Class Reforging (0.33)¶
Class Reforging is a multi-batch update focused on giving every class a stronger identity and more satisfying controls. Batch 1 improved direct control over summoned minions. Batch 2 rebuilds the Ravenman as a dedicated playable electric melee class, introduces Might traits that give damage-focused classes an inherent final multiplier, strengthens high-level ability scaling, and makes class traits and specialized stats much easier to understand.
Balance changes may continue
Class Reforging includes substantial combat and item balance changes. Additional adjustments may be made after release based on observed gameplay, performance data, and player feedback. We are taking significant due diligence to avoid any negative impacts to existing builds. Nonetheless, players should account for the possibility that class, skill, item, or modifier values may change when evaluating or transacting items.
Batch 1: Minion Control¶
The first Class Reforging batch improved how summoners command their minions:
- Summoners can now assign an explicit enemy target, forcing their minions to focus their attacks on that enemy.
- Summoners can order minions to disengage from their current target and move to a specified location.
These controls make minions more responsive during priority-target encounters and allow summoners to pull them away from dangerous or invulnerable enemies.
Batch 2: Combat Balance and Ravenman Refresh¶
The second batch contains the remaining changes documented below: the Ravenman overhaul, class damage traits, ability scaling, Barbarian reflect improvements, held-button auto-casting, and expanded class/stat information.
Ravenman Reforged¶
The Ravenman now has a unique player kit instead of sharing the abilities used by Ravenman enemies. It remains a Heavy Armor / Melee Weapon class, gains the Might trait for a final 1.2x damage multiplier, and receives three new electric abilities:
| Ability | Effect |
|---|---|
| Electric Slam | Strikes a 70-degree cone in front of the Ravenman for 1.1 + 0.11 per level weapon damage as electric damage. Costs 50 energy. |
| Lightning Ring | Creates a moving ring of lightning around the caster. It lasts 5 + 0.5 second per level, pulses every 0.5 seconds, damages enemies standing in the ring, and leaves the center safe. Only one ring can be active at a time. |
| Tempest Strike | Hits the nearest enemy in a line for 7 + 0.7 per level weapon damage as electric damage. Each hit has a 20% chance to create a five-second tornado, with up to three active tornadoes. |
Enemy Ravenmen retain their previous Electric Earth, Stun Area, and Syphon Life kit, so existing Ravenman encounters do not inherit the new player abilities.
New Class Damage Traits¶
The new Might and Greater Might traits apply a final multiplier after other damage bonuses, giving damage-focused classes a clearer advantage over tank and summoner archetypes.
| Trait | Final damage multiplier | Classes |
|---|---|---|
| Greater Might | 1.3x | Archer, Ranger, Rogue, Elementalist, RedHorn |
| Might | 1.2x | Monk, Clockwork Mender, Ravenman |
These traits increase all damage dealt by the class, including basic attacks and abilities.
Weapon Damage Rebalance¶
Weapon damage has been rebalanced to create a clearer tradeoff between basic attacks and skills:
- Base damage has been increased across all weapons. (This will be applied retroactively to all items as part of the patching process.)
- The previous hidden damage multipliers for Slow and Normal weapons have been removed.
- Slow weapons remain at approximately the same overall power. Their heavier individual hits continue to produce the strongest skill damage because abilities scale from weapon damage.
- Normal weapons receive an overall damage increase and provide a middle ground between attack frequency and skill power.
- Fast weapons receive the largest basic-attack improvement. Their faster attack frequency now gives them the highest sustained basic-attack damage, while each individual hit contributes less damage to skills than a Slow weapon.
This gives weapon speed a meaningful build choice: use Fast weapons to maximize repeated basic attacks, or Slow weapons to maximize the damage of weapon-scaling abilities.
Ability Balance Pass¶
Damage abilities now use a consistent 10% additional scaling per skill level. This makes many abilities substantially stronger at higher skill levels and creates a more predictable progression across classes.
Minor Class Adjustments¶
Barbarian¶
- Volatile has been removed from the Barbarian class abilities.
- Blood Rage now directly grants
10% + 3% per levelreflected damage. - Blood Rage continues dealing a portion of reflected damage to nearby enemies:
25% + 5% per level. - The effect lasts
4 + 0.5 seconds per level.
This combines the Barbarian's reflect mechanics into one ability instead of requiring two separate ability slots.
Rogue¶
The Rogue skill tree has been adjusted to reinforce its fast basic-attack identity:
- Critical Hit Damage and Poison Damage have been removed from the Rogue's attack skill choices.
- Auto Attack Damage has been added as a new attack skill. (This is a new modifier which will have more details later).
- Max Health % has been added to the Rogue's defense skills.
Vulnerable¶
Vulnerable damage has been capped more aggressively:
- The maximum accumulated Vulnerable damage bonus has been reduced from 1,000% to 200%.
- Vulnerable stacks now expire after 10 seconds, reduced from 30 seconds.
Held-Button Auto-Casting¶
- Holding an eligible ability button now repeatedly casts it when Auto Cast on Button Held is enabled.
- Auto-casting is enabled by default in settings.
- The implementation is server authoritative. This means you will be able to achieve your maximum cast speed even if there is lag between your client and the server.
- The cast speed cap of 125 milliseconds has been reinstated with this changed now that client latency no longer impact effective cast speed.
Coming in Batch 3¶
Class Reforging will continue with new item types and modifiers, opening additional ways to specialize class builds and shape how characters fight. More details will be revealed as Batch 3 gets closer to release.