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  • 2 hours ago
  • 8 min read

Major balance update, improved tooltips, 5 new voices for our characters and enemy redesigns.

Patch Notes

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28 April 2026

0.4.20 brings another major balance update, improved tooltips, 5 new voices for our characters and some enemy redesigns.


GAMEPLAY CHANGES (more details below)

  • New Enemy layouts, updated enemy abilities and difficulty adjustments

  • Increased resale values in the shop

  • Balance pass across many items and relics, and some heroes


VISUAL AND AUDIO UPDATES

  • New tooltips - with separated conditional bonuses and coverage for specific complex examples like Logan's ability or Irini's Zeus Thunder

  • Enemies have new 2D cards

  • New voicelines for Gustav, Dragomir, Skorn, Kai and Funke

  • Improvement for conditional effects in tooltips (e.g. for Logan, Ratna and Niklas abilities)

  • Ratna's active ability received a visual update matching her damage instance

  • Visual effect adjustments on enemies' basic attacks

  • New visual effect for the active ability of snakes


BUG FIXES

  • Fixes for tooltips overflowing screen

  • Fixed enemies of same type sharing ability instances that caused various issues

  • Fixed selection of starting bonus when dragging scroll view for bonuses with longer descriptions

  • Fixed distribution of class rank up modifiers for heroes with 2 classes - you should now always see 2 options from each class

  • Fixed Relic Bazaar extra relic slot not being added during the super shop

  • Fixed issues with health bars not displaying actual values on C and higher difficulties

  • Fixed Ming's Aura not spawning during combat

  • Fixed an exception popup that would show when clicking compendium specializations

  • Fixed an exception on item and relic tooltips that was breaking the game for some players


GAMEPLAY UPDATES


– By Aleco, Lead Designer

Today’s patch features tons of updates to existing content. For the first time in a long time we’ve updated the behavior of a few enemies in the game and have changed the layout of stages in both Act 1 and Act 2. There are balance changes for Heroes, Items, Relics, and Start of Run Choices, clarity improvements to many text boxes in the game, and even an update to the resale value of Items and relics in the Shop.


We’ve made some major improvements to how we track data on the performance of content in RR recently, which has unlocked the ability for us to dive deeper and understand much more about how content like Items and Relics have been performing. Leveraging this new and improved internal data, we could be more confident in our ability to identify clear targets for changes and in our ability to come up with the right changes for them. We expect these changes to shake up the game quite a bit, and are very excited to see how our players will react and adapt to them!



Shop Resale Values


The resale value of both Items and Heroes has increased from 50% to 66% of their buy value.


We hope these changes will make the economy feel slightly less tight (especially at higher difficulties), that players will feel more encouraged to speculate on Items and Heroes, and that it will feel less punishing for players to purchase Items and Heroes to “win now” which they plan to sell later.



Enemy, Stage, and Difficulty


  • Created new stage designs! Redesigned the layout for a number of stages (particularly those in Act 2) with the goal of creating more dynamic and interesting fights.

  • Slightly increased the stats of enemies in Act 2 for difficulties A and higher.

  • Slightly decreased the stats of enemies in Act 1 for difficulties A and higher.

  • Reworked the Snake’s active ability rework. It now creates an AoE in a straight line which Poisons and damages Heroes.

  • Slightly reworked the Lizard’s passive ability. Instead of leaping at a specific Hero, Lizards will now leap in a straight line to the opposite back row.

  • Dragon Act Bosses now apply more stacks of their respective Debuffs.

  • Also fixed a bug where the Frost/Poison were incorrectly applying Burn instead of their respective Debuffs.

  • Demon Act Boss has been tuned to be slightly more difficult.



Start of Run Choices


  • ⬇️Legacy Charm

    • Every Combat Victory -> Every 2 Combat Victories

  • ⬇️Item Windfall

    • Added “start with 5 less shards”

  • ⬇️Crest Windfall

    • Start with 5 -> 8 less shards

  • ⬆️Relic Bazaar

    • Removed “relics cost 2 more shards”

  • ⬆️All Parcels

    • Removed “start with 5 less shards”




Items


In digging through the data, we noticed that certain items which are part of a group of similar items were notably over or underperforming compared to others within the same group. Take the Epic Glyph items for example, where Tank’s Glyph was winning roughly 10% more than other Glyph items while Vanguard’s Glyph was winning roughly 10% less. For the first time, we’ve made some adjustments to the numbers of items within a group which take them “out of sync” with the rest of the group. We’ll be monitoring these changes closely in the coming weeks, and will be sure to pay close attention to the community reaction to them as well.


Common:

  • Note: While the vast majority of common items fell within a pretty tight grouping for win rates and pick rates, both Aegis and Harness stood out as notably weaker than the rest of the group. We’ve adjusted these items to be more synergistic by swapping their old secondary stats with HP/S. 

  • ⬆️Aegis

    • 2 Mana Regen -> 5 HP/S

  • ⬆️Harness

    • 12 Attack -> 5 HP/S


Rare:

  • ⬇️Boots of Speed

    • Attack Speed Rush Boost: 50->33

  • ⬆️Vanguard’s Amulet

    • 10 HP -> 20 HP per stack

  • ⬇️Mystic’s Orb

    • Every 5 casts -> Every 6 casts

  • ⬇️Magician’s Ledger

    • Magic per Shards Generated: 1 per 4 -> 1 per 5

  • ⬆️Squire’s Helm

    • 25 HP -> 40 HP per stack

  • ⬇️Searing Contract

    • 25%->20% increased Burn stacks

  • ⬆️Eye of Haste

    • 2->3 second Rush increase

  • ⬆️Eye of Delay

    • 4->6 second Stall decrease

  • ⬇️Golden Helmet

    • Gain 3 Shards -> Gain 2 Shards


Epic:

  • ⬆️Temporal Decelerator

    • 5->6 second Rush increase

  • ⬆️Temporal Accelerator

    • 10->12 second Stall decrease

  • ⬇️Tank’s Glyph

    • 25% ->15% Defense boost

  • ⬆️Vanguard’s Glyph

    • 25% ->33% Max HP boost

  • ⬆️Lone Wolf’s Bow

    • 25% -> 50% damage on extra attack

  • ⬆️Sword of the Spark

    • 50% -> 60% increased Burn stacks

  • ⬇️Adrenal Eye

    • Rush 10 -> Rush 8

    • +50% -> +40% Basic Stats 

  • ⬇️Doomsday Clock

    • +50% -> +40% Basic Stats

  • ⬇️Serrated Dagger

    • 5 -> 4 Defense reduced per Crit




Relics


As with the items, we made a few changes to Relics within a grouping which make their outputs a little bit bigger or smaller than other Relics in their group.


Common:

  • ⬆️Rush Vessel

    • 1 -> 2 second Rush increase

  • ⬆️Stall Vessel

    • 2->3 second Stall decrease

  • ⬇️Frost Surge

    • 25 -> 20 Frost inflicted

  • ⬇️Frost Vessel

    • 4->3 Mana Regen 

  • ⬇️Critical Vessel

    • 30 -> 25 Attack Speed

  • ⬆️Shield Vessel

    • 25 -> 30 Attack and Magic

  • ⬆️Unity Vessel

    • 25 -> 30 Shards


Rare Relic Changes:

  • ⬇️Critical Sustainer

    • 80 -> 50 heal per crit

    • 8 -> 5 mana per crit

  • ⬇️Critical Relay

    • 75->60 Crit

  • ⬇️Backline Sharpener

    • 30->25 Crit

  • ⬇️Warrior’s Emblem

    • 100->75 Crit

  • ⬇️Mage’s Banner

    • 30->25 Frost per Mage

  • ⬆️Plated Codex

    • 7->10 defense per stack

  • ⬆️Rush Conduit

    • 2->3 second Rush increase

  • ⬆️Stall Conduit

    • 4->5 second Stall decrease

  • ⬆️Shield Repriser

    • 25%->33% damage


Epic Relic Changes:

  • ⬇️Debuff Velocitizer

    • Every 2 seconds -> Every 4 seconds

  • ⬇️Critical Absorption

    • 100 -> 60 HP stolen per Crit

  • ⬆️Reserve Ascendancy

    • Win a fight with 3 -> 2 Heroes in your reserves

  • ⬆️Poison Ascendancy

    • 25%->33% max hp loss

    • Reduced Magic -> Attack Speed

  • ⬆️Rush Windfall

    • Rush 15 -> 20


Legendary Relic Changes:

  • ⬇️Tri-Plague Apocalypse

    • Every 10 seconds -> Every 15 seconds

  • ⬇️Godspeed Ascension

    • 200% -> 150% basic stats

  • ⬆️Merchant Mandate

    • 15 -> 12 Re-rolls required for quest completion



Hero Balance Changes


In addition to these balance changes, the names of a small number of Actives, Passives, and Specializations have been updated in this patch.


  • 🔄Zuri

    • Notes: Last week’s update to The Poisonous took the spec in the right direction, but unfortunately it was bugged to give way too much HP/S. These changes update the way Zuri gains HP/S from this spec to be more in line with other similar effects, and bring buffs to her least popular spec in The Cruel.

    • 🔄⬇️The Poisonous

      • Now gives Zuri HP/S whenever she inflicts Poison, up to Max of 50 + 100% Crit.

    • ⬆️The Cruel:

      • Adjusted the damage ratios to use more relevant stats.

      • 10->20 base Poison inflicted

      • -10 Max Mana

  • ⬇️Sal

    • Notes: Last week’s adjustment to Cold Snap made Sal a bit stronger than expected. The Infectious is a massive standout in her win rate as well, outperforming her other specs by a decent margin.

    • ⬇️Cold Snap (Signature Active Ability):

      • Base bonus damage: 10->5.

    • ⬇️Infectious:

      • Attack Range buff: 2->1

      • Base attack speed per rank: 0->1

      • Attack Speed per rank: 2->1

  • ⬆️Niklas

    • Notes: With an increased base resale value of items in the shop, Niklas’s signature passive needed a bit more juice.

    • Red Hot Deals:

      • Shards Generated: 66% of item resale -> 80% of item resale.

  • ⬇️Fiona

    • Notes: Fiona was outperforming other Mystics by a small margin last patch. These changes nudge her base kit ever so slightly towards the other Mystics while aiming to balance out the effectiveness of all 3 of her specs.

    • ⬇️Mana Lock Time: .5 -> .75

    • ⬇️The Lustrous:

      • Inflict Burn per 12 Shields removed -> Inflict Burn per 13 Shields removed.

    • ⬆️The Tycoon:

      • Max HP Gained per MR: 5 per 2 -> 4 per 1.

  • ⬆️Hoyoung:

    • Notes: Hoyoung’s overall performance was a bit low last patch.

    • ⬆️+10 Starting Mana

    • ⬆️+.02 Base Attack Speed


  • ⬆️Yuuna

    • Notes: Yuuna slightly underperformed on the whole last patch while The Nightshade continued to outshine her other specs. These changes are targeted towards increasing her overall performance while making all 3 of her specs equally desirable.

    • ⬆️+25 Max HP

    • ⬆️+5 Starting Mana

    • 🔄⬇️The Nightshade:

      • 4->3 Poison inflicted per rank

      • Shuriken bonus damage 200% of poison -> 250% of poison

    • ⬆️The Shadow

      • Mana Gain on Stealth: 25->50

      • Base permanent Crit gain on Stealth: 3->4

  • ⬆️Rip

    • Notes: Rip’s popularity has dipped in the past few patches. I’m adding an Attack Speed boost to his base passive to increase his excitement a bit and encourage some exploration.

    • ⬆️Bloodthirsty (Signature Passive Ability):

      • Rush duration 7->8

      • Now gives him flat 25 Attack Speed whenever it refreshes.

    • ⬆️The Furious

      • Max Mana -5

      • Starting Mana +5

  • ⬆️Kai

    • Notes: Kai’s win rate and pick rate are a bit too low. I’m giving a pretty significant buff to his signature Active, as well as to his least popular spec, in order to fight that a bit. 

    • ⬆️Resolute Strike (Signature Active Ability)

      • Now deals 10 base + 100% Attack + 100% Magic damage per strike.

    • ⬆️The Bold

      • Removed Stall

      • Base Shields 0->100

  • ⬆️Rowan

    • Notes: Rowan’s pick rate is solid but his win rate is slipping a bit.

    • ⬆️Hearty (Signature Passive Ability):

      • HP/S Gained per Max HP: 150->125

      • Base Regen: 3->2

    • ⬆️The Protector:

      • Max Damage: 100% Max HP -> 200% Max HP

      • Fixed bug where it was only applying Shield equal to 2% of his Max HP instead of 3% as written.

  • ⬆️Ming

    • Notes: Ming is in a decent spot right now, but he has one standout weak spec which needs some love.

    • ⬆️The Searing

      • Damage scaling swapped from 100% Attack to 10% Max HP 

      • +10 Starting Mana

  • ⬇️Ratna

    • Notes: Last week’s Ostentatious buff went a little too hard!

    • ⬇️The Ostentatious:

      • Mana Regen Buff: 50% -> 33%.

  • ⬆️Logan

    • Notes: Logan was in a much better spot last patch than in the previous few. His Juggernaut spec is struggling at higher difficulties, so I went for a big swing here to see if that would encourage some exploration with it.

    • ⬆️The Juggernaut

      • 66%->100% shielding

  • Skorn

    • ⬇️Notes: Skorn is slightly overperforming compared to other tanks - just a small stat nerf.

    • ⬇️-50 Max HP

  • ⬇️Karsu

    • Notes: Falling Snow has consistently been Karsu’s best spec by a wide margin, despite being the least picked. This is just a pretty minor adjustment to it, and I expect it will still be still quite good.

    • ⬇️Falling Snow

      • 5->4 extra arrows


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