Welcome to a brand new Aryntius.
We jumped over 4.0 because those were taken by April Fools' updates (and will continue to be so). Though since this update was dropped on your faces on April 1st (NA EST), I suppose there's really no excuse, huh. Regardless, this is NOT an April Fool's joke. This is indeed a real update. And it's a big one.
MAJOR CHANGES
There are a LOT of major changes this update, so many that we have broken them up into sections.
NEW TIER SYSTEM
We have fully reworked the tier system, rebuilding it from the ground up. Pretty much every item has been affected in some way or form by these sweeping changes, so we recommend players start fresh from the beginning to get a fresh new Aryntius experience.
The new major tiers are as follows:
In addition we have added the new Runic tier, which replaces and extends the old Lesser Iridescent tier. Some weaker unique items will also now drop as this tier in addition to numerous new items.
These following items are now Runic:
The following items are now Iridescent:
ITEM ACQUISITION CHANGES
All items will now drop unidentified by default.
A brand new identification GUI has been added for each tier, allowing players to select the type of item they'd like to identify from several categories as opposed to complete randomness alone. This does not remove randomness as factor in loot, but the categorization prevents, for example, unfortunate players running a ranger build only finding melee items during a playthrough, and vice versa.
We firmly believe this increased player agency and reduced RNG adds significant replayability and interest to Aryntius and will design future updates accordingly.
The corrupted fragments system was originally very awkwardly implemented, and although it has been improved over the years, I remained unhappy with its current form, so it is GONE. And in its place, there will now only be 1 type of corrupted fragment, called the "Corruption Shard". It will not be used for any fast travel or normal crafting purposes, as it is intended to be much rarer than any of the current fragments and only drops from lategame zones.
Corruption Shards will be used solely to create Umbral items in the new Item Identification system. By using a Corruption Shard while identifying a normal unidentified item, you will get an Umbral item instead.
The Corruption drop tables have been split so that different tiers now give disjoint groups of Umbral items. So for example, Eye of the Eldritch could be obtained from corrupting an unidentified Radiant item, but not from any other tier. Meanwhile Annihilation can be acquired from corrupting an unidentified Shining item. This is intentional to encourage players to collect unidentified early-game items and corrupt them instead of just tossing them out once they hit the endgame.
NEW ITEMS
We have added more new items in this update than the entire history of Aryntius. Listing them all is unfeasible, and the overwhelming majority are early-game items so only high tiered ones will be listed (by name only):
UMBRAL
IRIDESCENT
MELEE CHANGES
Melee has finally been given a much-needed facelift after an eternity of being barely viable. We have accomplished this by essentially turning all melee weapons into different types of Auras but giving massive buffs from armor and accessories. The traditional basetypes have been unified and the old "+X to melee attack range" modifier has been removed. All new melee weapons will now display a separate data section in their tooltip much like ranged and magic weapons do. The attributes shown are as follows:
NEW ITEM BASETYPES
We have added a wide range of new item types in this update, and this should revolutionize the way the server is played.
MANA SHIELDS
Mana Shields are off-hand accessories that give a flat amount of gold hearts and refresh on a fixed timescale. They have various modifiers that can change how this interacts and offer a new layer of defense for most players.
CLAWS
Claws are short-ranged melee weapons that have extremely fast attacks, dealing 5 strikes in 0.5s with a single click. With the right timing, you can hit up to 10 times per second, allowing you to stack Spectral Strike and DoT in ways never seen before on melee. Unified attributes are as shown:
CANNONS
Cannons are slow, heavy ranged weapons that deal enormous damage but have arcing shots and relatively low accuracy, giving them a unique skill-based playstyle if used as a main weapon or acting as a very effective finisher when used in other setups. You should not be surprised to see cannons chunk bosses with only a few successful hits. :^)
ITEM BASETYPE CHANGES
SWORDS
BOWS
CROSSBOWS
NEW KEYWORDS
We have added an absolute ton of new keywords in this update. You can check them out in the in-game Codex! But we will list them here too:
Added a new boss: PIT LORD
The Pit Lord is armed! Watch out! He spawns in the center of the giant hole in the first floor of the Labyrinth, making him an optional encounter if you choose to walk around his arena (and conveniently filling in the hole).
RANKS & RUNES
Along with all these changes, runes should be much easier to obtain now as Runic items can be scrapped for a large amount of runes. This has resulted in a substantial change to the cost of higher ranks, as shown below:
RESISTANCE AND DAMAGE CHANGES
In addition to the sweeping changes to item acquisition, we have also made enemies not scale their damage as quickly to leave some leeway for players building resistance. Players on a fresh run should find they don't have to start investing in resistance until midway through the Atlas. This means it is now no longer mandatory to have Resistance IV to play through Aryntius immediately after labyrinth floor 5, which was a tough cookie for anyone to swallow. This is a very large change, however, and there may be numerous edge cases which violate the rebalancing that we forgot about.
We will continue to iron these out over the course of future update cycles. Feel free to report instances of fights you believe to be unbalanced so we can take a closer look.
Slam attacks will no longer deal enormous amounts of flat physical damage. Instead they now deal Chaos damage equal to a percentage of your maximum health (ranging from 25-90%, depending on the boss). In general, lategame bosses have higher slam damage percentages due to players having quicker recovery abilities. But overall it should now be impossible to be one-tapped by a slam you didn't notice. Death should now come from combinations of attacks as opposed to singular slams.
ENEMY BALANCE CHANGES
Due to the significant rebalance of the early-game through the tier system rework, the following labyrinth bosses have had some significant changes:
OTHER CHANGES
Added a new NPC: The CuRATor.
He shows up in the Labyrinth to teach new players how to hunt for Rune Rats and comes equipped with a shop for spending runes.
Treasure chests have been buffed substantially.
Their respective drop locations are listed below:
The rest of the changes apply in no particular order of importance:
KNOWN ISSUES
Since this is a X.0.0 launch, there are a ton of bugs and problems we will resolve in the coming weeks. Some big ones are:
BUG FIXES
We jumped over 4.0 because those were taken by April Fools' updates (and will continue to be so). Though since this update was dropped on your faces on April 1st (NA EST), I suppose there's really no excuse, huh. Regardless, this is NOT an April Fool's joke. This is indeed a real update. And it's a big one.
MAJOR CHANGES
There are a LOT of major changes this update, so many that we have broken them up into sections.
NEW TIER SYSTEM
We have fully reworked the tier system, rebuilding it from the ground up. Pretty much every item has been affected in some way or form by these sweeping changes, so we recommend players start fresh from the beginning to get a fresh new Aryntius experience.
The new major tiers are as follows:
- Mundane (equivalent to Common/Uncommon)
- Kindled (equivalent to Rare/Superior)
- Shining (equivalent to Superior/Exalted)
- Radiant (equivalent to Mythic)
- Unique (equivalent to Legendary)
- Umbral (equivalent to Corrupted)
- The Iridescent tier remains the same as before.
In addition we have added the new Runic tier, which replaces and extends the old Lesser Iridescent tier. Some weaker unique items will also now drop as this tier in addition to numerous new items.
These following items are now Runic:
- Blessed Lyre (Weapon - Magic)
- Laser Cannon (Weapon - Ranged)
- Fusion Rifle (Weapon - Ranged)
- Dragon's Whisper (Weapon - Melee)
- Charm of Leaping (Accessory - Hotbar)
- No longer requires the Bunny set to function.
- Imperial Feather (Accessory - Hotbar)
The following items are now Iridescent:
- Shadow Reaver (Accessory - Hotbar)
- Chrono Aquira (Accessory - Hotbar)
- The Event Horizon (Accessory - Shield)
- Clockwork Shield (Accessory - Shield)
- Recollection Crystal (Accessory - Hotbar)
- Now gives Regen. X and Speed X (From Regen. IV and Speed IV).
ITEM ACQUISITION CHANGES
All items will now drop unidentified by default.
A brand new identification GUI has been added for each tier, allowing players to select the type of item they'd like to identify from several categories as opposed to complete randomness alone. This does not remove randomness as factor in loot, but the categorization prevents, for example, unfortunate players running a ranger build only finding melee items during a playthrough, and vice versa.
We firmly believe this increased player agency and reduced RNG adds significant replayability and interest to Aryntius and will design future updates accordingly.
The corrupted fragments system was originally very awkwardly implemented, and although it has been improved over the years, I remained unhappy with its current form, so it is GONE. And in its place, there will now only be 1 type of corrupted fragment, called the "Corruption Shard". It will not be used for any fast travel or normal crafting purposes, as it is intended to be much rarer than any of the current fragments and only drops from lategame zones.
Corruption Shards will be used solely to create Umbral items in the new Item Identification system. By using a Corruption Shard while identifying a normal unidentified item, you will get an Umbral item instead.
The Corruption drop tables have been split so that different tiers now give disjoint groups of Umbral items. So for example, Eye of the Eldritch could be obtained from corrupting an unidentified Radiant item, but not from any other tier. Meanwhile Annihilation can be acquired from corrupting an unidentified Shining item. This is intentional to encourage players to collect unidentified early-game items and corrupt them instead of just tossing them out once they hit the endgame.
NEW ITEMS
We have added more new items in this update than the entire history of Aryntius. Listing them all is unfeasible, and the overwhelming majority are early-game items so only high tiered ones will be listed (by name only):
UMBRAL
- Bloodseeker (Claw)
- Daggermouth (Helmet)
IRIDESCENT
- Crown of the Prophet (Helmet)
- Lithaan's Awakening (Helmet)
- The Engineer (Helmet)
- Hornet's Nest (Chestplate)
- Emperor's Dominion (Chestplate)
- The Intimidator (Chestplate)
- Eternity's End (Leggings)
- Nullscry (Claw)
- Eviscerator (Claw)
- Dragon's Claw (Claw)
- Colossal Clock (Mana Shield)
- Watch of Winter (Mana Shield)
- Pizzaro's Pocketwatch (Mana Shield)
- Hurricane (Crossbow)
- Voidshot (Crossbow)
- Self Launcher (Cannon)
MELEE CHANGES
Melee has finally been given a much-needed facelift after an eternity of being barely viable. We have accomplished this by essentially turning all melee weapons into different types of Auras but giving massive buffs from armor and accessories. The traditional basetypes have been unified and the old "+X to melee attack range" modifier has been removed. All new melee weapons will now display a separate data section in their tooltip much like ranged and magic weapons do. The attributes shown are as follows:
- Basetype (Claw, Sword, Hammer, etc.)
- Attack Length (in blocks)
- Attack Width (in blocks)
- Attacks per Second (maximum hits per second when timed correctly)
- Damage
NEW ITEM BASETYPES
We have added a wide range of new item types in this update, and this should revolutionize the way the server is played.
MANA SHIELDS
Mana Shields are off-hand accessories that give a flat amount of gold hearts and refresh on a fixed timescale. They have various modifiers that can change how this interacts and offer a new layer of defense for most players.
CLAWS
Claws are short-ranged melee weapons that have extremely fast attacks, dealing 5 strikes in 0.5s with a single click. With the right timing, you can hit up to 10 times per second, allowing you to stack Spectral Strike and DoT in ways never seen before on melee. Unified attributes are as shown:
- Atk Length: 1
- Atk Width: 1
- Atks/sec: 10
CANNONS
Cannons are slow, heavy ranged weapons that deal enormous damage but have arcing shots and relatively low accuracy, giving them a unique skill-based playstyle if used as a main weapon or acting as a very effective finisher when used in other setups. You should not be surprised to see cannons chunk bosses with only a few successful hits. :^)
ITEM BASETYPE CHANGES
SWORDS
- Attack length increased to 2 blocks.
- Attack width increased to 2 blocks.
- Now deal up to 4 Atks/sec by default.
BOWS
- No longer have an innate cooldown.
CROSSBOWS
- Ammo type changed to Heavy.
NEW KEYWORDS
We have added an absolute ton of new keywords in this update. You can check them out in the in-game Codex! But we will list them here too:
- Spectral Strike
- Triggers an additional instance of any effect (for example, Toxin or Shock).
- Cannot trigger added damage.
- Spectral Lance
- Triggers 1 instance of Spectral Strike with an additional range modifier. (For example, +5 Spectral Lance triggers Spectral Strike at a distance of up to 5 blocks away from the player).
- Hits up to 10 targets unless otherwise stated in the item's description.
- Cannot trigger added damage.
- Frostbite
- Damage over Time
- Duration: 1 second
- Cooldown: None
- Can only affect Frozen enemies.
- Deals 3 ticks of damage per second.
- Each tick deals "5% + 500 x Level" of your target's maximum health, up to 5% +2500 per tick (with level 5).
- Burning Ground
- Ground Effect
- Radius: 5 blocks
- Duration: 5 seconds
- Cooldown: 1 second
- Deals 4 ticks of damage per second.
- Deals 1.0-2.0 base damage.
- Deals "Level^2 x base damage" per level of Burning Ground, up to 2500-5000 damage per tick at level 50.
- Annihilator
- Trigger
- Enemies you hit under the specified health threshold are killed instantly.
- (For example, Annihilator: 2000 means all enemies you hit that have less than 2000 health take lethal damage).
- Inverse Scaling
- This keyword replaces the old "Item gains melee status/damage procs" that applied to ranged/magic weapons before and took up 2 lines.
- Phasing
- Gain Resistance V, Invisibility, and Glowing for the duration specified.
Added a new boss: PIT LORD
The Pit Lord is armed! Watch out! He spawns in the center of the giant hole in the first floor of the Labyrinth, making him an optional encounter if you choose to walk around his arena (and conveniently filling in the hole).
RANKS & RUNES
Along with all these changes, runes should be much easier to obtain now as Runic items can be scrapped for a large amount of runes. This has resulted in a substantial change to the cost of higher ranks, as shown below:
- Noble
- Sigma cost reduced to 300k (from 1.0M).
- Now costs an additional 1,000 Runes.
- Archon
- Sigma cost reduced to 800k (from 4.0M).
- Now costs an additional 2,500 Runes.
- Legend
- Sigma cost reduced to 1.5M (from 8.0M).
- Now costs an additional 5,000 Runes.
- Oracle
- Sigma cost reduced to 4.0M (from 12.5M).
- Rune cost increased to 10k (from 2k).
- Deity
- Sigma cost reduced to 25M (from 80M).
- Rune cost increased to 25k (from 10k).
- Elder
- Sigma cost reduced to 200M (from 400M).
- Rune cost increased to 100k (from 50k).
RESISTANCE AND DAMAGE CHANGES
In addition to the sweeping changes to item acquisition, we have also made enemies not scale their damage as quickly to leave some leeway for players building resistance. Players on a fresh run should find they don't have to start investing in resistance until midway through the Atlas. This means it is now no longer mandatory to have Resistance IV to play through Aryntius immediately after labyrinth floor 5, which was a tough cookie for anyone to swallow. This is a very large change, however, and there may be numerous edge cases which violate the rebalancing that we forgot about.
We will continue to iron these out over the course of future update cycles. Feel free to report instances of fights you believe to be unbalanced so we can take a closer look.
Slam attacks will no longer deal enormous amounts of flat physical damage. Instead they now deal Chaos damage equal to a percentage of your maximum health (ranging from 25-90%, depending on the boss). In general, lategame bosses have higher slam damage percentages due to players having quicker recovery abilities. But overall it should now be impossible to be one-tapped by a slam you didn't notice. Death should now come from combinations of attacks as opposed to singular slams.
ENEMY BALANCE CHANGES
Due to the significant rebalance of the early-game through the tier system rework, the following labyrinth bosses have had some significant changes:
- Ancient Defender
- Max HP increased to 500 (from 100).
- Resistance level reduced to II (from Resistance IV).
- Oasis Guardian
- Max HP increased to 1200 (from 100).
- Resistance level reduced to III (from IV).
- Soul of the Guardian
- Max HP increased to 2000 (from 500).
- Resistance level reduced to III (from IV).
- Base movement speed reduced to 0.3 (from 0.4).
- Melee damage increased to 80 (from 7.5).
- High Guardian Venrok
- Max HP increased to 2500 (from 1000).
- No longer deals physical damage for magic attacks.
- Now deals percent chaos damage based on player's max health.
- Basic magic attack | 10%
- Heavy magic attack | 35%
- Heavy magic barrage | 20%
- Tornadoes no longer deal damage.
- Movement speed reduced to 0.3 (from 0.4).
- No longer does a speed buff during 2nd phase.
- Phase length increased to 8 seconds (from 5 seconds). This should give melee players a much bigger window to attack.
Comments: Venrok was balanced around the era when players could reliably acquire passive Resistance IV and high speed before finishing the Labyrinth. This is no longer the case, so he has had a substantial damage and mobility nerf.
- Blood Reaper Brutus
- Max HP increased to 1800 (from 1250).
- No longer deals physical damage for magic attacks.
- Now deals percent chaos damage based on player's max health.
- Basic magic attack | 10%
- Heavy magic attack | Base damage removed. Now always deals 30 Bleed damage over 3.0s.
- Blood explosions no longer deal additional physical damage.
- Blood explosions now have a larger spawning radius (7 blocks, up from 4 blocks).
- Now regenerates 25 health per second when below 50% max HP, which can be interrupted by Ignite.
- Wandering Undead (Floor 1)
- Max HP increased to 20 (from 10).
- Melee damage increased to 4.0 (from 2.5).
- Lost Soul (Floor 1)
- Max HP increased to 15 (from 10).
- Chest Guardian (Floor 1)
- Max HP increased to 100 (from 50).
- Melee damage increased to 6.0 (from 5.0).
- No longer inflicts Wither on hit.
- Starving Undead (Floor 2)
- Max HP increased to 50 (from 20).
- Melee damage increased to 10.0 (from 4.0).
- Craving Soul (Floor 2)
- Max HP increased to 30 (from 15).
- Ancient Caster (Floor 2/3)
- Max HP increased to 50 (from 25).
- No longer has resistance.
- Treasure Guardian (Floor 2/3)
- Max HP increased to 250 (from 100).
- Melee damage increased to 20 (from 15).
- No longer inflicts Wither on hit.
- Accursed Undead (Floor 3)
- Max HP increased to 100 (from 12).
- Armor reduced to 200% (from 500%).
- Melee damage increased to 20 (from 10).
- Tainted Soul (Floor 3)
- Max HP increased to 50 (from 10).
- Armor reduced to 200% (from 500%).
- Corrupted Caster (Floor 3)
- Max HP increased to 100 (from 50).
- Resistance level reduced to I (from IV).
- Projectile speed reduced to 10 blocks per second (from 20).
- Projectile damage reduced to 7.5 (from 10.0).
- Tomb Scarab (Floor 3)
- Max HP reduced to 100 (from 150).
- Movement speed increased to 0.45 (from 0.4).
- Melee damage increased to 25 (from 15).
- Now always drops 1-3 Architect's Compasses.
- Wretched Undead (Floor 4)
- Max HP increased to 250 (from 18).
- Armor reduced to 200% (from 500%).
- Melee damage increased to 50 (from 15).
- Speed buff now applies at 20% health (from 50% health).
- Manic Soul (Floor 4)
- Max HP increased to 300 (from 15).
- Armor reduced to 200% (from 500%).
- Ancient Sorcerer (Floor 4)
- Max HP increased to 150 (from 75).
- Resistance level reduced to II (from IV).
- Toxic Sludge (Floor 4)
- Max HP increased to 800 (from 400).
- Melee damage increased to 30 (from 15).
- Elder Sludge (Floor 4)
- Max HP increased to 2000 (from 800).
- Melee damage increased to 50 (from 30)
- Divine Guardian (Floor 5)
- Max HP increased to 600 (from 30).
- Melee damage increased to 72 (from 20).
- Eternal Soul (Floor 5)
- Max HP increased to 300 (from 20).
- Super bolts now trigger under 30% health (from 70%).
- Forgotten Sorcerer (Floor 5)
- Max HP increased to 250 (from 100).
- Projectile damage reduced to 30 (from 60).
- Lesser Sentinel
- Max HP increased to 150 (from 30).
- Movement speed reduced to 0.4 (from 0.5).
- Aquir Sentry
- Movement speed reduced to 0.4 (from 0.5).
- Y'razotj the Scourge
- Max HP increased to 5000 (from 3750).
- Base damage reduced to 125 (from 250).
- Projectile damage reduced to 50 (from 325).
- Rith the Foolish
- Max HP increased to 5000 (from 4000).
- Base damage reduced to 100 (from 600).
- Slam damage reduced to 75 (from 300).
- Kef the Foolish
- Max HP increased to 5000 (from 2500).
- Base damage reduced to 180 (from 1000).
- Barrage damage reduced to 40 (from 250).
- Heavy barrage damage now caps at 65% of the player's max health, which will reduce one-shots greatly.
- Enemies in the Atlas have had their max HP increased by 200% and their outgoing damage reduced by 75%.
- Tier I Atlas Boss max HP increased to 15,000 (from 10,000).
- Tier II Atlas Boss max HP increased to 50,000 (from 25,000).
- Tier III Atlas Boss max HP increased to 100,000 (from 50,000).
- Petrus the Forgotten
- Phase change delay increased to 15s (from 12s).
- Enemies in the rifts have had their max HP increased by 400% and their outgoing damage reduced by 50%.
- Enemies in the rifts no longer have percent health regeneration.
- Titan max HP increased to 250,000 (from 100,000).
- Izenryl max HP increased to 800,000 (from 250,000).
OTHER CHANGES
Added a new NPC: The CuRATor.
He shows up in the Labyrinth to teach new players how to hunt for Rune Rats and comes equipped with a shop for spending runes.
Treasure chests have been buffed substantially.
- Cooldown has been reduced to 3 hours for normal chests. 72 hours for Iri/Unique chests.
- Chests now generally contain more items, especially in lategame zones.
- Added 2 extra chests the Crumbling Castle, bringing the total to 9.
- Added 3 extra chests to the Frozen Wastes, bringing the total to 9.
- Added 3 extra chests to Path of the Lost, bringing the total to 11.
- Forge of Embers now has an Iridescent chest.
- Sunken City now has an Iridescent chest.
- Path of the Lost now has an Iridescent chest.
- Added 3 extra chests to the Valley of Venom, bringing the total to 6.
- Added 9 extra chests to the Frozen Depths, bringing the total to 12.
- Added 5 extra chests to the Desert of Despair, bringing the total to 12.
- Atlas Tier I: Now costs 1x Tearstone to enter.
- Atlas Tier II: Now costs 1x Star Fragment to enter.
- Atlas Tier III: Now costs 4x Star Fragment to enter.
- The Rifts: Now cost 8x Star Fragment to enter (from 10x).
Their respective drop locations are listed below:
- Astralite | Frozen Depths (Vraast)
- Phoenix Ashes | Molten Core (Magmos)
- Ether Crystal | Crackling Chasm (Nameless Titan)
- Dream Fragment | Valley of Venom (Sahuvar)
- Ancient Hide | Swamp of Suffering (Quu'rak)
- Chaos Sphere | Desert of Despair (Otin)
The rest of the changes apply in no particular order of importance:
- Added more details to the codex.
- Global events such as the Spooky Skeleton and the April Archer will no longer spawn in zones below Omniplex.
- Improved the Combat scoreboard interface by separating Health and Max. Health into multiple lines.
- Improved Izenryl's cluster explosion attack by timing it so that explosions feel more... clustered.
- Improved various GUI menus throughout the server, most notably the Coin Trader.
- Bleed damage on melee items and armors has been improved to feel more responsive.
- Gave all enemies in the Labyrinth a much needed facelift. Aryntius as a whole should look slightly prettier now.
- Players now burp after drinking most flasks. This is a buff.
- Currency drops are now listed in the Boss information section of the Codex.
KNOWN ISSUES
Since this is a X.0.0 launch, there are a ton of bugs and problems we will resolve in the coming weeks. Some big ones are:
- Unique items may have outdated/incorrect damage values and lore.
- Armor Sets may be broken/dysfunctional.
- Burst/Auto rifles have been removed from acquisition while we develop a better rework.
- Some item identification categories are currently empty, such as Consumables (above Kindled tier).
- Some items may still have their old tier names (such as Corrupted instead of Umbral).
- Shields do not currently generate with affixes.
- Axes do not drop in the early-game.
- Swords may be dysfunctional in the late-game.
- Most Magic weapons are currently broken and unusable! We're really sorry! :^(
BUG FIXES
- Fixed some holes in the Sunken City.
- Fixed Labyrinth enemies being able to fight each other. While this interaction was hilarious, it was fully unintentional. Sorry! :^(
- Fixed Void Demons (Omniplex) appearing to be burning even while fireproof.
- Fixed Heavy Centurions (Omniplex) regenerating health while affected by Ignite.
- Fixed Polymer Boots (Umbral) giving 10 hearts instead of 20 despite the description saying 20.
- Fixed auras triggering their effects in the off-hand slot.
- Fixed Inferno (Unique) displaying its cooldown as 10.0s instead of 5.0s. This is a visual bug and did not actually affect its cooldown, which was 5.0s.
- Fixed Vraast's Reach (Unique) not making bow sounds in addition to freeze sounds when firing.
- Fixed Infernal Flow (Umbral) not properly checking for Ignite.
- Fixed Lithaan's Remorse (Umbral) not triggering Silence properly if an enemy had Fire Resistance.
- Fixed Abyssal Skean (Iridescent) not always dealing lethal damage (especially against Omniplex enemies) by increasing its absolute damage dealt from 4 Million to the 32-bit signed integer limit (~2.1 Billion).
- Fixed Blind Justice (Umbral) giving blindness while being held.
- Fixed Vraast's minions not being despawned when the Titan's Trial is reset.