
v0.7.5 is the Member Identity Update.
The goal of this update is to make members feel like distinct specialists instead of bundles of stats—and to address the feeling that choosing anything except the left skill tree was the wrong decision.
All nine standard skill paths and all ten rare-path families now provide real combat behavior after investing three nodes.
Guardian - Raid Wall: Reliable mitigation for sustained punishment.
Juggernaut - Last Stand Tank: Survives one killing blow at 1 HP per fight.
Warden - Threat Controller: Excels against adds and target swaps, with improved mitigation and an 80% chance to intercept attacks aimed at vulnerable allies. Intercepted hits are reduced by half.
Cleric - Pure Healer: Strong dependable recovery with healing echoes.
Lifebinder - Survival Healer: Takes less damage and heals more effectively while below half HP.
Oracle - Raid Support: Protects non-tank allies while the Oracle remains alive. Multiple Oracle wards do not stack.
Slayer - Boss Killer: Deals increased damage to enemies below 30% HP.
Spellblade - Cleave DPS: Splashes damage onto a second living enemy.
Ranger - Crit Hunter: Specializes in sustained critical-hit damage.
Standard tree values were rebalanced so each path has a particular job instead of one tree being universally correct.
Every existing Mythic and Exotic trainable path now has functional combat behavior:
Dreadnought: Stores damage received and converts part of the lost HP into its next attack.
Phoenixborne: Survives one killing blow at 20% maximum HP once per fight.
Chronomancer: Gains 25% stronger direct output every third round.
Voidwalker: Ignores 35% of enemy defense.
Paragon: Provides a non-stacking 6% direct attack and healing aura while alive.
Oathbreaker: Deals 20% more direct damage but takes 12% more damage.
Bloodweaver: Sacrifices 4% maximum HP for 22% stronger direct output while healthy. This cost cannot kill the member.
Runesmith: Gains 3% incoming damage reduction per occupied equipment slot, up to 9%.
Soulkeeper: Enemy deaths heal the weakest living ally once per round.
Wildheart: Gains mitigation against groups and increased direct output against a lone enemy.
Rare paths activate after three invested nodes and do not automatically satisfy raid mechanics that explicitly require Guardian, Juggernaut, or Warden.
Several subclasses now have clearer specialties:
Ashen Colossus: Protects against heavy hits instead of providing overwhelming universal defense.
Voidripper: Specializes in penetrating armored targets.
Dawnsworn: Provides stronger emergency healing to critically wounded allies.
Bloodguard: Gains improved sustain from actual damage dealt; overkill no longer produces extra healing.
Warbreaker: Gains a clearer offensive tank and add-control niche.
Thornweaver: Self-heals from effective healing delivered to another ally. Overhealing provides no benefit.
Healer Warden: Its damage reduction now protects the member—not the entire party.
Legendary and Exotic still represent rarity, but no subclass is intended to be universally best for every fight.
Healing echoes and cleaves from matching sources now combine instead of silently replacing one another.
Healing echo is capped at 55%.
Cleave is capped at 65%.
Added critical multiplier is capped at 0.90.
Execute bonuses are capped at 60%.
Combined armor penetration is capped at 50%.
Lifesteal uses actual damage dealt and cannot harvest overkill.
Ability state resets after every encounter or stage and never permanently modifies member stats.
Encounters, dungeons, raids, raid pulses, and mission forecasts now use the same identity systems.
Spend Suggested now follows a member’s existing commitment or subclass specialty.
Suggested spending no longer blindly favors the left tree.
Three invested nodes clearly activate a path’s combat identity.
Existing respecs remain available while the identity system is tested.
Permanent tree commitments and massive skill-tree expansion are planned for a later update—not this release.
Roster members now open a unified, tabbed profile:
Overview
Gear
Trees
Notes
Profiles display:
Role, level, Power, and status
Trait and subclass
Subclass passive effects
Active combat identity
Combat stats
Equipped gear and active/inactive gear identities
Skill-point progress
Standard and rare trainable paths
Passive lists were cleaned up so traits and identities are not unnecessarily repeated.
Clicking a member now opens their full profile.
Add to Party remains the dedicated team-selection control.
Profile and gear windows received a responsive layout pass to reduce overlap and horizontal scrolling.
Combat identities consistently use their player-facing names throughout the UI.
Roster stars are now decorative for screen readers instead of producing broken accessibility text.
Mission forecasts display the party’s active combat identities.
Field reports highlight important identity activations.
Party selection automatically removes members who become injured, deployed, or otherwise ineligible.
Save Selection was renamed to Save as Preset for clarity.
Endgame campaign guidance no longer nags established guilds about old trivial encounters or treats repeatable Mythic+ wings as first-clear objectives.
Contest wording now more clearly says when intel is deliberately hidden.
Recruitment cards now provide clearer Scout Notes, including:
Subclass stat bonuses
The actual subclass passive
Trait effects and risky traits
Mythic or Exotic trainable paths
Useful tags such as needed role, strong stats, rare tree, or specialist type
Expected payroll behavior
This should make it easier to compare recruits without already knowing every subclass by memory.
Gear management now uses tabs for Weapon, Armor Kit, and Trinket.
Opening gear for another member resets the inspector to Weapon instead of remaining stuck on the previous slot.
Equipped and available items have clearer direct-comparison displays.
Gear identities clearly show whether they are active for the selected member’s role.
Empty equipment categories now explain when no matching loot is available.
The current Armor slot is now called Armor Kit.
Helm, Chest, Legs, and Boots are previewed as future expanded slots; they are not active equipment slots yet.
Starless Greaves trinkets were renamed Starless Sigil to avoid conflicting with the future Boots slot.
Members below level 5 no longer draw wages.
Payroll begins once a member reaches level 5.
Recruitment, tutorials, Mentor Tips, and the Codex now explain this protection.
New guilds can safely learn the opening loop without returning to immediate debt and desertion.
The Guild Market now offers Patron’s Endowment:
Costs 100,000 gold before Market discounts.
Awards 250 supplies.
Can be funded once per week.
Designed as a prestige sink for wealthy guilds—not best-in-slot combat power.
Failed dungeons and raids can no longer be used to power-level through high-key consolation drops.
Failed dungeons have a 12% base consolation-drop chance, capped at 20% with bonuses.
Failed raids have a 5% base chance, capped at 10% with bonuses.
Consolation items use reduced difficulty scaling.
Failed-run rewards are capped at Rare quality.
High Mythic+ failures can no longer provide high-key Elite or Legendary gear.
Failure may occasionally return something useful, but victory is now firmly required for meaningful progression.
Save data has advanced to version 40.
Existing members are recalculated using the current balance rules.
Active expedition snapshots are also updated.
Names, IDs, equipment, rare paths, invested skill nodes, timers, and paid supply costs are preserved.
Current HP is clamped safely rather than refilled.
Unresolved active expeditions use the new combat rules after updating.
Thank you to everyone who reported strange builds, dominant trees, unclear passives, economy problems, and failure-reward exploits. Your testing directly shaped this update.
This is the first major step toward making every member—and every build choice—feel meaningfully different.
Good luck, Guild Masters!