Summons Update Is Now Live!
Heroes! We have a big update for you this time. There is a lot of ground to cover, so let's get straight into it. First let's get an overview of the major topics of the update, then we will have a long list of individual changes and bugfixes. Major Topics Summons Summons are added to the existing Masteries. This is our first step towards allowing a full "Summoner" playstyle in the game. This will then be concluded with the addition of the summoning focused Spirit Mastery later this year. Our design goal is to give you a choice: Do you prefer a more passive playstyle and have your summons do the work for you? Or do you want to engage more actively and use a playstyle where you empower your summons with active abilities? Both are possible, as well as various combinations in between of course. We are adding the following abilities: New Active Abilities: Core Dweller (Earth Summon), Wisps (Storm Summon), Automaton (Forge Summon), Shadow Clone (Rogue Summon) and War Banner (Warfare) New and Reworked Passive Abilities: We have added 3 new summon-centered Passives to Masteries and also added additional summon-scaling elements to existing passives. Items We know that items and especially Epics have been an often debated topic. With this patch we introduce a huge amount of buffs, additions and changes to our items. Here is an overview of what this means: New Powerful Affixes: Added a new set of item affixes that directly increase the power of your skills. These can increase the level of all passives for a whole Tier of a Mastery, or add capacity to all actives in one Tier of a Mastery. Added Talismans: Talismans are a new off-hand weapon type. They offer inherent bonuses to energy, which could be hard to come by in the past. Added new Epics, Relics and Charms: We have added 13 new Epics (including Epic Talismans), 13 new Relics and 3 new Charms. Reworked existing Epics: Almost all existing Epic items were reworked, buffed or both so they are more powerful and exciting to find. Added Potion Affixes: New Potion Affixes should make this item type more exciting to find. New and Reworked Affixes: We have added tons of new affixes and reworked some existing ones. This includes adding more Energy-related affixes. Staves Rework: We have reworked Staves, especially their implicit bonuses, to make them more useful for casters. Added Affix Tiers to all affixes: We have started this process in the past and now all affixes should use the correct Affix-Tiers. Due to all of these changes, some items will be partially re-rolled to their new versions. We believe this is the best approach here. Anything we reroll usually is a buff and we don't want you to have to "find it again". We did the following re-rolls: All Epic items were re-rolled, as we have completely overhauled and buffed all of them. All item Implicits were re-rolled, as we improved many of them (see the staves example above) Some very specific Affixes that we moved/removed were rerolled. These are very few. We have included an extra section at the end of this changelog that will deep-dive into the individual changes to items and also offer an overview of our goals with these changes in more detail. New Features Sustained Skill Rework We have reworked how sustained skills are equipped and maintained in the game. They now live in a new window accessible via the Mastery Screen and aren't in your normal skill bar (unless they have an active component, like many Summons). In this new window you can turn them on and off and also have a preview of how this will impact your Energy and Health. We have also added a lot of quality of life features. For example Sustained Skills don't need to be reactivated after death or when restarting the game anymore, making it a lot less annoying to play with them. As a part of this we have removed 2 Skill-Slots from the UI to maintain our currently intended balance and access to abilities. Death Echoes We have added "Death Echoes". They allow you to recover lost experience after death. To do so you need to defeat all enemies in the area. Should you die again, the experience stored in the previous Death Echo will be lost. Map Markers and Pings We have added the ability to add Markers on the Map and make a temporary ping on the Minimap. This should help coordinating your party in multiplayer. 0.5.0-public.125062+win.2530 - Changes to Gameplay and Balance Masteries Highlevel Balance Adjustments With this update we plan to increase the viability of some abilities and mechanics, while also taking a look at some that over-performed to a degree we found to be problematic for the game. This is not meant to be a major balance overhaul, but some targeted changes to improve the experience. We also made some adjustment to unify player and summon scaling more. The larger ideas here are: Elemental Infusion: We felt that making good use of this mechanic could be a little tedious and require a lot of input from players. You can now have up to 3 stacks of the same infusion. Using an Infusion Skill will still only use one stack. Exhaust and Energy: We want to test an adjustment to how abilities that cost more Energy and use Exhaust as a default work. We are testing this specifically on Call Lightning. The idea is to make the base ability easier to use by reducing its cost and removing Exhaust. Players can opt to adjust the ability via modifiers. For example they can choose to ADD exhaust in combination with more damage. Or turn the ability into a cooldown skill but again have more damage. Critical Strikes: We rebalanced Crit Chances to achieve the following goals: Bonuses are easier to understand Less multiplicative makes it harder to reach very high chances Less multiplicative means we can give stronger flat chances which means investing into Crit is more useful even without maximizing it Attacks and Spells will be more equal now because previously only Attacks had access to flat Weapon Crit Chance bonuses Doom: We felt it was hard to consistently utilize Doom in builds, so we wanted to improve access to it. Trick Shot, Bladespin and Scattershot now each have three modifiers revolving around Doom including one to apply Doom. Previously there were only few ways to consistently apply Doom and this change is to make building around this mechanic more viable. Rage and Lightning Strikes: We rebalanced Rage and Lightning Strike passives. We want the mechanics to be strong but only with appropriate investment. It should be an active choice to go for either of these mechanics and players should then be rewarded for that choice! Summon Scaling: We have adjusted Summon-related bonuses from Passives and Affixes to be in line with bonuses awarded to players. This should make things more intuitive. Summon Passives: Now that Summons are a greater part of the game we have added additional Summon scaling to existing passives to make them more useful for Summoners and create more choices. Affecting All Masteries Elemental Infusions: You can now stack up to 3 stacks of the same Elemental Infusion Elemental Infusions: Infused Skills and Summons now have 5/30% of their damage converted to the consumed type Changed "Increased Critical hit chance" to "+ x% Critical hit chance" (going from percentage to flat increases), adjusted the numbers wherever % increases stayed. Warfare: Proficiency - Critical Hit Chance feat, Invoker of War - Spell Critical Hit Chance feat Storm: Raging mind - Critical Hit Chance feat Rogue: Surgical Precision and all 3 feats adjusted, Sleight of Hand: Weapon Critical Hit Chance feat, Shadow Arts: Spell Critical Hit Chance feat, Accuracy and its Critical Chance and High Critical Hit Chance feats Rage: Increased decay rate per Stack 20% -> 30% Rage: Base Stack Duration 3s -> 2s Earth Added new Passive: Igneous Power Added new Active: Core Dweller Fissure: New Modifier: Core Dweller Command Earth Enchantment: Reduced percentile damage increase +30% -> +20% Earth Enchantment: Reduced Energy Reservation 60 -> 40 Earth Enchantment - Earth Enhancement: Reduced Energy Reservation +15/30/45/60/75 -> +10/20/30/40/50 Earth - Earth Enchantment: Now has new tags Aura, Buff Earth Attunement: Added 3% Summon Damage per level Earth crit feats changed to flat +3% crit Earth Invoker - Feat Summon Damage: Summon Damage 35% -> 30% Roiling Magma: Removed Exhaust; Energy Cost 80 -> 100. Exhaust worked too much against the intended push and pull between Cost and Damage in this skill; with this change, it will be more useful to invest into Energy Regeneration to overcome higher Costs for higher Damage Forge Added new Active: Automaton Magma Shell: Retaliation amount now properly scales with level Blade Trap: Increased placement range 6m -> 30m Metal Welding: We wanted to buff this ability and make some adjustments to make it more fun to use. We also added some new functionality. Charge Time per Stage: 1 -> 0.7 Base Duration: 3 -> 5s Changed Increased base Damage per stage: 35% -> 25% New: The first Attack after your Channel ends deals 30% more Damage per Stage reached Enhanced Welding - Increased Damage modifier: 10/20/30 -> 15/25/35 New Modifier: New First Strike Modifier to go in the first attack direction Blade Trap/Sentry - Masterwork: More Damage per Divine Core spent 6/8% -> 3/4% Forged Legion- Increased Damage per Level 8% -> 4%, added 1% increased all speed per level. Forged Legion: Feat Summon Damage: 35% -> 30% Reinforced Weaponry - Added 3% summon damage per level Expert Blueprints: Now gives devices all speed instead of activation speed and cast speed. (2% per level) Tempered Arsenal: Now has new tags Aura, Buff Fortified Construction - Feat Summon Regeneration: 2% -> 0.5% Forge Call - Enhancing Orbs: Reduced total damage increased per Orb 6/9/12% -> 3/5/7% Rogue Added new Active: Shadow Clone Added new Modifiers to Bladespin, Scattershot, and Trick Shot to allow synergizing with Shadow Clone Sleight of Hand: Added 2% Summon Damage per level Shadow Arts: Added 2% Summon Damage per level Trick Shot, Bladespin, and Scattershot now each have three modifiers revolving around Doom, including one to apply Doom. Preparation: Now has new tags Aura, Buff Mark for Death: Extra Damage 10% -> 15% but Mark for Death now deals unscaled Damage to prevent double dipping on Damage bonuses Remote Tactics: Summon Damage per point 6% -> 4% Remote Tactics - Feat Summon Damage: Summon Damage 35% -> 30% Storm Added new Active: Wisps Added new Passive: Tempest Essence Ice Nova: New Modifier: Wisp Nova Raging Storm: Maximum Level 8 -> 16 Raging Storm: Increased Rage Effect 10% -> 5% per Level Raging Storm - Duration Feat: Increased duration bonus 20% ->30% Lightning Evoker: Increased Maximum Level 8->16 Lightning Evoker: Reduced Lightning Strike Chance 5% (Max 45%) -> 4% (Max 64%) per Level Lightning Evoker: Now grants +0.2 (Unscaled value) Lightning Strike Damage per level Lightning Evoker - Feat Damage: Now grants +3 (Unscaled value) Lightning Strike Damage Lightning Bringer: Increased Maximum Level 12 -> 16 Lightning Bringer: No longer grants increased Chance to cause Lightning Strikes and increased Damage Lightning Bringer: Now grants +0.4 (Unscaled value) Lightning Strike Damage per level Call Lightning Changes to base skill: No Exhaust, Energy Cost 80 -> 50, Damage 17 -> 12, slower Damage scaling Call Lightning: New Modifiers: Exhaust, Cooldown, Cooldown Charge, Cooldown Refresh - Combo, Cooldown Refresh - Energy Storm Attunement: Added 2% Summon Damage per level Storm Nimbus: Now has new tags Aura, Buff Storm Invoker: Summon Damage per point 5% -> 3% Storm Invoker - Feat Summon Damage: Summon Damage 35% -> 30% Warfare Added New Passive: Strategos Battle Rage: Maximum level 8 -> 12 Battle Rage: No longer grants increased Damage Battle Rage: Increased Rage Effect 10% -> 8% per Level Frenzied Rage: Maximum level 8->16 Frenzied Rage: Increased Rage Effect 10% -> 5% per Level Frenzied Rage - Duration Feat: Reduced duration bonus 40%->30% Martial Expert Added 3% Summon Damage per level Battlefield Awareness: Now has new tags Aura, Buff Items As mentioned previously, we have an exhaustive list of changes and design thoughts on the item portion of this update below. Creatures and Bosses Increased Creature Health: We realized that our creatures' stats didn't perfectly match the player's current power progression. For this reason, we increased creature HP, especially in the higher levels. Giant Eagle: Increased frequency of swooping down ability Giant Eagle: Increased health and damage Eagle: Increased frequency of Gust ability Scorpion Mother: Increased health and damage Scorpion Mother: After summoning Scorpionlings, the Scorpion Mother will move through the ground behind the player Feral Hippokampos: Slightly increased damage of some abilities Skylla's Maws: Increased damage UI and Other Leveling up now restores player mana Dialogues are now location-based, so you will no longer see/hear other players' dialogues from the other end of the map Item Tooltips: Removed + and - from "increased" and "reduced" stats in item tooltips Item Tooltips: Added + to added values and - to subtracted values in item tooltips Item Tooltips: Added "Base" Keyword to affixes affecting base stats of items Ability Tooltips: Updated Modifier tooltips to automated display of Modifier requirements and incompatibilities Ability Tooltips: Removed capacity and reduced the size of modifiers and feats when hovering an active or passive in the mastery screen Health Potion: Base HP Recovery changed from 90% of Maximum Health over 3 seconds to 60% of Expected Health over 3 seconds (This prevents characters that invest heavily into health to have their Health Potion getting exponentially strong. values are overall higher or equivalent for characters that don't invest into defense) Chest Traps: Increased explosion telegraph and delay to 1s Disabled damage, heal, and Exp text display by default for greater immersion, they can still be enabled via the settings Added player custom marker and ping Bugfixes Masteries Fixed that the following Modifiers didn't work as an aura: Barrier Preservation, Enhanced Glancing Hits, Enhanced Regeneration, Enhanced Resistances, Inspiration, Pierce Retaliation, Vitality Drain Ailments: Fixed on Application effects sometimes being applied by every damage tick instead of application only Ailments: Fixed Shocked Ailment being reduced by Bleed Resistance Ailments: Fixed Shocked and Chilled not dealing damage anymore if you permanently reapply stacks on the target Descriptions: Changed multiple occurrences of "Cooldown Speed" being mentioned to "Cooldown Rate". Fixed whirlwind and some other abilities having an unexpected movement direction when cursor aiming outside of the playable area (e.g., when standing on narrow bridges). The movement aiming for these abilities now behaves exactly the same as normal player movement Earth Earth Enchantment - Earth Enhancement: Fixed modification of percentile damage bonus not affecting base ability tooltip Cremation: Fixed Ignite on Burning targets feat not working Earthquake: Additional per second Energy Costs from modifiers are now correctly displayed and calculated Earthquake - Aftershock: Slotting in the modifier doesn't increase the Ailment Chance value of the main ability in the UI anymore Earth - Ring of Flame: Fixed Cooldown not being affected by increases to Cooldown Rate Forge Heat Of The Forge: Fixed Retaliation feat giving unintended amounts of Retaliation Heat of the Forge: Fixed passive only showing values up to level 10 Blade Trap - Frail: Fixed Sentry also applying Frail on hit with the modifier slotted on Bladetrap Blade Trap: Fixed area modifier not changing the Blade Trap visually anymore Sentry - Frail: Fixed Blade Trap also applying Frail on hit with the modifier slotted on Sentry Armor Spikes: Fixed passive only showing values up to level 10 Rogue Preparation - Trail Blazer: Fixed modifier not adding to Impairment Resistance Preparation - Trail Blazer: Fixed tooltip saying Restraint instead of Impairment Grenade: Now has its type tags (Fire base, poison when converted) Art of Death: Maximum Doom feats now correctly increases the maximum doom possible on enemies Trick Shot: Fixed ability not working with staves Grenade - Fragmentation: Fixed displayed Ailment Chance and actual Ailment Chance not matching Mark for Death - Shadow Dagger: Fixed damage not scaling properly with player level Storm Storm Protection: Glancing Projectile Chance bonus is now properly applied Overcharge: Overload duration is now correctly increased Tempest: Now has the Lightning tag Arcane Shield - Reservation: Fixed percentage of Reserved Energy not scaling with player level properly Tempest: Fixed ability not damaging enemies when at exactly 30 Amplify Lightning Bolt: Fixed base Critical Hit Chance not being taken into account Warfare Barrage - Ramp Up: Fixed Ailment Chance not increasing properly with each hit Items Staff: Ichthian and Infrequent staves now properly drop their implicit bonuses Raging Bull: Fixed tooltip mentioning "increased Weapon Damage" instead of "increased Weapon Attack Damage" Implicits: Fixed x% increased Attack, Cast, and Cooldown Speed dagger implicit now working as expected Implicits: Fixed incoherence between Dodge Recovery Rate and Dodge Cooldown Rate for armor implicits. Both now use Dodge Cooldown Rate. Fixed multiple inconsistent affix effects descriptions Epics: Fixed Barrage and Megalos not dropping from gambling and random drops Creatures and Bosses Fixed enemies not reacting to sentries. They now start attacking the player when attacked by sentries. Ghost Spartan Captain - Aspimachos: Fixed Shield Combo ability cancelling itself Fixed passive Gryphon fight in the Northern Beaches Giant Eagle: Fixed targetting and collider during Swooping down ability Fixed boar colliders bumping other characters around Fixed gold sometimes not dropping from enemy creatures Quests and Content Fixed Philon reappearing in Pan's arena Fixed Glaukos disappearing in unexpected ways Fixed Teleporters in Ichthian Fortress being unlocked at inappropriate times, sometimes causing confusing states and requiring odd backtracking. Multiplayer Fixed floating widgets wiggling around on clients Fixed connection issues in multiplayer Fixed an issue that could cause characters to be shown in the wrong location for clients in multiplayer Fixed an issue where trying to teleport directly to another player could cause clients to teleport below the floor under some circumstances Fixed an issue where characters created while joining a multiplayer session could become level 0 if the player exits the session immediately after joining Fixed Titan Ichor VFX and animation not being played for the correct player character in multiplayer Other Added display for "Activations" over activation based devices (Blade Trap, Sentry) Fixed fog of war being offset in the big map for screens that exceed our maximum 21:9 aspect ratio Fixed possible crash on startup when FSR Frame Generation is enabled Fixed an issue that could cause frame timing issues when FSR Frame Generation and/or AMD Anti-Lag 2 is enabled. You will need to launch, quit, and restart the game once in order for this fix to take effect. Fixed an issue that prevented FSR frame gen from taking effect in the shipping build Fixed damage numbers appearing offset on screens with very tall or very wide aspect ratios Fixed floating combat text for healing showing as experience instead Fixed a potential deadlock which could cause the game to get stuck permanently in a black screen during startup Fixed an issue where sound would sometimes be muted until the window lost and re-gained focus if "Background Audio" was turned off Fixed an issue that could cause player characters to become stuck in some locations Personal portal now always spawns in the direction the player is heading instead of behind them for a better looking portal effect Teleporting directly from the map UI now properly checks for in combat state, matching the behavior of the personal portal Fixed issues that could cause video playback to become extremely choppy or even freeze completely at low framerates Detailed Item Changes As promised above, we wanted to add a section where we go into more detail regarding the item changes we made. This includes a full list of changes to individual epics, what we changed about affixes, and also explains our goals and philosophy behind those changes. General System Changes - Design Reasoning To improve progression and make especially Magic items a more attractive upgrade option while playing through the story, we made the following changes to affix tier drops: All Affixes and implicit item properties are upgraded to a new tier system, featuring more tiers and thus chances to find upgrades, and later on, better interactions with crafting. The Tier Names of many affixes have also been updated. Magic items now have access to higher affix tiers even earlier than before. This should improve their usefulness during the story as they can be "ahead of the curve" in affix power compared to rares. Weapon affixes, weights, and distribution are revised to have a clearer distinction between normal, attack-supporting weapons and caster weapons. This should help find upgrades for both categories. (It is still possible to find “Hybrids”, but at a much lower rate than before) New Item Type - Talismans: Talismans are now available! They are utility off-hand items providing you with Energy and buffs A range of new Epic Talismans is also available Epic Items - Design Reasoning Epic Items were having some trouble keeping up with other types, especially since the addition of Relics, so we’re giving them a deserved overhaul. We will keep our eyes on Epics and with new features entering the game might make other overhauls even to existing ones. So even more changes can happen in the future. Epic Armors are of course also planned to join the roster in the future! Important: Because those changes represent, on average, a significant increase in power for all Epic Items, we decided to apply them retroactively, which will mean items on your characters will have these buffs present and you do not have to find them again. Power Level is adjusted to match Rares and Monster Infrequents, taking Charms and Relics into account, which results in a significant buff Many affixes have been adjusted or completely changed on most Items to make them more usable or strengthen their core ideas, including unique effects New affix tiers and balance changes are also effective for Epic Items. Some effects are now marked as “Unique Effect”, meaning they do not stack multiple times, even if you find them on different or twice the same Item. Item Stats Changes New Skill-enhancing affixes: Affixes that grant extra capacity points for actives or levels for passives can now drop on items Certain normal Items have a chance to drop a mastery-based version that enhances all skills of a mastery Uniques, Relics, or Charms can have a more specific version, targeting precise skills or skill categories New Potion Affixes: Health and Energy Potions have new affixes affecting their Charges, Duration, Effectiveness, Recharge, and more. Those are the new, currently available affixes: +x Maximum Charges x% increased Duration x% increased Recharge Rate x% increased Effect Amount -x Charges Consumed +x Maximum Charges, x% less Recharge Rate x% of Healing is Instant x% of Healing is Instant, x% reduced Healing Amount Energy Affixes: Having the option to invest in Energy is an important part of most builds. You now have more options to build energy-related stats. +x Energy: Added more tiers, increased values, increased the amount of compatible items, and increased the drop chance. +x Energy Regeneration: Added more tiers, increased values, the amount of compatible items, and the drop chance. -x Energy Reserved: Changed naming to “+x Free Energy Reservation” (functionality remains unchanged), added more tiers, increased values, increased the amount of compatible items, and the drop chance. New: “+x Energy, +x Energy Regeneration” Suffix for Staves to free up affix space and give Caster characters more options. Critical Hit Affixes: As mentioned above, we have made adjustments to crits in masteries that of course also need to be represented in item affixes. x% increased Critical Hit Chance: No longer exists New: “+x% Critical Hit Chance” for Weapons, Talismans, Rings, and Shoulders. Effect grants flat Global Critical Hit Chance (Works on both Spells and Weapon Attacks) x% increased Critical Hit Damage: Now has more tiers Damage Affixes: x% increased \[type] Damage: Now has more tiers and adjusted values. x% increased \[category] Damage: Now has more tiers and adjusted values, can’t drop on Weapons anymore X% increased Area Damage: Now has more tiers. Can drop on more item types (Head, Talisman, Staves,2H Club, 2H Axe) x% increased Projectile Damage: Now has more tiers. Can drop on more item types (Bow, Staves, Arm, Shoulder) New: “+x \[Type] Retaliation Damage” available on Torsos, Shoulders, and Shields. Summon Affixes: We have adjusted the values of summon affixes to be more in line with the rest of the balancing that happened for the inclusion of more Summons into the game. Armor Affixes: We want to free up affix space on armor pieces while giving more options to specialize in different types of defenses: New: “+x Armor” affix that gives the combined amount of Pierce and Strike Armor. This is now the most common affix for armor pieces. New: “+x Armor, x% increased Armor” for Torso and Shields. +x Pierce/Strike Armor now has increased values and a lower drop chance. Armor Affixes are now grouped, and you can’t naturally drop multiple of them at once on a single Item. Resistance Affixes: x% \[Type] Resistance and x% \[Category] Resistance have more tiers and overall lower value. Amulets can now get the x% Category res suffix x% Impairment Resistance can now be found on Legs, Shoulders, and Talismans x% Stun Resistance can now be found on Shields and Heads Ailment Affixes: x% increased Ailment Chance: Now has more tiers x% increased Ailment Power: Now has more tiers x% increased Ailment Duration: Now has more tiers Implicits: All Implicits have more tiers and adjusted values. Implicits on older Items will re-roll to the value they are supposed to have with the updated tiers. Implicit scaling is now more granular and coherent across armor and weapons. All Implicits now have a higher chance to drop at the highest available tier. This is not the case for normal affixes. Implicit “+x% Base Weapon Ailment Chance”: Values are significantly lower and streamlined across weapons Implicit “+x% Base Weapon Critical Hit Chance”: Values are overall higher to match Critical Chance affix changes and streamlined across weapons Implicit “+x \[Type] Weapon Damage”: Now has 6 Tiers instead of scaling with the Weapon Level Ichthian Shield retaliation implicit has been replaced with Poison Resistance We will evaluate the impact of these changes, and you can expect more iterations on Implicits in the future. Staves: Stave Implicits have been completely revised to benefit caster characters more: Tripod Staff Implicit: x% Weapon Penetration → +x Energy Round Staff Implicit: x% increased Attack, Cast, and Cooldown Speed → x% Cast Speed Helix Staff Implicit: x% increased Area Damage → x% Increased Spell Damage Ichthian Infrequent Staff: +x% Base Weapon Ailment Chance → x% Increased Ailment Chance Other notable Affix Changes: Affix “x% Glancing Hits Chance”: Now has more tiers and overall higher values Affix “x% increased Cooldown Rate”: Now has more tiers, overall higher values, and is present on more items Affix x% increased Movement Speed: Now has more tiers and overall higher values Affix x% increased Attributes: No longer drops on Neck as a flat attribute affix is now present on all items Bearded Axe Implicit affix now gives Base Weapon Damage instead of All Damage Attribute affix values are now slightly lower but present on more items Charms and Relics Effects have been revised to match the new power level of normal affixes Charms now have improved stats combinations to ensure no damage type has an inherent disadvantage While the new stats are more streamlined than before, we still plan to cover a larger array of stats with future charms Possible slots for Charms are adjusted according to their stats Relics should feel unique as before, but we removed some anti-synergies and undesirable stat combinations Relics also have their effects adjusted to match the new power level of normal affixes Charms and Relics now have an additional very small chance to drop from chests and crates. Charm distribution on creatures is partly revised for better coherence and to include new charms Some charms that were present only on one creature type are now present on more (name and theme have been updated accordingly) Relics are now assigned to a Chapter in which they first appear and have a higher drop chance. You can still find Relics from earlier chapters in the next ones, but at a lower rate. List of Charm, Relic, and Epic Changes Finally, we want to list all of the changes (or just display the updated versions) to Charms, Relics, and Epics. Charm Details Lupine Claw: 15/30/45% increased Pierce Damage → 10/20/30% increased Strike Damage Completion: 10% Increased Cooldown Rate → +20 Fitness Slots: Weapons, Talisman Venom Sac: 15/30/45% increased Poison Damage → 10/20/30% increased Poison Damage Completion: 15% Increased Damage over Time → +20 Cunning Slots: Weapons, Talisman Hollow Fang: 15/30/45% increased Vitality Damage → 10/20/30% increased Vitality Damage Completion: 8% Increased Base Weapon Damage → +15 Vigor Slots: Weapons, Talisman Feline Claw: 15/30/45% increased Strike Damage → 8/16/24% increased Pierce Damage Added: 10/20/30% increased Bleed Chance Completion: 8% Increased Attack Speed → 5% increased Pierce Penetration Slots: Weapons, Arms Ichthian Fin: 10/20/30% increased Cold Damage (Unchanged) Completion: 15% Increased Ailment Duration → +20 Resolve Slots: Weapons, Talisman Pristine Plumage: 5/10/15 Agility → 8/16/24 Agility 3/6/9% Poison Resistance → 5/10/15% increased Movement Ability Cooldown Rate Completion: 8% increased Strike Armor → +5 Armor per Level Slots: Jewelry Boar Hide: 5/10/15 Might → 8/16/24 Might 20/40/60 Armor → 5/10/15% Glancing Hits Chance Completion: 20% Bleeding Resistance → +5 Armor per Level Slots: Jewelry Necrotic Bones: 5/10/15% Cold Resistance → +12/24/36 Energy Completion: 30 Energy → +4 Energy Regeneration per second Slots: Jewelry, Talisman Turtle Shell: 40/80/120 Armor → +2/4/6 Health per Level Completion: 8% increased Health → 4% Magical Resistances Slots: Torso, Shield Rigid Carapace: 20/40/60 Armor → 4/8/12 Armor per Level 20/40/60 Health → Removed Completion: 15% increased Health Regeneration → 10% increased Health Regeneration Slots: Armor, Shield Spectral Matter: 5/10/15 Knowledge → 8/16/24 Knowledge 20/40/60 Energy Barrier → 5/10/15% increased Energy Barrier Completion: 10% increased Energy Regeneration → +5 Armor per Level Slots: Jewelry Tortured Soul: 3/6/9% Vitality Resistance → 10/20/30% increased Summon Damage 3/6/9% Spirit Resistance → Removed Completion: 10% increased Energy Barrier → 8% increased Summon Speed Slots: Weapons, Arms, Talisman Vile Ichor: 5/10/15% Increased Damage over Time → 3/6/9% increased Cast Speed 5/10/15% increased Spell Damage → Removed Completion: 20% Plagued Resistance → 20% increased Spell Damage Slots: Arms, Neck Primal Magma: 3/6/9% Fire Resistance → Removed 5% increased Fire Damage → 10% increased Fire Damage Completion: Summons have 30% increased Damage → +40 Resolve Slots: Weapons, Talisman Glacial Shard: 3/6/9% Cold Resistance → 3/6/9% Thermic Resistance 5/10/15% increased Cold Damage → Removed Completion: Summons have 30% increased Damage → +3 Health per Level Slots: Armor, Shield Raging Tempest: 3/6/9% Lightning Resistance → Removed 5/10/15% increased Lightning Damage → 10/20/30% increased Lightning Damage Completion: 20% Shocked Resistance → +20 Cunning Slots: Weapons, Talisman Mechanical Parts: 3/6/9% increased Movement Speed → 10/20/30% increased Device Damage Completion: 10% Poison Resistance → +1 Capacity to Device Skills Slots: Neck, Head Hollow Essence: 10/20/30 Energy → 4/8/12 Energy Barrier per Level Completion: 10% Glancing Hits Chance → 4% Magical Resistances Slots: Armor, Talisman Cyclops Eye: 4/8/12 Health per Second → 3/6/9% Natural Resistances 3/6/9% Lightning Resistance → Removed Completion: 4% increased Vigor → +3 Health per Level Slots: Armor, Shield Relic Details CHAPTER 1: Bow of Apollo 10/20/30% Increased Ranged Attack Damage → 15/30/45% Increased Attack Damage 10/20/30 % increased Projectile Damage → 15/30/45% increased Projectile Damage Completion: Each enemy killed with a Bow heals you for 5% of your maximum Health → 20% increased Projectile Penetration, +8% Projectile Critical Hit Chance Aegis of Athena 5 / 10 / 15% increased Armor Value → 4 / 8 / 12 Armor per Level New → 5 / 10 / 15% increased Free Barrier Completion: 30% increased Free Barrier → 10% Glancing Hits Damage Reduction Charon’s Obol New Relic Hermes' Sandal 6/8/10% increased Movement Speed → 3 / 6 / 9% increased Movement Speed +8 / 16 / 24 Agility → +8 / 16 / 24 Agility Completion: +1 Dodge Cooldown Charge (Unchanged) Completion: 10% increased Movement Speed → 10% increased Movement Skill Cooldown Speed Zeus' Thunderbolt 4 / 5 / 6% increased Attack and Cast Speed → 3 / 6 / 9% Increased Attack and Cast Speed 10 / 20 / 30% increased Lightning Damage → 15 / 30 / 45% Increased Lightning Damage Completion: On first hit on a non-boss enemy, you have 10% chance to instantly kill it. (Unchanged) New: +35% of Base Weapon Damage converted to Lightning Typhon’s Serpentine Fang 50/60/75% increased Fire Damage → 20/40/60% increased Fire Damage +10/12/15% Lightning Resistance → 8/16/24% Lightning Resistance -20% Fire Resistance (Unchanged) Completion: (Bugged) → Unlock Burn - Rupture (Chance to rupture when you apply burn) 20% increased Burn Chance Hera’s Scepter 3/6/9% increased Spell Damage → Removed 5/10/15% increased Poison Damage → 15/30/45% increased Poison Damage 3/6/9% increased Ailment Power → 20/40/60% increased Plagued Chance 10/12/14% increased Plagued Ailment Duration → 4/8/12% increased Plagued Duration Completion:Your next hit against an enemy has an additional 100% Plagued chance. Not more than once every 3s per target → Removed You take 10% less Damage from Plagued enemies → Removed +1 Maximum Plagued Stacks → +2 Maximum Plagued Stacks Courage of Theseus 2/4/6% increased Damage → Removed 4/5/6% increased Attack and Cast Speed → 8/16/24% increased Summon Health 10/20/30% increased Summon Damage → 15/30/45% increased Summon Damage Completion: When an enemy dies, you and your Summons gain 3% increased Total Damage for 5s, stacking up to 5 times. (Unchanged) Hypnos' Calm 6/12/18% increased Energy Regeneration → +4/8/12 Energy Regeneration per second +30 Energy Reserved (Unchanged) Completion: While below 50% energy, gain 20% increased Energy Regeneration (Unchanged) Iron Will of Ajax 5/7/9% Armor Value → 3/6/9% increased Armor 6/12/18% Spirit Resistance → 10/20/30% Stun Resistance Completion: When you get hit by Hard Crowd Control, you have 30% chance to cleanse it and become Immune to Crowd Control for 8s. (30s Cooldown) (Unchanged) CHAPTER 2: Archimedes Mirror +3/6/9% Glancing Hits Chance → 4/8/12% Glancing Hits Chance +6/12/18% Glancing Hits Damage Reduction → 2/4/6% Glancing Hits Damage Reduction 7/14/21% increased Retaliation Damage → 15/30/45% increased Retaliation Damage Completion: Whenever you get hit, you have a 15% chance to deal 100% Retaliation Damage +100% of the Damage Taken to the attacker → Whenever you get hit, you have a 15% chance to deal 100% Retaliation Damage to the attacker Persephone's Tears +15/30/45 Energy → 12/24/36 Energy 6/12/18% Cold Resistance (Unchanged) Completion: 5% increased Energy → 8% increased Energy +2% Max Cold Resistance → +4% Max Cold Resistance Demeter’s Duality 3/4/5% increased Health → 3/6/9% increased Health 5/10/15% increased Health Regeneration → 4/8/12% increased Health Regeneration -10% Cold Resistance → -20% Cold Resistance 5% Energy Reserved → 30 Energy Reserved Completion: While below 50% Health, gain 10% increased Total Damage → While above 50% Health, gain 10% increased Total Damage Completion: While below 50% Health, regenerate 1% of your Maximum Health every second → While below 50% Health, regenerate 1% Health per second Anvil of Hephaistos 3/6/12% increased Area Damage → 15/30/45% increased Area Damage 4/8/12% increased Base Weapon Damage (Unchanged) 10% Reduced Combat Movement Speed (Unchanged) Completion: 10% Weapon Penetration (Unchanged) Legacy of Perseus 5/10/15% increased Poison Damage → 15/30/45% increased Poison Damage 5/10/15% increased Base Weapon Poison Damage → 3/6/9% increased Base Weapon Poison Damage -15% Poison Resistance → -20% Poison Resistance Completion: +0.6 Weapon Poison Damage per Level (Unchanged) Convert 35% of your Weapon’s damage to Poison Damage (Unchanged) Chill of Tartaros 5/10/15% increased Cold Damage → 15/30/45% increased Cold Damage 5/10/15% increased Base Weapon Cold Damage → 3/6/9% increased Base Weapon Cold Damage Completion: +0.6 Cold Weapon Damage per Level (Unchanged) Convert 35% of your Weapon’s damage to Cold Damage (Unchanged) Blade of Thanatos 6/7/8% increased Attack Speed → 3/6/9% increased Attack Speed 15/30/45% more Damage to Elite Creatures → 4/8/12% more Damage against non-elite creatures 5% Health Reserved → 10% Health Reserved Completion: Every third Primary Attack against a non-boss enemy deals unscaled Spirit Damage equal to 10% of its missing Health → Every third Primary Attack against a non-elite enemy deals unscaled Spirit Damage equal to 20% of their missing Health Poseidon's Trident New Relic Pandora’s Box New Relic Theia's Brilliance New Relic CHAPTER 3: Dionysos' Wineskin New Relic Rage of Ares 20/40/60% increased Strike Damage →20/40/60% increased Physical Damage 20/40/60% increased Pierce Damage → +2/4/6% Critical Hit Chance 10% Reduced Strike Armor → 15% less Armor 10% Reduced Pierce Armor → Removed (Included in Armor) Completion: When an enemy dies, you and your Summons gain 3% increased Speed for 10s, stacking up to 5 times (Unchanged) Eris' Strife New Relic Artemis' Bowstring New Relic Hades' Helm of Darkness New Relic Eternal Rose of Aphrodite New Relic Hestia's Cinders 3/6/9% increased Damage over Time 5/10/15% increased Fire Damage 3/6/9% increased Burning Ailment Power 10/20/30% increased Burning Ailment Duration Completion: Your next hit against an enemy has an additional 100% Burning chance. Not more than once every 4s per target → 10% increased Total Fire Damage against Burning enemies Burning enemies around you are slowed by 15% → Removed +1 Maximum Burning Stacks → +2 Maximum Burn Stacks Hubris of Bellerophon New Relic Atalanta's Beauty New Relic Selene's Moonlight New Relic Helios' Sun Crown New Relic Valor of Achilles 5/10/15% increased Lightning Damage → 15/30/45% increased Lightning Damage 5/10/15% increased Base Weapon Lightning Damage → 3/6/9% increased Base Weapon Lightning Damage -15% Lightning Resistance → -20% Lightning Resistance Completion: +0.6 Lightning Weapon Damage per Level (Unchanged) Convert 35% of your Weapon’s damage to Lightning Damage (Unchanged) Prometheus' Flame 5/10/15% increased Fire Damage → 15/30/45% increased Fire Damage Completion: +0.6 / 0.8 / 1.3 Weapon Fire Damage per Level (Unchanged) Convert 35% of your Weapon’s damage to Fire Damage (Unchanged) Epic Changes This list contains the new stats for all Epics we changed in the game. Note that even if the stats for an epic are similar to before, it most likely got noticeable buffs as the amount of those stats was increased. Daggers: Fell Blade: +x Weapon Fire Damage +x Weapon Pierce Damage x% increased Ailment Chance x% increased Attack Speed x% increased Rupture Damage Unlock Burn - Rupture (Chance to trigger a Rupture when you apply Burn) Katharsis: +x Weapon Lightning Damage x% increased Lightning Damage x% increased Attack and Cast Speed +x Agility x% increased Lightning Strike Damage 20% Chance to hit a random enemy with a Lightning Strike when cleansing Overload. (Scales with Lightning Strike Chance) Trygon’s Tail: +x Weapon Poison Damage x% increased Cold Damage x% increased Poison Damage +1 Capacity to Cold Skills +1 Capacity to Primary Attack Attacks have an Additional 100% Plagued Chance against Frozen Enemies x% increased Damage against Incapacitated Enemies Oath Breaker: +x Weapon Strike Damage x% increased Physical Damage x% increased Attack Speed x% increased Cooldown Rate +x% Base Weapon Critical Hit Chance 20% Chance to trigger a Rupture on Hit against Channeling or Incapacitated enemies. Chance is doubled on Critical Strikes. Not more than once per second. (Unique Effect) Mamertine Sap (New): x% increased Physical Damage +x Might +1 Capacity to Disruption Skills 10% increased combat Gold gained x% increased Stun Duration x% increased Damage against incapacitated enemies After using a Disruption Skill, gain 10% increased Movement Speed and 3 Weapon Strike Damage per Level for 4 seconds. (Unique Effect) One-handed Swords: Soul Carver: +x Weapon Spirit Damage x% increased Spirit Damage x% increased Attack and Cast Speed x% increased Cooldown Rate x% increased Lifesteal +4% Added base Lifesteal to Spirit Damage Atlantean Sabre: x% increased Ailment Chance x% increased Ailment Power x% increased Attributes +1 Maximum Ailment Stacks +x% Base Weapon Ailment Chance 4% more Damage per different Ailment on your target (Unique Effect) Bonesaw: +x Weapon Pierce Damage x% increased Physical Damage +x Might +x% Critical Hit Chance x% increased Ailment Power x% increased Attack Speed +1 Maximum Bleeding Stacks +x% Base Weapon Ailment Chance Silence: +x Weapon Lightning Damage x% increased Lightning Damage x% increased Attack and Cast Speed +x Energy, +x Energy Regeneration per second +x Energy recovered on Kill When you Silence an Enemy, generate an Explosion in a 3meter radius area, dealing Spirit Damage and leaving all enemies hit Vulnerable for 5 seconds. (Unique Effect) Unlock Weakened - Silence (Change to Silence enemies when applying Weakened) Kaenas' Sword: +x Weapon Strike Damage x% increased Attack Damage x% increased Physical Damage +x% Cold Resistance +x% Poison Resistance x% increased Attack Speed +2 Capacity to Primary Attack Nessus’ Rage (New): +x Weapon Strike Damage x% increased Attack Damage +x Might +1 Capacity to Weapon Attacks +2 Level to Warfare Rage Passives Edge Of Darkness (New): +x Weapon Vitality Damage x% increased Cold Damage x% increased Vitality Damage +x Energy +x Cold Retaliation x% increased Lifesteal Blademagos Sword (New): x% increased Spell Damage x% increased Attack Damage x% increased Cast Speed +x Energy Barrier +x Energy recovered on Kill x% increased Attack Speed x% increased Total Spell Damage against close enemies (4 meters) One-handed Axes: Brigand’s Axe: +x Weapon Poison Damage x% increased Poison Damage x% increased Attack Damage +x% Poison Resistance +x% Glancing Hits Chance x% increased Attack Speed Hitting an enemy with your Primary Attack reduces Dodge Cooldown by 30% of its remaining duration (Unique Effect) Sagaris Karkinos: +x Weapon Pierce Damage x% increased Physical Damage +x Pierce Armor +x Health recovered on Kill x Pierce Retaliation +1 Maximum Bleeding Stacks +x% Base Weapon Ailment Chance Onager: +x Weapon Strike Damage x% increased Physical Damage +x% Vitality Resistance +x Energy Regeneration per second +x Health 65% less Health Potion Effect Amount (Unique Recovery) 30% increased Total Health Regeneration Regenerate 2% Health per Second Frostbite: +x Weapon Cold Damage x% increased Ailment Chance +1 Capacity to Cold Skills x% increased Freeze Duration +x% Critical Hit Chance against Chilled Enemies Unlock Chill - Freeze One-handed Clubs: Coral Mace: +x Weapon Cold Damage +x Weapon Pierce Damage x% increased Damage over Time x% increased Ailment Chance +x Might +x Health recovered on Kill +x% Base Weapon Ailment Chance Ratcatcher’s Stick: +x Weapon Poison Damage +x% Poison Resistance x% increased Movement Speed x% increased Attack Speed x% increased Dodge Range x% more Damage to vermin (Spiders, Bats, etc.) x% increased Cooldown Rate to Poison Abilities Lycurgus' Wisdom (New): +x Weapon Strike Damage x% increased Physical Damage x% increased Attack and Cast Speed +x Agility +x Might x% increased Combat Experience gained Thorny Maul: +x Weapon Pierce Damage x% increased Physical Damage +x Strike Armor +x% Critical Hit Chance x Pierce Retaliation +x% Base Weapon Critical Hit Chance Spears: Shadowsting: +x Weapon Vitality Damage x% more Damage to Undeads +x Health x% increased Ailment Chance x% increased Attack Speed x% increased Lifesteal +4% Added base Lifesteal to Vitality Damage Cuttlebone Standard: x% increased Elemental Damage x% increased Cast Speed +x Energy, +x Energy Regeneration per second +x Knowledge +2 Capacity to Spells Huntsman’s Barb: +x Weapon Pierce Damage x% more Damage to Wildlife x% increased Attack Damage +x Agility Summons have x% increased Damage +x Health recovered on Kill You and your Summons gain 10% increased All Speed Icefire Pike (New): +x Weapon Cold Damage +x Weapon Fire Damage x% increased Thermic Damage x% increased Attack and Cast Speed +x Energy Regeneration per Second +x% Thermic Resistances +1 Capacity to Cold Skills +1 Capacity to Fire Skills Spear of Myrine: +x Weapon Poison Damage x% increased Damage over Time x% increased Poison Damage Summons have x% increased Damage Summons have x% increased All Speed x% increased Movement Speed Your Summons have x% more Damage against Bleeding Enemies Two-handed axes: Raging Bull: +x Weapon Strike Damage x% increased Strike Damage +x Armor +x% Stun Resistance +x Health Gain 7% increased Weapon Attack Damage and 1% increased Movement Speed per Rage Stack Megalos: +x Weapon Lightning Damage x% increased Lightning Damage x% increased Area Damage x% increased Attack and Cast Speed +x% Lightning Resistance +2 Capacity to Lightning Skills +2 Level to Storm Lightning Strike Passives Harpe: +x Weapon Fire Damage x% increased Attack and Cast Speed +x Energy, +x Energy Regeneration per Second +x Agility +x% Glancing Hits Chance x% increased Movement Skill Cooldown Rate Gain 0.25% increased Fire Damage per Agility point Rimescythe: +x Weapon Cold Damage x% increased Cold Damage x% increased Attack and Cast Speed +x% Cold Resistance +x Energy +x% Movement Skill Cooldown Rate +2 Capacity to Movement Skills Key of Elysium: x% increased Attack and Cast Speed +x Energy Regeneration per Second Summons have x% increased Damage Summons have x% increased All Speed +x Health x% increased Attributes +x% to all Magical Resistances Whenever one of your Summons dies, recover 10% of your Maximum Health over 5 seconds Hippokampos Scapula: +x Weapon Cold Damage +x Weapon Poison Damage x% increased Attack Damage +x Energy, +x Energy Regeneration per second x% increased Movement Speed +1 Capacity to Primary Attack +x% to all Magical Resistances Two-handed Clubs: Fungus Log: x% increased Poison Damage +x Health x% increased Ailment Duration +x% Natural Resistances +3 Maximum Plagued Stacks +x% Base Weapon Ailment Chance Dam Breaker: +x Weapon Strike Damage x% increased Strike Damage +x Free Barrier +x Health x% increased Ailment Chance x% increased Stun Duration x% increased Base Weapon Damage against Incapacitated or Channeling Enemies Perdix' Sphere: x% increased Lightning Damage +x Energy, +x Energy Regeneration per Second +x Energy Barrier +2 Capacity to Lightning Skills x% increased Overload Skills damage Your primary Attack has a 5% Chance per Overload to Stun Enemies for 2 seconds on Hit. Cleanse 10 Overload Stack for each Enemy stunned by this effect. Crush-Stick of the Fallen God: +x Weapon Strike Damage +x Weapon Vitality Damage x% more Damage to Humanoids x% increased Attack Damage +x Vigor 15% Chance to Stun for 1 second on Hit x% increased Material Collection Range (Gold and Divine Cores) Orion’s Mace (New): x% increased Elemental Damage x% increased Attack and Cast Speed +x Energy Regeneration per Second +x Knowledge +2 Capacity to Fire, Lightning, and Cold Skills Using an Elemental Skill grants 6% more Damage to your next Skill of another Element for 3 seconds. Stacks up to 8 times. Bows: Storm Strike: +x Weapon Lightning Damage x% increased Lightning Damage +x Agility x% increased Cooldown Rate x% increased Movement Speed After using a Non-Basic Active Skill, your Basic Skills gain 25% increased Total Lightning Damage and +10% Critical Hit Chance for 4s Ram Bow II: +x Weapon Fire Damage x% increased Fire Damage x% increased Physical Damage +x% Bleeding Resistance, +x% Poison Resistance +x Might +x% Glancing Hits Chance x% increased Ailment Chance Hitting an enemy with your Primary Attack has a 20% chance of causing an explosion, dealing Fire Damage in a 3m area around your target. Barrage: x% increased Attack Damage +x% Glancing Hits Chance x% increased Attack Speed x% increased Movement Speed Hitting an enemy with your Primary Attack has a 10% chance of casting an unmodified Rain of Arrows Arch of Iris: x% increased Natural Damage x% increased Thermic Damage x% increased Projectile Damage x% increased Attack and Cast Speed When you consume an Elemental infusion, gain 15% All Speed and 15% increased Total Damage for 3seconds. (Non-stackable) Staves: Fotia: +x Weapon Fire Damage x% increased Fire Damage x% increased Attack and Cast Speed x% increased Ailment Chance x% increased Ailment Power +2 Capacity to Fire Skills Thyrsus: x% increased Poison Damage x% increased Attack and Cast Speed +x Energy regeneration per Second x% increased Plagued Ailment Chance +x Energy Barrier Activation Barrier creates a Poison Explosion in a 6-meter area around you. 300% Ailment Chance Grace of Eos: x% more Damage to Elite Creatures x% increased Cold Damage x% increased Spell Damage x% increased Cast Speed +x Energy, +x Energy Regeneration per Second x% increased Movement Speed Ilektrismos: x% increased Lightning Damage +x% Lightning Resistance +x Energy, +x Energy Regeneration per second x% increased Ailment Chance +1 Capacity to Lightning Skills Every 3 seconds, hitting an Enemy with a Weapon Attack of a Lightning Skill causes Lightning Arcs to hit all Enemies within a 4-meter area around your target. Telekinos: x% increased Spell Damage x% increased Strike Damage x% increased Attack and Cast Speed +x Energy x% increased Ailment Chance +2 Capacity to Physical Spells +3 Maximum Staggered Stacks Your Primary Attack consumes Vulnerable to generate an Explosion dealing Strike damage in a 2m area around enemies hit. The explosion has a 20% Chance to Stun for 1 second. The explosion is considered a Physical Spell Chromatic Staff (New): x% increased Elemental Damage x% increased Attack and Cast Speed +x Energy, +x Energy Regeneration per second +2 Capacity to Elemental Skills +x% Base Weapon Ailment Chance Rings: Captain’s Signet: +x Armor +x Might +x Free Barrier Summons have x% increased Health +1 Capacity to Barrier +x% to all Magical Resistances Cartouche Ring: x% increased Elemental Damage +x Energy, +x Energy Regeneration per second +2 Maximum Burning Stacks +2 Maximum Chilled Stacks +2 Maximum Shocked Stacks Cratus Coil: x% increased Fire Damage x% increased Physical Damage +x Might +x Health +1 Level to Warfare Rage Passives x% Impairment Resistance +x Maximum Rage Stacks Necklaces: Wellspring: +x Energy Regeneration per second +x Health Regeneration per second Summons have +x% to All Resistances +2 Capacity to Aura Skills +x% to all Magical Resistances Cleansing Overload grants 10% increased Total Health Regeneration for 3 seconds Mother Crab’s Claw: +x% Cold Resistance +x% Poison Resistance +x Armor, x% increased Armor x% increased Health x% increased Movement Speed 40% more Damage against Crabs Venom Heart: +x Weapon Poison Damage x% increased Poison Damage +x% Poison Resistance x% increased Plagued Ailment Chance x% increased Plagued Ailment Power +1 Capacity to Poison Skills 65% of Weapon Damage converted to Poison Moonclaw: x% increased Pierce Damage x% increased Critical Hit Damage +x% Critical Hit Chance +x% Glancing Hits Chance On dealing a Critical Hit, recover 50 Energy. 3 seconds Cooldown Shields: Crab Shield: +x Pierce Retaliation +x Armor, x% increased Armor +x Health x% increased Ailment Chance Summons have x% increased Health x% increased Retaliation Damage Additional 15% Chance to apply Bleed when you deal Retaliation Damage Aegis of Laconia: x% increased Attack Damage +x Might +x Health x% increased Movement Skill Cooldown Rate +1 Capacity to Weapon Attacks +5% Glancing Hits Damage Reduction Moon Disc: x% increased Spell Damage x% increased Cast Speed +x Energy, +x Energy Regeneration +x Knowledge +x Energy Barrier x% increased Movement Speed +1 Capacity to Spells Gryphon Hunter Shield: x% more Damage to Elite Creatures +x% Bleeding Resistance, +x% Poison Resistance +x% Impairment Resistance +x% Stun Resistance +x% Glancing Hits Chance Ceremonial Plate: +x Armor +x Energy Regeneration per Second Summons have x% increased All Speed Summons have +x% to All Resistances Summons have x% increased Health +1 Capacity to Summon Skills Thornwall: +x Pierce Retaliation +x Poison Retaliation +x% Bleeding Resistance +x% Poison Resistance Summons have +x% to All Resistances x% increased Retaliation Damage x% less Damage from Beasts Talismans: Conch of Storms (New): +x% Cold Resistance +x% Lightning Resistance +x Energy Regeneration per Second Summons have x% increased All Speed +2 Capacity to Storm Tier 2 Active Skills +1 Level to all Storm Passive Skills Moly Tea (New): x% increased Energy Potion Recharge Rate x% increased Health Potion Recharge Rate Summons have +x% to All Resistances +x Vigor +x% to all Magical Resistances Cleanse all Ailments on Health Potion use Cleanse all Incapacitations on Health Potion use Death Rattle (New): +x Weapon Vitality Damage +x Armor Summons have x% increased Damage 20% Chance to trigger a Rupture on Hit against Channeling or Incapacitated enemies. Chance is doubled on Critical Hits. Not more than once per second. (Unique Effect) +1 Level to all Warfare Passive Skills Crimson Viper (New): +x Weapon Poison Damage x% increased Poison Damage +x% Fire Resistance +1 Capacity to Dodge Unlock Bleed - Rupture +1 Level to all Rogue Passive Skills Chaos Cube (New): +x Lightning Retaliation +x Energy +x Free Barrier +x Health +x% Glancing Hits Chance Gain 30% of your Maximum Barrier as Barrier Decay Threshold Blood Gem (New): +x Weapon Vitality Damage x% increased Vitality Damage x% increased Ailment Power +2% Added base Lifesteal to All Damage When taking melee damage while below 30% Health, you have a 4% chance of casting a Blood Drain area effect Earthen Talisman (New): +x% Poison Resistance +x% Stun Resistance x% increased Ailment Power x% increased Armor +1 Level to all Earth Passive Skills