Instruments of Destruction: Part 1 + Deserters & Disciples DLC V5.0 Release

Launching 5 Races & Classes + ~80 New Spells, 3 Magic Skills, Treasure Rooms, Utility Stations, RPG system tweaks, bugfixes and more!

In late 2025 we decided to split the enormous “Instruments of Destruction” update into two parts, allowing us to get the new “Deserters & Disciples” DLC to you as soon as possible, as much of that content is dependent on major game overhauls we were working on. While that was still an enormous undertaking, the wait is now over! We’re proud to announce that part one of the FREE Instruments of Destruction update, and the Deserters & Disciples DLC, are now both LIVE!

Naturally there’s a LOT to discuss, so let’s start with the free stuff! If you’re more interested in the DLC, or the changelist, jump ahead with those links. Enjoy a quick summary of what we’re going to talk about with our “Instruments of Destruction: Part 1” release trailer below.

Get the cliffnotes version of this release with this “Instruments of Destruction: Part 1” Release Trailer!

Instruments of Destruction: Part 1

“Instruments of Destruction: Part 1” includes many additions and overhauls that make each Barony adventure more dynamic and interesting, providing for totally new playstyles, improving the viability of some existing ways to play, and adding a little quality-of-life along the way. It also includes a bunch of fixes and tweaks to make your dungeon experience more fun and engaging!

If that sounds exciting to you then read on, champion!

Overhauled Magic System

The largest aspect of this update is a massive overhaul to Barony’s magic system, introducing the Barony world’s three primary schools of magic.

New Schools

“Instruments of Destruction: Part 1” replaces the Magic, Casting, and Swimming skills with three new skills which govern all spells:

Sorcery

The school most familiar to the classic wizard archetype, Sorcery features very direct effects. Those disciplined in this skill will have an easy time learning attack spells, in addition to straightforward but powerful defensive and utility magic. Manipulation of material forces, and writing exceptions to natural law, is the academic obsession for followers of this school.

Sorcery spells become more powerful based greatly on the caster’s INT stat.

Thaumaturgy

Commonly practiced by devout adventurers, Thaumaturgy is best known for its restorative effects unavailable to other schools. Enhancements to one’s self and followers makes for practical adventuring, in addition to spells that reveal hidden knowledge. But not all these spells are so benign, with some highly effective at pouring out righteous wrath upon evil spirits.

Thaumaturgy spells are more powerful based on the caster’s INT + CON stats.

Mysticism

The control of a target’s mind, body, and spirit is the purview of Mysticism. Manipulation of the mind, and corruption of the flesh from the inside out, are useful against foes in combat. Mystics are also able to beseech spirits that lie inside of all things, allowing them to alter them physically, sometimes with transformative results. Though often less direct than other schools, the practice is no less powerful.

Mysticism spells are more powerful based on the caster’s INT + CHR stats.

Each new skill governs dozens of spells, increasing the original count of ~30 spells by about +80. So while adventurers will no longer be able to learn every spell with a single magic skill, they now have a similar quantity of spells available to them, even if they only practice one school of magic!

Touched by Magic

A new way to cast is introduced by the new spell additions. Called “Touch” spells, some lock onto applicable targets while others can be cast directly on the environment. Once you cast the spell, it’s held in your hand where it stays until you release it. Simply use the attack button to send the spell to your target!

Grimoire Management

For adventurers who get the opportunity to practice multiple schools of magic, this button on the top left of the spell list can help quickly identify which spells belong to which schools, allowing for magic apprentices to manage their training more conveniently.

Tiers of Magic Training

All spells are available to casters at increasing tiers of proficiency. The growth potential offered by any one spell is now tied to the expertise required to learn it. Once a magic-user reaches a certain tier of mastery within a magic skill, simpler spells will no longer improve your ability! While those spells may still be useful, and many grow in power with the caster’s PWR meta-stat, practitioners of magic should expect to swap out their spells with more difficult ones to continue building on their magic abilities.

Easily spot which spells are good for your ability level with the new “+” indicator visible on the top right corner of applicable spell icons.

Class Divides

Many classes have received some small revisions, making them specialized in the magic skill which appeals to their playstyles. In practice, this means the Healer and Wizard are capable of casting very different spells from one another, and now both bring something special to the party when they join forces!

One revision includes the Arcanist. Now specialized in Sorcery, this class has lost the Light Thaumaturgy spell, but has access to the Sorcery spell Windgate in return.

Given opportunity and practice, any adventurer may still become competent in any magic skill.

Enhanced Dungeon Generation

While our largest additions to level design are waiting for “Instruments of Destruction: Part 2” this expansion brings a few major improvements of its own!

Treasure Rooms

Usually protected by an indestructible Iron Door, adventurers may now discover vaults throughout Barony’s dungeons. The treasure concealed within is secured by Wall Locks. Hidden somewhere on the same floor, often in chests, on tables, or inside breakables, a key which matches the material of the lock waits to be found! With the proper key, treasure rooms welcome adventurers to partake of the bounty on offer.

Rarity, Security, and Value

The value of treasures found within treasure rooms increases based on the security of the room itself. Iron Locks and Iron Keys are the most common, and are pickable with the proper skill and tools, though they hide less valuable treasures. As the difficulty of picking these locks increases with the depth of the dungeon, so to does the value of the treasure stored within, but iron treasure rooms rarely employ any other kinds of security measures but are (probably) the only ones that may be trapped!

Bronze, Silver, and Gold-sealed treasure rooms are heralded by colored dungeon lighting and will, at most, appear once per dungeon floor. Magically warded gates, unpickable locks, and unbreakable walls may thwart greedy thieves, particularly at deeper levels. Higher rarity treasure rooms have the most impassable security measures. Gold Locks, for example, are never pickable.

Informed Investment

Like their wooden counterparts, iron doors permit curious adventurers to peer through their grates AND sneaking a peek at what treasure hides within. Perhaps the key is best saved for another time!

Rolling Stones

The Mystic Orbs are no longer squirrelled away in secret levels, and now instead appear reliably in their own treasure rooms on certain floors. Watch for their eerie, colorful glow and seek out their corresponding key to claim them from their new cages!

Crystal Caves and Mystic Citadel Enhancements

Way back before Quality of Death, we began a project to enhance the level design of every one of Barony’s dungeon biomes with at least 5x more variety. Since then, we’ve shipped updates to the Mines, Swamp, Labyrinth, Ruins, plus even the Underworld and Hell. But the levels which, perhaps, needed it most were the Crystal Caves and the Mystic Citadel. Finally their time has come and the enhancement project is complete!

Crystal Caves

Pumphouses, kobold barracks, security spawners, and the occasional ancient trap or puzzle room will now offer variety to your exploration through the gleaming tunnels.

Mystic Citadel

Grander halls, courtyards, staterooms, and plazas bring some contrast to the tight industrial corridors of the magicians’ campus. The Archmagisters have had some new banners hung all over the walls as well!

Button, Button, Who’s Got the Button?!

You may spot new rooms with buttons, or perhaps old rooms with buttons where levers were previously used. Throwing or firing a projectile at a button will set’em off! That’s cool right?

New Utility Stations

For those with alchemy and tinkering skills, or just cluttered inventories, there’s useful new furnishings appearing in the dungeons to make your delving just a bit more productive.

Workbench

The tinkering kit is great, but being that only the Mechanist class starts with it, and it’s both rare and expensive early on in the dungeons, it can be tough for other classes with tinkering skill to get by with what they need. The workbench is here for you!

The workbench features all the same functionality as the tinkering kit except that it’s stationary and unbreakable. Perfect for rogues who just want to keep a few lockpicks, noisemakers, and bear traps handy.

Lockpicking chests and certain spells can produce scrap for adventurers, so these stations provide a way to make use of that junk when you don’t have a kit!

Cauldrons

Cauldrons are big iron bowls that you can dump stuff into when you want to heat it up. In Barony, they have two modes. The first is the same as the alembic!

Unbreakable Alchemy

The cauldron allows more adventurers to do occasional brewing when they don’t have the portable alembic. Professional alchemists also benefit from the cauldron, brewing more caustic mixtures without endangering the durability of their precious alembics.

Cooking and Rations

The cauldron’s second mode is cooking! But it’s not all boeuf bourguignon and souffles. In the dungeons, you cook to survive. Cooking is as simple as taking two edible ingredients and mashing them up together, creating an unholy puck of nutrition called a ration.

As long as it’s not cursed, all food cooks into the same quality of rations which stack together. While they’re not as appetizing as fresh quality food, even mouldy bits are rendered harmless by cooking. So not only will you be able to consolidate your inventory, you’ll also be able to make more of your food safely edible, thanks to the cauldron!

Those wearing the proper hat, or have the Alchemy skill to do it are miraculously capable of making rations that are just as appetizing as fresh food!

Flavored Rations

Once you have a stack of rations, they can be further combined with potions, creating a flavored ration. Each potion confers one of six possible flavorings. This produces fewer rations to eat, but each flavor provides its own buff. Yum!

Slop and Grease Balls

When cooking, rations can be combined with water, creating a repulsive blob of no remaining nutritional value. This can, however, be thrown at enemies to blind and upset them.

By combining a ration with a towel in a cooking vessel, you can make a bunch of gross grease balls. Hitting a creature with one of these directly makes them greasy, causing them to drop their weapon next time they try to attack!

The grease balls also leave a trail of slippery grease. Enemies standing atop the grease will be knocked back by your melee attacks. Sources of fire, like a campfire, wall-mounted torch, or even a flaming projectile can set greasy floors ablaze, along with anyone standing on top of them!

RPG System Improvements

One of the important objectives of this update is to make your dungeon runs feel more different from one another. In the case of RPG mechanics, that meant making more things matter in the long term.

Appraisal Has Become Lore

Making way for the addition of musical instruments to the game, the appraisal skill has been renamed to lore. This allows it to serve double-duty as a skill that both empowers song, but also informs your character’s familiarity with items!

At the same time, some new changes are coming your way with item appraising, making it both less punishing at low levels, while helping it stay more meaningful at higher levels.

Very inexpensive items can now be appraised even with 0 skill in lore.
By lore level 50, you will be able to appraise all items, though some will take a long time!
After 50, items must be of a certain value to increase your lore skill.
Appraisal speeds increase as you continue to grow beyond 50.

As a result of these changes, it’s no longer useful to pick up and appraise literally every item you find, but rather, things you actually want to use! This means you shouldn’t have to spend as much time managing your inventory. It also means that as you find items which actually are of value to you, manually selecting which items to appraise may become a higher priority.

Consequential Character Classes!

For exhaustive details, check out the changelist, but we’ll talk about the broad strokes briefly here. A combination of class and stat-based differentiators have been carefully constructed to make characters play a bit more differently from one another.

  • Tanks have substantially greater HP growth than other classes

  • Ambushers have substantially greater RGN growth than other classes

  • Casters have substantially greater MP growth than other classes

  • Strength now influences melee attack damage somewhat less

  • Dexterity now contributes more to ranged weapon damage

  • Intelligence now contributes to natural magic resistance

  • Perception now provides piercing shots to ranged attacks, and touch spell distance

  • Charisma now provides HP/MP restoration on levelup and advancing floors

By the end of the game, you should now notice much starker differences between your class’s competencies compared to those who specialize very differently. Meanwhile generalist classes still have a reliable blend suited to their strengths.

Live to Achieve!

You didn’t really expect us to add this much stuff to the game and NOT add a bunch of achievements, did you? With “Instruments of Destruction: Part 1” and “Deserters & Disciples” DLC achievements both added to the game, that’s close to +70 Achievements to earn as you explore all these new features.

As always, they’re relentlessly stupid, but also fully integrated into the Compendium and award Lore Points for your research! We hope you enjoy earning them as much as we enjoy making them. Also this means we have reached 300 achievements now. YAY!


That about wraps it up for “Instruments of Destruction: Part 1”. There’s certainly more details to discover as you play, but we also invite you to read through the Changelist as you please! With that done, let’s talk about our exciting new DLC.


Deserters & Disciples DLC

This is our most exciting DLC yet, and we know we’re providing some characters that you’re really excited about. We’re also introducing some oddballs that we think you’re going to have a blast with. Check out the “Deserters & Disciples” DLC trailer below if you haven’t seen it yet for a bombastic gameplay trailer that shows off each class.

Like our previous DLC, each new race comes with a signature class. Humans are able to play as that class as well, and once you finish the game as that race, you’ll be able to play their signature class as any other DLC race you own. But this time, we’re offering 5 races & classes instead of 4!

Read on to explore all the details about each race and class:


We hope you’ve enjoyed this introduction to all the new features and content that are now available for you in Barony!

There’s still more in the works in “Instruments of Destruction: Part 2” which includes a lot more content. Everything from weapons and armor, to spells, to terrifying new enemies, traps, secret areas, new story, and a new bossfight — All o’that and more is still coming to Barony. You’ll get the opportunity to explore where the Gremlin, Dryad, Myconid, and Salamander homelands, and discover what that has to do with Hamlet! We're excited to expand your adventures even further.

In the meantime, we hope you love “Instruments of Destruction: Part 1” and the “Deserters & Disciples" DLC.

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