Patch 2026-08-04

From DreamWeave Wiki
Revision as of 19:21, 4 August 2026 by Admin (talk | contribs) (Admin moved page Draft:Patch 2026-08-04 to Patch 2026-08-04 without leaving a redirect: wiki-sync promote)
Jump to navigation Jump to search
Patch 2026-08-04 build 3ce71eb74

Patch 2026-08-04 - the Spellsword round. An eighth class joins Class Abilities and fights with a light weapon that throws its own war spells, the last two legacy skills nobody trained find a home, and a skill affinity can no longer push a proc to certainty. This page covers everything player-facing since Patch 2026-08-03.

New content

  • The Spellsword is the eighth class. Eleven entries across three tiers, built on the light weapons: a landed swing can cast the war spell that matches the damage it just dealt, first a Streak (Spellblade, 20%), then a cone-cleaving Blast (Runeblade, 15%), then a ring of nine projectiles thrown outward around you (Spellstorm, 10%). Resonance ramps all of your magic damage as you land it, Spellsurge ramps the proc chance itself, Cascade gives a proc a one-in-four chance to fire again at a second enemy, Sundermark marks any target you hit with the matching Vulnerability, and Dispelling Edge strips a buff off the thing you are stabbing.
  • Every element, both hands. A proc matches what the swing dealt, not what the weapon is labelled - a blade that thrusts for Pierce and slashes for Slash throws Force one swing and Whirling Blade the next. Dual wielding, each blade procs off its own hits, so a fire main hand and a lightning off hand throw fire and lightning.
  • Which level you throw is your magic skill. War Magic decides the rung for the three war procs, Life Magic for Sundermark, and the ability's rank sets the ceiling: III at rank 1, V at rank 2, VII at rank 3. A low skill still procs, just lower down the ladder.
  • Corwin Ashvane, the Spellsword trainer, now stands at the end of the north wall of the Meridian's hall in the Drift Network, east of Bregan Holt. He is the only place to buy the Spellsword line.

Changes and tuning

  • Every skill affinity now has a class behind it. Item Tinkering and Dirty Fighting were the last two legacy skills sitting in no Training bundle, which left Acid Proc (Rogue) and Executioner (Berserker) scaling only off skills you had trained yourself. Both are in the new Spellsword Training bundle, along with Item Enchantment and Jump.
  • A proc chance's affinity is capped at +20 percentage points. Spellblade, Runeblade, Sundermark, Acid Proc and Elemental Rend all roll a chance on a landed hit, and all five read their source skill at +1% per 25 points (per 18 Specialized). That contribution now stops at +20 points, reached at 500 effective skill - 360 if Specialized. At the skill levels a well-buffed character actually reaches, an uncapped rider was pushing those rolls to a near-certainty; this is a real reduction for high-skill Rogues and Archmages, not only a rule for the new class. Affinities that raise damage or another magnitude are unaffected.
  • Elemental Rend reaches the Incantation. The Archmage's vulnerability proc was capped at Vulnerability VI no matter how strong the spell that triggered it. It now applies the rung the war spell itself sits at, all the way to level VIII.
  • Enhanced Melee Defense moved from Rogue Tier 2 to Spellsword Tier 2, and Enhanced Light Weapons - which no class had been selling - is a Spellsword Tier 1 buy. Rogue Tier 2 is unchanged otherwise.

Fixes

  • Vulnerability procs play their visual. Elemental Rend was applying its debuff completely silently, so there was no way to tell it had fired. It now plays the same effect a cast Vulnerability does.
  • Ring spells no longer drag the camera in. Casting any 360-degree ring - Halo of Frost, Cassius' Ring of Fire, Tectonic Rifts and the rest - pulled your third-person camera forward onto your character for the moment the projectiles surrounded you. The ring no longer collides with the camera. What it hits is unchanged.