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Rift Wizard 2 News

Patch 2: The Slime Upgrade

[p]Patch Notes RW2 Patch 2:[/p][p]Rift Wizard 2 Patch 2[/p][p]This one is BIG — more is in the works, but we had to push this out to the main branch and into your hands![/p][p]Nearly every spell has been tweaked in some way, with Spell Upgrades being the main focus. Many have been redesigned to feel both engaging and unique.[/p][p]Spell Upgrades that introduce mechanics or flavor from other schools now also add the appropriate Tags, unlocking countless new synergies and emergent interactions.[/p][p]We’ve also added an entirely new school: Slime Magic. Filter for it in the spellbook with (Z), or scroll down to discover all the new slime spells, skills, and gear designed to let you be the Lord of Ooze![/p][p]Finally, Rift Wizard 2 now features a Custom Game Mode with a host of new mutators—build truly cursed runs or reward yourself with extra mega chests and SP on every level.[/p][p]SPELL AND SPELL UPGRADE CHANGES:[/p][p]Many spell upgrades now add tags to those spells on purchase. Many upgrades have had their costs increased or decreased to reflect these changes or for other balancing reasons.[/p][p]The general rule is that if it adds an effect or damage type from another spell school, it will also add the associated tag.[/p][p]The exception to this rule is Conjuration. If a spell transmutes existing matter into a creature, it probably doesn't get the conjuration tag. If it calls it from another plane, then it probably does.[/p][p]Spell Upgrades which only had their costs adjusted or now add tags aren't all included in these notes.[/p][p]Spell Upgrades which increased basic statistics and were removed aren't all included in these notes.[/p][p]What follows is the list of upgrades which have been either Reworked to have their behavior modified, Removed altogether, or are completely New.[/p][p]====LEVEL 1====[/p][p]Death Bolt:[/p][p]Soul Battery: (Reworked) : cost increase to 3, changed bonus to all Dark Spells and Skills but bonus is decreased from 3 to 1[/p][p]Fireball: [/p][p]Shaped Blast: (New) : cost 4 : Increase radius by 1 for every 4 tiles away that you cast it. Fireball no longer damages the caster or their allies[/p][p]Icicle:[/p][p]Icicle Harvest: removed[/p][p]Storm Spike: (New) : cost 5 : Deals lightning damage to all units in the radius. Can be cast on any tile containing a cloud. Adds Lightning Tag[/p][p]Corrosive Shard: (New) : cost 5 : Deals poison and dark also to main target. Main target receives corrosion, a -10% resist debuff to a random resistance. Adds Dark Tag[/p][p]Life Drain:[/p][p]Bloody Hexes: (New) : cost 4 : Whenever you cast an enchantment spell other than Lifedrain targeting an enemy unit, Lifedrain is cast for free on that target.[/p][p]Magic Missile:[/p][p]Shield Burn: (Reworked) : cost increased to 3, now strips all shields.[/p][p]Poison Sting:[/p][p]Stinging Rebuke: (New) : cost 4 : Each turn, cast your poison sting on up to 2 enemies in los who deal damage to you.[/p][p]Wolf:[/p][p]Ice Hound: removed[/p][p]Clay Hound: removed[/p][p]Mutant Wolf: (New) : cost 2 : Applies a random boss modifier to the summoned wolf. Adds the Chaos tag[/p][p]Werewolf: (New) : cost 1 : Summons a werewolf instead of a wolf. Adds the Dark Tag.[/p][p]Fenris: (New) : cost 4 : Uses all charges to summon Fenris instead of a wolf. Fenris has more health and damage for each charge consumed, and continues to grow each time he kills a unit.[/p][p]====LEVEL 2====[/p][p]Annihilate:[/p][p]Assured Destruction: (New) : cost 1 : If you are able, use an additional charge to cast this spell again if the target survives.[/p][p]Basilisk Armor:[/p][p]Base duration increased from 10 to 15[/p][p]Base charges decreased from 4 to 3[/p][p]Venomous: (New) : cost 2 : Affected enemies are also poisoned for 15 turns.[/p][p]King of Serpents: (New) : cost 3 : Your dragon allies also receive the buff when you cast this spell. Adds Dragon tag.[/p][p]Reaction Cast: (New) : cost 4 : Casts your Petrify spell on enemies instead.[/p][p]Boiling Blood:[/p][p]Holy Fury & Dark Fury: (reworked) : cost set to 3, combined into one upgrade, Twilight Fury[/p][p]Endless Fury: (New) : cost 5 : Boiling Blood now has a permanent duration, and deals 1 fire damage per turn to affected creatures.[/p][p]Fire Bomber: (New) : cost 2 : Affected creatures recieve a fire damage aura and a fiery death explosion effect while they have the buff.[/p][p]Devour Mind[/p][p](reworked)[/p][p]Level increased 2 to 3[/p][p]Range decreased from 5 to 4[/p][p]Max Charges decreased from 11 to 8[/p][p]Added Conjuration tag[/p][p]Gained Minion Damage of 5[/p][p]Deal 24 arcane and 24 dark damage to an enemy unit. Then, if the target is under 50% HP, deal that damage again. If this kills the target, they are raised as a zombie. Can only target living, demon, and arcane units.[/p][p]Horde Mode: (New) : cost 5 : Zombies raised by this spell can cast it on a 7 turn cooldown.[/p][p]Gluttony : (Reworked) : cost 4 : If Devour Mind kills the target, heal for half the target's max HP. Adds Blood tag.[/p][p]Brain Freeze: (New) : cost 3 : Devour Mind: deals ice damage in addition to arcane and dark. If the target lives, they are frozen for 3 turns. Additionally, each of their abilities gains +3 cooldown. Adds Ice tag.[/p][p]Disperse:[/p][p]Void Sickness: (New) : cost 2 : Teleported units receive 10 turns of silence and poisoned. Adds Dark Tag.[/p][p]Dreamwalk:[/p][p]Memory Walk: replaced with Astral Projection[/p][p]Astral Projection: (New) : cost 2 : When dreamwalking ends reset all Translocation spell charge counts to what they were at the beginning of the walk.[/p][p]Nightmare Form: (New) : cost 5 : Damage from dark spells and skills inflict 1 turn of fear. Adds Dark Tag.[/p][p]Eye of Fire:[/p][p]Eye of Fireballs: (Reworked) : now Eye of Immolation, casts your Immolate spell.[/p][p]Fiery Onlooker: Will now be summoned if you recast the spell while active[/p][p]Eye of Ice:[/p][p]Eye of Freezing: removed[/p][p]Icy Array: (New) : cost 4 : Eye of Ice stacks Intensity[/p][p]Frosty Onlooker: Will now be summoned if you recast the spell while active[/p][p]Eye of Rage:[/p][p]Lycanthropy: (Reworked) : now checks if the target is below 25% HP rather than a flat 25 HP.[/p][p]Healing Light:[/p][p]Purifying Light: (Reworked) : Now cures Berserk and Poison before attempting to heal units.[/p][p]Immolate:[/p][p]Damage scaling per turn now matches the initial damage of the spell rather than being locked to 3.[/p][p]Radiant Heat: (Reworked) : cost reduced to 3, and now inflicts 3 turns of blind on affected enemies.[/p][p]Dragon Soul: (Reworked) : cost increased to 3, and removed the level cap of Dragon Spells refunded. Adds Dragon Tag.[/p][p]Unquenchable Flames: (New) : cost 4 : Immolate gains permanent duration.[/p][p]Invoke Savagery:[/p][p]Savage Spree: (New) : cost 7 : Cast Invoke Savagery for free when an ally kills a unit.[/p][p]Savage Leap now scales with radius.[/p][p]Magnetize:[/p][p]Base duration increased from 5 to 10.[/p][p]Radioactivity: (Reworked) : Now deals poison damage to all units in range each turn.[/p][p]Hemomagnetism: (New) : Magnetize can now be cast on living units. Adds Blood Tag.[/p][p]Melt:[/p][p]Ice Penetration: removed[/p][p]Plasmify: (New) : cost 1 : summon 2 fire slimes on kill. Adds Slime Tag.[/p][p]Melting Point: (New) : cost 4 : If you end your turn in range of a Frozen or Soaked enemy, cast your Melt on them.[/p][p]Mercurize:[/p][p]Corrosion: removed[/p][p]Toxic Fumes: removed[/p][p]Mercurial Temper: (New) : cost 3 : At the end of their turn, units affected by Mercurize with less than half health are berserked for the remainder of its duration.[/p][p]Moon Glaive:[/p][p]Steelshaping: removed[/p][p]Gravity Blade: (New) : cost 3 : Pull all enemies within 4 tiles toward the blade. The blade now lingers at the target tile for 3 turns.[/p][p]Glaive Warden: (New) : cost 5 : Moon Glaive gains +1 damage for the rest of the level each time a Nature or Arcane ally is summoned. Adds Nature Tag.[/p][p]Petrify:[/p][p]Panic: (New) : cost 6 : Enemies in line of sight of the target are feared for 1 turn.[/p][p]Plague of Undeath:[/p][p]Now deals poison damage each turn rather than all at once. Base damage down from 6 to 1.[/p][p]Max Health Loss: removed[/p][p]Fire Vulnerability: removed[/p][p]Plague Bringers: (New) : cost 4 : Your undead minions gain access to your version of this spell.[/p][p]Pandemic: (New) : cost 2 : The curse spreads from cursed units to adjacent living enemies each turn.[/p][p]Pyrostatic Pulse:[/p][p]Spirit Calling: (New) : cost 4 : Summons a Fire Spirit for each unit killed by the fire beam, and Lightning Spirits for units killed by the lightning beams. Adds Conjuration Tag.[/p][p]Regeneration Aura:[/p][p]Death Defiance: (New) : cost 6 : On cast, grant allies in range +1 reincarnations.[/p][p]Regenerative Goop: (New) : cost 5 : Slimes healed by the aura now heal adjacent allies. Adds Slime tag.[/p][p]Scourge:[/p][p]Redemption: removed[/p][p]Conversion: removed[/p][p]Ascension: (New) : cost 6 : When a enemy Scourged Demon dies, casts a random Holy conjuration you know.[/p][p]Painful Lesson: (New) : cost 2 : The target is feared for 5 turns after Scourged ends.[/p][p]Soul Swap:[/p][p]Spirit Tutor: (New) : cost 4 : Swapped undead gains your Death Bolt on a 4 turn cooldown.[/p][p]Soul Ward: (New) : cost 3 : Target unit loses up to 1(scales with damage) max HP, and you gain that many SH. This will not kill units.[/p][p]Touch of Death:[/p][p]Touch of the Reaper: removed[/p][p]Final Touch: (New) : Touch of Death deals additional dark damage equal to the target's max HP.[/p][p]Toxin Burst:[/p][p]Gas Cloud: (New) : cost 3 : Affected enemies are afflicted with 5 turns of blinded and soaked.[/p][p]====LEVEL 3====[/p][p]Bloodshift:[/p][p]Blood Greed: (New) : cost 3 : You and only you are healed by this spell, even if you are out of the targeted area[/p][p]Blood Freeze: (New) : cost 2 : Affected enemies are frozen for 3 turns. Adds Ice Tag.[/p][p]Darkness:[/p][p]Eternal Darkness: (Reworked) : cost reduced to 2, now increases duration by 15 rather than refunding charges for dark damage dealt.[/p][p]Dominate:[/p][p]Cult Leader: (New) : cost 7 : Dominated targets gain your Dominate spell on a 30 turn cooldown.[/p][p]Earthquake:[/p][p]Safety incorporated into base spell, spell level increased to 4 to compensate.[/p][p]Shrapnel Quake: (New) : cost 7 : Casts your Shrapnel Blast on affected wall tiles.[/p][p]Flame Gate:[/p][p]Searing Gate: (New) : cost 4 : Deal 1 fire damage to enemy units in a 1 tile radius around you each turn. This radius increases by 1 each time you cast a fire spell.[/p][p]Floating Eye:[/p][p]Base cost lowered from 3 to 2[/p][p]Giant Bear:[/p][p]Base charges increased from 2 to 3[/p][p]Ghostball:[/p][p]Haunting: (New) : cost 3 : Curses affected enemies with Haunted, which summons a ghost near them each turn. Lasts for 10 turns.[/p][p]Glass Orb:[/p][p]Orb Shards: (Reworked) : cost increased from 3 to 4. Number of shards now scales with num_targets and their damage with minion_damage.[/p][p]Holy Armor:[/p][p]Smiting Thorns: cost increased from 3 to 4. Now scales with damage.[/p][p]Mystic Power:[/p][p]Occult Power: (New) : cost 4 : Kill allies in a 4 tile radius. Get +1 bonus damage and duration for each one killed. No longer stacks. Adds Dark Tag.[/p][p]Explosive Power: (New) : cost 4 : Your spells and skills gain +2 radius for the duration.[/p][p]Mystic Vision:[/p][p]Now has the Eye tag.[/p][p]Overwatch: (New) : When you cast Mystic Vision, cast your FLoating Eye on unoccupied adjacent tiles.[/p][p]Nightmare Aura:[/p][p]Summons from upgrades are no longer temporary.[/p][p]Plague of Filth:[/p][p]Plague Horseman: (New) : cost 4 : If you channel this spell for its full duration, summons a permanent Black Rider.[/p][p]Prison of Thorns:[/p][p]Grasping Vines: (New) : cost 3 : Thorns gain a 2 range physical attack, which pulls enemies towards it.[/p][p]Psychic Seedling:[/p][p]Parasitic Growth: (Reworked) : HP requirement removed[/p][p]Sight of Blood:[/p][p]Gained the Eye tag.[/p][p]Silver Spear:[/p][p]Astral Spear: (New) : cost 4 : No longer requires Line of Sight.[/p][p]Underworld Passage:[/p][p]Tremorsensitivity: (Reworked) : Now uses num_summons to determine how many worms will be summoned. Worms now receive minion bonuses. Adds Conjuration Tag.[/p][p]Make Entrance: (New) : cost 1: You can cast this spell from any location. Creates a chasm in the location you cast from.[/p][p]====LEVEL 4====[/p][p]Blood Golem:[/p][p]This unit's redistributed damage will now be calculated after it is reduced by the unit's own resistances.[/p][p]Greater Thorns: removed. incorporated into base spell.[/p][p]Iron Blood: (New) : cost 2 : Golems now receive standard Metallic unit resistances.[/p][p]Bone Barrage:[/p][p]Piston Barrage: (New) : Damage dealt by Metallic allies is multiplied by 4. Adds Metallic Tag.[/p][p]Burning Idol:[/p][p]Bone Explosion cost reduced from 3 to 2[/p][p]Indiscriminate Hunger: (New) : cost 4 : The Idol of Burning Sacrifice will switch teams each turn.[/p][p]Call Seraph:[/p][p]Base minion duration increased from 14 to 20[/p][p]Conductance:[/p][p]Mass Conductance: (New) : cost 4 : Targets a connected group of enemies.[/p][p]Death Cleave:[/p][p]Base duration increased from 2 to 3[/p][p]Marked For Death: (New) : cost 5 : If a spell you cast targeting an enemy fails to kill its primary target, summon a Reaper near their location. The Reaper will disappear if the marked target dies. Adds the Conjuration Tag.[/p][p]Lightning Cleave: (New) : cost 3 : Your lightning spells and skills gain +100% num_targets, +100% cascade range, and +100% radius. Adds the Lightning Tag[/p][p]Cleaving Whirlwind: (New) : cost 4 : When your spell kills its primary target, teleport to that location. Adds Translocation Tag.[/p][p]Dispersion Field:[/p][p]Base duration increased from 7 to 10[/p][p]Base charges increased from 3 to 4[/p][p]Num Targets upgrade increased from 2 to 3 Num Targets[/p][p]Planar Travel: (New) : cost 3 :Teleported enemies take damage of a random type equal to the distance traveled. Adds Chaos tag.[/p][p]Bombs Away: (New) : cost 5 :Teleported enemies receive the Time Bomb debuff. This effect deals 1 arcane damage per turn. If the debuff is removed or the unit dies, the bomb explodes, destroying walls and dealing 25 arcane damage to all units in a 4 tile radius.[/p][p]Essence Flux:[/p][p]Essence Stabilizer: (New) : cost 4 : Allies affected by the spell match the higher of each pair, rather than swapping resistances.[/p][p]Essence Degradation: (New) : cost 3 :Enemies affected by the spell match the lower of each pair, rather than swapping resistances.[/p][p]Banishment: (New) : cost 2 : Temporary creatures in the affected area are killed. Adds the Sorcery Tag.[/p][p]Ice Drake:[/p][p]Dracolich:(Reworked) : cost 6 : Now summons a Dracolich[/p][p]Ice Vortex:[/p][p]Embodied Vortex: (New) : cost 2 : You may cast Ice Vortex on yourself.[/p][p]Drake Calling: (New) : cost 6 : If a target is killed by this spell, casts your Ice Drake spell at their location. Adds Dragon Tag.[/p][p]Channeling: (New) : cost 1 : Ice Vortex can be channeled for up to 2 turns.[/p][p]Lightning Storm:[/p][p]Lightning Star: removed[/p][p]Surestrike: (New) : cost 2 : Adds 50% strikechance, making storms guarantee to deal damage each turn.[/p][p]Orb Control:[/p][p]Orb Magnets: (New) : cost 5 : Allied orbs become Metallic. Casts your Magnetize spell on each of your allied orbs. Adds Metallic Tag.[/p][p]Orb Fortification: (New) : cost 2 : Set all allied orbs' resistances to 100%[/p][p]Orb Pulse: (New) : cost 3 : Deal 25 arcane damage to enemy units in a 3 tile radius around each of your allied orbs. Adds Arcane Tag.[/p][p]Permanence:[/p][p]True Permanence: (New) : cost 3 : Permanence duration is now permanent.[/p][p]Reality Hold: (New) : cost 4 : On cast, temporary allies become permanent.[/p][p]Immutable Flesh: (New) : cost 4 : You heal for half of all damage dealt to you. Adds Blood Tag.[/p][p]Petrification Aura:[/p][p]Duration of the petrification is equal to the spell's duration. Was previously fixed at 2 turns [/p][p]Charges reduced from 3 to 2[/p][p]Duration reduced from 7 to 6.[/p][p]Purity:[/p][p]Sin Eater: (New) : cost 2 : Each debuff removed grants 3 SH. Adds Dark Tag[/p][p]Crusader: (New) : cost 3 : Casting a Holy spell extends this buff's duration by 1 turn[/p][p]Aura of Purity (New) : cost 2 : The debuff removal and the purity buff is are also applied to allies in a 5 tile radius.[/p][p]Pyrostatic Curse:[/p][p]Level decreased from 4 to 3[/p][p]Max Charges decreased from 10 to 5[/p][p]Radius increased from 4 to 7[/p][p]Range increased from 9 to 12[/p][p]Duration increased from 4 to 6[/p][p]Linear Conductance: Before, didn't do anything, now actually does what it says.[/p][p]Resistance Melting Upgrade: Resistance 25 -> 50[/p][p]Pyrostatic Chaos: cost increased from 4 to 5. Now adds the Chaos tag.[/p][p]Siege Golems:[/p][p]Assistant Cannoneers: Cost reduced from 3 to 2.[/p][p]Recycling: Cost reduced from 5 to 3.[/p][p]Chaos Cannon: Cost reduced from 7 to 5.[/p][p]Siphon Shields:[/p][p]Base shields stolen increased from 1 to 3. Base max charges decreased from 3 to 1. [/p][p]Shield Steal: (Reworked) : cost increased from 1 to 2, now adds +7 to shield steal.[/p][p]Retributive Siphon: (New) : cost 5 : If a shielded unit damages you, steal one of their shields.[/p][p]Vampiric Gaze:[/p][p]Now has the Eye Tag.[/p][p]Void Drake:[/p][p]Essence Drake: (Reworked) : Instead of giving a temporary ally +5 turns left, it now makes them permanent.[/p][p]Wheel of Death:[/p][p]Channeling: (New) : cost 4 : Wheel of Death can be channeled for up to 4 turns.[/p][p]Shared Misfortune: (New) : cost 4 : Wheel of Death instead deals damage to 2 targets. The damage to each target is divided by the number of targets hit. (scales with num_targets)[/p][p]====LEVEL 5====[/p][p]Mega Annihilate:[/p][p]Giant Slayer: (New) : cost 4 : Mega Annihilate deals its damage to every tile of multi-tile units[/p][p]Ring of Spiders:[/p][p]Base cost decreased from 5 to 4.[/p][p]Searing Orb:[/p][p]Matter Melting cost reduced from 4 to 2[/p][p]Slime Form:[/p][p]Base cost decreased from 5 to 3. Added Slime Tag.[/p][p]Duration increased from 8 to 12[/p][p]Upgrades now make the chosen slime the exclusive summon.[/p][p]Electric Slime: (New) : cost 3 : Instead of Green Slimes, summon Electric Slimes. Adds Lightning Tag.[/p][p]Blood Slime: (New) : cost 3 : Instead of Green Slimes, summon Blood Slimes. Adds Blood Tag.[/p][p]Spider Queen:[/p][p]Vampire Queen now applies to all summoned friendly spiders and gives them the Blood tag.[/p][p]====LEVEL 6====[/p][p]Heaven's Wrath:[/p][p]Base charges increased from 2 to 4.[/p][p]Culling: Cost increased from 3 to 4.[/p][p]Halt Heretics: Cost reduced from 3 to 2.[/p][p]Twilight Gaze:[/p][p]Piercing Gaze: (New) : cost 3 : Twilight Gaze affects all enemies, not just those in light of sight.[/p][p]====LEVEL 7====[/p][p]Multicast:[/p][p]Spell Weaving : cost 5 : Your non-sorcery spells gain quickcast for the duration of the buff.[/p][p]Preparedness: cost 7 : Cast your Multicast for free when you enter a level. [/p][p]Rain of Thunderbolts:[/p][p]Now correctly hits only 12 clouds instead of every one.[/p][p]Tempest Drakes: (Reworked) : Chance to summon dragons decreased from 50% to 25%. Adds Dragon Tag.[/p][p]====LEVEL 8====[/p][p]Ion Tentacles:[/p][p]Growing Power: (New) : cost 4 : The damage dealt also increases by 1 each turn for the first half of the duration and decreases by 1 each turn for the second half.[/p][p]Bloody Tendrils: (New) : cost 6 : Damage dealt by the spell heals the caster for 50% of the damage dealt. Adds Blood Tag.[/p][p]Cthulhu Form: (New) : cost 3 : Increase the starting number of targets by 1 for each Eye spell you know. Adds Eye Tag.[/p][p]Summon Wizard:[/p][p]Jealousy: (New) : cost 7 : When you cast this spell, an enemy wizard in line of sight of the summoned wizard becomes your ally.[/p][p]Dragon Wizard: (New) : cost 4 : You always summon the Dragon Wizard. Adds Dragon Tag.[/p][p]Mutant Wizard: (New) : cost 2 : A random boss modifier is applied to the summoned wizard. Adds the Chaos tag[/p][p]Global Summoning: (New) : cost 2 : This spell gains global range and doesn't require line of sight.[/p][p]====LEVEL 9====[/p][p]Rain of Fire:[/p][p]Rain of Dragons: (Reworked) : Chance to summon dragons decreased from 50% to 25%. Adds Dragon Tag.[/p][p]SKILL CHANGES:[/p][p]Toadblood Transmutation no longer has the Conjuration Tag.[/p][p]Serpents of Chaos no longer has the Conjuration Tag.[/p][p]NEW SPELLS & SKILLS[/p][p]Slime Magic is here.[/p][p]SPELLS:[/p][p]Slimeshot:[/p][p]Level 2[/p][p]Sorcery/Slime[/p][p]Range: 12[/p][p]Max Charges: 6[/p][p]Deals 12 poison damage to units in a 3 tile burst. Inflict 10 turns of Soaked on affected non slime units. Explodes your slime if cast on it and adds that slime’s max HP to the damage dealt[/p][p]Upgrades:[/p][p]Slimification Shot: cost 6 : Casts your Slimify on affected enemy units.[/p][p]Storm Transmutation: cost 4 : Storms in the affected area get turned into slimes of matching types. Lightning Storms spawn Electric Slimes. Blizzards spawn Ice Slimes. Rain Clouds spawn Green Slimes. Adds Nature Tag.[/p][p]Slime Rust: cost 2 : Slimeshot deals physical damage in addition to poison. Affected non slime units get a non-stacking debuff which reduces all of their resistances by 10%. Adds Metallic Tag.[/p][p]Amalgamate Slime: (Spell)[/p][p]Level 3[/p][p]Slime/Sorcery[/p][p]Max Charges: 3[/p][p]Range: Global[/p][p]Requires LoS: False[/p][p]All slime units in a connected group are amalgamated onto the target. The target gains the max hp, resists, spells, and spell damage, of the affected units. Target loses the base slime buff, and gains the Slimy boss buff. This spell must target a friendly slime unit.[/p][p]Upgrades:[/p][p]Global Network: cost 2 : Affects all friendly slimes in the level instead of those in a connected group.[/p][p]Slime Drinking: cost 2 : You may target yourself with this spell. Casting it on yourself causes you to ignore its other effects, and heal for the total health of slimes absorbed.[/p][p]Absorption: cost 3 : Slimes steal 1 max hp from adjacent enemy units before amalgamating. Adds the Blood tag.[/p][p]Slimy Mimic: cost 4 : Instead of consolidating into the target slime, summons a random monster with the slimy boss modifier. The monster summoned depends on the total health of the absorbed slimes, with higher health pools yielding more powerful monsters. The summoned monster's health is set to the total health of the absorbed slimes. Adds the Chaos tag.[/p][p]Slimify:[/p][p]Level 4[/p][p]Enchantment/Blood/Conjuration/Slime[/p][p]Range 5[/p][p]Max Charges 4[/p][p]Deals 10 physical damage to the target each turn for 5 turns. Their maximum health is decreased by the damage dealt, and a slime is spawned nearby.[/p][p]Upgrades:[/p][p]Rainbow Slimes: cost 3 : Slimes can be of any variety, not just Green Slimes.[/p][p]Contagion: cost 5 : Slimify will jump to the nearest enemy unit in line of sight if the affected target dies.[/p][p]Rapid Decomposition: cost 6 : The damage and spawning effects are triggered any time the affected target takes damage from a slime.[/p][p]Slime Orb:[/p][p]Level 5[/p][p]Conjuration/Orb/Slime[/p][p]Range 9[/p][p]Max Charges 2[/p][p]Minion Health 10[/p][p]Radius 4[/p][p]Summon a slime orb next to the caster. Each turn the orb summons a slime next to enemy units in a 4 tile radius. The orb has no will of its own, each turn it will float one tile towards the target. The orb can be destroyed by dark damage.[/p][p]Upgrades:[/p][p]Adaptive Slime: cost 5 : Slime Orb will attempt to summon the type of slime that enemies are weakest to, rather than a Green Slime.[/p][p]Explosive Growth: cost 5 : Slime Orb will summon 3 slimes instead of 1 per enemy.[/p][p]Orb Detonation: cost 3 : Targeting an existing slime orb detonates it, dealing 100 poison damage in a 4 tile burst and summoning a Green Slime Cube in its place.[/p][p]Slime Drake:[/p][p]Level 8[/p][p]Conjuration / Dragon / Slime[/p][p]Max Charges 1[/p][p]Range 5[/p][p]Minion Damage 8[/p][p]Minion Health 140[/p][p]Minion Range 7[/p][p]Upgrades:[/p][p]Infernal: cost 5 : Slime Drake gets the Infernal boss modifier. Adds Chaos tag[/p][p]Dragon Mage: cost 5 : Slime Drake can cast your Slimeshot with a 6 turn cooldown.[/p][p]Oozing Trail: cost 4 : When the Slime Drake moves, it will attempt to summon a Slime nearby.[/p][p]Eye of Blood:[/p][p]Level 2[/p][p]Blood/Enchantment/Eye[/p][p]Max Charges: 2[/p][p]HP cost: 10[/p][p]Every 3 turns, deals 10 dark damage to a random enemy unit in line of sight, healing the caster for damage dealt. Lasts 20 turns.[/p][p]Upgrades:[/p][p]Eye of Lifedrain: cost 4 :Eye of Blood instead casts your Lifedrain spell.[/p][p]Hag's Eye: cost 7 : Increase shot cooldown by 3. Shoots at all targets in line of sight.[/p][p]Eye of Plasmoid: cost 4 : When it deals damage, the target's max HP is reduced by the damage dealt, and a blood slime is summoned nearby. Adds Slime Tag.[/p][p]Vampiricism:[/p][p]Level 3[/p][p]Blood/Enchantment[/p][p]Range: Melee[/p][p]HP cost: 25[/p][p]Grants an ally Vampiricism, causing them to heal for any damage they deal.[/p][p]Upgrades:[/p][p]Vampiric Regent: cost 7 : Grant the target your Dominate spell on a 20 turn cool down.[/p][p]Wicked Fangs: cost 3 : The target's melee attacks gain +7 damage.[/p][p]Enthrall: cost 6 : You may cast this on living enemies if you have more health than them. If you do, they become your ally.[/p][p]SKILLS:[/p][p]Grey Goo:[/p][p]Level 5[/p][p]Slime/Metallic[/p][p]Slimes you summon receive the Metallic boss modifier and the Ecophagy buff. Ecophagy causes slimes to eat any adjacent walls at the end of their turn. The slime gains 1 maximum and current health for each wall consumed this way.[/p][p]Slime Time:[/p][p]Level 5[/p][p]Arcane/Slime[/p][p]Whenever an allied slime is summoned, their chance to grow is set to 75% rather than the base 50%.[/p][p]Slimebirth Cantromancy (Skill)[/p][p]Level 5[/p][p]Arcane/Slime[/p][p]When an allied slime is spawned, it casts a random cantrip you know that shares a tag with it[/p][p]Slime Lord:[/p][p]Level 7[/p][p]Slime[/p][p]Slime spells get +3 max charges.[/p][p]Slime spells and skills gain +3 range.[/p][p]Slime spells and skills gain +10 minion health.[/p][p]Slime spells and skills gain +2 minion range.[/p][p]Chaos Lord[/p][p]Level 7[/p][p]Chaos[/p][p]Chaos spells and skills gain +33% to the following stats: max charges, damage, num_targets, num_summons, and minion_damage.[/p][p]Menacing Gaze[/p][p]Level 5[/p][p]Eye/Dark[/p][p]When one of your Eye spells damages an enemy, inflict 2 turns of fear on them.[/p][p]Hex Specialist:[/p][p]Level 5[/p][p]Enchantment[/p][p]Each turn, deal 1 arcane damage to enemy units for each debuff they have.[/p][p]NEW MONSTERS & ENEMY CHANGES:[/p][p]Added Electric & Blood Slimes[/p][p]Added Fortress units to the rare spawn pool. Fortresses are like 3x3 spawners, with some special effects.[/p][p]If enemies are in range, fortresses will fire from each of their tiles to any targets in range of that tile.[/p][p]Otherwise, they will build an ever expanding network of spawners, pumping out more and more units.[/p][p]On death, fortresses will spawn 9 of their inhabitants.[/p][p]Fortress Units:[/p][p]Duergar Fortress[/p][p]Gnome Castle[/p][p]Kobold Camp[/p][p]Crystal Golem now gains the tag of its current elemental type and no longer overrides other resistance effects.[/p][p]Aelf's will show up in earlier realms than previously.[/p][p]Several appropriate units now have the Blood tag.[/p][p]Previously for Slime and Slimy, max hp would only be gained if the unit was already at maximum. This has been changed to allow excess healing from the buff to increase max hp.[/p][p]Slimy no longer causes Slimes to be formed from excess max HP, and will instead grow its max HP indefinitely.[/p][p]This amounts to similar or slightly lower amounts of threat in most cases, but should hopefully prevent some slowdown and screen clutter since generally there will be less slimes on screen. [/p][p]Player pets with Slimy haven't felt any different, since they are usually getting hit anyway and not getting to that +10 over max hp.[/p][p]Enemies with Slimy are harder to take down on an individual basis, with varying degrees of impact on realm difficulty depending on the wizard's on-kill effects.[/p][p]Ghostly modifier now grants flying.[/p][p]Claytouched modifier now grants burrowing.[/p][p]FLESHBOUND CHANGES[/p][p]Fleshbound now redeals damage to all fleshbound allies rather than just those with a matching name, and healing per round is equal to the number of allied fleshbound units rather than being fixed to 1.[/p][p]Now only redistributes damage dealt by enemies.[/p][p]Distributed damage is calculated after the initial recipient’s resistances.[/p][p]Issues a faux damage event for all redistribution targets as though they took the redistributed damage from the enemy (triggers retaliation effects).[/p][p]Only redistributes as much damage as would have been taken, rather than sending the same damage to every Fleshbound ally (works similar to Blood Golem).[/p][p]Fleshbound now properly displays its description along with a running total of allied Fleshbound in the tooltip.[/p][p]Fixes an issue where save/load or corruption could make some Fleshbound units indestructible.[/p][p]NEW EQUIPMENT AND ITEM CHANGES:[/p][p]Macrophagic Mask: When a Living or Slime ally deals damage to an enemy, they gain 1 max HP.[/p][p]Oozing Scale Armor: When you take damage from an enemy, spawn a slime matching the damage type. If none match, spawn a random slime.[/p][p]Slimy Voodoo Mantle: If you would take damage, deal that damage to an adjacent slime ally instead.[/p][p]Neanderthal's Tooth: Metallic spells gain -1 requires LOS. Blood spells gain +1 radius. Slime spells gain quick cast.[/p][p]Wyrm Spirit Armor: When a Dragon ally dies, gain 10% resistance to damage types matching their tags until the end of the realm. Dragon spells gain +2 max charges.[/p][p]Balor's Eye Staff: When you deal damage with an Eye spell, deal that much damage again in a beam to the target, destroying walls and clouds in the way.[/p][p]Tundra Mantle: Each turn, soaked enemies in a 5-tile radius are frozen for 3 turns. +2 charges to Ice spells. 75% Ice resistance.[/p][p]Explosive Spore Manual: Cast your Combust Poison for free at the end of each turn.[/p][p]Veilpiercer's Monocle: Gain Clarity when you cast a Translocation spell. Buff duration equals the spell’s level.[/p][p]Wound Rot Amulet: Enemies receive 3 turns of Poison when they take physical damage.[/p][p]Mask of Woe: At the end of your turn, increase the duration of debuffs on enemies in a 3-tile radius by 1.[/p][p]Caustic Sprig: Poisoned enemies lose one temporary buff each turn.[/p][p]Fast Hand Gloves: Consumables are now quick cast.[/p][p]Helm of Hexes: When an enemy receives a debuff, there is a 50% chance they gain another random debuff for the same duration. Maximum of 10 turns. (Chosen from Blind, Poison, Frozen, Petrified, Feared, Silenced)[/p][p]Fanged Amulet now deals damage based on the number of SP you have spent on Blood Magic.[/p][p]All boots that summon per steps have had the number of required steps reduced by a quarter.[/p][p]Chalice items now refund all charges of appropriate spells, rather than just one charge.[/p][p]The Boiler now has its own asset and had its damage buffed to 25 per turn.[/p][p]Fixed a bug where Blood Shield gave shields for using the look and move spells for keyboard players.[/p][p]Boots of Imminent Doom: Now uses the spell's range rather than a fixed radius of 4.[/p][p]Sigils should spawn slightly stronger units compared to the level where they're picked up, can spawn in walls, have 80HP, and no longer try to spawn right next to the player. Sigils have been removed from Trinket chests, they're now their own thing, similar to Exotic Pets.[/p][p]NEW REALM REWARDS:[/p][p]Miniaturization Shrine: "Turns a piece of equipment into a miniature version of itself."[/p][p]Duplicator Shrine: "Obtain a duplicate of an existing trinket."[/p][p]Amnesia Shrine: "Forget a spell and its upgrade. Refunds SP." (Reusable)[/p][p]CUSTOM GAME MODE:[/p][p]New custom game mode added.[/p][p]Very little handholding / sanity checking.[/p][p]Handful of new mutators added specifically for custom. (for now)[/p][p]Mutators are applied in order and will override each other if they modify the same things.[/p][p]TRIALS & WEEKLY[/p][p]Will now generally have more mutations per run.[/p][p]Runs now have a chance to roll with boons in addition to challenges. Each boon adds additional challenge modifiers.[/p][p]Weekly was incorrectly setting RespawnAs 100% of the time. Now set to 15%.[/p][p]Added 50% damage to all spells to the weekly modifier pool.[/p][p]Added 50% range to all spells to the weekly modifier pool.[/p][p]Added 50% max charges to all spells to the weekly modifier pool.[/p][p]Added 50% duration to all spells to the weekly modifier pool.[/p][p]Added +3 and +5 turn cooldown to all wizard spells to the weekly modifier pool.[/p][p]Added +2 and +3 HP cost to all spells to the weekly modifier pool.[/p][p]Added All Flying to the weekly modifier pool.[/p][p]Added All Burrowing to the weekly modifier pool.[/p][p]Added Super Spawners modifier to the weekly modifier pool. (Enemy spawners get 2x HP and -4 spell cooldown)[/p][p]Added -5 and -10 max HP at the end of each level to the weekly modifier pool. (Will not kill you)[/p][p]Added Memory Leak to the weekly modifier pool. (Forget a random spell at the end of each realm. Cannot be purchased; SP refunded.)[/p][p]Added Empty Pockets modifier to the weekly modifier pool. (No consumables)[/p][p]Added Forgetful 3 and 6 to the weekly modifier pool. (Every 3 or 6 turns, lose a random spell charge)[/p][p]Added Awestruck 5 and 10 to the weekly modifier pool. (Every 5 or 10 turns, get stunned for 1 turn)[/p][p]Added Treachery 10 and 15 to the weekly modifier pool. (Every 10 or 15 turns, a random ally joins the enemy team)[/p][p]Added Thieving 20 and 30 to the weekly modifier pool. (Every 20 or 30 turns, a random object on the level is removed. Includes SP orbs, Portals, Chests, Hearts, Consumables)[/p][p]Added Crumbling 10 and 20 to the weekly modifier pool. (Every 10 or 20 turns, unoccupied tiles adjacent to chasms have a 10% chance to turn into chasms.)[/p][p]Added Corrupted to the weekly modifier pool. (Triggers an Orb of Corruption effect when a level is completed.)[/p][p]Added Corrupted Trial. (Triggers an Orb of Corruption effect when a level is completed.)[/p][p]UI AND QOL:[/p][p]Can now PgUp/PgDn while hovering over a spell in the left panel to view upgrades.[/p][p]Can now PgUp/PgDn while hovering over an unlocked portal to examine contents.[/p][p]No more duplicate hats in damage conversion chests.[/p][p]GENERAL BUGFIXES AND CHANGES:[/p][p]Teleport now lets you teleport into chasm tiles if you have flying, and into wall tiles if you have burrowing.[/p][p]The game ends if Mordred joins your team.[/p][p]Fixed a bug that allowed the wizard to channel multiple spells at the same time.[/p][p]AI units that can't reach the target they're trying to path to will now move around randomly.[/p][p]Berserk units no longer prioritize the player over other valid targets.[/p][p]Clarity now clears Stun and Silence effects. (Added Clarity text to the (H)elp page)[/p][p]Exotic pets should now only have modifiers appropriate to their type. No more Slimy Slime pets.[/p][p]Raiment of Eyes updated to queue teaching of spells, so tags added by jars etc. will register.[/p][p]Razorshaping shards now originate from the caster’s position, as described.[/p][p]Hundreds of miscellaneous typos and bugs fixed.[/p]

Beta Branch Patch 31

Patch 2 Update 7
Hopefully the last patch before this beta goes to main!

FLESHBOUND CHANGES
Now only redistributes damage dealt by enemies.
Distributed damage is calculated after the initial recipient’s resistances.
Issues a faux damage event for all redistribution targets as though they took the redistributed damage from the enemy (triggers retaliation effects).
Only redistributes as much damage as would have been taken, rather than sending the same damage to every Fleshbound ally (works similar to Blood Golem).
Fleshbound now properly displays its description along with a running total of allied Fleshbound in the tooltip.
Fixes an issue where save/load or corruption could make some Fleshbound units indestructible.

BUG FIXES
Fixes a crash when Barklord, Warlock or Bone Wizard attempt invalid swaps.
Fae Malevolence, Amulet of Emerald Flame, Flamenweaver and Scepter of Mischief now accept damage from enchantment skills as well as spells, as intended.
Mass Immolate now affects multi-tile units correctly.
Fireball meteor no longer deals physical damage outside the center tile.
Razorshaping shards now originate from the caster’s position, as described.
Corrects various typos and tooltip errors.

Beta Branch Patch 30

Patch 2 Update 6

MISC:
Art added for new items, shrines, spells, skills
Small optimization added for Fleshbound

BUGFIXES:
fixed curse dolls missing their targets if they moved after dealing the death blow, via trample or teleporty buff or other means.
fixed pyschic seedling parasitic growth being able to cast on any unit tile irrespective of normal spell range/los rules.
fixed slime Rust debuff is now properly classed as a debuff (because there are things that care like debuff removal / hex specialist)
fixed armorer + with only a miniaturized armor crashing the game
fixed the tooltips for ghostly and claytouched units to display their new respective flying and burrowing capabilities.
fixed units that were granted upgraded versions of spells not knowing about their new damage types and so not targeting appropriately.
fixed Slimeshot - slimification shot mistakenly adding physical damage type.
fixed Lifedrain not benefitting from Blood Boil - Twilight Fury and allies casting it on dark immune enemies.
fixed grey goo ecophagy buff not getting applied to descendant slimes.


BALANCE:
Drain Pulse - Ursomancy tooltip clarified. Behavior updated, uses up to 75 points of overhealing to summon each bear. At least one bear is summoned with any overhealing.
Slimeshot now only applies Soaked non slime units.
Slimeshot - Slime Rust physical damage and debuff only affect non slime units.
Amalgamate Slime - Slime Drinking cost 3->2, Absorption cost 4->3, Slimy Mimic cost 6->4
Fenris is no longer berserked on summon.
Acid Fumes small QoL bump, now won't target temporary enemies.
Aelf's will show up in earlier realms than previously.

BOSS MODIFIERS:
Slime & Slimy Changes:
Slime preview tool-tip now uses percentages, which are then updated to numerical values on the buff being applied/unit being created. Wasn't an issue on base slimes, but makes more sense with the variety of units and minion bonuses which can cause the actual values to change.

Previously for Slime and Slimy, max hp would only be gained if the unit was already at maximum. This has been changed to allow excess healing from the buff to increase max hp.

Slimy no longer causes Slimes to be formed from excess max HP, and will instead grow its max HP indefinitely.
This amounts to similar or slightly lower amounts of threat in most cases, but should hopefully prevent some slowdown and screen clutter since generally there will be less slimes on screen.
Player pets with Slimy haven't felt any different, since they are usually getting hit anyway and not getting to that +10 over max hp.
Enemies with Slimy are harder to take down on an individual basis, with varying degrees of impact on realm difficulty depending on the wizard's on-kill effects.

Beta Branch Patch 29

Patch 2 Update 5

BALANCE:
Sigils removed from Trinket chests, they're now their own thing, similar to Exotic Pets.
Sigils got another small buff. Radius for summon spell on sigils increased 3 --> 6, and max hp increased 40 --> 80
Ghostly modifier now grants flying.
Claytouched modifier now grants burrowing.
Fleshbound now redeals damage to all fleshbound allies rather than just those with a matching name, and healing per round is equal to the number of allied fleshbound units rather than being fixed to 1.
Amnesia Shrine is now reusable. (Won't disappear after use)
Shrines can now show up as early as realm 5.

Pyrostatic Curse buffed:
Level 4 -> 3
Max Charges 10 -> 5
Radius 4 -> 7
Range 9 -> 12
Duration 4 -> 6
Linear Conductance Upgrade. Before, didn't do anything, now actually does what it says.
Resistance Melting Upgrade. Resistance 25 -> 50

Slime Form buffed:
Level 4 -> 3
Duration 8 -> 12


NEW SPELL:

Slime Drake:
Level 8
Conjuration / Dragon / Slime
Max Charges 1
Range 5
Minion Damage 8
Minion Health 140
Minion Range 7

Upgrades:
Infernal: cost 5 : Slime Drake gets the Infernal boss modifier. Adds Chaos tag
Dragon Mage: cost 5 : Slime Drake can cast your Slimeshot with a 6 turn cooldown.
Oozing Trail: cost 4 : When the Slime Drake moves, it will attempt to summon a Slime nearby.

CUSTOM:
UI adjusted. Should be nicer to look at now, with explanations of what you're doing in each screen.
Troll Regen buff added to EnemyBuff (Trollpath anyone?)
Spell Level Restriction (Only level X spells)
Spell Level Elimination (Level X spells removed)
Skill Tag Restriction (Only Level X skills)
Skill Tag Elimination (Level X skills removed)


WEEKLY / MUTATED:
Will now generally have more mutations per run.
RespawnAs chance increased from 10% to 15%. Removed weakest RespawnAs units in favor of slightly more interesting and challenging ones.
Runs now have a chance to roll with boons in addition to challenges. Each boon adds additional challenge modifiers.


BUGFIXES:
Duplication Shrine should now no longer remove your matching slotted item when duplicating a miniaturized item.
Duplication Shrine now preserves the art of the original equipment.
Amnesia Shrine should no longer crash them game when attempting to use with older summoning spells.
New Shrine descriptions should now show up in their tooltips when mousing over them.
Explosive Spore Manual no longer does the cast animation or sound for combust poison, it was pretty obnoxious.
Memory Leak mutator should no longer crash the game if it attempts to take a spell from the wizard when they have no spells learned.
Fixed a bug that caused certain mutators to show up in the player's skill UI section
Mutant Levels (where everything has the same boss modifier) should no longer roll units with modifiers they aren't supposed to have.
Storm Drakes summoned by Rain of Thunderbolts should no longer be hit by Rain of Thunderbolts.
Crown of Bony Fingers should now appropriately deal fire damage if you've purchased Touch of Death's Flametouch upgrade.
Slime Time should now work as described. Was doing the opposite of what it said before, lowering the chance to grow to 25% rather than raising it to 75%
Fixed a bug with Gnome's thorns not being summoned when attacking multi-tile enemies.

Beta Branch Patch 28


Patch 2 Update 4
Short patch notes this time. Not a lot of content changes, but a new game mode! All spells should now have interesting and unique upgrades.


BUGFIXES:
Exotic pets should now only have modifiers appropriate to their type. No more Slimy Slime pets.
Raiment of Eyes updated to queue teaching of spells, so tags added by jars etc. will register.
Fixed a crash with Dream Walk – Nightmare Form.
Fixed a crash involving Starfire Wizard’s Searing Orb.
Fixed a crash when hovering portals or spells, examining a unit within, and attempting to show threat radius.
Fixed spells granted to creatures displaying base stats in tooltip instead of modified/true stats. i.e. Armageddon Blade
Fixed Icicle Stormspike upgrade not working with tab targeting.
Fixed a crash that happened if the level was completed while the wizard was stunned.
Fixed a bug that caused Siege Golems to get odd stats that didn't reflect the tt.
Grey Goo no longer applies to units that are already Metallic.
Miscellaneous typos and tooltip fixes.


BALANCE:
Crystal Golem now gains the tag of its current elemental type and no longer overrides other resistance effects.
Several appropriate units now have the Blood tag.
Helm of Hexes now has a maximum debuff duration of 10 turns. Stun removed from its debuff pool.
Sigils should spawn slightly stronger units compared to the level where they're picked up.
Sigils no longer care about spawning right next to you, and will pick a random location within a 5 tile radius, including on wall tiles. (Hopefully making you stuck less often)

Holy Armor - Smiting Thorns upgrade now correctly attributes damage to the spell.
Watcher Form - Arcane tag removed, Eye tag added.
Eye of Fire and Eye of Ice - Onlooker upgrades now receive minion bonuses.
Petrification Aura - Wormification upgrade now receives minion bonuses.
Searing Orb’s - Flame Rift upgrade now receives minion bonuses and is included in the tooltip.
Work of Chaos – Chaos Spirits upgrade now receives minion bonuses and is included in the tooltip.
Work of Madness – Guardians upgrade now receives minion bonuses and is included in the tooltip.
Fae Court – Faery Queen now scales properly with minion bonuses.
Storm Burst – Spirit Nova description updated. Tooltip now includes Storm Spirits. Storm Spirits now scale with minion bonuses.
Psychic Seedlings - now scale with minion bonuses, which also propagate to their grown trees.
Rain of Thunderbolts gained the Sorcery tag
Prison of Thorns - Icy Thorns now have the Ice tag and are immune to ice damage.
Eye of Rage - Lycanthropy now uses the target's max hp for the Werewolf's hp.
Ice Drake - Broodlings cost down 5 -> 4
Ice Drake - Dracolich cost up 4->6, now summons a Dracolich
Spider Queen - Vampire Queen now applies to all summoned friendly spiders and gives them the Blood tag.



NEW SPELL UPGRADES:

Basilisk Armor:
Base duration increased from 10 to 15
Base charges down 4->3

Venomous: cost 2 : Affected enemies are also poisoned for 15 turns.
King of Serpents: cost 3 : Your dragon allies also receive the buff when you cast this spell. Adds Dragon tag.
Reaction Cast: cost 4 : Casts your Petrify spell on enemies instead.

Dispersion Field:
Base duration increased from 7 to 10
Base charges increased 3 -> 4

num_targets upgrade increased from 2 to 3 num_targets
Planar Travel: cost 3 :Teleported enemies take damage of a random type equal to the distance traveled. Adds Chaos tag.
Bombs Away: cost 5 :Teleported enemies receive the Time Bomb debuff. This effect deals 1 arcane damage per turn. If the debuff is removed or the unit dies, the bomb explodes, destroying walls and dealing 25 arcane damage to all units in a 4 tile radius.


Multicast:
Spell Weaving : cost 5 : Your non-sorcery spells gain quickcast for the duration of the buff.
Preparedness: cost 7 : Cast your Multicast for free when you enter a level.


CUSTOM GAME MODE:
New custom game mode added.
Very little handholding / sanity checking.
Handful of new mutators added specifically for custom. (for now)
Mutators are applied in order and will override each other if they modify the same things.
Excited to get feedback on this and more ideas for mutators!


NEW REALM REWARDS:
Miniaturization Shrine: "Turns a piece of equipment into a miniature version of itself."
Duplicator Shrine: "Obtain a duplicate of an existing trinket."
Amnesia Shrine: "Forget a spell and its upgrade. Refunds SP."