HomeGamesUpdatesPricingMethodology
Steam News26 May 20261mo ago

The Elemental Rebirth Update 🔥🧊⚡

Steam post image Harbingers, A new update is now available to improve your journey in Eudros!

In this update14

Full notes

Full The Bloodline update

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

What changed

12 fixes21 additions53 changes4 removals
  • Gameplay
  • Performance
  • UI and audio
  • Balance
  • Fixes
  • Workshop
addedA new update is now available to improve your journey in Eudros! New elemental skills, spacing from Electromancy to Necromancy have been added, together with major adjustments to item drops and balancing đź§™ Be ready to show off your new powers! đź’«
fixedBug Fixes/OptimizationsFixed issue with electrocution not arcing damage to nearby enemies
removedBug Fixes/OptimizationsPicking up bags of gold from a fully grown Coinburst Bulb no longer gives a bag of gold and just grants 100 gold directly to your gold count
removedBug Fixes/OptimizationsMinor Self Heal no longer triggers the animation if you don’t have enough mana.
fixedBug Fixes/OptimizationsThe pyromancy skill “Engulf” now consumes mana properly
fixedBug Fixes/OptimizationsLeveling up pyromancy, geomancy, cryomancy now only grants 1 proficiency point for their respective skills (as intended)
arrow craft amount515arrow craft amount increased, buff

The Bloodline changes

addedA new update is now available to improve your journey in Eudros! New elemental skills, spacing from Electromancy to Necromancy have been added, together with major adjustments to item drops and balancing đź§™ Be ready to show off your new powers! đź’«
fixedFixed issue with electrocution not arcing damage to nearby enemies
removedPicking up bags of gold from a fully grown Coinburst Bulb no longer gives a bag of gold and just grants 100 gold directly to your gold count
removedMinor Self Heal no longer triggers the animation if you don’t have enough mana.
fixedThe pyromancy skill “Engulf” now consumes mana properly

Steam post image Harbingers,

A new update is now available to improve your journey in Eudros! New elemental skills, spacing from Electromancy to Necromancy have been added, together with major adjustments to item drops and balancing đź§™ Be ready to show off your new powers! đź’«

Bug Fixes/Optimizations

  • Fixed issue with electrocution not arcing damage to nearby enemies

  • Picking up bags of gold from a fully grown Coinburst Bulb no longer gives a bag of gold and just grants 100 gold directly to your gold count

  • Minor Self Heal no longer triggers the animation if you don’t have enough mana.

  • The pyromancy skill “Engulf” now consumes mana properly

  • Leveling up pyromancy, geomancy, cryomancy now only grants 1 proficiency point for their respective skills (as intended)

  • Revisited many, many skills that would trigger their animation even if the player didn’t have enough mana to cast the skill

  • Reduced memory load throughout the game

  • Further optimized textures

  • Optimized various skill VFX

  • Fixed typo with “Thunderbelch” enchantment (was “Thunderblech” on accident), which in turn fixed the enchantment itself. Note that existing runes with the typo won’t work.

  • Fixed issue with 4th potion ingredient effects not showing in the potion summary in the potioncrafting window

  • Parkour challenges now properly grant base level EXP

  • Optimized Mage’s College areas

  • Fixed issue with assignment board job titles not being visible when re-opening a job board

  • The “Cast Neco spell” assignment now works properly

  • Removed oddly-angled board papers from the constructable stables

  • Fixed issue with engineer vendors (both in Elderglen and the buildable one) not ending dialogue completely when opening their shops, causing lockups

Additions

  • Reworked EXP granting for all magic schools; 100% of the mana cost for spells are converted into skill EXP. In addition, the cooldown for spells act as a multiplier for the EXP gains. (about 5% more per cooldown second). So, if you cast a 35-mana spell with a 5 second cooldown, you’ll get about 44 EXP for that spell! That’s before the bonus multiplier from your intelligence stat. This should result in a pretty smooth rework to the level requirements for Pyro, Cryo, Geo, Electro, Necro and Aero skills. Some of the other magic trees will feel like a BREEZE until they get revisited like the magic schools in this update.

  • Added tiered passives. These passives can be increased up to 5 times.

  • Removed damage value in tooltip for “Minor Self Healing”

  • Fixed issue with the "Nose" category not being selectable in the character creation window when using a gamepad

  • Fixed issue with the Aeromancy skill “Tornado” triggering strangely when it exhausts your mana, which could cause lockups

New Electromancy Skills:

  1. Static Pulse: Release a burst of electricity around yourself, damaging nearby enemies. Small chance to electrify damaged enemies.

  2. Volt Shot: A low-damage bolt that has a high chance to stagger enemies.

  3. Lightning Mine: Summon a charged lightning rune on any surface. When an enemy steps near it, the mine detonates, electrocuting all nearby enemies.

  4. Surge Leap: Your next jump creates an AoE electric explosion and launches you into the air.

  5. Storm Ward: Surround yourself with a protective shell of crackling electricity. Enemies that strike you in melee are shocked and briefly staggered. Lasts for 10 hits.

  6. Chainburst: Slash a blade of plasma in front of you. Deals x4 damage to electrified enemies and removes their electrified debuff.

  7. Spark Swarm: Summon a dozen small electrical remnants that seek out enemies in a large radius.

  8. Stormbreaker Kick: Charge your foot with lightning and unleash a powerful kick that launches weaker enemies through the air. A bolt of lightning strikes the target shortly after impact.

  9. Ball Lightning: Summon a drifting orb of unstable lightning that periodically shocks nearby enemies.

  10. Arc Tether: Cast a lightning-imbued grapple that pulls you toward the impact point. If there is no impact point, it creates one. If it strikes an enemy, the grapple pulls them toward you.

  11. Overcharged: Mark an enemy. Upon death, a powerful bolt of lightning erupts from them. Only one target can be marked at a time.

  12. Charged Weapon: Charge your weapon with electricity for 20 seconds. Attacks deal additional electro damage and have a chance to electrify enemies. Only works with melee weapons.

  13. Thunder Punch: Channel lightning into your fist and slam forward, releasing a burst of electicity that shocks and knocks back enemies in front of you.

  14. Charged Fists: Empower your fists with lightning energy. Your unarmed attacks shock enemies and deal an additional 25% of your unarmed damage as Electro damage.

  15. Storm Incarnate: Summon a lightning storm that lasts 1 minute. During this storm, lightning strikes around you at random intervals, and your mana regenerates much faster.

Other Elecromancy Changes:

  • Added new electromancy level up jingle

  • Added x10 new passives (5 for damage increases and 5 for electro spell mana cost)

Dev Note:

Originally, the passive trees were planned to include a range of buffs and triggered effects. In practice, this ended up feeling a bit bloated, and many of the bonuses were so minor that they weren’t very noticeable during gameplay.

On top of that, armor enchantments already provide many of these kinds of effects, which caused the two systems to overlap and compete with each other.

Because of this, the role of the proficiency trees has shifted to focus more on improving the efficiency and power of each skill tree directly.

In the end, it felt far more valuable to spend development time creating new, fun skills rather than adding passives that don’t meaningfully impact the experience.

That said, the new passive system is much more flexible under the hood. If certain passives are highly desired by the community, they can still be added later.

For now, this approach feels like the most efficient way forward and better aligns with my current goal: making progression feel more rewarding and for the skill trees to feel finished.

New Pyromancy Skills:

  1. Ember Flick: Throw a ball of fire. Deals 25 damage and has short range.

  2. Firebonk: Throw an enchanted flaming hammer that detonates after a short period

  3. Flaming Weapon: Wreathe your weapon in flames for 20 seconds. Attacks deal additional pyro damage and have a chance to ignite enemies. Only works with melee weapons.

  4. Scorchline: Channel a molten beam for 2 seconds, scorching the ground in its wake. After a short delay, the traced path erupts in a chain of fiery explosions.

  5. Inferno Lance: Throw a lance of pure molten magic. Upon impact, it detonates and spreads fire.

  6. Ashen Feast: Extinguish all burning enemies nearby, consuming their flames to restore your health for each enemy affected.

  7. Molten Armor: Enchant your body with manafire. Receiving damage will burn nearby enemies.

  8. Blazing Uppercut: Strike upward with explosive fire, launching enemies into the air.

  9. Flashfire: Instantly ignite the ground at the targeted location.

  10. Pyre Link: Strike with a flaming punch that deals bonus damage to burning enemies. Hitting a burning target spreads their flames to nearby enemies while extinguishing the original target.

  11. Combustion Jump: Your next jump detonates the ground under your feet, launching you into the air and dealing 100 damage to all nearby enemies. Beware - the explosion also deals 25 damage to you as well. Will not kill you.

  12. Comet Rain

    Summon several small meteorites to crash into the ground around the targeted area.

    Warning

    needs to be used with lots of room above the target area.

  13. Cinder Cyclone: Summon a roaming tornado of flame that wanders the battlefield. Enemies drawn into the vortex are ignited and violently thrown into the air. Also pulls in physics objects.

  14. Infernal Barrage: Extend your palm and unleash a barrage of 20 small firebolts.

  15. Meteor Form: Take the form of a meteor and propel yourself in the direction you are looking. Explodes on impact.

Other Pyromancy changes:

  • ALL pyromancy skills have been reworked to work with the new passives.

  • Pyromancy EXP levels have been greatly adjusted to work for level 1-100 in the pyromancy skill.

  • Added x10 new passives (5 for damage increases and 5 for pyro spell mana cost)

  • Added new pyromancy level up jingle

New Cryomancy Skills:

  1. Frozen Weapon: Enchant your weapon with manafrost for 20 seconds. Attacks deal additional cryo damage and have a chance to freeze enemies. Only works with melee weapons.

  2. Frozen Fists: Enchant your fists with manafrost. Your unarmed attacks deal additional cryo damage and have a chance to freeze enemies.

  3. Hailstorm: Shards of ice rain from above the targeted area

  4. Fracture: Swing your fist forward, dealing Cryo damage. Striking a frozen enemy deals 5Ă— damage, shattering the ice. The shattered frost spreads outward, freezing nearby enemies.

  5. Spire Field: Summon dozens of ice spikes to burst from the ground around you.

  6. Ice Armor: Enchant yourself with ice magic. Any enemies that strike you will take cryo damage and also have a chance to be frozen. Also increases armor by 20 points.

  7. Shatterstorm: Shatter all frozen enemies around you, dealing great damage to them. Enemies that aren't frozen take minimal damage.

  8. Ice Slide: Slide rapidly, leaving a trail of ice behind you.

  9. Avalanche: Summon dozens of snowballs to rain down on the target area. It doesn't deal much damage, but it is pretty funny.

  10. Winter’s Wrath: Summon a blizzard for 30 seconds. During this blizzard, your mana regenerates much faster.

  11. Glacial Wall: Summon a wall of ice at the target location that lasts for 5 seconds. Can launch yourself and enemies.

  12. Flashfreeze: Instantly freeze the target and the area around them for 3 seconds.

  13. Glacial Crush: Summon a large slab of ice that quickly topples forward and crushes enemies.

  14. Spire Barrage: Summon 10 ice spikes to barrage the target. Requires space above the target area to be used effectively.

  15. Cryo Sentinel: Summon a floating cryo construct that automatically launches small ice spears at nearby enemies.

Other Cryomancy Changes:

  • Added new cryomancy level up jingle

New Geomancy Skills:

  1. Stalactite Spear: Toss a spear of stone that impales enemies.

  2. Thraesir's Roll: Summon a massive boulder that rolls forward, crushing enemies

  3. Stone Armor: Enchant yourself with earth magic, increasing your armor by 40 points for 30 seconds.

  4. Stone Step: Summon a small stone slab that can be used as a platform, or as a way to launch enemies into the air. Up to 4 can be summoned at once.

  5. Magnet Spikes: Throw two spikes that stick to any surface. If close enough, the spikes will pull together.

  6. Earthen Spear: Summon a massive stone spear to erupt at the target location.

  7. Earthen Weapon: Enchant your weapon with earthen magic. Attacks deal additional geo damage and have a chance to inflict Dizzy on enemies.

  8. Landslide Rush: Summon dozens of tiny stones and propel them in the direction you are looking.

  9. Dustblast: Smash the ground, kicking up dust from the earth that temporarily stuns surrounding enemies.

  10. Burrow: Burrow underground for 10 seconds. Untargetable while burrowed. Emerge with an eruption that launches nearby enemies. Jump to exit early.

  11. Earth Fang: Turn your arm into a sharp stone and jab forward, dealing great damage to the target.

  12. Quakefall: Empower your next 5 landings with seismic force, creating quakes that damage and stagger nearby enemies.

  13. Dustveil: Erupt dust under your feet, turning you effectively invisible for 5 seconds.

  14. Tapquake: A 5-charge stomp abilty. Each successive stomp creates a more powerful quake that damages and flings enemies. Must be cast in quick succession to increase the power.

  15. Snapshard: Quickly cast a small, sharp stone projectile. Deals low damage, but can be cast in quick succession.

Other Geomancy Changes:

  • Added new level up jingle for Geomancy

New Aeromancy Skills:

  1. Vortex Pulse: Launch a wind-charged orb that bursts on impact, dragging enemies toward its center and inflicting minor damage.

  2. Tempest Step: Launch forward, creating a gale of wind in your wake. Weak enemies are thrown through the air; stronger enemies are damaged.

  3. Wind Wall: Create a long, narrow wall of wind. Pushes enemies upward and has a chance to deflect arrows.

  4. Airblade: Create a blade of wind that rips through the air. Deals 25 damage.

  5. Windweave: While active, each dodge carries you further in the direction of your dodge.

  6. Gale Leap: Your next jump will launch you high into the air with a gust of wind! Careful - doesn't prevent fall damage!

  7. Airwalk: Prevents you from falling for 5 seconds.

  8. Cyclone KickA four-kick aerial combo that keeps you suspended in the air while striking. The final kick releases a burst of compressed wind, dealing increased damage and launching enemies away.
  9. Pressure Wave: Unleash a burst of air around yourself, pushing all enemies around you away. Deals low damage, but gives you breathing room.

  10. Wind Choke: Trap an enemy’s head within a sphere of sealed air, preventing them from breathing and dealing damage over time.

  11. Gale Palm: Create a concentrated blast of air in front of you. Pushes enemies with great force. Enemies 10 levels lower than you are instantly ragdolled and thrown.

  12. Downburst: Propel airborne enemies downward with great force. Deals minor damage as well.

  13. Upburst: Launch a single target into the air

  14. Air Pocket: Summon a suspended air bubble that launches you, enemies, and physics objects into the air. Lasts for 10 seconds.

  15. Sonic Lance: Create a spear of condensed air and stab it forward, dealing great damage to the target enemy. Can send enemies flying as well.

  16. Grace of the Wind: Enchant your feet with wind, giving you a small upward boost. Reduces fall damage and extends your jumps.

Other Aeromancy changes:

  • Added x10 new passives (5 for damage increases and 5 for aero spell mana cost)

Necromancy changes:

  • Necro spells are now spread between levels 1-70 (before it was 1-10, like the other trees)

  • Replaced old necro summon lifetime passives with new, ranked passives. 5 new passives with 5 ranks each.

  • Necro proficiency tree now goes to level 60

Adjustments

  • Added armor runes to quarry and armorer weekly income drops

  • Added bone dust to weekly graveyard income drops

  • Added metal ingots to weekly smithy income drops

  • Added new leather types to weekly fletcher income drops

  • Added all seed types to weekly general store income drops

  • Increased arrow craft amount from 5 to 15 per craft

  • In addition to the new skills listed above, all existing skills in the skill trees visited in this update have been revisited for a full balance pass. Only a handful of excessively powerful abilities were nerfed, and even those were kept minimal due to the new level requirements for higher-tier skills. Most adjustments focused on mana costs and cooldowns, with many abilities receiving lower cooldowns in exchange for higher mana costs. The goal isn’t to make the player feel weaker, but to make the skill trees feel more rewarding and ensure each ability feels appropriate for its level, while also working in tandem with the new stat system that was introduced in the last update. The goal is to allow the player to feel a continuous feeling of progression, no matter what they’re doing.

  • Armor damage reduction has been completely reworked. Previously, it used a coverage-based system that was overly complex and didn’t produce great results, especially for heavier armor.

  • Now, damage reduction is based directly on your total armor value—so 75 armor provides 75% damage reduction. This is capped at 90% to prevent full immunity (though I haven’t seen any builds reach 90 armor yet!).

  • The old system placed too much emphasis on certain armor slots (like legs, head, and torso), which made the overall experience feel inconsistent. This new approach should make armor feel more reliable and much more viable across all builds, especially now that the majority of magic skill trees have magic armor spells.

  • Massively increased Rune Attunement EXP gains. It should be 8x to 9x faster to level up. This should help kill the excessive grind of Rune Attunement and make it a bit more manageable! It still accounts for your rune effectiveness, so getting good rolls on runes grants a ton of EXP. It feels much smoother now!

  • Insight now spawns much more frequently during the Alchemist’s Cauldron minigame

  • Increased EXP gains for Armorsmithing. Tier 1 armor now gives 125 EXP instead of 25. Tier 2 now gives 250 instead of 125. (heavy armor tier 2 gives 350).

  • Greatly reduced armorsmithing EXP requirements

  • Increased armorsmithing EXP multiplier for socketing enchantments. It is now:

    • 50% more for 1 rune
    • 100% more for 2 runes
    • 150% more for 3 runes
    • 200% more for 4 runes
    • 300% more for 5 runes
  • Rune Attunement now gains double the experience granted from Enchanted Armor Crafting

  • Stealable items are now highlighted as RED instead of YELLOW. This should make it clearer to see what items are marked as a crime to take.

Source

Steam News / 26 May 2026

Open original post

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