In this update15
Full notes
Full Dwarven Realms update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Server
- Gameplay
- Balance
- Maps
- Performance
Dwarven Realms changes
We're thrilled to introduce Season 4.5. This season brings the mysterious Dark Bosses, extends the Underrealm to unprecedented depths, introduces powerful Tier 5 equipment, and delivers a comprehensive rebalancing of the entire modification system. Prepare for darker challenges and greater rewards.
🕯️ Tuesday, August 12th at 1:00 PM EST – Chaos Days begin!
The servers will go down briefly (up to 1 hour) as we prep for the new season. Seasonal characters will be wiped, so don’t forget to migrate the ones you want to keep into Offline Mode! 🎁 Bonus: Everyone who participates in Chaos Days will receive the exclusive Ride of Swordie'm Mount!
🧿 Friday, August 15th at 1:00 PM EST – Season 4.5: Dark Essence officially begins!
The update will be live 1 hour before launch so you’ll have time to get ready. 👉 RSVP to the launch event
New Content
Pants modifications now available - obtainable from monogram station or by defeating Olympus.
Dark Boss Encounters
Six new endgame bosses await in the shadows, each offering exclusive rewards:
Dark Olympus: Tier 5 Gloves and Chest pieces
Dark Drythus: Tier 5 Pants and Boots
Dark Bridge: Tier 5 Helmets and Shields
Dark Archeon: Tier 5 Bracers and Amulets
Dark Zul: Tier 5 Rings
Dark Skorch: Tier 6 Weapons
Tier 5 Equipment System
Tier 5 armor pieces: Now have a chance to roll 3 random modifications
T6 Weapons
T6 Weapons come with increased flat damage, three offhand modifiers (just like T5), plus one powerful unique effect from the list below:
Gain a 10% chance to get 1000 gold for killing an enemy.,
Gain Double Mastery Points.,
Gain 33% Chance to get Double Essence.,
Gain Double Experience points. Steam post image
Extended Underrealm
Route expansion: Underrealm now extends to Rupture 500 (previously 300)
New Monograms
- Essence EmpowermentGain 1 Damage for every 10 essence available
- Essence PrecisionGain 1 Critical Strike Chance for every 10 essence available
Dark Essence: Hitting an Elite or Boss generates 0.1 Dark Essence per 100 of your highest stat. Dark Essence counts as normal Essence but cannot be used. Stacks up to 500
Phasing Resonance: While Phasing, grants 1 stack of Phasing every 2 seconds
Balance Changes
Monogram Rebalancing
'Lifesteal is now Energy steal. (Previously: Lifesteal is now Energy steal and you do not regenerate Health.)
'Elite containers essence cost is reduced by 25%. (Previously: 10%)
'While moving, you generate Light Shroud stacks. Damaging an enemy replaces all stacks of Light Shroud with Dark Shroud. Gain 5% damage and 1% Base damage bonus for each Dark Shroud stack, lasts 30s. (Previously: 9s duration)
You cannot use uncharged Secondary Ability. Charged Secondary Ability deals 300% more damage. (Previously: 100% more damage)
Gain 5% Critical Damage for each extra inventory slot. (Previously: 2.5%)
Gain 1% Boss Damage for each extra inventory slot. (Previously: Gain 1% Attack Speed for each extra inventory slot.)
Gain 1% Critical Damage for every 5 essence collected. (Previously: every 10 essence)
Gain 20 to maximum Energy. (Previously: 12)
While Phasing - Gain 30% movement speed and trigger your offhands every 7.5 seconds. (Previously: every 10 seconds)
Gain 1% Crit Chance per potion slot. (Previously: Gain 2.5% Attack Speed per potion slot.)
When losing more than 40 stacks of Veil - gain 50% Movement Speed, 25% Health Regeneration and 50% Critical Damage bonus for 40 seconds. (Previously: gain movement speed, health regeneration and critical damage bonus.)
When losing more than 40 stacks of Light Shroud - gain 50% Movement Speed and 50 Base Damage for 15 seconds. (Previously: gain 50% movement speed and double Attack Speed for 7 seconds.)
Energy consumption is reduced by 50%. (Previously: 20%)
Your basic abilities cost 100 energy, but you gain a 200% damage bonus. (Previously: 100% damage bonus)
When completing dailies, other active fellowship members will gain 20% of their current level XP. (Previously: 1%)
Each time you get hit, Gain 15% more damage up to 75%. Blessing is 30 seconds long. (Previously: 5 seconds)
Maximum Energy increased by 150%. (Previously: Gain 25 maximum Energy.)
- Gain 0.5 Base Damage for each available potion. (PreviouslyGain 100 attack speed for each available potion.)
Gain 2 Armor per Bloodlust stack. (Previously: 2% Armor)
While in Berserker Fury, gain 2% damage reduction each time you're hit. Upon reaching maximum damage reduction, gain +100 base damage. (Previously: While in Berserker Fury state, gain 2% damage reduction every time you're hit.)
Dark Shroud now also provides +2% Arcane Damage per stack. (Previously: +0.3%)
Dark Shroud now also provides +2% Fire Damage per stack. (Previously: +0.3%)
Dark Shroud now also provides +2% Lightning Damage per stack. (Previously: +0.3%)
Gain 300 damage, and any damage you take will deal at least 50% of your health. (Previously: 75% of your health)
Killing an elite grants you a Blessing that gives 2% Armor. Lasts 20 seconds, and stacks up to 100. (Previously: stacks up to 20)
Killing an elite grants you a Blessing that gives 5% Damage Bonus. Lasts 20 seconds, and stacks up to 20. (Previously: gives 5% Attack Speed)
Killing an elite grants you a Blessing that gives 1 maximum Energy. Lasts 20 seconds, and stacks up to 100. (Previously: stacks up to 20)
Killing an elite grants you a Blessing that gives 2% maximum Health. Lasts 20 seconds, and stacks up to 50. (Previously: stacks up to 20)
Your Secondary Ability costs double energy, but deals 150% more damage. (Previously: 50% more damage)
Killing an elite enemy reduces Berserker Fury's cooldown by 2 seconds. (Previously: 0.5 seconds)
Gain 5% maximum Health per Dark Shroud stacks. (Previously: per Light Shroud stack)
Gain 1 additional potion slot for every 50 of your highest stat. (Previously: every 65)
After completing all dailies, gain 300,000 gold. (Previously: 250,000 gold)
Every 4 seconds your character pulses with Arcane Damage. Each enemy hit grants a 3% Arcane Damage blessing, stacking up to 100. (Previously: 1%)
Every 4 seconds your character pulses with Fire Damage. Each enemy hit grants a 3% Fire Damage blessing, stacking up to 100. (Previously: 1%)
Every 4 seconds your character pulses with Lightning Damage. Each enemy hit grants a 3% Lightning Damage blessing, stacking up to 100. (Previously: 1%)
While in Berserker Fury state, gain +70% Damage Bonus. (Previously: gain double Attack Speed)
Gain 500 Strength if no offhands are equipped. (Previously: 250)
Gain 500 Agility if no offhands are equipped. (Previously: 250)
Gain 500 Stamina if no offhands are equipped. (Previously: 250)
Gain 500 Endurance if no offhands are equipped. (Previously: 250)
Gain 500 Luck if no offhands are equipped. (Previously: 250)
Gain 500 Dexterity if no offhands are equipped. (Previously: 250)
Gain 500 Wisdom if no offhands are equipped. (Previously: 250)
Gain 10% damage reduction. (Previously: 2%)
Gain 200 Endurance. (Previously: 50)
Gain 200 Wisdom. (Previously: 50)
Gain 200 Agility. (Previously: 50)
Gain 200 Stamina. (Previously: 50)
Gain 200 Strength. (Previously: 50)
Gain 200 Luck. (Previously: 50)
Gain 200 Dexterity. (Previously: 50)
Gain 25% Damage Bonus. (Previously: Gain 25% Attack Speed)
Gain 15 maximum Energy. (Previously: 5)
While in Berserker Fury state, gain 20% Lifesteal Chance and 5% Lifesteal. (Previously: 5% lifesteal chance and 1% lifesteal)
Your charged secondary ability deals an additional 20% damage for every 65 of your highest stat. (Previously: 5% damage)
Gain 10 maximum Health for every 100 of your highest stat. (Previously: every 150)
Gain 0.02% Damage Reduction for every 25 of you Highest stat. (Previously: every 100)
Gain 2 maximum Energy for every 100 of your highest stat. (Previously: 1)
Gain 2 base Damage for every Energy point above 100. (Previously: 3 base Damage)
Gain 1% Critical Damage for every 500 Armor. (Previously: every 400 Armor)
Gain 1% Damage for every 50 of your highest stat. (Previously: every 40)
Gain 1% maximum Health for every 50 of your highest stat. (Previously: every 20)
Unholy Void attacks are 1% stronger for every 60 Damage. (Previously: every 50 Damage)
Gain 15 Damage for every 150 of your highest stat. (Previously: every 100)
Gain 1% maximum Health for every 50 of your highest stat. (Previously: every 40)
Killing a monster or hitting an elite/boss has a 10% to trigger a bloodlust effect, gain 5% crit damage, 2% armor and 0.35% movement speed per stack. Stacks up to 100, lasts 15 seconds. (Previously: 0.4% attack speed instead of 2% armor)
Landing a critical strike has a chance to provide a stack of Excitement, providing 3% all Elemental Damage. At 20 stacks, become the Juggernaut - gaining +25% size, +40% movement speed, +25% critical chance and double your critical damage bonus. (Previously: providing 3% attack speed)
Gain 1% maximum Health for every 50 of your highest stat. (Previously: every 20 of your highest stat)
- Gain 1% Damage for every 5 essence available. (PreviouslyGain 5% Damage for every 80 essence available)
Gain 1% Boss Damage for every 50 of your highest stat. (Previously: Gain 1% Damage for every 40 of your highest stat)
When killing an elite enemy, gain 10% chance to spawn another elite. (This modification stacks up to 8 times)
Gain 15% movement speed. -Removed
Offhands
Lightning Plasma now grows 20% longer in range and attacks faster by 13.33%. (Previously: Lightning Plasma now grows 20% longer in range) (This modification can stack up to 3 times)
Arcane Apocalypse gains a 50% chance to explode a second time. (Previously: 20% chance)
Spinning Blade spawns another blade on the battlefield dealing 50% damage. (Previously: 100% damage)
Spinning Blade: Shoots a shuriken from each blade, dealing 25% damage. For each shuriken, the spinning blades get 5% additional damage. (Previously: 50% damage and 10% additional damage)
Eye of the Storm base damage increased by 10%
Eye of the Storm will stay for an additional 1.5 seconds and deals additional 33% damage per radius modification. (Previously: Eye of the Storm will stay for an additional 1.5 seconds)
When Vortexes collide, they turn into a thunderstorm that deals 300% additional damage over 1.5 seconds. Multiple thunderclouds can now exist simultaneously. (Previously: limited to 1 thundercloud)
Delusion of Zelkors: Spawn three additional mages. (Previously: two additional mages)
Delusion of Zelkors: Mages' explosions now spawn fire spikes, dealing an additional 20% damage for every active mage. (Previously: 15% damage)
Blood Dragons: Dragons gain a 15% chance to trigger a Dragon Burst that deals 200% damage and an additional 33% damage based on dragon size. (Previously: Dragons gain a 15% chance to trigger a Dragon Burst that deals 200% damage)
Fiery Totems: Fiery Totems triggered by you gain an additional 40% damage for each Fiery Totem on the battlefield. (Previously: 10% damage)
Fiery Totems: Walking over a Fiery Totem causes it to explode, setting off all other Fiery Totems. Totems that explode without dealing damage spawn an Ember Ghost that tracks enemies and deals 120% damage. (Previously: 100% damage)
Fiery Totems: Fiery Totems you activate become infused with a Fire Vortex that deals 55% damage three times per second. (Previously: 10% damage)
Fiery Totems: Creates a Wall of Fire in front of the player that deals 33% damage three times per second. (Previously: 110% damage)
Kraken Seed: Kraken Seed shoots 4 tentacle darts, dealing 60% damage each. (Previously: 40% damage)
Kraken Seed: Running over a Kraken Seed will shoot projectiles that explode on impact, dealing
Burning Shield: Surrounds your shields with Fire Swords, increasing the damage by 50% and radius by 33%. (Previously: damage by 33%)
Burning Shield: Burning shield becomes a legendary fire shield, increasing its size by 10% and damage by 20% and grants a Blessing that gives 1% Fire Damage and 1% Armor, stacks up to 75. (Previously: stacks up to 25)
Burning Shield: The Shield will stay an additional 2 seconds. When the shield dissipates, it triggers a Fire explosion dealing 500% base damage + 25% more damage based on the shield radius. (Previously: 10% more damage based on shield radius)
Death Blade: When Death Blade despawns, it will summon an arcane spike on a nearby enemy, dealing 80% damage + 20% additional damage for every second the blade was on the field. (Previously: 10% per second)
Death Blade: Summon a smaller Death Blade that circles around the primary Death Blade and deals 130% damage. Each time a small death blade spawns, it adds 15% damage to Arcane spike. (Previously: 5% damage per blade)
Static Charge: Static Charge increases its damaging radius by 20%. Thunderbolts have a 20% chance to deal an additional 25% damage based on Static Charge time.'(Previously: Static Charge increases its damaging radius by 20%) (Note: Chance scales with mod stacks; damage scales with additional time stacks)
- Dragon FlameThe dragon breathes more flames dealing 75% increased damage. (Previously: 50% increased damage)
Dragon Flame: Increase radius of fire breath area by 40% and have 15% chance to deal double damage. (Previously: Increase radius of fire breath area by 40%)
Lightning Totems: Totems range grows by 40%. Totems deal an additional 20% damage for every totem in its range. (Previously: 10% additional damage)
Lightning Totems: Totems stay for an additional 0.6 seconds and have a 25% chance to pulse with electricity when struck by lightning, dealing 150% damage. (Previously: stay for additional 0.2 seconds)
Toxicity: On spawn 25% chance to fire a toxic projectile that will spawn another toxicity pool. (Previously: 15% chance with no stack limit) (This modification stacks up to 3 times to prevent infinite procs and performance issues)
Starblades: Gain an additional blade that deals 50% damage. (Previously: 75% damage)
Starblades: For each extra blade, all blades deal 50% additional damage. (Previously: 70% additional damage)
Ferocity of Wolves: Your wolves increase their damage by 20% with each leap. (Previously: 35% damage)
Spark: When Sparks collide, they have a 33% chance to spawn a plasma sphere that deals 75% damage. After 2 seconds it explodes for 200% damage. Plasma sphere may consume sparks to gain +50% damage bonus. (Previously: 15% chance to spawn plasma sphere dealing 50% damage, explodes after 4 seconds, +30% damage bonus from consuming sparks)
Fire Beam: After a few seconds, the beam expands, lasting an additional second and dealing 55% more damage. (Previously: 40% more damage)
Electric Dragons: Gain an additional Electric Dragon, increasing its damage radius by 60%. (Previously: 50% radius)
- Electric DragonsFor each dragon, all other dragons deal 85% increased damage. (Previously: 50% increased damage)
Electric Dragons: Each dragon has a 25% chance to shoot a burst of electric meteors that deal 75% damage. (Previously: 100% damage)
Carnage of Fire: Increases explosion radius by 33%, spike damage by 25% and Scorching Fire duration by 1.5 seconds. (Previously: radius by 20%, spike damage by 10%, duration by 1 second)
Arcane Totems: Your totems fire two additional arcane flames. (Previously: one additional arcane flame)
Arcane Totems: Totems have a 25% chance to explode when despawned, dealing 150% damage. (Previously: 15% chance)
Chain Lightning: With each link, Chain Lightning does additional 40% damage. (Previously: 25% additional damage)
Offhand Base Damage & Cooldown Adjustments
- Arcane ApocalypseDamage reduced by 9.7%, Cooldown increased by 10%
- Lightning PlasmaDamage increased by 22.7%, Cooldown reduced by 9.1%
- Dragon FlameDamage increased by 23.1%, Cooldown reduced by 4.8%
- Burning ShieldDamage increased by 21.4%, Cooldown reduced by 9.1%
- Death BladeDamage increased by 33.3%, Cooldown reduced by 9.1%
- Eye of the StormDamage increased by 18.2%, Cooldown reduced by 9.1%
- Static ChargeDamage increased by 27.3%, Cooldown reduced by 5.3%
- KrakenDamage increased by 21.7%, Cooldown reduced by 5.6%
- ToxicityDamage increased by 13.6%
- Blood DragonDamage increased by 19.0%
- Lightning TotemCooldown reduced by 13.3%
- Chain LightningDamage increased by 9.09%
Stance Changes
Scythes reclassified: Now considered Ranged instead of Melee Melee Mastery bonuses: +0.1% Health Regeneration Bonus, 0.01% Lifesteal Bonus, 0.5 Armor
Stance Ability Rebalancing
Scythe:
Bone Surge: Energy Cost 25, Damage Multiplier 155% (Previously: *Energy Cost 21, Damage Multiplier 170%)
Leeching Wraith: Energy Cost 35, Damage Multiplier 150% (Previously: Energy Cost 31, Damage Multiplier 160%)
Frenzied Deathbolt: Energy Cost 30 (Previously: Energy Cost 26)
Necrotic Maelstrom: Energy Cost 30, Damage Multiplier 165% (Previously: Energy Cost 31, Damage Multiplier 170%)
Soulrend Crescent: Energy Cost 30, Damage Multiplier 170%'(Previously: Energy Cost 31, Damage Multiplier 180%)
Echoed Torment
Energy Cost 25, Damage Multiplier 185% (Previously: Energy Cost 26, Damage Multiplier 190%)
Magery
Discharge
Energy Cost 33, Damage Multiplier 170% (Previously: Energy Cost 21, Damage Multiplier 175%)
Starfall Strike
Damage Multiplier 160% (Previously: Damage Multiplier 170%)
Archery
Rain of Arrows
Energy Cost 30, Damage Multiplier 165% (Previously: Energy Cost 31, Damage Multiplier 180%)
Axes
Whirlwind: Damage Multiplier 185% (Previously: Damage Multiplier 175%)
Sky Swords
Energy Cost 28 (Previously: Energy Cost 31)
Swords
Tornado: Damage Multiplier 185%'(Previously: Damage Multiplier 175%)
Shadow Slice
Damage Multiplier 175% (Previously: Damage Multiplier 170%)
Spears
Magical Lance: Damage Multiplier 165% (Previously: Damage Multiplier 140%)
Piercing Fire
Damage Multiplier 170% (Previously: Damage Multiplier 160%)
Fists
Deathly Revolver: Damage Multiplier 185% (Previously: Damage Multiplier 170%)
Blinded by Rage
Energy Cost 33 (Previously: Energy Cost 36)
Maul
Mystic Maulquake: Damage Multiplier 185% (Previously: Damage Multiplier 180%)
Hurricane Havoc: Energy Cost 26 (Previously: Energy Cost 31)
Bug Fixes
Fixed Unholy Void bug where a tree node provided excessive damage
Fixed Vortex Thunderstorm not dealing damage
Fixed Arcane Apocalypse extra damage calculations
Fixed Burning Shield damage calculations per modification resulting in less damage
Fixed Delusion of Zelkors mage count calculation resulting in less damage
Fixed Fiery Totem damage stacking issue resulting in less damage
Fixed Kraken Seed damage calculation resulting in less damage
Fixed a bug where Vortex would incorrectly affect training dummy physics ---
Developer Notes
Season 4.5 focusing on three core pillars: endgame content expansion, player power enhancement, and build diversity. The introduction of Dark Bosses provides new challenges for our most dedicated players, while Tier 5 equipment opens entirely new optimization strategies. The massive monogram rebalancing reflects our commitment to making every build path viable and exciting. We've dramatically increased player power across the board while introducing new scaling mechanics around essence management and secondary abilities. The Underrealm expansion to rupture 500 provides significantly more progression content, while the offhand system overhaul ensures that these crucial build components feel impactful and rewarding to optimize.
----------------------------------------------------------------- Monday, August 11th Patch Notes
Balance
'Killing a campaign boss grants 100 Maximum Health'(New feature)
'Stance tree Maximum Health bonuses reduced to 50'(Previously: 100)
-----------------------------------------------------------------Tuesday, August 12th Patch Notes
General
Added translations for newly added text strings
Visual & Performance Updates
Spark: Complete visual and performance rework implemented
Dragon Flames: Complete visual and performance rework implemented
Burning Shield: Complete visual and performance rework implemented
Balance
Lightning Plasma: Lightning Plasma now grows 20% longer in range, attacks 13.33% faster, and hits 2 additional times. (Previously: 1 additional time) (This modification can stack up to 3 times)
- Ferocity of WolvesCooldown reduced by 11.43%
- Burning ShieldCooldown reduced by 11.43%
- Lightning PlasmaCooldown reduced by 9.09%
Static Charge: Static charge will now stay for an additional 0.6 seconds, damaging more enemies.'(Previously: 0.3 seconds)
Bug Fixes
Fixed various typos across the game
Fixed navigation mesh issues in some maps that caused monsters to remain stationary
-----------------------------------------------------------------
Wednesday, August 13th Patch Notes
General
Pants monograms added to all endgame bosses (excluding Dark Bosses)
VFX Optimization
Arcane Apocalypse: Visual update and optimization
Eye of the Storm: Visual update and optimization
Bug Fixes
Fixed few item missing textures
Fixed a bug where killing Dark Bosses through Underrealm wouldn't provide item racks
Fixed a bug where entering Dark Skorch through Underrealm would send players to the main menu
-----------------------------------------------------------------
Wednesday, August 13th 2nd Patch Notes
SFX
Added click sound effects to all leaderboard buttons
UI
Added pagination to leaderboard boss tokens - players can now view all available tokens
Bug Fixes
Fixed a bug where certain bosses had fade effects when viewed from above
Fixed a bug where mastery bonuses provided incorrect armor amounts
Fixed a bug where players received 500% damage instead of 5% when using the monogram "Killing an elite grants you a blessing that gives 5% damage bonus"
Fixed a bug where "Gain 200 Stat" monograms didn't provide the correct stats and weren't calculated properly for stat bonuses
Fixed a bug where certain archer Q&R abilities would clip through floors in specific maps
VFX
Arcane Totem: Visual rework and optimization
Toxicity: Visual effects rework and optimization
- SparkReduced brightness on spark plasma modification effects
-----------------------------------------------------------------
Thursday, August 14th Patch Notes
VFX
Adjusted Burning Shield color to reduce interference with boss attack indicators
Blood Dragon: Visual and optimization rework
Carnage of Fire: Optimization improvements
Arcane Orb: Optimization improvements
Bug Fixes
Fixed a bug where entering Dark Skorch from the NPC would incorrectly load Rupture 44 instead of the correct rupture level
Fixed a bug where pants monograms caused leaderboard builds to load incorrectly
Fixed a bug where killing Dark Zul in the Underrealm wouldn't unlock his entrance through Sonia the Dark NPC
-----------------------------------------------------------------
Friday, August 15th Patch Notes
Offhands
Delusion of Zelkors: Optimization and visual update
- Spark - Plasma SphereFixed low FPS visual issues
Fiery Totem: Optimization and visual update
Electric Dragons: Optimization and visual update
General
Removed Dark Bosses scaling
Offhand Balance Changes
'Fire Beam: After a few seconds, the beam expands, lasting an additional second and dealing 75% more damage.'(Previously: 55% more damage)
'Dragon Flame: The dragon stays for additional 3 seconds on the battlefield.'(Previously: 2 seconds)
'Death Blade: Extend the duration Death Blade stays on the field by 4.5 seconds.'(Previously: 3 seconds)
'Burning Shield: Burning shield becomes a legendary fire shield, increasing its size by 10% and damage by 30% and grants a Blessing that gives 1% Fire Damage and 1% Armor, stacks up to 75.'(Previously: 20% damage)
'Burning Shield: Surrounds your shields with Fire Swords, increasing the damage by 60% and radius by 33%.'(Previously: 50% damage)
-----------------------------------------------------------------
Sunday, August 17th Patch Notes
Balance
'While Phasing, grants 1 stack of Phasing every 2 seconds.'(Changed to work while in combat)
'Unholy Void attacks are 1% stronger for every 35 Health Regeneration.'(Previously: every 60 Damage)
'Dark Essence: Hitting an Elite or Boss generates 0.25 Dark Essence per 100 of your highest stat. Dark Essence counts as normal Essence but cannot be used. Stacks up to 500.'(Previously: 0.1 Dark Essence per 100 of highest stat)
Juggernaut buff duration increased to 25 seconds
Scythe now procs offhand on 2nd attack instead of 3rd and increased basic attacks range
10 Stamina = 0.1% Max Health; 10 Stamina = 0.1 Health Regeneration. (Previously: 10 Stamina = 0.1% Max Health)
Bug Fixes
Fixed Juggernaut not activating after 6 stacks of Excitement
Typos in few places
Elite dummy now procs Phasing effects
-----------------------------------------------------------------
Monday, August 18th Patch Notes
Bug Fixes
Fixed the mod 'While Phasing, grants 1 stack of Phasing every 2 seconds' to work while in combat
Fixed certain abilities clipping through the ground in specific maps
Fixed Scythe from Zul incorrectly having triple monograms
- Fixed a bug where 'Delusion of ZelkorsMages are no longer illusions and remain on the battlefield for an additional 1.5 seconds' caused reduced mage spawns when combined with the three additional mages modifier
Fixed Lightning Totems not targeting Apexius
Fixed the mod 'Arcane Totems fires 2 additional flames' only adding one additional flame
-----------------------------------------------------------------
Wednesday, August 20th Patch Notes
UI
Dark Essence buff now displays the maximum Dark Essence achievable
Bug Fixes
Fixed an issue where "Your secondary attack now charges three times as fast" didn't stack properly
Fixed stacking for the mod "Maximum Energy is increased by 150%" and corrected wording to "Maximum Energy is increased by 50%"(Value unchanged, wording correction only)
Fixed Kabarian Wetlands boss chest sometimes spawning out of bounds
General
Toxicity: Optimization improvements
- VortexOptimization improvements, Thunderstorm changed from damage over time to front-loaded damage (Note: Total dummy damage may appear reduced, but this change improves bossing effectiveness)
Item duration reduced from 70 to 15 seconds to improve performance when items aren't picked up/with full inventory/large quantities on ground
Drastically reduced boss spawn chances for Archeon Mistress elites
Bloodlust buff duration increased to 20 seconds
General optimization improvements across the game
Arcane Totem: Optimization improvements
Delusion of Zelkors: Optimization improvements
-----------------------------------------------------------------
Friday, August 22th Patch Notes
Bug Fixes
Fixed various typos
Fixed a bug where players could trigger Orin's tutorials multiple times in rare cases
Fixed a bug where Dark Drythus sometimes died when going underground
Fixed a bug where minions would fall through the floor in Akkuros Fellowship dungeon
Lowered the delay for Spike mods in Delusion of Zelkors and Death Blades offhands
Fixed essence modifications not working correctly without Dark Essence
-----------------------------------------------------------------
Sunday , August 31th Patch Notes
General
- Authentication flowResolved security vulnerability
Bug Fixes
- Catacomb 2Added missing wall
Unarmed Juggernaut: Text corrections
Fixed a bug where containers in Akkuros Fellowship dungeon would spawn outside the arena in rare cases
Added lightning effects to certain chests for improved visibility in specific areas, including Grave Digger Cove
Fixed Fists Soul Strike giving only one combo point instead of two
Added confirmation dialog to home portal (Only appears if Rupture level >36, player has essence, or is inside a boss zone)
Fixed Zelkors not dealing damage in certain cases
Source
Changelog.gg summarizes and formats this update. How we read updates.
