In this update7
Full notes
Full Godslayer Arena update
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What changed
- Gameplay
- Balance
- Events
- Maps
- Fixes
- UI and audio
Godslayer Arena changes
The Rise of the Godborne update is now live!
Highlights of today's update:
14 Godborne bosses to fight in arena combats.
30 new spells. These are "neutral" spells that you receive after defeating a Godborne.
The enemy spawning system has been reworked. You no longer teleport to a separate arena at the end of each zone.
A new "fury" mechanic has been added. This mechanic increases the amount of damage you take the further each combat lasts.
Various effects can now grant you spells from other Godslayers,
Further adjustments to trait breakpoints.
Godborne Bosses
Before each arena combat, you'll now be choosing between one of two different Godborne to fight. In total, there are 14 different Godborne, and they all have unique combat effects. Each one has a different pool of unique spells that they drop.
As with the other selection based events that happen throughout your run, you can reroll the offered Godborne at the cost of one Fateweaver.
List of all Godborne:
Thal'rim, The Devastator
Combat Effect: Attacks deal bonus damage equal to a percentage of your maximum health.
Possible Rewards: Spells with attack damage synergies.
Nazin, The Commanding Hexgolem
Combat Effect: Guarded by hex casters.
Possible Rewards: Spells that summon minions.
Nero, The Elemental Warlord
Combat Effect: Casts elemental bursts, dealing damage, and reducing attack speed and mana generation.
Possible Rewards: Infernum, Electros, and Frostcraft spells.
Kairos, The Charged Trio
Combat Effect: Fights as a trio.
Possible Rewards: Spells with charge synergies.
Grom, The Corpse Eater
Combat Effect: Periodically creates corpses that deal damage, and reduce your shielding and regeneration effectiveness.
Possible Rewards: Spells with corpse synergies.
Valathos, The Patriarch
Combat Effect: Summons an army of underlings.
Possible Rewards: Spells that synergize with matching traits.
Mezzik, The Fungal Loop
Combat Effect: Spawns clones of itself as it takes damage.
Possible Rewards: Spells with refill synergies.
Drak, The Rising Swordmaster
Combat Effect: Gains attack speed per fury level.
Possible Rewards: Spells with martial synergies.
Malachi, The Ruptured Cataclysm
Combat Effect: ELITES explode on death, dealing damage to you. This is increased if you are shielded.
Possible Rewards: Spells with area synergies.
Morrigan, The Crimson Barrage
Combat Effect: Periodically launches a barrage of missiles, dealing damage and reducing your armor score.
Possible Rewards: Spells with projectile synergies.
Nomos, The Impenetrable
Combat Effect: Enrages in combat, healing and gaining attack speed.
Possible Rewards: Spells with defensive synergies.
Nalrang, The Arcane Husk
Combat Effect: Conjures additional hexes when attacking.
Possible Rewards: Twilight, Occult, and Shadowborne spells.
Vetho, The Gilded Lich
Combat Effect: Alternates between two forms. Death form grants damage reduction, while Greed form grants bonus damage.
Possible Rewards: Avaritia and Necroweave spells.
Torren, The Mana Titan
Combat Effect: While in combat, you generate more mana and take more damage.
Possible Rewards: Spells that generate additional mana.
Neutral Spells
Neutral spells are obtainable only through the Godborne system. After each arena, you'll randomly receive one of the many spells that a Godborne can drop.
These spells can only be upgraded through resonance rewards. However, you have a chance to obtain them at silver level. This chance increases the further into the run you are.
Fire Trap, the Cosmic Huntress Infernum/Spirit spell, is now a neutral spell. Pyroburst is a new spell that will be taking its place.
Pyroburst
Traits: Infernum, Spirit
Effect: Passive: Gain mana whenever you generate any charge.
Active: Fire an infernal laser towards your current target.
List of all neutral spells:
Convoke
Traits: Infernum, Twilight, Breaker
Effect: Summon a Magefire Elemental, dealing area damage as it arrives.
If you have at least 6 other spells with a matching trait, regenerate health.
Magefire Elemental
Deals 50% of its damage to nearby enemies.
Netherbolt
Traits: Twilight, Phantom, Enigma
Effect: Launch a projectile that deals damage.
Launch 1 additional projectile for every 10 attack damage you have.
Eternal Winter
Traits: Frostcraft, Eclipse, Doomquiver
Effect: Passive: Gain spellpower whenever you summon a minion. Gain mana whenever a minion expires.
Active: Launch 3 projectiles, each dealing damage.
Blight Battery
Traits: Necroweave, Syntek, Ward
Effect: Passive: The spell to the left has bonus spellpower for each charge you have.
Active: Spend all charges to gain shield per charge.
Hand of Lightning
Traits: Electros, Harbinger, Arcana
Effect: Passive: This has bonus area per attack damage you have.
Active: Deal damage in an area.
Refill 1.
Malediction
Traits: Occult, Reaver, Spirit
Effect: Combat start: Cast Sunbell.
Active: Deal damage in an area.
Martial 4.
(Fortune Spell) Sunbell: Gain resonance.
Remnant Mortar
Traits: Syntek, Deathblade, Arcana
Effect: Passive: Gain mana and regenerate health whenever you consume a corpse.
Active: Launch exploding projectiles, each dealing damage in an area.
Spend 2 Blitz Charges: Deal increased damage against ELITES.
Regal Fortune
Traits: Avaritia, Doomquiver, Harbinger
Effect: Passive: This gains martial 1 for every 4 fortune spells you've cast in this run.
Active: Launch 2 projectiles, each dealing damage.
Collector of Souls
Traits: Necroweave, Soulwalker, Seer
Effect: Passive: Gain mana whenever you cast any other spell with a matching trait.
Active: Launch 2 exploding projectiles, each dealing area damage. Corpses hit are consumed, granting you your Godslayer resource per corpse.
Outlash
Traits: Shadowborne, Bulwark, Reaver
Effect: Strike nearby enemies, dealing damage.
Strike once more for each time this has been cast in the current combat.
Primordial Catalyst
Traits: Infernum, Frostcraft, Electros
Effect: Combat Start: If you have at least 3 Infernum, Frostcraft, and Electros spells, transform into Elemental Avatar.
Active: Perform a random effect:
Deal damage in an area.
Gain shield.
Gain attack speed for 4 seconds.
Elemental Avatar:
Passive: You have bonus attack damage.
Active: Deal damage in an area, gain shield, and gain attack speed for 4 seconds.
Kinetic Channel
Traits: Breaker, Enigma, Bulwark
Effect: Passive: Periodically gain mana as you move.
Active: Gain hex deflection score for 6 seconds.
Guard
Traits: Everlast, Breaker
Effect: Gain shield per attack damage you have.
Refill 3.
Lichfang
Traits: Necroweave, Syntek, Bulwark
Effect: Combat start: Transform adjacent spells into a copy of this spell.
Active: Deal damage to a nearby enemy, prioritizing the one with the most health.
100% lifesteal.
Prismatic Pummel
Traits: Everlast, Seer, Eclipse
Effect: Generate a random charge for every 15 attack damage you have.
Mimic Scroll
Traits: Reaver, Doomquiver, Harbinger
Effect: Combat start: Transform into a copy of the closest attack spell.
Reprieve
Traits: Avaritia, Everlast, Spirit
Effect: Regenerate health.
If you have at least 4 martial spells equipped, also gain shield.
Barrier
Traits: Everlast, Enigma, Seer
Effect: Shield for each spell you have equipped that belongs to your mastery trait.
Summon Yeti
Traits: Frostcraft, Avaritia, Summoner
Effect: Passive: This has bonus spellpower for each Fortune Spell you've cast this game.
Active: Summon a Royal Yeti.
Murmurs of the Deep
Traits: Shadowborne, Everlast, Spirit
Effect: Grant all other refill spells mana over 2 seconds.
Ashen Revenant
Traits: Infernum, Necroweave, Eclipse
Effect: Passive: You have increased attack damage.
Active: Gain attack speed for 4 seconds. For each energy charge you have, gain shield.
Tempo
Traits: Avaritia, Soulwalker, Ward
Effect: Passive: Autocast this whenever you cast any other spell with a matching trait.
Active: Gain attack speed for 3 seconds.
Ionize
Traits: Electros, Deathblade, Phantom
Effect: Passive: Autocast this whenever you generate a charge.
Active: Summon a Shockling minion.
Summon Deadman
Traits: Shadowborne, Summoner, Phantom
Effect: Passive: Autocast this spell whenever your mana orb skips over a manablocked spell.
Active: Consume 3 nearby corpses, each one spawning a Deadman minion.
Leg Weights
Traits: Everlast
Effect: On discard: Cast Unbound Strength.
No active effect.
Unbound Strength
Permanently grant your spells spellpower for each combat with Leg Weights equipped.
Summon Sapper
Traits: Deathblade, Harbinger, Summoner
Effect: Active: Summon a Sapper.
Refill 1
Sapper
Has 50% lifesteal if you have at least 6 spells of your mastery trait equipped.
Violet Mist
Traits: Twilight, Soulwalker, Bulwark
Effect: Conjure 2 mist clouds that deal damage over time.
If you have at least 6 spells of your mastery trait equipped, conjure 1 more.
Ritual
Traits: Occult, Syntek, Eclipse
Effect: Passive: The closest attack spell gains martial for each active trait you have.
Active: Autocast the closest attack spell.
Amethyst Lance
Traits: Twilight, Seer, Arcana
Effect: Passive: Regenerate health whenever you cast another spell with a matching trait.
Active: Deal damage to 6 random enemies.
Refill 3.
Spawning System Changes
The dungeon and enemy spawning systems have received a complete rework.
Previously, enemies spawned in a linear formation for non-arena combats, and they surrounded you in arenas. Today's update merges the two methods and shortens the dungeon layouts. Now you'll be making your way towards the next checkpoint, fight enemies along the way, and then fight a swarm of enemies to finish off.
These changes aim to smooth out the difficulty spikes between arenas and non-arenas.
Fury Mechanic
Another major change to enemy difficulty is the fury system.
This system increases the damage you take as combat progresses, resetting in between combats. The goal here is to encourage clearing dungeons as quickly as possible. This discourages builds that aim strictly for defenses without enough offensive power.
Enemy scaling has been completely redone to accommodate for the fury mechanic, so there won't be a direct comparison to the old system. Overall, the difficulty should feel similar in the earlier stages, but a bit more difficulty in the later stages (rounds 15 to 25).
A few of the gate modifiers have been changed to interact with the fury mechanic (see misc. changes below for further details).
The new difficulty is something I'm keeping a close eye on so please let me know how it feels!
Cross-Class Spell Acquisition
You can now receive spells from other Godslayers through mechanics like Fortune Spells and Favors.
This should make some of your runs feel much more unique when you land on a spell that perfectly fits your build.
Note: You need to have the Godslayer unlocked to start receiving spells from their spell pool.
Trait Breakpoint Changes
Due to the fact that you can now receive spells from other Godslayers, it is now much easier to have many spells of the same trait.
Following the changes to trait breakpoints in the 0.7 update, many traits have had their maximum trait thresholds reduced.
These changes aim to encourage much more flexibility and creativity in what spells you equip.
Infernum
Breakpoints changed from 2/4/6*/8*/9* to 2/4/5*/6*
Twilight
Breakpoints changed from 2/4/6*/8* to 2/4/5*/6*
Frostcraft
Breakpoints changed from 2/4/6*/8*/9* to 2/4/5*/6*
Necroweave
Breakpoints changed from 3/5/7*/9* to 2/4/5*/6*
Electros
Breakpoints changed from 2/4/6*/8* to 2/3/4*/6*
Deathblade
Breakpoints changed from 2/4/6*/8* to 2/4/6*
Harbinger
Breakpoints changed from 2/4/6*/8*/9* to 2/3/4*/6*
Summoner
Breakpoints changed from 2/4/6*/8* to 2/4/5*/6*
Spirit
Breakpoints changed from 2/4/5*/6* to 2/3/4*/5*
Misc Changes and Bug Fixes
The Raging Bloodlord's Shapeshift spells have been removed from the game. I wasn't too happy with how these spells landed, and have decided to retire them. They were simply a bit too niche and weren't receiving much play.
The Oracle and Seer traits have been consolidated into the same trait.
New gate modifier 5: Fury level increases much faster.
New gate modifier 9: You take an additional 5% damage per fury level.
Fixed a bug where the reward for the Hex Beetle's trial was not being applied properly.
Fixed a bug where Umbral Tome was granting bonus spellpower to attack spells instead of only area spells.
Enemy models have received an update.
The location of the gem inventory has been moved towards the spell reserve.
General tutorial tweaks.
Fixed some edge cases with the following favors: Historian, Stonemason, Tinkerer.
Fixed some issues with the minion card hover UI.
Removed the notification that pops up when your spell bar size increases.
Source
Changelog.gg summarizes and formats this update. How we read updates.
