Hotfix · Everything You Ever Found
✦ Patch 4.5.4 — Ledger
August 2026
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The realm has never kept a record of what you have found. It does now. The Armory tracks all 201 gear sets and remembers every piece you have ever held — even the ones you sold — and will tell you where to farm the ones you are missing. The Delvers’ Ledger does the same for all 87 depths. Set pieces you do not own now drop three times as often. The Sky’s dungeons, long the emptiest in the realm despite being the deepest, have been rebuilt to match. The interface is now yours to rearrange, and the Curio has begun selling themes that retint the whole realm. And a bug that had been quietly blanking victory screens and hiding your loot is gone. Everything below is live.
◆ The Armory
Every set in the realm, and where to find itNew

There are 201 gear sets across the three worlds and nothing had ever counted them for you. The Armory does: every set, every piece, which ones you hold and which you still want.

It is credit for ever. Sell a piece, salvage it, lose it to a bad decision — the Armory still remembers you found it. It opened with your whole history already loaded, so it is not starting you at nothing.

There is also a search: name a piece you want and it tells you where it drops. No more guessing which depth owes you a pair of boots.

Completing sets pays. The more of the realm you have collected, the stronger you are — and there are six new achievements along the way, from your first matched ensemble to all 201.

The pieces you are missing drop three times as oftenNew

Set drops were a flat roll, which meant the realm would happily hand you a fourth pair of the same boots while the chest piece never came. A fresh hunt was fair; a nearly-finished one was misery.

Pieces you do not own now roll at three times the weight of ones you do. A brand-new hunt is still an even chance across the set — nothing changes until you own something. From there, every piece you collect quietly improves the odds on what is left.

In practice a full set takes about seven drops instead of ten, and the unlucky tail — the one player in ten who was taking nearly twice as long as everyone else for no reason anyone could see — closes up sharply. Duplicates are still possible; this is better odds, not a checklist.

◆ The Delvers’ Ledger
A record of every depth you have walkedNew

The Ledger sits in the Adventure menu and holds all 87 dungeons in the realm: which difficulties you have cleared, each one’s level band, its world, and where its entrance lies.

Clearing depths earns points, and points earn ranks. It launched with every clear ever recorded already counted — 4,805 of them, across 208 delvers — so your standing reflects everything you have already done.

It also lists what lives down there, with weaknesses and resistances, on the same terms as the Bestiary: you see a creature once you have killed one.

The Ledger is a record of prestige. It pays no experience, gold or loot, and it is not meant to — it is there to show what you have done.

◆ The Sky
Sky dungeons were the emptiest in the realmChanged

The Sky holds the highest-level content in the game — level 3,000 to 19,000 — and its dungeons were the smallest of any world. The Lv3,000–6,000 depths fielded about eight monsters each. A level 550 dungeon on the ground fielded seventy.

That was never a decision — the Sky’s depths were simply never sized. They have been rebuilt on a curve that follows their level band, and now field roughly 73, 98 and 103 monsters across the three tiers, making the Sky the densest hunting in the realm. Which is what the top of the curve ought to be.

Monsters still do not block your path and you may always decline a fight, so a larger depth is more to hunt rather than a longer walk to the boss. Runs already in progress are unaffected.

◆ Dungeons
33 dungeons were harder than their sign saidFixed

A dungeon advertises a level band, but many spanned so wide a range that the creatures at the far end sat well outside what the band implied — so a character who met the entry level fairly could still walk into something they had no business fighting.

33 level bands have been tightened so that everything inside a depth is genuinely within reach of a character at its level. Each band keeps its centre, so no dungeon has moved up or down the world — they have simply stopped overreaching.

Dungeon conditions, simplifiedChanged

Depths carried two separate layers of modifier: one rolled per run, and a second permanent one baked into the dungeon itself. Two systems saying similar things in different words made neither legible.

The permanent layer is gone. Each run still rolls its own condition, shown on the way in. Blessed has been renamed Weakened, which is what it always did — it weakens what lives there.

◆ Fixed
Loot that never appearedFixed

The worst thing on this list. A single stray character in the item code broke every response that carried a drop — so the victory panel came up blank and the loot never showed. Players reported clearing ten dungeons and seeing nothing at all.

The items were real and were being awarded correctly; the panel that should have told you simply died before it could say so. It is fixed. If farming has felt unlucky lately, it was not — go and look in your bag.

Chat glows nobody could seeFixed

Chat glows bought from the Curio had never rendered for anyone, in any chat, since the day they went on sale — the chat window was not loading the cosmetic code at all, and failed silently rather than complaining about it. Every glow ever purchased now displays — and there are more of them on the Curio's shelf, above.

Masterwork weapons lost their UnleashFixed

Assembling a Masterwork appeared to strip the weapon’s Unleash. Nothing was being destroyed — the four Masterwork weapons had been written into the catalogue without one, so there was never anything to carry across. All four now carry an Unleash matched to the blade, and copies already in player hands have been repaired in place.

A market sharing its tile with monstersFixed

Valkurm Depot had creatures standing on it. Safe tiles were correctly hiding the creatures standing on them — but hiding them convinced the world the tile was empty, so it kept sending more. Safe ground is now genuinely safe, and 261 creatures have been cleared off tiles that should never have had any.

The Mail Box and its imaginary limitFixed

The Mail Box warned of a 20-message cap that does not apply to the mail most people actually receive — and worse, the reader was only ever showing you the first 20. One player had 244 mails they could not see. You now see all of them, and the warning only appears when it is true.

The top menu sliding under the window frameFixed

Pressing Space scrolled the whole page, and enough presses — leaving a dungeon, usually — slid the menu bar up under the frame where it could not be clicked, until you minimised and restored the window. Space no longer scrolls the page, and the menu bar stays put regardless.

You could not see your own dangerFixed

Marks, Rampages, Wards and bounties were shown to everyone except the player carrying them. You could be hunted and have no way of knowing. Your own standing now appears in your stat panel, and your name turns red while you are flagged.

◆ Your Interface
Move the whole thing where you want itNew

The game screen was fixed in place: three columns at widths somebody else chose, on every monitor ever made. It is now yours to arrange.

Drag the dividers to resize the columns, the play area or the chat window. Side panels collapse out of the way when you want the map bigger. Double-click any divider to reset just that one, and there is a Reset beside the chat toggle to put everything back at once.

Your arrangement is remembered on that device. And if you never touch a divider, nothing changes — the defaults are exactly the layout you already have.

Interface themes, at the CurioNew

The Curio of Vanities now sells themes that retint the entire interface — not your sprite, the whole realm around it. Three to begin with, each drawn from a class’s own colours:

AetherforgeRunesmith gunmetal, lit by rune-light
SepulchreNecromancer grave-violet on near-black
DawnwardenPaladin gold, warmed to candlelight

They are 2,500,000 gold apiece — squarely aimed at the deep coffers of the late game, and somewhere for a fortune to go. The realm’s own violet, Amethyst Court, sits at the top of the list as a free and permanent way back.

Chat glows, at the CurioNew

Also on the shelf: chat glows, which wreathe your name and words in light whenever you speak. Eight are sold outright — Emberlight, Frostfire, Verdant Wisp, Arcane Bloom, Bonelight, Abyssal, Voidtouched, and Resonance, which simply burns in whatever chat colour you have chosen. Six more are seasonal and turn up only at their own events.

These are worn from the same Wardrobe as skins, auras and themes — one of each at a time, and No Glow is always there to go back to.

◆ Quality of Life
Bag & Storage, in one place and closableNew

Bag is now its own menu point beside Consumables rather than something reached through combat, it shows your storage space on its face, and opening it opens Bag & Storage together.

Esc closes it — and closes one layer at a time across the interface generally, so a stack of open windows unwinds in the order you opened them.

Your health bar, back on the screenFixed

Extra Stats had grown with every mastery and attunement until it pushed the vitals off the bottom of the panel — more than two thirds of it sat above the HP bar. The vitals now come first and stay put no matter how decorated your character becomes. Gold sits on a single line beneath them, and shards have moved to the Bag.

Flash salesNew

Shops and the Curio of Vendors can now go on sale for a set stretch of time, with the discount shown on the shelf and a banner counting down to when it ends. Sell-back prices are deliberately untouched.