EARLY ACCESS V0.2.0 · Zone Tyrants and the Pinnacle · the Apocalypse tree · every set reworked · Loyalty · ailments for every class The first point release: five tyrants guard the ends of the zones, Nhal'Thir waits above them with his court, the Apocalypse grew into a tree of 190 nodes, every set has a trigger, your Familiar grows loyal, and every class lays ailments. Thank you for every report that shaped it. New Content Zone Tyrants · five new tyrants wait at the end of the first five zones: Brokk Ironhold, Harrow, Oldstone, Korrath and Threnody. Each has his own twist, and the first kill each day pays a bounty. A new hero fells the tyrant of a zone to open the next. The Turn · every Zone Tyrant turns once at half his blood: the shield splinters, the moon rises, the stone cracks, Korrath turns ravenous, the third throat opens. His card tells you what to expect. Nhal'Thir, the Unending Hour · the Pinnacle, a tenth row on the Tyrants card, opened by a fallen Vazruul. Three phases of the Crown, a fifteen-minute window, the title Unending and a tyrant unique of your choice on the first kill. Most will not fell him. The Court Unending · every Zone Tyrant pays his Tyrant Sigil once a day. Five Sigils open a second Nhal'Thir with the five shadows at his side: every eight seconds one of them strikes you and sets his mark on the boss. The first kill pays the title Courtbreaker, the first kill each day pays two scales. Unending Scale · the first win over Nhal'Thir each day pays a scale. The Workshop sets it on a piece of gear and its innate line counts double, forever, one per item. The Climb · a Vendetta won on your top tier opens the next, up to tier 30. Above tier 10 only the damage grows, and so does the reward. The Apocalypse is a tree · 190 nodes around a scroll: four riders' seals open four arms, two ring roads join them, seven trumpets sit at the rim. You buy any node next to one you own, a leaf can be returned, and a seal starts the arm anew. Every level you had bo...
Patch 0.12 Dear Adventurers, this is the largest update since the relaunch: a living sky above the town, the Rampart rebuilt from the ground up, an alchemist's cauldron, class forks in three skill trees, a Power that is measured in simulated fights, and a rework of how gear affixes roll. Several strong sources were lowered along the way. The list is below. New ContentThe Firmament · a new place in town, the Observatory. The sky turns in real time and is the same for every slayer: fifteen wanderers cross twelve houses, and a wanderer you have bound lends you the gift of the house it stands in. When a slow wanderer crosses a node an eclipse begins, ciphers fall more often and some foes rise as Starborn. Ciphers, Almanac and Stele · ciphers drop in every fight and overnight, 96 signs in 13 tinctures. They fall by the time you spend fighting, not by the number of kills. The Almanac collects them and turns four alike into one of the next tincture. At the Stele you write up to seven verses from a sign, an element, an operator and a seal. Verses are stored in your loadouts, and eight new titles reward the collection. The Rampart, rebuilt · a dark fortress with twelve defenders, three kinds for each class. Foes drop gold during the run, defenders can be upgraded, a Drill strengthens all of them, the Curfew Bell (key Q) stops a wave once, you can call the next wave early and tell every defender whom to aim at. The report lists every defender's damage and what broke the wall. Daily decree and Payday · every day the Rampart carries one decree, sometimes two. Waves held today fill the town's Payday bar, a full bar pays +10% gold and XP until midnight. The Alchemist's Cauldron · herbs drop from kills. Six elixirs with three tiers each: Vigor, Might, Stone, Fortune, Insight and the Hunter. Brewed tiers stay learned, one elixir is active at a time and switching is free. Class forks · ten fork pairs in the Necromancer tree, the Archer's Hunt and the Arcanum. A fork costs one point ...
Patch 0.11 · The bag is a grid · gear has home stats · three new stats · smithing pays before 93 · Brewmaster's CowlA follow-up to the relaunch, built from your feedback of the first week: the inventory rebuilt around the mockup, three new gear stats, crafting and mining feeding the fight again, one new unique, two achievements that no longer punish you for opening chests, and every new line translated into ten languages. New ContentThe bag is a grid · 12 × 7 cells per page and gear takes its real size (a weapon 2 × 4, a chest piece 2 × 3, a ring one cell). Drag to arrange, drop onto a single piece to swap, your layout is saved. Pages beyond ten appear only while the first ten are full and vanish again as space frees up. The shared chest uses the same grid, with a green or red preview while you drag. The paper doll and the item card · the doll is a compact block with a rarity frame on every cell. The item card leads with the slot's headline stat (Defense on chests, Max HP on helmets, Speed on gloves, Dodge on boots, Crit Chance on rings, Crit Damage on amulets, damage per second on weapons) and shows rune lines as stone runes. Compare, filters, chest, loadouts and lists share the dark look. Three new gear stats · Mana on Kill and Damage to Mana roll for the Archmage, Shade Thorns for the Necromancer: a Shade that steps in front of a blow bites back. All three show in the hero panel and can be pinned to the combat panel. Brewmaster's Cowl · a new helmet unique for every class. Each potion sip grants +20% Dodge for the potion cooldown, scaled by your Potion Power. Wear it with Thornwine for the flask build. Classic tabs · a switch at the lake and in Settings brings back the four old tab stacks with the fan on hover, the town button sits in the Town stack. The town stays the default. Two first-contact cards · The Hub and The Rampart explain themselves the first time you open them. BalanceHome stats · random affixes that match a slot's own stats roll 20% higher on that ...
Posts come from Steam's official announcements feed.