HomeGamesUpdatesPricingMethodology
Steam News2 July 20261mo ago

Launching Cursed War Early on July 9th!

Hey backlanders, Today we want to share the patch notes for our upcoming 2.0 update, which will come for free to all users when the Cursed War expansion launches - a little earlier! - on July 9th!

In this update14

Full notes

Full Hell Clock update

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

Repeated intro

Hey backlanders,

What changed

13 fixes119 additions45 changes8 removals
  • Gameplay
  • Compatibility
  • Maps
  • Events
  • Store
  • Performance
changedYou read it right - we are coming out earlier than previously announced! External forces once again conspired against our set release date, but this time we decided to no longer postpone, and move our date forward instead.
addedThere are many, many new things and changes coming with the big patch next week. Due to the extra time we had because of the previous release date postponement, we’ve been able to run TWO rounds of Closed Beta testing and really refine this patch!
addedThe biggest new additions are: the Journeys system, the Endless Nightmares endgame with new Biomes, the new Ascension, the Unique Blessings, and all the new items.
changedThe TL:DR if you don’t feel like reading the massive patch notes below are: campaign progression is now faster, endgame is deeper, Ignite, Bleed and Shock are stronger, and build variety across all activities has been massively increased.
addedGameplayAdded the “ Journeys ” system New Save files can activate as many Journeys as they want, adding new gameplay systems and rewards to the playthrough. This is intended to be our interpretation of “Seasons” or “Leagues”, but without any FOMO or time pressure to complete them.
addedGameplayFirst Journey is now available: “ Journey of Nightmares ” Nightmare Portals might appear anywhere, taking you to a twisted version of the next dungeon Floor Nightmare Portals contain deadly Modifiers and might be Minor or Major, with the latter having additional Modifiers and better Currency drops Unravel the Nightmares within to receive your choice of dozens of new Nightmare Relics Nightmare Floors have random monsters and bosses, including brand new ones Complete Journey Challenges to unlock an upgradable unique cosmetic reward on your hub (Quixeramobim or War Camp)
Base ignite damage85%125%Base ignite damage increased, buffBase ignite damage increased from 85% to 125%, but base duration64secondsBase ignite damage increased from 85% to 125%, but base duration decreased, nerfBase Bleed damage40%80%Base Bleed damage increased, buffDouble Knives Mana Cost scaling reduced from 130%-420%115%Double Knives Mana Cost scaling reduced from 130%- decreased, nerf

Hell Clock changes

changedYou read it right - we are coming out earlier than previously announced! External forces once again conspired against our set release date, but this time we decided to no longer postpone, and move our date forward instead.
addedThere are many, many new things and changes coming with the big patch next week. Due to the extra time we had because of the previous release date postponement, we’ve been able to run TWO rounds of Closed Beta testing and really refine this patch!
addedThe biggest new additions are: the Journeys system, the Endless Nightmares endgame with new Biomes, the new Ascension, the Unique Blessings, and all the new items.
changedThe TL:DR if you don’t feel like reading the massive patch notes below are: campaign progression is now faster, endgame is deeper, Ignite, Bleed and Shock are stronger, and build variety across all activities has been massively increased.
addedAdded the “ Journeys ” system New Save files can activate as many Journeys as they want, adding new gameplay systems and rewards to the playthrough. This is intended to be our interpretation of “Seasons” or “Leagues”, but without any FOMO or time pressure to complete them.

Today we want to share the patch notes for our upcoming 2.0 update, which will come for free to all users when the Cursed War expansion launches - a little earlier! - on July 9th!

You read it right - we are coming out earlier than previously announced! External forces once again conspired against our set release date, but this time we decided to no longer postpone, and move our date forward instead.

There are many, many new things and changes coming with the big patch next week. Due to the extra time we had because of the previous release date postponement, we’ve been able to run TWO rounds of Closed Beta testing and really refine this patch!

The biggest new additions are: the Journeys system, the Endless Nightmares endgame with new Biomes, the new Ascension, the Unique Blessings, and all the new items.

You can check them all out in this quick Video Walkthrough:

TL:DR

The TL:DR if you don’t feel like reading the massive patch notes below are: campaign progression is now faster, endgame is deeper, Ignite, Bleed and Shock are stronger, and build variety across all activities has been massively increased.

For those who want the details… let's get into it!

Full Patch Notes

Gameplay

  • Added the “ Journeys ” system

    • New Save files can activate as many Journeys as they want, adding new gameplay systems and rewards to the playthrough. This is intended to be our interpretation of “Seasons” or “Leagues”, but without any FOMO or time pressure to complete them.

  • First Journey is now available: “ Journey of Nightmares

    • Nightmare Portals might appear anywhere, taking you to a twisted version of the next dungeon Floor

    • Nightmare Portals contain deadly Modifiers and might be Minor or Major, with the latter having additional Modifiers and better Currency drops

    • Unravel the Nightmares within to receive your choice of dozens of new Nightmare Relics

    • Nightmare Floors have random monsters and bosses, including brand new ones

    • Complete Journey Challenges to unlock an upgradable unique cosmetic reward on your hub (Quixeramobim or War Camp)

  • Added a new Endgame system: Endless Nightmares

    • Unlocked in Campaign save files after the Campaign is completed (Act IV if you own the Expansion, Act III if you don’t)

    • Endless Nightmares are ever-changing Dungeons that you create by making your choice of Nightmare Shards

    • Choose the Zones, and accumulate Penances and Rewards as you progress

    • Progress through 16 Tiers with increasing dangers and rewards

    • 12 New Zones added to Endless Nightmares and Ascension:

      • Necropolis

      • Plague Fields

      • Research Camp

      • Hilltop

      • Red River

      • Bog

      • Warzone

      • Wetlands

      • Overgrowth

      • Infected Basement

      • Crash

      • Landfill

  • Added the “ All Skills Available ” option for new Campaign save files

    • Recommended only for experienced players

    • Allows all Skills to be acquired as soon as you have access to the Skill Book, with no Act restrictions

    • Unique drop tables for all Acts have been reworked for this mode

    • This is default OFF for players who have not completed the Campaign on any Save file, and default ON for all others. But you’re free to toggle it on or off freely when creating a new Save file

  • Added the “ Unique Blessings ” system

    • Add fun and powerful effects, aimed at making each individual Run less predictable

    • You can rarely find a Unique Blessing for a Skill when levelling up

    • Unique Blessings are extremely powerful and often simulate the effects of existing Unique Relics

  • Added 83 new Uniques to the game, including new Endgame Uniques, as well as the new Nightmare Uniques and Uber Uniques (see full list and descriptions below)

  • Added a New Constellation to the game: Charía, the Celestial Jaguar

    • Melee Damage, Summon Life and Summon Damage nodes

    • Celestial Jaguar ”: Kills with Jaguar Spear and hits on Elite enemies with Carcará Dive summon Celestial Jaguars (max 3). The Hounds deal a portion of Jaguar Spear's damage as Physical Melee Summon damage.

    • The Eclipse ”: Carcará Dive teleports all Summons to its location when it lands.

  • Completely rebalanced the progression curve of the Campaign to accommodate for Endless Nightmares and Act IV. You will find progression through the campaign to be smoother and faster overall compared to patch 1.2, especially around Act III.

  • Improved Dungeon Generation

    • Enemy spawns are now completely procedural (they were hand-placed before, and always static)

    • Increased the variety of dungeon layouts you can encounter in the Campaign

  • Endurance Rework:

    • Whenever you would take damage on your Life, a portion of that damage equal to your Endurance value is taken over 4 seconds instead

    • The new Endurance cap is 75%

  • Ignite Rework

    • Ignite now deals damage faster than before, so that builds which do not rely on explosions are more viable. Base ignite damage increased from 85% to 125%, but base duration reduced from 6 to 4 seconds

    • “Oiled” reworked: Fire damage instantly Ignites Oiled Enemies, dealing Ignite damage 3 times faster

    • “Oiled” is no longer consumed when applying Ignited

  • Bleed Ailment Thresholds on monsters have been significantly reduced. Monster Life is now half as effective as before when trying to apply Bleed

  • Base Bleed damage increased from 40% to 80% of Base Damage

  • Shock now has the added effect: Shocked enemies are 40% more vulnerable to Critical Damage

  • Cursed Shrines and Constellation Points changes

    • Added 4 new obtainable Constellation points from cleansing Cursed Shrines (the new total is 46 if you’re not in Ascension)

      • 6 Starting points

      • 4 points for Campaign Completion

      • 8 points in Normal (4 in Act III and 4 in Act IV)

      • 16 points in Abyss (4 per Act)

      • 12 points in Oblivion (3 per Act)

    • You can now clear Cursed Shrines either on Campaign (via Abyss/Oblivion World Tiers) or Endless Nightmares, in any combination. For example, if you missed a Shrine at the end of Act 3, you can get that missing point from Endless Nightmares T1-T4, with no need to return to Act 3 again if you don’t want to

    • If you don’t own the Cursed War expansion, you will need to play Endless Nightmares to find the last missing Shrines that you’d otherwise find during Act 4 in Normal, Abyss and Oblivion

  • Added new Currency rewards to Recycle

    • Gain Tool of Tinkering when recycling Common Relics

    • Gain Fragment of Enhancement when recycling Magic Relics

    • Gain Fragment of Greater Enhancement when recycling Rare Relics

    • Gain Fragment of Locksmithing when recycling Unique Relics

    • Gain a Fragment of the correspondent Tool of Imbuement when recycling Imbued Relics

    • Gain a Fragment of Corruption when recycling Corrupted Relics

  • Created a new stat "Summon Basic Skill Damage", which affects the damage of Summons which are not using proxy player skills such as Split Shot or Repeater

  • Several "Summon Damage" nodes on the Bell and Constellations have been reworked to hybrid "Summon Damage / Summon Basic Skill Damage" nodes

Quality of Life

  • Added “Point-per-Point Respec” to the Bell and Constellations

  • Added a new “tab” system to the in-game HUD so you can easily keep track of multiple events and quests simultaneously (such as a Cursed Shrine inside of a Nightmare Portal inside of an Endless Nightmare dungeon, for example)

  • “Bonus Currency Drop Chance” renamed to “Bonus Tools Drop Chance” and now exclusively affects the chance of finding Clockmaker’s Tools

  • Added HUD feedback when you gain additional Time for the Hell Clock

  • Skill Book now show “available to buy” Skills in grayscale

World Tiers

  • Removed the temporary “Void” World Tier from Campaign (it is now exclusive to Endless Nightmares Tiers 13-16)

  • Void no longer reduces the Gold and Experience gain compared to Oblivion

Ascension

  • Added the new “Blessing of Beginnings” at the start of each new Ascension

    • Blessings of Beginnings contain a choice between 3 Blessed Gear (with at least one Tier 1 Weapon always being included) and 3 Unique Relics

    • The offerings will remain the same unless you have cleared at least the 14th Floor of the First Step in the previous Ascension - so re-rolling until you get your preferred loadout is not a viable strategy

  • Ascension no longer uses the regular Campaign Acts, which were replaced by the new Steps of Ascension, using 12 new Endgame Biomes

    • Once you Ascend, the Biomes are locked in place for that Ascension - so you can expect fixed zones and Bosses on each one of those zones, and plan your Resistances accordingly

  • The balance, difficulty and progression of Ascension has been redone from the ground up to be faster and with less grind. In general, expect:

    • Higher drop rates, better Relics and Tools overall

    • Less aggressive enemy and Boss scaling

    • Starting Runs count reduced from 7 to 5

    • Runs counts awarded for each Step completion reduced from 7 to 3

    • In general, each Ascension will take less runs than before, and the difficulty is balanced accordingly

  • The Penance Tree is now fully available, and this game mode is no longer considered to be in “Beta”. Climb up to Hell 100 and show your true potential!

Skills

  • Basic Attack now cannot be cancelled by another attack before 0.7 seconds of the animation

  • Double Knives Mana Cost scaling reduced from 130%-420% to 115%-320%

  • Feitor's Lash Mana Cost scaling reduced from 130%-420% to 115%-320%

  • Matadeira's Mana Cost scaling reduced from 130%-420% to 115%-320%

  • Repeater's Mana Cost scaling reduced from 130%-400% to 110%-285%

  • Split Shot's Mana Cost scaling reduced from 130%-400% to 110%-285%

  • Shadow Dash base damage increased from 80% to 120%

Blessings

  • Added 3 Unique Blessings for each one of our 27 Skills, totalling 81 new Blessings

  • Precision IV "Projectile Amount" Blessing no longer has a damage penalty, reduced to +50% Projectile Amount

Relics

  • You can no longer drop or craft Rare affixes to Skills you don’t have access to yet (i.e. you will no longer find a Rare affix for Passage before you’ve reached Act 3 of the Campaign)

  • Added a new Relic category, “Uber” Relics. These are approximately 10 times rarer than most Relics and can drop in Endgame and Ascension

  • To avoid diluting the drop tables too much with all the new Uniques added to the game, a few Relics will now have a requirement of Devotion Points to be eligible to drop. Most new Endgame Uniques will require at least 4 Devotion to drop, while the rarest ones may require up to 10. Some rarer generic Uniques (such as Propaganda) require 3 points on each Devotion to be eligible to drop.

For example, in order to drop one of the two Ubers which have Discipline Affinity, you need to have at least 10 Discipline Devotion on your Constellations

  • Reduced the Move Speed values that could be crafted with Discipline Imbuement to be more in line with other Move Speed bonuses in the game

  • The Rare "Summon Damage" affix has been reworked to "Summon Basic Skill Damage"

  • The Rare "Melee Damage vs Stunned enemies" affix had its scaling increased from 1.15-1.5 to 1.7-2.5

  • The Rare “"Damage vs Blighted/Withered" affix had its scaling reduced from 0.15-0.5 to 0.15-0.35

  • Flat Life affix scaling increased from 90-228 to 90-300

  • Life and Life Regen Corrupted affix increased from 200/1% to 300/1.5%

  • "Max Conviction" Relic affix scaling changed from 4%-15% to 5%-11% (stronger in early game, nerfed in endgame)

  • "Max Conviction" Imbuement affix scaling change from 12%-24% to 5%-11%

  • [New Rare Affix] Trickster's: Spells deal more damage against Stunned enemies and against Shocked enemies

  • [New Rare Affix] ThunderingTupã's Wrath damage is increased by a percentage of Current Mana
  • [New Rare Affix] Hunting: Jaguar Spear deals more damage but costs 50% more Mana

  • [New Rare Affix] Redeemer: Lead Sermon deals more damage but costs 50% more Mana

  • [New Rare Affix] Armory: Lead Sermon gains more maximum ammo

  • [New Rare Affix] AshenHoly Fire deals extra damage but has lowered Critical Chance
  • [New Rare Affix] Trapper's: Enemies trapped by Cilada take extra damage

  • [New Rare Affix] Searing: Enemies take an extra percentage of your base damage as Fire damage when taking Ignite damage

  • [New Rare Affix] Bloodletting: Deal extra damage against Bleeding enemies. Double the bonus if they have less than 5 Bleed stacks

  • [New Rare Affix] Soldering: Applying Ignite to enemies makes them take extra damage for 1 second. Double the bonus if they are Oiled

New Uniques

  • Added new Unique to Endgame: Careful Hunter (Small): Gain Evasion for each Agility Orb.

  • Added new Unique to Endgame: Justice of Expedito (Grand): +Max Agility Orbs.

  • Added new Unique to Endgame: Urgency of Expedito (Grand): Gain Damage if there are no enemies Near you.

  • Added new Unique to Endgame: Blood Stone (Large): Throw a Spectral Knives projectile for each Agility Orb active.

  • Added new Unique to Endgame: Moldy Skull (Exalted): Converts a percentage of Marksman Skills' damage to Plague.

  • Added new Unique to Endgame: Light of Tupã (Grand): Increased Power Orb damage, size and orbiting radius.

  • Added new Unique to Endgame: Mother’s Blessing (Grand): If your current Mana is above a threshold, gain Spell Damage.

  • Added new Unique to Endgame: Sound of Tupã (Grand): +Max Power Orbs.

  • Added new Unique to Endgame: Bloodied Tools (Grand): Casting Passage creates one Holy Rosary for each Power Orb you have active.

  • Added new Unique to Endgame: Calcite Necklace (Large): All of your Physical damage and Physical damage modifiers are converted to Lightning.

  • Added new Unique to Endgame: Courage of Ogum (Grand): While "Child of Ogum" is active, increase all Healing effectiveness by {0}, but your Mana Regen is zero.

  • Added new Unique to Endgame: Primal Dagger (Grand): Gain a Physical damage bonus.based on your Missing Mana.

  • Added new Unique to Endgame: Strength of Ogum (Grand): +Max Vigor Stacks.

  • Added new Unique to Endgame: Son of the Draught (Exalted): Closed Body stops granting Conviction, but Retaliation Aura Damage and radius are increased. Closed Body gains the "Melee" tag.

  • Added new Unique to Endgame: Crimson Necklace (Large): All of your Physical damage and Physical damage modifiers are converted to Fire.

  • Added new Unique to Endgame: Blessed Bullets (Exalted): Split Shot and Repeater lose the Marksman tag and gain the Spell tag.

  • Added new Unique to Endgame: Belt of the Cowboy (Exalted): When you take damage, gain a portion of your Max Conviction equal to a portion of your Evasion%.

  • Added new Unique to Endgame: Bloodied Chains (Large): Feitor's Lash deals more damage against Bleeding enemies.

  • Added new Unique to Endgame: Dry Leaf (Large): Deal more Lightning damage against Ignited enemies.

  • Added new Unique to Endgame: Book of Judgement (Exalted): Killing an enemy affected by Judgement gives more damage for a few seconds. Your Critical Hits do not deal extra damage.

  • Added new Unique to Endgame: Skull of the Forgotten (Large): Gain Endurance and Move Speed for a few seconds after Shadow Dash.

  • Added new Unique to Endgame: Summoning of Death (Grand): {0} chance to reduce the target's Physical Resistance by {1} for 1.5 seconds on dealing damage with Repeater.

  • Added new Unique to Endgame: Energized Figurine (Grand): Veil of Quills is converted to a single Lightning projectile that deals a percentage of the original damage, multiplied by the total number of projectiles.

  • Added new Unique to Endgame: In Flames (Grand): When you Ignite an enemy, gain a stack of In Flames (max 5) for a few} seconds. Your max Life is increased for each stack.

  • Added new Unique to Endgame: Propaganda (Large): Contains 2 Corrupted Affixes.

  • Added new Unique to Endgame: Red Candle (Large): Double Knives cause a Physical explosion on Bleeding enemies, dealing damage multiplied by the current Bleed stacks on the enemy, and scaling with Bleed damage bonuses. This effect has a 1-second cooldown.

  • Added new Unique to Endgame: Grim Rosary (Large): Spectral Knives throw interval and regen time reduced.

  • Added new Unique to Endgame: Unwieldy Weapon (Grand): Repeater damage is increased. Repeater shots now fire at a random angle from their target.

  • Added new Unique to Endgame: Breath of Death (Large): Brute Retaliates when it takes damage, dealing a proportion of your current Mana as Lightning damage.

  • Added new Unique to Endgame: Green Leaf (Large): Hitting Withered enemies with Physical damage spawns a Veil of Quills projectile.

  • Added new Unique to Endgame: Bottle of Oil (Large): Physical damage causes enemies to be Oiled (Fire damage instantly Ignites Oiled Enemies, dealing Ignite damage 3 times faster).

  • Added new Uber Unique: Death Bell (Exalted): REDACTED

  • Added new Uber Unique: Broken Mirror (Exalted): REDACTED

  • Added new Uber Unique: Blood Boil (Exalted): REDACTED

  • Added new Uber Unique: Wall of Thorns (Exalted): REDACTED

  • Added new Uber Unique: Wall of Fire (Exalted): REDACTED

  • Added new Uber Unique: Kaleidoscope (Exalted): REDACTED

  • Added new Nightmare Unique: Blood Dagger (Large): Bleed damage is massively increased, but Bleed Duration is massively reduced

  • Added new Nightmare Unique: Olho de Cabra (Small): Full-Life enemies have a chance to be instantly Stunned when taking Physical damage.

  • Added new Nightmare Unique: Soldier’s Holster (Large): Using Marksman skills does not slow you down.

  • Added new Nightmare Unique: Infested Cross (Grand): Old Bell deals more damage for each Bleed stack on the target.

  • Added new Nightmare Unique: Lone Quill (Large): Repeater shots have a chance to also shoot a Veil of Quills projectile.

  • Added new Nightmare Unique: Infested Skull (Exalted): Hits with Shadow Dash on Blighted enemies consume the Blight to explode, dealing Plague damage. Withered enemies cause a much bigger explosion.

  • Added new Nightmare Unique: The Crossing (Large): Enemies inside Slow Time receive a stack of Bleed every few moments.

  • Added new Nightmare Unique: Plague Bullets (Large): Split Shot is converted to Plague and deals more damage. Shots ricochet, but cannot Pierce.

  • Added new Nightmare Unique: Anhangá’s Horn (Large): Blighted enemies have a chance to Miss with their attacks.

  • Added new Nightmare Unique: Infection (Small): Bleed lasts longer if applied on Blighted enemies.

  • Added new Nightmare Unique: Yaci’s Pipe (Large): All Skill areas are increased.

  • Added new Nightmare Unique: Artillery’s Manual (Exalted): Enemies hit by Bombardment are Exposed (take +30%[x] damage from all sources).

  • Added new Nightmare Unique: Wild Dog Fang (Small): Holy Rosary hits on Full-Life enemies remove a portion of their Life.

  • Added new Nightmare Unique: Tiriri’s Cachaça (Large): Hits with Split Shot give a stack of Cachaça for a few seconds. Each stack of Cachaça increases Ignite damage.

  • Added new Nightmare Unique: Feathered Bone (Large): Veil of Quills no longer home in on enemies. Gain Ailment damage for each enemy hit by Veil of Quills.

  • Added new Nightmare Unique: Brass Knuckles (Exalted): When your Life is full, gain +1 stack of Melee Damage every few seconds. Lose all stacks if your Life is not full.

  • Added new Nightmare Unique: Crimson Flower (Large): Gain a stack of Fire damage each second. Lose all stacks when you deal Critical damage.

  • Added new Nightmare Unique: Spyglass (Grand): Bombardment deals extra damage against Bleeding enemies, Ignited enemies, Shocked enemies and Blighted enemies.

  • Added new Nightmare Unique: Worker’s Gloves (Exalted): Brute gives a stack of Melee Damage to you when he hits enemies.

  • Added new Nightmare Unique: Infested Weapon (Grand): Phantom Marksmen now shoot Repeater instead, dealing a portion of the original damage.

  • Added new Nightmare Unique: Trusty Bible (Exalted): You have a chance to summon a Phantom Marksman on kill.

  • [Act IV Only] Added new Nightmare Unique: Assassin’s Dagger (Large): Deal more Melee damage against enemies who are Stunned, Withered, or Taunted.

  • [Act IV Only] Added new Nightmare Unique: Skull of the Carcará (Large): Carcará Dive hits on Bleeding enemies deal a portion of all pending Bleed damage as a small Physical explosion. Consumes all Bleed stacks on the enemy.

  • [Act IV Only] Added new Nightmare Unique: Infested Chains (Exalted): Cilada is converted to Plague. It no longer has a Cooldown and no longer stays on the ground, dealing a portion of its original damage on direct contact only.

  • [Act IV Only] Added new Nightmare Unique: Phantom Spear (Grand): Hits with Jaguar Spear summon a Phantom that uses Carcará Dive into nearby enemies, dealing a portion of the original damage as Physical Melee Area-of-Effect and scaling with Summon damage.

  • [Act IV Only] Added new Nightmare Unique: Gunsmith Tools (Large): Lead Sermon projectiles can bounce to you if there are no other enemies nearby. Bounced shots deal no damage to you, but can bounce again into enemies.

  • [Act IV Only] Added new Nightmare Unique: Cloak of Storms (Grand): Automatically cast Tupã's Wrath when you lose Life or take damage. Gain up to {0} Lightning damage, proportional to your missing Life percentage.

  • [Act IV Only] Added new Nightmare Unique: Charred Figurine (Grand): Holy Fire always fires a single projectile, multiplied by its current Projectile Amount.

  • [Act IV Only] Added new Unique: Blood and Fire (Exalted): Converts 50% of Jaguar Spear's damage to Fire. Ailments caused by Jaguar Spear deal additional damage.

  • [Act IV Only] Added new Unique: Hunter’s Charm (Large): Kills with Jaguar Spear give Move Speed and Attack Speed

  • [Act IV Only] Added new Unique: Throwing Spear (Grand): Jaguar Spear hurls a projectile forward.

  • [Act IV Only] Added new Unique: Fresh Bait (Large): Enemies trapped by Cilada take more damage from Marksman skills.

  • [Act IV Only] Added new Unique: Thorned Net (Exalted): Enemies trapped by Cilada gain stacks of Bleed over time

  • [Act IV Only] Added new Unique: Traveller’s Pouch (Large): Cilada throws 3 traps in an arc instead of one, but its Mana cost is increased.

  • [Act IV Only] Added new Unique: Bird Claw (Large): Melee attacks after Carcará Dive deal more Damage.

  • [Act IV Only] Added new Unique: Feathered Bracers (Exalted): Carcará Dive gains more Charges and instantly recovers its Cooldown if it hits an enemy.

  • [Act IV Only] Added new Unique: Feathered Staff (Grand): Carcará Dive is converted to Physical and gains base Bleed chance.

  • [Act IV Only] Added new Unique: Blighted Carcass (Large): Converts Holy Fire to Plague. Holy Fire now pierces all enemies and only explodes at maximum range. You gain Wither Build Up Rate.

  • [Act IV Only] Added new Unique: Crimson Sword (Grand): Holy Fire throws 4 additional projectiles in an arc after exploding. Gain more Ignite Damage.

  • [Act IV Only] Added new Unique: Black Cilice (Exalted): Holy Fire drains Life on Cast. Holy Fire deals more damage proportional to Missing Life.

  • [Act IV Only] Added new Unique: Icon of the Sun (Exalted): Tupã's Wrath gains Projectile Amount, but now casts in all directions.

  • [Act IV Only] Added new Unique: Scorched Bones (Grand): Tupã's Wrath can hit your Summons. If it does, it Energizes them, increasing their Damage, Life and Attack Speed.

  • [Act IV Only] Added new Unique: Scorched Branches (Large): Damage from Tupã's Wrath contributes more to Stun Build Up.

  • [Act IV Only] Added new Unique: Explosive Lead (Exalted): Enemies hit by Lead Sermon gain a stack of Marked. When you Reload, enemies take damage as Lightning, multiplied by each stack of Marked, then lose all Marked stacks.

  • [Act IV Only] Added new Unique: Hunter’s Pouch (Large): While Reloading Lead Sermon, gain Move Speed and Evasion.

  • [Act IV Only] Added new Unique: Enchanted Loader (Small): Lead Sermon regenerates ammo as you move. Deal more damage proportional to the amount of ammo left.

Uniques

  • Righteous Blade now deals about 40% more damage, but cannot deal Critical Hits

  • Book of Sin no longer requires enemies to be affected by Judgement

  • Poem Never Recited now applies Oiled to enemies affected by either Slow Time or Judgement

  • Mother of Perpetual Help reworked: it now gives you Max Conviction per second, and no longer provides a Decay Resilience boost

  • Delicate Rosary reworked: it now provides flat Mana instead of a percentage of your max Mana

  • Updated the description of Ashes of Mourning to clarify how it works: Hits recover X% of cooldowns for all other Skills

  • Arapuca was scaling way more with Rank upgrades than intended. We have drastically reduced the upgrade scaling to be more in line with similar Uniques

  • Stolen Weapons now has the added effect: "Delay between attacks is doubled".

  • Powderbag scaling reduced from 1.6-2 to 1.4-1.64

  • Mark of the Vulture now explodes in 16 stacks (up from 12)

  • Skull of the Vulture scaling reduced from 0.85-2 to 0.75-1

  • The Sacrificed damage cap scaling increased from 120-230 to 180-500

  • Unshakable Faith damage cap scaling increased from 120-230 to 180-400

  • Unshakable Faith damage conversion rate reduced from 7% to 3% of Current Mana

  • Toll of the Dead no longer increases the base Cooldown of The Old Bell

  • Monddoc’s Orbs have been reworked to preserve late-endgame build variety by making stacking Orbs more demanding. The Devotion requirements have been shuffled around, and the damage bonus have been changed from Multiplicative to Multiplicative Additive

  • Murk’s Blood Veil reworked:

    • The damage scaling has been increased from 500-1300% to 1500-4000%

    • Added the “Spell” tag to the effect

    • The Veil now adds new damage Blessings to your run when equipped, which can “steal” the Blessing slots from any equipped Skill

[thanks to community members @Ghost-Tales and @Murk for the great suggestions]

Gear

  • Blessed Boots Tier VIII - All basesAll Movement Speed values slightly increased
  • Blessed Boots Tier VIII - Move Speed/All Res hybrid baseResistances slightly increased
  • Blessed Armor Tier VII - Life/All Res hybrid baseLife roll range slightly increased

Monsters

  • Monster attacks now may have a cap to how many hits they can deal at once to the player

  • Starved Beast

    • Reduced the collision size of its dash attacks

    • To make the fight more fair for Melee builds, the Beast now actively avoids placing poison pools directly at its feet

    • Slightly Increased cooldowns for the projectile attacks

  • Machinist

    • New Overload skill added, with parallel cannon shots coming from behind it

    • Tendril attacks now can only deal damage to the player once every 0.3 seconds

    • Furnace area attacks now can only deal damage to the player once every 0.5 seconds

  • Urubu

    • Feather attacks now can only deal damage to the player once every 0.3 seconds

  • Wraith

    • Homing projectile attacks now can only deal damage to the player once every 0.3 seconds

Drops

  • Some Unique Relics now have a Devotion requirement before they are eligible to drop from endgame and Ascension sources

Constellations

  • Reworked the St. Paul Constellation: Gain Cooldown Speed based on your current Mana, up to 20,000. Having lower Mana values might hinder your Cooldown Speed instead

  • Reworked the Ogum Constellation: You now gain Vigor stacks by dealing Melee damage (instead of taking damage). Also, the “Child of Ogum” effect now affects only Attack Speed instead of affecting both Attack Speed and Cast Speed

  • St Joseph ’s “The Carpenter”’s splinters can now be triggered by any Mobility Skill, not just Shadow Dash, and will scale with the triggering Skill’s damage

  • Onilé base Life nodes increased from 50 to 85

  • Onilé Constellation's "Gift of Life" node increased from 5 to 9 base Life

  • Logun Edé's Constellation projectile damage node increased from 15% to 45%

Fixes

  • Fixed an issue where Sao Jose Constellation would give you a Splinter stack even if you had converted damage from Physical to Plague

  • Fixed an issue where Bloodied Doll was scaling with the amount of Spells you had access to

  • Fixed an issue where the Starved Beast wouldn’t drop any Unique Relics or Currency

  • Fixed an issue where the old Small version of Skull of the Vulture would sometimes appear in the Blessed Shop for sale

  • Fixed St. Joseph's Carpenter projectile not using proper mobility skill damage

  • Fixed Summon Skills with visual overrides bugging out (Stolen Weapons + Plague Bullets for example)

  • Fixed an issue where you could have “infinite” Summons by equipping and unequipping Summon Skills while in town

  • Fixed Hell Clock time not visually increasing when picking up Time drops while the timer is frozen

  • Fixed Oblivion Bell point requirements for travel nodes sometimes being inconsistent

  • Fixed Summons double-dipping AoE buffs on areas linked to Skills (such as Mark of the Vulture)

  • Fixed Summons not receiving some global conditional damage bonuses

  • Fixed the Orunmilá Constellation not working properly with damage conversions

Source

Steam News / 2 July 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.