Hi everyone! with this update I’m introducing a new mechanic, Reactions, this should add depth to the tactical layer: fights are less “plain actions” and more about setups and payoffs. Hope you enjoy it.
Reactions
You create them by chaining what’s on the enemy with what you do next—either a second status from a skill, or a skill’s element while a status is already active. There are two kinds:
Status + Status
Element + Status
Reactions are one-way (order matters), and relic-applied statuses don’t trigger the Status + Status path the same way skills do—so the tactical loop stays readable.
There are 8 Reactions:
Panic — Burn on enemy + Stun from a skill → refreshes/extends Burn and adds extra Stun duration.
Toxin Flare — Poison + Burn from a skill → bursts damage for remaining Poison ticks, removes Poison.
Crystalline Toxin — Freeze + Poison from a skill → bursts damage for remaining Poison ticks, removes Poison and extends Freeze.
Thermal Shock — Burn + Freeze from a skill → burst damage from remaining Burn ticks, removes Burn and Freeze.
Sublimation — Frozen + Fire skill → removes Freeze, applies a stronger Burn.
Conductance — Frozen + Lightning skill → removes Freeze, applies Stun.
Ignition — Stunned + Fire skill → applies Burn.
Steam — Burning + Ice skill → applies Freeze.
Elemental identities
Each element has a new distinct combat identity:
Fire / Burn — Burn damage escalates per tick.
Ice / Freeze — Slows enemy attacks; frozen enemies take bonus damage.
Lightning / Stun — Hits on stunned enemies can extend stun.
Poison — Poisoned enemies deal reduced damage to the hero.
Freeze duration is based on enemy turns, consistent with other effects.
Guild Halls (Kitchen, Barracks, Forge, Tavern)
Halls no longer passively generate stat points over time.
Stat points for HP / STR / DEF / LCK are now granted when you defeat an enemy (amount scales with enemy tier: normal / elite / boss).
Hall level increases how many points you earn per kill for that hall’s stat (plus your APM and relevant relics).
Tooltips have been updated to match (room names, clearer text).
Skills
Skills now require Gold to unlock in addition to meeting stat requirements.
Tier 3 elemental skills no longer consume status effects — bonus damage now applies while the effect is active.
UI
Skill tooltips now highlight key values and show elemental status effect info.
Fixed missing translations for skill purchase UI.
Updated skill icons.
Relic proc notification: when a relic triggers, a short name popup appears.
Added new Icons when a enemis has an active status effect and when when the time that can be reapply that status effect
