Travel fixes
• Boats are now available on the Playtest server, including normal boarding and expedited departure.
• Dungeons marked Maintenance now block travel and combat. Characters saved there or already travelling there are placed safely outside instead of fighting enemies from their previous dungeon.
Chonk upgrades
• Item and spell upgrades now offer 1, 10 and All quantity shortcuts alongside the existing fine adjustment controls. Preview the result before merging; All uses only the selected Chonk tier and leaves surplus Chonks once the upgrade reaches +10.
Activated AAs
• Activated AAs now display their ability icons on Ability Bars. Right-click an AA on the bar or in the abilities list to configure autocast conditions.
• AA conditions are saved per ability and remain when its shortcut is moved or removed. Manual-use AAs stay manual until configured; editing pauses their autocast, and normal cooldown and ownership requirements still apply.
Exploration music
• Fellhollow, Cindergate, Thornwake and Magmaw now have dedicated music across all their floors.
• The three starter outskirts now share a new exploration theme.
• Cindergate and Thornwake now have environmental ambience beneath their music, adjustable through the Ambience volume setting.
Ranged combat
• Choose Melee or Ranged attack style in Melee Skills, independently of your stances. Drag Toggle Ranged onto an Ability Bar for quick switching. Your choice is saved; an unusable or missing bow safely falls back to melee.
• Ranged attacks now use Ranged skill for accuracy and Attack Rating. Extra shots follow learned Double and Triple Attack skills, and bow access is consistent for supported classes.
• Ranged stance doubles ranged auto-attack damage with +25% chance to hit and an endurance cost based on bonus damage. Its damage and cost do not stack with Ferocity; overlapping stance accuracy bonuses now use the strongest bonus.
• Switching attack styles preserves swing progress and cannot generate free attacks.
Tutorial and interface polish
• Map tutorial highlights now follow the visible destination and travel controls when Auto-Hide UI is enabled.
• Ranger starters now learn to select Ranged attack style and equip Ranged stance, with complementary recommendations for their other class. Starter bows are equipped for either class order.
• Widgets referenced by visible tutorials stay above other HUD windows.
• Toggle Ranged has more button padding and switches between bow and melee icons on Ability Bars to show the current attack mode.
• Fixed garbled characters in interface text.
Ranged audio and AA polish
• Bow attacks now play a distinct bowstring release and arrow-impact sound, with three variations of each. Release sounds also play when shots miss.
• Double Shot now gives each bow auto-attack, including Double and Triple Attack shots, a 15% chance to fire one extra arrow. Bonus arrows make their own hit roll and cannot trigger Double Shot again.
• Group Barrier is now exclusive to characters with Cleric.
• Physical Enhancement now clearly lists its bonuses to maximum HP, avoidance and physical damage reduction.
Stance resource fixes
• Paid defensive stances now prevent only the damage their mana or endurance can fund. Stacked defenses charge for their own contribution and no longer provide free mitigation with empty resources.
• Kinship now charges only for its own bonus damage, excluding pet rank and AA bonuses. Unfunded bonus damage is withheld, and pet magic that does not receive Kinship no longer drains its mana.
Ranger bow techniques
• Rangers now learn three upgradeable bow technique lines: Power Shot for single-target damage, Volley for up to four enemies, and Disrupting Shot to interrupt casting without stunning. Each line has four versions as you level.
• Bow techniques use your equipped bow, Ranged skill and endurance, with Chonk upgrades and shared reuse within each line. Archery Mastery applies once; offensive stance damage bonuses do not multiply technique damage.
• Find them under Combat Skills, formerly Melee Skills. Drag techniques onto Ability Bars, right-click to customize their rules, and click their rank to upgrade them. Disrupting Shot defaults to targeting an enemy casting an interruptible spell.
• Added three Ranger icons, one for each technique line, plus bow release and arrow impact sounds for the new attacks.
• Bow techniques now include the equipped bow's delay-based damage and starter damage floor. Power Shot is tuned for higher average damage per hit than a normal shot, including when using Ranged stance and Rampage.
• Bow technique tooltips and stance descriptions now clarify which damage bonuses and extra-attack skills apply.
Combat Details
• Added a Combat Details tab to the Character window with combined combat stats and live source breakdowns for equipment, AAs, buffs, skills and stances.
• The Character window's Attack Speed now includes equipment haste and enemy slows.
• Clarified that Combat Fury boosts melee and ranged critical chance, including proficiency attacks and bow techniques, and Combat Stability reduces physical damage taken.
Character loadouts
• Save four named builds in Character > Loadouts, including classes, equipment, pet gear, spell and ability bars, autocast rules, stances, songs and attack mode. Apply builds in town out of combat; class levels, item upgrades and AA allocations are kept.
• Loadouts retrieve their equipment from your inventory or vault and check the whole swap first. Missing items, unavailable abilities or insufficient storage leave your current build unchanged.
• Equipment assigned to a loadout has a gold L badge and lists its loadouts in the tooltip. Saved gear cannot be sold or consumed by merging, but can still be upgraded. Updating or deleting its last loadout assignment releases that protection.
• The Loadouts tab is dimmed outside town and shows a town-only notice. Saved-item badges respect window layering.
Enemy progression
• Enemies above level 10 now gain stronger stats, weapon damage and armor as they level, with continued growth beyond level 50. Baseline difficulty is tuned around small pulls with normal upgraded dungeon gear; high-level dungeons are substantially more dangerous to underleveled characters.
• Enemy stats no longer stop at the player stat cap. Difficulty tiers continue to strengthen these higher-level enemies; player and friendly-pet stat limits are unchanged.
