Update 1.37
Global skill system update, item rebalance, 8 new damage types, and 4 new defense types – update 1.37 is finally available to everyone!

[h3][GENERATION][/h3]
[h3][ITEMS][/h3]
[h3][GAMEPLAY][/h3]
[h3][MISC][/h3]
[h3][BALANCE][/h3]
[h3][FIXED][/h3]

[h3][GENERATION][/h3]
- A new Treasury has been added
- 2 new monster champions have been added: Corpse Eater and Goblin-Captain. The latter, formerly the tutorial boss, has been completely reworked and improved
- In the Catacombs and the Abandoned Prison, there is a small chance to encounter a new merchant — the Whisperer (requires level 4 of the 'Merchant's Shelter' building)
- Monster champions can now be encountered in "cave" generation locations (Adamantite Garden, Burial Mound)
- Creatures and containers matching the gate type can now appear near the gates during generation

[h3][ITEMS][/h3]
- 6 new armor types and 1 new headgear have been added
- 2 new artifacts have been added
- 2 new weapon effects have been added
- 5 new equipment effects, exclusive to arrows and crossbow bolts, have been added
- 12 new equipment effects, exclusive to tomes (some also to grimoires), affecting various damage types and related skills
[h3][GAMEPLAY][/h3]
- All damage in the game is now divided into 3 types, each with 3 subtypes: physical (slashing, piercing, and crushing), magical (magic, cursed, and holy), and elemental (fire, frost, and lightning)
- Defense is now divided into 5 types: physical (light armor, medium, and heavy), magical, and elemental
- Each creature now has a specific type of damage dealt and defense type. All creatures have resistances and vulnerabilities to various types of magical and elemental damage, which can be further studied in the Bestiary (after upgrades)
- All skills in the game have been completely reworked. Some skills (Poison, Leap, Sniper Shot) have been entirely removed and replaced with more suitable ones (points spent on removed skills will be fully refunded to the corresponding characters). The key idea of the new skill system is the variety in their effects, which will be expanded as they level up (each skill gains new properties at least at levels 12 and 25), along with more complex and nuanced choices between 3 skills in each branch
- A new mechanic has been added for certain skills – "Charge." By holding the skill button, it will charge, and depending on the charge level (if the skill's properties allow), it will receive increased damage and/or additional effects
- A new building has been added: "Junkyard." Now, auto-destroying of items via filters is available only after its construction (for older players who had auto-destroying enabled in Settings, the first level of the building is constructed automatically). Upgrading this building makes destroying any items more profitable

[h3][MISC][/h3]
- The skill upgrade interface has been completely redesigned
- Zombie-Swordsmen, Zombie-Warriors, Skeletons, Skeleton-Archers, as well as all types of ogres, guards, spiders, ratmen, rats, and all Necromancer summons are now animated
- An alternative appearance has been added for Skeleton body parts, Zombie-Swordsmen, and ratmen
- The sound system has been improved: multiple sounds can now play simultaneously without interrupting each other
- More sounds and visual effects have been added for the Burnt and the Royal Executioner; the mini-boss has received his own theme music, and his attacks can now be parried with a well-timed shield block
- The character attribute screen in the dungeon has been updated: the list of displayed parameters has been expanded, all icons are now colored, and the skill upgrade window has been updated to match the new skill system; the list of active effects on the character has been moved to a separate tab
- The character preview at the class selection screen (at the end of tutorial) has been updated
- When constructing a building that unlocks a new character class, the player will see a message with a preview of that character
- All Necromancer seals, as well as idol seals found in dungeons (which reflect damage or resurrect monsters as shadows), now have a unique appearance
- Item names have been standardized: some names have been completely changed to better match postfixes for items of non-standard quality; capital letters have also been removed from the second word in names where it was unnecessary
- When summoning enhanced creatures, a popup will display the type of enhancement, and the color of their icon will correspond to the enhancement
- The appearance of flame streams (used by the "Fire Breath" skill and relevant traps) has been updated; light from flame streams will no longer pass through walls if possible
- When controlling with keyboard and mouse, the cursor size can now be changed in the Settings
- The item drop animation has been refined (items now visually increase in size slightly when they drop)
- Added visual effects for HP and MP absorption (under "Other Effects" in the Settings)
- The appearance of the arrows used by Skeleton Archers has been updated
- The appearance of the well has been updated: its resolution now better matches the rest of the dungeon; the well now casts a shadow and displays a visual water splash effect when used
- A tooltip has been added to the Forge screen explaining the basics of the item upgrade system
- Links to inactive social networks have been removed from the “Community” screen (only Discord remains)
[h3][BALANCE][/h3]
- Some weapons are now considered "hand-and-a-half" (all staves, as well as certain swords and axes). When no item is equipped in the off-hand, the character will wield such a weapon with both hands, increasing the weapon's damage bonus by 30%
- Parameters and prices of many types of equipment have been rebalanced; some items received new damage or defense types, in line with the updated system
- Cleansing cursed altars will now drop items, the quality and quantity of which depends on the current floor; the chance of the altar being cursed has been increased, and the delay between new shadows appearing during cleansing has been reduced
- The "Breath of Chaos" effect has been reworked. It now increases the damage of each attack not by X units, but by a random value between 0 and X; the damage bonus is now limited by the value [current floor * 4] (previously it was [current floor * 5])
- Berserker's off-hand weapon now has a damage range similar to the main hand (the off-hand weapon damage is still reduced by 50%)
- MP cost for using skills now increases as they are upgraded (most skills now consume half the MP at level 1)
- Each hit on crystals in the walls restores HP or MP depending on their type
- The influence of Agility on combat speed has been reduced, but the animation speed cap for all attacks has been increased
- Powerful shots now receive a projectile speed bonus
- The "Bleeding" effect has been reworked: it is now a status effect (like Poison or Petrification), instantly dealing 15% of max HP damage, followed by periodic damage over several seconds. The effect only triggers once the corresponding gauge is filled
- Creatures with the "cursed" prefix can no longer apply the Poison effect
- The weapon effects "Burn" and "Frost" now increase weapon damage by 3 units of the corresponding damage type (the effects they applied can now be inflicted by the respective damage type, regardless of the source, if the target fails the elemental resistance check)
- The "Ignite" effect now affects elementals
- The "Thorns" equipment effect now reflects all received damage back to the attacker (previously 15%)
- The "Mirror" artifact effect now returns 50% of the damage received to the enemy (previously 15%)
- The "Shiny scales" artifact effect now triggers with a 7% chance (previously 3%)
- The "Marauder" weapon effect now not only increases damage to all containers but also adds a 15% chance for an additional item to drop when breaking a chest
- Dashing now interrupts the "Shadow" skill (if the skill is below level 25)
- The dash with the "Shadow Step" effect (granted by the Shadow Cloak) is now 35% faster
- The Bone Katar (formerly "Sinner's Katar") now has the standard "Extermination" effect (deals extra damage to all humanoids)
- The "Flayer" effect (extra damage to beasts) can now be found on any weapon (previously it was only available as the standard effect for the "Hunter's Cleaver")
- The chance for the "Dark ritual" effect to trigger has been doubled (from 10% to 20%)
- If an attack breaks through a block (not enough MP to block it), the damage received will not be reduced
- Blocking a strike now consumes at least 3 MP regardless of the damage received; blocking at the moment of impact does not consume MP, but MP is spent on activating the block when the button is pressed
- When transitioning into stealth using the "Shadow" skill, the character can now hide even while in the enemy's line of sight. The chance depends on the skill level. The character will always successfully hide from a pursuer if there is a solid wall between them
- The crossbow firing animation has been changed: the character now reloads it after firing, not before, making the shot itself slightly faster. The charged animation and "Crossbow Volley" animation still require pre-loading
- Running speed increased (from +35% to +50%)
- Trap damage slightly reduced
- Trap runes are now slightly more visible on the floor, and their activation takes a bit longer
- The base poison resistance of all player characters has been doubled
- Increased the chance of chest generation in the Catacombs
- The amount of Slime in Catacomb rooms accessible only through the Suspicious Pipe has been significantly reduced
- The vision range of zombies, drowners, and rats has been reduced; rats now move slightly slower
- Numerous minor balance adjustments

[h3][FIXED][/h3]
- Projectiles fired from long distances could pass through targets without dealing damage
- Performance improved when large groups of creatures or objects take damage simultaneously
- The Battle Ogre's ability "Running attack" could malfunction
- The Merchant could have the same set of items for sale constantly
- Creatures summoned by the "Seal of the Damned" could remain after its effect ended
- Some temporary buffs and debuffs could remain on the character even after their timer expired
- If a ring had effects without levels ("Concentration," "Composure"), the levels of other effects on the ring could be calculated incorrectly
- When using the "Shadow" skill, the character's legs would always remain visible if the corresponding setting was enabled
- The character could take minor damage even if it was supposed to be fully blocked by a shield
- The bowstrings of enemies' bows might not display
- Creatures whose primary location was the Burial Mound were not tied to this location in the Bestiary
- Positive and negative effects were active on creatures twice as long as they should have been
- Skills that restore HP when an enemy is killed could trigger even if the enemy survived the attack
- Captured soul would cast shadows even if the "Creature Shadows" setting was disabled (and their Bestiary progress was not saved in the cloud)
- The blueprint for the "Rusty Nail" item was not saved in the cloud when transferring progress
- If the game was paused at the moment of level loading (by minimizing it or opening any menu), the screen would remain black until the pause was removed
- Debuffs were not displayed in the list of active effects