Walls and Echoes
Update 5.2.1
14 – 17 October 2026
Every player climbs the Keystone ladder from their own rung. A wall now lifts the foes 15% of your character level, not a share of your Power Level; a high-key foe in a low-level dungeon hits as hard as its walls say, a refused action spends no turn, and the key card says what a fail costs. Mimic echoes cost mana like the spells they copy, fill one slot each and no longer chain stuns. With them: re-rolls for a held key, a Tamer’s echo with its pet, twelve chat colours, a Stat Breakdown that names every source, recipes ordered by the stat they raise, a tidier crafting workshop, and the fixes of 14 October, from the six Shattered raid sets that paid no bonus to the Eternity line refused at 0 TP. Late on 16 October: bosses past level 3,000 hit harder while ordinary monsters do not, Ultimate dungeons draw from a far wider roster across all seven elements, Legend Ranks pay again past rank 25, an affix can be re-rolled, and your stat sheet says how much of each attribute it actually keeps.
Fixes of 14 October 2026
The six Shattered raid sets pay their bonusFixed

Ventborn, Slagheart, Longburn, Chorusdeep, Whitesilence and Cradlebound were never entered in the set registry, so their pieces counted toward no set. They are registered and carry their own lines: Vent (Weapon Arte damage), Slag (less damage taken), Burn (enemy defence ignored), Chorus (spell MP cost), Silence (ability cooldowns) and Cradle (dodge). Pieces already held count from now; the Set Bonuses wiki page lists all 33 raid sets.

A set-piece drop names its own bonusFixed

The line under a dungeon set-piece drop still promised the generic +10% / +20%. It now lists the set’s own 2-, 3- and 4-piece tiers, with your class line, as the item card does.

Thrown out of a raid, you now see the overworldFixed

When a raid reset under you (its final boss returned) as you stepped or fought, the game said “You are not in a raid” and left the raid map and compass on screen with nowhere to go. All three raid doors now draw the overworld tile and put the compass back; the notice saying why follows.

Wardens on the raid mapChanged

A Warden shows as an amber ‼ on the floor map and in its legend, so the three a floor asks for can be found without stepping onto every foe. The boss-awakening pop-up also lost the stray character code it showed.

Bulwark in the Labyrinth says what it doesFixed

The Labyrinth fights on live HP, so Bulwark’s bigger pool is paid there as less damage taken (−23%, Greater −32%, Exalted −42%: the same survivability). The offer, the worn strip and the log now say so instead of “+30% max HP”.

M inside the Labyrinth returns the mazeFixed

Pressing M (or closing a panel) from inside the maze drew the overworld tile over it, foes and all, while the compass still walked the maze. The maze comes back instead. Walking the overworld counts as leaving the maze, as the Teleport already did; your progress keeps, as after Leave.

A Support Class keeps the normal side’s levelFixed

While a class played its Hardcore run, the Support Class it lends to your other classes read the run’s level instead of the normal side’s. It reads the normal level again.

The Old Forge keeps a seated essenceFixed

An essence seated in the Walking Stick went with the stick when the smith made your first weapon, and the essence beat could not be finished. The smith now seats it in the new weapon.

The Dormant throne asks for nine in tenChanged

Under the Dormant throne modifier the boss now wakes once nine in ten of the other foes on the floor are down; it asked for every one. The refusal says how many more must fall. A run already open keeps the rule it opened with.

Eternity fires at 0 TP, and pays for its surplusFixed

The Eternity line (the fight’s first Arte costs nothing) was refused at 0 TP, because the TP gate did not know the Arte was about to be free. It now fires. The line also waived the Arte’s overcharge, so a full pool was poured into the blow for nothing; the Arte’s own cost is waived, and whatever stands above it pours in and is spent, as for any Arte.

Keystone foes hit as hard as their walls sayFixed

The walls lifted a foe’s stats but not the level the damage law weighs your defence against, so a high-key foe in a low-level dungeon hit for next to nothing. Its blows now weigh against the walls’ own level.

A refused action spends no Keystone turnFixed

Pressing an ability on cooldown, an Arte you could not afford, or a press out of turn counted a turn against the budget though nothing happened. A refused action now hands the turn back; so does a press on a sleeping throne or a foe already down.

Running meals and potions are listedFixed

A base-stat meal worked (it raises the base of a stat by points, not a percent) but left no trace once the last one was eaten. The Quick Consumables panel now lists every running effect with its time left, and a base meal reads in points everywhere.

Smaller thingsFixed
  • The Keystone board names the world and the entrance of the key’s dungeon.
  • The Realm Relic page shows its affix lines as text (a minus sign and an apostrophe showed as codes).
New on 14 October 2026
A tidier crafting workshopChanged

The bench’s once-set dials — your Specialty, artisan tools, the Elemental Forge, the heart material and a Supply Cache — sit behind one Bench settings line that names their state and opens on a click; the Temper list and the craft log fold the same way, and each remembers whether you left it open. The moon rides beside the title, the Mastercraft signpost is a chip in the tab strip, the pet-food notes sit by the pet-food table, and the rarity legend is a tooltip. Nothing was removed.

Keystone modifiers can be re-rolledNew

The Keystones board re-rolls the held key’s two modifiers, three times in any 24 hours; the tier and the dungeon stay. Under the Dormant throne the turn budget now also grows by six turns for every other foe on the floor, the walk to each of them.

A Tamer’s echo fights with its petNew

Called to your side, a Tamer’s echo now brings its pet: the pet’s own blow, with its master’s Spirit and Intelligence held to yours, at half of what it does for its master. An echo whose owner keeps no pet strikes as before.

Twelve chat colours at the Curio of VanitiesNew

Sky, Mint, Lime, Amber, Coral, Rose, Ice, Lavender, Gold, Violet, Magenta and Silver, sold for gold under the Wardrobe’s new Chat Colours shelf. An owned colour joins the swatches beside the chat box.

The Stat Breakdown names every passive’s sourcesNew

A new card lists, for each off-stat (lifesteal, dodge, EXP, cooldown points, damage taken and the rest), every source that fed it and by how much, where a cap was applied and what it did, and the ceiling the channel meets when it is used.

Cooking recipes ordered by the stat they raiseNew

The Culinarian’s food list can be ordered by the stat a meal raises, the groups in the order the class you play leans on, the biggest raise first. The choice is remembered.

The Rally heal is held under Keystone wallsChanged

A foe’s Rally heals a share of its maximum life, and the walls lift that maximum, so a boss in a high-tier run healed far more than its unwalled self. In a walled Keystone run a Rally now heals what it would outside the walls.

The Masterwork Raise is open to a Hardcore runChanged

A Hardcore run may raise the Masterworks and set pieces it earned, paying with the run’s own gold and Dust. Pieces from the normal side stay closed to it, and the normal side cannot raise a run’s piece.

Changed on 15 October 2026
Keystone walls stand on your level, and the key card says what a fail costsChanged

A wall now stands the foes 15% of your own character level further up the rail, not a share of your Power Level. The first wall was a cliff: before any wall a +5 foe already stood at two to four times your level, so a +5 boss could take half of a level-20,000 player’s life in one blow, and the same boss in a low-level dungeon hit for almost nothing until yesterday. Now a +5 foe stands at your level and every wall adds 15% of it, so every player climbs the same ladder from their own rung, in any dungeon. A clear raises the key a tier; a fail, a death or a walk-out lowers it a tier and gives it back; a death under One life spends it. The key card and the Keystones board say so. A run already open keeps the foes it opened with.

Mimic echoes cost mana, fill one slot each, and no longer chain stunsChanged

An echo now costs mana like a spell of its tier, 4% to 16% of your pool, instead of the one to three points the stat squish had left it. One absorbed echo fills one slot; asking the same echo for another slot moves it, and a second copy of a spell you already have equipped is refused. A stun no longer piles on a stun, and a foe that shakes one off is Steadied for three rounds, so a rotation of stuns cannot hold it. A Burn placed inside a dungeon now ends after its rounds instead of living on the clock, and under Keystone walls a damage-over-time tick is a share of the pool as it stood before the walls, as a foe’s Rally already was.

Fixes of 15 October 2026
The Keystone turn counter reads true after every pressFixed

The turns line on the dungeon card was drawn from the run as it stood before the press, so it ran one press behind: a refused press (an echo or ability still cooling) seemed to spend a turn, when it was showing the turn the press before it had spent, and the hand-back of 14 October could not be seen. The line now reads the run after the press. What a run spends has not changed; what you see is now what it is.

A Fusion refused under Silent tongue spends no turnFixed

Pressing a Fusion in a run whose key forbids them counted a Keystone turn and let the fight’s clock run, though nothing was cast. It is now refused as any refused action is: no time passes and the turn is handed back.

A Burn under Keystone walls ticks as it would at your own levelFixed

This morning a damage-over-time tick under walls was made a share of the pool as it stood before the lift, but the lift it stripped was the whole of it, the walls’ and the dungeon’s. In a low-level dungeon under a high key a Burn then ticked for a share of the dungeon’s own foe, a few hundred, while blows landed for a million. The tick now strips only the walls’ lift: under walls a Burn or a Bleed takes the share it would take from a foe at your own level, as in a dungeon of your level. It does not scale with the walls, and it is no longer nothing. A foe’s Rally keeps the cap it was given.

The echo hover shows the real priceFixed

The hotbar’s hover on an Echo Slot still read the catalogue’s old number. It now shows the price the press charges, as the Codex page does.

Changed on 16 October 2026
Stowed gear can be banked from any classChanged

A piece claimed for a class is stowed while any other class plays, and the Vault left stowed pieces out, so a class’s drops could be stashed only by that class. The Vault now lists stowed pieces after the bag, marked with the class they belong to, and storing one releases it from that locker. A stowed piece still cannot be sold, mailed or destroyed, and a Hardcore run’s drops stay the run’s wherever they sit.

A raid no longer resets on the player who reaches its last floorFixed

A raid resets when its final boss returns, so that nobody can camp beside it across its hour. But a boss returns only when someone loads its floor, so a final boss dead past its hour returned at the moment the next player reached the last floor, and the reset brought that player out of the raid they had just climbed, with everyone who had entered since. The reset now brings out only the players who were inside before the boss was due back, which is the campers it was written for. A player who entered after that keeps climbing and meets the boss.

A borrowed weapon trainsChanged

A weapon lent by your Support Class earned no skill while on loan, so nobody fought with one. It now trains as your own weapons do, up to the ceiling of its lent rank, which stays one rank below the class that owns it. The Long Watch drills it the same way. On loan the skill stops at that ceiling; the promotion price belongs to the classes that own the weapon.

A Tamer’s pet traits stay with the TamerChanged

A Tamer taken as a Support Class lent its pet damage, pet critical and pet bond traits to a character with no pet. They did nothing, and made the Tamer read as the support for anyone building Spirit. They now stay with the Tamer, struck through on the Support Class card like critical chance, EXP, gold and drop rate.

A Support Class lends at most 319% to any one attributeChanged

Every class’s lendable tree is two attribute lines of three to four hundred percent at the most a support can reach, and a few dozen points of everything else, so the tallest lines decided the pick and the Magician was the Support Class for every caster. A Support Class now lends at most 319% to any one attribute, just under the lowest primary line any support can reach, so every support lends the same two big lines and the choice falls to the rest: mana costs, buff duration, lifesteal, TP, Arte damage, cooldowns. The card marks a capped line. Four more lines that do nothing off their own class, Detonate, Reaction, Absorption and Echo quality, are no longer lent and are struck through on the card. Max Hex stays, since Hex Stacks build on a main whose Hexblade support lends it a Crystal Blade.

Bosses hit harder the further you are past level 3,000Balance

A monster’s blow grows in a straight line with its level while your health pool grows faster and faster, so the two part company somewhere above level 3,000 and never meet again. Measured across every active character: the game is built for an ordinary monster at your own level to need about 30 swings to kill you, and it needs 18 at level 100–300, 27 at 1,000–3,000, 51 at 3,000–10,000 and 201 past 10,000.

Dungeon bosses, raid bosses, Wardens, world rares, Old Evils and monster varieties now hit harder the further their level is past 3,000 — up to twice as hard at the level cap, and up to three quarters harder for a rare or a variety. Raid trash sits halfway. Ordinary monsters are completely unchanged, at every level: trash is not meant to threaten a developed character, and a fight you win in one press holds no decision worth making harder. Nothing below level 3,000 moves at all.

This is the first step of several, not the whole correction, and the next one will be cut from what the game actually records rather than from a model.

Ultimate dungeons stopped being the same dungeonBalance

Of 99 dungeon types, 31 drew the same Ultimate trash monster and 31 the same Ultimate boss. Above level 3,000 every Ultimate run in the game contained exactly one kind of monster, and because it was weak to the same element every time, one element was simply the right answer everywhere and elemental weakness stopped being a choice.

Each dungeon type now draws its Ultimate monsters from a far wider roster — 36 different trash monsters where there had effectively been one — spread so that all seven elements appear about equally often, as trash and as bosses. No monster was renamed and nothing was added: your bestiary and your kill counts are untouched. The dungeon you choose decides what you face and what it fears again.

Your stat sheet says what it actually keepsBalance

Every percentage boost to an attribute — traits, runes, gear, Mastery, Apotheosis, potions, a party aura — lands in one pile per attribute, and that pile is capped: full value to +200%, easing to a ceiling of +260%. A level-cap class trait ladder adds up to well over +1,000% and the character receives +252% of it. From roughly level 350 a new trait is worth less than half what it prints, and past level 4,500 under one percent.

The Apotheosis board now says both numbers — “+1,114%, of which the sheet uses +252%” — so you can see when another point of an attribute is worth having and when it is decoration. The cap itself has not moved; only what you are told about it.

An affix can be re-rolledNew

A piece that carries an affix can be re-rolled on its item card for gold, keeping its tier and never returning the affix it replaced. A Fortunate weapon can become a Fierce one; a Hunting breastplate can become Warding. The price rises with the item’s level, so it is a real cost on a late-game piece.

A locked piece must be unlocked first, and a Hardcore run may only re-roll what that run earned.

Legend Ranks pay past rank 25, and no longer stop at 100New

The Legend ladder ran to rank 100 and its last reward sat at rank 25, so seventy-five ranks gave nothing at all — and two players had been sitting on the cap for some time, one of them holding five times the experience the whole ladder costs.

The ladder now runs to rank 1,000. From rank 26 each rank gives +2% experience on every character on the account, to +100% at rank 75 — so the climb on one character makes the next class less of a grind. Rank 30 opens an eighteenth loadout slot. New titles and nameplate frames arrive at ranks 50, 100, 200 and 500, and the Homestead statue gains two further grades. Ranks you have already passed have been paid out.

Deliberately, none of it is power: every character who can reach these ranks is already past the attribute ceiling, so another multiplier would be one more number that does nothing.

Fixes of 17 October 2026
A second weapon stays in your off-hand when you change classFixed

Changing class into Bushin put your off-hand weapon back in your bag every single time, whatever your level, with a notice that the class could not wield two weapons. The check that decides who may hold a second weapon was reading a list of classes written before Bushin earned that trait; it now reads the trait itself, so every class that has earned Dual Wield keeps its off-hand.

The class locker then made it worse. It had just put your claimed off-hand on, so when the weapon came off again it looked as though you had taken it off by hand, and the claim was released on your next change — leaving the weapon loose in your bag, where it could be sold by accident. A piece the game puts away itself now stays claimed for that class and is waiting when you come back. Changing your Support Class follows the same rule.

The Long Watch pays a character at the level capFixed

The Long Watch only pays out if you have played since your last claim, and it measured that by your character’s experience. At the level cap experience stops moving — everything past it becomes Legend experience — so a capped character could play all day and the watch would call it idle and hand over nothing. It now counts Legend experience as well. A watch left standing unpaid pays on your next visit.

Raid boss achievements count every boss you have felledFixed

The raid boss achievements and the Thrones deed counted a mark that is cleared whenever a boss returns to its throne, so they quietly reset about every hour. The realm’s leading raider stood at 117 floors cleared and A Hundred Bosses Down had never been awarded to anyone. They now count the floors themselves. Everything you have already cleared counts, and the awards arrive on the next check.

The Collection shows what each set actually givesFixed

The banner on the Collection page promised a flat +10% for three pieces of a set and +20% for four. That pair of numbers belongs to crafted tiers, and no dungeon or raid set has paid it since sets were reworked. Each card now shows what that set gives when it is complete, worked out for the class you are playing: its stat percentages, its own theme line, and the line a full set adds for your class. The footer of the Armory no longer repeats the old promise either.

The Delver’s Ledger counts the dungeons you can reachFixed

One of the ninety-nine dungeons in the Ledger was the tutorial island’s cave, which has no entrance anywhere else — nobody who has left the island could enter it, so that entry could never be finished. The Ledger now counts 98 dungeons, and Grandmaster of Ultimate asks for 98 to match. It had been asking for all ninety-nine, which no one could have cleared.

Two dungeons can be entered at lastFixed

Caldera Ascent (levels 950 – 1,100) and Descent into the Expanse (1,227 – 1,472) each ask for a key at the door — an Ignition Crystal and a Fractured Seal. Nothing in the realm dropped either of them, so the doors could not be opened and neither dungeon had ever been cleared by anyone.

Both keys drop now, from the creatures of the regions those doors open off. The Ignition Crystal comes from the Caldera: Cinder Phoenix at 5%, Ash Revenant at 3% and Cinder Sprite at 2%. The Fractured Seal comes from the Blight: Oblivion Knight at 5%, Void Crawler at 3% and Null Archon at 2%. As with every key you may hold five at a time and one is spent on entry, and the wiki now lists both.

Weapon Artes use your weapon’s critical chanceFixed

A Weapon Arte never counted the critical chance written on the weapon you were swinging. The row the arte lane loads did not fetch that column, so a dagger’s defining critical chance — and the relic line that doubles it — both counted as zero on every Arte, for every player, ever since Artes learned to crit. They count now.

This raises Arte criticals across the board, so it is a buff and not a quiet repair: a Rogue with a 50% sheet who was critting on 34% of Artes now crits on 50%, and with the Sundered relic line on 66% rather than 58%. Critical damage from the weapon reaches Artes for the first time as well.

The Sundered line itself has been reworded. It promised Artes that "critically hit at twice your chance", which the game cannot pay: critical chance eases toward a ceiling it never reaches — 70% for a critical class, 50% for everyone else — so doubling 50 gives 66, never 100. It now says that it counts your chance twice over, as far as the ceiling allows. The number did not change; the promise did.

Four raid floors carry their objectives againFixed

A floor is given its objectives when its boss returns to its throne. When objectives arrived, bosses that were standing at that moment were left where they were — and four floors across the realm held a boss nobody had felled since before the change, so those floors showed no objectives at all and their boss simply stood there. Their bosses have taken their thrones again and the four floors carry a full cycle: a slay count, Wardens, and every quarter to purge.

A drop can no longer land above the level capFixed

A drop is allowed to roll up to thirty levels above you. That is deliberate and it stays — a fight above your weight should pay above your weight. What nobody had thought through is what that means at the ceiling, where thirty levels above you is a level that does not exist: a player at the cap clearing a key dungeon was handed pieces stamped Lv20,030, which nothing in the realm can equip.

The level written on a piece now stops at 20,000. The stats do not. It still pays what it rolled at, so a piece pulled at the cap is a shade stronger than one that rolled at 20,000 exactly — you keep what you earned, and you can wear it. The sixteen pieces that had already dropped that way have been brought down to Lv20,000 with their stats left exactly as they were.

Four deeds now say what they actually ask forFixed

A deed’s wording is stored apart from the number it is measured against, so the two could drift — and had. The Ultimate deed came down to 98 dungeons earlier the same day, because one of the 99 has no door anyone can reach, but the shoutout in chat still announced 99. The three Enrage deeds were still advertising a boss at full enrage after that requirement was relaxed to any enraged boss.

All four now read what they want. Both halves are written together from one place now, so a rung that moves takes its promise with it. Nothing you have banked is affected.

The padlock now stops an affix re-rollFixed

A locked piece could still have its affix re-rolled. The refusal that was meant to prevent it tested the padlock against the wrong kind of value and so never fired once, from the day it shipped: the button appeared on a locked piece and the re-roll went through. It refuses now, and the button no longer appears — the same way the lock has always guarded selling, destroying and ascending. There are 4,645 locked pieces in the realm, and that lock means what it says again.

Changed on 17 October 2026
The Enrage deed asks for an enraged boss, not a fully enraged oneChanged

Felling a raid boss while it is enraged now counts toward the deed. It used to ask for full enrage, and a boss enrages five minutes after you engage it and then climbs 8% a minute to double damage — about eighteen minutes of standing in front of one boss, thirty times over for the last rung. That is a wait, not a fight. The rungs are unchanged at 1, 10 and 30, the deed now says what it wants, and everything you have already banked still counts.

A raid floor says which quarter you still have to purgeChanged

The quarters objective now names the corners still standing — "2 / 4 — north-east and south-west left" — and the card under the map tells you which quarter your own feet are in. The window is nine tiles wide, so the last quarter used to be a hunt unless you had tracked where you had been.

A dungeon key drops from everything on its own groundChanged

Farming a key meant walking past creatures that could not drop it. Measured across the realm, between 63% and 95% of what you can meet on the ground where a key is farmed had no chance of dropping it at all, and the worst of them — the Crystal Spire’s prism, hunted in the Wasteland — averaged about twelve hundred kills for one key, almost all of them for nothing.

Every creature you meet on a key’s own terrain can now drop it. The creatures a key is named for are still far and away the best bet at 2–5%, and everything else on that ground pays a tenth of a percent: a lower chance spread over more monsters, rather than a good chance on three of them. Counting every kill rather than only the ones that could have paid, the two deepest keys fall from about 150 kills to about 120, the Drowned Vault’s pearl from 111 to 96, and the Crystal Spire’s prism from those twelve hundred to 360.

The dungeons page in the wiki names the ground each key is found on, beside the creatures.

Signing in through Steam says the name is permanent — and the button can be movedChanged

The form that creates an account through Steam arrives with your Steam name already typed into the name box, and it never mentioned that the name is permanent. Several players pressed through, found themselves wearing their Steam handle, and quietly started again by hand under the name they wanted. The form now says so plainly, right under the box.

If that already happened to you, the way back is Game ◆ Link Steam from inside the game. It used to refuse while another account held the Steam link — which is exactly the position anyone in that situation was in. It now moves the link across to the account you are signed in to, as long as the account losing it was never played. An account that has been played keeps its link, and so does a banned one.

New on 17 October 2026
A relic’s affix, pair and Signature can be taken againNew

Three of the relic’s six steps ask you to choose: the affix, the hidden crafting pair and the Signature line. Each of those can now be re-forged for gold, picking exactly the line you want, priced by the relic’s own level — twice what re-rolling an affix at that level costs, because here you choose rather than roll. Re-forging the pair spends a fresh pair of materials.

The other three steps are not choices and are not offered: they mint the weapon, read your class, and hand over the title, the skin and the free Raise.

The pair picker also used to show a bare keyword and nothing else. It now says what each pair does, the same sentence the item card prints.

The Delver’s Ledger counts raidsNew

The Ledger has a Raids section: every raid, the floors you have cleared of it, and whether its final boss has fallen, with totals for raids entered, floors cleared of 245, thrones felled and raids cleared entire. Everything you have ever cleared is already counted — nothing to re-do.

Raids pay no Delve Points and no rank has moved: that ladder was measured against the dungeons alone.

The Armory shows a set’s bonusNew

Each set card in the Armory now prints what that set gives when it is complete, worked out for the class you are playing. It appears for a set you hold at least one piece of — the Armory still hides what it has not shown you, and a set’s bonus names the stats it favours.