Patch 1.18 — The Shade Patch
The Corruptor trades its corpse line for traps and a new field skill: Shade Field holds everything inside it while dark damage ticks, and Deepening Shade cuts the wait from sixty seconds to six. Strength of Darkness and Shield of Nightmare become toggles, Fear Trap had a broken activation radius of 0.001 and now has 20, and a Shade Field card drops alongside the Soul Plague one. The Templar's Imbued Light finally reaches Light skills, Archer Training reads off Dexterity, and the client shows elemental hits as one number.
The Corruptor gets a new field to stand on, the Templar's light finally reaches its skills, and a trap that never fired now does. 🌑
🌑 Corruptor · Shade takes shape
The corpse line has been retired. In its place the Corruptor keeps the traps it already knew, and
Intuition gives way to a field skill built around holding things still while they burn.
New:
Shade Field
Tears open a field of shade on your target. Everything caught inside is held fast and takes dark damage every second for eight seconds. It costs Talent Points to learn and takes
Intuition's place in the tree.
8ticks over8s, each roughly twice what a tick of
Soul Plague deals.- Radius
10, cooldown60s, costs1 TP.
New:
Deepening Shade
Sharpens
Shade Field and shortens the wait between castings. Takes
Envision's place.
- Cooldown
−6sper level. At level 9 the field comes back in6sinstead of60s. - Damage coefficient
+0.5per level.
Changed
Shadoweaving. Beyond the chance to
Putrefy on hit, the aura now deepens every Shade skill you cast: +50%Shade skill damage while it runs.
Strength of Darkness. Magic penetration tripled, from 10%to30%. It is now a toggle that drains MP while active, rather than a timed buff you re-cast every half hour.
Shield of Nightmare. Also a toggle now, for the same reason.
Scent of Death. The bonus no longer waits for a target to be nearly dead. It applied below 30%health; it now applies below99%, which is to say anything that has taken so much as a scratch.
Stroke of Genius. Reworked to pure Wisdom, scaling with the skill's level instead of a flat lump: 10Wisdom per skill level. At level 10 that is100per stack and500at five stacks. It still stacks five times.
Fixed:
Fear Trap
The trap has been carrying a broken activation radius of 0.001 — small enough that an enemy had to stand almost exactly on top of it to set it off, which is why it so rarely seemed to do anything. Its damage was equally misconfigured. The radius is now 20 and the damage matches
Steadfast Shadowflame.
Skill tree
| Removed | Added | New cap |
|---|---|---|
| Corpse HP Drain | 16 | |
| Corpse MP Drain | 16 | |
| Corpse Mine | 9 | |
1 | ||
9 |
If you already knew
Intuition or
Envision, they stay on your character. Nothing was taken away. They simply no longer appear in the Corruptor tree, and Talent Points spent on them are not refunded automatically.
New item:
Shade Field card
A skill card for
Shade Field, carrying the skill's own icon. It drops from the same sources as the
Soul Plague card, at every tier, and enhances to +10.
- Drops at
+0and from+2to+10, at the same rates as the
Soul Plague card. - At
+10:
Shade Field damage +50%.
⚜️ Templar · Light that reaches the skills
Imbued Light has always promised to imbue your weapon. Until now it only ever touched basic attacks, and for a long stretch not even those.
Imbued Light. Basic attacks now carry real holy damage: +150%, and+10%more per level. The aura also extends to your Light skills, at+50%damage —
Divine Smash,
Divine Cross,
Physical Breaker,
Soul Breaker,
Dual Strike,
Heaven's Madness,
Judgment of Heaven and
Holy Ground all hit harder while it burns.
Thorned Shield. Your Block Defence now feeds Magic Attack as well as Physical Attack, at the same rate: 2%per level each, where it was Physical only. The attack-speed half of the skill is unchanged.
🏹 Marksman · Dexterity carries more
Archer Training. Brought in line with
Occultism: the same scaling, read off Dexterity. Physical attack from Dexterity goes from 0.80 + 0.02per level to1.00 + 0.40per level, and the second bonus moves from Vitality to Max HP, at0.75per level from Dexterity.
🖥️ Game client · One number, and an honest tooltip
Arrives with the client update. Two long-standing display problems, both of which made the combat log read differently from what the server actually did.
- Combined damage. A hit carrying elemental damage used to appear as two numbers, the weapon damage and a separate figure floating beside it. They are now one total, in the world and in the chat log:
12000 +250becomes12250. - Fixed: criticals that carried elemental damage were reported in chat as ordinary additional damage, losing the word "critical" entirely. A critical now reads as a critical.
- Fixed: tooltips for elemental skill buffs. Buffs that raise one element's skill damage —
Shadoweaving and
Imbued Light among them — described themselves as a flat "P. Atk" and "M. Atk" bonus, which was never true: your character sheet never moved. They now name the element and say plainly that the bonus is to that element's skills. A missing percent sign on the second line is fixed too.
Skill and item changes apply on both the main and the test server. Some need a server restart and an updated client before they show up in game. Enjoy! ❤️