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:
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.
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 (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.
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.
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.
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.
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.
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.
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.)
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.
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.
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.
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 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.
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.
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.
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 end when a new checkpoint is set, which happens every tenth floor. Each ten floors is its own run, built from its own shrines.
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.
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.
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.)
Moving during a craft no longer abandons the craft and everything in it.
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.
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.
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.
Every gear listing on the Auction House now shows how many sockets the item has, how many are free, and which essences are socketed.
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.
The loot filter has a fourth setting: ignore every drop below Legendary.
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.
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.
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.
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.
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:
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.
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.
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.)
Fixed several places where the interface showed something different from what the game does.
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.
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.
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.
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.
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.
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.
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.
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.)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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.
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 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.
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.
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.
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.)
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.)
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.
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.)
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.
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.
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:
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.)
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.)
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.)
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: