The Deep Reveals Its Source · The War Reaches the Surface
☠ Patch 3.8 — The Sunless Heart
July 2026
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The Deep War’s last two threads close. The sealed floor of the Descent finally opens — and what waits at the bottom is the thing the whole war has been about. And when the Blight Tide runs high enough, the corruption stops staying underground: it bleeds up into the daylight.
The Sunless Heart
The sealed floor opens New

The third Stratum of the Descent — the Sunless Heart, sealed since the Descent began — is open at last. It lies beneath the Hollow Vaults, reached only by those who have gone deep enough (depth 10 in the Vaults) and risen high enough in their Covenant (rank 3).

It is not another dungeon of drifts and galleries. It is the wound the blight pours from — and at the bottom waits The Unmade, the thing that tore it open. Here the corruption is not a tide but a presence, and it knows you have come. The deepest dive in the game, for the deepest-sworn.

The Unmade’s spoils — a signature set New

Fell The Unmade in the deep and it yields what exists nowhere else: the Unmade set — a four-piece universal armour set (3 pieces +10% / 4 pieces +20% to all stats), built to reward every kind of build that can reach the bottom. And, rarer still, its signature blade — Sunder, the Unmade Edge, forged from what the Guardian tore open.

The Bleed — the War Reaches the Surface
When the Tide runs high, the corruption breaks into the daylight New

Until now the Blight Tide was a thing of the deep. No longer. Once the Tide climbs past its thresholds, the corruption bleeds up into the overworld: a share of ordinary spawns rise Blight-touched — stronger, darker, and named so you see them coming.

They are an opportunity, not an ambush. Only a fraction of spawns turn, they’re clearly marked, and you can simply walk past — but felling one pays a gold bounty, a chance at Dark Crystal shards, and drives the Tide back. The war is no longer something you have to descend to fight: when it rises to meet you, every kill in the sun is a blow struck in it.

◆ Bleed — Tide 60%1 in 8 spawns Blight-touched · +15% strength
◆ Siege — Tide 80%1 in 5 · +30% · richer bounties
◆ Fall — Tide 95%1 in 3 · +45% · the deep is everywhere
Named, telegraphed — and never on the starting fields Design

A Blight-touched foe wears a violet card on your tile — you cannot mistake it for an ordinary spawn, and you can always walk past. And the Bleed is an endgame tide, not a newcomer’s burden: it never rises in the starter zones or for characters under level 60. The first time one appears on your tile, the realm explains it.

The realm holds the line — together New

Every Blight-touched kill, every cleansed Node, every banked Descent drives the shared Tide down. When the whole realm forces it back across a band boundary — Fall to Siege, Siege to Bleed, Bleed at last to Held — the deep loses its grip, the realm is told, and every defender of the season shares the spoils in Dark Crystal shards. The war has a scoreboard now, and winning it pays.