
Patch Notes - 26/6/2025
Stamina & Health Changes
Sprinting stamina cost has been reduced by ~30%.
Jumping stamina cost has been reduced by 50%.
Mantle stamina cost has been reduced by 50%.
Base stamina regen has been increased by 25%.
Stamina Regen on wearable items (armor) has been increased by 90%.
Wieldable durability changes
Durability and Lifetime Durability on all wieldable items have been adjusted. Overall, the durability has increased, while the lifetime durability has decreased. This will mitigate the need to bring several weapons and shields into dungeons.
Also, Tier 1 and Tier 2 wieldable items have less durability/lifetime durability than before, while Tier 3 and Tier 4 items have more durability/lifetime durability than before.
Staves have seen their durability/lifetime durability decreased.
The tools now have different and progressive durability/lifetime durability through the Tier.
Skill progression changes
The XP needed to level up, for combat, crafting, and harvesting skills, have been reduced, especially for levels above 20. Getting to the skill max level is still intended to be challenging, but not quite as challenging as it was.
XP earned from killing enemies of Tier 2 and above have increased.
Soloable enemies (no skull icon) now distribute more XP when killed in a party of 2+ players. The enemies with a skull (intended for parties) still give more XP overall when engaged in a party.
Harvesting skills now give XP based on the damage caused as a % of the total health of the tree/mineable/carcass being processed, so tools that cause more damage give more XP / XP event. With the earlier balance, using better tools in some cases was reducing the total XP earned due to chopping/skinning/mining faster and this no longer happens.
The XP earned in mining, woodchopping, and skinning has been re-balanced to match the new level requirements, so the total amount of actions needed to reach the skill cap has been reduced significantly compared to earlier balances.
Carpentry Progression
We recognized that progression in the Carpentry skill, particularly at higher levels, currently feels too restrictive. While we plan to address this more thoroughly in an upcoming update, we've made some immediate adjustments:
Lime Mortar recipe difficulty has been reduced to 35.
All level 39 unlocks have been moved down to level 30.
These changes should help ease the bottleneck while we work on a broader rebalancing.
Other
Damage to shields from blocking has been reduced by 75%.
Inquisitor Captain’s Rallying Cry damage buff has been reduced by 80%.
Searing Rage damage bonus now correctly scales with higher-tier items.
Imps summoned by Cultist overseers no longer give combat XP when killed.
The skill required to use low-tier wieldables is now correctly shown.
The skinning hardness of some animals has been reduced.
Fixed multiple cases where the game unintentionally changed avatar movement mode to walking.
Resource instances should now be properly rotated.
Some plant max sizes have been adjusted
The Sacrament of Strife sound effect has been adjusted.
The Aura of Life VFX no longer sticks forever when double-activated.
A keybind field was added to the settings/keybinds menu to allow players to hide the UI.
Fixed a number of recipe unlocks that we overlooked when we simplified unlocking requirements to either rely on skill level or key ingredient discovery (not both).
Fixed an issue where HP were not granted adequately upon respawn after death.
Some item descriptions have been fixed to show correct data instead of a {} tag.
Fixed some localization issues where debug strings were displayed to players.
Fixed some bugs that were crashing the game.
Fixed a bug where resurrecting at a shrine sometimes resulted in having 100 health has been fixed to grant the correct 1000 health.