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    Dwarven Realms

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    Season 6: Elemental Reckoning

    When has the previous Dwarven Realms season started?

    The previous Dwarven Realms season - Season 6: Elemental Reckoning - has started Fri, 26 Jun 2026 17:00:00 GMT

    When has the previous dr season started?

    The previous dr season - Season 6: Elemental Reckoning - has started Fri, 26 Jun 2026 17:00:00 GMT

    When is the previous Dwarven Realms season ending?

    The official end date of the previous Dwarven Realms season has not been announced yet.

    When is the previous dr season ending?

    The official end date of the previous dr season has not been announced yet.

    Started 29 days ago
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    Next season

    When does the next Dwarven Realms season start?

    The official launch date of the next Dwarven Realms season has not been announced yet. It is likely starting To be announced

    When does the next dr season start?

    The official launch date of the next dr season has not been announced yet. It is likely starting To be announced

    To be announced

    Seasonal Statistics

    64 days
    Average Duration
    5-6
    Average Per Year
    6:00 PM
    Usual Start Time
    (local timezone)
    111 days
    Max Duration
    Season 4.5: Dark Essence
    41 days
    Min Duration
    Season 5: Forged Fate
    Based on 9 seasons tracked since September 27, 2024.
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    Game news

    Season 6: Elemental Reckoning - Wipe and Updates

    Season 6: Elemental Reckoning - Wipe and Updates This patch, along with the mid season reset, is focused on improving the overall balance of the game. We've rebalanced every offhand, including toning down modifiers that had the potential to completely dominate the meta. Our goal was to bring the overall power level much closer together so more offhands remain viable throughout the entire season. We've also significantly reduced monster health across the game to create a smoother progression curve and make your power growth feel much more meaningful as you advance. The gates will close in approximately 30 minutes, and the season reset will begin at 3:30 PM EST. Thank you all again for your patience and support. General Changes: Drastically reduced Enemies HP across the whole game Drastically reduced offhand upgrading cost Offhand Balance Changes Death Blade: Death Blade: When Death Blade despawns, it will summon an arcane spike on a nearby enemy, dealing 10% damage + 20% additional damage for every second the blade was on the field. (Previously: 100% damage + 20% additional damage per second) Death Blade: Summon a smaller Death Blade that circles around the primary Death Blade and deals 30% damage. Each time a small death blade spawns, it adds 15% damage to Arcane spike. Death Blade: Extend the duration Death Blade stays on the field by 1 second. (Previously: 2 seconds) Chain Lightning: Chain Lightning: With each link, Chain Lightning does additional 5% damage. (Previously: 40%) Chain Lightning: When a link connects, it also strikes the target with a lightning bolt from the sky that deals 35% of Chain Lightning damage. (Previously: 100%) Chain Lightning: Chain Lightning will link two additional times. (Previously: three additional times) Rain of Flames: Rain of Flames: Meteors now explode, gaining 10% more damage. (Previously: 85%) Rain of Flames: When a Meteor lands, it creates a pool of lava that continuously damages enemies. The lava remains for 0.6 seconds, dealing the same damage as Rain of Flames. (Previously: 1.5 seconds) Rain of Flames: Fire an additional meteor. (Previously: two additional meteors) Carnage of Fire: Carnage of Fire: Now spawns on enemies. When the fire hits the ground, spawn a flaming spike that gains a 25% damage bonus. (Previously: 85%) Carnage of Fire: Increases explosion radius by 33%, Spike damage by 20% and Scorching Fire duration by 0.5 seconds. (Previously: 66% radius, 50% spike damage, 1.5 second duration) Carnage of Fire: Impact spawns a scorching fire that lasts 2 seconds and deals 40% damage. (Previously: 150%) Lightning Totems: Lightning Totems: Totems will now summon an additional Lightning bolt. (Previously: two additional bolts) Lightning Totems: Totems range grows by 40%. Totems deal an additional 5% damage for every consecutive Lightning Bolt. Lightning Totems: Totems strike an additional time and have a 50% chance to pulse with electricity when struck by lightning, dealing 40% damage. Base Ticks: 8 (Previously: 12) Base Multiplier: 90% (Previously: 186%) Burning Shield: Burning Shield: Surrounds your shields with Fire Swords, increasing the damage by 20% and radius by 33%. (Previously: 60% damage) Burning Shield: Burning shield becomes a legendary fire shield, increasing its size by 10% and grants a Blessing that gives 1% Fire Damage and 1% Armor, stacks up to 75. (No longer includes the additional 30% damage increase) Burning Shield: The Shield will stay an additional 2 seconds. When the shield dissipates, it triggers a Fire explosion dealing 40% base damage + 25% more damage based on the shield radius. (Previously: 500% base damage) Base Multiplier: 100% (Previously: 170%) Static Charge: Static Charge: Static Charge will strike an additional time, damaging more enemies and dealing an additional 1% per enemy inside Static Charge range. (Previously: two additional times, 5% per enemy) Static Charge: Gain charges by damaging foes. Each charge adds 1% Lightning damage. At 100 charges, summon thunderbolts that deal an additional 10% damage. (Previously: 100%) 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. Base Ticks: 6 (Previously: 7) Base Multiplier: 65% (Previously: 140%) Ferocity of Wolves: Ferocity of Wolves: Your wolves now leap an additional time. (Previously: two additional times) Ferocity of Wolves: One of your wolves will transform into an Electric Bat. Bats leap twice as much. Ferocity of Wolves: Your wolves increase their damage by 5% with each leap. (Previously: 55%) Delusion of Zelkors: Delusion of Zelkors: Mages are no longer illusions and remain on the battlefield for an additional 0.5 seconds. Delusion of Zelkors: Spawn an additional mage. (Previously: two additional mages) Delusion of Zelkors: Mages explosions now spawn fire spikes, dealing 50% explosion damage and an additional 5% damage for every additional mage. (Previously: 100% explosion damage, 20% per active mage) (Now mod-dependent rather than cooldown-dependent) Base Mages: 2 (Previously: 3) Fire Orbs: Fire Orbs: Orbs now charge for an additional 1 second. (Previously: 2 seconds) Fire Orbs: Once the Orb finishes charging, it explodes emitting a wave of Fire dealing 10% damage + 10% more damage for every extra second it charged. (Previously: 100% damage + 20% per second) Fire Orbs: Each orb launches two mini-orbs at your targets, dealing 15% damage. (Previously: 50%) Base Damage Increase: 1% (Previously: 3%) Electric Dragons: Electric Dragons: For each dragon, all other dragons deal 5% increased damage. (Previously: 95%) Electric Dragons: Each dragon has a 30% chance to shoot a burst of electric meteors that deal 15% damage. (Previously: 75%) Ticks Added per Dragon: 1 (Previously: 2) Starblades: Starblades: Gain an additional blade that deals 25% damage. (Previously: 75%) Starblades: For each extra blade, all blades deal 15% additional damage. (Previously: 75%) Starblades: Starblades have a 15% chance of striking twice. (Previously: 25%) Spark: Spark: Each spark propagates an additional time. (Previously: four additional times) Spark: When Sparks collide, they have a 33% chance to spawn a plasma sphere that deals 25% damage. After 2 seconds it explodes for 25% damage. Plasma sphere may consume sparks to gain +25% damage bonus. (Previously: 100% spawn damage, 200% explosion damage, +50% bonus) Spark: The spark has a 50% chance to split into an additional spark. (Previously: 100% chance to split) Eye of the Storm: Eye of the Storm: The cloud will spawn an additional cloud, dealing 25% damage of the eye of the storm itself. (Previously: two additional clouds, 100% damage) Eye of the Storm: Eye of the Storm grows larger by 57%. Eye of the Storm: Eye of the Storm will strike an additional time, and increasing Eye of the Storm damage by 10% per 57% growth in size. (Previously: 1 second duration, 65% damage) Spinning Blade: Spinning Blade: Spawns another Axe, dealing 5% more damage over a larger area. For each additional axe, gain 5% additional damage. (Previously: 30% damage, 25% additional damage) Spinning Blade: Spawns another blade on the battlefield, dealing 5% of the main blade damage. (Previously: 50%) Spinning Blade: Shoots a shuriken from each blade, dealing 5% damage. For each shuriken, the spinning blades get 5% additional damage. (Previously: 25% damage, 15% additional damage) Base Multiplier: 100% (Previously: 230%) Blood Dragons: Blood Dragons: Dragons gain a 25% chance to trigger a Dragon Burst that deals 20% damage. Dragon Burst deals an additional 10% based on dragon size. (Previously: 200% damage, 33% additional) Blood Dragons: The dragons jump towards the player, and deal bonus damage the closer they are to their target up to +25%. (Previously: +100%) Base Multiplier: 85% (Previously: 250%) Toxicity: Toxicity: Trigger a chain reaction, each projectile spawned receives an additional 5% damage for each active pool on the battlefield. (Previously: 25%) Toxicity: Pools last 1 second longer and deal 25% more damage based on pool size. (Previously: 2 seconds, 100% damage) Toxicity: On spawn 25% chance to fire a toxic projectile that will spawn another toxicity pool. (This modification stacks up to 2 times) (Previously: stacked up to 3 times) Base Multiplier: 125% (Previously: 250%) Dragon Flame: Dragon Flame: The dragon breathes more flames dealing 15% increased damage. (Previously: 75%) Dragon Flame: Increase radius of fire breath area by 40%, and 33% chance to deal an additional 40% damage. (Previously: 300%) Dragon Flame: The dragon stays for an additional 1 second on the battlefield. (Previously: 2 seconds) Base Multiplier: 200% (Previously: 320%) Arcane Apocalypse: Arcane Apocalypse: After an explosion, spawns a black hole that damages enemies over time. The black hole deals 5% damage per tick. Each stack decreases tick time by 5%, resulting in more damage over time. (Previously: 75% damage per tick, 10% tick time decrease) Arcane Apocalypse: Arcane Apocalypse gains a 15% chance to explode a second time, and a 5% chance to explode a third time. (Previously: 50% chance, 25% chance) Arcane Apocalypse: Increase explosion size by 30%. When an explosion hits, 10% chance to gain 2% Arcane damage buff, stacks up to 75. (Previously: 25% chance) Lightning Plasma: Lightning Plasma: Fires an additional Lightning Plasma, and deals an additional 5% based on Lightning Plasma range. (Previously: two additional plasmas, 50% damage) Lightning Plasma: Lightning Plasma now grows 20% longer in range, attacks 13.33% faster, and hits 1 additional time. (This modification can stack up to 3 times) Lightning Plasma: Lightning Plasma strikes an additional time and deals +10% damage. (Previously: 3 additional times, +55% damage) Base Multiplier: 100% (Previously: 270%) Arcane Orbs: Arcane Orbs: Fire an additional orb. (Previously: two additional orbs) Arcane Orb: Orbs become Chaos Orbs, dealing 10% increased damage. Chaos Orbs have a 10% chance to cause an Arcane burst when returning to the player. (Previously: 40% increased damage, 15% chance per orb) Arcane Orb: When Arcane Orbs return to the player, it creates an Arcane burst, dealing 25% damage and a bonus +5% for every additional orb. (Previously: 100% damage, +15% per orb) Base Multiplier: 90% (Previously: 270%) Base Cooldown increased by 30% Fire Beam: Fire Beam: Gain one additional beam. (Previously: three additional beams) Fire Beam: After a few seconds, the beam expands, hitting an additional time and dealing 15% more damage. (Previously: 3 additional times, 75% more damage) Fire Beam: Spawns a Fire ring out of every beam dealing 15% damage. (Previously: 90%) Vortex Vortex: Each vortex spawns 2 small vortexes that deal 10% of the Vortex damage. (Previously: 50%) Vortex: Gain an additional 4% Lightning Damage blessing when vortexes collide, and gain 5% damage for every Vortex. (Previously: 10%) Vortex: When vortexes collide, they turn into a thunderstorm that deals an additional 15%. (Previously: 200%) Base Multiplier: 120% (Previously: 240%) Arcane Totems: Arcane Totems: Your totems fire an additional arcane flame. (Previously: two additional flames) Arcane Totems: Totems have a 10% chance to explode when despawned, dealing 40% damage. (Previously: 50% chance, 150% damage) Arcane Totems: Spawns additional Arcane Totems. Fiery Totems: Fiery Totems: Fiery Totems triggered by you gain an additional 25% damage for each Fiery Totem on the battlefield. 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 5% damage. (Previously: 120%) (Enemies can no longer trigger totems) Fiery Totems: Fiery Totems you activate become infused with a Fire Vortex that deals 15% damage. (Previously: 165%) Fiery Totems: Creates a Wall of Fire in front of the player that deals 15% damage. (Previously: 165%) Kraken Seed: Kraken Seed: Kraken Seed shoots 3 tentacle darts, dealing 5% damage each. (Previously: 45%) Kraken Seed: Running over a Kraken Seed will summon Dark Kraken tentacles that gain 25% bonus damage. (Previously: 100%) Kraken Seed: Running over a Kraken Seed will shoot projectiles that explode on impact, dealing 25% damage. (Previously: 100%) Kraken Seed: Tentacles strike an additional time. (Previously: 6 times)

    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, 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 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. Global 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. 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 Calculations: Completely reworked the underlying offhand damage functions to run much more efficiently under the hood. VFX Decluttering: Reduced 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 Improvements: Implemented further general UI improvements and resolved several UI-related bugs. Offhand Icons: Added 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 Void: Unholy 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 Variant: Added a brand-new Physical Dragonling companion. Dragonling Upgrades: Container pickup delay can now be reduced to a minimum of 1 second. Each upgrade now reduces the pickup timer by 4 seconds. Magical Hand Collection: Added 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 Adjustments: Slightly 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.

    Season 5.75: Trial By Fire

    Season 5.75: Trial By Fire Important dates & times: Leaderboard locks: March 26th at 1:00 PM EST (24 hours before Season Start) Server wipe: March 27th at 12:00 AM EST (1 hour before Season Start) Season launch: March 27th at 1:00 PM EST Enemy Scaling & Balance Overhaul We’ve taken a hard look at how enemies scale as you push into higher Rupture levels. Previously, enemies could quickly turn into massive damage-sponges that hit disproportionately hard. To make combat feel more fluid and fair, we’ve completely rebalanced Enemies Health and Damage across all game. Damage Reductions Enemy damage has been nerfed globally across all Rupture levels to make survival feel less punishing and give you more room to experiment with builds. Enemies Health We’ve aggressively squished enemy health pools at the top end to reduce the "bullet sponge" effect during endgame pushes. Offhand Changes Rain of Flames Damage multi: 58% (Previously: 29%) Cooldown: +500% Carnage of Fire Damage multi: 112% (Previously: 56%) Cooldown: +1100% Delusion of Zelkors Damage multi: 220% (Previously: 110%) Cooldown: +200% Burning Shield Damage multi: 170% (Previously: 85%) Cooldown: +1166% Fire Beam Damage multi: 80% (Previously: 40%) Cooldown: +504% Dragon Flame Damage multi: 320% (Previously: 160%) Cooldown: +767% Chain Lightning Damage multi: 240% (Previously: 120%) Cooldown: +406% Spark Damage multi: 100% (Previously: 50%) Cooldown: +300% Vortex Damage multi: 246% (Previously: 123%) Cooldown: +233% Eye of the Storm Damage multi: 260% (Previously: 130%) Cooldown: +967% Ferocity of Wolves Damage multi: 40% (Previously: 20%) Cooldown: +256% Static Charge Damage multi: 140% (Previously: 70%) Cooldown: +287% Star Blades Damage multi: 60% (Previously: 30%) Cooldown: +197% Electric Dragons Damage multi: 200% (Previously: 100%) Cooldown: +633% Spinnig Blade Damage multi: 230% (Previously: 115%) Cooldown: +767% Toxicity Damage multi: 250% (Previously: 125%) Cooldown: +933% Death Blades Damage multi: 240% (Previously: 120%) Cooldown: +920% Arcane Orb Damage multi: 230% (Previously: 115%) Cooldown: +233% Blood Dragons Damage multi: 250% (Previously: 125%) Cooldown: +1233% Arcane Apocalypse Now Spawns on enemies location. Damage multi: 186% (Previously: 93%) Cooldown: +320% Fire Orb Damage multi: 130% (Previously: 65%) Cooldown: +373% Fiery Totem Damage multi: 220% (Previously: 110%) Cooldown: +600% Arcane Totem Damage multi: 360% (Previously: 180%) Cooldown: +700% Lightning Totem Damage multi: 186% (Previously: 93%) Cooldown: +600% Arcane Seed Damage multi: 280% (Previously: 140%) Cooldown: +833% Lightning Plasma Damage multi: 270% (Previously: 135%) Cooldown: +733% New Core Stat: Cooldown Reduction As you might have noticed from the cooldown adjustments above, base ability cooldowns have been significantly increased across the board. Don't panic! This is because we are officially introducing Cooldown Reduction (CDR) as a brand-new core stat. Previously, ability pacing was fixed. Now, we are putting the power back in your hands to customize how your character plays. Balance Monograms Gain 1.5% Crit Chance for every 20 essence available. (Previously: 1%) Gain 1.5% Critical Damage for every 10 essence collected. (Previously: 1%) Gain 1.5% Damage for every 10 essence available. (Previously: 1%) Gain 1.5 Damage for every 20 essence available. (Previously: 1) Drinking a Potion triggers your offhand - Removed. March 29th Patch Notes Grave Digger Cove has been reworked (mechanics remain the same) Improved performance by disabling unnecessary ticks on items drops Fixed Double Mastery Monograms not working correctly Fixed an issue where SuchKittyMuchMeow was not spawning cats as intended Fixed slugs not moving correctly Fixed an exploit related to quest turn-ins April 5th Patch Notes Gameplay & Balance Rupture Gate will no longer consume the required essence to enter the boss room. Underrealm Rupture Gate Essence costs reduced to 100. Archeon items are now guaranteed to roll with at least 1 Monogram. Trinkets will now start dropping at Rupture 4 (moved up from Rupture 3). Killing the Terror Master will now automatically wipe out any pawns he spawned. Dwarven King changes : Interacting with the Dwarven King before completing the required 10 boss kills will now display a progress message, showing exactly how many kills are still needed to claim your reward. Claiming your reward from the Dwarven King now guarantees a random monograms corresponding to your chosen offhand. Zul: Players will receive 2 random monograms for their selected offhand. Skorch & Dark Skorch: Players will receive will receive a single random monogram three times. (3 Stacks of the same monogram) Visuals & Environment Increased brightness and reduced fog across several maps to improve clarity in areas that were previously too dark or difficult to see Completely reworked the Stance Level Up VFX. Archeon's Grip: Using Archeon's Grip now spawns a new orb VFX that travels to the player character. Time Tears now feature a visual circle indicator that warns players when they are about to despawn. Boss Gate Indicator: Reaching 100 Essence now triggers a glowing material overlay on the gates, making it clearer when players can open the boss room. UI & HUD Floating Combat Text: We reworked the text for Lifesteal and Damage Taken so the font and styling match the outgoing damage numbers. Removed the Rupture timer bar. Countdown timer has been moved to the right corner of the screen Minor changes to Essence Collection bar. Bug Fixes Fixed a bug with the overlay material was not working as intended when players first unlocked stations in the Homefort.

    Season 5.5: Return of the Dwarven King

    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 Lightning : Cooldown 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 Dragons : For 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 Apocalypse : Cooldown 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 Fire : Explosion 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

    Archival seasons

    Season 5.75: Trial by Fire logo
    Season 5.75: Trial by Fire
    Started Mar 27, 2026
    Ended June 26, 2026
    91 days
    Season 5.5: Return of the Dwarven King logo
    Season 5.5: Return of the Dwarven King
    Started Jan 16, 2026
    Ended March 26, 2026
    69 days
    Season 5: Forged Fate logo
    Season 5: Forged Fate
    Started Dec 3, 2025
    Ended January 13, 2026
    41 days
    Season 4.5: Dark Essence logo
    Season 4.5: Dark Essence
    Started Aug 15, 2025
    Ended December 3, 2025
    111 days
    Season 4 - Rise of the Necromancer logo
    Season 4 - Rise of the Necromancer
    Started May 25, 2025
    Ended August 11, 2025
    78 days
    Season 3.5 - Awakening logo
    Season 3.5 - Awakening
    Started Mar 21, 2025
    Ended May 15, 2025
    55 days
    Season 3 logo
    Season 3
    Started Jan 31, 2025
    Ended March 13, 2025
    42 days
    Season 2 logo
    Season 2
    Started Nov 29, 2024
    Ended January 23, 2025
    56 days
    Season 1 logo
    Season 1
    Started Sep 27, 2024
    Ended November 21, 2024
    55 days