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UNHUMANNewsDeep Burn
In-game event

Deep Burn

UNHUMAN · published 4 Sep 2026, 15:08 UTC · build 25126502

All newsPlayers around this dateRead on Steam

Deep Burn


Fire finally scales into the deep Abyss, Infinity Fragments go to +5, and the loot filter can count affixes and abilities. Plus a new legendary, grids for rigs and backpacks, and knives that can pick their element.

Burning now deals % max HP

  • Burning used to tick a flat 3 damage per stack: 3 to 5 damage on enemies with trillions of HP. It now burns 1% of max HP per second per stack, hard cap 5% per second.
  • CONDUIT scales it: Status Power raises the burn, Stacker adds stacks, Lingering Effects keeps it going, Elemental Pressure still boosts your hits per stack.
  • Bosses, Wardens and the Underlord take half (cap 2.5%/s). Fire resistance still applies. Low-HP enemies keep the old flat damage, so early game is unchanged.

Infinity Fragments go to +5

  • Merge chances: +1 15%, +2 10%, +3 5%, +4 4%, +5 3%. Cost still 10B x target level. Failure destroys both stones, as before.
  • Every level keeps scaling the stone: Power x(2+L) damage and +5 headshot mult per level, Time and Space +100% damage per level, Reality +5 snaps per level (+5 = 30 snaps), Soul and Vital grow faster per kill.
  • +3 unlocks a power. Space: Blink Burst, every blink detonates on landing, weapon damage to up to 4 nearest enemies. Time: Time Rift, raid start, a rift opens on a random enemy and erases up to 5 enemies around it. Power: Moonfall, raid start, the moon lands on the densest pack, 30% max HP to everything in the crater (bosses and Wardens excluded). Raid-start powers fire instantly on deploy.
  • +4 and +5 are Mastery: +50% damage per level above +3, on every stone (a +5 stone is +100%).
  • Tooltips show it line by line: Mastery, base effect, power. Reality snap at high levels no longer stutters (only the first 5 enemies play the dust effect).

New legendary ability

  • Eternal Frame (weapons): the weapon never loses durability in raids. Rolls from the legendary pool. Built for players pushing depths where sustain was the only wall left.

Mythic grid

  • Rigs and backpacks now have a mythic grid. Right click a mythic rig or backpack in the stash > Mythic Mods. Armor and universal modules fit, combos open ability slots that roll from the container pool.
  • Knives can pick their element. Two new melee combos: Ember Edge (Edge + Power = fire) and Frostbite (Bleed + Flux = cold). The element selector now appears on melee grids too.

Loot rules: COUNT

  • New COUNT column next to MYTHIC AFFIX, for mythic gear rules: ability count (1+ to 3+) and affix count (1+ to 6+).
  • Both combine with everything else in the rule: "SMG with Nano Swarm and Neural Hijack, Overkill and Armor Shatter, 3+ abilities, 5+ affixes, damage 50+, RPM 50+" is one rule.
  • Share codes stay compatible; old codes import unchanged.

Merging table

  • MERGE ALL level filter: ALL or a single level (+0, +1, ...), so you can merge only your +1 fragments or modules.

Drops

  • Upgrade Tech from the Underlord: 3% to 5% (times claim multiplier).
  • Warding Core from the Underlord (CL 25k+): 10x more likely (0.005% to 0.05%, times claim multiplier).

Fixes

  • Enemy nameplate could draw twice on top of itself after a mass kill (Doom Clock, snaps) restored an ongoing fight.
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