A big content release, and two new doors: the Last Keep and Dawnhold Castle stop being scenery and become buildings you walk into, with a per-story floor plan replacing the world map while you are inside. On the class side, feral druid stops being a cat that auto-attacks, and warlock fear finally holds. And the big display hitches are gone: 2,283 ms of freeze on releasing spirit drop to 52 ms.
Released August 19, 2026Since v0.38.41,225 files touched21 locales complete
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01Feral druid stops auto-attacking
This is the big class rework of the release. A druid in Wolf Form banked combo points from level 5… with nothing to spend them on until 14. This whole block fixes that, and along the way every druid gains a comfort they have always been missing.
Wolfsblood, from trap to burst window Balance
Wolfsblood cost 30 energy for +40 attack power over 6 sec — a button nobody pressed, because those 30 energy paid more inside the normal cycle. It is now free and surges 30 energy: a 60-energy swing, and a real window to land your hits in.
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A finisher at level 8 instead of 14 Levelling
Gorebite moves from level 14 to level 8, and Redharvest gains three ranks (lv. 5, 10 and 16) instead of a single version. Rank 3 restores the old values exactly: at level 20, nothing changes for you.
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Cast in form, without thinking about it Every druid
Until now, casting a heal or a nuke in Bruin Form, Wolf Form or Fleet Form got you "you can't do that while shapeshifted". Now the druid leaves the form and casts, on the same press. Leaving a form is free and triggers no global cooldown.
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Warlock fear becomes reliable Warlock
Harrow lasted 8 sec… that any damage broke, including one dot tick or a pet swing. It now lasts 5 sec, but breaking it takes a cumulative 8% of the target's max health. In practice that is a gain: 5 seconds that hold beat 8 that pop instantly.
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Stealth becomes usable Druid
Stalk: you move at 95% speed instead of half. Feral stealth becomes a real scouting and opening tool.
Slinkstrike, the 2-sec stun opener, moves from level 18 to 8: it finally arrives shortly after stealth, not thirteen levels later.
The rogue's own stealth deliberately keeps its slow crawl — that is what tells the two apart.
Savage Mending scales with your gear Druid
Savage Mending, the bear's only heal, restored a flat 180 health — barely 8% of a well-geared bear's pool.
It now restores 40% of your maximum health over 10 sec. The better your gear, the more it gives.
Reminder: it is a Bruin Form spell, Wildfang only, on a 1-minute cooldown.
A rank bug fixed along the way Fix
When a button transforms into another one (Gorebite becoming Redharvest), the game always cast rank 1 of the destination spell.
It went unnoticed while no transformed spell had ranks. With Redharvest's new ranks it would have made the button wrong at every level.
The game now reads the rank that matches your level.
The rest of the warlock — and there is more of it than the notes say
Control All specs
Dread Chorus (area fear) goes from 3 to 5 sec, with the same 8% threshold — a gain on both counts.
Leaden Hex: at 3 stacks the root goes from 1.5 to 3.5 sec. That is the biggest move on row 8, and it is written nowhere in the official notes.
Improved Abyssal Gag no longer merely grants the spell early: it now improves it too.
The Necromancy spec Warlock
Out of combat you regain 1 Soul Fragment every 2 sec, up to 3. No more opening a fight at zero — this is new, and absent from the game's own notes.
Ossuary Mark holds for 15 sec instead of 12.
Corpse Explosion sacrifices the Skeletal Warrior first, then the Bone Mage — the reverse of before. Your damage survives the sacrifice.
Reaping Command no longer resets each servant's own cooldown.
The Emberkin finally holds up Pet
The Emberkin pet was so fragile it died on an ordinary solo pull. At level 20: +41% health, +50% armor, +15% damage.
It stays less durable than the Gloomshade — deliberately, it keeps its ranged caster role.
Here too: nothing in the official notes.
02What sat in your bags becomes recyclable
Two short adjustments, but they touch everyone: a whole item family joins the economy, and one mob switches sides — with what that implies for what it drops.
Held off-hands join the economy Professions
Orbs, lanterns and quivers — everything held in the off hand without being a weapon or armor — can now be disenchanted and salvaged like the rest of your gear.
Before, a piece your class could not wield had no way out at all: neither useful nor convertible.
Being neither weapon nor armor, they only yield their tier's universal material, no typed one (no armor weave, no weapon steel).
The Yeti was filed with the ogres Fix
The Frostmane Yeti sat in the ogre family — a leftover from when it borrowed their 3D model.
It is now a beast, so it yields hide, fang and meat like every beast. One more source for a skinner.
Three treants (Treant Elder, Orchard Treant, Gravenbark Shambler) move to the elemental family for the same reason.
03Delves wait for the fight to end
A direct sequel to the v0.38.4 hotfix, but on the reward side this time: the finale room no longer lets itself be emptied while the fight is still going.
The chest waits for the boss's adds Fixed
A Delve boss can summon adds that outlive it — the Raise Dead bonewalkers, Sister Nhalia's cantors. The chest, the reliquary and the closing rite unlocked anyway, and the surface exit opened mid-fight. They now wait until everything is down.
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No more walls from the previous run Fixed
Two runs sharing a slot back to back could inherit the walls of the previous one, and see mobs appear in the wrong place.
The cause: room pieces were keyed by their module id rather than by their position.
Fixed: every room is redrawn for real on every run.
04Two castles open their doors
This is the bulk of the release's content. Two buildings that were only façades become places you enter, climb, and where the map shows you the story you are standing on. Both are visited solo: they are not dungeons, there is nothing to fight inside.
The Last Keep and Dawnhold Castle New
The Last Keep in the Drakelands gains a walkable keep, a barracks wing and a wall-walk along its parapets. Dawnhold Castle, in the Evergarden, opens a 16-room garden palace with an orangery, a flower court and a topiary fox.
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The map follows you indoors New
Inside both castles, the zone map gives way to the plan of the story you are on, redrawn as soon as you change level. It is not an image: the plan is traced from the real room layout, so it cannot drift out of sync with the building.
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Two deeds to tick Book of Deeds
The Quiet Halls — step through the Last Keep's door. 5 renown.
An Open Door in the Garden — call on Dawnhold Castle. 5 renown.
Each castle also hides a keepsake to pick up: the Signet of the Last Keep, and the Dawnhold Garden Posy.
A thousand spots you could get stuck in Fix
A freeze could trap you permanently at the foot of certain cliffs — with no way to walk out.
A sweep of the whole world found and fixed roughly a thousand such points.
The Great Maze hedges block you again, and rocks that carry collision are no longer trimmed away on low quality: what blocks you is always drawn.
A row to practice on Highwatch
Three new dummies join the Highwatch one: a friendly player, a normal boss and a heroic boss.
Both boss profiles copy their level and armor from Nythraxis — not values re-typed by hand, the real ones: if Nythraxis is retuned, the dummies move with it.
The friendly dummy holds itself at 35% health: a healer can finally measure their heals without wasting it all on overheal.
NPCs have a face Scenery
All 91 world NPCs and the quest actors shared four generic looks.
Each now has its own face, built in the character creator.
Ogres look like ogres Scenery
Nine ogre-family mobs (Thornpeak Ogre, Brakka the Wallbreaker, Warlord Grask, The Sundered Horror…) leave the generic 2023 stick rig for a real ogre body.
Their 15 portraits were re-minted on that new body.
Warlord Drogmar deliberately stays on the old model until his own lands.
The Drakelands tidy up Scenery
Lava rivers go from 26 overlapping pieces down to 4.
Dragon hoards cover twice as much ground, and bloodglass shards finally land on the right spot (33 of 46 placed, up from 14).
A new fort, the Ashen Bulwark, appears on the west headland: walls, towers and a drill yard. Its interior is not built yet.
05Playing together, without nasty surprises
Four fixes you only ever see in a group — and each of them was costing somebody something.
Paladin auras follow the party Fixed
The paladin's permanent auras (Devotion Ward, Retribution Aura) did not apply to anyone who joined the party after the fact.
They now land on join, and strip cleanly when the paladin or the member leaves.
The 30-minute blessings do stay — as they should, they are cast buffs, not auras.
The Soulwell takes latecomers Fixed
A player who joined the party after the Soulwell was placed could not use it.
Fixed: they are eligible like everyone else.
Quest mobs stay where they belong Fixed
A quest-gated mob could be dumped onto a player who does not have the quest — through a taunt, a threat aura, a flee-rally or a Stonebound Jolt.
And healing someone doing the quest put you on that mob's hate table. Not any more.
A temporary warlock undead can no longer finish its opponent off after a duel has ended with its damage over time.
06The hunt for big hitches
A one-second freeze mid-fight ruins an evening more than one point of damage ever will. This release fixes five of them, including one that struck on every death.
2.3 seconds of freeze on every death Performance
Releasing spirit prepared the ghost's rendering at the very moment it was needed: 2,283 ms of freeze, on every death. It is prewarmed now — 52 ms. Same treatment for the first mount-up, for login, and for shadows.
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Your ability icons will not move again Decision
An art pass had repainted 58 class ability icons. They were restored byte for byte before ship, and a rule was set: live ability icons are frozen. You find your buttons out of the corner of your eye, by color and silhouette — changing them, even for the better, costs everybody.
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Locking protects the whole stack Fixed
Locking a slot holding several copies only protected one: the game peeled one unit into a new slot and left the rest unprotected.
It ate a bag slot on the way, and could fail outright for lack of room.
The lock now covers the whole slot, consumes no space, and survives save and load.
Mech chromas stay yours Fixed
Unequipping a mech chroma revoked the account-wide unlock and handed the item back — an unlimited armor-plate duplication loop.
The unlock is now permanent: unequipping only changes the look currently displayed, and any character on the account can pick it again.
Characters wearing the look are no longer stranded on it.
The rest Misc
Unstuck (ESC menu) finally works on the battleground walls you could get trapped in.
Skies weigh 8x less (17.83 MB → 2.13 MB per resident sky) on capable devices.
The medium grade gains edge smoothing, and the touch UI no longer paints twice (19.97 → 12.87 ms per frame).
Fiendhide's tooltip finally shows the armor actually applied, not a precomputed figure.