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Patch Notes

Every week's changes, the same notes as the Patch Notes window in the game (top menu, or !patchnotes).

Four classes, rifts and a golden thief

2026-10-08

The biggest update yet: every character now belongs to one of four classes with two ascensions each, rifts open their doors, guilds fight over the Chaos Obelisk, the ranked arena takes its first duels, and orbs finally let you craft your own gear. Open this window any time from Social > Patch Notes.

New

  • Four classes, eight ascensions. At level 100, in a protection zone, choose your ascension at the Ascendant Oracle. The choice is final (the store's Vocation Change is the only way back).
  • Warrior: Juggernaut, the tank (taunts, damage reduction, block and reflect), or Berserker, two-handed area damage with Rage (more damage the lower your health), Skyfall Cleave and Bloodrage.
  • Ranger: Deadeye, the best single-target damage with crossbows, or Beastmaster, who fights beside a War Wolf that grows with you, with Wild Bond and Feral Command.
  • Mystic: Elementalist, the best area damage, or Illusionist, the support that raises the party's damage, weakens enemies and heals.
  • Thief: fast light blades, shurikens and stealth (Shadow Veil: your first hit out of stealth is a critical), Poison Blades and a natural chance to dodge. Ninja adds a second blade in the off hand, Shadow Step, Smoke Bomb and Shuriken Barrage; Samurai fights with one sword, Counter Stance, Iaijutsu and Bushido Focus.
  • A new start. New characters begin on a tutorial island with five stations: fight, cast your first spell, spend a passive point, use an Orb of Upheaval, and learn about keystones, bounties and the store. Nobody can die there, and Character > Services > Leave Tutorial leaves at any time. Every class gets its own starter kit, and gifts wait at levels 20, 50, 100 and 200.
  • Rifts (Adventure > Rifts). A Rift Key opens a 10-minute rift for you and up to 3 party members. Keys have a tier from 1 to 15 and 1-3 modifiers that make the rift harder and the rewards richer. Clear the packs, kill the Guardian and its chest pays gold, Orbs of Upheaval and Fate and gear to everyone who finished, with a chance at the next tier's key. Keys drop from tiered monsters and bounties, and a crash gives your key back.
  • Bounty board (Adventure > Bounty Board). New contracts every day at 06:00 for your level and the levels next to it: hunts, an elite hunt and a boss. Hold up to 3 at once; party members within 30 tiles share the kills. Contracts pay gold to your bank, orbs and a slice of a level. Finish 7 in a week for a bounty chest.
  • Crafting orbs and the crafting bench (Economy > Crafting Bench, or use an orb). Five new orbs join Upheaval and Fate:
  • Awakening turns a plain item Common or Uncommon; Gilding turns it Rare, Epic or Legendary.
  • Grafting adds a modifier (up to what the rarity allows), Unmaking removes one, Erasure makes the item plain again.
  • The bench shows the item's rarity, level and modifiers and lights up the orbs that fit. Uniques, stacks and equipped items are never touched.
  • The orbs drop from monsters and are sold in the store; the weekly bounty chest adds 3 Orbs of Awakening and an Orb of Unmaking.
  • Guild siege (Adventure > Guild Siege). Every Saturday at 20:00 guilds fight for the Chaos Obelisk. A leader or vice-leader signs the guild up (3 members or more). Score 20 points for every enemy struck down and a point a second while your guild holds the obelisk. Nobody really dies: downed players wake up in their base. Everyone who took part gets gold and orbs, and the winners are Siege Champions for a week: a title and +5% experience.
  • Ranked arena (Adventure > Arena). From level 50, queue in a protection zone and get matched with players of similar rating and level. 10 second countdown, 5 minute fight; when time runs out the side with more health left wins. No skulls, frags or losses: a lethal blow just ends the match, and leaving counts as a loss. Each win pays an Orb of Upheaval (up to 10 a day), and the first win of the day adds an Orb of Fate and 2 more Orbs of Upheaval.
  • Leaderboards (Social > Leaderboards). Weekly World Boss, Bounty Hunter, Rifts, Goblin Slayer, Guild Siege and Arena boards reset every Monday at 06:00. The top 3 of each earn a title for the next week (others see it when they look at you) and Orbs of Fate and Upheaval in their inbox. The all-time Class Ladder shows the highest level of every class.
  • Treasure goblins. Very rarely, a golden goblin with a heavy sack takes the place of a monster. It never fights back: hit it and it runs, blinks away and taunts you, and 18 seconds later it escapes with everything. Bring it down in time for a pile of gold, Orbs of Upheaval, a chance at an Orb of Fate, 2-4 magic, rare or legendary items and a better shot at a unique.
  • Loot filter (Hunt > Loot Filter). Items glow in their rarity colour in corpses and junk below your chosen rarity is dimmed; switch whole categories off or pick a preset.
  • The Loot channel shows every kill as a row of item icons: click one to loot it (Shift+click takes one from a stack). Looted items grey out.
  • A beam of light rises from corpses holding a unique or a Legendary-or-better item.
  • Rarity Autoloot, a store unlock, picks up gear by rarity even when it is not on your autoloot list.
  • Paragon. Every level above 1000 gives a Paragon point. Spend them with the Paragon button in the passive tree window on small, capped bonuses in four groups: offense, defense, utility and fortune.
  • Passive tree keystones. Two new paths at the edge of the tree, each ending in a keystone for your class, such as Cleaving Arc (two-handed hits cleave nearby enemies), Bulwark (block and reflect), Ricochet (shots bounce to another enemy), Arcane Echo (area spells repeat), Elemental Overload, Overgrowth, Thorns, and party damage auras for the support.
  • Build codes and respec. Export your tree as a short code (the passive tree's Build Code panel) and import someone else's; the tree shows a preview first. Right-click a node to refund just that node, or reset the whole tree for a price set by your level (about 35-40 minutes of hunting gold). Resets are free below level 50 and once after a class change.
  • Store additions. Over 40 new offers:
  • Boosts: stamina refill, double experience potions, all blessings.
  • World buffs for everyone online: +25% experience, +25% loot or +25% training for an hour (up to 3 hours).
  • Services: name change, vocation change, sex change, frag and skull remover, passive tree reset.
  • Convenience: temple teleport scrolls, the Bottomless Loot Pouch (autoloot overflow goes to your stash) and the Auto Seller (Economy > Auto Seller: loot sold straight into your bank; never uniques).
  • Training: exercise weapon chests.
  • Coins are only taken when the purchase goes through.
  • Combat visuals. Elemental weapon hits show the element's sprite next to their coloured number. Critical hits burst with "CRIT!", dodges show "DODGE" and reflected damage flashes a shield.

Changes

  • Existing characters moved to the new classes: Knights became Warriors (Elite Knights: Juggernauts), Paladins became Rangers (Royal Paladins: Deadeyes), Sorcerers became Mystics (Master Sorcerers: Elementalists), and Druids and Illusionists became Mystics on the Illusionist path. Passive trees were emptied for free, and you get a message at your next login.
  • Former Elite Knights and Royal Paladins get one free switch to the new ascension of their line (Berserker or Beastmaster) with Character > Services.
  • Seventeen new level 650-1000 monsters now roam Nightglass Core, Jaded Roots, Gloom Pillars and the Putrefactory, in place of weaker spawns.
  • The top menu's Highscores entry is now Leaderboards, the window that actually shows scores.
  • Resetting the passive tree now costs according to your level instead of a flat price per level, and the store's Passive Tree Reset also frees your Paragon points.
  • Orbs of Upheaval and Fate no longer work on unique items.

Fixes

  • Bonus experience from Blood Moon, the passive tree's experience nodes, monster tiers and world buffs was never added. It is now.
  • The waystone character upgrades Experience, Loot and Rarity did nothing. They now work: Experience gives +1% per upgrade level, Loot raises drop chances and Rarity raises the chance of magic and better items.
  • Opening the passive tree with a large build froze the game for seconds and could get you disconnected. It now opens at once.
  • Knights were shown the druid's nodes in the passive tree.
  • Two store outfits gave female characters the male look.
  • Creature portraits in notification pop-ups show again.
  • The old grey icon grid no longer pops back up on the right side of the screen; everything is in the top menu.
  • Correction (10 Oct). The store no longer sells the crafting orbs of this week. They drop from monsters, come in the weekly bounty chest and can be made from rune shards. See the notes of 9 October.

Balance

  • Smoother experience after level 700: x15 up to level 800, x14 up to 900 and x13 after that. The road to level 1000 is about 30% shorter for spellcasters and about 40% shorter for melee and ranged fighters.
  • The new late-game monsters are weak to physical and holy damage.
  • Rifts cannot out-earn normal hunting: their experience is capped.
  • Every class was measured on the training dummies at levels 300 and 1000 so that each keeps its role in a group.