Healing Elixirs keep ticking through chip damage
The one rule change in this update touches every class. A Healing Elixir heals over time, and until now any hit interrupted it, including hits that do almost nothing. From this update, attacks with no impact no longer cancel it. The post names three: uncharged Blackarrow shots, Sorcerer instant-cast basic spells and Seer Psionic Orbs. Bellring says the target is melee classes that were being chipped out of their heal by basic ranged attacks, and calls the change experimental and subject to tuning against match data.
- The change covers attacks with no impact only. Nothing in the post says charged or impact hits stop interrupting the heal. Springhorn, the instant heal, is not mentioned.
- This site has told readers to use elixirs between fights and Springhorn during them. Against ranged chip, a melee player can now start an elixir mid-fight and keep it. Against a hit with impact, the old advice stands.
- For the three ranged classes named, harassing a healing target with basic attacks no longer cancels the heal. To deny it you now need a charged shot or a skill with impact.
- No figure defines "no impact". The three examples are the whole published list, so treat any other attack as unconfirmed either way until someone tests it.
Sword-and-shield Block can overdraw Energy, aimed at the reason one of our builds stopped blocking
Mercenary with Sword and Shield can now overdraw Energy when performing a [Block]. The developer note ties it to an earlier pass: the [Perfect Defense] Energy cost went up on 19 August, and this is the compensation, intended to bring the cost and reward of parrying back in line and to ease Energy management in fights.
- The solo parry build on this site is built around the shield, with Shield Bash, a separate Parry skill and Stone Breaker Counter. Blocking is that build’s core loop, so this change lands on it most directly.
- The Chaos sword-and-shield build cut its blocking talents on camera. Its creator’s reason was that blocking “just takes so much energy away it doesn’t really feel worth it”. Energy is exactly what this change gives back. Nobody has retested either build on the new rule, and this page does not say the Chaos build should re-add blocking.
- Block is a base action rather than a skill or talent, so the automatic "builds this patch moved" check lists these builds as class-touched, not as a pick that changed. That is accurate: no listed pick moved.
- No number is given for how far Block can overdraw or what the overdraft costs.
Sorcerer: two Energy bugs, one of them a free cooldown reset
Both Sorcerer lines are fixes. [Stardust Arcana] could be re-triggered: once the talent put you into Energy Overdraft, using an Energy-recovery skill would trigger it again and reset its cooldown. That is closed. Separately, [Fire Bolt], [Meteor Charm] and [Thunderstrike] sometimes could not be cast when your Energy reached 0, and that is fixed too.
- If a Stardust Arcana loop felt stronger than its cooldown should allow, it was. Any uptime measured before 15 October was measuring the bug.
- The same three spells were named on 23 September too, when the fix was for a Blackarrow Paralysis Arrow hit blocking them before a full channel.
- Three Sorcerer builds on this site take at least one of the three spells, so the builds hub lists them as moved by this pass.
Combat Bag caps and the World Chat gate: the first AMA promises to ship
Combat Bags now stack to 20 Novice, 15 Advanced, 10 Pro and 10 Elite. World Chat now needs Lv.5. Neither line says where it came from, but both are items from the 30 September Gyldenhunters’ Council AMA, which promised Combat Bag stack-limit work and world-chat level-gate changes. They are the first items from that list to ship.
- The weekly [Weekend Surprise] claim is one Pro and two Elite Combat Bags, so the new caps are not tight for anyone claiming weekly. The cap matters for players who hoard bags across several weeks.
- The [Unstuck] feature could be used to break out of crowd control and cancel skill recovery animations. That exploit is closed. It is a different Unstuck problem from the one fixed on 23 September, where Unstuck failed in certain Hallowgrove terrain.
- Also fixed: the Stoic affix triggering on a fatal one-shot above 50% Health (which caused broken death animations), collision in parts of Hallowgrove, the Golden Woodling matchmaking background aspect ratio, unsold gems disappearing from a partial Auction House bulk listing, earrings not showing in team mode, and a blank window on the Path of Glory Double Points page on controller.
- Collision data synchronisation with other players was optimised for latency in multiplayer. It is not described as a fix for the server lag Bellring has been investigating since August, and this site does not treat it as one.
Free Drinks: five a day at the tavern, until Season 1 ends
The [Free Drinks] event went live at 02:00 UTC+0 on 15 October, six hours before the update, and lasts until the end of Season 1. During it, your first five drinks each day cost no materials. The basic tonic from Sigrid at the tavern already cost nothing, so what the event makes free is the upgraded, multi-affix tonics, which are the ones that normally cost materials.
- The post says “drinks” and does not name the station. This page reads that as the tavern’s tonics, because those are the drinks in this game that cost materials. Treat it as an inference until the in-game event page is read.
- The post does not say when the daily count resets. Assume your server’s daily reset, the same clock the weekend mails used, until it is observed.
- "Until the end of Season 1" is still not a date. Season 1 has no published end, and this post does not give one.





