Hello Dungeon Mystics! The 0.35 release and tournament is coming soon! We are pleased to announce a date of Friday, Dec 4th, 2026, at 20:00 UTC for the sixteen day 0.35 tournament. The feature freeze will be Friday, Nov 20th. After that point, we’ll stop adding new content and will be making only balance tweaks and bug fixes until release day, which will happen a day or two before the tournament. A subsequent post will announce the official 0.35 tournament website, but please feel free to start organizing those tournament clans!

We have lots of new content for you in 0.35. There’s a new species, two new backgrounds, and lots of changes to gods and unrands, among many other things. In particular, a wild rework of Xom dropped this week, so please give it a try! Most online servers have it available in trunk, and you can find updated offline trunk builds on the archive page.

We’ll do another Trunk Update around the feature freeze covering any further 0.35 changes. Until then, read on below for the full and up-to-date details from the 0.35 changelog. Until next time, Happy Crawling!

Highlights

  • A new species: Gale Centaurs, customisable descendants of the Four Winds.
  • Two new shapeshifting backgrounds: Mystics and Stalkers.
  • A new portal: Gulch.
  • Many gods have received balance adjustments.
  • Many new unrands can be found throughout the Dungeon.

Artefacts

  • New weapon unrands:
    • “Carina at Dusk”, a +9 giant spiked club of concussion that launches
      shooting stars when it knocks enemies away.
    • the coolibah bardiche, a +6 bardiche of entangling that floods constricted
      foes and immerses them in toxic bogs.
    • “Fimbulwinter”, a +9 athame of freezing which inflicts Doom on monsters
      injured by the wielder’s cold damage.
    • Hana’s Scimitar, a +10 scimitar of valour that grants a universal spell
      enhancer at 80% or more MP.
    • The Staff of Five Virtues, a +5 lajatang of rebuke that provides additional
      SH when meeting various skill and stat requirements.
    • The Stagehand’s Sword, a +7 devious short sword that can grant temporary
      invisibility on attacks depending on how devious its wielder is.
  • New armour unrands:
    • the arcane splint mail, a +8 chain mail with the Archery ego that
      applies halo debuffs to enemies hit by ranged weapons or throwing missiles.
    • the bone scales, a +6 set of pearl dragon scales with increased encumbrance
      and a Bane in exchange for a Death ego, +3 Slay, +6 SH, and rPois.
    • the fire dragon occultist’s scales and ice dragon arcanist scales, +5 and
      +6 sets of fire / ice dragon scales that help with casting Fire / Ice Magic
      and apply the Exposed debuff to enemies you injure with fire / cold damage.
    • the Forgewarden’s cuirass, a +12 plate armour with the Resonance ego and a
      Forgecraft enhancer that drains piety when first equipped and lowers further
      piety gains.
    • the ghost crab claws, a pair of +2 gloves that prevent using weapons or
      offhand equipment in exchange for a Necromancy enhancer, stat boosts, and a
      chance to produce spectral mist clouds when striking foes or casting spells.
    • the swamp witch’s dragon scales, a +5 set of swamp dragon scales that
      inflicts poison upon enemies the wearer afflicts with debuffs.
  • The Amulet of the Four Winds has been renamed the Amulet of Tranquillity.
  • The Glaive of Prune is now the Partisan of Prune, and is otherwise unchanged
    aside from the new base weapon type.
  • The Warlock’s Mirror can now also reflect explosive projectiles (like
    fireballs).
  • The Wrath of Trog now has the sundering brand in addition to its antimagic
    brand, can sunder faster while its wielder is berserk, and preserves some of
    the wielder’s sundering charge when not attacking while berserk.
  • Zephyr has been reworked completely: it is now a +12 longbow of {Dex+5 Fly}
    with the new Salvo property, which makes firing it also fire additional
    shots at up to four other unobstructed foes in range.

Branches, Environment

  • A new timed portal: the Gulch, appearing in the Vaults.
    • Entering the Gulch inflicts three transient bad mutations.
    • It contains seven new enemies, many of them chaotic mutant beasts and
      abandoned experiments, focusing on debuffs, poison, and antimagic.
    • Its layout features heavily randomised tunnels and intersections with mould
      patches, stacks of scrap, and only occasional strips of water.
    • Item rewards weight poison, Alchemy, Hexes, Forgecraft, and potions more
      heavily.
    • Gulches always contain a purified mutation catalyst, a new level feature
      which can be interacted with to gain a single random good mutation
      (which doesn’t restrict equipment slots).
  • New terrain type: patches of mould, which automatically sprout fungus on top
    of themselves and slowly regrow it whenever it dies.
  • Mutagenic fog clouds now apply magic contamination to monsters, which will
    explode violently after standing in them for several turns.
  • The Abyss has received multiple changes:
    • The guaranteed entrance has been moved from Depths to D:13-15, where it
      appears as part of a serial vault, with many new entry vaults added.
    • The Abyssal rune now requires a minimum amount of exploration within the
      Abyss before it can spawn. Scrolls of teleportation always move the player
      further away from the rune.
    • Abyss:1 is mildly easier than before, while Abyss:5-7 are somewhat harder.
  • Troves now contain better weapons, a small additional chances for manuals,
    and more reliably offer bardings to the species which can wear them.
  • Ziggurats now provide fewer potions of experience and more potions of mutation
    after fully completing each Ziggurat.
  • Ziggurats now reward approximately three times as much exploration piety.

Character

  • New species: Gale Centaurs, half-human half-horse descendants of the Four
    Winds, who are empowered by rampaging towards foes and can trample whole
    groups of them backwards.
    • They have +10% base hp, large size, Hooves 3 and Deformed Body innate
      mutations, as well as innate Rampaging
    • At XL 1, rampaging towards monsters grants the Stampede status, allowing you
      to trample groups of enemies backwards, as long as you keep moving.
    • At XL 5, you begin embodying one of the Four Winds based on your highest skill, granting additional benefits when rampaging:
      • North Wind: You rapidly regenerate 70% of all damage taken while
        rampaging. (Granted by Unarmed Combat and all melee weapon skills besides
        Short Blades.)
      • South Wind: You have +50% stealth while rampaging and successful stabs
        grant you the Tailwind status, making your next rampage movement instant.
        (Granted by Short Blades and Stealth.)
      • West Wind: Rampaging while wielding a ranged weapon fires a powerful
        penetrating shot that pushes enemies backwards and also grants you a
        charge of Salvo, making your non-rampage attacks fire additional shots at
        up to four other targets. (Granted by Ranged Weapons.)
      • East Wind: Rampaging restores a small amount of MP and makes all enemies
        within 2 tiles of you Exposed, increasing the damage and accuracy of
        spells and abilities against them for a short while. (Granted by any
        spell school skill.)
    • New autofight_stampede option: allows autofight to trample forward while you
      have the Stampede status.
  • New background: Mystics, shapeshifting spellcasters whose book includes new
    spells of all four elements. They start with vision and jade talismans and
    their playstyle encourages them to stay mobile on the battlefield and
    reshape it to serve them.
  • New background: Stalkers, stealthy shapeshifters who use their gecko and mist
    talismans, as well as a supply of centipede baubles, to evade or debilitate
    their foes before dispatching them with lethal precision.
  • Djinni and Gargoyles are no longer immune to the draining weapon brand,
    Vampiric Draining, Drain Life, Fear, Soul Splinter, or Umbral Torchlight.
  • Gnolls have received multiple changes.
    • Spellcasting and all magic aptitudes are decreased by 1. Shapeshifting, all
      weapon aptitudes, and Invocations are increased by 1.
    • Gnoll skills at XL 1 are heavily reduced, but train rapidly over the first
      few experience levels (approximately catching up to their old levels by
      XL 7-10)
  • Oni now get their cleaving attack on drinking any potion, rather than just
    healing potions.
  • Oni now have -1 Polearms aptitude (down from +0).
  • Revenant’s spellclaw attacks while Enkindled now properly heal from enhancer
    staff damage.
  • Revenants now have -2 Staves and Evocations aptitude (down from -1).
  • Vine Stalkers are now fully plants, which grants them immunity to blinding and
    sleep and allows allied plants to fire through them while worshipping Fedhas.
  • Chaos Knights now start with a scroll of summoning in addition to their
    scroll of butterflies.
  • Monks now also start with a potion of enlightenment.
  • New mutation: spark swarm, which makes fire and electric damage you deal
    have a high chance to outline foes in light.
  • Removed species: Armataurs.

Gods

  • All piety decay and piety costs for receiving most god gifts has been
    removed. Piety gain has been adjusted such that most gods should see
    little change from this, though Sif Muna’s and Trog’s piety gain should
    increase.
  • Worshippers are completely forbidden from using or equipping items and spells
    directly hated by their god, rather than enforcing penance.
  • Ashenzari’s Curse Item ability has been renamed and rethemed to Ritual of
    Binding. Rather than offering boosts to two random groups of related skills,
    Ashenzari offers boosts to three different individual skills (aside from melee
    weapons and ranged weapons, which remain grouped).
  • Elyvilon has received several changes:
    • 2* worshippers can now use Divine Alms, which costs MP but no piety. This
      ability heals a single ally, cleanses them of the same debuffs as
      Purification, and briefly extends the summon duration of anything it heals.
    • Heal Other has been renamed to Pacify and now only works on hostile
      monsters.
    • Divine Vigour has now been replaced with Aura of Vigour, which now doubles
      the health of all allies in sight of the player, in addition to its previous
      effect.
    • Elyvilon’s worshippers are now prevented from directly harming neutral
      monsters (such as those they have pacified).
  • Hepliaklqana’s knight ancestor has received multiple changes.
    • At XL 15, they can bind enemies they hit with their melee attack in place.
    • At XL 19, they learn Bolster (giving them Might + Resistance) instead of
      Haste.
    • At XL 24, they get an additional +25% HP.
  • Hepliaklqana’s battlemage ancestor has been replaced with an elementalist
    ancestor, which casts destructive magic more frequently and prefers to avoid
    approaching enemies on its own, but is much frailer in melee.
    • At XL 1, they cast Shock, Stone Arrow, and Deflect Missiles.
    • At XL 15, they replace Shock with Iceblast and Bolt of Magma.
    • At XL 19, they replace Stone Arrow with Lee’s Rapid Deconstruction and gain
      increased damage on all spells.
    • At XL 24, they replace Iceblast and Bolt of Magma with Permafrost Eruption
      and Plasma Beam.
  • Nemelex’s Elements card now summons lindwurms and mountainshells instead of
    molten gargoyles and war gargoyles.
  • Okawaru no longer gifts orbs.
  • Sif Muna has received multiple major changes:
    • They now reward piety for exploration instead of kills.
    • The rate of gifting books is no longer affected by piety above 5* (in
      general, this means receiving books slightly earlier, and ability usage
      no longer reducing the number of gifts received).
    • They no longer use the Invocations skill. The success rate and power of
      Channel Magic and Divine Exegesis now depend on Spellcasting skill instead.
    • Divine Exegesis now briefly grants the Repeat Exegesis ability, allowing
      you to repeatedly cast the same spell at a greatly reduced piety cost.
  • Trog’s Brothers in Arms now scales with XL instead of piety, and can now
    also summon elephants, death yaks, skysharks, dire elephants, and ettins.
  • Trog now fully forbids all but gnolls training magic skills, and permits
    worshippers to read scrolls of amnesia.
  • Xom has been wildly reworked:
    • Xom mood and boredom have both been removed. Nearly all Xom actions that
      that have long-term effects (eg: mutations and item gifts) will happen only
      as the player explores the dungeon and not randomly over time otherwise.
    • Xom’s piety stars now track tension to give an extremely loose display
      of how likely it is for Xom to intervene in the current situation.
    • Xom’s amusement commentary are now entirely flavour messages.
    • Xom will now periodically gift worshippers one of several chaos blessings, long-term permanent buffs that rotate every few floors as the player gains XP
      • Battleshape, spawning a strange object that boosts both melee and spells.
      • Cleaving+?, providing cleaving + previously weapon-type-locked brands.
      • Eisegesis, letting you cast a randomly-assigned contaminating spell.
      • Guardian, foisting upon you a reviving ally without friendly fire.
      • Protean, spawning XL-scaled aspiring flesh when you take heavy damage.
      • Sneaky, letting you disguise yourself to stab the unaware.
      • Spellstride, letting you rampage to leave a trail of living spells.
      • Troupe, letting you raise slain foes as dancing mannequins.
    • Many new other effects:
      • Exploration, positive: joke consumables, very long arms,
        random skill knowledge.
      • Exploration, negative: chaotic floor reinforcements, Duel?,
        hall of mirrors, minibanes.
      • Noncombat: Generating traps, stair kill-locks.
      • Midcombat: Mass blinkitis & blinding, mass chaos lace & vexing.
    • Other notable Xom effect changes:
      • Random teleports towards monsters no longer happen randomly out of combat,
        but only with accumulated exploration interest.
      • Random midcombat autocast spells now scale more heavily in choice to one’s
        experience level, rather than just tension.
      • Random temporary summons (hostile or friendly) are now somewhat weaker at
        XL 1-7 and somewhat stronger at XL 14-21.
      • Good mutation gifts are now mildly less likely the more good mutations
        one has, but also more actively remove bad mutations.
      • Xom’s bazaars now contain chaotic talismans (which attach chaos brands to
        1/6 of all attacks) and chaotic artefact armour (which have a chance
        scaling to damage taken to randomly buff or debuff the attacker).
      • Xom’s hyper-buffing an ally effect is even stronger than previously.
      • Xom rewards monks and faded altar petitioners first worshipping Xom with
        joke consumables.
      • Removed effects: Stealth doubling on entering new floors, random noise on
        entering new floors.
  • The Shining One has received a few ally-centered changes:
    • Cleansing Flame is now harmless to all allies (instead of only holy ones).
    • Summoned allies (no matter their type) will never expire while fighting evil
      monsters.
    • Their previous ally blessing effects have been replaced. Now, whenever the player kills a monster themselves, there is a piety-based change for TSO to provide one of two blessings to an ally:
      • Fervor: Causes that ally to perform 3 immediate actions.
      • Protection: Gives the Divine Shield effect to an injured ally, granting
        them similar protection as when the player uses it.

Interface and Options

  • Targeting for ranged weapons, throwing, and many spells (both when done
    manually and via autofight) is now better at avoiding plants and
    statues, and ranged combat will prefer shots that include additional
    enemies in their path, where possible.
  • It is now possible to deliberately aim non-penetrating attacks past
    plants and other firewood.
  • Examining jellies and other acidic slimes now displays the acid splash
    damage for hitting them in melee.
  • Examining venomous monsters now displays how much poison their attacks could
    inflict.
  • Examining weapons now also mentions when shields would slow down their
    attack delay.
  • Examining castable spells now estimates what skill level would be required to
    reach a 10% failure rate (in your current equipment) and how many XL it would
    take to train that much.
  • Examining castable spells that don’t do damage now regularly describes the
    scaling of spellpower on their effects.
  • The mon_glyph option now supports elemental colours.
  • The in-game look-up help now also includes weapon egos, armour egos, and
    missile egos.
  • Stash search (ctrl-f) now sorts by categories (putting items before features)
    and then distance, rather than solely by distance.
  • Screen flashes from casting Olgreb’s Toxic Radiance, Ozocubu’s Refrigeration,
    slime creatures merging, and lost souls triggering have all been toned down.
  • New option: alt_shatter_animation, which provides a different visual effect
    for Shatter without any screenshake, set by default as true on Webtiles and
    false otherwise.
  • New option: longwalk_range, which allows customising the maximum distance
    pressing shift+[direction] can move the player.

Items

  • New weapon: athames, uncommon one-handed short blades that deal additional
    damage to foes suffering from debuffs (and can have the highest base damage
    of any short blade against sufficiently afflicted foes.)
  • New talismans:
    • Tier 1:
      • gecko talismans, providing Hypnogecko Form. This melds gloves, boots, and
        body armour, and also makes the wearer cold-blooded. In exchange, it
        provides a small amount of Regen, increased stealth, and whenever the wearer
        becomes significantly injured, they will automatically shed their tail as
        a hypnotic distraction – forcing enemies to attack it and enabling
        distraction stabs. This tail regrows with exploration, rather than time.
      • vision talismans, providing Vision Form. This melds headwear, gloves, and
        rings, but provides +1 LOS radius, Int+3, SInv, and the ability to see
        glimmer clouds left behind after anybody casts spells. Stepping onto
        glimmer clouds consumes them to fire a weak but irresistible and undodgeable
        projectile.
    • Tier 2:
      • jade talismans, providing Jademantle Form. This melds headwear and cloaks,
        but creates four jade crystals that flank the caster’s diagonals as they
        travel. Casting elemental spells causes these crystals to damage nearby
        enemies and, when all four are triggered, also increases the wearer’s
        resistances. In addition, this form increases one’s skill at elemental
        magic, but reduces skill in other forms of magic.
      • mist talismans, providing Mistmane Form. This melds headwear and slows
        spellcasting, but causes melee attacks made after drinking potions to spray
        blasts of clouds whose type depends on the potion drunk. It also passively
        collects potions of mist unique to the form which allow you to briefly
        become insubstantial.
  • New bauble: centipede baubles, which temporarily replaces your weapon with a
    reaching venomous short blade for a finite number of attacks, after which it
    falls off as a temporary centipede ally. Its enchantment and strength improves
    with your Shapeshifting skill, eventually being able to slow or even paralyse
    enemies.
  • Great maces, giant clubs, and triple swords now have +1 base damage.
  • Bardiches, executioner’s axes, and giant spiked clubs now have +2 base damage.
  • Armour of Archery now has 66% less encumbrance reduction for the purposes of
    ranged weapons (up from 50% less), and boost ranged weapon damage by 1% per
    point of Armour skill.
  • Armour of Resonance now only provides its damage boost when adjacent to a
    Forgecraft construct, but this boost is increased to 2% per level of
    Forgecraft skill.
  • Potions of lignification now transform players into sacred banyan trees, which
    have rN+++ and rTorment.

Monsters

  • The Gulch comes with many new monsters:
    • Fungal shamblers, which raise up to 3 burstshrooms behind those they hit
      in melee.
    • Mongrel wurms, crossbreed drakes with Harpoon Shot, Scorch, and strong
      poison bites.
    • Roaming sludgefish, which hurl sludge and launch bolts of antimagic.
    • Rusted inspectors, magic-weakening constructs with corrosive melee.
    • Scrapshell chimeras, durable summoners capable of unleashing swarms of
      mutagenic ghosts.
    • Sewage sovereigns, monstrous pigs who stampede rapidly over their foes.
    • Telencephalons, floating brain experiments with psychokinetic retaliation
      effects.
  • New unique: Goji, a spear-wielding goblin riding a ghost moth.
  • Other new monsters:
    • abyssal acolytes, which grant their allies Manifold Assault.
    • heralds of the abyss, which warp space and open Malign Gateways.
  • Monster invisibility (and the interface related to it) has received changes:
    • The UI now displays unambiguous information when an invisible monster is known to be in a specific location (for example, because you walked into it), as well as remembering the presence of nearby invisible monsters whose specific location is currently unknown to the player.
    • This allows autofight to work seemlessly in many more cases than before,
      as well as allowing one to examine the known details of currently
      invisible monsters.
    • Monsters casting the Invisibility spell are now immediately displaced up to
      two tiles from their original position (though only to places they could
      reach by normal movement).
    • Deep elf knights, draconian knights, ogre mages, and Erolcha have had their
      Invisibility spell replaced with Phase Shift, which gives them +15 EV and
      hides their health state unless whoever attacks them has SInv.
    • Shadow wraiths are mildly stronger and now have unique Lurking behaviour,
      replacing invisibility: when alerted by a player (through noise or sight),
      they can choose to reveal themselves near the player’s location a short
      while afterwards. Prior to that point, they cannot be detected or interacted
      with by any means (besides Ashenzari).
  • Hell knights no longer cast Blink at low HP.
  • Josephina can now cast Dominate Undead.
  • Kirke can no longer cast Invisibility at low HP.
  • Merfolk aquamancers and revenant soulmongers can now cast Blink even
    when not at low HP.
  • Quicksilver elementals are now amorphous, making them immune to
    constriction-themed effects and resistant to Shatter.
  • Screaming refractions are now nonliving, rather than undead.
  • Thorn hunters have completely new briar patch behaviour, now entrapping
    their foes inside small rings of briars as well as surrounding themselves
    defensively whenever their foe gets close or injures them.
  • Will-o-the-wisps are now immune to fire.
  • Ynoxinuls now summon berserk ufetubi.
  • Monsters are no longer prevented from flanking and swooping while berserk.
  • Monsters are mildly more likely to be found wearing bardings and sphinxes
    can now be found wearing bardings.
  • Monsters can now pick up and wear one piece of auxiliary armour as long
    as the player hasn’t seen that armour yet.
  • Plant monsters are no longer immune to torment, fear, or berserk, and many
    can be raised as zombies or spectrals.
  • All stationary plants are now will-immune and the willpower of many other
    plant monsters was increased.
  • Player ghosts now can cast Construct Spike Launcher and Splinterfrost Shell.
  • Many monster glyphs have been reorganised and now use Unicode characters
    by default.
  • Player ghosts and player illusions of dual-wielders are still reduced to
    wielding one weapon, but they now keep either their main weapon or their
    offhand weapon instead of always keeping their main weapon.

Spells

  • New spells:
    • Ice Thorns (L1 Ice / Earth): Creates a ring of ice thorns on the ground
      around a hostile target which deal partially-irresistible cold damage to
      any non-flying monsters which step on them.
    • Sirocco (L2 Fire / Air): Deals partially-irresistible fire damage in an arc
      of three adjacent tiles, knocking back enemies but also giving them
      Swiftness. It can only be recharged by standing still for a short while.
    • Dragon Veins (L3 Fire / Ice / Air / Earth): Creates a dragon vein of each
      element in immediately-adjacent tiles. Walking over them spends 1 MP
      to cast a spell dealing damage to two or three random enemies in sight, with
      different properties depending on the vein’s element.
  • Apportation now moves every item in a single space closer, rather than
    just whatever’s on top.
  • The Imbue Servitor and Attune Weapon abilities for Spellspark Servitor and
    Platinum Paragon are now usable by any Sif Muna worshipper with access
    to Divine Exegesis, as long as those spells are in your library.
  • Malign Gateway’s portals can now spawn over shallow water and most decorative
    features, and more than one can exist on a level at the same time (so long
    as each was opened by a different caster).

Tiles

  • New tiles for existing game elements:
    • Monsters: bear simulacra.
    • Features: altars to Elyvilon, Okawaru, and Kikubaaqudgha.
    • Items: the partisan of Prune.
    • Player paper dolls: nearly all melee randart weapons, tree form.
    • Spell icons: Cold Breath, Fire Breath, Quicksilver Bolt, Steam Ball,
      Spit Poison, Steam Ball, Summon Drakes, Summon Eyeballs,
      Summon Scorpions.
    • Mutation icons: Reflexive headbutt, hooves.
    • VFX: Leda’s Liquefaction, Eringya’s Noxious Bog, Permafrost Eruption, the
      Singing Sword singing, the shillelagh “Devastator”‘s blasts, slime
      creatures merging, Drain Life, Mlioglotl’s Corruption, nearly all
      electric spell effects.
  • New floor tiles for vaults: necromantic floor tiling, rainbow etchings, Lom
    Lobon’s realm.
  • Spectral monster tiles have been changed and updated, now covering even more
    monsters than any previous derived undead type.