Darkest Dungeon II Steadfast Steward’s Update launches today with several hero reworks, an improved UI, & more

Today, the highly anticipated sequel from Red Hook Studios, titled Darkest Dungeon II, releases the major Steadfast Stewards’ Update across PC platforms. This update introduces numerous quality-of-life enhancements, along with new combat and driving speed settings, and many other exciting additions.

The development of this latest update was a joint effort between Red Hook Studios and the Darkest Dungeon community. After its official launch, the team is currently focusing on completing the final Kingdoms module, which brings back the Crimson Courtiers. This is set to release sometime in late August. Following that, there will be modifications for characters like Hellion and Leper. Additionally, work on porting this update and the free console DLC for Hero Origin Pack has also started. We’ll share more details about its release date in the upcoming weeks.

The Hero Origin Pack DLC won’t be released on consoles yet, but it’s currently accessible on Steam, GOG, and the Epic Games Store. Moreover, the Steam Summer Sale is ongoing right now, and you can grab Darkest Dungeon II’s main game at a 50% discount, along with limited-time discounts on its DLC as well.

You can now play Darkest Dungeon II on your PC, Xbox Series X|S, Nintendo Switch, PlayStation 4, or PlayStation 5! The physical copy of the Darkest Dungeon II: Anniversary Edition is set to release in the last quarter of 2025.

You can find the Darkest Dungeon II Steadfast Stewards‘s Update patch notes below:

Darkest Dungeon II Steadfast Stewards’s update full patch notes

At long last we are ready to release our Steadfast Steward’s update! 

We’d like to express our sincere gratitude to all those who participated in testing our weekly updates during the past eight weeks, provided feedback, and responded to our surveys and polls. Your input significantly improved this major game update. We feel privileged to have such an enthusiastic community, and we value your contributions immensely.

With the latest update from the Reliable Regent now active, our group will shift focus towards completing our last Kingdoms add-on. This concluding, complimentary module marks the comeback of the Red Courtiers and is scheduled for a late August launch on both PC and Mac systems.

After the K3 module becomes available, we’ll proceed with the last two character reworks for Hellion and Leper. Our aim is to roll out these characters, including all their paths, once they are fully prepared. This process mirrors that of the Steadfast Steward’s Update, meaning both heroes will be accessible for testing during a brief beta phase on our “coming_in_hot” branches. We’re doing this so we can gather public feedback prior to finalizing these changes.

As a gamer excitedly speaking, I’m thrilled to announce that the team is working diligently on bringing the Steadfast Steward update and our gratis Hero Origin Pack to all compatible consoles! In the near future, we’ll have a definite release schedule to share with you all. Stay tuned!

We hope you enjoy the update!

Build: 2.02.79016

Weak Tokens

  • Update Weak token functionality so that the 50% reduction is applied after all other modifiers

  • Weak tokens applied to heroes on entering Death’s Door is reduced from 2 to 1

  • Hemic Rot chance of Weak token reduced from 15% to 10%

    • Beastmen: Huntsman: Splitting Edge chance of Weak token reduced from 100% to 50%

    • Beastmen: Huntsman: Stalker’s Reach chance of Weak token reduced from 100% to 50%

    • Creature Den: Carrion Devourer:  Pulverize Weak tokens reduced from 2 to 1

    • Cultists: Cherub: Enfeebling Miasma Weak reduced from 2 to 1

    • Fish Sellers: The distribution of Weak and Highly Vulnerable fish has seen a slight bias, with 2 out of 3 going to the Highly Vulnerable, compared to 1 out of 3 for the Weak.

      Fish Dealers: There’s been a slight shift in the distribution between Weak and Highly Vulnerable fish, with 2 out of 3 being assigned to the Highly Vulnerable category, as opposed to 1 out of 3 for the Weak.

    • Military: Spearman: Spear Toss Weak reduced from 2 to 1

Memories

Based on our conversations with the community, it appears there’s a preference to keep numerous passive buffs like enhanced resistances, damage, speed, and so forth. Additionally, there’s been a desire for these buffs and effects to remain straightforward due to the multiple triggered effects from items and abilities. The adjustments have primarily aimed at enhancing underperforming Memories and replacing them with more practical, easy-to-understand modifiers. By introducing the reroll feature, we hope that advanced players can strive towards obtaining their ideal set of memories for their characters.

  • Added the ability to reroll memories. 

    • The reroll option is locked behind the Altar of Hope track final unlock

    • In your reroll, you’ll receive three fresh items added to the one you were previously using. Importantly, the reroll system ensures that it won’t give you any item you already possess, guaranteeing a total of four distinct choices for you to consider.

  • Memoried heroes can now be renamed

  • A Second Chance: Swaps out 5% of your Deathblow Resistance for a ability that heals you by 10% upon entering the threshold of death (once per region).

  • A Summer’s Day: Replaced +15% Traveling Heal with +10% Resolute Chance

  • A Token of Friendship: Replaced +10% Positive Banter with +10% Healing Given from Skills

  • A Long Day’s Work: Replaced Combat Start: -1 Stress (40%) with +10% Debuff RES piercing

  • Fresh Bread: +5% Max HP buff now lasts until the end of the Expedition

  • A Lucky Break: Replaced Combat Start: Dodge token (20%) with Gain When Dodging: -1 Stress (25%)

  • Father’s Praise: Replaced Combat Start: Block token (20%) with +1 Regen Dealt

  • A Lesson Learned Memory: CRIT increased from +3 to +5

  • A Long Recovery Memory: Disease RES increased from +15% to +25%

  • Preferred Plaything: Deals an extra 1 of Bleed damage when a serrated item is equipped, 1 of Blight damage when a noxious item is equipped, and 1 of Burn damage when a flammable item is equipped.

Battle Modifiers

When examining Battle Modifiers, we noticed that 8 was quite a small figure, resulting in experiencing the same modifiers often. To bring variety, we opted to introduce numerous new Battle Modifiers. We aimed to maintain straightforward buffs and effects, focusing on token interactions and triggers that most opponents can utilize. Furthermore, apart from new Battle Modifiers, we revised several existing ones to minimize redundant buffs and bothersome stat buffs.

  • Elite Enemies: Removed +1 SPD

  • Aggressive Opponents: Instead of increasing damage by 25%, gain a Strength Token on combat start, and have a chance (20%) to earn another Strength Token when hit.

  • Hale Enemies: Moved +15% Debuff RES to Impervious Enemies

  • Hastened Enemies: Reduced SPD buff from +4 to +2

  • Adversaries with Hale Resistance now have a reduced ability to be stunned, decreasing from 50% resistance to 25%. Additionally, they will exhibit a 15% increase in resistance to debuffs.

  • Sturdy Enemies: Replaced +25% Max HP with Combat Start: Block+ Token x2

  • Added Entropic Enemies: Turn End: Add 1 Random Token (50%)

  • Added Prowling Enemies: Random Enemy on Combat Start: Stealth Token x2 and +15% CRIT while Stealth

  • Added Vengeful Enemies: Ally Death: Add 1 Positive Token

  • Added Intimidating Enemies: Apply On Crit: Weak Token, Vulnerable Token, Knockback 1

  • Added Dormant Enemies: Combat Start: Daze (33%) and Turn Start: Crit Token when Last in Turn Order

Ordainment

Previously, we took away the speed boost for enemies from Ordainment due to your feedback. After receiving more input, we found that enemy DOT RES Piercing buffs were too harsh on player DOT RES defenses and Apply On Hit: DOT effects felt random and unenjoyable, both mechanically and thematically. To make DOT RES defenses feel rewarding, we’ve removed the former and replaced the latter to better align with the mechanics of the Confession and their respective bosses. We also noticed that Ordainment seemed too powerful in a binary manner, either it was active or inactive regardless of location. To address this, we introduced health and damage scaling based on regions.

  • Chance to spawn based on Confession and Region remains unchanged

  • Health and Damage buffs now scale based on Region

    • Denial: Region 1: +10% Max HP, Region 2: +20% Max HP & +20% DMG

    • Envy: Increases Maximum Health by 10% in Region 1, boosts Maximum Health and Damage by 20% each in Region 2, and increases both Maximum Health and Damage by 30% in Region 3.

      Or simply:

      Envy: Region 1: 10% more HP, Regions 2 & 3: 20% extra HP and damage each, Regions 2 & 3 combined: 30% additional HP and damage.

    • Character Trait: Passion/Drive/Courage:

      Region 1: Increases maximum health by 20% and deals 20% more damage.
      Region 2: Increases maximum health by 30% and deals 30% more damage.
      Region 3: Increases maximum health by 40% and deals 40% more damage.

      In simpler terms, this character’s health and attack power grow stronger as they become more passionate/driven/brave, with the greatest boost coming from extreme passion/drive/courage.

  • Added Ordainment Details to Ordainment token tooltip on combat bar

  • Removed +10% Bleed, Blight, Burn RES Piercing buff

  • The main changes made to several bonuses linked to confessions are mostly aimed at replacing the “10% on-hit damage over time” effects.

    • Denial specific buffs remain unchanged

    • The burn effect from resentment-specific bonuses has been altered. Instead of triggering on hit with a 10% chance to inflict 1 burn, it will now occur at the end of each round and cause a 3 burn if your character’s health is fully restored (100%).

    • Obsession specific buffs remain unchanged

    • Instead of triggering on a hit causing the enemy to bleed and become vulnerable, these ambition-specific buffs now activate at the end of each round. They will convert blocked points into strength, increase block points to block +, boost dodge chances to critical hits, and improve dodges to dodge +.

    • The changes made to the cowardice-specific buffs are as follows: Instead of applying on hit with a 10% Blight and a round start gain of Crit (10%) & Vulnerable (5%), they now apply on critical hit. Additionally, when the attacking character critically hits, they will also receive a 1-token inversion and be affected by Blight 1.

  • Exemplar will always been Ordained in Confessions

  • SPOILER

    • Ancestor’s Statue can no longer be Ordained

Heroes

BOUNTY HUNTER 

Professional (Expedition)

  • Hurlbat+ no longer consume Combo if the target does not have Dodge

Wanderer (Kingdoms)

  • Hurlbat and Hurlbat+ no longer consume Combo if the target does not have Dodge

FLAGELLANT

Exanimate

  • Sepsis DMG calculation increased from 75% to 100% of Blight on target

  • Sepsis+ DMG calculation increased from 100% to 133% of Blight on target

Scourge

  • Sepsis DMG calculation increased from 50% to 100% of Blight on target

  • Sepsis+ DMG calculation increased from 100% to 133% of Blight on target

  • Removed extraneous duration text from the Toxic token description

GRAVE ROBBER

All Paths

  • Instead of consuming Combo when the Grave Robber has a Critical Hit (CRIT) token, these skills will now grant a 50% chance to critically hit targets with Combo, without affecting the Combo count.

HIGHWAYMAN

Sharpshot

  • Fixed an issue with Double Tap+ not correctly reflecting that it applied Combo in the tool tip

OCCULTIST

  • Crossroads description has been updated from +Back Rank to +Flexible Rank

Wanderer

  • As an avid fan, here’s my take on a dev note:

    Hey there, fellow Occultist fans! I’ve got some exciting news for you all. The core kit of our favorite mixed support/offensive Hero has received an adjustment to boost certain identities while preserving its unique blend of roles. This enhancement is designed to make the Occultist more accessible for new players without compromising its flexible positioning nature.

    In response to your feedback, we’ve made changes to lower the mastery needed to start accumulating Unchecked Power. That means you’ll be able to unleash this powerful ability sooner!

    Moreover, some of the most impactful Unchecked Power skills have had their raw power shifted into their base (now more expensive) versions. This adjustment is aimed at reducing the mastery value needed for activation cost and introducing additional effects or incremental improvements. So, get ready to experience even more thrilling gameplay with your beloved Occultist!

  • Unchecked Power Burn chance increased from 33% per token to a flat 100%

  • Unchecked Power Burn value now scales with token count from 1-3

  • Unchecked Power Burn duration has been reduced from 3 turns to 2

  • Unchecked Power Burn effect can now be resisted

    • Note for Developers: To enhance user interaction and intensify the impact of Unchecked Power’s penalty, we’ve adjusted it so you can interact with it more effectively. Additionally, we’ve introduced building strategies either for resistance or for responses to Burn DOTs that work more consistently.

  • Abyssal Artillery CRIT chance increased from 5% to 10%

  • Abyssal Artillery now has a 66% chance of granting Unchecked Power on CRIT, per target CRIT

  • Abyssal Artillery+ no longer consumes Unchecked Power to apply Stun

  • Abyssal Artillery+ now grants Unchecked Power on CRIT, per target CRIT

    • Developer’s Remark: To offer an extra method for producing Unchecked Power without using it up, we designed Area of Effect abilities that offer numerous chances to land Critical Hits, thereby boosting the likelihood of a fortunate Unchecked Power generation.

  • Anamnesis and Anamnesis+ launch ranks increased from 1 2 to 1 2 3

  • Anamnesis Unchecked Power requirement increased from 2 to 3

  • Anamnesis and Anamnesis+ now apply Shuffle to all targets

  • Anamnesis DMG increased from 1-2 to 3-5

  • Anamnesis+ DMG increased from 1-3 to 3-5

  • Anamnesis+ CRIT increased from 5% to 10%

    • Note for Developers: We’ve adjusted Anamnesis to enhance its worth as an Unchecked Power skill, by boosting its damage output and incorporating extra disruption effects. The launch ranks have been made more adaptable to cater to those who prefer to maintain their Occultist at a slightly safer distance in the battlefield.

  • Binding Shadows and Binding Shadows+ no longer reduce Debuff RES vs. Combo

  • Binding Shadows and Binding Shadows+ now ignore Stealth

  • Binding Shadows DMG reduced from 3-6 to 3-5

  • Binding Shadows CRIT reduced from 10% to 5%

  • Binding Shadows chance to gain Unchecked Power is increased to 100% when the Occultist has Stealth

  • Binding Shadows now grants 1 Stealth when hitting a target with Combo

  • Binding Shadows+ DMG reduced from 4-8 to 4-7

  • Binding Shadows+ CRIT reduced from 15% to 10%

  • Binding Shadows+ chance to gain Unchecked Power is increased to 100% when the Occultist has Stealth

  • Binding Shadows+ now grants 2 Stealth when hitting a target with Combo

  • Binding Shadows and Binding Shadows+ ignore their Combo effect if the Occultist already has Stealth

    • As an enthusiast, I’m thrilled to share that the Binding Shadows ability has undergone a transformation! It’s now designed to offer a distinctive flair, enhance the consistency of Unchecked Power production, and infuse some elements of Stealth and Stealth interaction into the Occultist’s repertoire. The damage output has been readjusted considering the versatile nature of this skill.

  • Daemon’s Pull no longer clears corpses

  • Daemon’s Pull now has the same Unchecked Power Stun as the mastered version

    • Note for Developers: Previously, Daemon’s Pull was thought to be excessively strong before mastery, as it activated Corpse Clear. Now, this effect will only occur after mastering the skill. Furthermore, to maintain a consistent evaluation of its potential use of Unchecked Power, a Stun has been incorporated into the unmastered version of Daemon’s Pull.

  • The new changes mean that neither Malediction nor Malediction+ will cause any Debuffs based on Dots (Duration Over Time) and they won’t impact Bleeds, Blights, or Burns anymore.

  • Malediction and Malediction+ now ignore Dodge

  • Malediction and Malediction+ now apply Combo to the target

  • Instead, let me rephrase this for you:

    The curses “Malediction” and “Malediction +” will now cause the targeted enemy to accumulate a “Combo” effect each time they are struck for the next three turns.

  • Malediction+ now ignores Blind

  • Malediction+ now refunds its Unchecked Power cost at the end of the round if the debuff is resisted

    • Note for Developers: Instead of having one universal Malediction, we’re going to try out different versions for each Path. The old DOT (Damage Over Time) Malediction has been shifted to the Aspirant class, while Wanderer now has a variant that enhances Combo-centric parties.

  • Sacrificial Stab DMG increased from 3-6 to 4-6

  • Sacrificial Stab now grants Unchecked Power when killing a target

  • Sacrificial Stab+ DMG increased from 4-8 to 5-8

  • Sacrificial Stab+ now gains +100% DMG when targeting a Corpse

    • Game Developer Note: The damage range for Sacrificial Stab has been adjusted slightly to enhance the likelihood of fatal blows and subsequent Unchecked Power production. To facilitate more kills specifically against corpses, we’ve made it easier for Sacrificial Stab to connect with these targets. Furthermore, adding the On Kill effect to the unmastered version aims to lessen the prior dependence on mastery for the generation of Unchecked Power.

  • The Burning Stars and The Burning Stars+ no longer apply Combo

  • The Burning Stars Unchecked Power requirement increased from 2 to 3

  • The Burning Stars DMG increased from 8-16 to 12-18

  • The Burning Stars CRIT reduced from 10% to 5%

  • The Burning Stars no longer ignores Block

    • Developer’s Update: The Burning Stars ability has been fine-tuned to maintain a majority of its mastery level, considering the lower cost of usage, while at the same time reducing some of its excessively powerful effects.

  • In simpler terms, “Wyrd Reconstruction” and its enhanced version, “Wyrd Reconstruction+” no longer require using a Critical Success (CRIT) token when the skill’s success has been doubled due to the 2x Unchecked Power bonus.

  • Wyrd Reconstruction Bleed reduced from 3 to 2

  • Wyrd Reconstruction+ will now also apply 2 Stealth when consuming Unchecked Power

    • Developer’s Note: To make Wyrd Reconstruction unique for each Path, we have modified its application without altering its fundamental function. However, we have reduced the amount of bleed it causes when not mastered to prevent excessive damage that might exceed healing capabilities in many situations.

Ritualist

  • This Path no longer has a 33% chance to receive Vulnerable on Turn Start

  • This Path no longer has innate Debuff RES Piercing on Curse skills

  • This Path no longer has a chance to gain Positive tokens when using Curse skills

    • Update on Character Design: The character, Ritualist, has been revised to make his debuff-focused traits more active and less passive within his mechanics. Additionally, his curses have been emphasized to align with his path in terms of generating Unchecked Power for use in his abilities. Some elements from the updated Wanderer have also been incorporated to benefit the Ritualist.

  • Unchecked Power grants +10% Debuff RES Piercing per token

  • Unchecked Power reduces the Occultist’s Debuff RES by 10% per token

    • Developer Note: To make Unchecked Power’s Burn ability on Paths unique and reflective of the Path, we’ve transformed the innate Debuff Resistance Piercing from his curses into a part of the token. Instead of receiving arbitrary Vulnerable tokens, the Ritualist now experiences a decrease in their own Debuff Resistance as the token pile accumulates.

      We adjusted Unchecked Power’s Burn ability on Paths so it matches the nature of the Path. Instead of getting random Vulnerable tokens, the Ritualist will lose some of their own Debuff Resistance as more tokens are collected.

  • Abyssal Artillery is now a Path skill

  • Abyssal Artillery and Abyssal Artillery+ do not grant Unchecked Power on CRIT

  • Abyssal Artillery does not have a chance to apply Combo when unmastered

  • When you use twice the Unchecked Power with Abyssal Artillery, it will temporarily impair the vision of all targeted enemies, causing them to be blinded, and there’s a 50% probability that an additional blindness effect may occur.

  • When using 2 times Unchecked Power, the Abyssal Artillery+ has a 66% likelihood of inflicting two Blindness tokens on all targeted enemies.

    • As an enthusiast, I’m excited about the new addition to the game – a potent negative token that usually eludes the Occultist, but at a price tag of Unchecked Power. This token not only draws on the Unchecked Power’s passive Debuff RES Piercing, similar to Blinding Gas, but it also offers a unique twist with its damage component, piercing ability, and the possibility of multiple blind effects. To ensure it stands out, the Combo has been omitted from the base version, distinguishing it from the Wanderer’s unmastered Abyssal Artillery.

  • Binding Shadows is now a Path skill

  • Binding Shadows and Binding Shadows+ launch ranks increased from 2 3 4 to 1 2 3 4

  • Binding Shadows and Binding Shadows+ do not grant Unchecked Power

  • Reducing the Resistance to Debuffs of a target by 10% for three turns is granted when the Ritualist is in stealth, with these abilities being referred to as Shadow Binding and Enhanced Shadow Binding.

    • Note for Developers: The ability Unchecked Power boosts the Occultist’s self-inflicted debuffs, but Binding Shadows aids the entire party in applying their own debuffs. It retains some of the unique features introduced in the Wanderer version. The skill’s duration is calculated in rounds to ensure it remains effective against bosses with multiple actions.

  • Malediction is now a Path skill

  • Malediction and Malediction+ do not apply Combo or a Combo-oriented debuff

  • The curses “Blessing of Misfortune” and “Blessing of Misfortune +” cause an assailant to receive a beneficial effect, such as a lucky charm or boost, whenever they strike their target for three consecutive turns.

  • Malediction+ improves the quality of tokens granted by the debuff

  • Malediction+ inverts any positive tokens on the target when used

  • Malediction+ removes any Riposte on the target when used

    • Developer’s Note: The ‘Malediction’ ability now features a distinct identity tied to its Path. It draws inspiration from the ancient Ritualist’s probability of gaining beneficial tokens upon casting curses. However, this has been broadened to positively impact other party members too.

  • Vulnerability Hex and Vulnerability Hex+ now grant 1 Unchecked Power

  • Vulnerability Hex+ no longer clears Block from the target before applying Vulnerable

  • As an ardent enthusiast, I’m thrilled to share that with the latest update, Vulnerability Hex+ now empowers the Occultist by bestowing them with 1 Unchecked Power whenever a targeted foe falls in battle. This empowering boon persists throughout the remainder of the combat.

    • In a Developer’s Note: Skipping the removal of Block when mastered might seem unusual, but we believed that the certainty of Unchecked Power, regardless of whether it hits or if the curse takes effect, provides an effective trade-off in the balance of game generation. This is not intended to be a more powerful version of Vulnerability Hex for Wanderers.

  • The Curse of Weakening now temporarily empowers the Occultist by gaining 1 Unchecked Power each time the targeted hero attacks another hero. This effect persists for a single turn.

  • Weakening Curse+ no longer removes Strength and CRIT tokens from the target

  • Weakening Curse+ increases the duration of the debuff to 2 turns

  • Weakening Curse+ CRIT increased from 10% to 15%

    • Developer’s Remark: Earlier, our intention was to emphasize that Ritualists would primarily generate Unchecked Power through curses, but not in a way that resembles the Wanderer+ they once were. Now, this skill generates a substantial amount of Unchecked Power, especially when Area of Effect skills are employed. However, it also weakens the target. Information is strength, and with precise timing, an entire stack of Unchecked Power can be generated simultaneously.

  • Wyrd Reconstruction and Wyrd Reconstruction+ healing adjusted to match Wanderer

  • As a seasoned gamer, I’ve noticed an exciting change in my favorite game mechanics. The Wyrd Reconstruction and Wyrd Reconstruction+ abilities are now more strategic than ever! Previously, these skills would consume a CRIT token if the skill was already guaranteed to critically succeed due to the 2x Unchecked Power bonus. However, that’s no longer the case. Now, if my skill is already destined for a critical hit, these abilities will not consume the CRIT token, making my gameplay even more thrilling!

  • [Wyrd Reconstruction Bleed reduced from 3 to 2

  • Wyrd Reconstruction+ now removes all Negative tokens on the target when consuming Unchecked Power

    • “Note for Developers: The healing and Bleed abilities of Wyrd Reconstruction have been adjusted so that they are consistent across all Occultist Paths. Furthermore, each Path now has its own unique Unchecked Power effect.”

Warlock

  • This Path no longer has an inherent -20% HP

  • This Path no longer has a 33% chance to gain Unchecked Power on Turn Start

  • Unchecked Power now grants +1 DMG dealt per token

  • Unchecked Power now increases DMG received by 10% per token

    • Developer Note: The uncontrolled power generation of the Warlock was both beneficial and problematic, so it has been moved to another part of the game where it can serve as an advantage at a cost. Now, the Path no longer provides extra damage on ranged skills without charge, instead incorporating increased damage and inherent risk into its exclusive version of Unchecked Power. To help manage the risk, the Warlock now possesses some healing options, while his valued positional versatility and explosive potential remain intact.

  • Anamnesis is now a Path skill

  • Anamnesis and Anamnesis+ launch ranks changed from 1 2 3 to 2 3 4

  • Anamnesis and Anamnesis+ are no longer AoE skills

  • Anamnesis and Anamnesis+ ignore Block, Dodge, Stealth, Guard, and Riposte

  • Anamnesis and Anamnesis+ now remove all positive tokens from the target

  • Anamnesis and Anamnesis+ DMG reduced to 1 (plus Unchecked Power DMG bonus)

  • Anamnesis and Anamnesis+ deals an additional 3 DMG for each positive token on the target

  • Anamnesis+ gains double the DMG bonus granted by Unchecked Power tokens

    • Game Designer’s Note: To make Warlock’s Anamnesis stand out, we decided to create a distinctive “Damage over Time” (DOT) explosion that ignores defensive tokens and deals specific damage. This provides an alternative single-target damage option when certain defenses are active that you might not want to risk against. Unlike conventional DOT bombs, this one can be modified by factors like Strength, Critical Hit, and Weakness.

  • Chaotic Offering is now a Path skill

  • Chaotic Offering and Chaotic Offering+ can be activated as a Free Action

  • Chaotic Offering and Chaotic Offering+ require at least 15% HP to activate

  • Chaotic Offering and Chaotic Offering+ deal 15% HP DMG when activated

  • The abilities named Chaotic Offering and Chaotic Offering+ randomly trigger an additional effect, similar to how it works in the Wanderer version.

  • Chaotic Offering and Chaotic Offering+ grant 1 Unchecked Power when activated

  • Activating this ability temporarily disables the passive effect of Chaotic Offering for the next 3 turns.

  • Chaotic Offering now has a cooldown of 3

  • At the start of each round, there’s a 30% probability that Chaotic Offering will bestow the ability, Unchecked Power, when it’s actively selected.

  • Chaotic Offering+ now has a cooldown of 2

  • As an avid gamer, I’m always thrilled about unique abilities that can give me an edge in my games. The “Chaotic Offering” skill, when equipped, offers a tantalizing possibility – it passively increases the chance by 60% for me to acquire the powerful “Unchecked Power” at the start of each round! It’s like having a secret weapon up my sleeve!

    • Developer’s Note: The Chaotic Offering presented an exciting prospect for testing new abilities. Compared to the previous Path, the refined version significantly increases the likelihood of Unchecked Power by almost double. However, this enhanced version requires a skill slot as compensation. Although you can use the skill for instant benefits, opting to do so means giving up the passive generation that comes with it.

  • Daemon’s Pull is no longer a Path skill

    • Developer’s Remark: Initially, this ability only boosted damage as a Path skill, surpassing the damage of the Wanderer. However, now it follows the Wanderer’s damage version instead.

  • Malediction is now a Path skill

  • Malediction and Malediction+ do not apply Combo or a Combo-oriented debuff

  • Cursing inflicts a debuff on the target, causing their attacker to have a 1 out of 3 chances to recover 4 points instead of dealing damage for the next three rounds.

  • The curse imposes a debilitating effect on the target, which has a 33% probability of triggering a healing response whenever the target suffers damage over the next 3 rounds. This healing event and the likelihood of it occurring are determined independently.

  • Malediction+ increases the chance of the attacker receiving a heal from 33% to 66%

    • Game Design Note: The Occultist exhibits an unusual approach to healing, and this Warlock-inspired Malediction reflects that. In this version, the healing has no threshold but carries a chance of harming the enemy instead. Enemy healing only occurs when damage is taken, not upon being hit, thus shielding them from non-damaging abilities like the Occultist’s curses. On the other hand, heroes can activate their healing with those very skills. To prevent the healing from escalating inappropriately on large health pools such as bosses, fixed healing values are employed.

  • The Burning Stars and The Burning Stars+ no longer ignore Block

  • The Burning Stars and The Burning Stars+ no longer apply Combo

  • The Burning Stars Unchecked Power requirement increased from 2 to 3

  • The Burning Stars’ Damage Modifier now ranges from 10 to 16, with an additional Unchecked Power bonus, bringing the total to 13 to 19.

  • The Burning Stars CRIT reduced from 10% to 5%

  • The Burning Stars+ gains double the DMG bonus granted by Unchecked Power tokens

  • As an avid player, I’m excited to share that the damage range for The Burning Stars has been adjusted. Previously, it was between 12 and 22, but now it’s narrowed down to 10-16. Additionally, the Unchecked Power bonus is still in play, which could potentially increase the total damage output to a staggering 16-22!

  • The Burning Stars+ CRIT reduced from 15% to 10%

    • Note for Development: We chose to maintain and enhance Burning Stars’ peak explosive power in Warlock displays, while making it slightly more challenging to acquire. Now, it is vulnerable to all defensive tokens, but deals devastating damage to those left undefended, especially when fully fueled with Unchecked Power and mastered.

  • Wyrd Reconstruction is now a Path skill

  • Wyrd Reconstruction+ applies 2 Regen when consuming Unchecked Power

    • Developer Note: The Warlock character will receive an adjusted version of Wyrd Reconstruction, referred to as the safety net version. Instead of bypassing the Bleed effect, we chose to have it heal at the same rate as the Bleed would inflict damage. This decision was made to provide more opportunities for players to manipulate or impact the outcome of this skill, enhancing gameplay diversity.

Aspirant

  • This Path no longer has an inherent +25% Max HP

  • This Path no longer has an inherent -15% Debuff RES

  • This Path no longer gains Block+ on Combat Start

  • As the aspirant advances along this path, there’s a 70% likelihood it will yield an Unchecked Power. However, with each Unchecked Power already in possession, this probability decreases by 20%.

    • Note for Developers: The character Aspirant has been revamped to maintain its top-tier status while improving its mobility and addressing a frequently sought “Damage Over Time” role. Being the most agile version of the Occultist, the Aspirant now primarily generates Unchecked Power from his high mobility.

  • Anamnesis is no longer a Path skill

    • “Note for Developers: In previous updates, Aspirant only boosted the damage of Anamnesis. However, the initial version of Wanderer already includes that enhancement.”

  • Binding Shadows DMG reduced from 4-7 to 3-5

  • Binding Shadows+ DMG reduced from 5-10 to 4-7

  • Binding Shadows and Binding Shadows+ now ignore Stealth

  • Binding Shadows and Binding Shadows+ no longer reduce Debuff RES when a target has Combo

  • Binding Shadows and Binding Shadows+ no longer have a chance to grant Unchecked Power

  • Binding Shadows now grants 1 Stealth when a target has Combo

  • Binding Shadows+ now grants 2 Stealth when a target has Combo

  • Binding Shadows and Binding Shadows+ ignore their Combo effect if the Occultist already has Stealth

    • Developer’s Note: The Aspirant’s melee attack damage has been adjusted to be on par with other character paths, considering how effortlessly they now generate Raw Power through these skills. Additionally, the ability ‘Binding Shadows’ now shares the stealth defensive advantage with the Wanderer version.

  • In the updated system, the skill Malediction has been transformed into a Path-based ability, retaining its essence from the earlier patch version. Here are the modifications we’ve made:

    1. Instead of reducing the target’s mana pool directly, Malediction now drains mana over time.
    2. The drain rate has been increased for more effective control.
    3. The skill now has a longer duration, allowing you to maintain the effect on your enemies for a more extended period.
    4. Lastly, we’ve slightly adjusted the mana cost to ensure a balanced gameplay experience.

  • Malediction and Malediction+ ignore Dodge

  • Malediction+ ignores Blind

  • Malediction+ no longer reduces the target’s Bleed, Blight, and Burn RES

  • Malediction+ increases the amount of Bleed, Blight, or Burn applied from 2 to 3

    • In this developer’s note, the candidate found that keeping the multi-DOT variant of Malediction was appropriate. We took away the RES debuff from Bleed, Blight, and Burn caused by mastery, but instead boosted the DOT strength to make it more powerful. This DOT effect is now compatible with the latest Physician version of Cause of Death.

  • Sacrificial Stab DMG reduced from 4-7 to 4-6

  • Sacrificial Stab+ DMG reduced from 5-10 to 5-8

  • Sacrificial Stab and Sacrificial Stab+ no longer generate Unchecked Power when a target has Combo

  • Sacrificial Stab and Sacrificial Stab+ now move the Occultist back 1 rank

  • Sacrificial Stab now grants 1 Block if the target has Combo

  • Sacrificial Stab+ now grants 1 Block+ if the target has Combo

  • Sacrificial Stab+ now gains +100% DMG vs. Corpses

    • As a gamer, I’ve noticed an update similar to the Binding Shadows move in our game. Now, instead of only relying on Binding Shadows for movement and dance options, Sacrificial Stab has been tweaked to provide more freedom! Plus, it now offers Block/Block+ tokens to boost the survivability of my front-line characters. This should make combat a bit smoother and more versatile.

  • The Burning Stars is now a Path skill

  • The Burning Stars and The Burning Stars+ DMG reduced from 12-18 to 6-11

  • The Burning Stars applies 5 Burn for 3 Turns

  • The Burning Stars+ applies 6 Burn for 3 Turns

  • The Stars Ablaze transfer the Flame from the Mystic to the selected recipient, an action that can’t be countered. However, this effect won’t take place if the target is already Immune to the Flame.

    • Note for Developers: Due to numerous requests, we have created a variant of The Burning Stars that causes the Burn effect. This version also carries a distinctive touch of Occultist style upon mastery!

  • Vulnerability Hex is no longer a Path skill

  • Weakening Curse is no longer a Path skill

    • Note for Developers: The standard penalties for Debuff RES Piercing are no longer in effect, and the Wanderer version has been reverted back to its original state as a result.

  • Wyrd Reconstruction is now a Path skill

  • Wyrd Reconstruction+ clears Bleed, Blight, and Burn when consuming Unchecked Power

    • Developer’s Remark: Since the Occultist Path in the “DOT role” is about uncontrolled power, it seemed fitting to make the bonus Unchecked Power effect for Aspirants a cleanse ability. This also offers a less common alternative to Plague Doctor for wide-spread DOT elimination.

PLAGUE DOCTOR

Wanderer

  • Developer Update: The fundamental equipment set of the Plague Doctor has experienced updates aimed at enhancing older abilities that boost utility, accommodate changes in CRITs and DOTs, and foster a bit more freedom in positioning while encouraging a wider variety in party compositions.

  • Max HP has been increased from 28 to 30

  • Blinding Gas and Blinding Gas+ now increase their chance to apply Combo to 100% when scoring a CRIT

  • Blinding Gas+ CRIT increased from 10% to 15%

    • Dev Note: A little improvement to a non-damaging skill to provide additional mastery value.

  • Cause of Death DMG increased from 75% of DOT value to 100%

  • Cause of Death+ DMG increased from 100% of DOT value to 125%

  • Cause of Death+ no longer applies Combo

  • Cause of Death+ now has an Execution value of 1

    • Developer Note: We planned to introduce minor aesthetic changes. It’s important to note that a significant part of the effectiveness of DOT-bombing comes from CRITs boosting the total DOT value on the target. In this update, CRITs no longer affect the duration of DOTs. To compensate for this apparent decrease in power and reduce reliance on CRITs, we’ve amplified the damage of Cause of Death.

      We made some cosmetic improvements to the game. Previously, powerful attacks (DOT-bombing) were largely influenced by critical hits which increased the duration of damage over time effects (DOTs). Now, critical hits do not affect the duration of DOTs. To balance this out and make the ‘Cause of Death’ attack less dependent on critical hits, we’ve boosted its damage.

  • Disorienting Blast and Disorienting Blast+ now ignore Guard

  • Disorienting Blast and Disorienting Blast+ now remove all Guard from the target

  • Disorienting Blast+ CRIT increased from 10% to 15%

    • Developer’s Remark: Enhancing the proficiency level slightly for a skill without causing direct harm, and offering extra functionality that aligns well with its theme.

  • Emboldening Vapours and Emboldening Vapours+ Strength tokens increased from 1 to 2

  • Emboldening Vapours now removes all Daze

  • Emboldening Vapours+ now removes all Daze and Stun prior to applying its Speed token

  • Emboldening Vapours+ cooldown increased from 0 to 1

    • Developer’s Remark: Revamping one of our longest-standing game skills to align with present norms and offer some additional functionality along with enhanced counterplay options.

  • With Combo on the target, the incision now extends the Bleed time by 1 additional second, and also offers the previous Bleed Resistance Penetration.

  • Indiscriminate Science and Indiscriminate Science+ cooldown increased from 1 to 2

    • Developer’s Remark: The production of tokens exceeded our expectations, making this skill stronger than initially planned. Instead of diminishing the healing power, we decided it was more suitable to align it with the longer recharge times of other healing abilities in the game.

  • Magnesium Rain+ CRIT increased from 5% to 10%

  • Magnesium Rain+ clears the Plague Doctor’s cooldowns if it clears any corpses

    • Dev Note: Just a little extra fun to be had when using Magnesium Rain outside of round 1.

  • Noxious Blast+ Blight reduced from 6 to 5

  • Noxious Blast+ CRIT increased from 5% to 10%

  • In conjunction with a Combo, the Noxious Blast+ now extends the duration of the Blight effect by 1, along with its previously given ability to ignore Blight resistance.

    • Developer’s Remark: In light of modifications to the interaction between CRITs and DOTs, we thought it essential to incorporate methods to boost DOT damage directly and consistently within certain abilities. This adjustment can be observed in the case of Incision+ as well.

  • Ounce of Prevention and Ounce of Prevention+ launch ranks increased from 3 4 to 2 3 4

  • Ounce of Prevention Bleed, Blight, and Burn RES buff increased from 15% to 20%

  • Ounce of Prevention+ Bleed, Blight, and Burn RES buff increased from 25% to 30%

  • Ounce of Prevention+ now also grants +10% Debuff RES (3 Turns)

    • Developer’s Remark: This enhancement is designed for those who grasp mathematical strategies well. We wanted to slightly boost its effectiveness at both lower and higher levels, with the higher level adjustments happening simultaneously. The debuff also enhances the utility of this skill in various scenarios or when used with specific Heroes.

Surgeon

  • This Path no longer reduces the efficacy of Blight skills

  • This Path no longer increases the Plague Doctor’s base HP

  • On killing a target, the Surgeon’s Path regenerates 2 units. This regeneration can occur either through direct damage or when the target dies due to a Damage Over Time (DOT) effect from the Surgeon, regardless of the source of the DOT tick.

    • Development Note: It’s widely recognized that Surgeon’s abilities are primarily limited to Rank 3, where Battlefield Medicine and Incision launch intersect. To address this, we’ve revised the Surgeon Path to preserve its original healing power and Incision emphasis while also enabling more flexible rank progression. Additionally, new defensive mechanisms have been introduced to allow Surgeon to operate effectively in close proximity to the battlefront.

  • Battlefield Medicine and Battlefield Medicine+ launch ranks changed from 3 4 to 1 2 3

  • Battlefield Medicine heal reduced from 27% to 20% to match Wanderer

  • Battlefield Medicine+ heal reduced from 33% to 25% to match Wanderer

  • Reformulation: In the context of Battlefield Medicine, a Plague Doctor will no longer sustain self-inflicted conditions such as bleeding, blight, or burning when they are not the intended recipient of these effects.

  • Battlefield Medicine+ gains +25% heal value per type of DOT on the target

    • Developer’s Note: We adjusted the basic healing amount to align with that of Wanderer, while still allowing for increased healing under certain conditions. The greater the number of Debilitating Effects (DOTs) you have, the larger the heal you will receive when fully upgraded, potentially doubling the value.

  • Cause of Death is now a Path skill

  • Cause of Death and Cause of Death+ launch ranks are 1 2

  • Cause of Death and Cause of Death+ target ranks are 1 2 3

  • Cause of Death and Cause of Death+ do not deal DMG based on the current DOT value on the target

  • Cause of Death and Cause of Death+ have a single use per battle

  • Cause of Death doubles the current Bleed amount on the target. This cannot be resisted

  • Inflicts additional damage on the target: Increase the effects of Bleed, Blight, and Burn by doubling their current values, making it impossible for the target to resist this extra damage.

    • Technical Note: This approach carries an element of experimentation. When employed correctly and at the right moment, it holds immense destructive power.

  • Disorienting Blast is now a Path skill

  • Disorienting Blast and Disorienting Blast+ have launch ranks 1 2

  • Disorienting Blast and Disorienting Blast+ have target ranks 1 2 3

  • Disorienting Blast & Disorienting Blast+ do not ignore or remove Guard tokens

  • Disorienting Blast has a DMG value of 1-3

  • Disorienting Blast replaces the Shuffle with a Knockback of 1

  • Disorienting Blast grants 1 Block

  • Disorienting Blast+ has a DMG value of 2-5

  • Disorienting Blast+ CRIT chance reduced from 15% to 10%

  • Disorienting Blast+ replaces the Shuffle with a Knockback of 2

  • Disorienting Blast+ does not apply Weak

  • Disorienting Blast+ does not Stun vs. Combo

  • Disorienting Blast+ applies Immobilize on CRIT

  • Disorienting Blast+ grants 1 Block

    • As an enthusiast, I’m excited to share that to boost The Surgeon’s frontline power, we decided to incorporate a mix of crowd control, minor damage over time, and defensive capabilities. This new feature still retains the classic Daze ability but swaps out Stun vs. Combo for other beneficial effects instead.

  • Emboldening Vapours is now a Path skill

  • Emboldening Vapours applies 1 Strength to target

  • Emboldening Vapours applies 1 Block to target

  • Emboldening Vapours+ applies the same tokens to the Plague Doctor

    • Developer’s Note: Since this Path doesn’t offer the reciprocal benefit on self and others like Battlefield Medicine does, we thought it suitable to imitate that synergy in Empowering Mists, allowing the Plague Doctor to help others while simultaneously boosting their own abilities.

  • Incision and Incision+ DMG have been returned to Wanderer values

  • Incision and Incision+ no longer gain Bleed RES Piercing vs. Combo

  • As a gamer, I can say that after landing a hit on an enemy with my combo as the Plague Doctor, Incision and Incision+ will boost my Bleed damage by 1, enhancing my performance for the rest of the battle.

  • Incision Bleed reduced from 3 to 2

  • Incision+ Bleed reduced from 4 to 3

  • As a dedicated follower of the Plague Doctor, I’m thrilled to share that landing a hit with Combo not only brings satisfaction, but also empowers me! The Incision+ ability now infuses my next Burn attack with an extra punch, dealing an additional +1 damage to my unfortunate target. This fiery boost holds strong throughout the entire combat, making each successful combo even more impactful!

    • Design Note: To keep Incision central to the Surgeon role, we’ve given it distinct features that enhance its own effectiveness and collaborate with other abilities, items, or sources of DOT (Damage Over Time), unlike any other Plague Doctor pathway.

  • Indiscriminate Science is no longer a Path skill

    • Developer’s Remark: The enhanced healing effect was a bit excessive, particularly considering the existing power of this skill.

  • Noxious Blast is no longer a Path skill

    • Dev Note: No more reduced Blight forcing you to focus entirely on Bleed.

  • Ounce of Prevention is now a Path skill

  • Ounce of Prevention and Ounce of Prevention+ no longer buff Bleed, Blight, or Burn RES

  • Ounce of Prevention and Ounce of Prevention+ no longer buff Disease RES

  • Ounce of Prevention and Ounce of Prevention+ launch ranks changed from 2 3 4 to 1 2 3

  • Ounce of Prevention and Ounce of Prevention+ apply +30% Stun RES for 3 turns

  • Ounce of Prevention and Ounce of Prevention+ apply +30% Move RES for 3 turns

  • Ounce of Prevention and Ounce of Prevention+ grant 1 Block to the Plague Doctor

  • Ounce of Prevention+ applies +10% Debuff RES for 3 turns

  • Ounce of Prevention+ applies +20% Stress RES for 3 turns

    • Developer’s Note: In our latest experiment, we opted to test a new variant of the Ounce of Prevention ability. This version not only enhances defensive capabilities but also boosts various RES statistics that are seldom amplified by party-wide buffs.

  • Plague Grenade is no longer a Path skill

    • Dev Note: No more reduced Blight forcing you to focus entirely on Bleed.

Alchemist

  • This Path no longer has reduced HP

  • This Path no longer has increased Stun RES

  • This Path no longer has increased Debuff RES

  • This Path no longer has increased Bleed, Blight, and Burn RES

    • Development Update: The Alchemist character has been transformed into a Path that can utilize all three Debilitative Over Time (DOT) effects. Our goal was to preserve the Alchemist’s knack for inflicting Blight effectively, but in a manner that requires more active participation. As such, some of her Blight abilities, along with others, now provide extra benefits against targets already afflicted by other DOTs. Certain skills no longer deal Chip damage to balance for increased DOT output. However, previously non-damaging skills have gained damage in their place.

  • Cause of Death is now a Path skill

  • Cause of Death and Cause of Death+ are considered Melee skills

  • Cause of Death and Cause of Death launch ranks are 1 2 3

  • Cause of Death and Cause of Death+ target ranks are 1 2 3

  • Cause of Death and Cause of Death+ have a cooldown of 1

  • Cause of Death and Cause of Death+ deal 5-8 DMG

  • Cause of Death has 10% CRIT

  • Cause of Death deals +2 DMG if the target has Bleed

  • Cause of Death ignores Block if the target has Blight

  • Cause of Death gains +10% CRIT if the target has Burn

  • Cause of Death+ has 15% CRIT

  • Cause of Death+ deals +2 DMG and ignores Dodge if the target has Bleed

  • Cause of Death+ deals +2 DMG and ignores Block if the target has Blight

  • Cause of Death+ deals +2 DMG and gains +15% CRIT if the target has Burn

    • As an enthusiast, I’m thrilled about the new experiment we’re trying out for the Alchemist class. We’re aiming to enhance our knife skills, particularly those that synergize well with Damage Over Time (DOTs). So, I’m now equipped with a high-output skill on a relatively short cooldown, all without disrupting Incision’s crucial Bleed functionalities.

  • Disorienting Blast is now a Path skill

  • Disorienting Blast deals 2-3 DMG

  • Disorienting Blast+ deals 3-4 DMG

  • Disorienting Blast applies 3 Burn

  • Disorienting Blast+ applies 4 Burn

    • Dev Note: The Alchemist now has a damaging grenade that dishes out some single target Burn.

  • Magnesium Rain is now a Path skill

  • Magnesium Rain and Magnesium Rain+ have launch ranks 3 4

  • Magnesium Rain and Magnesium Rain+ have target ranks 1 2 3 4

  • Magnesium Rain and Magnesium Rain+ target one monster

  • Magnesium Rain and Magnesium Rain+ no longer clear corpses

  • Magnesium Rain and Magnesium Rain+ retain the Wanderer Burn values

  • Magnesium Rain deals 2-4 DMG

  • Magnesium Rain has a CRIT value of 10%

  • Magnesium Rain applies 2 Bleed if the target has Blight

  • Magnesium Rain applies 2 Blight if the target has Bleed

  • Magnesium Rain+ deals 3-5 DMG

  • Magnesium Rain+ has a CRIT value of 15%

  • Magnesium Rain+ applies 3 Bleed if the target has Blight

  • Magnesium Rain+ applies 3 Blight if the target has Bleed

  • Magnesium Rain+ gains +15% CRIT if the target has Burn

    • Development Note: The Magnesium Rain ability has been revamped to inflict both immediate damage and several condition-based DOTs. Good news, Alchemists now possess Hollow Vessel as a form of retribution.

  • Noxious Blast and Noxious Blast+ no longer have +33% innate Blight RES Piercing

  • Noxious Blast and Noxious Blast+ no longer deal DMG

  • Noxious Blast and Noxious Blast+ no longer gain Blight RES Pierce vs. Combo

  • Noxious Blast and Noxious Blast+ now gain +20% Blight RES Piercing if the target has Bleed

  • Noxious Blast+ increases the duration of its Blight by 1 if the target has Burn

  • Noxious Blast+ CRIT increased from 15% to 20%

  • Plague Grenade and Plague Grenade+ no longer have +33% innate Blight RES Piercing

  • Plague Grenade and Plague Grenade+ no longer deal DMG

  • Plague Grenade and Plague Grenade+ now gain +20% Blight RES Piercing if the target has Bleed

  • Plague Grenade CRIT reduced from 15% to 10%

  • Plague Grenade Blight increased from 3 to 4

  • Plague Grenade+ Blight increased from 4 to 5

  • Plague Grenade+ increases the duration of Blight by 1 if the target has Burn

    • Developer’s Update: Noxious Blast and Plague Grenade now focus on inflicting more Blight rather than minor damage. Additionally, they have the potential to boost their RES Penetration and Duration of Toxins (DoT) without using valuable Combo tokens.

Physician

  • Revised Note: A key component of the Plague Doctor’s character lies in her use of DOTs (Damage Over Time). Reducing their effectiveness impacted her adaptability, decreased her kit options, and made it challenging for the Physician to mount an offensive when necessary. To address this issue, her kit has been revamped to maintain offensive capabilities, enhance some utility features, and rebalance elements so that no skill is a mere upgrade of “Wanderer+”. Now, the Physician can utilize most common detrimental tokens.

  • Cause of Death is now a Path skill

  • Cause of Death has a 5% CRIT chance

  • Cause of Death has a cooldown of 3

  • Cause of Death and Cause of Death+ are classified as Melee skills

  • Cause of Death causes an enemy to receive +1 Bleed, Blight, and Burn from all sources for 3 rounds

  • Cause of Death causes an enemy to deal -1 Bleed, Blight, and Burn for 3 rounds

  • Cause of Death+ reduces the cooldown to 2

  • Cause of Death+ has a 15% CRIT chance

  • Cause of Death+ applies a second time if it CRITs. This additional time cannot be resisted

    • Note for Development: To test this skill, we aimed to create an application that aligns with the dual roles of the Plague Doctor – both as a Damage Over Time (DOT) focused character and a supporter. This design enables the Plague Doctor to intensify DOT effects inflicted on enemies while simultaneously decreasing their own damage output.

  • Disorienting Blast and Disorienting Blast+ target ranks changed from 2 3 4 to 1 2 3

  • Disorienting Blast and Disorienting Blast+ now have a cooldown of 2

  • Disorienting Blast and Disorienting Blast+ no longer ignore 20% Stun RES

  • Disorienting Blast and Disorienting Blast+ no longer apply Weak

  • Disorienting Blast and Disorienting Blast+ now remove all Riposte from the target

  • Disorienting Blast and Disorienting Blast+ can affect adjacent enemies, regardless of whether they hit or miss the main target.

  • Disorienting Blast no longer applies Vulnerable when unmastered

  • Disorienting Blast now also applies either Daze or Shuffle to each monster adjacent to the target

  • The Disorienting Blast ability now affects nearby monsters by causing them to be either stunned (Daze), shuffled out of position (Shuffle), or made more susceptible to damage (Vulnerable) when it hits its target.

  • Disorienting Blast+ no longer interacts with Combo to apply Stun

  • Disorienting Blast+ CRIT increased from 10% to 15%

    • Developer Note: To maintain the essence of Disorienting Blast, we aimed to introduce an original aspect. Providing an Area of Effect (AoE) Shuffle or Stun without cost could be overpowered, but this approach allows us to keep its power level appropriate while offering strategic options through “splash” effects for targeted disruption.

  • The revised version of Emboldening Vapours now offers the attending medical professional a distinct and specialized understanding of its application.

  • Emboldening Vapours targets all Heroes who have Weak, Vuln, Blind, or Daze

  • Emboldening Vapours inverts 1 negative token on each target to a positive equivalent

  • Emboldening Vapours+ targets all Heroes who have Weak, Vuln, Blind, Daze, or Stun

  • Emboldening Vapours+ inverts 1 negative token on each target to a positive equivalent

  • Strengthening Mist selects from a more advanced pool of reversed token alternatives compared to its initial, unrefined counterpart (Block, Dodge, critical hit chance).

    • Developer’s Remark: Seemed like a perfect chance to create an exclusive feature for our Physician character, setting it apart from every other hero and thus enhancing its distinctive Path signature.

  • Incision and Incision+ do not interact with Combo for Bleed RES Pierce or Bleed Duration effects

  • Incision and Incision+ apply Combo

    • Note for Development: Instead of the regular Incision dealing just damage and bleeding, we’re planning to experiment with a modification that allows it to boost other party members’ abilities or enhance its own combo effects as well.

  • Noxious Blast and Noxious Blast+ do not ignore 30% Blight RES vs. Combo

  • Noxious Blast and Noxious Blast+ instead ignore 20% Debuff RES vs. Combo

  • Noxious Blast and Noxious Blast+ now apply 1 Weak

  • Noxious Blast Blight increased from 2 to 3

  • Noxious Blast+ now applies an additional Weak token vs. Combo

  • Noxious Blast+ CRIT increased from 5% to 10%

    • In the developer’s notes, we aimed to make Noxious Blast unique as a Physician ability by equipping it with a moderate amount of Toxicity and negative impact effects.

  • A unit of prevention’s launch ratings have been adjusted from 3, 4 to 2, 3, 4 to align with the updated rankings for Wanderer. This means that the initial rating of 3 has been lowered to 2, and the subsequent ratings of 4 remain unchanged at 3 and 4.

  • Ounce of Prevention and Ounce of Prevention+ DOT RES values increased to match new Wanderer

  • Ounce of Prevention and Ounce of Prevention+ Disease RES values increased to match new Wanderer

  • Ounce of Prevention no longer applies a Stress RES buff

  • Ounce of Prevention+ Stress RES buff increased from 15% to 20%

    • Note on Development: The strength of the Ounce of Prevention for Physicians has been modified to fit more closely with the updated Wanderer. In return for this adjustment, the mastered version will now grant a stronger Stress Resistance boost instead of the new Debuff Resistance when utilized.

  • Plague Grenade is no longer a Path skill

    • Dev Note: It was only ever penalized as a Physician skill. 

RUNAWAY

Wanderer

  • Developer Note: The Runaway’s equipment has been revised to offer her better choices for blending into shadows, penetrating shields, and enhancing overall functional abilities. Many of her skills have undergone enhancements in terms of strength or role definition, with a focus on her roles within the front lines.

  • Fireblasts (Backdraft and Backdraft Plus) now gain the advantages of all common damage enhancements such as tokens, charms, boosts, and so forth.

  • Backdraft and Backdraft+ now ignore Block if the Runaway has Stealth

  • Backdraft now has a CRIT value of 5%

  • Backdraft DMG calculation increased from 50% of Burn to 75%

  • Backdraft+ now has a CRIT value of 10%

  • Backdraft+ now clears the Runaway’s cooldowns on CRIT

    • Note for Developers: The Runaway’s DOT Bomb has been reverted to its original distinct characteristic within skill types, enabling interaction with all common tokens. This includes both positive and negative impacts, as well as the standard damage calculation based on Duration of Time (DOT). Certain values have been fine-tuned to maintain a balance given the rise in Burn’s accessibility in recent updates.

  • Cauterize and Cauterize+ launch ranks changed from 2 3 4 to 1 2 3 4

  • Cauterize and Cauterize+ no longer require that the target have Bleed

  • Cauterize now only provides the 25% heal if the target has Bleed; otherwise it heals for 1 point

  • Cauterize+ now only provides the 33% heal if the target has Bleed; otherwise it heals for 5%

    • Developer Note: It wasn’t satisfying for a character who can quickly move to the frontline not being able to use Cauterize at rank 1. To improve this, we modified the condition restriction so that desperate Death’s Door saves could activate it (and to provide justification for those Heroes who were frustrated about missing out on the hot poker action).

  • Controlled Burn and Controlled Burn+ are now considered Ranged skills

  • Controlled Burn initial (non-token) Burn value reduced from 3 to 2

  • Controlled Burn+ initial (non-token) Burn value reduced from 4 to 3

  • Controlled Burn+ now ignores Guard

  • In the updated system, both “Controlled Burn” and “Controlled Burn + (token)” can now interact with monster abilities affecting Damage Over Time (DOT), like those from the “Physician’s Cause of Death.”

    This means that these abilities will influence the duration or intensity of the controlled burn effects.

    • Note for Developers: The burn values have been adjusted to align with the values of the corresponding tokens, considering the significant potential that the DOT skill holds overall. However, other factors can now amplify the continuous burn, but this enhancement pertains only to buffs/debuffs on monsters, as the ongoing effect is tied to the token rather than Runaway. In an experimental update, Controlled Burn can bypass Guard tokens to place its rank-restricted token, although it doesn’t remove those tokens since it’s a non-damaging ability; it’s not designed for clearing purposes.

  • Dragonfly and Dragonfly+ now have +10% Burn RES Piercing when the Runaway has Stealth

  • Firefly now has +10% Burn RES Piercing when the Runaway has Stealth

  • Firefly+ now has +20% Burn RES Piercing when the Runaway has Stealth

    • Developer’s Note: To enhance the Runaway’s abilities, we decided to incorporate some Stealth synergy into its kit. Previously, this character didn’t have any capabilities for penetrating Burn resistance.

  • Firestarter and Firestarter+ use limits have been removed

  • Firestarter buff increased from 2 Burn to 3 Burn

  • Firestarter+ now also grants the Runaway +1 Burn Duration for 3 Turns

    • Team Note: To encourage players to take a turn boosting their allies, we’ve added a bit of extra reward. This idea was influenced by the past Survivor version of the same ability. It also serves to balance out the fact that her Firestarter skill can never be used on herself.

  • Hearthlight and Hearthlight+ are now considered Ranged skills

  • Hearthlight and Hearthlight+ no longer ignore Dodge

  • The ability of Hearthlight and Hearthlight+ no longer necessitates hitting a specific target to eliminate Stealth; instead, Stealth is automatically removed from the opposing team.

  • Hearthlight and Hearthlight+ now apply a -10% Burn RES debuff to all targets

  • Hearthlight and Hearthlight+ now apply Combo on CRIT

  • Hearthlight now has a CRIT of 10% and can use CRIT tokens

  • Hearthlight+ now has a CRIT of 15% and can use CRIT tokens

  • Hearthlight+ no longer has a 25% chance of applying Combo

  • Hearthlight+ now grants +10% Burn RES Piercing to all Heroes

    • Developer’s Note: Hearthlight has been a subject of debate because it’s quite specialized in its application. It excels in certain situations, like Coven battles within Kingdoms, but falters significantly elsewhere. Our goal with these adjustments is to maintain its primary function (clearing Stealth across the board) while enhancing its usefulness for Runaway and other Heroes with Burn abilities. By separating the Burn RES effects into a boost and a penalty, you’ll have an opportunity to double the effect but also ensure at least half. It’s worth noting that skills without damaging properties, like Dodge, won’t typically remove defensive tokens unless they are designed for clearing, such as the Highwayman’s Tracking Shot. To rectify this inconsistency, we’ve fixed the issue with Hearthlight. As compensation, we’ve ensured that all Stealth is still eliminated from the opposing team.

  • Ransack and Ransack+ no longer spread Burn vs. Combo

  • Ransack and Ransack+ ignore their Combo effect if the Runaway already has Stealth

  • Ransack now grants 1 Stealth vs. Combo

  • Ransack+ now grants 2 Stealth vs. Combo

  • Ransack+ DMG reduced from 4-8 to 4-7

    • Developer Note: After careful consideration, we have chosen to experiment by positioning Ransack alongside Run and Hide as part of a stealth setup. Instead of moving backwards, it will now move forward. This change aims to make it easier for skills like Dragonfly and Searing Strike to take full advantage of synergies with stealth.

  • Searing Strike and Searing Strike+ Combo effects have been changed to the random Burn spread

  • Searing Strike DMG increased from 3-6 to 3-7

  • When the evasive character possesses Stealth, the Scorching Blow gains an additional effect of inflicting 1 point of ongoing damage (Burn). This enhancement includes the initial Burn and its subsequent spread.

  • Searing Strike+ DMG increased from 4-7 to 4-9

  • With Stealth active on the Runaway, the Searing Strike+ will boost its Burn effect by 2 levels. This enhancement affects both the initial Burn and its subsequent spread.

    • In this update, Ransack no longer has the ability to randomly inflict Burn, so we decided to give that ability to Searing Strike instead. We believe that, due to differences in direct damage, range, and how stealth synergies influence their combo effects, Searing Strike and Firefly can now have distinct roles. Searing Strike will have a broader spread of Burn, while Firefly will do so more consistently.

  • Smokescreen and Smokescreen+ are unchanged for Wanderer

Arsonist

  • This Path no longer has a 25% chance of gaining 3 Burn on Turn Start

  • This Path no longer reduces DMG on various skills

  • This Path no longer increases CRIT on various skills

  • This Path no longer inherently increases Burn RES Piercing on various skills

  • At the end of each round, if the Arsonist has the Burn status, this Path enhances by dealing an additional unit of burn damage and increasing speed by 2 points, up to a maximum of 3 stacks. However, these enhancements are forfeited if the Arsonist doesn’t have the Burn status at the end of a round.

    • Developer’s Note: The Arsonist’s previous compatibility with the Burn ability has been primarily incorporated into Wanderer’s revised Hearthlight and Stealth interactions, transforming the Arsonist into a mid-rank role with high risk damage potential. This character now features self-inflicted Burn effects that boost other skills, although some Stealth synergies and consistency have been traded for increased damage output and unique Burn management options. As her Path seal suggests: “All shall burn.

  • Backdraft is now a Path skill

  • Backdraft and Backdraft+ launch ranks are 2 3

  • Backdraft and Backdraft+ target all enemies with Burn

  • Backdraft and Backdraft+ do not interact with DMG modifiers such as tokens or trinkets

  • Backdraft and Backdraft+ double the Burn on the Runaway after use

  • Backdraft deals 50% of remaining Burn on the Runaway as DMG to all targets

  • Backdraft+ deals 75% of remaining Burn on the Runaway as DMG to all targets

    • Developer’s Remark: When the Arsonist uses Self-Ignition, one of the main results is that they deal damage proportional to their burned state.

  • Controlled Burn is no longer a Path skill

    • As an enthusiast, I wanted to share that the “Controlled Burn” feature doesn’t activate the self-ignition mechanism of the Arsonist, as intended. We believed it was crucial to maintain a way to use Burn safely without accidentally setting off the Arsonist, especially in delicate situations.

  • Dragonfly and Dragonfly+ no longer have 33% Burn RES Piercing

  • In a simplified manner, Dragonfly and its enhanced version, Dragonfly Plus, will now inflict 2 instances of ‘Burn’ damage on the ‘Runaway’ enemy whenever they are hit. This effect cannot be resisted and any buffs or abilities that affect Damage Over Time (DOT) will influence how much damage is dealt during this burn phase.

  • Dragonfly CRIT reduced from 15% to 5%

  • Dragonfly+ DMG increased from 1-2 to 1-3

  • Dragonfly+ CRIT reduced from 15% to 5%

  • Dragonfly+ Burn reduced from 4 to 3

  • Firefly and Firefly+ no longer have 33% Burn RES Piercing

  • Firefly and Firefly+ will now deal two instances of Burn damage to the Runaway target. This effect is unavoidable and can be influenced by any buffs or effects that modify Damage Over Time (DOT).

  • Firefly DMG increased from 1-3 to 2-4

  • Firefly CRIT decreased from 15% to 5%

  • Firefly Burn reduced from 3 to 2

  • Firefly+ DMG increased from 2-3 to 3-4

  • Firefly+ CRIT increased from 20% to 10%

  • Firefly+ Burn reduced from 5 to 4

    • Dev Note: Dragonfly and Firefly have been adjusted to support Arsonist’s self-Burn mechanics.

  • Firestarter is now a Path skill

  • Firestarter and Firestarter+ target a single enemy with Burn

  • Firestarter and Firestarter+ copy the Burn from the target to the Runaway

  • Firestarter and Firestarter+ transfer the Burn from all other enemies on the team to the Runaway

  • Firestarter+ grants 1 Stealth

    • Note for Developers: The Firestarter ability has been revamped to offer an alternative way to accumulate significant Burn on the Arsonist, although this approach carries some risk. Maintaining Burn on the initial target will help with boss identification, but achieving the full effectiveness of her Area of Effect Backdraft will necessitate additional team assistance after utilizing Firestarter to boost the Arsonist’s damage capacity.

  • Hearthlight is now a Path skill

  • Hearthlight and Hearthlight+ target a single enemy

  • Hearthlight and Hearthlight+ require that the Runaway have Burn

  • Hearthlight and Hearthlight+ have a cooldown of 2

  • Hearthlight and Hearthlight+ transfer the Runaway’s remaining Burn to the target

  • Heathlight consumes any Arsonist buffs to heal 5% per buff

  • Hearthlight+ consumes any Arsonist buffs to heal 10% per buff

    • Developer’s Update: Hearthlight is now functioning as a sort of emergency escape, pushing out any lingering Flames and forfeiting any stored Arsonist bonuses to promptly restore health.

      This version is more conversational and easy to understand, while still conveying the same information.

  • Ransack is no longer a Path skill

    • Note for Developers: The Wanderer variant of Ransack now includes an element of self-protection that was previously absent in this path. Consequently, it no longer has to endure the earlier damage reduction.

  • Searing Strike and Searing Strike+ no longer have 33% Burn RES Piercing

  • Searing Strike & Searing Strike+ launch ranks changed from 1 2 to 2 3

  • In the updated Wanderer version, both Searing Strike and Searing Strike+ now share the same Burn values and Combo effects as before.

  • Searing Strike and Searing Strike+ do not benefit from Stealth

  • The Searing Strike and the enhanced Searing Strike will cause the Runaway to sustain two Burns, which are unavoidable and can be influenced by any buffs or effects affecting Duration of Time (DoT) on the Runaway.

  • Searing Strike DMG increased from 3-4 to 3-7

  • Searing Strike CRIT reduced from 15% to 5%

  • Searing Strike+ DMG increased from 3-5 to 4-9

  • Searing Strike+ CRIT reduce from 20% to 10%

    • As a gamer, I’ve noticed that the Searing Strike has been tweaked a bit to cater not just to Arsonist mechanics, but also to allow for its use from slightly farther back in the battlefield. You see, Arsonists aren’t typically frontliners, and this change gives us a bit more flexibility without making it too similar to Firefly. The two abilities still maintain their unique characteristics, particularly in terms of reach and direct damage output when needed.

Survivor

  • Personal Perspective: As a fan, I’m thrilled about the revamp of The Survivor Path! Instead of being cornered into a support role, this character now has the ability to engage in brawls. The mechanics and skills have been adjusted to allow for a dynamic health system, switching between attracting enemy attention and vanishing when necessary. While Stealth still provides some Burn synergies, it can also be used extensively for various skills, trading defense for instant benefits. This update definitely adds an exciting new dimension to gameplay!

  • If the survivor’s health remains less than three-fourths (3/4) after being healed, there’s a possibility that she’ll acquire either Dodge (50%) or an enhanced version of it called Dodge+ (25%).

  • Cauterize is no longer affected by this Path

    • Note for Developers: We’re aiming to make Survivor more versatile in combat, not just a support character. To achieve this, we’re adjusting the overly powerful “Wanderer+” Cauterize skill. Other healing abilities on this Path will offer alternative options for healing.

  • Controlled Burn is no longer affected by this Path

  • Dragonfly is no longer affected by this Path

  • Firefly is no longer affected by this Path

    • Note on Development: Previously, these abilities were negatively affected by the Path, losing some resistance to Burn damage. Our goal was to align them with the updated Wanderer versions of these skills so that players would still have burn-related options available for Survivors. Notably, Dragonfly and Firefly will now synergize with Stealth, rather than depleting it as extensively as the latest Survivor abilities do.

  • Hearthlight is now a Path skill

  • In this trail, both Hearthlight and Hearthlight Plus utilize the same visual effects (FX) and actions (animations) as Cauterize, since the ability is no longer directed at adversaries.

  • Hearthlight and Hearthlight+ target a single Hero

  • Hearthlight and Hearthlight+ launch ranks are 1 2 3

  • Hearthlight and Hearthlight+ target ranks are 1 2 3 4

  • Hearthlight and Hearthlight+ are considered Heal skills

  • Hearthlight and Hearthlight+ have a cooldown of 2

  • Hearthlight and Hearthlight+ require the target to have Stealth

  • Hearthlight and Hearthlight+ remove all Stealth from the target

  • Hearthlight and Hearthlight+ heal for 10% per Stealth token on the target

  • Hearthlight applies Regen 1 per Stealth token on the target

  • Hearthlight+ applies Regen 2 per Stealth token on the target

  • Hearthlight+ heals 1 Stress per Stealth token on the target

    • Developer Note: In her unique Hearthlight ability, The Survivor gains a wider recovery option, although this comes at the expense of another character’s defensive capabilities. When fully mastered, it provides her with a means to potentially lessen some of the pressure she might take while taking damage. Unlike traditional healing abilities, we chose to make Hearthlight cooldown-based rather than limited in use due to its Stealth cost. Initially, there was discussion about making this ability solely rely on Stealth at the Survivor’s expense, but we found more intriguing synergy opportunities with trinkets, quirks, and other Heroes if it consumes the target’s Stealth instead. Consider Hearthlight as a self-healing skill that occasionally serves additional purposes.

  • Ransack and Ransack+ no longer have innately reduced Burn RES Piercing

  • Ransack and Ransack+ no longer spread Burn to a random adjacent monster vs. Combo

  • In simpler terms, when using Ransack or Ransack+, Stealth is temporarily removed from the Runaway character if there are any tokens on the target that can be taken which have a positive value.

  • Ransack DMG reduced from 3-6 to 3-5

  • Ransack now steals 1 positive token per Stealth on the Runaway

  • Ransack now ignores Block while the Runaway has Stealth

  • Ransack+ DMG reduced from 4-8 to 4-7

  • Ransack+ now steals 2 positive tokens per Stealth on the Runaway

  • Ransack+ now ignores Block and Dodge while the Runaway has Stealth

    • Design Note: To make the Survivor character more resilient, we decided to allow Ransack ability to decrease enemy tokens while also providing tokens for the Survivor. This is done so that Ransack can steal defensive tokens effectively without consuming what you might want to take. Damage has been slightly adjusted to accommodate these changes and new functionality.

  • Run and Hide is no longer a Path skill

    • Dev Note: Same reason as Cauterize; this was purely a “Wanderer+” version of the skill. 

  • Searing Strike and Searing Strike+ no longer have innately reduced Burn RES Piercing

  • Searing Strike and Searing Strike+ have retained their former Wanderer DMG values

  • Searing Strike has retained the former Wanderer Burn value of 2, or Burn 4 vs. Combo

  • Searing Strike+ has retained the former Wanderer Burn value of 3, or Burn 6 vs. Combo

  • Searing Strike and Searing Strike+ remove all Stealth from the Runaway

  • Searing Strike and Searing Strike+ gain +50% CRIT per Stealth token on the Runaway

  • As a passionate player, I can share that enhancing my Searing Strike and Searing Strike+ extends the duration of both Combos and Non-Combos Burn effects by an additional unit. To clarify, this bonus is specifically tied to the Burn effect generated by Searing Strike alone.

    • Developer Note: In an effort to harmonize Searing Strike with Survivor’s stealth-based melee, we considered enhancing its critical hit rate. Is a 50% increase in crit chance significant? Certainly, but at one stealth token, it aligns with a Grave Robber’s Combo bonus, and when you have two stealth tokens, you’re trading off a considerable amount of safety for the reward.

  • Smokescreen is now a Path skill

  • Smokescreen and Smokescreen+ launch ranks changed to 1 2 3

  • Smokescreen is now a self targeting buff instead of an enemy debuff skill

  • Smokescreen and Smokescreen+ move the Runaway Forward 1

  • Smokescreen and Smokescreen+ grant 2 Taunt to the Runaway

  • As a devoted fan, I’d express it like this: “When monsters attack me while I’m on the run, my trusty Smokescreens provide a shield, momentarily blinding them until their subsequent turn begins.

  • Smokescreen and Smokescreen+ apply 2 Stealth to the Runaway at the start of her next turn

  • Smokescreen cooldown is now 3

  • Smokescreen+ cooldown is now 2

  • With Smokescreen+, the defending Runaway will not only receive a boost but also confuse and combine attack with any attacking monster, maintaining this effect until the beginning of her following turn.

    • Game Developer Note: Instead of our usual approach for Smokescreen, we decided to introduce an alternative mechanism allowing the Runaway character to deal damage first – this aids her health and triggers her Path ability’s passive. This method could generate significant Blind effects depending on timing and perhaps some luck. Furthermore, we’ve incorporated a Forward movement feature ensuring she remains at the front lines.

Orphan

  • This Path no longer has reduced HP

  • This Path no longer buffs or debuffs Burn dealt based on rank

  • This Path no longer buffs or debuffs DMG dealt based on rank

  • At the start of each round, the Orphan’s current rank is designated as “Stable”

  • If the Orphan ends 1 round in her Stable rank, she gains +1 Burn dealt

  • After ending a second round in her Stable rank, the Orphan also gains +1 Burn duration

  • The Orphan loses these buffs if she ends a round in any rank other than her designated Stable rank

  • When moving, the Orphan gains +1 DMG stacking up to 2 times

  • If the Orphan doesn’t take any action or is not moved by external forces during an entire round, she will forfeit this advantage.

    • Developer Note: Initially, the Orphan Path was designed to enhance movement and positioning decisions, however, a large number of players have been using it as a ‘park-and-spark’ strategy, placing her in the back and repeatedly firing Firefly. To maintain both the original design goal and the evolved playstyle, while addressing some concerns with rank bonuses conflicting with skill requirements, we’ve reworked the Orphan’s abilities and buffs to allow for the selection of mobility or stability (or a mix of both) as necessary. Unlike other Paths that excel in spreading Burn, the Orphan is particularly proficient at stacking it on individual targets.

  • Dragonfly is now a Path skill

  • Dragonfly and Dragonfly+ do not have a chance to apply Combo

  • Dragonfly and Dragonfly+ do not have Burn RES Piercing when Stealthed

  • When using Dragonfly or Dragonfly+ while stealthed, there’s an extra Burn 1 effect that operates independently. This extra Burn effect can be influenced by damage over time modifiers like the Orphan Path buff or trinket effects.

  • Dragonfly+ Burn reduced from 4 to 3

  • Firefly is now a Path skill

  • Firefly and Firefly+ do not interact with Combo

  • Firefly and Firefly+ do not gain Burn RES Piercing when the Orphan has Stealth

  • When Firefly and Firefly+ are activated while hidden, they trigger an extra Burn 1 effect apart from the usual one. This extra Burn effect can be enhanced with Duration-of-Damage (DOT) modifiers like Orphan Path boosts or trinkets.

  • Firefly+ Burn reduced from 5 to 4

    • Developer’s Remark: To enhance the distinctiveness of the key Burn abilities on this Path, we designed a special Stealth boost that not only complements the Path’s buffs but also interacts with other sources of Damage Over Time (DOT) adjustments like trinkets, Firestarter, or Physician’s Cause of Death. A minor fire can easily escalate rapidly under favorable circumstances. Since they no longer possess Stealth Burn Resistance Piercing, we decided to pass on the Wanderer version of Hearthlight to Orphan as well.

  • Firestarter is no longer a Path skill

    • Note for Developers: The present version of Wanderer’s skill effectively complements other Path-related effects.

  • Ransack is now a Path skill

  • Ransack and Ransack+ do not consume Combo to grant Stealth

  • Ransack and Ransack+ apply Combo

  • Ransack now gains +10% Move RES Piercing if the Runaway has Stealth

  • Ransack+ now gains +20% Move RES Piercing if the Runaway has Stealth

    • Note for Developers: Ransack’s role in generating Stealth is valuable, but having two Stealth generators on the same Path that require movement would create a challenging situation for the Runaway, as she wouldn’t be able to utilize her Stealth Burn effects and burn buffs for not moving simultaneously. To address this, Ransack has been transformed into a Combo generator rather than a consumer, and the secondary source of Stealth on this Path has been relocated elsewhere. Additionally, changes have been made to Searing Strike and Firefly, which has resulted in Orphan requiring fewer Combos overall and becoming slightly more capable of generating them instead.

  • Searing Strike is now a Path skill

  • Searing Strike and Searing Strike+ launch ranks are 1 2 3

  • Searing Strike and Searing Strike+ do not consume Combo

  • Searing Strike and Searing Strike+ do not gain increased Burn when the Orphan has Stealth

  • When you execute a Stealthed Searing Strike or Searing Strike+, it not only deals its usual damage but also adds an extra Burn effect separately. This Burn effect can be intensified with Duration-of-Effect (DOT) enhancers like Orphan Path buffs or trinkets.

  • Searing Strike DMG reduced from 3-7 to 3-6

  • Searing Strike+ DMG reduced from 4-9 to 4-7

    • Note for Developers: We opted to enhance the adaptability of launch ranks, trading off high damage output. This adjustment makes Searing Strike more harmonious with Backdraft and maintains its balance with other Path skills that aren’t as flexible in rank changes. Similar to Dragonfly and Firefly, it can potentially stack Burn effects on a single target while hidden, but it has a broader damage range to benefit from increased damage, albeit at the expense of losing the buff since this skill doesn’t move you. However, if another player displaces the Orphan afterwards, the buff can be preserved.

  • Smokescreen is now a Path skill

  • Smokescreen and Smokescreen+ do not apply Combo

  • Smokescreen CRIT increased from 5% to 10%

  • Smokescreen applies 1 Weak

  • Smokescreen+ CRIT increased from 10% to 20%

  • Smokescreen+ applies 1 Weak instead of 1 Vulnerable

  • Smokescreen grants 1 Stealth to the Orphan

  • Smokescreen+ grants an additional Stealth on CRIT

    • Game Developer’s Note: We’ve revamped Smokescreen for The Orphan character, enabling her to acquire Stealth without losing the Burn buffs that Run and Hide would take away. Moreover, this ability exchanges Vulnerable with Weak, strengthening its impact on hindering the opponent’s subsequent attack. Regardless of whether Blind misses its 50/50 chance, the Weak token will still reduce the damage by half.

Enemies

  • Champion enemies now have Champion tag displayed

  • Librarian Reduced Burn RES from IMM to 100%

  • Collector: Life Steal now has a 1 turn cooldown

  • Fixed Death occasionally spawning in Catacomb repair fights

  • Focused Fault: Replaced +100% DMG per Seen token with +8 DMG per Seen token

  • Now after killing the Chirurgeon, Patients can be found in Gaunt road battles for 3 regions

  • Patient now only applies diseases when Chirurgeon is present

  • Spiked Barricade and Weapon Rack can no longer gain positive tokens

  • Military mashes have been updated

  • In an updated version, Spear Toss by Spearman now has the ability to strike ranks 3 or 4 when a combo is active. Additionally, this skill will bypass block and deal more critical damage on enemies with an ongoing combo. However, it will not cause further combos if the target already has one active.

  • The Binding Blade DLC: Warlord: Paro now applies small horror

  • As a fan, I’ve just vanquished the fearsome Warlord, and here’s what’s next: In the ensuing skirmishes on the military roads, adversaries from other factions emerge across three distinct territories. However, it’s only when the Warlord is finally defeated that these forces will be pushed back.

    • As a gamer, I noticed that there was some inconsistency in the number of Military enemies I needed to defeat to drive them away, and it didn’t seem thematically correct. Now, with the update to the Warlord’s defeat, it aligns better with the Chirurgeon’s defeat effects, and I appreciate the clearer indication of when the condition has been met, making gameplay more intuitive.

  • Inhuman Bondage DLC: Increased chances to encounter Crypt Keeper in the Catacombs

Adjusted base speed on the following enemies

  • Developer Note: To ensure that some enemies remain challenging, we made minor tweaks to Ordainment and certain battle modifiers as we noticed their speed increase had been reduced excessively, potentially making these enemies less formidable.

    • Widow speed increased from 2 to 3

    • Sacrificial speed increased from 2 to 3

    • Flayer (Unignited) speed increased from 2 to 3

    • Whipper (Unignited) speed increased from 1 to 2

    • Librarian (Unignited)  speed increased from 4 to 5

    • Librarian (Ignited)  speed increased from 6 to 8

The Dam

This space serves as a selection hub for your upcoming Confession journey, should you be interested. We’d love to hear any suggestions you may have! Here are the current choices we’ve incorporated:

1. Option A
2. Option B
3. Option C (and so on)

  • Activate the “Withdrawal” Button. Using this feature will cause a -2 increase in Loathing and -2 in Stress for every team member, and it can be utilized at any time following the initial tutorial or prologue.

  • Unlock the ability to sell goods to the Collector, where players can offload their items in exchange for a modest amount of artifacts or gold. However, this feature becomes accessible only after finishing Act 5.

  • Make it possible for players to access the mountain from any tavern they visit, provided they possess a trophy to gain entry. However, this feature becomes accessible only after finishing Act 5.

  • This option enhances the likelihood that Battle Modifiers show up in each battle encounter, rather than just appearing more frequently in later areas during a confession run. In other words, it strives to ensure a Battle Modifier is rolled whenever feasible throughout the entire journey.

Items

  • Dark Impulse icons now have icons to represent their buffs and debuffs

  • Linseed Oil Flask: Now has flammable tag

  • Mineral-Rich Spring Water: Now has the Restorative tag

  • Empowered Attacker’s Blow: When attacking an opponent with a flame level below 50, there is a higher chance (66%) of inflicting the Daze status. Furthermore, when an enemy is under the Daze or Stun effect, this ability can now remove those conditions for your allies.

  • Fertile Dirt now has a chance to drop from road debris while in the Sluice

  • Wilbur’s Flag: Added additional target rank clarity to item description

  • Refurbished Death’s Head Charms: Altered abilities that are now randomly assigned, including On-Kill abilities. Each charm will now have one effect triggered when approaching the brink of death, one effect activated upon leaving the brink of death, and one effect triggered by a killing blow (ineffective against lifeless bodies).

  • Mortal Ward: Now has On Leaving Death’s Door: Crit Token, Dodge+ Token, and -2 Stress

  • Shambler’s Eye Trinket: Increased Crit buff per stress from +2% to +5%

  • In a more straightforward manner, let me say that the issue with Shambler’s Eye is that the healing reduction given by the stress debuff has been set incorrectly. Instead of reducing healing by 10% for each level of stress, it should decrease by 5%.

  • Selfish Motivation Trinket: Now only applies Blind, Immobilize, Taunt, or Vulnerable on turn start

  • Altered Mustache Cream Item Feature: When aiming at a hero, now targets an ally instead. The success rate has been boosted from 33% to 50%.

  • Junia’s Ally Charm: The negative token removal and combo change when targeting a hero have been replaced with targeting an ally instead.

  • Revised Busker’s Haul Trinket: The effect now targets an ally (instead of a hero), and the success chance has been boosted from 20% to 33%.

  • Altered “Undeserved Commendation Trinket”: Now targets an ally instead of a hero, and the chance of activation has risen from 10% to 15%.

  • Trephine Bur: Replaced Convert with Invert in description for consistency

  • Cat Food Combat Item: Purchase price reduced from 6 to 4

  • Enhanced Battle Artifact (Invigorating Intoxicant): Stops granting Speed or Critical Rate boost when critically low on health. Instead, it now removes all debilitating “Weak” status upon use, increases the duration of “Deathblow Resistance” buff from 3 to 5 turns, and when activated while in a critical state, immediately removes any “Weak” status.

  • Fixed Gagged Boiled Head from being unequippable

  • Corrupted Bile Gland: Now has Serrated tag

  • Cruel Intent: Replaced Gain On Crit: Blind Token with Gain On Non-Crit: Blind Token.

  • The Chirurgeon no longer releases a single leech; instead, there’s a 5% probability that one might appear from any patient.

  • Combat item tooltips now display if it’s targeting a friendly target or enemy target

  • Items causing combat damage via an effect will show their names in a tooltip next to the damage figure.

  • As a gamer, I’ve noticed that only after completing the Altar of Hope can my character’s unique trinket and signature items appear in my inventory. These special items align with my hero’s objectives. Also, it seems that my hero’s trinkets are now pre-determined to match with my heroic goals.

  • Ancestor’s Statue trinkets have been changed from Indelible to Ancestral

  • In “The Hoarder,” the choice of indistinct trinkets is swapped for distant trinkets when you reach the last region in “Confessions” or following “Escalation 1” in “Kingdoms.” (Or, The selection of vague trinkets is changed to distant trinkets when reaching the final area in “Confessions” and after completing “Escalation 1” in “Kingdoms.”)

  • All downsides on Distant stat trinkets now match the values of Vague versions

  • The Binding Blade DLC: Securis: Added Gain On Killing Blow: Strength Token & Block Token

Runaway Trinket Reworks

  • Altered Plaything: Critical Hit Chance increases by 15% when it’s hidden, Resistance to Piercing Damage boosts by 25% when the target is ablaze, and Acquires either Daze or Taunt status when moved by an enemy.

  • Revised Knitted Blanket Feature: Now Includes Fire Resistance: Camouflage, deals an additional burn (plus one) to the target if it has a negative token. Additionally, when it sustains stress damage, it inflicts a burn of 1 (with a 15% chance).

    This new description aims to maintain the original meaning while making it more accessible and easier to understand for the average reader.

  • Stack of Ashes: Currently offers:

    – On Movement: Evade (50%) or Enhanced Evade (15%)
    – Upon Miss: Displace (Shuffle) the Attacker
    – Upon Being Struck: Push Back (Knockback 1)

Occultist Trinket Reworks

  • Shambler’s Eye: Currently Increases Critical Hit Chance by 5% due to accumulated stress, and when it inflicts stress damage, a random enemy is targeted for a combo attack. Additionally, the healing received from skills decreases by 5% as stress accumulates.

  • Observing the Sphere: Currently Equipped with Ranged Abilities: Upon Impact, Inflict 1 Negative Token (33%) on Target, Increase Damage dealt by 1 for each Negative Token on the target, and Acquire an Additional Negative Token whenever Moved by an Enemy.

  • Charred Cranium now triggers “Burn 1” whenever the target has a Combo, and boosts adjacent allies at the start of its turn by adding a Positive Token if it burns. Additionally, there’s a 33% chance that a random ally will take 1 point of damage at the start of its turn when its unchecked power is 2 or more.

Plague Doctor Trinket Reworks

  • Revised Textbook: Current Goal: Partner: Reverse 65% of Negative Words or Increase Stress by 5%, Grant Additional 50% Healing from Skills when a Restoration Item is equipped, and Beginning of Turn: Be Vulnerable for 33% during the first turn.

  • Initial Trial: Currently, when a Noxious Item is worn, it introduces 1 Blight. On critical hits, it inverts 2 positive tokens and grants an additional effect upon being moved by the enemy. This extra effect can be either inflicting Bleed 1 (15%) or Blight 1 (15%) or Burn 1 (15%).

    Initial Test: Wearing a Noxious Item now causes 1 Blight. During critical hits, it reverses 2 beneficial statuses and adds an effect when moved by the enemy. This additional effect may result in Bleed 1 (15%), Blight 1 (15%), or Burn 1 (15%).

    Yet Another Version:
    First Trial: Equipping a Noxious Item results in 1 Blight. On critical hits, it switches 2 beneficial traits and provides an extra effect when moved by the enemy. This extra effect can lead to Bleed 1 (15%), Blight 1 (15%), or Burn 1 (15%) respectively.

  • Revised Key Items:

    Storage Room Key: Currently Aims for Goal: Proactive Measures
    Skills: Prevents Token from Advancing, Target: Strengthening Mists
    Additional Skills Include: Regeneration 2, +1 Speed per Medicinal Item Worn, and Speed Decrease (for 3 Turns) on a Miss.

UI Improvements

  • In this new setup, Academic View clearly shows instances where a skill disregards specific tokens, as well as situations where the skill necessitates particular conditions such as speed and stress tolerance. Furthermore, it provides information on hero skill cooldowns, activations, and relevant conditions.

  • Tooltip formatting adjustments

    • As a gamer, I’ve noticed that the game’s formatting has received an upgrade for better readability! Instead of seeing operator symbols like ‘<‘, conditions are now rearranged. So instead of “If Flame < 50: EFFECT”, it will now be easier to understand as “EFFECT triggers when my Flame is under 50.” This makes the game more intuitive and enjoyable for us players!

  • In this update, certain elements in the game like hero shrines, special encounters, regions, and kingdom modules will now adapt based on the situation. Some symbols have been revamped for uniformity, with stealth tokens being represented by gold icons that can either be taken or duplicated.

    • Note for Developers: Previously, stealth tokens were labeled as having a positive tag. Now, they will behave and interact consistently with other tokens carrying a positive label.

  • Tokens now have duration that display in tooltips the same as DOT durations

  • DOT duration tooltip color now matches DOT color

  • Heal skills tag now displayed on skills similar to how Melee and Ranged skills are displayed

  • In combat, tokens like Barnacles and Consecration will now show a specific icon and be referred to as “rank-locked” in their descriptions. This means these items have restrictions on how they can be used or upgraded.

  • Health bars now have quarter lines

  • Hero tooltips no longer change width or move position when displaying upgraded info

  • You can now access Inventory and Display from the Crossroads using either ‘I’ or ‘Z’ keys on your keyboard, or ‘LT’ and ‘RT’ buttons on your gamepad.

  • Inn effects now displayed in Inn sign tooltip

  • Retreat effects now displayed in the retreat button tooltip

  • Adjusted the standard text size on computers (PC/MAC) to make it a bit smaller. Introduced a Larger Text Option in the game settings, which will serve as the default for platforms like the Steam Deck and other gaming consoles.

  • Made improvements to upgraded skill comparison to better show cooldown changes/removal

  • Added button on Hoarder to allow players to see torch tooltip

Gameplay

  • Added two new options to the GAME category

    • Added a Combat Speed option

      • Note on Development: We’ve introduced a setting where you can boost combat pace to 1.5 times the standard rate. You can choose whether the game audio stays in sync with this speed or not. If you select synchronization, the game audio speed and pitch will adjust accordingly. During combat sequences like boss introductions, deaths, resolve checks, etc., the game speed will return to normal at 1x. Once these events are over, it will go back to the 1.5x pace.

    • Added a Driving Speed option

      • Technical Update: You can now adjust your speed settings to move at 1.5 times the normal pace. Enjoy faster gameplay!

  • Fervent Defender: Removed redundant Battle text from description

  • Boost the likelihood of obtaining Mastery items at Resistance spots from 37.5% to 50%, and at Oblivion’s Entry points from 50% to 60%.

    • Note for Developers: While achieving mastery at Resistance zones isn’t guaranteed yet, this update should help decrease the chances of repeatedly encountering several such zones without earning any mastery. Consequently, there might be a slight increase in overall mastery during an expedition. We’re keeping an eye on this modification and will revert it if it adversely impacts the mastery market.

  • Reduced Mastery drop rate at Road battles from 11.11% to 8.33%

  • By default, the occurrence probability of a quirk for a character has been decreased from 80% to 50%. On the other hand, Vestal’s Secret now ensures that one quirk is guaranteed instead of two.

    • Note for Developers: Players have shared concerns about the frequent replacement of quirks at inns within Confessions. As an experiment, we’re making some changes to see how it goes; however, if these adjustments aren’t popular, we might revert them back.

  • CRITs no longer increase the duration of DOTs by +2 rounds for both enemies and heroes.

    • Game Developer Note: Our goal is to adjust the power level of DOT (Damage Over Time) effects and introduce new ways for these effects to originate from various sources. By taking away the universal increase in round duration on all critical hits, we can more effortlessly diversify options and make DOT abilities less dependent on crits. The benefits of critical hits such as the 20% resistance penetration and the possibility of stress healing remain intact. Abilities that amplify based on DOT value (for example, Cause of Death) have been rebalanced with this change in consideration. However, there are still certain hero skills that focus on crits that need to be reassessed.

  • Now, the impact of Wheels and Armor will scale depending on the quantity of each, instead of activating effects solely when they’re completely filled.

  • Region goal rewards will no longer include +3 Mastery

    • Developer’s Remark: Even with a small probability, this situation led to undesirable problem combinations that were odd or peculiar.

  • In the “Naked and Afraid” game, the objective for Region 1 has been changed: Neither the NPC nor the Candles of Hope rewards will appear anymore within this region.

  • Spelunk region goal: Will no longer drop Candles of Hope rewards

  • Relics dropped from Resist and Road battles while in the Sluice will now always roll the max amount

  • Removed redundant Ignore 20% RES from Crit token description

  • Fixed Death’s Head trinkets not displaying Remove Combo on some buffs

  • As a dedicated fan, I’m thrilled to share that the probability of Max Loathing’s Random Negative Quirk causing my character a Shattered Will has been significantly reduced! Now, instead of being an absolute certainty, it only happens half the time. This means there’s more chance for me to keep my cool under pressure and strategize effectively in this game!

  • Escalation Max HP buffs will no longer affect enemy corpses or Ancient Adversary

  • The Jinx Quirk: Now more rare and can no longer be obtained from Inns

  • Disarmer Quirk: Now less rare and can be obtained from Inns

  • Shattered Will Quirk has been removed from quirk options when choosing to fight the Shambler

  • Current Confession icon now displayed at the Crossroads

  • The Goops applying Slimed when targeting hero has been changed to targeting ally instead

  • In the final upgrade for heroes in the Man-At-Arms Kingdom, the action of eliminating all weak tokens is now triggered when attacking an ally rather than the hero.

  • Adjusting quarter notches and health bar to be more accurate in combat

  • Added line break to Requires and Ignores lines on enemy academic view

  • Fixed FACTION Hater quirks not displaying +15% DMG when facing FACTION correctly 

  • Fixed Visit a Shrine of Reflection hero goal never generating

  • Fixed Daemon’s Pull hero goal being generated when Altar of Hope is completed

  • Blessed and Cursed skill assignment now selects from all skills when skill bar isn’t fully equipped

    • As a player immersed in this captivating world, here’s a heads-up about an ongoing issue: Once the pool of Blessed and Cursed skills is set, any new skills that get Blessed or Cursed will be chosen at random from the entire skill pool. Keep that in mind as you hone your strategies and explore the game!

  • Stealth token icon has been updated

  • Fixed an issue where the torch was unintentionally draining prior to the crossroads

  • Fixed an issue where Horseshoe swift travel icon wasn’t removed when passing the day

  • Increased Region select scroll speed with mouse scroll wheel

  • Removed Bounty Hunter hero sheet “visit shrines to unlock” text

  • Adjusted In Line Damage size for trinket damage poptext text to not be so large

  • As a gamer, I’ve noticed an update with my tools – the Bundle of Contracts, Kill List, and Crimson Tick. Now, they’re letting me know that their on-kill triggers won’t activate when targeting corpses.

  • Necrosis: Tooltip now explains Heal 5% per target

  • Hero trinket tooltips no longer say [SKILL NAME] Skills: and will now just say [SKILL NAME]:

  • I resolved a problem where non-critical hits might occasionally display as if they were critical hits.

  • Fixed copying DOTs onto target when target is DOT immune

  • Fixed candles not spawning correctly at locations in early regions

  • Fixed certain region goals not appearing as intended

  • Fixed issue where you could sell Tattered Banner quest item

Fixes

  • 1. Instead of “Fixed Winded”, consider saying “Strong-Wind Resistant” or “Windproof”.
    2. Instead of “Controlled Burn”, you could use “Supervised Fire” or “Managed Combustion”.
    3. Instead of “Field Surgeon”, consider using “Trauma Medic in the Field” or “Rural Medical Practitioner”.
    4. Instead of “Pyromaniac”, you could say “Fire Obsessive” or “Arsonist”.

    And for the second part of your question:

    The tokens (Fixed Winded, Controlled Burn, Field Surgeon, Pyromaniac) are not appearing correctly in the token glossary.

    The terms (Strong-Wind Resistant, Supervised Fire, Trauma Medic in the Field, Fire Obsessive) are not listed correctly in the list of defined terms.

  • Fixed Widow and Chirurgeon Academic View and buffs strings

  • Fixed ignited Shaman Academic View

  • Fixed Bagman Academic View tooltip

  • Fixed Trapmaker’s Kit item description

  • Fixed Galea description

  • Fixed The Mountain Shudders presentation not triggering after retreating from combat

  • Fixed hero effects like quirks not being applied after a Max Loathing Reset occurs

  • Fixed the camera not animating back to the stagecoach after resolving a mid-combat save

  • Fixed sound effects and narration sometimes not triggering on Loathing Increases

  • Fixed Loathing effects not being applied if the player quits before the presentation is resolved

  • Fixed an issue where the Retreat button would briefly appear when Retreat was not enabled

  • Fixed tooltip issue when checking if self or target has no token

  • Fixed token glossary not displaying tokens for reserve heroes

  • Gamepad fixes for character sheet navigation

  • Fixed missing SFX on Spearman’s Spear Toss when targeting a hero with combo

  • Fixed Lair combat start heals displaying poptext

  • Fixed missing UI after Lair fights

  • Resolved the problem that stopped Memory heroes from achieving their hero objectives again once they have already been accomplished.”

    This version of the sentence addresses the issue that prevented Memory heroes from obtaining their objectives after completing them, using clear and concise language that is easy for readers to understand. It also uses active voice, which makes the sentence more engaging and dynamic.

  • Fixed Bounty Hunter immobile in Kingdoms after respawning

  • Fixed the blade orientation on Plague Doctor’s infernal dagger to match her other weapon kits

  • Adjust the color intensity of love/hate indicators within tooltips to align more closely with the traditional gold (positive) and blue (negative) system for improved visual consistency.

  • Fixed Plague Doctor bomb not resting in hand during positive relationship presentation

  • Issues with Gamepad Text entry for the Begin New Adventure screen have been addressed

    • User Notice: For Steam Deck users, it is advised to update to Steam OS version 3.7 if you encounter input issues upon resuming a game from standby mode.

  • Gamepad: Kingdoms Campaign creation should use default name

  • Gamepad: Error when Quitting Name field on the Profile creation screen in Big Picture mode

  • Gamepad: Resolved a problem where, upon quickly choosing Confession, the focus doesn’t shift to the confirmation/signature button.

  • Fixed Bounty Hunter hero sheet from showing “visit shrines to unlock”

  • Fix for Body of Work’s crown VFX disappearing after a skill

  • Resolved a problem that allowed Runaway’s Backdraft to hit the Body of Work without a proper nearby Burn source being present.

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2025-07-18 12:29