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Dev Blog: Foundations of Magic

It's been a quiet past several weeks, but for good reason. The next major update v0.6 is shaping up to be one of the most significant yet.

This update will introduce a new magic-focused faction that plays a key role in the story, along with their associated new dungeon type and two magic skill trees.

[h2]The Stormbringers[/h2]
Following a brutal civil war, the ancient guild sanctums of the Tempest Order have been seized by rogue mages who call themselves The Stormbringers.



The Sanctums now stand as corrupted strongholds scattered across the world. These will be among the most dangerous dungeons in the game, featuring new enemy types, environmental effects, traps, and spells.

With these dungeons come new original tracks by Fogheart, including Abomination, the theme for the corrupted sanctums (obligatory listening while you read the patch notes)

Many of the same spells used by The Stormbringers will also be available to you, through two new magic skill trees: Pyromancy and Fulmination.

[h2]Pyromancy[/h2]
Pyromancy is our take on fire magic. It focuses on sustained fire damage and area control. It rewards aggressive casting and smart positioning, continually building up power as fights progress.



Spells like Line of Fire and Ignite set the ground ablaze, creating zones of damage that can be used to layer on even more damage, triggering powerful combos.



Follow-up spells deal more damage to burning enemies, and casting in sequence builds stacks of Combustion, boosting all fire damage further. But be warned: you're vulnerable to flames too (unless you find the right enchantments winky face).

[h2]Fulmination[/h2]
Fulmination (thunder magic) focuses on burst damage, crowd control, and energy-hungry spellcasting. Unlike Pyromancy which builds up damage over time, with Fulmination you hit hard, stun fast, and burn through energy quickly.



Abilities like Static Lance and Chain Lightning can wipe out clustered enemies in a flash.



These combine with overload stacks, which can be detonated for bonus damage and stun.

Fulmination also offers support spells such as Magnetic Pull ability, which can be used on yourself to reposition, or to pull a group of enemies towards each other.

These magic trees have been designed with multiple build paths in mind, including battle mages, pure casters, glass cannons, AoE control, single-target burst, and hybrid setups. You can splash Pyromancy or Fulmination into existing builds, or commit fully and watch the world burn.

[h2]Attunement[/h2]
As we're now seriously getting into magic, it's time to introduce our long-term plan for the magic system: Attunement. It not only anchors the in-world lore behind magic, but also directly ties into the mechanics of spells and magic equipment.

What is attunement?

In the game's lore, every spell draws its power from a magical Realm. Attunement represents your body's ability to channel and align with that Realm.

In terms of mechanics, this means each spell now has an Attunement requirement, shown directly on the tooltip with specific icons:





You'll need to meet these requirements using gear, buffs, or world structures. Most low-level spells need just 1 Attunement. Higher-tier spells may require 2, or even 3.

Some Attunement types are shared across multiple skills. For example, both Pyromancy and Fulmination use Tyros Attunement. Nature Magic and the upcoming Hex Magic will both require Enalian attunement.



[h2]Main Quest Update[/h2]
It's been too long since the main story saw an update. Time to change that.

v0.6 will introduce a new major quest that expands the main storyline. You'll encounter the remnants of the Tempest Order, now hiding in a run-down building in town. They need your help to uncover the Stormbringers plans and begin the fight to take back their sanctums. In return, they'll aid you on your journey into magic, eventually leading you to the Artifact behind it all...

[h2]We now have a Wiki![/h2]
The official Doors of Trithius Wiki is now live:
https://doorsoftrithius.com/wiki/

It already includes detailed info on all monsters, items, and recipes. Monster and item stats are exported directly from the game files to ensure they are accurate.



Though it already has a good amount of helpful info, it's is still a work in progress and will be regularly updated.

[h2]Looking Ahead[/h2]
We're aiming to have the update out in June. If necessary, we may split the update into multiple parts, with the new dungeon and magic skill tree released first. Thank you for your patience!

v0.5.16 - Character Customization

Female characters now appear throughout the world, with full sprite support and randomized appearance during worldgen. Character creation has also been upgraded with customizable outfits, hairstyles, and gender selection.

We've also made major improvements to item UI windows, adding better keyboard support, and quality-of-life upgrades across the board.

Save files from version 0.5.15 are compatible, but it's always a good idea to back up your saves just in case. If you'd like to continue playing 0.5.15, you can select it in Steam options under betas.

[h2]Female Appearance[/h2]
Women now appear across Enalia as town NPCs and bandits.

During world generation gender is assigned randomly, with job-based weighting. For example, Druids, Bakers, and Botanists are more likely to be women; Smiths, Butchers, and Bandits less so. The result loosely mirrors medieval norms while still allowing for randomness.


Every armor set now has a female variant, totaling over 200 new sprite assets.



[h2]Appearance Customization[/h2]
Customize your character's appearance during creation, including hairstyle, outfit, and gender selection.



Swap between male and female sprites, and pick from a variety of hairstyles and outfits to personalize your look. Male characters can also choose from several beard styles.

Need to change your appearance?
You can change your character's appearance on pre-existing saves using a console command.
  • Enable debug mode in Options -> General
  • Press F8 to open the console (or use ~)
  • Enter "appearance male" or "appearance female" to swap your character's gender, or "appearance hair" to change your hairstyle.
  • It's recommended to turn off debug mode after

[h2]Item UI & Hotkeys[/h2]
Significant upgrades across interfaces with item lists (loot bags, quick-use menus, storage containers, shops, repair bench, curse removal, enchanting).



Mouse Controls
  • Click = take 1 item
  • Shift + Click = take full stack
  • Ctrl + Click = take 5
  • Ctrl + Shift + Click = take 25
  • Mouse controls apply to loot, storage, shops, and inventory (dropping).
Keyboard Shortcuts
  • Enter (or space) = take 1 item
  • Shift + Enter = take full stack
  • Shift + Up/Down = move to start/end of list
  • Ctrl + Up/Down = move 5
  • Ctrl + Shift + Up/Down = move 25
Overflow Fixes
  • Quick-use item menu now scrolls when showing large item lists.
  • Likewise, the loot window no longer overflows. It now repositions and/or adds a scrollbar.
Sort Order Consistency
  • Loot and quick-item menus now display items with the same sort order as your inventory.
Keyboard Navigation
  • Full keyboard navigation added to repair, curse removal, enchanting pool, storage, and shop windows.
  • Loot, storage, and shop windows now remember your last selected item when reopened.
  • Compare key now shows tooltip for selected item in list windows (just like in the hotbar).

[h2]Other Changes[/h2]
  • Ability tooltips now appear when navigating the hotbar with keyboard if the compare key is held, or if the newly added auto-show tooltip setting is enabled.
  • The "Show Names" key now also displays names on the overworld for locations, armies, and creatures. Defeated locations are greyed out; settlements are tinted based on prosperity.
  • Unidentified potions now have the same weight as their identified versions.
  • Cause of death now reads "Killed by 0 life total" if health drops to 0 from max HP dropping (e.g., curse effects).
  • Overhealing is now capped correctly: max HP + overheal bonus, preventing absurd stacking with potent elixirs.
  • Quickload key now works even if a UI side pane (e.g., shop, storage, dialog) is open.

[h2]Bug Fixes[/h2]
  • Fixed rendering issue that sometimes caused thin black lines to appear.
  • Fixed ability "Efficient Forager" not applying when harvesting strawberries, mulberry bushes, bird nests, and mossy rocks.
  • Fixed hawk noise playing when harvesting a hawk nest even when no hawk appeared.
  • Fixed size and position of wilderness danger icons when zoomed out on the overworld map.
  • Fixed issue with curse icon display, where curse icons would group together when they are more than 5, despite being different types of curses.
  • Fixed summoned plant sprouts following the player between dungeon floors and overworld tiles (despite being a plant, which typically cannot move).
  • Fixed ability "Bond" not resetting correctly when used on a summoned hedgehog.
  • Fixed issue with Nyris-cocoon and summoned hedgehog interaction. If a cocooned hedgehog is your active companion, toggling Animal Companion off will now cleanly deactivate.
  • Fixed cursed wound icons not disappearing after destroying a cursed item via disenchanting.
  • Fixed potential for gremlin fortress to spawn immediately adjacent to other overworld objects.
  • Fixed an issue with the healing efficiency stat, which allowed the player to reach negative health without dying. Negative healing efficiency will now cause death if it reduces health to 0.
  • When drinking from a well, the text log now reports the actual healing amount, factoring in healing efficiency.
  • Fixed overworld HUD button alignments when UI scale is above 1.
  • Fixed dialog box text not rendering correctly when UI scale is above 1.
  • Fixed alignment of item condition icons (damaged, bolstered, cursed, favorite, etc).

v0.5.15 - The Hunter's Eye

This update is packed with the things you've been (patiently) asking for: long-requested features, QoL improvements, and many squashed bugs – all carefully hunted down and delivered to you.

Save files from version 0.5.14 are compatible, but it's always a good idea to back up your saves just in case. If you'd like to continue playing 0.5.14, you can select it in Steam options under betas.

[h2]Extendable Hotbar[/h2]

The hotbar can now be expanded to up to 30 slots wide and 3 rows tall.



Those with widescreen monitors can now take full advantage of their available screen space.



New options allow you to set custom hotkeys for each individual row and set of 10 slots.

Adjust the hotbar size in Options -> General -> Hotbar, and customize hotkey modifiers in Options -> Controls -> Hotbar.



[h2]Hotbar - Keyboard Navigation[/h2]

We're told some people prefer keyboards. Well, we have something special for you: full hotbar keyboard support.

How does it work? Press the Tab key to activate your hotbar for keyboard navigation. Press tab again to cycle through the slots, or use the directional keys to move through them directly.



With the ability picker open, press Delete to remove abilities, or Enter to add them directly to your hotbar.



[h2]Furniture[/h2]

You can now purchase furniture from shops and place it in your homes.

Furniture appears as an item in your inventory after purchase, allowing you to easily transport it.



To move existing furniture, right-click it and select "Pick Up." Existing furniture in your save files has been automatically updated to be pick-up-able.

Finding Furniture:
  • Shopkeepers sell all types of workbenches, along with storage units (chests, cupboards).
  • Rare furniture items, like enchanting tables, may take time to locate.

[h2]Innkeeper Dialog[/h2]

Having trouble finding furniture? Innkeepers in every town now offer a new dialog option to provide information about the town, including where to purchase specific furniture items.



Initially, the dialog only has an option to ask about rare items; however, further options will appear based on your actions in the world. For example, owning a house unlocks an option to inquire if anyone in town is selling furniture, saving you the trouble of asking every shopkeeper.

In the future, we plan to extend innkeeper information, unlocking new questions based on your reputation and actions. In this way the innkeeper will serve as a central hub for local town information.

[h2]Map Flags[/h2]

Right-click on any tile on the world map to place a flag! Use flags to mark interesting locations and save reminders to yourself about specific overworld tiles.



Flags are saved with your game and will remain until you manually remove them.

[h2]Blood Creatures & Reputation[/h2]

A new reputation system is in place for blood creatures, known as "The Red Brood."



Killing Blood Cocoons or Ravagers will decrease your reputation, angering The Red Brood. A poor reputation can trigger escalating hostilities, including encounters with Elite Ravagers and Elite Ravager Hunters.

At lower reputation levels, the powerful Elite Ravager will hatch from blood cocoons instead of the normal ravager.



At the lowest reputation, Elite Ravager Hunters will actively track you down. They may appear at any time in any dungeon, without needing to hatch from cocoons, making them a constant threat.



If left untouched, your reputation with The Red Brood will slowly improve over time, allowing you to gradually escape their wrath.

This is the first extension of the reputation system in some time, but it won't be the last. In the future, we intend to add more reputation-tracking factions, along with new ways to increase or reduce reputation.

[h2]Status Effect Tooltips[/h2]

When inspecting creatures (enemies or summons), hover your mouse over any status effect to see a tooltip description.



[h2]Other Changes[/h2]
  • Improved shop distribution during world generation - ensures fair allocation across settlements, guarantees minimum shops per region, and balances total shops per faction.
  • Recipes UI improvements - recipes with multiple crafting options now display as separate entries, and oversized recipe text is now scrollable.
  • Added sorting options to Shop UI - items can now be sorted by price.
  • Added favorites indicator for player items in storage UI.
  • Added item Blink Potion (Potent) - unlike the standard Blink potion's random teleportation, this version allows selecting a destination tile.
  • Improved Reputation system - passive reputation changes due to negative reputation decreasing over time are now reported to log.
  • Reputation window now automatically selects previously viewed faction when reopened.
  • Faster overworld inspection - right-click inspecting a new location no longer requires closing the previous location info window.
  • Added new animation and sound effect for "Executioners Strike" ability.
  • Added new animation for "Terrifying Cleave" ability.
  • Blood Puddles now decay over time, with increased decay rate in towns.

[h2]Bug Fixes[/h2]
  • Fixed "Mordhau Bash" ability in wrong skill tree.
  • Fixed "Deep Gashes" ability, infinite Hemorrhage stacking bug.
  • Fixed consumables with incorrect accuracy bonuses: Da-Daa Doo Potion, Feverfew Ale, Ancient Wine, and Elderberry Wine.
  • Fixed "Helm Splitter" not appearing in Blades skill tree.
  • Fixed incorrectly rounded XP rate values in skill experience tooltips.
  • Fixed UI scaling issues across multiple UI elements when UI scale set above 1.
  • Fixed issue with "Blooming Dread" quest, unable to trade Vyrwort flowers for Vyrwort Potions after quest completion.
  • Fixed level up screen not displaying wisdom summary after game load - wisdom summary now properly saved.
  • Fixed item duplication exploit during character creation.
  • Fixed world generation bias toward turkey farms instead of other farm types.
  • Fixed player facing direction resetting after loading saved game.
  • Fixed unable to learn "Conservation" enchantment from scroll.
  • Fixed cooking buffs ("Double Down" passive and "Gremlin Spit") not applying to all output items in multi-output recipes.
  • Fixed "Fireflash" potion providing less teleport range than intended.
  • Fixed mouse cursor sometimes stuck with incorrect cursor icon.
  • Fixed mouse clicks sometimes passing through UI elements.

v0.5.14 - Axes & Daggers

More skill trees??? Yes, that's right you better believe it! With a whopping 17 weapon skills planned (that's a lot!), we're taking another big bite today with the Axes and Daggers skill trees.

Not all the skill tree changes are described below. You must try them in game to see everything for yourself (someday the game shall have a complete wiki and/or guide).

Save files from version 0.5.13 are compatible, but it’s always a good idea to back up your saves just in case. If you'd like to continue playing 0.5.13, you can select it in Steam options under betas.

[h2]Daggers[/h2]
The reimagined Daggers skill tree introduces 7 new ability upgrades maintaining daggers emphasis on speed, repeat attacks, and stacking on-hit effects.



Thousand Cuts remains a signature ability of daggers, allowing you to release a devastating multi-hit attack.



Pair it with Piercing Wounds upgrade to shred enemy armor, or Relentless Tempo for cooldown reduction, allowing insane combos.



Those seeking mobility will find the Shadowstride upgrade for Vicious Lunge a highlight. This upgrade grants brief invisibility after lunging, perfect for repositioning or setting up devastating combos.



The Daggers tree now offers more options to tailor your playstyle, whether you favor critical strikes, bleeds, or mobility.

Need to reset your skill tree?
Daggers skill should reset upon loading any v0.5.13 save, refunding your focus points.

If necessary, you can manually reset your Daggers skill or any other skill using cheats:
  • Enable debug mode in Options -> General
  • Open console commands using F8 or ~, and enter the command "skillreset ", e.g. "skillreset daggers", to refund your spent focus points.
  • It's recommended to turn off debug mode after.

[h2]Axes[/h2]
The Axes skill tree emphasizes overwhelming force and battlefield dominance, with new upgrades that enhance its defining traits: climatic moments of massive damage, area attacks, and bleed-centric tactics.



The upgrade Blood Splatter turns every kill into a spectacle of carnage, causing enemies to explode and damage surrounding foes.



For those who enjoy imposing control on the battlefield, Dreadful Impact marks tiles as "Dread Zones" after using Terrifying Cleave, applying true damage and lowering enemy accuracy, allowing you to gain control over the battlefield.



[h2]Balance Changes[/h2]
  • Fatal Undercut -> Reduced focus point cost from 3 to 2; increased crit reduction from 25% to 100%.
  • Debilitating Slash -> Increased cooldown from 3 to 6.
  • Perfect Finish -> Reduced focus point cost from 4 to 3.
  • Decisive Edge -> Nerfed bleed damage per level from 0.50 to 0.20. (it's still quite strong).

[h2]Other Changes[/h2]
  • Added a console command "ignore abilityrequirements." When enabled, ability unlock requirements are ignored, allowing you to unlock any abilities in the skill tree as long as you have the focus points.
  • Added a new "combat log file" option. When enabled, this creates a 'combat_log.txt' file in the game folder with detailed combat information.
  • Removed the "performance log" option, which was not fully supported.
  • Improved HUD rendering performance, particularly for the hotbar which now caches and reuses icon graphics (please report if you encounter any visual glitches).

[h2]Bug Fixes[/h2]
  • Creature behavior - Fixed Vile Gremlin not running away when fleeing.
  • Abilities - Fixed Cluster Volley 2 & 3 unable to select target area.
  • Abilities - Fixed Achilles' Bane not consuming ammo.
  • Abilities - Fixed Zero Hesitation status effect not stacking properly.
  • UI - Fixed uncentered screen graphics on higher resolutions.
  • UI - Fixed deaths from poison, bleed, or other status effects displaying as 'killed by unknown.'
  • UI - Fixed mouse cursor remaining as attack or other icon when moving mouse cursor from the world onto a UI.
  • Fixed "Inept" status effect incorrectly applying when equipping a weapon leads to weapon mastery unlock.
  • Fixed reflection stat deal reflection damage on ranged attacks.
  • Fixed hit splashes stacking on top of each other instead of spreading to multiple positions, causing damage numbers to sometimes be visible only briefly.
  • Fixed healing efficiency not applying correctly to Potions, LifeSteal, Fountains, and the "Healing Attunement" passive.

[h2]What's Next?[/h2]
With this update, all blade skills (Blades, Swords, Daggers, and Axes) are now finalized in the skill tree format, which represents 1/4th of the planned weapons.

Did you know every weapon in the game has its own unique color and theme? Check out the Weapon Color Wheel below to see how the different weapons are connected and what makes each of them special.


Map of all weapons — click for full size.

Looking ahead, you can expect more skill trees to arrive soon, including the Bludgeons and Ranged groups. Our goal is to complete the majority of weapon skills by the end of the year. That said, the next update will take a break from skill trees and focus on something a little different.

And don’t forget to check out the Roadmap for more details on future updates!

v0.5.13 - Blades & Swords

The Swords & Blades skills have been reworked into a skill tree format with new abilities, icons, and improvements.

Also included is a healthy serving of bug fixes.

Save files from version 0.5.12 are compatible, however it is recommended to back up your saves just in case. If you'd like to continue playing 0.5.12, you can select it in steam options under betas.

[h2]Blades[/h2]
The Blades skill tree introduces new abilities, upgrades, and improvements.



This change introduces Upgrades, which are one-time unlocks that modify abilities in unique ways. For example, "Arcing Blade" can be upgraded with "Crosscut," providing increased crit chance on diagonal tiles.

Upgrades allow you to tailor their abilities to fit your playstyle, offering more options for tactical creativity.



Also included are 5 new passives, designed to complement the skill tree of your chosen blade type (Sword, Dagger, or Axe) and enhance your weapon's effectiveness.



At the top of the tree is the capstone: Blade Surge, a passive AoE effect that can deal damage in a huge area.



Need to reset your skill tree?
Blades and Swords skill should reset upon loading any v0.5.12 save, refunding your focus points.

If necessary, you can manually reset your Blades or Swords skill or any other skill using cheats:
  • Enable debug mode in Options -> General
  • Open console commands using F8 or ~, and enter the command "skillreset ", e.g. "skillreset blades", to refund your spent focus points.
  • It's recommended to turn off debug mode after.

[h2]Swords[/h2]
Alongside the Blades rework, the Swords skill has been updated to a skill tree format.



6 new ability upgrades have been added, allowing you to tailor your playstyle.

Like the dodge bonus from Duelist Advance?
-> Amplify it with Rising Tension.

Prefer faster cooldowns?
-> Pair it with Relentless Assault.



With this rework, the Parry stat has been introduced to Swords, emphasizing the precision and defensive flair of a skilled duelist.

Parry not only negates incoming damage but also triggers secondary effects, such as reducing ability cooldowns through Advanced Swords.



We won't summarize everything here—you'll need to explore in game to see all the changes!

[h2]Other Changes[/h2]
  • Added upgrades to the Athletics ability "Tumbling".
  • On launch, the game window size will now automatically increase to match UI scaling if uiScale is > 1.
  • Innkeepers without movement or dialogue options will no longer prevent access to the inn room.
  • Status effect durations are now shown in the right-click monster info window.
  • XP bonus sources are now displayed in the skill XP tooltip, similar to the stat tooltips (hover your mouse over the XP bar for any skill).
  • Weapon Mastery rework: Weapon Mastery—which is the required level to equip a weapon effectively—is now explicitly implemented via a stat and can be viewed in the character stat pane.

[h2]Bug Fixes[/h2]
  • Fixed lunges dealing extra damage to adjacent targets (Mighty Lunge, Vicious Lunge, Predator Leap, Gutting Reave, Heroic Slam, Vault Kick, Sliding Strike).
  • Fixed ability "Guarded Wait" not refreshing when waiting multiple turns in a row.
  • Fixed item "Snake Dice" not displaying its effect in the tooltip.
  • Fixed non-aggressive attacks (Bond, Renew, Surge of Replenishment) or attacks without physical action from the attacker (e.g. Calming Touch, Counter Strike, Knight's Challenge, Mark Prey, Nature's Grasp, Noble Steel Resonance, Parry, Solar Flare, Toxic Plume) applying on-hit effects like bleed, cripple, or poison.
  • Fixed ability "Toxic Plume" upgrades 2 & 3 not being able to target.
  • Fixed the skill tree unlock window outside of bounds and not contained within the game window, on smaller screens.
  • Fixed wound icons not scaling correctly when uiScale > 1.
  • Fixed wisdom & skill XP bars mismatch at uiScale > 1.
  • Fixed an issue where using ALT to compare two items caused tooltips to not fit on the screen. If tooltips are too tall, they will now appear side by side instead of going off-screen.