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Patch Notes

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Content May 19, 2026

Boss Reworks, Cursed Set & QoL

Update 8 brings two full boss reworks — Shardmaw and the brand new Cursed Oculus — both built around three-phase encounters with telegraphed mechanics, prayer-flicking, and movement dodging. A new Cursed Set slots between Shardmaw and Templar tiers with full melee, ranged and magic kits available in ::infuse. Custom prayers receive a balance pass with a three-prayer activation cap. Item glow colours have been revamped into a clearer legend. ::infuse and ::forge ingredient lists have been cleaned up across the board — bloodbags, cursed attachments and dusts removed from Templar and costume recipes. Plus a long list of QoL fixes, including a fix for Slayer Helms not applying boss-task damage reduction correctly.

Shardmaw — Boss Rework REWORK

Shardmaw has been rebuilt from the ground up as a phased open-world boss. Multiple Shardmaws can now coexist in the arena and engage different players simultaneously, with all mechanics targeting only the player actively in combat with each instance. The fight progresses through three distinct phases as the boss takes damage, each adding new attacks, faster swings, and harder-hitting damage profiles.

Shardmaw — three-phase rework with shard volleys, fans, maw inhale and a P3 style cycle.

Phase Structure

Phase 1 — Whole HP > 66%
Standard melee swings mixed with Shard Volley telegraphs. Easy to learn the dodge rhythm before tougher mechanics layer in.
70% Standard Melee (max 300) · 30% Shard Volley
Phase 2 — Splintered 33% – 66%
Shardmaw's body fractures. Shard Fan and Maw Inhale come online. Attack speed increases by 1 tick. Melee max-hit increases to 350.
35% Volley · 30% Shard Fan · 15% Maw Inhale · 20% Melee
Phase 3 — Devour HP < 33%
Shardmaw devours its own shards and unlocks a three-style attack cycle. Every attack hits for up to 700 damage. Attacks are guaranteed to alternate style — prayer flicking is mandatory every single attack. Attack speed increases by another tick (−2 from base).
Cycles Melee SlamMagic ProjectileRanged Projectile (anti-repeat random — never fires the same style twice in a row).

Attack Breakdown

Standard Melee
P1 70% / P2 20%
Heavy punch swing using normal accuracy/defence rolls. Max 300 in P1, 350 in P2.
Protect from Melee
Shard Volley
P1 30% / P2 35%
A brown spike-ball telegraph appears on your current tile and a projectile arcs toward it. After a 4-tick delay, the tile explodes for 200–400 damage.
⚠ Dodge: Step off the marked tile during the telegraph window. Standing still = guaranteed hit. Prayer does not reduce this damage.
Move Off Tile
Shard Fan
P2 30%
A 5-tile cross telegraph (your tile + 4 adjacent) explodes for 250–500 damage on impact. Only your current tile at the moment of detonation deals damage.
⚠ Dodge: Move one tile in any direction during the 4-tick telegraph — your starting tile will still flash, but adjacent tiles are safe.
Move Off Tile
Maw Inhale
P2 15%
A whirlpool vacuum telegraph forms over Shardmaw with a 6-tick countdown. On resolution, you are pulled to the boss and hit for 900 damage.
✓ Counter A: Be 8+ tiles away at resolution — disengage entirely, no damage.
✓ Counter B: Have Protect from Melee active — damage halved to 450.
Distance / Protect Melee
P3 Melee Slam
P3 cycle
Shardmaw lunges and a shockwave erupts under your tile with a 4-tick windup. Direct damage 1–700.
Protect from Melee halves to 1–350. The windup is your prayer-swap window.
Protect from Melee
P3 Magic Projectile
P3 cycle
A purple corp sphere arcs from Shardmaw to you. Direct damage 1–700.
Protect from Magic halves to 1–350. Watch the projectile launch — that's the signal to flick.
Protect from Magic
P3 Ranged Projectile
P3 cycle
A spike-ball projectile fires from Shardmaw with the same flight time as the Magic attack. Direct damage 1–700.
Protect from Missiles halves to 1–350. Identify by the brown projectile (vs purple for magic).
Protect from Missiles

Damage Profile

AttackPhaseMax DamageCounter
Standard Melee P1 / P2 300 / 350 Protect from Melee
Shard Volley P1 / P2 400 Move off telegraph tile
Shard Fan P2 500 Move 1 tile in any direction
Maw Inhale P2 900450 8+ tiles away OR Protect Melee
P3 Melee Slam P3 700350 Protect from Melee
P3 Magic P3 700350 Protect from Magic
P3 Ranged P3 700350 Protect from Missiles

Strategy & Tips

  • 🎯 The Shard Volley telegraph appears on your current tile when the attack fires — keep moving constantly in P1 and you'll never get hit by it.
  • 🌀 When you see the vacuum whirlpool form over Shardmaw, immediately walk 8+ tiles away. You have 6 ticks — plenty of time to disengage. If you can't make distance, slap on Protect from Melee before the resolution tick.
  • 🔄 In Phase 3, the boss guarantees a different style every attack — so prayer flicking has a definite payoff. Read the attack tell: melee = lunge animation, magic = purple projectile, ranged = spike-ball projectile.
  • Phases 2 and 3 each cut 1 tick off Shardmaw's attack speed. The fight gets aggressive fast — bring brews and have your prayer flick rhythm sharp by the time HP drops under 33%.
  • 💬 Listen to the taunts — Shardmaw force-chats a different line for each dodge attack (Volley / Fan / Inhale / Melee). Once you learn the lines, you can react before the graphic finishes loading.

Cursed Oculus — Boss Rework NEW BOSS

The Cursed Oculus joins Shardmaw as a phased open-world boss with deliberately different mechanical feel. Where Shardmaw is about three-way prayer flicking and spatial dodging, the Oculus is a two-way magic/ranged pressure fight built around its signature mechanic: the Hex stack system. Every Cursed Gaze applied stacks Hex on you, and every Hex stack amplifies the damage you take from the Oculus's other attacks. Let stacks build up unchecked and a Phase 3 Maw Bite will kill you outright.

Cursed Oculus — three-phase encounter with Hex stack pressure and a catastrophic Maw Bite in P3.

The Hex System SIGNATURE

How Hex Works

Cursed Gaze applies 1 Hex stack. No direct damage — it's a debuff projectile only. Max 5 stacks.
Each Hex stack increases the damage you take from the Oculus by +50% per stack in Phase 2 and +75% per stack in Phase 3.
Stacks decay 1 per 30 ticks if not refreshed. Damaging attacks from the Oculus consume 1 stack on hit.
At 3+ stacks in Phase 3, the Maw Bite damage roll jumps from 1–500 to 1–1200 — a one-shot threat. The bite then consumes all stacks.
Disengaging from the Oculus (forcing it to switch targets) clears Hex completely. A clean disengage = a clean slate.

Phase Structure

Phase 1 — Watching HP > 66%
Lean into the encounter. The Oculus only uses melee and a single magic attack here — a chance to learn its tells before the storm hits.
60% Melee (max 250) · 40% Eye Beam
Phase 2 — Many Eyes 33% – 66%
All eyes open. Eye Storm, Tendril Lash, and Cursed Gaze come online. The Oculus shifts from a melee fight to a magic/ranged pressure boss. Attack speed −1 tick.
25% Eye Beam · 25% Eye Storm · 25% Tendril Lash · 15% Cursed Gaze · 10% Melee
Phase 3 — Awakened HP < 33%
The Oculus unleashes its true form. Maw Bite joins the rotation — a catastrophic Hex-fed finisher. Attack speed −2 ticks from base. No more melee — every attack is magic, ranged, hex, or bite.
25% Eye Beam · 25% Tendril Lash · 20% Eye Storm · 15% Cursed Gaze · 15% Maw Bite

Attack Breakdown

Standard Melee
P1 60% / P2 10%
Standard melee swing using accuracy/defence rolls. Max 250 in P1, 300 in P2. No melee attacks at all in P3.
Protect from Melee
Eye Beam
P1 40% / P2 25% / P3 25%
A yellow beam projectile fires after a brief cast graphic. After a 3-tick delay, deals 1–250 base damage (amplified by Hex stacks).
Protect from Magic halves the damage. Consumes 1 Hex stack on hit.
Protect from Magic
Eye Storm
P2 25% / P3 20%
12 sequential eyeball projectiles fired every 2 ticks at your current tile each shot. Each shot deals up to 100 damage (amplified by Hex stacks).
⚠ KEEP MOVING: Each projectile only hits if you are still on the targeted tile when it lands. Move every tick during the storm to dodge every shot. Stand still = eat all 12.
Move Every Tick + Pray Magic
Tendril Lash
P2 25% / P3 25%
A red tentacled orb projectile arcs from the Oculus. After a 4-tick delay, deals up to 600 damage (amplified by Hex stacks).
Protect from Missiles halves the damage. Consumes 1 Hex stack on hit.
Protect from Missiles
Cursed Gaze
P2 15% / P3 15%
A purple curse projectile fires after a brief cast graphic. After a 3-tick delay, applies +1 Hex stack to you. No direct damage.
The most dangerous attack despite hitting for zero — every Hex stack amplifies every other attack. Cannot be prayed against. Only counter: force a target switch to clear stacks.
No Direct Prayer
Maw Bite
P3 15%
The Oculus opens its true maw and lunges with a 4-tick windup. Base damage 1–500. At 3+ Hex stacks, damage roll explodes to 1–1200 — a one-shot.
Protect from Melee halves the damage. The bite consumes all Hex stacks regardless. Watch your Hex counter in P3 — if you're at 3+, the next bite is lethal.
Protect Melee + Manage Hex

Damage Profile

AttackPhaseMax DamageCounter
Melee P1 / P2 250 / 300 Protect from Melee
Eye Beam P1 / P2 / P3 250 + Hex Protect from Magic (halves)
Eye Storm P2 / P3 100 × 12 shots + Hex Move every tick + Protect Magic
Tendril Lash P2 / P3 600 + Hex Protect from Missiles (halves)
Cursed Gaze P2 / P3 +1 Hex stack Force a target switch to clear
Maw Bite P3 500 / 1200 @ 3+ Hex Protect Melee + keep Hex below 3

Strategy & Tips

  • 🟣 Hex is the only mechanic that matters. Track your stack count. If you see "Hex applied" in chat, you're now taking +50% damage from every Oculus attack until that stack is consumed. At 3+ stacks in P3, walk away from the boss for a few seconds to force target reset and clear stacks.
  • 🌀 Eye Storm = walking shoes on. Each projectile only hits if you're still on its target tile when it lands. Move every single tick during the storm and you'll dodge all 12 shots. Stand still and you take up to 1200 damage (before Hex amplification).
  • ⚔️ Phase 1 is a melee/magic mix only — Protect Melee handles 60% of the rotation. Phase 2 onwards, switch to magic/ranged flicking and never let your prayer drop.
  • 💀 The Maw Bite at 3+ Hex stacks can roll up to 1200 damage. If your Hex counter hits 3 in Phase 3, your top priority is dropping it — even if it means breaking off the fight briefly. The bite will find you.
  • 🛡️ Protect prayers halve Oculus damage rather than fully blocking it. Combined with Hex amplification, this means a single missed prayer flick at 4 stacks can chunk you for 600+ damage from a single Eye Beam. Stay sharp on the flicks.
  • 📜 Cursed Gaze cannot be prayed against. The only counter is to not let stacks accumulate — drag the boss off you or use the 30-tick decay window between Gazes to bleed stacks back down.

Cursed Set — New Armor Tier NEW

A new armor set slots between Shardmaw and Templar in the gear progression — stronger than Shardmaw, weaker than Templar. The Cursed Set is craftable in ::infuse using cursed attachments and supporting ingredients, giving Shardmaw-tier players a meaningful progression target before the Templar grind.

Cursed Set — Full Armor Set The full Cursed Set — craftable in ::infuse.

Combat Style Setups

Each combat style gets a dedicated two-piece weapon kit — a main-hand and off-hand to enable dual-wield builds across all three styles.

Melee
Cursed Melee Setup
Cursed Glaive
Cursed Glaive (O-H)
Ranged
Cursed Ranged Setup
Cursed Pistol
Cursed Pistol (O-H)
Magic
Cursed Magic Setup
Cursed Staff
Cursed Book

Custom Prayers — Updates

  • Custom prayer scrolls can now be claimed directly from your inventory, unlocking their unique prayers for use. NEW
  • You can now only activate up to 3 prayers max at a time. CAP
  • Corrected the item names for custom prayer scrolls. FIXED

Talent Orbs BUFF

  • Reach Level 150 skill achievements now reward x1 Talent Orb each — giving long-term skilling another tangible payoff alongside the existing milestone rewards.

Item Glows — Revamp

Item glow colours have been revamped for clearer source identification at a glance. The new legend:

  • Gold — Boss-related items
  • Red — Raids-related items
  • Deep Purple — Minigame-related items
  • Glowing Deep Purple — Limited / Very Rare items
  • Removed glow from AOE orbs. REMOVED
  • Removed glow from trio-chests. REMOVED

Infusion & Forge — Ingredient Changes

A broad ingredient cleanup pass across ::infuse and ::forge to simplify high-tier crafting paths and remove deprecated materials.

  • Bloodbags have been removed as ingredients when forging items in ::forge. REMOVED
  • The following ingredients have been removed from Templar pieces, the Templar pet, and all costumes in ::infuse:
    • Bloodbags
    • Cursed attachments
    • Mythic dusts
    • Cosmic dusts
    • Ethereal dusts
    • Imperial coins
    REMOVED

Other Updates, QoL & Bug Fixes

  • The Bleeding debuff now automatically ends when a player dies. FIXED
  • Removed x3 Damage Booster from ::infuse. REMOVED
  • Removed x6 Damage Booster from ::infuse. REMOVED
  • Updated incorrect answers for the AFK combat checker. FIXED
  • Yu-Gi-Oh Raids will now spawn the next wave 50% faster. BUFF
  • Removed items in ::infuse that won't be released yet on launch. REMOVED
  • Removed trio-chests from ::infuse. REMOVED
  • The ::bis interface now orders items by melee / ranged / magic strength bonuses for clearer comparisons. QOL
  • Removed the Perk tab from ::infuse — no longer needed. REMOVED
  • Removed Bloodbox (e) from all NPC drops, shops and box loot tables. REMOVED
  • Removed Bloodbox from ::infuse. REMOVED
  • Reduced target requirements across multiple voting achievements so they can all be completed more quickly. BUFF
  • Fixed a bug where Slayer Helms were not applying the proper damage reduction against Boss Slayer tasks. FIXED
  • Improved hitmark positioning and visibility across combat. IMPROVED