General:
- Added Gamma Slider to adjust darkness
- Added Traditional Chinese localization
- ???? Added Mac OS Native Build!
- Various controller improvements
Man-at-Arms
Wanderer
[i]The Wanderer Path has been adjusted to provide a more balanced arrangement of tanking, support, and offensive options.[/i]- Bellow SPD debuff reduced from -3 to -2
- Bellow+ SPD debuff reduced from -5 to -3
- Courageous Abandon has been reworked to improve access to the DMG cap, flexibility, and thematic tone
- Courageous Abandon and Courageous Abandon+ target ranks increased from 1 to 1 2
- Courageous Abandon and Courageous Abandon+ cooldown removed
- Courageous Abandon and Courageous Abandon+ now require at least 1 Block or Block+ token to use
- Courageous Abandon DMG increased from 3-6 to 6-8
- Courageous Abandon passive buff DMG range adjusted from 9-18 to 12-16
- Courageous Abandon+ DMG increased from 5-7 to 8-10
- Courageous Abandon+ passive buff DMG range adjusted from 15-21 to 16-20
- Courageous Abandon and Courageous Abandon no longer gain discrete DMG bonuses from different types of Block tokens
- Courageous Abandon and Courageous Abandon+ now gains +100% DMG if you have 2 or more Block or Block+ tokens in any combination
- Courageous Abandon+ now grants Execution 2 when used with 3 or more Block or Block+ tokens in any combination
- Courageous Abandon and Courageous Abandon+ now prevent Block gain for 2 turns after use
- Command+ cooldown increased from 0 to 1
- Command+ Strength tokens increased from 1 to 2
- Defender and Defender+ now have a cooldown of 1
- Hold The Line+ Immobilize tokens increased from 1 to 2
- Stand Fast and Stand Fast+ now grant 2 Taunt tokens
- Stand Fast+ no longer clears Combo
- Stand Fast cooldown increased from 2 to 3 to better match Leper's Withstand
- Stand Fast+ cooldown increased from 1 to 3 to better match Leper's Withstand
- Fixed an issue with Strategic Withdrawal not correctly providing Death's Door effects if the skill missed
Sergeant
[i]The Sergeant Path has been reworked to provide more direct access to support options and improve viability for back rank placement.[/i]- Sergeant no longer has a chance to grant +50% Bleed/Blight/Burn RES to an ally on turn start
- Sergeant no longer grants +100% innate Move RES
- Crush, Rampart, Hold the Line, Courageous Abandon, and Strategic Withdrawal no longer have reduced DMG on this Path
- Bolster is no longer affected by this Path
- Bellow and Bellow+ now target all Heroes that are ahead of the Man-at-Arms in the lineup instead of all enemies
- Bellow and Bellow+ launch ranks changed from 1 2 3 4 to 2 3 4 accordingly
- Bellow and Bellow+ are no longer considered Ranged skills
- Bellow and Bellow+ can no longer CRIT
- Bellow and Bellow+ no longer debuff SPD or remove CRIT and Riposte tokens
- Bellow and Bellow+ cooldown increased from 1 to 2
- Bellow and Bellow+ now provide a +3 SPD buff to all targets
- Bellow+ now removes 1 Negative token from all targets
- Command+ cooldown increased from 0 to 1
- Command and Command+ can now self-target
- Command and Command+ no longer clear Blind
- Command and Command+ no longer grant Strength
- Command and Command+ now grant a buff to target Hero that causes their next successful hit to apply Combo to all struck targets; this buff remains until a successful hit is registered or the battle ends
- Command+ now grants a Speed token
- Crush and Crush+ launch ranks adjusted from 1 2 to 2 3 4
- Crush and Crush+ target ranks reduced from 1 2 3 to 1 2
- Crush and Crush+ no longer heal the MAA when hitting a target with Combo
- Crush and Crush+ now provide an unconditional 2 point heal to all Heroes ahead of the MAA when hitting a target with Combo
- Crush+ now grants 1 Immobilize to the Man-at-Arms when used
- Retribution+ cooldown increased from 1 to 2
- Retribution and Retribution+ now target all Heroes ahead of the Man-at-Arms in the lineup
- Retribution now grants a Strength token to any target under 75% health
- Retribution+ now grants a Strength token to any target under 100% health
- Retribution+ now grants a CRIT token to any target under 25% health
- Stand Fast and Stand Fast+ launch ranks changed from 1 2 to 1 2 3 4
- Stand Fast and Stand Fast+ can now target any ally, including the Man-at-Arms
- Stand Fast and Stand Fast+ no longer grant Block tokens or a recurring Block buff
- Stand Fast+ cooldown increased from 1 to 2
- Stand Fast now grants +30% Bleed/Blight/Burn RES for 3 turns
- Stand Fast now grants +35% Move RES for 3 turns
- Stand Fast+ now grants +50% Bleed/Blight/Burn RES for 3 turns
- Stand Fast+ now grants +70% Move RES for 3 turns
Bulwark
[i]The Bulwark Path has been reworked to better define its identity as a control tank rather than a soak tank.[/i]- Bulwark no longer penalizes Crush DMG
- Bellow and Bellow+ no longer debuff target SPD
- Bellow and Bellow+ CRIT values have been removed accordingly
- Bellow and Bellow+ now remove all Strength tokens from targets
- Bellow+ cooldown has been removed
- Hold the Line and Hold the Line+ no longer apply Immobilize to the Man-at-Arms to make him more performant in dance comps
- Hold the Line and Hold the Line+ no longer innately pierce 10% Stun RES
- Hold the Line+ no longer inflicts Stun vs. Combo
- Hold the Line+ CRIT increased from 10% to 15%
- Hold the Line and Hold the Line+ now inflict Stun if the MAA has 2+ Block or Block+ tokens in any combination
- Hold the Line and Hold the Line+ now consume 2 Block or Block+ tokens (prioritizing Block) if the Stun threshold is met
- Hold the Line+ now grants +30% Stun RES piercing if the MAA has 3+ Block or Block+ tokens in any combination
- Hold the Line+ consumes an additional Block or Block+ tokens (prioritizing Block) if the Stun RES piercing threshold is met
- Hold the Line+ now grants 1 Block+ instead of 2 Block
- Hold the Line DMG has been reset to its normal base of 3-6 to counterbalance the improved stun capabilities
- Hold the Line+ DMG has been reset to its normal base of 4-7 to counterbalance the improved stun capabilities
- Rampart+ no longer inflicts Stun vs. Combo
- Rampart and Rampart+ no longer inflict Daze
- Rampart and Rampart+ no longer innately pierce 10% Stun RES
- Rampart and Rampart+ now inflict 2 Immobilize if the MAA has 2+ Block or Block+ tokens in any combination
- Rampart and Rampart+ now consume 2 Block or Block+ tokens (prioritizing Block) if the Immobilize threshold is met
- Rampart+ now grants +30% Move and Debuff RES piercing if the MAA has 3+ Block or Block+ tokens in any combination
- Rampart+ consumes an additional Block or Block+ tokens (prioritizing Block) if the Move and Debuff RES piercing threshold is met
- Rampart+ knockback increased from 1 to 2
- Rampart DMG has been reset to its normal base of 3-5 to counterbalance the improved control capabilities
- Rampart+ DMG has been reset to its normal base of 4-6 to counterbalance the improved control capabilities
- Rampart+ CRIT increased from 5% to 10%
- Riposte now has a 33% chance to inflict Daze on the target
- Stand Fast and Stand Fast+ launch ranks increased from 1 2 to 1 2 3 4
- Stand Fast and Stand Fast+ no longer apply Taunt on this Path, making it easier to generate needed Block tokens to fuel Rampart / Hold the Line without drawing attention
- Stand Fast+ still clears Combo like the old Wanderer version, helping to avoid drawing attention
- Stand Fast+ cooldown increased from 1 to 2
Vanguard
[i]The Vanguard Path has been reworked to expand its combat options in ways better suited to the Path's theme of sacrificing defense for offense.[/i]- Vanguard no longer grants +20% HP
- Vanguard no longer penalizes Bleed/Blight/Burn RES by 20%
- This Path no longer affects Crush
- Courageous Abandon and Courageous Abandon+ launch ranks changed from 1 to 1 2
- Courageous Abandon and Courageous Abandon+ target ranks increased from 1 to 1 2
- Courageous Abandon and Courageous Abandon+ no longer pierce Block
- Courageous Abandon and Courageous Abandon+ do not gain +DMG bonuses from Block tokens on this Path
- Courageous Abandon and Courageous Abandon+ do not remove or prevent the MAA from acquiring Block tokens on this Path
- Courageous Abandon and Courageous Abandon+ base DMG adjusted to 4-6
- Courageous Abandon CRIT chance reduced from 10% to 5%
- Courageous Abandon+ CRIT chance reduced from 20% to 15%
- Each use of Courageous Abandon increases the DMG of the skill by 2 for the remainder of the battle; this stacks up to 3 times
- Each use of Courageous Abandon decreases the Vanguard's max HP by 6 for the remainder of the battle; this stacks up to 3 times
- Each use of Courageous Abandon+ increases the DMG of the skill by 2 for the remainder of the battle; this stacks up to 5 times
- Each use of Courageous Abandon+ decreases the Vanguard's max HP by 4 for the remainder of the battle; this stacks up to 5 times
- Riposte DMG on this Path has been reset from 4-7 to its base value of 3-5
- Each use of Riposte increases the DMG of the skill by 1 for the remainder of the battle; this stacks up to 5 times
- Each use of Riposte reduces the Vanguard's Bleed/Blight/Burn RES by 8% for the remainder of the battle; this stacks up to 5 times
- Bellow and Bellow+ are now self-target skills; all previous effects have been removed
- Bellow and Bellow+ are no longer considered Ranged skills accordingly
- Bellow and Bellow+ no longer have CRIT values
- Bellow and Bellow+ apply 2 stack of the Courageous Abandon buff and debuff when used
- Bellow and Bellow+ apply 2 stack of the Riposte buff and debuff when used
- Bellow deals 2 point of Stress damage to the Man-at-Arms
- Bellow+ deals 1 points of Stress damage to the Man-at-Arms
- Bellow+ will suppress Courageous Abandon or Riposte debuffs for 4 turns if activated when the relevant debuff stack is at its limit
- Buff/debuff stacks granted by Bellow will not exceed the stack limits determined by the individual skills (i.e. 3 stacks for Courageous Abandon, 5 stacks for Courageous Abandon+, 5 stacks for Riposte)
- Bellow and Bellow+ will not grant any buff/debuff stacks for Courageous Abandon if the skill is not equipped. Riposte is always considered to be equipped.
- Stand Fast and Stand Fast+ launch ranks increased from 1 2 to 1 2 3
- Stand Fast cooldown increased from 2 to 3
- Stand Fast+ cooldown increased from 1 to 3
- Stand Fast and Stand Fast+ no longer generate Block or Taunt tokens
- Stand Fast and Stand Fast+ now remove all Vanguard (Courageous Abandon, Riposte) buffs and debuffs when used
- Stand Fast and Stand Fast+ now heal 10% for every 2 Vanguard buffs removed, to a maximum of 50% at 10 stacks (5x Courageous Abandon, 5x Riposte)
- Stand Fast+ now heals 1 Stress for every 2 Vanguard debuffs removed, to a maximum of 5 (5x Courageous Abandon, 5x Riposte)
Trinkets
- [b]Price of Pride:[/b] Replaced Bellow Skill: Stun Token (10%) with Self: Rampart Skill: Riposte Token
- [b]Standard of the Ninth:[/b] Removed Gain On Miss: If Rank = 1 Weak Token and Courageous Abandon Skill: +50% CRIT. Added Apply to Attacker When Hit: Remove 1 Positive Token and Gain when Crit: Weak Token
- [b]Undeserved Commendation:[/b] Reworked to Target: Heroes: Crit Token (10%), Command Skill: Block Token & Taunt Token, Apply On Miss: All Allies Behind: +1 Stress
Jester
- Finale and Finale+ are now considered Ranged skills on all Paths
Wanderer
[i]The Wanderer retains his previous identity as a flexible unit with some improved support and increased rank manipulation options.[/i]- Battle Ballad and Battle Ballad+ target ranks increased from 2 3 4 to 1 2 3 4
- Battle Ballad and Battle Ballad+ now have a cooldown of 1
- Battle Ballad+ no longer clears Combo
- Battle Ballad+ now provides an additional Strength token in the event that it doesn't land the 15% chance of a CRIT token, so it will always provide 2 tokens instead of only a chance of 2
- Battle Ballad+ forward movement increased from 1 to 2 ranks
- Encore and Encore+ now apply 2 Bleed to the target (formerly the Intermezzo version of this skill, now the default version)
- Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
- Finale and Finale+ cooldown increased from 2 to 3
- Finale now heals 1 Stress if it kills the target
- Finale+ now heals 2 Stress if it kills the target
- Finale+ now has an Execution value of 1
- Harvest+ CRIT chance increased from 5% to 10%
- Play Out and Play Out+ target ranks increased from 1 2 3 to 1 2 3 4
- Play Out+ movement increased from Back 1 to Back 2
Virtuoso
[i]The Virtuoso Path has been reworked as a stress management specialist with a variety of team-supporting Encore effects.[/i]- This Path no longer gains additional HP or SPD
- This Path no longer penalizes Bleed, Blight, or Burn RES
- This Path no longer randomly applies a +100% Stress RES buff to allies
- Encore has been reworked into a unique version for this Path
- Encore and Encore+ launch ranks increased from 3 4 to 1 2 3 4
- Encore and Encore+ move the Jester back 2 ranks when used
- Encore and Encore+ no longer have a cooldown
- Encore and Encore+ no longer provide an Extra Action
- Encore and Encore+ now target all allies, excluding the Jester
- Encore now has a Use Limit of 2x per battle
- Encore+ now has a Use Limit of 4x per battle
- Encore and Encore+ receive unique bonuses from Battle Ballad, Echoing March, Inspiring Tune, Play Out, and Solo
- Encore and Encore+ clear all "Next Encore" buffs when used
- "Next Encore" buffs provided by the above skills will only be applied if Encore is equipped
- Battle Ballad and Battle Ballad+ on this Path match the Wanderer version with the following exceptions:
- Battle Ballad+ does not increase the number of ranks it moves the target
- Battle Ballad causes the next Encore to grant Strength to all targets
- Battle Ballad+ causes the next Encore to grant Strength (85%) or CRIT (15%) to all targets
- Echoing March and Echoing March+ have been reworked as knockback skills
- Echoing March and Echoing March+ target ranks adjusted from 2 3 4 to 1 2 3
- Echoing March pull 1 changed to knockback 1
- Echoing March debuff of Turn Start: pull 1 changed to Turn Start: knockback 1
- Echoing March+ pull 2 changed to knockback 2
- Echoing March+ debuff of Turn Start: pull 2 changed to Turn Start: knockback 1
- Echoing March causes the next Encore to grant +2 SPD for 3 turns
- Echoing March+ causes the next Encore to grant +3 SPD for 3 turns
- Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
- Finale and Finale+ cooldown increased from 2 to 3
- Finale has a 50% chance per ally to heal 1 Stress if it kills the target
- Finale+ has a 67% chance per ally to heal 1 Stress if it kills the target
- Inspiring Tune+ no longer removes Horror
- Inspiring Tune+ grants +100% Stress RES for 2 turns if the target has 7 or more Stress
- Inspiring Tune causes the next Encore to grant +25% Stress RES to all targets for 2 turns
- Inspiring Tune+ causes the next Encore to grant +33% Stress RES to all targets for 2 turns
- Play Out and Play Out+ on this Path match the Wanderer version with the following exceptions:
- Play Out+ does not increase the number of ranks it moves the target
- Play Out and Play Out+ cause the next Encore to grant Block to all targets
- Play Out+ causes the next Encore to clear Combo from all targets
- Solo and Solo+ launch ranks increased from 3 4 to 2 3 4
- Solo and Solo+ now target all enemies who have Combo
- Solo and Solo+ no longer have a cooldown
- Solo and Solo+ forward movement reduced from 3 to 2
- Solo no longer applies Combo
- Solo applies a random (weighted) Negative token to all enemies with Combo and consumes the Combo
- Solo+ re-applies the Combo to all targets
- Solo+ 2x Dodge+ tokens have been reduced to 2x Dodge
- Solo now has a native CRIT chance of 5% and benefits from CRIT tokens
- Solo+ now has a native CRIT chance of 10% and benefits from CRIT tokens
- Solo causes the next Encore remove 1 Negative token (67% chance) from all targets
- Solo+ causes the next Encore to remove 1 Negative token from all targets
Soloist
[i]The Soloist Path has been reworked to focus on direct damage and self-sustainability via craftable Finale effects.[/i]- This Path no longer penalizes HP
- This Path no longer penalizes SPD
- This Path increases the DMG of the next Finale by +2 whenever the Jester is missed by an attack, to a maximum of 3 stacks
- This Path increases the DMG of melee skills by +1 until the end of combat whenever the Jester is missed an attack, to a maximum of 3 stacks
- This Path no longer affects Razor's Wit, Fade to Black, or Slice Off
- Finale and Finale+ DMG returned to Wanderer values
- Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
- Finale and Finale+ no longer have a cooldown
- Finale and Finale+ backwards movement reduced from 3 to 2
- Finale and Finale+ now have a Use Limit of 3x per battle
- Finale and Finale+ receive unique bonuses from Battle Ballad, Harvest, and Play Out
- "Next Finale" buffs provided by the above skills will only be applied if Finale is equipped
- Finale and Finale+ consume all "Next Finale" and "Melee DMG" buffs when used
- Finale and Finale+ store all consumed buffs as "Last Finale" buffs if Encore is equipped; these buffs are inactive and provide no benefit on their own
- Encore has been reworked into a unique version for this Path
- Encore and Encore+ no longer provide an Extra Action
- Encore and Encore+ launch ranks increased from 3 4 to 1 2 3 4
- Encore has a cooldown of 4
- Encore+ has a cooldown of 2
- Encore and Encore+ are now self-target skills
- Encore and Encore+ restore all inactive "Last Finale" buffs to their active "Next Finale" state; this includes any stored "Melee DMG" stacks
- "Last Finale" bonuses for Finale DMG and Melee DMG will be added to any active stacks (up to the 3 stack cap) rather than replacing them during restoration
- Encore and Encore+ now move the Jester forward 1
- Encore+ now grants a Speed token
- Battle Ballad and Battle Ballad+ on this Path match the Wanderer version with the following exceptions:
- Battle Ballad+ does not increase the number of ranks it moves the target
- Battle Ballad causes the next Finale to ignore Blind tokens
- Battle Ballad+ causes the next Finale to Ignore Dodge and Blind tokens
- Harvest DMG increased from 3-4 to 3-5
- Harvest CRIT reduced from 15% to 5%
- Harvest+ DMG increased from 3-5 to 4-6
- Harvest+ CRIT reduced from 15% to 10%
- Harvest and Harvest+ launch ranks increased from 2 3 to 1 2 3
- Harvest and Harvest+ no longer innately pierce Bleed RES
- Harvest and Harvest+ no longer inflict Bleed
- Harvest heals the Jester for 10% per Bleeding target hit
- Harvest+ heals the Jester for 15% per Bleeding target hit
- Harvest causes the next Finale to grant the Jester a 20% heal
- Harvest+ causes the next Finale to grant the Jester a 30% heal
- Play Out and Play Out+ on this Path match the Wanderer version with the following exceptions:
- Play Out+ does not increase the number of ranks it moves the target
- Play Out causes the next Finale to ignore Guard tokens
- Play Out+ causes the next Finale to ignore Block and Guard tokens
- Solo has been reworked as a risk/reward tanking skill
- Solo and Solo+ launch ranks increased from 3 4 to 2 3 4
- Solo and Solo+ are now self-target skills
- Solo and Solo+ no longer apply Combo
- Solo and Solo+ no longer grant Speed
- Solo and Solo+ cooldown increased from 1 to 2
- Solo and Solo+ now grant 2x Taunt tokens
Intermezzo
[i]The Intermezzo Path has been refined to further emphasize its focus on Bleed and unpredictable support.[/i]- Battle Ballad and Battle Ballad+ retain the former Wanderer target ranks of 2 3 4
- Battle Ballad+ no longer clears Combo
- Battle Ballad and Battle Ballad+ can no longer apply Dodge+ or Block tokens
- Battle Ballad's (weighted) random bonus token list has been adjusted to select from Strength, CRIT, or Speed tokens
- Battle Ballad+ adds a 5% jackpot chance of Extra Action to that list and increases the weighting of CRIT
- Echoing March no longer applies the "On Move: Bleed" debuff when unmastered
- Echoing March+ pull reduced from 2 to 1 to maximize value from the "On Move: Bleed" debuff
- Echoing March+ continuous pull debuff reduced from 2 to 1 for the same reason
- Echoing March+ now only rolls a single Debuff RES check when applying both debuffs; either both will apply or both will be resisted
- Encore and Encore+ are no longer affected by this Path as the former Intermezzo version is the new default
- Finale and Finale+ cooldown increased from 2 to 3
- Finale and Finale+ DMG bonus vs. Combo reduced from +100% to +50%
- Finale+ now deal an additional +50% DMG vs. a Bleeding target
- Inspiring Tune and Inspiring Tune+ target ranks increased to full party AoE
- Inspiring Tune and Inspiring Tune+ cooldown increased from 1 to 2
- Inspiring Tune stress heal reduced from 2 to 1
- Inspiring Tune+ stress heal reduced from 3 to 1
- Inspiring Tune+ no longer grants a +20% Stress RES buff
- Inspiring Tune+ no longer removes Horror
- Inspiring Tune targets all Heroes with 5+ Stress
- Inspiring Tune heals 1 Stress on all targets, plus an additional 1 Stress if the target has Bleed
- Inspiring Tune+ expands targeting to any Hero with 5+ Stress or Bleed
- Inspiring Tune+ separately heals 1 Stress if the target is Bleeding and 1 Stress if the target has 5+ Stress, allowing minor Stress healing of targets who are under the normal Stress threshold
- Inspiring Tune and Inspiring Tune+ Bleed decreased from 2 (3 Turns) to 1 (3 Turns) to account for its AoE nature
- Play Out and Play Out+ retain the former Wanderer target ranks of 1 2 3
- Play Out+ retains the former Wanderer backward move value of 1
- Play Out+ no longer clears Combo
- Play Out and Play Out+ can no longer apply Strength or CRIT tokens
- Play Out's (weighted) random bonus token list has been adjusted to select from Block, Dodge, or Speed tokens
- Play Out+ improves those to Block+, Dodge+, Speed, or a jackpot 100% heal; this heal has no threshold
- Solo and Solo+ no longer grant Speed
- Solo and Solo+ now have an innate 5% CRIT chance to support Bleed application
Trinkets
- [b]Busker’s Haul:[/b] Overhauled to have Target: Hero: Dodge (20%), Target: Play Out Skills: Remove1 Negative Token, Target: Battle Ballad Skills: Turn Start: Forward 1 (1 Turns), and Turn End: If Relics in inventory < 25: +1 Stress (25%)
- [b]Royal Summons:[/b] Removed Target: Play Out Skills: Remove 1 Negative Token and Turn End: If Rank = 4: Add 1 Taunt Token. Added Gain On Crit: All Allies Behind: Add 1 Positive Token and Gain When Hit: Forward 1
- [b]Severed Finger:[/b] Replaced Slice Off Skills: +2 Bleed Dealt with Round Start: If Bleed: Add 1 Positive Token. Changed +1 Bleed Received to +1 Bleed Duration Received.
Vestal
[i]Adjustments have been made to improve some skill synergies and make certain effects more accessible.[/i]Wanderer
- Divine Grace HP threshold increased from 25% to 33%
- Divine Grace base healing value reduced from 25% to 20%
- Divine Grace+ now gains +10% chance to CRIT heal at 3x Conviction in addition to the +10% Healed
- Hand of Light launch ranks increased from 1 2 to 1 2 3
- Illumination and Illumination+ now inflict Daze
- Illumination and Illumination+ now have an innate 5% CRIT chance and can consume CRIT tokens
- Mantra and Mantra+ can now be used from all ranks
- [Comm] Mantra now benefits from Conviction
- Mantra now gains +10% healed, for a total of 20%, at 2x Conviction
- Mantra now gains an additional +10% healed, for a total of 30%, at 3x Conviction
- Mantra+ heal bonus at 2x Conviction has been increased from +10% to +20%
- Mantra+ tooltip format corrected to be consistent with Divine Grace's Conviction presentation
Chaplain
- Path Seal description has been updated
- Now has a 60% chance to receive an additional Conviction token when being CRIT
- Hand of Light DMG increased from 1-2 to 2-3 to match Wanderer
- Hand of Light+ DMG increased from 1-2 to 3-4 to match Wanderer
- Ministrations is now a Path skill
- Ministrations launch ranks changed from 3 4 to 1 2
- Mantra and Mantra+ cooldown increased from 1 to 2
- Mantra and Mantra+ no longer require that a target has Guard
- Mantra is now a self-target skill
- Mantra now benefits from Conviction
- Mantra now gains +10% healed, for a total of 20%, at 2x Conviction
- Mantra now heals 2 Stress at 3x Conviction
- Mantra+ base heal reduced from 15% to 10%
- Mantra+ heal bonus at 2x Conviction increased from +10% to +20%
- Mantra+ will additionally target any Heroes with Guard, applying Mantra effects at half strength to them
- Mantra+ tooltip format corrected to be consistent with Divine Grace's Conviction presentation
Confessor
- Updated Confessor Conviction token description to use "RES Piercing" language instead of "Chance"
- Updated Confessor Path Seal text to use "RES Piercing" language instead of "Chance"
- Hand of Light launch ranks changed from 1 2 to 2 3
- Hand of Light+ DMG increased from 1-2 to 2-3
- Judgement DMG slightly increased from 3-5 to 4-6
- Judgement+ DMG slightly increased from 4-7 to 5-8
- Judgement+ CRIT increased from 5% to 10%
- Judgement Weak tokens at 2x Conviction increased from 1 to 2
- Judgement now also inflicts Daze at 3x Conviction
- Judgement+ now also inflicts Stun at 3x Conviction
- Mantra and Mantra+ can now be used from all ranks
- Mantra and Mantra+ cooldown increased from 0 to 3
- Mantra and Mantra+ no longer interact with Consecrations
- Mantra and Mantra+ now target any Heroes with a Negative token
- Mantra now benefits from Conviction
- Mantra now removes 2 Negative tokens at 2x Conviction
- Mantra now gains +10% healed, for a total of 20%, at 3x Conviction
- Mantra+ now removes 3 Negative tokens at 2x Conviction
- Mantra+ now gains +15% healed, for a total of 25%, at 3x Conviction
- Mantra+ tooltip format corrected to be consistent with Divine Grace's Conviction presentation
Trinkets
- [b]Icon of the Light:[/b] Changed +2 Regen Dealt while in Rank 4 to +1 Regen Dealt or +2 Regen Dealt when Flame is 100. Changed Melee Skills: -50% DMG to Gain When Crit: Flame -5 (66%).
- [b]Profane Scroll:[/b] Reworked to +1-2 DMG, If Flame < 50: +30% Stun RES Piercing, Self: Ally Behind: Hand of Light Skill: Guard x2, Gain On Miss: +1 Stress (25%)
Known Issues
- The Vestal changes have not been localized to all languages yet. We will be patching this early next week.
