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The Frontiers Update

NEW

[h2]MAPS[/h2]
  • Fort Ironhold
  • Ironhold Dungeon
  • Castle Interior
  • The Giant Mines (New enemies and boss)
  • Kharabad City (New enemies and boss)
  • River Valtorin (New enemies and Act Boss)
  • Wythmere City (New enemies and Act Boss)

[h2]QUESTS[/h2]
New quests have been added. Head to Town to start the new journey.

[h2]GAMEPLAY[/h2]
[h3]Invasion Overhaul[/h3]
Invasions are now activated from the Obelisk in Town. The Obelisk also allows you to manually set your Invasion level based on the highest level of Invasion you've completed. Maps are no longer randomly invaded. The Obelisk will unlock after defeating the Act 4 Boss on Commander difficulty.

[h3]Difficulty Unlocks[/h3]
Both Captain and Commander difficulties are unlocked after completing the campaign on Normal difficulty. All enemies above Normal difficulty are level 30.

Dev Note: The campaign is now long enough that new characters are level 30 upon completing it on Normal. Now it's up to you to determine what level of challenge you want instead of having to complete Captain difficulty first.

[h3]New Random Event - Mini-Dungeon[/h3]
Completing any random encounter has a small chance to spawn a portal to a mini dungeon with its own boss and treasure room. Every treasure room contains 4 chests, 1 of which contains a specific type of guaranteed loot. The type of loot is indicated by the color of the portal:

Blue: 2 Pieces of Enchanted Equipment
Orange: 1 Piece of Legendary Equipment
Red: 25 Runestones and 5 Favored Runestones
Yellow: 50 bags of Gold
Green: 10 of each non-Favored crafting item, chance for Favored crafting items

[h3]Other Changes[/h3]
  • Spell Effect Notification - Popup texts now alert you when buffs and debuffs are applied. On by default. Can be toggled in Gameplay settings.
  • New Skill Bar art and layout
  • Items can now be sold at The Gambler
  • A new Shrine type "Fortune" can now spawn - Increases Magic Find by 100% for 30 seconds.
  • Added a "Reset" button to the Flask menu
  • Added icons for equipment type and skill to tooltips
  • Gloves and Belt filters have been added to the stash filter list
  • New charge up meter art changes when you're charging a mana or stamina skill.
  • New circular charge meter added to center screen.
  • New options to toggle charge meters and adjust size of center meter.
  • Added a Wave emote
  • Castle maps are no longer eligible for Invasions

[h3]FLASKS[/h3]
New Flask Effect "Fortune" - Increases Magic Find by X% for 4 seconds.
  • Lesser Fortune (1 point) - 25% Magic Find
  • Fortune (2 points) - 50% Magic Find
  • Greater Fortune (3 points) - 75% Magic Find

[h2]ITEMS[/h2]
[h3]NEW LEGENDARIES - Global[/h3]
Sendatu's Fury - 1H Sword
Bladecrest projectiles grant 1 stack of Divine Resonance on hit. At 20 stacks or after 3 seconds, the effect bursts, dealing 5% combined weapon damage per stack to all nearby targets. Damage area increases with stacks. Damage doubled while wielding two Sendatu's Fury.

Sendatu's Grace - 1H Sword
Bladecrest projectiles grant 1 stack of Divine Resonance on hit. At 20 stacks or after 3 seconds, the effect bursts, casting (Brutality/Haste/Precision/Lethality/Undying Will) on you and nearby allies at 1% increased Boon Intensity per stack. Bonus increased to 2% per stack while wielding two Sendatu's Grace.

Dev Note: The boon assigned to Sendatu's Grace is randomly rolled. Dual-wielding two Sendatu's Grace with different boons will apply both.

BALANCE

Enchant costs reduced by 50%.

[h2]TALENTS[/h2]
[h3]VERNDARI[/h3]
New Talent: Aspect of the Razorcat - 20% chance on hit to Bleed the target for 100% of the damage inflicted and gain 1 stack of Feral Momentum. Killing a target grants 1 stack of Feral Momentum. Feral Momentum increases movement speed by 5% per stack for 6 seconds, up to 5 stacks.

Wildshot talent removed.

Aspect of the Wolf Rework
Old Version: On hit, manifest the Aspect of the Wolf for 5 seconds. Aspect of the Wolf gives your Hits a 30% chance to hit an additional time. After losing Aspect of the Wolf, you cannot gain it again for 5 seconds.

New Version: 20% chance for your Hits to Hit an additional time. Hits with arrows count as Melee Hits.

Dev Note: The second half of this talent is unchanged. Aspect of the Wolf now causes arrows to proc the effects of Berserker Sash and Arcane Weapon, which are Melee Hit effects. You'll still need Innate Magic in order to cast Arcane Weapon with a bow equipped.

[h3]KIRKIRA[/h3]
New Talent: Familiar - Gain a familiar that floats around you and echoes your Projectile spell casts at 50% damage. 0.5 second cooldown between spell casts.

Innate Magic moved to Ehtiras.

Greater Heightened Spell renamed to Ultimate Arcanum.

[h3]EHTIRAS[/h3]
Innate Magic added from Kirkira.

Bottled Lightning removed.

[h3]SENDATU[/h3]
High-Capacity Flask renamed to Oversized Flask.

[h3]ASTAROTH[/h3]
Rapid-Delivery System renamed to Diffusive Flask.

[h3]ZABAOTH[/h3]
Mighty Warrior renamed to Brutal.
Catastrophic Impacts renamed to Destructive.
Revenge renamed to Vengeful.

[h2]ITEMS[/h2]
The Ordained no longer requires the caster to be within Consecration for allies to benefit from the Blessed effect. This adds more value for ranged support builds.

[h2]SKILLS[/h2]
[h3]Whirlwind[/h3]
Movement speed penalty removed.
Players can no longer avoid hits from enemies by Whirlwinding inside the enemy character model.

Blizzard now only applies On Hit effects on the initial blast, not every damage tick.

[h2]ENEMIES[/h2]
Act 1 Boss damage reduced by 15%.

IMPROVED
  • Gold rewards from quests significantly increased.
  • Quests to kill Act Bosses now reward an Absolution on completion.
  • Talents that can be allocated now have a fancy glowy effect.
  • Enemy AI improved (Fireflies and other ranged enemies will now strafe you, attempt to maintain their distance from you, and reposition to target you around obstacles)
  • Training Dummies no longer activate the combat state
  • Improved Visibility of NPC names
  • New Heartbeat sound at low health
  • New tooltips for Captain and Commander difficulties detailing the changes of each

[h2]Lighting and Clouds Improvements[/h2]
  • Town
  • Act 1 Castle
  • Avatar's Reach (New clouds)
  • Forest (Day and Night, new Rain and clouds)
  • Icewastes (Day and Night, Clouds, Snow, Aurora)

[h2]NEW ICONS[/h2]
[h3]SKILLS[/h3]
  • Blackflame Assassin Super
  • Feast
  • Bat Swarm
  • Summon Blood Leshen
  • Summon Zombie Warrior
  • Construct Power Mech
  • Construct Vanguard Mech
  • Frost Aura
  • Lethality Aura
  • Lightning Aura

[h3]TALENTS[/h3]
  • Orias - Adamantine
  • Orias - Reinforcement

[h2]ACHIEVEMENTS[/h2]
  • Invasion Expert: Defeat a Level 75 -> 60 Invasion
  • Invasion Master: Defeat a Level 100 -> 70 Invasion
  • New Achievements for each of the new quests.
  • New Achievement icons for all quests.
FIXED
  • Fixed Verndari Firing Gloves and Verndari Volley Grips not working with Rapid Fire
  • Fixed Damaging Auras that are granted by Devotion benefitting from Heightened Spell and Ultimate Arcanum
  • Fixed enemies spawning in walls
  • Fixed Ehtiran Interrogators not working with Melee hits
  • Fixed Focused Impacts not applying to some spells
  • Restored the sound of firing an arrow to Rapid Fire
  • Fixed Song of Ice being unable to drop in some circumstances
  • Fixed Spire of Teurok not working with charge-up projectile skills like Fireball and Blizzard
  • Fixed Blizzard and Fireball not benefitting from Spell Sniper
  • Fixed an interaction with Blinks and Dash
  • Fixed Mana Frenzy showing incorrect numbers on Spell Effect tooltip
  • Potential fix for some chat spam
  • Fixed Protection Flask Effects being permanent
  • Fixed Greater Protection Flask Effect granting only 20% damage resistance instead of 30%
  • Fixed Backstab breaking skill use on kill
  • Fixed Chain Lightning effects from Lightning Quiver arrows not damaging the first enemy on the chain when the arrow collided with the environment
REMOVED

Photo Mode

Upcoming Frontiers Update & Price Increase

Knights,

It's with a blend of enthusiasm and gratitude that I present to you the details of another massive update: The Frontiers Update. Before diving into the novel features, I want to address an imminent change: the price of the game will be increasing soon. This adjustment reflects the extensive content and features I've added, and it's based on your invaluable feedback that I've been able to enhance our game's value.

What's Inside the Frontiers Update


Maps Galore: Embark on journeys to new destinations such as Fort Ironhold, Ironhold Dungeon, The Giant Mines, Kharabad City, and more, as well as new unique enemies and bosses. This update adds 2 new Acts to the campaign.

Invasion Overhaul: Say goodbye to random map invasions! With the new Obelisk in Town, you can trigger Invasions and customize your Invasion level.

Revamped Gameplay Mechanics: From a redesigned skill bar to new item filters and more streamlined selling methods, I've worked diligently to smooth out the gameplay for you.

Discover the "Fortune" Flask Effect: Boost your chances of finding rare treasures and redefine your exploration strategies.

New Global Legendaries: The all-new Sendatu's Fury and Sendatu's Grace add new support and damage options for Bladecrest users.

Talent Transformations: Multiple talent trees have undergone major talent changes, both new and refined, to offer diverse choices and challenges.

Immersive Enhancements: With improved lighting, new skill icons, new sound FX, and more, I've aimed to make the environment even more engaging.

Fixes, Tweaks & More: Numerous bugs have been addressed to further improve the overall gaming experience.

Why the Price Increase?


This update, a product of countless hours of work and passion, showcases many additions and improvements. In light of the expanded content and features, I believe it’s time to adjust the price to better reflect the game's value. The price will increase to $20 next week when the update goes live.

Let's Connect


Make sure to join the Discord! Your feedback drives this game's evolution.

A Sincere Thank You


It's thanks to each of you that I'm motivated to push the boundaries of game development. My hope is that you'll relish the content of The Frontiers Update as much as I've enjoyed crafting it for you. Lots more updates to come.

Warm regards,

Aeromir

Divine Hammer Buff, Mana Well Nerf, Mana Shield Nerf, Fixes

SKILLS
Divine Hammer
  • Damage: 50% -> 60% Primary Weapon Damage
  • Clarified tooltip to read that damage is dealt as Spell Damage.
  • Hammers now increase their size when character size is increased, such as with Strength of Zabaoth.
Mana Well - Mana Regen: 30 -> 25
TALENTS
Mana Shield - Now caps at 50% of your Maximum Mana, down from 100%.
FIXED

Fixed interaction with Divine Hammer and Eviscerator
Fixed interaction with Magic Missile and Spire of Teurok
Fixed the effect Eyes of the Endless persisting after being removed
Fixed interaction with Guard and Binder's Multitool

New Staff Animations, New Skill: Mana Well, Spectral Claw Rework

Hey everyone, here's a small update while work continues on Act 3 and more content!

NEW

New idle and run animations for Staff.

SKILLS

Replaced Spectral Claw as a default secondary skill on Staffs with Mana Well.

Mana Well
Create a well of mana that increases your Mana Regen by 30 while you stand inside. Lasts for 5 seconds. Well only affects the caster.
Tags: Spell
Cooldown: 10s

Dev Note: Mana Well has no resource cost and can reach 100% uptime with cooldown reduction, but you'll need to stand your ground to use it effectively!

Spectral Claw Rework
Cleave enemies with a Spectral Claw for 400% combined weapon damage spread among all enemies hit. Inflicts 2 Hits on each target.
Tags: Melee, Strike, Spell
Mana Cost: 70
Stamina Cost: 70
Cooldown: 2s

Spectral Claw has been added to the Skill Merchant and can now randomly roll on equipment.

TALENTS
Spell Sniper now increases Projectile Spell damage by 10%, in addition to its existing effects.

IMPROVED

Added a new general tooltip to the Talent menu
Removed collision from the totem spawned by Astaroth's Idol

FIXED

Fixed shield skills dealing significantly less damage than intended due to not scaling with implicit mod level properly.
Fixed a bug with Magic Missile that would consume mana without creating a missile when you first cast the spell.
Potential fix for resurrection bugs.

Loading Screen Update

Loading screens now use the new Rune Knights logo