aRPG Timeline
    Dwarven Realms logo

    Dwarven Realms

    Free · no sign-up

    Dwarven Realms news

    News and announcements for Dwarven Realms.

    Official announcements

    All announcements on Steam →
    • Steam
      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)

    • Steam
      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.

    • Steam
      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.

    • Steam
      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

    • Steam
      Season 5 – Forged Fate

      Season 5 – Forged Fate Patch Note Chaos Week begins: November 26th at 1:00 PM EST Season 5 – Forged Fate launches: December 3rd at 1:00 PM EST New Feature – The Anvil of Fate A powerful new item progression system has arrived. The Anvil of Fate allows players to attempt a high-risk upgrade on an item. On Success: The item gains +10% to all attributes (multiplicative). On Failure: The item is destroyed permanently. A true test of courage and greed. Anvil of Fate Time Tear The Monogram Time Tear has been replaced by the new Anvil of Fate Time Tear. When the Time Tear closes, it now spawns the Anvil of Fate, allowing players immediate access to this powerful system. Massive Quest & Achievement Expansion Over 140 new quests have been added, spanning from the very first steps in the game to the end game. Over 140 new Steam Achievements added to support the expanded quest system and long-term progression. Visual Overhaul – Improved Toon Shader Based on extensive player feedback, the Toon Shader has been significantly improved. Lighting, shading, and overall readability have been refined. Myrh and Mardoth Ruptures now feature updated foliage to better match the new Toon Shader and provide a fresher visual experience across the game world. The is still room for growth, and we'll continue improving it with you feedback. What to Expect Going Forward Ongoing VFX improvements Continued performance optimizations New and enhanced sound effects More Quests and Achievements More balance changes Season 5 – Forged Fate is all about risk vs. reward, deeper progression, and a refined visual identity. Thank you for your passion, your feedback, and your continued support — the Realm is being forged anew. Offhand Balance Changes Rain of Flames: Fire two additional meteors. (Previously: one additional meteor ) Carnage of Fire: Now spawns on enemies. When the fire hits the ground, spawn a flaming spike that gains an 85% damage bonus. (Previously: 65% damage bonus ) Carnage of Fire: Increases explosion radius by 66%, spike damage by 25% and Scorching Fire duration by 1.5 seconds. (Previously: 33% radius ) Toxicity: Your poisonous pool increases in size by 25%. (Previously: 10% ) Arcane Totems: Totems have a 50% chance to explode when despawned, dealing 150% damage. (Previously: 25% chance ) Lightning Totems: Totems will now summon two additional Lightning bolts. (Previously: one additional Lightning bolt ) Fire Beam: Gain two additional beams. (Previously: one additional beam ) Dragon Flame: Increase radius of fire breath area by 40%, and 33% chance to deal Double Damage. (Previously: 15% chance ) Ferocity of Wolves: Your wolves increase their damage by 55% with each leap. (Previously: 45% ) Arcane Apocalypse: Arcane Apocalypse gains a 50% chance to explode a second time, and a 10% chance to explode a third time. (Previously: 25% chance to explode a second time ) Arcane Orb: When Arcane orbs return to the player, there is a 25% chance to cause an Arcane burst, dealing 100% damage and a bonus +15% for every additional orb. ( Previously: 15% chance to cause an Arcane burst, dealing 100% damage and a bonus +10% for every additional orb. ) Arcane Orbs: Fire two additional orbs. ( Previously: one additional orb ) Lightning Plasma: Fires two additional Lightning Plasmas, and deals an additional 25% based on Lightning Plasma range. (Previously: one additional Lightning Plasma ) Kraken Seed: Kraken Seed shoots 3 tentacle darts, dealing 45% damage each. (Previously: 60% damage each ) Kraken Seed: Cooldown increased by 7.8% average Eye of the Storm: The cloud will spawn two additional clouds, dealing the same damage as the eye of the storm itself. (Previously: one additional cloud ) November 27th Patch Notes New Feature - Archeon's Grip Archeon's Grip has been added as a new endgame feature, It automatically loots all nearby containers when activated . It can be found exclusively in endgame boss ruptures . General Changes As part of our ongoing effort to improve how the game looks and feels, we’ve updated VFX across elites and bosses attack telegraphs, offhands, stance abilities, and Time Tears. Containers spawned from elites and Time Tears no longer cost Essence to open. Adjusted the movement speed formula for monsters in Ruptures. Bug Fixes Fixed a missing portal at Rupture 9. Fixed skill tree related quest issues and incorrect nodes. Fixed an issue where container displayed the placeholder text "name". November 28th Patch Notes New Feature Dragonling now have a new feature: they automatically collect nearby container every 45 seconds. This new feature and it's upgrade can be achieved through the Dragon Trainer after defeating Elysia. General Melee class basic attacks performance optimizations and VFX updates. Added abbreviation to dummy damage numbers. Container and Qhik’zichars optimizations and VFX updates. Anvil of Fate price adjusted. Reward adjustment for dispatching Kordrim to the Grave Digger Cove. The donations to the ambassador quest have been adjusted. SFX Modified menu UI sound effects. Modified Teleport sound effects. Bug Fixes Fixed an issue where a chest in Archeon could not be picked up by Archeon’s Grip. November 29th Patch Notes General VFX updates and performance optimizations across the entire game. Extended Dragonling container pickup range. Qhik’zichars spawn time now varies between 2–8 minutes (previously 7 minutes fixed). Bug Fixes Fixed The Donations to the Ambassador quest. Fixed Dragonling and Archeon’s Grip not picking up Dragonling containers correctly. Fixed an issue with Finish Rupture 5 quest. November 30th Patch Notes General Updated Teleport, Dash, and Boss Gate sound effects. Updated the general Offhand sound mix. Additional visual and performance optimizations across multiple effects. Added 30 new quests to the game. Removed the container Essence cost modifier from the item pool. Bug Fixes Fixed an equipment quest exploit. Fixed a Rupture gate exploit where players could open it without paying the Essence cost. Fixed an issue where the Dragonling container was not being picked up correctly. Fixed an issue with the Dwarf skin when certain pants were equipped. Fixed the container beam VFX. Fixed Whirlwind VFX. December 1st Patch Notes Optimization All offhand VFX updated and optimized. General New foliage added to the Desolated, Massadian, and Kabarian zones to better match the new visual style of the game. Increased the hitbox of the Fire Beam Ring modifier. Changed Lightning Plasma behavior to better represent lightning. Added an option to hide completed quests in the quest board. Bug Fixes Fixed a nav mesh issue in Massadian Firelands. Fixed Qhik’zichar quests. Fixed an issue where Dragonling upgrades would reshuffle their order in the menu. Fixed an issue with certain Dragonling skins. Fixed an issue with "Use the Anvil of Fate to forge 100 items" quest. December 2nd Patch Notes General General VFX updates and optimizations across abilities, offhands, environments, mobs, and elites. General SFX updates across several offhands and additional in-game effects. Balance Lightning Plasma: Lightning Plasma stays for an additional 1.5 seconds and deals +55% damage (previously: +40% damage). Lightning Totems cooldown increased by an average of ~4.4%. Arcane Apocalypse cooldown reduced by an average of ~20.9%. Arcane Totems cooldown reduced by an average of ~10.3%. Death Blades cooldown reduced by an average of ~13.1%. Fire Orbs cooldown reduced by an average of ~20.6%. Fire Orbs: Once the Orb finishes charging, it explodes emitting a wave of Fire dealing 100% damage + 10% more damage for every extra second it charged (previously: 65% base damage). Increased Arcane Orb range by 50%. Bug Fixes Fixed an issue with Emerald Qhik’zichar causing the game to freeze. Fixed collision issues in several maps. Fixed Harbinger of Doom VFX color. December 4th Patch Notes General Reduced excessive black in Arcane death effect Added indicator on the Quest Board when a quest is ready to turn in Quests Board moved next to the Rupture portal Added “Turn All In” button to quests Shortened quest turn-in animation Adjusted Time Tears VFX Increased visibility distance for station text in Homefort Removed legacy armor static containers from campaign ruptures (weapon containers kept for now) Bug Fixes Fixed dither issue on boss spawn effect Fixed Archer base projectile VFX Fixed Terror Master and Terror Elite attack telegraph Fixed dithering issue in Cave Crusher VFX Fixed Mage's Electro Sphere VFX Fixed portal confirmation message so it no longer appears in every stage of the campaign December 8th Patch Notes General Added a damage indicator to the player mesh and the health ball (red flash on hit). Added an Owned Resources display to the Workbench so you can see your materials without changing the inventory tab. You can now change equipment while using the Anvil of Fate . Increased Passage of Shadow map spawn zone size. Reduced Lightning Plasma brightness. Removed dust particles from the Apexious fight. Removed the “Cancel” button from Settings. Added ESC = Back functionality in the main menu. Updated Underrealm Vault price formula. Optimized Khaotika mass-spawn effect and Flaming Drythus mount VFX. Bug Fixes Fixed Archeon circle abilities spawning telegraphs underground. Fixed pet collision in Underrealm maps that caused pets to get stuck behind the entrance door. Fixed armor % description display. Fixed quest indicator not lighting up when completing quests outside the Homefort. Fixed Workbench Level 5 quest completion issue. December 12th Patch Notes General We are experimenting with reducing the amount of item drops from monsters. For now this change stays — it helps balance the game and prevents issues caused by excessive items cluttering the map when inventories are full. The Anvil of Fate no longer affects item monograms. Fixed the “Use the Anvil of Fate to forge 100 items” exploit. We are continuing to monitor accounts that abused this bug, and action will be taken where necessary. The “Donate Resources to the Ambassador” quest now always requires 10,000 resources, instead of scaling its requirement. SFX Improved dash sound: slightly louder with subtle pitch variation. Added new sounds for opening the Rupture Map and the Quest Board. Updated portals,offhand table and the Essence conversion table sound. Improved player damage taken sound to feel more impactful. Dash sound is now clearer and more present. UI menu hover and skill tree hover sounds are now easier to notice. Enhanced player teleportation (first phase) with an additional sound layer for clarity. Essence collection sound updated with a new sound layer for better feedback. Bug Fixes Fixed Static Charge not dealing damage properly in certain scenarios. Fixed navigation mesh issues across several maps. Fixed a bug that prevented players from changing equipment while the forge was open. Fixed several collision problems in Underrealm maps that caused pets to fall through the floor. December 13th Patch Notes Hi everyone! The holiday season is here, and with Christmas just around the corner, we’re sprinkling some festive surprises into Dwarven Realms Today we’re introducing a set of holiday-themed Easter eggs in the form of new pets, and mounts : • Mammoth Mount – Unlock it through a secret method and gain access to a portable Disenchant Table wherever you go. (Available exclusively through the Discord Subscription Shop.) • Bloody Drythus Mount – Charges through the world, destroying every mining node in its path . • Rock Crusher Mount – Has a 50% chance every 5 seconds to grant 1 Dwarven Stone / 1 Metal Flint / Both! . • Lucky Sheva (Reworked) – Now has a 50% chance every 2 seconds to generate 2 gold coins . • Nerdy Demon Pet – Keeps track of how many monsters you’ve slain inside Ruptures. All of these can be obtained through new secret in-game methods for players who enjoy discovering hidden content. For those who prefer a direct route, they will also be available on the Steam Shop. (except the Mammoth Mount) Additionally, after reviewing the recent removal of item drops from monsters, we’re introducing two new container types : • Epic Jewelry Containers • Flawless Jewelry Containers Happy holidays! We’ll be adding more Easter eggs throughout December, so keep an eye out and stay tuned. December 14th Patch Notes Today we’re introducing a brand-new mount: Deipnarch of Olympus ! Every few minutes, Deipnarch will cook something special just for you. You can acquire this mount through a secret in-game method or directly from the Steam Shop. Additional changes in this patch: Reduced brightness intensity on several lightning offhands Reduced spark effects on those offhands to improve visual clarity December 21st Patch Notes Bug Fixes Centered the Nerdy Demon widget text Fixed a phasing issue with Cannibals Removed unnecessary dust particles from Cannibal attacks Fixed Shadow Chests in the Elysia Arena spawning Slugs underground Fixed an issue where the Anvil of Fate did not affect Offhand damage affixes