Tools of the Trade
Update 5.1.2
7 October 2026
Being built for something should show. Crafting gets a budget sized to each item, artisan gear that trades one thing for another, and a Specialty. Critical hits now belong to the classes built for them: six classes climb a higher ceiling, and a Support Class no longer lends its critical chance.
Crafting
Each craft’s CP and Durability are now sized to the itemChanged

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.

A skill-100 crafter with no artisan gear: High Quality almost always, Peerless rarely
  • A reduction for skilled crafters on most items. Above item level 250, about three finished crafts in four were Peerless; with the same skill and no artisan gear, Peerless is now the exception, and your gear and your Specialty are what earn it.
  • More room while you learn: on items at your own skill, a crafter who is still levelling now finishes around full Quality at every level. Before, the first recipes of a craft usually finished around half Quality.
  • Your skill no longer adds CP; it still makes every action land harder and fail less.
  • The bench now says CP and Durability: sized to each item instead of a single cap, and the craft shows its own bars.
Artisan tools now give a share of the craft, and the necklace sets your styleNew

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.)

  • Signet (ring): +3% to +5% CP and Durability. Before: +8 to +24 CP and +2 to +8 Durability.
  • Band (ring): +3% to +5% Progress and Quality per action. Before: up to +12%.
  • Chain (necklace): half of each, and +5% to +20% Crafting XP.
  • Steadfast Torc: the risky actions fail 3 to 5 points less often and you get +4% to +6% Durability, for 7% less Quality per action — the crafter who always finishes and rarely reaches Peerless.
  • Exacting Torc: +10% to +15% Quality per action, with 6% to 10% less Durability to spend it — the crafter who reaches Peerless most often, and breaks the most.
  • Daring Torc: Tempered Strike, Crushing Blow, Polish and Engrave gain +18% to +26% and fail 4 to 6 points more often; Steady Strike gains 10% to 16% less.
  • Every necklace carries the same Crafting XP, so the style is never a choice against XP. A High Quality, Peerless or Ascended piece gives more of what it gives; what a Torc costs stays the same.
Your artisan tools are now locked in when a craft beginsChanged

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.

  • The fail chance on each action button now includes your tools (a Daring Torc raises it, a Steadfast Torc lowers it).
Choose a crafting SpecialtyNew

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.

  • Your first choice is free; after that you can change it once a week.
Alchemy, Culinarian and Runecrafting can now keep ingredients or make one moreNew

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.

  • From 2% to 5% for each ring, by tier; your Specialty adds 5% to each. Each chance stops at 50%.
  • The result of a batch says how many were kept and how many more were made.
Fixed the Cancel button saying the materials are lostFixed

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.

Mastercraft: the bill now says where your component isFixed

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)”.

  • It names the Vault, gear you are wearing, locked items, items listed at auction and class lockers. Move one to your bag (and unlock it) and the Assemble button appears.
Critical Hits
Six critical classes now climb a higher critical chance ceilingChanged

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%.

Critical classes: full to 40%, easing toward 70% · every other class: full to 30%, easing toward 50%
  • 65% critical chance now gives a critical class about 57% (before: 47%), and 100% about 66% (before: 49%).
  • Your main class is the one that counts. A promised critical (Sacred Mark, Marksman, an Instinct) still ignores the ceiling.
  • The character sheet’s critical chance shows your own class’s ceiling.
A Support Class no longer lends critical chanceReduced

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.

  • Gladiator and Rogue each carried 18% critical chance as a Support Class, Archer 13%. (Such as a level-5,000 Paladin with a Gladiator Support Class: about 46% critical chance before, about 41% now.)
  • The Support Class panel shows these traits struck through, marked “not lent”, and its totals no longer count them.
A Support Class no longer lends EXP, gold or drop-rate bonuses (9 October)Reduced

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.

  • A Magician Support Class carried 43% EXP (its three EXP traits, all reached by level 170), a Minstrel 23% EXP and 15% gold, a Paladin 10% EXP, a Rogue or Warlock 10% gold, a Skypirate 17% gold and an Archer +3 drop rate. (Such as a Minstrel with a Magician Support Class: 66% EXP before, 23% now.)
  • The Support Class panel shows these traits struck through, marked “not lent”, and its totals no longer count them.
One Cut, Fatal Blow and Counter can be used againFixed

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 either hand when you fight with two weapons, or from an unarmed strike, now leaves the opening too.
  • Any other action in between closes it. A press the game turns down, such as an arte for a weapon you are not holding, does not.
A critical hit from an Arte now opens One Cut and Fatal BlowChanged

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 hitChanged

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.

  • A guaranteed critical you are already holding (from Marksman, Curse Mark, Unleash or Cursed Blade) is not used up on Heart Stab: it stays for your next attack.
Hardcore
Hardcore sides: one class, one life (10 October)New

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.

  • Sides switch only out of harm’s way: not inside a dungeon, a raid or a duel, and not within a minute of a fight. A switch is a class change: buffs end and you enter at full health.
  • A Hardcore side fights alone: it cannot take a Support Class, and the Wandering Path (the Support Class quest) is closed to it. The normal side keeps the Support Class it has.
  • A Hardcore side starts with none of its class’s progression (11 October): no Attunements, Ascendant or Apotheosis board, no Path, Stance or Crossroads choices; a Runesmith’s runes, a Mimic’s codex and a Tamer’s pet stay with the normal side. What it earns is its own and a fall wipes it. Its Class Mastery counts Hardcore sides only, and the Legends boards count your normal sides while you play a Hardcore one.
  • A Hardcore side on a run uses only what its run earned (11 October): it wears, drinks, eats and melds only what the run gained; gear, potions, food and essences from before the run, or from the normal side, stay in the bag unused, and what it wore from before comes off when it loads. The bench, the forge, the essence lab and the Masterwork table are closed to it. What it gathers feeds the account.
  • Hardcore Legends, 44 Hardcore achievements, and the boon (11 October): the Hall of Legends ranks players by the total level of their living runs; a new Hardcore achievement category counts the level a run reaches alive, runs begun and lost, days alive, living runs at once, classes taken in, kills and dungeons on one run, the level a run fell from and items lost; and every four Hardcore achievements give your normal sides +1% to every stat, up to +10%.
  • A fall destroys what the run gained. The loot, drops, crafts and purchases made while you played the Hardcore side are destroyed when it falls, wherever they sit (bag, worn, Vault, locker, an auction listing); a stack loses only the units it gained there. What you owned before the run, and what your normal side or any other class gained, stays. An item the run gave away, sold or mailed belongs to its new owner.
  • The Labyrinth, guild raids, the echo arena and duels are safe: the game already treats those as non-deaths, so nobody can be duelled out of a run.
  • A living run earns a title once at level 50 (Deathless), 250 (Unbroken), 1,000 (Unyielding) and 5,000 (Eternal), and wears a skull beside your name in chat, on the online list and on your profile.
  • The Hall of Legends has a Hardcore board: living runs ranked by level, and the fallen, struck through, with the level they reached, what felled them and where.
Challenge runs, Hardcore points and the Hardcore shop (11 October)New

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.

  • Hardcore points: 1 a monster kill, 3 a duel won against another Hardcore side, 5 a dungeon cleared, 10 a raid cleared, each times the run multiplier. They go to your account’s Hardcore wallet (the stat panel shows it beside the skull) and to the run’s own count on the Hardcore Legends list.
  • The Hardcore shop opens from the points on the stat panel, only to a Hardcore side on a run. It sells Hardcore essences (tiers III to V, a stat you choose) and a Legendary Challenge weapon of your class at your side’s level — the run’s own, taken by a fall — and two chat glows (Bloodlight, Graveglow), two auras (Skull, Ashen), the One Life interface theme and two titles (the Challenger, Deathproof), yours on every side and sold nowhere else. Every price is in points, and the shelf says what it comes to in kills at your run’s multiplier.
  • Currencies do not cross between the sides: gold, bank gold, Dark Crystal Shards, Ascension Dust, Ascendant Sigils and the Labyrinth’s Sigils belong to the side you are playing. Load a Hardcore side and the normal side’s wait in a vault (the Hardcore side’s first purse is empty); load a normal side and it takes its own back. A fall takes the run’s purse with it. An account already playing a Hardcore side when this landed had its currencies vaulted for its normal side.
  • Hardcore duels: a Hardcore side on a run duels Hardcore sides only, both ways, and cannot be made peaceful — Peaceful Mode cannot be raised on a run, and one raised before sleeps until it ends. Losing a duel still never ends a run.
A Hardcore run uses only what it earned, at every door (12 October)Fixed

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.

  • The Auction House is closed to a run. Mail from other players waits until you switch to the normal side; boss drops from a dungeon still arrive.
  • What a living run earned is the run’s: no other side can wear, sell, list or socket it, and it comes off when you load another side.
  • Ordinary kills in a dungeon now pay their point; before, only the boss kill did.
  • After a fall you can switch sides or begin a new run at once; the minute’s wait after a fight now guards only a living run.
Bag
Raise reaches set pieces and Uniques (11 October)New

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.

Item cards on touch screens (11 October)Fixed

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.

Raids
A raid resets when its final boss returns (9 October)Changed

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.

  • Everyone inside goes, whichever floor they are on. The other bosses keep their own hour.
  • If you are offline when it happens, the notice is waiting when you next log in.
Boss Drops
Boss weapons of one name and level now carry the same stats (10 October)Fixed

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.

  • Every boss weapon re-skinned for your class now carries one stat point per level, split your class’s way, whatever the boss rolled. A Legendary copy carries 20–30% more than that, as its mail says.
  • A boss weapon that already is your class’s own type keeps its own stats, as before. So do relics, raid set weapons and Masterworks.
  • Weapons already held were brought to the same line on 10 October: every re-skinned boss weapon below it was raised to it, and none was lowered.