
# Spire of Ash Patch Notes - v1.0.10 (Build 86)
This update adds the Forge Synthesizer, overhauls Loot Filter Studio, tightens melee range behavior, and improves hero discovery, loadout clarity, and dungeon combat presentation.
## Forge and Crafting
- Added the Synthesizer to Forge Studio, letting you recombine two items that share the same slot class into a new result item.
- Recombination now requires matching slot classes and rejects corrupted, mirrored, unique, and legendary items.
- Recombination gold cost now follows a fixed formula: `50 + average item level * 5 + total affix count * 25`, then applies a rarity multiplier of `1.0x` for normal, `1.5x` for magic, or `3.0x` for rare inputs. For example: two normal level 10 items with no affixes cost 100 gold, two magic level 50 items with four total affixes cost 600 gold, and two rare level 80 items with eight total affixes cost 1,950 gold.
- Output generation now keeps the higher item level, picks one input base at `50/50`, resolves duplicate mod groups cleanly, and determines final rarity from the surviving affix count instead of the input rarity alone.
- Non-empty prefix and suffix pools now always transfer at least one affix, penalty-loss rolls were removed, and the Synthesizer now has an independent `5%` chance to add one bonus prefix and a separate `5%` chance to add one bonus suffix.
- Socketed sigils are returned before the source items are consumed, and imprint tags now merge across both inputs up to a cap of `2`, keeping the stronger copy when the same tag appears twice.
## Loot Filter and Rule Editing
- Loot Filter Studio was rebuilt around a more complete rule workflow, including a profile bar, guided rule wizard, condition-row editor, live rule preview, style editing, and import/export support.
- Rules can now target item type, slot, weapon family, rarity, absolute or relative item level, required and excluded affixes, affix count, currency band and risk, key family and key level, stack size, and tag filters from one unified editor.
- The studio now does a better job surfacing practical templates for common cases like hiding normal gear, suppressing low currency, protecting keys and packs, and highlighting chase drops.
- Profile and preset changes now persist more reliably across reloads, existing drops can be re-evaluated during active combat when filter settings change, and hidden-in-world versus keep-in-panel behavior is wired more consistently.
- Loot styling cleanup also improves label scaling, drop emphasis, and share-code reliability so exported filters keep their rule logic and presentation more faithfully.
## Combat and Dungeon Presentation
- Melee cone and area attacks now require a real target inside actual melee contact range before they fire, preventing melee skills from activating through long-range area targeting when the trigger target is still out of reach.
- Player-facing combat pacing multipliers now apply across the full presentation path instead of only the simplified motion model, with attacks and spells using `0.58x` to `0.86x` timing depending on skill type and role to reduce long idle gaps and make contact attacks resolve more promptly.
- Motion presentation was cleaned up with clearer travel-versus-combat locomotion, steadier action ownership, smoother approach-to-contact transitions, and less glide-walking when units should already be settling or attacking.
- Dungeon runtime prioritization was also tightened so heroes, bosses, active packs, and recent combat targets stay visually readable more reliably than sleeping or far-off filler enemies.
## Hero Selection and Loadout Clarity
- Hero Select now exposes keyword filters derived from curated skill tags, making it easier to find archetypes like poison, DoT, ranged, fire, melee, and similar hero themes directly from the roster.
- Hero theme keywords are now derived from normalized skill tags and text signals instead of placeholder metadata, so roster filters line up more closely with how each hero actually plays.
- Gear loadout clarity was improved by keeping combat stats in their own dedicated Stats view while still preserving usable-weapon guidance in the Equipment and Skills tabs where players make loadout decisions.
Thanks for playing.