Hotfix · Things You Owned, Finally Reachable
✦ Patch 4.5.2 — Within Reach
August 2026
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A hotfix about reach. Banks, auction houses and waystones now exist in all three worlds instead of only the one you started in. The Vault holds 250 and sorts itself. Potions and pet food can finally be auctioned — in whatever quantity you choose. The main story tells you when an act ends and where the next one begins. And a long list of things that were quietly doing nothing — lifesteal on your signature spells, EXP potions, a dungeon modifier that paid no bonus at all — are doing what they always claimed. Everything below is live.
◆ The Realm Opens Up
Every world has a bank, an auction house and waystonesNew

The Underworld and the Sky had no services of their own. Every deposit, every listing, every fast travel meant climbing all the way back to the overworld first — and for the deepest and highest zones that is a very long walk.

Both worlds now have their own: 9 safehouses, 4 auction houses and 17 waystones across the Underworld and the Sky. Skyfaring and Descent travel stays within your current world — the Portal is still the only way between them.

The Vault holds 250, and sorts itselfNew

Safehouse Vault capacity rises from 100 to 250. At that size a fixed order stops being usable, so the Vault now sorts three ways: by Slot, by Class, or A–Z. Class puts your own class first, then everything else that is restricted, then the gear anyone can wear — which is the question you were really asking.

Your choice sticks while you work, instead of snapping back every time you move a piece.

Loadouts: three slots become tenNew

Ten saved kits instead of three — and loading one can now pull gear straight out of your Safehouse Vault, not just your bag. Anything displaced goes back to the Vault rather than overflowing your pack.

◆ The Auction House
Potions and pet food, in the quantity you chooseNew

Stacked goods were technically listable and practically not: a stack lives as a single entry, so listing "some potions" would have put all one hundred and twenty-six of them up for one price. Nobody ever risked it — not one stackable item had ever been sold at auction.

Now a quantity box sits beside the price. List fifteen of forty and the other twenty-five stay in your bag. Cancel the listing and they fold back into one pile. The box shows how many you hold, and greys out for anything you only have one of.

Filter by Potions, Pet Food and RunesNew

Three new filter tabs alongside Weapons, Armour, Jewellery and Essences. Runes shows Runesmith gear — and a rune hammer still appears under Weapons too, because it is both.

Buying a stack no longer splits your pileFixed

Bought stacks merged into your existing pile only if they were essences. Every other kind arrived as a second, separate entry that the bag then displayed incorrectly. All stackables now merge.

◆ Knowing Where You Are
The main story now has act breaksNew

The story has always run in two acts, and the game never said so. You finished Crystaria Reborn at level 90, nothing marked the moment, and the chain simply stopped — which reads exactly like the end of the game, when Act II is still nine hundred levels away.

Finishing an act now closes it properly, names it, and tells you where the next one begins. Story quests also show which act you are in and how far through it — Act I · 3 of 12.

Open sky no longer sends level-3,000 monsters at VoidheartFixed

Only about a tenth of the Sky is solid island; the rest is the open air you cross between them — and all of it was treated as Skymoor, the lowest reach. Three quarters of every sky encounter was drawn from that one band no matter how high you were flying.

Open sky now takes the tier of the nearest island, and the tile tells you which band you are crossing.

Sky quest boards were offering overworld monstersFixed

Every Sky notice board was reading the overworld map, so it posted contracts for Goblins, Kobolds and Forest Wolves — none of which exist in the Sky, making every one of them impossible to complete. Boards now draw from their own world's inhabitants and level bands.

The same rule closed a quieter version of this in the Underworld: contracts for wandering monsters that only ever spawn on the surface.

Walking out of a cleared dungeonFixed

Beat the boss, ignore the Exit prompt, and you could walk away on the overworld while the game still had you underground — tiles updating, map stuck, and a restart snapping you back to the exit screen. The guard that was supposed to hold you in place had never worked.

◆ Things That Were Never Firing
Lifesteal and Manasteal on your signature spellsFixed

Patch 4.5 brought leech to Artes and Magic. It missed signature spells — Crystal Bolt, Prismatic Surge, Soulrend, Void Burst, Holy Nova, Rune Blast, Astral Bolt, Meteor and the rest. They are class abilities under the hood, a path nobody had wired, so they drained nothing at all. Every one of them now leeches, as does a fused cast.

EXP and Gold potions did nothingFixed

They were brewed, bought, drunk and tracked — and the bonus was read by no part of the game. They now feed the same channel as relics, beacons and realm events.

Hardened dungeons paid no bonus at allFixed

Hardened was the only dungeon modifier that made a run strictly worse with nothing in return. It now carries a reward premium to match what it asks of you.

Dungeon modifiers stay with the run you startedFixed

Modifiers used to re-roll every time you stepped through the door, so the sensible play was to walk in and out until Ancient came up rather than run what you were dealt. The roll now sticks to that dungeon until its boss falls.

That alone had a hole in it, and a player found it the same day: re-entering builds a fresh dungeon — new layout, monsters back on their feet — so you could clear everything except the boss, walk out, walk back in, and keep a good modifier indefinitely. Leaving a modified run unfinished now drops you to plain dungeons of that type until you actually kill a boss there. Abandoning a lucky roll costs you an honest clear instead of paying you for it.

You are never stuck: the unmodified dungeon is always playable, whatever your boss looks like. Thanks to the player who reported both the original problem and what the first fix missed.

Gear critical damage has a ceilingBalance

Said plainly, because this one takes something away. Critical damage on equipment had no cap and had run away with the level curve — the weapon catalogue averaged 475% and peaked past 1000%, so an endgame critical multiplied a hit roughly sevenfold, on top of martials sitting near 100% critical chance.

Gear may now contribute up to 25% critical damage and 50% critical chance. At the top of the ladder that is a large reduction. Trait, essence and Fortune critical channels are untouched — only what a piece of gear itself provides is bounded.

◆ Quality of Life
Your Essences are harder to loseFixed

The Crystagyn reset to the first item in your list after every binding. One quick misclick and a Tier V Essence went into an over-cap socket at 17% — consumed on failure, with no warning at all, while the far cheaper removal gamble had always asked for confirmation.

The item you were working on now stays selected, over-cap bindings ask first and state the real odds, and any item already at its natural cap is marked RISKY in the list.

My ReportsNew

Everything you have sent through Contact Us, in one place under Game → My Reports — with the ability to add to a report rather than sending a second one for the thing you forgot. Asked for by a player who wanted exactly that.

Enter dungeons from the keyboardNew

Space enters the dungeon you are standing on; 1–4 pick the difficulty. A locked tier simply does nothing.

Female character artNew

Every class now has female battle art and a matching map token — all eighteen, in both places.

Playable on a phoneNew

The combat hotbar has moved above the fold and the movement pad and tap targets are sized for thumbs, so a fight no longer means scrolling mid-turn.

Steam client 1.0.4Fixed

The game window now comes to the front when launched from Steam instead of hiding behind the client — and the last of the dead-text-box reports is fixed: clicking into a box that has stopped taking keys now revives it, with no alt-tab needed.