Monolith of Fate
- Progress in the Monolith is now saved when you log out or switch characters, allowing you to continue a run at a later time.
- Once you have conquered 10 timelines subsequent mod options become increasingly difficult with each timeline you conquer, causing the difficulty (and rewards) of the monolith to scale up infinitely.
- Added two new zone layouts.
- Added three new monolith modifiers.
- There is now a reset monolith button that resets your number of timelines conquered to zero.
- Increased monster density by about 10% in most zones.
- Reduced distance between packs in The Serpentine Desert.
- The crit chance mod adds 25% Critical Strike Chance to enemies (down from 30%)
- The crit chance mod now gives more increased rarity and experience than before.
Uniques
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Two new unique items have been added.
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Alchemist's Ladle
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This item is no longer dramatically more rare than other unique items.
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Chance to apply ailments increased to 15% from 5%.
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Bone Harvester
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Doubled the base health of Skeleton Harvesters.
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Skeleton Harvesters now scale with Intelligence and level.
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Added The Claw unique brass amulet as a low level version of The Fang.
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Existing The Fang amulets will change into The Claw.
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The Fang
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Now grants 60 health (up from 50).
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Now grants minions +12 melee physical damage.
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Now grants minions stun immunity.
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Changed to the Bone Amulet base type (which requires level 56).
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Prism Wraps
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Changed the leech effect from On Hit to On Crit.
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Wing Guards
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Adds 150 dodge rating (up from 120).
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Now grants 5% chance to gain Haste for 1 second on hit.
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No longer adds 40 health.
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Yrun's Wisdom
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Now grants 65 health (down from 100).[/li]
Items
- Added a new set of armor models for the Acolyte and Primalist.
- Added the Noble Sash base type (requires level 32).
- The Bronze Belt base type now requires level 44 (up from 35).
- The Ranger's Belt base type requires level 60 (up from 42).
- Reworked amulet base types
- Added 4 new amulet base types.
- Adjusted amulet level requirements (highest is now 76).
- Added new art for all amulet base types.
- Silver Amulets now grant a larger amount of Increased Critical Strike Chance.
- Brass amulets now grant more lightning protection and also grant +% base spell damage.
- Added new 2d art for some one-hand weapons.
Affixes
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The Health Regen and Elemental Protection affix is now a pure health regeneration prefix, and grants a larger amount of health regeneration.
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Increased the maximum value of the Minion Health Regen prefix to 300% (from 150%).
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Increased the Tier 4 and Tier 5 values of armour and protection suffixes.
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Dexterity shards are now more common.
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Increased Throwing Attack Damage shards are now more common.
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Both types of glancing blow shard are now rarer.
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Set affix shards are now rarer.
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Reduced the value of attribute affixes (e.g. Strength, Intelligence...)
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Max value on body armour is now 12 (from 15)
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Max value on amulets is now 10 (down from 12)
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Max value on other items is now 8 (from 10)
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Reduced the max health on the health + glancing blow prefix to 20 (from 25)
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Reduced the max value of the increased health suffix to 15% (from 18%)
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The Throwing Attack Damage and Mana Cost prefix now reduces mana cost by 3 (down from 4). Hammer Throw's cost has decreased from 4 to 3, however.
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Added some new loading screen hints for various mechanics.
Mechanics
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Adjusted minion AI so that it is better at saying close to your character.
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Unequipping The Fang or The Claw now unsummons extra wolves if you are above your maximum number of wolves without it.
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Base health regeneration per second is now 6 + (0.14 per level), up from 6 + (0.08 per level).
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Related affixes have also been buffed.
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Potions now heal for a base of 50 + (2 per level) health, up from 50 + (1 per level).
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Ward now decays at a base rate of 40% of current ward per second (from 20% per second).
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Intelligence now grants 4% ward retention per point (down from 5%).
Enemies
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Rare Highland Bear
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Avalanche
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Now deals 11% less damage.
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Now has a 19% increased delay,
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Cooldown increased from 4 seconds to 5 seconds.
Skills
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Aura of Decay
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Now has a specialization tree.
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Smite
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Now has a specialization tree.
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Bear Form
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Ravage
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Now has a minimum mana cost of 2.
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Range no longer scales with weapon range.
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The Stagger ailment that it inflicts no longer stacks.
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Stagger now reduces armour by 100 (up from 30).
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Stagger now increases damage taken by 10% (up from 3%).
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Swipe
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Now costs 3 mana by default (down from 5), but has a minimum mana cost of 2.
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Black Hole
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The Endless Maw node now grants 30% increased duration per point (from adding 1 second to duration per point)
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The Scattered node requires 2 points in Endless Maw (up from 1)
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Erasing Strike
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Certain Erasure now grants +25% Critical Strike Multiplier per point (down from 40%).
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Fire Shield
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Now has a 20% chance to retaliate when hit, rather than retaliating whenever you take 30 damage. The previous scaling dates back to the pre-alpha, which was much shorter.
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The retaliation spell is now referred to as Flame Bolt to help clarify that it doesn't scale with your Fireball tree.
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The node that used to reduce the retaliation threshold now adds 5% chance to retaliate when hit per point.
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Frenzy Totem
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Now grants 20% attack and cast speed by default (down from 23%)
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Buff now has 1% increased effect per point of Attunement.
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Buff no longer flickers to twice its value repeatedly in character sheet.
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Hammer Throw
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Hammer Throw now costs 3 mana (down from 4)
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Added a new node that grants a limited stacking buff that increases damage and critical strike chance.
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Added a new node that causes the stacking buff to also grant ignite chance.
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Steadfast Path grants 35% chance to deal double damage (up from 30%)
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Catapult now adds 3 to mana cost per point, instead of reducing damage by 20% per point.
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Disintegrating Aura now adds 12 to mana cost (up from 10).
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Swapped the effects of Ballista and Zealot's Conviction. Now the cost reduction node is behind +projectiles, and the double damage chance node is behind spiral.
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Zealot's Conviction now grants 13% chance to deal double damage per point and can have 5 points allocated (from 10% chance per point and a max of 3 points).
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Avatar of the Spire (hammer nova) now also adds 4 base physical damage.
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Shattering force grants 20% chance to shred armour per point (up from 15%).
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Harvest
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Removed the Slow Decay node which granted ward retention on hit.
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Added a new node that increases the ward gained by your minions.
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Ghost Conduit no longer requires points in Mirror Soul.
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Mirror Soul can now have a maximum of 1 point allocated (down from 4).
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Sacrifice
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Reduced mana cost to 25 from 30.
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Spriggan Form
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Vale Bolt
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Renamed to Vale Blast to better reflect that it is not a projectile.
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Now costs 3 mana by default (down from 5), but has a minimum mana cost of 2.
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Now deals physical damage rather than lightning.
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Summon Vines
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Now costs 12 mana (down from 18).
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Now summons 3 vines (down from 4).
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Vines' damage and health now scale with Attunement.
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Summon Skeleton
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Summoned skeleton archers deal 20% more damage.
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Summoned skeleton mages deal 30% more damage.
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Summoned skeleton warriors deal 40% more damage.
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Teleport
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Now has a base cooldown of 4 seconds (up from 3).
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Ether barrier grants 7 ward per point (down from 8).
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Out of Body now converts 3% of health to ward (down from the 4% previously shown on the tooltip and the 10% it was actually giving).
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Transplant
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Now has a base cooldown of 4 seconds (up from 3).
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Thorn Totem
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Venom Tipped Thorns now grants 20% poison chance per point and can have up to 5 points allocated (from 14.3% chance and up to 7 points).
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Lasting Affliction now grants 15% poison duration per point (down from 17%) and requires 4 points in Venom Tipped Thorns (down from 5).
Passives
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The bonuses on transformation granted by the Druid nodes Primal Shifter and Restoration now last for 10 seconds (up from 4).
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Shaman
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Added several new nodes.
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The Conflux node now has a clearer description and requires 3 points in either of the nodes that proc the lightning it improves.
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The Conflux node now increases the lightning's damage by 20% per point (up from 15%) and can have 5 points allocated (up from 1).
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Adjusted the positions and effects of many nodes.
Leech
- Overkill damage no longer counts for leech. This means you can't leech for more than the damage it took to kill an enemy.
- Sources of Damage Leeched as Health have been made approximately half as powerful as they were before.
- The Hybrid Health Leech affix grants up to 40% increased health leech (down from 50%).
- The Hybrid Health Leech affix can no longer spawn on gloves, but can now spawn on rings and relics. It can still spawn on amulets.
- The Melee Damage Leeched as Health affix is now a prefix.
UI
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The fog of war on minimaps will no longer reset when your character leaves a zone.
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Fog of war will not be saved inside the Monolith of Fate. This is primarily due to the fact that the Monolith of Fate will use procedural generation in future.
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The locations of permanent minions are now shown on the minimap.
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Unique items and set items now have icons on the minimap.
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Replaced the item tooltip UI with a new design. This design shows an item's 2d art, clearly displays the hotkeys, and allows you to see the tier & range of affixes on the item.
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Items you pick up are now highlighted until moused-over.
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Several miscellaneous improvements to the chat window.
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Time travel transitions now fade to loading screens instead of just staying on black.
Visuals
- Updated vertical lightning effects for Storm Totem, Fury Leap and some other skills.
- Updated Lightning Blast's effect.
- Updated Rive's effect.
- Updated Warpath's effect.
New Sounds
- Ephemeral Stance
- Erasing Strike
- Fireball
- Glacier
- Hammer Throw
- Juggernaut Stance
- Lightning Blast
- Lunge
- Manifest Weapon
- Shield Rush
- Snap Freeze
- Teleport
- Vengeance
- Warpath
Zones
- Adjusted the layout of the Shattered Valley and Welryn Outskirts.
- Added a new sidequest to the Ruins of Welryn.
- Added a training dummy to the End of Time.
Performance
- Adjusted shadows, reflections and other graphical effects to improve performance while maintaining a quality standard.
- Improved the performance of Poison and Ignite.
- Improved the performance of effects that repeatedly apply in an area, such as Frenzy Totem.
- Various miscellaneous improvements to calculations and reduced memory allocation.
Bug Fixes
- Fixed the resolution being incorrect at character select screen & when the client starts.
- Fixed a bug where Blood Tethers from Oculorum Mortis enemies would persist after they were supposed to end.
- Fixed Chimaera's Essence Unique Amulet not dropping.
- Fixed the Glancing Blow Chance and Health affix shard not dropping.
- Added world map labels to zones that were missing them.
- Fixed some item level requirements being lower than intended.
- Fixed waypoint visuals applying to the Mage's new armour.
- Fixed a bug where Ragnar was showing up in Gladiator's Rest.
- Fixed the Sane Cultist not giving you a quest if you talked to them a second time, rather than accepting the first time.
- Fixed a bug where taking any node that changed Black Hole's cooldown would approximately halve the cooldown.
- Fixed Elemental Nova's Ascended Current granting half the increased shock effect it should.
- Fixed the Spellblade's Mind Flame scaling off of Attunement rather than Intelligence.
- Fixed the Beastmaster's Caustic Poisons granting added poison damage instead of increased.
- Fixed some enemy and environment effects spamming log files.
- Fixed a bug where you were immune during Reap's movement
- Fixed a bug where the Wraith Feast node on the Harvest Tree wasn't working.
- Fixed a bug where Storm Totem was not gaining stats from Attunement and levels.
- Fixed a bug where in the Rip Blood tree the Marrow Drinker node overrode Arcane Fortress node.
- Fixed many debuffs not affecting enemies correctly.
- Fixed Avalanche having a one time cost instead of a channeled cost.
- Fixed a bug where you could take a node that required 25 points without mastering in Shaman
- Fixed a few later Shaman nodes requiring an incorrect number of mastery points.
- Fixed the Forge Guard's Lethal Strikes node giving 10% increased Critical Strike Multiplier instead of +10% Critical Strike Multiplier.
- Fixed a bug where Rainbow Edge was giving 20% shock, ignite, and chill chance instead of 25%.
- Fixed a bug where an armour affix or elemental affix could occasionally not change value when upgraded from Tier 3 to Tier 4.
- Fixed the "increased armour and protections" stat not being reflected in the character sheet correctly.
- Fixed on-hit flash effects persisting in some cases.
- Fixed a bug where Teleport's Stable Bubble was giving 4% increased ward retention, rather than 10% ward retention
- Fixed a bug where leaving a zone while hovering over an enemy could cause the enemy's information to get stuck on the main enemy health bar.
- Fixed a bug where leech was not being randomised along with hit damage.
- Fixed a bug where Stagger visuals persisted after it wore off.
Changed files in this update