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Steam News23 June 202611d ago

Season 6: Elemental Reckoning

Important dates & times: Server wipe: June 26th at 12:00 PM EST Season launch: June 26th at 1:00 PM EST Core Systems Overhaul: Damage & Scaling To drastically expand build diversity and open up entirely new ways to play

In this update5

Full notes

Full Dwarven Realms update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

16 fixes14 additions53 changes2 removals
  • Server
  • Balance
  • Maps
  • Performance
  • UI and audio
  • Gameplay
changedImportant dates & times: Server wipe : June 26th at 12:00 PM EST Season launch : June 26th at 1:00 PM EST
addedCore Systems Overhaul: Damage & ScalingTo drastically expand build diversity and open up entirely new ways to play, we have fundamentally overhauled the core damage mechanics for Season 6.
changedCore Systems Overhaul: Damage & ScalingThe Damage Split: Player base damage has been officially split into two distinct categories: Physical and Elemental . This change allows for much deeper specialization, giving you the freedom to hyper-focus your build's identity.
addedCore Systems Overhaul: Damage & ScalingNew Damage Formula: We have completely reworked the underlying damage calculation formula. Because of this mechanical shift, you will notice that your overall damage output numbers will be lower during the later stages of the endgame compared to previous seasons.
addedCore Systems Overhaul: Damage & ScalingGlobal Enemy HP Squish: To counterbalance the new damage formula, we have massively reduced enemy health pools across the board . The time-to-kill remains fluid, fair, and satisfying, ensuring the game feels better than ever without enemies turning into late-game damage sponges.
addedCore Systems Overhaul: Damage & ScalingNew Damage Formula: Physical Damage Output = Base Physical Damage x (Stance Crit Damage + Crit Damage + Physical Damage Bonus + Stance Damage Bonus) x Primary or Secondary Multiplier x Boss Damage Elemental Damage Output = Base Elemental Damage x (Offhand damage bonus + Base Offhand Multiplier + Affinity Damage Bonus) x Fire/Arcane/Lightning Damage x Boss Damage x Offhand Modifiers Damage

Dwarven Realms changes

changedImportant dates & times: Server wipe : June 26th at 12:00 PM EST Season launch : June 26th at 1:00 PM EST
addedTo drastically expand build diversity and open up entirely new ways to play, we have fundamentally overhauled the core damage mechanics for Season 6.
changedThe Damage Split: Player base damage has been officially split into two distinct categories: Physical and Elemental . This change allows for much deeper specialization, giving you the freedom to hyper-focus your build's identity.
addedNew Damage Formula: We have completely reworked the underlying damage calculation formula. Because of this mechanical shift, you will notice that your overall damage output numbers will be lower during the later stages of the endgame compared to previous seasons.
addedGlobal Enemy HP Squish: To counterbalance the new damage formula, we have massively reduced enemy health pools across the board . The time-to-kill remains fluid, fair, and satisfying, ensuring the game feels better than ever without enemies turning into late-game damage sponges.

Important dates & times: Server wipe: June 26th at 12:00 PM EST Season launch: June 26th at 1:00 PM EST

Core Systems Overhaul: Damage & Scaling

To drastically expand build diversity and open up entirely new ways to play, we have fundamentally overhauled the core damage mechanics for Season 6.

  • The Damage Split: Player base damage has been officially split into two distinct categories: Physical and Elemental. This change allows for much deeper specialization, giving you the freedom to hyper-focus your build's identity.

  • New Damage FormulaWe have completely reworked the underlying damage calculation formula. Because of this mechanical shift, you will notice that your overall damage output numbers will be lower during the later stages of the endgame compared to previous seasons.
  • Global Enemy HP SquishTo counterbalance the new damage formula, we have massively reduced enemy health pools across the board . The time-to-kill remains fluid, fair, and satisfying, ensuring the game feels better than ever without enemies turning into late-game damage sponges.

New Damage Formula: Physical Damage Output = Base Physical Damage x (Stance Crit Damage + Crit Damage + Physical Damage Bonus + Stance Damage Bonus) x Primary or Secondary Multiplier x Boss Damage Elemental Damage Output = Base Elemental Damage x (Offhand damage bonus + Base Offhand Multiplier + Affinity Damage Bonus) x Fire/Arcane/Lightning Damage x Boss Damage x Offhand Modifiers Damage

Offhand Changes

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 25%)

Death Blade: Extend the duration Death Blade stays on the field by 2 seconds .(Previously 4.5 seconds)

Delusion of Zelkors: Mages are no longer illusions and remain on the battlefield for an additional 0.5 seconds. (Previously 1.5 seconds)

Delusion of Zelkors: Spawn two additional mages. (Previously three additional mages)

Lightning Plasma: Lightning Plasma stays for an additional 0.75 seconds and deals +55% damage. (Previously 1.5 seconds)

Lightning Plasma: Fires two additional Lightning Plasmas, and deals an additional 10% based on Lighting Plasma range. (Previously 20%)

Lightning Totems: Totems stay for an additional 0.6 seconds and have a 50% chance to pulse with electricity when struck by lightning, dealing 150% damage. (Previously 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 Explosion damage was not stacking based on how many modifiers player have)

Carnage of Fire: Impact spawns a scorching fire that lasts 2 seconds and dealing 150% damage. (Previously 100%)

Carnage of fire projectile travels 60% faster.

Rain of Flames projectiles spawn 100% faster and travels 50% faster.

Spinning Blade: Shoots a shuriken from each blade, dealing 25% damage. For each shuriken, the spinning blades get 15% additional damage. (Previously 5%)

Spinning Blade: Spawns another Axe, dealing 30% more damage over a larger area. For each additional axe, gain 25% additional damage. (Previously 10%)

Dragon Flame: Increase radius of fire breath area by 40%, and 33% chance to deal Triple Damage. (Previously Double Damage)

Dragon Flame: The dragon stays for additional 2 seconds on the battlefield. (Previously 3 Seconds)

Toxicity: Pools last 2 seconds longer and deal 100% more damage based on pool size. (Previously 5 Seconds and 45% more damage)

Blood Dragons: The dragons jump towards the player, and deal bonus damage the closer they are to their target up to +100%. Now also affected by the bonus damage from Blood Dragons: Dragons gain a 25% chance to trigger a Dragon Burst that deals 200% damage. Dragon Burst deals an additional 33% based on dragon size.

Eye of the Storm: Eye of the Storm will stay for an additional 1 second, and increasing Eye of the Storm damage by 65% per 57% growth in size. (Previously 1.5 Seconds and 33% more damage)

Monograms Changes:

Gain 3 base Elemental Damage for every Energy point above 100. (Previously 2)

While in Berserker Fury state, gain 5% Elemental damage per 30 of your highest stat (Previously was divided to Fire/Arcane/Lightning monograms and per 40 of you highest stat)

Dark Shroud now also provides +3% Elemental Damage per stack (Previously was divided to Fire/Arcane/Lightning monograms and 2%)

Gain 2% Elemental Damage for every 10 essence available. (Previously 1.5%)

Gain 1.5 Elemental Damage for every 20 essence available.

Gain 1% Elemental Damage for every 40 of your highest stat. (Previously per 50)

For every 30 points of your highest stat, gain 1% Damage bonus. (Previously 20, now affect both damage types)

Gain 1 base Damage for every 75 of your highest stat (Previously 50, now affect both damage types)

Gain 0.15% Elemental Damage per Dark Shroud stack for every 50 of your highest stat (Previously 1.5%)

Shroud Master and Dark shroud bonuses applies for both damage types

Grants Phasing Trance, allowing you to move through enemies. While in Trance, gain 1.5% Damage bonus and 0.5% Boss Damage for every enemy you phase through - stacks up to 50. (Previously 2%, now affect both damage types)

Every 10 seconds of Phasing grants you 1% damage. Now applies for both damage types

Gain an additional 3% Elemental damage per Phasing Trance stack (Previously 2%)

While in Berserker Fury, gain 2% damage reduction each time you're hit. Upon reaching maximum damage reduction, gain +100 Physical damage.

Mastery monograms applies for both damage types

Drinking a potion will not heal you, Gain 15% Elemental damage per potion slot instead (Previously 5%)

Gain base Damage equal to 1% of your maximum Health. Now applies for both damage types Environment & Maps

Map Revamps: We are in the process of completely overhauling and revamping all current maps in the game. To kick things off, the newly redesigned Ruptures 1-15 have already been implemented.

Toon Shader Reverted: We have completely removed the experimental toon shader that was introduced in Season 5, returning the game's visuals to their classic rendering style for a cleaner and more consistent experience.

UI

We are undertaking a massive, game-wide rework of the UI, HUD, and stations to make your gameplay experience smoother and more intuitive. Please note: This is a gradual rollout. You might temporarily encounter a few bugs, legacy screens, or older buttons from past seasons while we actively replace them.

Performance & Optimization

  • Offhand CalculationsCompletely reworked the underlying offhand damage functions to run much more efficiently under the hood.
  • VFX DeclutteringReduced global VFX particle counts across the game to heavily improve framerates during chaotic combat.
  • AI Efficiency: Optimized the underlying enemy AI logic.

June 24th Patch Notes

General Changes

Damage Stones now gives both Elemental and Physical damage bonuses.

Arcane totem now have triple the spawn range.

Added 5 new monograms:

  • Offhand abilities can now critically strike at 10% of your Critical Strike Chance..

  • Gain 75% of your elemental damage as Physical damage. you can no longer deal elemental damage.

  • Gain 75% of your elemental damage bonus as Physical damage bonus. you can no longer deal elemental damage.

  • Gain 2% Damage for every 10 points of available Essence, but lose 20% of available essence as Health per second.

  • Your maximum Attack Speed is capped at 300%, but all Attack Speed bonuses apply at 50% effectiveness.

Bug fixes

Fixed an issue where enemies that spawned by a Time Tear did not take elemental damage.

Fixed an issue where Trickster's summons did not take elemental damage.

Fixed an issue where Static Charge would not deal any damage.

Fixed a bug where the Monogram: Drinking a potion will not heal you, Gain 15% Elemental damage per potion slot instead gave 5% Elemental Damage instead of 15%.

Fixed a bug where Combat Rating wasn't updating.

Fixed some UI elements.

June 25th Patch Notes

Visual & UI Changes

  • Warning Indicators: Warning indicators have undergone a major rework throughout the game to improve clarity and readability during combat.

  • UI ImprovementsImplemented further general UI improvements and resolved several UI-related bugs.
  • Offhand IconsAdded brand-new, distinct icons for all offhand abilities.

Gameplay & Balance

  • Delusion of Zelkors: This offhand ability has received a complete mechanical rework to improve it's performance.

  • New Monogram - Prismatic VoidUnholy Void becomes Prismatic Void. It now also benefits from your Elemental Damage bonuses, but has a 50% reduced chance to trigger offhand abilities.

Bug Fixes

  • Fixed various typos and outdated ability descriptions across the game.

  • Fixed a bug where Blood Dragons would fail to deal damage in certain scenarios.

  • Fixed a bug where Blinding Rage was only granting a Physical Damage bonus instead of correctly applying to both Physical and Elemental damage.

  • Fixed an issue where certain bosses could be lured outside the boundaries of their designated arenas.

  • Fixed a bug where the Underrealm Rupture Gate was incorrectly requiring 500 Essence to enter the boss room.

June 26th Patch Notes

General & Balance

Chaos Days Reward: Added the new Prismatic Dragonling pet. As a massive thank you, all players who participated in Chaos Days will receive this pet as a special reward!

  • New Pet VariantAdded a brand-new Physical Dragonling companion.
  • Dragonling UpgradesContainer pickup delay can now be reduced to a minimum of 1 second. Each upgrade now reduces the pickup timer by 4 seconds.
  • Magical Hand CollectionAdded a new "Magical Hand" interaction that instantly collects Forager and Celestial dust from Zul and Skorch Racks. (Note: Using this interaction will completely destroy the rack).
  • Skill Tree AdjustmentsSlightly increased the Physical Damage bonuses granted by the skill tree, and introduced entirely new Elemental Damage nodes to support the Season 6 damage split.
  • Optimized the underlying logic and performance overhead for the Corrupted Spears and Sky Swords attacks.

Bug Fixes

  • Fixed an issue where the Fire Beam's hitbox was too short on the vertical axis, causing it to occasionally miss targets.

  • Fixed an underlying math error regarding the Arcane Golem's damage calculations.

  • Fixed an issue with the Arcane Golem's targeting and tracking behaviors.

  • Fixed a visual issue with the Earthquake ability indicator.

Source

Steam News / 23 June 2026

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