HomeGamesUpdatesPricingMethodology
Steam News24 July 202628d ago

Content Update 0.9 - Rise of the Godborne

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.

In this update7

Full notes

Full Godslayer Arena update

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

What changed

7 fixes9 additions184 changes3 removals
  • Gameplay
  • Balance
  • Events
  • Maps
  • Fixes
  • UI and audio
added30 new spells. These are "neutral" spells that you receive after defeating a Godborne.
removedThe enemy spawning system has been reworked. You no longer teleport to a separate arena at the end of each zone.
addedA new "fury" mechanic has been added. This mechanic increases the amount of damage you take the further each combat lasts.
addedVarious effects can now grant you spells from other Godslayers,
changedGodborne BossesBefore 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.
changedGodborne BossesAs with the other selection based events that happen throughout your run, you can reroll the offered Godborne at the cost of one Fateweaver.

Godslayer Arena changes

added30 new spells. These are "neutral" spells that you receive after defeating a Godborne.
removedThe enemy spawning system has been reworked. You no longer teleport to a separate arena at the end of each zone.
addedA new "fury" mechanic has been added. This mechanic increases the amount of damage you take the further each combat lasts.
addedVarious effects can now grant you spells from other Godslayers,
changedBefore 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.

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

Steam News / 24 July 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.