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Darkest Dungeon II (Switch): all the updates (latest: Steadfast Steward)

On this page, you will find all there is to know about the various updates for Darkest Dungeon II on Nintendo Switch.

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Darkest Dungeon II – Ver. ??? (Curse of the Court)

  • Release date: TBA
  • Patch notes:

No patch notes available yet. This update brings the following to the game:

  • adds third and final Kingdoms module, Curse of the Court
    • Curse of the Court introduces an all-new enemy faction called Bloodsuckers to Darkest Dungeon II – a group of vampiric enemies marking their return after first premiering in Darkest Dungeon’s DLC: The Crimson Court. Additionally, the module will feature three new Kingdoms maps for players to explore, a brand new questline, new achievements and a unique Curse function that will impact gameplay.
  • Additional notes: none
  • Source: Red Hook Studios PR (31/07/2025)

Darkest Dungeon II – Ver. ??? (Steafast Steward)

  • Release date: September 9th/10th 2025
  • Patch notes:
WEAK TOKENS
  • Update Weak token functionality so that the 50% reduction is applied after all other modifiers
  • Weak tokens applied to heroes on entering Death’s Door is reduced from 2 to 1
  • Hemic Rot chance of Weak token reduced from 15% to 10%
  • Updated the following enemies to account for this change
    • Beastmen: Huntsman: Splitting Edge chance of Weak token reduced from 100% to 50%
    • Beastmen: Huntsman: Stalker’s Reach chance of Weak token reduced from 100% to 50%
    • Creature Den: Carrion Devourer:  Pulverize Weak tokens reduced from 2 to 1
    • Cultists: Cherub: Enfeebling Miasma Weak reduced from 2 to 1
    • Fisherfolk: Fish Monger: Debone distribution of Weak and Vulnerable has been tilted slightly in favor of the Vulnerable (2-in-3) over the Weak (1-3)
    • Military: Spearman: Spear Toss Weak reduced from 2 to 1
MEMORIES

After discussions with the community we’ve learned there’s preference to retain many of the passive buffs such as increased resistances, damage, speed, etc. There’s also been a desire to keep buffs and effects on the simpler side since there are many other triggered effects from items and skills. These changes focused on improving the low performing Memories and replacing them with more useful, simple modifiers. With the addition for rerolling we hope that late-game players can work towards getting their perfect set of memories on their characters. 

  •  
  • Added the ability to reroll memories. 
    • The reroll option is locked behind the Altar of Hope track final unlock
    • Reroll offers 3 new items + the one you already had equipped, reroll never picks duplicate items: you will ALWAYS have 3 new options
  • Memoried heroes can now be renamed
  • A Second Chance: Replaced +5% Deathblow RES with On Entering Death’s Door: Heal 10% (Once per Region)
  • A Summer’s Day: Replaced +15% Traveling Heal with +10% Resolute Chance
  • A Token of Friendship: Replaced +10% Positive Banter with +10% Healing Given from Skills
  • A Long Day’s Work: Replaced Combat Start: -1 Stress (40%) with +10% Debuff RES piercing
  • Fresh Bread: +5% Max HP buff now lasts until the end of the Expedition
  • A Lucky Break: Replaced Combat Start: Dodge token (20%) with Gain When Dodging: -1 Stress (25%)
  • Father’s Praise: Replaced Combat Start: Block token (20%) with +1 Regen Dealt
  • A Lesson Learned Memory: CRIT increased from +3 to +5
  • A Long Recovery Memory: Disease RES increased from +15% to +25%
  • Favorite Toy: Now has +1 Bleed Dealt when Serrated item equipped, +1 Blight Dealt when Noxious item equipped, +1 Burn Dealt when Flammable item equipped.
BATTLE MODIFIERS

When looking at Battle Modifiers, we found that 8 was a fairly low number, which led to encountering the same battle modifiers too frequently. We decided to add several new battle modifiers to help add variety. We wanted to keep the buffs and effects relatively simple, and to tap into token interactions and effect triggers that most enemies can take advantage of. In addition to new battle modifiers, we updated several existing battle modifiers to reduce duplicate buffs and frustrating stat buffs.

  • Elite Enemies: Removed +1 SPD
  • Frenzied Enemies: Replaced +25% DMG with Combat Start: Strength Token and Gain When Hit: Strength Token (20%)
  • Hale Enemies: Moved +15% Debuff RES to Impervious Enemies
  • Hastened Enemies: Reduced SPD buff from +4 to +2
  • Impervious Enemies: Reduced Stun RES buff from +50% to +25%. Gained +15% Debuff RES from Hale Enemies
  • Sturdy Enemies: Replaced +25% Max HP with Combat Start: Block+ Token x2
  • Added Entropic Enemies: Turn End: Add 1 Random Token (50%)
  • Added Prowling Enemies: Random Enemy on Combat Start: Stealth Token x2 and +15% CRIT while Stealth
  • Added Vengeful Enemies: Ally Death: Add 1 Positive Token
  • Added Intimidating Enemies: Apply On Crit: Weak Token, Vulnerable Token, Knockback 1
  • Added Dormant Enemies: Combat Start: Daze (33%) and Turn Start: Crit Token when Last in Turn Order
ORDAINMENT

In the previous update we removed the enemy speed buff from Ordainment in response to feedback. Since then we’ve received additional feedback that enemy DOT RES Piercing buffs feel too punishing to player DOT RES defenses and Apply On Hit: DOT effects are not enjoyable effects that feel arbitrary, mechanically and thematically. The former has been removed as we want DOT RES defenses to feel rewarding. The Apply On Hit: DOT effects have been replaced to better reflect the mechanics of the Confession and their respective boss. We’ve also seen feedback that Ordainment has felt too binary in power, either it’s on or off regardless of region, which is why we decided to introduce Health and Damage scaling based on Regions.

  • Chance to spawn based on Confession and Region remains unchanged
  • Health and Damage buffs now scale based on Region
    • Denial: Region 1: +10% Max HP, Region 2: +20% Max HP & +20% DMG
    • Resentment: Region 1: +10% Max HP, Region 2: +20% Max HP & +20% DMG, Region 3: +30% Max HP & +30% DMG
    • Obsession/Ambition/Cowardice: Region 1: +20% Max HP & +20% DMG, Region 2: +30% Max HP & +30% DMG, Region 3: +40% Max HP & +40% DMG
  • Added Ordainment Details to Ordainment token tooltip on combat bar
  • Removed +10% Bleed, Blight, Burn RES Piercing buff
  • Several Confession specific buffs have been updated, primarily to replace Apply On Hit: DOT (10%) effects
    • Denial specific buffs remain unchanged
    • Resentment specific buffs have been changed from Apply On Hit: Burn 1 (10%) to Round End: gain Apply On Hit: Burn 3 when self HP is 100
    • Obsession specific buffs remain unchanged
    • Ambition specific buffs have been changed from Apply On Hit: Bleed (10%) & Vulnerable (5%) to Round End: Convert Block+ to Strength, Block to Block+, Dodge+ to Crit, Dodge to Dodge+
    • Cowardice specific buffs have been changed from Apply On Hit: Blight (10%) and Round Start: gain Crit (10%) & Vulnerable (5%) to Apply On Critical Hit: Invert 1 Positive Token and Apply to Attacker When Crit: Blight 1
  • Exemplar will always been Ordained in Confessions
  • SPOILER
    • Ancestor’s Statue can no longer be Ordained
HEROES
BOUNTY HUNTER 

Professional (Expedition)

  • Hurlbat+ no longer consume Combo if the target does not have Dodge

Wanderer (Kingdoms)

  • Hurlbat and Hurlbat+ no longer consume Combo if the target does not have Dodge
FLAGELLANT

Exanimate

  • Sepsis DMG calculation increased from 75% to 100% of Blight on target
  • Sepsis+ DMG calculation increased from 100% to 133% of Blight on target

Scourge

  • Sepsis DMG calculation increased from 50% to 100% of Blight on target
  • Sepsis+ DMG calculation increased from 100% to 133% of Blight on target
  • Removed extraneous duration text from the Toxic token description
GRAVE ROBBER

All Paths

  • Skills that gain +50% CRIT when the target has Combo no longer consume Combo if the Grave Robber also has a CRIT token

HIGHWAYMAN

Sharpshot

  • Fixed an issue with Double Tap+ not correctly reflecting that it applied Combo in the tool tip

OCCULTIST

  • Crossroads description has been updated from +Back Rank to +Flexible Rank

Wanderer

Dev Note: The Occultist’s core kit has been adjusted to strengthen certain identities while maintaining or improving his nature as a mixed support/offensive Hero with extremely flexible positioning. A number of adjustments have been made to reduce the mastery required to begin accruing Unchecked Power, per popular request. Additionally, some of the most potent Unchecked Power skills have had much of their raw power moved into their base (now more costly) versions with the primary goal of mastery value being reduced activation cost and incremental improvements or additional effects.

  • Unchecked Power Burn chance increased from 33% per token to a flat 100%
  • Unchecked Power Burn value now scales with token count from 1-3
  • Unchecked Power Burn duration has been reduced from 3 turns to 2
  • Unchecked Power Burn effect can now be resisted
    • Dev Note: We wanted to make Unchecked Power’s penalty something you could engage with while also making its penalty a bit punchier to better accomplish the sense of this power chipping away at his health. There are now options to build around resistance or around effects that respond to the presence of Burn DOTs with greater reliability.
  • Abyssal Artillery CRIT chance increased from 5% to 10%
  • Abyssal Artillery now has a 66% chance of granting Unchecked Power on CRIT, per target CRIT
  • Abyssal Artillery+ no longer consumes Unchecked Power to apply Stun
  • Abyssal Artillery+ now grants Unchecked Power on CRIT, per target CRIT
    • Dev Note: We wanted to provide an additional way to generate Unchecked Power rather than consuming it. Area of Effect skills provide multiple opportunities to score CRITs, increasing the odds of a lucky Unchecked Power generation.
  • Anamnesis and Anamnesis+ launch ranks increased from 1 2 to 1 2 3
  • Anamnesis Unchecked Power requirement increased from 2 to 3
  • Anamnesis and Anamnesis+ now apply Shuffle to all targets
  • Anamnesis DMG increased from 1-2 to 3-5
  • Anamnesis+ DMG increased from 1-3 to 3-5
  • Anamnesis+ CRIT increased from 5% to 10%
    • Dev Note: Anamnesis has been rebalanced to improve overall value as an Unchecked Power skill by improving the DMG and adding additional disruption. Launch ranks are now more flexible for those who prefer to keep their Occultist a bit further back in the ranks.
  • Binding Shadows and Binding Shadows+ no longer reduce Debuff RES vs. Combo
  • Binding Shadows and Binding Shadows+ now ignore Stealth
  • Binding Shadows DMG reduced from 3-6 to 3-5
  • Binding Shadows CRIT reduced from 10% to 5%
  • Binding Shadows chance to gain Unchecked Power is increased to 100% when the Occultist has Stealth
  • Binding Shadows now grants 1 Stealth when hitting a target with Combo
  • Binding Shadows+ DMG reduced from 4-8 to 4-7
  • Binding Shadows+ CRIT reduced from 15% to 10%
  • Binding Shadows+ chance to gain Unchecked Power is increased to 100% when the Occultist has Stealth
  • Binding Shadows+ now grants 2 Stealth when hitting a target with Combo
  • Binding Shadows and Binding Shadows+ ignore their Combo effect if the Occultist already has Stealth
    • Dev Note: Binding Shadows has been reworked to provide a more unique identity, improve reliability of Unchecked Power generation, and introduce some Stealth and Stealth-interaction into the Occultist’s kit. DMG has been rebalanced given the utility-laden nature of the skill.
  • Daemon’s Pull no longer clears corpses
  • Daemon’s Pull now has the same Unchecked Power Stun as the mastered version
    • Dev Note: Daemon’s Pull was widely considered too good in its unmastered state, so the Corpse Clear effect is now only present when mastered. Additionally, in order to keep its potential consumption of Unchecked Power a consistent point of consideration across the skill, the Stun has been added to the unmastered version.
  • Malediction and Malediction+ no longer apply a DOT-oriented debuff nor affect Bleed, Blight, or Burn RES
  • Malediction and Malediction+ now ignore Dodge
  • Malediction and Malediction+ now apply Combo to the target
  • Malediction and Malediction+ now apply a debuff that causes the target to gain Combo every time it’s hit for 3 rounds
  • Malediction+ now ignores Blind
  • Malediction+ now refunds its Unchecked Power cost at the end of the round if the debuff is resisted
    • Dev Note: We decided to experiment with providing unique versions of Malediction for each Path. The previous DOT-oriented Malediction has been moved to the Aspirant while Wanderer now has a version designed to facilitate Combo-heavy parties.
  • Sacrificial Stab DMG increased from 3-6 to 4-6
  • Sacrificial Stab now grants Unchecked Power when killing a target
  • Sacrificial Stab+ DMG increased from 4-8 to 5-8
  • Sacrificial Stab+ now gains +100% DMG when targeting a Corpse
    • Dev Note: Sacrificial Stab’s DMG range has been slightly tightened to increase the chances of killing blows and subsequent Unchecked Power generation. As this kill effect applies to Corpses, we decided to make it much easier for Sacrificial Stab to land kills on those in particular. Adding the On Kill effect to the unmastered version will help reduce the previously mastery-hungry nature of Unchecked Power generation.
  • The Burning Stars and The Burning Stars+ no longer apply Combo
  • The Burning Stars Unchecked Power requirement increased from 2 to 3
  • The Burning Stars DMG increased from 8-16 to 12-18
  • The Burning Stars CRIT reduced from 10% to 5%
  • The Burning Stars no longer ignores Block
    • Dev Note: The Burning Stars has been adjusted to keep the bulk of its mastery value in relation to the reduced cost of use while also reining in some of its overwhelming power.
  • Wyrd Reconstruction and Wyrd Reconstruction+ no longer consume a CRIT token if the skill is already guaranteed a CRIT via the 2x Unchecked Power bonus
  • Wyrd Reconstruction Bleed reduced from 3 to 2
  • Wyrd Reconstruction+ will now also apply 2 Stealth when consuming Unchecked Power
    • Dev Note: With Wyrd Reconstruction being a signature skill, we decided to differentiate it across all Paths while leaving the core of the skill completely unchanged aside from a reduction in unmastered Bleed as it could often result in significantly more damage than recovery.

Ritualist

  • This Path no longer has a 33% chance to receive Vulnerable on Turn Start
  • This Path no longer has innate Debuff RES Piercing on Curse skills
  • This Path no longer has a chance to gain Positive tokens when using Curse skills
    • Dev Note: The Ritualist has been updated to incorporate his Debuff-oriented nature into his mechanics in a less passive way while also leaning on his curses for a Path-appropriate way of generating Unchecked Power to spend on his skills. The Ritualist benefits from some of the updated Wanderer elements as well.
  • Unchecked Power grants +10% Debuff RES Piercing per token
  • Unchecked Power reduces the Occultist’s Debuff RES by 10% per token
    • Dev Note: In addition to Unchecked Power’s standard Burn, we wanted the nature of Unchecked Power on Paths to reflect the Path itself so the previous innate Debuff RES Piercing on his curses is now an element of the token. Rather than suffering random Vulnerable tokens, the Ritualist now loses some of their own Debuff RES as the token stack grows.
  • Abyssal Artillery is now a Path skill
  • Abyssal Artillery and Abyssal Artillery+ do not grant Unchecked Power on CRIT
  • Abyssal Artillery does not have a chance to apply Combo when unmastered
  • Abyssal Artillery now applies 1 Blind to each target when spending 2x Unchecked Power, with a 50% chance of a second Blind token
  • Abyssal Artillery+ applies 1 Blind to each target when consuming 2x Unchecked Power, with a 66% chance of a second Blind token
    • Dev Note: We wanted to add a powerful negative token, normally unavailable to the Occultist, at a cost (Unchecked Power) that would also benefit from his Unchecked Power’s passive Debuff RES Piercing. While this makes it similar to Blinding Gas, we believe the DMG component, piercing, chance of multiple Blinds, and cost help to differentiate it. Further, Combo was removed from the base version to differentiate it from Wanderer’s unmastered Abyssal Artillery.
  • Binding Shadows is now a Path skill
  • Binding Shadows and Binding Shadows+ launch ranks increased from 2 3 4 to 1 2 3 4
  • Binding Shadows and Binding Shadows+ do not grant Unchecked Power
  • Binding Shadows and Binding Shadows+ reduce the target’s Debuff RES by 10% for 3 rounds if the Ritualist has Stealth
    • Dev Note: While Unchecked Power assists the Occultist in landing his own Debuffs, Binding Shadows can help the rest of the party land theirs and it gets to keep some of the new signature capabilities of the skill found on the Wanderer version. Duration is measured in Rounds in order for it to retain value against multi-action bosses.
  • Malediction is now a Path skill
  • Malediction and Malediction+ do not apply Combo or a Combo-oriented debuff
  • Malediction and Malediction+ apply a debuff that grants any attacker a random positive token when hitting the target for 3 rounds.
  • Malediction+ improves the quality of tokens granted by the debuff
  • Malediction+ inverts any positive tokens on the target when used
  • Malediction+ removes any Riposte on the target when used
    • Dev Note: Malediction has been given a unique identity per Path. This one was inspired by the old Ritualist’s proc chance for positive tokens when using curses but expanded to benefit other party members as well.
  • Vulnerability Hex and Vulnerability Hex+ now grant 1 Unchecked Power
  • Vulnerability Hex+ no longer clears Block from the target before applying Vulnerable
  • Vulnerability Hex+ now applies an additional debuff that grants the Occultist 1 Unchecked Power when the target dies. This debuff lasts for the remainder of combat.
    • Dev Note: While it may seem strange to not peel off Block when mastered, we felt that the guaranteed Unchecked Power regardless of whether you hit or whether the curse works made for a strong point of exchange in generation balance without making this a “Wanderer+” version of Vulnerability Hex.
  • Weakening Curse now applies a debuff to the target that causes them to grant 1 Unchecked Power (per target) to the Occultist if they attack any Hero(es). This lasts for 1 turn.
  • Weakening Curse+ no longer removes Strength and CRIT tokens from the target
  • Weakening Curse+ increases the duration of the debuff to 2 turns
  • Weakening Curse+ CRIT increased from 10% to 15%
    • Dev Note: As expressed previously, we wanted to make curses a central point in the Ritualist’s Unchecked Power generation without allowing them to become “Wanderer+” like they used to be. While it doesn’t strip any positive offense tokens, the skill can now passively generate a lot of Unchecked Power — particularly where Area of Effect skills are involved — while still weakening the target. Knowledge is power and the right timing can generate an entire stack of Unchecked Power at once.
  • Wyrd Reconstruction and Wyrd Reconstruction+ healing adjusted to match Wanderer
  • Wyrd Reconstruction and Wyrd Reconstruction+ no longer consume a CRIT token if the skill is already guaranteed a CRIT via the 2x Unchecked Power bonus
  • Wyrd Reconstruction Bleed reduced from 3 to 2
  • Wyrd Reconstruction+ now removes all Negative tokens on the target when consuming Unchecked Power
    • Dev Note: Wyrd Reconstruction’s healing and Bleed values have been normalized across all Occultist Paths and given an additional Unchecked Power effect unique to the Path.

Warlock

  • This Path no longer has an inherent -20% HP
  • This Path no longer has a 33% chance to gain Unchecked Power on Turn Start
  • Unchecked Power now grants +1 DMG dealt per token
  • Unchecked Power now increases DMG received by 10% per token
    • Dev Note: Warlock’s Unchecked Power generation was both a feature and a problem, so it was rolled up elsewhere in the Path where it can be a feature-at-a-price. The Path no longer offers enhanced DMG on ranged skills (previously baked into their DMG values) for free but, instead, has rolled up the increased DMG and inherent risk (previously in the form of reduced HP) of the Path as components of its unique version of Unchecked Power. The Warlock has acquired some small recovery options to assist with risk recovery and his beloved positional flexibility and boom potential have been retained.
  • Anamnesis is now a Path skill
  • Anamnesis and Anamnesis+ launch ranks changed from 1 2 3 to 2 3 4
  • Anamnesis and Anamnesis+ are no longer AoE skills
  • Anamnesis and Anamnesis+ ignore Block, Dodge, Stealth, Guard, and Riposte
  • Anamnesis and Anamnesis+ now remove all positive tokens from the target
  • Anamnesis and Anamnesis+ DMG reduced to 1 (plus Unchecked Power DMG bonus)
  • Anamnesis and Anamnesis+ deals an additional 3 DMG for each positive token on the target
  • Anamnesis+ gains double the DMG bonus granted by Unchecked Power tokens
    • Dev Note: We wanted to do something unique for Warlock’s Anamnesis so opted to do a form of positive token “DOT” bomb capable of ignoring any defensive tokens and applying very specific DMG. This gives a single target DMG option when certain defenses are in play that you’d prefer not to gamble on. Unlike traditional DOT bombs, this is compatible with damage modifiers such as Strength, CRIT, and Weak.
  • Chaotic Offering is now a Path skill
  • Chaotic Offering and Chaotic Offering+ can be activated as a Free Action
  • Chaotic Offering and Chaotic Offering+ require at least 15% HP to activate
  • Chaotic Offering and Chaotic Offering+ deal 15% HP DMG when activated
  • Chaotic Offering and Chaotic Offering+ apply a random side effect (as per Wanderer version of the same skill) when activated
  • Chaotic Offering and Chaotic Offering+ grant 1 Unchecked Power when activated
  • Chaotic Offering and Chaotic Offering+ disable the skill’s passive effect for 3 turns when activated
  • Chaotic Offering now has a cooldown of 3
  • Chaotic Offering passively grants a 30% chance to gain Unchecked Power on Round Start while the skill is equipped
  • Chaotic Offering+ now has a cooldown of 2
  • Chaotic Offering+ passively grants a 60% chance to gain Unchecked Power on Round Start while the skill is equipped
    • Dev Note: Chaotic Offering offered a fun opportunity for a unique skill experiment. While the mastered version provides nearly twice the chance of Unchecked Power that the old Path did, it now comes at the cost of a skill slot. While you can activate the skill for immediate gratification, you’re sacrificing the passive generation to do so.
  • Daemon’s Pull is no longer a Path skill
    • Dev Note: It was only a Path skill in that it had baked-in increased DMG compared to Wanderer. Now it just uses the Wanderer version.
  • Malediction is now a Path skill
  • Malediction and Malediction+ do not apply Combo or a Combo-oriented debuff
  • Malediction applies a debuff with a 33% chance to heal an attacker for 4 when they hit the target for 3 rounds
  • Malediction applies a debuff with a 33% chance to heal the target for 4 any time the target takes damage for 3 rounds; these two effect chances are rolled independently
  • Malediction+ increases the chance of the attacker receiving a heal from 33% to 66%
    • Dev Note: Nobody gambles with healing quite like the Occultist does and that inspired this Warlock version of Malediction, where the heal has no threshold but also a risk of backfiring by healing the enemy. The enemy heal is limited to when damage is sustained, rather than when hit, so that they cannot heal off non-damaging skills such as an Occultist’s curses. Heroes, conversely, can trigger their end of the heal with those same skills. Flat healing values are used to prevent the heal from scaling inappropriately with large HP pools such as bosses.
  • The Burning Stars and The Burning Stars+ no longer ignore Block
  • The Burning Stars and The Burning Stars+ no longer apply Combo
  • The Burning Stars Unchecked Power requirement increased from 2 to 3
  • The Burning Stars DMG decreased from 10-18 to 10-16 (plus Unchecked Power bonus for a total of 13-19)
  • The Burning Stars CRIT reduced from 10% to 5%
  • The Burning Stars+ gains double the DMG bonus granted by Unchecked Power tokens
  • The Burning Stars+ DMG decreased from 12-22 to 10-16 (plus Unchecked Power bonus for a potential total of 16-22)
  • The Burning Stars+ CRIT reduced from 15% to 10%
    • Dev Note: Burning Stars was often the star of the Warlock show so we decided to keep (and improve) its maximum boom potential while making it a bit harder to attain. It is now subject to all defensive tokens but it can deliver crushing damage to the undefended, particularly on a full tank of Unchecked Power when mastered.
  • Wyrd Reconstruction is now a Path skill
  • Wyrd Reconstruction+ applies 2 Regen when consuming Unchecked Power
    • Dev Note: The Warlock gets the safety net version of Wyrd Reconstruction. We considered just having it just skip the Bleed, since a Warlock’s HP is often being driven down by the Unchecked Power penalty, but opted for a Regen at the same value as the Bleed instead. This gives more ways to interact with or influence the skill’s results.

Aspirant

  • This Path no longer has an inherent +25% Max HP
  • This Path no longer has an inherent -15% Debuff RES
  • This Path no longer gains Block+ on Combat Start
  • This Path now has a 70% chance to generate Unchecked Power when the Aspirant moves; this is reduced by 20% for each Unchecked Power the Aspirant currently has
    • Dev Note: Aspirant has undergone a number of changes intended to retain his front ranks capability while enhancing his mobility and filling an oft-requested “DOT role”.  As the most mobile version of the Occultist, the Aspirant now leans into that quality for his primary source of Unchecked Power generation.
  • Anamnesis is no longer a Path skill
    • Dev Note: Aspirant only increased the DMG of Anamnesis in the past and the base Wanderer version already has that buff now.
  • Binding Shadows DMG reduced from 4-7 to 3-5
  • Binding Shadows+ DMG reduced from 5-10 to 4-7
  • Binding Shadows and Binding Shadows+ now ignore Stealth
  • Binding Shadows and Binding Shadows+ no longer reduce Debuff RES when a target has combo
  • Binding Shadows and Binding Shadows+ no longer have a chance to grant Unchecked Power
  • Binding Shadows now grants 1 Stealth when a target has Combo
  • Binding Shadows+ now grants 2 Stealth when a target has Combo
  • Binding Shadows and Binding Shadows+ ignore their Combo effect if the Occultist already has Stealth
    • Dev Note: The Aspirant’s melee skills have had their DMG normalized to match other Paths, given the ease with which he now generates Unchecked Power through them. Binding Shadows has otherwise acquired the Stealth defensive utility of the Wanderer version.
  • Malediction is now a Path skill based on the pre-patch version of Malediction with the following adjustments
  • Malediction and Malediction+ ignore Dodge
  • Malediction+ ignores Blind
  • Malediction+ no longer reduces the target’s Bleed, Blight, and Burn RES
  • Malediction+ increases the amount of Bleed, Blight, or Burn applied from 2 to 3
    • Dev Note: Aspirant felt like the right place to keep the multi-DOT version of Malediction. We removed the Bleed/Blight/Burn RES debuff applied with mastery but increased the DOT value instead to give it a little more punch. The DOT effect is also compatible with the new Physician version of Cause of Death.
  • Sacrificial Stab DMG reduced from 4-7 to 4-6
  • Sacrificial Stab+ DMG reduced from 5-10 to 5-8
  • Sacrificial Stab and Sacrificial Stab+ no longer generate Unchecked Power when a target has Combo
  • Sacrificial Stab and Sacrificial Stab+ now move the Occultist back 1 rank
  • Sacrificial Stab now grants 1 Block if the target has Combo
  • Sacrificial Stab+ now grants 1 Block+ if the target has Combo
  • Sacrificial Stab+ now gains +100% DMG vs. Corpses
    • Dev Note: Similar to Binding Shadows, DMG on Sacrificial Stab has been normalized. It now functions as a dance option so you’re no longer limited to Binding Shadows for movement. Additionally, it can generate Block/Block+ tokens to enhance front rank survivability.
  • The Burning Stars is now a Path skill
  • The Burning Stars and The Burning Stars+ DMG reduced from 12-18 to 6-11
  • The Burning Stars applies 5 Burn for 3 Turns
  • The Burning Stars+ applies 6 Burn for 3 Turns
  • The Burning Stars+ copies Burn from the Occultist to the target. This effect cannot be resisted but will not work if the target is IMMUNE to Burn.
    • Dev Note: We received a lot of requests for a version of The Burning Stars that inflicted Burn so here it is, with a bit of unique Occultist flavor when mastered!
  • Vulnerability Hex is no longer a Path skill
  • Weakening Curse is no longer a Path skill
    • Dev Note: Neither of the standard curses have penalized Debuff RES Piercing any longer and have been returned to the Wanderer version accordingly.
  • Wyrd Reconstruction is now a Path skill
  • Wyrd Reconstruction+ clears Bleed, Blight, and Burn when consuming Unchecked Power
    • Dev Note: As the “DOT role” Occultist Path, it felt appropriate to have the bonus Unchecked Power effect for Aspirant be a cleanse. This also provides a rare non-Plague Doctor option for broad DOT removal.
PLAGUE DOCTOR

Wanderer

  • Dev Note: the core kit of the Plague Doctor has undergone some revisions to improve older utility skills as well as account for the recent change to CRITs and DOTs. Some additional adjustments have been made to slightly loosen positioning restrictions in some cases and promote more party composition options.
  • Max HP has been increased from 28 to 30
  • Blinding Gas and Blinding Gas+ now increase their chance to apply Combo to 100% when scoring a CRIT
  • Blinding Gas+ CRIT increased from 10% to 15%
    • Dev Note: A little improvement to a non-damaging skill to provide additional mastery value.
  • Cause of Death DMG increased from 75% of DOT value to 100%
  • Cause of Death+ DMG increased from 100% of DOT value to 125%
  • Cause of Death+ no longer applies Combo
  • Cause of Death+ now has an Execution value of 1
    • Dev Note: We wanted to make some small thematic updates. In addition, we’re aware that much of the value of DOT-bombing is driven by CRITs increasing the total DOT value on the target. As of this patch, CRITs no longer influence the duration of DOTs so we’ve increased Cause of Death’s DMG to help offset some of the perceived loss while also making it less reliant on CRITs overall.
  • Disorienting Blast and Disorienting Blast+ now ignore Guard
  • Disorienting Blast and Disorienting Blast+ now remove all Guard from the target
  • Disorienting Blast+ CRIT increased from 10% to 15%
    • Dev Note: Adding a little more mastery value for a skill that deals no direct damage and providing some additional utility that feels thematically suitable.
  • Emboldening Vapours and Emboldening Vapours+ Strength tokens increased from 1 to 2
  • Emboldening Vapours now removes all Daze
  • Emboldening Vapours+ now removes all Daze and Stun prior to applying its Speed token
  • Emboldening Vapours+ cooldown increased from 0 to 1
    • Dev Note: Updating one of the oldest skills in the game to better match current standards and provide a little more utility and counter-control.
  • Incision+ now deals +1 increased Bleed duration when the target has Combo, in addition to the pre-existing Bleed RES Piercing that it provides
  • Indiscriminate Science and Indiscriminate Science+ cooldown increased from 1 to 2
    • Dev Note: Token generation is generally high enough that this skill is more powerful than originally intended. Rather than reduce the potency of the heal we felt it more appropriate to match the longer cooldown of various other heal skills in the game.
  • Magnesium Rain+ CRIT increased from 5% to 10%
  • Magnesium Rain+ clears the Plague Doctor’s cooldowns if it clears any corpses
    • Dev Note: Just a little extra fun to be had when using Magnesium Rain outside of round 1.
  • Noxious Blast+ Blight reduced from 6 to 5
  • Noxious Blast+ CRIT increased from 5% to 10%
  • Noxious Blast+ now deals +1 increased Blight duration when the target has Combo, in addition to the pre-existing Blight RES Piercing that it provides
    • Dev Note: With changes to how CRITs and DOTs interact, we felt it important to include ways to enhance DOT damage natively and controllably for some skills. This is also reflected on Incision+.
  • Ounce of Prevention and Ounce of Prevention+ launch ranks increased from 3 4 to 2 3 4
  • Ounce of Prevention Bleed, Blight, and Burn RES buff increased from 15% to 20%
  • Ounce of Prevention+ Bleed, Blight, and Burn RES buff increased from 25% to 30%
  • Ounce of Prevention+ now also grants +10% Debuff RES (3 Turns)
    • Dev Note: Some people really get the math of prevention and this buff is for you. We felt that it needed a small bump at the lower end and the higher end should come up in tandem. Debuff RES also increases the value of the skill in a variety of situations or with certain Heroes.

Surgeon

  • This Path no longer reduces the efficacy of Blight skills
  • This Path no longer increases the Plague Doctor’s base HP
  • This Path gains 2 Regen whenever the Surgeon kills a target. This can be triggered by direct DMG or if the target is killed by a DOT tick while affected by any Surgeon DOT
    • Dev Note: It’s a well known issue that Surgeon felt fairly locked to rank 3 as the only intersection between Battlefield Medicine and Incision launch ranks. The Surgeon Path has been updated to retain some of the previous healing potency and Incision focus as a key element while freeing up her rank positioning and providing methods of generating self defense in order to operate closer to the front.
  • Battlefield Medicine and Battlefield Medicine+ launch ranks changed from 3 4 to 1 2 3
  • Battlefield Medicine heal reduced from 27% to 20% to match Wanderer
  • Battlefield Medicine+ heal reduced from 33% to 25% to match Wanderer
  • Battlefield Medicine+ no longer removes the Plague Doctor’s own Bleed, Blight, or Burn when she’s not the skill’s target
  • Battlefield Medicine+ gains +25% heal value per type of DOT on the target
    • Dev Note: we reduced the raw healing to match Wanderer but wanted to give it a way to retain some of the improved healing when necessary. The more DOTs, the bigger the heal provided when mastered up to double the value.
  • Cause of Death is now a Path skill
  • Cause of Death and Cause of Death+ launch ranks are 1 2
  • Cause of Death and Cause of Death+ target ranks are 1 2 3
  • Cause of Death and Cause of Death+ do not deal DMG based on the current DOT value on the target
  • Cause of Death and Cause of Death+ have a single use per battle
  • Cause of Death doubles the current Bleed amount on the target. This cannot be resisted
  • Cause of Death+ double the current Bleed, Blight, and Burn values on the target. This cannot be resisted
    • Dev Note: We’re getting a bit experimental with this one!  When used with surgical precision and timing, it has devastating potential.
  • Disorienting Blast is now a Path skill
  • Disorienting Blast and Disorienting Blast+ have launch ranks 1 2
  • Disorienting Blast and Disorienting Blast+ have target ranks 1 2 3
  • Disorienting Blast & Disorienting Blast+ do not ignore or remove Guard tokens
  • Disorienting Blast has a DMG value of 1-3
  • Disorienting Blast replaces the Shuffle with a Knockback of 1
  • Disorienting Blast grants 1 Block
  • Disorienting Blast+ has a DMG value of 2-5
  • Disorienting Blast+ CRIT chance reduced from 15% to 10%
  • Disorienting Blast+ replaces the Shuffle with a Knockback of 2
  • Disorienting Blast+ does not apply Weak
  • Disorienting Blast+ does not Stun vs. Combo
  • Disorienting Blast+ applies Immobilize on CRIT
  • Disorienting Blast+ grants 1 Block
    • Dev Note: The Surgeon needed some additional front ranks punch, so we opted for a little crowd control, chip damage, and defense rolled into one.  It retains the classic Daze but sacrifices the Stun vs. Combo in favor of other effects.
  • Emboldening Vapours is now a Path skill
  • Emboldening Vapours applies 1 Strength to target
  • Emboldening Vapours applies 1 Block to target
  • Emboldening Vapours+ applies the same tokens to the Plague Doctor
    • Dev Note: As this Path doesn’t have the “do unto others and unto yourself” effect that Battlefield Medicine does, we felt it would be appropriate to emulate that in Emboldening Vapours so the Plague Doctor can assist others while strengthening herself as well.
  • Incision and Incision+ DMG have been returned to Wanderer values
  • Incision and Incision+ no longer gain Bleed RES Piercing vs. Combo
  • Incision and Incision+ now grant a +1 Bleed DMG dealt buff to the Plague Doctor when hitting a target with Combo. This buff lasts for the remainder of Combat
  • Incision Bleed reduced from 3 to 2
  • Incision+ Bleed reduced from 4 to 3
  • Incision+ now grants a +1 Burn DMG dealt buff to the Plague Doctor when hitting a target with Combo. This buff lasts for the remainder of Combat
    • Dev Note: We wanted Incision to remain an important part of the Surgeon experience so it has some unique qualities to support itself and other skills / items / sources of DOT in a way that no other Plague Doctor Path does.
  • Indiscriminate Science is no longer a Path skill
    • Dev Note: Blanket improved healing was a bit much, especially on a skill that’s already as potent as this.
  • Noxious Blast is no longer a Path skill
    • Dev Note: No more reduced Blight forcing you to focus entirely on Bleed.
  • Ounce of Prevention is now a Path skill
  • Ounce of Prevention and Ounce of Prevention+ no longer buff Bleed, Blight, or Burn RES
  • Ounce of Prevention and Ounce of Prevention+ no longer buff Disease RES
  • Ounce of Prevention and Ounce of Prevention+ launch ranks changed from 2 3 4 to 1 2 3
  • Ounce of Prevention and Ounce of Prevention+ apply +30% Stun RES for 3 turns
  • Ounce of Prevention and Ounce of Prevention+ apply +30% Move RES for 3 turns
  • Ounce of Prevention and Ounce of Prevention+ grant 1 Block to the Plague Doctor
  • Ounce of Prevention+ applies +10% Debuff RES for 3 turns
  • Ounce of Prevention+ applies +20% Stress RES for 3 turns
    • Dev Note: We decided to try an experimental version of Ounce of Prevention that provided some self defense while buffing several RES stats that aren’t typically seen in party-wide buffs.
  • Plague Grenade is no longer a Path skill
    • Dev Note: No more reduced Blight forcing you to focus entirely on Bleed.

Alchemist

  • This Path no longer has reduced HP
  • This Path no longer has increased Stun RES
  • This Path no longer has increased Debuff RES
  • This Path no longer has increased Bleed, Blight, and Burn RES
    • Dev Note: Alchemist has been reworked as a Path capable of wielding all 3 DOT types. We wanted to retain some of Alchemist’s capacity to land Blight with great success but in ways that involved more active engagement, so her Blight skills (and some others) now gain additional bonuses against targets suffering from other DOTs.  Chip damage has been removed from some skills in order to balance for greater DOT output but other, formerly non-damaging skills have acquired that damage in their place.
  • Cause of Death is now a Path skill
  • Cause of Death and Cause of Death+ are considered Melee skills
  • Cause of Death and Cause of Death launch ranks are 1 2 3
  • Cause of Death and Cause of Death+ target ranks are 1 2 3
  • Cause of Death and Cause of Death+ have a cooldown of 1
  • Cause of Death and Cause of Death+ deal 5-8 DMG
  • Cause of Death has 10% CRIT
  • Cause of Death deals +2 DMG if the target has Bleed
  • Cause of Death ignores Block if the target has Blight
  • Cause of Death gains +10% CRIT if the target has Burn
  • Cause of Death+ has 15% CRIT
  • Cause of Death+ deals +2 DMG and ignores Dodge if the target has Bleed
  • Cause of Death+ deals +2 DMG and ignores Block if the target has Blight
  • Cause of Death+ deals +2 DMG and gains +15% CRIT if the target has Burn
    • Dev Note: We wanted to experiment with a knife skill that benefits from DOTs in various ways, so the Alchemist now has a potentially high output skill on a short cooldown without interfering with Incision’s necessary Bleed capabilities.
  • Disorienting Blast is now a Path skill
  • Disorienting Blast deals 2-3 DMG
  • Disorienting Blast+ deals 3-4 DMG
  • Disorienting Blast applies 3 Burn
  • Disorienting Blast+ applies 4 Burn
    • Dev Note: The Alchemist now has a damaging grenade that dishes out some single target Burn.
  • Magnesium Rain is now a Path skill
  • Magnesium Rain and Magnesium Rain+ have launch ranks 3 4
  • Magnesium Rain and Magnesium Rain+ have target ranks 1 2 3 4
  • Magnesium Rain and Magnesium Rain+ target one monster
  • Magnesium Rain and Magnesium Rain+ no longer clear corpses
  • Magnesium Rain and Magnesium Rain+ retain the Wanderer Burn values
  • Magnesium Rain deals 2-4 DMG
  • Magnesium Rain has a CRIT value of 10%
  • Magnesium Rain applies 2 Bleed if the target has Blight
  • Magnesium Rain applies 2 Blight if the target has Bleed
  • Magnesium Rain+ deals 3-5 DMG
  • Magnesium Rain+ has a CRIT value of 15%
  • Magnesium Rain+ applies 3 Bleed if the target has Blight
  • Magnesium Rain+ applies 3 Blight if the target has Bleed
  • Magnesium Rain+ gains +15% CRIT if the target has Burn
    • Dev Note: Magnesium Rain has been overhauled to provide a direct damage option that can also apply multiple conditional DOTs.  Yes, the Alchemist now has Hollow Vessel.  It’s payback time.
  • Noxious Blast and Noxious Blast+ no longer have +33% innate Blight RES Piercing
  • Noxious Blast and Noxious Blast+ no longer deal DMG
  • Noxious Blast and Noxious Blast+ no longer gain Blight RES Pierce vs. Combo
  • Noxious Blast and Noxious Blast+ now gain +20% Blight RES Piercing if the target has Bleed
  • Noxious Blast+ increases the duration of its Blight by 1 if the target has Burn
  • Noxious Blast+ CRIT increased from 15% to 20%
  • Plague Grenade and Plague Grenade+ no longer have +33% innate Blight RES Piercing
  • Plague Grenade and Plague Grenade+ no longer deal DMG
  • Plague Grenade and Plague Grenade+ now gain +20% Blight RES Piercing if the target has Bleed
  • Plague Grenade CRIT reduced from 15% to 10%
  • Plague Grenade Blight increased from 3 to 4
  • Plague Grenade+ Blight increased from 4 to 5
  • Plague Grenade+ increases the duration of Blight by 1 if the target has Burn
    • Dev Note: Noxious Blast and Plague Grenade no longer deal their minor damage but, instead, deal higher values of Blight and can gain bonuses to both RES Piercing and DOT duration without having to consume precious Combo tokens.

Physician

Dev Note: DOTs are a major part of the Plague Doctor’s identity and reducing their efficacy took away from her flexibility, reducing kit options and making it difficult for the Physician to engage offensively when needed. Her kit has been reworked to retain offensive options, improve some utility aspects, and rebalance elements so that no skill is strictly a “Wanderer+” version. The Physician now has access to most standard negative tokens.

  • Cause of Death is now a Path skill
  • Cause of Death has a 5% CRIT chance
  • Cause of Death has a cooldown of 3
  • Cause of Death and Cause of Death+ are classified as Melee skills
  • Cause of Death causes an enemy to receive +1 Bleed, Blight, and Burn from all sources for 3 rounds
  • Cause of Death causes an enemy to deal -1 Bleed, Blight, and Burn for 3 rounds
  • Cause of Death+ reduces the cooldown to 2
  • Cause of Death+ has a 15% CRIT chance
  • Cause of Death+ applies a second time if it CRITs. This additional time cannot be resisted
    • Dev Note: We wanted to experiment with this skill in a way that suits both the Plague Doctor’s DOT identity and the Physician Path’s support identity, allowing her to amplify DOTs applied to the enemy while also reducing their own output.
  • Disorienting Blast and Disorienting Blast+ target ranks changed from 2 3 4 to 1 2 3
  • Disorienting Blast and Disorienting Blast+ now have a cooldown of 2
  • Disorienting Blast and Disorienting Blast+ no longer ignore 20% Stun RES
  • Disorienting Blast and Disorienting Blast+ no longer apply Weak
  • Disorienting Blast and Disorienting Blast+ now remove all Riposte from the target
  • Disorienting Blast and Disorienting Blast+ will apply their Adjacent Enemies effects even if the skill misses the primary target
  • Disorienting Blast no longer applies Vulnerable when unmastered
  • Disorienting Blast now also applies either Daze or Shuffle to each monster adjacent to the target
  • Disorienting Blast+ now also applies either Daze, Shuffle, or Vulnerable to each monster adjacent to the target
  • Disorienting Blast+ no longer interacts with Combo to apply Stun
  • Disorienting Blast+ CRIT increased from 10% to 15%
    • Dev Note: We wanted to retain the core of Disorienting Blast but give it a unique twist. A cost-free AoE Shuffle or Daze would be too much but this gives us a way to keep the potency suitably in check while allowing for tactical targeting options via “splash” effects.
  • Emboldening Vapours has been reworked to provide the Physician with a more suitably unique interpretation of the skill
  • Emboldening Vapours targets all Heroes who have Weak, Vuln, Blind, or Daze
  • Emboldening Vapours inverts 1 negative token on each target to a positive equivalent
  • Emboldening Vapours+ targets all Heroes who have Weak, Vuln, Blind, Daze, or Stun
  • Emboldening Vapours+ inverts 1 negative token on each target to a positive equivalent
  • Emboldening Vapours+ draws from a better pool of inverted token options than the unmastered version (Block+, Dodge+, chance of CRIT)
    • Dev Note: This felt like a good opportunity to do something for the Physician that doesn’t exist on any other Hero, making it a more notable Path signature.
  • Incision and Incision+ do not interact with Combo for Bleed RES Pierce or Bleed Duration effects
  • Incision and Incision+ apply Combo
    • Dev Note: We decided to try giving Physician a version of Incision that still deals out the standard DMG and Bleed but can also facilitate other party members or her own Combo effects.
  • Noxious Blast and Noxious Blast+ do not ignore 30% Blight RES vs. Combo
  • Noxious Blast and Noxious Blast+ instead ignore 20% Debuff RES vs. Combo
  • Noxious Blast and Noxious Blast+ now apply 1 Weak
  • Noxious Blast Blight increased from 2 to 3
  • Noxious Blast+ now applies an additional Weak token vs. Combo
  • Noxious Blast+ CRIT increased from 5% to 10%
    • Dev Note: We wanted to differentiate Noxious Blast as a Physician skill by providing it with both a moderate level of Blight and debuff effects.
  • Ounce of Prevent and Ounce of Prevention+ launch ranks increased from 3 4 to 2 3 4 to match new Wanderer
  • Ounce of Prevention and Ounce of Prevention+ DOT RES values increased to match new Wanderer
  • Ounce of Prevention and Ounce of Prevention+ Disease RES values increased to match new Wanderer
  • Ounce of Prevention no longer applies a Stress RES buff
  • Ounce of Prevention+ Stress RES buff increased from 15% to 20%
    • Dev Note: Physician’s Ounce of Prevention has been adjusted to better align with the revised Wanderer, trading that version’s new Debuff RES when mastered for an enhanced Stress RES buff.
  • Plague Grenade is no longer a Path skill
    • Dev Note: It was only ever penalized as a Physician skill. 

RUNAWAY

Wanderer

Dev Note: The Runaway’s kit has been adjusted to provide her with some previously lacking options for Stealth synergy, RES piercing, and general improvements to utility skills. Most skills have received refinements in power or identity, particularly in regards to her activities in the front ranks.

  • Backdraft and Backdraft+ now benefit from all standard damage modifiers (tokens, trinkets, buffs, etc.)
  • Backdraft and Backdraft+ now ignore Block if the Runaway has Stealth
  • Backdraft now has a CRIT value of 5%
  • Backdraft DMG calculation increased from 50% of Burn to 75%
  • Backdraft+ now has a CRIT value of 10%
  • Backdraft+ now clears the Runaway’s cooldowns on CRIT
    • Dev Notes: The Runaway’s DOT bomb regains its previously unique nature among the skill type, allowing it to interact with all of the standard tokens (for better or for worse) in addition to the DOT-based calculation for damage. Some values have been adjusted to keep it moderately in line in light of recent increases in Burn availability.
  • Cauterize and Cauterize+ launch ranks changed from 2 3 4 to 1 2 3 4
  • Cauterize and Cauterize+ no longer require that the target have Bleed
  • Cauterize now only provides the 25% heal if the target has Bleed; otherwise it heals for 1 point
  • Cauterize+ now only provides the 33% heal if the target has Bleed; otherwise it heals for 5%
    • Dev Note: Being unable to use Cauterize in rank 1 didn’t feel great for a character that can easily dance to the front. We adjusted the condition restriction to allow for desperate Death’s Door saves (and to give some legitimacy to all those Heroes getting angry that they aren’t on the receiving end of the hot poker).
  • Controlled Burn and Controlled Burn+ are now considered Ranged skills
  • Controlled Burn initial (non-token) Burn value reduced from 3 to 2
  • Controlled Burn+ initial (non-token) Burn value reduced from 4 to 3
  • Controlled Burn+ now ignores Guard
  • Controlled Burn and Controlled Burn+ (token) Burn values are now compatible with buff/debuff effects on monsters that influence DOT values, such as Physician’s Cause of Death
    • Dev Note: Burn values have been reduced to match the values on the token of the same name, given how much DOT potential the skill has as a whole. While other external factors can now increase the continuous Burn, this only applies to buffs/debuffs on the monster, as the continued effect lives on the token and not the Runaway. As an experiment, Controlled Burn is allowed to ignore Guard tokens in order to place its rank-locked token but, being a non-damaging skill, it will not remove those tokens. It’s not a clearing skill.
  • Dragonfly and Dragonfly+ now have +10% Burn RES Piercing when the Runaway has Stealth
  • Firefly now has +10% Burn RES Piercing when the Runaway has Stealth
  • Firefly+ now has +20% Burn RES Piercing when the Runaway has Stealth
    • Dev Note: We wanted to add some Stealth synergy to the Runaway’s kit, which previously also lacked any options for Burn RES Piercing.
  • Firestarter and Firestarter+ use limits have been removed
  • Firestarter buff increased from 2 Burn to 3 Burn
  • Firestarter+ now also grants the Runaway +1 Burn Duration for 3 Turns
    • Dev Note: We wanted to provide a little more incentive to spend a turn buffing an ally and this was inspired by a mix of the old Survivor version of the same skill. This also helps make up for the fact that she can never target herself with Firestarter.
  • Hearthlight and Hearthlight+ are now considered Ranged skills
  • Hearthlight and Hearthlight+ no longer ignore Dodge
  • Hearthlight and Hearthlight+ no longer have to hit a target to remove Stealth; it is cleared from the enemy team regardless
  • Hearthlight and Hearthlight+ now apply a -10% Burn RES debuff to all targets
  • Hearthlight and Hearthlight+ now apply Combo on CRIT
  • Hearthlight now has a CRIT of 10% and can use CRIT tokens
  • Hearthlight+ now has a CRIT of 15% and can use CRIT tokens
  • Hearthlight+ no longer has a 25% chance of applying Combo
  • Hearthlight+ now grants +10% Burn RES Piercing to all Heroes
    • Dev Note: Hearthlight has long been a divisive skill due to the specificity of its use case. While it shines in some areas, such as Coven battles in Kingdoms, it falls a lot flatter in others. With these changes, we’ve aimed to retain its core capability (widespread Stealth clearing) while applying some benefits that are more broadly applicable to the skills of the Runaway and other Heroes with Burn. Splitting the Burn RES effects into a buff and debuff means you get a chance to score double value but also guarantee at least half. Lastly, non-damaging skills that ignore defensive tokens such as Dodge are not meant to remove those tokens unless they are clearing skills (e.g. the Highwayman’s Tracking Shot) so we’ve corrected the error in this skill. To compensate, we’ve made a change to guarantee that all Stealth is still removed from the enemy team.
  • Ransack and Ransack+ no longer spread Burn vs. Combo
  • Ransack and Ransack+ ignore their Combo effect if the Runaway already has Stealth
  • Ransack now grants 1 Stealth vs. Combo
  • Ransack+ now grants 2 Stealth vs. Combo
  • Ransack+ DMG reduced from 4-8 to 4-7
    • Dev Note: After some deliberation, we decided to try positioning Ransack as a sister skill to Run and Hide as a Stealth setup with Forward movement instead of Back, enabling front rank skills such as Dragonfly and Searing Strike to more readily benefit from Stealth synergies.
  • Searing Strike and Searing Strike+ Combo effects have been changed to the random Burn spread
  • Searing Strike DMG increased from 3-6 to 3-7
  • Searing Strike gains +1 Burn when the Runaway has Stealth. This applies to the base Burn and the spread.
  • Searing Strike+ DMG increased from 4-7 to 4-9
  • Searing Strike+ gains +2 Burn when the Runaway has Stealth. This applies to the base Burn and the spread.
    • Dev Note: With Ransack losing the random Burn spread, Searing Strike felt like the right place to gain it. We feel that, between the differences in direct DMG, reach, and how the Stealth synergy interacts with the Combo effect, Searing Strike and Firefly can now serve different purposes. Searing Strike gets a bigger spread while Firefly does it more reliably.
  • Smokescreen and Smokescreen+ are unchanged for Wanderer

Arsonist

  • This Path no longer has a 25% chance of gaining 3 Burn on Turn Start
  • This Path no longer reduces DMG on various skills
  • This Path no longer increases CRIT on various skills
  • This Path no longer inherently increases Burn RES Piercing on various skills
  • This Path gains +1 Burn Dealt and +2 SPD, to a max of 3 stacks, if the Arsonist has Burn at the end of a round. These buffs are lost if the Arsonist has no Burn at the end of a round.
    • Dev Note: Much of the previous Arsonist’s consistency with Burn application has been folded up into Wanderer’s adjusted Hearthlight and Stealth synergies, so the Arsonist has been retooled as a high risk mid-ranks damage role that leans into the self-immolation angle with guaranteed self-Burn effects that fuel other skills. Stealth synergies and certain consistencies have been sacrificed for damage and unusual Burn manipulation options. As her Path seal says: “Everything burns.”
  • Backdraft is now a Path skill
  • Backdraft and Backdraft+ launch ranks are 2 3
  • Backdraft and Backdraft+ target all enemies with Burn
  • Backdraft and Backdraft+ do not interact with DMG modifiers such as tokens or trinkets
  • Backdraft and Backdraft+ double the Burn on the Runaway after use
  • Backdraft deals 50% of remaining Burn on the Runaway as DMG to all targets
  • Backdraft+ deals 75% of remaining Burn on the Runaway as DMG to all targets
    • Dev Note: Backdraft is one of the primary outputs for the Arsonist’s self-Burn, gaining DMG based on her own immolated state.
  • Controlled Burn is no longer a Path skill
    • Dev Note: Controlled Burn, true to its name, does not engage with the self-Burn mechanics of the Arsonist. We felt it was important to retain a method of safely applying Burn without igniting the Arsonist as well, just in case.
  • Dragonfly and Dragonfly+ no longer have 33% Burn RES Piercing
  • Dragonfly and Dragonfly+ now apply 2 Burn to the Runaway per Target hit; this cannot be resisted and is affected by any DOT modifying buffs and effects
  • Dragonfly CRIT reduced from 15% to 5%
  • Dragonfly+ DMG increased from 1-2 to 1-3
  • Dragonfly+ CRIT reduced from 15% to 5%
  • Dragonfly+ Burn reduced from 4 to 3
  • Firefly and Firefly+ no longer have 33% Burn RES Piercing
  • Firefly and Firefly+ now apply 2 Burn to the Runaway; this cannot be resisted and is affected by any DOT modifying buffs and effects
  • Firefly DMG increased from 1-3 to 2-4
  • Firefly CRIT decreased from 15% to 5%
  • Firefly Burn reduced from 3 to 2
  • Firefly+ DMG increased from 2-3 to 3-4
  • Firefly+ CRIT increased from 20% to 10%
  • Firefly+ Burn reduced from 5 to 4
    • Dev Note: Dragonfly and Firefly have been adjusted to support Arsonist’s self-Burn mechanics.
  • Firestarter is now a Path skill
  • Firestarter and Firestarter+ target a single enemy with Burn
  • Firestarter and Firestarter+ copy the Burn from the target to the Runaway
  • Firestarter and Firestarter+ transfer the Burn from all other enemies on the team to the Runaway
  • Firestarter+ grants 1 Stealth
    • Dev Note: Firestarter has been reworked to provide an alternative method of accruing large amounts of Burn on the Arsonist at a risk. Leaving Burn on the original target will facilitate boss targeting but the full potency of her AoE Backdraft will require additional team support after using Firestarter to amplify her damage potential.
  • Hearthlight is now a Path skill
  • Hearthlight and Hearthlight+ target a single enemy
  • Hearthlight and Hearthlight+ require that the Runaway have Burn
  • Hearthlight and Hearthlight+ have a cooldown of 2
  • Hearthlight and Hearthlight+ transfer the Runaway’s remaining Burn to the target
  • Heathlight consumes any Arsonist buffs to heal 5% per buff
  • Hearthlight+ consumes any Arsonist buffs to heal 10% per buff
    • Dev Note: Hearthlight has been reworked as an emergency exit of sorts, displacing any remaining Burn and sacrificing accrued Arsonist buffs to quickly recover health.
  • Ransack is no longer a Path skill
    • Dev Note: The Wanderer version of Ransack provides a degree of self-defense that’s otherwise missing from this Path and it no longer needs to suffer the previously reduced DMG.
  • Searing Strike and Searing Strike+ no longer have 33% Burn RES Piercing
  • Searing Strike & Searing Strike+ launch ranks changed from 1 2 to 2 3
  • Searing Strike and Searing Strike+ now match the new Wanderer version’s Burn values and Combo effect
  • Searing Strike and Searing Strike+ do not benefit from Stealth
  • Searing Strike and Searing Strike+ now apply 2 Burn to the Runaway; this cannot be resisted and is affected by any DOT modifying buffs and effects on the Runaway
  • Searing Strike DMG increased from 3-4 to 3-7
  • Searing Strike CRIT reduced from 15% to 5%
  • Searing Strike+ DMG increased from 3-5 to 4-9
  • Searing Strike+ CRIT reduce from 20% to 10%
    • Dev Note: Searing Strike has been adjusted to not only serve the Arsonist mechanics but to allow use from further back in the ranks, as the Arsonist is less suited to rank 1 combat. This does give it a bit more overlap with Firefly, but the two remain differentiated by their reach and differences in direct damage output when needed.

Survivor

Dev Note: The Survivor Path has been retooled to be able to brawl rather than being forced into a support role with mechanics and skills that support an ebb-and-flow of health, alternately drawing fire and disappearing when needed. While Stealth still offers some Burn synergies, it can also be expended in bulk on various skills to sacrifice defense for more immediate gains.

  • If the Survivor’s health is still below 75% after receiving any heal, she has a chance to gain Dodge (50%) or Dodge+ (25%)
  • Cauterize is no longer affected by this Path
    • Dev Note: Survivor is intended to be more mid-and-front ranks capable as a combatant and not relegated to a support role, so we’ve decided to normalize the extremely “Wanderer+” Cauterize. There are other skills on this Path to provide additional avenues of healing. 
  • Controlled Burn is no longer affected by this Path
  • Dragonfly is no longer affected by this Path
  • Firefly is no longer affected by this Path
    • Dev Note: These skills were only negatively impacted by the Path previously, having reduced Burn RES Piercing. We further wanted them to match the new Wanderer versions of the skills so that Survivors would still have some Burn options that, in the case of Dragonfly and Firefly, synergized with Stealth rather than expending it in bulk in the fashion of new Survivor skills.
  • Hearthlight is now a Path skill
  • Hearthlight and Hearthlight+ share Cauterize’s FX and animations on this Path as the skill no longer targets enemies
  • Hearthlight and Hearthlight+ target a single Hero
  • Hearthlight and Hearthlight+ launch ranks are 1 2 3
  • Hearthlight and Hearthlight+ target ranks are 1 2 3 4
  • Hearthlight and Hearthlight+ are considered Heal skills
  • Hearthlight and Hearthlight+ have a cooldown of 2
  • Hearthlight and Hearthlight+ require the target to have Stealth
  • Hearthlight and Hearthlight+ remove all Stealth from the target
  • Hearthlight and Hearthlight+ heal for 10% per Stealth token on the target
  • Hearthlight applies Regen 1 per Stealth token on the target
  • Hearthlight+ applies Regen 2 per Stealth token on the target
  • Hearthlight+ heals 1 Stress per Stealth token on the target
    • Dev Note: The Survivor has a broader recovery option available in her version of Hearthlight, albeit at the cost of somebody’s defenses. When mastered, it offers her a way to potentially alleviate some of the stress she’s likely to absorb while tanking hits. Despite being a heal, we opted to keep Hearthlight strictly cooldown instead of use limited due to the Stealth cost. There was some consideration to make this purely cost the Survivor’s Stealth but there are more interesting synergy options in trinkets, quirks, and other Heroes if it requires the target’s Stealth instead. Think of this as self-heal that occasionally has other applications.
  • Ransack and Ransack+ no longer have innately reduced Burn RES Piercing
  • Ransack and Ransack+ no longer spread Burn to a random adjacent monster vs. Combo
  • Ransack and Ransack+ now remove all Stealth from the Runaway when used if there are positive tokens on the target that can be stolen
  • Ransack DMG reduced from 3-6 to 3-5
  • Ransack now steals 1 positive token per Stealth on the Runaway
  • Ransack now ignores Block while the Runaway has Stealth
  • Ransack+ DMG reduced from 4-8 to 4-7
  • Ransack+ now steals 2 positive tokens per Stealth on the Runaway
  • Ransack+ now ignores Block and Dodge while the Runaway has Stealth
    • Dev Note: Since the Survivor is meant to be more survivable, we felt it appropriate to have Ransack provide a way to reduce enemy tokens while providing her with her own. In order to facilitate stealing the more defensive tokens, Ransack has gained some conditional ignores so that it doesn’t consume what you may wish to steal. DMG has been slightly adjusted in accordance with the ignores and new utility.
  • Run and Hide is no longer a Path skill
    • Dev Note: Same reason as Cauterize; this was purely a “Wanderer+” version of the skill. 
  • Searing Strike and Searing Strike+ no longer have innately reduced Burn RES Piercing
  • Searing Strike and Searing Strike+ have retained their former Wanderer DMG values
  • Searing Strike has retained the former Wanderer Burn value of 2, or Burn 4 vs. Combo
  • Searing Strike+ has retained the former Wanderer Burn value of 3, or Burn 6 vs. Combo
  • Searing Strike and Searing Strike+ remove all Stealth from the Runaway
  • Searing Strike and Searing Strike+ gain +50% CRIT per Stealth token on the Runaway
  • Searing Strike and Searing Strike+ increase the duration of the Combo / non-Combo Burn by +1; this explicitly only applies to Searing Strike’s Burn
    • Dev Note: We wanted to remix the former version of Searing Strike that Survivor had in a way that paired with her melee Stealth consumption for added effect. Is +50% CRIT a lot? Sure, but at a single Stealth token it’s no different from a Grave Robber’s Combo bonus and at 2 Stealth tokens you’re sacrificing a lot of safety for the payoff.
  • Smokescreen is now a Path skill
  • Smokescreen and Smokescreen+ launch ranks changed to 1 2 3
  • Smokescreen is now a self targeting buff instead of an enemy debuff skill
  • Smokescreen and Smokescreen+ move the Runaway Forward 1
  • Smokescreen and Smokescreen+ grant 2 Taunt to the Runaway
  • Smokescreen and Smokescreen+ grant a buff that applies Blind to any monster that attacks the Runaway. This lasts until the start of her next turn.
  • Smokescreen and Smokescreen+ apply 2 Stealth to the Runaway at the start of her next turn
  • Smokescreen cooldown is now 3
  • Smokescreen+ cooldown is now 2
  • Smokescreen+ enhances the buff to apply both Blind and Combo to any monster that attacks the Runaway. This lasts until the start of her next turn.
    • Dev Note: We thought we’d try something a little different with Smokescreen, providing a way for the Runaway to pull hits — giving her the necessary health runway for her Path passive — before disappearing to make use of her various Stealth benefits. Depending on timing and maybe a little luck, there’s a lot of potential Blind output. In addition, we’ve added a Forward movement so that she can be sure to be in the front ranks.

Orphan

  • This Path no longer has reduced HP
  • This Path no longer buffs or debuffs Burn dealt based on rank
  • This Path no longer buffs or debuffs DMG dealt based on rank
  • At the start of each round, the Orphan’s current rank is designated as “Stable”
  • If the Orphan ends 1 round in her Stable rank, she gains +1 Burn dealt
  • After ending a second round in her Stable rank, the Orphan also gains +1 Burn duration
  • The Orphan loses these buffs if she ends a round in any rank other than her designated Stable rank
  • When moving, the Orphan gains +1 DMG stacking up to 2 times
  • The Orphan loses this buff if she hasn’t moved (or been moved by external sources) by the end of a round
    • Dev Note: The original intent of the Orphan Path was to facilitate movement and positioning choices but many people opted to play it with a park ‘n spark approach instead, sitting her in the back and spamming Firefly. The Orphan’s kit and buffs have been retooled to support choosing mobility or stability (or cleverly managing both!) as needed so that both the original intent and the emergent playstyle are preserved while mitigating some of the old Path’s issues with rank bonuses clashing with the needs of skills. While some of the other Paths specialize in spreading Burn around, the Orphan is more capable of stacking it on single targets.
  • Dragonfly is now a Path skill
  • Dragonfly and Dragonfly+ do not have a chance to apply Combo
  • Dragonfly and Dragonfly+ do not have Burn RES Piercing when Stealthed
  • Dragonfly and Dragonfly+ add an additional, separate Burn 1 effect when used while Stealthed. This Burn is also affected by DOT modifiers such as Orphan Path buffs or trinkets.
  • Dragonfly+ Burn reduced from 4 to 3
  • Firefly is now a Path skill
  • Firefly and Firefly+ do not interact with Combo
  • Firefly and Firefly+ do not gain Burn RES Piercing when the Orphan has Stealth
  • Firefly and Firefly+ add an additional, separate Burn 1 effect when used while Stealthed. This Burn is also affected by DOT modifiers such as Orphan Path buffs or trinkets.
  • Firefly+ Burn reduced from 5 to 4
    • Dev Note: We wanted key Burn skills on this Path to have a unique Stealth buff that not only synergized with the Path buffs but other sources of DOT modification such as trinkets, Firestarter, or Physician’s Cause of Death. Even a very small fire can quickly grow out of control under the right conditions. Having lost their Stealth Burn RES Piercing, we also opted to have Orphan inherit the Wanderer version of Hearthlight.
  • Firestarter is no longer a Path skill
    • Dev Note: The current Wanderer version of the skill already synergizes well with other Path effects.
  • Ransack is now a Path skill
  • Ransack and Ransack+ do not consume Combo to grant Stealth
  • Ransack and Ransack+ apply Combo
  • Ransack now gains +10% Move RES Piercing if the Runaway has Stealth
  • Ransack+ now gains +20% Move RES Piercing if the Runaway has Stealth
    • Dev Note: As great as Ransack is for generating Stealth, having both Stealth generators for this Path require movement would make it very difficult for the Runaway to benefit from both her Stealth Burn effects and the Burn buffs for having not moved at the same time. Consequently, Ransack has become a Combo generator instead of consumer and the secondary source of Stealth has been moved elsewhere on this Path. Between this and adjustments made to Searing Strike / Firefly, Orphan overall is generally less Combo-hungry and slightly more capable of providing it instead.
  • Searing Strike is now a Path skill
  • Searing Strike and Searing Strike+ launch ranks are 1 2 3
  • Searing Strike and Searing Strike+ do not consume Combo
  • Searing Strike and Searing Strike+ do not gain increased Burn when the Orphan has Stealth
  • Searing Strike and Searing Strike+ add an additional, separate Burn 1 effect when used while Stealthed. This Burn is also affected by DOT modifiers such as Orphan Path buffs or trinkets.
  • Searing Strike DMG reduced from 3-7 to 3-6
  • Searing Strike+ DMG reduced from 4-9 to 4-7
    • Dev Note: We decided to increase the flexibility of launch ranks at a cost of top end DMG, since Searing Strike is wholly capable of making use of both forms of Orphan buffs. This change makes it more compatible with Backdraft and helps keep it on par with other, less rank-flexible Path variants of the skill. Like Dragonfly and Firefly, it has the potential to stack added Burn on a single target from Stealth but it has a better DMG range to benefit from +DMG, at the risk of losing the buff since this skill doesn’t move you. If you can get somebody else to displace the Orphan afterwards, though, the buff can be retained.
  • Smokescreen is now a Path skill
  • Smokescreen and Smokescreen+ do not apply Combo
  • Smokescreen CRIT increased from 5% to 10%
  • Smokescreen applies 1 Weak
  • Smokescreen+ CRIT increased from 10% to 20%
  • Smokescreen+ applies 1 Weak instead of 1 Vulnerable
  • Smokescreen grants 1 Stealth to the Orphan
  • Smokescreen+ grants an additional Stealth on CRIT
    • Dev Note: Smokescreen has been reworked for the Orphan to provide a way for her to gain Stealth without sacrificing the Burn buffs like Run and Hide would. In addition, the skill swaps the Vulnerable for Weak in order to double down on hampering the target’s next attack; even if Blind fails the 50/50 roll, the Weak token will still cut the damage in half.
ENEMIES
  • Champion enemies now have Champion tag displayed
  • Librarian Reduced Burn RES from IMM to 100%
  • Collector: Life Steal now has a 1 turn cooldown
  • Fixed Death occasionally spawning in Catacomb repair fights
  • Focused Fault: Replaced +100% DMG per Seen token with +8 DMG per Seen token
  • Now after killing the Chirurgeon, Patients can be found in Gaunt road battles for 3 regions
  • Patient now only applies diseases when Chirurgeon is present
  • Spiked Barricade and Weapon Rack can no longer gain positive tokens
  • Military mashes have been updated
  • Spearman: Spear Toss can now target rank 3 or 4 when they have combo, it now ignores Block and has increased crit against targets with combo, and will not apply combo if they have combo
  • The Binding Blade DLC: Warlord: Paro now applies small horror
  • The Binding Blade DLC: Now after killing the Warlord, other faction enemies can be found in Military road battles for 3 regions. Military will now only be driven out when the Warlord is defeated
    • Dev Note: Previously, there was some variance to how many defeated Military enemies were required to drive them which was unclear and didn’t feel right thematically. With the change to the Warlord’s defeat, it’s now consistent with Chirurgeon defeat effects and an explicit requirement to provide better clarity on when the condition is met
  • Inhuman Bondage DLC: Increased chances to encounter Crypt Keeper in the Catacombs
  • Adjusted base speed on the following enemies
      • Dev Note: Since we’ve removed much of the speed increase from Ordainment and from certain Battle Modifiers we felt some enemies were aversely impacted and needed some slight adjustments to make sure they are still threatening
    • Widow speed increased from 2 to 3
    • Sacrificial speed increased from 2 to 3
    • Flayer (Unignited) speed increased from 2 to 3
    • Whipper (Unignited) speed increased from 1 to 2
    • Librarian (Unignited)  speed increased from 4 to 5
    • Librarian (Ignited)  speed increased from 6 to 8
THE DAM

This is a run mutator area that offers options for your next Confession expedition. If you have other ideas please send us your thoughts! The current options that were added are the following:

  • Enable Retreat Button. Effects from retreating is +2 Loathing and +2 Stress to all party members, this option is always available after the prologue/tutorial
  • Enable Selling to Hoarders. This allows players to sell items to the Hoarder for a small amount of relics/gold. This option is locked behind completing the Act 5
  • Enable Mountain at all Inns. This allows players to approach the mountain at any inn they reach, assuming they have a trophy to enter. This option is locked behind completing Act 5
  • Increased Chance of Battle Modifiers. Normally Battle Modifiers have an increasing chance to appear later in later regions during a confessions run, this option will try to roll a Battle Modifier at every fight when possible
ITEMS
  • Dark Impulse icons now have icons to represent their buffs and debuffs
  • Linseed Oil Flask: Now has flammable tag
  • Mineral-Rich Spring Water: Now has the Restorative tag
  • Rousing Ringer: Increased chance to apply Daze to attacker when hit while Flame is under 50 from 33% to 66%. +33% Debuff RES Piercing when target has Daze changed to Target: Ally: Remove Daze and Stun.
  • Fertile Dirt now has a chance to drop from road debris while in the Sluice
  • Wilbur’s Flag: Added additional target rank clarity to item description
  • Death’s Head Trinkets: Reworked effects that are now randomized including On Kill effects. Each trinket will now have one On Entering Death’s Door effect, one On Leaving Death’s Door effect, and one On Killing Blow effect (ineffective against corpses).
  • Mortal Ward: Now has On Leaving Death’s Door: Crit Token, Dodge+ Token, and -2 Stress
  • Shambler’s Eye Trinket: Increased Crit buff per stress from +2% to +5%
  • Shambler’s Eye: Fixed incorrect Healing Given per Stress debuff, it should be -5% per Stress rather than -10% per Stress
  • Selfish Motivation Trinket: Now only applies Blind, Immobilize, Taunt, or Vulnerable on turn start
  • Mustache Cream Trinket: Extra action when targeting hero has been changed to targeting ally instead and chance increased from 33% to 50%
  • Junia’s Head Trinket: Removing 1 Negative Token and removing Combo when targeting hero has been changed to targeting ally instead
  • Busker’s Haul Trinket: Add Dodge when targeting hero has been changed to targeting ally instead and chance increased from 20% to 33%
  • Undeserved Commendation Trinket: Add Crit when targeting hero has been changed to ally and chance increased from 10% to 15%
  • Trephine Bur: Replaced Convert with Invert in description for consistency
  • Cat Food Combat Item: Purchase price reduced from 6 to 4
  • Invigorating Intoxicant Combat Item: No longer provides a SPD or CRIT buff while on Death’s Door. Now has remove all Weak on use, Deathblow RES buff duration increased from 3 to 5 turns, and When Entering Death’s Door remove all Weak
  • Fixed Gagged Boiled Head from being unequippable
  • Corrupted Bile Gland: Now has Serrated tag
  • Cruel Intent: Replaced Gain On Crit: Blind Token with Gain On Non-Crit: Blind Token.
  • Single Leech is no longer dropped by the Chirurgeon and now has a 5% chance to drop from any Patient
  • Combat item tooltips now display if it’s targeting a friendly target or enemy target
  • Trinkets that deal damage through an effect in combat will display the name in the poptext beside the damage value
  • Only hero trinket and hero signature inn item hero goals will generate when Altar of Hope is completed. Hero trinkets are now pre-rolled for hero goals.
  • Ancestor’s Statue trinkets have been changed from Indelible to Ancestral
  • At the Hoarder, Vague trinket selection is replaced with Distant trinkets while in the final region in Confessions and after Escalation 1 in Kingdoms
  • All downsides on Distant stat trinkets now match the values of Vague versions
  • The Binding Blade DLC: Securis: Added Gain On Killing Blow: Strength Token & Block Token

Runaway Trinket Reworks

  • Carved Toy: Now has +15% CRIT when self has Stealth, +25% Debuff RES Piercing when target Burn, and Gain When Moved By Enemy: Daze or Taunt
  • Knitted Blanket: Now has Gain On Burn Resist: Stealth, +1 Burn Dealt when target has Negative Token, and When Stress Damaged: Burn 1 (15%)
  • Pile of Ash: Now has When Moving: Dodge (50%) or Dodge+ (15%), Apply to Attacker When Missed: Shuffle, and Gain When Hit: Knockback 1

Occultist Trinket Reworks

  • Shambler’s Eye: Now has +5% CRIT per Stress, When Stress Damage: Random Enemy: Combo, -5% Healing Given from Skills per Stress
  • Seeing Sphere: Now has Ranged Skills: Apply On Hit: Add 1 Negative Token (33%), +1 DMG per Negative Token on target, and Gain When Moved by Enemy: Add 1 Negative Token
  • Scalded Skull: Now has Target: Burn 1 when target has Combo, Adjacent Allies on Turn Start: Add 1 Positive Token when self Burn, and Random Ally on Turn Start: Burn 1 (33%) when Unchecked Power is 2 or more

Plague Doctor Trinket Reworks

  • Annotated Textbook: Now has Target: Ally: Invert 1 Negative Token (65%) or +1 Stress (5%), +50% Healing Given from Skills when Restoration Item is equipped and Turn Start: Vulnerable (33%) when first in turn order 
  • Early Experiment: Now has +1 Blight when Noxious Item is Equipped, Apply On Crit: Invert 2 Positive Tokens, and Gain When Moved by Enemy: Bleed 1 (15%) or Blight 1 (15%) or Burn 1 (15%)
  • Storage Room Key: Now has Target: Ounce of Prevention Skills: Block Token, Target: Emboldening Vapours Skills: Regen 2, +1 SPD per Medicinal Gear Equipped, and Gain On Miss: -1 SPD (3 Turns)
UI Improvements
  • Academic View now displays when skills ignore tokens, when the skill requires certain conditions, speed, and stress resistance. Hero skill cooldowns, skill uses, and conditions are now displayed here
  • Tooltip formatting adjustments
    • Dev Note: Formatting has been updated to be more readable. Operator symbols have been removed and condition order has been moved around. ex) If Flame < 50: EFFECT will now read as EFFECT when Flame is under 50
  • Token glossary improvements. Certain tokens will now appear depending on the context such as hero shrines, special encounters, regions, and kingdom modules. Several tokens have been recolored and recategorized for consistency. Stealth token icons are gold and can be stolen/copied
    • Dev Note: Stealth tokens have always had the positive token tag, now they will present and interact consistently with other positive tokens
  • Tokens now have duration that display in tooltips the same as DOT durations
  • DOT duration tooltip color now matches DOT color
  • Heal skills tag now displayed on skills similar to how Melee and Ranged skills are displayed
  • Ranked locked tokens (ie. Barnacles and Consecration) now have an icon below them in combat and are called out as rank locked in their descriptions
  • Health bars now have quarter lines
  • Hero tooltips no longer change width or move position when displaying upgraded info
  • Inventory and Vitrine can now be accessed at the Crossroads respectively with I/Z on keyboard or LT/RT on gamepad
  • Inn effects now displayed in Inn sign tooltip
  • Retreat effects now displayed in the retreat button tooltip
  • Changed the default font size on PC/MAC to be slightly smaller. Added Larger Font Size option to gameplay menu and will use that as the default on Steam Deck and other consoles.
  • Made improvements to upgraded skill comparison to better show cooldown changes/removal
  • Added button on Hoarder to allow players to see torch tooltip
GAMEPLAY
  • Added two new options to the GAME category
    • Added a Combat Speed option
      • Dev Note: We’ve rolled out an option that will allow you to increase combat speed to 1.5x of default. There is also an option to have the audio remain synced or not. Syncing will increase the game audio speed/pitch to match. The game will revert game speed to 1x for all in-combat cinematics (ie. Boss intros, deaths, resolve checks, etc), and then resume back to 1.5x.
    • Added a Driving Speed option
      • Dev Note: We’ve rolled out an option that will allow you to increase driving speed to 1.5x of default
  • Fervent Defender: Removed redundant Battle text from description
  • Increased Mastery drop rate at Resist locations from 37.5% to 50% and at Oblivion’s Ingress locations from 50% to 60%
    • Dev Note: Although mastery is still not guaranteed at Resist locations, this should aid in reducing (but not eliminating) the likelihood of visiting several of them and getting no mastery at all. Overall, this will also result in a small amount more Mastery throughout an expedition. We’ll be monitoring this change and will revert if it negatively affects the Mastery economy.
  • Reduced Mastery drop rate at Road battles from 11.11% to 8.33%
  • Default inn quirk chance reduced from 80% to 50% and Vestal’s Secret guarantees 1 quirk instead of 2
    • Dev Note: We’ve heard feedback that in Confessions quirks are replaced at inns too frequently. This is an experimental change to see how it feels, there’s a chance these values will be reverted if they aren’t well received
  • CRITs no longer increase the duration of DOTs by +2 rounds for both enemies and heroes.
    • Dev Note: We want to rebalance DOT power level as well as open up new avenues to grant these kinds of effects from different sources. By removing the generic +round duration on all crits we can diversify with more ease and make DOT skills less CRIT-reliant. Other benefits of CRITs still remain such as the 20% RES piercing and the chance of stress heal. Skills that scale on DOT value (e.g. Cause of Death) have been rebalanced with this change in mind. There are still some CRIT-oriented Hero skills to be reviewed.
  • Wheel and Armor now have scaling effects based off the number of Wheels or Armor rather than only effects when full
  • Region goal rewards will no longer include +3 Mastery
    • Dev Note: The chance of this, even when low, created strange difficulty combinations that weren’t desirable
  • Naked and Afraid region goal: Will no longer spawn in Region 1 and will no longer drop Candles of Hope rewards
  • Spelunk region goal: Will no longer drop Candles of Hope rewards
  • Relics dropped from Resist and Road battles while in the Sluice will now always roll the max amount
  • Removed redundant Ignore 20% RES from Crit token description
  • Fixed Death’s Head trinkets not displaying Remove Combo on some buffs
  • Obsession Max Loathing effect chance for Random Negative Quirk reduced from 100% to 50% and no longer has a chance to apply Shattered Will
  • Escalation Max HP buffs will no longer affect enemy corpses or Ancient Adversary
  • The Jinx Quirk: Now more rare and can no longer be obtained from Inns
  • Disarmer Quirk: Now less rare and can be obtained from Inns
  • Shattered Will Quirk has been removed from quirk options when choosing to fight the Shambler
  • Current Confession icon now displayed at the Crossroads
  • The Goops applying Slimed when targeting hero has been changed to targeting ally instead
  • Man-At-Arms Kingdoms final hero upgrade: Removing all Weak tokens when targeting hero has been changed to targeting ally instead
  • Adjusting quarter notches and health bar to be more accurate in combat
  • Added line break to Requires and Ignores lines on enemy academic view
  • Fixed FACTION Hater quirks not displaying +15% DMG when facing FACTION correctly 
  • Fixed Visit a Shrine of Reflection hero goal never generating
  • Fixed Daemon’s Pull hero goal being generated when Altar of Hope is completed
  • Blessed and Cursed skill assignment now selects from all skills when skill bar isn’t fully equipped
  • Stealth token icon has been updated
  • Fixed an issue where the torch was unintentionally draining prior to the crossroads
  • Fixed an issue where Horseshoe swift travel icon wasn’t removed when passing the day
  • Increased Region select scroll speed with mouse scroll wheel
  • Removed Bounty Hunter hero sheet “visit shrines to unlock” text
  • Adjusted In Line Damage size for trinket damage poptext text to not be so large
  • Updated remove token/quirk logic to behave like copy/steal logic in that it is now pure random
  • Updated Kingdom Siege Resolution UI to add a pulse to sieges that must be resolved, to assist users who forget that they must resolve these before they can continue elsewhere
  • Updated Jester Wanderer Finale, Crusader Aggressor Smite and Reap, Abomination Fiend Rage, and Smolder Hymnal on kill effects to trigger when killing a corpse
  • Bundle of Contracts, Kill List, and Crimson Tick tooltips now state the on kill triggers are ineffective against corpses
  • Necrosis: Tooltip now explains Heal 5% per target
  • Hero trinket tooltips no longer say [SKILL NAME] Skills: and will now just say [SKILL NAME]:
  • Fixed an issue that could cause On CRIT effects to sometimes express that they occurred when they weren’t CRITs
  • Fixed copying DOTs onto target when target is DOT immune
  • Fixed candles not spawning correctly at locations in early regions
  • Fixed certain region goals not appearing as intended
  • Fixed issue where you could sell Tattered Banner quest item
FIXES
  • Fixed Winded, Controlled Burn, Field Surgeon, and Pyromaniac not appearing in token glossary correctly
  • Fixed Widow and Chirurgeon Academic View and buffs strings
  • Fixed ignited Shaman Academic View
  • Fixed Bagman Academic View tooltip
  • Fixed Trapmaker’s Kit item description
  • Fixed Galea description
  • Fixed The Mountain Shudders presentation not triggering after retreating from combat
  • Fixed hero effects like quirks not being applied after a Max Loathing Reset occurs
  • Fixed the camera not animating back to the stagecoach after resolving a mid-combat save
  • Fixed sound effects and narration sometimes not triggering on Loathing Increases
  • Fixed Loathing effects not being applied if the player quits before the presentation is resolved
  • Fixed an issue where the Retreat button would briefly appear when Retreat was not enabled
  • Fixed tooltip issue when checking if self or target has no token
  • Fixed token glossary not displaying tokens for reserve heroes
  • Gamepad fixes for character sheet navigation
  • Fixed missing SFX on Spearman’s Spear Toss when targeting a hero with combo
  • Fixed Lair combat start heals displaying poptext
  • Fixed missing UI after Lair fights
  • Fixed issue preventing Memoried heroes from obtaining hero goals again after they have been completed
  • Fixed Bounty Hunter immobile in Kingdoms after respawning
  • Fixed the blade orientation on Plague Doctor’s infernal dagger to match her other weapon kits
  • Fixed coloring of increased/decreased loathing color in tooltips to better match the gold/blue paradigm
  • Fixed Plague Doctor bomb not resting in hand during positive relationship presentation
  • Issues with Gamepad Text entry for the Begin New Adventure screen have been addressed
  • Gamepad: Kingdoms Campaign creation should use default name
  • Gamepad: Fixed an issue with complete your Confession focus isn’t on the signature button after quickly selecting Confession
  • Fixed Bounty Hunter hero sheet from showing “visit shrines to unlock”
  • Fix for Body of Work’s crown VFX disappearing after a skill
  • Fixed an issue where Body of Work could be targeted by Runaway’s Backdraft without a valid source of adjacent Burn
  • Additional notes: the free Hero Origin Pack will release on the same day as the update.
  • Source: Red Hook Studios

Darkest Dungeon II – Ver. ??? (Secrets of the Coven)

  • Release date: May 29th/30th 2025
  • Patch notes:

This update brings the following to the game:

  • adds second Kingdoms module, Secrets of the Coven
  • brings a number of community requested additions
    • Kingdoms Inn Storage: Ability to store items at Inns. Currently all Inns have a default of 3 storage slots, and this can be upgraded. Stash trinkets and consumables for your traveling heroes!
    • Kingdoms Sell Items at Hoarder: You can now sell items at Hoarders. Only recovers a small amount of the original value, but it’s still something!
    • Kingdoms Start Option for Paths: New difficulty option (on game setup) for hero path starting options at the crossroads; wanderer, random, or full selection.
    • Path Comparisons: When looking at a path on the crossroads or elsewhere you will see more information to differentiate it from the current active path
    • Kingdoms Party Selection helper: After you select your party you can use Shift+Right Click on other heroes to add or remove them from the Kingdom Map Roster for placement on start.
GENERAL
  • We moved the Cosmetic buttons from the Crossroads to a new tab on the Character sheet. Players can now change cosmetics whenever they are at an Inn or at the Crossroads via the character sheet. Note: You must have unlocked cosmetics first for this tab to be accessible.
  • Escalation 3 Flame drain has been reduced from 33% to 25%
  • Greatly reduced the appearance chance of Gaunt road battles in Escalation 3
  • Cage mounts Inn upgrade moved from advanced to basic wainwright inn upgrades
  • Horns of War Kingdom Event: Removed effect that reduced day count by 1. Increased number of spawned sieges from 1 to 3.
  • Beleaguered Kingdom Event: Updated description to reference all factions not just beastmen
  • All buffs from Hero Upgrades will now appear in the Conditions tab on the Character Sheet
  • Removed Taunt from most random negative token effects. Taunt will still be applied from specific effects such as those from True Entropy.
  • Updated Creature Den story choice that exchanges food for a Blight related debuff to match choice description. The debuff has been changed from enemy reduced blight RES to enemies gain blight 3 on combat start.
  • Added gamepad function so you can now change the Heroes position at Inn Overlay
DIFFICULTY
  • Pure random skill assignment (even the Abomination so you can get all human/beast skills if you are super unlucky)
  • Added Starting Paths option allowing players to start with wanderer paths, random paths, or full selection for their starting hero roster
ITEMS
  • Infernal Flames: Added +15% Candles of Hope bonus
  • Fragile Flame: Now applies 2 random positive buffs in addition to the 3 random negative debuffs. It’s possible to receive a buff and a debuff affecting the same stat that are combined into a single modifier.
  • Orbitoclast: Max Health debuff now only lasts 1 region in confessions and 3 regions in kingdoms
MONSTERS

Creature Den

  • Webber: HP reduced from 12 to 10
  • Webber: Starting Dodge reduced from 2 to 1-2 (50%)
  • Webber: Web Vulnerable reduced from 2 to 1
  • Spitter: HP reduced from 14 to 12
  • Spitter: Starting Dodge+ reduced from 2 to 1-2 (50%)

Cultists

  • Altar: no longer displays “Altar of X” skills in Academic View in Kingdoms mode
  • Altar: fixed an issue with Academic View tool tip for Boneweaving showing an additional empty Target section
  • Cardinal: Hollow Vessel stress damage reduced from 3 to 2
  • Cardinal: Entropic Star DMG increased from 4-7 to 6-8
  • Cardinal: Yawning Void stress damage increased from 1 to 1-2 (25%)

Confession Bosses

  • Lock tokens used by Shackles of Denial are now colored orange instead of blue to properly reflect that they do not interact with skills and effects that can interact with negative tokens, such as Holy Water
QUIRKS
  • Fixed an issue where Fisherfolk Hater effects were not properly applying
  • Fixed an issue where the damage reduction component of Hater quirks was not properly applying
FIXES
  • Highwayman: Fixed an issue where Sharpshot’s Double Tap could trigger Act Outs on the first hit rather than the second, leading to unintended behaviors

Darkest Dungeon II – Ver. 1.04 (Kingdoms)

  • Release date: May 1st/2nd 2025
  • Patch notes:
Kingdoms

“This squalid Kingdom, these corrupted lands. 

They are yours now, and you are bound to them.”

Kingdoms is the culmination of a year-long effort to bring an entirely new, stand-alone game mode to Darkest Dungeon II. Additionally, we’re excited to also launch the Inhuman Bondage DLC simultaneously!

A full description of Kingdoms is beyond the scope of these notes, but a few key points are important to note:

  1. Kingdoms is an all new game mode that is played independently of the standard Confessions mode. Be aware that item unlocks, Hero skill access/upgrades, Inn functionality, are all reset in a Kingdoms campaign, and are accessed in new ways as you play. Your Confession progress is entirely unaffected.
  2. Kingdoms and Confessions progress are largely independent, with only a few exceptions:
    1. Stagecoach skins must be unlocked in Confessions mode before using them in Kingdoms.
    2. Hero palettes and weapon kits must be unlocked in Confessions/Altar of Hope before using them in Kingdoms.

Thank you to our testers!

As with previous large releases, we relied heavily on multiple groups of volunteers who made themselves available to test this update. Your dedication to Darkest Dungeon is humbling to us, and your voluminous feedback and willingness to endure hardships have directly aided us in shaping Kingdoms.

GENERAL NOTES (Confessions and/or Confessions + Kingdoms)

Although the headline feature of this update is the new Kingdoms mode, we have also made a number of balance adjustments, bug fixes, and general improvements to the game as whole, many of which apply to Confessions mode.

 
General Changes:
  • Current hero affinity is now displayed at the inn when using items that effect relationships (i.e. whiskey)
  • Added a new feature to Hero Story Combat encounters. Now when failed players will have the opportunity to retry it once more before having to continue on
  • Updated Pip Highlighting Logic on Character Sheets and Crossroads UI to more accurately display enemy targeting and hero position preference based on skill selection
  • Added New Trophies 
  • General tutorial edits
  • Loot tables have been refactored to support Confessions and Kingdoms
  • Battle configuration tables have been refactored to support Confessions and Kingdoms
  • Increased Field Hospital shop variety
  • Road debris loot tables have been updated
  • Removed torch cost from Shambler interaction choice so it will still show up even if player has low torch already
Ordainment
  • Removed enemy speed buff from ordainment
  • Reduced Act 2 ordainment DMG and Max HP from +40% to +30%
  • Dev Note: further feedback on Ordainment is welcome, as it’s an area we are keeping an eye on
HEROES

BOUNTY HUNTER

  • Bounty Hunter is usable as a non-hirable hero in Kingdoms mode.

Wanderer

  • Wanderer path available exclusively in Kingdoms mode.

Professional

  • Professional path available exclusively in Confessions mode.
  • SPD increased from 3 to 5
  • Bodyguard Guard tokens increased from 2 to 3
  • Bodyguard Block tokens increased from 2 to 3
  • Caltrops is now a back ranks AoE
  • Caltrops DMG increased from 1-3 to 2-3
  • Come Hither DMG increased from 2-4 to 3-5
  • No Escape now ignores Guard
  • No Escape now removes all Guard
  • Uppercut CRIT increased from 5% to 10%

FLAGELLANT

Wanderer

  • Missing with Fester now correctly clears the missed corpse, keeping it consistent with other, similar skills such as Dead of Night

LEPER

Wanderer

  • Break now ignores Blind vs. Combo

Poet

  • Break now ignores Blind vs. Combo

PLAGUE DOCTOR

Wanderer

  • Disorienting Blast no longer has a chance to apply a Weak token
  • Disorienting Blast+ chance of Weak token increased from 25% to 100%
  • Plague Grenade and Plague Grenade+ now have a cooldown of 1
  • Plague Grenade+ CRIT increased from 5% to 10%

Alchemist

  • Plague Grenade and Plague Grenade+ now have a cooldown of 1
ENEMIES

CULTISTS

Exemplar

  • SPD increased from 4 to 6 to account for the loss of Ordainment SPD buff

LOST BATTALION

Dreaming General

  • Tap Root will no longer use The Growth Recedes on corpses

SWINE

  • [COMM] Dev Note: Swine have received a number of adjustments to improve their threat level in a way that better reflects the optional risk-reward nature of the Sluice

Skulker

  • Skulkers have been adjusted to provide a clear expectation of their combat role in each rank
  • HP increased from 15 to 18
  • SPD increased from 4 to 5
  • Now has a low chance to spawn with 1-2 Stealth tokens
  • Innate buff to Blight dealt while Stealthed increased from +2 to +3
  • Fouled Shank Blight increased from 2 to 3
  • Fouled Shank stress increased from 1 to 1-2
  • Fouled Shank launch ranks changed from 3 4 to 4
  • Fouled Shank no longer has a cooldown
  • Fouled Shank chance of disease increased from 15% to 25%
  • Pigsticker DMG increased from 6-9 to 6-10
  • Ragged Hook DMG increased from 3-5 to 4-8
  • Ragged Hook launch ranks changed from 3 4 to 3
  • Ragged Hook now has a 15% chance to inflict disease
  • Skitter can no longer be used while unable to gain Stealth

Skiver

  • HP increased from 20 to 22
  • SPD increased from 3 to 4

Brute

  • HP increased from 40 to 50
  • Stun RES increased from 40% to 60%
  • Now spawns with a buff granting +50% DMG vs. Dazed or Stunned targets
  • Block granted on spawn increased from 1-2 to 2
  • Smash DMG increased from 6-10 to 8-12
  • Smash stress chance increased from 50% to 75%
  • Squeal launch ranks changed from 1 2 to 1
  • Squeal target ranks changed from 1 2 to 1 2 3 4
  • Squeal now hits 2 random targets instead of 1
  • Squeal DMG increased from 4-7 to 6-10
  • Squeal stress damage reduced from 2 to 1-2
  • Squeal now applies Daze

Wilbur

  • HP increased from 48 to 56
  • Stun RES increased from 50% to 75%
  • Obliterate Body now shows the +100% CRIT vs. Combo property in Academic View
  • Obliterate Body DMG increased from 10-14 to 10-16
  • Obliterate Body now has a cooldown of 1, similar to Fulgore’s Combo-targeting skill
  • Obliterate Masses DMG increased from 8-11 to 8-12
  • Obliterate Masses stress chance increased from 50% to 75%
  • Shattering Squeal launch ranks changed from 1 2 to 1
  • Shattering Squeal target ranks changed from 1 2 to 1 2 3 4
  • Shattering Squeal now hits 2 random targets instead of 1
  • Shattering Squeal DMG increased from 6-8 to 8-11

Fulgore

  • Skewer now shows the +100% CRIT vs. Combo property in Academic View

MILITARY BARRICADES

  • Added additional Military Barricade mashes
  • Warlord no longer has mashes with Spiked Barricade

Spiked Barricade and Weapon Rack

  • Ranged Skills DMG Taken buff reduced from -50% to -25%
  • Removed permanent Immobilize token
  • Move RES reduced from immune to 75%

Spearman and Swordsman

  • Debuff RES reduced from 50% to 30%
  • Fixed combo skills applying combo effects to guarding heroes without combo

CHIRURGEON’S TABLE

Chirurgeon

  • HP reduced from 75 to 50
  • Leucotomy now applies Death Armor to Ghouls
  • Now has a second action while alone

Patient

  • HP reduced from 26 to 21
(SPOILERS) CONFESSIONS END BOSSES

CONFESSION 1 BOSS

  • Dev Note: We have slightly adjusted this fight to allow players to engage with some previously blocked tactical options
  • Latch of Regret Move RES reduced from IMMUNE to 30%
  • Bolt of Lamentation Move RES reduced from IMMUNE to 40%
  • Padlock of Wasting Move RES reduced from IMMUNE to 30%
  • Shackle of Despair Move RES reduced from IMMUNE to 10%

CONFESSION 2 BOSS

  • Dev Note: Numerous adjustments have been made to  this fight to help smooth the difficulty transition across Confessions. These changes are intended to allow a wider variety of effective parties and improve available counterplay while also clarifying some of the fight’s mechanics.
  • Body HP reduced from 280 to 250
  • Body Stun RES reduced from 60% to 30%
  • Body Bleed RES reduced from 40% to 30%
  • Body Blight RES reduced from 40% to 30%
  • Body Burn RES reduced from 40% to 30%
  • Body Debuff RES reduced from 30% to 20%
  • Front Lung Debuff RES reduced from 10% to 0%
  • Back Lung Debuff RES reduced from 10% to 0%
  • Death Armor reduced from 3 to 2
  • Threshold for initial access to Deep Breath lowered from 70% HP to 50% HP
  • Threshold for continuous Deep Breath use lowered from 30% to 20%
  • Sundering Exhalation with 1 Breath token DMG reduced from 10-20 to 8-16
  • Sundering Exhalation with 2 Breath tokens DMG reduced from 20-30 to 12-20
  • Sundering Exhalation with 1 Breath token Stress reduced from 2 to 1
  • Sundering Exhalation with 2 Breath tokens Stress reduced from 3 to 2
  • Sundering Exhalation CRIT chance reduced from 5% to 0%; it can still CRIT via outside influences such as CRIT tokens
  • Sundering Exhalation with 2 Breath tokens no longer grants a permanent increase in Burn dealt
  • Sundering Exhalation Academic View description updated for clarity
  • When destroying one of the Lungs, a visible buff is now added to the main body to make it clear that the targeting capabilities of certain skills have been improved
  • Wrath and Rancor CRIT reduced from 20% to 10%
  • Wrath and Rancor Stress reduced from 2 to a range of 1-2
  • Hysteria no longer has a low chance of applying Shuffle
  • Blind Rage Blind tokens reduced from 2 to 1
  • Blind Rage no longer grants Block+
  • Blind Rage no longer primes Combo
  • Blind Rage no longer gains +50% DMG below 50% HP for clarity
  • Blind Rage DMG increased from 4-7 to 6-8
  • Threshold for use of Dying Light raised from 50% HP to 70% HP
  • Dying Light has been redesigned to focus on Horror and Knockback, and no longer interacts with Combo or damages the Torch
  • Dying Light target ranks changed from 1 2 3 4 to 1 2
  • Dying Light cooldown has been increased from 1 to 2

CONFESSION 5 BOSS

  • Fixed an issue with Strange Axis having a very slim chance of not inverting all tokens on the target
ITEMS
  • Reduced cost of Vague trinkets from 10 to 5 Baubles
  • Healing Salve: No longer considered a common item in loot tables
  • Thrilling Tablet: Effects now check for Missing Ally rather than Missing Hero
  • Chalk Dust: Added -10% Debuff RES (3 Turns)
  • Shred of Decency: Added -33% Debuff RES (3 Turns) and no longer requires target to have Worship.
  • Grim Mask: Flame threshold for above and below updated from 40 to 50
  • Bone Mallet: Added If target has Daze: +25% DMG. Flame threshold updated from 40 to 50
  • Rousing Ringer: Replaced If any Enemy Team has Daze: +25% Debuff Res with If target has Daze: +33% Debuff RES Piercing. Flame threshold updated from 40 to 50
  • Covert Cloak: Flame threshold updated from 40 to 50
  • Goading Gargoyle: Flame threshold updated from 40 to 50
  • Pig Sticker: Flame threshold updated from 40 to 50
  • Staggering Striker: Flame threshold updated from 40 to 50
  • Searing Scripture: Steal Negative token and Combo on Endure Skills changed to Target Hero
  • His Prison: Replaced +10% Negative Banter with -20% Blight RES
  • Inert Indicia: Removed Gain when Hit with Stun/Daze buff. Added +100% Stun RES. On Stun/Daze resist now provides an additional positive token and regen 2
  • Charred Litany: Replaced +3 Burn Dealt and -2 Burn Duration Dealt with Apply to Attacker when Hit: Burn 1 and If target has Burn: +20% Stun RES Piercing.
  • Dark Impulse (Stress RES): Replaced stress damage effect 25% chance to deal 1 DMG with 10% chance to apply Horror 1
  • Holy Hymnal: Replaced If has Consecration: +25% Max HP (1 Region) with Turn Start: If has Consecration: -1 Stress (1 Region)
  • Impermeable Poultice: Now appears correctly in certain loot tables
QUIRKS
  • New quirk: Last Stand (bonus tokens if last ally alive)
  • Converted quirk Sluice Scrounger to Chthonic Scrounger so it will now function in the Sluice and the Catacombs
  • Converted quirk Sluice Tactician to Chthonic Tactician so it will now function in the Sluice and the Catacombs
  • Converted quirk Swine Slayer to Chthonian Slayer so it will now function in the Sluice and the Catacombs
  • Converted quirk Swine Hater to Chthonian Hater so it will now function in the Sluice and the Catacombs
  • Converted quirk Swine Fearing to Chthonian Fearing so it will now function in the Sluice and the Catacombs
  • Breacher story choices: changed from a STR benefit to a CRIT benefit because breacher already conferred str bonuses
GAMEPLAY UPDATES AND FIXES
  • Numerous bug fixes
  • The temporary Stun RES buff received after being stunned has been increased from +40% to +50%. This applies to Heroes and monsters alike.
  • Fixed Newborn Mutation tooltip description to clarify 33% chance to gain a Block token when hit, not on hit
 
BINDING BLADE DLC

DUELIST

Intrepide

  • Fixed an issue with Disengage+ unintentionally granting Guard to corpses

Fixes and Updates

  • Fix attempt for missing Warlord mini-map icon
  • Fieldstone: Turn End Stress reduced from +2 to +1

Darkest Dungeon II – Ver. 1.04 (Darkside of the Mountain)

  • Release date: October 15th 2024 (North America, Europe) / October 16th 2024 (Japan)
  • Patch notes:
General:
  • Added Gamma Slider to adjust darkness
  • Added Traditional Chinese localization
Man-at-Arms

Wanderer

The Wanderer Path has been adjusted to provide a more balanced arrangement of tanking, support, and offensive options

  • Bellow SPD debuff reduced from -3 to -2
  • Bellow+ SPD debuff reduced from -5 to -3
  • Courageous Abandon has been reworked to improve access to the DMG cap, flexibility, and thematic tone
  • Courageous Abandon and Courageous Abandon+ target ranks increased from 1 to 1 2
  • Courageous Abandon and Courageous Abandon+ cooldown removed
  • Courageous Abandon and Courageous Abandon+ now require at least 1 Block or Block+ token to use
  • Courageous Abandon DMG increased from 3-6 to 6-8
  • Courageous Abandon passive buff DMG range adjusted from 9-18 to 12-16
  • Courageous Abandon+ DMG increased from 5-7 to 8-10
  • Courageous Abandon+ passive buff DMG range adjusted from 15-21 to 16-20
  • Courageous Abandon and Courageous Abandon no longer gain discrete DMG bonuses from different types of Block tokens
  • Courageous Abandon and Courageous Abandon+ now gains +100% DMG if you have 2 or more Block or Block+ tokens in any combination
  • Courageous Abandon+ now grants Execution 2 when used with 3 or more Block or Block+ tokens in any combination
  • Courageous Abandon and Courageous Abandon+ now prevent Block gain for 2 turns after use
  • Command+ cooldown increased from 0 to 1
  • Command+ Strength tokens increased from 1 to 2
  • Defender and Defender+ now have a cooldown of 1
  • Hold The Line+ Immobilize tokens increased from 1 to 2
  • Stand Fast and Stand Fast+ now grant 2 Taunt tokens
  • Stand Fast+ no longer clears Combo
  • Stand Fast cooldown increased from 2 to 3 to better match Leper’s Withstand
  • Stand Fast+ cooldown increased from 1 to 3 to better match Leper’s Withstand
  • Fixed an issue with Strategic Withdrawal not correctly providing Death’s Door effects if the skill missed

Sergeant

The Sergeant Path has been reworked to provide more direct access to support options and improve viability for back rank placement

  • Sergeant no longer has a chance to grant +50% Bleed/Blight/Burn RES to an ally on turn start
  • Sergeant no longer grants +100% innate Move RES
  • Crush, Rampart, Hold the Line, Courageous Abandon, and Strategic Withdrawal no longer have reduced DMG on this Path
  • Bolster is no longer affected by this Path
  • Bellow and Bellow+ now target all Heroes that are ahead of the Man-at-Arms in the lineup instead of all enemies
  • Bellow and Bellow+ launch ranks changed from 1 2 3 4 to 2 3 4 accordingly
  • Bellow and Bellow+ are no longer considered Ranged skills
  • Bellow and Bellow+ can no longer CRIT
  • Bellow and Bellow+ no longer debuff SPD or remove CRIT and Riposte tokens
  • Bellow and Bellow+ cooldown increased from 1 to 2
  • Bellow and Bellow+ now provide a +3 SPD buff to all targets
  • Bellow+ now removes 1 Negative token from all targets
  • Command+ cooldown increased from 0 to 1
  • Command and Command+ can now self-target
  • Command and Command+ no longer clear Blind
  • Command and Command+ no longer grant Strength
  • Command and Command+ now grant a buff to target Hero that causes their next successful hit to apply Combo to all struck targets; this buff remains until a successful hit is registered or the battle ends
  • Command+ now grants a Speed token
  • Crush and Crush+ launch ranks adjusted from 1 2 to 2 3 4
  • Crush and Crush+ target ranks reduced from 1 2 3 to 1 2
  • Crush and Crush+ no longer heal the MAA when hitting a target with Combo
  • Crush and Crush+ now provide an unconditional 2 point heal to all Heroes ahead of the MAA when hitting a target with Combo
  • Crush+ now grants 1 Immobilize to the Man-at-Arms when used
  • Retribution+ cooldown increased from 1 to 2
  • Retribution and Retribution+ now target all Heroes ahead of the Man-at-Arms in the lineup
  • Retribution now grants a Strength token to any target under 75% health
  • Retribution+ now grants a Strength token to any target under 100% health
  • Retribution+ now grants a CRIT token to any target under 25% health
  • Stand Fast and Stand Fast+ launch ranks changed from 1 2 to 1 2 3 4
  • Stand Fast and Stand Fast+ can now target any ally, including the Man-at-Arms
  • Stand Fast and Stand Fast+ no longer grant Block tokens or a recurring Block buff
  • Stand Fast+ cooldown increased from 1 to 2
  • Stand Fast now grants +30% Bleed/Blight/Burn RES for 3 turns
  • Stand Fast now grants +35% Move RES for 3 turns
  • Stand Fast+ now grants +50% Bleed/Blight/Burn RES for 3 turns
  • Stand Fast+ now grants +70% Move RES for 3 turns

Bulwark

The Bulwark Path has been reworked to better define its identity as a control tank rather than a soak tank

  • Bulwark no longer penalizes Crush DMG
  • Bellow and Bellow+ no longer debuff target SPD
  • Bellow and Bellow+ CRIT values have been removed accordingly
  • Bellow and Bellow+ now remove all Strength tokens from targets
  • Bellow+ cooldown has been removed
  • Hold the Line and Hold the Line+ no longer apply Immobilize to the Man-at-Arms to make him more performant in dance comps
  • Hold the Line and Hold the Line+ no longer innately pierce 10% Stun RES
  • Hold the Line+ no longer inflicts Stun vs. Combo
  • Hold the Line+ CRIT increased from 10% to 15%
  • Hold the Line and Hold the Line+ now inflict Stun if the MAA has 2+ Block or Block+ tokens in any combination
  • Hold the Line and Hold the Line+ now consume 2 Block or Block+ tokens (prioritizing Block) if the Stun threshold is met
  • Hold the Line+ now grants +30% Stun RES piercing if the MAA has 3+ Block or Block+ tokens in any combination
  • Hold the Line+ consumes an additional Block or Block+ tokens (prioritizing Block) if the Stun RES piercing threshold is met
  • Hold the Line+ now grants 1 Block+ instead of 2 Block
  • Hold the Line DMG has been reset to its normal base of 3-6 to counterbalance the improved stun capabilities
  • Hold the Line+ DMG has been reset to its normal base of 4-7 to counterbalance the improved stun capabilities
  • Rampart+ no longer inflicts Stun vs. Combo
  • Rampart and Rampart+ no longer inflict Daze
  • Rampart and Rampart+ no longer innately pierce 10% Stun RES
  • Rampart and Rampart+ now inflict 2 Immobilize if the MAA has 2+ Block or Block+ tokens in any combination
  • Rampart and Rampart+ now consume 2 Block or Block+ tokens (prioritizing Block) if the Immobilize threshold is met
  • Rampart+ now grants +30% Move and Debuff RES piercing if the MAA has 3+ Block or Block+ tokens in any combination
  • Rampart+ consumes an additional Block or Block+ tokens (prioritizing Block) if the Move and Debuff RES piercing threshold is met
  • Rampart+ knockback increased from 1 to 2
  • Rampart DMG has been reset to its normal base of 3-5 to counterbalance the improved control capabilities
  • Rampart+ DMG has been reset to its normal base of 4-6 to counterbalance the improved control capabilities
  • Rampart+ CRIT increased from 5% to 10%
  • Riposte now has a 33% chance to inflict Daze on the target
  • Stand Fast and Stand Fast+ launch ranks increased from 1 2 to 1 2 3 4
  • Stand Fast and Stand Fast+ no longer apply Taunt on this Path, making it easier to generate needed Block tokens to fuel Rampart / Hold the Line without drawing attention
  • Stand Fast+ still clears Combo like the old Wanderer version, helping to avoid drawing attention
  • Stand Fast+ cooldown increased from 1 to 2

Vanguard

The Vanguard Path has been reworked to expand its combat options in ways better suited to the Path’s theme of sacrificing defense for offense

  • Vanguard no longer grants +20% HP
  • Vanguard no longer penalizes Bleed/Blight/Burn RES by 20%
  • This Path no longer affects Crush
  • Courageous Abandon and Courageous Abandon+ launch ranks changed from 1 to 1 2
  • Courageous Abandon and Courageous Abandon+ target ranks increased from 1 to 1 2
  • Courageous Abandon and Courageous Abandon+ no longer pierce Block
  • Courageous Abandon and Courageous Abandon+ do not gain +DMG bonuses from Block tokens on this Path
  • Courageous Abandon and Courageous Abandon+ do not remove or prevent the MAA from acquiring Block tokens on this Path
  • Courageous Abandon and Courageous Abandon+ base DMG adjusted to 4-6
  • Courageous Abandon CRIT chance reduced from 10% to 5%
  • Courageous Abandon+ CRIT chance reduced from 20% to 15%
  • Each use of Courageous Abandon increases the DMG of the skill by 2 for the remainder of the battle; this stacks up to 3 times
  • Each use of Courageous Abandon decreases the Vanguard’s max HP by 6 for the remainder of the battle; this stacks up to 3 times
  • Each use of Courageous Abandon+ increases the DMG of the skill by 2 for the remainder of the battle; this stacks up to 5 times
  • Each use of Courageous Abandon+ decreases the Vanguard’s max HP by 4 for the remainder of the battle; this stacks up to 5 times
  • Riposte DMG on this Path has been reset from 4-7 to its base value of 3-5
  • Each use of Riposte increases the DMG of the skill by 1 for the remainder of the battle; this stacks up to 5 times
  • Each use of Riposte reduces the Vanguard’s Bleed/Blight/Burn RES by 8% for the remainder of the battle; this stacks up to 5 times
  • Bellow and Bellow+ are now self-target skills; all previous effects have been removed
  • Bellow and Bellow+ are no longer considered Ranged skills accordingly
  • Bellow and Bellow+ no longer have CRIT values
  • Bellow and Bellow+ apply 2 stack of the Courageous Abandon buff and debuff when used
  • Bellow and Bellow+ apply 2 stack of the Riposte buff and debuff when used
  • Bellow deals 2 point of Stress damage to the Man-at-Arms
  • Bellow+ deals 1 points of Stress damage to the Man-at-Arms
  • [Comm] Bellow+ will suppress Courageous Abandon or Riposte debuffs for 4 turns if activated when the relevant debuff stack is at its limit
  • Buff/debuff stacks granted by Bellow will not exceed the stack limits determined by the individual skills (i.e. 3 stacks for Courageous Abandon, 5 stacks for Courageous Abandon+, 5 stacks for Riposte)
  • Bellow and Bellow+ will not grant any buff/debuff stacks for Courageous Abandon if the skill is not equipped.  Riposte is always considered to be equipped.
  • Stand Fast and Stand Fast+ launch ranks increased from 1 2 to 1 2 3
  • Stand Fast cooldown increased from 2 to 3
  • Stand Fast+ cooldown increased from 1 to 3
  • Stand Fast and Stand Fast+ no longer generate Block or Taunt tokens
  • Stand Fast and Stand Fast+ now remove all Vanguard (Courageous Abandon, Riposte) buffs and debuffs when used
  • Stand Fast and Stand Fast+ now heal 10% for every 2 Vanguard buffs removed, to a maximum of 50% at 10 stacks (5x Courageous Abandon, 5x Riposte)
  • Stand Fast+ now heals 1 Stress for every 2 Vanguard debuffs removed, to a maximum of 5 (5x Courageous Abandon, 5x Riposte)

Trinkets

  • Price of Pride: Replaced Bellow Skill: Stun Token (10%) with Self: Rampart Skill: Riposte Token
  • Standard of the Ninth: Removed Gain On Miss: If Rank = 1 Weak Token and Courageous Abandon Skill: +50% CRIT. Added Apply to Attacker When Hit: Remove 1 Positive Token and Gain when Crit: Weak Token
  • Undeserved Commendation: Reworked to Target: Heroes: Crit Token (10%), Command Skill: Block Token & Taunt Token, Apply On Miss: All Allies Behind: +1 Stress
Jester
  • Finale and Finale+ are now considered Ranged skills on all Paths

Wanderer

The Wanderer retains his previous identity as a flexible unit with some improved support and increased rank manipulation options

  • Battle Ballad and Battle Ballad+ target ranks increased from 2 3 4 to 1 2 3 4
  • Battle Ballad and Battle Ballad+ now have a cooldown of 1
  • Battle Ballad+ no longer clears Combo
  • Battle Ballad+ now provides an additional Strength token in the event that it doesn’t land the 15% chance of a CRIT token, so it will always provide 2 tokens instead of only a chance of 2
  • Battle Ballad+ forward movement increased from 1 to 2 ranks
  • Encore and Encore+ now apply 2 Bleed to the target (formerly the Intermezzo version of this skill, now the default version)
  • Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
  • Finale and Finale+ cooldown increased from 2 to 3
  • Finale now heals 1 Stress if it kills the target
  • Finale+ now heals 2 Stress if it kills the target
  • Finale+ now has an Execution value of 1
  • Harvest+ CRIT chance increased from 5% to 10%
  • Play Out and Play Out+ target ranks increased from 1 2 3 to 1 2 3 4
  • Play Out+ movement increased from Back 1 to Back 2

Virtuoso

The Virtuoso Path has been reworked as a stress management specialist with a variety of team-supporting Encore effects

  • This Path no longer gains additional HP or SPD
  • This Path no longer penalizes Bleed, Blight, or Burn RES
  • This Path no longer randomly applies a +100% Stress RES buff to allies
  • Encore has been reworked into a unique version for this Path
  • Encore and Encore+ launch ranks increased from 3 4 to 1 2 3 4
  • Encore and Encore+ move the Jester back 2 ranks when used
  • Encore and Encore+ no longer have a cooldown
  • Encore and Encore+ no longer provide an Extra Action
  • Encore and Encore+ now target all allies, excluding the Jester
  • Encore now has a Use Limit of 2x per battle
  • Encore+ now has a Use Limit of 4x per battle
  • Encore and Encore+ receive unique bonuses from Battle Ballad, Echoing March, Inspiring Tune, Play Out, and Solo
  • Encore and Encore+ clear all “Next Encore” buffs when used
  • “Next Encore” buffs provided by the above skills will only be applied if Encore is equipped
  • Battle Ballad and Battle Ballad+ on this Path match the Wanderer version with the following exceptions:
  • Battle Ballad+ does not increase the number of ranks it moves the target
  • Battle Ballad causes the next Encore to grant Strength to all targets
  • Battle Ballad+ causes the next Encore to grant Strength (85%) or CRIT (15%) to all targets
  • Echoing March and Echoing March+ have been reworked as knockback skills
  • Echoing March and Echoing March+ target ranks adjusted from 2 3 4 to 1 2 3
  • Echoing March pull 1 changed to knockback 1
  • Echoing March debuff of Turn Start: pull 1 changed to Turn Start: knockback 1
  • Echoing March+ pull 2 changed to knockback 2
  • Echoing March+ debuff of Turn Start: pull 2 changed to Turn Start: knockback 1
  • Echoing March causes the next Encore to grant +2 SPD for 3 turns
  • Echoing March+ causes the next Encore to grant +3 SPD for 3 turns
  • Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
  • Finale and Finale+ cooldown increased from 2 to 3
  • Finale has a 50% chance per ally to heal 1 Stress if it kills the target
  • Finale+ has a 67% chance per ally to heal 1 Stress if it kills the target
  • Inspiring Tune+ no longer removes Horror
  • Inspiring Tune+ grants +100% Stress RES for 2 turns if the target has 7 or more Stress
  • Inspiring Tune causes the next Encore to grant +25% Stress RES to all targets for 2 turns
  • Inspiring Tune+ causes the next Encore to grant +33% Stress RES to all targets for 2 turns
  • Play Out and Play Out+ on this Path match the Wanderer version with the following exceptions:
  • Play Out+ does not increase the number of ranks it moves the target
  • Play Out and Play Out+ cause the next Encore to grant Block to all targets
  • Play Out+ causes the next Encore to clear Combo from all targets
  • Solo and Solo+ launch ranks increased from 3 4 to 2 3 4
  • Solo and Solo+ now target all enemies who have Combo
  • Solo and Solo+ no longer have a cooldown
  • Solo and Solo+ forward movement reduced from 3 to 2
  • Solo no longer applies Combo
  • Solo applies a random (weighted) Negative token to all enemies with Combo and consumes the Combo
  • Solo+ re-applies the Combo to all targets
  • Solo+ 2x Dodge+ tokens have been reduced to 2x Dodge
  • Solo now has a native CRIT chance of 5% and benefits from CRIT tokens
  • Solo+ now has a native CRIT chance of 10% and benefits from CRIT tokens
  • Solo causes the next Encore remove 1 Negative token (67% chance) from all targets
  • Solo+ causes the next Encore to remove 1 Negative token from all targets

Soloist

The Soloist Path has been reworked to focus on direct damage and self-sustainability via craftable Finale effects

  • This Path no longer penalizes HP
  • This Path no longer penalizes SPD
  • This Path increases the DMG of the next Finale by +2 whenever the Jester is missed by an attack, to a maximum of 3 stacks
  • This Path increases the DMG of melee skills by +1 until the end of combat whenever the Jester is missed an attack, to a maximum of 3 stacks
  • This Path no longer affects Razor’s Wit, Fade to Black, or Slice Off
  • Finale and Finale+ DMG returned to Wanderer values
  • Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
  • Finale and Finale+ no longer have a cooldown
  • Finale and Finale+ backwards movement reduced from 3 to 2
  • Finale and Finale+ now have a Use Limit of 3x per battle
  • Finale and Finale+ receive unique bonuses from Battle Ballad, Harvest, and Play Out
  • “Next Finale” buffs provided by the above skills will only be applied if Finale is equipped
  • Finale and Finale+ consume all “Next Finale” and “Melee DMG” buffs when used
  • Finale and Finale+ store all consumed buffs as “Last Finale” buffs if Encore is equipped; these buffs are inactive and provide no benefit on their own
  • Encore has been reworked into a unique version for this Path
  • Encore and Encore+ no longer provide an Extra Action
  • Encore and Encore+ launch ranks increased from 3 4 to 1 2 3 4
  • Encore has a cooldown of 4
  • Encore+ has a cooldown of 2
  • Encore and Encore+ are now self-target skills
  • Encore and Encore+ restore all inactive “Last Finale” buffs to their active “Next Finale” state; this includes any stored “Melee DMG” stacks
  • “Last Finale” bonuses for Finale DMG and Melee DMG will be added to any active stacks (up to the 3 stack cap) rather than replacing them during restoration
  • Encore and Encore+ now move the Jester forward 1
  • Encore+ now grants a Speed token
  • Battle Ballad and Battle Ballad+ on this Path match the Wanderer version with the following exceptions:
  • Battle Ballad+ does not increase the number of ranks it moves the target
  • Battle Ballad causes the next Finale to ignore Blind tokens
  • Battle Ballad+ causes the next Finale to Ignore Dodge and Blind tokens
  • Harvest DMG increased from 3-4 to 3-5
  • Harvest CRIT reduced from 15% to 5%
  • Harvest+ DMG increased from 3-5 to 4-6
  • Harvest+ CRIT reduced from 15% to 10%
  • Harvest and Harvest+ launch ranks increased from 2 3 to 1 2 3
  • Harvest and Harvest+ no longer innately pierce Bleed RES
  • Harvest and Harvest+ no longer inflict Bleed
  • Harvest heals the Jester for 10% per Bleeding target hit
  • Harvest+ heals the Jester for 15% per Bleeding target hit
  • Harvest causes the next Finale to grant the Jester a 20% heal
  • Harvest+ causes the next Finale to grant the Jester a 30% heal
  • Play Out and Play Out+ on this Path match the Wanderer version with the following exceptions:
  • Play Out+ does not increase the number of ranks it moves the target
  • Play Out causes the next Finale to ignore Guard tokens
  • Play Out+ causes the next Finale to ignore Block and Guard tokens
  • Solo has been reworked as a risk/reward tanking skill
  • Solo and Solo+ launch ranks increased from 3 4 to 2 3 4
  • Solo and Solo+ are now self-target skills
  • Solo and Solo+ no longer apply Combo
  • Solo and Solo+ no longer grant Speed
  • Solo and Solo+ cooldown increased from 1 to 2
  • Solo and Solo+ now grant 2x Taunt tokens

Intermezzo

The Intermezzo Path has been refined to further emphasize its focus on Bleed and unpredictable support

  • Battle Ballad and Battle Ballad+ retain the former Wanderer target ranks of 2 3 4
  • Battle Ballad+ no longer clears Combo
  • Battle Ballad and Battle Ballad+ can no longer apply Dodge+ or Block tokens
  • Battle Ballad’s (weighted) random bonus token list has been adjusted to select from Strength, CRIT, or Speed tokens
  • Battle Ballad+ adds a 5% jackpot chance of Extra Action to that list and increases the weighting of CRIT
  • Echoing March no longer applies the “On Move: Bleed” debuff when unmastered
  • Echoing March+ pull reduced from 2 to 1 to maximize value from the “On Move: Bleed” debuff
  • Echoing March+ continuous pull debuff reduced from 2 to 1 for the same reason
  • Echoing March+ now only rolls a single Debuff RES check when applying both debuffs; either both will apply or both will be resisted
  • Encore and Encore+ are no longer affected by this Path as the former Intermezzo version is the new default
  • Finale and Finale+ cooldown increased from 2 to 3
  • Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
  • Finale+ now deal an additional +50% DMG vs. a Bleeding target
  • Inspiring Tune and Inspiring Tune+ target ranks increased to full party AoE
  • Inspiring Tune and Inspiring Tune+ cooldown increased from 1 to 2
  • Inspiring Tune stress heal reduced from 2 to 1
  • Inspiring Tune+ stress heal reduced from 3 to 1
  • Inspiring Tune+ no longer grants a +20% Stress RES buff
  • Inspiring Tune+ no longer removes Horror
  • Inspiring Tune targets all Heroes with 5+ Stress
  • Inspiring Tune heals 1 Stress on all targets, plus an additional 1 Stress if the target has Bleed
  • Inspiring Tune+ expands targeting to any Hero with 5+ Stress or Bleed
  • Inspiring Tune+ separately heals 1 Stress if the target is Bleeding and 1 Stress if the target has 5+ Stress, allowing minor Stress healing of targets who are under the normal Stress threshold
  • Inspiring Tune and Inspiring Tune+ Bleed decreased from 2 (3 Turns) to 1 (3 Turns) to account for its AoE nature
  • Play Out and Play Out+ retain the former Wanderer target ranks of 1 2 3
  • Play Out+ retains the former Wanderer backward move value of 1
  • Play Out+ no longer clears Combo
  • Play Out and Play Out+ can no longer apply Strength or CRIT tokens
  • Play Out’s (weighted) random bonus token list has been adjusted to select from Block, Dodge, or Speed tokens
  • Play Out+ improves those to Block+, Dodge+, Speed, or a jackpot 100% heal; this heal has no threshold
  • Solo and Solo+ no longer grant Speed
  • Solo and Solo+ now have an innate 5% CRIT chance to support Bleed application

Trinkets

  • Busker’s Haul: Overhauled to have Target: Hero: Dodge (20%), Target: Play Out Skills: Remove1 Negative Token, Target: Battle Ballad Skills: Turn Start: Forward 1 (1 Turns), and Turn End: If Relics in inventory < 25: +1 Stress (25%)
  • Royal Summons: Removed Target: Play Out Skills: Remove 1 Negative Token and Turn End: If Rank = 4: Add 1 Taunt Token. Added Gain On Crit:All Allies Behind: Add 1 Positive Token and Gain When Hit: Forward 1
  • Severed Finger: Replaced Slice Off Skills: +2 Bleed Dealt with Round Start: If Bleed: Add 1 Positive Token. Changed +1 Bleed Received to +1 Bleed Duration Received.
Vestal

Adjustments have been made to improve some skill synergies and make certain effects more accessible

Wanderer

  • Divine Grace HP threshold increased from 25% to 33%
  • Divine Grace base healing value reduced from 25% to 20%
  • Divine Grace+ now gains +10% chance to CRIT heal at 3x Conviction in addition to the +10% Healed
  • Hand of Light launch ranks increased from 1 2 to 1 2 3
  • Illumination and Illumination+ now inflict Daze
  • Illumination and Illumination+ now have an innate 5% CRIT chance and can consume CRIT tokens
  • Mantra and Mantra+ can now be used from all ranks
  • Mantra now benefits from Conviction
  • Mantra now gains +10% healed, for a total of 20%, at 2x Conviction
  • Mantra now gains an additional +10% healed, for a total of 30%, at 3x Conviction
  • Mantra+ heal bonus at 2x Conviction has been increased from +10% to +20%
  • Mantra+ tooltip format corrected to be consistent with Divine Grace’s Conviction presentation

Chaplain

  • Path Seal description has been updated
  • Now has a 60% chance to receive an additional Conviction token when being CRIT
  • Hand of Light DMG increased from 1-2 to 2-3 to match Wanderer
  • Hand of Light+ DMG increased from 1-2 to 3-4 to match Wanderer
  • Ministrations is now a Path skill
  • Ministrations launch ranks changed from 3 4 to 1 2
  • Mantra and Mantra+ cooldown increased from 1 to 2
  • Mantra and Mantra+ no longer require that a target has Guard
  • Mantra is now a self-target skill
  • Mantra now benefits from Conviction
  • Mantra now gains +10% healed, for a total of 20%, at 2x Conviction
  • Mantra now heals 2 Stress at 3x Conviction
  • Mantra+ base heal reduced from 15% to 10%
  • Mantra+ heal bonus at 2x Conviction increased from +10% to +20%
  • Mantra+ will additionally target any Heroes with Guard, applying Mantra effects at half strength to them
  • Mantra+ tooltip format corrected to be consistent with Divine Grace’s Conviction presentation

Confessor

  • Updated Confessor Conviction token description to use “RES Piercing” language instead of “Chance”
  • Updated Confessor Path Seal text to use “RES Piercing” language instead of “Chance”
  • Hand of Light launch ranks changed from 1 2 to 2 3
  • Hand of Light+ DMG increased from 1-2 to 2-3
  • Judgement DMG slightly increased from 3-5 to 4-6
  • Judgement+ DMG slightly increased from 4-7 to 5-8
  • Judgement+ CRIT increased from 5% to 10%
  • Judgement Weak tokens at 2x Conviction increased from 1 to 2
  • Judgement now also inflicts Daze at 3x Conviction
  • Judgement+ now also inflicts Stun at 3x Conviction
  • Mantra and Mantra+ can now be used from all ranks
  • Mantra and Mantra+ cooldown increased from 0 to 3
  • Mantra and Mantra+ no longer interact with Consecrations
  • Mantra and Mantra+ now target any Heroes with a Negative token
  • Mantra now benefits from Conviction
  • Mantra now removes 2 Negative tokens at 2x Conviction
  • Mantra now gains +10% healed, for a total of 20%, at 3x Conviction
  • Mantra+ now removes 3 Negative tokens at 2x Conviction
  • Mantra+ now gains +15% healed, for a total of 25%, at 3x Conviction
  • Mantra+ tooltip format corrected to be consistent with Divine Grace’s Conviction presentation

Trinkets

  • Icon of the Light: Changed +2 Regen Dealt while in Rank 4 to +1 Regen Dealt or +2 Regen Dealt when Flame is 100. Changed Melee Skills: -50% DMG to Gain When Crit: Flame -5 (66%).
  • Profane Scroll: Reworked to +1-2 DMG, If Flame < 50: +30% Stun RES Piercing, Self: Ally Behind: Hand of Light Skill: Guard x2, Gain On Miss: +1 Stress (25%)
HEROES
Flagellant
  • Fixed an issue preventing Fester and Fester+ from being affected by Blight amount/duration/RES Piercing buffs and debuffs
Runaway
  • Firefly and Firefly+ Combo effect now correctly applies to an adjacent monster even if the target dies
  • Ransack and Ransack+ Combo effect now correctly applies to an adjacent monster even if the target dies
  • Fixed an issue preventing Firefly and Firefly+ Combo Burn from being affected by Burn amount/duration/RES Piercing buffs and debuffs
  • Fixed an issue preventing Ransack and Ransack+ Combo Burn from being affected by Burn amount/duration/RES Piercing buffs and debuffs
THE BINDING BLADE
Crusader
  • [Comm] Wanderer Rallying Cry has been reworked
  • Rallying Cry now removes all Blind, Weak, and Vulnerable tokens from a target
  • Rallying Cry+ now also removes all Blind, Weak, and Vulnerable tokens from the Crusader
Duelist
  • Fixed an issue with the Intrepide Path’s buffs incorrectly stacking beyond 5
ENEMIES
Cultists
  • Altar: will no longer attempt to use the Altar of Cowardice or Altar of Obsession skill if there are no valid targets
  • Cardinal: Entropic Star launch ranks adjusted from 4 to 3 4; this increases its availability and, in most battlefield positions, reduces the frequency of Hollow Vessel as a result
  • Cardinal: Entropic Star now has a cooldown of 1
  • Cardinal: Entropic Star now inflicts a weighted selection of either Blind, Weak, or Daze instead of a Vulnerable token
  • Evangelist: Nocturne Commune now grants 1 Death Armor if the Evangelist is on Death’s Door
Gaunts
  • Ghoul: Skull Toss cooldown increased from 0 to 1
  • Ghoul: Rend launch ranks increased from 1 2 to 1 2 3 4 to prevent a back rank Ghoul from having no attack options if both Skull Toss and Howl are on cooldown
  • Ghoul: Adjusted skill weighting to slightly favor Rend
Lost Battalion
  • Foot Soldier: Atrophic Cut no longer reduces Bleed/Blight/Burn RES in order to improve clarity of skill’s debuff results
Pillagers
  • Hatchetman: Finishing Blow has been adjusted to provide value to the act of Guarding the skill’s target
  • Hatchetman: Finishing Blow DMG reduced from 6-7 to 3-5
  • Hatchetman: Finishing Blow DMG increases by +100% if the target has Combo
  • Implication: MISFIRE! now properly counts as a missed attack and will no longer trigger On Hit effects from Ordainment, trinkets, etc.
The Sluice
  • Increased spawn rate of Hard Swine mashes during Resist encounters
  • Slightly increased the chances of the Shambler appearing at Road Encounters in Shadowy or lesser light
MINIBOSSES
Collector
  • No longer spawns when Trophies are in the inventory, a Trophy must now be equipped. 
  • Improved Academic View skill descriptions for Collected Heads.
LAIR BOSSES
Leviathan
  • Breath of the Sea no longer removes a Dodge token from targets alongside its guaranteed hit
  • Eyes of the Deep and Eye of the Deep no longer remove a Dodge token from targets alongside their guaranteed hit
CONFESSION 4 Boss

SPOILER BELOW

  • Teardown now ignores Stealth when target has You’re Next token
GAMEPLAY
  • Stew Pot: Chance to produce items increased from 14% to 20%
  • Explosives Magazine: Chance to produce items increased from 11% to 20%
  • Tinker’s Bench: Chance to produce items increased from 11% to 20%
  • Cruel Intent: Reworked to Combat Start: Blind x2, Gain on Crit: Blind x1, and Gain on Miss: +10% CRIT (1 Battle).
  • Snap Judgment: Replaced If Last in Turn Order: Add 1 Negative Token with If Last in Turn Order: -6 SPD.
  • Duration for DOTs now appear in more tooltips
  • Combat Items now use dynamic strings for tooltips resulting in minor description differences with no functional changes
  • Loot tables have been refactored to accommodate modding and future initiatives that should result in no functional changes
  • Character Sheet Path Seals are now limited to the same width as their Crossroads counterparts, giving them a consistent look
  • Fixed issue where The Shroud and The Foetor Almanacs were appearing at specific inns while on Denial

Darkest Dungeon II – Ver. 1.03

  • Release date: August 29th 2024 (North America, Europe, Japan)
  • Patch notes:
  • Fix for an infinite loading issue
  • Improved stability (updated FMOD that fixes some of the crashes)
  • Fix for trinkets that got unequipped
  • Fix for duplicated skills
  • Fixed case that prevented player from changing the hero path
  • Placeholder text for Bounty Hunter bark corrected
  • Fix for cases when user could move trinket to another category in menu
  • Fixed navigation in Inn after closing hero sheet
  • Fixed mastery trainer reset
  • Sort button in inventory that was unreachable by controller is fixed
  • Fixed infinite candles exploit
  • Fixed placeholder on MaA skill names for other languages than english
  • Fixed case that prevented player from changing the hero path in Polish localisation
  • Removed sort button in inventory that was unreachable by controller
  • Improved readability for Mastery trainer reset
  • Minor visual fixes
  • Various UI fixes

Darkest Dungeon II – Ver. 1.02

  • Release date: August 6th 2024 (North America, Europe, Japan)
  • Patch notes:
General

General Fixes

  • Fix to prevent progress loss (this was mainly reported on Xbox, but the fix we implemented will go to all platforms)
  • Fix for the black screen on obtaining relationship at Embark screen
  • Fixed the missing input for back button after character selection Encounters
  • Fixed the bug where players couldn’t continue after return to the main menu
  • Resolved the issue where Resistance Encounters didn’t reduce Loathing  
  • Reverted changes to Man-at-Arms that were an early WIP version for our upcoming PC patch
  • Fixed shaking that occurred while driving in a long game session
  • Resolved an issue where placeholder text would appear in Bounty Hunter barks
  • Fixed an issue where controller input would be lost during driving

General Improvements

  • Improved Stability (specifically fmod related crashes)
  • Fixes in Localisation
  • Various visual fixes
  • Various UI fixes
Nintendo Switch Specific Issues
  • Fixed the pink placeholder that would appear under the Crusader when he is on Death’s Door and gets maximum stress
  • Resolved an issue where party loadouts were not saving
Known Issues

Known issues

  • Missing strings for Man-at-Arms ability descriptions (this has been fixed and will be in the next patch)
  • FMOD related crash (this has been fixed and will be in the next patch)
  • Path change at Mastery Trainer doesn’t refresh skill button, leading to the same skill to appear twice (this has been fixed and will be in the next patch)
  • Inn – Opening hero sheet doesn’t hide Inn’s tooltip, obscuring other tooltips in hero sheet (this has been fixed and will be in the next patch)
  • Inaccessible Quirks (will be fixed in the next patch)
  • Duelists Corpse Showed a Bark (will be fixed in the next patch)
  • Audio Hiccup on Transition From Combat
  • Shrine of Reflection Narrator Dialogues Play Twice

How to download updates for Darkest Dungeon II on Nintendo Switch?

To download the updates for Darkest Dungeon II, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.