v0.11.0 — Unawakened uniques and ring slots
The biggest gameplay release in a while: uniques have to be earned twice, and the paperdoll has two new slots to fill.
Highlights
Uniques drop unawakened
A unique no longer tells you what it is. It drops as its base item name in unique gold, carrying only the base item’s stats, with every affix masked behind ??? lines. You can wear it immediately, but a fresh unique is functionally a bare base item in a live slot.
Kills while it’s equipped fill an attunement bar on the tooltip. Each threshold reveals the next affix, and a revealed affix works immediately — so the cost of awakening shrinks the longer you carry it. When the bar fills, the last affix and the unique’s real name are revealed together with an awaken toast, and only then does it count for your Armory.
What feeds the bar is raw kill value, scaled by how the kill compares to the unique’s own required level rather than yours. Elites, bosses and hunt marks awaken an item faster, kills below the item’s level are worth progressively less, and everything at or above its level pays the same full rate. Your own character level doesn’t enter into it, so awakening a low-level unique on high-level ground works exactly as well as it should. A broken item gains nothing, the Endless Delve doesn’t count, and unequipping simply pauses progress.
Roughly 500 ordinary kills at the item’s own level take a unique from drop to fully awakened, less if you fight things that are worth more.
Ring slots
The paperdoll has two ring slots, one on each side of the belt. Rings come in two base families across five tiers — plain Ring and Signet — and follow the amulet pattern: no base stats of their own, and no Normal rarity, so the worst ring you’ll ever see is Magic.
The ring affix pool is built around what jewelry should do. Single-element resistances roll on rings, while all-resistance stays an amulet exclusive, and rings brought life regeneration, life leech and life after kill into the pool. The loot filter grew to nine rows for the new slot, and existing filters are seeded so nothing you’d set up changes behaviour.
Hovering a ring compares it against both equipped rings at once, side by side, labelled Left and Right. The paperdoll was rebuilt to fit: the amulet sits up on the head row, hands moved up to the chest row, rings sit beside the belt, and gloves dropped down to the boots row.
One Equip button that knows where things go
Mobile used to ask you: Equip Left or Equip Right. That’s gone. There is now a single Equip button for weapons, shields and rings, and it resolves the slot for you — a weapon replaces your weapon, a shield replaces your shield, and a ring fills a free slot if you have one, otherwise it replaces the ring shown on the comparison card. Chevron paddles on that card flip between your two worn counterparts, so you choose which ring gets replaced by looking at it. The trader, blacksmith and witch sheets inherited the same paddles.
Also in this update
- The leaderboard shows each character’s deepest Endless Delve level next to their level, and ties on level are broken by delve depth.
- Main menu save slots read as one line now: “Level 42 Berserker - Fighting in Cursed Swamp (7)”, or ”- idling” when the character is parked.
- Fixed: hovering an item near the right edge of the screen flipped the comparison block to the left of the cursor but kept the cards in their original order, putting the equipped item under your mouse instead of the one you were pointing at.