Expedition Agartha cover
Expedition Agartha screenshot
Genre: Indie

Expedition Agartha

5/4/23 Hotfix


  • Fixed audio bugs related to stealth- reverted changes related to stealth and audio
  • Fixed bug where looting wasn't accurate and felt buggy
  • Fixed bug where Kick and Reload inputs got scrambled
  • Fixed Issue with Strap's Armor Quest 3 to require less movement speed



  • Tutorial tips overhauled so they no longer interrupt and stop the player

5/3/2023 Patch Notes - Updates and Bug Fixes


  • Stealth multiplier now makes your armor sound radius smaller so you are harder to hear
  • Leather armor now improves attack speed instead of movement speed
  • All movement speed upgrades effectiveness reduced by 50%
  • Sheathed movement speed bonus is now 110% intead of 135%
  • Buana now sells the Swiftfoot potion
  • Gear in inventory now has visual changes to display its deterioration as durability lowers
  • Crafting screen now allows filtering and searching in the stash view
  • Gotto now sells every single lesser upgrade in the game, which are all unlocked as you progress his quests
  • Stealth multiplier now makes your armor sound radius smaller so you are harder to hear

  • Fixed bug where VOIP volume was set to 0 by default for new players
  • Fixed bug where crossbows were not being affected by damage upgrades
  • Fixed another potential server crash
  • Fixed Forsaken Temple footstep sounds to be stone instead of grass on the temple
  • Fixed bug where pressing R would kick

4/28/23 Patch Notes - Updates


  • Added VOIP volume adjuster
  • Made kunais hit effect slow more so that it is more effective when hitting sprinting enemies
  • Fludd's quest for corrupted bile in the forsaken temple now requires 5 instead of 3
  • Tweaked kick animation to be a bit lower
  • Weapon Tooltips now display the maximum damage of the weapon always, and will show subtractions based on durability

  • Fixed bug where damage upgrades on items were not working properly
  • Fixed visual bugs in crafting menu with backpacks and dragging
  • Fixed another potential server crash

4/26/23 Patch Notes - Combat Updates and Bug Fixing


  • Kick animation tweaked- kick comes out faster, animation lasts longer so it is more punishing to miss
  • Initial block cost increased to punish block spammers
  • Feinting attacks by kicking now costs more stamina, initial attack + kick
  • You are now immune to getting stunned by a kick if you get kicked at the beginning of your block. Stun immunity ends when parry window ends.
  • Kunai throw animation speed increase by 20%, and successful hits slow target for longer, and kunai headshots deal 300% more damage
  • Quick crafting recipe tooltips now show how many ingredients the player currently has
  • Quests will now accept items directly from a player's stash
  • Quest tooltips and trackers now include stash when counting quest items
  • Bots should always find similarly skilled groups more threatening than solos, archer bot accuracy scales more gently
  • Updated Gotto to sell projectile damage reduction upgrade instead of blade reduction
  • Matchmaking cooldown disabled for freebooter arena
  • Undiscovered traders now marked as undiscovered so players don't think its an unfinished feature
  • Crafting screen visual overhaul
  • Devs now have the ability to broadcast public messages in game to announce incoming patches and events
  • Players now spawn on the deck of the Mao Kun
  • Polearms attack animation tweaked to have greater range


Weapon balance tweaks:

  • Katana adjusted so there are proper downsides for its high attack speed
  • Polearms got a slight boost to their damage to help make their TTK more consistent
  • Dual wield weapons got a significant boost to their damage to help compensate for their stamina consumption and vulnerability to parries


Details:

  • Steel Katana damage from 280 to 260
  • Wooden Spear damage from 150 to 165
  • Iron Spear damage from 160 to 175
  • Iron Bardiche damage from 176 to 195
  • Steel Halberd damage from 210 to 230
  • Steel Partizan damage from 170 to 185
  • Steel Guan Dao damage from 190 to 210
  • Steel Naginata damage from 140 to 155
  • Dual Rusty Blade damage from 125 to 150
  • Dual Wood Club damage from 155 to 186
  • Dual Iron Sword damage from 132 to 158
  • Dual Iron Hatchet damage from 163 to 196
  • Dual Iron Mace damage from 155 to 186
  • Dual Steel Shamshir damage from 113 to 135
  • Dual Steel Viking Sword damage from 150 to 180
  • Dual Steel Gladius damage from 120 to 144
  • Dual Steel Tang Dao damage from 140 to 168
  • Dual Steel Morningstar damage from 171 to 205
  • Dual Steel Axe damage from 155 to 186
  • Dual Steel Rapier damage from 65 to 78



  • Fixed bug where you could "sprint backwards"
  • Fixed bug where bot invincibility sometimes didn't work properly
  • Fixed invisible bugs regarding weapons and sometimes enemies
  • Fixed bug where asura didn't deal damage
  • More speculative server crash fix
  • Fixed error where Duel Gladius had massive bleed magnitude
  • Speculative fix for random inventory damage warning when you aren't actually taking damage

Bounty Hunt Event!

ATTENTION ALL FREEBOOTERS!

We are running a community spotlight event on Saturday, 4/22/23, in NA servers, from 8-10pm est! Come join to practice your combat abilities, or come show off your skills and win the rewards! All players, newbies or veterans, are encouraged to participate in this glorious battle.

Famous gladiators are competing in the freebooter arena during this designated time. Defeat them to claim your bounty! Any player who defeats them will be rewarded with 25,000 gold. Any player who successfully wins in the arena and extracts during this timed event will also receive a serpent-bladed key!



Join our discord to stay up to date with this event and get more information. Have a great weekend!

04/21/23 Patch Notes - Hotfix


  • More potential solutions to mysterious server crashing
  • Fixed Quest rewards not working properluy
  • Tweaked weapon upgrade quests to fit with new weapon stats
  • Slowed down rate of corrupted zombie spawns in forsaken temple

Quest Rewards and Weapons Overhaul

Hello Expeditioners! We have some game changing updates coming out today, along with some Log-in bonuses for the weekend.

Our goal with this patch is to improve player progression. Along with our Dynamic AI feature that we implemented a couple days ago, the game experience should feel much better to new players. The game becomes more difficult as your familiarity with combat improves, the differences in power for the rare gear is more apparent, and you will receive more meaningful rewards when completing quests.

We are taking care to continuously monitor the game experience and work toward a great final product. All concerns are taken into account, and with the small manpower we have, we aim to address the issues based on priority. Thank you for continuing to play our game during the early access period!

We have also been made aware of the large amount of localization issues. We don’t yet have the resources to translate everything properly, and many language options still have outdated description texts. We are looking into rectifying this issue to the best of our ability. We recommend playing the game in English for now, if possible.


Log-in Bonus:


Make sure to log in from April 20th 9pm EST to April 24th 1 pm EST in order to receive:

  • Reward Bag of Empowered Upgrade
  • Reward Bag of Supreme Upgrade
  • Reward Bag of Ascended Upgrade
  • Reward Bag of Food
  • Bountiful Bag
  • Hefty Bag


Quest Reward Overhaul


All non-tutorial quests now grant 1 Vigorous blood and a Hefty Bag on completion.
Quests that lead to an upgrade for the trader now also reward you with a Bountiful Bag.
All merchants throughout their questline now periodically grant Lootbags containing high tier upgrades.

Weapons:


3% more base damage per upgrade socket
3% more stamina efficiency per upgrade socket
Amount of stamina returned on a successful hit is now consistently 50% of the stamina cost of that weapon's light attack

Armors:


Light armor receives 0.6% more blunt damage reduction per upgrade socket
Medium armor receives 0.4% more base damage reduction per upgrade socket
Heavy armor receives 0.6% more blade damage reduction per upgrade socket

Gear Upgrades Balancing:


Overview:
Empowered, supreme, and ascended precision upgrades now reduce parry efficiency rather than base damage
Bleeding upgrades scale up less and high level bleeding upgrades reduce crit damage more
Bone break upgrades scale up less and high level bone break upgrades reduce crit damage more
Impact upgrades start off stronger and scale less per upgrade, they also reduce debuff application far less
Empowered, supreme, and ascended resilience upgrades reduce movement speed less than before
Fortification upgrades scale up more and high level fortification upgrades reduce parry efficiency instead

Details:
Precision (crit damage)
Lesser: +10.0% crit dmg dealt
Standard: +14.0% crit dmg dealt
Greater: +18.0% crit dmg dealt
Empowered: +20.0% crit dmg dealt; -2% parry efficiency
Supreme: +22.0% crit dmg dealt; -4% parry efficiency
Ascended: +24.0% crit dmg dealt; -6% parry efficiency

Bleeding (bleed magnitude)
Lesser: +3.0% bleed magnitude
Standard: +6.0% bleed magnitude
Greater: +9.0% bleed magnitude
Empowered: +10.5% bleed magnitude; -5.0% crit dmg
Supreme: +12.0% bleed magnitude; -10.0% crit dmg
Ascended: +13.5% bleed magnitude; -15.0% crit dmg

Concussion (bone magnitude)
Lesser: +3.0% bone magnitude
Standard: +6.0% bone magnitude
Greater: +9.0% bone magnitude
Empowered: +10.5% bone magnitude; -5.0% crit dmg
Supreme: +12.0% bone magnitude; -10.0% crit dmg
Ascended: +13.5% bone magnitude; -15.0% crit dmg

Impact (blocked damage dealt)
Lesser: +8.0% blocked dmg dealt
Standard: +14.0% blocked dmg dealt
Greater: +20.0% blocked dmg dealt
Empowered: +23.0% blocked dmg dealt; -1.5% bleed magnitude; -1.5% bone magnitude
Supreme: +26.0% blocked dmg dealt; -3.0% bleed magnitude; -3.0% bone magnitude
Ascended: +29.0% blocked dmg dealt; -4.5% bleed magnitude; -4.5% bone magnitude

Resilience (base damage taken)
Lesser: +1.0% base dmg resist
Standard: +1.4% base dmg resist
Greater: +1.8% base dmg resist
Empowered: +2.0% base dmg resist; -0.2% move speed
Supreme: +2.2% base dmg resist; -0.4% move speed
Ascended: +2.4% base dmg resist; -0.6% move speed

Fortification (crit damage taken)
Lesser: +1.0% crit dmg resist
Standard: +1.8% crit dmg resist
Greater: +2.6% crit dmg resist
Empowered: +3.0% crit dmg resist; -0.5% parry efficiency
Supreme: +3.4% crit dmg resist; -1.0% parry efficiency
Ascended: +3.8% crit dmg resist; -1.5% parry efficiency


Full changes to weapons:



RUSTY BLADE
===========
Basic blade weapon with no extra gimmicks or anything; the default t1 item that
all other t1 items and t2+ growth is based off of
Base Damage: 200 -> 250
Critical Damage: 60% -> 50%
Attack Speed: 0% (APS 1.05) -> 0% (APS 1.05)
Block Dmg Dealt: -90% -> -90%
Bleed Magnitude: 5% -> 5%
Stamina Multi: -30% -> -30%

WOOD CLUB
=========
Baseline blunt weapon; when compared to bladed weapons, it is slower but punishes
the opponent for being hit more
Base Damage: 240 -> 310
Critical Damage: 40% -> 35%
Attack Speed: -20% (APS 0.84) -> -20% (APS 0.84)
Block Dmg Dealt: -50% -> -45%
Bone Magnitude: 5% -> 5%
Stamina Multi: -30% -> -35%

WOODEN CROSSBOW
===============
Previously just an inferior version of the arbalest. Now has a special role:
High fire rate, low damage. A better weapon for newbies: missed shots are punished
less and they can try again later. But the lower DPS and higher ammo consumption
compared to the arbalest means the arbalest is still objectively better - just not
for newbies.
Base Damage: 300 -> 200
Critical Damage: 35% -> 35%
Attack Speed: 0% (APS 0.43) -> 50% (APS 0.64)
Block Dmg Dealt: -80% -> -90%
Move Speed Multi: -6% -> -6%
Stamina Multi: -6% -> -6%

WOODEN SPEAR
============
Baseline spear weapon; when compared to other weapons, the spear has the worst TTK and
ability to block opponent's attacks. It is only competitive when applying debuffs
and being able to precisely hit around blocks
Base Damage: 120 -> 150
Critical Damage: 40% -> 40%
Attack Speed: 0% (APS 1.25) -> 0 (APS 1.25)
Block Dmg Dealt: -90% -> -90%
Block Dmg Taken: -95% -> -95%
Bleed Magnitude: 5% -> 3%
Stamina Multi: -30% -> -40%

DUAL RUSTY BLADE
================
Basic blade dual weapon with no extra gimmicks or anything; sets the pattern for
other dual weapons where an individual attack is weaker but a successful combo
of multiple attacks in a row gives them the best DPS in the game
Base Damage: 100 -> 125
Critical Damage: 60% -> 50%
Attack Speed: 0% (APS 3.33) -> 0% (APS 3.33)
Block Dmg Dealt: -90% -> -90%
Bleed Magnitude: 2.5% -> 2.5%
Stamina Multi: -40% -> -15%

DUAL WOOD CLUB
==============
Baseline blunt dual weapon; can potentially stunlock opponents with the highest APS
and DPS blunt weapons but it is very difficult to pull off in practice
Base Damage: 120 -> 155
Critical Damage: 40% -> 35%
Attack Speed: -20% (APS 2.66) -> -20% (APS 2.66)
Block Dmg Dealt: -50% -> -45%
Bone Magnitude: 2.5% -> 2.5%
Stamina Multi: -40% -> -20%

RUSTY SHIV
==========
t1 baseline blade secondary. Unable to cause flinch when dealing damage, but has
a very low stamina reduction. Fits role of a sidearm better; use it when in stam trouble!
Base Damage: 150 -> 150
Critical Damage: 50% -> 45%
Attack Speed: 0% (APS 1.78) -> 0% (APS 1.78)
Block Dmg Dealt: -80% -> -90%
Block Dmg Taken: -80% -> -90%
Stamina Multi: -20% -> -16%



*** TIER 2 ***
IRON SWORD
==========
Basic blade t2 weapon with no extra gimmicks or anything; the default t2 item
Base Damage: 220 -> 264
Critical Damage: 60% -> 50%
Attack Speed: 0% (APS 1.05) -> 0% (APS 1.05)
Block Dmg Dealt: -90% -> -90%
Bleed Magnitude: 10% -> 8%
Stamina Multi: -30% -> -30%

IRON MACE
=========
Basic blunt t2 weapon; slower but punishes opponent for getting hit more than the sword
Base Damage: 260 -> 326
Critical Damage: 40% -> 35%
Attack Speed: -20% (APS 0.84) -> -20% (APS 0.84)
Block Dmg Dealt: -50% -> -45%
Block Dmg Taken: 20% -> 0%
Bone Magnitude: 7% -> 8%
Stamina Multi: -30% -> -35%

IRON HATCHET
============
Alternative blunt t2 one-handed weapon. Originally appeared to be a faster mace with extra
conditional damage. Made it lean more into "conditional damage" with clear downsides;
crits and block damage hurt slightly more than the mace, but regular light attacks hurt less
Base Damage: 240 -> 310
Critical Damage: 50% -> 50%
Attack Speed: -10% (APS 0.95) -> -20% (APS 0.84)
Block Dmg Dealt: -40% -> -35%
Block Dmg Taken: 15% -> 0%
Bone Magnitude: 6% -> 5%
Stamina Multi: -30% -> -35%

IRON LONGSWORD
==============
Baseline blade 2h weapon with no extra gimmicks or anything; Originally was just a slow
t2 shortsword with alt animations, so the new stats are based off the iron shortsword
Base Damage: 280 -> 310
Critical Damage: 60% -> 50%
Attack Speed: 0% (APS 0.83) -> 0% (APS 0.83)
Block Dmg Dealt: -60% -> -60%
Block Dmg Taken: 15% -> 15%
Bleed Magnitude: 10% -> 8%
Stamina Multi: -25% -> -40%

IRON MAUL
=========
Baseline blunt 2h weapon with no extra gimmicks or anything; Originally was just a slow
t2 mace with alt animations, so the new stats are based off the iron mace
Base Damage: 300 -> 340
Critical Damage: 40% -> 35%
Attack Speed: -10% (APS 0.75) -> -10% (APS 0.75)
Block Dmg Dealt: -20% -> -20%
Block Dmg Taken: 15% -> 15%
Bone Magnitude: 10% -> 8%
Stamina Multi: -25% -> -45%

IRON SPEAR
==========
Bladed 2h polearm weapon with no extra gimmicks or anything
Base Damage: 140 -> 160
Critical Damage: 40% -> 40%
Attack Speed: 0% (APS 1.25) -> 0% (APS 1.25)
Block Dmg Dealt: -80% -> -90%
Block Dmg Taken: -95% -> -95%
Bleed Magnitude: 10% -> 4%
Stamina Multi: -35% -> -40%

IRON BARDICHE
=============
Blunt 2h polearm weapon; slower but hits harder than blade as is typical
Base Damage: 160 -> 178
Critical Damage: 30% -> 30%
Attack Speed: -10% (APS 1.12) -> -10% (APS 1.12)
Block Dmg Dealt: -70% -> -75%
Block Dmg Taken: -95% -> -95%
Bone Magnitude: 10% -> 4%
Stamina Multi: -40% -> -45%

DUAL IRON SWORD
===============
Dual t2 weapon with no extra gimmicks or anything; the default t2 item
Base Damage: 110 -> 132
Critical Damage: 60% -> 50%
Attack Speed: 0% (APS 3.33) -> 0% (APS 3.33)
Block Dmg Dealt: -90% -> -90%
Bleed Magnitude: 5% -> 4%
Stamina Multi: -40% -> -15%

DUAL IRON HATCHET
=================
Alternative dual blunt t2 one-handed weapon. Originally appeared to be a faster mace with extra
conditional damage. Made it lean more into "conditional damage" with clear downsides
Base Damage: 120 -> 163
Critical Damage: 50% -> 35%
Attack Speed: -10% (APS 2.99) -> -20% (APS 2.66)
Block Dmg Dealt: -40% -> -45%
Block Dmg Taken: 15% -> 0%
Bone Magnitude: 3% -> 4%
Stamina Multi: -50% -> -20%

DUAL IRON MACE
==============
Dual blunt t2 weapon; slower but punishes opponent for getting hit more than the sword
Base Damage: 130 -> 155
Critical Damage: 40% -> 50%
Attack Speed: -20% (APS 2.66) -> -20% (APS 2.66)
Block Dmg Dealt: -50% -> -35%
Block Dmg Taken: 20% -> 0%
Bone Magnitude: 3.5% -> 2.5%
Stamina Multi: -50% -> -20%

IRON DAGGER
===========
t2 baseline blade secondary. Unable to cause flinch when dealing damage, but has
a very low stamina reduction. Fits the role of a sidearm better; use it when in stam trouble!
Base Damage: 175 -> 165
Critical Damage: 50% -> 50%
Attack Speed: 0% (APS 1.78) -> +5% (APS 1.86)
Block Dmg Dealt: -80% -> -85%
Block Dmg Taken: -80% -> -85%
Stamina Multi: -20% -> -13%




*** TIER 3 ***
ARBALEST CROSSBOW
=================
Previously just a good version of wood xbow. Now has a special role:
Low fire rate, high damage. A better weapon for pros: missed shots
are punished more and the loss in damage is huge. But when it hits, ouchies
Base Damage: 400 -> 400
Critical Damage: 35% -> 35%
Attack Speed: 0% (APS 0.43) -> 0% (APS 0.43)
Block Dmg Dealt: -60% -> -80%
Move Speed Multi: -12% -> -12%
Stamina Multi: -12% -> -12%

STEEL TANG DAO
==============
Baseline t3 weapon with no extra gimmicks or anything; the cutting edge version of
rusty and iron blade
Base Damage: 270 -> 280
Critical Damage: 60% -> 50%
Attack Speed: 0% (APS 1.05) -> 0% (APS 1.05)
Block Dmg Dealt: -90% -> -90%
Bleed Magnitude: 20% -> 10%
Stamina Multi: -20% -> -30%

STEEL GLADIUS
=============
Slower 1h blade with below average damage, but BIS 1h blade crits
Base Damage: 250 -> 240
Critical Damage: 80% -> 90%
Attack Speed: -5% (APS 1.00) -> 0% (APS 1.05)
Block Dmg Dealt: -90% -> -80%
Bleed Magnitude: 20% -> 10%
Stamina Multi: -20% -> -30%

STEEL VIKING SWORD
==================
t3 1h blade that has the lowest crit multiplier but highest base damage for consistent performance
Base Damage: 280 -> 300
Critical Damage: 50% -> 30%
Attack Speed: 0% (APS 1.05) -> 0% (APS 1.05)
Block Dmg Dealt: -90% -> -90%
Bleed Magnitude: 20% -> 10%
Stamina Multi: -20% -> -30%

STEEL SHAMSHIR
==============
t3 1h blade that has very poor direct damage but BIS 1h blade bleeding
Base Damage: 190 -> 226
Critical Damage: 50% -> 40%
Attack Speed: 0% (APS 1.05) -> 0% (APS 1.05)
Block Dmg Dealt: -90% -> -95%
Bleed Magnitude: 40% -> 25%
Stamina Multi: -20% -> -30%

STEEL MORNINGSTAR
=================
Baseline t3 blunt weapon; slower than its blade counterpart (Tang Dao) but punishes hits more
Base Damage: 340 -> 342
Critical Damage: 40% -> 35%
Attack Speed: -20% (APS 0.84) -> -20% (APS 0.84)
Block Dmg Dealt: -50% -> -45%
Bone Magnitude: 10% -> 10%
Stamina Multi: -20% -> -35%

STEEL GREATSWORD
================
Baseline t3 2h blade; based off the Steel Tang Dao and Iron Longsword, with no funky gimmicks
Base Damage: 360 -> 330
Critical Damage: 60% -> 50%
Attack Speed: 0% (APS 0.83) -> 0% (APS 0.83)
Block Dmg Dealt: -50% -> -50%
Block Dmg Taken: 15% -> 15%
Bleed Magnitude: 20% -> 10%
Stamina Multi: -25% -> -40%

STEEL NODACHI
=============
High alpha damage 2h blade. Increases damage and crit, but loses defense and speed
Base Damage: 380 -> 410
Critical Damage: 70% -> 65%
Attack Speed: -20% (APS 0.66) -> -20% (APS 0.66)
Block Dmg Dealt: -50% -> -50%
Block Dmg Taken: 0% -> 15%
Bleed Magnitude: 20% -> 10%
Stamina Multi: -30% -> -50%

STEEL KATANA
============
2h blade with high crit and attack speed, but low base damage. Previously had better bleed than scimitar
this bleeding has been removed so "desert swords" are consistently the best bleed in game
Base Damage: 270 -> 280
Critical Damage: 100% -> 100%
Attack Speed: 15% (APS 0.95) -> 15% (APS 0.95)
Block Dmg Dealt: -70% -> -65%
Block Dmg Taken: 0% -> 15%
Bleed Magnitude: 40% -> 10%
Stamina Multi: -25% -> -40%

STEEL GIANT SCIMITAR
====================
Loses attack speed to do more bleed damage without losing all of its direct damage like shamshir does
Base Damage: 330 -> 320
Critical Damage: 70% -> 50%
Attack Speed: -10% (APS 0.75) -> -10% (APS 0.75)
Block Dmg Dealt: -50% -> -50%
Block Dmg Taken: 15% -> 15%
Bleed Magnitude: 30% -> 25%
Stamina Multi: -25% -> -40%

STEEL BATTLEAX
===============
T3 2h blunt; has the highest attack speed multiplier of any blunt weapon
Base Damage: 310 -> 325
Critical Damage: 50% -> 35%
Attack Speed: -5% (APS 0.79) -> -5% (APS 0.79)
Block Dmg Dealt: -20% -> -20%
Block Dmg Taken: 15% -> 15%
Bone Magnitude: 10% -> 10%
Stamina Multi: -25% -> -40%

STEEL WARHAMMER
===============
T3 2h blunt; Based off steel mace, but it has the worst speed of any melee weapon
and makes up for it with BIS block damage dealt and second best base damage
Base Damage: 380 -> 390
Critical Damage: 40% -> 35%
Attack Speed: -25% (APS 0.62) -> -25% (APS 0.62)
Block Dmg Dealt: -10% -> 0%
Block Dmg Taken: 15% -> 15%
Bone Magnitude: 20% -> 15%
Stamina Multi: -30% -> -50%

STEEL AXE
=========
Alternative t3 blunt one-handed. Like the iron hatchet it has higher "conditional damage"
(crits and block dmg dealt) but, to keep in line with its original version better, the
t2->t3 upgrade actually improves its speed not its damage
Base Damage: 280 -> 310
Critical Damage: 50% -> 50%
Attack Speed: -10% (APS 0.95) -> -10% (APS 0.95)
Block Dmg Dealt: -40% -> -35%
Block Dmg Taken: 15% -> 0%
Bone Magnitude: 8% -> 7%
Stamina Multi: -20% -> -35%

STEEL RAPIER
============
t3 blade one-handed. BIS attack speed for one-handed weapons, but it has the worst inherent
bleed magnitude, gets countered hard by blocking, and relies on crit damage for a competitive TTK
Base Damage: 140 -> 130
Critical Damage: 120% -> 120%
Attack Speed: 30% (APS 1.36) -> 30% (APS 1.36)
Block Dmg Dealt: -90% -> -95%
Bleed Magnitude: 5% -> 3%
Stamina Multi: -30% -> -30%

STEEL HALBERD
=============
The only t3 blunt polearm. As with all blunts, it tends to be slower but hit harder than the blade baseline.
Base Damage: 210 -> 210
Critical Damage: 30% -> 30%
Attack Speed: -10% (APS 1.13) -> -20% (APS 1.00)
Block Dmg Dealt: -70% -> -70%
Block Dmg Taken: -95% -> -95%
Bone Magnitude: 10% -> 5%
Stamina Multi: -40% -> -50%

STEEL PARTIZAN
==============
Baseline t3 blade polearm with no particular gimmicks.
Base Damage: 180 -> 170
Critical Damage: 40% -> 40%
Attack Speed: 0% (APS 1.25) -> 0% (APS 1.25)
Block Dmg Dealt: -80% -> -90%
Block Dmg Taken: -95% -> -95%
Bleed Magnitude: 10% -> 5%
Stamina Multi: -35% -> -40%

STEEL GUAN DO
=============
t3 blade polearm. "Heavy" bladed polearm that fills the same niche as blunt, but does bleed debuff instead
Base Damage: 220 -> 190
Critical Damage: 10% -> 20%
Attack Speed: -20% (APS 1.00) -> -10% (APS 1.13)
Block Dmg Dealt: -50% -> -50%
Block Dmg Taken: -70% -> -95%
Bleed Magnitude: 10% -> 5%
Stamina Multi: -40% -> -45%

STEEL NAGINATA
==============
t3 blade polearm. Has the lowest base damage of ANY polearm, but the best polearm crits and debuff to compensate
Base Damage: 150 -> 140
Critical Damage: 70% -> 80%
Attack Speed: 0% (APS 1.25) -> 0% (APS 1.25)
Block Dmg Dealt: -80% -> -90%
Block Dmg Taken: -95% -> -95%
Bleed Magnitude: 25% -> 10%
Stamina Multi: -35% -> -40%

DUAL STEEL SHAMSHIR
===================
t3 dual blade that has very poor direct damage but BIS 1h blade bleeding
Base Damage: 95 -> 113
Critical Damage: 50% -> 40%
Attack Speed: 0% (APS 3.33) -> 0% (APS 3.33)
Block Dmg Dealt: -90% -> -95%
Bleed Magnitude: 20% -> 12.5%
Stamina Multi: -40% -> -15%

DUAL STEEL VIKING SWORD
=======================
t3 dual blade that has the lowest crit multiplier but highest base damage for consistent performance
Base Damage: 140 -> 150
Critical Damage: 50% -> 30%
Attack Speed: 0% (APS 3.33) -> 0% (APS 3.33)
Block Dmg Dealt: -90% -> -90%
Bleed Magnitude: 10% -> 5%
Stamina Multi: -40% -> -15%

DUAL STEEL GLADIUS
==================
Slower dual blade with below average damage, but BIS 1h blade crits
Base Damage: 125 -> 120
Critical Damage: 80% -> 90%
Attack Speed: -5% (APS 3.16) -> 0% (APS 3.33)
Block Dmg Dealt: -90% -> -80%
Bleed Magnitude: 10% -> 5%
Stamina Multi: -40% -> -15%

DUAL STEEL TANG DAO
===================
Baseline dual weapon with no extra gimmicks or anything; the cutting edge version of
rusty and iron blade
Base Damage: 135 -> 140
Critical Damage: 60% -> 50%
Attack Speed: 0% (APS 3.33) -> 0% (APS 3.33)
Block Dmg Dealt: -90% -> -90%
Bleed Magnitude: 10% -> 5%
Stamina Multi: -40% -> -15%

DUAL STEEL MORNINGSTAR
======================
Baseline dual blunt weapon; slower than its blade counterpart (Tang Dao) but punishes hits more
Base Damage: 170 -> 171
Critical Damage: 40% -> 35%
Attack Speed: -20% (APS 2.66) -> -20% (APS 2.66)
Block Dmg Dealt: -50% -> -45%
Bone Magnitude: 5% -> 5%
Stamina Multi: -50% -> -20%

DUAL STEEL AXE
==============
Alternative t3 blunt dual weapon. Like the iron hatchet it has higher "conditional damage"
(crits and block dmg dealt) but, to keep in line with its original version better, the
t2->t3 upgrade actually improves its speed not its damage
Base Damage: 140 -> 155
Critical Damage: 50% -> 50%
Attack Speed: -10% (APS 3.00) -> -10% (APS 3.00)
Block Dmg Dealt: -40% -> -35%
Block Dmg Taken: 15% -> 0%
Bone Magnitude: 4% -> 3.5%
Stamina Multi: -50% -> -20%

DUAL STEEL RAPIER
=================
t3 blade dual weapon. BIS attack speed for dual weapons, but it has the worst inherent
bleed magnitude, gets countered hard by blocking, and relies on crit damage for a competitive TTK
Base Damage: 70 -> 65
Critical Damage: 120% -> 120%
Attack Speed: 30% (APS 4.32) -> 30% (APS 4.32)
Block Dmg Dealt: -90% -> -95%
Bleed Magnitude: 2.5% -> 1.5%
Stamina Multi: -40% -> -12.5%

STEEL DAGGER
============
t3 baseline blade secondary. Stamina efficiency has grown incredibly. Because upgrade slots
inherently improve stam efficiency, a legendary steel dagger has virtually no impact on stam!
Base Damage: 200 -> 180
Critical Damage: 50% -> 55%
Attack Speed: 0% (APS 1.78) -> +10% (APS 1.95)
Block Dmg Dealt: -80% -> -80%
Block Dmg Taken: -80% -> -80%
Stamina Multi: -20% -> -10%

Full Patch notes:



  • Weapon Overhaul
  • Old and unused turn speed stat removed from stat page
  • Fixed more potential server crash
  • Removed projectiles weaknesses from all undead enemies (early game zombies still take additional 50% damage from all sources)
  • Quest reward overhaul
  • Forsaken Temple now starts in the afternoon, so the night time and corrupted zombies starts earlier, and loot quality has been improved.
  • Quick Repair no longer adds extra costs for ammo, shirts, or pants.
  • Some localization updates



Thank you for getting this far! We look forward to growing our community and making the best game possible. As always, safe expeditions!

04/19/2023 Patch Notes - Hotfix


  • Renamed "food", "hunger" to nourishment for consistency
  • All dual wield weapon damage increased by 10% and stamina costs greatly reduced
  • Updated tootip for food/nourishment explanation to reflect how hungry and starving effect stats with the last update
  • Fixed bug where first person blocking anim was not playing after kicking with dual wield weapons
  • Fixed bug where sometimes multiple people could spawn in the same room in the freebooter arena

04/18/23 Patch Notes - Dynamic AI Difficulty + Bugs & Updates


  • First pass on a new player skill rating system
  • Bot difficulty can now change based on the skill rating of their opponents
  • Bots will find players with better skill and gear to be higher priority targets
  • Hungry and Starving debuffs now reduce attack speed and base damage instead of stamina and health.
  • Durability no longer effects attack speed
  • Containers that have already been touched now display (already opened)
  • Early game zombies now take 50% additional critical damage
  • All zombies, draugrs, and corrupted zombies now take 50% additional projectile damage
  • Changed Spawn algorithm to prevent rare cases of non-allied players spawning together
  • Added animated hitmarkers
  • Gold stacks size increased to 999,999
  • Freebooter loadouts now have guaranteed 2 bandages, 1 splint, and 1 dried meat
  • Vigorous blood now drops based on new skill rating system, and /kdr now displays your skill rating
  • Nourishment stat added to stats page(hunger value)
  • Greatly increased price of alcohol drinks and they now also add +10 fullness

  • More speculative fixes to prevent players from being locked out of games after dying/extracting improperly due to mysterious save failure
  • Speculative fix to prevent chests from rarely taking more than one key
  • Fixed bug where head is looking improperly during emotes\
  • Fixed issue where some shields still had attack speed reduction
  • Fixed bug where insta-moving consumables from stash to inventory with full consumables bar didn't work
  • Fixed bug where inventory didn't update after looting self-destroying container
  • Fixed bug where drop item icon was showing up when it shouldn't
  • Fixed a possible server crash
  • Fixed buggy animations when kicking while dual wielding

04/12/23 Patch Notes - Server Performance Updates


  • Loot speed stat added to stats page
  • Removed unnecessary plugins from Unreal Engine that are in the project by default in order to increase server performance
  • Crafting Station selection UI update

  • Fixed server crash related to item splitting
  • Fixed bugs involving item icon throbber loading infinitely
  • Fixed bug where attack input stops working properly if you take fall damage while attacking