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Search by drop, and a fairer crab

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patch Aug 18, 2026 by DivineX

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Patch Notes/18 August 2026

Search by drop, and a fairer crab

The drop table search finally searches drops — type an item, get the monsters that drop it. The Summer Crab stops quietly punishing the Staff and stops padding its own fight with minions. And seaweed got a third kinder on both routes to it.

178monsters, searchable by drop
~3 mintypical crab kill
−44%minion phase health
+33%seaweed per hour

No client update needed. Everything below is server side — just log in after the restart.

Changed

The Summer Crab stops shrugging off magic

The crab can only be damaged with a fully forged tier 3 Summer weapon, and the three tier 3 weapons are meant to be equal choices. They weren't.

The Staff was by far the worst way to fight it, and nothing about the design intended that. The crab's magic defence was reading off its very high magic attack level — so making it a threatening caster accidentally made it resistant to casters. On a boss where you can't just swap weapon, that punished a whole forge path for a choice made three upgrades earlier.

Its magic defence is now in line with its melee and ranged defence.

The crab hits you exactly as hard as before. Its own ocean-spray attack is completely untouched — same damage, same accuracy, same rotation. This changed only how well your magic lands on it.

Changed

The minion phase was a second boss

The crab takes zero damage while its minions are up, so every point of minion health gets added straight onto the fight. The waves it summoned averaged 398 health against the crab's own 1000 — the adds were roughly 40% of the encounter.

The worst of them was two tortoises: 600 health between them, more than half the boss again, in a phase where you cannot touch the boss at all.

WaveWasNow
Tortoises2 — 600 hp1 — 300 hp
Seagulls5 — 150 hp5 — 150 hp
Bugs3 — 360 hp2 — 240 hp
Mixed480 hp210 hp
Average wave398 hp225 hp

All four wave types are kept, so the phase still varies. It also fires less often — roughly every 77 seconds instead of every 58.

Changed

What the crab fight feels like now

Typical kill times for a geared player:

WeaponBeforeNow
Summer Sword t3~5 min~3½ min
Summer Bow t3~4 min~3 min
Summer Staff t3~7 min~4½ min

Lighter gear gained more than that — the worst case went from over 12 minutes to under 8.

The crab itself is unchanged. Same 1000 health, same damage, same attack speed, same three telegraphed styles. Nothing was made weaker — there is just less padding around it.

Changed

Seaweed is slightly easier to get

Seaweed feeds the tier 2 Divine Forge upgrades — 5 per weapon, and 5 more for the BIS Recolour Scroll.

SourceWasNow
Summer Seagull1 / 10001 / 750
Salty Chef tier 1 task1 / 41 / 3
Seaweed per hour0.97 PvM · 0.64 fishing1.29 PvM · 0.85 fishing

Both routes went up by the same third, so neither PvM nor skilling became the obviously better way to farm it. The balance between them is exactly where it was — just more generous on both sides.

In practice: five seaweed is about four hours of seagulls now, rather than five.

Fixed

Salty Chef materials were all one step too rare

Every forge material from a completed fishing task was rolling one step rarer than intended, across all three tiers.

MaterialIntendedActually wasNow
Seaweed (tier 1 task)1 / 31 / 41 / 3
Fresh crab claw (tier 2 task)1 / 51 / 61 / 5
Fresh crab shell (tier 3 task)1 / 501 / 511 / 50

Nobody would ever have felt the shell one. Seaweed was landing a quarter less often than intended, which is a real chunk of a five-hour grind — and it's why the fishing route felt worse than the numbers said it should.

On the way

The Extinction Boss

The Extinction Boss and its Toxic Jaguar minion are in the game files — models, scale and stats. The fight itself isn't built yet, but its shape is settled, so here is what is coming.

  • A mass-player boss — the fourth and final rung of the Arena ladder, after Ascension, Decay and Shadows.
  • It prays against you. The boss holds a protection prayer against one of the three combat styles and rerolls it at 50% and again at 25% health. Every fight uses all three in a random order, so there is no answer to memorise — and the whole room has to switch styles mid-fight.
  • The jaguars inherit what it drops. When the boss changes prayer it summons Toxic Jaguars protecting the style it just stopped protecting. The moment you have re-geared for the new style, the adds are the ones immune to it. Expect to split up.
  • They go for whoever is hitting hardest, so parking them is never free.

You can start working toward it now. The Extinction Boss Unlock Scroll already drops from the Arena of Shadows bosses and permanently unlocks the boss for your account — the same way the Dusty Scroll opened Decay and the Dusty Note opened Shadows. Anything you bank before the fight lands still counts.

Changed

Under the hood

  • The drop search had two copies of itself. The old flat drop viewer did have an item search. The redesigned interface that replaced it never got one, but inherited the old one's wording — which is why it kept promising something it could not do. Item names for every listed monster are now indexed once and cached, so searching by drop costs nothing extra even though it checks every table on the server.
  • The crab's magic problem was one stat doing two jobs. A monster's magic level is both its magic attack power and its magic defence, so there was no way to make the crab a threatening caster without also making it resistant to casters. It now carries a separate magic defence value, and the two can be tuned apart.
  • The material bug was an off-by-one in a dice roll. There are two roll helpers on the server that look identical and aren't — one is a true 1-in-N, the other is 1-in-N+1. The Salty Chef was using the second. Only the Summer materials were switched over: the same helper is used in about a hundred other places, and quietly making all of them more common is not a change to make blind.
  • The crab's health scaling is written for a shared lair that doesn't exist. It scales to the number of players present, but every lair is private and always holds exactly one player, so it has always resolved to a flat 1000. Left in place for a possible co-op lair later.
  • The minion phase throttle got a second look too. It was already written never to chain phases back to back; that gap has been widened, so the trimmed waves don't just arrive more frequently to make up the difference.

DivineX — patch notes, 18 August 2026

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