Torchlight Infinite Twinightmare Release Date & Patch Notes

Dear Torchlight Hunters:

Torchlight: Infinite will launch its new season “Twinightmare” on December 28th. We would like to thank all hunters for your tremendous support to Torchlight this season.  The new season "Twinightmare" will kick off globally on December 28th at 18:00 (PST).

This patch note will showcase the majority of the new content and adjustments, but for detailed figures, please log into the game on December 28th to check.

It’s important to note that some changes are still in progress, and the actual final results should be based on what is officially released.

1. New Gameplay and Content

  • Season-exclusive Gameplay: Twinightmare

  • New System: Dream Interpretation

  • New Hero: Lightbringer·Rosa

  • New Skill

  • New Legendary Gear

  • New Pactspirit

2. Gameplay Adjustments

  • Adjustments for The City of Aeterna

  • Story Adjustment

  • Netherrealm Adjustment

  • Difficulty Adjustment

  • Gameplay Adjustments

  • Monster Adjustment

  • Loot Adjustment

  • Experience Optimization

3. System Optimizations


I. New Gameplay and Content

Season-exclusive Gameplay: Twinightmare

Hunters have a chance to enter a sweet dream when they interact with the Dream Lotus on the map.

After completing a Sweet Dream, Hunters will receive Dream Bubbles that contain rewards. Hunters will need to search for more lotuses to explore deeper floors of Sweet Dreams. Whenever a Sweet Dream floor is completed, Hunters will inherit the rewards from the previous floor and get the chance to further upgrade or increase these rewards.

At the same time, Hunters need to be vigilant as their chance of entering a Nightmare increases with each floor of a Sweet Dream they complete. Hunters should be familiar with the Nightmares they encounter as they will receive the Nightmare Omens corresponding to the rewards they select on each floor of a Sweet Dream, and these omens will come true in a Nightmare that can come for Hunters at any time. In other words, the higher the floor of the Sweet Dream, the more dangers Hunters will face in Nightmares.

No matter how beautiful the rewards are in a dream, it could just be a bubble that can pop at any time. These bubbles will only come true after Hunters escape from the Nightmare.


New Feature: Dream Interpretation

When exploring a dream, Hunters will get a new season item called Dream Talking. Whenever Hunters perform Dream Talking Interpretation, they will obtain a dream base, which includes a Sweet Dream affix and a Nightmare affix. The original base affixes on a piece of gear will be replaced when the dream base is recorded onto the gear. Sweet Dream base affixes grant powerful buffs, such as allowing Hunters to gain Legendary affixes that have only appeared on Legendary gear when crafting gear. Nightmare base affixes, on the other hand, grant negative affixes that may weaken the gear. Therefore, Hunters will need to choose the right time to perform Dream Talking Interpretation. While trying to get the Sweet Dream affixes they seek, Hunters will also need to take care to avoid the negative impact of Nightmare affixes.


New Hero:Lightbringer·Rosa-High Court Chariot

Level

Hero Trait

1

High Court Chariot

+30% Attack Block Chance

+20% Spell Block Chance

Within the Holy Domain, for every +2% Attack or Spell Block Chance, gain an additional +1% Damage, up to a maximum of +50%

Upon Blocking, restore 5 points of Murderous Intent; with at least 15 points of Murderous Intent, you can activate the Trait Skill to unleash Holy Illumination and create a Holy Domain

While Blocking, recover 4% of lost Life and Energy Shield

Murderous Intent: The base upper limit of Murderous Intent is 150 points

Holy Illumination: When cast, consumes 5 points of Murderous Intent to forcibly pull non-boss enemies within range into the Holy Domain, with a cooldown of 0.6 seconds. Holy Illumination has a radius of 8 meters

Holy Domain: Within the Holy Domain, for every +2% Attack or Spell Block Chance, gain an additional +1% Damage, up to a maximum of +50%. While in the Holy Domain, consume 10 points of Murderous Intent per second until it is depleted. The Holy Domain automatically closes 1 second after leaving it. The Holy Domain has a radius of 4 meters.

13

Charge and Ready

 +25% Holy Illumination Radius

After a Block, the next 3 skills deal an additional +40% Damage; this effect does not stack

For each enemy present within the Holy Domain, reduce the Murderous Intent consumption by -1 per second”

32

Precise Steamroll

Within the Holy Domain, for every 4 points of Murderous Intent, gain an additional -1% Skill Area and an additional +3% Damage.

During the duration of the Holy Domain, +5 point per second consumption of Murderous Intent.

Whirlwind Advance

+25% Holy Illumination Radius

For every +2% Attack Block, gain +1% Spell Block

Restore 2 points of Murderous Intent for each enemy that enters the Holy Domain for the first time

50

Decimate

+25% Holy Illumination Radius

For every 1% Block Ratio, +1% Murderous Intent Restoration

If you’ve Blocked Recently, for every 2 points of Murderous Intent, deal an additional +1% Damage to enemies within the Holy Domain

For every 3 points of Murderous Intent, when you Block, restore 0.1% of Lost Life and Energy Shield, up to a maximum of 10%

62

Desperation

For every 5 points of Murderous Intent, all units within the Holy Domain gain an additional +1% Attack and Cast Speed.

For every 5 points of Murderous Intent, deal an additional +2% Damage to enemies within the Holy Domain

Improvision

If no enemies have been defeated recently, regenerate 5 points of Murderous Intent per second.

If no enemies have been defeated recently, increase Block Ratio Upper Limit by +20%.

Within the Holy Domain, for each enemy defeated, inflict an additional -1% Damage (multiplied) after leaving the Holy Domain, Lasting for 4 seconds

80

Crush

+25% Holy Illumination Radius

For every +1% Block Ratio, gain +2 to Murderous Intent cap, up to a maximum of +150

For every 4 points of Murderous Intent, -1% Murderous Intent Restoration

Seize Momentum

Within the Holy Domain, ignore collision with entities.

Within the Holy Domain, each time you block damage, gain a stack of Brave Advance, up to a maximum of 30 stacks.

Defeating an enemy refreshes the duration of Brave Advance.

Brave Advance: +1% Size, +1% Movement Speed, an additional +1% Damage taken, and deal additional +4% Damage to enemies within the Holy Domain, lasting for 8 seconds and affected by skill duration bonuses.

New Hero Relic & Hero Memory

Code of Conduct for Prospective Knights

【Non-Legendary Hero Relic】

+(3 – 12)% Max Life and Max Energy Shield

+(4 – 10)% Attack and Spell Block Chance

On Block, restore (1 – 5)% of lost Life and Energy Shield

If you’ve Blocked Recently, an additional +(3 – 8)% Damage

While in the Holy Domain, (29 – 60)% of Block Ratio also applies to Damage Over Time mitigation

If there is an Elite enemy in the Holy Domain, +5 Murderous Intent per second; for every (5 – 8) Murderous Intent, an additional +1% Damage to Elites

For every +5% Fervor effect, +1 to Murderous Intent Upper limit, up to +(21 – 40)

For every 5 Fervor, +(1.5 – 2.5)% Skill Area

For each Enemy entering the Holy Domain, an additional +(2 – 3)% Damage for 10 seconds, up to +(30 – 60)%, does not stack with the same enemy

When using an Empower Skill, restore an amount equal to (0.6 – 1)% of Max Life and (0.3 – 0.5)% of Max Energy Shield per second for 4 seconds, with a cooldown of 12 seconds

During Holy Domain Duration, Murderous Intent consumption is doubled; when releasing a Trait Skill, for every 5 Murderous Intent, inflict an additional +(1 – 2)% Damage taken on all enemies in the Holy Domain until it closes automatically

If no enemy has been defeated Recently, restore (4 – 6) Murderous Intent per second

Discipline comes Last

【Non-Legendary Hero Memory】

+(3 – 12)% Max Life and Max Energy Shield

+(5 – 19)% Attack Block Chance

+(5 – 19)% Spell Block Chance

+(5 – 10)% Block Ratio

On Block, restore (1 – 5)% of lost Life and Energy Shield

An additional -(9 – 24)% Damage taken from Damage Over Time

+(4 – 12)% Defense

+(4 – 12)% Attack and Cast Speed

+(12 – 36)% Fervor effect

+(5 – 30)% Skill Duration

+(13 – 25) to Murderous Intent Upper limit

When Murderous Intent drops to (30 – 50)%, +(31 – 80)% Murderous Intent Restoration until fully recovered

When taking Damage, restore (3 – 5) Murderous Intent per second for 5 seconds

When releasing a Trait Skill, if Murderous Intent is not less than (70 – 90)%, inflict an additional +(13 – 25)% Damage taken on all enemies in the Holy Domain for 5 seconds

While in the Holy Domain, +(3 – 7)% to Block Ratio Upper limit

+15% Holy Domain radius; while in the Holy Domain, deal an additional +(9 – 18)% Damage to Boss enemies within

Bad Knight Role Model

【Legendary Hero Relic】

Allows continuous channeling of Trait Skills, during which the Holy Domain follows the player and does not consume Murderous Intent

Upon reaching the maximum Channeled Stacks, lose all stacks and recast Holy Illumination, for each stack lost, inflict an additional +(12 – 15)% Damage taken on all enemies in the Holy Domain for 8 seconds

Between the Holy Land and Hell

【Legendary Hero Memory】

Activate Hero Trait: Desperation

The Sanctity of the Holy Land

【Legendary Hero Memory】

All units in the Holy Domain deal an additional +20% Damage (Engram 1 Exclusive)

When an enemy is present in the Holy Domain, any unit leaving the area takes an additional +20% Damage taken for 5 seconds (Engram 1 Exclusive)

When an enemy leaves the Holy Domain, pull all non-Boss enemies within the Holy Illumination range back into the area every 0.2 seconds (Engram 1 Exclusive)

When the High Court’s Dog Barks

【Legendary Hero Memory】

-25% Holy Domain radius (Engram 2 Exclusive)

Holy Illumination can lock onto enemies and leave a Holy Domain at the locked location (Engram 2 Exclusive)

When the player is within the Holy Illumination range, they are pulled to the center of the Holy Domain (Engram 2 Exclusive)

For every 1 meter the player moves within the Holy Domain, an additional +2% Damage for 5 seconds, up to +50% (Engram 2 Exclusive)

A Holy Dynasty without War

【Legendary Hero Memory】

For 3 seconds after using a Defensive skill, you will Block all incoming Hits, but cannot Block otherwise (Exclusive to Engram 3).

(15 – 20)% of bonuses to Attack and Spell Block Chance are instead applied to Block Ratio (Exclusive to Engram 3)


New Skill

Active Skills

[Thunderstorm Beam]

Casting this skill unleashes a beam forward, striking enemies within its area. Every 5 casts of this skill generates a Thunder Orb around the character, which follows the character and automatically casts the skill on enemies within a certain area.

Thunder Orbs last for 6 seconds, with a base upper limit of 3. The number of beams cast by this skill is not affected by quantity bonuses, but for every +1 to the number of beams, the upper limit of Thunder Orbs generated by this skill is increased by +1.

[Whirlwind Blade]

Casting this skill fires a permanently penetrating projectile in the designated direction, dealing damage every 0.25 seconds, with this interval benefiting from cast speed bonuses. Multiple projectiles can hit the same target, and the shotgun effect’s decay coefficient for this skill is 75%.

The projectile’s flight distance is fixed, but it will stop in place upon hitting an elite enemy.

After persisting for 3 seconds or upon recasting this skill, the projectiles are retracted, and new projectiles can only be fired once all existing ones have been retracted.

[Star Stalker]

Casting this skill fires a projectile forward, creating a moving area centered around it. The character gains Euphoria while within the area: an additional +50% (at level 20) damage over time.

The projectile continuously tracks elite enemies and attaches to them upon reaching their location. When the host unit is defeated, the projectile will track a new elite enemy.

The projectile’s base flight speed is 100% of the character’s own movement speed.

[Harmonious Field]

This skill requires channeling to cast.

After channeling ends, sentries within a certain area around the caster gain Euphoria: an additional +20% (at level 20) damage, lasting for 3 seconds. For every channeled stack, this skill gains an additional +33% to its Empower effect.

If the channeling stacks reach the upper limit when channeling ends, the affected sentries also gain +3 seconds to their duration.

Support Skills

[Added Physical Damage]

Supports skills that hit enemies.

Supported skills gain 200-333 (at level 20) physical damage.

Supported skills gain 249% (at level 20) of skill damage as base bleed damage.

[Charge]

Supports mobility skills.

After using the supported skill, the next warcry skill gains +118% (at level 20) warcry cast speed.

[Limber Stretch]

Supports restoration skills.

Supported skills gain +20% to restoration duration.

After using the supported skill, gain +34.5% (at level 20) movement speed for 3 seconds.

[Gladiator’s Roar]

Supports warcry skills.

Supported skills gain +59% (at level 20) to skill area.

When using the supported skill, it knocks back nearby enemies in the opposite direction, with the area affected by skill area bonuses; knockback distance is 2 meters.


New Legendary Gear

Legendary Gear

Part

Paradox of the Second Will

Belt

+ (15 – 25)% Erosion Resistance
+ (1200 – 1800) Armor
+ (10 – 20)% Chaos Effect
With at least (80 – 80) Chaos, + (20 – 20)% to Skill Duration, lasting 5 seconds
Start with 50 Chaos
For every 1 point of Chaos, + (0.2 – 0.2)% to Skill Area

Captivated

Belt

<Random Equipment Affix>
<Random Equipment Affix>
<Random Equipment Affix>
<Random Equipment Affix>
<Random Equipment Affix>
<Random Equipment Affix>

Sea Splitter

Gloves

Guaranteed Steep Strike
During Multistrike, each attack deals an additional (-20 – -20)% Attack Damage until the Multistrike ends
+(200 – 200)% chance to Multistrike

The Cage of the Frost Drinker

Armor

+ (400 – 600) Gear Energy Shield
(-5 – -3) Levels to Main Skill
For each use of your Main Skill in the Recent past, gain an additional +(8 – 12)% Freeze Duration, with a cooldown of (1 – 1) second
When you Freeze an enemy, gain (5 – 8) stacks of Cage, with a cooldown of (1 – 1) second
(-50 – -50)% to Crowd Control Effects Received

Formation Breaker

Belt

Placing a Sentry skill grants an additional (-30 – -30)% to Attack and Cast Speed
+(48 – 48)% to Skill Area
Deals +30% Additional Damage to enemies near the Sentry
Gain a Demolisher Charge when using Sentry skills

Shadow Dance

Shoes

+ (60 – 75)% Movement Speed
Gain a stack of Wilt every 0.1 seconds with a base damage of (30 – 30) when an Elite is nearby.

Aslan

Armor

Giantism
+(50 – 50)% Steadfast Aura Effect
+(5 – 5) Aura Skill Level
Against Non-Physical DMG, +(15 – 15)% Armor Effective Rate

Sarituya

Armor

Miniaturization
+(50 – 50)% Nimbleness Aura Effect
+(5 – 5) Aura Skill Level
+(1 – 1) Deflection Stacks Upper Limit

Thornbearer’s Silver Shackles

Shoes

Movement Speed is fixed at (50 – 80)% of the base value
For every (2 – 2) meters moved, gain (1 – 1) stack of Thorn March
With at least (2 – 2) stacks of Thorn March, when hit, restore (30 – 30)% of lost Life and Energy Shield every (1 – 1) second
With at least (5 – 5) stacks of Thorn March, gain an additional (300 – 400)% Critical Strike Damage
When Thorn March has no more than (8 – 8) stacks, take an additional (-40 – -40)% reduced Physical Damage

Reverse-Reverse-Reverse Mirror

Shield

+ (10 – 20)% Attack and Spell Block Chance
If you’ve Blocked Recently, +(108 – 108)% Damage
For every (4 – 4) meters moved, apply (2 – 2) stacks of Agility Blessing to Nearby Enemies
For every (6 – 6) meters moved, there is a (50 – 50)% chance to gain Agility Blessing

Butterfly Wings

Shield

(-20 – -10)% Attack and Spell Block Chance
For every (200 – 300) Evasion, add (1 – 1) to (1 – 1) Physical Damage to Main-Hand Weapon
For every (10000 – 10000) Evasion, add (10 – 20)% of Main-Hand Weapon Damage to Spells
<One random defensive affix>


New Pactspirit

Name

Type

Outer ring effect

Inner ring effect

Mid ring effect

Shepherd

Drop

【Mirror of Dream】

While escaping from the Nightmare, whenever you remove Nightmare Roots, there is a 10% chance that all Dream Bubbles you have obtained will drop 1 additional time.

Bonues Affix:

  • Rank 2 Upgrade Reward

Outer Ring gains Bonus Affix 1:

Upon entering a Nightmare, there is a 50% chance to trigger 1 additional Sweet Dream Omen selection (this selection will not be accompanied by a Nightmare Omen)

  • Rank 3 Upgrade Reward

Outer Ring gains Bonus Affix 2:

In each round of Twinightmare gameplay, gain 2 chance(s) to re-randomize the current Dream Omens

  • Rank 4 Upgrade Reward

Effects of Bonus Affix 1 in Outer Ring Enhanced:

Upon entering a Nightmare, there is a 100% chance to trigger 1 additional Sweet Dream Omen selection (this selection will not be accompanied by a Nightmare Omen)

  • Rank 5 Upgrade Reward

Effects of Bonus Affix 2 in Outer Ring Enhanced:

In each round of Twinightmare gameplay, gain 2 chance(s) to re-randomize the current Dream Omens

  • Rank 6 Upgrade Reward

Effects of Non-Bonus Affixes in Outer Ring Enhanced:

While escaping from the Nightmare, whenever you remove Nightmare Roots, there is a 13% chance that all Dream Bubbles you have obtained will drop 1 additional time.

+3% Drop Quantity; +7% Drop Quantity from Nightmare monsters; +7% Dream Talking Drop Quantity

+6% Drop Quantity; +14% Drop Quantity from Nightmare monsters; +14% Dream Talking Drop Quantity

Raging Sands of Eternal Night

Attack

【Coming Hurricane】

Attacks eliminate enemies under 15% Life on hit if you have Blocked recently

Bonues Affix: +6% Block Ratio when there is a Boss Nearby

 +10% Damage ;+6% Attack Block Chance;+6% Spell Block Chance

+20% Damage; +12% Attack Block Chance; +12% Spell Block Chance

Witch Antelope of Lust

Attack

【Bewitched】

Inflicts Paralysis or Weaken on enemies within 10m in turn. Cooldown: 5s

Bonues Affix: For every type of crowd control effect the enemy has, you and your Minions deal +1.5% additional damage to them

+10% Damage and Minion Damage ; +9% Erosion Resistance; +5% crowd control effects

+20% Damage and Minion Damage; +18% Erosion Resistance; +10% crowd control effects


II. Gameplay Adjustments

Gameplay Adjustments for The City of Aeterna

  • The gameplay of The City of Aeterna delves into the core.

  • In the Netherrealm, monsters from The City of Aeterna will randomly appear. Players can obtain tickets to Aeterna’s gameplay—[Aeterna Echoes]—either by defeating these monsters or through the Trade House. Players can then choose when to proceed to The City of Aeterna.

  • Soul Candle has lifted the non-tradeable restriction.

  • The Infinite City of Aeterna no longer requires unlocking through the Psalms of Aeterna; Hunters can now directly challenge the higher tiers of the Infinite City of Aeterna.

  • Every time you break through a new level of Infinite City of Aeterna, the Aeterna’s rank will receive a one-time increase of +5 based on the current cleared rank, making it easier for Hunters to challenge higher ranks of Aeterna.

Story Adjustment

  • Optimized issues with abnormal damage from certain traps.

  • Story Stage: The Plaza of Glory will no longer be besieged by endless waves of Agito.

  • Story Stage: You can now skip the cutscenes in Verdant Land.

  • Story Stage: The quest guidance line in the Lavairon Core will no longer point to incorrect areas.

Netherrealm Adjustment

The map of the Grove of Calamity has been replaced with a new one.

The Netherrealm map has been rotated, with the following changes:

Before:

  • Glacial Abyss: Dragonrest Plateau, Windbreath Cliff, Court of Darkness, Mundane Palace, Alleys of Pilgrims, Where Lies Confession

  • Blistering Lava Sea: Obscured Plateau, Plaza of Everest, Thirsty Mines, Shadow Outpost, Blustery Canyon, Shrine of Punishment

  • Steel Forge: Penitence Academy, Wall of Sorrows, Wuthering Dale, Shimmering Hall, Grim Alleys, Gallery of the Moon

  • Thunder Wastes: Obscured Plaza, Weeping Mines, Defiled Side Chamber, Luminescent Throne, Yesterday Chamber, Path of Sacrifice

  • Voidlands: Prayer Sanctuary, Sun Temple, Rainforest of Divine Legacy, Shrine of Despair, Hall in the Mirror, City of Eternal Fire

After:

  • Glacial Abyss: Plaza of Everest, Obscured Plateau, Shadow Outpost, Rainforest of Divine Legacy, Defiled Side Chamber, Blustery Canyon

  • Blistering Lava Sea: The Academy of Atonement, Dragonrest Plateau, Court of Darkness, Shimmering Hall, Path of Sacrifice, Chamber of Confession.

  • Steel Forge: Sun Temple, Windbreath Cliff, Shrine of Despair, Weeping Mines, City of Eternal Fire, Shrine of Punishment

  • Thunder Wastes: Prayer Sanctuary, Wall of Sorrows, Hall in the Mirror, Thirsty Mines, Alleys of Pilgrims, Gallery of the Moon

  • Voidlands: Obscured Plaza, Wuthering Dale, Luminescent Throne, Mundane Palace, Grim Alleys, Yesterday Chamber

Difficulty Adjustments

  • Due to the addition of the new season’s development, the overall stage difficulty has been increased accordingly.

  • The 45th floor of the Path of the Brave will serve as the season’s Ultimate Challenge, with a significant increase in difficulty. The difficulty of the first 40 floors remains unchanged.

Gameplay Adjustments

  • Optimized the Path of the Brave experience; monsters will now spawn more quickly after being defeated;

  • Increased the animation playback speed for the Malice Cube’s Covet/Crazed Fantasy;

  • The effect of Bounty of Greed in the Codex of the Heartless has been modified to: the chance of Coveting to SSR and UR rarities is increased by 100%, and the quantity of Desire Crystals dropped by each defeated Malice Incarnation is reduced by 50%;

  • When the City of Aeterna does not connect to a BOSS, the opened Portal will be a Town Portal;

  • Kin Lantern Bearers in the City of Aeterna will be immune to Freeze while invisible;

  • Improved the naming of interactive objects in the Six Gods gameplay;

  • Drones in the God of Machines no longer carry a random drop indicator;

Monster

  • Reduced the damage of the boss Illusion Dimension X Incarnation in the Hero’s Crucible – Illusion Dimension X;

  • Reduced the number of attack phases for the Sandwave Mage;

  • All monsters with a rarity of boss will be immune to Freeze, Knockback, and Root effects;

  • The Ice Hell Vortex will no longer cause the Frostbite effect on players;

Drop

  • Added Casting Wedge to Advanced Auto Loot

  • Increased the drop rate for gear with 2T1 affixes, correspondingly reducing the drop rate for Flame Sand.

  • Increased the probability of dropping high-rarity Legendary Gear when Legendary Gear drops, correspondingly reducing the overall drop quantity of Legendary Gear

  • In Timemark 8 stages, the drop probability for Tier 5 Beacons has been doubled, and in Timemark 7/8, the Plane Watcher/Traveler drops Tier 5 Beacons quantity increased from 1 to 2. Also added 4 new Trait Cards that drop Tier 5 Beacons.

  • Reduced the quantity of drops from Treasure Chests in the Netherrealm.

Plane Watcher Related

  • Due to the increased drop rate of Timemark 8 Beacons and the enhanced exclusive Legendary Gear for most Plane Watchers, the drop probability of Legendary Gear at each stage has been reduced. The drop rate of Legendary Gear from the Plane Watcher in Timemark 8-3 during the Nightmare Season will be the same as the Plane Watcher in Timemark 7-2 during the Aeterna Season; the drop rates for other stages of Plane Watchers have been proportionally reduced.

Story Boss

  • The drop rates for Fire Shielding Prosthetics, Thunder Channeling Prosthetics, Cold Sanctuary Prosthetics, and Cover the Sun have been reduced.

  • The newly added Legendary Gear, Aslan and Sarituya, will be available as Exclusive Drops from King Lionheart.

Exclusive Drop Changes

  • In Glacial Abyss, all stages at Timemark 7 or higher have a chance to drop a Windfall of Wealth.

  • In the Blistering Lava Sea, all stages at Timemark 7 or higher have a chance to drop “All-Consuming Flames.”

  • In Steel Forge, all stages at Timemark 7 and above have a chance to drop “The Long Goodbye.”

  • In Thunder Wastes, all stages at Timemark 7 or higher have a chance to drop Cocooned Flame.

  • In the Voidlands, all stages at Timemark 7 or higher have a chance to drop Sands of a Thousand Throws.

Recycle

  • Recycle the Precious and Rare Legendary Gear in your Inventory to obtain Fluorescent Memory Shards: Nova Burst and Supernova Burst. This excludes the Exclusive Drops of Legendary Gear such as Enamor, Chaotic Ending, and Touch of the Dark Surge.

Experience Optimization and Fixes

Experience Optimization

  • Optimized performance when hitting multiple monsters simultaneously.

  • Optimized performance for multiple hits occurring within the same frame.

  • Optimized the performance of Shock effects.

  • Optimized the performance of the Injury Buffer.

  • Optimized performance when buffs have a high stack count.

Gameplay

  • Fixed an issue in The City of Aeterna where Aeterna Flames (Red laser) were not inflicting damage.

  • Fixed an issue in the Ruins of Aeterna where map affixes were not being displayed properly.

  • Fixed an issue in The City of Aeterna gameplay where opening a Treasure Chest did not trigger the chest animation.

  • Fixed an issue where rewards from The City of Aeterna were not dropping when playing under a weak network connection.

  • Fixed an issue where, after the Wall of the Last Breath mechanic involving the Sinister Cube was triggered, the corresponding gameplay monsters did not spawn as expected.

Stage

  • Fixed an issue where players could attack the BOSS from outside the BOSS room in certain BOSS encounters.

  • Fixed an issue where opening Treasure Chests during the Main Story might not yield any Drops.

Monsters

  • Fixed an issue with abnormal damage from certain monsters in the Netherrealm stages.

  • Fixed an issue where some monsters and traps were incorrectly displayed as “Unknown Source” after defeating players.

  • Fixed an issue with the stacking of the Slow debuff from the Mountain Scorpion.

Map Affixes

  • Fixed an issue where all non-Elite enemies within the range of a Rare monster would incorrectly receive additional damage intended for Elites only.

  • Fixed an issue where the damage avoidance chance obtained from repairing rare monsters was incorrectly calculated after taking damage.

Netherrealm

  • Fixed issues with abnormal collisions and object disappearances in certain Netherrealm stages.

Other

  • We’ve optimized the early gameplay experience for Carino-Ranger of Glory, who will now have a brand new starting skill along with a corresponding Support Skill, and will benefit from more appropriately matched Drops.

  • We’ve optimized the early-game experience for the Rehan-Anger, who will now have a brand new starting skill along with a corresponding Support Skill, and will benefit from more appropriately matched Drops.

  • We’ve optimized the visual effects for Berserking Blade’s Sweep Slash, resulting in more distinct visual cues for both Sweep Slash and Steep Strike.

  • We’ve optimized the quest guidance halo, which will now display in different colors according to the type of quest.

  • Due to the removal of the prologue stage, corresponding adjustments have been made to certain quests, rewards, skill distribution, and feature unlock milestones.

  • The unlock points for Hero Traits have been adjusted. Hero Traits are no longer unlocked from the start; instead, they now require the completion of a quest in the Dragon Frontier, where you must defeat the Exotic Plateau Beast, to unlock the basic Hero Traits.

  • The locations of Zenoth the Lightless in the Hideout and the Source of Malevolence have been adjusted, and the coordinates for the related quest guidance have been updated accordingly.

  • We’ve adjusted the point at which the Crafting feature becomes available and updated the Quest rewards for new Crafting quests to match your current progress.

  • Adjusted the energy required to unlock early skill slots.

  • Adjusted the Aeterna Season’s NPC, Kandel, to be a regular in the main city.

  • Removed the corrupted mental illusion stages and adjusted the starting stage to Ember’s Rest.

  • Removed stat-affixes on gear in the early game progression.

  • Removed the Arms Dealer from Chapter 1 Stage.

  • Fixed an issue with the abnormal quest marker for the Shimmering Nightstar quest.

  • Fixed the color of the Starlit Moonlit Spirit Quest icon.

  • Fixed the color of the Sanctum of Prophecy trial quest icon.

  • Fixed an issue where some character portraits were missing in the main story.

  • The early-stage consumption of Energy Cores has been slightly increased, with the consumption quantity changing from 1/2/5/10/15/20 to 1/4/8/12/16/20.

  • The Trader – Compass Shop has made overall adjustments to the prices of compasses

Compass Types

Original Price (Flame Elementium)

New Price (Flame Elementium)

Shiny War Compass

3

3

Shiny Might Compass

3

6

Shiny Hunting Compass

3

4

Shiny Mechanical Compass

3

10

Shiny Dark Surge Compass

3

3

Shiny Blacksail Compass

3

3

Shiny Cube Compass

3

6


III. System Optimization

[Training Dummy] Invincible No.2’s DPS upper limit has been raised to 500 billion.

[System] Added a one-click recommendation feature that allows you to upload and share your own build strategies or apply others’ uploaded builds.

[Main Interface] Optimized the system list style.

[Hero Trait] Initial hero trait unlocking conditions have been changed.

[Hero Ranking] When viewing hunter profiles in the hero rankings, you can now see the opponent’s outfit.

[Hero Ranking] The portraits on the right side of the hero rankings now use portrait frames.

[Hero Ranking] The data update interval for the hero rankings has been reduced from 2 hours to 1 hour.

[Netherrealm] Redesigned most of the effects of Trait Cards and Confusion Cards and balanced the values of each card.

[Netherrealm] Abandoning a fight with the Plane Watcher at lower Timemarks no longer returns Attention Points; the drop pools for Travelers and Plane Watchers no longer differ between first and subsequent challenges.

[Netherrealm] At the start of a new round of confrontation, a Confusion Card with a maximum progression of 2 will now be drawn to quickly end the current round.

[Netherrealm] The maximum number of cards in a Trait Card deck has been increased from 10 to 12.

[Netherrealm] The maximum star level for Trait Cards has been adjusted from 5 stars to 3 stars.

[New Player Tutorial] Fixed the skill equipment guide.

[Minimap] Dangerous affixes are now dyed to make them more noticeable.

[Twinightmare] Added season-exclusive gameplay.

[Outfit] Added new types of outfits: Training Dummy, Action, Drop Effects.

[Outfit] The skill system can now view the outfit of the currently installed skill.

[Pact] Expanded the save slots for pact schemes.

[Pact] Pact saving schemes can now be switched from the main interface.

[Trade House] Increased the maximum number of stall pages from 7 to 8 to prevent the inability to obtain the stall page gifted in the Season Pass after purchasing all the stall pages in the shop.

[Trade House] The delay time for listing items in the Trade House has been changed from 0-60 minutes to 0-10 minutes.

[Events] Added new season-exclusive packs – Pactspirit Encounter Pack, one-time packs – Elite Hunter Gift Pack, Senior Hunter Gift Pack.

[Events] Added new Holographic War Boon.

[Events] Added new Dancing Snow Boon.

[Events] Added new Dazzling Treasures Boon.

[Events] Added a new primary event tab.

[Events] Added new event loading images.

[Events] Added a new “Recommended” tag for events.

[Events] Added the Blacksail Resurgence event.

[Events] Added the Winter Praise series of events.

[Events] Added returning boons to the Past Memories event.

[Events] Added boon type filter functionality to the Past Memories event.

[Events] Double first Top-up reset.

[Events] Opened exchange for the Perseverance Medal.

[Soul Candle] Soul Candles are now tradable.

[Merits] Fixed incorrect target descriptions in the Path of Progression.

[Merits] Added a Claim All feature to the Path of Progression.

[Merits] Modified the effect for claimable rewards in the Path of Progression.

[Revival Token] Revival Tokens can now help characters reach level 99. The number of Revival Tokens consumed at levels 95/96/97/98 is 4/6/8/10.

[Boon] The Boon system now allows viewing recommended packs.

[Drop Performance] Switching filters now takes effect in real-time.

[Drop Performance] Holding the Alt key (default, can be changed in settings) now displays hidden drops.

[Drop Performance] Reduced the drop sound effect for low-value items and enhanced it for high-value items; remade some drop sound effects.

[Drop Performance] Increased the drop frequency when a large number of items drop at once.

[Item] Time Transition Capsules no longer have a time limit and can be used immediately after server launch.

[Crafting] Prototype Crafting added a shortcut feature for crafting again.

[Character Creation] Added Solo Self Found Mode, Hardcore Mode, and Solo Self Found Hardcore Mode options when creating a character in the most recent season server.

[Price Check] Optimized the display rules for filter conditions when price checking equipment.

[Download While Playing] Optimized the prompt for incomplete target resource downloads to make it more universal.

[PC] Main interface pact and Pactspirit scheme switching now supports setting hotkeys.

[PC] Added a hotkey to display filtered drops and supports key remapping.

[NPC] Redesigned the icon for the Arms Dealer.


Season Balance Adjustment – Twinightmare

Balance Adjustment

1. Core Mechanics

2. Hero Trait

3. Hero Memories, Relics

4. Skills

5. Talent

6. Divinity Slate

7. Fluorescent Memory

8. Soul Candle

9. Rare Gear Affixes

10. Legendary Gear


I. Core Mechanics

Frostbite

  • The base duration of Frostbite has been adjusted from 1.5 seconds to Eternal duration.

  • The effects of the Frostbite status have been adjusted from “a reduction of 10% Attack Speed, Cast Speed, and Movement Speed” to “a reduction of 10% Attack Speed, Cast Speed, and Movement Speed, with 10 Frostbite points applied per second.”

Frostbite Value

  • The basic application rules for Frostbite have been changed from “When inflicting Frostbite on a unit, accumulate 2 points of Frostbite for every 0.2% of the Cold Damage dealt in relation to the sum of the enemy’s Max Life and Max Energy Shield, otherwise no accumulation” to “When dealing Cold Damage to a target affected by Frostbite, accumulate 2 points of Frostbite for every 1% of the Cold Damage dealt in relation to the sum of the enemy’s Max Life and Max Energy Shield.”

  • Remove the effect of “Frostbite Points,” where “Each Frostbite Point increases the unit’s susceptibility to Frostbite effects by 1%, and the duration of being Frozen is extended by an additional 1%.”

  • When the Frostbite gauge reaches 100, the target enters a Frozen state.

  • All units now have a maximum Frostbite threshold of 300.

  • Currently, under normal circumstances, Frostbite cannot be applied to enemies that are not already affected by Frostbite, and you cannot continue to inflict Frostbite on units that are Frozen.

Freeze

  • The base duration of Freeze has been adjusted from 0.2 seconds to 1.5 seconds.

  • The base effect of Freeze has been changed from “Cannot act” to “Inflicts a 20% damage reduction and immobilizes the target.”

  • Now you can inflict Freeze on boss enemies, but they remain immune to being incapacitated.

New Affix

To ensure the new Frostbite system operates more effectively within the game, we’ve made corresponding adjustments to Rare gear:

  • Rare Gloves now have a new suffix: +% to Frostbite applied

  • Rare Ring now has a new prefix: Inflicts Frostbite Value on Frostbite enemies per second.

  • Rare Ring now has a new suffix: +% to Frostbite applied

  • Rare Necklace/Belt/Ring new suffix: +% Freeze Duration

  • Rare Weapon gains new Suffix: +% Damage against Frozen Enemies


II. Hero Trait

Frostfire Gemma – Frostbitten Heart

Level

Trait

特性效果

1

Frostbitten Heart

Start with a maximum of 6 Cold Energy. When casting Cold spells, restore 1 point of Cold Energy.

When Cold spells deal damage, they release a Cold Pulse with a 4-second cooldown.

On hit, Cold Pulse applies Frostbite and 20 points of Frostbite value.

After releasing a Cold Pulse, all Cold Energy is consumed.

When Cold Pulse consumes Cold Energy, each point spent grants an additional +5% Cold Damage for 4 seconds.

Cold Energy: Gain 1 point of Cold Energy when casting Cold spells. When Cold Pulse consumes Cold Energy, it provides various buffs based on the amount of energy spent.

Cold Pulse: A pulse of Cold Energy that radiates from the target, dealing Cold Spell Damage and applying Frostbite and Frostbite value, with a base interval of 4 seconds.

13

Blizzard Incarnation

Within 4 seconds after an enemy is hit by a Frost Pulse, for every 1 point of Ice Energy consumed by the Frost Pulse, +2% additional Freeze Value that you apply to the enemy.

Your Freeze effects gain additional potency: enemies affected take an additional +30% Cold Damage

32

Snowy Embrace

Regenerate 1 Cold Energy per second

+4 Cold Energy Upper Limit

Wintry Slumber

Eliminate non-elite enemies that are frozen and have less than 50% life

50

Glacial Night

Upon first inflicting Freeze on an enemy, gain an additional +50% Freeze duration

+40% Freeze effect

62

Frost TIde

When Cold Pulse first hits an enemy, it applies an additional 100 Frostbite.

-2 second to the Cold Pulse cast interval.

Frigid Infusion

Enemies afflicted with Freeze can continue to be subjected to Frostbite and Frostbite value.

After the Freeze effect ends, Frostbite and all accumulated Frostbite stacks are no longer cleared, with 25% of the Frostbite value being retained

80

Bone-piercing Frost

Enemies afflicted with Freeze by the character gain 1 stack of Deep Freeze every 0.2 seconds; upon losing the Freeze status, they lose 1 stack of Deep Freeze every 0.1 seconds, with a maximum of 20 stacks possible.

For each stack of Deep Freeze on an enemy, they take an additional +15% damage.

Blooming Frost Flower

Upon freezing an enemy, unleash a Cold Pulse at the location of the frozen target that does not consume Cold Energy, with a 0.1-second interval.

For each time an enemy has been hit by a Cold Pulse recently, they take an additional +12% Cold Damage for 4 seconds, stacking up to 5 times.

Berserker Rehan – Anger

  • “Additional +% Burst Damage” now also applies a bonus to Ailment Damage caused by Bursts.

Berserker Rehan – Seething Silhouette

  • Fixed an issue where, after acquiring the trait point for Seething, it would incorrectly register as if allies were constantly present.

  • The trait “Rage Accumulation,” which originally stated “Seething Spirit triggered by taking damage deals additional Physical Damage equal to 100% of the damage received,” has been changed to “When Seething Spirit uses an ability, you gain an additional 9 Rage points.”

Divineshot Carino – Ranger of Glory

  • [Basic Trait] “When consuming ammo, gain an additional +30% Projectile Damage” has been adjusted to “When consuming ammo, gain an additional +35% Projectile Damage”; “During Reload, Movement Speed +30%” has been adjusted to “During Reload, Movement Speed +45%”

  • Level 32 [Heart-Piercing Shot] “+10% chance to reload with Special Ammo, when Special Ammo is consumed, an additional +50% damage for that Projectile skill” has been adjusted to “+15% chance to reload with Special Ammo, when Special Ammo is consumed, an additional +60% damage for that Projectile skill”

  • Level 50 [Punishment Barrage] “During Magic Shot, each use of Special Ammo grants the projectile skill an additional +15% Damage” has been adjusted to “During Magic Shot, each use of Special Ammo grants the projectile skill an additional +30% Damage.”

  • Level 62 [Landslide] “If four Special Ammo are consumed, gain an additional +20% damage for that Projectile skill; if five Special Ammo are consumed, gain an additional +40% damage for that Projectile skill; if six Special Ammo are consumed, gain an additional +80% damage for that Projectile skill” has been adjusted to “If four Special Ammo are consumed, gain an additional +25% damage for that Projectile skill; if five Special Ammo are consumed, gain an additional +50% damage for that Projectile skill; if six Special Ammo are consumed, gain an additional +100% damage for that Projectile skill.”

  • Level 62 [Crushing Gale Trigger] “+2 Special Ammo Support Skill Level” has been adjusted to “+3 Special Ammo Support Skill Level”

Divineshot Carino – Lethal Flash

  • Level 32 [Precise Hit] “If a projectile skill hits the same enemy at least 10 times within 1 second, gain an additional +10% damage for 6 seconds” has been adjusted to “If a projectile skill hits the same enemy at least 10 times within 1 second, gain an additional +15% damage for 6 seconds.”

  • Level 32 [Dart Shot] “After using a Mobility skill, gain an additional +20% Damage for 2 seconds” has been adjusted to “After using a Mobility skill, gain an additional +25% Damage for 2 seconds.”

  • Level 50 [Deep Into the Danger] “Each use of a mobility skill grants an additional +8% damage for 2 seconds, stacking up to 3 times, with the duration refreshed on projectile hits” has been adjusted to “Each use of a mobility skill grants an additional +12% damage for 2 seconds, stacking up to 3 times, with the duration refreshed on projectile hits.”

  • Level 62 [Lethal Interval] – “Gain 10 stacks of Darkness Interval when using non-channeled mobility skills, with an upper limit of 20 stacks” has been adjusted to “Gain 20 stacks of Darkness Interval when using non-channeled mobility skills, with an upper limit of 40 stacks.”

  • Level 80 [Desperate Measure] now adds “Projectile skills have a fixed attack and cast speed of 2 times per second.”

Cateye Erika – Wind Stalker

  • Added an indicator above the character’s to display the number of Stalker stacks, making it easier for players to observe the current number of Stalker stacks.

  • [Basic Traits] “Cat’s Agility effect: During its duration, +25% Movement Speed, and during its duration, any increase or decrease in Movement Speed by 200% also applies to Attack Damage” has been adjusted to “Cat’s Agility effect: During its duration, +30% Movement Speed, and during its duration, any increase or decrease in Movement Speed by 240% also applies to Attack Damage.”

  • Level 13 [Hot Pursuit] “Stalker effect: Multistrike damage increases by 20%” adjusted to “Stalker effect: Multistrike damage increases by 30%”

  • Level 50 [Cat’s Punches]: “For each stack of Stalker, Multistrike Damage gains an additional 12% increase” has been adjusted to “For each stack of Stalker, Multistrike Damage gains an additional 20% increase.”

  • Level 80 [Cat’s Scratch]: “Upon reaching Max Multistrike Count, gain an Additional +2% Attack Speed for each stack of Stalker, Persistent for 3 seconds” has been adjusted to “Upon reaching Max Multistrike Count, gain an Additional +3% Attack Speed for each stack of Stalker, Persistent for 3 seconds.”

Escapist Bin – Blast Nova

  • [Basic Traits] “Additional +30% Projectile Damage” has been adjusted to “Additional +40% Projectile Damage”

  • Level 13 [Doom Shot] “Additional +30% Projectile Damage” has been adjusted to “Additional +40% Projectile Damage”

  • Level 50 [Aggregation Load] – “When throwing bombs, each additional +1 to bomb throw quantity grants an extra +25% damage to that bomb, up to a maximum of +175%” has been adjusted to “When throwing bombs, each additional +1 to bomb throw quantity grants an extra +25% damage to that bomb, up to a maximum of +200%”.

  • Level 62 [Tactical Detonation] “Additional +50% Projectile Damage” has been adjusted to “Additional +60% Projectile Damage”

  • Level 80 [Radiation Effect] “For every +4% Projectile Speed, bombs upon impact cause enemies within a 5-meter radius to take an additional +1% Damage, persisting for 2 seconds, up to a maximum of +80%” has been adjusted to “For every +2% Projectile Speed, an additional +1% bomb Damage, up to a maximum of +120%.”

  • Level 80 [Frenzy Hound] “When a bomb explodes, each existing bomb grants an additional +4% Damage, up to a maximum of +80%” has been adjusted to “When a bomb explodes, each existing bomb grants an additional +4% Damage, up to a maximum of +100%”.

  • Trait Skill: Enhanced Bomb-Throwing Finesse

    Now, each bomb will target and be thrown at monsters within a certain area in front of the player. The targeting area is a 120-degree arc with a radius of 15 meters in front of the player. If there are no monsters within the area, the bomb will be thrown towards the targeted position.

    Now, the entire backswing phase can be interrupted by movement.

Frostfire Gemma – Ice-Fire Fusion

  • Fixed an issue where the Trait Point [Seeping in] not properly worked .

  • [Basic Trait] “Each point of Fusion Energy grants an additional +2% Fire Damage and Cold Damage” has been adjusted to “Each point of Fusion Energy grants an additional +3% Fire Damage and Cold Damage”

  • Level 62 [Glacial Flames] “Fusion Energy gains an additional effect: each point of Fusion Energy grants an additional +2% Fire Damage and Cold Damage” has been adjusted to “Fusion Energy gains an additional effect: each point of Fusion Energy grants an additional +1% Fire Damage and Cold Damage”

Oracle Thea – Wisdom of the Gods

  • Fixed an issue with the “Predicted Hope” trait where the damage buff gained from a single use could only stack up to a maximum of 20 layers.

Oracle Thea – Incarnation of the Gods

  • [Basic Traits] “For each layer of blessing consumed in the Divine Realm, gain +15% Damage during its duration, up to a maximum of +150%” has been adjusted to “For each layer of blessing consumed in the Divine Realm, gain +20% Damage during its duration, up to a maximum of +200%”

  • Level 13 [Divinity]: “For each stack of Agility Blessing, deal an additional +15% damage to Full Life enemies, up to 20 stacks, and for each stack of Tenacity Blessing, deal an additional +10% damage to Low Life enemies, up to 20 stacks” has been adjusted to “For each stack of Agility Blessing, deal an additional +12% damage to Full Life enemies, up to 20 stacks, and for each stack of Tenacity Blessing, deal an additional +12% damage to Low Life enemies, up to 20 stacks.”

  • Level 32 [Might Flow] “If within the Divine Realm area, for each layer of blessing consumed by the Divine Realm, gain an additional +2% Damage, stackable up to 8 layers” has been adjusted to “If within the Divine Realm area, for each layer of blessing consumed by the Divine Realm, gain an additional +3% Damage, stackable up to 8 layers.”

  • Level 80 [Incarnation of God] “If within the Divine Realm, each layer of blessing grants an additional +10% Damage, stacking up to 25 times” has been adjusted to “If within the Divine Realm, each layer of blessing grants an additional +12% Damage, stacking up to 25 times.”

Spacetime Witness Youga – Spacetime Illusion

  • [Basic Trait] “While in Twisted Spacetime, gain an additional +15% Spell Damage” has been adjusted to “While in Twisted Spacetime, gain an additional +25% Spell Damage”

  • Level 50 [Spacetime Resonance] “For every +1 level in Spell Skills, gain +6% to Twisted Spacetime Skill Area, up to a maximum of +90%. For every +1 level in Spell Skills, gain an additional +6% Spell Damage while within Twisted Spacetime, up to a maximum of +90%. For every +1 level in Spell Skills, increase the casting frequency of Spacetime Illusion by +6%, up to a maximum of +90%” is adjusted to “For every +1 level in Spell Skills, gain +15% to Twisted Spacetime Skill Area, up to a maximum of +150%. For every +1 level in Spell Skills, gain an additional +15% Spell Damage while within Twisted Spacetime, up to a maximum of +150%. For every +1 level in Spell Skills, increase the casting frequency of Spacetime Illusion by +15%, up to a maximum of +150%”.

Spacetime Witness Youga – Spacetime Elapse

  • Starting players now have their Temporal Energy adjusted from 50 points to 50% of Max Temporal Energy.

  • Level 13 [Spacetime Diversion]: “For every 0.3 seconds that Twisted Spacetime exists, you inflict an additional 0.5% Damage Over Time on enemies within it, reaching a maximum after 15 seconds” has been adjusted to “For every 0.3 seconds that Twisted Spacetime exists, you inflict an additional 1% Damage Over Time on enemies within it, reaching a maximum after 15 seconds.”

  • Level 62 [Spacetime Cutting] and Memory’s “Add % damage dealt to enemies by Reaping to the Twisted Spacetime Record” has been changed to “Add % damage dealt to enemies by Reaping and Reap Purification to the Twisted Spacetime Record’s damage.”

  • Level 32 [Spacetime Delay] “Enemies in Twisted Spacetime -50% Movement Speed, -10% Attack Speed and Cast Speed” has been adjusted to “For every 5 points of Spacetime Energy, gain an Additional +2% Damage Over Time, up to a maximum of +40%”

  • Fixed an issue with the level 32 [Spacetime Conversion] where “When you inflict Damage Over Time on an enemy, it consumes Spacetime Energy to unleash a Twisted Spacetime centered on them, with a cooldown of $P1$ seconds” – the cooldown was not triggering correctly.

  • Level 80 [Spacetime Upheaval] “For every 4 points of Spacetime Energy, Twisted Spacetime additionally records 1% of the Damage Over Time you deal to enemies” has been adjusted to “For every 3 points of Spacetime Energy, gain an additional +1% Damage Over Time.”

Commander Moto – Order Calling

  • Level 62 [Last Stand]: “Minions gain additional damage based on lost life when Overloaded, up to a maximum of +50% damage” has been adjusted to “Minions gain additional damage based on lost life when Overloaded, up to a maximum of +80% damage.”

  • Level 80 [Rest & Ready] “Overload grants additional effects: Additional +10% Attack and Cast Speed, Additional +25% Damage” has been adjusted to “Overload grants additional effects: Additional +10% Attack and Cast Speed, Additional +30% Damage”

Commander Moto – Charge Calling

  • Level 32 [Concentrated Fire] “The indirect physical damage caused by minions of the Synthetic Troop during the persistent period of Overload, triggered by the Self-Destruct Protocol, which adds 20% damage” has been adjusted to “The indirect physical damage caused by minions of the Synthetic Troop during the persistent period of Overload, triggered by the Self-Destruct Protocol, which adds 50% damage.”

    Level 32 [Quick Battle] “After applying Overload through a Trait Skill, all Synthetic Troop Minions will gain Overload for 5 seconds” has been adjusted to “After applying Overload through a Trait Skill, all Synthetic Troop Minions will gain Overload for 4 seconds.”

The Forsaken Iris – Growing Breeze

  • Level 62 [Amazing Friends] “Spirit Magus gains Full Bloom after accumulating 25 stacks of Nourishment, lasting 9 seconds” adjusted to “Spirit Magus gains Full Bloom after accumulating 20 stacks of Nourishment, lasting 9 seconds”

  • Level 80 [Running with the Breeze] “During Windrider Channeling, Iris takes an additional +30% damage, Spirit Magus gains +100 Growth” has been adjusted to “During Windrider Channeling, Iris takes an additional +15% damage, Spirit Magus gains +100 Growth”

  • Level 80 [Growing Up Together] “When the Spirit Magus casts a skill, for each stack of Nourishment, there is a +3% chance that the skill will gain an additional -50% Attack and Cast Speed, and an additional +100% Damage” has been adjusted to “When the Spirit Magus casts a skill, for each stack of Nourishment, there is a +3% chance that the skill will gain an additional -50% Attack and Cast Speed, and an additional +120% Damage.”


III. Hero Relics and Hero Memories

Frostfire Gemma – Frostbitten Heart:

Remove the original Normal Relics and Memory Affixes.

New

Frozen Heart

+ (3 – 12)% to Max Life and Max Energy Shield

+ (2 – 6)% Cold Penetration

+ (3 – 9)% Cooldown Recovery Speed

+(9 – 26)% Freeze Duration

Against enemies afflicted with Frostbite, +(14 – 40)% Cold Damage.

For every enemy defeated while in a Frozen state, gain +(2-4)% Movement Speed, lasting for 4 seconds, stacking up to a maximum of 10 stacks.

For every 1 point of Cold Energy consumed, gain +(1.5 – 2.5)% Life Regeneration per second and +(1.5 – 2.5)% Energy Shield Charge Speed, lasting for 4 seconds. The highest value of this effect is applied.

After the Freeze effect ends, Frostbite and all accumulated Frostbite values are no longer cleared, with +(4 – 8)% of Frostbite values retained.

-(0.6 – 1) second Cold Pulse release interval

When Freeze is inflicted, restore (1 – 3) points of Cold Energy.

Deal an additional +(9 – 18)% Damage to Frozen Enemies

Your applied Freeze gains additional effects: + (11 – 20)% increased Damage taken, +10% Injury Buffer.

Each time an enemy enters a Frozen state, they take an additional +(5 – 10)% damage, and the duration of Freeze effects on them is reduced by an extra -5%. This effect lasts for 10 seconds and can stack up to 5 times.

Frost Ember

+ (3 – 12)% to Max Life and Max Energy Shield

+ (11 – 41)% Cold Resistance

+ (1 – 3)% to Max Cold Resistance

+ (10 – 36)% Cold Damage

+ (4 – 12)% increased Attack and Cast Speed

+ (16 – 60)% Critical Strike Rating

+ (8 – 30)% Critical Strike Damage

(5 – 18)% of Physical Damage taken as Cold Damage

+(12 – 35)% Max Mana

+(12 – 35)% Frostbite Effectiveness

+ (8 – 20)% Movement Speed

+(10 – 22)% Freeze Effect

+ (9 – 18)% Additional Damage against Frozen Enemies

On Hit, Cold Pulse applies Frostbite and (7 – 16) Frostbite Value.

When reaping a target afflicted by Freeze, extend the base duration of the Freeze status by (5 – 10)%, with this effect having a 1-second cooldown.

+ (1 – 3) Cold Energy Upper Limit

Escaping the Magic Ice

Remove the affix “For each Magic Hero Memory Engram inscribed, +1 to Frost Restoration stack limit; for each Legendary Hero Memory Engram inscribed, +(5–8)% to Frost Restoration effect.”

New Affix: “Upon taking Fatal Damage, Freeze yourself for 2 seconds, restore 50% max life and energy shield. Interval: 30-second . This Freeze grants immunity to all damage, triggers a larger Area Cold Pulse, and provides an Additional +100% Freeze effect and an Additional +100% Freeze duration, lasting for 6 seconds.”

Heart of the Snow

Remove the affix “Activate Hero Trait: Frost Embrace”

New Affix Added: “Activate Hero Trait: Frost Blossom”

Ice Surge Undercurrent

Remove the affix “On Hit with Cold Pulse, consumes 10% of the enemy’s Frostbite, with a 6-second cooldown. For each point of Frostbite consumed, adds (7–9) Cold Damage to attacks and spells, persisting for 2 seconds, up to a maximum of 300 damage.”

Added affix: “Cold skills no longer trigger Cold Pulse on damage. When Cold Energy is full, always attempt to trigger Cold Pulse at your location (Engram 2 Exclusive).”

Added affix: “Casting cold skills no longer restores Cold Energy. Instead, regenerate Cold Energy equal to 50% of its Upper Limit per second (Engram-exclusive Tier 2).”

Berserker Rehan – Seething Silhouette

[Hero Memory]

  • Delete the Legendary Memory “Imperceptible Pain”

    Activate Hero Trait: Split Form

  • Introducing the new Legendary Memory, “Ancestral Hate.”

    Activate Hero Trait: Rage Accumulation

Divineshot Carino – Ranger of Glory

[Hero Relic]

  • “+Chance to Reload Ammunition” has been adjusted from T1: (7-9) to (9-11).

  • “During Magic Shot, each Special Ammo consumed grants +3% Attack and Cast Speed, up to a maximum of +30%.” Adjusted from T1: (3-3) and (30-30) to (3-3) and (45-45).

  • “Each has a 20% chance to load Special Ammo, +(35–45)% Critical Strike Rating” adjusted from T1: (20-20)% and (27-34)% to (20-20)% and (35-56)%

  • “Recently, each time you reload Special Ammo, gain +1% Attack and Cast Speed, stacking up to 60 times.” Adjusted from T1: (1-1)% and (60-60) to (1.2-1.2)% and (60-60).

[Hero Memory]

  • “+Chance to Reload Ammunition” has been adjusted from T1: (7-9) to (9-11).

  • “During Magic Shot, each Special Ammo consumed grants +4% Projectile Damage, up to a maximum of +120%” has been adjusted from T1: (4-4) and (100-100) to (4-4) and (120-120).

[Lessons Under the City at Sunset]

  • “Grants a (20–25)% chance to Reload with Special Ammo, +(16–22)% Critical Strike Damage” has been adjusted from T1: (20-25) and (16-22) to (20-20) and (20-25).

Divineshot Carino – Lethal Flash

[Hero Relic]

  • Remove: “100% chance to instantly reload 1 round of ammunition on a Critical Strike, with a 0.2-second cooldown”

  • New: “(-50 – -36)% Projectile Range; +(26 – 30)% Damage for Subsequent Projectiles in Shotgun Effect”

Cateye Erika – Wind Stalker

[Hero Memory]

  • “Recently, for every 10 meters moved, gain +(5–6)% Attack Speed during Multistrike” has been adjusted to “Recently, for every 2 meters moved, gain +1.7% Attack Speed during Multistrike, stacking up to 20 times.”

  • “Recently, for every 10 meters moved, +(12–15)% chance to Multistrike” has been adjusted to “Recently, for every 2 meters moved, +3.2% chance to Multistrike, stacking up to 20 times.”

New Legendary Hero Memory: [Operation Catch the Kitty]

  • During Multistrike, for every +4% Movement Speed, there’s a +1% chance that the attack will deal damage equivalent to the Max Multistrike Count (Exclusive to Engram 3).

  • For every 1 meter moved, the next non-Sentry attack skill used gains an additional +2% damage, up to a maximum of +50% (Engram 3 Exclusive).

  • Upon reaching the Max Multistrike Count, cease the Multistrike and lose Stalker status.

Frostfire Gemma – Ice-Fire Fusion

The description in the Memory and Relic  “For every 1 point of Fusion Energy, XXXX” has been changed to “Additional effect with Fusion Energy: XXXX” (only the description has been modified).

[Hero Memory]

  • “For every (5-7) points of Fusion Energy Upper Limit, +1 to Ignite Limit” has been adjusted from T1: (5-7) and (1-1) to (7-7) and (1-1).”

Frostfire Gemma – Flame of Pleasure

[Hero Memory]

  • “26% of incoming Physical Damage converted to Fire Damage” has been adjusted from T1: (22-26) to (16-18).

[Thorny Paradise]

  • Fixed a bug in the Legendary Memory “Thorny Paradise” where carrying multiple copies would erroneously stack effects.

  • “For every +(2-3)% Brand Attachment Chance, gain +1% to Base Ignite Damage from Fire Damage” has been adjusted to “For every +(1-2)% Brand Attachment Chance, gain +2% to Base Ignite Damage from Fire Damage.”

[Melting Heart of Ice]

  • Fixed an issue where the Legendary Memory “Melting Heart of Ice” was not functioning properly.

Escapist Bin – Blast Nova

[Hero Relic]

  • “For each bomb thrown, gain +(5–6)% Projectile Speed, lasting 3 seconds, stacking up to (7–8) times” has been adjusted from T1: (5-6), (3-3), and (7-8) to (6-7), (3-3), and (7-8).

  • “When the bomb detonates, if there is an Elite within 3 meters, it deals an additional +(13–15)% Damage” has been adjusted from T1: (3-3) and (13-15) to (3-3) and (14-16).

[Hero Memory]

  • “When the bomb detonates, if there is an Elite within 5 meters, it deals an additional +(10–12)% Damage” has been adjusted from T1: (5-5) and (10-12) to (5-5) and (13-15).

[Detonation Dare]

  • “For every 5 meters moved, gain a Buff on your next bomb throw, lasting 3 seconds; each Buff layer grants +1 to the Quantity of bombs thrown, up to a maximum of +2 (Exclusive to Engram 3)” has been adjusted to “For every 3 meters moved, gain a Buff on your next bomb throw, lasting 3 seconds; each Buff layer grants +1 to the Quantity of bombs thrown, up to a maximum of +2 (Exclusive to Engram 3).”

Oracle Thea – Wisdom of the Gods

Transfer the affix “Each use of Divine Punishment consumes one layer of Blessing, granting an additional +8% damage to the next Main Skill” from the Memory to the Relic.

Transfer the affix “If Divine Punishment recently consumed full stacks of Focus Blessing, gain an additional +(12 – 16)% Damage” from the relic to the Memory.

[Hero Memory]

  • “Chance of +X% Double Damage” has been adjusted from T1: (5-6)% to (7-9)%.

Spacetime Witness Youga – Spacetime Illusion

[Hero Relic]

  • “When casting a core spell within Twisted Spacetime, for every 20 points of Spacetime Energy, there is a +(12–15)% chance to trigger an additional cast and lose 10 points of Spacetime Energy” has been adjusted to “When casting a core spell within Twisted Spacetime, for every 20 points of Spacetime Energy, there is a +(12–20)% chance to trigger an additional cast and lose 10 points of Spacetime Energy.”

[Hero Memory]

  • “When casting a core spell within Twisted Spacetime, for every 20 points of Spacetime Energy, gain an additional +2.5% damage for that spell and lose 10 points of Spacetime Energy” has been adjusted to “When casting a core spell within Twisted Spacetime, for every 20 points of Spacetime Energy, gain an additional +5% damage for that spell and lose 10 points of Spacetime Energy.”

[Multidimensional Contact]

  • “While in Twisted Spacetime, for every +10% Spell Burst charge rate, there is a (0.7–0.9)% chance to instantly gain 1 Spell Burst charge when casting a core spell” has been adjusted to “While in Twisted Spacetime, for every +10% Spell Burst charge rate, there is a (3–5)% chance to instantly gain 1 Spell Burst charge when casting a core spell.”

Spacetime Witness Youga – Spacetime Elapse

[Hero Memory]

  • “Every 6 seconds, reap 0.6 seconds of Damage Over Time from enemies in Twisted Spacetime” has been adjusted from T1: (6-6) and (0.6-0.6) to (1.5-1.5) and (0.15-0.15).

  • “Add % damage dealt to enemies by Reaping to the damage recorded in Twisted Spacetime” has been changed to “Add % damage dealt to enemies by Reaping and Purification Cuts to the damage recorded in Twisted Spacetime.”

Commander Moto – Order Calling

[Hero Relic]

  • “Each time Overload is applied, there is a 50% chance to gain 1 Command point” has been adjusted from T1: (50-50)% and (1-1) to (50-62)% and (1-1).

The Forsaken Iris – Growing Breeze

[Hero Relic]

  • “After activating Empower Skill, your Spirit Magus will maintain Nourishment for 2 seconds without depletion, with a cooldown of (15–16) seconds.” Adjusted from T1: (2-2) and (15-16) to (2-2) and (13-15).”

[Hero Memory]

  • Fixed the issue where the Memory “Growing Breeze” could not be searched for +12% Max Life and Max Energy Shield in the Trade House.

  • “+(16-20)% Windrider Cast Speed” has been adjusted from T1: (16-20)% to (18-25)%.


IV. Skills

Skill Fix

  • Fixed an issue where the Active Skill [Thundercloud] would incorrectly benefit from the Persistent Duration Bonus twice for its channeled stacks.

  • Fixed an issue where the Active Skill [Thundercloud did not actually have the “Channeled” tag.

  • Fixed an issue where the Shadow Strike Skills’ damage bonus was not applying correctly when both the character and the phantom hit the enemy simultaneously.

  • Fixed an issue where the Spacetime Illusion summoned by the Spacetime Witness’s [Spacetime Illusion] trait, when activating the Spell Burst effect, would not trigger certain Spell Burst-related affixes of the player.

  • Fixed an issue where the Active Skill [Dark Gate] could still gain Command points even when not in a Command state.

  • Fixed an issue where the Active Skill [Frost Shield] had no base Critical Strike Rating.

  • Fixed an issue where the “Channeled Movement Speed Modifier” provided by the Active Skills [Path of Flames] and [Whirlwind] was incorrectly applying while channeling other skills.

  • Fixed an issue with Thunder Spirit’s Enhanced Skill [Thunderlight Arrow], where after receiving the enhancement (each skill fires two Projectiles), the tracking effect of the Projectiles was not functioning correctly (this would result in each Projectile very easily causing 3 On Hit effects, whereas after the fix, under normal circumstances, each Projectile should only be able to cause 2 On Hit effects).

  • Fixed an issue where the Active Skill [Speed Phantom] was not correctly benefiting from the Skill Area Bonus (this was causing the Knockback Area of Speed Phantom to be excessively large).

  • Fixed an issue where Attack/Cast Speed was not calculating correctly in certain situations.

  • Fixed an issue where the Fervor rating gained was insufficient when multiple hits occurred within the same frame.

  • Fixed an issue where certain affixes granting additional Ailment Damage were not correctly applying bonuses to the base value of Ailment Damage derived from skill base damage or weapon damage.

  • Fixed an issue where Spirit Magus Minions could continue to gain the [Reconjuring] status while already in the [Reconjuring] state.

  • Fixed an issue where the Phantom quantity added by the Active Skill [Fearless Warcry] was not affected by bonus modifiers.

Skill Adjustment

  • [Flame Core], [Frost Core], [Thunder Core], and all channeled abilities (holding the skill is considered the same skill) will now properly benefit from affix bonuses related to that or the next use of the ability (for example: every 1 second, gain an additional +15% Fire Damage for the next Main Skill cast).

  • The base Terra Charge for all Terra skills has been reduced from 3 to 1. The effects when consuming charges and the base damage of the skills have been adjusted accordingly.

  • All Terra skills restore 1 stack of Terra Charge with the base cooldown reduced from 1 second to 0.5 seconds.

  • Base cast speed for all Warcry skills increased from 1s to 1.25s

  • Spell Burst’s Aim radius increased from 10 meters to 20 meters.

  • Some active skills have had additional effects that supplement missing skill tags: [Hammer of Ash], [Frost Spike], [Flame Jet], [Marked Rain of Arrows], [Corrosive Shot], [Blazing Bullet], [Icebound Beam] (For example, the first explosion of Hammer of Ash has been supplemented with the Projectile tag).

  • Several active skills now carry the Physical tag: [Swift Shadow Raid], [Focused Shot], [Arrow Einherjar], [Blink Bow], [Groundshaker], [Savage Charge], [Rain of Arrows], [Inexhaustible Barrage], [Split Arrow], [Double Thrusts], [Berserking Blade], [Focused Slash], [Whirlwind], [Leap Attack].

  • Projectile jump radius increased from 8 meters to 12 meters.

  • When minions reach the summoning cap, All active summoning abilities will no longer summon new minions to replace the original ones.

  • Upon using an Active Skill supported by the Support Skill [Overclock], the number of times the [Overclock] effect can be triggered will be reset.

  • Thunder Spirit’s Active Skill [Thundercloud Surge] now benefits from Support Skill bonuses when triggering Chain Lightning.

Frost Spirit’s Empower Skill [Frost Release]:

  • [Frost Release] now grants an additional +81% damage for the next 5 skill uses.

  • [Frost Release] While active, each skill cast reduces the damage bonus by 15% (the first skill cast grants an additional +81% damage, the second skill cast grants an additional +66% (81%-15%) damage).

  • [Frost Release] can now stack up to a maximum of 5 layers.

  • The effects of multiple stacks of 【Frost Release】 now stack multiplicatively.

[Burst of Anger]

  • [Burst of Anger] now no longer provides effects, granting +8% Movement Speed.

  • [Burst of Anger] now grants a buff within duration: upon defeating an enemy: +1% Movement Speed, stackable up to 20 times.

[Scorching Beam]

  • [Scorching Beam] The angle between multiple beams reduced from 30 degrees to 15 degrees.

  • [Scorching Beam] The maximum total angle between multiple beams is limited to 90 degrees.

  • [Scorching Beam] Beam Damage at level 1: 3-5 -> 1-2, at level 20: 164-305 -> 76-141

  • [Scorching Beam] Explosion Damage at level 1 reduced from 8-15 to 4-7, at level 20 reduced from 493-915 to 228-423.

  • [Scorching Beam] Shotgun Effect damage reduction 70%->0%

[Icebound Beam]

  • [Icebound Beam] The number of projectiles converted per beam is reduced from 2 to 1.

  • [Icebound Beam] The Shotgun Effect decay coefficient for the projectiles fired is reduced from 70% to 40%.

  • [Icebound Beam] Beam Damage Lvl 1: 23-35 -> 4-6, Lvl 20: 148-223 -> 157-236

  • [Icebound Beam] Projectile Damage at level 1: 69-104 -> 13-19, at level 20: 445-668 -> 472-708

[Charging Warcry]

  • [Charging Warcry] no longer grants an Attack Speed Bonus.

  • [Charging Warcry] now grants an additional +7.3% Attack Speed to Shadow Strike Skills for each enemy affected, up to a maximum of 8 stacks.

[Bombard]

  • [Bombard] Split Damage Reduction -80% -> -50%

  • [Bombard] The number of attacks for the single-use skill is reduced from 4 to 3, with the base damage adjusted accordingly.

[Whirlwind]

  • [Whirlwind] channeled stacks upper limit reduced from 8 to 5.

  • [Whirlwind] The additional reduction to Movement Speed while channeling is decreased from -30% to -15%.

  • [Whirlwind] damage has been adjusted accordingly.

[Fast Reload]

  • Renamed to “Focused Reload”

  • 【Focus Reload】Now has 3 charge points.

  • When the buff is active, casting a projectile skill will also grant +2 to Projectile Quantity for that skill use.

  • Mobility range increased from 5 meters to 6.5 meters.

[Swift Shadow Raid]

  • Mobility range increased from 6 meters to 6.5 meters.

[Speed Phantom]

  • [Speed Phantom]’s Knockback radius reduced from 5 meters to 4 meters.

[Aegis of Fire]

  • [Aegis of Fire] no longer requires players to wield a shield to gain the buff effect.

Grim Phantom’s Active Skill: [High Energy Beam]

  • [High Energy Beam] now receives the same bonus to its beam length as well as additional bonuses to its Skill Area.

  • [High Energy Beam] The angle between multiple beams reduced from 30 degrees to 15 degrees.

  • [High Energy Beam] The maximum total angle between multiple beams is limited to 90 degrees.

Grim Phantom’s Active Skill: [Destructive Light Cannon]

  • [Destructive Light Cannon] now receives the same Bonus to its Beam length as well as Additional enhancements to its Skill Area.

[Frost Terra]

  • [Frost Terra] will no longer apply Frostbite to enemies.

  • [Frost Terra] now deals an additional +25% damage to Frozen enemies.

  • [Frost Terra] consumes each layer of Terra Charge to increase damage from 13.5% -> 40%.

  • [Frost Terra] Damage Over Time Lvl 1: 8 -> 8, Lvl 20: 571 -> 565

[Icy Blade]

  • [Icy Blade] now, when Steep Strike hits an enemy that is Frozen or has reached the Frostbite threshold, it no longer clears the enemy’s Freeze status or Frostbite.

  • [Icy Blade] Now, when Steep Strike hits an enemy affected by Freeze, there’s a +100% chance to gain an additional Steep Strike count.

  • [Icy Blade] now reduces the Freeze duration on enemies by -0.1 seconds with each Steep Strike hit on Frozen targets.

[Curse on Hit]

  • Renamed to [Companion’s Curse]

  • Now, Main Skills no longer Trigger linked Curse skills On Hit.

  • Now, when the Main Skill deals damage, it triggers the linked Curse ability.

[Ice Imbue]

  • [Ice Imbue] now triggers an explosion that deals indirect Cold Damage equal to 10% of the defeated enemy’s Max Life to all enemies within the area.

  • [Ice Imbue] Explosion radius triggered increased from 3 meters -> 4.5 meters

  • [Ice Imbue] now increases Frostbite Chance by 15% (Level 1) – 25% (Level 20) -> 25% (Level 1) – 45% (Level 20)

  • [Ice Imbue] no longer adds cold damage to physical damage.

[Precise Ice Imbue]

  • [Precise Ice Imbue] now triggers an explosion that deals indirect Cold Damage equal to 12% of the defeated enemy’s Max Life to enemies within the area.

  • [Precise Ice Imbue] Explosion radius triggered increased from 3 meters to 4.5 meters.

  • [Precise Ice Imbue] increases Frostbite Chance by 15% (Level 1) – 25% (Level 20) -> 25% (Level 1) – 45% (Level 20)

  • [Precise Ice Imbue] no longer adds Cold Damage to Physical Damage.

  • [Precise Ice Imbue] no longer grants the effect of applying Frostbite value when causing Frostbite.

[Flame Imbue]

  • [Flame Imbue] Adds Fire Damage increased from 1-1 (Level 1) – 56-104 (Level 20) to 3-5 (Level 1) – 90-167 (Level 20)

  • [Flame Imbue] now creates terrain that inflicts persistent Fire Damage equal to 100% of the excess Damage per second.

  • [Flame Imbue] Reduces the cooldown for creating Terra from 2 seconds to 1 second.

[Presice Flame Imbue]

  • [Presice Flame Imbue] Additional Fire Damage increased from 1-7 (Level 1) – 66-122 (Level 20) to 3-6 (Level 1) – 106-196 (Level 20)

  • [Presice Flame Imbue] now creates terrain that inflicts persistent fire damage equal to 100% of the excess damage per second.

  • [Presice Flame Imbue] Reduces the Cooldown of Terra generation from 2 seconds to 1 second.

[Magic Dash]

  • [Magic Dash] can now enhance Attack Mobility Skills.

[Hunting Tempo]

  • Triggering the effect of [Hunting Tempo] now requires an increased movement time of 0.26 seconds (at level 20) -> 0.32 seconds (at level 20). Beyond level 21, the movement time remains unchanged.

  • Upon triggering the [Hunting Tempo] effect, the next 3 skills will be enhanced.

  • [Hunting Tempo] effect now grants an additional damage increase of +44% (at level 20) -> +49.25% (at level 20)

  • [Hunting Tempo] can now support projectile attack skills.

[Carpet Bombardment]

  • [Carpet Bombardment] now grants an additional +25% Damage for each barrage wave assisted by a Support Skill.

[Path of Flames]

  • [Path of Flames] Damage at level 1 increased from 137 to 139, at level 20 increased from 334 to 385.

[Blizzard]

  • [Blizzard] Damage Level 1: 5-8 -> 5-8, Level 20: 135-202 -> 143-214

[Thunderbolt Overload]

  • [Thunderbolt Overload] Split Additional Damage Reduction -60% -> -50%

[Double Thrusts]

  • [Double Thrusts] Damage Multiplier: Level 1 60% -> 80%, Level 20 80% -> 108%

[Frost Spike]

  • [Frost Spike] Damage Multiplier at level 1 increases from 110% to 118%, and at level 20 from 148% to 159%.

[Wilt Spike]

  • [Wilt Spike] Damage Multiplier: Level 1 102% -> 125%, Level 20 138% -> 169%

[Thunder Spike]

  • [Thunder Spike] Damage Multiplier at level 1 increases from 110% to 144%, and at level 20 it goes from 149% to 195%.

[Groundshaker]

  • [Groundshaker] Damage Multiplier: Level 1 99% -> 108%, Level 20 158% -> 172%

[Frost Impact]

  • [Frost Impact] Each icicle hit increases damage by 20% -> 45%

  • [Frost Impact] Damage Multiplier at level 1 is reduced from 113% to 81%, and at level 20 from 199% to 142%.

[Hammer of Ash]

  • [Hammer of Ash] consumes Demolisher Charge for additional damage: Level 1 50% -> 215%, Level 20 145% -> 215%.

  • [Hammer of Ash] Damage Multiplier: Level 1 112% -> 136%, Level 20 196% -> 238%

[Rain of Arrows]

  • [Rain of Arrows] Converts Projectile Speed to Additional Damage at a rate of 35% -> 72.5%.

  • [Rain of Arrows] Damage Multiplier: Level 1 93% -> 95%, Level 20 125% -> 128%

[Corrosive Shot]

  • [Corrosive Shot] Split Additional Damage Reduction -80% -> -50%

  • [Corrosive Shot] Damage Over Time Level 1: 8 -> 9, Level 20: 513 -> 571

[Corrosive Shot]

  • [Corrosive Shot] Split Additional Damage Reduction -80% -> -50%

  • [Corrosive Shot] Damage Over Time Level 1: 8 -> 9, Level 20: 513 -> 571

[Flame Jet]

  • [Flame Jet] Main Terra Damage Over Time Level 1: 7 -> 7, Level 20: 499 -> 477

  • [Flame Jet] Small Terra Damage Over Time Level 1: 1 -> 3, Level 20: 83 -> 176

  • [Flame Jet] Main Terra On Hit Damage at level 1 increases from 3-6 to 9-16, and at level 20 from 112-208 to 315-585.

  • [Flame Jet] Small Terra On Hit Damage at level 1 increases from 3-6 to 9-16, and at level 20 from 112-208 to 315-585.

[Haunting Abomination]

  • [Haunting Abomination] Each stack consumed now grants an additional 13.5% -> 60% damage increase.

  • [Haunting Abomination] Damage Level 1: 1-1 -> 1-1, Level 20: 29-29 -> 36-36

[Shadow Swamp]

  • [Shadow Swamp] Additional effect: Damage increase per movement has been changed from 4.5% -> 20%.

  • [Shadow Swamp] Damage Over Time reduced from Level 1: 6 -> 5, Level 20: 738 -> 593.

[Ice Bond]

  • [Ice Bond] Adds Cold Damage increased from 1-1 (Level 1) – 75-113 (Level 20) to 4-6 (Level 1) – 124-186 (Level 20)

[Elemental Destruction]

  • [Elemental Destruction] Elemental Resistance reduction: Level 1 10% -> 15%, Level 20 19.5% -> 24.5%

[Biting Cold]

  • [Biting Cold] Cold Resistance reduced by 1 tier, from 10% to 15% at level 10, and from 19.5% to 24.5% at level 20.

[Corruption]

  • [Corruption] Erosion Resistance reduced by 1 tier: from 10% to 15% at level 10, and from 19.5% to 24.5% at level 20.

[Fixate]

  • [Fixate] Chance of Double Damage Level 1: 5.05% -> 5.6%, Level 20: 6% -> 7.4%

[Raging Warcry]

  • [Raging Warcry] Each stack consumes Demolisher Charge to deal additional damage: Level 1 5% -> 8%, Level 20 6.9% -> 9.9%.

  • [Raging Warcry] Each tier of Skill Area increases from Level 1: 5% -> 13%, to Level 20: 6.9% -> 14.9%.

[Projectile Split]

  • [Projectile Split] Additional Damage at Level 1: -15% -> 7%, at Level 20: -5.5% -> 16.5%

[Haunt]

  • [Haunt] Additional Damage Level 1 -24% -> 7%, Level 20 -3% -> 16.5%

[Shadowmask]

  • [Shadowmask] Base Additional Damage Level 1 -10% -> -50%, Level 20 -0.5% -> -50%

  • [Shadowmask] Phantom Additional Damage Level 1 25% -> 40%, Level 20 40% -> 59%

[Silhouette]

  • [Silhouette] Phantom Additional Damage Level 1: 21% -> 28%, Level 20: 40.5% -> 47%

  • [Silhouette] Every 5 skill uses +2 Phantom Quantity -> Every 2 skill uses +2 Phantom Quantity

[Quick Return]

  • [Quick Return] Additional Damage Level 1: -14.5% -> 25.5%, Level 20: -5% -> 35%

[Devastator]

  • [Devastator] Additional Damage Level 1: 25.5% -> 42%, Level 20: 35% -> 61%

[Speed-up Formation]

  • [Speed-up Formation] Additional Damage Level 1: 13.5% -> 25.5%, Level 20: 23% -> 35%

[Refracted Prism]

  • [Refracted Prism] Additional Damage -4.5% -> +24.5%

[Scattershot Beam]

  • [Scattershot Beam] Additional Damage -15.5% -> +15.5%

[Multiple Projectiles]

  • [Multiple Projectiles] Additional Damage at Level 1: -8.75% -> 15.5%, at Level 20: -4% -> 25%

[Greater Multiple Projectiles]

  • [Greater Multiple Projectiles] Additional Damage at Level 1: -24.75% -> 0.5%, at Level 20: -20% -> 10.5%

[Jump]

  • [Jump] Each jump deals additional damage: Level 1 -24.5% -> -5%, Level 20 -15% -> +5%

[Tendonslicer]

  • [Tendonslicer] Armor DMG Mitigation Penetration 6% -> 7%

[Recklessness]

  • [Recklessness] Adds physical damage based on a percentage of missing Life, with the effect on Minion skills reduced from 40% to 30%.

[Added Fire Damage]

  • [Added Fire Damage] The added fire damage is increased by 1 level from 3-5 (level 1) – 115-214 (level 20) to 6-10 (level 1) – 187-346 (level 20).

[Added Cold Damage]

  • [Added Cold Damage] Added Cold Damage increased from 3-5 (Level 1) – 131-197 (Level 20) to 6-10 (Level 1) – 213-320 (Level 20).

[Added Lightning Damage]

  • [Added Lightning Damage] Added Lightning Damage increased from 1-7 (Level 1) – 16-312 (Level 20) to 1-15 (Level 1) – 27-506 (Level 20).

[Added Corrosion Damage]

  • [Added Erosion Damage] Additional Erosion Damage increased from 4-4 (Level 1) – 164-164 (Level 20) to 8-8 (Level 1) – 267-267 (Level 20)

[Thunder Imbue]

  • [Thunder Imbue] increases Lightning Damage added to attacks from 1-2 (Level 1) – 8-152 (Level 20) -> 1-7 (Level 1) – 13-244 (Level 20)

  • [Thunder Imbue] increases Lightning Damage added to spells from 1-1 (Level 1) – 6-106 (Level 20) to 1-6 (Level 1) – 10-195 (Level 20).

【Precise Thunder Imbue】

  • [Precise Thunder Imbue] increases the Lightning Damage added to attacks from 1-2 (Level 1) – 9-178 (Level 20) to 1-9 (Level 1) – 15-287 (Level 20).

  • [Precise Thunder Imbue] increases the Lightning Damage added to Spells by 1-2 (Level 1) – 7-125 (Level 20) -> 1-7 (Level 1) – 12-230 (Level 20)

[Corrosion Imbue]

  • [Corrosion Imbue] increases the Erosion Damage added to attacks from 1-1 (Level 1) – 56-56 (Level 20) to 3-3 (Level 1) – 91-91 (Level 20).

  • [Corrosion Imbue] increases the Erosion Damage added to spells from 1-1 (Level 1) – 39-39 (Level 20) to 2-2 (Level 1) – 64-64 (Level 20).

【Precise Corrosion Imbue】

  • [Precise Corrosion Imbue] increases the Erosion Damage added to attacks from 1-1 (Level 1) – 70-70 (Level 20) to 3-3 (Level 1) – 114-114 (Level 20).

  • [Precise Corrosion Imbue] increases the Erosion Damage added to spells from 1-1 (Level 1) – 49-49 (Level 20) to 2-2 (Level 1) – 79-79 (Level 20).

[Charged Flames]

  • [Charged Flames] increases the fire damage added to spells from 2-4 (Level 1) – 88-163 (Level 20) to 4-8 (Level 1) – 144-267 (Level 20)

[Precise Charged Flames]

  • [Precise Charged Flames] increases the fire damage added to spells from 2-4 (Level 1) – 88-163 (Level 20) to 4-8 (Level 1) – 144-267 (Level 20)


V. Talent

To enhance the diversity and strategic choice of Talent Nodes, the Upper limit for most Medium Talents has been increased from 1 point to 3 points. Consequently, the potency of both Minor and Medium Talents has been slightly reduced. Additionally, certain Medium Talents have retained a 1-point Upper limit and have been elevated to Legendary Medium Talents (corresponding to the final column of the Talent Panel in the original setup), and as such, they now possess greater strength.

Overall, players can now obtain more individual stats from their talents, but since the total number of Talent Points remains unchanged, careful consideration is required when deciding which talent clusters to fully invest in. With the increase in the quantity of Legendary Medium Talents, the enhancement of Divinity Slates and the variety of Legendary Medium Talents available on certain Legendary Divinity Slates have also become more diverse.

Core Talent Adjustment

[The Brave]

  • [Well Matched] has been changed from “When Dual Wielding, Block is Lucky; after Blocking, the next Main Skill has +100% Multistrike chance” to “When Dual Wielding, Block is Lucky; after Blocking, the next Main Skill has +200% Multistrike chance.”

[Warlord]

  • [Sweep] has been changed from “Area Skills have a +15% chance to deal Double Damage; for each enemy recently defeated, gain +10% to Skill Area, up to a maximum of 100%” to “Area Skills have a +22% chance to deal Double Damage; for each enemy recently defeated, gain +10% to Skill Area, up to a maximum of 100%”.

  • [True Flame] has been changed from “Enemies defeated by fire damage explode, causing a persistent fire Damage Over Time to nearby enemies equal to 85% of the excess damage, lasting 2 seconds” to “When an enemy is Ignited, 50% of the bonus to the persistent Damage Over Time they receive from Affliction also applies to your On Hit Fire Damage.”

[Marksman]

  • [Three Birds with One Stone] has been changed from “+2 Projectile Quantity; +2 Parabolic Projectile Split Quantity” to “+2 Projectile Quantity; +3 Parabolic Projectile Split Quantity.”

[Bladerunner]

  • [Transition] has been changed from “When casting a Lightning skill, there is a +50% chance to grant that skill +75% Critical Strike Damage; When casting a Lightning skill, there is a +25% chance to grant that skill +150% Critical Strike Damage; When casting a Lightning skill, there is a +10% chance to grant that skill +250% Critical Strike Damage” to “When casting a skill, there is a 50% chance to grant that skill an additional +16% Damage; When casting a skill, there is a 25% chance to grant that skill an additional +32% Damage; When casting a skill, there is a 10% chance to grant that skill an additional +80% Damage”.

[Druid]

  • [Cultivation] has been changed from “Recently, each skill used grants +3% Life and Mana restoration Speed, up to a maximum of 45%; Recently, each skill used grants +4% Cast Speed, stacking up to 15 times” to “Recently, each skill used grants +3% Cast Speed, stacking up to 40 times.”

  • [Stability] has been changed from “When restoring Life, restore 4% of Life; when restoring Energy Shield, restore 4% of Energy Shield” to “When restoring Life, restore 5% of Life; when restoring Energy Shield, restore 5% of Energy Shield.”

  • [Acquaintance] has been changed from “When using a core spell skill, there is a +25% chance to trigger an additional cast” to “When using a core spell skill, there is a +30% chance to trigger an additional cast.”

  • [Rebirth] has been changed from “50% Life Regain and Shield Regain converted to Persistent Restoration; Additional -35% Regain Interval” to “50% Life Regain and Shield Regain converted to Persistent Restoration; Additional -40% Regain Interval”

[Goddess of Knowledge]

  • [Chilly] has been changed from “Additional +20% Spell Damage to Nearby Enemies; Nearby Enemies Cannot Naturally Restore Life” to “Additional +20% Spell Damage; Nearby Enemies Cannot Naturally Restore Life.”

  • [Winter] has been changed from “Enemies have -5% Cold Resistance every 0.2 seconds, stacking up to 8 times, and this effect resets after the enemy moves 2 meters” to “For every 2 points of Frostbite on an enemy, they take an additional +1% Damage.”

  • [Preparation] has been changed from “Gain 1 stack of Focus Blessing for every 10% Mana spent; for each stack of Focus Blessing, +25% natural Mana Restoration rate” to “Gain 1 stack of Focus Blessing for every 6% Mana spent; an additional -50% to the duration of Focus Blessing; when Focus Blessing reaches its Upper limit, an additional +25% to Cast Speed.”

[Magister]

  • [Play Safe] has been changed from “Increases and reductions to Cast Speed also apply to Spell Burst charge rate at 100%; Skills that are not Spell Burst have an additional -50% Damage” to “Bonuses and Additional Bonuses to Cast Speed also apply to Spell Burst charge rate at 100%; Skills that are not Spell Burst have an additional -50% Damage.”

  • [Mind Blade] has been changed from “Adds 100% of Main-Hand Weapon Damage to Spells; Adds 15% of Main-Hand Weapon Critical Strike Rating to the base Critical Strike Rating of Spell Skills” to “Adds 150% of Main-Hand Weapon Damage to Spells; Adds 20% of Main-Hand Weapon Critical Strike Rating to the base Critical Strike Rating of Spell Skills.”

[Arcanist]

  • [Frostbitten] has been changed from “Deal +1% Cold Penetration for every 5 Frostbite on the enemy when dealing damage; Minions deal +1% Cold Penetration for every 5 Frostbite on the enemy when dealing damage” to “Deal an additional +90% Damage to Frozen enemies.”

  • [Mana] has been changed from “20% of damage is first deducted from Mana; Additional +8% Max Mana” to “20% of damage is first deducted from Mana; Additional +12% Max Mana”

  • [Extreme Coldness] has been changed from “Deal an additional +30% damage to enemies with maxed Frostbite; Minions deal an additional +30% damage to enemies with maxed Frostbite” to “Your Freeze effects gain an additional property: every 0.1 seconds, reduce Cold Resistance by -7%, stacking up to 20 times, and reset upon losing Freeze.”

  • [Frozen Lotus] has been changed from “Defeating an enemy causes Cold Spell Damage to nearby enemies based on Max Mana; this damage increases with Character level” to “When not at Low Mana, gain an additional +30% Cold Damage; at Low Mana, gain an additional -100% Skill cost; upon exiting Low Mana status, restore 20% of lost Mana every 0.5 seconds.”

【Elementalist】

  • [Quick Ritual] has been changed from “+1 to minimum Channeled stacks; Additional +15% Channeled Skill Cast Speed; Additional +15% Channeled Skill Attack Speed” to “+1 to minimum Channeled stacks; Additional +20% Channeled Skill Cast Speed; Additional +20% Channeled Skill Attack Speed”.

  • [Peculiar Vibe] has been changed from “+30% chance to inflict Elemental Ailments; +25% Additional Damage to enemies with Elemental Ailments” to “+50% chance to inflict Elemental Ailments; +25% Additional Damage to enemies with Elemental Ailments.”

  • [Penetrating] has been changed from “For every stack of Focus Blessing, gain +4% Elemental Penetration” to “For every stack of Focus Blessing, gain +5% Elemental Penetration”.

[Shadowdancer]

  • [Blunt] has been changed from “+8% Armor DMG Mitigation Penetration; Minions +8% Armor DMG Mitigation Penetration; +20% chance to inflict Paralysis on Physical Damage On Hit” to “Additional +30% Physical Damage; Enemies have +25% Injury Buffer.”

  • [Continuum] has been changed from “On Attack Critical Strike, +250 Spell Critical Strike Rating, Persistent for 4 seconds” to “On Attack Critical Strike, +350 Spell Critical Strike Rating, Persistent for 4 seconds.”

  • [Open Wounds] has been changed from “Against enemies under Bleed status, inflicting Bleed again grants +40% Bleed duration; against enemies under Bleed status, +125% Critical Strike Damage; against enemies under Bleed status, Minions +125% Critical Strike Damage” to “Against enemies under Bleed status, inflicting Bleed again grants +50% Bleed duration; against enemies under Bleed status, +125% Critical Strike Damage; against enemies under Bleed status, Minions +125% Critical Strike Damage.”

  • [Versatile] has been changed from “Recently, each use of an Attack skill grants an additional +12% Spell Damage, stacking up to 3 times; after using a Spell, your next Attack skill is guaranteed to Critical Strike, with a cooldown of 0.6 seconds” to “Recently, each use of an Attack skill grants an additional +12% Spell Damage, stacking up to 3 times; after using a Spell, your next non-Sentry Attack skill is guaranteed to Critical Strike, with a cooldown of 0.6 seconds; after using a Spell, your next Channeled Attack skill is guaranteed to Critical Strike, with a cooldown of 0.6 seconds.”

[Ronin]

  • [Falling Leaves] has been adjusted from “Additional -30% Weapon Damage; Additional +60% Attack Damage” to “Additional -25% Weapon Damage; Additional +50% Attack Damage”.

[Ranger]

  • [Impending] has been changed from “Every 0.25 seconds, enemies within 10 meters take an additional +6% damage, stacking up to 5 times” to “Every 0.25 seconds, enemies within 10 meters take an additional +6% damage from you, stacking up to 5 times.”

[God of Deception]

  • [Plague] has been changed from “Damage Over Time has a 40% chance to spread to Nearby targets; +25% to Persistent Damage duration” to “Damage Over Time has a 50% chance to spread to Nearby targets; +25% to Persistent Damage duration.”

  • [Windwalk] has been changed from “After applying Damage Over Time, the target takes an additional +25% Damage Over Time for the next 2 seconds, this effect cannot stack” to “After applying Damage Over Time, an additional +25% Damage Over Time is dealt for the next 2 seconds, this effect cannot stack.”

  • [Subtle Impact] has been changed from “Blur gains an additional effect: Nearby enemies take +25% additional Damage Over Time” to “Blur gains an additional effect: +25% additional Damage Over Time.”

[Shadowmaster]

  • [Beyond Cure] has been changed from “For each stack of Wilt on the enemy, -1% Erosion Resistance; you can inflict a maximum of 50 stacks of Wilt” to “When dealing damage, for each stack of Wilt on the enemy, gain +1% Erosion Penetration, up to a maximum of +50%.”

  • [Twisted Belief] has been changed from “+3 Erosion Skill Level; -2 Elemental Skill Level” to “+4 Erosion Skill Level; -2 Elemental Skill Level”.

[Psychic]

  • [Affliction] has been changed from “+10 Affliction Per Second; +75% Affliction Effect” to “+10 Affliction Per Second; an Additional +30% Affliction Effect”

  • [Daze] The additional effects from Blur have been changed from “+100% Crowd Control effects; Additional +15% Ailment Damage” to “Blur grants additional effects: +25% Crowd Control effects; Additional +20% Ailment Damage”

  • [Verbal Abuse] has been changed from “You can apply 1 additional Curse; +15% Curse Effect” to “You can apply 1 additional Curse; +35% Curse Effect”.

[Warlock]

  • [Off The Beaten Track] has been changed from “+3 Support Skill Level; Support Skill Mana Multiplier fixed at 105%” to “+4 Support Skill Level; Support Skill Mana Multiplier fixed at 105%”.

  • [Stab In The Back] has been changed from “When Blur is active, using your Main Skill will remove Blur and grant an Additional +45% Damage to that skill” to “When Blur is active, using your Main Skill will remove Blur and grant an Additional +50% Damage to that skill.”

[Machinist]

  • [Boss] has been changed from “+1 Max Synthetic Troop Minions; Synthetic Troop Minions have a +12% chance to deal Double Damage” to “+1 Max Synthetic Troop Minions; Synthetic Troop Minions have a +18% chance to deal Double Damage”

  • [Co-resonance] has been changed from “Bonuses and additional bonuses to Attack Speed apply 100% to the activation rate of Attack Sentries; Bonuses and additional bonuses to Cast Speed apply 100% to the activation rate of Spell Sentries; Sentries have a +25% chance to deal Double Damage” to “Bonuses and additional bonuses to Attack Speed apply 100% to the activation rate of Attack Sentries; Bonuses and additional bonuses to Cast Speed apply 100% to the activation rate of Spell Sentries; Sentries have a +36% chance to deal Double Damage”.

[Steel Vanguard]

[Reflection] has been changed from “Additional +25% Aura Effect” to “Additional +20% Aura Effect; +20% Sealed Mana”

[Resistance] has been changed from “+3% Elemental Resistance Upper Limit; Damage Penetrates 15% Elemental Resistance” to “+3% Elemental Resistance Upper Limit; Damage Penetrates 18% Elemental Resistance”

[Panacea] has been changed from “Restoration skills +50% healing effect; healing from restoration skills will not be removed” to “Restoration skills +100% healing effect; healing from restoration skills will not be removed.”

[Alchemist]

  • [Contingency] has been changed from “For every 2% Life lost, gain an additional +1% natural Life regeneration rate; For every 2% Mana lost, gain an additional +1% natural Mana regeneration rate” to “For every 2% Life lost, gain an additional +1.5% natural Life regeneration rate; For every 2% Mana lost, gain an additional +1.5% natural Mana regeneration rate.”

Important Medium Talent Adjustment

  • Aura effects no longer have the Legendary Medium Talent; in Medium Talents, they now grant a maximum of +4% Aura effect.

  • [The Machinist]’s Legendary Medium Talent “Minions receive +10% increased Aura effects” has been adjusted to “Minions receive +5% increased Aura effects.”


VI. Divinity Slate

A new precious Legendary Divinity Slate [When Sparks Set the Prairie Ablaze] has been added, along with Memory Cards used to exchange for it, primarily dropped by certain Watcher.

  • The effect of the Legendary Divinity Slate is: Replicate the last Talent from all adjacent slates onto this slate, excluding core Talents.


VII. Fluorescent Memory

New:

  • Windfall Bounty: Collect 9 to exchange for 100 Flame Elementium with the Spacetime Wanderer.

  • A Thousand Sands in a Toss: Collect 6 cards to exchange for 999 Flame Sand at the Spacetime Wanderer.

  • All-Consuming Blaze: Collect 20 cards to exchange for the Moth to the Flame Moment at the Spacetime Wanderer.

  • Cocoon Blaze: Collect 11 cards to redeem the All-Consuming Flames at the Spacetime Wanderer exchange.

  • The Long Goodbye: Collect 17 cards to exchange for the Farewell Desire corrupted by the Darkest Corrosion at the Spacetime Wanderer.

Remove:

  • Lost History, Wish of Despair, Wheel of Time, Ballad of Time, Ebb and Flow of the Void, Disciple’s Rebirth


VIII. Soul Candle

  • The cooldown for triggering the Rage, Charge, and Fearless Warcry affixes has been adjusted from 4 seconds to 8 seconds.

  • “For every 1% of Lightning Resistance over the cap, gain +1.5% Lightning Damage” has been adjusted to “For every 1% of Lightning Resistance over the cap, gain +1% Lightning Damage.”


IX. Adjustment to Rare Gear Affixes

Question 1: Certain equipment affixes yield excessively high benefits.

Optimization Approach: Appropriately adjust the power of affixes and moderately reduce the drop rate of affixes.

  • Cane Affix:

    Bonuses to Spell Damage and Additional Bonuses also apply to Attack Damage; Additional +(10 – 20)% Spell Damage has been reduced to: Bonuses to Spell Damage and Additional Bonuses also apply to Attack Damage; Additional +(5 – 10)% Spell Damage.

  • Musket Affix:

    If you’ve dealt a type of Elemental Damage recently, gain an additional +(13 – 18)% to the other two types of Elemental Damage as a rare Affix.

    Peculiar Vibe; Additional Elemental Ailment base damage of (500 – 1000) has been reduced to: Peculiar Vibe; Additional Elemental Ailment base damage of (300 – 600).

Question 2: The effectiveness of Aura effects is excessively competitive on Rare items.

Optimization Approach: Properly adjust the distribution of Aura effects to ensure diversity in Affix selection.

  • Weapon Affix Removal: Aura Effect

Question 3: Affixes related to Stats are of lower value

Optimization Approach: Reduce and refine the distribution of stats in both trinket base affixes and equipment affixes.

  • The occurrence rate of low-tier stat affixes has been significantly reduced.

  • The base affixes of the Red Crystal Amulet, Tortoiseshell Amulet, and Opal Amulet have been adjusted from stats to additional points of attack and spell damage.

  • The base affixes for the Cinnabar Amulet, Moonstone Amulet, and Onyx Amulet have been changed from stats to elemental damage with ailments.

  • The base affixes of the Rock Belt, Wind Blade Belt, and Spring Source Belt have been adjusted from stats to natural life regeneration per second, damage percentage, and natural mana regeneration per second.

  • The Cudgel now has a new Affix that adds All Stats as a Suffix.

Question 4: Affixes related to Frostbite and Freeze are relatively weak in competitiveness.

Optimization Approach: Significantly increase the drop rate of Frostbite and Freeze related affixes.

  • Rare Gloves now have a new suffix: +% to Frostbite applied

  • Rare Ring now has a new prefix: Inflicts Frostbite on chilled enemies, applying Frostbite per second.

  • Rare Ring now has a new suffix: +% to Frostbite applied

  • Rare Necklace/Belt/Ring new suffix: +% Freeze Duration

  • Rare Weapon gains new Suffix: Deals additional % damage to Frozen enemies.

Question 5: Affixes related to Mana are relatively weak in competitiveness

Optimization Approach: Expand the variety of Mana Cost affixes and adjust the damage increase logic.

  • Rare INT Helmet T1 Tier Affix Adjustment: For each (680 – 680) Mana spent recently, gain +(15 – 15)% Spell Damage, up to a maximum of (1500 – 1500)%.

  • Rare INT Shield T1 Tier Affix Adjustment: Recently, for every (680 – 680) Mana spent, spells gain an additional (22 – 24) to (26 – 28) Cold Damage.

  • Rare Necklace now has a new suffix: +% Skill Cost Reduction for each point of Mana spent recently.

  • Rare Ring new prefix: +% Max Mana, +Skill Cost

Question 6: Some affixes of Tier 0 are missing; the strength of some affixes does not match their tier.

Optimization Approach: Fix the corresponding affixes.

Rare Equipment Affix Value Adjustment

Only the T1 affix values have been adjusted and announced; other Tiers will be adjusted accordingly.

  • [Beam Count] 0.5 -> 1

  • [Demolisher Charge Restoration Speed] 25% -> 60%

  • [Additional Damage on Demolisher Charge Consumption] 20% -> 13%

  • [Phantom Quantity] 0.5 -> 1

  • [Phantom Additional Damage] 13% -> 15%

  • [Parabolic Projectile Split Quantity] 0.5 -> 1

  • [Reaping Duration %] (15-20)% -> (25-30)%

  • [When dealing Damage Over Time, Reap X seconds of Damage Over Time, this effect has a Y-second Cooldown on the same target] 0.5 -> 0.125, 6 -> 1.5

  • [Resistance Penetration %] 8% -> 10%

  • [Double Damage Chance%] 8% -> 12%

  • [Adds Physical/Elemental/Erosion Damage] 40 -> 60

  • [Armor DMG Mitigation Penetration] 5% -> 7%

  • Aurora Ring base affix [Max Energy Shield %] (13-17)% -> (12-14)%

  • Graceful Ring base affix [Max Life %] (12-15)% -> (12-14)%


十、Legendary Gear Adjustment

Large amount of Legendary Gears has been buffed, making their features more prominent.

Legendary Gear

Aeterna Season

Nightmare Season

Highest Glance

+ (80 – 100)% Gear Physical Damage
Adds (19 – 23) to (27 – 31) Physical Damage to Gear
+ (30 – 40)% Critical Strike Rating to Gear Attacks
Gain (1 – 2) Steep Strike Charges every (2 – 2) meters moved
Sweep Slash deals an additional (-50 – -40)% Damage; Steep Strike deals an additional +(60 – 80)% Damage

+ (80 – 100)% Gear Physical Damage
Adds (19 – 23) to (27 – 31) Physical Damage to Gear
+ (30 – 40)% Gear Critical Strike Rating
Gain (1 – 2) Steep Strike Charges every (2 – 2) meters moved
Sweep Slash deals (-80 – -60)% less Damage; Steep Strike deals an additional +(100 – 120)% Damage

Fallen Snow

This equipment grants an additional (158 – 160) to (172 – 174) Physical Damage
+(20 – 25)% to Critical Strike Rating with Attacks
(50 – 50)% of Physical Damage Converted to Cold Damage
+(12 – 16)% chance to Multistrike
Multistrikes ignore Cold Resistance
For every (4 – 6) Frostbite on an enemy, deal an additional +(1 – 1)% Attack Damage, up to a maximum of 150%.

This equipment grants an additional (158 – 160) to (172 – 174) Physical Damage
+(20 – 25)% to Critical Strike Rating with this equipment’s attacks
(50 – 50)% of Physical Damage converted to Cold Damage
+(50 – 60)% chance to perform a Multistrike
For every (3 – 4) points of Frostbite on an enemy, gain an additional +(1 – 1)% to Attack Damage against them, up to a maximum of 150%.

Ominous Gift

This gear grants an additional (28 – 32) to (47 – 53) Physical Damage
+(110 – 130)% Gear Physical Damage
+(30 – 40)% Gear Critical Strike Rating
Adds (70 – 90)% of Off-Hand Weapon Damage to Main-Hand Weapon

This gear grants +(28 – 32) to (47 – 53) Physical Damage
+(110 – 130)% Gear Physical Damage
(-30 – +10)% Critical Strike Rating with Main-Hand Weapon
(-30 – +10)% Attack Speed with Main-Hand Weapon
Adds (150 – 200)% of Off-Hand Weapon Damage to Main-Hand Weapon

Will

This equipment adds (44 – 48) to (57 – 63) Physical Damage
For each Critical Strike recently, gain +(3 – 5)% chance of Double Damage
When you deal Double Damage recently, gain +(3 – 5)% increased Attack and Cast Speed, stacking up to +(10 – 10) times

This equipment adds (44 – 48) to (57 – 63) Physical Damage
For each Critical Strike recently, gain +(4 – 6)% chance of Double Damage
When you deal Double Damage recently, gain +(3 – 5)% increased Attack and Cast Speed, stacking up to +(10 – 10) times

Abyss Watcher

+ (160 – 200)% Gear Physical Damage
+ (30 – 40)% Gear Critical Strike Rating
On Critical Strike, add (1 – 1)% of Physical Damage as Erosion Damage, stacking up to (50 – 50) times, lasting (10 – 10) seconds
+ (36 – 36)% Armor DMG Mitigation Penetration

+ (160 – 200)% Gear Physical Damage
+ (30 – 40)% Gear Critical Strike Rating
On Critical Strike, add (1 – 1)% of Physical Damage as Erosion Damage, stacking up to (50 – 50) times, lasting (10 – 10) seconds
+ (28 – 28)% Armor DMG Mitigation Penetration

Thunder Conqueror

+ (250 – 270)% Gear Physical Damage
+ (80 – 100)% Critical Strike Damage
+ (20 – 30)% Shock Chance
(50 – 50)% of Physical Damage Converted to Lightning Damage
For each Channeled Stack, + (20 – 25)% Channeled Skill Damage
+ (1 – 1) Upper Limit of Channeled Stacks

+ (250 – 270)% Gear Physical Damage
+ (80 – 100)% Critical Strike Damage
(50 – 50)% of Physical Damage Converted to Lightning Damage
For each Channeled Stack, + (50 – 60)% Channeled Skill Damage
+ (1 – 1) Upper Limit of Channeled Stacks

Fire Lord’s Sin

+ (120 – 180)% Gear Physical Damage
Convert (100 – 100)% of Physical Damage to Fire Damage
+ (20 – 30)% to Gear Critical Strike Rating
After entering Low Life, gain an additional (1 – 2) to the Upper limit of Tenacity Blessing stacks for (2 – 2) seconds
With at least (8 – 10) Tenacity Blessing stacks, gain an Additional +(10 – 20)% Fire Damage
Take (100 – 100) Indirect Fire Damage per second

+ (120 – 180)% Gear Physical Damage
Convert (100 – 100)% of Physical Damage to Fire Damage
+ (20 – 30)% to Gear Critical Strike Rating
After entering Low Life, +(1 – 2) to the Upper limit of Tenacity Blessing stacks for (2 – 2) seconds
With at least (8 – 10) Tenacity Blessing stacks, gain an Additional +(20 – 30)% Fire Damage
Take (100 – 100) Indirect Fire Damage per second

Fleeting Regret

+ (80 – 120)% Gear Physical Damage
Adds (12 – 14) to (18 – 20) Physical Damage to Gear
+(5 – 6)% Chance to Block Attack and Spell Damage
If you’ve Blocked Recently, +(200 – 260)% Critical Strike Rating
If you’ve Blocked Recently, +(40 – 50)% Attack Speed

+ (80 – 120)% Gear Physical Damage
Adds (12 – 14) to (18 – 20) Physical Damage to Gear
While Dual Wielding, +(7 – 8)% Attack and Spell Block; While Holding a Shield, +(7 – 8)% Block Ratio
If you’ve Blocked Recently, +(300 – 320)% Critical Strike Rating
If you’ve Blocked Recently, +(32 – 64)% Attack Speed

Void Reckoning

+ (40 – 60)% Gear Physical Damage
+ (20 – 24)% Gear Critical Strike Rating
+ (20 – 40)% Skill Area
+ (18 – 18)% Armor DMG Mitigation Penetration
Attack Skills have a +(15 – 20)% chance to Deal Double Damage

+ (40 – 60)% Gear Physical Damage
+ (20 – 24)% Attack Critical Strike Rating
+ (20 – 40)% Skill Area
+ (10 – 15)% Armor DMG Mitigation Penetration
Attacks have a +(20 – 30)% chance to Deal Double Damage

Leaf Light

This equipment adds (15-21) to (25-32) Physical Damage
+(12-16)% Gear Attack Speed
For every (12-12) points of Dexterity, +(1-1)% Ailment Duration
For every (20-20) points of Dexterity, add (1-1) to Base Ailment Damage
For every (12-12) points of Intelligence, +(1-1)% Ailment Damage

When Intelligence is not greater than Dexterity, all Ailments are guaranteed to be inflicted
For every (3 – 3) points of Dexterity, +(1 – 1)% to Ailment Duration
When Dexterity is not greater than Intelligence, Ailment Duration is increased by +(20 – 60)%
For every (10 – 10) points of Intelligence, +(1 – 1)% to Effect of Ailments

Fire Lord’s Blade

This gear grants (5 – 7) to (108 – 115) Lightning Damage
+(30 – 40) Dexterity
+(12 – 15)% Gear Attack Speed
+(40 – 60)% Critical Strike Damage
On Kill, +(20 – 20)% chance to gain Blur
+(10 – 10)% increased Blur effect

This gear grants (5 – 7) to (150 – 160) Lightning Damage
+(20 – 25)% Gear Attack Speed
+(40 – 60)% Critical Strike Damage
On defeat, +(20 – 20)% chance to gain Blur
(-10 – -10)% Blur Effect

Shadow of Thunderlight’s Eyes

+1 to Level of Lightning Skills
-14% to -12% Cast Speed
+20% to +30% Skill Area
+30 to +40 Dexterity
For each 1% of Cold Penetration, +2% Lightning Penetration

+1 to Level of Lightning Skills
-30% to -20% Cast Speed
+20% to +30% Skill Area
For each 1% of Cold Penetration, +2% Lightning Penetration

Significantly increased the rarity of Shadow of Thunderlight’s Eyes

Bow of Endless Dusk

This gear grants an additional (187 – 192) to (196 – 201) Physical Damage
+(14 – 18)% Gear Attack Speed
+(30 – 40)% Gear Critical Strike Rating
Additional (-40 – -20)% Cooldown Recovery Speed
Adds (35 – 35)% of Physical Damage as Fire, Cold, and Lightning Damage
Additional (-60 – -60)% Spell Damage

This gear grants an additional (107 – 112) to (116 – 121) Physical Damage
+(14 – 18)% Gear Attack Speed
+(30 – 40)% Gear Critical Strike Rating
Adds (150 – 150)% of Physical Damage as Fire, Cold, and Lightning Damage
Additional (-80 – -80)% Spell Damage; Additional (-80 – 80)% Minion Damage

Arminius’ Confession

This gear adds (160 – 167) to (178 – 186) Physical Damage
+(25 – 35)% Critical Strike Rating on this gear
+(20 – 24)% Attack Speed on this gear
On Critical Strike, +(20 – 20)% chance to gain Blur
With Blur, +(12 – 16)% Elemental Resistance Penetration
With Blur, +(150 – 200)% Critical Strike Rating

This gear adds (160 – 167) to (178 – 186) points of Physical Damage
+(25 – 35)% to Gear Critical Strike Rating
+(20 – 24)% to Gear Attack Speed
On Critical Strike, there is a +(20 – 20)% chance to gain Blur
With Blur, +(15 – 20)% to Elemental Resistance Penetration
With Blur, +(150 – 200)% to Critical Strike Rating

Frozen Sight

This gear grants an additional (22 – 25) to (31 – 37) Cold Damage
Inflicts an extra (10 – 15) Frostbite when causing Frostbite
+(10 – 15)% Gear Attack Speed
+(15 – 25)% Cold Resistance
+(20 – 30)% Cold Damage

This gear grants (22 – 25) to (31 – 37) Cold Damage
+(30 – 40)% Chance to Inflict Frostbite
+(10 – 15)% Gear Attack Speed
+(15 – 25)% Cold Resistance
+(20 – 30)% Cold Damage

Reforged Statue

+ (70 – 90)% Spell Critical Strike Rating
+ (10 – 15)% Cast Speed
Gain an additional (1 – 1) stack of Agility Blessing
Spells fire an additional (1 – 2) Projectiles

+ (100 – 100)% Spell Critical Strike Rating
+ (50 – 50)% Spell Burst Charge Speed
Gain an additional (1 – 2) stacks of Agility Blessing
Spell skills fire an additional (1 – 2) Projectiles

Dawn Break

+ (40 – 60)% Spell Damage
+ (60 – 80)% Affliction Effectiveness
+ (20 – 30)% Cast Speed
When consuming Terra Charge, (80 – 100)% chance to gain 1 Terra Charge
When consuming Terra Charge, restore (1 – 2)% Life and Mana

+ (80 – 100)% Spell Damage
+ (60 – 80)% Affliction Effect
+ (20 – 30)% Cast Speed
When consuming Terra Charge, there is an (80 – 80)% chance to gain 1 layer of Terra Charge
When consuming Terra Charge, restore (1 – 2)% Life and Mana

Elemental Sigh

+ (80 – 120)% Elemental Damage
– (20 – 16)% Elemental Resistance
+ (30 – 35)% Attack and Spell Block Chance
For every + (5)% Attack Block, gain + (1 – 4)% Elemental Penetration
For every + (5)% Spell Block, gain + (4 – 12)% Critical Strike Damage
– (6 – 4)% Block Ratio
Max Block Chance is fixed at + (60 – 70)%

+ (80 – 120)% Elemental Damage
– (20 – 16)% Elemental Resistance
+ (30 – 35)% Attack and Spell Block Chance
For every + (5 – 5)% Attack Block, + (1 – 2)% Elemental Resistance Penetration
For every + (5 – 5)% Spell Block, + (4 – 12)% Critical Strike Damage
Max Block Chance is fixed at + (60 – 70)%

Sky Devourer – Strength Armor

+ (180 – 220) Max Life
+ (20 – 25) All Stats
+ (12 – 18)% Elemental Resistance
+ (30 – 40)% Area Damage
+ (30 – 40)% Skill Area

+ (180 – 220) Max Life
+ (20 – 25) All Stats
+ (12 – 18)% Elemental Resistance
+ (60 – 70)% Area Damage
+ (60 – 70)% Skill Area

Sky Devourer – Agile Armor

+ (80 – 100) Max Mana
+ (20 – 25) All Stats
+ (12 – 18)% Elemental Resistance
+ (30 – 40)% Area Damage
+ (30 – 40)% Skill Area

+ (80 – 100) Max Mana
+ (20 – 25) All Stats
+ (12 – 18)% Elemental Resistance
+ (60 – 70)% Area Damage
+ (60 – 70)% Skill Area

Sky Devourer – Insight Armor

+ (350 – 370) Gear Energy Shield
+ (20 – 25) All Stats
+ (12 – 18)% Elemental Resistance
+ (30 – 40)% Area Damage
+ (30 – 40)% Skill Area

+ (350 – 370) Gear Energy Shield
+ (20 – 25) All Stats
+ (12 – 18)% Elemental Resistance
+ (60 – 70)% Area Damage
+ (60 – 70)% Skill Area

Phantasm

+ (120 – 320) to Gear Evasion Rating
+ (40 – 50) to Max Life
Every (1 – 1) second, Trigger Level (15 – 15) Split Arrow
+ (30 – 30)% to Projectile Speed
Enlarged Physique by (10 – 15)%

+ (120 – 320) Gear Evasion Rating
+ (40 – 50) Max Life
While moving, every (1 – 1) second, trigger Level (15 – 15) Split Arrow
+ (30 – 30)% Projectile Speed
Enlarged Physique by (10 – 15)%

Royal Cycle

+ (50 – 60)% Elemental Damage
+ (15 – 20)% Elemental Resistance
For every (8 – 10) points of Strength, + (1 – 1)% Fire Damage
For every (8 – 10) points of Dexterity, + (1 – 1)% Lightning Damage
For every (8 – 10) points of Intelligence, + (1 – 1)% Cold Damage
For the highest stat among Strength, Dexterity, and Intelligence, for every (8 – 10) points, + (1 – 1)% Elemental Damage

+ (50 – 60)% Elemental Damage
+ (15 – 20)% Elemental Resistance
For every (6 – 8) points of Strength, + (1 – 1)% Fire Damage
For every (6 – 8) points of Dexterity, + (1 – 1)% Lightning Damage
For every (6 – 8) points of Intelligence, + (1 – 1)% Cold Damage
For the highest stat among Strength, Dexterity, and Intelligence, for every (6 – 8) points, + (1 – 1)% Elemental Damage

Imperial Might

+ (30 – 40)% Defense
Defeating an Elite enemy causes an Enlarged Physique
For each piece of Legendary Gear equipped, gain an additional +(15 – 17)% Defense from Head, Hands, and Feet gear (multiplicative)
For each piece of Legendary Gear equipped, +(6 – 8)% Max Life and Max Mana
For each piece of Legendary Gear equipped, (-2 – -2)% to all Max Resistances, and an additional +(2 – 2)% Physical Damage taken
With at least (5 – 6) pieces of Legendary Gear equipped, gain Emperor’s Wrath

+ (30 – 50)% Defense
Defeating an Elite enemy causes an Enlarged Physique
For each non-Legendary Gear equipped, gain an additional +(15 – 20)% Defense from Head, Hands, and Feet gear (stacking)
For each non-Legendary Gear equipped, (-3 – -3)% Sealed Mana, (-3 – -3)% Aura Effect
With at least (3 – 3) pieces of Legendary Gear equipped, gain Emperor’s Wrath

Undying Faith

+ (200 – 220) to Gear Energy Shield
+ (1 – 1) to Passive Skill Level
+ (10 – 20) to All Stats
(-6 – -5)% to Sealed Mana
When on Low Life, + (4 – 6)% to Additional Damage
When on Low Life, + (8 – 12)% to Aura Effect

+ (200 – 220) to Gear Energy Shield
+ (1 – 1) to Level of Passive Skills
+ (10 – 20) to All Stats
(-8 – -6)% to Sealed Mana
When on Low Life, gain an additional +(8 – 12)% to Damage
When on Low Life, +(8 – 12)% to Aura Effectiveness

Double Rainbow

+ (1 – 1)% Strength
+ (1 – 1)% Dexterity
+ (1 – 1)% Intelligence
+ (15 – 25)% Elemental Resistance
For every two identical Elemental Resistances, gain an additional +(8 – 11)% Damage and an additional (-5)% Reduced Damage Taken (stacking)

+0% Strength
+0% Dexterity
+0% Intelligence
+(15 – 25)% Elemental Resistance
For every two identical Elemental Resistances, gain an additional +(10 – 12)% Damage and take an additional -5% Damage (multiplicative)
After Corrosion: For every two identical Resistances, gain an additional +(10 – 12)% Damage and take an additional -5% Damage (multiplicative)

Cicada Shell

+1% to Max Fire Resistance
+1% to Max Cold Resistance
+1% to Max Lightning Resistance
+10% to +16% to Max Life, Max Mana, and Max Energy Shield
50% of Damage Penetrates Energy Shield; Attacks and Spells deal additional Elemental Damage equal to 2% of Max Energy Shield

+1% to Max Fire Resistance
+1% to Max Cold Resistance
+1% to Max Lightning Resistance
+10-16% to Max Life, Max Mana, and Max Energy Shield
50% of Damage Penetrates Energy Shield; Attacks and Spells deal additional Elemental Damage equal to 8-10% of Max Energy Shield

Lightless Vestment of Whispers

+ (260 – 280) Gear Energy Shield
Naturally restores (1 – 2)% Mana per second
When channeled stacks are equal to Focus Blessing stacks, each channeled stack grants + (4 – 4) Skill cost, + (15 – 15)% Skill Area, + (30 – 30)% Spell Damage
+ (26 – 28)% Erosion Resistance
+ (1 – 1) Upper limit of channeled stacks
Upon reaching the upper limit of Focus Blessing, suffer 4000 points of Indirect Erosion Damage every 1 second

+ (260 – 280) Gear Energy Shield
When channeled stacks are equal to Focus Blessing stacks, for each channeled stack, + (10 – 10) Skill cost, + (20 – 20)% Skill Area, + (100 – 100)% Spell Damage
+ (1 – 1) Upper limit of channeled stacks
When Focus Blessing reaches the upper limit, receive 4000 points of Indirect Erosion Damage every 1 second

Twilight Vestment

+ (350 – 370) to Gear Energy Shield
+ (1 – 1) to Level of Persistent Skills
Energy Shield instantly begins recharging on Reaping
(-24 – -16)% to Energy Shield Charge Speed
+(25 – 30)% to Reaping Duration
+(8 – 12)% to Elemental Resistance

+ (350 – 370) to Gear Energy Shield
+ (2 – 2) to Level of Active Skill Gems
Energy Shield begins to recharge immediately upon Reaping
(-24 – -16)% to Energy Shield Charge Speed
+ (8 – 12)% to Reaping Duration
+ (8 – 12)% to Elemental Resistance

Starlit Body

+ (800 – 1000) Gear Armor
+ (160 – 180) Max Life
+ (10 – 10)% Injury Buffer
Gain (3 – 3) stacks of Impassioned when entering Low Life
Lose (2 – 2) stacks of Impassioned when exiting Low Life
Determined

+ (800 – 1000) Gear Armor Rating
+ (160 – 180) Max Life
+ (10 – 10)% Injury Buffer
Gain (3 – 4) Impassioned stacks when entering Low Life
Lose (2 – 2) Impassioned stacks when exiting Low Life
Determined

Last Words of Chaos

+ (1200 – 1300) Gear Armor
+ (90 – 110) Max Life
+ (30 – 40)% Fire Resistance
+ (30 – 40) Strength
For every (100 – 100) points of Strength, +(3 – 4)% Skill Area
For every (150 – 150) points of Strength, +(1 – 1)% chance to deal Double Damage

+ (1200 – 1300) Gear Armor Value
+ (90 – 110) Max Life
+ (30 – 40)% Fire Resistance
+ (30 – 40) Strength
For every (100 – 100) points of Strength, +(3 – 4)% Skill Area
For every (150 – 150) points of Strength, +(1.5 – 1.5)% Chance to Deal Double Damage

Legendary Soldier Spectacles

After using a Mobility skill, create an Arena with a cooldown of (3 – 3) seconds.
Elite enemies Nearby have Giantism; deal an Additional (-50 – -50)% Damage to Distant enemies.
Every (5 – 5) seconds, if there are Notorious enemies Nearby, gain a stack of Renown, which lasts for (30 – 30) seconds.
Ignore enemy Armor when you have at least (4 – 4) stacks of Renown.
+(80 – 100) Max Life

After using a Mobility skill, create an Arena with a cooldown of (3 – 3) seconds.
Elite enemies Nearby are afflicted with Giantism; deal an additional (-50 – -50)% Damage to Distant enemies.
Every (4 – 4) seconds, if there are Notorious enemies Nearby, gain a stack of Renown, which lasts for (30 – 30) seconds.
Ignore enemy Armor when you have at least (4 – 4) stacks of Renown.
+(80 – 100) to Max Life

Opening Heart

+ (400 – 500) Gear Evasion
+ (25 – 35) Dexterity
+ (140 – 160) Max Life
+ (80 – 100)% Critical Strike Damage
Grants Fervor
Additional +(30 – 30)% Damage to Nearby Enemies

+ (400 – 500) Gear Evasion
+ (140 – 160) Max Life
+ (150 – 200)% Critical Strike Damage
Grants Fervor
Additional +(30 – 30)% Damage to Nearby Enemies

Webbed Arcane Headscarf

+ (4 – 6)% Max Life
+ (6 – 8)% Max Energy Shield
(50 – 50)% of increases or reductions to Max Life also apply to Spell Damage
(50 – 50)% of increases or reductions to Max Energy Shield also apply to Spell Damage
When Energy Shield is below (4000 – 5000), Barrier blocks damage from (1 – 5) hits before breaking
When Max Life is above (3000 – 5000), Barrier absorbs a fixed (60 – 80)% of damage

+ (30 – 40)% Max Life
+ (30 – 40)% Max Energy Shield
When Energy Shield is below (4000 – 5000), Barrier blocks (1 – 5) instances of On Hit Damage before shattering
When Max Life is greater than (3000 – 5000), Barrier absorption rate is fixed at (60 – 80)%

Sun’s Embrace

+ (180 – 220) Max Life
+ (60 – 80)% Fire Damage
– (1 – 1) to Ignite Threshold
Inflicts an additional (2 – 2) Ignite Stacks
+ (50 – 70)% Cold Resistance

+ (180 – 220) Max Life
+ (40 – 60)% Fire Damage
+ (1 – 1) Ignite Upper Limit
Inflicts an Additional (1 – 1) Layer of Ignite
+ (40 – 60)% Cold Resistance

Thunder Jawbone

+ (16 – 18)% Defense
+ (12 – 20)% Projectile Speed
For every (1000-1200) points of Evasion, gain an additional (1 – 1)% Lightning Damage
On Hit, apply an additional instance of Shock damage
Gain (1 – 1)% of Lightning Damage dealt on Hit as base Shock damage

• +(1500 – 2000) to Gear Evasion
• For every (6000 – 8000) points of Evasion, gain an additional +(1 – 1)% Lightning Damage
• On Hit, apply an additional (1 – 1) instance of Shock Damage
• Gain (1 – 1)% of Lightning Damage dealt on Hit as base Shock Damage

Hekate’s Vision

+ (20 – 25)% Erosion Resistance
+ (20 – 30) All Stats
You can apply only (1 – 1) Curse
+ (10 – 10)% Additional Damage to Cursed Enemies, (10 – 10)% Reduced Damage from Cursed Enemies
+ (100 – 100)% Persistent Curse Duration
+ (100 – 100)% Curse Skill Area

+ (20 – 25)% Erosion Resistance
You can apply only (1 – 1) Curse
+ (15 – 15)% Additional Damage to Cursed Enemies, (15 – 15)% Reduced Damage from Cursed Enemies
+ (100 – 100)% Increased Curse Duration
+ (100 – 100)% Increased Curse Skill Area

Sage’s Riddle

+ (110 – 120) to Gear Energy Shield
+ (16 – 24)% to Intelligence
For each point of Order, gain an additional +(0.1 – 0.2)% Sentry Damage
For each Sentry Nearby, gain +(20 – 30)% to Elemental Damage
<You can only deal one type of Elemental Damage>

+ (110 – 120) to Gear Energy Shield
+ (16 – 24)% to Intelligence
For each point of Order, gain an additional +(0.1 – 0.2)% to Sentry Damage
For each Sentry Nearby, gain +(5 – 5)% to Order Effect
<You can only deal one type of Elemental Damage>

Ralph’s Engraving

+ (10 – 10)% Attack Speed
+ (80 – 100) Max Life
Gain Fervor on Critical Strike
Attacks Cost No Mana while you have Fervor
+ (24 – 28)% Increased Fervor Effect

+ (80 – 100) to Maximum Life
Gain Fervor on Critical Strike
While you have Fervor, Attack Skills cost no Mana
+ (50 – 70)% increased Fervor Effect

Lethal Resonance

+ (12 – 16)% Increased Attack and Cast Speed
When there are no Sentries Nearby, Sentry Skill Activation Frequency is reduced by (-40 – -30)%
When there is only 1 Sentry Nearby, gain Asynchronous Invocation
+ (21 – 25)% Erosion Resistance

+ (12 – 16)% Increased Attack and Cast Speed
When there are no Sentries Nearby, (-40 – -30)% to Sentry Skill Cooldown Rate
Co-resonance
+ (21 – 25)% Erosion Resistance

Praise for Injury

+ (40 – 60) Strength
+ (140 – 160) Max Life
+ (20 – 30)% Bleed Chance
+ (20 – 30)% Bleed Damage
Enemies suffering from Bleed defeated by you will explode, dealing indirect Physical Damage equal to (8 – 10)% of their Max Life to Nearby enemies.

+ (40 – 60) Strength
+ (140 – 160) Max Life
+ (80 – 80)% Bleed Chance
+ (80 – 80)% Bleed Damage
Enemies you defeat while they are afflicted with Bleed will explode, dealing (8 – 10)% of their Max Life as Indirect Physical Damage to Nearby enemies.

Ice and Fire

Attacks and Spells gain (12 – 15) to (18 – 22) Fire Damage
Attacks and Spells gain (13 – 14) to (19 – 21) Cold Damage
+(15 – 20)% to Fire and Cold Resistance
+(6 – 8)% to Attack and Cast Speed
If you’ve used a Fire Skill Recently, +(30 – 40)% to Cold Damage
If you’ve used a Cold Skill Recently, +(30 – 40)% to Fire Damage

Attacks and Spells gain (12 – 15) to (18 – 22) Fire Damage
Attacks and Spells gain (13 – 14) to (19 – 21) Cold Damage
+(15 – 20)% to Fire and Cold Resistance
If you’ve used a Fire Skill Recently, +(100 – 100)% to Cold Damage
If you’ve used a Cold Skill Recently, +(100 – 100)% to Fire Damage

Ice Pulse

On Hit, apply an additional (4 – 5) Frostbite
+(35 – 45)% Cold Resistance
+(30 – 40)% Spell Damage
Defeating an enemy in a Frostbite state restores skill and mobility skill cooldowns by -(12 – 12)%
(50 – 50)% of Mana Cost is converted to Life Cost

+ (15 – 20)% Increased Frostbite Effect
+ (35 – 45)% Cold Resistance
+ (30 – 40)% Spell Damage
Defeating enemies in a Frostbite state reduces the current Cooldown of Restoration and Mobility skills by -(12 – 12)%
(50 – 50)% of Mana Cost is converted to Life Cost

Chaos Abyss

Attacks and Spells deal an additional (15 – 21) to (31 – 38) Erosion Damage
+(5 – 10)% to Attack and Cast Speed
+(15 – 20)% to Erosion Resistance
Each stack of Wilt you inflict reduces the enemy’s Erosion Resistance by -1%, up to a maximum of -100%
Cannot deal Decay Damage
(10 – 10)% chance to inflict an additional (1 – 1) stack of Wilt

Attacks and Spells deal an additional (15-21) to (31-38) Erosion Damage
+(5-10)% Attack and Cast Speed
+(15-20)% Erosion Resistance
For each Wilt inflicted recently, gain +(1-1)% Elemental and Erosion Resistance Penetration; up to (50-50) stacks
Cannot deal Decay Damage
(10-10)% chance to inflict an additional (1-1) Wilt stack

Sage’s Insight

+ (300 – 310) Gear Energy Shield
+ (1 – 1) Level to Elemental Spell Skills
+ (25 – 35)% Elemental Damage
When your Spell hits with Fire Damage, it reduces the target’s Elemental Resistance by (-10 – -10)% for (3 – 3) seconds
When your Spell hits with Cold Damage, it reduces the target’s Elemental Resistance by (-10 – -10)% for (3 – 3) seconds
When your Spell hits with Lightning Damage, it reduces the target’s Elemental Resistance by (-10 – -10)% for (3 – 3) seconds

+ (300 – 350) to Gear Energy Shield
+ (1 – 1) to Level of Elemental Spell Skills
+ (45 – 60)% to Elemental Damage
When your Spells deal Fire Damage on Hit, apply (-8 – -8)% to Target’s Elemental Resistance for (3 – 3) seconds
When your Spells deal Cold Damage on Hit, apply (-8 – -8)% to Target’s Elemental Resistance for (3 – 3) seconds
When your Spells deal Lightning Damage on Hit, apply (-8 – -8)% to Target’s Elemental Resistance for (3 – 3) seconds

Malevolent Hand

+ (80 – 110) Max Life
+ (6 – 10)% Elemental Resistance
+ (20 – 20)% Curse Effectiveness
On Kill, Restore (20 – 30) Life
Additional (-12 – -10)% Damage Taken from Cursed Enemies
You can apply (1 – 1) Additional Curse

+ (10 – 20)% Elemental Resistance
+ (50 – 100)% Increased Curse Effect
Additional (-15 – -10)% Damage from Cursed Enemies
You can apply (1 – 1) Additional Curse
If you’ve Triggered a Curse Skill Recently, Additional (-50 – -50)% Curse Effect

Ardour

+ (10 – 10) Strength
+ (2200 – 2300) Gear Armor Value
+ (150 – 160) Max Life
+ (20 – 25) All Stats
+ (8 – 12)% Life Regain
Life Regain Doubled

+ (2200 – 2300) Gear Armor
+ (250 – 300) Max Life
+ (12 – 16)% Life Regain
Life Regain amount doubled

Ghost Slaughter

+ (180 – 220) Max Life
Gain an additional base effect with Fervor: For every 4 points of Fervor, +1% Skill Area
Gain an additional base effect with Fervor: For every 4 points of Fervor, gain an additional +1% to Attack and Ailment Damage
While you have Fervor, consume (10 – 12)% of current Life and Energy Shield per second
Lose Fervor when on Low Life

+ (180 – 220) Max Life
Gain an additional base effect with Fervor: For every 3 points of Fervor, +1% to Skill Area
Gain an additional base effect with Fervor: For every 3 points of Fervor, gain an additional +1% to Attack and Ailment Damage
While you have Fervor, consume (10 – 12)% of current Life and Energy Shield per second
Lose Fervor when on Low Life

Shackled by Light

+ (360 – 450) Max Energy Shield
+ (80 – 105) Attack and Spell Critical Strike Rating
+ (100 – 150)% Phantom Seek Range
Additional (-10 – -10)% Phantom Damage

+ (12 – 15)% Attack Speed
+ (50 – 100)% Phantom Seek Range
Additional (-60 – -40)% Phantom Damage
When Phantoms hit an enemy, there is a (5 – 10)% chance to gain (1 – 1) stack of Phantom Luminance
Lose all Phantom Luminance (0.1 – 0.1) seconds after the original body hits an enemy
Phantom Luminance: Each stack grants Shadow Strike Skills a +10% chance to deal triple damage

Valerie’s Night Stroll

Attacks and Spells gain +(2 – 3) to (65 – 67) Lightning Damage
+(2500 – 2600) to Gear Evasion Rating
+10% chance to gain Blur on Critical Strike
While you have Blur, gain an additional +(30 – 35)% to Projectile Damage
When you gain Blur, refresh Blur; Blur has -20% reduced Effectiveness

Attack and Spells add (2 – 3) to (100 – 120) Lightning Damage
+(3500 – 4000) Gear Evasion Rating
Lose (20 – 20) Blur Rating on Critical Strike, with a cooldown of (1 – 1) second
Gain Blur refreshes Blur; (-20 – -20)% Blur Effect
Stealth Stab

General’s War Boots

+ (80 – 100) Max Life
+ (8 – 10)% Erosion Resistance
+ (16 – 20)% Lightning Resistance
Gain (1 – 1) stack of Agility Blessing for every (5 – 5) meters moved
For each stack of Agility Blessing, + (3 – 4)% Damage
For each stack of Agility Blessing, + (3 – 5)% Movement Speed

+ (80 – 100) Max Life
+ (16 – 20)% Erosion Resistance
+ (16 – 20)% Lightning Resistance
Gain (1 – 1) stack of Agility Blessing for every (5 – 5) meters moved
For each stack of Agility Blessing, + (4 – 6)% Damage
For each stack of Agility Blessing, + (4 – 6)% Movement Speed

Ice Breaker

+ (3 – 3) to Cold Skill Levels
+ (50 – 60)% to Cold Resistance
While Frostbitten, + (6 – 9)% to maximum Elemental Resistance
While Frostbitten, + (50 – 50)% chance to deal Double Damage to Frostbitten enemies
+ (20 – 20)% chance to inflict Frostbite on yourself when using Cold Skills

+ (3 – 3) to Cold Skill Levels
+ (50 – 60)% to Cold Resistance
While Frostbitten, + (6 – 9)% to Elemental Resistance Cap
While Frostbitten, + (75 – 75)% Chance to Deal Double Damage to Frostbitten Enemies
+ (20 – 20)% Chance to Frostbite Yourself when Using Cold Skills

Heavy Soul

+ (2200 – 2400) Gear Armor
+ (160 – 190) Max Life
+ (12 – 16)% Attack and Spell Block Chance
– (20 – 20)% Movement Speed
When Nearby Elite Enemies, take an Additional (16 – 12)% less Damage
When Nearby Normal Enemies, + (12 – 16)% Chance to Avoid Damage

+ (2200 – 2400) Gear Armor
+ (160 – 190) Max Life
+ (20 – 20)% Attack and Spell Block Chance
– (10 – 10)% Movement Speed
When Nearby Elite Enemies, take an Additional (18 – 12)% less Damage
When Nearby Normal Enemies, + (12 – 18)% Chance to Avoid Damage

Electricity Amplifier

+ (1000 – 1200) Gear Evasion
+ (30 – 50)% Lightning Resistance
+ (1 – 2)% Max Lightning Resistance
+ (1 – 1) Level to Lightning Skills
When inflicting Shock, there is a (50 – 50)% chance for Shock to spread to Nearby Enemies
Adds (20 – 30)% of Main-Hand Weapon Lightning Damage to Base Shock Damage

+ (30 – 50)% Lightning Resistance
– (2 – 1)% to Max Lightning Resistance
+ (1 – 1) to Level of Lightning Skills
When inflicting Shock, there is a (50 – 50)% chance for Shock to spread to nearby enemies
For each recent Shock you have inflicted, gain an additional +(1 – 1)% to Maximum Damage, up to (50 – 50) stacks

The Coward’s Choice

+ (1500 – 1600) Gear Armor
+ (25 – 30)% Armor
+ (250 – 330) Max Life
+ (25 – 30)% Attack and Spell Block Chance
When you Block, there is a (30 – 50)% chance to gain a stack of Tenacity Blessing
When you Block, restore (6 – 8)% of Missing Life

+ (1500 – 1600) Gear Armor
+ (250 – 330) Max Life
+ (25 – 30)% Attack and Spell Block Chance
If you’ve Blocked an Attack or Spell Recently, + (20 – 30)% Armor Effectiveness
On Block, Restore (6 – 8)% of Missing Life

Glacier Caster Shield

+ (300 – 310) Gear Energy Shield
+ (160 – 200) Max Mana
Regenerate (200 – 240) Mana per second
(-99 – -99)% Cooldown Recovery Speed for Defensive Skills
For every (43 – 53) points of Max Mana, +(2 – 2)% Spell Critical Strike Rating
Recently, for every (680 – 680) Mana spent, Spells gain (7 – 9) to (11 – 13) Cold Damage

+ (160 – 200) Max Mana
Regenerate (200 – 240) Mana per second
(-99 – -99)% to Cooldown Recovery Speed of Defensive Skills
For every (43 – 53) points of Max Mana, +(2 – 2)% Spell Critical Strike Rating
Recently, for every (680 – 680) Mana spent, Spells gain (7 – 9) to (11 – 13) Cold Damage

Unbreakable Shield

+ (2-2) to Defensive Skill Levels
+ (10-20)% to Cooldown Recovery Speed of Defensive Skills
+ (30-50)% to Minion Damage
While Defensive Skill Effects Persist, (-20 – -20)% to Command Recovery Rate per Second
When Command is below (60-60), (-70 – -70)% to the Effect of Defensive Skills

+ (2 – 2) to Defensive Skill Level
+ (30 – 50)% to Minion Damage
While Defensive Skill effects are active, (-40 – -40)% to Command Recovery Rate per second
When Command is below (60 – 60), (-70 – -70)% to Defensive Skill effects

Mistaken Authority

+ (300 – 310) to Gear Energy Shield
+ (1 – 2) to Lightning Skill Levels
+ (80 – 100)% to Critical Strike Rating
+ (20 – 25)% to Spell Block Chance
Adds (1 – 1) to (5 – 5) Lightning Damage per (200 – 200) Maximum Energy Shield
Additional (-20 – -10)% to Max Energy Shield
(-45 – -30)% Electric Conversion to Sealed Mana
Immune to Shock

+ (300 – 310) Gear Energy Shield
+ (1 – 2) Levels to Lightning Skills
+ (20 – 25)% Spell Block Chance
Adds (1 – 1) to (5 – 5) Lightning Damage per (200 – 200) Maximum Energy Shield
Trigger Level (25 – 25) Electrocute Curse when you Block, with a Cooldown of (4 – 4) seconds

Arctic Ring

+ (25 – 35)% Cold Resistance
Attacks and Spells gain (19 – 24) to (29 – 35) Cold Damage
(50 – 50)% of Physical Damage Converted to Cold Damage
+(50 – 50)% Chance to Freeze
+(80 – 100)% Damage against Frozen Enemies

+ (25 – 35)% Cold Resistance
Attacks and Spells gain (19 – 24) to (29 – 35) additional Cold Damage
(50 – 50)% of Physical Damage Converted to Cold Damage
+(50 – 50)% Chance to Freeze
+ (160 – 200)% Damage against Frozen Enemies

Restless Glacier

+ (8 – 12)% Max Mana
+ (45 – 55) Intelligence
+ (35 – 40)% Cold Resistance
+ (14 – 18)% Additional Cold Damage against Frostbitten enemies
Inflicts an additional (8 – 10) Frostbite on Hit

+ (8 – 12)% Max Mana
+ (45 – 55) Intelligence
+ (35 – 40)% Cold Resistance
+ (28 – 32)% Additional Damage to Frozen Enemies
+ (15 – 20)% Freeze Duration

Wilted Ring

+ (130 – 150) Max Life
+ (120 – 150) Max Energy Shield
+ (30 – 40)% Damage Over Time
+ (10 – 30) Affliction Per Second
– (30 – 30)% Skill Area

+ (100 – 100) Max Life
+ (100 – 100) Max Energy Shield
+ (30 – 40)% Damage Over Time
+ (50 – 60) Affliction Per Second
– (30 – 30)% Skill Area

The Realms

+ (10 – 15)% Max Energy Shield
+ (7 – 9)% Max Life
+ (12 – 16)% Erosion Resistance
Adds (6 – 8)% of Elemental Damage as Erosion Damage
(50 – 50)% of increases and reductions to Fire, Lightning, and Cold Damage also apply to Erosion Damage

+ (7 – 9)% to Max Energy Shield
+ (7 – 9)% to Max Life
(-30 – -20)% to Erosion Resistance
Adds (20 – 25)% of Elemental Damage as Erosion Damage
(50 – 50)% of increases and reductions to Fire, Lightning, and Cold Damage also apply to Erosion Damage

Embrace of Eternal Sleep

Gain Buff: Corrosion Shield
+ (14 – 16)% Defense
+ (10 – 12)% Shield Regain
Additional (-20 – -20)% Energy Shield Charge Interval
+ (50 – 50)% Chance to Avoid Ailments

Corrosion Shield
+ (14 – 16)% Additional Defense
+ (10 – 12)% Shield Regain
+ (-20 – -20)% Reduced Energy Shield Charge Interval
+ (50 – 50)% Chance to Avoid Ailments

Frozen Flame

+ (4 – 8)% to Max Life and Max Energy Shield
Adds (34 – 36) to (44 – 46) Fire Damage to Attacks
+ (20 – 30)% to Attack Damage
On Hit, there is a +(50 – 80)% chance to Trigger Level (20 – 20) Bull’s Rage with a 4-second Cooldown
+ (15 – 25)% to Fire and Lightning Resistance
Cannot Ignite

+ (4 – 8)% Max Life and Max Energy Shield
+ (20 – 30)% Empower Skill Effect
On Hit, there is a +(50 – 80)% chance to Trigger Level (20 – 20) Bull’s Rage with a 4-second cooldown
+ (15 – 25)% Fire and Lightning Resistance
Cannot Ignite

Burning Ice

+ (4 – 8)% to Max Life and Max Energy Shield
Adds (35 – 37) to (43 – 45) Cold Damage to Spells
+ (20 – 30)% to Spell Damage
+(50 – 80)% chance to Trigger Level (20 – 20) Frigid Transmission on Hit, with a 4-second Cooldown
+ (25 – 35)% to Cold and Erosion Resistance
You cannot inflict Freeze

+ (4 – 8)% to Max Life and Max Energy Shield
+ (3 – 5) to Level of Defensive Skills
On Hit, there is a +(50 – 80)% chance to Trigger Level (20 – 20) Frost Shield with a 4-second cooldown
+ (25 – 35)% to Cold and Erosion Resistance
You cannot inflict Freeze

Windbreath Convergence

+ (160 – 180) to Max Life
+ (300 – 400) to Max Energy Shield
+ (25 – 30)% to Elemental Resistance
– (10 – 10)% to Movement Speed
When equipped in the left ring slot, + (1 – 1) to Channeled Skills’ Upper limit
When equipped in the right ring slot, while channeling, + (10 – 14)% Chance to Avoid Damage

+ (16 – 16)% Defense
+ (25 – 30)% Elemental Resistance
– (10 – 10)% Movement Speed
When equipped in the left ring slot, + (2 – 2) to Channeled Upper limit
When equipped in the right ring slot, while channeling, + (10 – 14)% Chance to Avoid Damage

Windbreath Dispersion

+ (160 – 180) Max Life
+ (300 – 400) Max Energy Shield
+ (15 – 20)% Elemental Resistance
– (10 – 10)% Cooldown Recovery Speed
When equipped in the left ring slot, + (1 – 1) to minimum Channeled
When equipped in the right ring slot, while channeling, + (20 – 28)% chance to deal Double Damage

+ (16 – 16)% Defense
+ (15 – 20)% Elemental Resistance
– (10 – 10)% Cooldown Recovery Speed
When equipped in the left ring slot, + (2 – 2) to minimum Channeled stacks
When equipped in the right ring slot, while channeling, + (20 – 28)% chance to deal Double Damage

Hero’s Gaze

+ (100 – 130) Max Life
Gain an additional +(3 – 4)% Attack Damage for each Block in the Recent past, up to (5 – 5) stacks
+ (15 – 25) Strength
+ (20 – 40)% Critical Strike Rating
+ (45 – 50)% Fire Resistance

+ (100 – 130) Max Life
Gain an additional +(5 – 6)% Attack Damage for each Block in the past, up to (6 – 6) stacks
Trigger Level 10 Focused Impact when you Block, with a 1 second cooldown
+(45 – 50)% Fire Resistance

Vortex Heart

Adds (14 – 16) to (17 – 20) Physical Damage to Attacks and Spells
+(16 – 20)% to Critical Strike Damage
+(25 – 30)% to Critical Strike Rating
(-70 to -50)% to Skill Area
Focused Strike

Adds (14 – 16) to (17 – 20) Physical Damage to Attacks and Spells
+(25 – 30)% to Critical Strike Damage
+(25 – 30)% to Critical Strike Rating
(-50 to -30)% to Skill Area
Focused Strike

Manella’s Mist

+1 to Erosion Skill Level
+8 to +12 to All Stats
Adds (6-8) to (9-11) Erosion Damage to Attacks and Spells
+15% to +20% Decay Damage
For every 200 Stats, +1% to Decay Duration
1% chance to Weaken on Hit against Decaying enemies

+1 to Erosion Skill Level
+8 to 12 to All Stats
+60% to 90% Decay Damage
For every 100 Stats, +1% to Decay Duration
10% chance to Weaken on Hit against Decaying enemies

Magnus’ Mindflame

+ (160 – 180) Max Life
+ (6 – 10)% Strength
– (45 – 35)% Fire Resistance
+ (4 – 8)% Fire Penetration
True Flame

+ (160 – 180) to Maximum Life
+ (1 – 2) to Fire Skill Levels
(-45 – -35)% to Fire Resistance
+ (5 – 10)% to Fire Penetration
True Flame

Truth

+1 to All Skill Levels
+55 to 65 Strength
+55 to 65 Dexterity
+55 to 65 Intelligence
+250 Erosion Damage Reflection

+ (3 – 3) to All Skill Levels
+ (55 – 65) to Strength
+ (55 – 65) to Dexterity
+ (55 – 65) to Intelligence
+ (250 – 250) to Erosion Damage Reflection

Warden’s Breastpin

+ (40 – 50) Intelligence
+ (20 – 30)% Increased Minion Maximum Life
+ (40 – 50)% Increased Minion Damage
Your Minions can only deal Physical Damage
(80 – 100)% of Critical Strike Rating and Critical Strike Damage also apply to Minions

+ (3 – 5) to Passive Skill Levels
+ (20 – 30)% to Minion Max Life
+ (40 – 50)% to Minion Damage
Your Minions can only deal Physical Damage
(80 – 100)% of Critical Strike Rating and Critical Strike Damage also apply to Minions

Misfortune Watch

+ (100 – 130) Max Life
+ (100 – 120) Max Energy Shield
+ (10 – 10)% Elemental Resistance
Every (1 – 1) second, your next Main Skill is guaranteed a Critical Strike
Unlucky Critical Strikes

+ (100 – 130) Max Life
+ (100 – 120) Max Energy Shield
+ (10 – 10)% Elemental Resistance
Every (2 – 2) seconds, your next Main Skill has an Additional +(200 – 200)% Critical Strike Rating
Corrosion: Every (1.5 – 1.5) seconds, your next Main Skill will definitely Critical Strike
Unlucky Critical Strike; Unlucky Damage

Significantly increased the rarity of the Misfortune Watch

Exquisite Box

Additional +(40 – 40)% Cooldown Recovery Speed
<Random Defensive, Empower, or Restoration Skill Effect Affix>
When Hit, Trigger the Skill in the Third Slot, Cooldown (0.75 – 0.75) Seconds
When Damaged, Trigger the Skill in the Fourth Slot, Cooldown (0.75 – 0.75) Seconds
When Dealing Damage, Trigger the Skill in the Fifth Slot, Cooldown (0.75 – 0.75) Seconds
Additional (-16 – -16)% Damage to Triggered Skills

Additional +(40 – 40)% Cooldown Recovery Speed
<Random Defensive, Empower, Restoration, Warcry, or Curse Skill Effect Affix>
When Damaged, Trigger the Skill in the Fourth Slot, Cooldown (0.75 – 0.75) Seconds
When Dealing Damage, Trigger the Skill in the Fifth Slot, Cooldown (0.75 – 0.75) Seconds
Additional (-16 – -16)% Damage from Triggered Skills

Sunset Ripple

+ (150 – 200) Max Life
+ (1 – 1) Level to Main Skill
Additional (-20 – -20)% Damage On Hit
For each Recent Hit on an enemy, +(1 – 2)% to Skill Area, up to a maximum of (200 – 200)%
If you haven’t Hit an enemy Recently, (-30 – -30)% to Skill Area

+ (150 – 200) Max Life
+ (2 – 2) Levels to Main Skill
Additional (-20 – -20)% Damage On Hit
For each Recent Hit on an enemy, +(1 – 2)% to Skill Area, up to a maximum of (200 – 200)%
If you haven’t Hit an enemy Recently, (-30 – -30)% to Skill Area

Shooting Star

+ (220 – 260) to Maximum Life
Using Attack Skills costs (1.5 – 1.5)% of Maximum Life
If you’ve consumed more than (60 – 60)% of Life recently, you take an additional (-40 – -40)% reduced Damage
+ (20 – 20)% to Life Regeneration Rate

+ (220 – 260) to Maximum Life
Using Attack Skills costs (1.5 – 1.5)% of Maximum Life
If you’ve consumed more than (60 – 60)% of Life recently, you take an additional (-30 – -25)% reduced Damage
+ (20 – 20)% to Life Regeneration Rate

Scarlet Omen

Buff acquired: Corroded Gear
+(200 – 220) Max Life
+(12 – 16)% Max Life
+(12 – 16)% Elemental Resistance
+(25 – 25)% Chance to Inflict Ailment

Corroded Gear
+(200 – 220) Max Life
+(12 – 16)% to Max Life
+(12 – 16)% to Elemental Resistance

Moonstone Necklace of Darkness

+ (1 – 1) to Defensive Skill Level
+ (44 – 52) Intelligence
Gain an additional (1 – 1) stack of Focus Blessing
For each stack of Focus Blessing, (-4 – -4)% chance of Double Damage
For each stack of Focus Blessing, +(2 – 2)% Life and Shield Regain
When Focus Blessing is at maximum stacks, an additional (-10 – -10)% to Regain Interval

+ (1 – 1) to Defensive Skill Level
+ (44 – 52) Intelligence
Gain an additional (1 – 1) stack of Focus Blessing
For each stack of Focus Blessing, (-5 – -5)% chance of Double Damage
For each stack of Focus Blessing, +(2 – 2)% Life and Shield Regain
When Focus Blessing is at maximum stacks, an additional (-10 – -10)% to Regain Interval

Guttural of the Drowned

+ (5 – 7)% Max Life
When on Low Life, damage taken from hits is considered a Severe Injury, with a 3-second interval
While suffering a Severe Injury, deal an additional +(8 – 10)% Damage, lasting (2 – 2) seconds
While suffering a Severe Injury, restore (5 – 10)% of missing Life
When suffering a Severe Injury, the damage does not cause a fatal blow, Cooldown (8 – 8) seconds

+ (15 – 20)% to Maximum Life
When on Low Life, Damage taken from Hits is treated as Severe Injury, with a cooldown of 3 seconds
While suffering from Severe Injury, gain an additional +(12 – 15)% Damage for (2 – 2) seconds
While suffering from Severe Injury, restore (10 – 15)% of Missing Life

Elegy of Immortality

Gain 1 stack of Solemn for every (4 – 4) channeled stacks
Upon starting to move, consume all stacks of Solemn; if at least (3 – 3) stacks are consumed, reset the cooldown of mobility skills
<Random affix related to the upper or lower limit of channeled stacks>
While stationary, +(16 – 16)% increased Cast Speed
+(100 – 120) to maximum Energy Shield
When at maximum stacks of Solemn, gain physical damage equal to (9 – 9)% of maximum Energy Shield, and remove (10 – 10)% of current Life and Energy Shield per second

Gain 1 stack of Solemn for every (4 – 4) channeled stacks
While moving, consume all stacks of Solemn; if at least (3 – 3) stacks are consumed, reset the cooldown of mobility skills
<Random affix related to the upper or lower limit of channeled stacks>
+(16 – 16)% Cast Speed while stationary
+(100 – 120) Max Energy Shield
When at maximum stacks of Solemn, add physical damage equal to (9 – 9)% of Max Energy Shield, and remove (10 – 10)% of current Life and Energy Shield per second

Eternal Sun

+ (100 – 120) Max Life
+ (20 – 40) Strength
+ (50 – 60)% Fire Resistance
+ (30 – 30)% Physical Damage
For every (1 – 1)% Life lost, gain an additional +(1 – 1)% Life Regeneration Rate, and reduce the Life Regain Interval by (-0.5 – -0.5)%.

+ (100 – 120) Max Life
+ (50 – 60)% Fire Resistance
Regenerate (0.1 – 0.1)% of Life per second for each (1 – 1)% of Life you have, + (0.3 – 0.3)% Life Regain
Gain an additional (1 – 1)% Life Regeneration rate per (1 – 1)% of Life lost, and reduce Life Regain Interval by (-0.5 – -0.5)%

Confusion Elemental Belt

+ (6 – 8)% to All Stats
+ (20 – 30)% to Elemental Damage
When Strength is greater than Dexterity, gain (30 – 40)% of Skill’s Base Fire Damage as Extra Base Ignite Damage
When Intelligence is greater than Strength, gain (30 – 45)% of Skill’s Base Erosion Damage as Extra Base Decay Damage
When Dexterity is greater than Intelligence, gain (10 – 15)% of Skill’s Base Lightning Damage as Extra Base Shock Damage

+ (6 – 8)% to All Stats
+ (20 – 30)% to Ailment Damage
When Strength is greater than Dexterity, gain (104 – 154)% of Skill’s Base Fire Damage as Base Ignite Damage
When Intelligence is greater than Strength, gain (87 – 129)% of Skill’s Base Erosion Damage as Base Decay Damage
When Dexterity is greater than Intelligence, gain (10 – 15)% of Skill’s Base Lightning Damage as Base Shock Damage

Two-faced Belt

+ (15 – 20) to Strength and Dexterity
+ (10 – 15)% to Fire and Lightning Resistance
+ (195 – 215) to Armor and Evasion Rating
<One random additional affix with either Tenacity or Agility Blessing>
(-120 – -110)% to Blessing Duration

+ (15 – 20) to Strength and Dexterity
+ (10 – 15)% to Fire and Lightning Resistance
+ (195 – 215) to Armor and Evasion Rating
<One random additional affix with either Tenacity or Agility Blessing>
(-80 – -80)% to Blessing Duration

Compensatory Life

Strength and Intelligence: +(16 – 16)%
+ (10 – 15)% to Max Life and Max Mana
+ (70 – 90)% Mana Regeneration Rate
For every (90 – 100) Mana spent recently, +(1 – 1)% to Spell Damage
For every (540 – 540) Mana spent recently, +(1 – 1)% to Life Regeneration Rate

+ (10 – 15)% to Max Life and Max Mana
+ (70 – 90)% Mana Regeneration Rate
For each (100 – 100) Mana spent recently, +(5 – 8)% to Spell Damage, up to a maximum of (2000 – 2000)%
For each (100 – 100) Mana spent recently, +(1 – 1)% to Life Regeneration Rate, up to a maximum of (500 – 500)%
When not on Low Life, you have Level (20 – 20) Elemental Amplification

Everburn Thunderfire

+ (18 – 25) to Strength and Dexterity
+ (50 – 50)% to Ignite Chance
+ (50 – 50)% to Shock Chance
+ (1 – 1) to Ignite Upper Limit against Shocked Enemies
Lucky Lightning Damage against Ignited Enemies

+ (18 – 25) to Strength and Dexterity
+ (80 – 80)% to Ignite Chance
+ (80 – 80)% to Shock Chance
+ (1 – 1) to Ignite Upper Limit against Shocked Enemies
Lucky Lightning Damage against Ignited Enemies

Skin of Malice

+ (1900 – 2000) Gear Evasion
+ (200 – 240) Max Life
+ (8 – 10)% Dexterity
+ (10 – 10)% Attack and Cast Speed
For every (950 – 950) points of Evasion, + (1 – 1)% Movement Speed

+ (1900 – 2000) Gear Evasion
+ (200 – 240) Max Life
+ (8 – 10)% Dexterity
For every (500 – 500) points of Evasion, gain +(1 – 1)% Movement Speed, capped at 200%

Surging Inspiration

+ (300 – 310) Gear Energy Shield
When using skills, there is a +(10 – 15)% chance to instantly gain (1 – 1) Spell Burst charge(s)
Activating Spell Burst grants an additional +(5 – 5)% Spell Damage, with an upper limit of (5 – 5) stacks, lasting (5 – 5) seconds
Upon activating Spell Burst, lose (50 – 50)% of current Mana
+ (1 – 1) Level to Support Skills

• +(300 – 310) to Gear Energy Shield
• +(30 – 50)% chance to gain (1 – 1) Spell Burst charge(s) instantly when using a skill
• Activating Spell Burst consumes (50 – 50)% of current Mana
• Skills released with Spell Burst deal an additional +(20 – 30)% Damage

Forlorn Crystal

+ (5 – 8)% Max Life
Regenerate (2 – 2)% Life per second
+ (2000 – 2400) Armor
Gain (15 – 15) to (20 – 20) Physical Damage to Attacks and Spells per (20000 – 20000) Armor
+ (10 – 10)% Injury Buffer

+ (2000 – 2400) Armor
For every (5000 – 5000) points of Armor, Attacks and Spells gain (1 – 1) to (25 – 30) Physical Damage
For every (6000 – 8000) points of Armor, +1% Max Life, +1% Strength
100% of Physical Damage taken is converted to Erosion Damage

Polygonal Enclosure

+ (30 – 40) Strength and Intelligence
+ (20 – 25)% Fire and Cold Resistance
+ (10 – 15)% Attack and Cast Speed
+ (1 – 1) Additional Beam
– (10 – 10)% Reduced Beam Length

+ (20 – 25)% to Max Life and Max Energy Shield
+ (20 – 25)% to Fire and Cold Resistance
+ (1 – 2) to Beam Count
Additional (-20 – -20)% to Beam Length

Fury Heart

+ (25 – 35) Dexterity
+ (8 – 10)% Attack Speed
+ (25 – 35)% Critical Strike Damage
On Critical Strike, a (25 – 25)% chance to gain a stack of Agility Blessing every (0.3 – 0.3) seconds
For each stack of Agility Blessing, + (10 – 15)% Critical Strike Rating

+ (25 – 35)% Attack Critical Strike Damage
On Critical Strike, +(25 – 25)% chance to gain a stack of Agility Blessing every (0.3 – 0.3) seconds
For each stack of Agility Blessing, -(20 – 30)% Critical Strike Rating
For each stack of Agility Blessing, +(50 – 75) Critical Strike Rating

Arminius Guillotine

+ (60–80)% Gear Physical Damage

Adds (10–12) to (15–18) Physical Damage to Gear

+ (30–40)% Skill Area

On Kill, Restores (13–15) Life

Sacrifice

+ (160 – 180)% Gear Physical Damage

Adds (10 – 12) to (15 – 18) Physical Damage to Gear

+ (60 – 80)% Skill Area

On Kill, Restores (13 – 15) Life

Sacrifice

The rarity of this Legendary item has been increased

Corrosion of Manifolds

+ (12–15) All Stats

+ (15–20)% Erosion Resistance

When hit by Erosion Damage, gain 1 stack of Tenacity Blessing

For each stack of Tenacity Blessing, -1% Max Erosion Resistance, +5% Erosion Resistance

While having Tenacity Blessing, every 4 seconds restore 10% Max Life and Mana

+ (12 – 15) All Stats

+ (15 – 20)% Erosion Resistance

When hit by Erosion Damage, gain (1 – 1) stack of Tenacity Blessing

For each stack of Tenacity Blessing, (-1 – -1)% Max Erosion Resistance, +(5 – 5)% Erosion Resistance

While having Tenacity Blessing, every (4 – 4) seconds restore (20 – 20)% Max Life and Mana

The rarity of this Legendary item has been increased

Crosser

The Corrosion affix has been changed from “Full Defense” to “Automatic Upgrade”.

Reverse of the Second Will

Item type changed from Belt to Ring.

Startled Birds

The weapon type has been changed from Bow to Cannon.

Lone Survivor

Fixed a bug: In the Aeterna Season, the Injury Buffer for Lone Survivor was actually applying at 100% effectiveness.

Mere Eternity

Fixed a bug: In the Aeterna Season, the Injury Buffer from Mere Eternity was actually applying at 100% effectiveness.

Temporarily remove some Legendary Gears,which will be buffed or reworked at the suitable time.

The Legendary Gears already owned in the permanent server will not be influenced

Remove:

  • Robe of Judgment

  • Pierced Curse Armor

  • Shackles of Evil

  • Magnus’ Calibration

  • Chilly White

  • Lightning’s Judgment

  • Frostige Seele

  • Witch Hunter’s Hammer

  • Pendulum of Death

  • Splendid Feast

  • Juggel’s Joke

  • Enchanted Spring Stone

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