Matching armour finally means something. Wear 3 pieces of one set across Head, Body, Legs and Boots for +10% to ALL stats — complete all 4 pieces for +20%. Every raid unique set (Ruinforged, Shadowforged, Void Touched and the rest) grants its bonus from today — if you're already wearing one, you just got stronger. Each piece's tooltip now shows its set, what you're wearing, and what completing it pays.
Every dungeon in the realm now guards its own 4-piece armour set, named for the halls it's won in — helm, plate, greaves and treads. Dungeon bosses have a 25% chance to drop a set piece alongside their normal loot (40% on Ultimate), and the boss is the only source: set pieces never appear in shops and never drop in the open world. A reason to run every dungeon again, at every level.
A new Titles panel under Character ▾ Titles shows every title you've ever earned — level titles, Crystal Gate milestones, Bestiary hunt titles, class quest honours — and lets you pick which one shows under your name with one click. Also fixed along the way: titles earned from Bestiary milestones and class quest chains could be worn once but never chosen again. They're all yours now, permanently.
Hexblades were slow — and the numbers agreed. The class grew barely half the combat stats per level of comparable fighters, and its magic meant nothing on a swing. Both are fixed: per-level growth is roughly doubled to a proper hybrid line, applied retroactively to every existing Hexblade the moment this goes live — and Crystal Blade strikes now channel Intelligence alongside Strength, the way a magic swordsman always should have. Your INT traits, gear and Gate points now feed every hit.
Pugilists had the fists but not the iron: Knuckles were dealing a fraction of the weapon damage that swords and spears of the same level carry. Every Knuckle — and every Crystal Blade — is re-forged onto the same damage curve as the rest of the arsenal. At level 500 that's roughly 15× the weapon damage you had yesterday.
Raid set pieces and dungeon boss gear could drop from ordinary overworld monsters — most often in the new frontier zones. That door is closed: bespoke gear now comes only from its rightful source, and the rare-monster trophy weapons only from their rare monsters. If you already looted one this way, keep it — wear it or salvage it into Ascension Dust (Unique gear salvages at a premium).
The same boss-only gear — raid set pieces, dungeon uniques, rare-monster trophies — was also sitting in the crafting recipe lists, forgeable by anyone with the materials. Crafting now offers everything up to Epic and nothing beyond: the bespoke tiers keep their bespoke sources. Anything you already crafted is yours, same rule as above.
Every Unique armour piece in the game — raid sets and the new dungeon sets alike — carried a broken slot tag that sent it to the chest slot, boots and helms included (which also made wearing a full set impossible). All of it is re-slotted: catalogue, and every copy already in bags. If you had a mis-slotted piece equipped, it has been unequipped — just re-equip it and it lands where it belongs.
Some old items — forged or looted before the great equipment rebalance — still carried their inflated historic numbers on the tooltip: a level-90 blade boasting +3,780 Strength that combat has quietly capped to its real ceiling all along. Tooltips now show each item's actual contribution, item comparisons compare real values on both sides, and a capped item says so plainly. Nothing about your damage changed — only the honesty of the label.
A years-old naming mix-up meant Restless Spirits, Poison Slimes, Lizardmen and Naga could never spawn anywhere — and eight more marsh dwellers never appeared on actual Marsh tiles. All fixed. In the same sweep: Logging now works on Marsh tiles (Swamp Wood, Bog Oak, Elder Willow and friends), marsh terrain finally applies its elemental combat effects and proper battle backdrop, and treasure maps can lead into the swamps.
The Recruit a Friend page could show no recruits at all — and level milestones never paid out — even when your friends had signed up with your name. The deep cause is fixed, your recruit list is back, and every overdue milestone reward pays automatically as each recruit next plays. Also fixed: friends who start on the free trial now count as your recruits the moment they claim their account — previously the trial path quietly forgot who invited them.
Item drops from monsters — overworld, dungeons and raids — now go straight into your bag, marked plainly in the combat log (✓ bag 12/30). No more racing to click “Take” before the next fight quietly swept your drop off the ground — which, with Auto-Continue, was costing players items they never even saw. If your bag is full, the drop stays on the ground the old way with a loud warning, so nothing is ever taken from you — free a slot and grab it.
For players whose operating system requests reduced motion, the new accessibility work was silently freezing every combat animation. Reduce Motion is now a purely manual toggle (Game ▾ Accessibility) — the game never dampens its animations unless you ask it to.
Paladins have marched since launch wearing a broken image on the world map and their profile, and borrowed Fighter art everywhere else. The Paladin now has its own sprite — white-and-gold holy plate, sun-blazoned shield, warhammer — shown in every combat mode, on the map, and on the Character screen. Mimics and Runesmiths also now show their own art on the Character screen instead of a Fighter stand-in.
Item prices were a patchwork of incompatible formulas — two same-level items could differ ×300 in price, and endgame values had grown so large that selling one drop out-earned an hour of hunting. Every weapon and armour piece is repriced onto one curve tied to what you actually earn: a level-appropriate shop piece costs roughly 30–60 minutes of hunting gold at any level, rarities price consistently, and the values on gear you already own are updated to match. Alongside it, shopkeepers now pay 15% of an item's value (was 50%) — selling spare drops stays worthwhile pocket money, but hunting, quests and raids are the real income again. Salvaging for Ascension Dust is untouched and often the smarter use of spares.
An audit found the Common shop catalogue full of holes — no body armour or leg armour existed above Level 50 at all, helmets and shields stopped at 400, and nothing covered 1,100+. Every armour slot now has shop stock in every level window from 75 to 2,000 — three variants per tier (warrior, scout, mystic), priced and statted as honest shop baseline. The good stuff still comes from hunting; the shops just stopped having empty shelves.
Buying an essence from the Auction House could leave your bag displaying it wrong — essences stack in one pile per type, but a purchase delivered a second pile the interface couldn't reconcile. Purchases (and cancelled listings) now merge into your existing pile. Deeper fix in the same sweep: an essence that dropped while your stack was listed for sale was silently added to the listing — enriching your buyer for free. Drops now only ever join the pile in your bag, and Auction House essence listings show their tier and stack size properly.
Boss weapons re-forged to your class could stack weapon types into nonsense — “Iron Great Axe Greatblade”. The re-forge now replaces the weapon's form in its name instead of piling on: an Iron Great Axe re-forged for a Gladiator is an Iron Greatblade, a Ruinforged Weapon claimed by a Lancer is a Ruinforged Lance. Already-dropped items keep their old names.
GMs can finally use their chosen chat colour — the orange [GM] badge stays, but their name and words now wear whatever colour they've picked. And the mobile menu caught up with desktop: Keybinds, Accessibility, Titles and the Fusion Codex are all reachable from the Menu tab now.