A large DPS / calculation-accuracy release: a trigger-skill engine, an auto-summon framework, a game-faithful damage-conversion engine, more accurate ailment / damage-over-time handling, an across-the-board minion damage fix, a Config-tab overhaul, and a Notes tab with Markdown — plus modeling for a large number of skills, uniques, and minions across every class.
Validation: LEB's stat calculations were cross-checked against over 500 community-shared builds per mastery to surface systematic discrepancies.
Tags used below: (off by default) = a Config toggle or per-stack count that does nothing until you enable it · (display only) = a new readout; the headline DPS number is unchanged · (per-hit only) = shown per hit, not yet summed into Full DPS · (corrects an over-count) = this number now goes down, it was previously too high · (data only) = recorded internally, not active yet.
Notable Changes
- Trigger-skill DPS engine (new) — a large family of "X% chance to cast / trigger
<skill>" affixes, idols, and tree nodes used to contribute nothing (the triggered skill was recognized but never entered the calculation). They now feed Full DPS at a build-derived rate (source's hit/cast rate × the chance), with the affix's own rate caps and cooldowns applied. Bridged forms: on hit, on melee hit, on spell cast / on cast, "when you cast B", "when you use B", on crit / when hit, source-qualified on-crit, "every N seconds", and "cast after you use<source>and hit a Boss/Rare". - Minions deal a lot more damage (systematic fix) — every minion now gets Last Epoch's inherent "more damage per character level" scaling (about −37% low at level 100 before this). This raises Full DPS for all minion builds.
- Auto-summon framework (new) — minions summoned by gear, affixes, set bonuses, or passives (with no summon skill to slot) are now modeled and counted in Full DPS; previously they were recognized as text but not modeled at all.
- Affects: Apiarist Bees ("+N Bees Per 10 Seconds"), Queen Bee (Apiarist 3-set bonus), Tyrannosaur (Tyrant's Skull), Tolmat's historic minions (Tolmat's Incorrect History of Eterra), Anurok (Chorus of the Anurok).
- Multi-skill minions fold their abilities into Full DPS at a measured cadence, instead of counting only their default attack.
- Affects: Summon Bear (Melee / Swipe / Earthquake), Abomination (Melee / Double Strike), Manifest Armor.
- Notes tab — Markdown — live Edit/Preview with headings, lists, tables, code blocks, blockquotes; image embeds (
, cached + auto-resized); a[[TOC]]table of contents;[[Loadout: X]]build-variant references; Edit↔Preview scroll sync; and Ctrl-wheel font scaling. - Config tab overhaul — options your build actually cares about are auto-highlighted (based on your tree, skill trees, skill loadout, and equipped affixes), each tooltip naming the exact node / skill / item that made it relevant. Added a Config Sets UI (named presets — New / Copy / Rename / Delete / reorder). Highlighting is read-only and never auto-toggles a config or changes DPS on its own.
- Damage-over-Time reporting — new Total DoT DPS row (Last Epoch's ailments stack, so the correct aggregate is a sum), ignite rows, and ailments folded into their parent skill in the Full DPS display. (display only)
Calculations — damage conversion
- Skill-scoped "X% of base damage converted to
<Type>" now actually converts (was recognized but silently dropped, so the base kept its original element); the converted fraction is removed from the source, so nothing is double-counted.- Affects: Heartseeker (Molten Arrowstorm Physical→Fire, Controlled Icicle Physical→Cold), Rive (Temporal Warrior Physical→Void), Vengeance (Flaming Sword Physical→Fire), Volcanic Orb (Liath's Machinations 50%→Lightning; Lament of the Lost Refuge →Void), Swarmblade (Frost Bites full base→Cold).
- Opposing / cyclic / multi-hop conversions no longer delete damage — a closed loop (e.g. Avalanche with both Cold→Physical and Physical→Cold) used to zero out the convertible base; the total is now preserved and lands on the correct final type, following the game's own conversion order (for that Avalanche pair, the net result is all Cold — matching the in-game note that Rockfall has no effect if you also have Frost).
- Conversion uses the right damage pool — it converts the skill's own base plus weapon flats, while non-weapon added damage keeps its own type and is applied after conversion (restores realistic off-type splits instead of forcing everything to one element).
- Player-wide (aura) conversions also convert typed added damage, removing leftover off-type damage. Affects: Symbols of Hope Fire→Void (Smite, Warpath).
- Form-tree conversions are scoped to that form's own attacks instead of leaking onto every skill of that element. Affects: Werebear, Swarmblade, Spriggan, Reaper forms.
- Typeless / adaptive "+X Damage" is distributed the game's way — spread proportionally across the post-conversion types instead of added in full to every type or dumped onto a converted-away lane.
- New chance → chance conversion engine. Affects: Apex of Thought, Vial of Volatile Ice, Liath's Machinations (Ignite→Shock), Carrion of Creation (ailment chances→Bleed), Puncture (Bleed+Poison→Frostbite). (These uniques aren't on any existing build, so they're inert until you use them.)
Calculations — ailments & damage over time
These are several distinct accuracy fixes — not a single finished "damaging-ailment engine".
- Ailment chance above 100% now overstacks — extra stacks apply per hit instead of being clipped at 100%. Affects: high-chance Bleed / Ignite / Poison stacking builds.
- Multi-hit-per-cast is still a deliberate conservative under-estimate. Application uses your cast/attack rate, so skills that hit many times per cast (orbiting projectiles, bounces, re-sweeps) read low on purpose. Hammer Throw's spiral now models its deterministic 3-hammer same-target multiplicity, but further orbit re-hits are not modeled — so Bleed Hammerdin still reads below its true ceiling.
- Non-damaging ailment stacks are hard-capped at the game's limits (Shock 10, Chill 3, Slow 3, Blind 1). (corrects an over-count) on Shock resistance-shred and Shock-scaled lightning; also lets Spark Charge detonations contribute Shock.
- Player tree/passive "+% chance to inflict
<ailment>" now counts toward damaging ailments (was gear-only), and per-ailment Duration affixes extend the correct ailment. - Damaging-ailment magnitude now includes damage-over-time mods ("increased Damage over Time", phys-DoT nodes) that previously did nothing to ailment damage.
- Ailment (DoT) ticks are now mitigated by enemy resistance minus your penetration, like hits — a correctness fix that can lower displayed DoT versus the old raw treatment. Added a general ailment-scoped penetration channel. Affects: Salt the Wound (crit-multi → ailment penetration).
- Minion Bleed / Ignite now deal damage — was always 0 because minions never consumed ailment chance. Affects: e.g. Skeleton Rogue Bleed.
- Channelled infinite-duration DoT beams now compute per-second DPS (were 0). Affects: Drain Life, Disintegrate, Ghostflame.
- Finite-duration stacking DoT auras use the correct per-second base (were collapsed ~7× low). Affects: Maelstrom; pure-DoT skills also now receive "increased Damage over Time" (e.g. Profane Veil, Aura of Decay).
Calculations — minions
- Inherent minion "more damage per player level" now modeled (see Notable Changes) — a large increase for every minion build.
- Weapon-attack minions inherit the equipped weapon's per-type added damage (closes a ~10× under-read), restricted to the validated Rogue Ballista so Skeleton Archers don't wrongly inherit it yet.
+Minion Bow / Throwing Damageno longer leaks onto minion melee. (corrects an over-count)- Julra's Obsession "+100% Stats on your gloves also apply to your minions" implemented (attributes correctly excluded).
- Minion-applied ailments now produce realistic DPS with a full stacking model, shown in new breakdown rows.
- Base-data corrections and duplicate-scaling removals (Bone Golem Rampage, Spriggan Thorn Volley, Storm Crow Lightning Blast phantom per-Int (corrects an over-count), plus a fixed crash when Cremate / Recruit Mercenary / Summon Illusory Tree resolved their minions).
Calculations — crit
- Every hit now gets the inherent 5% base crit even on skills whose data omitted the field (they showed 0% crit and a dead crit calc before). Affects: Shatter Strike, Wandering Spirits, and ~200 others.
- Weapon-delivery skills now register as "hits" so their crit calc runs at all (melee / bow / throwing).
- Super Critical Strikes modeled — only once your uncapped crit exceeds 100% (as in-game); affects Full DPS. Affects: Truesight Glass. Builds under 100% crit are unchanged.
- Boss crit-damage reduction — new non-crit / crit / crit-weighted breakdown reflecting that bosses take reduced bonus crit damage. (display only)
Calculations — core
- Leech reworked to Last Epoch's instance-based model (replacing an inert port whose caps had zeroed all leech). Affects leech/recovery values only, not offensive DPS.
- Missing-mana / not-full-mana scaling implemented ("per X Missing Mana", "while Not Full Mana"), previously dropped. (off by default) — the planner assumes full mana until you set the missing-mana config.
- "per 1 Mana Cost" melee affix family now scales off the active skill's mana cost (was mis-scoped to the basic attack and contributing ~0); Damage variant capped at 20, Crit/Area uncapped. Related: Brutality grants its intrinsic per-mana-cost melee more damage. Affects: Forge Strike, Warpath, Rive (a root cause of Forge Guard melee under-count).
- Cross-element attribute scaling fixed — "per
<attribute>" mods sum the converted attribute total; intrinsic bonuses use the raw attribute. Affects: fully-converted builds (e.g. converted-Strength Druids). - Chance-based "Gain Ward on Hit/Kill" now resolves via a Min/Average/Max selector (Config tab → "Resource gain calculation mode"). (display only)
- Skill level cap shows the correct base (20) instead of allocated tree points.
- Determinism fixes — tree tag-swaps and skill-stat merges resolve identically every load, so a build's DPS no longer varies between runs.
Triggers (skill/affix details)
- Added the missing trigger sub-skills so triggered skills can actually deal damage: Fire Burst, Zap, Ice Spike, Mana Arc, Divine Bolt, Wind Tempest, plus Runemaster Spark Nova / Lightning Explosion.
- Fire Aura affixes are modeled as a stacking aura DoT rather than discrete casts.
- Fixed Full DPS double-counting from self-triggering / cycle skills — a self-triggering skill (e.g. "Shurikens from Shurikens") was being halved; triggered copies are now added on top, and duplicate self/timer-triggered copies are hidden from the Main Skill selector.
- Fixed "50% Additional Shurikens Chance" being read as a full recast (it's an extra-projectile chance) — removed a phantom Shurikens DPS entry. (corrects an over-count)
- Fixed a trigger resolving onto the wrong same-named skill (player vs minion) — player skills are now preferred, deterministically.
Defence, Ward & mitigation
- Ward decay uses the game's exact formula, retention clamped at −90%; Net Ward Regen uses unrounded decay; passive vs event-driven ward regen separated so the displayed "Added Ward Per Second" matches the game.
- "% of Max Health as Ward Decay Threshold" now applies (was dropped). Affects: Architects of Astral Blood and similar.
- "% of Current Health → Ward on directly-cast Necrotic/Elemental spell" implemented. (off by default) Affects: Twisted Heart of Uhkeiros + the crafted affix.
- Resistance display rounds half-up (was truncating — a uniform −1% on many resistances); fractional resist base preserved through buff scaling; corrupted sealed "All Resistances" roll corrected.
- Health / Mana totals now floor to match the in-game character sheet.
- Damage-over-Time-Taken defence stats added, including a "Less Damage over Time Taken" row folding in the inherent 15% DoT reduction; fixed off-hand dual-wield conditions never activating.
- Flame Ward's "Barrier" node treated as defensive, not a DPS penalty (activating Flame Ward previously cut damage up to 40% by mistake). (corrects an over-count)
- Form skill-tree nodes gated behind being in that form (off by default), so imported builds don't over-count armour/HP/damage out of form.
- Fixes: cross-class import + Save no longer crashes the defence calc; block / life-on-block / mana-on-block zero out with no shield; the Apophis & Majasa and Temple of Eterra quest rewards each correctly grant +1 to all attributes (two separate +1 bonuses, verified in-game).
Skills by class
Most items below are corrections where a skill was reading under, over, or 0 — see tags.
Sentinel — Void Knight
- Void Knight echo (mastery): +10% more damage to eligible melee/throwing/void skills was unmodeled; now applies (movement skills & Anomaly excluded).
- Per-Vitality void now a multiplicative more (was flat additive).
- Singular Purpose now doubles below 30% block chance (clause was unmodeled).
- Devouring Orb modeled as a persistent 0.25s re-pulse (was one hit per cast — ~13× under).
- Rive Temporal Warrior Physical→Void conversion now works (allocation-gated).
- Erasing Strike conditional nodes (Final Hour/Chamber, Merciful, Ruthless as more; Obliteration 2H doubling) — were dropped or mis-typed; most apply only with the enemy-state config on (off by default), except Merciful.
Sentinel — Paladin - Healing Hands — Searing Light offensive fire hit (Healing Hands dealt no hit damage before); Seraph Blade spell→melee conversion.
- Consecrated Ground (Judgement) modeled as a fire DoT (was structurally absent — up to ~95% of some builds' damage); pure-DoT skills now receive DoT scaling.
- Holy Aura intrinsic +30% damage aura (off by default); Symbols of Hope innate +3 fire per active symbol + Empowering Symbols per-symbol damage (both were missing).
- Call To Arms grants increased, not more, physical. (corrects an over-count)
- Divine Flare node-gated sub-skill. (per-hit only)
Sentinel — Forge Guard - Vengeance — Flaming Sword Physical→Fire conversion now works; Iron Blade (Blade Assault) granted (was zero), and a leak of "Iron Blade Damage" onto Vengeance itself fixed.
- Manifest Armor minion abilities (Forge Breath / Whirlwind / Charge) modeled; Charge base halved and spurious attribute scaling dropped. (corrects an over-count on Charge; per-hit only)
- Smelter's Wrath max-charge ramp (up to +100% more) modeled (~2× under; defaults to max charge, config-overridable), plus its charge-scaling tree nodes.
Mage — Sorcerer / Spellblade / Runemaster - Elemental Nova — added-spell pool now reaches the tree-gated types (~24× under before); each type gated on its "Enables X Nova" node.
- Glacier three-explosion combined hit (~8% of real output before). Validated +2%.
- Static Orb body-contact hit added (~40% per-cast under before).
- Spellblade — Enchant Weapon buff (passive +15% auto; active +50% (off by default)); mastery "weapon melee added also gained as added spell" (was a no-op, −40% of weapon added).
- Firebrand — per-stack added melee fire, continuous per-stack nodes, and "+X Maximum Stacks" (was hardcoded to 4); Flame Wave (Pyre grant) now inherits caster melee-hit context (~4.4× under before).
- Runemaster — Lightning Blast Convergence chain re-hit + doublecast/quadcast rate (~3× under; validated −3.5%); Spark Charge detonation now granted into Full DPS; Static Orb → Charged Ground grant active.
- Volcanic Orb → Cold skill-name conversion now applies (Meteor stays fire).
Acolyte — Warlock / Necromancer / Lich - Chthonic Fissure — major remodel as a multi-stack DoT: ailment source moved to the released Spirits; Torment necrotic curse (dominant ~74–78%) now caps at 6 stacks (was 1 — ~6× under); persistent fissure fire DoT granted; Fissure of Wrath node modeled; Chaos Bolts tree conversions scoped to Chaos Bolts only.
- Flame Whip (cast by the Chthonic Fissure unique node) now modeled (was dropped as unsupported despite ~84% of some builds' damage); Spine of Malatros crit-multi scoped to it.
- Chaos Bolts — Exult in Misery more-damage per distinct negative ailment. (off by default — count defaults to 0)
- Profane Veil — Profane Orbs explosion (the real ~91% of damage) modeled (~10× under before). (per-hit only)
- Drain Life / Disintegrate / Ghostflame channel DoTs now non-zero (see ailments section).
- Assemble Abomination absorb scaling (+5%/minion, cap 20) and per-absorbed-type tree mores. (off by default — count defaults to 0) Spoils of War +30% is (data only).
- Flay — Exquisite Blood now transforms to a spell (was a weapon melee attack — ~23× too high). (corrects a large over-count)
Rogue — Bladedancer / Marksman / Falconer - Elemental Arrows resource modeled (per-consumed fire/lightning added + increased elemental); "with Elemental Arrow" increased is one condition, not per-arrow. (the per-arrow reading was an over-count)
- Heartseeker — Molten Arrowstorm / Controlled Icicle conversions now work (allocation-gated); Dragonfang per-stack fire (off by default).
- Hail of Arrows physical→fire/cold now a whole-attack conversion (physical was over-read).
- Shadow Daggers finisher calibrated (melee-delivery only; sceptres no longer treated as maces); Bladestorm storm-tick base modeled.
- Shadow Cascade — Dagger Dance conversion mechanism modeled — magnitude still being calibrated (reads low; no fabricated number).
- Shadow Rend manifest shadows — (data only — not active yet).
- Dancing Strikes — Rhythm per-stack global crit-multi / more now correctly per-stack (off by default — was applying full value at 0 stacks); Flow-conditional family modeled (Consuming Flow (off by default)).
- Falcon — scores its real Aerial Assault (was an unused placeholder); duplicate per-Dex + phantom per-Int removed (corrects a ~33% over-count); now receives Falconry per-Dex and Tactician flat added; Feather Knives granted (per-hit); Aerial Prowess (off by default); Avian Hurl / Avian Arsenal wired (Avian Arsenal (off by default), magnitudes not yet capture-validated).
- Ballista firing rate fixed — restored the intrinsic per-Dexterity attack speed (had been mistakenly removed, under-reading Dex builds), recalibrated base rate, fires weapon-independently, and routes "Increased Ballista Attack Speed" affixes to the turret.
- Explosive Trap now deals its real damage via the Spark Discharge child (read ~0 before). (per-hit)
Primalist — Druid / Shaman / Beastmaster - Bear — Swipe / Earthquake now hit off the bear's own weapon base (Swipe was ~2.2× under); Earthquake gets 6× effectiveness + Seismic Tide triple-slam (validated −2.2%); Bear folds Melee+Swipe+Earthquake into Full DPS.
- Raptor — Cornered now scales with the Raptor's own missing health (was a permanent flat bonus at full HP). (off by default; corrects an always-on over-count)
- Avalanche — Fissures From Large Boulders grant; Intensity "Large Boulder Chance" modeled as expected-value double-damage (was dropping the whole ×2.0 contribution); Grounding gated on having a totem.
- Grounding Conduit now conditional increased lightning, not unconditional more. (corrects an over-count)
- Gathering Storm Storm-Bolt nodes re-scoped to all Storm Bolt instances (one had leaked onto the triggered bolt / melee).
- Frost Claw — Chaos Whirl double ice spirals modeled as expected-value (was always ×2.0). (corrects an over-count)
- Totems — Spiked Totems scales Healing Totems as Thorn Totems; totem attacks correctly ignore cast speed; Upheaval's Shatter Totem child modeled (per-hit); new pipeline for tree-node pack summons (Spriggan Form Healing Totems).
Cross-class - Marked for Death now reduces the enemy's resistances by 25 (marked enemies took normal damage before). (off by default)
- Fire Aura (Flame Ward grant) remodeled as a single-stack aura DoT (was treated as ~17 spammed stacks); scales with uncapped fire resistance.
- Maelstrom active-stack config override (off by default — unset = unchanged).
Uniques & Sets
- Truesight Glass — Super Critical Strikes (see crit section); affects Full DPS above 100% crit.
- Whetstone Gavel — "effectiveness of stats on an offhand Exalted Weapon" now scales those stats (was a no-op); large effect, flagged for in-game verification.
- Thornshell — flat-reflect-per-Attunement now applies (~13× under before; validated −4.4%).
- Riverbend Grasp — on-hit Axe Throw proc now functional (+16–26% Full DPS on affected builds; proc-rate magnitude deferred).
- Stygian Coal — Stygian Beam cast frequency per Intelligence now scales (was an empty parse). Affects: Lich Drain Life / Stygian Beam.
- Hammer of Lorent, Frozen Ire, Foot of the Mountain — per-character-level and stacking mods that had been silently dropped in data transcription are restored (Foot of the Mountain's stationary conversion is (off by default)).
- Wings of Discord (different-shape idol doubling), Ricochet (pierce chance → crit multi), refracted-slot rank gating — modeled.
- (off by default — per-stack effects that default to 0): Event Horizon Dilation, Eye of Reen (Reen's Ire), Throne of Ambition, Roots of Vithrasil (Germination), Bulwark of the Last Abyss (Apocalypse), Death's Door low-life crit multi, Stormhide Paws empowered Swipe; Fangs of the Berserker Frenzy scalars and Chronicle of the Damned inflict-Damned are modeled (magnitude/condition deferred).
- Chance-conversion uniques now functional: Carrion of Creation, Liath's Machinations, Apex of Thought, Vial of Volatile Ice. (inert until equipped)
- Julra's Obsession minion stat-propagation (see minions).
- Sets — per-Complete-Set scaling, Apiarist auto-summon, Legends Entwined wildcard membership; equipped set bonuses shown in the Calcs tab.
Items, Affixes & Idols
- Affix rounding now matches the in-game per-affix tooltip —
%affixes floor to the game's shown value (e.g. 21% → 20%); resistance and other rolls reworked to the game's exact rounding, fixing frequent off-by-1 drift. Resistance display rounds half-up. - Per-Complete-Set integer attribute affixes roll a whole number per set piece (was under-counting, e.g. 9 → 10 All Attributes). Affects: Legends Entwined.
- Omen Idol — capacity is now altar-layout-based (label matches the in-game header), slots auto-populate on build load from idols overlapping Refracted cells, and the "Refracted N" label was restored (was "Fractured"); refracted slots respect their in-game unlock rank (new config, default = previous behavior).
- Corrupted-idol affix scaling made consistent; multi-slot idol icons no longer have a border cutting across them.
- Item req-level reflects affix tiers and respects a unique's own level-requirement override.
- 1.4 unique data corrections: Ruby Fang Aegis (Ruby Venom 8→10s), Blade of the Forgotten Knight (attack/cast speed 15→20%), Fragments of the Shattered Lance, Exulis, Cursed Coin Amulet implicit sign, and more.
Import
- Offline-save reader now reads all affix slots (previously stopped early and silently dropped affixes, e.g. a 6th affix on Slammed + Sealed items) — up to 7 slots for gear, and it now surfaces a "dropped affix" count so lost data is visible instead of silent.
- Phantom vs dropped reclassification — trailing bytes on Omen/Woven idols and Prophesied Altars were mis-read as bogus affixes and counted as "dropped"; now correctly identified as phantom (logged, not counted), and such bytes can no longer be imported as a real affix onto a grid idol.
- Legendary (Legendary Potential) items import correctly — the save rarity byte is decoded properly, so exalted-fused legendaries load their unique mods (were mis-imported as plain Exalted); fused-affix parse hardened against crashes.
- Unspecialized bar skills are now imported (were skipped), so low-level builds don't lose a barred skill's base damage.
- Import can resolve Last Epoch Tools profile / character URLs (not just planner links); the quest-reward toggles (Apophis & Majasa, Temple of Eterra) are now set automatically from your completed quests on import.
- Fixed a renderer crash (invalid image handles) after importing certain builds (notably Reforged-set builds); duplicate offline-character entries no longer shown.
Config tab
- Config Sets UI (see Notable Changes) — named presets with New / Copy / Rename / Delete / reorder.
- Build-relevance auto-highlight — highlighted configs auto-show without "Show All"; tooltips name the specific node / skill / item (and affix line); clutter reduced (buff/stack and enemy-ailment state configs show only when a build modifier references them).
- Long Config tooltip lines now wrap on-screen instead of running off the edge; two inert leftover options were removed; and re-importing a different build no longer keeps the previous build's highlights.
Notes tab
- Markdown support with Edit/Preview toggle and help tooltip — see Notable Changes for the full capability list; bundled example note templates.
- Preview / Edit refinements — the Preview scroll extent now covers the full rendered height (no cut-off past the cached measure), and Edit↔Preview layout / scroll sync were tightened.
UI & Misc
- Per-skill total renamed "Combined DPS"; added Stable Ward and Potion Slots rows; regrouped Ward / Armor / Endurance; renamed "Attack Dodge Chance" → "Dodge Chance"; long stat labels auto-wrap.
- Redundant rows hidden when they add nothing (Average Damage / Effective Crit Chance at 100% hit chance; Net Ward Recovery at +0.0).
- Read-only tree preview — clicking a locked/unassignable skill opens its tree read-only instead of doing nothing.
- Item / idol tooltips wrap long mod lines inside the box; tab buttons show their keyboard shortcut on hover, and tabs can now be switched directly with those keyboard shortcuts.
- Calcs and Config tabs — text that previously ran past its section box now wraps / clips inside the panel.
- Tooltip text hierarchy — set-item, item sub-type, and blessing lines render at a smaller size than the item name; attribute values use per-attribute text colours for quicker reading.
- Added a donation / support link.
- Items tab: weapon slots labelled "Weapon" / "Off-hand", tighter header; tree header badges centered; dedicated Off-Hand Catalyst icon; refreshed item-type icons.
- Fixed an Items-tab renderer crash from asynchronous icon loading.
Craft & Tooltips
- Craft affix dropdown shows the affix name with a per-tier (T1–T8) hover tooltip; duplicate names disambiguated with (added)/(increased)/(more)/(reduced)/(less).
- Experimental affixes (belt / boots / gloves) available under an "Experimental" subcategory.
- Stripped narrative "flavor" sentences from craft tooltips so they show scaling info without boilerplate; idol-altar label / typo fixes.
Parser / mod recognition
- Recognized many previously-unhandled phrasings so more affixes and tree lines actually apply — e.g. Damage over Time Penetration (was mis-read as a damage boost), "to Moving Enemies", "Against Distant Enemies", "Against/vs Rares and Bosses", "at Full Health" (self and enemy), "to Low/High Health Enemies", "per N current mana", weapon-hand conditionals, healing / healing-effectiveness, and various ailment-penetration and crit-multi aliases.
- Fixed affixes parsed as the wrong kind (bare-form item damage was "more" instead of "increased"; "+N% Mana/Health Regen" is increased, not flat).
Data & Compatibility
- Verified compatible with LE 1.4.7 (bug-fix-only patch; no build-data changes required).
- Added missing data: previously-missing minions and their skills, Doom / Necrotic Bone Curse ailments, and minion skill lists corrected to the game's values.
- Corrected numerous 1.4 affix display ranges and slot-override values against the game; cleaned up duplicate unique entries.
- Retired 1.2 / 1.3 tree data from the version selector — older tree versions are hidden to reduce clutter; existing builds are unaffected.
- Synced 4 passive-tree node tooltips to the game's canonical text:
- Elixir of Knowledge (Mage): "5% increased Mana Regen" → "5% Mana Regen"
- Gemini (Mage): "+8% More Damage Taken While Dual Wielding" → "+8% Damage Taken While Dual Wielding"
- Infinite Bulwark (Sentinel): dropped a stray leading space on "100% Armor -> Minion Healing"
- Covenant of Protection (Sentinel): removed a stale duplicate "+6 Health Regen" line (the live "+5" line was already correct)
- README: added a Linux / Wine usage section.