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Dragonkin: The Banished News

An Important Notice about MULTIPLAYER UPDATE

[p]Hello everyone,[/p][p]We've got important news to share regarding the multiplayer update, please take a moment to read our message from the EKO SOFTWARE and Nacon teams:[/p][p]
[/p][h3]IMPORTANT NOTICE[/h3][hr][/hr][p]As we approach our multiplayer update, we wanted to share a few things ahead of time.[/p][p][/p][p]As you may know, we’re still working on multiplayer stability and addressing various related bugs. Despite the improvements made over the past few months and our daily QA efforts, we have concerns about the current stability and the new issues that are discovered over time.[/p][p]At the same time, we understand that delaying it again would only add a layer of frustration - In fact, that’s not an option! Despite our intentions to deliver the highest-quality experience possible, we also recognize that our players have already waited a long time.[/p][p][/p][p]❗Rest assured: the multiplayer update will still arrive on the Feb 25th.[/p][p][/p][h3]So, how are we planning to address this? [/h3][p]We’ll be releasing the update on two separate branches, with a clear disclaimer that players will be accessing a version where they might experience some bugs and instability.[/p]
  • [p]Default Branch: Includes all the new content, but without multiplayer features[/p]
  • [p]Beta Branch: Includes all the new content + multiplayer[/p][p][/p]
[p]This way, players can experience all the new content we've added over the past few months (new skill system, reworked city progression, etc), while still having the option to opt in and play multiplayer.[/p][p]This can be a feedback opportunity for those who want to help contribute to improving its stability. It will also be a way for us to gauge how often players will experience issues and which ones are the most prevalent.[/p][p]When we launch the multiplayer update next week, we’ll provide detailed instructions on how to access the multiplayer branch.[/p][p][/p][h3]A more technical explanations on what’s happening[/h3][p]We believe our community deserves honesty and clear explanations about the issues we’re facing. So what follows is a more technical explanation for those interested.[/p]
  • [p]The City (hub) & Quest progression is handled server-side[/p]
  • [p]Active gameplay (during story / hunts) use a peer-to-peer model up to 4 players[/p]
  • [p]All characters are saved locally[/p]
[p]Originally, we aimed for the City to support up to 32 players simultaneously. However, during QA, our servers struggled to handle the load reliably, resulting in random player disconnections and, in some cases, server crashes.[/p][p]To ensure stability and a smoother experience, we’ve reduced the maximum number of simultaneous players in the City to 16. [/p][p][/p][p]Basically, here the current issues we’re facing:[/p]
  • [p]In the City, players can experience desync and occasional disconnections, scaling with the number of players.[/p]
  • [p]Regarding active gameplay they’re generally stable when progressing through story or endgame quests with 2 players. However, as more players join, up to 4, we start seeing desync and occasional disconnections.[/p][p][/p]
[h3]Closing thoughts[/h3][p]We thrive on trust and transparency, so we genuinely want to handle this ethically. That’s why we made it a priority to give you a proper explanation of the current state of where multiplayer is at.[/p][p]We’ll continue working on multiplayer stability toward the 1.0 launch scheduled for March 16th. We’re confident that you’ll be pleased with the results! [/p][p]We don’t say it enough, but we’re truly grateful for the support the game has received over the past year and for the trust you’ve placed in us. We hope the upcoming update will give our players plenty of reasons to revisit Dragonkin, and of course, we warmly welcome all the new hunters ![/p][p]Until then, head on over to our Discord to join our community and give feedback on the upcoming patch![/p][p][/p][p]Thank you, everyone! [/p][p]- The EKO SOFTWARE & Nacon teams[/p][p][/p][p]Discord: https://discord.gg/9FWumu7gCa[/p][p][/p]

5 Things to Know Before Multi & 1.0!

[p]Greetings dragon hunters,[/p][p]Our third major update is releasing in a week bringing multiplayer (and much more) to Dragonkin! [/p][p]Naturally, we’re ecstatic, and we’re loving the positive energy and excitement you’re bringing to the community. First things first, we’ve put together a video that breaks down in detail what the new city progression has to offer. [/p][p]Make sure to check it out and come back here:[/p][previewyoutube][/previewyoutube][p][/p][h3]1. When does the MULTIPLAYER UPDATE drop?[/h3][p]Get comfy, grab your favorite drink, and set a 🔔reminder for:[/p]
  • [p]📆 Feb 25[/p]
  • [p]🕚 10 AM CET [/p]
[h3]2. Your progress will NOT reset at 1.0[/h3][p]All your hard-earned progress from Early Access will carry over to version 1.0. Sooooo go ahead![/p][p][/p][p]In Short:[/p]
  • [p]Character & City progression will carry over.[/p]
  • [p]Story progression will start over.[/p]
  • [p]Steam achievements are planned for the full release.[/p]
[p][/p][p]While your city and character progress will remain intact, story progression will be reset at full release.[/p][p]If you prefer a fresh start and want to experience the full story, you can always wait for the full release to jump in.[/p][p]Also, as many of you would expect, Steam achievements will also be added at full release.

Note: the storyline is optional, and players can jump into endgame mode at any time
[/p][h3]3. We strongly recommend reading the Game Guide[/h3][p]The Game Guide is incredibly handy, and we can’t recommend it enough![/p][p]To access it, pause the game, open the ‘Game Guide’, from there you can navigate to the different tabs.[/p][p]We also know that some players like to review ALL skills available in-game before choosing a class or even theorycraft their builds in advance. You can do exactly that by checking out the Codex![/p][p][/p][p]Additionally, the multiplayer update introduces a new City service: Master of Fragments.[/p][p]By visiting him, you can not only see all the available skills for your current class and all Wyrmling skills, but also purchase them.[/p][p]
Note: Leveling up the City unlocks more skills available for purchase.[/p][p][/p][h3]4. Don’t feel locked into your base element[/h3][p]As you play, you’ll notice that some skills deal either physical or elemental damage, as indicated in their tooltips.[/p][p]However, once a skill reaches Rank IV and gains Symbiosis, the game automatically checks your highest elemental damage bonus and uses that value when calculating the skill’s damage. This also applies to talents in damage calculations.[/p][p][/p][p]In other words, your damage becomes adaptive once a skill hits Rank IV.[/p]
  • [p]By default, Dance of Daggers deals Toxic damage.[/p]
  • [p]At Rank IV, Dance of Daggers deals Electric damage because the Electric damage bonus is higher (even by just 1%).[/p]
[p][/p][p]If all your elemental stats are tied, the game will default to the element of the chosen Wyrmling.[/p][p][/p][p]Your Wyrmling acts as a specialization, defining the element of your skills.[/p][p]This means there’s no inherent advantage to matching your class’s element and therefore, no particular or inherent  benefit to matching your class’ element. This is meant to prevent situations where players feel “locked in” to one element because it's optimal  in terms of damage.[/p][p]On a practical note, you can swap between wyrmlings at any time visiting the Jailer. We really want to encourage our players to explore our game mechanics and find synergies.
[/p][p]Note: Don’t forget to rearrange your Ancestral Grid as you’ll also need to change your effective wyrmling’s skills. [/p][p][/p][h3]5. A list of ‘useful’ shortcuts (on Keyboard)[/h3][p]There are a bunch of keyboard shortcuts you can take advantage of when playing Dragonkin that make your journey and organisation easier.[/p][p]Here’s a little list of some shortcuts you might find useful.[/p]
  • [p]Fast travel in the City = R[/p]
  • [p]Open Loot Filer = O[/p]
  • [p]Open Battle Log = B[/p]
  • [p]Display item details = Hold Ctrl[/p]
  • [p]Check your stats = U[/p]
[p][/p][p]That's all for today![/p][p]Make sure to keep an eye on Steam tomorrow, we'll have an IMPORTANT NOTICE to share![/p][p][/p]

Multiplayer Update drops on ⁨⁨⁨⁨⁨⁨⁨Feb 25th⁩⁩⁩⁩⁩⁩⁩ — Full release March 16th

[p]Hello Dragon hunters,[/p][p][/p][h3]The Multiplayer Update releases on February 25th⁩⁩⁩⁩⁩⁩⁩![/h3][p][/p][p]But that's not all . . .[/p][h3] [/h3][p][/p][h3]Version 1.0 is coming March 16th[/h3][p][/p][p]No lengthy intro today, let’s dive into what's in the multiplayer update and what it means for you![/p][p]But before, you might check out our new Trailer:[/p][p] [/p][previewyoutube][/previewyoutube][h2][/h2][p][/p][h2]WHAT'S IN THE MULTIPLAYER UPDATE?
[/h2][p]Our Patch Notes always feature a \[🔥] emoji whenever the change is based on community feedback![/p][p][/p][h3]\[Highlights][/h3]
  • [p]Online Multiplayer[/p]
[p][/p]
  • [p]City Hub: A shared hub where players can see others walking around in the City of Montescail[/p]
  • [p]Quests: Players can team up with others for the story and endgame content[/p]
  • [p]Shared Progression: Level up the City together[/p]
  • [p]Level Catcher: Lower-level players level up faster if a high-level player is present[/p]
  • [p]Friend-Oriented: Share items freely without global economy[/p]
  • [p]Transfer characters: Move your characters across online and offline Cities anytime[/p]
  • [p]Teleport: Instantly teleport to other players in the party, even mid-quest[/p]
  • [p]Revive: Bring fallen allies back into the fight or after combat[/p]
  • [p]Loots: Drops are for you only (but you can give them to anyone)[/p]
[p]Please note that Dragonkin will always be fully playable offline.[/p]
[p]To learn more about the multiplayer update, check our DevBlog:[/p][p][dynamiclink][/dynamiclink][/p][p][/p]
  • [p]🔥Spender ‘only’ system[/p]
[p]Since the very beginning of Early Access, the Generator-Spender has sparked a lot of discussion, and we’ve heard you loud and clear.[/p][p]Many players told us that the system can feel outdated or even frustrating at times, which sometimes makes it less fun to engage with.[/p][p]As such, we removed the Generators and made them optional via a dedicated modifier. We added a rank system for skills and made balance adjustments to mana regen that now appears on equipment.[/p]
[p]Curious about our new system? Check our DevBlog:[/p][p][dynamiclink][/dynamiclink][/p]
  • [p]🔥New City of Montescail Progression System [/p]
[p]We’re introducing a more linear progression as well as an upgrade tree. [/p][p]Each service will now unlock at a specific City level, while letting players upgrade the service they want along the way. [/p][p]With this approach, we aim to solve various problems by providing more guidance, while still allowing players to unlock all services naturally and maintain a certain flexibility in how they develop their city.[/p]
[p]Want a full breakdown on our rework? Check:[dynamiclink][/dynamiclink][/p]
  • [p]Post-50 Progression[/p]
[p]This patch introduces post-max-level progression called Ancestries and Tributes.[/p][p]Once the player reaches level 50, they begin earning experience for an ancestor, which can be selected at any moment. [/p][p]There are 14 ancestors in total, each granting progressive stat bonuses as they level up, along with a unique passive ability when they are “activated”, and another one when they reach max level.[/p][p]Tributes will be obtained through the story, but also during endgame hunts. Players can place those Tributes on a wall to “activate” specific combinations of Ancestors through an “affinity” system.[/p][p]A new location is added in the Cathedral of Montescail, where the endgame hunts start and the Tribute's wall can be accessed.[/p]
[p]There're a lot to tell about the post-50 progression, so read the dedicated DevBlog:[/p][p][dynamiclink][/dynamiclink][/p][p][/p]
  • [p]🔥New Hunting Board & Endgame Hunts Reworked[/p]
[p]We’re giving the Hunting Board a visual overhaul! Now called Hunting Maps, located in the same room where the player can manage their tributes.[/p][p]All endgame hunts have been reworked to be shorter in order to create more intense and focused sessions. This also gives you more downtime to return to the City to theorycraft, sell, and upgrade your gear.[/p][p]To make hunts more engaging, each one will now end with a powerful foe: semi-bosses or champions.[/p][p]Each map requires players to hunt a certain number of foes before you can face down the Dragon lords in a final hunt, and unlock the next map to continue.[/p][p]Regular hunts will now take 10–15 minutes, while final hunts will last 20–25 minutes at most. We’re also reducing unnecessary backtracking that could disrupt the flow of a hunt.[/p][p]Chaos hunts have also been simplified: straight to the point. [/p]
[p]To understand our intention and what led us to these changes, check:[dynamiclink][/dynamiclink][/p][p][/p]
  • [p]New Champions[/p]
[p]7 major and several minor champions are being added to the world of Dragonkin.[/p][p]Champions are a category of Elite enemies you’ll encounter during endgame hunts.[/p][p]In quests, you can recognise them as they have their own Elite Modifier. Depending on the hunt, champions can also come with various minor modifiers.[/p]
[p][/p]
  • [p]🔥Fragment Rotation[/p]
[p]Coming with the Multiplayer Update, you’ll finally be able to rotate your fragments.[/p][p]The community has been asking for this new feature, and we’ve been working to make it a reality. This should make theorycrafting easier and (we hope) open up new possibilities.[/p][p]It can also help you make extra space in your inventory.[/p]
[p] [/p][p][/p]
  • [p]🔥New Service & QoL feature : Master of Fragments & Divine Familiar [/p]
[p]We’re introducing a new service to the City of Montescail: The Master of Fragments[/p][p]The Master of Fragments will offer all character’s skills’ and wyrmling skills.[/p][p]The Divine Familiar is tied to a City upgrade and will assist you, gathering gold and resources around you.[/p]
[p][/p][p][/p]
  • [p]New Talents & Modifiers[/p]
[p]This update introduces a total of 7 new talents and 2 new modifiers:[/p][p][/p][p]Talents:[/p]
  • [p]Arcane Instability (Oracle)[/p]
  • [p]Marching Spirit (Oracle)[/p][p][/p]
  • [p]Sneak Attack (Tracker)[/p]
  • [p]Merciless Reflexes (Tracker)[/p][p][/p]
  • [p]Fighting Fire with Fire (Knight)[/p]
  • [p]Imposition of Strength (Knight)[/p][p][/p]
  • [p]Corrupted Blood (Barbarian)[/p]
[p]Modifiers:[/p]
  • [p]Energy Generator[/p]
  • [p]Ultimate Enhancement 2[/p]
[p][/p][p][/p][p][/p]
  • [p]Founder Pack 4 available[/p]
[p]Dragonkin: The Banished. Founder Pack 4 contains:[/p][p]8 exclusive pieces of equipment including a chest and a helmet for your heroes (2 per character)[/p][p]4 exclusive visual effects allowing you to change the teleportation portal.[/p][p]The pack includes cosmetic elements for your city: statues, roofs, flags and pennants.[/p]
[p]Here's a preview:
[/p][p][/p][p][/p][h2]1 MONTH UNTIL DRAGONKIN 1.0❗[/h2][p]After over a year of Early Access, we’re excited to share the official release date of 1.0.[/p][p][/p][h3]As a reminder, Version 1.0 is coming March 16th[/h3][p][/p]
  1. [p]What to expect at the full release?[/p][p]Dragonkin: The Banished will essentially get Its Full story and Local Co-op.[/p][p]Find out more about how local co-op works:[/p][p][dynamiclink][/dynamiclink][/p]
  2. [p]Founder Packs will be back[/p][p]Due to popular demand, we’ll be bringing back ALL Founder Packs permanently.[/p][p]These will be featured in a Special Edition, which we cover just below.[/p][p][/p]
  3. [p]Blood Scales Edition (PC)[/p][p]On March 16, we will also release the "Blood Scales Edition".[/p][p]This special edition will be available on Steam on launch day and includes all cosmetic content from Founder Packs 1, 2, 3 and 4 + Lord Pack:[/p]
    • [p]40 pieces of armor (cosmetics)[/p]
    • [p]5 cosmetic packs for the City of Montescail[/p]
    • [p]17 visual effects for your character[/p]
    • [p]4 visual effects for your divine familiar[/p]
    [p]On Steam: If you already claimed one or more Founder Packs during Early Access, the price of the Blood Scales Edition will be adjusted accordingly.[/p]
    [p][/p]
[h2]That's it for today![/h2][p]We’re grateful for all the support and feedback the game has received over the past months, which has made it possible for us to improve the game together with you.[/p][p]We hope this gives our devoted players plenty of reasons to revisit Dragonkin: The Banished, and encourage new players to join the hunt with friends.[/p][p]As usual, we encourage you to join us on Discord and of course, we’ll be back in two weeks with a big patch note when the update goes live![/p][p][/p][p]We’ll be back soon with more updates.[/p][p]See you![/p][p][/p][p]Discord: https://discord.gg/QtXaU8F6bu [/p]

Our Post-50 Progression system explained!

[p]Hello hunters! Been a while hasn’t it?[/p][p]In today’s DevBlog, we’d like to introduce a brand-new system ![/p][p][/p][p]Nowadays, post-50 progression in ARPGs feels mandatory, as it gives a goal beyond just better items. Everyone wants to feel like they’re making progress when they clear a hunt, even if they don’t get a shiny piece of new equipment.[/p][p][/p][h3]Introducing the Post-50 Progression System[/h3][p]Once your character hits level 50, you'll begin accumulating experience towards ancestors, which bestow permanent statistics increases and unique passives to activate.[/p]
  • [p]Past level 50 for your character OR your wyrmling, any further experience you earn from any source will begin to level up the chosen Ancestor[/p]
  • [p]There are 14 Ancestors to level up[/p][p][/p]
[p]Leveling up an Ancestor reward you with:[/p]
  • [p]Statistic bonus, such as Critical Damage, Elemental Damage, Loot Quality, and Thorn Damage[/p]
  • [p]2 unique passives: [/p]
    • [p]one unlocked automatically with affinity activation[/p]
    • [p]the other requires both reaching the Ancestor's maximum level (level 20) and
      affinity activation
      [/p]
[p][/p][p][/p][p]Whenever both the character AND the wyrmling reach maximum level (level 50), the experience earned for the ancestors is doubled.[/p][p]It’s worth mentioning that only one ancestor can be leveled up at a time, but you choose which ancestor to level up at any time.[/p][p][/p][h3]What are tributes?[/h3][p]In a new location within the Cathedral of Montescail, players can interact with the Tribute Wall to check the tributes they have earned so far and manage the affinity activation of the character’s ancestors.[/p][p][/p][p]The basic principle of the Tribute wall is rather simple![/p][p]Throughout the story and end-game hunts, players will be rewarded with Tributes: powerful artifacts that are defined by their affinities.[/p][p][/p][h3]
Affinities matters[/h3][p]There are a total of 8 affinities that enable the activation of the ancestors, and 4 elemental affinities + 1 Physical that are used to enhance certain effects:[/p][p][/p][p][/p][p][/p][p]Each tribute has 2 affinities (+ an elemental affinity).[/p][p]Each ancestor requires 4 specific affinities to be active in order to grant their passive skills.[/p][p]Placing a tribute on the Tribute wall activates its affinities.[/p][p][/p][p][/p][p]Players will initially have 2 tribute slots available on the wall.[/p][p]As they progress through the story and endgame hunts, players will be rewarded with additional tributes with different combinations of affinities and 2 more slots, allowing for more flexibility.[/p][p]Players will need to find the right combinations of affinities to not only activate 1 ancestor but multiple at the same time![/p][p][/p][p][/p][p]Some Ancestor effects scale with the number of affinities earned so far and therefore tributes owned.[/p][p][/p][p][/p][h3]When is it coming? Soon™ (with the multiplayer update)[/h3][p]We initially planned to add our post-50 progression system at the full release.[/p][p]However, since the multiplayer update was delayed, it gave the team extra time to develop and implement this feature.[/p][p][/p][h3]Oops… where’s the Augmentations tab?[/h3][p]Some of you may have noticed that the Augmentations tab is gone, and that certain effects from it resemble the augmentations you could previously unlock through the Hunting Board.[/p][p]In fact, as we’re introducing our post-50 progression, and reworking all Hunting Board rewards, it felt natural to remove augmentations and moved most of their effects into the Ancestors.[/p][p]Players familiar with unique passives, such as the Divine Hammer periodically dealing damage, will now see these effects on Ancestors.[/p][p]Our most attentive players will also notice that some effects have been reworked or enhanced in the process.[/p][p][/p][h3]That's it for today![/h3][p]Phew… [/p][p]The Ancestry & Tributes system is a fairly big addition to the game, and one we’re pretty excited about. [/p][p]Our system is pretty flexible, allowing players to add and remove tributes freely. While some ancestors provide simple stat boosts, others are similar to talents or add a gimmick you can play around.[/p][p]On behalf of the entire Dragonkin development team, we hope you enjoy the changes we’re making![/p][p]We hope it will give a fresh feel.[/p][p][/p][p]Join our Discord[/p][p][/p]

Towards a spender ‘only’ system

[p]How are you doing, Dragon Hunters?[/p][p][/p][p]Happy New Year![/p][p]Now that 2026 is on its way, we’re back in the studio to share more about Dragonkin: The Banished. Hope you managed to get a good rest, because the Dragonkin train ain’t stopping any time soon![/p][p]It’s been a little while since our last update, and we’re excited to finally talk about some important changes coming to the Generator-Spender system, or as we now call it...[/p][p][/p][h3]Answering player’s feedback[/h3][p]Let’s be honest, one of the biggest concerns regarding Dragonkin is the Generator/Spender mechanic. In fact, even in positive reviews some of you said that they were apprehensive about getting the game at first because of that system.[/p][p]Since the very beginning of Early Access, the Generator/Spender has sparked a lot of discussion, and we’ve heard you loud and clear. Many players told us that the system can feel outdated or even frustrating at times, which sometimes makes it less fun to engage with.[/p][p]We took our time to think about it and made iterations until we reached a point where we can finally show you what we've been working on.[/p][h3]
How the Current system works[/h3][p]Before we dive into the actual change, let’s take a bit of time to explain what the current system is and how it works.[/p][p]Each class currently has two basic skills that act as generators, along with a set of skills that require Energy to cast. This is the classic generator/spender setup most of you are familiar with.[/p][p]Over time, players can unlock mods like cost reductions to better manage energy and reduce reliance on generator skills.[/p][p][/p][h3]Towards a spender ‘only’ system[/h3][p]Moving forward, our goal is to lean more into a “spender-only” system.[/p][p][/p][p]⚠️ Players will now only play with spender skills without needing generators.[/p][p][/p][p]That said, we’re not removing generators entirely, so if you enjoy using them, they’ll remain optional. How exactly this will work is something we’ll explain later in our DevBlog.[/p][p][/p][p][/p][h3]Energy Regen Adjustements[/h3][p]Some of you are already familiar with Energy Regen.[/p][p]Pretty self explanatory, It slowly restores energy over time. But we're making several changes for our next update.
[/p][p]What to expect?[/p]
  • [p]Base value has been increased (×3)[/p]
  • [p]Several Wyrmling skills now grant flat regeneration instead of increasing base regeneration by a percent, therefore making it more impactful[/p]
  • [p]Energy Regen will now be available on equipment pieces[/p][p][/p]
[p]This change is meant to replace Generator skills and reduce reliance on Energy gain modifiers.[/p][p]On a side note, we’re also reducing the energy pool of all classes for balance purposes in early levels, but the energy pool will expand as your level increases. Of course, there are more ways to enhance it with mods and gear.[/p][p]This is especially important for channeled skills, which would be far too strong with the current energy pool unless their cost is significantly increased.[/p][p]Wyrmling skills now consume energy in certain cases, giving you new options for theorycrating.[/p][p]This change should create a more natural power progression and make increasing the energy pool or regeneration through affixes in the early and mid game more meaningful.[/p][p][/p][h3]Ranks up your skills[/h3][p]Character skills now have ranks from 1 to 4.[/p][p]At lower ranks, a skill deals less damage but cost very little energy, which makes it spammable. As you rank up your skills, they become stronger but consume more energy.[/p][p]With this, there is still a need for theorycrafting and resource management.[/p][p]
[/p][p]What’s power and how do I get more?[/p][p]Power is represented by the gem icon in the skill tooltip.[/p][p]You increase a skill’s Power by adding modifiers to a skill, and accumulating enough compatible modifiers hit thresholds that grant additional Power. In other words, the more modifiers or higher rarity modifiers you attach to a skill, the more “effective” Power it gets.[/p][p][/p][p][/p][p][/p][h3]Basic skills adjustments[/h3][p]We’re removing the Energy Generator and adding ranks to all basic skills.[/p][p]Unless you invest heavily in them, they will always stay weaker than core skills (those with an energy cost), but they now feature an additional bonus effect or were buffed in the process, so they can still be interesting in many builds.[/p][p]Like before, basic skills will not cost any energy to be used.[/p][p][/p][p][/p][h3]Symbiosis requirements updated[/h3][p]We’re changing the way a skill enters Symbiosis to make it simpler to understand.[/p][p]Now a skill simply enters in Symbiosis whenever it reaches rank 4.[/p]
  • [p]Which means you need a minium of 15 effective Power to enter in Symbiosis.[/p]
[p][/p][p][/p][p][/p][p]As a reminder, a skill in Symbiosis:[/p]
  • [p]Changes visually adopting the element of your Wyrmling[/p]
  • [p]The skill can now deal damage with the element of your Wyrmling (see below)[/p]
[p]How are Damage Calculated? Short answer: it's adaptive[/p][p]First of all, there are no dual elements.[/p][p]This means that if your base skill deals Toxic Damage, like Dance of Daggers, and you enter Symbiosis with Fire, the skill will not deal both Toxic and Fire damage, it will deal damage from only one element.[/p][p]How does it work? Which element is taken into account?[/p][p]The game checks which of your elemental damage bonuses is the highest and uses that for the skill. You can also check your Battle Log to see the color indicator, which instantly shows the element each skill is dealing damage with.[/p][p]For example: Dance of Daggers deals Toxic damage by default Once Symbiosis is active, if you have a Fire Wyrmling equipped and your Fire Damage stat is higher than any other element, then Dance of Daggers will deal Fire Damage instead of Toxic If your stats are tied (e.g., Fire Damage = 100% and Toxic Damage = 100%), then the skill defaults to its base element, in this case, Toxic Even though you deal Toxic damage, the visual effect will still show Fire Symbiosis.[/p][p]The true indicator of damage type is shown in the battle log.[/p]
[p]Note: effective power refers to the total active power from each modifier tier achieved in the skill[/p][p][/p][h3]New modifiers[/h3][p]At the very beginning of this DevBlog, we mentioned that we’re not removing Generators entirely, but instead making them optional, so… [/p][p]… what does that mean?[/p][p]We’re introducing a new modifier: Energy Generator.[/p][p]This modifier can be attached to skills with the “basic” tag, allowing them to become an energy generator skill and no longer costs any energy.[/p][p]We’re also adding Ultimate Enhancement 2[/p][p][/p][h3][/h3][h3]A word on balancing[/h3][p]Consider these changes a first iteration, so expect further adjustments and balancing over time![/p][p]Our goal is to give players more freedom at the beginning of the game, allowing them to use any skills with minimal cost in the early stages. As players get more tools and can invest more power into their skills, we want to encourage them to theorycraft in order to balance the higher costs that come with ranking up skills with the power you can gain. [/p][p][/p][p]Alright, that’s it for today! As we’re creeping closer to the release of the multiplayer, we’re back to a steadier rhythm, so expect more from us very soon.[/p][p]Oh! And if you have any questions, feel free to ask! We’ll keep an eye on the comments below![/p][p][/p][p]Don't forget to join our Discord[/p][p][/p]