Dwarven Realms Patch Notes — June 23, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Important dates & times:
Server wipe: June 26th at 12:00 PM EST
Season launch: June 26th at 1:00 PM EST
Core Systems Overhaul: Damage & Scaling
To drastically expand build diversity and open up entirely new ways to play, we have fundamentally overhauled the core damage mechanics for Season 6.
The Damage Split: Player base damage has been officially split into two distinct categories: Physical and Elemental. This change allows for much deeper specialization, giving you the freedom to hyper-focus your build's identity.
New Damage Formula: We have completely reworked the underlying damage calculation formula. Because of this mechanical shift, you will notice that your overall damage output numbers will be lower during the later stages of the endgame compared to previous seasons.
Global Enemy HP Squish: To counterbalance the new damage formula, we have massively reduced enemy health pools across the board. The time-to-kill remains fluid, fair, and satisfying, ensuring the game feels better than ever without enemies turning into late-game damage sponges.
New Damage Formula:
Physical Damage Output = Base Physical Damage x (Stance Crit Damage + Crit Damage + Physical Damage Bonus + Stance Damage Bonus) x Primary or Secondary Multiplier x Boss Damage
Elemental Damage Output = Base Elemental Damage x (Offhand damage bonus + Base Offhand Multiplier + Affinity Damage Bonus) x Fire/Arcane/Lightning Damage x Boss Damage x Offhand Modifiers Damage
Offhand Changes
Death Blade: Summon a smaller Death Blade that circles around the primary Death Blade and deals 130% damage. Each time a small death blade spawns, it adds 15% damage to Arcane spike. (Previously 25%)
Death Blade: Extend the duration Death Blade stays on the field by 2 seconds .(Previously 4.5 seconds)
Delusion of Zelkors: Mages are no longer illusions and remain on the battlefield for an additional 0.5 seconds. (Previously 1.5 seconds)
Delusion of Zelkors: Spawn two additional mages. (Previously three additional mages)
Lightning Plasma: Lightning Plasma stays for an additional 0.75 seconds and deals +55% damage. (Previously 1.5 seconds)
Lightning Plasma: Fires two additional Lightning Plasmas, and deals an additional 10% based on Lighting Plasma range. (Previously 20%)
Lightning Totems: Totems stay for an additional 0.6 seconds and have a 50% chance to pulse with electricity when struck by lightning, dealing 150% damage. (Previously 25%)
Burning Shield: The Shield will stay an additional 2 seconds. When the shield dissipates, it triggers a Fire explosion dealing 500% base damage + 25% more damage based on the shield radius. (Previously Explosion damage was not stacking based on how many modifiers player have)
Carnage of Fire: Impact spawns a scorching fire that lasts 2 seconds and dealing 150% damage. (Previously 100%)
Carnage of fire projectile travels 60% faster.
Rain of Flames projectiles spawn 100% faster and travels 50% faster.
Spinning Blade: Shoots a shuriken from each blade, dealing 25% damage. For each shuriken, the spinning blades get 15% additional damage. (Previously 5%)
Spinning Blade: Spawns another Axe, dealing 30% more damage over a larger area. For each additional axe, gain 25% additional damage. (Previously 10%)
Dragon Flame: Increase radius of fire breath area by 40%, and 33% chance to deal Triple Damage. (Previously Double Damage)
Dragon Flame: The dragon stays for additional 2 seconds on the battlefield. (Previously 3 Seconds)
Toxicity: Pools last 2 seconds longer and deal 100% more damage based on pool size. (Previously 5 Seconds and 45% more damage)
Blood Dragons: The dragons jump towards the player, and deal bonus damage the closer they are to their target up to +100%. Now also affected by the bonus damage from Blood Dragons: Dragons gain a 25% chance to trigger a Dragon Burst that deals 200% damage. Dragon Burst deals an additional 33% based on dragon size.
Eye of the Storm: Eye of the Storm will stay for an additional 1 second, and increasing Eye of the Storm damage by 65% per 57% growth in size. (Previously 1.5 Seconds and 33% more damage)
Monograms Changes:
Gain 3 base Elemental Damage for every Energy point above 100. (Previously 2)
While in Berserker Fury state, gain 5% Elemental damage per 30 of your highest stat (Previously was divided to Fire/Arcane/Lightning monograms and per 40 of you highest stat)
Dark Shroud now also provides +3% Elemental Damage per stack (Previously was divided to Fire/Arcane/Lightning monograms and 2%)
Gain 2% Elemental Damage for every 10 essence available. (Previously 1.5%)
Gain 1.5 Elemental Damage for every 20 essence available.
Gain 1% Elemental Damage for every 40 of your highest stat. (Previously per 50)
For every 30 points of your highest stat, gain 1% Damage bonus. (Previously 20, now affect both damage types)
Gain 1 base Damage for every 75 of your highest stat (Previously 50, now affect both damage types)
Gain 0.15% Elemental Damage per Dark Shroud stack for every 50 of your highest stat (Previously 1.5%)
Shroud Master and Dark shroud bonuses applies for both damage types
Grants Phasing Trance, allowing you to move through enemies. While in Trance, gain 1.5% Damage bonus and 0.5% Boss Damage for every enemy you phase through - stacks up to 50. (Previously 2%, now affect both damage types)
Every 10 seconds of Phasing grants you 1% damage. Now applies for both damage types
Gain an additional 3% Elemental damage per Phasing Trance stack (Previously 2%)
While in Berserker Fury, gain 2% damage reduction each time you're hit. Upon reaching maximum damage reduction, gain +100 Physical damage.
Mastery monograms applies for both damage types
Drinking a potion will not heal you, Gain 15% Elemental damage per potion slot instead (Previously 5%)
Gain base Damage equal to 1% of your maximum Health. Now applies for both damage types
Environment & Maps
Map Revamps: We are in the process of completely overhauling and revamping all current maps in the game. To kick things off, the newly redesigned Ruptures 1-15 have already been implemented.
Toon Shader Reverted: We have completely removed the experimental toon shader that was introduced in Season 5, returning the game's visuals to their classic rendering style for a cleaner and more consistent experience.
UI
We are undertaking a massive, game-wide rework of the UI, HUD, and stations to make your gameplay experience smoother and more intuitive. Please note: This is a gradual rollout. You might temporarily encounter a few bugs, legacy screens, or older buttons from past seasons while we actively replace them.
Performance & Optimization
Offhand Calculations: Completely reworked the underlying offhand damage functions to run much more efficiently under the hood.
VFX Decluttering: Reduced global VFX particle counts across the game to heavily improve framerates during chaotic combat.
AI Efficiency: Optimized the underlying enemy AI logic.