September 14, 2026
Longer fights, one shared pool for damage percentages, statuses through barriers, the under-level penalty off.
MonstersCodex
- Past depth 50 monsters get up to ×10 health and ×0.5 damage. The multiplier scales in with depth and is full at depth 1,000. Raid boss health shares are counted without it.
- Enrage starts at 15 s (was 6 s). Boss enrage starts at 60 s (was 25 s).
- Bosses have ×1.5 health at every depth (was a ramp up to ×3).
- Bloodless, Inert and Ashen are 90% resistances, not immunities: the bleed, poison or ignite applies, its ticks deal 10%. They roll on 1 depth in 99, never two on one monster.
Damage
- Increased Damage, Increased Elemental Damage and Increased Physical Damage are one pool: every applicable percentage is summed and applied once. At full rolls the three used to multiply to ×10, now they sum to ×4.5.
- "+X% damage" on uniques and sets is Increased Damage in the same pool, not a separate multiplier. Unconditional: Her Kiss, Visage of Wrath, Blood Price Cord, Hell Colossus, Abyssal Visage, counted above the affix cap. Conditional, counted while the condition holds: Soulglass, Warlock's silks, Hourglass, Ledger, Anvil, Leash, Tar Pits, Gorehound, Viper, Warbanner, Unrelenting Sigil, Idol of the Ninth, Traitor's Grasp, Mantle of Ash, Overload Signet, Butcher's Verdict, Bane of Legends, and the Berserker, Ninth Circle, Champion, Pyre and Prismatic set bonuses. Item cards updated.
- Still separate multipliers: crit, Double Damage, Rage, masteries, Heavy Blow, weapon-law stacks, Worldsplinter, Kongor's Silence, Pendulum.
StatusesCodex
- Barriers no longer block statuses. Ignite, shock, chill, bleed, poison and stun apply to a shielded target, monster or hero, from the first hit. Status damage still hits the barrier first, except poison ticks, Flayer's bleeds and Slow Rot's ignites, which bypass it as before.
- Godspark: the "through a barrier" clause is removed from its shock, every status works that way now.
Depth
- The under-level penalty is off. Monsters deeper than your average item level no longer get extra health, barrier and damage. Difficulty comes from depth alone.