Patch notes
What changed, newest first.
10 Nov 2026 Latest
The Cafe
- See the Cafe through your own eyes: turn on Esc → Controls → Camera → First person in the cafe (Menu → Controls on a phone).
- Zoom out once for your usual camera, and all the way in to come back.
Starting out
- New characters wake up on the sand: a short shot as you get to your feet. Any key or tap skips it.
- A new loading screen: the picture is there at once, and a bar shows how far it has got.
- Character creation has a new look, and the whole sheet fits on a phone.
- A World link pasted into a chat shows a card with a picture.
Mounts
- Summoning a mount is a short scene now: each one arrives its own way, and you swing up into the saddle as the bar fills.
- Mounts run, turn and land with weight, and you ride with them: leaning into the turns, the reins in your hands.
- Getting off, you are on your feet at once and the mount leaves its own way.
8 Nov 2026
On your phone
- Log in with wallet opens the World in your wallet app (MetaMask, Coinbase, Trust or Rabby). Log in there, and a code brings it to the World app.
7 Nov 2026
On your phone
- iPhone Duo: its own screen sizes, and DS mode held upright: the picture on top, your thumbs below (Menu → Controls → Fold mode).
4 Nov 2026
The Hug Club
- Gear effects: your Hug Club rating opens cute effects for the gear you show, from hearts and squeaks to cat faces, the goldfish, the music box and the lantern. Nothing buys them.
- Your weapon takes an aura, a swing trail, a hit burst, a voice and a finisher. Your off-hand and your back take an aura, and your steps take one. Wear up to three at once, at most one of them an aura.
- 32 effects. Your first rated kill opens Common, then Uncommon at 80, Rare 240, Epic 480, Legendary 800 and Mythic 1,500.
- Every effect comes in three colours. Legendary adds gold, and finishing an Encore opens velvet. Your best tier counts for every character on your account.
- Pick them in the Tailor's new Effects tab, or with Effects in your character window anywhere. Try any of them on first, locked ones too. Wearing and swapping is free.
- A ring win that lifts your tier says what it opened: Rare reached: 6 new effects.
- Esc → Interface → Gear effects: see everyone's, the nearest, only yours, or none.
- In a crowd, the nearest few players show their effects in full; the rest show only a dimmed aura.
- Footsteps lie on slopes and stairs now, and show in the Hug Club before and after a fight.
- The Hug Club now gives five titles: Headliner for reaching Mythic, one for each After Hours card, and Standing Ovation for rank 5's Encore. The other club titles are retired.
On your phone
- The World installs as an app from your phone's browser, and a code or QR signs your phone in: Esc → Play on your phone.
Finding a crew
- Call the Pier chat, in the crew window: it posts who your crew needs to the Telegram group, with a link to join. Level 10 on a wallet account.
- The Pier bot says when the world boss is still up with under an hour left and few fighting. It also has /wiki, and /help starts with links.
Fights
- Attack markers sit in the ground now and build up as the attack winds up. Some close attacks have none: watch the cast bar.
- Esc → Interface → Attack markers → Bright brings the old markers back.
The look
- A new look for every window, the HUD and the front door: wood, brass and paper.
3 Nov 2026
Your first hour
- The front door fits who's here: Play if you have no wallet, Continue if you've played before.
- Creating a character takes a name and one click. Looks fold away under Change look.
- New characters wake up facing Nori and the crabs, and start with auto-loot on.
- Hand in goes straight to that person's next quest, on the same card.
- Only the thing G will act on says G.
- Gear you can wear tells you how, the first time. Nori warns you about the crab's friends, and a first fall tells you fires heal fast.
- The damage meter comes at level 5 or with a crew, or tick it in Esc → Interface.
- The LFG tab tells low levels when dungeons open and where to ask for quest help. A new level 10 hears about the Hug Club, once.
Finding a crew
- Copy crew call: one line with your key, your seats, who you need and your link, ready to paste in any chat. A solo crew's link keeps working for 30 minutes after you copy it, while you're playing.
- Find a crew and List this crew in the Crew window. When Quick join finds nobody, it points you to the Pier chat.
- Telegram and Discord links in the Esc menu.
- Your crew shows on the minimap and the big map, wherever they are on the island, in their class colours. The Crew tab says where each one is and how far: the Ring · 140 m.
The map and your quests
- The minimap has a gold arrow to the quest you're following. Click a quest in the tracker to follow it.
- Click anything in the map's legend to fly to it, once you've found it. Quests in the Journal have Show on the map.
- The map opens with you in view, and + and − zoom around you.
Bag, Bank and mail
- Sort, in the bag and the Bank: stacks merge, gear comes first, locked things stay put.
- G at Ledger opens the Bank straight away, unless he has a quest for you. Put away sends in every stack the Bank already holds.
- New things in your bag wear a soft ring until you hover them or close the bag.
- Bound gear says what it can't do, and the belt says where bigger pouches come from.
- The mail's To box has a dropdown of your crew and friends, and a sent mail says who it went to. A market buy says whether it's in your bag or the Lost & Found.
- The Cafe card says how to start each row.
In a fight
- The death line says what killed you, and a run's You Fell card shows the last blows.
- You're told when your gear wears out or breaks, with an anvil beside your health while it's at 30% or under.
- A soft red edge pulses under 30% health. Off switch in Esc → Interface → Combat.
- Talents say how much they do, at your own level and gear: fire on the ground, Flame Trail, Sunburst and more.
- Point at a spell on your bar and a ring on the ground shows how far it reaches.
- Esc stops your own cast first. The next Esc clears your target, the next opens the menu.
- Hold a power's key to keep casting it. A ranged power at the foe you're looking at turns you to it when you're standing still. Both have an off switch in Esc → Controls.
- Crew frames can go tank, healer, damage, and never move in a fight.
- The meter has three small tabs, and a healer's opens on Healing. A boss's frame shows its full name and no level. Proc alerts are smaller and see-through.
After a run
- A finished dungeon's card has a Crew window button: start the next run without leaving first.
- The card fades 20 s after you leave, and at once in the Hug Club.
- Closing the tab asks first while you're in a run or fighting in the pit.
Keys and layout
- Middle and side mouse buttons can be bound in Key bindings, and they no longer go Back or Forward over the game.
- New binds, no key by default: Target yourself and Target crew 2 to 5.
- Key bindings lists every window's key too, and says when a bind takes one. Those keys do nothing while the menu is open.
- Edit layout moves the Quests tracker and the run card.
The Hug Club
- The Hug Club gives titles now: one for every boss you've beaten, and for the Encore. What you've already earned is waiting at your next login.
1 Nov 2026
The Hug Club
- Ranks 2 to 5 grow to four bosses each: twelve new fights. Beat any three of a rank's four to open the next rank.
- Rank 1 gains Daruma-san and Kurukuru Koma.
- The Encore: once you have beaten a rank's four bosses, ask Bonk to run them back to back on one health bar. Only the show heals you.
- The rating colours need more points now that there are more bosses: Uncommon 80, Rare 240, Epic 480, Legendary 800, Mythic 1,500. Your points never go down, but your colour can drop a step until you beat the new ones.
After Hours
- After Hours opens: three cards for anyone who clears rank 5.
- Nobinobi Koinobori, the Sky Carp. It hates to be crossed.
- Mochizuki, the Moon's Mallet, pounds the mochi to a beat.
- Karakara Mikuji, the Fortune Box: draw a fortune, fight your luck. Just for fun, no rating.
- The two hard cards count toward your rating, up to 180 points each. No tier moves.
- After Hours has its own banner: one tile a card.
The Cafe
- The Cafe opens on the island: sit with friends, say hi to Tansy and the cat, and take a cup from her urn.
- Dungeons hide beans of their own. Roast, brew and bake them at the Cafe for food and coffee buffs that last, and trade what you make with other players.
Mounts
- Press Space standing still on your mount and it does its own move: the Saltrunner's claws, the Lanternback's rear, the Emberkeel's stamp, Brightwake's mantle display.
- Mounts jump for real now and have a living idle.
30 Oct 2026
Mounts in the dungeons
- Mounts now ride in every dungeon run, 40% faster, as on the island. A hit or an attack puts you back on foot.
- Brightwake rides at the same pace as the other mounts.
28 Oct 2026
The Fair Return
- A world boss rises from the sea off Keel Bay once a day, at a time between 13:00 and 13:30 or 15:00 and 15:30 UTC, and stays up for 2.5 hours.
- Anyone on the island can join: damage it, heal or shield the others, or hold it. Its health grows with the group and its gear, and never goes down.
- It hits harder from 20 minutes in, and at 25 minutes The Deep Calls ends the fight.
- Level 10 fighters who did their part (casting through the fight, not just an auto-attack) win Mastery, and may win a necklace or ring and a rare mount.
- A chat line an hour ahead and another 15 minutes ahead, a countdown at the top of the screen and a marker on the big map. While you fight it, your party frames become raid frames.
Keel Bay
- New land east of the town: a ramp from the end of the street leads down to a long beach.
Mounts
- Summon a mount from your bag and ride the island 40% faster. A hit, an attack or a dungeon puts you back on foot.
Season 1 prize pool
- The Season boards have a Pool tab: from 28 Oct you can give $ALAMAYO to Season 1's prize pool and see the donor board.
- Donors reach a donor mount whose price falls every day. It is looks only, as fast as every other mount, and donating gives no advantage in fights or ratings.
26 Oct 2026
Winter on the island
- Snow falls on the island until 10 Jan and settles on the ground and in the trees.
- Strings of lights hang from lamp to lamp down the town's street, along the pier and on the path to the glade.
Winter music
- Outside the town the island plays winter music while the snow lasts. Pick one of three tunes, or turn it off, under Esc → Sound.
24 Oct 2026
The Hug Club
- A ring of cute bosses behind the noren of the hut on the island. Walk in through the curtain, give Bonk your name to queue, and fight one boss at a time while the hall watches.
- Level 10 to fight; anyone can watch.
Five ranks, six bosses
- Rank 1: Mochimochi-chan and Seiro-chan. Beat both to open rank 2.
- Rank 2: Tsuntsun Tsutsumi. Rank 3: Poi-baachan. Rank 4: Kanade-sama. Rank 5: Nui-chan.
- Each rank you clear opens the next, and stays open when new bosses join it.
Hug Club rating
- 20 points a rank for a kill, up to 5 a rank for time and 5 a rank for flawless, shown on your tooltip.
Snacks and throws
- Watchers can throw at the fight and around the hall.
- Snacks come in bags of 10, 50 or 100 from the bar.
- Snacks stay on the character that bought them (up to 1,000). Guests can't buy or throw.
- At the stalls a Tomato or Dango costs 1 snack, a Rubber chicken 2.
- Throws are just for fun: nothing a throw makes leaves the ring. Turn on "No throws at me" if you'd rather not be a target.
17 Oct 2026
Looking for a crew
- The Social window has an LFG tab on the island: crews list the key they want to run, and players apply with their role and a short note.
- Leaders see each applicant's item level, rating and key, then accept or decline. Accepted players get a crew invite.
- Hover a crewmate in the Crew tab to see the same details.
Rating
- When a run raises your rating, the run card, the Run summary and chat now show it: Rating 174 → 206 (+32).
16 Oct 2026
Social tooltips
- Hover a name in the Social window's Friends or Who list to see that player's item level, rating and current key. Item level and rating show from level 10. Offline friends show as offline.
10 Oct 2026
Auctions
- Legendaries now sell by auction: for the first 2 hours nobody can buy one outright, and players bid, starting at the seller's price.
- Each bid must beat the top bid by at least 5% and keeps it open at least 1 more hour. It ends once the 2 hours are up and an hour has passed with no higher bid, and sells to the top bidder.
- Your bid is held from your balance: it comes back the moment someone outbids you, and pays for the item if you win. No bids in 2 hours: it goes on sale at the seller's price.
Nameplates
- Enemy plates show aggro for your role. As a tank: green while you hold it, orange when someone is about to take it, red once they have.
- As damage or a healer: orange when you are about to pull it, red when it is on you.
- Orange and red plates grow, carry a ! and sit on top of the others.
- Stack nameplates (Esc → Interface, on at first): in a big pull the plates stack instead of covering each other.
- Target of target now works on the island and in dungeons.
Options
- The Esc menu has a new Interface tab: the interface size, nameplates, party frames and combat numbers. The action bar presets moved into Layout.
9 Oct 2026
Legendaries
- Legendaries never bind: you can always sell one at the market, even one you've worn.
8 Oct 2026
Damage meter
- Reflected damage has its own lines in a Guardian's breakdown: Bulwark of the Deep (reflect) and Ribcleaver (reflect).
- Hover or tap a player's row to see the uptime of their own buffs and procs in that fight.
- HEALING lists what the enemies healed, by source (Salt Pools, Mossmenders), and counts regeneration and the Patch-Up Tonic.
Brews
- Flasks last
the whole run→ an hour in dungeons, through deaths and runs, and cost4→ 6 Black Pearls. - In a run, drink a brew by right-clicking it in your bag, or put it on a quick slot and press its key. The brew bar above your ultimate is gone.
Gear
- From key 10, one dungeon armour piece in six (head, body, back, neck or ring) drops in another role's version, yours to wear or sell. Weapons, off-hands, trinkets and the week's sure piece stay yours, and runs drop as many pieces as before.
- Bound gear stays with the character that bound it: it can't be mailed, not even to your own characters.
Dodging
- A roll, Blink or Leap Back pressed before a blow lands on your screen now dodges it, bosses' moves too (up to a 0.3 s round trip).
- Red warnings now fill until just before the blow lands.
Cleric
- Aegis lasts
12 s→ 20 s.
Rogue
- Cold Blood: crits on a dungeon's elites grow
half as much as on bosses→ as much as on bosses. - Goldthread Stinger:
Power, Edge, Grit, Tempo→ Power, Edge, Edge, Tempo (an epic at 58:Edge 25, Grit 17→ Edge 42). Every Stinger already found changes too.
Guardian
- Thornwarden's Heartwood:
heal 16%, take 10% less damage for 6 s→ stuns every enemy within 8 m but bosses for 2 s, cutting off its cast; heal 13%, take 10% less damage for 6 s. - Waxen Effigy:
20% chance when you're hit: a shell of 12% of your health without gear for 6 s→ 35% chance when you're hit: for 6 s, a shell of 7% of your whole health bar (about the same size) and 15% more damage.
Enemies
- Stun, trap, pull or knock back an enemy mid-spell and it can't cast that spell again for 5 s, or its own cooldown if that's longer. A Mossmender's Mend is locked the same way when its channel breaks.
- A cut cast says Interrupted on the target frame and the nameplate.
- Dungeon enemies take turns with area attacks: close together, only one starts every 3 s.
- Gloamstag Stomp
no cooldown→ 10 s · Thornwarden Bramble Ringno cooldown→ 12 s · Glimmermoth Dust Puffno cooldown→ 8 s · Broodguard Pounceno cooldown→ 10 s. - In dungeons: Drowned Warrior Sweep
no cooldown→ 8 s · Whirling Bladeno cooldown→ 12 s · Sand Spitno cooldown→ 8 s · Throwing Netno cooldown→ 10 s. - Web Shot and Hush cooldowns
at range only→ in melee too.
7 Oct 2026
Gear
- A neck, two rings and a second trinket: ten slots. Stats on pieces for the old six:
100%→ 75%; the new four make up the rest. - Every stat gives less the more you have. Your sheet and every card show the points and what they make.
- Talents and buffs count after that, so +2% crit is 2%.
- Both worn trinkets work: never two of the same, one legendary at most, and two on-use trinkets share a 20 s lockout.
- Necks drop in the Wreck and rings in the Overgrown Orchard; the island has three of each.
- The market has a Jewellery branch and a slot filter.
Dungeons
- Your damage numbers are smaller in dungeon gear, and so is every dungeon enemy's health: key 15 has
×5.45→ ×2.42 the health of key 1. - Past key 10, enemies' blows grow a little less a key.
Bosses
- Bosses run
3.0–3.5→ 4.2 m/s: you can't outrun one any more, keep it on your tank. - The Gilded Weaver, the Duskwing and Vesperine have a quick blow for their tank: Bite, Wing Lash and Pole Strike, and their cones come less often. Every boss's cone on its tank grows with the key as its quick blow does: Cleave
48→ 28, Fang Strike32→ 26, Wingbuffet30→ 20, Hook Pole34→ 22. - A boss's cone on its tank
stays where it was aimed→ turns with the tank: circling the boss no longer dodges it. - A boss's cone on its tank also
stays where the boss stood→ follows the tank: stepping back out of its reach no longer dodges it. - Run off while a boss is busy with a move and it chases you down at
its run→ 1.5× its run until it reaches you.
Party frames
- Party frames show each crewmate's ultimate: it fills as it charges and lights up when it's ready.
The Gloamhollow
- Par
36:00→ 26:00. - Its trash has more health:
+0%→ +25% to key 8, then 12% more a key: +120% at key 13, +176% from key 15. Bosses and their adds are as before.
Rogue
- Cold Blood: past
50%→ 30% crit chance, each 1% more makes your crits on bosses and the island's elites3.6%→ 2% harder, on a dungeon's elites10%→ 50% of that.
Hunter
- Steady Aim: past
40%→ 20% crit chance, each 1% more makes your Heavy Shot, Quickdraw and Storm Net crits1.7%→ 4% harder.
Firebrand
- Bellows turns
your crit chance→ one and a half times your crit chance into extra damage.
Legendaries
- The Hangman's Knot starts Cold Blood at
30%→ 15% crit chance, the Gale Feather starts Steady Aim at10%→ 5%, and the Ember Lantern makes Bellows burn6 s→ 5 s longer.
Duels
- Duels are re-balanced for the new stats.
Health
- Health grows with your gear:
+0%→ +128% on a key-15 epic set (a Guardian's+0%→ +64%); island gear barely changes. Enemies in the dungeons hit harder to match the gear their crews wear, so heals cover less of a bar. - The Dive, the Anchor Drop and a shared Kindle one-shot a geared damage dealer or healer from key 10, and take most of their health below it.
- Heals, shields and food that restore a share of your health count your health without most of what your gear adds.
Mastery
- Past max Mastery: every 150,000 XP after your 14th point pays 15 Tidesteel, up to 30 a day per account. The Mastery bar shows the bonus bar filling.
Rating
- Hover a level-10+ player or their crew frame to see their dungeon rating, in its tier colour.
6 Oct 2026
- A mailbox in town, east of Rigger: send up to 6 things to any character by name, your own too, free and at once (from a guest login, only to your own). Ask a C.O.D. price in $ALAMAYO from another player's character when you're both on a wallet; you get it less the 5% fee. Mail nobody takes comes back: C.O.D. after 3 days, the rest after 30. Legendaries can't go by mail.
Gear
- Gear binds to your account the first time you equip it, and you're asked first: your own characters can still have it, but it can't be sold, traded or mailed to other players. What you wear today stays tradeable until you equip it again.
Icons
- Every ability, buff and debuff has a new icon, drawn for Alamayo: each shows the effect you see in a fight.
Talents
- A second talent spec for every character: switch between 1 and 2 on the skill tree, free, outside dungeon runs, duels and fights. The second starts empty and fills like the first.
Hunter
- Heavy Shot shows how far you are to One Shot: 1/5 to 4/5 on its button, and a gold ring when the next one is it.
5 Oct 2026
Rogue
- Stealth gives Feint: 70% less damage from monsters' area attacks for 6 s.
- Roll:
two charges→ three charges; one still comes back every 30 s. Duels keep two.
Hunter
- Heavy Shot:
85 damage→ 89 damage. - Storm Net:
on the global cooldown→ off the global cooldown, and it lands0.35 s→ 0.25 s after the throw. Volley, then Net. - Volley and Storm Net reach
any distance→ 20 m, like your other shots.
Dungeons
- The big enemies in dungeons (the Drowned Warrior, the Thornwarden) are Elites now: Cold Blood, Red Mercy and Big Game count them.
- Cold Blood's crit bonus on a dungeon's Elites is a tenth of its bonus on a boss. The island's Elites keep the full crit bonus.
- Salt Pools and the Captain's Bilge Flood show in crew runs now (they were drawn under the ground): teal and olive pools with a ring at the edge.
Controls
- Click enemies only (Esc → Controls): your clicks in the world pass over friends. Pick friends on their frames.
Accounts
- Each browser tab keeps its own login, so two wallets can play side by side. 'Use another wallet' on the start screen switches only that tab.
4 Oct 2026
Keys
- Keys, bests, the weekly piece and the rating are
shared by all your characters→ each character's own. Your most-played character keeps your current key; the others start from their own best runs. - If anyone leaves a run by choice (a kick counts) and it empties, or it empties after its par, the key drops one, as if given up.
Island
- Moth and Sorrel wait by the Orchard gate, with three new quests from level 10.
- The dungeon journal (J): each dungeon's bosses, abilities and loot.
- The Duel Field is now a little smaller, further west.
- When the world is slow to save, a "Saving…" note shows, and your bag catches up when it's done.
- Shorter texts in the menus, windows and tooltips.
The Gloamhollow
- The Gloamhollow opens behind the glade's door, south of the town: the Duskwing and Vesperine, the Lampwright. Keep the braziers lit.
- Keys can now land in the Gloamhollow. Its par is 36:00.
Loot
- Each dungeon drops its own slots, whichever dungeon a piece was made for: the Gloamhollow weapons and trinkets, the Wreck off-hands and head pieces, the Overgrown Orchard body and back pieces.
- From key 10, every class has two versions of each piece. The Gloamhollow's are 3 item levels higher.
- 12 epic trinkets drop from key 10. Press T to use yours.
- Above key 15, each level adds a piece to a timed run's loot.
Balance
- Enemy health per key from 11 to 15:
+16%→ +20%; from 16 to 20:+7%→ +3%. - Wick-Snuffer: a proc during Ambush
tops it up to 6 s→ adds 6 s.
3 Oct 2026
Keys
- Every player has one key of their own, in a dungeon drawn at random:
a key for each dungeon, set by the crew's leader→ one key per player. Time it and it climbs one to three levels and moves to a new dungeon; finish over par and it drops one and moves; wipe or give up and it drops one and stays where it is. - Anyone in the crew can start their own key: the first to press Start gets the countdown, and anyone can stop it. Only that key moves, and everyone's best timed levels still count.
- Lower your key to any level below it, at any time, from the crew window or your character window.
- Type /key or Shift+click your key to link it in chat. The link shows whether that key has moved on since, with a Join button while its crew is open.
- Your first key starts one level below your best in its dungeon (two below in the Orchard from a best of 6), or at level 1 if you had no best yet.
- Signing in with a wallet after playing as a guest now keeps your best keys, your wardrobe and your friends, and players who did it before get theirs back.
Dungeons
- Press M in a run, or the Map button beside the run's clock, for a map of the dungeon from above: its walls and paths, where the waves come in, the boss, you and your crew. Drag, zoom and pinch it like the island map.
- Your ultimate is ready at the start of every run. Its gauge fills
faster than its 30-second minimum, then waited at 99%→ no faster than its 30-second minimum, and shows 100% exactly when you can use it. - A crew in a run takes nobody new: joins and invites wait until the run is done. A crewmate whose connection drops still comes back to their own seat, and finds the run as it is: the boss, the crew and every fight in progress.
- The Orchard has its own music: a piece for the gate, one for the waves with drums when you fight, and one for the Weaver.
- The Captain is bigger, and a small arrow at his feet shows which way he turns during an Anchor Drop.
- Above key 10 enemy health grows
18% a key→ 16% a key to key 15, 7% to key 20, 20% to key 22 and 45% from key 23. - Above key 10 plain swings grow
26%→ 8% a key, the moves you can step out of19.8%→ 20.5% a key, and the moves that take a share of your healthnot at all→ 16% a key. The Weaver's Fang Strike growslike a move you can step out of→ like a plain swing. - From key 15 every Orchard enemy also has 35% more health and deals 40% more damage.
- A wiped run pays
a fifth of a timed run's Mastery→ 4% of a timed run's Mastery for each wave your crew cleared, so a wipe before the first wave is cleared pays none. - Training Dummies can no longer be moved, stunned, rooted or slowed, and Riptide's whirlpools ignore every pull, root and slow.
Powder Kegs
- A keg's blast hits
everyone within 6 m→ every player who can see the keg. Anything solid hides you: a trunk, a rock, a crate, a barrel, a wall. One aimed hit still breaks a keg before it blows. - A keg rolls in every
40 s→ 30 s, and its blast takes30% of your health→ 30% plus 1% for each enemy still standing (up to 10), 15% more each key from key 11, up to 200%. - You can see one coming: the fuse glows brighter and hisses louder as it burns, flares in its last moments, and the barrel keeps a warm rim while it can see you.
- New cover where the Wreck and the Orchard are fought: barrels, a crate of bottles, a big open crate, a mast stump and three stone planters.
- Kegs can no longer be pulled or dragged.
Legendaries
- Every legendary is item level
55→ 60, whatever key it drops from. Tempering stops at item level 58, so a legendary is never tempered; its forge stars still count. - Red Mercy: on bosses and elites a Shank hits
15%→ 10% harder for each stack of Deep Dagger. - Squallsinger: each leap of the lightning hits for
half→ 38% of the shot, and with nobody near it strikes the target again for60%→ 45% of the shot. - Starcatcher: the falling star hits
as hard as the crit→ half as hard as the crit.
Guardian
- Bulwark of the Deep sends back
more than its tooltip said, its damage counted again with your heft→ exactly the share its tooltip shows.
Interface
- Statuses on enemy nameplates are icons over the name, with their stacks. Point at one, or tap it, to see what it does. The line under the health bar shows only what the enemy is casting.
- Upgrade arrows count Armour only up to the point where it stops cutting damage (a little past it for a Guardian), and Edge only up to a sure critical hit.
The island
- A lamp-lit path from the street by the Bank leads into the woods south of the town, to a glade and a shut door. The Gloamhollow is coming soon.
1 Oct 2026
Duels
- Duel a crewmate on the island: right-click them and choose Duel, or type /duel and their name. You both need to be in the same crew, level 10 on a wallet account, out of combat and within 20 m of each other.
- A duel is fought in a ring around you, anywhere on dry land on the island. The Duel Field, the open, level field south of the camp, is the place for a fair fight on open ground: it is on your map once you have found the camp. Any number of duels can run at once, and nothing from one reaches another.
- You start on your marks for a 3-2-1. A duel lasts up to 3 minutes: from 2:00 every blow lands 5% harder each second, and at 3:00 it is a draw. /forfeit gives up.
- Nothing is at stake: no loot, XP or wear, and a fall is not a death. Your gear counts in full.
- Health in a duel is a bar of its own, shown as a share on your frames. Players nearby see the blows and heals land.
- Your character window counts your duels won, lost and drawn, with a box to stop taking duel requests. Others see the count when they inspect you.
Fishing from the island
- Press P, or the Pier button along the bottom, and the Pier's fishing opens in a corner of the screen while the game keeps running, in a dungeon run too. It is the Pier's own fishing: the same baits, odds and payouts, catches in your crate, cast by hand. It needs your Pier sign-in (a wallet or Telegram).
- The bosses, the camp, the horn, crab races and the arcade stay at the Pier: a cast from the island never reaches a boss. The weekly piñata counts it like any cast.
- A catch while the card is folded puts a dot in its rarity's colour on the Pier button.
- Anyone fishing shows a bobber over their head, and the fish when a catch lands, for everyone nearby to see.
Combat
- Pressing an ability while your auto-attack winds up no longer throws the swing away: it lands first, then the ability goes off.
- An attack pressed with no enemy selected goes at the nearest enemy already fighting you or your crew, within its reach and not behind a wall, so you can keep pressing it through a fight. A melee attack with no such enemy in reach selects the nearest one within 30 m for you to close on. It never pulls an enemy that is not fighting yet. A friend you have selected stays selected, so your heals keep going to them.
- Ability tooltips show your own numbers, with your talents, level and gear. A number a talent changed shows its base beside it.
Guardian
- The Guardian's blows now grow with its Grit (1% a point) and its Armour (0.5% a point, past the cap too), and with every talent point it spends (1.6% a point), so it keeps its share of the damage as its gear and talents grow: about a quarter of a damage dealer's on one enemy, two thirds on a pack. Its healing is unchanged.
- The Cutlass cleaves
everything in front of you→ its target and up to three more in front of you. - In duels, the Guardian's blows count
x2.29 / x3.69 / x5.26→ x1.42 / x1.02 / x0.66 at item level 10 / 37 / 64, so its duels come out as they did before.
Dungeons
- The Wreck and the Orchard prepare their effects before the first pull, so the first fights hitch far less as each new effect appears.
- Powder Kegs break only when you hit them on purpose:
any blow, a cleave or an area attack next to your target→ an attack aimed at the keg itself. Cleaves, area damage and spreading effects leave a keg next to your target whole. - From key 6 the dungeons get harder faster. Enemy health a key:
+8%→ +10% for keys 6-10, +18% from key 11. Enemy damage a key:+10%→ +11% for keys 6-10, +13% from key 11. In the Orchard every enemy also has 20% more health and deals 20% more damage from key 6. Keys 1-5 and the timers are as they were. - Dungeons are tuned for a full crew of five: enemy health
shrank with a smaller crew: x0.47 for a tank, a healer and a damage dealer, x0.26 for one damage dealer alone, x0.13 for one Guardian→ is a full crew's, however many of you come.
Inspect
- Inspecting a player opens their character among their gear: their level or Mastery, class, item level, title and duels, the five points their gear gives, and their best keys. A Rating tab shows their rating and the dungeons behind it. Hover a piece for its card, Ctrl+click it to try it on, Shift+click it to link it in chat.
Damage meter
- With a Firebrand in your group, the damage meter has an Embers view: every Firebrand, most Embers wasted first, an Ember wasted being one earned while already holding three. Hover a row for Embers earned, wasted, the share wasted, and how many of the wasted came during Bellows.
30 Sep 2026
Market
- The market has a category tree with counts beside every category, filters for item level, rarity, class and stars, and columns you can sort both ways: name, item level, rarity, time left, seller and price.
- An item listed many times is one row with its lowest price and how many are listed; click it for every listing, cheapest first, and the week's sales.
- Selling suggests a price 1 under the lowest listing. Only undamaged things can be listed: repair a piece first.
- The most $ALAMAYO one sale can carry:
1,000,000→ 10,000,000. What you can pay other players in a day:5,000,000→ no limit. - $ALAMAYO shows with its coin wherever you can spend it: your balance along the bottom of your bags and at the top of the market, beside every price, and at the Barber, the Tailor, the Registrar, in trades and for a talent reset. A price you can't afford shows in red.
World wallet
- The world wallet works right on the island: sign in with your wallet, deposit $ALAMAYO and withdraw it back to your wallet.
Dungeons
- Moves that warn you on the ground hit harder:
10% more a key→ x2 at keys 1-3, x2.5 at key 4 and 6% more every key after, on top of the 10% a key. - Plain blows, the ones with no warning, grow much faster with the key:
10% more a key→ x1.5 at key 1 and 11.5% more every key after, on top of the 10% a key (x2.3 at key 5, x4 at key 10, x6.9 at key 15). Holding them is the Guardian's job: at key 15 two blows from ordinary trash take down anyone else. - Every warned move in the dungeons warns at least 1.5 s: Sand Spit
0.9 s→ 1.5 s, the Throwing Net0.8 s→ 1.5 s, the Drowned Warrior's Sweep1.0 s→ 1.5 s (on the island it stays 1.0 s), Whirling Blade1.2 s→ 1.5 s and the Gilded Weaver's Fang Strike1.2 s→ 1.5 s. - The Gilded Weaver's Fang Strike never hits softer than a plain blow from her brood.
- A hatchling that reaches the Gilded Weaver feeds her for longer: +10% damage for
20 s→ 60 s, three at most. - The Broodguard's Pounce hits
a 1.8 m circle under its target→ a 3.2 m half circle in front of it: stand behind it, and if it faces you, step back out of reach.
Crews
- A player's seat in a run is never played by a bot. If someone's connection drops, their seat waits for them to come back.
- An invite link puts you in its crew as soon as you arrive on the island, wherever you land.
Combat
- Buffs, cooldowns and the island's bars (Homeward, bandages, meals) keep real time on slower machines and in busy fights: Dagger Storm lasts its full 15 seconds on your bar, and abilities come back when they say.
The dock
- A dock at the east end of the Strand: press G at its far end and Alamayo Pier opens right here, over the island. Other players see you're at the Pier.
Talents
- Several talents changed, so every character's spent points came back once, free: spend them again. Your free reset at the Trainer is still yours.
The Forge and the Still
- The Forge has its own window: your pieces with what their next temper costs, how far each can go and what you're short of, and a Break down tab you drag pieces onto (locked pieces are never broken down).
- The Still has its own window too: every brew with its ingredients, what you're missing and where each ingredient comes from.
The Tailor
- The Tailor has a dressing room: turn a copy of yourself, zoom in on the face, and try any look on before you take it. Pick looks for several slots and apply them together; on a phone, tap a look to try it and tap again to take it.
The Bank
- The Bank takes bags: eight bag slots under its grid hold the same pouches as your belt, each adding its room, up to 120 slots in all. Drop a pouch on a slot to fit it, and right-click it to take it out; on a phone, the bag's menu puts it in.
The character window
- The character window (C) is redrawn: you in 3D between your six slots, your stats with each change coloured by whether it is better or worse, and Helm and Cape switches that are your real settings.
- Ctrl+click (⌘+click on a Mac) any item, in your bag, the Bank, the market, loot, a trade or a link in chat, to see it on you and what it would change before you equip it. On a phone, the bag's menu has Preview.
The map
- The map (M) is redrawn: the ground in finer detail, every area named, Lighthouse Point too, and up close each service named by what it is. Point at one to see who keeps it.
Lighthouse
- FASTEST TO THE NEST, the board at the lighthouse, shows the seven best climbs on the island, one for each character, and your own place. It started empty today.
Party frames
- Your crew's frames can show their debuffs as icons with the time left and the stacks, in place of the small coloured squares: tick Esc > Layout > Party frames: show debuffs (off at first). Point at an icon, or tap it, to see what it does. A Cleric always sees Recently Shielded on the friends an Aegis can't shield yet, and for how long.
Jumps
- Now and then a jump gets a flourish of your body's own: the Man and the Woman flip on a running jump and spin on a standing one, a skeleton flips with its bones coming loose, a goblin cannonballs or cartwheels. Everyone around sees it; Esc > Controls > Jump flourishes turns yours off.
Rogue
- Cold Blood: past 50% chance to crit, every 1% more makes your crits on bosses and elites
3%→ 3.6% harder. - Cold Blood: a boss below 35% health now takes double damage from you, bleeds included, and the extra draws no threat.
Guardian
- Shield blocks:
none→ 80% of the plain blows from the front, a boss's excepted, and a blocked blow takes at most 5% of your health. Warned moves and blows from behind are never blocked. - Big Shield:
blocks stop 5% more a point→ +5% block chance a point. Bulwark of the Deep now takes 1.5 s off its cooldown for every block, and the Bosun's Whistle heals 3% on every block, as their texts said.
Hunter
Swift Shafts: Bow Shot and Heavy Shot fly 20% faster a point→ Weak Spot: Heavy Shot's crits hit 5% harder a point. Points spent on it stay.- Steady Aim: past 40% chance to crit, every 1% more makes crits of Heavy Shot, Quickdraw and the Storm Net
2%→ 1.7% harder. First Blood: Heavy Shot always crits an enemy above 90% health→ Big Game: Heavy Shot hits bosses and elites 10% harder. Points spent on it stay.- One Shot: every fifth Heavy Shot
always crits→ hits 75% harder, and can still crit. - Squallsinger: its lightning leaps for
all→ half of the Heavy Shot, and on a lone target strikes again for200%→ 60% of the shot.
Firebrand
- Inferno's capstone:
Pyre Chain: a Pyre that kills gives an Ember→ Roaring Pyre: Pyre hits 1% harder for every 10% chance to crit you have. A point in Pyre Chain is now in Roaring Pyre. - Short Fuse:
the fuse blows 0.4 s sooner a point→ Powder Fuse comes back 0.5 s sooner a point. - Hot Fuse:
an enemy that dies with your fuse on it lights a new fuse→ a Powder Fuse blast lights fuses on up to three enemies near it. - Pyre Blast's splash:
grew with your gear twice over, to about 27% of the Pyre's hit in full gear→ 10% of the Pyre's hit whatever your gear.
Cleric
- Smite hits for
60→ 48, and the heal it gives your two most wounded friends shrinks with it. - Aegis soaks up
240→ 192. - Thick Aegis:
15 more soaked a point, which the 60% limit cut away on everyone but a Guardian→ an Aegis can hold up to 5% more of a friend's health a point, 75% at three. - Devotion: an Aegis on a friend below 60% health soaks up twice as much, up to
60%→ 90% of their health.
Shaman
- R:
Purge: poison and bleeds washed off everyone within 8 m, who heal 10%, 12 s cooldown→ Tideshell: a shell of sea water round one friend, 10 layers, 60 s. Each blow that lands on them breaks a layer, at most one a second, and heals them 8% of their health. It works on one friend at a time (casting it on someone else moves it), and the cast still washes poison and bleeds off them. 10 s cooldown, 20 m range. - Clean Waters:
Purge heals 10% more a point→ Tideshell's layers heal 10% more a point. Quick Purge: Purge comes back 2 s sooner a point→ Deep Shell: Tideshell has 1 more layer a point. Points already spent on it stay.
29 Sep 2026
Dungeons
- A run card at the top right shows the clock against par, where +3, +2 and +1 end, the waves as they clear with the enemies left, and the deaths.
- The chat says when a mark is gone. When time runs out the clock turns red and TIME'S UP shows, so a run never goes over par unnoticed.
Controls
- Slow motion (P) is gone: P can be bound to an action like any other key.
Voices
- The island's people speak: a greeting, a line when they have a job for you, thanks, and a word if you keep clicking them. The rest of what they say stays text, with a short sound.
- The bosses yell at their big moments, and the Gilded Weaver has a new cry.
- Esc > Sound > Speech sets how loud they are. The music steps back a little while someone speaks.
Interface
- Damage numbers show only your own by default: the blows you land and take, and the heals you give or get. Esc > Layout > Other players' numbers shows everyone's.
Rogue
- Twin Shank's second stab no longer takes time off Frenzy: one Shank, one cut.
Guardian
- Bash picks the closest enemy when nothing is selected and starts your auto-attack, like the Rogue's Shank. Pressed while it cools down, it keeps the auto-attack going.
28 Sep 2026
Rating
- Every account has a rating from its dungeon runs. Inspect a player, or yourself from your own name menu, and open the Rating tab.
- A run scores 10 points a key and 10 more at each twist level (keys 4, 7, 10, 12 and 15), plus up to 10 for time left, all 10 with 6:00 to spare.
- A run over par scores as one key lower, at most key 10, less up to 10 by 6:00 over. A wiped run scores nothing, and a best never goes down.
- Your rating is your best Wreck run plus your best Orchard run. Tank, Healer and DPS each keep their own score.
- Tiers: Uncommon from 100, Rare 180, Epic 260, Legendary 400, Mythic 500. Season 1 starts with this update: earlier runs don't count.
Dungeon loot
- Gear drops for the crew: a run timed at +1 drops 2 pieces, at +2 3 pieces, at +3 one for every player; over par 1 piece (was 3 rolls at 40% for each player in time, 2 over par).
- Each piece goes to a different player, drawn at random, and is made for that player's class.
- No more daily falloff: every run pays in full, pearls and the legendary chance too (the 4th to 6th run of a day paid half, from the 7th a quarter).
Keys and gear
- Each dungeon has its own key. The Wreck keeps yours; the Orchard's starts at level 1 and climbs on its own.
- Item level stops rising at key 15: gear from key 15 and above is item level 55.
- Every legendary is item level 55, whatever key it drops from.
Healing
- Mend, Aegis and Ward land on the friend you pick: the one under the pointer with mouseover casting on, else the one selected. With an enemy or nothing selected they land on you (they went to the most wounded friend).
- A selected friend out of range is refused instead of the spell going to someone else. Veil still goes to the most wounded when no friend is selected.
Rogue
- Spamming Shank keeps you fighting: with no enemy selected it picks the closest one, and pressed while it is on its cooldown it turns your auto-attack on (never off).
- Dagger Storm cuts through packs: while it is up, every blow you land (autos and abilities, not bleeds) also cuts every other foe within 5 m of your target for 35% of it.
- Dagger Storm comes back in 20 s (was 30).
- Cold Blood: past 80% chance to crit, every 1% more adds 1.6% to Dagger Storm's cut (67% of the blow at 100%).
Dungeons
- A run ends as soon as its boss falls: the adds and egg sacs still up fall with it.
- The Weaver's egg sacs have half the health and hatch after 11.25 s (was 9).
- The Weaver is easier to reach in melee: her body counts from 1.8 m around her (was 1.3).
- Eat and bandage in the Wreck and the Orchard: out of combat, in the countdown or between waves. A meal heals as it does on the island and gives Well Fed.
- Well Fed from the island stays up in a dungeon run.
- The Patch-Up Tonic works in a run too, as one of the run's two tonics with the Brine Tonic.
The island
- Dying costs no experience at any level (was 5% of the level's bar below level 9). Your gear still wears 10%.
- The Scrap King moves faster: he can no longer be kited in circles.
Bags
- Click anything in your bag for its menu: Equip or Use, Break down, Split the stack, Lock, Link in chat and Destroy. What you can't do where you stand is greyed out with the reason.
- Lock anything you want to keep: a padlock shows on it, and it can't be broken down, destroyed, sold or traded until you unlock it. Break-downs of all your spare gear leave it out.
- At a fire, drag anything from your bag onto the fire's panel to break it down into Salvage; at the forge, a Wreck piece onto its card for Tidesteel. Rare and better pieces ask first.
- The green upgrade arrow weighs each stat by what it does for your class: a Rogue gets little from Armour, a Guardian little from Edge. Spare gear at the fire and the forge follows it (it counted every stat alike).
Interface
- Key bindings and the action bar are saved for each character.
- Hover a player or a crew frame for their level (their Mastery level at 10), class and item level.
- Inspect shows an icon for every piece a player wears.
- A Social button above the chat opens your friends, Who and Ignore (O still does).
- Talent descriptions are simpler to read. The numbers are the same.
- When a new version is out, a banner asks you to refresh.
Sound
- New sounds for the crabs and for Dagger Storm.
27 Sep 2026
New looks
- Every class's big abilities have their own effects now, from the wind-up to the hit and what stays after.
- Guardian: Thunder Clap splits the ground, Anchor Chain lashes iron chains to everything it stuns, Bulwark of the Deep is a shell of sea water that ripples where you are hit.
- Shaman: Salt Bolt, Leech, Ward and Spring Tide are the sea itself.
- Cleric: a sun sigil for Smite and Contrition, a honeycomb of light for Aegis, a dome of light for Sanctuary.
- Rogue: Shank and Deep Dagger cut red, Dagger Storm whirls eight real daggers, Frenzy is a red rage.
- Hunter: Heavy Shot draws the wind in, Volley's arrows fall where you can see them, the Storm Net is a net of lightning, Dead Eye opens a golden eye.
- Firebrand: Pyre is a great fireball, Powder Fuse a lit fuse on your target, Bellows a roaring furnace.
- The Weaver's web wraps whoever it catches, from her to them, and your frames show Webbed with the time it has left.
Dungeons
- The Wreck and the Orchard: enemies hit harder, and more with every key. Waves hit 0.6× as hard (was 0.35×), the boss 0.7× (was 0.5×), the enemies a boss calls 0.6× (was 0.4×).
- Enemy damage grows 10% a key (was 8%). Health still grows 8%.
- Keys 1 to 3 have no twists. Crowded Deck and the Captain's Tide start at key 7 (was 2), one a week as before, both from 15.
- One twist from key 10, from a list of seven, instead of one from 7 and another from 10, so no more than two twists with their own mechanics run at once (was three).
- Crowded Deck: enemies hit 20% harder (was 30%). The Captain's Tide: 25% more health (was 30%).
- Riptide: two whirlpools every 40 s of fighting, each for 15 s (they stayed the whole wave), 2% of your health a second (was 3%).
- Salt Wounds: three stacks at most (was six). Brine-Bloated: 2.5% of your health and half the poison (was 4%). Rallying Cry: three stacks at most (was five). Salt Pools heal 2% a second (was 4%).
- The Sea Keeps Count: a death costs 15 s of par (was 38).
Firebrand
- Pyre flies slower (12.5 m/s, was 18), a great fireball you can watch cross the field. Its damage is set as it leaves your hand, and it crits if Bellows is up when you throw it or when it lands.
- A Pyre whose target falls first flies on to the nearest foe within 4 m that is already in the fight.
- Firebolt flies at 16 m/s (was 24).
- Bellows lasts 8 s (was 6).
Hunter
- Heavy Shot has no cooldown: 85 damage a shot, the one to fire whenever nothing else is ready (was 110 every 6 s).
- The Net is the Storm Net: it roots and slows as before, and lightning crackles through it for 4 s, 7 damage a second to everything under it. Bosses take the lightning too; they are never rooted.
- Dead Eye: every Heavy Shot that crits also hits the enemy nearest its target. Still 50% faster, still no draw.
- Steady Aim starts at 40% chance to crit (was 50%) and covers the Storm Net too. With the Gale Feather it starts at 10%.
- Volley: 10 every half second (was 12). Barbed Net is now Live Wire: the Storm Net's lightning 15% harder a point.
The Wreck
- The Captain's big moves wind up for 2 to 2.5 seconds (were 0.8 to 1.6): Cleave, Skull Crack, Rotgut, Slam, Anchor Drop and Bilge Flood. He draws back and holds, so there is time to walk out. His Chop is as quick as ever.
- A countdown before every wave: ten seconds before wave 1 (was 2), and the last ten of each breather. The run's clock starts with wave 1.
- Open the hatch at the breach with G (or a right-click) to gather a crew. Walking up to it no longer opens anything.
- The end card has one button, Finish: back on the island, still in your group.
- Its crabs, drowned and wreckers are 70% quieter when they come for you, and a pack speaks one voice at a time. The Captain is as loud as ever.
Range
- Every ranged spell reaches 20 m (was 12 to 18): Salt Bolt, Mend, Ward, Leech, Holy Spark, Smite, Veil, Aegis, Contrition, Bow Shot, Net, Quickdraw, Cinder, Firebolt, Flashfire, Powder Fuse and Pyre.
- Hunter: Long Range is now Swift Shafts: Bow Shot and Heavy Shot fly 20% faster a point.
- Shaman: Long Reach now makes Spring Tide reach 2 m farther a point (was Mend).
Quests
- The Cull and the Great Cull count every enemy your crew downs in the Wreck, whatever its level.
- Gather a Crew (was Crew of Five) starts with a crew of any size, you alone included. Five is still best.
- Point at an enemy to see which of your quests it counts for, and how far along you are. Your target's frame shows the same.
Dying
- From level 9, dying costs no experience (was 5% of the level's bar).
Chat
- Click anywhere outside the chat to put your line aside and move; Enter brings it back as it was. Shift-click links still land in it.
Wallet
- The wallet has a big Deposit / Withdraw on the Pier button: $ALAMAYO comes in and goes out on the Pier.
Getting in
- When the island is full, you wait in line and see your place and a rough wait. Nobody already in is ever sent out, and a dropped connection keeps your place for two minutes.
Crews
- Ready check: the leader asks, and every crewmate gets Ready and Not ready with 30 seconds to answer. The leader sees each answer, and Start asks first if anyone is not ready.
- A crewmate whose connection drops stays in the crew, shown offline, and is back in their seat on return (was: gone from the crew at once). A leader offline for 3 minutes passes the lead to someone online; an offline seat is let go after 30 minutes.
- Spend talent points during a dungeon run, between fights (was: not until the run ended). A reset still needs the Trainer in town.
- Social lists friends in a dungeon run, and which one: the Wreck or the Orchard.
26 Sep 2026
The Wreck
- Par: 6:00 → 15:00.
- Waves: 50% more enemies, with 8× health and 0.35× damage.
- The Captain: 5× health, 0.5× damage; his enrage 4:30 → 11:15.
- The fallen rise after 2:00. A death costs 38 s of par (was 15).
- Loot rolls: 2 → 3 on a timed run, 1 → 2 over par.
- Black Pearls: 1 → 1.5 a run, and +1 → +1.5 for each speed step.
- Mastery a run: 2,300 → 3,450 at key 1.
- Twist timers twice as long. Salt Wounds: 1% → 0.5% of health a second per stack.
Legendaries
- Twelve: a weapon and a trinket for each class, each with its own effect (was six weapons).
- A 0.1% chance per finished run at key 10 or higher (was 1%). Every find is numbered.
- Each star or temper rank makes its effect 5% stronger. Tempering one costs 4×.
- Orange means one of the twelve: other gear tops out at epic, and older orange and red pieces are epic now, same stats.
Mastery
- Level 10 is the cap: from there, XP and Wreck runs fill Mastery for up to 14 more talent points.
- Your first timed clears of keys 3, 5, 7, 9, 11 and 13 each earn a Mark: a point each.
Balance changes
- Every ultimate has its own cooldown that always runs, in a fight or out of one (was charged by fighting).
- None comes back sooner than half its cooldown, and nothing counts while it is up.
Guardian
- Bulwark of the Deep: 60 s cooldown; each blow you take takes 0.5 s off, each block 1.5 s.
Rogue
- Cold Blood (new): past 50% crit chance, each 1% more makes crits on bosses and elites 3% harder.
- Frenzy: 60 s cooldown; each Shank that lands takes 3 s off.
- Quick Blades → Killing Pace: a Shank that crits takes 33% more off Frenzy, per point.
Shaman
- Ward: healing 3% → 6% of health a second, cooldown 18 s → 12 s.
- Spring Tide: 60 s cooldown; each friend who drops under 30% health takes 5 s off.
Cleric
- Holy Spark: damage 14 → 20; heals your most wounded friend for 50% → 100% of it.
- Smite: damage 42 → 60.
- Contrition: damage 18 → 40 a bolt.
- Aegis: absorb 90 → 240, cooldown 6 s → 4 s, at most 60% of the friend's health, and applies Shielded Lately for 15 s (no Aegis on them until it ends).
- Veil: heals 4% of health a second for 8 s (was 35% less damage taken).
- Sanctuary: 60 s cooldown; each heal on a friend under half health takes 1 s off.
- Zeal → Watchful: heals on friends up to 3.3% over half health count for Sanctuary too, per point.
Hunter
- Steady Aim (new): past 50% crit chance, each 1% more makes Heavy Shot and Quickdraw crits 2% harder.
- Dead Eye: 45 s cooldown.
Firebrand
- Firebolt: damage 30 → 50.
- Pyre: damage 110 → 60; each Ember adds 20% → 23%.
- Smoulder: 40% → 28% of a crit.
- Cinder: damage 16 → 14.
- Flashfire: damage 16 → 14; spreads the target's burn to up to 5 enemies within 10 m, by your crit chance.
- Powder Fuse: blast 40 → 35, splash 28 → 20, lights 2 → 1 more fuse.
- Bellows: instant, whatever you are doing; 8 s → 6 s.
- Bellows: 60 s cooldown; each crit from Firebolt, Pyre or Flashfire outside it takes 2 s off; your crit chance becomes extra damage while it is up.
- Ember Luck → Stoked: crits from Firebolt, Pyre and Flashfire outside Bellows take 0.33 s more off it, and its shortest wait is 2 s shorter, per point (30 → 24 s at 3).
- Branded: 40% → 20% of the hit, and each Pyre adds it to the burn (a Pyre on a burning target added nothing).
- Flashfire: cast it whatever you are doing, like Bellows; it no longer waits on or stops your cast.
The island
- The Great Cull: a weekly board quest from level 10: 200 kills for Mastery, salvage and a rare.
- Level 9: 145,550 → 90,000 XP, and two more quests.
- A new notice board and fire: click a card for the details.
- Four bags of one size make the next size up at a fire.
- Workbench recipes cost salvage only, and more of it.
Social
- The Social window (O): friends, who's online, ignore.
Interface
- The interface fits your screen: Esc → Layout (Auto, or your own size).
- Item cards say what they do in plain words.
- A quick slot takes anything.
- Autorun (`) and Interact (G) have their own keys: Esc → Key bindings.
- Tab picks what is on your screen: the fight first, then what you look at, then the nearest.
- Mouseover casting for friendly spells: Esc → Controls (off by default).
25 Sep 2026
- New bodies: a man, a woman, a skeleton or a goblin, in a look of your own, and what you wear shows on you. Show helmet and Show cape in your character panel (C).
- Six legendary weapons, one for each class, can drop from a finished Wreck run at level 10.
- The market hall is open: buy and sell with other players. Gavel the Auctioneer is at its door.
- Every ability has new sounds.
- You now run where the camera looks. Prefer the classic controls? Esc → Controls.
- Pins the Tailor is in town: any look you've worn can go over what you wear now.
- The Barber is in town: a new style, or a new body your class can take.
- Esc → Report a bug, with a screenshot. Alt+Z hides the interface.