Update

5.2.1

40 changes

Combat and equipment

Loot

Dismantling uniques

Balance
  • Unique and legendary items give many times more azurite and divine dust when dismantled; the higher the item level, the more.
  • A unique dropped after this update is dismantled by the level it dropped at (the creature's level).

Endurance on armour

Changed
  • Armour with an armour base and shields can now roll Endurance properties: damage reduction and threshold.

Traders' goods

Changed
  • Gear bought from a trader gets the level of the biome the trader stands in. Megingjord is no longer always level 1.

Ordinary jewels

Balance
  • Ordinary jewels now drop mostly magic or rare; white ones are rare. About half as many jewels drop, but evenly in every biome; gear and runes drop as often as before.

Blood Seal

New
  • New implicit: +3–5 Strength.
  • Base jewel implicits work while the jewel sits in a taken tree socket. Jewels found before the update count them at the lowest value.

Root Seed

New
  • New implicit: +3–5 Dexterity.

Storm Knot

New
  • New implicit: +3–5 Intelligence.

Sun Splinter

New
  • New implicit: +2–3 Strength and +2–3 Dexterity.

Tide Shell

New
  • New implicit: +2–3 Dexterity and +2–3 Intelligence.

Dusk Eye

New
  • New implicit: +2–3 Strength and +2–3 Intelligence.

Item level of uniques

New
  • Unique items and unique jewels now have an item level: the level of the place where they dropped. It shows under Alt next to the item type.

Minions

Sacrifice

New
  • Every minion staff has an alternative cast (middle mouse button) - Sacrifice: it sacrifices your minion under the crosshair, or, if there is none, the one with the least health.
  • New trigger «on sacrificing a minion» for tree and item properties.

Keystones

Eternal Pyre

Balance
  • Your own permanent burn now takes 4% of current health per second instead of 4% of maximum health: the lower your health, the weaker it burns.

Enemies

Poison and skeletons

Balance
  • Skeletons and the Charred are no longer immune to poison: they take 50% less poison damage, and poison builds up on them 50% slower.

World and exploration

Rune monoliths

Leaving the dome

Changed
  • Participants of a monolith trial or a monolith boss fight can leave the dome and come back (normal and corrupted). When someone leaves, everyone sees a 5 s countdown instead of the bar; no return - the event is lost.
  • Players who were not under the dome cannot pass through it and cannot fail the event. Creatures still cannot leave, projectiles still hit the dome, and hits do not pass through it.

Fixes

Performance

Server memory

Fixed
  • The queue of crafting work credit on smelters, fermenters, beehives and cooking stations no longer grows without end: it is handed out faster, and entries for characters who stopped playing are capped.

Loot and crafting

Weapon properties

Fixed
  • Weapons no longer roll properties they cannot use: crossbows the axes' slashing damage, spears slashing, fists the bows' draw and projectile lines.

Minion kills

Fixed
  • An enemy finished off by your minion, companion or pet now drops PoV loot as your own kill, with your item quantity and loot filter.

Great runes from the hotbar

Fixed
  • The Great Rune of Return and the Great Rune of Awakening now work from the hotbar and hotkeys, not only by right-clicking them in the bag.

Combat

Training dummy

Fixed
  • Deconstructing T.W.I.G. with the hammer no longer refunds its resources while leaving the dummy in place: it is removed, so there is no endless resource source anymore.

Minions and summoning staves

Fixed
  • Increased minion damage no longer stops at +100%: rings, jewels and the tree now add up fully. The same goes for pets and for the share of your own bonuses that passes to minions.
  • Summoning staff tooltips show minion health, damage, lifetime and eitr held as the staff's own stats, with your bonuses in green, vanilla staves included.
  • Minions summoned in dungeons appear inside, not on the roof outside.
  • Unstable minion explosions now hit large enemies, and minion damage counts once in them.
  • Summoning staves no longer show blotchy blue patches.

Thrown weapon return

Fixed
  • A spear or dagger brought back by Reverse Trajectory after a miss goes back into your hand again instead of just landing in your bag.

Skill tree

Attributes

Fixed
  • The Alt description of Strength, Dexterity and Intelligence now shows exactly what a point of the attribute gives and can no longer drift from it.
  • Blood Strength: the description no longer mentions health from Strength - each point of Strength raises your endurance threshold.

Tree centre

Fixed
  • Medallions and portraits of the unfinished ascendancy classes no longer appear in the centre of the tree.

Trees

Craft tree links

Fixed
  • Craft tree links no longer vanish in places where the main tree has jewel zones.
  • The Rune Carver «Rare affixes» line now reads «rune-crafted affix rarity», without the word «item».

Empty nodes

Fixed
  • Taken nodes whose effects moved elsewhere in the tree (Extra Strikes, ring affixes and older ones) no longer stay empty: their points are refunded on login. A node that is the only path to other taken nodes stays as the path.

Crafting

Chests around workbenches

Fixed
  • The chest radius and chest highlight of a workbench or smelter now appear only while you look at it holding Shift.

Old vineberry seeds

Fixed
  • Old mod vineberry seeds in bags and chests turn into the game's own seeds on load.

Interface

Buff bar

Fixed
  • The active effects bar no longer drifts to the middle of the screen - it stays above the stamina bar.

Flat damage from rings

Fixed
  • Piercing, slashing and blunt damage from rings now shows in the tooltip of a weapon that deals it (crossbow, spear).

Salvage and Disenchant tabs

Fixed
  • An empty tab no longer looks broken: the button says Salvage or Disenchant instead of Craft, and the description tells which items appear there. Most visible in the SeneaL UI window.

Item level of white gear

Fixed
  • White gear made at a workbench now shows its item level under Alt too: the level of the latest biome among its recipe materials, the same level runes roll it at.

World

Monolith trial

Fixed
  • A monolith trial is no longer lost right after it starts: it is lost only when no living participant is left or someone who left does not return.

Blight Mist loot

Fixed
  • Creatures in the Blight Mist no longer drop their normal loot (such as hare hide) - only mist loot. Deer and other peaceful animals no longer live in the mist.

Blight Mist timer

Fixed
  • The mist bar timer now matches the map: time until the mist closes. While a player is inside, the collapse is paused, and the bar says so.

Black screen after a portal

Fixed
  • Teleporting no longer gets stuck on a black screen when an error happens in the character update.

Inscription Gate

Fixed
  • An ordinary portal an Inscription Gate is inscribed into now leads back to the Gate when it has no tag pair of its own.

Ore Sight

Fixed
  • Petrified Gammeltrolls in the Deep North are now marked on the map.

Equipment

Cells after entering the world

Fixed
  • The wisp, the wishbone and other items no longer fall out of their cells into the bag on entering the world for characters with extra bag rows.

Serving tray

Fixed
  • The serving tray and other build tools from mods go into the tool cells.

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