Runes
• Added 61 starter Runes: 37 generic, 7 Grovekeeper, 5 Ranger, 4 Warrior, 4 Stormcaller and 4 Paladin.
• Added unique draggable constellation layouts for every class with 12 green, 3 blue, 1 epic and 1 legendary slot.
• Constellations now grow outward from the legendary Rune through green, blue and epic paths.
• Green Runes unlock while levelling, blue Runes require level 14 and epic Runes require level 20.
• New accounts begin with five basic green Runes while other class and generic Runes remain locked.
• Added account wide Rune unlocking through the Anvil for 10 Embers per attempt.
• Added stackable unidentified green, blue and epic Rune items.
• Added Rune search and filters for class, generic, rarity, locked and learned Runes.
• Added rarity coloured rings, smooth glows, moving light particles and twinkling constellation stars.
• Locked Rune slots now show their required level and have heavily faded connecting paths.
• Used Runes now correctly display their equipped amount and disappear when fully socketed.
• Runes can now be removed with right-click confirmation.
• Rune unlocks now appear as larger rarity-coloured notifications and clickable chat links.
• Runes can now be shift-clicked into chat from the collection or constellation.
• Pressing Escape now cancels the currently selected Rune.
Paladin
• Rebuilt the Paladin legendary around weapon speed Holy auto attack damage and stacking damage after critical hits.
• Removed Seal of Judgement, Seal of Life and Seal of Mana.
• Dual-wielding now reduces the legendary Holy damage because both weapons can trigger it.
• Holy Strike now uses one consistent version while keeping its Paladin bonus damage.
• Holy Judgement now replaces Holy Strike with a ranged Holy attack and updates the action-bar icon and tooltip.
• Holy Judgement now uses a golden copy of the equipped weapon for its instant striking visual.
• Seal of Verdict now forces its correct one-handed or two-handed special animation with a grunt and large Holy slash.
• Blessed Resonance now allows direct spell damage to trigger Blessed’s additional Holy damage.
• Holy Wrath is now always a damaging area attack and no longer requires a Seal.
• Restored Holy Wrath’s enemy bolts, ground fire and Holy Ground effects.
Classes & Combat
• Withering Shot now uses the existing Withering Spores effect and requires Withering Spores to be learned.
• Withering Shot now has a brighter green arrow, trail and impact effect.
• Bramble-applied and directly cast Withering Spores now share and refresh the same debuff.
• Withering Bramble now extends active Withering Spores by one second whenever Bramble damages the target.
• Lingering Spores now adds two seconds and two damage ticks per rank.
• Smash now shows its correct name and Rune-updated effects on ability and debuff tooltips.
• Auto-attack critical hits now appear as larger white numbers instead of yellow ability damage.
• Attacking without a selected target now visibly selects the enemy in front before attacking.
• Bows now deal damage between one-handed and two-handed melee weapons.
• Triple Shot no longer reduces movement speed while channeling.
• Backpedalling now correctly moves at 60% speed.
• Wild Roots now completely prevents movement instead of pulling the player back afterwards.
• Restored the missing Wild Roots vine effect.
• Stunned characters now play the new stunned animation.
Animations & Equipment
• Gun aiming is smoother and no longer jitters between aiming and idle poses.
• Ranged weapons now stay raised while targets are in range and return to the back when unusable.
• Looking away from a ranged target no longer rapidly equips and unequips the weapon.
• Ranged attacks now keep two-handed weapons visible on the back and correctly stow melee equipment.
• Casting and channeling no longer repeat running animations while standing still.
• Movement animations now better match the actual speed and direction of players and creatures.
• Restored full-body flipped attacks to keep the head and weapon alignment stable.
• Off-hand daggers now use the correct socket during flipped attacks.
• Daggers now only use stabbing attack animations.
Water & Swimming
• Swimming now begins smoothly as the player reaches swimming depth.
• Jumping into water now correctly enters the surface swimming idle instead of normal idle.
• Polished surface and underwater swimming animations, including underwater strafing and a slower forward-swim idle.
• The camera now transitions smoothly across the waterline and stays with the player’s side of the surface.
• Added underwater tinting, fog and darker submerged character rendering.
• Weapons now receive the same underwater rendering as the character.
• Added an air bar, escalating drowning damage and a drowning sound when breath reaches zero.
• Underwater ambience now replaces region ambience and fades background music until resurfacing.
• Added underwater bubbles and drifting particles around and ahead of swimmers.
• Added varied swimming swish sounds with different timing for movement and underwater filtering.
• Splash sounds and particles now play every time the player jumps into or out of water.
• Surface swimmers now create a constant wake even while idle.
• Added white-water splashes, wider cloudy wakes and fast-fading splash rings.