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Potions update! Potions are now split to 3 tiers, instead of just one potion type per resource. 

Added

  • General
    • When every monster on a floor is dead and you have seen the stairs down, the line under the minimap becomes a "Go down to floor N" button that takes the stairs from anywhere; until you have seen them it says "Find the stairs down".
    • Dragging an item from the bag or belt out of the panel onto the dark area around it now drops the item.
    • Rejuvenation potions restore 35% of your life and mana, and full rejuvenation potions all of both; they are found in the dungeon and not sold.
    • Lights near water now show as reflections on it.
  • Priest
    • Added Radiance, a level 13 skill after Holy Persuasion: it heals you or an ally within 5 tiles for 7-16 life (+25% per rank) and deals the same amount as holy damage to every monster next to the one healed. Costs 40 mana, 4-turn cooldown.
    • Added Slow Burn, a trait path for Radiance: Radiance heals and hurts over 5 turns, stacks up to 3 times on a target and has no cooldown.
    • Added Bond of Light, a trait path for Radiance: Radiance cast on an ally binds you to it for 5 turns, and the ally also gets every heal you get.
  • Shaman
    • Added Sure Strike, a level 5 passive: +10% chance to hit (+2% per rank), your chance to hit can go up to 100%, and every 2% past 100% gives +1% critical hit chance.
    • Added Storm Ride, a level 17 skill after Crackling Sparks: you travel as lightning in a straight line up to 8 tiles, and each monster you pass through takes 3-5 lightning damage (+25% per rank) for each tile you travelled before reaching it. Costs 6% of your maximum mana plus 5 mana for each tile travelled.
    • Added Hot Hand, a trait path for Sure Strike: a critical hit with a weapon attack gives 3 charges, and each plain attack uses one to take 10% less time.
    • Added Lucky Charm, a trait path for Sure Strike: weapon attacks roll their damage, critical hits and other chances twice and use the better roll.
    • Added Afterspark, a trait path for Storm Ride: after Storm Ride, your next hit sets off a burst that hurts and chills the target and every monster next to it.
    • Added Carried Away, a trait path for Storm Ride: the first monster you pass through is carried along and set down next to where you stop.
    • The Shaman's skills page is laid out again to fit the two new skills.

Changed

  • General
    • Every flat mana number is now five times what it was: mana from levels and Intelligence, mana on gear, mana potions, mana regeneration and skill costs.
    • Skill mana costs now rise by 2 at every rank instead of by 5 every 3 ranks.
    • Skill damage now rises at every rank; no two ranks of a skill deal the same damage.
    • Mana on items you already have is raised to match the new numbers.
    • Blood Magic, Energy Shield, Havoc Mage, Overdraw, Spellguard and Heat Sink now trade 5 mana where they traded 1, so they are as strong as before.
    • Life steal now works on spell hits at half the rate; weapon hits keep the full rate, and mana steal still works on weapon hits only.
    • Healing and mana potions now come in three tiers that restore a fixed amount instead of 40% of your maximum: Lesser, Greater and Grand healing potions restore 50, 150 and 450 life, and mana potions 150, 400 and 1,000 mana.
    • Potions now cost a fixed 25, 120 and 600 gold by tier instead of a price that rose with each floor.
    • Greater potions go on sale once any of your heroes has reached act 2, and Grand potions act 4.
    • Floors now drop potions of their act's tier and the tier below.
    • Full healing and full mana potions are removed; those you carried become full rejuvenation potions.
    • The merchant's wares are now laid out in a grid like the bag's, with each price in the item's tooltip.
    • Potion tiers not yet on sale are shown faded at the merchant, and their tooltip gives the price and the act that puts them on sale.
    • Town portal scrolls at the merchant now say that every boss you kill lets you buy 1 more scroll.
    • The hero's light in the dungeon is now a warmer lantern, and a torch's light shows inside it.
    • Torches now burn green in act 3, icy pale in act 4 and hotter in act 5, with embers to match.
    • Lava now has drifting crust and casts less red light on the rock around it.
    • Shadows cast by the hero's lantern are now longer and darker.
    • The light caught on the edges of figures facing a light is now much fainter.
    • Big spells such as Meteor no longer wash the screen out with light and glow.
    • Gameplay data, if you agreed to send it, now includes how much damage each skill dealt.
  • Items
    • Wand cast speed increased from 10% to 30%, and the Grim wand's from 15% to 35%.
  • Warrior
    • Unbreakable can now trigger once every 40 turns at rank 1, down to once every 33 turns at rank 10, instead of once every 40 turns at every rank.
  • Ranger
    • Driving Wind cooldown changed from 12 turns at every rank to 15 turns at rank 1, down to 8 turns at rank 10.
  • Rogue
    • Rewind cooldown changed from 30 turns at every rank to 30 turns at rank 1, down to 21 turns at rank 10.
  • Paladin
    • Sacred Guard cooldown changed from 40 turns at every rank to 40 turns at rank 1, down to 33 turns at rank 10.
    • Tenacity duration changed from 2 turns + 1 every 3 ranks to 1 turn per rank.
  • Mage
    • Teleport mana cost now drops by 4 at every rank, from 50 at rank 1 to 14 at rank 10.
  • Priest
    • Heal no longer costs at least 30% of your maximum mana; it costs 25 mana at rank 1, as other spells do.
    • Sanctuary cooldown changed from 25 turns at every rank to 25 turns at rank 1, down to 19 turns at rank 10.
    • Martyr's Grace cooldown changed from 30 turns at every rank to 30 turns at rank 1, down to 23 turns at rank 10.
  • Warlock
    • Terror cooldown changed from 15 turns at every rank to 15 turns at rank 1, down to 9 turns at rank 10.

Fixed

  • General
    • Comparing gear no longer lists another item's bonuses as losses when taking an item off would leave that other item's requirement unmet; the comparison now shows which gear stops working and why, apart from the item's own changes.