Patch notes
What changed, newest first.
28 Sep 2026 Latest
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
- 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%).
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.