← All patch notes

v0.17.0 ·

Take a Stance

Every stance has a kit

Your combat style is now a real role with its own abilities. Each of the six stances carries a passive and an active page. Aggressive and Accurate bring an Interrupt plus a damage or accuracy burst, Defensive brings a Taunt and Hold the Line, Ranged brings Multishot and an Aimed Shot that cannot miss, and Magic and Divine channel Focus or Prayer alongside Cleanse and Ward. Every ability now has painted art.

Bosses wind up, and you read it

Boss special attacks telegraph with an on-screen cast bar, so you see them coming. The bar is colored by how you answer it, and the boss stops its normal swings while it casts, so a special is its own moment instead of extra damage piled on top of an auto. The boss cooldown bar tints to match as a second warning.

Press the ability to answer

Countering is an active choice now. Press the right ability inside the cast window to answer a mechanic: Interrupt a cast, Taunt a boss that turns on your healer, Cleanse a stacking poison, or Ward an unavoidable hit. Each answer has its own cooldown, so no single player covers everything, and a real tank, healer, and damage mix each earns its place.

Cooldowns and combat buffs

Your ability bar shows live cooldowns ticking down, and a buff you have running counts down in green so you can tell active from recharging at a glance. The proactive buffs, Battle Frenzy, Precision, Hold the Line, and Multishot, open a twenty-second window on a long cooldown. Save them to race an enrage timer, brace for a heavy hit, or burn down a pack.

Live fights, not replays

Guild and solo boss fights play out live. The fight advances in real time and you respond as it happens, instead of watching the result after the fact. Your answers and buffs land in the moment.

Hold the line, or lose your healer

Some bosses turn and charge a softer target, and they stay locked on until a tank taunts them back. Then they do it again later. Keeping the boss where it belongs is now a job someone has to work at.

Casters and rogues reworked

A rebalance pass reshaped the two trickiest styles. Spells cover a wider useful range, daggers pierce armor with poison and reward dual-wielding, cloth wearers gain a protective ward with extra health, and casters recover mana during a fight so they are not left running on empty. Healers gain a broadened divine toolkit that makes holding a group together smoother.

Buffs that carry over

Mage Armor and weapon poison now persist as timed buffs that stay with you between fights, so setting yourself up before a fight is worth the effort.

New art, front to back

The eleven boss special attacks each got painted icons, framed in the color of how you answer them so the fight reads clearly. The Codex Monsters tab picked up painted art and a search box, and every guild and dungeon item now shows proper tier artwork on your character and in the vault.

Loot that reads true

Reward screens color each drop by its real rarity, so an uncommon reads green and a rare reads blue, with no more mismatch between what a drop says and what lands in your vault.

Fixes

  • Dungeon bosses that were weaker than their own dungeon have been brought up to their proper tier.
  • The combat log now shows how much damage each of your swings deals, in every kind of fight.
  • Boss cast bars now appear with time to react, instead of arriving nearly full.
  • Guild and dungeon armor at every tier now shows its correct tier icon instead of a generic silhouette.
  • Fixed reward screens showing every drop in the rare color regardless of its actual rarity.