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Full Dungeon Exiles update
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Repeated intro
Hello everyone, Gronkins here with patch 0.5.3 of Dungeon Exiles! The main focus of this update is game balance (in terms of items, passives, synergies and abilities) and some small miscellaneous fixes as I prepare for the full release of Dungeon Exiles which hopefully can be expected early next month. But with all that said, let’s get into it!
Hero changes
Source notes
Game Balance
Global Cooldown (Seconds): 1 -> 0.5
Trait Bonuses
Warrior
Berserker 2: No longer requires being on low health Increased Attack Speed: 12% -> 10%
Berserker 4: No longer grants extra Critical Strike Multiplier while on low health Instead, it grants 0.5% increased Attack Speed on hit for 6 seconds, stacking up to 50 times
Berserker 6: No longer restores 2.5% of Maximum Mana on Attack Critical Strike Instead, it grants 0.5% increased Attack Speed and 0.1% Critical Strike Chance on Attack Critical Strike, stacking infinitely
Juggernaut 4: No longer grants Elemental Resistance or Nature Resistance Instead, it Reflects Physical Damage equal to 5% of your Armour to your Attacker
Champion 6: No longer grants Start with 8% Overguard It instead grants gain 3% increased Attack Speed for 5 seconds, stacking up to 10 times after casting a Spell or Ability
Juggernaut 2: Armour: 12 -> 14
Colossus 4: Percentage Health Regeneration: 0.5% -> 0.6%
Colossus 6: Percent of Maximum Health gained as Extra Physical Attack Damage: 1% -> 1.2%
Gladiator 4: No longer grants Block Chance and Bleed Damage Instead, grants gain 10% Block Chance and 12% Attack Speed for 7 seconds after Inflicting a Bleed
Gladiator 6: No longer restores 2.5% of Maximum Mana on Bleed Instead it grants Inflict Bleed whenever you block
Rogue
Alchemist 2: Percent Health Regenerated per Second: 0.4% -> 0% Maximum Mana: 0 -> 12
Assassin 2: Critical Strike Chance: 2.5% -> 4%
Assassin 4: No longer grants 25% armour penetration Instead, it grants 4% Critical Strike Chance and 4% increased Attack Speed after dealing a Critical Strike for 5 seconds, stacking up to 3 times
Duelist 2: Parry Chance: 8% -> 10%
Duelist 4: No longer grants 35% Chance to Gain 3 Overguard on Hit Instead, it grants Reflect Physical Damage equal to 50% of your Physical Attack Damage to your Attacker and gain 2.5% of Maximum Overguard on Parry
Bloodreaper 4: No longer restores 0.5% of Maximum Health on Bleed Instead, it grants 12% increased Attack Speed and restores 2 Health on Hit for 5 seconds after inflicting a Bleed
Bloodreaper 6: Percentage of Attack Damage leech: 1.2% -> 2% Increased Maximum Health: 5% -> 0% Increased Chance to Bleed: 0% -> 10%
Shadowstalker 4: Percentage of Physical Attack Damage as Extra Shadow Damage: 10% -> 12%
Shadowstalker 6: Percentage of Attack Damage Leeched as Energy Shield: 3% -> 2.5%
Mage
Warden 2: Percentage of Energy Shield Regenerated per second: 0.5% -> 0% Increased Maximum Energy Shield: 0% -> 12%
Pyromancer 2: Increased Fire Damage: 10% -> 12% Chance to Ignite: 10% -> 12%
Pyromancer 4: Critical Strike Chance: 2.5% -> 4% Critical Strike Multiplier: 10% -> 12%
Archmage 6: Percentage of Mana as Extra Energy Shield: 12% -> 18%
Electromancer 6: Effect Duration (Seconds): 10 -> 8 Increased Lightning Damage: 25% -> 30%
Warden 4: Increased Maximum Energy Shield: 14% -> 0%
Warden 6: Percentage of Maximum Energy Shield Regenerated Per Second: 1% -> 1.2% Increased Maximum Energy Shield: 0% -> 12%
Passive Skills
Level requirements for passives have been standardised into the following distribution for each archetype:
Requires Level 1: 2 Requires Level 3: 1 Requires Level 4: 1 Requires Level 5: 2 Requires Level 6: 1 Requires Level 8: 1
Warrior
Battle Vigor: Percent Health Regenerated Per Second: 0.4% -> 0.5%
Brutal Block: Has been renamed to Fuel the Fight Fuel the Fight no longer has 50% chance to inflict Bleed on Block Instead, it restores 2.5% of Maximum Mana when inflicting a Bleed
Spiked Aegis: No longer Reflects 6 Physical Damage to your Attacker on Block Instead, it Reflects Physical Damage equal to 35% of your Physical Attack Damage to your Attacker on Block
Walking Fortress: Increased Physical Damage: 10% -> 12%
Furious Strikes: Increased Attack Speed: 4% -> 5%
Heavy Strikes: Critical Strike Chance: 3.5% -> 4%
Savagery: Rarity: Common -> Uncommon No longer grants 3.5% Critical Strike Chance No longer grants 12% Critical Strike Multiplier It instead grants restore 2.5% of Maximum Mana on Attack Critical
Endless Rage: Has been renamed to Savage Recovery No longer grants Increased Attack Speed on Hit It instead grants restore 1% of Maximum Health on Attack Critical
Berserker: Has been renamed to Barbarism No longer grants Increased Attack Damage while on low Health It instead grants 25% chance on Hit to gain 6% Critical Strike Chance and 18% increased Attack Damage for 7 seconds
Executioner: Increased Attack Damage: 24% -> 0% Critical Strike Chance: 0% -> 6% Critical Strike Multiplier: 0% -> 18%
Frenzy: No longer grants Attack Speed while on low Health It instead grants 18% increased Attack Speed on Attack Critical Strike for 2 seconds
Rogue
Blade Dance: Overguard Gained on Hit: 2 (flat) -> 1.5% of Maximum Overguard
Abilities
Shared
Protection of Elements: Elemental Resistance: 12% -> 16% Nature Resistance: 12% -> 16% Shadow Resistance: 12% -> 16%
Rogue
Corrosive Strike: Reduced Nature Resistance now scales with Ability Level
Sinister Strike: Percent Physical Damage: 100% -> 105%
Sinister Strike of Cruelty: Critical Strike Chance: 35% -> 40%
Cheap Shot: Reduced Damage Dealt now scales with Ability Level
Cheap Shot of Maiming: Percentage of Physical Damage: 70% -> 75%
Mage
Mana Barrier of Insight: Increased Mana Regeneration: 15% -> 25%
Sharp Mind of Insight: Increased Mana Regeneration: 12% -> 25%
Warrior
Guardbreak: Reduced Block Chance now scales with Ability Level
Shred Armour: Reduced Armour now scales with Ability Level
Steelskin: Cooldown (seconds) at Levels 2-5: 14 -> 8 Ability Delay (seconds) at Levels 2-5: 7 -> 4
Enduring Cry: Duration (seconds): 10 -> 8 Percentage Health Regeneration: 1% -> 1.2%
Enemy Balance
Corpsesnatcher: Attack Damage: 4-5 -> 4-6
Rotting Ghoul: Attack Damage: 11-14 -> 12-14
Necrotic Scavenger: Attack Damage: 11-14 -> 12-14
Ravenous Ooze: Attack Damage: 6-8 -> 6-9
Blightcaller: Spreading Plague: 12-16 -> 13-16
Items
Resistance modifiers have been increased on most items
Lifedrinker: Critical Strike Chance required for 1% Attack Leech: 5% -> 7.5%
Manaforged Heart: Increased Mana Regeneration: 30% -> 0% Maximum Mana: 35 -> 0 Increased Maximum Mana: 0% -> 15% Now grants +4 to Maximum Mana per 1 Intelligence
Vampiric Abyssal Blade: Attack Damage Leeched as Life: 3% -> 1.2%
Pheonix Heart Medallion: Increased Maximum Health: 5% -> 6%
General’s Battle Axe: Gold Cost: 150 -> 155 Chance to Bleed: 0% -> 4% - 6%
Consumables
Potion of Haste: Increased Attack Speed: 50% -> 60%
Potion of Mana Regeneration: Duration (Seconds): 5 -> 6
Potion of Might: Increased Damage: 60% -> 65%
Potion of Regeneration: Duration (Seconds): 10 -> 6 Percent Health Regeneration per Second: 2% -> 5%
Bread: Percent Health Restored: 10% -> 25%
Campfires
You can now meditate at campfires to increase your maximum Resolve by 10
Miscellaneous Changes
Added a confirmation box on the character select screen when selecting “End Run” Added new animations for certain abilities Added sound effects for rerolling abilities with Gold or Reroll Dice Volume settings are now saved between game sessions
Bug Fixes
Fixed a bug where players could not Dodge or Evade Attack-based abilities Fixed a bug with upgrading Cheap Shot Fixed a bug with the duration of the Ethereal Dance passive Fixed a bug where the upgraded versions of Cheap Shot were not unlocking in the Collection Log Fixed a bug where certain abilities were becoming infused on the Collection Log
Closing Words
So that is everything for patch 0.5.3! Hopefully, you can expect the full release of Dungeon Exiles early next month!
To play the newest update, ensure the main menu reads “0.5.3”. You may have to update, validate game files or re-install your game to play the newest update
Cheers, Gronkins
Source
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