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v0.10.8 — Resonance bites back


Resonance gets a real downside, the mobile inventory gets its biggest upgrade yet, and every page of documentation was checked against the actual engine.

Highlights

Region Resonance taxes your resistances

Raising a region’s Resonance used to be pure upside once you’d paid for it: harder tiles, better rewards, no strings. Now every applied level also drops all four elemental resistances by 10 % while you fight on that region’s tiles — so Resonance X means −100 %, floored at −75 %.

Below zero, resistance works the way it does in the classics: a negative value amplifies that element instead of reducing it. Physical damage is untouched, and dungeons, echoed dungeon runs and the Endless Delve are never affected — the tax only applies on the resonance-scaled overworld tiles themselves.

Overcapped resistance finally earns its keep. If your gear rolls 120 % fire resistance, the 45 % above the cap is headroom that eats the tax before your effective resistance starts falling. The hero stats box shows the malus on the current tile, the world-map card shows it per region, and the purchase dialog warns you before you commit crystals.

Mobile item sheet, rebuilt

Tapping an item on a phone used to be a dead end — look, then close, then find the next one. The sheet now has prev/next chevron paddles on the card that step through your sorted and filtered inventory without closing anything, and the same arrows appear on the trader, blacksmith, witch and stash sheets, each stepping its own list.

The action row grew a Salvage button next to Equip, Sell and Lock, with the same smithy rules as the desktop screen and a yield confirmation. After salvaging or selling, the sheet sweeps on to the next item instead of dropping you back to the grid.

The salvage confirmation was redesigned everywhere, desktop included: the item’s name in its rarity colour, one row each for the success chance, the bonus-material roll and the miss chance, and a red warning that the item is destroyed for good.

Salvage while the smith is busy

Sending a commission to the blacksmith used to lock out salvaging entirely until it finished. Bulk salvage buttons now stay available, and single salvage falls back to whatever you have selected in the bag. On mobile the sheet’s send slot turns into a Salvage button for the duration. Timed crafts stay gated as before, and the item currently in work is still protected.

Wiki and help, fact-checked

Every wiki page was re-checked line by line against the engine. The crafting rework is finally documented properly — the witch’s Reroll and Tier-Up, the smith’s Upgrade Base and Salvage, the ten-step temper and enchant tracks, the T5 crystal fees and the material drop rates. The skill rank brackets from the last patch got formulas and rank-20 tables. Loot rarity gates, archetype bonuses, the five bedroom upgrades, stash and bag sizes, auto-potion’s Auto mode and enemy spawn weights were all corrected, and a new Collections page covers the Armory and Bestiary.

Five parts of the game had no first-time help window at all. Stash, Armory, Bestiary, Achievements and Endless Delve each have one now, and the in-game help overlays for combat, the trader, blacksmith, witch, tavern, bedroom, training and inventory carry the same corrections.

Also in this update

  • Armory cards for uniques you’ve found now show the item’s real tooltip with affix roll ranges — hover on desktop, tap to toggle on mobile. Same range data the wiki uses.
  • Fixed: six unique tooltips leaked a line of image-generation text where their lore should have been.