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Sorry for no Update today, I'll be sure to post extra tomorrow!

Just like the title says, I was swamped today with work and plans with friends, I wasn't able to get around to making the class changes update for today. I'll be sure to post extra tomorrow to make up for the loss!

Weekly Update: 10/4/2018 - Blood Mage and Shaman Changes (Part 4 of 8)

Part 4 of the 8-day seroes on detailed class changes. Today I'm covering the Blood Mage and the Shaman, and again any old spell changes are going to be striked through and any new changes are going to be bold.

Blood Mage

The Blood Mage hasn't changed too much, given that his idea before lines up with how I want him to actually be. I took away Hemorrhage's damage component since I felt it was too similar to Bleed Out, and now made it a risk-reward ability with increased Spell Damage Dealt at the cost of Maximum Health. To counter this Health loss, Bleed Out grants bonus Maximum Health when it Kills, and he gets some natural tankiness from Augmentation (which was originally the opposite, granting Damage Dealt a chance to switch).

Actives
Infusion
  • Deals Spell Damage to each Enemy equal to 15% of their Maximum Health, healing you by 35% of the Damage Dealt (deals half Damage to Bosses)
  • Cost: 50% Health (50 minimum); Cooldown: 6 Turns
  • Upgrade: +10% Maximum Health Damage
  • Upgrade: If the Blood Mage goes below 25% Health after Cast he Regenerates by 35% of his Maximum Health over 3 turns +15% Health Cost but permanently reduces each Enemy's Maximum Health by the Damage Dealt
Bleed Out
  • Spends 35% 25% Health to deal Spell Damage equal to 150% 200% of the Health Spent
  • Cost: 35% 25% Health (35 25 minimum); Cooldown: 4 2 Turns
  • Upgrade: Additionally Cleanses the Blood Mage of all Negative Status Effects (except Blood Boil) +50% Health Multiplier
  • Upgrade: -1 Turn Cooldown Permanently increases your Maximum Health by 20 if this Kills the Target
Blood Boil
  • You take Spell Damage Divine Damage equal to 50% of your Maximum Health over 6 5 turns, but each Enemy takes Divine Damage equal to 65% of their Maximum Health over 6 5 turns
  • Cost: 50% Mana (50 minimum); Cooldown: 6 5 Turns
  • Upgrade: -15% Self Damage Multiplier
  • Upgrade: +15% Enemy Damage Multiplier
Hemorrhage
  • Deals 110% Spell Damage plus bonus Damage equal to 20% of the Blood Mage's Maximum Mana Lose a permanent 10% Maximum Health to gain a permanent 5% Spell Damage Dealt
  • Cost: 25% Health 10% Maximum Health (25 5 minimum); Cooldown: 2 0 Turns
  • Upgrade: +10% Initial Damage +2.5% Spell Damage Increase
  • Upgrade: +15% Maximum Mana Damage Additionally grants +5% Spellsteal per use


Passives
Augmentation
  • 35% of Divine Damage Dealt converts to Health Attack Damage Taken is reduced by 35%
  • Upgrade: 50% Chance to convert Attack Damage Dealt to Spell Damage Additionally grants a 50% chance to convert Spell Damage Taken to Attack Damage
  • Upgrade: 25% Chance to convert Spell Damage Dealt to Divine Damage Additionally grants a 25% chance to convert Divine Damage Taken to Spell Damage
Blood Training
  • All Health Costs are reduced by 20% 15%
  • Upgrade: +15% +10% Health Cost Reduction
  • Upgrade: 20% Chance to Heal on Spell Cast If you go below 50% Health on Cast, you gain 10% Health Regen for 3 turns


Infinites
Instability: +1% Chance to Heal on Spell Cast Cast Health Spells for free per level

Soul Tap: +0.35% Missing Health Heal per turn per level Profuce Bleeding: +0.03% Spell Damage Dealt per 1% Missing Health per level

Health Fountain: +20 bonus Maximum Health per level Divine Absorption: +1% Divine Damage Dealt returns as Health per level

Shaman

The Shaman also hasn't changed much, since his whole idea was a slow-burning Healer. His idea is that he's relatively weak in the early game, but can get extremely powerful in the late game. Mass Heal is a strong healing spell on its own when it's upgraded, but his new Passives allow it to really shine. Also he's still the only unit with a Reviving Active Spell, so that has immense value all in its own.

Actives
Death Hex
  • The Target takes Spell Damage Divine Damage equal to 65% 100% of their Maximum Health over 10 6 turns
  • Cost: 35% Mana (50 minimum) 100 Mana; Cooldown: 10 7 Turns
  • Upgrade: +35% +50% Maximum Health Damage
  • Upgrade: 50% Chance to deal Divine Damage each turn instead of Spell Damag Each turn the Target gains a 0.5% chance to be Instantly Killed per 1% of their Missing Health
Debilitate
  • Increases the Duration of all Debuffs the Target has by 3 turns
  • Cost: 100 Mana; Cooldown: 5 Turns
  • Upgrade: Additionally reduces the Target's Debuff Resistance by 50% for 5 turns
  • Upgrade: Additionally reduces the Duration of all Buffs the Target has by 2 turns
Black Cloud
  • Increases the Duration of all Enemy Debuffs by 2 turns
  • Cost: 25% Mana (25 minimum), Cooldown: 5 Turns
  • Upgrade: +1 Turn Duration
  • Upgrade: Additionally reduces the Duration of all Enemy Buffs by 2 turns
Mass Heal
  • Heals all Allies by 15% of their Missing Health
  • Cost: 100 Mana 20% Mana (10 minimum), Cooldown: 5 4 Turns
  • Upgrade: +10% Missing Health Heal
  • Upgrade: Additionally Restores 20% of each Allies' Missing Mana (half effective for the Shaman) Additionally Heals by a bonus 10% Maximum Health if an Ally is below 25% Health
Revive
  • Revives an Ally with 20% Health , with an additional 20% Heal over 2 turns (additional Heal only applies on Dead Allies)
  • Cost: 50% Mana (100 minimum) 200 Mana, Cooldown: 8 5 Turns
  • Upgrade: +15% Revive
  • Upgrade: +25% Initial Heal, but reduces the Ally's Mana by 100 (if the Ally has less than 100 Mana this does not activate) Additionally grants the Ally Damage Immunity for 1 turn


Passives
Channel Healing
  • Heals gain a 20% chance to additionally Heal by 20% of the Target's Maximum Health
  • Upgrade: +15% Chance
  • Upgrade: +25% bonus Healing Dealt
Burning Heals
  • Healing Buffs the Target for 2 turns, dealing Spell Damage equal to 10% of the Source's Maximum Health when Damaged
  • Upgrade: +5% Maximum Health Damage
  • Upgrade: +1 Turn Duration
Overheal
  • Heals additionally increase the Target's Maximum Health by 20% for 4 turns
  • Upgrade: +15% Maximum Health
  • Upgrade: Additionally grants +5% Health and Mana Regen for the duration
Deep Chant
  • Adds a stack of Chant (up to 5) onto you per turn, increasing Healing Dealt by 10% per stack and removing all stacks on Heal
  • Upgrade: +5% Healing Dealt per stack
  • Upgrade: Additionally Restores by 10% of the Healing Dealt per stack


Infinites
Heal Amplify: +1% Chance to double Healing Dealt per level Vengeful Spirits: +1.5% Damage Reflection when below 50% Health per level

Deeper Energy: Grants either +12 Maximum Mana, +1 Intelligence, or +0.2% +0.25% Mana Regen per level

Spirit's Blessing: +1% Chance for a Spell Cast to be Free per level +1% Healing Dealt also Restores you per level

Weekly Update: 10/3/2018 - Arcane Mage and White Mage Changes (Part 3 of 8)

Part 3 of the 8-day series on detailed class changes. Today I'm covering the start of Mages, the Arcane Mage and the White Mage. Again, any old spell contents that have been removed will be striked through, and any content that is new is going to be bold.

Mages got the short end of the stick with weak weapons and armor. I tried to compensate by giving them strong abilities, but they pretty much always got outclassed warriors. Since warriors now rely more on support units, mages can step up to the plate with more powerful buffs and tons of utility that give them a valuable niche.

Arcane Mage

The Arcane Mage is probably the largest rework of all the classes. He used to be a straightforward burst unit, with each Active ability having damage as well as a debuff component. I felt it was a little lazy so I completely converted him into something else! He has a powerful debuff with Melter, he can turn into an ethereal damage machine with Arcane Form, and Arcane Training still makes him useful while he's Silenced.

Actives
Absorption
  • Deals 100% Spell Damage and returns Mana equal to 30% of the Damage Dealt (capped at the Mana Cost of this spell) Steals 15% of the Target's Mana
  • Cost: 50 35 Mana; Cooldown: 2 Turns
  • Upgrade: -10 Mana Cost +10% Mana Steal
  • Upgrade: +20% Mana Return Additionally deals bonus Damage equal to the Mana Stolen
Fireball
  • Deals 100% Spell Damage to the Target and 65% Damage to adjacent Targets, reducing the Armor of each Enemy hit by 25 for 3 turns
  • Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
  • Upgrade: +20% Main Target Damage
  • Upgrade: +10 Armor Shred
Divine Blast
  • Deals Divine Damage equal to 30% of the Target's Maximum Health (deals half Damage to Bosses)
  • Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
  • Upgrade: +20% Maximum Health Damage
  • Upgrade: Additionally deals half Damage to surrounding Enemies
Freeze
  • Deals 125% Spell Damage and Slows the Target by 30% for 3 turns
  • Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
  • Upgrade: +20% Slow
  • Upgrade: Shatters the Enemy for the duration, converting all Damage they take into Divine Damage
Melter
  • Sets every Enemy's total Damage and Defense to 1 for 1 turn
  • Cost: 25% Mana (20 minimum); Cooldown: 5 Turns
  • Upgrade: Additionally Exposes every Enemy by 25% for the duration
  • Upgrade: Additionally Silences every Enemy for the duration
Shock
  • Deals 100% Spell Damage and grants a 25% chance to Stun each Enemy for 2 turns
  • Cost: 35% Mana (35 minimum); Cooldown: 5 Turns
  • Upgrade: +10% Stun Chance
  • Upgrade: Stunned Enemies take an additional 50% Spell Damage
Arcane Form
  • For 5 turns you cannot Attack, cannot be Silenced, have no Spell Costs, and each Spell's Cooldown is reduced by 2 (not affecting Arcane Form)
  • Cost: 100% Mana (100 minimum); Cooldown: 7 Turns
  • Upgrade: Additionally increases the Damage Dealt of Absorption and Divine Blast by 35%
  • Upgrade: Additionally increases the Debuff Duration of Melter by 1 turn


Passives
Deeper Knowledge
  • +4 bonus Maximum Mana per Intelligence
  • Upgrade: +3 Maximum Mana per Intelligence
  • Upgrade: +1 Bonus Damage per Intelligence
Arcane Training
  • While Silenced, Attack Damage Dealt converts to Spell Damage
  • Upgrade: Additionally Restores 25% Mana when Silenced
  • Upgrade: Additionally Reduces your Cooldowns by 1 turn when Silenced
Equilibrium
  • The Arcane Mage Restores 6% of his Missing Mana per turn
  • Upgrade: +4 Mana Regen
  • Upgrade: +5% bonus Mana Regen
Forceful Spells
  • Absorption and Divine Blast gain a 15% chance to Stun for 1 turn
  • Upgrade: +10% Chance
  • Upgrade: Additionally deals Spell Damage equal to 15% of the Target's Maximum Health on Stun


Infinites
Spell Amplify: +1% Chance to increase Spell Damage Dealt by 35% per level Divine Power: +1% Divine Damage Dealt per level

Spiritsteal: +1% Spell Damage Dealt converts to Mana per level Soul Explosion: +1% Maximum Mana deals Divine Damage to every Enemy on Death per level

Spell Strike: +1% Chance to deal bonus Damage equal to 20% of the Arcane Mage's Maximum Mana on Cast per level Arcane Resistance: +1% Spell Damage Reduction per level

White Mage

The White Mage was another easy, straightforward unit more geared for support. He still is a support unit but with more layers. His support spells are pretty simple except Haste which has tons of potential given the right party. His Passives grant Party bonuses, and his Infinites provide bonuses to his Healing and Mana/Mana Regen. Still pretty simple, but my aim was to make the simplicity more interesting!

Actives
Magic Strike
  • Deals 100% Spell Damage
  • Cost: 10% Mana (10 minimum); Cooldown: 0 Turns
  • Upgrade: +20% Damage
  • Upgrade: Converts 50% of the Spell Damage to Divine Damage
Energy Blast
  • Deals 100% Spell Damage plus bonus Damage equal to 15% of your Missing Mana
  • Cost: 10% Mana (5 minimum); Cooldown: 0 Turns
  • Upgrade: +15% Initial Damage
  • Upgrade: +10% Missing Mana Damage
Wither
  • Reduces an Enemy's Damage Dealt by 30% for 3 turns
  • Cost: 50 Mana; Cooldown: 5 Turns
  • Upgrade: +20% Damage Reduction
  • Upgrade: +2 Turn Duration
Energy Shield
  • Grants each Ally 30% Damage Reduction for 3 turns
  • Cost: 65 Mana; Cooldown: 6 Turns
  • Upgrade: +20% Damage Reduction
  • Upgrade: Additionally Reflects 50% Damage Taken before Reduction for the duration
Divine Touch
  • Heals an Ally by 35% of their Missing Health
  • Cost: 65 Mana; Cooldown: 5 Turns
  • Upgrade: Additionally Heals by 25% of the Ally's Maximum Health over 3 turns
  • Upgrade: Additionally reduces the Ally's Damage Taken by 35% for 3 turns
Restoration
  • Heals an Ally by 30% of their Missing Health
  • Cost: 20% Mana (25 minimum); Cooldown: 3 Turns
  • Upgrade: Increases the Missing Health Multiplier by 20% if Cast on an Ally below 35% Health
  • Upgrade: Reduces the Cooldown by an immediate 2 turns if Cast on an Ally below 35% Health
Rejuvinate
  • Restores 30% of all Allies' Mana over 5 turns
  • Cost: 100 Mana; Cooldown: 5 Turns
  • Upgrade: +20% Rejuvination
  • Upgrade: -2 Turn Duration
Haste
  • Buffs an Ally for 5 turns, their next Spell Cast activating twice
  • Cost: 250 Mana; Cooldown: 6 Turns
  • Upgrade: -50 Mana Cost and -1 Cooldown
  • Upgrade: Additionally Refreshes the Target's Cooldowns


Passives
Spell Weaver
  • Heals additionally grant 30% Debuff Resistance for 3 turns
  • Upgrade: +20% Debuff Resistance
  • Upgrade: Additionally increases the Target's Main Stat by 20 for the duration
Divine Protection
  • When an Ally takes Damage, they Heal by 6.5% of their Missing Health
  • Upgrade: +3.5% Missing Health Heal
  • Upgrade: Additionally provides each Ally with a 10% Revive once per Combat
Mystic Magic
  • Provides all Allies with 15% Mana Cost Reduction
  • Upgrade: +10% Mana Cost Reduction
  • Upgrade: Additionally provides +1 Cooldown Reduction


Infinites
Heal Potency: +1% Healing Dealt per level
Mana Bolster: +15 Maximum Mana per level

Rejuvination: +0.25% bonus Mana Regen per level Equilibrium: +0.5% Missing Mana Regen per level

Weekly Update: 10/2/2018 - Dragon Slayer and Knight Changes (Part 2 of 8)

Part 2 of the 8-day series on detailed class changes. Today I'm covering the Dragon Slayer and the Knight. Again, any old spell contents that have been removed will be striked through, and any content that is new is going to be bold.

Dragon Slayer

The Dragon Slayer didn't really have a set theme. The way he is now is loosely based on killing and dealing high burst damage. His rework puts more emphasis on killing, with Slay getting a permanent Damage increase if it kills its target, and both passives revolving around killing enemies. After all, what good is a Dragon Slayer if he can't absorb the powers of his enemies Skyrim style!

Actives
Sacrifice
  • Spends 12.5% Current Health to deal 120% 100% Attack Damage plus bonus Divine Damage equal to 100% of the Health Spent
  • Cost: 12.5% Health (25 minimum); Cooldown: 3 Turns
  • Upgrade: +15% Initial Damage
  • Upgrade: If you cast this below 35% Health you Steal 25% Health +50% Divine Damage Multiplier
Decimate
  • Deals 130% Attack Damage
  • Cost: 40 Mana; Cooldown: 6 Turns
  • Upgrade: +20% Initial Damage
  • Upgrade: Additionally deals 1% bonus Damage per 2% of the Target's Missing Health
Tunnel Vision
  • Deals 100% Attack Damage, increased by 20% if Tunnel Vision was the last Spell Cast (this can stack with multiple uses)
  • Cost: 7.5% Health (5 minimum); Cooldown: 0 Turns
  • Upgrade: +15% Damage Dealt per Chain
  • Upgrade: Additionally grants the Damage Dealt 10% Pierce per Chain
Slay
  • The next 3 Attacks gain 30% Lifesteal and Soulsteal Deals 75% Attack Damage, permanently increasing Slay's Damage by 2.5% if this Kills the Target
  • Cost: 25% 50 Mana (15 minimum); Cooldown: 6 5 Turns
  • Upgrade: +2 Charges Additionally grants Slay a permanent 1% Pierce per Kill
  • Upgrade: +20% Lifesteal and Soulsteal Increases Slay's Damage by 1% if it doesn't Kill the Target
Intimidation
  • Deals 125% Attack Damage and if this Kills the Target every Enemy gets a 50% chance to get Stunned for 2 turns
  • Cost: 35 Mana; Cooldown: 6 Turns
  • Upgrade: +1 Turn Duration
  • Upgrade: Kills additionally Expose every Enemy by 25% for 5 turns
Bloody Death
  • Grants each Ally 25% Lifesteal and Soulsteal for 3 turns
  • Cost: 35 Mana; Cooldown: 5 Turns
  • Upgrade: Additionally grants 25% Spellsteal for the durtation
  • Upgrade: Additionally grants 25% Spiritsteal for the duration


Passives
Dragon's Guard
  • Kills increase the Dragon Slayer's Maximum Health by 20% for 3 turns
  • Upgrade: Kills additionally Heal by 20% of the Dragon Slayer's Maximum Health
  • Upgrade: Kills additionally increase the Dragon Slayer's Damage Dealt by 25% for the duration
Dragon's Blessing
  • Killing Enemies with Higher Maximum Health grants a permanent 20 Maximum Health
  • Upgrade: +15 Maximum Health Gain
  • Upgrade: Additionally grants +2 Bonus Damage
Drink Their Blood
  • +15% Lifesteal
  • Upgrade: +10% Lifesteal
  • Additionally reduces Healing Taken by 50% for 2 turns on Attack
Onslaught
  • Kills grant a 20% chance to Refresh all Cooldowns
  • Upgrade: +15% Chance
  • Upgrade: If Onslaught activates, your next Damaging Spell gains 35% Initial Damage


Infinites
Lifesteal: +1% Lifesteal per level Dying Breath: +0.5% Health Revive on Death one per Combat per level

Open Wounds: +1% Target's Missing Health converts to bonus Damage on Attack Offensive Stance: +3 Bonus Damage, but -1 Bonus Armor per level

Serrated Blade: +1 Bonus Damage per level Refreshing Kills: +1% Mana Restore on Kill per level

Knight

The Knight went through a few reworks in the current game until he was in a pretty good position. He started extremely tanky, with several abilities that increased Damage Reduction. His major rework toned down his tankiness in favor of being more of a bulwark with Fortress. This new rework puts even more emphasis on that, giving him even less Damage Reduction abilities, and in fact having a Passive that makes you take more Damage as it redirects Ally Damage Taken to you! This forces you to use Defend the Flanks more often (as I found myself not needing it when I played him), as well as Resilience giving small but significant Heals when Buffed. His Damage Reduction abilities more or less moved to his Infinite Spells.

Forceful Impact
  • Deals 100% Attack Damage plus bonus Damage equal to 10% 15% of your Maximum Health
  • Cost: 35 Mana 10% Health (5 minimum); Cooldown: 3 Turns
  • Upgrade: +5% +10% Maximum Health Damage
  • Upgrade: Additionally Stuns the Enemy for 1 turn, bypassing Debuff Resistance
On Your Feet
  • The Knight spends 10% Health to Heal an Ally by 10% of his Health plus bonus Health equal to the Health spent Heals an Ally by 20% of your Maximum Health
  • Cost: 10% Health (15 minimum) 35 Mana; Cooldown: 3 4 Turns
  • Upgrade: +5% +15% Maximum Health Heal
  • Upgrade: Amplifies the total Heal by 50% of the Ally is below 35% Health Additionally Heals by 25% of their Missing Health
Defend the Flanks
  • Grants 10% Damage Reduction for 3 turns, increased by 5% per Alive Enemy
  • Cost: 35 25 Mana; Cooldown: 5 4 Turns
  • Upgrade: Additionally grants +7.5% Health Regen for the duration +20% Damage Reduction if more than 2 Enemies are Alive
  • Upgrade: If Fortress if active this grants an additional 20% Damage Reduction Additionally provides Critical Strike Immunity for the duration, converting Critical Strikes Taken into Attack Damage
Fortress
  • Forces Enemies to target you for 2 turns, gaining 50% Debuff Resistance for the duration
  • Cost: 35 Mana; Cooldown: 5 4 Turns
  • Upgrade: +1 Turn Duration, but +15 Mana Cost
  • Upgrade: If there are 4 Enemies Alive the Knight Negates Damage for 1 turn If Defend the Flanks is active, you gain 10% Health Regen for the duration


Passives
Battle Wounds
  • Taking Damage Heals by 20% of the Damage Taken (does not reduce the Damage Taken)
  • Upgrade: +15% Damage Multiplier
  • Upgrade: Additionally Restores Mana by half the current percent
Knight's Guard
  • 15% of Ally Damage Taken is redirected to you
  • Upgrade: +10% Damage Redirection
  • Upgrade: Additionally Reflects the Redirected Damage to the Source
Reinforced Armor
  • +20 Bonus Armor
  • Upgrade: The Knight deals bonus Damage equal to his Bonus Armor on Attack
  • Upgrade: The Knight's Bonus Armor threshold reduces to one every 3 Constitution instead of one every 5
Resilience
  • When a Buff is applied to you, you Heal by 3% of your Maximum Health
  • Upgrade: +2% Maximum Health Heal
  • Upgrade: Additionally deal Divine Damage to the Source equal to 10% of their Maximum Health when you're Debuffed


Infinites
Titan: +0.5% Maximum Health converts to bonus Damage on Attack per level Divine Shield: +1.5% Divine Damage Reduction per level

Plated Armor: +1 +2 Bonus Armor per level

Defensive Stance: +1% Chance to reduce Damage Taken by 50% per level On Guard: +1% Chance to reduce Damage Taken by 65% per level

Weekly Update: 10/1/2018 - Berserker and Templar Changes (Part 1 of 8)

This is going to be part 1 of an 8 part series of posts! For the next 8 days I'm going to make detailed posts regarding the class changes for full release! Since there's so much work to do and so many changes to go over, I felt it was needed to split it into this many parts. So today is the Berserker and Templar, tomorrow is the Dragon Slayer and Knight, Wednesday is the Arcane Mage and White Mage, Thursday is the Blood Mage and Shaman, Friday is the Assassin and Marauder, Saturday is the Duelist and Ninja, Sunday is the Sharpshooter and Herablist, and Monday is the Hunter and Brewer! Some of this content is reposted from my game's subreddit, but most is original content just for you guys!

Any old spell contents that have been removed are going to be striked through, and any content that is new is going to be bold.

Today and tomorrow covers Warriors. Warriors are pretty damn powerful. They get the strongest weapons, strongest armor, and an assortment of abilities that grant them even more damage and resistance. So I had to tone down their power in order to allow other classes to keep up. As a result you'll see that Warriors now have many more abilities that cost Health, as well as Damage Reduction abilities being more scarce. This is in an attempt to focus buffing power onto other classes to incentivise you into diversifying your party instead of just having 3 Warriors and a Blood Mage.

Berserker

The Berserker had a small theme of being more powerful the lower health he had. I wanted him to have a Passive where he dealt more damage the lower his health was, but at the time I didn't completely know how to program that within the scope of my game's limitations (keep in mind this was 2 years ago and I didn't know nearly as much about programming as I do now). But now I was able to make Berserk, which grants bonus Damage Dealt based on Missing Health. His theme now is more in line with a enraged unit that thrives on spending Health to deal more damage.

Actives
Raging Strike
  • Deals 100% Attack Damage plus bonus Damage equal to 20% 25% of your Missing Health
  • Cost: 30 35 Mana; Cooldown: 3 Turns
  • Upgrade: +20% +15% Initial Damage
  • Upgrade: +15% Missing Health Damage Additionally deals bonus Damage equal to 15% of the Target's Missing Health
Collateral Damage
  • The Berserker steals 25% of an Ally's Health as Attack Damage but grants them 30% Damage Reduction for 3 turns Deals 250% Attack Damage
  • Cost: 35 Mana 35% Health (35 minimum); Cooldown: 5 3 Turns
  • Upgrade: +10% Health Steal -10% Health Cost and -10 Minimum Cost
  • Upgrade: +20% Damage Reduction If this Kills the Target, surrounding Enemies take half Damage
Equalizer
  • If your Current Health Percent is lower than the Target's, you Heal by
    20% 15% of your Maximum Health and the Target takes Divine Damage equal to 20% 15% of their Maximum Health (Heal and Damage is half effective against Bosses)
  • Cost: 35 50 Mana; Cooldown: 2 4 Turns
  • Upgrade: +15% Healing and Damage Dealt +10% Maximum Health Heal
  • Upgrade: If the Berserker is below 25% Health the Equalization is 50% more effective +10% Maximum Health Damage
Channel Anger
  • For 3 turns you gain 25% Accuracy and Damage Dealt 35% Damage Dealt and 50 Attention
  • Cost: 30 Mana 15% Health (20 minimum); Cooldown: 4 5 Turns
  • Upgrade: Additionally grants 25% 35% Damage Reduction for the duration
  • Upgrade: Additionally grants 25% 35% Lifesteal for the duration


Passives
Berserk
  • Attacking applies a stack of Berserk (up to 5) onto the Berserker for 3 turns, increasing Damage Dealt by 7% per stack Attack Damage Dealt is increased by 1% per 1.5% Missing Health
  • Upgrade: +3 Maximum Stacks Additionally provides 1% Critical Strike Chance per 2.5% Missing Health
  • Upgrade: Additionally provides 3.5% Lifesteal per stack Additionally provides 1% Lifesteal per 3.5% Missing Health
Numbness
Small note: although the spell description is essentially the same, you actually gain a little more Damage Reduction with the new spell because of the way multipliers stacked in the old game. You actually get a total of 50% Damage Reduction with this spell as opposed to the 42.625% Damage Reduction the old spell gave you
  • You gain 10% Damage Reduction when below 75% Health
  • Upgrade: Increases the Damage Reduction by 15% when below 50% Health
  • Upgrade: Increases the Damage Reduction by 25% when below 25% Health


Infinites
Damage Surge: +1.5% Attack Damage Dealt when below 50% Health per level Blinding Rage: +2.5% Attack Damage Dealt, but -1% Accuracy per level

Lifesteal Surge: +2% Lifesteal when below 50% Health per level Berserker's Mercy: +0.5% Target's Missing Health converts to bonus Damage on Attack per level

Feel No Pain: +1.5% Damage Reduction when below 50% Health per level Blood Absorption: +0.75% Target's Missing Health returns as Health on Attack per level

Templar

The Templar hasn't actually changed much, his old kit was pretty in line with my idea of him. He's supposed to be an anti-mage, and his new kit hasn't changed too much but still has nice changes that make him really powerful against spell casters. With feedback, as well as personal experience, buffing spells didn't feel as powerful as they should be. So you'll see that many buffing spells are just much stronger versions of their currently existing counterparts. Cleanse for instance is now a full-party Debuff removal, or a full Buff removal from ALL enemies!

Actives
Smite
  • Deals 110% 100% Spell Damage plus bonus Damage equal to 15% 20% of the Target's Maximum Mana (bonus Damage cannot exceed 20% of the Target's Maximum Health)
  • Cost: 35 Mana; Cooldown: 2 3 Turns
  • Upgrade: +15% Initial Damage +15% Maximum Mana Damage
  • Upgrade: +10% Maximum Mana Damage Additionally sets the Target's Debuff Resist Chance to 0% for 3 turns (this bypasses existing Debuff Resist)
Silence
  • Silences the Target for 3 turns
  • Cost: 35 Mana 15% Mana (15 minimum); Cooldown: 3 5 turns
  • Upgrade: Additionally Steals 25% of the Target's Current Mana
  • Upgrade: Mana Cripples the Target by 35% if they have more Maximum Mana than Maximum Health The Silence bypasses Debuff Resist Chance, increasing its Duration by 2 if it were to get Resisted
Cleanse
  • Removes all Debuffs from an Ally all Allies, or all Buffs from an Enemy all Enemies
  • Cost: 50 Mana 35% Mana (25 minimum); Cooldown: 5 Turns
  • Upgrade: Ally casts provide 35% Damage Reduction for 3 turns Ally Casts Restore each Ally by 35% (doesn't Restore the Templar)
  • Upgrade: Enemy casts increase Mana Costs by 50% for 3 turns Enemy Casts prevent Buffs from being applied for 3 turns
Blessing
  • Provides an Ally all Allies with Spell Damage Negation 65% Spell Damage Reduction for 3 turns
  • Cost: 35 50 Mana; Cooldown: 5 Turns
  • Upgrade: Converts 35% Spell Damage Taken to Health Additionally provides each Ally with 100% Spell Damage Reflection for the duration
  • Upgrade: Makes the Ally immune to Debuffs for the duration Additionally provides each Ally with Debuff Reflection for the duration, reflecting applied Debuffs onto their Source


Passives
Mana Fountain
  • Gain 3 Maximum Mana per Constitution
  • Upgrade: +2 Maximum Mana per Constitution
  • Upgrade: Additionally provides +0.05% +0.1% Mana Regen per Constitution (up to +15%)
Resistance
  • +30% Debuff Resistance
  • Upgrade: +20% Debuff Resistance
  • Upgrade: +35% Spell Damage Reduction
Retribution
  • Silencing additionally Blinds by 35% for 3 turns
  • Upgrade: Silencing additionally deals Spell Damage equal to 15% of the Target's Maximum Health
  • Upgrade: Silencing additionally provides +25 Attention and 25% Damage Reduction for 3 turns


Infinites
Regeneration: +0.25% Health Regen per level Purge: +1% Target's Maximum Mana permanently increases your Maximum Mana on Mage Kill per level

Silencing Strike: +1% Chance to Silence on Attack for 2 turns Mana Charge: +1% Healing Taken also Restores Mana per level

Spell Resistance: +1% Chance to reduce Spell Damage Taken by 65% per level Infused Weapon: +1% Attack Damage Dealt also deals Spell Damage per level