This patch introduces the Custodian boss rework, Keystone Passives, Cursed & Legendary Chests, and a complete itemization overhaul.
Major Feature Releases
Custodian Release V1.0
Enhanced the Custodian boss fight with additional models and VFX for a more immersive battle experience.
This update introduces the Spectral Faction, a new enemy type that brings eerie, otherworldly foes into the fight.
Players will now encounter:
Ghostly Hands – Phantom limbs that emerge from the ground, swing at players who get too close.
Spectral Screaming Skulls – Floating entities that launch explosive necromantic orbs of energy that cascade around the arena and explode upon impact, dealing area-of-effect (AOE) damage.
Chained Souls – Ghost-like creatures tethered to the the ground by chains held by the Custodian, amplifying its power until destroyed.
These new additions force players to stay mobile and manage multiple threats during the battle.
Rebuilt most mechanics to ensure a fairer and more consistent boss encounter.
The Custodian has been redesigned from the ground up, offering clearer attack telegraphs, distinct phase transitions, and bespoke mechanics that go beyond a traditional DPS race.
Each phase now introduces new hazards and strategic challenges, ensuring that players must react and adapt dynamically throughout the encounter.
Expect more distinct tells for major attacks, reducing unpredictability while maintaining challenge.
Note: While the Custodian boss fight is significantly improved, we plan on still adding one more phase to the fight, while also continuously iterating on our boss encounters—expect further balance changes, refinements, and polish in future updates.
The custodian final figment boss for Dreamfarers
Keystone Passives + Skill System Overhaul V0.1
Introduced Keystone Passives, powerful modifiers that dramatically shape the flow of a run by granting massive, variable bonuses.
Keystone Passives can completely redefine a player's strategy, encouraging adaptive playstyles.
These passives introduce run-defining decision-making, rewarding creative adaptation.
Expanded the passive pool, offering more strategic depth when selecting power-ups.
Additional passives provide synergies between skills, weapons, and elemental effects, allowing for more build diversity in each run.
Expect more niche and high-impact choices, reinforcing the roguelike build variety at the heart of Dreamfarers.
Added new active skills, including elemental-based projectiles and area-of-effect (AOE) abilities.
New offensive skills introduce ranged magic, explosive AOE effects, and multi-hit melee combos.
Elemental synergies now play a greater role—certain enemies and bosses will have elemental resistances and weaknesses, encouraging players to adapt their builds accordingly.
New Blaze of Glory Keystone passive
Cursed & Legendary Chests V0.1
Implemented Cursed and Legendary Chests, ensuring guaranteed high-rarity loot.
Cursed Chests require a price to be paid before opening—these function like Keystone Passives but come with negative effects, making your run more challenging in exchange for greater rewards.
Development image of our new item tooltip designs
Itemization Update V0.1
Rarity tiers introduced for all expedition items, enhancing loot diversity.
All items now spawn into the world with a variety of rarity tiers, affecting both base stats and potential modifiers.
Higher rarity items come with stronger bonuses and unique affixes, making looting more rewarding.
This system also interacts with the new Item Tag System, allowing powerful weapons and gear to roll additional effects.
Initial implementation of improved tooltips to better display item functionality and stats.
Stat breakdowns are now clearer, showing damage values, elemental attributes, and passive effects.
Future iterations will include even more detailed information, helping players make informed decisions when equipping gear.
New “Tag” System: High-rarity weapons (and soon, armor) now have randomly applied modifiers, augmenting their power levels.
Tags introduce a range of positive and negative effects, encouraging deeper build variety and strategic play.
This system is currently automated for Dreamfarers, but it serves as the groundwork for a future crafting and enchantment system in Lumenshard MC.
Complete loot table overhaul, ensuring more balanced and meaningful drops.
Item scaling and drop rates have been adjusted to provide more appropriate rewards based on progression.
Expect fewer low-value items cluttering your inventory and a higher chance of impactful loot in expeditions.
Note: We're actively working on a 1.21.4+ Item overhaul, which will further improve all of the item generation.
Relic rarity system added, introducing stronger relic options for players at the start of expeditions.
Higher rarity relics will grant more powerful items and equipment at the start of a run, increasing strategic pre-run decision-making.
Staff Rework: Staffs now belong to a specific elemental category upon acquisition, with battery elements applying additional effects.
Example: A Fire-aligned Staff with an electric battery will gain additional electric damage (resulting in a secondary damage indicator on each hit).
Handgun Rework: Adjusted mechanics for improved balance and usability.
Handguns now feature weapon recoil, introducing a skill element to their use.
Projectiles replace hitscan, requiring players to lead their shots and account for enemy movement.
Player passives and item generation will soon also interact with handguns, allowing specialized builds to reduce recoil, increase fire rate, or add elemental effects.
The result: A more rewarding and skill-based ranged combat experience, letting players develop into deadly pistol-wielding mages over time.
New magical arcane staff weapons across multiple material tiers
Miscellaneous Changes & Bug Fixes
Balance Adjustments
Significantly reduced Chomper damage to improve early-game survivability.
Adjusted early-game difficulty to create a smoother progression into a domain.
Harvester miniboss difficulty adjusted, ensuring players can react and counter its attacks more effectively.
Increased staff damage to improve viability.
Marksman rate of fire reduced to balance DPS across weapons.
Buffed the "Mob Ward" placeable item, increasing its effectiveness in crowd control.
Throwable items now have a cooldown, offsetting the removal of “damage immunity” when throwing them—this change maintains overall balance.
Adjusted pedestal shops to ensure item selections better match the player's current floor progression.
Reduced the likelihood of archers dodging when players are in melee range, making close combat more consistent.
Added type-based damage to all mobs, introducing new tactical layers to combat.
Single-player exclusive effect added to Rally Orb, allowing solo players to make better use of it.
New smashable pots.
New Features & Fixes
Fixed a bug where diving unarmed skeletons would instantly kill players.
Breakable jars added—because smashing things is always satisfying.
Experimental collision adjustments for Honey Pots and other arcing projectiles.
Fixed various passive abilities that were not triggering correctly due to system overhauls.
Daring "One Man Army" passive now properly reduces active cooldowns.
Added VFX polish to Chompers for a more visually refined experience.
"Scrap" added to chests in preparation for the upcoming persistent progression system.
Food items can now be consumed during expedition runs, with more features coming in future updates.
Staffs no longer have a hard cap on attack speed, allowing for greater build flexibility.