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Full notes
Full Revenge of the Mage update
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Repeated intro
Hello Mages!
What changed
- Balance
- Gameplay
- UI and audio
Revenge of the Mage changes
We’re thrilled to release our first major free update for Revenge of the Mage! This update introduces the brand-new Lightning Archetype, a Ring Crafting & Equipping system, a General Progression Level system, and plenty of gameplay improvements, balance tweaks, and bug fixes.
Dev Note: We invite you to test this major patch and share your thoughts on the new features. Two days after the update, we’ll begin adjusting costs and gameplay balance based on your feedback. In the meantime, we’ll keep you updated with Steam Announcements & Discussions. You can also reach us in a heartbeat :) on our Discord server!
Summary
For those who prefer a quick rundown, here’s what’s new!
Pet the Wizard Cat! – Yes! As you requested, you can now pet the Wizard Cat! :)
New Archetype: Lightning – Command the power of storms!
New Combo Gauge System: Keep fighting to deal even more damage!
New Crafting System: Start crafting powerful rings.
General Progression Level System: Play more, progress more.
Gameplay Changes: Scaling Difficulty tweaks, balance adjustments, and more.
Tons of bug fixes: We’ve squashed a lot of them!
Pet the Wizard Cat!
Do we even need to say more? :)
Lightning Archetype
Our first (but definitely not the last!) additional Archetype has arrived – and it’s electrifying! Unleash the raw power of lightning to strike down your foes with devastating energy-based attacks.
New Combo Gauge System
Introducing the Combo Gauge System! Your primary ability damage now scales with your combo rank. This means enemies will feel less like bullet sponges if you stay in combat and maintain your momentum—the longer you fight, the harder you hit!
Additionally, we’ve made some adjustments to enemy health pools for better balance.
Crafting System
Crafting is finally here, starting with rings!
To craft and upgrade these unique magical accessories, follow these steps:
Reach the required Progression Level to unlock them.
Collect Gem Crystals scattered across the multiverse.
Break Gem Crystals to obtain Gems.
Use Gems and Gold to Craft or Upgrade a ring.
Equip your rings and enjoy their special effects!
For example, let's look at two rings. These rings modify the Draw The Line and Holy Ground cards. Normally, these cards create zones that provide movement speed and healing. However, when the rings are worn, these zones transform into auras surrounding the mage. This effect allows mages to maintain their momentum in battle without being restricted to specific areas.
Ring of the Moonwalker for altering the Draw The Line Card
Ring of Medic for altering the Holy Ground Card
General Progression Level System
To create a smoother and more rewarding experience, we’ve introduced the General Progression Level System.
Dev Note: For now, only Rings can be unlocked with this system, but in the future, many more features will be integrated into it. For example, a player can increase their Progression Level to 10 if they play on Medium initial difficulty with consecutive Multiverse runs (Multiverse 1 > M2 > M3 > M4 > M5, then looping back to M1 and completing it successfully), which takes approximately 1 hour. There is no XP penalty for Progression Level if the player dies. For now, we believe this is a fair balance. Of course, this is not the final decision—we will continue refining these values based on your feedback, as we always have.
We want every battle and upgrade to feel meaningful in the long run!
How do you level up? Just play! :)
Gameplay Changes & Bug Fixes
We made a significant change for how often Scaling Difficulty increases.
Boss health pools have been reworked – Since difficulty scaling now applies, we’ve reduced their base health for better balance.
Primary abilities of all Archetypes have been adjusted – This change is driven by the revised Permanent Upgrade Moar Powwa, which now grants +10 base damage per rank instead of +5. Additionally, auto-targeting abilities now deal slightly less damage to maintain balance with aim-required abilities.
The new Combo Gauge System now boosts primary ability damage as your combo rank increases.
- Enemy Hit OutlineReduced the duration of enemy hit outlines for a sharper hit response.
- Effects after Boss DefeatPoison areas are now removed after the boss is defeated.
- AoE Ability VisualsFor AOE spells decal areas increased 30% to match better with collision area.
Piercing Projectiles: Now piercing projectiles pierce through shields.
Description Revisions: Revised ability descriptions to match their in-game representation.
- Gold to RecoverIn the portal interaction window "Gold at Risk" has been changed to "Gold to Recover" for better clarity.
Portal Locations in Safe Heaven: Swapped the locations of the Tokyo and Forest Portals in the HUB to match the unlock order.
- Pause MenuPause menu not showing when return to hub/menu or quit widgets closed with esc fixed.
Chest Pickup SFX: Chest pickup sound not playing fix.
Passive Spell Cards on Pause: Passive spell card animations now properly pause when the game is paused.
- Drone Health BarFixed drone health bar position being too high.
Enemy Outline: Enemy hit outlines now appear in the North and Tokyo multiverses.
Language Support
Portuguese: Introduced Portuguese (Brazil) localization to make the game accessible for more mages.
Also, we’ve updated our roadmap! Check it out here.
We’re always grateful for your feedback and excited to see how these changes improve your experience. Stay tuned for more updates and as always let us know if you encounter any issues!
May the magic be with you!
-The Dev Team
Source
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