CLa Clauderie

World of ClaudeCraft · Patch notes

What's new in v0.29.1

A balance hotfix for the v0.29.0 heroic retune: healers can keep up again, tanks stop dying to a bad dice roll, and the fights that overshot are brought back to reason. Click a bubble for the detailed rules.

Released July 23, 2026 Since v0.29.0 Balance · raid & dungeons
💡 Click a card to open its detailed rules — and the underlined words for their definition.
01

Healers & tanks find their footing

The v0.29.0 heroic retune doubled target health without touching healing — and left a tank dying to an unlucky critical. Two targeted fixes put each role back on its feet.

Healers keep up Balance

Every healing spell gains a new or stronger top rank at level 20 (leveling ranks unchanged), and healing now benefits from double Spell Power: every point of Intellect adds 1 healing.

The healing details

No more dying to dice Balance

Monsters can no longer land a critical strike on a committed tank — Protection warrior, Protection paladin and Feral druid in Sloth Form. And Prot paladin and Sloth Form durability rises to stand alongside the warrior.

Who, and how

At a glance

  • Healing goes from a ×1 to a ×2 Spell Power factor — Intellect is the healer's king stat again.
  • The new level-20 rank touches only the top: leveling stays identical.
  • The three committed tanks covered: Protection warrior, Protection paladin, Feral druid in Sloth Form.
02

Nythraxis: the opener no longer stuns

The raid boss opened on an instant, unavoidable Gravebreaker. It becomes a charged, telegraphed attack — and heroic loses its bite across the board.

Gravebreaker charges up Balance

Gravebreaker is now a charged attack, released on his next landed melee swing: no more instant opener, and it can no longer stack with a melee hit. Dodging his swing delays it.

The new timing

Heroic breathes Raid

On heroic, Nythraxis swings for less, his skeleton waves have far less health and all court adds hit much softer. Voss can finally be realistically slowed and kited.

What comes down

At a glance

  • Boss-summoned adds now stick to the tank instead of chasing the first heal cast.
  • No more unavoidable stun at the pull: dodging and positioning take back control.
  • The rest of the fight is unchanged — only the opener and heroic toughness move.
03

Gravewyrm Sanctum retuned

The dungeon adjusts for groups that just hit max level, without ever dropping back into solo reach — and its boss gains a clearly telegraphed mechanic.

Korzul and Grave Inferno Mechanic

Korzul channels the new Grave Inferno: an escalating fire ring he roots himself to cast. Move out of the ring.

The mechanic

Difficulty re-centered Balance

Normal Gravewyrm Sanctum is retuned for freshly capped groups in quest gear — while staying out of solo reach. On heroic, boss-summoned adds hit much less hard.

The difficulty targeting

Quality of life & notes

  • The crafting window now shows the discounted reagent cost the sim actually charges — no more displayed mismatch.
  • All new and changed text is localized across every supported language.
  • A targeted hotfix: no other game mechanic changes.