Full notes
Full Dwarven Realms update
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What changed
- Events
- Gameplay
- Store
- Balance
Dwarven Realms changes
Dwarven Realms: Season 2 - Depths of the Forsaken
Zul, the Forger of Worlds, has fallen. Victory was within our grasp—or so we thought. In the aftermath of his defeat, a new threat emerges, hidden within a dark and forsaken path that leads deep beneath the realms.
What awaits in the depths? Explore the uncharted underground labyrinth, uncover unparalleled treasures, and wield powerful new abilities. But beware—what lies below is not for the faint of heart.
Season 2 Highlights:
New Endgame System: The Forsaken Path Venture deeper into the abyss with new procedural challenges, deadly bosses, and unique mechanics that push your skills to the limit.
New Items & Builds: Discover powerful relics, legendary weapons, and exclusive crafting materials designed to create game-changing builds.
Expanded Skill Tree: Customize your hero further with an enhanced skill tree, offering more paths to mastery and new abilities.
Exclusive Seasonal Rewards: Unlock rare pets, unique cosmetic skins, and exclusive titles for those brave enough to conquer the depths.
Dynamic Challenges: Each delve offers increasing difficulty and greater rewards, introducing enemies and mechanics you've never faced before.
Seasonal Leaderboards: Prove your worth and earn eternal glory. Only the strongest will dominate the Season 2 leaderboards.
New Bosses: Face off against terrifying new adversaries, each more fearsome and relentless than the last.
Prepare to descend deeper than ever before. Treasures await—but so does death.
Detailed Notes: The Underrealm
Venture into a challenging new endgame system where you forge your own path to greater rewards.
Unlock Requirement: Complete Rupture Level 70
Entry Cost: Underrealm Key (obtainable from Infused Ruptures)
Key Features:
Choose your own path through the Underrealm
Target specific rewards by planning your route
The Vault
A high-stakes gambling system within the Underrealm
Wager gold for exceptional rewards
Higher stakes yield greater potential rewards
New Endgame Boss: Skorch the Ash Weaver
The most formidable foe yet emerges from the depths of the Underrealm!
Surpasses Zul in difficulty and complexity
Features intricate new combat mechanics
New Weapon Tier
Obtain exclusively from defeating Skorch the Ash Weaver
Represents the pinnacle of weapon progression
New Catacombs Zone - Unlocks at Catacombs Level 125 Features two new crafting stations: #### Celestial Forge Add crafting specifications to Unique or Flawless items Cost: 1 Celestial Dust (obtained from defeating Zul) #### Hell Forge Transfer affixes from Unique or Flawless items to Epic items Cost: 5 Forger Dust Defeating extremely strong bosses such as Zul or Skortch now have a chance to drop a new rare resources - The Forager or Celestial Dust.
NEW OFFHAND MODIFIERS
- Dragon FlameIncreased dragon flame breath, +10% damage per stack
Carnage of Fire:
Spawns flaming spike (+10% damage)
Scorching effect (20% damage/0.33s, 1s duration)
Fire Beam: Creates fire rings (+10% damage, +10% per stack)
Blood Dragons: 10% chance for Dragon Burst (200% damage), +10% per stack. Scales with dragon size
Arcane Orbs: Transform to Chaos Orbs (+20% damage per orb, +10% Arcane Blast chance)
Delusion of Zelkors: Mage explosions spawn fire spikes (20% damage per mage, +5% per stack)
Spinning Blades: Shoots shurikens (10% damage each)
Spark: 50% chance for plasma sphere on collision (50% damage/0.3s)
Lightning Totems: 25% explosion chance on strike (base damage), +25% per stack
Electric Dragons: Spawns electric meteors (10% damage/0.5s)
Chain Lightning: Adds sky strike on link connection (matches Chain Lightning damage)
Ferocity of Wolves: Wolf transforms into electric bat (+20% base damage)
Rain of Flames: Lava rain from portals (0.5s duration, matching damage)
Arcane Totems: 10% explosion chance on despawn (130% damage)
Eye of the Storm: Spawns additional matching-damage cloud
Burning Shield: Spawns raging bull (25% damage + 150% explosion), +25% radius per stack
Star Blades: Summons 3 electric kunai (20% damage each)
Arcane Apocalypse: 10% chance for aftermath explosion (+10% chance per stack)
Static Charge: +20% damage radius
Kraken Seed:
Shoots 4 tentacle darts (20% damage each)
Walking projectiles explode for matching damage
Toxicity:
10% chance for chemical splash (50% bonus damage)
10% chance to spawn additional toxicity
Vortex: Spawns 2 small vortexes (50% of main damage)
Fire Orbs: Launches 2 mini-orbs (50% damage), additional orbs per stack
Death Blades: Emits arcane spike on circle completion (30% damage, +10% per stack)
Fiery Totems:
Creates damage-dealing fire wall (10% damage, 3x/second)
Adds fire vortex to activated totems (10% damage, 3x/second)
Lightning Beam (Reworked):
Fires additional beam
+1 second duration and +10% damage per stack
SKILL TREE CHANGES
Base Node Adjustments
Vitality: 3% → 1% HP
Attack Damage: 2% → 1%
Armor: 5% → 2%
Overwhelm: 0.5% → 1% critical damage
Boss Hunter: 3% → 1% boss damage
Inventory: 6 → 3 slots per node
Elemental Changes
Small nodes: 3% → 1%
Medium nodes: 10% → 5%
Large nodes: 25% → 10%
Major Node Adjustments
- DefianceRemoved elemental bonus, armor reduced 50% → 10%
Ancestral Barrier: Armor 50% → 10%, regeneration 10 → 5
Heightened Sense: Critical damage 25% → 10%
Carrier Has Arrived: 20 → 10 inventory slots
Warstrike: Base damage 30 → 10
Beast Mode: Critical damage 15% → 10%
Status Effect Reworks
Now provide constant bonuses instead of stacks:
Arcane Fury: 20% elemental damage
Fire Starter: 20% elemental damage
Taste My Lightning: 20% elemental damage
Elementalist: 10% elemental damage
Node Replacements
Soul of the Prophet → 5% Wisdom (Foresight nodes: 2% wisdom)
Invigorating Gust → Vigor (5% Stamina, 10 Max Health, Fortitude nodes: 2% stamina)
Strength and Honor → Ambidextrous (5% Dexterity, Precision nodes: 2% dexterity)
Additional Adjustments
- Colossal ForceChanged to 5% + 10 armor
- Infinite WindEnergy regen reduced to 10
Phantom Strike: Critical chance 5%, base damage 10
Tolerance: Regeneration 2%, endurance 5%
- Slice n DiceAgility reduced to 5%
STANCE TREE CHANGES
General Balance
All stances have been rebalanced
Made adjustments to fit current game meta
MONOGRAM SYSTEM CHANGES Bracer Modifications
New Bloodlust effect: Kills/boss hits grant blood stacks (1% damage per stack, max 100)
Unholy Void: 1 base damage per 20 stats
Adjusted ratio: Per 20 stats gain 1% damage
New effect: Every 100 stat grants +100% damage to Charged R ability
Ring Modifications
All stat ratios increased to per 20 stat
New: Per 20 Strength grants 1% damage
Added: +100% damage to Charged ability
Added: R ability charges twice as fast
Helmet Modifications
All stat ratios increased to per 20 stat
New: Per 20 Strength grants 1 Base Damage
Unholy Void: 2 base HP per 5 STAT
Critical chance mods moved to boots (adjusted to per 50 stat)
Amulet Modifications
All stat ratios increased to per 20 stat
New: Per 20 dexterity grants % health
R charged attack: 50% more damage, double energy cost
Removed Features:
Charged glyph stacking buff
500 dexterity trade-off
Long-range double damage
Boot Modifications
Inherited critical chance mods from helmet (now per 50 stat)
Received "5% bonus per max potion slot" from Relic
Removed Features:
All energy regeneration (2/4/6)
All max energy bonuses (4/8)
All movement speed bonuses (5%/10%/15%)
Relic Modifications
New Unholy Void effect: Triggers R ability when charged
"5% bonus per max potion slot" moved to Boots
Balance Adjustments
Close range damage modifier reduced from double damage to 50% bonus
Source
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