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There's an absolute ton here. At the very least, check out the summary and the important stuff at the top. I put all of the balance stuff at the bottom as it's pretty bulky. I recommend you check out "GENERAL BALANCING" (below the bug fixes section), if nothing else.

= SUMMARY

- More skills stay relevant for longer due to new scaling.

- Balance overall is greatly changed. Please go in with this expectation.

- Starting Skill, LMB/RMB now have Damage Mults that scale with Level.

- Late-game enemies no longer one-shot you at higher Stages or in the Void and may have more or less HP.

- Much less Cooldown Reduction, but skills have been re-balanced around this.

= NEW STUFF

- You can now right-click the LMB/RMB skill icons to enable/disable LMB/RMB autocasting.

- You can now right-click Passive Skill icons to enable/disable Smartcasting.

- New Setting in Settings -> Gameplay: Autocast LMB

- New Setting in Settings -> Gameplay: Autocast RMB

= MISCELLANOUS STUFF

- Various skill visual effects added or adjusted.

- Purifying Circle renamed to Putrefying Circle. I may still accidentally call this "Purifying Circle" moving forward out of habit.

- Hover tooltips for skills that scale off of stats, such as Cultist's "Cursor Ritual", now display the correct total damage even when considering these bonuses.

- Removed "drops", "yields", etc. from Loot Log.

- Ebb and Flow now shows "Healing" instead of "Damage", except in the Skills Menu, where "Damage Mult" still makes the most sense.

- Increased spacing of percentage completion shown over Bestiary Area tabs for the Japanese language so that they more closely align with the correct tab.

= BUG FIXES

- Fixed: Some skills would go on cooldown even if you didn't have the mana to cast them. The correct behavior is to stay available until casted.

- Fixed: Some skills would stop inflicting damage if Player Skill Opacity was set to 0.

- Fixed: Text discrepancies.

- Fixed: Enemy Projectiles were sometimes not hitting the Player, but damaging the Player anyway.

- Fixed: The Divine's Purification (Evolution B) incorrectly showed the Cooldown stat being affected by Cooldown Reduction. This was a visual bug only.

- Fixed: Equipment that could be upgraded one more time until max would not have a red exclamation mark notice appear when eligible to be crafted.

- Fixed: Ascension point numbers now round down, you should no longer be told you'll obtain points that you actually will not receive.

- Fixed: Key of the Keeper Trinket was not working.

- Fixed: Homunculus' Soul Bomb was not working.

= GENERAL BALANCING

- Adjusted the Passive Skill EXP Gain curve down, which means they will level up faster, especially at lower levels. (Not Passive Skill Mastery)

- Starting Skill Damage now affects LMB/RMB Skills.

- Character Starting Skills, LMB Skills, and RMB Skills now display their damage as a Damage Mult, similar to your Passive Skills. Every 10 Levels increases the Damage Mult. Overall, Starting Skills, LMB Skills, and RMB Skills should all scale better.

- Cooldown Reduction efficacy has been reduced by 70%. To compensate, a lot of adjustments have been made to enemy health and skill damage, which may not all be listed here as it's a more general, sweeping change. This change should help with visual clarity and performance (somewhat).

- Cooldown Reduction Cap reduced 70% -> 50%.

- Summon skills had a Base Damage value built in. This has been changed to be a Damage Multiplier, which in total works like this: (summon damage from stats x summon damage base value of skill) x summon damage mult from stats

^ This is sorta difficult to explain and perhaps isn't very important for you to know, but it will allow for more fine-tuning of the kind of damage summons inflict.

- Summon Damage granted from STR reduced. 20 -> 10. This is actually moved from STR to DEX, as well.

- Enemies have had various damage scaling changes, i.e; how much stronger they get at higher tiers.

- Cultist's Boon: 10% Health Recovered when killing an ememy -> 5%

- VIT: Max Health 10 -> 50

- Ascension Nodes regarding Passive Skill EXP Gain have been increased by 10x. (You will obtain this bonus automatically for all nodes you own regarding it)

= EQUIPMENT BALANCING

-- Tier 1

- Leather Helmet: Max Health 3 -> 20

- Leather Tunic: Max Health 5 -> 30

- Leather Tunic: Max Health Mult 0.01 -> 0.05

- Leather Armband: Max Health 2 -> 20

- Crooked Cane: Added 0.01x Mana Regeneration Mult

- Cloth Cap: Added 0.01x Mana Regeneration Mult

- Cloth Cloak: Added 0.01x Mana Regeneration Mult

-- Tier 2

- Mercenary Helmet: Max Health 5 -> 50

- Mercenary Helmet: Defense 1 - > 2

- Chainmail: Max Health 8 -> 50

- Chainmail: Defense 1.3 - > 3

- Chainmail: Max Health Mult 0.01 -> 0.05

- Greaves: Defense 1.8 -> 2.5

- Gauntlets: Defense 1.8 -> 2.5

- Brown Beret: Defense 1 -> 2

- Brown Beret: Added 1 Mana Regeneration

- Brown Beret: Max Health Mult 0.01 -> 0.05

- Hunter's Garb: Defense 1.3 - > 3

- Hunter's Garb: Added 12 Summon Damage

- Hunter's Claws: Defense 1.2 -> 2

- Hunter's Claws: Added 12 Summon Damage

- Hunter's Boots: Deefense 1 -> 2

- Hunting Boots: Added 12 Summon Damage

- Hunting Bow: Summon Damage 2 -> 12

- Hunting Bow: Added +0.01x Mana Regeneration Mult

- Hunting Bow: Added +10% Passive Skill EXP Gain

-- Tier 3

- Soulcatcher: Mana Regeneration 1 -> 3

- Soulcatcher: Added 12 Summon Damage

- Darksea Mask: Defense 2 -> 5

- Darksea Mask: Mana Regeneration 0.5 -> 3

- Darksea Mask: Added +10% Passive Skill EXP Gain

- Oceanplate: Defense 2.5 -> 8

- Oceanplate: Added +10% Passive Skill EXP Gain

- Trench Treaders: Added 0.2 Movement Speed

- Trench Treaders: Added 0.2 Summon Movement Speed

- Cobalt Fist: Damage 2 -> 8

- Cobalt Fist: Added 12 Summon Damage

- False Crown: Max Health Mult 0.04 -> 0.05

- False Crown: Added 80 Max Health

- Regal Mantle: Added 0.05 Max Health Mult

- Regal Mantle: Added 80 Max Health

- Fancy Footwear: Added 0.05 Max Health Mult

- Fancy Footwear: Added 0.2 Summon Movement Speed

- Royal Cuffs: Added 0.05 Max Health Mult

- Royal Cuffs: Added 0.01 Defense Mult

- Azure Rapier: Added +10% Passive Skill EXP Gain

-- Tier 4

- Dragon Idol: Max Health Mult 0.01 -> 0.1

- Executioner: Added +10% Passive Skill EXP Gain

- Alpha Cowl: Added +10% Passive Skill EXP Gain

- Emerald Arbalest: Added +10% Passive Skill EXP Gain

= BESTIARY BALANCING

- Squirrel: Max Health 10 -> 30

- Ladybug: Max Mana 10 -> 30

- Snail: Defense 0.3 -> 1

- Onion: Summon Damage 1 -> 4

- Pepper: Damage 0.8 -> 2

- Broccoli: Max Mana 15 -> 50

- Apple: Health Regeneration 0.5 -> 4

- Cabbage: Defense 0.5 -> 3

- Corn: Max Health 15 -> 50

- Ratpick: Defense 0.7 -> 6

- Ratwarrior: Damage 0.8 -> 7

- Ratmage: Max Mana 15 -> 100

- Ratpriest: Health Regeneration 0.5 -> 5

- Giant Crab: Max Health 20 -> 150

- Gnoll: Health Regeneration: 0.5 -> 8

- Umberhulk: Defense Mult 0.01 -> 0.02

- Octopus: Defense 1 -> 10

- Kuo-Toa: Health Regeneration 0.5 -> 12

- Sunken Terror: Defense Mult 0.01 -> 0.02

- Hell Critter: Max Health 50 -> 120

- Demon: Defense 1.6 -> 12

- Fiery Beast: Defense Mult 0.01 -> 0.02

- Harpy: Damage 5 -> 20

- Frost Giant: Defense 4 -> 16

- Mind Flayer: DoT Damage 1 -> 5

- Kobold: Summon Damage 15 -> 100

- Dragon Hatchling: Health Regeneration 1 -> 20

- Kobold Dragonshield: Defense 10 -> 24

= TRINKET BALANCING

- Amulet of Aggression: Acuity Scaling 0.2 -> 0.1

- Toxplosive Trinket: Max Poison Stacking 200 -> 500

= SKILL BALANCING

-- Characters

- Adventurer's Full Circle (Evolution A): Base Damage Bonus removed. No longer necessary with new Damage Mult system.

- Cultist's Phantom Fusillade: Projectile Speed Stat is now 2x more effective.

- Cultist's Cursor Ritual: Bonus Damage equal to (Max Health / 1000)% -> Damage further multiplied by 10% of your VIT

- Cultist's Mortal Coil (Evolution B): Instant kill chance percent based on 50% of Bleed Stacks -> based on 0.5%

- Ratfolk Archer's Trick Shot: Base Projectile Speed 500 -> 200

- Ratfolk Archer's Trick Shot: Projectile Speed Stat is now 6x more effective.

- Ratfolk Archer's Razor Splinter (Evolution A): Every 4 Trick Shots -> Every 3

- Ratfolk Archer's Trickiest Shot (Evolution B): Every 2 Trick Shots -> Every 4

- Crusader's Holy Aura: Cooldown 9 -> 6

- Crusader's Cursor Aura: Mana Cost 20 -> 120

- Crusader's Spirit Aura: Mana Cost 20 -> 160

- Crusader's Crusader's Boon Boon (lol): Max Health Damage 5% -> 3%

- Crusader's Smite (Evolution A): Base Projectile Speed 140 -> 50

- Crusader's Smite (Evolution A): Projectile Speed Stat is now 8x more effective.

- Crusader's Smite (Evolution A): Hammers proc every 4 casts -> every 12 casts.

- Summoner's Spirit Weapon (Evolution A): Inflicts 5 Bleed Stacks -> 30

-- Summons

- Fox's Deft Strikes: Bleed Chance 4 x Acuity% -> 30 x Acuity%

- Fox's Carnivorous Bond: 50% of self Bleed Chance for the Player -> 100%

- Fox's Hunting Party: Critical Chance by 1 x Speed% -> 1.5 x Speed%

- Fox's Hunting Party: Duration 2 x Insight -> 1 x Insight

- Owl's Foresight: Critical Damage 4 x Speed% -> 6 x Speed%

- Owl's Foresight: Duration 2 x Insight -> 1 x Insight

- Hedgehog's Quills: Bonus Damage equal to (Max Health / 1000)% -> Damage further multiplied by 10% of your VIT

- Hedgehog's Quills: Mana Cost 15 -> 100

- Hedgehog's Thornskin: No longer has additional scaling from Max Health.

- Hedgehog's Thornskin: Reflects Damage 30x -> 50x

- Imp's Fireball: Mana Cost 66 -> 1000

- Imp's Circle of Suffering: Mana Cost 66 -> 900

- Imp's Might: Damage 6 x Speed -> 10 x Speed

- Imp's Might: Duration 2 x Insight -> 1 x Insight

- Homunculus' Vampire: Healing based on 0.005x Power -> 0.01x Power

- Homunculus' Clarity: Mana Regeneration bonus 3 x Acuity -> 6 x Acuity

- Homunculus' Clarity: Mana Regeneration 2 x Acuity -> 3 x Acuity

- Homunculus' Clarity: Duration 2 x Insight -> 1 x Insight

-- Skills

- Curious Wisp: Bonus Projectile every 12 DEX instead of every 15 INT.

- Curious Wisp: Base Mana Cost 30 -> 40

- Curious Wisp: Damage Scaling 0.16x -> 0.5x

- Curious Wisp: Mana Cost Scaling 0.1x -> 0.9x

- Dancing Dagger: Now targets random enemies, instead of random nearby enemies.

- Dancing Dagger: Initial Projectile Speed reduced by 50%

- Dancing Dagger: Projectile Speed Stat is now 5x more effective.

- Dancing Dagger: Base Mana Cost 20 -> 45

- Dancing Dagger: Damage Scaling 0.2x -> 2x

- Dancing Dagger: Mana Cost Scaling 0.1x -> 1x

- Dancing Dagger: Bleed Chance 1% -> 9%

- Glint of Steel: Damage Scaling 0.4x -> 0.15x

- Glint of Steel: Mana Cost Scaling 0.1x -> 1.2x

- Glint of Steel: Bleed Chance 1% -> 3%

- Colorless Glyph: Damage Interval Bonus now scales off of DEX instead of INT.

- Colorless Glyph: Base Mana Cost 41 -> 52

- Colorless Glyph: Damage Scaling 0.2x -> 2.1x

- Colorless Glyph: Mana Cost Scaling 0.08x -> 1.5x

- Colorless Glyph: DEX Duration Bonus 0.05s -> 0.15s

- Great Divider: Damage Scaling 0.4x -> 2x

- Great Divider: Mana Cost Scaling 0.1x -> 0.9x

- Great Divider: Bleed Chance 1% -> 8%

- Ghost Blade: Size increased by 33%

- Ghost Blade: Damage Scaling 0.8x -> 1x

- Ghost Blade: Mana Cost Scaling 0.2x -> 0.9x

- Lightning Bolt: Cooldown 6 -> 15

- Lightning Bolt: Base Mana Cost 20 -> 30

- Lightning Bolt: Damage Scaling 1.3x -> 12x

- Lightning Bolt: Mana Cost Scaling 0.3x -> 5x

- Lightning Bolt: +1 Bolt ever 10 INT -> Every 5 INT

- Final Spark: Mana Cost Scaling 0.45 -> 1.1

- Final Spark: Damage Scaling 3x -> 2x

- Waterspout: Cooldown 24 -> 18

- Waterspout: Damage Scaling 1.3x -> 3x

- Waterspout: Mana Cost Scaling 0.5x -> 1.5x

- Ebb and Flow: Cooldown 30 -> 20

- Ebb and Flow: Now heals a flat amount instead of percentage of Max Health.

- Infernal Ray: Mana Cost Scaling 0.15x -> 0.8x

- Infernal Ray: Damage Scaling 0.8x -> 3x

- Infernal Ray: Bonus Amount every 40 SPI -> 25 SPI

- Molten Volley: Mana Cost Scaling 0.2x -> 0.9x

- Molten Volley: Damage Scaling 0.12x -> 0.5x

- Molten Volley: Launch 9 Projectiles -> 6 Projectiles

- Molten Volley: +1 Projectile per 5 AGI -> per 10 AGI

- Blizzard Sigil: Mana Cost Scaling 0.2x -> 0.9x

- Blizzard Sigil: Damage Scaling 5x -> 18x

- Blizzard Sigil: Bleed Chance 10% -> 30%

- Icicle Barrage: Mana Cost Scaling 0.12x -> 1.2x

- Icicle Barrage: Damage Scaling 0.2x -> 1.5x

- Icicle Barrage: +1 Amount per 4 SPI -> 2 SPI

- Icicle Barrage: Bleed Chance 1% -> 8%

- Icicle Barrage: Projectile Speed Stat is now 2x more effective.

- Putrefying Circle: Mana Cost Scaling 0.4x -> 1.2x

- Putrefying Circle: Damage Scaling 12x -> 6x

- Putrefying Circle: Bleed per 5 INT removed. Now Poison per 5 INT