CLa Clauderie

World of ClaudeCraft · Patch notes

Patch notes v0.41.0

The Ignivar raid opens: five rooms, two bosses, and 201 items to chase. But the real story is elsewhere, and the official notes barely mention it — every set in the game changes rule, and the gear you are wearing comes out weaker. Alongside, a very generous storage release (a Materials Vault, seven bags, four bank sockets) and two combat fixes that touch everyone.

Released August 31, 2026 Since v0.40.1 93 pull requests 2 new bosses
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01The Ignivar raid

Five rooms, two bosses, on Normal and Heroic. The entrance sits on new land in The Drakelands, and the raid resumes at the deepest checkpoint your group has claimed.

Five rooms, two bosses Raid

A forge lift, the Halls of First Tempering, the arena, the Molten Assembly, and the Inner Crucible for the finale. Ignivar, Herald of the Last Flame, then Varkhul, Forgefather of the Last Flame.

See the rooms and entry rules

201 items to chase Loot

Class sets, redeemable sigils, off-set pieces, weapons, shields, and one legendary on each of the two bosses. Heroic loot is calibrated separately — it no longer copies Normal.

See the exact rates

An epic 16 times likelier Verified

The official notes only say "rates corrected". In reality the Drowned Litany goes from about 1 in 667 per heroic clear to 1 in 42: two knobs moved, and they multiply.

See the arithmetic

What the raid changes for a group Practical

  • A returning member enters at the deepest checkpoint already claimed — no need to redo the run.
  • Entry is blocked during room combat: nobody lands in the middle of a pull any more.
  • Boss rooms stay sealed until the progression requirement is met.
  • Raid portals route by floor, always with the same entry facing.

Varkhul's rare shield Heroic

  • Varkhul's Emberward shield moved to Heroic only: it no longer drops on Normal at all.
  • Its rate is 3%, inside the existing "shields" group — so it does not cut your odds of getting a shield.
  • The two epics in that group split the remaining 97% evenly.
  • In other words you always leave with exactly one shield; only which one is in play.

Rifts & delves The rest

  • A live delve run rebinds itself when party membership changes mid-run.
  • A released spirit no longer advances rift puzzles on behalf of the living.
  • Rift forge currency can be mailed and listed on the auction house.
  • Absent from the official notes: the two S-rank legendaries were lifted. Heart of the Rift goes to 18 / 8 / 8 / 8 (from 14 / 6 / 6 / 6) and Voidsong to 25 / 23 / 17 (from 19 / 17 / 13).
  • Evading mobs stop acting and clearly telegraph their first pulse on return.

02What changes for your class

Two changes touch every class and deserve reading first — the official notes barely surface them. Only then come the per-class adjustments, which are few.

Your instants can miss Everyone

Until now, a hostile instant spell and a physical direct hit took no avoidance roll at all: they always landed. Both now go through the same roll as everything else. And when the hit is avoided, what rode along with it — slow, control, damage over time, resource returned — no longer applies either.

See what it implies

Every set changes rule Important

The old tier-1 and tier-2 sets merge into one ladder: bonuses at 2, 4 and 6 pieces. No more stacking two sets — and the values are halved on the way (haste 150 → 80, Hit 60 → 30). Your current gear is therefore weaker than it was yesterday, in PvE and in PvP.

See the measured numbers

Shaman AoE

With Living Weapon, every Galeheart echo now cleaves nearby enemies instead of only the last one. The percentage drops (50 → 40%) but it lands twice: +60% on each secondary target.

See the detail

Warlock Fix

  • Taking a hit during Consume shortened the channel without removing its ticks.
  • Consequence: the spell ended "early", the game still believed ticks were owed, and the completion bonus was silently skipped.
  • Fixed: pushback now costs the ticks it removes, and the channel completion fires properly.

Paladin = Display

  • With Extended Dawn, Divine Ascension empowers 7 abilities (5 base + 2) — but the interface only showed 5. The two bonus charges were genuinely tracked server-side — they simply had nowhere to render. All seven are now visible, the last two glowing violet so they read in peripheral vision. No power changes: this is a display fix.
  • Dawn Devotion is learned at level 3 instead of 5.
  • The sacred chain's tooltip now says it cannot pull or slow a boss. That was already true; it is simply no longer a surprise.

Hunter Nerf

  • Splitshot already carried an 8 yd minimum range, but the game did not enforce it when you aimed at the ground.
  • So it could be dropped at your own feet. That is now refused — and refused before spending the cost and the cooldown.
  • Ground targeting does, on the other hand, become available on controller and touch.

Levelling a new character Levels 2 to 8

Every class now gains one or two abilities on every ding from 2 through 6, instead of long empty stretches. Nothing changes at max level — no spell value is touched, only when you learn it.

See the trap for alts

And a new stat Healers

  • The game adds Healing Power, arriving with the raid gear.
  • It works one way only: Spell Power still improves your healing, but Healing Power adds nothing to your damage.
  • The Builds guide will account for it on its own once the raid data is published.

03The Materials Vault, and seven bags

This is the storage release, and most of it is free or nearly so. A full bank was the loudest standing complaint from players who craft.

A vault just for materials New

A third tab in the bank, beside Personal and Guild. Every material gets its own room — one big stack can no longer crowd out the rest. It starts at 40 of each and widens to 200 in four steps.

See the prices and rules

Seven new bags Four materials-only

From a small zone-1 pouch up to 24 slots, the largest bag in the game. Four are reagent satchels: they take materials only, and free up your ordinary bags by exactly that much.

See the full list

Crafting without the round trip Comfort

  • Crafting spends what you are carrying first, then takes the rest straight from the vault.
  • The crafting window marks every line that will draw from the vault, before you commit.
  • Careful: this works in the open world only. In dungeons, raids, rifts, battlegrounds and the arena you craft from what you carry — and the window says so plainly instead of failing silently.

Four sockets in the bank New

  • You can seat a bag into the bank itself: its slots join the bank's budget.
  • They unlock in order: 100, 200, 350 then 500 gold.
  • Putting a reagent satchel in one trades general room for materials room: a choice, not an upgrade.
  • Taking a bag back out never loses anything: if it overflows, everything stays put and the bank simply refuses new deposits.

How far it goes Numbers

  • A bank starts at 24 slots and reaches 96 through the unchanged gold ladder (12 rungs of 6).
  • Account bonuses add up to 16 more.
  • The four socketed bags add their own on top, and that ceiling will move as new bags are added.
  • The Materials Vault sits outside all of it.

Two deeds, and one trap Worth knowing

  • Two deeds reward the first and the fourth bag socket. Like every deed, they award Renown only.
  • The trap: two of the new bags join already-complete Reliquary pages. A page you had finished shows as incomplete again until you find the bag.
  • Tooltips now name a materials-only bag as such — worth reading before buying or crafting one.

04World & quests

Not much, but the raid entrance adds a real piece of terrain, and two known irritants disappear.

New land in The Drakelands Terrain

  • The Drakelands (levels 16-20) gain the volcanic approach leading to the raid entrance.
  • It is not a new zone: the zone existed, its terrain has been extended.
  • A walk-up testing entrance was also added over by Eastbrook.

Two irritants settled Fixes

  • Mister Crabs was following the wrong lifecycle. He is back on the intended one.
  • Dawnhold's cannonball piles become standable: you can climb them instead of walking through.
  • A fall that hurts can no longer turn into a ledge grab at the last moment.

Battlegrounds PvP

  • Backfill keeps going after a declined match instead of stopping there.
  • Live interactables respond to the Interact key again.
  • The field waits until it is ready before drawing, which removes arrivals into an unfinished scene.
  • Demon corpses stay available for wave revives.

05Guild & social

Nothing new to look at, but three safety nets in the right places. These are exactly the cracks that, on an unlucky day, leave a guild or a bank in an inconsistent state.

Founding a guild, in one piece Reliability

  • Guild creation now happens as a single operation: either all of it lands, or none of it is written.
  • A cut at the wrong moment can no longer leave a half-created guild.

The guild bank keeps its receipts Reliability

  • The effects of a guild bank receipt are also applied in one piece.
  • No more cases where the item moves but the log line is missing — or the other way round.

A log that matches Reliability

  • Guild log rows are now correlated with the matching bank save.
  • In practice: what the history says and what the bank holds can no longer contradict each other.

06Comfort & technical

The longest list in the release, and the most useful day to day. The interface becomes genuinely adjustable, and the controller catches up.

Unlock the whole interface Big comfort

A single setting frees every movable frame at once: action bars, unit frames, cast bar, minimap. Move them, resize them, reset them one by one — and it holds when you change viewport or UI scale.

See everything you can adjust

Controller and touch Catching up

  • Spells that are aimed at the ground finally work on controller and touch.
  • Empowered abilities hold-to-charge from a pad slot as well as from the cross hotbar.
  • Face buttons can be remapped directly, without going through a side menu.
  • Touch chrome and the cross hotbar no longer compete for the same screen space.

The small things that count Interface

  • At vendors: sell a whole stack, a "Sell all" row, and a confirmation you can switch off.
  • Destroying an item now offers the full stack by default.
  • The XP percentage is always visible, on desktop and on mobile.
  • The field of view keeps the value you give it.
  • An off-hand swing timer, and swing bars for your target.

Desktop and Linux Technical

  • Your wallet balance shows in the Exchange — on website desktop builds only, never under Steam or Epic, by those stores' policy.
  • On Linux, worldofclaudecraft:// links are registered after install.
  • Still on Linux: no more pointless graphics-card switch when the NVIDIA card already drives the display, and the Steam overlay no longer disables acceleration.

Performance Server

  • Mail is persisted incrementally: the recurring autosave stall disappears.
  • Shader compilation waits are bounded when you change graphics settings.
  • An invalid colour is scrubbed before it can poison the whole frame.
  • Thirteen unused raid props are no longer shipped for nothing.

Translations Complete

  • Every v0.41.0 row is filled across the 21 shipped locales, French included.
  • Two missing strings were blanking the Battlegrounds window: the raid exit denial and Double Honor Weekend.
  • Female player voices finally follow the chosen gender.