Fellowship

Patch Notes - Weekly Update 0.5.1.0

Chief Rebel

First of all, we want to give a big “thank you” to everyone who jumped in to see what we’ve been cooking over the last few months. This is the beginning of our journey to 1.0, and certainly not the end. We’ve been really pleased to see the speed of queue times go down, and the feedback from our target players for whom the casual nature of ‘Adventure Mode’ is targeted has been positive, but there is certainly a long way to go for us to ensure the variation and feeling of progression of the mode is improved in future iterations.

We want to remind players that our intentions for these updates are to trial experimental changes, rather than deliver the finished ‘season’ of content that players may be used to or expecting.

Over the next few weeks we want to continue to let the experience settle, so we don’t intend to live-update many of the features beyond ‘fixing’ the most egregious bugs. We have our next wave of larger changes targeted for our winter update that should compliment or replace what we’ve already released based on the feedback we have and continue to receive.

Today’s patch is aimed specifically at correcting some of the fundamental issues with our damage scaling system implemented by Adventure Mode, that has been causing issues for players of certain heroes and is not indicative of how we want the game experience to be.

There were some additional issues with our reward challenges that prevented progression that have been looked at as well. Thank you for bearing with us, we had hoped to correct some issues sooner but didn’t want to roll out any more fixes in haste that we would need to roll back.

Scaling

  • Scaled damage will now apply to most abilities, leading to a better balance. There might still be a few that are not scaled properly, we are looking at at feedback to identify any edge cases that are still problematic.
  • The character sheet and inspect window show your real, unscaled stats. Stats no longer appear red as if something had lowered them (was only noticeable to health because the live version is scaling damage scale, and that's not a stat players can see).
  • Heals now restore the same share of a player’s health whatever their item level. A healer can heal both geared and lower item level players effectively.
  • Shields follow the same rule as heals. Shields based on max health always give the stated share of the target’s health. Shields applied to lower item level players no longer give almost no absorb.
  • Enchants now show their correct ranks.

Heroes

Xavian

  • Fixed an issue where [Solar Shield] granted 20% Damage Reduction without the Legendary effect equipped. This bonus now only applies with the Legendary.

UI

Damage meter

  • Fixed an issue with Damage Meter comparing players' damage dealt to mobs with different scaling. A higher geared player’s mobs have more HP, so they appear to do far more damage than lower geared players. Everyone’s damage is now shown in your own scaling, so the percentages reflect what each player actually contributed.

VFX updated visuals

Updated VFX for the following abilities to improve readability and visibility

  • Vigours [Circle of Light] in combination with the talent [Ceremony of Light]
  • Aeona’s [Epoch Break]
  • Mara’s [Corrosive Spill]
  • Forgotten Champion [Obliterate Life]
  • Raging Razorback [Rampant Charge]
  • Spear Centurion [Sweeping Strike]
  • Thornclaw Grizzly [Primal Stomp]
  • Feral Spiritclaw [Bear’s Might]
  • Scrofa’s [Charge of the Horned God]

Dungeons

  • Updated Pinnacle Dungeon to no longer have timers
  • Fixed an issue where Pinnacle Dungeons were not triggering Advanced enemy mechanics for higher difficulties.

Crafting

  • Fixed an issue where crafting weapons with Bloodstones gave incorrect attunement tree and the weapon ability.
  • Adjusted crating recipes
  • Eternal Resources reduced from 30 Marks to 8 Marks.
  • Gems cost reduced from 10 Marks to 3 Marks.
  • Pick 1/3 Crafting reduced from 5 to 3 Materials.
  • Combining Gems reduced from 1/3/5 Cost to 1/2/3 Cost.
  • Drop chance increased to 100% just after halfway through Eternal.

Challenges

  • Added additional Seasonal Challenges to ensure there is enough resources to unlock all skins and titles during the event.
  • Updated the Dungeon Rating requirements for the Hero Challenges to ensure all are achievable after the update to Eternal.
  • Fixed an issue where Legendary Items unlocked in the Hero Challenges gave the impression of a different item-level than what was dropped.

Known Issues

  • We’re still looking at an issue where legendary items with multiple stacks are not behaving correctly. We have no ETA on a fix at the moment.

This announcement was originally published by Chief Rebel on Steam on Oct 28, 2026.

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