Loose Ends
Hotfix 5.1.1
3 – 5 October 2026
The days after Patch 5.1. A new class, and then three days of fixes — most of them things players reported and several of them older than 5.1 itself. The entries for 3 and 4 October were first written at the end of the 5.1 notes; they live here now, so the 5.1 page covers the release and this one covers what came after.
3 October
New class: the BushinNew

Added the Bushin, a class that fights with a katana in each hand or with one two-handed great katana. Both weapons deal their damage from Dexterity.

  • How to unlock it: the quest One Cut, from Swordmaster Ishiro in The Ashfields (58, 69). It needs level 100 and asks you to slay 25 Mercenaries. It unlocks the class for your whole account and gives the title Blade Pilgrim.
  • Weapons: two new weapon types, the Katana (one-handed) and the Great Katana (two-handed), from level 1 to level 20,000. Weapon shops sell the Common ones and the Weaponsmith crafts the others. Only a Bushin can equip them, or a class that has the Bushin as its Support Class. A Bushin wears Light armour and can also use a Dagger.
  • Two katanas: the Dual Wield trait arrives at level 25. Below that a Bushin holds one katana or one great katana.
  • Ki and Iai: each hit you land builds 1 Ki, up to 5. Two katanas can build 2 in one attack and a great katana builds 1. Iai, from level 5, spends all your Ki in one cut: 150% of a normal swing plus 25% for each Ki, and 60% more against an enemy below 25% health.
  • Weapon Artes: each of the two weapon types has its own TP artes and six cooldown artes. The Katana’s cooldown artes leave Bleeding on the enemy and Red Thread then strikes for every stack. The Great Katana’s ignore 20%, 50% or all of the enemy’s Defence.
  • Also: two stances (High Guard, Middle Guard), two Instincts (Unbroken Form, Cornered Blade), three Paths (Two Heavens, Field Blade, Empty Mind) and two party abilities (Read the Guard, Still Water).
  • Last Resort, from level 40: Answering Cut. A blow that would kill you leaves you on 1 health, and the next attack you land within 30 seconds is a critical. Once an hour.
  • 28 new sprites: the class for every race, male and female.
Mailbox: other players can now send you up to 100 lettersChanged

The mailbox cap for mail sent by other players was raised from 20 to 100. A letter is refused only when the recipient already holds 100. The sender is told, and is not charged.

  • The inbox header now counts against 100, and the “nearly full” warning starts at 85 (previously 17).
  • Reward and loot mail is still never refused, so a mailbox can hold more than 100.
  • A referral reward is held back only while the mailbox holds 100 or more (previously 20).
Hotbar: an ability’s cooldown count now matches when you can use itFixed

Fixed an issue where an ability’s hotbar tile still showed “1 round” and could not be clicked on the turn it was already usable. Pressing its key on that turn did use it. The tile now counts the actions you still have to take before the ability is ready, and can be clicked as soon as it is.

  • Cooldowns themselves did not change. An ability with a 4-round cooldown is ready on the fourth action after it was used, as before. Its tile now reads 3, 2, 1 and then lights up (previously 4, 3, 2, 1).
  • An ability with a 1-round cooldown no longer greys out: it is ready on your next action.
  • In a dungeon fought in turn order, an ability used by its key on the first turn it was ready now applies its taunt, threat and defence-lowering effects. Previously those were dropped on that turn.
Hotbar: an Arte on cooldown is greyed out and shows the rounds leftFixed

Fixed an issue where an Arte’s hotbar tile did not show its cooldown. The tile now greys out while the Arte is recovering and shows the number of actions left, the same way an ability’s tile does. Its tooltip also states the Arte’s cooldown.

Duels: the 25-round limit now counts turns, and the chat says who yieldedFixed

Fixed two issues with a duel that ends at its round limit.

  • The limit now counts the turns the two duellists take: 25 rounds, 50 turns. Previously it was reached after about 50 requests to the server, and those include the automatic checks your game makes while you wait for your opponent, so a duel could be ended after a few turns.
  • The chat line for a duel decided by the limit now reads “A and B fought to the 25-round limit — B yields.” Previously it could say that the attacker had “successfully defended” against the player they attacked.
  • On an exact tie in life at the limit, the duellist who started the duel yields. Previously it was whichever duellist’s turn or check reached the limit.
  • Not changed: at the limit, the duellist with less life yields.
Raids: “Return to the fight” now works, and Engage shows the turn orderFixed

Fixed two issues with a raid fight you have already started.

  • The “Return to the fight” button on the “you are in a battle with…” card now takes you back into the fight. Previously it always answered “You have moved away from that enemy.”
  • A fight you have already started can now be carried on from up to 3 tiles away, the same as in a dungeon. Further away, the card shows no button and says how close to come.
  • Engaging an enemy you are already fighting now shows the turn order on the fight panel. Previously it appeared only after your next action.
  • Not changed: a new fight still starts only from the enemy’s own tile, and the first Engage of a fight shows no turn order, because who acts first is decided when you first act.
Signing in no longer plays another account’s characterFixed

Fixed an issue where, after another account had been played in the same browser, signing in to your account could leave the game using that account’s character: a key that opens the game from the class picker (such as M for the map) played it until you pressed Play. The game now loads a character only for the account it belongs to.

  • While it happened, your stats panel showed that character’s level and stats, and what you did counted for it: experience from kills, a level gained, Attunement points spent and experience lost on death all went to that character. Your gold and items stayed with your own account.
  • The day’s login gold was also worked out from that character’s level.
  • The Logout link only leaves the page, which is how the previous character could still be there. From 4 October, signing in to a different account also clears it (see below).
Supply Caches are now listed in your BagFixed

Fixed an issue where Supply Caches from Faction Table expeditions were not shown anywhere. The Bag now has a Supply Caches section that lists the caches you hold, including those earned before this fix. They take no bag space.

  • The expedition claim line now says where the cache went. The Faction Table now says what a cache is: a trade good that can be listed at an Auction House or sent by mail. No shop buys them.
  • Fixed an issue where a cache claimed while you had caches listed at the Auction House was added to the listed lot instead of your Bag.
Mastery Codex: critical signatures now show the bonus you receiveFixed

Fixed an issue where the Mastery Codex showed a class’s Crit Chance or Crit Damage signature at twice the amount you receive. Since 30 September these signatures give half their old value, rounded up, and the totals at the top of the Codex already counted them that way. (For example, Bloodlust read +4% Crit Chance while the total gained 2%.)

  • Crit Damage signatures are now shown as a number, not a percentage. (Deadeye, Impale, Runic Overload and Catalytic Mind.)
  • The tier list at the bottom of the Codex now covers every tier: 50 to 2,500, then every 1,000 levels from 3,000 to 20,000. Previously it stopped at 2,500.
  • Not changed: the bonuses themselves. Only what the Codex prints.
Profile: Mastery bonuses now show their percent signsFixed

Fixed an issue where the Mastery bonuses on a player’s profile showed Crit, Dodge, Lifesteal and Mana Steal without a percent sign. They now read the same as in the Mastery Codex. (For example, Crit +3 now reads Crit +3%.) Crit Dmg is still shown as a number.

Attunements: Crit Damage and Cooldown Reduction are no longer shown as percentagesFixed

Fixed an issue where the Ascendant Board and the Apotheosis board showed two bonuses as percentages that are not percentages.

  • Crit Damage is a number added to your weapon’s own. Apex Ferocity at its last rank now reads +10 (previously +10%), and the Ferocity lane reads “+3 Crit Damage” (previously “+3% Crit Damage”).
  • Cooldown Reduction takes whole rounds off a cooldown, one round for every 25 points. Temporal Flux at its last rank now reads “+15 CDR (25 = 1 round)” (previously +15%).
  • Not changed: the bonuses themselves. Only what the two boards print.
Death Knight trial: the quest-giver now names the Ashfield CryptFixed

Fixed an issue where Shadowgrasp Malgrin sent players to the Caldera for the fifteen Ash Revenants of the Death Knight trial. The Caldera is a high-level zone (levels 970 to 1,150), and the trial opens at level 100. He now names the Ashfield Crypt at (66, 84), a dungeon for levels 1 to 26 that is full of Ash Revenants.

  • Not changed: what the trial asks for. Ash Revenants killed in the Crypt count toward it, as they always have.
Wiki: the Classes & Traits and Crystal Gates pages now match the gameFixed

Corrected the trait tables on the wiki’s Classes & Traits page to the values the game gives. 320 of its 382 trait rows showed a number from before an earlier balance change.

  • The Class Mastery table now lists every class with the stat it raises. Previously 7 rows named the wrong stat and 5 classes were missing.
  • The Death Knight and Necromancer trials are now listed as the hunts they are: 15 Ash Revenants and 15 Liches. The page still described the old requirement of 5 kills in PvP.
  • Where to Hunt now covers both targets. Ash Revenants fill the Ashfield Crypt, a dungeon for levels 1 to 26 at (66, 84). Liches also appear at Crystagyn sites, which are low-level ground.
  • The Base Class column was removed from the unlock table. No trial requires a particular class.
  • Crystal Gates page: Apex Precision gives +1% Critical Hit Chance per rank and Apex Ferocity +2 Critical Hit Damage per rank. The page showed the values from before 30 September. Temporal Flux is now described in Cooldown Reduction points.
4 October
Supply Caches can now be spent at a crafting bench and at the War ForgeNew

Supply Caches from Faction Table expeditions now have two uses.

  • Crafting: when you begin a craft at a crafting bench, tick “Spend a Supply Cache on this craft”. One cache is used, and that craft reaches High Quality at 5% less Quality (never below 20%). It stacks with a Skyhold’s Sky Forge. Quick Craft never uses a cache, and the cache is not returned if the craft is cancelled or breaks.
  • Guilds: muster caches at your guild’s War Forge for 3 Supply Points each. The forge takes only as many as the stockpile has room for (it holds 500), and the guild log records who supplied them. Every faction’s cache counts the same.
  • The crafting bench now shows the High Quality threshold of the craft in progress.
  • Caches can still be listed at an Auction House or sent by mail.
Rend Armour, Arcane Fracture, Pressure Point and Mirror last a round longerChanged

Rend Armour (Hexblade), Arcane Fracture (Magician) and Pressure Point (Pugilist) now lower the enemy’s Defence by 20% for 3 of its turns (previously 2), the same as every other ability that lowers Defence for the party. The Echo Shard’s Mirror now holds its reflect for 3 rounds (previously 2).

  • At 2 rounds, these covered only one action after the turn spent using them.
Ward of Embers now lasts 3 roundsFixed

Fixed an issue where the Elementalist’s Ward of Embers had no duration: it ended as soon as it was used, so it guarded at most the enemy’s reply to that turn. It now lasts 3 rounds, the same as the Necromancer’s Thornblood Aura, which has the same effect.

A guaranteed critical hit now always hitsChanged

When your next attack or spell is certain to be a critical hit, it can no longer miss. Before, it could still miss: the turn was used up, and the guaranteed critical was saved for your next hit unless it ran out first.

  • Weapon attacks after Marksman, Curse Mark, Unleash, Cursed Blade or the Bushin’s Answering Cut. With a weapon in each hand, both hands hit.
  • Spells and Fusions after Sacred Mark, Runic Seal, Arcane Momentum, Bloodpact, Calamity Sign or Wailing Chant.
  • Weapon Artes: the hit that uses the guaranteed critical always hits. The arte’s other hits roll to hit as before.
  • Instincts that make a hit certain to be critical (Opening Strike, Grave Certainty, Written Ending, Last Reagent and Backdraft) now make it hit as well.
  • A spell can still lose concentration, and a Fusion can still fizzle. When that happens, the guaranteed critical is kept for your next spell while it lasts.
Wellspring now makes Fusions cost no MP tooFixed

Fixed an issue where a Fusion still cost the MP of both its spells while the Magician’s Wellspring or The Open Book was active. A Fusion now costs no MP while either lasts, the same as every other spell.

A better piece of gear no longer lowers a statFixed

Fixed an issue where putting on a higher-level piece could lower the stat it was meant to raise. Everything you wear counts towards a stat up to a limit equal to your own base stat; above that limit, the pieces that count are now the most Ascended ones first, so adding a piece, upgrading it or Ascending it can never reduce what your gear gives you.

  • Previously the Ascension bonus above the limit was shared out across the whole set, so a bigger piece with no Ascension thinned the bonus every other piece gave.
  • (Such as a Level 18,000 hammer in place of a Level 7,000 one, which lowered Intelligence.)
  • The item card’s “vs your equipped” line now shows what a swap would really add when your gear is at that limit, with a note saying why. A two-handed weapon counts your off-hand piece as removed too. (Such as “DEX +25 counts +0”.)
  • The Stat Breakdown’s Equipment row now says how Ascension counts above the limit.
Loot filter: you can now set a rule for each equipment slotNew

Each of the 8 equipment slots can now have a loot rule of its own, under Settings → Loot Automation. A slot’s rule replaces your main setting for that slot only; a slot left on Same as above follows it exactly as before. (Such as keeping Epic rings while every piece of body armour below Legendary is ignored.)

  • Every rule stops at Ignore < Legendary, so Legendary and rarer gear is always kept.
  • An ignored piece stays on the ground with a Take link, or becomes Ascension Dust if Auto-salvage is on — the same as with the main setting.
  • Your rules are saved to your account, so they follow you to every device.
Signing in to a different account now clears the previous characterFixed

Signing in to a different account now clears the character the browser was last playing, so a key that opens the game from the class picker (such as M for the map, or T for quests) brings the class picker back. Since the 3 October fix, such a key did nothing and left “Loading” on the screen.

  • This covers every way of signing in: with a password, with Steam (including creating an account with Steam), starting a guest adventure and resuming one.
  • Signing back in to the same account keeps the character you were playing, as it always did.
A keybind you clear now stays clearedFixed

Fixed an issue where binding a key that another action already used gave that key back to the old action the next time the page loaded. The Keybinds panel went on showing your choice, so the key looked bound while doing something else entirely.

  • (Such as binding Refresh Tile to 2, which hotbar slot 2 then took back.)
  • Keybinds are kept per device, so they do not follow you to another browser.
The Long Watch now counts only the time you are awayChanged

The Long Watch now counts only the time you spend away from the game: logged out, or five minutes or more without doing anything. Before, it counted every second since your last claim, so the hours you spent playing earned its reward too.

  • A gap of under five minutes between your actions is play and adds nothing.
  • The watch still holds up to 12 hours.
The Long Watch: claiming now levels you up straight awayFixed

Fixed an issue where claiming The Long Watch did not level you up even when its EXP filled your bar. The level waited for the next EXP you gained from something else, such as a kill.

Support Class: Hex Stacks now show in your stats panelFixed

Fixed an issue where a Support Class’s resource was not shown. With a Hexblade Support Class, your stats panel now shows your Hex Stacks, which Crystal Blade Artes build; with a Minstrel Support Class, your active songs.

Vault: you can now sort by LevelNew

The Vault has a new Level sort that lists the highest item level first, across every slot. Slot still sorts by level within each slot.

Dungeons: a monster far below your level now gives less EXP and goldChanged

A dungeon monster far below your level now gives reduced EXP and gold, the same as in the overworld: full rewards within your level window (a fifth of your level, at least 3), falling to 5% at three times that gap. Before, every dungeon kill paid in full, however far above the monster you were.

  • (Such as a level 26 monster in the Gale Ruins, which paid a level 12,000 character in full.)
  • The victory line says so: “Trivial foe — rewards reduced to 5%”.
  • A party member’s share of that kill is reduced the same way, as it already is in the overworld.
The game now tells you when a newer version is readyNew

If you have Crystaria open when an update goes out, a message now appears offering to reload. Until now a page you already had open kept running the version it was loaded with, so a fix could be live for hours without reaching you — you picked it up only the next time you happened to refresh.

  • It waits until you are out of combat, and it appears once. It never reloads the page by itself — reloading is always your choice.
  • Nothing in progress is lost by reloading.
  • It begins working from the next update: a page has to already be running this version to notice the one after it.
5 October
Customise Layout: move, hide and fold the panels around the storyNew

You can now arrange the screen yourself. Open Game ▾ Customise Layout, or the ✎ Layout button beside Reset at the bottom right, and drag any panel by its ⠿ handle into the left column, the right column or the bottom row — or use ⇄ to send it there without dragging.

  • ✕ hides a panel; it waits in the Hidden list and comes back with one click. ▾ folds a panel down to its title bar. A column left empty folds away and the story panel takes the room.
  • Four presets: Standard, Mirrored (the map on the left), Focus (Equipment and Who’s Online hidden) and Chat on the side.
  • The Character panel can drop its HP / MP / XP bars, its gold line, or its stats and attributes (the ⋯ button on its title bar).
  • On a phone, Customise Layout (Menu ▸ Game) sets the order of the Play screen and what shows on it — Active Effects and a three-line chat preview can join the map and the story — puts the d-pad on the right, and reorders the tab bar.
  • Hide Chat now hides the chat and the online list wherever you have put them.
  • The story panel and the menu bar never move. A hidden Movement panel, and a phone’s d-pad, always come back inside a dungeon or a raid, where the map cannot be clicked to walk.
  • Your layout is saved on each device, like keybinds. Reset puts every panel back where it started.
Critical heals, Purecasts and unarmed attacks now use the critical chance ceilingReduced

Healing spells, Purecasts and attacks with no weapon now roll their critical chance under the same ceiling as every other attack and spell — a reduction for characters with more than 30% critical chance. Before, these three used your full critical chance, with no ceiling.

Natural critical chance counts in full to 30%, then eases toward a 50% ceiling it never reaches
  • 60% critical chance now gives about 46% on these rolls, and 100% about 49% — the same as every other attack and spell since Patch 5.1.
  • Guaranteed critical hits are not affected: an unarmed attack after a skill that promises a critical still lands as a critical.
Temporal Flux now takes a round off your ability cooldowns at its last rankChanged

Temporal Flux, on the Ascendant Board, now gives +5 Cooldown Reduction per rank (previously +3). At its last rank it gives +25 (previously +15): one round off every class ability cooldown of 3 rounds or more.

  • Every 25 points of Cooldown Reduction take one round off a class ability’s cooldown, up to 50 points (two rounds). At +15, Temporal Flux shortened a cooldown only together with Cooldown Reduction from elsewhere, such as your traits or your Support Class.
  • Not changed: a rank still costs 250 points, and there are still 5 ranks.