Sands of Majasa - Beta 0.8.3 Patch Notes

0.8.3 Patch Notes

Sands of Majasa, Patch 0.8.3 is coming 2021-09-03T16:00:00Z ! While you wait, check out all the changes:

 

Sands of Majasa Patch 0.8.3 Overview by Game Director, Judd Cobler.

 

 

Campaign

Chapter 9: Sands of Majasa

To stop the Void from ensuring the dark fate of the world, you must destroy the Immortal Emperor, who is believed to be the one who unleashed it. This quest takes you to the Divine Era to search for The Lance of Heorot, an ancient weapon Heorot once wielded against his son Morditas.

To renew the power once held by the lance you must obtain the Blessing of the Gods. You have agreed to help your new allies Yulia and Greal defeat the sun god, Rahyeh. In exchange, you will receive the Lance of Heorot for your use against the Immortal Emperor afterward. Your journey so far has earned you the blessings of Heorot and Lagon, leaving Majasa’s as the final blessing.

This update includes Chapter 9 of Last Epoch’s story, where you will venture through the desert to the city of Maj’elka on your quest to meet with the serpent Goddess, Majasa. You’ll need to gain her blessing to empower the Lance of Heorot to have even a chance to stop Rahyeh from continuing his divine conquest.

  • 15 new zones across multiple environments
  • New voice acting, music and cutscenes
  • New boss encounters
  • 30+ new enemies

Returning players: At the End of Time you will receive a quest to return to Thetima and speak with Yulia to proceed onwards.

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Monolith of Fate

Monolith of Fate changes

  • Changed the levels of early timelines to account for the addition of Chapter 9:
    • Fall of the Outcasts is now level 58 (from 55).
    • The Stolen Lance is now level 62 (from 60).
    • The Black Sun is now level 66 (from 65).
  • Killing a Timeline boss with 50+ corruption now offers 4 blessing choices, or 5 blessing choices at 200+ corruption.
  • Shade of Orobyss echoes that increase corruption in empowered timelines that are not your highest corruption timeline now grant bonus corruption.
    • The bonus scales with the difference in corruption between the current timeline and your highest corruption timeline.
    • The bonus also scales with the distance of the shade echo from the origin.
  • The Shade of Orobyss now gains 5% increased health per 10 corruption (from 4%). This is additive with health increases it gains from monolith mods and how far the Shade echo is from the center of the web.
  • Fixed a bug where increased rarity from monolith modifiers did not affect normal, magic, or rare item drops.
  • Monolith objective item drop quantity scales 20% more slowly with distance from the center of the web and 25% more slowly with corruption (to offset effect of increased item rarity now working).
  • All spires have a 50% longer delay between attacks.
  • Bone spire projectiles are now aimed at where the target is when the ability starts, not at where the target is when the small projectiles are created (which is about 1.3 second later). The indicator now also shows the direction of the projectiles.
  • Vessels of memory can now spawn slightly closer to the center of the web.
  • The current wave number is now shown in Arena echoes.
  • Crit avoidance monolith mod
    • Grants enemies 20% avoidance and 20% increased health at base (from 25%).
    • Caps at 35% avoidance and 35% increased health (from 45%).
    • Grants 10% increased rarity at base (from 12%).

Timeline Exclusive Rewards

  • Timelines now have exclusive echo reward types that grant unique or set items of specific types
    • Fall of the Outcasts can have unique or set Bows or Quivers.
    • The Stolen Lance can have unique or set Caster Weapons.
    • The Black Sun can have unique or set Helmets or Shields.
    • Blood, Frost, and Death can have unique or set Body Armour.
    • Ending the Storm can have unique or set Gloves.
    • Fall of the Empire can have unique or set Belts.
    • Reign of Dragons can have unique or set Melee Weapons.
    • The Last Ruin can have unique or set Relics.
    • The Reign of Winter can have unique or set Rings or Amulets.
    • Spirits of Fire can have unique or set Boots.
  • Boss specific unique/set drops
    • All timeline bosses now have 4 specific drops (from 3), this means there are 10 new uniques to farm from them.
    • The two existing non-empowered specific drops are still mutually exclusive, but now have equal drop rates, rather than one being much more common than the other.
    • The drop chance of the empowered specific drop now scales with the timeline’s increased item rarity
    • There is a new unique drop for each timeline boss that is not empowered specific, but which has a drop chance that similarly scales with the timeline’s increased item rarity.
    • In most cases the new unique added is this new type of drop, but for the Spirits of Fire and The Last Ruin timelines the new uniques are empowered specific, while the old empowered specific uniques are no longer empowered specific.

Blessings

The empowered versions of all non-shard drop rate blessings have had their max roll buffed by around 20%.

  • Grand Pride of Rebellion can roll up to 100% increased drop rate (from 80%)
  • Grand Sight of the Outcasts can roll up to 100% increased drop rate (from 80%)
  • Grand Grand Curse of Flesh can roll up to 100% increased drop rate (from 80%)
  • Grand Favor of Souls can roll up to 100% increased drop rate (from 80%)
  • Grand Mark of Agony can roll up to 100% increased drop rate (from 80%)
  • Grand Arrogance of Argentus can roll up to 50% increased drop rate (from 40%)
  • Grand Embrace of Ice can roll up to 50% increased drop rate (from 40%)
  • Grand Grip of the Lance can roll up to 75% increased drop rate (from 60%)
  • Grand Right of Conquest can roll up to 75% increased drop rate (from 60%)
  • Grand Reach of Flame can roll up to 75% increased drop rate (from 60%)
  • Grand Binds of Sanctuary can roll up to 75% increased drop rate (from 60%)
  • Grand Slumber of Morditas can roll up to 60% increased drop rate (from 50%)
  • Grand Talon of Granduer can roll up to 75% increased drop rate (from 60%)
  • Grand Vision of the Aurora can roll up to 75% increased drop rate (from 60%)
  • Grand Might of the Siege can roll up to 75% increased drop rate (from 60%)
  • Grand Cruelty of Formosus can roll up to 90% increased drop rate (from 75%)
  • Grand Savior of the North can roll up to 90% increased drop rate (from 75%)
  • Grand Chill of Death can roll up to 90% increased drop rate (from 75%)
  • Grand Enmity of the Clans can roll up to 90% increased drop rate (from 75%)
  • Grand Ambition of the Empire can roll up to 90% increased drop rate (from 75%)
  • Grand Scars of Blood can roll up to 90% increased drop rate (from 75%)
  • Grand Favor of the Wengari can roll up to 90% increased drop rate (from 75%)
  • Grand Resolve of Frost can roll up to 90% increased drop rate (from 75%)
  • Grand Shards of Unity can roll up to 90% increased drop rate (from 75%)
  • Grand Remorse of Heorot can roll up to 90% increased drop rate (from 75%)

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Endgame Balance

 

Aims

  • Mitigate the feeling that early Monolith is significantly easier than Chapter 8/9.
  • Fix enemies from Chapter 7 and beyond being notably more dangerous in endgame than other enemies.
  • Shift power away from echo mods and towards base monster power and core corruption scaling.
  • Fix Fall of the Outcasts and other early timelines being easier to farm when empowered than other timelines due to slower mod scaling and lower mod duration.

Changes

  • Monsters receive a greater bonus to health and damage from level 40 onwards:
    • At level 60 monsters have 3.2% more health and 6.2% more damage.
    • At level 80 monsters have 3.8% more health and 5.1% more damage.
    • At level 100 monsters have 3.7% more health and 6.0% more damage.
  • Chapter 7, 8, and 9 monsters have had their base health and damage reduced so that the above change has a net zero effect on them during the campaign.
    • In endgame they will be slightly stronger than before, but not to nearly the same extent as enemies from earlier chapters.
  • Echoes now roll mods with durations of 3 to 6 at maximum (from 5 to 8).
  • Echo mod power now scales much more slowly with corruption.
  • Echo mod power now scales slightly more slowly with distance from the origin.
  • Echo mod duration and power scaling is now the same across all timelines at mid to high corruption.
  • The bonuses corruption grants to monster damage, monster health, experience gain, and increased rarity now scale more linearly with corruption:
    • At corruption 100 and below there is no change.
    • At corruption 200 these bonuses are now 100% (from 95%).
    • At corruption 400 these bonuses are now 190% (from 166%).
    • At corruption 800 these bonuses are now 333% (from 270%).
  • Damage scaling in the arena has been slightly reduced to compensate for the higher damage bonus from monster level (this does not completely offset it).

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Arena

 

  • Replaced Golden Arena Keys with Arena Keys of Memory, which start an arena run with 100 waves already completed, or half the waves you completed in your previous arena run rounded to the nearest 10, whichever is higher.
    • For example, if your previous run ended at wave 120 if you start your next run with an Arena Key of Memory it’ll start at wave 100, but if your previous run ended at wave 300 your next run will start at wave 150.
  • Slightly reduced XP gain in the Arena.

 

New Skills

Multistrike

  • Multistrike joins the ranks of 0 mana cost Sentinel melee skills. Its damage ramps up over time as you use it by creating more and more extra hits to other nearby enemies. Multistrike has synergies with skills in all three masteries and could be an appealing option to any melee build. It’s unlocked at 15 points into Sentinel passives.

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Javelin

  • Javelin is a throwing attack with a fast piercing projectile helping to round out the Sentinel’s arsenal. Its specialization tree is packed with several unique nodes that significantly change its functionality. It’s unlocked at character level 18.

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Void Cleave

  • Void Cleave is a powerful melee attack with a short cooldown and moderate mana cost that hits all enemies in front of you while also granting additional forward momentum. This skill requires a 2-handed sword or axe to be equipped, does not rely upon weapon reach, and added damage applies at 400% effectiveness! It’s unlocked at character level 19.

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Acolyte Skills

 

Going into 0.8.3, the Necromancer had several issues mostly centering around its class specific skills, Dread Shade, Summon Wraith, and Assemble Abomination. All of these skills have received changes to their base functionality and moderate changes to their trees. These are intended to curtail overpowered or problematic abilities, provide more opportunities for permanent minion playstyles, and add more synergy with the newest Acolyte minion, Volatile Zombie.

Unlock Order

  • Harvest is now unlocked at character level 5 (from level 6).
  • Bone Curse is now unlocked at character level 7 (from level 8).
  • Transplant is now unlocked at character level 9 (from level 13).
  • Volatile Zombie is now unlocked at character level 13 (from level 16).

Movement

  • Reap and Transplant now share a cooldown. This brings maximum mobility more in line with other classes and Reaper Form is powerful enough without having two movement skills that can be used back to back.

Wraith Changes

  • You are now limited to 6 wraiths in total (including Flame Wraiths and Putrid Wraiths).
  • Basic Summoned wraiths deal 80% more damage.
  • Putrid Wraiths and Flame Wraiths deal 80% more damage.
  • Blood Wraiths deal 21% more damage.
  • Blood Wraiths, Putrid Wraiths and Flame Wraiths no longer decay more slowly than regular Wraiths.
  • Blood Wraiths no longer count as a type of Wraith and have been renamed to Blood Spectres. They are no longer available on the Summon Wraith tree, but remain summonable via other trees.
  • Nodes on the Necromancer and Lich Tree that previously summoned Putrid Wraiths now summon Skeleton Vanguards instead.
  • The node on the Lich Tree that previously summoned Putrid Wraiths can have 2 points allocated (from 3).

assemble Abomination

- Base Skill Changes

  • Necromancers with Assemble Abomination specialized will receive a free respec for its tree.
  • Absorbs minions 150% faster.
  • 7% larger absorption radius.
  • Deals 6% more damage.

- Skill Tree Changes

  • Necromancers with Assemble Abomination specialized will receive a free respec for its tree.
  • Removed the nodes that made the abomination faster to summon or absorb minions from a larger radius, Voracity, Gluttony, and Covetous Consumption. Players felt these were significant QoL improvements but couldn’t justify giving up combat stats, so we rolled these into the base skill.
  • Added a new node that restricts the abomination to only consuming skeletons and skeletal mages, but prevents it from decaying while you control fewer than six skeletons or skeletal mages.
  • Added a new node that gives the Abomination an explosive tail slam if you consume a volatile zombie to summon it.
  • Fixed an oversight where Soul Reave dealt substantially less damage than the Abomination’s default melee attack.
  • Stomp deals 60% more damage.
  • Shattered Limbs grants 100% increased critical strike chance (from 50%), but can have 1 point allocated (from 2).
  • Repugnant Presence grants 12% reflect and 12% increased threat generated (from 10% and 20%).
  • Hulking Mass grants 15% more health per point (from 10%).
  • Domination grants 8% more damage (from 10%), but can have 4 points allocated (from 3).
  • Dead Eye causes arrow novas every 4 seconds (from 3 in tooltip, 5 in reality)
  • Horrific Volley grants 40% more arrow nova damage (from 30%) and 15% increased arrow nova frequency (from 20% increased frequency in tooltip, but 20% reduced interval in reality - i.e. 50% increased frequency per point if you had 3 points allocated).
  • Horrific Volley can have 4 points allocated (from 3).
  • The Devouring Souls skill granted by Corrupt Palate has a 6 second cooldown (from 8 seconds).
  • Corrupt Palate requires 3 points in The Quick and the Dead (from 4).
  • Consume requires 1 point in The Quick and the Dead or Stitched Flesh and vice versa.
  • The Quick and the Dead requires 1 point in Consume (from 2 points) or 2 points in Fractured End (from 2 points in Domination).
  • Stitched Flesh requires 1 point in Consume (from 2 points).
  • Fractured End is attached to the root node (from requiring 2 points in Domination or Veracity).
  • Engorgement requires 2 points in Domination (from 2 points in Hulking Mass).
  • Dead Eye requires 3 points in Hulking Mass (from 4).

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Aura of Decay

  • Each time Aura of Decay poisons enemies it now applies your Chance to Poison on Hit at 15% effectiveness.
  • Absence of Life now heals 2% per point (from 3%).

Bone Golem

  • World Pyre grants +40% fire aura area and 15% more damage over time (from 30% and 10%), but can have 5 points allocated (from 7).
  • Hunger grants 13 health gained (from 7).
  • Amalgam of Primalists grants 80 armour (from 60).
  • Twinned Golems reduces size and health by 35% (from 40%).
  • The Tower of Bones node now increases threat generated by 15% (from 25%).

Death Seal

  • Insatiable Soul grants 32% increased hungering soul frequency (from 40%).
  • Entreat The Damned now increases the duration for which spirits are revealed (from increasing the duration of individual spirits).
  • Flesh Pact grants 35 health per second (from 25).
  • Frenzied Accord grants the minion 70% more damage and crit chance (from 60).

Drain Life

  • Eternal Servitude now prevents Wandering Spirits from expiring if it is active when you start channelling, but individual spirits still expire as normal (from preventing a number of individual spirits from expiring) and can now have 1 point allocated (from 3).

Dread Shade

- Base Skill Changes

  • Dread Shade no longer grants 25% more damage (multiplicative with other modifiers).
  • Dread Shade now grants +10 necrotic damage to spells and attacks and 50% increased necrotic damage.

- Skill Tree Changes

  • Acolytes with Dread Shade specialized will receive a free respec for its tree.
  • Added a new node that limits you to one dread shade, but prevents it from draining the minion’s health (increases to minion health drain from the tree instead increase the damage it takes) and increases its duration to 30 seconds.
  • Added a new node that gives you a chance to summon a volatile zombie when a minion targeted with dread shade dies.
  • Added a new node that converts Dread Shade’s base buff from added and increased necrotic damage to poison chance and increased poison damage.
  • The Taunt from the Deadlock nodes now only lasts 4 seconds (from unlimited duration).
  • The Egoism node adds an 18 second cooldown (from 6 seconds).
  • All For One grants 60% more damage (from 100%).
  • Dying Coven grants 8% increased attack and cast speed (from 15%), but requires 1 point in Spectral Presence (from 2).
  • Martyrdom now grants 25 armour per Vitality (from 25 armour per intelligence) and requires 1 point in Wisdom of the Dead (from 2).
  • Doom Brand’s proc now deals 100% more damage and Doom brand requires 2 points in Flesh Harvest (from 1 point in Spectral Presence).
  • Lingering Doom only reduces health drain by 8% (from 10%), but now also adds 4 necrotic damage to spells and attacks and can have 4 points allocated (from 3).
  • Blind Fury only increases attack and cast speed by 40% (from 50%).
  • Doomed Wrath only grants 15% more damage (from 20%).
  • Congregation of Shades requires 2 points in Wisdom of the Dead (from 3) and now correctly states that it’s +1 maximum shade effect applies to the global shade limit, rather than specifically to Dread Shade.
  • Scorching Brand requires 3 points in Frenzied Phantom (from 4) and now correctly states that it gives Haste for as long as it remains on the target, rather than only for one second.
  • Pernicious Pact now requires 1 point in the new poison conversion node (from 3 points in Lingering Doom).
  • Grim Fate now requires 2 points in Dying Coven (from 2 points in Spectral Presence or 2 points in Dying Light).
  • Frenzied Phantom now requires 1 point in Congregation of Shades (from 2 in Wisdom of the Dead).
  • Dying Light now requires 1 point in Duskheart (from 2).
  • Bane of Death now requires 3 points in Grim Fate (from 4).

Infernal Shade

  • Infernal Shade deals 20% more damage.
  • Demonic Tether now grants 40% ignite chance per second (from 20%).

Soul Feast

  • Deals 7% more damage.
  • Hits up to 13 targets by default (from 10).
  • States its added damage effectiveness on its alt tooltip.

Spirit Plague

  • Aims: Reduce power while levelling, add a significant source of late game power. Reign in the crazy stacking on affliction effects from nodes like Pestilence, while providing some compensation buffs.
  • Spirit Plague deals 10% less damage
  • Added a new node that grants necrotic spell damage per intelligence.
  • Pestilence grants 5% increased damage over time per point and stacks up to 13 times (from 15% increased damage over time and unlimited stacks) and can have 3 points allocated (from 5). Stacks of Pestilence are now shown on the UI.
  • Endless Decay grants 7% increased poison damage and stacks up to 13 times (from 20% increased poison damage and unlimited stacks).
  • Removed Horrific Fascination.
  • Contagion adds 20 to mana cost (from 25).
  • Scourge grants 75% more damage (from 60%).
  • Exsanguination grants 50% increased bleed effect (from 40%).
  • Putrid Recovery can have 3 points allocated (from 2).
  • Toxic Transmission can have 3 points allocated (from 2).
  • Gift of Death requires 2 points in Toxic Transmission (from 1).
  • Plague Bearer requires 2 points in Pestilence (from 3).

Summon Skeleton

  • Individual Operator
    • Fixed a bug where it increased other sources of increased cooldown recovery speed, rather than increasing cooldown recovery speed itself.
    • Fixed a bug where it accumulated each time a rogue was summoned (e.g. after summoning 4 rogues the next rogue would receive the stat at 5x effect).
    • These two bugs resulted in Rogues receiving up to a very high amount of cooldown recovery speed if you had minion cooldown recovery speed idols, and none otherwise.
    • The node now also grants skeleton rogues 50% more damage per point, also divided by your maximum number of rogues.

Summon Wraith

  • Necromancers with Summon Wraith specialized will receive a free respec for its tree.
  • Echoes Inside grants 2 additional wraiths summoned with each cast (from 3).
  • Removed the nodes which made summon wraith consume a corpse or were dependent on corpse consumption.
  • Added a new node which increases your maximum number of wraiths (allowing the limit to reach 8).
  • Added a new node that causes your wraiths to no longer decay, but limits you to 2 wraiths.
  • Added a subsequent new node that increases wraith size, damage, and melee aoe.
  • Serrated Scythes grants 20% bleed chance per point (from 5%) and can have 5 points allocated (from 4).
  • Added a new node which grants wraiths increased bleed effect and bleed duration.
  • Spirit Link grants wraiths +3% crit chance (from 20% more crit chance on tooltip, but no actual effect on wraiths unless a corpse was consumed with the old corpse consumption nodes).
  • Dawn of the Fall grants wraiths +2% crit chance and 2% of crit damage leeched as health (from 30% more crit chance on tooltip, but no actual effect unless a corpse was consumed with the old corpse consumption nodes).
  • Dusk of the Living grants wraiths +30% crit multi (from 40% crit multi on tooltip, but no actual effect unless a corpse was consumed with the old corpse consumption nodes).
  • Delay the End reduces wraith health decay by 13% (from 8%).
  • Wraith Feast grants 20 health on crit (from 10).

Wandering Spirits

- Base Skill Changes

  • Aims: Increase the effectiveness of the skill’s base functionality and offer more build options, while reducing visual noise, reducing the power of Spectral Putrescence and making autocast less appealing. Also reduce the number of nodes with downsides, as these can often feel bad to take, even if they’re your best option.
  • Wandering Sprits no longer instant cast. It has a 13 second cooldown (from 8 seconds) and costs 31 mana (from 15).
  • Wandering Spirits creates spirits 19% more frequently.
  • Wandering Spirits creates spirits for 5.6 seconds (from 5.2 seconds).
  • All remaining spirits now fade 0.4 seconds after the end of the reveal duration.
  • Spirits now last 4 seconds (from 7 seconds).
  • Spirits deal 50% more damage and deal damage in a 7% larger area around the spirit.

- Skill Tree Changes

  • Acolytes with Wandering Spirits specialized will receive a free respec for its tree.
  • Added a new node that makes Wandering Spirits deal more damage to cursed enemies and more damage to damned enemies.
  • Added a new node that changes Wandering Spirits into a channelled skill and greatly increases reveal rate.
  • Fixed a bug where Familiar Souls and Drifting Spirits had no effect on reveal radius.
  • Spectral Putrescence grants 30% chance to spit per second (from 40%) and requires 1 point in Poisoned Minds (from 2 points in Souls of Rage).
  • Medium now grants 5% increased cast speed and +8% mana efficiency (from 10% increased cooldown duration and +20% mana efficiency) and requires 3 points in Souls of Rage (from being attached to the base node).
  • Daunting Presence no longer reduces damage dealt.
  • Sheltering Spirits no longer reduces reveal rate and now requires 1 point in Medium (from 2).
  • Infusing Souls no longer reduces reveal rate, but now grants a 15% chance to gain 6 mana per point on spirit expiration (from granting 1 mana on spirit expiration).
  • Fixed a bug where Endless Decay reduced delay between spirits by 7% rather than increasing spirit generation rate by 7% (this meant that with 5 points invested it gave 54% increased spirit generation rate rather than 35%).
  • Eternal Haunt adds 1 second to the cooldown (from increasing cooldown duration by 5%), but requires 1 points in Medium (from 3).
  • Haunting no longer reduces fear range.
  • Lingering Souls increases duration by 10% per point (from 1 second, i.e. 14.2% increased duration) but no longer adds additional mana cost.
  • Drifting Spirits grants 15% increased radius per (from 10%), but requires 3 points in Thin Veil (from 2).
  • Spirit Swarm grants 10% increased cooldown recovery speed and mana cost (from 15%), but can have 4 points allocated (from 3).
  • Poisoned Minds grants 12% more damage to poison enemies (from 10%).
  • Tethered Existence grants 10% more damage (from 8%).
  • False Courage grants 12% more damage (from 10%).
  • Prey On Fear grants 16% more damage to feared enemies (from 10%).
  • Soul Of Filth can have 2 points allocated (from 3).
  • Souls of Rage can have 5 points allocated (from 4).
  • Spirit Swarm can have 2 points allocated (from 4).

Volatile Zombie

  • Giant Zombie now grants 80% more area but only 100% more health (from 60% and 300%).
  • Necromantic Fervor can now only have 2 points allocated (from 3).

 

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Mage Skills

 

Unlock Order

  • Mana Strike is now unlocked at character level 5 (from level 6).

  • Teleport is now unlocked at character level 9 (from 10 points in Mage passives).

  • Disintegrate is now unlocked at 10 points in Mage passives (from character level 10).

black Hole

  • Deals 25% more damage.
  • Weakened Reality now makes Black Hole deal 30% more damage to enemies near the center, rather than apply another damage instance with its own base damage to enemies near the center.

Disintegrate

  • Added a new node that gives Disintegrate ignite chance per second equal to your chance to ignite on hit.
  • Fixed Magnify saying that it gave 15% ignite chance per second when it actually gives 20%.
  • Fixed Feedback saying that it gave 15% shock chance per second when it actually gives 20%.
  • Fixed Temporal Entrapment saying that it gave 30% slow chance per second when it actually gives 40%.

Fireball

  • Now has a 25% chance to ignite on hit.
  • Increased projectile speed by 20%.
  • Now hits enemies more consistently and effectively has a wider hitbox against enemies than walls.
  • Arcane Divergence now adds 3 mana cost (from 4).

Lightning Blast

  • Reduced base damage to 21 (from 23).
  • Arcing Power only adds additional chains when you directly cast lightning blast (from also adding chains when you procced lightning blast).
  • Frontloaded grants a maximum of 20% more damage (from 25%).
  • Clarified Frontloaded’s tooltip to show that the reduced damage per chain also scales with points allocated.
  • Shattershock grants 12% more damage per point against chilled or shocked enemies (from 20%).

Meteor

  • Fixed a bug where damage modifiers from Meteors tree would apply twice (multiplicatively) if you had the Twinned Meteors node.
  • Meteor deals 27% more damage.
  • Cycle of Fire now grants 6 ward and 2 mana when you cast Fireball with Crateborn (from 0 ward and 3 mana).
  • Jagged Fragments grants 60% more shrapnel damage per point (from 50%).
  • Stardust grants 20% more non-fire damage per point (from 30%).

Static

  • Increased the damage of Discharging by 30%.

Static Orb

- Base Skill Changes

  • Now detonates at the target location by default.
  • Base damage of the projectile is 11% higher (added damage scaling has not changed).
  • Base damage of the explosion is 122% higher.
  • Added damage scaling of the explosion is now 200% (from 100%).
  • The explosion area increases with distance travelled.
  • The explosion strikes up to 5 additional targets outside the main area of effect.
  • The pull is more powerful.
  • Costs 38 mana (from 18).
  • Adjusted projectile movement.
  • Added a new skill icon.
  • Characters with Static Orb specialized will receive a free respec for its tree.

 

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Primalist Skills

 

totems

  • Increased Thorn Totem, Storm Totem, and Frenzy Totem health by 20%.
  • Increased Claw Totem health by 100%.
  • Fixed a bug that caused Claw Totem to deal negligible damage.

Earthquake

  • The Seismic Tide node on the Earthquake Tree (that causes it to have three expanding initial hits) now causes each initial hit to consume 16 mana (from adding 50 to mana cost).

Eterra’s Blessing

  • The Eterra’s Furor node now adds a 12 second cooldown.

Fury Leap

  • Changed Fury Leap’s base cooldown to 6 seconds (from 7).
  • Fury Leap’s travel time scales up less drastically with distance (its travel time is 10% lower at max range).

Summon Scorpion

  • Miasma now increases poison effect rather than multiplicatively increasing poison chance.

Warcry

  • Adjusted timing to better match its animation.

Werebear Form

The Werebear Form rework and Druid transform system overhaul were originally scheduled for 0.8.3, but are now coming in 0.8.4. These changes for 0.8.3 are minor changes mostly intended to reign in the power of Bhuladar’s Wrath Werebear and the speed of Werebear builds in general as they were much too powerful in 0.8.2 to leave untouched until the rework.

  • Clarified description of the Skullcrush node to match its functionality. This node only affects swipe, charge and ravage.
  • Hightail now grants 20% charge increased cooldown recovery speed per point (down from 50%). The node now also grants charge +4% added critical strike chance per point.
  • Fixed a bug with Hightail that caused the increased cooldown recovery speed to be multiplicative with other sources of increased cooldown recovery speed.

Tempest Strike

  • Attack speed is now converted to physical, cold, and lightning penetration at 100% of its value (from being converted to increased crit chance at twice its value).
  • If your total attack speed modifier is negative, it no longer has a negative effect on Tempest Strike (it used to reduce crit chance).

 

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Rogue Skills

 

bow Attacks

  • The arrows of Flurry, Multishot, Puncture, Basic Bow Attack, Ballista, Detonating Arrow, Cinder Strike’s second and third attacks, and Ballista’s Harpoon now effectively have wider hitboxes for hitting enemies compared to hitting walls. Their effective hitboxes for hitting walls are all much narrower.
  • Flurry’s effective hitbox against enemies is 50% wider than before.
  • Puncture’s effective hitbox against enemies is 20% wider than before.
  • Basic Bow Attack’s effective hitbox against enemies is 33% wider than before.
  • Detonating Arrow’s effective hitbox against enemies is 13% wider than before.
  • Ballista’s Primary Bolt’s effective hitbox against enemies is 13% wider than before.
  • Ballista’s Harpoon’s effective hitbox against enemies is 17% wider than before.

Acid Flask

  • Fixed a bug where Acid Flask did not have a physical tag despite dealing physical damage.
  • The base explosion now has a base of 12 physical damage (from 8) with 60%added damage effectiveness (from 50%).
  • Firebomb Cocktail now adds 6 fire damage per point (from 3 per point).

Ballista

  • Ballista’s minion tags now update when taking nodes that add fire damage or convert to cold.
  • Clarified that Ballista’s Frigid Barrage also converts the Flaming Shots node to cold.

Cinder Strike

  • Now unlocked at character level 7 (from level 10).

Decoy

- Base Skill Changes

  • Decoy is currently too powerful as a crowd control skill, so its cooldown has been increased and duration has been reduced. Some compensatory buffs have been made to the tree, mostly to avoid these changes being quite so detrimental to more damage focused uses of the skill.
  • Has a cooldown of 14 seconds (from 10).
  • Has a duration of 2.5 seconds (from 3).
  • Somewhat less effective at drawing aggro.

- Skill Tree Changes

  • Explosive Charges grants 15% chance for a small explosion per point (from 10%).
  • Stuffed grants +2 maximum small explosions per point (from +1).
  • Excessive Explosives grants 20% more explosion damage (from 15%).
  • Rewired Detonator reduces mana cost by 25% per point (from 20%) and can have 4 points allocated (from 5).
  • Freezing Blast grants 50% freeze rate multiplier (from 20%).
  • Kelthan Oil increases ignite frequency by 50% (from 25%).
  • Boom grants 10% more final explosion damage (from 5%).
  • Embedded Spikes grants 10% damage reflected (from 6%).

Detonating Arrow

  • Added a new node that removes the mana cost and restores 6 mana when you hit at least one enemy, but reduces the chance to explode to 15% (from the base 100%). This is to provide more options for a low cost/generator bow attack, especially for builds that have taken nodes to turn one of the normal generator bow attacks into a high cost skill.

Flurry

  • There is a 6% shorter delay between uses for the non-channelled version. The delay between individual arrows/strikes within a use has not changed.
  • The bow version of the skill now has a very slight delay before the first arrow is released so that it better lines up with the animation. This delay is still a lot lower than it is for most abilities.

Hail of Arrows

  • Nowhere to Hide grants a maximum damage bonus of 16% (from 20%).
  • The Hunt grants 40% more duration (from 50%).
  • Volley can now only have 4 points max (from 5).
  • Quick Draw grants 15% less mana cost (from 12%).
  • Pristine Fletcher grants 18% more damage (from 15%).
  • Arsonist grants 15% more damage to ignited enemies (from 10%).
  • Headshot grants 20% more damage to stunned enemies (from 15%).
  • Venom Arrows grants 50% poison chance per second (from 40%).

Puncture

  • Death’s Imprint grants 50% shadow daggers chance per point (from 25%), but requires 2 points in Shatter (from 1)
  • Added a new node that grants mana on first hit and physical penetration per maximum mana
  • Scalebane now also grants 20% increased poison duration
  • Timing reduces attack speed by 3% (from 4%) and can have 4 points allocated (from 3)
  • Stay of Execution requires 2 points in Timing (from 1)
  • Penumbral Ambush requires 2 points in Timing (from 1)
  • Rogues with Puncture specialised will receive a free respec for its tree

Shadow Dagger

  • Deals 10% less damage on proc
  • Reduced the value of Increased Shadow Daggers Effect affixes on equipment and idols by around 10%

Shadow Cascade

  • Shadow Elegance now grants 20% shadow dagger chance when Dagger Dance is used by a shadow (from 100%, no change to non-shadow uses).
  • Porcupine’s Wrath grants 90% more damage (from 75%)
  • Hurricane of Blades costs 50 mana per second (from 60)
  • Daggers from Dagger Dance have 24 base damage (from 16) and 120% added damage effectiveness (from 100%)

Smoke Bomb

  • Knives in the Dark grants 35% shadow daggers chance on slow (from 100%), but can have 2 points allocated (from 1)

 

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Sentinel Skills

 

Unlock Order

  • Rive is now unlocked at character level 5 (from level 6).
  • Shield Bash is now unlocked at character level 7 (from level 8).
  • Shield Throw is now unlocked at 5 points in Forge Guard passives (from 15 points in Sentinel, which now unlocks Multistrike).
  • Ring of Shields is now unlocked at 30 points in Forge Guard passives (from 5 points).
  • Smelter’s Wrath is now unlocked at 40 points in Forge Guard passives (from 30 points).

Void Spell Scaling

Until 0.8.3 the Void Knight’s Void Spells gained increased damage from attunement and had the same base damage to added damage scaling ratio as other spells. This often resulted in them having better synergy with Paladins and Forge Guards that used other attunement scaling skills than they did with Void Knight and made their damage very dependent on the large amount of adaptive spell damage granted by caster weapons such as sceptres and staves. This combined meant that they couldn’t really be balanced to be good options for melee Void Knights.

As a result, their base damage has been doubled and their increased damage from Attunement has been swapped for added spell void damage from Vitality.

Heavy Melee Attacks

Traditionally incorporating a heavy melee attack, such as Forge Strike or Judgement into a melee build that also uses a light generator melee attack such as Vengeance or Rive has felt unrewarding. The heavy melee attacks didn’t deal enough damage or have clear enough windows to be used in.

We’re changing them across the board to be cooldown gated by default, rather than mana gated, and deal more damage. We hope that this will help them slot more neatly into melee Sentinel builds. However all their trees have received moderate changes and include options for removing their cooldown and swapping them back to being mana gated instead if you prefer that play style or it makes more sense for your build.

Removed Skills

  • Removed Abyssal Stance, Juggernaut Stance and Ravaging Aura as active skills.
    • We felt that these weren’t interesting enough as separate active skills, and it would have been very difficult to create 3 compelling and unique skill trees.
    • Some similar effects now exist within the specialization trees of Sentinel skills.

Void Rift

- Procced by Erasing Strike, Devouring Orb, and various nodes and items

  • Gains +2 spell void damage per vitality when procced from a stat rather than another ability (e.g. from a Chance To Cast Void Rift On Kill idol).
  • Deals 100% more base damage (Applies to void rifts from all sources, including Devouring Orb and Erasing Strike).

Forged Weapons

- Procced by Forge Strike and various nodes on other skill trees

  • You are now limited to 6 forged weapons at once.
  • Forged weapons last 20 seconds (from 10 on tooltip, 15 in reality).
  • Forged weapons have 47% more base health.
  • Forged weapons gain 11 health per level and attunement (from 5, this gives them a standard base health to health scaling ratio).
  • Forged weapons have 7% more movement speed.
  • Forged weapons deal 20% more damage.

abyssal Echoes

- Base Skill Changes

  • Abyssal Decay has 100% more base damage.
  • Abyssal Echoes gains +2 void spell damage per vitality (from 4% increased damage per attunement).
  • Base damage is now 120 and added damage scaling is now 305% (from 100 and 250%), and this is now properly stated on its tooltip.

- Skill Tree Changes

  • Completely reworked Abyssal Echoes skill tree, with new nodes and values.
  • Characters with Abyssal Echoes specialised with receive a free respec for its tree

Anomaly

  • Time Wave deals 220% more base damage.
  • Time Wave now has 200% added damage scaling (from 250%).

Devouring Orb

  • Devouring Orb gains +2 spell void damage per vitality (from 4% increased damage per attunement).

Erasing Strike

- Base Skill Changes

  • Costs 30 mana (from 60).
  • Now has a 5 second cooldown.
  • Melee attack deals 50% more damage and has a 13% smaller radius.
  • Gains 4% increased damage from strength (from 5% increased melee damage).
  • Gains +2 spell void damage per vitality (from 5% increased void damage per attunement).
  • Fixed a bug where all of Erasing Strike’s on kill effects aside from the void rift procced on hit instead.

- Skill Tree Changes

  • Void Knights with Erasing Strike specialized will receive a free respec for its tree.
  • Added a new node that causes consumes mana to cause additional echoes when used. Each echo will appear one second after the last.
  • Added a new node that increases cooldown recovery speed, but makes it cost additional mana.
  • Added a new node that removes Erasing Strike’s cooldown.
  • Added a new node that grants Erasing Strike slow chance and causes it to deal more melee damage to slowed enemies.
  • Added a new node that grants a chance to cast void beam when you hit a boss or rare enemy with Erasing Strike.
  • Added a new node that increases the damage of all beams created by Erasing Strike.
  • Added a new node that grants more void damage while wielding a 2h sword, axe, or mace.
  • Added a new node that converts bleed chance to time rot chance and grants more damage against enemies with 12 stacks of Time Rot.
  • Added a new node that adds an additional charge for Erasing Strike.
  • Removed Rythm of the Void (no attack speed scaling, but mana efficiency), Attuned Strikes (mana efficiency and less aoe), Voidformed Blade (+base void damage), Apophian Tactics (costs less mana and adds a cooldown), Mana Absorption (mana on kill), and Harbinger of Thirst (Void rift causes enemies to take more damage over time).
  • Void Pyre grants 15% void beam chance (from 25%), but no longer increases mana cost
  • Stationary void beams from Void Pyre deal 150% more damage.
  • Moments Stolen now grants haste for 1 second per point on kill or on boss or rare hit (from granting increased movement speed for 4 seconds on kill).
  • Absorb the Remains now also restores health when you hit a boss or rare enemy (from only restoring health on kill).
  • Fixed Absorb the Remains’ tooltip stating that it restored a percentage of your maximum health (it restores health equal to a percentage of the target’s maximum health).
  • Obliteration now grants +6 melee and spell void damage (doubled with 2h weapons) from 20% more hit damage and 10% increased mana cost.
  • Merciful grants 5% more damage against damaged enemies (from 15%), but also grants 15% increased cooldown recovery speed. It can have 4 points allocated (from 5).
  • Ruthless grants 25% more damage against full health enemies (from 20%), but can have 4 points allocated (from 5).
  • Dust To Wind grants 25% more void rift area (from 35%), but now also grants 15% increased melee area and can have 3 points allocated (from 4).
  • Rifts of Decay also grants time rot chance to the Erasing Strike melee hit (not just time rifts).
  • Mark of the End now grants a 25% void resistance shred chance (from causing enemies to take 10% more damage) and also applies to Erasing Strike’s initial hit. It can have 4 points allocated (from 2) and requires 2 points in Dust to Wind (from 1 point in Iriesha’s Fall).
  • Rifts of Destruction now requires 1 point in Mark of the End (from 1 point in Dust to Wind).
  • Ruthless grants 25% more damage against full health enemies (from 20%), but can have 4 points allocated (from 5).
  • Dust To Wind grants 25% more void rift area (from 35%), but now also grants 15% increased melee area and can have 3 points allocated (from 4).
  • Rifts of Decay also grants time rot chance to the Erasing Strike melee hit (not just time rifts).
  • Mark of the End now grants a 25% void resistance shred chance (from causing enemies to take 10% more damage) and also applies to Erasing Strike’s initial hit. It can have 4 points allocated (from 2) and requires 2 points in Dust to Wind (from 1 point in Iriesha’s Fall).
  • Rifts of Destruction grants 30% more rift damage (from 20%), but can have 5 points allocated (from 8).
  • Iriesha’s Fall grants 50% more rift damage against stunned enemies (from 25%) and now also grants Erasing Strike 50% increased stun chance, but can have 1 point allocated (from 5).
  • Rifts of Destruction now requires 1 point in Mark of the End (from 1 point in Dust to Wind).

Holy Aura

  • Flame Burst now requires 6 hits required for proc when Holy Aura is not activated and 3 required when activated (from 8 and 4 respectively).
  • Flame Burst deals 30% less damage and has 12% increased radius.
  • Flame Burst has new vfx

Forge Strike

- Base Skill Changes

  • Forge Strike now costs 25 mana (from 35), but has a 4 second cooldown.
  • Forge Strike deals 14% more damage, has 5% less attack speed, and has a 25% chance to summon a Forged Weapon on hit (from 20%).

- Skill Tree Changes

  • Forge Guards with Forge Strike specialized will receive a free respec for its tree.
  • Removed Patient Strike (added a cooldown and granted more physical damage).
  • Added a new node that removes Forge Strike’s cooldown and adds additional mana cost.
  • Added a new node that grants Forge Strike increased damage over time equal to your increased stun chance.
  • Lightforge grants 25% increased cooldown recovery speed and 5% increased attack speed (from 25% mana efficiency and 10% less area), and can have 4 points allocated (from 3).
  • Well Forged Weapons grants 15% increased forged weapon duration (from 25%), but now also grants +1 maximum forged weapons.
  • Mass production now grants an additional 20% chance to summon forged weapons against bosses and rare enemies, but can have 3 points allocated (from 4). It requires 1 point in Forged by Fire (from 2).
  • Shrapnel grants forged weapons 100% detonation chance (from 34%) and now also grants forged weapons 25% more damage, but also reduces their duration by 60%, and can have 1 point allocated (from 3). It requires 3 points Forged by Fire (from 3 points in Mass Production).
  • Singular Craft adds 5% base crit chance (from 6%), but now only halves your maximum number of forged weapons (from preventing you from summoning them).
  • Fan the Flames grants 15% global fire penetration (from 25% more global fire damage), but can have 2 points allocated (from 1) and requires 2 points in Reinforce Weapon (from 4).
  • Arcane Welding grants 25 ward (from 10).
  • Rewarding Craft grants 15 ward per second (from 5).
  • Eagle Strike no longer adds additional mana cost, but requires 4 points in Rending Descent (from 2).
  • Rending Descent can have 5 points allocated (from 3) and requires 1 point in Heavy Strike (from 2).
  • Reinforce Weapon can have 3 points allocated (from 5).
  • Temper requires 1 point in Strike Smash (from 2 points in Heavy Strike).
  • Strike Smash requires 1 point in Heavy Strike (from 2).
  • Fixed Temper saying that it gave base fire damage instead of melee fire damage.

Judgement

- Base Skill Changes

  • Judgement now costs 15 mana (from 45), and also has a 4 second cooldown.
  • Judgement’s initial hit deals 17% more damage and consecrated ground deals 27% more damage.
  • Consecrated Ground from Judgement deals 75% more damage.

- Skill Tree Changes

  • Characters with Judgement specialized will receive a free respec for its tree.
  • Removed Divine Verdict (nodes that required a point in it now require a point in Ascendant Liturgy instead).
  • Removed Austerity.
  • Added a new node, Swift Verdict, that grants cooldown recovery speed and mana efficiency.
  • Added a new node that grants Frenzy for a duration when you use Judgement and hit at least 1 enemy.
  • Added a new node that makes Judgement consume a percentage of your current mana and deal more damage per mana consumed.
  • Added a new node that grants you health regen and mana regen for a duration on use.
  • Added a new node that causes Vengeance, Rive and Multistrike to grant mana on hit for a duration after you use Judgement.
  • Added a new node that removes Judgement’s cooldown and gives it a high mana cost.
  • Flaming Soul increases consecrated ground damage by 25% (from 20%) and requires 2 points in Swift Verdict (from 2 points in Destructive Impact).
  • Added a new node, Ascendant Liturgy, that disables consecrated ground and grants large amounts of physical and fire penetration.
  • Purifying Flame grants 20% more damage against ignited enemies (from 15%).
  • Searing Faith requires 1 point in Purifying Flame (from 2 points in Sacred Sword).
  • Sanctification requires 3 points in Flaming Soul (from 3 points in Destructive Impact).
  • Anointed now also adds 2 seconds to Judgement’s cooldown.
  • Sacred Sword now also grants 25% increased ignite effect.

Lunge

- Base Skill Changes

  • Characters with Lunge specialized will receive a free respec for its tree.
  • Now has a base cooldown of 4 seconds.
  • Increased base mana cost from 1 to 8 (final cost still scales with distance traveled, reaching 28 when targeting the edge of the screen).

- Skill Tree Changes

  • Completely reworked Lunge’s skill tree with new nodes.

Rebuke

  • Rebuke reduces damage taken by 80% (from 75%).

rive

  • Overwhelm grants 40% more damage to the third strike (from 50%).
  • Brutality grants 15% more damage to the third strike (from 20%).

Smelter's Wrath

  • Smelter’s Wrath deals 14% more melee damage.

Smite

  • Sentinels with Smite specialized will receive a free respec for its tree.
  • Fixed a bug where the Grace node gave 125% increased healing rather than 25%.
  • Grace increases healing by 40% (from 25%) and can have 5 points allocated (from 3).
  • Increased Smite’s base amount healed to 60 (from 20).
  • Added a new node that grants Electrify chance. Electrify is a new ailment that deals lightning damage over time.
  • Order of Lagon now converts ignite chance to electrify chance (from shock chance) and requires 2 points in this new node (from 2 points in Blinding Flash).
  • Charged Hand now grants increased electrify effect and duration (from shock chance and shock effect) and requires 1 point in Order of Lagon (from 1 point in Unbalanced Scale).
  • Added a new node that grants a chance to double cast Smite when you cast it directly.
  • Sacrifice now requires 2 points in this new node or Blinding Flash (from having no requirement).
  • Swapped the names of Attonement and Conviction.
  • Conviction (previously Attonement) now requires 1 point in Attonement (from 1 point in Sacrifice or 3 points in Blinding Flash).
  • Attonement (previous Conviction) can have 5 points allocated (from 3) and now requires 1 point Sacrifice (from 1 point in Attonement).
  • Righteous Fury grants 4 melee fire damage (from 3).
  • Righteous Flurry grants 5% increased attack and cast speed (from 10%) and can have 4 points invested (from 5).
  • Conflagration grants 20% more hit damage against ignited enemies from 7%.
  • Immolate grants 20% chance to inflict Spreading Flames (from 10%) but can have 2 points allocated (from 5).
  • Holy Wave grants 35% increased area (from 25%).
  • Soothing Balm grants 50% increased health regen (from 10%) and now also grants 10% increased mana regen, but can have 3 points allocated (from 5).
  • Epicenter grants 20% increased fissue area (from 10%) but can have 3 points allocated (from 5).
  • Blinding Flash now also grants 10% more hit damage against blinded enemies.

Warpath

  • Completely reworked Warpath skill tree, with new nodes and values.
  • Characters with Warpath specialized will receive a free respec for its tree.

Vengeance

  • Bolster grants 3% less damage taken (from 6%), but now also grants 10% increased armour.
  • Combo Riposte grants 15% Iron Blade chance (from 10%).
  • Executioner grants 10% more damage to damaged enemies (from 15%) and can only have 5 points allocated (from 6).
  • Vengeful Fighter can only have 5 points allocated (from 6).

 

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Mechanics

Mechanics Changes

  • Unique and Set items can no longer be obtained from the Gambler.
    • We feel that target farming Unique and Set items is more healthy for the game, so we’ve made that easier to do instead. (See Monolith of Fate section)
  • Reactive abilities can now interrupt the last part of an ability animation which you can normally only interrupt with movement. Shift already behaved like this, now the following skills do too:
    • Black Hole
    • Charge (from Werebear Form)
    • Decoy
    • Fury Leap
    • Lunge
    • Reap
    • Rebuke
    • Shield Bash
    • Shield Rush
    • Smoke Bomb
    • Snap Freeze
    • Surge
    • Teleport
    • Transplant
    • Volatile Reversal
    • Warcry
  • Channelled abilities can now be interrupted by other abilities without having to let go of the channelled ability key. For example, using Lunge while channeling Warpath will now stop Warpath and use Lunge instead. If you keep holding down the Warpath key you will continue Warpath as soon as Lunge ends.
  • If an ability use is interrupted by a stun during the anticipation (before the ability is created), the caster may now start using an ability as soon as the stun is finished rather than having to wait until the interrupted ability would have ended.
  • “Increased duration of stuns received” is now additive with the attacker’s increased stun duration.
  • Time Rot
    • Now as 45 base damage (from 35) and can stack up to 12 times (from not stacking).
    • Increases stun duration by 5% (from increasing it by a flat 0.15).
    • No longer reduces attack and cast speed.
  • Future Strike
    • Now counts as damage over time, not a hit, but still deals all of its damage at the end of its duration.
    • Can no longer crit.
    • Deals 60 void damage (from 50).
  • Ignite now deals 6% more damage.

 

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Minion Changes

Minion Power

  • Minions now gain 0.6% minion power per character level starting from level 26 (from 0.5% per level starting at level 21).
  • At level 100 total minion power is now 45% (from 40%), this results in 4% more damage dealt and 8% less damage taken.
  • At level 50 total minion power is still 15%, so minions are slightly weaker from level 21 to 49, and stronger after level 50.

Other Changes

  • Bees now get 4% increased damage per point of attunement.

 

Passives

Beastmaster

  • Aspect of the Shark grants 75% increased melee damage (from 50%).
  • Feeding Frenzy allows Aspect of the Shark to stack up to 10 times (from unlimited stacks).

Bladedancer

  • All In now reduces all non-crit damage, rather than just non-crit hit damage.
  • Fixed a bug where All In appeared to give more crit multi in the character sheet than was stated on the node.

Marksman

  • Focus Fire reduces dodge rating by 4% on hit (from 3%).
  • Prolonged Demise grants 7% increased damage over time while wielding a bow (from 6%) and can have 10 points allocated (from 8).
  • Concentration grants 15% increased damage (from 12%).
  • Meditation grants 25 dodge rating (from 15).
  • Reflection grants 2% increased movement speed (from 1%), but can have 5 points allocated (from 8).
  • Elemental Arrows grants +3 fire and lightning damage on elemental arrow consumption (from 2).
  • Storm Fletcher grants 7% increased elemental damage while wielding a bow (from 7% increased bow elemental damage, i.e. it now affects ignite, frostbite, etc.).
  • Fire and Steel causes elemental arrow consumption to grant 25% increased elemental damage (from 15%).

Necromancer

  • Tyrant’s Legion changes
    • Now grants a maximum of +1 Skeleton (from granting +1 skeleton per point).
    • No longer increases skeleton damage or reduces skeleton health.
    • Now also grants skeletons 4% physical and poison penetration per point
    • Can have 5 points allocated (from 2).

sentinel

  • All Sentinels will receive a free respec for all passives.
  • Blademaster grants 5% attack and cast speed (from 6%) and this bonus is no longer doubled while dual wielding a sword and an axe.
  • Replaced Iron Mastery with Locomotion: +7 health and +7% increased cooldown recovery speed for movement abilities (max of 5 points).
  • Attunement has been moved out of Void Knight and Vitality has been moved out of Paladin.

Forge Guard

  • Weapons Master can have 10 points allocated (from 8).
  • Crushing Blows now also applies to throwing attacks but requires 20 points in Forgeguard (from 15).
  • Folded Steel now also grants +2 maximum forged weapons (this effect does not scale with the number of points allocated).
  • Iron Attunement grants 8 armour (from 5) and 16 minion armour (from 15) and requires 20 points in Forgeguard (from 15).
  • Guardian grants 12 health (from 10) and 6% increases stun chance (from 7%).
  • Rallying Block can have 8 points allocated (from 5).
  • Fresh from the Forge now excludes movement abilities.
  • Iron Reflexes grants +2 Dexterity per point (from 1).
  • Champion of the Forge requires 15 points in Forgeguard (from 20).
  • Siege Captain requires 15 points in Forgeguard (from 20).
  • Smelter’s Might requires 15 points in Forgeguard (from 20).
  • Thorn Mail grants 30 armour and reflects 30 damage to attackers (from 25 and 25) requires 15 points in Forgeguard (from 20).

Paladin

  • The Paladin mastery bonus now also increases lightning damage equal to your percent health remaining.
  • Light of Rahyeh now also increases lightning damage
  • Conviction now also increases lightning damage and grants lightning penetration.
  • Sanctuary Guardian (formerly Staunch Defender) can have 8 points allocated (from 10).
  • Dedication (formerly Inner Flame) grants 2% increased mana regen (from 5% fire resistance) and can have 10 points allocated (from 8)
  • Added a new node that grants adaptive spell damage while you have a shield equipped.
  • Phoenix Strike grants 12% melee ignite chance (from 10%).
  • Valor grants 5% increased healing effectiveness and 15 health (from 5% increased healing effectiveness and 1 vitality) and can have 10 points allocated (from 8).
  • Flash of Brilliance (health and blind chance) has been replaced by Blinding Light which grants 2% endurance and 5% blind chance per point.
  • Penance grants +15% bleed chance (from 20%), adds 3% chance to receive a bleed stack when hit (from 2%) and can have 8 points allocated (from 10).
  • Holy Precision grants 20% increased crit chance (from 30%), but now also grants +10% crit multiplier with lightning skills.
  • Prayer Aegis grants +12 health and +6 endurance threshold (from 10 health and 1% glancing blow chance) and now also causes you to gain haste for 2 seconds on heal while below your endurance threshold (this effect has a 5 second cooldown).

Void Knight

  • World Eater grants 1% melee and void leech per point (from 1.5%) and can have 6 points allocated (from 8).
  • Temporal Corruption can have 6 points allocated (from 5).
  • Rot Ripples now grants 17% time rot spread chance (from 10%), and now also grants 5% increased Time Rot duration and can have 6 points allocated (from 5).
  • Patient Doom now excludes movement abilities.
  • Doom Knight requires 15 points in Void Knight (from 25).
  • Void Well now sets your mana to 20% when going negative and only consumes 1 Void Essence instead of all Void Essences. 10 second cooldown.
  • Eternal Form grants 2% increased health (from +5 health) and can have 10 points allocated (from 8).
  • Finality grants 2% cull threshold per point (from 3%), but now also grants 5% increased melee void damage per point.
  • Added a new node that grants vitality and converts Smite’s attribute scaling so that it gains spell damage per vitality rather than increased damage per attunement.
  • Removed Umbral Attunement (attunement and increased damage).
  • Future Mind no longer grants attunement or health, but instead grants 5 mana and 2% increased mana regen and can have 10 points allocated (from 8).

 

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User Interface

Loot Filter

  • You can now duplicate loot filter rules.

World Map

  • You can now right click on explored waypoints on the map to quick travel instead of needing to select the zone and then click the travel button.
  • The full list of quests is now always available in the world map window.
  • Selecting a quest from the list now focuses the map on the location of the current objective.
  • The list of completed quests is now collapsible.
  • Each Era tab in the map now shows if there’s an active story quest or side quest in that era, without having to click or hover on it.
  • The text labels for most zones are now hidden when zoomed out.
  • Revised the icon for waypoints on the map.
  • Mousing over a zone now highlights its waypoint icon and shows its text label (if hidden).
  • Zooming out on the map clusters groups of locations into a single Region icon.
  • Right clicking on a Region icon takes you to the town of that region.

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Items

One-handed Axes

  • Replaced all One-handed Axes base types with new ones. They have new names, implicits, 2D art, and 3D art.
  • There are now 12 one-handed axe base types.

One-handed Maces

  • Replaced all Maces base types with new ones. They have new names, implicits, 2D art, and 3D art.
  • There are now 11 one-handed blunt weapon base types.

Two-handed Axes

  • Replaced all base types with new ones. They have new names, implicits, 2d art, and 3d art.
  • There are now 12 two-handed axe base types.

wands

  • Replaced all Wand base types with new ones. They have new names, implicits, 2d art, and 3d art.
    There are now 11 wand base types.

Early Game Boots and Gloves

  • All existing Leather Boots with change to Refuge Boots and vice versa. All existing Leather Gloves will change to Refuge Gloves and vice versa. This change makes the Refuge base types first appear inside Last Refuge (the game started inside Last Refuge a long time ago, which is why they were the level 1 base items).
  • Leather Boots now require level 1 (from level 8), grant 5% to 7% increased movement speed (from 6% to 8%), and still grant 5 armour.
  • Refuge Boots now require level 8 (from level 1), grant 7% to 9% increased movement speed (from 4% to 7%), and grant 15 armour (from 9).
  • Leather Gloves now require level 1 (from level 8), grant 8 armour (from 7), and no longer grant 5 to 10 mana.
  • Refuge Gloves now require level 6 (from level 1), grant 10 armour (from 15) and now also grant 5 to 10 mana.

Movement Speed Changes

  • We’ve decided to tip the weighting of movement speed effects on boots towards their implicits rather than affixes, in preparation for some other itemization changes that will be in a future patch. Boots with a high level base type and T5 movement speed grant the same total increased movement speed as before.
  • Reduced the values of the Increased Movement Speed prefix. It now grants 5% to 7% at tier 1 (from 6% to 8%), 15% to 18% at tier 5 (from 20% to 23%), and 26% to 30% at tier 7 (from 31% to 35%).
  • Worn Boots grant 5% increased movement speed (from 4%).
  • Level 1 boots (previously Refuge, now Leather) grant 5% to 7% increased movement speed (from 4% to 7%).
  • Level 8 boots (previous Leather, now Refuge) grant 7% to 9% increased movement speed (from 6% to 8%).
  • Iron Greaves grant 7% to 9% increased movement speed (from 4% to 7%).
  • Fur Boots grant 10% to 12% increased movement speed (from 10% to 13%) and also grant 10% to 20% increased dodge rating.
  • Brigandine Boots grant 13% to 15% increased movement speed (from 10% to 13%) and also grant 53 armour (from 35).
  • Heoborean Boots grant 15% to 18% increased movement speed (from 10% to 13%).
  • Solarum Greaves grant 15% to 18% increased movement speed (from 10% to 13%).
  • Shrine Boots grant 15% to 18% increased movement speed (from 10% to 13%).
  • Arcane Boots grant 15% to 18% increased movement speed (from 10% to 13%).

Base Type Changes

  • Fur Boots have new 2d art and have been renamed to Outcast Boots.
  • Heoborean Boots have new 2d art.
  • Heoborean Armour
    • New 3D and 2D art.
    • Grants 34% to 44% physical resistance (from 5% to 10% increased mana regen).
  • Farwood Cowl
    • New 3D and 2D art.
    • Grants 120 armour (from 140).
    • Now also grants 10% to 20% increased mana regen.
  • Katanas grant 38% to 60% crit multi (from 50% to 75%).
  • Crystal Swords grant 100% to 160% increased melee elemental damage (from 100% to 200%).
  • Crystal Swords grant 10% to 16% increased elemental melee attack speed (from 10% to 20%).
  • Terror Mace grants 106% to 166% increased melee stun chance (from 60% to 166%).
  • Lucerne grants 110 melee physical damage (from 114) and 6% to 10% melee crit chance (from 6% to 14%).
  • Moon Daggers require level 51 (from 52).
  • Nagasa Scymitars require level 54 (from 55).
  • Majasan Daggers require level 55 (from 59).
  • The Nomad Quiver grants up to 50% bleed chance (from 40%).
  • The Farwood Quiver grants up to 9 bow cold damage (from 8).
  • The Spider Silk Quiver grants up to 60% slow chance and increased damage over time (from 40%).
  • Mercenary Leather grants 24% to 44% increased critical strike chance (from 24% to 84%).
  • Brigandine Armour grants 136 armour (from 110).
  • Scalebane Armour grants 190 armour (from 161).
  • Crimson Garb grants 160 armour (from 130).

Base Type Affinity

  • Axes are now as common for Acolytes as they are for Primalists and Sentinels (this is due to the introduction of sickles and scythes which are axe base types, but particularly benefit the Acolyte).
  • Polearms are now less common for Mages and Acolytes.
  • 1h maces are now more common for Primalists, Sentinels, and Rogues.

Class Specific Affixes

New Affixes

  • Added Javelin Lightning Throwing Damage Equipment Affix.
  • Endurance while channeling Warpath Equipment Affix.
  • Increased Area of Void Cleave Idol Affix.
  • Added Static Orb Tendrils Idol Affix.
  • Percent Missing Health Restored On Lunge Idol Affix.
  • Chance For Additional Multistrike Swords At Maximum Stacks Idol Affix.

Removed Affixes

  • Removed the Chance To Use Manifest Strike On Melee Hit Idol affix.

Mana Related Affixes

  • Now require you to hit with the skill to gain mana.
  • Now grants 1 less mana at each tier.
  • No longer proc from echo uses.

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Potion Affixes

  • Removed the dodge rating on potion use and ignite change on potion use affixes.
    • We want to avoid potions feeling like something you need to press at a regular interval to keep a buff up, so we’re swapping the affixes that gave a temporary buff to new affixes that can be used reactively.
  • Added a new hybrid belt prefix that grants Freeze Rate and casts Freezing Concoction on Potion Use.
    • Freezing Concoction releases a wave of freezing liquid around you which deals no damage but has a freeze rate of 400.
    • Old items with ignite chance on potion use will now have this affix instead.
    • Old ignite chance on potion use shards will now be shards of this affix.
  • Added a new hybrid belt prefix that grants Ward on Potion Use and Cleanses All Negative Ailments on Potion Use.
    • Old items with dodge rating on potion use will now have this affix instead.
    • Old dodge rating on potion use shards will now be shards of this affix.
  • Increased Chance to Find Potions can no longer roll on helmets or relics, but its values are around 8% higher.
  • Ward Gained on Potion use can no longer roll on helmets or body armour, and is 25% rarer on gloves and amulets, but its values are around 50% higher.
  • Potion Health Converted to Ward is 25% rarer on gloves, rings, and relics, buts its T6 and T7 values are much higher (T7 now goes up to 100%).
  • Extra Potion Slot And Potion Health grants around 10% more health at most tiers (the number of potion slots it grants has not been changed).
  • Ward Gained on Potion use for idols’ values are around 35% higher.
  • Potion Health Converted to Ward for idols’ values are around 35% higher.

Health Leech Affixes

  • The health leech on hit idol affixes and the hybrid health leech equipment affix are being removed. Removing some of the more easily and generically available sources of leech should result in more builds exploring different sustain options (more build variety).
  • Health Leech on Hit idols now grant Vitality instead.
  • The hybrid health leech affix has been replaced with a new Increased Leech Rate affix. This affix is rarer than the old hybrid affix, and only rolls on gloves.

Mage Idols

  • of Cryomancy, of Electromancy, and of Pyromancy idols grant 16% to 40% increased damage (from 19% to 50%).
  • of Innervation idols grant 11 to 30 ward per second (from 9 to 25).
  • Frigid idols grant 10% to 30% increased frostbite duration (from 7% to 20%).
  • Conduit’s idols grant 2 to 5 static charges generated per second (from 1 to 4).
  • Stalwart’s idols grant 22 to 50 ward on Flame Ward use (from 13 to 34).
  • Consuming idols grant 10% to 24% increased Fire Aura area (from 7% to 20%).
  • Capacitive idols grant 22% to 67% increased lightning damage while you have lightning aegis (from 24% to 95%).

Acolyte Idols

  • of Hemomancy idols grant 7% to 15% cooldown recovery speed for Transplant (from 8% to 18%).
  • Contaminated idols grant 10% to 30% increased aura of decay area (from 7% to 20%).
  • Resurgent idols grant 30% to 67% increased healing effectiveness (from 38% to 105%).
  • of Slicing idols grant 22% to 60% chance to bleed with physical spells (from 18% to 50%).
  • Brittle and Cremating idols grant 26% to 72% increased cold/fire minion damage (from 22% to 60%).

Sentinel Idols

  • Vindictive and Spiteful idols grant 25% to 65% increased damage when echoed recently (from 30% to 80%).
  • Deep idols grant 8% to 16% increased abyssal decay duration (from 4% to 10%).
  • Sealed idols grant +3 to 6 Sigils of Hope duration (from 2 to 4).

Other Changes

  • Increased the values of the Endurance Threshold affix by around 10% at all tiers (increase is slightly higher for lower tiers and lower for higher tiers).
  • The Endurance Threshold affix can no longer roll on shields.
  • The increased minion health affix is slightly rarer and can no longer roll on boots.
  • Renamed the “Mana Gained On Smite Use” affix to “Mana Gained When you directly use Smite”. It no longer works with procced casts of Smite.
  • Damage reflected to attacker has increased values at higher tiers - T5 is now 46 to 75 (from 26 to 50) and T7 is now 131 to 200 (from 86 to 110).
  • Percent Damage Reflected has had its values increase by around 25% at all tiers - T5 is now 18% to 25% (from 14% to 20%).

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Uniques

New Items

  • Added 33 new unique items.
  • Added 2 new 2 piece sets.

Dragaonflame Edict

  • Grants 100% to 200% minion ignite chance (from 100% to 150%).
  • Grants 100% to 200% increased minion fire damage (from 100% to 150%).
  • Dragonflame Nova deals 100% more damage.

Reign of Winter

  • Icicle proc chance range reduced from 25%-30% to 23%-28%. Icicle now has 200 Freeze Rate (previously it didn’t have any).

Riverbend Grasp

  • Now has Iron Gauntlets as its base type rather than Leather Gloves
  • Requires level 15 (from level 8)
  • Grants 30% to 60% increased dodge rating (from 70% to 140%)
  • Grants 5 to 10 throwing cold damage
  • Grants 18% to 30% chance to throw an axe on hit (from 18%)
  • Fixed a bug where the axe proc was thrown directly forwards rather than at a nearby enemy.

Shroud of Obscurity

  • No longer grants 130% bleed effectiveness on low health (this mod was bugged and did not work).
  • Now also grants 93 to 130 dodge rating.
  • Now also grants 13% increased dodge rating.
  • Now also grants 3 to 9 ward gained when you dodge.

Smoke Weaver

  • Grants 25% to 30% increased cooldown recovery speed for Shift (from 30% to 35%).
  • Grants 40 to 50 melee physical damage (from 35 to 45).

Stymied Fate

  • Base type changes result in an additional 5% increased movement speed.
  • Now grants 14% to 22% movement skill cooldown recovery speed (from 15% to 25%).
  • Now grants 14% to 22% chance to gain haste on hit (from 15% to 25%).
  • Now grants 14% to 22% chance to apply Doom on hit (from 15% to 25%).
  • Now grants 64% to 128% increased damage over time (from 65% to 125%).

Movement Speed Changes

  • These changes are caused or influenced by the changes to movement speed on boot base types and the movement speed affix, as described in the Items section.
  • Mourning Frost now has Refuge Boots as its base type rather than Leather Boots, resulting in a gain of 1% increased movement speed.
  • Stormtide - grants 25% increased movement speed (from 30%), results in loss of 2% to 3% increased movement speed.
  • Eterra’s Path - no explicit change, results in gain of 2% to 3% increased movement speed.
  • Fiery Dragon Shoes - grants 15% to 20% increased movement speed, results in no net change, but now also grants 25% to 35% increased fire damage.
  • Halvar’s Stand - no explicit change, results in gain of 5% increased movement speed, now also grants 3% to 6% chance to gain haste on spell kill (from 3%).
  • Suloron’s Step - grants 17% to 22% increased movement speed (from 20% to 25%), results in a loss of 0% to 1% increased movement speed, but now also grants 70% to 105% crit multi (from 70% to 95%).
  • Last Steps of the Living - grants 30% to 36% increased movement speed (from 36% to 42%), results in a loss of 1% increased movement speed.
  • Transient Rest - grants 10% to 18% increased movement speed (from 10% to 20%), results in a gain of 0% to 3% increased movement speed.
  • Zerrick’s Ambition - grants 15% to 23% increased movement speed (from 16% to 26%), results in a loss of 0% to 1% increased movement speed.
  • Raindance - grants 10% increased movement speed (from 10% to 14%), results in a gain of 1% to 5% increased movement speed.

Other Changes

  • Ruby Fang Cleaver grants 35% to 50% increased effect of poison applied by melee attacks (from 35%).
  • Ruby Fang Aegis grants Ruby Venom for 10 seconds on block (from 8 seconds).
  • Ruby Venom grants 15% increased fire and poison damage per stack (from 10%).
  • The set bonus grants +2 to fire skill and poison skills (from +1).
  • Call of the Tundra now grants +2 to 4 to Warcry (from +1), and also grants +10 to 18 melee cold damage.
  • Ward Trail now grants 100 to 175 dodge rating (from 50 to 150) and now grants 30 to 50 ward gained on dodge (from 30).
  • Mortality’s Grasp now grants 313 to 373 ward (from 153 to 213).
  • Atrophy now grants 20% to 25% penetration against all resistances for damage over time (from 40% to 100% increased damage over time).
  • Defiance of the Forgotten Knight
    • Grants 21% to 28% chance to apply time rot on block (from 5% to 7%).
    • Now also grants 21% to 28% chance to apply time rot on hit.
  • Reen’s Ire from the Eye of Reen unique now grants melee critical strike multiplier (from generic critical strike multiplier).
  • Keeper’s Gloves now has Leather Gloves as its base type rather than Refuge Gloves.
  • Avarice now has Refuge Gloves as its base type rather than Leather Gloves and requires level 6 (from level 8).
  • Bloodgeon is still a Flanged Mace, but this is now a lower level base type and Bloodgeon’s level requirement has not changed so it adds 50 to 70 melee physical damage (from 20 to 35).
  • Arek’s Bones is now an Eber Tusk Club (from Bladed Mace).
  • Sinathia’s Dying Breath is still a Morning Star (which has different implicits)
  • Cinder Song is now an Archive Wand (from Arcane Wand), but now also grants 17 to 22 spell fire damage.
  • Alchemist’s Lade is now a Rowan Wand (from Silver Wand) - no change in stats.
  • Reach of the Grave is now an Archive Wand (from Profane Wand).
  • Pebbles’ Femur is now an Ivory Wand (from Profane Wand).
  • Bone Harvester is now a Bearded Axe (from Executioner Axe) and now has a required level of 21 (from 23).
  • Apathy’s Maw is now an Obsidian Axe (from Silver Axe).
  • Beast King is now only a Wengari Axe (from Northern Axe or Raider Axe) and now requires level 46 (from 13 or 55).
  • Taste of Blood is now a Rusted Cleaver (from Battle Axe) and now requires level 13 (from 20).
  • Undisputed is now a Dragonbone Axe (from Welryn Axe) and now requires level 80 (from 64). Its added Melee Physical Damage is now 27 to 41 from (41 to 50).
  • Tempest Maw is now a Crescent Axe (from Raider Axe) and now requires level 51 (from 55).
  • Eulogy of Blood is now a Soul Harvester (from Raider Axe).

 

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15 Likes

Enemies

New Enemies

  • Added new Festering Cultist enemies to Chapter 3.
  • Added new enemies to Chapter 5 such as the Immortal Chimera.

Magic Enemies

Values listed are relative to normal enemies of the same enemy type.

  • Now 100% more likely to drop items (from 70%).
  • Now deal 50% more damage (from 40%).
  • Now have 65% more health (from 30%).
  • Now have 20% increased size (from 15%).

Frost Wyrm

  • No longer spawns in the Arena.
  • No longer spawns as a Miniboss, and now only spawns as a Boss in the Blood, Frost and Death timeline.
  • Now considered a regular boss instead of an upgraded miniboss. This means as a Boss it has 29% less damage, 45% less health, and 17% less movement speed.

Spymaster Zerrick

  • Now has a limited turn rate rather than turning instantly.
  • Takes 25% less damage over time.
  • Wide melee slash has a 2.5 second cooldown (from 3 seconds).

Emerging Enemies

  • The following emerging enemies now have their floating health bars hidden until they have emerged:
    • Animated Bones
    • Flame Gryphons
    • Infernal Husks
    • Osprix Warriors
    • Osprix Vanguards
    • Osprix Lightmages
    • Osprix Raiders
    • Pontifex Aurelus
    • Shade of Orobyss
    • Voidfused Earth
    • Void Leeches
    • Voidfire Maggots
    • Winged Fires
    • Miniboss Winged Fires (Covenant of )
  • Voidfused Earth enemies now have damage and collision disabled until they start emerging.

Other Changes

  • Slightly reduced the area level of all campaign zones from the Temple of Heorot and beyond to better match expected character levels.
  • Breakables are 10% less likely to drop items (to counteract the increased item drops from magic monsters).
  • The “of Blades” suffix now scales from 40% to 50% increased damage for magic enemies based on level (from 40% to 80%).
  • The “of Blades” suffix now scales from 44% to 55% increased damage for rare enemies based on level (from 44% to 88%)
  • Increased the health and damage of all enemies by 2% (multiplicative with other modifiers). This is a routine change to slow the effect of player power creep.
  • Osprix Lightmages now resist fire damage.
  • Liath has 4% more health and deals 5% less damage.
  • The waves in phase 2 of the campaign Lagon boss fight deal 10% less damage.
  • Voidstone Scorpions now have 9% less health and can no longer spawn with the increased health, increased dodge rating, or health regen monster suffixes.
  • Defense buffs from Wengari Shamans now end immediately when the shaman that cast them dies.

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Visuals

 

Primalist Model

  • Revamped the Primalist Model. The model now has higher quality geometry, textures, and hair, and better proportions.
  • All enemies and NPCs now have a subtle rim lighting effect. This makes it much easier to tell them apart from the background of levels, especially in dark areas.
  • Overhauled the base vfx for Lightning Blast.
  • Improved visuals for Storm Wisp’s lightning strikes.
  • Improved visuals for Lagon’s lightning strikes.
  • Improved visuals for procced lightning skills.
  • Updated the visuals for Lightning Aegis.
  • Improved the default ground decals for Earthquake and Aftershocks.
  • Updated the visuals for Holy Aura’s Flame Burst effect.
  • Updated the visuals for Ravaging Aura.
  • Updated the visuals for Shatter Strike.
  • Improved the visuals of Tempest Strike’s Perfect Storm.
  • Improved the visuals of Wandering Spirits.
  • Ground visuals for multiple skills now scale properly with area increases.
    • Acid Flask
    • Meteor
    • Warcry
    • Fury Leap
  • Improved Crowstorm’s cold converted visual effect (Moved it up to be more visible, made it scale with AoE increase).
  • Fixed Disintegrating Aura being slightly off-center for Hammer Throw.
  • Items from chests now drop after a 0.25 second delay to better match the visual effect.

 

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Sound & Music

New Music

Sound

  • Updated the sound for gold pickups.
  • Updated the sound effects for Time Rifts.
  • The sounds for various interactions (such as Beacons and Spires) are now controlled by the sound effects volume slider rather than the environment volume slider.
  • Updated item drop sounds. Sound for loot that drops in-game is now localized to the area it drops.
  • No more than 5 item drop sounds will be play at once.
  • Made item drop sounds lower priority to avoid them taking the place of other sounds when many sound effects play at once.
  • Fixed a timing issue with Judgement.
  • Updated sound effects for Shatter Strike.
  • Updated sound for Soul Feast.
  • Updated sounds for Static Orb.
  • Updated the sounds for Vengeance.
  • Added new sound effects for Wandering Spirits.
  • Added sound variations for Warpath’s new conversions.
  • Reduced the volume of Shadow Cascade and Warcry.
  • Updated various void explosion sounds.
  • Updated death sounds for winged insects.
  • Updated slam sound effect for Profane Flesh.
  • Updated the sound for Soul Arrow.
  • Updated sounds for Immortal Overseers.
  • Cleaned up the death sound for Storm Wisps.
  • Reduced the volume of the looping town portal sound effect.
  • Fixed a looping issue with some atmospheric sounds.

 

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Controller Support

Improvements

  • See our Controller Support blog post for more details on the changes.
  • You can now navigate the Inventory and Stash panels using controller buttons (instead of a virtual cursor).
  • Opening the inventory will highlight the first item in your inventory. You can use the d-pad to select items or buttons in the panel, pick up items with A, quick-equip items with X, and move items to an open stash tab with Y. RB and LB will also let you access the Blessings and Appearance tabs.
  • Stash tabs can be navigated in the same way. While the stash is open, pressing LT will focus the Stash and RT will focus the Inventory. You can switch between stash tabs with LB and RB.
  • L3 and R3 now provide the same functions when looking at item tooltips as ctrl and alt do on keyboard/mouse (respectively).
  • You can now use the virtual cursor to buy items from shops and the gambler. You can use the virtual cursor or click Y to sell items.

 

 

Optimization

  • The framerate limit option is now enabled by default for new and existing players. The default value is 60 FPS.
  • The background frame limit option (for when the game is unfocused) is now enabled by default for new and existing players. Its value has been set to 30 FPS.
  • Fixed a bug where the Exclusive Fullscreen display mode used a borderless window instead of true fullscreen.
  • Renamed display mode options. They are now called: Fullscreen, Borderless Window, and Windowed.
  • Borderless Window is now the default display mode for all new users.
  • Fixed a bug where, once aggroed, Wengari Shamans would cause significant FPS drops if distant from the player.
  • Improved shadow performance by reducing the number of shadow casters in some zones.
  • Improved the performance skills with different visual variants.
  • Greatly improved the performance of Lightning Blast’s base visuals.
  • Improved the performance of Tempest Strike’s Perfect Storm.
  • Improved the performance of Bone Spire and Moon Spire attacks.
  • Improved the performance of gold drops.
  • Improved the performance of removing non-stacking stat buffs.
  • Improved the performance of Entangling Roots.
  • Improved the performance for the default version of Earthquake and Aftershocks.

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Bug Fixes

Acolyte Skills

  • Fixed a bug where the explosion on kill from Drain Life’s Pustulent End occurred at Drain Life’s location instead of at the killed enemy.
  • Fixed a bug where Infernal Shade’s Legion node could sometimes create more than the intended amount of additional shades.
  • Fixed a bug where Infernal Shade’s Legion node could pick the same enemy multiple times when creating its additional shades. Shades don’t stack so this effectively wasted them.
  • Volatile Zombie’s Effigy of Combustion node now correctly says it is YOU casting Infernal Shade and not the Zombies.

Mage Skills

  • Fixed a bug where modifiers from Elemental Nova’s tree would apply twice if you had taken Luminaire.
  • Fixed a bug where Elemental Nova’s single element nodes (Ice Nova, Fire Nova, Lightning Nova) were granting 10% more damage rather than the listed 7%.
  • Fireball’s Flame Burst nodes now display the correct ability when holding alt.
  • Fixed a bug where taking the Focal Blast node for Lightning Blast would cause the skill to deal lightning damage despite being converted to cold.
  • Fixed a bug where Snap Freeze did not gain its listed mana efficiency per point of intelligence.

Primalist Skills

  • Fixed a bug where the Rock Elementals from Avalanche’s Elemental Bond node would not move to attack enemies.
  • Earthquake’s Aftershock nodes now display the Aftershock ability tooltip when holding alt.
  • Fixed a bug where Earthquake did not switch to scaling with cast speed when taking its spell conversion node Storm Rift.
  • Fixed a bug where Earthquake’s animation did not scale with increased attack/cast speed.
  • Fixed a bug where Spriggan Form’s Summon Vine did not update its minion tags when taking the Razor Vines node.
  • The Winged Raptor node in Storm Crows now correctly says it limits your Storm Crows to 1.
  • Fixed a bug where Tempest Strike’s Force of Nature node did not work.
  • Fixed a bug where Warcry’s Bringer of Winter node did not provide its buffs to the player if you had also taken Totemic Heart.
  • Fixed a bug where Warcry’s Invigorate node would not heal allies if Warcry was cast by a totem via Totemic Heart.

Rogue Skills

  • Fixed a bug where bow Cinder Strike’s explosion did not receive some of its skill tree benefits such as increased area, more critical strike chance per ignite, or chance to throw a flask.
  • Fixed a bug where melee Cinder Strike’s explosion was granted increased radius rather than increased area by the Blast Wave node.
  • Fixed a bug where Lethal Mirage was not affected by “next ability use” effects such as Bladedancer’s Flow.
  • Fixed a bug where the Mutilate node on the Puncture tree did not restore health.

Sentinel Skills

  • Fixed a bug where Drowned Visages would stop animating after Anomaly is cast on them.
  • Fixed some cases of Hammer Throw missing short enemies.
  • Fixed a bug where taking the Disintegrating Aura node in Hammer Throw could cause it to return or be destroyed too early.
  • Fixed a bug where Shield Bash did not receive the fire tag when taking the Flame Coating node.
  • Fixed a bug where the downside of the Rygar’s Fury node on Shield Throw would not apply if you also took the Shield Barrage node.
  • Fixed edge cases where the Rygar’s Fury node could reduce the damage dealt by Shield Throw.
  • Fixed a bug where Shield Throw’s Manifest Inspiration could not trigger more than once per use of Shield Throw.
  • Fixed a bug where Shield Throw’s Manifest Inspiration could trigger on any ally as long as you had a Manifest Armor minion out.
  • Fixed a bug where the lightning bolts from Smite’s Unbalanced Scale could hit the original Smite target.

Mechanics

  • Fixed a bug where ailment effect, ailment duration, and ailment conversion stats with tags that depend on your health (e.g. increased bleed effectiveness on full health) did not work.

Passives

  • Fixed the Berserker node on the Primalist tree saying that it gave 6% less damage taken per point when it actually gives 5%.
  • Fixed a bug where Beastmaster’s Life in the Wilderness node gave companions much more endurance threshold than intended.
  • Fixed Shield Throw having the tooltip for Shield Rush in the passive tree.
  • Fixed a bug where Lagon’s Answer could proc on any ability use instead of just spells.
  • Fixed a bug where Axe Thrower threw the proc’d axe directly forward rather than at a nearby enemy.

Items

  • Fixed a bug that would cause Fractured Crown uniques to have minimum rolls for all stats in certain situations.
  • Fixed a bug where the “Added Lightning Damage with Shurikens” affix was not granting its added damage.
  • Fixed a bug where Aurora’s Time Glass could only proc from damage you took when you were already below 30% health.
  • Fixed Increased Hammer Throw Damage description including “of” (e.g. “52% of increased hammer throw damage”).

User Interface

  • Fixed a bug where Chinese characters would not be rendered correctly in chat for players without a Chinese system font.
  • Fixed a bug where hovering the mouse (or virtual cursor on controller) over certain parts of the UI would prevent using skills.
  • Fixed bug where a ghost image of your mainhand weapon appeared in your offhand inventory slot on a brand new character.

Animation

  • Fixed a bug where the Rogue wouldn’t transition to the stun animation immediately when stunned.
  • Fixed a bug where the Rogue would slide for a second if you moved right at the end of her idle variation animation.

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40 Likes

Hype!

1 Like

2nd hype

1 Like

3rd Hype! cough

You guys might want to get some poison resist.

Just sayin’.

So I’ve heard.

1 Like

4th Hype

The Sheer number of numerical changes this patch is astronomical!
This will take some time and testing!

3 Likes

:star_struck::star_struck::star_struck::star_struck:PATTTTCChHhH NNNOOOOTTTTTEEESSSSSS!!! YYYEEEESSSSSSS!!!

5th Hype

Hightail now grants 20% charge increased cooldown recovery speed per point (down from 50%). The node now also grants charge +4% added critical strike chance per point.

RIP werebear charging EQ. No surprise as it was bonkers broken.

Let’s GO!

As a result, their base damage has been doubled and their increased damage from Attunement has been swapped for added spell void damage from Vitality.

Vitality stacking is going to become super meta with the change for void scaling.

What a time to be alive man!
What a great and huge patch!
Thanks EHG!

I think i entered this forum every 20 minutes today since morning time to see if thing thing came out. And my internet is so slow it takes like 5 minutes to open forum page this is how much i was looking forward to it. Now im gonna read it in peace. Thank u guys for your hard work. Looking so much forward to play it in 3 days when i will be able to
Edited:tqrget farming of uniquea is nowhere near as bad as i thought it would be, it actualy gives flavour to timelines :slightly_smiling_face:
Ps im so happy u removed unique gambling :grin::tada:

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5th hype

Your 6th

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There’s so much to unpack here. The nerfs. The buffs. The lightning paladin being a thing. And also:

A step in the right direction, I’ll play around with the old boy and see how much better it feels. Probably isn’t going to make it all of a sudden viable by any stretch, but that gives me hope that it’ll retain it’s unique ideas in the Primalist rework coming up.

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Awesome! I am excited for the new patch!
Though, I don’t see a lot on cold mechanic so I guess I will have to stop playing cold toons til further update. There are also a few questionable changes that limit build choice, but we will see when patch hits.
Excited for the new potion affix, now we can recover from stun. reactively! Time to roll a first proper Sentinel

Seriously those changes are aewsome and Chapter 9 looks so so much better graphicwise. Cant wait to play it tomorrow.

INCREDIBLE stuff! Also you guys think you’re cute turning paladin into Solaire and not thinking we’d notice when you make one of the nodes literally Sanctuary Guardian? Who is the Dark Souls lover on the dev team, eh?