Old Evils
Latest
Patch 4.8
September 2026
Six named rares stalk the dungeons. Roughly one run in forty holds an
Old Evil — two and a half times the stats, four times the reward, gold on
the map — and a new modifier guarantees one. Mastercrafts are earned, not waited
for: every recipe must be studied from a Schematic dropped by Old Evils,
deep bosses and world rares, and assembled from the precursors they leave behind. Ten new
Masterworks with real effects — defence-ignoring, stat-inverting, a once-in-ten-minutes
death ward, a signet that lets any class dual-wield.
Farming, Hunting and Foraging join the gathering professions with achievements and
artisan gear; Woodworker and Tailor benches open and the armour benches split by
weight; crafted armour is rebased to compete with dungeon sets and gains set bonuses,
with owned gear scaled up alongside. Commons gather three at a time, the Underworld finally has
nodes, Culinarians cook for people, meals and potions stack, and potions run at 40% of their old
strength. Six deep-dungeon modifiers from level 500, and an Unstable floor that
turns to lava behind you.
Fifty-four abilities return (40 to 94), a hotbar reaches PvP, the Echo Arena and
Guild Raids, Dual Cast is gone with caster spells +25% in its place, weapon elements are chosen with
shards at a square-root price, world rares gain elements, three inert runes work, Dodge caps softly
at 35%, leech widens to 25%, and spells, stats and tooltips finally say what they do. A Notification
Log, location above the map that updates as you walk, chat that stays where you were reading, an
Achievement Codex, death cards with logs. Repairs: the Old Evil modifier farm, twelve-stacked rares,
the click-eating online list, a crafting-panel crash and two Masterworks brought back to budget.
7 September 2026
The damage formula is a straight line — attack × C ÷ (C + defence), C set
by the attacker’s level — and every monster has been re-stated for it: the old
law squared attack before defence took its share, so 3.5× the attack dealt 65× the damage.
Bigger health bars, softer hits, and foes above your level finally learn to aim. Plain swings and casts
do 70% so the kit is worth pressing; Astromancer is a caster; Hexblade’s Hex Surge is free.
Duels are half as long, TP no longer drains between turns, and a duel ends after 25
rounds.
Resources sell on the Auction House, treasure maps name their area and nearly five
hundred dead ones are re-buried, Life and Mana essences raise the pools, and the gear
cap is written where you can read it. Renown banks the work past the crafting and
gathering caps with a Professions board in the Hall of Legends; artisan necklaces grant skill
experience; five new tutorials. Repairs: a weapon promoted from its highest ceiling rather than its
cheapest, Support Class Dual Wield, Tailor and Woodworker’s mini-game, world bosses that announce
their fall, one in five rising in the Sky, the Echo Arena rematch farm, raid kills paid once, and a
healing change withdrawn the day it shipped.
August 2026
Tutorial Island opens. Every new adventurer now wakes on Castaway Shore with a
walking stick and no class — fifty-three tiles, a stranger at the Cairn who asks what you
mean to become, copper to mine and forge into a real weapon, and the Adventurer’s Pathway
with a Warden at the end of it. A step-by-step path names your next move, counts
your progress and marks the tile on your map. Tidewatch has a market, a notice
board and three quests, and your first Essence meld is free.
The dead levels are filled in: 765 new pieces of armour across
51 authored filler tiers, 76 weapons closing a hole in the high thirties, and 77
more around level five. 414 pieces of armour were the wrong material class —
corrected power-neutrally, so nothing gained or lost stats. Trait attack now softens as it climbs
rather than adding flat forever, and the PvP band scales with your level instead
of a flat 250 that meant everybody at level 40 and nobody at 4,000.
The island also shipped able to stop you at the first instruction, and that is fixed: the stick
could not be equipped, none of its twelve buttons did anything, its panels and map would not draw,
and it was quietly running the mainland’s rules — hence an Ancient
Dragon on a beginner beach and level 900 bounties on the board. The Gate stayed
shut however many times the Warden fell, the coast could be walked into, and resuming a
guest adventure could freeze the screen. All repaired and walked start to finish.
The catch-up half: thirteen Magic Schools take spells out of the back of general
shops and onto the map, all twenty main-story quests gained branching dialogue and
all 87 quest NPCs proper artwork, and chat gained a Roleplay room, language-room
PMs and a broadcast channel. Quest EXP now scales to whoever claims it; Paladins gained full Club
mastery. Repairs: a death with no Return to Safehouse button, a class-screen exit
that could leave you level 0 and cost you your gold on death, corruption that
could not be cleansed below 25 while still charging you, safehouse cleansing refused for
everyone, Skyholds surviving their own guild’s disband, and hex pips showing the base ceiling
rather than yours. Out in the realm, 94 Sky and Underworld quests stopped appearing
on Overworld tiles, players held in dungeons that no longer existed have been freed, and anyone
stranded mid-tutorial is back on the shore with every level intact.
August 2026
Your class stops being a list of buttons. It becomes a stance you hold —
36 of them, two per class, each trading damage dealt against damage taken at the
same rate, with no cooldown and no duration — an Instinct that fires on its
own when the moment is right, and a Last Resort that catches you when a blow would
have killed you, all eighteen of them different. The old ability shelf of small percentage buffs,
long since outgrown by gear and essences, is retired — while everything that
makes a class itself stays: the Mimic’s ten Echo slots, Detonate, Hex Surge, the Grand
Conjunction and every caster’s signature spells. Minstrel Songs become magic,
bought at any shop and Minstrel-only still.
The sky gains the Voidfront, a whole new reach for levels 6,000–10,000
— a band that had no ground at all — with eight creatures nobody had ever met, its own
market, and its six delves now opening on it. The three deepest reaches finally get
markets of their own, closing a gap where sixteen spells could be bought by
nobody, and all ten reaches now carry a forge and a Skyrest.
The sea gains a coastline: five fish that had never been caught in the history of
the realm, three Alchemy recipes that could never be brewed, and a gathering source for Shore Shell.
At the benches, Mining, Logging and Fishing finally feed the forge, and High Quality
is worth +25% above item level 5,000. Essence slots settle at three, or five
on gear you crafted yourself, with 696 essences returned to the players who
were over the line. Guild Raids now pay Skyhold materials on a banked floor instead
of experience and gold. Plus: a weaker potion can no longer overwrite a stronger one, maximum health
stays where Spirit sets it, and the crafting panel now quotes the price the bench actually charges.
August 2026
Your login streak was resetting to day one every single day, for everybody, since
the feature shipped — so the daily gold never left the day-one rate and the
seventh-day Ascendant Sigils could not be reached at all, by anyone, ever. Fixed
at the cause, and the debt has been paid: attendance was replayed from the realm’s own
records and 120 Ascendant Sigils have gone to the 40 players who completed a run of
seven, with a letter naming each player’s numbers. 56 live runs
were restored rather than reset, the longest of them thirty days. The streak also no longer
depends on your opening the Daily Objectives panel; logging in is enough.
All nine interface themes are now in the Curio — Bloodrite, Wildheart,
Starfall, Corsair and Fracture join the first four — and each one now carries
its own lettering as well as its own colours.
The crafting workshop has been rebuilt around the only question that matters:
every bench has a search box and a Craftable now filter, a recipe
row tells you what you are short of instead of restating all six ingredients, and
the nine blocks that sat above the first recipe are now two lines and a strip you can fold away.
Three materials — Marsh Bug, Phantom Ash and
Void Crystal — had no gathering nodes anywhere in the realm,
and Marsh Bug is a required leatherworker ingredient at every band; the marshes, the Echo Wastes
and the Blighted Expanse all have nodes now. River Pearl has been more than
doubled, every mountain range now carries Volcanic Rock, and jungle and blight
materials have entered the crafting ladder so that every gathering tile in the realm now
feeds at least one recipe. Reports can now be answered, with the reply
appearing on your own report. Plus: the gold highlight on a menu that wants your attention was
being overridden and never appeared, and opening a menu by tapping it left the button unlit.
August 2026
There is a building you may not know about. Eight Essence Labs stand beside the
Crystagyn sites, and they will fuse your lesser essences into greater ones
— five Tier I into a Tier II, and up from there — or re-roll one into a
different stat for Ascension Dust, at a one-in-five chance of losing it.
They are on the map now, marked with a green E.
The Armory has begun keeping the trophies of the twelve world rares,
twenty-four in all — the first weapons it has ever tracked — and its
search can finally find them. A rare’s trophy is now guaranteed to arrive at
the rare’s own level.
Spirit has stopped being charged twice for the same investment: your health pool
and your magic mitigation are capped separately now, so deep Spirit builds keep considerably more
health. And monsters have been evicted from the Labs and salvage houses they were never meant to
be standing in.
On the repair side: 4.6’s socket cap removed essences from gear stored in your
Vault and never returned them — 268 essences have gone back to the 13
players affected, into their existing stacks, each with a letter naming the numbers.
The cause ran deeper: the cap was applied to every item that existed, but the code stamping the
count onto new items was never changed, so Legendary drops kept arriving with five
sockets and Uniques with six — 54 items corrected and 15 more essences
returned. Your stance stopped counting after a kill, because the game
builds your stats twice and the second pass skipped buffs and stances; equipping gear dropped
them from the display too. Taking mail attachments one at a time ignored your bag
limit; crafted gear forgot it was crafted when mailed or stashed,
losing two sockets; gold did not redraw after Ascension, Masterwork assembly or an Offering;
two map positions could hand you the wrong world’s gathering node; and Mass
Sell left orphaned essence records behind.
August 2026
Player-versus-player is rebuilt end to end. Strike first and you are Marked for an hour
— red on the map, attackable by anyone at any level. Take five kills in an hour and
Rampage strips every protection you hold. The flat 25-level window becomes
progressive bands (±25 → ±250 → ±2,000 → unlimited at
8,000), and a new Bounty Board lets you put gold on a head without becoming a target
yourself. The one-shots are fixed at the root: defenders were being rebuilt from a shortened
character — missing equipment, Essences, Attunements, Mastery and Paths, in one case fighting
with an eighteenth of their real Strength — and initiative moves to a bounded curve so
Dexterity leads without deciding. Alongside: the Essence cap becomes a soft cap easing to
+120% with tiers rebalanced, relics stop exaggerating (443 pieces onto an honest
curve, armour capped at 12×), Lifesteal and Manasteal finally fire on Artes and
Magic, Delver’s Edge makes dungeon trash worth killing, gathering nodes
live on each square with three charges apiece, and the Smash Shop opens for
business. Also fixed: boss Legendary drops were being filed as Common — costing 36% of
their stats and leaving them exposed to the loot filter and auto-salvage — with all
250 affected items across 77 players repaired. And the dungeon reward tables are
finally honest: seven bosses pointed at level 85–90 relics (so the game mailed
random gear instead), two dungeons shared a prize, two more gave the same prize for boss and
Ultimate alike, and two handed out weapons only one of eighteen classes could equip.
All repointed or rebuilt at equal power — nothing shares, nothing is unusable.
Finally, levelling and the gold economy are rebuilt from the curve up: dungeon and raid
experience grew with the square of a monster’s level and overtook the levelling curve past
Lv1,000 — a single Sky kill was worth over four levels — so experience is now
a fixed share of a level at every depth, Momentum fades to ×1 by Lv5,000 instead of boosting the
frontier forever, fighting far above your level is bounded, and a level costs double every 10,000
levels. Dungeon difficulty stops inflating monster levels and scales their
stat line instead — an Ultimate boss now hits eleven times as hard.
On the gold side: one shared curve for every kind of content (raid monsters paid 959 gold
where the overworld paid 152,282), Legendary and Unique gear re-valued after selling for
a fraction of a lesser Epic, vendor rates that taper above Lv500, Ascension costs that
scale with rarity, and the Regalia — skins, auras, flairs and buyable titles —
so a fortune finally has somewhere to go.
August 2026
The realm starts keeping a record. The Armory tracks all 201 gear
sets and remembers every piece you have ever held — even the ones you sold —
and will name the depth a missing piece drops from. The Delvers’ Ledger
does the same for all 87 dungeons, with points, ranks and the
creatures that live in each, launching with all 4,805 clears ever recorded already counted. Set
pieces you do not own now drop three times as often, closing the gap between a
lucky hunt and a cursed one. The Sky’s dungeons — the deepest content
in the game, and somehow the emptiest, at eight monsters a depth — have been rebuilt to
field seventy to a hundred. 33 dungeon level bands have been tightened so a depth
is as hard as its sign claims, and dungeon conditions drop a redundant second layer.
On the fix side: a stray character had been blanking victory screens and hiding
loot on every drop; chat glows had never displayed for anyone;
Masterwork weapons were missing their Unleash; a market was sharing its tile with monsters; the
Mail Box was hiding all but your first 20 letters; and PvP flags were shown to everyone except the
player carrying them. The interface becomes yours to rearrange — drag the
dividers, collapse the side panels, reset it all with one click — and the Curio begins selling
interface themes that retint the whole realm, alongside its chat
glows. Bag becomes its own menu point that Esc will close,
the stat panel puts your health bar back on screen, and shops can now run flash
sales.
August 2026
The Sky finally grows what it sells. 126 gathering nodes now sit across all nine
Reaches — Wind Moss, Cloud Silk, Aether Crystal, Sky Kelp, Star Shard, Sun-Metal and Voidglass
— where before the islands bore none at all and the whole Sky material tier was ungatherable.
That also unblocks the guild Skyhold, whose founding cost nobody could assemble.
The Sky gains a world map of its own, nodes are drawn on the minimap, and the
overworld map stops showing phantom resources that were never there. In the workshop, crafting menus
remember the tier you last worked in instead of forcing the highest one open every
visit, and Alchemy, Culinarian and Runecrafting can be made by the batch — up
to 50, keeping whatever you managed if the materials run out. Essence Extractors can
be bought the same way. Reporting a bug no longer asks a signed-in player who they are,
My Reports gains search and puts New Report at the top, and the Safehouse Inn now
quotes the price it actually charges, and a combat balance pass makes far-above-level monsters genuinely dangerous while giving the mid-game back a fair fight. The Descent and The Ascent have been retired.
August 2026
A hotfix about reach. The Underworld and the Sky get services of their own —
9 safehouses, 4 auction houses and 17 waystones — so banking or selling no longer means the long
climb home. The Vault holds 250 (up from 100) and sorts by Slot, Class or A–Z,
with your own class first. Loadouts go from three slots to ten and can draw straight
from the Vault. At auction, potions and pet food can finally be listed — in a
quantity you choose, so selling fifteen of forty no longer means selling all forty; new
Potions, Pet Food and Runes filters sit alongside the old ones, and bought stacks now
merge into your pile instead of arriving as a stray second entry. The main story gains
act breaks: finishing an act names it and points at the next, and story quests show
how far through you are — previously the chain just stopped at level 90 with Act II nine hundred
levels away and nothing said so. In the Sky, open air between the islands was treated
as the lowest reach, so three quarters of sky encounters came from Skymoor no matter how high you
flew; it now takes the tier of the nearest island. Sky quest boards were reading the overworld
map, posting contracts for Goblins and Forest Wolves that cannot exist up there — every
one of them impossible. And a cleared dungeon no longer lets you walk away underground,
tiles updating while the map stays below. Several things that were silently doing nothing now work:
Lifesteal and Manasteal on signature spells (Crystal Bolt, Soulrend, Meteor and the
rest were a path nobody had wired), EXP and Gold potions, and the
Hardened dungeon modifier, which was the only one to make a run worse for no reward.
Dungeon modifiers now stick to the run until its boss falls, so walking in and out
until Ancient appears is no longer the sensible play — and leaving a modified run unfinished
drops you to plain dungeons of that type until you actually clear one.
Balance, stated plainly: gear critical damage now has a ceiling — it had none at
all, averaging 475% and peaking past 1000% — capped at 25% from equipment, with trait, essence
and Fortune criticals untouched. Also: the Crystagyn stops eating Tier V Essences to a
misclick, My Reports lets you read and add to your own Contact Us submissions,
Space and 1–4 enter dungeons from the keyboard, every class gains
female art in battle and on the map, the phone layout puts combat above the fold, and
the Steam client stops opening behind Steam.
August 2026
A day spent on things that were already yours and weren’t reaching you. Eighteen painted
battlefields for the Underworld and the Sky, whose fights had always used the overworld’s
green meadow — neither world’s terrain was ever wired to the arena. Their encounter cards now
match the overworld too, portraits and all. Three things quietly withheld are restored:
Ascension stats were being shaved back off by the gear cap (one endgame character was
losing 4,088 Strength, and ascending further paid nothing), the Covenant read
every player’s corruption as 1% so the Oath Below was impossible for the entire realm, and the
Hexblade’s Hex Surge has never once fired. In the deep: the Labyrinth’s
Warden now carries the stairwell mark on sealed floors that cut no stairs (all 360 floors
checked — none was broken), its first two floors are rebuilt as a teaching ground after 62% of entrants never cleared Floor 1 (a nearer route, no brass door, and the maze finally explains itself), quiet Corruption Nodes can be cleansed at last, and
leaving an Underworld dungeon stops offering the surface tile’s Descend button.
Spell criticals now use the same formula as weapons — every point of Crit
you had spent was being ignored by your casting. Gear that would not work: Ultimate relics
were stored as Common (rendering below a Legendary, and sweepable by loot filters), every
rare-monster armour drop was unwearable by every class in the realm, and seasonal
necklaces equipped to the chest. Plus live potion timers in the left panel,
a gathering cooldown countdown, a top-bar clock that ticks on its own,
a /contact command, the Curio of Vanities on your map, and a clean log.