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Release 1.2.2

Potions, smoother late-campaign combat, and clearer survival guidance.

Release 1.2.2 Release 1.2.1 Release 1.2.0 Patch archive

July 25, 2026

Potions and late-campaign survival

Release 1.2.2 makes the back half of the campaign fairer and gives every Character a reliable recovery tool. Late-campaign enemies hit less sharply, Dodge matters more against them, and the new Potion system keeps recovery visible and under your control.

Potions

  • Every Character now carries a rechargeable Potion with 9 charges. It spends 3 charges to restore 30% of maximum Life over 3 seconds.
  • In Auto Combat, a ready Potion activates at 55% Life or lower. Press Q in Auto or Manual Combat to use it sooner.
  • Defeating enemies restores charges based on rarity; Unique enemies refill the Potion. Starting a new route or respawning also restores all charges.
  • The Battle HUD shows exact charges and whether the Potion is Ready, Recovering, or Charging. A one-time Tidewash tutorial introduces it when Life first drops below 80%.

Campaign Combat

  • Monster damage now rises more smoothly from Monster Level 26 through 50 in the standard campaign, reducing abrupt late-campaign deaths without weakening Writs, Harvest Hunts, Pinnacle encounters, or post-campaign runs.
  • Dodge now provides stronger protection against standard-campaign enemies from Monster Level 26 through 50. Player Accuracy and post-campaign hit rules are unchanged.
  • Active late-campaign routes update automatically when loaded; no restart or save reset is required.

Combat Readiness

  • Safe, Risky, and Lethal estimates now include available Potion recovery and enemy Critical Strikes, giving a more useful picture of whether your current fight is sustainable.
  • The Battle HUD now keeps Mana values to whole numbers and always shows complete Life and Barrier totals in matching, content-sized readouts.

July 25, 2026

Combat clarity and campaign balance

Release 1.2.1 improves Combat Readiness, removes late-campaign health-sponge scaling, preserves active campaign fights during the update, and keeps Pinnacle victory rewards visible when several notifications arrive together.

Combat Readiness

  • Combat Readiness now estimates a 30-second single-target rotation instead of adding every skill's one-use DPS together. The estimate schedules attuned skills, cooldowns, Basic Attacks, Mana spending and regeneration, Barrier costs and restoration, Critical expectation, and repeated hits.
  • Battle skill tooltips now show each skill's sustained-rotation contribution, while the Skills view retains one-use DPS for build planning.
  • Safe, Risky, and Lethal comparisons now use the corrected time to defeat the enemy and time for your Character to fall.

Campaign Balance

  • Standard campaign monster Life grows through Monster Level 25 and plateaus from Monster Level 26 onward, ending exponential health-sponging from the Northern Wilds through Azureleth. Late-campaign pressure still rises through damage, accuracy, defenses, Barrier, resistances, rarity, route composition, and authored mechanics.
  • Standard campaign pacing now uses authored sustained-DPS expectations that are independent of monster Life, preventing a durability error from inflating and then validating its own expected-player baseline.
  • Existing active Monster-Level-26-or-higher standard-campaign runs migrate automatically while preserving each living monster's remaining-Life percentage. Tutorials, Harvest Hunts, Ascension Writs, Pinnacle encounters, and post-campaign runs are unchanged. Existing saves remain supported and no reset is required.

Diagnostics and Support

  • Diagnostics you choose to export or send now include the full local profile, giving support the Character and progression context needed to investigate issues. Nothing is sent automatically, and the game shows what is included before you act.

Pinnacle Rewards

  • Pinnacle equipment, fragments, and achievement confirmations now remain fully visible when several reward notifications appear at once.

July 24, 2026

Pinnacle and build diversity

Release 1.2.0 is Bahast's largest update yet. It adds four Pinnacle Bosses, official game modes, shared stashes, Manual Combat, major skill and passive expansions, authored Unique and God-Touched items, Salvaging, new monsters, extensive onboarding and interface improvements, and complete Simplified and Traditional Chinese support.

Highlights

  • Challenge four new Pinnacle Bosses, each with a dedicated arena, mechanics, music, voice telegraphs, rewards, achievements, key, and future-tier fragment.
  • Choose between Normal, Hardcore, Ironman, and Hardcore Ironman when creating a Character.
  • Share complete stashes between eligible Normal Characters or eligible Hardcore Characters, while Ironman Characters retain fully isolated inventories, stashes, currencies, boss attempts, and progression.
  • Switch between Auto and Manual Combat. Manual Combat keeps Basic Attack automatic while letting you activate attuned skills with the number row, numpad, mouse, or touch.
  • Build with 50 active Skill Parchments, 33 Support Jewels, expanded class specializations, and completion keystones on every passive wheel.
  • Find 20 authored general Uniques, boss-exclusive Uniques, Magic Find equipment, and God-Touched items influenced by the eight Haldir.
  • Salvage unwanted equipment into Forge Scrap and rare crafting Sigils instead of selling everything for gold.
  • Encounter 20 new ordinary monster identities, each with its own regional placement, combat profile, name, and four-state battle artwork.
  • Play with full in-game Simplified Chinese and Traditional Chinese localization, alongside expanded coverage across every supported language.

Pinnacle Bosses

  • Added Xlotl the Crusher, the brawling dwarf warlord of the Living Quarry in the Iron Hills.
  • Added Orontur, Lord of the High Pass, a Tanyl-infused stag whose unbalanced magic consumes the Northern Wilds.
  • Added Vharos, the Oathforged, a Keldan-aligned demon who turned the Cinderlock Vault's prison-forging against its keepers beneath the Aegis Crown.
  • Added Talrith, the Storm-Eater, a Kolvar-favored lightning serpent transformed by a Shard of Rhistel in South Point's Glasscoil Basin.
  • Each boss key can begin dropping rarely from its associated Writ at Monster Level 75 or higher.
  • Committing a key opens an eight-attempt challenge. Defeat or returning to town spends an attempt. Victory consumes the challenge immediately, while using all eight attempts exhausts it.
  • Every boss special attack has a spoken warning one second before impact, with localized captions so the telegraph remains available without English audio comprehension.
  • Each encounter has dedicated battle music, mechanics, presentation, attempt feedback, defeat handling, and post-victory callouts.
  • Every victory grants three or four equipment reward rolls plus that boss's guaranteed fragment.
  • Non-Unique Pinnacle rewards use item-level-105 highest-tier bases and are guaranteed to be God-Touched.
  • Each boss has three exclusive authored Uniques, including one substantially rarer chase item.
  • Added Quarryheart, Wildheart, Oathfire, and Stormheart Fragments. These four fragments are stored for a future higher-tier encounter and are not pieces of the twelve Shards of Rhistel.
  • Added Normal and Hardcore achievements for defeating each boss.
  • Boss clears, Hardcore qualifiers, attempts, fragments, unclaimed rewards, and achievement retry state persist through reload, Character switching, storage ownership, and save export/import.

Character Modes

  • Added four official modes: Normal, Hardcore, Ironman, and Hardcore Ironman.
  • Normal Characters share account storage with other eligible Normal Characters.
  • Hardcore Characters share a separate Hardcore storage owner and never share that stash with Normal Characters.
  • Ironman Characters have no shared storage. Their inventory, stash, currencies, boss access, attempts, and related state belong only to that Character.
  • Hardcore Ironman combines lethal Hardcore rules with fully isolated Ironman ownership.
  • Hardcore death converts the Character to Normal instead of deleting it.
  • Hardcore Ironman death converts the Character to Normal Ironman and preserves eligibility for Ironman achievements.
  • Hardcore remains lethal during offline progression when offline progression is enabled.
  • Existing pre-1.2.0 Characters receive a one-time mode migration choice between Normal and Ironman.
  • Choosing Normal migrates the Character's existing belongings into the shared Normal stash without discarding items. Choosing Ironman preserves isolated Character ownership.
  • Character creation now places mode selection before class and appearance decisions, with clearer explanations of storage, death, and deletion consequences.
  • Character Selection now uses explicit selection and confirmation instead of switching immediately, presents the correct mode crest and character artwork, and returns the chosen Character directly to Bahast.

Shared Stashes and Storage

  • Added complete shared stashes for eligible Normal and Hardcore Characters, with strict separation between the two modes.
  • The first 80 cells of each ordinary stash page remain writable.
  • Legacy overflow becomes remove-only storage, allowing older saves to retain every item even when migration exceeds current writable capacity.
  • Added shared Skill Storage with the same writable-first and remove-only-overflow guarantees.
  • Added stored gold to the Crafting Reagents tab.
  • Gold costs spend carried gold first and automatically draw from stored gold when needed.
  • The HUD now presents gold in Carried (Stored) order, with exact values available through hover details.
  • Added a dedicated Pinnacle Keys tab after Crafting Reagents.
  • Pinnacle keys and fragments follow the same Normal, Hardcore, Ironman, and Hardcore Ironman ownership rules as the rest of the stash.
  • The Pinnacle tab shows only key and fragment identities the current owner has discovered.
  • Added large stack support for Pinnacle keys and fragments, up to 65,535 per identity.
  • Improved stash search, tab overflow behavior, Transfer All routing, Skill Storage ownership, crafting-target persistence, and Character-switch consistency.

Manual Combat and Battle Feedback

  • Added a per-Character Auto / Manual combat selector above the experience bar.
  • Auto continues to rotate eligible attuned skills and falls back to Basic Attack normally.
  • Manual keeps Basic Attack automatic but lets the player request an attuned skill for the next eligible action.
  • Number-row 1 through 8 and numpad 1 through 8 activate the matching attuned slot while Manual is selected.
  • Skills still obey their normal weapon affinity, mana, cooldown, resource, target-life, and other mechanical requirements.
  • Manual mode never changes offline simulation. Offline progression always uses the automatic skill resolver without overwriting the saved foreground mode.
  • Added clear local feedback for unavailable skills, invalid weapons, insufficient resources, cooldowns, execute thresholds, and other blocked activations.
  • Improved rapid floating-damage readability by vertically separating overlapping combat numbers.
  • Improved Barrier restoration feedback and numerical Barrier presentation on the combat HUD.
  • Barrier restoration skills now provide meaningful early-game recovery by scaling against the Character's Barrier instead of disappearing as negligible fixed values.
  • Removed the redundant “Autorotation active” label because Auto selection already communicates that state.
  • Removed automatic after-battle summaries. Rewards and progress remain visible through the event log, toasts, Journal, and campaign guidance.
  • Added a mandatory Death Recap instead of confusing immediate respawns.

Skills, Supports, and Ailments

  • Expanded the active Skill Parchment catalog from 32 to 50.
  • Expanded the Support Jewel catalog from 18 to 33.
  • Every Support Jewel now has authored progression through level 20, attribute and level requirements, compatibility rules, and an explicit quality effect.
  • Added true flat Fire, Cold, Lightning, and Wind Supports. Their added damage is applied before compatible multiplicative scaling so they remain relevant at endgame.
  • Added stronger multiplicative, ailment, speed, repetition, cooldown, Barrier-payment, single-target, area-removal, and other build-changing Support playstyles.
  • Added additional Melee, Bow, Wand, and Staff skill expressions to broaden class and elemental build options.
  • Skill weapon affinities remain skill rules rather than hard class restrictions, allowing a much wider range of class and weapon combinations.
  • Standardized elemental ailments as Ignite for Fire, Frostbite for Cold, Shock for Lightning, and Frayed for Wind.
  • Physical damage continues to use Bleed rather than introducing a redundant poison damage type.
  • Critical elemental hits guarantee their matching ailment application before the target's avoidance roll.
  • Added Resonant Ink, a rare global Reagent that adds 1% quality to an owned Skill Parchment, up to 20%.
  • Added Facet Grit, a separate rare global Reagent that adds 1% quality to an owned Support Jewel, up to 20%.
  • Resonant Ink and Facet Grit begin dropping at Monster Level 35 with rare acquisition rates comparable to Elevation Sigils.
  • Added a reserved Gilded Vellum wallet identity for future Skill crafting. It cannot currently drop or be used.

Passive Tree and Class Identity

  • Preserved the authored macro structure of the passive tree: the same anchors, travel paths, wheel count, and overall physical layout remain in place.
  • Expanded the values and identities assigned to existing wheel layouts instead of adding or removing wheels.
  • Every passive wheel now has a visible center keystone.
  • Allocating the entire wheel activates its completion keystone.
  • Added new ordinary wheel variants for Life, Barrier, regeneration, attributes, resistances, damage families, defenses, ailments, and other build needs.
  • Reworked Life Recovery presentation into clearer regeneration-oriented mechanics.
  • Added identity-defining specializations for all three existing class tracks across all six classes.
  • Class specializations emphasize playstyle, skill families, defenses, resources, ailments, and combat patterns without imposing hard weapon bans.
  • Added clearer visual separation between general passives and class passives.
  • Added completion progress, combat-state feedback, search improvements, and separate confirmation language for saving allocations versus exiting with unsaved changes.
  • Pressing P now opens Passives wherever normal navigation rules permit.
  • Existing Characters receive one automatic free migration reset for both ordinary and class passives. All earned points are returned with no gold cost.
  • Added The Center Holds for completing a passive wheel and Claim Your Calling for completing a class specialization branch.

Magic Find, Uniques, and God-Touched Items

  • Added Magic Find as an equipment affix and Character-sheet stat.
  • Magic Find improves the shared item-rarity calculation for Magic, Rare, and Unique results, with stronger influence on higher rarities.
  • Item Rarity is snapshotted when a dungeon begins so swapping equipment during a run cannot change that run's reward calculation.
  • The Battle interface moves Item Rarity details into a compact hover control instead of occupying the center of the screen.
  • Added 20 authored general-pool Unique items with their own artwork, flavor text, tier, mechanical identity, persistence, and numeric reroll support.
  • General Uniques can drop naturally anywhere their level requirement is met.
  • Gambling can produce a general-pool Unique at an extremely rare fixed chance.
  • Added separate authored Unique tiers plus a Boss tier for source-exclusive Pinnacle rewards.
  • Authored Uniques cannot become God-Touched and do not receive ordinary generated affixes.
  • Transfiguration can reroll an authored Unique's numeric values without replacing its identity or unique mechanic.
  • Added God-Touched items, an item property associated with one of the eight Haldir: Camus, Edrym, Keldan, Kolvar, Rhistel, Sylvar, Tanyl, or Zhoron.
  • Every affix slot on a touched item has an independent chance to draw from that Haldir's thematic modifier pool.
  • Added 64 God-Touched modifiers, eight for each Haldir, with two divine tiers and support for weapons, armor, and accessories.
  • God-Touched status is independent of rarity, so Normal, Magic, and Rare items can carry it.
  • Touched items receive a distinctive border and Haldir accent while preserving normal rarity readability.
  • Auto Sell protects God-Touched equipment unless the player explicitly permits touched-item selling.
  • Added One of a Kind for equipping the first authored Unique.

Salvaging and Crafting

  • Added a Bahast Salvaging workflow for destroying unwanted equipment in batches.
  • Salvaging never creates item bases. Every successful recovery produces Forge Scrap, a Sigil, or the God-Touched Reagent described below.
  • Normal, Magic, Rare, and Unique equipment have increasingly valuable independent recovery chances.
  • Magic items can recover Augmentation, Change, or Enchanting Sigils.
  • Rare items can recover Volatility, Waking, Elevation, or very rarely Transfiguration.
  • Unique items can recover Obliteration, Refinement, Cleansing, Elevation, or Transfiguration.
  • All authored Uniques follow the same Salvaging rules rather than requiring an unsustainable identity-by-identity salvage table.
  • Added Forge Scrap.
  • Tempering spends one Forge Scrap to raise an applicable equipment item's quality by 1%, up to 20%.
  • Recasting spends five Forge Scrap to reroll an equipment base's local property values without changing affixes, rarity, item level, Unique identity, or God-Touched association.
  • Accessories can be salvaged but cannot be Tempered or Recast while they have no scalable local base property.
  • Salvaging a God-Touched generated item has a separate chance to recover Vestige of the Eight.
  • Vestige of the Eight applies a random Haldir touch to an eligible found Normal base at item level 75 or higher.
  • Salvage previews show possible outcomes and clearly communicate that every Reagent and Sigil recovery remains chance-based.
  • Protected items, equipped items, invalid batches, storage capacity, persistence, and mode ownership are handled atomically so a failed commit cannot destroy items.
  • Added Nothing Wasted and From the Ashes Salvaging achievements.

Monsters, Encounters, and Audio

  • Added 20 new ordinary monster identities across the ten established monster families.
  • Each identity has distinct regional eligibility, localized naming, combat values, and separate defend, attack, block/reaction, and death artwork.
  • Monster identity is selected before rarity, so Magic and Rare variants retain a recognizable creature identity instead of appearing to be unrelated monsters.
  • Rare monsters show their generated title with the underlying identity, while authored Unique monster names stand on their own.
  • Improved family terminology so monster names no longer redundantly describe a spirit as “Spirit of” its own already-spiritual family.
  • Added new character, monster, Pinnacle, Unique, Sigil, Reagent, achievement, navigation, and status artwork throughout the game.
  • Added dedicated music for all four Pinnacle encounters.
  • Added localized captions for boss warnings and other critical voiced tutorial or encounter information.
  • Reduced the game's overall audio output by 50% and made 50% the new first-run slider baseline.
  • Improved settings and mute control visibility.

Campaign, Tutorials, and Journal

  • Rebuilt the opening Tidewash onboarding as an interactive first-session tutorial rather than relying on Help-page discovery.
  • New Characters begin with an unequipped starter weapon and an Enchanting Sigil.
  • The tutorial teaches item inspection, Alt details, Sigil activation, crafting, equipping, Skill Parchments, Support storage, Auto Combat, and Manual Combat in sequence.
  • The tutorial starter weapon cannot gain an invalid level requirement while being enchanted.
  • The first Tidewash enemy remains hidden until the mandatory loadout steps are complete, with an approaching-enemy warning before combat begins.
  • Players can disable tutorials during the first two Tidewash tutorial dialogs.
  • If the Inventory tutorial is closed early, the Inventory command flashes until the player returns to it.
  • Tutorial instruction copy was rewritten to sound like in-world guidance rather than internal system language.
  • Added clearer Hunt Contract and Harvest Hunt instruction, including correct button emphasis and progression reminders.
  • Added a Journal for campaign objectives, Hunts, Harvest Hunts, Writs, and current route progress.
  • Added campaign guidance from Ilaeryn when the next region or monster-level target becomes relevant, with a direct navigation action.
  • Improved Lorskan's first-hunt handoff, Mara Venn contract-board introduction, dialogue confirmation, and completed-voice highlighting.
  • Added guidance when entering the Gilded Plains for the first time that returning to town preserves progress.
  • Campaign-indicated subareas now flash on the map.

Interface and Accessibility

  • Redesigned Character Creation into a responsive two-rail layout with class selection on the left and character customization on the right.
  • Added new gender and four-skin-tone character art for every class, with top-aligned proportional presentation across supported resolutions.
  • Redesigned Character Selection with clearer rows, mode crests, explicit switching, deletion confirmation, and consistent title-screen/in-game presentation.
  • Improved Begin Journey contrast and moved character naming into the final creation confirmation.
  • Added Back and Exit Game controls where they were previously missing.
  • Improved Inventory, Equipment, Stats, Skills, vendors, stash, Battle, maps, and town layouts at standard, ultrawide, windowed, and lower-height resolutions.
  • Added fixed windowed resolution choices, including 1280x720, while retaining 1024x768 and custom resizing behavior.
  • Removed unintended scrollbars from fixed game panels. Help remains the deliberate scrolling surface.
  • Improved top alignment, panel scaling, close controls, item labels, Skill Parchment and Support Jewel identity, inventory button tooltips, and Transfer All emphasis.
  • Right-clicking gear now equips it when valid.
  • Right-clicking a carried Skill Parchment now prioritizes the first eligible open attunement slot, then Working Parchment, then Skill Storage.
  • Added clear feedback when an offhand cannot be equipped with a two-handed weapon.
  • Improved Sigil and Reagent failure feedback.
  • Added experience labeling, a distinct experience color, exact Life and Barrier readouts, experience hover details, clearer enemy-name rarity color, and better buff spacing.
  • Kept the lower Bahast navigation centered independently of side panels.
  • Removed floating Bahast map locations and retained one consistent navigation path through the existing map controls.
  • Rebuilt Bahast city and Lorskan presentation to match the current painterly game style.
  • Corrected the Paladin attack animation so the weapon visibly moves into the attack instead of only glowing.
  • Added thirteen achievements for Pinnacle victories, Uniques, Salvaging, and passive completion.

Progression, Performance, and Fixes

  • Fixed level-up attributes so every level above 1 contributes exactly two automatic attribute points according to class ratios.
  • Level-derived Strength, Dexterity, and Intelligence now refresh immediately in the Character sheet and combat calculations.
  • Added effective Projectile Damage to the Character sheet, including additive and multiplicative source details.
  • Optimized exact offline simulation while preserving the same deterministic combat, rewards, deaths, and mode rules as live progression.
  • Offline simulation now ignores absences shorter than 60 seconds.
  • Fixed elapsed-time accounting so a 12-hour absence cannot be presented or processed as 28 hours.
  • Added a global Offline Progression toggle for players who prefer no catchup simulation.
  • Preserved the existing 48-hour offline cap.
  • Fixed a reload-sensitive recovery bug that could produce unexpectedly high Life, Mana, or Barrier regeneration depending on simulation partition size.
  • Improved high-level modifier tier selection so item level continues to matter above 100 instead of merely unlocking modifiers already available at lower levels.
  • Increased Elevation Sigil acquisition using the approved Monster-Level-scaled curve. Approximate ordinary-drop rates are now one per 9,753 monsters at level 35, 4,515 at level 50, 2,192 at level 75, and 1,496 at level 100 or higher.
  • Preserved separate Elevation recovery chances from Rare and Unique Salvaging.
  • Fixed Pinnacle Hardcore and Hardcore Ironman deaths so final-attempt challenges settle correctly instead of leaving an exhausted owner stuck.
  • Fixed Character selection, switching, deletion, mode prompting, campaign-completion Dev Kit states, map alignment, navigation stacking, tooltip layering, status hover overlap, and numerous responsive layout issues.
  • Cleansing and Refinement Sigils now have distinct artwork.

Localization

  • Added complete in-game Traditional Chinese support.
  • Expanded Simplified Chinese (zh-CN) beyond menu-key coverage to include generated phrases, affixes, items, monsters, routes, tutorials, achievements, boss captions, and Guide content.
  • Added Simplified and Traditional Chinese Steam achievement names and descriptions.
  • Updated all supported locales for the new bosses, modes, stashes, Skills, Supports, Uniques, God-Touched items, Salvaging, tutorials, Journal, Passives, settings, and interface feedback.
  • Preserved major Bahast proper names consistently across languages.

Save Compatibility

  • Existing 1.1.x saves remain supported. No save reset is required.
  • Existing Characters receive the one-time mode migration choice described above.
  • Existing Characters also receive one free passive-schema migration reset, with all ordinary and class passive points returned.
  • Legacy items, currencies, stashes, Skill Storage, and overflow are preserved through migration.
  • New mode, stash-owner, boss-attempt, first-clear, foreground-combat, tutorial, achievement, passive, skill-quality, Salvaging, and offline-progression fields receive safe defaults when loading older saves.
  • Save export/import and Character switching preserve the new ownership boundaries without moving Ironman state into shared storage.
Bahast is developed by FC Tech Labs.
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