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Rift Wizard 2 News

Beta Patch 4

The shop now has attribute and never used filters:


Void Watcher upgrade can now target enemies through walls
Choas Chimera no longer channels Lightning Bolt if no enemies are in the aoe (if you have the channel upgrade to lbolt)
Storm Archons understand now that they also deal ice damage

Bloodflame no longer debuffs resistances
Blinding Light searing light now only impacts enemies (as the tooltip always claimed)
Chaos Barrage now hits random squares in the aoe if it has no target (makes evocation amalgamation less confusing sometimes)

Fixed Lightning Storm Lightning Star upgrade not using damage buffs
Fixed Glass Orb Glass Shards not dealing damage
Fixed Combust Poison Healing upgrade crash
Fixed Archon Healing upgrade crash
Fixed Hemocorruption not working after loading a savegame
Fixed many instances of spell upgrades granting charges but not respecting buffs to max charges
Fixed Word of Chaos getting Animated Chaos upgrade for free all the time
Fixed Death Chill Icy Necromancy not granting minion bonuses
Fixed many cases where aether swap could swap units into invalid positions and crash the game
Fixed Ice Faeries from Ice Orbs not getting minion bonuses
Fixed negative eye shot cooldowns resulting in eyes never shooting (now shoots every turn in this case)
Fixed Pyrostatic Ball Lightning firing pulses from the wizard instead of the orb
Fixed Ice Wall Hungry Wall crashing the game if an enemy died to something other than damage
Fixed lots of weird behavior with curse dolls (for instance, the minion gaining the ability when reincarnating)

Made some tooltips a bit clearer, ty for all the reports on these!

Beta Branch Patch 3

Fixed 5x5s not playing death sound

Eye Rock Pendant reworked: -1 shotcooldown for eye spells

Vampire Counts min spawn level increased

New Items:
Storm Boots - cast storm nova every 15 steps
Exploding Boots - cast flame burst every 15 steps
Purple Curse Doll - arcane minions cast magic missile on their killer
Ugly Curse Doll - holy minions cast ghostball on their killer
Red Curse Doll - demon minions cast annihilate on their killer
Bloodspike Helm - on paying hp for blood magic, fire quills dealing that much damage at 3 enemies in LOS

Lightning Bolt +1 range

Beta Branch Patch 2

Fixed crash involving Scepter of Sorrows
Fixed crash involving casting blazerip or chill wind on oneself (usually via Ritual of Revelation upgrade)

Beta Branch Patch 1

Beta Branch Build:

Armorer- armors one unit per turn instead of requiring metallic spell casting.

Starfire- now redeals 100% of arcane damage to up to 4 adjacent enemies
Holy Fire - redeal 50%->100%
Holy Thunder - redeal 50%->100%

Hatebolts - now shoots bolts of either fire or dark damage, dealing only one damage type and no longer getting double scaling bonuses. Corrected max channel duration to 5 from 7 (tooltip said 5 all along).

Toxic Hatred upgrade reworked, poisons instead of dealing poison damage now.

Reworked spell upgrades for:

Underworld Passage
Dragon Roar
Ritual Of Revelation
Spikeball Factory
Spider Queen
Mystic Memory (spell reworked as well)
Lightning Storm
Floating Eye
Wyrm Eggs
Gates of Helheim
Horde of Halfmen
Searing Orb
Word of Undeath
Word of Chaos
Word of Beauty
Word of Madness
Word of Ice

Thunderblink upgrade- now targets nearest enemies in LOS as per tooltip instead of random enemies in LOS (as per tooltip)

Cleaned up some variant boss naming and tag stuff. Removed some restrictions on spawning somewhat redundant variants (ie burning fire imps can now spawn.) The name changes make it less silly.

Rift Rerolls are now cleared on entering a level

Equipment now shows extra tooltips like spells and passives

(This patch is a beta branch patch- it might be less stable than the patches that go to master. Balance may be questionable as well.
If you want to try it out and give feedback, right click Rift Wizard 2 in your steam library and go to properties-> betas and select 'beta - beta branch'.)

EA Patch 1

Todays build is a small one, mostly consisting of bugfixes and small QoL fixes. Thanks to all those active on the discord reporting these and other issues. Still lots of stuff on the todo list but I wanted to make a build with the lowest hanging fruit:

HP spent on blood magic is now mentioned in the combat log
Tile sprites now properly refresh when terrain changes
Allied summons have a 20% chance to dissapear each turn after a level is over, up from 10% (RE: Brain Trees)
Healing is now capped at the difference between a unit's current and max hp
3x3 monsters can no longer be swapped (which crashed the game)
Treants no longer spend a turn trying to heal themselves at full hp

Fixed a bug where the rift preview sometimes showed two copies of same monsters
Fixed a bug where moving the mouse even 1 pixel would reset the pgdn/pgup index
Fixed a bug where immortal units could gain hunger multiple times
Fixed similtaneous win/loss scenarios leading to infinite loop
Fixed a bug where a spell could appear multiple times in the end of level summary
Fixed Volcanic Eruption flow range upgrade doing nothing
Fixed Heaven Call upgrade not returning charges between natural and buffed max charges
Fixed Prince of Ruin not getting damage bonuses
Fixed many, many tooltip/help/intro text typos, ty to all who reported these!