Update

5.3.4

39 changes

New content

Runic crafting

Jewellery ascension

New
  • Boss essences can ascend rings and belts to their target biome’s item level, unlocking higher tiers for future affix rolls while preserving their existing properties and upgrade quality.

Equipment properties

Armour effectiveness

New
  • New strength-based body armour can roll a rare property granting 2–8% increased armour effectiveness. It improves incoming-hit mitigation without increasing displayed armour or armour-derived bonuses.

Skill tree

Armour

Armour effectiveness

New
  • Two existing empty armour clusters gain increased armour effectiveness: 2% per small passive and 5% per notable.

Evasion

Evasion stamina costs

New
  • A new branch grants a chance to evade without spending stamina: +4% on small nodes and +10% on Feather Step.
  • A new branch reduces passive evasion stamina costs by 4% on small nodes and 10% on Measured Footwork.

Stamina

Deep Reserves

New
  • A new branch increases maximum stamina by 5% on small nodes and 12.5% on Deep Reserves.

Glancing blows

Slipping Guard

New
  • A new cluster combines evasion rating and glancing blows; Slipping Guard increases evasion rating and grants glancing blow chance for three seconds after an evasion.

Combat and equipment

Ranged combat

Effective range

Balance
  • Bows and crossbows deal full damage up to 12 m, 80% at 18 m, and 20% at 28 m and beyond; effective-range bonuses stretch the whole curve.

Minions

Base critical chance

Balance
  • All minions have a 5% base critical strike chance. Increased minion critical chance scales this base, allowing critical damage bonuses to work.

Defence

Passive evasion

Balance
  • The initial evasion chance is capped at 150%; each successful evasion multiplies the chance against all attackers by ×0.8.
  • Evasion costs 4–18% of maximum stamina according to damage that would reach health after blocking, resistances, armour, endurance and rune shields: minimum at 30% of maximum health or less, maximum at twice maximum health.
  • Evasion values from tree tiers, Dexterity scaling, newly rolled properties and new equipment bases are reduced by 25%; existing item values and bases remain unchanged.

Fixes

Compatibility

Balrond Shipyard

Fixed
  • Unpacking a ship restores installed upgrades without enabling absent upgrades for free; appearance choices and older packed-ship records remain supported.

Runic Chest with SeneaL UI

Fixed
  • Runic Chest currency slots and the working item remain visible and usable when SeneaL UI moves the container grid; the panel uses its public theme API.

Ship crate recovery

Fixed
  • An invalid Balrond Shipyard upgrade record no longer interrupts restoration of a packed ship’s cargo and health; the unread upgrade data is retained on the ship and when repacking it.

Interface

Sceptre crafting preview

Fixed
  • The crafting tooltip uses the current base damage table for a new sceptre, without changing existing items or the recipe template.

Ability cooldown help

Fixed
  • The cooldown in Stamina Debt links to ability cooldown help instead of the crossbow magazine reload article.

Boss modifier icons

Fixed
  • Boss modifier icons sit below the health bar and follow its layout and icon scale without overlapping it.

Unarmed and fists

Fixed
  • Unarmed and bare-hands terminology uses one Unarmed article, distinct from Fists, which includes both empty hands and fist weapons.

Keystone names

Fixed
  • Keystone titles use their stable node translation key, preventing a shared name translation from replacing their own title. Confirmed English translations are also used as source names in the planner.

Combat

Stormstaff volley cost

Fixed
  • Stormstaff consumes stamina and eitr once per volley, including additional projectiles from passive skills.

Projectile damage context

Fixed
  • Projectile hits retain their projectile damage modifiers when hit data is created at impact.

Spell hits and evasion

Fixed
  • Passive evasion applies to attack and spell hits; damage-over-time ticks do not trigger it.

Crafting

Staff upgrades

Fixed
  • Upgrading PoV staves at a workbench no longer requires an unattainable station level above 5.

Bonus food identity

Fixed
  • Bonus portions retain their item identity when spawned from a crafting template, so unbaked food can enter an oven and cooked food can be eaten.

Mead base bonuses

Fixed
  • Newly crafted mead bases receive the brewer’s potency and duration bonuses even when they do not stack; fermentation and cellar aging retain those bonuses.

Character progress

Boss victories

Fixed
  • A boss’s final death records the victory and its points on eligible characters, including kills from bleeding and repeat kills of a boss already defeated in that world.

Boss trophy credit

Fixed
  • Obtaining a boss trophy no longer grants a personal boss victory on the next login. Existing recorded personal victories remain unchanged.

Combat tree

Battle Medic and Shield Mark

Fixed
  • A ready Battle Medic heal takes priority over Shield Mark and can start its shield alternate attack without Shield Instead of Blade; a failed attack does not spend the heal.

Slam damage conversion

Fixed
  • Slams use blunt damage as their basis, including damage converted into blunt, and retain elemental damage converted from that basis; raw non-blunt, slashing and piercing damage are excluded in combat and previews.

Shooting effective range

Fixed
  • Effective-range modifiers scoped to shooting now apply to bows and crossbows.

Bow accuracy

Fixed
  • Bow-scoped shot accuracy now affects ordinary shots and additional-projectile spread.

Armour break against bosses

Fixed
  • Target-specific armour-break build-up, including against bosses, now reads the struck target’s traits.

Impale modifiers

Fixed
  • Impale modifiers now respect the attacking weapon and target conditions.

Immobilize build-up

Fixed
  • Immobilize build-up modifiers now affect its application chance.

World

Complete dungeon awakening

Fixed
  • The Great Rune of Awakening rebuilds all dungeon room content, including enemies, spawners, loot, gatherables and doors, using the saved room layout. Player possessions are preserved; everyone must leave the dungeon before renewal, and previously earned achievement rewards are not repeated.

Cooperative monolith victories

Fixed
  • Completing a monolith trial preserves its participant list, so joined players can record their own victory and drain the stone without repeating the fight.

Crafting tree

Runecarver mastery access

Fixed
  • Ore Hauler replaces its empty Runecarver mastery placeholder with Divine Touch, Ascendant Rune and Perfect Inscription; its existing bonuses and position are preserved.

Server configuration

Diagnostics

Automatic memory checks

Fixed
  • Automatic heap-growth warnings on dedicated servers no longer trigger forced garbage collection, full object scans or allocation profiling; detailed diagnostics remain available on explicit request.

Character progress

Achievement recipients

New
  • Bosses, dungeons, monoliths and runestones each have a recipient setting: the acting character, players within 50 metres, or everyone currently online (default). Only new events are shared; each character keeps its own records and joining later grants no past achievements.

Creature difficulty

Creature setting defaults

Fixed
  • The Creatures page has a section reset; selecting a difficulty preset also restores star health, damage and loot, modifier counts, chances and rewards to their preset defaults.

Evasion

Evasion cost settings

Changed
  • The minimum stamina cost and the two damage-to-health thresholds are configurable; the old boss-specific decay reset is replaced by the common evasion reset.

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