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Illuvium: Arena Update 1.17.3

Patch Notes

  • Date PublishedFeb 10, 2026
Arena Patch 1 17 3 Blog
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Gameplay & System Updates

This update restores the original Synergy system in Arena, fixes level calculation issues affecting Ranger and Bot Illuvials, and temporarily removes the Abyssal Basin Battleboard due to performance concerns.

Ranger and Bot Illuvials Level

We identified an issue that caused Ranger levels and Bot Illuvial levels to be calculated incorrectly during gameplay. This has now been resolved, and both will function as intended moving forward.

Abyssal Basin Battleboard

The Abyssal Basin Battleboard was causing significant FPS drops for many players. While we work on resolving the underlying lighting issues, it has been temporarily removed from the Battleboard rotation.

Balance Adjustments

The simplified Synergy system has been reverted to the original Synergy effects, bringing back greater complexity and strategic depth to Arena gameplay.

All other systems, including Illuvial effects, Augments, and Weapons, remain unchanged. Only Synergies have been adjusted.

Classes

Bulwark: 

  • Max Health Resistances

Fighter:

  • Attack Speed → Attack Speed

Empath:

  • Shield → Shield

Psion: 

  • Omega Power → Omega Power

Rogue: 

  • Critical Chance→ Critical Chance

Affinities

Fire: 

  • Attack Damage → Attack Damage

Nature:

  • Health Regen → Health Regen

Air:

  • Energy Resistance Dodge

Water: 

  • Energy Regen → Energy Regen

Earth: 

  • Physical Resistance Mitigation

Class Composites

Colossus: 

On Start:

  • Colossus gain % Max Health. Taunt and Gain thorns every 8 seconds.

Harbinger: 

On Health loss:

  • Harbingers gain OP and resistances.

Aegis: 

On Start:

  • Buff nearest ally resistances, attack damage and attack speed.

Berserker: 

Each 3rd Attack:

  • Berserkers deal % Health Pure Damage and gain attack speed.

Arcanite:

On Omega:

  • Arcanites gain a percentage of their Attack Speed as Omega Power. On Omega, receive a percentage of Energy Cost as Attack Damage for 5 seconds.

Behemoth: 

Each 4th Attack:

  • Gain permanent Max Health. Every 4 attacks, they deal a percentage of their Max Health as additional Physical Damage and Stun the target for a duration.

Mystic: 

On Ally Faint:

  • When an Ally drops below 50% Health, they gain Damage Amp and Damage Reduction for the rest of the combat.

Templar: 

On Ally Faint:

  • Every 3 attacks, Templars steal Attack Damage and Resistances from their target, sharing them with the lowest Attack Damage and Resistances allies.

Revenant: 

On Crit:

  • Critical Hits grant Revenants and their lowest percent Health ally a Shield for 3 seconds and empowers their next attack to deal bonus Energy Damage to enemies within 20-hexes.

Invoker: 

On Omega:

  • Invokers grant all Invokers a percentage of the caster's Energy Cost as Omega Power.

Enchanter: 

On Omega:

  • Enchanters heal all allies for a percentage of their Max Health and deal Pure Damage in 17-hexes around them.

Phantom: 

On Crit:

  • Phantoms gain energy and become untargetable.

Predator: 

On Omega:

  • Predators gain Health% Execution. Their first attack after Omega becomes empowered, guaranteeing a Crititical Hit and dealing bonus damage.

Vanguard: 

On Crit:

  • Vanguard units gain Crit Amp equal to a percentage of their Resistances. The next attack after a Critical Hit deals bonus Physical Damage based on the target's Max Health.

Slayer: 

On Takedown / Vanquish:

  • Slayers gain Attack Speed on Takedown and Attack Damage after Vanquishing an enemy.

Affinity Composites

Inferno: 

After 1 st Omega:

  • Inferno units' first Omega superheats the air, dealing a percentage of the enemies' Max Health as Pure Damage every second for as long as they live.

Steam: 

On start and every 8 seconds:

  • Combat Start and every 8 seconds: Steam units engulf in Steam for 3 seconds, gaining Energy per second and permanent Damage Amp.

Shock: 

Every 5 seconds:

  • Shock units summon lightning strikes at the 2 furthest enemies, dealing Energy Damage.

Granite: 

On Start:

  • Granite units gain Temporary Invulnerability.

Magma:

On Start:

  • Magma units create an expanding Molten Ground, dealing Energy Damage to enemies every second and granting Mitigation to allies standing on it.

Mud: 

On Attack:

  • Mud units steal Attack Damage and Omega Power from their target for 2 seconds.

Tsunami: 

On Omega:

  • Refund % Energy Cost.

Toxic: 

On Attack:

  • Toxic attacks Poison the target for 5 seconds. On Vanquish, Toxic units Heal for an amount and make enemies explode, dealing a percentage of their Max Health as Pure Damage in 20-hexes.

Frost: 

On Attack:

  • Attacks apply Frost for 3 seconds. Once per combat, at 50% Health, Frost units become crystallized, gaining a Shield and Damage Amp.

Verdant: 

At 50% Health:

  • Verdant units Heal a percentage of their Max Health over 4 seconds and create an attached 25-hexes Healing zone.

Bloom: 

Every 8 seconds:

  • Bloom units blossom every 8 seconds, gaining Max Health, Health Regen and Omega Power.

Dust: 

Every 7 seconds:

  • Dust units create a Dust Cloud that Blinds all enemies within a 25-hexes for a duration and permanently reduce their Resistances.

Wildfire: 

On First Attack after each Omega:

  • The first attack after Omega marks the target with a Blazing Fire for 5 seconds, dealing a percentage of Energy Cost as Energy Damage with Omnivamp. After 2 seconds, the fire spreads to the 3 closest enemies.

Tempest: 

On Dodge:

  • Enemies have their Energy Cost increased. On Dodge, Tempest units gain Energy and Omega Power.

Spore: 

On Omega:

  • Spore units heal a percentage of their Max Health and enemies lose Energy equal to a percentage of the caster's Energy Cost.

As always, we’ll continue monitoring gameplay, collecting feedback, and making improvements where needed. Jump in, test out the changes, and let us know what you think.

See you on the battlefield.