# Patch v0.1.1

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Hey Dungoneers!

A big rebalance pass on **The Depths**, plus new gear, new enemies, and quality-of-life improvements. The goal: deeper runs should be earned, your build choices should matter more, and survival should come from smart play rather than raw stat snowballing.

***

### ✨ Updates

**New stat: Life**

* Equipment can now grant **Life** - a flat boost to your maximum HP that's reliable at any depth (scales multiplicatively with any HP % increases)
* Life now shows as its own line in your equipment bonuses.
* Only Amulets found in Dungeons currently grant Life

**Dynamic Amulets**

* A brand-new amulet drop in the Depths, each rolled at a random **rarity**: Common, Uncommon, Rare, Epic, or Legendary.
* Higher rarities grant more Life - ranging from a small bump on Commons up to a massive cushion on Legendaries.
* Amulets are found exclusively from mob drops

**New Gear (Early Game)**

* **Delver's Kiteshield** and **Delver's Spellbreaker** - defensive offhands&#x20;
* **Delver's Spellbook** and **Delver's Sight** - offensive offhands for Magic and Ranged.
* **Ruined Ring of Power** (all-round defence) and **Ruined Ring of Agility** (crowd-control resistance).

**New enemies in the Depths**

* **Broken Castigator** - a caster that can **root you in place**, so don't get pinned in the open.
* **Broken Felbourne** - a bruiser that can briefly turn **invulnerable and heal itself**; burst it down before it escapes.

**New Magic masteries**

* Magic builds now have dedicated offensive picks for **Magic Strength** and **Magic Accuracy**&#x20;

**Swarm protection**

* Focus Fire: When multiple enemies pile onto you in the Depths, incoming damage is now **reduced the more attackers you're facing**&#x20;
  * Does not mitigate damage from Bosses or Revenants.

**HUD improvements**

* Added a clear **"Buy Keys"** button and a live wallet balance readout to the combat HUD.
* Depths Leaderboard now shows USD won for each qualifying entry

***

### 🔧 Changes

**The Depths is now 7 floors (was 8)**

* A tighter run with the difficulty re-tuned around the new length.

**Player power scaling reworked**

* Power from leveling is now **linear instead of front-loaded** - every dungeon level matters, rather than early levels giving the biggest spikes.
* Overall power at the cap is **lower**, and you level up **more slowly.**
* To compensate, **defensive scaling** got a small targeted boost.

**Boosts are front-loaded**

* You now get a large **starting set of boost rolls on Floor 1**, tapering off significantly on later floors.
* Later-floor boosts, though rare, still skew toward **higher tiers.**

**Loot rework**

* Artifact Drop rates are now **steady across floors** instead of inflating the deeper you go.
* Bosses and chests give **fewer guaranteed extras**, but the gear pool is **more varied** (new shields, defenders, rings, and the dynamic amulets).

**Rewards buffed**

* Favor earned per run is up significantly (\~3.5x).
  * Dungeon Favor was mistakenly 2x below original design
  * Last week's Favor will be adjusted slightly to compensate
  * Favor will be reduced slightly after jackpots are released
* Favor from Gizmo's Folly and Sword in Stone reduced by 25% (relative to Island favor)

**Crowd control overhaul**

* CC is now driven cleanly by **Tenacity**. Low-resistance enemies can be reliably locked down regardless of type, and high-tenacity enemies are **no longer outright immune** (CC still lands, just shorter).

**Improved Bosses**

* A wave of new staggers, knockups, and roots: **Elder Dragon** (fire stagger + lunge knockup), **Cyclops** (slam knockup), **Broken Legionnaire** (magic stagger), and **Blood Mistress** (faster + staggering while in Demon form). Positioning matters more than ever.  **Trogg** has a Roar attack.

**Stress is more punishing**

* Hitting **maximum stress is now a hard lockout** - relief items and effects won't pull you back once you're maxed.
* Higher stress now **lengthens the crowd control enemies land on you**, so stacking stress compounds the danger.

**Poisoned Chalice**

* Now rolls a Boost sometimes on the good outcome

**Certain Passives now scale your level**

* **Melee / Magic / Ranged Defense** picks now boost your underlying **level** rather than your gear bonus, making them a much stronger **late-game** lever. (roughly 5/10/15% DR at late game).
* **Melee Strength / Accuracy** and **Ranged Strength / Accuracy** Passives are also now level-based for more aggressive late game scaling.
* Melee picks buffed: **Life Steal** and **Critical Strike** to 5/10/15%, **Critical Damage** to 20/35/60%.

**Starting food randomized**

* Builds now start with a randomized amount of food.&#x20;
* Melee starts with extra to make up for not stockpiling ammo.

**Body Rune tuning**

* Body Rune damage reduction reduced slightly at each tier as part of the survivability rebalance.

***

### 🐛 Bugfixes

* Fixed several broken enemies in the Depths.
* Fixed missing/broken sounds for the Broken Felbourne and Broken Castigator.
* Fix issue with duplicate affixes being replaced&#x20;
* More frontend optimizations for performance
* Fix an issue with Run toggle
* Fixes an issue where Quirk UI state stops updating correctly


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