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Steam News25 October 20169y ago

Wizard's Hollow Update is Live!

Full revamp of the Wizardmans class, a host of bug fixes, and a holiday event with brand new monsters, loot, and adventure!

Full notes

Full Dungeonmans update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions1 change2 removals
  • Events
  • Gameplay
  • Balance
addedFull revamp of the Wizardmans class, a host of bug fixes, and a holiday event with brand new monsters, loot, and adventure!
addedThe Tale of the Horseless HeadsmansA most unwelcome visitor is camping Academy grounds, and rumors of a new undead menace have made the rounds. Holiday adventure with tricks and treats, here for a limited time. New bosses, weapons, candy corn! I hope you like to rhyme. Take note: The special encounters in this event are scaled to your active level, so whether you're 5 or 15 you should find the monsters appropriately strong and, if you persist through to the end, a weapon that is scaled to your level as well. Finishing the event at Level 15 will reward you with what might be the strongest base weapons in the game outside of one particularly menacing post-game piece of gear.
removedWizardmans Class RefreshMana no longer recovers by default over time.
changedWizardmans Class RefreshWizard Staff A Wizard Staff is now a melee weapon. The staff attacks creatures adjacent to you and the target, or in all eight tiles around you depending on how many points you put into it. These extra attacks will never target enemies with dangerous status effects, such as damage reflection or counter attacks. All Wizard Staffs are bound to a given element when dropped. This element determines your melee damage, the type of Bolt of Foom you cast, as well as other spell effects. Nearly all Wizardmans powers are improved in some capacity if you have a Wizard Staff equipped. Battlemage (new Passive): You can fight with a staff in one hand and 1H sword in the other. Lava Lance: Now also sets the ground on fire. Don't stand in it. Searing Ray: Equipping a staff allows you to bounce the ray one time. Foom From The Skies (replaces Foomsplosion): Call down a meteor with elemental damage and effects based on the staff you have equipped. They can hurt you too, so be careful. Conjure Ice Blocks: Equipping a staff now allows you to conjure a 3x3 section of blocks, potentially trapping a monster inside. Rhombus of Rime: No longer damages, but instead freeze and debuffs the combat abilities of targets. Staff allows you to cast it at ranger. Shardstorm (replaces Coldnado): Converts all your mana into shards of frozen foom that then fire, once per round, as Bolt of Foom casts. Decoymans: Staff increases the duration of the Decoymans from 5 to 8 rounds. Gift Exchange: Staff use reduces the duration of debuffs applied to the caster by 1 round. Big Bamf: Staff use pulls all the targets in the splash radius into the tile that was Bamf'd away from.
removedStat PotionsPotions of Stremf, Skills, Foom, and Science no longer drop. In their stead are Battle Potions, which give you powerful short term buffs that are more clear and controlled. You still want to pot up before big fights,

Dungeonmans changes

addedFull revamp of the Wizardmans class, a host of bug fixes, and a holiday event with brand new monsters, loot, and adventure!
addedA most unwelcome visitor is camping Academy grounds, and rumors of a new undead menace have made the rounds. Holiday adventure with tricks and treats, here for a limited time. New bosses, weapons, candy corn! I hope you like to rhyme. Take note: The special encounters in this event are scaled to your active level, so whether you're 5 or 15 you should find the monsters appropriately strong and, if you persist through to the end, a weapon that is scaled to your level as well. Finishing the event at Level 15 will reward you with what might be the strongest base weapons in the game outside of one particularly menacing post-game piece of gear.
removedMana no longer recovers by default over time.
changedWizard Staff A Wizard Staff is now a melee weapon. The staff attacks creatures adjacent to you and the target, or in all eight tiles around you depending on how many points you put into it. These extra attacks will never target enemies with dangerous status effects, such as damage reflection or counter attacks. All Wizard Staffs are bound to a given element when dropped. This element determines your melee damage, the type of Bolt of Foom you cast, as well as other spell effects. Nearly all Wizardmans powers are improved in some capacity if you have a Wizard Staff equipped. Battlemage (new Passive): You can fight with a staff in one hand and 1H sword in the other. Lava Lance: Now also sets the ground on fire. Don't stand in it. Searing Ray: Equipping a staff allows you to bounce the ray one time. Foom From The Skies (replaces Foomsplosion): Call down a meteor with elemental damage and effects based on the staff you have equipped. They can hurt you too, so be careful. Conjure Ice Blocks: Equipping a staff now allows you to conjure a 3x3 section of blocks, potentially trapping a monster inside. Rhombus of Rime: No longer damages, but instead freeze and debuffs the combat abilities of targets. Staff allows you to cast it at ranger. Shardstorm (replaces Coldnado): Converts all your mana into shards of frozen foom that then fire, once per round, as Bolt of Foom casts. Decoymans: Staff increases the duration of the Decoymans from 5 to 8 rounds. Gift Exchange: Staff use reduces the duration of debuffs applied to the caster by 1 round. Big Bamf: Staff use pulls all the targets in the splash radius into the tile that was Bamf'd away from.
removedPotions of Stremf, Skills, Foom, and Science no longer drop. In their stead are Battle Potions, which give you powerful short term buffs that are more clear and controlled. You still want to pot up before big fights,

Full revamp of the Wizardmans class, a host of bug fixes, and a holiday event with brand new monsters, loot, and adventure!

The Tale of the Horseless Headsmans

A most unwelcome visitor is camping Academy grounds, and rumors of a new undead menace have made the rounds. Holiday adventure with tricks and treats, here for a limited time. New bosses, weapons, candy corn! I hope you like to rhyme. Take note: The special encounters in this event are scaled to your active level, so whether you're 5 or 15 you should find the monsters appropriately strong and, if you persist through to the end, a weapon that is scaled to your level as well. Finishing the event at Level 15 will reward you with what might be the strongest base weapons in the game outside of one particularly menacing post-game piece of gear.

Wizardmans Class Refresh

The Wizardmans is one of the oldest Dungeonmans classes, with some of the earliest special powers that trace back to 2009. This class was in need of some serious love, and here's my best effort. Important changes have taken place, please read carefully. Mana

  • Mana is used exclusively by Wizardmens now. No other class uses or generates mana.

  • Mana no longer recovers by default over time.

  • Bolt of Foom now generates mana when used.

  • Maximum mana is determined by number of points spent in the Wizardmans mastery.

Wizard Staff A Wizard Staff is now a melee weapon. The staff attacks creatures adjacent to you and the target, or in all eight tiles around you depending on how many points you put into it. These extra attacks will never target enemies with dangerous status effects, such as damage reflection or counter attacks. All Wizard Staffs are bound to a given element when dropped. This element determines your melee damage, the type of Bolt of Foom you cast, as well as other spell effects. Nearly all Wizardmans powers are improved in some capacity if you have a Wizard Staff equipped.

Battlemage (new Passive)

You can fight with a staff in one hand and 1H sword in the other.

Lava Lance

Now also sets the ground on fire. Don't stand in it.

Searing Ray

Equipping a staff allows you to bounce the ray one time.

Foom From The Skies (replaces Foomsplosion)

Call down a meteor with elemental damage and effects based on the staff you have equipped. They can hurt you too, so be careful.

Conjure Ice Blocks

Equipping a staff now allows you to conjure a 3x3 section of blocks, potentially trapping a monster inside.

Rhombus of Rime

No longer damages, but instead freeze and debuffs the combat abilities of targets. Staff allows you to cast it at ranger.

Shardstorm (replaces Coldnado)

Converts all your mana into shards of frozen foom that then fire, once per round, as Bolt of Foom casts.

Decoymans

Staff increases the duration of the Decoymans from 5 to 8 rounds.

Gift Exchange

Staff use reduces the duration of debuffs applied to the caster by 1 round.

Big Bamf

Staff use pulls all the targets in the splash radius into the tile that was Bamf'd away from.

Stat Potions

Potions of Stremf, Skills, Foom, and Science no longer drop. In their stead are Battle Potions, which give you powerful short term buffs that are more clear and controlled. You still want to pot up before big fights,

Source

Steam News / 25 October 2016

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