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Torchlight Infinite Season 4 Patch Notes

Last Updated: August 28th 2023

SS2 - The City of Aeterna

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XD released Patch Notes for Torchlight Infinite's 4th Season: City of Aeterna prior to the Season Reveal Livestream that occurred on August 26th. Season 4 is set to release on September 7th, at 5 PM PST.

These Patch Notes cover all new and changing content for next Season.

WARNING: XD warns that some changes are still in progress, and that some parts of these Patch Notes may be inaccurate for the official launch over a week away.

New Gameplay and New Content

Season-exclusive Gameplay: The City of Aeterna

  • In each stage, there is a certain chance to encounter the Monument of Aeterna (guaranteed to appear at Timemark 7 and above). Interacting with it will allow you to enter the special map, Ruins of Aeterna. Completing challenges and defeating monsters within the Ruins of Aeterna will grant you rewards. Most importantly, you will obtain a fragment of The City of Aeterna - the Mark of the Ruins.
  • When you have collected enough Mark of the Ruins, socket them onto the Aeterna Map. Once the Aeterna Map is complete, you can enter The City of Aeterna through the Monument of Aeterna or Kandel. Defeating monsters in The City of Aeterna will grant you Energy , and collecting a certain amount of Energy will reward you with Kindling. Offering Kindling to the Sacrificial Bonfire will grant you generous rewards. When the Sacrificial Bonfire progress is full, you can challenge the boss of The City of Aeterna. The more Bonfires you have , the better the boss rewards will be.
  • In the new season, join the massive Season Talent Tree, where you can unlock Talent Nodes to gain a completely different season experience, while obtaining numerous battle buffs and additional map rewards. Expand the territory of Aeterna and ultimately unlock the Infinite City of Aeter na.
  • After unlocking the Infinite City of Aeterna, each time a hunter clears the Aeterna stage (with an average level of 85 or above), the city will advance one step further in the eternal dimension. The city will become more dangerous, but the rewards will also become increasingly abundant. There is no upper limit to the level of the Aeterna city.

Soul Candle / Soul Candle Fusion

  • While exploring Aeterna, the Hunter will obtain a brand new item, the Soul Candle.
  • Hunters can install Soul Candles in the skill interface. The Soul Candle will persistently nourish the Hunter's soul, significantly enhancing the effects of the Hunter's skills.
  • Soul Candles typically have 1-3 affixes, and the ranks of these affixes are random. However, Hunters can upgrade, evolve, or even mutate the affixes by fusing them.
  • Hunters can obtain a special material, Aeterna Candle Tear, from the monsters in Aeterna. By consuming Aeterna Candle Tear, hunters can fuse two Soul Candles into one.
  • During the Soul Candle fusion process, affixes with the same effects and tiers in both Soul Candles will merge into one and change their tier; the remaining affixes will be randomly retained or discarded.
  • When both Soul Candles have the same affix of Tier 1 (T1), there is a chance that the merged affix will evolve into a powerful Tier 0 (T0) affix, but a random negative affix will inevitably be added. After the fusion is complete , there is a small probability that the T0 affix in the Soul Candle will mutate, resulting in an extremely precious special affix.

New Hero - The Forsaken Iris: Growing Breeze

  • Level 1: Growing Breeze
    • Allows placing Spirit Magus Skills in Active Skill slots.
    • When the Active Skill is a Spirit Magus Skill, clicking on the Active Skill is also considered using the Trait Skill Growing Breeze.
    • When activating the Trait Skill Growing Breeze, apply 6 layers of Nourishment to all Spirit Magus, with a 5-second cooldown.
    • When the Spirit Magus gains Nourishment, if there are no enemies within a 5-meter radius for 1 second, their Movement Speed ​​increases by 70%.
    • When the Spirit Magus has Nourishment, it receives an additional -50% Damage taken.
    • When the Spirit Magus uses a skill, there is a +25% chance to lose one layer of Nourishment.
    • For every layer of Nourishment a Spirit Magus has, when using a skill, there is a +8% chance to lose one layer of Nourishment.
    • Nourishment: When using a skill, gain an additional +15% damage for that skill, lasting 15 seconds, with a maximum of 12 stacks.
  • Level 13: We Are Friends
    • The Origin of Spirit Magus no longer provides a buff for Iris.
    • For every 1 layer of Nourishment a Spirit Magus possesses, they gain +15 Growth, up to a maximum of +150.
    • For every level of Nourishment the Spirit Magus has, during the Reconjuring period, they will naturally regenerate 2% of their Life per second.
    • When the Spirit Magus has at least 6 layers of Nourishment, it receives an additional -60% Damage taken.
  • Level 32: Grow Up Fast
    • If the Spirit Magus has at least 200 Growth points, when using a skill, there is a 20% chance to lose one layer of Nourishment.
  • Level 32: Break Free from Restraints
    • Spirit Magus Skill -40% Sealed Mana
    • +2 Nourishment Stack Upper Limit
  • Level 50: We Protect You
    • When the Spirit Magus uses a Base Skill, there is a 30% chance to lose one layer of Nourishment.
    • When the Spirit Magus uses an Enhanced Skill, there is a -10% chance to lose one layer of Nourishment.
    • For every 1% overflow of Fire Resistance, the Fire Spirit Magus gains a +0.5% chance to use Enhanced Skills, up to a maximum of an additional +20%.
    • For every 1% overflow of Cold Resistance, the Cold Spirit Magus gains a +0.5% chance to use Enhanced Skills, up to a maximum of an additional +20%.
    • For every 1% overflow of Lightning Resistance, the Lightning Spirit Magus gains a +0.5% Enhanced Skill usage chance, up to a maximum of an additional +20%.
  • Level 62: Many Friends
    • +1 Max Spirit Magus Quantity Upper Limit
    • +1 Spirit Magus Skill Summon Quantity Upper Limit
    • When the Spirit Magus uses a skill, there is a +10% chance to lose one layer of Nourishment.
  • Level 62: Amazing Friends
    • -1 Max Spirit Magus Quantity Upper Limit
    • After accumulating 25 layers of Nourishment, the Spirit Magus gains Full Bloom, lasting for 9 seconds.
    • For every +10 Spirit Magus Growth, gain +2% Movement Speed ​​and an additional +2% Full Bloom duration.
    • Full Bloom: Spirit Magus Ultimate Evolution, unlocks the Ultimate skill, with an initial Cooldown of 8 seconds. When the Spirit Magus uses an Enhanced Skill, each layer of Nourishment reduces the current Cooldown of the Ultimate skill by 2%.
  • Level 80: Run with the Wind
    • The basic Trait Skill, Growing Breeze, transforms into a long-press Trait Skill or Spirit Magus Skill to use Windrider.
    • During Windrider's duration, Iris receives an additional +30% damage taken and +100 Spirit Magus Growth.
    • Windrider: Channeled Spell Skill. The base channeling interval is 0.2 seconds. Upper limit of 8 stacks. When channeling reaches the stack limit, all channeled stacks are lost, and 2 layers of Nourishment are applied to the Spirit Magus within an 8-meter Skill Radius.
  • Level 80: Grow Up with It
    • For every +1 skill level corresponding to the Spirit Magus, there is a -3% chance of losing one layer of Nourishment when using the skill, up to a maximum of -42%.
    • When the Spirit Magus uses a skill, each layer of Nourishment grants a +3% chance for the skill to have an additional -50% Attack and Cast Speed, and an additional +100% Damage.

New Hero Trait - Frostfire Gemma: Flame of Pleasure

  • Level 1: Flame of Pleasure
    • Click on the Trait Skill to unleash Purgatory. A maximum of 2 Purgatories can exist at the same time.
    • Purgatory: If the number of Brands in Purgatory has not reached the upper limit, a random enemy within it will be inflicted with a Brand.
    • Purgatory has an initial radius of 8 meters, lasts for 4 seconds, has a cooldown of 6 seconds, and the maximum number of branded enemies in Purgatory is 1.
    • Brand: You and your minions deal an additional +50% damage to enemies with the Brand. The Brand lasts for 4 seconds.
  • Level 13: Sinful Flames Entwined
    • The Brand will record 40% of the Fire Damage dealt to the monster itself, as well as the Fire Damage Over Time infected by Reaping.
    • Purgatory triggers Death by Fire every 1 second on enemies with the Brand inside it.
    • Death by Fire: Remove the life of all enemies in the area, with the removal amount equal to the damage recorded by the Brand. The initial radius of Death by Fire is 5 meters. After triggering Death by Fire, remove all damage recorded by the Brand.
  • Level 32: Scorching Lash
    • You and your minions deal an additional +30% damage to enemies with a brand.
    • Upon defeating an enemy, transfer the Brand and 100% of the Brand's recorded value to one enemy within a 10-meter radius nearby.
  • Level 32: Groaning Echo
    • +1 Purgatory Charge Point
    • When Purgatory applies the Brand, it additionally applies the Brand to 3 unbranded enemies.
    • +25% Damage Ratio for Brand Records
  • Level 50: Burning Penetration
    • When you are not in Purgatory and there are enemies within a 15-meter range, try to automatically use Purgatory with a 1-second interval.
    • Additional 40% Damage Ratio Recorded by Brand
  • Level 62: Desire's Spreading Blaze
    • When an enemy is about to receive Death by Fire, a Brand and 100% of the Brand's value will be transferred to a non-boss enemy within a 10-meter radius, with a 0.1-second interval between transfers to the same unit.
    • Enemies branded with the mark, if in Purgatory, will also suffer Death by Fire after 0.2 seconds, with a 2-second interval for the same unit.
  • Level 62: Scorching Trampling
    • -20% Damage Record of Brand Removed by Death by Fire
    • For every +1 Fire Skill Level, reduce the damage recorded by the Brand removed by Death by Fire by 2%, up to a maximum of -20%.
    • After Death by Fire is triggered 4 times, the Brand disappears.
  • Level 80: Ecstatic Feast
    • Death by Fire is now a single-target skill, only removing Life from enemies with the Brand.
    • For every +1% Max Fire Resistance, gain an additional +8% Damage Ratio for Brand Records, up to a maximum of +80% additional damage.
    • After defeating an enemy with a Brand, trigger Death by Fire once on all enemies with a Brand within a 10-meter range of the target.
  • Level 80: Servant Beneath the Skirt
    • The upper limit for Purgatory is 1; during Purgatory, it will persistently follow the player.
    • +4 seconds Purgatory Base Duration; Additional -50% Purgatory Cooldown Recovery Speed
    • When using Purgatory, consume all charge points; for each additional charge point consumed, the Purgatory skill radius is increased by 15%.
    • For every 1 second of Purgatory duration, the damage ratio recorded by the Brand increases by 10%, up to a maximum of 100%, until Purgatory is lost or a new Purgatory is cast.

New Active Skills

  • Archery Bond [Level 20]:
    • Activate this skill to randomly place a Persistent Sentry within a certain area around the player, lasting for 6 seconds. Allies within 4 meters of the Sentry will gain Euphoria.
    • Projectile Quantity is not affected by Bonus.
    • Additional +30% Projectile Damage
    • Additional +10% Attack Speed ​​for Attack Skills
    • Additional +10% Cast Speed ​​for Spell Skills
  • Speed ​​Phantom [Level 20]:
    • Move in the specified direction, leave a residual image at the beginning and end, and apply a slow and reverse knockback to nearby enemies within a certain distance.
    • The afterimage explodes after 0.65 seconds, dealing damage to enemies and granting Euphoria to the character based on the number of enemies hit.
    • For each stack of this Euphoria, gain an additional +5.5% Spell Damage, up to a maximum of 8 stacks, lasting for 3 seconds.
  • Nourishment of Life [Level 20]:
    • Activate this skill to gain Euphoria: Spirit Magus within the area gains +100 (at level 20) Growth, and when the Spirit Magus is at least Rank 4, it gains +30% (at level 20) Skill Radius and has a 50% chance to add +2 Projectile Quantity when casting the skill.
  • Dazzling Bloom [Level 20]:
    • Using this skill will teleport all Spirit Magus to the designated location and cause them to switch their target to the highest rarity enemy nearby.
    • After teleporting, the Spirit Magus gains a buff: depending on the rarity of the enemy, the damage dealt to them is additionally increased, up to a maximum of an extra +60%.

New Support Skills

  • Rhythm (Level 20):
    • Supports Empower, Defensive, and Restoration skills
    • Every 6.3 seconds, trigger the linked Active Skill once.
  • Bountiful Harvest Time (Level 20):
    • When the supported Spirit Magus is at least Rank 2, there is a +15% chance to trigger Enhanced Skill.
    • When the supported Spirit Magus is at least Rank 3, gain an additional +15% Empower Skill Persistent Duration.
    • When the supported Spirit Magus is at least Rank 3, while in Empower state, it gains an additional +25% (at Level 20) Damage.
  • Savage Growth (Level 20):
    • For every 1 point of Growth, the supported Spirit Magus gains an additional +0.029% (at level 20) Damage.
    • The Spirit Magus, when supported, gains a persistent buff for 5 seconds after using their skills 8 times: +150 initial Growth, which decreases to +60 within 5 seconds. The buff count is paused while the buff is active.

New Legendary Gear

  • Fire Shielding Prosthetics
    • When using a Mobility skill, trigger a level (15 - 15) Fire Burst, with a cooldown of (1 - 1) seconds.
    • Upon using a Mobility skill, trigger a level (15 - 15) Flame Jet once, with a cooldown of (1 - 1) seconds.
    • +(48 - 48)% Skill Radius
    • +(20 - 20)% Spell Burst Charge Speed
    • (-20 - -20)% Movement Speed
  • Thunder Channeling Prosthetics
    • When using a Mobility skill, trigger a level (15 - 15) Chain Lightning, with a cooldown of (1 - 1) seconds.
    • When using a Mobility skill, trigger a level (15 - 15) Sparkle, with a cooldown of (1 - 1) seconds.
    • +(48 - 48)% Skill Radius
    • +(20 - 20)% Spell Burst Charge Speed
    • (-20 - -20)% Movement Speed
  • Cold Sanctuary Prosthetics
    • When using a Mobility skill, trigger a level (15 - 15) Ring of Ice, with a (1 - 1) second cooldown time.
    • When using a mobility skill, trigger a level (15 - 15) Frost Terra effect, with a cooldown of (1 - 1) seconds.
    • +(48 - 48)% Skill Radius
    • +(20 - 30)% Spell Burst Charge Speed
    • (-20 - -20)% Movement Speed
  • Eclipse
    • +(900 - 1100) Gear Armor Value
    • (99 - 99)% Cold Damage converted to Fire Damage
    • (99 - 99)% Lightning Damage converted to Fire Damage
    • When applying a Curse, also apply (1 - 1) stacks of Tenacity Blessing.
    • The applied Tenacity Blessing gains additional effects: -8% Fire Resistance, -2% Max Fire Resistance.
    • Hatred of the Last Dragon Descendant
  • Lone Wolf
    • +(25 - 30) Max Mana
    • If only one ring is equipped, the main skill is supported by a level (1-10) Added Fire Damage Support.
    • If only one ring is equipped, the main skill is supported by a Level (1-10) Added Cold Damage Support.
    • If only one ring is equipped, the main skill is supported by a level (1-10) Added Lightning Damage Support.
    • If only one ring is equipped, the main skill is supported by a (1 - 10) level Added Erosion Damage Support.
  • Sole Survivor
    • +(60 - 70) Max Life
    • If only one ring is equipped, +(35 - 35)% Injury Buffer
    • If only one ring is equipped, the additional return interval is (-40 - -40)%.
    • If only one ring is equipped, gain +(10 - 20)% Life Regain.
    • If only one ring is equipped, the natural life restoration speed will be (-99 - -99)%.
  • Eternal Martyr
    • +(1900 - 2000) Gear Armor Value
    • +(8 - 12)% Attack and Spell Block Chance
    • When blocking, restore (2 - 2)% of Life.
    • Adds (220 - 250)% of Main-Hand Weapon Physical Damage to Base Bleed Damage
    • The (90 - 100)% bonus to natural Life Recovery Speed ​​also applies to Reaping Cooldown Recovery Speed.
    • During Reaping, you gain a Bleed with a base damage of (100 - 100) points; additionally, you receive +(30 - 30)% increased Damage Over Time.
  • Iron Nest
    • Command Increase per Second is converted to Command Decrease per Second; when using Dark Gate, lose (70 - 90) Command points.
    • Synthetic Troop Minions cannot move; +(200 - 200)% Synthetic Troop Minions Persistent Duration
    • When Command is between (-20 - -20), for every -1 Command, Aura range is reduced by (-2 - -2)%, Aura effect is increased by +(1.5 - 1.5)%; Synthetic Troop Minions' Horizontal Projectile Jump count is increased by +(5 - 5).
    • When Command value is not more than (-40 - -40), nearby Synthetic Troop Minions deal an additional +(35 - 35)% Projectile Damage to close enemies, decreasing with distance; Minions' Horizontal Projectiles cannot Penetrate.
    • When Command is not more than (-60 - -60), the size of nearby Synthetic Troop Minions is increased by +(30 - 30)%; nearby Synthetic Troop Minions gain +(200 - 200)% chance to Multistrike and +( 50 - 50)% increased Multistrike Damage.
    • +(20 - 20)% Movement Speed; +(20 - 20)% Mobility Skill Cooldown Recovery Speed
  • Elegy of Immortality
    • Gain 1 Solemn stack for every (4 - 4) channeled stacks obtained.
    • Upon starting to move, consume all Solemn stacks. If at least (3 - 3) stacks are consumed, the Mobility skill's Cooldown is Reset.
    • While stationary, +(16 - 16)% Cast Speed
    • +(100 - 120) Max Energy Shield
    • When Solemn stacks reach the upper limit, add physical damage equal to (9 - 9)% of Max Energy Shield, and remove (10 - 10)% of current Life and Shield per second.
  • Troublemaker
    • +(90 - 150) Spirit Magus Critical Strike Rating
    • +(10 - 20)% Elemental Resistance
    • When using the Empower Skill, you will obtain the Mini Tough Guy, with a cooldown of (10 - 10) seconds.
    • Enemies defeated by a critical strike from the Spirit Magus will explode, dealing indirect physical damage equal to (100 - 120)% of the excess damage to nearby enemies.
    • For every (100 - 100) Growth points of the Spirit Magus, gain an additional +(26 - 26)% Damage, and an additional (-10 - -10)% Attack and Cast Speed.
    • Spirit Magus cannot defeat enemies without a Critical Strike.
  • Mere Eternity
    • +(3000 - 3100) Gear Armor Value
    • +(50 - 70) Max Life
    • For Non-Physical DMG, +(12 - 12)% Armor Effective Rate
    • When Armor is not less than (50000 - 50000) points, gain +(10 - 12)% Injury Buffer.
    • +(30 - 30)% Critical Strike Damage Mitigation
    • When Armor is not less than (65000 - 65000) points, +(100 - 100)% Life Natural Restoration Speed.
    • Additional (-50 - -45)% Attack Speed
  • Friend Nemesis
    • +(150 - 200) Energy Shield on this Gear
    • +(40 - 60)% Spirit Magus Skill Damage
    • If you have recently moved more than (40 - 50) meters, the Spirit Magus gains +(50 - 50) initial Growth.
    • When the Spirit Magus reconjures, regenerate (20 - 40)% of Life per second naturally.
    • When not at Full Life, the Spirit Magus takes (1000 - 1000) points of Indirect Physical Damage every (0.5 - 0.5) seconds.
  • Soaring Bird
    • +(200 - 220)% Gear Physical Damage
    • +(12 - 16)% Attack Speed ​​for this Gear
    • If you have recently moved more than (30 - 30) meters, defeated Wilted enemies will explode, dealing indirect Erosion Damage equal to (25 - 25)% of their Max Life to nearby enemies.
    • If you have recently moved more than (30 - 30) meters, gain a Barrier when using a Mobility skill.
    • If you have recently moved more than (60 - 60) meters, gain an additional +(16 - 16)% damage to mobility skills.

New Pactspirits

  • Magic Pactspirit [Happy Chonky - Warm Sun]
    • Inner ring effect: +7% item drop rarity; additional +3% equipment drop quantity; additional +3% equipment drop quantity
    • Additional effect: extra +1.5% equipment drop quantity
  • Rare Pactspirit [Plaintive Ball of Thread - Frost]
    • Inner ring effect: +7% item drop rarity; additional +3% equipment drop quantity; additional +3% equipment drop quantity
    • Mid ring effect: +14% item drop rarity; additional +6% equipment drop quantity; additional +6% equipment drop quantity
    • Additional effect: extra +3% equipment drop quantity
  • Magic Pactspirit [Shocket - Violet]
    • Inner ring effect: +5% Reaping cooldown recovery speed; +12% Damage Over Time; +10% Affliction effect
    • Additional effect: +2.5% movement speed if Reaping has been dealt recently
  • Rare Pactspirit [Letice - Flame]
    • Inner ring effect: +5% Reaping cooldown recovery speed; +12% Damage Over Time; +10% Affliction effect
    • Mid ring effect: +10% Reaping cooldown recovery speed; +24% Damage Over Time; +20% Affliction effect
    • Additional effect: +5% movement speed if Reaping has been dealt recently
  • Legendary Pactspirit [Abyssal King's Soul]
    • Inner ring effect: +5% Reaping cooldown recovery speed; +12% Damage Over Time; +10% Affliction effect
    • Mid ring effect: +10% Reaping cooldown recovery speed; +24% Damage Over Time; +20% Affliction effect
    • Outer ring effect: 35% chance for Damage Over Time to spread to nearby targets; additional +25% Reaping cooldown recovery speed
    • Additional effect: +10% movement speed if Reaping has been dealt recently
  • Magic Pactspirit: [Shocket - Pale]
    • Inner ring effect: Spirit Magus Skill -10% Sealed Mana; +10% damage/15% minion damage; +5% skill duration
    • Additional effect: +14% Spirit Magus Skill damage
  • Rare Pactspirit: [Letice - Amethyst]
    • Inner ring effect: Spirit Magus Skill -10% Sealed Mana; +10% damage/15% minion damage; +5% skill duration
    • Mid ring effect: Spirit Magus Skill -20% Sealed Mana; +20% damage/30% minion damage; +10% skill duration
    • Additional effect: +28% Spirit Magus Skill damage
  • Legendary Pactspirit [Original Sin Scales]
    • Inner ring effect: Spirit Magus Skill -10% Sealed Mana; +10% damage/15% minion damage; +5% skill duration
    • Mid ring effect: Spirit Magus Skill -20% Sealed Mana; +20% damage/30% minion damage; +10% skill duration
    • Outer ring effect: When any two of Strength, Dexterity, and Intelligence are equal, additional +40% Spirit Magus Ultimate damage
    • Additional effect: +1 Spirit Magus Skill level
  • Magic Pactspirit [Shocket]
    • Inner ring effect: +3% drop quantity; 4% chance for dropped Ruins of Aeterna pages to double; additional +4% Soul Candle drops
    • Additional effect: 2% chance for rewards to double when players activate reward gameplay in The City of Aeterna.
  • Rare Pactspirit [Letice]
    • Inner ring effect: +3% drop quantity; 4% chance for dropped Ruins of Aeterna pages to double; additional +4% Soul Candle drops
    • Mid ring effect: +6% drop quantity; 8% chance for dropped Ruins of Aeterna pages to double; additional +8% Soul Candle drops
    • Additional effect: 4% chance for rewards to double when players activate reward gameplay in The City of Aeterna.
  • Legendary Pactspirit [Monument Knight]
    • Inner ring effect: +3% drop quantity; 4% chance for dropped Ruins of Aeterna pages to double; additional +4% Soul Candle drops
    • Mid ring effect: +6% drop quantity; 8% chance for dropped Ruins of Aeterna pages to double; additional +8% Soul Candle drops
    • Outer ring effect: After completing a Candelabrum gameplay in the Ruins of Aeterna, there is a 16% chance to add an additional reward point to the Aeterna Map, up to 15 times. After rebuilding the Aeterna, all added reward points will be randomly distributed to the accessible areas of the Aeterna Map.
    • Additional effect: 8% chance for rewards to double when players activate reward gameplay in The City of Aeterna.

Gameplay Adjustments

Monster & Gamemode Changes

  • Added 11 new Netherrealm Random Map Affixes with significant differences in experience. They will be unlocked at any timemark and will randomly appear in the map after the Netherrealm stage is activated. Some will bring more challenging monsters, while others will offer generous rewards.
  • Removed the stun effect on magic monsters when hit
  • The health of magical monsters in the game has been reduced by 20%, making them more in line with the expected combat positioning.
  • We have re-adjusted the difficulty levels of the Netherrealm map affixes and fixed a series of bugs related to map affixes.
  • Added a batch of new Timemark 8 monster Affix skills, and reduced the density of Timemark 8 monster Affixes accordingly. The goal is to make the Timemark 8 challenge more balanced and reduce the performance pressure brought by high-density monster skills.
  • Adjusted the skills of some monsters with excessively high damage in stages, making the difficulty between monsters in the Main Story, Netherrealm, and Path of the Brave more balanced and smooth.
  • Hunter's Forge has added new challenge content for levels 11-20.
  • Bosses in Hunter's Forge levels 1-20 have been given affixes that grant immunity to Slow and Control Effects.
  • The time interval for monster spawns has been increased during the Path of the Brave journey.
  • Overall, the monster spawn quantity in Path of the Brave levels 40-45 has been increased.
  • Removed all wandering traders from the stages, and also removed the related functions of Black Gold and Black Market.
  • Removed the Cube Season's seasonal quest and changed the Source of Evil Desire to a permanent feature in the main city.

Redesigned Crafting System

  • During the Prototype Crafting stage, Hunters can lock 1-2 Affixes on their equipment for a re-roll. When locking 1 Affix, the equipment will be randomly turned into a 4-Affix Prototype without consuming Plasticity; when locking 2 Affixes, the equipment will be randomly turned into a 5-Affix Prototype.
  • In Prototype Crafting, a new Affix Upgrade feature has been added. Hunters can consume Flame Elementium and Plasticity to upgrade their Affixes.
  • By consuming the Ultimate Ember, the Hunter can upgrade a T1 affix to T0, but doing so will randomly remove another affix from the equipment and reset its plasticity to zero. Of course, equipment with zero plasticity can still be advanced from T1 to T0.
  • During the Targeted Processing stage, Hunters can directly add specific Affixes to their equipment, with the Affix level randomly ranging between T0 and T6. Some high-rarity Affixes (for example: +2 Spell Skill Level) have a chance to fail when undergoing Targeted Processing.
  • Targeted Processing will no longer reset the equipment's plasticity, which means that equipment that has undergone Targeted Processing can be used for Prototype Crafting after being forgiven.
  • Fine Ember and Precious Ember have been removed from the crafting system, and these two materials will no longer be consumed in crafting.
  • Divest Fossil and Refined Fossil have been removed from the crafting system.

Netherrealm Reworks & Adjustments

  • Now, Trait Cards will no longer be drawn to the Stage. Instead, all Trait Cards in the deck will have a Regular effect.
  • All Trait Cards have been redesigned to better align their effects and values ​​with the strength of Regular activation.
  • Now you can edit your character deck during a round of confrontation, but the changes will only take effect at the beginning of the next round.
  • The progress of cards at different timemarks within the same plane is now independent of each other.
  • All Confusion Cards have been redesigned. Now, each Confusion Card will have a "Progress" feature. Every time a Stage is completed, the Progress of the Confusion Card on that Stage will increase by 1. When the Progress is full, the Affix on The Confusion Card will take effect.
  • Now all Confusion Cards come with a Base Affix: Additional +100% Drop Quantity, which will take effect at any progress.
  • Entering the Netherrealm Stage will no longer consume Chaos Invasion points. Now, this round of confrontation will only end when a fully progressed Confusion Card is completed.
  • Adjusted the required Attention Points for challenging the Plane Watcher in certain Timemarks.
  • Adjusted the required amount of residual fire for unlocking certain planes and the initial timemark when unlocking them.
  • In the Timemark Bonus text, content worth paying attention to is marked with a special color.
  • Added [Near Space] and [Deep Space] modes. In [Deep Space] mode, the Netherrealm map requires a special Netherrealm Beacon to be activated.
  • New difficulty levels added: Timemark 7-1 and 7-2
  • New difficulty level Timemark 8 added, including Timemark 8-1, 8-2, 8-3, and 8-4.
  • Removed the majority of compasses, only retaining the following compasses: Shiny War Compass, Shiny Might Compass, Shiny Hunting Compass, Shiny Mechanical Compass, Shiny Dark Surge Compass, Shiny Blacksail Compass, and Shiny Magic Cube Compass. These compasses can be purchased at a fixed price from the Trader.

Statue of The New God & Divinity Slates Changes

  • The Brand Divinity Slate will no longer fail to brand now.
  • Added a fourth Brand Result - Transformation: Randomly transforms a Brand Talent Node on the tablet into another Talent Node of the same level.
  • Now, each Brand has a chance to directly add a new Divine Talent Node to the tablet.
  • Medium Talent Nodes have a chance to be upgraded to a more Rare Medium Talent Node when branded.
  • Recalculated the consumption and success rate of the Brand.

System Optimizations

Non-Buildcrafting Changes

Important Updates

  • [Training Dummy] The statistics interface now includes the display of the current character's Survival value, with an upper limit set at 99.9 billion.
  • [Season Pass] The bonus level for purchasing the Brilliant Gilding Pass has been increased from Level 10 to Level 15.
  • [Trader] Flame Dust can now be exchanged for Flame Sand at the Trader's place.
  • [Top-up] Changes to Total Top-Up Rewards

Experience Optimization

  • [Drop Display] Added different colored light pillar effects and pick-up trail effects for dropped items.
  • [Skills] The categorization of skills in the Inventory and Shop has been optimized.
  • [Settings] In the Screen settings, you can configure whether to show the frames per second and latency.
  • [Controller] Added button snap function for the controller cursor. Initially set to "Close" by default, it can be adjusted in the Control Settings.
  • [Main Interface] When the stage and character level have a significant difference, a prompt will be added to the main interface.
  • [Trade House] [Highlight Prices] text changed to [Price Filter]
  • [Trade House] Add a "Check Price" button to the Trade House tips.
  • [Trade House] The upper limit for each set of Flame Sand and Flame Dust in the Trade House has been adjusted to 999.
  • [Trade House] Added Global Search feature to the Trade House homepage
  • [Trade House] Items in the Trade House will be automatically locked by the system after being listed, delisted, or purchased.
  • [Trade House] Show Corrosion Affix and Base Affix in Precise Search Criteria
  • [Trade House] Collect Upper Limit +10
  • [Trade House] When adding a condition group, automatically include [Search results contain any of the conditions in the group]
  • [Trade House] Added enable and disable functions for condition groups.
  • [Trade House] Added precise search criteria - [Unidentified]

Other Improvements

  • [PC] In the Steam friends list, friends who are playing Torchlight: Infinite will now display more game-related info.
  • [Install] The mobile version has added a play-as-you-download feature, reducing the initial package size required for installation.
  • [Character Creation] You can now unlock more character slots! After exceeding the free quantity, you will need to use Primocrystal to unlock them.
  • [Boon] Daily Boon Increase Count Reminder and Upper Limit
  • [Merits] Due to the adjustments in the Netherrealm and Crafting, the related content in Merits has been correspondingly adjusted.
  • [Memory Card] Optimized the icons for all memory cards
  • [Great Void] The display order of the bosses has been adjusted to be arranged from new to old.
  • [Netherrealm Journey] has adjusted the completion requirements for some quests to adapt to the changes in the Netherrealm and crafting.
  • [Outfit] New Outfit Type Added - Portrait Frame

Buildcrafting & Mechanic Changes

Armor

  • In previous versions, the damage reduction ratio of Armor would vary depending on the amount of damage received, and it could only be effective against Physical Damage.
  • In order to make the armor's function more stable and easier to understand:
    • We have revised the armor damage reduction formula so that the damage reduction percentage is now solely based on the armor value and no longer varies with different damage values.
    • Armor now works against other types of damage besides Physical Damage (but still only applies to On Hit and Secondary Damage). However, when dealing with Non-Physical DMG, the default damage reduction percentage of Armor is only 60%.
    • At the same time, we have added a new mechanism for penetrating armor damage mitigation: "Armor Damage Mitigation Penetration." If the attacker has Armor Damage Mitigation Penetration, the final damage calculation will subtract the corresponding value from the armor's damage reduction percentage. When The damage reduction percentage is reduced to a negative value, the attacker's damage will instead increase by the corresponding percentage.

Evasion

  • Similar to the logic of modifying armor, now evasion can take effect against spell damage under default conditions. However, when dealing with spell damage, the evasion value will be additionally reduced by 40%.
    • At the same time, in order to reduce the sudden deaths commonly seen when relying on evasion as the primary means of survival, we have added a new buff called "Deflection." Each layer of Deflection reduces the damage taken by 10%. The upper limit for Deflection layers is 3, and it can be increased through equipment upgrades. When hit, all layers of Deflection will be consumed, but the character can gain one layer of Deflection through their core talent each time they evade.

Stacking and Multiplier Changes

  • In previous versions, affixes like "For each layer of Tenacity Blessing, an additional +7% Damage" had independent stacking bonuses for each layer of Tenacity Blessing. Therefore, if a character had 10 layers of Tenacity Blessing, this affix would increase the total damage by a factor of 1.07 to the power of 10.
  • In order to balance the benefits of similar affixes and make them easier to understand, such affixes have now been uniformly adjusted to stack internally.
  • Taking the above affix as an example, in the new season, a 10-level Tenacity Blessing will bring an additional +70% damage bonus through this affix.

Other Changes

  • Reaping
    • Now, when a unit deals Reaping damage, it can only reap the Damage Over Time it has infected itself.
  • Damage Transfer
    • When a unit's damage is transferred to another unit, it will be transferred in the form of secondary damage. Now, this secondary damage can no longer receive bonuses.
  • Damage Upper Limit
    • The single-instance damage and life removal upper limit has been increased from 100 billion to 1,000 billion.
  • The affixes that increase character size will no longer implicitly grant "additional melee skill radius" effects. Some affixes that modify character size will now be combined with "additional skill radius" affixes.
  • The base effect of Command now only provides additional Damage and Target-seeking Area Bonus for Synthetic Troop Minions.
  • When minions are teleported to the player's side due to being too far away from the player, it will no longer interrupt the skill that is currently being cast.

Hero Trait & Hero Relic Balance Changes

Berserker Rehan: Anger - Balance Changes

  • Level 32: Frenzy Furious
    • For every 5 points of Rage, gain an additional +1% Critical Strike Rating; for every 5 points of Rage, when landing a critical strike, gain an additional +1% Attack Damage.
  • Level 50: Rampaging
    • [Burst] has 2 Support Skill slots; gain 3 Rage when defeating an enemy; when in Berserk state, gain an additional +24% Melee Damage.
  • level 80: Reverberation
    • When landing a critical strike with an Active Attack Skill, there is a 50% chance to trigger [Burst], with a Cooldown of 0.3 seconds; when in Berserk state, the trigger chance is 100%, with a Cooldown of 0.3 seconds.
  • Level 80: Uncontrolled Anger
    • In Berserk state, gain an additional 80% Attack Damage; consume 10% of Max Life per second in Berserk state; in Berserk state, +60% Rage consumption.

Divine Shot Carino: Ranger of Glory - Balance Changes

  • Level 1: Ranger of Glory
    • Projectile skills will consume Ammo.
    • When consuming Ammo, gain an additional +20% damage for that projectile skill.
    • +6 Initial Magazine Capacity
    • You can reload immunity by clicking on the Trait Skill. The basic reload time is 0.6 seconds. You cannot use Projectile skills during the reloading process.
    • During the reload process, the movement speed is increased by 30%.
  • Level 13: Ammo Expert
    • +1 Special Ammo Slot
    • Always attempt to Auto Reload; Reload can be interrupted.
    • +25% Chance to Load Special Ammo
    • Recently, for every special bullet consumed, the reload time is reduced by 0.3 seconds.
    • When consuming Ammo, gain +2 Projectiles.
  • Level 32: Blade Shot
    • Recently, for each Special Ammo loaded, gain +2% Movement Speed ​​and an additional +3% Projectile Damage. Up to a maximum of +20% Movement Speed ​​and an additional +30% Projectile Damage.
  • Level 32: Heart-Piercing Shot
    • +10% Special Ammo Reload Chance
    • When consuming Special Ammo, gain an additional +50% damage for that projectile skill.
  • Level 50: Punishment Barrage
    • +1 Special Ammo Slot;
    • When consuming Special Ammo, there is a 20% chance to gain Magic Shot, lasting for 4 seconds, with an 8-second interval.
    • During Magic Shot, each Special Ammo consumed grants an additional +15% Damage to the Projectile skill.
    • (Magic Shot is considered to be constantly reloading)
  • Level 62: Landslide
    • During Magic Shot, each use or trigger of a projectile skill will consume all the immunization in the magazine.
    • If four Special Ammo are consumed, an additional +20% damage will be dealt by the Projectile skill.
    • If five Special Ammo are consumed, an additional +40% damage will be dealt for that Projectile skill.
    • If six Special Ammo are consumed, an additional +80% damage will be dealt for that Projectile skill.
  • Level 62: Crushing Gale Trigger
    • The 15% bonus to Attack and Cast Speed ​​also applies to the Reload chance of Special Ammo.
    • +2 Special Ammo Support Skill Level
  • Level 80: Never Stopping
    • During Magic Shot, each time a Projectile skill causes a Critical Strike, extend the duration of Magic Shot by 0.3 seconds.
    • When a projectile skill deals a critical strike, for each special ammo consumed by the skill, the damage is increased by an additional 10%.
  • Level 80: Well Prepared
    • +1 Special Ammo Slot
    • Upon successfully reloading a Special Ammo, the next Projectile skill will deal an additional +15% Projectile Damage.

Divineshot Carino: Lethal Flash - Balance Changes

  • Level 62: Lethal Interval
    • Remove Affixes:
      • Your flat trajectory projectile becomes a volley, scattering after flying 4 meters.
      • Scattered Projectiles deal an additional +80% Damage during the process.
    • New Affixes Added:
      • When using non-channeled mobility skills, gain 10 stacks of Lethal Interval, lasting for 10 seconds, with an upper limit of 20 stacks.
      • Each time you use or trigger a projectile skill, consume one layer of Darkness Interval (slow gameplay can be fully stacked).
      • When you have Lethal Interval, your flat trajectory Projectile turns into a Volley, scattering after flying 4 meters.
      • Darkness Interval: +2% Damage for subsequent projectiles in the Shotgun Effect
  • Level 80: Overheating
    • New Affixes Added:
      • +6 Ammo Capacity Upper Limit
      • +0.4 seconds reload time
  • Level 80: Desperate Measure
    • Remove Affixes:
      • Additional -25% Projectile Damage
    • New Affix Added:
      • Additional -25% Damage

Spacetime Witness Youga: Spacetime Illusion - Balance Changes

  • Level 1: Twisted Spacetime
    • Removed Affixes:
      • When you are in Twisted Spacetime, gain +50% Spell Damage.
    • New Affix Added:
      • When you are in Twisted Spacetime, gain an additional +15% Spell Damage.
  • Level 32: Flow Disruption
    • Remove Affixes:
      • Recently, enemies hit by you and Spacetime Illusion have a -15% reduction in Attack and Cast Speed.
    • New Affix Added:
      • When you have at least 50 Spacetime Energy points, if there is no Spacetime Illusion present, automatically summon a Spacetime Illusion.
      • If not in Twisted Spacetime, automatically recall the Spacetime Illusion.
  • Level 50: Spacetime Resonance
    • Twisted Spacetime and Spacetime Illusion are affected by Spell Skill Level.
    • For every +1 Spell Level, increase the Twisted Spacetime Skill Radius by 6%, up to a maximum of +90%.
    • For every +1 Spell Skill Level, gain an additional +6% Spell Damage while in Twisted Spacetime, up to a maximum of +90% additional Spell Damage.
    • For every +1 Spell Skill Level, increase the casting frequency of Spacetime Illusion by +6%, up to a maximum of +90%.
  • Level 62: Spacetime Protection
    • When you suffer fatal damage, you lose the Spacetime Illusion. With the power of spacetime, you become immune to that instance of damage, knock back nearby enemies, and restore 30% of your lost life and shield. This effect has a 10-second cooldown.
  • Level 62: Twisted Field
    • When you are in Twisted Spacetime, you gain an additional +18% Spacetime Illusion Spell Damage per second, with the effect no longer stacking after 6 seconds.
    • Reset this effect 0.5 seconds after you leave the Twisted Spacetime.

Spacetime Witness Youga: Spacetime Elapse - Balance Changes

  • Level 1: Spacetime Elapse
    • Remove Affixes:
      • During Twisted Spacetime, gain +35% Damage Over Time.
    • New Affix Added:
      • During Twisted Spacetime, gain an additional +10% Damage Over Time.
  • Level 62: Spacetime Speed-up
    • Remove Affixes:
      • Within 8 seconds, for every 5 points of Time-Space Energy consumed, gain +2% Affliction effect, up to a maximum of +40%.
      • During Twisted Spacetime, gain an additional +15% Damage Over Time.
    • New Affix Added:
      • Within 10 seconds, for every 5 points of Time-Space Energy consumed, gain an additional +2% Affliction effect, up to a maximum of +40% additional Affliction.

Frostfire Gemma: Ice-Fire Fusion - Balance Changes

  • Level 1: Ice and Fire
    • Remove Affixes:
      • For every point of Fusion Energy, gain +10% Fire Damage and Cold Damage, and a 5% chance to Ignite and Frostbite.
    • New Affix Added:
      • For every point of Fusion Energy, gain +5% Ignite and Frostbite Chance, plus an additional +6% Fire Damage and Cold Damage.
  • Level 80: Extreme Fusion
    • New addition:
      • When Fusion Energy reaches its upper limit, the bonus and additional bonus for Fire Damage will also apply to Lightning Damage when dealing damage.
      • When Fusion Energy reaches its upper limit, the bonus and additional bonus for Cold Damage will also apply to Lightning Damage when dealing damage.

Oracle Thea: Wisdom of the Gods - Balance Changes

  • Level 1: Wisdom of the Gods
    • Remove Affixes:
      • Recently, each use of Divine Punishment consumes one layer of Blessing, +10% Damage, up to a maximum of +250%.
    • New Affix Added:
      • Recently, each use of Divine Punishment consumes one layer of Blessing, granting an additional +2% Damage, up to a maximum of +40% additional Damage.

Oracle Thea: Incarnation of the Gods - Balance Changes

  • Level 32: Born Might
    • Remove Affixes:
      • When hitting an Elite enemy that is not at Full Life, always attempt to automatically unleash the Divine Realm.
    • New Affix Added:
      • When dealing damage to non-full life elite enemies, always attempt to automatically unleash the Divine Realm.
  • Level 80: Incarnation of God
    • New Affix Added:
      • Additional +35% Divine Realm Cooldown Recovery Speed

Escapist Bing: Blast Nova - Balance Changes

  • Level 1: Blast Nova
    • New Affix Added:
      • Spell Burst upper limit reduced to 1/3 of the original layers.
    • New Basic Rules:
      • Bomb Support inherits the effects of Demolisher Charge and Terra Charge after consumption
  • Level 62: Doomsday Fission
    • Remove Affixes:
      • Additional -20% damage for this bomb attack
    • Fission Buff introduces a new affix:
      • Additional -30% damage for this bomb attack

Commander Moto: Order Calling - Balance Changes

  • Level 1: Orders of War
    • New Affix Added:
      • When Minions have Overload, they gain +30% Attack and Cast Speed.
  • Overload Buff Removal Affix:
    • +30% Attack and Cast Speed, +10% Chance to Deal Double Damage
  • Overload Buff with New Affix Added:
    • Additional +5% Attack and Cast Speed, Additional +15% Damage

Commander Moto: Charge Calling - Balance Changes

  • Overload Buff Removal Affix:
    • +30% Attack and Cast Speed, +10% Chance to Deal Double Damage
  • New Affix Added to Overload Buff:
    • Additional +30% Damage

Hero Trait Bug Fixes

  • Oracle Thea: Incarnation of the Gods
    • Fixed the issue with the affix "Always attempt to automatically release Divine Realm" in the Born Might feature, where the Divine Realm would be released at the wrong location after an enemy's death.
  • Frostfire Gemma: Frostbitten Heart
    • Fixed the issue where using Icebound Beam would not continuously grant Cold Energy.
    • Fixed the issue where Cold Pulse and Icebound Blade could not cause abnormal effects.

Hero Relic & Hero Memory Changes

  • Spacetime Witness Youga: Spacetime Illusion
    • New Legendary Memory: Telepathy Expert:
      • When the illusion consumes Spell Burst, it will also attempt to consume Spell Burst for Youga.
    • Revamped Legendary Memory: Multidimensional Contact:
      • Change to have a chance to gain Spell Burst when using core spell skills.
  • Memory Effect Related Equipment Removal
    • Remove the Legendary Relics Ascended Body and Void Eater.
    • Each Hero Trait Relic: Remove the "+ Hero Memories Effect" related affix.
  • Berserker Rehan: Anger
    • Legendary Relic Varagon's Symphony of Souls:
      • Remove the affix "In Berserk state, +(60-70)% Hero Memories effect for even-numbered Engrams; during Berserk, consume 30% of current Rage per second."
      • New affix added: "For each Magic Hero Memory engraved, gain an additional +6% Melee Damage in Berserk state; for each Legendary Hero Memory engraved, reduce Rage consumption by 20% in Berserk state."
  • Berserker Rehan: Seething Silhouette
    • Legendary Relic: Spirit of Ancient Sorcery:
      • Remove the affix "If the player has recently used a skill, +(2-2.5)% Engram 3 Hero Memories effect, stacking up to 10 times; if the Seething Spirit has recently used a skill, +(2-2.5)% Engram 1 Hero Memories effect, stacking up to 10 times."
      • New affix: "For each Magic Hero Memory engraved, +(15-17) Rage upper limit; for each Legendary Hero Memory engraved, an additional +6% Seething Spirit damage."
  • Divineshot Carino: Ranger of Glory
    • Legendary Relic - Goggles of the Royal Hunter:
      • "Each Engram of Legendary Hero Memory grants a +(7-7)% chance to Reload Special Ammo" has been adjusted to "Each Engram of Legendary Hero Memory grants a +(7-8)% chance to Reload Special Ammo."
      • Remove the affix "Recently, for every 6 Special Ammo reloaded, +(3-4)% Magic Hero Memories effect, stacking up to 15 times."
      • New Affix: "For each Magic Hero Memory Engram, +33% Magic Shot duration"
  • Cateye Erika: Wind Stalker
    • Legendary Relic: Cat's Vengeance Diary:
      • "For each Legendary Hero Memory engraved, +3% chance to deal damage equivalent to the max Multistrike Count" has been adjusted to "For each Legendary Hero Memory engraved, +(9-9)% Movement Speed."
      • Remove affix "Recently, for every 10 meters moved, +(10-11)% Magic Hero Memories effect."
      • New affix added: "For each Magic Hero Memory engraved, Multistrike Damage increases by an additional (6-6)%."
  • Escapist Bing: Blast Nova
    • Legendary Relic: Bing's Big Bang Pack:
      • "Remove Affix" After using Empower Skill, the next time you throw a bomb, for each +1 bomb Quantity, gain +(20-25)% Memory effect, lasting (8-8) seconds, stacking up to (4-5 ) layers.
      • New Affix: "When throwing a bomb, if the number of bombs is equal to the max Engram level + (1-5), an additional +40% damage is dealt by that bomb. For every difference of 1 in the number of bombs , the bonus is reduced by 33%."
  • Spacetime Witness Youga: Spacetime Illusion
    • Legendary Relic: Thousands of Shadows:
      • "You and Spacetime Illusion gain an additional +(1 - 1)% Cast Speed ​​each time you cast, until Spacetime Illusion is lost" has been changed to "You and Spacetime Illusion gain an additional +(1 - 1)% Cast Speed ​​each time you cast, stacking up to 50 times, until Spacetime Illusion is lost."
  • Spacetime Witness Youga: Spacetime Elapse
    • Legendary Relic: Fictional Stars:
      • "For each Hero Memories Engram, during Twisted Spacetime Persistence, lose (10 - 10) Energy per second" has been adjusted to "For each Hero Memories Engram, during Twisted Spacetime Persistence, +10 Energy consumption."
      • Remove the affix "Twisted Spacetime: For every 1 second it exists, (3-4)% Hero Memories effect, reaching maximum after 15 seconds."
      • New Affix: "Twisted Spacetime grants an additional 150% Damage Over Time dealt to enemies, and reduces Spacetime Turbulence duration by an extra 50%"
  • Oracle Thea: Incarnation of the Gods
    • Legendary Relic of Compensatory Divinity:
      • "For each Magic Hero Memories Engram, -8--7% Divine Realm Cooldown Recovery Speed." has been adjusted to "For each Magic Hero Memories Engram, +20% Divine Realm Persistence Duration."
      • "For each Legendary Hero Memory Engram, -11--10% Divine Realm Persistence" has been adjusted to "For each Legendary Hero Memory Engram, +7% Divine Realm Cooldown Recovery Speed."
      • Remove the affix "For each layer of Divine Realm Blessing consumed, the Hero Memories effect is increased by 5% during the Persistent Divine Realm, stacking up to 20 times."
  • Commander Moto: Order Calling
    • Legendary Relic: Gerry's Legacy:
      • "Each Engram of Legendary Hero Memory grants +(22 - 27)% Overload effect" has been adjusted to "For each Legendary Hero Memory Engram inscribed, Minions have a +(7-8)% chance to deal Double Damage.."
      • Remove the affix "For each application of Overload, gain +(5-7)% Magic Hero Memories effect, lasting 6 seconds, stacking up to 15 times."
      • New affix added: "For each Magic Hero Memory Engram, +(22 - 27)% Overload effect."
  • Commander Moto: Charge Calling
    • Legendary Relic: Magnus' Scepter:
      • Remove the affix "For each Hero Memory engraved, +(4 - 4)% Overload effect; for each Engram locked, +(5 - 6)% Overload effect."
      • New affix added: "When Minions trigger the Self-Destruct Protocol and hit with their Self-Destruct, consume 1% of the Character's current Life and Shield, adding base Physical Damage equal to 6% of the Character's Max Life and Shield to that Self -Destruct."
Bug Fixes
  • Oracle Thea: Wisdom of the Gods
    • Fixed the issue where the Memory Affix "Consume one layer of Blessing with each use of Divine Punishment, granting an additional +4% damage to the next Main Skill" would only take effect for one instance when carrying multiple instances of the affix.
  • Oracle Thea: Incarnation of the Gods
    • Fixed the Relic, Memory Affix "During the Divine Realm's Persistence, for each stack of Blessing, gain an additional +2% Damage, stacking up to 25 times" not working properly after exceeding a certain number of stacks.

Skill Changes

Reworked Skills

  • Fire Burst:
    • Upon casting this skill, it unleashes a fiery explosion, dealing 189-350 Spell Fire Damage to enemies within a certain area.
    • When Fire Burst is activated with Spell Burst, the Skill Radius of each skill release increases by 15%.
    • When Fire Burst activates Spell Burst, each Spell Burst critical strike deals an additional +5% damage.
  • Defense Layers [Level 20]:
    • Supported Skill - 30% Persistent Duration
    • When the Support Skill is activated, the Shield cannot be interrupted by Damage within 2 seconds.
    • During the duration of the supported skill, +14.5% Energy Shield Charge Speed.
  • Iron Fortification [Level 20]:
    • Supported Skill - 45% Persistent Duration
    • During the duration of the Support Skill, gain +1250 Armor points.
    • During the duration of the Support Skill, +10% of received Elemental Damage is converted to Physical Damage.
  • All In [Level 20]:
    • Supported Skill - 45% Persistent Duration
    • During the duration of the Support Skill, gain +14.5% Evasion.
    • When possessing Deflection, receive an additional -10% Damage taken.
Spirit Magus Minion Skill Rework
  • All Spirit Magus Minions have their base Movement Speed ​​increased by 100%, and their base detection range is also increased.
  • Now, every Spirit Magus will have four skills: Base Skill, Enhanced Skill, Empower Skill, and Ultimate Skill.
  • When a Spirit Magus uses a Base Skill, there is a chance that the skill will transform into an Enhanced Skill. This probability can be improved through training.
  • The Hero, The Forsaken Spirit Magus, can cause their Spirit Magus Minions to enter a Full Bloom state, during which the Minions will unleash their Ultimate abilities.
  • Fire Spirit:
    • Base Skill: Blazing Dance
      • Deal 80% base spell fire damage to the fan-shaped area in front.
    • Enhanced Skill: Blazing Incineration
      • Deal 203% base spell fire damage to the circular area in front, and if this skill has a recent critical strike, an additional +10% damage.
      • When the Spirit Magus is at least Rank 3, this skill deals an additional +30% damage, and upon landing a critical strike, it gains 1 stack of buff. Each stack increases the skill radius by +15%, stacking up to a maximum of 15 stacks.
    • Empower Skill: Blazing Spin
      • Activate this skill to gain Euphoria: While the skill is active, gain +435% Critical Strike Rating, and deal continuous Fire Damage equal to 99% of your base Damage to enemies within a circular area around you.
      • When the Spirit Magus is at least Rank 4, hitting an enemy affected by this skill grants 1 stack of buff. Each stack increases your critical strike damage by +9%, stacking up to a maximum of 15 stacks.
    • Ultimate Skill: Rising Molten Fury
      • Create 4 consecutive pillars of fire in front, dealing 570% spell fire damage to enemies within them. Damage from multiple pillars can stack.
  • Frost Spirit:
    • Base Skill: Glacier Ripples
      • Deal 80% base Cold Damage with a spell to the fan-shaped area in front.
    • Enhanced Skill: Permafrost Cast
      • Deal 203% base Cold Damage with a spell to a circular area in front of you. This skill deals an additional +10% damage to Frostbitten enemies.
      • When Spirit Magus is at least Rank 3, this skill gains +50% Frostbite Chance, and when this skill hits an enemy with at least 10 Frostbite or is Frozen, it deals an additional +80% Damage to them, then consumes 10 Frostbite points .
    • Empower Skill: Frost Release
      • Casting this skill deals 52% base Spell Cold Damage to enemies within a certain Area around the caster, causing Frostbite and applying 30 Frostbite points to the enemies.
      • Activate this skill to gain Euphoria: Your next 3 other skills deal an additional +85% Damage. Stacking multiple skill effects is possible.
      • When the Spirit Magus is at least level 4, every 5 other skills cast will trigger this skill.
    • Ultimate Skill: Ice Earthshaker
      • Deal 2010% base spell cold damage to enemies in a cone-shaped area in front of you, causing them to be frostbitten and applying 100 frostbite points.
  • Thunder Spirit:
    • Base Skill: Lightning Star
      • Launches 1 projectile forward, dealing 148% base Attack Physical Damage.
    • Enhanced Skill: Thunderlight Arrow
      • Launches 1 projectile forward, dealing 148% base attack physical damage. The number of projectiles fired by this skill is not affected by the Projectile Quantity bonus, but the projectiles always penetrate and can hit the same enemy. For every +1 Projectile Quantity, an additional +10% damage is dealt.
      • When the Spirit Magus is at least Level 3, this skill fires 2 basic projectiles, and multiple projectiles can hit the same enemy.
    • Empower Skill: Thundercloud Surge
      • Upon activating this skill, gain Euphoria: an additional +28% Attack Speed, and while the skill persists, other abilities that hit enemies will trigger Combo Lightning, dealing Attack Physical Damage equal to 18% of the base damage to the struck enemy and up to 3 nearby enemies.
      • When the Spirit Magus is at least Rank 4, this skill grants an additional +25% damage while active.
    • Ultimate Skill: Lightning Surge
      • Launches 1 projectile forward, which always penetrates but is not affected by projectile speed and projectile quantity bonuses, and does not deal damage. As the projectile flies, every 0.25 seconds, it releases a chain lightning to up to 8 enemies within a certain range, dealing 293% base attack physical damage.
      • The bonus to the skill's projectile quantity will increase the number of enemies targeted each time Chain Lightning is cast.

Skill Mechanic Changes

  • Triggered Skills:
    • Now, triggered skills can only be linked to one corresponding active skill (for example: Curse on Hit can only be linked to one active curse skill).
  • Synthetic Troop Skill:
    • Now, the same Synthetic Troop Skill shares the upper limit of summon quantity.
      • For example, there are two Summon Machine Guard skills: one can summon 4 guards, and the other can summon 2 guards. In the previous version, these two skills could summon a total of 6 Machine Guards, but now they can only summon 4.
      • This modification is due to performance pressure, but we will ensure the late-game strength of the Summon skill.
  • Defensive Skills:
    • Now, the cooldown time for all defensive skills has been adjusted to 6 seconds.
    • The duration of defensive skills (except for Forced Start) has been adjusted to 6 seconds.
  • Spell Terra Ability:
    • The cooldown time for all ground-based spell abilities (excluding Shadow Swamp) has been increased from 0.1 seconds to 0.5 seconds.
  • Curse Skill:
    • All Curse skills have an additional +20% Skill Radius.
    • All Curse skills' Cooldown time increased, from 0.1 seconds -> 0.5 seconds.
  • Sentry Skills:
    • Now, the Sentry skill will show the current number of placed Sentries on the skill icon.
  • Now, besides Cost Conversion, Seal Conversion, Precise Seal Conversion, Selfishness, Selfless, Stand as One, Restrain, Imbue Buff, and Imbue Enhancement, the Mana multiplier for all other Support Skills has been uniformly adjusted to 110%.
  • Active Skill Arcane Circle, Focused Shot, Focused Slash, Focused Impact, and Aim: The additional bonuses provided by each layer of buffs have been adjusted from multiplicative stacking to additive stacking.
  • The additional bonuses provided by each layer of buffs in Support Skill Attack Focus, Overload, and Raid have been adjusted from multiplicative stacking to additive stacking.

Skill Balance Changes

  • Raging Fury:
    • While Burst of Anger is active, gain an additional +10% Skill Radius (size-related adjustments).
  • Mechanical March:
    • The Machine Army's buff no longer increases the Attack and Cast Speed ​​of Minions for each level.
    • The Machine Army's each layer of buff now grants Minions an additional +7% (at level 20) Attack and Cast Speed.
  • Elemental Shock:
    • Elemental Shock no longer increases Elemental Damage for Minions.
    • While Elemental Shock is active, Minions gain an additional +12.75% (at level 20) Elemental Damage.
  • Realm of Malice:
    • Terrain of Malice increases the additional Skill Radius provided by Support Skills from +100% to +150%.
  • Assault Command:
    • Assault Command can now only support Synthetic Troop Skills.
  • Defense Form:
    • Defense Form can now only support Synthetic Troop Skills.
  • Servant Speed:
    • Minion Speed ​​no longer increases Attack and Cast Speed ​​for Minions summoned by Support Skills.
    • Servant Speed ​​now grants an additional +35% (at level 20) Attack and Cast Speed ​​to Minions summoned by supported skills.
  • Sentry Modification:
    • Sentry Modification no longer increases the attack and cast speed of sentries placed by supported skills.
    • Sentry Modification now grants an additional +35% (at level 20) Attack and Cast Speed ​​to sentries placed by supported skills.
  • Mechanical Modification:
    • Mechanical Modification no longer increases the Skill Radius of Minions summoned by Support Skills.
    • Mechanical Modification now grants an additional +40% Skill Radius to minions summoned by Support Skills (size-related changes).
    • Mechanical Modification increases the additional damage of Minions by +119% -> +170% (at Level 20).
  • Cast When Taking Damage:
    • Cast When Taking Damage Mana Multiplier reduced from 500% to 300%.
  • Precision Cast When Taking Damage:
    • Precision: Cast When Taking Damage Mana Multiplier reduced from 500% to 300%.
  • Cast while Channeling:
    • Cast while Channeling Mana multiplier reduced from 500% to 400%.

Skill Bug Fixes

  • Fixed the issue where the Escapist character would face the Bombard target when throwing a bomb using Bombard.
  • Fixed the issue where the skill radius would not decrease below the base value. Now, when the skill radius bonus is negative, the skill's area will shrink.
  • Fixed the issue with the Active Skill Black Hole, Support Skill Cataclysm, and God of Might's core Talent Blazing Fire applying Affliction values ​​to enemies, while only being able to apply Affliction values ​​to one enemy at a time.
  • Fixed the issue where the Minions Damage Bonus provided by the Active Skill Elemental Shock could not benefit from the Empower effect (the effect of reducing enemy Resistance will still not be enhanced).
  • Fixed the issue where projectile and beam abilities were unable to hit enemies that were too close to the player.
  • Fixed the issue where casting certain instant skills would interrupt the Auto Guide when channeling.

Legendary Gear Changes

Legendary Gear Balance Changes

  • Hunting Wound Long Blade
    • Season 3:
      • +(140 - 160)% Gear Physical Damage
      • +(12 - 15)% Attack Speed ​​for this Gear
      • +(40 - 50)% Bleed Chance
      • +(6 - 8)% Chance to Deal Double Bleed Damage
      • When attacking and hitting an enemy, there is a +(8 - 8)% chance to gain (1 - 1) stack(s) of Tenacity Blessing.
    • Season 4:
      • +(140 - 160)% Gear Physical Damage
      • +(12 - 15)% Attack Speed ​​for this Gear
      • Adds (80 - 100)% of Main-Hand Weapon Physical Damage to Base Bleed Damage
      • +(10 - 20)% Chance to Deal Double Bleed Damage
      • When attacking and hitting an enemy, there is a +(20 - 20)% chance to gain (1 - 1) stack(s) of Tenacity Blessing.
  • Forge of Supremacy
    • Season 3:
      • +(40 - 60)% Gear Physical Damage
      • This equipment adds (25 - 27) - (31 - 35) points of Physical Damage.
      • +(20 - 25)% Attack Speed ​​for this Gear
      • (-1000 - -800) Armor Value
      • For every (500 - 500) Armor, +(1 - 1)% Attack Damage
    • Season 4:
      • +(40 - 60)% Physical Damage on this Gear
      • This equipment adds (25 - 27) - (31 - 35) points of Physical Damage.
      • +(20 - 25)% Attack Speed ​​for this Gear
      • For Elemental Damage, (-10 - -10)% Armor Effective Rate
      • For every (500 - 500) Armor points, +(1 - 1)% Attack Damage
  • All-Night Revelry
    • Season 3:
      • +(80 - 120)% Physical Damage on this Gear
      • +(20 - 30)% Critical Strike Rating for this equipment's Attack
      • For every stack of Agility Blessing, your Attack deals an additional (3 - 4) - (6 - 7) Physical Damage.
      • For every stack of Agility Blessing, gain +(5 - 6)% Critical Strike Damage.
      • For every layer of Agility Blessing, gain +(12 - 15)% Critical Strike Rating.
      • (1 - 1) Agility Blessing Layer Upper Limit
    • Season 4:
      • +(1 - 40)% Attack Speed ​​for this Gear
      • For each stack of Agility Blessing, add (6 - 8) - (10 - 12) points of Physical Damage to your Attack.
      • For every stack of Agility Blessing, gain +(6 - 8)% Critical Strike Damage.
      • (-1 - -1) Agility Blessing Layer Upper Limit
      • When Agility Blessing reaches its upper limit, lose (8 - 10) stacks of Agility Blessing and gain Frenzy Feast.
  • Abyss Watcher
    • Season 3:
      • +(160 - 200)% Gear Physical Damage
      • +(30 - 40)% Critical Strike Rating for this equipment's Attack
      • Upon a Critical Strike, inflict an additional (1 - 1)% Physical Damage as Erosion Damage, stacking up to (50 - 50) layers, lasting for (10 - 10) seconds.
      • Critical Strike ignores Armor and Erosion Resistance.
    • Season 4:
      • +(160 - 200)% Gear Physical Damage
      • +(30 - 40)% Critical Strike Rating for this equipment's Attack
      • Upon landing a Critical Strike, inflict an additional (1 - 1)% Physical Damage as Erosion Damage, stacking up to (50 - 50) times, lasting for (10 - 10) seconds.
      • +(36 - 36)% Armor Damage Mitigation Penetration
  • Fire Lord's Sin
    • Season 3:
      • +(60 - 80)% Physical Damage on this Gear
      • Convert (50 - 50)% Physical Damage to Fire Damage
      • When at Low Life, gain an additional +(10 - 15)% Fire Damage.
      • When on Low Life, +(50 - 60)% Skill Radius
      • (1 - 1) Tenacity Blessing Layer Upper Limit
    • Season 4:
      • +(120 - 180)% Physical Damage on this Gear
      • Convert (100 - 100)% Physical Damage to Fire Damage
      • +(20 - 30)% Critical Strike Rating for this equipment's Attack
      • Upon entering the Low Life state, within (2 - 2) seconds, gain +(1 - 2) to the upper limit of Tenacity Blessing stacks.
      • When you have at least (8 - 10) stacks of Tenacity Blessing, gain an additional +(10 - 20)% Fire Damage.
      • Suffer (100 - 100) points of Indirect Fire Damage per second
  • Variel's Snicker
    • Season 3:
      • (3 - 3) Main Skill Level
      • +(30 - 40)% Attack and Cast Speed
      • Gain a Void Orb when using a skill.
      • For each Legendary Gear equipped, +(1 - 1) Void Orb Quantity, up to a maximum of (5 - 5).
      • When the Void Orb reaches its upper limit, it ignores the enemy's armor, elemental resistance, and erosion resistance.
    • Season 4:
      • +(80 - 120)% Spell Damage
      • +(20 - 30)% Erosion Resistance
      • While moving, gain a Void Orb every (1 - 1) seconds.
      • For each Legendary Gear equipped, +(2 - 2) Void Orb Quantity, up to a maximum of (6 - 6).
      • Upon reaching the upper limit of Void Orbs, ignore the enemy's Armor, Elemental Resistance, and Erosion Resistance.
  • Eternal Moon
    • Season 3:
      • This equipment adds (16 - 21) - (27 - 35) points of Physical Damage.
      • +(4 - 5)% Attack Speed ​​for this Gear
      • +(12 - 15)% Movement Speed
      • +(20 - 24)% Mobility Skill Cooldown Recovery Speed
      • Upon defeat, restore (12 - 15) points of Mana.
    • Season 4:
      • This equipment adds (16 - 21) - (27 - 35) points of Physical Damage.
      • +(4 - 5)% Attack Speed ​​for this Gear
      • +(1 - 1) Projectile Quantity
      • When not in Blur mode, +(2 - 2) horizontal projectile piercing counter.
      • When Blur is active, +(2 - 2) Jump count
  • Eastern Envoy's Black Claw
    • Season 3:
      • +(200 - 220)% Gear Physical Damage
      • +(12 - 16)% Attack Speed ​​for This Gear
      • +(60 - 80) Max Energy Shield
      • +(4 - 6)% Shield Regeneration
      • Additional (-10 - -10)% Shield Regain Interval Time
    • Season 4: Removed from the game
  • Mountain Howling
    • Season 3:
      • +(80 - 100)% Physical Damage on this Gear
      • This equipment adds (26 - 29) - (32 - 36) points of Physical Damage.
      • +(25 - 35)% Attack Speed ​​for this Gear
      • (50 - 50)% Knockback Chance
      • Additional +(50 - 80)% Knockback Distance
      • When there are no enemies nearby, gain an additional +(60 - 70)% Attack Damage.
      • (-30 - -30)% Movement Speed
    • Season 4:
      • +(80 - 100)% Physical Damage on this Gear
      • This equipment adds (26 - 29) - (32 - 36) points of Physical Damage.
      • +(25 - 35)% Attack Speed ​​for this Gear
      • (50 - 50)% Knockback Chance
      • Additional +(50 - 80)% Knockback Distance
      • When there are no enemies nearby, gain an additional +(35 - 45)% Attack Damage.
      • (-30 - -30)% Movement Speed
  • Pendulum of Death
    • Season 3:
      • +(220 - 240)% Gear Physical Damage
      • +(15 - 20)% Attack Speed ​​for this Gear
      • +(140 - 160)% Elemental Damage
      • +(60 - 80)% Barrage Skill Radius
      • (-80 - -60)% Barrage Skill Wave Interval
      • +(20 - 30)% Attack and Cast Speed
    • Season 4:
      • +(220 - 240)% Gear Physical Damage
      • +(15 - 20)% Attack Speed ​​for this Gear
      • +(140 - 160)% Elemental Damage
      • +(60 - 70)% Barrage Skill Radius
      • (-30 - -20)% Barrage Skill Wave Interval
      • +(20 - 25)% Attack and Cast Speed
  • Imperial General
    • Season 3:
      • +(120 - 150)% Gear Physical Damage
      • +(30 - 40)% Critical Strike Rating for this equipment's Attack
      • For each barrage wave, the barrage skill deals an additional +(10 - 10)% damage.
      • (-60 - -60)% Barrage Skill Wave Interval
      • For every (12 - 12) meters moved, using the Barrage skill grants +3 total waves, with an upper limit of 1 stack.
      • When stationary, +(100 - 100)% Armor and Evasion
    • Season 4:
      • +(120 - 150)% Physical Damage on this Gear
      • (30 - 40)% Critical Strike Rating for this equipment's Attack
      • For each barrage wave, the barrage skill deals an additional +(10 - 10)% damage.
      • (-60 - -60)% Barrage Skill Wave Interval
      • For every (40 - 48) meters moved, use the Barrage skill to gain +3 total waves, with a maximum of 1 stack.
      • When stationary, +(100 - 100)% Armor and Evasion
  • King Lionheart's Ambition
    • Season 3:
      • This equipment adds (57 - 63) - (69 - 75) points of Physical Damage.
      • +(140 - 160)% Gear Physical Damage
      • Convert (50 - 50)% Physical Damage to Fire Damage
      • +(30 - 40)% Attack Speed ​​for this Gear
      • For every stack of Agility Blessing, add (15 - 20)% of Main-Hand Weapon Physical Damage to the base Ignite Damage.
      • On hitting an ignited enemy, there is a +(10 - 20)% chance to gain (1 - 3) stacks of Agility Blessing.
      • For every stack of Agility Blessing, deal +(20 - 25)% Fire Damage to Ignited enemies.
    • Season 4:
      • +(250 - 300)% Gear Physical Damage
      • +(20 - 30)% Attack Speed ​​for this Gear
      • For every stack of Agility Blessing, add (25 - 30)% of Main-Hand Weapon Physical Damage to the base Ignite Damage.
      • For every (5 - 5) stacks of Agility Blessing, defeating ignited enemies causes an explosion, dealing indirect fire damage equal to (25 - 25)% of the enemy's max life.
      • The base effect of Agility Blessing is changed to: Additional +6% Ailment Damage, +6% Ailment Duration.
  • Bullying the Weak
    • Season 3:
      • +(180 - 200)% Gear Physical Damage
      • Adds (120 - 160) Base Bleed Damage
      • Against Elite, +(50 - 50)% Bleed Chance
      • +(12 - 18)% Attack Speed ​​for this Gear
      • On hit against a Bleeding Elite, Reap Bleed Damage from Nearby Enemies for (1.5 - 1.5) seconds, with an interval of (6 - 6) seconds.
    • Season 4:
      • +(180 - 200)% Physical Damage on this Gear
      • Adds (80 - 100)% of Main-Hand Weapon Physical Damage to Base Bleed Damage
      • Against non-boss enemies, gain an additional +(100 - 100)% Bleed Damage.
      • +(12 - 18)% Attack Speed ​​for this Gear
      • On hit against non-boss enemies, Reaping deals (3 - 3) seconds of Bleed damage, with a (6 - 6) second cooldown for the same target.
  • Dumb Voice
    • Season 3:
      • +(30 - 30)% Physical Damage on this Gear
      • +(10 - 12)% Critical Strike Rating for this equipment's Attack
      • +(8 - 10)% Attack Speed ​​for this Gear
      • For every (1900 - 1900) Evasion, add (1 - 1)% of Physical Damage as Lightning Damage.
      • For every (900 - 900) Evasion, gain +(1 - 1) Critical Strike Rating.
    • Season 4:
      • +(30 - 30)% Gear Physical Damage
      • +(10 - 12)% Critical Strike Rating for this equipment's Attack
      • +(8 - 10)% Attack Speed ​​for this Gear
      • For every (475 - 475) Evasion, add (1 - 1)% of Physical Damage as Lightning Damage.
      • For every (225 - 225) Evasion, gain +(1 - 1) Critical Strike Rating.
  • Jumble Ice
    • Season 3:
      • +(180 - 240) Max Mana
      • +(20 - 30)% Cast Speed
      • For every stack of Focus Blessing, gain +(10 - 20)% Spell Damage.
      • For every stack of Focus Blessing, the spell adds (15 - 17) - (23 - 25) points of Cold Damage.
      • For every 1 stack of Focus Blessing, gain +(20 - 30) Spell Critical Strike Rating.
      • (1 - 1) Focus Blessing Layer Upper Limit
      • When Focus Blessing reaches the upper limit, it cannot be returned.
    • Season 4:
      • +(180 - 240) Max Mana
      • +(20 - 30)% Cast Speed
      • For every stack of Focus Blessing, gain an additional +(8 - 12)% Spell Damage.
      • For every 1 stack of Focus Blessing, gain +(20 - 30) Spell Critical Strike Rating.
      • Upon obtaining Focus Blessing, there is a +(50 - 50)% chance to also receive Agility Blessing.
      • Within (2 - 2) seconds, for each stack of Focus Blessing gained, Spell Damage is reduced by (-60 - -40)%.
  • Undercurrent
    • Season 3:
      • This equipment grants an additional (169 - 174) - (183 - 188) points of Fire Damage.
      • Spell adds (96 - 110) - (127 - 146) points of Fire Damage
      • +(80 - 100)% Skill Radius
      • For every 1 stack of any Blessing, gain +(1 - 1)% Attack and Spell Block.
      • When having three types of blessings at the same time, both you and nearby enemies gain +(30 - 30)% Injury Buffer.
    • Season 4:
      • This equipment grants an additional (169 - 174) - (183 - 188) Fire Damage.
      • Spell adds (96 - 110) - (127 - 146) points of Fire Damage
      • +(80 - 100)% Skill Radius
      • For every 1 stack of any Blessing, gain +(2 - 2)% Attack and Spell Block.
        This affix is ​​now based on cooldown rather than interval, and the cooldown time has been adjusted accordingly.
      • When having three types of blessings at the same time, both you and nearby enemies gain +(30 - 30)% Injury Buffer.
  • Unbreakable Chestplate
    • Season 3:
      • +(40 - 50)% Defense
      • +(130 - 150) Max Life
      • +(15 - 20)% Fire and Cold Resistance
      • Add (2 - 2)% Armor to Barrier absorption amount
    • Season 4:
      • +(28 - 32)% Defense
      • +(100 - 120) Max Life
      • +(15 - 20)% Fire and Cold Resistance
      • Add (4 - 4)% Armor to Barrier absorption amount
  • King of Crimson
    • Season 3:
      • (30 - 35)% Max Life; When having a Shield, an additional + (30 - 35)% Damage taken
      • Convert (100 - 100)% of Mana Cost to Life Cost
      • Recently, for every (800 - 800) Life consumed, add (10 - 12) - (13 - 15) points of Physical Damage.
      • For every (5 - 5)% of lost Life, receive an additional (-2 - -2)% Damage.
      • Recover (1 - 1)% Life per second for every (6 - 6)% of Life lost.
      • For every (9 - 9)% of Life lost, gain +(6 - 6)% Critical Strike Rating and Critical Strike Damage.
    • Season 4:
      • (30 - 35)% Max Life; When having a Shield, Additional + (30 - 35)% Damage Taken
      • Convert (100 - 100)% of Mana Cost to Life Cost
      • Recently, for every (800 - 800) Life consumed, add (10 - 12) - (13 - 15) points of Physical Damage.
      • For every (5 - 5)% of Life lost, receive an additional (-1.5 - -1.5)% Damage reduction.
      • Recover (1.5 - 1.5)% Life per second for every (6 - 6)% of Life lost.
      • For every (9 - 9)% of Life lost, gain +(6 - 6)% Critical Strike Rating and Critical Strike Damage.
  • Skin of Malice
    • Season 3:
      • +(240 - 300)% Gear Evasion Value
      • +(100 - 120) Max Life
      • +(8 - 10)% Dexterity
      • +(10 - 10)% Attack and Cast Speed
      • For every (3000 - 3000) points of Evasion, gain +(1 - 1)% Movement Speed.
    • Season 4:
      • +(1900 - 2000) Gear Evasion Value
      • +(200 - 240) Max Life
      • +(8 - 10)% Dexterity
      • +(10 - 10)% Attack and Cast Speed
      • For every (950 - 950) points of Evasion, gain +(1 - 1)% Movement Speed.
  • Phantom Body
    • Season 3:
      • +(300 - 400)% Gear Evasion Value
      • +(10 - 20) Max Life
      • Your Armor value is constantly at (0 - 0).
      • If Evaded Recently, gain an Additional +(8 - 12)% All Damage
      • If no evasion has occurred recently, take an additional (-10 - -8)% damage, lasting (4 - 4) seconds.
      • Enlarged Physique (10 - 15)%
    • Season 4:
      • +(120 - 320) Gear Evasion Value
      • +(40 - 50) Max Life
      • Every (1 - 1) seconds, trigger a (15 - 15) level Split Arrow.
      • +(30 - 30)% Projectile Speed
      • Enlarged Physique (10 - 15)%
  • Imperial True Might
    • Season 3:
      • +(40 - 50)% Defense
      • Defeat the Elite, and your physique will enlarge.
      • For each piece of Legendary Gear equipped, gain an additional +(15 - 20)% Defense provided by Head, Hands, and Feet equipment.
      • For each piece of Legendary Gear equipped, gain +(8 - 10)% Max Life and Max Mana.
      • For each piece of Legendary Gear equipped, (-2 - -2)% Max Resistance to all elements, and an additional +(2 - 2)% Physical Damage taken.
      • When equipped with at least (5-6) pieces of Legendary Gear, you will possess the Emperor's Wrath.
    • Season 4:
      • +(30 - 40)% Defense
      • Defeat the Elite, and your physique will enlarge.
      • For each piece of Legendary Gear equipped, gain an additional +(15 - 17)% Defense from Head, Hands, and Feet equipment (stacking).
      • For each piece of Legendary Gear equipped, gain +(6 - 8)% Max Life and Max Mana.
      • For each piece of Legendary Gear equipped, (-2 - -2)% Max Resistance to all elements, and an additional +(2 - 2)% Physical Damage taken.
      • When equipped with at least (5-6) pieces of Legendary Gear, you will possess the Emperor's Wrath.
  • Void Embankment
    • Season 3:
      • +(1 - 1) Max Life
      • +(1 - 1) Max Energy Shield
      • +(1 - 1) Max Mana
      • +(140 - 160) All Stats
      • For every (30 - 30) stat points, gain +(1 - 1)% Elemental Resistance.
    • Season 4:
      • +(1 - 1) Max Life
      • +(1 - 1) Max Energy Shield
      • +(1 - 1) Max Mana
      • +(80 - 100) to All Stats
      • For every (30 - 30) stat points, gain +(1 - 1)% Elemental Resistance.
  • Stellar Vestment of Eminence
    • Season 3:
      • +(100 - 120) Gear Energy Shield
      • +(15 - 20)% Elemental Resistance
      • +(55 - 65) Intelligence
      • Additional (-60 - -60)% Barrage Wave Interval, Additional (-10 - -10)% Barrage Skill Damage
      • For each barrage wave, the barrage skill gains an additional +(10 - 13)% damage and (-10 - -10)% skill radius.
    • Season 4:
      • +(270 - 280) Gear Energy Shield
      • +(15 - 20)% Elemental Resistance
      • +(55 - 65) Intelligence
      • Additional (-60 - -60)% Barrage Wave Interval, Additional (-16 - -16)% Barrage Skill Damage
      • For each barrage wave, the barrage skill gains an additional +(10 - 13)% damage and (-10 - -10)% skill radius.
  • Whispering Lightless Robe
    • Season 3:
      • +(60 - 80) Gear Energy Shield
      • Naturally restore (1 - 2)% Mana per second.
      • When the channeled stacks are equal to the Focus Blessing stacks, for each channeled stack, the Skill cost increases by +(8 - 8), the Skill Radius increases by +(15 - 15)%, and the Spell Damage increases by +( 30 - 30)%.
      • +(26 - 28)% Erosion Resistance
      • +(1 - 1) Channeled Stacks Upper Limit
      • When Focus Blessing reaches its upper limit, you will receive 4000 points of indirect erosion damage.
    • Season 4:
      • +(260 - 280) Gear Energy Shield
      • Naturally restore (1 - 2)% Mana per second.
      • When channeled stacks are equal to Focus Blessing stacks, for each channeled stack, +(4 - 4) Skill cost, +(15 - 15)% Skill Radius, +(30 - 30)% Spell Damage.
      • +(26 - 28)% Erosion Resistance
      • +(1 - 1) Channeled Stacks Upper Limit
      • When Focus Blessing reaches its upper limit, you will receive 4000 points of indirect erosion damage every 1 second.
  • Body of Starlight
    • Season 3:
      • +(1000 - 1200) Gear Armor Value
      • +(70 - 80) Max Life
      • +(10 - 10)% Injury Buffer
      • Upon entering Low Life status, gain (3 - 3) stacks of Impassioned.
      • Upon losing Low Life status, lose (2 - 2) stacks of Impassioned.
      • Determined
    • Season 4:
      • +(800 - 1000) Armor Value for This Gear
      • +(160 - 180) Max Life
      • +(10 - 10)% Injury Buffer
      • Upon entering the Low Life state, gain (3 - 3) stacks of Impassioned.
      • Upon losing the Low Life status, lose (2 - 2) stacks of Impassioned.
      • Impassioned now has a maximum of 100 levels; the damage provided by each level has been changed to 5%.
      • Determined
  • Tendency of Stars
    • Season 3:
      • +(50 - 55) Max Mana
      • +(25 - 30)% Cold Resistance
      • For every 1 point of Chaos, the skill released by Spell Burst deals an additional +0.2% Damage and an additional +0.2% Spell Damage.
      • For every 1 point of Order, gain +0.4% Spell Burst charging speed and an additional +0.2% Main Skill damage.
      • When Order value is equal to Chaos value, gain +(75 - 100) Spell Critical Strike Rating, lasting for 5 seconds.
    • Season 4:
      • +(50 - 55) Max Mana
      • +(25 - 30)% Cold Resistance
      • For every 1 point of Chaos, the skill released by Spell Burst deals an additional +0.2% Damage and +0.2% Spell Burst charge speed.
      • For every 1 point of Order, gain +0.08% Cast Speed ​​and an additional +0.06% Main Skill Damage.
      • When Order value is equal to Chaos value, gain +(200 - 250) Spell Critical Strike Rating, lasting for 5 seconds.
  • Legendary Soldier Goggles
    • Season 3:
      • +(20 - 30) Max Life
      • You have Paralysis.
      • For every 2% Life lost, gain +(1 - 1)% Attack and Cast Speed.
      • For every 1% loss of Life, gain an additional +(0.5 - 0.5)% Attack Damage.
      • Euphoria
    • Season 4:
      • After using a Mobility skill, create an Arena with a (3 - 3) second cooldown time.
      • Nearby elite enemies have Giantism; deal an additional (-50 - -50)% damage to distant enemies.
      • Every (5 - 5) seconds, if there are enemies with Notoriety nearby, gain a stack of Renown. Renown lasts for (30 - 30) seconds.
      • When you have at least (4 - 4) levels of Renown, ignore the enemy's Armor.
      • +(80 - 100) Max Life
  • Challenger's Headband
    • Season 3:
      • +(40 - 50) Max Life
      • (30 - 35)% Fire Resistance
      • +(20 - 25) Strength
      • (1 - 1) Tenacity Blessing Layer Upper Limit
      • When consuming Demolisher Charge, for each stack of Tenacity Blessing, deal an additional +(2 - 3)% Damage and consume (3 - 3) stacks of Tenacity Blessing.
      • Upon receiving Tenacity Blessing, there is a +(30 - 30)% chance to gain an additional (1 - 2) stacks of Tenacity Blessing, with a 0.1-second interval.
    • Season 4:
      • +(100 - 120) Max Life
      • +(30 - 35)% Fire Resistance
      • +(20 - 25) Strength
      • When consuming Demolisher Charge, for each stack of Tenacity Blessing, deal an additional +(6 - 9)% Damage and consume (3 - 3) stacks of Tenacity Blessing.
      • Upon receiving Tenacity Blessing, there is a +(30 - 30)% chance to gain an additional (1 - 2) stacks of Tenacity Blessing, with a 0.1-second interval.
  • Thunder Jawbone
    • Season 3:
      • +(22 - 26)% Defense
      • +(12 - 20)% Projectile Speed
      • For every (1400 - 1400) Evasion, gain +(1 - 1)% Lightning Damage.
      • On hit, deal an additional (1 - 1) instances of shock damage.
      • Gain (1 - 1)% of Lightning Damage as Base Shock Damage on Hit
    • Season 4:
      • +(16 - 18)% Defense
      • +(12 - 20)% Projectile Speed
      • For every (350 - 350) Evasion, +(1 - 1)% Lightning Damage
      • On hit, deal an additional (1 - 1) instances of shock damage.
      • Gain (1 - 1)% of Lightning Damage as Base Shock Damage on Hit
  • When Frost Arises
    • Season 3:
      • +(50 - 65) Max Life
      • +(20 - 20)% Skill Cost
      • +(20 - 30)% Cold Resistance
      • +(1 - 1) Total Barrage Skill Waves
      • For every barrage wave, enemies randomly receive (-1 - -1)% Elemental Resistance or (-4 - -4)% Armor, with an upper limit of (15 - 15) stacks, lasting for (1 - 1) seconds.
    • Season 4:
      • +(90 - 110) Max Life
      • +(40 - 40)% Skill Cost
      • +(20 - 30)% Cold Resistance
      • +(1 - 1) Total Barrage Skill Waves
      • For each barrage wave, enemies randomly receive (-1 - -1)% Elemental Resistance or (-2.5 - -2.5)% Armor reduction, with an upper limit of (10 - 10) stacks, lasting for (1 - 1) seconds .
  • Ice Pulse
    • Season 3:
      • +(40 - 50) Intelligence
      • +(35 - 45)% Cold Resistance
      • +(60 - 80)% Spell Damage
      • (-16 - -12)% Cast Speed
      • Upon defeat, restore (12 - 14) points of Mana and Life.
      • When using a skill that consumes Mana, an equal amount of Life is also consumed.
    • Season 4:
      • On Hit, apply an additional (4 - 5) Frostbite points.
      • +(35 - 45)% Cold Resistance
      • +(30 - 40)% Spell Damage
      • When defeating enemies in Frostbite status, restore (12 - 12)% of the current Cooldown time for Restoration and Mobility abilities.
      • Convert (50 - 50)% of Mana Cost to Life Cost
  • Sage's Insight
    • Season 3:
      • +(60 - 80)% Gear Energy Shield
      • +(80 - 120) Gear Energy Shield
      • +(1 - 1) Elemental Spell Skill Level
      • +(25 - 35)% Elemental Damage
      • +(20 - 25)% Cast Speed
      • When a spell hits and deals Fire Damage, it reduces Elemental Resistance by (-10 - -10)% for a duration of (3 - 3) seconds.
      • When a spell hits and deals Cold Damage, it reduces Elemental Resistance by (-10 - -10)% for a duration of (3 - 3) seconds.
      • When a spell hits and deals Lightning Damage, it reduces Elemental Resistance by (-10 - -10)% for a duration of (3 - 3) seconds.
    • Season 4:
      • +(300 - 310) Gear Energy Shield
      • +(1 - 1) Elemental Spell Skill Level
      • +(25 - 35)% Elemental Damage
      • When a spell hits and deals Fire Damage, it reduces the target's Elemental Resistance by (-10 - -10)% for (3 - 3) seconds.
      • When a spell hits and deals Cold Damage, the target's Elemental Resistance is reduced by (-10 - -10)% for (3 - 3) seconds.
      • When a spell hits and deals Lightning Damage, it reduces the target's Elemental Resistance by (-10 - -10)% for (3 - 3) seconds.
  • Steadfast Steps
    • Season 3:
      • +(300 - 300)% Armor Value for This Gear
      • +(30 - 40) Max Life
      • +(20 - 20)% Movement Speed
      • +(12 - 16)% Elemental Resistance
      • If you have taken damage recently, gain (1 - 1) stack(s) of Tenacity Blessing every (2 - 2) seconds.
      • Gain an additional (1 - 1) stack of Tenacity Blessing.
    • Season 4:
      • +(2500 - 2600) Gear Armor Value
      • +(100 - 120) Max Life
      • +(25 - 25)% Movement Speed
      • If you have taken damage recently, gain (1 - 1) stack(s) of Tenacity Blessing every (2 - 2) seconds.
      • For every stack of Tenacity Blessing, gain +(4 - 5)% Elemental Resistance.
  • Final Bastion
    • Season 3:
      • +(320 - 360)% Armor Value for This Gear
      • +(50 - 60) Max Life
      • +(30 - 35)% Fire Resistance
      • +(10 - 10)% Movement Speed
      • When stationary, gain an additional +(16 - 20)% Armor.
      • Immune to Knockback
    • Season 4:
      • +(1900 - 2100) Gear Armor Value
      • +(120 - 140) Max Life
      • +(30 - 35)% Fire Resistance
      • (-20 - -20)% Movement Speed
      • Regenerate (4 - 4)% Life per second; While taking DoT (Damage over Time) damage, regenerate (4 - 4)% Life per second.
      • Immune to Knockback
  • Valerie's Night Stroll
    • Season 3:
      • +(100 - 150)% Gear Evasion Value
      • +(500 - 800) Gear Evasion Value
      • During a Critical Strike, there is a +(10 - 10)% chance to gain Blur.
      • While having Blur, gain an additional +(30 - 35)% Projectile Damage.
      • Upon obtaining Blur, refresh Blur; (-20 - -20)% Blur effect
    • Season 4:
      • Adds (2-3) to (65-67) Lightning Damage to Attacks and Spells
      • +(2500 - 2600) Gear Evasion Value
      • During a Critical Strike, there is a +(10 - 10)% chance to gain Blur.
      • While under Blur, gain an additional +(30 - 35)% Projectile Damage.
      • Upon obtaining Blur, refresh Blur; (-20 - -20)% Blur effect
  • King's Boon
    • Season 3:
      • +(300 - 400)% Gear Energy Shield
      • +(20 - 30)% Cold Resistance
      • When dealing Damage Over Time, Reap (0.5 - 0.5) seconds of Damage Over Time, with an interval of (6 - 6) seconds.
      • Additional (-40 - -40)% Damage Over Time Taken
      • +(20 - 20)% Movement Speed
      • Achieve More With Less
    • Season 4:
      • +(180 - 190) Gear Energy Shield
      • +(20 - 30)% Cold Resistance
      • When dealing Damage Over Time, Reaping occurs for (0.5 - 0.5) seconds of Damage Over Time, with an interval of (6 - 6) seconds.
      • Additional +(10 - 10)% Damage Over Time Taken
      • +(20 - 20)% Movement Speed
      • Achieve More With Less Effort
  • Mind Infusion
    • Season 3:
      • +(60 - 80) Max Life
      • +(200 - 300)% Armor Value for This Gear
      • +(1 - 1) Summon Minion Skill Level
      • +(20 - 30)% Movement Speed ​​for You and Nearby Allies
      • +(80 - 100)% Skill Cost
      • (1 - 1) Max Minion Quantity for Synthetic Troop
    • Season 4:
      • +(160 - 180) Max Life
      • +(2400 - 2600) Gear Armor Value
      • +(1 - 1) Summon Minion Skill Level
      • +(20 - 30)% Movement Speed ​​for You and Nearby Allies
      • +(80 - 100)% Skill Cost
      • (1 - 1) Max Minion Quantity for Synthetic Troop
  • Spirit Cat Steps
    • Season 3:
      • +(100 - 120)% Gear Evasion Value
      • +(25 - 30)% Movement Speed
      • During Reaping, gain (1 - 1) stacks of Agility Blessing.
      • For every 1 stack of Agility Blessing, gain +(3 - 4)% Reaping Cooldown Recovery Speed.
      • (1 - 1) Agility Blessing Layer Upper Limit
    • Season 4:
      • +(2000 - 2100) Gear Evasion Value
      • +(25 - 30)% Movement Speed
      • During Reaping, gain (1 - 1) stacks of Agility Blessing.
      • For every 1 stack of Agility Blessing, gain +(5 - 6)% Reaping Cooldown Recovery Speed.
      • During Reaping, gain (1 - 1) stacks of Deflection every (0.5 - 0.5) seconds.
      • Agility Blessing's maximum layer limit is (7 - 8).
  • Dark Chaser Star
    • Season 3:
      • +(60 - 80) Max Life
      • +(700 - 900) Gear Evasion Value
      • +(60 - 80)% Gear Evasion Value
      • +(25 - 35)% Lightning Resistance
      • +(30 - 30)% Movement Speed
      • Gain 1 stack of Mass Enhancement Effect for every (3 - 3) meters moved; lose all stacks of Mass Enhancement Effect when using an Attack skill.
    • Season 4:
      • +(160 - 180) Max Life
      • +(1500 - 1600) Gear Evasion Value
      • +(20 - 20) Max Mana
      • +(25 - 35)% Lightning Resistance
      • +(30 - 30)% Movement Speed
      • Gain 1 stack of Mass Enhancement Effect for every (4 - 4) meters moved; lose all stacks of Mass Enhancement Effect when using an Attack skill.
      • The layers and damage increase of the Mass Enhancement Effect have been adjusted; the total number of layers has been reduced, while the benefits of each layer have been increased.
  • The Coward's Choice
    • Season 3:
      • +(1000 - 1200) Gear Armor
      • +(160 - 180)% Armor for This Gear
      • +(120 - 150) Max Life
      • +(20 - 25)% Attack and Spell Block Chance
      • When blocking, there is a (30 - 50)% chance to gain a layer of Tenacity Blessing.
      • When blocking, restore (6 - 8)% of lost Life.
    • Season 4:
      • +(1500 - 1600) Gear Armor Value for this Equipment
      • +(25 - 30)% Armor Value
      • +(250 - 330) Max Life
      • +(25 - 30)% Attack and Spell Block Chance
      • When blocking, there is a (30 - 50)% chance to gain a layer of Tenacity Blessing.
      • When blocking, restore (6 - 8)% of lost Life.
  • Thorn Shield
    • Season 3:
      • +(120 - 150) Max Life
      • +(10 - 15)% Attack and Spell Block Chance
      • When blocking, restore (30 - 60) Life.
      • Adds (220 - 250)% of Main-Hand Weapon Physical Damage to Base Bleed Damage
      • If Blocked Recently, +(100 - 120)% Bleed Damage
      • Block to Reap Nearby Enemies, dealing Bleed Damage for (1.5 - 1.5) seconds, with a Cooldown of (6 - 6) seconds.
    • Season 4: Removed from the game
  • Mistaken Authority
    • Season 3:
      • +(40 - 55) Gear Energy Shield
      • +(1 - 2) Lightning Skill Level
      • +(80 - 100)% Critical Strike Rating
      • +(10 - 15)% Spell Block Chance
      • For every (100 - 100) Max Energy Shield, add (1 - 1) - (5 - 5) Lightning Damage.
      • Additional (-20 - -10)% Max Energy Shield
      • (-45 - -30)% Electric Conversion of Sealed Mana
      • Immune to Shock
    • Season 4:
      • +(300 - 310) Gear Energy Shield
      • +(1 - 2) Lightning Skill Level
      • +(80 - 100)% Critical Strike Rating
      • +(20 - 25)% Spell Block Chance
      • For every (200 - 200) Max Energy Shield, add (1 - 1) - (5 - 5) Lightning Damage.
      • Additional (-20 - -10)% Max Energy Shield
      • (-45 - -30)% Electric Conversion Sealed Mana
      • Immune to Shock
  • Dragon Scale Warshield
    • Season 3:
      • +(10 - 12)% Max Life
      • +(10 - 12)% Max Energy Shield
      • +(8 - 12)% Attack and Spell Block Chance
      • Recently, each block grants +(1 - 1)% Block Ratio, stacking up to (10 - 10) layers at most.
      • +(4 - 6)% Block Ratio
      • When blocking, there is a +(20 - 20)% chance to gain Dragon's Heart, lasting (2 - 2) seconds.
    • Season 4:
      • +(7 - 8)% Max Life
      • +(7 - 8)% Max Energy Shield
      • +(12 - 15)% Attack and Spell Block Chance
      • Recently, each block grants +(2 - 2)% Block Ratio, stacking up to (10 - 10) layers at most.
      • +(4 - 6)% Block Ratio
      • When blocking, there is a +(20 - 20)% chance to gain Dragon's Heart, lasting (2 - 2) seconds.
  • Born in Flames
    • Season 3:
      • For every (1 - 1) Level, +(1 - 1) Max Life
      • Attack and Spell add (7 - 9) - (12 - 15) points of Fire Damage
      • +(16 - 24)% Fire Resistance
      • Naturally restore (13 - 15) Life per second
    • Season 4:
      • For every (1 - 1) Level, gain +(5 - 5) Max Life
      • Attack and Spell add (7 - 9) - (12 - 15) points of Fire Damage
      • +(16 - 24)% Fire Resistance
      • Naturally restore (13 - 15) Life per second
  • Chaotic Ending
    • Season 3:
      • +(20 - 30) All Stats
      • +(8 - 10)% Max Life
      • +(8 - 10)% Max Energy Shield
    • Season 4:
      • +(20 - 30) to All Stats
      • +(5 - 6)% Max Life
      • +(7 - 8)% Max Energy Shield
      • Removed the Blessing Upper Limit affix, and enhanced the other Six Gods' Blessings affixes.
  • Cold Iron Ring
    • Season 3:
      • +(25 - 30) Max Life
      • For every (1 - 1) level, restore (1 - 1) points of Life per second.
      • +(10 - 10)% Movement Speed
      • +(10 - 10)% Attack Speed
      • Immune to Ignite Damage
    • Season 4: Removed from the game
  • Lie
    • Season 3:
      • +(25 - 30) Max Mana
      • For every (1 - 1) level, restore (1 - 1) points of Mana per second.
      • +(10 - 10)% Movement Speed
      • +(10 - 10)% Cast Speed
      • Immune to Decay Damage
    • Season 4: Removed from the game
  • Kaleidoscope World
    • Season 3:
      • +(70 - 80) Max Life
      • +(12 - 18)% Attack and Cast Speed
      • +(16 - 20) All Stats
      • Gain the following buffs in rotation, each lasting (4 - 4) seconds: Additional +(50 - 50)% Erosion Damage; Additional +(50 - 50)% Elemental Damage; Additional +(50 - 50)% Physical Damage
    • Season 4:
      • +(60 - 70) Max Life
      • +(4 - 8)% Attack and Cast Speed
      • +(16 - 20) All Stats
      • Gain the following buffs in rotation, each lasting (4 - 4) seconds: Additional +(35 - 35)% Erosion Damage Additional +(35 - 35)% Elemental Damage Additional +(35 - 35)% Physical Damage
  • Forlorn Crystal
    • Season 3:
      • +(5 - 10)% Max Life
      • +(30 - 35)% Physical Damage
      • +(1500 - 2000) Armor Value
      • For every (20000 - 20000) Armor, Attacks and Spells add (15 - 15) - (20 - 20) Physical Damage.
      • Your Evasion and Max Energy Shield are constantly set at (0 - 0).
    • Season 4:
      • +(5 - 8)% Max Life
      • Regenerate (2 - 2)% Life per second naturally
      • +(2000 - 2400) Armor Value
      • For every (20000 - 20000) Armor, Attacks and Spells add (15 - 15) - (20 - 20) Physical Damage.
      • +(10 - 10)% Injury Buffer
  • Eternity
    • Season 3:
      • +(80 - 100) Max Life
      • Upon defeat, +(30 - 50)% chance to gain (1 - 1) stack of Eternal Morale.
      • Upon defeating, +(30 - 50)% chance to gain (1 - 1) stack of Eternal Nightmare.
      • Upon defeat, +(10 - 20)% chance to gain (1 - 1) stack of Eternal Shadow.
      • When defeating magical monsters, there is a +(30 - 50)% chance to gain (1 - 1) stack of Eternal Guard.
      • When defeating magical monsters, there is a +(10 - 20)% chance to gain (1 - 1) stack(s) of Eternal Simulacra.
      • Defeat Elite enemies, +(100 - 100)% chance to gain (1 - 1) stack(s) of Eternal Reign.
    • Season 4:
      • +(160 - 220) Max Life
      • Upon defeat, +(30 - 50)% chance to gain (1 - 1) stack of Eternal Morale.
      • Upon defeat, there is a +(30 - 50)% chance to gain (1 - 1) stack(s) of Eternal Nightmare.
      • Upon defeat, +(10 - 20)% chance to gain (1 - 1) stack of Eternal Shadow.
      • When defeating magical monsters, there is a +(30 - 50)% chance to gain (1 - 1) stack(s) of Eternal Guard.
      • When defeating magical monsters, there is a +(10 - 20)% chance to gain (1 - 1) stack of Eternal Simulacra.
      • When defeating an Elite enemy, there is a +(100 - 100)% chance to gain (1 - 1) stack(s) of Eternal Reign.
      • The duration of the Eternity BUFF has been increased to 30 seconds.
  • Necklace of the Firebird
    • Season 3:
      • +(8 - 12)% Max Life and Max Energy Shield
      • (-10 - -5)% Elemental Resistance
      • When you have a Barrier, taking damage triggers Barrier Burst, dealing Spell Fire Damage equal to 100% of Max Life and 200% of Max Energy Shield to nearby enemies, with a Cooldown of (0.3 - 0.3) seconds.
      • For each nearby enemy, gain +(30 - 40)% Elemental Damage.
      • When not owning a Barrier, deal an additional (-50 - -50)% Damage.
    • Season 4:
      • +(8 - 12)% Max Life and Max Energy Shield
      • (-10 - -5)% Elemental Resistance
      • While having a Barrier, taking damage triggers Barrier Burst, dealing Spell Fire Damage equal to 80% of Max Life and 100% of Max Energy Shield to nearby enemies, with a Cooldown of (0.3 - 0.3) seconds.
      • For each nearby enemy, gain +(30 - 40)% Elemental Damage.
      • When not owning a Barrier, deal an additional (-50 - -50)% Damage.
  • Misfortune Pocket Watch
    • Season 3:
      • +(80 - 90) Max Life
      • +(50 - 55) Max Energy Shield
      • (-20 - -10)% Elemental Resistance
      • +(250 - 300) Attack and Spell Critical Strike Rating
      • Unfortunate Damage
    • Season 4:
      • +(100 - 130) Max Life
      • +(100 - 120) Max Energy Shield
      • +(10 - 10)% Elemental Resistance
      • Every (1 - 1) seconds, the next Main Skill will definitely be a Critical Strike.
      • Unfortunate Critical Hit
  • Shooting Star
    • Season 3:
      • +(100 - 120) Max Life
      • When using an Attack skill, consume (3 - 3)% of your current Life.
      • For every 5% loss of Life, receive an additional (-3 - -3)% Damage taken.
      • Your Max Energy Shield is constantly at (0 - 0)
    • Season 4:
      • +(220 - 260) Max Life
      • When using an attack skill, consume (1.5 - 1.5)% of Max Life.
      • If you have consumed more than (60 - 60)% of your life recently, you will receive an additional (-40 - -40)% damage taken.
      • +(20 - 20)% Life Natural Restoration Speed
  • Phantom
    • Season 3:
      • +(100 - 120) Max Mana
      • Upon defeat, restore (2 - 3)% Mana.
      • For every 5% Mana, gain an additional +(2 - 3)% Damage.
      • Your Max Energy Shield is constantly at (0 - 0)
    • Season 4:
      • +(100 - 120) Max Mana
      • When at full mana, seal (15 - 15)% Life, and +(1 - 1) Main Skill Level.
      • +(60 - 60)% Mana Regeneration Rate
  • Desire for Survival
    • Season 3:
      • +(15 - 20) Strength
      • +(8 - 10)% Max Life
      • When at Full Life, gain (9 - 11)% Movement Speed.
      • While moving, naturally restore (2 - 2)% Life per second.
      • When at Low Life, restore (25 - 25)% of Max Life and knock back Nearby enemies, with an interval of (8 - 8) seconds.
    • Season 4:
      • +(15 - 20) Strength
      • +(3 - 4)% Max Life
      • When at Full Life, gain (9 - 11)% Movement Speed.
      • While moving, naturally restore (2 - 2)% Life per second.
      • When at Low Life, restore (65 - 65)% Max Life and Knockback Nearby enemies, with a cooldown of (20 - 20) seconds.
  • Light Hunter Belt
    • Season 3:
      • +(80 - 100) Max Energy Shield
      • (20 - 20)% Life Converted to Shield
      • Shield charging cannot be interrupted.
      • Currently, for every (5 - 5)% Shield, the Energy Shield Charge Speed ​​has an additional (-6 - -6)% reduction.
      • When on Low Life, gain an Additional +(20 - 25)% Spell Damage
    • Season 4:
      • +(350 - 400) Max Energy Shield
      • (30 - 30)% Life Converted to Shield
      • Shield charging cannot be interrupted.
      • Currently, for every (5 - 5)% Energy Shield, the Additional Energy Shield Charge Speed ​​is (-6 - -6)%.
      • +(20 - 25)% Erosion Resistance
  • Polygonal Enclosure
    • Season 3:
      • Strength and Intelligence +(30-40)
      • +(20 - 25)% Fire and Cold Resistance
      • +(10 - 15)% Attack and Cast Speed
      • +(1 - 1) Beam Count
      • Additional (-20 - -20)% Beam Length
    • Season 4:
      • Strength and Intelligence +(30-40)
      • +(20 - 25)% Fire and Cold Resistance
      • +(10 - 15)% Attack and Cast Speed
      • +(1 - 1) Beam Count
      • Additional (-10 - -10)% Beam Length
  • Corrosion of Manifolds
    • Season 3:
      • +(12 - 15) All Stats
      • +(5 - 10)% Erosion Resistance
      • When receiving Erosion Damage, gain (1 - 1) stacks of Tenacity Blessing.
      • For every 1 stack of Tenacity Blessing, increase Erosion Resistance by +(5 - 5)% and Max Erosion Resistance by (-1 - -1)%.
      • With Tenacity Blessing, restore (10 - 10)% of Max Life and Mana every (4 - 4) seconds.
    • Season 4:
      • +(12 - 15) All Stats
      • +(15 - 20)% Erosion Resistance
      • When receiving Erosion Damage, gain (1 - 1) stacks of Tenacity Blessing.
      • For every 1 stack of Tenacity Blessing, increase Erosion Resistance by +(5 - 5)% and Max Erosion Resistance by (-1 - -1)%.
      • When you have Tenacity Blessing, restore (10 - 10)% of Max Life and Mana every (4 - 4) seconds.
  • Law of the Supreme Will
    • Season 3:
      • +(20 - 25)% Erosion Resistance
      • +(1200 - 1800) Armor Value
      • Gain 1 Order point every 6 seconds.
      • When you have at least (70 - 80) Order, gain +20% Cooldown Recovery Speed, lasting for 5 seconds.
      • Additional -20% Order Value Decrease Speed
      • For every 1 point of Order, Movement Speed ​​is increased by 0.5%.
    • Season 4:
      • +(20 - 25)% Erosion Resistance
      • +(1200 - 1800) Armor Value
      • Gain 1 Order point every 6 seconds.
      • When you have at least (70 - 80) Order, gain +20% Cooldown Recovery Speed, lasting for 5 seconds.
      • Additional -20% Order reduction speed
      • For every 1 point of Order, Movement Speed ​​is increased by +0.1%.
  • Reverse of the Second Will
    • Season 3:
      • When dealing Bleed Damage, trigger a Level 1 Black Hole with a 2-second interval.
      • +(8 - 12)% Elemental Resistance
      • Enemies in Bleed state deal an additional (-8 - -6)% Damage.
      • Additional -40% Bleed Duration
      • For every 1 point of Chaos, gain an additional +(0.2 - 0.3)% Bleed Damage.
    • Season 4:
      • When dealing Bleed Damage, trigger a Level 1 Black Hole with a 2-second interval.
      • +(8 - 12)% Elemental Resistance
      • Enemies in Bleed state deal an additional (-8 - -6)% Damage.
      • Additional -40% Bleed Duration
      • For every 1 point of Chaos, gain an additional +(0.1 - 0.15)% Bleed Damage.

Talent Tree Changes

Talent Tree Balance Changes

  • God of Might
    • Tenacity has been changed from "On hit, +15% chance to gain 1 stack of Tenacity Blessing; +1 upper limit of Tenacity Blessing stacks" to "On hit, +100% chance to gain 1 stack of Tenacity Blessing; +1 upper limit of Tenacity Blessing stacks."
    • Great Strength has been changed from "-15% Attack Speed; Additional +30% Attack Damage" to "-15% Attack Speed; Additional +30% Attack Damage; Additional +30% Ailment Damage from Attacks."
  • The Brave
    • Judgment has been changed from "On hit, +100% chance to cause Paralysis; against paralyzed enemies, +50% Critical Strike Damage" to "On hit, +100% chance to cause Paralysis; against paralyzed enemies, an additional +25% Critical Strike Damage."
    • Resolve has been changed from "Gain an additional 2 stacks of Tenacity Blessing; for each stack of Tenacity Blessing, +20% Armor" to "Gain an additional 1 stack of Tenacity Blessing; for each stack of Tenacity Blessing, an additional +4% Armor."
    • Joined Force has been changed from "When dual wielding, the off-hand weapon does not participate in the attack; adds 50% off-hand weapon damage to the main-hand weapon" to "When dual wielding, the off-hand weapon does not participate in the attack; adds 65% off-hand weapon damage to the main-hand weapon."
    • Well Matched has been changed from "When there are Elite enemies nearby, +120% Multistrike chance" to "When Dual Wielding, Block is Lucky; after blocking, the next Main Skill has +100% Multistrike chance."
    • Ember Armor has been changed from "50% of Elemental Damage received is converted to Physical Damage; every 10 points of Strength, +1% chance to gain double Armor effect" to "For Non-Physical Damage, +25% Armor Effective Rate. "
  • Onslaught
    • Momentum has been changed from "Every 1 second, the next Main Skill deals an additional +40% Attack Damage; upon defeating an enemy, refresh this interval" to "Every 0.5 seconds, the next Main Skill deals an additional +40% Attack Damage ; upon defeating an enemy, refresh this interval."
    • Arcane has been changed from "100% of Mana Cost converted to Life Cost; +40% Max Life" to "100% of Mana Cost converted to Life Cost; Additional +20% Max Life."
    • Sacrifice has been changed from "For every 1 stack of Tenacity Blessing effect, gain an additional +6% Attack Speed ​​and +8% Skill Radius" to "For every 1 stack of Tenacity Blessing effect, gain an additional +7% Damage and + 8% Skill Radius."
  • Warlord
    • Added bonuses for minions in Minor and Medium Talent related to Fire Damage.
    • Focused Strike has been changed from "Area skills deal up to 40% additional damage to central enemies" to "Area skills deal up to 40% additional damage to central enemies; Minions' area skills deal up to 40% additional damage to central enemies. "
  • Goddess of Hunting
    • Flicker has been changed from "Additional +100% Mobility Skill Cooldown Recovery Speed; Additional +20% Mobility Skill Attack and Cast Speed" to "Additional +100% Mobility Skill Cooldown Recovery Speed; Additional +25% Mobility Skill Attack and Cast Speed. "
    • Flash of Brilliance has been changed from "Gain 1 stack of Agility Blessing when using a non-channeled mobility skill; when gaining Agility Blessing, there is a 25% chance to gain the maximum number of stacks of Agility Blessing" to "For Spell Damage , Evasion is no longer reduced by default; additional +15% Evasion."
  • Divine Marksman
    • Gale has been changed from "100% of the bonus to projectile speed also applies to projectile damage; +20% projectile speed" to "50% of the bonus to projectile speed also applies as an additional bonus to damage."
    • Euphoria has been changed from "+1 Agility Blessing layer upper limit; for each layer of Agility Blessing, an additional +5% Evasion" to "+1 Agility Blessing layer upper limit; for each layer of Agility Blessing, an additional +3% Evasion."
    • Three Birds with One Stone has been changed from "+2 Projectile Quantity; +1 Parabolic Projectile Split Quantity" to "+2 Projectile Quantity; +2 Parabolic Projectile Split Quantity."
    • Master Escapist has been changed from "You may evade Spells; for Spell Damage, an additional -35% Evasion" to "Every 0.5 seconds, gain 1 stack of Deflection; when evading, gain 1 stack of Deflection."
  • Blade Runner
    • Added bonuses for minions to minor and medium talents related to lightning damage.
    • Conductive has been changed from "Gain 5% of Lightning Damage as base Shock Damage on Hit" to "Gain 5% of Lightning Damage as base Shock Damage on Hit; Minions gain 5% of Lightning Damage as base Shock Damage on Hit."
    • Static has been changed from "When stationary, every 0.5 seconds, +8% Attack and Cast Speed, up to 40%; when stationary, +5% Life Regain and Shield Regain" to "The first non-channeled attack after stopping movement gains an additional +35% Attack Speed; if the attack is a Multistrike, the buff lasts until the Multistrike ends; when the player is stationary, an additional +35% Minion Attack and Cast Speed."
    • Quick Advancement has been changed from "Multistrike Damage increases by 55%" to "Multistrike Damage increases by 55%; Minions' Multistrike Damage increases by 55%."
  • Druid
    • Stability has been changed from "When restoring Life, recover 3% Life; when restoring Shield, recover 3% Shield" to "When restoring Life, recover 4% Life; when restoring Shield, recover 4% Shield."
    • Rebirth has been changed from "50% Life Regain and Shield Regain converted to Persistent Restoration; Additional -25% Regain Interval" to "50% Life Regain and Shield Regain converted to Persistent Restoration; Additional -35% Regain Interval."
  • Goddess of Knowledge
    • Chilly has been changed from "Additional +20% Cold Damage to nearby enemies; nearby enemies cannot naturally restore life" to "Additional +20% Spell Damage to nearby enemies; nearby enemies cannot naturally restore life."
  • Magister
    • Shell has been changed from "Additional +30% Max Energy Shield; Max Life fixed at 2" to "Additional +30% Max Energy Shield; Max Life fixed at 100".
    • Mind Blade has been changed from "Add Main-Hand Weapon Damage to Spells" to "Add 100% of Main-Hand Weapon Damage to Spells; Add 15% of Main-Hand Weapon Critical Strike Rating to the base Critical Strike Rating of Spell Skills "
  • Arcanists
    • Added bonuses for minions in Minor and Medium Talent related to Cold Damage.
    • Frostbite has been changed from "When dealing damage, for every 5 Frostbite points on the enemy, +1% Cold Penetration" to "When dealing damage, for every 5 Frostbite points on the enemy, +1% Cold Penetration; when Minions deal damage , for every 5 Frostbite points on the enemy, +1% Cold Penetration."
    • Mana has been changed from "20% of Damage is deducted from Mana first; +32% Max Mana" to "20% of Damage is deducted from Mana first; Additional +8% Max Mana."
    • Extreme Coldness has been changed from "Deal an additional +30% damage to enemies with max Frostbite; inflict Frostbite when dealing Cold Damage" to "Deal an additional +30% damage to enemies with max Frostbite; Minions deal an additional +30% damage to enemies with max Frostbite."
  • Elementalists
    • Added bonuses for minions in minor and medium talents related to elemental damage.
  • God of Conquest
    • Cohesion has been changed from "Every 2 seconds, the next Main Skill gains an additional +100% Critical Strike Rating" to "Every 1 second, the next Main Skill gains an additional +100% Critical Strike Rating."
  • Shadow dancer
    • Added bonuses for minions in Minor and Medium Talent related to Physical Damage.
    • Blunt has been changed from "Damage Ignores Armor; Minions' damage ignores armor; On hit with Physical Damage, +15% chance to cause Paralysis" to "+15% Armor DMG Mitigation Penetration; Minions +15% Armor DMG Mitigation Penetration; On hit with Physical Damage, +15% chance to cause Paralysis."
    • Open Wounds has been changed from "When inflicting Bleed on an enemy already affected by Bleed, +40% Bleed duration; against enemies affected by Bleed, +125% Critical strike damage" to "When inflicting Bleed on an enemy already affected by Bleed, +40% Bleed duration; against enemies affected by Bleed, +125% Critical strike damage; against enemies affected by Bleed, Minions +125% Critical strike damage."
    • Versatile has been changed from "75% of increases or decreases to Cast Speed ​​also apply to Attack Speed" to: "For each recent Attack Skill used, gain an additional +12% Spell Damage, stacking up to 3 times; after using a Spell Skill, your next Attack Skill is guaranteed to be a Critical Strike."
  • Divine Ronin
    • Centralize has been changed from "On Hit, gain an additional 25% of your current Fervor rating, with a 0.3-second cooldown; when hit, consume half of your current Fervor rating, with each point consumed reducing the damage taken by an additional - 1%" to "On Hit, gain an additional 25% of your current Fervor rating, with a 0.3-second cooldown; when hit, consume half of your current Fervor rating, with each point consumed reducing the damage taken by an additional -1.5 %."
    • Full Defense has been changed from "Every 3% Attack Block, +2% Spell Block" to "Additional +100% Defense from Shield; while holding a shield, Immune to DoT Damage."
  • Soulbinder
    • Ward has been changed from "Adds 15% Sealed Mana Shield" to "Adds 25% Sealed Mana Shield."
  • Shadow Warlock
    • Indifference has been changed from "15% of Attack Speed ​​increases or decreases apply to Cooldown Recovery Speed; 15% of Cast Speed ​​increases or decreases apply to Cooldown Recovery Speed" to "Additional +35% Cooldown Recovery Speed; Additional -10% Damage; Additional -10% Minion Damage."
    • Stab In The Back has been changed from "When Blur is active, using Main Skill will remove Blur and grant an additional +35% Damage to that skill" to "When Blur is active, using Main Skill will remove Blur and grant an additional + 45% Damage to that skill."
  • God of Machines
    • Shrink Back has been changed from "When taking damage, +35% chance to gain Barrier" to "When taking damage, +50% chance to gain Barrier."
    • Mighty Guard has been changed from "+2 to Summon Minion Skill Level; 4 Command points per second" to "+2 to Summon Minion Skill Level; 4 Command points per second; Spirit Magus +40 initial Growth value."
    • The Boss has been changed from "+1 Max Minion Quantity for Synthetic Troops; +50% Persistent Duration for Synthetic Troops" to "+1 Max Minion Quantity for Synthetic Troops; Synthetic Troops have a +12% chance to deal Double Damage."
  • Steel Vanguard
    • Reflection has been changed from "+20% Aura Effect; for each Aura affecting you, +15% Damage" to "Additional +30% Aura Effect."
    • Knowledgeable has been changed from "+55% Empower Skill Effect; +38% Defensive Skill Effect" to "+55% Empower Skill Effect; +10 Defensive Skill Level."
  • Alchemists
    • The Source has been changed from "Spirit Magus Skill -100% Sealed Mana" to "Spirit Magus Skill -50% Sealed Mana; +25% Origin of Spirit Magus Effect; Spirit Magus +50% Empower Skill Effect."
    • Battle Trumpet has been changed from "+100% Cooldown Recovery Speed ​​for Spirit Magus Minion Skills; Additional +25% Minion Attack and Cast Speed" to "Additional -15% Minion Attack and Cast Speed; Spirit Magus +50% Enhanced Skill Usage Chance "
    • Talons of Abyss has been changed from "Minions +50% chance to inflict Ailments; Minions are Immune to DoT Damage; Minions deal an additional 50 base Ailment Damage" to "For every 20 Growth points on Spirit Magus, gain an additional +1% Damage; For every 40 Growth points on Spirit Magus, gain an additional +1% Cooldown Recovery Speed."

Divinity Slate and 7th God Talent Balance Changes

  • Medium Talent: "The New God is balancing Order and Chaos; for every 1 point of Order, gain an additional +0.12% Attack and Cast Speed" has been changed to "The New God is balancing Order and Chaos; for every 1 point of Order, Attack skills gain an additional +0.12% Attack Speed, and Spell skills gain an additional +0.12% Cast Speed."
  • Falling Stars has been changed from "After devouring Agility Blessing, the next several main skills gain an additional +120% Attack and Cast Speed. Each devoured Agility Blessing increases this count by +1; the new god is devouring the Six Gods' Blessings" to "After devouring Agility Blessing, the next several main attack skills gain an additional +120% Attack Speed, and the next several main spell skills gain an additional +120% Cast Speed. Each devoured Agility Blessing increases this count by +1; The new god is devouring the Six Gods' Blessings."

Divinity Slates

  • Fallen Starlight no longer comes with a fixed 2 Minor Talents and 2 Medium Talents. Now, there is a 50% chance of having 3 Minor Talents and 1 Medium Talent.
  • A Corner of Divinity now has an active upper limit restriction of 4.
  • The Last God's Revelation effect increase has been balanced from 30% to 25%.

Memory Cards & Crafted Affix Changes

New Memory Cards

  • Branch of Destiny: Collect 7 to exchange for a Hero Memory with 1 T1 Trait Affix at the Spacetime Wanderer
  • Ruins of Destiny: Collect 8 to exchange for a Hero Relic with 1 T1 Specialization Affix at the Spacetime Wanderer
  • Ghost of the Gods: Collect 7 to exchange for a Divinity Slate with 2 Medium Talent Nodes at the Spacetime Wanderer
  • Matrix of the Gods: Collect 9 to exchange for a Divinity Slate with 1 Legendary Medium Talent Node at the Spacetime Wanderer
  • Divine Favor: Collect 11 to exchange for a Divinity Slate with 1 Talent Node (Upper limit for divine effect: 1) at the Spacetime Wanderer
  • Supernova Burst: Collect 12 to exchange for Precious Legendary Gear at the Spacetime Wanderer
  • Hypernova Burst: Collect 12 to exchange for Rare Legendary Gear at the Spacetime Wanderer
  • Void Fluctuation: Collect 7 to exchange for Kaleidoscope at the Spacetime Wanderer
  • Cross-section of Multidimensional Space-time: Collect 9 to exchange for Heart of Ethereal Realm at the Spacetime Wanderer
  • Echoes of the Gods: Collect 8 to exchange for Pedigree of Gods at the Spacetime Wanderer
  • Outcast Firefly: Collect 7 to exchange for Sparks of Moth Fire at the Spacetime Wanderer
  • Divine Finale: Collect 9 to exchange for Last God's Tears at the Spacetime Wanderer
  • Disciple's Rebirth: Collect 9 to exchange for 7 Unifying Wedges at the Spacetime Wanderer
  • Disciple's Repentance: Collect 4 to exchange for Unifying Wedge at the Spacetime Wanderer
  • Disciple's Prayer: Collect 4 to exchange for 10 Forging Wedges at the Spacetime Wanderer

Removed Memory Cards

  • A Terrible Price
  • Windfall
  • Unfinished Business
  • Adventure to the Core
  • Fixed Destiny
  • Ashen Legacy
  • Maud's Guess
  • Maud's Resolve
  • Meteor

Crafted Item Affix Changes

  • Removed low-usage rare equipment affixes (chance to cause ailments, persistent blessings duration, etc.)
  • Remove the divisions of low-level, high-level, and ultimate affixes, and unify them into rare equipment affixes (the old ultimate affixes no longer have a quantity limit).
  • Optimized the distribution of Armor and Evade Affixes.
  • Optimized the distribution of Block-related Affixes.
  • Optimized the distribution of refund-related affixes.
  • Optimized the distribution of Barrier-related Affixes.
  • Optimized the distribution of Tenacity, Agility, and Focus Blessing related Affixes.
  • Optimized the distribution of summon-related affixes.
  • Added "Reduced DoT Damage Taken" Affix
  • New Spirit Magus Skill-related Affixes
  • New Terra, Barrage, and Beam Skill Affixes Added
  • Rare equipment can no longer participate in Corrosion; Directed Upgrade and Prototype Processing stages can generate T0-tier Affixes; Rare equipment can have up to five T0-tier Affixes.
  • Tenacity, Agility, and Focus Blessing related adjustments
  • We have reworked some of the Legendary Gear related to blessings.
  • Remove the Affix for the Upper Limit Blessing of Legendary Gear Chaotic Ending; the strength of the special Affix for Legendary Gear Chaotic Ending is increased by 20-30%.
  • New Rare Ring Affixes: Tenacity, Agility, Focus Blessing Upper Limit (Mutually Exclusive). T1 tier grants +1, T0 tier grants +2.
  • Rare Chest Armor and Rare Boots come with additional Tenacity, Agility, and Focus Blessing. T1 tier grants 1 layer, while T0 tier grants 2 layers.
  • Rare Necklace New Affix: Increase Critical Strike Damage for each stack of Blessing
  • Rare Helmet with New Affix: Add bonus damage for every 1 stack of Blessing
  • Balancing Two-handed Weapons, Dual Wielding, and Shield Bearing
  • Rare two-handed weapon affix values ​​significantly increased; crafting cost for rare two-handed weapons doubled.
  • Weakened Dual Wielding buff, now the Dual Wielding buff provides an additional 10% Attack Speed ​​and 30% Attack Block.
  • New Shield Buff added: Now, the Shield Buff provides a 10% increase in Defense and immunity to Knockback; however, Movement Speed ​​is additionally reduced by 5%.

Interested in the upcoming Torchlight Infinite Season City of Aeterna? Learn more about what's to come with these other articles.

Season 4 Reveal

CC Recap S3 8-9

CC Recap S3 10-12

Torchlight Infinite Season 4 reveal

Only More From Us, at Maxroll

Torchlight Infinite's 4th Season, The City of Aeterna is set to release on September 7th, 5 PM PDT (12 AM UTC). Maxroll's coverage of Torchlight Infinite will continue, with more content from us on the way. If you haven't already, head over to our Discord and select the Torchlight Infinite role in #roles to stay up to date with our content development. Keep up the fight, Hunters!

Written by: Xtra37

Reviewed by: Dredscythe

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