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Class Reforging (0.33)

Class Reforging is a multi-batch update focused on giving every class a stronger identity and more satisfying controls. Batch 1 improved direct control over summoned minions. Batch 2 rebuilt the Ravenman as a dedicated playable electric melee class, introduced Might traits that give damage-focused classes an inherent final multiplier, strengthened high-level ability scaling, and made class traits and specialized stats much easier to understand. Batch 3 reforges the Elementalist and Knight while expanding item specialization with quivers, new attack patterns, and Reduced Threat rolls.

Balance changes may continue

Class Reforging includes substantial combat and item balance changes. Additional adjustments may be made after release based on observed gameplay, performance data, and player feedback. We are taking significant due diligence to avoid any negative impacts to existing builds. Nonetheless, players should account for the possibility that class, skill, item, or modifier values may change when evaluating or transacting items.


Batch 1: Minion Control

The first Class Reforging batch improved how summoners command their minions:

  • Summoners can now assign an explicit enemy target, forcing their minions to focus their attacks on that enemy.
  • Summoners can order minions to disengage from their current target and move to a specified location.

These controls make minions more responsive during priority-target encounters and allow summoners to pull them away from dangerous or invulnerable enemies.


Batch 2: Combat Balance and Ravenman Refresh

The second batch contains the remaining changes documented below: the Ravenman overhaul, class damage traits, ability scaling, Barbarian reflect improvements, held-button auto-casting, and expanded class/stat information.

Ravenman Reforged

The Ravenman now has a unique player kit instead of sharing the abilities used by Ravenman enemies. It remains a Heavy Armor / Melee Weapon class, gains the Might trait for a final 1.2x damage multiplier, and receives three new electric abilities:

Ability Effect
Electric Slam Strikes a 70-degree cone in front of the Ravenman for 1.1 + 0.11 per level weapon damage as electric damage. Costs 50 energy.
Lightning Ring Creates a moving ring of lightning around the caster. It lasts 5 + 0.5 second per level, pulses every 0.5 seconds, damages enemies standing in the ring, and leaves the center safe. Only one ring can be active at a time.
Tempest Strike Hits the nearest enemy in a line for 7 + 0.7 per level weapon damage as electric damage. Each hit has a 20% chance to create a five-second tornado, with up to three active tornadoes.

Enemy Ravenmen retain their previous Electric Earth, Stun Area, and Syphon Life kit, so existing Ravenman encounters do not inherit the new player abilities.


New Class Damage Traits

The new Might and Greater Might traits apply a final multiplier after other damage bonuses, giving damage-focused classes a clearer advantage over tank and summoner archetypes.

Trait Final damage multiplier Classes
Greater Might 1.3x Archer, Ranger, Rogue, Elementalist, RedHorn
Might 1.2x Monk, Clockwork Mender, Ravenman

These traits increase all damage dealt by the class, including basic attacks and abilities.


Weapon Damage Rebalance

Weapon damage has been rebalanced to create a clearer tradeoff between basic attacks and skills:

  • Base damage has been increased across all weapons. (This will be applied retroactively to all items as part of the patching process.)
  • The previous hidden damage multipliers for Slow and Normal weapons have been removed.
  • Slow weapons remain at approximately the same overall power. Their heavier individual hits continue to produce the strongest skill damage because abilities scale from weapon damage.
  • Normal weapons receive an overall damage increase and provide a middle ground between attack frequency and skill power.
  • Fast weapons receive the largest basic-attack improvement. Their faster attack frequency now gives them the highest sustained basic-attack damage, while each individual hit contributes less damage to skills than a Slow weapon.

This gives weapon speed a meaningful build choice: use Fast weapons to maximize repeated basic attacks, or Slow weapons to maximize the damage of weapon-scaling abilities.


Ability Balance Pass

Damage abilities now use a consistent 10% additional scaling per skill level. This makes many abilities substantially stronger at higher skill levels and creates a more predictable progression across classes.


Minor Class Adjustments

Barbarian

  • Volatile has been removed from the Barbarian class abilities.
  • Blood Rage now directly grants 10% + 3% per level reflected damage.
  • Blood Rage continues dealing a portion of reflected damage to nearby enemies: 25% + 5% per level.
  • The effect lasts 4 + 0.5 seconds per level.

This combines the Barbarian's reflect mechanics into one ability instead of requiring two separate ability slots.

Steam Engineer

  • Lightning Pillars no longer attract enemy aggro to themselves.
  • Enemies can now pass through Lightning Pillars instead of being blocked by them.

This fixes an unintended behavior that allowed Lightning Pillars to trap bosses in tight areas.

Rogue

The Rogue retains its critical and poison-focused attack tree:

  • Critical Hit Chance, Attack Speed, Critical Hit Damage, and Poison Damage remain available as attack skills.
  • Max Health % has been added to the Rogue's defense skills.

Vulnerable

Vulnerable damage has been capped more aggressively:

  • The maximum accumulated Vulnerable damage bonus has been reduced from 1,000% to 200%.
  • Vulnerable stacks now expire after 10 seconds, reduced from 30 seconds.

Held-Button Auto-Casting

  • Holding an eligible ability button now repeatedly casts it when Auto Cast on Button Held is enabled.
  • Auto-casting is enabled by default in settings.
  • The implementation is server authoritative. This means you will be able to achieve your maximum cast speed even if there is lag between your client and the server.
  • The cast speed cap of 125 milliseconds has been reinstated with this changed now that client latency no longer impact effective cast speed.

Batch 3: Elementalist, Knight, and Item Specialization

Elementalist Reforged

The Elementalist now commands a completely new four-ability kit built around fire, ice, lightning, and group protection:

Ability Effect
Elemental Shield A passive aura that increases the Elementalist's fire, ice, electric, and poison resistances by 50%. Allies within 20 yards gain 20% increased elemental resistance.
Incinerate Channels a movable, aimable cone of fire for 5 seconds, striking every 0.25 seconds and making enemies Inaccurate. Costs 80 energy and has a 10-second cooldown.
Glacial Ground Freezes an area for 5 seconds, dealing ice damage every 0.5 seconds and continuously slowing enemies inside it. Costs 50 energy and has a 2.5-second cast time.
Electric Missile Fires a powerful electric projectile for 900% + 90% per level weapon damage with a 20% chance to stun for 1.5 seconds. Costs 40 + 2 per level energy.

The former Elementalist abilities Fireball, Electric Earth, and Ice Explosion have been replaced by this new kit.

Knight Reforged

  • Added Impale, a narrow frontal strike dealing 700% + 70% per level weapon damage divided among all enemies hit.
  • Impale generates 150% + 15% per level additional threat and applies Weak, reducing affected enemies' damage by 30% for 3 + 0.1 seconds per level.
  • Added Critical Hit Chance to the Knight's attack skill choices.
  • Increased Invulnerable duration from 2 + 0.3 seconds per level to 3 + 0.5 seconds per level—from 5 to 8 seconds at level 10.
  • Existing Knight faction enemies retain their previous ability set and balance.

Quivers, Pierce, and Item Rolls

  • Quivers can now drop and are available to classes with the Archer trait.
  • Pierce is capped at 50% and the roll values adjusted. This will be applied retroactively to quivers accidentally allowed to craft in the previous release.
  • Reduced Threat can now roll on every equipment category as a secondary trait and is capped at 50%.
  • Added Shrapnel 2-5, Wave 2-5, and Small Explode to the weapon attack patterns that can roll on dropped items.

Additional Balance and World Changes

  • Increased the energy cost of burst-style Blast abilities from 30 to 40.
  • Cursed Tide quests can now select the Coral Depths underwater caves in addition to standard caves.
  • Added a visible status effect for Weak, including its 30% damage reduction description.

Minor Releases

Skill Adjustments (0.33.6.1)

  • Restored Enrage Minions to no cooldown and increased its energy cost from 25 to 50.
  • Fixed Meditate granting cast-time reduction instead of its intended 30% cooldown reduction.

Balance and High-Level Progression (0.33.5.1)

  • Brutal Slash damage reduced by 25%.
  • Fireball and Leap damage reduced by 40%.
  • Tempest Strike damage reduced by 12.5%.
  • Lightning Ring damage doubled and its energy cost was reduced from 80 to 50; cast time increased from 0.5 to 2 seconds.
  • Enrage Minions now has a 60-second cooldown, while its energy cost was reduced from 50 to 25.
  • Increased health for Alpha Fishman by 50%, Sea Golem by 140%, and Alpha Sea Golem by 80%.
  • Enemy health heath scaling has been adjusted up with an increase of ~20% at level 20
  • Tortured Keys can now open levels 21 and 22.
  • Clockwork Keys now unlock only Steam Brigade quests, while Cursed Keys now unlock only Ogre quests.
  • Tidal Drakonids join the arena rotation beginning August 22, 2026 UTC.
  • Updated cave maps and improved enemy spacing and movement.
  • Updated the Tempest Strike effect and corrected the potion world sprite.
  • Pirates, Khondonese and Knights have been temporarily remove from keys until they can be improved.
  • Fixed a bug allowing free cast to trigger when a caster does not have enough energy for the cast

Item Safety and Stability (0.33.4.4)

  • Added safeguards to reduce item loss and duplication.
  • Improved resource stash validation and error feedback.
  • Fixed stacked achievement rewards displaying incorrectly when using Claim All.
  • Fixed stability issues during crowded area attacks and level transitions.

Performance and Minion Fixes (0.33.2.2)

  • Improved server performance during large fights.
  • Improved item-loading reliability and performance.
  • Fixed cases where commanded minions could become stuck.
  • Fixed event-spawned enemies failing to resume correctly.
  • Arena challenges no longer apply between rounds.

World Event and Shock Breath Fixes (0.33.1.3)

  • Fixed Shock Breath ground damage triggering and radius.
  • Enabled more world events in the regular two-hour rotation.
  • Increased the event schedule lookahead UI from 6 hours to 12 hours.