Season 5 Patch Notes
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Last Epoch's full Season 5 Patch Notes are here! Rage of the Frostborn brings a new Season Mechanic called Rage of Morditas, which leads you on a bloody massacre through your Echoes in exchange for rewards. Paladin, Shaman, and Rogue receive new Skills, officially giving all Classes their full Skill List. Merchant's Guild and Circle of Fortune both receive significant updates. Finally, for a challenge, Last Epoch adds a new Pinnacle Boss: Morditas the God of Bloodshed. Check out our Key Takeaways below for the most notable highlights from Season 5.
Key Takeaways
- Rage of Morditas Season Mechanic - Rage of Morditas is a new random encounter that begins when you find and interact with Blood Crystals. When you interact with a Blood Crystal, a timer begins, and you must slay as many enemies as possible before time runs out. When the timer hits zero, an arena spawns around you, and you must face off against resurrected versions of every enemy you took down on the way. When the encounter ends, spend Bloodrage Charges gained during the Rage of Morditas mechanic on a selection of rewards. Or, use Rituals to affect the quantity, quality, or type of items offered.
- New Boss: Morditas - Completing Rage of Morditas encounters as you play fills a Rage meter. When this meter finally fills, it breaks open to reveal a special Rage of Morditas Echo Chain. This Echo Chain concludes with a fight against Morditas himself. Slaying Morditas rewards you with a Demigod's Ascendance Woven Echo. This Woven Echo requires 400 Corruption and unlocks the fight against Pinnacle Morditas. Pinnacle Morditas is between Aberroth and Uber Aberroth in difficulty.
- New Class Skills - Paladin, Shaman, and Bladedancer get their final Skills in Season 5. Paladin gets Radiant Lance, a new aggressive option that calls down holy light and fires it forward in a beam. Summon Tide Elemental rounds out the Shaman's Skill roster, offering a powerful new single Minion with a lot of versatility. Finally, Bladedancer gets Dreamslash, a low-cost spammable attack with high mobility and Shadow interactions.
- New Uniques - Season 5 brings 16 new Unique Items and a new 2-Item Set. A few of these new Unique items, such as Death's Dance, are ultra-rare chase items and are even rarer than the Red Ring of Atlaria.
- Item Faction Updates - Merchant's Guild players have access to an updated Bazaar UI, with combined Listing and Selling. A new Auto-Suggest pricing feature also suggests a price based on recent sales, and there is also a new option to incrementally lower prices on your listed items over time. In addition, Merchant's Guild players can now Purchase and List all item types upon joining the Item Faction. Circle of Fortune sees a complete rework to the Prophecy system. Instead of buying Prophecies, you now simply select what reward type you want, and your Prophecies fill and complete automatically over time as you gain Favor.
- Traveler's Rest and The Nexus - Season 5 brings a new waypoint for Traveler's Rest, formerly known as Echo of the World. This makes Traveler's Rest a physical location on your World Map. The Nexus is a new UI that gives an overview of where you are in Endgame. The Nexus shows timeline progression, Corruption levels, Blessings, Faction Progress, and other activities.
Last Epoch Season 5 Patch Notes
Greetings Travelers! We are excited to share the full Season 5 patch notes. If you have not gotten the chance to watch the Season 5 patch overview video with Game Director Mike Weicker, check it out below:
Season 5 launches on October 1st @ 11 CDT 2026
Downtime Notice: Servers will become unavailable starting 24 hours before patch launch on September 30 in preparation for the Season 5 Launch.
True Offline mode will continue to be available during this downtime through Steam launch settings.
And with that, let’s jump right into the full Season 5: Rage of the Frostborn Patch Notes!
New Features
Rage of Morditas

Rage of Morditas is the new random encounter you’ll discover while exploring Eterra. You’ll encounter this rage-fueled challenge in the Campaign and Monolith.
Encounter Basics
- This encounter can spawn in the Campaign as early as Chapter 2, and in Echoes in the form of a new interactable object, the Blood Crystal.
- In order to trigger the encounter, you must interact with a Blood Crystal.
- After starting the Rage of Morditas encounter, you will be followed by a non-corporeal Shade of Morditas who will urge you to seek out and kill as many enemies as possible.
- The event also starts a countdown timer, indicated on screen.
- Enemy kills during this phase will extend the duration of the timer with higher rarity enemies granting larger time extensions.
- The time limit increases for each enemy slain but can only be extended for so long. Try your hardest to defeat as many enemies as quickly as possible before the timer runs out. Blood vapor trails will appear that will point towards nearby enemies.
- As you defeat enemies and the Shade of Morditas collects souls, you’ll earn Bloodrage Charges that are indicated by the event progression meter underneath the mini map. Morditas will also grant you Bloodrage buffs, 1 of 28 powerful buffs is randomly selected for each Bloodrage Charge you have gained and will last for the duration of the entire encounter.
- Bloodrage Charges are accumulated by kills:
- 20 Kills → 1st BR charge
- 50 Kills → 2nd BR change
- 90 Kills → 3rd BR charge
- 140 kills → 4th BR charge
- 200 kills → 5th BR charge
- Above 200 kills, the timer goes down rapidly. Once the timer reaches zero, phase two will begin as Morditas creates a gauntlet surrounded by blood ice. During this phase, all slain enemies in phase one will revive and attempt to defeat you.
- If you wish to end phase two early, you can leave the combat area for 4 seconds to do this.
- After defeating all enemies in phase two, a Blood-Filled Crystal will take shape, allowing you to interact with it for rewards.

When you interact with the Blood-Filled Crystal, you’ll have the opportunity to spend your Bloodrage Charges to claim or modify your rewards. A single charge can:
- Claim an Item
- Once an item is claimed, the panel resets and 5 new items are generated.
- You may notice that these rewards have a new kind of Forging Potential! Ice Forging Potential has a chance to be preserved when used in crafting, and Blood Forging Potential raises the critical success chance when crafting. Only items rewarded by Rage of Morditas can have one of these new Forging Potentials.
- Perform a Frozen Ritual
- After highlighting an item, you may choose to perform a Frozen Ritual indicated by the frost rune. This ritual will allow you to sacrifice the selected reward slot, guaranteeing the remaining items are rerolled as the same item type. Let’s say you perform a Frozen Ritual on an amulet; the next set of items will only be amulets, with a higher chance of having similar affixes as the original item. Rare and exalted items will all have Ice Forging Potential.
- Perform a Bloody Ritual
- Similarly, conducting a Bloody Ritual will banish the selected slot while rerolling all other remaining reward slots, and also prevent items of the same item type as the sacrificed item from appearing. For example, using the Bloody Ritual on a 2-handed axe will mean that none of the newly rolled rewards will be 2-handed axes. This effect will last until you pick an item from the proposed set of rewards. Rare and exalted items will all have Blood Forging Potential.
- The number of Bloodrage Charges will not carry over to your next Rage of Morditas encounter, but your rewards will stay the same between encounters. Your rewards will only ever change or reset when you use a ritual or select a reward.
- To give you an idea of the rewards, here are the new item subtypes, exclusive to the Rage of Morditas Ritual encounter:
- Veinweave Belt: A belt that has 4 potion slots by default with 30-60 Mana while increasing Ward Decay Threshold by 70-100.
- Level Requirement: 50
- Icescale Greaves: A pair of boots that grants 40 Armor and an Evade charge, while increasing movement speed by 12-16%.
- Level Requirement: 50
- Eber Horn Gauntlets: Gloves that gives 65 Armor, increases Endurance by 5-15%, and provides 25-45% Necrotic Resistance.
- Level Requirement: 50
- Ice Pick: A one-handed axe that gives 45 Melee Damage, 10-18% Cold Penetration against Frozen or Chilled enemies, and provides 10-30% Cold Resistance.
- Level Requirement: 50
- Bloodsoaked Dagger: A dagger that gives 35 Melee Damage, 40-75% Bleed Chance, and 10-18% more Critical Strike Chance against Bleeding enemies.
- Level Requirement: 50
- Gnarled Antler: A one-handed mace that gives 55 Melee Damage, 55-75% Melee Critical Strike Multiplier against Bleeding enemies, and 55-75% Melee Critical Strike Multiplier against Chilled enemies.
- Level Requirement: 50
- Warden Sceptre: A sceptre that gives 38 Melee Damage, 38-45 Spell Damage, and grants 4-8% less damage taken from chilled or bleeding enemies.
- Level Requirement: 50
- Icicle Sword: A one-handed sword that gives 35 Melee Damage, 4-6% Cold Penetration, and 50-100% Frostbite Chance.
- Level Requirement: 50
- Farwood Branch: A wand that gives 50-55 Spell Damage, 25-40% Ward Retention, with -3 Spell Mana Cost.
- Level Requirement: 50
- Frozen Cleaver: A two-handed axe that gives +100 Melee Damage, 50-110% Increased Cold Damage, and+12-26 Cold Penetration against Frozen or Chilled enemies.
- Level Requirement: 50
- Carnage Maul: A two-handed mace that gives 112 Melee Damage, 80-140% Melee Bleed Chance, and 10-40 Increased Physical Damage.
- Level Requirement: 50
- Bloodfused Icicle: A two-handed spear that gives 90 Melee Damage, 60-120% Melee Bleed Chance, and 60-120% Melee Frostbite Chance.
- Level Requirement: 50
- Axe Staff: A two-handed staff gives 90 Melee Damage, 40-55 Spell Damage, and 40-46% Increased Melee Attack Speed
- Level Requirement: 50
- Bloodfused Blade: A two-handed sword that gives 75 Melee Damage, 50-100% Armor Shred Chance, 30-60% Bleed Chance.
- Level Requirement: 50
- Bloodpelt Quiver: A quiver that gives 25-55% Bow Critical Strike Multiplier against Bleeding enemies, and 13-22% Increased Dodge Rating.
- Level Requirement: 50
- Icespike Shield: A shield that gives 24% Block Chance, 325-425 Block Effectiveness, with 13-21 Cold Melee Damage.
- Level Requirement: 50
- Frozen Skull: An off-hand catalyst that gives 9-13 Intelligence, 8-14% Increased Cast Speed, with 50-90% Freeze Rate Multiplier.
- Level Requirement: 50
- Icicle Bow: A bow that gives 46 Bow Damage, 30-55% Bleed Chance, and 80-140% Increased Bow Cold Damage.
- Level Requirement: 50
- Veinweave Belt: A belt that has 4 potion slots by default with 30-60 Mana while increasing Ward Decay Threshold by 70-100.
New Endgame Boss: Morditas

- As you complete Rage of Morditas encounters in the Monolith of Fate, you’ll work to unlock three new Morditas related challenges, which can be tracked in the Nexus panel. Once Morditas has claimed enough souls, a set of special Echoes will be unlocked. In the final Echo, Circle of Frozen Blood, Morditas awaits you for a showdown.
- At the same time, defeating enemies will slowly increase Morditas’ Anger, which can be tracked in the Morditas Activity panel in the Nexus. Anger increases the difficulty and the amount of rewards you will receive after completing any of these three Echoes. If these encounters become too difficult, you can freely soothe Morditas in the Nexus panel and reduce his Anger to a more manageable level.
- New Pinnacle Woven Echo: Demigod’s Ascendance.

- Requires 400 Corruption.
- You will obtain a special Pinnacle Woven Echo after defeating the standard Morditas boss encounter in the Circle of Frozen Blood Echo. The God of Bloodshed will test your might as you step into the ring with Last Epoch’s newest pinnacle encounter, Demigod’s Ascendance.
- Nexus Window UI
- A new activity panel that can quickly select and view Endgame activities, Timelines, Dungeons, and Faction information. This is accessible in Traveler’s Rest and your world map.
- New Uniques & Set Items
- Added 16 new Uniques and 2 Set Items.
New Skills
Radiant Lance

Radiant Lance imbues your shield with light from the heavens above, concentrating it into a beam of righteousness to strike down foes in front of you. Let the light of your faith guide the way, or use one of the damage conversions to take a darker path.
- Unlocked by spending 15 points in the Paladin passive tree.
- Requires a shield. Imbue your shield with light from above and concentrate it into a powerful beam that strikes enemies in front of you. Deals 1% more damage per 1% uncapped block chance (multiplicative with other modifiers).
- Added damage is applied at 500% effectiveness.
- Gains 4% increased damage per attunement.
- Mana cost: 24
- Cooldown: None
- Tags: Lightning, Spell, Area, Attunement
- Skill Tree Nodes:
- Awestruck: Radiant Lance has +100% chance to electrify per point and +100% chance to slow per point. Max 3 points.
- Conduit of Light: Radiant Lance deals 12% more ailment damage per point, and gains +1% electrify chance per point per 1% uncapped lightning resistance. Max 4 points.
- Anointed Flames: Ignite chance from all sources is converted to electrify chance for Radiant Lance. If Radiant Lance converts electrify to another ailment, then this will also convert ignite to that ailment.
- Piercing Light: Radiant Lance has +7% lightning penetration per point, doubled for ailments. Max 3 points.
- Sunbeam: Radiant Lance's base damage is converted to fire. Consequently, this damage now scales with increases to fire damage, but not increases to lightning damage. Electrify chance from all sources is converted to Ignite chance. Lightning resistance shred from all sources is converted to fire resistance shred. Effects within this tree which grant lightning penetration instead grant fire penetration. Max 1 point. This node has no effect if Abyssal Heresy is allocated.
- Solace: Radiant Lance has 10% increased mana efficiency per point. Max 3 points.
- Long Hands: When you directly cast Radiant Lance and hit at least one other ally, you cast Healing Hands on them, consuming mana equal to 100% of its mana cost. Max 1 point. This effect can only occur once per cast, regardless of the number of allies hit. "Other allies" does not include yourself.
- Radiant Inquisition: When you directly cast Radiant Lance and hit at least one boss or rare enemy, you cast Judgement on them, consuming mana equal to 140% of its mana cost. Max 1 point.
- Cloudburst: Radiant Lance no longer fires a beam forwards. It now unleashes a blast from the sky, hitting enemies within the targeted area. Radiant Lance deals 25% more damage. Max 1 point.
- Exterminatus: Radiant Lance now shoots a beam forwards and a blast from the sky. An enemy can be hit by both simultaneously. Radiant Lance has 10% less cast speed (multiplicative with other modifiers) and has +25 mana cost. Max 1 point. Effects in Radiant Lance's tree which require a direct cast can be triggered by both beams.
- Rahyeh's Fury: Radiant Lance has +2% critical strike chance per point. This effect is doubled with at least 100 attunement. Max 3 points.
- Sunrise Liturgy: Directly casting Radiant Lance also casts Divine Bolt with 2 additional projectiles per point. Radiant Lance has +1 mana cost per point. Max 3 points. Divine Bolts are not affected by your Radiant Lance tree, but can potentially be affected by your {Healing Hands} tree. An enemy can't be hit by more than 1 Divine Bolt from a single cast of Radiant Lance, but can be hit by both Radiant Lance and Divine Bolt.
- Dominion of the Sky: Radiant Lance has 25% increased area of effect per point. Max 4 points.
- Devotion: While directly casting Radiant Lance, you have additional endurance threshold equal to 20% of your maximum mana per point. Max 4 points.
- Cloudless Sky: Radiant Lance no longer requires a shield, but does not deal more damage based on your block chance. It now deals 1% more damage per 25 maximum mana (multiplicative with other modifiers). Max 1 point.
- Blessed Rain: You have a 20% chance per point to Smite enemies when they are hit by Radiant Lance. Radiant Lance has +1 mana cost per point. Max 3 points.
- Bestowed Radiance: Radiant Lance has 5% increased cast speed per point, and restores 50 health per point when directly cast. Max 3 points.
- Lay Bare: Radiant Lance has +35% chance to Shock per point and +100% lightning resistance shred chance per point. Max 3 points.
- Resplendent Aegis: Radiant Lance has +1 lightning spell damage per point per 300 block effectiveness. Max 3 points.
- Consecrated Storm: Shock chance from all sources is converted to electrify for Radiant Lance. Radiant Lance has +4% lightning penetration per stack of Electrify on the target, up to 10 stacks. Max 1 point. If Radiant Lance converts electrify to another ailment, then this will also convert shock to that ailment.
- Scathing Light: Bosses and rare enemies hit by Radiant Lance are inflicted with {Scathing Light}, an ailment that deals significant lightning and fire damage over time. Max 1 point. Scathing Light is unaffected by conversions.
- Holy Prism: Scathing Light deals 1% more damage (multiplicative with other modifiers) per 1% electrify and ignite chance with Radiant Lance.
- Essence of Divinity: You have a 10% chance per point to gain a {Divine Essence} when you use Radiant Lance and hit at least one enemy. This chance is doubled if Radiant Lance was directly cast.
- Eagle's Foot: Radiant Lance can consume 1 Divine Essence to cast two {Lesser Radiant Lances} alongside the initial cast. Max 1 point. Lesser Radiant Lance is affected by your Radiant Lance tree, but it has 50% less damage and area of effect (both multiplicative with other modifiers). An enemy cannot be hit by both Radiant Lance and a Lesser Radiant Lance from the same cast.
- Crescendo of Light: Radiant Lance can consume 3 Divine Essences to gain 50% more damage per point (multiplicative with other modifiers) and 50% increased area of effect per point. Max 3 points. When consuming 3 Divine Essences for this effect, you also gain the effect of Eagle's Foot.
- Afterglow: When you directly cast Radiant Lance or place a Reliquary, you are instilled with light for 2 seconds per point. While instilled with light, you cast Lesser Radiant Lance whenever you use a movement skill. Max 3 points.
- Avenging Wrath: Radiant Lance deals 10% more damage per point (multiplicative with other modifiers), but has +1 mana cost per point. Max 4 points.
- Sacred Vulture: Radiant Lance leeches 1% of the damage it deals as health to you per point. Max 3 points.
- Abyssal Heresy: Radiant Lance's base damage is converted to void. Consequently, this damage now scales with increases to void damage, but not increases to lightning damage. Electrify chance from all sources is converted to time rot chance. Lightning resistance shred from all sources is converted to void resistance shred. Effects within this tree which grant lightning penetration instead grant void penetration. Radiant Lance no longer scales with attunement, and instead gains spell void damage per vitality. Max 1 point. Effects in Radiant Lance's tree which grant or consume Divine Essences will instead grant or consume Void Essences.
- Golden Reliquary: You no longer directly cast Radiant Lance. Instead, you place a Reliquary that casts it for you for 6 seconds. Reliquaries have 55% less cast speed, resulting in a base cast rate of once every 2 seconds. You can have a maximum of 1 Reliquary by default, and gain +1 max Reliquaries per 70 attunement. Reliquaries casting Radiant Lance count as you indirectly casting it. This means it still scales with your stats, not the minion's stats. For example, to increase how frequently they cast Radiant Lance, you must increase your cast speed. Max 1 point.
- Righteous Preservation: Reliquaries have 20% more health per point (multiplicative with other modifiers). Max 2 points.
Summon Tide Elemental

Shamans can summon the new Tide Elemental to fight by their side, a permanent manifestation of the icy depths of Eterra’s oceans. Command it to wield powerful Cold spells or choose from several damage conversions to unleash nature’s wrath.
- Unlock by spending 30 points in the Shaman passive tree.
- Summon a manifestation of the elements to fight alongside you. The tide elemental is a permanent minion that uses cold spells. If your minions are set to Assassinate mode, your tide elemental will teleport to its target when casting Geyser.
- You can have a maximum of 1 elemental at a time. It uses a projectile spell with no cooldown, and can create a powerful Geyser spell that deals damage in an area, with a 4 second cooldown. It also casts Geyser when summoned. Elementals have 400 base health.
- Gains +16 health and 4% increased damage per attunement, and +16 health per character level.
- Added minion spell damage applies to its projectiles at 200% effectiveness and to its Geyser at 400% effectiveness.
- Mana cost: 15
- Cooldown: 4s
- Minion Tags: Cold, Spell, Area
- Skill Tree Nodes:
- King Tide: 8% more damage per point. Max 4 points.
- High Tide: 3% more damage per second your tide elemental has been alive per point, up to 6 seconds. Max 3 points.
- Crashing Waves: +2% critical strike chance per point, +12% critical strike multiplier per point. Max 3 points.
- Mana Swell: +1% critical strike chance per 100 maximum mana per point. Max 2 points.
- Tidal Pools: Geyser has a 10% chance per point to repeat from each totem within 12 meters. Each cast can hit the same enemy. Repeated casts can't trigger additional repeats. Max 3 points.
- Azure Expanse: Geyser has 30% increased area per point. Max 3 points.
- Ocean Currents: Geyser has 34% increased cooldown recovery speed per point. Max 3 points.
- Resurgence: Summon Tide Elemental no longer has a cooldown, but costs +5 mana. The Geyser that occurs when casting Summon Tide Elemental deals 40% more damage and has 25% increased area.
- Artesian Well: While you are above half mana, Geyser consumes your mana to also cast Elemental Bolt once per point, targeting enemies within 12 meters. Consumes 8 mana per cast of Elemental Bolt.
- Water Spout: When one of your Tornadoes hits your tide elemental, the tide elemental redirects it towards an enemy within 12 meters and grants the Tornado 20% more damage and speed per point for 3 seconds. A Tornado can only be redirected once, and stationary Tornadoes can't be redirected. Max 3 points.
- Twin Twisters: Whenever you create a Tornado at least 4 meters away from your tide elemental, you have a 12% chance per point to create a Tornado at your tide elemental's location as well. This Tornado is instantly redirected by Water Spout. Max 3 points.
- Crimson Harbor: Your tide elemental gains 100% of your mana regeneration as increased health regeneration per point. It also gains +10 health regeneration per point. Max 4 points.
- Return to Seafoam: If your tide elemental dies, its cooldown is reset. Your Tide Elemental has 20% more health. Max 1 point.
- Wellspring: Your tide elemental gains Wellspring, an aura that grants +4 cold spell damage per point and 2% increased cast speed per point to allies within 18 meters. Max 4 points. Wellspring affects all allies, including itself. If your tide elemental's damage is converted, the additional spell damage from wellspring is also converted. If there are multiple tide elementals, only the strongest Wellspring applies.
- Pools of Reverence: Wellspring's buffs are 100% more effective on totems, but it no longer affects players. Max 1 point.
- Harmony of Water: Wellspring's buffs have 0.5% increased effect on players per point per your attunement. Max 4 points.
- Bird Bath: Wellspring grants storm crows a 25% chance per point for their basic lightning spell to chain to two additional enemies. Max 3 points.
- Whirlpools: Your tide elemental has a 25% chance per point to cast Maelstrom whenever you do. Maelstroms cast by your tide elemental in this way use your tide elemental's stats, but your Maelstrom tree. Max 4 points.
- Cove of Gulls: Your tide elemental deals 6% more damage per point per active storm crow. Max 2 points.
- Erosion: Your tide elemental has a 25% chance per point to shred cold resistance on hit. Max 4 points.
- Seahenge: When you summon your tide elemental, your totems are moved to surround it. Each totem moved this way gains +2 seconds of duration, up to a maximum of 6. Max 1 point.
- Northern Seas: Your tide elemental has a 25% chance to inflict frostbite on hit per point. This effect is doubled with at least 80 attunement. Max 4 points.
- Tidal Totem: Your tide elemental is now a totem. It cannot move, but is affected by totem modifiers. Your tide elemental deals 20% more damage. Max 1 point.
- Riptide: Your tide elemental has 8% increased cast speed and movement speed per point. Max 4 points.
- Thunder Elemental: Your tide elemental becomes a thunder elemental. The base cold damage of your elemental's spells are converted to lightning. Consequently, this damage scales with increases to lightning damage, but not with increases to cold damage. Frostbite chance and cold resistance shred from all sources are converted to shock chance and lightning resistance shred, respectively. Your elemental gains +20% critical strike multiplier. Max 1 point.
- Wind Elemental: Your tide elemental becomes a Wind Elemental. The base cold damage of your elemental's spells are converted to physical. Consequently, this damage scales with increases to physical damage, but not with increases to cold damage. Frostbite chance and cold resistance shred from all sources are converted to frailty chance and physical resistance shred, respectively. Your elemental gains +200 dodge rating. Max 1 point.
- Wake: Your tide elemental's Elemental Bolt fires 1 additional projectile in a cone per point. Max 2 points. Elemental Bolt's projectiles cannot hit the same target more than once per cast.
- Backflow: Elemental Bolt's projectiles are fired in a nova, targeting enemies within 12 meters. Elemental Bolt fires 3 additional projectiles, but your Tide Elemental has 10% less cast speed. Max 1 point.
- Elemental Fury: When your tide elemental directly casts Elemental Bolt it gains Elemental Fury for 4 seconds, stacking up to a maximum of 5. Each stack of Elemental Fury grants 5% increased cast speed for Elemental Bolt. Max 1 point.
- Unleashed Elements: When your tide elemental directly cast Elemental Bolt while at maximum stacks of Elemental Fury, it consumes all stacks to gain an additional projectile per stack. Elemental Bolt cast this way fires its projectiles in a tight volley, and can hit the same target multiple times. Max 1 point.
Dreamslash

Close the gap and strike your enemies with a quick slash attack that can be combined with your Shadows, increasing your damage output even further. With a high attack speed build, you’ll be zipping around the battlefield, leaving a wake of destruction.
- Unlock by spending 10 points in the Bladedancer passive tree.
- Requires a melee weapon. Dash forwards if not within range of your target, hitting all enemies along the path, then perform a quick slash. Shadows performing Dreamslash dash beyond their target, hitting all enemies along the path.
- Added damage applies at 150% effectiveness. Shadows will only be consumed if within 12 meters of the target. The dash and slash deal the same amount of damage, and an enemy can only be hit by one of them.
- Gains 4% increased damage per dexterity.
- Mana cost: 3
- Cooldown: None
- Tags: Physical, Melee, Area, Movement, Dexterity
- Skill Tree Nodes:
- Umbral Recollection: Shadows performing Dreamslash have +10% chance per point to be resummoned after completing the attack. Max 3 points. Resummoning a shadow means the shadow is consumed and a new shadow is created at its position.
- Veil of Night: Dreamslash has +34% chance per point to blind enemies, and deals more 8% damage per point to blinded enemies (multiplicative with other modifiers). Max 3 points.
- Collapsing Shadows: Dreamslash has +25% chance per point to inflict Shadow Daggers on hit. This is doubled for shadows performing Dreamslash.
- Deadly Premonitions: Dreamslash has +3% critical strike chance per point. Max 3 points.
- Distortion Blade: Dreamslash has 5% increased attack speed per point, and -1 mana cost per point. Max 3 points.
- Illusory Edge: Dreamslash deals 8% more damage per point (multiplicative with other modifiers). Max 4 points.
- Imaginary Plate: Dreamslash hits have +35% chance per point to shred enemy armor. Max 3 points.
- Figments of Annihilation: Dreamslash has +5% critical strike multiplier per point per shadow performing Dreamslash. Max 3 points. This applies to your use of Dreamslash and to all shadows performing Dreamslash, based on the number of shadows that will be performing Dreamslash from this use.
- Grand Delusion: Dreamslash has 20% increased area of effect per point. This is doubled when using a two-handed weapon. Max 3 points.
- Domain of Night: Shadows performing Dreamslash have 25% increased area of effect per point. Max 3 points.
- Wounds in Reality: Dreamslash has +15% chance per point to cause enemies to bleed. When you directly use Dreamslash and hit an enemy, you have a 1% chance per point per bleed on that enemy to create a shadow nearby the enemy. This effect has a 1 second cooldown. Max 3 points.
- Sleep Paralysis: Dreamslash has +25% chance per point to inflict frostbite and +12% chance per point to inflict chill on hit. Max 4 points.
- Somnambulism: Shadows performing Dreamslash also use a random specialized throwing skill, consuming mana equal to 100% of that skill's mana cost. This effect can occur 3 times per point per 3 seconds, and will not choose skills that have a cooldown. Max 3 points. This does not cause you to create or consume additional shadows. Effects in this tree related to shadows performing Dreamslash do not apply to these throwing skills.
- Gathering Darkness: Dreamslash deals 2% more damage per point (multiplicative with other modifiers) per shadow created in the past 3 seconds, up to a maximum of 20% per point. Dreamslash now has a minimum mana cost of 1. Max 3 points.
- Recurring Dreams: Up to 1 shadow per point performing Dreamslash can consume 5 mana to guarantee being resummoned. Max 4 points. If a shadow is successfully resummoned by other sources such as Umbral Recollection, it will be ignored by this effect.
- Prophecy of Flames: Dreamslash has +25% chance per point to ignite enemies. This is doubled for shadows performing Dreamslash. Max 4 points.
- Shrouded Dreams: Dreamslash has +20% chance per point to cause enemies to bleed per Crimson Shroud, +5% chance per point to slow enemies per Dusk Shroud, and grants +10 ward on hit per point per Silver Shroud. Max 3 points.
- Gift of Lucidity: Dreamslash has +10% chance on hit per point to grant Haste for 1 second. Dreamslash has 4% increased attack speed per point while you have Haste. Max 3 points. Increased attack speed while you have Haste is affected by increased effect of Haste on you.
- Narcolepsy: You gain a stack of Dream every 2 seconds, up to a maximum. Directly using Dreamslash can consume a Dream stack to grant the attack 120% more damage (multiplicative with other modifiers) and cause it to choose a random nearby target.
- Shared Memories: When you directly use Dreamslash and consume a Dream stack, Dreamslash has a 15% chance per point to refract towards an enemy within 8 meters. This can hit the same enemies again. The refraction will occur even if there are no other enemies for it to refract towards.
- Inception: Refracted Dreamslashes can also refract, but the chance to refract is halved after each refraction. Max 1 point.
- Night Terror: You have +5% chance per point to gain a Dream stack when you kill an enemy or hit a boss or rare enemy with Dreamslash, and Dreamslash has +3% critical strike chance per point when consuming a Dream stack. Max 3 points.
- Dreamwalker: 1% increased Dream gain rate per point per 3 dexterity. Max 3 points. For example with 3 points invested and 100 dexterity, you have 100% increased {Dream} gain rate, resulting in gaining one stack every 1 second instead of every two seconds.
- Dreamshift: Shadows no longer perform Dreamslash. If you directly use Dreamslash while you have no Dream stacks, you will consume a shadow near an enemy to gain a Dream stack and perform Dreamslash starting from the shadow's location. Max 1 point. The use of Dreamslash which consumes a shadow does not consume the Dream stack it generates, but still benefits as if it consumed a Dream stack. Shadows are not chosen to be consumed if they are not within range of an enemy.
- Trance of Isolation: Dreamslash's base physical damage is converted to cold. Consequently this damage scales with increases to cold, but not to physical damage. Bleed chance and ignite chance from all sources are converted to frostbite chance. Max 1 point. This node has no effect if Apocalyptic Vision is allocated.
- Apocalyptic Vision: Dreamslash's base physical damage is converted to fire. Consequently this damage scales with increases to fire, but not to physical damage. Bleed chance and frostbite chance from all sources are converted to ignite chance. Chill chance from all sources is converted to fire resistance shred chance. Max 1 point.
- Nightmare Steel: Dreamslash no longer moves you. It instead unleashes a wave of damage in the targeted direction, hitting all enemies in its path. It is still a melee attack. Max 1 point.
- Trance of Wrath: When you use Dreamslash you gain Dream Aura for 4 seconds, which has a radius equal to Dreamslash's range. While Dream Aura is active, enemies within its range have +5% chance to receive critical strikes. While you do not have Dream Aura active, Dreamslash has 20% increased range.
Faction Changes
Merchant's Guild

- Added Price Suggestion
- When listing an item for sale, a price suggestion will be provided based on item price history data.
- NOTE: At the very beginning of a Season, items won’t have a price history yet. You can hold onto the item until there is more pricing data, or take the initiative and help define that item’s value!
- When listing an item for sale, a price suggestion will be provided based on item price history data.
- Reworked Rank and Rank Rewards
- All equippable item types can now be purchased simply by being a member of the Merchant’s Guild, regardless of rank.
- Ranks now unlock access to purchase various bags that contain crafting materials or keys.
- Removed Black Market tokens.
- Added opt-in Automatic Price Lowering.
- When listing an item, you can now choose to have it's price automatically lower over time, so you can spend less time relisting items and more time slaying monsters.
- When enabling price lowering, you can select:
- A price floor that the Bazaar will never reduce your item's price below.
- A lowering amount either as a flat value or a percent of your original list price.
- A lowering frequency of hourly, daily, or weekly.
- When shopping for items, the stall type can now be swapped from the interface without walking to another NPC.
- Reworked the Bazaar user interface for a more streamlined experience.
- The list item panel has been removed, and items are now listed directly from the sidebar so you can view search results and list an item from the same UI.
- Placing an item to sell will automatically apply quick filtering (previously only on Shift + Right-click).
- Placing an item will now also provide a suggested price.
- Price suggestions are based on recent market sales of similar items.
- Additional price suggestions and a breakdown of what attributes of the item contributed to it’s market price are available in an info tooltip next to the suggested price.
- Filters have been reorganized to put the most commonly used filters at the top and group similar filters together.
- Some filters are now only shown when another relevant filter has a value.
- Legendary Potential only shows if a Unique is selected that can roll Legendary Potential.
- Weaver’s Will only shows if a unique is selected that can roll Weaver’s Will.
- Forging Potential only shows if the rarity is set to Normal, Magic, Rare, or Exalted.
- Added new affix filtering options.
- Added # of T6 affixes filter.
- Both # of T6 and # of T7 affixes filters now ignore sealed affixes to make finding Havoc/Redemption targets easier.
- Added more groups to the affix picker to allow for more specific searches.
- All (renamed from Require All).
- Any (renamed from Require Any).
- Prefixes (only matches non-sealed prefixes).
- Suffixes (only matches non-sealed suffixes).
- Non-Sealed (only matches non-sealed affixes).
- Sealed (only matches sealed affixes).
- Any, Prefixes, Suffixes, Non-Sealed, and Sealed affix groups also include an optional min count for controlling how many of the selected affixes in that group must match. For example, you can now search for at least 1 of 5 selected prefixes, 2 of 4 selected suffixes, and 1 of 10 selected sealed in a single query.
Circle of Fortune

- Removed Prophecy rerolling.
- You now select the reward category you want for a prophecy slot, and it will gain charges (up to 99) as you gain Favor with the Circle of Fortune.
- Completing one of a prophecy's designated targets while it has a charge will grant you the selected rewards.
- Reworked the prophecy system with the goals of:
- Reduce time spent in the Observatory so you can get back to slaying monsters faster.
- Provide more agency in directly choosing your rewards.
- Reduce specificity of targets so prophecies can be fulfilled across a variety of content.
- There are now 4 prophecy slots. Your first slot is unlocked as you join Circle of Fortune, with the rest unlocking as you rank up.
Prophecies
- Each prophecy slot has two trigger conditions, and fulfilling either one qualifies you to earn rewards from a charge.
- For example, the Dysis prophecy slot (unlocked at rank 3) targets defeating a Nemesis or opening a Lost Cache.
- Completing a trigger condition while its prophecy slot has at least one charge grants the selected reward at the cost of a single charge.
- If a prophecy slot has multiple charges when its trigger condition is fulfilled, multiple charges will be spent, dropping the rewards multiple times.
- The 4 prophecy slots are:
- Mesembria:
- Unlocked at rank 1.
- Defeat a Rift Beast or activate a Shrine.
- Dysis:
- Unlocked at rank 3.
- Defeat a Nemesis or open a Lost Cache.
- Eos:
- Unlocked at rank 6.
- Defeat an Exiled Mage or Timeline Boss.
- Arctis:
- Unlocked at rank 9.
- Defeat a Fateweaver or an Omen.
- Mesembria:
Reward Selection
- When using a telescope to select your prophecy, you now directly select the type of reward you want.
- Once a reward is chosen, the prophecy slot will automatically charge up as you gain favor.
- Each reward type has been tuned so you get similar numbers of items per favor as before.
- You can see how much favor it will take to earn a charge in the tooltip for each reward type.
- As you rank up, you will unlock more rewards as options to pick from in your prophecy slots.
- Some rewards upgrade at higher ranks, such as rare item rewards being replaced by exalted items of the same type.
- When a selected reward upgrades it will happen automatically with no need for a trip back to the Observatory.
- As you rank up, you will also unlock the ability to purchase lenses at the faction vendor.
- Lenses only need to be purchased once and will be available to all characters with access to the same stash.
- Lenses automatically move to storage when purchased, so you don't need to devote any stash tab space to them.
- You can slot 1 reward and 1 lens into each prophecy slot.
- Each reward and lens can only be used in 1 prophecy slot per character, but multiple characters can use the same reward or lens.
- Whenever you earn favor, all prophecy slots will gain charge progress based on the reward and lens selected.
- When a prophecy fully charges, it will store 1 charge and can hold up to 99 total.
- If a prophecy has at least 1 charge, completing it's target objective will consume a charge to drop the chosen reward.
- If a prophecy has multiple charges, it will consume extra charges to drop the reward additional times.
- The selection types of prophecy rewards increase each rank. They are as follows:
- Rank 1:
- Rare (each equipment item type).
- Unique (each equipment item type).
- Set Weapon or Offhand, Jewelry, Armor.
- Random Idol.
- Rune of Shattering, Rune of Discovery.
- Glyph of Hope, Glyph of Chaos.
- Rank 2:
- Rune of Removal.
- Glyph of Order.
- Random Key.
- Rank 3:
- Rune of Shaping, Rune of Refinement.
- Temporal Sanctum Key, Lightless Arbor Key, Soulfire Bastion Key.
- Rank 4:
- All Rare gear rewards upgrade to Exalted.
- Small, Minor, Humble, Stout, Grand, Large, Ornate, Huge, Adorned Idol.
- Unique Idol.
- Random Rune.
- Random Glyph.
- Rank 5:
- Rare Idol Altar.
- Arena Key, Arena Key of Memory.
- Dungeon Charms.
- Rare Champion Item.
- Rank 6:
- Rare Harbinger's Spoils (weapon/off hands that upgrade when slaying a Harbinger).
- Rare Experimental Item.
- Rank 7:
- Rare Champion Item upgrades to Exalted.
- Rank 8:
- Small, Minor, Humble, Stout Weaver Idol.
- Rune of Weaving.
- Rare Experimental Item upgrades to Exalted.
- Rank 9:
- Exalted Champion Item upgrades to T6+ (champion affix is always T6 or higher).
- Rank 10:
- Rare Idol Altar upgrades to Exalted.
- Rare Harbinger's Spoils upgrades to Exalted.
- Exalted Experimental Item upgrades to T6+ (experimental affix is always T6 or higher).
- Glyph of Despair, Glyph of Envy.
- Rank 11:
- Rune of Redemption, Rune of Havoc, Rune of Ascendance, Rune of Creation.
- T6+ Exalted Champion Item upgrades to T7 (champion affix is always T7).
- Rank 12:
- T6+ Exalted Experimental Item upgrades to T7 (experimental affix is always T7).
- Rank 1:
Lenses
- Added Lenses, which are used to alter the characteristics of prophecies and can be purchased from Galila.
- Lenses are unlocked for your entire stash once purchased.
- Lenses can affect charge rate, items dropped, or aspects of the rewards, such as affixes or Legendary Potential.
- Rank 3:
- Tyranny consumes existing favor to double the charge rate.
- Rank 4:
- Origin causes rare and exalted rewards to have higher tiers of prefixes on average.
- Finality causes rare and exalted rewards to have higher tier suffixes on average.
- Rank 5:
- Celerity causes the prophecy to charge faster.
- Duplication grants a chance to duplicate prophecy rewards.
- Rank 6:
- Acceleration adds Rare Enemies as a target condition.
- Anomaly causes rare and exalted rewards to have compressed affix weighting (e.g. level of skills is more common and strength is less common).
- Prowess causes Helmet, Body Armor, and Relic rewards to have a higher chance for level of skills affixes.
- Rank 7:
- Charity causes other prophecy slots to charge faster.
- Celestial Scales grants a chance to double rewards, but also a small chance to replace all rewards with a single reassuring Grole Egg.
- Rank 8:
- Curiosity causes Unique and Set Items to have compressed weighting (e.g. Red Ring is more common and Kestral is less common).
- Rank 9:
- Quality causes unique rewards to have higher average Legendary Potential and grants rare or exalted rewards a chance to upgrade the tier of a random affix.
Traveler's Rest

- Echo of the World has been renamed to Traveler’s Rest.
- Traveler’s Rest now has a waypoint, which can be accessed from the End of Time Era.
- You can now change timelines directly from the Monolith of Fate through the new Nexus UI.
Content Updates
Free Cosmetic: Cape of Penance
- Added a free back cosmetic to the in-game store redeemable by all players for free.
Campaign - Quest Reward Changes
- The quests for defeating Majasa and The Observer no longer award +1 to all attributes.
- The quest for gathering 5 Knowledge of Orobyss now gives +2 to all attributes.
- The quests for defeating The Observer now gives +1 passive point.
Monolith
- Entering an echo that has previously been attempted now provides significantly less XP and favor, in addition to the existing reductions to random encounters and loot.
- This is to prevent a burden of optimal play being to spam run the same echo over and over (looking at you, Rune Prison Complex).
Random Encounters
- Added three new one shot caches with dungeon keys in out of the way locations. Once found, these offer a single chance to use each dungeon to bypass part of the campaign on your first character of a season or a solo character.
- Loot lizards spawn less frequently in campaign.
Omen Windows
- Omen Windows can start appearing as early as area level 18 (from 10).
- Omen Windows can start dropping Idol Altars as early as area level 32 (from 10).
- Idol Altars have a 40% chance to drop from area level 32-49 (from 100%).
- Idol Altars have a 80% chance to drop from area level 50-79 (from 100%).
- Idol Altars dropped in area levels 50-79 will drop with 1-2 affixes (from always 2).
- Omen Windows are now only announce by proximity instead of at scene entry.
Class & Skill Updates
General Skill Changes
- Attempting to use an instant cast ability while stunned will now result in that ability being used when the stun ends rather than nothing happening.
- When an ailment’s duration resets, it also resets its remaining total damage to its original value when it was applied, allowing the ailment to deal its full damage again.
Evade
- Evade movement now takes the full duration to stop, even when used near movement area edges or obstacles.
Rogue
Aerial Assault
- Twilight Strike now throws half as many blades if Umbral Blades throws large blades due to Sword Thrower.
Dancing Strikes
- Corrected the description of Resolute Technique to state it grants more damage for Lethal Mirage and Synchronized Strikes (previously erroneously said increased damage). This is only a display change.
Dark Quiver
- Black arrow drops from Dark Quiver are now biased towards the direction the player is facing.
Flurry
- Reduced the range of Flurry with a bow.
Hail of Arrows
- Crystal Arrows also converts bleed chance from all sources to frostbite.
- Frost Shots no longer grants increased 20% chill duration per point. It now grants +50% frostbite chance per second per point. Max 4 points (from 5).
- Tear Flesh grants +50% bleed chance per second per point (from 40%). Max 4 points (from 5).
- Skystrike no longer grants 25% increased mana cost.
- Quick Draw grants 8% less duration per point (from 10%).
- Backup Volley grants 20% less duration (from 50%).
- Deadly Draw grants 15% increased delay (from 25%).
- Endless Barrage now also grants 50% more damage, and its description has been corrected to state the mana cost per second is 15 (previously incorrectly said 23).
Lethal Mirage
- Doom and Gloom now has a 5% chance per point to create a Shadow when a Mirage hits an enemy (previously 5% chance per Mirage created).
- Added a new Skill Tree Node named Prestige that provides an escape dash to the end of the Lethal Mirage damage window. If movement and invulnerability are disabled on Lethal Mirage, instead provides a short dash with no wait period.
Puncture
- Penumbral Ambush grants +12 mana cost (from +15), and it now also grants 30% more hit damage. Its description has been updated to clarify it can potentially hit the same enemy multiple times.
- Perforate grants +25% bleed chance per point (from 20%). Max 4 points (from 5).
- Toxic Delivery grants +25% poison chance per point (from 20%).
- Cadence of Death grants 30% more damage and increased area for the third hit (from 20%).
- Splinter grants +25% physical resistance shred chance per point (from 20%). Max 4 points (from 5).
- Seized Prey grants 4% more damage per point against slowed enemies (from 4% more hit damage) and 8% more damage against immobilized enemies (from 8% more hit damage).
- Inescapable grants 5% more damage per point per slow on the target (from 5% more hit damage).
- Debilitation grants 1.5% more damage per point per unique negative ailment on the target up to 8 (from 7% more hit damage per unique negative ailment on the target, up to 1 per point)
Shadow Cascade
- Updated Onslaught's description to clarify that it only grants mana when Shadow Cascade is directly used.
- Fight in the Shadow grants 4 mana (from 3) per active shadow when you directly use Shadow Cascade (previously did not require a direct use).
Shurikens
- The Entry Points node now determines its damage based on the combined total of Bleed and Poison stacks, rather than counting each ailment separately.
Smoke Bomb
- Moonlight Bomb now adds a minimum cooldown of 6 seconds to Smoke Cloud.
- Cloaked Incursion now limits you to 1 Smoke Cloud active at once.
Summon Ballista
- Placement range limit is now 4 (from 20).
Synchronized Strike
- Synchronized Strike is now locked to Bladedancer, acquired at 35 points invested (from 10).
- Dark Allies has additional alt information clarifying that it can only exceed your maximum Shadows up to the amount created by this effect.
Umbral Blades
- Subzero Intrusion now also converts bleed chance from all sources to frostbite.
- Edge of Obscurity grants 1% more damage per point (from 2%) per stack of Dusk Shroud on you up to 20, and is no longer doubled while in a Smoke Cloud.
- Umbral Remnant's "whenever one of your shadows expire they now also leave behind an Umbral Blade" now has a limit of 12 times per 2 seconds (from no limit).
- Thousand Cuts now has a maximum of +40% critical strike multiplier gained from this effect per point (from no limit).
Marksman Passive Tree
- Fire and Steel has been replaced with Careful Footing: +1 dexterity per point, +1% glancing blow chance per point, and 1% increased movement speed per point. Max 8 points. It also has a 6-point threshold bonus which grants +1% glancing blow chance per 5 dexterity.
- Siege Quiver has been replaced with Ranger: 1% increased health per point and +3% elemental resistance per point. Max 5 points. No longer requires any points in Elemental Arrows.
- Elemental Arrows also grants +3 bow cold damage per point when consuming an Elemental Arrow.
- Elemental Barrage has been replaced with Alchemy: +1 vitality per point, 6% of potion healing per point also heals over 4 seconds. Max 5 points. No longer requires any points in Storm Fletcher.
- Rain of Arrows's effect has been replaced: 3% increased bow attack speed per point and +8% slow chance on hit with bow attacks per point. Max 5 points (from 4).
- Poison Tipped Arrows grants +3% poison penetration per point (from 2%).
- Barbed Arrows grants +10% bleed chance per point (from 5%) and 7% increased physical damage per point (from 5%).
- Death From Afar no longer grants 4% increased stun chance per stack of Sharpshooter per point. It now grants +0.2% chance to deal double damage per stack of Sharpshooter per point.
Acolyte
Bone Curse
- Self-inflicted Bone Curse no longer scales with player stats, similar to other self-inflicted curses. This means that your damage modifiers won't increase the damage it deals to you.
Profane Veil
- Propane Form no longer reduces Profane Veil's duration.
Rip Blood
- Updated the description of Coagulated Blood's buff icon to correctly state that orbs are spawned on reaching 6 stacks instead of 4.
- Coagulation will now attempt to consume as many stacks of Coagulated Blood as possible, still in groups of 6, to cast 1 Coagulated Blood Orb per 6 stacks consumed. For example, with 12 stacks, one cast of Rip Blood will now consume 12 stacks to create 2 orbs.
Summon Bone Golem
- Cooldown is now 3 seconds (from 10), and mana cost is 30 (from 35).
- Twin Golems has had its description clarified to state it summons an additional golem when directly cast.
Summon Skeleton
- Individual Operator's benefit for Skeleton Rogues now caps out at a combined total of 5 Skeleton Warriors or Archers (from no cap).
- Empty the Graves has had its description clarified to state it summons additional skeletons when directly cast.
Wandering Spirits
- Updated the description of the Haunting node so that it no longer incorrectly states that the node would reduce the area of the Fear.
Acolyte Passive Tree
- The Revenant from the Ethereal Revenant node has had its Whirling Scythes ability changed to a melee attack (was previously a throwing attack). This is only a change to its tags, its functionality is unchanged.
Sentinel
Anomaly
- Void Maw grants 10% increased health leech per point (from 50%) for you and allies within your Time Bubble.
Cinder Strike
- The first attack has 250% effectiveness of added damage (from 200%).
- Volatile Flask, the subskill within Cinder Strike's tree, has 250% effectiveness of added damage (from 100%).
- Explosive Lash requires Flame Alchemist instead of Explosive Impact.
- Explosive Impact has been replaced with Flame Engineer: Volatile Flasks you would throw are instead replaced with Explosive Trap, consuming mana equal to 100% of Explosive Trap's mana cost. Max 1 point.
- Soot and Ash grants +20% blind chance per point and +20% frailty chance per point (previously the benefits were exclusive to bow and melee respectively).
- Pocket Sand's effect has been replaced: +2% critical strike chance per point and 5% more damage to blinded enemies per point (previously converted blind chance to critical vulnerability chance). Max 3 points.
- Ignition grants +25% ignite chance per point (from 20%) and 12% increased ignite duration for the first strike per point (from 10%). Max 4 points (from 5).
- Kindling grants +25% fire resistance shred chance per point (from 20%). Max 4 points (from 5).
- Coated Darts grants +2 throwing fire damage per point for each stack of Oil Coating (from +1). Max 3 points (from 5).
- Elusive grants +15 dodge rating per point and +4% fire resistance per point for each stack of Oil Coating (from +10 and +3%). Max 4 points (from 5).
- Oil Coating grants 8% increased fire damage per point for each stack of Oil Coating (from 5%). Max 4 points (from 5).
- Blast Wave grants 15% more first attack damage per point (from 10%).
Forge Strike
- Mass Production now grants 40% (from 20%) additional chance to summon a Forged Weapon when hitting Rares or Bosses.
- If Forge Strike's chance to summon a Forged Weapon exceeds 100%, it can trigger an additional time.
Forged Weapons
- Now also gain 4% increased damage and +11 health per point of Strength.
Hammer Throw
- Ricochet's description has been updated to state more clearly that Hammer Throw no longer throws extra projectiles.
Judgement
- Urgent Inquisition grants 75% less healing (from 50%), and now also grants 25% less damage for Consecrated Ground.
Ring of Shields
- Amass now requires 1 point in Bastion (from 3).
- Rush Wall now also causes the cast of Shield Rush to gain 30% more damage per contributing shield, but the shields are destroyed when Shield Rush ends. Requires 1 point in Defensive Shields (from 2).
- Healing Shields heals every 4 seconds (from every 6).
- Displacement's effect has been replaced: Each of your shields has a 20% chance every second to be destroyed to cause you to cast Shield Throw at an enemy within 12 meters, consuming mana equal to 100% of Shield Throw's mana cost. This chance is instead 5% if Shield Throw has a cooldown. Max 1 point. This effect will not occur if there are no enemies within 12 meters.
- Touched by Fire has been replaced with Combined Might: Each shield grants you +1 physical damage per point for attacks and spells. Max 3 points, and now requires Enduring Defense instead of Molten Shields. This effect's benefit can be converted to fire by Molten Shields.
- Wreathed in Flame has been replaced with Crushing Force: Each shield grants you 3% increased physical damage per point. Max 3 points. This effect's benefit can be converted to fire by Molten Shields.
- Fire Spin has been replaced with Combustion: Shields deal 1% more damage per point per 1% block chance, and have 1% increased area of effect per point per 100 block effectiveness. Max 3 points.
- Heavy Shrapnel has been replaced with Rending Swings: When your shields are hit by one of your melee attacks, they have a 10% chance per point to release Shrapnel towards an enemy within 12 meters. This chance is tripled for attacks that cost at least 10 mana. Max 2 points.
- Heavy Burden has an additional effect: Each shield grants you +5% frailty chance per point.
- Pulsing Shields has been replaced with Echoes of Steel: If your shields are destroyed before their duration ends, any buffs they granted to you will persist for 25% of their remaining duration per point. Max 2 points. This only affects buffs which are granted exclusively to you, not to any allies.
- Defensive Shields's effect has been replaced: Each shield grants you +1% block chance per point and +15 block effectiveness per point. Max 2 points.
- Iron Form no longer prevents movement or using abilities. Its description has been clarified to state it requires a direct cast.
Shield Bash
- Shieldstorm grants 0.5% increased attack speed per 1% uncapped block chance (was previously capped at 100% block chance).
- Gains 1.5% more damage per 1% uncapped block chance (previously benefit was capped at 100% block chance).
Shield Throw
- Shield Barrage no longer reduces the projectile size of Shield Throw.
- Manifest Inspiration's sweeping melee attack performed by your Manifest Armor now has 40% more base radius, and the node displays a subskill tooltip.
- Spiked Plates and Rygar's Fury have had their descriptions updated to clarify they are based on uncapped block chance (has always been the case, but "uncapped" was not stated).
Smelter's Wrath
- Axe Volley has been replaced with Spear Volley, which throws 3 of your Javelins at enemies within 12 meters after releasing a fully charged Smelter's Wrath. If Javelin has a cooldown, this effect also has a 6 second cooldown.
- Bury the Hatchet has been replaced with Hammer Volley, which replaces the Javelins of Spear Volley with your Hammer Throw, and grants 1 additional throw per point. Max 2 points.
- Forge Scale grants +50% armor shred chance per second channeled (from 10%). Max 3 points (from 5).
Smite
- Forceful Impact's description has been corrected to state it requires a direct cast.
Symbols of Hope
- Symbols of Hope is now locked to Paladin, acquired at 35 points invested (from 15).
- Symbols of Despair has been replaced with Symbols of Wrath: Fire damage provided by Symbols is converted to lightning damage. Each symbol now grants +10% chance to electrify on hit, but no longer increases health regeneration. Max 1 point. Moved to require Zeal of Storms (from Decree of Flame).
Forgeguard Passive Trees
- The second mastery bonus has been updated to "You gain a Stalwart stack when hit or when you hit an enemy. Stalwart grants 10% increased armor, lasts 10 seconds, and stacks up to 10 times." (previously only when hit, and granted 5% increased armor).
- Peltast grants 3% increased throwing attack speed per point (from 6% increased throwing attack stun chance).
- Unflinching grants 2% increased health per point (from +6 health).
- Battle Hardened grants +6% physical resistance per point (from +4%), 6% increased armor per point (from 6% increased armor if hit recently, non-stacking), and now also has a 7 point threshold bonus which grants 1% less physical damage taken per 5% overcapped physical resistance, up to 10% less.
- Smelter's Might grants +10% bleed and ignite chance for you and your minions (from +7%), doubled for you with a two handed weapon.
- Walls of Solarum grants +5% block chance with at least one point allocated (from +3%).
- Flawless Defender also grants +2% block chance per point.
- Steel Aegis's threshold bonus grants +5% block chance (from +3%).
- Hammer and Anvil also grants +1% block chance per point.
- Duelist also grants 15% increased throwing critical strike chance per point, and also has the threshold bonus which previously existed on Javelineer (+1% throwing critical strike chance per 5 dexterity).
- Lethal Strikes also grants +10% throwing critical strike multiplier per point.
- Added a new node replacing Javelineer, Fire and Fury: +1 attunement per point, +1 strength per point, and 4% increased bleed and ignite duration per point. Max 6 points. It also has a 4 point threshold bonus granting +1% bleed chance per strength and +1% ignite chance per attunement.
- Added a new node replacing Crusader, Commander: 7% increased minion damage per point, 2% increased minion attack and cast speed per point, and +1% block chance per point. Max 8 points. It also has a 5 point threshold granting your minions 70% of your block chance and block effectiveness.
- Avatar of War grants 12% shared increased fire and physical damage per point (from 8%), and its threshold bonus grants 15% increased area per Stalwart stack (from 10%) and now also grants 10% more damage per stack for the ability consuming Stalwart stacks.
- Siege Captain grants +3 throwing attack damage with a shield per point (from +2 physical throwing attack damage with a shield).
- Rallying Block grants +30 armor per stack per point (from +15) and now also grants 5% increased damage per stack per point. The maximum stacks of the effect has been reduced to 5 (from 10).
- Iron Reflexes grants 4% reduced bonus damage taken from critical strikes per point (from 2%).
Primalist
Avalanche
- Mountain's Fury grants 20% increased impact area per point (from 15%). Max 3 points (from 4).
- Unyielding Storm causes Avalanche to persist after channeling for twice the duration you spent channeling (from 1x the duration), up to a maximum of 3 seconds per point (from 1.5 seconds).
Earthquake
- Shatterquake's effect has been replaced. It now converts Earthquake to Cold, and converts all sources of Armor Shred for Earthquake to Frostbite.
Entangling Roots
- The root effect's damage over time has 300% damage effectiveness per second (from 200%).
- The root effect now stacks, meaning multiple casts of Entangling Roots will each deal their damage over time instead of replacing the previous root effect.
- Thicket of Frost has been removed, and its effect of +1 freeze rate per character level has been added to Iceshard Roots. Iceshard Roots still has a maximum point investment of 1.
- Iceshard Roots grants +100% frostbite chance (from +40%).
- Toxic Envelopment grants +100% poison chance (from +40%) per point and now also grants 6% more damage per point. Max 4 points (from 5).
- Entrapped's description has been updated to clarify it increases the duration of the root effect, which includes its damage over time and any other effects it applies.
- Added a new node connected to Shredding Vines, Destructive Growth: Root Wave lowers the physical resistance of affected enemies by 8% per point for the duration of the root. Max 3 points.
- Blooming Magic grants other allies +10 spell damage (from +8) per point. Max 4 points (from 5)
- Bush Stalkers grants your wolves and bear +5% crit chance (from +4%) per point and +15% critical multiplier (from +10%) per point. Max 4 points (from 5).
- Added a new node connected to Nourishment Surge, Flourish: 15% increased mana efficiency per point. Max 3 points.
- Nourishment Surge now also grants 12% increased area per point.
- Lethal Spines grants 6% more damage over time per second (from 5%) per point. Max 4 points (from 5).
Gathering Storm
- Storm Bolts now prioritize enemies over destructible objects. Those barrels probably deserved it, though.
Serpent Strike
- Corrosive Venom no longer says it grants a chance to shred poison resistance. This is only a description change.
Storm Crows
- Winged Raptor now gives the Storm Crow 50% more health (from 30%), 50% more damage (from 30%), 50% increased size (from 30%), and grants it the ability to use Storm Surge, a skill that causes the crow to dash through enemies and cast its basic lightning spell 4 times.
Swarmblade Form
- Locust Master has been replaced with Stormslash: When you use Armblade Slash and hit at least one enemy, you consume 1 rage to gain a Storm Stack. Max 1 point.
- Spiked Vespiary is no longer limited to casting Thorns as many times as it would summon locusts.
- Death by a Thousand Wings grants +30% bleed chance per point for Armblade Slash (from 20%), +150% bleed chance per point for Dive (from 100%), and +30% bleed chance per point for Locusts (from 20%). Max 3 points (from 5).
- Wasp Flight grants 6% increased attack and cast speed per point (from 5%). Max 4 points (from 5).
- Earth Stinger grants +4 melee physical damage per point for you and your locusts (from 3). Max 4 points (from 5).
- Needle-Like Sting grants +3% critical strike chance per point for you and your locusts (from 2%). Max 4 points (from 5).
- Feverous Stings grants +30% poison chance per point for you and your locusts (from 20%). Max 4 points (from 5).
- Grand Colony grants +2 max locusts summoned per point (from 1) and +2 locusts summoned from each hive per point (from 1).
- Locust Agility grants +60 armor and dodge rating per point for you and your locusts (from 40). Max 4 points (from 5).
- Slashing Spiral grants 25% increased area per point for Swarm Strike, Locust Swarm, and your locusts' melee attacks (from 20%). Max 4 points (from 5).
- Vampiric Mandibles now also grants 8% more Locust Swarm damage per point.
Tempest Strike
- Mana cost is now 12 (from 16).
- The melee attacks now have a damage effectiveness of 200% (from 100%).
- The damage effectiveness of the spell subskills has been changed: Frigid Tempest has 300% (from 150%), Wind Tempest has 200% per second (from 150% per second), and Thunder Tempest has 200% (from 100%), with an equivalent base damage for each.
- Attuned Slam grants 1.5% more damage per point per mana cost (from 1%).
- Ancestral Swiftness has a maximum of 3 points (from 2).
- Soaring Blows requires 1 point in Ancestral Swiftness (from 2).
- Calm Seas, Warm Shelter, and Grounded Refuge grant 12% increased attack speed (from 20%).
Tornado
- Charged Storm casts Storm Bolt at an enemy within 5 meters (from 8).
- Overcast Skies grants 20% increased Storm Bolt targeting range (from 35%). Max 3 points (from 4).
Werebear Form
- Unending Storm now also removes Rampage's traversal tag.
Primalist Passive Trees
Shaman
- Shamanic Infusion grants +1% physical and elemental penetration per point for you and your minions (from physical, lightning, and cold).
- Storm Elder grants 10% increased minion elemental damage per point (from minion cold and lightning damage).
- Eternal Storm grants 7% increased minion elemental damage per point (from minion cold and lightning damage).
Beastmaster
- Updated the buff icons for Aspect of the Boar, Aspect of the Shark, Aspect of the Lynx, and Aspect of the Viper.
Mage
Arcane Ascendance
- Superconductor now displays a tooltip for Static.
Black Hole
- Endless Maw now adds 2 seconds to the cooldown duration per point (from 15% less cooldown recovery speed per point, insufficiently described as just "cooldown recovery speed"). This is a buff.
Disintegrate
- Charge Conduit now displays a tooltip for Lightning Blast instead of Static.
Elemental Nova
- Arcane Protection's description has been corrected to state "additional ward retention" (previously said more ward retention).
- Immolation has a max of 4 points (from 8).
- Infernal Nova requires 2 points in Immolation (from 4).
- Glacial Might grants 22% more damage per point (from 18%). Max 4 points (from 5).
- Protective Strikes has been replaced with Elemental Expulsion: Direct casts have a 4% chance per point to repeat a short distance away from you. This chance is multiplied by the number of types of Elemental Nova you have enabled. These repeats can hit the same enemies again. Max 3 points.
- Magical Barrier has been replaced with Ire of the Elements: Recasts from Elemental Expulsion will instead target random enemies within 12 meters. +2 mana cost. Max 1 point.
- Spark Charges grants +25% spark charge chance per point (from 20%). Max 4 points (from 5).
- Overcharge grants 12% chance per point to be overcharged (from 8%). Max 4 points (from 5).
- Survival of the Victor grants 8 ward per point on kill or boss/rare enemy hit (from 15 ward per point, 14% chance, only on kill).
- Luminaire's channel cost is now 40 (from 48).
Fire Ball
- Flamethrower no longer prevents mana regeneration while channeling. Its description now has reminder text stating that channeled skills have a minimum mana cost of 1.
Mana Strike
- Breaking Current's description now states it grants a chance to shred armor (previously incorrectly said shred physical resistance).
Static Orb
- Arcane Current's alt text has been clarified to state it does not apply to the explosion or its tendrils.
Firebrand
- Now has 150% damage effectiveness (from 125%).
- Incineration grants 15% more damage (from 12%) per stack of Firebrand for your next melee attack other than Firebrand.
- Illuminating Fire grants +4% critical strike multiplier (from 2%) per stack of Firebrand per point when consuming stacks of Firebrand.
- Heat Wave now displays a tooltip for Fire Aura, and the errant unrelated alt text has been removed.
Lightning Blast
- Chains now prioritize enemies over destructible objects.
Meteor
- Shrapnel now also converts to lightning if Meteor is converted to lightning.
- Lightning conversion now also converts ignite chance from all sources to shock chance.
- Updated the description of the Apocalyptic Impact node to clarify that it provides more area.
Runebolt
- Now has 125% damage effectiveness (from 100%), with an equivalent base damage, and the Cold Runebolt has a base freeze rate of 50 (from 40).
- Amplified Cascade grants 75% more damage with Tri-Elemental Bolts (from 50%).
- Devastator grants +4 mana cost (from 6).
- Fulminating Bolt grants 10% more lightning damage per point (from 6%).
- Pyromantic Bolt grants 10% more fire damage per point (from 6%).
Runic Invocation
- Adjusted the description of Stride to Safety to clarify it grants more damage for direct casts of Runic Invocation.
- We've performed a pass on invocations in order to improve those that were underperforming. In all cases where an invocation's damage effectiveness was increased, its base damage has also been increased by an equivalent amount. For example, if an invocation went from 150% to 250% effectiveness, its base damage was also raised from 30 to 50.
- Twin Embers (Rah): Now has 250% effectiveness (from 150%).
- Rune Shard (Heo): Now has 300% effectiveness (from 200%).
- Crackling Glyph (Gon): Now has 350% effectiveness (from 250% stated, 300% actual).
- Unvar's Eruption (Rah Rah): Now has 350% effectiveness (from 200%).
- Dragons' Breath (Rah Heo): Now has 600% effectiveness (from 300%).
- Dancing Sparks (Rah Gon): Now has 28 mana cost (from 36) and 300% effectiveness (from 200%).
- Unvar's Eternal Embers (Heo Rah): Now has 20 mana cost (from 24) and 200% effectiveness (from 150% stated, 100% actual).
- Unvar's Ice Glyph (Heo Heo): Now has 30 mana cost (from 37) and 400% effectiveness (from 250%).
- Unvar's Shockwave (Heo Gon): Now has 22 mana cost (from 28) and 300% effectiveness (from 250%).
- Plasma Blast (Gon Rah): Now has 22 mana cost (from 33).
- Unvar's Shatter Bolt (Gon Heo): Now has 30 mana cost (from 36) and 300% effectiveness (from 200%). Its max ricochet range is now 12 (from 10), and it can ricochet 6 times (from 5).
- Sea of Sparks (Gon Gon): Now has 30 mana cost (from 36) and 300% effectiveness (from 200%).
- Aergon's Greater Fireball (Rah Rah Rah): Now has 400% effectiveness for the initial hit (from 150%) and 900% effectiveness for the explosion (from 300%).
- Rime Spiral (Rah Rah Heo): Now has 300% effectiveness (from 200%), and now creates 21 projectiles (from 13).
- Echoes of Thunder (Rah Rah Gon): Now has 42 mana cost (from 46) and 400% effectiveness (from 250%).
- Winds of Eos (Rah Heo Rah): Grants 8 stacks of Fire Aura (from 4).
- Swirling Frost (Rah Heo Heo): Now has 400% effectiveness (from 250%) and has a 6 second duration (from 4).
- Trinity of Elements (Rah Heo Gon): Now has 600% effectiveness (from 250%). The cold beam now has a freeze rate of 240 per second (previously had no freeze rate).
- Antipode of Mesembria (Rah Gon Heo): Now has 1,500% effectiveness (from 900%).
- Il'kir's Storm Star (Rah Gon Gon): Now creates 8 sparks (from 6), each spark lasts for 4 seconds (from 2.5), and multiple sparks can now damage the same enemy simultaneously.
- Igneous Rain (Heo Rah Rah): Now hits 21 times over its duration (from 12).
- Elemental Tide (Heo Rah Gon): Now has 350% effectiveness for all explosions (from 200% for cold, 300% for lightning, and 350% for fire).
- Aergon's Mirror Bolt (Heo Heo Rah): Now has 200% effectiveness (from 150%), and its maximum ricochet range is 12 (from 10).
- Revik's Blizzard (Heo Heo Heo): Now has 450% effectiveness per second (from 300%).
- Antipode of the Rune Slinger (Heo Gon Rah): Now has 50 mana cost (from 70) and a 5 second duration (from 3.6).
- Freezing Cascade (Heo Gon Heo): Now has 40 mana cost (from 46) and 400% effectiveness (from 250%).
- Vilatria's Storm Lance (Heo Gon Gon): Now has 700% effectiveness (from 300%).
- Grand Prism Nova (Gon Rah Heo): Now has 44 mana cost (from 50) and 900% effectiveness (from 600%). It now also has a freeze rate of 120 (from 0).
- Rune Gale (Gon Rah Gon): Now has 42 mana cost (from 48) and 500% effectiveness (from 300%).
- Realms of Mayhem (Gon Heo Rah): Now has 400% effectiveness (from 250%).
- Wave of Frost (Gon Gon Heo): Now has 600% effectiveness (from 250%).
Snap Freeze
- Frozen Monolith now requires a direct cast of Snap Freeze for its effects to occur.
Static Orb
- Now has 150% damage effectiveness for the initial hit (from 100%), and 300% damage effectiveness for the explosion (from 200%), with an equivalent base damage for both.
Surge
- Electropulse's description has been clarified to state that each cast of Lightning Blast consumes mana equal to Lightning Blast's mana cost.
Runemaster Passive Trees
- Logocracy now also grants +2 Intelligence per point.
- Sanguine Runestones's threshold bonus grants 20% health regen also applies to ward (from 15%).
- Decree of the Eternal Tundra grants 12 ward per 2 seconds per point (from 10 ward per 2 seconds).
- Decree of the Bountiful Ocean grants 4% increased mana regen per point (from 3%).
- Decree of the Burning Wind grants 1.5% more damage to bosses and rare enemies per point (from 1%).
Item Updates
Affixes
- The "ward per second and ward decay threshold" affix on rings and amulets grants 2-3 ward per second at tier 1 (from 6-7), 4-5 ward per second at tier 2 (from 8-9), 6-9 ward per second at tier 3 (from 10-11), and 10-14 ward per second at tier 4 (from 12-14).
- The Duskblade's affix on 4x1 Rogue idols grants 2-4% increased Umbral Blades damage per stack of Dusk Shroud (from 4-8%), up to a maximum of 20 stacks (previously did not state the maximum, but was always applied).
- The increased mana "Azure" affix can no longer roll on Sentinel specific items. Instead, the Sentinel has a new hybrid increased mana and mana regen affix, which gives slightly less increased mana than an increased mana affix, and slightly less mana regen than an increased mana regen affix.
Uniques
- Truesight Glass grants up to 50% chance to deal Deadly Strikes (from up to 40%) based on your critical strike chance above 100%, and now also grants +1 to all skills.
- Carrion of Creation now also grants 12-18% increased attack and cast speed, and the Primordial Blood ability has a base of 50 damage (from 30) and 250% damage effectiveness (from 150%).
- Tabi of Dusk and Dawn's behavior has been adjusted, and now matches the description provided in its alt text: the shadow of the unequipped weapon type is consumed immediately after it attacks (previously that shadow would not be consumed, and was available to be used).
- Sierpin's Factral Tree grants +6-18 dexterity (from 3-12).
- Merophage grants +1-2 to all skills (from 1).
- Celestial Doom's Doom Pulse triggers have a 1 second cooldown each (from 2).
- Trinity of Flames grants 12-24% increased fire spell damage (from 12-16%) and 12-24% chance to ignite on hit (from 12-16), and it no longer grants 36% less critical strike multiplier to the guaranteed critical strike on every third fire spell.
- Taste of Blood grants 20-30% increased bleed duration (from 15%). Its effective level for Legendary Potential is now 30 (from 40).
- Hakar's Phoenix's cooldown on reviving your down companion is now 6 seconds (from 10).
- Undisputed grants +33-55 melee physical damage (from 27-41), and 8% increased physical damage per recent melee hit against a bleeding enemy (from 5%), up to 400% (from 255%). It now also grants +1-2 to level of physical melee skills. It has also received alt text clarifying that dual wielding this weapon causes the effect to build twice as fast, but does not affect the maximum benefit.
- Orb Weaver's Fang now doubles the stats on this item for 5 seconds (from 3) after hitting a boss or rare enemy that is at low health.
- Leviathan Carver grants +80-120 physical melee damage (from 60-90), and +10-20% physical penetration (from 6-12%).
- Torkrefin's Hunger grants +2% physical penetration (from 1%) and +20% bleed chance (from 15%) per 5% uncapped physical resistance for attacks that expend a stack of Viscera.
- Torkrefin's Hunger grants a 20% chance to grant a stack of Viscera on kill or when hitting a boss or rare enemy (previously only on kill).
- Volcanus now fires its Magma Shards in a forwards cone, targeting enemies within that cone. Magma Shards can now hit the same enemy multiple times from a single cast, but it fires 4 projectiles per cast (from 5).
- Bloodkeeper's Nest grants 8% of minion physical damage leeched as health (from 4%), and when you directly cast Thorn Shield, the two nearest Bees also gain Thorn Shield (from only the nearest Bee).
- Murama's Hilt grants +1-2 to curse skills.
- Ribbons of Blood grants +1-2 to minion skills.
- Hollow Finger grants +1-2 to Summon Skeleton.
- Scavenger grants 40-200% increased chance to find potions (from 40-120%), and now also grants +1-2 potion slots.
- Fighting Chance grants 6-12% increased damage taken (from 5-10%), 6-12% increased movement speed (from 5-10%), and now also grants 6-12% increased melee attack speed.
- Alluvion's Tidal Wave can now also be triggered by indirect melee attacks, matching its description.
- Death's Embrace's description has been updated to clarify you gain a stack of Harrowing Claim when you directly use Harvest and hit at least one enemy (previously did not say directly). This is only a description change.
- Event Horizon's description has been updated to clarify you gain Dilation when you directly use a melee attack and hit at least one enemy (previously did not say directly). This is only a description change.
- Jasper's Searing Pride's description has been updated to clarify you gain Searing Blades when you directly use a melee attack and hit at least one enemy (previously did not say directly). This is only a description change.
- Scales of Eterra's description has been updated to clarify you gain an Infusion when directly casting a cold/fire/lightning spell (previously did not say directly). This is only a description change.
- Serpent's Milk no longer has "minions deal 90% less poison damage". It now grants +50-100% chance to poison on minion hit (from 200%).
- Wraithlord's Harbour: the Wraithlord's Stygian Beams can now target up to 5 enemies with each cast (from 3).
- Unique idols now inherently include the restriction of limiting you to equipping a maximum of 1 of each unique idol (including Legendary idols).
- Singularity now grants 12-30% more hit damage (from "8-20% more damage if you have only one Singularity equipped").
- The Land Before now grants +4 maximum companions (from "+4 maximum companions if this is your only equipped unique idol").
- Harbinger of Stars: the mana gain on potion use for each Meteor you have cast recently now has a maximum of 200 mana gained from each potion use.
- Fangs of the Berserker grants 10-20% of health leech also drains the health of the nearest enemy within 6 meters while you have frenzy (from 21-35%).
- Rule of the Simoon now also grants +1 to attunement skills.
- Unique items will no longer display roll ranges for modifiers which do not have roll ranges.
- The "less damage over time taken while you have haste" effect found on Advent of the Erased and on the newly added Gift of the Eidolon is capped at granting a maximum of 75% less damage over time taken, after taking increased effect of haste into account.
- Omen of Thunder now grants "When you directly summon a Storm Totem all existing totems gain 24-34 spell lightning damage for 20 seconds" (previously said it does not expire, but had a 60 second duration).
General
- Updated Early Game Acolyte Body Armor.
- Outcast Rags has new art and grants 13 armor (from 17).
- Heretic Garb grants 19 armor (from 23).
- Added a new early game Acolyte Body Armor subtype, Urix Garb, which requires level 9, and grants 37 armor and 9-13% poison resistance.
- Ribbed Cuirass requires level 17 (from 12).
- Updated Early Game Acolyte Helmets.
- Outcast cage has new art and has been renamed to Pariah Shroud.
- Added a new early game Acolyte Helmet subtype, Spiked Cage, which requires level 11, and grants 15 armor and 3-9 damage reflected to attackers.
- Death Mask requires level 16 (from 13).
- Updated Early Game Rogue Body Armors.
- Cloth Armor now grants 30 armor (from 24).
- Leather Hauberk now also grants +2 health regen.
- Rogues now start with a Roughspun Tunic (from Cloth Armor); this gives 24 armor, like Cloth Armor used to.
- Updated Early Game Rogue Helmets.
- Added a new early game Rogue Helmet subtype, Torn Hood, which has no level requirement and grants 7 armor.
- Cloth Hood now requires level 5 (from no level requirement).
- Bandit Helm now requires level 7 (from 5).
- Visual item changes.
- Updated 3D item art for some glove subtypes for Acolyte and Rogue.
- Updated Worn Boots 2D art.
Idols
- Idol altars drop with far fewer affixes before 150 Corruption. Below level 50 they have no affixes.
Items
- Made changes to item corruption rules aimed at reducing the power of corrupted items early in the game. They should still be powerful drops, but less prone to trivialize content by including affixes much too powerful for that point in the game.
- Below area level 80, precorrupted items cannot roll T7 affixes.
- Below area level 50, precorrupted items cannot roll T6 affixes.
- Runes of Corruption used on normal, magic, rare, and exalted items with a level requirement below 55 cannot roll T7 affixes.
- Runes of Corruption used on normal, magic, rare, and exalted items with a level requirement below 35 cannot roll T6 affixes.
- The following corrupted affixes now have a level requirement below which they cannot show up on precorrupted items. This does not affect the Rune of Corruption and does not affect the level required to equip items with these affixes:
- All attributes with at least 7 corrupted non-idol items equipped -> level 40.
- Added Health Regen and Increased Health Regen per Strength -> level 30.
- Added Bow Damage and Increased Bow Attack Speed on Bow Attack -> level 45.
- Added Spell Damage and Increased Spell Damage per Increased Movement Speed -> level 36.
- Increased Cast Speed and Ward gain on direct Spell Cast -> level 36.
- Added Throwing Damage and Throwing Armor Shred Chance -> level 42.
- Mana gained on Potion Use and Ward Gained on Potion Use -> level 48.
- Increased Cast Speed and Ward gain on direct Spell Cast (gloves edition) -> level 43.
- Increased Armor and Damage Reflected to Attackers per Armor Mitigation -> level 45.
- Increased Health and Ward Per Second -> level 50.
- Added Intelligence and Ward Per Second -> level 43.
- Reduced the maximum forging potential cost of Rune of Evolution from 25 to 15.
Faction Updates
- Item tooltips now show the faction requirement in red if you don't have a high enough rank to use them.
- Added a UI notification when you rank up in any faction.
The Woven
- If you have the Memories of the Observer Weaver Tree node, resetting an Echo Web with the Sanctuary of Eterra will prevent the Echo Chains at the start of the web spawning with Woven Echoes to their sides.
- Imprinted items drop from enemies and Echo rewards around 20% more often.
- Imprinted items drop from Lost Caches around 40% more often.
- Items dropped by imprint slots are much more likely to keep the high tier affixes of the imprinted item.
- Added three new Weaver Tree nodes relating to the Rage of Morditas mechanic.
- Ubiquity of Rage: Your Echoes are more likely to contain Rage of Morditas encounters.
- Seekers of Ice and Blood: Unique items and item subtypes that are specific to the Rage of Morditas encounter are significantly more common, but Enemies in the second phase of Rage of Morditas encounters deal more damage.
- Portents of Blood: A single random enemy in the second phase of Rage of Morditas encounters is replaced by a random Omen, and a pile of corrupted items drops at the end of the encounter.
Quality of Life
- Moved the Full Offline mode to be accessible via the landing page after launching the game normally instead of needing to use a Steam launch option.
UI
- Improved item sorting (stash, inventory) to avoid leaving a single empty column when possible.
- This should make it so you can still quick move or loot items with a width of 2 after sorting a mostly full stash or inventory.
- Display a lowered opacity two-handed icon of the item you are using on the offhand slot to show that it's taking up both slots.
- Updated visuals for in game notifications.
- New Gameplay UI Setting → Side Panels Offset. This allows wide-screen resolution clients the ability to move the left and right UI side panels (Stash, Character, Forge (Left), Inventory, Social (Right)) in and out by a set of resolution dependent intervals. Setting will only appear in extended or ultra wide resolutions (Gameplay → Interface → under Overlay Map Opacity setting).
- Moved Echo reward progress tracker above quests and updated it to not hide when minimizing the quest log, since it is not a quest and is only relevant or shown during the content you are actively completing.
Stash Adjustments
- Added new Stash search macros:
skillmatches the number of levels granted by any individual level of skill affix.- e.g.
skill4would match if the item had a T7 (+4) level of skill affix.
- e.g.
skillsmatches the total number of levels granted by all level of skill affixes.- e.g.
skills7would match if the item had a T7 (+4) level of skill affix and a T6 (+3) level of skill affix.
- e.g.
aff/regex/oraffix/regex/matches the tier of any affix which had a name that matches the regex.- e.g.
aff/Hybrid Health/7would match if the item had a T7 Hybrid Health affix.
- e.g.
- Updated UI key glyphs.
Controller
- Improvements to the Item Faction user interfaces with controllers.
- The virtual cursor has been removed. All interfaces should now be natively interactable using standard controller buttons or thumbsticks.
Performance
- Optimized the performance of how assets are loaded into scenes.
- Introduced a system for reducing VFX complexity when multiple instances of abilities are spawned, which improves performance in heated battles.
Visual Effects
- Updated death and directional visual effects for enemies with red or green (bug) blood.
- Updated visuals for Multishot.
- Updated visuals for Meteor.
- Updated visuals for Serpent Strike.
- Updated visuals for Fire Aura.
- Updated visuals for Shadow Rend.
- Updated visuals for Bladestorm.
- Updated visuals for Static Orb.
- Updated visuals for Summon Bee.
- Updated visuals for Flame Whip.
- Updated visuals for Dread Shade (necrotic).
- Updated visuals for Cold Conversion and added new Doom Brand on death VFX (was using necrotic previously).
- Changed the death explosion on Eye of Rahyeh to look less like a damaging ability.
- Added visuals for Poison Conversion.
- Added visuals for Deadlock skill upgrade (roots minion and taunts enemies).
- Added visuals for Synchronized Strike fire conversion.
- Fixed visuals for Exsanguinous.
- Fixed visual effects for Armored Phoenix, Osprix Firemage, and the Phoenix shrine.
Skill Sound Effects
- Add poison trail SFX to Rogue's Puncture skill.
- Add SFX for Elemental Nova Aura (Fire, Cold, Lightning).
- Added an ice sound effect on Hungering Souls skill cold conversion.
- Fully redesign fireball SFX to improve satisfaction and feedback.
- New sound design for Crowstorm.
- New sound design for Upheaval.
- New sound design for Shuriken.
- New sound design for Bladestorm.
- New sound design for Flurry.
- The hit sound for the Ice Barrage skill has been updated.
- The poison effect SFX for the Shift skill has been added.
- The SFX for the Ghostflame Warlock skill has been added.
Enemies & NPCs
- Admiral Harton is ready to raise the seas with a refreshing new boss battle.
- Voidstone Scorpion has been replaced by Abyssal Hungers, a larger void spider.
- Void Spiders such as Crawling Famines and the new Abyssal Hungers now spawn in Monolith and Arena.
- Frozen Dryads have been replaced with Farwood Guardians.
- Added a proper implementation of physics forces acting upon ragdolls. Added chapter 10 enemies ragdolls and numerous improvements to how they work.
- Updated Sacred Bloom’s attack indicator so that the bright edge closes in to match the impact timing.
- Added a staff to Gaspar in the Monolith.
- Draal Gatherer visual effects updated.
- Flame Gryphon materials updated.
- Lagon Tentacle visual effects updated.
- Husk of the living materials updated.
- Unstable Rift visual effects updated.
- New visual updates for Elder Pannion's abilities in his boss fight.
- Paladin Void Cultist: Improved VFX telegraphing to indicate the timing of the explosion more clearly.
- Teeming Husk: Updated the visual indicator for its attack telegraph.
- Idol of Loathing: Added a distinct casting visual effect for its orb barrage attack.
- Flame Gryphon: Added a new, dedicated death visual effect.
- Stormsteel Nemesis: Fixed an incorrect color rendering issue on its visual effects.
- Void Penance: Updated skill visual effects for improved clarity.
- Shrines: Updated texture assets for the shrine activation visual effect.
- Replaced Heorot's Lance visuals.
- Replaced Morditas visuals in Farwood.
- Retextured Dusk Spiders.
- Skullen enemies have been visually updated.
- Updated Skullen attack Visuals.
- Updated Emperors Remain Boss model.
Environment & Zones
- Welryn Outskirts: Added Flame Guard Sula boss battle music cue.
- New music cue for The Upper Temple.
- Improved the look of fog when volumetrics are set to 'very low’.
- Rotting Fortress visual overhaul.
- Visual overhaul of Coastal Village and Hidden Oasis.
Other
- Friendly NPC's will now make space for the player character as they approach.
- Screen shake effects have been updated.
- Updated alt text for imprint Woven Echo nodes in the Weaver Tree.
- Updated Evade introduction message.
- Added impact and whoosh sound effects when sword, polearm, and bow are equipped.
- Added a charging sound to the companion's reviving graphic.
- Animation polish for the acolyte, improving performance for a few abilities & locomotion.
- New visuals when the player character is frozen.
- Overhauled the Forge's SFX, creating unique audio designs for Runes and Glyphs consumed during crafting.
- Updated visuals of 2-handed sword handles.
- Updated Acolyte T10 armor set with new visuals.
- Updated the models for frostbound shields.
- Updated the visuals of the Carapace Shield.
- Updated the login page to feature a Season 5 background.
- Loot Filter: Added a Variant affix category to the affix selector.
Localization
- Fully re-localized Korean language.
- Game-wide localization polish and improvement.
Cosmetics
- Standardized the Wing Backslot Position across classes for Eterras Messenger Wings and Shroud of the Woven Disciple.
Bug Fixes
Campaign
- Fixed a longstanding issue where ragdolls would be frozen for a couple of frames before flying away, falsely looking like lag.
- Fixed a bug where entering the upper part of Lagon's arena with specific movement skills could cause you to snap back out of the arena.
- Fixed a chest spawning in an unreachable location behind a tent in Liath's Road.
- Fixed a visual issue with Grael in The Burning Forest.
- Fixed an issue where Pannion's Student would still be there upon entering Pannion's Study during the fight in online play.
- Fixed multiple issues with camera view being obscured in various scenes.
Chapter 2
- The Precipice:
- Fixed issues with objects blocking camera view.
- Fixed some lighting issues on breakables.
Chapter 3
- The Lotus Halls:
- Fixed some missing and stretched textures.
Chapter 4
- The Risen Lake:
- Fixed a lighting issue with fire in the scene.
- Added quest icon to The Risen Lake's bridge interaction stone.
Chapter 6
- Festering Sewers
- Fixed some of the metal grate floor texturing not displaying properly.
Chapter 7
- The Gates of Solarum:
- Fixed an issue where footsteps would sound like they were on metal throughout the scene.
Chapter 8
- Liath's Tower
- Fixed an issue where transitions up the stairs triggered when approaching and didn't require a click. This caused loot that dropped near them to be unreachable.
- Seafloor Colosseum:
- Fixed an issue where player feet would visually sink into the moon portal platform.
Enemies
General
- Fixed a bug where the Agile Harbinger's fire laser would sometimes not play its indicator correctly. It should be much clearer now.
- Fixed issue with missing animation on Imperial Sentries.
- Fixed a pathing issue with Incubated Wolves when first spawned.
- Fixed an issue where some of Praetor Taranis' attacks were too loud.
- Reduced the volume of enemy raptors.
- Fixed an issue where some foley sounds effects were missing on Stone Titan. Sounds now play as expected.
Bosses
- Fixed a bug where Admiral Harton's barks could reach party members in other scenes.
- Fixed an issue where the damage from the Emperor of Corpses’ explosion was sometimes larger than its indicator in online mode.
- Fixed an issue where Formosus could get stuck in its idle animation after teleporting.
- Fixed an issue where Majasa's Fire crystal was using lightning effects instead of fire.
- Fixed an issue where Spreading Frost was using player skill SFX for some of its abilities.
- Surtok’s flame cone visuals have been fixed.
- Fixed an issue where The Crimson Blade decoy's would die very quickly.
Champions
- Fixed the Frozen Wolf Champion, Ghost, being more common than intended compared to other champions.
- Fixed an issue with Swollen Corpse Champion where it did not have a proper name like other champions.
Random Encounter Enemies
- Fixed an issue with Bloodsteel Nemesis's attack SFX not being present.
- Fixed an issue where roaming omens could be permanently immune under certain conditions.
Dungeons
- Fixed an issue where Julra would spam her teleport if a player stayed outside the arena.
- Fixed an issue where sometimes players in a party could respawn in the wrong place when they spend a key to respawn on a dungeon boss fight.
- Fixed Titan's heart spawning in the wrong place online.
- Fixed a bug where entering the arena would still display the enter arena UI.
- Fixed an issue where audio cues for Arena Champions were not playing.
Items
- Fixed an issue where you couldn't corrupt a unique item if it came from ascending an item with a sealed affix.
- Fixed Corruption outcomes that set rolls to their highest or lowest values picking the wrong end of the range for some mods. Positive outcomes now always give the best possible rolls and negative outcomes the worst possible rolls, including on mods where lower values are better.
- Fixed several stats that were not correctly treated as "lower is better", which also caused reversed comparison arrows in item tooltips: Health and Ward lost when you use Evade (Nihilis), Hit Damage taken from Bosses and Rare Enemies (Effusive Oath), Current Health lost on potion use (Eternal Font), Damage Taken per Active Shadow (Gambit of an Erased Rogue), and Chance to Receive a Critical Strike (Fiery Dragon Shoes, Perilous Reflection).
- Fixed some affix values displaying one step above or below their intended range.
- Fixed a bug where the enchanted idol affix "Mana Increased and Mana regen with a minion" would not apply its increased mana regeneration effect.
- Fixed pyramid altar calculating what idol was above using the bottom left corner instead of the top left as the tooltip says.
Unique Items
Crystalwind
- Fixed a bug where Crystalwind stacks could be consumed by indirectly used bow attacks.
Elecoe's Abandon
- Elecoe's Abandon tooltip now explicitly states that only Direct casts of Acid Flask trigger its unique effect.
Chorus of Anurok
- Frogs now spawn with an animation instead of popping in.
Idols
- Fixed a bug where the "corrupted idol limit and increased effect of Weaver enchantment affixes for idols in refracted slots" altar affix was not applying increased effect to the relevant affixes.
- Fixed a bug where the Isolated Ornate Idol prefix's "less frequency of expending Storm Stacks" was not multiplicative with other sources of the same effect.
- Fixed a bug where the "Increased cooldown recovery speed of Reap and chance to cast Harvest at 3 nearby enemies when you use Reap" enchanted idol affix was not casting Harvest.
Apiarists Set
- Fixed a bug where equipping a full apiarist set could cause the Grace period on entering an echo/cave/tomb to fail to be removed on movement or ability cast.
Sinathia’s Set
- Fixed Sinathia's Dying Breath Reforged not granting its flat curse damage.
Weaver’s Set
- Fixed a bug where the Weaver set bonus increased the effect of legendary affixes on weapons and shields that were not Weaver's Will items.
Monolith
- Fixed a bug where players in a party would see current echo stability progress even if they were not in the echo.
- Fixed a bug where sometimes the "Complete Echo" button would not work.
- Fixed an issue where certain Woven Echoes were missing Environmental SFX.
- Fixed an issue where cleansing Corruption more than once at a single Sanctuary of Eterra would only apply the first cleanse to enemy health and damage and to increased item rarity.
- Fixed an issue where killing your first Harbinger could sometimes not bring you to Shattered Road.
- Fixed an issue where the green button for Open portal on the Monolith completion disappeared if you respawned on a boss fight.
- Renamed Time Beast Echo Chain to Rift Beast Echo Chain.
- Fixed an issue where, when running a Rift Beast Echo Chain, the green portal could appear before the echo is complete.
- Fixed the Monolith Hub's Timeline transition sound.
- Ground decals will now correctly appear in the scene Imperial Metropolis.
- Fixed a bug where the quest tracker could fail to display quests after leaving an echo in offline mode.
Harvested Titan
- Fixed a visual issue with environmental soul cages.
Omen's Veil
- Fixed some movement issues for the player when clicking around their model.
Pinnacle of Chaos
- Fixed some movement issues for the player when clicking around their model.
The Crystal Cove
- Fixed an issue where players could not walk back through the same-scene transition in the second area of the zone.
The Lair of Formosus
- Fixed an issue where some objects could obstruct the camera view.
Random Encounters
- Disabled the Nemesis proximity chat bark in the Conquered Tower Woven Echo.
- Fixed an issue where killing the omen too fast could lead to their minions not being properly absorbed.
- Fixed Exiled Mages not dropping experimental items when killed outside the Monolith of Fate.
- Fixed players getting stuck in online in the Caves and the Cemetery.
- Omen loot sphere visual fixes.
- Fixed Skarven Bloodhorn's vendor window staying open after leaving a Primal Hunt cave.
Tombs of the Erased
- Silken Cocoons can no longer be moved by player abilities.
Omen Windows
- Fixed an issue where the area of a window could display incorrectly on the map.
Arena
- Fixed an issue where you couldn't respawn in the arena lobby after abandoning the activity if two or more players were still inside.
- Fixed an issue where leaving the arena in a party when dead would count as an extra death for the deaths counter.
Item Factions
- Fixed gold bags being affected by the Zerrick gold multiplier.
- Fixed the Clear Filter button by refreshing the bazaar item list after clearing filters, adding the missing click sound, and correcting its selected sprite reference so it no longer remains visually stuck in the hover state.
- Zerrick will no longer follow players to Traveler’s Rest.
Bazaar
- Fixed an issue where implicit text items could stretch to the full parent width, causing their text to overflow over the item's image.
- Fixed an issue that caused a Bazaar Back button to sometimes not be clickable.
- Fixed navigating to affix and subtype picker roll text inputs on controller (previously could only select the slider).
- Fixed some modifiers being unable to be typed in the Bazaar when filtering, such as:
- Oracle Amulet's Less Damage Over Time Taken.
- Nihilis' Seconds of Frenzy after you use Evade.
- Acolyte Idol's Less Damage Over Time Taken.
Character
General
- Fixed a bug where different Primalist forms as well as Acolyte's reaper form would turn dark when going through monoliths.
- Fixed a bug where excess minions could remain summoned after unequipping an item that increased their maximum number
- Fixed an issue where you could get stuck on the evade animation if you cast certain abilities during it.
- Fixed a bug where Sapping Strikes and Mana Warp could restore mana or health from indirectly used abilities in some cases.
- Fixed an issue where you could keep an ability from a different mastery on the skill bar after respecializing the mastery.
- Fixed a bug where "leech also drains the health of the nearest enemy within 6 meters" was draining less health than intended in almost all cases, and could also unintentionally multiply the damage dealt by Lich's Scornful Blood ("instead of healing you, your leech drains the health of nearby enemies"). The result is leech drain effects will deal more damage than before, especially at lower amounts, unless you had Scornful Blood and other leech drain sources simultaneously, in which case it will deal less damage.
Beastmaster Passive Tree
- Fixed a bug where Aspect of the Lynx, when applied to companions, was modified by increases to Aspect of the Shark instead of Aspect of the Lynx.
- Fixed a bug where Aspect of the Viper applied to companions was being affected by modifiers to Shark effect instead of Viper effect, and its effect was unintentionally reduced by allocating Feeding Frenzy
- Fixed a bug where the threshold bonus of Serrated Claws was unintentionally scaling with allocated points
Druid Passive Tree
- Fixed a bug where Fetid Resilience was unintentionally also granting less damage over time taken while transformed
Shaman Passive Tree
- Fixed a bug where Ironbark's threshold bonus could grant much more health regeneration for totems than intended under certain conditions
- Fixed a bug where Swirling Maelstrom's chance to cast Maelstrom when hit would always succeed despite being a 5% chance per point (it still always respected its cooldown)
Void Knight Passive Tree
- Fixed a display bug where Finality, Patient Doom, and Time Legion displayed a threshold bonus indicator despite having no threshold bonus.
Warlock Passive Tree
- Fixed a bug where Wither's threshold bonus was granting less damage over time taken from withered enemies instead of its stated less damage taken from withered enemies
Acolyte Skills
Aura of Decay
- Fixed an issue where the Frozen Touch node had no sound.
- Fixed an issue where the cold conversion version's sound did not loop properly.
- Fixed an issue where Freezing Blast didn't have sound.
- Frozen Touch, Incipient Decay, Corruption, and Poison Bolt now display tooltips for their mentioned subskills.
Assemble Abomination
- Fixed a bug that could cause your Abomination to cast Sacrifice on itself.
Bone Curse
- Fixed a bug where incorrect visuals could play under certain conditions.
- Fixed a bug where indirectly casting Bone Curse while Signet of Agony was allocated would consume mana without casting anything. Indirect casts in this case will now cast a non-aura Bone Curse.
Chaos Bolts
- Fixed a visual issue where Chaos Bolt's area did not properly scale when its area was increased by skill tree nodes.
Corrupted Form
- Fixed an issue where Corrupted Form's "is low life" stat was not being synchronized, causing character sheet values to incorrectly depend on actual health thresholds online.
Drain Life
- Fixed a bug where Soul Blast hit enemies in a smaller area than intended.
- Fixed an issue where the Soul Blast node had no sound.
Dread Shade
- Fixed an issue where the Doom Brand node was too loud.
- Fixed a bug causing the Frenzied Phantom node to grant Frenzy for as long as Dread Shade was active, instead of only for the stated duration after it was cast.
Flay
- Fixed a bug where the Blood Eruption spell subskill had a base damage of 2 instead of its intended 40.
- Fixed a bug where, while the setting to move to attack enemies out of range option was disabled, casting Flay while hovering an enemy out of range would still result in Flay moving to attack that enemy, instead of doing nothing as expected.
- Fixed a bug where camera smoothing would not apply to Flay's movement while playing online.
Ghost Flame
- Fixed an issue where the Decrepit Mortals node had no sound.
Hungering Souls
- Fixed a bug where Dominion of Undeath was reducing cone width instead of increasing it.
Profane Veil
- Fixed a bug where Singleminded was granting more cooldown recovery speed instead of its intended increased cooldown recovery speed. Its description has also been clarified to reflect this.
- Fixed an issue where the Necrotic version of Profane Orb was barely audible.
Rip Blood
- Fixed an issue where Rip Blood could miss enemies positioned at a different elevation from the player.
- Fixed a bug where after allocating Marrow Drinker, the hit VFX and SFX would not play when hitting minions, and would incorrectly still play when targeting enemies.
Soul Feast
- Fixed a bug where Incision’s more physical ailment damage per 100 missing health was not scaling with points allocated.
Summon Skeletal Mage
- Fixed an issue where the Undead Mortars ability was barely audible.
Transplant
- Fixed an issue where Transplant's Blood Pool detonation from the Reign of Blood node could appear offset upwards.
Sentinel Skills
Abyssal Echoes
- Fixed a bug causing the Vorpal Reverberations node to have no effect.
- Fixed a bug which caused Abyssal Echoes to be cast in place when either Dark Torrent or Screaming Rifts nodes were selected. It will now target enemies in front of you and then fall back to a random nearby enemy.
Anomaly
- Anomaly's timelock now correctly stuns enemies after returning.
- Fixed a bug in online where holding the key for Anomaly's combo skill would sometimes cause Anomaly to be uncastable until re-equipping it.
Healing Hands
- Fixed a bug where channeled Healing Hands's mana cost could be reduced to 0. It now has a minimum mana cost of 1 when channeled, similar to other channeled skills.
- Fixed an issue where Cloud Voyager did not reduce Healing Hands cooldown when Healing Hands was used directly on an ally.
Holy Aura
- Fixed a bug where Holy Aura's stat buffs would last several seconds longer than the activation duration when the Concentration node is allocated.
Lunge
- Fixed a bug with Sentinel's Lunge causing it to slide after the animation is done.
- Fixed an issue where the Art of the Spear's visuals did not match its effective area.
Manifest Armor
- Fixed an issue with Manifest Armor where nodes like Titan Sword would apply stats based the player's equipment at the moment of summoning and wouldn't be affected by any equipment changes that happen after.
Multistrike
- Description has been updated to specify it only grants a stack of Armament when you directly use Multistrike
Rive
- Fixed a bug where the second and third abilities in the combo did not display an area tag. This was only a display issue.
- Fixed an issue where Rive's DPS tooltip could use combined combo values instead of the damage of the current strike.
Smite
- Fixed an issue where Smite played default SFX when Order of Lagon node was activated.
- Fixed a bug where Smite's Forceful Impact node would sometimes not knock enemies back.
Vengeance
- Fixed a bug where an enemy could not be hit by more than one retaliation stemming from the same cast of Vengeance.
Void Cleave
- Fixed a bug where Void Cleave's cooldown was still reduced by the Valiant Charge passive node while its Movement tag was removed by Abberoth's Command.
Mage Skills
Arcane Ascendance
- Fixed a bug where Arcane Acuity lasted for 5 spells instead of its stated 4.
Black Hole
- Fixed an issue where the damage from the Collapse node wasn’t converted to Fire type when Red Giant or Binary Star was specialized.
- Fixed a visual bug where Black Hole would jitter when close to its target with Drifting Singularity, especially if Binary System was also allocated.
Flaming Rush
- Fixed an issue where Blazing Flux's doubled bonuses could fail to apply at 150% Fire Resistance.
Enchant Weapon
- Fixed a bug where the passive effects of Conduit, Burst of Fire, and Icicle Strike could apply while Enchant Weapon is not on your bar
Elemental Nova
- Fixed a bug where Conflagrating Speed was not granting its stated increased cooldown recovery speed.
Fire Aura
- Fixed an issue where the hitbox didn't fully line up with the ability visuals.
Fire Ball
- Fixed a bug where Mana Sphere did not affect Fireball's mana cost if it was channeled.
Firebrand
- Fixed a bug where Firebrand's stop range was not affected by the range increases granted by Firebrand stacks. This means that if the move into attack range setting is enabled, you will not move closer than necessary to hit enemies with Firebrand.
- Fixed a bug where Snow Blink was not adding the movement tag to Glacier.
- Fixed an issue where the Pyre node’s Flame Wave had no sound.
Frost Claw
- Fixed a bug where the projectile speed effects of the Spark of Celerity and Frozen Reign nodes would have no effect.
Ice Barrage
- Fixed an issue where the Frigid Doom node did not have sound.
Lightning Blast
- Fixed a bug where Convergence could still chain even while out of mana with Innate Conduit.
Meteor
- Fixed an issue where the Shattering Star node had no sound.
- Fixed an issue where Heat Flux failed to trigger Frost Claw if Frost Claw’s mana cost was reduced to 0 while the player had negative or zero mana.
Snap Freeze
- Fixed an issue where Shiver Armor did not activate while Snap Freeze had a charge on cooldown but still had remaining charges available.
- Snap Freeze with the Snap Shock node enabled displays only the Lightning tag, without the Cold tag, and generates only Lightning runes.
Surge
- The more Lightning damage granted by the Conduit node now respects the conversions of Surge.
Static
- Fixed an issue where Static max charge VFX and sound were repeatedly triggered with Storm Chaser node active and passive Static charge gain.
- Fixed a bug where some sources of Static charge generation could grant charges while Static was not equipped on your bar.
Runic Invocation
- Fixed an issue where the Hydrahedron cube from Runic Invocation disappeared before it finished firing projectiles in online play.
Runebolt
- Fixed a bug where Amplified Cascade's Tri-Elemental bolts combined with Devastator's explosions created a Tri-Elemental Bolt that errantly gained an additional source of 50% more hit damage only for its explosion. This unintentional damage modifier on the explosion could only apply to targets that weren't hit by the projectile, making it very unlikely to have had any impact in single target scenarios.
Rogue Skills
Acid Flask
- Fixed an issue where Cluster Bombs from Acid Flask were not converted to cold damage and did not use cold visuals when the Vial of Volatile Ice node was active.
- Fixed an issue where poison resistance shred from the Contamination node was not converted to fire resistance shred when the Explosive Flask node was active.
- Fixed an issue where Acid Flask's Cluster Bombs would not trigger when the Alchemist's Gift node is allocated.
- Fixed a bug where flasks thrown with Toxic Salvo allocated would have a slightly longer than intended delay between the first and second flask
Bladestorm
- Fixed an issue where throwing Umbral Blades with Slagstorm node active into Bladestorm reduced Bladestorm’s area instead of increasing it.
Dive Bomb
- Fixed an issue where Dive Bomb was not cast at shadow locations when the Birds Aren't Real node was active.
- Fixed a bug where Featherfall was not applying to indirect casts of Dive Bomb. Shadow Falcons still won't use Featherfall.
Explosive Trap
- Fixed an issue where Explosive Trap's cooldown could be incorrect when using Freezing Trap and No Man's Land together.
Shadow Rend
- Fixed a bug where Loose Pockets could create no Umbral Blades if the most recent use of Umbral Blades was a recall. Loose Pockets triggering Umbral Blades will now always perform the first throw.
- Fixed an issue where Shadow Rend retained the Short Range and Movement tag after allocating Night's Approach.
Puncture
- Fixed an issue where Puncture triggered by Spear Trap inherited the charge from the player’s last direct Puncture cast.
Shift
- Fixed an issue where Shift's Return To Shadow Location could undo a Shadow Cascade swap.
Flurry
- Fixed a bug that caused the range increase of shockwave in the Flurry tree to only increase the travel distance of the shockwave itself instead of extending the overall reach of the ability. This makes the node roughly 6x as effective.
Lethal Mirage
- Fixed a bug where Shocking Grasp was not converting Lethal Mirage's base damage to lightning.
- Fixed a bug where shadows created by Doom and Gloom could be partially underground.
Net
- Fixed an issue where Engineering Smarts did not reduce Net’s cooldown.
- Fixed a display bug where Leading the Hunt did not state that it required a direct use to grant the Huntress Advantage buff.
Shadow Cascade
- Fixed an issue where daggers thrown by Shadow Cascade's Dagger Dance node would not automatically target nearby enemies when only one point was allocated to Dagger Dance.
Smoke Bomb
- Fixed a bug where Hasty Combustion could cause smoke clouds to ignite immediately if you were standing in the location of a previous smoke cloud.
Umbral Blades
- Fixed a bug where Umbral Blades could inflict ailments a second time to nearby enemies upon landing in the ground.
Primalist Skills
Avalanche
- Fixed a bug where Upheavals cast by Excavation would only move a very short distance before disappearing.
Earthquake
- Fixed a bug where Aftershocks were not affected by sources of increased area for area skills outside of Earthquake's skill tree
Entangling Roots
- Fixed a bug where the benefits of Venomsting were not being tripled for scorpions
- Fixed a bug where Wild Weapons was not granting added physical damage to allies' bow or throwing attacks
Gathering Storm
- Fixed a bug where Storm Bolts cast via Lagonian Diplomacy did not apply the cap on more damage and mana consumed from Excited Bolts
- Fixed a bug where Storm Bolts cast via Lagonian Diplomacy would not receive the shock chance from Jolting Strikes in some cases
Maelstrom
- Fixed a bug that caused the Typhoon node in Maelstrom to reduce the duration of Maelstrom by 10% per point.
Spriggan Form
- Fixed an issue where Roar of the Woodland in Spriggan Form did not increase the duration of existing Thorn Shields when casting Barkskin.
Summon Bear
- Fixed a bug where Thorn Eruption's chance to occur could become higher than intended after hitting a boss or rare enemy
Summon Sabertooth
- Fixed an issue where the idle animation would get stuck when moving around.
- Fixed a bug where Gouging Claws was granting +67% bleed chance per point instead of its stated 34%
Summon Scorpion
- Fixed an issue where Rest for the Wicked granted increased critical strike chance instead of added critical strike chance.
- Fixed an issue where Baby Scorpions could use incorrect pathing behavior immediately after being summoned.
Summon Storm Totem
- Fixed a bug where Storm's Reach was granting increased radius instead of its intended increased area.
- Fixed a bug where modifiers to the area of Storm Totem's Blizzard did not affect its visual size.
- Fixed a bug where increases to area for minion area skills outside of Storm Totem's tree were not applying to its abilities.
Summon Thorn Totem
- Fixed the Majasa's Fang Thorn Totem cosmetic displaying a red enemy outline instead of the green allied outline when the totem was converted to cold damage.
Swarmblade Form
- Fixed a bug where Plague of Locusts was not granting more Locust Swarm damage per locust consumed while Soaring Scourge was allocated.
- Fixed a bug where summoned Locusts did not have cold converted visuals when Swarmblade Form was converted to cold.
Swipe
- Fixed a bug where Wrath of the Wild was granting more cold damage per shock on the target instead of its stated more cold damage per chill on the target
- Fixed a bug where Storm Scour's lightning penetration based on your attunement was not being applied to your Bear when it uses Swipe
Tempest Strike
- Fixed a bug where Thunder Tempests from Druid's Call could not trigger the effect of Cloudburst Conduit.
- Fixed a bug where Bulwark of Nature's effect was not applying when the Tempests were cast by the player instead of a totem
Upheaval
- Fixed a bug where Tremblor could grant Earth Shattering stacks even if Upheaval was used indirectly
Werebear Form
- Fixed a bug where the Entangling Roots created by the Woodland Bear node would not display the on-ground growing roots visuals.
UI
- Fixed a bug where characters below level 15 had a 0% critical success chance when crafting.
- When a craft consumes 0 forging potential from an effect such as a critical success, a green "0" is shown for the forging potential cost, rather than a red "-0".
- Center UI panels no longer block movement for WASD or Point and Click.
- Fixed Choose Blessing Panel preventing player movement when open.
- Fixed various bugs causing the chat to be difficult to interact with on controller.
- A visual bug with the minimap on lower resolution screens has been fixed.
- Fixed a bug where non-stacking ailment tooltip DPS would be estimated incorrectly if the skill had particularly high application chance for that ailment.
- Fixed a bug where quest modals would sometimes appear empty or not at all.
- Fixed a bug where some unique item modifiers did not display their alt text.
- Fixed an issue where ground item labels could render on top of the party UI, making it impossible to click a party member's portrait (for example, to teleport to them) when a label overlapped it.
- Fixed an issue where invalid bottom bar prompts were displayed for Affix Shards placed in the Forge crafting slot.
- Fixed an issue where invalid bottom bar prompts were displayed for Glyphs and Runes placed in the Forge crafting slot. Fixed stale bottom prompt behavior so invalid item actions like Unequip Item are no longer shown after moving from equipped items back to crafting items such as Affix Shards, Glyphs, or Runes.
- Fixed an issue on gamepad when there was no pop-up to tell you that you don't have enough gold to purchase a new stash tab.
- Fixed an Issue with Ward UI being too bright.
- Fixed lag spikes when opening the crafting materials panel.
- Fixed panel focusing issues after inventory closes and other navigation issues with the inventory.
- Fixed some shop dialogues.
- Fixed the Season 4 entry in the stash cycle selector appearing blank.
- Fixed Woven Echoes not being linkable in chat.
- Fixed an issue where players could open the main menu or the controller options menu while using the virtual keyboard, leading to broken or inconsistent gamepad input. The main menu and the controller options menu close the virtual keyboard before opening.
- Item container sorting is now stable (Items will no longer shuffle around if you sort a sorted container).
- Player health bar no longer appears aliased in some areas.
- Solved some visual issues with the crafting tutorial with controller.
- Updated the stash flow so center-panel stash buttons open only the stash first, preventing overlap and the immediate closure caused by the panel offset logic.
- Updated crafting stash filtering so corrupted items are no longer highlighted as valid crafting candidates.
- Fixed a bug where pressing tab while viewing an item tooltip would cause every prompt to show.
- Fixed a display bug where the Rogue's body armor affix for additional mirages with Lethal Mirage did not display a value.
- Fixed an issue with Timeline search by name that could get into a state where it greys out all islands while the search bar is clear.
Ability Icons
- Properly updates icons for abilities with minion requirements and combo parts on the bar.
Inventory Menu
- Fixed an issue where tooltips for ground items are displayed behind Inventory when using a controller.
- Added an Inventory-open guard so pressing R2 / RT from the Character Sheet only switches focus to Inventory when it exists, preventing navigation from being lost.
- Fixed an issue where the weapon swap inventory space check can incorrectly fail when attempting to quick equip a weapon while you already have a weapon equipped.
Weaver Tree
- Fixed an issue where the ‘Inescapable Omens’ node in the Weaver Tree could not be focused using a controller's directional pad if previous nodes were activated.
Shrines
- Fixed an issue where the Gathering Storm Shrine cold conversion spikes would spawn in the air, not synced with the ground.
- Fixed visual effects for Armored Phoenix, Osprix Firemage, and the Phoenix shrine
Other
- Improved visual clarity by adjusting and where vfx exit points are placed and minor arrow bugs.
- Fixed a memory leak associated with scene transitions.
- Fixed an issue where MTX Fractured Flay's SFX would not playback.
- Fixed an issue where SFX could dynamically effect Music in an exaggerated way if the SFX slider was turned down in Settings.
- Fixed issue on capes that appear them to show as scrunched/crumpled.
- Fixed issue where connecting overlay could persist after leaving the game and reconnecting to the same server.f
- Rogue / Primalist no longer enter combat state in towns.
- Fixed desync caused by items with 0 quantity existing on server.
- Fixed visual item duplication due to a missing reference.
- Fixed the camera not zooming out to the class line when creating your first character.
- Fixed an issue where MTX abilities that had a sub-skill that spawned minions would not apply the MTX to the minion until you changed scenes.
Looking Ahead to Season 5
That wraps up our look at the Season 5 Patch Notes. We are preparing behind the scenes to bring you everything you need for a strong start when Season 5 drops on October 1st. Check back soon for any news and updates as we get closer to the launch of Rage of the Frostborn!
If you haven't already, head over to our Discord to stay up to date with our content development.
Written by: VisionGL

