The 8th chapter of story content is now available, featuring an encounter with a third deity of the world of Eterra: Lagon, the god of storms and the moon.
Added animals in the background that will move and make sounds when approached.
Replaced some of the Rime Giants in the Frozen Roots with Cave Bears.
The arena now scales up three times as fast after wave 150.
For example, wave 200 is now as difficult as wave 300 was before, and wave 433 is as difficult as wave 1000 was before.
Wave 150 was chosen for the start of this as it’s the wave at which the arena is the same level (100) for every character. For characters below level 100 the arena level scales up from their level to 100 linearly between wave 50 and wave 150.
You can now buy additional stash tabs using gold directly in the stash window.
Each stash tab can now have a custom color, icon, and name set.
Stash tabs can now be sorted into categories. Clicking on a category will show only the tabs it contains, allowing you to easily navigate between many tabs.
Tabs can be navigated through a horizontally scrolling list at the top of the window, or displayed in a vertical list grouped by category.
You can now perform a search across all tabs simultaneously in the vertical list view. All tabs that do not contain the search term will be hidden, leaving a list of tabs with matching contents.
Added the Game Guide, which explains many key concepts and mechanics.
The default keybind for the Game Guide is G.
Pages contain links that will automatically open other pages, and you can search the guide for keywords.
Topics currently include the crafting system, items, defensive mechanics, and some combat mechanics.
We have plans for additional pages, and welcome feedback about the system. Let us know what topics you think should be covered, and if any explanations could use improvement.
NEW SKILLS & TREES
New skill which is unlocked at Lich level 30.
Death Seal is an effect that removes Ward and caps Health for your character. While active it increases damage dealt and reduces damage taken; when toggled again, it unleashes a wave of damage.
Includes a specialization tree.
New skill which is unlocked at Acolyte level 15.
Spirit Plague is a Necrotic Damage Over Time skill that can spread to other enemies.
Includes a specialization tree.
Reworked base skill functionality. Ice Barrage is now a single cast skill which sends a series of Ice Shards in the direction you cast it, while allowing you to move and use other skills freely.
Now has a specialization tree.
he lower section of all Mastery Class trees, as well as the upper section of your chosen Mastery’s tree, are now unlocked when you choose your Mastery in the Realm of the Forgotten.
Base Class trees now have two additional rows for passives at the top, but Mastery tree nodes still only require you to have level 20 in the Base Class to allocate points in them.
New nodes have been added and many more have been changed. See the Passives section below for more details.
Halved the respec cost of base class nodes.
You can now respec the nodes in the Base Class to bring your Base Class level below 20, as long as you don’t have any points in Mastery tree nodes (Mastery tree nodes still require level 20 in your Base Class).
The unlock order for some skills has been changed alongside this update:
Defile is now unlocked at Acolyte level 20, rather than Acolyte level 15.
Volcanic Orb is now unlocked at Mage level 15, rather than Sorcerer level 5.
Focus is now unlocked at Mage level 20, rather than Mage level 20.
Sacrifice is now unlocked at Necromancer level 10, rather than character level 10.
Serpent Strike is now unlocked at Primalist level 20, rather than character level 12.
Smite is now unlocked at Sentinel level 20, rather than Paladin level 10.
Channeled Mana Cost
Channelled abilities no longer apply a mana drain, but instead have a mana cost per second, which is affected by modifiers to mana cost.
Channelled abilities with a channel cost now disable your mana regen while channelling. This is stated in the tooltips of these abilities.
Many skills and skill nodes have been changed as a result of this, and are listed below.
Your skills now gain experience faster at higher character levels (up to 91).
Skills require more experience to reach high levels.
This has three main implications:
Skills take longer to reach level 20 for the first time than in 0.7.7.
Respeccing an ability to level 20 is faster than before once you are above level 80.
Skills that you started levelling later more quickly catch up to skills that you started levelling earlier.
A full pass was made on skill node tooltips to improve accuracy. Main points:
Ensure the value on the tooltip matches what’s being applied.
Clarify whether stats granted to the player and allies are multiplicative or not.
Damage Conversion Nodes
Clarified all Damage Conversion node descriptions to clearly state whether all damage is converted, or just the base damage of the skill.
The Ice Thorn Totems node now converts 50% of thorn totems’ thorn base damage to cold (from 0%) and grants 15 freeze rate (from 10).
Fixed a bug where the Molten Shield node on Shield Throw did not always correctly convert increased stun chance to ignite chance (not enough ignite chance would be added in some cases, and the stun chance would not be removed).
Fixed a bug where the Blood Feast node on Soul Feast did not actually convert any damage.
Class Specific Items
Body armor and helmets are now base class specific, with each class having different implicits.
Added 8 new base types of body armor and helmets for each base class. The 2d art for each base type now matches the 3d art on your character.
Different classes will have different affix pools on these slots. For example, minion health will not roll on Mage body armor and helmets.
Rare affixes exclusive to certain base classes have been added.
Existing armor types have not been altered and can be equipped by all classes, but will no longer drop or be available at shops and the gambler.
Uniques will in general remain usable by all classes and how they drop has not changed. Some uniques will be class specific.
Clicking on a crafting item on the ground now picks up all nearby crafting items automatically.
Changed the base attack of Broad Swords to 1.15 (from 1.08).
Improved the 2d art for the Sovnya, Talon Spear, Naginata, and Rusted Glaive polearm base types.
Reduced the maximum roll of Chance to Ignite (from 24% to 20% for large idols).
Increased the value of the Glancing Blow affix (from 8% - 22% to 10% - 25% for adorned idols).
Reduced the maximum roll of the Mage "Increased Ignite Effect" affix (from 14% to 11%).
Increased the value of the Primalist "Chance On 10 Or More Mana Spent To Cast Lightning At A Nearby Enemy" affix (from 15% - 40% to 18% - 50%).
Increased the value of the Primalist "Chance To Gain Haste For 3 Seconds When You Summon A Totem" affix (from 7% - 19% to 12% - 34%).
Increased the value of the Mage "Ward Gained When Damage Leaves You At Low Health" affix (from 25 - 80 to 35 - 100).
Increased the value of the Acolyte "Increased Minion Cooldown Recovery Speed" affix (from 9% - 25% to 12% - 35% for huge and adorned idols).
Reduced the value of the Primalist "Minion Poison Chance" affix (from 19% - 52% to 11% - 30% for huge idols).
Reduced the value of the Acolyte "Spell Poison Chance" affix (from 16% - 42% to 15% - 35% for huge and adorned idols).
Reduced the value of the Sentinel "Increased Armour" affix (from 22% - 60% to 15% - 35% for ornate idols).
Reduced the value of the Mage "Increased Mana And Armour" affix (from 15% maximum to 12% maximum on ornate idols).
The "Chance To Cast Soul Feast When You Cast Transplant" prefix now rolls on Huge Immortal Idols, rather than Ornate Bone Idols.
Changes to affix pools on class specific items.
Body Armor and Helmets are now class specific, so affixes that are not used by that class will no longer roll on them. Other slots are not affected unless stated.
Increased minion health, minion health regen, minion dodge rating, and minion damage over time cannot roll on helmets or body armors that are specific to Mages or Sentinels.
Strength and Attunement cannot roll on helmets or body armour that are specific to Mages or Acolytes.
Intelligence cannot roll on helmets or body armours that are specific to Primalists or Sentinels.
Damage Dealt to Mana Before Health can now only roll on Mage helmets and Mage body armour (it could never roll on non-class specific base types).
Ward Gained On Potion Use cannot roll on helmets or body armours that are specific to Primalists or Sentinels.
Increased Shock Effect can now roll on Mage helmets and Mage body armour.
Armor and Protections suffix
Can now only roll on shields (from shields, helmets, body armour, and belts).
Provides a flat amount of armour and protections rather than increasing armour and protections.
Is now twice as rare and only starts spawning from level 55 onwards (from level 45).
Existing items that had the increased armour and protections suffix will have the new armour and protections suffix even if the suffix can no longer roll on that item type.
Added a new hybrid health suffix that grants added and increased health which rarely spawns after level 45 on gloves, boots and belts.
Increased mana regen now rolls on rings, relics, and gloves, instead of wands, sceptres, and staves. Its values have been reduced to account for being able to have it on multiple slots at once.
Existing increased mana regen suffixes have been converted to the new hybrid health suffix.
The block armour prefix has been replaced by Health Gained on Block.
The Increased Health suffix grants up to 13% increased health (from 15%), and can no longer roll on shields.
Increased Armour can roll up to 35% (from 60%) and can no longer roll on gloves.
The Glancing Blow suffix (not set) now grants 12% to 15% at tier 5 (from 12% to 13%).
Added protection affixes (cold, fire, lightning, void, necrotic, poison) can now roll up to 320 (from 300).
The Added Melee Crit Chance prefix grants 2% to 6% crit chance (from 3% to 7%, values for 1h weapons).
Adjusted the "reduced damage taken on block" affix to have wider ranges at mid tiers (its minimum and maximum values have not changed).
The "Glacial" freeze rate and cold protection prefix can roll up to 200% freeze rate multiplier (From 150%), and 10% increased cold protection (from 20%).
The block effectiveness (renamed from block protection) prefix can roll up to 800 (from 600).
Added Armour can now roll up to 200 (from 180).
The set added health affix can now roll up to 35 (from 30).
Added elemental protection can now roll up to 220 (from 180).
Set elemental protection can now roll up to 75 (from 65).
Set increased health regen can now roll up to 35% (from 30%).
Added health can now roll up to 90 (from 80).
Ward on Kill can now roll up to 20 (from 25).
Attunement can now spawn starting at level 6 (from 10).
Dexterity can now spawn starting level 3 (from 15).
The fire protection suffix can now spawn starting at level 1 (from 21).
Renamed the added health affix to "of Life" from "of the Giant".
Added new unique boots, Suloron’s Step.
Added a new unique helmet for Mages, The Ashen Crown.
Added a new unique body armor for Acolytes, Shroud of Obscurity.
Artor’s Legacy now has the Lupine Helm base type, making it exclusive to Primalists. It now requires level 42 to equip.
Culnivar’s Claim now also adds 14 to 20 spell lightning damage.
Kermode’s Cage now has the Nomad Garb base type, making it exclusive to Primalists.
Plague Bearer’s Staff is now a Gate Staff rather than a Composite staff.
Sunforged Cuirass now has the Solarum Plate base type, making it exclusive to Sentinels.
Urzil’s Pride now grants "1% increased mana regen per 100 lightning protection" instead of "1% increased mana regen per 100 armour".
Urzil’s Pride now also grants 100 to 200 lightning protection.
Urzil’s Pride now grants 125 armour (from 25).
Ward Retention has 50% reduced effect compared to 0.7.7.
This means that having 80% ward retention in 0.7.8 will be the same as having 40% ward retention in 0.7.7. This does not mean that ward will decay twice as fast.
Removed Block Armour and renamed Block Protection to Block Effectiveness. Block Armour only applied to physical damage, while Block Protection applied to all damage types. Removing Block Armour reduces unnecessary complexity.
The Steel Aegis node on the Sentinel tree now gives 50 block effectiveness (from 60 block armour).
The Flawless Defender node on the Forge Guard tree now gives 60 block effectiveness (from 50 block armour).
The Honour node on the Paladin tree now gives 40 block effectiveness (from 50 block armour).
The Avenger’s Wrath node on the Shield Throw tree no longer gives 1% crit multi per block armour (it still gives 1% crit multi per block effectiveness).
Aura of Decay
Reduces poison damage taken while active by 50% (from 45%).
Now also grants 50% increased poison damage while active.
Avalanche now has a channel cost of 20 (from a mana drain of 30), but disables mana regen while channelling.
Wild Path adds 80 mana cost (from 10x channel cost stated, 60 actual), and lasts for 5 seconds (from 6), but adds an 8 second cooldown (from 10).
Nodes that previously affect mana drain now affect channel cost.
Fragments of the Fallen grants 2000 armour and protections (from 200 protections), but can have 1 point allocated (from 4).
Amalgam of Primalists grants 60 armour (from 40), but can have 5 points allocated (from 7).
Amalgam of Sentinels now properly gives +50 and 15% more Health and Armor (from +75 Health and Armor), but can now have 5 points allocated (down from 9).
Twinned Golems reduces health by 40% (from 35%), and reduces size by 40% (from 45%).
Hunger grants 7 health gained per point (from 4).
Burning Bones now grants 20% ignite chance (from 10%), and 10% more damage over time (from 10% increased damage over time).
Adjusted node descriptions.
Disintegrate now has a channel cost of 10 (from a mana drain of 20), but disables mana regen while channelling.
Stored Power no longer increases mana drain.
Twinbeam adds 10 channel cost (from increasing mana drain by 60%).
Lucomancer now grants reduced global mana cost while channelling (from increased mana regen).
Escalation grants 150% more damage (from 100%) and increases channel cost instead of mana drain.
Amplification grants 300% more damage (from 200%) and increases channel cost instead of mana drain.
Unbridled Power now adds 25% ignite, shock, and slow chance (rather than increasing chances).
Laser Focus grants 20 mana per second while damaging enemies (from 10), and reduces damage and ailment frequency by 60% (from 70%).
Hyperfocal can have 4 points allocated (from 5).
Paralyze grants 20% shock effect and duration (from 15%), and can have 5 points allocated (from 3).
Drain Life now has a channel cost of 15 (from a mana drain of 25), but disables mana regen while channelling.
The Blood Pact node no longer removes the upfront mana cost added by the Dark Shackles node.
The upfront mana cost added by the Dark Shackles node has been reduced to 65 (from 70).
Condemnation grants 1 damned stack per second (from 0.75).
Word Of Conviction increases damned duration by 20% (from 25%) and can have 3 points allocated (from 4).
Thoughtsteal reduces channel cost by 10% (from reducing mana drain by 8%).
Added a new node which grants more damage against chilled enemies, frozen enemies, shocked enemies, and ignited enemies.
Spreading Frost grants 20% chance for lesser ice novas (from 12%), but can have 1 point allocated (from 4).
The chill chance node now also grants freeze rate multiplier.
Luminaire adds a channel cost of 35 (from a mana drain of 40).
Star Prism reduces channel cost by 15% (from increasing mana drain by 10%), but can have 4 points allocated (from 5).
Fixed a few node descriptions.
Triage now automatically targets the ally with the lowest health percentage, rather than the ally with the lowest health value.
Flamethrower adds a 30 mana per second channel cost (from a 40 mana per second drain). You no longer regenerate mana while channelling Flamethrower.
Ghostfire increases channel cost by 15% (from increasing mana drain by 10%).
Eternal Fire reduced channel cost by 9% (from reducing mana drain by 7%).
The overall aim of the changes is to encourage more reactive usage and make it feel more impactful, but discourage always using it off cooldown. This is attempted by giving it more powerful non-ward effects, while reducing maximum up time and total ward generation, but leaving immediate ward gain intact.
Characters with Flame Ward specialised will receive a free respec for its tree.
Cooldown increased to 15 seconds (from 10 seconds).
Retaliation chance increased to 100% (from 20%).
Added a node that gives Flame Ward an additional charge.
Added a node that knocks back enemies when you use Flame Ward.
Added a new node that grants Haste while Flame Ward is active.
Added a new node that increases fire damage while Flame Ward is active.
Removed Strengthened Bond (increased armour and protections while you have 1 companion).
Natural Duality now limits you to 1 companion, but gives the companion 75% more health and gives you 30% increased damage and 75 armour and protections while you have a companion. It can have 1 point invested (From 5).
Fixed a bug where Sprouting Vines did not work.
Sprouting Vines no longer heals you, but now grants a chance to poison on hit.
Reworked crit nodes
Added a new node that grants strength and crit chance.
Added a new node that increases critical chance and grants Ferocity on crit (increases physical damage on crit for 1 - 8 seconds).
Added a new node that grants flat armour and protections while you have Ferocity.
Removed Ferocity (increased crit chance).
Removed Forest Fervor (Increased physical damage if crit recently).
Removed Defense of the Heart (increased protections if crit recently).
Other changes and fixes
Removed Return to Dust (Increased Damage over Time and Health on Kill).
Removed Deep Roots (Elemental protections and increased health regen).
Barksin now grants 10 health (from 7).
Hideskin now grants 15 health (from 10).
Spirit Claws grants +1 physical damage, doubled while transformed (from +2 physical damage), and can have 8 points allocated (from 5).
Thicket Blades has 27% more base damage.
Unstable Ground now gives tremor’s damage by 30% more damage (from 30% increased damage).
Woodlore no longer increases poison damage or effects minions, but now also grants health and poison protection. It still grants vitality.
Eternal Nature can have 10 points allocated (from 20).
Fixed a bug where Honour and Resolve had an incorrect effect.
It now grants 100 block effectiveness if you have been hit recently.
It previously said that it gave 30 block protection if you had been hit recently, but actually gave 30% increased block protection if you had used a potion recently and had been hit less than 4 seconds before you used the potion.
Guardian now grants 10 health (from 7).
The Ageless Ascetic node on the Lich Tree now correctly states that it gives 1% leech per point (rather than 1.5%).
Added a new node that grants freeze rate multiplier and converts Volcanic Orb and Lightning Blast to cold.
Added a new node that increases fire and lighting damage and grants you ward when you use a fire or lightning skill (with separate 10 second cooldowns).
Added a new node that improves the ward gain nodes on the base mage tree Ice and Fire requires level 20 (from 15) and no longer grants lightning damage or elemental penetration, but now grants ignite chance for fire skills and chill chance for cold skills and grants 7% increased cold and fire damage (from 5%).
Arcane Flames, Arcane Current, and Arcane Winds have 8 second cooldowns (from 10 seconds).
Arcane Wind requires level 25 (from 10), chills 2 enemies per point (from 1), and can have 3 points allocated (from 5).
Preparation’s increased spell damage effect is now only procced by elemental spells (i.e. not teleport).
Flash of Brilliance now grants 10 health (from 7).
Staunch Defender now grants 50 armour and fire protection while using a shield (from 50 block protection while using a shield).
All Primalists will receive a free respec.
Added a new node that grants more melee damage and less damage taken when you are on low health.
Added a new node that grants you and your totems adaptive spell damage (tripled when using an axe).
Added a new node that grants you melee cold damage with a 2h mace, melee physical damage with a 2h axe, and melee lightning damage with a staff.
Ancient Call increases companion health by 10% (from 15%), increases companion revive speed by 5% (from 15%), now also adds 10 health per point, and can have 6 points allocated (from 1).
Gift of the Wilderness now grants 10 health (from 7).
Rotbane requires Primalist level 25 (from 15), but grants 20% increased totem health (from 15%), and can have 5 points allocated (from 1).
Primal Medicine can have 6 points allocated (from 5).
Added a new node that grants health and mana when you directly use Rive, Vengeance, or Smite.
Added a new node that grants increased attack and cast speed while you have a sword or axe equipped.
Added a new node that grants increased damage while you have a mace or sceptre equipped.
Axe Thrower requires 20 points in Sentinel (from 15).
Retaliation requires 20 points in Sentinel (from 15).
Many nodes in the lower half of the tree have been rearranged.
Added a new node that increases minion cold damage and minion lightning damage.
Added a new node that grants health, shock chance, and chill chance.
Added a new node that increases totem damage.
Added a new node that increases totem cast speed and grants a chance to gain Haste when you summon a totem.
Removed the elemental protection and penetration node.
Removed Ancestral Endurance (flat health and minion health).
Removed Rejuvenating Totem (increased health regen while you have a totem).
Removed Static Slash (strength and melee shock chance).
Ancient Stones now grants you and your minion increased stun chance instead of stun avoidance (it still increases damage as well).
Conflux provides 25% more lightning strike damage (from 20%) and can have 8 points allocated (from 5).
Elemental Shrines now grants 2% mana regen per point (from 5 health) and can have 8 points allocated (from 10).
Eternal Storm now grants 25% damage (from 10%), but can only have 4 points allocated (from 5).
Glacial Strike now also grants strength.
Lagonian Wrath now also grants added melee lightning damage.
Shamanic Infusion now grants lightning protection and cold protection (from mana regen).
Silent Protector now grants flat armour and protections while you have a totem (from increased armour).
Sky Armour now grants a chance to chill or shock attackers instead of movement speed.
Storm Blade grants 4% increased melee damage per active totem (from 3%) and can have 8 points allocated (from 5).
Ascendant Circle can have 8 points allocated (from 10).
Fist of Stone can have 5 points allocated (from 10).
Protective Circle can have 5 points allocated (from 10).
Swirling Maelstrom can have 6 points allocated (from 5).
The "Lightning" spell triggered by Thunder Strike, Lagon’s Answer, and Lagonian Wrath has been renamed to "Lightning Strike" to avoid confusion with the ailment.
The Void Knight’s mastery bonus can now echo Void Throwing Attacks, in addition to Void Melee Attacks and Void Spells.
Added a new node that converts Smite’s base damage to void adds void damage to spells and attacks.
Removed Plate Spikes (added melee physical damage and subtracted armour).
Avatar of Regret now also reduces throwing attack speed.
Void Bolts requires 10 points in Void Knight (from 15).
Finality requires 20 points in Void Knight (from 15).
Umbral Attunement requires 15 points in Void Knight (from 10).
Patient Doom requires 10 points in Void Knight (from 5).
Implemented a footstep sound system. The player now makes sounds while walking, which dynamically change based on the surface underfoot.
Added a new sound for Hammer Throw.
Added a new sound for Snap Freeze.
Added a new sound for Mark for Death and Defile.
Added a new sound for Smite.
Added a sound for Death Screechs used by Avaline Chimeras.
Added sounds for Fume enemies.
Added new sounds for Wengari Berserker spin and charge attacks.
Added multiple new sounds for Desecrated Flesh enemies.
Added new sounds for Profane Flesh attacks.
Added new sounds for Yulia in the Immortal Summit.
Added a new sound for unique items dropping.
Added a sound effect for the Temple Guardian being activated.
Added sounds for opening doors in the Temple of Eterra.
Added sound effects for bridges and doors in the Immortal Summit.
Added ambient sounds to Chapter 7.
Adjusted sounds for many enemies in Chapter 7.
Adjusted call-to-arms (aggro) and death sounds for enemies in Chapter 5.
Improved sound effects for the Primeval Dragon boss.
Implemented a complete new set of animations for the Mage class. Includes idle, running channeling, melee and spell casting animations, with variations based on the type of weapon equipped.
Added a new casting animation for Marrow Shards.
Added a confirmation window for the Reset Monolith button and moved it to the top left of the screen.
Quest pulses on the minimap are now disabled when the relevant quest is untracked.
Updated the design of the character sheet.
Updated the design of the Skills window.
Improved shadows and texturing on the action bar.
Added an option to always have the comparison displayed on items. When this option is enabled, holding the ctrl key hides the comparison display.
Further improved the chat’s profanity filter.
Mouse wheel + and - can now be bound to actions (i.e. movement).
The tags display for skills now says "Damage over Time" instead of "DoT".
Increased duration of shrine buffs by 50%.
Gold shrines now drop significantly more gold.
The health increase per level that rare enemies get is now smaller for enemies that are inherently tanky. For example, at level 0 a rare Marsh Beetle Queen still has a 300% more health modifier from its rarity, but at level 100 it will now have a 612.5% more health modifier, rather than an 800% more health modifier. Meanwhile, the health modifier of a rare Void Leech is unchanged.
20% increased health.
Now resistant to lightning damage rather than all elemental damage.
Slightly more resistant to lightning damage than before.
Marsh Beetle Queens
Turn more slowly during attacks.
Stop turning earlier when using their slam.
Their slam deals less damage.
Sapphirals’ charged lightning ability is now interrupted by stun, freeze, and death, but deals 10% more damage.
Reduced the Wengari Patriarch’s pursuit range for buffing allies by 60%. Previously in Monolith zones he would often end up running away from the player to cast buffs.
Rime Giants turn less while using abilities.
Giant Rats are now easier to hit.
Increased the health of Immortal Eyes by 50%.
Increased the health of Immortal Watchers by 125% (their health relative to their level now matches Immortal Eyes).
Adjusted the Primeval Dragon’s fire breath so you can no longer avoid it by standing in the Dragon’s head.
Improved the Ice Nova used by Frozen Dryads.
Improved casting visuals for Soul Feast.
Improved the visuals for Marrow Shards.
Updated the timing and ground-level visuals for Smite.
Improved the death visuals for Lupine Remnants.
Improved the visuals for Smite’s lightning node.
Improved the visuals for Arcane Ascendance.
Improved the visuals for Mana Strike.
Reduced the installed size of the game by about 30GB. This was accomplished by improving texture compression and reducing reliance on optimizations that required extra data being stored. This should also reduce the size of future patch downloads.
Improved the performance of hideable objects throughout the campaign, such as pillars, walls, and trees.
Improved the performance for lots of visual effects.
Improved the performance of damage numbers.
Improved the performance of displaying FPS.
Improved the performance of saving character information.
Improved the performance of Ice Elementals.
Improved the performance of Hammer Throw.
Improved performance in the Council Chambers.
Improved performance in the End of Time.
Improved performance of the Character Select screen.
Fixed a crash specific to using Lightning Blast and some other lightning skills.
Other crashes are being investigated.
Added a mitigation for data being lost due to OS-level crashes or power outages.
Fixed a visual bug with water that caused severe flickering.
Fixed a bug preventing hit flash visuals from working on certain enemies.
Fixed a bug where decals (visual effects on the ground like cracks and impacts) would display incorrectly on Mac.
Fixed some causes of visual artifacts on skills.
Fixed the thorns on summoned Bears having a bugged appearance.
Fixed a visual bug with the cold version of Lightning Blast when chaining to the same target.
Fixed a bug where using an instant cast ability after an echoable ability could cause it to echo again.
Fixed a bug where passive tree stats with item requirements (e.g. +50 armour while using a shield) were not updated properly when an item was equipped or unequipped.
Fixed a bug where the Sorcerer’s Chronomancy node did not grant increased Chill, Shock and Ignite duration.
Fixed a bug where the Necromancer’s Effigies passive triggered much more frequently than intended.
Fixed a bug where the Druid’s Unstable Ground node did not work.
Fixed a bug where the Druid’s Vale Warrior node did not increase damage.
Fixed a bug where the Druid’s Healing Waves node did not reduce the cooldown of Healing Nova.
Fixed several skills not displaying the right tags after taking elemental conversion nodes.
Fixed a bug where turning rapidly while using skills could cause sounds to be played at incorrect locations, causing a stuttering effect.
Acolyte & Mastery Class Skills
Fixed an oversight where Aura of Decay’s tooltip did not have a Damage over Time tag.
Fixed a bug where Aura of Decay’s Absence of Life node was not affected by increased healing effectiveness.
Fixed a bug where having a large number of Wandering Spirits could cause player movement to become unresponsive.
Fixed a bug where Mark for Death’s Enchanted Prison node did not work.
Fixed a bug where Transplant created Bone Armor without being specialized into the node.
Fixed a bug where the Splintered Dominion node on the Summon Skeleton Mage tree did not increase melee area of effect.
Fixed a bug where the Tower of Bones node reduced the threat generated by Bone Golems, rather than increasing it.
Fixed a bug where Summon Wraith’s Grave Reality node did not increase health.
Fixed a bug where Idols that convert the type of wraith you summon would only apply to the last wraith summoned by the Army of Wraiths node on the Summon Wraith tree.
Mage & Mastery Class Skills
Removed Lightning Blast’s Wavelength node as its functionality is not working and proved difficult to fix. The node stated that it caused chains to only occur in a cone in front of the player.
Fixed an oversight where Arcane Ascendance’s movement restriction could expire if the Acuity node is taken.
Fixed Arcane Ascendance’s Acuity node setting the cooldown for the skill incorrectly.
Fixed Flame Reave’s Explosive Blood node not increasing mana cost.
Fixed a bug where using Flame Ward once would consume all of its charges. This made the Dual Aegis node effectively not work.
Fixed a bug where Snap Freeze’s Frozen Monolith would freeze you for longer than it granted you damage immunity. Both effects now last 2 seconds.
Fixed a bug where Focus’ Energy Battery node had a much smaller range than intended, making it appear broken in many situations.
Fixed a bug where the Mental Aegis node in the Flame Ward tree did not cause damage to be dealt to mana before ward (just before health).
Primalist & Mastery Class Skills
Fixed a bug that prevented Healing Totems from Spriggan Form from healing.
Fixed a bug where Healing Totems would not gain all of your Thorn Totem’s stats after taking the Spiked Totem node.
Fixed Werebear Form’s Winterguard Fur node granting -0.2 added damage taken per point (now 20% less damage taken).
Fixed a bug where Great Vines summoned in Spriggan Form dealt more damage for every time you had summoned a Great Vine that session.
Fixed a bug where Summon Raptor’s Infected Wounds node did not work.
Fixed Thorn Shield (Ice Thorns node) having a bugged appearance.
Sentinel & Mastery Class Skills
Disabled Holy Aura’s Inspired Leadership node as the functionality is not implemented. The node stated that it gave allies a chance to have increased cooldown recovery speed after being hit by a melee attack.
Fixed a bug where Lunge’s Health on Hit, Stun, and Crit nodes all granted Health on Crit.
Fixed the Forged Fire node on the Manifest Armour tree saying that it reduced the cooldown by 50% when it actually increases it by 50%.
Fixed a bug where Ravaging Stance would not end automatically if the skill was removed from your action bar.
Fixed a bug where Shield Rush’s Mana Memory node added an extra charge unintentionally.
Fixed a bug where you dealt 43% more damage over time after you used Vengeance but before you riposted.
Fixed a case of items spawning out of bounds in Shrouded Plateau.
Fixed some barrels being inaccessible in The Wasteland.
Fixed a bug where you were unable to move briefly after using a Time Rift.
Fixed a bug where if an X damage taken as Y effect was greater than 100% it could add more Y damage than you would have taken X damage. The effect now caps at 100%.
Fixed a bug where the "physical damage taken as X" effect would subtract from lightning damage rather than physical. This meant that if no lightning damage was dealt, damage of type X would actually be added, and no damage would be reduced.
Fixed a bug where guaranteed stuns (e.g. from the Staggering Force node on the Earthquake Tree) would not trigger any On Stun events.
Fixed a bug where health gained on stun stats (e.g. from Bloodgeon) did not work.
Fixed chests in the Serpentine Desert dropping more items than intended.
Fixed a bug where if an instance of damage brought you below zero ward, the damage dealt to ward would not be taken into account by on hit effects. This would lower the value of damage number popups, among other things.
Fixed a bug where Zerrick would attack from his lying down position at the start of the fight in the Immortal Summit and endgame.
Fixed a bug where Sightless Eyes (summoned by Void Pillars) could not hit anything with their projectiles.
Fixed a bug where Arena Keys could be quick-moved into the Arena panel when it wasn’t open.
Fixed a bug where minion icons could show up in front of the health bar at the top of the screen.
Fixed a bug where the arena wave counter appeared in the wrong part of the screen.
Fixed a bug where comparing items in the gambling window would show incorrect implicit values.
Fixed a bug where sorting the stash would cancel the active search.
Fixed a bug where the notification for unlocking specialization slots would always list the default keybind for the skills window.
Fixed a bug where objective arrows for quests that are not being tracked would still show on the minimap.
Fixed a bug where the keybinds displayed in the quick access menu would not change until after a game restart.
Fixed a bug where Necromancer would wrap to a second line in the list of saved characters.