In this update15
Full notes
Full Dwarven Realms update
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What changed
- Server
- Events
- Gameplay
- Performance
- UI and audio
- Balance
Dwarven Realms changes
Season 5.5 Patch Notes — Return of the Dwarven King
Important dates & times:
Leaderboard locks: January 13th at 1:00 PM EST (24 hours before Chaos Days)
Server wipe: January 14th at 12:00 PM EST (1 hour before Chaos Days)
Chaos Days begin: January 14th at 1:00 PM EST
Season launch: January 16th at 1:00 PM EST
Server wipe: January 16th at 1:00 PM EST (Season start)
The Dwarven King
The Dwarven King now appears after defeating Zul, Skorch, and Dark Skorch (with plans to expand this system to additional bosses in future updates).
After every 10 boss kills, the Dwarven King allows you to forge a custom weapon:
Choose the weapon type
Choose the offhand ability affix
Receive a weapon with the maximum possible number of monograms, based on the boss defeated
This system gives players long-term progression and deterministic rewards tied directly to boss mastery.
Quality of Life Features
Multiple Elven Skill Tree Allocation You can now allocate multiple Elven Skill Tree points at once by holding Shift + Left Click, making build experimentation much faster and smoother.
Affix Reroll
What started as a bug — and became a community favorite — is now an official feature.
Instead of repeatedly altering an item back and forth to chase a better roll, you can now reroll an affix directly, preserving the spirit of the original mechanic while making it clearer and more intentional.
Performance & Core System Improvements
This season focuses heavily on performance, stability, and scalability.
We performed a major rework of core gameplay systems, including:
Full pawn system overhaul
Rebuilt damage number system
Removal of pawn health bars, which caused performance spikes and visual clutter during high-density combat
These changes significantly reduce CPU and GPU load in large encounters, improve frame stability, and allow us to safely expand enemy counts, effects, and future content without compromising performance.
This groundwork also enables future visual and gameplay upgrades.
Audio (SFX) Improvements
We completed a large-scale audio polish pass across the entire game:
Improved clarity and balance of combat sounds, including offhands, bosses, elites, and abilities
Stronger audio feedback for player actions such as dashing, teleporting, leveling up, and taking damage
New and improved sound effects for boss mechanics, including ground telegraphs, projectiles, charges, and elite attacks
Reduced overly loud or unclear effects while enhancing important combat cues
Added variation and polish to enemy sounds to improve immersion and readability
Boss encounters should now feel more impactful, readable, and satisfying without overwhelming the sound mix.
General Changes
Removed the pawn HP bar setting entirely
Improved interaction responsiveness across several systems
Reduced Amenon key stacking limit from 10 to 9, resulting in 10 maximum clears per run (1+9).
Bug Fixes
Fixed various collision and navigation issues across multiple maps
Fixed Toxicity behavior when going underground on Skorch
Fixed multiple references and edge-case pawn issues
Fixed several offhand, boss, and elite interaction bugs
General stability improvements
This update lays the foundation for future expansions while delivering meaningful new systems and improvements today. Thank you for being part of the journey into Season 5.5: Return of the Dwarven King.
January 15th Patch Notes
General
Added commas to damage numbers for improved readability
Damage numbers now display on bosses
Fixed reroll resource cost displaying incorrectly
Fixed a performance issue with damage number
Fixed pawn attack range and hitbox sizing issues
Fixed a hole in the Bridge of the Demigods map
VFX
Updated Rain of Flames VFX
Optimized Rain of Flames by replacing hundreds of lava and ember particles with a meteor mesh, better matching the ability’s description and improving performance
Offhand Balance Changes
- Chain LightningCooldown increased by an average of 5.2%
Blood Dragons: Dragons gain a 25% chance to trigger a Dragon Burst that deals 200% damage. Dragon Burst deals an additional 33% damage based on dragon size (previously 15% chance)
Static Charge: Static Charge increases its damaging radius by 20%. Thunderbolts have a 33% chance to deal an additional 30% damage based on Static Charge time (previously 25% chance and 20% damage)
Electric Dragons: Each dragon has a 30% chance to shoot a burst of electric meteors that deal 75% damage (previously 25% chance)
- Electric DragonsFor each dragon, all other dragons deal 95% increased damage (previously 85%)
Toxicity: Triggers a chain reaction; each projectile spawned gains 35% additional damage for each active pool on the battlefield (previously 25%)
Toxicity: Pools last 5 seconds longer and deal 45% more damage based on pool size (previously 35%)
Spark: Each spark now propagates four additional times (previously three)
Arcane Orb: When Arcane Orbs return to the player, they create an Arcane Burst dealing 100% damage plus an additional 15% damage for every extra orb (previously a 25% chance to spawn an Arcane Burst)
Arcane Apocalypse: Gains a 50% chance to explode a second time and a 25% chance to explode a third time (previously 10% chance for a third explosion)
Arcane Apocalypse: After an explosion, spawns a black hole that damages enemies over time. The black hole deals 75% damage per tick. Each stack reduces tick time by 10%, increasing damage over time (previously 50% damage per tick)
- Arcane ApocalypseCooldown reduced by an average of 5.0%
Vortex: When vortexes collide, they form a thunderstorm that deals an additional 200% damage (previously 100%)
Fire Orbs: Orbs now charge for an additional 2 seconds (previously 2.5 seconds)
Fire Orbs: When fully charged, the explosion deals 100% damage plus 20% additional damage for each extra second charged (previously 10% per second)
Fire Beam: Gains three additional beams (previously two)
Fire Beam: Each beam spawns a Fire Ring that deals 90% additional damage (previously 80%)
- Carnage of FireExplosion radius increased by 66%, spike damage increased by 50%, and Scorching Fire duration increased by 1.5 seconds (previously 25% spike damage)
Starblades: Gain an additional blade that deals 75% damage (previously 50%)
Starblades: For each extra blade, all blades deal 75% additional damage (previously 50%)
January 16th Patch Notes
VFX
Carnage of Fire:
Fire spikes rise faster and hit harder visually
Ground effects linger longer, matching offhand timing better
Rain of Fire:
Less visual clutter during explosions
Clearer impact zones so enemies and effects are easier to track
Delusion of Zelkors:
Casting visuals now properly align with target's location
Fire explosions look cleaner and more consistent with other fire spells
Removed unnecessary effects that weren’t visible during gameplay
Smoother visuals during intense combat
Balance
Gain 3% Lightning Damage for each Critical Chance above 100%. (Previously: 5%)
Gain 3% Fire Damage for each Critical Chance above 100%. (Previously: 5%)
Gain 3% Arcane Damage for each Critical Chance above 100%. (Previously: 5%)
Gain 1% Critical Damage for every 10 essence collected. (Previously: every 5 essence)
Gain 1 Damage for every 20 essence available. (Previously: every 10 essence)
Gain 1% Crit Chance for every 20 essence available. (Previously: every 10 essence)
Gain 1% Damage for every 10 essence available. (Previously: every 5 essence)
Adjusted stance skill tree node order
General Changes & Bug Fixes
Adjusted Fire Orb brightness
Adjusted pawns attack range (previous change made it too easy)
Added damage abbreviations to EXP numbers, fixing a freeze above level 1214 and preventing number overflow
Fixed damage number placement on bosses
Fixed an issue with the Show Damage Numbers setting
Fixed Shield of the Miner node in the Elven skill tree not working correctly
Fixed an issue with Mining nodes using old damage numbers
January 17th Patch Notes
General
Adjusted mini Fire Orb explosion brightness
Removed dust particles from Drythus attacks and Abilities
Fixed Mining Nodes showing damage numbers regardless of settings
Reduced death effect intensity on mobs
Fixed several issues that could lead to game crashes
Balance
Gain 2 maximum Energy for every 75 of your highest stat. (Previously: every 100)
Maximum Energy increased by 75%. (Previously: 50%)
While Unholy Void is active, gain 3 base Damage for every 25 of your highest stat. (Previously: 2 base Damage)
While Unholy Void is active, gain 2% maximum Health for every 50 of your highest stat. (Previously: 1% per 40)
Gain 2 Base Damage for each available potion. (Previously: 0.5)
January 24th Patch Notes
General
Added a rupture closing horn to clearly warn players when time is almost up.
Reworked boss arenas in Ruptures 1–4 (camera visibility only). More arenas will be improved in future updates.
Added new elemental enemy death effects.
Updated visuals for several abilities, improving both visuals and performance:
Arcane Apocalypse
Blood Dragons
Arcane Orbs
Fire Orb explosions
Spinning Blade trails
Toxicity
Fiery Totems
Burning Shield
Flame Dragons
Tweaked the toon shader and outlines to be less intense and easier on the eyes.
Improved damage number readability.
General performance improvements.
Bug Fixes
Fixed Earthquake spawning outside arena bounds.
Removed an unintended Christmas tree collision from Homefort.
February 3rd Patch Notes
SFX
Improved boss audio balance and presence
Crate open and pickup sounds are now more audible
Adjusted death sounds to better highlight elemental effects
VFX
Updated Electric Dragon visuals and improved performance
Updated Star Blade visuals
Updated Lightning Totem visuals
Bug Fixes
Fixed Eye of the Storm hitbox
Fixed portals colliding with players
Fixed phasing healing issue with Banshee
Fixed shadow mobs spawning underground
Source
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