Smelter’s Wrath
- Now has 600% damage effectiveness (from 450%).
- The baseline effect now grants more damage based on charge, up to 100% more damage at maximum charge (from 50% more hit damage per second spent charging). This means that reducing your charge time will no longer reduce the benefit received from this effect. Effects in the tree which are “for each second chanelled” remain unchanged.
- Mana cost reduced to 30 (from 35).
- Liquefy grants Furnace 100% chance to shred armor per second per point (from 40%).
- Tempered Blow grants 15% more damage per second spent channelling per point (from 12%).
- Stinging Steel’s grants +5% critical strike chance per second per point (from +1% listed, +6% actual) and now also grants +5% critical strike multiplier per second per point. The description and statlines have been clarified to state they grant additional critical strike chance and critical strike multiplier.
- Vulcanic Mastery now grants doubled critical strike chance when fully charged (from guaranteed crit at full charge) and now also grants 50% more hit damage when fully charged.
- Detonation adds +15 mana cost (from +20).
- Ferrous Smash grants 25% increased stun chance per second channelled per point (from 20%).
- Rebuff has been reworked. It now grants 10% slower charge speed per point (multiplicative with other modifiers to charge speed) and +5% physical and fire penetration per second channelled per point. Maximum of 3 points.
- Soldering Strike grants 200% ignite chance per second channelled (from 30% stated, 10% actual). It now also grants 20% increased ignite duration per point.
- Fixed a bug where effects that provided a stat based on time spent channelling, such as Soldering Strike, gave a benefit as if it had been channelled for an additional second.
- Fixed a bug where Furnace would frequently fail to damage enemies, and did not display its visuals.
- Furnace now deals 24 base damage (from 6) every 0.5 seconds. Its description has been updated to specify it has an added damage effectiveness of 240% per second.
- Increased the base area of Furnace to match the area of Smelter’s Wrath. Updated the node’s description to clarify that Furnace is not affected by increases to area of effect, and can not be turned into a cone by Detonation.
- Final Strike instantly kills enemies below 10% max health (from 6%). It is still doubled at maximum charge. Maximum points reduced to 1 (from 2).
- Ability VFX no longer incorrectly follows the player after channeling is interrupted.
- Fixed a bug where Smelter’s Wrath with effects that modify its duration would play their VFX and SFX at incorrect timings in Online mode.
- Fixed a bug where the the end of channel explosion of Smelter’s Wrath would be incorrectly visually rotated when used near cliffs or walls.
Smite
- Added a new node connected to Sacrifice, Fallen from Grace. Converts Smite to void.
- Heavy Impact grants 25% more Fissure damage per point (from 20%). Maximum points reduced to 4 (from 5).
- Epicenter grants 30% increased Fissure area per point (from 20%). Maximum points reduced to 2 (from 3).
- Fissure’s description has been clarified to state it lasts 3 seconds (incorrectly stated 5), has 200% added damage effectiveness per second (incorrectly stated 36%), and that it consumes mana when triggered (rather than having a mana cost).
- Fissure now requires a direct Smite cast to trigger, and has a base limit of 1 trigger per second (from 0.5 second cooldown).
- Fissure can now also be converted to lightning by Order of Lagon.
- Aftershock’s functionality has been reworked. It now grants +1 max Fissure triggers per second (from increased Fissure duration and added Smite mana cost). Its maximum points has been reduced to 2 (from 5).
- Fixed a bug where Fissure, when converted to void, did significantly less damage than intended and did not display void VFX.
- Fixed a bug where Fissure dealt base physical damage rather than fire.
- Piety grants 25% chance to electrify on hit per point (from 20%). Maximum points reduced to 4 (from 5).
- Conviction no longer grants 5% less cast speed per point. Maximum points reduced to 4 (from 5).
- Immolate now also grants 10% more fire damage over time per point.
- Descend now only requires 1 point in Aftershock (from 4) or 1 point in Righteous Flurry (from 2).
- Descend’s description has been updated to clarify that it only applies to directly cast Smite.
- Soothing Balm grants 25% increased health regeneration per point (from 50%).
- You can now pass both ways through the Aftershock, Descend, Righteous Flurry and Righteous Fury nodes.
- Fixed a bug so Smite when converted to lightning now also converts Fissures to lightning.
Symbols of Hope
- Sigils of Hope has been reworked, and renamed to Symbols of Hope. Every 2 seconds, summons a symbol that orbits you, causing you and your allies’ attacks and spells to deal 3 additional fire damage and increasing health regeneration by 20%. Activate to consume the symbols, granting 100 Ward and 5% less damage taken per symbol for 3 seconds. You can have up to 3 sigils at a time. Mana cost is now 30 (from 35), and it has an 18 second cooldown (from no cooldown).
- Last Wish has been replaced with Heavenly Justice: Symbols grant you and your allies 4% increased critical strike chance per point. Maximum 5 points.
- Word of Alacrity has been replaced with Celestial Concentration: Symbols grant you and your allies 2% increased mana regeneration per point per symbol. Maximum 4 points.
- Word of Power has been replaced with Zeal of Storms: Symbols grant you and your allies 6% electrify chance on hit per point.
- Exigency has been removed.
- Consecrating Flare has been removed.
- Enduring Hope grants 25% increased cooldown recovery speed per point (from +2 seconds of Sigil duration per point). Maximum points reduced to 2 (from 5).
- Added a new node connected to Enduring Hope, Symbol of Righteousness: 5% increased effect of your symbols on other allies per point. Maximum 3 points.
- Inspire Hope has been moved to require Symbol of Righteousness, and its effect has changed. It now causes Symbols of Hope’s active effect to be castable on allies.
- Soliloquy has been replaced with Holy Revelation: 15% increased symbol gain rate per point. Maximum 3 points.
- Divine Flare now consumes all available symbols when cast, and restores 50 health to allies hit per symbol consumed. It now also makes activating Symbols of Hope no longer instant cast.
- Energized Flare’s functionality has been reworked. It now grants Divine Flare a 10% chance per point to gain a symbol on kill or hitting a rare or boss enemy. Maximum 3 points.
- Well of Light’s functionality has been reworked. It now grants Divine Flare 25% more damage per point per symbol consumed, and 15% increased area per point per symbol consumed. Maximum 4 points.
- Cleansing Light’s functionality has been reworked. It now grants Divine Flare 25% chance per point per symbol consumed to cleanse ailments on allies, and 25% chance per point per symbol consumed to blind enemies. Maximum 4 points.
- Faith’s functionality has been reworked. When you activate Symbols of Hope, gain Ward equal to 2% of your maximum health per point per symbol consumed. Maximum 3 points.
- Fervor’s functionality has been reworked. It now grants haste for 3 seconds on activation.
- Unwavering Faith’s functionality has been reworked. It now grants 10% of maximum health healed per point on activation.
- Renewed Hope’s functionality has been reworked. 34% chance per point to gain a symbol after activation. Maximum 3 points.
- Healing Rites grants 40% increased healing effectiveness per point for 3 seconds on activation (from 25% increased healing effectiveness for 2 seconds per point when a sigil is consumed).
- Invigorate and Quiet Mind have swapped positions.
- Quiet Mind now also grants 10% increased activation duration. Its maximum points has been reduced to 3 (from 5).
- The Sealed Idol affix now grants increased Symbols of Hope active duration and increased symbol gain rate (from added Sigils of Hope duration).
- Orian’s Sun Seal now grants increased symbol gain rate instead of added Sigils of Hope duration. Its unique effect which would automatically cast Sigils of Hope every 10 seconds now instead automatically activates Symbols of Hope when damage taken leaves you below your endurance threshold, applying 75% of its normal cooldown and mana cost.
- Symbols of Despair now also converts Divine Flare to void.
- Waves of Light has been reworked. Directly cast Divine Flares that hit a rare enemy or boss have a 10% chance per symbol consumed to recast Divine Flare after 0.5 seconds. Maximum of 4 points. Exceeding 100% chance can cause multiple recasts. Recasts do not consume symbols, but benefit based on the amount of symbols consumed by the original activation.
- Divine Flare now has a base damage of 70 (from 60) and 350% damage effectiveness (from 300%).
- Fixed a bug where the stats granted by Symbols of Hope could very rarely overflow, causing you to deal and take no damage.
Vengeance
- Increased the base area by 20%.
- Executioner grants 10% more hit damage per point, doubled against enemies at low health (previously gave 12% more hit damage per point to stunned enemies, was incorrectly described as 12% more damage per point to stunned enemies).
- Bolster grants 13% less damage taken and 25% increased armor per point if you’ve hit with Vengeance recently (from 5% and 10%). Maximum points reduced to 2 (from 5).
- Vindicator has been removed.
- Cooling Anvil has been removed.
- Faint Strike has been renamed to Disarming Strike, and grants 10% more damage and 20% chance to inflict Frailty on hit per point (from 15% more damage and 15% reduced stun chance per point).
- Added a new node behind Smelter’s Vengeance called Eviscerating Blades that grants 25% increased armor shred effect per point for Vengeance.
- Added a new node called Flaming Sword that converts Vengeance’s base physical damage to fire and converts physical resistance shred chance to fire resistance shred chance. This has no effect if you have taken the Blade of Darkness node.
- Added a new node behind Flaming Sword that grants you a chance to gain Frenzy when hitting an ignited enemy. Additionally, Vengeance deals 1% more fire damage per point per ignite on the target, up to 15% per point.
- Smelter’s Vengeance now grants +25% armor shred and physical resistance shred chance, which also apply to Riposte now.
- Molten Riposte’s effects have been replaced and moved behind Flaming Sword. It grants Riposte 10% more fire damage and 50% ignite chance per point. Maximum of 4 points.
- Blade Assault has been moved to require Disarming Strike or Gladiator’s Arsenal. Grants +20% Iron Blade chance on Vengeance or Riposte hit per point (from +5% Iron Blade chance on Vengeance hit per point). Maximum of 1 point.
- Winged Steel has been moved to require Blade Assault. It now also grants +1% Iron Blade chance per Attunement, up to 80%. Max of 2 points.
- Vital Puncture has been moved to require Winged Steel. Grants 15% more Iron Blade damage per point (from 15% chance for Iron Blade to deal double damage per point).
- Shattering Blade has been moved to require Blade Assault.
- Added a new node which requires Shattering Blade, Weaponsmith’s Reprisal. Iron Blades have a 10% chance per point to be summoned as Forged Weapons instead. Max of 4 points.
- Added a new node which requires Weaponsmith’s Reprisal, Bladewall. +1% parry chance per active Forged Weapon for 4 seconds after using Vengeance. Maximum of 1 point.
- Added a new node connected to the start, Gladiator’s Arsenal. 15% more Riposte damage with a mace, Riposte culls enemies below 5% health with an axe, +3% Iron Blade critical strike chance with a sword, and 15% increased Iron Blade bleed duration with a spear per point. Maximum of 3 points.
- Added a new node, Blade of Darkness, which converts Vengeance’s base damage to void and converts physical resistance shred chance to void resistance shred chance. Additionally, it converts bleed chance to Time Rot chance.
- Essence of Revenge grants 15% chance to gain a Void Essence on hit with Vengeance or Riposte (previously only applied to Vengeance).
- Added a new node which requires Essence of Revenge, Abyssal Retribution. Grants 15% more damage per point to your next Void Cleave or Erasing Strike after using Vengeance and hitting an enemy. Maximum of 3 points.
- Added a new node which requires Blade of Darkness, Endless Dark. Grants +5% Echo chance if Vengeance can Echo and +30% chance to inflict Time Rot on hit per point. Maximum of 2 points.
- Added a new node which requires Endless Dark, Vengeful Echoes. It grants +6 void damage and 3% more melee void damage per point. Additionally, Vengeance Echoes cannot be dodged.
- Vengeful Fighter grants 6% more damage per point, doubled if a hit was blocked or parried recently (from 15% more damage per point if you are below half health).
- Added a new node which requires Vengeful Fighter, Woundcarver. Grants +25% chance to bleed on hit per point. Maximum of 4 points.
- Blade Paladin’s effects have been replaced and it has been moved to require Woundcarver. Grants +1% physical penetration with bleed per 1% overcapped physical resistance (previously caused Vengful Fight to apply while above 50% health).
- Perfect Riposte now also grants +2% critical strike chance per point. Maximum of 3 points (from 1).
- Added a new node which requires Perfect Riposte, Precision Strike. Grants +20% critical strike multiplier per point.
Warpath
- Warrior’s Fury now only applies to direct uses of Warpath.
- Disabled screenshake on hit for Echoed Warpath.
Sentinel Subskills
- Forged Weapons deal 30% more damage and take 50% less damage. These buffs are compensation for the bug fix to Phantom Grip, as the intention of that fix was not to reduce their power compared to 1.1.
Void Knight Subskills
- Abyssal Orb deals 40 base damage, with 200% damage effectiveness (from 60 and 150%). It has a base critical strike chance of 5% (from 6%).
- Void Rift deals 20 base damage, with 100% damage effectiveness (from 30 and 75%).
Rogue
Passives
Rogue Passive Tree
- Master Archer now also grants Heartseeker 20% recurve chance per point.
- Coated Blades now only applies to directly used abilities.
Skills
Heartseeker
- Added a new Marksman skill, Heartseeker. Shoot an arrow that seeks the heart of a nearby target, passing harmlessly through other enemies. Whenever it hits its target it has a chance to continue through it and Recurve to strike it again. Base recurve chance is 100%. Added damage applies at 100% effectiveness. Subsequent recurve chance is multiplied by 0.8 each time the arrow recurves. If the target dies, it will choose a new target.
- Heartseeker requires 30 points in Marksman, and Hail of Arrows has been moved to require 35 points (from 30).
- Heartseeker’s Skill Tree contains the following nodes:
- Against All Odds: Heartseeker’s hits cannot be dodged, and grants 8% more damage per point. Max 4 points.
- Controlled Icicle: Heartseeker’s base physical damage is converted to cold, and bleed chance from all sources is converted to frostbite chance.
- Icy Impaler: 20 freeze rate and 25% chance to chill on hit per point. Max 4 points.
- Frozen Splinter: 1% cold penetration per 10% overcapped cold resistance per point. Max 2 points.
- Molten Arrowstorm: Heartseeker’s base physical damage is converted to fire, and bleed chance from all sources is converted to ignite chance.
- Blades of the Pyre: 34% chance per point on recurve to consume 2 mana to gain a Burning Dagger. Max 3 points.
- Dragonfang: Consecutive recurves each grant a stack of Dragonfang for 10 seconds. Higher stacks can only be achived by a higher amount of consecutive recurves. Dragonfang gives +1 bow fire damage, +1 throwing fire damage, and +1 spell fire damage per point. It can stack up to 20 times. Max 3 points.
- Fury of the Hunt: Directly using Heartseeker and hitting an enemy grants you frenzy for 2 seconds per point, with a 10 second cooldown. Max 3 points.
- Heartdrain: When directly used, Heartseeker arrows have a chance to grant mana and health on hit. Max 4 points.
- Swift and Sure: 5% increased attack speed and 10% increased mana efficiency per point. Max 4 points.
- Blightshot: +25% poison chance and 10% increased poison duration per point. Max 4 points.
- Heartrender: +25% bleed chance and +10% bleed penetration per point. Max 4 points.
- Seeping Wounds: Heartseeker deals 5% more ailment damage per point after each recurve, up to 8 stacks. Max 3 points.
- The Red Veil: 5% chance per point to gain Crimson Shroud on recurve. Max 4 points.
- Arrow Mastery: +10% recurve chance per point. Max 4 points.
- Woven Grasp: +50% slow chance, and causes Heartseeker arrows to twist around in a semicircle to recurve (purely a visual change).
- Arrow of the Ravager: Heartseeker now has a 3 second cooldown, but gains +50% recurve chance, 50% more damage, and 30% increased projectile size.
- Relentless Volley: Grants an additional charge of Heartseeker. Max 2 points.
- Fletcher’s Resurgence: Picking up a Black Arrow restores a charge of Heartseeker.
- Shadow Weaver’s Grasp: Heartseeker arrows have a minimum recurve chance of 66%. Recurve chance can’t be reduced below minimum recurve chance. This results in about 0.5 additional recurves per use.
- A Storm of Arrows: When Heartseeker recurves, it extends the duration of your most recent Hail of Arrows by 0.2 seconds per point, up to 10 times. Max 2 points.
- Nimble Threads: +0.5% recurve chance per dexterity. Max 1 point.
- Hidden Skewer: 15% chance on recurve to gain a stack of Dusk Shroud, up to 2 times per point every 2 seconds. Max 3 points.
- Returning Darkness: When a Heartseeker arrow recurves at least 3 times, 34% chance per point to create a Black Arrow between you and the enemy, if the enemy is at least 6 meters away. This effect can occur up to 2 times per 3 seconds. Max 3 points.
- Gloom Needle: When you directly use Heartseeker, there is a 10% chance per point for a shadow to also use Heartseeker at the same target.
- Bloodseeker: +0.5% health leech and +5% recurve chance per point. Max 5 points.
- Bonepiercer: Heartseeker deals 4% more bow damage per point after each recurve, up to 12 stacks. Max 3 points.
- Exposed: +100% chance to inflict Frailty and Armor Shred on hit, but Heartseeker can no longer seek new targets when the first target dies.
- Straight Through: When Heartseeker’s target dies, a Puncture arrow will be released at a nearby enemy for each recurve it would have achieved after death.
- Deep Rust: Armor shred from all sources converted to poison chance.
- Decimating Spike: +2% critical strike chance and +10% critical strike multiplier per point. Max 3 points.
Acid Flask
- Now has 125% damage effectiveness (from 100%).
- Corrosive grants 20% more damage per point (from 10%).
- Alchemical Proficiency grants 8% more damage per point (from 3%).
- Caustic Concoction grants +50% poison chance per point (from +25%).
- Contamination and Lasting Sickness can now have their effects converted to cold/frostbite if Acid Flask is converted to cold.
- Updated the descriptions of several nodes such as Poison Pool to clarify that their effects can be converted if Acid Flask is converted to cold.
- Corrected Acid Flask’s Toxic Salvo and Barrage nodes to state that they require direct use.
Aerial Assault
- Aerial Assault’s movement has been improved. Movement no longer causes the player to sink into the ground when clicking near the player. The player no longer gets stuck outside the map. The skill can no longer be used to bypass dungeon walls mechanics.
- Tactician grants 50% increased attack speed for Ballistae (from 75%) and 1% more Ballista damage per Intelligence (from 2%) after using Aerial Assault.
- Corrected the statline of Rending Barbs to state the Falcon bleed chance buff lasts for 4 seconds (previously incorrectly stated 5 seconds).
- Rending Barbs’s additional bleed chance for your Falcon when an enemy walks over a Caltrop can now trigger up to 30 times per 4 seconds (from no limit).
Ballista
- Care Package has been reworked. Ballistae which have hit an enemy have a chance to drop a potion when destroyed or unsummoned, based on the amount of time they existed. It is a 10% chance to drop a potion per second, maximum of 1 point.
- Elixir of Construction grants Ballistae 15% more damage per point (from 20%) if constructed within 4 seconds of using a potion. Maximum 3 points (from 5).
- Fixed a bug where Ballista would not trigger “On Minion Death” effects when Ballista was killed by enemy damage.
- Fixed a bug where the Hive Mind helmet could take Acid Flask buffs away from the Ballista when specialized with Tainted Ammunition.
Cinder Strike
- Its base damage is now entirely fire (from 50% physical, 50% fire). This means that, for example, for melee Cinder Strike any sources of generic added Melee Damage will now apply entirely as Fire Melee Damage, instead of being split between physical and fire.
- Corrected its description to state that added damage applies to the first attack at 200% effectiveness (incorrectly said 150%), and to the other attacks at 100% effectiveness.
- Cinder Strike bow attack now has correct visuals online when used with high attack speed.
Dark Quiver
- You can now hold up to 3 Black Arrows at once. You can still only expend one Black Arrow at a time.
- Added a new node, Bleak Arrow. Using a Black Arrow grants your next Heartseeker 50% recurve chance. Max 1 point.
- Resolve now requires 2 points in Archer’s Focus (from 3).
Decoy
- Improved jittery movement from Decoy when the projectile is thrown online.
Detonating Arrow
- Detonating Arrow now displays its damage effectiveness in the alt text instead.
- While Arrow Traps node for Explosive Trap is allocated, Detonating Arrow’s cast as melee attacks, such as with Jelkhor’s Blasting Knife, now instead cast towards the nearest enemy, rather than the location of the first trap in the chain.
Dive Bomb
- Now has 500% damage effectiveness (from 700%), with an equivalent base damage.
- On Wings of Shadow’s Shadow Falcons deal 70% less damage (from 60% less).
- Talon Knives grants 15% of the stats on your weapons apply to Dive Bomb per point (from 30%).
- Fixed a bug where Dive Bomb visuals could animate at incorrect speeds in Online mode.
Explosive Trap
- Subtle Sabotage grants 10% less mana cost per point (from 20%).
- Jelkhor’s Blueprint has a maximum of 3 points (from 4).
- Trap Sprinkler adds 1 mana cost per point.
- Arrow Traps chain detonations can now only release Detonating Arrows up to 10 times per 2 seconds (from no limit). This does not limit detonations, only whether those detonations release Detonating Arrows.
- Fixed an issue with the animation when using Explosive Trap with Clustered Explosives.
- Fixed a bug where Explosive Trap would not create additional traps up to your maximum traps if you allocated Blast Rain and No Man’s Land.
Falconry
- Falcon Strikes now has 150% damage effectiveness (from 200%), with an equivalent base damage.
- Rending Talons grants 15% per point of your chance to bleed, poison, shred armor, shred resistances, and slow on hit to your Falcon (from 25%).
- Trained to Hunt grants 50% of the highest of your global increased melee damage, increased throwing damage, or increased bow damage to your falcon (from 75%).
- Go For the Eyes grants 50% of your critical strike chance modifiers to your falcon (from 75%).
- Falconer’s Gale adds 40 mana cost (from 35).
- Side by Side grants 3% remaining cooldown reduction per point for Falcon Strikes when you directly use a melee, throwing, or bow attack and hit at least one enemy (from 5% per point).
- Fixed a bug where the Coordinated Fade node would not provide stacks of Silver Shroud when the ability occupying the designated slot is a combo ability.
Flurry
- Now has 80% damage effectiveness (from 60%).
- Deep Strikes grants 15% more damage per point (from 10%).
- Fixed an issue where player was able to get stuck when spamming Flurry.
Hail of Arrows
- Hail of Arrows now display its damage effectiveness in the alt text instead.
Net
- Fixed a bug where using Net and traveling into a wall would cancel the animation of Net.
Puncture
- Bloodthirst’s Bleeding Fury buff now respects Puncture’s ailment conversions. For example it will grant poison chance instead of bleed chance if Scalebane is allocated.
- Scalebane now requires Timing instead of Penumbral Ambush.
- Fixed Puncture not correctly auto-replacing the Rogue’s default attack when using a bow.
Shurikens
- Now has 125% damage effectiveness (from 100%).
- Chakram grants 100% more damage (from 30%).
- Improved basic Shurikens movement behavior in Online mode.
- Slightly increased hit area of thrown Shurikens, doubled hit area of Shurikens when the Deadly Aim node is allocated.
Smoke Bomb
- Fixed a bug where the smoke cloud would not visually expand when the Smokescreen arrow node is allocated.
- Fixed a bug where Smoke Bomb with the Cloaked Incursion node allocated would not visually expand.
Umbral Blades
- Umbral Blades’ projectile speed is now affected by modifiers to its throwing speed if it would increase their projectile speed. This helps resolve cases where blades are thrown so quickly that the player could recall them before they landed, causing those blades to not get recalled.
Rogue Subskills
- Burning Daggers now have 30 base damage (from 16) and 150% effectiveness of added damage (from 100%).
Acolyte
Passives
Warlock Passive Tree
- Imperishable’s threshold bonus grants 1 Ward decay threshold per 2% necrotic resistance (from 1 per 1%).
Skills
Assemble Abomination
- Fixed a bug where Assemble Abomination’s minion tags did not include Physical or Melee.
Bone Curse
- Misery now requires Sigil of Mortality (from requiring 2 points in Reaper’s Mark).
- Sigil of Mortality can now also affect Signet of Agony’s Bone Curse aura, but applies its mana cost as additional mana drain.
- Mana efficiency for Bone Curse, such as from Cultist’s Fervor, now affects Signet of Agony’s mana drain.
- Bone Eruption now has 20 base damage (from 12). It still has 100% damage effectiveness.
- Fixed a bug where Crippling Anguish had no effect when Signet of Agony is also allocated.
- Casting Bone Curse with the Bone Prison node targeted on un-walkable areas now summons Bone Prisons on the nearest walkable location, rather than casting Bone Curse with no summoned prisons.
Chthonic Fissure
- Now releases spirits 20% less frequently baseline.
- The Fissure now has a damage effectiveness per second of 120% (from 100%), with an equivalent base damage per second.
- The spirits now have a damage effectiveness of 30% (from 25%), with an equivalent base damage.
- Stygian Current grants 8% increased Spirit frequency per point (from 10%).
- Beacon of Torment’s effects now also apply if you Torment yourself via Wheel of Torment.
Drain Life
- Drain Life movement now follows the cursor without a delay.
- Updated visual effects for Drain Life.
- Fixed a bug where the ground circle VFX for Drain Life would appear underground in Online mode.
- Fixed a bug where the beam VFX for Drain Life would not attach to the player in Online mode.
- Fixed a bug where the Stagger node would give Drain Life an additional charge.
Dread Shade
- No longer has a 20 second duration. It will persist until replaced due to exceeding maximum active shades, or the targeted minion dies.
- Enemy of My Enemies’s description has been updated to state it adds a 10 second duration to Dread Shade (previously reduced the duration to 10 seconds).
- Lone Watcher no longer grants increased duration of Dread Shade.
- Final Grasp consumes 100% of Sacrifice’s mana cost (from no consumption).
Ghostflame
- Spectral Menace, Spirit of Dread, and Fiery Desecration now properly indicate whether their modifiers to mana cost are less, more, or increased.
- Ghostflame now gets the Curse tag when the Decrepit Mortals skill passive is taken.
- Fixed a bug where Ghostflame’s Spirit Kindling could only be applied to one minion at a time.
Profane Veil
- Fixed a bug that caused Profane Veil’s visuals to persist if the player transitioned to a new zone while channeling Profane Veil.
- Fixed a bug where Profane Veil’s Apocalypse was not applying more damage or increased area effects to zombies summoned by it.
Reaper Form
- Fixed a bug where casting Reap just before Reaper Form ended due to health hitting 0 would cause the player to be stuck in place until using another ability.
- Fixed a bug where Reaper Form did not switch its model visuals to poison, cold, or blood themes based on conversions allocated in the skill tree in Online mode.
Rip Blood
- Fixed a formatting bug in Rip Blood’s skill tree.
Sacrifice
- Pontifex now has a maximum benefit of up to 90% more damage. This does not scale with point investment.
- Mana cost is now 23 (from 25).
Spirit Plague
- Putrid Recovery grants 12 Ward per point when hitting an enemy affected by Spirit Plague (from 4), but is now limited to 10 times per 2 seconds (from no limit).
- High amounts of increased cast speed should no longer stop Spirit Plague from functioning correctly.
Summon Skeleton
- Mana cost is now 9 (from 15).
- Fixed a bug where, when attempting to summon a Skeleton Archer while at the maximum number of Skeletons, a skeleton would be consumed without summing a new Skeleton.
Summon Bone Golem
- Mana cost is now 35 (from 60).
Summon Skeletal Mage
- Mana cost is now 21 (from 27).
Summon Wraith
- Fixed a bug where non-regular Wraith minions would revert to their regular type after scene transition in Online mode.
Transplant
- Fixed a bug where if Transplant spawned a Blood Pool at the same position as the player while Siphon was allocated, the player would not be healed by the pool.
- Fixed a bug where Transplant’s Bone Armor started on cooldown when allocated.
Volatile Zombie
- Mana cost is now 13 (from 16).
Acolyte Subskills
- Blood Tether from Soul Feast and Reaper Form now has 200% damage effectiveness per second (from 30% listed, 150% actual), with an equivalent base damage per second.
- Shade Eruption from Infernal Shade’s Combustion now has 200% damage effectiveness (from 100%), with an equivalent base damage.
- Flame Whip now has 300% damage effectiveness (from 100%), with an equivalent base damage.
- Fixed a bug where players would have movement stutter, desync, or rubber banding when walking or using traversal skills into the pillars created by Bone Prison.
- Adjusted collision size of the pillars created by Bone Prison to more closely match their visuals.