# Patch v0.1.0

## Updates

#### Highlights

* **Gizmo's Folly** is now live in the Bar
* **New NPC: Mina** (more info soon)
* **Paymaster (ERC-4337)** system implemented for Key Purchase transactions - no more running out of ETH to pay gas for Key Purchases
* Russian language translation added (thanks luvdiff!)
* Ping indicator
* Signets are Live
* Dungeon trinkets marked separately to distinguish Pt. 1 and Pt. 2 of First Landing
* New art: abilities, boss chests, quirks, affixes, and more

#### Quirks

* New quirks: **Overachiever**, **Pauper House**, **Portfolio**, **Spirit Realm**
* Max quirks raised 4 → 5

#### Depths

* Hard time limit per floor added - 15 min cap with warning at 10 min
* Ability-round cap - max 6 ability picks per run, remaining rounds become passives
* Soak now applies inside Depths (PvE); magic damage still bypasses

#### Masteries

* New mastery tier: **Mastered** (3rd stack) - Normal → Enhanced → Mastered
* New melee mastery effects: Strength %, Accuracy %, Critical Hit / Damage
* New ranged mastery effects: Strength %, Accuracy %, Critical Hit / Damage
* New generic masteries: HP, Melee / Magic / Ranged Defense

#### Combat

* New **Fury Boost** (replaces crit chance/damage on Fury boost): 6 / 12 / 25 / 40% by tier
* Per-NPC armor penetration overrides (replaces flat tier curve)
* Unified stress-based incoming damage scaling - caps at 1.25× at 200 stress
* FireTrap adds +5 stress on contact (10s cooldown)

***

## Changes

#### Economy

* Max Stake raised to **500 Keys ($50 USDC)**

#### Combat / DoTs

* Poison reworked to **fixed damage budget** - stronger re-application overrides weaker, weak re-poison no longer extends
* Removed "moving while poisoned/bleeding" 1.5× damage multipliers
* Armor now soaks damage; NPCs have varied per-NPC armor penetration values
* High-stress damage-taken multiplier reduced — caps at 1.25× (no longer ticks DoT at 200+)
* Stress-based armor penetration removed (was +25% pen at high stress)
* Boss defence bonuses rebalanced (reduced magic, increased ranged)

#### Mastery system

* Mastery picks restructured from flat bonuses → **percentage multipliers**
* Picks per level split - ability rounds offer 3, passive rounds offer 4
* Crit chance / crit damage moved from Fury boost → mastery picks
* Max-HP masteries now stack additively

#### Removed mastery passives

* **Last Stand** (survive at 1 HP)
* **Momentum** (on-kill damage stacks)
* **Fortify** (standing-still damage reduction)
* Magic: Increased Attack Speed, Reduced Charge Cost
* Ranged: Increased Armor Penetration

#### Depths balance

* Starting keys: **20 → 6**
* Bonus key drops from chests **disabled**
* Floor 8+ final boss chest no longer drops items
* Boss resonance flattened: 1–12 shards (was up to 1–30 on floor 8)
* Mob resonance chance: 3–9% → 2–6%
* Food drop rate +17%
* Starting Mudfish: Melee 5 → 10, Ranged/Magic 5 → 6
* Boost rolls fixed at 3 (was 3–5 range)
* Boss stress pause: 300s → 120s
* Ambush more aggressive - shorter warning (1500→800ms), bigger flee radius (30→60), longer root (800→1200ms), cooldown halved
* Difficulty curve: floor scaling 1.55 → 1.6, attack-speed cap 2.2 → 3.0, boss HP bonus 1.6 → 1.4, passive stress per tick 3–5 → 5–8
* Player scaling: max stat power 1.8 → 2.0, max attack-speed mult 1.4 → 1.6

#### NPCs

* Most Depths NPCs: magic/ranged defence rebalanced
* NPC AoE / boulder / lunge / void-spit actions now scale by Depths floor multiplier
* Empty Mystery Objects always add 1 stress in Depths (was gated to >100 stress)

#### Spells & abilities

* Spell costs no longer reduced by mastery
* Spell cast speed no longer modified by mastery
* Mana Reversal magic bonus now scales with Depths floor
* Other magic changes

#### UI / i18n

* New "Mastered" pip + visual treatment in action-bar passive indicators
* Admin picker modal supports 3-stack toggles
* Fury boost tooltip updated to reflect max-hit (not crit)
* Special Attack toggle tooltip clarified ("on/off with \[key]")
* Stress description rewritten

***

## Bug Fixes

* **Infinite Poison / Bleed exploit** - poison switched to a fixed damage budget; bleed timer only refreshes when stack count actually increases. Fast attackers can no longer sustain DoTs indefinitely.
* **Marked for Death over-stacking** - now only accrues from ranged basic attacks on the primary target; AoE shards (Volley, Explosive Shot) and Bounce secondaries no longer add stacks.
* **Lag on eating at high floors** - fixed
* **"Already logged in on another session" session takeover** - fixed
* **Roaming Threats incorrectly granting Artifacts / food** - fixed
* **Mastered tier indicator overlap** - second pip now sits beside the first instead of stacking on top (Enhanced and Mastered were visually identical)
* Dungoneering XP fixed


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