Abilities and Skills


 * ''Note: Weapons and Abilities and Skills have been substantially altered in the Dungeon and Raid Rebalance Patch of November 2020; see also Dungeon and Raid Rebalance patch notes - secretworldlegends.com, and the Patch Notes section here. Weapon pages that have been thoroughly edited to reflect the new changes will have a link to the old version of the page with the old skills.

Abilities in Secret World Legends are almost completely changed from those available in The Secret World. The myriad distinct interdependencies of States and Abilities are unified; there are still a range of distinctions for each Weapon, but they are all loosely based on a single resource-building mechanic.

New players may find the choice of skills considerably less demanding than in other games, where ability choices are fixed, or require expensive Real Life money upgrades to be altered, and if they do not research the ideal, cookie cutter combination of abilities and gear, their characters' future is bleak. Secret World Legends allows every skill in the game to be acquired by every character. Players that love storytelling may decide the three free character slots are free seats to the experience of all three of the playable Factions storylines : Illuminati, Dragon and Templars.


 * Assault Rifle : Grenade
 * Blade : Chi
 * Blood Magic : Corruption and Martyrdom
 * Chaos : Paradox
 * Elementalism : Heat and Cooling
 * Fist : Fury
 * Hammer : Rage
 * Pistol : Random; roll to match Blue, Red, and White
 * Shotgun : Reload

The resources all have different names for each Weapon's, and build in four different ways:
 * 1) After a known number of attacks (Shotgun - Reload)
 * 2) Randomly (Pistol matching)




 * 1) Opposing forces employed to create an optimum balance (blood Magic and Elementalism)
 * 2) Accruing with each attack, to pay a cost for a payoff (Assault Rifle, Blade, Fist, Hammer)

Active Ability
Active Abilities, manually used (triggered) in battle by the player. Every weapon's abilities are divided into three different progression lines (skill trees that do not branch, but instead converge at the end into a single Capstone skill).

There are five types of abilities:
 * Basic Abilities (no energy required to use)
 * Power Abilities
 * Special Abilities
 * Elite Abilities
 * Capstone (capstones are really more of a passive ability despite being in the active skills' tree)

Passive Skill
The system of Passives is retained from TSW; they may be thought of as buffs that are always active. In TSW, Passives could create particularly powerful combinations, especially if they did not require the associated weapon to be equipped. This is even more the case in Secret World Legends, since ANY passives can be equipped, regardless of the equipped weapon.

Starting characters may benefit the most from taking Passives, where additional weapons are expensive, and the points to climb higher in third or higher trees are scarce.



Capstone
Capstones are unlocked at the end of the actives skill tree of any weapon, once all active abilities of the weapon are unlocked; this costs 40 ability points in total. Capstones give players stat boosts, which boosts can be enhanced by unlocking capstones from other weapons.

Unlocking at least three weapons for the endgame of Secret World Legends greatly enhances the stat boosts given by the capstones.

= Patch notes =

Tank Role

 * ROLE: TANK (CHAOS MAGIC, HAMMER, SHOTGUN)
 * Rebalanced Survivability Anima Allocation: Increased amount of Health gained, reduced amount of Protection gained.
 * Anima Allocation provides increased threat, scaling with Survivability allocation.
 * Removed all bonus hate generation from Abilities, Passives, and Items.
 * This means that Chaos, Hammer, and Shotgun users can now use bottom row Power and Basic abilities when dealing damage.
 * Tanking-oriented %-based healing now heal a percentage of missing health, instead of maximum health.
 * %-based healing effects are now affected by “increased healing received”.
 * Rebalanced and redesigned/replaced many tank-related abilities and passives to give each tank weapon a unique flavor and focus.
 * Tank Special cooldowns (like Pain Suppression) now have a 60 second base cooldown.
 * Tank Elites (like Immutable) now have a 60 second base cooldown.
 * Each tank weapon’s middle row Elite’s passive was redesigned or replaced to convert the middle row Elite (Anomaly, Bombardment, Unstoppable) into a Tank Elite.
 * Each tank weapon has been gotten a new ability type – a “Signature” ability that provides moderate mitigation, area damage, and scales with the caster’s tanking glyphs.
 * These abilities have a base cooldown of 30 seconds. The cooldown timer is reduced by mitigating/avoiding incoming damage and executing the relevant weapon mechanic (reaching 8 Paradoxes, Enraging, or reloading the Shotgun).
 * These abilities share a cooldown – only 1 can be used at a time.
 * While heavily Damage Anima Allocated, the damage of Signature abilities scales drastically and compensates for lacking Critical Chance and Critical Power glyphs in a soloing situation.
 * All tank weapons now have access to +30% maximum health buffs.
 * These do not stack.
 * Capstones now give 30 Max Health per tier, up from 15.

Healer Role

 * ''ROLE: HEALER (ASSAULT RIFLE, BLOOD MAGIC, FIST)
 * Rebalanced value of Heal Power.
 * Rebalanced Healing Anima Allocation to better match a Healer’s healing output with a tank’s Health across Elites.
 * Rebalanced coefficients of all heal abilities.
 * Characters who have 51% or higher Healing Anima Allocation have 30 Assault Rifle, Fist, and Blood Max Energy.
 * Single target Power heal abilities now cost 6 Energy.
 * Group Power heal abilities now cost 10 Energy.
 * This was done to shift healers to a more tactical playstyle and make power abilities and elites feel impactful while achieving the new balance level.
 * As part of this shift, all healer basic abilities now generate a higher contribution to the weapon mechanic (Martyrdom, Grenades, Wrath) to ensure that the mechanics remain relevant for healers.
 * Basic healer abilities will now direct half of their heal to the healer’s defensive target, and the other half will seek out the raid member with the lowest health % (possibly the defensive target).
 * If the defensive target is at full HP, then the full healing amount will be allocated to whoever has the lowest health %.
 * To keep Assault Rifle’s gearing expectations in line with other healers, while at 51% or higher Healing Anima Allocation Assault Rifle’s healing abilities cannot glance and will not trigger dungeon reflect shields.

= Assault Rifle =
 * ''ASSAULT RIFLE
 * Mechanic: Grenades
 * Loading Grenades now uses a Procs-Per-Minute system that scales with the amount of Assault Rifle Energy spent casting Power abilities. To put it another way: Spending more Energy on Grenade-generating Power abilities will generate more Grenades.
 * The number of Grenades generated per minute on average with base energy generation is 6.
 * Grenades now take 2 seconds to cook.
 * Once cooked, grenades have a 4 second timer before detonating in the barrel.
 * Damage of cooked grenades has been slightly adjusted to compensate for the potential for higher frequency grenades.
 * This change was made to improve the experience of playing Rifle with weapons other than a KSR-43, and to shift the cap at which additional grenades per minute (and thus energy generation) is ineffective to a much higher plateau.


 * Basic Ability: Leeching Ray
 * Now uses a scaling heal amount instead of a % leech.
 * When the casting player is 51+% Healing AA:
 * Can also load grenades.
 * Cannot glance.
 * Will not deal damage to targets affected by dungeon reflect shields. This was necessary to allow rifle healers to continue to heal during downtimes, such as while the Machine Tyrant has his shield active.


 * Power Ability: Vital Shot
 * When the casting player is 51+% Healing AA:
 * Cannot glance.
 * Will not deal damage to targets affected by dungeon reflect shields.
 * Healing increased by 300% when used to heal the caster


 * Power Ability: Unveil Essence
 * Healing now comes from the player that cast Unveil Essence. The healing amount still scales with the damage done.
 * The leech effect from hitting the target now only applies to your team members.
 * When the casting player is 51+% Healing AA:
 * Cannot glance.
 * Will not deal damage to targets affected by dungeon reflect shields.


 * Elite: Anima Suffusion
 * Base healing value is dramatically higher than team-focused Healer Elites (such as Regeneration).
 * Now increases effectiveness of Assault Rifle healing abilities by 35% for 4 seconds.
 * Dev Commentary: We want to give Anima Suffusion a niche to excel in, compared to other healer Elites. To achieve this, we focused it on single target healing, making it by far the strongest single-target healer Elite.


 * Passive: Permeate
 * Redesigned.
 * After you finish channeling Anima Suffusion, your target receives 30% increased healing for 4 seconds.


 * Special Ability: Anima Canister
 * This ability is no longer a TAoE
 * Now delivers a large heal to your defensive target
 * Delivers a minor heal to your team


 * Passive: Enlarged Canister
 * Replaced by Synergy:
 * For 5 seconds after activating Anima Canister on an ally, whenever anyone healed by Anima Canister is healed, you also heal Anima Canister’s primary target, up to 5 times per second.


 * Special Ability: Energise
 * The next Assault Rifle attack purges 1 beneficial effect from all enemies hit. No longer purges on every Assault Rifle attack while Energise is active.


 * Passive: Ground Marker Rounds
 * Replaced by Anima Stasis:
 * When a grenade would time out, its explosives are purged and replaced with anima, then it is stored in stasis.
 * When you activate Anima Canister or Essence Grenades while you do not have a cooked grenade ready, but you have a stasis grenade ready, you will instead fire the stasis grenade. Stasis grenades deal 75% less damage and 66% more healing.
 * Anima Canister and Essence Grenades prioritize consuming stasis grenades over uncooked grenades
 * Additionally, when you enter combat, you generate 1 stasis grenade.


 * Special Ability: Incendiary Grenade
 * No longer ground-targeted – now uses your target. Say goodbye to annoying ground targeting!
 * Now purges 1 beneficial effect from hit targets.
 * Now does non-AoE damage to the primary target, and AoE damage to secondary targets.
 * The non-AoE damage does not scale with Signet of Nemain. The AoE damage continues to scale with Signet of Nemain.
 * This change was necessary to fix a scaling problem where the Signet of Nemain granted far more single-target DPS for Rifle than was intended, due to combining multiplicatively with Rifle’s grenade budget.


 * Specal Ability: Essence Grenade
 * Now does non-AOE damage to the primary target, and AoE damage to secondary targets.


 * Weapon: Auxiliary Loader
 * Now increases number of Grenades loaded per minute by 3.


 * Passive: Backup Plan
 * Replaced by Combat Readiness:
 * While you have an Uncooked Grenade loaded, your Assault Rifle basic abilities do 20% more healing and damage. This increase is multiplicative with other effects.


 * Passive: Emergency Loader
 * Renamed to Overclocked Loader
 * Now increases number of Grenades loaded per minute by 1.2, regardless of the user’s health.


 * Passive: Auto-Loader
 * Now has a 40% chance to make the next power ability load a grenade.

= Blade =
 * BLADE


 * Preface:
 * This update is making some significant changes to Blade. This is not a DPS or damage dealer balance pass, but a pass to address a potential self healing problem by using Blade as a tanking offhand.
 * The original design of Blade intended for it to be a viable tanking off-hand, but did not fully accomplish this primarily due to lacking proper threat generation.
 * The redesign of tanks has pushed them away from self healing, which means that Blade and its numerous healing effects is no longer an appropriate pairing for tanks.
 * A wide number of changes were made during this pass: some directly addressing the above concerns, some for quality of life, and some because they were quick and easy to get in while making the aforementioned changes.


 * Mechanic: Spirit Blade
 * On reaching 5 Chi, Spirit Blade now automatically forges with a duration of 5 attacks. If your Spirit Blade is already forged, 5 attacks are added to it. The diminishing returns are gone.
 * Chi is no longer lost when the Spirit Blade shatters.
 * Basic abilities have a reduced chance to generate Chi.
 * Power, Elite, and Special abilities have an increased chance to generate Chi.
 * This fixes a scaling issue where at higher Energy generation, Blade’s mechanic did not scale on the same curve as other weapons like Assault Rifle or Blood Magic.
 * The damage dealt by Spirit Blade has been adjusted to be in line with the change in Chi generation and Spirit Blade attack generation from Chi.
 * A number of passives that interact with Spirit Blade have had a balance pass to bring them in line with the new Spirit Blade uptime and damage.
 * Several weapons had their balance updated for the new Spirit Blade uptime and damage.


 * Special Ability: Spirit Blade
 * Redesigned as Crushing Tide:
 * 20 second cooldown, 2 Blade Energy cost, off the GCD
 * Can only be activated when you have at least 2 Spirit Blade attacks remaining
 * Empower your Spirit Blade with the destructive force of a tsunami making landfall, causing your next Blade attack to shatter the Spirit Blade, dealing 2.6CP damage for each remaining attack.


 * Passive: Masterpiece
 * Redesigned as Second Wave:
 * When “Crushing Tide” shatters your Spirit Blade, its recharge timer is reduced by 1.25 seconds for each remaining Spirit Blade attack.


 * Power: Swallow Cut
 * Now benefits from agents that increase Power ability damage.


 * Passive: Immortal Spirit
 * Can no longer be purged.
 * Fixed an incorrect interaction that triggered Immortal Spirit too frequently.


 * Power: Tsunami
 * While channeling, your movement speed is increased by 20%.
 * When Tsunami is interrupted, you are now refunded unused energy. If you get off 3 hits and then are interrupted, you will be refunded 2 energy for the 2 uncompleted hits.


 * Elite: Dancing Blade
 * Range increased to 15 meters, up from 10.


 * Special Ability: Hone
 * The next Blade attack purges 1 beneficial effect from all enemies it hits.


 * Special Ability: Soothing Spring
 * Additionally cleanses 1 detrimental effect from team members every 2 seconds for 6 seconds.
 * Healing is now capped at 15,000 maximum health
 * Dev Commentary: Blade as a weapon did not have much in the way of team utility, making it the perfect place to add additional team-wide cleansing as an alternative to Cleanup.


 * Passive: Clairvoyance
 * Healing is now capped at 15,000 maximum health


 * Passive: Focused Breathing
 * Generates 1 Chi every 10 seconds.


 * Passive: Warrior’s Spirit
 * Damage increased.


 * Talisman: Master’s Chain
 * Redesigned.
 * When you reach 5 Chi, your next Blade attack deals 1.25CP additional damage.


 * Weapon: Stormbringer
 * Now generates 2 Chi on entering combat, and 1 Chi every 4 seconds afterwards.


 * Weapon: Shattered Hellblade
 * Updated: When your Spirit Blade shatters, deal 4.5 CP damage to nearby enemies.


 * Weapon: Rhythmic Blade
 * Redesigned.
 * While your Spirit Blade is forged, you generate an additional Spirit Blade attack every 4 seconds.


 * Weapon: Mantric Blade
 * Redesigned.
 * Whenever your Spirit Blade shatters, recite a mantra for 3 seconds that increases your chance to generate Chi by 30% for 3 seconds.


 * Weapon: Soviet Techsword
 * Redesigned.
 * Whenever you hit with a Blade ability, you deal 0.25CP extra damage. Whenever you hit with a non-Blade ability, you have an 28% chance to generate 1 Chi.
 * The Techsword belongs to a set of weapons designed to function as offhands. However, it gained popularity as a mainhand weapon, so its redesigned form aims to fit both roles, although it is most effective as an offhand.


 * Weapon: Blade of Bloodied Silks
 * Redesigned.
 * The cooldown of “Crushing Tide” is reduced by 4 seconds.


 * Weapon: Razor’s Edge
 * Chance to generate Chi increased to 50% on crit.

= Blood Magic =
 * BLOOD MAGIC


 * Mechanic: Corruption
 * Self damage reduced by 60%.
 * No longer reduces healing received.
 * Damage bonus for being at high Corruption reduced.
 * Damage dealt to the caster when above 90 Corruption increased.
 * Corruption deals gradually increasing damage the longer the caster stays above 90 Corruption. ::This can be see through the buff “Tainted Blood” in the player’s buff tray.
 * Activating Blood Magic abilities while your Corruption is below 90 will remove stacks of :“Tainted Blood”.
 * “Tainted Blood” is removed when you leave combat.


 * Mechanic: Martyrdom
 * Self damage reduced by 60%.
 * No longer reduces healing received.
 * Bonus to healing done rebalanced.


 * Passive: Absolution
 * Redesigned
 * Now heals for 2.5% of maximum health every time your Corruption or Martyrdom attempts to damage you, up to 375.


 * Basic Ability: Mend
 * While 51%+ Healing AA: Generates 1 extra Martyrdom per cast.
 * No longer deals Martyrdom damage when cast within an anima well.


 * Power Ability: Sanctuary
 * No longer tries to cast a barrier as its primary objective; now immediately does healing.
 * Overhealing is turned into a barrier.
 * Overhealing increases the strength of the target’s active barrier, up to a set limit that scales with the caster’s HealPower, Crit Chance, Crit Power and Martyrdom.
 * Healing increased by 300% when used to heal the caster


 * Passive: Restorative Ward
 * Renamed Haematopoiesis and Redesigned.
 * When Sanctuary is cast on a target with less than 50% Health, Sanctuary both heals and applies its barrier for the same amount. You can only affect a specific target this way every 15 seconds.


 * Special Ability: Redemption
 * Cooldown reduced to 12 seconds.
 * Now off the GCD.
 * Now consumes all Martyrdom to apply additional healing, scaling based on how much Martyrdom was consumed.


 * Passive: Mercy
 * Redesigned
 * Increases Redemption’s healing by 47%.
 * After casting Redemption, for 3 seconds all your Blood Magic abilities behave as though you have at least 61 Marytrdom.


 * Elite: Communion
 * Now cleanses 1 effect on the first and the final tick.


 * Special Ability: Desecrate
 * Purges 1 beneficial effect from the target.


 * Passive: Soothe
 * Increased HP threshold at Convalesce will apply its barrier to 50%, and healing from all sources is now increased by 20%.


 * Special Ability: Rejuvenate
 * Replaced by Expunge Blight:
 * 40 second cooldown, costs 2 Blood Energy, off the GCD.
 * Summons a Flesh Monstrosity from the defensive target. The health of the Flesh Monstrosity scales with the caster’s Healing Power and Martyrdom.
 * The Flesh Monstrosity absorbs 50% of incoming damage against the defensive target, and 20% of incoming damage against the rest of the defensive target’s team.
 * The Flesh Monstrosity will expire after 8 seconds, or whenever it has absorbed enough damage that it dies.


 * Passive: Resurgence
 * Replaced by Antibody:
 * Increases the health of “Expunge Blight”‘s Flesh Monstrosity and increases the amount of damage it absorbs to 65% of incoming damage against the defensive target, and 30% of incoming damage against the rest of the defensive target’s team.
 * As long as the Flesh Monstrosity stays alive, it will cleanse 1 detrimental effect from all team members every 2 seconds.

= Chaos Magic =
 * CHAOS MAGIC


 * Weapon Mechanics:
 * Removed Enigmas
 * The design of Enigmas aimed to accomplish 2 things:
 * Provide some amount of mitigation and survivability for Chaos tanks
 * Provide interesting play with a layer of observing and timing purges
 * Unfortunately, it did not satisfactorily meet either of these goals. The mitigation was too inconsistent, and we saw very few players engage in the purge layer of gameplay – most preferred to slot Resonance Cascade and forget that Enigmas existed.
 * Additionally, players who ignored this mechanic created a penalty for teammembers (who here has been 1-shot by Reciprocity Enigma in the New York Raid?).
 * This caused Chaos to feel bad when you reached 8 Paradoxes and didn’t see anything happen 1/3rd of the time. To improve the feel of playing Chaos, and open up an alternate avenue to provide more consistent mitigation to Chaos tanks, it was decided to remove this aspect of the Chaos toolset.


 * Paradoxes
 * When you reach 8 Paradoxes, you now have a 50/50 chance to get Singularities or Doppelgangers
 * Slightly reduced damage of Doppelgangers and Singularities
 * Adjusted the chance to generate Paradoxes:
 * Power, Special, and Elite abilities have an increased chance to generate Paradoxes
 * Basic abilities now have a reduced chance to generate Paradoxes
 * This change was needed to fix Chaos damage not scaling properly with increased Energy generation


 * New baseline mechanic: Aegis of Parallelism
 * While having a Chaos Focus equipped, 20% of incoming damage is delayed and instead received over 6 seconds. The total amount of damage taken is unchanged, but the timeframe in which it is taken is spread out.
 * On leaving combat, if the remaining delayed damage from Aegis of Parallelism will not be fatal, it is immediately dealt in a single chunk.
 * This is done to improve soloing – so that Chaos users are not prevented from naturally regenerating health for an extended period of time.
 * Several tanking-oriented passives and abilities have been updated to interact with and improve Aegis of Parallelism
 * This mechanic smooths out the damage spikes that evade tanks so frequently encounter, which gives the healer time to react and keep the tank alive, instead of getting 2-shot or having to retry the encounter an absurd number of times in the hopes of getting lucky.
 * Chaos damage now benefits from agents that increase damage against specific types of targets, and the Cernunnos Antler Fragment


 * Passive: Resonance Cascade
 * No longer affects enigmas. This effect was considered a “freebie” and was not part of this passive’s balancing.
 * Still has an 18.5% chance to generate a Paradox every second while in combat
 * Will no longer randomly continue to generate Paradoxes while out of combat.


 * Passive: Body Double
 * With the changes to Paradoxes, this passive needed to be re-budgeted for the higher frequency of Doppelgangers
 * Increases damage of Doppelgangers by 50%.
 * The damage increase is now applied to base damage


 * Passive: Eye of the Ruinstorm
 * With the changes to Paradoxes, this passive needed to be re-budgeted for the higher frequency of Singularities
 * Damage decreased by approximately 14%


 * Signature: Twist Fate
 * Redesigned
 * Signature Ability – only 1 Signature Ability may be used at a time
 * 3 energy cost, 30 sec cooldown
 * Twist Fate deals PBAoE damage in a 10m radius, and applies a damage over time effect lasting 12 seconds
 * Clears 65% of damage currently delayed by Aegis of Parallelism
 * Evading attacks and reaching 8 Paradoxes reduce the remaining cooldown of Twist Fate
 * Scales with tank allocation and evade rating/defense rating


 * Passive: Backlash
 * Replaced by Out of Phase:
 * Twist Fate applies Debilitated, and for 6 seconds increases your evade chance by 10% and the amount of damage delayed by Aegis of Parallelism by 25%.


 * Special Ability: Rewind
 * Replaced by Invoke Self:
 * Summons 2 Extradimensional Defenders with 20% of your maximum health who intercept 80% of incoming damage. The Defenders last up to 7 seconds.


 * Passive: Flash-Back
 * Replaced by Displacement:
 * “Invoke Self” summons 1 additional Extradimensional Defender and cleanses 3 debuffs. :Additionally, all Extradimensional Defenders last 3 seconds longer.


 * Elite: Immutable
 * Redesigned
 * Increases damage delayed by Aegis of Parallelism by 30% and reduces delayed damage by 80%
 * To compensate for not dealing any damage, and thus not generating any threat, Immutable provides a multiplicative 20% more threat generation while active


 * Passive: Incongruity
 * Redesigned
 * When Immutable ends, clear 35% damage currently delayed by Aegis of Parallelism and become immune to damage delayed by Aegis of Parallelism for 2 seconds


 * Elite: Anomaly
 * Evade chance is now increased by 10% while channeling.


 * Passive: Disorientation
 * Replaced by X Factor:
 * Turns Anomaly into a tank elite (60 sec cooldown).
 * Increases Evade Chance while channeling and for 5 seconds after by 40%.
 * Applies Debilitated and increases damage of Anomaly.
 * When the Evade Chance buff expires, all living enemies damaged by Anomaly miss their next attack made within 5 seconds.


 * Special Ability: Entropy
 * The next Chaos attack purges 1 beneficial effect from all enemies hit. No longer purges on every Chaos attack while Entropy is active.


 * Passive: Contradiction
 * Renamed Ripples in Reality
 * “Winds of Change” increases the chance that damaged enemies will have their attacks evaded by 3% for 5 seconds.


 * Passive: Aegis of Parallelism
 * Replaced by Multidimensional Threads:
 * Increase amount of damage delayed by Aegis of Parallelism by 15% and reduce delayed damage by 11%


 * Passive: Long Term Chaos
 * Redesigned
 * Extends the duration of Aegis of Parallelism by 3 seconds and reduces delayed damage by 6%.
 * Increases health of Extradimensional Defenders by 50%.


 * Passive: Veil of Deformity
 * Redesigned
 * Distortion now increases the caster’s maximum health by 30% for 15 seconds.


 * Passive: Probability Protection
 * Redesigned
 * When you hit with a Chaos ability, if you were hit since the last time you attacked, gain 2.5% Evade Chance, stacking.
 * Stacks persist until you evade an attack or leave combat.


 * Special Ability: Tumultuous Whisper
 * This damage of this ability now has variance, meaning it won’t always hit for the same exact number. It will still always hit for a multiple of 8.
 * Instead of faking crits, Critical Chance and Critical Power now proportionally increase damage done. This ability still cannot critically hit but directly benefits from these stats.
 * Fixed an issue where very high Critical Chance Rating and Critical Power Rating would result in lowered total damage from Tumultuous Whisper.


 * Passive: Paradoxical Restoration
 * Can now occur every 3 seconds.


 * Weapon: Sanity’s Aphelion
 * Redesigned
 * You have a chance to summon 1 Extradimension Defender when damaged. The chance is higher the fewer Paradoxes you have.


 * Weapon: Incalculable Abacus
 * Redesigned
 * Whenever you evade, generate 1 – 2 Paradoxes.


 * Weapon: The Cause’s Effect
 * Now grants 4.5% Evade instead of Protection.


 * Weapon: Focus of the Unwritten Talisman
 * Now reduces damage taken instead of giving Protection.


 * Weapon: Irregularity Architect
 * Updated the chance to get Singularites.


 * Weapon: Enigmatic Apparatus
 * Redesigned.
 * Increase the amount of damage delayed by Aegis of Parallelism by 5%.
 * On reaching 8 Paradoxes, you become immune to delayed damage for 2 seconds. This effect has a 9 second cooldown.


 * Talisman: Tumultuous Sash
 * Now always gives 1 Paradox.

= Elementalism =
 * ELEMENTALISM
 * Preface:
 * At high energy generation, Elementalism is able to get stuck in a state where it is locked out and its cold abilities are already on cooldown. This is not an intended nor desirable state, and feels rather punishing. To address this heatlock, non-Elite heat reducing abilities are being made more readily available. Additionally, changes were made to address ongoing balance and utility problems in solo vs group encounters.


 * Mechanic: Thermotics
 * Damage thresholds updated:
 * 76-100 Heat: +67.6% damage
 * 51-75 Heat: +33.8% damage
 * 26-50 Heat: +16.9% damage


 * Special Ability: Flash Freeze
 * Cooldown is reset when you overheat.
 * If you have a hostile target within 20m, Flash Freeze will cast both at your feet and at the target.
 * Flash Freeze snares targets it hits for 6 seconds.
 * Flash Freeze’s damage is now calculated before the caster’s heat is reduced.
 * Dev Commentary: With cold abilities requiring close proximity to deal damage, using them was too risky in a group setting. This change should provide a lower risk long-range cooling option while also keeping a snare effect in Elementalism’s toolkit.


 * Special Ability: Flicker
 * Cooldown is reset when you overheat, but casting Flicker while Overheated prevents you from immediately recasting it.


 * Special Ability: Crystallised Frost
 * Cooldown reduced to 12 seconds.
 * Dev Commentary: Crystallised Frost is oriented more at keeping heat under control than rapidly burning it off. It was decided that it was better to give it a higher overall uptime than to tie it to overheating so that playstyles that like to hover at high heat but not overheat have a supporting ability.


 * Special Ability: Crystallised Storm
 * When cast, if the caster has 30 or more Heat, purges the area. After 5 seconds, if the caster has 30 or more Heat, purges the area again. No longer purges on hit.


 * Passive: Discharge
 * The damage proc now triggers 100% of the time when Crystallised Storm purges, and when it hits an enemy with a purgable buff. Still has a 33% chance to trigger against an enemy without a purgable buff.


 * Special Ability: Crystallised Flame
 * Replaced with Living Flame
 * Summons a Living Flame at the targeted location, which immediately casts Flame Flare.
 * The Living Flame inherits your combat stats and Thermotic heat. Its health scales with your attack power, and it attacks every 1.5 seconds.
 * Casting Crystallised Flame while you have a Living Flame active teleports the Living Flame to your targeted location and makes it immediately cast Flame Flare.
 * Flame Flare: Deals damage in a 5m radius around the Living Flame, and stuns hit targets for 3 seconds.
 * Dev Commentary: Elementalism had an unfortunate survivability problem in solo content (particularly Dark Agartha). Additionally, there was a known client crash caused by Crystallised Flame that we were unable to reproduce internally, and all prior attempts to fix it were unsuccessful. The decision was made to tackle both of these problems simultaneously while also giving Elementalism something unique and fleshing out its flavor, while also removing a source of visual ground clutter.


 * Passive: Crystallised Blaze
 * Replaced with Synergetic Flames
 * Increases the damage dealt by the Living Flame pet.
 * While you have a Living Flame pet active, the cast time of Living Flame is reduced by 1 second (to instant).
 * Living Flame will provoke enemies who attack you. This effect does not work against Dungeon, Lair, or Raid monsters.
 * Your Elemental Fire and Lightning damage heal your Living Flame pet for 35% of the damage done.


 * Passive: Cauterise
 * Increased healing to 4%, up from 2%


 * Passive: Thermocoupler
 * This passive now functions as described, allowing weaving back and forth between fire and lightning abilities.
 * Damage has been updated for the new frequency of its damage trigger; average damage over the course of a fight unchanged.


 * Weapon: Cryo-Charged Conduit
 * No longer triggers off a Flicker cast that increases your heat.


 * Weapon: Frozen Figurine
 * No longer triggers off a Flicker cast that increases your heat.


 * Weapon: Voltaic Shunt
 * There is now an FX cue when the effect is active, and increased its duration from 5 seconds to 8 seconds.


 * Weapon: Orochi Thermal Inverter
 * Redesigned and renamed Orochi Thermal Capacitor
 * Your elemental damage is calculated as though you have 100 heat. This effect lasts for 3.5 seconds after dealing elemental damage. After this effect ends, it will automatically return after 25 seconds.
 * There is an FX cue visible on the player during combat while the damage increase is active.
 * This weapon was released without a balance pass. As a result, it over-performed by such a wide margin it was not feasible to leave it in its original unbalanced form. The redesigned form attempts to adhere to the original intent of the weapon and retain its usefulness and utility as an offhand weapon.


 * Weapon: Totemic Hell Lord
 * Fixed the debuff from this weapon sometimes not properly applying to hit enemies.

= Fist =
 * FIST WEAPONS


 * Basic Ability: Nurture
 * The HoT now stacks up to 6 times, and each target healed by Nurture receives 1 stack.
 * If the selected lowest % target is the same as your target, then they receive 2 stacks.
 * Casting Nurture onto a target who has the HoT fully stacked now provides a refresh/compensation heal amount, similar to the way that DoTs work.
 * When multiple casters use Nurture, each caster will now get their own instance of the stacking HoT.
 * If the caster is 51+% Healing AA, Nurture generates an extra 2 Fury.


 * Power Ability: Renewal
 * Healing increased by 300% when used to heal the caster.


 * Passive: Recuperate
 * No longer triggers itself


 * Power Ability: Feral Regrowth
 * Now affects the entire team.


 * Passive: Outgrowth
 * Replaced by Overgrowth:
 * Increase the duration of Feral Regrowth’s HoT by 2 seconds.


 * Special Ability: Invigorating Wrath
 * Revitalise is now a defensive target heal.
 * Invigorate no longer has a cooldown, heals the team, and increases healing received by all team members by 8% for 4 seconds.


 * Elite: Primal Instinct
 * Bonus to Heal over Time effects increased to 250%.


 * Passive: Natural Remedy
 * While equipped, Regeneration properly obeys variance (meaning the healing it does can be +/-5% of the displayed value).
 * No longer causes Regeneration to not benefit from effects that increase the potency of Elite abilities.
 * The overhealing that is redistributed to the lowest health team member is no longer incorrectly buffed a 2nd time by global healing modifiers.


 * Special: Ferocity
 * When used to consume Fist DoTs from a hostile target, additionally purges 1 beneficial effect from the target.
 * When used to consume Fist HoTs from a friendly target, additionally cleanses 2 detrimental effects from the target.


 * Passive: Vigour
 * Can no longer be purged.
 * Buff is now visible.


 * Weapon: Bladed Gauntlets
 * Now generate the intended amount of fury.


 * Weapon: Fist-in-Chains
 * Now interacts properly with Serenity.
 * Reduced the guaranteed amount of Fury generated after leaving Wrath.

=Hammer =
 * HAMMER


 * Signature: Thick Skin
 * Replaced with Blazing Fury
 * Signature Ability – only 1 Signature Ability may be used at a time.
 * 3 energy cost, 30 sec cooldown.
 * Blazing Fury deals PBAoE damage in a 10m radius, and applies a damage over time effect lasting 12 seconds.
 * Increases max health, grants temporary health, and increases healing received for 6 seconds.
 * Taking damage, successfully mitigating damage, and Enraging all reduce the remaining cooldown of Blazing Fury.
 * Scales with tank allocation and evade rating/defense rating.
 * Passive: Rock Hard
 * Blazing Fury applies Debilitated
 * While Blazing Fury is active, gain 8200 Protection.


 * Special Ability: Pain Suppression
 * Now triggers off glanced hits.
 * This ability now interacts with increased healing received buffs and debuffs at a 35% ratio.


 * Passive Ability: No Pain, No Gain
 * Redesigned
 * When Pain Suppression ends, grants 18800 Protection for 3 – 7 seconds, based on how many attacks were suffered while Pain Suppression was active.
 * Increases healing received by 25% while Pain Suppression or No Pain, No Gain are active.


 * Passive: Juggernaut
 * Redesigned
 * Turns Unstoppable Force into a tank elite (60 sec cooldown).
 * Removes Energy cost from Unstoppable Force and while it is active, you take 50% less damage and receive 25% more healing.


 * Elite: Raging Volcano
 * Reduced CD to 50 seconds.
 * Radius increased to 10m.
 * Damage reduction removed. Now grants a large amount of temporary health while channeling.
 * When healed while channeling Raging Volcano, you heal again for 85% of the healing received.
 * The forced attack component now behaves like other taunts – giving the tank enough hate that the target should continue to attack the tank after the forced attack debuff ends.


 * Passive: Molten Armor
 * Redesigned
 * Now causes Raging Volcano’s defensive effect to persist for 4 seconds after you stop channeling Raging Volcano.


 * Power Ability: Pulverise
 * When applying the maximum health buff, the caster’s health percentage now remains unchanged.
 * If you are at 75% HP and gain the max HP boost from Pulverise, you will gain enough current HP to stay at 75% HP.


 * Passive: Percussive Maintenance
 * Redesigned
 * When you refresh the duration of Pulverise’s health buff, receive 20% more healing for 5 seconds.


 * Special Ability: Enter the Fray
 * Taunt component now requires the caster to have 51%+ Survivability Anima Allocation.


 * Passive: Animosity
 * The buff is now visible and lasts for 10 seconds.


 * Passive: Unbridled Wrath
 * Now increases Pulverise’s maximum health buff to 45%.


 * Passive: Bullheaded
 * In addition to existing functionality, when you receive an attack that deals more than 7% of your maximum health, you gain +10% healing received for 4 seconds.
 * This passive now requires a Hammer.


 * Passive: Bristling Rage
 * In addition to existing functionality, hitting an enemy with a Hammer Power ability who was damaged by Bristling Rage has a 30% chance to give you 2045 Protection for 5 seconds.
 * This passive now requires a Hammer and no longer damages targets that have not already attacked.


 * Passive: Die Hard
 * Effect increased to 30000 Protection and also increases healing received by 60%.
 * Rage cost is now 8 per second, doubling every 2 seconds and it ensures you have at least 25 Rage when it triggers.
 * Die Hard now has a 60 second cooldown and requires a Hammer.
 * Updated the tooltip to indicate that it is removed when the player is healed above 50% health (tooltip only fix).


 * Passive: Forged in Fire
 * Now triggers when you generate Rage from attacking while below 75% Health.
 * Can no longer be purged.


 * Weapon: Torturer’s Instrument
 * Now gives these passives: Juggernaut, Rock Hard, Die Hard


 * Weapon: Manticore Riot Suppressor
 * Redesigned
 * While protected by “Enter the Fray”, “Blazing Fury”, “Raging Volcano”, “Juggernaut”, or “Die Hard” you generate 2 Rage every time you are hit, and 1 stack of Fortifying every second.
 * On reaching 20 stacks, Fortifying is removed and your Protection is increased by 22500 for 5 seconds.

=Pistol =
 * PISTOLS


 * Special Ability: Clean Slate
 * Rebudgeted for updated soloing expectations


 * Passive: Rehabilitation
 * Rebudgeted for updated soloing expectations


 * Passive: Bamboozle
 * Now causes Trick Shot to purge 1 beneficial effect from hit targets.
 * Damaging effects now work against enemies who are immune to crowd control, and multiple players using Bamboozle will no longer overwrite each other’s damaging effects.


 * Weapon: Calamitous Inspiration
 * Fixed this weapon’s weapon power at Mythic quality – it was previously giving too little.

=Shotgun=
 * SHOTGUN


 * Mechanic: Shells
 * Shotgun Basic abilities now always offer the option to reload the previously loaded shell type.
 * Anima-Infused Shells now heal 2% of missing health, and increase received healing by 4%
 * Dragon’s Breath Shells’ damage over time effect no longer deal damage to targets protected by a dungeon reflect shield.
 * Abilities that consume all remaining shells now specify in their tooltip that they consume “all” shells, instead of listing “6”.
 * While 51%+ Survivability Anima Allocation, Anima-Infused Shells and Armor-Piercing Shells give a passive threat increase.
 * This compensates for not getting damage from the shells that would normally provide additional threat.
 * Equipping a shotgun while at 51%+ Survivability Anima Allocation now gives Anima-Infused Shells.


 * Special Ability: Glutton for Punishment
 * Replaced with Sonic Blast
 * Signature Ability – only 1 Signature Ability may be used at a time.
 * 3 energy cost, 30 sec cooldown.
 * Does not require or consume shells.
 * Sonic Blast taunts and deals PBAoE damage in a 10m radius, and applies a damage over time effect lasting 12 seconds.
 * Increases caster’s Protection by 8200 for 6 seconds.
 * Glancing attacks and reloading the shotgun reduce the remaining cooldown of Sonic Blast.
 * Scales with tank allocation and evade rating/defense rating.
 * Sonic Blast’s taunt will no longer prevent taunt effects from other players from landing.


 * Passive Ability: Hurt Me More
 * Replaced by All Eyes on Me:
 * Increases your maximum health by 30% for 60 seconds.
 * Being glanced within 6 seconds of casting Sonic Blast grants an additional 9000 Protection for 4 seconds.


 * Special Ability: Reconstituting Shells
 * Replaced by Reinforce Shells:
 * 60 sec cooldown, 2 Shotgun Energy.
 * Off the GCD.
 * Can be activated while reloading (does not swap during reloading).
 * Increases protection by 20400 for 6 seconds, and cleanses 1 detrimental effect.
 * Dev Commentary: Those who played in the open beta will notice that this ability has changed from its open beta form. While the open beta form was interesting, it did not properly fill the role needed by tanks as a defensive cooldown.


 * Passive: Fortifying Shells
 * Replaced by Resupply:
 * Increases chance to be glanced by 30% while Reinforce Shells is active.


 * Elite: Bombardment
 * Adjusted the way that Signet of Nemain interacts with Bombardment:
 * No longer increases the number of primary targets, or damage dealt to the primary target
 * Increases the number of secondary targets, and damage dealt to secondary targets


 * Passive: Cluster Bombs
 * Replaced by Supremacy:
 * Turns Bombardment into a tank elite (60 sec cooldown).
 * Removes the shell cost and requirement from Bombardment.
 * While you stand in your Bombardment, you gain 40000 Protection and are immune to crowd control effects.
 * While allies stand in your Bombardment, they gain 7100 Protection and are immune to snare and root effects.
 * Damage done by Bombardment is also increased.


 * Elite: Kneecapper
 * Glance chance is now 26.9% – 38.4%


 * Passive: Stand Firm
 * Added: When you are glanced while “Kneecapper”‘s glance chance buff is active, you gain 29100 Protection for 5 seconds.


 * Special Ability: Cleanup
 * Redesigned
 * No longer consumes or requires Shells.
 * Can be activated while reloading (does not swap during reloading).
 * The caster’s next Shotgun attack will purge 1 beneficial effect from hit targets.
 * Now cleanses 2 detrimental effects plus 1 for every 2 unloaded shells, affecting each group member over 10 seconds.
 * Cleanup checks for and cleanses detrimental effects every 0.5 second.
 * Cleanup is capable of cleansing multiple detrimental effects each tick.


 * Passive: Cleanup Crew
 * Now triggers when cleansing Lifeburn.
 * Now applies the buff to all group members whenever Cleanup cleanses or purges any effect.
 * Damage increased.
 * Damage now comes from the player that cast Cleanup.
 * Multiple players with Cleanup Crew no longer overwrite each other’s Cleanup Crew effects.


 * Passive: Munitions Expert
 * While 51%+ Survivability allocation, increases the chance to get Anima-Infused Shells and Armor-Piercing Shells, and Armor-Piercing Shells apply Debilitated instead of Exposed


 * Passive: Fortifying Shells
 * Also grants 4% Glance chance to the caster.


 * Passive: Reinforced Rockets
 * Now increases Glance chance by 1.3% for 10 seconds, stacking up to 3 times


 * Passive: Controlled Blast
 * Duration increased to 10 seconds.
 * Fixed this ability not working on allied players in the area or on other Shotgun players also using Controlled Blast.


 * Passive: Condensed Anima Shells
 * Replaced by Deflecting Anima:
 * When you load Anima-Infused Shells, increase your chance to be glanced by 10% for 8 seconds.


 * Passive: Riot Shield
 * Now provides 1550 Protection for 4 seconds after reloading your Shotgun.


 * Passive: No Time To Bleed
 * Replaced by Anima Coating:
 * After being glanced 13 times, the next time you reload your shells will be coated with anima, healing you for 2% of your missing health, and increasing received healing by 4%.
 * This effect stacks with Anima-Infused Shells, and triggers all effects that would activate off loading Anima-Infused Shells.


 * Passive: White Phosphorous Shells
 * Now increases damage done by Dragon’s Breath Shells by 14%.
 * The damage increase from this passive is now applied to base damage (meaning it is no longer additive with other damage increases)


 * Weapon: Shotgun of the Howling Dog
 * Now properly reports the chance to apply in the tooltip as 100%, not 75%. This is a tooltip-only fix, it already functioned this way.


 * Weapon: Sov-Tech Demolisher
 * Now also increases the damage done by Depleted Uranium Shells.


 * Weapon: Thundering Demise
 * Now gives these passives: All Eyes on Me, Munitions Expert, Supremacy


 * Weapon: Bolstering Blaster
 * Redesigned
 * When you are glanced, reduce the remaining cooldown of Kneecapper and Bombardment (if you have the Supremacy passive equipped) by 2 seconds.

=Miscellaneous =
 * MISCELLANEOUS


 * Ultimate: Ophanim of the Awakened
 * The targeting circle can be now be brought up while moving
 * Damage now scales with the player’s overall power, instead of Combat Power
 * Damage increased. A maximally geared player now does about 400,000 damage with the initial blast, and the subsequent damage area hits for around 8,000 per second
 * Can no longer critically hit, be evaded, or glance.


 * Misc: Healing Potion
 * Healing amount reworked: Now heals based on your power – as your gear improves, your healing potion improves.
 * Cooldown increased to 90 seconds.
 * No longer increased by +healing received, and no longer generates threat.
 * Can no longer crit.
 * All solo survival passives now cap healing at 15,000 max HP

Miscellaneous patch notes

 * PATRON


 * The Loot Key system has been reworked:
 * Dungeons, Scenarios, and Lairs no longer require keys to obtain loot.
 * When completing a Dungeon, Scenario, or after killing a Lair boss, a Patron’s Chest will appear near the standard loot chest.
 * One of each type of Patron’s Chest can be opened per day by Patrons.
 * The Patron Chests award 1 guaranteed special distillate (Energized or Purified), Anima Shards, and varying useful items (like Distillate Shifters or Catalysts), exclusive cosmetics, or even 3 new agents.
 * ALL PLAYERS, INCLUDING NON-PATRONS, RECEIVED 1 OF EACH TYPE OF PATRON KEY WITH THE UPDATE.

UI
 * Fixed an issue where the combat log was reporting damage or healing as coming from the wrong ability. This was fairly commonly seen with Signet of Cruel Delight and Unveil Essence, but happened with a large number of abilities and effects.


 * DUNGEONS
 * You can now queue up to Elite 17.
 * Queues have been merged into these ranges:
 * Elite 1 – 2
 * Elite 3 – 4
 * Elite 5 – 7
 * Elite 8 – 10
 * Elite 11 – 13
 * Elite 14 – 16
 * Elite 17
 * Loot awarded in dungeons is awarded for the highest Elite in the range (ie an Elite 8 – 10 queue will award 4,000-4,200 XP Distillates).
 * Agent Dossiers drop criteria now requires completing a Dungeon in your highest unlocked range (instead of within 3 Elite levels).
 * Third tier (aka “Nightmare”) mechanics now start in the Elite 8 – 10 tier.
 * Additional mechanics have been added, starting at the Elite 14 – 16 tier.
 * New achievements have been added for the Elite 17 tier.
 * Rebalanced loot tables.
 * Additional loot drops when completing a dungeon at your highest unlocked range.
 * Keys are no longer required to open Dungeon Loot Boxes.
 * XP awarded for killing enemies scales with the Elite level.
 * Non-combat pets can now accompany you in dungeons and raids!
 * Corrected several cases where Debilitated either provided too much or too little benefit. This was an enemy-specific occurrence.
 * Adjusted damage of Lifeburn globally.
 * This will no longer 1-shot when it reaches 2 stacks.
 * Damage scales on an exponential curve – letting it reach 10 stacks is still a death sentence.


 * Polaris
 * Blarbane Sorceress
 * Deathsquall
 * FX has been updated; it should be less laggy on Elites.
 * Now has preview FX.
 * Should no longer desync the cloud and the damage area.
 * Damage now properly scales with the dungeon Elite level.
 * Dev Commentary: Don’t stand in lightning clouds, mkay? It’s probably a bad idea.
 * The Varangian
 * Electrified can now be evaded, and no longer scales with the player’s maximum health.
 * Ur-Draug’s Strength from Beyond (blue phase buff)
 * Retaliatory damage now ignores LoS and will retaliate against all non-DoT damage sources, including ground effects.
 * Retaliatory damage has been increased.
 * Damage done scales up over the first 5 seconds, to make ground effects like Bombardment and Crystallised Storm less problematic.
 * Now considered a dungeon reflect shield.
 * Volatile Hosts are now considered zombies.


 * Darkness War
 * Xibalban Bloodhound
 * Concuss
 * Renamed to “Gaze Into the Void” to avoid confusion with the final boss’s mechanic.
 * Damage changed to Physical (Protection now reduces it)
 * No longer knocks if the attack is glanced or evaded.
 * Made changes to reduce the chance of getting invisible Filth. This does not 100% resolve the problem, but makes it less likely to happen.
 * Dark House Sorcerer
 * Fixed an issue that would cause the boss to target DPS instead of the tank.
 * Unbound Ak’ab
 * Dash now inflicts damage even when the boss does not have enough space to move.
 * Nacom Warcaller (trash mob)
 * Fevered Blow now has an avoidable decal.
 * Wayeb-Xul, the Hound of Nameless Days
 * Concuss can no longer be avoided by using line of sight.
 * Wayeb-Xul is now immune to taunts while casting Concuss.
 * When taunted after Concuss has finished casting, Wayeb-Xul’s current action is now interrupted. This enables him to rapidly change targets, even if he has already started his attack swing.
 * Increased the time before Wayeb-Xul resumes combat after casting Concuss.
 * Fixed a case where it was possible for players to become hostile to each other.
 * Fixed a geometry exploit.


 * Hell Raised
 * Hardwired Fleshtank
 * He has had enough of your positioning shenanigans. Prepare to be burned.
 * Traumadriver
 * Molten Metal now has a preview.
 * Recursia
 * Recursia’s reflect shield area is now tagged as a dungeon reflect shield.
 * Triggerthings now have a new passive effect: Sole Purpose
 * This creature’s sole purpose is to be consumed. Failure to fulfil that purpose is death. ::::When Stunned, Rooted or Knocked, this creature will die.
 * Dev Commentary: Recursia’s difficulty was far too high compared to the penultimate bosses in other dungeons. There has long been a bug where interrupting a Triggerthing’s cast would kill the Triggerthing, and while this was never an intended mechanic it was interesting gameplay. This change aims to bring Recursia’s difficulty in line while expanding on the aforementioned emergent gameplay.
 * Machine Tyrant
 * Increased enrage timer to 6 minutes.
 * Anima Vortex proximity damage reduced.
 * Anima Overcharge (the reflect shield) will no longer reflect DoTs.


 * The Ankh
 * Doctor Klein
 * Dreaming Shroud
 * Now does Physical damage so that % reduced damage taken and protection reduce incoming damage.
 * Damage has been adjusted so that this still remains a healer check, but it provides a little more room for tanks to assist in mitigating the incoming damage.
 * Melothat, the Colossus (on the bridge)
 * Gate HP now scales with Elite level, and the Gates can now be affected by debuffs such as DoTs.
 * Fixed Race assignments for: “The Clossus, Melothat”, The Defiled, Research Assistant, Wretched Receptacle, and Doctor Klein
 * This change makes them take increased damage from agents that target specific types of enemies (ie filth, or mummies)
 * Fixed a number of geometry exploits
 * Fixed an incorrectly placed collision barrier at the first anima well
 * Added some missing death zones
 * The Filth is more dangerous


 * Hell Eternal
 * Fixed being able to access an out of bounds area.
 * Occluding Lens
 * Now tagged as a Dungeon Reflect Shield.
 * Now lasts 10 seconds, and has a longer recast timer.
 * Archaenean Seismocrat
 * No longer randomly drops threat when he pulls the tank.
 * Prime Maker
 * The Prime Maker will no longer momentarily reflect damage when getting its shield back while standing in a pool of water.
 * Fixed being stuck in combat after completing the Prime Maker encounter.
 * Reduction
 * No longer be immediately recast when successfully interrupted.
 * Note that Reduction is no longer interruptable on Elite 14 or higher.
 * Draw Heat
 * Fixed a problem where this did damage at locations it was not supposed to.
 * Added preview lines to indicate where the damage will hit.


 * The Penthouse

The Penthouse minidungeon has returned! A fan favorite back in TSW, it has been updated for SWL :::– AEGIS has been torn out and mechanics have been updated.
 * This dungeon is accessed via the Group Finder dungeon queues just like the other Dungeons. :::Due to its higher base difficulty, it has the following parameters:
 * Can only be rolled on Elite 11 or higher
 * Gains “Nightmare” mechanics at Elite 17


 * MANHATTAN EXCLUSION ZONE
 * The Unutterable Lurker is now of the race “Filth”.
 * The way that targeting works for The Unutterable Lurker has been changed. This should make it much easier to target adds near the Lurker.
 * Debilitated now reduces the damage done by Whisper of Darkness.
 * Guardian and Titan spawn order now resets between encounter attempts.
 * Will no longer kill Tanks during the last Final Resort cast, if Whisper of Darkness runs out at that time.


 * Elite 10+
 * Moved Rose’s combat point a little closer to the boss so that melee players can reliably reach the boss while standing with her.
 * Fixed the fullscreen FX not properly playing when casting Shadow Out of Time.
 * Filth Waves now spawn further back – standing with Alex is no longer a death wish.
 * Adjusted Titan spawn points.


 * Whisper of Darkness
 * On Elite 10, now deals damage on a 1 second interval. Total damage unchanged.
 * On Elite 17, deals damage on a 1.5 second interval.
 * From Beneath You, It Devours now centers its “splash” radius on its victim.


 * SEEK & PRESERVE SCENARIOS
 * Solo and Duo are now available up to Elite 17.
 * Reduced the number of Survivors that need to be kept alive to 5 for Elite 5+ scenarios.
 * Loot obtained at the end of the scenario now scales based on how many Survivors you kept alive, and the loot table was rebalanced.
 * Keys are no longer required to open Scenario Loot Boxes.
 * The interact prompt now properly appears when doing the Possession event.
 * Achievements now increment and award when completing a scenario at a higher tier, no longer only at the exact tier.


 * OCCULT DEFENCE SCENARIO
 * XP awarded for killing enemies now scales with the current wave.
 * Rebalanced loot table.
 * Keys are no longer required to open Scenario Loot Boxes.
 * Powerup: Enthused now provides 10% critical chance, and actually gives that chance.
 * Waves 31 and 33 are now available as start points in the Group Finder
 * Enemy stat templates completely rebalanced.
 * Due to this change, and the now higher reachable maximum wave, the “Highest Wave” leaderboards have been reset.


 * SCALING MISSIONS (FACTION, SEASONAL)
 * XP awarded for killing enemies now scales with the Elite level.
 * Rebalanced loot table.


 * LAIRS
 * Lair boss, Regional Lair boss, and Lair Megaboss loot boxes now use standardized distillates. This provides an increase in average Signet XP gained.
 * Rebalanced loot tables.
 * Keys are no longer required to open Lair Loot Boxes.


 * MONSTERS
 * All Elite 1+ monsters have had a stat pass to rebalance them in accordance with the rest of the changes made in this update
 * Randomly targeted abilities will not target pets.
 * Some abilities have been updated so that even if a pet is tanking, they will still target the player.


 * Dark Agartha: Sava Savanovic
 * Blood Font is now limited to healing once per second
 * Revenant
 * Misdirect now has a 2 second cast time, and a 35 second recast
 * Werewolf Alpha
 * Overrun should no longer turn at the end of the cast
 * Jinn
 * Searing Flash should no longer turn at the end of the cast


 * CRAFTING & ITEM XP
 * Content using standardized distillates (dungeons, scaling missions, scenarios, lairs) can now drop distillates larger than 4,000 XP.
 * Added Energized Distillates.
 * Added 3 types of Empowerment Catalyst. These drop from ingame content and can be traded on the marketplace. Bound versions can be purchased with Aurum.
 * Added Distillate Shifters. These can be purchased with Aurum.
 * When empowering an item, credit is given for the daily challenges for each non-catalyst item used in the empowerment.
 * This means that when you put 5 distillates in a single empowerment, you get challenge credit for empowering 5 times.


 * ITEMIZATION
 * Recovering glyphs and signets costs 4,000 MoF for a red item. The price scales down for lower quality items.
 * This change is already Live, but included here for completeness.
 * Krampus Rockets
 * Fixed an issue that could eject players from the map.
 * Talisman: Lycanthropic Essence
 * Now restores %missing health.
 * Talisman: Mark of the Starspawn
 * Now restores %missing health.
 * Talisman: Pigment from Beyond
 * Triggers when you are hit 5 times in a row, or evade 2 times in a row.
 * Talisman: Mark of the Starspawn
 * Triggers when you are hit 5 times in a row, or evade 2 times in a row.
 * Talisman: Tachyon Pigment
 * Triggers when you are hit 5 times in a row, evade 2 times in a row, or hit the same target 3 times in a row.
 * Talisman: Black Sash
 * Redesigned.
 * Now increases global threat generation by 20% for 5 seconds when you hit an enemy who is facing you. This effect can occur once every 30 seconds against the same target.
 * Talisman: Serum Pouch
 * Hate decrease improved to -30%. Duration increased to 5 seconds.
 * Additionally, if you take damage while the hate decrease effect is active, you are healed and the hate decrease effect is removed.
 * Can occur once every 5 seconds.
 * Weapon Affix: Restoration
 * Healing amount is now capped at 150/300/450 health.
 * Weapon Affix: Warding
 * Protection increased 525/1050/1575.
 * Weapon Affix: Destruction
 * Damage increased ~235%.
 * Signet: Signet of Thorns
 * Now triggers when you activate a Signature ability
 * No longer has a 15 second cooldown
 * Damage dealt adjusted, and now scales with the player’s maximum health
 * Will deal retaliatory damage when you are glanced and when you evade the attack
 * NEW: Signet: Signet of Vitalization
 * Luck Slot
 * When you activate a Signature ability, gain temporary health for 5 seconds
 * NEW: Signet: Signet of Resilience
 * Luck slot
 * When you activate a Signature ability, gain Protection for 3 seconds.
 * Signet: Signet of Thirst
 * Healing rebalanced.
 * Signet: Signet of Cruel Delight
 * Healing rebalanced.
 * Gadget: Mnemonic Doppelganger
 * No longer deals damage to enemies protected by a dungeon reflect shield.
 * Gadget: True Ancile of the Salii
 * Range increased to 25m
 * Gadget: Concentrated Anima Jet
 * Range increased to 25m
 * Healing amount rebalanced
 * Gadget: The Osmium Configuration
 * Cooldown increased to 50 seconds
 * Gadget: Compact Catastrophe Shelter
 * Cooldown increased to 50 seconds
 * Gadget: Primeval Jötunn Cranial Fragment
 * Cooldown increased to 50 seconds
 * Gadget: Mnemonic Guardian – Orochi Buckler Drone
 * Cooldown increased to 50 seconds
 * Gadget: Unification Susceptibility Module
 * Cooldown increased to 40 seconds
 * Gadget: Purification Drone Model UW-0
 * Now will now jump to targets with Lifeburn.
 * Utility: Mark of the Dragon/Illuminati/Templar
 * Can now be purchased from faction quartermasters in Agartha or Kaidan after reaching faction rank 13.
 * Marks belonging to another faction cannot be purchased.
 * These items are stored in the Mission Inventory.
 * Utility: Mark of Chaos/Mark of the Eye/Mark of Blood
 * Can now be purchased from Doctor Caligari in Agartha after reaching 3000 Achievement Points.
 * These items are stored in the Mission Inventory.
 * Weapon Set: Frost-Bound
 * Rebalanced.
 * Now deal 1.875 CP, and reduce damage taken by 4%.
 * Dev Commentary: Unfortunately, the original balancing made this set of weapons too strong for a tank. As such, these now deal more damage when they proc, and prevent less damage while the buff is active.
 * Weapon Set: Anima-Touched
 * To bring these weapons in line with the new self healing/soloing expectations, the amount healed is now 35% of the damage dealt.

Links

 * Overview of Passive skills - CryGaia
 * SWL Skills List (Live Version 2.1.5) - spreadsheet form
 * Abilities and Builds - Funcom Forums
 * Group Roles - Reddit