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16 May 2026 (20:44) by Shaolin - Brasil Season 3 - Changelog

BlackTalon Brasil Season 3 will be online on May 20, 2026, at 7:00 PM BRT

Some information about the new point system on the seasonal server:

Point Drop System

The point return system has been reworked to be fairer and more progressive, rewarding veteran players and recognizing loyalty across seasons.

Returns will work as follows:

  • 50% of the points earned in the previous season.
  • 10% of the points earned in older seasons.
  • Each drop will correspond to 10% of the accumulated total, with no minimum or maximum.

What changed compared to the old system:

Previously, points were granted as a fixed amount, with a minimum and maximum defined by a table. Now the system is progressive: you receive your points in smaller installments across several drops, ensuring the balance is distributed in a balanced and continuous way throughout the season.

Blue Diamonds

  • The Blue Diamond return has doubled: now 50% of the blue diamonds earned in the previous season will be returned (it used to be 25%).
  • They do not accumulate with older seasons.
  • The Blue Diamond drop will only begin from the 3rd drop onward (9 days after the season opens).

Why this change?

The delay on the start of Blue Diamond drops prevents immediate inflation at the beginning of the season and gives the economy time to stabilize before premium resources are reintroduced into the market.

Date Blacktalon Points Blue Diamond Seasonal Points
3 Days 10% 1000
6 Days 10% 2000
9 Days 10% 10% 2000
12 Days 10% 10% 3000
15 Days 10% 10% 3000
18 Days 10% 10% 3000
21 Days 10% 10% 4000
24 Days 10% 10% 4000
27 Days 10% 10% 6000
30 Days All remaining points 30% All remaining points

Inferno

The seals have been broken. The Inferno has arrived, bringing an entirely new chapter to BlackTalon. Beyond the deepest pits of the Eternal Depths lies a gate that should never have been opened — and the one who guarded it has fallen. Descend through the Nine Seals of the Inferno, where each layer redefines what it means to be damned. Here is everything this update brings.

The Warden of the Inferno

At the end of the Eternal Depths, in the darkest depths of the abyss, you will face Sariel, the Forsaken Warden — the fallen Watcher who once opened the gates of the Inferno and was sentenced to guard them for all eternity. He does not fight out of malice. He fights because the chains demand it. Defeat him, and the gates will open.

The Nine Seals

The Inferno introduces nine distinct regions, each a unique nightmare with its own atmosphere, narrative identity, and progression mechanics. The new regions are:

  • Ashgrave Grounds — a cursed graveyard ruled by the bones of the forgotten
  • The Condemned Ward — a haunted hospital where the cure is worse than the disease
  • The Dreadshow — a circus of horrors that never ends the show
  • Crimson Estate — the mansion of an insane aristocrat and his unholy creations
  • Nilfheim — a frozen hell of ancient titans and eternal blizzards
  • The Pharaoh's Blight — a poisoned desert ruled by an immortal pharaoh
  • Satan's Citadel — the burning fortress where fire itself is alive
  • The Flayed Penitentiary — a prison of flesh ruled by executioners and butchers
  • Lantern's End — a hollow Halloween town watched over by a silent queen

From the rotting silence of Ashgrave Grounds to the laughter of The Dreadshow and the unsettling glow of Lantern's End, each Seal offers a unique experience. Expect environmental puzzles, hidden secrets, and progression mechanics exclusive to each area.

 
 
 
 
 

New Storyline and NPCs

A fully interconnected questline will guide you through every Seal of the Inferno. This new story features 9 new NPCs — one in each region — each with a unique personality and role, leading you through the trials of the damned.

114 New Creatures

Prepare to face 114 new creatures lurking through the Nine Seals. From skeletal hunters and plague surgeons to venomous serpents, infernal demons, and flayed executioners, every enemy was crafted with distinct combat patterns and valuable loot. Among the bosses, names such as Ossyrak, the Grave Sovereign, Igrath, Throne of Ash, and Morvane, the Hollow Sovereign await those brave enough to challenge them.

New Equipment Sets

This update brings multiple new equipment sets. Just like in the Eternal Depths, most of them will come in the form of imbue items — when you obtain an imbue piece from the Inferno, you can fuse it with your current equipment, merging both into a single, more powerful piece. This process adds a new stat line to your equipment, pushing its power beyond the original limits. Every slot can be enhanced. In addition, the Inferno introduces a completely new equipment set — a full set, forged in the depths of hell, designed to stand on its own and reward those who conquer the Nine Seals.

Soul Stealer Encounters

Your main source of imbue items will be the Soul Stealers. These cunning enemies have a chance to appear when you defeat creatures throughout the Inferno. Like the Pearl Thieves of the Eternal Depths — and the Mimics of the Rifts before them — they must be approached with caution. Defeat them and claim the rewards if you are ready for the fight.

Infernal Affliction System

As you descend through the Nine Seals, the environment itself will turn against you. Each Seal imposes its own form of corruption on those who dare to enter, weakening your combat performance — reducing the damage you deal and increasing the damage you take. The visual manifestation of this affliction changes from region to region, shaped by the nature of each hell, but the burden remains constant. Your conditions will improve as you advance through specific parts of the story, and they can be improved even further by completing objectives with each Seal's task NPC. Adapting to the Inferno is part of the journey — the deeper you go, the more you will have to earn your own strength.

Dungeons and Hunting Grounds

The Inferno brings a total of nine new explorable pieces of content spread across the Nine Seals, offering different levels of challenge and reward for all types of players. There are 3 dungeons and 2 secret dungeons. Each dungeon has its own theme, with the secret versions reserved for the most dedicated players — those who scour every corner of the Inferno in search of its best-kept secrets. Beyond the dungeons, the Inferno introduces 3 hunting grounds and 1 secret hunting ground. The secret hunting ground will require investigation and discovery — it will not be marked on the map.

Forged for the Inferno

The Inferno brings a new layer of equipment progression, combining the arrival of a brand-new set with exclusive rewards earned by advancing through the Seals.

New Full Inferno Set

A completely new set arrives alongside the Inferno, bringing the entire arsenal needed to face the region's challenges: armor, weapons, and accessories. This is a true equipment set — designed to withstand the heat, pressure, and darkness of the Inferno, going beyond the limitations of the gear from previous regions.

 
 

 

 

 

 

New Relics, Soul Scrolls, and Milestones

The Inferno brings more than 20 new relics to the game, considerably expanding build and customization options. In addition, each of the new bosses has its own exclusive Soul Scroll, rewarding players who challenge the guardians of the Nine Seals. New milestones are also arriving, offering fresh objectives and their own rewards throughout the journey through the Inferno.

New Gathering Ores

The Inferno introduces new ores available exclusively in its regions, materials essential for forging the new Inferno set. To obtain them, players will need to explore the Nine Seals and face their challenges, ensuring that crafting the most powerful equipment of the season is an integral part of the new region's experience.

Specialization System

The Promotion quest has been expanded into a complete new system: the Specialization System. Starting this season, when you reach the moment of evolution, the player no longer follows a single path and instead chooses between two distinct specializations, each with its own identity, playstyle, and abilities.

Every Class. Two Paths.

The specializations available for each class are:

  • Thief → Nightshade or Rogue
  • Void → Abyssal Guardian or Abyssal Hunter
  • Bard → Virtuoso or Harmonist
  • Druid → Feral or Archdruid
  • Mage → Wizard or Astronomer
  • Death Knight → Soul Reaper or Death Lord
  • Shooter → Gunslinger or Cannoneer
  • Bowman → Sharpshooter or Saboteur
  • Warrior → Sentinel or Blade Dancer
 
 

New Abilities per Specialization

Each specialization has an exclusive set of abilities unlocked at levels 800, 1600, and 2500, plus a final ability earned only by defeating Lucifer at the end of Wasteland — totaling two new Gate abilities per class (one for each path). The specializations within the same class were designed to differ significantly in gameplay and identity.

Additional Reworks

Some classes went through deeper revisions to fit the new system. The Minstrel (Harmonist), for example, had all of its abilities from level 800 onward completely reworked, and other classes received similar adjustments as well.


Specializations and New Abilities

With the arrival of the Specialization System, every class now offers two distinct evolution paths. Some specializations bring a completely new set of abilities at levels 800, 1600, and 2500, while others keep their original kit — because they were already strong enough — and only receive the final ability upon defeating Lucifer at the end of Wasteland. Below are all the abilities:


Thief

Specialization: Nightshade

The mistress of poison and silent death. Her blades abandon the patience of poisons in exchange for the certainty of death, marking targets for an inevitable execution.

Death Fluid — Level 800:

Imbues the Nightshade's blades with a dark venom, replacing all poison DoTs with direct death damage and making each basic attack detonate a death explosion on the target.

Shadowy Blades — Level 1600:

Emits slashes of shadow energy in the direction the Nightshade is facing, hitting multiple targets with each strike.

Death Spiral — Level 2500:

Performs a swift spin that hurls a black blade at every creature around, hitting all targets on the field simultaneously.

Death Mark — Unlocked by defeating Lucifer in Wasteland:

Projects a shadowy apparition that visits every creature on screen in an instant, marking all targets for death — any of them is automatically executed once at the required health.

Specialization: Rogue

The Thief's classic assassin, now able to turn a single target into a viral focal point that infects the entire battlefield.

The Plague — Unlocked by defeating Lucifer in Wasteland:

Unleashes a plague that spreads between targets exponentially, doubling the number of infected with each jump and stacking poison on every new victim. There is no spread limit as long as targets are available.


Voidcaller

Specialization: Abyssal Guardian

The Voidcaller turned into a living fortress. A shared guardian absorbs all damage destined for the player, but shares its mana — if the guardian falls, the Voidcaller perishes too.

Void Guardian — Level 800:

Summons a void guardian that absorbs all damage destined for the player and applies a poison DoT to nearby creatures while it remains on the field.

Abyssal Presence — Level 1600:

Expands the guardian's aura, widening its protection radius and intensifying the poison stacks applied to all surrounding enemies.

Singularity — Level 2500:

Manifests void spikes from the guardian, dealing massive damage to all nearby targets.

Dark Possession — Unlocked by defeating Lucifer in Wasteland:

The guardian is possessed by the inferno, tinting everything red — summon, abilities, and auras. During the effect, it keeps the usual poison DoT and also begins applying an additional infernal fire DoT to all surrounding creatures.

Specialization: Abyssal Hunter

The hunter of the abyss, who summons fleeting creatures to execute devastating abilities and vanish the very next instant.

Void Intruder — Level 800:

Keeps the behavior of the current version, now with a completely visually reworked summon.

Black Hole — Level 1600 — Cooldown 9999s:

Summons a void creature that materializes a Black Hole, releases its damage ticks, and disappears immediately after fulfilling its function.

Void Rupture — Level 2500:

Summons a void creature that appears quickly, executes Void Rupture, and vanishes as soon as the effect is complete.

Hellhound Rush — Unlocked by defeating Lucifer in Wasteland:

Releases three demonic void hounds that charge toward the target. On impact, each one detonates in an individual explosion and applies poison to the creature hit.


Bard

Specialization: Virtuoso

The Bard focused on pure damage, turning musical notes into rhythmic, relentless attacks that punish enemies with every beat.

Staccato — Level 800:

The Bard enters a state of rhythmic precision, making the next sequence of basic attacks execute as a triple hit.

Grand Crescendo — Level 1600:

After a certain number of basic attacks, the Bard releases a large musical note that expands across the field, dealing area damage to all enemies hit.

Harmonic Bounce — Level 2500:

Periodically, the Bard emits a musical note that ricochets between multiple nearby targets, dealing damage to each of them.

Cadenza — Unlocked by defeating Lucifer in Wasteland:

The Bard enters an absolute frenzy, removing the attack speed cap and raising it to extraordinary levels for a short period.

Specialization: Harmonist

The support Bard, who empowers allies with melodies that raise their health, their speed, and the power of their abilities.

Resonance — Level 800:

Plays an invigorating melody that increases the maximum health of allies hit, raises the healing-received bonus, and applies an immediate heal. Musical waves harm nearby enemies during the cast.

Accelerando — Level 1600:

Speeds up the group's rhythm, granting allies attack speed beyond the cap, higher crit chance, and a considerable cooldown reduction on abilities. Musical waves harm nearby enemies during the cast.

Double Chord — Level 2500:

Wraps allies in a frantic cadence, making their basic attacks fire twice during the effect. Musical waves harm nearby enemies during the cast.

Triad — Unlocked by defeating Lucifer in Wasteland:

Conjures a powerful aura with 3 charges. Allies hit perform a triple cast on their next abilities, tripling the effects of each consumed cast. Musical waves harm nearby enemies during the cast.


Druid

Specialization: Feral

The Druid abandons magic and transforms into a wild wolf, tearing enemies apart with claws and bites that stack relentless Bleed.

Bloodwolf Form — Level 800:

The Druid transforms into a great wolf, abandoning ranged combat. All previous active abilities cease — only the passives remain. Every few basic attacks, an area slash applies Bleed, whose tick progressively accelerates as stacks accumulate.

Triple Slash — Level 1600:

The wolf delivers three quick slashes in an area slightly larger than the basic attack, applying Bleed stacks to all targets hit.

Gutripper — Level 2500:

The wolf performs a wide slash that sweeps a large area with massive damage, but applies only a single Bleed stack — the focus here is the burst of the strike.

Ravage — Unlocked by defeating Lucifer in Wasteland:

The wolf unleashes a series of furious bites around the user. Each bite that hits the same target applies multiple Bleed stacks, progressively accelerating its tick.

Specialization: Archdruid

The Druid in its most ancestral form, conjuring the elements of nature to devastate enemies from afar.

Ice Lance — Unlocked by defeating Lucifer in Wasteland:

Fires a concentrated ice lance at a single target, dealing massive damage. On hit, it fragments into shards that explode once around the point of impact.


Mage

Specialization: Wizard

The classic Mage of flames and lightning, channeling the two most primal elements to obliterate everything in its path.

Emberstorm — Unlocked by defeating Lucifer in Wasteland:

The Wizard transforms into a vortex of fire and lightning, wrapping its own body in a swirling storm that follows it as it moves. Each hit simultaneously applies a lightning DoT and a fire DoT to the target.

Specialization: Astronomer

The Mage who summons the power of the cosmos, turning meteors, dead stars, and black holes into weapons of mass destruction.

Death Comet — Level 800:

Conjures a massive black meteor that departs from the Mage's position toward the target. On impact, it generates a large area explosion dealing high damage to all creatures hit, without applying a DoT.

Void Stars — Level 1600:

Summons a rain of black stars that crash down over an area, dealing damage to all creatures caught in the impacts.

Event Horizon — Level 2500:

A black hole opens beneath the Mage's feet and follows it continuously as it moves, dealing high damage to all creatures that pass through it.

Doomsphere — Unlocked by defeating Lucifer in Wasteland:

The Mage is surrounded by dark planets that orbit around it. On colliding with any target, they detonate in large explosions, dealing massive area damage.


Death Knight

Specialization: Soul Reaper

The Death Knight in its darkest reaper form, manipulating corrupted energy into devastating spirals while harvesting souls with its scythe.

Spiral Grasp — Level 800:

The Death Knight summons a spiral of flaming skulls from hell that advance across the field in continuous rotation, tearing apart all targets in their path.

Reaping Spiral — Level 1600:

The Death Knight summons its scythe in a designated area, making it spin around itself while tracing a spiral across the field, repeatedly hitting everything within the region.

Black Rain — Level 2500:

The Death Knight's scythe tears the fabric of reality, making a black, corrupted rain fall over the area, dealing continuous damage to all creatures under the effect.

Void Tentacles — Unlocked by defeating Lucifer in Wasteland:

The Death Knight is consumed by darkness and wrapped in a corrupted aura. Black tentacles violently emerge from its body and slam the ground around it, dealing massive area damage.

Specialization: Death Lord

The lord of darkness in its most classic form — an unshakable tank that drains the life of enemies to feed its own strength.

Blood Offering — Unlocked by defeating Lucifer in Wasteland:

Drains the life of all creatures in an area around the Death Knight. The absorbed blood is channeled and expelled back at the targets as a corrupted cloud, applying Bleed or Decay over time.


Gunslinger / Shooter

Specialization: Gunslinger

The classic gunfighter, master of fast and precise shots that fill the battlefield with lead.

Ghost Hands — Unlocked by defeating Lucifer in Wasteland:

For a few seconds, each of the shooter's shots automatically generates a time-delayed ghost shot, which always fires at the midpoint of the interval between normal shots, creating a constant volume of projectiles on the field.

Specialization: Cannoneer

The heavy artilleryman, who trades firing speed for devastating explosions capable of pulverizing entire groups of enemies.

Bazooka Stance — Level 800:

The gunslinger swaps its pistols for a bazooka, completely changing its combat style. Shots become much slower, but each projectile carries massive impact power. All attack modifiers continue to apply to the bazooka round.

Chain Bomb — Level 1600:

The gunslinger marks multiple targets in an area with bombs. When any of the marked targets is hit, the bomb detonates — and if other marked targets are nearby, the explosions chain in sequence.

Flaming Cannonball — Level 2500:

The gunslinger's next shot is turned into a flaming cannonball with double the impact radius of the bazooka. All targets hit are engulfed in flames.

Hellfire Shot — Unlocked by defeating Lucifer in Wasteland:

The gunslinger fires an explosive round that, on detonation, makes fire rain over the impact site for a few seconds, dealing continuous area damage to everything that stays in the region.


Bowman

Specialization: Sharpshooter

The classic archer, master of long-range precision, capable of turning a single arrow into a chained execution.

Chain Shot — Unlocked by defeating Lucifer in Wasteland:

The archer fires a chained arrow that ricochets across up to 10 creatures, linking them together with chains. At the end of the effect, all of them are violently pulled to a single point, colliding with one another and generating a physical explosion on impact.

Specialization: Saboteur

The master of traps, who turns the battlefield into a deadly corridor of explosions, spikes, and walking mines.

Explosive Barrels — Level 800:

The archer strategically places explosive barrels around itself. When activated, the barrels detonate, dealing area damage and applying Burn to all creatures hit.

Spike Field — Level 1600:

The archer activates a trap that makes dozens of iron spikes violently emerge from the ground, impaling the creatures over the area and applying Bleed.

Walking Mine — Level 2500:

The archer launches a mechanical creature that moves autonomously toward the target. Upon reaching it, the robot detonates, dealing area damage and applying Burn to the creatures hit.

Big Bear Trap — Unlocked by defeating Lucifer in Wasteland:

The archer triggers a huge bear trap that snaps violently shut over a 3x3 area, with the impact of its bite reaching a considerably larger region. All trapped creatures take damage and receive Bleed.


Warrior

Specialization: Sentinel

The Warrior's unshakable tank, protector of the front line who controls the field with tremors, shouts, and chains capable of trapping any enemy.

Tremor Slam — Level 800:

The Warrior channels its raw strength into a series of devastating impacts, generating 3 consecutive shockwaves around itself. Each wave launches nearby creatures into the air, dealing damage each time they fall.

Massive Hatred — Level 1600:

The Warrior lets out a deafening war cry, drawing all creatures on screen toward it — they leap to it and deal area damage when they land. During the effect, creatures attack faster but take more damage.

Avenger Spirit — Level 2500:

The Warrior transforms into a colossal metal armor studded with spikes. For a short period, all incoming damage is absorbed and reflected back at the attackers as an energy explosion.

Chain Slam — Unlocked by defeating Lucifer in Wasteland:

The Warrior attaches chains to all creatures around it and hurls them away, dealing part of the damage. It then violently pulls them back, making them collide with one another and inflicting the remaining damage on impact.

Specialization: Blade Dancer

The warrior who abandons melee combat to wield throwable axes, dancing between throws and returns to tear enemies apart at any range.

Twin Ricochet — Level 800:

The Warrior abandons melee and begins wielding two throwable axes that ricochet and return to its hand like boomerangs. If the target comes into direct contact during the trajectory, it takes melee damage and Bleed stacks. Attack speed accelerates the axes' path, and every 6 throws an additional axe is launched automatically.

Spectral Throw — Level 1600:

The Warrior projects a spectral echo of its axes for a short period. During the effect, ghostly versions are launched alongside the normal throws and can be used unlimitedly while the effect is active.

Blazing Axes — Level 2500:

The Warrior imbues its axes with flames, making them move faster and apply Burn to the targets hit. The ability has 10 charges, with one consumed per throw.

Titan Spin — Unlocked by defeating Lucifer in Wasteland:

The Warrior's axes grow in size, expanding their rotation area and reach. Each throw now applies 3 Bleed stacks to the target hit.


New Class Passives

With the arrival of the Specialization System, all classes now hold an equivalent position within the game. To keep up with this change, a new passive ability was added to each class, reinforcing their identities and rewarding the player for each one's natural playstyle.

Changes per Class

Poison Flask — Rogue:

After a defined number of basic attacks, the Rogue automatically throws a poison flask at the target. The Flicker ability has been removed.

Cataclysm — Warrior:

After a defined number of basic attacks, the Warrior causes a crack in the ground or makes spikes emerge in the surrounding area, dealing continuous damage to all creatures over it. The Slam ability has been removed.

Soul Release — Death Knight:

Whenever the Death Knight takes enough damage, souls emanate from its body, dealing damage to nearby enemies.

Resonant Missiles — Bard:

The Bard fires musical missiles in an area, dealing damage in multiple ticks over time.

Overcharge — Gunslinger:

After a defined interval, the Gunslinger's next shot is automatically charged, becoming a massive and extremely powerful round.

Void Colossus — Voidcaller:

At regular intervals, all active summons receive a significant increase in size and damage.

The Druid and Bowman passives were announced previously and remain unchanged.


Class Adjustments

Several classes also went through adjustments to make the balance healthier: high spikes were reduced, classes that were lagging behind gained power, and two classes received a new defensive passive. Here's what changed:

Druid

  • Ability damage reduced by around -25%.

Mage / Wizard

  • Ability damage increased between +5% and +20%.

Bard

  • Early ability damage (up to level 800) increased by around +25%.

Death Knight

  • HP gained per level increased by around +20%.

Warrior

  • Slight increase to armor rating and to early-game ability damage.

Rogue

  • New passive Glancing Blows — attacks that get through your dodge chance have their damage reduced by up to 50% of the dodge value.
  • Poison stacks increased by +1.

Shooter

  • New passive Glancing Blows — attacks that get through your dodge chance have their damage reduced by up to 50% of the dodge value.

New Skill Upgrade System

The skill upgrade system has been completely reworked, bringing more depth and customization to build crafting.

Replacing the Old System

The previous system — where points were distributed individually through Skill Crystals — has been replaced. Now, each crystal invested in an ability grants a small but significant damage bonus, which accumulates dramatically as hundreds of crystals are applied over time.

Skill Modifiers

The major highlight of the new system is the introduction of Skill Modifiers. Each ability allows you to choose one modifier, which permanently changes its behavior and gives identity to your build. Modifiers work progressively: with each crystal invested, you already receive a fraction of that modifier's power, so your ability's growth is constant from the very first point. When you reach 100 invested crystals, you unlock an additional power jump in the chosen effect, marking the peak of that modifier.

Some examples of available modifiers:

  • Lethal Precision — Significantly increases the ability's critical damage
  • Empowered Cast — Strongly amplifies the ability's damage, in exchange for a longer cooldown
  • Twin Casting — The ability is cast twice, with a damage reduction per cast
  • Swift Incantation — Reduces the ability's cooldown, keeping damage unchanged

Additional modifiers will be revealed in the future, since not every ability benefits from the same effects — each one will have options tailored to its nature.


Talent Tree Changes

Our talent tree went through an entire month of adjustments: keystones replaced, mechanics reworked, and various rebalances to open up more build variety. We've gathered below everything that changed so you won't get lost when planning your next character.

Replaced Keystones

Three keystones were completely swapped out for new ones:

Hexbone Charm → Voltaic Cascade:

Your basic attacks jump to up to 10 nearby enemies. The price: attack speed locked at 1.0s.

Unholy Benediction → Celestial Purge:

When casting spells (or every 3 basic attacks), holy pillars fall in a 9x9 area around you. Note: Unholy Benediction will return in the future, but we need to work more on the interactions before re-adding it.

Riftborn Pact → Crazy Slot Machine:

When casting spells (or every 3 basic attacks), spins a slot machine with 6 random effects: cooldown reset, meteor rain, poison cloud, strength + speed, damage penalty, or massive crit.

Reworked Keystones

Hellfire Pact:

Gained a second extra condition that only activates when you have no summon: it now applies a fire DoT on attacks and spells. The old effect with a summon stays the same.

Scarlet Swarm:

Now has two conditions. Killing a poisoned enemy spreads poison in an area (old effect). Killing an enemy free of poison summons a stormy cloud (Pharaoh's Wrath — new effect).

Eye of The Howl:

The wolf buff now also has a chance to activate on basic attacks.

The Sonata of Darkness:

Each stack now grants +Spell Damage, adding up to +10% at maximum.

Rebalances

Master of Arms:

Removed the -31% basic attack damage penalty.

Savage Momentum:

+1 range on any weapon; the attack speed bonus is now 50% less effective.

Spellmaster:

Now converts attack speed into Magic Skill (it used to affect CDR). The cooldown reduction cap is back to 50% on all builds.

Tiger's Lust:

Gained parry-on-dodge: when dodging, it deals damage to enemies in a 3x3. Much faster dodge cooldown.

Stand Behind Me:

Scales better with multiple attackers (effective block up to 50%).

Reactive Shield:

Considerably stronger damage reflection.

Soul's Scream:

Damage nearly doubled and now scales with Bonus Damage.

Mystic Volley:

Penalty reduced from 65% to 30%.

Crimson Toad:

Now grants +25% Weapon Damage and the poison damage bonus rose from 25% to 30%.

Faster Than Your Prey:

New conversion of extra attack speed from movement speed bonus.


Relic Rebalance

After a lot of community feedback and detailed analysis of the builds in use, we went through 62 relics adjusting their bonuses to make the system more balanced, diverse, and rewarding. Forgotten builds return to the game, raid rewards were strengthened, old values were realigned with the rest of the content, and the end game gains more competitive options. Check out all the changes below, region by region.

Patch Highlights

  • Weapon Damage was added as a bonus on 17 relics — mainly Task Boss and Raid Boss relics with rarely used builds.
  • HP/MP received large boosts on old Mainland, Nefrah, and High Desert relics.
  • Raid Boss relics became much stronger — most notably Blue Spectacles, Spiritthorn Ring, and Darklight Heart.
  • Skyrealm and Wasteland received fine-tuning to keep the end game competitive.

Mainland

Relic Category Before → After
Turtle Shell Continent Boss HP/MP 10% → HP/MP 12%
Necromancy Tome Daily Boss Spell Damage 4% → Spell Damage 8%
Ruined Aragorn Helmet Daily Boss Armor 30 → Armor 30, HP/MP 10%
Eye Of The Storm Quest Boss HP/MP 4% → HP/MP 10%
King Zelos Tool Quest Boss Crit Damage 5% → Crit Damage 5%, Weapon Damage 8%
Maxxenius Head Quest Boss Spell Damage 3% → Spell Damage 5%
Crawler Column Task Boss Crit Damage 4% → Crit Damage 10%, Weapon Damage 10%
Demodras Claw Task Boss HP/MP 3% → HP/MP 6%
Sea Serpent Trophy Task Boss Strike Attack 5 → Strike Attack 5, Weapon Damage 8%
Witch Hat Task Boss Attack Speed 6 → Attack Speed 15

Nefrah

Relic Category Before → After
Warrior's Shield Continent Boss Armor 50 → Armor 50, HP/MP 15%
Jauls Pearl Quest Boss Healing 9% → Healing 6%, Weapon Damage 13%
Poison Spider Shell Quest Boss HP/MP 6% → HP/MP 13%
Tuning Fork Quest Boss Spell Damage 5% → Spell Damage 10%
Mini Mummy Task Boss HP/MP 5% → HP/MP 13%
Soul Stone Task Boss Healing 6% → Spell Damage 8%
The Mexcalibur Task Boss Skill 13 → Skill 10, Weapon Damage 11%

High Desert

Relic Category Before → After
Nightmare Beacon Continent Boss Crit Damage 8% → Crit Damage 10%
Death Call Skull Daily Boss Spell Damage 7% → Spell Damage 11%
Ancient Stone Task Boss Spell Damage 7% → Spell Damage 5%, Weapon Damage 14%
Brook's Legendary Guitar Task Boss Spell Damage 6% → Spell Damage 10%, Healing 3%
Dream Warder Claw Task Boss Skill 19 → Skill 19, HP/MP 16%
Ghost Duster Task Boss Strike Block 13 → Strike Block 13, Weapon Damage 14%
Mechanical Fish Task Boss Skill 16 → Skill 3, HP/MP 16%
The Music Box Task Boss HP/MP 7% → HP/MP 14%

Dark Island

Relic Category Before → After
Brainstealer Brain Continent Boss Spell Damage 10%, Attack Speed 15 → Spell Damage 13%, Attack Speed 15, Skill 6
Zargoth's Mace Quest Boss Spell Damage 6% → Spell Damage 13%, Skill 13
Mouse Doll Task Boss Healing 10% → Healing 2%, Weapon Damage 15%, Skill 3
Vibrant Robe Task Boss HP/MP 12% → HP/MP 17%

Icescar

Relic Category Before → After
Blue Spectacles Raid Boss Healing 8%, Crit Damage 13% → Healing 25%, Crit Damage 13%, Skill 20
Frozen Glyph Raid Boss Skill 20, Spell Damage 10% → Skill 20, Spell Damage 16%
Spiritthorn Ring Raid Boss Armor 50, HP/MP 7% → Armor 50, HP/MP 20%, Healing 6%
Thorn Steed Flames Raid Boss Strike Attack 10 → Strike Attack 10, Weapon Damage 18%
Ancient Amulet Daily Boss Skill 25, Spell Damage 15% → Skill 25, Spell Damage 15%, Weapon Damage 18%
Ceirons Wolf Tooth Chain Daily Boss HP/MP 15% → HP/MP 15%, Spell Damage 10%
Celestial Chart Daily Boss Skill 25, Elite 20 → Skill 25, HP/MP 20%, Healing 3%
Turquoise Tendril Lantern Quest Boss Skill 14, HP/MP 15% → Skill 14, HP/MP 19%
Bjorn's Axe Task Boss Crit Damage 9% → Crit Damage 9%, Attack Speed 30
Bloodweb's Egg Task Boss HP/MP 15% → HP/MP 18%
Damselfly Wing Task Boss Crit Chance 400 → Crit Chance 200, Weapon Damage 16%
Frozen Heart Task Boss HP/MP 17% → HP/MP 19%
Ocyakao Amulet Task Boss Spell Damage 13% → Spell Damage 15%
Percht Skull Task Boss Strike Attack 10 → Strike Attack 10, Weapon Damage 15%
War Crystal Task Boss Crit Damage 10% → Crit Damage 10%, Weapon Damage 10%

Wasteland

Relic Category Before → After
Darklight Heart Raid Boss Skill 35, HP/MP 15% → Skill 35, HP/MP 25%
Fist On A Stick Raid Boss Skill 30, Strike Block 20 → Weapon Damage 12%, 10% chance to cast Death Strike
Erupturtle Egg Continent Boss Skill 25, Armor 50, Healing 10% → Skill 25, Armor 50, Healing 10%, HP/MP 25%
Crying Lava Head Task Boss Skill 20, Spell Damage 15% → Skill 20, Spell Damage 20%
Fiery Tear Task Boss Skill 20, Healing 12% → Skill 20, Healing 10%, Weapon Damage 18%
Tapeworm Heart Task Boss Skill 20, Crit Chance 500 → Skill 20, Crit Chance 500, Weapon Damage 15%
Weaver Silk Task Boss Skill 20, HP/MP 17% → Skill 20, HP/MP 25%

Skyrealm

Relic Category Before → After
Phallic Branch Raid Boss Skill 40, HP/MP 17% → Skill 30, HP/MP 30%
Celestial Aegisphere Continent Boss Skill 28, HP/MP 15%, Spell Damage 16% → Skill 28, HP/MP 15%, Spell Damage 22%
Conjuring Undead Hand Quest Boss Skill 30, Spell Damage 15% → Skill 30, Spell Damage 17%
Gingerbread Rostead Quest Boss Skill 30, HP/MP 15%, Healing 7% → Skill 30, HP/MP 25%, Healing 10%
Crystal Of Balance Task Boss Skill 25, HP/MP 18% → Skill 25, HP/MP 27%
Grimeleech Wings Task Boss Skill 25, Crit Chance 600 → Skill 25, Crit Chance 600, Weapon Damage 18%
Idol Of The Forge Task Boss Skill 25, Armor 55 → Skill 25, Armor 55, HP/MP 25%
Leaf Crown Task Boss Skill 25, Spell Damage 15% → Skill 25, Spell Damage 17%, Healing 20%
Rose Milk Cake Task Boss Skill 30, Healing 14% → Skill 30, Healing 22%
Sandtimer Task Boss Skill 25, Strike Block 22 → Skill 25, Strike Block 22, HP/MP 10%
Vivid Candy Head Task Boss Skill 30, Armor 80, HP/MP 10% → Skill 30, Armor 80, HP/MP 28%

Season Balance Philosophy

With the number of changes we've brought this season — relics, skill tree, and class adjustments — it's clear that small corrections over the coming months will be inevitable. To avoid confusion and maintain full transparency with you, we want to define our criteria from the start.

From this point on, only two types of changes will be made to balance throughout the season:

  • Downward adjustments — only what is performing at a clearly broken level, far beyond expected, will be reduced. Strong is allowed; broken is not.
  • Upward adjustments — classes or nodes performing below expectations will receive reinforcement to become competitive again.

Builds that are strong but within a healthy range will not be touched. The focus is to remove only the outliers, on both extremes, without touching what is already working well. Count on us watching the game closely throughout the entire season.


General Changes

Stamina System Changes

  • The Stamina system was converted into an Experience Bonus. The cap is now 2 hours (instead of dozens of hours), and the bonus is consumed as you play.
  • New button to pause the Experience Bonus — pause when you're idle/AFK so you don't waste it, and unpause when you go back to hunting.
  • Trainers still work the same, but the messages now say "experience bonus" instead of "stamina".
  • Small Stamina Potionnow adds +15 minutes of experience bonus (it used to restore up to 38 hours of stamina).
  • Big Stamina Potionnow completely fills the experience bonus, up to the 2-hour cap (it used to restore full stamina).

PvP Adjustments

The current PvP was facing a serious one-shot problem — fights in which players were completely eliminated in less than a second, with no time to react. To solve this and make player-versus-player combat more strategic and lasting, three significant changes were implemented.

PvP Damage Reduction

Damage dealt between players was reduced by 80%. This change eliminates one-shots and forces fights to develop over a longer time, rewarding positioning, resource management, and ability timing — instead of rewarding whoever presses the button first.

Stair Cooldown During PvP

A 6-second cooldown was added for going up and down stairs while the player is in PvP combat. The change prevents the abusive tactic of escaping between floors and forces players to commit to the engagement once they start it.

Progressive Healing Reduction

To avoid infinite fights with the new damage reduction, a progressive healing-reduction effect was introduced, applied automatically to the opponent during PvP. The effect starts low and grows each second, stacking up to a maximum of 60% healing reduction — ensuring that prolonged fights eventually reach a conclusion.


Milestone and Gathering Adjustments

With the increased game pace brought by the Eternal Depths and now the Inferno, two systems went through adjustments to better fit the new scenario.

Reduced Milestone Requirements

Milestone requirements — including dungeons, quests, and other categories — were reduced by up to 75%, varying according to the region and the specific milestone. The goal is to keep progression engaging and accessible, especially for players with limited time, without compromising the sense of achievement each season.

Increased Experience per Gathering Node

The experience granted per gathered node was increased, making leveling gathering, mining, and similar skills significantly faster. As a result, it's no longer necessary to revisit early maps for long periods just to accumulate materials — the progression of these skills now keeps up better with the overall pace of the game.


Progression Changes

The international season brought important data about the game's progression pace, and two adjustments were implemented to make the journey smoother and more rewarding in the Brazilian season.

Removal of Level Requirements Between Maps

The levels required to advance between the traditional maps — from Mainland to Skyrealm — were removed. Progression no longer depends on fixed barriers, allowing each player to advance at their own pace, choose when to face harder regions, and even adopt bold strategies in maps above their current level. This change builds on the lesson learned from the Eternal Depths, where the absence of level restrictions proved to be one of the pillars of its good reception.

Increased Resource Generation

The amount of resources collected throughout the game was increased, with a main focus on Gold, Rarity Tokens, and other materials essential for character development. The adjustment was made to align the economy with the current progression pace, preventing resource acquisition from becoming a bottleneck for players who advance faster.


Task and Progression Adjustments

The normal maps' tasks — from Mainland to Skyrealm — went through a series of adjustments aimed at making the experience more accessible and better paced, respecting each player's available time.

Reduced Creature Requirements

The number of creatures required to complete tasks on the normal maps was considerably reduced. Depending on the region and the creature, the reduction varies between 40% and 75%, making tasks faster to complete without compromising the sense of progress.

Single-Difficulty Tasks

The tasks' difficulty structure was simplified: now all tasks are offered in a single difficulty, using the Hard difficulty rewards as the baseline. This way, rewards remain competitive and the choice between difficulties is no longer a barrier for the player.

Resource Progression Adjustments

The resource values dropped on these maps were readjusted to better keep up with character progression. The goal is to avoid bottlenecks where higher-level players ended up without the resources needed for their current stage, keeping the journey consistent from start to finish.


Battle Pass — Season Updates

The Battle Pass went through a series of improvements aimed at making progression more rewarding and aligned with what the community asked for.

New Cosmetics

8 new cosmetics were added to this season's Battle Pass, expanding the range of visual rewards available on both the free and premium tracks.

Battle Pass Food Is Now Infinite

The Battle Pass food is now infinite, eliminating one of the biggest frustrations reported by players and making the use of this benefit much more practical day to day.

Daily Mission Overhaul

Missions that were not well received by the community were removed, including PvP missions (killing other players) and event participation missions. In their place, two new missions were added:

  • Defeat 1 Raid Boss
  • Defeat 1 Pearl Stealer or Soul Stealer

The goal is to offer missions more aligned with the type of gameplay most players seek day to day.

Overall Reward Improvements

The Battle Pass rewards were improved overall, with adjustments to the quantities and quality of the items distributed along the track.

New Infinite Level System

Previously, upon reaching Battle Pass level 30, progression ended and no additional rewards were granted. Now, the Battle Pass features an infinite level system: from level 30 onward, the player keeps progressing and receiving items that directly aid their journey — such as scrolls that double task progression, among other benefits.


Client Changes

New Settings

Equipment / Transmute Display

A new option was added that controls how the transmute is displayed in the field. The player can choose between three modes:

  • Normal — alternates between the equipment and the transmute (default behavior).
  • Always show equipment — always displays the original equipment.
  • Always show transmute — always displays the transmute.

Beyond the visual customization, this option has a direct impact on performance: hiding the transmute can significantly improve game performance, especially in situations with many players on screen.

Damage Number Grouping

A damage number grouping system was added, with a default value of 400ms. The higher the configured value, the more hits are merged into a single number displayed on screen — a direct solution for those who felt visual clutter during intense fights. To disable grouping and return to displaying each hit individually, just set the value to 0.


Other

  • Relic storage slots 150 → 300

BlackTalon — Changelog Standard