A hunt for every day, a locker for every class — and fifty answers
❖ Patch 5.1 — Turn by Turn
30 September 2026 · follows Hotfix 5.0.3: True to Form
Patch 5.1 adds two systems, changes two combat rules, reworks the Labyrinth and fixes about fifty reported issues. The new systems are the Daily Hunt (a daily contest for each profession) and the Class Locker (each class keeps its own gear). In combat, afflictions now last a number of turns instead of seconds, and critical chance has a ceiling.

Three changes are reductions: the critical ceiling, the Armory set bonus, and the Labyrinth past Floor 100. Each is marked Reduced or Harder and says so in its first line. Fixes and changes made after release are listed by date in the lower sections.
The Daily Hunt
Every day of the week, a different profession has its own huntNew

The Angler’s Derby was the only contest the professions had. Now there is one every day, and each day it belongs to somebody else:

Monday Mining · Tuesday Logging · Wednesday Farming · Thursday Hunting · Friday Foraging · Saturday Fishing · Sunday the Grand Hunt

Each day names a quarry — one uncommon-or-rarer find of that profession, drawn from the day itself, so it is the same quarry for everyone. Every find of the day’s profession scores points by rarity (1, 3, 8 or 20 a unit), and the quarry scores three times over. On Sunday every profession counts and there is no quarry: that is the all-rounder’s day.

When the day ends its top three are paid into their banks — five, three and one times a quest’s gold at their own level — the winner is titled Master of the Hunt, the others Hunt Finalist, and a seventh win earns the Wildmark skin, which no shop sells. Only your first three hundred scored finds of a day count, so the board stays a level field.

There is a card at the top of every profession screen that says whose day it is, what the quarry is and where you stand, and the board lives under Professions → Daily Hunt.

The Class Locker
Every class keeps its own gearNew

One equipment set has always been shared by every class you switch to, and the class swap stripped whatever the new class could not use into your bag. Now each class has a Locker. Open Equipment → Class Locker and claim any piece you are wearing for the class you are playing. From then on it is that class’s: it stows itself when you switch away — taking no bag slot while stowed — and comes back on when you return, standing in for your own gear in that slot.

A slot a class leaves empty wears your own gear, so a Runesmith with only its hammer claimed wears your armour, rings and amulet as before. When a class’s piece takes a slot your own gear was in, that piece of yours stands aside — no bag slot either — and returns the moment the slot frees. A stowed piece cannot be sold, mailed, vaulted or destroyed; release hands it back to the bag when there is room. A two-hander from a locker takes both hands, exactly as it does from the bag.

Aetherveil, Blacktide, Bone Ward, Wild Grace and Holy Chant are now class-onlyChanged

Aetherveil (Magician), Blacktide (Warlock), Bone Ward (Necromancer), Wild Grace (Tamer) and Holy Chant (Paladin) can now only be bought and cast by their own class, like the Minstrel’s Songs. Their power was raised to match a Song’s.

  • A buff that only one class can cast now ends when you switch away from that class. This includes Songs.
  • Buffs that every class can cast were not changed at release. Since 1 October every active buff ends on a class change (see Adjusted the Next Day below).
Combat
Critical chance and critical damage now have a ceilingReduced

This is a reduction, and a large one for builds that stacked critical chance.

Reason: critical chance could be stacked from gear, traits, Mastery, Attunements, the Ascendant tree, runes, buffs and luck until a build critted on nine attacks in ten. That made every “your next blow will critical” skill worthless.

Natural critical chance counts in full to 30%, then eases toward a 50% ceiling it never reaches
  • A build that stacked 100% critical chance now has about 49%.
  • Critical damage is eased the same way: in full to +50%, then toward +120%. (At release the figures were +30% and +60%. They were raised on 1 October; see Adjusted the Next Day below.)
  • Most sources of critical chance were also reduced. Gear caps, class and specialisation crit traits, and Mastery’s crit signatures are halved. Attunements, the Ascendant tree, Killing Edge, the Sharpened rune, luck, +crit buffs and conditional triggers give less.
  • Guaranteed criticals ignore the ceiling. A skill that says your next action will critical always criticals.
  • Your character sheet and the Stat Breakdown show the chance that is actually rolled, and name the ceiling.
Afflictions on you now last 5 turns instead of 45 secondsChanged

An affliction on your character now lasts five of your turns (previously 45 seconds). A turn is an action you take in a fight, or a step you walk.

  • Burning and Bleeding deal their damage once on each of those turns, in a fight or while walking. (Previously they only dealt damage when the enemy acted, so standing still waited them out for free.)
  • Stat afflictions lower their stat for the five turns.
  • Afflictions no longer expire on their own between fights. A new hit resets the count to five.
  • The chip on your sheet counts turns instead of seconds.
  • An inn still removes every affliction.
  • Also fixed: a cast made with no mana falls back to a Purecast, which the enemy answers, but it was not counted as an action. It now is.
Burn and Bleed on enemies now tick on every action, at 60% damageChanged

The Burn and Bleed you put on an enemy now deal damage on every action you take: attack, spell, Arte, ability or Fusion (previously only when you attacked). Each tick now deals 60% of its previous damage, because a caster triggers it up to five times as often.

Armory set bonus reduced, and now applied everywhereReduced

This is a reduction. The bonus for completed Armory sets is now 0.15% of every stat per completed set, up to 10% (previously 0.25% per set, up to 15%).

Fixed an issue where this bonus was only applied in some places. It now applies on every request and in every world. It was reduced because it is now a permanent bonus instead of an occasional one.

Only one combat action is processed at a timeFixed

Fixed an issue where a fast client could send several combat actions before the first was answered, and the game resolved all of them. Only one action per account is now processed at a time. A second action sent at the same moment is told to wait, and the wait is measured from when the request arrived.

Runesmith: Resonance Plate now heals on every action typeFixed

Fixed an issue where the turn-start heal of the Runesmith’s Resonance Plate rune only triggered on a basic attack. It now triggers once at the start of every action: attack, spell, Arte, ability or Fusion. If the action is refused, the heal is taken back, so a refused action is not a free heal. (Such as a spell you cannot pay for, or an ability on cooldown.)

Re-equipping gear no longer raises your manaFixed

Fixed an issue where taking a piece of gear off and putting it back on could raise your current mana each time (for example a helmet). Fixed a related issue where your current mana did not follow when your maximum mana grew during a fight.

  • Your mana pool now remembers its highest maximum. Swapping gear back and forth gives no mana: five helmet swaps leave 1,000 mana at 1,000.
  • If your maximum drops below your current mana, the extra mana is removed. It is not refunded when the maximum returns.
  • When your maximum reaches a new high, your current mana rises with it.
Echoed skills now roll to hit and use your critical chanceFixed

Fixed an issue where an echoed skill never rolled to hit, and used a flat critical chance that ignored your stats. An echo now uses the same hit roll as every other attack, and your own critical chance under the same ceiling.

Echo Arena fights now use the PvP damage rulesFixed

Fixed an issue where Echo Arena fights ignored the PvP damage limits, so every fight ended in one hit. They now use the duel rules: the PvP damage scale, the defence anchor and the per-turn damage ceiling. The combat log says when the ceiling reduced a hit.

Turn-based duels: inactivity limit raised to 3 minutesChanged

A turn-based duel now drops out of the turn order only when either player has been inactive for three minutes (previously 90 seconds). A browser tab in the background reports in about once a minute, which was enough to trip the old limit while both players were still playing.

Knuckles are now two-handedChanged

Knuckles now take both hands and receive the two-handed damage bonus. They no longer need Dual Wield. Knuckles that were equipped in an off-hand were moved to the bag. Nothing was lost: equip them again in the main hand.

Realm Boss: the game now says when a kill is too weak to countFixed

Fixed an issue where the Realm Boss tile said that every kill on its terrain counts, while a kill on an enemy far below your level counted for nothing without a message. The game now tells you, once per boss, that the kill did not count and which enemy level you need.

The Labyrinth
Enemies past Floor 100 are strongerHarder

This makes the Labyrinth harder past Floor 100. Floors 1 to 100 are unchanged, so the Depth-100 achievement is exactly as hard as before. Past Floor 100, enemy level now rises by an extra 5% for every ten floors, compounding, on top of the previous scaling.

Enemies match your level from Floor 151 · a third above you by Floor 200 · twice your level by Floor 300

Keywardens and Wardens still scale above ordinary enemies, as before. Reason: past Floor 100 ordinary enemies only caught up with your level on the last floor of each ten, so a run to Floor 1000 was a matter of patience, not of the build.

Blessings now last until the next checkpoint (every 10 floors)Changed

Blessings now end when a new checkpoint is set, which happens every tenth floor. Each ten floors is its own run, built from its own shrines.

  • Leaving the Labyrinth and coming back no longer removes your blessings. (Previously it did, so a floor cleared with blessings could not be cleared again without them.)
  • Dying still removes them, as before.
  • A shrine now offers every player the same three blessings. The offer depends on the season and the floor, not on the player, so two players on the same floor with the same blessings see the same choices.
Every blessing now has a drawbackChanged

Every blessing now has a drawback, written in its description. (Previously only Glass Cannon had one, so every other blessing was simply taken.) The drawback does not grow with the blessing’s tier, so upgrading a blessing is still a pure gain.

Berserker−10% accuracy
Blooddrinker+10% damage taken
Ironhide−12% damage dealt
Keen Edge−15% Intelligence
Field Medicno healing after a fight
Second Windno healing on the stairs
Momentum+3% damage taken per floor cleared
Glass Cannon+40% damage taken
Bulwark−15% damage dealt
Executioner−15% damage above 30% enemy HP
Crimson Pact+20% damage taken
Titanslayer−20% critical chance
Sprites
Pets have their own sprite, and three Tamer sprites were redrawnNew

Three Tamer sprites had an animal painted beside the character. They were redrawn without it, and the pet now has its own sprite, shown in every fight and on your pet’s page.

  • The sprite follows your pet’s form: one look for each of the twelve lines (the four pure lines, the balanced line, the six hybrids and the hatchling).
  • It grows with the pet’s tier.
  • A pet that changes form changes its sprite. (Such as Ravager to Elder Warfang.)
Items, Crafting and Trade
High-value crafts are no longer lostFixed

Fixed an issue where a crafted item whose gold value was too large to store was discarded without a message at the end of the craft, together with its materials. The value is now capped at what can be stored, the save is checked, and a craft that cannot be saved refunds its materials. (Such as a Peerless great sword at the level cap. The one sword lost this way has been re-created for its owner.)

An unfinished craft can be resumedNew

Moving during a craft no longer abandons the craft and everything in it.

  • While a craft is in progress, the movement keys do not move you.
  • If you start a new craft while one is unfinished, the unfinished one is handed back to you before the new one is charged.
  • The crafting screen offers to resume or abandon an unfinished craft.
Shops: buy back the last item you soldNew

You can buy back the last item you sold, at the shop you sold it to, for exactly the price you were paid. The offer ends with your next sale or when you leave the shop. The item returns with its essences still socketed. Only the most recent sale can be bought back.

Materials can be sent by mailNew

The mailbox attachment list now offers every tradeable material stack you hold, and you choose the amount. When the recipient claims the mail, the materials are added to their own materials and use no bag slot. The fee is the same as for any letter.

Essence socketing price now follows the item’s levelFixed

Fixed an issue where the price to socket an Essence was based on your character’s level instead of the item’s, so socketing a low-level amulet cost a high-level price. The price now follows the item’s level. The panel shows each item’s price as you select it, and you are charged exactly the price shown.

Wanted Board: orders for schematics, and a more visible boardChanged
  • A Wanted Board order can now ask for a schematic (previously only for materials or a crafted item).
  • A newly posted order is announced in Sales chat.
  • The Wanted Board is now the first section under the Auction House header, with a Post button beside it.
Auction House listings show sockets and essencesFixed

Every gear listing on the Auction House now shows how many sockets the item has, how many are free, and which essences are socketed.

Relics are no longer lost when your bag is fullFixed

Fixed an issue where a relic that dropped while your bag was full was lost. It now stays on the floor with a Take link that still works with a full bag. The dungeon screen also shows how many enemies remain on the floor.

Loot filter: Legendary onlyNew

The loot filter has a fourth setting: ignore every drop below Legendary.

New gathering potions and meals, and flat-stat mealsNew
  • Alchemy has two new gathering potions: one for rarer finds, one for gathering XP.
  • The Culinarian has a lunch and a supper with the same two effects, for a longer time.
  • A new line of eight meals adds a flat amount to a stat’s base value, before gear and before every multiplier. The amount is set by your level when you eat. The meal can be active together with a percentage meal of the same stat.
At the level cap, 20% of surplus EXP goes to your Support ClassNew

At the level cap, one fifth of the EXP you would have lost now goes to your Support Class. Only the EXP above a full bar is moved, and nothing goes to a Support Class that is itself at the cap.

Guides can be reopened with a “?” buttonNew

Every panel that has a guide now shows a small “?” in its top corner. Clicking it shows the guide again, exactly as it first appeared.

World, Dungeons and Interface
Shatterlands towns now have servicesNew

The towns of the Shatterlands had no services at all. Each of the 29 towns now has a market, a contract board, a breakyard and a spire, and eight of them have an Essence Lab. The map shows them.

Fixed with it: the quest icons that were missing from the Shatterlands map and the Underworld map are shown again.

Raids: a battle you left is shown on the tile againFixed

Fixed an issue where a raid battle you left mid-fight showed neither the battle tile nor the “you are in a battle with…” card that a dungeon shows. Both are now shown, with a link back to the fight.

Shatterlands: the map edge can no longer be walked on, and Act V can be continued past quest 8Fixed
  • Fixed an issue where the outer edge of the Shatterlands map could be walked on, which let a player walk around every Sunder barrier. A cell with no ground is now refused in every world that can have one.
  • Fixed an issue where a quest giver standing on a dungeon entrance was not shown. Two Act V quests stand on the entrance of Cinderfall Deep, so Act V stopped at quest 8 of 50 for every player. The quest giver and the entrance are now both shown, and the entrance is shown alone when no quest giver is there.
Dying in a world with no safehouse now revives you at your own safehouseFixed

Fixed an issue where dying in the Shatterlands sent you to the starter safehouse instead of your own. Revival now tries these places in order, and checks that each one is valid ground:

Your safehouse in this world → this world’s first safehouse → your safehouse in any world → the starter safehouse
Delver’s Ledger lists the Shatterlands dungeons correctlyFixed

Fixed an issue where the eleven Shatterlands dungeons were listed in the Delver’s Ledger under the world “Unknown”, without coordinates and under no filter. The Ledger now names every world that has a dungeon entrance, and its filter buttons use the same list.

Space key now works for raids, raid stairs and the RiftgateFixed

Fixed an issue where the Space key did nothing at a raid entrance, on the stairs inside a raid, or at the Riftgate. Space now enters a raid in every world, takes the stairs down and up, and travels through the Riftgate in both directions. Space does not leave a raid: leaving ends the run, so it stays a click.

Notifications are filed under the correct headingFixed

Fixed an issue where every notification was filed under Tournament Results. Each kind now has its own heading on the login card. A notification that arrives while you are playing is shown as a pop-up, and only notifications that were shown are marked as read. (Such as the Colosseum, the Wanted Board, your guild, an Echo Ally, the Derby, the Cardinals and the Bounty Board.)

Several labels corrected to match the gameFixed

Fixed several places where the interface showed something different from what the game does.

  • All six professions now show the same milestone strip.
  • Every Essence label shows the percentage the game actually applies.
  • The rune panel names the pool its runes share, and that pool’s ceiling.
  • Animal enemies now show an animal sprite (previously many showed a humanoid one).
  • Every echo slot on the hotbar shows the name of its echo.
Added the Same Evening
The Portable Flight Module can now be obtainedFixed

Fixed an issue where the Portable Flight Module could not be obtained anywhere in the game. The Underworld’s Obsidian Mountains require it, so 342 tiles could not be entered. Artificer Veldris now forges it, on his list below the Dark Crystal gear, for a fixed price in shards. One per character, and it takes no bag slot.

Infernal Town → Veldris → Portable Flight Module · 100 Dark Crystal Shards
The pet sprite now stands between you and the enemyChanged

In a fight your pet is now drawn as its own figure between your character and the enemy (previously beside your character). The Tamers & Pets page in the wiki now shows all twelve pet sprites and the forms each line grows into.

Added the Next Morning
Schematics now stack at the Auction HouseFixed

Fixed an issue where listing one schematic from a stack split a single copy off the stack, and cancelling the listing (or a sale) never put it back. The copy returned as a separate row that no bag section showed, so the stack count dropped by one each time. Nothing was lost, but it looked like a deletion.

  • A cancelled or bought copy now returns to its stack, and the cancel message says how many you hold.
  • The bag has a Schematics section.
  • Copies split off by the old behaviour have been merged back into their stacks.
  • Changed for every stackable item: a blank quantity box now lists one (previously the whole stack). Type a number to list more.
Auction House → List · blank quantity = one · a returned copy joins its stack
Ascension price for crafted gear now matches the item cardFixed

Fixed an issue where the item card priced the next ascension by the item’s own rarity, while the altar looked the item’s name up in the catalogue, did not find crafted names, and charged the Common price (a third of the correct price). Both now use the item’s stored rarity, for ascension and for salvage. For crafted gear this raises the ascension price to the price the card has always shown.

Essence Extractor price now uses your highest class levelFixed

Fixed an issue where the Essence Extractor’s price was based on the level of your current class, so a level-one class could buy Extractors at the minimum price. The price now uses your account’s highest class level, at the shrine and at purchase.

Dungeon difficulty picker shows exact multipliersFixed

Fixed an issue where the difficulty picker rounded health multipliers to one decimal, so Hard’s 1.05 was shown as 1.1, the same as Very Hard. The wiki table also showed older values. The picker now shows the exact multipliers the game uses, and the wiki table is written from the same numbers. No multiplier changed.

Hard ×2.6 damage · ×1.05 health  |  Very Hard ×5.5 · ×1.1  |  Ultimate ×11 · ×1.2
You are notified when the team replies to your reportNew

When the team answers one of your reports you now get a notification under its own heading, Your Reports, as a pop-up and on the login card. It points to Contact → My Reports.

Combat chips now describe their effectChanged
  • The Weak and Resist gems now print the element’s name beside the gem. (Previously Light, Earth and Lightning could only be told apart by colour.)
  • An affliction chip on an enemy explains its effect. (Such as Sundered: −15% Defence.)
  • Your own buff chips say what the buff does, under its name and timer.
  • A buff that lasts a number of rounds shows its rounds left on the chip, in red on its last round. (So a Sonata can be timed.)
  • The Minstrel’s Songs bar now lists each song by name, colour-coded by the stat it raises, with its rounds or time left (previously it only showed a count).
Support Class page shows each class’s pathChanged

The Support Class page now shows the path of your main class and of your Support Class in the status line, and the path of every class in the picker, beside its level. Previously you had to switch to a class to check its path. (A Support Class lends its path’s rule-break at a reduced value.)

Hotbar slots can be reboundNew

Settings → Keybinds now lists Hotbar slot 1 to 10, with the digit keys as defaults, and each can be moved to another key. A bound key only triggers in a fight, holding it down counts as one press, and Shift plus a digit still triggers Hotbar II.

Shatterlands: movement lag on the Steam clientFixed

Fixed lag when moving through the Shatterlands on the Steam client. The six Shatterlands terrain tiles were vector drawings of about 250 shapes each, redrawn about 190 times per step, and the Steam client’s built-in browser could not keep up. The tiles are now pre-rendered images. They look the same and cost a fraction to draw.

Adjusted the Next Day
Critical damage ceiling raisedChanged

Critical damage now counts in full to +50% and eases toward +120% (previously +30% and +60%). A build that stacked +100% now has about +86%, and one that stacked +200% has about +112%. Both had +60% before. The ceiling on critical chance is unchanged.

Reason: the 5.1 ceiling reduced critical damage far more than intended. A crit-built Rogue lost most of its damage while a caster barely noticed.

Critical damage: full to +50%, then toward +120% (was +30% / +60%)
Shadowstrike now uses your weapon and can criticalFixed

Fixed an issue where the Rogue’s Shadowstrike dealt damage from Strength against Defence only, with no weapon damage, no critical and none of a normal attack’s bonuses. At high level a full Combo dealt about a quarter of a normal attack. Also fixed: its label said +20% per Combo Point while the game gave +10%.

Shadowstrike now uses your weapon’s damage and stat, rolls its own critical under the ceiling, and gains +20% per Combo Point, as the label says.

A refused Arte no longer advances the turn orderFixed

Fixed an issue where an Arte you could not afford still advanced the turn order on the overworld, in raids, Echo Arena fights, guild raids and the Labyrinth. The enemy’s reply was skipped while its turn was still counted, so pressing the Arte repeatedly used up the enemy’s turns. A refused action now takes no time and gives the enemy no reply in every fight type, as it already did in dungeons and duels.

Item comparison now includes ascension on both itemsFixed

Fixed an issue where “vs your equipped” compared against your equipped item’s stats before ascension. Both items are now compared with their own ascension applied, which is the same value the card’s arrow shows.

Dungeon-cleared screen simplifiedChanged
  • There is one Exit Dungeon button, below the loot. The second “cleared” line and the second exit box were removed.
  • The set piece, boss drop, legendary and material rows now share one layout.
  • The Minstrel’s Songs bar keeps its label on the first row when the songs wrap to a second row.
  • The Strength buff from the Verses finale is now named on its chip.
Ascending an artisan ring or necklace now raises its bonusesFixed

Fixed an issue where ascending an artisan ring or necklace did not change its crafting and gathering bonuses. They were read from the item’s name alone, which is how HQ and Peerless raise them. Every bonus now scales with the item’s ascension like any other stat: +5% per ascension level, in the craft, on the item card and on the equipment page.

All active buffs now end when you change classChanged

Every active buff now ends when you change class (at release, only class-only buffs did). Potions and food are not affected.

Reason: a buff is cast at the casting class’s power. A buff cast by a caster class kept that power after the switch, at about twice a non-caster’s.

The Crystagyn panel opens againFixed

Fixed an issue where the Crystagyn panel did not open at all, from the release of 5.1 until the next morning. A stray apostrophe in its socket-price text broke the page’s script. The page is now checked for this.

Filled In on 1 October
Six weapon types added to the crafting lists for levels 6001 to 10000Fixed

Fixed an issue where six weapon types had no items between levels 6001 and 10000 in the crafting lists, because that range was generated before these types existed. Each now has Uncommon, Rare and Epic items every 250 levels, named, scaled and priced by the same rules as every other weapon type. (Echo Shard, Wand, Flintlock, Rune Hammer, Two Handed Club and Astrolabe.)

6001–10000: every weapon type, every 250 levels, Uncommon / Rare / Epic
Missing Light armour and shields added for levels 6250 to 10000Fixed

Fixed gaps in the armour catalogue in the same range. All of the following now exist every 250 levels from 6250 to 10000, scaled from the highest existing item of their own kind.

  • Light Epic hoods, leggings, boots and bucklers (previously none).
  • Light Uncommon bucklers (previously none).
  • Heavy Uncommon shields (previously one level out of sixteen).
Heavy Uncommon shields added for levels 10625 to 20000Fixed

Fixed a gap above level 10000: the Heavy Uncommon shield was missing there as well. It now exists every 625 levels up to 20000, like the rest of the catalogue.

Fixed Later on 1 October
Essence Labs in the Shatterlands now workFixed

Fixed an issue where every Essence Lab in the Shatterlands opened its panel and then refused every action with You must be standing in an Essence Lab. The check that runs before a fusion, a re-roll or an assembly did not know the Shatterlands and looked for the lab in the overworld instead. All eight labs there now fuse, re-roll and assemble.

Also fixed: gathering had the same problem, and now uses the Shatterlands’ own nodes.

Number keys engage monsters and pick the dungeon difficulty againFixed

Fixed an issue where, since hotbar keys became rebindable, 1 to 9 no longer engaged the Nth monster on your tile and 1 to 4 no longer picked a dungeon difficulty. The press went to the hotbar instead, which answered that the enemy was already defeated. An earlier hotfix had restored the digits mid-fight only.

  • Both shortcuts work again, unless you have bound that key to movement or to another action.
  • In a fight the digits are still your hotbar.
  • Reload the page once to pick up the new script.
A refused action no longer counts a roundFixed

Fixed an issue where a refused action cost no turn but still counted a round. Pressing an Arte or ability that was on cooldown, again and again, wore the cooldowns down while the enemy did nothing (a guard could be ready again before every enemy attack), and each press also ticked the afflictions on your enemy. A refused action now counts no round and deals no affliction damage.

  • An affliction that kills the enemy as your turn begins still does.
  • The press that starts a fight still starts it.
  • An out-of-mana Purecast is a real action and counts its round. For a few hours on 1 October it did not.
Refused: no turn, no round, no affliction tick
One-round cooldowns now take one roundFixed

Fixed an issue where abilities with a one-round cooldown took two rounds for anyone with any cooldown reduction, which past level 75 is everyone. Cooldown reduction can never push an ability below two rounds, and that floor was also raising these abilities to two. They are ready on your next action again. Longer cooldowns are unchanged. (Astral Bolt, Kindle, Shatterpoint, Skyleap and Falcon Dive.)

Cooldown-reduction floor: two rounds, or the ability’s own cooldown if that is shorter
Guaranteed criticals from Instincts now apply to Fusion SpellsFixed

Fixed an issue causing guaranteed critical effects from Instincts to not apply to Fusion Spells. They already applied to single casts, the Conjunction, signature spells and Weapon Artes. The check is made when the Fusion starts, before it spends its mana. (Such as the Astromancer’s Written Ending.)

Fusion Spells now follow the critical rules of single spellsChanged
  • “Your next spell will critical” effects now apply to a Fusion. The Fusion criticals for certain and uses the effect up. Previously the effect skipped the Fusion and waited for your next single cast. (Such as Runic Seal, Arcane Momentum and Sacred Mark.)
  • Timed critical-chance buffs now count on a Fusion. Previously they did nothing on it.
  • Reduced: a Fusion’s natural critical chance is now under the ceiling. The 5.1 ceiling was applied to every natural critical roll except the Fusion’s, so a build with stacked critical chance kept on a Fusion what it had lost everywhere else. It now counts in full to 30% and eases toward 50%, like every other roll: 50% natural becomes 43%, and 70% becomes 47%. A build at or below 30% is unchanged, a guaranteed critical is never reduced, and a Fusion keeps a base chance one point higher than a single cast.
Fusion critical chance: 6% base + your critical chance + luck + timed buffs, under the ceiling · a guaranteed critical always criticals
Emberhold Ruin can be reached againFixed

Fixed an issue where the dungeon Emberhold Ruin and two of the Fire Warden’s quests could not be reached. When the open edge of the Shatterlands map was closed, their island was left without a crossing. A Riftspan crossing now leads to it from the still water to its south. Every dungeon entrance, quest, town, portal, shrine and service in the Shatterlands was checked and can be reached on foot.

Note: Sunder tiles cannot be crossed, and the Riftstep Sigil the game names for them cannot be obtained. The Riftspan crossings are the way through.

Class-only buffs now say which class can cast themFixed

Fixed unclear messages for the buffs that became class-only in this patch. A character of another class who already owned one was only told it was “not your magic to sing”, and the spell looked like any other on the hotbar and in the spellbook. (Aetherveil, Blacktide, Bone Ward, Wild Grace and Holy Chant.)

  • The refusal now names the class: Blacktide is Warlock magic — only a Warlock can cast it.
  • For every other class the spell is marked: red on the hotbar, labelled in the hotbar manager, and explained in the spellbook and on the item card.
  • Fixed: pressing one was refused and then performed a Purecast under an “Out of mana” line, which cost your turn. A Song that was still on cooldown did the same. Both are now simply refused, at no cost.
  • The rule itself is unchanged: only that class can cast the buff, on itself or on its party.
Changed on 2 October
Safehouse: Withdraw moved away from DepositChanged

Moved the Withdraw and Withdraw All buttons to the right side of the Safehouse panel. Deposit and Deposit All stay on the left. Withdraw All now shows ⋘ instead of ⋙, so the two All buttons no longer look the same.

Essence Lab: the re-roll picker remembers your last essenceChanged

After a re-roll, the picker stays on the essence you just re-rolled instead of jumping back to the top of the list. If that pile runs out, it falls back to the first essence in the list.

Paths: the rule each path breaks is now labelled plainlyChanged

Reworded the rule line on every Path so that it names the number it changes. No value changed. The Paths table in the wiki shows the same labels.

The least a foe can hit you: 50% → 40% is now shown from your side, as Maximum evasion chance: 50% → 60%. It is the same rule and the same number in the game. The two leech rules now say that they cover lifesteal and mana steal, each as a share of your maximum HP or MP. A value of one is written in the singular. (Such as “1 stack” and “1 round”.)

All 23 reworded labels:

  • Lifesteal and mana steal limit per hit (was Life leeched per hit)
  • Counter-attack chance when hit (was Chance to answer a blow)
  • Dual wielding (was A weapon in each hand)
  • Damage to an elemental weakness (was A blow that finds a weakness)
  • Lifesteal and mana steal recovery limit (was How full leeching fills you)
  • Maximum evasion chance (was The least a foe can hit you)
  • Extra strikes from Barrage and Hundred Fists (was Follow-up strikes)
  • Extra stacks of Bleeding and Sundered on a foe (was Wounds past the limit)
  • Class resource maximum (was Martial reserve)
  • Base maximum Hex Stacks (was Hex Stacks held)
  • Base echo absorption chance (was Echo left behind)
  • Base charge needed to Detonate (was Detonate charge)
  • Extra Flintlock magazine rounds (was Rounds past the magazine)
  • Conjunction damage per active Star Sign (was Conjunction, per Star Sign)
  • Grand Opus and Apotheosis Aria damage per active song (was Grand Opus, per song)
  • Elementalist base bonus to reaction damage (was An Elementalist’s reaction)
  • Cap on spell damage resisted by enemy level (was What a foe’s level resists)
  • Fusion Spell MP cost (was The price of a fusion)
  • Pet damage (was A pet’s blow)
  • Pet critical damage (was A pet’s critical)
  • Dive damage (was A Dive from the sky)
  • Echo damage (was How loud an echo sounds)
  • Last Resort cooldown (was Last Resort recovery)
Runesmith: traits, Class Mastery, weapons and boss loot now give IntelligenceChanged

The Runesmith’s class traits, Class Mastery, weapons and boss loot now give Intelligence where they gave Strength. Every Runesmith attack already scaled on Intelligence, so that Strength did nothing for the class. (Rune Hammer swings, its Artes, Detonate and Rune Blast.)

  • Class traits: the six Strength traits at levels 10 to 190, and every second trait from level 250, now raise Intelligence by the same amounts. The class’s own traits now give +88% Intelligence at level 200, +196% at level 1,500 and +703% at level 20,000 (previously +42% at all three). Inscribed Strength and Colossus Strength are now called Inscribed Insight and Colossus Rune.
  • Weapons: the Strength line of every Rune Hammer and Two Handed Club is now Intelligence, in shops and crafting lists and on every copy you hold (worn, bag, bank and unclaimed mail). Nothing was removed: where the merged Intelligence would pass what one stat line can carry, the rest went to Defence.
  • Boss weapons: a boss weapon re-made for a Runesmith no longer carries Strength (previously a fifth of its stats).
  • Crossroads: at levels 250 to 950 the first path of every second slot is now Intelligence (previously Strength), and the level 155 alternate gives Intelligence (previously Strength). If you took the Defence side at 250 to 950, use Reset Crossroads to choose again. It is free.
  • Apotheosis: the Runesmith’s board no longer has the Might (Strength) lane. Attunement points you put into Strength can be moved for free.
  • Reduced for the other classes on the same account: Class Mastery is account-wide. A levelled Runesmith gave Strength to every class you play; it now gives Intelligence instead. (Such as 10% at Runesmith level 5,000.)
  • Fixed: the Apotheosis board’s “Your traits already give” line. For every class it showed the whole class’s traits at the level cap, scaled down twice. It now shows what your own unlocked traits give. (A Runesmith of any level was shown 397% Defence; the class’s traits give 662% at the level cap.)
  • Not changed: the base Strength a Runesmith gains with each level.
Masterworks can be raised to your levelNew

A Masterwork you have outgrown can now be raised to the level of the class you are playing. Open its item card and use Raise. (A level-650 Loop of the Scholar on a level-16,699 character: every stat line grows ×25.69.)

  • What changes: the item’s level, and with it its damage, armour and stat lines, all by the same ratio. Its name, effect, essences and slots stay. Its sale price does not rise.
  • What it costs: gold for every level gained (the rate of the first Ascension step at that level), 4 Ascension Dust per level gained, and one Ascendant Sigil for every 2,000-level mark the item passes. Raising in several steps costs the same as raising in one. (650 to 16,699: 22,263,207 gold, 64,196 Dust, 8 Sigils.)
  • Ascension: a plain raise returns the item’s Ascension to +0. To keep it you pay the difference between what that Ascension costs at the new level and at the old one; the card shows both prices. (Ascension is priced by item level, so this is what ascending after the raise would cost.)
  • Only Masterworks can be raised: the pieces assembled in the Mastercraft tab.
Crafting: gear benches can list one recipe per levelChanged

The gear benches have a rarity picker above the list. Pick a rarity and the bench lists one recipe per level at that rarity, in place of all four rarities of the same piece. (A cloth bench at levels 4,001 to 5,000 with Epic picked: 75 rows instead of 290.)

  • Pick Common, Uncommon, Rare, Epic or All. The pick is remembered and applies to every gear bench. It starts on All, the list as it was. (Changed on 3 October: for its first day it started on Epic.)
  • Where a level has no recipe at the picked rarity, the nearest one is listed. Under the open tier the list says how many recipes it leaves out.
  • The line under the picker states what rarity does. Stats when worn: Common ×1.00, Uncommon ×1.06, Rare ×1.14, Epic ×1.24. Materials: ×1.0, ×1.4, ×1.9, ×2.5.
  • Nothing about crafting itself changed: costs, results and skill gain are the same.
Patch notes rewritten in plain wordingChanged

The fixes and changes on this page were reworded so that each one says in its first sentence what was changed. Nothing in the game changed with this. Three facts were corrected on the way:

  • The Shatterlands have 29 towns and eight Essence Labs (the page said 28 and seven).
  • The new kind of Wanted Board order is for a schematic (the page said a crafted item by its schematic).
  • The Space key was never bound to leaving a raid (the page said it no longer was).