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Dragonkin: The Banished News

The Multiplayer Update OUT NOW!

[p]Hello Dragon Hunters,[/p][p]We're super happy to say that we've just deployed the multiplayer update!We want to take the opportunity to thank you all for your support! It's things like this that fuel our team to push forward, and we can't thank you enough.[/p][p]This is our THIRD major update since we launched into Early Access. These patches are shaped by the feedback gathered from you all on Steam and Discord![/p][p][/p][p]As always, please check out our latest video:[/p][previewyoutube][/previewyoutube][h3]Here's a quick recap:[/h3]
  • [p]Online Multiplayer[/p]
  • [p]Spender ‘only’ system[/p]
  • [p]New City of Montescail Progression System[/p]
  • [p]Post-50 Progression[/p]
  • [p]New Hunting Board & Endgame Hunts Reworked[/p]
  • [p]New Champions[/p]
  • [p]Fragment Rotation[/p]
  • [p]New Service & QoL feature : Master of Fragments & Divine Familiar[/p]
  • [p]New Talents & Modifiers[/p]
[p]And of course the free Founder Pack 4!
The Founder Pack 4 will be available soon (a matter of hours)! We’ll keep you updated.
[/p][p]There are also loads of under the hood changes, QoL improvements, tweaks and more! So below...[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Patch notes will feature a \[🔥] emoji whenever the change is based on community feedback![/p][p][/p][p]💡Pro tip:[/p]
[p]If your city is at level 0 and you transfer a character from a higher-level city, you won’t have the city upgrades that unlock attribute points and extra grid slots. This means:[/p]
  • [p]If you remove a fragment from the Ancestral Grid, normally shown as “locked” due to a city upgrade, you won’t be able to place a fragment in that slot again until the upgrade is unlocked, which can disrupt your current build.[/p]
  • [p]The same applies to attribute points for Characters and Wyrmlings ; you’ll keep your stats (despite showing a penalty, e.g., -30). Respec or using the [c]+[/c]/ [c]-[/c] button will cause you to lose these points, until the upgrade is unlocked (again).[/p]
[p][/p][p][/p][h3]⚠️ Please read our previous Blog Post before accessing the multiplayer[/h3][p][dynamiclink][/dynamiclink][/p][h3]So, how to access multiplayer_beta branch?[/h3]
  • [p]RESTART your Steam App[/p]
  • [p]Go to your Steam game library[/p]
  • [p]Right click on Dragonkin: The Banished and click [c]Properties...[/c][/p]
  • [p]Select the tab [c]Game Versions & Betas[/c][/p]
  • [p]In the first dropdown box select [c]multiplayer_beta[/c][/p]
  • [p]Click close and wait for the update to finish downloading[/p][p][/p]
[p]Alternatively, you may have a `Launch Option` box appear![/p]
  • [p]Select 'Play Dragonkin with multiplayer[/p]
[p]If you decide to check the box `Always use this option`, you'll always start the game the version you chose[/p][p][/p][p]And that's it! That's how you access multiplayer in the game.[/p][p]To switch back between offline & online, you can always go back to the game’s [c]Properties...[/c] and reselect the [c]Default Public Version[/c].[/p][p][/p][h3]Can I switch between ONLINE and OFFLINE?[/h3][p]You can freely switch between default (offline) and beta (multiplayer) modes without affecting your character’s overall progression. This includes your level, wyrmling level, inventory, and resources. [/p][p][/p][p]Are there any restrictions? Yes, there're a few important points: [/p]
  • [p]Cities & Progression:[/p]
[p]Online and offline cities are separate. You can transfer characters between cities, but cities created in online mode will not be accessible offline[/p][p]If you create a character in an online city, you must transfer it to an offline city to play in default mode. [/p]
  • [p]Story Progression:[/p]
[p] Story progression is tied to the group associated with each city. Moving a character to a different city (and thus a different group) does not carry over story progress for that group.[/p][p]Your story progression is not lost![/p][p]Returning to the original group lets you continue the story exactly where you left off.[/p][p][/p][p]In short: Characters can move freely between offline and multiplayer modes, but cities and story progress remain linked to the mode and group where they were created.[/p][p][/p][p]💡Pro tip:[/p]
[p]We recommend our players to make a copy of your save directory and storing it somewhere safe on your computer if you plan to jump into multiplayer.[/p][p]How to back up your save files:[/p][p]→ Right-click on the game's icon in your Steam library[/p][p]→ Select ‘Manage’ and then ‘Browse Local Files’[/p][p] → Navigate to the following path: ⁨[c]Dragonkin - The Banished\\DragonkinTheBanished\\[/c]⁩[/p][p]→ Copy the entire 'Saved' directory to a safe location.[/p]
[p][/p][p][/p][h3]What's Next?[/h3][p]That just about wraps things up for this update![/p][p]As we continue development and keep pushing forward to our 1.0 launch, you'll be pleased to hear that we made plenty of improvements on the narrative design and cinematics.[/p][p][/p][p]What's in 1.0 already?[/p]
  • [p]✒️Full Story (4 acts)[/p]
  • [p]🛋️ Local Co-op[/p]
[p][/p][h3]What will happen to my progression at the full release?[/h3][p]When we update Dragonkin to 1.0, the branches will be merged together and your save data will be preserved regardless of which branch you were playing on.[/p][p][/p][p]Here’s a teaser for one of the new cinematics you can already watch during the first act of the story:[/p][p][/p][p]And of course, if you'd like to meet us and chat with other players make sure you join us on Discord![/p][p]Thank you again for all the feedback, thoughts and love you share with us![/p][p][/p]

Multiplayer Patch Notes!

[p]Hello Dragon hunters,[/p][p]We're very excited to finally release Dragonkin's Third Major Update![/p][p][/p][p]This patch introduces post level 50 progression, a reworked skill and city progression, multiplayer and many other QoL features and additions requested by the community, along with additional crash and bug fixes.[/p][p][/p][p]❗ABOUT MULTIPLAYER: If you've been following our recent announcements, you know that the multiplayer feature has been enabled on a different branch as we improve stability before the 1.0 update on March 16th. If you want to access it, please check our blog post:[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Patch notes will feature a \[🔥] emoji whenever the change is based on community feedback![/p][p][/p][h3]\[Highlights][/h3]
  • [p]Online Multiplayer[/p]
[p]TL;DR:[/p]
  • [p]City Hub: Up to 50 players, with 16 online simultaneously[/p]
  • [p]Quests: Up to 4 players can team up for Story or Endgame content[/p]
  • [p]Shared Progression: Level up the City together[/p]
  • [p]Level Catcher: Lower-level players level up faster if a high-level player is present[/p]
  • [p]Friend-Oriented: Share items freely without global economy[/p]
  • [p]Transfer characters: Move your characters across online and offline Cities anytime[/p]
  • [p]Teleport: Instantly teleport to other players in the party, even mid-quest[/p]
  • [p]Revive: Bring fallen allies back into the fight or after combat[/p]
  • [p]Loots: Drops are for you only (but you can give them to anyone)[/p]
[p]Please note that Dragonkin will always be fully playable offline.[/p]
  • [p]🔥Spender ‘only’ system[/p]
[p]Since the very beginning of Early Access, the Generator-Spender has sparked a lot of discussion, and we’ve heard you loud and clear.[/p][p]Many players told us that the system can feel outdated or even frustrating at times, which sometimes makes it less fun to engage with.[/p][p]As such, we removed the Generators and made them optional via a dedicated modifier. We added a rank system for skills and made balance adjustments to mana regen that now appears on equipment.[/p]
[p] [/p]
  • [p]🔥New City of Montescail Progression System [/p]
[p]We’re introducing a more linear progression as well as an upgrade tree. [/p][p]Each service will now unlock at a specific City level, while letting players upgrade the service they want along the way. [/p][p]With this approach, we aim to solve various problems by providing more guidance, while still allowing players to unlock all services naturally and maintain a certain flexibility in how they develop their city.[/p]
[p] [/p]
  • [p]Post-50 Progression[/p]
[p]This patch introduces post-max-level progression called Ancestries and Tributes.[/p][p]Once the player reaches level 50, they begin earning experience for an ancestor, which can be selected at any moment. [/p][p]There are 14 ancestors in total, each granting progressive stat bonuses as they level up, along with a unique passive ability when they are “activated”, and another one when they reach max level.[/p][p]Tributes will be obtained through the story, but also during endgame hunts. Players can place those Tributes on a wall to “activate” specific combinations of Ancestors through an “affinity” system.[/p][p]A new location is added in the Cathedral of Montescail, where the endgame hunts start and the Tribute's wall can be accessed.[/p]
[p][/p]
  • [p]🔥New Hunting Board & Endgame Hunts Reworked[/p]
[p]We’re giving the Hunting Board a visual overhaul! Now called Hunting Maps, located in the same room where the player can manage their tributes.[/p][p]All endgame hunts have been reworked to be shorter in order to create more intense and focused sessions. This also gives you more downtime to return to the City to theorycraft, sell, and upgrade your gear.[/p][p]To make hunts more engaging, each one will now end with a powerful foe : semi-bosses or champions.[/p][p]Each map requires players to hunt a certain number of foes before you can face down the Dragon lords in a final hunt, and unlock the next map to continue.[/p][p]Regular hunts will now take 10–15 minutes, while final hunts will last 20–25 minutes at most. We’re also reducing unnecessary backtracking that could disrupt the flow of a hunt.[/p][p]Chaos Hunts menu has been changed to be simpler and more straightforward.[/p]
[p][/p]
  • [p]New Champions[/p]
[p]7 major and several minor champions are being added to the world of Dragonkin.[/p][p]Champions are a category of Elite enemies you’ll encounter during endgame hunts.[/p][p]In quests, you can recognize them as they have their own Elite Modifier. Depending on the hunt, champions can also come with various minor modifiers.[/p]
[p][/p]
  • [p]🔥Fragment Rotation[/p]
[p]Coming with the Multiplayer Update, you’ll finally be able to rotate your fragments.[/p][p]The community has been asking for this new feature, and we’ve been working to make it a reality. This should make theorycrafting easier and (we hope) open up new possibilities.[/p][p]It can also help you make extra space in your inventory.[/p]
[p] [/p]
  • [p]🔥New Service & QoL feature : Master of Fragments & Divine Familiar [/p]
[p]We’re introducing a new service to the City of Montescail: The Master of Fragments[/p][p]The Master of Fragments will offer all character’s skills’ and wyrmling skills.[/p][p]The Divine Familiar is tied to a City upgrade and will assist you, gathering gold and resources around you.[/p]
[p][/p]
  • [p]New Talents & Modifiers[/p]
[p]This update introduces a total of 7 new talents and 2 new modifiers:[/p][p][/p][p]Talents:[/p]
  • [p]Arcane Instability (Oracle)[/p]
  • [p]Marching Spirit (Oracle)[/p][p][/p]
  • [p]Sneak Attack (Tracker)[/p]
  • [p]Merciless Reflexes (Tracker)[/p][p][/p]
  • [p]Fighting Fire with Fire (Knight)[/p]
  • [p]Imposition of Strength (Knight)[/p][p][/p]
  • [p]Corrupted Blood (Barbarian)[/p]
[p]Modifiers:[/p]
  • [p]Energy Generator[/p]
  • [p]Ultimate Enhancement 2[/p]
[p] [/p]
  • [p]Founder Pack 4 available[/p]
[p]Dragonkin: The Banished. Founder Pack 4 contains:[/p][p]8 exclusive pieces of equipment including a chest and a helmet for your heroes (2 per character)[/p][p]4 exclusive visual effects allowing you to change the teleportation portal.[/p][p]The pack includes cosmetic elements for your city: statues, roofs, flags and pennants.[/p][p][/p][p]Download Founder Pack 4:[/p]
[p] [/p][h3]\[Update][/h3][p][/p][p]🎮 Gameplay[/p]
  • [p]🔥Overall experience gains have been increased by approximately 30% for the character, the wyrmling and the city[/p]
  • [p]Bosses now drop 2 ‘Gifts of the Eternal’ instead of 1[/p]
[p]Boss fights should be significant gameplay milestones.[/p][p]So, we’re giving them more importance by doubling the number of Gifts of the Eternal that drop from these encounters.[/p][p]On top of that, during the story, Gifts from Bosses and Semi-Bosses now grant better rewards than what you’d normally earn at that stage.[/p]
[p][/p]
  • [p]🔥Increased the drop rates of Pendants on Lords (bosses)[/p]
  • [p]Pendants can now roll with class-specific talents (unusable by other classes)[/p]
  • [p]Champions and semi-bosses can now drop Pendants[/p]
[p]We’re adjusting the base drop chances and adding more ways to earn them![/p][p]We want players to get Pendants earlier in their progression. Ultimately, we want players to obtain a Pendant during mid-game, or at the very latest, when they reach the endgame.[/p][p]Champions and semi-bosses now drop Pendants, but still at a lower chance than Lords (bosses).[/p][p]As usual, we’ll be monitoring the changes and may make further adjustments based on your feedback and our observations.[/p]
  • [p]🔥Resource drops increased by 50% and are now occasionally obtainable from destructibles[/p]
  • [p]Mythical and Divine crafting are now available earlier[/p]
  • [p]🔥Added a setting option: “dodge” now goes in the direction the player is facing, instead of towards the cursor[/p]
  • [p]Health bars are now displayed above Champions[/p]
  • [p]All story teleport unlocks have been reviewed; some now unlock earlier to prevent the player to replay the previous content when exiting mid-quest [/p]
  • [p]Reduced Test of Will max waves to 3/4/5 (previously 3/6/10)[/p]
  • [p]The loot filter is now up to 20 rules[/p]
  • [p]Added new potential Draconic Corruption affixes and two new tiers: Draconic IV and Draconic V[/p]
  • [p]Added more difficulties: Calamity IV, Calamity V, Apocalypse[/p]
  • [p]Desolation I now grants access to Primordial Dust (previously Desolation III)[/p]
  • [p]Calamity I now grants access to Divine Ingredients (previously Calamity III)[/p]
  • [p]Fate cards now always grant higher-quality loot BUT doesn't remove the base loot quality malus[/p]
  • [p]Replaced Augmentations unique effects by the Ancestors[/p]
[p]Because we’re adding Ancestors and reworking all rewards from the Hunting Board, it felt natural to remove augmentations and merge most of their effects into the Ancestors.[/p][p]Players familiar with unique passives, such as the Divine Hammer periodically dealing damage, will now find these effects on Ancestors, tied to post-50 progression.[/p][p]Our most attentive players will notice that some effects have been reworked or improved in the process.[/p]
[p][/p][p]⚖️ Balance[/p]
  • [p]Grand Benedictor[/p]
    • [p]Threshold to acquire skills: [c]20 → 8[/c][/p]
    • [p]Thresholds to acquire talents: [c]20 / 75 / 150 → 20 / 100 / 200[/c][/p][p][/p]
  • [p]Draconic Atlas[/p]
    • [p]Reduced the gold reward, and increased the silver reward[/p]
    • [p]Greatly reduced enemy kill thresholds:[/p]
      • [p]Swarm : 500 / 20 000 / 500 000 → 500 / 15 000 / 450 000[/p][p]Minion: 250 / 1000 / 200 000 → 250 / 10 000 / 200 000[/p][p]Assassin: 100 / 5000 / 100 000 → 100 / 5000 / 50 000[/p][p]Tank : 50 / 1000 / 20 000 → 50 / 1000 / 15 000[/p][p]Semi-Boss & Champion : 3 / 30 / 300 → 3 / 10 / 50[/p][p]Lord : 1 / 10 / 100 → 2 / 5 / 30[/p]
[p]Early milestones now grant a slightly higher bonus, making Bronze and Silver tiers more rewarding.[/p][p]While the final tier bonus has been reduced, meant for completionists, it should not be impossible to reach, especially in multiplayer.[/p]
  • [p]Jailer[/p]
    • [p]🔥Reduced unlock and crafting costs for Wyrmling armor at all ranks[/p]
    • [p]🔥Early wyrmling armor crafting do not require specific reactive type (color), and thus are easier to craft now[/p][p][/p]
  • [p]Modifiers[/p]
    • [p]Ultimate Enhancement tag: Core → Instant[/p]
    • [p]Energy Gain tag: Offensive + Character → Offensive[/p]
    • [p]Practice Makes Perfect reworked: The skill benefits from bonus critical damage, chance and armor-piercing every few casts → The skill is automatically critical every few casts, but cannot do critical hits otherwise[/p]
    • [p]The bonus projectile, bonus summon and double attack modifiers now increase the cost of the skill they improve (based on the modifier rank) instead of reducing its damage [/p]
[p]This change enables some new interactions while retiring certain older ones.[/p][p]The new Ultimate Enhancement modifier now uses the Core tag to apply an energy cost. This also means Energy Gain can now trigger from the Wyrmling skill![/p]
  • [p]Talents[/p]
  • [p]Control (common)[/p]
[p]NEW: Passively increases the duration of applied crowd control effects.[/p][p]Damaging an elite, champion, or lord enemy while they are impaired slowly fills a gauge. When the gauge is full, the enemy instantly loses 10% of its maximum health, and the gauge is then emptied.[/p][p]Higher ranks in this talent fill the gauge more quickly and increase the duration of crowd control effects. [/p]
[p]The Control talent was simply too strong and too far gone from its initial identity: help control builds deal occasional bursts of damage to major targets. It also required a substantial rework to prevent it from becoming broken in multiplayer.[/p][p]Players often felt compelled to include it when trying to maximize their damage, even when they had not invested in control effects. In fact, a simple slow or pushback effect was often sufficient to fully benefit from it.[/p][p]We still want Control to feel powerful without shaping every build. This adjustment aims to rebalance its power by placing greater emphasis on builds dedicated to crowd control. [/p][p]Note: Enemies that are immune to crowd control (such as bosses) are still affected by the Control talent; however, they do not suffer the disabling effects of stuns, slows, and similar effects.[/p]
[p][/p]
  • [p]Critical Surge (tracker)[/p]
[p]REMOVED: Energy gain bonus: +25% / +50% / +100% [/p][p]NEW: Critical Surge now increases damage dealt by Targeting and reduces cooldown between 2 uses of Targeting[/p][p]Cooldown reduction -15% / -30% / -50%[/p][p][/p]
  • [p]Pack Hunter (tracker)[/p]
[p]REMOVED: Chance to summon a Draghurss[/p][p]NEW: Now always summon a Draghurss when you inflict crowd controls to enemies. This effect has a cooldown, reduced each time a crowd control effect is inflicted on enemies. The maximum number of Draghurss that can be active at once increases with rank.[/p][p]Number of Draghurss 1 / 2 / 3 Cooldown 10s / 5s / 2s[/p]
[p]Pack Hunter was overwhelmingly strong when combined with skills like Deadly Orb or Treacherous Rain, which could reliably trigger multiple Draghurss. When built around, Pack Hunter could deal far too much damage, melting bosses in seconds (and sometimes computers…).[/p][p]This rework caps the number of Draghurss that can appear simultaneously and introduces a cooldown. We believe these changes, alongside the adjustments to the Control talent, will make Pack Hunter less mandatory while still keeping it an interesting pick.[/p]
[p][/p][p]Innate ability[/p]
  • [p]Targeting (Tracker)[/p]
    • [p]Cooldown: 0s → 4s[/p]
    • [p]Base damage: 100% → 150%[/p]
    • [p]Base energy gain: 2 → 5[/p]
    • [p]Execution threshold: 10% → 25%[/p]
    • [p]Can no longer execute semi-bosses[/p]
[p]The Tracker’s innate ability has been reworked to emphasize the feeling of a true execution over spamming for consistent damage. [/p][p]Targeting now deals more damage, has a cooldown, and a higher execution threshold, making it easier to finish off enemies.[/p][p]Critical Surge has been updated to reduce the cooldown between Targeting uses instead of increasing energy regeneration, aligning with these adjustments.[/p]
[p][/p][p]Statistics[/p][p]Bonus area cap for skills maximum: x2 → x3[/p][p]Life drain now grants a flat amount of health, like health regeneration, rather than recovering health based on a percentage of damage dealt[/p]
[p]Life drain based on a percentage of damage dealt meant that as your damage scaled in the late game, your healing scaled dramatically as well.[/p][p]This made health potions far less impactful, since you could recover large amounts of health simply by dealing damage. In many cases, health potions were reduced to merely triggering its effects, with their primary function - healing - becoming irrelevant.[/p][p]This change reestablishes the relevance of health potions and encourages more strategic decision-making, rather than simply “face-tanking” enemies.[/p]
[p][/p][p]Affixes on gear:[/p][p]REMOVED:[/p]
  • [p]Energy gain[/p]
  • [p]Life drain (%)[/p]
[p]ADDED:[/p]
  • [p]Life drain (flat)[/p]
  • [p]Energy regeneration (flat)[/p]
  • [p]Bonus attack (%)[/p]
  • [p]Bonus armor (%)[/p]
  • [p]Bonus maximum health (%)[/p]
  • [p]Some affixes have been moved around on gear slots (such as healing recevied and life drain)[/p]
  • [p]Maximum energy affix has been buffed to grant more[/p][p][/p]
[p]Overall skill tweaks [/p]
  • [p]Most Core and Utility skills have had their damage reduced to take into account the new rank system[/p]
  • [p]Most Core skills had their cost adjusted to consider the new rank system and the absence of energy-generating skills [/p]
  • [p]Most Basic skills have had their damage increased for the same reason, and because they no longer generate energy[/p]
[p] [/p][p]Oracle[/p]
  • [p]Energy Projection[/p]
    • [p]Auto-range reduced to make targeting more accurate[/p]
    • [p]Now deals 25% more damage if energy is high (>90%) [/p][p][/p]
  • [p]Electric Wave[/p]
    • [p]No longer do an automatic movement toward the target when casting [/p]
  • [p]Ethereal Darts [/p]
    • [p]Number of projectiles per second: 3 → 2[/p]
    • [p]Now increases ALL damage dealt for 3s, after channeling it for 2 [/p]
  • [p]Electric Wall[/p]
    • [p]Bonus speed adjusted: 40% → 30%, stackable up to 3 times[/p]
    • [p]Now can be cast while moving [/p]
  • [p]Chain Lightning[/p]
    • [p]Bounce count fixed (was sometimes not bouncing as much as it should)[/p]
    • [p]Now can bounce multiple times on the same target [/p]
  • [p]Ethereal Sentinel [/p]
    • [p]Vision gain reduced: 20 → 10 [/p]
  • [p]Psychokinesis[/p]
    • [p]Keyword: Utility → Core[/p]
    • [p]Now a channeled projectile that can be exploded after the channel ends, channeling for longer increases its damage and area of effects Vision: the projectile grabs all enemies towards its center while traveling forward [/p]
  • [p]Draconic Ally[/p]
    • [p]Keyword: Core → Utility[/p]
[p][/p][p]Knight[/p]
  • [p]Blazing Arrow[/p]
    • [p]Cone radius reduced to make it easier to hit with multiple projectiles [/p]
  • [p]Martyr of the Eternal[/p]
    • [p]Keyword: Core → Utility [/p]
  • [p]Offensive Rempart[/p]
    • [p]Keyword: Utility → Core[/p]
    • [p]Bonus armor: 50% → 20%[/p]
    • [p]Now is a channeled continuous attack that still blocks projectiles[/p][p][/p]
  • [p]Rapid Strike[/p]
    • [p]Now grants 6% attack speed for 1s, stackable up to 3 times[/p][p][/p]
  • [p]Shielded Attack[/p]
    • [p]Blocking added to damage dealt: 20% → 40%[/p]
[p][/p][p]Barbarian[/p]
  • [p]Earthen Rage[/p]
    • [p]Buff duration increased: 2s → 3s (can now scale with Duration)[/p]
    • [p]Now can be cast while moving[/p][p] [/p]
  • [p]Survivor Spirit[/p]
    • [p]Now heals all allies, including summons and NPCs[/p][p][/p]
  • [p]Hailstorm Barrage[/p]
    • [p]Now deals 5% of total thorn per hit[/p][p][/p]
  • [p]Spear of Ice[/p]
    • [p]Now repels enemies affected by crowd controls[/p]
[p][/p][p]Tracker[/p]
  • [p]Ricochet Shot[/p]
    • [p]Damage reduced: 50% → 40%[/p][p][/p]
  • [p]Draghurss’s Call[/p]
    • [p]Keyword: Core skill → Utility skill [/p][p][/p]
  • [p]Dance of Dagger[/p]
    • [p]Projectile per second: 4 → 3 [/p][p][/p]
  • [p]Hunting Trap[/p]
    • [p]Keyword: Utility skill → Core skill[/p]
    • [p]Cooldown: 10s → 0s[/p]
    • [p]Immobilisation duration reduced: 3s → 1s[/p]
    • [p]Now only deploys one trap at a time, on target (instead of a fixed distance) [/p][p][/p]
  • [p]Explosive Shot[/p]
    • [p]Damage-over-time removed[/p]
    • [p]Has been converted into a ranged area-of-effect ability, but still scale with bonus projectiles modifier to fire in multiple areas[/p][p][/p]
  • [p]Acrobatic Strike[/p]
    • [p]Grants +20% reflex for 1.5s → Grants +20% attack speed for 2s[/p]
    • [p]Now inflicts a damage-over-time effect [/p][p][/p]
  • [p]Ricochet Shot[/p]
    • [p]Now has 10% chance to mark enemies on-hit (innate passive)[/p][p] [/p]
  • [p]Volatile Decoction[/p]
    • [p]Now also deals instant damage, and slows affected enemies by 20% for 3s[/p][p][/p]
  • [p]Windbreaker[/p]
    • [p]Now grants +20% reflex while attacking[/p][p][/p]
  • [p]Noxious Star[/p]
    • [p]Aim angle narrowed to make targeting more precise[/p]
[p] [/p][p]Wyrmling[/p][p]Wyrmling talents now have subtle element-based differences to strengthen their identities[/p]
  • [p]Elemental Discharge[/p][p]The Wyrmling fires projectiles whenever the player deals damage of the same element[/p]
    • [p]Fire → Fires large, piercing projectiles[/p]
    • [p]Electric → Fires small missiles, with a chance to fire additional ones[/p]
    • [p]Ice → Fires bouncing projectiles that slow enemies[/p]
    • [p]Toxic → Fires slow-moving orbs, with a chance to launch a larger piercing projectile[/p][p][/p]
  • [p]Draconic Protector[/p][p]The Wyrmling occasionally protects the player[/p]
    • [p]Fire → Instantly strikes the attacker for 300% Fire damage[/p]
    • [p]Electric → Grants +30% Movement Speed for 3s[/p]
    • [p]Ice → Significantly reduces incoming damage (x2)[/p]
    • [p]Toxic → Grants Stealth for 3 seconds[/p]
    [p][/p]
  • [p]Dragon Wisdom[/p][p]NEW: After triggering 5 different Wyrmling abilities, gain the following effects for 5 seconds[/p]
    • [p]Fire → +30% to ALL Area Effects and restores some Energy[/p]
    • [p]Electric → +1 to ALL Projectiles and restores some Energy[/p]
    • [p]Ice → +30% to ALL Area Effects and increases effect duration[/p]
    • [p]Toxic → +1 to ALL Projectiles and increases effect duration[/p]
    [p][/p]
  • [p]Wyrm Expertise[/p][p]Whenever the player dodge, the Wyrmling attack enemies[/p]
    • [p]Fire → Strikes enemies around the player, dealing heavy damage over time[/p]
    • [p]Electric → Charge forward, slowing them for 2 seconds[/p]
    • [p]Ice → Strikes enemies around the player, slowing them for 2 seconds[/p]
    • [p]Toxic → Charge forward, dealing heavy damage over time[/p]
[p] [/p][p]Common passive skills[/p]
  • [p]Endurance[/p]
    • [p]Increases energy gain by 20% → Reduces skill costs by 20%[/p]
  • [p]Regen[/p]
    • [p]Energy regen: +10% → +20%[/p]
  • [p]Full of energy[/p]
    • [p]Bonus maximum energy: +10 → +20[/p]
[p] [/p][p]✨ Quality of Life (QoL)[/p]
  • [p]Added a new player circle highlight setting with a targeted icon above enemy heads[/p]
  • [p]Tooltips now display talent descriptions when holding Ctrl on PC[/p]
  • [p]Players can now mark items and fragments as favorite even if they are currently equipped [/p]
  • [p]Volcano hazards are now disabled during dialogs, preventing the player from dying while interacting with NPCs[/p]
  • [p]A small visual effect now appears around Son-kan whenever he stops during the quest “By Kalaarang’s Design,” for better visibility[/p]
  • [p]Son-kan can now heal himself, making him a little harder to fall in combat[/p]
  • [p]Players can now select a teleport directly on the current level’s map to teleport there, instead of searching for it on the Area Map[/p][p][/p]
[p]🗺️ Environment[/p]
  • [p]Updated visibility and visual effects for panoramas[/p]
  • [p]Tweaked panoramas sequences across all biomes[/p][p] [/p]
[p]🐉 Enemies & Boss[/p]
  • [p]Boss (Lords) attack increased by 30%[/p]
  • [p]Enemy armor has been increased on higher difficulties[/p]
  • [p]Enemies now deal less attack damage but gain more health as difficulty increases[/p]
  • [p]The Underwater Biome now features a wider variety of enemies[/p]
  • [p]Reduced Kakomithiel (Champion) hitbox size to allow certain skills to connect properly[/p]
  • [p]Enemies that spawn during boss fights no longer drop loot, preventing infinite farming[/p]
  • [p]Elite enemies have been removed from the third phase of Xhantineos - Banished Lord of Okeanos encounter[/p]
  • [p]Guardian Elite affixe now ignores execution type of damage[/p]
  • [p]Champions now benefit from reduced crowd control effects if multiple effects are applied in a short amount of time[/p][p] [/p]
[p]🖥️ Menu & UI[/p]
  • [p]Added loading screens for all boss areas[/p]
  • [p]The Chaos Hunts menu has been updated aligned with our Hunting Board rework[/p]
  • [p]Added Reflex DoT display in the buff bar[/p]
  • [p]Unlocking the Jailer for the first time in the story now opens his menu automatically after teleporting to him[/p]
  • [p]Added new icons for enemies’ mutations (the simple ones)[/p]
  • [p]Players can now interact with menus even when a tutorial popup is open, except when using a gamepad[/p]
  • [p]Updated game guide and tutorials + Skill codex[/p]
  • [p]Updated various tooltips: reduced maximum fractional digits on attributes and magnitudes[/p]
  • [p]Updated buff descriptions of several modifiers to include data values[/p]
  • [p]Removed unused keyword search in the Talents tab[/p]
  • [p]Fragment-incompatible modifiers are now displayed in quest reward and Eternal Gift tooltips [/p]
  • [p]Highlight compatible skill grid slots when hovering over a modifier in the enchantment or fragment merchant menus[/p]
  • [p]Removed favorite icon on skill grid slots; replaced with golden frames[/p]
  • [p]Added “used in arsenal” icon and text in item tooltips[/p]
  • [p]Now shows a warning when attempting to drop an item marked as “used in arsenal”[/p]
  • [p]Display interact input icons next to loot names for both gamepad and keyboard[/p]
  • [p]Updated “Auto” select material/resource button to now prioritizes lower rarity resources before using mythical ones[/p]
  • [p]Changed brightness of the gimmick bar above the player’s head based on gimmick status to match the player main bar HUD behavior[/p]
  • [p]Updated potion and dodge utility slots to better visualize cooldowns when multiple charges are available[/p]
  • [p]Added feedback when interacting with the Rotating Stones puzzle[/p]
  • [p]Updated the player barrier visual in the player skill bar[/p][p][/p]
[p]🎥 Cutscenes & VFX[/p]
  • [p]Improved the cinematic for Astrea during the quest “Son-Kan’s Destiny”[/p]
  • [p]Updated Teleport Area visual effect[/p]
  • [p]Updated visuals effects of various talents and skills[/p]
  • [p]Fixed Son-kan not leaving the council room after “By Kalaarang’s Design” cinematic[/p]
  • [p]Replaced the long text in the “Meridies Cornelys’ Plot quest with a new cutscene[/p]
  • [p]Added new idle animations in cutscenes and improved character orientations during dialogues[/p]
[p][/p][p]🔊 Music & SFX[/p]
  • [p]Added Tracker barks[/p]
  • [p]Added various sounds for Wyrmling skills[/p]
  • [p]Added a new impact sound for Barbarian runes[/p]
  • [p]Added quest reward sound and hold button sounds[/p]
  • [p]Added various sounds at the end of Act 1, including:[/p]
    • [p]“The Distant Vision Ritual”.[/p]
    • [p]The jungle phase in the Makmur Ruins[/p]
    • [p]Whenever an NPC ally teleports[/p]
  • [p]Adjusted character voice volumes so all voices stand out more clearly[/p]
  • [p]Added new sounds across multiple interfaces[/p]
  • [p]Added new sounds for the latest champions[/p]
[p] [/p][h3]\[Fixes][/h3][p][/p][p]🐛Bug Fixes[/p]
  • [p]Fixed random crashes in specific gameplay contexts[/p]
  • [p]Fixed low-life sound not ending when health is restored instantly[/p]
  • [p]Fixed Tracker gimmick “Targeting” visuals on hazards (was dealing damage but not visually throwing)[/p]
  • [p]Fixed gimmick execution not removing marks[/p]
  • [p]Fixed navigation between Attributes passive left & right on gamepad[/p]
  • [p]Fixed collected relic count on the world map not updating in real time[/p]
  • [p]Fixed a blocker upon arriving at the first dungeon in the Jungle during the first hunt of the story[/p]
  • [p]Fixed Wyrmling sometimes teleporting in panoramas[/p]
  • [p]Fixed panoramas not unlocking the map[/p]
  • [p]Fixed invisible walls issues, preventing the player to progress in the Catacombs of Fire, Plains of Koles, and Fafnir’s Glacier[/p]
  • [p]Fixed Grand Benedictor sacrificed/converted lists not scrollable with a gamepad[/p]
  • [p]Fixed default character skills & gear when starting a new character directly in Endgame or in an existing story group[/p]
  • [p]Fixed some Endgame affixes related to mana and regeneration[/p]
  • [p]Changed the Relic position in the Plains of Domistria as it was often too high to reach it[/p]
  • [p]Fixed player getting stuck in dialog sequences if skipped too fast[/p]
  • [p]Fixed quest rewards being empty if dialog is skipped quickly[/p]
  • [p]Fixed talents resetting when Wyrmling attribute points were reapplied[/p]
  • [p]Fixed Oracle “Ethereal Darts” skill targeting the caster.[/p]
  • [p]Fixed Wyrmling skill “Electric Reinforcement” duration scaling[/p]
  • [p]Fixed Wyrmling Passive: Inspiration: Energy passive compatibility[/p]
  • [p]Fixed the Oracle Vision doubling projectile bonus on “Explosive Eruption” and “Ethereal Darts” skill[/p]
  • [p]Fixed Recall ability icon visibility in tutorial[/p]
  • [p]Fixed loot filter rules not updating correctly when changing visibility dropdown[/p]
  • [p]Fixed dungeon teleporter icon disappearing when quest state changes[/p]
  • [p]Fixed HUD sometimes being visible during cinematics[/p]
  • [p]Fixed cinematics that could stop dialogs for next objectives on skip[/p]
  • [p]Fixed “mark as favorite” and “drop” actions appearing when hovering a dragged slot [/p]
  • [p]Fixed “swap / drag” action not showing correctly for skill grid slots [/p]
  • [p]Fixed right-clicking equipped skill slots not sending fragments to the expected storage tab[/p]
  • [p]Fixed “show more info” action appearing even if a slot is not hovered[/p]
  • [p]Fixed auto-canceling of inventory slot dragging not working for drag & drops.[/p]
  • [p]Fixed loot tooltip not closing properly when highlighted loot is valid but lacks a tooltip.[/p]
  • [p]Fixed fragments in blocked slots not being movable or visible.[/p]
  • [p]Fixed Wyrmling character preview not updating when changing armor color; animation state now preserved.[/p]
  • [p]Fixed Son-kan orientation during dialogue with Meridies Cornely after the quest “By Kalaarang’s Design”[/p]
  • [p]Fixed Son-kan in the quest “By Kalaarang’s Design” not being interactible [/p]
  • [p]Fixed the Electric Wyrmling’s Cobalt Dragon’s Aura granting an incorrect barrier amount[/p]
  • [p]Fixed text of the Chaos Talent[/p]
  • [p]Fragments purchased from the Dark Merchant can no longer be offered to Grand Benedictor[/p]
  • [p]Dungeon portal spawn locations have been adjusted to ensure they are easily reachable[/p]
  • [p]When creating a new story group with an existing character, players now start at the quest “A New Weapon”, preventing the need to reselect a Wyrmling[/p]
  • [p]Fixed Wyrmling skill "Power of Ice" stacking issue where losing one stack would refresh the duration of all stacks, making it easy to maintain excessively high Attack bonuses[/p]

An Important Notice about MULTIPLAYER UPDATE

[p]Hello everyone,[/p][p]We've got important news to share regarding the multiplayer update, please take a moment to read our message from the EKO SOFTWARE and Nacon teams:[/p][p]
[/p][h3]IMPORTANT NOTICE[/h3][hr][/hr][p]As we approach our multiplayer update, we wanted to share a few things ahead of time.[/p][p][/p][p]As you may know, we’re still working on multiplayer stability and addressing various related bugs. Despite the improvements made over the past few months and our daily QA efforts, we have concerns about the current stability and the new issues that are discovered over time.[/p][p]At the same time, we understand that delaying it again would only add a layer of frustration - In fact, that’s not an option! Despite our intentions to deliver the highest-quality experience possible, we also recognize that our players have already waited a long time.[/p][p][/p][p]❗Rest assured: the multiplayer update will still arrive on the Feb 25th.[/p][p][/p][h3]So, how are we planning to address this? [/h3][p]We’ll be releasing the update on two separate branches, with a clear disclaimer that players will be accessing a version where they might experience some bugs and instability.[/p]
  • [p]Default Branch: Includes all the new content, but without multiplayer features[/p]
  • [p]Beta Branch: Includes all the new content + multiplayer[/p][p][/p]
[p]This way, players can experience all the new content we've added over the past few months (new skill system, reworked city progression, etc), while still having the option to opt in and play multiplayer.[/p][p]This can be a feedback opportunity for those who want to help contribute to improving its stability. It will also be a way for us to gauge how often players will experience issues and which ones are the most prevalent.[/p][p]When we launch the multiplayer update next week, we’ll provide detailed instructions on how to access the multiplayer branch.[/p][p][/p][h3]A more technical explanations on what’s happening[/h3][p]We believe our community deserves honesty and clear explanations about the issues we’re facing. So what follows is a more technical explanation for those interested.[/p]
  • [p]The City (hub) & Quest progression is handled server-side[/p]
  • [p]Active gameplay (during story / hunts) use a peer-to-peer model up to 4 players[/p]
  • [p]All characters are saved locally[/p]
[p]Originally, we aimed for the City to support up to 32 players simultaneously. However, during QA, our servers struggled to handle the load reliably, resulting in random player disconnections and, in some cases, server crashes.[/p][p]To ensure stability and a smoother experience, we’ve reduced the maximum number of simultaneous players in the City to 16. [/p][p][/p][p]Basically, here the current issues we’re facing:[/p]
  • [p]In the City, players can experience desync and occasional disconnections, scaling with the number of players.[/p]
  • [p]Regarding active gameplay they’re generally stable when progressing through story or endgame quests with 2 players. However, as more players join, up to 4, we start seeing desync and occasional disconnections.[/p][p][/p]
[h3]Closing thoughts[/h3][p]We thrive on trust and transparency, so we genuinely want to handle this ethically. That’s why we made it a priority to give you a proper explanation of the current state of where multiplayer is at.[/p][p]We’ll continue working on multiplayer stability toward the 1.0 launch scheduled for March 16th. We’re confident that you’ll be pleased with the results! [/p][p]We don’t say it enough, but we’re truly grateful for the support the game has received over the past year and for the trust you’ve placed in us. We hope the upcoming update will give our players plenty of reasons to revisit Dragonkin, and of course, we warmly welcome all the new hunters ![/p][p]Until then, head on over to our Discord to join our community and give feedback on the upcoming patch![/p][p][/p][p]Thank you, everyone! [/p][p]- The EKO SOFTWARE & Nacon teams[/p][p][/p][p]Discord: https://discord.gg/9FWumu7gCa[/p][p][/p]

5 Things to Know Before Multi & 1.0!

[p]Greetings dragon hunters,[/p][p]Our third major update is releasing in a week bringing multiplayer (and much more) to Dragonkin! [/p][p]Naturally, we’re ecstatic, and we’re loving the positive energy and excitement you’re bringing to the community. First things first, we’ve put together a video that breaks down in detail what the new city progression has to offer. [/p][p]Make sure to check it out and come back here:[/p][previewyoutube][/previewyoutube][p][/p][h3]1. When does the MULTIPLAYER UPDATE drop?[/h3][p]Get comfy, grab your favorite drink, and set a 🔔reminder for:[/p]
  • [p]📆 Feb 25[/p]
  • [p]🕚 10 AM CET [/p]
[h3]2. Your progress will NOT reset at 1.0[/h3][p]All your hard-earned progress from Early Access will carry over to version 1.0. Sooooo go ahead![/p][p][/p][p]In Short:[/p]
  • [p]Character & City progression will carry over.[/p]
  • [p]Story progression will start over.[/p]
  • [p]Steam achievements are planned for the full release.[/p]
[p][/p][p]While your city and character progress will remain intact, story progression will be reset at full release.[/p][p]If you prefer a fresh start and want to experience the full story, you can always wait for the full release to jump in.[/p][p]Also, as many of you would expect, Steam achievements will also be added at full release.

Note: the storyline is optional, and players can jump into endgame mode at any time
[/p][h3]3. We strongly recommend reading the Game Guide[/h3][p]The Game Guide is incredibly handy, and we can’t recommend it enough![/p][p]To access it, pause the game, open the ‘Game Guide’, from there you can navigate to the different tabs.[/p][p]We also know that some players like to review ALL skills available in-game before choosing a class or even theorycraft their builds in advance. You can do exactly that by checking out the Codex![/p][p][/p][p]Additionally, the multiplayer update introduces a new City service: Master of Fragments.[/p][p]By visiting him, you can not only see all the available skills for your current class and all Wyrmling skills, but also purchase them.[/p][p]
Note: Leveling up the City unlocks more skills available for purchase.[/p][p][/p][h3]4. Don’t feel locked into your base element[/h3][p]As you play, you’ll notice that some skills deal either physical or elemental damage, as indicated in their tooltips.[/p][p]However, once a skill reaches Rank IV and gains Symbiosis, the game automatically checks your highest elemental damage bonus and uses that value when calculating the skill’s damage. This also applies to talents in damage calculations.[/p][p][/p][p]In other words, your damage becomes adaptive once a skill hits Rank IV.[/p]
  • [p]By default, Dance of Daggers deals Toxic damage.[/p]
  • [p]At Rank IV, Dance of Daggers deals Electric damage because the Electric damage bonus is higher (even by just 1%).[/p]
[p][/p][p]If all your elemental stats are tied, the game will default to the element of the chosen Wyrmling.[/p][p][/p][p]Your Wyrmling acts as a specialization, defining the element of your skills.[/p][p]This means there’s no inherent advantage to matching your class’s element and therefore, no particular or inherent  benefit to matching your class’ element. This is meant to prevent situations where players feel “locked in” to one element because it's optimal  in terms of damage.[/p][p]On a practical note, you can swap between wyrmlings at any time visiting the Jailer. We really want to encourage our players to explore our game mechanics and find synergies.
[/p][p]Note: Don’t forget to rearrange your Ancestral Grid as you’ll also need to change your effective wyrmling’s skills. [/p][p][/p][h3]5. A list of ‘useful’ shortcuts (on Keyboard)[/h3][p]There are a bunch of keyboard shortcuts you can take advantage of when playing Dragonkin that make your journey and organisation easier.[/p][p]Here’s a little list of some shortcuts you might find useful.[/p]
  • [p]Fast travel in the City = R[/p]
  • [p]Open Loot Filer = O[/p]
  • [p]Open Battle Log = B[/p]
  • [p]Display item details = Hold Ctrl[/p]
  • [p]Check your stats = U[/p]
[p][/p][p]That's all for today![/p][p]Make sure to keep an eye on Steam tomorrow, we'll have an IMPORTANT NOTICE to share![/p][p][/p]

Multiplayer Update drops on ⁨⁨⁨⁨⁨⁨⁨Feb 25th⁩⁩⁩⁩⁩⁩⁩ — Full release March 16th

[p]Hello Dragon hunters,[/p][p][/p][h3]The Multiplayer Update releases on February 25th⁩⁩⁩⁩⁩⁩⁩![/h3][p][/p][p]But that's not all . . .[/p][h3] [/h3][p][/p][h3]Version 1.0 is coming March 16th[/h3][p][/p][p]No lengthy intro today, let’s dive into what's in the multiplayer update and what it means for you![/p][p]But before, you might check out our new Trailer:[/p][p] [/p][previewyoutube][/previewyoutube][h2][/h2][p][/p][h2]WHAT'S IN THE MULTIPLAYER UPDATE?
[/h2][p]Our Patch Notes always feature a \[🔥] emoji whenever the change is based on community feedback![/p][p][/p][h3]\[Highlights][/h3]
  • [p]Online Multiplayer[/p]
[p][/p]
  • [p]City Hub: A shared hub where players can see others walking around in the City of Montescail[/p]
  • [p]Quests: Players can team up with others for the story and endgame content[/p]
  • [p]Shared Progression: Level up the City together[/p]
  • [p]Level Catcher: Lower-level players level up faster if a high-level player is present[/p]
  • [p]Friend-Oriented: Share items freely without global economy[/p]
  • [p]Transfer characters: Move your characters across online and offline Cities anytime[/p]
  • [p]Teleport: Instantly teleport to other players in the party, even mid-quest[/p]
  • [p]Revive: Bring fallen allies back into the fight or after combat[/p]
  • [p]Loots: Drops are for you only (but you can give them to anyone)[/p]
[p]Please note that Dragonkin will always be fully playable offline.[/p]
[p]To learn more about the multiplayer update, check our DevBlog:[/p][p][dynamiclink][/dynamiclink][/p][p][/p]
  • [p]🔥Spender ‘only’ system[/p]
[p]Since the very beginning of Early Access, the Generator-Spender has sparked a lot of discussion, and we’ve heard you loud and clear.[/p][p]Many players told us that the system can feel outdated or even frustrating at times, which sometimes makes it less fun to engage with.[/p][p]As such, we removed the Generators and made them optional via a dedicated modifier. We added a rank system for skills and made balance adjustments to mana regen that now appears on equipment.[/p]
[p]Curious about our new system? Check our DevBlog:[/p][p][dynamiclink][/dynamiclink][/p]
  • [p]🔥New City of Montescail Progression System [/p]
[p]We’re introducing a more linear progression as well as an upgrade tree. [/p][p]Each service will now unlock at a specific City level, while letting players upgrade the service they want along the way. [/p][p]With this approach, we aim to solve various problems by providing more guidance, while still allowing players to unlock all services naturally and maintain a certain flexibility in how they develop their city.[/p]
[p]Want a full breakdown on our rework? Check:[dynamiclink][/dynamiclink][/p]
  • [p]Post-50 Progression[/p]
[p]This patch introduces post-max-level progression called Ancestries and Tributes.[/p][p]Once the player reaches level 50, they begin earning experience for an ancestor, which can be selected at any moment. [/p][p]There are 14 ancestors in total, each granting progressive stat bonuses as they level up, along with a unique passive ability when they are “activated”, and another one when they reach max level.[/p][p]Tributes will be obtained through the story, but also during endgame hunts. Players can place those Tributes on a wall to “activate” specific combinations of Ancestors through an “affinity” system.[/p][p]A new location is added in the Cathedral of Montescail, where the endgame hunts start and the Tribute's wall can be accessed.[/p]
[p]There're a lot to tell about the post-50 progression, so read the dedicated DevBlog:[/p][p][dynamiclink][/dynamiclink][/p][p][/p]
  • [p]🔥New Hunting Board & Endgame Hunts Reworked[/p]
[p]We’re giving the Hunting Board a visual overhaul! Now called Hunting Maps, located in the same room where the player can manage their tributes.[/p][p]All endgame hunts have been reworked to be shorter in order to create more intense and focused sessions. This also gives you more downtime to return to the City to theorycraft, sell, and upgrade your gear.[/p][p]To make hunts more engaging, each one will now end with a powerful foe: semi-bosses or champions.[/p][p]Each map requires players to hunt a certain number of foes before you can face down the Dragon lords in a final hunt, and unlock the next map to continue.[/p][p]Regular hunts will now take 10–15 minutes, while final hunts will last 20–25 minutes at most. We’re also reducing unnecessary backtracking that could disrupt the flow of a hunt.[/p][p]Chaos hunts have also been simplified: straight to the point. [/p]
[p]To understand our intention and what led us to these changes, check:[dynamiclink][/dynamiclink][/p][p][/p]
  • [p]New Champions[/p]
[p]7 major and several minor champions are being added to the world of Dragonkin.[/p][p]Champions are a category of Elite enemies you’ll encounter during endgame hunts.[/p][p]In quests, you can recognise them as they have their own Elite Modifier. Depending on the hunt, champions can also come with various minor modifiers.[/p]
[p][/p]
  • [p]🔥Fragment Rotation[/p]
[p]Coming with the Multiplayer Update, you’ll finally be able to rotate your fragments.[/p][p]The community has been asking for this new feature, and we’ve been working to make it a reality. This should make theorycrafting easier and (we hope) open up new possibilities.[/p][p]It can also help you make extra space in your inventory.[/p]
[p] [/p][p][/p]
  • [p]🔥New Service & QoL feature : Master of Fragments & Divine Familiar [/p]
[p]We’re introducing a new service to the City of Montescail: The Master of Fragments[/p][p]The Master of Fragments will offer all character’s skills’ and wyrmling skills.[/p][p]The Divine Familiar is tied to a City upgrade and will assist you, gathering gold and resources around you.[/p]
[p][/p][p][/p]
  • [p]New Talents & Modifiers[/p]
[p]This update introduces a total of 7 new talents and 2 new modifiers:[/p][p][/p][p]Talents:[/p]
  • [p]Arcane Instability (Oracle)[/p]
  • [p]Marching Spirit (Oracle)[/p][p][/p]
  • [p]Sneak Attack (Tracker)[/p]
  • [p]Merciless Reflexes (Tracker)[/p][p][/p]
  • [p]Fighting Fire with Fire (Knight)[/p]
  • [p]Imposition of Strength (Knight)[/p][p][/p]
  • [p]Corrupted Blood (Barbarian)[/p]
[p]Modifiers:[/p]
  • [p]Energy Generator[/p]
  • [p]Ultimate Enhancement 2[/p]
[p][/p][p][/p][p][/p]
  • [p]Founder Pack 4 available[/p]
[p]Dragonkin: The Banished. Founder Pack 4 contains:[/p][p]8 exclusive pieces of equipment including a chest and a helmet for your heroes (2 per character)[/p][p]4 exclusive visual effects allowing you to change the teleportation portal.[/p][p]The pack includes cosmetic elements for your city: statues, roofs, flags and pennants.[/p]
[p]Here's a preview:
[/p][p][/p][p][/p][h2]1 MONTH UNTIL DRAGONKIN 1.0❗[/h2][p]After over a year of Early Access, we’re excited to share the official release date of 1.0.[/p][p][/p][h3]As a reminder, Version 1.0 is coming March 16th[/h3][p][/p]
  1. [p]What to expect at the full release?[/p][p]Dragonkin: The Banished will essentially get Its Full story and Local Co-op.[/p][p]Find out more about how local co-op works:[/p][p][dynamiclink][/dynamiclink][/p]
  2. [p]Founder Packs will be back[/p][p]Due to popular demand, we’ll be bringing back ALL Founder Packs permanently.[/p][p]These will be featured in a Special Edition, which we cover just below.[/p][p][/p]
  3. [p]Blood Scales Edition (PC)[/p][p]On March 16, we will also release the "Blood Scales Edition".[/p][p]This special edition will be available on Steam on launch day and includes all cosmetic content from Founder Packs 1, 2, 3 and 4 + Lord Pack:[/p]
    • [p]40 pieces of armor (cosmetics)[/p]
    • [p]5 cosmetic packs for the City of Montescail[/p]
    • [p]17 visual effects for your character[/p]
    • [p]4 visual effects for your divine familiar[/p]
    [p]On Steam: If you already claimed one or more Founder Packs during Early Access, the price of the Blood Scales Edition will be adjusted accordingly.[/p]
    [p][/p]
[h2]That's it for today![/h2][p]We’re grateful for all the support and feedback the game has received over the past months, which has made it possible for us to improve the game together with you.[/p][p]We hope this gives our devoted players plenty of reasons to revisit Dragonkin: The Banished, and encourage new players to join the hunt with friends.[/p][p]As usual, we encourage you to join us on Discord and of course, we’ll be back in two weeks with a big patch note when the update goes live![/p][p][/p][p]We’ll be back soon with more updates.[/p][p]See you![/p][p][/p][p]Discord: https://discord.gg/QtXaU8F6bu [/p]