Raiders of Blackveil

The Arms Race Update is Now Live!

Wombo Games

Welcome to the Arms Race Update!

Hello Raiders! Welcome to the The Arms Race Update! This is another system update aimed at refining our existing core gameplay by tying gameplay elements together and fine-tuning the Raiders of Blackveil experience.

We hope you’ll enjoy it, let’s go.

Belmont's Forge

Equipment, equipment, equipment! What are you supposed to do with all the equipment you don't want or need? Finally, we have an answer to that: salvage it.

After unlocking the Salvage Station from Atlas, you’ll be able to turn equipment into Sigils and (sometimes) Class Gems.

You’ll want to salvage a lot because Sigils allow you to upgrade equipment.

Each item is turned into Sigils specific to its slot, for example, boots into Boot Sigils and rings into Ring Sigils. You need a specific Sigil type to upgrade a specific item type. Are you looking to upgrade your chest piece? Make sure you extract as many chest pieces as possible.

Upgrading an item means boosting its stats through six upgrade levels. Some levels improve all stats moderately, while others boost a single random stat massively.

Muriel’s Gem Infusions

If you’re really lucky, you can find Class Gems when salvaging items. These gems can be used to add an additional stat associated with that class to any item. Our intention with this system, beyond more item customization and satisfaction, is to give players a reason to extract items of a specific class. Looking for more critical strike chance? Extract Assassin class items and salvage them. Higher rarity gives you a higher chance of finding a Class Gem.

If you find one of each Class Gem, you can combine them into a Perfect Gem, which will allow you to transform a random stat into a special Uber Stat.

We think these new equipment systems add a lot of fun options for creating, investing in and optimizing your gear. And honestly, your items just feel more like yours when you’ve made a bunch of choices around them.

Trust me, all that extra player power is going to be necessary to beat the next new system: Liberator+.

Liberator+ Difficulty

Our new difficulty system gives those of you seeking greater challenges and even greater loot something to chase.

For now, it is tied to the existing three biomes, which admittedly will be easier than beating all biomes in a single run once we release the remaining ones. Basically, you “simply” have to beat Meat Factory, Ghoulag and Harvest Operation in a single run to advance to the next Liberator+ tier.

Why would you do this? Items that drop on a Liberator+ tier will be of a higher item tier as well. These Liberator+ Item Tiers increase the primary stats of items that drop. Also, each biome boss rewards you with an additional Liberator+ Cache, which contains more loot and resources!

We’re not sure what the highest achievable Liberator+ tier currently is, so perhaps some of you can show us. Have fun!

But.. wait.. Higher difficulty means nothing without balance, which is why…

Balance Changes

Okay, time to talk about balance. There’s no beating around the bush: it’s been a bit of a Wild West. With this update, we’re taking a big step towards a fairer, more consistent and ultimately more rewarding experience. What does that mean?

Perks

Well, it means almost all perks have changed in some way. Perks that grant flat stats have been balanced against common benchmarks for better consistency. Class bonus talents have been redesigned or fine-tuned, and percentage modifiers have been brought in line with one another.

Certain perks that converted one stat into another, especially health into damage, have been removed. Stat converters on equipment are still there, but they’ve also been tuned.

Alarm Level

The alarm level has changed quite a bit. The biggest change is that it’s no longer affected by time. You can take as long as you want in any arena without the alarm level rising just because the clock is ticking.

We think this is healthier for the game for a few reasons:

  • Defensive or slower builds are no longer punished for taking their time.
  • Fast or powerful builds can no longer outpace the alarm level and trivialize the difficulty.
  • Each difficulty now has a predictable curve that we can tune more reliably.
  • Longer fights, such as Mini Bosses and Super Elites, no longer come with an extra time penalty.
  • Skipping combat rooms in favour of Mystery, Healing or Shop rooms no longer gives you an advantage in alarm level.

More Changes

A bunch of other changes also affect balance. The damage of Elite Modifiers now scales with the alarm level and poses a real threat. Status effects such as Burn, Curse and Poison scale with it too. Later biomes have more Elites in Elite rooms and larger enemy budgets, and you’ll feel a noticeable jump in enemy power between biomes.

Our goal is to reward skill and good decisions by providing an experience with real tension and serious danger. We want to give more builds room to shine and keep god-runs feasible but never guaranteed.

You can find the full list of balance adjustments further below.

Full Balance Adjustments

Here are all the numbers behind the broader balance changes mentioned above.

Buffed

  • Scrap sell value: Items are now worth 35% when sold, up from 20%.
  • Belmont prices: Amulet, Ring, Weapon and Chest Piece price modifiers reduced.
  • Tier 1 items: Purchase prices reduced by roughly 30%.
  • Shop: Now has a chance to put multiple products on sale, significantly reducing their price.
  • Bandit difficulty: Enemy base Health reduced by 10%.

Mini Boss Health

  • Candle Amalgamation: 5,100 → 4,750
  • Slash: 2,225 → 2,115
  • Bash: 2,600 → 2,470
  • Apex Sapling: 5,000 → 4,750
  • Houndmaster: 5,000 → 4,750
  • Exploding and Mortars: No longer add 20% Ability Power or Attack Damage to their hit, so they no longer scale twice.
  • Bleed: Base damage per stack increased from 0 → 20.
  • Tutorial: Enemies have 20% less Health.
  • Enemy Health growth per level: Scout and Bandit reduced from 12% → 11%.
  • Liberator difficulty: Bosses now roll extra loot on top of their usual drops.

Changed

  • Super Elite and Mystery rooms: Now placed more randomly throughout a raid.
  • Firecracker Barrage (Dragon Parade Vest): Now fires 1 firecracker per 100 Healing Power, up to a maximum of 15. Ability Power now scales with Tier Level instead of projectile count, allowing it to scale into late game without a performance-heavy number of projectiles.
  • Spike Root trap: Base damage reduced from 50 → 30.
  • Root: Protected enemies, Mini Bosses and Bosses can now be Rooted. They aren't held in place, but receive the Root debuff and trigger On Rooted Perks.
  • Foxley and Draskyl: Basic Attack +5 damage and base Attack Damage reduced by 5. Foxley goes from 15 → 10 and Draskyl from 10 → 5, so their attacks no longer deal 0 damage with Arcane Alternators.
  • Ironhorn's Lightning Flurry: Damage is now split between normal and Shock damage, with the same total damage per second.
  • Spike Root trap: Now only Champions, their summons and other traps can trigger it.
  • Currency drops: Room rewards now drop Scrap, Glitter and Black Coins as 5 to 6 piles instead of one, with the same total amount. Containers split theirs too.
  • Drops: Items and currency now drop twice as fast.
  • Harvest Operation shield generators: Loot now lands at a set spot in front of the generator.
  • Shock Perks: Each now has its own Ability Power scaling instead of sharing 30%.

20% AP Scaling: Shock Palm, Electric, Charged Sap, Electric Defense, Smite, Shockwave, Electric Fumes, Chain Lightning and the Monk Class Bonus at Tier 3.

30% AP Scaling: Critical Shock, Static Surge and Discharge.

35% AP Scaling: Thunderstruck, Lightning Strike, Thousand Storms, Thunder Rush and Sacred Shock.

50% AP Scaling: Thunderous Wrath.

Nerfed

  • Enemy damage scaling: Increased with Alarm Level across all difficulties.
  • Enemy damage scaling at high Alarm: Increased further.
  • Enemy Attack Damage and Ability Power: Now scale per level for enemies and Bosses alike, +1 and +2 per level, capped at 500 and 1,200.
  • Enemy status effects: Burn, Bleed, Poison, Curse and Shock now scale with the enemy's Ability Power.
  • Bandit difficulty: Boss Health growth per level increased from 8% → 9%.
  • Betty the Butcher: Spin attack damage increased from 20 → 45.
  • Bleeding Daggers: Hit damage increased from 10 → 15, plus 15% per Liberator+ Tier.
  • Poison Puddles: Now hit for 25 plus 15% per Liberator+ Tier, tick every 0.5 seconds instead of 1 second and last 4 seconds instead of 2.
  • Enemy spawn speed: Increased by 50%.
  • Elite enemies: Relative Health increased from 115% → 125%.
  • Super Elite enemies: Relative Health increased from 150% → 165%.
  • Elite / Super Elite rooms: Count per raid adjusted by biome and difficulty.
  • Elite and Super Elite enemies: More now appear inside those rooms.
  • Shop prices: Increased by 50%.
  • Bandage (Merchant): Price increased from 3,250 → 4,250.
  • Draskyl: Health reduced from 425 → 375, scaling value 18 → 16.
  • Ironhorn: Health reduced from 650 → 500, scaling value 26 → 22.
  • Barrier: Base amount reduced from 30% → 20%, duration reduced from 5s → 4s.
  • Clover Sweep (Foxley Talent): Additional damage reduced from 50% → 15% on Normal and 100% → 40% on Master.
  • Blood Baron: Rewards are now more expensive.
  • Enemy base damage: Scout -80% → -60%, Bandit -40% → -34%, Raider +35% → +40%, Liberator +150% → +168%.
  • Enemy damage growth per level: Scout, Bandit and Raider 2% → 3.5%. Liberator 3% → 4%.
  • Scout difficulty: Enemy base Health -10% → -6%.
  • Co-op: Enemy Health and damage growth per level is 20% higher for each additional player. For Bosses, Health growth is 50% higher and damage growth is 20% higher per extra player.
  • Ironhorn's Eruption (Whirlwind Talent): Damage per spin reduced from +20% / +40% → +10% / +20% on Normal / Master.
  • Otis the Overseer: Health increased from 7,000 → 7,500.
  • Willa the Warden: Phase 2 now has its own Health pool with +600 base Health.

Perk Balance

Almost every class has received changes, so we've broken everything down class by class.

Assassin

Buffed

  • Fury Goes Boom: AD scaling 40% → 80%
  • Poison Explosion: AD scaling 40% → 80%
  • Blight Barrier: AD scaling 40% → 60%
  • Corrosive Metal: AD scaling 40% → 60%
  • Critical Axes: AD scaling 40% → 60%, chance 20% → 15%. Upgrades changed from 25% / 4 axes → 20% / 3 and 30% / 6 → 25% / 4.
  • Dagger Mania: AD scaling 40% → 60%
  • Dash Dagger: AD scaling 40% → 60%
  • Deadly Streak: AD scaling 40% → 60%
  • Deadly Venom: AD scaling 40% → 60%
  • Dirty Trick: AD scaling 40% → 60%
  • Healing Throws: AD scaling 40% → 60%
  • Poison Dagger: AD scaling 40% → 60%
  • Poisoned Shock: AD scaling 40% → 60%
  • Protected Throws: AD scaling 40% → 60%
  • Rupture: AD scaling 40% → 60%
  • Scorpio: AD scaling 40% → 60%
  • Shuriken: AD scaling 40% → 60%
  • Shuriken Mania: AD scaling 40% → 60%
  • Shurizen: AD scaling 40% → 60%
  • The Stabbening: AD scaling 40% → 60%
  • Toxic Remedy: AD scaling 40% → 60%
  • Venomdancer: AD scaling 40% → 60%
  • Yank: AD scaling 40% → 60%
  • Yin and Yang: AD scaling 40% → 60%
  • Riposte: Attack Damage 15 → 25
  • Evasive Healer: Healing Power 75 → 150
  • Ninjutsu: Dodge Chance 15 → 20
  • Dash n' Slash: Attack Speed 10 → 12
  • Dagger Barrage: AD scaling 40% → 60%

Changed

  • Hidden Blade: Proc chance 20% → 75%, targets 1 → 2, Poison stacks 2 → 1, AD scaling 40% → 60%.
  • Putrid Detonation: Now scales with 80% AD instead of 80% AP.

Nerfed

  • Electric Fumes: Fires every 1s → every 3s.
  • Glass Cannon: Damage 50% → 20%.
  • Ambush: Damage 50% → 25%.
  • Toxic Execution: Damage 20% → 6%.
  • Unfair Advantage: Damage 20% → 15%.
  • Amping Up: Shock Damage 50% → 15%.
  • Power House: Offense Damage 35% → 15%.
  • Offensive Dodge: Offense Damage 50% → 45%.
  • Power Infusion: Proc chance 50% → 15%.
  • Reinforced Hits: Critical Strike Damage 100 → 80.
  • Cold Blood: Critical Strike Damage 60 → 45.
  • Critical Machine: Critical Strike Damage 15 → 3.
  • Inhale Fumes: Critical Chance 5 → 1.5.
  • Agile: Critical Chance 10 → 9.
  • Evasion: Dodge Chance 20 → 12.
  • No Chill: Attack Damage 50 → 40.
  • Egotrip: Attack Damage 15 → 10.
  • Rapid Strikes: Attack Speed 10 → 8.
  • Toxic Strength: Barrier amount 25 → 15.
  • Toxicologist: Poison Damage 75% → 70%.
  • Eager: Ultimate cooldown reduction 0.5s → 0.25s.

Class Bonuses

  • Rank 4: Quest reward Attack Damage 10 → 5, max 20 → 6 times per run.
  • Rank 6: Damage bonus against Poisoned enemies 25% → 15%.
  • Rank 8: Now applies to everyone. Critical Chance 10% → 12%, Critical Strike Damage 40 → 75.
  • Rank 10: Now also triggers on Critical Strikes with Abilities, chance 25% → 15%.

Warrior

Buffed

  • Get Over Here: Proc chance 20% → 30%, base damage 15 → 45, AD scaling 40% → 60%.
  • You're Mine: Proc chance 30% → 45%, AD scaling 40% → 60%.
  • Fair Warning: AD scaling 10% → 60%.
  • Cleave: AD scaling 40% → 80%.
  • Fragments: AD scaling 40% → 80%.
  • Fury Goes Boom: AD scaling 40% → 80%.
  • Blood Axe: AD scaling 40% → 60%.
  • Come Closer: AD scaling 40% → 60%.
  • Critical Axes: AD scaling 40% → 60%, chance 20% → 15%. Upgrades changed from 25% / 4 axes → 20% / 3 and 30% / 6 → 25% / 4.
  • Hook: AD scaling 40% → 60%.
  • Iron Fist: AD scaling 40% → 60%.
  • Muscle: AD scaling 40% → 60%.
  • Payback: AD scaling 40% → 60%.
  • Rupture: AD scaling 40% → 60%.
  • Saw Blade: AD scaling 40% → 60%.
  • Yank: AD scaling 40% → 60%.
  • Rage: Attack Damage 25 → 35.
  • Ignore Pain: Attack Damage 20 → 25.
  • Free Kill: Attack Damage 10 → 20.
  • Bloodlust: Attack Damage 3 → 4.
  • Swift Reprisal: Attack Speed 25 → 30.
  • Provoker: Attack Speed 15 → 16.
  • Dash n' Slash: Attack Speed 10 → 12.
  • Savage: Fury Attack Damage 15 → 20.

Changed

  • Hammer of Wrath: Proc chance 10% → 35%, targets 2 → 1, AD scaling 40% → 60%.
  • Whirlwind: Bleed stacks 5 → 3, AD scaling 40% → 80%.

Nerfed

  • Close Quarters: Damage 15% → 10%.

Class Bonuses

  • Rank 4: Now grants 6 Attack Damage and 55 Max Health per Mini Boss or Super Elite room defeated, max 3 times per run, instead of 1% Bleed Damage per Bleeding enemy killed, max 200 times.
  • Rank 8: Attack Damage for everyone 35 → 50.
  • Rank 10: ATTACK chance to hit twice 50% → 20%.

Guardian

Buffed

  • Get Over Here: Proc chance 20% → 30%, base damage 15 → 45, AD scaling 40% → 60%.
  • Spikes: Targets 2 → 4, AD scaling 40% → 60%.
  • Fair Warning: AD scaling 10% → 60%.
  • Fragments: AD scaling 40% → 80%.
  • Boom Boom: AP scaling 20% → 30%.
  • Burning Ring: AP scaling 20% → 30%.
  • Molten Armor: AP scaling 20% → 30%.
  • Retaliation: AP scaling 20% → 30%.
  • Cascade: AD scaling 40% → 60%.
  • Corrosive Metal: AD scaling 40% → 60%.
  • Deadly Venom: AD scaling 40% → 60%.
  • Dirty Trick: AD scaling 40% → 60%.
  • Hammer: AD scaling 40% → 60%.
  • Hammer in the Slammer: AD scaling 40% → 60%.
  • Iron Fist: AD scaling 40% → 60%.
  • Muscle: AD scaling 40% → 60%.
  • Payback: AD scaling 40% → 60%.
  • Rootlash: AD scaling 40% → 60%.
  • Scorpio: AD scaling 40% → 60%.
  • Shield Toss: AD scaling 40% → 60%.
  • Magic Armor: Ability Power 50 / 100 / 200 → 125 / 187.5 / 250. Duration is now 5s at every level, previously 4s / 6s / 8s.
  • Heat Energy: Ability Power 25 → 35.
  • Bearskin: Now grants flat Max Health instead of a percentage, 10 → 165.
  • Authority: Max Health 50 → 55.
  • Free Kill: Attack Damage 10 → 20.
  • Ignore Pain: Attack Damage 20 → 25.
  • Riposte: Attack Damage 15 → 25.
  • Barkskin: Damage Reduction 15 → 20.
  • Provoker: Attack Speed 15 → 16.

Changed

  • Hammer of Wrath: Proc chance 10% → 35%, targets 2 → 1, AD scaling 40% → 60%.
  • Hidden Blade: Proc chance 20% → 75%, targets 1 → 2, Poison stacks 2 → 1, AD scaling 40% → 60%.

Nerfed

  • Tremor: AP scaling 50% → 30%.
  • Showstopper: Damage 75% → 50%.
  • Unfair Advantage: Damage 20% → 15%.
  • Demoralized: Enemy Damage Reduction 20% → 15%.
  • Reinforced Hits: Critical Strike Damage 100 → 80.
  • Evasion: Dodge Chance 20 → 12.

Class Bonuses

  • Rank 4: Max Health per destroyed Armor Plate 10 → 30, max 100 → 12 times per run.
  • Rank 8: Damage Reduction for everyone 25% → 12%, now also grants everyone 385 Max Health.
  • Rank 10: Now revives you once on death with 100% of your Max Health instead of granting 15% of your Max Health as Attack Damage.

Mage

Buffed

  • Flame Blessing: Rarity Rare → Epic, AP scaling 20% → 30%.
  • Moonfire: Rarity Rare → Epic, AP scaling 20% → 30%.
  • Elemental Balance: Fires 2 Chilling missiles instead of 1.
  • Icy Roots: AD scaling 40% → 60%.
  • Burning Ring: AP scaling 20% → 30%.
  • Combustion: AP scaling 20% → 30%.
  • Force Push: AP scaling 20% → 30%.
  • Molten Armor: AP scaling 20% → 30%.
  • Sacred Fire: AP scaling 20% → 30%.
  • Winter's Wrath: AP scaling 20% → 30%.
  • Prepared: Ability Power 100 / 200 / 400 → 175 / 262.5 / 350. Duration is now 20s at every level, previously 15s / 20s / 30s.
  • Magic Armor: Ability Power 50 / 100 / 200 → 125 / 187.5 / 250. Duration is now 5s at every level, previously 4s / 6s / 8s.
  • Fade: Ability Power 50 → 80.
  • Intellect Blessing: Ability Power 50 → 75.
  • Arcane Barrier: Ability Power 30 → 50.
  • Heat Energy: Ability Power 25 → 35.
  • Arcane Minions: Ability Power 15 → 20.
  • Arcane Slash: Ability Power 5 → 10.
  • Fire Master: Burn Damage 100% → 210%.
  • Destruction: Curse Damage 50% → 80%, Burn Damage 50% → 80%.
  • Ice Mage: Frost Damage 100% → 105%.
  • Authority: Max Health 50 → 55.

Changed

  • Flame Barrier: Fires every 1s → every 2s, AP scaling 15% → 30%.
  • Holy Blizzard: Base damage 15 → 65, AP scaling 50% → 60%, fires every 1s → every 1.5s, lasts 5s → 6s.
  • Immolation: Rarity Rare → Epic.

Nerfed

  • Icebreaker: Damage 100% → 75%.
  • Flame Fingers: Damage 25% → 20%.
  • Ring of Power: Ability Power 100 → 75.
  • Master: Ability Power 25 → 20.
  • Cold Power: Ability Power 25 / 50 / 75 → 20 / 30 / 40. Duration is now 5s at every level, previously 4s / 6s / 8s.
  • Siphon Energy: Ability cooldown reduction 0.5s → 0.25s.
  • Pyroslapper: Max stack count 250 → 25.

Class Bonuses

  • Rank 4: Now only kills with an Ability grant 1 Ability Power, max 800 → 175 times per run.
  • Rank 6: Chill and Burn duration bonus 50% → 100%.
  • Rank 8: Ability Power for everyone 150 → 250.
  • Rank 10: Now gives Abilities a 30% chance to hit twice instead of 25% Ability Power.

Priest

Buffed

  • Divine Release: Base damage 100 → 150.
  • Flame Blessing: Rarity Rare → Epic, AP scaling 20% → 30%.
  • Heal Seekers: Heal amount 10 → 20.
  • Force Push: AP scaling 20% → 30%.
  • Sacred Fire: AP scaling 20% → 30%.
  • Blight Barrier: AD scaling 40% → 60%.
  • Healing Throws: AD scaling 40% → 60%.
  • Protected Throws: AD scaling 40% → 60%.
  • Toxic Remedy: AD scaling 40% → 60%.
  • Venomdancer: AD scaling 40% → 60%.
  • Ring of Mercy: Healing Power 125 → 150.
  • Evasive Healer: Healing Power 75 → 150.
  • Graceful Renewal: Now grants flat Healing Power instead of a percentage, 5 → 50.
  • Undead Priests: Healing Power 25 → 40.
  • Intellect Blessing: Ability Power 50 → 75.
  • Arcane Barrier: Ability Power 30 → 50.
  • Conduit: Minion Damage 25% → 50%.
  • Learner: Ultimate cooldown reduction 10% → 12%.

Changed

  • Flame Barrier: Fires every 1s → every 2s, AP scaling 15% → 30%.
  • Holy Blizzard: Base damage 15 → 65, AP scaling 50% → 60%, fires every 1s → every 1.5s, lasts 5s → 6s.
  • Smite: Rarity Rare → Epic.
  • Divine Presence: Healing Power 75 → 45, Attack Speed 5 → 6.

Nerfed

  • Holy Attunement: Healing Power 35 → 20.
  • Enhanced Barrier: Barrier amount 50 → 45.
  • Toxic Strength: Barrier amount 25 → 15.
  • Power Infusion: Proc chance 50% → 15%.
  • Inner Focus: Dodge Chance 10 → 6, cooldown reduction 10% → 6%.
  • Agility Blessing: Attack Speed 20 → 15.
  • Time Zone: Ability cooldown reduction 0.5s → 0.3s.
  • Siphon Energy: Ability cooldown reduction 0.5s → 0.25s.
  • Eager: Ultimate cooldown reduction 0.5s → 0.25s.

Class Bonuses

  • Rank 4: Now grants 2 Ability Power and 4 Healing Power per Bless in combat, max 30 times per run, instead of 1% Blessed ATTACK Damage, max 200 times.
  • Rank 6: Now grants 1 extra Bless stack instead of 20% Cooldown Reduction.
  • Rank 8: Max Health for everyone 350 → 605.
  • Rank 10: Heals everyone every 4s → every 5s.

Druid

Buffed

  • Moonfire: Rarity Rare → Epic, AP scaling 20% → 30%.
  • Spikes: Targets 2 → 4, AD scaling 40% → 60%.
  • Starfall: AP scaling 20% → 30%.
  • Winter's Wrath: AP scaling 20% → 30%.
  • Icy Roots: AD scaling 40% → 60%.
  • Nature's Fury: AD scaling 40% → 60%.
  • Rootlash: AD scaling 40% → 60%.
  • Wild Vines: AD scaling 40% → 60%.
  • Naturalist: Root Damage 100% → 210%.
  • Bearskin: Now grants flat Max Health instead of a percentage, 10 → 165.
  • Gardener: Ability Power 25 → 40.
  • Arcane Slash: Ability Power 5 → 10.
  • Barkskin: Damage Reduction 15 → 20.

Changed

  • Entangle: AP scaling 50% → 20%, fires every 4s → every 3s, Root duration 2s → 1s, range 32m → 20m. Upgrades no longer speed it up.
  • Raven's Call: AP scaling 50% → 20%, fires every 4s → every 2.5s.
  • Ravenstorm: Base damage 15 → 25, AP scaling 50% → 20%.

Nerfed

  • Dashing Roots: AP scaling 50% → 30%, Root duration 2s → 1s, range 32m → 20m.
  • Maelstrom: AP scaling 50% → 40%.
  • Moonbeam: AP scaling 40% → 30%.
  • Murder of Crows: AP scaling 50% → 30%.
  • Tremor: AP scaling 50% → 30%.
  • Bramble Surge: Root Damage 200% → 175%.
  • Haste: Movement Speed 30 → 16.
  • Owlbeast: Ability Power 20 → 15.
  • Rampage: Attack Speed 10 → 7.
  • Pyroslapper: Execution limit 250 → 25.
  • Ironbark: Root duration 2.5s → 1s. Now counts as a Root Perk.

Class Bonuses

  • Rank 2: Root duration 2s → 1s.
  • Rank 4: Max 40 → 8 times per run.
  • Rank 6: Now makes Root stack and last 50% longer instead of granting 20% Max Health while Enraged.
  • Rank 8: Attack Damage for everyone 20 → 25, Ability Power 50 → 125, no longer grants 50 Max Health.
  • Rank 10: Now grants 1 OFFENSE, DEFENSE and SPECIAL charge instead of 25% Damage and 25% Movement Speed while Enraged.

Monk

Buffed

  • Poisoned Shock: AD scaling 40% → 60%.
  • Shurizen: AD scaling 40% → 60%.
  • Yin and Yang: AD scaling 40% → 60%.
  • Hits Like Lightning: Invincibility 50 → 65.
  • Iron Will: Attack Damage 15 → 18.
  • Ninjutsu: Dodge Chance 15 → 20.

Changed

  • Smite: Rarity Rare → Epic.
  • Divine Presence: Healing Power 75 → 45, Attack Speed 5 → 6.

Nerfed

  • Electric Fumes: Fires every 1s → every 3s.
  • Shock Palm: Proc chance 25% → 20%.
  • One With All: Attack Damage 30 → 20, Ability Power 150 → 100.
  • Amping Up: Shock Damage 50% → 15%.
  • Lightning Discipline: Shock Damage 35% → 25%.
  • Thunder Echo: Ability Power 30 → 20, lasts 4s → 5s.
  • Offensive Dodge: Offense Damage 50% → 45%.
  • Tranquility: Dodge Chance 20 → 15.
  • Inner Focus: Dodge Chance 10 → 6, cooldown reduction 10% → 6%.
  • Agility Blessing: Attack Speed 20 → 15.
  • Rapid Strikes: Attack Speed 10 → 8.

Class Bonuses

  • Rank 4: Now grants 4.5% Attack Speed and 30 Healing Power per arena finished without Dashing, max 3 times per run, instead of 1% Zen duration per kill while Zen was active, max 300 times.
  • Rank 6: Now periodically Shocks nearby enemies with 50% damage while Zen is active instead of 25% Attack Speed and 10% Dodge Chance.
  • Rank 8: Now grants everyone 20% Attack Speed instead of periodically granting everyone Zen.
  • Rank 10: Now rapidly Punches 10 nearby enemies every 8s instead of 25% Dodge Chance while Zen is active.

Warlock

Buffed

  • Soul Harvest: Now grants flat Max Health instead of a percentage, 6 → 90.
  • Soul Bond: Max Health 50 → 75.
  • Siphon: Ability Power 20 → 35.
  • Arcane Minions: Ability Power 15 → 20.
  • Destruction: Curse Damage 50% → 80%, Burn Damage 50% → 80%.
  • Conduit: Minion Damage 25% → 50%.
  • Doomlink: Minion Damage 25% → 40%.
  • Undead Priests: Healing Power 25 → 40.

Changed

  • Immolation: Rarity Rare → Epic.
  • Implosion: Proc chance 25% → 30%, AP scaling 40% → 30%.
  • Life Tap: Health cost 40% → 25%, Ability Power 300 → 150.

Nerfed

  • Forbidden Knowledge: Curse Damage 35% → 25%.

Class Bonuses

  • Rank 4: Now grants 12 Max Health and 7.5 Ability Power per hit that kills at least 3 enemies, max 10 times per run, instead of 2 Max Health and 2 Ability Power per Cursed enemy killed, max 200 times.
  • Rank 8: Ability Power for everyone 85 → 125, Max Health 175 → 275.
  • Rank 10: Now grants 1 Ultimate charge instead of 1% Curse Damage and 2 Max Health per Minion summoned.

Equipment Balance

Buffed

  • Pendant of Inner Wrath (Maul): AD scaling 40% → 80%.
  • Spiked Plate (Thorns): AD scaling 40% → 60%.
  • The Iron Oath (Perfect Defense): Defense cooldown reduction 10% → 15%.
  • Chained Footguards (Chains): AD scaling 40% → 60%.
  • Trickster's Footpads (Escape Artist): Tier 2 / 3 Movement Speed 40% / 50% → 45% / 60%.

Changed

  • Dawnbringer (Judgement): Tier 2 / 3 chance 40% / 60% → 25% / 30%, damage 200% / 250% → 225% / 300% of Healing Power.
  • Prismheart Amulet (Spell Crit): Tier 2 / 3 chance 30% / 40% → 25% / 30%, increased damage 200% / 250% → 225% / 300%.
  • Pig Cleaver (Throw Cleaver): AD scaling 40% → 60%, proc chance 20% → 15%, Bleed stacks 4 → 3. Tier 2 / 3 proc chance 30% / 40% → 20% / 25%, Bleed stacks 6 / 8 → 4 / 5.

Nerfed

  • Arcane Cuffs (Arcane Bulwark): Ability Damage 50% → 15%.
  • Counterweight Gauntlets (Defense Is Offense): Damage 100% → 75%.
  • Goliath Eye (Deep Roots): Damage 50% → 25%.
  • Ice Queen's Cuirass (Frostbite): Damage 50% → 30%.
  • Berserker Warboots (War Hunger): Fury Attack Damage 30% → 20%.
  • Runic Mageblade (Invocation): Attack Damage per conversion 0.1 → 0.05.
  • Duskwarden Plate (Shadowbound): Minion Damage per conversion 0.3 → 0.25.
  • Sacrificial Dagger (Blood Sacrifice): Ability Damage per conversion 4 → 3.
  • Ironhorn's Guardfists (Battle Hardened): Attack Damage 10 → 8, Max Health 100 → 90.
  • Robe of the Last Pope (Mass Bless): Chance to Bless on Heal 15% / 30% / 45% → 10% / 20% / 30%.
  • Arkanide's Missing Finger (Deep Surge): Tier 2 / 3 20% / 30% → 15% / 20% of Ability Power as Critical Strike Damage.
  • Tailwind Band (Swift Magic): Tier 2 / 3 1 / 1.5 → 0.75 / 1 Ability Power per Movement Speed %.

Upgrade Paths

  • Hidden Blade and Hammer of Wrath now gain extra targets on upgrade instead of proc chance.
  • Get Over Here and Holy Blizzard now gain bonus damage on upgrade.
  • Elemental Balance now caps at 3 missiles of each type instead of 4.
  • Spikes: First upgrade now grants 5 targets instead of 4.
  • Entangle: No longer gains tick rate on upgrade.
  • Yank and Shock Palm: Upgrade chances reduced.
  • Implosion and You're Mine: Upgrade chances increased.

Bug Fixes

  • Gamepad (A) long-press: Equipping an item would start grabbing it again on release.
  • Windows key: Can no longer be bound to an action.
  • Input key icons: Fixed some rendering blurry.
  • Alt key label: Now displayed as Option on macOS.
  • Luck stat: Perk rarity chances now correctly scale with current Luck.
  • Fixed the Spike Root trap to scale properly like other traps.
  • Fixed Ironhorn's Lightning Flurry Talent so that when fully charged it now deals damage to destructibles and traps and triggers On Attack/Hit procs.
  • Poison Puddles: Now apply their Poison and hit for the full duration instead of stopping shortly after the enemy dies.
  • Enemy Poison: Now keeps the caster's Attack Damage bonus after the caster dies.
  • Hamstring: Bleed slow applies to enemy movement again. Upgrades no longer apply the slow twice, so levels are now 25% / 35% / 50%, previously 25% / 60% / 90%. The tooltip percentage now displays correctly.
  • Ironhorn's Defensive ability damage zone now fits the telegraph.
  • "Again?" achievement: Now unlocks only when you loop the same biome, not on Extract.
  • Joining co-op: Fixed a rare black screen when two players joined at the same time.
  • Raid end: Fixed an endless loading screen after previously joining someone else's raid.
  • Single-player: Fixed a rare loading-screen hang after a long co-op session.
  • Ghoulag: Fixed a rare case where a room spawned no enemies and its gate stayed open.
  • Ability tooltips: Champion Select now shows the same damage and scaling as in-game.
  • Raid planning: The map now shows the correct Danger Level after restarting the game.
  • Co-op: The room exit no longer stays shut when a player rejoins as the last enemy dies.
  • Valora: Righteous Spirit stacks and Eternal Empowerment are now kept when continuing a raid.
  • Foxley: Fixation stacks are now kept when continuing a raid, and Second Wind no longer refills.
  • Co-op: Clients' Perks no longer show as un-upgraded after continuing or rejoining a raid.
  • Co-op stash: Currency moved to the backpack with the transfer key no longer vanishes for clients.
  • Revive: Revived Champions no longer keep 70% Damage Reduction for the rest of the run.
  • Glacial Echo: Chill shots now hit other enemies before the Frozen enemy itself.
  • Ironhorn's Eruption (Whirlwind Talent): No longer applies Whirlwind's damage multiplier twice, which made it up to around ten times too strong at high ability levels.
  • Ironhorn's Aftershock (Dash Talent): Now scales with Ability Power as its tooltip says.
  • Giant Killer: Now also applies against Mini Bosses.
  • Duel and other limited stat Perks: Upgrades now pay out in full even when the limit has already been reached.
  • Perk counters: Current/max counters now show the correct numbers, including in the Alchemy Table preview.
  • Fire Master, Frost Master and Naturalist: Quest progress now only counts during combat, so they can no longer be completed on training dummies.
  • Rank 10 Class Bonuses, Divine Presence and Ironhorn's Trait: Once earned, they now stay for the rest of the run. Switching off and back on could previously apply a bonus twice.
  • Unity (Divine Protection): No longer leaves you immune for the rest of the run. The description now also gives the real threshold of below 35% Health.
  • Arcane Alternators: Converts Attack Damage to Ability Power again.
  • Champion Stats panel: Now stays up to date while open, including for co-op clients.
  • Valora's Sanctified Hammers: No longer freeze in place for the rest of the run.
  • Sanctified Hammers, Orbit and Frost Orbit: No longer twitch or fade out between rooms.
  • Cold Stars and BlightFrost: Now fire when you Freeze an enemy, with damage numbers, kill credit and 20% Ability Power scaling as the tooltip says, including enemies that spawned before the Perk was picked.
  • Yank: Now pulls the farthest enemy within 32m instead of requiring one more than 12m away. Its damage counts as yours, with 60% Attack Damage scaling, damage numbers and kill credit.
  • Shock: Several Shocks hitting one enemy at once now each deal their Ability Power damage. Previously, it was applied only once.
  • Warrior Max Health stat Perk: Now offered to Warriors. It was previously filed under Warlock.
  • Foxley's Rapid Reload: Barricades, traps and the Harvest Operation heart no longer cancel the recast, and a recast no longer uses up a spare Offensive charge.
  • Elite and Super Elite extra loot: Now drops. The extra loot tables never rolled before, and their chances have been tuned accordingly.
  • Extra Elite and Super Elite rooms on later loops: Now arrive in the correct biome instead of one biome late.
  • Elite and Super Elite room modifiers: Show on the HUD again.
  • Blood Baron: Perks now match the class and rarity shown on the offer card.
  • Perk vending machine: No longer drops a copy of a Perk that is already on the ground.
  • Steady: Now grants its Armor Plate when landing in any room, including Shop, Healing, Mystery, Smuggler and Blood Baron rooms.
  • Arcane Cuffs and Sacrificial Dagger: Their Ability Damage bonus no longer applies to basic attacks or Dash.
  • Level start: Champions no longer walk in the air when entering some Ghoulag and Harvest Operation levels.
  • First Meat Factory level: Fixed chest placement.
  • Champion movement: Dash and movement no longer catch on edges for co-op clients.
  • Co-op clients: Fixed Foxley's Special, Valora's Special, Beatrice's Special aim and Draskyl's Tongue Leap.
  • Valora's Offensive: Fixed the teleport when empowered.

UI, Tooling and Systems

  • Perk class level-up popup: UI updated to the latest version.
  • Reduced exit time by up to 34 frames for each level with no discernible visual impact.
  • Reduced entry time into a new level by up to 15 frames.
  • Alarm bar: Now slides to its new value between rooms, with a beep for each Alarm Level it passes.
  • Raid planning: The "Bonus" list is now Drop Chance Bonus, shown as a percentage increase. Values animate and turn green or red as you change difficulty or modifiers.
  • Root: Added a new debuff icon.

Other Fixes

  • Charge, Defiant, Fearless, Flow, Furious, Furious Fishing, Preparation and Relentless now correctly count as Fury Perks.
  • Ironbark now correctly counts as a Root Perk.
  • Play It Safe now correctly counts as both a Barrier and Heal Perk.
  • Fourteen Legendary and Mythic Perks have had their spawn requirements increased so they appear later in a run: Attention Seeker, Back To Basics, Cleave, Critical Machine, Egotrip, Execute, Forbidden Knowledge, Holy Attunement, Implosion, Lightning Discipline, Putrid Detonation, Ravenstorm, Toxic Execution and Unity.
  • Murder of Crows is now only offered to players who already have a Root Perk.

Disabled

  • Big Boy and Buff have been turned off and will no longer appear.

That's everything for the Arms Race Update!

There’s a ton to dig into here, and we’re excited to see what you do with all the new ways to salvage, upgrade and optimize your gear.

Build something ridiculous, push as far as you can into Liberator+, and let us know how it goes.

As always, keep the feedback and bug reports coming.

Have fun, Raiders!

This announcement was originally published by Wombo Games on Steam on Nov 10, 2026.

Open the original on Steam
Raiders of Blackveil

$14.99action-roguelike · dungeon-crawler

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