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Meet Our First Champion: Kakomythiel

[p]Hello dragon hunters![/p][p][/p][p]In today’s DevBlog, we tell you more about the Champions, a new kind of enemy we’ve been working on.[/p][p]We'll also take that opportinity to show you 3 of 9 of the new modifiers that will be added for the Tracker update.[/p][p][/p][p]Due to the heavily work-in-progress state of the Champions, we aren’t quite ready to show too much of what we have been working on regarding them, mostly due to things just not being polished or simply ready yet.[/p][p]However we are aware that you want to hear more and that’s why we’d like to show you the first Champion we’ve been working on: Kakomythiel.[/p][p][/p][p]But first of all…[/p][p][/p][h3]What are Champions?[/h3][p][/p][p]Champions are a new category of Elite enemies you’ll encounter during endgame hunts. [/p][p][/p][p]While they aren’t as threatening as bosses or sub-bosses, they are still more dangerous than common enemies. Some enemies are brand new with their own skillset, while some others are more advanced/powerful version of known enemies.[/p][p][/p][p]In quests, you will be able to 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][/p][p][/p][h3]Behold our first Champion: Kakomythiel[/h3][p][/p][p][/p][p]Kakomythiel is a powerful arcanist, a master of Dragon blood able to cast tremendous spells.[/p][p]Its knowledge of rites and magic is such that it is able to travel across the world, unchallenged by humans nor Dragonkin rivals, to gather more power and fulfill its master's agenda. Kakomythiel is a high priority target for the Dragon Hunters, if only they could spot the elusive sorcerer.[/p][p][/p][h3]Kakomythiel Skill Breakdown[/h3][p][/p][p]Now, let’s take a look at the very first Champion you’ll meet, Kakomythiel, and its abilities.[/p][p][/p][p]1st Ability:[/p]
  • [p]Kakomythiel manifests 4 fire zones in rapid succession beneath the player, each dealing fire damage.[/p]
[p][/p][p][/p][p]2nd Ability:[/p]
  • [p]Kakomythiel creates an orb next to him that fires homing projectiles.[/p]
[p][/p][p][/p][p]3rd Ability:[/p]
  • [p]Kakomythiel conjures lightning bolts in a large area to strike the ground after a few seconds, dealing electric damage to the player.[/p]
[p][/p][p][/p][p]4th Ability:[/p]
  • [p]Kakomythiel blinks and summons toxic areas in a line that persist for a few seconds.[/p]
[p][/p][p][/p][h3]Rewards / Drops[/h3][p][/p][p]Defeating a Champion is rather rewarding.[/p]
  • [p]In Endgame Hunts, Champions will drop a Gift of the Eternal.[/p]
  • [p]In the Story, Champions will drop loot from a standard sub-boss loot table.[/p]
[p]As you know, we’ve been working on adding Quest Rewards at key moments of the story, fighting and defeating Champions will, as you can expect, be part of those moments.
[/p][p]Quest rewards can offer various choices, such as fragments, pieces of equipment, or a mix of both.[/p][p][/p][p][/p][h3]New Modifiers[/h3][p][/p][p]As you may know, we’ve been working on some exciting new modifiers for the upcoming Tracker Update.[/p][p]We planned a total of 9 modifiers, here’s a quick sneak peek at what’s coming:[/p][p]
[/p][h2]
That’s it for now[/h2][p][/p][p]There’re a lot of changes coming to the game and we’re happy to see you like the direction we’re taking. [/p][p]We are aware of some needed quality of life (QoL) improvements highlighted by the community, such as the loot filter which we are working on improving for the next update.[/p][p][/p][p]if you’re like to know more about, please check our previous DevBlog:[/p][p][dynamiclink][/dynamiclink][/p][p]Please do keep sharing your feedback as it helps us improve the game as we continue development.[/p][p]See you next week! [/p]

Addressing Community Feedback & Anticipated Changes

[p]Hello Dragon hunters,[/p][p][/p][p]We want to start with a huge thank you to all new and recurring players who are currently playing to our first major update: Nurõrgartt.[/p][p][/p][p][/p][p]Honestly, we’re really pleased to see that the new content sparked interest and it’s always exciting to see new people getting on board daily as well as returning players.[/p][p]We truly appreciate all the feedback you share on Discord. While we may not answer every message, please know that we read everything you post and consider every possibility on the major points you raised.[/p][p][/p][p]We’ve been teasing the content of the Tracker update already and this time we’d like to talk about:[/p][p][/p][h3]What are the major points we want to work on and address?[/h3][p][/p][p]But before we break into it, let’s take a look at what you can expect.
[/p][h2]Tracker Update Overview[/h2][p][/p]
  • [p]New Class:  Qara Tani, the Tracker[/p]
[p]Named Qara Tani, she is a tracker from the Qhongirat, using the advanced archery techniques of her clan along with a deadly poison derived from the blood of a Green Dragon.[/p][p]As a Dragon hunter, she is able to wield all the martial techniques of her clan, ranging from formidable close-combat skills to powerful ranged attacks.[/p][p]Her specialty: striking without being struck.
[/p][p]Coming with a total of 17 skills, she has both melee and ranged abilities.[/p]
[p][/p]
  • [p]New Biome: Erde-nòr[/p]
[p]2 new regions: The Volcanic Plains of Koleos & The Resurgence Stronghold.[/p]
[p][/p]
  • [p]New Skills for each classes[/p]
[p]2 new skills for each class, including the Knight, the Barbarian, and the Oracle.[/p][p]17 skills for the Tracker.[/p]
[p][/p]
  • [p]New Modifiers[/p]
[p]9 new modifiers, for each class, including the Knight, the Barbarian, Oracle and the Tracker.[/p]
[p][/p]
  • [p]New Endgame content & Draconic Tarot[/p]
[p]New endgame hunts, dungeons, enemies  and bosses.[/p][p]With the Draconic Tarot, you will be able to customize your Chaos Hunts modifiers.[/p]
[p][/p]
  • [p]New Enemies : Champions[/p]
[p]The Champions are new enemies you’ll be able to find in quests.[/p]
[p][/p]
  • [p]New City feature: The Draconic Atlas[/p]
[p]The Draconic Atlas is designed to help you learn more about the enemies you encountered during your hunts, while also providing passive bonuses that apply to all characters tied to the same City.[/p]
[p][/p]
  • [p]New Quality of Life (QoL) features: Loot Filter, Death Recap, and more…[/p]
[p]With the loot filter, you’ll be able to create templates, set rules, and sort them by priority. But also, hide, display, or highlight specific types of items.[/p][p][/p][p]The Death Recap will help you to interpret what caused you to die.[/p]
[p][/p][p]Our Roadmap:[/p][p]
[/p][p][/p][p]Now let’s take a look at not only new content we never mentioned before and the major points we’d like to address and will be our focus for the following months.[/p][p][/p][h3]More interesting enemies to fight: the Champions[/h3][p][/p][p]The Champions are a new kind of elite enemies you’ll hunt during endgame hunts. Some Champions also are entirely new foes you haven't encountered before.[/p][p][/p][p]Our intention is to offer more interesting and challenging encounters, making fights more strategic at key moments of hunts and the story.[/p][p][/p][p]We’ll be sharing more details about them in the following weeks, as we’re hoping to release a few of those new enemies in our next Update, planned for Summer 2025. It’s something we think will be deeply appreciated.[/p][p][/p][h3]Loot Filter is on Its way[/h3][p][/p][p]As requested by the community since the start of EA, we’ve been working on it a few weeks ago.[/p][p][/p][p]We know that wading through piles of loot just to find that one useful item isn’t a fun experience. That’s why we’ve begun working on a loot filter that will help you spot the most interesting items quickly and target farm more efficiently.[/p][p][/p][p]If you actually want more info on it such as how it works, we dedicated a DevBlog on the Loot Filter.[/p][p][/p][h3]Getting One Shot isn’t fun + Death Recap[/h3][p][/p][p]Let’s be honest, getting one shot out of nowhere definitely isn’t fun and neither an interesting player experience. Specifically the ones that kill you out of nowhere.
[/p][p]That’s not the kind of difficulty we want. We’re reviewing the one-shot mechanics, to make sure damage spikes feel fair and avoidable. Because you should always feel like you could have dodged or blocked, not like the game just rolled a dice behind your back.[/p][p][/p][p]Enemies will no longer deal massive chunks of damage to the character (with some exceptions), and likewise, it’ll take a bit more effort for the player to take them down.[/p][p][/p][p]Overall, fights will last longer. We hope this will make combat more strategic and engaging. On a side note, we are working on a Death Recap to help the players to understand what happened and improve on the next encounter.[/p][h3]
More transparency in Tooltips[/h3][p][/p][p]One thing you’ve been pointing out, and you’re absolutely right, is that many of our tooltips are just too vague. Sentences like “Grants a temporary evasion bonus upon use” just don’t give you enough info when you’re trying to theorycraft or build around specific effects.[/p][p][/p][p]We’re changing that.[/p][p]
We’ve started revising tooltips to be clearer. For example, that same line would become: “+X% Evasion for a brief time upon use.”. That said, terms like temporary, brief, or short are still going to be displayed. Ideally, we’d love to show exact durations.[/p][p][/p][p]Why don’t we just do that now?[/p][p][/p][p]In a lot of cases, durations aren’t fixed.[/p][p]They can scale with many effects and as of now, showing the duration could lead to inaccurate or misleading information, which we think could be worse than being vague. That’s why we’re approaching this carefully.[/p][p][/p][p]We also want to remove the Item Score (item level) from tooltips.[/p][p][/p][p]At first glance, Item Score seems helpful. It gives a quick idea of an item’s “power,” right? But in practice, it's more complicated than that. The score is meant to guide players by showing that an item generally has higher stats. However, they can also nudge players into equipping gear that may actually be worse for their specific build.[/p][p]Meanwhile, experienced players often see flat scoring systems as misleading and tend to ignore them altogether. Ultimately, we’d rather players evaluate gear based on what it actually does, the stats, the affixes, the synergy with their build, rather than judge on a single abstract number.[/p][p][/p][h3]Character Progression & More obtainable skills in the story[/h3][p][/p][p]Due to the randomness, it can be frustrating for new players to progress through the story without discovering new skills. This often makes the experience feel dry, especially during the early levels when players are still exploring the game's systems and want to experiment.[/p][p][/p][p]To address this, players will be guaranteed to find skill Fragments at key moments in the story, typically after major quests, similar to how the Gift of the Eternal is awarded.[/p][p][/p][p]We've previously discussed our goal of adding more "wow" moments to the player's progression, and we hope this change contributes to that experience.[/p][p][/p][h3]Prologue & Onboarding[/h3][p][/p][p]Since Early Access launched, we’ve been going through a ton of feedback, and one thing that came up a lot is the prologue and the initial walk through Montescail.
[/p][p]Some of you liked being able to try out different classes early on (which is awesome), but overall, we’ve heard that the prologue felt just too long for many of our players. The constant voice-over and up to 20 minutes of dialogue were often mentioned as overwhelming.[/p][p][/p][p]During that time, the player is basically unkillable, one-shotting everything, and loot is disabled for story purpose. While it’s not a big issue, when it stretches out for that long, it just isn't fun.[/p][p][/p][p]That’s why we’re already working on reducing the length of the prologue.[/p][p][/p][p]Another major point of feedback concerns the very first walk through the City of Montescail.[/p][p][/p][p]When players arrive in the City for the first time, they’re required to walk through the City while listening to dialogue before reaching the next quest point. Although our goal was to introduce the City in an immersive way, we now understand that this part feels tedious and not engaging.[/p][p][/p][p]As a result, we’ve decided to completely remove that initial walk.[/p][h3]
New Modifiers
[/h3][p][/p][p]Alongside the new skills we’ve been working on, we’d like to introduce a total of 9 modifiers.[/p][p][/p][p]Some of these new modifiers are a bit special as each one is unique to a specific class.[/p][p]They're designed to complement each class’s core identity and should open to more interesting build paths, making theorycrafting more flexible.[/p][p][/p][p]If you're curious, we shared a preview of these new modifiers on our Discord.[/p][p][/p][h3]To learn more about the Tracker update:[/h3][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h2]Looking ahead[/h2][p][/p][p]We really hope you’ll like these changes and are eager to learn more about all these future features and changes.[/p][p]We are committed to keeping you informed as we implement these updates and are actively working to ensure that these changes are positive for both new and experienced players.[/p][p][/p][h3]Sharing Your Experience[/h3][p][/p][p]We want to know how you get on with the Nurõrgartt update, join us on Discord.[/p][p]And with that, we’ll catch you next time.[/p][p][/p]

Loot Filter & Death Recap

[p]Hello Dragon hunters,[/p][p][/p][p]There is tons of new content throughout the Tracker update, and this past month showed off some you can expect this summer:[/p]
  • [p]New Class:  The Tracker[/p]
  • [p]New Biome: Erde-nòr[/p]
  • [p]New Skills: For each class[/p]
  • [p]New City feature: The Draconic Atlas[/p]
  • [p]New Endgame feature: The Draconic Tarot[/p]
[p]That said, there's more to come, and we haven't shared everything yet.[/p][p][/p][p][/p][p]In today’s post, we want to talk a bit about the Quality of Life improvements we’ve been working on over the past few weeks, including some that have been highly requested since the start of Early Access.[/p][p][/p][p]Let's take a look![/p][h3]Loot Filter is on it’s way[/h3][p][/p][p]As one of the most hotly requested features since the start of Early Access, we started working on a Loot Filter a few weeks ago, and we’re excited to show you how it looks.
[/p][p]Please note: This feature is still work in progress[/p][p][/p][p]You’ll be able to:[/p]
  • [p]Create templates, set rules, and sort them by priority[/p]
  • [p]Hide, display, or highlight / embelish specific types of items (give them different color)[/p]
[p]You’ll also have the option to automatically convert items to the Grand Benedictor and/or Dark Merchant.[/p][p][/p][h3]Rename your templates / layouts[/h3][p][/p][p]We’re also adding a way to rename your templates / layouts for Chests, Loot Filter, and the Arsenal.[/p][p][/p][p]Please note: This feature is still work in progress[/p][p][/p][h3]Death Recap[/h3][p][/p][p]Death happens fast, and you don't always know what happened.
That’s something we’re aiming to improve with the introduction of the Death Recap.[/p][p]This new feature is meant to help interpret what caused you to die. Specifically, when there are a lot of enemies or chaotic fights. Our main goal is to help players answer questions like:[/p][p][/p][p]“What type of damage killed me?” - “Which enemies are the most threatening?”[/p][p][/p][p]This way, you will be able to adapt and improve for the next encounter.
[/p][p]Please note: This feature is still work in progress[/p][p][/p][p]How does it works?[/p][p]Upon a character's death, you can see the Death Log, a recap providing valuable insights up to the last moments of combat.[/p][p][/p][p]Timeline[/p][p]You'll be able to view the timeline of events across the last few seconds with a moment-by-moment view of damage taken, showing:[/p]
  • [p]Health, Shield[/p]
  • [p]The types of damage received Physical, Fire, Ice, Toxic, and Electric[/p]
  • [p]Whether the damage was a direct hit or a DoT (damage over time), and the source[/p][p][/p]
[p]Expendable window[/p][p]Clicking on the window expands the Death Recap to display more specific information, including:[/p]
  • [p]The total amount of damage taken,[/p]
  • [p]The types of damage received, along with the percentage of each type[/p]
  • [p]The total hits taken[/p]
  • [p]The number of sources of damage[/p]
[p][/p][h3]Info Box (in character selection)[/h3][p][/p][p]When you start creating multiple characters, especially those of the same class, it can get difficult to remember which one has which build. That’s why we’re adding an Info Box that displays useful info, the most important being the character and Wyrmling’s active skills.[/p][p][/p][p][/p][h3]We take your feedback into account[/h3][p][/p][p]As usual, things may evolve and we’re eager to see your feedback as we continue to work alongside the community. We hope this teaser was enough to hold you over until the release of the Erde-nòr update.[/p][p]Of course, if you have any questions about these new features, don’t hesitate to ask them right here in the comments![/p][p][/p][p]Don’t forget to join our Discord to be a part of our community, ask questions to the developers directly.[/p][p]See you soon and until next time. [/p][p][/p]

New Skills Preview

[p]Hey Dragon hunters,[/p][p]Our second major update introduces 2 skills for each character and a total of 17 skills for the Tracker.[/p][p][/p][p][/p][p]In this Dev Blog, we’ll break down all these new skills and share 2 more Tracker abilities, in the continuity of our recent Dev Blog introducing Qara Tani.[/p][p][/p][p]If you haven’t read that one yet, we recommend checking it out here: [dynamiclink][/dynamiclink][/p][p]For this patch, our main focus was adding ranged basic ability for the Knight, Oracle, Barbarian, along with defensive abilities tailored to balance their weak spots and emphasize on their respective playstyles.[/p][p]One of our long-term goals is to expand build options for every character, so whether you prefer ranged, melee, burst, defense builds, we’d like to give our players enough choices to fit your playstyle.[/p][p][/p][h2]Upcoming skills[/h2][p][/p][h3]Lothair De Montdragon - The Knight[/h3][p]
These new skills aim to help Lothair to stay safe by having ranged basic attack but also a defensive ability that heals allies and deals damage, all while letting him move freely.[/p][p][/p][h3]Defensive Blow[/h3][p][/p][p]Lothair strikes with his shield, dealing physical damage based on his Block stat. Like every basic skill, an enemy hit by the ability generates Energy.[/p][p]Also, worth pointing out: Defensive Blow counts as both a melee hit and a projectile.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][h3]Heaven’s Hope[/h3][p]Lothair invokes a burning light. healing nearby allies over time and dealing fire damage to enemies in the area each second.[/p][p]He can move freely while it’s active and cast other abilities, such as Brave Charge and Intense Propulsion, without interrupting Heaven’s Hope, and vice versa.[/p][p]
[/p][p][/p][p][/p][h3]Electrane - The Oracle[/h3][p][/p][p]Electrane is great at keeping enemies afar with her control tools and teleports. The last patch focused on her ability to control the battlefield, this time we’re leaning more into spacing tools and introducing an alternative to her shield that lets her buy time while still dealing damage. [/p][p]Pythoderkon’s Premonition helps Electrane setup bursts, whether by giving her time for cooldowns to be up or teleporting safely out of danger.[/p][p] [/p][h3]Energy Projection [/h3][p]Fires a psychic projectile that pierces enemies, dealing physical damage, and generating Energy on-hit. Every third shot deals bonus damage.[/p][p] [/p][p]Vision: Directly launch the third projectile.[/p][p]
[/p][p][/p][p][/p][h3]Pythoderkon’s Premonition[/h3][p][/p][p]Electrane zaps nearby enemies, dealing electric damage over time and becomes Unstoppable, gaining massive resistance but becoming immobilized for a short duration.[/p][p][/p][p] Vision: Heals herself every second for the duration.[/p][p][/p][p][/p][p][/p][p][/p][h3]Rurik Haraldson - The Barbarian[/h3][p]
This patch introduces Unleash Fury, a new skill that boosts Thorn damage and adds some defensive perks, which is pretty rare. The new basic skill Spear of Ice give Rurik more options at range, supporting mid-range builds[/p][p][/p][h3]Spear of Ice[/h3][p][/p][p]Ryrik launches a spear in the target direction, dealing ice damage and piercing enemies. Each enemy hit generates Energy.[/p][p][/p][p][/p][p][/p][h3]
Unleashed Fury[/h3][p][/p][p]Rurik slams his arm down, dealing physical damage to all enemies struck within the area, scaling with Attack and Thorn. On cast, Rurik gains a temporary boost to Armor and Thorns for a short time.[/p][p][/p][p][/p][p] [/p][h3]Qara Tani, The Tracker[/h3][p][/p][p]We would also like to take the opportunity to show you more of the Tracker’s skills.[/p][p]Many of you know from the prologue that she has Ricochet Shot, a ranged ability that generates Energy. This DevBlog introduces Windbreaker;  a melee basic ability.[/p][h3]
Windbreaker[/h3][p][/p][p]Qara Tani strikes the nearest enemy, dashing forward if out of reach. Each hit generates Energy, with the third hit dealing bonus damage and marking the enemies..[/p][p]
[/p][p][/p][h3]Blinding Retreat[/h3][p][/p][p]Qara Tani quickly retreats and deploys a trap that slows enemies within the area. After a few seconds, it detonates, poisoning and marking all enemies caught in the blast.[/p][p]
[/p][p][/p][h2]That’s it for today![/h2][p][/p][p]This wraps up our Dev Blog on the new skills coming with the Erde-nòr update. While you wait, feel free to start theorycrafting, we’ll be keeping an eye on your ideas![/p][p][/p][p]If you’re not on our Discord yet, we’d love to have you join us.[/p][p]We share regular updates there, and we recently shared the results of the Sneak Peek -Founder Pack 3 for the Tracker and shared our work on a long-awaited community feature: the loot filter![/p][p][/p][p]See you next week![/p][p][/p]

Community Spotlight #2

[p]Hey Dragon hunters! Welcome to our second Community Spotlight![/p][p][/p][p]It’s been a little over a month since we released our first major update, and we really enjoy seeing how you receive these changes, especially regarding the progression, combat feel, and the new City features.[/p][p][/p][p][/p][p]The new skills sparked a lot of interest, so we thought this would be a great time to highlight some of the builds that are making use of them, along with a few creative ones.[/p][p][/p][h3]Dragonkin: The Banished data collection sheet (by Mumpitz)[/h3][p]Before we get into some of our favorite builds from the community, we want to give a quick shoutout to Mumpitz, one of the most active members on our Discord, who’s been putting together a data sheet for Dragonkin: The Banished to help the community.[/p][p][/p][p]Check it out: Dragonkin: The Banished date collection sheet[/p][p][/p][p][/p][p]Now, let’s take a look at your builds![/p][p][/p][h3]Community Builds[/h3][p][/p][p]We love seeing how players approach the Ancestral Grid in different ways, especially when new skills shake things up. So, here are a few community builds that caught our attention this patch.[/p][p][/p][h3] Ice Cyclone – A Starter-Friendly Oracle Build (from Mumpitz)[/h3][p][/p][p][/p][p]Once again, Mumpitz delivers a very detailed build![/p][p]This time sharing us a Starter-friendly Ice Cyclone build for the Oracle using Psychokinesis and Writhing Cyclone to deal massive amounts of damage. [/p][p][/p][p]Here their reasoning behind the build:[/p]
[p]“My goal was to make use of new skill Psychokinesis as well as the new wyrmling skill Frigid Wind that supports damage over time skills, which fits to Writhing Cyclone. So the target skills were selected. Anything else just evolved naturally on the journey.”[/p]
[p][/p][p]If you’re interested, we highly recommend checking the full guide on Discord.[/p][p]You’ll find gear tips, stat priorities, and more.[/p][p][/p][p]Check the full guide[/p][p][/p][h3]Toxic Whirlwind - A Gold Farming Barbarian Build (from hr31)[/h3][p][/p][p][/p][p]Barbarian Whirlwind certainly is one, if not, the most popular build for the Barbarian. That said, hr31 slightly revisits the classic Whirlwind Barbarian.[/p][p]One of the key additions is the use of the Ancestral Totem introduced in the last update.
Its area-of-effect damage and reliable attack bonus naturally complement the build.[/p][p][/p][p] A few words from hr31 on their approach:[/p]
[p]“After trying out three classes, I concluded that Whirlwind offers the fastest movement, including when defeating monsters. I hadn't been using the Toxic Wyrmling before, but after the patch update, I started utilizing it. Moving forward, I plan to make use of lightning.”[/p]
[p][/p][p]It’s worth noting that while Electric Wyrmling skills offer higher raw damage, the Toxic Wyrmling provides better sustain and energy regeneration, giving the Barbarian more resilience.[/p][p]The intent with that build is pretty clear: complete quests and activities such as Dungeon Purification as efficiently as possible. With an itemization focused on +1,871% bonus gold gain, this build wants to get golds![/p][p][/p][p][/p][p][/p][p] Check the full guide[/p][p][/p][h3]Electric Axe of Toriel + Meteoric Projection Barbarian Build (by Bunzine)[/h3][p][/p][p][/p][p]Bunzine proves there's still plenty of room to explore with the Barbarian.[/p][p]This build centers around Axes of Toriel as the main skill, and uses Meteoric Projection to deal massive damage by stacking projectile modifiers.[/p][p][/p][p]In their own words:[/p]
[p]“This build focuses on using Axes of Toriel and Ultimate Meteoric Projection to quickly clear dungeons and defeat bosses. Axes of Toriel are thrown forward and return like boomerangs, dealing damage twice — once on the way out and once on the way back. Meteoric Projection is your ultimate skill, dealing high AoE damage.[/p][p]In principle, this can be done with any wyrmling. However, you will need to adjust everything to match that wyrmling’s damage (including gear) and use different Wyrmling skills and attributes. The most important requirement is that you have the Dragon Wisdom (6) talent."[/p]
[p][/p][p]Check the full guide[/p][p][/p][h3]Electric Scarlet Thrust – A Wyrmling Focused Knight Build[/h3][h3](by MorkeX)[/h3][p][/p][p][/p][p]MorkeX surprised us with a clever Knight build that relies on Wyrmling skills to deal damage instead of character skills.[/p][p][/p][p]Here’s the core concept explained by MorkeX:[/p]
[p]“No energy or fuel consumption, one-button gameplay, excellent tankiness, high armor stats, medium clear speed, prone to missing mobs, RNG-dependent damage (since it relies on chance-based triggers) – perfect for fun-seeking players! It can breeze through all in-game content with ease.[/p][p][/p][p]In this build, Wyrmling skills trigger randomly, so maximizing their proc rate was crucial (they’re the main damage source). Trigger chance directly dictates one dimension of attack frequency, which in turn relies on basic attack speed. These two factors form the final damage frequency. Projectile Tag Synergy: Dragon skills carry the "projectile" tag, so boosting projectile count not only amps up damage but also improves AOE coverage. then squeezed out damage potential through gear, talents, and Ancestral Fragments."[/p]
[p][/p][p]The approach leans into synergy between basic attacks and projectile-triggered effects, making it both sustainable and surprisingly strong.[/p][p]
For talents, MorkeX prioritized defense and survivability by maxing out Armor of the Eternal and Divine Avatar as early as possible, making the build extremely tanky while still dealing solid damage.[/p][p][/p][p]Read the full guide[/p][p][/p][h3]Community Events[/h3][p][/p][p]As you probably already know, we love running community events on our Discord and sharing sneak peeks behind the scenes.[/p][p][/p][p]Recently, we hosted Choose the Next Sneak Peek! – Founder Pack 3, and with your votes, we revealed the Dracomondus Priestess armor for the Oracle.[/p][p]Since you seemed to enjoy that event, we’d like to do it again, this time, for the Tracker![/p][p][/p][p][/p][h3]Event Duration:[/h3][p]From NOW until Tuesday, July 1, 2025[/p][p][/p][h3]What’s this about?[/h3][p][/p][p]We’ve got 3 unique Tracker customization options, and we want you to decide which one we reveal next week on our Discord server. Cast your vote for option 1, 2, or 3![/p][p][/p][p]To help you decide, here’s a little flavor behind each look:[/p]
  1. [p]“An outfit made from Dragonkin that lets you move among them without raising suspicion.”[/p]
  2. [p]“Armor worn by the ultimate defenders of the lost civilization deep in the jungles of Ja’Ksara.”[/p]
  3. [p]“Legends say stray spirits from the Mangerika Springs seek new hosts...”[/p][p][/p]
[p]The customization with the most votes will be featured in our upcoming sneak peek.
[/p][p][/p][p]Votes started already![/p][p][/p][h3]What’s To Come[/h3][p][/p][p]We're still continuing our work on bug fixing the issues you have brought to us. We are also listening to your feedback so far and will be implementing some changes![/p][p][/p][p]We know many of you are wondering which areas we’re focusing on for the next update, and we want to let you know that a Dev Blog is planned in the coming weeks to go over the major points we are working on and address.[/p][p]We ask for a bit of patience as it takes time to wrap it all up properly, but in the meantime, here’s a quick look at a few key things we’d like to talk about:[/p]
  • [p]Prologue & Onboarding[/p]
  • [p]Overall progression (loot adjustment)[/p]
  • [p]Getting one-shot out of nowhere & Death penalty[/p]
  • [p]And more...[/p][p][/p]
[h3]That's it for today[/h3][p][/p][p]Feel free to share more of your builds, which might be featured in a future community spotlight! And as always, if you encounter any bugs, join our Discord server to report them.[/p][p][/p][p]See you soon![/p][p] [/p]