Hallows and Handiwork
Update 5.2.2
18 – 21 October 2026
Haunted Halloween is open, and the life skills got their own gear. Candy Corn drops on the seasonal tiles and buys from a shop that stands on the map; the stock rotates daily and the event closes on 1 November. With it: gear that answers to your profession rather than your class, twelve pieces of gatherer’s apparel, stronger brews from the bench, fishing bait on its own channels, a tracker for what each profession has actually pulled from the ground, and a workshop that trades a heap of the plentiful for a little of the scarce. The Relic Weapon now has armour to match it — four pieces a class over six trials. And in a dungeon you can open the whole floor in a window, which is the first thing the Dormant Throne has ever had to answer it. One balance note worth reading before you log in: a fishing cast now takes four seconds, the same as a swing of a pick.
New on 18 October 2026
Haunted HalloweenEvent

Seasonal ground has opened across the realm. Monsters standing on a seasonal tile drop Candy Corn and pay a bonus in EXP, gold and finds; the bonus and the currency belong to those tiles only, so there is no quiet multiplier on the rest of the world.

The shop is a place, not a menu: it stands on the map at 71, 53 in the Koltz Dominion’s reaches and sells for Candy Corn alone. Its stock rotates once a day — a ring, a scythe, armour, a witchfire and the rest come round in turn — and there is a daily item on its own slot beside them.

The event closes on 1 November at 23:59 UTC. Unspent Candy Corn goes with it and the tiles return to ordinary ground, so spend it before the night is out.

Life-skill gear answers to the life skillNew

Gear made for a profession is now worn on that profession’s rank rather than your character level, so a dedicated gatherer can wear their own tools early and a high-level character cannot simply put them on. Everything that is not on a profession ladder is unchanged.

Twelve pieces of gatherer’s apparel fill the four worn slots. They pay in time rather than in attributes — faster swings, up to the speed cap — so they compete with nothing in the jewellery budget.

Stronger brews, and bait that works at the waterNew

The alchemy and culinarian benches now sometimes mint a potent version of what you were making: the same effect for the same duration at twice the value, under its own name. One roll per item, never tied to the extra you were already getting.

Fishing bait is cookable and carries its own two channels — rare catch and fishing XP. A gathering meal does nothing at the water and a bait does nothing down a mine, which is what makes the bait worth cooking rather than a re-skin of the miner’s lunch.

A tracker for what the ground has given youNew

Each profession now keeps a tally of what it has actually been awarded — not what you are still holding, so selling or crafting never rewrites your history. Empty swings are counted too, which is what makes the shares mean anything. It sits on the gathering screen and you can reset your own.

The Workshop trades the plentiful upNew

In the Professions menu. A heap of a common material becomes a little of the scarce one above it, one rarity step at a time, along the ladder the ground already uses — Stone to Crystal Shard, Silver to Gold, Gold to Mithril. There are 106 trades on offer.

The rate is not a number anyone picked: it is read from the drop table itself, from what the two things are really rolled at, with the workshop keeping a share on top. Gathering is always the better way to get anything, so this is never the shortcut — and when a drop table is retuned the rates move with it the same day.

Fixes of 18 October 2026
The phone’s arrows walk the floor you are standing onFixed

On a phone the direction pad always moved your overworld body. Inside a raid that meant the raid floor never saw the step while your body wandered the map outside. The arrows now go through the same dispatcher the keyboard uses, which picks the dungeon, raid, labyrinth or overworld mover and carries the guards that stop a step during a craft or a fight.

The chat box is a usable size on a phoneFixed

The colour swatches above the chat were being laid out as loose items on the same row as the text box and squeezed it down to almost nothing. They wrap onto their own line now.

Jewellery that raises Dexterity now existsFixed

Across about 3,400 levels of the ladder there was no ring, amulet or earring that raised Dexterity at all, so a build that wanted it had nowhere to buy it. 240 pieces were added to fill the gap.

A Mastercraft says why it refuses a crafted pieceFixed

Every craft has landed at Common since the crafting rework, so a Mastercraft asking for an Epic refused crafted rings outright and said nothing about why. Temper is the route — raise the piece’s rarity first — and the screen now says so instead of leaving you to guess.

Gathering no longer promises a hit rate it has already fixedFixed

Past gathering skill 25 you never miss, so the tip offering a better hit rate was describing something that could not happen. It says what the skill actually does now.

Your reports keep their paragraphsFixed

The My Reports page was collapsing every line break in your reports and in the replies to them, so anything written in paragraphs arrived as one unbroken wall. The breaks are kept, each report opens with a label so a thread reads as a conversation, and the reply box names the report it is about to post to.

The seasonal daily reward pays somethingFixed

The daily essence from the seasonal shop was built around a stat the game does not have, so it granted nothing at all. It is a Hunter Essence V.

New on 19 October 2026
The Relic PanoplyNew

The Relic Weapon has armour to match it. Four pieces a class, forged over six ordered trials, each trial opened by a count the game already keeps about you — and none of them the weapon’s own, so the two tracks never hand each other progress.

The pieces are made from your class’s own armour group and arrive a little stronger than the ladder’s best, chosen deliberately below the weapon’s lift because survivability is the number furthest from where it ought to be. A panoply piece can be raised at any step, and once it is awakened at the last step it is raised for free, exactly like the weapon. Nothing is forged on a Hardcore run.

New on 20 October 2026
The whole floor opens in a windowNew

In a dungeon there is now a Floor Map button under the compass, and the map key opens it too. It draws the entire floor — every wall, the foes still standing, the treasure, the way out — and on a Keystone run it adds the turns you have left and, under the Dormant Throne, how many foes must still fall before the throne will let you in.

It costs no turn, it can be opened in the middle of a fight, and you can drag it off the card.

This exists because of a measurement. Across every finished Keystone run, the Dormant Throne was failing far more often than any other modifier and burning several times the turns — and the time was not going on fighting. A run that failed spent around 22 turns per foe against roughly 1.5 on an ordinary clear, and the worst spent over a thousand turns on a floor holding five. That is a maze being searched through a nine-tile window, not a hard fight. The route is a plan now, and the turn budget is still what makes it difficult.

A Legend bar at the level ceilingNew

At level 20,000 the EXP bar was pinned full for the rest of your account’s life, which told you nothing. Past the ceiling it now follows the Legend ladder: the rank you hold, the EXP into it and what the next rank costs. Below the ceiling it is the bar it always was.

Your reports can be marked, edited, deleted and pagedNew

Every report now carries a star — your own bookmark, nothing to do with whether it has been handled — and Marked sits in the filter beside Open and Handled. The report’s category is filterable too; it was always being stored and shown, it simply was not something you could filter by.

Edit and Delete are on your own reports, until the first reply arrives. After that the reply reads as an answer to what you wrote, so the opening post stays as written — the card says which of the two it is rather than leaving a button greyed out for no stated reason. Deleting asks first.

And the list pages. It shows 150 at a time with Newer and Older at the foot, so a long history is reachable instead of stopping at the most recent 150.

Changed on 20 October 2026
A Keystone foe behind walls pays for what it isBalance

Walls lift a foe’s stats to your own rung and multiply its life, but the level printed on it never moved — so the reward was worked out for the level on the label and then discounted twice for being far below you. In a low-level dungeon at the level ceiling that came to 52 EXP for a monster with millions of life, which made the hardest content in the game the worst-paying.

EXP is now paid at the rung the foe’s stats were actually lifted to, capped at the level ceiling. A Keystone can never pay less than the dungeon it was opened in, and a foe with no walls above it is unchanged.

Gold is deliberately unchanged and still paid for the foe’s own level. Fixing the EXP should not quietly have multiplied Keystone gold as a side effect.

Fishing casts on the same clock as mining and loggingBalance

A cast now takes four seconds instead of three, the same as a swing of a pick or an axe. The skill reduction is unchanged and still applies, so a maxed angler casts on three seconds where they used to cast on 2.25.

The three seconds dated from when fishing had no fishing spot: there was nothing but the cast timer limiting it, while mining and logging were limited by a node running dry. Fishing spots arrived some time ago and they work exactly like an ore square — the same charges, the same regrowth, keyed to the tile you are standing on — so an angler walks to the next water the way a miner walks to the next seam. The difference had nothing left to stand on.

It costs less than it sounds, and that is measured rather than hoped: the cast is only 13 to 18 seconds of a 70-to-78-second cycle, so this is 4.2% of an angler’s rate at the start and 5.8% at the cap. One number now covers all three professions.

A No-potions Keystone holds what you drank before itBalance

The modifier refused a potion inside the run and left the door open outside it, so the honest way to play it was to drink in the lobby first. Potion effects are now held for the length of the run.

They are held, not destroyed: you keep the time left on them and they come back the moment you are out. Cooked meals still count — the modifier says potions. Every place a potion is shown says that it is being held, and why.

Fixes of 20 October 2026
The essence board names the ceiling each bonus really hasFixed

Lifesteal, manasteal and find-luck essences were shown against an 80% ceiling that belongs to the combat stats, not to them. Those three use diminishing returns from the very first essence — a Tier V lifesteal is written +12% and is worth 8%, two are worth 14%, and a deep stack flattens around 23% easing toward 25% — so the board was quoting a limit three times further away than the real one. Nothing about the bonuses changed; what you have always had is what you have now.

They are shown against their own ceilings now (25% for lifesteal and manasteal, 40% for find luck), the total says what it is actually worth beside what you socketed, and the tooltip says plainly that every point of these diminishes rather than promising full value up to a cap. The essence list also tells you what the next one would really add before you pay for it, instead of repeating a tier percentage that reads as if it stacked.

Attribute, pool, gold and EXP essences are untouched — those genuinely do pay in full up to their soft cap, so for them the cap was the honest number all along.

A part-used gathering node comes backFixed

A node you had taken some but not all of was never put on the regrowth clock, so it sat half-spent instead of returning. It regrows on the same timer as a fully emptied one.

The Long Watch can see a gathererFixed

The watch only pays out if you have played since your last claim, and it worked that out from character EXP alone. Gathering XP goes to the profession, so an evening spent mining moved nothing it could see and it called you idle. It now counts what your professions have gathered and cast.

The Stat Breakdown shows your stance and your guildFixed

The damage-taken side of your stance or path was being applied in the fight and appearing nowhere on the sheet, so there was no way to see it working. It has a line now, and the guild and Skyhold EXP and gold bonuses appear with the rest.

No idle warning on the login screenFixed

The idle timer was running on the logged-out landing page, so it counted you as idle while you sat at the login screen and warned you about a session you did not have. It runs only once you are in the game.

A panoply piece can be raised before it is awakenedFixed

The Raise was asking whether a Relic Panoply piece was fully awakened when it should have been asking whether it belonged to a panoply at all, so every piece below the last step had no Raise option. Any panoply piece can be raised now, and an awakened one is still raised for free.

The seasonal scythe is a weapon you can holdFixed

It was minted as a fixed weapon type no matter who bought it, so several classes could not equip the thing they had just paid for. It is now made in a type your class can actually wield.

Wardrobe is where the game says it isFixed

A seasonal item pointed you at Character › Wardrobe and there was no such entry. There is now.

The seasonal shop catches up a missed dayFixed

If the daily rotation’s turn passed while nobody was looking it was skipped rather than taken, so an item could vanish because the clock rolled past it. A missed window is caught up and the cadence is kept.

Fishing says you never miss, instead of a lifetime averageFixed

The fishing panel showed a “hit rate” that was really your lifetime average, which is a different number from the one it looked like and misleading next to a skill that stops missing. Past skill 25 it says you never miss; below it the figure is labelled as a lifetime rate so it cannot be read as a forecast.

Changed on 21 October 2026
The gathering line is sold at every shopChanged

Every shop in the realm now sells the whole gathering line, whatever the shop’s level band: the rings and pendants of all six professions at Apprentice, Journeyman and Master rank, and the twelve pieces of gatherer’s apparel. Until now each piece sat only in the shops whose band held its item level, so the Master set was sold in four towns between levels 1,000 and 2,450 and nowhere above, while nearly every Master-rank gatherer plays above that, and since the apparel arrived nobody had bought a piece. Gear that is worn on a profession’s rank is now bought on it too. The tutorial market keeps its starter shelf.

The gathering panel now names the apparel beside the rings and pendants and says where the line is sold, and the wiki’s Gathering page says the same.