The power of Anima is yours to control. Beginning at Level 20 you may access a new tab in your Ability Window (N), allowing you to customize and fine-tune combat stats to adapt to any situation. Click here to learn more about Anima Allocation!

Your feedback means a lot to us. This update features many improvements based on what you’ve made clear to us over the past few months and we have no intention of stopping here. Included are improvements to Elementalism, Loot, and Empowerment, plus new teleport locations (including to the Museum!) and much more.

Anima Allocation has been added as a tab in the ability window. This tab will allow you to freely allocate your Power Rating towards damage, survivability, or healing.

With the release of the Anima Allocation system, all characters have had their Anima Allocation set to 90% Damage, 10% Survivability. Characters who are level 20 or above can alter this setting upon login.

Removed duplicate talisman drops from basic talisman loot tables now that all talismans grant the same base stats with Anima Allocation. For example, loot tables will no longer include health, healing, and attack talismans for the neck slot, but rather one neck talisman.

Purchasing Patron will now reduce existing mission cooldowns to a maximum of 8 hours.

Players will now receive the bonus cache key on the day they purchase patron, even if they have already claimed their daily login reward.

Players will now receive the bonus Dungeon, Scenario, and Lair keys on the day they purchase Patron.

Added a report option to the social GUI.

Fixed a case where glance chance would not update in real time on the character sheet when equipping talismans with defense rating.

Investigation missions are now properly labeled as investigations instead of action/sabotage missions in the mission journal.

Action Button 9 in the controls screen has been renamed “Ultimate Ability” to make it more obvious what the button is for.

Made several optimizations to the Assault Rifle weapon status display.

Fixed a case where re-entering reticule mode did not update the current offensive target if the camera had been moved while not in reticule mode.

Entering reticule mode will no longer close the Emote UI. This should make it easier to perform multiple emotes while moving around an area.

Closing the Emote UI will no longer put the player back into reticule mode. This should make it easier to take screenshots while performing emotes.

The player interaction dropdown will now appear next to the player being interacted with when using F to interact with another player.

PvP locations in the Social UI have been updated to more accurately reflect possible PvP locations.

Nightmare difficulty is no longer available in the Social Window. Players can choose to list for either story or elite difficulties for activities that have multiple difficulties.

Manufactory, Manufactory Breached, and the Orochi Tower Penthouse have been removed from the social UI.

Social UI no longer allows you to select a scenario location, since scenario locations are randomized.

Inspection window now shows levels of equipped items.

Added a display for the current Anima Allocation of inspected players to the Inspection window.

Attempting to inspect a player that has left the area no longer opens up an empty inspection window.

When a player that is being inspected leaves the area, the inspection window will now close.

Purchasing something from the inspection window will no longer return you to reticule mode.

Changed the text on step one of the glyph fusion tutorial to specify that the player should place equipment in the target slot, instead of specifically telling them to place a weapon there.

Signets of the same slot (Neck -> Neck) will now qualify for the 2.5x bonus XP multiplier for Empowerment. Fusion remains unchanged. This should allow better value out of getting signets of the same slot but not necessarily the exact signet you are looking for.

All talismans of the same slot will now provide 2.5x bonus XP when used in Empowerment.

Weapons, talismans, signets, and glyphs which have gained XP will now grant a portion of their invested XP when used as fodder in empowerment. Note that once an item has been fused into a higher quality the XP in it is reset to 0.

Reduced the cost to recover glyphs and signets from items at Mythic and below qualities. The cost is based on the quality of the glyph or signet being recovered: Green: 300 Marks of Favour

Blue: 1200 Marks of Favour

Purple: 5000 Marks of Favour

Orange: 10000 Marks of Favour

Added the potential for blue quality items to drop in scenarios, elite dungeons, and the Manhattan Exclusion Zone. The chance increases based on the difficulty of the content.

Increased the amount of distillate XP gained when opening a rare chest in an Elite 10 dungeon or scenario.

In an effort to increase the efficiency of each activity in terms of increasing your character’s power, we’ve added some of the loot from various activities into each activity’s loot chest. The goal is to allow each activity to still be the best at providing progression in its specific area while still allowing progression on the other aspects of your character at a lower rate. The changes are as follows: Added Glyph Distillates to dungeon final boss loot chests.

Added a chance to gain a signet when opening dungeon final boss loot chests.

Added Anima Shards to dungeon final boss loot chests. The amount gained increases based on the difficulty of the content.

Added Talisman and Weapon Distillates to all Lair loot chests.

Added Anima Shards to all Lair loot chests.

Added Glyph Distillates to all Lair loot chests.

Added a chance to gain a signet when opening Scenario loot chests.

Added Talisman and Weapon Distillates to Scenario loot chests.

Added Anima Shards to Scenario loot chests.

Reduced the amount of Anima Shards gained from Tokyo container bosses. These bosses are great for supplying Anima Shards and will still do so, but we wanted to encourage other activities as well. As noted above in the loot changes, we’ve essentially removed some Shards from the containers and spread them around to Scenarios, Lairs, and Dungeons.