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v1.26 - True Damage

Release notes are available in English only.

True Damage. Two meanings - we shipped the long‑in‑development Damage Type system (Physical, Magical, and the literal new True damage type, plus five elements), and we got honest about a few things that needed it: Hunter and Wizard set scaling that had quietly run away in late chapters, a Tank set 4‑piece (Guardian Spirit) whose tooltip was misleading, and stat labels that were confusing players about what their gear actually did. On top of that: Chapters 1‑4 get a difficulty pass, the new Goreish boss arc lands in Chapter 4, biome hazards make mounts matter, and loss‑scaling is more forgiving - a bad day actually pays off now.


At a Glance

🐕✨ Feature Updates 🐕✨

  • Scout's Journal has been added to the Hero's Path. Earn additional rewards as you progress through Adventure Mode.
  • Chapters 1–6 have been updated with shortened progression, increased gameplay variety, and updated difficulty tuning.
  • New boss arc - Goreish (Giant Slime) evolves through five forms in Chapter 4. You can playtest a fully loaded Hunter or Wizard set inside the revamped chapter even if you don't own one yet - best venue in the game right now to feel how the changes land.
  • The Home screen has been updated for additional clarity around the next best action to take in the game.
  • A Stamina system has been added to Guild Raids. This will be enabled in a future Guild Raids leaderboard cycle.
  • Real‑time translation has been added to Guild chat. Inbox messages are now localized as well.
  • Local notifications overhauled: existing notifications are now localized, and a new AFK Full notification with reward preview has been added.
  • Daily Login Calendar rewards have been updated.
  • Early‑game Skill selection choices have been improved.
  • Improved visuals and communication for Expertise.
  • The next Cycle of Chest Leaderboard scoring will soon be updated with more points being earned for different chest types.
  • Bladesinger's Lute and Ring of Blades have been reworked with new knife/slash mechanics.
  • Tank set 4‑piece - Guardian Spirit is now properly described. The ability shipped in 1.25 but the in‑game tooltip was misleading; one of the strongest content‑pushing tools in the game right now.
  • Non‑Latin characters are now supported in unique usernames and additional messaging has been added to clarify why a new name may not be accepted.
  • Inbox text has been localized.
  • Damage Type system next phase - Physical vs Magical damage with elemental types. Expect to see more use of this in the near future.
  • New environmental hazards - Molten Ground in lava biomes, Biting Cold in winter and rocky mountain biomes. Mounts now matter more than ever.

🐞 Bug Fixes 🐞

  • Hunter and Wizard set damage scaling has been adjusted to address late‑game runaway behavior.
  • Multiple stability fixes during Guild Raids, Challenges, and Adventure Mode.
  • Fixed a crash that occurred on some devices when the Fortune Teller spin wheel animation played.
  • Fixed a bug in which enemies would not play their defeat animation after being defeated.
  • Fixed Ring of Blades weapon damage being lower than expected.
  • Fixed a bug with Mending Might not working in certain rare conditions.
  • Fixed a bug in which Shiba's Mount would not appear during Fast Travel.
  • Fixed several bugs in which the Guilds interface was missing elements or not working properly.
  • Fixed a bug in which Relic primary stats were displaying duplicated secondary stats.
  • Fixed overlapping text issues when Language is set to Russian.
  • Fixed a black line appearing above the Expertise visuals in Labyrinth/Adventure Mode.
  • Added the timer for Guild Raid Rush in Hero's Path.
  • Fixed a bug in which the game would hang and rewards would not be given after watching an ad.
  • On‑hit effects, killing‑blow procs, and slash damage carryover - engine‑level fixes for cross‑proc reliability.

🐾 Known Issues 🐾

  • Raid party members may start a Guild Raid with Skills previously earned in Adventure Mode.
  • Guild UI does not display correctly for tablet devices.
  • Gold amounts displayed during Adventure mode may not match the endscreen count.
  • Several localization issues remain across Russian, German, Vietnamese, Japanese, Arabic, French, and Latin American Spanish.

Designer Deep Dive

The rest of this page is the long version - the "why" behind each change in this patch, written for players who want to understand how the game balances itself, why we made the calls we made, and what's actually changing under the hood. Skip to a section by tapping any link in the summary above.

Hunter Set Rework

We want the Hunter set to feel like a steady drumbeat - bows that thread armor, crits that build pressure across a long fight. In 1.25 it became a slot machine instead. The 4‑piece's Focus window pumped out so much burst that whether you "won" the fight came down to whether you crit four times by round 6, and the 2‑piece compounded it. We're pulling Hunter back toward the fantasy on the box: arrows that pierce armor with every strike, every fight.

To be clear: even after these cuts, Hunter is still the highest base‑DPS set in the game out of the box, before any skill modifiers stack on top. The changes are necessary because we were watching ramp output regularly land at roughly 16× the next‑best weapon in late chapters - that's not "Hunter is strong," that's broken behavior. We're fixing the runaway, not the identity.

Bow - Hunter's Combo

  • New tooltip: "Deadly arrows that pierce armor with every strike."

2‑Piece - "Precision Tuning" (was Eagle Eye)

  • New tooltip: "Crits cascade into increased Crit Chance and DMG. Hunter role: more effective."
  • Per‑stack Crit Damage halved (+20% → +10%). Stack ceilings unchanged: 10 base, 15 with the Hunter role.
  • The set still ramps; the ceiling is just sane now.

4‑Piece - "Rain of Arrows" (full redesign of Hunter's Focus)

Focus was a binary toggle - either you hit your crit threshold and the fight ended, or you didn't and felt nothing. Rain of Arrows is a metronome instead. Every three rounds, your bow pours arrows on the line. You can plan around it, your gear can build into it, and bosses can't sidestep it the way they sidestepped Focus windows.

  • New tooltip: "Every 3 rounds, a volley of arrows rains down on all enemies."
  • Old behavior - count 4 crits, then a 2‑round Focus window with bonus Crit DMG and arrow power - is gone.
  • New behavior fires on a fixed cadence: every 3rd round the bow pours arrows onto the whole enemy line.
  • Net effect: more reliable wave‑clear, far less spiky against single bosses.

Wizard Set Tempering

Wizard had become an ouroboros: cast spells → fill the Burst gauge → spend Burst on more spells → permanently scale damage forever. Two surgical cuts break the loop without touching the set's identity - you still cast a lot of spells, you still get rewarded for it, but the line goes flat eventually instead of off the chart.

Staff - Wizard Bolt

  • New tooltip: "Burst casts a deadly ice and bolt storm."

2‑Piece - Arcane Overflow

  • Permanent damage stack now caps at 20 (was unlimited). Spells still cast at the cap; only the permanent damage gain stops climbing.
  • Late‑game runaway scaling is curtailed.

Spell Gauge (set weapon)

  • Confirms the staff's signature passive: the Burst gauge fills a little with every spell you cast.
  • The amount gained per spell has been reduced slightly. We're not naming the new number - feel it in play. The intent is to break the "Burst every turn" loop that spiraled out of control too easily in long fights.
  • Even after this trim, the Wizard set remains ridiculously powerful. This is a tap on the brake, not a nerf to the set's ceiling.

Alchemist Set - New Identity: Veilpiercer

Alchemist's role text screamed "I'm the debuff queen" but the weapon shrugged and said "deal more damage." We gave the sword its own voice. Veilpiercer is built around the loop the role already wants - apply DoTs, keep them alive, let them fester. The longer you keep poison and burn rolling on a target, the more your fire and poison damage compound - staying engaged is the payoff.

In candor: out of the box, with no skill modifiers stacked on, Alchemist's raw damage does not surpass Hunter or Wizard. Its strength shows up in longer fights, where compounding pressure and DoT density build into something the burst sets can't match. Modified loadouts close the gap and, in the right hands, can exceed both.

Sword - Alchemist Debuff

  • New tooltip: "Deadly blade hits that often poison and extend damage debuffs."
  • Old generic damage perk replaced by a new effect, Veilpiercer:
    • Melee hits have a 50% chance to apply Poison, and always extend existing Poison and Burning by +1 round on the hit target.
    • The longer you keep Poison or Burning rolling on an enemy, the more your Poison and Fire damage scale up against that target. Stay engaged - the damage compounds the longer the DoTs live.
  • The Alchemist role now treats Veilpiercer's poison roll like every other debuff - it doubles it to effectively 100% application.

Note: these three set descriptions had been written for 1.25 but didn't render in‑client. RC‑1.26 surfaces them properly in the equipment tooltip.



Tank Set - Guardian Spirit, Properly Explained

Heads up: this is not a new ability. Guardian Spirit shipped with the Tank set 4‑piece in 1.25 - but the in‑game description was misleading and most players never realized what they were sitting on. We're spelling it out here because it is, quietly, one of the strongest pieces of content‑pushing tech in the game right now.

What Guardian Spirit actually does

Once per adventure, when a hero wearing the Tank set 4‑piece would die from a lethal hit (or a lethal DoT tick), Guardian Spirit triggers automatically:

  • The killing blow is reduced to 0. You don't die.
  • All current debuffs are cleansed - poison, burning, frozen, stun, slow, anything sticking to you is wiped.
  • A 100% max‑HP shield drops on you.
  • For the next 2 rounds:
    • You take zero damage from attacks AND from DoT ticks.
    • You are immune to all incoming debuffs.
    • Your Burst gauge fills by +10 per hit received, the entire 2 rounds.

It's a panic button you don't have to press. The hero you'd just lost is suddenly invincible, debuff‑locked, building Burst off every hit the enemy lands. The boss spends two rounds beating on a wall and powering up your finisher.

Why this is the tech for harder content

A typical wipe in a hard chapter looks like the same shape every time: a multi‑hit boss combo or a stacked DoT lands the killing blow on your most important hero, and the run ends. Guardian Spirit converts that exact moment into a 2‑round comeback window. You go from "I just lost the run" to "I'm about to drop a fully‑charged Burst on a boss who's been hitting an invincible target."

It is, in practice, a one‑time second life that arrives at the worst moment - which is when you needed it most.

The Guardian role amplifier

If the Tank wearing the set is also slotted into the Guardian role, the protection doesn't end when the Tank does. On the Tank's death, Guardian Spirit transfers to every living ally, ready to fire on whichever ally next takes a lethal hit. That's the team‑wide read of the ability - your Tank can soak the worst of it, go down, and still hand the rest of the squad a free save apiece. For multi‑hero parties pushing past their normal wall, this single interaction is often the difference between clearing a chapter and shelving it for a week.

Why we're calling this out in 1.26

Telemetry shows Tank 4‑piece equip rates climbed steadily through the 1.25 cycle, but Guardian Spirit activation rates lagged far behind - players were equipping the set without realizing the 4‑piece was load‑bearing. The description has been corrected in 1.26, and we wanted to spell out the actual mechanic in writing so anyone holding the gear can choose to lean into it for the harder content.

Equipment Updates

A handful of gear pieces got clearer identities - what the tooltip says is now what the item does. A few small fixes ride along for items that touched the Hunter and Knife pipelines.

  • Bladesinger's Lute (Knife weapon): new tooltip "All Knives become Magic attacks. Cast a knife every round." All knife throws now route as Magical damage while equipped. The Lute is the only knife item in the game that flips knives to Magical.
  • Ring of Blades (Legendary upgrade): new tooltip "Also +30% Knife/Slash DMG for 1 round" (was +25% to all Physical). Narrower in scope, slightly stronger, and properly consumed each round.
  • Hunter's Ring: the set's ring now skips its bow proc cleanly when no enemies are alive, and reads the actual hit target instead of "first living enemy" - fixes crashes that surfaced when the ring chained off the new Rain of Arrows.
  • Bow → Knife on‑hit (Enchanted Arrows / Multishot 2): no longer crashes when an arrow killed the last enemy mid‑volley. The Cursed Knife bypass that exploited this is closed.

Damage Types & Elements - The System Is Finally Whole

We've been building toward this rebuild for a while. The TL;DR: the labels you saw in the gear screen ("Main Damage", "Skill Damage") were misleading and confusing. They were tied to when an attack fired (basic swing vs ability), not what kind of damage it was. That's why Striker builds felt like the math wasn't mathing - they were buffing the wrong number. We fixed the labels, fixed the underlying stats, and added a real element axis on top. This was held for one coordinated release because the gear, monsters, and resists all had to flip together to read consistently.

Every attack now has a Damage Type

  • Physical - dodgeable, can combo, uses Crit Chance. Bows, knives, slashes, melee swings.
  • Magical - undodgeable, no combos, uses Skill Crit Chance. Fire, Ice, Bolt, Arcflare, most spells.
  • True - bypasses Physical and Magical Resistance, but still respects general damage reduction and elemental resists. So a True / Fire hit on a Fire‑resistant boss is still reduced by both the boss's general damage reduction and its Fire Resist; a True / None hit on the same boss is reduced only by the general damage reduction. Bleed, environmental ticks (Molten Ground), and a handful of finishers are True.

A note on labels: the old single "Main Damage" stat is now split where it makes sense. You'll see it surfaced as Weapon Damage in some places (the damage your equipped weapon contributes to its own swing) and as Physical Damage in others (the broader stat that scales every Physical hit, including weapon procs and combo hits). Both flow into the same underlying number; the labels just match the context - a bow tooltip reads "Weapon Damage," a stat sheet reads "Physical Damage."

The old stats are now type‑aligned (same icons, same numbers - only the label and what it actually scales has been rationalized):

  • Main DamagePhysical Damage (or Weapon Damage in weapon‑specific contexts)
  • Skill DamageMagical Damage
  • Basic Damage ReductionPhysical Resistance
  • Skill Damage ReductionMagical Resistance

Weapons keep their identity - even in Burst

This is the change you'll feel most in live play. In 1.25, the Burst window quietly converted some weapon procs to "skill" damage - your Hunter bow build would scale off Magical stats during its biggest moment, and Magical resists on the boss would soak the payoff your build wasn't even meant to care about. Bursts now stay true to the weapon. What you build is what you fire.

  • A bow Burst still throws bows. Physical, dodgeable, uses your Crit Chance and Physical Damage stats.
  • A knife Burst still throws knives. Physical by default, Magical if Bladesinger's Lute is equipped (the Lute is the only knife item that flips type, and now it flips it consistently - main throw, dual, and on‑hit chains).
  • A slash Burst still slashes. Physical.
  • A fire / ice / bolt / arcflare spell Burst stays Magical.
  • Knives and slashes are Physical. They use Crit Chance, not Skill Crit Chance, even though they fire in multi‑hit patterns. Build them like weapons - Crit Chance, Crit Damage, and Physical Damage all scale them directly.

Counter‑attacks follow the same rule: a Counter triggers only on Physical hits taken, but the counter‑response can be any type the responding skill emits. That fixes the long‑standing edge case where a Magical AoE could stack three counter triggers in one round.

Elements are now a real axis

Five elements, one neutral. Every attack carries one. The point isn't to memorize a chart - it's to give bosses and gear a vocabulary. When a boss says "weak to Light," your Light build should feel that. When a boss says "absorbs Fire," your Pyromancer should feel that too. The old engine couldn't say either of those things cleanly.

  • 🔥 Fire - Burning DoTs, Mecha mount, Pyromancer set, Lava biome.
  • 💧 Water - Freeze, Slow, Ice spells, Frostbite.
  • 🌿 Nature - Bolt, Storm Clouds, poison interactions in some sets.
  • 🌑 Dark - Curse, Soul Siphon, Hex Mark, Vile Bite.
  • ☀️ Light - Magic Light arcflare, Magic Light Shield.

Each enemy has a resist value per element that runs on a wider spectrum than before:

  • 0 - neutral. Damage of that element passes through unchanged.
  • +20 - resists. Takes 20% less damage of that element.
  • +100 - fully immune.
  • above +100 - heals from that element.
  • −20 - weak. Takes 20% more.
  • −100 and below - multiplies. Critical for one‑shot windows on weakened bosses.

What this changes day‑to‑day

  • Medusa (Ch3) is the headline example: she now sits at +20 Dark / −20 Light. The Ch3 dark‑damage stack that trivialized her in 1.25 is no longer the optimal answer - Light builds now take her down in roughly half the rounds.
  • Goreish (Ch4) sits at −20 Fire Resist across all evolution forms - meaning he takes 20% more Fire damage on every hit. Pyromancer and Bladesinger set bonuses now apply every time, instead of only when the engine decided your hit "counted as Fire."
  • Striker builds finally scale. The basic‑hit warrior was reading off the Main Damage stat in 1.25 even though half its kit was Magical procs. With the rewire, what the tooltip shows is what the build actually uses.
  • Set tooltips are now honest. When the Wizard 2pc says "+1 Magical Damage per stack," it means that exact stat - and the corresponding boss resist field interacts with it cleanly.
  • Bleed is now classified as True / element None, so Physical Resistance no longer accidentally soaks a portion of bleed damage from a slash kit.

Tell us if something feels off

We think we got the routing right, but a system this big has surface area we can't fully see from inside the game. If a damage type, element interaction, or stat label feels off, please tell us in Discord. The community has been extraordinary about surfacing edge cases throughout this whole rebuild, and a lot of the changes in this patch trace directly to player reports. Thank you for being curious enough to dig and patient enough to share what you find - we'd rather hear about a hundred suspected bugs than miss one real one.

Designer note: This rebuild has been long in development. We held it for a single coordinated release rather than rolling it out piecemeal because the gear, monsters, and resist fields all had to flip together to read consistently. Expect tooltip copy across the rest of the equipment library to keep tightening over the next two releases as we audit each set against the new vocabulary.


Mounts

Mecha is the most flexible offensive mount in the game - its Forge Engine focuses its flame output based on what's in front of it. Against a single target, it concentrates the burn into a tight, brutal blast. Against a full enemy line, it sprays wider and less concentrated for solid AoE pressure. That flexibility is exactly what we want, but the single‑target concentration was over‑indexing - Forge Engine boss damage was outpacing the rest of Mecha's kit and making other mounts feel weak by comparison. We tuned the concentrated single‑target case down to bring it in line, while leaving the wide‑spread AoE case untouched.

  • Mecha - Forge Engine (all 5 awakening tiers): single‑target Fire Blasts deal roughly 25% less damage. The wide AoE spread case is unchanged. Mecha stays the flexible flame‑throwing mount it's meant to be - just less of an outlier on bosses.

Bosses

Most early‑chapter bosses had quietly inherited late‑chapter behaviors as we copied content forward - limit breaks, attack values, and immunities calibrated for a Chapter‑8 hero showing up to a Chapter‑1 fight. We rebuilt each early boss against the kit a player actually has when they first meet it. Medusa is the exception: she's not weaker, she's smarter - she now resists what Ch3 was over‑stacking on, and rewards a different build.

Note: percentages below describe the change to the boss's base profile. Actual in‑battle stats still scale by chapter and day, so a Ch3 Medusa on Day 28 hits much harder than these numbers alone suggest.

  • Ch1 - Slime King (hard wave): HP +20%, Attack +~14%. Now uses the shared boss stun‑resistance, so stun chains can't lock him out the way they did. Also fixes the broken model load on first attempt.
  • Ch1 - Masked Mage: Attack reduced by ~43% - large nerf. The Ch1 Sunfang fight was punishing first‑timers. Limit break swapped to a chapter‑1‑scaled version.
  • Ch2 - Hornet Boss: Limit break swapped to a chapter‑2‑scaled version (lower power profile).
  • Ch3 - Medusa: rebuilt as a faster, hungrier glass cannon. HP reduced ~22%, Attack increased ~31%, Speed bumped from 0 to 5. Loses basic poison; gains Vile Bite and Poison Immunity. Now resists Dark (+20) and is weak to Light (−20) - meant to break the Ch3 dark‑damage stack that trivialized her.
  • Ch3 - Adventures: Day 10 and Day 21 now guarantee an Angel or Healing event, protecting the long‑run pinch points players kept losing on.
  • Ch4 - Goreish (Giant Slime, NEW): brand‑new evolving boss arc for Chapter 4. Goreish ramps through five forms - Squishy → Sticky → Goopy → Caustic → Corrosive - each form noticeably tougher than the last, all carrying −20 Fire Resist so Pyromancer and Bladesinger builds get full payoff start to finish. This is the best venue right now to take a fully loaded Wizard or Hunter set for a spin against a real boss arc - and the revamped chapter lets you playtest both sets even if you don't currently own them. No gating, no purchase required: just step into Chapter 4 and feel how the new Damage Type and Element rules land.

Chapter Length & Difficulty

Two beliefs we got wrong in 1.25: that 60 days per chapter felt like an epic journey (it felt like attrition), and that a gentle loss‑curve felt fair (it felt punishing - losing twice in a row barely helped). 1.26 trims chapters to 40 days and steepens the comeback discount so a bad day actually pays off. Chapter 3 was the worst offender on win rate; its scaling was simply wrong. We loosened it.

Every chapter version bumped - cached chapter blobs invalidate, so 1.26 tuning takes effect on your next run.

  • Chapters 1, 2, 4, 6 are now 40 days long (was 60). Day 41‑60 retired.
  • Loss‑scaling curve loosened across the board. Losing a battle gives a bigger comeback discount earlier (1 loss → 0.8× monster stats, 2 losses → 0.7×, 3 losses → 0.65×, 4 losses → 0.6×). The old gentle ramp meant losing twice barely helped.
  • Chapter 3 ("Cursed Pilgrimage", renamed from "Abandoned Town"): much shallower attack and HP scaling - chapter 3 was the nadir for win rate.
  • Chapter 1: slightly steeper HP scaling to compensate for the looser loss curve.
  • Chapter 6: now uses chapter‑6‑native adventures (was reusing chapter 11's content).

New Environmental Hazards

Mounts were strictly stat sticks. We want them to be a meaningful choice on a per‑biome basis - sometimes the right call is "stay mounted because the floor is lava." These two hazards make biomes characters in their own right.

  • Molten Ground - applies in lava biomes (Chapter 6 onward). Unmounted heroes burn for 1% max HP each round. Mounted heroes are immune. Mount uptime now matters in lava.
  • Biting Cold - applies in Winter Mountain and Rocky Mountain biomes (Chapters 7, 16, and every winter/rocky chapter in the rotation through Chapter 96). Unmounted heroes face an escalating Slow chance and a small Freeze chance each round; the freeze chance climbs as Slow stacks build. Mounted heroes get only a small Slow risk. Skip the mountain biomes unmounted at your peril - Slow stacks make freeze more likely, and a frozen unmounted hero has a hard time clawing back.

Monster Variety

Players were learning the spawn table instead of the chapters. Same six enemies in the same six biomes felt like reading the same book twice. Wider biome tags mean each adventure draws from a fresh pool, and Ch3 gets its own softer skeleton/naga variants so we can tune Ch3 down without bleeding into the late game.

The common monster roster (bandits, gnolls, goblins, naga, skeletons, slimes) now spawns across far more biomes, so chapters draw from a wider pool instead of always seeing the same enemies. Chapter 3 also gets dedicated softer variants of skeletons and naga so its tuning can be relaxed without weakening later chapters.


How We Balance Now

We want to be honest about how this patch - and every patch from here on - actually gets made. Game balance used to be art with a sprinkle of telemetry. We've leaned harder on rigorous testing and player telemetry, and the community is a real part of the loop.

  • Thousands of test runs per change. Before any number ships, we put real, fully‑built loadouts through the affected content - entire chapters, boss arcs, single‑target dummies - and read the distributions, not single data points: median run, worst‑case run, runaway tail.
  • Telemetry on real player choices. We watch what builds you actually pick, what loadouts win Chapter 3 on the first try, what items get equipped and immediately unequipped. Patterns surface bugs faster than bug reports do - runaways, dead picks, unintended interactions.
  • Days, not months. What used to take a season of post‑launch tuning, we can now diagnose in a few days. The Hunter 16× runaway, the Burst‑every‑turn loop, Medusa's dark‑damage trivialization - all surfaced in testing first, then confirmed in live data.
  • Thank you. A meaningful share of the changes in this patch trace directly back to builds you came up with that we never imagined. You break the game in creative ways. You find the seams. You report the weird stuff. Please keep doing it - the loop only works because you're in it.

Underlying Bug Fixes (player‑visible)

These aren't sexy but they explain a lot of "wait, that wasn't supposed to happen" moments. The on‑hit refactor in particular has been a long time coming - it's the structural reason cross‑procs felt unreliable. Effects now land on the enemy that was actually hit, every time.

  • On‑hit effects now hit the right enemy. A long‑standing engine quirk could cause cross‑procs (Hailstorm Ice→Bolt, Storm Clouds, Chainflame, Flash Freeze splash, Blazing Slash, Froststrike) to apply their on‑hit effect - Poison, Burning, Curse, Weaken - to the wrong enemy when chains overlapped. Effects now reliably land on the enemy that was actually hit.
  • Killing‑blow on‑hits no longer get swallowed. When the arrow that killed an enemy was meant to apply burning or poison, that effect previously fizzled. It now applies before the enemy is removed.
  • Hunter‑set crash chains fixed. Cursed Knife + Rain of Arrows + Hunter's Ring stopped crashing the battle when an arrow killed the last enemy mid‑resolution.
  • Slash damage bonuses no longer leak between rounds for heroes without Blazing Slash / Froststrike.