Alpha 0.0.30: Ozeranth, Expert Feats & New Dice
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Alpha 0.0.30
| Type | Game update |
|---|---|
| Released | 21 August 2026 |
| Version | 0.0.30 |
| Previous | Alpha 0.0.29a |
| Next | Alpha 0.0.30a |
Alpha 0.0.30 is a game update released on 21 August 2026. It expands the Sea of Mist with nine new areas and a third starting scenario in Ozeranth, gives every class and every skill an Expert feat choice, and adds 3D dice.
The Elixir model for free users has been extended to December 31.
The Sea of Mist
- Ozeranth is a new floating nereid settlement in the Sea of Mist. Merchants with new exclusive goods, weapons, armor and consumables. The settlement is built for high level play, with its own faith, politics and intrigues.
- Outside of the new settlement, there are more water areas for you to discover, some might even have new secret type of foes.
- Added a third starting scenario set in Ozeranth. New characters can now begin their story at sea, in a place unlike anything in the Hinterlands.
Classes Rebalancing & Expert Feats
Expert Class Feats
Every class can now pick one of three Expert feats at level 9. The full list is on the Feats page.
Assassin
Changes
- Hemorrhaging replaces Anatomical Knowledge as the assassin's core bleed mechanic, and moves from the Adept pool down to Novice. Every hit always triggers bleeding that scales with level, and makes all bleeding effects penetrate physical resistances, immunities and last twice as long.
- Exsanguinate is now an activatable ability. It detonates all remaining bleed damage on the target at once, and no longer carries a damage penalty.
- Silent Killer can now be triggered by critical hit. The culling threshold has been raised to 20% health for normal enemies and 15% for elites, up from 15%/10%.
- Deadly Strike now adds a permanent +5% critical chance on all attacks, no longer requiring stealth.
- Death's Precision has been changed to instead grant +10% crit chance on every finesse or ranged attack. And an additional effect granting +50% crit damage for sneak attacks.
- Terrorizer buffed: applies -4 DEX and -4 STR for 60 seconds, up from -2 DEX for 18 seconds.
- Opportunist is a new Adept feat, replacing Hemorrhaging in that pool. And provides +10% crit chance against bleeding, poisoned, or burning targets.
Expert Feats
- Perfect Opening: Your first finesse or ranged strike against a target above 90% health is an automatic critical hit. Once per target, and healing them above 90% does not reset it.
- Corrupting Fever: Bleed ticks roll your critical chance. A critical tick deals double damage. Critically hitting a bleeding target opens a fresh bleed on another hostile within 30 feet.
- Lingering Shroud: After leaving stealth, your next strike within 10 minutes still counts as a stealth strike. Sneak Attack and all stealth-gated feats apply.
Thief
Changes
- Nimble Escape now triggers from both Acrobatics and Stealth checks. Grants +60 evasion for 60 seconds, up from +20 for 18 seconds.
- Pocket Sand no longer requires a save. And applies Blind for 60 seconds, up from 12 seconds.
Expert Feats
- Second Skin: Medium armor no longer caps your evasion. All armor counts as light for stealth penalties.
- Blur: After leaving stealth, the next 3 attacks against you within 10 minutes roll at disadvantage as if you were still hidden.
- Cheap Trick: Become hidden instantly. No roll, no cover required. 3 charges per short rest.
Barbarian
Changes
- Colossal Grip is now a core feat and is always granted at level 5. Second Wind is no longer available to Barbarian.
- Its penalty has been reworked. Instead of a flat 40% chance to miss, it is now a contested roll between the enemy's evasion and your accuracy. While Colossal Grip is active, your accuracy applies at half effectiveness.
- Unbroken Rage moved from level 5 to level 7.
- Aftershock is a new Adept feat replacing Colossal Grip in the choice pool. 50% chance on a blunt hit to apply Rattled (-20 accuracy, -20 evasion, -10 ft movement for 30 seconds).
Expert Feats
- Out of Room: Each missed melee attack grants +30 accuracy, stacking up to 5 times for 5 minutes. Landing a strike consumes all stacks at once.
- Stay Down: Strikes against stunned, prone or grappled enemies deal 50% more damage. Each hit extends the condition's duration.
- Blood for Blood: Killing an enemy while raging heals you for 1d10 + Constitution modifier and renews your Rage.
Knight
Changes
- Second Wind is now Knight-exclusive, no longer shared across all warrior subclasses.
- Dualist reworked: doubles your critical chance, up from a flat +10%.
Expert Feats
- Shield Throw: Hurl your shield at up to 3 enemies within 30 feet for full shield bash damage each. The shield returns to your grip.
- Interpose: When a hit would drop a party member beside you to 0 health, take that hit instead at half damage. Once per fight.
- Riposte: When an enemy melee attack misses, is blocked, or is parried, counter with a full main-hand strike. Once per round.
Damage & Difficulty
Weapon damage and enemy balancing
- Weapon base damage now scales with item level, stepping up at item levels 3, 6, 10, 14 and 18. A higher level version of the same weapon hits harder before any affix is counted.
- Weapon prefixes have been adjusted to compensate for the increase in weapon base damage.
- Health for certain enemies and bosses was incorrectly calculated and have much less health than intended. This has been fixed.
- Elites now fight at full strength when wounded, the same way bosses already do, instead of holding back.
Skill checks
- Stealth checks now consider armor weight. Medium armor stays unchanged, while cloth and light armor make the check easier, heavy armor rolls stealth at disadvantage.
- The overall difficulty ladder has been decreased from 1-40 to 1-30.
- In certain rare cases, extreme difficulty actions can still trigger a DC 31-40 roll.
- XP rewards have been resized to the new bands. DC30 will now grant similar xp as DC40 from previous patches.
- Praying at a shrine, studying a text, researching lore and reading someone's intent now resolve as proper skill checks with experience.
Party Improvements
- Companion Pack: Unlocked by having high relationship with your companions. You can now inspect their pack from the party screen, their nearby card or their speaking portrait in chat. Interact to hand items over or take them back.
- Inspect Party Equipment: Tap View Equipment on a party member's card to see everything they have equipped.
- Active Party Slots now unlocks as you level: 2 at level 1, 3 at level 2, full roster from level 3. A party you already have is not impacted by this change until its next roster change.
- Party members now earn a full experience share, up from half. Accompanying followers still earn half.
- The party interface now shows level, experience progress and bond.
- Improved companion auto-equip logic, they will now prioritize better pieces based on their preferences. When handed several pieces at once, they equip the best for each slot.
- A piece you explicitly told a companion to equip is never displaced by the auto-equip.
New 3D Dice
- 3D Dice: Every account now includes the Dark Iron 3D dice skin as the Alpha Reward. The 2D Classic dice are still available and you can swap back from your collection at any time.
- Dice Skins: Support the game's development and pick up a permanent dice skin. Nine skins are available, kept forever once purchased.
- You can purchase dice skins from the Cosmetic Page. Tapping one opens a live tray where you can roll that skin as many times as you like before buying.
- On phones that support vibration, the dice tick as they strike the tray, with a stronger pulse on critical successes and failures. A toggle is available in your collection to turn it off.
- Skins can be switched on the roll tray before you throw.
- In the future, we will introduce unique cosmetic rewards for achievements.
Crafting
Commissions
- Commissioned Crafting has been updated to work more reliably with the new system.
- Commissions: Handing a maker your materials raises one confirmation showing the exact item you will receive. The maker's own skill decides how fine the work comes out, and your materials stay in your bag until you confirm.
- Commissioned work costs a labor fee on top of materials. The fee is set by the game system and shown on the confirmation.
- Handing a maker nothing but materials now opens the commission instead of leaving the materials with them as a gift.
- A failed crafting check no longer ruins what you staked. The work still completes at lower quality, and the confirmation shows what you will get before anything is spent. Precious reagents are set aside intact.
Crafting Improvements
- Crafting tier is now priced from the total value of your materials, capped by your character level and craft skill. Adding a better ingredient can never lower the result.
- When your crafting request cannot be fulfilled, the game now always explicitly displays the reason and limitation.
- Dismantling now yields materials that match the item, plus a reagent from one of the prefixes on your item.
Combat
- Damage over Time now stacks. Up to 10 stacks per attacker, without any feats.
- Each attacker keeps their own wound on a target, so your bleeds stay separate from an ally's.
- DoT weapon affixes now trigger more often, and also ticks once during the initial status application.
- Being stunned, asleep, paralyzed, petrified, frozen, grappled, restrained or held in stasis now prevents movement for the duration. Chilled still only slows.
- When a target is immune to a control effect, the Narrator now says the attempt failed instead of going silent.
- Saying "for advantage" no longer changes your dice. Advantage requires a real in-world justification.
- Distant enemies now close in over turns instead of crossing the whole gap at once. You and your party can still charge to open a fight.
- A companion outside your party no longer dies the moment they hit zero. Anyone you have a real bond with gets the same death save a party member does.
Items & Affixes
- Lots of new legendary and epic items for players to find.
- Slayer Affixes: Weapons can now roll slayer affixes that add bonus damage dice against one creature kind. The dice are stronger than ordinary damage dice of the same tier to compensate for the restriction.
- Materials with two affinities are now one or the other per drop, decided at drop time. A Frozen Flame Core can come up frost or fire. The aspect is written on the material ("Frost Warding" or "Fire Warding"), and different affinities keep separate piles.
- Clutch and the Stormtalon Gauntlets are now light armor.
- The Crown of Black Ice now increases fire damage taken instead of lowering fire resistance.
- Item powers that only work under a condition (e.g. on a fire hit) can no longer be activated outside that condition.
- Item counters (kill counts, name collections) pause while the item is unequipped and resume when worn again.
- Short combat buffs (5 minutes or less) hold their full duration until the fight starts, instead of ticking down while you approach.
- The Healer's Kit and bandages now heal their target, not always the player.
- Legendary Banquet now runs for 8 hours, granting +2 CON/WIS and +1 STR/DEX, and no longer wipes fatigue.
Account
- Permanent Character Slots: Character slots from Premium and Max are now permanent. Once you have subscribed, your 5 or 10 slots stay unlocked even if the subscription ends. This applies retroactively to everyone who has ever subscribed.
- Referral rewards no longer require Discord verification, they are now immediately granted when your friend creates their first character, plus a 200 credit bonus for both of you when they subscribe.
- The account page now splits into Profile, Subscription and Purchases.
General Improvements
- Refusal Reasons: Narrator's Notes now name the exact reason an action was refused.
- Items you cannot pick up, effects you cannot invoke, and tempers that cannot be triggered each explain themselves with the specific reason.
- Trying to revive a fallen NPC now says plainly that NPC revival is not supported yet.
- A refused rest now names the hostile creature standing too close and how far away it is.
- Inventory search now matches the full displayed item name, so tempered or renamed pieces are found by the name you see.
- Creature badges now show sub-race: "Huge Naga, Nereid" instead of just "Huge Nereid".
- Skill check cards name your character instead of "the player".
- Map Items now always lead to an undiscovered place in Valdaria.
- Far-off places that have not been released in the Alpha yet are marked as beyond reach. Attempting to travel to one says plainly that it is not explorable yet.
- New characters can no longer be created bearing the name of significant NPCs.
Bug Fixes
- Fixed a bug where a crafting roll succeeded, the story described the finished piece but nothing was added to your pack.
- Fixed a bug where a successful craft that could not be delivered was narrated as a failure, instead of saying plainly what happened and keeping your materials.
- Fixed a bug where crafting or improving an item made in an older patch fizzled after a successful roll.
- Fixed a bug where combining several weapons or pieces of gear into a new item produced nothing on a successful roll.
- Fixed a bug where crafting a legendary material into its equipment counterpart consumed the material and delivered nothing while your inventory is full.
- Fixed a bug where crafting a second copy of an item you already own asked the same question every turn in a loop.
- Fixed a bug where asking to craft a piece that can never be made let you roll for it and then quietly produced nothing.
- Fixed a bug where crafting a new material produced an expensive item with no properties that did nothing when used.
- Fixed a bug where a craft offered the wrong kind of product for the work, such as weapons ground into an alchemy extract.
- Fixed a bug where a craft made on a Crafting check produced an alchemy product priced against your Potions skill.
- Fixed a bug where a craftsman used up materials you handed over while the finished item never appeared.
- Fixed a bug where materials handed to a maker for a commission left a second copy sitting in their bag.
- Fixed a bug where a maker handed you a token, voucher or claim ticket to redeem later instead of the real item.
- Fixed a bug where commissioned craft, such as a dye job on a dress, handed you an unwearable material posing as the finished piece.
- Fixed a bug where a crafter refused commissions for lack of skill moments after their check passed in front of you.
- Fixed a bug where extracting a reagent or material from an item you hold did not consume that item.
- Fixed a bug where tempering some gear reported an outcome, changed nothing, and consumed no reagents.
- Fixed a bug where tempering certain items always failed after a successful roll, showing only "Skipped".
- Fixed a bug where the tempering preview did not match the reagent you had selected.
- Fixed a bug where tempering with an affix name the game does not recognize silently opened the panel on an unchanged item.
- Fixed a bug where upgrade and swap previews showed the wrong tier number for an affix.
- Fixed a bug where passed crafting, brewing and tempering checks awarded no skill experience.
- Fixed a bug where a looted corpse offered its gear again, letting one body pay out loot several times.
- Fixed a bug where bodies close enough to loot dropped out of the Narrator's view in a crowded scene while the loot panel still listed them.
- Fixed a bug where a boss dropped a second copy of a legendary item it was already carrying.
- Fixed a bug where asking the Narrator to conjure gold for a companion created unlimited coins to hand back to you.
- Fixed a bug where eating or drinking several of the same item counted only one of them.
- Fixed a bug where asking to use one carried item brought up a confirmation for a different item.
- Fixed a bug where items lingered in the inventory panel after being used up or sold, and where you were marked overloaded by weight you were not carrying.
- Fixed a bug where equipped items vanished after an NPC interaction and came back as a plain copy without their properties.
- Fixed a bug where items stashed in a chest, hideout or home were treated as gone.
- Fixed a bug where mundane gear broke down into unrelated exotic parts.
- Fixed a bug where Coldblood, Brynanth Scale, Solstice, Frostbite and Wintering each granted double their resistance.
- Fixed a bug where the Huntsman's Longsword never reset its kill count on a long rest, so its armor loss stacked to its full 50 for good.
- Fixed a bug where merchants quoted a price for goods they could never supply and then refused the sale.
- Fixed a bug where merchants asked about hidden stock described goods they could not sell.
- Fixed a bug where feats that trigger on trades, such as Pyramid Scheme, never fired in a storefront.
- Fixed a bug where attacking several targets gave a character extra attacks in one turn, sometimes letting a whole party act twice in a round.
- Fixed a bug where attacks made while Boar Rush or Rage was active dealt no damage.
- Fixed a bug where striking with a shield dealt the full damage of the weapon in your other hand.
- Fixed a bug where a feat that only works with a certain kind of weapon read the weapon in your other hand instead of the one you struck with.
- Fixed a bug where graded elites and bosses arrived already wounded instead of at their full health pool.
- Fixed a bug where a party member silently vanished from the scene during long fights and stopped attacking.
- Fixed a bug where enemies decided to charge, strike or fall back and then stood there doing nothing.
- Fixed a bug where an enemy the story staged turned out to be a phantom, refusing your attack and rewriting the encounter as imagined.
- Fixed a bug where the Colossal Grip accuracy penalty applied to ranged attacks and item activations.
- Fixed a bug where killing an enemy you had knocked unconscious paid no experience at all.
- Fixed a bug where slayer experience was not granted when a kill was recorded as the enemy hurting itself.
- Fixed a bug where cutting a trophy from a corpse paid Crafting experience instead of Slayer.
- Fixed a bug where a companion who came back from the brink stayed greyed out as dead in the nearby list.
- Fixed a bug where a dead character could be recruited and would then travel with you as if alive.
- Fixed a bug where long map travels stopped short of the spot you clicked and cost an extra travel turn.
- Fixed a bug where NPCs ordered to a camp or outpost wandered off a few hundred feet in a random direction.
- Fixed a bug where ordering several characters to the same place sent one of them to the surrounding area instead.
- Fixed a bug where travel could hang for fifteen seconds or more before it played out.
- Fixed a bug where an arrested character stayed in the scene as if the arrest had never happened.
- Fixed a bug where someone who died earlier in your story was described alive and well when you went looking for them.
- Fixed a bug where creature sizes drifted between scenes.
- Fixed a bug where the Narrator described hits and buffs that the game had refused.
- Fixed a bug where declaring several actions in one turn silently dropped whatever the turn could not carry out.
- Fixed a bug where the world map crashed the browser on iPhone and other mobile devices.
- Fixed a bug where narrator audio only played on turns that raised a dice roll or confirmation card.
- Fixed a bug where read-aloud narration loaded forever when audio generation failed, or voiced the same passage twice.
- Fixed a bug where the opening cinematic never played when you started the game from a link inside another app.