Torchlight Infinite Season 3 Release Date
The release date of Torchlight Infinite Season 3 is mid-May, 2023. Greetings Torchlight Hunters, we are excited to announce the upcoming season of Torchlight: Infinite, starting in mid-May! This season marks a major milestone for the game, as it will be the Global Launch, available to players around the world.
To celebrate this occasion, we have planned a exciting season that will bring new challenges, rewards, and experiences for all Torchlight Hunters. And, to ensure that everyone can fully enjoy the season, we have carefully scheduled it to avoid any potential conflicts with other major releases.
We want to thank our community for your unwavering support and feedback throughout the development of Torchlight: Infinite. Your passion and enthusiasm have been instrumental in making the game what it is today, and we can't wait to see how you will embrace the new season.
Stay tuned for more updates for the upcoming season of Torchlight: Infinite. Happy hunting!

Buy Torchlight Infinite Currency
Torchlight Infinite Season 3
We're now focusing on developing the season 3, so we'll resolve the problems we couldn't fix in the Black-sail season in the new season. We'll also try our best to improve the game experience in the new season.
Game Content
Although we set the duration of each season to be about three months, there hasn't been enough actual gameplay content to support this period of time. So in addition to adding new gameplay content, we're also considering extending the progression cycle and providing more goals. Naturally, if the progression curve changes, we'll also adjust the corresponding stage difficulty curve.
1. One example is that we may adjust the crafting system to make it more exciting to make gear. At the same time, it'll also become more expensive to craft late and end-game gear.
2. Another example is that we may adjust the difficulty of Netherrealm Timemark 8 when using a relevant compass in the new season to increase the difficulty and benefits at the same time.
Loot Experience
We've noticed that everyone seems to have been too focused on grinding Flame Fuel in the Black-sail season. At first, we did want to give more Flame Fuel drops to give everyone a more stable drop experience and the feeling of always getting something, with the additional effect of making it easier for everyone to learn and try out the crafting system, which would help players pick up the game faster.
However, this made the progression and drop experience of the whole season too monotonous, which is not that desirable for a loot-based ARPG. For the next season, we may add more crafting base material drops. These materials will be particularly important in the new crafting season mentioned above. Of course, we need to design corresponding filter prompts to help players recognize the corresponding gear quickly.
Other Optimizations
We've been working on optimizations and developing new contents at the same time. The following are optimizations we plan to launch in the new season.
Control experience:
1. More skill casting settings and options, such as auto-channel, auto-aim, and instant cast, will be supported. These options can be enabled or disabled according to players' own control habits.
2. Controllers will support more interfaces, and it'll be possible to call out the navigation wheel and customize it.
3. Pactspirits will support the saving and switching of different point allocations and bonding schemes. However, it'll only be possible to adjust and switch Pactspirit builds in the Hideout, and the adjusted build will only take effect the next time a new battlefield is opened (which means players cannot change their Pactspirit build in the battlefield or by changing their Pactspirit build in the Hideout and returning to the battlefield)
PC version:
1. The Inventory interface will support a floating UI feature. Instead of clicking on a piece of gear to view its information, the information of the gear will appear as floating text when the mouse hovers over it.
2. Some graphic materials will be processed in HD.
3. Changed some UI into windows. For example, other interfaces will no longer be blocked when displaying the information of two equipped One-Handed weapons and one weapon in the Inventory.
Trade House:
1. It is now possible to conduct advanced searches for the same affixes in the Trade House. For example, it is now possible to search for a Chaotic Ending with two or three "Max Tenacity Stacks +1."
2. We've been paying attention to everyone's feedback on the trade tax and actively increasing the distribution of Tax Refund Vouchers. We issued Tax Refund Vouchers as rewards in the Special Hunter Training event that was recently held and will distribute more Tax Refund Vouchers in the future. For example, the more times you farm Timemark 8, the more Tax Refund Vouchers you will be able to get, or you may get more Tax Refund Vouchers when your second or third character reaches a certain level in the current season... We want to minimize the impact of the tax on normal active Hunters to make everyone's experience better.
Visual experience:
We will add an option to adjust the transparency of skill effects to provide better protection for Hunters' eyes.
Netherrealm gameplay:
1. It will be possible to collect cards faster in the Chaos Invasion gameplay to allow Hunters to use more card strategies.
2. It will be possible to end God of War early before the countdown ends if all rewards have been claimed.
Hunter Profile: The Hunter Profile (including Hunter Profiles opened in the Hero Ranking) will show more specific information, such as the specific talent allocations, skill connections, Pactspirit info, etc.
Hero Emblem: From the next season, Hunters will be able to obtain up to 100 Hero Emblems, which will allow Hunters to try out more Hero Traits.
Of course, we're working on far more than this. We're already developing the content for the next season or even the season after that in an orderly manner. Planning and developing the content of the next few versions in advance allows us to deal with emergencies more calmly and arrange more time to verify and optimize the game.
As we intend to keep this game running healthily for a long time, the seasonal system and improvements are key to maintaining the vitality of the game. Although Torchlight: Infinite has just started, with the support of all the Hunters, we're confident that we'll be able to keep improving the game through the seasons. Please continue to support and share your suggestions with us. Thank you!
Crows Corner Community FAQ - March 15th
Q: Can you also give us some information of how many new skills and gears in the new season?
A: The new season will introduce some new skills and equipment, as well as rebalancing some skills. However, we cannot disclose the exact numbers at this time. We will provide detailed information in the Dev Blog in the future.
Q: If the skill hits crit and deals 200 damage, will the shock damage be 6 damage? Is shock calculated off actual hit instead of base hit?
A: Yes, that calculation is correct.
Shock damage is calculated based on actual hit damage. When hitting an enemy with the shock buff, the indirect lightning damage is calculated based on the recorded base shock damage. This indirect lightning damage itself does not receive any damage increases or multipliers, but gains additional benefits from properties such as reducing enemy resistance and dealing extra damage to life. Currently, any shock buff is cleared after 12 calculations.
Q: Are there any plans to develop the trade house? It feels kinda annoying to be unable to search for the lowest price of an item ( even though you can highlight prices, it doesn't make any sense since i have to go over 30 tabs to find the item i want or the respective price ) . Also , is there a plan to make mid season updates to fix bugs? ( lexyu ring of blades still bugged, sometimes it deals 0 damage and u have to recast it with screws damage even on a high budget (4k+ FE )
A:As for the sorting by price, we tend to not do that, that may facilitate the auto bot. Now we add the feature of highlight to help hunters distinguish the currency and price. . It is now possible to conduct advanced searches for the same affixes in the Trade House in next season. For example, it is now possible to search for a Chaotic Ending with two or three "Max Tenacity Stacks +1."
We are still trying to locate the reaping and Blade of ring bug(losing damage), it's a very weird bug. Now, there is no time frame for the repair.
Q: Are you guys planning to stick to the same deck system as season 2 going forward? Really think being able to shuffle the deck with currency would work. That, or just leaving RNG out of the deck entirely
A: The new season will introduce new cards that may bring changes to card strategies. While we appreciate your feedback, we do not believe that shuffling the deck with currency is a viable solution at this time. We are always open to new ideas and suggestions, but currently, we do not have any plans to pursue this particular concept.
Q: Some items are really expensive and with the current drop rate if you try to drop by yourself you probably gonna spend the full season trying. My point is, with a PTR server we can try new things / builds without the eternal farm. We have a discord group here in Brazil and 95% of the players play the same build for this reason. Trying some new stuff costs too much time, if you guys didn't pretend to make a PTR server change these drop rates.
A: We currently do not have plans for a public test server. If you want to try out new builds, you can find inspiration on YouTube and guide websites that we collaborate with, where many talented hunters share their builds. You can also check out other players' builds in the in-game leaderboard. We are also working on addressing the issue of extremely rare legendary item drop rates, and hope to provide more positive feedback to players.
Q: There are a lot of options that add damage to base wilt/ignite/bleed damage. If I use skill with 200% effectiveness of added damage, will I get more damage added to my wilt/ignite/bleed compared to using skill with 100% effectiveness of added damage?
A: No, it won't. The increase in base “effectiveness of added damage” is not related to the damage caused by wilt/ignite/bleed, but only to the affix that directly enhances the damage caused by the Ailment, such as "+ x% wilt/ignite/bleed damage". "+ x% effectiveness of added damage" refers to the ability to more easily cause the Ailments (Ailments are applied faster).
Q: Hi! Some items, such as Desire of Survival belt, have an affix with the "interval" term . Other have the "cooldown", like Fury Heart.
* Are these 2 different terms?
* Does it imply that interval is unaffected with CD recovery speed?
* What about Reaping-related affixes with "interval" like King's Boon boots?"
A:
1. These two terms are different.
2. Yes, interval is not affected by cooldown recovery rate.
3. Regarding Reaping-related affixes with the term "interval", such as the King's Boon boots, the effect refers to the time interval in which the Reaping effect can occur.
Q: Frost Terra has a property ""Effectiveness of added damage"", even scaled with skill level. But its DoT damage can't be increased with flat (+X - Y Cold dmg to Spells) bonuses. Skill also doesn't hit so no Ailments could use this Effectiveness number.
Does this property affect anything or serve for some internal purposes?
A: Yes, the Dot damage of Frost Terra skill cannot be increased with flat bonuses such as "+X-Y Cold damage to Spells". This is also true for other ground skills. The DoT can only be affected by modifiers that specifically increase DoT damage or elemental damage. The "Effectiveness of added damage" property of Frost Terra may serve some internal purposes, but it does not affect the DoT damage of the skill.
Q:
1. Some players lack options of removing random affixes, removing all affixes and rerolling implicitly. Are there plans for these craft recipes with new embers or fossils?
2. Are the devs happy with the Spiral Fossil price/drop rate?"
A: Do you mean the ability to remove specific affixes or reset an item to its base state, similar to the item in Path of Exile? There are currently no plans for such crafting recipes. The drop rate and price of Spiral Fossils are currently in line with our expectations. If you have any feedback about Fossil, please let us know.
Community FAQ - March 8th
Question from the Torchlight: Infinite content creator: Lexyu
1. At the beginning of Season 2, hotfixes disabled many sources of conversion, like cold to fire damage on Gemma's Hero Memory. Will this be reenabled, and if so, will Gemma be nerfed in other ways to compensate?
A:These affixes will be redesigned in the new season, and balance adjustments will also be made.
2. Is it intended to allow players to double dip damage bonuses through conversion chains?
A:Yes, that's correct. This affix itself has two effects, and the "conversion chains" does not add damage twice, but rather allows both effects to take effect.
3. Can we be allowed to use stored items directly from the stash? For example, entering maps using beacons in the stash, or using embers stored in the stash while crafting at the npc. This would improve quality of life for players with multiple characters.
A:That's a proposal worth considering.
4. Are there plans to implement special stash tabs that can stack more items?
A:We not have the plan to add special stash tabs for the moment.
5. Some builds are reaching 63B DPS or more. What is the acceptable amount of dps a build should have before it is nerfed, if any?
A:We keep our eyes on any abnormal damage data on our backend,and if we spot anything unusual, we'll double-check to see if it's reasonable. If the data is reasonable, we're okay with it, but we can't share specific numbers publicly."
6. Attack based builds are capable of reaching 63B DPS because they can increase attack speed to 30 attacks per second. Spell based builds are weaker, especially due to the 2.1B hit cap. Are there any plans to bridge this gap?
A:It's true, there is a 2.1 billion single damage per hit limit, it will be changed in the next season. It will reduce that gap to some extent. Spells will also be tweaked and enhanced in the new season.
7. I believe you are planning to remove the damage cap, which is good news for builds that don't hit as rapidly as attack based builds. Are there concerns that damage numbers will go too high, especially if there are limitations to the game engine? If so, what are the plans for fixing it?
A:Next season, we will increase the damage cap by changing the game engine, and we will continue to monitor damage data. If there are abnormally high damage values, we will investigate them.
Community FAQ
Q:Mobile users in my channel are requesting if we have an option to zoom in and out on mobile.
A:This feature is currently in development, but scaling is limited and may cause faster consumption on mobile devices.
Q:We already know that the Dev team wants seasonal life time to be 3 months, But since it needs a lot of content to play for that amount of time (Most players quit after the first month), is there any chance to reduce it to 2 months?
A:We currently have no plans to adjust the three-month season cycle, as each season's new content requires a significant amount of research and development time.
Q:Recent developer blog mentioned that many players defeated Lord of the Void Sea, ensuring that enrichment of game play content was needed. If so, could you show the percentage of players who defeated Lord of the Void sea? I mean, there was a 'certain game developer' who thought their game content was 'exhausted too fast' when only 1% of total players managed to defeat the final boss.
A:It is certain that the number of players who can defeat the highest difficulty Void Sea Boss is far more than 1%. When we are evaluating whether a design needs improvement, we take into account both data and community feedback to make a comprehensive assessment. From the overall feedback and data we have received so far, it is clear that there is relatively less content for players to experience and the playability of the season is still not enough.
Q:I want to know what the team thinks is the most valuable in terms of game design. Specifically on character progression now that you have data collected from S2, where players were focusing on gathering elemental fuel. How can this meta be altered so that players' time is respected and the game has more to offer than a singular farming strategy?
A:The real value lies in the enjoyment of the game. The previous strategy required "cards + compass + six god trials," which had a high learning curve and relied on luck. In the current Black Sail season gameplay, players can earn good FE rewards by choosing the right Seal Whisper with low learning costs. The current strategy for collecting FE is still within our expectations. However, FE is not everything for the game reward. We hope to see more valuable loot, such as the equipment foundation needed for the new crafting system mentioned in the dev blog, as well as new legendary equipment.
Q:"Hi. Are there any plans to improve in the game help section?
I'd like to see some structure or search, more articles and actual illustrations.
Also let us skip reminders for help with second and next characters, pls."
A:We will continue to improve the in-game guidance system step by step. In addition, we plan to add some content creator tutorial videos in-game to help players better understand the game.
Q:"Hi! Please, tell us more about exp penalty.
What level difference is minimal for it?
How does it scale? What is the max value?
At which level difference does penalty reach its max?
Also it would be great if you add this info to ingame help."
A:This calculation is quite complex... However, we suggest that players keep their character level and map level within +/- 5 levels to obtain the highest experience rewards.
Q:I understand that whirlwind was very strong in season 1 and needed to be rebalanced. Are you happy with the changes to whirlwind and do you think it is still a viable skill choice this season? Currently, I find that whirlwind is only decent when you have very high +minimum channel stacks and 100% steep strike. This is very difficult to achieve unless you choose a two handed sword for your weapon. Are there any plans to add more ways to obtain +minimum channel stacks, such as crafts or corrodes to allow more weapon choices?
A:The adjustment to Whirlwind is quite in line with our expectations. The minimum channel stack is one of the core cultivation methods of Whirlwind Slash in the last season. In this season, the probability of striking has been added, but the advantages of Whirlwind's mobility and large damage range still exist. Overall, its strength is within our expectations.
Q:I wanna know if there's any intention of making AH Premium Booths stop being seasonal to promote people to buy them overtime to increase their slots without the
feeling of a waste if they stop playing the season after they buy one.
A:For the time being, we will not adjust this aspect.
Q:"Could you tell us what are Physique, In proximity , Shattering on some items? I believe these terms should have their own tooltips."
A:“In proximity” means within 3 meters, “Physique” means the size of the character model, which can also affect the range of melee skill. Upon defeating an enemy, the Ice Imbue skill triggers the "Shattering" effect.
We will gradually improve the explanations for these terms in the future.
Q:Beam skill's performance is limited in every single way possible. 1st, they have so little area. A scorching beam and icebound beam are single target skills (which is ridiculous considering this game is all about decimating hordes of monsters) and all of beam skills are short ranged. (They can never hit enemies beyond the screen) 2nd, they get no benefit from increasing max channeling stacks. scorching beam, icebound beam, and wilting beam activate their core function(explosion, projectile, reap) at max channeled stack. So increasing max channeling stack actually makes beam skills to activate their core function less, making them weaker. 3rd, they have minuscule damage. Having so little range, game mechanics colliding with skill's core function is bad enough, but having so little damage is a nail in the coffin. Combined with the fact that these skills require you to stop and channel to deal damage, basically no one uses these kinds of skills. Why are those skills designed like this?
A:Thank you for the feedback on the use of the beam skills. Scorching Beam had a decent performance during the Blacksail dark surge season. It may not be as prominent this season, but we will make balance adjustments in the future. We will also introduce new beam skills for players to explore.
Q:"Are you happy with decreasing numbers of active players by just 2-3 weeks??
can we expect changes or additions in gameplay mechanics and events from the upcoming season?"
A:Indeed, the performance of this season did not meet our expectations. In the next season, we will add more content that is worth players' time and effort, and will provide better rewards.
Q:"ailment damage modifiers, especially Shock & Wilt, are too weak.
Shock damage is not affected by bonuses, and there is 3% base damage of lightning damage hit. So if I deal 1M per hit, it will be 30k shock damage per settlement.
Scaling the hit damage will be much more effective than finding ""Adds ### Base Shock Damage"". Because the value of ### is the actual damage it will be added since it won't be scale by +##% element damage or something. So those modifiers are useless.
Wilt has a weird mechanic, The duration of each stack of wilt is splitted, it won't refresh by adding a new stack. So to maximize the Wilt damage, I have to find ""duration"" and ""damage"" modifiers, also ""attack or cast speed"" to fasten the stack up speed.
Since the base damage is small, it's hard to scale. Even if I have 20K wilt damage per stack, I need 50 stack to deal 1M/s. And need large amounts of ""duration"" and ""speed"" to keep the damage stable.
The most fast way to stack wilt currently is using Shotgun Effect of Lethal Flash. I've crafted a full T1 set for ""Corrosive Throw"", I can have about 350 stacks on max. & reaping every 0.5s. But it is still way slower than dealing hit damage in T7 map. It's totally not worth it, too much investment but too little damage."
A: Increasing shock base damage was originally planned as a gameplay feature, but we later discovered some conflicts during the design process, and currently, there is no ideal solution. We will likely remove most of the related affixes first, and then add them back later if we have a good idea. As for the balance-related issues with Wilt, we are still considering how to adjust it.
Q:Does upgrading Starfish Chanter to lvl3 increase her Passive's chance to double the effect of Sea Whispers from 20 to 40%?
A: Doubling refers to the additional affix effect +100%, which is an additional +8% drops
Questions from the chat
1. In proxminity:means within 3 meters. nearby: means within 6 meters.
2. Any plans to get rid of case sensitive search?
A: This issue has been fixed
3. When are you planning to fix the reaping bug and Blade of ring?
A: We are still trying to locate the reaping and Blade of ring bug(losing damage), it's a very weird bug. Now, there is no time frame for the repair.
4. Is there any plan on making switching builds easier? Like a build and skill loadout?
A: The function of Build switching is difficult to complete temporarily, because there are too many systems involved.
5. There are so many "expired items" & show the same item multiple-times in search of trade house, will this be fixed next season?
A: This issue will be fixed in the next season.
Torchlight Infinite Season 2 New Items
The theme of the new season is Blacksail. The story of the new season takes place in the endless Sea of Void, and the biggest challenge we will face this season will be the Lord of the Void Sea, the king of pirates, who leads the fleet to plunder the realm, and the countless crew members that he enslaves.
Torchlight Infinite Season 3 Release Date
The release date of Torchlight Infinite Season 3 is about April 12, 2023. Update: due to Path of Exile 3.21 has delayed a month to April 7, the release date of Torchlight Infinite Season 3 is subject to change.
Torchlight infinite is a season-based game with each season having its exclusive content and lasting 3 months. After each season, your character data will be permanently saved and transferred to the permanent server. You can go to the permanent server to continue to improve yourself or face new challenges in the new season. The choice is yours!
Release Date |
Description |
April 12, 2023 ? |
This date conflicts with Path of Exile 3.21. Therefore, the release date of Torchlight infinite season 3 may be delayed. |
January 12, 2023 |
The release date of Torchlight: Infinite Season 2 "Blacksail". Torchlight: Infinite's season 2 Blacksail become available on January 12. The Blacksail season server is available after the update. You can create new characters on the server to experience the new game content. |
October 11, 2022 |
Torchlight: Infinite season 1 was released. |
Sail to Nowhere! The release date of Torchlight: Infinite Season 2 "Blacksail" is January 12th, 2023! In the sea of void at the end of the universe🌌, a fissure was quietly torn open by an unknown force🙊
Torchlight: Infinite is known as a season-based game. When the season ends, characters and items obtained during the season will be merged into a permanent server. Your Primocryst, however, together with most items purchased using Primocryst, including Pactspirits, Outfits, Monthly Pass, Inventory Slots, and Stash Pages will remain valid for characters in both the permanent server and the seasonal server.
- All your unlocked heroes, hero traits, Pactspirits, and appearances will carry over to the next season. They count as the shared assets of your account, so they can be used by all characters you create in the same account. However, this only applies when they are on the same server. For example, all characters created on the US server can only use assets of the account that are on the US server.
- Other things like Season Passes and Auction Booth Tabs will expire at the end of the season and will need to be repurchased in the new season.
- The characters of the Dark Surge season will be transferred to the permanent server after the new season starts. Hunters will need to create a new character to participate in the challenges of the new season.
- After the new season starts, Hunters can enter the new season server and develop their characters from scratch. In the new season, you can experience new gameplay and get season-exclusive items by challenging the new season Boss.
1. Season 2: New Game Modes and New Content
- Controller Support: You can choose your preferred mode of operation, whether on PC or mobile.
- Transaction Tax: For every 8 currency items of the same type gained through sales, 1 currency item will be deducted by the system as tax.
- Redesigned the stats display on the Info Panel to allow hunters to see more useful stat information.
- Optimized the panel DPS algorithm to make DPS calculations more accurate and to support the display of DPS for continuous damage and summoning skills.
- You can find the sources of drops of legendary equipment in the Trade house.
- Tweaked several screen UI to make them more visually appealing and easier to use.
- Overall screen scaling is now accessible on PC.
- Path of the Brave: balanced the difficulty of the gameplay and simplified the overall challenge process.
- Mini-maps can now be displayed semi-transparent in the center of the screen.
- When the Tier 1 affix appears in the crafting process, you will be asked to double confirm.
- When full energy occurs during gear empowerment, the energy will no longer be reset.
- The brightness of skill special effects is now adjustable.
1.1 Blacksail Season-exclusive Gameplay:
- Hunters will face the invasion from Void Sea for the first time in chapter 4 of the main story.
- Defeat monsters in maps to earn drops with special affixes: "Void Sea Night Flame".
- After killing the boss at the end of the stage, an interactive device called the Void Sea Seal will appear on the map. You can break the seal with any Void Sea Night Flame to unlock a random "Seal Whisper" based on the affix of the Void Sea Night Flame.
- After breaking six seals, Hunters can go to the Void Sea Terminal to challenge the Bride of Void Sea. Beat the challenge to open her treasure. The content of the treasure will be affected by the "Seal Whispers" obtained when breaking the seal: Precious "Seal Whispers" can be combined to bring extremely rich rewards.
- After being defeated, the Bride of Void Sea might drop a ticket called a Void Sea Invitation. Collect Void Sea Invitations to challenge the final boss of the season called the Lord of the Void Sea.
- The Lord of the Void Sea will drop several unique Legendary Items.
1.2 New System: Hero Items
- The new season will also see the launch of a new development system: Hero Items. Consisting of Hero Relics and Hero Memories, which will further enhance Hero Traits.
- Hero Relics are items that can be equipped, one per character. Each Hero Relic has two random affixes that provide buffs closely related to the hero's specialization.
- Meanwhile, Hero Relics can also be used as carriers of Hero Memories. Up to 3 Hero Memories can be engraved onto each relic. Each Hero Memory also comes with two powerful Random Affixes.
- Legendary Hero Items will be mainly obtained from the gameplay of the new season. Legendary Hero Items come with more unique affixes but are also more precious.
- Detailed Hero Item attributes can be searched and checked in the Trade House in the game.
1.3 New Hero: Cateye Erika
1.4 New Hero Trait: Seething Silhouette
1.5 New Hero Trait: Charge Calling
1.6 New Skills
Icon |
Name |
Description |
 |
Thunder Slash |
Attack enemies in front in Slash Strike form, dealing Lightning Damage. During Multistrike, each strike of the skill will increase the skill's Attack Speed. |
 |
Blazing Bullet |
This attack fires a Fire Projectile that Penetrates enemies in front and creates Fire explosions when it Penetrates enemies. The skill gains damage and effective area based on the Penetrations done by the Projectiles. |
 |
Howling Gale |
While channeling, this Spell creates a Gale that attacks enemies within a certain area. The more channeled stacks, the faster the Gale strikes. Bonus and additional bonus to Cast Speed also applies to Strike frequency. |
 |
Moon Strike |
Attack enemies in front in Slash Strike form. The skill deals additional Physical Damage based on the Mana Cost. Spell Damage bonus and additional bonus also apply to the skill's damage |
 |
Haunting Abomination |
This Spell deals Erosion Damage to the targeted enemy and creates a Terra effect that follows this enemy, dealing Secondary Damage to enemies within a certain Terra Area for a period of time. The value of the Secondary Damage equals a certain percentage of the first damage. |
Detailed skill values and tags can be checked with the Skill Trader in the game.
1.7 New Legendary Gear
Name | Category & Drops | Level | Stats |
 Entanglement of The Immortal | Belt limited-drop | 62 | - +(80-120) Max Life
- +(20-30)% Injury Buffer
- +(30-40)% Fire Resistance
- (120-200) Fire Damage taken also comes with Ignite Damage
- +(50-50)% Life Regeneration Speed when Ignited
|
 Eternal Sea Fog | Belt limited-drop | 10 | - +(8-12)% Defense
- +(12-16)% Elemental Resistance
- (-20 - -20)% Blur Effect
- Blur gains an additional effect: +0.3% Movement Speed for every point of Blur Rating
- +(60-60)% Movement Speed for (1-1)s when Blur is lost
- +(50-50)% chance to gain Blur when evading
|
 Darkchaser | DEX Boots common-drop | 54 | - +(60-80) Max Life
- +(700-900) gear Evasion
- +(60-80)% gear Evasion
- +(25-35)% Lightning Resistance
- +(30-30)% Movement Speed
- Gains 1 stack of Mass Enhancement Effect for every (3-3)m of movement. Loses all Mass Enhancement Effect when using Attack Skills
- (Mass Enhancement Effect: +10% additional Attack Damage. Stacks up to 5 times and lasts for 15s.)
|
 Rat King's Escape Show | DEX Boots limited-drop | 51 | - +(1000-1200) gear Evasion
- +(8-12)% Max Life
- +(30-40)% Movement Speed
- +(8-12)% Elemental Resistance
- (-20 - -20)% additional Regain Interval if you have evaded recently
- Master Escapist
|
 Devouring Tide | STR Chest Armor common-drop | 58 | - +(70-80)% gear Armor
- +(110-130) Max Life
- +(35-45)% Fire Resistance
- +75% Critical Strike Rating each time an attack hits during Multistrike
- Multistrike deals (24-40)% increased damage with each strike
- Takes 400 Secondary Fire Damage per second for (4-4)s upon reaching the Max Multistrike Count. Stacks up to (4-4) times
|
 Starlit Blood | STR Chest Armor common-drop | 75 | - +(1000-1200) gear Armor
- +(70-80) Max Life
- +(10-10)% Injury Buffer
- Gains (3-3) stacks of Impassioned at Low Life
- Loses (1-2) stacks of Impassioned when leaving the Low Life state
- Determined
- Impassioned: Up to 10 stacks. Each stack lasts 5s, -10% additional skill cost, -10% additional Life Regain Interval, and +100% Damage.
|
 Miniature Void Sea | INT Gloves limited-drop | 78 | - +(30-50) Gear Energy Shield
- +(10-10)% Intelligence
- Adds (8-12)% of Max Life to Minion Energy Shield
- +(6-10)% Minion Damage for every additional Minion you have
- +(1-1)% additional Cooldown Recovery Speed for every Minion you have
- Trigger the Main Skill for every (5 - 5)m of movement. Interval: (3 - 3)s
- (-80 - -80)% Empower Skill Effect
|
 Eye of The Kraken | DEX Helmet limited-drop | 46 | - +(80 - 100) Max Life
- +(40 - 60)% Projectile Damage
- +(12 - 20)% Projectile Speed
- Defeated Non-Elite enemies have a 50% chance to explode, dealing Secondary Erosion Damage equal to 50% of their Max Life
- (50 - 50)% chance to eliminate Non-Elite enemies within 10m when killing Elite enemies
|
 Hekate's Vision | INT Helmet limited-drop | 66 | - +(30-40)% Erosion Resistance
- +(20-40) All Stats
- You can only cast (1-1) Curses
- +(20-20)% additional damage dealt to Cursed enemies. (-20 - -20)% additional damage taken from Cursed enemies
- +(100-100)% Max Curse Duration
- +(100-100)% Curse Skill Area
|
 Divine Ember | STR Helmet common-drop | 54 | - +(80-120)% gear Armor
- (-20 - -10)% additional Life
- +(6-10)% Attack and Spell Block Chance
- Adds Fire Damage equal to (0.6-0.6)% of Max Life for every stack of Tenacity Blessing you have
- You cannot restore Life or Mana if you have gained Focus Blessing or Agility Blessing recently
|
 Fool's Crown | STR Helmet limited-drop | 76 | - +(6-10)% gear Armor
- (-99--99)% additional Intelligence
- Adds (92-108) - (122-138) Physical Damage to the Main-Hand Weapon
- +(6-10) Strength
- +(6-10)% Fire Resistance
|
 Guttural of The Drowned | Necklace limited-drop | 70 | - +(10-10)% Max Life
- Any damage taken at Low Life is considered a Severe Injury
- When Severely Injured, +(8-10)% additional damage for (2-2)s
- Restores (5-10)% of Missing Life when suffering a Severe Injury
- Prevents Severe Injuries from being fatal. Cooldown: (8-8)s
|
 Rat King's Megagon Dice | Necklace limited-drop | 50 | - +(25-35)% Critical Strike Damage
- +(6-10)% additional max damage
- (-10 - -6)% additional min damage
- Randomly triggers one of the following effects every 5s for 5s
- Lucky Critical Strike/Unlucky Damage/Lucky Damage/Unlucky Critical Strike
|
 Hero's Gaze | Ring common-drop | 48 | - +(50-60) Max Life
- +(4-6)% additional Attack Damage for every attack Blocked recently. Stacks up to (5 - 5) times
- +(15-25) Strength
- +(20-40)% Critical Strike Rating
- +(45-50)% Fire Resistance
|
 Kaleidoscope | Ring common-drop | 52 | - +(70-80) Max Life
- +(12-18)% Attack and Cast Speed
- +(15-20) All Stats
- Gains the following buffs by turns. Each buff lasts for 4s
- +60% additional Erosion Damage/+60% additional Elemental Damage/+60% additional Physical Damage
|
1.8 New Pactspirits
- Added three new Legendary Elemental Pactspirits, corresponding to Fire, Cold, and Lightning.
- To let Pactspirits bring more fun to the battle experience, designed one skill that can be used at intervals for each Pactspirit (with the same overall strength as the previous Pactspirits and cannot be developed).
- There's also a season-exclusive Legendary Pactspirit, who will enrich the season's gameplay.
1.8.1 Fire Pactspirit
Category |
Name |
Description |
Magic Pactspirit |
Happy Chonky - Ember |
- Minor Node: +14% Fire Damage; +2.5% Fire Penetration; +14% Fire Skill Area
- Additional Node: +1.5% additional Fire Damage
|
Rare Pactspirit |
Winter Darer - Lava |
- Minor Node: +14% Fire Damage; +2.5% Fire Penetration; +14% Fire Skill Area
- Medium Node: +28% Fire Damage; +5% Fire Penetration; +28% Fire Skill Area
- Additional Node: +3% additional Fire Damage
|
Legendary Pactspirit |
Melting Flames |
- Minor Node: +14% Fire Damage; +2.5% Fire Penetration; +14% Fire Skill Area
- Medium Node: +28% Fire Damage; +5% Fire Penetration; +28% Fire Skill Area
- Major Node: Covers targets within a 5m radius with flames and debuffs enemies within the area. Debuff: +35% additional Fire Damage taken by the enemy for 3s. Cooldown: 5s
- Additional Node: +6% additional Fire Damage
|
1.8.2 Cold Pactspirit
Category |
Name |
Description |
Magic Pactspirit |
Awooawoo - White Mist |
- Minor Node: +14% Cold Damage; +2.5% Cold Penetration; +7% Frostbite Duration
- Additional Node: +1.5% additional Cold Damage
|
Rare Pactspirit |
Hell Cavalry - Crushed Ice |
- Minor Node: +14% Cold Damage; +2.5% Cold Penetration; +7% Frostbite Duration
- Medium Node: +28% Cold Damage, +5% Cold Penetration; +14% Frostbite Duration
- Additional Node: +3% additional Cold Damage
|
Legendary Pactspirit |
Ice Puppet |
- Minor Node: +14% Cold Damage; +2.5% Cold Penetration; +7% Frostbite Duration
- Medium Node: +28% Cold Damage, +5% Cold Penetration; +14% Frostbite Duration
- Major Node: Focus energy to create an ice prison Near yourself and the Pact Holder, which debuffs Frostbitten enemies inside every second and makes them take +10% additional Cold Damage, up to 4 stacks, for 6s.
- Additional Node: +6% additional Cold Damage
|
1.8.3 Lightning Pactspirit
Category |
Name |
Description |
Magic Pactspirit |
Happy Chonky - Electrify |
- Minor Node: +14% Lightning Damage; +2.5% Lightning Penetration; +4% Attack and Cast Speed
- Additional Node: +1.5% additional Lightning Damage
|
Rare Pactspirit |
Hell Cavalry - Muffled Thunder |
- Minor Node: +14% Lightning Damage; +2.5% Lightning Penetration; +4% Attack and Cast Speed
- Medium Node: +28% Lightning Damage; +5% Lightning Penetration; +8% Attack and Cast Speed
- Additional Node: +3% additional Lightning Damage
|
Legendary Pactspirit |
Bitter Thunder |
- Minor Node: +14% Lightning Damage; +2.5% Lightning Penetration; +4% Attack and Cast Speed
- Medium Node: +28% Lightning Damage; +5% Lightning Penetration; +8% Attack and Cast Speed
- Major Node: Bestows the surging power of lightning to the pact holder, granting +14% additional Lightning Damage and +15% additional Max Damage for 5s. Cooldown: 10s
- Additional Node: +6% additional Lightning Damage
|
1.8.4 Season-Exclusive Pactspirit
Category |
Name |
Description |
Magic Pactspirit |
Happy Chonky - Emerald |
- Minor Node: +2% additional Hero Relic Drop Quantity; +3% additional Hero Memory Drop Quantity; +3% Drop Quantity
- Additional Node: +1% additional Drop Quantity
|
Rare Pactspirit |
Plaintive Ball of Thread - Gold Leaf |
- Minor Node: +2% additional Hero Relic Drop Quantity; +3% additional Hero Memory Drop Quantity; +3% Drop Quantity
- Medium Node: +4% additional Hero Relic Drop Quantity; +6% additional Hero Memory Drop Quantity; +6% Drop Quantity
- Additional Node: +2% additional Drop Quantity
|
Legendary Pactspirit |
Starfish Chanter |
- Minor Node: +2% additional Hero Relic Drop Quantity; +3% additional Hero Memory Drop Quantity; +3% Drop Quantity
- Medium Node: +4% additional Hero Relic Drop Quantity; +6% additional Hero Memory Drop Quantity; +6% Drop Quantity
- Major Node: 31% chance to double the effect of the Seal Whisper revealed when defeating Void Pirates
- Additional Node: +4% additional Drop Quantity
|
2. Game Balance Adjustments
2.1 Underlying Combat Adjustments
- Increased the base absorption amount of Barriers from 15% to 20% of Max Life and Max Energy Shield.
- Adjusted the additional damage granted by the Dual Wielding buff from 20% to 10%.
- Attack Mobility Skills now factor in Attack Speed. When the Attack Speed is high, the marginal diminishing effect will be enhanced, and the damage multiplier will be increased accordingly to compensate for it.
- Reduced the base tracking distance of the Shadows created by Shadow Strike from 10m to 8m.
- Added an upper limit to affixes that provide "additional damage reduction" so that the Damage Mitigation received from a single affix will not exceed 90%.
- Reduced the playback frequency of various prompt voice messages of heroes.
- Changed the calculation of most DoT Damage dealt by heroes so that the damage is calculated once every frame instead of every 0.3s.
- The upper limit of the Frostbite Rating no longer affects the amount of time enemies are frozen.
- The upper limit of the Frostbite Rating only takes effect when enemies can't be Frozen or you can't Freeze enemies.
- It is no longer possible to equip the same skill twice and use them in alternation to cancel the post-cast stun.
2.2 Hero Trait Adjustments
Name |
Changes |
Moto - Order Calling |
- Last Stand: Changed "-100% additional Life Restoration Speed for Minions when they have Overload" to "-100% Life Restoration Speed for Minions when they have Overload".
- Brothers in Arms: Changed "Each enemy killed by your Minions grants one of your Minions Overload. Prioritize Minions with no active Overload Effects" to "When Minions deal Double Damage, there is an 8% chance to grant one of your Minions Overload, prioritizing those that don't have Overload".
|
Carino - Lethal Flash |
- Desperate Measure: Removed the affix: "Your Attack and Cast Speed are set to 2.5".
- Overheating: Changed "+2° Projectile Spreading Angle, +2% additional damage for each ammo consumed recently. Stacks up to 18 times. Reload 2 ammo and reset Projectile Spreading Angle when a Mobility Skill is used. +180° Max Projectile Spreading Angle." to "+1° Projectile Spreading Angle, +2% additional damage for each ammo consumed recently. Stacks up to 18 times. Reload 2 ammo and reset Projectile Spreading Angle when a Mobility Skill is used. +120° Max Projectile Spreading Angle".
|
Youga - Spacetime Elapse |
- Turbulence: There is no longer an upper limit to the number of times Turbulence can be stacked on enemies.
- Spacetime Cutting: Changed "When Twisted Spacetime moves, Reaps 1s of DoT Damage from enemies in Twisted Spacetime before it is moved. The effect has a 6s cooldown against the same target. Adds 15% of Reaping Damage dealt to Twisted Spacetime's recorded damage" to "Adds 65% of Reaping Damage dealt to Twisted Spacetime's recorded damage".
|
Youga - Spacetime Illusion |
- Optimized Spacetime Illusion's combat skills to make them more aggressive and to add a new feature: While Spacetime Illusion is active, the Hunter can click the Hero Gauge to quickly pull the Spacetime Illusion back to his side.
|
Oracle - Wisdom of The Gods |
- Predicted Hope: Change "The damage of the next Main Skill used +120% per enemy hit if Divine Punishment consumes maximum stacks of Focus Blessing, up to +2,400%" to "+50% damage for the next Main Skill for every stack of Blessing that Divine Punishment consumes recently, up to +1,250%".
- Predicted Hope: Adjusted "+30% additional Divine Punishment Cooldown Recovery Speed" to "+35% additional Divine Punishment Cooldown Recovery Speed".
|
Berserker - Anger |
- Tunnel Vision: Changed "+120% additional Burst Damage. -25% additional Burst Area" to "+80% additional Burst Damage. -30% additional Burst Area".
|
Gemma - Frostbitten Heart |
- Frostbitten Heart: Adjusted "+10% Cold Damage and +3% chance to Freeze for every Cold Energy" to "+20% Cold Damage and +3% chance to Freeze for every Cold Energy".
- Frostfield: Adjusted "+50% All Damage against Frostbitten enemies" to "+60% All Damage against Frostbitten enemies".
- Frost Tides: Adjusted "+30 to the Max Frostbite Rating of Bosses" to "+50 to the Max Frostbite Rating of Bosses".
- Frost Embrace: Changed "Max Frostbite Rating +2 points for enemies recently hit by Cold Pulse" to "Max Frostbite Rating +5 points for enemies recently hit by Cold Pulse".
- Frost Embrace: Adjusted "When Cold Pulse hits an enemy recently, +1% Cold Pulse Cooldown Recovery Speed for every 8 points of Frostbite Rating the enemy has. Interval: 0.2s" to "When Cold Pulse hits an enemy recently, +1% Cold Pulse Cooldown Recovery Speed for every 6 points of Frostbite Rating the enemy has. Interval: 0.2s".
|
Frostfire - Ice-Fire Fusion |
The previous version did not reflect many features of Fusion, so we have implemented bigger optimizations in the new season:
Level | Name |
Description |
1 |
Icefire Link |
- Max Fusion Energy +4
- Gains Fusion Energy when using or triggering Fire Skills or Cold Skills. Click the Hero Gauge when Fusion Energy is full to use Frostfire Rampage
- +20% Fire Damage and Cold Damage for every point of Fusion Energy. +5% chance to inflict Ignite and Frostbite for every point of Fusion Energy
|
13 |
Ice-Fire Radiance |
- When dealing damage at Max Fusion Energy, Fire Damage bonuses and additional bonuses are also applied to Cold Damage
- When dealing damage at Max Fusion Energy, Cold Damage bonuses and additional bonuses are also applied to Fire Damage
|
32 |
Bone-piercing Heat |
- If an enemy has taken Cold Damage recently, damage dealt to this enemy ignores Fire Resistance
- If an enemy has taken Fire Damage Recently, damage dealt to this enemy ignores Cold Resistance
|
32 |
Ice-Fire Embrace |
- Max Fusion Energy +2
- +50% Fusion Energy Effect at Max Fusion Energy
|
50 |
Restless Ice-Fire |
- At Max Fusion Energy, always attempt to use Frostfire Rampage automatically
- While Frostfire Rampage is active, Fusion Energy does not deplete
- +10% additional Fire Damage for 4s, up to 3 stacks, when using or triggering a Cold Skill while Frostfire Rampage is active
- +10% additional Cold Damage for 4s, up to 3 stacks, when using or triggering a Fire Skill while Frostfire Rampage is active
|
62 |
Glacial Flames |
- Max Fusion Energy +2
- Fusion Energy gains an additional effect: +2% additional Fire Damage and Cold Damage for every point of Fusion Energy
|
62 |
Frozen Flame |
- At Max Fusion Energy, Fire Damage can inflict Frostbite, and Cold Damage can inflict Ignite. At Max Fusion Energy, Fire Damage increases 4 Frostbite Rating on hit
- At Max Fusion Energy, Ignite inflicted by a Spell Skill adds 100% of the skill's Cold Damage to the Base Ignite Damage
- At Max Fusion Energy, Ignite inflicted by an Attack Skill adds 100% of the weapon's Physical Damage to the Base Ignite Damage
|
80 |
Extreme Fusion |
- Fusion Energy is no longer removed at the end of Frostfire Rampage
- When dealing damage at Max Fusion Energy, Fire Damage bonuses and additional bonuses are also applied to Lightning Damage
- When dealing damage at Max Fusion Energy, Cold Damage bonuses and additional bonuses are also applied to Lightning Damage
- When dealing damage at Max Fusion Energy, Lightning Damage bonuses and additional bonuses are also applied to Cold Damage
- When dealing damage at Max Fusion Energy, Lightning Damage bonuses and additional bonuses are also applied to Fire Damage
- Using or triggering Lightning Skills grants Fusion Energy
|
80 |
Seeping In |
- While Frostfire Rampage is active, Cold Penetration is also applied to Fire Resistance
- While Frostfire Rampage is active, Fire Penetration is also applied to Cold Resistance
- When enemies take Fire Damage, the lowest among Cold Resistance, Fire Resistance, and Lightning Resistance will be treated as their current Fire Resistance
- When enemies take Lightning Damage, the lowest among Cold Resistance, Fire Resistance, and Lightning Resistance will be treated as their current Lightning Resistance
- When enemies take Cold Damage, the lowest among Cold Resistance, Fire Resistance, and Lightning Resistance will be treated as their current Cold Resistance
|
|
2.3 Talent Adjustments
Structural adjustments: To make it easier for Hunters to master Talents, it is now only possible to select 1 damage-increasing Talent cluster in all Basic Talent Panels at the beginning. The removed base stats will be compensated for in later Talent Nodes to keep the overall amount the same.
2.3.1 Micro Talent Nodes
Description |
---|
Adjusted the standard value of Barrier Absorption from 10% to 7% |
Adjusted the standard value of Fervor's effect from 4% to 12% |
Adjusted the standard value of Projectile Speed from 12% to 4% |
Adjusted the standard value of Warcry's effect from 7% to 6% |
Adjusted the standard value of Empower Skill's effect from 5% to 4.5% |
Adjusted the "+5% Multistrike Chance" of the Bladerunner Micro Talent to "+15% Multistrike Chance" |
2.3.2 Medium Talent Nodes
Description |
---|
Adjusted the standard value of Barrier Absorption from 20% to 14% |
Adjusted the standard value of Fervor's effect from 8% to 24% |
Adjusted the standard value of Projectile Speed from 24% to 8% |
Adjusted the standard value of Warcry's effect from 14% to 12% |
Adjusted the standard value of Warcry's Cooldown Recovery Speed from 20% to 10% |
Adjusted the standard value of Empower Skill's effect from 10% to 9% |
Adjusted the standard value of Multistrike's damage increased each strike while Dual Wielding from 10% to 16% for The Brave |
Adjusted the standard value of Multistrike's damage increased each strike from 10% to 18% for Bladerunner |
Supplemented God of Might and Goddess of Knowledge with a Talent Node that converts Physical Damage to Elemental Damage to further lower the threshold for damage conversion |
Adjusted the Medium Talent in the last column of the last row of Goddess of Hunting, changing "+6% additional Max Damage" to "+9% additional Max Damage" |
Adjusted the Medium Talent in the third-to-last column in the second row of Marksman, changing "+30% chance for Ranged Attacks to Multistrike" to "+20% chance for Ranged Attacks to Multistrike" |
Added a Medium Talent with the effect "+1 Jump" to the last column of Marksman |
Adjusted the Medium Talent in the second-to-last column of the third row of Shadowdancer, changing "Gains Fervor when an Elite enemy is defeated" to "+1% Movement Speed for every 15 points of Fervor Rating" |
Adjusted the Medium Talent in the last column of the first row of Ronin, changing "+20% chance to obtain Steep Strike attempts" to "+35% chance to obtain Steep Strike attempts" |
Adjusted the Medium Talent in the last column of the second row of Ronin, changing "+22% chance to obtain Steep Strike attempts" to "+25% Demolisher Charge Restoration Speed" |
Adjusted the Medium Talent in the last column of the third row of Ronin, changing "30% chance to gain +1 Shadow when using the Shadow Strike skill" to "40% chance to gain +1 Shadow when using the Shadow Strike skill" |
Reduced the Critical Strike Damage of Ranger and removed the means for it to obtain Fervor |
Adjusted the Medium Talent in the second-to-last column of the fifth row, changing "+15% Knockback distance" to "+20% Knockback distance" |
Added a new effect "Gains Blur when Energy Shield starts to Charge" to the Medium Talent in the fourth column of the first row of Goddess of Darkness |
Adjusted the Medium Talent in the last column of the fourth row of Soulbender, changing "+1% Blur effect for every 1% of Life lost" to "+12% Movement Speed. Movement Speed cannot be reduced to below the base value when Blur is active" |
Adjusted the Medium Talent in the third row of Psychic, changing "+12% Movement Speed. Movement Speed cannot be reduced to below the base value when Blur is active" to "+1% Blur effect for every 1% of Life lost" |
Adjusted the Medium Talent in the last column of the second row of Machinist, changing "Minions: +16% chance to Bleed chance" to "+25% Aura Effect on Minions" |
Adjusted the Medium Talent in the third-to-last column of the fourth row of Alchemist, changing "Adds 5% of Armor to Barrier Absorption" to "Adds 0.4% of Armor to Barrier Absorption" |
Adjusted the Medium Talent in the last column of the first row of Alchemist, changing "Adds 6% of Physical Damage as random Elemental Damage for Minions" to "8% of Damage taken transferred to Minions" |
2.3.3 Main Talents
Description |
---|
Adjusted "-50% target Armor for 2s on hit" of The Brave - Judgment to "+50% Critical Strike Damage against Paralyzed enemies" |
Adjusted "+200% Multistrike Chance when an Elite is Nearby" of The Brave - Well Matched to "+120% Multistrike Chance when an Elite is Nearby" |
Adjusted "+150% additional Warcry Skill Effect" of The Brave - Formless to "+100% additional Warcry Skill Effect" |
Adjusted "Enemies that die of Fire Damage will explode, dealing Fire DoT Damage per second equal to 15% of the overflown damage for 4s to Nearby enemies" of Warlord - True Flame to "Enemies that die of Fire Damage will explode, dealing Fire DoT Damage per second equal to 20% of the overflown damage for 4s to Nearby enemies" |
Adjusted "-30% additional Min Damage. +30% additional Max Damage" of Goddess of Hunting - Impermanence to "-40% additional Min Damage. +40% additional Max Damage" |
Adjusted "150% of the Projectile Speed bonus is also applied to Projectile Damage. +40% Projectile Speed" of Marksman - Gale to "100% of the Projectile Speed bonus is also applied to Projectile Damage. +20% Projectile Speed" |
Bladerunner - Transition now also applies to triggered Lightning Skills |
Adjusted "Multistrike deals 35% more damage with each strike" of Bladerunner - Quick Advancement to "Multistrike deals 55% more damage with each strike" |
Adjusted "-20% additional Cooldown Recovery Speed" of Magister - Play Safe to "-10% additional Cooldown Recovery Speed" |
Added a new effect "+15% chance for Physical Damage to inflict Paralysis on hit" to God of War - Blunt |
Changed the effect of God of War - Instant Smash to "Critical Strike ignores Armor" and moved the original effect to Shadowdancer - Open Wounds |
Adjusted "+45% Fervor Effect" of God of War - Endless Fervor to "+100% Fervor Effect" |
As Shadowdancer - Open Wounds has not performed well in the last few versions, its effect has been changed to the original effect of God of War - Instant Smash: "+100% additional Bleed Damage dealt by Critical Strikes. +125% Critical Strike Damage against Bleeding enemies" |
Adjusted "+3% chance for Triggered Skills to deal Double Damage for every 4 points of Fervor Rating" of Shadowdancer - Flash of Brilliance to "+1% chance for Triggered Skills to deal Double Damage for every 3 points of Fervor Rating" |
Adjusted "Blocking has a 0.05s cooldown" of Ronin - Defensiveness to "Blocking has a 0.03s cooldown" |
Adjusted "+30% Injury Buffer" of Goddess of Darkness - Nether Poison to "+25% Injury Buffer. -15% additional damage taken at Low Life" |
Adjusted "Converts Sealed Mana to Sealed Life" of Soulbender - Blood Sacrifice to "Adds 20% of Sealed Mana as Life" |
Adjusted "+35% Minion Attack and Cast Speed" of God of Machines - Orders to "+20% additional Minion Damage" |
Adjusted "+200% Barrier Absorption" of Machinist - Broken Shell to "+150% Barrier Absorption" |
Adjusted "100% of the increase/decrease on Movement Speed is also applied to Minions" of Machinist - Burning Aggression to "150% of the increase/decrease on Movement Speed is also applied to Minions" |
Adjusted "Regenerate 1% Life per second while moving" of Machinist - Kinetic Conversion to "100% chance to gain a Barrier for every 5m of movement" |
Adjusted "+50% Barrier Absorption" of Steel Vanguard - Curtain to "+35% Barrier Absorption" |
Adjusted "+40% Empower Skill Effect. +40% Defensive Skill Effect" of Steel Vanguard - Knowledgeable to "+55% Empower Skill Effect. +55% Defensive Skill Effect" |
Adjusted "Adds 5% of Max Life to Barrier Absorption. Adds 15% of Max Energy Shield to Barrier Absorption. Adds 1% of Armor to Barrier Absorption" of Alchemist - Empower to "Adds 25% of Max Life to Barrier Absorption. Adds 25% of Max Energy Shield to Barrier Absorption" |
Added a new effect "Minions add 50 Ailment Base Damage" to Alchemist - Talons of Abyss |
2.4 Pactspirit Adjustments
Category |
Name |
Changes |
Summon Magic Pactspirit |
Explorer Otter - Olive |
- Minor Node: Adjusted "+6% Origin of Spirit Magus Effect" to "+7% Origin of Spirit Magus Effect"
|
Summon Rare Pactspirit |
Greedy Chestnut - Lotus Root |
- Minor Node: Adjusted "+6% Origin of Spirit Magus Effect" to "+7% Origin of Spirit Magus Effect"
- Medium Node: Adjusted "+12% Origin of Spirit Magus Effect" to "+14% Origin of Spirit Magus Effect"
|
Summon Legendary Pactspirit |
Drapion Lady |
- Minor Node: Adjusted "+6% Origin of Spirit Magus Effect" to "+7% Origin of Spirit Magus Effect"
- Medium Node: Adjusted "+12% Origin of Spirit Magus Effect" to "+14% Origin of Spirit Magus Effect"
- Major Node: Adjusted "+35% Origin of Spirit Magus Effect" to "+40% Origin of Spirit Magus Effect"
|
2.5 Normal Gear Affix Database Modifications
- Removed the "Max Terra Quantity" affix from Tin Staff and the "Max Terra Quantity, +X% Skill Duration" affixes from Necklace
- Added new Mana related affixes to Cane, Dagger, Cudgel
- Adjusted the values of the T1 +Projectile Speed affix from (55%-60%) to (25%-32%) and adjusted other tiers accordingly
- Adjusted the values of the T1 +Multistrike Chance affix from (31%-40%) to (50%-64%) and adjusted other tiers accordingly
- Adjusted the values of the T1 +Fervor affix from (16%-20%) to (74%-96%) and adjusted other tiers accordingly
- Adjusted the values of the T1 +Barrier Absorption affix from (12%-15%) to (65%-84%) and adjusted other tiers accordingly
- Adjusted the values of the T1 +Demolisher Charge affix from (33%-44%) to (37%-48%) and adjusted other tiers accordingly
- Adjusted the values of the T1 +Chance to Obtain Steep Strike Attempts affix from (40%-60%) to (54%-70%) and adjusted other tiers accordingly
- Adjusted the values of the T1 +Additional Damage for this Skill when Demolisher Charge is Consumed affix from (28%-36%) to (24%-30%) and adjusted other tiers accordingly
- Adjusted the values of the T1 +Max Steep Strikes affix from (1-1) to (3-3) and adjusted other tiers accordingly
- Adjusted the values of the T1 +Warcry Effect affix from (22-27) to (19-24) and adjusted other tiers accordingly
2.6 Legendary Gear Adjustments
Name | Changes |
Thunder Bone | Adjusted "+(120-160)% gear Physical Damage" to "+(200-240)% gear Physical Damage" Adjusted "+(15-20)% gear Attack Critical Strike Rating" to "+(25-35)% gear Attack Critical Strike Rating" Adjusted "Adds (120-150)% of Physical Damage of the Main-Hand Weapon to Base Shock Damage" to "Adds (3-5)% of Physical Hit Damage to Base Shock Damage" |
Falling Snow | Adjusted "+(80-120)% Multistrike Chance" to "+(45-55)% Multistrike Chance" Adjusted "+(1-1)% Melee Damage every (1-1) point of Frostbite Rating on enemy" to "+(1-1)% additional Attack Damage every (1-1) point of Frostbite Rating on enemy" |
Ring of Slaughter | Adjusted "Fervor gains an additional base effect: +3% Multistrike Chance for every point of Fervor Rating" to "Fervor gains an additional base effect: +2% Multistrike Chance for every point of Fervor Rating" Adjusted "Killing Elite enemies no longer grants Fervor Rating" to "Gains (1-1) stack of Meditate per second while standing still" Upon reaching the cap of Meditate, Critical Strikes can lose no more than (10-10) Fervor Rating, with an interval of (3-3)s |
Final Behest | Removed the affix: "Adds Physical Damage to the gear" New affix: "Spends 1% Life and Mana on defeat" Adjusted "+(600-600)% Multistrike Chance" to "+(200-200)% Multistrike Chance" Adjusted "+(2-3) initial Multistrike Count" to "+(1-1) initial Multistrike Count" |
High Tower Iceflame | Adjusted "+(12-20)% Cold Resistance Penetration when hitting an Ignited enemy" to "+(20-30)% Cold Resistance Penetration when hitting an Ignited enemy" Adjusted "+(12-20)% Fire Resistance Penetration when hitting a Frozen enemy" to "+(20-30)% Fire Resistance Penetration when hitting a Frozen enemy" |
Steel Stagnation | Adjusted "+(50-50)% additional Area Damage for this skill when Demolisher Charge is consumed" to "+(38-38)% additional Area Damage for this skill when Demolisher Charge is consumed" Adjusted "+100% Demolisher Charge Restoration Speed" to "Demolisher Charge Restoration Speed is set to 200% of the base value" and adjusted the corresponding Corrosion affix to "+100% Demolisher Charge Restoration Speed" |
Iron Earthshaker | Trade House Display Revisions |
Ice Jam | Adjusted "+(100-120) Max Mana" to "+(220-260) Max Mana" Adjusted "+(20-30%) Spell Damage for every stack of Focus Blessing you have" to "+(10-15%) Spell Damage for every stack of Focus Blessing you have" Adjusted "+(10-10)% chance to gain 1 stack of Focus Blessing on hit" to "Unable to Regain when Focus Blessing reaches max stacks" |
Supreme Throne | Adjusted "+(30-40)% Cast Speed" to "Adds (37-47) - (53-63) Cold, Fire, Lightning, and Physical Damage to Spells" Adjusted "+(1-1) Min Channeled Stacks" to "<Random Max/Min Channeled Stacks affix>" Adjusted "Immune to Elemental Ailments when channeling" to "(50-50)% chance to lose (1-3) stacks of Throne on Non-Critical Strike. Interval: 0.3s" |
Subsurface Stream | Trade House Display Revisions |
Sage's Apostles | Adjusted "Max Sentry Quantity +(1-1) for every (300-300) Intelligence" to "Max Sentry Quantity +(1-1) for every (400-400) Intelligence" Adjusted "Max Sentry Quantity +(1-1) for every (500-500) Intelligence" to "For every (30-30) Intelligence, adds (3-3) - (5-5) Fire Damage to Spells" Adjusted "Base effects of Intelligence no longer improve Mana and Energy Shield" to "Intelligence no longer provides bonus to Max Mana" New Affix: The number of Sentries that can be deployed at a time is equal to the Max Sentry Quantity |
Youga's Prank | Adjusted "+(30-40)% Attack Block Chance" to "+(20-30)% Attack Block Chance" Adjusted "Adds (158-164) - (177-183) Physical Damage to the gear" to "Adds (243-255) - (266-288) Physical Damage to the gear" |
Daybreak | Adjusted "+(60-80)% Spell Damage" to "+(40-60)% Spell Damage" Adjusted "+(100-120)% Affliction Effect" to "+(60-80)% Affliction Effect" Adjusted "+(50-50)% chance to gain Terra Charge when Terra Charge is consumed" to "+(80-80)% chance to gain 1 stack of Terra Charge when Terra Charge is consumed" Adjusted "Reaps (3-3)s of DoT Damage from Nearby enemies (1-1)s after consuming max stacks of Terra Charge. Cooldown: (6-6)s" to "Restores (3-3)% Life and Mana whenever Terra Charge is consumed" |
Unbreakable Chest Armor | Adjusted "Adds (2-3)% of Armor to Barrier Absorption" to "Adds (2-2)% of Armor to Barrier Absorption" |
Endless Fortress | Adjusted "+(10-15)% Attack and Spell Block Chance" to "+(6-10)% Attack and Spell Block Chance" Adjusted "+(30-30)% additional damage for Minions when they are at Low Life" to "+(20-30)% additional damage for Minions when they are at Low Life" |
Sacred Wall | Adjusted "(-20 - - 20)% Elemental Resistance" to "+(12-16)% Elemental Resistance" |
Deep Connection | Adjusted "+(30-40) Dexterity" to "+(25-35) Dexterity" Adjusted +(60-70) Max Life to "+(65-75) Max Life" Adjusted "+(60-60)% Critical Strike Rating to "+(100-140)% Critical Strike Damage Adjusted "Cannot Block" to "Have Fervor" Adjusted "+(1-1)% chance to avoid damage for every (10-15)% Attack Block Chance you have" to "+(30-30)% damage dealt by Nearby enemies" |
Surging Inspiration | Adjusted "(-10 - -20)% Mobility Skill Cooldown Recovery Speed to "(-30 - -30)% Mobility Skill Cooldown Recovery Speed" |
Imperial Iron Sentry | Removed: "+(20-20)% Cooldown Recovery Speed for Sentry Skills" Adjusted "+(4-4)% additional damage for each Sentry Skill used recently" to "+(20-30)% additional Sentry Cast Frequency if no Sentry Skills are used within (2-2)s" Adjusted "(2-2)% Life regenerated per second for each Sentry Skill used recently" to "Regenerates (1-2)% Life and Mana per second for every 1 Max Sentry Quantity you have" |
Challenger's Skull | Removed: +(80-100)% gear Armor Removed: "+(20-30)% Demolisher Charge Restoration Speed whenever 1 Demolisher Charge is consumed recently". Added a new affix: "+(20-25) Strength" New: +(4-8)% Demolisher Charge Restoration Speed whenever 1 Demolisher Charge is consumed recently New: +(30-30)% chance to gain (1-2) additional stacks of Tenacity Blessing when gaining Tenacity Blessing. Cooldown: 0.1s Adjusted "Consumes all Tenacity Blessing when Demolisher Charge is consumed. +(4-4)% additional damage for this skill for every stack of Tenacity Blessing consumed" to "+(4-6)% additional damage and consumes (1-2) stacks of Tenacity Blessing for every stack of Tenacity Blessing you own when Demolisher Charge is consumed" |
Thunder Jawbone | Adjusted "+(40-50)% Projectile Speed" to "+(12-20)% Projectile Speed" |
Corrupted Marrow | Adjusted "+(80-100)% Movement Speed for (0.5-0.5)s when a Terra Skill is used or triggered" to "+(40-40)% Movement Speed for (2-2)s when a Terra Skill is used or triggered" |
Lens of the Mage's Assistant | Adjusted "+(50-80)% Projectile Speed" to "+(12-20)% Projectile Speed" |
Thrill Mark | Adjusted "+(20-20)% Fervor Effect" to "+(48-50)% Fervor Effect" |
Heart of Demonslayer | Adjusted "(35-50)% chance to gain (1-1) additional slashes when using Slash-Strike Skills" to "(10-15)% chance to gain (3-3) additional slashes when using Slash-Strike Skills" |
Varagon Shroud | Adjusted "+(5-5)% additional Steep Strike Chance, +(5-5)% Multistrike Chance, and +(10-10)% Demolisher Charge Speed for every stack of Tenacity Blessing you have" to "+(5-5)% additional Steep Strike Chance, +(5-5)% Multistrike Chance, and +(4-4)% Demolisher Charge Speed for every stack of Tenacity Blessing you have" |
Ghost Slaughter | Adjusted "Fervor gains an additional base effect: +1% Skill Area for every point of Fervor Rating" to "Fervor gains an additional base effect: +1% Skill Area for every 2 points of Fervor Rating" |
Valerie's Night Stroll | Adjusted "+(40-50)% additional Projectile Damage while Blur is active" to "+(50-60)% additional Projectile Damage while Blur is active" |
Endless Fighting Spirit | Adjusted "+(12-16)% Dexterity" to "+(10-14)% Intelligence" Adjusted "+(40-60) Max Life" to "+(40-60) Max Life" Adjusted "+(4-6)% damage for every stack of Agility Blessing you have" to "+(2-2)% Damage for every (25-25) Intelligence" Adjusted "+(10-10)% Critical Strike Rating for every stack of Agility Blessing you have" to "Adds (1-1) - (3-3) additional Cold Damage for every (30-30) Intelligence you have" Adjusted "Gains (1-1) stacks of Agility Blessing for every (5-5)m moved" to "+(100-100)% additional Regain Interval" |
Ralph's Footsteps | Adjusted "+(1-1)% Fervor Effect every (0.5-0.5)s while Fervor is active, up to (200-200) stacks. Each stack lasts for (100 - 100)s" to "+(1-1)% Fervor Effect every (0.5-0.5)s while Fervor is active, up to (160-160) stacks. Each stack lasts for (100 - 100)s" |
Shadow of Thunderlight's Footsteps | Adjusted "+(100-100)% Multistrike chance on the next Main Skill when using a Mobility Skill" to "+(60-70)% Multistrike chance on the next Main Skill when using a Mobility Skill" |
Mistaken Authority | Value Range Bug Fixes |
Wailing Ring | Adjusted "+(30-50)% Projectile Speed" to "+(12-20)% Projectile Speed" Trade House Display Revisions |
Exemption Thunderhell | Value Range Bug Fixes |
Ownerless | Adjusted "+(20-30)% Projectile Speed" to "+(16-16)% Projectile Speed" |
Exquisite Box | Adjusted random +64% Defensive/Empower/Restoration skill effect affixes to random +32% Defensive/Empower/Restoration skill effect affixes Adjusted "Triggers the skill of the fourth slot upon taking damage. Cooldown: (0.5-0.5)s" to "Triggers the skill of the fourth slot upon taking damage. Cooldown: (0.75-0.75)s" Adjusted "Triggers the skill of the fifth slot upon taking damage. Cooldown: (0.5-0.5)s" to "Triggers the skill of the fifth slot upon taking damage. Cooldown: (0.75-0.75)s" |
Broken Sun Ring | Adjusted "+(30-50)% chance to obtain Steep Strike attempts" to "+(30-40)% chance to obtain Steep Strike attempts" Adjusted the "Guaranteed to Steep Strike" Corrosion affix to "+100% chance to obtain Steep Strike attempts" |
Mother Goddess' Paddock | Adjusted "+(50-80)% Area Damage" to "+(20-40)% Area Damage" Adjusted "(100-100)% chance to restore (1-1) charged stacks when using a Terra Skill" to "(50-100)% chance to restore (1-3) charged stacks when using a Terra Skill" Adjusted "(50-50)% chance to restore (3-3) charged stacks when using a Terra Skill" to "Reaps (3-3)s of DoT Damage from Nearby enemies (1-1)s after consuming max stacks of Terra Charge. Cooldown: (6-6)s" |
Clarity | Adjusted "+(40-40)% Multistrike Chance" to "+(20-30)% Multistrike Chance" |
False God's Skin | Adjusted "+(12-15)% All Stats" to "+(6-10)% All Stats" |
Origin Winter | Adjusted "+(100-100)% chance to gain 1 stack of Focus Blessing when using a Summon skill" to "Owns (4-6) additional stacks of Focus Blessing" Adjusted "When max stacks of Focus Blessing are reached, casting Non-Minion Summon Skills will consume all stacks. Buffs provided by each stack of Focus Blessing: +(5-5)% additional Minion Attack and Cast Speed, (10-10)% Minion Skill Area. Lasts (5-5)s" to "+(10-20)% additional Cooldown Recovery Speed when you have no less than (5-7) stacks of Focus Blessing" New: Unable to gain Focus Blessing |
Double-Sided Belt | New: +(195-215) Armor and Evasion New: Owns (1-3) additional stacks of Tenacity Blessing / Owns (1-3) additional stacks of Agility Blessing Removed: Owns (1-1) additional stack of Tenacity Blessing. Owns (1-1) additional stack of Agility Blessing |
Interlocker | Changed the Corrosion effect "Block Lucky when Tenacity Blessing is active" to "Gain Talent: Full Defense" |
Dragon Armor | Changed the Corrosion effect "You can only deal Fire Damage" to "Gain Talent: Fueling" |
Siren Face Armor | Changed the Corrosion effect "Immune to Frostbite" to "Immune to Freeze" |
The Coward's Counterfire | Changed the Corrosion effect "Gain Buff: Corroded Heart" to "Gain Buff: Corroded Heart. Ignores Armor when an Elite is Nearby" |
Embrace of Eternal Sleep | Changed "Gain Buff: Corroded Energy Shield" to "Gain Buff: Corroded Energy Shield. Corrosion effects do not change" |
Scarlet Omen | Changed the Corrosion effect "Gain Buff: Corroded Blood" to "Gain Buff: Life Corrosion" |
Azure Nightmare | Changed the Corrosion effect "Gain Buff: Corroded Mana" to "Gain Buff: Corroded Mana. Adds 5-10% of Sealed Mana as Energy Shield" |
Chaotic Ending | Changed the Corrosion effect "Immune to Shock when Agility Blessing reaches max stacks" to "Immune to Shock when Agility Blessing reaches max stacks. Critical Strikes are guaranteed to inflict Shock" Changed the Corrosion effect "Immune to Freeze when Focus Blessing reaches max stacks" to "Immune to Freeze when Focus Blessing reaches max stacks. Inflicts Frostbites when dealing Cold Damage" Added Fervor-related affixes: "+(40-50)% Fervor Effect", "Gains 2 points of Fervor Rating for Non-Critical Strikes", "+1% Damage for every (2-3) Fervor Rating", "Immune to Bleed while Fervor is active" |
Overlord Chest Armor | Adjusted "100% of effects on Attack and Cast Speed is also applied to Terra Charge Restoration Speed" to "Terra Charge's Restoration Speed is set to 200%" |
True Vision Chest Armor | Adjusted "Adds 3% of Max Mana as Lightning Damage. Removes 5% of Max Mana when using the skill" to "Adds (6-10)% of Missing Mana as Lightning Damage" Adjusted "(20-20)% of damage is taken from Mana before Life" to "+1 Skill Cost for every 100 Mana consumed" |
Imperial General | Removed the affix: "+(1-2) total waves of Barrage Skills every (1-2)s, stacking up to 5 times" New affix: "+12 Total Waves for the Barrage Skill used for every (20-20)m of movement. Stacks up to 1 time" New affix: "+5 Barrage Skill Waves triggered for every (20-20)m of movement. Stacks up to 1 time" |
Lightless Vestment of Whispers | Removed the affix: "(10-10)% chance to consume all Focus Blessing if you have more than (1-1) stacks of Focus Blessing when receiving Focus Blessing. Adds (45-50) Base Cold Damage for every stack of Focus Blessing consumed. Lasts for (1-1)s" and "(20-40)% chance to consume all Focus Blessing if you have more than (5-5) stacks of Focus Blessing when receiving Focus Blessing. Adds (65-68) Critical Strike Rating for every stack of Focus Blessing consumed. Lasts for (2-2)s" New affix: "(20-40)% chance to consume all Focus Blessing if you have more than (4-4) stacks of Focus Blessing when receiving Focus Blessing" New affix: "Adds (40-44) - (45-50) Cold Damage for every stack of Focus Blessing consumed. Lasts for (1-1)s" and "Adds (30-50) Critical Strike Rating for every stack of Focus Blessing consumed. Lasts for (2-2)s" |
2.7 Skill Adjustments
Major Adjustments: When a Hunter is Dual Wielding, the damage calculation of the active skills, Whirlwind, Leap Attack, and Rehan's Trait skill Burst will now be calculated with the average of the Hunter's two weapons' damage as the base weapon damage.
Skill Name | Changes |
Fixate | - No longer has action time. Can now be cast by pressing down on the skill.
- No longer has a cast distance. Now affects all enemies within a certain area.
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Flame Pillar | - Increased the duration of placed Sentries from 4s to 8s.
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Spirit Magus Skill | - Reduced the Sealed Mana of Spirit Magus from 35% to 25% and proportionally reduced the buff effect provided by Origin of Spirit Magus.
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Bloodthirst | - No longer deals Secondary Physical Damage. Now deals Physical DoT that doesn't benefit from the Hunter's own damage bonuses.
- Reduced the body size amplification from +20% to +10%.
- Provides an additional Attack Speed bonus instead of an Attack Speed bonus.
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Blind | - Now reduces the Movement Speed of affected units instead of reducing their damage dealt.
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Rain of Arrows | - Bonuses that apply to Projectile Speed will also be applied to this skill's additional damage.
- Adjusted the damage multiplier from 106% to 60% at Lv.1 and from 146% to 81% at Lv.20.
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Groundshaker | - Reduced the time during which the fissure spreads from 0.8s to 0.4s.
- The speed at which the fissure spreads is no longer affected by Attack Speed bonuses. Instead, it is affected by Demolisher Charge Restoration Speed bonuses.
- When consuming Demolisher Charge, this skill gains an additional Skill Area bonus.
- Changed the damage multiplier for small Terra from 99% to 99% at Lv.1 and from 158% to 158% at Lv.20, and the damage multiplier for large Terra from 596% to 595% at Lv.1 and from 951% to 950% at Lv.20.
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Frost Impact | - The skill gains additional damage when it consumes Demolisher Charge.
- Reduced the Ice Spike generation interval from 0.25s to 0.2s.
- Reduced the Ice Spike generation distance from 2m to 1.5m.
- Adjusted the damage multiplier from 147% to 113% at Lv.1 and from 258% to 199% at Lv.20.
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Ice Shot | - Increased the explosion radius from 4.7m to 5.4m.
- Increased the chance of inflicting Frostbite from a set chance of 25% to 30% at Lv.1 and 50% at Lv.20.
- Increased the duration of Frostbite inflicted.
- Adjusted the explosion damage of the ice lances from 182% to 91% at Lv.1 and from 246% to 123% at Lv.20.
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Berserking Blade | - No longer additionally gain 1 stack of buff when killing an enemy in Sweep Slash form.
- No longer cleaves forward in Steep Strike form. Instead the same circular slash as Sweep Slash form is used to attack enemies within a certain area.
- Skill Area bonuses will no longer be applied to Steep Strike damage. Instead, they will be applied to Steep Strike additional damage.
- Adjusted the Sweep Slash damage multiplier from 93% to 85% at Lv.1 and from 163% to 149% at Lv.20. Adjusted the Steep Strike damage multiplier from 157% to 104% at Lv.1 and from 321% to 183% at Lv.20.
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Frost Spike | - No longer grants a damage bonus or creates an explosion when hitting a Frostbitten enemy.
- No longer generates a Pojectile when hitting a Frozen enemy.
- A projectile is now generated when hitting an enemy. Additional projectiles will be generated according to their Frostbite Rating at this time.
- Reduced the number of projectiles released by Shadows and the chance of inflicting Frostbite.
- Adjusted the hit damage multiplier from 80% to 110% at Lv.1 and from 96% to 142% at Lv.20. Adjusted the Projectile damage multiplier from 80% to 110% at Lv.1 and from 96% to 142% at Lv.20.
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Double Thrusts | - Adjusted the damage multiplier from 40% to 54% at Lv.1 and from 53% to 73% at Lv.20.
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Savage Charge | - Increased the base area by 20%.
- Increased the base knockback distance.
- Charge damage has not changed. Adjusted the final damage from 240% to 238% at Lv.1 and from 421% to 417% at Lv.20.
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Devastator | - The supported skill no longer deals more damage to enemies at the center. This skill's damage and area are now additionally increased when Demolisher Charge is consumed.
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Whirlwind reworked | - Changed the maximum channeled stacks to 8. After reaching max channeled stacks, a circular wind blade will be released at enemies according to the Steep Strike chance.
- Adjusted the Sweep Slash damage multiplier from 39% to 37% at Lv.1 and from 68% to 66% at Lv.20. Adjusted the Steep Strike damage multiplier from 58% to 94% at Lv.1 and from 102% to 164% at Lv.20.
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Raging Warcry reworked | - Currently, Raging Warcry increases the Demolisher Charge Restoration Speed according to the number of enemies affected by it, and the damage and Skill Area increase the next few times the skill consumes Demolisher Charge.
- Raging Warcry's Demolisher Charge Restoration Speed is 4% at Lv.20, and its additional damage and Skill Area is 6.9% at Lv.20.
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Frost Terra reworked | - Frost Terra now deals Cold DoT to enemies and inflicts Frostbite Rating on enemies within a certain area periodically. The skill deals additional damage to enemies who have Frostbite Rating based on how much Frostbite Rating they have. Additionally increases the damage of this skill when Terra Charge is consumed.
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Corrosive Shot | - Reduced the Terra Charge Restoration Duration from 1.5 to 1s.
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Shadow Swamp | - Shadow Swamp now creates an explosion every time it moves, with a 10% larger area.
- Consumes 1 Terra Charge when it is cast and additionally increases the damage dealt after moving by 10%.
- The buff obtained after moving can be obtained up to 3 times.
- The Max Terra of this skill can't be increased. For every +1 Max Terra, the number of buffs that can be obtained after moving increases by 1.
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Ring of Blades | - This skill's cooldown is now 0.2s.
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Aim | - This skill now takes effect on Beam Skills.
- Adjusted the per stack additional damage of Aim from 3.1% to 6.4% at Lv.1 and from 5% to 8.3% at Lv.20.
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Other Skill Value Adjustments
Description |
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Wilt Spike Damage Multiplier. Lv.1: 65%→90%. Lv.20: 80%→111% |
Leap Attack Damage coefficient. Lv.1: 121%→140%. Lv.20: 212%→246% |
Spiral Strike Damage coefficient. Lv.1: 63%→65%. Lv.20: 84%→88% |
Blink Bow Damage coefficient. Lv.1: 155%→186%. Lv.20: 209%→251% |
Rocket Jump Damage coefficient. Lv.1: 142%→165%. Lv.20: 192%→223% |
Flurry of Slash Damage coefficient. Lv.1: 172%→200%. Lv.20: 302%→351% |
Electrifying Shot Damage coefficient. Lv.1: 200%→148%. Lv.20: 270%→199% |
Corrosive Throw Damage coefficient. Lv.1: 72%→95%. Lv.20: 116%→128% |
Flame Imbue per second Fire DoT. Lv.1: 2→2. Lv.20: 112→160 |
Precise Flame Imbue per second Fire DoT. Lv.1: 2→3. Lv.20: 132→189 |
Multistrike Chance. Lv.1: 100%→60%. Lv.20: 195%→155%. Increasing Damage. Lv.1: 20%→17.5%. Lv.20: 20%→27%. Additional Damage. Lv.1: -20%→2%. Lv.20: -10.5%→2% |
Quick Mobility Attack Speed. Lv.1: 20%→10.5%. Lv.20: 40%→20.5% |
Fearless Warcry Steep Strike Damage. Lv.1: 5→5. Lv.20: 11.65%→10.7% |
Soul Focus Cooldown: 0.5→0.6 |
Cataclysm per second Affliction. Lv.1: 22→8. Lv.20: 31.5→8. Additional Affliction Effect. Lv.1: 20.5%→44.5%. Lv.20: 30%→54% |
Added Fire Damage to Base Ignite Damage. Lv.1: 20→20. Lv.20: 64→151 |
Added Fire Damage to Base Wilt Damage. Lv.1: 4→20. Lv.20: 50→76 |
Flame Imbue Base Ignite Damage. Lv.1: 7→16. Lv.20: 31→73 |
Precise Flame Imbue Base Ignite Damage. Lv.1: 12→16. Lv.20: 37→86 |
Corrosion Imbue Base Wilt Damage. Lv.1: 2→2. Lv.20: 17→26 |
Precise Corrosion Imbue Base Wilt Damage. Lv.1: 4→6. Lv.20: 21→32 |
Shadow Will Additional Damage. Lv.1: 10%→15.5%. Lv.20: 29%→25% |
Souleating Field per stack Spell Damage. Lv.1: 1%→1.4%. Lv.20: 2%→2.35% |
Precise Projectiles Projectile Speed. Lv.1: 10%→25.5%. Lv.20: 29%→35% |
Precise Projectiles Projectile Speed. Lv.1: 10%→25.5%. Lv.20: 29%→35% |
Quick Return Demolisher Charge Restoration Speed. Lv.1: 57%→112%. Lv.20: 114%→150% |
Wind Projectiles Projectile Speed: 30%→35% |
Precise: Cast on Critical Strike Skill Link Additional Damage. Lv.1: 205%→505%. Lv.20: 300%→600% |
Precise: Cast while Channeling Skill Link Additional Damage. Lv.1: 21%→56%. Lv.20: 40%→75% |
Magical Source Mana Restoration. Lv.1: 3→5. Lv.20: 174→196. Intermediate progress corresponds with Sealed Mana |
Precise Magical Source Mana Restoration. Lv.1: 3→5. Lv.20: 174→196. Intermediate progress corresponds with Sealed Mana |
Changed the Attack Speed of Bloodthirst to additional Attack Speed. Lv.1: 7%→5.5%. Lv.20: 45%→15%. Movement Speed. Lv.1: 10%→8%. Lv.20: 19.5%→8% |
Summon Frost Spirit Sealed Mana: 35%→25%. Per second Max Mana Restoration. Lv.1: 2%→0.4%. Lv.20: 5.8%→4.2% |
Summon Flame Spirit Sealed Mana: 35%→25%. Critical Strike Rating. Lv.1: 95→45. Lv.20: 190→140 |
Summon Thunder Spirit Sealed Mana: 35%→25%. Attack and Cast Speed. Lv.1: 35%→16%. Lv.20: 54%→35% |
Changed the additional damage reduction of Blind to Movement Speed reduction. Lv.1: -7%→-1%. Lv.20: -16.5%→-20% |
2.8 Bug Fixes
Description |
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Fixed the bug that the superimposed projection angle of the Trait "Overheating" in the Lethal Flash Hero traits could not be completely reset when using a mobility skill. |
Fixed the bug that caused "Gains 1 stack of Agility Blessing for every X times Spell Skill is used" to not take effect. |
Fixed the bug that caused "+X% additional damage for Minions when they are at Low Life" to also take effect when Minions are not at Low Life. |
Fixed the bug that caused the affix "+X% additional Attack Speed, Cast Speed, and Movement Speed when channeling" to not take effect. |
Fixed the bug that caused the affix "+X% Critical Strike Damage for every recent Critical Strike, up to Y stacks" to have abnormal Critical Strike Damage. |
Fixed the bug that caused the Max Quantity of all Synthetic Troops to be deducted when the values in the affixes "Max Machine Guard Quantity +X" and "Max Spider Tank Quantity +X" are negative. |
Fixed the bug that caused the effect "X% of Damage taken transferred to Minions" to not take effect correctly in certain situations. |
Fixed the bug that caused the effect "You can only inflict X stacks of Wilt" to not take effect correctly. |
Fixed the bug that cause the effect "+X% additional Ailment Damage for every X% of Critical Strike Damage" to not take effect correctly. |
Fixed the bug that allowed rings to have multiple Sleepless affixes. |
Fixed the bug that allowed rings to be enchanted with the same base damage affix. |
Fixed the bug that caused the Blur Rating effect to be displayed incorrectly in the link. |
Fixed the bug that caused the description of the Mind Focus status to be incorrect. |
Fixed the bug that caused the Fire Terra Damage to be abnormal in God of Might. The Terra now deals damage based on the sum of Hunters' Life and Energy Shield. |
Fixed the bug that caused the Fire Terra Damage in God of Might to benefit from Hunters' stat bonuses. |
Fixed the bug that caused the effects of the support skill, Emergency Avoidance, to not change after it is upgraded. |
Fixed the bug that caused the Curse Skill to not benefit from the duration of Curse Skill and Curse Skill's area bonuses after linking to the support skill, Terrain of Malice. |
Fixed the bug that caused the cooldown of Divine Punishment to not be reduced after using Oracle's Trait Skill, Divine Punishment to consume multiple stacks of Agility Blessing that were obtained at once. |
Fixed the bug that caused Energy Shield Charge activated by the active skill Forced Start to be interrupted by damage when the effects of the active skill Bloodthirst are applied to Forced Start and the "Energy Shield Charge cannot be interrupted" effect is active. |
Fixed the bug that caused the effects of the active skill Blink to benefit from Skill Area bonuses. |
Fixed the bug that caused Sentries to not use skills if they were placed after the Sentry Skill gained charges. |
Fixed the bug that caused the tracking area of Shadows of the support skill Shadow Will to be inconsistent with the description. |
Fixed the bug that caused the active skill Frigid Transmission to not share the same cooldown as Fast Reload and other mobility skills that have a cooldown. |
Fixed the bug that caused the effects of the active skill Souleating Field to increase along with Hunter's body size. |
Fixed the bug that caused the Chance to Ignore Armor effect of the support skill Tendonslicer to apply to all skills. |
Fixed the bug that caused the Elemental skill tag of Spirit Magus Skill to be missing. |
Fixed the bug that caused the actual skill-casting speed to be 15 when the skill-casting speed should be between 15-30 times per second. |
Fixed the bug that caused the Safeguard Field to be released at the wrong place. The Safeguard Field will now be released at your feet. |
3. Adjustments of Drops and Game Mode Difficulty
3.1 Drop Adjustments
3.1.1 Major Adjustments:
- In this season, we have modified how the attribute of "drop quantity bonus %" works to make it applicable for all kinds of scenarios.
- Along with the adjustment, all drop databases' minimum drop quantity and maximum drop quantity and the release value of all "drop quantity bonus %" were also adjusted.
All drop databases have two attributes, namely the "minimum drop quantity" and the "maximum drop quantity". Previously, "drop quantity bonus %" only applied to the "maximum drop quantity" and not to the "minimum drop quantity".
For example, in the previous version, if a Rare monster's minimum drop quantity is 1, its maximum drop quantity is 4, and its drop rate is 10%, then when the drop quantity bonus is 0%, its expected drop quantity each time will be 1+(4-1)x10%=1.3. And when the drop quantity bonus is 100%, its expected drop quantity each time will be 1+(4x(1+100%)-1)x10%=1.7.
In the current version, where the "drop quantity bonus %" works differently, when the drop quantity bonus is 100%, the Rare monster's expected drop quantity each time will be 1x(1+100%)+(4x(1+100%)-1x(1+100%))x10%=2.6 instead. In other words, the actual effect of "drop quantity bonus %" will be exactly as it is described.
(No worries if you get non-integer numbers. For example, when the final minimum drop quantity is 0 and the maximum drop quantity is 4.5, you will get 4 items first, and then the monster will have a 50% chance to drop 1 additional item. Therefore, there's no need to worry about whether the accumulation of drop quantity % has a range or bar.)
However, the "drop quantity bonus %" still does not apply to exclusive drops (including exclusive Legendary gear, exclusive Fluorescent Memories such as [Aureole Rock], [Infinity], [Double Rainbow], [Familiar Core], and so on) and all Path of the Brave drops.
Value modifications involved: Changes of drop quantity bonus/Rarity provided by each Netherrealm affix;
Before:
Timemark |
Non-dangerous Affix Drop Quantity Bonus |
Non-dangerous Affix Drop Rarity Bonus |
Dangerous Affix (Red Affix) Drop Quantity Bonus |
Dangerous Affix (Red Affix) Drop Rarity Bonus |
1-3 |
10% |
5% |
12% |
6% |
4-6 |
12% |
6% |
14% |
7% |
7-8 |
15% |
8% |
18% |
9% |
After:
Timemark |
Non-dangerous Affix Drop Quantity Bonus |
Non-dangerous Affix Drop Rarity Bonus |
Dangerous Affix (Red Affix) Drop Quantity Bonus |
Dangerous Affix (Red Affix) Drop Rarity Bonus |
1-3 |
4% |
4% |
5% |
5% |
4-6 |
6% |
6% |
7% |
7% |
7-8 |
8% |
8% |
10% |
10% |
In addition, among Pact Nodes, all Minor Nodes' drop quantity bonus has been adjusted from +4% to +3%. All Medium Nodes' drop quantity bonus has been adjusted from +8% to +6%.
The additional drop quantity bonus of Timemark 8 has been adjusted from 100% to 50%.
3.1.2 Other Drop Adjustments:
- Legendary Necklace [Exquisite Box] will be dropped everywhere now instead of only being dropped by the Tidemasters of the highest difficulty.
- Overall Ember drop percentage has been reduced to slow down the overflowing speed of Embers.
- Previous hero gear removed: [Raging Heart], [Whisper of Silver Gun], [Void Mirror], [War Horn], [Murder with a Blank Cartridge], [Decree of Clear Sky], [Gemma's Desire], [Frost Embrace], and [Twisted Branches]. The corresponding designs have been replaced by Hero Relics and Hero Memories.
- The first kill of Timemark 7 Traveler-Realm Lord will definitely drop Legendary Belt Infinity.
- The first kill of Traveler-Confusion will definitely drop Legendary Belt Infinity.
- Travelers instead of Plane Watchers will definitely drop Truth Embers.
- Legendary Belt [Infinity] drop rate has gone up.
- Timemark 7 Traveler-Realm Lord will have a chance to drop a Dazzling Compass. Traveler-Confusion will definitely drop one Dazzling Compass.
3.2 Overall Difficulty Adjustments
We have introduced a new development system to this season: Hero Relics and Memories. This has increased your combat capability, so we have adjusted the overall difficulty of the game and added the new seasonal boss. Detailed difficulty adjustments are as follows:
- After the season game mode appears in chapter 4, the overall HP of monsters has increased by approximately 15% and their overall damage by approximately 10%.
- Timemark 6 Traveler's HP has been increased by about 26%, Timemark 7 Traveler's HP by about 40%, and Timemark 8 Traveler's HP by about 187%.
- HP of Tidemasters summoned with the three Edicts has been increased by about 42%, and Tidemasters summoned with the four Edicts by about 64%.
3.3 Game Mode Adjustments and Bug Fixes
Description |
[Treasure Chest] Increased the speed of opening Treasure Chests. |
[God of Might] Reward of Floor 10 is currently the highest reward. Rewards will be settled once you clear Floor 10. |
S1 season game mode [Dark Surge] has been added to the core gameplay and could appear in the [Netherrealm Invasion] phase. You can increase the chance of [Dark Surge] appearing through [Compasses] and [Chaos Invasion] in Netherrealm. |
[Trial of the Six Gods] generation rules adjusted. The same [Trial of the Six Gods] won't appear multiple times in the same stage. Multiple [Trial of the Six Gods] won't be active at the same time. You will have to wait for one [Trial of the Six Gods] to end to start the next [Trial of the Six Gods]. |
Fixed the refresh location error and refresh failure of [Six Gods]. |
Adjusted the gameplay flow of [Path of the Brave], changes including:- Switching of maps happens every 10 floors instead of 5 floors to reduce the load frequency.
- Map replaced with the venues of Netherrealm supreme bosses.
- Adjusted the overall range of difficulty. The game mode is now accessible at Lv.85.
- Adjusted gameplay of each floor, including elite battles, normal monster battles, and boss battles.
- Adjusted method of settlement, making it more accurate.
- Added Netherrealm area bosses as the end-of-the-stage bosses every ten stages. They could also appear on Floor 41-45.
- Modified the names of the expected drop items in the Path of the Brave.
|
3.4 Netherrealm Base Adjustments
Description |
---|
One of the two maps in Netherrealm - [Grove of Calamity] has been renamed to [Gallery of Moon]. |
[Travelers] now play birth and death animations correctly. |
[Flashing Shadow] can now summon clones correctly in Timemark 8. |
[Netherrealm Boss Ghost Advent]- Added the Ghost Advent of the ice area [Freezing Vortex].
- Adjusted the strength of the Ghost Advent skill of the bosses in other areas.
|
Removed [Romer]'s Invincibility time during phase change in Netherrealm maps. |
Recalculated and adjusted all [Monster Quantity], [Magic monster] quantity, and [Rare monster] quantity in Netherrealm. |
Overall Adjustments of [Netherrealm Monsters]:- Removed all Netherrealm monsters' Invincibility time upon entering the battlefield.
- Removed most normal monsters' Invincibility when casting.
- Accelerated the process of monsters' Blinks.
- Monsters now drop items immediately upon death instead of after their death animation.
- Hunters can now kill monsters faster.
- Shortened the pre-skill time for most normal monsters to compensate the monsters.
- Hunters are not able to reduce the supreme bosses' speed to below the base speed now.
- Certain [Netherrealm Bosses] and [supreme bosses] have their exclusive BGM and voice lines.
- Netherrealm maps of various terrains now have their exclusive BGM.
|
[Travelers'] Starfall Vertical Frenzy skill now increases at half of the speed during the first 5 minutes and increases at double the speed after the 5 minutes. |
[Sand Giant's] Quicksand Maul skill now has an additional 0.2-second hit interval. |
3.5 Pactspirit Drop Bug Fix
Fixed the Pactspirit Drop [Captain Ghost] Major Node: Defeating a boss could drop Embers doesn't apply to the boss at the end of the stage.
4. Chaos Invasion, Compass, and Six Gods
We've added and adjusted many cards, allowing more combinations that can yield big gains, such as the combo of God of Machines and the Goddess of Hunting.
4.1 Renaming of Cards
Renamed most cards in Chaos Invasion to give each card a unique name.
4.2 New Dark Surge Gameplay Cards
Name | Category | Description |
Transformation - Dark Surge | Trait Card | Rarity: Rare Tag: Dark Surge Adjusted the effects at all levels (only the Lv.5 effects are shown as an example): Randomly draws 2 Dark Surge Chaos Cards Stage Chaos Invasion Attempts Cost: -1 |
Fallen - Dark Surge | Chaos Card | Rarity: Rare Tag: Dark Surge Effect: +20% chance for the stage to be corroded by the Dark Surge Corrosion Dark Surge Undercurrent Inheritance [3] |
Addicted - Dark Surge | Chaos Card | Rarity: Rare Tag: Dark Surge Effect: Dark Surge corrodes 8 additional groups of Normal monsters Dark Surge corrodes 4 additional groups of Magic monsters Dark Surge corrodes 3 additional groups of Rare monsters +15% chance for the stage to be corroded by the Dark Surge Corrosion Dark Surge Undercurrent Inheritance [3] |
Rampant - Dark Surge | Chaos Card | Rarity: Rare Tag: Dark Surge Effect: +100% chance for a Boss to appear in Dark Surge Corrosion +15% chance for the stage to be corroded by the Dark Surge Corrosion Dark Surge Undercurrent Inheritance [3] |
Brutal - Dark Surge | Chaos Card | Rarity: Legendary Tag: Dark Surge Effect: +100% chance for an additional Boss to appear when a boss appears in Dark Surge Corrosion +15% chance for the stage to be corroded by the Dark Surge Corrosion Dark Surge Undercurrent Inheritance [3] |
Reckless - Dark Surge | Chaos Card | Rarity: Legendary Tag: Dark Surge Effect: In Dark Surge Corrosion, when the Corrosion reaches 5 stacks, an additional dangerous but rewarding Dark Surge Elite will be generated +12% chance for the stage to be corroded by the Dark Surge Corrosion Dark Surge Undercurrent Inheritance [3] |
Gear - Dark Surge | Chaos Card | Rarity: Rare Tag: Dark Surge Effect: Greatly increases the chance for Dark Surge Corrosion to reward gear +15% chance for the stage to be corroded by the Dark Surge Corrosion Dark Surge Undercurrent Inheritance [3] |
Commodities - Dark Surge | Chaos Card | Rarity: Rare Tag: Dark Surge Effect: Greatly increases the chance for Dark Surge Corrosion to reward Commodities +15% chance for the stage to be corroded by the Dark Surge Corrosion Dark Surge Undercurrent Inheritance [3] |
Fluorescent - Dark Surge | Chaos Card | Rarity: Rare Tag: Dark Surge Effect: Greatly increases the chance for Dark Surge Corrosion to reward Memory Fragments +15% chance for the stage to be corroded by the Dark Surge Corrosion Dark Surge Undercurrent Inheritance [3] |
Compass - Dark Surge | Chaos Card | Rarity: Rare Tag: Dark Surge Effect: Greatly increases the chance for Dark Surge Corrosion to reward Enhancement Compasses +15% chance for the stage to be corroded by the Dark Surge Corrosion Dark Surge Undercurrent Inheritance [3] |
4.3 Reworked Trial of the Six Gods Cards
Name | Category | Class | Description |
Fearless | Trait Card | God of War | Rarity: Rare Tag: God of War Effect (only the Lv.5 effects are shown as an example): Amount of items dropped +6% when the player reaches a new stage in the Trial: God of War +10% chance for Trial: God of War to appear in this stage Inheritance [5]
|
Brave | Trait Card | God of War | Rarity: Legendary Tag: God of War Effect (only the Lv.5 effects are shown as an example): 70% chance to be attacked by God of War Followers when reaching a new stage in the Trial: God of War +10% chance for Trial: God of War to appear in this stage Inheritance [3] |
Resolve | Trait Card | God of War | Rarity: Rare Tag: God of War Effect (only the Lv.5 effects are shown as an example): +70% chance for Trial: God of War to appear in this stage -51% Drop Quantity Inheritance [3] |
Brutal | Chaos Card | God of War | Rarity: Rare Tag: God of War Effect: -30% God of War Trial Duration The number of items dropped in Trial: God of War +45%
|
Extremely Brutal | Chaos Card | God of War | Rarity: Legendary Tag: God of War Effect: -30% God of War Trial Duration The number of items dropped in Trial: God of War +65% Inheritance [1]
|
Persistent | Trait Card | God of Might | Rarity: Rare Tag: God of Might Effect (only the Lv.5 effects are shown as an example): Increases the chance for more valuable reward types to show up in Trial: God of Might by 76% +10% chance for Trial: God of Might to appear in this stage Inheritance [5] |
Relentless | Trait Card | God of Might | Rarity: Legendary Tag: God of Might Effect (only the Lv.5 effects are shown as an example): In Trial: God of Might, generates an additional pair of Dwarven Automaton every time you reach a floor with a floor number that is the multiple of 2 +10% chance for Trial: God of Might to appear in this stage Inheritance [3] |
Loyal | Trait Card | God of Might | Rarity: Rare Tag: God of Might Effect (only the Lv.5 effects are shown as an example): +70% chance for Trial: God of Might to appear in this stage -51% Drop Quantity Inheritance [3] |
Mania | Chaos Card | God of Might | Rarity: Rare Tag: God of Might Effect: The number of items dropped in Trial: God of Might -39% Statue of Might can be activated 2 times |
Extremely Fanatical | Chaos Card | God of Might | Rarity: Legendary Tag: God of Might Effect: The number of items dropped in Trial: God of Might -55% Statue of Might can be activated 3 times |
Perception | Trait Card | Goddess of Hunting | Rarity: Rare Tag: Goddess of Hunting Effect (only the Lv.5 effects are shown as an example): After Trial: Goddess of Hunting begins, there is a 45% chance to replicate Legendary Bosses +10% chance for Trial: Goddess of Hunting to appear in this stage Inheritance [3] |
Clever | Trait Card | Goddess of Hunting | Rarity: Legendary Tag: Goddess of Hunting Effect (only the Lv.5 effects are shown as an example): After Trial: Goddess of Hunting begins, there is a 55% chance of gaining buffs of an unselected Legendary Boss +10% chance for Trial: Goddess of Hunting to appear in this stage Inheritance [5] |
Cautious | Trait Card | Goddess of Hunting | Rarity: Rare Tag: Goddess of Hunting Effect (only the Lv.5 effects are shown as an example): +70% chance for Trial: Goddess of Hunting to appear in this stage -51% Drop Quantity Inheritance [3] |
Sly | Chaos Card | Goddess of Hunting | Rarity: Rare Tag: Goddess of Hunting Effect: In Trial: Goddess of Hunting, the player's buff is replaced with a random Harvest Boon |
Extremely Sly | Chaos Card | Goddess of Hunting | Rarity: Legendary Tag: Goddess of Hunting Effect: In Trial: Goddess of Hunting, the player's buff is replaced with a random Harvest Boon After Trial: Goddess of Hunting begins, gain all the unselected player buffs |
Sincere | Trait Card | God of Machines | Rarity: Rare Tag: God of Machines Effect (only the Lv.5 effects are shown as an example): In Trial: God of Machines, Reward Progress rewarded for attacking monsters +18% +10% chance for Trial: God of Machines to appear in this stage Inheritance [5] |
Tolerant | Trait Card | God of Machines | Rarity: Legendary Tag: God of Machines Effect (only the Lv.5 effects are shown as an example): In Trial: God of Machines, a swarm of drones will show up and attack the statue every 1s, up to 10 swarms +10% chance for Trial: God of Machines to appear in this stage Inheritance [3] |
Gentle | Trait Card | God of Machines | Rarity: Rare Tag: God of Machines Effect (only the Lv.5 effects are shown as an example): +70% chance for Trial: God of Machines to appear in this stage -51% Drop Quantity Inheritance [3] |
Obstinate | Chaos Card | God of Machines | Rarity: Rare Tag: God of Machines Effect: Encounter 1 wealthy Mechanical Boxer who has a limited lifespan in every round in Trial: God of Machines |
Extremely Obstinate | Chaos Card | God of Machines | Rarity: Legendary Tag: God of Machines Effect: Encounter 1 wealthy Mechanical Boxer who has a limited lifespan in every round in Trial: God of Machines Inheritance [1] |
4.4 Other New Cards
Name | Category | Description |
Stability | Trait Card | Rarity: Rare Tag: Gear Effect (only the Lv.5 effects are shown as an example): +46% Precious Legendary gear drop chance Inheritance [5] |
Solemnity | Trait Card | Rarity: Legendary Tag: Gear Effect (only the Lv.5 effects are shown as an example): Legendary gear dropped by bosses has a 1.2% chance to become Precious Inheritance [5] |
Regretful | Trait Card | Rarity: Rare Tag: Netherrealm Effect (only the Lv.5 effects are shown as an example): Stage Attention Points Reward: +1 Memory [5] |
Honest | Trait Card | Rarity: Rare Tag: Netherrealm Effect (only the Lv.5 effects are shown as an example): Stage Chaos Invasion Attempts Cost: -1 Memory [2] |
Agile | Trait Card | Rarity: Legendary Tag: Card Effect (only the Lv.5 effects are shown as an example): Removes Magic Cards from the plane Randomly draws 4 Magic Chaos Cards Stage Chaos Invasion Attempts Cost: -1 |
Alert | Trait Card | Rarity: Legendary Tag: Card Effect (only the Lv.5 effects are shown as an example): Removes all Rare Cards Randomly draws 2 Rare Chaos Cards Stage Chaos Invasion Attempts Cost: -1 |
Fury | Chaos Card | Rarity: Magic Tag: Monster Effect: 3 additional groups of monsters Inheritance [5] |
Trinket - Ultimate Greed | Chaos Card | Rarity: Rare Tag: Gear Effect: Bosses drop 1 additional Legendary Trinket Inheritance [3] |
Weapon - Ultimate Greed | Chaos Card | Rarity: Rare Tag: Gear Effect: Bosses drop 1 additional Legendary Weapon Inheritance [3] |
Armor - Ultimate Greed | Chaos Card | Rarity: Rare Tag: Gear Effect: Bosses drop 1 additional piece of Legendary Armor Inheritance [3]
|
Sleepless - Jealous | Chaos Card | Rarity: Legendary Tag: Commodities Effect: Bosses drop 1 additional Restless Ember |
Ominous - Jealous
| Chaos Card | Rarity: Legendary Tag: Commodities Effect: Bosses drop 1 additional Ominous Ember |
Anxious | Chaos Card | Rarity: Magic Tag: Commodities Effect: There's a 20% chance that Rare gear will drop with 1 Energy Core Inheritance [2] |
Harsh | Chaos Card | Rarity: Legendary Tag: Base Drop Effect: +100% Hunter XP Acquisition Inheritance [3] |
Irritable | Chaos Card | Rarity: Legendary Tag: Card Effect: Randomly draws 1 Legendary Chaos Cards Stage Chaos Invasion Attempts Cost: -1 |
4.5 Adjusted the Effects of Some Cards
Name | Category | Description |
Sharp |
Trait Card | Rarity: Magic Tag: Commodities Awakening Effect Adjustments: Rare gear dropped has a 31% chance to become Flame Fuel ↓ 6-affixed Rare gear dropped has a 68% chance to become additional Flame Fuel |
Longing |
Trait Card | Rarity: Rare Tag: Commodities Adjusted the effects at all levels (only the Lv.5 effects are shown as an example): Picks 3 Commodity Chaos Cards and places them on random empty stages ↓ Picks 2 Commodity Chaos Cards and places them on random empty stages Stage Chaos Invasion Attempts Cost: -1 |
Sentimental (originally called Yearning) |
Trait Card | Rarity: Rare Tag: Memory Fragments Adjusted the effects at all levels (only the Lv.5 effects are shown as an example): When a piece of gear drops, there's a 13.4% chance to drop 1 Memory Fragment that can be used to exchange for random gear Memory [3] ↓ 2.6% chance for pieces of Normal gear dropped to become Limited Netherrealm Card Memory Fragments Inheritance [3] |
Envious (originally called Yearning) |
Trait Card | Rarity: Rare Tag: Memory Fragments Adjusted the effects at all levels (only the Lv.5 effects are shown as an example): When Commodities drop, there's a 37% chance to drop 1 additional Memory Fragment that can be used to exchange for Commodities Memory [3] ↓ There's a 10% chance that 1 additional Memory Fragment: Forbidden Prophecy will drop with Memory Fragments Inheritance [3] |
Pity |
Trait Card | Rarity: Rare Tag: Netherrealm Adjusted the effects at all levels (only the Lv.5 effects are shown as an example): Stage Attention Points Reward: +1 Inheritance [4] ↓ Stage Attention Points Reward: +1 Inheritance [2] |
Honest |
Trait Card | Rarity: Legendary Tag: Netherrealm Adjusted the effects at all levels (only the Lv.5 effects are shown as an example): Stage Chaos Invasion Attempts Cost: -1 -25% Drop Quantity Inheritance [2] ↓ Stage Chaos Invasion Attempts Cost: -1 Stage Attention Points Reward: -1 Inheritance [2] |
Just |
Trait Card | Rarity: Legendary Tag: Card Adjusted the effects at all levels (only the Lv.5 effects are shown as an example): Randomly removes 1 card from the plane Randomly awakens 3 Trait Cards from the plane ↓ Randomly removes 1 Trait Card from the plane Randomly awakens 2 Trait Cards from the plane |
Reserved |
Trait Card | Rarity: Legendary Tag: Card Adjusted the effects at all levels (only the Lv.5 effects are shown as an example): Randomly removes 1 Trait Card from the plane Randomly draws 3 Trait Cards from the deck |
Rage |
Chaos Card | Rarity: Rare Tag: Monster Effect: 8 additional groups of Normal monsters 8 additional groups of Magic monsters 8 additional groups of Rare monsters ↓ 9 additional groups of monsters |
Suspicion |
Chaos Card | Rarity: Magic Tag: Gear Effect: Gear drops have a 10% chance to be Corroded ↓ Legendary gear dropped has a 50% chance to be Corroded Inheritance [3] |
Reincarnation - Hypocrisy (originally called Indolent) |
Chaos Card | Rarity: Magic Tag: Commodities Effect: All Embers dropped become Reincarnation Embers ↓ There's an 87% chance that 1 Reincarnation Ember will drop with Embers Inheritance [1] |
Defense - Hypocrisy (originally called Indolent) |
Chaos Card | Rarity: Magic Tag: Commodities Effect: All Embers dropped become Rivalry Embers ↓ There's an 87% chance that 1 Rivalry Ember will drop with Embers Inheritance [1] |
Practice - Hypocrisy (originally called Indolent) | Chaos Card | Rarity: Magic Tag: Commodities Effect: All Embers dropped become Cultivation Embers ↓ There's an 87% chance that 1 Cultivation Ember will drop with Embers Inheritance [1] |
Essence - Hypocrisy (originally called Indolent) | Chaos Card | Rarity: Magic Tag: Commodities Effect: All Embers dropped become Essence Embers ↓ There's an 87% chance that 1 Essence Ember will drop with Embers Inheritance [1] |
Deepened - Hypocrisy (originally called Indolent) | Chaos Card | Rarity: Magic Tag: Commodities Effect: All Embers dropped become Amplified Embers ↓ There's an 87% chance that 1 Amplified Ember will drop with Embers Inheritance [1] |
Soulburst - Hypocrisy (originally called Indolent) | Chaos Card | Rarity: Magic Tag: Commodities Effect: All Embers dropped become Soulburst Embers ↓ There's an 87% chance that 1 Soulburst Ember will drop with Embers Inheritance [1] |
Mystic - Hypocrisy (originally called Indolent) | Chaos Card | Rarity: Magic Tag: Commodities Effect: All Embers dropped become Mystery Embers ↓ There's an 87% chance that 1 Mystery Ember will drop with Embers Inheritance [1] |
Judgment - Hypocrisy (originally called Hypocrite) | Chaos Card | Rarity: Rare Tag: Commodities Effect: Embers dropped have a 46% chance to become Ruling Embers ↓ Embers dropped have a 13% chance to become Ruling Embers Inheritance [1] |
Technique - Hypocrisy (originally called Hypocrite) | Chaos Card | Rarity: Rare Tag: Commodities Effect: Embers dropped have a 46% chance to become Technique Embers ↓ Embers dropped have a 13% chance to become Technique Embers Inheritance [1] |
Perplexed | Chaos Card | Rarity: Legendary Tag: Commodities Effect: Flame Fuel dropped has a 4% chance to become Fossils ↓ There's a 6.4% chance that 1 Fossil will drop with Legendary gear |
Bewildered (originally called Disconsolate) | Chaos Card | Rarity: Rare → Magic Tag: Memory Fragments Effect: Monsters have a 2% chance to drop 1 additional Memory Fragment: Useless Prophecy ↓ There's a 3.5% chance that Memory Fragment: Useless Prophecy will drop with normal gear drops |
Frivolous
| Chaos Card | Rarity: Rare Tag: Base Drop Effect: +104% Drop Quantity ↓ +51% Drop Quantity Inheritance [5] |
Rash | Chaos Card | Rarity: Rare Tag: Base Drop Effect: +208% Drop Rarity ↓ +102% Drop Rarity Inheritance [5] |
Timid | Chaos Card | Rarity: Magic ↓ Rare Tag: Netherrealm Effect: Stage Chaos Invasion Attempts Cost: -1 |
4.6 Removed Cards
Name | Category | Description |
Valiant | Trait Card | Rarity: Magic Tag: Monster Effect (only the Lv.5 effects are shown as an example): 24 additional groups of Normal monsters Inheritance [5] |
Valiant | Trait Card | Rarity: Magic Tag: Monster Effect (only the Lv.5 effects are shown as an example): 5 additional groups of Magic monsters Inheritance [5] |
Valiant | Trait Card | Rarity: Magic Tag: Monster Effect (only the Lv.5 effects are shown as an example): 7 additional Rare monsters Inheritance [5] |
Doughty | Trait Card | Rarity: Rare Tag: Monster Effect (only the Lv.5 effects are shown as an example): 6 additional groups of Normal monsters 6 additional groups of Magic monsters Inheritance [5] |
Doughty | Trait Card | Rarity: Rare Tag: Monster Effect (only the Lv.5 effects are shown as an example): 7 additional groups of Normal monsters 7 additional Rare monsters Inheritance [5] |
Doughty | Trait Card | Rarity: Rare Tag: Monster Effect (only the Lv.5 effects are shown as an example): 5 additional groups of Magic monsters 5 additional Rare monsters Inheritance [5] |
Yearning | Trait Card | Rarity: Rare Tag: Memory Fragments Effect (only the Lv.5 effects are shown as an example): Magic monsters have a 12.6% chance to drop 1 additional Memory Fragment Memory [5] |
Cautious | Trait Card | Rarity: Legendary Tag: Card Effect (only the Lv.5 effects are shown as an example): Randomly draws 3 Rare Chaos Cards |
Volatile Temper | Chaos Card | Rarity: Magic Tag: Monster Effect: 12 additional groups of Normal monsters Inheritance [5] |
Volatile Temper | Chaos Card | Rarity: Magic Tag: Monster Effect: 2 additional groups of Magic monsters Inheritance [5] |
Volatile Temper | Chaos Card | Rarity: Magic Tag: Monster Effect: 2 additional rare monsters Inheritance [5] |
Indolent | Chaos Card | Rarity: Magic Tag: Commodities Effect: All Embers dropped become Vigor Embers |
Indolent | Chaos Card | Rarity: Magic Tag: Commodities Effect: All Embers dropped become Tenacity Embers |
Boastful | Chaos Card | Rarity: Legendary Tag: Commodities Effect: Embers dropped have a 5% chance to become Restless Embers -999% Drop Quantity |
Boastful | Chaos Card | Rarity: Legendary Tag: Commodities Effect: Embers dropped have a 5% chance to become Ominous Embers -999% Drop Quantity |
Rebellious
| Chaos Card | Rarity: Rare Tag: Memory Fragments Effect: When a piece of Legendary gear drops, there's a 37% chance to drop 1 Memory Fragment that can be used to exchange for specified Legendary gear Memory [3] |
Arrogant
| Chaos Card | Rarity: Rare Tag: Base Drop Effect: +22% Drop Quantity +22% Drop Rarity Inheritance [5] |
4.7 Compass
New Compass:
- Dazzling War Compass: Defeating monsters in Trial: God of War has a 0.7% chance to drop precious rewards
- Dazzling Might Compass: The number of items dropped in Trial: God of Might +50%. Monsters in Trial: God of Might gains Giantism
- Dazzling Hunting Compass: Greatly increases the chance for Legendary buffs to appear in Trial: Goddess of Hunting
- Dazzling Mechanical Compass: In Trial: God of Machines, the number of attacking monsters +72%
Removed the Mystery Treasure related Compasses:
- Precious Compasses no longer drop. The Precious Compasses Hunters carried over to this season from the previous season have been renamed as "Shiny Precious Compasses" and can be still used in the permanent server.
- Focus Compasses no longer drop. The Focus Compasses Hunters carried over to this season from the previous season have been renamed as "Dazzling Precious Compasses" and can be still used in the permanent server. However, it will lose its original effects and will take on similar effects to Shiny Precious Compasses.
4.8 Value Balancing
- The addition of many new cards and compasses, and changes to old cards, have created many new strategic possibilities. To balance the benefits of different combinations, the values of most cards and compasses have been recalculated, but these changes will not be listed out here.
- Increased the Offset Degrees of the compass from +7/14/24/30 to +13/23/38/48. In short, Netherrealm stages become more difficult after adding compasses.
- Increased the initial values of Trait Cards so that Hunters gain more buffs when getting cards.
4.9 Gameplay Reward Type Adjustments
- Standardized the types of rewards given out in Six Gods and Dark Surge gameplay to the 5 following types of rewards: Gear, Legendary Gear, Fuel and Embers, Memory Fragments, and Compass.
- In addition, each type of reward has a different chance of appearing according to its rarity, and this chance is exactly the same in different gameplays.
- In the God of Machines the rewards of Legendary Gear are not included for now.
4.10 Bug Fixes
- In S1, drops from drop conversion effects were not affected by their upgrade effects (for example, Flame Fuel generated from the "Converts 6-affixed Rare gear to Flame Fuel" affix were not affected by "Flame Fuel Upgrade").
- This issue will be fixed in the new version. The higher values that were previously provided to compensate for the loss of rewards resulting from this issue will also be reduced to the correct level in the new version.
- Fixed an issue that prevented some Chaos Cards from being unlocked.
5. System Optimizations
5.1 New Content
Description |
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[Hero Traits] Added a new Hero Item System. |
[Netherrealm] Added a new quest system to the Netherrealm: Netherrealm Journey, which can help Hunters understand the various systems of the game and challenge the Netherrealm more purposefully. |
[Controllers] Support for XBOX controllers, PS5 controllers, PS4 controllers, Steam Deck. |
[Controllers] Support for adjustment of the sensitivity of the right joystick, swapping of confirm/cancel buttons, and changing of the positions of some buttons. |
[Events] Added an event to bring back past card pools. The Divine Punishment Apocalypse, Savage Shadows, Abyssal Sin, Ember Matrix, and Falling Stardust card pools will return. |
[Events] Added 2 new objectives to the Season Challenge event: Reach Lv.100 and defeat the Lord of the Void Sea. The reward will be a corresponding exclusive avatar. |
[Character Creation] Added a season opening introduction. |
[Character Creation] Added usable character creation slots. |
[Shop] Added categories of exchangeable outfit coins. |
[Shop] Added outfit coin shops in the Shop. |
[Shop] Added packs that can be claimed for free every day. |
[Shop] Added many event packs. |
[Boons] Added card pools that free draws can be made from every day. |
5.2 Rule Changes
Description |
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[Trade House] Added a trade tax. Hunters will pay trade tax based on their historical income when acquiring currency items from selling items. Please check the rules in the game for more details. |
[Trade House] Added a trade restriction feature for new accounts that makes the Trade House unavailable to new accounts for 12 hours. |
[Netherrealm] Removed additional Beacon drops from Netherrealm bosses and distributed them equally to all monsters in Netherrealm stages. |
[Netherrealm] Changed how the Traveler, the supreme boss of the Netherrealm, is challenged. The Timemark 7 and 8 Plane Watcher will now drop 2 types of tickets. Hunters will need to use these tickets to challenge the Traveler. |
[Boons] Adjusted when Pactspirit Boons become available from Chapter 2 - Town to Chapter 1 - The Heart of Kazsan. |
[Trader] Added the Beacon Shop to the Trader, which can be used to exchange low-level Beacons for higher-level ones. |
[Trader] Added the Compass Shop to the Trader, which can be used to exchange low-level Compasses for higher-level ones. |
[Path of Progression] Adjusted the rewards that are obtained at various nodes of Path of Progression. The rewards can now be claimed each season. Adjusted reward values as follows:- Adjusted total progress reward 15 from 200 Jagged Primocryst to 100 Jagged Primocryst.
- Adjusted total progress reward 30 from 200 Jagged Primocryst to 100 Jagged Primocryst.
- Adjusted total progress reward 45 from 4 Insight Crystals to 2 Insight Crystals.
- Adjusted total progress reward 65 from 200 Jagged Primocryst to 100 Jagged Primocryst.
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5.3 Usability Optimizations
Description |
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[Minimap] Added a minimap that can be permanently displayed on the main screen for both the PC and mobile versions. On the PC version, this minimap is permanently displayed on the main screen by default. On the mobile version, the original setting is applied by default, and the display mode of the minimap can be changed in the screen settings. The settings can also be used to adjust the transparency of the minimap or to zoom in and out. |
[Inventory] Added a Recycle feature to the Gear page and swapped the positions of the Identify and Sort buttons. |
[Drops] Added 2 new drop sound effects to make it easier to tell when Memory Fragments, Beacons, Compasses, etc., have dropped based on the sound. |
[Drops] Fixed an issue that caused some special gear to not have a special drop frame. |
[Items] Added unique icons for all Enhancement Compasses. |
[Crafting] Added a secondary confirmation window that appears when selecting crafted items to prevent Hunters from missing out on T1 affixes. |
[Crafting] Hunters will not be able to keep using Empower when Empower is at max Energy. |
[Trade House] Added a feature to set items with Highlight Prices in the Item screen. |
[Trade House] Added a reminder that pops up when deleting transaction records. |
[Trade House] Added Normal and Advanced search options for Hero Relics and Hero Memories. |
[Trade House] To prevent everyone from choosing the wrong currency when listing items, changed the default currency when listing items from Flame Sand to Flame Elementium. |
[Tips] Added a [Drop Source] option to the [More] menu in the item tips. This can be used to check where the item drops. |
[Outfits] Optimized outfit tips and added a button that can be tapped to take Hunters to view the corresponding outfit. |
[Settings] It is now possible to adjust the brightness of skill effects and enable/disable outfit effects in the Graphics settings. |
[Settings] It is now possible to enable/disable Vertical Synchronization or adjust foreground and background frame limits in the Graphics settings of the PC version. |
[Settings] It is now possible to adjust the zoom in/out settings of all screens in the Screen settings of the PC version. |
[Settings] It is now possible to enable/disable the delayed appearance of main screen skill tops in the Screen settings of the PC version. |
[Settings] It is now possible to adjust the overall volume and background volume playback method in the Sound settings of the PC version. |
[PC] Optimized the main screen, making the visible area larger, which makes it less likely to make mistakes in battle. |
[PC] Enlarged the text font of floating words on the PC version. |
[Training Dummy] Increased the max per second injury record to 999,999,999. |
[Panels] Added Summon, DoT Damage, and Ailment Damage display entries to panels. |
[Panels] The stats parameters of Hero Traits will now be included in panel calculations. |
[Panels] Due to dynamic calculations and performance consumption, it will take some time before the DPS comparison can be displayed on the screen. |
5.4 Other Optimizations
Description |
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[Character Creation] Optimized the character creation scene. |
[Main Screen] Optimized the unlock display method of the system menu. |
[Minimap] Fixed an issue that caused the icon of dropped Memory Fragments to appear too small on the minimap. |
[PC] [Tutorial] Optimized the tutorial tip effect when using Restoration skills. |
[PC] [Tutorial] Fixed an issue that caused there to be no response after pressing the ESC button while channeling in some situations. |
[Help] Optimized the description of the Fluorescent Memory - Exchange entry. |
[Help] Optimized an error in the description of the Netherrealm - Map Affix entry. Base affixes do not affect the quantity of monsters. |
[World Map] Optimized the unlock condition of the World Map so that it is now unlocked at Lv.3. |
[Season Pass] Optimized the icon of Reward Chests. |
[Navigation Bar] The feature entrances of the navigation bar will now be progressively unlocked according to Hunters' game progress. |
[Merits] Optimized the content of some ambiguous entry descriptions in the Achievement system. |
[Netherrealm] Optimized some text in the Netherrealm system to make improve its accuracy and clarity. |
[Outfits] Adjusted the description of how to obtain outfits. |
[Boons] Added information about the Minimum Guarantee of the Pet card pool. |
[Settings] The DirectX 11 and DirectX 12 graphic interfaces can be switched in the Graphics settings on the PC version. |
5.5 Bug Fixes
- [Crafting] Fixed some errors in the Help text of the Crafting system.
- [Crafting] Fixed the icon of Ominous Ember.
- [Trade House] Fixed a bug that caused Legendary gear to also appear when using the Advanced Search to search for Normal gear.
- [Main Story] Fixed a bug that caused the Teleport point of the Ancient Battleground to unlock abnormally.
- [Outfits] Fixed a bug that made it impossible to use all types of shields when wearing a Shield outfit.
- [Panels] Fixed a bug that caused Panel survival values involving the portion exceeding Max Resistance to be calculated incorrectly.
6. Others
6.1 Memory Fragment Adjustments
Two new Memory Fragments:
- Maud's Guess: Can be exchanged for a random Lv.85 Magic gear. The exchanged gear is guaranteed to have 1 Ominous/Sleepless affix
- Maud's Resolve: Can be exchanged for a random Lv.85 Rare gear. The exchanged gear is guaranteed to have 1 Ominous/Sleepless affix
Removed 12 Memory Fragments: Treasure of the Frozen, Birth Baptism, Dream of Madness, Treasure of the Thunder, Treasure of the Forge, Burning Furnace, Destiny, Treasure of the Lava Sea, Treasure of the Voidlands, Cartographer's Bag, Cartographer's Gift, Cartographer's Journal.
Redesigned the drop locations of Memory Fragments. Memory Fragments will now drop in the corresponding areas:
Memory Fragments | Drop Location |
Burning Heart | Glacial Abyss |
Dragonslayer's Notes | Voidlands |
False Expectations | Shadow of Thunderlight |
Echo of Despair | Steel Forge |
Ouroboros | Blistering Lava Sea |
Maud's Resolve | All Areas |
Uros' Legacy | All Areas |
Fate Binding | All Areas |
Crow's Wail | All Areas |
Lost Secrets | All Areas |
Adventure to the Core | All Areas |
Wish of Despair | All Areas |
Windfall | All Areas |
Six Gods' Blessing | All Areas |
Unfinished Business | All Areas |
A Terrible Price | All Areas |
Queen's Makeup Kit | All Areas |
Origin of Everything | All Areas |
Endless Night | All Areas |
Conquest's End | All Areas |
Sightless Guide | All Areas |
Queen's Jewelry Box | All Areas |
Fixed Destiny | All Areas |
Sanguine Moon | All Areas |
Ashen Legacy | All Areas |
Secret of the Glacial Abyss | All Areas |
Miner's Surprise | All Areas |
Six Gods' Boon | All Areas |
Useless Prophecy | All Areas |
Master's Unfinished Piece (One-Handed Weapon) | Boss of Timemark 5 and 6 |
Master's Unfinished Piece (Armor/Shield) | Boss of Timemark 5 and 6 |
Master's Unfinished Piece (Trinket) | Boss of Timemark 5 and 6 |
Master's Unfinished Piece (Two-Handed Weapon) | Boss of Timemark 5 and 6 |
Maud's Guess | Boss of Timemark 8 |
Lost History | Boss of Timemark 8 |
Antonius' Research | Path of the Brave |
Clergy's Thinking | Path of the Brave |
Confusing Memories | Netherrealm - Trait Card [Sentimental] |
Forbidden Prophecy | Netherrealm - Trait Card [Sentimental] |
Maud's Trick | Netherrealm - Trait Card [Sentimental] |
Wheel of Time | Netherrealm - Trait Card [Sentimental] |
Ichi Sandstorm | Netherrealm - Trait Card [Sentimental] |
Ballad of Time | Netherrealm - Trait Card [Sentimental] |
Antonius's Help | All areas of Timemark 8 |
Aureole Rock | All areas of Timemark 8 |
Helio Rock | All areas of Timemark 8 |
6.2 Main Story Adjustments
Description |
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Optimized the location of the Revival Point in Disciple's Alleys. |
Optimized the flow of Colosseum of Sun's story so that Hunters' quest flow will no longer be blocked in some very rare situations. |
Optimized the trap interaction distance in Sanctum of Prophecy to make it easier for Hunters to interact with traps. |
Adjusted the dispersion of monsters so that they will be more densely concentrated. |
Optimized the interaction range and feedback time of interactive objects in most stages to improve the flow of the game. |
Reduced the Cast Speed and Skill Damage of the Plateau Dragonbone Beast. |
Replaced the boss of Deserted Road with the Horned Plateau Beast. |
Optimized the pathfinding guidance of most story stages to guide Hunters to more normal locations. |
Optimized an issue that affected the icons of interactive objects in most story stages. |
Fixed the name format of Pack Leader Dodge, the boss of the Alley of Wolves stage. |
Added a black screen animation with the words "To Be Continued" on the screen at the end of Chapter 3. |
Added some missing dubbed lines in Chapter 3. |
Optimized the flow of some Protect the Hideout quests. |
It is now possible to activate the Void Sea gameplay at Zenoth the Lightless. |
Adjusted some quest rewards. |
Optimized the flow of some Prologue and Chapter 1 quests. |
Some Plane Watchers now have their own exclusive lines. |
Swapped the stage boss of the Ancient Battleground. |
Replaced the stage boss of the Deserted Road and the boss' corresponding lines. |
Supplemented some missing audio from Main Story quests. |
Deleted Zenoth the Lightless from the Temple of Spark. |
Revised the guide coordinates of the Main Story quest of Dragonbone Plains: Defeat the Plateau Crawlers in your way. |
Revised the guide coordinates of the Main Story quest of Ember's Rest: Ask the girl about the situation. |
Renamed the map of the Prologue to Collapsing Illusion. |
6.3 Main Story Bug Fixes
Description |
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Fixed a bug that sometimes caused Lean and Ordrak to not drop any items in story stages. |
Fixed a bug that sometimes caused Fire Lord to become invincible abnormally. |
Fixed the bug that Romer sometimes had a chance to send Hunters outside the Magic Circle, which makes Hunters unable to attack Romer. |
Fixed a bug that made it possible for a Summon BD to clear the Goddess of Hunting trial quickly without taking damage. |
Fixed a bug that made it possible for Tidemasters to quickly kill Hunters due to a defensive mechanism error caused by the slow effect of Hunters' skills. |
Fixed a bug that caused the performance and damage of the rotating lasers of the Tidemasters and Scorn of Divinity to be asynchronous. |
Fixed a bug that caused the Mountain Poison Mist Plant Mother to summon Mountain Toxic Flowers infinitely. An upper limit has been added. |
Fixed a bug that made it impossible to use the Sanctum of Prophecy elevator under some special circumstances. |
Fixed a bug that made it impossible to clear the Sanctum of Prophecy trial of power under some special circumstances. |
Fixed a bug that caused some item destruction animations to be played incorrectly for some objects in Sanctum of Prophecy. |
Fixed a bug that caused some dialogue to be played repeatedly while fighting Liv. |
Fixed a bug that caused the effects of some skills of the Cold Boss to be inconsistent with expectations. |
Fixed a bug that caused the height of the camera to be incorrect when entering the Throne of Winter for the second time. |
Fixed a bug that caused a reminder for Hunters to activate the shrines to still pop up when crossing the bridge after Hunters have completed the quest to activate the 3 shrines in the main story stage Verdant Land. |
Fixed the avatars of some NPCs. |
Fixed a bug that caused the illustrations and dubbing of the General of the Resistance to be inconsistent. |
Fixed a bug that caused the dubbing file of Aria in Chapter 3: Plaza of Eternity to be missing. |
Fixed a bug that caused some dubbing lines of King Lionheart to be missing in the Lion Heart stage. |
Fixed a bug that made it impossible to complete the quest to enter the Temple of Ascension after entering the Temple of Ascension through a Waypoint. |
Fixed a bug that caused the quest guide to disappear when going to the Deserted Road after defeating the dwarf. |
Fixed a bug that caused the audio to be missing for the voice content of Chapter 2. |
Added some missing dubbed lines in Chapter 1. |
Fixed a bug that caused Romer to keep repeating the same lines at the Plaza of Glory. |
Fixed a bug that caused Aria to not use normal attacks in the first half of the Deserted Road. |
Fixed a bug that caused the body of Crows to stand up in the Heart of Kazsan. |
Fixed a bug that caused the quest trigger range of the Lost Mine quest to be too small, which might cause the quest to become blocked. |
Fixed a bug that caused the subtitles of the Tidemasters, God of War, and God of Might to become garbled text when displayed in a multi-language environment. |
Fixed a bug that made it impossible to collect intelligence from the Goblin's Hut. |
Fixed a bug that caused the pathfinding guide to be incorrect for crafting quests. |
Fixed a bug that caused the guide line of the final quest of Ancient Passage to not point to the location of the Portal. |
Fixed a bug that caused the animation to be played abnormally when clicking the Shop while triggering the animation. |
Fixed a bug that caused the dialogue box of Shadow of the Past to be connected to the body of Rogge. |
Fixed a bug that caused some voiced story-related lines of main city NPCs to be missing in Chapter 3. |
Fixed a bug that caused the name of Pack Leader Dodge to appear as garbled text in a multi-language environment. |
New Season and New System
The story of the new season takes place in the endless Sea of Void, and the biggest challenge we will face this season will be the Lord of the Void Sea, the king of pirates, who leads the fleet to plunder the realm, and the countless crew members that he enslaves.
■ New Gameplay
When defeating monsters on a Netherrealm map, Hunters can earn drops with special affixes: Void Sea Night Flame. Upon defeating the final Boss, an interactive device will appear on the map: Void Sea Seal.
You can unlock the challenge on the map with any Void Sea Night Flame and complete the challenge to break the seal and randomly obtain a Seal Whisper based on the affix of the Void Sea Night Flame.
After breaking six seals, Hunters can go to the Void Sea End Port to challenge the "Bride of Void Sea". After completing the challenge, you can open the Bride's treasure. The content of the treasure is different according to the Seal Whispers obtained upon breaking the seal: Precious "Seal Whispers" can be combined to bring extremely rich rewards.
After being defeated, the Bride of Void Sea might drop a ticket: Void Sea Invitation. After collecting all Void Sea Invitations, you will be able to challenge the final boss of the season, Lord of Void Sea, who will drop several unique Legendary items including the important items "Hero Relic" and "Hero Remembrance" in the new cultivation system.
■ Hero Items: Hero Relics and Hero Memories
We've been treating heroes as one of the most important features in Torchlight: Infinite, this is also the biggest difference between Torchlight: Infinite and other ARPGs. Hero Traits are the first choice Hunters need to decide on after they step on Leptis, to further improve the combat styles that come with the Hero Traits and add more details to heroes' background stories, we decide to introduce a brand new "Hero Items" system to the new season.
"Hero Items" consist of "Hero Relics" and "Hero Memories".
In the new season, your Hero Trait can be equipped with one Hero Relic. In terms of story design, it is a supplement to heroes' settings and background stories. And in terms of feature design, it contributes two affixes closely related to the Hero Trait.
For example, Carino's Hero Trait Lethal Flash has an exclusive Hero Relic called "Tina's Withered Flower". Tina was Carino's most respected mentor, but she ended up being infected by Aember and turned into an Agito, so the withered flower represents Tina's regrets. Meanwhile, both affixes of the Hero Relic—Projectile Quantity and Reloading Speed —can significantly improve Lethal Flash.
What's more important is that Hero Relics will be the carriers of Hero Memories. Up to 5 Hero Memories can be socketed in one Hero Relic. The detailed number and slots of Hero Memories allowed to be socketed can be viewed at the slots.
Hero Memories can also offer random powerful affixes. For example, Hero Memory "Regicide Eve" can increase trait Lethal Flash's Reloading Speed, Magazine Capacity, and Reloading Quantity while using Mobility Skills.
In terms of acquisition, as an important part of hero development, Hero Relics and Hero Memories are both battle drops and not related to any paid content. Powerful Legendary Hero Items have to be obtained from the gameplay of the new season just like what's shown in the screenshot. Legendary Hero Items come with more unique affixes but are also more precious.
An ordinary Hero Relic usually has 1 to 3 slots. Some rare Legendary Hero Relics, such as Heart of Ethereal Realm, can be applied to any Hero Trait and offer 4 to 5 Hero Memory slots.
Some other rare Legendary Hero Relics, such as Chaotic Oracle, can also be applied to any Hero Trait but will bring other types of improvement.
We know that everyone wants to know if Hero Items can be traded in the Trade House, and the answer is yes. As a new element in build-making, all Hero Items can be traded just like other gear in the Trade House. Exact searching and searching by category are both supported.
That's all there is to know about the season's gameplay and the new system's Hero Items. We are currently undergoing frequent testing and adjustments in order to bring a new gaming experience to hunters when the new season starts on January 12.
Optimizations Coming in the Season 2 Blacksail
Greetings, Hunters of Torchlight!
We are now working on the next season of the game. We expect to introduce new content to you in the following month, which includes new skills, new heroes, season themes, and seasonal gameplay. On top of the new content, we have also focused on optimizing existing features, all with the hope to bring you a better gaming experience.
This blog will cover some of the optimizations we have been working on, most of which will go live in the new season if everything goes well.
Controller Support
We've been offering a PC version of the game since the third closed beta test. We know that everyone is keen to play the game with a controller, so we have added controller support in the upcoming season. You can choose your preferred mode of operation, whether on PC or mobile. However, there may still be some adaptation problems in the game. We'd very much welcome your feedback on the experience, and we will continue to optimize the game!
Robot Training: Invincible No.2
Training robots is quite a popular feature among Hunters. We have noticed from some recent community posts that many Hunters are wondering why we have attached limits to the maximum DPS they can record. Here, we'd like to share our views on that.
The last thing we want is for people to take DPS as the only standard to measure a battle style. It would be much preferred if you don't take it as the only goal in the game, either. We encourage everyone to focus on exploring the game mechanics and character growth while forming a style, and we hope that you will look at a battle style from different angles, e.g., the controls, the smoothness of battles, the survivability, the ability to make AoE attacks and the cost of the builds.
We will continue to optimize and iterate this function. In future planning, we hope that Invincible No.2 will have more detailed recording functions, such as which skill is the specific source of damage and the exact type of damage of a particular attack... Only in this way can the optimizations help hunters grow. Of course, suppose our assessment indicates that the new season's gameplay has higher requirements for DPS. In that case, we will also assess the upper limit of the record and make adjustments accordingly.
Info Panel
We have been striving to make all kinds of information in the game clearly presented to the Hunters, including the hunter's attributes. So we are optimizing the calculation of DPS to bring a more detailed display to the hunter's information panel:
- Added the display of information on Damage Over Time
- Added the display of Summon Skills
The old information panel mainly calculates hit damage. Now it will show more detailed information about the each builds. Though it may not be 100% accurate, we still hope this could help our hunters visualize your growth.
Others
Besides the key updates mentioned above, there are also optimizations that can greatly improve your gaming experience in details:
1. When high-tier affixes appear in the gear crafting process, you will be asked to double-confirm. That will prevent people from accidentally missing out the better crafting results;
2. If the random energy happens to be full during gear empowerment, the energy will no longer be further empowered, and the best energy result will be automatically reserved;
3. Mini-maps can now be displayed semi-transparent in the center of the screen, which will not get in the way of battles, and the Hunters will not need to open and close them from time to time for navigation;
4. Previously, if you saw a great piece of legendary gear in the Trade house, you would need to find out where it came from. The sources of drops will be available for all base items and legendary gear on the Display Panel.
5. And finally, for better eye care, you can now customize the brightness of skill effects;
These are some of the recent optimizations we have been working on, and they will all be available to you in the new season if everything goes well. Please feel free to share your opinions and feedback about the game via the community!
We will share more information about the new season with you in December, stay tuned!
Torchlight Infinite Next Season S2 Patch Notes & Changes
We’re working hard on the next season’s content, and the theme is “pirates” and “plunder” related. We will launch at least one new hero and two new traits for existing heroes, as well as a batch of new skills and Legendary gears.

At the same time, we’ll also bring many optimizations to the game. We’ve received a lot of feedback about the UI of the PC version and have heard everyone’s strong desire for the support of controllers. We’ll do our best to implement these two improvements in the next season. However, about adding a multiplayer mode, it will still take some time for us to develop.
Q: Lethal Flash and Frostbitten Heart can be exchanged with Hero Emblems in the next season. Then how can we get Thea, who is unlocked in the Season Pass, in the next season?
A: In the next season, Thea can be purchased with Primocryst. And in the season after that, Thea will be able to be exchanged with Hero Emblems.
Others
Q: You keep releasing paid events but take forever to implement bug fixes and improvements. Why is that?
A: As paid events have been planned a long time ago, it doesn’t take up much of our development time. As long as it is developed and configured in advance, it will automatically start at the configured time. We mostly focus on the production of the new version and improvements for the current version, but as these two things are being carried out simultaneously, many improvements and adjustments involving underlying layers of the game will be launched in the next season, so please rest assured.
Q: What will happen to the players who used the bug to get Flame Elementium earlier?
A: Maybe you’ve seen a screenshot of an Inventory with many stacks of 999 Flame Elementium. Such images are obviously edited. We have carefully checked all the settings and codes related to drops and can confirm that there are no related issues. If you want to see Flame Elementium dropping everywhere on the ground, you can check out the “Chaos and Invasion” gameplay guide shared by other Hunters. Using a reasonable combination of cards can improve your farming efficiency. Combine that with a little luck and the God of Might will give you great rewards.