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MythForce 1.2 Beta update (1.2.2.0 Patch Notes)

Greetings Adventurers!

We have another round of changes ready for the beta, this time we’ve focused primarily on addressing feedback relating to Trinkets, the Merchant, and the utility of gold.

[h2]Trinkets, Gold, and the Merchant[/h2]

As mentioned last week, the general consensus from the feedback was that the recent meta game changes to the in-dungeon Trinket drops, the Merchant, and the utility of gold were not quite there. To address this, we’ve done the following:

Amulets, Bracers, and Boots have been removed entirely as drops and as options from the Merchant. However, to increase early engagement with these Trinkets and to tie into some new systems details below, all players will now start with the Shattering Amulet, Bone Resistant Bracers, and Indefatigable Boots unlocked and equipped.

Charms, on the other hand, have been almost entirely removed from the Emporium. We have left the Revelatory Charm which grants a bonus to XP gained, and it is now unlocked after reaching max level on your first character. The upgrade cost on the Revelatory Charm has also been significantly decreased. By allowing players to equip the Revelatory Charm from the Emporium we hope it will be much easier to level subsequent characters after the first. Charms will serve as random drops in dungeon runs now, and will be sold at the Merchant. We hope this takes a step towards adding some in-dungeon flavour that was lost when we moved Weapons, Weapon Enchantments, and Trinkets to the Citadel while still maintaining the benefits of the new meta game.

To further mix up the run-to-run gameplay we’re also trying some new concepts: New Potions and Trinket Infusions.

[h3]New Potions[/h3]

To give players an alternative to Health Potions we are trying out 5 new Potions which confer some of the game’s strongest buffs for a relatively significant duration. We’ll let you discover for yourselves what they are, and are looking forward to hearing what you think about them. These potions will only appear at the Merchant and as possible loot from Gambling Shrines. Like Health Potions, these are available in a variety of rarities. The rarity of the potion determines the duration of the effect.

[h3]Trinket Infusions[/h3]

Even though the consensus was that the in-game Trinkets weren’t useful, much of the feedback indicated a desire for “something” to be there rather than nothing. To address this, we are trying out what we’ve termed “Trinket Infusions”. You will now find Infusion Orbs at the Merchant that will give you the option to add stats to your equipped Trinkets. These increases are small but cumulative for the duration of the dungeon. They do not persist after the run is finished. The bonuses on a particular trinket will be related to the Trinket’s type: attack-related bonuses for Amulets, defense-related bonuses for Bracers, and speed-related bonuses for Boots. Charms cannot be infused. The bonuses are tied to the Trinket that was infused, so watch out for those Redcaps!

[h3]Gold and the Merchant[/h3]

Now with Perk Orbs, Infusion Orbs, Potions, and Charms available at the Merchant and via Gambling Shrines, we hope gold is a more interesting dungeon currency to acquire and spend.

We’ve also changed the re-roll cost at the Merchant to be constant. It no longer increases with subsequent rolls. We did this to keep the re-roll mechanic from becoming prohibitively expensive and make it easier to spend gold while engaging with the Merchant.

Even with these adjustments, it’s still not fun finding gold after the last shrine or Merchant when there is no utility for it. We’ve heard this feedback loud and clear, but unfortunately, did not make any changes to address this in today’s patch. However, our desire is to convert any leftover gold at the end of the run into XP. It’s not a terrific exchange rate as we still want to encourage players to spend that gold in the dungeon rather than take it with them, but we hope this small change feels a little better than what we had before. You can look forward to it in next week’s update.

[h2]Beta Only Feature: All difficulties unlocked[/h2]

We received some feedback that unlocking Mythic difficulties was a potentially time-consuming process, especially in light of the fact that this is a Beta that we want to encourage players to play at all character levels and difficulties. Last week we added a Beta Only feature in the Observatory to allow players to adjust their Level, and this week we’re unlocking all difficulties by default. This is a beta-only feature, and when the patch is released to retain,l it will retain the current unlock requirements.

Fixes and Polish
  • Black Screen/MythForce not launching fix. We changed how cutscenes and movies are rendered. This may fix issues some players were experiencing with black screens when loading into a dungeon, or getting stuck on the splash screen when booting the game
  • Enemy navigation improved in select Forest rooms
  • Removed a trap that could kill Karkas the Lieutenant before you enter the room
  • Fix place where the player could become stuck in the Forest
  • Fix exit gate placement in one Forest room
  • Fix players sometimes spawning midair into the Crypt, causing a falling grunt sound
  • Merchant:
    --Delay between rerolls increased from 1s to 2s. Additionally, the interact prompt now properly updates during this time: it greys-out and displays some new flavour text
    --Added SFX when a reroll is done
  • Adjust UI so that "Normal" difficulty doesn't appear as a curse


MythForce 1.2 Beta update (1.2.1.0 Patch Notes)

Greetings Adventurers!

Since the beta started on April 8th, we have received hundreds of comments sharing your feedback, concerns, requests, and general thoughts about the upcoming update! More than 50 MythForce players completed our Playtest survey (so far), and we’re thankful to each and every one of you!



We’ve implemented some changes based on the feedback and are looking forward to hearing from you.

We still have more work planned, the Playtest will continue for a few more weeks, so stay tuned! The largest areas of feedback we received were the following:

[h2]Difficulty[/h2]

The general feedback was that Single Player games and Encounter Objectives that require the player to carry Soul Gems were much too intense for Easy and Normal difficulties in particular. To address this feedback, we’ve implemented the following:
  • We’ve lowered the enemy density on Easy and Normal difficulties to make combat less intense
  • Soul Gem beams now damage and Chill enemies to make related Encounter Objectives easier to manage
  • Player Max Energy no longer increases based on Player Level, it is instead now the Max Energy you would have formerly had at Max Level

--This was a modest increase to begin with, so now energy management should be easier for new players while not impacting advanced players

[h2]Levelling and Level Up Rewards[/h2]

Feedback indicated that it takes too long to get into the Skill Trees, particularly over the course of the first 10 levels. At the top end, the consensus was 25 levels per character at the current experience gain rate was more investment than most people were willing to put in for second, third, or fourth characters. To address this we have:

  • Reduced Max Level from 25 to 20 and are granting more Skill Points and Attribute Points as rewards for the earlier levels.
  • The total number of Skill Points and Attribute Points available at Max Level is the same
  • We have lowered the XP requirements to reach higher levels
  • We have changed the XP awarded from various Episodes
  • We have increased XP bonus of the Revelatory Charm to speed up the levelling process

[h2]Related Playtest Levelling Notes[/h2]
  1. If you want to experience the new changes as intended, we recommend starting with a new save file. Please reach out on Discord if you have any questions regarding the process.
  2. The feedback indicated that most players did not get the opportunity to play more than one character at a high level. To give Playtesters the opportunity to play with different characters at high level, we have added a toggle in the Observatory that allows players to manually increase or decrease their Level. This is a Playtest Only Feature, and we hope you’ll enjoy experimenting with other characters at, or near, Max Level.

[h2]Trinkets, Gold, and the Merchants Table[/h2]

The general consensus is that now that we can equip trinkets from the Emporium and take them into dungeons, the in-run Trinkets have no meaningful relevance, which also greatly impacts the utility of the Merchant Table. Related feedback around gold, particularly around gold pickings after the last Merchant Table having no utility was received as well.

For today’s update we’ve focused on difficulty and levelling, so we haven’t addressed this feedback in this patch.

[h3]Fixes and Polish[/h3]
  • Interaction button callout for puzzle items is properly greyed-out while in Spectral Detour
  • HUD notifications for gold or glyphs will now accumulate numbers for a short duration, rather than displaying a separate pop-up for each collectible obtained
  • Clients that disconnect before they spawn-in will no longer take up an (un-kickable) session slot
  • Light and Medium hit reactions no longer interrupt revives
  • Enemies no longer block line-of-sight for interaction (most noticeable when holding the button to revive a teammate)
  • Fix join-in-progress spectators seeing broken HUD widgets
  • Items in goop or water now have an additional glow FX when you're close to them, so they're easier to interact with
  • Fixed collision settings in some rooms that were blocking projectile attacks
  • New iconography for some status effects, perks, and skill upgrades
  • Fix clients jumping on shrines sometimes teleporting them out of the map. This is a mitigation and in some cases can still occur.
  • Players can now choose to skip the results screen countdown and leave party immediately
  • Lieutenant health bar and battle music now only start when a player has crossed the one-way door into a room
  • Fix issue where Rico could sometimes not walk down stairs
  • Fix issue where Rico could get stuck in a state where their movement was "slippery", their body was tilted, and/or their camera was tilted
  • Improvements to enemy pathfinding in some rooms
  • Fixed a place where players can get soft-stuck in the Forest



MythForce 1.2 Playtest Survey

First order of business,

Thank You, Adventurers!


The MythForce 1.2 Playtest has been an incredible success and the whole team has been thrilled by the amazing feedback and enthusiasm for the changes that we have seen so far from the community.

As we approach the final stages of development, we'd love to hear more from you.
We've put together a quick survey to gather your thoughts on the playtest experience and 1.2 changes.

SURVEY LINK -> CLICK HERE

Your feedback will directly shape the final tweaks and balance changes before 1.2 goes live to everyone, so don't miss your chance to have your voice heard!

This update wouldn't be possible without you - so from the whole MythForce team - Thank you!

MythForce 1.2 Playtest Now LIVE!

[h3]BIG NEWS, ADVENTURERS![/h3]

The first official playtest for the MythForce 1.2 update has OFFICIALLY BEGUN!

It’s time to jump in and experience the most RADICAL version of MythForce yet, featuring:
  • New skill trees for each hero
  • New encounter objectives that keep you guessing on every dungeon run
  • A reworked armory system that lets you customize your weapons the way you want
  • Numerous metagame and progression reworks to enhance your adventure
  • Hundreds of bug fixes, gameplay tweaks, and so much more!

Didn’t register for the playtest via the MythForce Discord?

No worries!

We’ve decided to open up the 1.2 playtest to as many players as possible—so if you own MythForce, you can jump in right now!

How to Install the Playtest


1️⃣ Select MythForce from your Steam Library
2️⃣ Right-click the game and select Properties

3️⃣ Navigate to the Beta tab on the left panel
4️⃣ Click the dropdown menu next to Beta Participation and select the public test branch to download the 1.2 build

5️⃣ Have fun! 🎉
6️⃣ Let us know what you think!

Once you've had a chance to experience the 1.2 build, we’d love to hear your feedback! Share your thoughts in the MythForce Discord or Steam Discussions and help us make the game even better.

See you in the dungeon! 🏰⚔️


Now, let's see what Project Director Luke Rideout has to say about the Update!

Greetings, friends! Project Director Luke here.

Welcome to the absolutely massive overhaul of MythForce that is version 1.2. It’s a huge departure in many ways from the MythForce we launched back in 2023, almost a total re-imagining of the broader game.

We’ve gone over all of the feedback we’ve gotten from our launch into Early Access, then since launch, looking at what we’ve done right, and wrong, with each of our previous updates, to see what resonated and what didn’t, and the big pain points that still exist in the game today. We’ve thought long and hard about what we wanted the identity of the game to be, and decided that to make MythForce the game we truly want you to experience, it was going to require us to rethink the very soul of MythForce’s gameplay.

At its heart, MythForce is about adventuring with your friends through the Cursed Lands, slashing and bashing monsters, and getting stronger as you go. It should be a series of big, joyous moments, and you should always feel like you’re powerful.

Many of the Roguelike elements that we were leaning on weren’t really hitting the mark - there was certainly fun to be had in the randomness and chancing on the perfect run, but too much was left to rolls of the dice, and too little was truly in your hands to choose. We want you to “have the power” in MythForce, and that means a big shift away from powering up in the dungeon, instead turning the focus on gaining power through play, then crafting the build you truly will enjoy playing.

Though we still have plenty of randomness to keep you on your toes in the dungeon, 1.2 takes a big step back from “Roguelike” and much further into a more traditional “Multiplayer Action game with random elements” - We’ve turned our focus on giving you the ability power up and build out your hero to take on the challenges of the dungeon.

There isn’t nearly enough space in our patch notes to cover all of the changes made, so you’ll have to discover some for yourself, but here are the big headlines:


[h3]Metagame 3.0[/h3]

In this reimagining of MythForce, we approached the metagame from a perspective of changing the previous “Spend currency to expand your possibility space” to “Level up and create your perfect build”.

[h3]Character leveling[/h3]

The main method of powering your character up over time in 1.2 is via leveling up your character. After each run in the dungeon, you will receive a certain amount of XP which will contribute to the level of the character. These levels unlock access to more powerful upgrades in each of the buildings in the Citadel, as well as giving you ability points to further customize your character in the Observatory (see below). For those players who joined us during Early Access, this may feel familiar as a greatly powered-up version of our pre-1.0 Rank system.

As your character’s level increases, the city will continue to be rebuilt (No more spending to upgrade buildings), and offer access to better services.

[h3]The Armory[/h3]

The armory is now a place to customize your weapons. We’ve moved all weapon enchantments out of the dungeon and into Sir Lucien’s capable hands. Choose your weapons and apply up to 4 powerful enchantments per weapon to take with you into the dungeon.

  • Weapons are no longer character-locked. Any character can carry any weapon.
  • Instead of specific weapon sets, loadouts are composed of a main and offhand slot.
  • You no longer unlock and upgrade enchantments to be found in the dungeon
  • Enchantments are now applied to weapons inside the Armory.
  • Each weapon has a primary enchantment slot and up to 3 secondary slots
  • Selected weapons in either loadout are separately enchantable

[h3]The Library[/h3]

The Library is largely unchanged in 1.2, but does include the addition of a 4th book: A Glossary of terms that will help you in understanding all of the various effects that you can encounter in MythForce. The Glossary is fully unlocked without collecting any lost pages in the dungeon.

[h3]The Observatory[/h3]

The Observatory has seen the largest change in 1.2, as we have completely removed the concept of shards and slotting shards into constellations. Now, the Observatory is the place you go to power yourself up by spending points in your character’s ability trees.

  • Each character now has 3 distinct ability trees. 1 Skill point is gained every level, which can be spent freely across all 3 trees, but points must be spent in each level of the tree to unlock access to the next step up toward the top of the tree.
  • Each tree also has 3 loadout slots that you can use to custom-build different builds for different playstyles.
  • As you level up, you also gain attribute points, which can be applied to Strength, Magic, or Toughness (Now encompassing both physical and magic defense).

[h3]The Emporium[/h3]

Keaton offers a new service in loaning out trinkets for you to take with you into the dungeon! Now you can upgrade your amulets, bracers, boots, and charms in the emporium, then bring one of each with you into the dungeon. Beware, Redcaps can (and will!) still steal your gear, so trinkets will also still appear in chests.

  • A number of new trinkets have been added for each category, for a total of 15 each.
  • Glyphs can be spent in the emporium to permanently power up the trinkets you can take into the dungeon. Higher level upgrades are locked behind character level.

[h3]The Conclave[/h3]

There are fewer perks in MythForce than there were previously, with many former perk offerings being rolled into the player Skill Trees, but a few new perks have been added, and upgrades to perks are now instantly applied when found in the dungeon, allowing for access to much greater power without having to stack multiple choices.

[h3]The Boutique[/h3]

The Boutique remains the same as it was - use Glyphs to buy cosmetics, voice lines, and emotes that can be applied to your character to use in the dungeon.

In the Dungeon

[h3]New Encounter Objectives[/h3]

The biggest change to the dungeon experience is in the addition of a number of new “Encounter Objective” types that flavor the way you interact with each room as you play. Now each time you enter a new room in the dungeon, you will be given an objective that must be completed in order to progress to the next room. Some of the objectives are as follows:

  • Defeat Enemies: The classic, simple combat experience. There will be a number of waves of enemies that spawn, and each must be defeated in order to move on.
  • Horde Mode: Once the entire party has gathered in the room, the forces of evil begin throwing everything they have at you. The horde will continue spawning until the timer expires. Upon defeating the remaining enemies after the timer expires, the exit will be unlocked.
  • Destroy the Crystals: There are a number of Power Crystals magically locking the exit of the room. All but one crystal at a time will be protected by a shield. Destroy each crystal in order, while defending yourself from waves of enemies, to move on.
  • Discharge the Relic: A large Relic powers a shield guarding the exit. Discharge it by staying in close proximity for some time while fighting a horde of enemies. After the Relic is discharged, defeat remaining enemies to unlock the exit.
  • Disable the Barrier: The exit is sealed with a powerful magical barrier. Fight through a horde of enemies, picking up the Soul Gems they drop. Fire the Soul Gems at the barrier to bring it down. Defeat remaining enemies to unlock the exit.
  • Protect the Artifact: Activate a mighty Artifact that can bring down the barrier around the exit. Protect it long enough from a horde of enemies to drop the barrier. Fail, and the Artifact will be reset and you will be forced to start again! Defeat remaining enemies to unlock the exit.
  • Slot the Medallions: 3 Stone Medallions have fallen out of their receptacles and are scattered throughout the room. Slot them into their receptacles while fighting off a horde of enemies to unlock the door mechanism. After all Stone Medallions have been slotted, defeat the remaining enemies to unlock the exit.
  • Destroy the jewels with Soul Gems: 3 blue soul jewels are located in the room. Fight through a horde of enemies, picking up the Soul Gems they drop. Destroy the Jewels by firing the Soul Gem at them. When all Jewels are destroyed, defeat the remaining enemies to unlock the exit.
  • Destroy the jewels in sequence: 3 green soul jewels are mounted on the wall in the room. Destroy them in sequence by attacking the highlighted jewel while fighting off a horde of enemies. Each jewel must be destroyed before the timer runs out or the sequence will be reset.

[h3]Buffs, Debuffs, and Keywords[/h3]

All status effects are now associated with a number of specific keywords, each one covered in detail within the new Glossary, which can be found in the Library in the Citadel. These tags will make the effects of all of the abilities and effects in the game much clearer. Also, every effect has been clearly sorted into the category of Buffs and Debuffs which have their own dedicated space on the screen while adventuring. Some new keywords include (But are not limited to):

  • Bravado: Guarantees the next hit to be a crit
  • Lethal: Lethal attacks instantly kill Non-Tough creatures and deal double damage against Tough creatures
  • Tough: Only take double damage from Lethal attacks, and can’t be Knocked Back, Knocked Down, Frozen, or Rooted
  • Affinity: Having Affinity with an element causes you to be healed by it instead of damaged.
  • Weakened: Decreases damage output by the weakened creature
  • Exposed: Guarantees that the next hit on the Exposed creature does Critical damage.
  • Damage Linked: A portion of the damage dealt to Damage Linked creatures is also dealt to other Damage Linked creatures.

You can peruse all 37 keywords and their effects in the Glossary!

[h3]Elemental Combos[/h3]

Now elemental effects can be combined to create powerful magical explosions, affecting all enemies nearby. When an enemy is afflicted with Burning, Chilled, or Electrified, then applying one of the other elemental effects causes an AoE explosion causing elemental damage and applying a debuff:

  • Burning + Chilled = Weakened
  • Burning + Electrified = Exposed
  • Chilled + Electrified = Damage Linked

[h3]Mystic Forges[/h3]

We’ve changed how Mystic Forges appear in your dungeon runs. Instead of alternating between forges and Skill Shrines, now they can occasionally appear randomly in dungeon rooms while exploring. They will always provide 4 choices - 1 per weapon, per loadout, or 2 for a 2-handed weapon (i.e. if you have a sword and shield, you will get 1 sword enchantment, 1 shield enchantment, or 2 enchantments for a bow). The Enchantment shrine will grant from the pool of all secondary enchantments available.

[h3]General Improvements, Changes, & QoL Fixes[/h3]
  • Did a consistency pass on strings where we now refer to either "buffs" or "debuffs", as well as "elemental debuffs" or "non-elemental debuffs". We don't use the term "status effect" anymore
  • We have added “Uncommon” as a distinct tier across all weapons, trinkets, and perks.
  • Added new icons to the dungeon depth progress bar to show special rooms (Treasure icon for Treasure/Merchant, skull icon for Lieutenant/Boss/Setpiece).
  • Rerolls can now be used freely up to the limit per-run, instead of one reroll per shrine.
  • Trap damage now scales against enemies, making them always viable against enemies, even in high difficulty and late-game.
  • In all Mythic difficulties, all monsters that can appear in the chapter will be able to spawn in any episode in that chapter at any depth. Creature rosters will still progress more gradually in Easy~Hard difficulty.

[h3]UI[/h3]
  • A number of improvements to the in-game HUD
  • Re-organized and simplified the display of buffs and debuffs in the HUD to make it easier to understand the state of your character during gameplay
  • UI Navigation with controller has been improved and stabilized.

[h3]Enemy types[/h3]
  • Champion enemies will no longer spawn in Chapter 1 on Easy or Normal difficulty.
  • Previous “Filler” enemies like Redcaps are now part of the regular creature roster, so they can spawn as part of enemy waves, instead of only at the beginning of a room. Only Potstickers are now “fixed spawn” enemies.
Bug Fixes


There have been far more small bug fixes than are listed down below, but this is a list of some of the most “visible” items updated and fixed in v1.2.

[h3]Character Abilities[/h3]
  • Hawkins can now use Air Dash while Spectral Detour is active.
  • Chicory (Maggie’s Familiar) now has a different colored orb in its chest and eyes depending on the type of elemental damage it has applied.
  • Fixed issues with the shield not re-equipping after using the Sling Shield ability.
  • Rico can no longer backslash teleport onto Deadalus during his monologue before the final battle
  • Rico’s backslash ability should no longer be able to miss

[h3]Combat & Weapons[/h3]
  • Fix Enchantments: Gathering Storm, Sniping, and Strike Twice multiplying all damage you dealt while the weapon was equipped (e.g. damage dealt by abilities)
  • Lethal damage is now calculated in a consistent place in the damage calculation, and it's calculated closer to the end of the damage calculation. Should avoid possible issues of damage being reduced by Physical or Magic Defense so that it's no longer Lethal.
  • Greatsword power attacks and charging attacks no longer do a damageless AoE on attack. Previously it incorrectly appeared you were hurting enemies when you were not.
  • Perfect actions have been further stabilized and cleaned up.
  • Dodge, jump, and jump abilities are now client-authoritative, so should not rubberband or stutter in multiplayer. This also means it should be much less likely for a jump ability to fail to activate due to a bad connection to the host.
  • Improved the Shield Bash hitbox.

[h3]Creatures[/h3]
  • Fixed many creature attacks so they would be less likely to miss attacks that are within range.
  • Fixed many attack ground indicators to better represent exactly where attacks will land
  • Fixed creature AI to make better decisions about what attacks are appropriate at different engagement ranges
  • Fixed Necrolytes getting completely stuck/lost after becoming blinded.

[h3]UI[/h3]
  • Fixed an issue where buff and debuff effects could become stuck on screen even after the effect had expired.
  • Now the last 2 enemies in any encounter become automatically pinged, instead of 1

[h3]Audio & VO[/h3]
  • Fixed some audio issues where SFX were not playing when hitting prone enemies, or playing incorrectly when using mace charge attacks that hit nothing.
  • Perks/Enchantments/Trinkets/Curses
  • Fixed an issue where some trinkets could spawn that granted bonuses against enemies that would never spawn in that Chapter.

[h3]Known Issues[/h3]
  • Due to changes to improve the roster and spawning systems, Bestiary progress for Skeletal Lizardfolk (only) will be reset.

[h3]Known Areas of Instability[/h3]
  • Due to an EOS friends list server data issue, it is possible though rare that a network call causes a brief hitch in Citadel screens.

[h3]Multiplayer[/h3]
  • Although we have greatly improved multiplayer action responsiveness, as MythForce is a Peer-to-peer game, if the client’s connection to the host is particularly poor, it is still possible for the client player to miss attacks that appear to have hit.

MythForce 1.2 - Skill Trees - Victoria Edition

[h3]Hey Adventurers![/h3]

We've arrived at the final hero dev blog for the 1.2 update, and this week, we’re shining the spotlight on the heart & shield of MythForce—Victoria the Knight. As a steadfast defender, battlefield commander, and relentless warrior, Victoria brings a trio of unique playstyles that let you take control of combat in a variety of new ways. Whether you prefer standing strong as an unbreakable tank, rallying your allies as an inspiring leader, or diving headfirst into battle as a fierce warrior, Victoria’s rework ensures there’s a build for every kind of front line hero.


Let’s bring on the BONK and take a closer look at her three distinct classes: Knight, Commander, and Warrior.

Knight – Holding Out for a Hero

As a Knight, Victoria is the shield that stands between your team and the unrelenting hordes of Deadalus's army. This class focuses on taunts, knockdowns, and defensive buffs, making her the ultimate wall of defense. Enemies won’t just notice you – they’ll be forced to deal with you.

Some standout abilities in Victoria’s Knight tree include:
  • Eldryth’s Champion: Take less damage from, and deal more damage to, taunted enemies
  • Valorous Charge: Gain one stack of ARMORED buff for each enemy hit by Victoria's vanguard ability.
  • Knight: Taking hits charges your MythForce meter

As a Knight, when MythForce is activated, Victoria becomes indestructible, making her completely INVINCIBLE for its duration. If you love being the unmovable object standing between your allies and danger, the Knight class is for you.

Commander – Rebel Yell

The Commander class is all about supporting allies and weakening enemies. If you enjoy a leadership role, directing the battle through auras and buffs, this is your time to shine.

Some standout abilities in Victoria’s Commander tree include:
  • Bolster: Creates a large aura upon activating Lion's Roar that buffs allies and debuffs enemies
  • Intervene: Enemies hit by vanguard are electrified, and an aura is created on ability end that buffs allies
  • Commander: Buffing allies and debuffing enemies charges your MythForce meter.

Activating MythForce as a Commander puts Victoria back on the offensive, granting her LETHAL damage against CORRUPTED enemies while making her allies RELENTLESS and POWERFUL for the duration. If boosting your team while crippling your foes is your playstyle, this class is your best pick.

Warrior – Another One Bites the Dust

Ready to smack first and ask questions later? The Warrior class turns Victoria into a relentless damage dealer who thrives on power attacks and charging headfirst into the action.

Some standout abilities in Victoria’s Warrior tree include:
  • Pinball: Adds additional bounces to Sling Shield and inflicts burning on enemies the shield bounces to.
  • Inner Flame: Lion's Roar inflicts burning on taunted enemies and is extended by every hit taken when active.
  • Combat Veteran: On kill gain 2 max hp up to a maximum of 100 (sorry folks no more uncapped craziness)

When MythForce is triggered, Victoria’s power attacks become LETHAL for the entire duration, allowing her to carve through enemies like a true battlefield berserker. If high-risk, high-reward combat is your style, Warrior Victoria will be your new favorite build.

[h2]Playtest Update[/h2]

Development on the 1.2 update is progressing smoothly, and we’re still on track to launch our first playtest soon! If you haven’t already, make sure to join our Discord to get notified the moment the playtest goes live and secure your spot! If everything goes as planned, the next update you read here will be the exciting announcement that the 1.2 update is officially live for testing!

See you in the dungeon!......................(the 1.2 dungeon)