Every craft now brings its own CP and Durability, sized to the item you are making: CP is 80% of its Quality bar plus 25, and Durability 29% of its Progress bar plus 5, with more of both on an item you can only just attempt. Before, CP was 90 + your skill + 10 for every 50 item levels, and Durability 40 + 5 for every 50 levels.
Artisan rings and necklaces now give a percentage of the craft itself — of its CP, its Durability, or what each action gains — so a piece means the same on a level 300 item as on a level 20,000 one. Your pieces keep their names; their numbers change. Three new necklaces, the Torcs, each trade one thing for another, in all seventeen tiers, sold in shops at your level band. (The ranges below run from Tier I to Tier XVII.)
The artisan rings and necklace you wear when a craft begins now hold for the whole craft, and the bench lists them above the actions. Before, the bars were fixed at the start but the bonuses to each action were read again on every action, so changing a piece partway through changed them.
Choose the one discipline you are best at, at any crafting bench. At a forging bench (Blacksmith, Woodworker, Armorsmith, Leatherworker, Tailor, Jeweller) your Specialty gives +6% CP and +6% Quality per action; at Alchemy, Culinarian or Runecrafting +5% chance to keep the ingredients and +5% chance of one more item.
At the three instant benches, each item you make now has a chance to keep its ingredients (from the Signet) and a chance of one more (from the Band); the Chain gives half of each. Before, artisan tools gave these benches nothing but the Chain’s Crafting XP.
Fixed the crafting bench’s Cancel button reading “Cancel craft (lose materials)”: cancelling a craft returns half the materials, and the button now says so.
Fixed the Mastercraft tab showing a recipe’s component in red, with no Assemble button and no reason, when you do hold one. Assembly takes the component only from your bag, and never one that is worn or locked; the bill now says where yours are — for example “You have 10 of these, but none is ready: 10 in your Vault (9 of them locked)”.
Rogue, Gladiator, Pugilist, Lancer, Archer and Hexblade — the six classes whose own traits carry the most critical chance — now count their natural critical chance in full up to 40% and ease toward 70%. Every other class keeps 30% easing toward 50%.
A Support Class no longer lends its critical chance traits — a reduction for characters whose Support Class carried them. Critical damage and every other trait are still lent.
A Support Class no longer lends its EXP, gold and drop-rate traits — a reduction for characters whose Support Class carried them. Every other trait is still lent, and as a main class you keep every one of them.
Fixed One Cut (Katana), Fatal Blow (Dagger) and Counter (Knuckles) refusing every time with “only works immediately after a critical hit” or “only lands on the beat after you evade an attack”. The opening a critical hit or an evaded attack leaves now lasts through your next action, so these artes work when you press them straight after. Before, the opening closed as soon as you pressed.
A critical hit from an Arte now leaves the same opening as a critical hit from your attack, so One Cut and Fatal Blow can follow it on your next action — such as a critical Heart Stab, then Fatal Blow. Before, only your attack’s critical hits opened them.
Heart Stab now always lands a critical hit, as its description says, and so it always hits. Before, its +100% critical chance was held under the critical chance ceiling, so it landed a critical hit about two times in three.
Every class now has two sides: the normal side you already play, and a Hardcore side that starts at level 1 with one life. From the class picker, begin a Hardcore run on any class: its Hardcore side loads at level 1 while the normal side waits untouched, and the picker lets you switch between the two. Fall in the overworld, a dungeon or a raid and the run is over — the Hardcore side returns to level 1 (its level, EXP and class stats to their starting values) and what it gained is destroyed; your normal side, your gold and titles, and everything you owned before the run stay.
A Hardcore run now begins on a planner: choose the modifiers it plays under — Brutal foes (enemies hit harder), Tough foes (more enemy life), Relentless foes (a blow lands twice), Slow growth (less EXP), Frail (lower stats), Bleeding (no lifesteal) — each in steps, each step a harder run and a higher points multiplier (the product of your steps, never past ×60). Modifiers are set for the whole run.
Fixed the ways a Hardcore run could still reach the normal side’s things, and the normal side a run’s. A run could sell normal-side gear to a shop for Hardcore gold, list and buy at the Auction House, claim a friend’s mail, dig normal-side treasure maps, feed its pet normal-side food and spend normal-side catalysts; and the normal side could wear a weapon the run had made, socket essences into it and hand it back. All of that now stops at the door with a plain reason.
Raise, which brought a Masterwork up to your level, now takes any Unique you did not craft — a dungeon or raid set piece, a relic, a Unique drop — and any Legendary copy of a set piece. The same door and the same price: gold on the Ascension curve for the piece’s own rarity, 4 Dust a level gained, a Sigil at every 2,000-level mark, and the same choice about its Ascension. The name, the essences, the slots and the set membership stay, and the sale price does not rise. Crafted pieces of other rarities are not raised: the bench makes them at any rung.
On a phone or tablet, tapping an item’s name in the bag or the Vault now opens its card. The tap used to send the card request and the tap’s own hover request on the same channel, and the second cancelled the first, so the card never arrived. Hover cards now travel on their own request, a touch screen raises no hover at all, and the pinned card no longer cancels the select that marks the item — so the ▶ mark draws at once on every device.
When a raid’s final boss returns, an hour after it fell, the raid now resets: everyone still inside is brought out to the overworld and told so, and the climb starts again from the first floor. Before, a raid position was kept for ever, so a player could stay beside the final boss and fight it again every hour without climbing the floors above.
Fixed two boss weapons of the same name and level carrying different stats, and a Legendary one sitting below a plain one. A boss weapon re-skinned for your class took its stat total from whichever weapon the boss happened to roll — a Sunless Lash made from a Hand Axe carried a third less than one made from a Sword, and a Legendary made from the Hand Axe came out below the plain one made from the Sword.