Nexus Champions with Tattoo of the Wandering Way may now designate up to forty in-game locations as teleportation Landmarks.
Nexus Champions within teleporting range of at least one of their Landmarks (with range potentially extended by Tattoo of Leaguestep) may select their eligible Landmarks from a dropdown and teleport to the Landmark of their choice, paying normal Tattoo of the Wandering Way costs (potentially modified by Leaguestep) to do so without having to fiddle with compass points and coordinates.
Unlike Conduit Marks and Lich Phylacteries, this does not remove the Landmark, though the Nexus Champion may delete Landmarks manually.
The gist of the above is that you shouldn't have to do so much fiddling with compass directions after this.
When a Dark Oppressor does vassal summoning while in a standing stronghold not their own, the summoned vassals now appear outside the building instead of the summoning failing entirely.
There's now an extra morality ding for doing evil Vassal sacrifices as a Tier 3 Angel, a thing that should be really hard to do in-universe. This is on top of the existing morality loss for doing evil Vassal sacrifices as a Good-aligned being.
The AP respawn increase for pact debt (currently a function of the Arena, but will be normal in Breath 6) negates the respawn-reduction of Last Rites.
Quality of Life and Interface
If you have Sense Magic (i.e. you're a tier 2 or higher character) you can now see enchanted items labelled as such. If you also have something that lets you view the enchantments (Enchant Item, Manabiter or the Wonderworking boon), you can click or tap the (enchanted) label to view what it's enchanted with. This should help figuring out what item carries which enchantments on mobile.
As there was no (practical) reason for Vassal status to be a secret, characters with Pledge Vassals or Sense Morality can now see if a character in the area is a Vassal. This will be represented as a little devil figure next to their name. This will not reveal which Dark Oppressor they're pledged to, however.
Major Bugs
Enchanted weapons were supposed to not drain MP under certain circumstances (notably, when you have Seal Magic and with Conduit shenanigans), this wasn't the case but has been fixed.
Enchanters could not select accuracy and defense enchants on the basis of Tiger Claw or Sharp Vision spell knowledge, but now they can.
Hopefully fixed an issue that allowed Vengeful Gremlins to keep exploding multiple times when slain.
Addressed an issue where masterless angel pets (e.g. Garden pets) got stuck at Neutral MO for some reason.
Minor Bugs
Supplemental damage now properly awards XP when attacking pets.
Enchanted weapons will no longer put you into negative MP, but also don't work when you're out of MP.
Arena guild portals will now correctly bar Evils from joining Good and Goods from joining Evil. This wasn't very impactful as they were still getting kicked quickly, but it was there.
Hopefully fixed an issue where Vengeful Gremlin explosions didn't say whose gremlins they were.