1. Update v2.03.79811:
  2. Reenabled The Purifier cleansing infected regions when arriving at camps and updated item description
  3.  
  4. Update v2.03.79805:
  5. Removed Crimson Curse requirement for travelling to the boss region
  6.  
  7. Creature Den spawn chance while on the quest step to collect resilient blood is now guaranteed
  8.  
  9. Fixed issue where The Purifier was cleansing the crimson contagion when arriving at camps when it should only cleanse when arriving at inns
  10.  
  11. Fixed cases of Bloodsuckers missing Hive buffs
  12.  
  13. Fixed an issue with Veteran Fighters not triggering the En garde! achievement if they killed an Esquire with Riposte
  14.  
  15. Fixed "Social Distancing" achievement from completing in the wrong module
  16.  
  17. Updated logic to award the Killing Moon achievement to players who completed the Coven module on Blood Moon difficulty before we added the achievement. (Will also handle any other gang and/or difficulty achievement types that didn't get awarded for whatever reason)
  18.  
  19. Fixed an audio issue where combat and driving music would overlap in the K3 Kingdoms Module at Resistance Encounters choice screens
  20.  
  21. Fixed an input issue when pressing Inventory hotkey at the moment you open any Kingdoms Inn Section resulted in the Inventory not appearing
  22.  
  23. Attempted fix for soft lock that could occur after revealing skills on Embark Screen
  24.  
  25. Attempted fix for a soft lock at Victory screens in modded runs
  26.  
  27. Gamepad: Fixed an issue where users were able to access the Inventory while at the Crossroads in Kingdoms
  28.  
  29. Gamepad: Fixed an issue where users could not navigate between Encounter Story choices
  30.  
  31. Update v2.03.79756:
  32. Fixed a crash issue/infinite load users were hitting when entering combat from a Resistance Encounter.
  33.  
  34. Update v2.03.79750:
  35. Kingdoms: Curse of the Court
  36.  
  37. "Hatched from the stagnant, brackish waters of the coast, a supernatural contagion is swarming inland!”
  38.  
  39. Curse of the Court is the third free module for Kingdoms, the standalone grand campaign strategy mode for Darkest Dungeon II. Curse of the Court adds a complete new enemy faction and associated questline to complete.
  40.  
  41. The Crimson Courtiers have returned! Insatiable Bloodsuckers have swarmed your Kingdom, carrying with them the dreaded Crimson Curse. Contain the spread, find the cure, and eradicate these vampirically-corrupted nobles before it’s too late.
  42.  
  43.  
  44. Today’s update also includes new Achievements to earn, new music by Stuart Chatwood, and 3 new Kingdoms maps, featuring unique layouts each with their own set of challenges. These new maps are playable on any of the three different Kingdoms modules.
  45.  
  46.  
  47. HEROES
  48.  
  49. FLAGELLANT
  50.  
  51. Wanderer
  52.  
  53. Punish+ now increases Blight duration by +1 if the target has Combo
  54.  
  55. Acid Rain+ now increases Blight dealt by +1 if the target has Combo
  56.  
  57.  
  58. Exanimate
  59.  
  60. Acid Rain and Acid Rain+ no longer have +30% Blight RES Piercing vs. Combo
  61.  
  62. Acid Rain and Acid Rain+ now increase Blight duration by +1 if the target has Combo
  63.  
  64. Punish and Punish+ no longer have +30% Blight RES Piercing vs. Combo
  65.  
  66. Punish and Punish+ now increase Blight duration by +1 if the target has Combo
  67.  
  68. Dev Note: We've re-tooled most skills that give RES Pierce vs. Combo to do a little more but Exanimate is already capable of dishing out heavy amounts of Blight. We decided to lean into that and replaced the RES Pierce with increased duration. Exanimate has a ton of punch but lacks innate ways to pierce RES, setting it a bit further apart from the other Flagellant Paths.
  69.  
  70. FIXES
  71.  
  72. Fixed broken Academic View descriptions in several Shrines of Reflection
  73.  
  74. Fixed Timeworn Volumes choice appearing before possible options have been unlocked at the Altar of Hope
  75.  
  76. Fixed certain Kingdom boss tokens not appearing in the token glossary correctly
  77.  
  78. Fixed hero specific tokens appearing in the token glossary when they should be hidden
  79.  
  80. Fixed region specific tokens appearing in the token glossary outside their respective regions
  81.  
  82. Fixed an issue with the Occultist Ritualist Path’s Weakening Curse+ debuff tool tip not correctly stating what it does
  83.  
  84. Fixed an issue with the Pass skill in the Runaway’s first Shrine of Reflection combat presenting itself as a healing version of Pass
  85.  
  86. Fixed an issue with the Dreaming General’s Strangle DOT occasionally not showing its remaining duration
  87.  
  88. Fixed tooltip for vitrine panel in crossroads to now dynamically match custom keybind
  89.  
  90. Crash fix which occurred when hovering the Smite skill in paths panel
  91.  
  92. Fixed misaligned question mark on the Unknown Node at the Kingdoms boss regions
  93.  
  94. Fixed items tooltip overlapping selected item in Kingdoms Inn and region detailed window
  95.  
  96. Updated the control scheme so you can now drag Kingdoms map while side panel is open
  97.  
  98. Fixed Inn panel on Kingdoms map screen activating the "Set Route" button purely based on distance without checking that the connection is valid.  
  99.  
  100. Fixed Conditions and Quirks gained from Kingdom Inns to now show which Inn is the cause rather than a random Inn
  101.  
  102. Fixed an issue where Inn delivery travelogue entry text would disappear after quit & load
  103.  
  104. Fixed an obscure case involving the Murder Weapon trinket and a very low-health enemy: the skill damage and the instant-kill effect both killed the enemy, which confused the presentation side and left the enemy in a weird visual state. Now if there's an instant-kill effect, we skip the kill from the skill damage, leaving you with a corpse that behaves normally.
  105.  
  106. Fixed the idle animation reset after Hero Story Abomination transformation
  107.  
  108. Fixed driving banter from not firing correctly
  109.  
  110. Fixed game logic to prevent militia from firing positive barks as the heroes are attacking them
  111.  
  112. Updated user flow when changing/viewing hero paths at the crossroads to now have confirmation when path is switched
  113.  
  114. Fixed an issue where deliverable items displayed with white placeholder in Travelogue
  115.  
  116. Fixed road indicator positioning for ultrawide screen resolutions
  117.  
  118. Various ultrawide resolution fixes for Inn navigation, Kingdoms difficulty selection, Kingdom Maps selection
  119.  
  120. Fixed an issue where Heal preview isn't displayed if skill is quickly selected at turn start
  121.  
  122. Updated Driving minimap to darken unchosen paths
  123.  
  124. Corrected an awkward overlap on the Inn Upgrade panels in German
  125.  
  126. Fixed an issue where some Heal Pop-ups in battle are larger than they should
  127.  
  128. Fixed an issue where Replaced Heroes portraits at the party selection disappears when being swapped with another hero
  129.  
  130. Added horizontal scroll to heroes in hero select screen (this is for new mod heroes to be accessible)
  131.  
  132. Rearranged application of skill results so that skills that steal tokens and also happen to kill the enemy will have tokens to steal.
  133.  
  134. Fixed path description getting cut off in hero select in other languages
  135.  
  136. Fixed a Kingdoms map panel flicker when clicking quickly between regions
  137.  
  138. Fixed an issue where location loathing mouseover tooltips stop appearing after map is closed once
  139.  
  140. Added the notice and hotkey to Boss emblem at The Crossroads to access the Infernal Flame screen
  141.  
  142. Combined Mastery Points awards in Travelogue
  143.  
  144. Fixed hero, path, and biome tokens not showing up in the glossary while "Show all tokens in glossary" is active
  145.  
  146. Fixed hero specific tokens appearing in the token glossary when they should be hidden
  147.  
  148. Fixed region specific tokens appearing in the token glossary outside their respective regions
  149.  
  150. Disabled orange vfx glow when selecting Bounty Hunter at the crossroads
  151.  
  152. Gamepad: Updated flow to clearly display which difficulty is selected when navigating on the difficulty bar
  153.  
  154. Gamepad: Fixed Bundle of Herbs effect out of alignment with Hero Sheet Conditions tab
  155.  
  156. Gamepad: Adjusted button prompt locations in Academics View for skills in ultrawide
  157.  
  158. Gamepad: Adjusted cycling prompt location on the Kingdoms map
  159.  
  160. Gamepad: Fixed issue where highlighting arrow on the Path Comparison panel wouldn't go on Confirmation button
  161.  
  162. Gamepad: Changed behavior when attempting to compare Paths to require input to select which path to compare
  163.  
  164. Update v2.02.79202:
  165. Fixed Comrade-in-Arms Academic View found in Man-at-Arms Hero Shrine
  166.  
  167. Resized Stealth so it doesn't get cut off
  168.  
  169. Fixed broken descriptions found on the Academic View in the Grave Robber's Chapter 4 hero story
  170.  
  171. Fixed Meat Hook Academic View description
  172.  
  173. Fixed a crash related to relationship reveal if another's skill tooltip is open via gamepad
  174.  
  175. Updated Korean Localization
  176.  
  177. Fixed Bundle of Contracts buff descriptions on conditions section in the character sheet
  178.  
  179. Gamepad: Fixed an issue where button mappings were duplicated "Expand tooltip" conflicted with "Embark" in Embark scene
  180.  
  181. Fixed an issue when loading an old save and the old max HP values changed resulting in heroes not starting at max life.
  182.  
  183. Fixed an issue with token/dot description tooltips in combat showing missing and/or duplicate strings
  184.  
  185. Fixed another instance of text overflowing, this time in the Physician path tooltip
  186.  
  187. Modding: FMOD/custom audio work now functional for development
  188.  
  189. Modding: tokens now play pop animation when added to character
  190.  
  191. Update v2.02.79122:
  192. Fixed Flagellant's pain token not healing during the hero story
  193.  
  194. Fixed unlocalized continue button on skill loadout screen
  195.  
  196. Fixed a selection issue with a certain skill during the Duelist's hero story
  197.  
  198. Fixed an issue with Flagellant Scourge Sepsis+ tool tip
  199.  
  200. Fixed an issue with Strangle tooltip display
  201.  
  202. Fixed an issue with Skill tooltip box changing sizes when equipped compared to unequipped
  203.  
  204. Fixed an issue with Grave Robber hero story missing her pick axe during attacks
  205.  
  206. Fixed an issue with Highwayman pistol shot animation in his hero story
  207.  
  208. Fixed an issue where the options menu arrow icon is hidden in the Game section
  209.  
  210. Fixed skill tooltips having wrong formatting after cycling through hero sheets
  211.  
  212. Fixed an issue with conditions labels conflicting with the defined boundaries on the character sheet
  213.  
  214. Fix for crash if trying to add a token when removing/resetting skils.
  215.  
  216. Gamepad: Fixed an issue with the ability to rename pets in Kingdoms
  217.  
  218. Gamepad: fixed an issue with inconsistencies when setting up difficulty with d-pad
  219.  
  220. MAC: Fixed Modded Hero Skins, Palettes and Weapon Kits from rendering incompatible shaders
  221.  
  222. Update v2.02.79016:
  223. At long last we are ready to release our Steadfast Steward’s update!
  224.  
  225. 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.
  226.  
  227. 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.
  228.  
  229. 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.
  230.  
  231. 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.
  232.  
  233. We hope you enjoy the update!
  234.  
  235. WEAK TOKENS
  236. Update Weak token functionality so that the 50% reduction is applied after all other modifiers
  237.  
  238. Weak tokens applied to heroes on entering Death's Door is reduced from 2 to 1
  239.  
  240. Hemic Rot chance of Weak token reduced from 15% to 10%
  241.  
  242. Updated the following enemies to account for this change
  243.  
  244. Beastmen: Huntsman: Splitting Edge chance of Weak token reduced from 100% to 50%
  245.  
  246. Beastmen: Huntsman: Stalker's Reach chance of Weak token reduced from 100% to 50%
  247.  
  248. Creature Den: Carrion Devourer:  Pulverize Weak tokens reduced from 2 to 1
  249.  
  250. Cultists: Cherub: Enfeebling Miasma Weak reduced from 2 to 1
  251.  
  252. Fisherfolk: 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)
  253.  
  254. Military: Spearman: Spear Toss Weak reduced from 2 to 1
  255.  
  256. MEMORIES
  257. After 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.
  258.  
  259.  
  260. Added the ability to reroll memories.
  261.  
  262. The reroll option is locked behind the Altar of Hope track final unlock
  263.  
  264. Reroll offers 3 new items + the one you already had equipped, reroll never picks duplicate items: you will ALWAYS have 3 new options
  265.  
  266. Memoried heroes can now be renamed
  267.  
  268. A Second Chance: Replaced +5% Deathblow RES with On Entering Death's Door: Heal 10% (Once per Region)
  269.  
  270. A Summer's Day: Replaced +15% Traveling Heal with +10% Resolute Chance
  271.  
  272. A Token of Friendship: Replaced +10% Positive Banter with +10% Healing Given from Skills
  273.  
  274. A Long Day's Work: Replaced Combat Start: -1 Stress (40%) with +10% Debuff RES piercing
  275.  
  276. Fresh Bread: +5% Max HP buff now lasts until the end of the Expedition
  277.  
  278. A Lucky Break: Replaced Combat Start: Dodge token (20%) with Gain When Dodging: -1 Stress (25%)
  279.  
  280. Father's Praise: Replaced Combat Start: Block token (20%) with +1 Regen Dealt
  281.  
  282. A Lesson Learned Memory: CRIT increased from +3 to +5
  283.  
  284. A Long Recovery Memory: Disease RES increased from +15% to +25%
  285.  
  286. 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.
  287.  
  288. BATTLE MODIFIERS
  289. When 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.
  290.  
  291. Elite Enemies: Removed +1 SPD
  292.  
  293. Frenzied Enemies: Replaced +25% DMG with Combat Start: Strength Token and Gain When Hit: Strength Token (20%)
  294.  
  295. Hale Enemies: Moved +15% Debuff RES to Impervious Enemies
  296.  
  297. Hastened Enemies: Reduced SPD buff from +4 to +2
  298.  
  299. Impervious Enemies: Reduced Stun RES buff from +50% to +25%. Gained +15% Debuff RES from Hale Enemies
  300.  
  301. Sturdy Enemies: Replaced +25% Max HP with Combat Start: Block+ Token x2
  302.  
  303. Added Entropic Enemies: Turn End: Add 1 Random Token (50%)
  304.  
  305. Added Prowling Enemies: Random Enemy on Combat Start: Stealth Token x2 and +15% CRIT while Stealth
  306.  
  307. Added Vengeful Enemies: Ally Death: Add 1 Positive Token
  308.  
  309. Added Intimidating Enemies: Apply On Crit: Weak Token, Vulnerable Token, Knockback 1
  310.  
  311. Added Dormant Enemies: Combat Start: Daze (33%) and Turn Start: Crit Token when Last in Turn Order
  312.  
  313. ORDAINMENT
  314. In 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.
  315.  
  316. Chance to spawn based on Confession and Region remains unchanged
  317.  
  318. Health and Damage buffs now scale based on Region
  319.  
  320. Denial: Region 1: +10% Max HP, Region 2: +20% Max HP & +20% DMG
  321.  
  322. Resentment: Region 1: +10% Max HP, Region 2: +20% Max HP & +20% DMG, Region 3: +30% Max HP & +30% DMG
  323.  
  324. Obsession/Ambition/Cowardice: Region 1: +20% Max HP & +20% DMG, Region 2: +30% Max HP & +30% DMG, Region 3: +40% Max HP & +40% DMG
  325.  
  326. Added Ordainment Details to Ordainment token tooltip on combat bar
  327.  
  328. Removed +10% Bleed, Blight, Burn RES Piercing buff
  329.  
  330. Several Confession specific buffs have been updated, primarily to replace Apply On Hit: DOT (10%) effects
  331.  
  332. Denial specific buffs remain unchanged
  333.  
  334. Resentment 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 100
  335.  
  336. Obsession specific buffs remain unchanged
  337.  
  338. Ambition 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+
  339.  
  340. 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 1
  341.  
  342. Exemplar will always been Ordained in Confessions
  343.  
  344. SPOILER
  345.  
  346. Ancestor's Statue can no longer be Ordained
  347.  
  348. HEROES
  349. BOUNTY HUNTER
  350.  
  351. Professional (Expedition)
  352.  
  353. Hurlbat+ no longer consume Combo if the target does not have Dodge
  354.  
  355. Wanderer (Kingdoms)
  356.  
  357. Hurlbat and Hurlbat+ no longer consume Combo if the target does not have Dodge
  358.  
  359. FLAGELLANT
  360.  
  361. Exanimate
  362.  
  363. Sepsis DMG calculation increased from 75% to 100% of Blight on target
  364.  
  365. Sepsis+ DMG calculation increased from 100% to 133% of Blight on target
  366.  
  367. Scourge
  368.  
  369. Sepsis DMG calculation increased from 50% to 100% of Blight on target
  370.  
  371. Sepsis+ DMG calculation increased from 100% to 133% of Blight on target
  372.  
  373. Removed extraneous duration text from the Toxic token description
  374.  
  375. GRAVE ROBBER
  376.  
  377. All Paths
  378.  
  379. Skills that gain +50% CRIT when the target has Combo no longer consume Combo if the Grave Robber also has a CRIT token
  380.  
  381. HIGHWAYMAN
  382.  
  383. Sharpshot
  384.  
  385. Fixed an issue with Double Tap+ not correctly reflecting that it applied Combo in the tool tip
  386.  
  387. OCCULTIST
  388.  
  389. Crossroads description has been updated from +Back Rank to +Flexible Rank
  390.  
  391. Wanderer
  392.  
  393. Dev 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.
  394.  
  395. Unchecked Power Burn chance increased from 33% per token to a flat 100%
  396.  
  397. Unchecked Power Burn value now scales with token count from 1-3
  398.  
  399. Unchecked Power Burn duration has been reduced from 3 turns to 2
  400.  
  401. Unchecked Power Burn effect can now be resisted
  402.  
  403. Dev 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.
  404.  
  405. Abyssal Artillery CRIT chance increased from 5% to 10%
  406.  
  407. Abyssal Artillery now has a 66% chance of granting Unchecked Power on CRIT, per target CRIT
  408.  
  409. Abyssal Artillery+ no longer consumes Unchecked Power to apply Stun
  410.  
  411. Abyssal Artillery+ now grants Unchecked Power on CRIT, per target CRIT
  412.  
  413. Dev 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.
  414.  
  415. Anamnesis and Anamnesis+ launch ranks increased from 1 2 to 1 2 3
  416.  
  417. Anamnesis Unchecked Power requirement increased from 2 to 3
  418.  
  419. Anamnesis and Anamnesis+ now apply Shuffle to all targets
  420.  
  421. Anamnesis DMG increased from 1-2 to 3-5
  422.  
  423. Anamnesis+ DMG increased from 1-3 to 3-5
  424.  
  425. Anamnesis+ CRIT increased from 5% to 10%
  426.  
  427. 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.
  428.  
  429. Binding Shadows and Binding Shadows+ no longer reduce Debuff RES vs. Combo
  430.  
  431. Binding Shadows and Binding Shadows+ now ignore Stealth
  432.  
  433. Binding Shadows DMG reduced from 3-6 to 3-5
  434.  
  435. Binding Shadows CRIT reduced from 10% to 5%
  436.  
  437. Binding Shadows chance to gain Unchecked Power is increased to 100% when the Occultist has Stealth
  438.  
  439. Binding Shadows now grants 1 Stealth when hitting a target with Combo
  440.  
  441. Binding Shadows+ DMG reduced from 4-8 to 4-7
  442.  
  443. Binding Shadows+ CRIT reduced from 15% to 10%
  444.  
  445. Binding Shadows+ chance to gain Unchecked Power is increased to 100% when the Occultist has Stealth
  446.  
  447. Binding Shadows+ now grants 2 Stealth when hitting a target with Combo
  448.  
  449. Binding Shadows and Binding Shadows+ ignore their Combo effect if the Occultist already has Stealth
  450.  
  451. Dev 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.
  452.  
  453. Daemon's Pull no longer clears corpses
  454.  
  455. Daemon's Pull now has the same Unchecked Power Stun as the mastered version
  456.  
  457. Dev 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.
  458.  
  459. Malediction and Malediction+ no longer apply a DOT-oriented debuff nor affect Bleed, Blight, or Burn RES
  460.  
  461. Malediction and Malediction+ now ignore Dodge
  462.  
  463. Malediction and Malediction+ now apply Combo to the target
  464.  
  465. Malediction and Malediction+ now apply a debuff that causes the target to gain Combo every time it's hit for 3 rounds
  466.  
  467. Malediction+ now ignores Blind
  468.  
  469. Malediction+ now refunds its Unchecked Power cost at the end of the round if the debuff is resisted
  470.  
  471. Dev 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.
  472.  
  473. Sacrificial Stab DMG increased from 3-6 to 4-6
  474.  
  475. Sacrificial Stab now grants Unchecked Power when killing a target
  476.  
  477. Sacrificial Stab+ DMG increased from 4-8 to 5-8
  478.  
  479. Sacrificial Stab+ now gains +100% DMG when targeting a Corpse
  480.  
  481. Dev 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.
  482.  
  483. The Burning Stars and The Burning Stars+ no longer apply Combo
  484.  
  485. The Burning Stars Unchecked Power requirement increased from 2 to 3
  486.  
  487. The Burning Stars DMG increased from 8-16 to 12-18
  488.  
  489. The Burning Stars CRIT reduced from 10% to 5%
  490.  
  491. The Burning Stars no longer ignores Block
  492.  
  493. Dev 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.
  494.  
  495. Wyrd Reconstruction and Wyrd Reconstruction+ no longer consume a CRIT token if the skill is already guaranteed a CRIT via the 2x Unchecked Power bonus
  496.  
  497. Wyrd Reconstruction Bleed reduced from 3 to 2
  498.  
  499. Wyrd Reconstruction+ will now also apply 2 Stealth when consuming Unchecked Power
  500.  
  501. Dev 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.
  502.  
  503. Ritualist
  504.  
  505. This Path no longer has a 33% chance to receive Vulnerable on Turn Start
  506.  
  507. This Path no longer has innate Debuff RES Piercing on Curse skills
  508.  
  509. This Path no longer has a chance to gain Positive tokens when using Curse skills
  510.  
  511. Dev 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.
  512.  
  513. Unchecked Power grants +10% Debuff RES Piercing per token
  514.  
  515. Unchecked Power reduces the Occultist's Debuff RES by 10% per token
  516.  
  517. Dev 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.
  518.  
  519. Abyssal Artillery is now a Path skill
  520.  
  521. Abyssal Artillery and Abyssal Artillery+ do not grant Unchecked Power on CRIT
  522.  
  523. Abyssal Artillery does not have a chance to apply Combo when unmastered
  524.  
  525. Abyssal Artillery now applies 1 Blind to each target when spending 2x Unchecked Power, with a 50% chance of a second Blind token
  526.  
  527. Abyssal Artillery+ applies 1 Blind to each target when consuming 2x Unchecked Power, with a 66% chance of a second Blind token
  528.  
  529. Dev 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.
  530.  
  531. Binding Shadows is now a Path skill
  532.  
  533. Binding Shadows and Binding Shadows+ launch ranks increased from 2 3 4 to 1 2 3 4
  534.  
  535. Binding Shadows and Binding Shadows+ do not grant Unchecked Power
  536.  
  537. Binding Shadows and Binding Shadows+ reduce the target's Debuff RES by 10% for 3 rounds if the Ritualist has Stealth
  538.  
  539. Dev 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.
  540.  
  541. Malediction is now a Path skill
  542.  
  543. Malediction and Malediction+ do not apply Combo or a Combo-oriented debuff
  544.  
  545. Malediction and Malediction+ apply a debuff that grants any attacker a random positive token when hitting the target for 3 rounds.
  546.  
  547. Malediction+ improves the quality of tokens granted by the debuff
  548.  
  549. Malediction+ inverts any positive tokens on the target when used
  550.  
  551. Malediction+ removes any Riposte on the target when used
  552.  
  553. Dev 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.
  554.  
  555. Vulnerability Hex and Vulnerability Hex+ now grant 1 Unchecked Power
  556.  
  557. Vulnerability Hex+ no longer clears Block from the target before applying Vulnerable
  558.  
  559. Vulnerability 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.
  560.  
  561. 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.
  562.  
  563. 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.
  564.  
  565. Weakening Curse+ no longer removes Strength and CRIT tokens from the target
  566.  
  567. Weakening Curse+ increases the duration of the debuff to 2 turns
  568.  
  569. Weakening Curse+ CRIT increased from 10% to 15%
  570.  
  571. 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.
  572.  
  573. Wyrd Reconstruction and Wyrd Reconstruction+ healing adjusted to match Wanderer
  574.  
  575. Wyrd Reconstruction and Wyrd Reconstruction+ no longer consume a CRIT token if the skill is already guaranteed a CRIT via the 2x Unchecked Power bonus
  576.  
  577. [Wyrd Reconstruction Bleed reduced from 3 to 2
  578.  
  579. Wyrd Reconstruction+ now removes all Negative tokens on the target when consuming Unchecked Power
  580.  
  581. Dev 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.
  582.  
  583. Warlock
  584.  
  585. This Path no longer has an inherent -20% HP
  586.  
  587. This Path no longer has a 33% chance to gain Unchecked Power on Turn Start
  588.  
  589. Unchecked Power now grants +1 DMG dealt per token
  590.  
  591. Unchecked Power now increases DMG received by 10% per token
  592.  
  593. Dev 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.
  594.  
  595. Anamnesis is now a Path skill
  596.  
  597. Anamnesis and Anamnesis+ launch ranks changed from 1 2 3 to 2 3 4
  598.  
  599. Anamnesis and Anamnesis+ are no longer AoE skills
  600.  
  601. Anamnesis and Anamnesis+ ignore Block, Dodge, Stealth, Guard, and Riposte
  602.  
  603. Anamnesis and Anamnesis+ now remove all positive tokens from the target
  604.  
  605. Anamnesis and Anamnesis+ DMG reduced to 1 (plus Unchecked Power DMG bonus)
  606.  
  607. Anamnesis and Anamnesis+ deals an additional 3 DMG for each positive token on the target
  608.  
  609. Anamnesis+ gains double the DMG bonus granted by Unchecked Power tokens
  610.  
  611. Dev 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.
  612.  
  613. Chaotic Offering is now a Path skill
  614.  
  615. Chaotic Offering and Chaotic Offering+ can be activated as a Free Action
  616.  
  617. Chaotic Offering and Chaotic Offering+ require at least 15% HP to activate
  618.  
  619. Chaotic Offering and Chaotic Offering+ deal 15% HP DMG when activated
  620.  
  621. Chaotic Offering and Chaotic Offering+ apply a random side effect (as per Wanderer version of the same skill) when activated
  622.  
  623. Chaotic Offering and Chaotic Offering+ grant 1 Unchecked Power when activated
  624.  
  625. Chaotic Offering and Chaotic Offering+ disable the skill's passive effect for 3 turns when activated
  626.  
  627. Chaotic Offering now has a cooldown of 3
  628.  
  629. Chaotic Offering passively grants a 30% chance to gain Unchecked Power on Round Start while the skill is equipped
  630.  
  631. Chaotic Offering+ now has a cooldown of 2
  632.  
  633. Chaotic Offering+ passively grants a 60% chance to gain Unchecked Power on Round Start while the skill is equipped
  634.  
  635. Dev 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.
  636.  
  637. Daemon's Pull is no longer a Path skill
  638.  
  639. Dev 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.
  640.  
  641. Malediction is now a Path skill
  642.  
  643. Malediction and Malediction+ do not apply Combo or a Combo-oriented debuff
  644.  
  645. Malediction applies a debuff with a 33% chance to heal an attacker for 4 when they hit the target for 3 rounds
  646.  
  647. Malediction 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 independently
  648.  
  649. Malediction+ increases the chance of the attacker receiving a heal from 33% to 66%
  650.  
  651. 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.
  652.  
  653. The Burning Stars and The Burning Stars+ no longer ignore Block
  654.  
  655. The Burning Stars and The Burning Stars+ no longer apply Combo
  656.  
  657. The Burning Stars Unchecked Power requirement increased from 2 to 3
  658.  
  659. The Burning Stars DMG decreased from 10-18 to 10-16 (plus Unchecked Power bonus for a total of 13-19)
  660.  
  661. The Burning Stars CRIT reduced from 10% to 5%
  662.  
  663. The Burning Stars+ gains double the DMG bonus granted by Unchecked Power tokens
  664.  
  665. The Burning Stars+ DMG decreased from 12-22 to 10-16 (plus Unchecked Power bonus for a potential total of 16-22)
  666.  
  667. The Burning Stars+ CRIT reduced from 15% to 10%
  668.  
  669. 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.
  670.  
  671. Wyrd Reconstruction is now a Path skill
  672.  
  673. Wyrd Reconstruction+ applies 2 Regen when consuming Unchecked Power
  674.  
  675. Dev 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.
  676.  
  677. Aspirant
  678.  
  679. This Path no longer has an inherent +25% Max HP
  680.  
  681. This Path no longer has an inherent -15% Debuff RES
  682.  
  683. This Path no longer gains Block+ on Combat Start
  684.  
  685. This 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 has
  686.  
  687. Dev 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.
  688.  
  689. Anamnesis is no longer a Path skill
  690.  
  691. Dev Note: Aspirant only increased the DMG of Anamnesis in the past and the base Wanderer version already has that buff now.
  692.  
  693. Binding Shadows DMG reduced from 4-7 to 3-5
  694.  
  695. Binding Shadows+ DMG reduced from 5-10 to 4-7
  696.  
  697. Binding Shadows and Binding Shadows+ now ignore Stealth
  698.  
  699. Binding Shadows and Binding Shadows+ no longer reduce Debuff RES when a target has Combo
  700.  
  701. Binding Shadows and Binding Shadows+ no longer have a chance to grant Unchecked Power
  702.  
  703. Binding Shadows now grants 1 Stealth when a target has Combo
  704.  
  705. Binding Shadows+ now grants 2 Stealth when a target has Combo
  706.  
  707. Binding Shadows and Binding Shadows+ ignore their Combo effect if the Occultist already has Stealth
  708.  
  709. Dev 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.
  710.  
  711. Malediction is now a Path skill based on the pre-patch version of Malediction with the following adjustments
  712.  
  713. Malediction and Malediction+ ignore Dodge
  714.  
  715. Malediction+ ignores Blind
  716.  
  717. Malediction+ no longer reduces the target's Bleed, Blight, and Burn RES
  718.  
  719. Malediction+ increases the amount of Bleed, Blight, or Burn applied from 2 to 3
  720.  
  721. Dev 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.
  722.  
  723. Sacrificial Stab DMG reduced from 4-7 to 4-6
  724.  
  725. Sacrificial Stab+ DMG reduced from 5-10 to 5-8
  726.  
  727. Sacrificial Stab and Sacrificial Stab+ no longer generate Unchecked Power when a target has Combo
  728.  
  729. Sacrificial Stab and Sacrificial Stab+ now move the Occultist back 1 rank
  730.  
  731. Sacrificial Stab now grants 1 Block if the target has Combo
  732.  
  733. Sacrificial Stab+ now grants 1 Block+ if the target has Combo
  734.  
  735. Sacrificial Stab+ now gains +100% DMG vs. Corpses
  736.  
  737. Dev 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.
  738.  
  739. The Burning Stars is now a Path skill
  740.  
  741. The Burning Stars and The Burning Stars+ DMG reduced from 12-18 to 6-11
  742.  
  743. The Burning Stars applies 5 Burn for 3 Turns
  744.  
  745. The Burning Stars+ applies 6 Burn for 3 Turns
  746.  
  747. The 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.
  748.  
  749. 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!
  750.  
  751. Vulnerability Hex is no longer a Path skill
  752.  
  753. Weakening Curse is no longer a Path skill
  754.  
  755. Dev Note: Neither of the standard curses have penalized Debuff RES Piercing any longer and have been returned to the Wanderer version accordingly.
  756.  
  757. Wyrd Reconstruction is now a Path skill
  758.  
  759. Wyrd Reconstruction+ clears Bleed, Blight, and Burn when consuming Unchecked Power
  760.  
  761. Dev 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.
  762.  
  763. PLAGUE DOCTOR
  764.  
  765. Wanderer
  766.  
  767. Dev 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.
  768.  
  769. Max HP has been increased from 28 to 30
  770.  
  771. Blinding Gas and Blinding Gas+ now increase their chance to apply Combo to 100% when scoring a CRIT
  772.  
  773. Blinding Gas+ CRIT increased from 10% to 15%
  774.  
  775. Dev Note: A little improvement to a non-damaging skill to provide additional mastery value.
  776.  
  777. Cause of Death DMG increased from 75% of DOT value to 100%
  778.  
  779. Cause of Death+ DMG increased from 100% of DOT value to 125%
  780.  
  781. Cause of Death+ no longer applies Combo
  782.  
  783. Cause of Death+ now has an Execution value of 1
  784.  
  785. Dev 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.
  786.  
  787. Disorienting Blast and Disorienting Blast+ now ignore Guard
  788.  
  789. Disorienting Blast and Disorienting Blast+ now remove all Guard from the target
  790.  
  791. Disorienting Blast+ CRIT increased from 10% to 15%
  792.  
  793. 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.
  794.  
  795. Emboldening Vapours and Emboldening Vapours+ Strength tokens increased from 1 to 2
  796.  
  797. Emboldening Vapours now removes all Daze
  798.  
  799. Emboldening Vapours+ now removes all Daze and Stun prior to applying its Speed token
  800.  
  801. Emboldening Vapours+ cooldown increased from 0 to 1
  802.  
  803. Dev Note: Updating one of the oldest skills in the game to better match current standards and provide a little more utility and counter-control.
  804.  
  805. Incision+ now deals +1 increased Bleed duration when the target has Combo, in addition to the pre-existing Bleed RES Piercing that it provides
  806.  
  807. Indiscriminate Science and Indiscriminate Science+ cooldown increased from 1 to 2
  808.  
  809. Dev 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.
  810.  
  811. Magnesium Rain+ CRIT increased from 5% to 10%
  812.  
  813. Magnesium Rain+ clears the Plague Doctor's cooldowns if it clears any corpses
  814.  
  815. Dev Note: Just a little extra fun to be had when using Magnesium Rain outside of round 1.
  816.  
  817. Noxious Blast+ Blight reduced from 6 to 5
  818.  
  819. Noxious Blast+ CRIT increased from 5% to 10%
  820.  
  821. Noxious Blast+ now deals +1 increased Blight duration when the target has Combo, in addition to the pre-existing Blight RES Piercing that it provides
  822.  
  823. Dev 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+.
  824.  
  825. Ounce of Prevention and Ounce of Prevention+ launch ranks increased from 3 4 to 2 3 4
  826.  
  827. Ounce of Prevention Bleed, Blight, and Burn RES buff increased from 15% to 20%
  828.  
  829. Ounce of Prevention+ Bleed, Blight, and Burn RES buff increased from 25% to 30%
  830.  
  831. Ounce of Prevention+ now also grants +10% Debuff RES (3 Turns)
  832.  
  833. 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.
  834.  
  835. Surgeon
  836.  
  837. This Path no longer reduces the efficacy of Blight skills
  838.  
  839. This Path no longer increases the Plague Doctor's base HP
  840.  
  841. This 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 DOT
  842.  
  843. Dev 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.
  844.  
  845. Battlefield Medicine and Battlefield Medicine+ launch ranks changed from 3 4 to 1 2 3
  846.  
  847. Battlefield Medicine heal reduced from 27% to 20% to match Wanderer
  848.  
  849. Battlefield Medicine+ heal reduced from 33% to 25% to match Wanderer
  850.  
  851. Battlefield Medicine+ no longer removes the Plague Doctor's own Bleed, Blight, or Burn when she's not the skill's target
  852.  
  853. Battlefield Medicine+ gains +25% heal value per type of DOT on the target
  854.  
  855. Dev 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.
  856.  
  857. Cause of Death is now a Path skill
  858.  
  859. Cause of Death and Cause of Death+ launch ranks are 1 2
  860.  
  861. Cause of Death and Cause of Death+ target ranks are 1 2 3
  862.  
  863. Cause of Death and Cause of Death+ do not deal DMG based on the current DOT value on the target
  864.  
  865. Cause of Death and Cause of Death+ have a single use per battle
  866.  
  867. Cause of Death doubles the current Bleed amount on the target. This cannot be resisted
  868.  
  869. Cause of Death+ double the current Bleed, Blight, and Burn values on the target. This cannot be resisted
  870.  
  871. Dev Note: We're getting a bit experimental with this one!  When used with surgical precision and timing, it has devastating potential.
  872.  
  873. Disorienting Blast is now a Path skill
  874.  
  875. Disorienting Blast and Disorienting Blast+ have launch ranks 1 2
  876.  
  877. Disorienting Blast and Disorienting Blast+ have target ranks 1 2 3
  878.  
  879. Disorienting Blast & Disorienting Blast+ do not ignore or remove Guard tokens
  880.  
  881. Disorienting Blast has a DMG value of 1-3
  882.  
  883. Disorienting Blast replaces the Shuffle with a Knockback of 1
  884.  
  885. Disorienting Blast grants 1 Block
  886.  
  887. Disorienting Blast+ has a DMG value of 2-5
  888.  
  889. Disorienting Blast+ CRIT chance reduced from 15% to 10%
  890.  
  891. Disorienting Blast+ replaces the Shuffle with a Knockback of 2
  892.  
  893. Disorienting Blast+ does not apply Weak
  894.  
  895. Disorienting Blast+ does not Stun vs. Combo
  896.  
  897. Disorienting Blast+ applies Immobilize on CRIT
  898.  
  899. Disorienting Blast+ grants 1 Block
  900.  
  901. Dev 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.
  902.  
  903. Emboldening Vapours is now a Path skill
  904.  
  905. Emboldening Vapours applies 1 Strength to target
  906.  
  907. Emboldening Vapours applies 1 Block to target
  908.  
  909. Emboldening Vapours+ applies the same tokens to the Plague Doctor
  910.  
  911. Dev 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.
  912.  
  913. Incision and Incision+ DMG have been returned to Wanderer values
  914.  
  915. Incision and Incision+ no longer gain Bleed RES Piercing vs. Combo
  916.  
  917. Incision 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 Combat
  918.  
  919. Incision Bleed reduced from 3 to 2
  920.  
  921. Incision+ Bleed reduced from 4 to 3
  922.  
  923. Incision+ 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 Combat
  924.  
  925. Dev 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.
  926.  
  927. Indiscriminate Science is no longer a Path skill
  928.  
  929. Dev Note: Blanket improved healing was a bit much, especially on a skill that's already as potent as this.
  930.  
  931. Noxious Blast is no longer a Path skill
  932.  
  933. Dev Note: No more reduced Blight forcing you to focus entirely on Bleed.
  934.  
  935. Ounce of Prevention is now a Path skill
  936.  
  937. Ounce of Prevention and Ounce of Prevention+ no longer buff Bleed, Blight, or Burn RES
  938.  
  939. Ounce of Prevention and Ounce of Prevention+ no longer buff Disease RES
  940.  
  941. Ounce of Prevention and Ounce of Prevention+ launch ranks changed from 2 3 4 to 1 2 3
  942.  
  943. Ounce of Prevention and Ounce of Prevention+ apply +30% Stun RES for 3 turns
  944.  
  945. Ounce of Prevention and Ounce of Prevention+ apply +30% Move RES for 3 turns
  946.  
  947. Ounce of Prevention and Ounce of Prevention+ grant 1 Block to the Plague Doctor
  948.  
  949. Ounce of Prevention+ applies +10% Debuff RES for 3 turns
  950.  
  951. Ounce of Prevention+ applies +20% Stress RES for 3 turns
  952.  
  953. Dev 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.
  954.  
  955. Plague Grenade is no longer a Path skill
  956.  
  957. Dev Note: No more reduced Blight forcing you to focus entirely on Bleed.
  958.  
  959. Alchemist
  960.  
  961. This Path no longer has reduced HP
  962.  
  963. This Path no longer has increased Stun RES
  964.  
  965. This Path no longer has increased Debuff RES
  966.  
  967. This Path no longer has increased Bleed, Blight, and Burn RES
  968.  
  969. Dev 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.
  970.  
  971. Cause of Death is now a Path skill
  972.  
  973. Cause of Death and Cause of Death+ are considered Melee skills
  974.  
  975. Cause of Death and Cause of Death launch ranks are 1 2 3
  976.  
  977. Cause of Death and Cause of Death+ target ranks are 1 2 3
  978.  
  979. Cause of Death and Cause of Death+ have a cooldown of 1
  980.  
  981. Cause of Death and Cause of Death+ deal 5-8 DMG
  982.  
  983. Cause of Death has 10% CRIT
  984.  
  985. Cause of Death deals +2 DMG if the target has Bleed
  986.  
  987. Cause of Death ignores Block if the target has Blight
  988.  
  989. Cause of Death gains +10% CRIT if the target has Burn
  990.  
  991. Cause of Death+ has 15% CRIT
  992.  
  993. Cause of Death+ deals +2 DMG and ignores Dodge if the target has Bleed
  994.  
  995. Cause of Death+ deals +2 DMG and ignores Block if the target has Blight
  996.  
  997. Cause of Death+ deals +2 DMG and gains +15% CRIT if the target has Burn
  998.  
  999. Dev 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.
  1000.  
  1001. Disorienting Blast is now a Path skill
  1002.  
  1003. Disorienting Blast deals 2-3 DMG
  1004.  
  1005. Disorienting Blast+ deals 3-4 DMG
  1006.  
  1007. Disorienting Blast applies 3 Burn
  1008.  
  1009. Disorienting Blast+ applies 4 Burn
  1010.  
  1011. Dev Note: The Alchemist now has a damaging grenade that dishes out some single target Burn.
  1012.  
  1013. Magnesium Rain is now a Path skill
  1014.  
  1015. Magnesium Rain and Magnesium Rain+ have launch ranks 3 4
  1016.  
  1017. Magnesium Rain and Magnesium Rain+ have target ranks 1 2 3 4
  1018.  
  1019. Magnesium Rain and Magnesium Rain+ target one monster
  1020.  
  1021. Magnesium Rain and Magnesium Rain+ no longer clear corpses
  1022.  
  1023. Magnesium Rain and Magnesium Rain+ retain the Wanderer Burn values
  1024.  
  1025. Magnesium Rain deals 2-4 DMG
  1026.  
  1027. Magnesium Rain has a CRIT value of 10%
  1028.  
  1029. Magnesium Rain applies 2 Bleed if the target has Blight
  1030.  
  1031. Magnesium Rain applies 2 Blight if the target has Bleed
  1032.  
  1033. Magnesium Rain+ deals 3-5 DMG
  1034.  
  1035. Magnesium Rain+ has a CRIT value of 15%
  1036.  
  1037. Magnesium Rain+ applies 3 Bleed if the target has Blight
  1038.  
  1039. Magnesium Rain+ applies 3 Blight if the target has Bleed
  1040.  
  1041. Magnesium Rain+ gains +15% CRIT if the target has Burn
  1042.  
  1043. Dev 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.
  1044.  
  1045. Noxious Blast and Noxious Blast+ no longer have +33% innate Blight RES Piercing
  1046.  
  1047. Noxious Blast and Noxious Blast+ no longer deal DMG
  1048.  
  1049. Noxious Blast and Noxious Blast+ no longer gain Blight RES Pierce vs. Combo
  1050.  
  1051. Noxious Blast and Noxious Blast+ now gain +20% Blight RES Piercing if the target has Bleed
  1052.  
  1053. Noxious Blast+ increases the duration of its Blight by 1 if the target has Burn
  1054.  
  1055. Noxious Blast+ CRIT increased from 15% to 20%
  1056.  
  1057. Plague Grenade and Plague Grenade+ no longer have +33% innate Blight RES Piercing
  1058.  
  1059. Plague Grenade and Plague Grenade+ no longer deal DMG
  1060.  
  1061. Plague Grenade and Plague Grenade+ now gain +20% Blight RES Piercing if the target has Bleed
  1062.  
  1063. Plague Grenade CRIT reduced from 15% to 10%
  1064.  
  1065. Plague Grenade Blight increased from 3 to 4
  1066.  
  1067. Plague Grenade+ Blight increased from 4 to 5
  1068.  
  1069. Plague Grenade+ increases the duration of Blight by 1 if the target has Burn
  1070.  
  1071. Dev 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.
  1072.  
  1073. Physician
  1074.  
  1075. Dev 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.
  1076.  
  1077. Cause of Death is now a Path skill
  1078.  
  1079. Cause of Death has a 5% CRIT chance
  1080.  
  1081. Cause of Death has a cooldown of 3
  1082.  
  1083. Cause of Death and Cause of Death+ are classified as Melee skills
  1084.  
  1085. Cause of Death causes an enemy to receive +1 Bleed, Blight, and Burn from all sources for 3 rounds
  1086.  
  1087. Cause of Death causes an enemy to deal -1 Bleed, Blight, and Burn for 3 rounds
  1088.  
  1089. Cause of Death+ reduces the cooldown to 2
  1090.  
  1091. Cause of Death+ has a 15% CRIT chance
  1092.  
  1093. Cause of Death+ applies a second time if it CRITs. This additional time cannot be resisted
  1094.  
  1095. Dev 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.
  1096.  
  1097. Disorienting Blast and Disorienting Blast+ target ranks changed from 2 3 4 to 1 2 3
  1098.  
  1099. Disorienting Blast and Disorienting Blast+ now have a cooldown of 2
  1100.  
  1101. Disorienting Blast and Disorienting Blast+ no longer ignore 20% Stun RES
  1102.  
  1103. Disorienting Blast and Disorienting Blast+ no longer apply Weak
  1104.  
  1105. Disorienting Blast and Disorienting Blast+ now remove all Riposte from the target
  1106.  
  1107. Disorienting Blast and Disorienting Blast+ will apply their Adjacent Enemies effects even if the skill misses the primary target
  1108.  
  1109. Disorienting Blast no longer applies Vulnerable when unmastered
  1110.  
  1111. Disorienting Blast now also applies either Daze or Shuffle to each monster adjacent to the target
  1112.  
  1113. Disorienting Blast+ now also applies either Daze, Shuffle, or Vulnerable to each monster adjacent to the target
  1114.  
  1115. Disorienting Blast+ no longer interacts with Combo to apply Stun
  1116.  
  1117. Disorienting Blast+ CRIT increased from 10% to 15%
  1118.  
  1119. 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.
  1120.  
  1121. Emboldening Vapours has been reworked to provide the Physician with a more suitably unique interpretation of the skill
  1122.  
  1123. Emboldening Vapours targets all Heroes who have Weak, Vuln, Blind, or Daze
  1124.  
  1125. Emboldening Vapours inverts 1 negative token on each target to a positive equivalent
  1126.  
  1127. Emboldening Vapours+ targets all Heroes who have Weak, Vuln, Blind, Daze, or Stun
  1128.  
  1129. Emboldening Vapours+ inverts 1 negative token on each target to a positive equivalent
  1130.  
  1131. Emboldening Vapours+ draws from a better pool of inverted token options than the unmastered version (Block+, Dodge+, chance of CRIT)
  1132.  
  1133. 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.
  1134.  
  1135. Incision and Incision+ do not interact with Combo for Bleed RES Pierce or Bleed Duration effects
  1136.  
  1137. Incision and Incision+ apply Combo
  1138.  
  1139. Dev 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.
  1140.  
  1141. Noxious Blast and Noxious Blast+ do not ignore 30% Blight RES vs. Combo
  1142.  
  1143. Noxious Blast and Noxious Blast+ instead ignore 20% Debuff RES vs. Combo
  1144.  
  1145. Noxious Blast and Noxious Blast+ now apply 1 Weak
  1146.  
  1147. Noxious Blast Blight increased from 2 to 3
  1148.  
  1149. Noxious Blast+ now applies an additional Weak token vs. Combo
  1150.  
  1151. Noxious Blast+ CRIT increased from 5% to 10%
  1152.  
  1153. 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.
  1154.  
  1155. Ounce of Prevent and Ounce of Prevention+ launch ranks increased from 3 4 to 2 3 4 to match new Wanderer
  1156.  
  1157. Ounce of Prevention and Ounce of Prevention+ DOT RES values increased to match new Wanderer
  1158.  
  1159. Ounce of Prevention and Ounce of Prevention+ Disease RES values increased to match new Wanderer
  1160.  
  1161. Ounce of Prevention no longer applies a Stress RES buff
  1162.  
  1163. Ounce of Prevention+ Stress RES buff increased from 15% to 20%
  1164.  
  1165. 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.
  1166.  
  1167. Plague Grenade is no longer a Path skill
  1168.  
  1169. Dev Note: It was only ever penalized as a Physician skill.
  1170.  
  1171. RUNAWAY
  1172.  
  1173. Wanderer
  1174.  
  1175. Dev 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.
  1176.  
  1177. Backdraft and Backdraft+ now benefit from all standard damage modifiers (tokens, trinkets, buffs, etc.)
  1178.  
  1179. Backdraft and Backdraft+ now ignore Block if the Runaway has Stealth
  1180.  
  1181. Backdraft now has a CRIT value of 5%
  1182.  
  1183. Backdraft DMG calculation increased from 50% of Burn to 75%
  1184.  
  1185. Backdraft+ now has a CRIT value of 10%
  1186.  
  1187. Backdraft+ now clears the Runaway's cooldowns on CRIT
  1188.  
  1189. Dev 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.
  1190.  
  1191. Cauterize and Cauterize+ launch ranks changed from 2 3 4 to 1 2 3 4
  1192.  
  1193. Cauterize and Cauterize+ no longer require that the target have Bleed
  1194.  
  1195. Cauterize now only provides the 25% heal if the target has Bleed; otherwise it heals for 1 point
  1196.  
  1197. Cauterize+ now only provides the 33% heal if the target has Bleed; otherwise it heals for 5%
  1198.  
  1199. 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).
  1200.  
  1201. Controlled Burn and Controlled Burn+ are now considered Ranged skills
  1202.  
  1203. Controlled Burn initial (non-token) Burn value reduced from 3 to 2
  1204.  
  1205. Controlled Burn+ initial (non-token) Burn value reduced from 4 to 3
  1206.  
  1207. Controlled Burn+ now ignores Guard
  1208.  
  1209. Controlled 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 Death
  1210.  
  1211. Dev 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.
  1212.  
  1213. Dragonfly and Dragonfly+ now have +10% Burn RES Piercing when the Runaway has Stealth
  1214.  
  1215. Firefly now has +10% Burn RES Piercing when the Runaway has Stealth
  1216.  
  1217. Firefly+ now has +20% Burn RES Piercing when the Runaway has Stealth
  1218.  
  1219. Dev Note: We wanted to add some Stealth synergy to the Runaway's kit, which previously also lacked any options for Burn RES Piercing.
  1220.  
  1221. Firestarter and Firestarter+ use limits have been removed
  1222.  
  1223. Firestarter buff increased from 2 Burn to 3 Burn
  1224.  
  1225. Firestarter+ now also grants the Runaway +1 Burn Duration for 3 Turns
  1226.  
  1227. Dev 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.
  1228.  
  1229. Hearthlight and Hearthlight+ are now considered Ranged skills
  1230.  
  1231. Hearthlight and Hearthlight+ no longer ignore Dodge
  1232.  
  1233. Hearthlight and Hearthlight+ no longer have to hit a target to remove Stealth; it is cleared from the enemy team regardless
  1234.  
  1235. Hearthlight and Hearthlight+ now apply a -10% Burn RES debuff to all targets
  1236.  
  1237. Hearthlight and Hearthlight+ now apply Combo on CRIT
  1238.  
  1239. Hearthlight now has a CRIT of 10% and can use CRIT tokens
  1240.  
  1241. Hearthlight+ now has a CRIT of 15% and can use CRIT tokens
  1242.  
  1243. Hearthlight+ no longer has a 25% chance of applying Combo
  1244.  
  1245. Hearthlight+ now grants +10% Burn RES Piercing to all Heroes
  1246.  
  1247. Dev 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.
  1248.  
  1249. Ransack and Ransack+ no longer spread Burn vs. Combo
  1250.  
  1251. Ransack and Ransack+ ignore their Combo effect if the Runaway already has Stealth
  1252.  
  1253. Ransack now grants 1 Stealth vs. Combo
  1254.  
  1255. Ransack+ now grants 2 Stealth vs. Combo
  1256.  
  1257. Ransack+ DMG reduced from 4-8 to 4-7
  1258.  
  1259. Dev 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.
  1260.  
  1261. Searing Strike and Searing Strike+ Combo effects have been changed to the random Burn spread
  1262.  
  1263. Searing Strike DMG increased from 3-6 to 3-7
  1264.  
  1265. Searing Strike gains +1 Burn when the Runaway has Stealth. This applies to the base Burn and the spread.
  1266.  
  1267. Searing Strike+ DMG increased from 4-7 to 4-9
  1268.  
  1269. Searing Strike+ gains +2 Burn when the Runaway has Stealth. This applies to the base Burn and the spread.
  1270.  
  1271. 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.
  1272.  
  1273. Smokescreen and Smokescreen+ are unchanged for Wanderer
  1274.  
  1275. Arsonist
  1276.  
  1277. This Path no longer has a 25% chance of gaining 3 Burn on Turn Start
  1278.  
  1279. This Path no longer reduces DMG on various skills
  1280.  
  1281. This Path no longer increases CRIT on various skills
  1282.  
  1283. This Path no longer inherently increases Burn RES Piercing on various skills
  1284.  
  1285. This 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.
  1286.  
  1287. 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."
  1288.  
  1289. Backdraft is now a Path skill
  1290.  
  1291. Backdraft and Backdraft+ launch ranks are 2 3
  1292.  
  1293. Backdraft and Backdraft+ target all enemies with Burn
  1294.  
  1295. Backdraft and Backdraft+ do not interact with DMG modifiers such as tokens or trinkets
  1296.  
  1297. Backdraft and Backdraft+ double the Burn on the Runaway after use
  1298.  
  1299. Backdraft deals 50% of remaining Burn on the Runaway as DMG to all targets
  1300.  
  1301. Backdraft+ deals 75% of remaining Burn on the Runaway as DMG to all targets
  1302.  
  1303. Dev Note: Backdraft is one of the primary outputs for the Arsonist's self-Burn, gaining DMG based on her own immolated state.
  1304.  
  1305. Controlled Burn is no longer a Path skill
  1306.  
  1307. Dev 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.
  1308.  
  1309. Dragonfly and Dragonfly+ no longer have 33% Burn RES Piercing
  1310.  
  1311. Dragonfly 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 effects
  1312.  
  1313. Dragonfly CRIT reduced from 15% to 5%
  1314.  
  1315. Dragonfly+ DMG increased from 1-2 to 1-3
  1316.  
  1317. Dragonfly+ CRIT reduced from 15% to 5%
  1318.  
  1319. Dragonfly+ Burn reduced from 4 to 3
  1320.  
  1321. Firefly and Firefly+ no longer have 33% Burn RES Piercing
  1322.  
  1323. Firefly and Firefly+ now apply 2 Burn to the Runaway; this cannot be resisted and is affected by any DOT modifying buffs and effects
  1324.  
  1325. Firefly DMG increased from 1-3 to 2-4
  1326.  
  1327. Firefly CRIT decreased from 15% to 5%
  1328.  
  1329. Firefly Burn reduced from 3 to 2
  1330.  
  1331. Firefly+ DMG increased from 2-3 to 3-4
  1332.  
  1333. Firefly+ CRIT increased from 20% to 10%
  1334.  
  1335. Firefly+ Burn reduced from 5 to 4
  1336.  
  1337. Dev Note: Dragonfly and Firefly have been adjusted to support Arsonist's self-Burn mechanics.
  1338.  
  1339. Firestarter is now a Path skill
  1340.  
  1341. Firestarter and Firestarter+ target a single enemy with Burn
  1342.  
  1343. Firestarter and Firestarter+ copy the Burn from the target to the Runaway
  1344.  
  1345. Firestarter and Firestarter+ transfer the Burn from all other enemies on the team to the Runaway
  1346.  
  1347. Firestarter+ grants 1 Stealth
  1348.  
  1349. Dev 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.
  1350.  
  1351. Hearthlight is now a Path skill
  1352.  
  1353. Hearthlight and Hearthlight+ target a single enemy
  1354.  
  1355. Hearthlight and Hearthlight+ require that the Runaway have Burn
  1356.  
  1357. Hearthlight and Hearthlight+ have a cooldown of 2
  1358.  
  1359. Hearthlight and Hearthlight+ transfer the Runaway's remaining Burn to the target
  1360.  
  1361. Heathlight consumes any Arsonist buffs to heal 5% per buff
  1362.  
  1363. Hearthlight+ consumes any Arsonist buffs to heal 10% per buff
  1364.  
  1365. Dev Note: Hearthlight has been reworked as an emergency exit of sorts, displacing any remaining Burn and sacrificing accrued Arsonist buffs to quickly recover health.
  1366.  
  1367. Ransack is no longer a Path skill
  1368.  
  1369. Dev 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.
  1370.  
  1371. Searing Strike and Searing Strike+ no longer have 33% Burn RES Piercing
  1372.  
  1373. Searing Strike & Searing Strike+ launch ranks changed from 1 2 to 2 3
  1374.  
  1375. Searing Strike and Searing Strike+ now match the new Wanderer version's Burn values and Combo effect
  1376.  
  1377. Searing Strike and Searing Strike+ do not benefit from Stealth
  1378.  
  1379. Searing 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 Runaway
  1380.  
  1381. Searing Strike DMG increased from 3-4 to 3-7
  1382.  
  1383. Searing Strike CRIT reduced from 15% to 5%
  1384.  
  1385. Searing Strike+ DMG increased from 3-5 to 4-9
  1386.  
  1387. Searing Strike+ CRIT reduce from 20% to 10%
  1388.  
  1389. 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.
  1390.  
  1391. Survivor
  1392.  
  1393. Dev 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.
  1394.  
  1395. If the Survivor's health is still below 75% after receiving any heal, she has a chance to gain Dodge (50%) or Dodge+ (25%)
  1396.  
  1397. Cauterize is no longer affected by this Path
  1398.  
  1399. Dev 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.
  1400.  
  1401. Controlled Burn is no longer affected by this Path
  1402.  
  1403. Dragonfly is no longer affected by this Path
  1404.  
  1405. Firefly is no longer affected by this Path
  1406.  
  1407. Dev 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.
  1408.  
  1409. Hearthlight is now a Path skill
  1410.  
  1411. Hearthlight and Hearthlight+ share Cauterize's FX and animations on this Path as the skill no longer targets enemies
  1412.  
  1413. Hearthlight and Hearthlight+ target a single Hero
  1414.  
  1415. Hearthlight and Hearthlight+ launch ranks are 1 2 3
  1416.  
  1417. Hearthlight and Hearthlight+ target ranks are 1 2 3 4
  1418.  
  1419. Hearthlight and Hearthlight+ are considered Heal skills
  1420.  
  1421. Hearthlight and Hearthlight+ have a cooldown of 2
  1422.  
  1423. Hearthlight and Hearthlight+ require the target to have Stealth
  1424.  
  1425. Hearthlight and Hearthlight+ remove all Stealth from the target
  1426.  
  1427. Hearthlight and Hearthlight+ heal for 10% per Stealth token on the target
  1428.  
  1429. Hearthlight applies Regen 1 per Stealth token on the target
  1430.  
  1431. Hearthlight+ applies Regen 2 per Stealth token on the target
  1432.  
  1433. Hearthlight+ heals 1 Stress per Stealth token on the target
  1434.  
  1435. Dev 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.
  1436.  
  1437. Ransack and Ransack+ no longer have innately reduced Burn RES Piercing
  1438.  
  1439. Ransack and Ransack+ no longer spread Burn to a random adjacent monster vs. Combo
  1440.  
  1441. Ransack and Ransack+ now remove all Stealth from the Runaway when used if there are positive tokens on the target that can be stolen
  1442.  
  1443. Ransack DMG reduced from 3-6 to 3-5
  1444.  
  1445. Ransack now steals 1 positive token per Stealth on the Runaway
  1446.  
  1447. Ransack now ignores Block while the Runaway has Stealth
  1448.  
  1449. Ransack+ DMG reduced from 4-8 to 4-7
  1450.  
  1451. Ransack+ now steals 2 positive tokens per Stealth on the Runaway
  1452.  
  1453. Ransack+ now ignores Block and Dodge while the Runaway has Stealth
  1454.  
  1455. Dev 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.
  1456.  
  1457. Run and Hide is no longer a Path skill
  1458.  
  1459. Dev Note: Same reason as Cauterize; this was purely a "Wanderer+" version of the skill.
  1460.  
  1461. Searing Strike and Searing Strike+ no longer have innately reduced Burn RES Piercing
  1462.  
  1463. Searing Strike and Searing Strike+ have retained their former Wanderer DMG values
  1464.  
  1465. Searing Strike has retained the former Wanderer Burn value of 2, or Burn 4 vs. Combo
  1466.  
  1467. Searing Strike+ has retained the former Wanderer Burn value of 3, or Burn 6 vs. Combo
  1468.  
  1469. Searing Strike and Searing Strike+ remove all Stealth from the Runaway
  1470.  
  1471. Searing Strike and Searing Strike+ gain +50% CRIT per Stealth token on the Runaway
  1472.  
  1473. Searing Strike and Searing Strike+ increase the duration of the Combo / non-Combo Burn by +1; this explicitly only applies to Searing Strike's Burn
  1474.  
  1475. Dev 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.
  1476.  
  1477. Smokescreen is now a Path skill
  1478.  
  1479. Smokescreen and Smokescreen+ launch ranks changed to 1 2 3
  1480.  
  1481. Smokescreen is now a self targeting buff instead of an enemy debuff skill
  1482.  
  1483. Smokescreen and Smokescreen+ move the Runaway Forward 1
  1484.  
  1485. Smokescreen and Smokescreen+ grant 2 Taunt to the Runaway
  1486.  
  1487. Smokescreen and Smokescreen+ grant a buff that applies Blind to any monster that attacks the Runaway. This lasts until the start of her next turn.
  1488.  
  1489. Smokescreen and Smokescreen+ apply 2 Stealth to the Runaway at the start of her next turn
  1490.  
  1491. Smokescreen cooldown is now 3
  1492.  
  1493. Smokescreen+ cooldown is now 2
  1494.  
  1495. Smokescreen+ 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.
  1496.  
  1497. 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.
  1498.  
  1499. Orphan
  1500.  
  1501. This Path no longer has reduced HP
  1502.  
  1503. This Path no longer buffs or debuffs Burn dealt based on rank
  1504.  
  1505. This Path no longer buffs or debuffs DMG dealt based on rank
  1506.  
  1507. At the start of each round, the Orphan's current rank is designated as "Stable"
  1508.  
  1509. If the Orphan ends 1 round in her Stable rank, she gains +1 Burn dealt
  1510.  
  1511. After ending a second round in her Stable rank, the Orphan also gains +1 Burn duration
  1512.  
  1513. The Orphan loses these buffs if she ends a round in any rank other than her designated Stable rank
  1514.  
  1515. When moving, the Orphan gains +1 DMG stacking up to 2 times
  1516.  
  1517. The Orphan loses this buff if she hasn't moved (or been moved by external sources) by the end of a round
  1518.  
  1519. Dev 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.
  1520.  
  1521. Dragonfly is now a Path skill
  1522.  
  1523. Dragonfly and Dragonfly+ do not have a chance to apply Combo
  1524.  
  1525. Dragonfly and Dragonfly+ do not have Burn RES Piercing when Stealthed
  1526.  
  1527. Dragonfly 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.
  1528.  
  1529. Dragonfly+ Burn reduced from 4 to 3
  1530.  
  1531. Firefly is now a Path skill
  1532.  
  1533. Firefly and Firefly+ do not interact with Combo
  1534.  
  1535. Firefly and Firefly+ do not gain Burn RES Piercing when the Orphan has Stealth
  1536.  
  1537. Firefly 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.
  1538.  
  1539. Firefly+ Burn reduced from 5 to 4
  1540.  
  1541. Dev 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.
  1542.  
  1543. Firestarter is no longer a Path skill
  1544.  
  1545. Dev Note: The current Wanderer version of the skill already synergizes well with other Path effects.
  1546.  
  1547. Ransack is now a Path skill
  1548.  
  1549. Ransack and Ransack+ do not consume Combo to grant Stealth
  1550.  
  1551. Ransack and Ransack+ apply Combo
  1552.  
  1553. Ransack now gains +10% Move RES Piercing if the Runaway has Stealth
  1554.  
  1555. Ransack+ now gains +20% Move RES Piercing if the Runaway has Stealth
  1556.  
  1557. Dev 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.
  1558.  
  1559. Searing Strike is now a Path skill
  1560.  
  1561. Searing Strike and Searing Strike+ launch ranks are 1 2 3
  1562.  
  1563. Searing Strike and Searing Strike+ do not consume Combo
  1564.  
  1565. Searing Strike and Searing Strike+ do not gain increased Burn when the Orphan has Stealth
  1566.  
  1567. Searing 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.
  1568.  
  1569. Searing Strike DMG reduced from 3-7 to 3-6
  1570.  
  1571. Searing Strike+ DMG reduced from 4-9 to 4-7
  1572.  
  1573. Dev 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.
  1574.  
  1575. Smokescreen is now a Path skill
  1576.  
  1577. Smokescreen and Smokescreen+ do not apply Combo
  1578.  
  1579. Smokescreen CRIT increased from 5% to 10%
  1580.  
  1581. Smokescreen applies 1 Weak
  1582.  
  1583. Smokescreen+ CRIT increased from 10% to 20%
  1584.  
  1585. Smokescreen+ applies 1 Weak instead of 1 Vulnerable
  1586.  
  1587. Smokescreen grants 1 Stealth to the Orphan
  1588.  
  1589. Smokescreen+ grants an additional Stealth on CRIT
  1590.  
  1591. Dev 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.
  1592.  
  1593. ENEMIES
  1594. Champion enemies now have Champion tag displayed
  1595.  
  1596. Librarian Reduced Burn RES from IMM to 100%
  1597.  
  1598. Collector: Life Steal now has a 1 turn cooldown
  1599.  
  1600. Fixed Death occasionally spawning in Catacomb repair fights
  1601.  
  1602. Focused Fault: Replaced +100% DMG per Seen token with +8 DMG per Seen token
  1603.  
  1604. Now after killing the Chirurgeon, Patients can be found in Gaunt road battles for 3 regions
  1605.  
  1606. Patient now only applies diseases when Chirurgeon is present
  1607.  
  1608. Spiked Barricade and Weapon Rack can no longer gain positive tokens
  1609.  
  1610. Military mashes have been updated
  1611.  
  1612. Spearman: 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 combo
  1613.  
  1614. The Binding Blade DLC: Warlord: Paro now applies small horror
  1615.  
  1616. The 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 defeated
  1617.  
  1618. Dev 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 met
  1619.  
  1620. Inhuman Bondage DLC: Increased chances to encounter Crypt Keeper in the Catacombs
  1621.  
  1622. Adjusted base speed on the following enemies
  1623.  
  1624. Dev 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 threatening
  1625.  
  1626. Widow speed increased from 2 to 3
  1627.  
  1628. Sacrificial speed increased from 2 to 3
  1629.  
  1630. Flayer (Unignited) speed increased from 2 to 3
  1631.  
  1632. Whipper (Unignited) speed increased from 1 to 2
  1633.  
  1634. Librarian (Unignited)  speed increased from 4 to 5
  1635.  
  1636. Librarian (Ignited)  speed increased from 6 to 8
  1637.  
  1638. THE DAM
  1639. This 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:
  1640.  
  1641. Enable Retreat Button. Effects from retreating is +2 Loathing and +2 Stress to all party members, this option is always available after the prologue/tutorial
  1642.  
  1643. Enable 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 5
  1644.  
  1645. Enable 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 5
  1646.  
  1647. Increased 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 possible
  1648.  
  1649. ITEMS
  1650. Dark Impulse icons now have icons to represent their buffs and debuffs
  1651.  
  1652. Linseed Oil Flask: Now has flammable tag
  1653.  
  1654. Mineral-Rich Spring Water: Now has the Restorative tag
  1655.  
  1656. Rousing 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.
  1657.  
  1658. Fertile Dirt now has a chance to drop from road debris while in the Sluice
  1659.  
  1660. Wilbur's Flag: Added additional target rank clarity to item description
  1661.  
  1662. Death'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).
  1663.  
  1664. Mortal Ward: Now has On Leaving Death's Door: Crit Token, Dodge+ Token, and -2 Stress
  1665.  
  1666. Shambler's Eye Trinket: Increased Crit buff per stress from +2% to +5%
  1667.  
  1668. Shambler's Eye: Fixed incorrect Healing Given per Stress debuff, it should be -5% per Stress rather than -10% per Stress
  1669.  
  1670. Selfish Motivation Trinket: Now only applies Blind, Immobilize, Taunt, or Vulnerable on turn start
  1671.  
  1672. Mustache Cream Trinket: Extra action when targeting hero has been changed to targeting ally instead and chance increased from 33% to 50%
  1673.  
  1674. Junia's Head Trinket: Removing 1 Negative Token and removing Combo when targeting hero has been changed to targeting ally instead
  1675.  
  1676. Busker's Haul Trinket: Add Dodge when targeting hero has been changed to targeting ally instead and chance increased from 20% to 33%
  1677.  
  1678. Undeserved Commendation Trinket: Add Crit when targeting hero has been changed to ally and chance increased from 10% to 15%
  1679.  
  1680. Trephine Bur: Replaced Convert with Invert in description for consistency
  1681.  
  1682. Cat Food Combat Item: Purchase price reduced from 6 to 4
  1683.  
  1684. Invigorating 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 Weak
  1685.  
  1686. Fixed Gagged Boiled Head from being unequippable
  1687.  
  1688. Corrupted Bile Gland: Now has Serrated tag
  1689.  
  1690. Cruel Intent: Replaced Gain On Crit: Blind Token with Gain On Non-Crit: Blind Token.
  1691.  
  1692. Single Leech is no longer dropped by the Chirurgeon and now has a 5% chance to drop from any Patient
  1693.  
  1694. Combat item tooltips now display if it's targeting a friendly target or enemy target
  1695.  
  1696. Trinkets that deal damage through an effect in combat will display the name in the poptext beside the damage value
  1697.  
  1698. Only 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.
  1699.  
  1700. Ancestor’s Statue trinkets have been changed from Indelible to Ancestral
  1701.  
  1702. At the Hoarder, Vague trinket selection is replaced with Distant trinkets while in the final region in Confessions and after Escalation 1 in Kingdoms
  1703.  
  1704. All downsides on Distant stat trinkets now match the values of Vague versions
  1705.  
  1706. The Binding Blade DLC: Securis: Added Gain On Killing Blow: Strength Token & Block Token
  1707.  
  1708. Runaway Trinket Reworks
  1709.  
  1710. Carved Toy: Now has +15% CRIT when self has Stealth, +25% Debuff RES Piercing when target Burn, and Gain When Moved By Enemy: Daze or Taunt
  1711.  
  1712. Knitted Blanket: Now has Gain On Burn Resist: Stealth, +1 Burn Dealt when target has Negative Token, and When Stress Damaged: Burn 1 (15%)
  1713.  
  1714. Pile of Ash: Now has When Moving: Dodge (50%) or Dodge+ (15%), Apply to Attacker When Missed: Shuffle, and Gain When Hit: Knockback 1
  1715.  
  1716. Occultist Trinket Reworks
  1717.  
  1718. Shambler’s Eye: Now has +5% CRIT per Stress, When Stress Damage: Random Enemy: Combo, -5% Healing Given from Skills per Stress
  1719.  
  1720. Seeing 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 Token
  1721.  
  1722. Scalded 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 more
  1723.  
  1724. Plague Doctor Trinket Reworks
  1725.  
  1726. Annotated 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
  1727.  
  1728. 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%)
  1729.  
  1730. 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)
  1731.  
  1732. UI Improvements
  1733. Academic 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 here
  1734.  
  1735. Tooltip formatting adjustments
  1736.  
  1737. Dev 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 50
  1738.  
  1739. Token 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/copied
  1740.  
  1741. Dev Note: Stealth tokens have always had the positive token tag, now they will present and interact consistently with other positive tokens
  1742.  
  1743. Tokens now have duration that display in tooltips the same as DOT durations
  1744.  
  1745. DOT duration tooltip color now matches DOT color
  1746.  
  1747. Heal skills tag now displayed on skills similar to how Melee and Ranged skills are displayed
  1748.  
  1749. Ranked locked tokens (ie. Barnacles and Consecration) now have an icon below them in combat and are called out as rank locked in their descriptions
  1750.  
  1751. Health bars now have quarter lines
  1752.  
  1753. Hero tooltips no longer change width or move position when displaying upgraded info
  1754.  
  1755. Inventory and Vitrine can now be accessed at the Crossroads respectively with I/Z on keyboard or LT/RT on gamepad
  1756.  
  1757. Inn effects now displayed in Inn sign tooltip
  1758.  
  1759. Retreat effects now displayed in the retreat button tooltip
  1760.  
  1761. Changed 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.
  1762.  
  1763. Made improvements to upgraded skill comparison to better show cooldown changes/removal
  1764.  
  1765. Added button on Hoarder to allow players to see torch tooltip
  1766.  
  1767. GAMEPLAY
  1768. Added two new options to the GAME category
  1769.  
  1770. Added a Combat Speed option
  1771.  
  1772. Dev 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.
  1773.  
  1774. Added a Driving Speed option
  1775.  
  1776. Dev Note: We've rolled out an option that will allow you to increase driving speed to 1.5x of default
  1777.  
  1778. Fervent Defender: Removed redundant Battle text from description
  1779.  
  1780. Increased Mastery drop rate at Resist locations from 37.5% to 50% and at Oblivion's Ingress locations from 50% to 60%
  1781.  
  1782. 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.
  1783.  
  1784. Reduced Mastery drop rate at Road battles from 11.11% to 8.33%
  1785.  
  1786. Default inn quirk chance reduced from 80% to 50% and Vestal's Secret guarantees 1 quirk instead of 2
  1787.  
  1788. Dev 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 received
  1789.  
  1790. CRITs no longer increase the duration of DOTs by +2 rounds for both enemies and heroes.
  1791.  
  1792. 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.
  1793.  
  1794. Wheel and Armor now have scaling effects based off the number of Wheels or Armor rather than only effects when full
  1795.  
  1796. Region goal rewards will no longer include +3 Mastery
  1797.  
  1798. Dev Note: The chance of this, even when low, created strange difficulty combinations that weren't desirable
  1799.  
  1800. Naked and Afraid region goal: Will no longer spawn in Region 1 and will no longer drop Candles of Hope rewards
  1801.  
  1802. Spelunk region goal: Will no longer drop Candles of Hope rewards
  1803.  
  1804. Relics dropped from Resist and Road battles while in the Sluice will now always roll the max amount
  1805.  
  1806. Removed redundant Ignore 20% RES from Crit token description
  1807.  
  1808. Fixed Death's Head trinkets not displaying Remove Combo on some buffs
  1809.  
  1810. Obsession Max Loathing effect chance for Random Negative Quirk reduced from 100% to 50% and no longer has a chance to apply Shattered Will
  1811.  
  1812. Escalation Max HP buffs will no longer affect enemy corpses or Ancient Adversary
  1813.  
  1814. The Jinx Quirk: Now more rare and can no longer be obtained from Inns
  1815.  
  1816. Disarmer Quirk: Now less rare and can be obtained from Inns
  1817.  
  1818. Shattered Will Quirk has been removed from quirk options when choosing to fight the Shambler
  1819.  
  1820. Current Confession icon now displayed at the Crossroads
  1821.  
  1822. The Goops applying Slimed when targeting hero has been changed to targeting ally instead
  1823.  
  1824. Man-At-Arms Kingdoms final hero upgrade: Removing all Weak tokens when targeting hero has been changed to targeting ally instead
  1825.  
  1826. Adjusting quarter notches and health bar to be more accurate in combat
  1827.  
  1828. Added line break to Requires and Ignores lines on enemy academic view
  1829.  
  1830. Fixed FACTION Hater quirks not displaying +15% DMG when facing FACTION correctly
  1831.  
  1832. Fixed Visit a Shrine of Reflection hero goal never generating
  1833.  
  1834. Fixed Daemon's Pull hero goal being generated when Altar of Hope is completed
  1835.  
  1836. Blessed and Cursed skill assignment now selects from all skills when skill bar isn't fully equipped
  1837.  
  1838. Known Issue: If there are already Blessed/Cursed skills, any newly blessed or cursed skills will be randomly selected from all skills
  1839.  
  1840. Stealth token icon has been updated
  1841.  
  1842. Fixed an issue where the torch was unintentionally draining prior to the crossroads
  1843.  
  1844. Fixed an issue where Horseshoe swift travel icon wasn't removed when passing the day
  1845.  
  1846. Increased Region select scroll speed with mouse scroll wheel
  1847.  
  1848. Removed Bounty Hunter hero sheet "visit shrines to unlock" text
  1849.  
  1850. Adjusted In Line Damage size for trinket damage poptext text to not be so large
  1851.  
  1852. Updated remove token/quirk logic to behave like copy/steal logic in that it is now pure random
  1853.  
  1854. Updated 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 elsewhere
  1855.  
  1856. Updated Jester Wanderer Finale, Crusader Aggressor Smite and Reap, Abomination Fiend Rage, and Smolder Hymnal on kill effects to trigger when killing a corpse
  1857.  
  1858. Bundle of Contracts, Kill List, and Crimson Tick tooltips now state the on kill triggers are ineffective against corpses
  1859.  
  1860. Necrosis: Tooltip now explains Heal 5% per target
  1861.  
  1862. Hero trinket tooltips no longer say [SKILL NAME] Skills: and will now just say [SKILL NAME]:
  1863.  
  1864. Fixed an issue that could cause On CRIT effects to sometimes express that they occurred when they weren't CRITs
  1865.  
  1866. Fixed copying DOTs onto target when target is DOT immune
  1867.  
  1868. Fixed candles not spawning correctly at locations in early regions
  1869.  
  1870. Fixed certain region goals not appearing as intended
  1871.  
  1872. Fixed issue where you could sell Tattered Banner quest item
  1873.  
  1874. FIXES
  1875. Fixed Winded, Controlled Burn, Field Surgeon, and Pyromaniac not appearing in token glossary correctly
  1876.  
  1877. Fixed Widow and Chirurgeon Academic View and buffs strings
  1878.  
  1879. Fixed ignited Shaman Academic View
  1880.  
  1881. Fixed Bagman Academic View tooltip
  1882.  
  1883. Fixed Trapmaker's Kit item description
  1884.  
  1885. Fixed Galea description
  1886.  
  1887. Fixed The Mountain Shudders presentation not triggering after retreating from combat
  1888.  
  1889. Fixed hero effects like quirks not being applied after a Max Loathing Reset occurs
  1890.  
  1891. Fixed the camera not animating back to the stagecoach after resolving a mid-combat save
  1892.  
  1893. Fixed sound effects and narration sometimes not triggering on Loathing Increases
  1894.  
  1895. Fixed Loathing effects not being applied if the player quits before the presentation is resolved
  1896.  
  1897. Fixed an issue where the Retreat button would briefly appear when Retreat was not enabled
  1898.  
  1899. Fixed tooltip issue when checking if self or target has no token
  1900.  
  1901. Fixed token glossary not displaying tokens for reserve heroes
  1902.  
  1903. Gamepad fixes for character sheet navigation
  1904.  
  1905. Fixed missing SFX on Spearman’s Spear Toss when targeting a hero with combo
  1906.  
  1907. Fixed Lair combat start heals displaying poptext
  1908.  
  1909. Fixed missing UI after Lair fights
  1910.  
  1911. Fixed issue preventing Memoried heroes from obtaining hero goals again after they have been completed
  1912.  
  1913. Fixed Bounty Hunter immobile in Kingdoms after respawning
  1914.  
  1915. Fixed the blade orientation on Plague Doctor's infernal dagger to match her other weapon kits
  1916.  
  1917. Fixed coloring of increased/decreased loathing color in tooltips to better match the gold/blue paradigm
  1918.  
  1919. Fixed Plague Doctor bomb not resting in hand during positive relationship presentation
  1920.  
  1921. Issues with Gamepad Text entry for the Begin New Adventure screen have been addressed
  1922.  
  1923. Dev Note: On Steamdeck we recommend updating to Steam OS 3.7 if you're experiencing loss of input after resuming the game from sleep mode
  1924.  
  1925. Gamepad: Kingdoms Campaign creation should use default name
  1926.  
  1927. Gamepad: Error when Quitting Name field on the Profile creation screen in Big Picture mode
  1928.  
  1929. Gamepad: Fixed an issue with complete your Confession focus isn't on the signature button after quickly selecting Confession
  1930.  
  1931. Fixed Bounty Hunter hero sheet from showing "visit shrines to unlock"
  1932.  
  1933. Fix for Body of Work's crown VFX disappearing after a skill
  1934.  
  1935. Fixed an issue where Body of Work could be targeted by Runaway’s Backdraft without a valid source of adjacent Burn
  1936.  
  1937. Update v2.02.78789:
  1938. Occultist
  1939.  
  1940. Fixed an issue with Ritualist Sacrificial Stab and Sacrificial Stab+ awarding Wanderer Unchecked Power
  1941.  
  1942. Fixed an issue with Warlock Sacrificial Stab and Sacrificial Stab+ awarding Wanderer Unchecked Power
  1943.  
  1944. Fixed an issue with Aspirant Binding Shadows and Binding Shadows+ not listing Forward 1 on the their tool tip
  1945.  
  1946. Fixed Weakening Curse contextual combat tooltip showing Crit token icon twice
  1947.  
  1948. Runaway
  1949.  
  1950. Fixed an issue with Backdraft and Backdraft+ mouseover tool tip showing a Strength token when the skill is selected during combat
  1951.  
  1952. Update v2.02.78778:
  1953. HEROES
  1954. Occultist
  1955. Crossroads description has been updated from +Back Rank to +Flexible Rank
  1956.  
  1957. Wanderer
  1958.  
  1959. Dev Note: After some deliberation, we've opted to retain the higher Unchecked Power cost on The Burning Stars and Anamnesis but have increased unmastered access to Unchecked Power in various other parts of the Occultist's kit, reducing the mastery-hungry nature of generation skills. Malediction, as a debuff skill across all Paths, has been normalized to a cost of 2 Unchecked Power regardless of mastery.
  1960.  
  1961. Abyssal Artillery CRIT chance increased from 5% to 10%
  1962.  
  1963. Abyssal Artillery now has a 66% chance of granting Unchecked Power per target that is CRIT
  1964.  
  1965. Dev Note: Abyssal Artillery was adjusted to remove some of the onus on having to master skills in order to generate Unchecked Power.
  1966.  
  1967. Binding Shadows DMG reduced from 4-6 to 3-5
  1968.  
  1969. Binding Shadows CRIT reduced from 10% to 5%
  1970.  
  1971. Binding Shadows+ DMG reduced from 5-8 to 4-7
  1972.  
  1973. Binding Shadows+ CRIT reduced from 15% to 10%
  1974.  
  1975. Dev Note: Binding Shadows is an extremely utility-laden skill, so its DMG balance is being readjusted accordingly.
  1976.  
  1977. Sacrificial Stab now grants Unchecked Power when killing a target
  1978.  
  1979. Dev Note: The unmastered version now has the same On Kill benefit as the mastered version of the skill, reducing some of the onus on early mastery to support Unchecked Power effects. The mastered version still has its own additional benefits to make killing comparatively easier.
  1980.  
  1981. Wyrd Reconstruction and Wyrd Reconstruction+ no longer consume a CRIT token if the skill is already guaranteed a CRIT via the Unchecked Power bonus
  1982.  
  1983. Anamnesis and Anamnesis+ DMG increased from 2-4 to 3-5
  1984.  
  1985. Anamnesis Bleed reduced from 4 to 3
  1986.  
  1987. Anamnesis now applies Shuffle
  1988.  
  1989. Dev Note: We wanted to keep the majority of the mastery value on some of the Big 3 Unchecked Power skills related to the reduced cost, so unmastered Anamnesis has been adjusted to gain the Shuffle but have slightly lower Bleed than mastered.
  1990.  
  1991. Malediction and Malediction+ no longer have inherent Debuff RES Piercing
  1992.  
  1993. Malediction and Malediction+ now apply Combo to the target
  1994.  
  1995. Malediction and Malediction+ now last for 3 rounds
  1996.  
  1997. Malediction and Malediction+ now cause the target to gain Combo every time it's hit
  1998.  
  1999. Malediction Unchecked Power cost reduced from 3 to 2
  2000.  
  2001. Malediction+ now ignores Blind in addition to Dodge
  2002.  
  2003. Malediction+ now refunds its Unchecked Power cost at the end of the round if the debuff is resisted
  2004.  
  2005. Dev Note: Malediction now stands apart as requiring less Unchecked Power at base but gaining more potency from mastery, unlike the more damage-oriented Unchecked Power skills. The skill can guarantee that it will hit but ensuring it passes through Debuff RES will require some outside help.
  2006.  
  2007.  
  2008.  
  2009. Ritualist
  2010.  
  2011. Abyssal Artillery now has a 50% chance to apply a second Blind when consuming Unchecked Power
  2012.  
  2013. Abyssal Artillery+ now has a 66% chance to apply a second Blind when consuming Unchecked Power
  2014.  
  2015. Dev Note: 2 unconditional Blind tokens on an AoE feels a bit too potent but 1-in-2 / 2-in-3 chances of doubles feels more acceptable. The tokens also separately roll their resists, so it's not an all-or-nothing roll.
  2016.  
  2017. Binding Shadows and Binding Shadows+ now grant Stealth in the same way that the Wanderer version does
  2018.  
  2019. Binding Shadows and Binding Shadows+ now reduce the target's Debuff RES by 10% for 3 rounds if the Ritualist has Stealth
  2020.  
  2021. Binding Shadows DMG reduced from 4-6 to 3-5
  2022.  
  2023. Binding Shadows CRIT reduced from 10% to 5%
  2024.  
  2025. Binding Shadows+ DMG reduced from 5-8 to 4-7
  2026.  
  2027. Binding Shadows+ CRIT reduced from 15% to 10%
  2028.  
  2029. Dev Note: We wanted to retain the Ritualist's ability to assist others by lowering a target's Debuff RES without giving up some of the new signature capabilities of Wanderer Binding Shadows.
  2030.  
  2031. Sacrificial Stab is no longer a Path skill
  2032.  
  2033. Dev Note: If you'd rather just stab somebody to get your Unchecked Power, go for it.
  2034.  
  2035. Wyrd Reconstruction and Wyrd Reconstruction+ no longer consume a CRIT token if the skill is already guaranteed a CRIT via the Unchecked Power bonus
  2036.  
  2037. Malediction+ no longer has a chance to grant basic Block or Dodge; the chances to grant Block+ or Dodge+ have been increased accordingly.
  2038.  
  2039. Malediction+ now removes all Riposte from the target, since Riposte has no inverted token version
  2040.  
  2041.  
  2042.  
  2043. Warlock
  2044.  
  2045. Dev Note: There were concerns that Warlock was not able to generate sufficient Unchecked Power comparative to other Paths. Changes to some Wanderer skills that Warlock uses should assist in alleviating this, as should an update to his unique take on Chaotic Offering.
  2046.  
  2047. Unchecked Power no longer decreases maximum health
  2048.  
  2049. Unchecked Power now increases DMG received by +10% per token
  2050.  
  2051. Dev Note: Bouncing HP values mid-fight was adding more unnecessary math than tangible engagement so we've shifted the Unchecked Power penalty to something you'll feel a bit more.
  2052.  
  2053. Chaotic Offering and Chaotic Offering+ now correctly state Round Start in their passive effect instead of Turn Start
  2054.  
  2055. Chaotic Offering and Chaotic Offering+ now have additional effects that can be activated as a Free Action
  2056.  
  2057. Chaotic Offering and Chaotic Offering+ require at least 15% HP to activate
  2058.  
  2059. Chaotic Offering and Chaotic Offering+ deal 15% HP DMG when activated
  2060.  
  2061. Chaotic Offering and Chaotic Offering+ apply a random side effect (as per Wanderer version of the same skill) when activated
  2062.  
  2063. Chaotic Offering and Chaotic Offering+ grant 1 Unchecked Power when activated
  2064.  
  2065. Chaotic Offering and Chaotic Offering+ disable the Round Start chance to gain Unchecked Power for 2 turns when activated
  2066.  
  2067. Chaotic Offering now has a cooldown of 3
  2068.  
  2069. Chaotic Offering+ now has a cooldown of 2
  2070.  
  2071. Dev Note: Now compatible with relationships and still something unique to the Warlock. Spot an opening? Sacrifice your passive chance at Unchecked Power to gain one for immediate use instead! Beware of side effects.
  2072.  
  2073. Sacrificial Stab is no longer a Path skill
  2074.  
  2075. Wyrd Reconstruction and Wyrd Reconstruction+ no longer consume a CRIT token if the skill is already guaranteed a CRIT via the Unchecked Power bonus
  2076.  
  2077. Anamnesis and Anamnesis+ DMG per positive token increased from 1 to 3
  2078.  
  2079. Dev Note: Less tokens required to gain DMG value vs. The Burning Stars, since monsters don't typically stack tokens quite like Heroes do.
  2080.  
  2081. The Burning Stars and The Burning Stars+ DMG reduced from 10-18 to 10-16
  2082.  
  2083. The Burning Stars+ CRIT reduced from 15% to 10%
  2084.  
  2085. Dev Note: It's still a monster of a skill, especially when mastered and pulling +6 DMG from Unchecked Power.
  2086.  
  2087. Malediction and Malediction+ duration increased from 2 rounds to 3
  2088.  
  2089. Malediction and Malediction+ monster heal changed from 10% to a flat value of 4
  2090.  
  2091. Malediction and Malediction+ Hero heal changed from 10% to a flat value of 4
  2092.  
  2093. Malediction and Malediction+ monster heal changed from On Hit to Combat Damage
  2094.  
  2095. Malediction Unchecked Power cost reduced from 3 to 2
  2096.  
  2097. Malediction+ now ignores Blind
  2098.  
  2099. Dev Note: Malediction has been updated to be less punishing when used against large HP pool targets such as bosses. In addition, the switch from On Hit to Combat Damage for the monster heal means that a Hero using a non-damaging skill can still receive their own heal but will not trigger a heal on the target. DOT ticks, however, can now proc the heal.
  2100.  
  2101.  
  2102.  
  2103. Aspirant
  2104.  
  2105. Unchecked Power no longer increases max HP
  2106.  
  2107. Unchecked Power no longer has a risk of applying Immobilize to the Aspirant
  2108.  
  2109. Unchecked Power when moving rate increased from 66% to 70%. This rate now decreases by 20% for each Unchecked Power the Aspirant already has.
  2110.  
  2111. Dev Note: Similar to the Warlock, manipulating health values during combat wasn't really bringing anything sufficiently engaging to the experience. The Immobilize, while an appropriate counter-dance penalty, ranged from minor inconvenience to absolutely crippling. We decided to instead settle on having the Unchecked Power counterbalance its own generation. Dance-heavy team compositions are still likely to set the Aspirant up fairly quickly but Sacrificial Stab, Abyssal Artillery, and Chaotic Offering all offer additional ways to surmount the decreased generation when needed.
  2112.  
  2113. Binding Shadows and Binding Shadows+ have been updated to match the Wanderer's rules for Combo consumption
  2114.  
  2115. Binding Shadows and Binding Shadows+ DMG has been normalized to match other Path values
  2116.  
  2117. Binding Shadows and Binding Shadows+ CRIT has been normalized to match other Path values
  2118.  
  2119. Sacrificial Stab and Sacrificial Stab+ DMG has been normalized to match other Path values
  2120.  
  2121. Sacrificial Stab and Sacrificial Stab+ now gain Unchecked Power on kill
  2122.  
  2123. Sacrificial Stab now gains Block vs. Combo
  2124.  
  2125. Sacrificial Stab+ now gains Block+ vs. Combo
  2126.  
  2127. Dev Notes: The Combo effect on Sacrificial Stab gives it a bit more use in Boss fights while the change to On Kill helps generate faster Unchecked Power against standard enemies, particularly if Unchecked Power's generation rate is reduced. There have been mixed requests to swap/keep the directional movement of Sacrificial Stab and Binding Shadows; we opted to keep it as-is since forward movement into Stealth in ranks 1 or 2 helps divert hits to your actual tank in the adjacent rank.
  2128.  
  2129. Wyrd Reconstruction and Wyrd Reconstruction+ no longer consume a CRIT token if the skill is already guaranteed a CRIT via the Unchecked Power bonus
  2130.  
  2131. Malediction and Malediction+ no longer have inherent Debuff RES Piercing
  2132.  
  2133. Malediction Unchecked Power cost reduced from 3 to 2
  2134.  
  2135. Malediction+ now ignores Blind
  2136.  
  2137. Dev Note: Normalizing certain aspects across the Paths.
  2138.  
  2139. The Burning Stars Burn increased from 4 to 5
  2140.  
  2141. The Burning Stars+ DMG reduced from 7-13 to 6-11
  2142.  
  2143. The Burning Stars+ Burn increased from 4 to 6
  2144.  
  2145. Dev Note: As the sole Burn version of the skill, we felt it needed to play up the DOT element a bit more.
  2146.  
  2147. MONSTERS
  2148. Beastmen
  2149.  
  2150. Huntsman: Splitting Edge chance of Weak token reduced from 100% to 50%
  2151.  
  2152. Huntsman: Stalker's Reach chance of Weak token reduced from 100% to 50%
  2153.  
  2154. Dev Note: Given rough average of non-DLC Hero Debuff resistance, this brings the average chance of Weak landing from these attacks from 76% to 38%.
  2155.  
  2156. Creature Den
  2157.  
  2158. Carrion Devourer:  Pulverize Weak tokens reduced from 2 to 1
  2159.  
  2160.  
  2161. Cultists
  2162.  
  2163. Cherub: Enfeebling Miasma Weak reduced from 2 to 1
  2164.  
  2165.  
  2166. Fisherfolk
  2167.  
  2168. 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)
  2169.  
  2170. Military
  2171.  
  2172. Spearman: Spear Toss Weak reduced from 2 to 1
  2173.  
  2174.  
  2175. GAMEPLAY
  2176. Hemic Rot chance of Weak token reduced from 15% to 10%
  2177.  
  2178. Trephine Bur: Replaced Convert with Invert in description for consistency
  2179.  
  2180. Fervent Defender: Removed redundant Battle text from description
  2181.  
  2182. Fixed Academic View descriptions on Coven enemies
  2183.  
  2184. Entropic Enemies battle modifier: Stealth is no longer one of the possible tokens
  2185.  
  2186. Dev Note: Stealth tokens have special timing when they're removed which was causing issues with Entropic Enemies where Stealth tokens weren't removed when they should be. Changing the timing of Stealth tokens would be risky, likely introducing knock-ons, so we opted to remove Stealth tokens from the possible options.
  2187.  
  2188. Update v2.02.78692:
  2189. Cleaned up some of the visual effects related to the Plague Doctor hero shrines
  2190.  
  2191. Adjusted pop text locations for final Mountain Boss
  2192.  
  2193. Adjusted debuff vfx locations for final Mountain Boss
  2194.  
  2195. Fixed an issue where Combat Item quantity wasn't displayed on use Combat Item button
  2196.  
  2197. Fixed item equip hover state doesn't cancel properly when closing inventory
  2198.  
  2199. Fixed input issue with character sheet items unequipping on submit when the inventory is not active  
  2200.  
  2201. Fixed gaps of space in non English languages
  2202.  
  2203. Fixed issue with Duelist pistol model activation when entering pistol anticipation loop  
  2204.  
  2205. Fixed Origin Occultist dagger not disabling properly when entering knife recovery animation
  2206.  
  2207. Fixed Runaway dragon fly skill animation not looping
  2208.  
  2209. Fixed Origin Crusader shoulder pose during scroll anticipation
  2210.  
  2211. Fixed black spots on Origin Crusader, Jester, Man-at-Arms and Highwayman skins
  2212.  
  2213. Fixed some particle system freezing after timelines, such as Zealous Accusation
  2214.  
  2215. Fixed Origin Occultist dagger which was previously missing in the sheath during combat
  2216.  
  2217. Fixed Origin Occultist dagger appearing greyed out
  2218.  
  2219. Fixed Controller issue where it sometimes would not display tooltips while having toggle Tooltips option enabled