Greetings Vessels,
It’s our first post launch patch and we have some balancing improvements to share with you. We received a lot of feedback about the randomness in some stats negatively affecting the player experience, so we’ve been tweaking the game’s RNG in order to add an element of predictability to your experience in Ravenbound. We’ve also made some updates that will hopefully improve the difficulty curve as you progress through your runs.
This patch primarily focuses on stability fixes to crashes, bug fixes, and balance changes. Alongside these key areas of focus, we’ve also taken a lot of feedback from our awesome community to help guide us. The changes that we’ve made to the various Wardens in particular are heavily inspired by discussions we’ve seen across our Discord server.
We've also received lots of additional feedback since launch about various aspects of the gameplay experience - we are listening, and we’re keeping very detailed notes on everything you’re telling us! The team is hard at work addressing pain points and feature improvements, so expect lots of additional updates based on your feedback in future!
Read on to learn exactly what’s included in this update.
We've updated the way damage is handled in the game to improve the impact of Surge and Frenzied as players progress in the game. Previously, Surge and Frenzied didn’t multiply in scale with other stats that increased damage, and we’ve altered this so that Base Damage is now multiplied by Increased Weapon Damage. Due to these changes, several cards related to Weapon Damage have been updated and Multistrike has also been altered to no longer heal the player or apply any stagger.
As a result, the game experience should feel more predictable and rewarding, with better damage scaling.
We have completely overhauled the End of Run screen. Players will now receive scores on the following:
Dev comment: These changes aim to better reward actions that progress the game while offering an extra challenge for players who want to play quickly.
Damage numbers and the text displayed for effects & conditions have received a visual overhaul – critical hits, effects and conditions should now stand out and be easier to read.
Each weapon type has been given a flat value controlling Grey Health regained when an enemy is hit. Previously, this was a percentage of damage dealt, but now it’s directly tied to weapon attack and doesn’t scale excessively as you progress in the game. This should also make HP recovery feel more predictable, particularly in the early game.
Weapon
Health Regained Per Hit
2H Axe
6
2H Sword
7
Twin Axe
3
1H Sword & Shield
5
Twin Sword
4
In order to create a smoother difficulty curve, enemy camps and Wardens have been updated to align with player power progression. Once players have defeated the first Warden, enemy camps and open world bosses will scale in difficulty. Similarly, all Wardens have been balanced to reflect this, and the Tomb of Gales (First Warden) will hopefully feel less punishing to new players. These changes should address the sudden spike in difficulty, and help players have a better idea of what to expect when facing the next Warden.
Late-game enemies are no longer stagger resistant. Enemies will now receive a temporary stagger resistance buff once recovered from being staggered. In order to represent this, the enemy’s Stagger’s bar will remain filled until they’ve recovered from it.


Numerous changes have been made to cards, including changes in rarity and Weapon Damage. Overall, this should result in a power increase for players. Relics have also undergone similar changes.
Previous
New
Rarity
Common
Rare
Previous
New
Rarity
Common
Rare
Base Damage
26.4
29.7
Mana Cost
6
7
Previous
New
Base Damage
18.2
19.6
Mana Cost
6
5
Previous
New
Rarity
Common
Rare
Base Damage
31.2
32.5
Previous
New
Rarity
Rare
Common
Previous
New
Base Damage
36.4
33.8
Mana Cost
6
3
We’ve adjusted various weapons to bring their power in line with each other. The main focus here is to ensure that no one weapon is preferable or more powerful than the others, and that players can find equally rewarding play styles with each.
Previous
New
Primary Attack 1
Base Stagger Impact: 25
Base Stagger Impact: 15
Primary Attack 2
Base Stagger Impact: 25
Base Stagger Impact: 15
Primary Attack 3
Base Stagger Impact: 30
Base Stagger Impact: 20
Secondary Attack 4
Damage: 1.1
Damage: 1.2
Secondary Attack 5
Damage: 1.2
Damage: 1.28
Secondary Attack 6
Damage: 1.3
Damage: 1.37
Previous
New
Primary Attack 1
Base Stagger Impact: 30
Base Stagger Impact: 25
Primary Attack 2
Base Stagger Impact: 30
Base Stagger Impact: 15
Primary Attack 3
Base Stagger Impact: 30
Base Stagger Impact: 25
Previous
New
Primary Dodge Attack
Focus Gain: 1
Focus Gain: 0.5
Previous
New
Secondary Attack 1
Base Stagger Impact: 30
Base Stagger Impact: 25
Secondary Attack 2
Base Stagger Impact: 30
Base Stagger Impact: 15

We’ve tweaked a few of the enemies you’ll meet in camps around the Ávalt, with the goal of equalising power across camps of the same difficulty level. With these changes, it should be easier to read the power of each enemy.
Previous
New
Base Health
545
700
Base Damage
15
18
Previous
New
Base Health
1500
2500
Accumulated Impact Tolerance Multiplier
2
1.75
Note: this stat refers to the amount of times needed to trigger a ‘normal’ stagger before the enemy falls.
Previous
New
Base Damage
Default Attack: 30
Default Attack: 25
Extended Attack: 30
Extended Attack: 40
Slam Attack: 30
Slam Attack: 20
Stagger Impact
Default Attack: 80
Default Attack: 40
Slam Attack: 80
Slam Attack: 150
Previous
New
Stagger Impact
Two Handed Axe: 25
Two Handed Axe: 20
Two Handed Sword: 20
Two Handed Sword: 25
Previous
New
Base Health
500
700
Base Damage
Dual Axe: 15
Dual Axe: 25
Sword and Shield: 15
Sword and Shield: 25
Two Handed Axe: 20
Two Handed Axe: 25
Two Handed Sword: 20
Two Handed Sword: 25
Stagger Impact
Dual Axe: 10
Dual Axe: 50
Sword and Shield: 35
Sword and Shield: 100
Two Handed Axe: 25
Two Handed Axe: 100
Two Handed Sword: 20
Two Handed Sword: 100
Previous
New
Base Health
500
700
Base Damage
Dual Axe: 20
Dual Axe: 12.5
Sword and Shield: 20
Sword and Shield: 17
Two Handed Axe: 25
Two Handed Axe: 20
Two Handed Sword: 25
Two Handed Sword: 20
Stagger Impact
Dual Axe: 10
Dual Axe: 15
Sword and Shield: 35
Sword and Shield: 70
Two Handed Axe: 25
Two Handed Axe: 40
Two Handed Sword: 20
Two Handed Sword: 50
We’ve added some new group compositions to the camps around Ávalt, along with tweaking the difficulty rating of some existing camps. Some of these were slightly out of line with the amount of power we wanted them to have, so this should help to balance the power level of camps with the same difficulty rating.
Previous
New
Difficulty - 3 Warriors
Medium
Hard
Difficulty - 2 Warriors (New)
N/A
Medium
Previous
New
Difficulty - 2 Vittra
Medium
Easy
Difficulty - 2 Vittra Tempest
Hard
Medium
Difficulty - 2 Vittra Tempest, 1 Vittra (New)
N/A
Hard
Difficulty - 2 Vittra, 1 Vittra Tempest (New)
N/A
Hard
We tweaked the health pools of a couple of our open world bosses to make sure they align with the level of challenge we want to create.
Previous
New
Base Health
15,000
25,000
Previous
New
Base Health
10,000
15,000

As we mentioned earlier, all Wardens have been rebalanced. These changes should make it a bit easier to understand the difficulty of each Warden, while making the first Warden (the Tomb of Gales) slightly less punishing for new players. We’ve also heavily tweaked Stagger resistance across all Wardens, which should make fights feel a bit fairer and give the player extra chances to punish downtime from the Warden!
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Stagger Impact Resistance
0.25
0.15
Base Health
8,000
12,000
Default Attack Damage
50
40
Default Attack Stagger Impace
130
90
AOE Attack Damage
50
40
Slam Attack Damage
75
60
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.5
0.3
Base Health
18,000
25,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.6
0.45
Base Health
20,000
30,000
Whirlwind Attack Damage
50
40
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.85
0.6
Base Health
25,000
35,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Stagger Impact Resistance
0.5
0.15
Base Health
6,000
10,000
Default Attack Damage
30
25
AOE Attack Damage
40
35
Combined Attack Damage
60
50
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.5
0.3
Base Health
15,000
20,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.6
0.45
Base Health
18,000
25,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.75
0.6
Base Health
20,000
30,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Stagger Impact Resistance
0.25
0.15
Base Health
6,000
10,000
Default Attack Damage
40
32.5
Heavy Shield Barge Attack Damage
50
40
Thrust Attack Damage
60
50
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.5
0.3
Base Health
18,000
20,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.6
0.45
Base Health
20,000
25,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.75
0.6
Base Health
25,000
30,000
1st Fight
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Stagger Impact Resistance
0.25
0.15
Base Health
6,000
10,000
Default Attack Damage
30
25
Combined Attack Damage
60
50
Thrust Attack Damage
40
35
Whirlwind Attack Damage
50
40
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.5
0.3
Base Health
15,000
20,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.6
0.45
Base Health
18,000
25,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Stagger Impact Resistance
0.75
0.6
Base Health
20,000
30,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.75
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Stagger Impact Resistance
0.25
0.15
Base Health
8,000
12,000
Default Attack Damage
30
25
Combined Attack Damage
50
45
AOE Attack Damage
50
45
Heavy Attack Damage
65
57.5
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Stagger Impact Resistance
0.5
0.3
Base Health
18,000
25,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Base Health
20,000
30,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
2
Impact Depletion
25
15
Impact Depletion Pause Time
5
4
Stagger Impact Resistance
0.75
0.6
Base Health
25,000
35,000
Previous
New
Accumulated Impact Tolerance Multiplier
1.25
1.5
Impact Depletion
400
20
Impact Depletion Pause Time
5
4
Base Health
30,000
60,000

And after that long read, we'd like to thank all our players for your comments, reviews and feedback. We're really enjoying reading you all discussing strategies and sharing your wins and losses with each other. Make sure to join our Discord community if you'd like to share run records and clips, discuss the game and share your feedback, and be notified of any future events!
See you in Ávalt.