We’re very excited to finally be able to share the Quality Tailoring update with you all! This update is packed full of sweeping balancing changes that cover weapons, abilities, effects, classes, and more. These changes have been tailored just for you and directly influenced by the way you play and your crucial feedback, so thank you for helping to shape how the game has grown.
As well as general fixes and the new addition of Japanese language support, this update also includes a nice little surprise! We’ve brought back the Tailor, which allows you to fine tune your look in the Tailor’s Workshop with dyes you find through the course of natural play. Never have to choose between stats and aesthetics again! It’s time to start looking sharp...
We also wanted to take a moment to communicate changes to the upcoming post launch roadmap. We’ve been actively listening since the release of the Celestial Ruins expansion, so thank you for all of your feedback! It’s been invaluable in determining our next steps.
We want to make sure future content updates and expansions hit the high bar you rightfully expect, and what that essentially means from a development point of view is that the current roadmap needs to be extended longer than we originally planned.
We need to give ourselves more time to test, refine, and deliver more quality content. We want to avoid updates that are designed to be “good eventually.”
Expansion 2 will now launch in 2027 so we can deliver a bigger update, more in line with where you’re wanting to see the game grow and improve. We’ll keep you updated with a specific date when that becomes clearer.

We can’t tell you how thankful we are for your continued support and the candid feedback you’ve been sharing with us over the last few weeks. We’ve genuinely been reading every message, review, and DM. Your feedback has directly influenced the direction the game is now taking moving forwards.
Thanks for being a part of this community, and we can’t wait to share more of what’s coming!
For now, be sure to check out the full patch notes below for the Quality Tailoring update. Strap yourselves in, it’s another long one 👇
Free Update Changelist
New Features
The Tailor NPC can now be unlocked by finding her in the Forest area
Once unlocked, Tailor’s Workshop can be built in your town through the Guild Hall
The Workshop allows you to change the colour of gear, as long as the corresponding dyes are found during normal gameplay
Japanese Localisation
Japanese localisation is now available in the game
Misc Changes and Fixes
Added a catch-up mechanic for high level players, where completing Trials extremely fast rewards more ranks per run (up to 4)
Slightly increased Trial kill requirements per rank
Added two more tiers to most Accomplishments with doubled rewards
Added 10 more tiers to character level Accomplishments
Added Steam achievements for levelling the Priest and completing Trails
Spell Masteries damage buff increased from 3% to 4%
Monolith of Prowess now provides 75% Mana cost reduction instead of generic free mana
Picking a Chapel buff no longer disables its corresponding Monolith
Fixed a stat calculation bug that caused Int items to be over-represented in chests
When picking Cloaks, item generator now also takes Int/Dex balance into account to differentiate between caster and weapon build
Chests in Trials now spawn higher rarity Trinkets more often
Adjusted Trial bosses’ cooldowns so that they use their unique abilities more frequently
Fixed a legacy issue where some aura skills wouldn’t propagate in multiplayer
Strength Attribute Buff
Historically, Strength has been the weakest attribute that wasn’t maxed even by classes which had it as its primary attribute. These changes make it more useful both for offensive and defensive purposes. Strength armor has also received a buff to catch up with other options.
Increased Armor gained per point of Strength from 1 to 2
Armor Penetration gained from Strength increased (12.5% to 17% at 100str, 31% to 47% at 500str, theoretical max increased to 85%)
Strength armor base Armor values increased by +5
Bleed Overhaul
Bleeding was only really used to trigger sustain from Thirsty Gauntlets. It’s now a completely viable damage source to build a character around, especially effective on bosses that move a lot.
Bleed now deals Physical damage, based on the target’s max health
This damage is reduced for bosses and target dummies in your town
Serpents boss is now immune to Bleed, as it was too easy to kill otherwise
NG+ Scaling Changes
These changes mean that both players and enemies are a little less fragile as the NG+ number rises. It’s also another indirect buff to Strength, as they make both Armor and Armor Penetration more valuable.
NG+ Armor penalty reduced from 120 to 110 per NG tier
NG+ Resistance penalties reduced from 65 to 60 per NG tier
NG+ bonus to monster damage increased from 5% to 6% per NG tier
Slightly increased Armor for all enemies at NG+1 and higher
Weapon and Gear Changes
Our main focus was on buffing two-handed weapons, as they come with a significant opportunity cost of having one less “stat stick.” Note that weapons that apply Bleeding are now also more powerful thanks to its overhaul.
Two-handed weapons have their base damage increased by 10
Two-handed weapons’ main stat scaling increased by a flat +10%
Arcane weapons’ main stat scaling increased by a flat +5% (cumulative with the above buff)
Scepter’s epic attack is now a chain of explosions
Mace base attack Stun chance increased from 15% to 20%
Mace epic attack Stun chance increased from 30% to 40%
Axe base attack Bleed chance increased from 20% to 25%
Axe epic attack Bleed chance increased from 30% to 50%
Crossbow epic attack damage increased from 100% to 125%
Added “Summoner’s” epic prefix for helmets and cloaks that increases summon damage and health by 30%
Spirit Boons
Caster Combat is now more clearly geared towards caster builds, and Bloody Bullion receives an overhaul to its scaling to make it useful beyond rank 20.
Bloody Bullion now increases Crit Chance as its passive bonus
Bloody Bullion’s chance to apply Bleed now grows from 20% to 100% throughout the first 5 ranks
Bloody Bullion’s chance for Bleeding enemies to spill gold is now constant at 50%
Caster Combat now increases Spell Power by a percentage as its passive bonus
Caster Combat’s Magic Missiles now also triggers on Mana spent
Hunter’s Hound Weapon Power per summon reduced from 5 to 4
Class Changes and Balancing
Our main goal with this update was to buff or even rework skills and orbs that either never got picked or made you go “meh” during a run. Please note that our aim is never full parity between classes. Some builds scale better into late NG+, some are early game powerhouses, and some are more niche overall. Our goal for class success is making sure each have their moment to shine, are fun to play, and fulfill their promised class fantasy.
Paladin
Paladin was widely considered the weakest class, so the buffs here are rather significant. The class also received an indirect buff through the changes to Strength and NG+ scaling, making keeping positive Armor and tanking much more realistic.
Blessed Strike: Wrathful Strike damage increased from 20%-40% to 30%-60%
Blessed Strike: Wrathful Strike chain range increased from 60 to 80
Armored Knight: Armor of Wrath damage increased from 50% to 70%
Armored Knight: Glancing Blows chance increased from 5%-20% to 10%-30%
Divine Pillars damage increased from 200-400 to 150-550
Divine Pillars: Pillars of Wrath damage increased from 25%-50% to 30%-60%
Immolation: Blazing Lance damage increased from 25%-50% to 40%-80%
Immolation: Fuel the Flames now increases Fire Damage for a duration instead of adding Inner Flames stacks
Inner Flames damage now grows with levels from 5 to 10-26 per stack
Inner Flames: Flames of Devotion damage increased from 0.10-0.20 to 0.15-0.25
Judgement damage increased from 100-300 to 150-350
Judgement: Hammer of Wrath damage increased from 10%-40% to 20%-60%
Lawbringer chance increased from 10%-30% to 15%-35%
Lawbringer: Shackles damage increased from 10-30 to 20-60
Lawbringer: Punish the Wicked cooldown reduced from 0.6s-0.2s to 0.5s-0.1s
Lawbringer: Punish the Wicked can now trigger with any affliction instead of just Disarm and Silence
Priest
We feel that the Priest is in a good spot as a top-tier class, but too many of its skill orbs focused on mana regen and felt redundant. Those have been reworked.
Consecrated Ground: Restoration Prayer now provides healing based on Priest’s HP instead of restoring Mana per hit
Divine Favor: Restoring Favor now increases Mana Regen by a percentage and not a flat amount
Holy Blast is now slightly wider by default
Holy Blast: Massive Blast now increases length of the beam instead of its width
Celestial Orb: Restoring Orbs replaced with Destructive Orbs which make enemies killed by the orbs explode
Holy Banner: Invigorating Banner now increases Attack Speed in its area instead of restoring Mana
Retribution: Masochism now restores a percentage of Health when hit instead of Mana
Ranger
Ranger received a wide buff to all its abilities that hadn’t previously felt impactful enough. Between the changes to Archery and two-handed weapons in general, a bow or crossbow build should now also scale better into the late game.
Marked Shot: Hot Pursuit duration increased from 3s to 4s
Spirit Wolves: Relentless Hunters chance increased from 25%-50% to 30%-60%
Spirit Wolves: Restless Spirits cooldown decreased from 0.5s-0.25s to 0.4s-0.2s
Wolf Companion: Winter Wolves now also apply Slow with their attacks
Archery and its skill orbs now also work with Crossbows
Archery: Frost Arrows damage increased from 30-50 to 40-60
Archery: Frost Arrows chance increased from 20%-40% to 30%-50%
Archery: Frost Arrows cooldown reduced from 1s to 0.5s
Entangle damage increased from 20-40 to 20-60
Entangle: Wisps healing increased from 2%-6% to 3%-7%
Entangle: Healing Wisps duration increased from 5s to 6s
Entangle: Poison Ivy damage increased from 25%-100% to 30%-100%
Wind Weaver cooldown reduced from 0.15s to 0.10s
Wind Weaver now deals damage based on the main hand weapon
Rogue
Rogue suffered from Flurry of Blades feeling redundant to Fan of Knives as a damage ability, and Mortal Strike not synergising well with the weapon-centric Blade subclass. Now both of these abilities base their damage on your weapon to give them a more unique role.
Fan of Knives: Focused Throw damage increased from +200% to +300%
Flurry of Blades now deals damage based on the main hand weapon
Flurry of Blades damage base has also been increased
Flurry of Blades: Fire Bolas damage increased from 10-35 to 20-50
Flurry of Blades: Shock Assault now deals additional damage (30/60/90) instead of a percentage of the original hit
Sidestep evade chance increased from 5%-25% to 10%-30%
Sidestep: Fleet Footed move speed bonus increased from 5%-20% to 10%-30%
Grenade: Explosive Exit’s first tier is now uncommon and can be selected before the run
Mortal Strike now deals damage based on the main hand weapon
Mortal Strike: Crimson Strike life leech reduced from 2.5%-5% to 2%-4%
Mortal Strike: Crimson Strike’s first tier is now uncommon and can be selected before the run
Mortal Strike: Phantasmal Strike’s tooltip now correctly lists damage penalty as -25%
Artificer’s Armor: Shrapnel damage increased from 20 to 40
Artificer’s Armor: Zzzap damage increased from 30-60 to 40-100
Sorcerer
Sorcerer was already a fairly powerful class, so the buffs here are more minor and focused on improving underwhelming skill orbs.
Fixed the issue where Elemental Orb would always become a lightning element
Flame Wall: Flamewalker damage increased from 10-30 to 15-45
Fire Mastery: Volatile Flames damage increased from 30-45 to 30-60
Fire Mastery: Volatile Flames cooldown reduced from 0.5s to 0.25s
Frost Nova: Frost Splinters chance increased from 10%-20% to 20%-40%
Frost Nova: Frost Splinters cooldown reduced from 1s to 0.5s
Ice Mastery: Shatter damage increased from 50-200 to 100-250
Lightning Ball: Static Field damage increased from 10% to 20%
Lightning Mastery: Arc Lightning chance increased from 10% to 15%
Lightning Mastery: Arc Lightning damage increased from 30-50 to 50-90
Warlock
Likewise, Warlock also received a minor buff to underused orbs as it was largely a well balanced class. Note that Bleed Warlock is now a very viable option.
Demon’s Tail damage increased from 40-120 to 50-130
Demon’s Tail: Crackling Lash damage increased from 10%-40% to 20%-80%
Aura of Atrophy: Aura of Agony now correctly increases damage by 30% at tier 3
Aura of Atrophy: Spreading Corruption damage increased from 10-40 to 20-80
Aura of Atrophy: Spontaneous Combustion damage increased from 20-80 to 40-120
Drain Essence: Essence Harvester chance increased from 10%-30% to 20%-40%
Chaos Rift: Chaos Reaper chance increased from 10%-40% to 15%-40%
Chaos Rift: Rift Blade chance increased from 10%-40% to 15%-40%
Soul Vortex damage increased from 40-80 to 50-90
Soul Vortex: Lightning Vortex damage increased from 25%-100% to 40%-120%
Gargoyle Servant: Flaming Strikes damage increased from 25%-100% to 40%-120%
Gargoyle Servant: Lightning Trident damage increased from 25%-100% to 40%-120%
Warrior
Another class that benefits significantly from the update to Strength. Tyrant now fills a new niche thanks to the Bleed overhaul, and Primalist has received a massive buff as the weakest Warrior spec.
Whirling Axes: Burning Axes damage increased from 10%-40% to 20%-80%
Leap damage increased from 100-220 to 120-240
Leap: Trembling Impact damage increased from 20%-60% to 30%-90%
Ruthlessness bleeding chance increased from 10% to 20%
Ruthlessness: Exploding Gibs now also apply Bleed
Ancient Totem’s AoE increased by around 20%
Ancient Totem’s AoE damage increased from 50-90 to 60-100
Tremor Strikes cooldown reduced from 2.5s-1s to 1s-0.2
Tremor Strikes now deal damage based on the main hand weapon
Tremor Strikes: Tempest Strikes damage increased to 100-140
Tremor Strikes: Tempest Strikes chance increased from 20%-60% to 30%-60%
Tremor Strikes: Glacial Strikes damage increased to 100-140
Tremor Strikes: Glacial Strikes chance increased from 20%-60% to 30%-60%
Tremor Strikes: Glacial Strikes cooldown reduced from 0.25s to 0.10s
Tremor Strikes base damage increased from 40-60 to 60%-100%
Wizard
Fireball was updated to make it less redundant, and Conjurer received another buff, but overall the class is in a good spot, with Transmutation still being the late-game powerhouse it was
Fireball damage increased from 70-160 to 80-170
Fireball: Blastwave now applies Vulnerability and Greater Vulnerability instead of Minor Slow and Slow
Arcane Intellect: Arcane Weaponry damage bonuses increased from 10%-40% to 15%-50%
Barrier: Flame Shield damage increased from 10-30 to 30-90
Animated Sword damage increased from 80-160 to 90-170
Animated Sword: Ice Blade now also increases the sword’s damage by 30%-60%
Animated Sword: Flame Blade damage increased from 10%-40% to 20%-50%
Meteor Shower: Comet now also vastly increases meteor’s damage
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