Patch 2.0.2.0 Patch Notes
Hello Rabbits!
Kept you waiting, but the balance patch is finally here!
If you're wondering why it took so long... I ended up changing a ton!
I gathered quite a bit of detailed feedback from players about the abilities, so I was all too tempted to adjust basically every undesirable gem upgrade in the game.
So, lots of buffs, and lots of competely retooled ability upgrades!
In addition to having a bit better character balance, I really wanted the different upgrade options to be more balanced as well.
Many of the upgrades that have been in the game for a while really didn't synergize well with loot items or other abilities at all, and some just weren't very powerful no matter what build you had.
Some characters like Heavyblade mostly got damage buffs, but other characters like Ancient and Defender got a large number of complete ability overhauls to make their upgrades better combo with the items in the loot pool.
Other characters still were balanced around giving them more options as to which ability to build around. For instance, there were quite a few Sniper players who wanted Primary-build Sniper to be more of a thing, or Assassin players who wanted the Special to play a bigger role.
I didn't want to write every new ability upgrade out, so be sure to check them out in game. I'm sure it'll be a small adjustment to stop your eyes from glazing over the upgrades you always used to skip!
EDIT: Originally I just said "has a new effect" for abilities that were sufficiently changed from their original version, but I see that people would really like the specific ability changes to be written out in the patch notes, so I have changed them to do so!
- All characters move very slightly faster (base 7.7 > 7.9)
- All abilities that "auto-activate" now can activate even when the ability is "disabled"
(Previously, this would be inconsistent; some abilities would work while others wouldn't. I went back and forth about what to do about this, but ultimately decided that "disabled" just means you can't press the button; so it opens up more synergies with the Cultist items that disable abilities + auto-activating abilities.)
- Magicklock trinkets now additionally prevent you from upgrading the corresponding abilities
In accordance to the above change, I added this to preserve the challenge of the Magicklock trinkets.
- Added 3 new toybox encounters (a two-target fight, a four-target fight, and a fight that summons butterfly spawns)
- Slightly adjusted the timings for Asha's Hard "Opal" pattern
- "Fishpool" adds (like those summoned by Seabeast Capricorn) now have a slightly larger hitbox (180 > 200)
- All "Burn" status effects (both abilities and loot) have been reduced in length from 5>3 seconds
- All abilities that require something to happen X times (like Defender Special requiring 5 abilites used) will now count down to 0, rather than counting up
- "Tranquility" now shields you from damage once (similar to Graniteskin)
- Slightly adjusted how special conditions look on abilities in the mini hotbar
- "Rockdragon Mail" has a new effect
(Old: Your movement speed is significantly reduced. Will shield you from damage for 2 seconds every 45 seconds. Starts battle on a 5 second cooldown. Cooldown cannot be reset by ability or loot effects)
(New: Your movement speed is slightly reduced. Every 30 seconds, your Defensive will grant you Dragonskin. Cooldown cannot be reset by ability or loot effects. )
Dragonskin: Shields you from damage once. Slows movement significantly and increases damage by 40%.
- "Feathered Overcoat" has a new effect
(Old: Maxes out your movement speed while you're invulnerable)
(New: Start each battle with Feathercoat)
Feathercoat: Shields you from damage once. Significantly increases movement speed, disables your Defensive, and lasts until you are shielded.
- "Tidal Greatsword" has a new effect
(Old: Every 12s slices a large radius around you dealing 200 damage. Slowly gets larger and deals more damage as a fight drags on)
(New: Each cooldown, slices a large radius around you dealing 450 damage. Cooldown is equal to the longest cooldown among your other loot and abilities.)
- "Altair Dagger" has a new effect
(Old: Your Secondary deals 30% more damage, but its GCD becomes 3s. When you use your Secondary, it has a 90% chance to have a GCD of 1s instead.)
(New: Whenever you use your Secondary, it has a 70% chance to additionally slice to your left and right, dealing 80 damage. Damage and radius increase by 30% for every time in a row this effect succeeds, up to 9 times.)
- "Diamond Shield" has a new effect
(Old: Every 25s, using your Defensive will place down a small field for 3 seconds that erases projectiles. While standing in the field, allies don't take damage. Starts battle on 5 second cooldown.)
(New: When a % chance succeeds, place down a small field for 2 seconds that erases projectiles. While standing in the field, allies don't take damage. This effect has a cooldown of 10 seconds, and can't be reset by ability or loot effects.)
- "Quartz Shield" has a new effect (again)
(Old: Whenever you use your Defensive, deal 180 damage in a radius around you once for every ability or loot with a cooldown of 10 seconds or more)
(New: Your Defensive cooldown becomes 2 seconds longer. All other cooldowns become 2 seconds shorter.)
- "Robe of Light" and "Robe of Dark" have new effects
(Old Robe of Light: Moderately decreases movement speed. You become significantly luckier, and deal 10% more damage. Transforms into the Robe of Dark when you use your Defensive.)
(Old Robe of Dark: Moderately increases movement speed. Debuffs are 40% stronger. Transforms into the Robe of Light when you use your Defensive.)
(New Robe of Light: You become significantly luckier. Transforms into the Robe of Dark when you use your Defensive.)
(New Robe of Dark: All GCDs are reduced by 0.20 seconds. % chance triggers no longer happen. Transforms into the Robe of Light when you use your Defensive.)
- "Blood Vial" "Poisonfrog Charm" and "Stoneplate Armor" now grey out after activating at the start of battle
- "Cloud Guard" now gives 1 second of invuln every 10 rabbitleaps (was previously 5 seconds every 25 rabbitleaps)
- "Flamewalker Boots" has been changed from a percent GCD decrease to a flat 0.2 second GCD decrease
- "Crown of Swords" now only activates once every 6 times you crit, and has a small hidden cooldown to prevent infinite loops
- "Bloodflower Brooch" now only hits a maximum of 2 targets
- "Jade Staff" was changed to activate on a cooldown (as Tranquility's effect was buffed)
- "Clay Rabbit" now gives Tranquility instead of Stoneskin, and has a cooldown of 16 seconds
- Base Primary damage 200 > 210
- Ruby Primary now has a larger radius, deals more damage, has a longer cooldown, and restores a use of your Defensive
- Garnet Primary now grants Flow-STR instead of Flash-STR
- Sapphire Secondary now has a new effect
(Old: Deals 180 damage in a moderate radius near the target. CHARGES your Special. Deals more damage, and now has 3 uses and a cooldown of 8 seconds. Deals 40% more damage if the enemy is facing away from you.)
(New: Deals 50 damage in a moderate radius near the target. Deals less damage. No longer a usable ability, and no longer charges your Special. Activates whenever you use any other ability.)
- Ruby Secondary now has a new effect
(Old: Deals 270 damage in a large radius near the target. CHARGES your Special. Damage is much higher, but now has a cooldown of 4 seconds.)
(New: Deals 220 damage in a large radius near the target. CHARGES your Special. Damage is much higher.)
- Emerald Secondary now charges your Primary 3 times intead of 2
- Opal Special no longer has a shorter cooldown, but rather makes ALL cooldowns 2 seconds shorter
- Sapphire Special now hits for 60x6 times (was previously 90x4)
- Opal Defensive now has a new effect
(Old: Erases projectiles around you, grants brief invulnerability, and grant ASTRA to yourself for 7 seconds. Cooldown is decreased. No longer lays down a field. Gains 2 uses per cooldown.)
(New: Erases projectiles around you, grants brief invulnerability, and places down a magic field that lasts 10 seconds. While standing in the field, gain REPEAT. Gains 2 uses per cooldown.)
- Sapphire Defensive now additonally makes it so that your attacks don't break Ghost or Vanish
- Opal Primary has a new effect
(Old: Deals 120 damage twice to an area in front of you. Deals more damage. No longer randomly resets Defensive, now resets your Defensive every 5 times this ability is used.)
(New: Deals 120 damage twice to an area in front of you. Deals more damage. Has a 50% chance of resetting your Special. No longer resets your Defensive's cooldown.)
- Ruby Primary has a new effect
(Old: Deals 320 damage to an area in front of you. Has a 15% chance of resetting your Defensive's cooldown. GCD is longer, and now slows movement on use. Damage and size are greatly increased. Only hits once.)
(New: Deals 250 damage to an area in front of you. Has a 15% chance of resetting your Defensive's cooldown. Damage, size, and GCD are greatly increased, and only hits once. Gains SUPERCHARGE when you use your Defensive.)
- Opal Secondary now cannot be activated manually; it instead only activates when an ability or loot with a cooldown is activated. It also now only hits twice
- Ruby Secondary now explodes in a large radius on impact, deals more damage with a longer cooldown, and will always reset your Defensive
- Emerald Secondary has a new effect
(Old: Deals 60 damage 5 times to targeted enemy from a range over time. No longer resets Defensive. No longer has a GCD, but gains a 6 seconds cooldown. Damage and number of hits are increased, and no longer slows movement.)
(New: No longer a usable ability, and no longer deals damage. Whenever you would take damage, this ability will instead shield you and grant you GHOST. This effect has a cooldown of 25 seconds, starts battle on a 5 second cooldown, and cannot be reset. All other abilities, loot and debuffs deal 20 more damage.)
- Opal Special has a new effect
(Old: Deals 340 damage to targeted enemy from a range. Deals 30% more damage if the enemy is facing away from you. Deals more damage, and is now a ranged attack.)
(New: Deals 600 damage to a point in front of you. Deals 30% more damage if the enemy is facing away from you. Deals significantly more damage. Has a longer cooldown and no longer has multiple uses. % chance triggers no longer happen for any loot or abilities.)
- Sapphire Special has Opal Special's old effect (changing the attack into a ranged attack), plus the damage has been increased 340>370
- Ruby Special now hits in a much larger radius, and damage is slightly increased 300 > 320
- Emerald Special now deals less base damage (250>150) but backstab bonus has been increased (60% > 200%)
- Opal Defensive's damage is now dependent on your Special's damage, rather than having its own damage number
- Sapphire Defensive now has a cooldown of 7 seconds, but can no longer be reset by ability or loot effects
- Garnet Defensive reset chance reduced 40% > 30%
- Emerald Defensive now gives you a moderate speed increase at all times
- Opal Primary's cooldown reduced 6s > 5s
- Sapphire Primary now slightly increases your movement speed
- Ruby Special has a slightly new effect
(Old: Grants a brief invulnerability and leaps towards the targeted opponent with a spinning slash, dealing 550 damage. Deals more damage, but cooldown is increased. No longer has multiple uses.)
(New: Grants a brief invulnerability and leaps towards the targeted opponent with a spinning slash, dealing 600 damage. Deals more damage, but cooldown is increased. No longer has multiple uses. If you stand still for 3 seconds, cooldown will reset.)
- Emerald Special has a new (though somewhat similar) effect
(Old: Grants a brief invulnerability and deals 400 damage around you. Has a maximum of 2 uses. Deals more damage and has a larger radius, but slows movement and no longer jumps towards the opponent.)
(New: Grants a lengthy invulnerability and deals 200 damage 4 times around you. Invulnerability effect and GCD are longer. Now slows movement and no longer jumps towards the opponent.)
- Base Special as well as all Special upgrades that don't have a new effect now deal more damage
Base 280 > 300
Opal 150 > 200
Sapphire 280 > 300
Garnet 140 > 150
- Opal Defensive's damage is now dependent on your Special's damage, rather than having its own damage number; it's cooldown was also reduced 10s > 8s
- Sapphire Primary now gives you a boost in movement speed
- Ruby Primary now no longer slows movement on use
- Emerald Primary has a new effect
(Old: Deals 80 damage twice to your left and right. CHARGES your Secondary twice. Damage is increased. No longer slows movement on use.)
(New: Deals 60 damage 7 times to your left and right. CHARGES your Secondary 4 times. Number of hits is greatly increased, but can no longer gain CHARGE. Only usable directly after using your Special.)
- Ruby Secondary has a new effect
(Old: Deals 90 damage twice in a radius around your target enemy. CHARGES your Primary twice. Deals more damage and has a larger radius, but slows movement on use.)
(New: Deals 60 damage twice in a radius around your target enemy. CHARGES your Primary twice. Deals slightly more damage. Will hit an additional time for every buff you have, up to 5 times.)
- Emerald Secondary's cooldown was reduced 6s > 4s
- Opal Special has a new effect
(Old: Deals 400 damage in a very large radius around you. Deals more damage. Cooldown is greatly reduced, but no longer randomly resets.)
(New: Deals 400 damage in a very large radius around you. Deals more damage. All ability and loot cooldowns are shortened by 4 seconds. % chance triggers no longer happen for any loot or abilities.)
- Sapphire Special has a new effect
(Old: Deals 140 damage in a very large radius around you. Has a 30% chance of resetting every time your Primary or Secondary is used. Damage is reduced, but now hits 3 times.)
(New: Deals 320 damage in a medium radius around you. Deals slightly less damage, has a shorter GCD, and has a smaller radius. Has a 30% chance of gaining 1-3 uses every time your Primary or Secondary is used. No longer has a cooldown, instead only randomly gaining uses through % chance procs.)
- Emerald Special damage decreased 500 > 450
- Garnet Defensive's cooldown was increased 15s > 18s
- Sapphire Primary damage reduced 100 > 90
- Ruby Primary has a (slightly) new effect
(Old: Deals 500 damage in a large radius near the target. Deals significantly more damage, but GCD speed is significantly slowed.)
(New: Deals 500 damage in a large radius near the target. Deals significantly more damage, but GCD speed is significantly slowed. When used directly after your Special, will grant brief invulnerability.)
- Emerald Primary has a new effect
(Old: Deals 220 damage in a small blast pointed towards your target. Deals more damage, but range is extremely short. No longer slows movement.)
(New: Deals 120 damage in a small blast pointed horizontally towards your target. Size of blast is larger. Will hit twice if you are more than 3 rabbitleaps separated from your target. No longer slows movement.)
- Sapphire Secondary no longer slows your movement
- Ruby Secondary now hits all enemies, and its damage was reduced 1000 > 900
- Emerald Secondary's Decay reduced in strength 100 > 80
- Ruby Special's GCD reduced 0.8 > 0.6, and the butterflies now explode after 2 seconds intead of 3
- Opal Defensive changed to gain uses from all loot/abilities with a cooldown, instead of just Special
- Sapphire Defensive's number of hits required to gain a use reduced from 25>20
- Ruby Defensive has a new effect
(Old: Erases nearby projectiles, and grants self and nearby allies brief invulnerability and additionally deals 650 damage to that area. Cooldown is longer, and starts battles on cooldown.)
(New: Erases nearby projectiles, and grants self and nearby allies brief invulnerability and additionally deals damage to that area. Damage amount is 3x your Primary's damage. No longer has a cooldown. Gains a use every 8 seconds you stand still.)
- Emerald Defensive has a new effect
(Old: Erases nearby projectiles, and grants self and nearby allies brief invulnerability and SUPER for 8 seconds. Cooldown is significantly increased. Starts battles on cooldown, cannot be reset, and is unaffected by loot that changes the cooldown of abilities. This ability can't be manually activated; it will now activate automatically when available.)
(New: Erases nearby projectiles, and grants self and nearby allies brief invulnerability and SUPER for 8 seconds. No longer a usable ability. Whenever you would take damage, this ability will activate to shield you. Cooldown is significantly increased, starts battles on a 5 second cooldown, cannot be reset, and is unaffected by loot that changes the cooldown of abilities.)
- Sapphire Primary has a new effect
(Old: Deals 110 damage to an area in front of you. Hits twice when you have DARKSPELL. Deals more damage and GCD is reduced.)
(New: Deals 90 damage to an area in front of you. Hits twice when you have DARKSPELL. GCD is reduced. You will be unaffected by any loot or abilities that change movement speed.)
- Ruby Primary has a new effect
(Old: Deals 110 damage to an area in front of you. Hits 5 times when you have DARKSPELL. Deals more damage and hits more times, but now consumes 4 DARKSPELL and has a longer GCD.)
(New: Deals 90 damage to an area in front of you. Hits 4 times when you have DARKSPELL. Hits more times, but now consumes 3 DARKSPELL and has a longer GCD. If this ability leaves you with 3 DARKSPELL or less, SUPERCHARGES your Secondary.)
- All Secondaries now slow you down less (.3x > .5x)
- Ruby Secondary's GCD reduced from 2s > 1.8s, and now activates its special effect when it has less than 2 darkspell (previously only activated at 0 darkspell)
- Ruby Special no longer slows you as much (.1x > .5x)
- Emerald Special has a new effect
(Old: Deals 300 damage to a line in the direction you're facing. Hits twice when you have DARKSPELL. Gains 3 uses per cooldown. Deals significantly more damage, has a longer GCD and longer cooldown, and stops movement on use.)
(New: Deals 340 damage to a line in the direction you're facing. Hits twice when you have DARKSPELL. Deals significantly more damage and no longer has a cooldown. Only usable when you have exactly 5 DARKSPELL.)
- Opal Defensive's "Superhex" duration was increased to 7s
- Garnet Defensive now grants an additional random buff in addition to Antihex; and buff duration was increased to 8s
- Opal Primary has a new effect
(Old: Fires an arrow horizontally, dealing 400 damage. Has a cooldown of 4 seconds. Deals more damage. Cooldown will no longer reset when you hit a target.)
(New: Fires an arrow horizontally, dealing 270 damage. Has a cooldown of 4 seconds. Deals more damage. Cooldown will no longer reset when you hit a target. Instead, restores a use of your Special when you hit a target.)
- Sapphire Primary has a new effect
(Old: Fires an arrow horizontally, dealing 100 damage. Has a cooldown of 4 seconds, but the cooldown resets if you hit your target. Damage is slightly decreased, but now deals damage multiple times.)
(New: Fires an arrow horizontally, dealing 200 damage. Has a cooldown of 4 seconds, but the cooldown resets if you hit your target. All GCDs are reduced by 0.20 seconds.)
- Garnet Primary has a new effect
(Old: Fires a single arrow directly at your target. No longer has a cooldown, no longer has to be aimed, and no longer slows movement. Deals slightly more damage.)
(New: Fires a single arrow directly at your target. No longer has a cooldown, no longer has to be aimed, and no longer slows movement. When used with…
This announcement was originally published by mino_dev on Steam on Mar 27, 2026.
Open the original on Steam