Latest release
The Disciplines arrive
The one-ultimate-per-hero model is gone. Every hero now has three Disciplines — equippable active abilities with their own upgrade trees — paced by six new discipline gems. Around them, the game world has been rebuilt: isometric levels, reworked lighting with a Light Radius stat, high-detail doodads, and per-enemy death shaders. The first Legendary items sit above Epic, and the enemy runtime was rearchitected for performance.
Three per hero across all five, each a root active ability plus a six-node upgrade tree. A hero equips up to three, and equipping is free to change between runs.
Disciplines take over the hero ability slot. The old ultimate bar, its charge timer, and the per-hero ultimates are retired.
Every Discipline has six passive nodes at five levels each, purchased one point at a time. Allocated levels stay locked until a respec refunds the tree and its gems.
One equipped Discipline slot at Paragon 0–9, a second at 10–19, and a third from Paragon 20.
Ruby, Sapphire, Topaz, Emerald, Amethyst, and Diamond drop from kills at roughly 1 in 750, improving toward 1 in 250 with Magic Find. Cut three of any colour into one of another.
Levels are isometric now, lighting runs off a new Light Radius stat, flat darkness is replaced by high-detail doodads and torches, and enemies dissolve through dedicated death shaders.
RubyPhysical, fire, direct damage
SapphireCold, cooldown, control timing
TopazLightning, speed, cast rhythm
EmeraldPoison, duration, entity count
AmethystCrowd control, utility, defense
DiamondKeystones and identity nodes
Hero Disciplines
- Fifteen Disciplines, three per hero. Woodsworn get Bear Trap, Track, and Shadowstep; Spellblade get Blink, Spell Echo, and Elemental Exposure; Nightreaver get Death Mark, Vanish, and Shadow Dash; Bonebreaker get Ground Slam, Blood Rage, and Charge; Lightbearer get Divine Shield, Consecration, and Holy Charge.
- Roles, not just damage. Disciplines cover deployables, mobility dashes, invulnerability, ground zones, stealth buffs, and resistance-shredding marks — several deal no direct damage at all and exist to reshape a fight.
- Node effects in three buckets. Each upgrade targets the Discipline itself (damage, radius, duration, cooldown, extra instances), the hero for the ability's window (a temporary stat buff across all abilities), or enemies for a duration (resistance break, slow trail, stun, bonus gold).
- Respec support. Resetting one Discipline clears its allocated node levels, refunds the gems spent on it, and frees its point budget without removing the base ability.
- Equipping is loadout, not commitment. Which Disciplines are equipped can change every run; only the points spent inside a tree are locked.
Discipline gems and economy
- Six gem colours. Ruby, Sapphire, Topaz, Emerald, Amethyst, and Diamond, each hinting at the kind of node it feeds — direct damage, control timing, cast rhythm, duration and counts, utility and defense, or keystones.
- Drops and Magic Find. Gems fall from enemy kills at roughly 1 in 750, scaling toward about 1 in 250 with Magic Find, and all six drop uniformly.
- Cutting recipe. Three gems of any colour convert into one gem of any other colour, so a build never hard-stalls on a missing colour.
- Gems added to the inventory and drop tables. They live alongside components and Tomes as a first-class collectible.
Gameplay visual overhaul
- Isometric world. The game world was moved to an isometric projection, with a more powerful tile-based level generator that pulls from per-level data.
- Levels 1–5 rebuilt. New tiles and art across every level, torches as light sources, and all doodads replaced with high-detail versions.
- Light Radius stat. Lighting now runs off a real Light Radius stat on heroes, and gear can roll Increased Light Radius.
- Darkness replaced with doodads. Flat darkness is gone; nearby doodads fade to transparent so they never hide the hero.
- Paragon-aware hero textures. Heroes have new textures that scale in detail with Paragon level and equipment quality.
- Death shaders. Regular enemies dissolve on an ash-wind shader; bosses and mini-bosses burn away on a longer dissolve shader.
- Shared UI panel. In-game panels were unified into a single shared panel that scales cleanly across every resolution, and ability slots now fill in the order abilities are learned.
Items, performance, and fixes
- The first Legendary items. A new rarity tier above Epic enters the loot pool and the boss drop tables as the new ceiling of the chase.
- Enemy runtime rearchitected. Enemy entities were split into separate data and view logic with a one-way state boundary; the base enemy view dropped from 16 nodes to 10, and health and cast bars are now zero-node.
- Offscreen and movement optimizations. Units offscreen skip animation and view work, and per-frame movement lookups are cached instead of refetched.
- Ability diff and stat previews. The game shows a before/after diff when an ability or Discipline node changes, and the Disciplines screen is fully localized.