Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Indie
Rune Knights
Multiplayer Networking Fixed! (Finally), Temple of Fire Quest Fix
NEW When disconnected from your party, you will receive a Reconnect Prompt at the main menu to quickly rejoin them.
IMPROVED Massively improved multiplayer connectivity Dev note: There was a strange bug with River Valtorin that caused crashes on ANY attempt to travel to the level with multiple players. Strangely enough the fix was to remove the pretty water ripple effects. Game dev is weird sometimes. Hopefully the ripples will return soon.
Improved load time on initial start up
FIXED Fixed The Fire Temple quest being impossible to complete. Use the "Clear Current Quest" option in the pause menu and reacquire the quest from Binder in Town.
The Temple of Fire Update
CAMPAIGN
Troll Lair has been replaced with the Temple of Fire. New enemies and Act Boss.
The following maps have brand new bosses:
Avatar's Reach (New Act Boss)
Fort Ironhold
Ironhold Dungeon
Ironhold Interior
Forest and Icewastes maps now have all new enemies.
INFINITE HIGH ARENA
Completing Act 2 High Arena will unlock the Infinite High Arena. This map is similar to the normal Infinite Arena with the addition of non-Act bosses being added to EVERY wave and Act Bosses on every 5th wave. New leaderboards have been added for this mode.
Arena and Infinite Arena can now spawn any non-Act Boss.
All Arenas now select enemies from a random map for each wave.
GAMEPLAY
Dying during a boss fight which contains a fog door will allow you to respawn just outside the fog door when your entire party falls.
Reduced jump height by 30%.
All new elite enemies can now be spawned by Loot Crystals.
Minidungeons can now spawn any non-Act Boss.
SKILLS
New Cerridwen Super: Summon Cyclops
Necrosis Added Shadow Skill Tag Now Generates 5 Shadow Offering each time it deals damage.
Blight Arrow Added Shadow Skill Tag Now Generates 5 Shadow Offering each time it deals damage.
LOOT
Chests now have a 10% chance to roll as 1 of 5 special reward chests with the same rewards as their minidungeon counterparts. These chests are now colored appropriately as well.
Loot Filter: New setting for Minimum Implicit Mod Tier
ENEMIES
Troll enemies have been replaced with Cyclops that come in 3 variations: Base, Frost, and Poison
The 3 original bosses have been removed (Cannon, Spider, Rampage).
MISC
New world map art Added a new slider for Spell Effect Notification Text Size under Gameplay Settings
FIXED
Fixed loads of jank with the horse.
Fixed a bug with Wrath of Ehtiras doing $#@%loads more damage than intended.
Fixed a bug where wave rewards in Infinite Arena were selecting from a small pool of legendaries instead of the normal global legendary pool.
The Shadow Update
NEW BOSSES
Stonefrost Warden - Icewastes Maps
Terraclaw - Cave Maps
Netherfiend Sorcerer - Castle Maps
All new bosses can spawn in Arena.
New Skill Tags
Shadow - Skills that interact with the new Shadow Offering resource.
Curse - Debuffs applied by Shadow skills.
NEW MECHANICS
Shadow Offering
Skills that cost Shadow Offering will first draw from your accumulated Shadow Offering, any leftover cost will be collected from your Health.
Desecrated Ground
Enemies standing on this area grant 6 Shadow Offering on Hit. Absorbs nearby Curses and applies them to all nearby enemies.
Freeze
All Chills applied to a target now contribute to Freeze.
When the total amount of Chills applied to a target reaches 100%, the target becomes Frozen.
Frozen targets immediately take 50% combined weapon damage and are stunned and unable to move for 2 seconds.
Freeze can only occur on a target once.
NEW SKILLS
CURSES
Torment
Skill Tags: Spell, Projectile, Shadow, Curse
Effect: Curse the target with Torment, causing it to take damage over time equal to 40% Combined Weapon Damage per active Curse on the target per second. Lasts 4 seconds.
Mana Cost: 100
Shadow Offering Cost: 50
Cooldown: 8 seconds
Range: 1,500
Ethereal Chains
Skill Tags: Spell, Projectile, Shadow, Curse
Effect: Curse the target with Ethereal Chains, reducing the target's Movement Speed by 25% for 4 seconds.
Mana Cost: 100
Shadow Offering Cost: 50
Cooldown: 8 seconds
Range: 1,500
Vulnerability
Skill Tags: Spell, Projectile, Shadow, Curse
Effect: Curse the target with Vulnerability, causing it to take 15% more damage from all sources for 4 seconds.
Mana Cost: 100
Shadow Offering Cost: 50
Cooldown: 8 seconds
Range: 1,500
Enfeeble
Skill Tags: Spell, Projectile, Shadow, Curse
Effect: Curse the target with Enfeeble, causing it to deal 15% reduced damage for 4 seconds.
Mana Cost: 80
Shadow Offering Cost: 40
Cooldown: 8 seconds
Range: 1,500
Deathmark
Skill Tags: Spell, Projectile, Shadow, Curse
Effect: Curse the target with Deathmark, causing it to die at 15% or less Health.
Mana Cost: 100
Shadow Offering Cost: 50
Cooldown: 8 seconds
Range: 1,500
OTHER SKILLS
Shadowbolt
Skill Tags: Spell, Projectile, Shadow
Requires: a Staff or Focus equipped
Effect: Cast a bolt of shadow that damages a single target for 50% spell damage. Generates 10 Shadow Offering.
Mana Cost: 25
Cooldown: 0.3 seconds
Range: 1,500
Hex
Skill Tags: Spell, Projectile, Shadow
Requires: a Staff or Focus equipped
Effect: Cast a bolt of shadow that damages a single target for 70% spell damage. Creates Desecrated Ground. Hitting an enemy attaches the Desecrated Ground to them for the duration.
Mana Cost: 110
Cooldown: 8 seconds
Range: 1,500
Dark Grasp
Skill Tags: Spell, Shadow
Effect: Summon shadowy hands from the abyss that reach out to all enemies within range and pull them towards you. Deals 60% Combined Weapon Damage to each target.
Mana Cost: 140
Shadow Offering Cost: 100
Cooldown: 9 seconds
Desecration
Skill Tags: Spell, Area Effect, Shadow
Effect: Create an area of Desecrated Ground beneath you for 8 seconds. Casts instantly.
Mana Cost: 100
Cooldown: 10 seconds
Abyssal Path
Skill Tags: Spell, Area Effect, Shadow
Requires: a Staff equipped
Effect: Harness the raw power of the abyss to summon a series of 3 dark eruptions in a line in front of you. Each eruption creates Desecrated Ground and deals 100% Spell Damage to nearby targets.
Mana Cost: 200
Shadow Offering Cost: 100
Cooldown: 10 seconds
Void Rain
Skill Tags: Spell, Area Effect, Shadow
Requires: a Staff or Focus equipped
Effect: Conjure a cloud of void-infused energy that rains down, dealing 40% Spell Damage per second for 8 seconds and creating Desecrated Ground.
Mana Cost: 150
Shadow Offering Cost: 50
Cooldown: 4 seconds
Cursed Weapon
Skill Tags: Shadow
Requires: a Sword, Axe, Mace, or Bow equipped
Effect: Your next Physical Hit within 6 seconds applies a random Curse to the target. Avoids Curses already active on the target. Instant cast.
Mana Cost: 80
Shadow Offering Cost: 25
Cooldown: 2 seconds
Conjure Netherscythe
Skill Tags: Shadow
Requires: a Focus equipped
Effect: Replaces your equipped focuses with Netherscythes for 8 seconds. 25% chance per Netherscythe on Melee Hit to apply a random Curse. Replaces this skill and a skill on your equipped focus with appropriate melee skills.
Mana Cost: 150
Shadow Offering Cost: 200
Netherblood Nova
Skill Tags: Spell, Area Effect, Shadow
Effect: Create a blood nova around you which damages all nearby enemies for 150% Combined Weapon Damage. Regain 15 Health over 5 seconds from each target.
Mana Cost: 150
Shadow Offering Cost: 75
Cooldown: 2 seconds
Summon Shadow Elemental
Skill Tags: Minion, Summon, Shadow
Requires: a Staff or Focus equipped
Effect: Summon a Shadow Elemental to fight for you. The area around the Elemental is always Desecrated Ground. Hold Skill Modifier (default: Left Alt) while casting to dismiss.
Mana Cost: 200
Shadow Offering Cost: 50
Cooldown: 8 seconds
Shadow Tether
Skill Tags: Entanglement, Shadow
Effect: Entangle with an enemy, while entangled, this spell attempts to consume 35 Shadow Offering every second to deal 100% Combined Weapon Damage. Activate again to disentangle.
Shadow Offering Cost: 35
Cooldown: 2 seconds
MISC
New Tooltips: Simplified some skill descriptions and moved descriptions for common effects such as Poison into additional tooltips.
Might of the Divine Fix
Fixed Might of the Divine not working on many enemies including Training Dummies Fixed Minion Power not accounting for Minion Attack Speed Potential Fix for Familiar duplicating in multiplayer
Arena Fix
BALANCE Bloodthief and Blood Weapon Enchants now only restore Health when hitting nearby targets.
FIXED Fixed new Verdant Terror boss causing enemy level in arena to stop increasing
The Primal Update
NEW
New Boss - Verdant Terror: This new plant-themed boss will always spawn on Forest maps, and has a chance to spawn in Arena and Invasions.
Dev note: This boss is very different from existing bosses and will likely need some tweaking. It utilizes large crowd control effects, area denial, poison, and a unique lash attack that pulls the target. Please send any feedback on this boss to me in Discord and good luck.
Neutral Dodge now initiates a quick backstep with fewer i-frames and faster recovery.
Improved Two-Handed Melee Heavy Attack animation timings.
New Starting Weapon Loadout - Primal: Start with two Focuses that utilize the new Primal Generator and Spender skills.
SKILL TAGS
Primal - Skills that generate or spend Primal Charge.
Transformation - Skills that transform your character or are granted by a transformation.
Primal Skills
All Primal skills are either Primal Charge generators or spenders. Spender skills have no weapon requirements as these are powered by your accumulated Primal Charge. Primal Charge can only be gained while in combat and caps at 100 stacks. Generators can roll randomly on gear, but Spenders must be purchased from the Skill Merchant.
Transformation Skills
Gain "Animus Lock" for three seconds after entering a transformation: "The rush of feral instincts from your recent transformation demands you hold onto this form. Cannot change form."
Instant cast spells may be cast while transformed, as long as your normal form meets the weapon requirements for the skill. This includes most buffs, Shouts, Entanglements, Auras, Toggles like Bladecrest and Bloodrage, Blinks, Consecration, Flame Dash, Phase Shift, and probably a few more. Visiting the Skill Merchant while transformed and pressing the "Current Usable" button will show you all skills usable while transformed with your current equipment. Traps cannot be cast while transformed.
NEW SKILLS
Bear Form
Transformation, Primal Toggle. While active, you are a bear. Gain 50% Total Damage, 30% Damage Reduction, and generate 500% more Threat, but lose the ability to Dodge. Gain Animus Lock for three seconds after casting, disabling your ability to change form again. Cost: 30 Mana/second while in combat
Bear Form Abilities:
Swipe
Melee, Strike, Transformation, Primal Swipe with your powerful claws. Hits grant 10 Primal Charge.
Maul
Melee, Strike, Transformation, Primal Viciously maul enemies with your claws, dealing 180% combined weapon damage and bleeding all targets for the same amount. Grants one stack of Grizzly Wrath for each target hit. Grizzly Wrath increases Total Damage by 10% per stack for 15 seconds. Additional stacks do not reset duration. All stacks are lost when exiting Bear Form. Primal Charge Cost: 20 Stamina Cost: 150
Ursine Slam
Area Effect, Transformation, Primal Slam the ground with your claws, dealing 150% Combined Weapon Damage to all nearby targets. Stamina Cost: 150 Primal Charge Cost: 25 Cooldown: 8 seconds
Ironhide
Transformation, Primal Gain one stack of Ironhide. While you have Ironhide, incoming attacks will consume one stack to block the attack, as with a shield. Uses your equipped shield if you have one, and otherwise reduces incoming damage by 25%. Successful blocks generate 15 Primal Charge and return 50% of the incoming damage to the attacker. All stacks are lost when exiting Bear Form, if your block is ever broken, or by attempting to Dodge Roll. Max 5 stacks. Mana Cost: 30 Cooldown: 1 second
Wolf Form
Transformation, Primal Toggle. While active, you are a werewolf with increased attack speed. Gain Animus Lock for three seconds after casting, disabling your ability to change form again. Cost: 30 Mana/second while in combat
Wolf Form Abilities:
Swipe
Melee, Strike, Transformation, Primal Swipe with your powerful claws. Hits grant 10 Primal Charge.
Feral Slash
Melee, Strike, Transformation, Primal Swipe viciously, dealing 175% combined weapon damage. On hit, gain 30% Attack Speed for 3 seconds. Primal Charge Cost: 50 Stamina Cost: 150
Wolf Rush
Melee, Mobility, Transformation, Primal Quickly dash forward. On colliding with an enemy, attack for 150% combined weapon damage. Generates 10 Primal Charge per target hit. Can interrupt current action. Stamina Cost: 75 Cooldown: 4 seconds
Lycan Howl
Transformation, Shout Let forth a frightening howl, hindering all nearby enemies, reducing their attack and movement speed by 25% for 3 seconds. Mana Cost: 125 Cooldown: 8 seconds
OTHER NEW SKILLS
Sporebolt
Spell, Projectile, Area Effect, Primal Cast a poisonous seed pod that deals 20% Spell Damage and creates a toxic area on impact that inflicts targets with 1 stack of Poison per second. Poison deals 10% Spell Damage per second per stack. Max 20 stacks. Generates 10 Primal Charge. Mana Cost: 75
Thornbolt
Spell, Projectile, Primal Cast a viciously thorned seed pod that deals 125% Spell Damage. Generates 8 Primal Charge. Mana Cost: 50
Insect Swarm
Spell, Projectile, Area Effect, Primal Summon a swarm of insects upon your foes, dealing 40% combined weapon damage to all targets in its path. Generates 4 Primal Charge on cast and 2 Primal Charge per target hit. Mana Cost: 45
Twister
Spell, Projectile, Area Effect, Primal Cast out a twister that deals 60% Spell Damage to all targets hit. Generates 5 Primal Charge on cast and 2 Primal Charge for each enemy hit. Mana Cost: 100
Shillelagh
For 6 seconds, all Melee Hits generate 4 Primal Charge. Instant cast. Mana Cost: 150 Cooldown: 8 seconds
Storm Cyclone
Spell, Area Effect, Primal Call up a powerful lightning-infused cyclone for 5 seconds that chases nearby enemies and deals 120% Combined Weapon Damage to all nearby targets each second. Primal Charge Cost: 30 Mana Cost: 150
Razorleaf Tree
Spell, Area Effect, Primal Conjure the dreaded Razorleaf Tree. The tree decays over 7 seconds, shedding its wicked Razorleaves and dealing 70% Combined Weapon Damage per second to all targets in a large area. Primal Charge Cost: 40 Mana Cost: 140
Thorn Torrent
Channeling, Spell, Projectile, Primal Channel to continuously cast a stream of thorns that deal 40% Combined Weapon Damage each. Thorn fire rate is affected by attack and cast speed. Primal Charge Cost: 2 Mana Cost: 20/Missile Base Fire Rate: 5 Missiles/second
New Moon
Spell, Projectile, Primal Cast a beam of celestial energy that deals 120% Combined Weapon Damage and applies a 30% Chill to the target for 3 seconds. Once cast, you empower this skill to become Half Moon. Primal Charge Cost: 10 Mana Cost: 50
Half Moon
Spell, Projectile, Area Effect, Primal Cast down a wide beam of celestial energy that deals 120% Combined Weapon Damage and 50% of the damage to nearby targets. Inflicts all targets with a 30% Chill for 3 seconds. Once cast, you empower this skill to become Full Moon. Primal Charge Cost: 20 Mana Cost: 100
Full Moon
Spell, Projectile, Area Effect, Primal Call down the full power of the Full Moon to deal 130% Combined Weapon Damage and apply a 30% Chill for 3 seconds to all targets in a large area. This skill becomes New Moon after use. Primal Charge Cost: 30 Mana Cost: 150
Dawnray
Spell, Projectile, Primal Cast a beam of solar energy that deals 175% Combined Weapon Damage and empowers this skill to become Solarflare. Primal Charge Cost: 10 Mana Cost: 50
Solarflare
Spell, Projectile, Area Effect, Primal Cast down a wide beam of solar energy that deals 190% Combined Weapon Damage and 50% of the damage to nearby targets and empowers this skill to become Supernova. Primal Charge Cost: 20 Mana Cost: 100
Supernova
Spell, Projectile, Area Effect, Primal Call down the full power of the Sun to deal 210% Combined Weapon Damage to all targets in a large area. This skill becomes Dawnray after use. Primal Charge Cost: 30 Mana Cost: 150
Summon Elderwood Sentinel
Minion, Summon, Pact, Primal Summon an Elderwood Sentinel to fight for you. The Sentinel pulls in enemies from afar and roots them before slamming down and dealing damage to nearby targets. Hold Skill Modifier (default: Left Alt) while casting to dismiss.
Pact Effect
Melee Hits generate 2 Primal Charge. Melee Hits from Minions contribute to their Master's Primal Charge.
Stats
- Base Health: 325 - HP/Level: 15 - Base Damage: 70 - Base Resilience: 60 - Base Resilience Damage: 6
Summon Treant
Minion, Summon, Primal Summon a Treant to fight for you. Hold Skill Modifier (default: Left Alt) while casting to dismiss. Generates 15 Primal Charge.
Skill Details
- Mana Cost: 150 - Cooldown: 5s - Max Summons: 4
Stats
- Base Health: 160 - HP/Level: 2.6 - Base Damage: 68.5 - Base Resilience: 28 - Base Resilience Damage: 1.275
Summon Frost Wolf
Minion, Summon, Primal Summon a Frost Wolf that delivers a powerful cone of cold. Hold Skill Modifier (default: Left Alt) while casting to dismiss.
Skill Details
- Primal Charge Cost: 30 - Mana Cost: 200 - Cooldown: 8s - Max Summons: 2
Stats
- Base Health: 325 - HP/Level: 5.3 - Base Damage: 140 - Base Resilience: 58.5 - Base Resilience Damage: 2.6
SKILL CHANGES
Thorns Aura
Primal tag added. Now deals Resilience Damage. Now generates 5 Primal Charge on block and 8 Primal Charge on parry.
Call Lightning Rework
Area Effect tag removed. Primal tag added. Cooldown removed. Weapon requirements removed. Primal Charge Cost: 0 -> 35
Old Call down lightning that deals 300% spell damage to a large area after a short delay.
New Calls down lightning after a short delay that deals 200% combined weapon damage and chains to up to 4 total targets.
Spectral Claw Rework
Primal tag added Cooldown: 2s -> 0.5s Mana Cost: 75 -> 60 Stamina Cost: 75 -> 60
Old Cleave enemies with a Spectral Claw for 400% combined weapon damage spread among all enemies hit. Inflicts 2 Hits on each target.
New Cleave enemies with a Spectral Claw for 110% combined weapon damage. Generates 5 Primal Charge per target hit.
BALANCE
Spell Effect: Rooted
Now breaks when the target takes damage. No longer affects bosses.
SKILLS
Ruthless Charge
Damage: 200% -> 150% Combined Weapon Damage
TALENTS
Intimidating
Damage increase: 10% -> 15%
Menace
Damage increase: 10% -> 15%
Familiar
Damage Multiplier: 50% -> 30% Familiar now adapts its color based on your spells.
IMPROVED
Your minions will now teleport to you when you become dismounted by entering combat.
FIXED
Fixed Meteor not responding to volume settings. Fixed a bug where legendary items from The Gambler could not roll with influence. Fixed a bug where Circle of Influence would not apply to items from The Gambler. Fixed Act 1 Boss AI glitching out. Fixed bad spawns on Fort Ironhold (and probably every map). Fixed E key mounting. Fixed some collision debug visualizations being visible. Fixed being able to mount while meditating.
Boss Rebalance, Might of the Divine Rebalance
ITEMS
Might of the Divine Spawned hammers now deal 50% damage. Spawned hammers no longer benefit from Heightened Spell or Ultimate Arcanum.
Dev Note: Because of the way Divine Hammer scales (85% of Primary Weapon damage), the hammers spawned by this 2H weapon were twice as strong as the skill is intended to be. They should now be more or less equal to a normal cast.
ENEMIES
Sand Golem Boss Reduced AoE damage by 50%
Dev note: This attack had an unintended multiplier of 1.5x to the damage, so 30% this reduction is just bringing it down to where it should have been. The other 20% is due to how difficult this attack can be to avoid and wanting the melee attacks to be more punishing to get hit by.
Crystal Golem Boss Reduced 1 Hand Slam damage by 35% Reduced 2 Hand Slam damage by 40%
Influence Blocking, Fixes
INFLUENCE
All Influences (except for Valkyrion) now block 2 mod types from rolling.
Dev note: This is an experimental change. Valkyrion was not included because every single stat is too useful for them to block.
SKILLS
Blink Arrow Max height: 300 -> 250 Massively increased reliability of this skill. No more arrows that disappear and do nothing.
IMPROVED
Minidungeons now only spawn in Invasions
Added "Weather" volume slider
Weather default volume reduced to 75%
The Act 4 boss has summoned a new protective wall to protect against creative invaders.
Potential performance optimizations for Fort Ironhold
FIXED
Fixed Master volume not working as intended
Fixed arrows not activating some effects when not hitting an enemy
Fixed Forgeborne Pact minions not fitting through doorways
Fixed AI pathing errors on Fort Ironhold
Potential fix for minidungeon portals spitting players out far, far away
Potential fix for minidungeon fog walls not deactivating on boss kill for clients
Wildshot Overhaul, New Quiver Skill
THE BIG CHANGE
Additional projectiles from Wildshot effects can no longer shotgun targets.
WILDSHOT
Wildshot now exists as 2 new effects:
Lesser Wildshot - Projectile skills fire 2 additional projectiles and deal 15% less damage.
Wildshot - Projectile skills fire 4 additional projectiles and deal 35% less damage.
The original Wildshot Flask Effect now applies the new Wildshot.
A new Flask Effect "Lesser Wildshot" is now available for 2 Flask Points.
SKILLS
New Skill: Arcane Quiver Toggle. While active, all arrows are imbued with arcane energy and apply 1 stack of Arcane Resonance to the target for 6 seconds. 3 stacks of Arcane Resonance causes the target to unleash the resonating arcane energy in a burst that deals 125% spell damage and applies 1 stack of Arcane Resonance to all nearby targets.
Cost per Arrow: 70 Mana
Magic Missiles in the same Wildshot volley will no longer home in on the same target.
OLD AND BUSTED Granted skill always has Wildshot. No other skills can benefit from Wildshot. Resource costs of granted skill increased by 50%.
NEW HOTNESS Granted skill always has Lesser Wildshot. Resource costs of granted skill increased by 30%.
Dev Note: Wildshot will override the Lesser Wildshot provided by this item. While you have Wildshot or Lesser Wildshot from a Flask Effect, the resource cost increase is disabled.
Verndari Volley Grips Rework
OLD AND BUSTED Wildshot now adds 4 projectiles to the granted skill.
NEW HOTNESS Lesser Wildshot instead applies the effects of Wildshot to the granted skill.
Will of the Wild Rework
Fully Charged Arrows have Lesser Wildshot. While you have Lesser Wildshot, Fully Charged Arrows have Wildshot.
Invasion Hotfix
Fixed a bug which prevented maximum Invasion level available from increasing