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Hotfix 128-1

Bugfixes

  • Fixed an issue where severe lag could persist after spectating and eventually cause the game to close.
  • Fixed an issue where Warlock's Abyssal Orb could grant Darkness Shards when hit by allied magical projectiles.
  • Fixed an issue where the VFX location of the destination gate created by Warlock's Abyssal Gateway could briefly shift when another player passed through it.
  • Fixed an issue where Bard's One-Man Band effect could be removed by Ranger's Purge Shot or the Wisp's dispel effect.
  • Fixed an issue where allied buff icons could be displayed instead of debuff icons on enemies within the effect radius of Bard's One-Man Band flute and drum.
  • Fixed an issue where players could be unable to escape via the updraft after defeating the Wyvern in the Wyvern Lair of The Frost Mountain - Ice Abyss.
  • Fixed an issue where players could be instantly killed without touching the orbs generated by certain Banshee attack patterns.
  • Fixed an issue where Silver Ore that does not spawn in dungeons could be required as a quest submission item.
  • Fixed an issue where an item receipt notification could appear even when the Goblin Recovery was at 0%.
  • Fixed an issue where players could repeatedly fail to reconnect and be unable to enter the game after a matchmaking failure in Custom Play.
  • Fixed an issue where the next session might not start properly after a session ended in Custom Play.
  • Fixed an issue where a "Starting server..." toast message could appear when clicking the Start button in a Custom Play room while a session was already in progress.
  • Fixed an issue where the hovered slot could flicker when another participant's information changed in a Custom Play room.
  • Fixed an issue where skill slots could occasionally appear empty and the player's location on the minimap could fail to update immediately after entering a dungeon.
  • Fixed an issue where the game might only start after the host clicked the Start button twice in Custom Play.
  • Fixed an issue where participants could remain in the Ready state after returning to the room following the end of a Custom Play session, preventing the host from starting the next session.
  • Fixed an issue where health restored in the Custom Play Down Room could revert to its previous value upon descending to the next floor.

Game Updates

  • Added the ability to hide inside Wood Barrels in dungeons. Players can interact with a barrel to enter it and interact again to break the barrel and exit. While hiding, players cannot move, attack, use items, or use skills, and monsters will not detect them.
  • Improved the visibility of the health bar UI.
  • Removed the Squire - Quick Prepare menu.
  • Changed Custom Play so that players in the spectator list can switch to participants by clicking an empty slot.
  • Removed the Party Chat On/Off button from Custom Play chat.
  • Removed the Ready status indicator from the host's slot in Custom Play.
  • Improved Custom Play to display whether the ready-player requirement has been met using color coding.

Balance Updates

General

  • The fuel of light source items has been increased.
  • The size of the Dark Swarm and the appearance time of extraction portals in Normal and High-Roller modes have been adjusted.
  • Common Grade monsters, Sub Bosses, and Bosses now drop more Gold Coins.
  • Weapon drops from some monsters have been adjusted to better fit their concept.
  • Additional drop sources have been added for some quest items.
  • The number of items found in Medium Wooden Crates, Small Wooden Crates, and Wood Barrels has been reduced.
  • The price of the Gold Coin Pouch sold by the Goblin Smuggler has been reduced from 500 to 200.
  • The scaling curves for Will, Knowledge, and Magic Resistance have been improved.

Fighter

  • Breakthrough's duration has been increased from 8 seconds to 12 seconds.
  • Fortified Ground's All Attributes bonus has been increased from 3 to 5.
  • Spell Reflection's magical damage reduction before reflecting has been increased from 15% to 20%.

Barbarian

  • Robust's Max Health Bonus has been changed from 10% to 15%.
  • Treacherous Lungs' shout duration increase has been changed from 30% to 50%.
  • Savage's Impact Power bonus has been changed from 1 to 2.
  • Savage Roar's Physical Power Bonus reduction on enemies has been changed from 20% to 30%.
  • Skull Splitter's bleed damage has been changed from 12 over 4 seconds to 20 over 5 seconds.

Rogue

  • Hide is no longer broken by light, and instead reveals you as a silhouette while in light.
  • Thrust's Armor Penetration has been increased from 15% to 25%.
  • Weakpoint Attack's Armor Rating Bonus reduction has been increased from 30% to 40%.
  • Rupture's bleed damage has been changed from 15(0.75) to 20(0.5).
  • Sneak Attack's additional damage against targets not in combat has been increased from 10 to 20.
  • Trickster's Action Speed has been increased from 20% to 30%.
  • Ambush now also grants 25% Physical Damage Bonus when coming out of hide.

Ranger

  • Overdraw's damage increase stacking interval has been changed from 1 second to 0.5 seconds.

Wizard

  • Fireball's direct hit target now also takes splash damage, and direct damage has been reduced from 30 to 20, keeping the total damage on the direct hit target at 30.
  • Ice Bolt's damage has been increased from 20 to 30.
  • Lightning Strike's damage has been increased from 25 to 30.
  • Zap's damage has been increased from 15 to 20.
  • Magic Missile's damage has been increased from 10(0.5) to 11(0.75).
  • Explosion's damage has been increased from 20 to 28.
  • Fireball's burn duration has been increased from 2 seconds to 3 seconds.
  • The burn and healing reduction duration applied by Fire Mastery to Fireball and Explosion has been increased from 4 seconds to 5 seconds.
  • Meteor Strike's burn scaling has been increased from 0.5 to 1.0, which also applies to the burn from Fire Mastery.
  • Arcane Infusion's direct damage has been increased from 3 to 5.
  • Quick Chant's Spell Casting Speed has been increased from 10% to 15%.
  • Melt's duration has been increased from 2 seconds to 5 seconds, its Physical Damage Reduction penalty from 15% to 20%, and its Projectile Damage Reduction penalty from 5% to 10%.

Cleric

  • Perseverance's incoming damage reduction has been changed from 2 to 3.
  • Protection from Evil's harmful effect duration reduction has been changed from 30% to 50%.
  • The decay rate of health gained from Over Healing has been reduced from 2% to 1% per second.
  • Judgement's cast time has been reduced from 1 second to 0.75 seconds.
  • Protection's duration has been increased from 8 seconds to 20 seconds.
  • Divine Strike's duration has been increased from 12 seconds to 20 seconds.
  • Lesser Heal and Holy Light scaling has been increased from 0.8 to 1.0.
  • Smite's damage has been increased from 5 to 10, while its duration has been reduced from 12 seconds to 7 seconds.
  • Advanced Healer's Magical Healing has been increased from 4 to 5.
  • Vow of Silence's Magic Power Bonus has been increased from 4% to 10%, and its cast time has been reduced from 1.25 seconds to 0.75 seconds.
  • Aura of Awe's range has been increased from 2m to 3m.
  • Radiant Blade's weapon damage has been increased from 12 to 15, and its Impact Power from 3 to 4.

Bard

  • The healing per beat from One-Man Band's Drums of the Vanguard has been adjusted to 1(0.1), 1(0.15), and 1(0.2) per stage.
  • One-Man Band's Panflute of Tailwinds now grants party members 1%, 3%, and 5% Move Speed Bonus per stage, and reduces enemy move speed by 0.5%, 1.5%, and 2.5%.
  • Sing's cooldown has been reduced from 40 seconds to 24 seconds.

Warlock

  • Phantomize's duration has been increased from 4 seconds to 6 seconds.
  • Blood Pact's additional Max Health has been increased from 30 to 50.
  • The Dark Magical Damage Bonus per Darkness Shard consumed during Blood Pact has been increased from 25% to 33%.
  • Dark Reflection's scaling has been increased from 0.25 to 0.75.
  • Infernal Pledge's damage reduction against Undead and Demons has been increased from 10% to 25%.
  • Shadow Touch's fixed magical damage has been increased from 1 to 2.
  • Curse of Weakness's All Attributes reduction has been increased from 20% to 25%.
  • Dark Offering's damage bonus has been increased from 3% to 5%, while its duration has been reduced from 100 seconds to 60 seconds.
  • Antimagic's magical damage reduction has been increased from 20% to 25%.

Druid

  • Shapeshift form attack damage now scales linearly with the primary attribute. The attribute scaling cap (about 17) has been removed, and each attribute point now adds the same amount of damage at every level.
  • Damage at base attributes remains the same, but now increases more than before as attributes rise. (e.g. Bear's Swipe at 66 Strength: 62 → 85)
  • Bear's Swipe damage has been changed from 27 to 22 + Strength x 0.57, and Bash damage from 41 to 36 + Strength x 0.57.
  • Panther's Scratch damage has been changed from 23 to 18 + Agility x 0.57, and Neckbite damage from 25 to 20 + Agility x 0.57.
  • Chicken's Pecking damage has been changed from 23 to 17 + Resourcefulness x 0.57.
  • Penguin's Sharp Beak damage has been changed from 17 to 11 + Will x 0.57.
  • Insect Predation healing and Water Cannon damage now scale linearly with Resourcefulness and Will respectively, staying the same at 39 and increasing by about 30% at lower attribute values.
  • Shapeshift stack recharge time has been reduced from 10 seconds to 6 seconds.
  • The -50% magical damage penalty of Shapeshift Mastery has been removed.
  • Panther's Rush can now be used while casting a shapeshift or during combo skills.
  • Wild Fury now grants 15% Physical Damage Bonus and 15% Physical Damage Reduction for 6 seconds, instead of 20% Physical Damage Reduction and 20% Magical Damage Reduction for 8 seconds.
  • Nature's Touch attribute scaling has been increased from 0.25 to 0.5.
  • Restore's attribute scaling has been increased from 0.25 to 0.5 and its base healing from 20 to 30, while its duration has been reduced from 12 seconds to 10 seconds.
  • Entangling Vines and Thorn Barrier charges have been increased from 2 to 3.
  • Orb of Nature charges have been increased from 4 to 5, and its cast time has been reduced from 1 second to 0.75 seconds.
  • Barkskin Armor charges have been increased from 4 to 5.
  • Tree of Life's healable health has been increased from 20 to 40, its duration and healing over time from 8 seconds to 10 seconds, and its All Attributes bonus from 3 to 5.
  • Lifebloom Aura's healing has been increased from 1 to 2.

Sorcerer

  • Fire Orb's direct hit target now also takes splash damage, and direct damage has been adjusted from 35 to 30.
  • Water Bolt's damage has been increased from 15 to 20.
  • Windblast now deals 10 damage, and its knockback has been adjusted from 300/200 to 300/300.
  • Vortex now deals 15 damage, and its knockback has been adjusted from 400/300 to 400/400.
  • Flamestrike's damage has been increased from 30 to 35.
  • Fire Orb's splash damage has been increased from 10 to 15.
  • Lightning Bolt's damage has been increased from 7(0.5) to 10(1.0), and its homing angle from 30 to 60 degrees.
  • Lightning Sphere's damage has been increased from 5(0.5) to 10(1.0).
  • Glaciate’s damage has been changed from 5(0.5) to 3(1.0), and its duration has been increased from 12 seconds to 15 seconds.
  • Stone Skin's Physical Damage Reduction has been increased from 10% to 15%, and its duration from 12 seconds to 15 seconds.
  • Eruption's launch force has been increased from 800 to 1000.
  • Earth Elemental and Lava Elemental duration has been increased from 18 seconds to 24 seconds.
  • Lightning Storm's scaling has been increased from 0.75 to 1.0.
  • Electric Dash's radius has been increased from 100 to 125, and its landing damage from 15 to 20.
  • Mud Shield's duration has been increased from 7 seconds to 8 seconds.
  • Wall of Fire's duration has been increased from 8 seconds to 12 seconds and its direct damage from 10 to 20, while its damage over time has been reduced from 20 to 10.
  • Frost Lightning's immobilize duration has been increased from 1.5 seconds to 2 seconds.
  • Lightning Vortex's damage has been increased from 20 to 30.
  • Flamethrower's duration has been increased from 4 seconds to 5 seconds.
  • Apex of Sorcery's Magic Power Bonus has been increased from 30% to 50%, and its Magic Penetration and Action Speed bonuses have been removed.
  • Mana Flow's duration has been increased from 3 seconds to 5 seconds.
  • Lightning Mastery's additional electrify duration has been increased from 1 second to 2 seconds.
  • Spell Stride's Move Speed Bonus has been increased from 15% to 25%.
  • Innate Talent's Magical Power has been increased from 5 to 7, and its Spell Casting Speed from 10% to 15%.
  • Air Mastery now grants 50% Air Magical Damage Bonus.
  • Elemental Fury's Cooldown Reduction Bonus per 1% health lost has been increased from 0.5% to 0.75%.
  • Time Distortion's cast time reduction has been increased from 90% to 100%.

Item

  • Rapier's Weapon Damage has been increased by 5.
  • Brimstone Powder has been added to the crafting materials for the Grimsmile Ring, and the required amount of Golden Teeth has been reduced from 5 to 3.
  • Copperlight Kettle Hat's Armor Rating has been adjusted from 22 to 20-21, Headshot Damage Reduction from 9% to 10%, and Move Speed from -7 to -8.
  • Copperlight Plate Boots' Move Speed has been reduced from 3 to 2.
  • Copperlight Sanctum Plate Armor's Magic Resistance has been increased from 36 to 40.
  • Copperlight Lightfoot Boots' Move Speed has been increased from 6 to 9.
  • Cobalt Viking Helm's Headshot Damage Reduction has been increased from 10% to 12%, and Projectile Damage Reduction from 2% to 4%.
  • Cobalt Hat's Armor Rating has been adjusted from 11 to 6, Magical Power from 3 to 2, and Move Speed from -8 to -5, and the Additional Memory Capacity option has been removed.

Developer Comments

With the major shift in direction introduced in EAS11, we have made some sweeping changes, and the areas that still need improvement have become increasingly apparent. Right now, our focus is on carefully refining these areas and continuing to develop the game in line with the direction we envision. When it comes to class balance, rather than trying to make every class equally well-rounded, we want to preserve each class's unique identity and powerful abilities while ensuring that different builds can serve meaningful purposes. Our goal is to let each class retain its distinct strengths while providing ways to counter one another. We will continue making adjustments with this philosophy in mind. We will also continue refining and expanding upon the new direction introduced for the dungeon experience this season. The dungeons should remain dangerous and unpredictable, but we want to ensure that players' choices and decisions matter, and that achieving their goals brings an even greater sense of accomplishment. Quests, the Workshop, and other content that either no longer fits naturally with the updated systems or has been temporarily removed will also be revisited and reworked to better suit the game's new direction. We want these individual systems to work together naturally and contribute to a cohesive gameplay experience. We won't be able to accomplish all of this at once, but we will continue working to improve and refine the game, step by step, so that we can deliver an even more enjoyable adventure for everyone. Thank you.

Hotfix 128

Bugfixes

  • Fixed an issue in Expedition Mode where no Escape Portal appeared just before the final circle in Solo and Duo.
  • Fixed an issue in Firedeep where the boss room could be disconnected from its entrance, leaving the Magma Wyvern missing and players falling into empty space.
  • Fixed an issue where climbing to the top of the rope escape in Ice Abyss Staircase Hill and Deep Flow did not escape the player.
  • Fixed an issue where Training reward token candidate tooltips showed different stats each time they were opened.
  • Fixed an issue where returning to the lobby from the death cam could send players to the character select screen.
  • Fixed an issue where some players failed to download the patch due to a large file.
  • Fixed several client crashes, including crashes when moving to the dungeon result screen, while spectating in the death cam, and when alternating between primary and special attacks.
  • Fixed a server crash that could occur when a light source such as a torch ran out of fuel.

Game Updates

  • When departure from the Tavern is confirmed, a 1 minute countdown now begins. The remaining time is shown in seconds on the top banner. This duration may be adjusted.

Patch 13

Season 11

Bugfixes

  • Fixed an issue where Bard's performance music could play at a higher pitch than the original.
  • Fixed an issue in The Forgotten Castle - The Crypt where a Treasure Hoard could be replaced by a chest in the boss's reward room.
  • Fixed an issue in The Ashen Range - Goblin Cave's Goblin Maze A module where spiders could become stuck at the end of a ramp and be unable to move.
  • Fixed an issue in The Ashen Range - Goblin Cave's Cavern Lake A module where Little Toads could attack players immediately after spawning at certain spawn locations.
  • Fixed an issue in The Ashen Range - Firedeep's Dwarven Lockway module where an escape portal could spawn in lava.
  • Fixed an issue in The Ashen Range - Firedeep's Lava Crossway module where Oak Chests could spawn overlapping each other.
  • Fixed an issue in The Frost Mountain - Ice Abyss's Sinking Pillars module where Skeletons placed at certain locations would not descend along with the pillars.
  • Fixed an issue where using two Down Portals simultaneously could cause both portals to be consumed.
  • Fixed an issue where the Morning Star's hitbox would differ from the weapon's visual model.
  • Fixed an issue where the Golden Cloak could appear as the Radiant Cloak when dropped on the ground.
  • Fixed an issue where Gold Coins would not always be consolidated into untradeable Gold Containers when sorting the inventory.
  • Fixed an issue in the lobby party chat where long messages could be cut off at the right edge of the chat window instead of wrapping to the next line.

Game Updates

  • Claim the “EAS11 Welcome Gift Delivery” package from the “Express Delivery” tab of the Post Express.
  • The Early Access Season #11 SSF event will run for the first two weeks of the season. The Marketplace and Trading Post will open on October 23.
  • Arena Season #4 will begin on October 30.
  • The Twitch Drops campaign will run from October 9 to October 30. For more details, please check the announcement under the Twitch Drops menu on the official website.
  • The Halloween event has begun. Complete Jack O' Lantern's quests to earn rewards.
  • New Witch-themed and Cursed-themed cosmetic items have been added to the shop.
  • The Season 11 Season Pack is now available. It includes one permanently collectible potion skin, two Redstones, one season-exclusive Shared Stash, five additional Marketplace slots, three Gold Bags (Untradeable), six Gold Purses (Untradeable), and a bundle of consumables.
  • The bottom in-game UI has been improved.
  • New Perks, Skills, Spells, and Music have been added for Bard and Warlock.
  • Warlock's Soul Collector visual effects have been improved to prevent them from obstructing the screen.
  • Bard's buff and debuff sounds now vary according to performance quality.
  • Some of the Bard's Skills and Music visual effects have been improved.
    • Visual effects (VFX) are now distinguished by instrument.
    • The debuff visuals for Song of Silence, Peacemaking, and Lament of Languor have been changed.
    • The visual effects of Dissonance have been changed.
  • Perk slot unlock requirements have been changed: Level 5 - Slot 2 / Level 10 - Slot 3 / Level 15 - Slot 4.
  • Right-clicking a Perk or Skill in the list now automatically equips it to an empty slot.
  • All newly created characters now have the ‘Surrender’ emote equipped as their default Emote.
  • A new weapon, Glaive, has been added.
  • Two new Cursed-themed Artifacts have been added: Bow of Endless Thirst and Bloodbound.
  • Special attacks (R key) have been added to the Battle Axe, Double Axe, Halberd, War Maul, and Zweihander. Secondary attacks that were previously unavailable on right-click can now be performed using the special attack (R key), while right-click blocking remains unchanged. Players can chain attacks by alternating between normal and special attacks.
  • Closing the Spell selection wheel from its center no longer cancels the selection; instead, the last Spell hovered over remains selected. When Spells are available for casting, pressing the special action key (R) now cancels the selected Spell.
  • The counterattack animations for the Battle Axe, Double Axe, Halberd, and War Maul have been changed.
  • Attack input buffering has been improved. If players hold the attack or block input while drawing a weapon, the corresponding action will execute immediately once the weapon is fully drawn. For bows, holding the special action key (R) during an attack will trigger reloading immediately after the attack finishes.
  • Added the Impact Guard system to all two-handed weapons without a Riposte. This applies to melee weapons (Bardiche, Battle Axe, Double Axe, Felling Axe, Glaive, Halberd, Quarterstaff, Spear and War Maul), ranged weapons (Longbow, Recurve Bow, Survival Bow, Crossbow, Windlass Crossbow and Hand Cannon), and magic weapons (Magic Staff, Ceremonial Staff and Spellbook). Raising your guard with the right timing briefly increases your Impact Resistance, allowing you to guard more firmly. This buff can be checked through the buff status icon at the bottom of the screen.
  • The Tavern has returned to the game. Players can gather and wait at the Tavern before entering a dungeon, then depart together. Players cannot take damage before entering a dungeon.
  • Dungeon selection has been streamlined into three modes: Normal Campaign, High-Roller, and Arena. Normal Campaign and High-Roller will randomly assign players to one of the following dungeons: The Forgotten Castle, The Ashen Range, or The Frost Mountain. The Blue Maelstrom has been removed in this update.
  • Gear Score is now displayed as “Equipped / Total.” Utility items have a Gear Score of 0.
  • All dungeons now use a single matchmaking queue for parties of one to three players.
  • Friendly encounters with other teams are now permitted in High-Roller, and teaming has been removed from the report categories.
  • An entry fee system (Ante) based on Gear Score has been introduced. The Gear Score threshold is 256. The Ante is deducted upon entering the dungeon. If the results cannot be processed due to a server issue after entry, the Ante will be returned via the Dungeon Expressman.
    • Normal Campaign: Players pay more ante based on the amount by which their equipped and inventory Gear Score exceeds the threshold, up to a maximum of 10,000 Gold Coins.
    • High-Roller: Players pay more ante based on the amount by which their equipped Gear Score falls below the threshold. Entering without equipment costs up to 2,000 Gold Coins. The previous entry fee and minimum Gear Score requirement have been removed.
  • Special Tokens can be bestowed to the adventurer upon entering a dungeon under certain conditions. The Veteran Adventurer's License is now granted in Normal Campaign, while the Gambler's Token is given in High-Roller. Players must have one empty inventory slot to receive either item.
  • Players who pay an Ante in Normal Campaign enter the dungeon carrying a Veteran Adventurer's License designating that they now have a bounty on their head. Players that have a bounty will place their full ante amount up for grabs in a bounty pot.
    • If the license holder kills a player whose Gear Score is at least 100 points lower, the victim receives damage compensation from the killer’s bounty pot equal to the value of their lost equipment. This compensation is awarded once per entry.
    • When a license holder is killed by another player, the first player from an opposing team to kill the license holder receives any remaining gold amount in the now deceased license holder’s pot as a bounty.
    • Kills by former party members, as well as deaths caused by monsters, falling, the Dark Swarm, friendly fire, or suicide, do not pay out a bounty.
    • These compensation and bounty rewards are delivered by the expressman.
    • Any money remaining in a license holder’s pot is burned when the license holder escapes from the dungeons.
  • Players who pay an Ante in High-Roller receive a Gambler's Token (I-VI) based on the amount paid. The Tokens have varying value based on the ante paid. These tokens can be sold to the Collector to recoup some of the ante paid.
  • Fog of War has been reintroduced to dungeons. Map icons for stairs, altars, and similar features are visible even in unexplored areas.
  • The Dark Swarm now applies to all dungeons in Normal Campaign and High-Roller.
    • Players outside the circle take damage every second, with damage increasing as the phases progress.
    • Random Escape Portals open according to the phase, and one portal is guaranteed to open during the phase immediately before the final circle.
    • The session timer is displayed only in Normal Campaign.
    • Players near light sources do not take damage from the Dark Swarm.
  • Anyone, including enemies, enters the “Illuminated” state when near an active light source.
    • Applicable light sources include torches, lanterns, campfires, the Wizard's Light spell, and dungeon-placed torches and Rosters.
    • Players in the Illuminated state cannot hide.
    • Players do not enter the Illuminated state if a wall blocks the line of sight to the light source.
    • Handheld light sources consume fuel while lit and cannot be relit once their fuel is depleted. Higher-rarity light sources have longer fuel durations, and fuel is replenished upon returning to the lobby. Remaining fuel is displayed as a gauge. Dungeon-placed light sources consume fuel only while inside the Dark Swarm.
    • Fuel consumption pauses while resting or meditating.
    • During the final phase of the Dark Swarm, handheld light sources are extinguished and cannot be relit.
    • Thrown light sources remain lit where they land if they were lit when thrown. Discarded light sources are placed on the ground unlit.
    • Rarity has been added to Oil Lanterns.
    • Torches now stack one per slot, and their price has been reduced to 10 Gold Coins.
  • Escape systems have been revamped.
    • Escape Stairs must be opened by interacting with the gate. Once one player escapes, the stairs can no longer be used.
    • Pedestal Portals and random Down Portals have been removed. Players can descend to the lower level only via the Down Stairs.
    • The number of available exits is predetermined for each match. Unused exits are blocked and do not appear on the map.
  • An in-game merchant system has been added. Search for Goblin Smugglers in their hidden hideouts and trading locations throughout the dungeons to purchase items you need.
  • The curse in The Forgotten Castle has grown stronger. Environmental visuals have been changed, and Cursed Shrines, Cursed Chests, and additional items have been added, with a chance to appear in the dungeon.
  • The Ruins now uses a 5x5 random module system, so the layout of every randomized dungeon is newly generated each match.
  • The appearance rate of Mysterious Rooms in The Crypts has been increased.
  • Sacrificial Altars now have the chance to spawn as Sundered Sacrificial Altar, meaning they cannot be used to respawn an ally.
  • Equipment brought into a dungeon by another player can no longer be entrusted to the Dungeon Expressman, even if they are acquired during the match.
  • Special room keys and gems (Old Rusty Key, Golden Key, Skull Key, Frozen Iron Key, Mystical Gem, and Ember Gem) can now be extracted from dungeons and sold to the Collector. These items can no longer be obtained from chests and can only be acquired from subbosses and bosses.
  • Accessories now drop at a low chance from Treasure Hoards and premium chests (Lion’s Head Chest, Heavy Ornate Chest, Bronze Ornate Chest, Golden Chest, and Marvelous Chest)
  • Items obtained from a Treasure Hoard will now drop to the ground if there is insufficient inventory space.
  • An equipment comparison feature has been added. Hold the Shift key to compare equipped gear and its attributes. This feature is also available for item links in shops, the Marketplace, trades, mail, and chat.
  • Item click responsiveness in the lobby has been improved. Right-click actions now trigger on press, while left-click actions trigger on release. Double-click equipping has been replaced with right-click equipping.
  • When dragging and dropping items in the inventory, placement is now determined by the slot under the cursor rather than the position of the item image. Items that extend beyond the grid are automatically adjusted inward, and a notification is displayed when placement is not possible.
  • Improved the inventory sorting so that gold containers are sorted to the front.
  • Right-clicking equipment in the stash that cannot be equipped now moves it to the inventory without displaying an error message.
  • The number of stashes purchasable with Gold Coins has been reduced from five to one, and the purchase cost has been changed to 10,000 Coins.
  • Loot Goblins no longer appear in dungeons.
  • The level cap for the Demigod rank in Adventure Rank has been reduced from 50 to 10. Rewards after reaching Demigod have been changed as follows: a Gold Coin Bag (Untradeable) for each level from levels 1-4 and levels 6-9, a Spectral Gold Coin Bag (Tradeable) at Demigod level 5, and a Gold Coin Chest (Tradeable) at Demigod level 10.
  • The weekly rewards for the Hall of Fame have also been changed and will now be awarded only to the top 3 players. The 1st-place player will receive a Spectral Gold Coin Bag (Untradeable), while players in 2nd and 3rd place will receive a Gold Coin Bag (Untradeable).
  • The blessing stats of Blyssia, Solaris, Noxulon, and Zorlin have been changed.
  • A Custom Play feature has been added. Accounts with Legendary Status can access the Custom Play feature to set up their own private experiences.
  • Merchant quests, goods, and crafting options have been revamped.
    • The required quantities and item condition requirements for some collection quests have been adjusted.
    • The goods sold by the Surgeon, Miner, and Huntress have been changed.
    • Jewelry can now be crafted at the Goldsmith using gems, Silver Coins, Gold Coins, and Arcane Essence. The rarity of the gem determines the rarity of the resulting jewelry.
    • Crafting of Unique-rarity accessories and gem socketing have been disabled.


Balance Updates

General

  • Adventure Points have been rebalanced. The High Roller bonus has been reduced from 50% to 30%, and Adventure Points awarded for kills have been reduced from 90 to 45. The amount awarded now varies based on the Adventurer Rating difference between the killer and the killed player.
  • The chance of recovering equipment based on Goblin Affinity has been reduced. Both Normal and High Roller dungeons now use the following rates for each Affinity tier: 0/10/20/30/40/45/50%.
  • The stat curves for Health, Spell Casting Speed, Physical Power, Magical Power, Will, Action Speed, and Interaction Speed have been adjusted.
  • The base +25 Health previously applied to all classes has been removed.
  • Memory Capacity now scales at a 1:1 ratio with Knowledge.
  • The duration of the movement speed reduction after landing has been slightly decreased.
  • The movement speed penalty when moving backward has been increased from 60% to 80%.
  • The movement speed penalty applied when equipping and unequipping weapons has been removed.
  • The movement speed cap has been increased from 330 to 500, and the walking speed multiplier has been increased from 0.40 to 0.65.
  • The duration of the flinch caused when guarding an attack with Impact Resistance higher than the attack's Impact Power has been slightly reduced.
  • The damage reduction buff provided by the Shrine of Protection has been increased from 5% to 10%.
  • The Physical Power buff provided by the Shrine of Power has been increased from 15 to 20.
  • The movement speed buff provided by the Fountain of Speed has been increased from 10 to 15.
  • The health of 21 sub-bosses has been reverted to its previous values.
  • The elemental attacks of 7 monsters, including the Frost Wyvern, Magma Wyvern, and Demon Overseer, have been changed from Physical Damage to Magical Damage.


Fighter

  • Defense Mastery's 75% damage reduction cap has been unified with the general cap of 95%, and its Armor Rating bonus has been increased from 15% to 20%.
  • Sprint has been changed to a single charge and now grants 50 movement speed.
  • Second Wind's health recovery has been increased from 40% to 50%.

Barbarian

  • Iron Will's 75% damage reduction cap has been unified with the general cap of 95%, and Magic Resistance has been increased from 75 to 100.
  • Hurl Weapon's Impact Power has been reduced from 8 to 7.
  • Rage's movement speed bonus has been increased from 7% to 12%, and its Strength bonus has been increased from 10 to 15. It now also grants +15 Vigor, while its Physical Damage Reduction penalty has been increased from -5% to -20%.
  • Reckless Attack's Armor Penetration has been increased from 50% to 75%.
  • War Cry's maximum Health bonus has been increased from 15% to 20%.
  • Blood Exchange's duration has been increased from 8 seconds to 10 seconds.
  • Achilles Strike's slow duration has been increased from 2 seconds to 3 seconds.
  • Axe Specialization's bonus Weapon Damage has been increased from 3 to 5.
  • Heavy Swing's slow duration increase has been reduced from 100% to 50%.

Rogue

  • The -30% Physical Damage Bonus for exiting Hide has been removed.
  • Trickster's Action Speed bonus has been reduced from 30% to 20%.
  • Dual Strike's cooldown has been increased from 18 seconds to 22 seconds.

Ranger

  • Kinesthesia's movement speed bonus has been reduced from 15% to 10%.
  • Explosive Shot's buff duration has been reduced from 12 seconds to 10 seconds, and its damage has been reduced from 10 to 8.

Wizard

  • Spell Overload now guarantees at least one additional spell charge when equipped.
  • Light Orb's number of charges has been reduced from 4 to 3.
  • Teleport's number of charges has been reduced from 2 to 1.
  • Fly's number of charges has been reduced from 3 to 2.
  • Quick Chant's additional Spell Casting Speed bonus has been reduced from 15% to 10%.
  • Meteor Strike's meteor impact radius has been reduced from 400 to 300.

Cleric

  • Blunt Weapon Mastery's Physical Damage Bonus has been increased from 10% to 15%.
  • Faithfulness's slow duration has been increased from 1 second to 1.5 seconds.
  • Judgement's channeling time has been reduced from 1.25 seconds to 1 second.

Bard

  • Charismatic Performance now allows one mistake during a performance without penalty.
  • Encore now automatically replays the last song played.
  • Added a new perk: Ostinato.
  • Added a new perk: Cadenza.
  • Added a new skill: Sing.
  • Added a new skill: One-Man Band.
  • Added a new song: Sounding Line.
  • Added a new song: Pianissimo.
  • Added a new song: Cleansing Cadence.

Warlock

  • Added a new perk: Abyssal Orb.
  • Added a new perk: Infernal Usury.
  • Added a new skill: Summon Demon.
  • Added a new spell: Abyssal Gateway.
  • Added a new spell: Hellguard Glaive.
  • Phantomize's movement speed bonus has been increased from 5% to 10%.

Druid

  • Shapeshift Memory I/II now have 4 charges. Each charge takes 10 seconds to recharge.
  • Shapeshifting is now instantaneous, but receives a -50% Magical Damage Bonus penalty.
  • Panther: Pounce's number of charges has been reduced from 2 to 1, and its duration has been reduced from 24 seconds to 18 seconds.
  • Cut Throat's silence duration has been slightly increased.
  • Wild Fury and Insect Predation's durations have been reduced from 32 seconds to 28 seconds.
  • Bear Form's 10% projectile damage reduction has been removed.

Sorcerer

  • Air spell tiers have each been increased by 1, and their cooldowns have been increased by 3 seconds.
  • Time Distortion now allows spells to be cast instantly. Its Magical Damage Bonus has been reduced by 30%, and its spell cooldown multiplier has been increased from 165% to 200%.
  • Air Mastery's 50% Air Damage Bonus has been removed, and its knockback bonus has been increased from 15% to 50%.
  • Windblast and Vortex damage have both been reduced from 10 and 15, respectively, to 0.
  • Mana Flow's spellcasting success time has been reduced from 5 seconds to 3 seconds.
  • Fire Orb's direct-hit damage has been reduced from 45 to 35.
  • Spell Stride now increases movement speed by 15% while casting spells.

Item

  • The drop rate of Artifacts has been reduced.
  • Restrictions preventing similar random modifiers have been removed, allowing modifiers such as Fixed Damage and Additional Damage to appear together.
  • Random modifiers that increase damage against Undead or Demons, or reduce damage taken from them, can no longer appear more than once on the same item.
  • The number of random modifiers by rarity has been adjusted, ranging from 1 for Uncommon items to 6 for Artifact items.
  • Movement speed while attacking and the movement speed penalty when hit have been adjusted for different weapon types.
  • The Gear Score of 40 items, including 32 Epic weapons and 6 lanterns, has been adjusted.
  • Fixed Damage and Additional Weapon Damage modifiers can now appear on all equipment slots except shields. All Attributes modifiers can now appear on all armor slots, as well as cloaks, necklaces, and rings.
  • Weapon Damage values for physical weapons have been changed from fixed values to ranges. Values have generally increased, including for Unique items, while lower-rarity versions of some weapons, such as Rapiers and Hatchets, have been reduced.
  • The maximum values for Physical Damage Reduction and Magical Damage Reduction have been changed to 95%.
  • The combined cap for Headshot Damage Bonus has been increased from 180% to 200%.
  • The primary attribute modifiers previously fixed on armor have been removed.
  • Armor movement speed penalties and the movement speed scaling curve based on Agility have been adjusted.
  • Headshot Damage Reduction on head armor, Magic Resistance on plate armor (with some exceptions), and Armor Rating on shields have been adjusted.
  • Physical Damage Reduction and Magical Damage Reduction values have been adjusted based on armor material (Plate, Chain, Leather, and Cloth), with a damage reduction cap of 95%.
  • Chain has been added as an armor material, and the materials of 21 armor items have been reclassified. Chain armor has a movement speed penalty between that of Leather and Plate armor.
  • Hunting Trap's immobilization duration has been reduced from 3–9 seconds to 2–5 seconds, depending on rarity.
  • The firing animation of the Longbow has been slightly sped up.
  • Crystal Ball's Magical Damage has been reduced by 1 at each rarity. For Artifact rarity, its value has been changed from 10 to 9–10.
  • Artifact-tier damage values for Spellbooks, Magic Staffs, and Crystal Balls have been changed to ranges, increasing their maximum damage by 1.
  • Crystal Sword's damage has been changed to a range. Damage has been reduced at lower rarities, while Artifact-tier Weapon Damage and Magic Weapon Damage have both been increased to 23–24.
  • The movement speed penalties for Spellbooks, Crystal Balls, Magic Staffs, and Crystal Swords have each been increased by 5.
  • Francisca Axe's Weapon Damage has been increased from 12–24 to 20–35, and Throwing Knife's Weapon Damage has been increased from 10–22 to 17–29. The maximum stack size for both weapons has been increased from 2 to 3.
  • Epic variants of the Francisca Axe and Throwing Knife have been added.
  • The attack animation of the Felling Axe has been sped up.
  • Hand Cannon's Fixed Damage has been adjusted to 8–20, and its movement speed penalty has been adjusted to -50.
  • Quarterstaff's movement speed penalty has been adjusted to -35.
  • Sling's Weapon Damage has been adjusted to 22–42.

Developer Comments

Welcome to Early Access Season 11! This season marks a major turning point for Dark and Darker. We are returning to the core vision that first inspired the game: a dangerous and unpredictable dungeon adventure where every decision matters, every encounter carries risk, and every successful escape feels rewarding.

Over time, our efforts to make the game more accessible and convenient gradually moved us away from some of the experiences that made Dark and Darker unique. With this update, we are taking a significant step toward restoring those experiences and establishing a clearer, more consistent direction for the future.

Here are some of the major changes coming with this season.

The Return of the Dark Swarm
The Dark Swarm returns to the dungeons, bringing back the tension and urgency of survival. Light sources now play an important role in protecting adventurers from its effects, introducing new strategic possibilities for exploration and combat.

Unified Matchmaking
Solo, Duo, and Trio queues have been combined into a single matchmaking pool for parties of one to three adventurers. Gear Score brackets and entry requirements have also been removed. We believe that reducing the fragmentation of matchmaking pools is essential to creating a more populated, unpredictable, and engaging dungeon experience.

Reworked Items and Equipment
We have reworked the equipment system to make item discovery and character building more meaningful. Primary Attributes previously granted automatically through item rarity have been removed, placing greater emphasis on random modifiers and their combinations. Our goal is to make powerful equipment and well-crafted builds more rewarding to discover and assemble, rather than allowing character progression to be determined largely by item rarity alone.

The Return of Classic Dungeon Mechanics
Several familiar dungeon systems return, including the Fog of War, traditional treasure chests, solo escape stairs, and randomized dungeon layouts. These changes are intended to restore the sense of exploration, uncertainty, and danger that defined the original Dark and Darker experience.

Custom Play
We are introducing Custom Play, offering new ways to experience the dungeons through experimental and practice-oriented modes. In Expedition, adventurers can extract items marked as Expedition Only for use in future Expeditions. These items cannot currently be used for Quests, Merchants, or other game content, and they will be lost if the adventurer dies in the dungeon. Skirmish allows adventurers to experiment with their own equipment without the risk of losing it. However, items found in the dungeon cannot be extracted. These modes will allow us to explore additional gameplay possibilities while keeping the main dungeon experience focused on our core vision.

We understand that these changes are significant and that not everyone will agree with this direction. We also recognize that our previous changes in direction have created uncertainty and frustration among our players. We take responsibility for those decisions.

Our goal is not simply to recreate the past, but to build upon the original vision and continue moving forward. We believe Dark and Darker is at its best when the dungeon itself is dangerous, preparation matters, and victory is never guaranteed.

Early Access Season 11 is the beginning of that effort, not the finished result. We will continue to observe how these systems perform, listen to your feedback, and improve the experience without losing sight of the direction we have chosen.

Thank you to everyone who has continued to support Dark and Darker through its many changes. We know that trust must be earned through our actions, and we intend to do exactly that. See you in the dungeons!