
Broken Divide is now playable in Simplified Chinese, and the whole campaign has been rebalanced from the Slime Marsh to the Pale Wound.The translation covers everything, not just menus: every item, enemy, ability, zone and skill tree node, the Bestiary write-ups, all eight regions' field intel, every achievement, the guild perk tree, all eleven in-game Help popups, the world map, and the Chronicle in full. Switch languages from the settings screen.The balance pass moved every zone's recommended level, put the back half of the campaign back on a rising curve, reworked four specs and three bosses, and rebuilt how armor works. Every fight also has its own hand-placed battlefield now instead of one layout shared by all eight zones.
Gear no longer grants Armor directly. Every point of Armor on an item is now a point of Constitution, and Constitution converts to physical damage reduction
Damage reduction curve softened: a full Legendary set now reaches 75% instead of 87%, a Zone 8 party 62% instead of 78%, and the early zones 18% instead of 33%
Enemy damage reduction is unchanged
Shields weren't delivering quite enough value to be worth using a 1h and shield over a 2h weapon, this has been fixed.
All prices increased by 50%. Sell prices are unchanged
Drop quality now improves the longer you hold a zone. Common/Uncommon/Rare runs 70/25/5 through Stable and Rising, 60/30/10 in Dangerous, then 55/33/12, 50/36/14, 40/41/19, 30/41/29 and 20/40/40 every 20 seconds you survive Overrun. It used to be a flat 70/25/5
Goblin Encampment: 5
Bandit Fortress: 9
Obsidian Sanctum: 12
The Sunken Realm: 15
The Fracture Point: 16
The Deep Root: 18
The Pale Wound: 20
Bandit Fortress is about 20% stronger across the board, Warlord Vance included
Defender health roughly doubled
Defender damage increased by about 20%
High Priest Malachar health increased from 7,125 to 12,469
High Priest Malachar intelligence increased from 40 to 48
Ritual of Undoing now calls 3 defenders instead of 5
Pulse of Ruin now strikes every 3 seconds instead of every 7
Void Infusion now strikes every 6 seconds instead of every 10
Health increased from 19,000 to 22,000
Strength increased from 58 to 93
Weight of the Deep now takes 2.4% healing per second instead of 1.5%
Weight of the Deep now stacks to 65% instead of 50%
Health increased from 17,500 to 21,000
Strength increased from 42 to 98
Enemy experience in The Fracture Point reduced.
Reworked. She is no longer untouchable: her health used to drop a third per root cluster and she died on a script. Clearing a cluster now brings her up where you can reach her, and she dies when her health runs out
Sending her back down takes a fifth of her health instead of a third, so a clean fight is five exchanges instead of three
Health increased from 13,500 to 24,000
Strength increased from 30 to 45
Root health increased from 850 to 2,200
Roots now come on a clock. Any left standing when it runs out are absorbed and heal her
Root clusters now run 3, 3, 4, 5, then 5 for every cluster after
Her lash-out builds while it lasts, and she gets stronger with every cluster she puts up
Breaking a reading now angers it, instead of letting one finish. A party geared for the zone breaks every reading, so the enrage sat on the branch nobody could reach and it finished fights no angrier than it started
Verdict escalation per cycle reduced from 28% to 8%, since the enrage now does that job
Enrage now caps at 3 stacks instead of 4
Surge window reduced from 6 to 4 seconds.
Dual Weave's bonus hit now deals a flat 40% of the spell's damage.
Reworked into a burn spec. It was well behind the other two Mage specs on bosses
Burns now stack instead of overwriting each other
Controlled Burn: spells cast during Surge now burn for 12% of their damage over 3 seconds, up to 50% stronger the more Focus you hold. It used to be a Focus-loss ward
Tempered Flame: burn duration increased from 3 to 5 seconds
Cinderbrand, formerly Ashen Ward: +10% spell damage against burning enemies
Smoldering Resolve: recovers 10 Focus when a burning enemy dies
Arcane Overload stacks no longer decay between surges
Volatile Casting: casts made at 50+ Focus count as two ramp steps
Volatile ramp now caps at +24%
Reckless Ignition now reaches that cap in 3 casts instead of 6
Forceful Release: echo damage now scales with Focus spent, up to +25% at 100
Sustained Pressure (T1): Surge casts extend the window by 0.5s, up to +3s per surge
Afterglow (T2): a Surge ending refunds 20 Focus
Infernal Echo (T3): Forceful Release primes two echoes per spend
Incendiary Mastery T1-T3 no longer require Arcane Overload
Now casts on cooldown at any Focus. It used to require 40 Focus, which kept it off the field
At a full bar in the Ultimate slot it ignores armor and gains +1% damage per point spent
Now strikes an enemy that turns away from the Knight and generates threat equal to 3x the damage dealt. It generated no threat at all before, despite saying it pulled attention back
Its Ultimate now hits every enemy instead of only those already targeting the Knight
No longer forces every enemy onto the Knight. It now generates threat equal to 4x the damage dealt
No longer requires two or more enemies attacking your allies before it will cast
Damage increased from 150% to 200% of attack
Damage increased from 180% to 230% of attack
Now strikes the enemy paying the Paladin the least attention and builds threat on it, instead of only firing when an ally below 50% HP is hit
Damage increased from 110% to 140% of attack
Cooldown reduced from 22 to 15 seconds
Now casts on cooldown at any Holy Power. It used to refuse to cast below a full bar
Below a full bar it lands the strike and the party heal without spending; at a full bar in the Ultimate slot it still spends for bonus damage and cleave
Tier 1 mastery is now Consecrated Might: healing power increased by 60% of Strength. It replaces Amplified Wrath, which gave +1% Holy Power damage per point spent
Now casts at any Tension. It used to refuse to cast at max Tension, which made its own Ultimate impossible
Now casts on cooldown. It used to require an ally below 60% HP, which brought a damage-reduction window online after the hit instead of before it
Benediction and Healing Grace keep their thresholds
The game can be played in Simplified Chinese, switchable from the settings screen
Every zone now has its own hand-placed battlefield. Both sides used to be spread down the screen by a method shared by all eight zones, so units floated over water or stood inside scenery
Boss abilities now give real numbers instead of flavour text. Damage reads as a number rather than a multiplier, and an ability that grows between phases gives each phase in order, so Heavy Swing reads "234/300/395"
Optimize now gears a hero for the mastery they are running, rather than averaging every branch by spent points. A Wrath Paladin gets two-handers and Strength; a Protection one still gets the shield
Heals now show what actually landed, with the wasted amount in brackets: "for 124 HP (284 overheal)".
The DPS tab's hover breakdown now updates live instead of freezing at the numbers it opened with
The title screen's Settings button is now a cog in the top right, reachable from the opening screen as well
Fixed later Root clusters piling on top of each other instead of standing in their own spots
Fixed Contagion never expiring. It renewed itself in full every time it leapt.
Fixed skill-granted stats being left out entirely, so a Paladin with Righteous Fury read the same attack damage as one without
Fixed primary stat tooltips printing a doubled plus sign
Fixed the header totalling experience across a whole multi-run march while each hero's row showed only the final run
Fixed The Fracture Point and Goblin Encampment staying half buried in fog after you had charted them