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    Dwarven Realms

    Dwarven Realms

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    When has the previous Dwarven Realms season started?

    The previous Dwarven Realms season - Season 4.5: Dark Essence - has started Fri, 15 Aug 2025 16:00:00 GMT

    When has the previous dr season started?

    The previous dr season - Season 4.5: Dark Essence - has started Fri, 15 Aug 2025 16:00:00 GMT

    When is the previous Dwarven Realms season ending?

    The official end date of the previous Dwarven Realms season has not been announced yet. It is likely ending Avg. 10 weeks

    When is the previous dr season ending?

    The official end date of the previous dr season has not been announced yet. It is likely ending Avg. 10 weeks

    Started 22 days ago
    Avg. 10 weeks
    Next

    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

    Statistics

    70 days
    Average Duration
    5.65
    Average Per Year
    6:00 PM
    Usual Start Time
    78 days
    Max Duration
    Season 4 - Rise of the Necromancer
    42 days
    Min Duration
    Season 3
    Calculations based on 6 confirmed historical entries. Oldest season in aRPG Timeline's archive started September 27, 2024.

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    Steam News

    Season 4.5 Update - "Dark Essence"

    We're thrilled to introduce Season 4.5. This season brings the mysterious Dark Bosses, extends the Underrealm to unprecedented depths, introduces powerful Tier 5 equipment, and delivers a comprehensive rebalancing of the entire modification system. Prepare for darker challenges and greater rewards. 🕯️ Tuesday, August 12th at 1:00 PM EST – Chaos Days begin! The servers will go down briefly (up to 1 hour) as we prep for the new season. Seasonal characters will be wiped, so don’t forget to migrate the ones you want to keep into Offline Mode ! 🎁 Bonus : Everyone who participates in Chaos Days will receive the exclusive Ride of Swordie'm Mount ! 🧿 Friday, August 15th at 1:00 PM EST – Season 4.5: Dark Essence officially begins! The update will be live 1 hour before launch so you’ll have time to get ready. 👉 https://discord.gg/dwarven-realms-769933876901969931?event=1371533458920439809 RSVP to the launch event New Content Pants modifications now available - obtainable from monogram station or by defeating Olympus. Dark Boss Encounters Six new endgame bosses await in the shadows, each offering exclusive rewards: Dark Olympus : Tier 5 Gloves and Chest pieces Dark Drythus : Tier 5 Pants and Boots Dark Bridge : Tier 5 Helmets and Shields Dark Archeon : Tier 5 Bracers and Amulets Dark Zul : Tier 5 Rings Dark Skorch : Tier 6 Weapons Tier 5 Equipment System Tier 5 armor pieces : Now have a chance to roll 3 random modifications T6 Weapons T6 Weapons come with increased flat damage , three offhand modifiers (just like T5), plus one powerful unique effect from the list below: Gain a 10% chance to get 1000 gold for killing an enemy., Gain Double Mastery Points., Gain 33% Chance to get Double Essence., Gain Double Experience points. Extended Underrealm Route expansion : Underrealm now extends to Rupture 500 (previously 300) New Monograms Essence Empowerment : Gain 1 Damage for every 10 essence available Essence Precision : Gain 1 Critical Strike Chance for every 10 essence available Dark Essence : Hitting an Elite or Boss generates 0.1 Dark Essence per 100 of your highest stat. Dark Essence counts as normal Essence but cannot be used. Stacks up to 500 Phasing Resonance : While Phasing, grants 1 stack of Phasing every 2 seconds Balance Changes Monogram Rebalancing 'Lifesteal is now Energy steal. (Previously: Lifesteal is now Energy steal and you do not regenerate Health.) 'Elite containers essence cost is reduced by 25%. (Previously: 10%) 'While moving, you generate Light Shroud stacks. Damaging an enemy replaces all stacks of Light Shroud with Dark Shroud. Gain 5% damage and 1% Base damage bonus for each Dark Shroud stack, lasts 30s. (Previously: 9s duration) You cannot use uncharged Secondary Ability. Charged Secondary Ability deals 300% more damage. (Previously: 100% more damage) Gain 5% Critical Damage for each extra inventory slot. (Previously: 2.5%) Gain 1% Boss Damage for each extra inventory slot. (Previously: Gain 1% Attack Speed for each extra inventory slot.) Gain 1% Critical Damage for every 5 essence collected. (Previously: every 10 essence) Gain 20 to maximum Energy. (Previously: 12) While Phasing - Gain 30% movement speed and trigger your offhands every 7.5 seconds. (Previously: every 10 seconds) Gain 1% Crit Chance per potion slot. (Previously: Gain 2.5% Attack Speed per potion slot.) When losing more than 40 stacks of Veil - gain 50% Movement Speed, 25% Health Regeneration and 50% Critical Damage bonus for 40 seconds. (Previously: gain movement speed, health regeneration and critical damage bonus.) When losing more than 40 stacks of Light Shroud - gain 50% Movement Speed and 50 Base Damage for 15 seconds. (Previously: gain 50% movement speed and double Attack Speed for 7 seconds.) Energy consumption is reduced by 50%. (Previously: 20%) Your basic abilities cost 100 energy, but you gain a 200% damage bonus. (Previously: 100% damage bonus) When completing dailies, other active fellowship members will gain 20% of their current level XP. (Previously: 1%) Each time you get hit, Gain 15% more damage up to 75%. Blessing is 30 seconds long. (Previously: 5 seconds) Maximum Energy increased by 150%. (Previously: Gain 25 maximum Energy.) Gain 0.5 Base Damage for each available potion. (Previously: Gain 100 attack speed for each available potion.) Gain 2 Armor per Bloodlust stack. (Previously: 2% Armor) While in Berserker Fury, gain 2% damage reduction each time you're hit. Upon reaching maximum damage reduction, gain +100 base damage. (Previously: While in Berserker Fury state, gain 2% damage reduction every time you're hit.) Dark Shroud now also provides +2% Arcane Damage per stack. (Previously: +0.3%) Dark Shroud now also provides +2% Fire Damage per stack. (Previously: +0.3%) Dark Shroud now also provides +2% Lightning Damage per stack. (Previously: +0.3%) Gain 300 damage, and any damage you take will deal at least 50% of your health. (Previously: 75% of your health) Killing an elite grants you a Blessing that gives 2% Armor. Lasts 20 seconds, and stacks up to 100. (Previously: stacks up to 20) Killing an elite grants you a Blessing that gives 5% Damage Bonus. Lasts 20 seconds, and stacks up to 20. (Previously: gives 5% Attack Speed) Killing an elite grants you a Blessing that gives 1 maximum Energy. Lasts 20 seconds, and stacks up to 100. (Previously: stacks up to 20) Killing an elite grants you a Blessing that gives 2% maximum Health. Lasts 20 seconds, and stacks up to 50. (Previously: stacks up to 20) Your Secondary Ability costs double energy, but deals 150% more damage. (Previously: 50% more damage) Killing an elite enemy reduces Berserker Fury's cooldown by 2 seconds. (Previously: 0.5 seconds) Gain 5% maximum Health per Dark Shroud stacks. (Previously: per Light Shroud stack) Gain 1 additional potion slot for every 50 of your highest stat. (Previously: every 65) After completing all dailies, gain 300,000 gold. (Previously: 250,000 gold) Every 4 seconds your character pulses with Arcane Damage. Each enemy hit grants a 3% Arcane Damage blessing, stacking up to 100. (Previously: 1%) Every 4 seconds your character pulses with Fire Damage. Each enemy hit grants a 3% Fire Damage blessing, stacking up to 100. (Previously: 1%) Every 4 seconds your character pulses with Lightning Damage. Each enemy hit grants a 3% Lightning Damage blessing, stacking up to 100. (Previously: 1%) While in Berserker Fury state, gain +70% Damage Bonus. (Previously: gain double Attack Speed) Gain 500 Strength if no offhands are equipped. (Previously: 250) Gain 500 Agility if no offhands are equipped. (Previously: 250) Gain 500 Stamina if no offhands are equipped. (Previously: 250) Gain 500 Endurance if no offhands are equipped. (Previously: 250) Gain 500 Luck if no offhands are equipped. (Previously: 250) Gain 500 Dexterity if no offhands are equipped. (Previously: 250) Gain 500 Wisdom if no offhands are equipped. (Previously: 250) Gain 10% damage reduction. (Previously: 2%) Gain 200 Endurance. (Previously: 50) Gain 200 Wisdom. (Previously: 50) Gain 200 Agility. (Previously: 50) Gain 200 Stamina. (Previously: 50) Gain 200 Strength. (Previously: 50) Gain 200 Luck. (Previously: 50) Gain 200 Dexterity. (Previously: 50) Gain 25% Damage Bonus. (Previously: Gain 25% Attack Speed) Gain 15 maximum Energy. (Previously: 5) While in Berserker Fury state, gain 20% Lifesteal Chance and 5% Lifesteal. (Previously: 5% lifesteal chance and 1% lifesteal) Your charged secondary ability deals an additional 20% damage for every 65 of your highest stat. (Previously: 5% damage) Gain 10 maximum Health for every 100 of your highest stat. (Previously: every 150) Gain 0.02% Damage Reduction for every 25 of you Highest stat. (Previously: every 100) Gain 2 maximum Energy for every 100 of your highest stat. (Previously: 1) Gain 2 base Damage for every Energy point above 100. (Previously: 3 base Damage) Gain 1% Critical Damage for every 500 Armor. (Previously: every 400 Armor) Gain 1% Damage for every 50 of your highest stat. (Previously: every 40) Gain 1% maximum Health for every 50 of your highest stat. (Previously: every 20) Unholy Void attacks are 1% stronger for every 60 Damage. (Previously: every 50 Damage) Gain 15 Damage for every 150 of your highest stat. (Previously: every 100) Gain 1% maximum Health for every 50 of your highest stat. (Previously: every 40) Killing a monster or hitting an elite/boss has a 10% to trigger a bloodlust effect, gain 5% crit damage, 2% armor and 0.35% movement speed per stack. Stacks up to 100, lasts 15 seconds. (Previously: 0.4% attack speed instead of 2% armor) Landing a critical strike has a chance to provide a stack of Excitement, providing 3% all Elemental Damage. At 20 stacks, become the Juggernaut - gaining +25% size, +40% movement speed, +25% critical chance and double your critical damage bonus. (Previously: providing 3% attack speed) Gain 1% maximum Health for every 50 of your highest stat. (Previously: every 20 of your highest stat) Gain 1% Damage for every 5 essence available. (Previously: Gain 5% Damage for every 80 essence available) Gain 1% Boss Damage for every 50 of your highest stat. (Previously: Gain 1% Damage for every 40 of your highest stat) When killing an elite enemy, gain 10% chance to spawn another elite. (This modification stacks up to 8 times) Gain 15% movement speed. -Removed Offhands Lightning Plasma now grows 20% longer in range and attacks faster by 13.33%. (Previously: Lightning Plasma now grows 20% longer in range ) (This modification can stack up to 3 times) Arcane Apocalypse gains a 50% chance to explode a second time. (Previously: 20% chance) Spinning Blade spawns another blade on the battlefield dealing 50% damage. (Previously: 100% damage) Spinning Blade: Shoots a shuriken from each blade, dealing 25% damage. For each shuriken, the spinning blades get 5% additional damage. (Previously: 50% damage and 10% additional damage) Eye of the Storm base damage increased by 10% Eye of the Storm will stay for an additional 1.5 seconds and deals additional 33% damage per radius modification. (Previously: Eye of the Storm will stay for an additional 1.5 seconds) When Vortexes collide, they turn into a thunderstorm that deals 300% additional damage over 1.5 seconds. Multiple thunderclouds can now exist simultaneously. (Previously: limited to 1 thundercloud) Delusion of Zelkors: Spawn three additional mages. (Previously: two additional mages) Delusion of Zelkors: Mages' explosions now spawn fire spikes, dealing an additional 20% damage for every active mage. (Previously: 15% damage) Blood Dragons: Dragons gain a 15% chance to trigger a Dragon Burst that deals 200% damage and an additional 33% damage based on dragon size. (Previously: Dragons gain a 15% chance to trigger a Dragon Burst that deals 200% damage) Fiery Totems: Fiery Totems triggered by you gain an additional 40% damage for each Fiery Totem on the battlefield. (Previously: 10% damage) 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 120% damage. (Previously: 100% damage) Fiery Totems: Fiery Totems you activate become infused with a Fire Vortex that deals 55% damage three times per second. (Previously: 10% damage) Fiery Totems: Creates a Wall of Fire in front of the player that deals 33% damage three times per second. (Previously: 110% damage) Kraken Seed: Kraken Seed shoots 4 tentacle darts, dealing 60% damage each. (Previously: 40% damage) Kraken Seed: Running over a Kraken Seed will shoot projectiles that explode on impact, dealing Burning Shield: Surrounds your shields with Fire Swords, increasing the damage by 50% and radius by 33%. (Previously: damage by 33%) Burning Shield: Burning shield becomes a legendary fire shield, increasing its size by 10% and damage by 20% and grants a Blessing that gives 1% Fire Damage and 1% Armor, stacks up to 75. (Previously: stacks up to 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: 10% more damage based on shield radius) Death Blade: When Death Blade despawns, it will summon an arcane spike on a nearby enemy, dealing 80% damage + 20% additional damage for every second the blade was on the field. (Previously: 10% per second) 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: 5% damage per blade) Static Charge: Static Charge increases its damaging radius by 20%. Thunderbolts have a 20% chance to deal an additional 25% damage based on Static Charge time.' (Previously: Static Charge increases its damaging radius by 20% ) (Note: Chance scales with mod stacks; damage scales with additional time stacks) Dragon Flame: The dragon breathes more flames dealing 75% increased damage. (Previously: 50% increased damage) Dragon Flame: Increase radius of fire breath area by 40% and have 15% chance to deal double damage. (Previously: Increase radius of fire breath area by 40%) Lightning Totems: Totems range grows by 40%. Totems deal an additional 20% damage for every totem in its range. (Previously: 10% additional damage) Lightning Totems: Totems stay for an additional 0.6 seconds and have a 25% chance to pulse with electricity when struck by lightning, dealing 150% damage. (Previously: stay for additional 0.2 seconds) Toxicity: On spawn 25% chance to fire a toxic projectile that will spawn another toxicity pool. (Previously: 15% chance with no stack limit ) (This modification stacks up to 3 times to prevent infinite procs and performance issues) Starblades: Gain an additional blade that deals 50% damage. (Previously: 75% damage) Starblades: For each extra blade, all blades deal 50% additional damage. (Previously: 70% additional damage) Ferocity of Wolves: Your wolves increase their damage by 20% with each leap. (Previously: 35% damage) Spark: When Sparks collide, they have a 33% chance to spawn a plasma sphere that deals 75% damage. After 2 seconds it explodes for 200% damage. Plasma sphere may consume sparks to gain +50% damage bonus. (Previously: 15% chance to spawn plasma sphere dealing 50% damage, explodes after 4 seconds, +30% damage bonus from consuming sparks) Fire Beam: After a few seconds, the beam expands, lasting an additional second and dealing 55% more damage. (Previously: 40% more damage) Electric Dragons: Gain an additional Electric Dragon, increasing its damage radius by 60%. (Previously: 50% radius) Electric Dragons: For each dragon, all other dragons deal 85% increased damage. (Previously: 50% increased damage) Electric Dragons: Each dragon has a 25% chance to shoot a burst of electric meteors that deal 75% damage. (Previously: 100% damage) Carnage of Fire: Increases explosion radius by 33%, spike damage by 25% and Scorching Fire duration by 1.5 seconds. (Previously: radius by 20%, spike damage by 10%, duration by 1 second) Arcane Totems: Your totems fire two additional arcane flames. (Previously: one additional arcane flame) Arcane Totems: Totems have a 25% chance to explode when despawned, dealing 150% damage. (Previously: 15% chance) Chain Lightning: With each link, Chain Lightning does additional 40% damage. (Previously: 25% additional damage) Offhand Base Damage & Cooldown Adjustments Arcane Apocalypse : Damage reduced by 9.7%, Cooldown increased by 10% Lightning Plasma : Damage increased by 22.7%, Cooldown reduced by 9.1% Dragon Flame : Damage increased by 23.1%, Cooldown reduced by 4.8% Burning Shield : Damage increased by 21.4%, Cooldown reduced by 9.1% Death Blade : Damage increased by 33.3%, Cooldown reduced by 9.1% Eye of the Storm : Damage increased by 18.2%, Cooldown reduced by 9.1% Static Charge : Damage increased by 27.3%, Cooldown reduced by 5.3% Kraken : Damage increased by 21.7%, Cooldown reduced by 5.6% Toxicity : Damage increased by 13.6% Blood Dragon : Damage increased by 19.0% Lightning Totem : Cooldown reduced by 13.3% Chain Lightning : Damage increased by 9.09% Stance Changes Scythes reclassified : Now considered Ranged instead of Melee Melee Mastery bonuses : +0.1% Health Regeneration Bonus, 0.01% Lifesteal Bonus, 0.5 Armor Stance Ability Rebalancing Scythe: Bone Surge: Energy Cost 25, Damage Multiplier 155% (Previously: *Energy Cost 21, Damage Multiplier 170%) Leeching Wraith: Energy Cost 35, Damage Multiplier 150% (Previously: Energy Cost 31, Damage Multiplier 160%) Frenzied Deathbolt: Energy Cost 30 (Previously: Energy Cost 26) Necrotic Maelstrom: Energy Cost 30, Damage Multiplier 165% (Previously: Energy Cost 31, Damage Multiplier 170%) Soulrend Crescent: Energy Cost 30, Damage Multiplier 170%' (Previously: Energy Cost 31, Damage Multiplier 180%) Echoed Torment: Energy Cost 25, Damage Multiplier 185% (Previously: Energy Cost 26, Damage Multiplier 190%) Magery: Discharge: Energy Cost 33, Damage Multiplier 170% (Previously: Energy Cost 21, Damage Multiplier 175%) Starfall Strike: Damage Multiplier 160% (Previously: Damage Multiplier 170%) Archery: Rain of Arrows: Energy Cost 30, Damage Multiplier 165% (Previously: Energy Cost 31, Damage Multiplier 180%) Axes: Whirlwind: Damage Multiplier 185% (Previously: Damage Multiplier 175%) Sky Swords: Energy Cost 28 (Previously: Energy Cost 31) Swords: Tornado: Damage Multiplier 185%' (Previously: Damage Multiplier 175%) Shadow Slice: Damage Multiplier 175% (Previously: Damage Multiplier 170%) Spears: Magical Lance: Damage Multiplier 165% (Previously: Damage Multiplier 140%) Piercing Fire: Damage Multiplier 170% (Previously: Damage Multiplier 160%) Fists: Deathly Revolver: Damage Multiplier 185% (Previously: Damage Multiplier 170%) Blinded by Rage: Energy Cost 33 (Previously: Energy Cost 36) Maul: Mystic Maulquake: Damage Multiplier 185% (Previously: Damage Multiplier 180%) Hurricane Havoc: Energy Cost 26 (Previously: Energy Cost 31) Bug Fixes Fixed Unholy Void bug where a tree node provided excessive damage Fixed Vortex Thunderstorm not dealing damage Fixed Arcane Apocalypse extra damage calculations Fixed Burning Shield damage calculations per modification resulting in less damage Fixed Delusion of Zelkors mage count calculation resulting in less damage Fixed Fiery Totem damage stacking issue resulting in less damage Fixed Kraken Seed damage calculation resulting in less damage Fixed a bug where Vortex would incorrectly affect training dummy physics --- Developer Notes Season 4.5 focusing on three core pillars: endgame content expansion, player power enhancement, and build diversity. The introduction of Dark Bosses provides new challenges for our most dedicated players, while Tier 5 equipment opens entirely new optimization strategies. The massive monogram rebalancing reflects our commitment to making every build path viable and exciting. We've dramatically increased player power across the board while introducing new scaling mechanics around essence management and secondary abilities. The Underrealm expansion to rupture 500 provides significantly more progression content, while the offhand system overhaul ensures that these crucial build components feel impactful and rewarding to optimize. ----------------------------------------------------------------- Monday, August 11th Patch Notes Balance 'Killing a campaign boss grants 100 Maximum Health' (New feature) 'Stance tree Maximum Health bonuses reduced to 50' (Previously: 100) -----------------------------------------------------------------Tuesday, August 12th Patch Notes General Added translations for newly added text strings Visual & Performance Updates Spark: Complete visual and performance rework implemented Dragon Flames: Complete visual and performance rework implemented Burning Shield: Complete visual and performance rework implemented Balance Lightning Plasma: Lightning Plasma now grows 20% longer in range, attacks 13.33% faster, and hits 2 additional times. (Previously: 1 additional time ) (This modification can stack up to 3 times) Ferocity of Wolves: Cooldown reduced by 11.43% Burning Shield: Cooldown reduced by 11.43% Lightning Plasma: Cooldown reduced by 9.09% Static Charge: Static charge will now stay for an additional 0.6 seconds, damaging more enemies.' (Previously: 0.3 seconds ) Bug Fixes Fixed various typos across the game Fixed navigation mesh issues in some maps that caused monsters to remain stationary ----------------------------------------------------------------- Wednesday, August 13th Patch Notes General Pants monograms added to all endgame bosses (excluding Dark Bosses) VFX Optimization Arcane Apocalypse: Visual update and optimization Eye of the Storm: Visual update and optimization Bug Fixes Fixed few item missing textures Fixed a bug where killing Dark Bosses through Underrealm wouldn't provide item racks Fixed a bug where entering Dark Skorch through Underrealm would send players to the main menu ----------------------------------------------------------------- Wednesday, August 13th 2nd Patch Notes SFX Added click sound effects to all leaderboard buttons UI Added pagination to leaderboard boss tokens - players can now view all available tokens Bug Fixes Fixed a bug where certain bosses had fade effects when viewed from above Fixed a bug where mastery bonuses provided incorrect armor amounts Fixed a bug where players received 500% damage instead of 5% when using the monogram "Killing an elite grants you a blessing that gives 5% damage bonus" Fixed a bug where "Gain 200 Stat" monograms didn't provide the correct stats and weren't calculated properly for stat bonuses Fixed a bug where certain archer Q&R abilities would clip through floors in specific maps VFX Arcane Totem: Visual rework and optimization Toxicity: Visual effects rework and optimization Spark: Reduced brightness on spark plasma modification effects ----------------------------------------------------------------- Thursday, August 14th Patch Notes VFX Adjusted Burning Shield color to reduce interference with boss attack indicators Blood Dragon: Visual and optimization rework Carnage of Fire: Optimization improvements Arcane Orb: Optimization improvements Bug Fixes Fixed a bug where entering Dark Skorch from the NPC would incorrectly load Rupture 44 instead of the correct rupture level Fixed a bug where pants monograms caused leaderboard builds to load incorrectly Fixed a bug where killing Dark Zul in the Underrealm wouldn't unlock his entrance through Sonia the Dark NPC ----------------------------------------------------------------- Friday, August 15th Patch Notes Offhands Delusion of Zelkors: Optimization and visual update Spark - Plasma Sphere: Fixed low FPS visual issues Fiery Totem: Optimization and visual update Electric Dragons: Optimization and visual update General Removed Dark Bosses scaling Offhand Balance Changes 'Fire Beam: After a few seconds, the beam expands, lasting an additional second and dealing 75% more damage.' (Previously: 55% more damage) 'Dragon Flame: The dragon stays for additional 3 seconds on the battlefield.' (Previously: 2 seconds) 'Death Blade: Extend the duration Death Blade stays on the field by 4.5 seconds.' (Previously: 3 seconds) 'Burning Shield: Burning shield becomes a legendary fire shield, increasing its size by 10% and damage by 30% and grants a Blessing that gives 1% Fire Damage and 1% Armor, stacks up to 75.' (Previously: 20% damage) 'Burning Shield: Surrounds your shields with Fire Swords, increasing the damage by 60% and radius by 33%.' (Previously: 50% damage) ----------------------------------------------------------------- Sunday, August 17th Patch Notes Balance 'While Phasing, grants 1 stack of Phasing every 2 seconds.' (Changed to work while in combat) 'Unholy Void attacks are 1% stronger for every 35 Health Regeneration.' (Previously: every 60 Damage ) 'Dark Essence: Hitting an Elite or Boss generates 0.25 Dark Essence per 100 of your highest stat. Dark Essence counts as normal Essence but cannot be used. Stacks up to 500.' (Previously: 0.1 Dark Essence per 100 of highest stat ) Juggernaut buff duration increased to 25 seconds Scythe now procs offhand on 2nd attack instead of 3rd and increased basic attacks range 10 Stamina = 0.1% Max Health; 10 Stamina = 0.1 Health Regeneration. (Previously: 10 Stamina = 0.1% Max Health ) Bug Fixes Fixed Juggernaut not activating after 6 stacks of Excitement Typos in few places Elite dummy now procs Phasing effects ----------------------------------------------------------------- Monday, August 18th Patch Notes Bug Fixes Fixed the mod 'While Phasing, grants 1 stack of Phasing every 2 seconds' to work while in combat Fixed certain abilities clipping through the ground in specific maps Fixed Scythe from Zul incorrectly having triple monograms Fixed a bug where 'Delusion of Zelkors: Mages are no longer illusions and remain on the battlefield for an additional 1.5 seconds' caused reduced mage spawns when combined with the three additional mages modifier Fixed Lightning Totems not targeting Apexius Fixed the mod 'Arcane Totems fires 2 additional flames' only adding one additional flame ----------------------------------------------------------------- Wednesday, August 20th Patch Notes UI Dark Essence buff now displays the maximum Dark Essence achievable Bug Fixes Fixed an issue where "Your secondary attack now charges three times as fast" didn't stack properly Fixed stacking for the mod "Maximum Energy is increased by 150%" and corrected wording to "Maximum Energy is increased by 50%" (Value unchanged, wording correction only) Fixed Kabarian Wetlands boss chest sometimes spawning out of bounds General Toxicity: Optimization improvements Vortex: Optimization improvements, Thunderstorm changed from damage over time to front-loaded damage (Note: Total dummy damage may appear reduced, but this change improves bossing effectiveness) Item duration reduced from 70 to 15 seconds to improve performance when items aren't picked up/with full inventory/large quantities on ground Drastically reduced boss spawn chances for Archeon Mistress elites Bloodlust buff duration increased to 20 seconds General optimization improvements across the game Arcane Totem: Optimization improvements Delusion of Zelkors: Optimization improvements ----------------------------------------------------------------- Friday, August 22th Patch Notes Bug Fixes Fixed various typos Fixed a bug where players could trigger Orin's tutorials multiple times in rare cases Fixed a bug where Dark Drythus sometimes died when going underground Fixed a bug where minions would fall through the floor in Akkuros Fellowship dungeon Lowered the delay for Spike mods in Delusion of Zelkors and Death Blades offhands Fixed essence modifications not working correctly without Dark Essence ----------------------------------------------------------------- Sunday , August 31th Patch Notes General Authentication flow: Resolved security vulnerability Bug Fixes Catacomb 2: Added missing wall Unarmed Juggernaut: Text corrections Fixed a bug where containers in Akkuros Fellowship dungeon would spawn outside the arena in rare cases Added lightning effects to certain chests for improved visibility in specific areas, including Grave Digger Cove Fixed Fists Soul Strike giving only one combo point instead of two Added confirmation dialog to home portal (Only appears if Rupture level >36, player has essence, or is inside a boss zone) Fixed Zelkors not dealing damage in certain cases

    Season 4: Rise of the Necromancer

    Season 4 launches on May 25th! The gates will open at 1PM EST Rise with the Dwarves, command the dead — jump in, forge your legend. The Realms await you champion! Stone and Darkness unite! In Season 4: Rise of the Necromancer, warriors old and new must rise to meet the challenge. This season, the Realms crack open wider than ever before. Step through the Time Tear and back into an era lost to ruin—where ancient powers still walk the land, and the Dwarves have yet to fall. New Races With the introduction of two new playable races, the mighty Dwarves and the vengeful Graveborn, players now choose from four distinct ancestries, each offering unique bonuses to weapon types and elemental affinities. Build your legend with the might of forged steel or the fury of the grave. New Necromancer Stance At the heart of the new season is the debut of the Necromancer class, a master of death who commands a legion of minions. Unlike traditional brawlers or spellcasters, the Necromancer reshapes the battlefield through his undead army—empowering skeletal warriors, spectral beasts, and horrific abominations to overwhelm the enemies of the Realms. It's a bold new playstyle for those who prefer strategy, positioning, and relentless pressure over raw damage. New Home Fort The Home-Fort has been reborn. No longer the shining cathedral of previous seasons, the fort now reflects a world mid-collapse—a war-torn stronghold clinging to hope. Cracked stone, shattered banners, and flickers of dwarven resilience tell the story of a people on the edge... and a future not yet written. New Feature: Expeditions - The Fortune Assistant has left the Home Fort, and Kordrim the Explorer has taken his place. Kordrim will gladly take your keys to the Tomb of Fortune, Catacombs, Grave Digger's Cove, and the Elven Capital - and go fetch the loot for you in a matter of seconds. New Feature: Multiple rewards in Boss Encounters - Upon entering a boss encounter, Amen'non the Ancient will now appear if the player has more keys to the same encounter. Players can now trade the additional keys with this ancient being, which will use them to enhance the rewards, should the boss be defeated. New Feature: Boss scaling selection - Boss encounters will now scale the same as Ruptures. After defeating a Boss Encounter, you may choose to battle again in the same level or push higher levels, for better rewards. Upgrading the Rupture Portal through the Home Fort Giant will also affect how many levels you can skip in Boss encounters. New Feature: Home Fort stash - The stash chests that used to spread out through the fort have been replaced with a single, multiple tab stash. Important Notice : This change will delete all items stored in the current stash system. Players should take out any items they wish to keep from the stash Before downloading the new season patch. Meta and Balance updates Offhands Rain of Flames: Mod "Explodes for +70% dmg" --> Damage increased to 85% Cooldown reduced by 0.05s Carnage Of Fire: Mod "Scorching Fire" --> now stacks damage when stacking the mod. Combined "Spawn on target" and Lava Spike mods so players don't need to 'give up' a modifier slot. Lava spikes deal 50% dmg --> increased to 65% Zelkore Mages: Cooldown reduced by 0.1second Damage multiplier increased by 5% Burning Shield: Mod "Explosion" gains 10% increased damage for every sword --> Damage Increased to 20%. Mod "Swords" increase damage by 25% --> Increased bonus damage to 33%. Damage Multiplier increased by 6% Fire Beam: Mod "Fire ring" deals 100% base damage --> Ring damage reduced to 80% Cooldown increased by 0.15 seconds. Damage Multiplier reduced by 3% Chain Lightning: Mod "Link 2 more times" - increased to give 3 more links Mod "gain 20% damage for each link" - Damage increased to 25% Damage multiplier increased from 1.1 to 1.15 Cooldown increased by 0.1s Spark: Mod Plasma Sphere deals 50% damage -> damage increased to 200% Cooldown reduced by 0.1s Damage Multiplier increased by 5% Vortex: Lightning damage buff - increased max stacks (20->25), increased bonus per stack (0.01->0.04) - for a total of 100% lightning damage bonus when fully stacked. Thunderstorm mod - increased damage from 150% to 300% Reduce cooldown by 0.1s Damage Multiplier increased by 3% Ferocity of Wolves: Mod: Wolves jump 3 additional times --> Reduced to 2 additional jumps Damage Multiplier increased by 5% Cooldown reduced by 0.150s Electric Dragons: Mod "Electric Meteors" -> Chance increased (20% -> 25%, per stack). Damage increased (80% -> 100%), Damage now also stacks. Mod "For each other dragon" - now works even without complimentary mod "gain additional dragons". Damage Multiplier increased by 2% Spinning Blades: Mod "Shuriken" - Shuriken Damage increased (25% -> 50%) and bonus dmg to ability to 10% (from 5%) Mod "Axes" - Damage bonus to increased to (25% -> 30%) and bonus dmg to ability to 10% (from 5%) Toxicity: Mod "Chain Reaction" -> Increase chance to trigger reaction (20% -> 25%), damage bonus per pool increased (5% -> 10%) Damage Multiplier increased by 5% Death Blades: Damage Multiplier increased by 5% Arcane Orb: Number of default Orbs increased by 1 Mod "Arcane Burst" - bonus damage per additional orb increased (10% -> 15%) and Damage bonus now stacks. Arcane Totem: mod "explode on de-spawn" - 150% explosion damage now stacks Dragon Flame Cooldown reduced by 0.05s Damage Multiplier increased by 5% Eye of the Storm Cooldown reduced by 0.1s Damage Multiplier increased by 4% Static Charge Damage Multiplier increased by 3% Cooldown reduced by 0.05s Starblades Damage Multiplier increased by 3% Blood Dragons Damage Multiplier increased by 10% Fire Orb Damage Multiplier increased by 5% Fiery Totems Cooldown reduced by 0.1s Damage multiplier increased by 10% Lightning Totem Cooldown reduced by 0.1s Damage increased by 5% Kraken Seed Damage Multiplier increased by 4% Lightning Beam Damage Multiplier increased by 5% Cooldown reduced by 0.1s Stance Abilities Archery - Rain of Arrows : cooldown increased by 25% Spears - Magical Lance : cooldown increased by 5% Axes - Sky Swords : cooldown increased by 10% Swords - Magical Slash : cooldown increased by 10% Swords -Ascending Power : cooldown reduced by 25% Fists - Soul Strike : cooldown increase by 10% Fists - Fervent Punch : cooldown increased by 15% Magery - Discharge : cooldown increased by 5% Monograms and Builds Bloodlust Critical Damage per stack increased (3% -> 5%) Flat attack speed bonus replaced with Attack Speed% (0.4% per stack) Phasing Trance Flat damage bonus per stack has been corrected to be Damage % Boss damage per stack reduced (1% -> 0.5%) Shroud Now additionally provides bonus Base Damage (0.1% per stack) Maul Divine Shield Maul crit damage bonus increased (100% -> 200%) Also provides 50% boss damage for the duration Unholy void's attacks are 20% stronger -> Now, Unholy Void attacks are 1% stronger for every 50 Critical Damage you have. Moved to Ring slot (stackable). Energy Consumption reduced by 20% -> Moved to Relic slot Gain 1% Critical Damage for every 10 essence -> Moved to Boot slot Gain 5% damage for every 100 Essence available -> Moved to ring slot, essence reduced to 80 Gain 1% damage for every extra inventory slot -> Removed from Helmet slot, Added to Ring Slot, Increased to 2% per slot. Gain 2 base damage for every energy point above 100 -> increased to 3 base damage bonus. Your basic abilities take 100 Energy but you gain 100% damage bonus -> Moved to Relic slot Every 4 seconds pulse with elemental damage monograms moved to Bracer. Amadora's Blessing deals 50% more damage -> increased to 100% Damage bonus. Each time you get hit, gain 5% damage bonus up to 25% -> Increased to be 15% per hit, up to 75% bonus damage Gain 1% damage for every extra Inventory slot -> increased to 2.5% per slot Gain 1% armor per bloodlust stack -> Increased to 2% Your Charged secondary ability deals 5% damage for every 75 of your highest stat -> reduced to every 50. Gain 1 base damage for every 50 of your highest stat -> moved to Boots slot Gain an additional Potion for every 75 of your highest stat -> reduced to 65. Gain 0.05% more damage from Blood stacks -> Increased to 0.1% Gain 0.05% more maximum health from Life stacks -> Increased to 0.1% Gameplay Elysia will now automatically award a Dragonling Training Scale when defeated. You may only earn a Scale once, after defeating Elysia on a new rupture level. (Similar to Quartz). 2nd level Catacombs key recipe has been increased - It now requires 7 fragments to craft a key. Grave Digger's Cove key recipe has been increased - It now requires 25 bone fragments to craft a Key Zul, Forger of worlds - Unlocking rupture level has been reduced to level 150. Skorch the Asheweaver - Unlocking rupture level has been reduced to level 165. The amount of Legendary Glowing Stones it costs to upgrade Offhand beyond level 21 has been slightly reduced. ____________________________________________________________ Sunday, June 8th - Patch Notes: UI & Bug fixes Fixed an issue causing the Filter UI scroll handle to not disappear when closing it. Added an "X" (close) button to Amen'non the Ancient User interface. Fixed various typos throughout the game. Training dummies should no longer get knocked back by some mounts. Enemies should no longer be able to spawn on top of containers and inside walls. Dark mage floating animation will now reset correctly after dismounting. Containers should no longer spawn on the edges in Dhon Moldhur. Fixed a bug that was causing Zul and Archeon to get stuck in place during the encounter. Localization Updated Localization and Translations for the following languages: Korean Portuguese Spanish ____________________________________________________________ Wednesday, May 28th - Patch Notes: Optimization Improved spinning blade performance Enhanced Wind Blast spear skill efficiency Bug Fixes Fixed container spawns appearing out of bounds or at map edges Minion projectiles now properly hit homefort training dummies Resolved issue where certain bosses would become stuck and unresponsive Corrected various text errors throughout the game User Interface Relocated item gathered notification list to display in front of inventory panel for better visibility ____________________________________________________________ Monday, May 27th - Patch Notes: Optimization Removed essence drops from Northern Compass Improved Spinning Blade performance Bug Fixes Fixed issue where the same character appeared multiple times in the main menu Updated Disenchant rewards to scale with item level: iLevel 0-3: Bones iLevel 4-5: Fireshards iLevel 6-7: Arkavian Crystals iLevel 8-9: Harmoniyan Orbs iLevel 10-11: Massadian Essence iLevel 12-13: Kabarian Fragments, Fortune Fragments, Elven Fragments iLevel 14-15+: All of the above Fixed Spark Mod: "The spark will split into an additional spark" now functions correctly Resolved issue where Min Loduhr boss could be knocked out of the arena by projectiles Fixed containers spawning outside of playable boundaries Clarified the description for Harbinger of Doom ability Northen Compass crash issues has been fixed ____________________________________________________________ Monday, May 26th - Patch Notes: Bug Fixes Resolved the issue causing loot containers to spawn in remote, unreachable areas. Corrected the typo in Delusions of Zelkore description Fixed an exploit that allowed some containers to be looted multiple times Fixed Min Loduhr (Rupture 30) portal not portaling. Fixed a bug that prevented Drythus, Lord of the underworld from taking damage. Fixed an animation bug that was causing a delay when casting Energy Spheres The Echo of Cannibal is no longer immune to Exploding Seeds ability Fire totems will now correctly explode if they spawn directly on an enemy. ____________________________________________________________ Friday, May 23rd - Patch Notes: Bug Fixes Fixed a bug where Amenon was missing from certain maps Fixed a bug where Kordrim's chest was missing when turning in keys for rewards Fixed a bug where homefort dummies could be launched into the air Fixed a bug where minions would fall through the ground in Min Lodhur and Olympus Fixed a bug with minion health bar visibility Fixed a bug where Blood Dragons were not proc'ing in Drythus Fixed a bug where two Rupture Lord statues appeared in Myrh Rupture 5 Fixed a bug where Bog Spawn's Circle slow was triggered by player's minions on the player Fixed a bug with the setting to hide health bars on pawns Fixed a bug where some bosses didn't spawn chests when killed Fixed a bug where Elysia End Game and Skorch would fall through the floor ____________________________________________________________ Thursday, May 22nd - Patch Notes: Bug Fixes Mounts should no longer fall through the ground, The issue with spawning containers in the air is (hopefully) fixed for good, Fixed a bug that was causing some portal interactions to be hard to target. Fixed the game setting for hiding minion health bars Resolved a bug that was causing Containers in boss encounter in the Underrealm to have no rewards. Killing elites and bosses should now properly stop their abilities as soon as they die. Resolved an issue with various Essence Bag containers that were disappearing after defeating a boss. Vortex should not longer be launching training dummies to outer space. Containers should now only spawn in reachable places during Grave Digger's Cove encounter. Gameplay and UI Added a game setting that allows hiding non-elite enemy health bars. Improved Zelkore Mages performance when there are a lot of enemies on the battlefield. The Stance-specific Critical Damage stat will no longer contribute to the global Critical Damage calculation. Instead, it will multiply the critical strike's damage If the player is using the relevant weapon for that stance. Skorch the Ashweaver will now unlock at rupture 165. Keys for the encounter will start dropping after rupture 170. Zul, Forger of Worlds will now unlock at rupture 150. Shroud: Increased Dark Shroud's duration by 2 seconds (7s -> 9s). New Boot Monogram: "Gain 40% movement speed while Light Shroud is active". New Relic Monogram: "Dark Shroud now also provides 0.3% Fire / Arcane / Lightning Damage per stack." Unholy Void: Updated the "Unholy Void gains 1% damage for every 50% of your Critical Damage" - Unholy void will now gain 1% damage bonus for every 50 points in Damage. New Relic Monogram: "When killing an enemy with Unholy Void, there is a 10% to gain 1 stack of Call of the Void blessing, providing 1% boss damage. ____________________________________________________________ Wednesday, May 21st - Patch Notes: Bug Fixes Fixed a bug that was causing enemies to not spawn in certain scenarios. Resolved an issue that was causing the Portal interactions to be hard to target. Earthquake in the Tomb of Fortune will now work as intended. Bookshelves in the Sands of Time will now properly scale with rupture level. Fixed an issue that was causing scythes to always be part of the Dwarven Chests rewards. Fixed additional loot containers and abilities to not spawn in the air. Resolved an issue that was causing dwarves mustache to disappear from the character. Players should no longer be able to drop out of the boss arena in Min Lodhur. Cannibal will no longer launch himself off the platform in Min Lodhur. Convinced Apexious that pacifism is not the answer (Should be attacking players as intended). Gameplay and UI Added a setting to hide minion health bars Fixed Skill tree typos Reduced Echoed Torment's pillar size and opacity. Updated stance's health bonus skills descriptions to better reflect permanency of the bonus. Added an indication if fellowship is a Hardcore fellowship on the top fellowship leaderboard. Offhand Abilities Spinning Blades: Damage multiplier reduced by 8% Cooldown increased by 0.05s Chain lightning: Cooldown increased by 0.05s Starblades: Cooldown reduced by 0.1s Damage multiplier increased by 5% Delusions of Zelkore: Cooldown reduced by 0.05s Damage multiplier increased by 3% Burning Shield: Damage multiplier increased by 10% Arcane Orb: Damage multiplier increased by 5% Chaos Orb's bonus damage increased by 15% (25% -> 40%) Blood Dragons: Damage multiplier increased by 5% Modifier Blood dragons jump towards player - Blood dragons will now also gain +15% to +45% damage bonus depending on proximity of the enemy to the player. Arcane Apocalypse: Damage multiplier increased by 5% Kraken Seed: Damage multiplier increased by 5% Fire totem: Modifier Totems that explode without hitting an enemy spawn Ember ghosts - Damage increased from 50% to 100%. Damage increased by 8% ____________________________________________________________ Tuesday, May 20th - Patch Notes: Bug Fixes Necromancer Minions will now attack Home Fort training Dummies when players approach them. Patched the hole in the invisible wall in The Hourglass. Players should not longer be able to fall in the Apexius encounter. Fixed the issue with the Loot Filter causing it to not highlight Relics. Fixed more containers, abilities, and Time Tears to spawn on the ground and not in the air. Players should no longer be able to get stuck in portals. Scythe Weapon Transmogs collected will now correctly save between sessions. Corrected the amount of Stance Fracture Gems gained in Elven Capital Expeditions. Amen'non Should now properly consume extra keys. Removed an exploit in the Harmon Camps. Optimized landscape performance in The Harmon Fort. Trux and Uux (the imps) should now summon lasers that actually deal damage. Fixed the descriptions on modifiers of Toxicity. ____________________________________________________________ Monday, May 19th - Patch Notes: Scythes Resolved a bug that was causing Necrotic Maelstrom to not heal the Harbinger of Doom. The Healing apparition's ability will no longer heal players in the Banshee encounter. Light shroud stacks will no longer be consumed when minions deal damage to enemies. Minions will no long fall through the floor in Cathedral Of Fire 2nd phase. Corrected the typos in Leeching Wraiths skill tree nodes description. Bug Fixes Resolved the terrible crash occurring when attempting Grave Diggers Cover encounter. The "Chance to Spawn elite" Monograms should now properly increase the chance to spawn elite enemies. Fixed the telegraphing issue on Mardoth Boulder exploding totems ability, so that it explodes in the correct timing. Fixed an issue that was allowing Mardoth Hound to cast abilities after being killed. Looting boss rewards chests with multiple Keys will now spawn containers for each chest looted. Forced the Dragon Trainer in Elysia's Lair to get to back to work! Put a stop to Amen'non's generosity - He will now properly consume the additional Keys. Optimized performance of Electric Dragons. Gameplay and UI Adjusted the volume of Racial voice line sound effects Fixed character position on mounts when playing Dwarf race Added an option to unlock the final stash tab through the Home Fort Giant ____________________________________________________________ Sunday, May 18th - Patch Notes: Bug Fixes Resolved the case of the missing Quartz reward from Banshee encounter. Lightning Totem now correctly applies Lightning Damage bonus blessing Arcane Totem now correctly applies Arcane Damage bonus blessing Completing Expeditions via Kordrim will now properly add the completion count displayed on Leaderboards Defeating a Boss encounter with multiple key rewards will now correctly update the count displayed on Leaderboards. Fixed an issue that was not providing multiple experience bonus when stacking multiple key rewards in Boss encounters. Corrected the trajectory of Arcane Orbs and Kraken Seed projectiles so they don't completely miss enemies. Fixed Trux the Imp's laser beam to correctly damage Players and Minions. Resolved an issue that was causing Voiceline sounds to overlap. Fixed the Elysia Encounter so that it correctly provides Quartz Cards when pushing the players Highest rupture level. Closed the exploit allowing players to receive multiple Dragonling training scales for completed Rupture levels. Fixed a bug that was preventing some Elite enemies from de-spawning correctly after Rupture Lord is summoned. Defeating Min Lodhur with multiple key rewards should now spawn multiple boss reward chests. The Willow spider elite will no longer damage other enemies. Fixed Vexil the Trickster's attack telegraph to damage in the correct timing. Bloodlust should now properly provide it's stated Attack Speed bonus. Scythes Optimization: Leeching Wraiths should no longer cause a massive drop in FPS. Resolved the collision bugs that were causing minions to get stuck underground. Fixed the missing Scythe Items from Kordrim the Explorer expedition rewards. Fixed the missing Scythe rewards from the Harmonian Olympus and Bridge of the Demigods Bone Surge damage multiplication increased by 25% Necrotic Maelstrom's damage multiplication increased by 35% Gameplay and UI Kordrim the Explorer will now take up to 2 keys at a time for Catacombs, to prevent an overflow of Items in Players inventory. Added Map Tooltips to show which campaign ruptures have what Epic Weapons Cache. Fixed an issue that was causing Orin the Tutorial master to not appear in certain scenarios. Fixed the Icon for Fire-Roll bonus damage blessing. Updated the Icon in the essence turn-in screen. Updated skill descriptions for Bloodlust, Phasing Trance & Zen Mediation. ____________________________________________________________ Saturday, May 17th - Patch Notes: Scythes Fixed missing Minion descriptions from status effect icons Fixed an issue that was causing empowered minions to sometimes not get empowered stats Significantly reduced ability cooldown of Bone Surge, Frenzied Deathbolt, Necrotic Maelstrom & Soulrend Crescent. Slightly increased Minion base health modifier. Bug Fixes Fixed the issue causing Belt Containers to not give belts when looted. Shadow chest in Catacombs will no longer spawn shadow mobs. Resolved an issue where players would not gain a bag essence from Rupture Lord Statue Fixed an issue where some abilities were not becoming empowered by skill tree nodes. Fixed an issue that was causing the Banshee to instantly kill the player. Resolved a bug that was preventing players from gaining benefit of Dragonling auras. Added a fix that should allow offline characters to not playable - and not be stuck in the main menu loop. Corrected the logic for spawning containers - Containers should now always spawn correctly, and be reachable. Fix the Advanced Anvil in new Homefort to correctly allow crafting the right resources. Corrected the bonus Health and Energy gained from dragonling aura. Blocked ledge behind boss in rupture #11 to prevent cheesing of boss. Phasing Trance now correctly gives 2% damage bonus per stack and not 200% Removed Carnage Of Fire-Spawn On Targets standalone modifier. Fixed various typos Added the missing Rewards from the Chamber of Elysia when using Amen'non to gain additional rewards. Optimized performance of Blood Dragon's explosion modifier.

    Season 3.5: Awakening Patch notes

    Season 3.5 - AWAKENING Patch Notes Monday, March 31st Patch Notes: Bug Fixes : Fixed various visual issues with a bunch of different Mounts. Slightly optimized Rain of Flames performance Resolved an issue that was causing Earthquake to stay on the battlefield after defeating Archeon. Elysia can no longer be pushed off the map. Removed spear related item from Archery Underrealm rewards. Prime Trux the Imp will now properly display the warning indication of all 3 lasers. Fixed _"Gain 0.02% damage reduction for every 100..."_ to work with Highest stat. Added description about Experience Stones to Shadow stones. Fixed an issue where Sword's bracers would give double crit damage. Resolved an issue in Mardoth Bridge that was preventing enemies from spawning. Gameplay : Gravedigger key recipe will now unlock before Elysia key recipe. Slightly reduced damage dealt by Shadowreaper boss and Prime Tombshade tornado attack. Health regeneration bonus from Quartz reward card increased to 10%. __________________________________________________ Tuesday, March 25th Patch Notes: Bug Fixes : Optimized Mistress of Archeon VFX performance Improved collision in Min Lodhur, which should prevent players from getting stuck outside Boss Arena. Added controller support for Inventory Filter Fixed a calculation in Arcane apocalypse's Blackhole modifier. It should now deal the correct amount of damage. Resolved a navigation issue in The Hour Glass encounter that was preventing Apexious' minions from attacking the player. Removed an exploitable point in Mardoth Bridge that was causing enemies to become stuck. Fixed an issue with Archeon reward chest that was causing some items to be invisible. Reduced Prime Cavernous Ravager's rock attack damage. __________________________________________________ Monday, March 24th Patch Notes: Bug Fixes : A major change has been made to the Character Save&Backup system which should prevent players from losing their character when abruptly disconnecting or closing the game. Resolved an issue that was causing Arcane Apocalypse to leave shadows behind even after the skill ended. Optimized performance of gaining Blood stacks. Fixed an issue where the player could go back to the arena after killing the boss in infused Dhim Tharim. Removed several exploitable spots in Ethereal Garden Temple rupture. __________________________________________________ Sunday, March 23rd Patch Notes: Bug Fixes : Resolved an issue that was causing Boss encounters to be instantly defeated upon spawning. Fixed a bug that was causing elite enemies to spawn on elevated grounds. Removed an invisible, blocking wall in The Hour Glass encounter. Fixed the issue causing rewards and enemies to spawn out of bounds in Mardoth Bridge "Increased mount speed by 80%" now working correctly Resolved the issue that was causing players to get stuck in the air during Skorch encounter. Fixed the issue making some Fists weapons to be held weird. Fixed the issue causing some skins to become twisted when using fists weapons. Made slight performance optimizations to Arcane Apocalypse and Fiery Totems. *For changes made during the pre-season Chaos Week, visit the Chaos Week Patch Notes Thread .

    Season 3.5: The Awakening

    Season 3.5 - The Awakening launches on March 21st! The gates will open at 1PM EST and Season 3.5 will begin. Jump in and start your seasonal journey! See you in the game! The realms tremble as ancient forces awaken! In Season 3.5: The Awakening, warriors old and new must rise to meet the challenge. Master a New Stance The Juggernauts rise to defend the realms against the forces of Archeon. Adapt your combat like never before, utilizing fist weapons and inner peace to wreak destruction on your enemies, unlocking devastating new techniques of absolute raw power. New Races Join the Fight As the forces of evil stir up Dwarven Realms, Ancient races long thought to be forgotten have resurfaced. The relentless Orc race steps onto the Dwarven battlefields, wielding their own unique strengths. Prime Elites Stronger, faster, and deadlier than before. These enhanced foes possess greater health, increased damage, and intensified abilities, forcing you to rethink your strategy.

    Archival Seasons

    Season 4 - Rise of the Necromancer
    Started May 25, 2025Ended Aug 11, 202578 days
    Season 3.5 - Awakening
    Started Mar 21, 2025Ended May 15, 202555 days
    Season 3
    Started Jan 31, 2025Ended Mar 13, 202542 days
    Season 2
    Started Nov 29, 2024Ended Jan 23, 202556 days
    Season 1
    Started Sep 27, 2024Ended Nov 21, 202455 days