English
What's new
- THIRTEEN TALENTS NOW HAVE AN EFFECT. Options on sale at the Tower that did nothing now work: Laço de contenção, Elo convergente, Resistência ao cerco, Raízes protetoras, Guardiões alados, Retorno restaurador, Avanço de escudos, Contato debilitante, Travessia protegida, Arrancada colossal, Sacrifício do titã, Séquito arcano and Eco de batalha.
- WHAT YOU BUY AT THE TOWER APPLIES AT ONCE. The confirmed tree reaches your hero without waiting for the next run.
- THE GUIDE TEACHES THE ARCANE TOWER. The talent chapter was rewritten for the new tree: levels come from playing, points are spent at the Tower, and a skill you buy has to go on a key before you travel.
- NEW VIDEO OPTIONS. You pick how opaque ally effects are (10% to 100%) and can turn off the outline around your own hero. The game already dimmed ally skills at a fixed value; the ruler is yours now.
- SKILLS NOW GO ON THE KEYS AT THE TOWER. The Arcane Tower shows what you already bought on top and the very same run skill bar below. Pick one and press the key, or drag it there; right-click clears. Space and R belong to the first and last gates; Q and E take any skill from the two middle gates.
- THE NEW TREE IS WHAT GIVES YOU YOUR KIT. What you take into a run now comes from the Arcane Tower. Set the keys there before you travel: whatever is empty goes in empty.
- THE TALENT TREE CAN NOW BE BOUGHT. In the Arcane Tower, left-click a node to spend a point and right-click to take it back. The tree shows what you are building before you confirm, and undoing a point you already paid for costs copper according to the hero's level.
- REALM MONITORING. The administration panel now includes city and run maps, player positions and damage monitoring. Readings account for pauses and reconnections and indicate when data is stale.
- THE NEW BADGE STOPPED LYING. Equipment you are wearing no longer shows up as new in the Collection, on any hero. And old items no longer flash as new when you reopen the game: the memory of what you have already seen is no longer wiped when the vault is slow to answer.
- RITUALS PAY IMMEDIATELY. Completing a ritual delivers the reward right away instead of spawning a chest for you to fetch afterwards. The contents are the same as an opened chest. The field chest is unchanged: it still spawns far away, and the trip to it is part of it.
- THE FORGE MELTS EQUIPMENT. The Melt tab turns a batch of pieces into copper. The forge charges a fixed fee per batch and keeps part of what is left, so clearing the chest at once pays off and melting a single weak piece costs money. Locked, equipped or in-use pieces are excluded. Hold to melt: lava takes the pieces, and releasing cancels without melting anything.
- ELITES WITH UP TO THREE TRAITS. Elites can combine one to three distinct traits, with icons side by side above health. Healing and summoning can work together.
- SIX NEW ELITE TRAITS. Vampiric heals when dealing damage; Enraged speeds up at low health; Protector defends nearby enemies; Venomous leaves small danger zones; Splitter leaves two smaller enemies on death; Illusionist creates two fragile copies.
- ILLUSIONS WITH A CLUE. Copies gently fade at intervals, distract targeting and disappear with their original. They deal no damage and do not block your path. Illusions and fragments grant no additional rewards.
- NEW ICON CREDITS. Fangs by Skoll; Enrage and Split arrows by Delapouite; Shield echoes, Poison gas and Mirror mirror by Lorc. Game-icons.net — CC BY 3.0 (creativecommons.org/licenses/by/3.0/). Size and tint adapted in the game.
- ELITE TRAITS ABOVE HEALTH. Icons identify armor, speed, explosion, healing and summoning above the health bar. The crown and ring around the body have been removed.
- ICON CREDITS. Checked Shield, Sprint, Bright explosion and Minions by Lorc; Health normal by sbed. Game-icons.net — CC BY 3.0 (creativecommons.org/licenses/by/3.0/). Size and tint adapted in the game.
- CLEARER HEALING AND PROTECTION. The Well of Light and Dome boundaries remain visible among attacks, with subtle interiors and unchanged range.
- CLEARER CHARGE DIRECTION. A red strip grows along the attack direction during the windup. The heading locks before the dash, allowing a reaction without extending the wait.
- CLEARER EXPLOSION WARNINGS. Exploders and explosive elites keep their warning boundary visible among effects. An expanding ring indicates the approaching detonation, with less fill and no rapid flashing.
- ENEMY SHOTS STAND OUT. Enemy projectiles gain a contrasting outline and appear above offensive effects, keeping their speed and collision area unchanged.
- YOUR CHARACTER STANDS OUT. A thin outline helps you locate your hero among combat effects without changing its collision area.
- CLEARER COMBAT. You only see numbers for damage you deal and receive. Allied offensive effects are more discreet, preserving danger warnings, healing and protection.
- VISIBLE HEALING. Green numbers show health actually restored to both the healer and recipient. Nearby pulses are grouped, and self-healing does not duplicate the number.
Balance
- CHAINS HAVE A TARGET LIMIT. The base binds up to 6 enemies, and Mais elos raises it to 9. The base used to be unlimited, so buying the option bound fewer.
- LINK TALENTS NOW APPLY. The swift, autonomous and offensive Elos talents and the offensive Revoada one never reached the threads. They now work as described.
- PROGRESSION HAS STARTED COUNTING RUN XP. The game now tracks, per hero, the XP you gather in each run, with the tier bonus and the same group discount. For now levels still rise with play time; the switch to XP comes next, once the measurement is done.
- PROGRESSION NOW REACHES LEVEL 40. The ladder was rebuilt to the intended curve: the first advance costs about a minute of play and level 40 lands near the two-hour mark, one talent point per level. It used to stop at level 5, leaving the whole tree out of reach.
- THE ORACLE FOLLOWS THE SAME LADDER AS THE OTHERS. He had his own because of the Healing Aura, which is now a buyable skill like the rest.
- THE SHIELD WALL NOW HAS RANGE. The Bulwark covers allies within a set distance instead of always the two nearest ones wherever they were. Anyone staying close is covered exactly as before.
- THE ORACLE'S BLESSINGS NOW HAVE RANGE. Succor, Boon and Mercy now pick an ally within a set distance. Targeting someone too far away does not waste the ability: it lands on you, as it already did when there was no target. The distance is shown in each description.
- TOUGHER ELITES. Elite health increased by 50%, applied once per enemy. Armored retains its additional bonus; the number of traits does not multiply rewards.
Fixes
- THE TOWER SAVES AFTER THE FIRST CONFIRMATION. Swapping Q and E after confirming was refused. A refused confirmation no longer wipes what you built, and the screen no longer goes back to an old tree or shows another hero's.
- DRAGGING A SKILL TO A KEY WORKS. The click removed the card before the drag could start.
- SHIELD, WALL AND WELL ON Q NO LONGER TRIGGER BASTION. Using them on Q turned on the immunity of a Bastion equipped on E. Links on Q aim at enemies again.
- RECONNECTING NO LONGER UNDOES YOUR RUN. Cards, weapons, health and shop bonuses come back as they were when you dropped, without refilling health or adding bonuses twice. A spent Segundo coração stays spent.
- PROTECTIONS COMBINE CORRECTLY. An expired protection no longer comes back, and a strong short one no longer inherits a weak one's duration. Laço protetor also protects allies at full health, and Reserva vital no longer reduces an existing shield.
- MERCY WITHOUT SHORTCUTS. Grace no longer renews itself, and recasting the blessing, even by another Oracle, charges the previous debt instead of erasing it.
- ALLY BONUSES COME FROM THE CASTER. Passo amparado, Marcha protegida and Passo liberto used the talents of whoever received them, not whoever cast them.
- FIXES ACROSS MANY SKILLS. Círculo de repouso gets faster with rank; Âncora de pedra lasts as long as promised; Epicentro deals its extra damage; Retorno repulsivo pushes away instead of pulling; Presença purificadora works on every pulse; Dívida de ferro charges exactly what it took; Arrancada colossal no longer ends inside pillars; Crânio amplo actually grows and Passagem debilitante weakens.
- ECHOES WITH THE RIGHT STRENGTH. Lasting effects such as the Prisão glacial and marks keep the power they were cast with, so an echo no longer explodes at full strength. Estilhaçamento no longer chains, and Eco de batalha scales with rank.
- SANCTUARY, OATH, SUCCOUR AND DOME. Santuário ancorado purifies in the field's real area, with the Purificação profunda amount. Juramento coletivo no longer ends when the first target dies. Abrigo compartilhado no longer shortens Amparo duradouro. The Dome pushes along the dome you see, even when enlarged.
- SWITCHING HEROES NO LONGER STACKS THE SHOP. Each switch added the purchased magnet, XP and luck again.
- EVERY SKILL REVIEWED. We went skill by skill checking whether each modifier and each signature really does what it promises. Twelve options that cost a point and changed nothing in the game now work, among them the four on Succour, the two Bulwark signatures and three on the Oracle.
- IMPULSE PUSHES AGAIN. It stopped at the first enemy it touched and left everyone else standing.
- THE ECHOED SKILL CARRIES YOUR TALENTS. The echo came out bare, without any of the modifiers you bought, as if it were someone else's.
- ARCANE WAVE AND GALE REACH AS FAR AS THEY SAY. Both fell short of the range in their description. The Meteor's warning on the ground also shows up at the right moment again.
- SUCCOUR HEALS WHAT IT PROMISES. Its healing was reading another skill's number. The Prison, in turn, held more than one enemy when the design is to hold a single one.
- GUIDE MISSIONS COME BACK FROM THE RUN. Entering a run with two chapters open and returning to the city left the screen without either of them, even though you had neither finished nor dismissed anything.
- CONFIRM IS BACK. Buying a skill, a modifier or a signature, and placing a skill on a key, cost nothing — but the button waited for a price anyway, and without confirming nothing was saved: closing and reopening the Tower undid it all. The price is now only awaited when you give points back, which is when there is something to charge.
- ITEMS ASK FOR THE RIGHT LEVEL AGAIN. The level requirement for equipping was reading the old ruler and saw everyone at level 1, so nothing above common could be worn. It now uses the same level the Tower shows.
- YOUR LEVEL SHOWS UP AT THE TOWER. The Arcane Tower showed level 1 and no points for accounts with hours of play: it was reading a level nothing in the game ever updated. It now works it out from your progress, the way the collection screen always did.
- THE ELITE'S ITEM DROPS WHERE IT DIED. The piece landed on the spot of some older kill, sometimes across the arena: the list of spots was only consumed when something actually dropped, so kills with no drop left their spot behind.
- Talent tree. The Arcane Tower shows connected gates, skills, and modifier and signature branches. Select a node to inspect its details.
- VISIBLE DANGER. Enemy projectiles appear above combat numbers and area warnings, preserving the surrounding danger boundaries.
- SHOOTER BOLTS FLEW BACKWARDS. The red bolt came at you tail first. The head now leads.
