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Dragonkin: The Banished News

What’s Symbiosis? …and how to activate it

[p]Hello Dragon hunters![/p][p]With the recent Tracker update, we thought this would be the perfect time to share a guide on Symbiosis for our new players.[/p][p]We’ll go over how to achieve it, what it means in terms of damage, and clear up some common misconceptions.[/p][p][/p][p][/p][h3]Players often ask:[/h3][p]“Do I need to match my character’s base element with my wyrmling? For example, if my Knight is Fire, should I always choose a Fire wyrmling for the best results?”[/p][p][/p][h3]Short answer: no[/h3][p][/p][p]If you’d like a more basic, yet detailed introduction to the Ancestral Grid, we highly recommend checking out our guide, which covers everything you need to know:[/p][p][dynamiclink][/dynamiclink][/p][p]So, let’s get started and explain how Symbiosis really works![/p][p][/p][p][/p][h2]What’s Symbiosis? …and how to achieve it[/h2][p][/p][p]When placing fragments in the Ancestral Grid, if you apply AT LEAST 8 modifiers to a character skill, you can achieve a state of Symbiosis with your Wyrmling.[/p][p][/p][p]Once active:[/p]
  • [p]the skill changes visually adopting the element of your Wyrmling[/p]
  • [p]Also, skills in symbiosis benefit from a +20% damage output[/p]
[p][/p][p]Note: this doesn’t necessarily mean your skill will immediately deal another type of damage, even if its visuals have changed! We’ll explain how this works in a moment.[/p][p][/p][h3]Let’s take Dance of Daggers as an example[/h3][p][/p][p][/p][p]You need a total of 8 modifiers connected to the skill fragment to enable Symbiosis.[/p][p]Below, we can see that the Dance of Daggers fragment already comes with 2 modifiers.[/p][p][/p][p][/p][p]Since Dance of Daggers is a 3-fragment shape and already comes with 2 modifiers, we only need to connect 6 additional modifiers to activate Symbiosis.[/p]
  • [p]Blue: indicates the skill shares keywords (tags) with the modifiers and can connect[/p]
  • [p]Green: indicates the fragment will physically touch the other fragments and will connect to them[/p][p][/p]
[p][/p][h3]Dance of Daggers is now in Symbiosis![/h3][p]Because we have a Fire Wyrmling equipped, the skill now visually changed to add Fire![/p][p][/p][p]Note: at the same time, the skill gain the \[ fire ] tag in the keywords list.[/p][p][/p][p][/p][p][/p][p][/p][h3]Any Wyrmling skill also count as modifiers![/h3][p][/p][p]This means we can definitely replace Greater Area of Effect with a Wyrmling skill such as Fire Breath, since it also counts as a modifier to achieve Symbiosis.[/p][p]Fire Breath deal its own damage independently and is triggered by Dance of Daggers.[/p][p][/p][p][/p][p][/p][p][/p][h2]How are Damage Calculated?[/h2][p][/p][h3]Short answer: it's adaptive[/h3][p][/p][p]First of all, there are no dual elements.[/p][p]This means that if your base skill deals Toxic Damage, like Dance of Daggers, and you enter Symbiosis with Fire, the skill will not deal both Toxic and Fire damage, it will deal damage from only one element.[/p][p][/p][p]"How does it work? Which element is taken into account?"[/p][p][/p][p]The game checks which of your elemental damage bonuses is the highest and uses that for the skill.[/p][p][/p][p]Note: You can check your Battle Log to see the color indicator, which instantly shows the element each skill is dealing damage with.[/p][p][/p][p]For example:[/p]
  • [p]Dance of Daggers deals Toxic damage by default[/p]
  • [p]Once Symbiosis is active, if you have a Fire Wyrmling equipped and your Fire Damage stat is higher than any other element, then Dance of Daggers will deal Fire Damage instead of Toxic[/p]
  • [p]If your stats are tied (e.g., Fire Damage = 100% and Toxic Damage = 100%), then the skill defaults to its base element, in this case, Toxic[/p][p][/p]
[p]Note: even though you deal Toxic damage, the visual effect will still show Fire Symbiosis. The true indicator of damage type is shown in the battle log.[/p][p][/p][p]In that screenshot, because Fire is the highest at 112%, Dance of Daggers will deal Fire damage.[/p][p][/p][p]In that screenshot, because Toxic is the highest at 150%, Dance of Daggers will deal Toxic damage.[/p][p][/p][p]Note: you can check your stats at any time and pin them. On PC, press “U” by default, or on a controller, press "Start" and navigate to the 4th tab.[/p][p][/p][h3]Do I NEED to pick the same element as my character?[/h3][p][/p][h3]Short answer: no[/h3][p][/p][p]There’s no particular advantage to choosing the same element as your class, as it won’t make your character significantly stronger. So keep in mind:[/p][p][/p][p]Characters aren’t tied to their base element.[/p][p][/p][p]To continue with our exemple, Dance of Daggers deals Toxic damage by default. But once you enter Symbiosis, the skill’s element CAN change to match the Wyrmling you’ve chosen.[/p][p]In our example, that’s Fire.[/p][p]Of course, you can keep it toxic by swapping to a Toxic wyrmling, or keep the Fire Wyrmling and invest in toxic damage, but with a Fire wyrmling and its own fire skills, it would be more efficient to invest in fire bonus.[/p][p][/p][p]What truly matters is how the Wyrmling influences your playstyle, working as a specialization for your character. Here’s a breakdown of each Wyrmling’s strengths and role focus:[/p][p][/p]
[p][/p]
[p]DPS[/p]
[p]SUPPORT[/p]
[p]CONTROL[/p]
[p]Fire wyrmling[/p]
[p]★★★★[/p]
[p]★☆☆☆[/p]
[p]★★☆☆[/p]
[p]Electric wyrmling[/p]
[p]★★★☆[/p]
[p]★★★☆[/p]
[p]★☆☆☆[/p]
[p]Ice wyrmling[/p]
[p]★★☆☆[/p]
[p]★★★☆[/p]
[p]★★★☆[/p]
[p]Toxic wyrmling[/p]
[p]★★★☆[/p]
[p]★★★☆[/p]
[p]★★☆☆[/p]
[p][/p][h2]That's it![/h2][p][/p][p]Now you should know everything you need to start theorycrafting and experimenting with Symbiosis.[/p][p]Let us know if you’d like more Dragonkin guides.[/p][p][/p][p]Stay tuned and keep the feedback coming![/p][p][/p]

Tracker Update & Patch Notes are here!

[p]Hey Dragon hunters! Patch is Now Live![/p][p]We are delighted to announce that Dragonkin's Second Major Update, the Tracker patch has arrived![/p][p][/p][p][/p][p]
Please take a look at our Trailer:[/p][previewyoutube][/previewyoutube][p] Download your Founder Pack 3:



This patch introduces our 2nd Major Update features and QoL updates requested by the community, along with several bug fixes.

As always, thank you to everyone who reported bugs and provided feedback to us!

Your support is crucial in shaping the future of Dragonkin and thanks to our fans, we’ve been able to go beyond the scope of what was in our initial roadmap.

Patch notes will feature a \[🔥] emoji whenever the change is based on community feedback!

[/p][h3]\[Highlights][/h3][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.

As a Dragon hunter, she is able to wield all the martial techniques of her clan.
Her specialty: striking without being struck.

Coming with a total of 17 skills, she has both melee and ranged abilities.
[/p]
[p]
New Skills for each class[/p]
[p]2 new skills for each class, including the Knight, the Barbarian, and the Oracle.

17 skills for the Tracker.
[/p]
[p]
New Biome: Erde-nòr[/p]
[p]2 new regions: The Volcanic Plains of Koleos & The Resurgence Stronghold.

New dungeon purification.

New enemies, and bosses to discover.
[/p]
[p]
New Modifiers[/p]
[p]9 new modifiers, including specific class modifiers and common modifiers.[/p]
[p]
New Endgame content & Draconic Tarot[/p]
[p]New endgame hunts, dungeons, enemies, bosses and rewards.

With the Draconic Tarot, you will be able to customize your Chaos Hunts modifiers.
[/p]
[p]
New Enemies : Champions[/p]
[p]The Champions are new enemies you’ll be able to find in quests.

These champions are now encountered at the end of an endgame hunt, replacing our old elite dragons. For now, only the newest hunts feature champions, with almost each new hunt having an exclusive enemy.
[/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]
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. The Death Recap will help you to interpret what caused you to die.[/p]
[p]
Founder Pack 3 available[/p]
[p]Dragonkin: The Banished. Founder Pack 3 contains:

6 exclusive pieces of equipment including a chest and a helmet for the Knight, Oracle and Barbarian.

6 exclusive pieces of equipment including 3 chests and 3 helmets for the Tracker.

2 exclusive death visual effects for your character.

The exclusive pack “Springtime Alliance” includes cosmetic elements for your city: statues, roofs, flags and pennants.
[/p]
[p]
[/p][h3]\[New Features][/h3][p]
🎮Gameplay

New content for each class, including new skills and modifiers

Knight [/p][p][/p][p]Shielded attack[/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.

Also, worth pointing out: Defensive Blow counts as both a melee hit and a projectile.
[/p]
[p][/p][p]Heaven’s Hope[/p]
[p]Lothair invokes a burning light. healing nearby allies over time and dealing fire damage to enemies in the area each second.

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]
Oracle[/p][p][/p][p]Energy Projection [/p]
[p]Fires a psychic projectile that pierces enemies, dealing physical damage, and generating Energy on-hit. Every third shot deals bonus damage.

Vision: Directly launch the third projectile.
[/p]
[p][/p][p]Pythoderkon’s Premonition[/p]
[p]Electrane zaps nearby enemies, dealing electric damage over time and becomes Unstoppable, gaining massive resistance but becoming immobilized for a short duration.

Vision: Heals herself every second for the duration.
[/p]
[p]
Barbarian[/p][p][/p][p]Spear of Ice[/p]
[p]Rurik launches a spear in the target direction, dealing ice damage and piercing enemies. Each enemy hit generates Energy.[/p]
[p][/p][p]Unleashed Frenzy[/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] Tracker[/p][p][/p]
  • [p]New armors & weapons[/p]
  • [p]17 exclusive active skills (including the 5 you already knew from the prologue sequence)[/p]
  • [p]8 New passive skills[/p]
  • [p]4 New Talents [/p]
  • [p]2 Exclusive modifiers[/p]
[p] [/p][p] Modifiers[/p][p][/p][p]Power Supply[/p]
[p](Knight only) The modified skill generates fuel for each energy point spent.[/p]
[p] [/p][p]Enhanced Vision[/p]
[p](Oracle only) Damage from the modified skill has a chance to generate Vision points on-hit.[/p]
[p][/p][p]Foresight[/p]
[p](Oracle only) Automatically cast the modified skill in its Vision ‘mode’ if possible, with a reduced Vision cost of 40 (instead of 50).[/p]
[p][/p][p]Full of Rage[/p]
[p](Barbarian only) Damage from the modified skill has a chance to generate Rage on-hit.[/p]
[p][/p][p]Appeasement[/p]
[p](Barbarian only) While the Rage is active, using the modified skill reduces its cooldown by half, but ends the Rage immediately.[/p]
[p][/p][p]Limitless[/p]
[p](Channel skills only) The modified skill continuously triggers its wyrmling ‘on-cast’ effects while active.[/p]
[p][/p][p]Focus[/p]
[p]The modified skill is slower but deals increased damage.[/p]
[p][/p][p] Onboarding[/p][p][/p][p] 🔥Added new quest rewards system with multiple choices[/p]
[p]As part of our work on the onboarding, skill rewards are now offered in the first chapter of the story . These rewards are meant to smooth out the early game progression, while also giving you some meaningful choices that random loot just can’t guarantee.

We want early players to discover more skills and mechanics sooner, and open up theorycrafting in the early stages of the game.
[/p]
[p] [/p]
  • [p]🔥Shortened the prologue sequence and reworked the tutorial section [/p]
  • [p]🔥Removed Montescail’s initial walk / visit and added tutorials for fast travel in the city [/p]
  • [p]🔥The minimap and overlay map are now displayed in the prologue [/p]
[p]We decided to shorten the prologue sequence (without altering the cinematics) by a few minutes, making it about half as long as before. We’ve also doubled down on the initial “skip” popup, since some players were understandably confused about this part of the story.

The tutorial should feel smoother now, with your squad only helping you during the invasion. We also added extra pop-ups to help newer players get into the Ancestral Grid. We know the grid will eventually need more handholding, but we didn’t want to completely stop the action this early on.
Montescail’s ascension can now be skipped entirely via teleport, with proper tutorials and no required dialogue.

With these changes, plus quest rewards that now offer proper fragment progression, we’re aiming to improve the early game rhythm of fighting, storytelling, and theorycrafting.

If you’re new to Hack & Slash, don’t worry, you’ll still be able to roll through early enemies, and think about the details later.
[/p]
[p]
Quality of Life (QoL)

[/p]
  • [p] Added a Controls option at first launch [/p]
  • [p] Added a tutorial when entering endgame for the first time [/p]
  • [p] Added options to limit ragdoll physics (for players who felt it was too much)[/p]
  • [p]Delayed surrounding enemies spawners when coming back to a level after using the backwarp portal (except if they are quest related)[/p]
[p]
🖥️Menu & UI [/p][p][/p]
  • [p]🔥Added a Loot Filter + Rename Feature[/p]
[p]As one of the most hotly requested features since the start of Early Access, we added a Loot Filter and also a way to rename your templates / layouts for Chests, Loot Filter, and the Arsenal.[/p]
[p][/p]
  • [p]🔥Deleted the notion of 'Gear score / Item level' on items[/p]
[p]We felt like this feature was more confusing than anything, and are now putting more emphasis on the primary affix of weapons and armors, since it’s the most interesting part of the gear for newer players.[/p]
[p][/p]
  • [p]Added a Death recap[/p]
[p]Death happens fast, and you don't always know what happened.

The Death recap will help you to interpret what caused you to die. Specifically, when there are a lot of enemies or chaotic fights.
[/p]
[p] [/p]
  • [p] Updated tooltips for various character and wyrmling skills to include missing information such as duration and energy costs [/p]
  • [p] Added info values to potion effect tooltips [/p]
  • [p] Added options to set health bar visibility for allies and enemies [/p]
  • [p] Added tooltips to icons in the Battle Log when hovered [/p]
  • [p] Integrated player menu textures for additional character classes [/p]
  • [p] Added new ring and pendant icons for more variety[/p]
[p]
🔊Music & SFX [/p][p][/p]
  • [p] Added physical materials to improve footstep sounds on different surfaces (such as wood, ice, mud, sand, bone...)[/p]
  • [p]Added more UI sounds (notably in the city and on crafting interfaces) [/p]
  • [p] Added more sounds for existing characters, enemies, and skills[/p]
  • [p]Audio filter option added in the settings (you can now dIsable underwater sound effects)[/p][p] [/p]
[h3]\[Update][/h3][p]
🎮Gameplay

Barbarian [/p][p]
Rage (innate ability) has been reworked:

Any damage dealt or taken enables Rage generation, decreasing when out of combat for a short time. Once the gauge is full, the Barbarian enters Rage for a fixed duration, dealing increased damage with decreased energy costs. [/p]
  • [p] Rage damage bonus: 0 to 10% (depending on Rage) → 20% [/p]
  • [p] Rage cost reduction: 0% to 25% (depending on Rage) → 30% [/p]
  • [p] Max Rage: 10 → 100 [/p]
  • [p] Rage gain: 0.5 per hit (or hit received) → 10 per second [/p]
  • [p] Rage loss: 1 per second (after 0.5s) → 5 per second (after 1s) [/p]
  • [p] Rage duration: 8s [/p]
  • [p] NEW: Indirect damage (thorn, DoT) now triggers Rage generation [/p]
[p]Rurik will need to use a bit more brainpower with this update.

We felt like the Barbarian’s innate passive was a bit too simple, it either took forever to build early game, or filled up instantly in just a hit or two with minimal effort once you did a bit of theorycrafting.

Now, Rage will passively grow over time and only diminish when Rurik isn’t fighting. This means a bigger payoff when his Rage really triggers.
A few passives and talents have been reworked to support this change.
[/p]
[p]
Unbroken Rage (Courage passive)
[/p]
  • [p]Old: Increases Rage duration and Rage gains[/p]
  • [p]New: Increases Rage duration and the Rage gauge decreases slower[/p]
[p]
State of Violence (Courage passive)
[/p]
  • [p]Old: Increases Rage duration and Rage gains.[/p]
  • [p]New: Increases Rage inertia (the duration before the Rage gauge decreases) and the Rage gauge fills faster.[/p]
[p]
Fierce Loathing (Resilience passive)
[/p]
  • [p]Old: Reduced armor while Rage is at maximum, but increases damage dealt and vampirism for a short time[/p]
  • [p]New: Reduced armor while Rage is active, but increases damage dealt and vampirism[/p]
[p]
Draconic Ascension (talent)
[/p]
  • [p]Old: Fire a damaging laser when Rage is high (with a cooldown) that immobilises enemies. Reduces maximum Rage[/p]
  • [p]New: For the entire Rage duration, continuously strike enemies around the barbarian with adaptive damage. The Rage gauge decreases slower[/p]
[p]
Savage Assault (talent)
[/p]
  • [p]Old: Maximum Rage is increased, increasing potential damage and cost reduction. Reduces armor to increase damage dealt[/p]
  • [p]New: The Rage gauge fills faster. Reduces armor to increase damage dealt[/p]
[p]
Supernatural Cold (talent)
[/p]
  • [p]Old: Direct damage has a chance to slow enemies while Rage is high. Reduces Rage loss and increases damage dealt to impaired enemies[/p]
  • [p]New: Direct damage has a chance to freeze enemies while the Rage is active. Increases Rage duration and damage dealt to impaired enemies
    [/p]
[p] Unrestrained Frenzy (talent) [/p]
  • [p]Old: Grants attack speed depending on the Rage gauge, with higher minimum Rage and lower Rage loss.[/p]
  • [p]New: Grants attack speed depending on the Rage gauge, locks maximum bonuses while the Rage is active. Rage duration is decreased, but the gauge starts higher[/p]
[p]
War Cry (talent)
[/p]
  • [p]Old: Rage increases critical chance and damage. Thorn damage can be critical at max rank[/p]
  • [p]New: Passively grants critical chances. Increases critical damage for the Rage duration. Thorn damage can be critical at max rank.[/p]
[p]

Ancestral grid

🔥All ancestral grids now start with more available hexagons and are fully unlocked by level 45 (previously level 50) [/p]
[p]This should give players a chance to experiment with the grid earlier, or simply let you equip more skills and modifiers in the early levels. This change should also reduce the frustration of always feeling like your grid was just a little too small.[/p]
[p] [/p]
  • [p]Earlier great benedictor access (CIty level 9 → City level 6)[/p]
  • [p]🔥Recall warp is now way shorter (5s → 2s) [/p]
  • [p] The death penalty is now reset on map change, not only when returning to Montescail
    [/p]
[p]
⚖️ Balance


🔥Affix and loot rate update
[/p]
  • [p]Less gear drop overall… [/p]
  • [p]…but better drop rates for higher rarities
    [/p]
[p]

Knight

🔥Fuel (innate ability)


Fuel regeneration : 5 / second → 10 / second
[/p]
[p]Lothair needed a bit of help with his fuel mechanic, which proved interesting in early-mid game, but quickly became obsolete in late game because of lack of theorycrafting options.

With our new modifier and this small boost, we hope you will reconsider some skills that proved a bit too costly in the previous update, and if not, we’ll look at the numbers again and fine-tune them for next time.
[/p]
[p] [/p][p] Offensive Rempart[/p]
  • [p]Now scale with ‘duration’ and lasts 50% longer[/p]
[p][/p][p]Magnetic Shield[/p]
  • [p]Hit frequency on same target vastly reduced (DPS will stay the same vs groups, but will be weaker on single-target, especially bigger enemies)[/p]
[p][/p][p]Flamethrower[/p]
  • [p]Damage reduced by 25%[/p]
[p]

Oracle[/p][p][/p][p]Electric wave[/p]
  • [p]Vision effects now surges back to the player[/p]
[p][/p][p]Ethereal Darts[/p]
  • [p]Vision effects now fire additional projectiles for a short time,
    instead of only during the initial cast[/p]
[p][/p][p]Electric Wall[/p]
  • [p]Speed bonus does not stack, only refreshes[/p]
[p][/p][p]Chaotic Armour[/p]
  • [p]Grants unstoppable for 3s → Grants +20% armour for 3s[/p]
[p][/p][p]Antagonistic Energy (talent)[/p]
  • [p]Spheres rotation speed now scale with the Oracle’s movement speed[/p]
  • [p]Removed low cooldowns from various skills (mostly Barbarian and Knight skills)[/p]
[p]
🗺️Environment
[/p]
  • [p] Adjusted lighting for characters and enemies across most levels
    [/p]
[p]🐉Enemies & Boss
[/p]
  • [p]🔥The corrupted bandit in the plains now applies a slow effect instead of a stun [/p]
  • [p] Most basic enemies now have more precise attack hitboxes and can no longer hit multiple targets (mostly relevant for summoning builds)
    [/p]
[p]
Quality of Life (QoL)
[/p]
  • [p] Removed auto-equip for gear and fragments (only relevant in early game) [/p]
  • [p] Memorialist: Added feedback when an incompatible modifier is added to gear (currently only occurs with wyrmling fragments) [/p]
  • [p] In the Test of Will, players now remain invulnerable until the next wave starts [/p]
  • [p] In all other areas, players remain invulnerable during loading [/p]
  • [p] Updated feedback when a map change is required to continue a quest [/p]
  • [p] Added the ability to unbind input mappings using the right mouse button
    [/p]
[p]
🖥️Menu & UI
[/p]
  • [p] Added a button to quit the game directly, with confirmation popups and automatic save on exit [/p]
  • [p] Added feedback when deleting a group, character, or city [/p]
  • [p] Integrated keyword search textures in the ancestral grid [/p]
  • [p] Highlighted primary affixes in tooltips and added the ability to display if an affix is both divine and rerolled [/p]
  • [p] Added suffixes to city names [/p]
  • [p] Updated text when exiting the game from the pause menu to indicate potential quest progress loss[/p]
  • [p] Updated the game guide to include new skills for each character, the new tracker, and all wyrmling skills[/p]
  • [p] Better Group display (Added Current Quest Name, Difficulty)[/p]
  • [p] Update the visuals of city view upgrade points (clearer lock state and upgrade potential)
    [/p]
[p]
🎥Cutscenes & VFX
[/p]
  • [p] Added a visual to Rage (barbarian innate ability) [/p]
  • [p] Hidden invincible visual during cinematics [/p]
  • [p] Updated the last panorama in the Mengerika springs
    [/p]
[p]
🚀Graphics options
[/p]
  • [p] Unreal Engine updated to 5.5
    [/p]
[h3]\[Fixes][/h3][p]
🐛Bug Fixes

Combat & skills
[/p]
  • [p] Fixed an issue where city portals were not activated in some cases [/p]
  • [p] Fixed Fire elite affix not appearing on the floor when jumping with Barbarian. [/p]
  • [p] Slowing tornados for Tempest Rift now work properly [/p]
  • [p] Fixed mobility scaling on skills (was not always applying) [/p]
  • [p] Added missing duration values on some wyrmling tooltips [/p]
  • [p] Fixed duration scaling for multiple skills [/p]
  • [p] Fixed dodge distance scaling for all classes [/p]
  • [p] 🔥Fixed damage calculation with maxed-out Oracle Shield: full HP now correctly considered 'healthy'[/p]
[p]
Misc.
[/p]
  • [p] Fixed an issue where city portals were not activated in some cases [/p]
  • [p] Damage-over-time visuals are now more consistent, especially with Symbiosis [/p]
  • [p] Blood splashes are now correctly oriented [/p]
  • [p] 🔥Fixed issue of Test of Will starting at Trial 3 when it wasn't intended [/p]
  • [p] Fixed issue in the Test of Will where Intense mode was marked as completed after only one trial [/p]
  • [p] Fixed Green Boss Phase 3 fog effect being culled by distance [/p]
  • [p] 🔥Fixed affix choice augment for the Eternal Gift that would add an extra affix to any equipment [/p]
  • [p] 🔥Fixed Grand Benedictor modifier incorrectly applying to all skills when a modifier was selected without a skill [/p]
  • [p] Fixed an issue where the player could leave the map and walk in the air [/p]
  • [p] Fixed bleed visual effect causing frame drops on large enemies (e.g., Green Boss). [/p]
  • [p] 🔥Fixed loot tooltip preview remaining visible during panoramas or other cinematics [/p]
  • [p] Fixed issue where fragments could be lost and stuck behind the skill grid
    [/p][p] [/p]
[h2]Known Issues[/h2][p][/p][p]With the release of the Tracker update, we're aware of several issues, some more significant than others. While none are critical enough to delay the update, we’re actively working on a Hotfix we plan to push in the following weeks. This will give us the time we need to thoroughly test the fixes. [/p][p][/p][p]As for now: [/p]
  • [p]Players may encounter occasional collision issues with projectile skills in certain areas[/p]
  • [p]The Tracker talent "Mounted Hunt" can leave the Tracker half-mounted if two movement skills are used consecutively[/p]
  • [p]The Tracker talent "Pack Hunter" is currently visible to other classes in the Grand Benedictor and Eternal Gift menus. Equipping it through Grand Benedictor may cause a crash during combat[/p]
  • [p]Class-specific modifiers are shown as compatible with any skill. Equipping them on the wrong character can sometimes result in crashes[/p]
  • [p]Players cannot complete the Endgame Hunt 7-2[/p]
  • [p]The Loot Filter incorrectly mentions “non-draconic,” in the fragment tab, although fragments can never be draconic[/p]
  • [p]The Loot Filter may fail to load saved presets properly[/p]
  • [p]The Loot Filter default state hides draconic item instead of leaving them displayed[/p]
  • [p]When using a controller, the Grand Benedictor menu is only partially navigable[/p]
  • [p]Scrolling with mouse wheel may not working correctly in some menus[/p]
  • [p]The Limitless modifier is not working properly with the following skills: Pale Dragon's Aura, Cobalt Dragon's Aura, and Toxic Spray[/p]
  • [p]Players may experience performance issues (GPU) in the City of Montescail[/p]
  • [p]Players may get stuck during Endgame Quest 7-4 as The Monster of Erde-nòr fail to spawn[/p]
  • [p]Oracle Pythoderkon’s Premonition skill is missing its cooldown tag[/p]
  • [p]Some pop-up buttons can become unavailable[/p]
  • [p]Placeholders appear in Gift of the Eternal when converting ingredients to gold[/p]
  • [p]The visual effect for the "Faith" augment passive can loop indefinitely[/p]
[p][/p][p]We’d like to let you know about a bug reported by our community that can block progression in the story quest “Blood Sorcery”.[/p][p][/p][p]Issue:[/p][p]During the quest step where the player must interrupt the Dragonkin ritual by defeating 5 Dragonkin shamans.[/p][p][/p][p]using skills with an execution effect will cause those enemies not to be counted as defeated, preventing the quest from progressing.[/p][p][/p][p]Temporary Workaround:[/p][p]Using any non-execution skill to defeat the shamans will allow the quest to progress properly.[/p][p][/p][p]Concerned skills / talents (with an execution):[/p]
  • [p]Executioner's Claws (Tracker)[/p]
  • [p]Voices of the Dragon (Barbarian)[/p]
  • [p]Elimination Tactics (Courage passive tree)[/p]
[p][/p][p]We appreciate your patience and support while we work to resolve these.[/p][p][/p][h2]Your feedback helps![/h2][p][/p][p]As usual, if you come across any further issues or bugs, please report them on Discord so we can investigate and get fixes out! Naughty little bugs! Blame this guy 🐛[/p][p]Also, we’ll say it again, but we’re building this game alongside the community.[/p][p]So if you have suggestions, we want to hear them. Whether our Discord or the Steam Discussions, we’ll be there! And with that, see you next time! [/p]

Tracker Update is Coming on September 16th & Patch Teaser!

[p]Hello Dragon Hunters! [/p][p]The hunt begins on September 16th!
[/p][h3][/h3][p]
The announcement is accompanied by a whole new teaser! We hope you're as excited as we are![/p][p][/p][previewyoutube][/previewyoutube][p]If you want to help in bringing more eyeballs to the Tracker Update, the best way is always to leave a comment on the video on YouTube, and share our DevBlogs.[/p][p][/p][p]As usual, our upcoming patch notes as well as this DevBlog will feature a \[🔥] emote whenever the change is based on community feedback!

[/p][h2]Tracker Update Overview[/h2][p][/p][p]It’s been a long time since our latest update on the Tracker Update, so here’s a recap of what you can expect:
[/p][h3] New Class: Qara Tani, the Tracker[/h3]
[p]Named Qara Tani, 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. Her specialty: striking without being struck.[/p][p]Coming with a total of 17 skills.[/p]
[p]To learn more about the Tracker, please check our Devblog:[/p][p][dynamiclink][/dynamiclink][/p][h3]New Skills for each class[/h3]
[p]2 new skills for each class, including the Knight, the Barbarian, and the Oracle.

17 skills for the Tracker.
[/p]
[p]To learn more about these new skills, please check our Devblog:[dynamiclink][/dynamiclink][/p][h3]New Biome: Erde-nòr[/h3]
[p]2 new regions: The Volcanic Plains of Koleos & The Resurgence Stronghold[/p][p]New dungeon purification: The Catacombs of Fire[/p][p]New enemies and bosses to discover.[/p]
[p]To learn more about the new biome, please check our Devblog:
[/p][p][dynamiclink][/dynamiclink][/p][h3]New Modifiers[/h3]
[p]9 new modifiers, including specific class modifiers and common modifiers.[/p]
[p][/p][p][/p][h3]New Endgame content & Draconic Tarot[/h3]
[p]New endgame hunts, dungeons, enemies, bosses, and of course rewards to claim![/p][p]With the Draconic Tarot, you will be able to customize your Chaos Hunts modifiers.[/p]
[p][/p][p][/p][h3]New City feature: The Draconic Atlas [/h3]
[p]The Draconic Atlas is designed to help you learn more about the enemies you encountered during your hunts while providing passive bonuses that apply to all characters tied to the same City.[/p]
[p][/p][p]To learn more about the Draconic Tarot & Draconic Atlas:[/p][p][dynamiclink][/dynamiclink][/p][h3]New Enemy Type: Champions[/h3]
[p]The Champions are new enemies you’ll be able to find on quests.

These champions are now encountered at the end of an endgame hunt, replacing our old elite dragons. For now, only the newest hunts feature champions, with almost each new hunt having an exclusive enemy.
[/p]
[p][/p][p] To learn more about the Champions:[/p][p][dynamiclink][/dynamiclink][/p][h3]🔥New Quality of Life (QoL) features: Loot Filter, Death Recap, and more…[/h3]
[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.

The Death Recap will help you to interpret what caused you to die.
[/p]
[p][/p][p]To learn more about the these new features:[/p][p][dynamiclink][/dynamiclink][/p][h3]Founder Pack 3 available[/h3]
[p]Dragonkin: The Banished. Founder Pack 3 contains:[/p][p]6 exclusive pieces of equipment including a chest and a helmet for the Knight, Oracle and Barbarian.[/p][p]6 exclusive pieces of equipment including 3 chests and 3 helmets for the Tracker.[/p][p]2 exclusive death visual effects for your character.[/p][p]The exclusive pack “Springtime Alliance” includes cosmetic elements for your city: statues, roofs, flags and pennants. [/p]
[p][/p][p]Here's a look at the Cursed swamp realistic armour for the Tracker, designed by Aurélien Mauranne:[/p][p][/p][p][/p][h3]Don't forget your Founder Pack 2

[/h3][p]In the meantime, don’t forget to download Founder Pack 2 if you haven’t already.[/p][p]This pack will expire on September 16th, 2025, and will be replaced by Founder Pack 3.[/p][p]As a reminder, these are cosmetic gifts that we have prepared for players to mark milestones in our Early Access development journey.
[/p][p][dynamiclink][/dynamiclink][/p][h2]Towards the Multiplayer Update . . .[/h2][p][/p][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][/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, especially since we know many were waiting for the Tracker class to jump into our game.[/p][p][/p][p]We’ll be back soon with more updates, specifically on the multiplayer.[/p][p]See you![/p][p][/p]

Meet Daniel Sadowski, composer for Dragonkin: The Banished

[p]Greetings Dragon hunters,[/p][p]We’re thrilled to share with you an exclusive interview with Daniel Sadowski, the composer of the Dragonkin: The Banished soundtrack.[/p][p][/p][p][/p][p]Daniel will talk about his inspirations, process and also the difficulties he overcame during musical journey.[/p][p][/p][p]Find the Album on Youtube, Spotify, Apple Music, Amazon Music and Deezer[/p][p][/p][h3]Hello Daniel! Let's begin this interview with a short introduction.[/h3][p]Hello everyone, I fell in love with music when I was about 8 years old. I got my first Yamaha keyboard as a gift from my parents, and the next day I wrote my first song. So I always naturally had the drive and inspiration to want to compose and write music from scratch. [/p][p]Music was always in my life through school and during college, I played in various rock alternative bands. I also started a new Hip-Hop Pop RnB record label in 2000. In 2006 I landed my first known video game called Roboblitz. It was one of the first XBOX Live Arcade games. It was also the first XBOX game to use the Unreal Engine at that time.[/p][p]The game went on to become successful, and I got some recognition for the music, and it went on to win all kinds of awards. So from that point on, I have been working on different video games, and the occasional movie / film. [/p][p][/p][h3]How did you start music and how did you end up working on Dragonkin: The Banished?[/h3][p]In 2013, I had the privilege of working with Eko Software on their game, “How to Survive.” I also worked on a couple of other titles with them. I feel that the graphics and style of their games always clicked well with my music style. We stayed in touch over the years, and recently they approached me to score Dragonkin: The Banished.[/p][p]In the past I have worked on many different fantasy games as well, and I developed my own style and sound when it comes to Fantasy games, so this helped give them faith in my ability to score Dragonkin. [/p][p][/p][h3]And what can you tell about your involvement in Dragonkin: The Banished?[/h3][p]Eko Software brought me on to the game, when the game was pretty early in development.

I had been playing the early version, so I was able to see a lot of the gameplay and levels as they were being designed. I was super excited to be involved with Dragonkin, because I love the fantasy genre, as it allows me to do some really interesting music. The team at Eko Software has been very supportive and we have had a great partnership.[/p][p][/p][h3]What were the sources of inspiration behind Dragonkin: the Banished' soundtrack?[/h3][p]The inspiration for the music definitely came from seeing the game and playing it. Dragonkin has so many cool aspects to it. From the unique level design and graphics, to all of the awesome dragons, and rich story, all of these aspects influenced my music.[/p][p][/p][h3]When composing music for a game, what should a Composer always keep in mind?[/h3][p]For me the one thing that I always try to make sure of, is that the music is working with and accommodating the game, but not overtaking it, or getting too much in the way if that makes sense. The music should support the gameplay and add to it, but not overstep and take over the game.[/p][p]As a composer, we are the person in the background, trying to add to the game and make it more powerful and emotional. But I feel that we should “blend in with” the game as opposed to overtake it. [/p][p][/p][h3]What was the biggest challenge you had to deal with when working on the game soundtrack?[/h3][p]Almost all game development can take a lot of time. These games are huge and they take a lot of time and patience to craft something of quality. So sometimes as with Dragonkin, you will write some music, and then you will have to be patient and wait for the next milestone and the next music requests to come up, which can take a while. So it's about keeping the inspiration and energy of the game soundtrack going, even when you have pauses in between the music. [/p][p][/p][h3]Is there a particular track from the OST that you’re especially proud of or would like to highlight?[/h3][p]I’m very happy with and proud of every single track. I love the Order District Music because it was one of the first tracks I composed for the game, and it really captures the essence of Dragonkin. I love the choir parts I came up with on that track. It really sets the mood for what's to come in this grand adventure.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h3]What kind of tone or feeling did you want to express with this track?[/h3][p]The Order District Music had to capture the feeling of being in an Epic City, and also it had to capture the essence of Dragonkin and the grand adventure you are about to embark on. The religious undertones of the choirs help sell this idea that there are many sacred things in Dragonkin. It also sells the feeling of anticipation, and what is to come. So there was a lot of thought and layers of ideas that went into this track  to do this. [/p][p][/p][h3]How long did it take to compose the soundtrack?[/h3][p]I started around September of 2023, and then finished the very last music tracks in April of 2025. During this time you are not composing every day there can be long pauses in between as the game is getting finished. But this is the total amount of time that I worked on the music for, on and off.  [/p][p][/p][h3]Any last words?[/h3][p]I just wanted to say that I am very humbled and proud to be a part of such a cool game. It was my dream as a composer to always work on epic projects with epic worlds that tell epic stories.[/p][p]Dragonkin checks all of these boxes. I wanted to especially thank Eko Software for bringing me on to be part of this grand adventure with them. They truly are a cool company to work with. Every single person at Eko Software is super passionate about the games that they work on, and it's great to be part of that passion. [/p][p] [/p][h3]Follow Daniel Sadowski[/h3][p]Website:  [/p][p]www.soundrama.com[/p][p]Instagram: [/p][p]https://www.instagram.com/sadowski_daniel/[/p][p]Facebook: [/p][p]https://www.facebook.com/daniel.sadowski.35[/p][p]LinkedIn : [/p][p]https://www.linkedin.com/in/danielsadowskiwa/[/p][p]Discord: [/p][p]@danielsadowski[/p][p]YouTube Music: [/p][p]https://music.youtube.com/channel/UC5HXB5a-UFDlHqdRyIrRtlQ [/p]

From Concept to 3D - Props in Dragonkin

[p]Hey Dragon Hunters,[/p][p]We’re back with another Dev Blog, and this time, we want to take you on a little journey through the creation of two of our favorite quest props.[/p][p][/p][p][/p][p]We hope you’ll appreciate the exploration of the process and get a better understanding of everything that goes into bringing the world of Dragonkin: The Banished to life.[/p][p][/p][h3]From Concept to 2D[/h3][p][/p][p]Let’s take a look at 2 of Pierre Huot’s favorite 3D models: The Automatic Bridge & The Platform[/p][p][/p][p]The Automatic Bridge Concept[/p][p][/p][p]We knew this bridge had to feel like a war siege piece, something heavy, yet transportable and built for the battlefield. But beyond that, we needed to figure out how we wanted to make it look and work.[/p][p][/p][p]In the scenario made by our Level Designer, Léo Brover, the player’s mission is to defend a position, holding back waves of dragonkin while the Alliance slowly deploys the bridge. Because of this, it wouldn’t make sense for the bridge to deploy instantly, if it did, we would lose that intention of “buying time”.[/p][p]Another factor is that a simple wooden bridge would never survive the wild lands of Erde-nòr. It would have to be made not only from solid materials but also be fireproof.[/p][p][/p][p]We imagined the Automatic Bridge as something specifically developed to overcome the volcanic region’s treacherous terrain, designed to span chasms and rivers of lava.[/p][p][/p][p][/p][p]With all of that in mind, Pierre began sketching the first concepts of how that piece of engineering should work in-game, also earning a code name: The Automatic Bridge.[/p][p]
[/p][p][/p][p]After several design sessions and a few iterations, Pierre and Léo finally got the Automatic Bridge to fire large arrows attached to ropes, which would lodge themselves on the opposite side. Then, steel planks would stack one by one, gradually forming the path.[/p][p]This approach solved the first challenge of “buying time,” as the bridge would deploy itself at a rather slow pace.[/p][p][/p][p]From there, Pierre began the 2D art of the Automatic Bridge.[/p][p]
[/p][p]The Platform Concept[/p][p][/p][p]Léo Brover envisioned a challenge linked to a quest in which the player must remain on a platform until a chest is unlocked. The runes on the platform would light up, dealing damage to the player standing on the lit runes.[/p][p][/p][p]This concept then served as the basis for the 2D work, where Pierre began drawing the platform, its runes, and its color.[/p][p]
[/p][h3]Taking Shape in 3D[/h3][p][/p][p]Then Pierre worked to translate the shapes, materials, and style into a fully-realized model that fits within the game’s world and technical limits.[/p][p][/p][p]That’s what we call the modelling process and mapping process![/p][p][/p][p]This means thinking about everything from how big the Automatic Bridge & The Platform should be, to the kind of textures and polygons we’ll use.[/p][p][/p][p][/p][p]
Once everything is set, the artist begins a process known as “baking,” which records details like the mesh’s edges and occlusion. After that, the texture is applied.[/p][p][/p][p][/p][h3]Bringing the Automatic Bridge & The Platform to Life[/h3][p][/p][p]Once the 3D models were complete, it was time to bring it to life![/p][p]During the process, Léo faced a particular technical challenge and he had to separate the steel planks from the structure in a separate animation sequence so they could stack one by one along the wires.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][h3]And that’s it for today[/h3][p]We hope you’ve enjoyed having a closer look behind the scenes of Dragonkin: The Banished.[/p][p]See you soon![/p][p][/p]