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cover-Darkest Dungeon II

Thursday, July 17, 2025 10:08:44 PM

#2.02.79016 - Darkest Dungeon II - Steadfast Steward's Update Retail Release

At long last we are ready to release our Steadfast Steward’s update! We want to extend a heartfelt thank you to everyone who helped beta test our weekly changes, submitted feedback, and answered our surveys and polls over the past 8 weeks. This massive game update was made better through your involvement. We are fortunate to have such a passionate fan base, and we don’t take that for granted.Now that the Steadfast Steward’s update is live, our team will be turning their attention to our final Kingdoms module. This 3rd free module features the return of the Crimson Courtiers, and is currently set for a late August release on PC/Mac. Once the K3 module is released, we will move on to our final two hero reworks for Hellion and Leper. We plan to release these characters and all their paths for testing once they are ready. Similar to the Steadfast Steward’s Update process, both of these heroes will be available to test during a limited beta period on our coming_in_hot branches so we can collect public feedback before they get locked in.Finally, console players, we’re happy to report that we have started the process of porting both the Steadfast Steward update and our FREE Hero Origin Pack to all supported consoles. We’ll be able to share a more firm release timeline in the coming weeks.We hope you enjoy the update!WEAK TOKENSUpdate Weak token functionality so that the 50% reduction is applied after all other modifiersWeak tokens applied to heroes on entering Death's Door is reduced from 2 to 1Hemic Rot chance of Weak token reduced from 15% to 10%Updated the following enemies to account for this changeBeastmen: 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 1Cultists: Cherub: Enfeebling Miasma Weak reduced from 2 to 1Fisherfolk: Fish Monger: Debone distribution of Weak and Vulnerable has been tilted slightly in favor of the Vulnerable (2-in-3) over the Weak (1-3)Military: Spearman: Spear Toss Weak reduced from 2 to 1MEMORIESAfter discussions with the community we've learned there's preference to retain many of the passive buffs such as increased resistances, damage, speed, etc. There's also been a desire to keep buffs and effects on the simpler side since there are many other triggered effects from items and skills. These changes focused on improving the low performing Memories and replacing them with more useful, simple modifiers. With the addition for rerolling we hope that late-game players can work towards getting their perfect set of memories on their characters. Added the ability to reroll memories. The reroll option is locked behind the Altar of Hope track final unlockReroll offers 3 new items + the one you already had equipped, reroll never picks duplicate items: you will ALWAYS have 3 new optionsMemoried heroes can now be renamedA Second Chance: Replaced +5% Deathblow RES with On Entering Death's Door: Heal 10% (Once per Region)A Summer's Day: Replaced +15% Traveling Heal with +10% Resolute ChanceA Token of Friendship: Replaced +10% Positive Banter with +10% Healing Given from SkillsA Long Day's Work: Replaced Combat Start: -1 Stress (40%) with +10% Debuff RES piercingFresh Bread: +5% Max HP buff now lasts until the end of the ExpeditionA 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 DealtA Lesson Learned Memory: CRIT increased from +3 to +5A Long Recovery Memory: Disease RES increased from +15% to +25%Favorite Toy: Now has +1 Bleed Dealt when Serrated item equipped, +1 Blight Dealt when Noxious item equipped, +1 Burn Dealt when Flammable item equipped.BATTLE MODIFIERSWhen looking at Battle Modifiers, we found that 8 was a fairly low number, which led to encountering the same battle modifiers too frequently. We decided to add several new battle modifiers to help add variety. We wanted to keep the buffs and effects relatively simple, and to tap into token interactions and effect triggers that most enemies can take advantage of. In addition to new battle modifiers, we updated several existing battle modifiers to reduce duplicate buffs and frustrating stat buffs.Elite Enemies: Removed +1 SPDFrenzied Enemies: Replaced +25% DMG with Combat Start: Strength Token and Gain When Hit: Strength Token (20%)Hale Enemies: Moved +15% Debuff RES to Impervious EnemiesHastened Enemies: Reduced SPD buff from +4 to +2Impervious Enemies: Reduced Stun RES buff from +50% to +25%. Gained +15% Debuff RES from Hale EnemiesSturdy Enemies: Replaced +25% Max HP with Combat Start: Block+ Token x2Added Entropic Enemies: Turn End: Add 1 Random Token (50%)Added Prowling Enemies: Random Enemy on Combat Start: Stealth Token x2 and +15% CRIT while StealthAdded Vengeful Enemies: Ally Death: Add 1 Positive TokenAdded Intimidating Enemies: Apply On Crit: Weak Token, Vulnerable Token, Knockback 1Added Dormant Enemies: Combat Start: Daze (33%) and Turn Start: Crit Token when Last in Turn OrderORDAINMENTIn the previous update we removed the enemy speed buff from Ordainment in response to feedback. Since then we’ve received additional feedback that enemy DOT RES Piercing buffs feel too punishing to player DOT RES defenses and Apply On Hit: DOT effects are not enjoyable effects that feel arbitrary, mechanically and thematically. The former has been removed as we want DOT RES defenses to feel rewarding. The Apply On Hit: DOT effects have been replaced to better reflect the mechanics of the Confession and their respective boss. We’ve also seen feedback that Ordainment has felt too binary in power, either it’s on or off regardless of region, which is why we decided to introduce Health and Damage scaling based on Regions.Chance to spawn based on Confession and Region remains unchangedHealth and Damage buffs now scale based on RegionDenial: Region 1: +10% Max HP, Region 2: +20% Max HP & +20% DMGResentment: Region 1: +10% Max HP, Region 2: +20% Max HP & +20% DMG, Region 3: +30% Max HP & +30% DMGObsession/Ambition/Cowardice: Region 1: +20% Max HP & +20% DMG, Region 2: +30% Max HP & +30% DMG, Region 3: +40% Max HP & +40% DMGAdded Ordainment Details to Ordainment token tooltip on combat barRemoved +10% Bleed, Blight, Burn RES Piercing buffSeveral Confession specific buffs have been updated, primarily to replace Apply On Hit: DOT (10%) effectsDenial specific buffs remain unchangedResentment specific buffs have been changed from Apply On Hit: Burn 1 (10%) to Round End: gain Apply On Hit: Burn 3 when self HP is 100Obsession specific buffs remain unchangedAmbition specific buffs have been changed from Apply On Hit: Bleed (10%) & Vulnerable (5%) to Round End: Convert Block+ to Strength, Block to Block+, Dodge+ to Crit, Dodge to Dodge+Cowardice specific buffs have been changed from Apply On Hit: Blight (10%) and Round Start: gain Crit (10%) & Vulnerable (5%) to Apply On Critical Hit: Invert 1 Positive Token and Apply to Attacker When Crit: Blight 1Exemplar will always been Ordained in ConfessionsSPOILERAncestor's Statue can no longer be OrdainedHEROESBOUNTY HUNTER Professional (Expedition)Hurlbat+ no longer consume Combo if the target does not have DodgeWanderer (Kingdoms)Hurlbat and Hurlbat+ no longer consume Combo if the target does not have DodgeFLAGELLANTExanimateSepsis DMG calculation increased from 75% to 100% of Blight on targetSepsis+ DMG calculation increased from 100% to 133% of Blight on targetScourgeSepsis DMG calculation increased from 50% to 100% of Blight on targetSepsis+ DMG calculation increased from 100% to 133% of Blight on targetRemoved extraneous duration text from the Toxic token descriptionGRAVE ROBBERAll PathsSkills that gain +50% CRIT when the target has Combo no longer consume Combo if the Grave Robber also has a CRIT tokenHIGHWAYMANSharpshotFixed an issue with Double Tap+ not correctly reflecting that it applied Combo in the tool tipOCCULTISTCrossroads description has been updated from +Back Rank to +Flexible RankWandererDev Note: The Occultist's core kit has been adjusted to strengthen certain identities while maintaining or improving his nature as a mixed support/offensive Hero with extremely flexible positioning. A number of adjustments have been made to reduce the mastery required to begin accruing Unchecked Power, per popular request. Additionally, some of the most potent Unchecked Power skills have had much of their raw power moved into their base (now more costly) versions with the primary goal of mastery value being reduced activation cost and incremental improvements or additional effects.Unchecked Power Burn chance increased from 33% per token to a flat 100%Unchecked Power Burn value now scales with token count from 1-3Unchecked Power Burn duration has been reduced from 3 turns to 2Unchecked Power Burn effect can now be resistedDev Note: We wanted to make Unchecked Power's penalty something you could engage with while also making its penalty a bit punchier to better accomplish the sense of this power chipping away at his health. There are now options to build around resistance or around effects that respond to the presence of Burn DOTs with greater reliability.Abyssal Artillery CRIT chance increased from 5% to 10%Abyssal Artillery now has a 66% chance of granting Unchecked Power on CRIT, per target CRITAbyssal Artillery+ no longer consumes Unchecked Power to apply StunAbyssal Artillery+ now grants Unchecked Power on CRIT, per target CRITDev Note: We wanted to provide an additional way to generate Unchecked Power rather than consuming it. Area of Effect skills provide multiple opportunities to score CRITs, increasing the odds of a lucky Unchecked Power generation.Anamnesis and Anamnesis+ launch ranks increased from 1 2 to 1 2 3Anamnesis Unchecked Power requirement increased from 2 to 3Anamnesis and Anamnesis+ now apply Shuffle to all targetsAnamnesis DMG increased from 1-2 to 3-5Anamnesis+ DMG increased from 1-3 to 3-5Anamnesis+ CRIT increased from 5% to 10%Dev Note: Anamnesis has been rebalanced to improve overall value as an Unchecked Power skill by improving the DMG and adding additional disruption. Launch ranks are now more flexible for those who prefer to keep their Occultist a bit further back in the ranks.Binding Shadows and Binding Shadows+ no longer reduce Debuff RES vs. ComboBinding Shadows and Binding Shadows+ now ignore StealthBinding Shadows DMG reduced from 3-6 to 3-5Binding Shadows CRIT reduced from 10% to 5%Binding Shadows chance to gain Unchecked Power is increased to 100% when the Occultist has StealthBinding Shadows now grants 1 Stealth when hitting a target with ComboBinding Shadows+ DMG reduced from 4-8 to 4-7Binding Shadows+ CRIT reduced from 15% to 10%Binding Shadows+ chance to gain Unchecked Power is increased to 100% when the Occultist has StealthBinding Shadows+ now grants 2 Stealth when hitting a target with ComboBinding Shadows and Binding Shadows+ ignore their Combo effect if the Occultist already has StealthDev Note: Binding Shadows has been reworked to provide a more unique identity, improve reliability of Unchecked Power generation, and introduce some Stealth and Stealth-interaction into the Occultist's kit. DMG has been rebalanced given the utility-laden nature of the skill.Daemon's Pull no longer clears corpsesDaemon's Pull now has the same Unchecked Power Stun as the mastered versionDev Note: Daemon's Pull was widely considered too good in its unmastered state, so the Corpse Clear effect is now only present when mastered. Additionally, in order to keep its potential consumption of Unchecked Power a consistent point of consideration across the skill, the Stun has been added to the unmastered version.Malediction and Malediction+ no longer apply a DOT-oriented debuff nor affect Bleed, Blight, or Burn RESMalediction and Malediction+ now ignore DodgeMalediction and Malediction+ now apply Combo to the targetMalediction and Malediction+ now apply a debuff that causes the target to gain Combo every time it's hit for 3 roundsMalediction+ now ignores BlindMalediction+ now refunds its Unchecked Power cost at the end of the round if the debuff is resistedDev Note: We decided to experiment with providing unique versions of Malediction for each Path. The previous DOT-oriented Malediction has been moved to the Aspirant while Wanderer now has a version designed to facilitate Combo-heavy parties.Sacrificial Stab DMG increased from 3-6 to 4-6Sacrificial Stab now grants Unchecked Power when killing a targetSacrificial Stab+ DMG increased from 4-8 to 5-8Sacrificial Stab+ now gains +100% DMG when targeting a CorpseDev Note: Sacrificial Stab's DMG range has been slightly tightened to increase the chances of killing blows and subsequent Unchecked Power generation. As this kill effect applies to Corpses, we decided to make it much easier for Sacrificial Stab to land kills on those in particular. Adding the On Kill effect to the unmastered version will help reduce the previously mastery-hungry nature of Unchecked Power generation.The Burning Stars and The Burning Stars+ no longer apply ComboThe Burning Stars Unchecked Power requirement increased from 2 to 3The Burning Stars DMG increased from 8-16 to 12-18The Burning Stars CRIT reduced from 10% to 5%The Burning Stars no longer ignores BlockDev Note: The Burning Stars has been adjusted to keep the bulk of its mastery value in relation to the reduced cost of use while also reining in some of its overwhelming power.Wyrd Reconstruction and Wyrd Reconstruction+ no longer consume a CRIT token if the skill is already guaranteed a CRIT via the 2x Unchecked Power bonusWyrd Reconstruction Bleed reduced from 3 to 2Wyrd Reconstruction+ will now also apply 2 Stealth when consuming Unchecked PowerDev Note: With Wyrd Reconstruction being a signature skill, we decided to differentiate it across all Paths while leaving the core of the skill completely unchanged aside from a reduction in unmastered Bleed as it could often result in significantly more damage than recovery.RitualistThis Path no longer has a 33% chance to receive Vulnerable on Turn StartThis Path no longer has innate Debuff RES Piercing on Curse skillsThis Path no longer has a chance to gain Positive tokens when using Curse skillsDev Note: The Ritualist has been updated to incorporate his Debuff-oriented nature into his mechanics in a less passive way while also leaning on his curses for a Path-appropriate way of generating Unchecked Power to spend on his skills. The Ritualist benefits from some of the updated Wanderer elements as well.Unchecked Power grants +10% Debuff RES Piercing per tokenUnchecked Power reduces the Occultist's Debuff RES by 10% per tokenDev Note: In addition to Unchecked Power's standard Burn, we wanted the nature of Unchecked Power on Paths to reflect the Path itself so the previous innate Debuff RES Piercing on his curses is now an element of the token. Rather than suffering random Vulnerable tokens, the Ritualist now loses some of their own Debuff RES as the token stack grows.Abyssal Artillery is now a Path skillAbyssal Artillery and Abyssal Artillery+ do not grant Unchecked Power on CRITAbyssal Artillery does not have a chance to apply Combo when unmasteredAbyssal Artillery now applies 1 Blind to each target when spending 2x Unchecked Power, with a 50% chance of a second Blind tokenAbyssal Artillery+ applies 1 Blind to each target when consuming 2x Unchecked Power, with a 66% chance of a second Blind tokenDev Note: We wanted to add a powerful negative token, normally unavailable to the Occultist, at a cost (Unchecked Power) that would also benefit from his Unchecked Power's passive Debuff RES Piercing. While this makes it similar to Blinding Gas, we believe the DMG component, piercing, chance of multiple Blinds, and cost help to differentiate it. Further, Combo was removed from the base version to differentiate it from Wanderer's unmastered Abyssal Artillery.Binding Shadows is now a Path skillBinding Shadows and Binding Shadows+ launch ranks increased from 2 3 4 to 1 2 3 4Binding Shadows and Binding Shadows+ do not grant Unchecked PowerBinding Shadows and Binding Shadows+ reduce the target's Debuff RES by 10% for 3 rounds if the Ritualist has StealthDev Note: While Unchecked Power assists the Occultist in landing his own Debuffs, Binding Shadows can help the rest of the party land theirs and it gets to keep some of the new signature capabilities of the skill found on the Wanderer version. Duration is measured in Rounds in order for it to retain value against multi-action bosses.Malediction is now a Path skillMalediction and Malediction+ do not apply Combo or a Combo-oriented debuffMalediction and Malediction+ apply a debuff that grants any attacker a random positive token when hitting the target for 3 rounds.Malediction+ improves the quality of tokens granted by the debuffMalediction+ inverts any positive tokens on the target when usedMalediction+ removes any Riposte on the target when usedDev Note: Malediction has been given a unique identity per Path. This one was inspired by the old Ritualist's proc chance for positive tokens when using curses but expanded to benefit other party members as well.Vulnerability Hex and Vulnerability Hex+ now grant 1 Unchecked PowerVulnerability Hex+ no longer clears Block from the target before applying VulnerableVulnerability Hex+ now applies an additional debuff that grants the Occultist 1 Unchecked Power when the target dies. This debuff lasts for the remainder of combat.Dev Note: While it may seem strange to not peel off Block when mastered, we felt that the guaranteed Unchecked Power regardless of whether you hit or whether the curse works made for a strong point of exchange in generation balance without making this a "Wanderer+" version of Vulnerability Hex.Weakening Curse now applies a debuff to the target that causes them to grant 1 Unchecked Power (per target) to the Occultist if they attack any Hero(es). This lasts for 1 turn.Weakening Curse+ no longer removes Strength and CRIT tokens from the targetWeakening Curse+ increases the duration of the debuff to 2 turnsWeakening Curse+ CRIT increased from 10% to 15%Dev Note: As expressed previously, we wanted to make curses a central point in the Ritualist's Unchecked Power generation without allowing them to become "Wanderer+" like they used to be. While it doesn't strip any positive offense tokens, the skill can now passively generate a lot of Unchecked Power -- particularly where Area of Effect skills are involved -- while still weakening the target. Knowledge is power and the right timing can generate an entire stack of Unchecked Power at once.Wyrd Reconstruction and Wyrd Reconstruction+ healing adjusted to match WandererWyrd Reconstruction and Wyrd Reconstruction+ no longer consume a CRIT token if the skill is already guaranteed a CRIT via the 2x Unchecked Power bonus\Wyrd Reconstruction+ now removes all Negative tokens on the target when consuming Unchecked PowerDev Note: Wyrd Reconstruction's healing and Bleed values have been normalized across all Occultist Paths and given an additional Unchecked Power effect unique to the Path.WarlockThis Path no longer has an inherent -20% HPThis Path no longer has a 33% chance to gain Unchecked Power on Turn StartUnchecked Power now grants +1 DMG dealt per tokenUnchecked Power now increases DMG received by 10% per tokenDev Note: Warlock's Unchecked Power generation was both a feature and a problem, so it was rolled up elsewhere in the Path where it can be a feature-at-a-price. The Path no longer offers enhanced DMG on ranged skills (previously baked into their DMG values) for free but, instead, has rolled up the increased DMG and inherent risk (previously in the form of reduced HP) of the Path as components of its unique version of Unchecked Power. The Warlock has acquired some small recovery options to assist with risk recovery and his beloved positional flexibility and boom potential have been retained.Anamnesis is now a Path skillAnamnesis and Anamnesis+ launch ranks changed from 1 2 3 to 2 3 4Anamnesis and Anamnesis+ are no longer AoE skillsAnamnesis and Anamnesis+ ignore Block, Dodge, Stealth, Guard, and RiposteAnamnesis and Anamnesis+ now remove all positive tokens from the targetAnamnesis 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 targetAnamnesis+ gains double the DMG bonus granted by Unchecked Power tokensDev Note: We wanted to do something unique for Warlock's Anamnesis so opted to do a form of positive token "DOT" bomb capable of ignoring any defensive tokens and applying very specific DMG. This gives a single target DMG option when certain defenses are in play that you'd prefer not to gamble on. Unlike traditional DOT bombs, this is compatible with damage modifiers such as Strength, CRIT, and Weak.Chaotic Offering is now a Path skillChaotic Offering and Chaotic Offering+ can be activated as a Free ActionChaotic Offering and Chaotic Offering+ require at least 15% HP to activateChaotic Offering and Chaotic Offering+ deal 15% HP DMG when activatedChaotic Offering and Chaotic Offering+ apply a random side effect (as per Wanderer version of the same skill) when activatedChaotic Offering and Chaotic Offering+ grant 1 Unchecked Power when activatedChaotic Offering and Chaotic Offering+ disable the skill's passive effect for 3 turns when activatedChaotic Offering now has a cooldown of 3Chaotic Offering passively grants a 30% chance to gain Unchecked Power on Round Start while the skill is equippedChaotic Offering+ now has a cooldown of 2Chaotic Offering+ passively grants a 60% chance to gain Unchecked Power on Round Start while the skill is equippedDev Note: Chaotic Offering offered a fun opportunity for a unique skill experiment. While the mastered version provides nearly twice the chance of Unchecked Power that the old Path did, it now comes at the cost of a skill slot. While you can activate the skill for immediate gratification, you're sacrificing the passive generation to do so.Daemon's Pull is no longer a Path skillDev Note: It was only a Path skill in that it had baked-in increased DMG compared to Wanderer. Now it just uses the Wanderer version.Malediction is now a Path skillMalediction and Malediction+ do not apply Combo or a Combo-oriented debuffMalediction applies a debuff with a 33% chance to heal an attacker for 4 when they hit the target for 3 roundsMalediction applies a debuff with a 33% chance to heal the target for 4 any time the target takes damage for 3 rounds; these two effect chances are rolled independentlyMalediction+ increases the chance of the attacker receiving a heal from 33% to 66%Dev Note: Nobody gambles with healing quite like the Occultist does and that inspired this Warlock version of Malediction, where the heal has no threshold but also a risk of backfiring by healing the enemy. The enemy heal is limited to when damage is sustained, rather than when hit, so that they cannot heal off non-damaging skills such as an Occultist's curses. Heroes, conversely, can trigger their end of the heal with those same skills. Flat healing values are used to prevent the heal from scaling inappropriately with large HP pools such as bosses.The Burning Stars and The Burning Stars+ no longer ignore BlockThe Burning Stars and The Burning Stars+ no longer apply ComboThe Burning Stars Unchecked Power requirement increased from 2 to 3The Burning Stars DMG decreased from 10-18 to 10-16 (plus Unchecked Power bonus for a total of 13-19)The Burning Stars CRIT reduced from 10% to 5%The Burning Stars+ gains double the DMG bonus granted by Unchecked Power tokensThe Burning Stars+ DMG decreased from 12-22 to 10-16 (plus Unchecked Power bonus for a potential total of 16-22)The Burning Stars+ CRIT reduced from 15% to 10%Dev Note: Burning Stars was often the star of the Warlock show so we decided to keep (and improve) its maximum boom potential while making it a bit harder to attain. It is now subject to all defensive tokens but it can deliver crushing damage to the undefended, particularly on a full tank of Unchecked Power when mastered.Wyrd Reconstruction is now a Path skillWyrd Reconstruction+ applies 2 Regen when consuming Unchecked PowerDev Note: The Warlock gets the safety net version of Wyrd Reconstruction. We considered just having it just skip the Bleed, since a Warlock's HP is often being driven down by the Unchecked Power penalty, but opted for a Regen at the same value as the Bleed instead. This gives more ways to interact with or influence the skill's results.AspirantThis Path no longer has an inherent +25% Max HPThis Path no longer has an inherent -15% Debuff RESThis Path no longer gains Block+ on Combat StartThis Path now has a 70% chance to generate Unchecked Power when the Aspirant moves; this is reduced by 20% for each Unchecked Power the Aspirant currently hasDev Note: Aspirant has undergone a number of changes intended to retain his front ranks capability while enhancing his mobility and filling an oft-requested "DOT role".  As the most mobile version of the Occultist, the Aspirant now leans into that quality for his primary source of Unchecked Power generation.Anamnesis is no longer a Path skillDev Note: Aspirant only increased the DMG of Anamnesis in the past and the base Wanderer version already has that buff now.Binding Shadows DMG reduced from 4-7 to 3-5Binding Shadows+ DMG reduced from 5-10 to 4-7Binding Shadows and Binding Shadows+ now ignore StealthBinding Shadows and Binding Shadows+ no longer reduce Debuff RES when a target has ComboBinding Shadows and Binding Shadows+ no longer have a chance to grant Unchecked PowerBinding Shadows now grants 1 Stealth when a target has ComboBinding Shadows+ now grants 2 Stealth when a target has ComboBinding Shadows and Binding Shadows+ ignore their Combo effect if the Occultist already has StealthDev Note: The Aspirant's melee skills have had their DMG normalized to match other Paths, given the ease with which he now generates Unchecked Power through them. Binding Shadows has otherwise acquired the Stealth defensive utility of the Wanderer version.Malediction is now a Path skill based on the pre-patch version of Malediction with the following adjustmentsMalediction and Malediction+ ignore DodgeMalediction+ ignores BlindMalediction+ no longer reduces the target's Bleed, Blight, and Burn RESMalediction+ increases the amount of Bleed, Blight, or Burn applied from 2 to 3Dev Note: Aspirant felt like the right place to keep the multi-DOT version of Malediction. We removed the Bleed/Blight/Burn RES debuff applied with mastery but increased the DOT value instead to give it a little more punch. The DOT effect is also compatible with the new Physician version of Cause of Death.Sacrificial Stab DMG reduced from 4-7 to 4-6Sacrificial Stab+ DMG reduced from 5-10 to 5-8Sacrificial Stab and Sacrificial Stab+ no longer generate Unchecked Power when a target has ComboSacrificial Stab and Sacrificial Stab+ now move the Occultist back 1 rankSacrificial Stab now grants 1 Block if the target has ComboSacrificial Stab+ now grants 1 Block+ if the target has ComboSacrificial Stab+ now gains +100% DMG vs. CorpsesDev Note: Similar to Binding Shadows, DMG on Sacrificial Stab has been normalized. It now functions as a dance option so you're no longer limited to Binding Shadows for movement. Additionally, it can generate Block/Block+ tokens to enhance front rank survivability.The Burning Stars is now a Path skillThe Burning Stars and The Burning Stars+ DMG reduced from 12-18 to 6-11The Burning Stars applies 5 Burn for 3 TurnsThe Burning Stars+ applies 6 Burn for 3 TurnsThe Burning Stars+ copies Burn from the Occultist to the target. This effect cannot be resisted but will not work if the target is IMMUNE to Burn.Dev Note: We received a lot of requests for a version of The Burning Stars that inflicted Burn so here it is, with a bit of unique Occultist flavor when mastered!Vulnerability Hex is no longer a Path skillWeakening Curse is no longer a Path skillDev Note: Neither of the standard curses have penalized Debuff RES Piercing any longer and have been returned to the Wanderer version accordingly.Wyrd Reconstruction is now a Path skillWyrd Reconstruction+ clears Bleed, Blight, and Burn when consuming Unchecked PowerDev Note: As the "DOT role" Occultist Path, it felt appropriate to have the bonus Unchecked Power effect for Aspirant be a cleanse. This also provides a rare non-Plague Doctor option for broad DOT removal.PLAGUE DOCTORWandererDev Note: the core kit of the Plague Doctor has undergone some revisions to improve older utility skills as well as account for the recent change to CRITs and DOTs. Some additional adjustments have been made to slightly loosen positioning restrictions in some cases and promote more party composition options.Max HP has been increased from 28 to 30Blinding Gas and Blinding Gas+ now increase their chance to apply Combo to 100% when scoring a CRITBlinding 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 ComboCause of Death+ now has an Execution value of 1Dev Note: We wanted to make some small thematic updates. In addition, we're aware that much of the value of DOT-bombing is driven by CRITs increasing the total DOT value on the target. As of this patch, CRITs no longer influence the duration of DOTs so we've increased Cause of Death's DMG to help offset some of the perceived loss while also making it less reliant on CRITs overall.Disorienting Blast and Disorienting Blast+ now ignore GuardDisorienting Blast and Disorienting Blast+ now remove all Guard from the targetDisorienting Blast+ CRIT increased from 10% to 15%Dev Note: Adding a little more mastery value for a skill that deals no direct damage and providing some additional utility that feels thematically suitable.Emboldening Vapours and Emboldening Vapours+ Strength tokens increased from 1 to 2Emboldening Vapours now removes all DazeEmboldening Vapours+ now removes all Daze and Stun prior to applying its Speed tokenEmboldening Vapours+ cooldown increased from 0 to 1Dev Note: Updating one of the oldest skills in the game to better match current standards and provide a little more utility and counter-control.Incision+ now deals +1 increased Bleed duration when the target has Combo, in addition to the pre-existing Bleed RES Piercing that it providesIndiscriminate Science and Indiscriminate Science+ cooldown increased from 1 to 2Dev Note: Token generation is generally high enough that this skill is more powerful than originally intended. Rather than reduce the potency of the heal we felt it more appropriate to match the longer cooldown of various other heal skills in the game.Magnesium Rain+ CRIT increased from 5% to 10%Magnesium Rain+ clears the Plague Doctor's cooldowns if it clears any corpsesDev Note: Just a little extra fun to be had when using Magnesium Rain outside of round 1.Noxious Blast+ Blight reduced from 6 to 5Noxious Blast+ CRIT increased from 5% to 10%Noxious Blast+ now deals +1 increased Blight duration when the target has Combo, in addition to the pre-existing Blight RES Piercing that it providesDev Note: With changes to how CRITs and DOTs interact, we felt it important to include ways to enhance DOT damage natively and controllably for some skills. This is also reflected on Incision+.Ounce of Prevention and Ounce of Prevention+ launch ranks increased from 3 4 to 2 3 4Ounce 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)Dev Note: Some people really get the math of prevention and this buff is for you. We felt that it needed a small bump at the lower end and the higher end should come up in tandem. Debuff RES also increases the value of the skill in a variety of situations or with certain Heroes.SurgeonThis Path no longer reduces the efficacy of Blight skillsThis Path no longer increases the Plague Doctor's base HPThis Path gains 2 Regen whenever the Surgeon kills a target. This can be triggered by direct DMG or if the target is killed by a DOT tick while affected by any Surgeon DOTDev Note: It's a well known issue that Surgeon felt fairly locked to rank 3 as the only intersection between Battlefield Medicine and Incision launch ranks. The Surgeon Path has been updated to retain some of the previous healing potency and Incision focus as a key element while freeing up her rank positioning and providing methods of generating self defense in order to operate closer to the front.Battlefield Medicine and Battlefield Medicine+ launch ranks changed from 3 4 to 1 2 3Battlefield Medicine heal reduced from 27% to 20% to match WandererBattlefield Medicine+ heal reduced from 33% to 25% to match WandererBattlefield Medicine+ no longer removes the Plague Doctor's own Bleed, Blight, or Burn when she's not the skill's targetBattlefield Medicine+ gains +25% heal value per type of DOT on the targetDev Note: we reduced the raw healing to match Wanderer but wanted to give it a way to retain some of the improved healing when necessary. The more DOTs, the bigger the heal provided when mastered up to double the value.Cause of Death is now a Path skillCause of Death and Cause of Death+ launch ranks are 1 2Cause of Death and Cause of Death+ target ranks are 1 2 3Cause of Death and Cause of Death+ do not deal DMG based on the current DOT value on the targetCause of Death and Cause of Death+ have a single use per battleCause of Death doubles the current Bleed amount on the target. This cannot be resistedCause of Death+ double the current Bleed, Blight, and Burn values on the target. This cannot be resistedDev Note: We're getting a bit experimental with this one!  When used with surgical precision and timing, it has devastating potential.Disorienting Blast is now a Path skillDisorienting Blast and Disorienting Blast+ have launch ranks 1 2Disorienting Blast and Disorienting Blast+ have target ranks 1 2 3Disorienting Blast & Disorienting Blast+ do not ignore or remove Guard tokensDisorienting Blast has a DMG value of 1-3Disorienting Blast replaces the Shuffle with a Knockback of 1Disorienting Blast grants 1 BlockDisorienting Blast+ has a DMG value of 2-5Disorienting Blast+ CRIT chance reduced from 15% to 10%Disorienting Blast+ replaces the Shuffle with a Knockback of 2Disorienting Blast+ does not apply WeakDisorienting Blast+ does not Stun vs. ComboDisorienting Blast+ applies Immobilize on CRITDisorienting Blast+ grants 1 BlockDev Note: The Surgeon needed some additional front ranks punch, so we opted for a little crowd control, chip damage, and defense rolled into one.  It retains the classic Daze but sacrifices the Stun vs. Combo in favor of other effects.Emboldening Vapours is now a Path skillEmboldening Vapours applies 1 Strength to targetEmboldening Vapours applies 1 Block to targetEmboldening Vapours+ applies the same tokens to the Plague DoctorDev Note: As this Path doesn't have the "do unto others and unto yourself" effect that Battlefield Medicine does, we felt it would be appropriate to emulate that in Emboldening Vapours so the Plague Doctor can assist others while strengthening herself as well.Incision and Incision+ DMG have been returned to Wanderer valuesIncision and Incision+ no longer gain Bleed RES Piercing vs. ComboIncision and Incision+ now grant a +1 Bleed DMG dealt buff to the Plague Doctor when hitting a target with Combo. This buff lasts for the remainder of CombatIncision Bleed reduced from 3 to 2Incision+ Bleed reduced from 4 to 3Incision+ now grants a +1 Burn DMG dealt buff to the Plague Doctor when hitting a target with Combo. This buff lasts for the remainder of CombatDev Note: We wanted Incision to remain an important part of the Surgeon experience so it has some unique qualities to support itself and other skills / items / sources of DOT in a way that no other Plague Doctor Path does.Indiscriminate Science is no longer a Path skillDev Note: Blanket improved healing was a bit much, especially on a skill that's already as potent as this.Noxious Blast is no longer a Path skillDev Note: No more reduced Blight forcing you to focus entirely on Bleed.Ounce of Prevention is now a Path skillOunce of Prevention and Ounce of Prevention+ no longer buff Bleed, Blight, or Burn RESOunce of Prevention and Ounce of Prevention+ no longer buff Disease RESOunce of Prevention and Ounce of Prevention+ launch ranks changed from 2 3 4 to 1 2 3Ounce of Prevention and Ounce of Prevention+ apply +30% Stun RES for 3 turnsOunce of Prevention and Ounce of Prevention+ apply +30% Move RES for 3 turnsOunce of Prevention and Ounce of Prevention+ grant 1 Block to the Plague DoctorOunce of Prevention+ applies +10% Debuff RES for 3 turnsOunce of Prevention+ applies +20% Stress RES for 3 turnsDev Note: We decided to try an experimental version of Ounce of Prevention that provided some self defense while buffing several RES stats that aren't typically seen in party-wide buffs.Plague Grenade is no longer a Path skillDev Note: No more reduced Blight forcing you to focus entirely on Bleed.AlchemistThis Path no longer has reduced HPThis Path no longer has increased Stun RESThis Path no longer has increased Debuff RESThis Path no longer has increased Bleed, Blight, and Burn RESDev Note: Alchemist has been reworked as a Path capable of wielding all 3 DOT types. We wanted to retain some of Alchemist's capacity to land Blight with great success but in ways that involved more active engagement, so her Blight skills (and some others) now gain additional bonuses against targets suffering from other DOTs.  Chip damage has been removed from some skills in order to balance for greater DOT output but other, formerly non-damaging skills have acquired that damage in their place.Cause of Death is now a Path skillCause of Death and Cause of Death+ are considered Melee skillsCause of Death and Cause of Death launch ranks are 1 2 3Cause of Death and Cause of Death+ target ranks are 1 2 3Cause of Death and Cause of Death+ have a cooldown of 1Cause of Death and Cause of Death+ deal 5-8 DMGCause of Death has 10% CRITCause of Death deals +2 DMG if the target has BleedCause of Death ignores Block if the target has BlightCause of Death gains +10% CRIT if the target has BurnCause of Death+ has 15% CRITCause of Death+ deals +2 DMG and ignores Dodge if the target has BleedCause of Death+ deals +2 DMG and ignores Block if the target has BlightCause of Death+ deals +2 DMG and gains +15% CRIT if the target has BurnDev Note: We wanted to experiment with a knife skill that benefits from DOTs in various ways, so the Alchemist now has a potentially high output skill on a short cooldown without interfering with Incision's necessary Bleed capabilities.Disorienting Blast is now a Path skillDisorienting Blast deals 2-3 DMGDisorienting Blast+ deals 3-4 DMGDisorienting Blast applies 3 BurnDisorienting Blast+ applies 4 BurnDev Note: The Alchemist now has a damaging grenade that dishes out some single target Burn.Magnesium Rain is now a Path skillMagnesium Rain and Magnesium Rain+ have launch ranks 3 4Magnesium Rain and Magnesium Rain+ have target ranks 1 2 3 4Magnesium Rain and Magnesium Rain+ target one monsterMagnesium Rain and Magnesium Rain+ no longer clear corpsesMagnesium Rain and Magnesium Rain+ retain the Wanderer Burn valuesMagnesium Rain deals 2-4 DMGMagnesium Rain has a CRIT value of 10%Magnesium Rain applies 2 Bleed if the target has BlightMagnesium Rain applies 2 Blight if the target has BleedMagnesium Rain+ deals 3-5 DMGMagnesium Rain+ has a CRIT value of 15%Magnesium Rain+ applies 3 Bleed if the target has BlightMagnesium Rain+ applies 3 Blight if the target has BleedMagnesium Rain+ gains +15% CRIT if the target has BurnDev Note: Magnesium Rain has been overhauled to provide a direct damage option that can also apply multiple conditional DOTs.  Yes, the Alchemist now has Hollow Vessel.  It's payback time.Noxious Blast and Noxious Blast+ no longer have +33% innate Blight RES PiercingNoxious Blast and Noxious Blast+ no longer deal DMGNoxious Blast and Noxious Blast+ no longer gain Blight RES Pierce vs. ComboNoxious Blast and Noxious Blast+ now gain +20% Blight RES Piercing if the target has BleedNoxious Blast+ increases the duration of its Blight by 1 if the target has BurnNoxious Blast+ CRIT increased from 15% to 20%Plague Grenade and Plague Grenade+ no longer have +33% innate Blight RES PiercingPlague Grenade and Plague Grenade+ no longer deal DMGPlague Grenade and Plague Grenade+ now gain +20% Blight RES Piercing if the target has BleedPlague Grenade CRIT reduced from 15% to 10%Plague Grenade Blight increased from 3 to 4Plague Grenade+ Blight increased from 4 to 5Plague Grenade+ increases the duration of Blight by 1 if the target has BurnDev Note: Noxious Blast and Plague Grenade no longer deal their minor damage but, instead, deal higher values of Blight and can gain bonuses to both RES Piercing and DOT duration without having to consume precious Combo tokens.PhysicianDev Note: DOTs are a major part of the Plague Doctor's identity and reducing their efficacy took away from her flexibility, reducing kit options and making it difficult for the Physician to engage offensively when needed. Her kit has been reworked to retain offensive options, improve some utility aspects, and rebalance elements so that no skill is strictly a "Wanderer+" version. The Physician now has access to most standard negative tokens.Cause of Death is now a Path skillCause of Death has a 5% CRIT chanceCause of Death has a cooldown of 3Cause of Death and Cause of Death+ are classified as Melee skillsCause of Death causes an enemy to receive +1 Bleed, Blight, and Burn from all sources for 3 roundsCause of Death causes an enemy to deal -1 Bleed, Blight, and Burn for 3 roundsCause of Death+ reduces the cooldown to 2Cause of Death+ has a 15% CRIT chanceCause of Death+ applies a second time if it CRITs. This additional time cannot be resistedDev Note: We wanted to experiment with this skill in a way that suits both the Plague Doctor's DOT identity and the Physician Path's support identity, allowing her to amplify DOTs applied to the enemy while also reducing their own output.Disorienting Blast and Disorienting Blast+ target ranks changed from 2 3 4 to 1 2 3Disorienting Blast and Disorienting Blast+ now have a cooldown of 2Disorienting Blast and Disorienting Blast+ no longer ignore 20% Stun RESDisorienting Blast and Disorienting Blast+ no longer apply WeakDisorienting Blast and Disorienting Blast+ now remove all Riposte from the targetDisorienting Blast and Disorienting Blast+ will apply their Adjacent Enemies effects even if the skill misses the primary targetDisorienting Blast no longer applies Vulnerable when unmasteredDisorienting Blast now also applies either Daze or Shuffle to each monster adjacent to the targetDisorienting Blast+ now also applies either Daze, Shuffle, or Vulnerable to each monster adjacent to the targetDisorienting Blast+ no longer interacts with Combo to apply StunDisorienting Blast+ CRIT increased from 10% to 15%Dev Note: We wanted to retain the core of Disorienting Blast but give it a unique twist. A cost-free AoE Shuffle or Daze would be too much but this gives us a way to keep the potency suitably in check while allowing for tactical targeting options via "splash" effects.Emboldening Vapours has been reworked to provide the Physician with a more suitably unique interpretation of the skillEmboldening Vapours targets all Heroes who have Weak, Vuln, Blind, or DazeEmboldening Vapours inverts 1 negative token on each target to a positive equivalentEmboldening Vapours+ targets all Heroes who have Weak, Vuln, Blind, Daze, or StunEmboldening Vapours+ inverts 1 negative token on each target to a positive equivalentEmboldening Vapours+ draws from a better pool of inverted token options than the unmastered version (Block+, Dodge+, chance of CRIT)Dev Note: This felt like a good opportunity to do something for the Physician that doesn't exist on any other Hero, making it a more notable Path signature.Incision and Incision+ do not interact with Combo for Bleed RES Pierce or Bleed Duration effectsIncision and Incision+ apply ComboDev Note: We decided to try giving Physician a version of Incision that still deals out the standard DMG and Bleed but can also facilitate other party members or her own Combo effects.Noxious Blast and Noxious Blast+ do not ignore 30% Blight RES vs. ComboNoxious Blast and Noxious Blast+ instead ignore 20% Debuff RES vs. ComboNoxious Blast and Noxious Blast+ now apply 1 WeakNoxious Blast Blight increased from 2 to 3Noxious Blast+ now applies an additional Weak token vs. ComboNoxious Blast+ CRIT increased from 5% to 10%Dev Note: We wanted to differentiate Noxious Blast as a Physician skill by providing it with both a moderate level of Blight and debuff effects.Ounce of Prevent and Ounce of Prevention+ launch ranks increased from 3 4 to 2 3 4 to match new WandererOunce of Prevention and Ounce of Prevention+ DOT RES values increased to match new WandererOunce of Prevention and Ounce of Prevention+ Disease RES values increased to match new WandererOunce of Prevention no longer applies a Stress RES buffOunce of Prevention+ Stress RES buff increased from 15% to 20%Dev Note: Physician's Ounce of Prevention has been adjusted to better align with the revised Wanderer, trading that version's new Debuff RES when mastered for an enhanced Stress RES buff.Plague Grenade is no longer a Path skillDev Note: It was only ever penalized as a Physician skill. RUNAWAYWandererDev Note: The Runaway's kit has been adjusted to provide her with some previously lacking options for Stealth synergy, RES piercing, and general improvements to utility skills. Most skills have received refinements in power or identity, particularly in regards to her activities in the front ranks.Backdraft and Backdraft+ now benefit from all standard damage modifiers (tokens, trinkets, buffs, etc.)Backdraft and Backdraft+ now ignore Block if the Runaway has StealthBackdraft 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 CRITDev Notes: The Runaway's DOT bomb regains its previously unique nature among the skill type, allowing it to interact with all of the standard tokens (for better or for worse) in addition to the DOT-based calculation for damage. Some values have been adjusted to keep it moderately in line in light of recent increases in Burn availability.Cauterize and Cauterize+ launch ranks changed from 2 3 4 to 1 2 3 4Cauterize and Cauterize+ no longer require that the target have BleedCauterize now only provides the 25% heal if the target has Bleed; otherwise it heals for 1 pointCauterize+ now only provides the 33% heal if the target has Bleed; otherwise it heals for 5%Dev Note: Being unable to use Cauterize in rank 1 didn't feel great for a character that can easily dance to the front. We adjusted the condition restriction to allow for desperate Death's Door saves (and to give some legitimacy to all those Heroes getting angry that they aren't on the receiving end of the hot poker).Controlled Burn and Controlled Burn+ are now considered Ranged skillsControlled Burn initial (non-token) Burn value reduced from 3 to 2Controlled Burn+ initial (non-token) Burn value reduced from 4 to 3Controlled Burn+ now ignores GuardControlled Burn and Controlled Burn+ (token) Burn values are now compatible with buff/debuff effects on monsters that influence DOT values, such as Physician's Cause of DeathDev Note: Burn values have been reduced to match the values on the token of the same name, given how much DOT potential the skill has as a whole. While other external factors can now increase the continuous Burn, this only applies to buffs/debuffs on the monster, as the continued effect lives on the token and not the Runaway. As an experiment, Controlled Burn is allowed to ignore Guard tokens in order to place its rank-locked token but, being a non-damaging skill, it will not remove those tokens. It's not a clearing skill.Dragonfly and Dragonfly+ now have +10% Burn RES Piercing when the Runaway has StealthFirefly now has +10% Burn RES Piercing when the Runaway has StealthFirefly+ now has +20% Burn RES Piercing when the Runaway has StealthDev Note: We wanted to add some Stealth synergy to the Runaway's kit, which previously also lacked any options for Burn RES Piercing.Firestarter and Firestarter+ use limits have been removedFirestarter buff increased from 2 Burn to 3 BurnFirestarter+ now also grants the Runaway +1 Burn Duration for 3 TurnsDev Note: We wanted to provide a little more incentive to spend a turn buffing an ally and this was inspired by a mix of the old Survivor version of the same skill. This also helps make up for the fact that she can never target herself with Firestarter.Hearthlight and Hearthlight+ are now considered Ranged skillsHearthlight and Hearthlight+ no longer ignore DodgeHearthlight and Hearthlight+ no longer have to hit a target to remove Stealth; it is cleared from the enemy team regardlessHearthlight and Hearthlight+ now apply a -10% Burn RES debuff to all targetsHearthlight and Hearthlight+ now apply Combo on CRITHearthlight now has a CRIT of 10% and can use CRIT tokensHearthlight+ now has a CRIT of 15% and can use CRIT tokensHearthlight+ no longer has a 25% chance of applying ComboHearthlight+ now grants +10% Burn RES Piercing to all HeroesDev Note: Hearthlight has long been a divisive skill due to the specificity of its use case. While it shines in some areas, such as Coven battles in Kingdoms, it falls a lot flatter in others. With these changes, we've aimed to retain its core capability (widespread Stealth clearing) while applying some benefits that are more broadly applicable to the skills of the Runaway and other Heroes with Burn. Splitting the Burn RES effects into a buff and debuff means you get a chance to score double value but also guarantee at least half. Lastly, non-damaging skills that ignore defensive tokens such as Dodge are not meant to remove those tokens unless they are clearing skills (e.g. the Highwayman's Tracking Shot) so we've corrected the error in this skill. To compensate, we've made a change to guarantee that all Stealth is still removed from the enemy team.Ransack and Ransack+ no longer spread Burn vs. ComboRansack and Ransack+ ignore their Combo effect if the Runaway already has StealthRansack now grants 1 Stealth vs. ComboRansack+ now grants 2 Stealth vs. ComboRansack+ DMG reduced from 4-8 to 4-7Dev Note: After some deliberation, we decided to try positioning Ransack as a sister skill to Run and Hide as a Stealth setup with Forward movement instead of Back, enabling front rank skills such as Dragonfly and Searing Strike to more readily benefit from Stealth synergies.Searing Strike and Searing Strike+ Combo effects have been changed to the random Burn spreadSearing Strike DMG increased from 3-6 to 3-7Searing Strike gains +1 Burn when the Runaway has Stealth. This applies to the base Burn and the spread.Searing Strike+ DMG increased from 4-7 to 4-9Searing Strike+ gains +2 Burn when the Runaway has Stealth. This applies to the base Burn and the spread.Dev Note: With Ransack losing the random Burn spread, Searing Strike felt like the right place to gain it. We feel that, between the differences in direct DMG, reach, and how the Stealth synergy interacts with the Combo effect, Searing Strike and Firefly can now serve different purposes. Searing Strike gets a bigger spread while Firefly does it more reliably.Smokescreen and Smokescreen+ are unchanged for WandererArsonistThis Path no longer has a 25% chance of gaining 3 Burn on Turn StartThis Path no longer reduces DMG on various skillsThis Path no longer increases CRIT on various skillsThis Path no longer inherently increases Burn RES Piercing on various skillsThis Path gains +1 Burn Dealt and +2 SPD, to a max of 3 stacks, if the Arsonist has Burn at the end of a round. These buffs are lost if the Arsonist has no Burn at the end of a round.Dev Note: Much of the previous Arsonist's consistency with Burn application has been folded up into Wanderer's adjusted Hearthlight and Stealth synergies, so the Arsonist has been retooled as a high risk mid-ranks damage role that leans into the self-immolation angle with guaranteed self-Burn effects that fuel other skills. Stealth synergies and certain consistencies have been sacrificed for damage and unusual Burn manipulation options. As her Path seal says: "Everything burns."Backdraft is now a Path skillBackdraft and Backdraft+ launch ranks are 2 3Backdraft and Backdraft+ target all enemies with BurnBackdraft and Backdraft+ do not interact with DMG modifiers such as tokens or trinketsBackdraft and Backdraft+ double the Burn on the Runaway after useBackdraft deals 50% of remaining Burn on the Runaway as DMG to all targetsBackdraft+ deals 75% of remaining Burn on the Runaway as DMG to all targetsDev Note: Backdraft is one of the primary outputs for the Arsonist's self-Burn, gaining DMG based on her own immolated state.Controlled Burn is no longer a Path skillDev Note: Controlled Burn, true to its name, does not engage with the self-Burn mechanics of the Arsonist. We felt it was important to retain a method of safely applying Burn without igniting the Arsonist as well, just in case.Dragonfly and Dragonfly+ no longer have 33% Burn RES PiercingDragonfly and Dragonfly+ now apply 2 Burn to the Runaway per Target hit; this cannot be resisted and is affected by any DOT modifying buffs and effectsDragonfly CRIT reduced from 15% to 5%Dragonfly+ DMG increased from 1-2 to 1-3Dragonfly+ CRIT reduced from 15% to 5%Dragonfly+ Burn reduced from 4 to 3Firefly and Firefly+ no longer have 33% Burn RES PiercingFirefly and Firefly+ now apply 2 Burn to the Runaway; this cannot be resisted and is affected by any DOT modifying buffs and effectsFirefly DMG increased from 1-3 to 2-4Firefly CRIT decreased from 15% to 5%Firefly Burn reduced from 3 to 2Firefly+ DMG increased from 2-3 to 3-4Firefly+ CRIT increased from 20% to 10%Firefly+ Burn reduced from 5 to 4Dev Note: Dragonfly and Firefly have been adjusted to support Arsonist's self-Burn mechanics.Firestarter is now a Path skillFirestarter and Firestarter+ target a single enemy with BurnFirestarter and Firestarter+ copy the Burn from the target to the RunawayFirestarter and Firestarter+ transfer the Burn from all other enemies on the team to the RunawayFirestarter+ grants 1 StealthDev Note: Firestarter has been reworked to provide an alternative method of accruing large amounts of Burn on the Arsonist at a risk. Leaving Burn on the original target will facilitate boss targeting but the full potency of her AoE Backdraft will require additional team support after using Firestarter to amplify her damage potential.Hearthlight is now a Path skillHearthlight and Hearthlight+ target a single enemyHearthlight and Hearthlight+ require that the Runaway have BurnHearthlight and Hearthlight+ have a cooldown of 2Hearthlight and Hearthlight+ transfer the Runaway's remaining Burn to the targetHeathlight consumes any Arsonist buffs to heal 5% per buffHearthlight+ consumes any Arsonist buffs to heal 10% per buffDev Note: Hearthlight has been reworked as an emergency exit of sorts, displacing any remaining Burn and sacrificing accrued Arsonist buffs to quickly recover health.Ransack is no longer a Path skillDev Note: The Wanderer version of Ransack provides a degree of self-defense that's otherwise missing from this Path and it no longer needs to suffer the previously reduced DMG.Searing Strike and Searing Strike+ no longer have 33% Burn RES PiercingSearing Strike & Searing Strike+ launch ranks changed from 1 2 to 2 3Searing Strike and Searing Strike+ now match the new Wanderer version's Burn values and Combo effectSearing Strike and Searing Strike+ do not benefit from StealthSearing Strike and Searing Strike+ now apply 2 Burn to the Runaway; this cannot be resisted and is affected by any DOT modifying buffs and effects on the RunawaySearing Strike DMG increased from 3-4 to 3-7Searing Strike CRIT reduced from 15% to 5%Searing Strike+ DMG increased from 3-5 to 4-9Searing Strike+ CRIT reduce from 20% to 10%Dev Note: Searing Strike has been adjusted to not only serve the Arsonist mechanics but to allow use from further back in the ranks, as the Arsonist is less suited to rank 1 combat. This does give it a bit more overlap with Firefly, but the two remain differentiated by their reach and differences in direct damage output when needed.SurvivorDev Note: The Survivor Path has been retooled to be able to brawl rather than being forced into a support role with mechanics and skills that support an ebb-and-flow of health, alternately drawing fire and disappearing when needed. While Stealth still offers some Burn synergies, it can also be expended in bulk on various skills to sacrifice defense for more immediate gains.If the Survivor's health is still below 75% after receiving any heal, she has a chance to gain Dodge (50%) or Dodge+ (25%)Cauterize is no longer affected by this PathDev Note: Survivor is intended to be more mid-and-front ranks capable as a combatant and not relegated to a support role, so we've decided to normalize the extremely "Wanderer+" Cauterize. There are other skills on this Path to provide additional avenues of healing. Controlled Burn is no longer affected by this PathDragonfly is no longer affected by this PathFirefly is no longer affected by this PathDev Note: These skills were only negatively impacted by the Path previously, having reduced Burn RES Piercing. We further wanted them to match the new Wanderer versions of the skills so that Survivors would still have some Burn options that, in the case of Dragonfly and Firefly, synergized with Stealth rather than expending it in bulk in the fashion of new Survivor skills.Hearthlight is now a Path skillHearthlight and Hearthlight+ share Cauterize's FX and animations on this Path as the skill no longer targets enemiesHearthlight and Hearthlight+ target a single HeroHearthlight and Hearthlight+ launch ranks are 1 2 3Hearthlight and Hearthlight+ target ranks are 1 2 3 4Hearthlight and Hearthlight+ are considered Heal skillsHearthlight and Hearthlight+ have a cooldown of 2Hearthlight and Hearthlight+ require the target to have StealthHearthlight and Hearthlight+ remove all Stealth from the targetHearthlight and Hearthlight+ heal for 10% per Stealth token on the targetHearthlight applies Regen 1 per Stealth token on the targetHearthlight+ applies Regen 2 per Stealth token on the targetHearthlight+ heals 1 Stress per Stealth token on the targetDev Note: The Survivor has a broader recovery option available in her version of Hearthlight, albeit at the cost of somebody's defenses. When mastered, it offers her a way to potentially alleviate some of the stress she's likely to absorb while tanking hits. Despite being a heal, we opted to keep Hearthlight strictly cooldown instead of use limited due to the Stealth cost. There was some consideration to make this purely cost the Survivor's Stealth but there are more interesting synergy options in trinkets, quirks, and other Heroes if it requires the target's Stealth instead. Think of this as self-heal that occasionally has other applications.Ransack and Ransack+ no longer have innately reduced Burn RES PiercingRansack and Ransack+ no longer spread Burn to a random adjacent monster vs. ComboRansack and Ransack+ now remove all Stealth from the Runaway when used if there are positive tokens on the target that can be stolenRansack DMG reduced from 3-6 to 3-5Ransack now steals 1 positive token per Stealth on the RunawayRansack now ignores Block while the Runaway has StealthRansack+ DMG reduced from 4-8 to 4-7Ransack+ now steals 2 positive tokens per Stealth on the RunawayRansack+ now ignores Block and Dodge while the Runaway has StealthDev Note: Since the Survivor is meant to be more survivable, we felt it appropriate to have Ransack provide a way to reduce enemy tokens while providing her with her own. In order to facilitate stealing the more defensive tokens, Ransack has gained some conditional ignores so that it doesn't consume what you may wish to steal. DMG has been slightly adjusted in accordance with the ignores and new utility.Run and Hide is no longer a Path skillDev 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 PiercingSearing Strike and Searing Strike+ have retained their former Wanderer DMG valuesSearing Strike has retained the former Wanderer Burn value of 2, or Burn 4 vs. ComboSearing Strike+ has retained the former Wanderer Burn value of 3, or Burn 6 vs. ComboSearing Strike and Searing Strike+ remove all Stealth from the RunawaySearing Strike and Searing Strike+ gain +50% CRIT per Stealth token on the RunawaySearing Strike and Searing Strike+ increase the duration of the Combo / non-Combo Burn by +1; this explicitly only applies to Searing Strike's BurnDev Note: We wanted to remix the former version of Searing Strike that Survivor had in a way that paired with her melee Stealth consumption for added effect. Is +50% CRIT a lot? Sure, but at a single Stealth token it's no different from a Grave Robber's Combo bonus and at 2 Stealth tokens you're sacrificing a lot of safety for the payoff.Smokescreen is now a Path skillSmokescreen and Smokescreen+ launch ranks changed to 1 2 3Smokescreen is now a self targeting buff instead of an enemy debuff skillSmokescreen and Smokescreen+ move the Runaway Forward 1Smokescreen and Smokescreen+ grant 2 Taunt to the RunawaySmokescreen and Smokescreen+ grant a buff that applies Blind to any monster that attacks the Runaway. This lasts until the start of her next turn.Smokescreen and Smokescreen+ apply 2 Stealth to the Runaway at the start of her next turnSmokescreen cooldown is now 3Smokescreen+ cooldown is now 2Smokescreen+ enhances the buff to apply both Blind and Combo to any monster that attacks the Runaway. This lasts until the start of her next turn.Dev Note: We thought we'd try something a little different with Smokescreen, providing a way for the Runaway to pull hits -- giving her the necessary health runway for her Path passive -- before disappearing to make use of her various Stealth benefits. Depending on timing and maybe a little luck, there's a lot of potential Blind output. In addition, we've added a Forward movement so that she can be sure to be in the front ranks.OrphanThis Path no longer has reduced HPThis Path no longer buffs or debuffs Burn dealt based on rankThis Path no longer buffs or debuffs DMG dealt based on rankAt 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 dealtAfter ending a second round in her Stable rank, the Orphan also gains +1 Burn durationThe Orphan loses these buffs if she ends a round in any rank other than her designated Stable rankWhen moving, the Orphan gains +1 DMG stacking up to 2 timesThe Orphan loses this buff if she hasn't moved (or been moved by external sources) by the end of a roundDev Note: The original intent of the Orphan Path was to facilitate movement and positioning choices but many people opted to play it with a park 'n spark approach instead, sitting her in the back and spamming Firefly. The Orphan's kit and buffs have been retooled to support choosing mobility or stability (or cleverly managing both!) as needed so that both the original intent and the emergent playstyle are preserved while mitigating some of the old Path's issues with rank bonuses clashing with the needs of skills. While some of the other Paths specialize in spreading Burn around, the Orphan is more capable of stacking it on single targets.Dragonfly is now a Path skillDragonfly and Dragonfly+ do not have a chance to apply ComboDragonfly and Dragonfly+ do not have Burn RES Piercing when StealthedDragonfly and Dragonfly+ add an additional, separate Burn 1 effect when used while Stealthed. This Burn is also affected by DOT modifiers such as Orphan Path buffs or trinkets.Dragonfly+ Burn reduced from 4 to 3Firefly is now a Path skillFirefly and Firefly+ do not interact with ComboFirefly and Firefly+ do not gain Burn RES Piercing when the Orphan has StealthFirefly and Firefly+ add an additional, separate Burn 1 effect when used while Stealthed. This Burn is also affected by DOT modifiers such as Orphan Path buffs or trinkets.Firefly+ Burn reduced from 5 to 4Dev Note: We wanted key Burn skills on this Path to have a unique Stealth buff that not only synergized with the Path buffs but other sources of DOT modification such as trinkets, Firestarter, or Physician's Cause of Death. Even a very small fire can quickly grow out of control under the right conditions. Having lost their Stealth Burn RES Piercing, we also opted to have Orphan inherit the Wanderer version of Hearthlight.Firestarter is no longer a Path skillDev Note: The current Wanderer version of the skill already synergizes well with other Path effects.Ransack is now a Path skillRansack and Ransack+ do not consume Combo to grant StealthRansack and Ransack+ apply ComboRansack now gains +10% Move RES Piercing if the Runaway has StealthRansack+ now gains +20% Move RES Piercing if the Runaway has StealthDev Note: As great as Ransack is for generating Stealth, having both Stealth generators for this Path require movement would make it very difficult for the Runaway to benefit from both her Stealth Burn effects and the Burn buffs for having not moved at the same time. Consequently, Ransack has become a Combo generator instead of consumer and the secondary source of Stealth has been moved elsewhere on this Path. Between this and adjustments made to Searing Strike / Firefly, Orphan overall is generally less Combo-hungry and slightly more capable of providing it instead.Searing Strike is now a Path skillSearing Strike and Searing Strike+ launch ranks are 1 2 3Searing Strike and Searing Strike+ do not consume ComboSearing Strike and Searing Strike+ do not gain increased Burn when the Orphan has StealthSearing Strike and Searing Strike+ add an additional, separate Burn 1 effect when used while Stealthed. This Burn is also affected by DOT modifiers such as Orphan Path buffs or trinkets.Searing Strike DMG reduced from 3-7 to 3-6Searing Strike+ DMG reduced from 4-9 to 4-7Dev Note: We decided to increase the flexibility of launch ranks at a cost of top end DMG, since Searing Strike is wholly capable of making use of both forms of Orphan buffs. This change makes it more compatible with Backdraft and helps keep it on par with other, less rank-flexible Path variants of the skill. Like Dragonfly and Firefly, it has the potential to stack added Burn on a single target from Stealth but it has a better DMG range to benefit from +DMG, at the risk of losing the buff since this skill doesn't move you. If you can get somebody else to displace the Orphan afterwards, though, the buff can be retained.Smokescreen is now a Path skillSmokescreen and Smokescreen+ do not apply ComboSmokescreen CRIT increased from 5% to 10%Smokescreen applies 1 WeakSmokescreen+ CRIT increased from 10% to 20%Smokescreen+ applies 1 Weak instead of 1 VulnerableSmokescreen grants 1 Stealth to the OrphanSmokescreen+ grants an additional Stealth on CRITDev Note: Smokescreen has been reworked for the Orphan to provide a way for her to gain Stealth without sacrificing the Burn buffs like Run and Hide would. In addition, the skill swaps the Vulnerable for Weak in order to double down on hampering the target's next attack; even if Blind fails the 50/50 roll, the Weak token will still cut the damage in half.ENEMIESChampion enemies now have Champion tag displayedLibrarian Reduced Burn RES from IMM to 100%Collector: Life Steal now has a 1 turn cooldownFixed Death occasionally spawning in Catacomb repair fightsFocused Fault: Replaced +100% DMG per Seen token with +8 DMG per Seen tokenNow after killing the Chirurgeon, Patients can be found in Gaunt road battles for 3 regionsPatient now only applies diseases when Chirurgeon is presentSpiked Barricade and Weapon Rack can no longer gain positive tokensMilitary mashes have been updatedSpearman: Spear Toss can now target rank 3 or 4 when they have combo, it now ignores Block and has increased crit against targets with combo, and will not apply combo if they have comboThe Binding Blade DLC: Warlord: Paro now applies small horrorThe Binding Blade DLC: Now after killing the Warlord, other faction enemies can be found in Military road battles for 3 regions. Military will now only be driven out when the Warlord is defeatedDev Note: Previously, there was some variance to how many defeated Military enemies were required to drive them which was unclear and didn't feel right thematically. With the change to the Warlord's defeat, it's now consistent with Chirurgeon defeat effects and an explicit requirement to provide better clarity on when the condition is metInhuman Bondage DLC: Increased chances to encounter Crypt Keeper in the CatacombsAdjusted base speed on the following enemiesDev Note: Since we've removed much of the speed increase from Ordainment and from certain Battle Modifiers we felt some enemies were aversely impacted and needed some slight adjustments to make sure they are still threateningWidow speed increased from 2 to 3Sacrificial speed increased from 2 to 3Flayer (Unignited) speed increased from 2 to 3Whipper (Unignited) speed increased from 1 to 2Librarian (Unignited)  speed increased from 4 to 5Librarian (Ignited)  speed increased from 6 to 8THE DAMThis is a run mutator area that offers options for your next Confession expedition. If you have other ideas please send us your thoughts! The current options that were added are the following:Enable Retreat Button. Effects from retreating is +2 Loathing and +2 Stress to all party members, this option is always available after the prologue/tutorialEnable Selling to Hoarders. This allows players to sell items to the Hoarder for a small amount of relics/gold. This option is locked behind completing the Act 5Enable Mountain at all Inns. This allows players to approach the mountain at any inn they reach, assuming they have a trophy to enter. This option is locked behind completing Act 5Increased Chance of Battle Modifiers. Normally Battle Modifiers have an increasing chance to appear later in later regions during a confessions run, this option will try to roll a Battle Modifier at every fight when possibleITEMSDark Impulse icons now have icons to represent their buffs and debuffsLinseed Oil Flask: Now has flammable tagMineral-Rich Spring Water: Now has the Restorative tagRousing Ringer: Increased chance to apply Daze to attacker when hit while Flame is under 50 from 33% to 66%. +33% Debuff RES Piercing when target has Daze changed to Target: Ally: Remove Daze and Stun.Fertile Dirt now has a chance to drop from road debris while in the SluiceWilbur's Flag: Added additional target rank clarity to item descriptionDeath's Head Trinkets: Reworked effects that are now randomized including On Kill effects. Each trinket will now have one On Entering Death's Door effect, one On Leaving Death's Door effect, and one On Killing Blow effect (ineffective against corpses).Mortal Ward: Now has On Leaving Death's Door: Crit Token, Dodge+ Token, and -2 StressShambler's Eye Trinket: Increased Crit buff per stress from +2% to +5%Shambler's Eye: Fixed incorrect Healing Given per Stress debuff, it should be -5% per Stress rather than -10% per StressSelfish Motivation Trinket: Now only applies Blind, Immobilize, Taunt, or Vulnerable on turn startMustache Cream Trinket: Extra action when targeting hero has been changed to targeting ally instead and chance increased from 33% to 50%Junia's Head Trinket: Removing 1 Negative Token and removing Combo when targeting hero has been changed to targeting ally insteadBusker's Haul Trinket: Add Dodge when targeting hero has been changed to targeting ally instead and chance increased from 20% to 33%Undeserved Commendation Trinket: Add Crit when targeting hero has been changed to ally and chance increased from 10% to 15%Trephine Bur: Replaced Convert with Invert in description for consistencyCat Food Combat Item: Purchase price reduced from 6 to 4Invigorating Intoxicant Combat Item: No longer provides a SPD or CRIT buff while on Death's Door. Now has remove all Weak on use, Deathblow RES buff duration increased from 3 to 5 turns, and When Entering Death's Door remove all WeakFixed Gagged Boiled Head from being unequippableCorrupted Bile Gland: Now has Serrated tagCruel Intent: Replaced Gain On Crit: Blind Token with Gain On Non-Crit: Blind Token.Single Leech is no longer dropped by the Chirurgeon and now has a 5% chance to drop from any PatientCombat item tooltips now display if it's targeting a friendly target or enemy targetTrinkets that deal damage through an effect in combat will display the name in the poptext beside the damage valueOnly hero trinket and hero signature inn item hero goals will generate when Altar of Hope is completed. Hero trinkets are now pre-rolled for hero goals.Ancestor’s Statue trinkets have been changed from Indelible to AncestralAt the Hoarder, Vague trinket selection is replaced with Distant trinkets while in the final region in Confessions and after Escalation 1 in KingdomsAll downsides on Distant stat trinkets now match the values of Vague versionsThe Binding Blade DLC: Securis: Added Gain On Killing Blow: Strength Token & Block TokenRunaway Trinket ReworksCarved Toy: Now has +15% CRIT when self has Stealth, +25% Debuff RES Piercing when target Burn, and Gain When Moved By Enemy: Daze or TauntKnitted Blanket: Now has Gain On Burn Resist: Stealth, +1 Burn Dealt when target has Negative Token, and When Stress Damaged: Burn 1 (15%)Pile of Ash: Now has When Moving: Dodge (50%) or Dodge+ (15%), Apply to Attacker When Missed: Shuffle, and Gain When Hit: Knockback 1Occultist Trinket ReworksShambler’s Eye: Now has +5% CRIT per Stress, When Stress Damage: Random Enemy: Combo, -5% Healing Given from Skills per StressSeeing Sphere: Now has Ranged Skills: Apply On Hit: Add 1 Negative Token (33%), +1 DMG per Negative Token on target, and Gain When Moved by Enemy: Add 1 Negative TokenScalded Skull: Now has Target: Burn 1 when target has Combo, Adjacent Allies on Turn Start: Add 1 Positive Token when self Burn, and Random Ally on Turn Start: Burn 1 (33%) when Unchecked Power is 2 or morePlague Doctor Trinket ReworksAnnotated Textbook: Now has Target: Ally: Invert 1 Negative Token (65%) or +1 Stress (5%), +50% Healing Given from Skills when Restoration Item is equipped and Turn Start: Vulnerable (33%) when first in turn order Early Experiment: Now has +1 Blight when Noxious Item is Equipped, Apply On Crit: Invert 2 Positive Tokens, and Gain When Moved by Enemy: Bleed 1 (15%) or Blight 1 (15%) or Burn 1 (15%)Storage Room Key: Now has Target: Ounce of Prevention Skills: Block Token, Target: Emboldening Vapours Skills: Regen 2, +1 SPD per Medicinal Gear Equipped, and Gain On Miss: -1 SPD (3 Turns)UI ImprovementsAcademic View now displays when skills ignore tokens, when the skill requires certain conditions, speed, and stress resistance. Hero skill cooldowns, skill uses, and conditions are now displayed hereTooltip formatting adjustmentsDev Note: Formatting has been updated to be more readable. Operator symbols have been removed and condition order has been moved around. ex) If Flame < 50: EFFECT will now read as EFFECT when Flame is under 50Token glossary improvements. Certain tokens will now appear depending on the context such as hero shrines, special encounters, regions, and kingdom modules. Several tokens have been recolored and recategorized for consistency. Stealth token icons are gold and can be stolen/copiedDev Note: Stealth tokens have always had the positive token tag, now they will present and interact consistently with other positive tokensTokens now have duration that display in tooltips the same as DOT durationsDOT duration tooltip color now matches DOT colorHeal skills tag now displayed on skills similar to how Melee and Ranged skills are displayedRanked locked tokens (ie. Barnacles and Consecration) now have an icon below them in combat and are called out as rank locked in their descriptionsHealth bars now have quarter linesHero tooltips no longer change width or move position when displaying upgraded infoInventory and Vitrine can now be accessed at the Crossroads respectively with I/Z on keyboard or LT/RT on gamepadInn effects now displayed in Inn sign tooltipRetreat effects now displayed in the retreat button tooltipChanged the default font size on PC/MAC to be slightly smaller. Added Larger Font Size option to gameplay menu and will use that as the default on Steam Deck and other consoles.Made improvements to upgraded skill comparison to better show cooldown changes/removalAdded button on Hoarder to allow players to see torch tooltipGAMEPLAYAdded two new options to the GAME categoryAdded a Combat Speed optionDev Note: We've rolled out an option that will allow you to increase combat speed to 1.5x of default. There is also an option to have the audio remain synced or not. Syncing will increase the game audio speed/pitch to match. The game will revert game speed to 1x for all in-combat cinematics (ie. Boss intros, deaths, resolve checks, etc), and then resume back to 1.5x.Added a Driving Speed optionDev Note: We've rolled out an option that will allow you to increase driving speed to 1.5x of defaultFervent Defender: Removed redundant Battle text from descriptionIncreased Mastery drop rate at Resist locations from 37.5% to 50% and at Oblivion's Ingress locations from 50% to 60%Dev Note: Although mastery is still not guaranteed at Resist locations, this should aid in reducing (but not eliminating) the likelihood of visiting several of them and getting no mastery at all. Overall, this will also result in a small amount more Mastery throughout an expedition. We'll be monitoring this change and will revert if it negatively affects the Mastery economy.Reduced Mastery drop rate at Road battles from 11.11% to 8.33%Default inn quirk chance reduced from 80% to 50% and Vestal's Secret guarantees 1 quirk instead of 2Dev Note: We’ve heard feedback that in Confessions quirks are replaced at inns too frequently. This is an experimental change to see how it feels, there’s a chance these values will be reverted if they aren’t well receivedCRITs no longer increase the duration of DOTs by +2 rounds for both enemies and heroes.Dev Note: We want to rebalance DOT power level as well as open up new avenues to grant these kinds of effects from different sources. By removing the generic +round duration on all crits we can diversify with more ease and make DOT skills less CRIT-reliant. Other benefits of CRITs still remain such as the 20% RES piercing and the chance of stress heal. Skills that scale on DOT value (e.g. Cause of Death) have been rebalanced with this change in mind. There are still some CRIT-oriented Hero skills to be reviewed.Wheel and Armor now have scaling effects based off the number of Wheels or Armor rather than only effects when fullRegion goal rewards will no longer include +3 MasteryDev Note: The chance of this, even when low, created strange difficulty combinations that weren't desirableNaked and Afraid region goal: Will no longer spawn in Region 1 and will no longer drop Candles of Hope rewardsSpelunk region goal: Will no longer drop Candles of Hope rewardsRelics dropped from Resist and Road battles while in the Sluice will now always roll the max amountRemoved redundant Ignore 20% RES from Crit token descriptionFixed Death's Head trinkets not displaying Remove Combo on some buffsObsession Max Loathing effect chance for Random Negative Quirk reduced from 100% to 50% and no longer has a chance to apply Shattered WillEscalation Max HP buffs will no longer affect enemy corpses or Ancient AdversaryThe Jinx Quirk: Now more rare and can no longer be obtained from InnsDisarmer Quirk: Now less rare and can be obtained from InnsShattered Will Quirk has been removed from quirk options when choosing to fight the ShamblerCurrent Confession icon now displayed at the CrossroadsThe Goops applying Slimed when targeting hero has been changed to targeting ally insteadMan-At-Arms Kingdoms final hero upgrade: Removing all Weak tokens when targeting hero has been changed to targeting ally insteadAdjusting quarter notches and health bar to be more accurate in combatAdded line break to Requires and Ignores lines on enemy academic viewFixed FACTION Hater quirks not displaying +15% DMG when facing FACTION correctly Fixed Visit a Shrine of Reflection hero goal never generatingFixed Daemon's Pull hero goal being generated when Altar of Hope is completedBlessed and Cursed skill assignment now selects from all skills when skill bar isn't fully equippedKnown Issue: If there are already Blessed/Cursed skills, any newly blessed or cursed skills will be randomly selected from all skillsStealth token icon has been updatedFixed an issue where the torch was unintentionally draining prior to the crossroadsFixed an issue where Horseshoe swift travel icon wasn't removed when passing the dayIncreased Region select scroll speed with mouse scroll wheelRemoved Bounty Hunter hero sheet "visit shrines to unlock" textAdjusted In Line Damage size for trinket damage poptext text to not be so largeUpdated remove token/quirk logic to behave like copy/steal logic in that it is now pure randomUpdated Kingdom Siege Resolution UI to add a pulse to sieges that must be resolved, to assist users who forget that they must resolve these before they can continue elsewhereUpdated Jester Wanderer Finale, Crusader Aggressor Smite and Reap, Abomination Fiend Rage, and Smolder Hymnal on kill effects to trigger when killing a corpseBundle of Contracts, Kill List, and Crimson Tick tooltips now state the on kill triggers are ineffective against corpsesNecrosis: Tooltip now explains Heal 5% per targetHero trinket tooltips no longer say \ Skills: and will now just say \:Fixed an issue that could cause On CRIT effects to sometimes express that they occurred when they weren't CRITsFixed copying DOTs onto target when target is DOT immuneFixed candles not spawning correctly at locations in early regionsFixed certain region goals not appearing as intendedFixed issue where you could sell Tattered Banner quest itemFIXESFixed Winded, Controlled Burn, Field Surgeon, and Pyromaniac not appearing in token glossary correctlyFixed Widow and Chirurgeon Academic View and buffs stringsFixed ignited Shaman Academic ViewFixed Bagman Academic View tooltipFixed Trapmaker's Kit item descriptionFixed Galea descriptionFixed The Mountain Shudders presentation not triggering after retreating from combatFixed hero effects like quirks not being applied after a Max Loathing Reset occursFixed the camera not animating back to the stagecoach after resolving a mid-combat saveFixed sound effects and narration sometimes not triggering on Loathing IncreasesFixed Loathing effects not being applied if the player quits before the presentation is resolvedFixed an issue where the Retreat button would briefly appear when Retreat was not enabledFixed tooltip issue when checking if self or target has no tokenFixed token glossary not displaying tokens for reserve heroesGamepad fixes for character sheet navigationFixed missing SFX on Spearman’s Spear Toss when targeting a hero with comboFixed Lair combat start heals displaying poptextFixed missing UI after Lair fightsFixed issue preventing Memoried heroes from obtaining hero goals again after they have been completedFixed Bounty Hunter immobile in Kingdoms after respawningFixed the blade orientation on Plague Doctor's infernal dagger to match her other weapon kitsFixed coloring of increased/decreased loathing color in tooltips to better match the gold/blue paradigmFixed Plague Doctor bomb not resting in hand during positive relationship presentationIssues with Gamepad Text entry for the Begin New Adventure screen have been addressedDev Note: On Steamdeck we recommend updating to Steam OS 3.7 if you're experiencing loss of input after resuming the game from sleep modeGamepad: Kingdoms Campaign creation should use default nameGamepad: Error when Quitting Name field on the Profile creation screen in Big Picture modeGamepad: Fixed an issue with complete your Confession focus isn't on the signature button after quickly selecting ConfessionFixed Bounty Hunter hero sheet from showing "visit shrines to unlock"Fix for Body of Work's crown VFX disappearing after a skillFixed an issue where Body of Work could be targeted by Runaway’s Backdraft without a valid source of adjacent Burn