage over time (from +100% crit chance and +100% bleed chance)
The Crimson Shroud node, which had its effect moved into Scarlet Stream, has been replaced with Grit, which grants +1% all Resistances and +2% endurance per point, up to 5 points.
The Tempo node, which had its effect moved into Rhythm, has been replaced with Readied Blades, which grants +1% parry chance and 10% increased Critical Strike chance per point, up to 5 points.
Flash of Steel grants 8% increased damage while dual wielding per point (from 5%).
Asuvon’s Pact grants 5% increased damage per point, tripled while at max health (from 15% increased damage per point while at max health).
Weapons of Choice grants +10% Critical Strike multiplier per point with a mace and dagger (from 20% frailty chance per point).
Cloaked Reaper now has a 3 point threshold bonus which grants 3 stacks of Silver Shroud when damage taken from enemies puts you below 70% health. This effect has a 15 second cooldown.
Argent Veil, which had its effect moved into Cloaked Reaper, has been replaced with Deadly Mixtures, which grants +1 Vitality and 8% increased damage over time per point. It has a threshold bonus which grants 1% more bleed damage per 10 Poisons on the enemy, up to 20%, and 1% more Poison damage on the enemy per 10 bleeds on the enemy, up to 20%.
Confidence now also grants 10% increased damage per point while at full health. It also now has a threshold bonus which grants +1 Perfection stacks gained on melee hit while at full health.
Hooked Blades grants +15% armor shred chance (from 10%). It no longer grants increased armor shred effect. It now also grants +10% bleed chance per point. It now also has a 4 point threshold bonus which grants -1 Mana cost for throwing attacks.
Shadow Master now also grants +6% chance per point to gain a Dusk Shroud when you use a melee attack and hit at least one enemy. Its +1 maximum shadows has been moved to a 3 point threshold bonus.
Exuberance has been replaced with Mastered Form, which grants +2 Dexterity per point, up to 5 points. It has a 3 point threshold bonus which grants +6% glancing blow chance with at least 50 Dexterity, 6% increased attack speed with at least 75 Dexterity, and 6% increased movement speed with at least 100 Dexterity.
The 4 point threshold bonus on Skiasynthesis has been moved to a 5 point threshold bonus on Once.
Shroud of Dusk has been renamed Resilience. It no longer grants a chance to gain a Dusk Shroud when hit. It now grants +5% Critical Strike Avoidance per point. It still grants +10 health per point.
Veil of Night now also grants 3% increased throwing attack speed per point, and the chance to gain a Dusk Shroud when you use an attack and hit at least one enemy now also applies to throwing attacks.
We’ve made some updates primarily to the Spellblade, both its passive tree and individual skills.
General
Mage Mana refund effects
The Mana refunds from Teleport’s Mana Tunnel, Meteor’s Aftermath, and the Archmage passive node in the Sorcerer tree are now capped at refunding up to 100% of Mana cost, meaning that combining them will not refund more Mana than you spent.
The Icicles subskill within Enchant Weapon is now named Ice Shards, has piercing baseline, and has 40 base damage (from 12) and 200% damage effectiveness (from 100%).
Icicle Strike has been reworked: +2% chance per point to cast Ice Shards on melee hit, up to 2 times per 2 seconds. The chance is tripled while active. Max 4 points.
To The Bone has been reworked: while active, Ice Shards fire 2 additional projectiles.
Shivering Blade grants +10% chill chance per point (from +5%), and now also grants 20% of chill chance gained as frostbite chance per point. Both of these effects are doubled while active.
Cleansed By The Elements no longer grants 50% increased Mana cost.
Added a new node, Power Vent: While active, you gain 1 stack of Fire Aura per point every second. Max 2 points.
Unstable Enchantment now casts Elemental Nova when the active duration starts and when it ends (from only when it starts). It now also grants 25% reduced active duration and 25% reduced cooldown. Its description has been updated to clarify it consumes Mana equal to Elemental Nova’s Mana cost each time Elemental Nova is cast this way.
Fulminate grants +10% shock chance with melee attacks (from 5%), doubled while active.
Conduit has been reworked: Passively grants a 25% chance to Zap on melee hit, with a 1 second cooldown. While active, this cooldown is reduced by 50%. Max 1 point.
Capacitance has been reworked: Conduit’s Zaps have a 25% chance per point to be replaced with Lightning Blast. Max 4 points.
Immolating Strike grants +10% ignite chance with melee attacks (from 5%), doubled while active.
Burst of Fire has been reworked: Passively causes melee attacks on ignited enemies to trigger a Fire Burst, up to 2 times per 4 seconds. While active, the limit is doubled. Fire Burst now has 40 base damage (from 20) and 200% damage effectiveness (from 100%).
Flameblast now grants 50% increased area per point for Fire Burst while active (from granting cooldown reduction for Fire Burst). It still grants 30% more damage per point for Fire Burst.
Kindling Blade now automatically activates Enchant Weapon when you use a melee attack (from activating as soon as it’s off cooldown).
Frozen Sparks now grants +1 melee Lightning damage and +1 melee Cold damage per 5 melee damage on your weapon (from “per 10 melee Physical damage on your weapon”).
Embers now states it applies to directly cast Fireballs (previously did not specify directly cast). This is only a description change.
Embers grants 5% less cast speed per extra projectile (from 10% less).
Skira’s Gambit grants +4% Critical Strike chance (from 2%), and its description has been corrected to say it grants less cast speed, multiplicative with other modifiers (previously said “reduced cast speed, multiplicative with other modifiers”).
Now has 125% added damage effectiveness (from 100%).
Pyre now consumes 4 Mana (from 6), and its Flame Wave has 60 base damage and 300% added damage effectiveness (from 40 and 200%).
Electrostatic grants 5 Static charges per point (from 3).
Insulation grants +15 armor and +8% fire Resistance per point (from +10 and +5%). The Resistance granted is now affected by converting Firebrand…
Conflagrate grants +3 Mana cost (from +6).
Flare grants +25% ignite chance per point (from +20%). Max 4 points (from 5).
Inferno grants +10% Spreading Flames chance per point (from +6%).
Ardent Branding no longer has “no attack speed scaling”. It now grants 20% less attack speed.
Brand of Arcanus now grants Spell Fire Damage per stack in addition to the melee fire damage (previously replaced it). The Spell Fire Damage granted is affected by converting Firebrand.
Added a new node connected to Flare, Heat Wave: When you directly use Firebrand you have a 5% chance per point per stack of Firebrand to gain a stack of Fire Aura. This effect can occur up to 4 times per second. Max 3 points.
Fulmination’s max attack speed granted is now 15% per point (from 9%).
Mana Shell has been replaced with Excitation: While you have at least 1 stack of Firebrand, your next cast of Lightning Blast consumes all stacks of Firebrand to chain 2 additional times per stack consumed. Max 1 point.
Updated the visual effects for Firebrand and its subskill Flame Wave.
Flame Wave no longer displays attribute scaling. As a subskill, it inherits the benefits received from the triggering skill’s attribute scaling, meaning it benefits from Firebrand’s Intelligence and Dexterity scaling.
Flame Wave can now be converted to Lightning by the Galvanize node.
Now also gains +1 Spell Damage per Intelligence. It still also gains 4% increased damage per Intelligence and +4% freeze rate multiplier per Intelligence.
Now has a Mana cost of 20 (from 26), and 400% damage effectiveness (from 200%). It now has 2 base damage (from 18), similar to other melee skills.
Scorched Earth has been reworked. When you directly use Flame Reave and kill an enemy or hit a boss or rare enemy, you cast Fireball at a random enemy within 6 meters. Limit 3 per 2 seconds. Consumes 50% of Fireball’s Mana cost. Max 1 point.
Engulfing Flames has been moved to require 1 point in Slash and Burn (from requiring Rhythm of Fire).
Added a new node which requires Rolling Thunder, Thermopile: When you directly use Flame Reave and kill an enemy or hit a boss or rare enemy, you cast Lightning Blast at a random enemy within 6 meters. Limit 3 per 2 seconds. Consumes 50% of Lightning Blast’s Mana cost. Max 1 point.
Precise Destruction grants +4% Critical Strike chance per point (from +2%) and -8% width per point (from -15%).
Chaos Flare grants 20% more Critical Strike chance against ignited enemies per point (from 40%).
Catalyst of Ash has been reworked: When you directly use Flame Reave and consume Rhythm of Fire stacks, you cast Elemental Nova with 25% more damage and area per point. Max 2 points.
Flame Caller’s return no longer decreases to 20% of the initial damage while returning, instead staying at 50% for the entire return duration.
Firewalker has been replaced with Reflash: Flame Reave now has a 3 second cooldown, but it expands and returns a second time. This can hit the same enemy two additional times. It remains at 50% of initial damage for the entire second repeat. Max 1 point, requires Flame Caller.
Kindling has been reworked: +1 max charges, 15% increased cooldown recovery rate, and +6 Mana cost per point. Max 2 points, requires Reflash.
Infernal Calling has been reworked: Flame Reave pulls enemies while returning, and grants you Haste for 1 second each time it returns. Max 1 point, requires Reflash.
Lingering Embers’s effects are now tripled if Flame Reave has a cooldown.
Worldfire grants +8 Mana cost (from +10) and -20% range (from -35).
Now has 2 base damage (from 15), similar to other melee skills.
Description has been updated to clarify that hitting at least one enemy creates a Mana orb that returns to you and restores 15 Mana. Nodes within the tree related to Mana gain will now specify if they affect the Mana gained from Mana orbs or instantly restore Mana.
Ward Strike has been removed.
Arcanist’s Blade has been moved to Ward Strike’s old position, and its description has been updated to clarify it modifies the Mana granted by the Mana orbs.
A new node, Shocking Force, has been added to Arcanist’s Blade’s old position. It grants 8% more damage per point and +10% shock chance per point. Max 3 points.
Transfusion’s description has been updated to clarify it affects the Mana granted by the Mana orbs. It now converts 25% per point of the Mana gain into twice as much ward (from the same amount as ward).
Mind Warden now grants 25% more ward from Transfusion per point (from 15%)
Mana Arc consumes 10 Mana (from 15) and has 150% damage effectiveness (from 100%). Mana Arc can now be converted to Cold by Frigid Grasp.
Explosive Flurry’s max points is now 3 (from 2)
Essence of Control has been replaced with Power Surge: 12% more damage per point and 20% increased Mana Arc Mana consumption per point. Max 3 points.
Bountiful Victory’s description has been updated to clarify it instantly restores Mana.
Critical Mana’s description has been updated to clarify it instantly restores Mana.
Starved Strikes grants 10% more damage per point while not on full Mana (from 15% more while out of Mana). Max 3 points (from 4).
Avatar of Hunger has been reworked. It grants 1% of damage dealt leeched as health per point while not on full Mana. Max 3 points.
Reclamation’s description has been updated to clarify it affects the Mana gained from Mana orbs.
Rage Sap has been replaced with Breaking Current. It grants +25% armor shred chance per point and +12% shock chance per point. Max 4 points.
Rune Sap’s effects are now doubled for hits against bosses or rare enemies.
Teleporting Strikes now also grants the auto targeting effect that was previously on Star Guide.
Star Guide has been reworked. It grants a 15% chance to cast Static Orb when you directly use Mana Strike and hit at least one enemy, doubled if above 80% Mana. Limit 3 times per 2 seconds. Consumes 120% of Static Orb’s Mana cost. If Mana Strike has a cooldown, this effect is guaranteed. Max 1 point.
Sprite Blade grants 25% increased area (from 20%). Max 4 points (from 5).
Mana Drain now affects the Mana gained from Mana orbs and instant restoration (previously only affected Mana orbs).
Mana Cleave now affects the Mana gained from Mana orbs and instant restoration (previously only affect Mana orbs), and no longer grants 20% less attack speed.
Meteor now has 240 base damage (from 180) and 1,200% damage effectiveness (from 950%)
Aftermath now recovers 20% of the Mana spent (from 16%) per point
Apocalyptic Impact grants 25% more area per point (from 25% increased area). Max 4 points (from 5).
Extinction has had its tooltip updated to state “significantly increased area” from “significantly larger area”. Grants +3% Critical Strike chance per point (from +2%) per point. Max 3 points (from 4).
Astral Cataclysm requires 2 points in Extinction (from 3)
Infernal Descent grants 12% more damage per point (from 10%). Max 4 points (from 5).
Crushing Force grants 8% more damage per point (from 7%), and 10% more damage to full health enemies per point (from 7%). Max 4 points (from 5).
Celestial Celerity grants 10% increased Mana cost per point (from 20%).
Rapid Descent grants 25% increased fall speed per point (from 20%). Max 4 points (from 5).
Twin Meteors requires 2 points in Rapid Descent (from 3)
Cycle of Fire has had its tooltip updated to state that only Directly cast Fireballs provide Ward and Mana.
Added a new node that requires 1 point in Rapid Descent, Heat Flux: Meteors cast Frost Claw towards a nearby enemy 1 time per point, consuming 120% of Frost Claw’s Mana cost per cast.
Shatter Strike
Gains 4% increased damage per point of Intelligence (from 4% increased Cold damage)
Added a new node connected to Shiver, Clash of Lightning: Shatter Strike is converted to Lightning. Frostbite chance from all sources is converted to shock chance. Effects within Shatter Strike’s tree which require a frozen target instead require that the target has 10 stacks of shock.
Added a new node connected to Clash of Lightning, Stormfused: Shatter Strike deals 2% more Lightning damage per stack of shock on the target per point. Max 2 points.
Icy Flow grants 12% increased Mana efficiency per point (from 10%) and 3 ward gained on hit per point (from 3 ward when you use Shatter Strike and hit at least one enemy). Max 4 points (from 5).
Solidify now also grants 8% increased Mana efficiency per point. Max 4 points (from 5).
Frozen Shrapnel now fires 8 Ice Spikes on direct cast, and half as many with indirect casts (from always 10). Ice Spikes now have 300% effectiveness of added damage (from 100%) and 60 base damage (from 20). They no longer gain +1 Spell Damage per 3 added Melee Damage.
Frigid Efficacy grants 15% increased Projectile Speed for direct casts that create Ice Spikes (from 30% for all Ice Spikes). It still grants 30% more damage per point for Ice Spikes from any cast.
Unrelenting Winter has been reworked: Ice Spikes have a 5% chance on hit per point to create a random size Glacier explosion, consuming 25% of Glacier’s Mana cost. Max 4 points, requires Frozen Shrapnel.
Razor Ice grants +15% Cold penetration with frostbite per point (from 12%). Max 4 points (from 5).
Arctic Blast now pulls enemies to a point in front of you (from knocking enemies back if hit by both arcs)
Obliteration now also grants +3% Critical Strike chance per point.
Winter’s Boon now grants 1 Mana gained on kill, doubled if the enemy was frozen (from only ever granting 1 Mana if the killed enemy was frozen).
Rimestrike now also grants +1 freeze rate per 10% chill chance.
Iceblink has been reworked: 12% increased attack speed per point with a one handed weapon equipped, 6% chance per point to recast twice with a two handed weapon equipped. Max 4 points.
Ice Barrier has been reworked: Shatter Strike hits grant +6 armor per point for 4 seconds. This effect can trigger up to 40 times per 4 seconds. Max 3 points.
Hoarfrost now grants 3 ward gained on hit per point, doubled against frozen enemies (from +2 ward gained when you use Shatter Strike and hit at least one enemy, doubled against frozen)
The extra Shatter Strike casts from Whiteout now have dedicated sound.
The orb now has a base damage of 40 (from 20) and damage effectiveness of 200% (from 100%)
The shrapnel now has a base damage of 20 (from 16) and damage effectiveness of 100% (from 80%). This also applies to the Shrapnel from Collateral Damage in Ring of Shields.
Now has a Mana cost of 50 (from 70)
Ash Pelting grants 40% increased stun chance per point (from 35%), and now also grants 20% ignite chance per point. Max 4 points (from 5).
Dense Orb grants +3 shrapnel at end per point (from 2). Max 3 points (from 4).
Eruption grants 20% more shrapnel damage per point (from 12%). Max 5 points (from 8).
Frozen Orb now also converts ignite chance from all sources to frostbite for Volcanic Orb.
Winter’s Fury grants 25% chill chance per point (from 20%), and now also grants 20% frostbite chance per point. Max 4 points (from 5).
Controlled Eruption grants 30% reduced duration (from setting the base duration to 2 seconds).
Fiery Runes grants 30% more damage per point for Explosive Orb and Glyph of Fire (from 25%). Max 5 points (from 7).
Orb of Speed grants 15% reduced duration (from setting the base duration to 2 seconds).
Arcane Current now casts Lightning Blast instead of the Arcane Lightning subskill. It now also specifies that it casts at other enemies within 6 meters of your target (this is just a description change). Its threshold bonus grants 50% more Critical Strike chance for Lightning Blasts cast this way (from always critically strikes for Arcane Lightning).
The second mastery bonus, “Mana spent on melee attacks is converted to ward”, has been replaced with “40% of added melee damage on weapons is also gained as added Spell Damage of that type”.
Infused Weapon has been reworked and now grants +2 melee damage per point and +1 Spell Damage per point.
Arcane Warden’s threshold bonus now instead grants +1 ward decay threshold per 10 max health (from +1 ward decay threshold per 1 Intelligence)
Flame Walker’s Fire Aura chance is now doubled with less than 3 stacks (from 1 stack)
Incinerating Aura’s threshold bonus now grants 1% more Fire Aura damage per 1% uncapped fire Resistance (from +1 Fire Aura Spell Damage per 2 Intelligence). The required Resistance changes if Fire Aura is converted.
Crackling Aura now has a threshold bonus which converts Fire Aura to Lightning (from occurring with 1 point invested), and it also grants 5 Static Charges whenever you gain a stack of Fire Aura.
Freezing Aura now also grants 8% increased Cold damage per point, and has a threshold bonus which converts Fire Aura to Cold (from occurring with 1 point invested).
Arcane Shielding now grants +8 health per point and 4% increased armor per point, and has a threshold bonus which grants Arcane Shield when you directly use a melee attack and hit at least one enemy. Arcane Shielding stacks up to 4 times and grants +4 ward per second and 4% less damage taken per stack.
Shattered Aegis has been renamed to Resonating Aegis, and no longer modifies Arcane Shielding stacks or effectiveness. It now has a threshold bonus which grants “gain up to max Arcane Shielding stacks when you use Surge or Enchant Weapon”.
Prismatic Blade has been reworked as Illusory Combatant, which grants +1 Dexterity and +1 Intelligence per point, with a threshold bonus for +1 dodge rating per Intelligence, up to a maximum of +100. Max 6 points.
Note: Prismatic Blade previously also granted an unstated +1 melee damage per point with at least one sword equipped. This has been removed.
Molten Edge grants +10% ignite chance per point (from 8%). Max 8 points (from 5).
Awe Strike grants +2% parry chance per point (from 1%)
Volka’s Razor grants 1% increased movement speed per point, 2% increased attack speed per point, and 4% increased dodge rating per point. Max 6 points.
Note: Its previous effect has been moved to Flame Drinker.
Burning Hands grants +8% Fire Aura chance per point (from 4%) when you use a melee attack and hit at least 1 enemy, up to 3 times per second (from no limit)
Burden of Knowledge has been moved to require Volka’s Razor.
Added a new node in Burden of Knowledge’s previous position, Conjured Armor. Grants +10 armor per point and +3 ward per second per point, with a threshold bonus that grants ward retention equal to 10% of your increased armor.
Mental Fortitude grants +2% endurance (from +3 ward per second).
Flame Drinker has been reworked, and now grants 3% more damage with 10+ cost melee attacks per point. Max 6 points. It has a threshold bonus which grants “when you directly use a 10+ cost melee attack, all Fire Aura stacks are consumed to restore Mana per stack”.
Blades of Fire has been removed. Blade Weaver has been moved to its position.
Added a new node in Blade Weaver’s old position, Blade Conduit: +12 Mana per point, and 4% increased Mana regen per Blade Conduit stack per point. Casting a spell indirectly grants a stack of Blade Conduit for 4 seconds, up to 6 stacks. Max 5 points. It has a threshold bonus which grants “You have no Mana Regeneration for 1 second after directly casting a non-instant spell”.
Updated the description of the Archmage node to specify it grants a chance to refund a portion of the Mana cost paid when directly using a skill. This is only a description change.
Minions absorbed when assembling an abomination are now unsummoned rather than killed. This means the “chance when one of your Skeletons dies to resummon a new one after 3 seconds” effects can no longer trigger from Skeletons being absorbed.
Sharpened Bones grants 2% more melee damage and health per absorbed warrior (from 1%), 3% increased attack speed per absorbed rogue (from 2%), and 5% increased area per absorbed archer (from 3%).
Cruel Monstrosity grants 2% increased movement speed per absorbed rogue (from 1%).
Engorgement grants 4% more damage and health per Minion type absorbed per point (from 5%).
The Abomination now devours Minions 25% faster. This also affects the rate it causes Minions to be Sacrificed with Destruction Engine allocated.
Bone Splinters now has 25 base damage and 125% damage effectiveness (from 20 and 100%), matching Marrow Shards
Updated the tooltip for Bone Splinters to better describe its behavior as a projectile ability.
Ghost Splinters grants 30% increased speed and range for Bone Splinters (from 25%). Max 4 points (from 6).
Bone Splinters are now affected by all nodes in Marrow Shards’s skill tree. Relevant node descriptions have been adjusted to remove mention of whether or not Bone Splinters are affected. In particular, this means that the following nodes now affect Bone Splinters: Demise, Bones of the Follower, Rip Marrow, Life Blood, Marrow Eater, Spirit Feast, Apathy.
Carving grants more damage for Bone Splinters (from more hit damage for Bone Splinters).
Dead Weight grants more damage (from more hit damage).
Bones of the Follower grants more damage (from more hit damage).
Apathy grants more damage (from more hit damage).
Bone Knives grants more damage (from more hit damage).
Shredding Brones grants +25% armor shred chance per point (from +20%). Max 4 points (from 5).
Ossumancy grants 20% chance to double cast per point (from 14%). Max 5 points (from 7).
Added a new node which requires Ossumancy, Second Sight: the second cast from Ossumancy targets a random nearby enemy. Max 1 point.
The Bone Splinters node now also grants the effect that Marrow Caster previously gave, causing Marrow Shards to be destroyed at the target location.
Marrow Caster’s functionality has been replaced: Marrow Shards are now instantly destroyed, creating a Splinter Nova around you instead of Bone Splinters. Splinter Nova is affected by all modifiers to Marrow Shards and Bone Splinters. Modifiers to the projectile speed of Bone Splinters grant increased area for Splinter Nova.
All indirect casts of Marrow Shards, such as from Ossumancy, no longer pay the health cost when cast.
Rip Marrow: now limited to occurring up to 3 times per second (from no limit)
Improved the behavior of Rip Marrow: previously, each individual cast would roll for a chance to be able to trigger a Marrow Orb from all hits. Now, each individual hit has a chance to trigger a Marrow Orb, including from Marrow Shards’s subskills. This will increase the overall consistency of the triggers when hitting many enemies.
Spirit Feast now always causes Marrow Orbs to restore 5 Mana (from 33% chance to restore 15 Mana).
Bone Nova is now an area spell that hits all nearby enemies instead of creating individual projectiles with unreliable aim.
Bone Missiles grants Bone Nova 25% increased area of effect per point (from 25% increased speed and range for projectiles).
Ivory Ballista grants Bone Nova +50% slow chance per point (from granting piercing, which it now has by default). Max 2 points (from 1).
Clarified the description of Punishment to specify it grants more hit damage to bleeding enemies (previously said more damage to bleeding enemies). This is only a description change.
Bone Shatter is now an area spell that hits all nearby enemies instead of creating individual projectiles with unreliable aim.
Flight of the Femurs has been reworked. It no longer grants piercing or 25% increased projectile speed and range, as the spell is no longer a projectile and pierces by default. It now grants Bone Shatter a 10% chance to repeat from the enemy it hits, up to 2 times per second. These repeats can hit the enemy they are repeating from.
Now also receives +4 armor per point of Intelligence.
Amalgam of Sentinels no longer grants +50 health per point or +50 armor per point. It now grants 8% more damage per point. It still grants 15% more health and armor per point. Max 4 points (from 5).
Amalgam of Mages grants 15% more Spell Damage per point (from 12%). Max 4 points (from 5).
Amalgam of Rogues grants 8% increased attack speed and movement speed per point (from 7%). It now also grants 8% increased cast speed per point. Max 4 points (from 5).
Pyre Golem’s Infernal Aura’s damage over time now has 100% effectiveness of added damage each second (from 75%), and now ignites enemies within its radius every second
Bone Kindling has been reworked. Skeletons and Skeletal Mages which die within 18 meters grant the Pyre Golem 25% more fire damage over time to ignited enemies per point for 10 seconds. This effect can occur up to 10 times per 10 seconds, and each stack is multiplicative with other stacks.
Note: Because each stack of Bone Kindling is multiplicative with other stacks, 10 Skeletons or Skeletal Mages dying nearby results in more total damage for Infernal Aura than the previous effect of the node, from 3% to 55% more total damage depending on which Minion types died nearby. Additionally, this effect’s modifier applies to pre-existing casts of Infernal Aura, and you no longer need to ensure your Minions are within Infernal Aura’s hit radius when it is initially cast.
Marrow Eater has been reworked. Skeletons which die within 18 meters grant the Bone Golem 5% more armor and 5% more melee damage per point for 10 seconds. This effect can occur up to 10 times per 10 seconds, and each stack is multiplicative with other stacks. Max 2 points (from 5).
Tower of Bones also grants 20% increased area of effect per point.
Blood Golem’s Sanguine Orb now has 60 base damage and 300% damage effectiveness (from 30 and 150%).
The Necrotic Mortar skill from the Undead Mortars node now has 5% base crit chance (from 2%), and 80 base damage with 400% effectiveness of added damage (from 25 and 100%).
Battle Hardened grants 50% increased cooldown recovery speed for Necrotic Mortar per point (from 34%), and now also grants 20% increased area for Necrotic Mortar per point.
Removed the hidden 14% less damage modifier that was on Skeletal Mages, Pyromancers, and Cryomancers.
Grave Passage now requires Argonautic Speed (from requiring Forbidden Arcana)
Forbidden Arcane grants 2% more damage per 25 max Mana per point (from 1%). Max 4 points (from 5).
Gravetide grants 10% more damage per point (from +3 Spell Damage). Max 4 points (from 5).
Frost Lich grants 20% more damage (from 20% increased damage).
Inferno grants 20% more health (from 20% increased health) and now also grants 10% increased attack and cast speed
Leech Life grants 1% life leech per point (from 0.5%) and 15% more health per point (from 15% increased health).
Flaming Attacks grants +5 melee fire damage per point (from +4). Max 4 points (from 5).
Death Blossom now causes Death Knights to cast Hungering Souls using your Hungering Souls tree, with a 6 second cooldown (previously cast a different subskill, Haunt, with an 8 second cooldown).
Fire Arrow has been reworked. It now has 26 base fire damage and 130% damage effectiveness (previously incorrectly had 25 base Physical damage, with no base fire damage and 100% effectiveness). It no longer has a cooldown, and instead replaces the regular bow attack for Skeleton Archers. It now also grants Skeleton Archers 20% less attack speed.
Ice Arrow now also converts ignite chance from all sources to frostbite chance.
Added a new node after Ice Arrow, Ash and Frost: Your Skeleton Archers will randomly use Fire Arrow or Ice Arrow, and receive +30% ignite chance or frostbite chance depending on the arrow used. Max 1 point.
Dread Phalanx grants 100% more damage (from 80%) and 50% more health (from 40%).
The skill’s description now states that the Zombie’s explosion ability has a damage effectiveness of 600%. This is only a description change.
Leap Attack now grants 3 meters of leap distance per point (from 2). Maximum 3 points (from 4).
Putridity grants Vomit +1% Poison chance each second per 2 max Mana per point (from +50%, not scaled by max Mana).
Daunting Blast (75% increased stun chance per point) has been removed. Dreadful Horde and Ravenous now require 2 points in Forceful Commander (from 1 point in Daunting Blast).
Added a new node that requires Forceful Commander, Emerging Terrors: You have a 34% chance per point to cast Dread Shade on Zombies created by a direct cast of Volatile Zombie. Consumes 50% of Dread Shade’s Mana cost. Max 3 points.
Bone Pact grants a 34% chance per point to cast Marrow Shards when a Zombie dies (from 10%)
Fervor grants 10% more damage per point (from 8%) and 10% more movement speed per point (from 8%). Max 4 points (from 5).
Path of Destruction grants 30% increased explosion area per point (from 25%). Max 4 points (from 5).
Forceful Commander grants 8% increased cast speed per point (from 5%) and 15% Mana efficiency per point (from 12%). Max 4 points (from 5).
You are no longer set to full Mana when returning to human form. Instead, your Mana will return to the amount you had before shapeshifting, but you will have gained the Mana you regenerated while shapeshifted. Other forms of Mana recovery do not apply.
Shatterquake now has a maximum of 4 points (from 5).
Crushing Wake now has a maximum of 4 points (from 5)
Rupture grants 8% more damage per point (from 12%)
Seismic Tide’s Mana consumption now only applies to the second and third slam it creates, not the first. You must still pay the Mana cost when directly casting it. Earthquakes cast by your Minions now also consume Mana to trigger the additional initial slams of Seismic Tide.
Aftershocks are now converted to Lightning when Earthquake is converted to Lightning.
It is now possible for multiple Storm Stacks to be expended within a single tick. Previously Storm Stacks had an effective limit due to only being able to expend up to 1 stack each tick, even if the interval between casts was reduced to 0% by being at or above 50 stacks. Now if you have 100 Storm Stacks, 50 will be expended instantly to cast 50 Storm Bolts, preventing issues where your Storm Stack gain rate could outpace the expenditure rate.
Lagonian Diplomacy now has additional alt text explaining that Gathering Storm cast this way is affected by effects which apply to Gathering Storm and to Storm Bolt, but it is no longer a melee attack.
Now has 100% damage effectiveness per second (from 80%), with an equivalent base damage per second
Tsunami has been reworked: every fifth Maelstrom stack gained causes a Tsunami. Tsunami now has 300% damage effectiveness (from 100%) with an equivalent base damage. It no longer receives more damage per Maelstrom stack, as that effect has been moved into a node.
Typhoon has been reworked: Tsunami gains 20% more damage and 10% increased area per stack of Maelstrom per point. Max 3 points.
Grip of Chaos has been reworked: when you directly cast Maelstrom, you have a 10% chance to also cast Tornado. Consumes 50% of Tornado’s Mana cost. Max 1 point.
Groundshaking Might grants 60% less damage for Earthquakes cast by your bear (from 50%).
Vicious Strikes grants your bear 10% more damage with Swipe per point and 10% increased area with Swipe per point (from 8% more melee damage and 25% increased melee stun chance).
Spriggan’s Thorn Volley now has 100% added damage effectiveness (from 60%). No longer has 40% less chance to apply ailments on hit.
Updated the behavior of Spriggan’s Thorn Volley. It no longer has homing and erratic movement, and instead fires the projectiles in a tight volley. This will significantly reduce occurrences of the ability’s projectiles missing their intended target.
The Permanent Bond node will no longer cause Summon Wolf to be replaced with Howl when there is at least one active Wolf, and one active non-Wolf Minion.
Added a new node that requires 1 point allocated in Permanent Bond, Lone Wolf: While you have the additional Wolf from Permanent Bond summoned, Summon Wolf is replaced with Howl, but you cannot have more than one Wolf summoned.
Updated the Summon Wolf model and textures. Default, Lightning, and Frozen versions updated.
Looming Gale has been updated to specify that effects which occur “when you cast a Tempest” also occur when one of your Tempest Totems casts a Tempest.
Rousing Symbols: Increased more cast speed to your totems per point from 5%-35% to 10%-40%.
Now has 150% damage effectiveness per second (from 125%) with an equivalent base damage per second.
Updated the description of Charged Storm to clarify it uses Storm Bolt’s base targeting range of 8 meters, and that it is affected by modifiers to Storm Bolt’s targeting area. This is only a description change.
The Storm Orbs from Churning Orbs now have 100% damage effectiveness (from 50%) and 20 base damage (from 8).
Added a new node, Voices of the Wind: Tornado is now a channelled skill, sustaining a single tornado that follows your cursor. This tornado deals much more damage (multiplicative with other modifiers) and has an increased area of effect. Modifiers to duration affect its damage instead.
Added a new node, Gale Armor: While channelling Tornado you take less damage (multiplicative with other modifiers), and have increased dodge rating.
Tremblor’s Physical penetration for Fury Leap or Earthquake is now converted to Cold or Lightning penetration if Upheaval is converted to Cold or Lightning.
Now has 200% added damage effectiveness (from 150%).
Earthbreaker grants direct uses of Upheaval 60% more damage and 40% increased stun chance, doubled for direct uses (from 40% more damage and 40% increased stun chance, not doubled for direct uses). It still disables attack speed scaling.
Glacial Cascade requires 1 point in Maiming Rubble (from 2).
Terrain Delving grants 25% increased area per point (from 20%). Max 4 points (from 5).
Natural Weapons grants 40% increased area with a mace (from 30%), and +50% bleed chance with an axe (from 30%).
Hindering Tremors’ Physical penetration is now converted to Lightning if Upheaval is converted to Lightning.
Upheavals triggered by Maul with Tremor Slam or by Fury Leap’s Violent Upheaval will now always occur after creating any Thorn Totems triggered by the same cast, so that Upheaval can consume Thorn Totems created this way
Visual update of Rebuke and its skill tree. Now during rebuke you can see every hit you’re receiving.
Casting Rebuke now requires a discrete button press. This means that if Rebuke has 2 charges and you continue holding the button down after the first cast ends, it will not cast again until you release and press the button.
The “chance to cast Fire Aura on Critical Strike”, “chance to cast Fire Aura when hit”, and “chance to cast Fire Aura on kill with fire skills” affixes have had the trigger limit for their effects increased from once per second to 3 times per second.
The “chance on hit to summon a Thorn Totem” affix on Idols reduced cooldown from 3 per 5 seconds to 1 second cooldown.
The “of the Briar” suffix on small Weaver Idols decreased damage reflected to attackers from 50-150 to 50-100.
The “chance to summon a Bee with Acid Flask” Idol affix now has a limit of up to 3 times per second.
“Chance to not consume a Potion on Potion use” affix is now capped at 75%.
The Blackfire sentinel Idol Affix changed from converting 100% of shield throw’s damage to Void to grants Shield Throw 4-8% chance to Fork on its first Ricochet.
Added a new prefix for Sentinel Body Armor, 100% of Shield Throw damage converted to Void and added throwing Void damage for Shield Throw.
Affixes containing multiple properties, such as the Hybrid Health affix, can now display explanations for each property when holding Alt.
Aaron’s Will now grants +2 to all Minion skills (from +1), and grants “Bone Shatter now has a 1 second cooldown” (from 3)
Alluvion now also grants +1 to Cold melee skills and +1 to Lightning melee skills. Its Tidal Wave now has a 1 second cooldown (from 2).
Army of Skin grants 6-13% increased melee attack speed (from 13-26%), and its Excoriation stacks grant +5 melee damage (from +6). It now has an effective level for legendary potential of 70 (from 49).
Bane of Winter grants +12% Voidwinter Bolt Critical Strike multiplier per 10% uncapped chill chance with melee attacks (from 1% per 10%), 3% more Voidwinter Bolt damage per 10% uncapped time rot chance with melee attacks (from 1% per 10%), and Voidwinter Bolts can be triggered up to 8 times per 2 seconds (from 3 per 2).
Battlemage’s Endeavour grants 45-75% chance to cast Lightning Blast with 2 additional chains when you use a melee attack and hit at least one enemy (previously did not grant additional chains).
Bluefeather Band now has an effective level for legendary potential of 50 (from 70)
Celestial Doom’s Doom Pulse now has a 2 second cooldown for each spell type (from 4)
The Primal Anuroks from Chorus of the Anurok deal 33% less damage.
Dragonflame Edict now also grants +1 to all Minion skills, and Dragonflame Nova can now be cast up to 3 times per second (from 1 second cooldown)
Evolution’s End no longer grants +1-2 to level of all skills. It now grants +15% to all Resistances for Minions.
Fangs of the Berserker grants 0.5% increased effect of frenzy on you per Strength (from 1%) and grants 3-6% increased damage taken while you have frenzy (from 9-15%).
Updated the fire visual effect for the trail left by the Fiery Dragon Shoes.
Fragment of the Enigma grants +1 Lightning damage for Spark Charge per Intelligence (from 2), 100-200% increased Spark Charge explosion area (from 120-240%), and 150-175% more damage for Spark Charges applied by melee attacks (from 65-125%)
Frozen Eyes of Formosus now also grants 20-40% increased Minion cooldown recovery speed
Harbinger’s Needle is no longer giftable.
Harmony of the First now has an effective level for legendary potential of 40 (from 60)
Hive Mind releases 3-4 Bees when Decoy explodes (from 6-10). It now also grants 4-6% Poison and elemental penetration for Bees per Dexterity.
Hollow Finger now also grants +7-13% Cold Resistance for you and your Minions (from only you), and +7-13% Physical Resistance for you and your Minions.
Logi’s Hunger now also grants 12-24% increased Minion attack and cast speed.
Mantle of the Pale Ox grants 8-12% increased health for you and your Minions (from 12-18%).
Mask of Indifference now has an effective level for legendary potential of 50 (from 70).
Omnis now grants +1-2 to all skills (from +1).
Permanence of Primal Knowledge’s required level and effective level for legendary potential are now 50 (from 79).
Pillager’s Gold can throw a Burning Dagger on hit up to 2 times per second (from 1 second cooldown).
Primal Cadence now grants 6-15% of overkill damage leeched as health (from 4-9%), +6-15 to all attributes (from 4-9), and +6-15% Critical Strike chance for you and your Minions (from 4-9%).
Ravens’ Rise now also grants 20-28% increased Minion cast speed.
Blight of Lachesis grants 140-210% increased Minion damage (from 100-170%) and +70-110% chance to electrify on hit with Minion skills (from 40-70%).
Roots of Vithrasil grants 15%-21% increased movement speed (from 15%). It no longer grants “You cannot move while in Spriggan form”, “+2-3 projectiles for Spirit Thorns”, or “+20-26 health regen while in Spriggan Form”. It now grants “While in Spriggan Form and stationary, gain a stack of Germination every 0.5 seconds, up to 4. All stacks are lost when you move or exit Spriggan Form.”, “+1 projectiles with Spirit Thorns per stack of Germination”, and “+20-26 health regen per stack of Germination”. It now has an effective level for legendary potential of 70 (from 80).
Shattered Chains grants 5% more melee Void damage per stack of Doom (from 5% more melee damage per stack of Doom).
Soul of the Mountain grants +1 max Vale Spirits per 12 Attunement (from +1 per 15).
Spine of Malatros
Flame Whip from all sources now converts to Poison when Valley of Defilement is allocated in the Chthonic Fissure tree.
Flame Whip from all sources now converts to Physical when Blood Gulch is allocated in the Chthonic Fissure tree.
Spirit Xylem grants +3-6 health and Mana per Attunement (from 2-4) and has an effective level for legendary potential of 50 (from 70).
Storm Sprites now also gain +2% Critical Strike multiplier per Attunement, and 4% increased damage, +10 health, and 4% increased Critical Strike chance per point of Strength.
Sword Catcher grants +20-30 melee damage with frenzy (from 39-60) and 20-40% increased effect of frenzy on you (from 39-60%).
Tempest Maw’s Storm Sprite summon can now trigger up to 2 times per 6 seconds (from once per 6 seconds). Dual wielding Tempest Maw now affects the amount of Storm Sprites summoned.
Thicket of Blinding Light’s damage and blinding effect now has a maximum range of 8 meters (from 12). Its damage is now based on distance, scaling linearly from 10% at 8 meters up to 100% at 4 meters away.
Thornshell now grants 3-6% increased flat damage reflected to attackers per Attunement (from 5-9%).
Truesight Glass now has an effective level for legendary potential of 50 (from 76)
Tyrant’s Skull grants +1-2 to level of Minion skills (from 2-3) and +2 Tyrannosaur melee damage per Strength (from +3).
Volcanus grants 30% chance to cast Magma Shards on melee hit (from 15%), and Magma Shards will now target enemies within 12 meters.
Whetstone Gavel grants +8-18 to all attributes (from 5-13) and now has an effective level for legendary potential of 60 (from 78).
Wildfire Embers
Ignite spread and chance to create a Wildfire Wisp now occurs twice per second, from once per second.
Ignite spreads now occur before attempting to summon a Wildfire Wisp
Chance to create a Wildfire Wisp has been reduced to 25-30%, from 30-36%.
Spread affix description has been updated to more accurately reflect its behaviour. It now reads “Twice per second while in combat, your Ignites on each enemy within 15 meters are spread to one other nearby enemy, and you have a 25-30% chance to create a Wildfire Wisp next to an Ignited enemy”.
Wings of Discord now also grants 24-52% increased dodge rating
Wrongwarp no longer grants 5-10% increased cooldown recovery speed for Transplant and Teleport. It now adds a minimum 3 second cooldown for Transplant and Teleport.
The avocados have ripened and reforged set items now use the same color as real set items.
Forgotten Knight Set
Blade of the Forgotten Knight grants 20% increased attack and cast speed (from 15%). As a reforged set item, at tiers 1 through 8 it grants 25-300% increased Void damage (from 20-200%).
Defiance of the Forgotten Knight grants +15-25% block chance (from 14-21%). As a reforged set item, at tiers 1 through 8 it grants 40-320% increased Void damage (from 30-240%).
The Decimate ability from the Gaspar’s set has had its base radius increased by 15%, and now also gains +4% Critical Strike multiplier per Attunement and 4% increased Critical Strike chance per Intelligence.
The cooldown for casting Decimate on Gaspar’s Will, Acuity, and Insight is now 3 seconds (from 4)
Halvar’s Stand grants 35-70% increased Physical Spell Damage if you have directly cast a Cold spell recently, 20-40% chance to gain haste when you kill an enemy with a spell (from 15-30%), and now also grants 12-18% increased movement speed. As a reforged set item, at tiers 1 through 8 it grants 20-200% increased Physical Spell Damage if you have directly cast a Cold spell recently (from 15-140%) and 10-100% chance to gain haste when you kill an enemy with a spell (from 6-60%).
Halvar’s Pledge grants +30-45 spell Physical damage (from 25-40) and +8-14 Attunement (from 7-10). As a reforged set item, at tiers 1 through 8 it grants +8-83 spell Physical damage (from 6-50) and +2-27 Attunement (from 1-15).
Last Gift of the Mountain now grants 75-150% chance to shred armor on spell hit (from 50-100%), 35-70% increased Spell Cold damage on direct Spell Physical cast, and now also grants +20-60 health. As a reforged set item, at tiers 1 through 8 it grants 20-200% increased Cold Spell Damage if you have directly cast a Physical spell recently (from 15-140%) and 30-300% chance to shred armor on hit (from 20-200%).
Invoker’s Scorching Grasp grants 21% increased fire spell cast speed (from 13%). As a reforged set item, at tiers 1 through 8 it grants 10-150% chance to ignite on hit (from 6-100%).
Invoker’s Frozen Heart grants 21% increased Cold spell cast speed (from 13%). As a reforged set item, at tiers 1 through 8 it grants 5-42% increased cast speed (from 3-30%, previously incorrectly applied as added cast speed).
The Invoker’s 2 piece set bonus grants 15% increased elemental cast speed (from 13%), and the 3 piece set bonus grants +2 to fire spells, +2 to Lightning spells, and +2 to Cold spells (from +1 for each).
The Last Bear’s Lament now also grants +2 to Warcry. As a reforged set item, at tiers 1 through 8 it grants +3-60 health Regeneration (from 1-40) and +30-600 endurance threshold (from 10-300).
The Last Bear’s Scorn now also grants +3 to Werebear Form. As a reforged set item, at tiers 1 through 8 it grants +10-100% endurance (from 6-60%).
Ruby Fang Cleaver grants 10% increased melee attack speed (from 7%) and 75-100% chance to Poison on melee hit (from 55-75%). As a reforged set item, at tiers 1 through 8 it grants 3-36% increased melee attack speed (from 1-18%) and 25-300% chance to Poison on melee hit (from 5-150%).
Ruby Fang Aegis grants 10-30% less Poison damage taken (from 7-25%) and 75-100% chance to Poison on fire hit (from 55-75%). Ruby Venom now lasts 12 seconds (from 10). As a reforged set item, at tiers 1 through 8 it grants 25-300% chance to Poison on fire hit (from 5-150%).
The Ruby Fang 2 piece set bonus now also grants +1 melee fire damage per 5% uncapped Poison Resistance.
Shard of the Shattered Lance, as a reforged set item, at tiers 1 through 8 grants +3-30 health Regeneration (from 1-20) and +5-75 melee Cold damage (from 2-30).
The Shattered Lance 2 piece set bonus grants 4% increased melee Cold damage per 10 health regen, up to 2,000% (from 5% per 10, up to 1,500%).
Fragments of the Shattered Lance now grants +7-12 health Regeneration (from 3-5) on its implicit, and +50-100% freeze rate multiplier (from 40-80%). As a reforged set item, at tiers 1 through 8 it grants 15-300% increased health Regeneration (from 10-200%) and 10-220% increased Cold damage (from 5-140%).
Sinathia’s Dying Breath now grants 40-60% to all Resistances for Minions (from 30-33%). As a reforged set item, at tiers 1 through 8 it grants 12-240 added curse damage (from 9-214) and 30-600% increased curse damage (from 29-426%)
Sinathia’s Resurrection, as a reforged set item, at tiers 1 through 8 grants 25-480% increased Minion health (from 19-301%)
The Sinathia’s 2 piece set bonus grants +3 to curse skills and +3 to Minion skills (from +2 to each)
Sunforged Greathelm grants +250-350 armor (from 200-300), and 25-35% increased armor (from 20-30%). As a reforged set item, at tiers 1 through 8 it grants +1-11 health regen per Forged Weapon (from 1-9).
Sunforged Cuirass grants +600-850 armor (from 500-800), +60-85% fire Resistance (from 50-80%), and 20-40% increased fire damage per Forged Weapon (from 15-25%). As a reforged set item, at tiers 1 through 8 it grants 5-64% increased fire damage per Forged Weapon (from 2-40%).
Sunforged Greathammer grants +15-30 melee fire damage per Forged Weapon (from 10-25), and 30-60% ignite chance per Forged Weapon (from 25-42%). As a reforged set item, at tiers 1 through 8 it grants +5-30 melee fire damage per Forged Weapon (from 2-18) and 10-90% ignite chance per Forged Weapon (from 5-60%).
Updated the visuals of the following 1 handed axes:
Battle Axe
Rusted Cleaver
Pickaxe
Hatchet
Updated the visuals of the following spears:
Ice Spear
Obsidian Lance
Trident
Updated base type naming for the key item type to be more specific based on which item it is (key, charm, material, resource, etc).
Item Rarity Tier System: Valuable items now trigger a specific sound effect when they drop on the ground. These sound effects give a clue about the relative rarity of the item that just dropped. Items like high-Legendary Potential unique items, exalted items with multiple affixes of high tiers, highly valuable crafting materials, boss-specific unique items and much more will now be easier to identify using these new sound cues.
Decreased the sizes of unique, set, and legendary items loot beams.
Enemies now react to player’s attacks in a more noticeable way, making combat snappier and more satisfying. This change affects every enemy in the game.
Enemies have 10% more health from level 32 onwards, scaling from from the same as before at level 1.
Enemies deal 5% more damage from level 10 onwards, scaling from from the same as before at level 1.
Damaging ailments tick on players every 0.1 seconds (from 0.1 second after application and then every 0.5 seconds after that). Damage numbers from ailments are still pooled and then displayed once every 0.5 seconds. This results in the same effective damage taken per second, it simply smooths out the damage ticks.
Overhauled the Ice Goliath entirely.
Updated various Spider models throughout the game.
Updated Solar Auxiliaries to use the new Rahyeh Soldier model.
Updated the Siege Engineers in chapters 7 and 8.
The duration of Tyrant Maws roar has been significantly reduced, and their Bulldoze attack is now considerably faster.
Rahyeh Melee, Ranged, & Engineer units now have a ragdoll effect when they die.
Updated the visual effect on enemies for the “High Speed and Crit on Approach” modifier.
Updated the visual effect for Soul Geyser attacks.
Made some visual effect updates for Void enemies.
Decreased the emerge time of Rime Giant enemies.
Visual Improvements to Cold and Freeze death effects.
Adjusted the visuals of Praetor Vul’Arta sandstorm attack so that it stands out more in the bright environment of The Sapphire Quarter.
Haruspex Orian has started a new training regimen, and the gains are already paying off. His attacks are all now generally more dangerous, their cooldowns have been slightly reduced, and he’ll more consistently aVoid targeting low priority targets, such as skeletons, with his most dangerous abilities.
Pannion’s Students are now individually slightly less durable, and slightly more dangerous. They will also now more consistently ignore targeting low priority targets, such as skeletons, with their most dangerous abilities. Their projectiles now also pierce all targets.
Pannion’s Students now have visual effects designating which of them wields which element, and have gained indicators for some of their attacks.
Elder Pannion has established an even stronger connection with the Void. All of his attack now do more damage, with his most dangerous abilities now dealing considerably more. He will now also use his most dangerous abilities far more early in his encounter.
The Emperor’s Remains is now much more intent on killing the player than he is on killing the player’s pet crab. He will more consistently ignore low priority targets when choosing targets for his most dangerous abilities, and he will also use those abilities more often.
The Wengari Matriarch and Patriarch have returned from a romantic getaway on the shores of Heorot’s Temple, and now have a much stronger matrimonial bond. They now seek vengeance when their mate is slain and become far more dangerous until slain.
Apophis has shed her skin, and gained considerably more health in the process. As a welcome side effect, most of her attacks now also deal tremendously more damage than before. We recommend dodging the Void laser.
The Draal Queen’s venom has intensified, and the hit component of her Poison-based attacks all do more damage as a result.
The Twin Dragons both have had their visual effects updated to more reliably line up with the area of effect of their abilities.
The Twin Dragons will now more vehemently defend what remains of their brood. Their attacks all deal considerably more damage, and each Dragon now gains even more damage upon the death of their mate. Their abilities which unlock upon their mate’s death have also been updated to become considerably more dangerous.
The Observer would like to remind players everywhere that he is, in fact, a God. To do so he has compelled the powers that be to more than double his health, and significantly increase the damage of his most dangerous skills. He also now becomes invincible during his phase transition.
The Observer will no longer target players not even in his arena with his tentacle summons or meteor skills. That wasn’t sporting, and he issues a formal apology.
The Observer’s Void laser now has visual effects more in line with its actual position. Its indicator also no longer lingers throughout the entire ability.
Decreased the sizes of some Champions for visual clarity.
Added a new Champion based on Ice Goliath’s: Alexos, the Frozen Maw.
Etzali, the First Storm (T Rex champion) takes 80% less damage while roaring (from 70% less) and has 5% more health.
Gravedigger Mourn (Desecrated Flesh Champion) has 72% more health.
Lithecus the Giant (Gorilla champion) has 17% less health and the permanent buff Lithecus the Giant gains from the ability he uses at 75% health grants 30% less damage taken (from 75%), but now also grants 15% more damage.
Skritter (Rat Champion) has 21% more health.
Skritter now inflicts Poison, bleed, and fraily on hit, but deals 4% less hit damage.
Skritter now grants 136% more experience on kill, and drops more gold.
Sliz the Slicer (dual wielding cultist champion) has 18% less health.
Sliz the Slicer’s Minions have 25% more damage and health but die as soon as he does.
Exiled Mages have 45% less health at level 1, around the same health as before at level 30, and 10% more health at level 100.
Exiled Mages deal 10% less damage at level 1, around the same damage as before from level 10 onwards.
Rift beasts have 9% less base health and now only gain 20% increased health per evolution (from 25%).
Rift Beast lineages now start with two pre-existing evolutions, making them more rewarding and the fights themselves more immediately challenging and complex. The number of chosen evolutions in a lineage has not changed, so regularly spawned Rift Beasts now may have up to 9 evolutions (from 7).
This includes Rift Beasts summoned by the Evolution’s End amulet, and most existing Evolution’s Ends will gain two new evolutions with this change.
Nemeses have 45% less health at level 1, around the same health as before at level 30, and 10% more health at level 100.
Nemeses deal 15% less damage at level 1, around the same damage before at level 20, and 10% more damage at level 100.
The system for unlocking level 90+ Timelines has been reworked. The layout of timelines in the Monolith has been changed such that from first stepping into the Monolith, the Traveler has access to a central hub. All pre-level 90 timelines are accessible via paths to the left and right of this hub.
All of the level 90+ timelines are to the north of this hub with a barrier in place that requires completing a new quest “Knowledge of Orobyss” to unlock access. The quest is completed when the Traveler gains 5 Knowledge of Orobyss. You gain one point by completing the following:
Campaign Quests
Chapter IX
Chapter X
Monolith Timelines
Fall of the Outcasts
The Black Sun
The Stolen Lance
Fall of the Empire (Completing this grants 2 Knowledge)
Blood, Frost, and Death
Reign of Dragons (Completing this grants 2 Knowledge)
Ending the Storm
Knowledge of Orobyss is shared with all characters that are connected to the same stash.
The player’s first Harbinger encounter will now occur during the Boss Quest Echo of their first completed level 90+ timeline instead of the third. This allows the player to unlock Empowered Echoes and the Forgotten Knights Faction with fewer total timeline completions than previously.
The Echo reward rock and reward chest have been merged. The chest is now in the center close to where the rock was, and contains the Echo specific rewards, in addition to a few piles of gold. The Echo specific reward now scales with how much of the Echo’s bonus stability you gathered, indicated by three pips on the bonus stability bar that light up once you have enough bonus stability. Each of these pips increases the tier of the chest and the amount of rewards you get from it.
Updated the Monolith Echo Web UI:
Timeline quests are now displayed as buttons under the stability bar, with new iconography to better indicate Echo quests vs timeline bosses.
Echo quests are now only present in normal difficulty timelines.
New timeline info display with timeline name, area level, corruption, and Gaze of Orobyss.
New Harbinger corruption info display to show if you have sufficient corruption to spawn a Harbinger and which Harbinger will be spawned (Agile or Brute).
Updated controller support for quicker temporal keystone usage or toggling timeline difficulty.
New Echo tooltips, based on the item tooltip design with distinct theming for different types of Echoes (normal, woven, special).
Echo tooltips now show warnings if:
You have died in the Echo (Echo completion reward is lose).
Only shown for Echoes that had a reward (the item type icon on the island).
You have entered and left the Echo (in-Echo RNG/events are nerfed).
Not shown for specific Echoes that are not nerfed by leaving (Shade of Orobyss, Shade Gauntlet, Sanctuary of Eterra, Uber Aberroth).
Updated Echo Web islands and connections UI
A solid line now indicates a reachable island.
A dashed line now indicates an unreachable island.
Updated UI visuals for reward types such that they are now grouped into identifiable categories.
The status icon for Echo islands has been moved so that it doesn’t replace the reward icon.
The status icon, in addition to showing if an Echo is completed, now also shows if an Echo the Echo has been abandoned or failed.
The bonus stability bar now shows up as soon as you enter an Echo, rather than only showing up once you’d killed some enemies.
Echoes will only display a reward icon for droppable rewards instead of also for stability.
The fade to black effect has been removed when entering an Echo in the Monolith of Fate.
Moved the Forge to the opposite side in the Echo of a World.
Added 5 new Echo zones:
Titan’s Plateau
Caldera of Flames
Maelstrom Ledge
Serpent Valley
Basalt Cliffs
“Rooms” (small areas within an Echo) now have between 39% and 191% spawner density (from 77% to 143%) this results in more varied pack size and slightly more enemies in general.
Replaced Umbral Pursuer with Abyssal Fiend in the Voidscarred Archive.
Chests at the end of Tombs of the Erased have been adjusted to be generally more rewarding. They should be roughly equivalent to the reward from an end chest for an echo that reached the second bonus stability threshold.
In the Scorched Grove, there is a new 2.5D cinematic showing the fight between Heorot and Rahyeh. This brings an old scene in line with the rest of our campaign cinematics.
Updated dialogue for Heorot, Rahyeh, & Yulia.
Updated some Cultist NPC models from chapter 3.
Fallen Refuge now has new more readable textures.
Made adjustments to the visuals in The Verdant Lakes.
Replaced the portrait used in dialogue for the Surviving Guard NPC in The Armory.
Removed boss line text from Sanctuary of Eterra’s boss fights.
Player should no longer visually float above the ground in some scenes. Please report any areas you see this happening!
Plentiful Windows: Omen Echo Chains are more likely to spawn.
Inescapable Omens: Roaming Omens have a chance to spawn in any Echo.
Omen’s Soldiers: Omens have a chance to summon Void Champions during Omen Windows encounters.
Memories of the Observer: Most regular Echoes in your Echo Web appear in Echo Chains rather than as single Echoes. Cemeteries and imprinted Woven Echoes appear to the sides of chains rather than inside them. Beacons no longer appear. This does not affect the spawn rate of special Echo Chains, which can be revealed without this node.
Reduced the imprint spawn rate of Bloodline Glade, Nesting Grove, and Rampant Coast to be closer to the spawn rate of other similar Woven Echoes.
Attempting to place invalid items into one of the Woven Echo crafting containers will now show error prompts.
Updated the layout of the Woven Echoes inventory tab to be organized based on content type (Encounter, Boss, Crafting, Aura).
The Exiled But Not Forgotten weaver tree node now causes Rune Prisons to spawn two mages at a rate of 20% per point with a maximum of 5 points, from 10% point with a maximum of 4.
Added ability to customize the map icon and item beam separately instead of them being intrinsically linked.
Added a gameplay setting in the loot filter section to control when the loot filter rule number should appear on items’ ground labels: Always, Never, or Only when the loot filter editor is opened (default).
Added a “Recolor” toggle in the loot filter rule editor to expose whether the rule should recolor the item or not. The white color can now also be used to recolor items in loot filters.
Polished the scroll view for multipicker selection. Unique modifiers now can be navigated with a controller.
Added 7 new loot filter sounds: Wild, Comet, Smash, Smith, Precious, Metal, and Unlock.
Condition Updates
Loot filter conditions are now sorted alphabetically (a-z) with the “None” option at the top.
Added a loot filter condition called “Corruption” to filter corrupted / uncorrupted items.
Adding a new filter condition for Potentials (Legendary Potential, Forging Potential, Weaver’s Will and Weaver’s Touch). The former values of the rarity filter condition have been moved to that new condition and existing filters will automatically update.
When editing an affix condition in a rule that also contains a class requirement condition or an item type condition, the affix condition will only show the affixes that could roll for the class(es) and item type(s) selected.
Affix condition: If no affix is selected, the condition will now match any affix instead of none. This allows players to quickly create rules based on item tiers.
The Keys condition has been renamed to Resources.
The Resources condition can now also match Temporal Keystones, Merchant Tokens, Crystallized Heart, and Arena Key of Memory
New “Shards,” “Runes,” and “Glyphs” conditions have been added for loot filters.
The “Runes” condition allows filtering of each individual rune.
The “Glyphs” condition allows filtering of each individual glyph.
The “Shards” condition only allows the selection of common or rare shards as of now.
As a result, the “Crafting Materials” condition of loot filter has been removed. Existing loot filters will automatically update to match the same crafting items using the new conditions.
The Primalist has had all of his animations remade.
Running & Walking
Evades
Attacks
Skills
Idle
The Rogue has had many of her animations updated to give clarity and weight her abilities:
Upper/Lower body split so now the body moves more dynamically.
Bow strings are now animated. The Rogue now pulls the bow string and causes the bow to bend and snap/vibrate when the bow is shot allowing for more dynamic visuals.
Turn leaning to keep the momentum while traveling our world.
Items listings that you do not have sufficient favor for are now disabled and will show an “Insufficient Favor” error message if you attempt to interact with them.
Reworked the underlying system for how UI panels are opened, closed, and layered to create a more consistent baseline UI experience. This should make opening, closing, and navigating panels feel more predictable and consistent, so players spend less time fighting the UI and more time fighting monsters.
UI panels are now arranged into full screen, left, center, and right panels, each with their own baseline functionality, so interacting with the UI is more consistent with player expectations.
Center panels are now always rendered on top of left/right panels, which are always on top of full screen panels, ensuring important information is never hidden.
Opening a full screen panel (such as the map) will now consistently close any other open panels, so only what you see is what is interacted with.
Left, center, and right panels can now be consistently opened on top of full screen panels, giving players quick access to additional information without closing everything else.
Center panels now universally adjust their offset to aVoid overlapping left or right panels (like what Woven Echo crafts did previously) so that information is always visible and readable across screen sizes.
Updated the design of basic confirmation modals, so prompts are consistently structured and easier to quickly understand.
Escape (or B on controller) now closes popups first, then left/center/right panels, then full screen panels, making it easier to back out step by step aVoiding accidental closures.
Swapping focus between panels on gamepad should now be more consistent across all panels.
Quick move (shift+right click) logic is now based on where panels are open and will try to move the item to the most relevant other panel that will accept it. This will make moving items faster, more intuitive, and automatically supported anytime a new UI is added. e.g.
Quick moving from the inventory to the Nemesis egg will instead move to the stash if the egg if full (or vice versa if moving from the stash).
Quick moving to Woven Offering (in Gauntlet of Strife) will first try to move the item to the sacrifice item slot, then once that is full, it will instead move to the reroll item slot.
Added a new setting (Gameplay > Interface > Hide Detailed Stats With No Value) that will hide any detailed stats in your character sheet that have a value of 0 so you can more easily see just the stats you’ve invested in.
Adjusted positioning of several entries in the Character Sheet.
Added new entries to the Character Sheet for different types of Critical Strike multiplier, for throwing crit chance, and for stats granted by corrupted attributes.
Updated Reduced Bonus Damage Taken from Crits’s tooltip in the Character Sheet to clarify that a negative value means increased damage taken (Madness provides a negative amount of this stat).
Added a detailed description to Increased Haste Effect’s tooltip in the Character Sheet.
Updated the “Equip Now” button in the in game shop so that in addition to opening the cosmetics tab of the inventory it also equips the newly purchased cosmetic.
There is now a Character Effects subtab in the All Cosmetics section of the in game cosmetics shop.
Updated game guide with new pages and adjustments to existing pages.
When using a controller after a notification for a new concept pops up the Game Guide selection in the Radial menu will now show an indicator that you can learn more by accessing it.
Improved info tooltip positioning to keep the tooltip on screen and aVoid overlapping what was hovered.
Effects from items and passive trees that give conditional buffs (e.g. the increased damage with every third attack from the Rogue’s Lethal Cadence node) now affect tooltip DPS while active.
Sources of frenzy that have higher effectiveness will now only be overwritten by new sources with lower effectiveness if the current source has very low remaining duration (previously, new sources would always replace older sources, regardless of effectiveness).
Evade Changes
Evade now breaks breakables along its path.
Evade has a small leniency, allowing the player to jump over sections slightly longer than the fixed Evade distance.
Evade can no longer pass through solid walls in the Rift Beast caves.
Evade can no longer be used to climb onto areas that are significantly higher than the player’s current position (does not apply to ramps and sloped surfaces).
WASD movement mode now supports key based interaction. This is called “Basic Interaction”, has no default keybind, and is at the end of the input binding list.
Movement is blocked if the cursor enters the UI while holding down the movement button.
The player can no longer use skills during transitions to another scene.
Improved WASD path detection - the player no longer jitters around obstacles.
Unexpired shrine buffs now remain on your character when transitioning between zones while playing online.
Removed options for manually transferring crafting materials from the Settings menu. Crafting materials will now auto transfer for all players. Legacy characters with crafting items in their inventory will still be able to manually transfer for the time being and are advised to do so before the next season.
You can now “/whisper AnotherPlayer” without an initial message to set a whisper target.
Added an option to right-click a player name in chat and select “Report Player” for violating the community rules. This report will go straight to our Player Support team.
Similar to /deaths, there is now a /played command to display the play time of your current character.
Fixed an issue where some quest where some states weren’t being updated for all players.
Fixed an issue where WASD movement would allow bypassing a small hole in stairs in the End of Time.
Fixed an issue where inventory open and close sounds were playing when loading into End of Time.
Chapter 1
Fixed a typo in the Keepers’ Vault quest name.
Fixed an issue where Grael’s animation and visual effects were mistimed.
Replaced a broken animation playing on a background NPC in The Keeper’s Camp.
Chapter 2
Evade can no longer be used to skip the bridge in The Council Chambers.
Fixed an issue where rocks in the Sheltered Wood (ruined era) had no collision.
Updated Guardsman Willem’s subtitle in The Crumbling Ruins to “And who are you” to match his voiceover.
Fixed an issue where “Explore your surroundings” step of “The Last Refuge” quest would not have a map quest marker.
Chapter 3
Fixed an issue where the Soul Generators in Welryn Undercity would not spawn where they should.
Chapter 5
Fixed an issue in the Maj’Elkan Catacombs where you could walk through sand piles.
Chapter 6
Fixed an issue where it was difficult to cross the open door in Yulia’s Haven.
Fixed the bridge in The Rust Lands coming from The Lower Sewers.
Chapter 7
All five of Grael’s voice lines in The Burning Forest now correctly display their subtitles in the game chat alongside the voice playback.
Fixed a visual effect surrounding the bridge being raised in The Tundra.
Chapter 8
Fixed issues with Grael’s quest and dialog icons throughout the chapter.
Added quest pulses for Find the Moonlight Shrine quest step in The Strand of Storms and The Coral Pools.
Fixed an issue where defeated tentacles in the Temple of Lagon would re-appear after entering a Mysterious Rift and then returning to the scene.
Fixed and issue where the Ferryman NPC would trigger from far away in Lake Liath.
Made what needs to be done to complete the quest Destroying the Siege Camp in Etendell clearer.
Fixed an issue where transition from Thetima to Lagon’s Isle would be disabled if the player had skipped the Lagon fight via portalling to party members that were past it.
Fixed an issue in the Seafloor Colosseum where the moon visual effect was missing on the floor in phase 2.
Fixed an issue where defeating campaign Lagon during first phase in offline play could cause the player to be stuck on the lower level; unable to prompt dialogue to finish the quest.
Chapter 9
Fixed an issue with Z-Fighting on corner textures of the archway in the Bazaar.
Chapter 10
Fixed an issue in the Untamed Forest where part of the level was unwalkable.
Fixed an issue where an Ancient Era purple mushroom prop would block projectiles.
Fixed an issue with invisible collider near the start of the Garden that blocks projectiles.
Fixed an issue in the Garden that could lead to accidental clicks because of the proximity to spawn.
Fixed an issue with the end of chapter cinematic that would sometimes cause the audio to stutter and be out of sync with the visuals.
Fixed an issue in offline where attempting to use the “Spend key to retry” option on the death menu while in a dungeon would lead the character to still be dead after respawning.
Fixed an issue where the scene transition “fog” object would not appear after defeating the boss at the end of Soulfire Bastion.
Fixed an issue that sometimes caused incorrect materials to show up in Soulfire Bastion.
Fixed an issue with movement near the chests after completing Lightless Arbor.
Fixed missing health bars on many enemy types throughout the game.
Fixed missing hitflash on many enemy types throughout the game.
Fixed a few enemies that were being pushed around by the player running into them.
Fixed enemies spawning with mods that spawned more enemies in certain wave encounters, such as Gate objectives in echoes. These spawned enemies caused various issues, because they wouldn’t be recognized as part of the encounter.
Enemies and pets with fur now render properly in all scenes.
Fixed a visual issue with enemy blood splatters on death.
Fixed an issue in party play where enemy animation state would desync if one player entered the same scene with their partner after a delay.
Fixed an issue where Wengari enemies would not play a death animation when killed.
Fixed animation issues with Brewers.
Fixed an issue where the Weathered Statues in The Courtyard would play their walking animation while remaining stationary.
Fixed an issue where revived Void Horrors would still look dead while attacking and moving.
Fixed an issue where the Giant Rat would not have a proper entrance animation.
Fixed an issue where Apophis could either fail to animate properly or be invisible in The Observer’s Prison.
Fixed an issue where Bitterwings disappeared instantly when killed.
Fixed multiple animation issues with Harton’s Husk including his weapon swings not lining up with the effect of his attacks as well as him not turning smoothly.
Fixed some attacks on Harbingers and Rahyeh, the Black Sun not stopping on stun and continuing into other attacks.
Fixed an issue where Aberroth sometimes inflicted “Frailty of Aberroth” on party members in shattered road.
Fixed an issue where the sky lasers fired by Diamond Nagasa would not end when the caster was killed.
Fixed an issue with the Rift Beast in Bloodline Glade where it’s Poison pools wouldn’t go away after it died.
Fixed an issue with Desecrated Flesh where it would not apply damage on each spin.
Fixed a variety of erroneous behaviors for Elder Gaspar’s explosion including being in midair, having odd spacing on the explosions, or sometimes not firing at all.
Fixed an issue where Bumblebear’s multi-hit attack had incorrect hit timing and visual alignment.
Fixed the falling meteor from Shade of Orobyss persisting after its death.
Fixed an issue where the bodyswap attack from the Woven Firstborn would not cancel if it died during the attack.
Fixed an issue where the Venom Spire Poison pool ground decals would not be removed on its death.
Ballista’s now properly fire their projectiles without them freezing mid air in Argentum Spire.
Fixed an issue where it was possible to cause Heorot to become invulnerable permanently.
Fixed an issue where Tundra Stalkers could be difficult to hit with small projectiles such as Spirit Thorns.
Fixed the collider size for The Curator (Large Temple Construct Champion)
Fixed an issue where the hover box size of the Tyrant Maw and its champion were too large.
Fixed an issue with Sanctuary Guardian’s weapon having the wrong materials.
Fixed an issue where the Armored Phoenix’s tail feathers would turn black on death if enemies flash on hit setting was disabled.
Fixed the Crystalline Growth enemy displaying the incorrect name.
Fixed a visual issue with the Ruined Pillar from Chronomancer Julra fight in Temporal Sanctum.
Various polish fixes for cultist enemies; Void Zealot, Void Flayer, Void Cultist, Zealous Adherent, Decaying Fanatic, Sliz the Slicer, Wretchblade the Doomed, Kalidan the Needler, Prophet of Ruin.
Fixed cases where reroll chance on specific item types was not taken into account for effects that had bonus effects based on an affix’s rarity (e.g. an affix that was rare by default, but common on the item type in question would still receive bonuses as if it were rare).
Fixed an issue where the “frenzy effect and increased melee damage while you have frenzy” enchanted Idol affix was not granting increased melee damage while you have frenzy.
Fixed an issue where the “increased Skeletal Mage damage” affix had no effect.
Fixed an issue where reroll chance on specific item types was not taken into account for glyph of chaos, resulting in affixes that were generally rare, but common for the item type you were using the glyph on being unintentionally rare when using the glyph.
Fixed an issue where reroll chance on specific item types was not taken into account for rune of discovery, resulting in affixes that were generally rare, but common for the item type you were using the glyph on being unintentionally rare when using the rune.
Fixed an issue where reroll chance on specific item types was not taken into account for adding sealed affixes with the Soul Gambler, resulting in affixes that were generally rare, but common for the item type you were purchasing being unintentionally rare when deciding the sealed affix.
Fixed an issue where items could be duplicated in the Eternity Cache in offline mode specifically.
Fixed an issue where equipping Aberroth’s Command while having no off-hand item would prevent Void Cleave from being usable until re-equipping the ability.
Fixed an issue where its “increased effect of frenzy while dual wielding” and “increased effect of frenzy per Strength” had no effect.
Fixed an issue where the following modifiers on Fangs of the Berserker were not being affected by increased effect of frenzy: “more melee damage while you have frenzy”, “increased damage taken while you have frenzy”, “% of melee damage leeched as health while you have frenzy”, “% of health leech also drains the health of the nearest enemy within 6 meters while you have frenzy.”
Fixed an issue where using Smoke Bomb with Shadow String equipped would grant an increasing amount of Ward with each use. It now properly grants the listed amount of Ward on each use.
Fixed a display only issue where the additional Lightning penetration for a throwing/bow attack after using a Lightning bow/throwing attack was listed as 42-62%, but is actually 62-92%. The display now shows 62-92%.
Fixed an issue where gold Echo specific rewards did not scale correctly with corruption. This will result in an increase in gold rewards at high corruption.
Fixed an issue where the relative frequency of more powerful Echo specific rewards did not scale correctly with corruption. This is a buff.
Fixed currency not being lootable for other players in an Echo of a World after a player started an Echo.
Fixed an issue which could lead to monolith boss loot spawning twice under certain circumstances.
Fixed an issue where the Intuitive Connection node gave Falcon Strikes and Dive Bomb 5% reduced cooldown recovery speed instead of 5% increased cooldown length (this effect was similar, but slightly larger or small than intended depending on how much increased cooldown recovery speed you had from stats).
Fixed an issue where the +2% Fire Penetration per Intelligence from Expert Duelist would not be applied when wielding a two handed staff.
Fixed an issue where the conversion of Haste’s effect from movement speed to block via Forgemaster’s Might was not affected by the increased effect of haste.
Fixed an issue where combo abilities could become no longer castable.
Fixed an issue where abilities would sometimes target erratically in certain situations, especially when near the edge or terrain.
Fixed an issue where hitflash visual effects would remain on Minions when you transitioned to another scene.
Fixed an issue with the Rogue’s Shadows where Shadows that were consumed for a use other than imitating an ability, such as Dark Quiver’s Umbral Resolution, did not trigger effects that occur when shadows are consumed.
The description for Create Shadow has been updated to clarify that shadows will imitate direct uses of Shurikens, Umbral Blades, Acid Flask, and Shadow Cascade, and that they can also imitate indirect uses of Shadow Cascade. This is only a description change.
Fixed an issue where if you had the Deepest Ravine node (removing spirits) when you converted the ability to something other than necrotic, the Necrotic tag would not be removed.
Fixed an issue where stacks of Poison applied by entering Reaper Form when using the Herald of Rot node benefitted from increased Poison duration and Poison penetration with Poison stats that had tags that didn’t correspond to Reaper Form, such as “increased Poison duration with Lightning skills”.
Fixed an issue where the Blood variant weapon visual effects were much more subtle visually than the other versions.
Fixed an issue preventing the From Blood node from working.
Fixed an issue preventing the Crimson Horror node from working.
Fixed an issue where Bone Nova could not hit enemies that were hit by the cast of Sacrifice that created the Bone Nova.
Fixed an issue where Bone Nova would not be created when the player was out of Mana. Because this effect does not consume Mana, it does not require Mana.
Fixed an issue where the effects of Punishment did not apply to Sacrifice’s Bone Nova.
Fixed an issue with the Ethereal cosmetic where it would appear too high in the air.
Fixed an issue where the blood decal would stretch on use.
Fixed an issue where the Fire converted casts caused by Rule of Simoon would cause Tornado to lose skill levels gained by effects that granted skill levels to Physical skills.
Fixed an issue where the additional detonation from Reign of Blood occurred at a point above the player. It will now more reliably hit enemies nearby.
Fixed an issue where Supermassive was granting more direct damage, inconsistent with its description. It now grants more damage, meaning it also applies to ailments inflicted by Black Hole.
Removed the alt text on the Scorching node which incorrectly stated that penetration is more effective against enemies with low health. Don’t believe its lies.
Fixed an issue where Elemental Nova would not show equipped cosmetic effects outside the area of the main skill if the Freezing Cascade node was allocated.
Fixed an issue where Flame Wave was not affected by modifiers in Firebrand’s tree. This means effects such as more damage within Firebrand will now also affect Flame Wave.
Fixed an issue where additional chains from Glyph of Dominion’s Tendrils of the Invoker, Static’s Diode, and the “chance for Lightning Blast to chain 4 additional times” affix were not halved by Convergence.
Fixed an issue where indirectly casting Lightning Blast at a specific target with the Focal Blast node allocated would cause the ability to always be fired forward from the player, instead of at the given target.
Fixed an issue where Surging Influence did not affect Lightning Blast’s chain range.
Corrected an errant description on the Insulation node. It previously said it does not provide its effect if the Cold conversion node (Glacial Assault) is allocated, but the conversion is irrelevant to this node.
Fixed an issue where, in some cases, shrapnel could be created with positions and angles inconsistent with the orb they’re fired from.
Fixed an issue where, when the Volcanic Orb was cast during Flame Rush, shrapnel from the final explosion would remain at a single point instead of spreading out correctly.
Fixed an online issue where, if the Volcanic Orb was cast during Flame Rush, its movement was out of sync with the player. The orb now stays in sync and explodes immediately after Flame Rush ends.
Fixed a visual issue where, when the Volcanic Orb was cast online on sloped terrain, its movement did not correctly follow the incline.
Fixed an issue where Concentrated Effect was not removing the shrapnel at the end.
Fixed an issue where Tsunami did not receive effects from Maelstrom’s tree. For example, modifiers to the damage or area of Maelstrom will now also affect Tsunami.
Fixed an issue where, under certain circumstances, it was possible to cast Maelstrom when you did not have the requisite Mana.
Fixed an issue where Spriggan’s Thorn Volley projectiles could only inflict ailments on a particular enemy from one hit per cast. Now each projectile can inflict ailments even when hitting the same enemy.
Fixed Thorny Stalks’s description to state that its effect scales with the number of Spriggans you control. The functionality has not changed; the description was inaccurate previously.
Fixed an issue where Spriggan’s Thorn Volley had no visual.
Fixed issues where Coldest Night, Fulminating Strikes, Cloudburst Conduit, Bulwark of Nature, and Tempestuous Legend did not affect Tempests cast by your Tempest Totems.
Fixed an issue where Bulwark of Nature’s effect would only occur when a Tempest was created by performing a melee attack. It will now trigger from any Tempests created, including sources like Cloudburst Conduit.
Fixed an issue which caused Acid Flask to be unable to consume Falconer’s Mark.
Fixed an issue which caused Acid Flasks thrown by your Falcon to count as a direct use of Acid Flask by the player for effects not specific to Acid Flask. Nodes in the Acid Flask tree which require a direct cast still apply to Acid Flask when thrown by the Falcon. Nodes in the passive tree such as Flow now longer benefit from your Falcon throwing an Acid Flask.
Fixed an issue where Piercing Debris was giving 40% increased Critical Strike chance per point and +40% Critical Strike multiplier per point, instead of its intended values of 50% per point for each.
Fixed an issue where Majasa’s Dagger was only granting up to 30% maximum more melee damage from Poison stacks per point. It now grants 60% per point, matching its description.
Fixed an issue where the effects of Majasa’s Dagger and Snake Bites were not applying to some hits of Dancing Strikes.
Fixed an issue where Shadow Dagger visual effects were misaligned or oversized on some raptor type enemies.
Fixed an issue where several nodes within the tree could fail to apply their effects when using a Black Arrow: Grand Detonation, Bleak Arrow, Lacerating Arrows, Tide of Darkness, Fatal Barrage, Dragon Slayer, Trueshot, Umbral Resolution.
Fixed an issue where Hunters of Heorot was only applying the chill or stun effects to enemies that were moving. The effect now matches the ability’s description, only requiring enemy movement for the Mana gain effect.
Fixed an issue where Careful Assault could “snapshot” the amount of shadows that were present during a direct cast and would incorrectly apply the damage bonus to subsequent indirect casts which did not have the correct amount of shadows present. All shadows casting Shadow Cascade will still benefit from Careful Assault as long as you had the correct amount of shadows when they started casting.
Fixed an issue where, when both Rahyeh’s Chariot and Unbroken Prayer were allocated, the Dash would not end on reaching the target destination, instead only ending after the input was released.
Fixed an issue where, when Rahyeh’s Chariot was allocated, and Healing Hands had no other source of added or increased cooldown, it would not come off cooldown after being used.
Fixed an issue where Game Guide links would convert to plain text when sent in chat.
Fixed an issue where the popup notification explaining to check out the Game Guide to learn more about Weaver’s Will would not open the Game Guide when clicked.
Fixed an issue where the notification for the set item game guide page didn’t appear when your first set item dropped.
Fixed an issue where the notification that the player had unlocked the Keys tab of the inventory menu could appear in certain situations after they had already previously unlocked it.
Fixed an issue where “Buy Item” button prompts would appear for item tooltips when in places that they could not be purchased from (such as the inventory).
Fixed an issue where the cursor size would change depending on the slot it was hovering over while holding an item using a controller.
Fixed an issue where part of the settings menu scrollbar was not clickable.
Fixed an issue where opening the system menu while you were selecting colors in the Loot Filter UI could lead to a broken state requiring client restart.
Fixed an issue in the settings menu where the ‘Apply changes’ button would not appear if adjusting settings after returning to the Character Selection screen.
Fixed an issue where the Master Quality graphics setting would not adjust some individual settings that it was meant to.
Fixed an issue where opening the Change Input Key’s submenu of the Settings menu while using a controller could lead to a client crash.
The “!” indicators in the Help Menu now correctly appear only when the player truly has unspent points available, accurately reflecting the current state of both the skill and passive trees.
Fixed an issue where using both mouse buttons at the same time while dragging an ability would cause it to reset to an incorrect position when the drag was ended.
Fixed tooltip stat preview for level scaled unique mods when viewed by a low level character (Frozen Ire, Hammer of Lorrent).
Fixed an edge case where affixes could sometimes display below the set bonus lines on item tooltips for reforged set items. This issue persists for sealed affixes specifically.
Item tooltips now correctly appear when hovering over items in the Inventory, even when it overlaps the Skills or Passives panels.
Fixed the description of the Health Potion tutorial tooltip.
Fixed an issue where stats like “More Damage per Stack of Shock” would incorrectly be displayed as “More More Damage…”.
Fixed a variety of instances where Armor was spelled Armour.
Fixed an issue where portals displayed incorrect names in offline.
Fixed an issue with controller where your cursor focus would be returned back to default position after performing an action in a menu instead of returning to where it had been placed before performing that action.
Fixed the virtual keyboard unintentionally popping up when the input device switched and prevented text loss when canceling the virtual keyboard.
Fixed a rare issue where the AFK kick timer would ignore menu activity (such as crafting or prophecies).
Fixed an issue where Evade charges would be set back to 0 upon level up.
Fixed an issue where using a traversal skill while a scene transition was occurring could result in the player being sent to the wrong location (generally off the playable space of the map).
Evade can no longer be used to jump across very large gaps.
Improved Skarven’s movement to make it more consistent and avoid his habit of sometimes blocking player movement.
Fixed an issue where cosmetics from a deleted offline character could erroneously be applied to a freshly created offline character.
Fixed issue with cosmetic loadout getting into a broken state and no longer being able to save further load outs.
Fixed an issue where, in scenes with low light levels, fur materials would appear very dark.
Fixed an issue where lights could cast in sharp unnatural lines in certain circumstances.
Fixed a variety of objects erroneously having a red outline.
Fixed an issue where destructible barrels didn’t cast shadows on the ground.
Fixed some ailment visual effects scaling incorrectly.
Players put into a frozen state online should now appear frozen visually. Visuals were only present offline before. Example: Snap Freeze: Frozen Monolith will now properly popsicle the Mage in online mode.
Fixed instances where a player entering a scene after others were already there could see the other players using animations that didn’t match the weapon they were holding.
Fixed an issue where activating an empty skill slot would result in an animation being played.
Fixed an issue where sometimes when loading into a Cave there would be a brief moment where the loading screen would be removed before the scene was fully loaded.
Fixed an issue where some visual effects would appear to drag across the screen when using some scene transitions.
Removed the Cacophony of Steel, Steel Torrent, and Loathing nodes.
We waited a year for a new season and your idea of balance is…removing the 3 most fun nodes on a very popular skill? Sad to see how much the quality has gone downhill in recent time.
Cannot add T5+ affixes to unique or legendary items if your character is below level 24.
Cannot add exalted affixes to unique or legendary items if your character is below level 51.
Sorry but what’s the difference? aren’t T5+ affixes exalted?