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Legend

Something is considered a new update if it happens on a different week as the past update.
Something is considered a patch if it's added after an update but doesn't contain enough content to be considered one.
The update highest on the webpage (the one right below the legend) is the most recent game update that has been put into the wiki.


October 25th, 2025

Content & Systems
💡 Added a new system for deep/shallow waters. The further away from shore you get, the deeper the sea gets. Deep water innately grants your ship a higher speed multiplier. Shallow water is calmer and less choppy. Unlike highways where you're either on them or off them, sea depth is gradual
💣 Sea highways have been removed with the introduction of deep/shallow waters. They were manually placed and only enabled you to quickly travel between specific predesignated points. Now, you can benefit from faster speeds simply by sailing into deeper waters
🔧 Remodelled Pumpkin projectiles (i.e. Pumpkin Pitch)
🔧 The glow within the Pumpkin Head accessory is now dyeable
💡 New Book: Capran Aphorisms

Balancing
⚖️ Tweaked the midgame equipment lootpools to have better picks for that stage of the game
⏫ Upgraded Leather Boots common pip to a rare pip
⏫ Iron Pauldrons now have +1 Posture. Moved to midgame lootpools
⏫ Grand Boots now has +1 Posture. LVL req increased (4 -> 6)
⏫ Gladiator Pauldrons now have an additional +1 rare pip, +1 HP
⚖️ White/Black Fur Boots, Novice Boots, Tracker's Boots, Vanguard Boots, Autumn Boots downgraded to 1 rare pip to match other earlygame boots, LVL req removed, moved to earlygame lootpools
⚖️ The Dark Owl set now drops from Deep Owls instead of being a L2 drop
⏬ Fadetrimmer Precision Cuts windup increased from 0.33 to 0.4

Bugfixes & Optimization
⚙️ Mobs with static spawns no longer all spawn at server start and instead will wait for their chunk to be occupied before spawning in. Previously, they would spawn in and then immediately get put into their sleep state which did reduce their footprint but meant there were a lot of mobs just sitting around in memory waiting to be loaded back in. Should have good performance gains in places like the East Luminant where there's a lot of static spawns across a big map
⚙️ Optimized how static spawns check for nearby players, now uses the chunk system
🩹 Fixed npcs having shadow vents
🩹 Fixed richtext markup on equipment in the rest UI
🩹 Fixed Aelita and her clones using the old version of her outfit during the event in the Valley of Heroes
🩹 Fixed Adretian Maudet tattoos not being coloured correctly for most variants
🩹 Fixed Duke of Erisia dungeon entry not spawning in the minions at the correct location, making the dungeon inaccessible

Just a small patch this week as we're hard at work on getting Hallowtide and the other roadmap milestones shipshape.

October 18th, 2025

Content & Systems
💡 The shifting of the Tides has had a dramatic effect on Upper Erisia, the caverns unable to support the weight of the gardens above, collapsing into a shattered mess of ruins
💡 New high invest WPN/BLD talent: Enhanced Flow
💡 New high invest WPN/BLD talent: Torture Mastery
💡 New high invest WPN/MTL talent: Rending Needle: Augmenter
💡 New WPN talent: Forced Fulfilment
💡 Added eight new sets of face piercings
💡 Glossary entries that you haven't discovered all the information for now have an icon letting you know there's more to discover
💡 The last dialogue choice you picked is now displayed above the response
🔧 The dialogue UI now scales much more dynamically
🔧 Samael's dialogue has been rewritten

Balancing
⏫ Belief's damage per hit increased
⏫ Curved Edge's chip damage doubled
⏫ Deepscorn Casque's Already Dead talent now works with Rush Hour
⏫ Increased Nocturne's damage, both hits did less than a single light attack
⏫ Rosen's Technique cooldown reduction buffed
⏫ Buster Call can no longer be parried, now blockbreaks. Autoexecutes knocked enemies. Damage increased
⚖️ Burning/Frozen Servants windups increased to not be as unreactable, damage increased for both
⚖️ Shock Trooper Specialist no longer will count PvE damage (causing instant procs), however the damage it deals now actually scales in PvE
⚖️ Vent cooldown has been further lowered for when you have more than 1 combat tags, this does not apply if you have Imperator's Fury equippe
⚖️ Buster Call now has a 10 minute server cooldown to prevent stacking
📰 Disabled Heart of Enmity's pull ground reticle VFX until the Roblox issue that makes the particles seizure-inducing is fixed
⏬ Gran Sudaruska scaling reduced from 8 to 6, Heavy requirement raised from 30 to 40
⏬ Jumper Cables cooldown increased to not constantly proc in some cases
⏬ Rite of Authority Critical CD increased 3 - > 6
⏬ The faster you make Shade Devour's windup, the more damage you take
⏬ Wraithclaw Light requirement raised from 25 to 40
⏬ You can no longer use Ascension in the air

Bugfixes & Optimization
🩹 Fixed Amethyst Pendant Earrings being bright red
🩹 Fixed AWOL timer UI labels not being horizontally centered
🩹 Fixed being Jailed counting as a life being taken
🩹 Fixed being jailed in Chime
🩹 Fixed Bloodfouler and Deepspindle critical being slow-mo on NPCs
🩹 Fixed Combat tag lingering after removal of handcuffs
🩹 Fixed Dancing Steps not working with Ether Proselyte
🩹 Fixed dialogue glossary popups not updating when you learn something new
🩹 Fixed Ether Proselyte not working with Hungry Flames
🩹 Fixed Flaming Scourge Reverse Spark not dealing any damage
🩹 Fixed getting recaptured stacking with jails causing unintended executions
🩹 Fixed Graceful Steps CD not showing
🩹 Fixed Heart of Enmity Depths Trial completion dialogue volume still scaling with the amount of participating players
🩹 Fixed Horn of Authority not working on escaped prisoners & fixed collision
🩹 Fixed Ice Forge
🩹 Fixed Mani Katti activating multiple times from laggy instances
🩹 Fixed not being able to cook food at Campfires if you had the Master Craftsman talent
🩹 Fixed not being able to craft Champion's Alloy
🩹 Fixed not being able to damage mobs with Brick Wall if the attack applied knockdown
🩹 Fixed not being able to destroy Devouring Eye
🩹 Fixed not being able to roll Officer's Slash in Leadership path for Authority Ensign
🩹 Fixed Rite of Authority Critical not coming out sometimes
🩹 Fixed Saintblade not going back to your previous stance when re-equipped
🩹 Fixed Scarlet Cyclone still disabling your crits/mantras after being parried
🩹 Fixed Slide Jump animation masking attack animations
🩹 Fixed spawning above the ocean when taking a Fountain Gate from the Etrean Luminant to Greathive Aratel
🩹 Fixed Storm Blades cage variant
🩹 Fixed the 'walkthrough' state not working on player characters. This fixes players being able to be pushed out of spawn and banker protection, as well as abilities not properly letting you phase through other characters
🩹 Corrected Moonseye glossary entry
🩹 Fixed the jump landing animation hiding mantras
🩹 Fixed Titus Throw not having the right Indicator

Patch 2.4.7a

Hotfixes
🩹 Fixed inconsistent execute behavior for Authority players
🩹 Fixed Authority players not being able to grip mobs
🩹 Fixed an issue where menuing out of a server and rejoining it could lead to lingering passives from the previous slot
🩹 Fixed Flamecharm scaling
🩹 Fixed Arthur being stuck inside a wall
🩹 Fixed progression systems (Mystic, rolling mantras, etc.) for Bloodrend users

October 10th, 2025

Content & Systems
💡 New MED/BDY Weapon: Kindred Edict
💡 Added a new random event and enemy to the Ancient Rotlands
💡 Added an index and a search bar to the encyclopedia glossary
💡 Not even Greathives are truly safe from the rising waters...

Balancing
⏫ Nightmare Threshers now spawn across the Ancient Rotlands, not just in specific spots
⏫ The Ancient Rotlands now has its own event spawn pool
⚖️ Windwaker boost slightly reduced, massively reduced while on highway

Bugfixes & Optimization
🩹 Fixed Battle Royale
🩹 Fixed being able to shrine Faction mantras
🩹 Fixed gripping other Authority members in Chime exiling you
🩹 Fixed book glossary entries not being updated if you already clicked them in a session
🩹 Fixed glossary entries that appear in books/dialogue failing to be recognised and hyperlinked. Would happen for terms with multiple aliases
🩹 Fixed glossary terms in single-quotes not being recognised and hyperlinked
🩹 Fixed some edgecases where glossary terms wouldn't be recognised
🩹 Fixed unlocking further details in a glossary entry not persisting between aliases of a term. For example, if you found out something new in the 'Authority' entry it wouldn't necessarily transfer over to your entry for the 'Central Authority', even though they both displayed as the same term

Small patch this week as we've been busy releasing a lot of hotfixes throughout the week for the new origin. More Authority missions are in development, as well as more QoL and bugfixes for the Faction.

October 5th, 2025

Verse 3 Chapter 1: "Duskguard"
💡 New Origin: Authority Ensign. Defeat Titus or obtain Hero reputation with the Central Authority to unlock
💡 New Faction: Central Authority. Accessible by starting with the Authority Ensign origin. Ascend through the Authority's ranks, choose a division, and unlock unique abilities and gear
📰 The waves continue to rise. Tensions in the East mount as the land subsides, the struggle for territory more desperate than ever. Much of the Eastern Luminant has changed with the tides, opening up new paths to find
💡 New Faction Weapons & Equipment
💡 18 New Faction Talents
💡 3 New Faction Mantras
💡 Added a cast of 11 new Authority-adjacent NPCs in the environs of Fort Merit
💡 New Ambient Track: "Wardens Of The Valiant Dead", by Naktigonis

Movement Refresh
🔧 Modernised many movement animations and added transitions for others
⏫ You can now air dash into a slide
🔧 Air Dash VFX updated
🔧 Sprinting while shift-locked now has your character face your movement direction instead of your camera direction. Helps you perform parkour while shift-locked
🔧 Moving quickly now subtly adjusts your FOV to help indicate your change in speed. This can be disabled in settings
🔧 Camera Smoothing is now an option in settings, disabled by default. Smooths out camera and focuses on torso movement

Balancing
⏫ Unconscious humanoid mobs now have a counter for damage sustained while KO'd. Once they sustain more than 25% of their max health in damage, they're automatically executed. This counter depletes over time while conscious. The idea here is that you don't have to go around executing crowds of enemies one by one, which is especially annoying in the earlygame. This makes it so non-flamecharmers get to do PvE without having to manually kill every humanoid mob
⏫ Removed the action-locking 'flourish' instant execute when you hit a humanoid enemy with a weapon attack greater than 25% of their max HP. Now it'll instakill without locking your actions like it did for attacks greater than 50%. This flourish execute just felt bad and slowed the flow of combat to a halt
⏫ Non-weapon attacks can now instakill humanoid enemies if their damage is greater than 25% of the enemy's max HP
💣 Mercy Kill is now innate
⚖️ Mantras that only start ticking down their CD when on solid ground now have this behavior even when feinted/cancelled. Fixes abuseable mantra feints like Needle Barrage
⚖️ Tillian's Beret now gives +10 Ether. HP reduced (7 -> 3)
⏬ Iron Slam base damage lowered

Bugfixes & Optimization
⚙️ Remodelled and greatly optimized the different trees in the world. Trees were a huge impact on part count so cheaper trees means more room for new map areas
🩹 Fixed being able to wallclip with executes
🩹 Disabled collisions on campfires to fix using them to cheese
🩹 Fixed a dupe glitch with Packmule boon
🩹 Fixed a rare bug where you could wipe if you died while teleporting between servers
🩹 Fixed all elevators giving iframes
🩹 Fixed NPC gestures not playing on anything but initial (greeting) dialogue
🩹 Reduced how long your character was recognized as sprinting for (caused issues where you would stop running and would still do a running light attack)

Patch 2.4.5a


Hotfixes
⏫ Improved rank point rewards for all successful missions
⏫ Improved EXP gain for all successful missions
⏫ Lowered reqs for Inquisitor division
🩹 Fixed various issues with missions
🩹 Your squad is now cleared if you leave the game
🩹 Added more execution lines to Warden Jericho sentencing you to death
🩹 Fixed the hair on Raphael and Rashet trying to escape towards the Heavens
🩹 Fixed being able to wield certain weapons without requirements
🩹 Fixed mission mobs not despawning on mission end
🩹 Fixed world event map markers
🩹 Fixed Inquisitor talents not being rollable

Patch 2.4.5b

Hotfixes & Changes💡 Years ingame are now 8 days outside of the game, matching up to the 8 months of Lumen in lore. For historians, this came into effect in Spring/Hearthspan 1617 CE
💡 Slightly tweaked Warmaster's Medallions model
💡 Horn of Authority can now be used to call out of enemies of authority
💡 You now get exp from jailing as an Authority Ensign
💡 Adretian Aegis now recolors uniquely for the Leadership division, colors have also been slightly tweaked to be more aligned with your division.
⏫ Increased maximum mission durations
⏫ Increased time allowed for travelling to and from missions
⏫ Missions now give a lot more attribute training EXP
🩹 Fixed not getting your division mantra. You can revisit your division recruiter to get the mantra if you missed it
🩹 Fixed not being able to reach Seneschal rank
🩹 Fixed Dread Whisper's windup animation
🩹 Fixed Alloyed Cavalry Saber
🩹 Fixed Providence Coats materials being inconsistent
🩹 Fixed a few authority origin talents not showing up
🩹 Fixed Inquisitor's Greatsword, Inquisitor's Thorn, and Central Dirk not working with Oppressive Force
🩹 Fixed Oppressive Force doing insane PvE damage
🩹 Fixed squads resetting on death
🩹 Fixed Capture Prisoner mission not spawning

Patch 2.4.5c

Hotfixes
⏫ Buster Call Buffed
⚖️ Resonances are now disabled when cuffed
🩹 Fixed character creation sometimes failing to teleport you
🩹 Fixed Celtor Guard dialogue
🩹 Fixed Hallowtide executes
🩹 Fixed the Ferryman's defeat dialogue
🩹 Fixed the tutorial
🩹 Fixed getting the Capture Prisoner mission even though there's no prisoners to capture
🩹 Starkindred's Death From Above now cancels when you get hit
🩹 Fixed exiled players still being able to cuff others
🩹 Gripping a fellow faction member now only exiles you if you execute them
🩹 Fixed being able to extract Rite of Authority's crit
🩹 Fixed Adretian Aegis not being sellable
🩹 Fixed faction mantras (really)
🩹 Fixed Secure Perimeter mission ending instantly
🔧 Picking a Mantra card no longer forces you with a prompt to replace it. Should help prevent data loss

September 29th, 2025

Content & Systems
💡 Watchers have been reworked
🔧 You can now rebind the jump input
🔧 The following keywords in face accessory names now count as beards and can load in: Sideburns, Stubble, Chinstrap
🔧 Using gestures now procs Golden Tongue

Talent Scaling / Shrine of Order Buffs
As voted by the community, we've reduced the harshness of stat scaling and low investment penalties on talents.
⏫ Cornered Fool scaling buffed. 0s to 6s between 0 and 100 CHA -> 3s to 6s between 0 and 85 CHA
⏫ Underdog scaling buffed. 2% to 4% between 20 and 100 WLL -> 2.5% to 4% between 20 and 60 WLL
⏫ Down Comes the Claw scaling buffed. 0s to 6.75s between 0 and 100 AGL-> 4s to 6.5s between 30 and 75 AGL
⏫ Lasting Charisma scaling buffed. +15% to +100% between 42 and 73 CHA -> +50% to +100% between 25 and 55 CHA
⏫ Audacity buff scaling buffed. 0s to 40s between 0 and 150 AGL+STR -> 30s to 40s between 50 and 150 AGL+STR
⏫ Broken Ankles scaling buffed. 0s to 12s between 0 and 70 CHA -> 6s to 12s between 30 and 70 CHA
⏫ Unnecessary Theatrics scaling buffed. 0s to 7s between 0 and 75 CHA -> 4s to 7s between 30 and 75 CHA
⏫ Foolish Outburst scaling buffed. 0 to 40 between 0 and 50 INT -> 20 to 40 between 20 and 50 INT
⏫ Heretic's Sutra CD scaling buffed. 28s to 18s between 0 and 100 WLL -> 24s to 18s between 30 and 100 WLL
⏫ Heretic's Sutra windup scaling adjusted. 1.05s to 0.05s between 0 and 100 WLL -> 0.4s to 0.1s between 30 and 100 WLL
⏫ Exoskeleton resistance scaling buffed. 10% to 0% between 0 and 40 FTD -> 10% to 5% between 0 and 40 FTD
⏫ Pursuit now scales instead of having a 25s CD at 90 AGL and a 40s CD below. Scales from 35s base at 50 AGL to 25s at 90
⏫ Crippling Comeuppance now scales instead of being 15s at 100 AGL and 7.5s below. Scales from 10s base at 50 AGL to 15s at 100
⏫ Overflowing Dam now scales instead of being +10% at 40 INT and +5% below. Scales from 5% base at 0 INT to 10% at 40 INT
⏫ Piercing Will now scales instead of being +10% at 40 WLL and +5% below. Scales from 5% base at 0 WLL to 10% at 40 WLL
⏫ Twelve Steps Ahead max CD now scales instead of being 30s at 80 INT and 40s below. Scales from 40s base at 0 INT to 30s at 80 INT
⏫ To The Finish scaling buffed. 0% to 10% between 0 and 50 FTD -> 5% to 10% between 20 and 50 FTD
⏫ You'll Need To Get Past Me CD scaling buffed. 75s to 55s between 0 and 100 CHA. 65s to 55s between 30 and 100 CHA
⏫ Knuckle Guard duration scaling buffed. 0s to 15s between 0 and 80 STR+FTD -> 10s to 15s between 30 and 80 STR+FTD
⏫ Dancing Guard duration scaling buffed. 0s to 7s between 0 and 55 FTD -> 4s to 7s between 20 and 55 FTD
⏫ Down to your Level duration scaling buffed. 0s to 5s between 0 and 60 CHA -> 3s to 5s between 20 and 60 CHA
⏫ Defensive Reprisal duration scaling buffed. 0s to 20s between 0 and 65 CHA -> 12s to 20s between 20 and 65 CHA
⏫ Ghost duration scaling buffed. 0.6s to 1.2s between 0 and 40 AGL -> 0.8s to 1.2s between 10 and 40 AGL
⏫ Brick Wall knockdown reduction now scales with investment instead of only being active at 100 FTD && 100 WLL
⏫ Ether Overdrive's bonus PEN now scales with INT instead of only being active at 90 INT
⏫ Million Ton Piercer's bonus PEN now scales with STR instead of only being active at 90 STR
⏫ Unwavering Resolve now scales with STR instead of granting 33% at 40 STR and 16.5% below. Scaling is 20% to 33% between 10 and 40 STR
⏫ A World Without Song now requires only 4 stacks instead of 5 between 74 and 40 WND
⏫ Prime Ether Bullets no longer requires 60 INT to receive its INT scaling
⚖️ Donation Drive CD scaling adjusted. 16s to 6s between 0 and 100 CHA -> 12s to 8s between 20 and 60 CHA
⚖️ Cheap Shot scaling adjusted. 0% to 15% between 0 and 100 AGL -> 5% to 10% between 20 and 65 AGL. (it was 15% due to a bug)

Movement Revert
Following community polling, we've reverted almost all of the changes to movement. A few changes have been kept as they don't impact the feel of movement, and these are listed below.
🔧 All sources of velocity have been reverted back to the old movement system. This covers all core movement mechanics, as well as rushes like Ceaseless Slashes. Movement is back to its snappy self and shouldn't feel so floaty. A lot of these should actually work on moving ships now, but we'll fix up the remainder over time
📰 The improved ledgehang algorithm has been kept as it just improves reliability and doesn't really change the feel of the movement
📰 Water resistance has been kept as most mobility was artificially adding it before the changes anyway
📰 The input changes have been kept as they just make the movement more intuitive. For example, being able to climb up ledges with input other than W is staying. If there's demand, we can add settings for the input behavior
📰 If movement still doesn't feel right to you, don't worry! It shouldn't stay that way. We're gonna be listening very closely to feedback on movement in the coming weeks and wanna make sure everything's back to how it felt before
🩹 Fixed a few edgecases where you could get flung or voided
🩹 Fixed not being able to initiate a slidejump in midair
🩹 Fixed slide jumps at max momentum not ending with a short slide when you land
🔧 Your character now has a maximum velocity, helping to prevent flings. This is simply a safety limit and shouldn't affect any intentional movement

"Steady the Boat"
⏫ Steering ships is now MUCH quicker to change directions and will return to neutral when not holding A or D. Since steering comes back to neutral naturally now, 'Centre Steering' has been removed
⏫ Steering speed suffers much less of a penalty while ships are stationary
⏫ Ships can now reverse much more quickly and much more responsively
⏫ Increased steering speed for all ships
⏫ Greatly reduced ship cannon windup
⏫ Changing your sail length is now a lot quicker and more responsive
⚖️ Boats now rapidly come to a stop when not helmed
🩹 Fixed ships being easily knocked over

Balancing
⏫ The elevator under Celtor cathedral is now free to operate, a benevolent public service provided at the behest of the Voices
⏫ Being Etrean no longer gives you reduced rep with the Children of Navae (didn't make sense considering the etreans were sheltering them)
⏫ Flow State window increased
⏫ Landing a move with Flow State removes the Flow State CD
⏫ Silentheart moves now do Oath damage again
⏫ Silentheart skills can now be feinted
⚖️ Players that glitch into the trial arena now get sent into their own trial instead of being able to hang around in the arena and jump people
⚖️ You now have brief iframes after teleporting up the Trial elevator to prevent getting jumped
⚖️ Ranged autoparry is now removed from humanoid mobs when they're not aggroed
⚖️ Mayhem HVY now has less vertical velocity and has more horizontal velocity
⚖️ Flame Ballista Spring Spark now moves you backward instead of up in the air
⏬ Ankle Cutter CD raised
⏬ Ankle Cutter doesn't scale off your primary weapon damage anymore and now has fixed damage
⏬ Flow State CD is slightly longer now
⏬ Landing an enchant proc with a silentheart skill now puts silentheart skill enchant procs on cooldown for 30 seconds
⏬ Mani Katti does considerably less damage than before and the range is lowered
⏬ Relentless Hunt CD raised to 20 seconds
⏬ Relentless Hunt DMG lowered for every type
⏬ Silentheart Rising Star, Mayhem, Mani Katti CD Increased
⏬ Silentheart skills now have more parry stun than before (previously they had less parry stun because they were changed to behave like m1 parry stuns with the enchant proc change)
⏬ Using Silentheart abilities such as Mayhem, Rising Star, Mani Katti, and Relentless Hunt with 0% Tempo will result in the skills being weaker with nerfs such as lower damage, lower posture damage, longer cooldown, windup changes, and additional stun to the user if they get parried
⏬ You can no longer use Flame Ballista Spring Spark in the air
⏬ Glacial Arc now prevents the use of Mantras for 10s outside of Layer 2 (Glacial Arc is pending a rework so this will be temporary)
🩹 Fixed Dread Stacks not working on Oath Mantras and Attunementless Mantras, if there are any attunementless mantras that are unaffected by Dread Stacks they should be reported
🩹 Fixed being able to parry during the windup of Relentless Hunt
🩹 Fixed movestacking Ankle Cutter with Silent Cascade

Bugfixes & Optimization
🩹 Fixed an issue where the client would get stuck loading forever if you joined during server boot-up. This typically happened when you were the first player to join a server
🩹 Fixed mantra hands sometimes getting voided if you get teleported while in the slot replacement menu
🩹 Fixed being able to spawn ships inside terrain/behind walls
🩹 Fixed Command: Run repeatedly sprinting and unsprinting
🩹 Fixed Flamewalker bugging out
🩹 Fixed Jeremiah not giving Armorer's Needles
🩹 Fixed Mass Effect and Brain Deep Gem bonus not working with Critical Engine
🩹 Additional prevention to Relentless Hunt HVY sometimes leaving you in the floor if your opponent is knocked
🩹 Fixed being able to run during Metal Rampart windup which usually involved in missing the pillar's summoning
🩹 Fixed Blood Orb not spawning a blood pool
🩹 Fixed candles

September 22nd, 2025

Crafting Revamp
💡 Recipes you have the materials for now have a craft button, saving the hassle of clicking and dragging
💡 If an item is in your Recipe Book, you can right-click it to view recipes for it
💡 The Recipe Book now has a search bar to search for specific ingredients or products
💡 The Recipe Book now shows partial recipes for undiscovered recipes if you've discovered all but one of the required ingredients. Partial recipes show their products as '???', but this indicates that there's actually a recipe to be discovered. Any undiscovered ingredients are also shown as '???'. Partial recipes should hopefully help alleviate the frustration of trial and error when we add new recipes to the game, and should make crafting a bit more intuitive for new players. NOTE: Quest recipes like bombs and bait are still hidden until their quests are completed
💡 Your character summary, talents, and recipe books are now accessed through a tab system. This will let us expand the menus in future
🔧 Recipes that produce multiple of an item now show the quantity produced in your recipe book
🔧 Items you have are now highlighted in crafting recipes
🔧 You can now hide the old crafting window in settings to make more room for your inventory

Content & Systems
💡 New Recipe: Scholar's Brew. Crafted with a mantra ingredient and any mushroom. Grants training to elemental attributes below 50. Especially useful for those looking to train elements without having a Mantra of said element yet
💡 You can now unslot motifs by right-clicking your weapon tool
🔧 Greatly increased the game's brightness in dark areas
🔧 Backpack categories are now hidden in sell mode if no items are sellable in them

Balancing & Tweaks
⚖️ Characters under Power 10 now spawn within the walls of Celtor when sent to the Depths. The idea here is that it separates the high level Depths gankers and endgame players from earlygame players
⚖️ Leaving the Depths with an Idol of Yun'Shul is now only possible once per character. Having a banked supply of idols basically let you avoid ever wiping
⚖️ Leaving the Depths through the Shrine of Yun'Shul is now only possible once per character. Now that you can stockpile wishes, you could trivialise the Depths this way. It should be noted that the one-time use for idols is separate to this, so you get a free escape once per method
⚖️ Using an uppercut now clears your Heavy M1 Hyperarmor. Heavy hyperarmor is meant to compensate for slow swingspeeds, but uppercuts have a fixed swingspeed, so this change limits the hyperarmor to M1's that actually warrant it
⚖️ Critical windup swirl particles are now handled by the telegraph system and now reliably match the duration of the windup. They've also been toned down a bit to reduce visual clutter
⚖️ Titus's Raiment physical armor increased back to 30%, Overwhelming Might no longer works with Tableflip or Skyshatter Kick
⚖️ Reduced the insane range of Terrapod attacks
⏫ Ready or Not works as actually described now. Previously it required both players to be in combat instead of just the user of the talent
⏫ The following have gotten a pip upgrade (example: rare pip placed by a legendary pip): Ascended/Western Outlaw Robes/Hat, Evanspear/Reinforced Plate/Helm, Specialist/Shock Trooper Helmet
⏬ Gran Sudaruska total crit multiplier damage reduced by 30%
⏬ While being pulled in Reversal Spark Flaming Scourge, gain brief iframes so you are not hit as you are being pulled in
⏬ Rockmaller now has endlag on the ground crit (0.15s). Now also has proper telegraphing
⏬ Rockmaller aerial crit now has a minimum 0.4s windup. The airtime has also been made more consistent and better telegraphed
🔧 Mobs that are ready to despawn that are currently KO'd are instantly killed instead of hanging around
🩹 Fixed Viscosity bypassing Resonance activation
🩹 Fixed Viscosity damage over time ticks individually applying damage effects like knockback
🩹 Fixed Fleeting Sparks often not activating correctly, believing that there were walls between you and your target

Bugfixes & Optimization
🩹 Fixed Air Dashes being a lot shorter than intended
🩹 Fixed grab moves self-hitting if you hit a destructible structure
🩹 Fixed lasers in Detainment Core and other sources of environmental damage not working
🩹 Fixed mobs that are being executed deaggroing (e.g. due to their event ending) mid-execute. This caused a rare bug where the executor would take fall damage due to the mob being unloaded suddenly
🩹 Fixed mobs that are made peaceful only deaggroing from their current target, and not other enemies who've attacked them but less recently
🩹 Made executions a lot less temperamental in general
🩹 Fixed Roblox's chat bar interfering with keybinds
🩹 Fixed summoned cauldrons defying gravity
🩹 Fixed missing Highway Markers in East Luminant
🩹 Fixed Lightning Impact not taking you in the air
🩹 Disguise now uses the new Campfire model
🩹 Fixed residual bugs with Trial of One
🩹 Fixed monsters hiding their animations when they extinguish flames

September 15th, 2025

Content & Systems
📰 A bit of a smaller update this week content-wise as we had a midweek patch and have been working on fixing all of the bugs that have cropped up in the last few weeks. Behind the scenes, we're gonna be applying a lot more caution to major reworks, but the good news is that most of the core systems are in a much better state now (barring the bugs, but these are a priority right now), so we'll be able to put more of our time towards actually adding stuff to the game.
💡 Added Equipment Editing. Right-click Head, Face, or Ears equipment in your journal to open up an editor that lets you move and rotate them around to your liking. Endless new drip opportunities await!
💡 Sev can now be given 25 Crowns to permanently unlock 'Manycolored Equipment', letting you edit your equipment's color freely on any character without needing to spend Dye Packets. NOTE: This applies to Equipment only. Hair dyes and other cosmetic dyes still require packets.
💡 Updated Jeremiah's lootpool
🔧 Deep Gems can now be equipped out of combat just by using the tool, no longer requiring you to rest
🔧 When not in danger, you can now right-click your Mantras to unequip their deep gems
🔧 Shrine of Chance now uses the shop interface for its deals
🔀 The Shrine of Ostentation has been merged into the Shrine of Chance
💡 The Global Cauldron Shortage has finally come to an end

Movement Tweaks & Fixes
🔀 Air Dashes have been reverted to the old movement system, but have received updates to work on moving ships
🩹 Fixed roll cancels killing your vertical mobility
🩹 Fixed Starkindred airdashes and regular airdashes behaving the same
🩹 Fixed walking around in the Depths being a skating rink
🩹 Fixed mantling ledges in the Depths launching you upwards
🩹 Fixed being able to wallhug in the Depths

Visual Refresh
🔧 Lowered the default saturation/contrast of the game's lighting. Should make it less painful to see in the dark and bring the game's visuals a bit more in line with how they were a long time ago
🔧 Campfires have been revamped visually. Placing campfires is much less temperamental too, no longer requiring you to precisely click on the floor next to you
🔧 Lumber Axes have been slightly remodelled and now have the appropriate telegraphs for their attacks. Trees now shake slightly when you chop them
🔧 Remodelled Deep Shrines to be considerably more performant
🔧 Remodelled Cauldrons, bringing a 11k tri model down to just 770 tris and greatly reducing the number of parts. Also reworked their vfx
🔧 Remodelled sticks to be considerably leess laggy
🔧 Remodelled Trident Spear slightly, now has PBR textures. We'll likely be adding PBR texture to most weapons in the future, as they look better and let us reduce the performance impact of highly detailed weapons
🔧 Threshers have received a new lick of paint and some touchups to their model. In addition to looking better, the new textures respond a lot better to lighting, making them easier to read in combat. More mobs will get visual upgrades soon!
🔧 Added textures to a lot of equipment in the game that didn't have any, e.g. Leather Pauldrons

Balancing & Tweaks
⏫ Blindseer now has an additional Combat Slot
⏫ Blood Poison's natural decay rate reduced by 33%
⏫ Etherguard duration increase
⏫ Panacea Blood Poison paused increased from 5 to 7 seconds
⏫ Smell of Blood now procs on opponents whenever you guardbreak them
⚖️ The obscure mechanic where taking any damage at 100% Posture would guardbreak you has been removed. For a while, people thought this was a bug, but it was just a very old holdover combat mechanic
⚖️ The extra stun incurred from being hit while in the guardbroken state has been downgraded from being a full action-locking stun with an animation to just being a regular stun. The sound for this extra stun has been pitched up to help indicate it. The duration has been lowered also (0.65s -> 0.6s)
⚖️ Campfires are now destructible structures and can be destroyed by regular attacks
⚖️ Reduced the base Knowledge cost of degrading a Rare talent to a Common talent (10 -> 5)
⏬ Bloodfouler's Blood Poison from criticals massively reduced (reason being here that Blood Poison as a whole got buffed, so we don't want Bloodfouler to massively perform with these blood buffs)
⏬ Iron Quills cooldown now scales off its range modifications
🔧 Mobs can now use Red Death sprinting critical
🔧 Ice surface area now scales up linearly instead of exponentially with its intensity
🔧 Deep Gems now have tooltips explaining their effects
🩹 Fixed Flashboil being able to proc through block, parry, and dodge
🩹 Fixed certain damage reductions like Entangled being applied doubly to Viscosity

Bugfixes & Optimization
🩹 Fixed certain abilities (Prediction, Chain of Perfection, Untouchable, Whistleguard, Paralytic Dust, etc.) not accounting for damage over time since the introduction of the unified DoT system
🩹 Fixed Fire Stance Saintsblade
🩹 Fixed a bug where common -> rare talent exchanges could give you common talents
🩹 Fixed a lot of materials not being freezable by ice, e.g. Mud
🩹 Fixed being able to use Aerogliding while being in actions like Starkindred's Fire Blade
🩹 Fixed Bleed Damage ticking down over 0.6s instead of 0.3s
🩹 Fixed Burning Servants and Frozen Servants not having any endlag, allowing you to movestack the mantra with m1s and criticals
🩹 Fixed Shadow Gun Blast Spark not having AP frames
🩹 Fixed Spine Cutter not applying damage if your opponent had Viscosity
🩹 Fixed the parry animation clashing with a few windups
🩹 Fixed Vyrelda dealing much more damage than intended when she used the Red Death default critical
🩹 Fixed Fire Stance Blade of Saints sometimes not finishing the mantra
🩹 Fixed a variety of UI lists that weren't sorting correctly
🩹 Fixed the weird white squares popping up on some UI's
🩹 Fixed some residual issues with Shrine of Order
🩹 Fixed lingeering broken interactions between Grotesque Resilience and Viscosity

September 6th, 2025

The "Rock the Boat" Update
💡 A new physics-based character controller has been added to the game
🔧 Your momentum is now preserved when you jump/leave the ground, meaning you don't just immediately fall like a rock as soon as you let go of your inputs
🔧 Since momentum is preserved, you no longer fall off ships when you jump/move around on the ship. This means combat on moving ships is finally approaching viable. This is the first and most important step to actually making ships fun and giving them new content and mechanics
🔧 The new controller is far more reliable, so you should see a LOT less of the weird things characters do on Roblox that most of us have just had to get used to. There's a lot more opportunities for us to finetune and tweak the controller. Previously we were stuck with a character controller that we could barely adjust the parameters on. Now, we can actually treat it as a system to be improved and not a black box where if something goes wrong we can't do anything
💡 Dashing backwards in midair now performs a flip that greatly reduces your velocity, letting you recover from knockback
💡 Ledge hangs have been reworked to have much better ledge detection
🔧 Ledge hang inputs are now based on whether you're moving towards/away from the ledge and not based on W/S inputs specifically
🔧 Most parkour now no longer resets your horizontal momentum, letting you freely move around moving ships and conserve your speed while traversing the map
🔧 Mounts now work using the new character controller instead of having their own custom behavior. This should make them a fair bit smoother to travel with, as well as being controlled a lot more like your own character
🔧 Camera Lock character rotation is now constrained by physics like other character movement/turning. Fixes some issues where character movement would be janky while camera locked
🔧 Greatly improved vault/mantle detection
🔧 Swimming behaves a lot more consistently on shores and slopes, with it now being possible to just walk out of the sea if a slope is present instead of having to walljump
⚖️ Thanks to the new character physics, water mobility now acts like ground mobility. As such, all water-specific mobility nerfs have been reduced
⚖️ Jumping now has a very short cooldown (0.05s) after landing to fix some issues where your character wouldn't be on the ground long enough for certain effects to register
⏫ Ships slow down to a halt much more quickly when unoccupied. Watching your ship slowly sail off into the distance isn't fun
🩹 Rewrote a lot of the math behind ships. Ships now rock with the waves a lot more smoothly and should have a LOT less jank to them in general
🔀 Triathlete has been removed with the changes to movement in water. If you had it, you'll be refunded a hand of talents

Progression Improvements
⏫ The total EXP required to reach Power 20 and invest all of your points has been reduced by 10%. Additionally, the EXP curve has been made MUCH less steep towards the end, making the gap between points in the lategame a lot less agonising
⏫ The EXP rewards for most quests now scale with your current level, keeping them relevant
⚖️ Shrine of Order no longer gives you an additional flaw. The idea here is that going forwards with the new way of balancing SoO builds they should be on more even footing than before, so shouldn't realistically need a handicap thrown on. As it stands, we feel that the current nerfs to SoO have been sufficient to level the playing field. But going forwards, if certain talents are garbage on SoO builds we can buff them, and if in the future they end up being too powercreepy we can nerf them. We appreciate y'all's feedback on the changes and wanna find a balance where SoO isn't mandatory OR pointless
📰 If you have a character that used the Shrine of Order before this update, one of your flaws will be automatically removed, and you can revisit the Shrine of Order to unlock the commemorative 'Pendant of Order' item. The medal can be retrieved as a seasonal item from blacksmiths
🔧 Instead of having to buy a Dinghy every character you now start with one already in your shipyard

New Feature: Weapon Talents
💡 Added Acheron's Warspear weapon talent: Vital Wound
💡 Added Crucible Rapier weapon talent: Punishing Riposte
💡 Added Forgotten Gladius weapon talent: Blitz
💡 Added Inquisitor's Greatsword weapon talent: Sovereign's Counter
💡 Added Iron Birch weapon talent: Expeditious Combo
💡 Added Krulian Knife weapon talent: Cruel Counter
💡 Added Master Hawk's Handaxe weapon talent: Battle Frenzy
💡 Added Messer / Alloyed Messer weapon talent: Finishing Slay
💡 Added Nemit's Sickle weapon talent: Curved Edge
💡 Added Rosen's Peacemaker weapon talent: Rosen's Technique
💡 Added Silver Dagger weapon talent: Assassin's Strike
💡 Added Steel Maul / Alloyed Steel Maul weapon talent: Bulwark Breaker
💡 Added Worshipper's Longsword weapon talent: Belief

Content & Systems
💡 New Potion Type
💡 New Shadow Mantra Added: Umbral Slash
💡 You can now sell your ships at a Shipwright. They'll sell for 50% of the purchase price with any necessary repairs being deducted from the sale
🔧 Attunement trainers now offer replacement element vials if you manage to lose them
🔧 Polished up the jump animation
🔧 Polished water treading idle anim
🔧 Pressure Blast's VFX now properly scales with its size modifiers
🔧 Tuned up the shipyard UI to be more intuitive
🔧 When randomly removing excess flaws, flaws like Simple/Blind/Vegetarian are deprioritised

Balancing
⏫ Jester's Garb and Trickster's Habit phyiscal armor increased from 20% to 25%
⏫ Krulian Knife's charge up critical now hits opponents around the user
⏫ Refreeze now reduces Orbital Ice's cooldown by 8 seconds per bottom freeze instead of 5 seconds
⏫ Rifle Spear now counts as a Rifle for Rifle talents
⏫ Static Mastery secret synergy buffed
⏫ Summer Dragoon physical resistance increased from 25% to 30%
⏫ Summer Dragoon's Sunset Ricochet now hits up to 2 people
⏫ Every ship larger than a sloop now has ladders on the side
⚖️ Added cooldown to Grounding Bolt
⚖️ Air Force's casting sound effect now is generally louder further away
⚖️ Bloodless, Wayward, and Aegis gems no longer proc on lightning clones
⚖️ Ring of Casters upside and downside reduced from 10% to 5%
⚖️ Shadow Gun Blast Spark ether multiplier reduced from 3x to 2x
⚖️ Shadow Gun's casting sound effect now is generally louder further away
⚖️ Wind Step's cooldown now scales with the amount of Gale you have
⏬ Air Force's cooldown now scales with size
⏬ Base Shadow Gun cost increased from 20 to 40
⏬ Clutching Shadow range nerfed, level scaling damage slightly nerfed
⏬ Fang and Coil base critical windup increased from 0.25s to 0.4s
⏬ Flame Grab base damage nerfed and scaling nerfed
⏬ Frost Grab range nerfed
⏬ Gran Sudaruska ice rain no longer applies hitstun
⏬ Ice Fissure cooldown massively increased
⏬ Jolt Grab Magnetic Spark range reduced
⏬ Decreased Give and Takes' damage reduction, the problem here was that people would run AoE spam builds in groups and win simply because they took less damage overall
⏬ Piercing Blow requirements increased from 80 strength to 100 strength
⏬ Reduced Firing Line Blast Spark's posture damage
⏬ Reduced Gran Sudaruska's active frames on crit (mainly to prevent people from using it and rolling into you)
⏬ Wayward gem no longer works with Grand Skewer
⏬ Shade Step max duration reduced by 1 second
⏬ Skyshatter Kick Blast Spark range reduced from 20 to 14
⏬ Throw Mantra no longer moves the caster forward
🩹 Fixed Grotesque Resilience resist being applied to Viscosity
🩹 Fixed Fire Forge, now uses the new projectile system

Bugfixes & Optimization
⚙️ Greatly optimized character data loading
⚙️ Greatly optimized the handling of player data in general. No longer incurs as big of a performance cost to read/write your data, particularly for complex data like Mantras and Equipment
⚙️ Optimized damage handling by greatly cutting down on re-fetching the same data over and over
🩹 Fixed sea visuals being desynced with the actual physical waves
🩹 Fixed idle ships sitting lower in the water than ships being steered
🩹 Fixed mounts clipping into the floor on slopes
🩹 Fixed Ash Ember not having a cap, however the cap still allows for it to be pretty handy in PvE
🩹 Fixed Behind You dealing twice the damage if you did not meet the talent's stat requirements
🩹 Fixed being able to drink potions in iframes and whistleguard
🩹 Fixed being able to proc Meteor Impact even if your opponent dodges your Rising Flame
🩹 Fixed Dash mantra not playing vfx in water
🩹 Fixed guns Swing Speed being reduced by default
🩹 Fixed Keen Recovery's Ether gain being buffed for not meeting the talent's stat requirements
🩹 Fixed not being able to roll in True Daze when your opponent uses an unblockable move like Radiant Dawn
🩹 Fixed Silencer's Song not proccing on mantras
🩹 Fixed Soul Beam sharing a cooldown with other beams
🩹 Fixed Soulthorn
🩹 Fixed Static Withdraw with Static Mastery still stunning you
🩹 Fixed Winded affecting guns more than intended
🩹 You can fish in the Guild Base pond again

Note on New Movement
📰 Please note that the new character controller's movement is still a work in progress. Dashes/slides/walljumps/etc. are likely to feel a bit different. We're going to be finetuning it in the coming days, so if anything feels off in meantime, don't worry, it likely won't stay like that!
🔧 Camera lock turning is instant again

Patch 2.4.1a

Hotfixes
🔧 Sources of velocity like dash/slide/etc. now instantaneously change your velocity on application instead of having to wait for them to apply the necessary forces to change to the new velocity. This should restore a lot of the feeling of old movement
🩹 Fixed momentum from dashes hanging for too long. Especially noticeable in the Depths
🩹 Fixed rapidly changing directions causing rolls/dashes/slides to apply too much force in the new direction, launching you
🩹 Fixed Mantra scaling being higher than intended
🩹 Fixed jump input on controllers
🩹 Fixed jump having too high of a CD
🩹 Fixed vaulting/mantling
🩹 Fixed slide state lingering
🔧 Roll/dash velocity is now angled with your current surface, making them useful on slopes again
🩹 Jump velocity is no longer additive and instead sets your velocity. Should fix the Superjump issue
🩹 Fixed Chaser
🩹 Fixed persistent dungeons giving an "unauthorized" error code before teleporting you
🩹 Fixed issues with rolls/dashes/etc. launching you if an obstacle that was in the way of them is suddenly removed
🩹 Fixed mounts leaving you MJ'd
🩹 Fixed mounts being slippery when in camera lock
🩹 Fixed the Blacksmith event shop not being available if you only have the pendant unlock
🩹 Fixed not being able to use the Echo Mod/Echo Shop
🩹 Fixed not being able to slide under gaps
🩹 Fixed aerials not having velocity

Patch 2.4.1b

Hotfixes
🔧 Greatly decreased the momentum in the air with the new character controller. Should eliminate the slippery feeling movement and bring the movement a LOT more in line with the old movement
⚖️ Wind Step's wind jump now completely resets your horizontal velocity
🩹 Fixed vertical air dashes being garbage
🩹 Fixed not being able to slide under gaps when you start your slide too close to the wall
🩹 Fixed not being able to Orlandeau parry Orlandeau's Orlandeau Razor Cutlass Orlandeau swing
🩹 Fixed Reversal Flame Leap not damaging as soon as you touch down
🩹 Fixed Soulwrought Axe skill placing you inside the ground
🩹 Fixed holding movement killing your slidejump momentum

Patch 2.4.1c

Midweek Changes
🔀 Walljumps/climbing have been reverted to the old movement system, but have received updates to work on moving ships
🔀 Sliding has been reverted to the old movement system, but has received updates to work on moving ships
🔧 Dodges/dashes now change direction immediately, matching how they worked in the old movement system
🔧 Jumping on ships now has some corrective velocity applied to better keep you attached to the ship
🔧 Movement on ships is now tied to the relative velocity of where you're standing, not the velocity of the ship as a whole. This means turning shouldn't throw you off
🩹 Fixed jump height being slightly lower than before
🔧 Ship rocking has been toned down a bit to help keep players onboard better
⏬ If you are under the effects of Paralytic Dust, potions no longer work on you
🩹 Fixed not being able to wipe your character if you had disabled Echo Talents
🩹 Fixed not being able to re-enable Echo Talents in Character Creation
🔧 Made the following mantra-breakable doors into M1 destructible structures: Entropy Cave doors, Nameless Warrior door, Hidden Village door. People would just rollclip these previously
💡 Many Deep Shrines can now be found throughout Scyphozia, eliminating the need to glitch your way into the Temple of Hearts

August 25th, 2025

Content & Systems
💡 New INT Talent: Critical Engine
💡 New INT Talent: Unwavering Focus
💡 NEW WEP/WND Talent: Silencer's Song
💡 New WEP/SDW Talent: Dark Waltz
💡 New WEP/SDW Talent: Night Terror
💡 New WEP/FLM Talent: Ash Ember
💡 New WEP/FLM Talent: Scorching Decay
💡 New WEP/LTN Talent: Grounding Bolt
💡 New WEP/ICE Talent: Frozen Anchor
💡 New WEP/ICE Talent: Stasis Strike
💡 New ICE/MTL/LTN Talent: Golden Age
💡 Added Bluestone Boots and Bluestone Pauldrons as crafting upgrades
💡 New Chrysid Variant: Augur
💡 New Chrysid Variant: Messenger
💡 New Fishing Drop
💡 Added 'Full Trainings'. Similar to 'Free Points/Free Trainings', these let you train an attribute instantly. The difference, however, is that where Free Trainings leave you at an EXP deficit that you have to catch up on, Full Trainings grant you the required EXP. This makes Full Trainings very valuable, as they let you actually fast-forward your progression. Trial of One and a few quests/challenges now reward Full Trainings
💡 Full/Free trainings can now be spent in your TAB menu Journal, no longer requiring you to rest
💡 When you combat tag another player, an icon of crossed swords now pops up. You can click the swords to open up a dropdown menu with options for clearing combat tags. Should prevent you getting flagged for spamming 'mb all', and makes it a lot more intuitive
💡 Added a right-click context menu to your weapon tool that lets you change your stance or unequip your current offhand weapon. No more needing to start a forest fire just to unglue the gun from your hand
💡 Added a new teleport transition screen

Echo Tweaks
⚖️ 'Used Enchant Stone' triumph has been changed to 'Enchanted an Item' and using Enchant Grease now grants it too
⚖️ A penalty is now applied to your Echoes gained if you didn't get to Power 5
⚖️ Banked items are no longer valid for Echo triumphs
🔧 Added triumph 'Cleared a World Event'
💣 Removed 'Obtained the Deepshore Fossil' triumph

Balancing & Tweaks
🔧 Autoparries no longer play an animation and now have different SFX and VFX. The new VFX is less spammy, which should hide anims a lot less
🔧 Aegis Gem is now bankable
🔧 Tweaked a handful of older Chrysid variants color palettes slightly
🔧 Versus events in Aratel have been converted to Jobs
🔧 Your journal is now visible alongside your rest screen
🔧 Fixed some inconsistencies with To1 stat investment. No longer behaves differently with Autodidact/Maudet
🔧 Remodelled Kaide, The Drowned Light
🔧 Renamed 'Fear' to 'Fear the Dark'
⏫ Experience points are no longer rounded down to integers, meaning that EXP boosts and various other modifiers to your EXP rates won't be squandered on smaller EXP amounts
⏫ The Bulletproof talent now gives you a 5% armor reduction bonus even if the type of attack isn't coming from guns
⏫ Flareblood Kamas now deal blood poison on crit
⏫ Buffed Ciea INT training
⏫ Buffed Fishing EXP
⚖️ Shoulder Bash slot changed from Mobility to Combat
⚖️ Flareblood Kamas BLD Scaling added (0 -> 3). LHT scaling reduced 8 -> 6, INT scaling reduced 2.5 -> 1.5
⚖️ Chorus of Souls no longer multiplies campfire healing
⏬ Exhaustion Strike windup increased from 0.45 to 0.5
⏬ Shoulder Bash base damage reduced (-14%), scaling damage from leveling reduced by 50%

Bugfixes & Optimization
⚙️ Greatly optimized EXP systems. Should help with lag in combat
🩹 Fixed being able to get 1 in an element at Power 20 with 0 points left by unlocking the element. Element is still unlocked account-wide, but you won't be able to get the element on the character
🩹 Fixed dashing/rolling putting your walljumps on CD. Behavior is now that dashing/rolling extends the CD if it's active but doesn't create a CD
🩹 Fixed Flame Wisp gluing itself to campfires
🩹 Fixed irregularities with the circle placement of Teleportation resonance once again
🩹 Fixed not being able to manually cancel Serpent's Edge, Hero's Blade of Frost, Pyre Keeper, Imperial Staff, Crescendo, Hailbreaker and Rosen's Hellflame criticals
🩹 Fixed not being able to throw Potions and Bombs at all
🩹 Fixed Skyward Vent Husk teleport dropping you above the ocean
🩹 Fixed the weird offset on Autobrew slots
🩹 Fixed tooltips lingering after what you're hovering is no longer visible
🩹 Fixed tooltips not updating on overlapping UI elements even if one is displayed on top of the other
🩹 Fixed walljump CD being too low
🩹 Fixed Illusion Clones not copying vent properly (They only vent when you do)
🩹 Fixed Galetrap
🩹 Fixed being able to apply Enchant Grease in Layer 2
🩹 Fixed Enchant Grease not granting 'Soulbound an Item' triumph

Patch 2.4.0a

Hotfixes
🩹 Fixed lingering training UI state
🩹 Fixed attribute editing in character creation
🩹 Fixed To1 softlock

Patch 2.4.0b

Midweek Hotfixes & Changes
⚖️ Posture recovery from parrying naturally increased by around 50%. Due to all the posture nerfs recently (posture talents, spits, exhaustion strike, etc), we are now a lot more comfortable letting parries become stronger for removing posture. This should help to deal with a lot of playstyles that abuse being able to hit block (examples being airswinging/fighting a mage). The idea being that you can simply parry back your posture instead of overly relying upon things like spits and Unwavering Resolve. Naturally, the balance here is something we're gonna keep a close eye on
⏬ Destructive Recovery reduced from 50% to 20% (makes sure it's not extremely busted with the above change)
⚖️ Health regeneration buffs now stack additively instead of multiplicatively, much like damage multipliers. Previously, having a 20% (1.2x) regen buff and another 100% (2x) regen buff would result in a cumulative regeneration buff of 2.4x. With this change, the cumulative regeneration buff would be 2.2x instead for this example
⏬ Dagger critical hits no longer simultaneously count as Basic Attacks (M1s)
🔧 Heart of Enmity's minimum range to automatically parry ranged attacks has been doubled, which should prevent melee-range mantras from getting parried. Projectiles will still be deflected regardless of distance
🔧 Guild renames now preview the new name before prompting a purchase
🔧 Moved an arguably unreachable Medallion Chest to a more accessible location
🩹 Fixed not being able to remotely exile players that have usernames with more than 20 characters
🩹 Fixed Critical Engine coupled with Blessed Gem removing weapon critical cooldowns almost immediately after landing a hit if the critical applies its proper cooldown only after the critical ends
🩹 Fixed Soul Beam not being rollable
🩹 Fully patched infinite climbing
🩹 Fixed player list / leaderboard staying permanently invisible after opening the backpack
🩹 Fixed player combat tags counting as PvE combat tags and boss combat tags not getting applied properly. This also fixes boss health bars not showing up and attunements not getting uncapped from killing bosses
🩹 Fixed boss health bars not showing up
🩹 Actually fixed Aegis Gem not being bankable
🩹 Fixed every player that didnt have W rank having rank 250-1000 color in the leaderboard
🩹 Fixed adding mantra modifiers not taking the existing Ether cost into account. Previously, you were able to add a single ingredient to an already modified mantra to lower its Ether Cost without removing the existing modifiers
🩹 Fixed a good number of quests / NPC interactions and fishing not granting their EXP rewards

August 18th, 2025

Improved Update Releases
📰 Our update testing and publishing flow has been overhauled from the ground up. Updates for the game now have a multistage process where first the update is pushed out to an identical copy of the live game and tested, and then once testing is satisfactory the update is pushed out to the actual live game.
This is a huge improvement to our previous way of testing updates, where everything was ultimately tested on a baseplate. It was practically a weekly occurence that something would work fine on the baseplate and go catastrophically wrong when pushed to the main game. There's plenty of edgecases that pop up when you're not specifically testing an update on the exact areas it's going to affect.
This of course begs the question 'What on gods green earth possessed you to test everything on a baseplate?', and the answer to that is a classic one: tech limitations. Publishing large games on Roblox isn't without its pain points, and up until very recently we didn't have any way of rapidly publishing an update to multiple different places. If you can believe it, even as recently as 2023, every update we had to open up every single place in studio and manually drag-and-drop the source code into each individual place and hit publish... And if anything went wrong, we had to do that all over again 💀. Thankfully, things have moved along considerably since then, with Roblox developers gaining access to some really powerful API. In order for us to implement a multi-stage release process like this, we truly had to sit and wait for it to be possible.
Now, we can actually test updates in an identical environment to the main game, which should greatly reduce the number of gamebreaking issues that pop up, and greatly improve the tools available to testers to find issues with the game. It also enables us to make changes to individual places within the game (e.g. editing a dungeon) without running the risk of breaking the game.
Behind the scenes, we're also investigating ways of automating some of our testing. Testing thousands of different abilities every update is more testing than is humanly possible, so we're working on ways of avoiding things like individual Mantras breaking between updates.
TL;DR: Updates should be a lot less buggy going forwards.

Content & Systems
💡 15 New Talents
💡 New (?) Silentheart Talent: Silent Cascade
💡 New Greatcannon: Summer Hullwrecker
💡 New Greatcannon: The Barrel
💡 Chrysids can now choose to have a ruff around their neck. As with other Aspect Features, this ruff can be dyed independently
💡 2 New Chrysid Brows
💡 2 New Chrysid Eye Shapes
💡 New Chrysid Variant: Sage
💡 New Vesperian Mask design
🔧 Added a sound cue for when a job spawns in
🔧 Unnecessary waiting times in the main menu have been removed. Should reduce a lot of the friction in getting ingame
🔧 Your bound inputs are now shown instead of the defaults for most text in the game that mentions inputs. e.g. 'Press M to open your Map' is now 'Press X to open your Map' if bound to X
🔧 Sail Angle and Centre Steering inputs can now be bound
🔧 The map pointer that shows up when your character's location is out of view can now be clicked to recentre the map to your location
🔧 If you don't meet multiple requirements on a weapon it'll now tell you all missing reqs instead of just the first
🔧 Remade Gale Wisp visual
🔧 Wisps have been rewritten. New system has much smoother following and much more consistency between the wisp types. Wisps now dynamically spread out to make room for each other
🔧 Variants can now be selected with a dropdown
🔧 You can now manually cancel Sovereign State
🔧 Imperium Kata now shares the same LFT Interaction as Legion Kata
🔧 Increased the default max zoom distance slightly
🔧 The maximum steepness you can walk up has been increased, the steepness change was too strict
🔧 Ship sail length is now adjusted with a lot better visual smoothness

Merges & Removals
💣 Return to the Dark Ages has been removed, if you had it you'll get a hand of talents back. With SoO builds receiving a nerf, attunementless builds have crept in power, and RtDA was one of the top contributors of attunementless strength and tankiness. On attunementless builds, it had very little downside as most of these builds weren't getting their damage from mantras. The idea here is to not tip the scales too firmly in attunementless's favour with the nerfs to SoO builds, as many will remember they were the dominant meta before shrine builds took off

Balancing
⚖️ You can now spawn boats in PvE combat
⚖️ Fixed backstab checks on summons using the summoner's position. For example, Metal Turret won't hit through your block if you block in the direction of the turret
⚖️ Pale Briar can no longer travel through walls
⚖️ The damage penalty for wielding a weapon below its requirements now scales with how far below the requirements you are instead of being a flat 35% reduction
⚖️ World Serpent's dive cooldown increased from 30 seconds to 90 seconds
⚖️ The following talents now scale with their corresponding attributes or have less effectiveness if you don't have the stats for them: Cornered Fool, Pursuit, Cut To The Chase, Crippling Comeuppance, Down Comes the Claw, Maiming Claws, Audacity, Golden Tongue, Overflowing Dam, Defiance, Underdog, Lasting Charisma, Piercing Will, Shared Misery, Twelve Steps Ahead, Cult of Personality, Broken Ankles, Unnecessary Theatrics, Foolish Outburst, Manipulator, Cheap Shot, Heretic's Sutra, Exoskeleton, To The Finish, You'll Need To Get Past Me, Knuckle Guard, Dancing Guard, Down to you Level, Defensive Reprisal (NOTE: a lot of these are only slight adjustments for consistency and to incentivise having the full req)
⚖️ Threshers now use their dig much less frequently if their opponent isn't that far away
⚖️ Threshers now use their tailwhip more often if their opponent is blocking
⚖️ Reduced posture damage of Thresher physical attacks. However, Threshers now deal chip damage on their claw/bite attacks
⏫ Jobs now give 2x Attribute Training
⏫ Jobs now have an additional flat EXP bonus on top for completing them to help pad out events that don't give as much EXP. This bonus scales with your Power, keeping it relevant
⏫ Collapsed Lung can now last up to 7 seconds
⏫ Dancing guard duration increased from 3 to 7 seconds
⏫ Defensive Reprisal duration increased from 5 to 20 seconds
⏫ Down to your Level duration increased from 2 to 5 seconds
⏫ Knuckle Guard duration increased from 5 to 15 seconds
⏫ Maiming Claws max duration buffed from 4 to 6 seconds
⏫ Chrysid's innate Mothwing Dust now grants them a narrower angle at which they can be backstabbed
⏫ Rain Enchant buffed
⏫ Sovereign State Critical windup reduced
⏬ Master's Flourish level up damage decreased by 25%
⏬ Master's Flourish windup increased from .45 to .525
⏬ Vigil's Grace reduced from 0.03 to 0.02

Bugfixes & Optimization
🩹 Fixed a longstanding issue where getting parried would grant brief autoparry frames against some abilities. Both players and mobs were affected, so if a Thresher ever parried you, this was why
🩹 Fixed a LOT of spots in the Etrean Luminant where events could spawn in walls or in unreachable locations. This was achieved by basically hijacking the event spawn algorithm and altering it to highlight potentially unreachable areas, so there should be a LOT fewer of these spots
🩹 Events/jobs will no longer spawn on very steep slopes
🩹 Fixed being able to void players and mobs by going into a Guild Base or otherwise teleporting far away after using Teleportation Resonance
🩹 Fixed events/jobs spawning in trees
🩹 Fixed getting guardbroken not breaking your Chain of Perfection
🩹 Fixed job markers flickering out of view
🩹 Fixed cancelling jobs
🩹 Fixed monster walk anims overriding their swimming anims
🩹 Fixed monsters rapidly backing up away from your swings
🩹 Fixed a memory leak that occurred when freefalling
🩹 Fixed a variety of VFX that could interfere with mouse aiming
🩹 Fixed Dual Guns not being able to Running Attack
🩹 Fixed Irithine scaling twice in PvE, causing massive damage
🩹 Fixed Metal Wisp turret ability taking charges away from Blood Wisp if you have both summoned
🩹 Fixed not being able to cancel Stormseye Critical
🩹 Fixed not being able to carry knocked characters
🩹 Fixed Sovereign State Critical triggering anti-exploit behavior
🩹 Point of Interest markers no longer show up on your screen unless nearby (map poi markers still have infinite range)
🩹 Fixed main menu not displaying aspects properly
🩹 Fixed main menu patch notes sometimes being out of date
⚙️ Loading speeds for the main menu have been greatly increased
⚙️ When anchored, ships sway more smoothly and with less clientside lag

Patch 2.3.9a

Hotfixes
⏫ Underdog WLL req reduced (40 -> 30). Formula has been adjusted to be less punishing for those under reqs. Scaling starts at 2% with 20 WLL, and scales up to 4% at 60 WLL
🩹 Fixed Underdog scaling being too high
🩹 Damage over Time effects like Deferred, Viscosity, Irithine Poison, Bleed now use a unified system that fixes some inconsistencies and has built-in guards against scaling/damage mod issues
🩹 Fixed Curse of the Bloodthirsty Enchant visuals not appearing for sheathed weapons
🩹 Fixed infinite climbing with Chained Ring
🩹 Fixed Rhythm Advance preventing you from attacking and performing other actions for a full minute after use

August 11th, 2025

Get a Job: The Job Rework
💡 The Job mechanic has been reworked. Instead of walking around in a circle and hoping you'll stumble into a job, jobs now have locations attached to them that you travel to. Once you reach the job destination, the job event will start nearby
💡 Added Event Hotspots. Setpieces and areas of interest across the world now act as magnets for random events and jobs. If an event would spawn nearby to an event hotspot, it'll spawn at the hotspot instead. The benefit of having hotspots act as magnets is that if no hotspots are nearby, you aren't starved of events, they'll just spawn like they do at the moment. This makes random events feel a lot less random, makes for better fighting terrain, and gives interesting places in the overworld a reason to be checked out. TL;DR events spawn in cooler places more often, and you should see less spawning halfway up a random tree or perched on top of a giant spike.
💡 Jobs are now visible on your Map UI and can be seen with an indicator once you're close enough
💡 Mobs that are the target of a job you've taken now have an indicator that flashes above their head once they aggro onto you
💡 Added a right-click option for objectives to view them on your map
💡 Job Posters now have tooltips
💡 Many random events have been made available as Jobs
🔧 Most random events and jobs will now spawn their reward chest next to one of the participants instead of where the event spawned in, saving a lot of tedious backtracking
🔧 Most faction events no longer spawn randomly and are jobs instead. No more being forced to kill the faction you're trying to gain rep with
🩹 Completing a job no longer completes all other jobs of the same type and region (i.e. job stacking)

Talent Reworks: Imperfect Casting
💡 Haunted Gale Rework: Landing 3 Galebreathe Mantras without whiffing calls forth a Haunted Phantom. The Phantom will attack alongside your Mantras for the next 8s before dissipating. These Mantras don't have to be Galebreathe, so hybrids are supported. Gale Wisp increases the duration of your Haunted Phantoms by 3s
💡 Jolt Cast Rework: Landing 3 Thundercall Mantras without whiffing reduces the windup of your next Mantra by 10%. Note that this Mantra doesn't have to be Thundercall, so hybrids are supported. Talent has been renamed to 'Windup Battery'

Removals & Merges
💣 'Perfect Casting' is no longer a mechanic. It didn't actually require any additional skill, it was basically just a knowledge gap. All mechanics/abilities that relied on Perfect Casts have now been reworked or simply made default behavior
💣 Anxious Guard has been removed as it didn't have any effect. If you had it you'll get a hand of talents back

Tweaks
🔧 Mantras can now be feinted with one input the same way Basic Attacks can be. Pressing/holding M1 first is no longer necessary unless your feint input is currently also bound to camera controls (i.e. you have feint bound to M2 and Camera Lock is off). You can now also double-press M2 to feint regardless of camera controls
🔧 The logic for determining if your character has landed on solid ground is now custom and doesn't allow you to land on surfaces that are too steep. This affects wall jumps and parkour, as their cooldown resets are based on this. The idea here is to prevent people from climbing up cliffs and to fix airdashing into walls to reset your parkour cooldowns
🔧 Job Boards, Craft Stations, Mantra Tables, and Gear Cabinets now automatically have PoI markers attached
🔧 Crafting recipe for Celestial Boots now obtainable
🔧 Gun telegraph sparkles have better timing
🔧 Saintsworn now dynamically updates the displayed element of your Mantras to match its current element
🔧 Lightning Impact now cancels sliding upon cast
🔧 Saintsworn no longer converts mantras outside of Wind/Lightning/Fire/Shadow/Ice
🔧 Shadow Blade of Saints dragging should feel more consistent
🔧 Silentheart LHT Rising Star now cancels if parried on first hit, no longer leaving you defenceless
🔧 Silentheart skills no longer count as poser ring procs (fixes Flow state mayhem not autogripping)
🔧 Cap Artist now clears all momentum when activated (outside of dungeons)
🔧 Ether Barrage, Shadow Hero Critical, Curved Blade Critical no longer holds you in the air
🔧 The Suncross and Moonseye now follow lore-accurate orbits

Balancing
⚖️ Adjusted war mode loot size to account for massive increase in relics
⚖️ Basic Attacks can now be interrupted during their windups with much better consistency
⚖️ Feinting Basic Attacks is now a lot more responsive
⚖️ Magical Resolve ether received now scales with your Willpower
⚖️ Markor's Inheritor now uses base fist damage/posture damage for its crits
⚖️ Damage reduction received from Chaotic Charm now scales with your charisma stat
⚖️ Eleventh Hour duration buffed to 30 seconds, cooldown increased to 90 seconds
⚖️ Command: Live's cooldown now scales off your total charisma
⚖️ Ghost now has a reduced duration if you have less than 40 AGL
⚖️ Dazing Finisher now has a reduced daze duration if you have less than 55 CHA
⚖️ Ether Overdrive no longer grants +5% PEN if you have less than 90 INT
⚖️ Million Ton Piercer no longer grants +5% PEN if you have less than 90 STR
⚖️ Prime Ether Bullets no longer grants INT scaling if you have below 60 INT
⚖️ Unwavering Resolve now has less posture restored if you have less than 40 strength
⚖️ Brick Wall no longer reduces your knockdown duration if you have below 100 FTD && 100 WLL
⚖️ Not A Scratch now makes you yell out in agony if you have less than 100 WLL
⚖️ If you have less than 100 ICE, Unyielding Frost's Chill through block is now reduced down to 25% of the original duration
⚖️ Phoenix Flames's health restored on proc now scales with your Flamecharm, starting at 25% HP at 0 FLM and capping off at 50% HP with 75 FLM
⚖️ The Floor is Lava pool duration now scales with your Flamecharm
⚖️ Reshape and Remold's armor damage bonus is now reduced if your MTL is below 70
⚖️ A World Without Song requires 5 stacks if you have below 75 WND
⚖️ Possession's bonuses are now reduced if you have below 75 WND
⚖️ Dustlunge now has a reduced range if you have below 90 AGL
⏫ Precise Swing buffed from 5% to 25%
⏫ Visionshapers can now progress the oath through the Carnival of Hearts
⏫ 1 Iron will now craft 50 Bullets (up from 20)
⏫ Cancelled gun shot criticals now refund the ammo used
⏫ Bottom Freeze, Frozen Legs, Possession now work with Ether Proselyte
⏫ Arc Beam Aerial variant can now be aimed at targets
⏫ Arc Beam can now be cancelled manually triggering the explosion early
⏫ Deepspindle crit damage buffed a little
⏫ Fire Variant Blade of Saints travel time reduced
⏫ Flight hitbox and speed on skycrash buffed
⏫ Illusion Counter window buffed to what it was in realm (.35 -> .45)
⏫ LHT Mayhem now gains 30% increase instead of +1 damage in flow state
⏫ LHT Rising Star now receives 30% damage increase in flow state (originally nothing)
⏫ Mass Effect bonus per mantra with Might Gem increased from 1.5% to 2.25%
⏫ Might Gem buffed from 5% to 10%
⏫ Relentless Hunt for LHT/MED now have iframes at the end like HVY
⏫ Rising Flame endlag on miss greatly reduced
⏫ Rosen's Hellflame base damage increased from 18 to 19
⏫ Savior's speed buff lasts for 15 seconds instead of 5
⏫ Shadow Blade of Saints posture damage buffed and fixed the knockup on the explosion making enemies linger
⏫ Silentheart now receives the full benefit of overflowing dam again
⏫ Storm blades damage buffed slightly
⏫ Target Switch's free mantra bonus now lasts for 10 seconds instead of 1
⏫ Vengeful Pursuit now has strength scaling added
⏫ Weal and Woe Neutral windup decreased
⏫ Window to proc Target Switch buffed from 1 second to 4 seconds
⏬ Arc Module: Leap CD is now increased when in-combat
⏬ Bloodfouler HVY scaling reduced (6 -> 5), base damage reduced (20 -> 19)
⏬ Bloodfouler no longer instant guardbreaks, now deals high posture
⏬ Brutal Momentum now has a 5 second CD
⏬ Curved Blade of Winds medium requirement increased from 25 to 40
⏬ Frozen Legs no roll duration decreased from 1.5 seconds to 0.75
⏬ Hero's Blade of Flame critical no longer uptilts
⏬ Hero's Blade of Flame critical range reduced by 22%
⏬ Hero's Blade of Shadow critical damage reduced by 20%
⏬ Hero's Blade of Shadow critical now only hits one time instead of multiple to make it more punishable
⏬ Hungry Flames penalty increased
⏬ Ice Carve now cancelled when you parry it
⏬ Ice Chain cooldown now scales on its delayed duration
⏬ Iron Requiem critical windup increased
⏬ Iron Requiem's crit now scales off the weapon's light attack damage instead of having a high base damage regardless of weapon stat investment
⏬ Kyrscleave base damage reduced from 24 to 23
⏬ Kyrsglaive no longer insta guardbreaks but has high posture damage
⏬ Kyrswynter flourish extra damage reduced from 15 to 10
⏬ Kyrswynter Frostdraw scaling reduced from 5 to 3, base damage reduced from 16.5 to 16, this weapon had greater DPS than Soulwrought Spear
⏬ Lowered the max range visionshapers can swap to their clones
⏬ Reduced the vertical boost from Triple Shard bow
⏬ Rosen's Hellflame windup increased
⏬ Rosen's Hellflame windup increased from 0.45 to 0.6
⏬ Spit endlag increased to make it actually punishable
⏬ Titus's Raiment physical armor reduced from 30% to 25%
⏬ Visionshaper Clones now disappear when the caster spawns a new one
⏬ You can no longer turn with Electro Carve
⏬ Ysley's Pyre Keeper FLM scaling reduced (6 -> 4)

Bugfixes & Optimization
🩹 Clickable objects like Job posters now change your cursor correctly
🩹 Fixed Saintsworn converting elements outside of stance (actually this time)
🩹 Fixed Echolocator
🩹 Fixed a number of mantras having incorrect compatible modifiers and default modifier values
🩹 Fixed Absurd endlag using Heartwing Beat with bullets
🩹 Fixed All-Seeing Eye not working
🩹 Fixed Alloyblood not properly recoloring Bloodrend
🩹 Fixed Ascended Outlaw Robes having the Set Talent as a talent (i.e. you only needed the robes)
🩹 Fixed Beast Burrow trail not appearing and indicator not showing (as well as Shade Step)
🩹 Fixed being able to stand on Shadow Meteor VFX
🩹 Fixed being able to use bells in iframes
🩹 Fixed being able to use Imperator's Fury vent while in parry stun
🩹 Fixed being able to wield Cestus with Jus Karita
🩹 Fixed being hit during Mayhem with certain moves leaving you vulnerable for too long
🩹 Fixed Berserk State working on non-m1s
🩹 Fixed Blazing Enchant not respecting Flame color
🩹 Fixed Boltcrusher Titus Interaction
🩹 Fixed Burning Servants restricting you from parrying longer than it's supposed to
🩹 Fixed Chariot's Spire Deepdriller
🩹 Fixed Chilling not respecting Ice color
🩹 Fixed Chorus of Agonies not doing its followup on its critical
🩹 Fixed Enforcer Plates not having sell value
🩹 Fixed Ether Absorption
🩹 Fixed Ethiron's Gaze
🩹 Fixed Float like a Butterfly going through Equalizer
🩹 Fixed Frost Buster not working with Unique Criticals
🩹 Fixed Frozen Servants and Ice Chains not granting automatic parry
🩹 Fixed Gold & Irithine Bullets
🩹 Fixed Gran Sudaruska critical ending early
🩹 Fixed Gun Aerials defaulting to Fist Aerial when sprinting
🩹 Fixed Initial Frost Grab hit not doing damage
🩹 Fixed instances of Lionfish and Prime Megalodaunt voiding
🩹 Fixed Kyrscleave and Crescent Cleaver criticals grabbing through Equalizer
🩹 Fixed Kyrsglaive Hitboxes not lining up with the visual when turned
🩹 Fixed Kyrswynter's bonus flourish damage having scaling and bleed making it deal much more damage than intended
🩹 Fixed Lethal Injection going through Equalizer
🩹 Fixed Lethal Injection not having hit stun
🩹 Fixed Meteor Impact not working with Flashfire Sweep
🩹 Fixed Name Labels not immediately disappearing with invisibility
🩹 Fixed not being able to Dye Bug Wings on Starkindred
🩹 Fixed not gaining Inspiration stacks on landed mantras
🩹 Fixed Parasol's Blight activating when a target leaves
🩹 Fixed Poser's Ring stacks voiding with Silentheart
🩹 Fixed Rapid Slashes not working with the range modifier, and fixed its range being super small
🩹 Fixed Restrain going through Equalizer
🩹 Fixed Shadow Rising Spark giving max Tempo
🩹 Fixed some weapons not having a sell value
🩹 Fixed Sounds and Lights displaying through invisibility
🩹 Fixed Stormseye's crit not having AP Frames
🩹 Fixed Sunset Ricochet visual and fixed it disabling spine cutter if you had the talent
🩹 Fixed Surge Path color taking priority over Shock Trooper Specialist colors
🩹 Fixed Tempest Wind not functioning the way its supposed to
🩹 Fixed tooltip subtitles overlapping with the title if the title overflows onto 2 lines
🩹 Fixed Unmatched Dexterity not working if you have a weapon equipped
🩹 Fixed Visionshaper clones not being able to use Hellcoil Critical
🩹 Fixed Visionshaper Clones not being able to use Prominence Draw/Jet Kick
🩹 Fixed Visionshaper clones not properly copying modifiers
🩹 Fixed Visionshaper clones standing still sometimes
🩹 Fixed Visionshapers not being able to command clones to execute enemies
🩹 Fixed weird Equalizer behavior after using Champion's Whirlthrow/Throw
🩹 Contractor Screen effect no longer plays on feint
🩹 Fixed Perfect Lens only giving a +2
⚙️ Optimized Wraithclaw critical a bit, windup should feel more consistent

Community Questions Corner
Q: Will we see new guild ranks?
• We've been thinking about this! We'd love to expand the amount of control y'all have over your guild's structure, though the exact way this might manifest is still in the air. Let us know your thoughts!
Q: Any clues on what the Dread Serpent fight will look like post rework?
• Hopefully a lot less janky... We'd love to see the Dread Serpent play with its environment, though. The voidsea is kinda like an empty canvas!
Q: Any ideas on new weapon types?
• Pretty much anything that we can think of weapons and talents for! We've got a few ideas brewing on this front which we can hopefully release in the near future
Q: Any future meta progression to deep outside of echoes (or even an echo rework)?
• We'd love to expand on the amount of account-wide progression in Deep. Being able to work towards long-term goals without it just being an echo farm would be awesome. Echoes could probably do with a bit of a rework, too!
Q: Will there ever be a way to reroll aspects in game without robux?
• We'd like for rerolls to be earnable! Though it would probably need some limitations to prevent it being super farmable. It's no secret that Echoes are trivial to farm so it probably wouldn't be tied to them, but we're interested in what y'all think might work
Q: Is Void Tower still a priority?
• A Voidsea update with a good amount of replayability is a goal of ours, so even if it's not a tower specifically, the same ideas will be going towards whatever Voidsea content we cook up. That doesn't mean there can't be a tower, though, it just depends on what we manage to cover with each piece of content!
Q: Are there any plans to move forward with the lore of the world of Deepwoken? Will this be in the form of lore events or just happen with updates?
• The April Fools update in 2024 was actually a test of a system like this. If you don't remember it, we had players divided into different teams competing to get the highest score, with the winners getting a special badge. We've been thinking about possible events we could have the players directly influence, and it's definitely something we'd love to see
Q: When will we see some more in-game lore instead of looking through dev messages for statements?
• This is a focus of ours, and the answer is pretty much every week! We've been expanding the Glossary, and we've also been expanding the dialogue trees of NPC's to cover all the burning questions players often have about different areas of the lore. For example, have you noticed that the Celtor guards talk now? More books are on the way, too!
Q: Whats the future of Deepwoken looking like after the Saramaed Hollow rework?
• After Saramaed, we'd like to focus on the Voidsea. There's a lot of untapped potential in it and we'd love to bring back some of the horror and mystery to the game.
Q: Will we ever see another update as big as Verse 2 again?
• We've spoken about this before, but we feel that updates like Verse 2 that necessitate us holding other updates back result in a lot of delays. We'd rather have multiple large updates that release throughout the year, as opposed to one huge update that holds everything up for months and months. Verse 2 was also large enough that it required us to fork a lot of the codebase which led to a LOT of bugs and issues down the line.
Q: Will there ever be increased hotbar slots, maybe for talents?
• We don't want to encourage ability spam by adding more slots to spam through, so we've been considering adding slots that are limited to specific types of items/abilities. For example, we could add a slot that can only hold non-combat items. Let us know what you think!
Q: Will there ever be a chef oath?
• 😈

Hotfixes
Fixed weird slide-jump behavior
Reverted autoparry getting removed on all windups, makes multihits too strong
Fixed Lightspeed Reflexes giving you crazy autoparry frames

Patch 2.3.8a

Hotfixes
🔧 Feint inputs are less strict on timing, fixes some issues players were having where it felt like their feints weren't being received
🩹 Fixed Chained Ring, Arc Dash, Flashwind, Pivot Step, Death from Above, Endurance Runner, Wind Step, Lowstride, Rush of Ancients, Volt Reflex, Konga's Clutch Ring, Nightchild, Stratos Step, and a few other passives/rings not always working on initial spawn and requiring you to equip/unequip items/weapons/enchants/etc.
⚖️ Maestro now has the correct telegraphs on his attacks
🩹 Fixed Maestro movestacks
🩹 Fixed anim desync on Maestro's Master's flourish
🩹 Fixed followup slash VFX on Maestro's Master's flourish playing even when parried
🩹 Fixed jobs/random events spawning super high up
🩹 Fixed jobs not spawning in the Depths/Erisia/Songseeker Wilds
🩹 Fixed jobs/events only spawning in awkward locations in the Depths
🩹 Fixed not being able to carry knocked characters

August 4th, 2025

Content & Systems
💡 New Equipment Talent: Cosmic Connection
💡 New Craftable Equipment: Celestial Boots
🔍 Famed Citadel professor Noelle Juno's theory regarding the recent scarcity of Star Boots has come to light, "due to Star Boots being a scarce resource, one which cannot be replaced at a sustainable rate of production to match the amount which are currently being lost and consumed, it is likely that the entire supply will be exhausted within the coming years." Following this, a mass of panic buying (along with an expedient cornering of the market by the Summer Company) cause the celestially-named shoes to disappear almost overnight
💡 New Pleeksty's Inferno 2H basic attack animations
💡 Added a system for dropdown menus that should let us expand the functionality of the interface easily
💡 Imperator's Fury model reworked

Merges & Removals
💡 Eureka Rework: Gain a stack of Inspiration every time you land or parry a Mantra. Whiffing a Mantra removes a stack of Inspiration. Reaching 3 stacks grants +10% Mantra Damage to your next Mantra attack
🔀 Ether Blade has been made base behavior with a few tweaks. If you had Ether Blade, you'll get a hand of talents refunded
🔀 Ether Conduit has been merged into Eureka. If you had Ether Conduit but have Eureka already, you'll get a hand of talents back instead
💣 The Sound from Below removed as it did nothing, talents no longer require it
💣 Trained Fist has been removed as it did nothing, talents no longer require it. Cestus still requires a Fist Style. For now.

Weapon Equip Overhaul
🩹 Overhauled Weapon equip logic to fix a lot of bugs and improve consistency. Should fix a lot of the issues with people stat-swapping their weapons, and also prevents data loss
⏫ Changing weapons no longer prevents you from equipping your weapon for anywhere near as long
⏫ Summoned weapons (e.g. Crazy Slots) no longer have awkward re-equipping behavior and should seamlessly switch
🩹 Fixed sheathed weapons not changing models when swapped
🩹 Fixed equipped weapon icon being slow/inconsistent to update

Tweaks
🔧 Events should spawn in difficult/impossible to reach areas far less often. This should be especially noticeable in the Depths
🔧 Attributes can now be right-clicked in your journal to lock them or remove intent from them
🔧 Added a right-click option to books and quest items to destroy them and free up inventory space
🔧 Fixed Centurion's Resolve description being inaccurate and made it compatible with Imperium Kata
🔧 PoI's now show up on your map even if you have them disabled as hovering markers
🔧 Tooltips that're just titles are a lot more subtle to help readability
🔧 Voidheart Chess Pieces can now be picked up again, but they can no longer be collided with to prevent cheese
🔧 Renamed Curse of Rhaemen's Ember to Curse of Ysley's Ember

Balancing
⚖️ Resting now has a curve to its healing, but the time taken to heal to 100% hasn't changed. With the standard health regen, the new rate should catch up with the old at around 20s of rest but it starts off much slower. The idea here is that sitting down for 5 seconds won't heal nearly as much as before
⏫ Parrying a Mantra now grants you a small amount of Ether proportional to the Mantra's cost (has a CD). This makes Ether Blade base behavior to an extent
⏫ Warmode chests have less equipment and more relics
⏫ Weal and Woe Critical damage buffed & increased dash range on the running critical
⏫ Cut To The Chase now applies a short speed debuff on proc
⏫ Umbral Knight's slash on hit comes out slightly faster now
⏫ Deferred no longer gets countered by Prediction
⏫ Harrowing enchant time increased by 50%
⏫ Flashfire Sweep requirement changed from 50 FIR & 50 LTN to 30 FIR & 30 LTN
⏫ Buffed Sovereign Drive damage slightly and fixed it not scaling on Strength
⏫ Fixed Sovereign State critical not receiving scaling from Strength
⏫ Fixed Skycrash damage not scaling with Strength
⚖️ Reduced frequency of armor in Titus chest, increased deep gem rates a bit
⚖️ Obfuscation speed boost removed, chip increased a bit
⚖️ Weapon equip/unequip states can now interrupt each other dynamically
⚖️ Added proper stun for Frozen Servants and Ice Chains when they are parried, this is also applied to Iceberg when you are broken out of your Iceberg
⚖️ Momentum gain/decay is now more consistent in its rates
⚖️ Needle Barrage now goes on a small cooldown when feinted to prevent birding
⚖️ Imperium Kata Critical damage reduced slightly
⚖️ Fixed Threshers backing up out of their attack range
⏫ Hidden Tendril can now be procced on all mobs, but String Trick will not proc on non-grabbable mobs. However, this allows you to land Lord's Slice on them
⏫ Equalizer will now deal damage if you counter a non-grabbable humanoid mob
🩹 Fixed Caltrops hitting twice up close, which was essentially doubling its damage 💀
🔧 Sovereign State is now always a manual activation
🔧 Warp Kick now knocks back on the second hit as opposed to the first hit
⏬ Reduced posture damage on Throw and increased windup by 0.1s
⏬ Sovereign Bangle damage reduced (32 -> 30)
⏬ Gaunts of Emnity LHT scaling reduced (10.5 -> 9.5)
⏬ Worldpiercer Gauntlets swing speed nerfed (1.15x -> 1.08x), scaling reduced slightly
⏬ Chief's Will now gives 10% PEN
⏬ Brood Alloy Cestus LHT Scaling reduced (9.5 -> 9)
⏬ Defensive Sweep PEN buff now only applies to M1's
⏬ Imperial Staff Aerial critical no longer guard breaks but does high posture
⏬ Rapid Slashes no longer teleports you if your target has dodged
⏬ Gaze no longer procs Deep Gems
⏬ Stone enchant now scales purely off weapon damage, max amount reduced
⏬ Slice 'n' Dice hitbox reduced by 50%
⏬ Slice 'n' Dice requirement increased from 30 to 60 medium
⏬ Throw is now ragdoll cancellable
⏬ Ice Flock now cancels on parry

Bugfixes & Optimization
⚙️ Optimized status effects
🩹 Fixed not being able to freeze cards
🩹 Fixed enchant greases
🩹 Fixed starting item echo purchase not being granted
🩹 Fixed Equipment being invisible in the Equipment view
🩹 Fixed LFT Colors not changing properly
🩹 Fixed some Silentheart visuals not appearing
🩹 Fixed Inconcistencies with Relentless Hunt on Heavy
🩹 Fixed being able to anim stack blocking/parrying with Mayhem
🩹 Fixed not being able to drop Worldpiercer Gauntlets
🩹 Fixed Arcwarder suit dye not working properly
🩹 Fixed Gale Punch hitbox spawning too far in front of you
🩹 Fixed hiding mantra animations with Wind Step animation
🩹 Fixed Metal Gatling not applying hit stun
🩹 Fixed Gale Punch not having hit stun
🩹 Fixed Reloading while casting mantras for 1 handed gun
🩹 Fixed Rising Flame having endlag when blocked
🩹 Fixed being able to Counter Gaze/Chaotic Charm
🩹 Fixed Showstopper working on criticals
🩹 Changed some logic on Purple Cloud Critical, should help with hits voiding
🩹 Fixed Frost Grab and Radiant Kick refunding Ether on feint
🩹 Fixed Heavenly Wind having 0 range in Layer 2
🩹 Fixed spawning in the middle of the ocean when picking Ignition Union origin
🩹 Fixed Ouroboral Husk not preventing you from teleporting to the Surface and Saramaed Hollow despite being in the Depths
🩹 Fixed the camera lock cursor not showing
🩹 Replaced 'M1' with 'Basic Attack' in talent descriptions
🩹 Fixed not being able to cancel the ragdoll from Throw
🩹 Following a Roblox update that adds new functionality to streaming, Dimensional Travel 'scrying' is a lot less buggy
🩹 Fixed the Map not working in the Depths
🩹 Fixed Great Maul being a placeholder item
🩹 Fixed Warp Kick not doing posture damage
🩹 Fixed Curse of the Void not applying to healing over time
🩹 Fixed Run it Back not having its health regen nerf
🩹 Fixed Ring of Pestilence not applying to healing over time
🩹 Fixed parrying skycrash putting the user in absurd endlag
🩹 Fixed Blightsurger requirements ignoring stat gains from racial passives
🩹 Fixed Shops not having scrollable contents
🩹 Fixed Equalizer removing hyper armor from bosses
🩹 Fixed equipping things having a 10s cooldown
🩹 Fixed Chorus Divide Frost beam not applying Chill
🩹 Fixed non-corrupted Chorus Divide being unparryable, fixed corrupted Chorus Divide being blockable
🩹 Fixed new characters having no Resonance Paths at all
🩹 Fixed Throw damage being true and not being able to ragdoll cancel it
🩹 Fixed getting voided when using Throw on someone
🩹 Fixed Vibrant Gem not increasing Ether cost
🩹 Fixed Bluster not being parryable
🩹 Potentially fixed voiding bug with Blightsurger mantras
🩹 Restored VFX on Judgement and Lord's Slice that seemingly never worked since the release of the Oath

Hotfixes
🩹 Fixed assassinations
🩹 Fixed Veinbreaker doing huge damage
🩹 Fixed training gear
🩹 Fixed Dimensional Travel dumping you out in the boonies
🩹 Fixed cooldown indicators not clearing

Patch 2.3.7a

Hotfixes
💡 Gave the talent 'Stronger Under Pressure' a new effect, removed the old effect
💡 You can now select Imperium Kata in Character Creation
⏫ Buffed Gran Sudaruska Critical damage
⏫ Buffed Blightsurger Critical/Skycrash Stomp damage/ Fixed Warp Kick not having strength scaling on first hit
⏫ Gran Sudaruska now has 5 innate PEN
⏫ Flareblood Kamas INT Scaling increased (2 -> 2.5)
⏫ Gran Sudaruska no longer has absurd endlag after landing
🔧 Crafting recipes for Titus' equipment now show up in the recipe book whenever you defeat Titus
🔧 Removed "Trained Fists" being displayed as a requirement on some weapons
🔧 Removed the FoV zoom-in and zoom-out when targeted by Judgement or Lord's Slice
🩹 Fixed Chorus Divide Elements being split without Saintsworn
🩹 Fixed not being able to remove Dye Packets from equipment
🩹 Fixed Saintsworn converting mantras when the blade isn't equipped
🩹 Fixed Saintsworn Hero Lightning assist
🩹 Fixed Shock Trooper Specialist not working with Ether Proselyte
🩹 Fixed rectangular hitboxes hitting multiple times if blocked or parried
🩹 Fixed not being able to Cycle Imperium Kata is Fist style quick-changes
🩹 Fixed Blightpierce not working
🩹 Fixed not being able to immediately deploy a Glider while holding a weapon
🩹 Fixed being able to charge Blight Gauge past max
🩹 Fixed overlapping PoI markers
🩹 Fixed the following not being in lootpools or being unintentionally very rare in lootpools:
• Grand Boots
• Summer Dragoon
• Anklets of Alsin
• Konga's Clutch Ring
• Seafarer's Pendant
• Wheel Pendant
• Red Eye Pendant
• Curseblood Pendant
• Nomad Pendant
• Elemental Scarves
• Iron Boots
• Rosen's Roscoe
• Smith's Goggles
• Smith's Gloves
• Aristocrat Glasses
🩹 Fixed Dungeon Calls not appearing at all
🩹 Fixed Jolting Current not dealing any damage
🩹 Fixed mobs with Stone enchant not dealing damage on M1s
🩹 Fixed Player Commands not working
🩹 Fixed not being able to properly exit Dimensional Travel
🩹 Fixed rectangular hitboxes hitting you once per body part that was caught in the hitbox if you blocked, parried or dodged the attack. This meant that attacks with rectangular hitboxes would hit you around 7 times more than intended
🩹 Fixed Stormcall and Volt Draft's lightning strike going through parry/block
🩹 Fixed Saramaed Hollow's dungeon teleporter not appearing due to the map changes

July 24th, 2025

Major Update: Chainbreaker
💡 New Boss: Titus
💡 New Dungeon: Detainment Core
💡 2 New Music Tracks: 'The Better Part Of Valour' and 'Chainbreaker', both by Naktigonis
💡 New Aspect: Kiron
💡 New Oath: Blightsurger
💡 New Resonance
💡 2 New Deep Gems added
💡 3 New Enchants added
💡 New Weapons added
💡 New Equipment added
💡 New Fist Style added
💡 New STR Mantra
💡 Added Set Bonuses. Equip the required number of pieces of equipment in a Set to get its bonus
💡 3 New Set Bonus Talents added
💡 11 New Equipment Talents added
💡 New Enmity crafting material added
💡 New Ferryman crafting material added
💡 New Duke crafting material added
💡 The Mantra reward from completing Kelsius's quest is no longer exclusive to his quest and can now be earned from a few different sources. If you've already got the reward and complete Kelsius's quest, you'll get Knowledge instead now
💡 Added a merch and UGC shop to the main menu
📰 Drowned Favours have been reset. This means that any builds that you previously used a Drowned Favour on will be able to be revived with a Drowned Favour once again.
📰 You can now have up to 64 Character Slots

Map UI Rework
💡 The ingame maps have been revamped to have a much higher fidelity and readability. Behind the scenes, a custom renderer has been built, enabling us to very easily update the UI maps as the ingame geometry changes
💡 Navae's Guidance now grants you the ability to set Waymarkers on your map
💡 Areas are now labelled on your map
💡 Your pointer on the map UI now acts as a compass
🔧 All players you're considered allies with are now visible on your map, not just guildmates
🔧 Markers on your map now have tooltips

World Changes
🔧 Summer Isle and Miner's Landing have been moved east (towards Songseeker) to make travelling around the Eastern Luminant less agonising
🔧 Prospecting of The Viper's Jaw has revealed a small tunnel navigable by boats

Tweaks
🔧 Aspects can now support more than 5 default variants
🔧 Boss chests are now black and gold
🔧 Chest textures no longer default to the common chest always and instead will default to a gold-trim chest in the East Luminant and the blue chests in the Depths
🔧 Knight's Helm renamed to Silver Knight's Helm
🔧 Made Champion's Whirlthrow animation look much more faithful to what it was supposed to be
🔧 Players in a Party (Roblox feature) with you are now considered allies
🔧 Being related to another character is now rarer, but those you don't share a last name with can be close relatives now (though it's rarer than if you do). Very rarely, those of other Aspects can be family
🔧 Changing your Aspect Variant no longer changes your family
🔧 Creating a character at a very similar time to another player now makes you much more likely to be related

Balancing
⚖️ Air Counter has been reworked: it is now innately usable, but the damage has been heavily reduced and jumping no longer makes you susceptible to air countering. Instead, enemies that wall jump, use Wind Step's double jump or use a lifevent (jump pad) can now be air countered. The amount of time you are susceptible to being air countered has been restored to compensate (1.1s -> 1.5s)
⚖️ Armorbreaking a Mob now has a short cooldown (10s) to prevent chain-stunning
⚖️ Changed gem values and drop rates to better represent their actual historical values. Diamond (20 -> 6), Ruby (6 -> 20), Emerald (7 -> 16), Sapphire (6 -> 10)
⚖️ Clutching Shadow windup decreased 0.7 -> 0.6, however it is now able to hit allies
⚖️ Cold Blooded ticks reduced
⚖️ Duke now always drops an item
⚖️ Enmity can now drop an item on death
⚖️ Equalizer counter now removes hyperarmor
⚖️ Ether Barrage now goes on full CD when feinted in the air
⚖️ Ferryman can drop an item on death now
⚖️ Fixed a few humanoid mobs not having as much damage as intended. In particular, guards were much easier to handle due to this
⚖️ Flippers of Fate INT/CHA scaling converted to MND scaling (3C/3I -> 5 MND), INT/CHA req converted to MND req (15 INT && 15 CHA -> 30 MND)
⚖️ Gale Dash m1 movestacks removed but Gale Dash endlag fixed on roll cancel
⚖️ Lightning Stream pull now applies more force if the enemy is further away from you (should fix people not getting fully pulled)
⚖️ Long Tong of the Law HVY scaling reduced (8.5 -> 7.5), INT/CHA scaling converted to MND (3C/3I -> 5 MND), INT/CHA req converted to MND req (15 INT && 15 CHA -> 30 MND)
⚖️ Parasitic Link now breaks if the user is in a Tranquil Circle
⚖️ Pastry Paster INT/CHA scaling converted to MND scaling (2C/2I -> 3 MND), INT/CHA req converted to MND req (15 INT && 15 CHA -> 30 MND)
⚖️ Radiant Kick is now feintable again (properly goes on CD too) but no longer avoids allies
⚖️ Reduced innate Heavy Weapons armor damage multiplier against 'Giant' mobs. Considering Heavy Weapons already deal higher damage and the downside of a lower swing speed being mitigated by monsters not blocking/parrying, this made Heavy Weapons pretty much the only option for these mobs. In exchange, Giant mobs have had their Armor durabilities reduced slightly
⚖️ Sightless Beam starts off with more damage but now does less damage as the move goes on
⚖️ The "Air Counter" talent has been renamed to "Cut to the Chase". This talent restores the former damage scaling of Air Counter and uppercuts the enemy when landing an air counter
⏫ Aromatic Potions can no longer be countered by abilities such as Prediction, Equalizer and Curse of the Unbidden
⏫ Blast Spark version of Firing Line has hitstun now
⏫ Improved the range at which stun is applied on Nemesis (Note: Nemesis only applies hitstun on the crit when you're in a specific range)
⏫ Portals kick range buffed and now has hit stun
⏫ Rising Wind endlag reduced slightly
⏫ Saintsworn requirements reduced to 15 per element
⏫ Saintsworn requirements reduced to 15 per element
⏫ Sightless Beam does 2x more damage to PvE
⏫ Stonesparks and Golems now drop gems
⏫ Strong Hold now stops proccing when below 33% health instead of 50% health
⏫ You now go higher in the air when using Starkindred's Fire Blade
⏬ Berserk now has a minimum requirement that it has to be on for before you can turn it off
⏬ Ceaseless Slashes damage toned down a bit
⏬ Cerulean Thread base damage reduced by 1.5
⏬ Damage multipliers no longer work on damage related bells like smite and shard bow (similar to jar of souls)
⏬ Dash now has less range when used in water
⏬ Electro Carve Blast Spark damage nerfed and AP frames increased a bit
⏬ Ether Barrage no longer does true daze and instead applies regular daze
⏬ Fixed being able to activate Poser's Ring while using Sightless Beam. Poser's Ring can no longer be activated while using mantras
⏬ Hoplite posture reduction reduced from 30% to 15%
⏬ Knight's Rally buff reduced
⏬ Mantle of Enmity no longer has hyper armor
⏬ Metal Absorption armor steal reduced from 15% to 10%
⏬ Metal Rain now has autoparry frames
⏬ Old Habits Die Hard posture reduction reduced from 25% to 15%
⏬ Pale Briar crit endlag added (0.2s)
⏬ Pale Briar rain is now considered a projectile
⏬ Players in Portals now move slower in the water
⏬ Rain of Static is no longer feintable
⏬ Reinforce's increased duration with levels reduced so you cant have infinite uptime
⏬ Reinforced Armor health removed
⏬ Reversal Flame Leap cooldown increased
⏬ Rockmaller's aerial boost in air reduced
⏬ Saintsblade damage reduced (30 -> 28)
⏬ Slice 'n' Dice's velocity now has a limit on how high it can take you
⏬ Songs Unforged now has a 3 second cooldown
⏬ Stench now takes longer to hit you
⏬ Strong Hold reduced from 20% to 5%
⏬ Teleportation bell cooldown increased while in PvP combat
⏬ The amount of bonus health you get from Fortitude above 50 Fortitude is now cut in half (0.25 health per point instead of 0.5)
⏬ Turtle Shell know gives a bit less resistance against back hits
⏬ Using Strong Leap, Flame Leap or Vein Tendrils now makes you susceptible to being air countered. The same applies to feinting Heavenly Wind or Vicious Descent
⏬ Vicious Descent cooldown increased, and now acts like Reversal Flame Leap where it goes on cooldown when feinted
⏬ Wretched Mawblades critical no longer dazes
⏬ Wretched Mawblades critical's initial hit damage slightly reduced
⏬ You can no longer enter your guildbase when you are in PvP combat
⏬ You can no longer use Starkindred's Fire Blade variant in the air

Bugfixes & Optimization
🩹 Characters no longer age while in Character Creation. No free senior citizen discounts
🩹 Fixed a memory leak that occured every time any character got ragdolled
🩹 Fixed Aromatic Potions not being parryable, dodgable nor blockable
🩹 Fixed Astral Wind slashes going through Counters/Stun
🩹 Fixed being able to cast Flame Within while stunned
🩹 Fixed being able to use mantras during Shadow Travel
🩹 Fixed Bloodthirsty, NLK, Heroism sounds lingering when sheathed
🩹 Fixed Chainwarden chain bypassing Tranquil Circle
🩹 Fixed Deep Wound having an instant kill limit of 240,000 health.
🩹 Fixed Deepspindle Critical, Lumensplitter, Restrain, Death from Above, Rising Thunder bypassing Equalizer
🩹 Fixed Ferryman's lootpool not having scaling rings
🩹 Fixed findable chests in Aratel having terrible loot
🩹 Fixed Frost Grab and Equalizer bypassing Tranquil Circle
🩹 Fixed Frost Grab making you progressively more transparent every miss
🩹 Fixed Gremorian Longspear not pulling players and humanoid mobs in
🩹 Fixed Gun M1's not proccing Spine Cutter
🩹 Fixed Heavenly Wind always going straight down
🩹 Fixed Iceberg not cancelling in Tranquil Circle
🩹 Fixed Iron Requiem Critical having an absurdly small hitbox
🩹 Fixed Mob allegiance overrides
🩹 Fixed Mushroom Costume Transmog not working
🩹 Fixed NLK VFX not showing
🩹 Fixed not being able to cancel Iceberg
🩹 Fixed not being able to use Normal Flame Ballista in the air
🩹 Fixed Railblade Neutral Critical absurd endlag
🩹 Fixed Shadow Vortex bypassing Tranquil Circle
🩹 Fixed Slice 'n' Dice dash going through Tranquil Circle
🩹 Fixed Unbidden, Repulsion VFX not appearing
🩹 Fixed Vein Tendrils going through Tranquil Circle
🩹 Fixed Wind Hero Assist not working
🩹 Fixed Windfall VFX
🩹 Fixed Yun'Shul enchant sound lingering when sheathed
🩹 Lord's Slice no longer bypasses Tranquil Circle
🩹 Sheathing your Katana to activate Poser's Ring built-up damage will no longer trigger the effects of Chain of Perfection. This fixes Poser's Ring benefitting from Chain of Perfection's damage scaling twice
🩹 Fixed Gale Punch visual
⚙️ Optimized character relations
⚙️ Optimized Crypt area

Hotfixes
🩹 Fixed Vein Tendrils
🩹 Fixed Pumpkin Pitch
🩹 Fixed Buster Whistle taunt not working sometimes
🩹 Fixed multiple issues that could cause Titus to instantly die or get lobotomized
🩹 Fixed falling debris caused by Titus' stomp (not war cry) not dealing any damage to players
🩹 Fixed sliding distance being dependent on the client's framerate
⚖️ Judgement can no longer be used on non-grabbable enemies
⚖️ Teleportation Resonance can no longer be used in any dungeon
🩹 Fixed being able to start the Titus fight by just spitting on him
🩹 Fixed Warden's Armor Piece's description
🔧 Titus' dialogue has been adjusted to better hint at the quest prerequisites for his bossfight
🩹 Titus is now properly affected by Spit Taunt, Sing and Charisma Taunt (mantra) once the fight has begun. These abilities will no longer allow you to forcefully start the fight, however
🩹 Fixed Chorus Divide hitbox ticking with multiple hitboxes
🩹 Fixed crafting table acting weird and not allowing certain crafting recipes to be made
🩹 Fixed being unable to fight Titus again after beating him for the first time
⏫ Pocket Bombs now has 5 carry load added to it
⏬ Pocket Bombs talent health reduced from 5 to 1
⏬ Imperium Kata talent health removed
🩹 Fixed Chorus Divide movestacks
🩹 Fixed getting countered by Equalizer leaving you fully vulnerable for 3 seconds, no matter how many times you were hit

July 14th, 2025

The Sparks of Erisia
• New Monster: Stonespark. With the increased number of Pathfinders snooping around Erisia, the Duke has had to up his security. Heavy-hitting golems are all well and good, but the Duke can only sustain so many of these juggernauts. Light infantry is needed, and of course, the increased number of test subjects doesn't hurt...
• The small settlement in Erisia formerly overrun by outlaws has been seized by Pathfinder companies operating on the island and converted into a rest stop that's taken the name of 'Path's Respite'. Though still rough around the edges and far from safe, some amenities have now made themselves available
• Antiques smugglers have been seen frequenting Path's Respite, willing to buy items off you at a reduced rate compared to safer towns due to the service provided
• With increased Pathfinder activity on Erisia, further routes have been established, as well as some rudimentary structures to assist in navigating the island
• Further zipline routes have been established in the Etrean Luminant
• A path has opened between Erisor's Church and the Burning Stone Gardens

Content & Systems
• New Rare Food
• New Unique Food Effects
• Mystics now directly ask you for the talent class you want without wiki-mandatory riddles
• Mystics now show you how many talents are available in each class available
• Bari and Seraphina now sell a variety of useful early-game items
• Smiths now sell various materials through the new shop system
• Armorers have been added to weapon shops and will sell you early weaponry and ammunition
• A rich iron vein has been uncovered on an island near to the Isle of Vigils
• Added a telegraph and sound cue for unblockable attacks and blockbreaks

Talent Merges & Removals
• Lootskipper has been made effectively innate, and the talent has been removed. The effect it had on drop rates was unpredictable, buggy, and nigh impossible to balance around. To make up for its removal, the drop rates on the rarer mob drops have been greatly increased, making them no longer Lootskipper DLC. If you had Lootskipper, you'll be refunded a hand of talents
• Glacial Finish is now base Ice Smash behavior. If you had it, you'll be refunded a hand of talents
• Cryostasis and Molten Defence have been removed. Both of these talents basically rewarded you for playing poorly and punished your opponents for playing well. If you had either of these talents, you'll be refunded a hand of talents

Balancing & Tweaks
• Sinner's Ash requirement to start Elder Primadon fight reduced from 4 to 3
• You can now choose to wipe after dying at any point in the To1, not just past Power 1
• Parasol and Doom of Caeranthil now always drop an item (before was only 20% chance)
• Warmaster's Medallion downside reduced from 50% to 20%
• (Elder) Primadon Chests are now temporarily locked to players who contributed towards the fight upon spawning in, similar to hell mode chests
• Work on revamping the loot pools across the game continues with many loot pools having much more relevant loot for the stage of progression they drop at
• Greatly improved Aratel loot diversity. Should mean far less drops of 10 scarves
• Reworked loot tables for Saramaed Hollow
• Crescent Cleaver HVY req increased (40 -> 45)
• Rifle Spear MED req reduced (80 -> 75)
• Fondant Splitter heal amount buffed a little
• Fondant Splitter now works with Umami
• Fondant Splitter heal now gets buffed a little if you have chef talents
• Nightbringer ether drain reduced a bit
• Rapid Punches can now be blocked from any direction but has higher base damage
• All guardbreaks (except Shadow Gun) now have endlag similar to Ice Smash, and are now also 360 blockable
• Karita Divebomb does more damage
• Ceaseless Slashes does more damage
• Rapid Slashes has lower base damage but now actually gets a damage increase from levelling it up
• Karita Leap windup increased from 0.42s to 0.46s
• Life vents at Aratel now have a longer cooldown. You can now land air counter on someone who has used a life vent
• Gaunts of Enmity scaling nerfed from 11 to 10.5
• Legion Centurion damage bonus for fist changed from 10% to 4%
• Buffed the weight of most pistols
• Scoundrel's Saber scaling increased (4.5 -> 4.8)
• Scoundrel's Saber base damage reduced (24 -> 22)
• Scoundrel's Saber weight reduced (7 -> 5.5)
• Needle's Eye weight reduced (5.5 -> 5)
• Katana critical active frames reduced
• Curved Blade of Winds initial slashes now have AP frames (so the 2nd hit when parried doesnt go past parry)
• AP frames similar to Wind Carve added to Ice Carve
• Wind Carve windup increased from 0.5s to 0.55s
• Searing Snare base posture damage improved
• Possession bonus posture damage reduced from 30% to 15%
• Ice Fissure no longer guardbreaks, its explosion windup has also been increased (0.3s to 0.4s) to be actually reactable
• Ice Fissure chill duration reduced
• Lightning Impact no longer guardbreaks at level 5, now has increasing posture for every level added
• You can no longer turn while using the Officer/Calvary Saber critical and the Needle's Eye critical
• Cerulean Thread critical windup increased to be similar to Whaling Knife (a little bit faster still)
• Old World Sun Pendant renamed to Wheel Pendant. Sources suggest that the Suncross has always looked this way
• Void enchant has been renamed to Curse of Void
• Fixed Nemesis crit not having hitstun
• All items given to you from The Gaunt Man are now inactive until you beat the trial on that slot
• Chests that don't despawn are no longer subject to the join time restrictions on opening chests
• Tweaked Avenger, Irontusk, Quickfang & Silversix models
• Food buffs now persist between servers again

Bugfixes & Optimization
• Fixed being able to bind Camera Lock to M1 and softlock yourself
• Fixed some gaps in lootpools where certain equipment wasn't obtainable
• Fixed Tempest Wind knockup lingering
• Fixed Arc Suit having essentially no cooldown
• Fixed Fire Blade VFX lingering after a feint
• Fixed Fire Palm not being considered as mantra damage
• Fixed generic telegraph cues being too early
• Fixed Aegis Gem voiding when you equip it / not working
• Fixed chime chests
• Lowered ELEISON theme volume
• Fixed Depths Trial voices being amplified with the amount of participants
• Fixed the client throwing a bunch of errors if you peeked your camera below non-sea water
• Fixed Wind Gem no longer applying its speed boost on the client-side
• Fixed Scoundrel's Saber alloying into a completely different weapon. Your amateur smithing skills were too powerful
• Fixed camera lock cursor not always showing up
• Fixed Krulian Charge going on cd permanently

Patch 2.3.5a


Community Questions Corner
Q: Can we see "set bonus" equipment?
• We're happy to say this is in the works!
Q: Will scythes eventually become a weapon class?
• There's nothing saying they couldn't be at some point, we'd just need enough design space to make them distinct enough from Greataxes!
Q: Could Deepwoken ever be released on Mobile?
• Never say never but the number of inputs required to play Deepwoken would probably fill up your whole screen on mobile! Mobile support would take up a LOT of development time and likely wouldn't result in a very fun end product so it's not currently on our roadmap.
Q: Will we see new aspects after the new aspect and will we ever see obtainable aspects?
• Yes and yes! Obtainable aspects will work a bit differently to how they did in Rogue Lineage. The current plan is for them to be on top of your existing aspect, either altering it or completely overwriting it. We're currently calling these 'Divergences'.
Q: What ideas are floating around for new origins (if there are any)?
• Pretty much any faction that players are interested in we'd love to see have an origin at some point. The main obstacle is figuring out what their playstyle would be like, so we're always interested in how y'all think different factions would play.
Q: What happened to Warmaster?
• The original idea for the oath got scrapped, basically. But since it's an oath directly mentioned in dialogue, it's definitely going to release some day!
Q: When will we see new World Events?
• Once the current World Events are a bit more polished most likely!
Q: Any ideas on what a potential Layer 3 could look like?
• Currently we're thinking about how we could make Layer 3 an open world map like Layer 1. There's a lot of places we could go with an endgame open world area, especially when it comes to challenging PvE and PvP content. We don't have concrete ideas to share yet, but it's definitely an update we're excited about

Hotfixes
• Increased hitbox of Iron Requiem Critical
• Fixed issues with using aces
• Fixed the first hit of Ice Hero Critical not working
• Fixed Visionshaper clones Running Attack hitting 3x
• Fixed being able to teleport players out of spawn protection and banker protection using Voidheart portals
• Fixed Flashboil being obtained in conjunction with Lava Serpent/Twisted Puppets/Crystallization

July 7th, 2025

Content & Systems
• A new challenge awaits you in the Depths
• New Early Game Equipment: Sailor's Fleece & Dark Sailor's Fleece
• Mantras now have a right-click option in your inventory to recall them
• Mantra tools are now colored with their element
• Improved visual clarity of ability tool UI by making them card-shaped
• Added Icons for all Lightning Mantras. Big thanks to zyzyth for their help with designing these!
• Remodelled Scimitar
• Added a dynamic cursor. Changes depending on if you're holding out your weapon, items, etc.

Equipment Changes
• Fixed and reworked Armorer's Needles & Gilded Needles to enable you to access the full range of valid combinations of pips on equipment. Previously, if you already had a pip of one type (e.g. HP) it would awkwardly prevent you from directly rerolling another pip to it (e.g. Ether -> HP), requiring you to jump around different types of pips (e.g. Ether -> Posture -> HP). And as a result if a pip tier only had 2 options, you weren't able to reroll it at all. The new system doesn't have these issues!
• Added 'Anchor' pips, a new type of legendary pip for leg equipment. Anchor pips grant a combination of HP, Knockback Resistance, and small amounts of Posture
• Buffed Sanity pips (+1/+2/+3/+4 Ether -> +2/+4/+6/+8 Ether)
• Since there are less pips available to roll, Gilded Needles now only require 3 Armorer's Needles to craft

Voidheart Changes
• The Voidheart has shrunk in its dimensions once again. Eylis is in an understandably poor mood as a result. Fearing for their life, the resident merchant Croissant has fled
• Attacking others in the Voidheart may not be a crime, but it certainly does get on Eylis's nerves now that things are more cramped. Starting fights in the Voidheart now drags both you and your victim out of the Voidheart to settle the matter outside. A rift is left in the air for a few moments for others to follow suit

Balancing & Tweaks
• Traan Zakshun's lootpool has been adjusted for inflation, the state of the economy has forced him to gather more enticing stock and set more 'reasonable' prices...
• Lightning Stream hitbox made more reliable
• A sea highway by the Isle of Vigils has been constructed to speed up ships coming from the island
• The game is now more specific when you're missing a stat requirement on an outfit you're trying to craft
• Chests that dropped before you joined a server cannot be looted. This prevents serverhopping in common drop spots
• Having negative Knives reputation now bars you from using your Voidwalker abilities
• Buffed Cold Blooded duration and edited the description to be more clear. (it no longer applies blood poison for the whole chill duration)
• Made proccing A World Without Song easier: increased the window of time for landing a stack (5s -> 10s), landing a stack resets the duration of all stacks to 10s now instead of each stack having its own timer
• Flame Blind is now a Support mantra
• Obfuscation Enchant VFX updated to be more readable
• Fixed Suffocate VFX duration not matching the actual duration of the effect
• Ice Flock timing is no longer RNG
• Interacting with objects now clears your spawn FF
• Added a telegraph particle for Mantra parry timing
• Improved the parry telegraph particle for weapons

Bugfixes & Optimization
• Fixed outfits that require relics not being craftable
• Fixed an issue where if you lost a Mantra due to a bug you couldn't roll it again
• Fixed Vibrant Gems not showing up in the mantra editor
• Fixed Lightning Stream not pulling
• Fixed Inhale/Fan the Flames buffs
• Fixed Saintsworn Lightning Assist not working properly
• Fixed Ether Proselyte
• Fixed Dimensional Travel PvP windup allowing you to move around midway through
• Fixed unique Mantra icons not showing up in Mantra hands

Community Questions Corner
Q: What happened to 2x chests?
• To be completely honest... They never went away! 2x chests has become the new default at this point.
Q: When is the next official CC tourney, why did you guys stop doing them?
• Recently we've been trying to enable the community to run their own events with the help of our mod team, but it would definitely be cool to see another official CC tournament in the current state of the game.
Q: Any estimations on when we will see Titus?
• Currently we're thinking it should release this month, but we'll let you know if our ETA is off. The boss itself is done but we're still finishing up the content surrounding it.
Q: When can we expect reworks to ancient mechanics like mining and especially boats?
• With the current trend of updates, reworks to older mechanics are very much something you'll be seeing a lot of in weeklies. Sometimes it'll be smaller features like ziplines, other times it'll be big ones like the Mantra editing rework. We still want to preserve the feel of things, but it's very clear that a lot of the mechanics are showing their age and not actually contributing to a fun experience. Making boats more fun and engaging has been a hope of ours for a while now, we've just been trying to get a solid concept for how they should work in the game going forwards. Boats aren't just transport, after all.
Q: Will the void tower still be a thing?
Possibly! We still love the idea, but there's a possibility a lot of it might just be incorporated into voidsea content in general instead of specifically just being a tower.
Q: What can we expect from a potential void sea update?
• Exploration, survival, and risk/reward. We want voidsea content to feel like an expedition you have to prep for.
Q: Are there plans to expand guild bases with more rooms / mechanics?
• Guild base styles are planned! We'd also love to see more intentional decision-making going on in terms of which rooms you go for. A way to raid guild bases is something we've wanted for a while, too.

June 30th, 2025

Content & Systems
• The isle of Monkey's Paw trembles beneath the thunderous steps of The Elder. You know the drill

Mantra Modification Unleashed
• Reworked Mantra Editing with a responsive new UI. Mantras (equipped and otherwise) can now be freely scrolled through and modified without having to painstakingly recall them at a campfire one by one
• While the system of editing your Mantras was originally somewhat of a puzzle that encouraged experimentation, in the current state of the game it's basically just wiki fodder. The new system still encourages experimentation, but doesn't waste your time
• The current stats of your Mantras are listed, as well as their effective values after the Mantra Level buff is applied
• Only compatible ingredients are shown and their effects can be previewed before confirming the modification, saving you a lot of trial and error
• Mantras can now be named through the new Mantra Editor instead of having to spam recall and modify
• Amnesic Driftwoods have been removed from lootpools since the new editor lets you freely reset your Mantras
• You no longer have to pay Notes for Mantras above a certain size. Experiment away!
NOTE: The balance and effects of modifying Mantras haven't been changed, just the means of editing them. This new system does thankfully open up the potential for further customisation of Mantras, however, as it's a lot more modular

Loot Table Rework
• Reworked the loot table system to make it a lot easier for us to set up tables that don't have terrible weighting
• Reworked the early game loot tables to have a much better spread of loot instead of getting 50 headbands
• Buffed a lot of chests by removing earlygame drops from them and making their drops more appropriate for the point at which you obtain them
• Reduced the number of unusable drops (e.g. high lvl/attribute req) in earlygame chests

Balancing & Tweaks
• Damage modifier cap values are now reduced when in PvP combat. Hard Cap 1.75x -> 1.5x. Soft cap 1.5x -> 1.25x
• Spark Swap can no longer be used to teleport characters through walls in an effort to prevent users from displacing other players out of bounds. This change will only apply if the user is targeting a player or the user is in PvP combat
• Flaming Scourge Reversal spark will now only pull targets in if the user is not airborne
• Fadetrimmer Wildcard slot added
• Starkindred/Contractor Wildcard slot added
• Moving Fortress 2 -> 1 posture, its slow while blocking is also now less effective
• Hivelord Hubris endlag added 0.15 endlag
• First Light PEN reduced to 30% to 5%
• Divine Greataxe now has 0.15 endlag
• Heretic Sutra endlag reduced
• Kamui now has a much longer cancellable windup if used while in combat
• Fixed Bladeharper's uppercut having endlag even when Soaring Storm / Untouchable wasn't active
• Sow and Mend blood cost increased from 17.5% to 35%, CD increased from 25 seconds to 30 seconds
• Bloodfouler now has endlag on its criticals that match the animations
• The skybox now slowly rotates over time

Bugfixes & Optimization
• Optimized Mantra casting in general
• Fixed leaving the game in Layer 2 and rejoining placing you at your last location in cases where it shouldn't occur
• Fixed being able to use Shadow Travel in Carnival
• Optimized Saint Overload
• Fixed not being able to rebind your camera lock
• Fixed Roblox camera scripts not being overwritten by Deepwoken's camera scripts
• Fixed Note values not showing on items consistently

Community Questions Corner
Moving forwards, we're gonna try to do community Q&A's fairly regularly to hopefully help shed a light on things!
Q: Will we see anymore DvM/MA given to players?
• Bosses and lategame enemies will likely be seeing some adjustments soon to their Bestiary buffs, damage, and health pools. We'd also like to introduce a few more items of equipment with innate DvM/MA.
Q: Are there any future plans/ideas for other attunements?
• Yes! Attunements take a lot of time to make, so we try to space them out somewhat. We have a lot of ideas still for future attunements, with some that will probably be obvious by now, and others that might not be so expected. Though again, attunements are a boatload of work to get done, so they don't ship often.
Q: Why are updates always delayed?
• At the moment it's largely been due to the major reworks going on behind the scenes. When you rip everything up it necessitates a lot of work that can be unpredictable in scope. We've had some pretty damn buggy patches recently and that's really just been the tip of the iceberg in terms of the work that's been going on to improve the game's core mechanics and systems. There's also a lot that goes on behind the scenes and doesn't show up in patch notes like managing server outages and updating our external architecture.
Q: Is saramaed hollow rework still priority or is it on the backburner?
• At the moment, Saramaed is lined up for after we ship the Fort Merit dungeon. The boss is pretty much done for it, but there's a fair bit of work we still need to do on the dungeon itself. Mostly in order to make it not suck.
Q: Is conquest indefinitely delayed?
• We've talked about the state of Conquest in bits and pieces in different places, but the general statement we can give on Conquest is basically that pretty much everything that was originally going to release in one big 'Conquest Update' has:
 a) been released already through weeklies
 b) been getting polished so that we can ship it in weeklies
 c) been split up into its own standalone update instead of being bundled in with Conquest
 d) been scrapped for parts so that we can reuse it for other stuff
• For the Conquest gamemode itself, we tried a lot of different things but we just didn't find it fun or performant enough to really feel confident in releasing. We took a pretty big risk in trying to adapt Deep's gameplay into a MOBA format, and definitely learned a lot from it, but these experiments don't always pan out. At the time of us saying it was probably 'a few weeks away' (lol.), we had got the map ready, the backend ready, and everything seemed to be falling into place. But when it came time to playtest it, it just wasn't fun. And it lagged super badly, much like the rest of the game at the time. Since then, we've embarked on a quest to radically optimize the game's performance and rip out all of our laggy old code.
• The good news is that pretty much everything we worked on for the gamemode can be reused elsewhere. If you were dying to see a Deepwoken MOBA gamemode it's not necessarily out of the question, but we have a lot of ideas at the moment on how we can deliver what most people actually wanted out of the update. And don't worry, all the cool stuff we teased for Conquest isn't wasted, you'll probably see it appear in some other format in the coming months.
Q: Any updates on when we might see the Kaido/Dread Serpent rework?
• Currently the mob rework focus is on the Lionfish, but the Dread Serpent is pretty much ready for us to get started on coding. Mob reworks are a big item on our list but are a pretty big amount of work so often get a little backlogged. No real ETA on this but we hate looking at Four Eyed Kaido and want him dead.
Q: When will boss challenges for the encyclopedia be added?
• Very soon! At the moment, we're planning to release a unique challenge for each Boss in the game.
Q: How often can we expect new map updates like what happened to Erisia, or just new islands in general?
• As we look back on Deepwoken's map after so many years, we're seeing a lot of room for improvement. Alongside our reworks to the game's systems, we'd like to make these map changes more regularly. In many ways it keeps the exploration alive and the world fresh, which is always something people have been asking for. Also, with all the performance upgrades from our optimization work, new islands wouldn't be out of the question.
Q: Will we ever see more dual attunement paths?
• Yes. 😈

Patch 2.3.3a

Hotfixes
• Fixed Termite
• Fixed still being able to put Mantra materials down on the table physically
• The Long Tong of the Law base damage increased from 17.5 to 20
• The Flippers of Fate base damage increased from 10.5 to 13
• The Pastry Paster base damage incrased from 15.5 to 18
• When on a Grasp of Eylis hunt, you will not be sent back to the Voidheart until you are out of PvP combat
• Fixed Ice Fissure Round spark softlocking the user for a minute
• Fixed not receiving the Mantra modified Triumph for modifying a mantra
• Fixed equipping/switching weapons causing all talents to be removed that require a specific weapon, including all Fist Style talents
• Fixed Outfit Talents not loading at all
• Fixed a few ways of duping or otherwise messing with Mantras

Patch 2.3.3b

Hotfixes
• Added a system to restore missing Mantras automatically. Reworked Mantra data handling to have much less room for data loss
• Mantras obtained while in combat get automatically put in your unequipped Mantras instead of getting prompted and interrupting you
• You are now unable to loot chests after exiting kamui/teleportation for 30 seconds
• Fixed the Ferryman

June 23rd, 2025

Content & Systems
• New Outfit talent: Static Mastery (Stormchanter's Raiments)
• New Outfit talent: Vigil's Grace (Vigil Sentinel)
• New Outfit talent: Tempest Evolution (Tempestmaker's Threads)
• New Outfit talent: Refreeze (Icebringer's Vestments)
• New Outfit talent: Focused Hematoma (Sanguine Finery)
• New Face Equipment: Hollow Angel Mask
• New Face Equipment: Sworn Angel Mask
• New Outfit: Ignition Welder
• Redesigned the ingame menu buttons. The music volume slider has been moved to the settings UI
• Chaser has been visited by a Fadetrimmer who took pity on him
• Redesigned Angels

New Feature: Encyclopedia
• Added the Encyclopedia, a new interface accessible from your ingame menu next to the settings icon
• The Encyclopedia interface contains your Glossary and a new feature; the Bestiary
• Monsters and Bosses you've defeated at least once will gain a Bestiary entry. By completing challenges revolving around each entity, you gain additional damage and resistance when fighting them, as well as a little snippet of lore for some. More challenges are coming soon!
• Your Glossary can now be accessed through a new interface in the Encyclopedia that collects all of the terms you've come across
• Encyclopedia progress is account-wide. Completing your Bestiary Challenges will grant you bonuses on all your slots, not just the one that completes them

Poll: DvM Rework
• Following the poll this week, DvM and Monster Armor have been removed as buff pips. Equipment may still have these stats innately, but they're no longer rollable stats
• The bonuses gained from DvM and Monster Armor pips have been largely replaced by the bonuses granted by your Bestiary, as all mobs that were affected by DvM have Bestiary entries to fill out
• Existing DvM and Monster Armor pips are rerolled into HP/Phys if possible (so all your needles weren't wasted)
• The HP pools on a lot of Monsters have been reduced by around 10% to further makeup for the removal of DvM pips

Balancing & Tweaks
• As polled: All progression relics made droppable, but not on death (Moonsye Tome, Sinner's Ash, Armorer's Needle, Smith's Alloy, Forge Needle, Gilded Needle, Idol of Yun'Shul)
• You can now drop items while ragdolled
• NLK weapon scaling for healing effectiveness now properly accounts for weapons with split weapon investment like Wyrmtooth: instead of prioritizing Light over Medium and Medium over Heavy weapon stat, it will now take the sum of all applicable weapon stats. This means 60 Heavy + 40 Medium will be sufficient to reach full healing effectiveness on Wyrmtooth now. The healing is still capped to 100 weapon investment total
• Nerfed Glumfigs. The harvest was poor this year
• Increased all Bloodrend mantra ether costs
• Decreased Rocket Lance's fling velocity
• Base Fire Eruption size increased
• You can no longer turn Dread Breath, base damage increased by 50% as compensation
• Wither loss on knocking a player now scales with how much damage you did to the knocked player
• Linkstrider's Symbiotic Sustain now withers for 6% with Deepscorne Casque still reducing that amount by 20%
• Linkstrider's Symbiotic Sustain puts you in a 20 second CD on use (to prevent people from immediately healing the wither)
• Slice 'n' Dice damage toned down
• Twincleave's first hit damage reduced by 50%
• Flame Sentinel/Metal Turret no longer stun players
• Flame Sentinel damage buffed in PvE
• Flame Ballista damage reduced but windup a little faster
• Talents/Mantras can now be "Vaulted". This means that for the time being until they get a rework, problematic mantras and talents will be unobtainable and nerfed until they do get one
• Spikes Traps (Ice Spikes talent) and Shadow Vortex have been Vaulted
• Bolt Piercer / Lightning Strike has been nerfed a lot akin to the vaulted mantras, but for now are still available in game
• Nerfed base skeleton key durability, buffed up corrupt skeleton key durability and SIZE
• Using base crits with motifs system no longer gives you the windup debuff
• Decreased amount of time you are able to hit people with Air Counter after they jump
• Every part of Glacial Arc is now destructible and breaks the entire glacial arc
• Gave Skeleton Key an actual CD
• You can no longer use your critical during Scarlet Cyclones
• Soaring Storm now has slight endlag to prevent movestacks
• Finisher's Ring buffed from 10% more PEN to 40% more PEN (ring was awful since start of verse 2)
• Increased Soaring Storm's duration window after you lithe step (2 to 4 seconds)
• Glacial Arc is now a destructible object
• Blood Poison now decays slower but its innate effects (healing/less damage) nerfed
• Vasculitis proc requirement increased from 20% BP to 30% BP
• Spark Swap now has increased windup the further away your target is, and can now be cancelled if you hit someone during their Spark Swap windup
• You can no longer Spark Swap someone who is in Stun or is Knocked
• Finally nerfed damage reduction pots
• Ether reduction pots nerfed a ton, instant ether buffed
• Bladeharper's Lithe Step buffed (speed, less endlag, more snappy)
• Fixed Ankle Cutter not proccing Weapon Enchants
• Fixed Light Hook clearing on entering Floor 2
• Fixed Stormseye Critical not counting as gun hits
• Wyrmtooth default/followup critical now immediately ends if stunned out of it
• Bloodfouler standing critical has recieved more telegraphing vfx
• Fixed Bloodfouler critical not cancelling immediately if interrupted
• Fixed Bloodfouler default critical not guardbreaking
• Bloodfouler critical CD increased (8s -> 10s)
• Fixed the reduced cooldowns of Metal Gatling, Frost Grab, Clutching Shadow, Vein Tendrils, Fleeting Sparks, Shadow Seekers, Wind Forge, Bloodcurdle, Ice Chain, Shadow Chains, Rising Shadow, Abyssal Ridge and Flaming Scourge not being affectable by passives and status effects (such as Sapped)
• Stormbreaker will no longer go on cooldown if its windup is interrupted
• Fixed Precise Swing buffing crit chip damage by 5% instead of buffing the chip of your next attack by 5%

Bugfixes & Optimization
• Extended the Layer 2 Floor 2 death pit to make it more reliable in killing people
• Fixed not always being teleported out of Fragments of Self correctly if you received a restore while online
• Fixed Bloodfouler critical trail being purple
• Fixed the Whaler time bubble screen effect
• Fixed Sudaruska's Fury proccing preventing you from attacking
• Fixed a gamebreaking bug involving Rocket Lance and Ice Lance which would instantly kill players

Patch 2.3.2a

Hotfixes & Changes
• Corrupted Mobs now count as 2 kills for your Bestiary
• Fixed converted DvM/Monster Armor pips not being visible
• Fixed Nocturne critical dealing absurds amount of damage. This was caused by a refactor, which revealed the following bug that has also been fixed:
• Fixed Nocturne critical base damage scaling off of the weapon's weight, slightly buffed the damage in exchange
• Glacial Arc fling fix reverted for Layer 2 only
• Fixed Spark Swap having huge endlag if interrupted
• The change to Spark Swap's windup that scales with distance to the target now only applies in PvP
• NOTE: You may have noticed that some Bestiary entries (e.g. Enforcer) cap out at lower damage boosts than others. These mobs were previously designated as resilient mobs, and DvM was half as effective on them, so this isn't actually a nerf, just better information on the mobs that have this trait!

June 15th, 2025

Content & Systems
• New MED Mantra: Slice 'n' Dice
• New Lategame Rapier: Needle's Eye
• New Talent: Parting Gift
• New Talent: Prime Ether Bullets
• Trahne Zakshun has stocked up on shady goods with his recent success, and has opened a black market in Lower Erisia. Catch him at the right time to barter for high value items.
• Added equipment stat tooltip comparison arrows like weapon stat tooltips
• Added orbs around the Power indicator in your journal, indicating the 15 attribute points you need to invest in order to increase your Power. As you invest points, each orb will light up
• The attribute points counter in your journal now only shows the number of attribute points you can actually invest. Previously, it would show you the full amount of points before your Power increase, even if you didn't actually have the EXP in other areas to enable it. NOTE: The balance of attribute points/EXP hasn't changed, this is purely a visual change
• Added a new effect to Heroism. Hero's Reflection: While in the Heroism health range, you are able to reflect elemental status effects, antiheal, and taunt
• Scorchblood Talent Slight Rework/Refresh: Guardbreaking your opponent using a bloodrend mantra causes a blood explosion, setting your opponent on fire and poisoning their blood
• Iron Spear remodelled
• Leather Boots remodelled. Leather Gloves/Boots now have a leather texture
• Added strafing animations when you have a weapon equipped. Also, walk anims now change speed with your current movement speed

Balancing & Tweaks
• Buffed the exchange rate for Crowns, it now scales with your level. 1 Knowledge / 250 Notes at Power 1 up to 5 Knowledge / 1,000 Notes at Power 20
• Increased all relics chances of appearing in warmode chests
• Added a few more items to Warmode chest
• Idol of Yun'Shul added back to Ferryman chest
• Armorer's Needles now have a very small chance of appearing in Ferryman's bonus chest
• Fixed being able to movestack assassinations with aerial attacks, which also allowed for stuff like Spine Cutter procs in assassinations
• Warmode's point penalty now only starts being applied when you have more than the starting requirement for warmode (4 players)
• Summoning your mount while sprinting now automatically queues up a mount dash when you mount up, keeping your forward momentum
• Getting Parried now cancels sliding
• Reduced intelligence levels on stronger humanoid mobs, notably minibosses. One too many greathammers to the head
• Return to the Dark Ages damage reduction/damage resist adjusted (20% -> 15%)
• True Ether Bullets proc requirement reduced from 4 to 3
• Weal and Woe standing crit range increased by 47%
• Weal and Woe running crit range increased by 20%
• Crazy Slots Greatsword base damage reduced from 30 to 28
• Crazy Slots Greataxe base damage reduced from 28 to 26
• Crazy Slots Dagger base damage increased from 18 to 19, scaling increased from 7 to 9
• Crazy Slots Gun base damage increased from 15 to 16, scaling increased from 15 to 16
• Wind Gun base posture damage increased (3 -> 10)
• Wind Gun Multiplying Spark's posture damage increased (3 -> 4 per individual bullet)
• Wind Gun Blast Spark's posture damage reduced (3 -> 0.8 per individual bullet)
• Lightning Assault, Flame Assault, and Shadow Assault now have less range in the water
• Trident Spear crit now has greatly reduced range in the water (oh the irony)
• Jolt Grab base windup increased from 0.35s to 0.42s
• Obfuscation Enchant: Chip damage greatly diminished, posture restored
• Stone Enchant: Stone applying bonus posture on critical removed, slight buff to m1s added
• Elastic enchant's pull time increased by 33%
• Electrolyte temporary health reduction from landing blood mantras reduced from 10 to 4
• Bloodless Rebalance: Bloodles Gem heal percentage off damage changed from 60% to 30%, CD increased from 1s to 2s. Hope here is to stop every type of build healing so much, even when mantra damage is very low
• Insignia Gem proc duration when landed increased (2s -> 3s), mantra windup boost decreased (25% -> 15%)
• NLK healing now linearly scales with weapon investment. As an example, using a Heavy Weapon you will need 100 points in Heavy Weapon to reach full healing regeneration effectiveness, which matches the effectiveness of NLK healing regeneration before this nerf
• Conditioned Runner healing now linearly scales with Agility investment. In order to reach the previous amount of health regeneration provided by the talent, you will need 100 points in Agility
• Harrowing enchant's Harrowed effect increased from 4 to 8 seconds
• Fixed Razor Blitz hitting more times than intended, which caused the mantra to deal unintentionally high amounts of damage
• Hero Blade of Frost's critical damage reduced by 40%
• Hero Blade of Flame's critical damage reduced by 25%
• Sacred Field changes: Sacred Field cooldown increased (30s to 45s), corrupt version now actually takes time to catch up to your position completely
• Fixed Rising Flame proccing Meteor Impact when not hitting players
• Fixed Hero's Blade of Flame's critical not proccing Meteor Impact on successful hit
• Gave Punishment more endlag, akin to Prediction (0.25s to 0.7s)
• Ice Forge: base damage increased by 20%, posture decreased by 60%
• Ice Blade with Glacial Mobility: base damage increased by 60%, windup increased by 0.2
• Ice Blade base damage increased by 10%
• Old Ice Beam size has been brought back to its former glory, however it now has harsh cooldown scaling if you increase its size. The base size has also been increased
• Fixed Kyrswynter's leap crit's 2nd hit not landing
• Kyrswynter's first hit of the leap crit's multiplier reduced from 1.1x to 0.8x (due to change above)
• Needle Barrage base damage increased by 62%, damage scaling with upgrades increased by 50% (it did pitiful damage)
• Base damage of Shadow Gun increased by 40%, Blast Spark variant damage unchanged
• Blazing now takes less hits to proc burn on Medium Weapon (4 to 3 hits) and Light Weapon (6 to 4 hits)
• Wind Gem duration increased from 8 to 10 seconds
• Wayward Gem CD decreased from 21 to 8 seconds
• Twincleave CD increased from 15 to 20 seconds, ether cost increased from 45 to 60
• Sing now scales akin to Visionshaper's Clone, where the more size modifiers you have the longer the cooldown is for it, base cooldown decreased from 15s to 12s
• Greatly increased size modifier's damage reduction for Fire Eruption (0.15 -> 0.6)
• Size modifier damage reduction added to the following mantras: Flame Repulsion, Rising Frost, Flame Assault, Rising Flame, Air Force, Fire Palm
• Slightly decreased Fan the Flames size bonus for Fire Eruption (0.25 to 0.2)
• Voltaic Conductor buffed from 20% to 30%
• Frenzied Dance now has a little bit more leeway for when it can proc (>80% to >70%)
• Pressure Detonation damage on proc increased from 8 to 12 (50%)
• Rifle Spear crit now has a speed buff during
• Flame Sentinel damage nerfed
• The Floor is Lava damage reduced by 50%
• Parasol Planter innate Health buff reduced from 7 to 2, Legendary Pip changed to Rare Pip
• Onslaught has been made feintable, but feinting it puts it on the same cooldown as if you actually used it
• Made Light's Final Toll w/ Legion Kata crit windup the same as regular Legion Kata's windup (0.3s -> 0.5s)
• Fixed being able to movestack Aerogliding while using a mantra, it now ends the Aeroglide early
• Boltcrusher chip reduced 30% -> 5%, it still retains the 30% chip on its initial drill critical though
• Mindsoothe cooldown now increases with the size of the mantra
• Bloodedge windup is now the same speed as Ice Lance (0.475s to 0.5s)
• Fire Stance "Blade of Saints" speed increased
• Fixed Umbrite Witherblade not receiving the additional 25% bonus from wearing Darkened Bastion
• Frost Hero Blade critical can now be manually cancelled after the first hit
• 0.1s endlag added to Pale Briar
• Reduced Frost Hero Blade critical endlag (0.3s -> 0.1s)
• Reduced endlag on Gremorian Longspear critical by 0.1s
• Reduced Stormseye critical endlag (0.3s -> 0.1s)
• Reduced Ignition Boltcrusher regular critical endlag (0.35s -> 0.1s)
• Reduced Jolt Grab Magnet spark endlag (0.1s -> 0.05s)
• Fixed Frozen Servants having way too much endlag
• Fixed Master's Flourish missing its 0.35s endlag
• Fixed Prominence Draw missing its 0.2s endlag
• Fixed Twincleave missing its 0.4s endlag
• Fixed Strong Left missing its 0.25s endlag if landed, and 0.35s endlag if whiffed
• Fixed Grand Javelin missing 0.05s-0.15s of endlag
• Iblis and the rest of the Starkindred sinners have been remodelled to be less lorebreaking

Bugfixes & Optimization
• Completely rewrote our backend systems for handling servers and transporting you between places/dungeons/luminants. Should mean they're a lot more consistent and reliable, as well as enabling us to do some very cool stuff down the line
• Fixed animation desync on Twincleave windup
• Fixed not being able to manually cancel Stormseye critical
• Various map errors with Erisia have been resolved, including voidwalker warps on the shoreline
• Fixed Trahne forcing you to buy an additional copy of each bought item. He's just that good a salesman
• Fixed not being able to form Vows of Mastery/Allegiance
• Fixed Bloodfouler not being obtainable via its quest
• Fixed not being able to pickup mined ores in Saramaed Hollow
• Fixed not being able to mine ores with Quartztone Pickaxe or Boltcrusher in Saramaed Hollow
• Fixed Stone Knight t-posing after recovering from being staggered
• Fixed mobs being able to parry attacks while using Mantras and Critical attacks
• Fixed mobs not reacting to weapon criticals. Fixed mobs never reacting to a few specific weapon criticals
• Fixed zipline anim visuals
• Fixed respawning at your default spawn location instead of your last location
• Fixed Entropy Link

Additional Fixes
• Fixed Graceful Steps removing the 5 second CD that Dancing Steps is supposed to have, which also caused people to spam it when out of ether for insane speed boosts

Patch 2.3.1a

Hotfixes
• Fixed mobs having much higher parry rates than intended. In short, mobs would have parry frames whenever they wanted to block instead
• Fixed not being able to gain EXP at Power 20, which prevented you from investing your last 15 investment points. You will have to accumulate the necessary EXP again if this affected you
• Fixed not being able to train your attributes in the Tutorial
• Fixed Entropy Link. For real this time
• Fixed shanty music syncing
• Fixed VFX memory leaks on Scarlet Cyclone and Pillars of Erisia
• The parry bar is now a more readable color
• True Ether Bullets / Prime Ether Bullets no longer get disabled if you have Bullets in your inventory
• Silentheart now has been given enchants back to its moves, both the oath damage and the enchants were removed and it was a bit too much. The idea being is that all the silentheart moves are m1s
• Silentheart light weapon moves' damage increased (it was awfully low)
• Fixed not being able to land assassinations
• Dustlunge no longer allows you to assassinate targets who are in combat

June 9th, 2025

Content & Systems
• Years of tidal and acidic erosion have dramatically altered the shores of Erisia, opening up new routes of travel and new areas to explore
• A strange merchant has carved out a spot in the cliffs of Erisia
• Ziplines have been reworked. If you tap space while near a zipline and facing its direction of travel, you'll now automatically hook on and ride them
• Letting go of a zipline at speed now keeps your momentum, letting you launch yourself forward. Your starting speed on ziplines is now also affected by your current velocity, letting you jump-start your zipline ride
• Replaced Bamboo on shorelines with a new ingredient: Marram Grass. Marram grass can be processed into fibers in the same way but makes more sense than bamboo growing on beaches
• Reworked Flame Leap, Relentless Flames, Ash Slam, Fire Blade VFX
• New Vesperian mask design

Balancing & Tweaks
• Dawnwalker now gives 3 combat slots
• Brutal Momentum can now be rolled on Greataxes, corrected talent description
• Reduced LVL req on Wyrmtooth (15 -> 10)
• Wyrmtooth now procs Heavy Weapons talents in general and behaves like a Heavy Weapon in many situations
• Hybrid weapon types now show up on the tooltip
• Tacet range scaling buffed
• Warding Radiance now cancels out slide bonuses from ice while active
• Ice Grab and Ice Fissure frost duration now scale off your investment and aren't automatically huge
• Fixed Flame Leap Reversal movestacking
• Reversal Spark Flame Leap now has slightly more endlag
• Razor Blitz no longer moves the caster unless landed
• Dark God, Sightless Still and Singularity are now less effective when used in conjunction with Twisted Puppets
• Added Hyperarmor indicator to Soulthorn Critical
• Fixed Frost Grab spark dealing less damage than intended
• Vicious Descent feinting now has slight endlag
• Replaced the weird pink angels with nightmare threshers
• Mute Regalia no longer works in instanced content
• Wind Carve now gets cancelled if parried after the first 3 ticks
• Reduced the Debuff of Specter Path swing speed
• Wind Gun blast spark no longer shoots additional shots if dodged
• Fixed all Hero Blade criticals (except Ice) applying a speed buff (intent was a debuff)
• Fixed Ice Cubes not having auto-parry frames
• Mantra usage no longer disabled during Rising Shadow AFTER the skill has landed
• Reduced Crypt Blade Endlag (0.15s -> 0.1s)
• Fixed Vacuum Punch not pulling people, removed its aftercut & stun
• Added new textures for grass and leaves

Bugfixes & Optimization
• Greatly optimized reputation/allegiance checks. These had a decently big performance impact so this should give some good gains
• Greatly optimized vow commands and player chat
• Team Chat no longer relays messages to/from blocked users
• Fixed Cold Blooded
• Fixed Arc Suit awkward clipping through torso
• Fixed being able to destroy your own devouring eye
• Fixed being able to pull players who are interacting with the Banker via Chainlash
• Fixed being able to pull monsters and bosses with Iron Pull and Chain Lash
• Fixed Hero's Blade of Flame keeping you stunned if interrupted for longer than intended
• Fixed not being able to block/parry while using Frozen Servants or Burning Servants
• Fixed not being able to move while using Enforcer weapon critical
• Fixed Gale Dash iframes lingering during attacks
• Fixed Gale Punch hitbox being upgradeable
• Fixed Weight buffs not showing up in offhand tooltips

June 1st, 2025

Content & Systems
• New Relic: Baneful Syrinx
• New Relic: Ouroboral Husk
• New Relic: Reciprocal Bonecharm
• New Iceberg Spark
• Evanspear Hand Axe has been remodelled and renamed to the Evanspear Greataxe
• You can now rebind Camera Lock (aka shiftlock) to inputs other than shift
• You can now bind Sprint to a key in addition to double-tapping movement keys to sprint. By default, Sprint is bound to Alt
• Added an FoV slider to settings
• Merged 3D Icon settings into one setting
• The number of uses left items have is now displayed

The Vesperian Getright
• Added 4 new Vesperian mask shapes
• Added 3 new Vesperian mask designs, revamped a few existing designs too
• Revamped existing Vesperian mask models for a much cleaner look
• Improved Vesperian mask design rendering, fixed clipping. Lets us get a bit more creative with the designs
• Vesperian Visionshapers now get a new unique cosmetic
• Vesperian Blindseers now get a new unique cosmetic

Balancing & Tweaks
• Metal Rampart now cancels your sprint
• Gale Lunge, Ice Lance, Metal Ball and Shoulder Bash no longer cancel your sprint
• Fixed some Mobility Mantras unintentionally cancelling your sprint
• Fixed feinting the second hit of Celestial Assault allowing you to movestack
• Fixed Iron Slam movestacking
• Fixed Fist Style talents having inconsistent LHT requirements
• Tweaked Ferocity vfx

Bugfixes & Optimization
• Players who were affected by the bug that made new slots roll similar Aspects most of the time 3 weeks prior can now log onto their affected slots to receive a free Aspect Reroll per affected slot. These rerolls can be used on any slot
• Fixed Ganymede lashes face always rendering over selected ganymede face on some slots
• Fixed Vesperian mask designs rerolling every respawn if you didn't explicitly pick one in character creation
• Fixed Mask Ink Dye not appearing
• Fixed Blindseer and Visionshaper cosmetic dyes not appearing
• Further optimized Rhythm Advance vfx by disabling cloth physics for afterimages
• Optimized client performance by replacing outdated passive ability checks with the newly improved method
• Slightly optimized client performance by ensuring that Repair Hammer logic doesn't run when not in use
• Fixed Lucy and Ottilde having hybrid aspects
• Fixed Mantle of Enmity softlocking you or applying endlag for far longer than intended
• Fixed a Tutorial softlock caused by repeatedly selling emeralds
• Fixed the Tutorial step list being misaligned and not properly hiding later / earlier steps
• Fixed some objects not being interactible
• Fixed Ardour weapon trails
• Optimized weapon trail vfx on crits
• Fixed the unavoidable telegraph playing over Lightning Stream like it was some kind of existential peril and not a 1-star mantra
• Optimized Nemesis/Dustlunge/None Left Behind trail vfx
• Fixed Fire Gun movestacking
• Fixed Glacial Arc movestacking
• Fixed Burning Servants movestacking
• Fixed Frozen Servants movestacking
• Fixed Ice Chains movestacking
• Fixed Shadow Chains movestacking
• Fixed camera in character creation
• Fixed rotating your character in character creation

Patch 2.2.9a

Hotfixes
• Fixed Dungeon and Chime of Conflict teleports only teleporting one player
• Fixed getting stuck at the Tutorial right out of the get go
• Fixed the following mantras being able to movestack:
 ∘ Flame Grab
 ∘ Ice Skate
 ∘ Tornado Kick
 ∘ Heavenly Wind
 ∘ Rally
 ∘ Karita Leap
 ∘ Dread Breath
 ∘ Beast Burrow
 ∘ Sanguine Dive
 ∘ Jolt Grab Magnet Spark
 ∘ Gale Punch
 ∘ Arc Wave
 ∘ Rupture
• Fixed the following talents being movestackable:
 ∘ Silentheart's Mayhem
 ∘ Silentheart's Relentless Hunt
 ∘ Silentheart's Rising Star
 ∘ Starkindred's Death from Above
• Fixed the following weapon criticals being able to movestack:
 ∘ Soulthorn
 ∘ Red Death (sprinting)
 ∘ Imperator's Edge
• Fixed not being able to move while using the following weapon criticals:
 ∘ Kyrsieger
 ∘ Rosen's Hellflame (regular)
 ∘ Stoneheart
• Fixed Shadow Meteors
• Gran Sudaruska's Critical now hits 5 times again instead of 3 times only
• Increased the drop rates of Ouroboral Husk
• Fixed rarity colors for the new Relics
• Canteens now show their capacity under the tool
• Fixed feinting the second hit of Celestial Assault resetting its cooldown
• Fixed slot renaming

May 24th, 2025

Content & Systems
• New Critical: Falchion
• New Echo Upgrade: Starter Equipment
• The 'Advanced Weapons' Echo Upgrade has been split into Echo Upgrades for each individual weapon that can be unlocked in any order
• The 'Advanced Tools' Echo Upgrade has been split into separate Echo Upgrades for each individual tool that can be unlocked in any order
• Stormbreaker Crit Reworked. Now uses the new projectile system and should be a lot more consistent in its behavior
• Made the tutorial much more concise and easy to follow. Now has chapters and requires a lot less back-and-forth with the captain
• New Book: Neatly Embellished Notebook
• Expanded and rewrote a variety of dialogue trees
• Added Worms
• Glacial Ice has been removed. If you had Glacial Ice you'll be refunded a hand of talents

Dynamic Telegraphs
• Added a dynamic Telegraphing system that has unique visuals depending on the reactions that are possible to avoid taking damage
• Previously, there was only an upside-down red eye to indicate (inconsistently) that an attack had to be dodged. This has been replaced with 6 different glyphs that can appear with corresponding colors to indicate to the player what reaction is required. All of these glyphs are a lot more visible, scale with the size of the enemy, and will render on top of geometry if nearby
• This system is dynamically based on the actual damage about to be dealt, so it should remain accurate
• The Telegraphing system is also utilised by mobs to react to moves, making them respond to moves much more intelligently

Balancing & Tweaks
• Improved homing mouse targeting. No longer foiled by 2m cliffs
• Pleeksty's Inferno and Ignition Boltcrusher criticals no longer count as Elemental weapon M1s. This means their critical damage is now resisted by elemental resistances
• In Layer 1, Paralytic Dust now makes slept targets fully immune to damage. This does not apply to the user for those with the self sleeping variant
• Encircle can now be interrupted early instead of only being interruptible at the end
• Added pizzazz to Heart of Enmity's unavoidable attack warning indicator
• Stormbreaker is now considered a projectile properly
• Stormbreaker initial shot now procs crit talents
• Grand Skewer is now disabled in Layer 1
• Fixed a number of monsters being grabbable with mantras and weapon criticals
• Fixed Hailbreaker critical damage not being resisted by Elemental Armor
• Fixed Quartztone Pickaxe critical damage not being resisted by Elemental Armor
• Fixed Deepspindle regular critical rapid hit portion not being resisted by Elemental Armor
• Tillian's Beret now requires LVL 10
• Phalanx Heavy Boots now require LVL 8
• Autumn Boots, Fur Boots, Etrean Siege Sabatons, Grand Authority Sabatons, Khan Boots, Novice Boots, Redsteel Boots, Winter Corps Boots now require LVL 6
• Azure Royal Guard Boots, Brilliant Boots, Enforcer Boots, Grand Boots, Iron Boots now require LVL 4
• The 'Flintlock' weapon type has been renamed to 'Pistol' since we have a lot more than just flintlocks in terms of handguns

Crit Fixes
• Refactored every critical to have much better consistency for how they lock you out of different actions. Also means that bugged criticals shouldn't brick you in future
• Fixed a variety of criticals being stackable towards their end
• Fixed being able to stack many crits with resonance casts
• Fixed a variety of crit stack methods
• Fixed Risky Moves not cancelling with some crits

Bugfixes & Optimization
• Fixed a few inputs (Iron Pull, Phantom Step, Symbiotic Link, Shaper Swap, Carry) activating while ritual casting
• Disabled voice chat in Main Menu to prevent Roblox from picking up your microphone where it doesn't need to
• Fixed Blast Frozen Servants leaving you immobile when cancelled
• Fixed Caeranthil's Wake and Parasol not appearing on the map
• Hopefully fixed Parasol's hooks sometimes being invisible
• Optimized client performance by no longer repeatedly checking whether you're doing the fishing minigame or not every frame
• Optimized client performance by no longer listening for key inputs related to fishing while not fishing
• Fixed being able to use offhands with 2H-only weapons
• Fixed Heart of Enmity not being immune to Enchants
• Fixed and spruced up some small spots around Miner's Landing
• Fixed Dawnwalker debris vfx having collisions
• Optimized and reduced visual intensity of Dawnwalker moves
• Fixed Radiant Dawn sometimes not playing the smash vfx
• Fixed Stormcaller Slash being cancelled stunlocking you for a good 5 seconds
• Fixed Flashdraw Strike targeting destructible objects stunlocking you for 4 seconds
• Fixed stances not saving
• Fixed Blood Orb having the cannon explosion visual. Fixed projectile trajectory

Patch 2.2.8a

Hotfixes
• Fixed Worms
• Fixed various abilities locking you out of other actions
• Fixed area-specific lighting exposure
• Fixed mobs flickering out of existence every 30s

May 17th, 2025


Content & Systems
• New Recipe: Candles. Perfect for setting the mood. Or summoning
• Added a public log of chime matches in the community server. Currently, only matches with ranked players are logged
• Added a system for NPC conversations to be based on various things like the current weather. Small talk has never been the same
• New Book: The Interrogation of Ranger Santiago Talo

Mob AI Improvements
• Fixed an issue with human mob AI where if all their mantras were on cooldown they'd stand around and do nothing
• When human mobs can't roll and would usually react with a roll, they'll block/parry instead
• Human mobs no longer need to be blocking in order to parry
• Human mobs are better at breaking out of wall combos
• Human mobs no longer backpedal to create distance for ranged mantras if they're within melee range. This behavior would basically just make them sitting ducks if they were backed into a corner
• Fixed mobs standing around blankly when they're about to use a Mantra
• Fixed mobs using Mantras against downed enemies instead of executing them
• When human mobs fail to predict an attack, they will try to attack you instead of standing around and taking the hit
• Fixed M1 parry telegraphing for mob AI, window was way too wide. Was causing mobs to react to your M1's way after the M1 had finished
• Mobs are now a lot better at aiming Mantras

Balancing & Tweaks
• Fixed potion posture resist buff/debuffs all applying a flat 50% reduction to posture damage. This made it so Ongo had no downsides and a huge buff to posture resist, and made Bamboo Bundles/Calabash far stronger than intended
• Ether Regen food buffs now apply after tempo-based ether regen. Previously, they would only buff potion ether regen
• Fixed Deficient only reducing potion ether regen. Now reduces Tempo-based ether regen too
• Fixed Two-handing a weapon giving its +10% posture damage modifier to Mantras. This modifier only applies to M1's and crits now
• Jumper Cables no longer determines its target arbitrarily. Now, when the talent procs, the last tethered enemy that is eligible will have their health stolen from, up to the 5% user max HP + 10 HP threshold
• Removed Static Link stun modifier passive. Talent description was inaccurate and the actual effect had a very limited set of situations where it would even activate or even do anything (the gist is that it applied 0.5s stun alongside your thundercall damage, but most thundercall damage has more stun than that innately so you wouldn't even notice it)
• Red Death reqs reduced (45 MED, 55 SDW -> 30 MED, 45 SDW)
• Red Death scaling increased (2 BLD; 2 SDW -> 3 BLD; 3 SDW)
• Red Death base damage reduced (16.5 -> 16)
• Bloodfouler's standing critical now has an audio cue
• Fractine's critical's damage and posture has been significantly increased on the smash hit
• Fractine's critical's base damage has been increased significantly
• Fractine's shrapnel now bleeds the opponents and now has scaled damage instead of a flat number
• Alloyed Longspear MED scaling increased (5 -> 6.5)
• Alloyed Longspear swing speed increased (0.93x -> 1)
• Adjusted Ignition Deepcrusher critical hitbox of the second hit to be uniform in size instead of having certain spots where the hitbox was larger than at others
• The platform created by Ignition Deepcrusher critical no longer has player collision and disappears faster when created in water or mid-air
• Ignition Deepcrusher critical will now stop early when interrupted
• Fixed Gran Sudaruska Critical not applying crystal
• Forgotten Gladius MED scaling increased (7 -> 7.5)
• Gremorian Longspear critical damage increased somewhat
• Enforcer's Axe HVY scaling decreased (10 -> 9)
• Enforcer's Hammer chip dmg increased (10% -> 20%)
• Wretched Mawblades base damage decreased (27.5 -> 27)
• Cerulean Thread base damage increased (15 -> 16.5)
• Cerulean Thread swing speed decreased (1.25x -> 1.2x)
• Ice Eruption round spark variant no longer places its walls midair
• Ice Eruption round spark variant will now cancel immediately when used while swimming, instead of playing the windup animation first
• Fixed Heartspiller not spawning as frequently as intended
• Fixed Ice Eruption round spark variant's windup being 0.75s (same as regular variant) instead of 0.5s
• Fixed Gremorian Longspear not having a cancellable windup
• Fixed a longstanding bug where Gremorian Longspear's critical would place the pierced target behind the user
• Saber crits can now be extracted/overwritten

Major Optimizations
• Optimized passive ability checks considerably. This should have knock-on benefits across most of the game
• Greatly optimized passives in damage processing. This was a big source of lag in combat that should now be much better
• Optimized mob passives by reducing their instance footprint
• Optimized strong winds (e.g. L2), reduced server-side impact
• Optimized Ice Eruption logic for round spark variant

Bugfixes
• Fixed Character Creation having underwater visual effects
• Fixed underwater visual effects from appearing in Layer 1 when inside a Void Spire
• Fixed a softlock that could occur when breaking all wind orbs to cancel Scion of Ethiron's ultimate attack
• Fixed being able to grab anchored players using Eye of Malice crit, which caused desyncs in position replication
• Fixed Noble regalia making certain hostile enemies not aggro
• Logstones no longer confusingly extend the vfx duration on Fire Blade
• Fixed the creation of new Static Links removing older links for the host
• Fixed Static Link's "tethered" state persisting for the host even after all links have been destroyed, which allowed talents like Jumper Cables to continue proccing for far longer than intended
• Fixed Static Allure arbitrarily considering the first linked enemy it finds as the "previous tethered enemy"
• Optimized Rhythm checks
• Fixed weapon enchant stacking
• Fixed some inconsistencies with NLK's behavior. Fixes the downsides being active in Chime despite the upsides being disabled
• Fixed some NLK downsides lingering if you switch weapons
• Fixed Lightning Wisp not proccing its flourish effect if enchants are disabled
• Fixed Scion of Ethiron's circular bone floor wave attack being completely invisible

Patch 2.2.7a

Weapon Stances & Visuals
• Reworked the backend systems for weapon stances, weapon visuals/attachment, and weapon anim fetching to be a lot less error-prone and a lot less laggy
• Dual weapons now have visuals for their offhands being sheathed
• Fixed a lot of longstanding issues with how weapon stances are handled

Hotfixes
• Fixed Golden Tongue
• Fixed being able to apply Cavalry Saber motif on weapons that aren't Swords
• Fixed Character Creation screen being underwater. For real this time
• Fixed Fragments of Self lighting and atmosphere
• Character Creation theme now respects the volume slider
• Fixed being able to spawn dodecuplets from a single ritual by spamming candles
• Fixed Enchant-specific crits not loading
• Fixed Jetstriker being unobtainable
• Fixed a bunch of region exclusive books not being obtainable from bookshelves

Patch 2.2.7b

Hotfixes
• Fixed a gamebreaking bug that allowed mantras to be casted without any windup
• Fixed dual guns behaving like solo guns
• Fixed not being able to switch fist styles
• Guiding Star can now use running attacks at 0 Ether but receives a damage penalty
• Rifle aerials are now always the melee variant
• Greatly optimized weapon anim lookups
• Doubled the chances of finding books from bookshelves
• Fixed large bookshelves

Patch 2.2.7c

Hotfixes
• Fixed Uppercuts not uppercutting
• Fixed being able to switch to Fist Styles you haven't unlocked
• You can no longer assassinate if you are teleporting. You can no longer assassinate teleporting targets. Fixes insta-kill issues
• Fixed blocking animation issues with NPCs; their blocking behavior has been updated to function just like players now
• Fixed shaky block animation not playing if you were already holding block
• Fixed shaky block animation persisting until you let go of the block input
• Fixed Iron Tether magnet spark variant applying daze
• Fixed Scabbards being positioned incorrectly
• Fixed Ironclads having wooden steering wheels
• Fixed Dirty Boxing CD
• Fixed using Smith's Alloys making your weapon go invisible
• Crimson Rain recall can no longer be feinted (could be abused)
• Fixed Bolt Piercer only hitting once

May 9th, 2025

Less is more... right?
• Smaller than usual patch this time around as we're continuing to rewrite core parts of the codebase. This patch brings noticable FPS improvements.

Content & Systems
• Added Red Death running critical
• Red Death's model has been updated
• You can now reset your character to your spawn location from the Main Menu
• Atmosphere and Lighting logic has been partially rewritten to allow for more flexibility and slightly better performance. This may result in slight changes to environment visuals.

Balancing & Tweaks
• Mantras whose cooldowns start ticking once you touch the ground now have their in-air use cooldown increased (30s -> 60s)
• Crystal Impale now goes on a 3s cooldown when feinted. Feinting the mantra now also places it on a 60 second cooldown unless you land, as described above
• Insignia Gem no longer reduces the windup of Sightless Beam
• Red Death PEN increased (20% -> 25%), Weight increased (5.5 -> 6)
• Reduced Eye of Malice Range (9.5 -> 9)
• Palm Strike Windup increased
• Twisted Puppets flame damage and Ether drain is now cut in half
• You can no longer avoid your own Paralytic Dust with self sleep variant
• Disguise is no longer a ritual cast mantra
• Significantly reduced Rhythm detection range against players who are disguised
• Callout can no longer ping disguised players
• Fixed Tacet not being immune to Rhythm
• Ministry Heartspiller event spawn chances have been increased again
• Carnival of Hearts can now give you the requirement to obtain Visionshaper

Bugfixes & Optimization
• Heavily optimized client-sided effect checking loop. This removes around 4% - 10% of the client script work performed, which should result in noticable performance improvements
• Server names are now better randomised
• Fixed a longstanding bug where collapsing trees had collision, causing players to get flung around if the tree collapsed into the ocean
• Fixed a map error in Voidheart where broken pillars would reveal holes to fall in
• Fixed Kelsius quest completion dialogue being the opposite of what it should be depending on what route the player takes
• Fixed being able to pick up Kelsius' books before starting the quest, softlocking your slot from completing the quest
• Implemented a safeguard to fix slots that have become softlocked by using Call of the Deep during Character Creation
• Fixed a graphical error with Rhythm and Callout that prevented some detail on the pulsing circles from rendering and throwing a bunch of errors in client log

May 2nd, 2025

Content & Systems
• New Layer 2 boss theme: ELEISON, composed by our talented Naktigonis
• New Layer 2 theme: 11:59, also composed by Naktigonis
• New Common Resonance: Paralytic Dust
• New Hybrid Talents: Flashboil, Boiling Point

Balancing & Tweaks
• You can no longer use the banker while carrying other players or mobs. Fixes being able to hold players hostage in the middle of ganks forever
• Fixed being able to cast Resonances while stunned or attacking
• Nemesis critical no longer procs m1 talents
• Starkindred Air Dash passive is now disabled in The Depths
• Hive Lifevents', aka Jump Pads' cooldowns are now handled per player instead of being global
• Heavenly Wind is now 360 blockable
• Death from Above no longer has hyperarmor
• Fixed Deferred enchant damage being unaffected by the global damage multiplier soft cap. Previously for Deferred, a total damage modifier of e. g. +70% counted as a damage multiplier of 1.7x instead of being reduced to 1.6x
• Symbiotic Sustain cooldown increased
• The first hit of Wretched Mawblades' critical now deals 15% less damage
• Increased the cooldown of both Bloodfouler criticals (6/7 -> 8)
• True Seraph's Spear Medium Weapon requirement reduced (90 -> 80)
• Reduced posture damage on Cavalry Saber and Officer Saber criticals by 40%
• Reduced Alloyed Katana Weight (6 -> 5)
• Lowered Broodalloy Cestus Damage (16.5 -> 15.5)
• Increased Twincleave's Ether cost
• Royal Etrean Guard's 5% Slash Resistance has been removed
• Lumensplitter critical damage & posture reduced by 30%
• Twinblade critical hitbox increased
• Reduced the effectiveness of the swingspeed debuff applied by Winded (10% -> 5%) and Specter Winded (20% -> 15%)
• Increased the spawn chances of the Ministry Heartspiller event for some areas
• Red Death's unique grip effect now also plays when killing mobs
• All weather besides Rain no longer reduce music volume by 50%. Rain now only reduces music volume by 20%

Bugfixes & Optimization
• Fixed Scion of Ethiron's wind wells not being dispersable, which caused his ultimate attack to be uncancellable
• Fixed Scion of Ethiron's blinding attack not blinding you
• Slightly tweaked Scion of Ethiron's ultimate attack visual
• Fixed Saint Stance related bugs
• Fixed Saintsworn Oath skip not costing knowledge
• Fixed Rising Thunder not doing proper damage on follow-up
• Further toned down the impact of Lava Eruption vfx on Photosensitive Mode
• Optimized snow weather

Patch 2.2.6a

Hotfixes
• Fixed Paralytic Dust not applying its 90% damage reduction on paralyzed targets
• Fixed Corrupted Paralytic Dust not applying corruption downsides
• Reduced the hitbox sizes on Paralytic Dust
• Fixed all combat themes sharing the same volume. Before, a number of combat themes, notably INSOMNIA and A God, Manufactured would play at low volumes
• Fixed Regarde not being fightable

April 26th, 2025

Hunks of Chunks
• Implemented a new chunking/spatial indexing system for character positioning queries. With this new system, mobs have been majorly optimized. Chunks with no players nearby are marked as inactive, indicating to all the mobs inside that they don't need to run any checks or look for any enemies around them. This is a major improvement compared to the current system where, by necessity, mobs would perform distance and vision checks on characters on the other side of the map. Now, mobs will only check nearby chunks, which effectively reduces the performance cost of sleeping mobs to nearly zero, and greatly reduces the lag from awake mobs searching for enemies
TL;DR we substantially rewrote a whole load of the core code for mobs to be MUCH more performant. This new system will also open the way for us to optimize other areas of the game like hitboxes, hit registration, and AoE effects
• In particular, the overworld will see the biggest performance improvements from this system, with the hope being that we can add more islands without worrying too much about performance. With the previous system, if no one was present on an island, it'd still have a performance cost from whatever mobs were present there. This should greatly reduce the performance cost of areas that players aren't occupying

Invisibility Rewrite
• Added a new system for managing invisibility/transparency that aims to fix all of the recurring issues in the game with invisibility not working correctly
• The new system is considerably better optimized, more reliable, has built-in support for multiple dynamic sources of transparency/invisibility, and has built-in support for trails/decals/particles/etc.
• Since it's a whole system and not just a fix to an individual ability, it means any bugs we fix with invisibility should apply to all effects/abilities that use the new system
• The new invisibility system also innately fixes the issue where players that joined your server after you went invisible were able to see you

Content & Systems
• New Blood/Shadow Hybrid LW: Red Death
• First Light has been remodelled and visually overhauled
• Added full UTF-8 support to dialogue
• Added Saintsworn Oath Skip

Balancing & Tweaks
• Slightly increased First Light's critical damage, but critical now ends early if the initial hit is parried
• Radius of sword rain is now 25% smaller/denser. Sword rain now has telegraphing beams showing where the blades will land, helping with parry timing
• First Light crit cooldown reduced (30s -> 25s)
• Speed boosts while Mounted are now considerably weaker, but base mount sprint speed is faster
• Mount dash speed curve has been adjusted. Tapping dash semi-frequently is now the best way to keep your max speed, though you don't need to mash it
• Dashing on a mount now keeps you at max speed for 2 seconds
• The heal received from unlocking your Resonance in the Depths now clears any Wither buildup you have
• Increased the scale of Enforcer's Axe model to match hitboxes
• Slightly reduced Enforcer's Axe/Blade/Hammer critical range
• Warmaster's Medallion/Actions Speak Louder bell cd penalty reduced (2x -> 1.5x)
• Fixed Everchanging Aegis proccing on yourself
• Fixed Saint Stances still working when not using the Saintsblade
• Magical Resolve no longer procs on self damage
• Target Switch no longer procs on self damage
• Reduced Fire Eruption base AoE by 1/4. Its AoE scaling cap is now applied after Fan the Flames' additional scaling
• Reduced Flame Repulsion AoE scaling from modifiers by 1/3. Additional scaling provided by Fan the Flames is unaffected
• Improved readability on Bloodrend mantras by heavily reducing the highlighting effect
• Fixed being able to use Iron Pull and Linkstrider Links while mounted/gliding
• Stench enchant procs are now capped to 10 damage per tick for a total of up to 30 damage
• Bloodfouler now restores a percentage of your blood upon landing m1's
• Fixed being able to movestack Relentless Hunt (Medium/Heavy) with Rising Star
• Silentheart's abilities are now resisted by Physical resistance and can no longer proc enchants
• Aerogliding no longer has a cooldown outside of PvP combat
• Tacet circle particles now clean up much more quickly, helping to indicate that you've left tacet
• Speed boosts while Mounted are now considerably weaker, but base mount sprint speed is faster
• Fixed being able to use Vow Commands while in the middle of other actions
• LHT Mayhem now receives buffs from Flow State (autogrip, slight damage increase)
• Fixed parry anim hiding with Silentheart moves
• Fixed Mayhem eating your dodge frames when activated on CD
• Fixed a variety of block/crit stacking methods. Using crits should now much more reliably cancel and prevent blocking
• Fixed Lightning Blade magnet slash being super delayed, 2nd slash being delayed, and made it so you can cancel the magnet slash
• Fixed motif movestacks

Bugfixes & Optimization
• Optimized mob target validation. Should cut down on lag for aggro'd mobs a fair bit
• Mobs no longer keep other mobs awake - only players can wake mobs up. This does change behavior somewhat, but also greatly improves performance as we won't have 2 random mobs fighting for their lives when no players are even around to see it
• Fixed some issues with getting forcibly stuck in shift-lock. Optimized shift-lock
• Fixed the Meatlord sometimes softlocking you when opening his shop
• Fixed Layer 2 and Void Spire and blind(fold) fog not working
• Fixed becoming invulnerable to fall damage when entering The Interstice while inside a Void Spire
• Rerolling Simple now correctly gives you 2 flaws
• Characters with too few flaws for their boons are now automatically corrected, gaining a random flaw
• Characters with too many flaws for their boons are now automatically corrected, losing a random flaw
• Fixed tooltips getting stuck on UI elements that have been removed
• Optimized Bloodrend highlights
• Fixed Crucifixion creating a duplicate cross
• Fixed Aerogliding not ending correctly, causing it to become unusable and continue to drain ether while on cooldown
• Fixed a small bug where you could get a nudge of aeroglide usage while on cooldown
• Fixed Blood Orb
• Fixed Blast Shadow Assault having inconsistent visuals, fixed a memory leak too
• Fixed being able to jankily swim with Mounts (they'll probably be able to actually swim soon but at the moment it just looks and feels bad)
• Fixed Eye of Malice model lingering when swapping weapons
• Fixed missing Flow State Anklecutter sound cue
• Fixed Fear holding Relentless Hunt in midair

April 19th, 2025

Mounts
• Mounts have been added to the game, providing fast out-of-combat travel. The types of mounts and their functionality are both things we plan to expand on!
• To acquire your very own mount, seek out the renowned tamer of beasts Sordino with a few Crowns ready

Content & Systems
• New Mount: Thresher
• New Early-game Shield: Bronze Aspis
• Barbers now utilise the new and improved shop interface system
• You can now see the dye color values on dyed outfits in your rest menu
• Updated metal material textures. Has more of a brushed/corroded look vs. the default scratched Roblox metal textures. Should help metal materials pop a bit more

Balancing & Tweaks
• War Mode can now reward Crowns based on contribution and prize pot
• Thrown potions now use the new projectile system so their trajectories and hitboxes should be more consistent
• Players launched by Heart of Enmity's grab attack now create a small-scale explosion on collision
• Tooltips now scale with their contents better, cutting down on whitespace
• Improved Targe model, now has separate materials

Bugfixes & Optimization
• Optimized a lot of the input-handling code on the client by revamping the keybind system behind the scenes. Should let us expand on keybind functionality in future
• Optimized the horizontal mobility effect both client-sided and server-sided used by a lot of abilities such as Ice Lance, Fake Strike, Dark Blade, etc.
• Optimized ritual casting
• Fixed Lumensplitter voiding people
• Fixed some long-standing issues caused by things unexpectedly loading before/after each other
• Fixed Ice Carve windup animation persisting when the mantra is feinted/interrupted
• Fixed Lv. 1 Blood Wisp having level scaling that was equivalent to a Lv. 21 mantra
• Fixed the player activating the Ignition Deepdrill to enter Layer 2 not getting their Light Hook removed, which resulted in their Layer 2 run not counting as a hookless run
• Fixed the big pipe at the Chariot's Spire entrance casting a big invisible wall that blocked the way
• Command: Summon can no longer teleport players into or out of Depths Trials. No more sneaking into Enmity's class late
• Fixed being able to use the Banker just as you teleport away from him to remain in a state of invulnerability while far away. No more kiting all Servants of Enmity to the disposable yet invincible Power 1 Deepbound freshie
• Fixed a Jetstriker softlock
• Fixed a bug preventing those who started the game Jan 18th 2025 between 2-4 PM UTC from creating a character. A moment of silence please for these poor souls
• Fixed Crystal Lens and Perfect Lens not increasing the range (i. e. duration) of Dash since the release of the game
• Fixed a memory leak with players that leave before their data has loaded
• Fixed Training Dummies persisting in a state of limbo when Guild Bases get cleaned up, which was a big memory leak that degraded the performance of Overworld servers the older they got
• Fixed Enmity's Axe projectile travelling at half its original speed
• Fixed Enmity's Axe projectile not correctly facing towards its target
• Fixed Heart of Enmity not properly launching grabbed players into other players, which caused an issue where people would get hit by invisible projectiles
• Fixed a few shops not always handling themselves correctly
• Fixed resonance dyes not showing

Patch 2.2.5a

Hotfixes
• Buffed Thresher speed
• Fixed not being able to click exit on Bankers (you can walk away to dismiss it in old servers if you get stuck)
• Fixed ritual casts
• The explosion caused by a player being launched from Heart of Enmity's grab now only damages the player's allies
• Fixed dismounting with E bugging you
NOTE: Aware of thresher animations not playing for others, working on a fix.

April 15th, 2025

Content & Systems
• New Skyreap Blade Critical
• Added a new Shop GUI for dialogue that should greatly streamline NPC vendors and let us expand the range of shops available effortlessly. No more sifting through 30-odd options of "Pomar [2000 Notes]" and clicking through an endless stream of dialogue just to buy items

Talent Removals & Merges
• Warrior's Respite is now a base mechanic. After standing still in one spot for 15 seconds while injured, you'll start to Recuperate, catching your breath and accelerating your natural healing. If you had Warrior's Respite, you'll be refunded a hand of cards.
• Duelist's Dance and Harsh Response have been removed. If you had these talents, you'll be refunded the corresponding hands of cards.
• These two talents were must-picks for any build, but they pretty much just cancelled each other out. So with everyone using them they basically did nothing, but they were still mandatory. Every comp build basically had a 2 talent point sink. The STR investment to get these 2 talents could very easily be shrined down, so it didn't even really act as a balancer for attunement builds.
• Pitcher has been removed, with the benefits it gave now mostly innate. If you had Pitcher, you'll be refunded a hand of cards.
• Herbivore has been removed. If you had Herbivore, you'll be refunded a hand of cards

Projectile Revamp
• Many projectiles now have much more realistic trajectories, and should far more consistently land where you aim
• Many explosive projectiles now explode when dodged by an enemy instead of vanishing into thin air. Naturally, since you have dodge iframes you won't be affected by the explosion
• Parrying many projectiles now immediately destroys them
• The aiming cone for cannons has been widened (70° -> 80°)
• Fixed some long-lived projectiles cleaning up too early
• Optimized moves that fire multiple projectiles

Balancing & Systems
• Contributing to world boss kills can now grant up to 2 Crowns. However, the minimum contribution for receiving a Crown has been increased. Scion of Ethiron remains capped to 1 Crown
• You now get a small amount of Tempo for parrying M1's, and for having your M1 parried
• The base posture restore on parry from parrying players has been reduced slightly to match what Duelist's Dance plus Harsh Response cancelled out to.
• The base posture restore on parry from parrying mobs been increased slightly, as very few mobs actually had Harsh Response to cancel out the Duelist's Dance.
• In PvE, being at 0 Tempo now grants 0.5 Ether per second again
• Chaining horizontal mobility moves no longer applies a penalty when out of combat. Previously, the penalty was absent only in dungeons (and still is)
• Slightly tweaked the appearance of the Celtorian Commander armor set
• Martial Artist now gives Bruiser's Mixup instead of Harsh Response
• Destructive Recovery no longer requires Harsh Response
• Iron Gut no longer requires Herbivore. Stat req increased (10 FTD -> 20 FTD OR 20 WLL)
• Crimson Rain now goes on full cooldown if all of your daggers are parried or otherwise destroyed. Fixes an interaction where you'd waste a cast on an empty recall
• Greatly increased Parasol's spatial awareness
• Parasol, Primadon, Caeranthil, and Dread Serpent can now all target enemies behind walls. No more hiding
• Boats and Mechanisms (e.g. elevators) no longer provide cover against Mob line of sight. Fixes a lot of cheesing with cannons
• Added deciduous trees. Expert arbologists from the Citadel have been quoted as saying "where'd the leaves go" and "what's a rake"
• Palm trees no longer change colors with the seasons
• The dialogue UI now scales and adjusts much more dynamically to fit screen space

Bugfixes & Optimization
• Fixed Diluvian Mechanism not being considered by Deepbound sanity passive
• Fixed Shrine of Solitude not functioning in Diluvian Mechanism
• Fixed Resonances not unlocking in Diluvian
• Improved rendering performance by moving a lot of one-time lighting corrections to be generated on the fly instead of taking up space in the pipeline
• Optimized vfx for entropy travel
• Made a lot of lighting effects fade in instead of immediately changing
• Optimized Knives time bubble (was very poorly optimized)
• Fixed Knives leaving other mobs permanently in slowed time
• Knives now drop their bubble when they deaggro
• Fixed Crimson Rain having inconsistent cooldowns
• Fixed Going Nowhere having unreliable behavior
• The Soulbreaker Mantle's particles now correctly change with dye

Patch 2.2.4a

Hotfixes
• Fixed horizontal mobility chain having inverted logic, making it always apply a penalty when it shouldn't. Oops
• Fixed Eye of Malice tinting your screen permanently crimson. Scary
• You can no longer teleport to players that are being transported by the Teleportation Resonance
• Command: Summon and Command: Return no longer allow you to teleport to characters that are marked as being unable to be teleported to. In other words, the two commands now respect teleport restrictions
• Fixed Enmity's axe projectile not firing

April 7th, 2024


New Endgame Currency: Crowns
• Can be turned into Notes/Knowledge, but Notes/Knowledge cannot be used to earn Crowns
• Currently, Crowns can only be earnt through World Events or through World Bosses. As we add more endgame content, this will expand
• Sev, an eccentric dye vendor, has set up shop on Meteor Isle. Their business appears to be struggling, however, as they refuse to do business for anything other than Crowns...

Character Customisation Upgrades
• Reworked the dye system behind the scenes. Should let us support dyes more dynamically and with less hard-coded behavior, as well as let us automatically support new things to dye. Also means removing dyes is automatically supported. Your existing dyes haven't changed, don't worry!
• Added a variety of new face options
• Added burn scars as marking options. Added more scars in general
• You can now dye all 6 hair slots
• Dye Packets now automatically support every Aspect Feature, including any new features we add
• Dye Packets now have automatic support for Aspect Markings, including any new marks we add
• Dye Packets now have automatic support for Oath cosmetics
• Dyeing one oath's cosmetics and then changing your oath now carries the dye over to your new oath
• Felinors can now freely choose whether they have ear fluff or not, regardless of their aspect variant
• Ganymedes now have their own Aspect Markings to choose from
• Chrysids can once again choose to have no eyebrows
• Removed eyeholes from facial markings. No longer necessary since Roblox fixed issues with decal layering

Content & Systems
• New Legendary Weapon: Lumensplitter
• New setting: "Preload Animations". When enabled, most player and mob animations are automatically loaded as soon as you join the game

Balancing & Tweaks
• Visionshaper clones now copy your Fist Style
• Improved FoV effects when using Bloodtide Ritual
• Carnival now gives players more time to enter
• Fixed assassination talents going through parry
• Fire Hero Critical no longer teleports
• Ice Skate now descends when used in the depths
• Sow and Mend health cap reduced and CD increased
• Blood Wisp regen reduced
• Blood Edge now has more endlag when missed
• Trident Spear Critical is now slower when swimming (oh the irony)
• Fixed Ice Cubes and Burning Servants not giving Auto Parry frames
• Hungry Flames Stomach and Water penalty doubled
• Polished Armour reduction slightly lowered
• Reworked Cold Blooded to apply blood poison rather than blood drain
• Fragile Freeze now only works on guardbreaks from Criticals/M1s

Bugfixes & Optimization
• Fixed a big memory leak with Haunted Path: Specter, greatly optimized Spectral Gauge. Spectral Gauge decay is now also much less dependent on server ping
• Fixed a major memory leak with character respawns
• Greatly optimized Jetstriker Momentum bar
• Optimized equipment loading and refreshing
• Fixed Prediction fully reflecting PvE scaled damage, which allowed Visionshaper Clones to deal really high damage if they landed it
• Fixed a few visual issues with faces
• Fixed an issue with Mantras where you could equip two at the same time, leading to buggy interactions that could be abused
• Fixed rejoining in Layer 2 Floor 2 placing you back in Floor 1
• Fixed equipment visibility toggles not updating to reflect their status

April 1st, 2024

Hello Deepwoken fans.

The Deepwoken 'permadeath RPG experiment' has concluded.

In talks with our Corporate Sponsors, we have pioneered a new, inspiring, innovative direction for this Roblox experience that our metrics analysts are saying will 'target a wider audience', 'hit ARPPU targets', and 'dude. give it a month. just give it a month and they'll forget about the rugpull and you can cram that thing full of microtransactions. think about it man. we can finally get that yacht. have you ever been on a yacht? it'll change your life man. straight up give it a month man'. As firm believers of the good within every human heart, and that the moneymen in their crisp suits are very good at their jobs, we are inclined to listen.

Please enjoy 'Deepwoken Battlegrounds'.

March 31st, 2025

The Character Customization Update
• Character customization has been overhauled from the ground up to support a much greater amount of fidelity and options for customization
• You can now pick your eyebrows, eyes, and mouth separately. This separation opens up the opportunity for us to get a lot more creative with faces, as the new system lets us expand on the range of designs available without needing to make a million replicas for every different aspect
• Aspect markings are now separate from scars, letting you combine the two
• Chrysids now get eyebrows. Hurray!
• Added a variety of new brows, eyes, and mouths
• Character creation's UI has been overhauled, making it much easier to navigate
• Barbers now give you access to the same options for appearance as in character creation. This makes characters considerably easier to edit, and ensures Barbers stay up to date with the latest customisation options!
• You can now have up to 6 Hair Styles
• Added Outfit Styles: Different versions of the same outfit are now all grouped under one outfit and can be freely changed at a Blacksmith without having to craft each one. This applies to different colors, but also to the different styles of outfits that were available based on your character's gender
• The Masc/Fem/Neutral gender presentation option has been removed with the introduction of the Outfit variant system
• Existing characters have been converted to the new customisation options where possible, but you can always visit a Barber for a change

Content & Systems
• New Outfit: Varicosan Finery
• New Outfit Talent: Benefactor
• Added a global tooltip system that lets us now easily give UI tooltips (previously these were all hard-coded...). Also has some nice QoL like the tooltips not being cut off by the edge of the screen
• Added a lot more tooltips to the game's UI to help explain mechanics and different interfaces

Balancing & Tweaks
• Spawns without an Inn are now a lot more varied in their locations (not just Etris and Songseeker!)
• Chests dropped by defeating Heart of Enmity are now locked to their corresponding player for 10s. This will also prevent them from merging with other chests
• Great Maul HVY req raised (65 -> 75)
• Reduced Great Maul's knockdown duration greatly (1.75s -> 0.65s)
• Scarlet Cannon's and Razor Blitz's cooldowns now only start ticking down once your feet hit the ground
• Aerogliding CD is now delayed until you touch the ground
• In Layer 2, Wind Passage distance nerf and wall-clipping fix have been reverted
• Fixed Visionshaper clones not being able to use Searing Snare

Bugfixes & Optimization
• Implemented a workaround for a Roblox issue with streaming. This was causing all the huge frame drops in Etrean/East Luminant for the last week
• Greatly optimized character loading and reflection of character data on character appearances
• Leaving the bounds of a guild base now correctly returns you to the entrance, fixing the longstanding issue of people travelling between bases
• Heavily optimized Rhythm Advance VFX
• Fixed Ironsing Pull not working
• Optimized combat tags further
• Optimized ragdolls
• Optimized Dawnwalker VFX
• Fixed Heavenly Wind not going on CD until you touch the ground if used high in the air
• Fixed a number of inconsistencies between custom hair and default avatar hair
• Fixed beards not correctly loading into your hair styles
• Enabled Roblox improvements to their pathfinding algorithm
• Fixed a bug with Crazy Slots guns that could softlock you
• Fixed the Grandhive Aratel, Miner's Landing and Voidheart antiquarians not having faction allegiance configured, fixed the Chariot's Spire antiquarian having allegiance with the Divers
• Fixed the Layer 2 Floor 2 sewers railway having a spot of void to fall in between the obelisk and a chest spawn
• Fixed the sizzle sound effect played when damaged by acid and lava pools playing forever
• Optimized character slot updates
• Fixed Rosen's Roscoe being unobtainable
• Optimized Equipment loading

March 21st, 2025

Content & Systems
• New INT Mantra: Neural Pathway
• New CHA Mantra: Dread Whisper
• New Head Equipment: Seamaster's Cap
• New Equipment Talent: Seamaster's Guile
• New Outfit Talent: Mocking Favor (Jester's Garb/Trickster's Habit)
• New Outfit "Carefree Garments"
• New Great Maul Critical
• New Officer/Cavalry Saber Critical
• New Alloy: Officer Saber
• New Alloy: Cavalry Saber
• Further upgraded the Tab menu. Now shows your Origin/Oath. Boons and Flaws now all have their own icons
• The Boon/Flaw menu in Character Creation has been revamped, making it a lot more intuitive and easy to use
• Notifications (i.e. the text that pops up in the top-middle of your screen) are no longer immediately cleared by other notifications, and instead get pushed downwards to prevent missing information
• Khans can now choose to forego their sideburns. Fadetrimmers have worked with the world's best Ironsingers to devise scissors capable of cutting Khan Sideburn Hair. Truly, 1567 CE will go down in barber history

Balancing & Tweaks
• While in combat, 0 Tempo now grants 0 Ether Regen, instead of granting 0.5 Ether per second. Tempo's boost to your Ether regen now has a curve
• Ignition Delvers no longer gain sanity from being at Castle Light. Deepbound players no longer gain sanity from being at the Chariot's Spire
• Increased rate of sanity recovery for Deepbounds/Delvers when at their bases
• Fixed Lose Your Mind not increasing rate of insanity gain for Deepbounds/Delvers
• Using the light hook tool or dying after touching the Floor 2 escape sequence light hook no longer refills your sanity. HP will still be refilled up to 50% of your maximum
• The Simple flaw now also reduces your Knowledge gain by 25% (rounds up). Had no actual downside at Power 20 previously
• Dive mantras (Beast Burrow, Shade Step, Sanguine Dive) now have shared cooldowns
• Wind Passage distance is now halved if no enemies are in its hitbox
• Unbidden Counter now consumes 25% ether to cast (if available) and refunds 15% of it if successful
• Unbidden now gives you ether back on m1, drain on victims reduced
• You can no longer jump during Shade Step
• Grim/Rhaemen/Chilling/Detonation enchants now proc at 5 hits for light weapons
• Shade Step and Sanguine Dive now have an Indicator
• Reduced maximum Flame Repulsion size
• Mirror Illusion now has windup visuals
• Mirage Clone now gives autoparry frames
• Broodalloy Cestus Critical cooldown reduced (10s -> 6s)
• Coral Cestus Critical cooldown reduced (7s -> 5s)
• Tidal Shock now can't be used while Whistleguard is on CD, and vice versa
• Fixed Guiding Star M1s having a larger hitbox than intended
• Guiding Star base damage increased (14 -> 15)
• Guiding Star swing speed nerfed (1.05x -> 1x)
• Heavily reduced the extra damage dealt from knocking someone down from the air with Crystal Impale or following up Crystal Knee with said mantra (250% extra damage -> 50% extra damage)
• Railblade no longer performs its followup slash if it whiffs on the rushdown
• Fixed Impel and Restrain going through iframes
• Legion Kata crit windup increased
• Updated default Book fonts

Carnival Fixes & Tweaks
• Carnival loot pool improved
• Eliminated players now have a chance to drop a chest
• Carnival now gives EXP based on the amount of eliminated players
• Fixed not being able to pass the pomar
• Fixed Beam Blitz
• Fixed various bugs with Flaming Pomar
• Fixed Chest sometimes spawning under the map
• Fixed being able to climb during circus games
• You can no longer slide during Circus intermission

Bugfixes & Optimization
• Fixed Khans/Silenthearts not getting their stat req discount
• Fixed self-damage being considered a PvP combat tag
• Outdated or otherwise invalid boons/flaws now get corrected automatically. Also optimized the systems for boons/flaws somewhat
• Fixed inconsistencies with boons/flaws and shrining them/rolling them
• Added safeguards that teleport you back should you end up clipping outside of Diluvian Mechanism
• Added safeguards that teleport you back in should you end up clipping outside of The Profane Cavern and The Condemned Archives arenas
• Curse of the No-Life-King headpop deaths no longer bypass spawn forcefield, giving you the opportunity to switch weapons after dying with light hook in Layer 2
• Fixed lumberjacks being as strong as they are canonically
• Fixed Loyalty/Give and Take not always working with humanoid mobs
• Made it harder to clip through walls using Wind Passage
• Fixed Wind Passage "Backwarping" bug outside of Layer 2
• Fixed a bug where Heart of Enmity would rarely softlock when summoning his servants
• Fixed Fire Hero Critical bringing you up weirdly
• Fixed not being able to shift lock while in new tab menu
• Fixed Mobs not respecting Vent CD

Patch 2.2.0a

Hotfixes
• Fixed Neural Pathway ignoring wall checks when teleporting
• Fixed Shrine of Blasphemy, Order and Yun'Shul being able to give you Simple and Vegetarian flaws
• Fixed hitboxes on Heart of Enmity's Grab and downward Slice attacks
• Mocking Favor can now be activated by emoting normally and fixed it making action status last longer than usual
• Added debuff SFX for Mocking Favor
• Mocking Favor Invisibility duration increased
• Fixed Encore not working properly with Mocking Favor
• Fixed World Without Song not proccing exclusively on mantras
• Fixed The Final Act, Dark Hours, Scorched Peak, Pressure Detonation, Unyielding Inferno, Winter's Protection Jolting Current, Voltaic Conductor not working with Ether Proselyte
• Fixed Reversal Spark not working with Illusionary Counter
• Fixed Beam Blitz (Again)
• Fixed Dread Whisper grab bypassing block, parry, dodge
• Fixed Dread Whisper not granting iframes to the user after landing the grab. The target will now also receive iframes against other attacks
• Dread Whisper's damage bonus for landing the grab again can now be procced in PvE too
• Fixed being able to create a character with no boons and no flaws selected, which caused another bug where you would gain a flaw as a boon

March 16th, 2025

Content & Systems
• New MED/MIND Bow: Guiding Star
• New Master Outfit: Cala-Mariner
• New Outfit Talent: Tidal Shock
• New Master Outfit: Arachnid's Weave
• New Outfit Talent: Corrosive Touch
• The Journal Tab UI has been revamped with a new design that scales to fit different displays much more dynamically, as well as being more responsive. More on this front soon!
• The Equipment Vanity menu has been merged into the Tab Equipment Menu. P is no longer bound by default
• While in the Depths, your health bar now dynamically displays your 'void threshold', i.e. the health you have to be above to safely make it to Layer 2 by falling into a void
• Unmet weapon requirements are now explained to you instead of it just saying you don't have them
• Upgraded the dialogue rendering system to work with new Roblox font features
• Added Mind (MND) and Body (BDY) requirement/scaling type. Mind is the highest of your WLL/CHA/INT. Body is the highest of your STR/FTD/AGL

Scaling Changes & Fixes
• The system for PvE scaling and attribute scaling has been rewritten. In general, this helps fix some edgecase issues where scaling was improperly too high/too low, or where some things didn't scale to begin with
• M1 PvE scaling is now proportional to your swing speed, with high swing-speed weapons now doing a bit more PvE damage and low swing-speed weapons doing a bit less. This is to help make higher swing speed weapons with lower damage values a more viable pick for PvE. The usual disadvantage to low swingspeed weapons is that they can be reacted to more easily, and with most monsters being unable to parry/etc., this has made them pretty much the default pick for PvE builds
• Fixed Saint's Synergy doubling the scaling of your non-highest elements (would still cap out at the same amount, but would make low-investments hit the cap much quicker)
• Fixed a bug with elemental scaling causing low Songchant investment to scale lower than intended. The trait description has been amended to correspond with this
• Summons now get PvE scaling on their mantras

Balancing & Tweaks
• Your Void Threshold now changes gradually instead of instantly, preventing people from ganking you and then typing 'mb all' to rugpull you
• Flame Leap Reversal Spark feint now delays its cooldown until you touch the ground
• Heavenly Wind feint now delays its cooldown until you touch the ground
• Reduced horizontal boost with Starkindred Wings air dash in the Depths
• Heart of Enmity now absorbs the remaining HP of the servants that he consumes for his Pull attack
• Fixed Shard Bow movestacks, base damage increased to compensate (55 -> 70)
• Being stunned out of Prominence Draw's or Close Shave's forward movement now puts the mantra on CD
• Being stunned out of Onslaught, Restrain or Eclipse Kick (unfeintable mantras) now puts the mantra on CD
• Feinting the second hit of Twinstrikes now places it on full CD
• Spark Swap now re-checks the user being midair or not to prevent being able to use the mantra as you jump off a cliff
• Bloodfouler base damage reduced (20.5 -> 20), BLD scaling reduced (5 -> 4), swingspeed reduced (0.87x -> 0.86x), LVL req reduced (12 -> 10)

Bugfixes & Optimization
• Greatly optimized M1 weapon scaling handling. Was doing some laggy operations every M1
• Further optimized gun M1 checks
• Fixed Idol of Yun'Shul and Yun'Shul's Resonance reroll options softlocking players
• Fixed animation transitioning between Enmity armor-broken state to idle state
• Optimized Heart of Enmity's enforcer summoning and his combat logic in general
• Fixed an edgecase with windup cancelling
• Fixed Heart of Enmity's non-combat animations sometimes not loading in
• Fixed italics not rendering in dialogue
• Fixed mob aspect talents sometimes not being applied
• Greatly optimized golem turrets in the Etrean Luminant
• Optimized ignition areas in Layer 2 Floor 1
• Fixed bouncy sources of water (e.g. Voidheart)
• Fixed water not being configured the same way as the overworld in dungeons, voidheart, etc.
• Fixed misconfigured water sources in the East Luminant (e.g. fort merit rapids)
• Fixed being able to use Dimensional Travel in glads
• Fixed Gaunts of Enmity FTD req not applying
• Fixed a few particles not showing properly (e.g. nemesis mark)
• Fixed Idol of Yun'Shul reroll resonance option always tarnishing you regardless of whether you unlocked Soul Plasticity or not

Patch 2.1.9a

Hotfixes
• Fixed Mind score showing Body score instead
• Fixed Krulian Knife stats

March 8th, 2025

Content & Systems
• New Relic Equipment: Mantle of Enmity
• New Critical: True Seraph Spear
• New Ring: Chained Ring; Reduces incoming knockback but removes your ability to Air Dash
• Enmity can now be challenged by up to 20 players. Beware, his difficulty increases as you bring more comrades!
• Air Dashing is now a base mechanic available at Power 1. The Aerial Assault talent and quest have been removed
• Echo Modifiers now have their own window in character creation. One-time purchase Echo Unlocks are also now shown separately to repeat-purchase Echo Upgrades
• Motif Crits now have a 0.15s windup of transforming your weapon into the Motif's weapon. This should help telegraph them as being non-standard, but also acts as a balance for motifs in general
• Added support for specific crits to be able to be overwritten by Motifs, while still not being extractable

Balancing Highlights
• Your Tempo bar is now only replenished on being hit if you actually get combat tagged. This fixes allies being able to repeatedly refill your tempo bar, among other broken interactions that'd let you get a free tempo bar
• Vent CD now reduces with the number of players who have combat tagged you. 1 player is 10s, 4 players is 6s. Minimum is 6s
• The tempo you receive from being hit by mantras is now based on the percentage of your max health that the damage makes up, instead of being based on the flat damage value. This generally means that players with less health will receive more tempo from being hit by mantras
• The cooldown for receiving tempo from crits is now separated into a CD for the attacker and victim each instead of being solely tied to the attacker
• The small cooldown for tempo gain on being hit is now tied to the attacker, meaning that taking damage from multiple enemies rapidly should give you tempo consistently
• Tempo gain from hitting others is now reduced in PvP if you have more max HP than your opponent. For example, if you have 2x the health of your opponent, your tempo gain from hitting them will be divided by 2
• Getting KO'd no longer clears all of your Wither - instead, being unconscious will rapidly heal your Wither. This fixes Res bell clearing all your Wither, which led to some very broken interactions. e.g. being able to spam Vortex Echo without a downside
• Health packs received from players you're more than 5 levels above are now significantly reduced
• Backstepping speed boost penalty has been made harsher (0.5x -> 0.25x)
• Reduced backstepping tempo decay multiplier slightly (2x -> 1.75x)

Balancing & Tweaks
• Heart of Enmity's loot pool size now scales per extra player above 5. When 20 players defeat him, chest size is doubled
• Heart of Enmity scaling per player adjusted: extra health gain per player above 5 reduced (40000 -> 30000), damage multiplier now limited to 1.75x
• Reduced Anti-Heal amount on Enmity's Slice attack after he stomps (75% -> 50%)
• Fixed the health regen penalty in Dimensional Travel stacking with the Voidzone health regen penalty
• After a humanoid mob vents, it can no longer vent until it has received enough damage again
• Once a vent's tempo cost has been absorbed by Foolish Outburst, it can't be absorbed by others
• Multiple people can now follow another player's Wind Steps and Stratos Steps
• Reduced Bloodrend mantra blood steal, increased rate at which Blood Poisoning disappears
• Gremorian Longspear, True Seraph Spear, Tanto crits can now be overwritten
• Gruesome Harvest reqs reduced (95 BLD -> 85 BLD)
• Lightning Impact now guard breaks at max upgrades
• Warden Ceremonial crit no longer refreshes if it doesn't deal damage
• Fixed Imperial Staff aerial crit not hitting when used high up
• Imperial Staff aerial crit no longer has insane endlag after landing it
• Halberd crit should stop its momentum once you reach an enemy more reliably now
• Aeroglide now has a longer CD in combat
• Rush of the Ancients now has a longer CD in combat
• Stratos Step now has a longer CD in combat
• Rising Flame is no longer delayed and works closer to other uppercuts
• Brazen Blow now only procs on m1s
• Fixed Brazen Blow, Impairing Blow, and Heavy Fatigue going through parry/dodge
• Curse of Rhaemen's Ember proc damage reduced, stacks are no longer permanent
• Flame Ballista Spring Spark can no longer be used in mid-air
• You can no longer have Berserk active while Run it Back is active
• Burning status no longer procs Everchanging Aegis
• Mindsoothe CD increased (40s -> 60s)
• Already Dead now reduces Symbiotic Sustain damage by 20% instead of 50%
• Already Dead now affects most corrupted downsides
• Sightless Beam is now cancelled by Venting and has slightly reduced range
• Visionshaper swap window increased
• Crescendo crit no longer has hyperarmor and has reduced posture damage, but is faster and has increased stun duration on its first hit
• Added crit SFX To Crescendo crit
• You can no longer use campfires while in iframes/Run it Back
• You can no longer place campfires on Ramparts/Ice Arcs
• Lightning Strike mantra now waits until the user has recovered from being parried before striking again
• Storm Cage casters are now pushed back by their own cage (but still don't take the damage)
• Lowered the volume of the Trial Voices dialogue before the Heart of Enmity fight starts
• Fixed not being able to dodge Clutching Shadow
• Fixed Heavenly Wind movestacks
• Bloodfouler crit damage reduced, base damage reduced (21.5 -> 20.5)
• Ysley's Pyre Keeper base damage reduced (23 -> 21)
• Fixed Ysley's Pyre Keeper neutral critical hitting behind you, hitbox size reduced
• Ysley's Pyre Keeper running critical windup increased
• Fixed being able to movestack Pyrekeeper neutral crit
• Floor is Lava duration reduced (3s -> 2s)
• Food buffs no longer carry over between servers
• Flamewalker now recolors with Twisted Puppets

Bugfixes & Optimization
• Implemented a new data-handling system behind the scenes. Should greatly optimize a lot of the handling of weapons and cut down on the server lag from changing/equipping weapons
• Fixed some inconsistencies between combat tag types
• Fixed Frostbite and Antiheal also preventing certain forms of DoT like poison
• Fixed Echo Modifiers showing up as their internal names at the rest summary screen instead of their ingame names
• Fixed guild base tags not correctly assigning players to specific guild bases
• Fixed not being able to reclaim guilds you're the leader of
• Fixed guild base doors not lighting up
• Fixed an anim mask with Ice Carve cancelling
• Fixed various bugs with Sightless Beam
• Fixed Visionshaper swap window not applying to criticals
• Fixed Flame Sentinel destroying all of Chaser's Blood Jars when casted
• Fixed Lightning Assault colliding with water and by extension hopefully fixed being able to zoom across the map with it when used while swimming
• Fixed Survivalist Boon not protecting against Acid Rain while gliding
• Fixed Heart of Enmity's boss combat tag not being applied correctly when the fight starts
• Fixed Heart of Enmity only rarely aiming at nearby players when landing his grab and batting them away. For real this time?
• Fixed Heart of Enmity backing away from players that are in melee range
• Fixed a lot of Heart of Enmity's attacks not stunning at all. Oops
• Fixed Denial Repulse
• Fixed 1H Gun crit not hitting when close to an enemy
• Fixed Stormcaller Slash causing Lightning Blade endlag to linger longer than necessary
• Fixed Lightning Blade magnet spark slash erroneously being after Stormcaller Slash
• Fixed Kyrsglaive, Kyrswynter and Serrated Warspear not dealing bleed damage despite their tooltips showing so
• Various fixes to Voidheart out of bounds area
• Fixed a few methods of clipping out of Guild Bases
• Fixed Legion Kata critical being able to grab and move giant monsters. Sorry
• Fixed Detonation enchant bypassing Immortality
• Fixed Eye of Malice crit hitting behind you
• Optimized Petra's Anchor crit followup on M1
• Optimized the generic 'dust blast' vfx on a lot of crits
• Optimized and revamped the food buff system behind the scenes
• Fixed animations not replaying properly on weapon equip/unequip
• Fixed gliding not refreshing animation state (i.e. fixed the weird glider dance)
• Flame Sentinel hitscan fix that made Chaser's Jars no longer break on casting the mantra reverted in L2F1, the hitscan will still no longer deal damage to enemies and structures elsewhere
• Fixed Heretic's Memento and Dark Owl Chapeau giving no talent, since Giantslayer is deprecated. They now give Underdog, the talent that Giantslayer was merged with
• Fixed being teleported back up to a wildly different spot if you clip below the map in the overworld
• Fixed Carnival of Hearts not adding you as a participant if you load in more than a few seconds late
• Added a fallback safety system for if map geometry changes that should prevent you falling to your death when you log back in

Patch 2.1.8a

Sea Revert
• While we work on a new rewrite of the sea, the sea has been reverted back to how it was before, as the version ingame is mostly just laggy and ugly. When we release the new rewrite, it'll be available as a new option, instead of being forced onto everyone. Our plan is to eventually make it default, but this won't happen until we're happy with the performance.
• The upside is that the algorithm behind the sea rewrite can actually be used with the old sea, so it isn't a complete reversion!

March 1st, 2025

Training Mode
• Added Training Mode, a new option available in the main menu under 'Combat Training'
• Accessible even without a character, Training Mode lets you fight against a trainer and set their parameters on the fly, letting players figure out the combat system intuitively
• Individual behaviors like parrying, dodging, blocking, moving, attacking, etc. can all be toggled separately, letting you practice freely
• Training Mode also lets you swap between weapon types and heal whenever you need to
• Blade Temple instructor sparring now takes you to this mode on an existing character, letting you fight against a basic NPC in a controlled environment. The intent here isn't to create a sandbox lab, but rather just a place where you can figure out the combat
• A training instructor is now available at Heart Plaza in Greathive Aratel

Content & Systems
• New Critical: Tanto
• All Guild Bases are now visible on the map UI, not just your own
• World Events are now visible on the map UI and will update their locations in realtime
• Grasp of Eylis can now target those in guild bases, placing you near to their door and highlighting it. Moving too far away from the door of the guild base they're in will end the hunt
• Redesigned the settings menu, now has categories
• Right-clicking a keybind now clears it (backspace already did the same)
• The Ignition Union have expanded Chariot's Spire somewhat...

Balancing & Tweaks
• While in combat, your vision becomes clearer. Ambient lighting is now more balanced towards visibility while in combat to help you read the battle
• Names will now render over geometry when nearby
• Patched 'emotecasting'/'emotestacking'
• Rhythm range is now based on your Power
• Increased Cold Blooded proc CD (1s -> 3s)
• Jar of Souls Burst variant wind-up decreased (1s -> 0.9s) to better match its visual
• Jar of Souls non-burst variant now deals 25% more damage in PvE
• Jar of Souls Burst variant damage reduced by 25%
• Jar of Souls total tick count reduced by 20%, base tick count increased (3 -> 4)
• Fixed Jar of Souls movestacks
• Blood Wisp regen now scales with upgrades
• Fixed Clutching Shadow visuals being mistimed
• Fixed Jar of Souls' beam hitbox width and visuals not matching up
• Crazy Slots GS ability damage reduced slightly
• The Book UI is now draggable

Bugfixes & Optimization
• Optimized a lot of the meshes in ignition union areas. Some of these models were very poorly optimized previously so there should be some good performance gains
• Fixed the bug of attempting to use Relentless Hunt while on cooldown increasing your attack speed. (For real)
• Fixed several issues with the glossary system that was causing it to miss a lot of terms in dialogue/books with entries
• Fixed a lot of cases where books would have inconsistent page lengths. Also fixes issues where words would get squished up into subsequent paragraphs
• Fixed strange text-wrapping behavior on books and glossary entries
• Closing a book now correctly closes the glossary
• Items dropped by mobs and players are less likely to clip below the ground now
• Optimized Ardour Ether drain handling
• Fixed return to menu confirmation not showing up if overburdened
• Fixed your username being displayed instead of your character name next to the settings icon
• Guild Base map markers now get correctly cleaned up
• Mobs no longer sprint in place when unable to move
• Optimized new sea further. Behind the scenes, another rewrite is in the works as this current iteration is kinda just ugly and laggy
• Fixed Saintsblade keybind being visible even if you don't have Saintsworn

February 22nd, 2025

Visual Overhauls
• The sea has been visually reworked. As well as looking better, it should also perform better as it now multithreads the wave calculations
• When in combat, the sea becomes slightly transparent, letting you see the silhouettes of things beneath the waves. This should help fix a lot of the issues with water fights with animation hiding
• The sea now dynamically changes color to match weather/biome
• Low GFX mode no longer turns the sea into an ugly flat plane, instead reducing the resolution
• Added a custom chat bubble design
• Added a few ways to flavor your chat messages. Typing a chat message in all caps or ending in an exclamation mark now makes it bold. Typing a chat message wrapped in asterisks now makes it italicised. There's a few more ways to alter your chat, but we'll let you figure those ones out
• Chat bubbles that players didn't type themselves are now slightly faded out
• Your chat bubbles are now tinted slightly in your guild's color
• Mobs should no longer force your camera inwards, instead behaving like players
• A lot of VFX no longer forces your camera inwards
• Enchants and other VFX tied to your character are now hidden in first-person mode
• The game's full-text logo has been updated to match the current iteration of the logo

Content & Systems
• New Flame Mantra: Searing Snare ★
• Kyrswynter now has path coloring
• Pleetsky's Inferno now has path coloring
• Wraithclaw now has path coloring
• Reworked Vampirism VFX

Balancing & Tweaks
• M1's should now cancel all other 'Action' animations that would interfere with them
• Weapon attacks can no longer apply Wither through block/parry/dodge
• The following are now affected by damage multiplier caps: Ardour M1s that guardbreak, Hero's Blade of Wind criticals that guardbreak, Pressure Break, Protagonist Syndrome, Rush Hour, Hemolysis, 1H Gun M1s and criticals, Pariah's Keepsake, Underdog's PvE damage multiplier
• Fixed Immortality/Immortal Helm not working on Detonation, Deferred, Poser's Ring, Chip Damage, Auto Executes
• Taunt status now goes away if the caster and target are too far away from each other
• Many Mantras that guardbreak now have an increased Ether cost at max upgrades: Fire Blade, Ice Smash, Iron Slam, Thunder Kick, Champion's Whirlthrow, Shadow Gun
• Fixed using Ardour Scream mid-attack to hide anims
• Twinstrikes now scales with Mantra upgrades
• Bloodfoulder HVY scaling reduced (6.5 -> 6)
• Bloodfouler HVY requirement reduced (55 -> 50)
• Champion's Regalia now only applies to M1s
• Rockmaller Aerial no longer instant
• Fixed not being able to followup on Rising Wind
• You can now cancel out of performing a Stormcaller Slash by right clicking
• Fixed Crystal Impale going through parry
• Reduced Ether cost on Reality Shift slightly
• Railblade CD increased (9 -> 10)
• Lightning Blade now has more consistent timing

Bugfixes & Optimization
• Refactored a lot of the default Roblox client scripts for stuff like cameras and controls. Should have some performance improvements as these are all pretty laggy and covered a lot of input schemas and behaviors you wouldn't see in Deepwoken
• Fixed non-elemental Mantras not scaling with their corresponding attributes correctly
• Fixed players that stream in and out missing their name display UI
• Fixed Glads not matchmaking combatants into lobbies correctly and not setting team size correctly
• Fixed some bugs Carnival where you wouldn't be considered a participant sometimes
• Fixed being able to enter the Carnival while in Character Creation
• Fixed Dungeon Call's timer not working and throwing a bunch of errors
• Fixed the ugly glitch of base walk anims overlapping with the walk anims for weapons
• Fixed 1H gun sprint anims
• Fixed some issues with Wither damage not being applied correctly
• Fixed PvE DC auto restores failing, as well as Light Hook failing to protect you from deaths
• Fixed Dread Serpent and Lionfish AIs rarely breaking
• Fixed Boltcrusher Drill critical rarely breaking
• Fixed Ceaseless Slashes breaking when used by Visionshaper Clones
• Fixed Equalizer not cancelling Sightless Beam post-counter
• Fixed Shields not appearing on your back when sheathed sometimes
• Fixed a bug with how Visionshaper clones are acknowledged
• Fixed Rising Wind making Scion drop into the void
• Fixed being able to use Idols of Yun'Shul while wiped. Prevents being able to reroll Resonances in this state which would cause you to not receive your Echo Triumph for having one
• Fixed Dimensional Travel being usable in glads
• Fixed list prompt coloring (e.g. Armorer's Needle prompt)
• Fixed a number of Frostdraw VFX's always being recolored regardless of whether you have Glass Path: Crystallization or not

Patch 2.1.6a

Hotfixes
• Improved sea throttling behavior significantly. Should especially improve performance of new sea on low GFX mode
• Optimized new sea by improving multithread handling. Should have some good performance gains
• Improved how the sea looks at different distances. Also uses less resources
• Fixed a bunch of ClientFX warnings being thrown
• Fixed seam-tears in sea mesh
• Note: Remaining ugliness and performance issues with the new sea will be patched out! The main thing is that the new system is a lot easier to tweak and get performant, as well as preparing the game for upcoming Roblox features like scrolling texture maps, etc.

February 17th, 2025

Content & Systems
• New Regalias. Existing characters are eligible
• Added a new and improved overhead UI for player names, guilds, etc.
• Allies now have green-tinted names on their overhead UI
• Wither damage numbers now show up on training dummies

Balancing & Tweaks
• Using a Mantra now removes your hyper armor
• You no longer have to click M1 at all when reeling in a fish. We're taking the carp out of carpal tunnel
• Defeating Bosses like Chaser now grants Knowledge if you solo them
• Increased the amount of time you have to react to direction changes during the fishing minigame
• Training Dummies no longer grant XP
• Deepbound characters now get reduced passive insanity while in the Depths
• Umbrite Witherblade range buffed (7.5 -> 8)
• Withering Soul now fully affects Umbrite Witherblade alongside Deepspindle
• Heart of Enmity will now combat tag all players when the fight begins so that his health bar is visible from the get-go
• Increased Umbrite Witherblade's MED scaling (10 -> 12), critical damage
• Increased Umbrite Witherblade's converted wither on M1 slightly
• Increased Umbrite Witherblade's critical cooldown (6s -> 8s)
• Increased Bloodfouler's standing critical cooldown (5s -> 6s)
• Increased Bloodfouler's running critical cooldown (6s -> 7s)
• Increased Night Axe base damage (22 -> 23)
• Wither on M1's now scale with your weapon's final damage to your opponents, instead of the raw unscaled damage value of the weapon
• In exchange, reduced Withering Soul's wither damage m1 ratio (20% -> 15% for regular weapons, 40% -> 25% for Deepspindle). This should keep Wither on M1's roughly the same damage wise, not accounting for damage resistances or multipliers
• Wither is no longer applied on knocked targets
• Visionshapers now have a small (.2s) window to swap while casting a mantra as opposed to before where they could swap during the final sequence of a mantra
• Venting now gets rid of Visionshaper clones instantly
• Reality Shift no longer consumes a clones action unless the move was successfully casted
• Visionshaper clones no longer give tempo on hit
• Visionshaper clones now ignore player status when copying actions
• Bleed and deferred hits will no longer make mobs vent immediately
• Rising Wind last now triggers uppercut and damage scaling reduced slightly
• Fixed Updraft's diminishing returns for landing multiple hits never kicking in
• Slightly reduced Updraft's damage
• Reduced Tornado's PvE scaling (60% effectiveness -> 50%)
• Tornado now has diminishing returns in PvE, each successive hit will deal 5% less damage than the previous one
• Lowered volume on Wind Gun cast
• Shadestep volume lowered
• Fixed Rising Thunder PVE scaling
• Getting hit during Ice Eruption now breaks you free
• Last hit of Rising Wind no longer ragdolls
• Pressure Blast is now parryable
• Pressure Blast posture damage increased
• Brutal Momentum duration reduced
• Rapid Punches is now 360 blockable after the first tick of damage
• Resurrection bell revival now has a CD per player
• Fixed Resurrection bell setting your health below what it was
• Veinbreaker windup slightly increased (post-cast)
• Shadestep windup increased slightly
• Fixed Wind Carve vfx not clearing after early cancel
• Gale Dash now gets cancelled if the user gets parried
• Wretched Mawblades no longer follows up unless the first part hits
• Shadow Gun damage now gets reduced based on the size/range upgrade
• Prominence Draw now goes on a short cooldown when cancelled mid-way
• Fleeting Sparks posture damage increased
• Curse of the Unbidden now has slight endlag
• Rising Shadow leech variant damage buffed
• Rising Flame size upgrade scaling reduced
• Flame Palm windup reduced very slightly
• Fixed Ferryman's Lightning Strikes damaging through parry
• Increased the sight range of Enmity's Servants
• You'll Need To Get Past Me no longer procs on allies
• You are now automatically considered allied with others in Depths Trials
• Rifles can no longer utilise MED motifs
• Flintlocks can no longer utilise LHT motifs

Bugfixes & Optimization
• Fixed getting Dungeon Calls/Challenges in character creation and other places you weren't supposed to
• Fixed getting the 'Fold' option at Power 20
• Fixed Clutching Shadow visuals appearing late
• Optimized Ferryman status effect handling
• Fixed Stormcaller Slash
• Fixed Mantra tooltip cost percentages not factoring in Blue Gem's Ether cost reduction
• Added a failsafe for Saintsblade Fire clipping through walls
• Fixed a softlock with Kanabo Critical
• Fixed Blue Gem's Ether cost reduction being applied twice
• Fixed Blue Gem's Ether cost reduction persisting when the gem gets slotted out
• Fixed King Thresher staggered animations never ending
• Fixed Mute remaining disabled after Hell Mode is over
• Fixed random events spawning in Heart of Enmity trials
• Fixed not being able to choose Twinstrikes at the Shrine of Temptation/etc.
• Fixed reputation rewards for events
• Fixed Barber's Skillset UI not dismissing
• Fixed base walk anim

Patch 2.1.5a

Hotfixes
• Fixed bell unlock vfx playing on enemies instead of the player who unlocked them
• Fixed not being able to use Chime of Conflict to queue into another match after having won one
• Slightly decreased the player overhead UI size
• Fixed Player Overhead UI will being shown above players who are in Tacet
• Optimized parallel mob and player behaviors

February 8th, 2025

Content & Systems
• New AGL/STR Mantra: Twinstrikes
• Added Training Dummies to the Guild Base Training room. Training Dummies display damage numbers on hit
• Chime ranks ingame now go up to #999
• Guild ranks ingame now go up to #500
• Fixed leaderboards by adding a cache system behind the scenes. Should also cut down on server bandwidth
• Updated Battle Royale's weapon pool, adding over 50 new weapons to the mix!

Gladiator Gamemode
• Added Challenge: Gladiator to the Chime of Conflict. Specify a player to send them a request to fight their team. This doesn't have to be sent in the same server as them. You'll need a minimum of 3 participants alongside you, capping off at your desired team size. You can fight with team sizes of up to 20 a side
• Once gathered, you'll face off against the other team. Every member of your team gets a number indicating their order in the roster. Each team will have 2 fighters active in the arena at a time. Should a fighter die, they'll be replaced by the next player in their team's roster. This keeps going until either your team runs out of members - or your opponents do!

Boss Changes
• The categorisation of enemies as minibosses/bosses/world bosses has been revised. Minibosses are elite enemies that are harder to kill than the other enemies you face in an area. Bosses are challenging enemies that are usually the strongest in the area. Worldbosses are threats that are the strongest in a region and that may require coordination with several other players to defeat
• The Worldbosses currently are: Heart of Enmity, Parasol, Caeranthil's Wake, Scion of Ethiron
• The Bosses currently are: Dread Serpent, Chaser, Duke, Maestro, Ferryman, Primadon
• Worldbosses now grant double the Resonance prog and attribute training EXP
• Heart of Enmity now awards Knowledge on defeat if you contribute more than 20% of the damage
• Killing World Bosses in general will now net you 1 Knowledge per kill if you contribute more than 25% to the kill, and will give you 2 Knowledge the first time you contribute more than 10% to the kill
• You now only get Knowledge from minibosses the first time you contribute more than 50% to the kill
• You now get 2 Knowledge from killing bosses the first time you contribute more than 33% to the kill
• Many of the inherent rewards formerly tied to defeating a Worldboss now apply to Bosses instead
• Heartstars now have a small chance to drop from Chaser
• Removed the interaction where mobs with cannonball resistance (Parasol, Dread Serpent) would bypass cannons being able to pierce through Ranged Armor. This should make cannons much more effective against them
• Slightly reduced Heart of Enmity's health scaling per additional player above 5 (50000 -> 40000)
• Slightly reduced Heart of Enmity's damage multiplier per additional player above 5 (15% -> 10%, limit: 45% max -> 30% max)

Balancing & Tweaks
• Soulbreaker's Mobility slot is now a Wildcard slot
• Given the addition of Backstepping as a mechanic, Fast Blade has been reverted to how it was before its rework, as the main issue with it was the ability to freely disengage by s-holding
• Autoparry no longer works against Vents
• Gun users can no longer reload while parrying & blocking
• Feinting now cancels heavy m1 hyperarmor early
• Greatly reduced waiting time between Carnival of Hearts minigames
• Blue Gem now only applies 50% reduction to the BASE cost of the mantra, applying a 25% reduction to modifier ether costs
• Imperial Staff now has spear parry animations, fixed some clunky visuals with the critical
• Stormcaller Slash now happens automatically
• Lightning Blade movestack fixed
• Made Curse of Rhaemen's Ember enchant stones more common, seeded into more lootpools
• Fixed Curse of Rhaemen's Ember's temporary health proc being affected by antiheal sources
• Increased the threshold of how high and low Curse of Rhaemen's Ember random values can go, nerfed the range of the AOE, increased the amt of charges required on some weapon types
• You can now use Decimate with Fists
• Corrected Overflowing Dam's damage multiplier, was still 15% when it was meant to be nerfed to 10%
• Overflowing Dam is now less effective with Silentheart
• Relentless Hunt now has slight endlag when interrupted
• Fixed being able to hide your aerial M1 animation by attempting to use Relentless Hunt while it's on CD
• Fixed Silentheart Relentless Hunt (heavy) movestacking
• Fixed Mayhem + M1 movestacking
• Fixed Forge Greathammer Critical movestacking and not having slight movement slowdown when the critical ends or gets interrupted
• Reduced Tempo Gain from Shade Wisp
• Bloodedge, Blood Orb, and Crimson Rain have slight endlag now before being able to cast another mantra
• Rhythm Advance posture damage raised
• Ardour Slicer endlag increased slightly
• Damage output while using Run it Back is now reduced by 25%
• Rally now clears more posture based on upgrades, range scaling increased
• Prominence Draw windup increased slightly
• Eye of Malice damage scaling reduced slightly
• Death from Above now cancels Shadow Meteors if it's active
• Using Crit during Shadow Meteors now cancels it
• Flame Ballista Spring variant can no longer be used high in the air
• Clutching Shadow damage nerfed slightly
• Clutching Shadow now has more time to react after the indicator appears
• You can now vent out of Rising Wind
• You can no longer rotate your char during the last phase of the Forge Greathammer crit
• Railblade swing speed nerfed slightly
• Ice Eruption is now ventable, windup reducedd
• Ice Carve no longer returns ether if missed
• Wind Carve can now be cancelled by right clicking
• Metal Turret duration scaling reduced
• Gale Punch now has hitstun
• Jolt Grab windup reduced back to what it was pre nerf
• Whistling Periapt no longer works on vents
• Tears of Edenkite damage now scales with weapon invest
• Air Force now has a cap to its range and now has hitstun
• Glare windup reduced slightly
• Fixed the caster not having iframes during Rising Wind
• Fixed Hyperarmor not going away when feinting Onslaught
• Fixed Ice Forge not dealing posture damage
• Ceaseless slashes base damage and windup reduced very slightly, and now each tick of damage goes up for every successful hit
• Metal Rain windup reduced slightly
• Iron Tether now longer puts the caster in parry stun, now has damage scaling with its level
• Fixed being able to parry/block during ash slam
• Fixed being able to block/parry during Wretched Mawblades Critical
• Saintsblade Fire stance no longer guardbreaks but still does high posture
• Ice Cubes stop homing if they're ever close to their target
• Fixed certain moves not being interrupted after being hit by Equalizer
• Fixed being able to use Reality Shift after getting parried
• You can now sprint during Rising Shadow
• Pulling the Diluvian Mechanism brakes will now also extinguish flames. A moment of silence for these unfortunate souls, please
• Forge Greathammer now has endlag

Bugfixes & Optimization
• Fixed Motifs not saving in weapons in tool form
• Fixed Absolute Radiance causing you to take true damage from elements
• Fixed spawning outside the Carnival
• Fixed rewards not spawning in Carnival of Hearts
• Fixed a variety of bugs and inconsistencies with the Carnival of Hearts
• Fixed the additional sound effects and vfx from comboing an enemy not playing
• Fixed being hit during Frost Grab
• Fixed Warding Halo spawning within your head
• Fixed Flame Assault and Lightning Impact sometimes not moving you
• Tweaked the physics for Rising Wind
• Fixed Gran Sudaruska having a lingering hitbox
• Fixed some inconsistencies with Reality Shift
• Fixed Shadow Meteors not ending when the caster gets parried sometimes
• Fixed Turtle Shell, fixed shields not appearing on your back when sheathed
• Fixed being able to get wiped by Misérables despite having a Lighthook. Again
• Fixed being able to cast mantras during Rising Shadow
• Fixed Flame Blind
• Fixed Gaze working while downed
• Fixed being able to use Ardour Scream while downed
• Fixed weird instances where you wouldn't be dropped after being hit during Equalizer
• Fixed blunt hit fx
• Fixed a ton of hit fx not working due to hit pos
• Fixed a mantra soft lock with Rising Shadow
• For Heart of Enmity Depths Trials, the trial combat tag will now be cleared immediately as soon as the fight is won
• Optimized Ferryman attacks

Patch 2.1.4a

Hotfixes
• Fixed Glads
• Fixed Glads not queueing you up against your challenger
• Robbed Training Dummies of their sentience
• Training Dummies can no longer be damaged if you are in PvP combat
• Fixed Ash Slam having huge endlag when feinted or interrupted
• Bloodedge damage nerfed slightly
• Crimson Rain damage per dagger nerfed
• Soulflare Siphon has less active frames
• Fixed venting not breaking you out of Ice Eruption
• Ardour Slicer windup is more telegraphed
• Fixed overly long launch times
• Fixed human mobs spamming vents
• Fixed Rising Shadow's tendrils always sinking to the depths which made the mantra completely unusable
• Fixed incorrect distance calculations for Rising Shadow, meant that the wind-up nerf for being up close was applied very inconsistently
• Fixed Ferryman not giving you opportunities for counter-attacking after parrying his moves
• Fixed Dazed Band not proccing
• Fixed Flame Emperor not proccing
• Fixed not receiving damage at all when getting hit sometimes
• Fixed instances of not receiving damage at all when getting hit
• Fixed Decimate still not being usable with fists

February 1st, 2025

Content & Systems
• New Enchant: Curse of Rhaemen's Ember
• New Kyrsglaive Critical
• Added a Dungeon Call system that alerts you if there's a freejoin dungeon available to join and lets you queue up
• Carnival of Hearts is now an instanced dungeon that uses the Dungeon Call system

New Mechanic: Motifs
• Using a Smith's Alloy on certain weapons will allow you to extract their Critical as a 'Motif', destroying the weapon in the process
• Motifs can be applied to compatible weapons to grant them the corresponding Critical
• Motifs can be freely swapped between your weapons at a campfire - experimentation is encouraged!

New Mechanic: Backstepping
• When you're in combat and move backwards towards the camera (i.e. away from your target), you are now considered to be 'Backstepping'
• While Backstepping, all speed boosts are halved
• Your Tempo will decrease twice as quickly while Backstepping
• The talent "Aggressive Posture" has been removed as its behavior is largely served by this new mechanic. If you had Aggressive Posture, you'll be refunded a hand of talents

Balancing & Tweaks
• Venting now has a 10 second cooldown
• Karita Leap is now a mobility mantra
• Vein Tendrils doesn't teleport the user if the opponent blocked it
• Vein Tendrils posture damage buffed
• Scarlet Cyclone is now 360 blockable
• Scarlet Cyclones now go away after being parried
• Bloodcurdle intermission between each proc is now shorter
• Veinbreaker has a slight delay when released
• Rising Shadow tracking now has some delay if used in close proximity
• Shadow Assault Blast Spark CD increased by 5 seconds, iframe duration reduced
• Shadow Assault Blast Spark can now be vented out of
• Shadow Eruption second part now has parry stun (on the user)
• Payback Beam Variant now has a damage cap
• Jar of Souls is no longer affected by damage multipliers
• Needle Barrage has a slight delay now before the rods fire
• Metal Rampart windup raised slightly
• Firing Line PVE damage scaling increased slightly
• Metal Turret and Firing Line now share cooldowns
• Ironsing Pull CD greatly increased from 1 to 8
• Chain Pull speed reduced
• Flame Within's speed boost is now flat instead of a multiplier
• Force Your Way armor cost increased
• Diver's Resilience now has a 10s cooldown
• Some of Heart of Enmity's attacks now apply varying levels of antiheal
• Rising Shadow windup animation now instantly stops if cancelled
• Fixed Ice Carve animation cancel on feint
• Emotion Wave PvE damage reduced further
• Kyrs-weapons now share a more rugged texture as opposed to just the base plastic
• Made Heart of Enmity more visible

Bugfixes & Optimization
• Fixed bug where Doom of Ceranthil would drop nothing if it attacked Etris
• Fixed random events not spawning in Saramaed Summit at all
• Built-up Poser's Ring damage can no longer exceed the victim's max HP in PvE
• Fixed Heavy Shoulders benefitting your opponent
• Fixed Saintsblade not working with Visionshaper
• Heart of Enmity now respawns should he void due to bugs/exploits
• Fixed an exploit that allowed players to use Oath mantras of other Oaths temporarily
• Sanguine Dive VFX fixed
• Fixed Adrenaline Surge VFX not lining up with the duration

Patch 2.1.3a


Hotfixes
• Reduced anti heal amount on two of Enmity's attack hits, the maximum anti heal potency he can apply now is 75% (25% healing effectiveness)
• Fixed giant boss monsters (Enmity, Primadon, Scion of Ethiron) sometimes autoparrying attacks they shouldn't and not granting tempo for hitting them
• Upped Dungeon player limit to allow for more than 16 players to participate in Carnival of Hearts
• Fixed a bug where a burn proc can occur immediately after rolling out of fire and before burn immunity kicks in
• Fixed a softlock from applying Motifs outside a campfire
• Fixed poor scaling on list prompts

January 24th, 2025

Content & Systems
• New Cestus: Gaunts of Enmity
• New Torso Equipment: Fauld of Enmity
• New Torso Equipment: Threadwork Kilt
• New Critical: Night Axe
• New Critical: Canor Fang
• New Critical: Vigil Longsword
• New Critical: Nemit's Sickle
• Glossary terms within glossary entries now work as hyperlinks to other glossary entries, letting you traverse them freely
• Based on dialogue and information revealed to you, additional information now becomes available in your glossary
• Glossary terms now show up in books and can be similarly clicked to pull up their glossary entry
• The Glossary has been expanded
• Night Axe has been remodelled
• Canor Fang has been remodelled
• Reworked how animations work for weapon idle/walk/sprint. Should let us get a lot more creative with them and should fix the weird blending issues that have cropped up with the newer animations we've added
• Lumber Axes now deal damage on swing that scales with STR. Lumber Axes deal 2x damage to structures
• Remodelled hell/war mode bells
• Fast Blade has been reworked. Instead of being a flat bonus to your speed boosts from parrying, it's now an incremental buff based on how many parries you've performed without taking damage
• Decisive Winds has been reworked. Instead of granting max momentum, Decisive Winds now grants a speed boost for 10s that's active while in the vicinity of the enemy that initiated it
• Added a patch note viewer to the main menu (hi!)

Balancing & Tweaks
• You now get a small amount of tempo for hitting blocking enemies, though not for blocking attacks
• Tempo gain from landing Mantras has been reduced. Tempo gain from being hit by Mantras is unchanged
• Tempo gain CD for landing crits increased (1s -> 2s)
• Tempo gain on hit now decreases with distance past 15 studs, fully cutting out at 30 studs like previously
• All Mantras now have a degree of range falloff to their damage, meaning that they deal incrementally less damage to your enemies depending on the range between you
• Stratos Step now has a longer CD depending on how low your HP is (up to 10s)
• Rush of Ancients now has a CD when below 50% HP that increases depending on how low your HP is (up to 8s)
• Random events no longer spawn inside the fortress in Summer Isle
• Fixed not being able to dodge the Crustaceous Rex's grab attack sometimes
• Emotion Wave deals reduced damage in PvE
• Vampirism now grants Temporary HP on proc instead of flat HP healing
• Temporary HP is now subject to antiheal
• Reduced Grotesque Resilience bleed reduction (33% -> 25%)
• Feinting Prominence Draw now clears up the vfx immediately
• Reduced effectiveness of range modifiers on Air Force
• Fixed inconsistent Lightning Blade endlag
• Added a sound cue to Static Flash Clones
• Getting parried now cuts your Gale Dashes short
• Spear uppercuts no longer have a rectangular hitbox
• Reduced Heavy/Spear uppercut range slightly (8 -> 7.5, compared to the 7 other weapons get)
• Sightless Still can no longer completely obscure your vision
• Reinforced Armor max PEN reduction decreased (40% -> 30% at 90 FTD), min PEN reduction decreased (20% -> 10% at 65 FTD)
• Armor Piercing armor negation decreased (15% -> 10%)
• Piercing Will now scales with your insanity, starting off at 5% PEN and scaling up to 15% PEN
• Overflowing Dam damage multiplier reduced (15% -> 10%)
• Spitting now clears any active autoparry frames you have up

Bugfixes & Optimization
• Fixed Temporary HP not protecting against KO's
• Optimized list prompts by populating the GUI on the client and not the server
• Optimized loot menus (chests/loot bags) by populating the GUI on the client and not the server. Should fix the recent lag from chests spawning/merging
• Fixed iframes preventing mobs like Parasol from despawning
• Optimized handling of Temporary HP, should be more consistent across server tick speeds, decreasing at a more consistent rate
• Reduced the number of static events in the East Luminant to cut down on lag
• Fixed mobs spawning in hard-to-reach locations in Aratel
• Greatly simplified Fort Merit jail zone in order to cut down on lag
• Fixed Crustaceous Rex's Bubble Beam attack not having any vfx
• Fixed human mobs tilting way too far if their enemy was above/below them
• Optimized Crustaceous Rex bubble attack
• Fixed not starting out with Aerial Assault (air dash) in BR

Patch 2.1.2a

Hotfixes
Fixed Lumber Axe not respecting M1 cooldowns and movestacking with mantras
Increased wind-up on Lumber Axe swings (0.4s -> 0.5s)
Made the hell/war bell more visible
Fixed Bonekeeper's bone floor (stomp attack) visuals not showing up
Fixed Gaunts of Enmity not being bankable
Fixed a variety of trees not being fellable
Fixed walk anims playing while unable to move
Improved fallback behavior for weapon anims

January 18th, 2025

Content & Systems
• New Fist Style: Fang and Coil
• New Master Outfit: Jade Vigil's Weave
• New Outfit Talent: Serpent's Dance
• Dialogue now has a Glossary feature for important terminology in the world of Deepwoken. Key terms are underlined and can be clicked to bring up a glossary entry with what you know about the topic. More terms will be added over time, as well as a lot more functionality to the Glossary system
• Voidzones now stain your healthbar like NLK to indicate that the next death will immediately take you to the Depths
• Polished and reworked sprint animations

Talent Removals
• The talent "Uproar" has been removed. If you had Uproar, you'll be refunded a hand of talents. Uproar wasn't something that we felt could really be balanced out or reworked in a way that wouldn't just be a wholly different talent

Balancing & Tweaks
• Lightkeeper's Medallion, Warmaster's Medallion, Whistling Periapt, and Tiran Pendant can all now be dropped
• Darkened Bastion schematics can now be dropped
• Reality Shift now takes in account the range of a mantra before it decides to teleport a clone to an enemy
• Visionshaper clones now have a max range of copying your actions
• Visionshaper clones can now mimic running attacks
• Added a slight delay before the Saintsblade Wind mantra comes out
• Jet Kick windup increased
• You can no longer proc Whistling Periapt's Whistleguard via self damage
• Fixed Lightning Saintsblade mantra not cancelling on parry
• Saintsblade no longer strikes lightning if it doesn't land
• Fixed not being able to block/dodge eye of malice
• Table Flip now refunds ether if used midair
• The first hit of Eclipse Kick Multiplying Spark no longer procs Deep Gems to prevent proccing Insignia Gem off itself
• Crescent Cleaver / Kyrscleave / The Long Tong of the Law crits no longer go through lingering block frames
• Impel no longer grants the user autoparry frames, increased autoparry frames gained from parrying the projectiles
• Fixed Eclipse Kick Multiplying Spark not refunding the cooldown for landing the first hit
• Fixed Grand Javelin Multiplying Spark being able to hit multiple times even if a javelin gets parried
• Fixed being able to use Crazy Slots while stunned, which could cause you to perform your Crazy Slots weapon ability without dealing any damage
• Fixed Blade of Saints wind variant seemingly being instant, now cancels if the first hits are parried

Bugfixes & Optimization
• Fixed Rising Thunder not being able to hit anything
• Fixed Crazy Slots Longsword ability not doing any follow-up slashes when landed
• Fixed Mirror Illusion not applying stun
• Fixed some weird instances where Visionshaper moves would hit casters
• Fixed some mantras from the new Oaths not working with Reality Shift
• Fixed not being able to cook food at lit campfires
• Fixed various bugs with the Circus
• Fixed Gliders being able to collide with vfx
• Fixed not getting updrafts from gliding above Campfires
• Fixed getting ragdolled out of nowhere while gliding. Additionally, small amounts of fall damage will no longer cancel your glide
• Fixed being able to buy boats at Jetties if you repaired one
• Fixed Bulldozer not proccing at all
• Fixed voidsea area splashes not having the voidzone label
• Fixed Gliders being able to rarely softlock you out of interacting with NPCs and proximity prompts
• Fixed a rare bugged interaction with Soulbreaker's Soul Infusion talent that could make players immortal

• Fixed Heavy Shoulders procs not being processed properly
• 2x chests btw
• Aware of issues with character slots, working on a fix
• In exchange for the nerf, Eclipse Kick will now proc Deep Gems again, disregarding the first hit of the Multiplying Spark variant
Ardour Slicer windup increased (0.4s -> 0.5s), CD increased (8s -> 12s), wind-up SFX increased and animation desync issues fixed
• Fixed Fang and Coil obtainment
• Fixed missing loot in World Events loot pools
• Fixed italic text in dialogues scrolling super slowly

• Fixed Caeranthil's Wake world event giving not giving Etrea rep
• Fixed a number of monsters not attempting to execute their knocked victims at all
• Fixed not being able to interrupt monsters while they're gripping players/NPCs
• Fixed Golem's attack range being much lower than intended, which caused it to awkwardly try to move in place while you were in close range to it
• Removed lingering frames on Stone Knight's slash attacks, fixed animation desyncs and fixed animation transitions for the double slash attack
• Fixed the Golem Turrets in Burning Stone Gardens and collapsing boulders from the Depths event not dealing any damage
• Fixed the leave game prompt appearing despite the option being turned off
• Fixed not being immune to Void Spires if you're already knocked when one gets placed - for realsies this time
• Fixed Insignia Gem being able to reduce regular Eclipse Kick's wind-up at all, turns out this was never intended to begin with!
• Fixed getting updrafts from unlit campfires
• Fixed not being able to cook food at campfires created by Graceful Flame
• Fixed Aspect Rerolls rerolling back to the previous race, those affected will be given a free reroll as a refund

January 11th, 2025

Content & System
• New Oath: Soulbreaker
• New Relic Weapon: Vortex Echo
• Reworked Stone Knight anims

Swing-Speed Endlag Rework
• The swingspeed-proportional Endlag formula for M1's now curves between 1x and 1.2x, with the minimum swingspeed-proportional Endlag now being 0.05s. Previously, the swingspeed would be linear until ~1.13x, and would then follow a shallower gradient.
• The benefit here is that weapons above 1x swing speed no longer have an unintuitive breakpoint to them, and high speed weapons don't need endlag slapped onto them to balance them out. The main impact here to balance is that some weapons between 1x and 1.2x swingspeed may have higher endlag than before, but this change should make balancing them a lot more intuitive.
• The 0.05s of Endlag for daggers with swingspeeds higher than 1.2x has been removed as this is now handled by the new formula. Shouldn't have any noticeable change whatsoever
• Jus Karita/Anklets of Alsin endlag removed (previously 0.05s). Shouldn't have any noticeable change as the new formula gives them ~0.05s endlag
• Coral Cestus, Broodalloy Cestus, Drakemaw Gauntlets, Golden Swordfish, Crucible Rapier swingspeed increased (1.09x -> 1.10x)
• Alloyed Tanto swingspeed increased (1.14x -> 1.15x)
• Tanto swingspeed increased (1.13 -> 1.14x)

Balancing & Tweaks
• Enmity chest loot doubled
• Being targeted by Ice Daggers, Shadow Seekers, or Fleeting Sparks now has an indicator for the target
• Reduced Warlock's Mantle LVL req (16 -> 13)
• Bastions of Enmity LVL req (16 -> 13)
• Chorus of Agonies crit hyperarmor now starts after a 0.3s delay. Reduced second hit damage
• Chorus of Agonies swing speed increased (0.62x -> 0.7x, seems like a buff but it's to make it less of a 'so slow you can't predict it' gimmick), chip damage reduced (50% -> 25%), posture damage reduced (15 -> 10)
• Fixed Saintsblade Wind not being parryable
• LFT #1 Critical windup reduced by 0.1s
• LFT Willpower scaling increased (10 -> 11)
• Wyrmtooth now procs Greatsword-specific talents (but not heavy weapon talents)
• Decreased Parasol Planter bleed reduction (75% -> 33%)
• Molten Defence now has the same delay as regular eruptions
• Uproar hyperarmor now ends early if you land a hit on another player
• Jet Kick should fling you less often. Audio cue is louder too
• Prominence Draw can no longer be feinted midway
• Rupture now only has hyperarmor on its second chained hit, as opposed to all of its hit types
• Feinting Rising Shadow now cleans up the windup particles more quickly
• Feinting Ice Carve or Ice Skate now cleans up the windup particles more quickly
• Embolism temporary HP no longer resists against chime storm damage

Bugfixes & Optimization
• Optimized endlag on M1's for weapons with an endlag stat, made their timing a lot more consistent
• Optimized sliding vfx
• Optimized our internal scheduler for removing things after a set delay. Should have some good performance benefits
• Fixed Rising Thunder and Tacet Drop Kick making the Scion of Ethiron drop down like a sack of bricks, which caused softlocks
• Fixed guild name theft
• Fixed being able to spam the Ministry Cache Agent's dialogue with positive Ministry rep to dupe rewards
• Fixed held Forge Pieces having collision
• Fixed not being able to start the Deep Crucible event
• Skeleton Key barriers can no longer be placed while midair
• Removed the baseplate textures in Layer 2. You saw nothing
• Fixed Kyrsan Railways Chime Map being vertically misplaced, which caused the smooth terrain to be misaligned. Optimized Kyrsan Railways Chime Map
• Fixed Fire Grab and Jolt Grab not delaying their damage
• Fixed rigging on Warlock's Mantle
• Parasol no longer gets permastuck on walls
• Fixed pathing route on Parasol World Event pathing it straight through a wall

• Spine Cutter proc now has priority over Mayhem's input
• Wartreads of Enmity statline changed: (5 HP, Perseverance, 2x LEG pip -> 5 HP, 1 Posture, 2x LEG pip)
• Greatly increased cooldown on Caeranthil's Wake dive attack
• Humanoid mobs should now only use complex pathfinding when they really have to (similarly to how monsters using the new behavior won't)

• 2x chests btw

• Iron Requiem running crit can now only fire 4 bullets in succession instead of the full 6
• Iron Requiem standing crit now only procs Rapid Fire if used with ammo already loaded

• Tooltip stat comparisons now show the difference between the values (e.g. +0.12x speed, -1 posture)
• Fixed a few abilities like Katana crit not hitting
• Fixed Soulbreaker mantras not loading

January 4th, 2025

Content & System
• New Pistol: Rosen's Roscoe
• New Echo Upgrade: Multifaceted; "The 5 Attribute Points you usually receive from your Aspect are now free for you to allocate". Once unlocked, this will apply to all of your existing slots and all future characters. Existing characters won't see their attributes change, but their minimum values will be removed for e.g. Shrine of Mastery
• New Echo Upgrade: Elementalist; "You no longer have a limit to how many Attunements you can start with, and can freely allocate points between them in Character Creation."
• Character Creation no longer has limits for how many points you can put into an attribute. Want 30 points in Charisma and 0 in everything else? Go wild
• Etreans now have the option to pick different scale patterns and shapes as an Ornament in Character Creation and at the Barber
• Face Equipment is no longer always hidden on Vesperians
• Spruced up the Heart of Enmity's arena a bit

Balancing & Tweaks
• The cooldowns of the following mantras now only start ticking down once your feet hit the ground: Heavenly Wind, Ascension, Celestial Assault, Flame Ballista, Flame Leap, Flame Assault, Wind Passage, Gale Lunge, Shadow Assault, Lightning Assault, Ice Skate, Strong Leap, Shoulder Bash, Rising Wind, Rising Flame, Ice Lance, Dash, Needle Barrage, Vicious Descent, Tempest Blitz, Crimson Surge, Ether Barrage, Lightning Impact, Crystal Impale, Tornado Kick, Vein Tendrils, Karita Leap, Karita Divebomb, Arc Beam, Radiant Dawn, Close Shave, Prominence Draw
• Wind Step's cooldown now only starts ticking down once your feet hit the ground
• Fixed Starkindred wing dashes taking you slightly further horizontally after using a mobility move (the opposite to the intended effect...)
• Starkindred wing dashes no longer give extra height in the Depths
• Escaping the Depths via Yun'Shul now puts you in a 5s wind-up if you're in PvP combat. If the windup is interrupted, your wish isn't consumed
• Increased minimum "difficulty score" requirement for starting the Enmity trial from 50 to 60. Difficulty score is calculated per player, with each power adding 3 points and each drown adding 1 point, then taking the score of the player with the highest score. In other words, at least one player must be at least Power 20 or have a high enough number of drowns now
• Grotesque Resilience DoT reduction on burn reduced (75% reduction -> 50% reduction). Reduction is now decreased further while Flame Within is active (50% -> 25%)
• You can no longer get pushed by a lot of abilities while talking to a Banker
• Bullets can now be sold
• Shade Step now has iframes while diving
• Bloodcurdle can now be vented during the active duration too, not just the windup
• Ice Hero assist damage reduced
• Ice Hero crit now cancels early when whiffed
• Windup increased for Saintsworn Wind and Lightning Variants
• Lightning strike that follows after Saintsblade no longer stuns after the first, reduced the amount of strikes
• Saintsblade CD increased
• Saintsblade PEN reduced
• Fixed some talents that didn't work with Ether Proselyte: Warding Radiance, Resolve Crusher, A World Without Song (ironic, right?), Link Conduction, Graceful Steps, Immolation, Jolt Cast
• Rockmaller Critical CD increased
• Reduced maximum Rockmaller airtime (2s -> 1s), increased effect of gravity
• Karita Kick CD increased
• Karita Kick no longer backflips you if there is a wall behind you already
• Rising Wind damage buffed per upgrade, windup increased
• Fixed Ether Barrage detonation damage not scaling with upgrades
• Reduced knockdown duration on Pyrekeeper Dagger Slash
• Imperial Staff Neutral crit posture damage buffed
• "The Tempest Wind" windup increased
• Eye of Malice Critical and base damage nerfed
• Chorus of Agonies chip damage reduced to 50%
• Chorus of Agonies no longer proceeds to the second part if it doesn't hit the first time
• Fixed Chorus of Agonies critical allowing users to parry while it's active
• Metal Turret damage reduced
• Katana critical lingering damage frames reduced slightly
• Saint's Synergy nerfed to 15%• Fixed not being able to parry Permafrost Prison spikes. Spikes no longer appear if the caster is blocking
• Permafrost Prison now has a cap for how many enemies can be targeted by the spikes
• Shadow Eruption second hit no longer happens if the first part doesn't land
• Stormseye Critical CD increased
• Stormseye base edamage reduced (19.5 -> 18.5)
• Needle Barrage now procs deep gems every other hit
• Heavy Hitter posture damage bonus reduced (25% -> 10%)
• Fixed Shadow Restraint going through iframes
• Glacial Arc pillars are now destructible structures
• Frozen Legs now only procs with Mantras
• Fixed Sightless Still blind being inconsistent and lingering for far too long
• Kyrwynter Critical posture damage reduced, but reduced how much the crit slows the user
• Eye of Malice range reduced
• Fixed Eye of Malice grab going through iframes
• Jolt Grab Magnet spark windup increased
• You can now parry Discovery of Fire. Fixed Discovery of Fire movestacks
• You can no longer use Discovery of Fire in Chime
• You can no longer pull larger monsters with the Gremorian Longspear critical
• Poser's Ring stacks are no longer consumed when sheathing while stunned
• Fixed Flaming Scourge going through parry and dodge. Once and for all
• Fixed Flaming Scourge being able to grab players with spawn immunity, and being able to fling larger monsters around
• The Summer Isle cannon can now be used by entering via a door on the side

Major Optimizations
• Greatly optimized idle monsters using the new Monster behavior system
• Greatly optimized pathfinding for Monsters using the new Monster behavior system
• Monsters using the new Monster behavior system should now only use complex pathfinding if they get stuck
• Stone Knights, Golems, Hive Constructs, Threshers, and their variants have been converted to the new Monster controller
• Stone Knight heads have been remodelled. Stone Knights are a little less tall in general
• If a mob that would usually be a guard is spawned as part of a random event, the guard behavior will be overwritten. This saves on a fair bit of performance as they won't try to pathfind back to their spawn location
• Removed some laggy static events and replaced them with dynamic events
• Fixed larger mobs being unable to properly pathfind back to their spawn point
• Threshers now have much less janky movement as their pivot point is now at their chest instead of their hips
• Optimized Miner's Landing by removing a lot of areas that were never used

Bugfixes
• Fixed Chorus of Agonies having bad physics, which caused flings to the center of the moonseye
• Fixed Brutes standing around
• Fixed Blade of Saints Lightning Variant damage desync
• Fixed Agitating Spark proccing Haunted Gale on yourself
• Fixed Speed Demon nerf not reducing the damage bonus to 15% correctly
• Fixed movestack with float like a butterfly
• Fixed missing East Luminant highway improvements near Miner's Landing
• Unbounded Talents no longer block Shrine of Mastery adjustments
• Fixed getting AA-gunned by standing on the cannon; you can no longer climb on it
• Fixed Character Creator icon spritesheet being misaligned

Clarification on Multifaceted: Basically, the 5 points you get from your Aspect get freed up for you to allocate however you want instead of being determined by your Aspect. e.g. instead of getting a +3 to FTD and a +2 to WLL, you just get +5 points to spend however you like instead of being locked to FTD/WLL