The charged up versions of Puncture and Detonating Arrow no longer lock your target direction while charging and also now require a button press for each cast. This prevents an awkward double cast when holding down for just longer than the max duration and makes them feel more purposeful to use.
Fixed a bug where you sometimes could not rotate while charging up Puncture or Detonating Arrow.
Fixed a bug where melee puncture would cast towards the original target location regardless of rotation while charging.
Fixed a bug where charged up melee puncture did not play any sound unless it hit an enemy.
Fixed a bug where Detonating Arrow played its use sound at the start of the charge rather than the end.
Charged versions of Puncture now have casting vfx (shadow by default, poison or cold for conversions).
The Flaming Shots node no longer adds a fire tag, to make it clearer that it does not convert damage.
Tainted Ammunition now also gives the Ballista 25% more poison damage per point when you hit it with Acid Flask and can have 4 points allocated (from 1)
Fixed a bug where explosive bolts gained the area bonus from the Armed Construction node
Explosions from Explosive bolts and Armed Construction deal 25% more damage
Fixed a bug where Explosions from Explosive Bolts and Armed Construction scaled with minion throwing damage instead of minion bow damage
The Explosions from Explosive Bolts now have 23% more radius
Fixed the visuals of Explosions not lining up with their actual radius
Armed Construction now gives the ballista explosion 1% more damage and area per Dexterity (from a flat 75% more damage and area)
Sturdy Foundation now gives 25% more health as stated (was giving 20%).
Improved targeting for bow Cinder Strike. The hitboxes for all 3 shots are now consistent.
Soot and Ash now grants 20% chance to apply Blind and Frailty per point (from 10%).
Ignition now grants 20% ignite chance per point (from 10%).
Kindling now grants 20% fire resistance shred chance per point (from 10%).
Flame Alchemist now grants 15% chance to throw an Explosive Flask per point and can have 4 points allocated (from 10% and 1 point).
Over Exertion now only costs 30 mana (from 40).
Fixed a bug where triggering multiple Volatile Flasks from one use of Cinder Strike did not allow enemies to be hit by more than 1 of those Volatile Flasks.
Fixed a bug where Cinder Strike’s Explosive Impact node did not affect the damage of Volatile Flasks cast by Cinder Strike’s first strike.
Fixed a bug where Cinder Strike’s Volatile Flask was not affected by other nodes in Cinder Strike’s tree.
Fixed a bug where Dancing Strikes’ 1st and 2nd attack hitboxes were not affected by increased area, and the visuals for its 3rd attack were not affected by increased area.
Added a new node, Shadow Step, which allows you to swap places with a targeted Shadow when you use Shadow Cascade, but consumes mana based on how many times you have done this in the past 5 seconds.
Battle Trance grants 20% more dodge rating during use (from adding 100 dodge rating during use)
Rogues with Shift specialized will receive a free respec for its tree.
Velocity gives 4% increased cooldown recovery speed and 16% mana efficiency for Shift (from giving the next ability use 25% increased damage). It can have 3 points allocated (from 4).
Replaced Head Trauma (15% increased damage and 30% increased stun chance with your next ability after using Shift) with Deadly Ambush, which gives 4% more damage with your next ability after using Shift.
Braskula’s Hesitation grants 10% more damage with your next ability after using shift (from 50% increased)
Consumed by Shadow grants 4% kill threshold (from 5%) and can have 4 points allocated (from 3)
Elusive grants 20 dodge rating per dexterity (from 30) and can have 4 points allocated (from 5)
Momentum requires 2 points in Velocity (from 3)
Jagged Cuts can have 3 points allocated (from 2)
Critical Opening requires 2 points in Jagged Cuts (from 1)
Shadow Recuperation can have 4 points allocated (from 3)
Fixed a bug where shurikens used by shadows when you had the Blade Shield node would shotgun (i.e. be able to all hit the same target).
Keen Throw grants 12% more damage per projectile (from 10%).
The Charged Steel node now grants 5 lightning damage (from 3) and now also grants 25% of Base Damage converted to Lightning. It can have 4 points allocated (from 5).
Shuriken Storm requires 3 points in Charged Steel (from 4).
Replaced Fan of Knives (one of the two +2 shurikens +3 mana cost nodes) with Flip of a Coin, which grants a 50% chance for 4 additional shurikens. It now requires 2 points in Toxic Tips (from 3).
Renamed Thin Shurikens (the other +2 shurikens +3 mana cost node) to Fan of Blades, and removed its +3 mana cost.
Deep Cuts grants 20% bleed chance (from 10%).
Toxic Tips grants 20% poison chance (from 10%).
Floating Blades can have 3 points allocated (from 4).
Exuberance now also grants 10% increased cooldown recovery speed.
Throwing Star now more consistently targets enemies with each shuriken.
Impending Gloom grants 10% increased area and growth rate (from 10% increased starting radius, 10% maximum radius, and 10% growth rate)
Generosity grants 20% increased area (from 20% increased starting radius and 20% increased maximum radius - this previously made it take longer to reach maximum size)
Blood Bandit now gives 2% melee and throwing leech as stated (was giving 4%).
Rogues with Umbral Blades specialized will receive an automatic free respec for its tree
First part of the combo costs 12 (from 3)
Second part of the combo costs 0 (from 3)
The third throw added by Twilight Assault costs 0 mana (from 3)
Nightmare Dash now also causes you to regain 2 mana per blade recalled.
Subzero Intrusion now converts base damage (from all damage). It now adds 24 Freeze Rate (from 40 stated, 20 actual) and no longer converts shock chance to frostbite chance
Fixed Subzero giving Bladestorm and Explosive Blades freeze rates of 20 and 12 respectively rather than 24 like the base skill
Fixed Coldsnap Strike’s freeze rate bonus not applying to Bladestorm and Explosive Blades
Fixed Umbral Blades’ distance varying based on angle when you had the node to make them stop at the target location
Fixed increased blade storm area having a disproportionately high effect on visuals
The effect on area of the radius increase from Sword Thrower is now additive with other sources of increased area for Umbral Blades’ subskills
Precision Cuts now grants 5% increased attack speed (from 5% more damage)
Explosive Blades now applies a 20% less attack speed modifier (from 15%)
This and the Precision Cuts change result in 6% less DPS if you have no other sources of increased attack speed and around 8% less if you have lots of increased attack speed from other sources.
Bladestorms hit 3 times per second (from 2), but each enemy can now only take damage from one Bladestorm at a time. This is to encourage the playstyle of throwing Bladestorms at different targets.
Coldsnap Strike gives 12% chill chance (from 20% stated, 6% actual) and 12 Freeze Rate (from 20). It can have 2 points allocated (from 1).
Slice the Legs’ slow and bleed chance is no longer affected by Umbral Blades’ penalty to ailment chances.
Nether Coasting from the Embrace the Darkness node lasts 5 seconds (from 4) and gives 5% more damage vs blinded enemies (from 25% increased damage over time).
The void rifts created by the Void Eruption from the Cataclysm node no longer have an inherent 20% increased radius, but are now affected by void rift area modifiers from the rest of the tree. They are still not affected by the area growth from Devouring Orb’s base effect.
Increased cooldown recovery speed from the Orb Master and Dust Channeller nodes is now additive with increased cooldown cooldown recovery speed from other sources.
The Void Eruption from the Cataclysm node now only has 4 projectiles (from 7)
Orb Master grants 18% increased cooldown recovery speed (from 30%), but now also grants 18% more void eruption damage per point
Abyssal Expanse grants 20% increased area per point (from 30%)
Dark Torrent has been renamed to Chaotic Torrent and grants 15% to 35% increased Abyssal Orb frequency, randomised from one devouring orb to the next (from a fixed 30% increased frequency). It can have 4 points allocated (from 5)
All melee base damage is now void (from 50% void 50% physical)
Implements of Destruction now grants 15% more void damage with a 2h mace, 25% increased cooldown recovery speed with a 2h sword, and 25% increased area with a 2h axe (from 25% more void damage with a 2h mace, 2h sword, or 2h axe)
Renamed the Void Beam Damage node from Regicide to Void Lens (there is another node called Regicide on this tree).
Heavy Strike grants 8% more damage (from 10% more hit damage) and 16% increased stun chance (from 10%)
Fixed Well Forged Weapons saying that it only affected Forged Weapons summoned by Forge Strike
Goliath Strike grants 25% more hit damage against rares and bosses (from 20%)
Replaced Strike Smash (30% increased area with Forge Strike) with Engines of War, which grants 20% increased area with Forge Strike and 20% increased area for Forged Weapons.
Anvil Blow now also grants 100% increased stun duration and requires 3 points in Engines of War (from 4 in Strike Smash)
Spear Forge reduces area by 35% (from 40%)
Serrated Blade now also grants 10% increased bleed duration
Now hits enemies more consistently in a slightly wider area.
Is slightly more lenient about hitting scenery (i.e. it needs to be slightly closer to it before the hit counts and can stop the hammer).
Hammer Throw deals about 5% less damage (see Items section for changes to Throwing affixes).
Avatar of the Spire grants +12 throwing physical damage (from +4)
Added damage now applies to Disintegrating Aura at 125% effectiveness per second (from 50%)
Reduced Disintegrating Aura’s base damage by 17%
Fixed a bug where the damage increase from Rapid Disintegration only applied to Disintegrating Aura’s base damage, not its total damage.
Fixed a bug where Avatar of the Spire was not giving +12 Physical Damage.
Fixed a bug where each hammer only applied ailments to an enemy the first time it hit it. For example if you threw a hammer through a target and it came back and hit it on the return, that second hit would not apply ailments. This bug also applied to spiralling hammers.
Rapid Throw now gives 5% increased attack speed as stated (was giving 6%).
Ricochet now correctly says “reduced stun chance” instead of “increased stun chance”. It has also been clarified that it causes hammers to no longer return to you.
Fixed a bug where Hammer Throw’s Chaining Hammers node was providing more attack speed instead of less attack speed…
Fixed a bug where Holy Aura would intermittently consume on-use effects such as Paladin’s Alignment.
Fixed a bug where Holy Aura’s passive effect would re-enable while still on cooldown with the Concentration node.
Fixed a bug where Holy Aura’s passive effect would be disabled while on cooldown if you had Faith’s Reward without Concentration.
Flame Burst now causes your melee hits to apply 10 stacks of Fiery Inquistion and the melee hits of other allies affected by the aura to apply 1 stack. Flame Burst is procced on an enemy when it reaches 60 stacks. It requires 3 points in Burning Blows (from 4).
Added a new node, Inner Flame, which causes your melee attacks to apply an additional stack of Fiery Inquisition and gives Flame Burst 25% increased area if you’re the one to proc it. It can have 2 points allocated.
Burning Blows requires 1 point in Rahyeh’s Devotion (from 2).
Fanaticism grants 3% increased attack and cast speed (from 4% increased attack speed). It can have 3 points allocated (from 4).
Expedite grants 3% increased throwing attack speed (from 4%) and 3% chance to gain haste (from 4%). It can have 3 points allocated (from 4).
Concentration requires 1 point in Expedite (from 3).
Judgement’s melee base damage is now fire (from physical)
Replaced the Searing Faith node (more fire damage, but consecrated ground does not heal) with Warrior’s Tithe: Judgement’s melee attack heals you and nearby allied players by 10 health for each enemy it hits. Affected by increased healing effectiveness (4 points allocable).
Replaced the Holy Fire node (more fire damage) with Prophesied Immolation: Judgement’s melee attack cannot be dodged and deals 1% more fire damage (multiplicative with other modifiers) per 10% increased healing effectiveness (1 point allocable).
Fixed a bug where Judgement’s Pious Offering could prevent going below 0 mana when casting Judgement
Consecrated Ground’s radius is increased by 35%. This is to bring its area in line with the hit from Judgement.
Fixed a bug where Consecrated Ground’s healing area was not affected by area modifiers.
Increased Holy Eruption’s size to match Consecrated Ground.
Fervent Impact gives 25% more critical strike chance against ignited enemies (description was previously 15%).
Purifying Flame now gives 15% more hit damage against ignited enemies as stated (was giving 20%).
Punish now gives +25% critical strike multiplier as stated (was giving 0%).
Fixed a typo where Judgement’s Swift Verdict node errantly referred to Consecrated Ground instead of Judgement.
Fixed a bug where Judgement’s Holy War node did not grants its mana on hit effect to Rive.
Crusader’s Fury now grants void penetration if Lunge is converted to Void, or fire penetration if Lunge is converted to Fire.
Voidbringer now only converts Lunge’s base damage (from also converting all added damage). It still converts Bleed to Time Rot.
Torchbearer now only converts Lunge’s base damage (from also converting all added damage). It still converts Bleed to Ignite.
Visceral Path grants 12% more damage along its path and with its final hit (from saying that it granted 20% more damage along its path, but actually giving you 20% more damage with other skills cast while moving with lunge and having no effect on lunge itself).
Visceral Path now gives 20% more damage (was giving 20% more melee damage).
Forged Fire grants 50% reduced forgebreath cooldown (from 50% increased forgebreath cooldown), but only grants 50% ignite chance (from 100%). It can have 2 points allocated (from 1).
Redistributed Steel requires 1 point in Iron Grasp (from 2).
Fixed a bug where Manifest Armor would sometimes attempt to cast Forgebreath on enemies that are out of range.
Forgebreath deals 17% more damage and has 10% more cast speed.
Platemail grants 40% increased effect of stats from body armour (from 50%).
Iron Grasp grants 60% increased effect of stats from gloves (from 75%).
Steel Greaves grants 60% increased effect of stats from boots (from 75%).
Great Helm grants 60% increased effect of stats from helmt (from 75%).
Nullifying Carve now gives Void Cleave 15% more damage per stack (from 10%) and 15% increased area per stack (from having a multiplicative effect on radius equal to the effect on radius of granting 10% more area per stack if there were no other radius or area modifiers - this was similar to the 10% more area stated, but more powerful).
Characters with Rive specialized will receive an automatic free respec for its tree
The third hit no longer applies Laceration.
Removed Initiative (added physical damage with first strike)
Removed Hamstring (slow chance with first two strikes)
Added a new node Foe Cleaver: If you are using a two handed weapon, stats on that weapon that directly add or increased damage or add a chance to apply an ailment on hit have double effect for Rive (for example if your weapon grants +10 melee damage, Rive will gain +20 melee damage instead of +10). This requires 3 points in Bound Weapon.
Replaced Overwhelm (removes laceration and gives 40% more damage with third strike) with Laceration (causes Rive’s third strike to Lacerate enemies on hit).
Replaced Insidious (added void damage) with Weapon Specialist: Rive deals additional melee void damage per point of Vitality if you are using an Axe, additional melee physical damage per point of Dexterity if you are using a Sword, and additional melee fire damage per point of Attunement if you are using a Mace.
Replaced Gaze Into The Abyss (increased void damage, no attack speed scaling) with Temporal Warrior: more void damage and double echo chance.
Replaced The Abyss Gazes Back (added void damage with Rive’s third strike) with Ripples of Oblivion: Rive deals more damage, tripled for echoes.
Rapacious Mind has been renamed to Azure Crescendo. It grants 5 mana per point (from 6), but now also grants 12% more damage with Rive’s third strike. It can have 3 points allocated (from 2) and requires 1 point in Cadence (from 1 point in Gaze Into The Abyss).
Execution has been renamed to Flame Drinker’s Blade. It now grants 3% physical penetration per stack consumed (from 15% increased physical damage per stack consumed), and the buff now lasts 3 seconds (from 2), but it now only consumes ignite stacks applied by you, not by your minions or allies.
Assassin’s Sustenance grants 3% leech (from 5%) and can have 1 point allocated (from 3), lasts 3 seconds (from 4), and now only procs when Flame Drinker’s Blade does. It still cannot stack.
Trampling Ahuizotl has been renamed to Champion
Bound Weapon now also grants 4% chance to summon a Forged Weapon on hit against bosses and rare enemies (it still also has a 6% chance on kill). It requires 1 point in Champion (from 2).
Fixed a bug where the “Chance to Deal +20 Fire Damage with Shield Throw” idol affixes had no effect. The wording on this affix has also been improved and it has been changed to give +30 Fire Damage rather than +20 (though it was 0 in actuality).
Shield Throw deals about 6% less damage (see Items section for changes to Throwing affixes).
Manifest Inspiration node has adjusted functionality: If your Manifest Armor is hit by the shield, it performs a sweeping melee attack. This attack cannot be triggered when the shield has no ricochets remaining.
Armoring Aegis grants 25 armour (from 40) and can have 4 points allocated (from 5).
Increased Area for Area Skills stats increase Smelter’s Wrath’s charge speed
Soldering Strike grants 30% ignite chance per second (from 10%) and requires 1 point in Blacksmith’s Breadth or 1 point in Whetstone (from 2 points in Blacksmith’s Breadth).
Added a new node that prevents Increased Area for Area Skills stats from increasing Smelter’s Wrath’s charge speed, but instead causes them to give it 3% more fire damage over time per 1% Increased Area.
Whetstone grants 4% more melee, 4% more fire damage, 2% more melee damage per second charged, and 2% more fire damage per second charged (from +2 melee physical damage and +2 melee physical damage per second charged).
Bury The Hatchet grants Axe Volley 2% more hit damage per Dexterity (from 40% more hit damage).
Bolster grants 15% more armour and endurance threshold while charging (from 100 armour and 15% fire res).
Fixed Bellows, Heavy Strike, Bury the Hatchet, and Tempered Blows saying that they gave increased damage when they actually give more damage.
Detonation adds 20 mana cost (from 10).
Tempered Blows gives 12% more damage per second charged (from 10%) and 12% less charge speed (from 10% reduced charge speed). It can have 3 points allocated (from 1).
Stinging Steel now gives +6% critical strike chance per second channeled (was giving 10%, description was 1%).
Fixed a bug where Smelter’s Wrath’s charge speed did not visually change when taking the Blacksmith’s Breadth node.
Sentinels with Void Cleave specialized will receive a free respec for its tree.
All base damage is now void (from 50% void 50% physical)
Rift Flame now converts 50% of base damage to fire to match the tag change, and now also grants +1% Fire Penetration with Ignite per 10% increased void damage.
Annuling Presence’s area modifier is no longer multiplicative with other modifiers
Into the Depths’ area modifier is no longer multiplicative with other modifiers
The Dark Forging idol affix grants 18% - 40% increased Area with Void Cleave (from 11% - 30%)
Fixed a bug where Void Cleave’s visuals did not scale with area modifiers.
Deadly Omen now requires 1 points in Armor Sunderer (from 1 point in Precognition).
Added a new node, Gravity’s Edge, which grants 275% more max distance, but adds 1 second to the cooldown duration and makes Void Cleave count as a traversal skill.
Time Sap now grants 12% chance per point to recover 10% remaining cooldown on kill and 4% chance per point to recover 10% remaining cooldown on rare or boss hit (from always recovering 3% total cooldown on kill).
Phased Reality grants 120 dodge rating (from 50).
Food for Wyrms now also grants you a buff that causes you to deal 1% more void damage per stack of Time Rot on the target. It can have 4 points allocated (from 2).
Shifting Power now also grants you a buff that causes you to deal 8% more void damage to stunned targets. It can have 4 points allocated (from 2).
Apocalypse Whirl now also converts base damage to void and removes Warpath’s physical tag.
Earthscorcher now also converts base damage to fire and removes Warpath’s physical tag.
Fixed a bug where increased area from outside the tree was incorrectly multiplicative with increased area from inside the tree.
Fixed a bug where Warpath did not scale with physical melee attack speed, just melee attack speed (similarly it didn’t scale with fire melee attack speed or void melee attack speed when converted).
Fixed a bug where using Warpath after using Lunge could prevent moving with Warpath.
Arcane Current grants 2% increased shock duration, 4% shock chance, and 8% increased stun duration with lightning spells (from 5% increased shock effect and 10% increased stun duration with lightning spells).
Calculated Destruction grants 1 intelligence per point (from 20% increased spell critical strike chance), and if you have 5 points in it, it also grants 3% increased spell critical strike chance per intelligence.
Removed Brainstorm (increased spell damage and mana regen)
Mana Shell grants 15 armour (from 10)
Wisdom now grants 3 mana and 3% increased mana regen per point (from 1 intelligence and 3 mana), and if you have 6 points in it, it now also grants 3% increased mana regen per 100 max mana.
Reworked Arcane Momentum: it now grants a stacking Arcane Momentum buff which grants 5% increased cast speed per stack and has 1 maximum stacks per point. Gaining a stack refreshes the duration of existing stacks. It is now at the base of the Sorcerer tree (from requiring 5 points in it)
Added a new node, Essence of Celerity, which causes Arcane Momentum stacks to last 10% longer and also each grant 2% increased spell damage. If you have 6 points in it, it also gives 10% increased movement speed while at maximum Arcane Momentum stacks. It requires 2 points in Arcane Momentum and 5 points in the Sorcerer tree.
Afterglow grants 3% increased spell damage and 3% ward retention (from 5% increased spell damage). It affect is doubled if you have cast a 40+ mana cost spell or started channelling an 8+ mana per second channel recently (from only doubled if you have cast a 40+ mana cost spell recently). It can have 8 points allocated (from 5) and requires 5 points in the Sorcerer tree (from 15).
Lost Knowledge grants 1 ward per 10 max mana (from 7 ward). It now requires 15 points in the Sorcerer tree (from 5).
Primordial Resonance grants 7% elemental penetration while transformed (from 10%).
River Spirits grants 5% increased cold damage for you and your minions (from 6%).
Piercing Gale grants 2% cold pen for you and your minions (from 3%), but if you have 6 points allocated it gives your locusts and crows 16% increased attack and cast speed (from 15%).
Rageborn grants 3 Rage on Crit (from 2).
Harmonious Wisdom grants 3% crit avoidance per 5 attunement (from 1% crit avoidance per attunement) if you have 8 points allocated.
Replaced Ancient Stones (5% increased damage and stun chance for you and your minions) with Sky Warrior, which gives 5% increased damage for you and your minions, and if it has 5 points allocated also gives 10% increased cooldown recovery speed with Fury Leap and Crowstorm.
Grants 10% to 20% of current mana gained as ward when you cast a fire spell (from 10% to 15%).
Grants 100 to 750 ward gained when you cast Flame Ward (from 100 to 250).
Now also grants 10% less damage taken if you have at least 1000 ward.
Arrowguard is less likely to roll legendary potential.
The ward gain effect for Ashes of Mortality now has a 2 second cooldown (from 1).
Fixed a bug where Ashes of Orchirian’s “21% increased Critical Strike Chance with Physical and Fire Spells” was only applying to Physical Spells.
Bastion of Honour now grants 100% block chance against enemies within 4 meters (from 6 meters).
Battlemage’s Endeavor
Grants 18 to 24 melee cold damage, melee lightning damage, spell cold damage, and spell lightning damage (from 18). These are all determined by the same roll.
Grants 24% to 36% chance to cast Lightning Blast (from 12% to 18%).
Fixed a visual bug with the Blade of the Forgotten Knight’s 3d model.
Calamity grants 100% to 150% ignite change with fire skills (from always 150%).
Chronostasis now grants +melee damage when it consumes ward (from +melee physical damage)
Fixed a bug where Corsair’s Blood Cowl was secretly giving 17-35% less Necrotic Damage taken on Block. It no longer gives this stat.
Curse of Perseverance
No longer grants a chance for Hungering Souls to fire additional projectiles
Now causes Hungering Souls projectiles to be fired in sequence, allowing them to all hit the same target, but also causes Hungering Souls to deal 63% less damage.
Fixed a bug where Dragonsong said it gave 24-34% increased attack and cast speed (it actually gives 12-17%).
Fixed a bug where Frozen Eyes of Formosus said it gave 70-120% increased Minion Cold Damage (it actually gives 80-140%).
Forgotten Knight Set Bonuses
The 2 set bonus is now +70% Void Penetration with Time Rot (from 50% increased Time Rot Effect).
The 3 set bonus is now 2% More Void Damage per stack of Time Rot (from +15% Void Penetration).
Fulgurite Shard now also converts 60% of Shurikens and Lethal Mirage base damage to Lightning
Fixed a bug where Grim Harvest from Death’s Embrace was giving 32% increased radius instead of 100% increased area. This is a buff, unless you have at least 97% increased area from other sources.
Invoker’s Frozen Heart
Grants 30% to 75% increased Freeze Duration with Snap Freeze (from 50%).
Fixed a bug where its increased Freeze Duration did not apply unless you also had freeze duration modifier from the Snap Freeze tree.
Invoker’s Static Touch grants 5% to 10% chance to gain 75 ward when you hit a shocked enemy (from 5% to 10% increased shock effect).
The spell damage buff from Immolator’s Oblation now only scales up to 40 stacks of ignite (from unlimited).
Jungle Queen’s Chaps of Holding
Now gives +12 potion slots (from +6), for a max of 16 including the implicit (from 10).
Now gives 5 to 10 dexterity (from 5).
Now gives a multiplicative stacking 10% more dodge rating buff for 4 seconds when you use a potion (from a non-stacking 25%-50% increased dodge rating buff).
Ocreareon grants 1% more damage per stack of Shock (from 10% to 20% increased shock effect).
Fixed a bug where Orian’s Eye said it gave 50-150% increased Stun Immunity Duration (it actually gives 75-150%).
Plaguebearer’s Staff now grants 10-20% more Damage over Time against Enemies afflicted with Plague instead of 10-20% Blinding Poison Chance.
Shattered Chains now also grants 5% more melee damage per stack of Doom.
Shroud of Obscurity now grants 13-19 ward per second instead of 13% increased dodge rating.
Soulfire
Grants 100% to 160% ignite chance with fire and necrotic skills (from 120% to 210%).
Grants 6% to 10% more spell damage to ignited enemies (from 60 to 70 health).
Stormhide Paws
Now grant Swipe 30-45 Melee Lightning Damage every 3 seconds (from 30)
Now also grant Swipe 100% of Base Damage converted to Lightning ever 3 seconds
Each class has received several new armor 3d models, allowing us to retire older models that aren’t as high quality.
Alongside the new armor models, most of the helmet and body armor base types have been changed, reshuffled, or reworked. All classes now have 9 body armor and 9 helmet types.
Crystal Swords now grant 40% to 100% increased melee elemental damage (from 100% to 160%).
Wengari Axes now grant increased bleed duration (from increased bleed effect).
The Increased Throwing Damage affix has been replaced by Added Throwing Damage, which is slightly more common than Increased Throwing Damage was.
The Throwing Damage and Throwing Mana Cost affix now grants +Throwing Damage instead of +Throwing Physical Damage (damage type adapts like +Melee Damage or +Spell Damage).
Added Throwing Damage affix now spawns on belts instead of shields and is rarer. Existing shields with an Added Throwing Damage prefix now have an Increased Physical Damage Prefix instead.
The added throwing damage affix can no longer roll on mage, primalist, or acolyte relics.
The Idol affix that converts Shield Throw’s damage to void now only converts base damage (from all damage), but it is now a hybrid affix and also grants increased void damage for Shield Throw.
The Shurikens Lightning Damage idol affix grants 4 to 8 Lightning Damage with Shurikens (from 2 to 5) and now also grants 50% to 80% of Shurikens Base Damage converted to Lightning
The Shurikens Lightning Damage equipment prefix grants up to 44 Lightning Damage with Shurikens at T7 (from 27) and now also grants 50% to 64% of Shurikens Base Damage converted to Lightning
Fixed a bug where bees from Keeper’s Gloves did not scale based on player stats as described by its Swarm of Bees ability. They receive 3 health and 4% increased damage per point of attunement, and 3 health per level.
Fixed a bug where the Boardman’s Legacy Set Helmet was not providing the stated Lightning Resistance.
Fixed a bug where the effects of Zeurial’s Hunt could be triggered by bow or throwing abilities that did not have the lightning tag.
Fixed a bug that caused all of the stat rolls on Coral Aegis to be linked to each other.
Fixed Halvar’s Stand not stating the duration of Haste it grants.
The new Void Despair, Void Drone, Void Maggot, Void Grub and Void Penance enemies have replaced Void Spectre, Void Worm, Void Maul, Abyssal Crawler, and Void Bull enemies throughout almost all of Chapter 2.
The new Hollow Druant, Rotfly and Rotfly Hive enemies have replaced Myrcfeet, Hiveless Phrax and Lupine Remnants in The Sheltered Wood.
Added a new miniboss to The Temple of Eterra.
Several enemy types have been overhauled, having new visuals, animations and abilities:
Improved the ragdoll death for Meruna Sirens. It should now be knocked backwards rather than crumpling on the spot and be less prone to glitches.
Improved the ragdoll death behavior of the Void Cultist, Silent Disciple, Void Zealot, Void Prophet, Dark Seer, Void Cleric, and Void Thrall. The knockback should feel faster and less floaty than our previous ragdoll knockbacks.
The weapons of Void Cultists, Silent Disciples, and Void Zealots, no longer float in the air after they die.
The weapons of Void Clerics no longer stick to their hands after they die.
Improved how quickly attack animations start for large, rare, and boss enemies.
Slowed down the Crystal Lotus boss to make it more manageable
Repeated Sapphire Slam is 33% slower and only creates seeking projectiles against targets in front of it.
Ruby Slam is 25% slower and has a 150% longer cooldown.
Ruby Projectile barrage is now a higher priority than Sapphire Projectile, but has an 8 second cooldown, is 30% slower, and includes 5 projectiles (from 6).
Sapphire Projectile no longer has a cooldown.
Killing Lagon (totally emptying his healthbar) in the first phase of his fight will now end the encounter instead of requiring the player to complete the tentacle phase as well.
Improved the hitbox of the Emperor of Corpses’s Soul Bomb ability to better match its visuals.
Diamond Nagasa can no longer spawn with the “Familiar” mod (resurrects after two seconds).
Adjusted the targeting of Majasa’s Stone Stare ability to avoid situations where you got hit despite feeling like you dodged away in time.
The buff that Wengari Brutes gain when they roar now also gives them 50% less damage taken.
Adjustments to the Necrotic Arcing Projectile used by the Lion Chimeras and Immortal Overseers:
Updated visuals
Adjusted targeting so it won’t hit the exact same spot as frequently
Reduced the hitbox size since it was much larger than the indicator and explosion
The following enemies will now die at the end of their movement abilities if they drop to zero health while moving (the ability will still deal damage):
Giant Rats
Frostmaws
Bristlemaws
Volatile Bristlemaws
Fallen Osprix
The Crimson Blade
Updated Phrax to be a variant of Desert Stinger. They’re faster and deal physical damage.
Smoldering Lithrac’s Explosive Ground deals 17% more damage.
All animations for the Acolyte and Primalist have been updated: idles, runs, attacks, and spell casts, each with multiple versions to match different weapon types.
Added a new stabbing animation and visual effect variant for using various skills with a Spear equipped: Vengeance, Multistrike, Mana Strike, Flurry, and Cinder Strike.
Updated the on-hit visual effects for all damage types.
There is now a maximum of one damage type based hit vfx played for each hit (from two).
Damage types are weighted so that in cases where the damage from two types is similar enough the more flavourful one is picked rather than the higher one.
If two damage number events occur within the same 0.02 second window the resulting damage number will show the combined damage rather than the later damage.
Fixed a bug where if a DoT damage number needed to be shown in the same 0.02 second window as a hit then it would prevent the hit flash effect from playing.
Added new visuals for gaining a passive point from a quest, picking up an experience tome, and choosing a blessing.
Updated the model used for potions on the ground.
Updated the visual effects for buffs granted by Shrines.
Updated the visual that appears around your character while they have negative mana.
Updated the visual that appears when using a potion.
Added a closing animation for town/player portals.
Player health bar and floating name height now varies based on your class and form. This avoids them clipping into your character or being awkwardly high up.
Most player ability sounds when cast by you now use a 2D mix, meaning they are played equally through both channels. Sounds from other sources are still simulated in 3D. The goal of this change is to make your ability sounds wider and clearer, while other party members’ ability sounds will be localized and more in the background to keep the mix cleaner.
Most skills have multiple sounds that they use. Sometimes, only some of the sounds need updating, or they only need minor changes. These skills have all had substantial reworks:
Anomaly (including Time Wave)
Arcane Ascendance
Aura of Decay (including sub-abilities)
Black Hole
Bone Golem (and variants)
Chakram
Cinder Strike (Bow)
Death Seal
Disintegrate
Drain Life
Earthquake (and lightning conversion)
Elemental Nova (all types)
Flame Ward (including conversions)
Focus (and Lightning Wave)
Fury Leap
Hammer Throw (including a new sound for spiraling)
Ice Barrage
Infernal Shade
Judgement (including Consecrated Ground and Holy Eruption)
There are various new features in 0.9 to support Multiplayer. Offline mode in 0.9 still involves logging in, and has chat and friends services like it did in 0.8.5. We still plan to make Offline mode fully offline in the future.
You can add friends and form a party at any time in Multiplayer through the Social window (hotkey: H) or right clicking on usernames in Chat. Once in a party, right click on their portrait to open a player portal that takes you to their server.
The social window now shows the name, level and class of the character you’re playing and what zone you are in.
The social window will show who is playing on an offline character and who is playing online so you don’t try to party up with someone offline.
Greatly improved the visual design of the social window.
You can now link Game Guide articles in chat. You can use the exact name of a page, or text that’s used in the Game Guide to link to it. For example, ??ailments or ??uniques.
You now have access to a Party chat channel while in a party.
Added a Help channel for asking questions in chat, which you can opt out of.
When you have searched using the primary search bar and then switch tabs using the vertical display while the vertical search bar is empty, your search from the primary search bar will now apply to the new tab (previously the empty vertical search bar overrode it, even if you had not interacted with it)
Changing the contents of the vertical search bar now changes the primary search bar to match, to avoid ambiguity.
Totally reworked the UI for talking to NPCs. Includes larger portraits, revealing text, and better presentation.
Fixed a bug where walking far enough away from an NPC with an open dialog, and then quickly opening another dialog could cause the new dialog to be closed improperly.
Respecing a passive point can now be confirmed by pressing the Enter button.
The Crafting UI now shows the exact values that the mod(s) will change to when using a Glyph of Order.
The Crafting UI now shows the exact values that the affix(es) will change to when using a Glyph of Order.
Improved the presentation of the Transfer Crafting Materials button. The stored items now visually move and the total values climb incrementally rather than instantly changing.
The overlay map now has a minimum opacity of 10% (from 0%). Accidentally setting the overlay map to 0% would make it seem like the system wasn’t working.
The settings for displaying floating healthbars over minions and enemies now apply to all targets, rather than only newly spawned minions and enemies.
Fixed the increased mana prefix showing up in the Sentinel section of the loot filter rather than the mana section.
Controller Pointer Velocity can now be adjusted in the keybinds menu.
We have put a lot of work into optimizing Last Epoch since 0.8.5, so you should notice an improvement of average framerates across the game, and fewer performance dips.
The visuals of nearly all player abilities are now pooled. This especially helps when a lot of abilities are being used. When a pooled visual ends, it is hidden and added to the “pool” of identical visuals. When the game needs a new copy of that visual, an instance is recycled from the pool rather than creating a new one (which costs more performance).
The skills proc’d by several Uniques have been pooled as well:
Anchor of Oblivion, Reign of Winter, Melvern’s Writ, Soul Bastion, Volcanus, Alluvion, Riverbend Grasp, Ucenui’s Sphere, Yulia’s Path, Fiery Dragon Shoes, Torch Of The Pontifex, Prismatic Gaze, Gaspar’s Insight and Tempest Maw.
Many enemies in Chapters 1, 2, 3, 4, and 5 (and the Void Harton boss fight) also have their abilities pooled. We will continue working on this in future updates.
Added section for Dread Shade
• Dread Shade can only be cast on your minions, not allies minions.
• Symbiotic Apparition now causes Dread Shade to affect you, but not other party members.
Added section for Leaderboards
Leaderboards will be unavailable during 0.9 and will be returning 0.9.1
Added to Void Knight Skill Changes: Anomaly
Time Bubble now shreds void resistance (it previously stated that it increased void damage taken, but did not have this effect in practice)
Removed incorrect patchnote from Flame Reave:
Versatility makes Surge and Mana Strike count toward Rythm of Fire (from Firebrand and Mana Strike). Firebrand’s Incineration and Illumination Fire nodes have been buffed according.
The time has arrived! Let’s go! Now to sit down and read all of it :')
Edit:
I enjoyed playing Holy Flame Burst during the multiplayer beta, but this seems like a bit of a harsh nerf to me… With the node behind the enabling node for Holy Flame Burst in the Holy Aura tree, you can get 200% more damage if you trigger the Burst yourself (as opposed to an ally), which means you already contribute 3 times as much as allies in terms of damage. Adding an extra factor of 10 or 12 for the amount of contribution to Holy Flame Burst’s damage (through you applying 10 to 12 stacks and allies 1) seems a bit excessive to me.
But maybe it’s balanced when you have some other players applying many hits, like a necro with a whole army or a rogue going zoom, which I didn’t have the time to try, so I might be wrong. ^^ I guess we’ll see!
Wow there are a lot more changes to skills than I expected, really impressed that not only is the game being updated at its core but we get an entirely new feel to many characters based on the skill changes. Really good look.
As we move towards our 1.0 release, we aim to make offline mode truly offline. This means offline mode will not be able to support things such as the MTX store - as that would require internet connections for verifications and purchases. It’s possible we may find a way to have purchased MTX work in offline mode, though currently is unlikely in order for offline mode to be the true offline we want it to be.
You all have done an amazing job. I hope next week is going to be a massive celebration around the EHG campus, whatever hiccups and problems may arise because this is quite an achievement. Massive undertaking.
What about changing the appearance of items to other base game items? i.e. making a Volcanus look like a regular base 2H sword, or changing an armor’s appearance to a different set’s?
There are a lot of great improvements here, and it’s greatly appreciated.
I will bring up one issue on this post and that’s an issue with the “Tope of Page” links, the vast majority of them do nothing. The same issue exists for the links to take you directly to the section of interest, starting with Gameplay & Mechanics.
Because it’s such a long post, it can depend a bit on how much your browser can remember. The links should add the correct link to the browser - if it doesn’t actually remember where that header was, you can hit enter on the url, and it will re-load the page to go to that link. In the future, we want to have better landing pages for patch notes which will avoid this memory limitation (though these patch notes being so long is also a bit of an exception )