Patch 2026-07-30

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Patch 2026-07-30 build 5641e8c03

Patch 2026-07-30 - the class ability round. The six trainers in the Drift Network hall finally have something on their shelves, three new Tier-2 abilities join the catalogue, and several abilities now grow with a legacy skill you were probably already training. This page covers everything player-facing since Patch 2026-07-29.

New content

  • The class trainers are open. Every one of the six trainers now stocks its own class's full ability list, so Cedric Thawley, Nima al-Sabbah, Sir Aldric Venn, Bregan Holt, Kaori Tenma and Sabirah al-Nur each sell everything their discipline teaches. Speak to one and it lists what you have mastered, what is still locked behind a tier you have not bought, and what you can take right now, then offers only the ranks you can actually purchase.
  • Mana Barrier (Archmage, Tier 2) - a share of the damage you take is paid out of your Mana instead of your Health, rising to a quarter at rank 3 and further with Magic Defense. It resolves before you die, so it can carry you through a blow that would otherwise have killed you. When your Mana runs out, so does the barrier.
  • Nether Bloom (Void, Tier 2) - land the killing blow on something carrying one of your void damage-over-time spells and the rot jumps to the nearest enemies still standing, keeping whatever duration it had left. It spreads one hop only. This fills the Void tier-2 slot that had been empty.
  • Soul Tether (Void, Tier 2) - your combat pets take substantially less damage from everything, and when one dies you can call another immediately instead of waiting out the cooldown.
  • Three new equipment mods matching the new abilities, so gear can roll a share of Mana Barrier, Nether Bloom or Soul Tether even if you never bought the ability itself. The Nether Bloom mod is the exception: it sharpens a bloom you are already causing, so it does nothing on its own.

Changes and tuning

  • Several abilities now grow with a legacy skill. Frenzy scales with Recklessness, Heavy Draw with Run, Nether Rush with Arcane Lore, and Taunt with Loyalty. Every class's first game-changing ability now has one of these, so your opening purchase keeps improving as the matching skill does.
  • Heavy Draw's affinity makes the shot cheaper, not stronger. A higher Run skill cuts the extra stamina each heavy shot costs, up to half off. It is the first affinity that pays you back in resources rather than damage.
  • Taunt holds longer with Loyalty, up to ten extra seconds.
  • Blood Fury no longer scales with Recklessness. That link moved to Frenzy, where it feeds the class's headline ability instead of a secondary one. Blood Fury's own per-rank damage is unchanged.
  • Some abilities now read a skill another class trains. Nether Rush reads Arcane Lore from Archmage Training; Taunt and Soul Tether read Loyalty, and Mana Barrier reads Magic Defense, all from Void Training. These crossings are deliberate - they give you a reason to splash a class you would otherwise skip.
  • Trinkets can carry equipment mods. Compasses, goggles, pocketwatches, puzzle boxes, mechanical scarabs and tops were being refused even though they are exactly the item class that carries the gear ratings Obsidian converts. They are now eligible.
  • Scenery stops getting in your way. The stone arches, the standing pillar and the Rookery mound can no longer be selected or targeted, so you stop clicking a decoration when you meant to click what is behind it.
  • The Iron Sill arch is the right colour. It had been standing in ice blue instead of the iridescent crystal it was meant to be.
  • Sealed salvage bags look like what is inside them. Each bag now carries a material-accurate icon, and the text describing what using one does no longer repeats the line it inherited from the retail bag it was copied from.

Fixes

  • A character holding the same item both stowed and equipped could crash the server at login. The duplicate is now tolerated, and the character logs in normally.