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Wizard TournamentEventsCo-Op Coloring Update!
Major update

Co-Op Coloring Update!

Wizard Tournament · published 28 Aug 2026, 21:25 UTC · build 25136550

All eventsPlayers around this dateRead on Steam

I thought it would be a fun addition for players to be able to communicate in co-op mode to each other by drawing on the screen to show placement, purchase suggestions or realistically trolling. Hold right click to draw on the screen that both players can see. I have since completed flipping all item assets into higher quality, higher consistency art.King of the Hill has been reset back to fresh giving players a fair shake at the crown with all of the new balance changes. As I have said 100 times, your suggestions in the suggestion box are an invaluable part of the development and has been a total boon for me, please keep them coming. The greatest appreciation and support you can show the game is to leave a review on the store page.

Ancient Staff of Fire

Artifact — Fire, Burn, Weapon

  • 45 Gold

  • 20/40/80 Damage

  • 6/12/24 Burn

  • 6-second Cooldown

  • Permanently consumes a Fire Wand directly to its left and absorbs that Wand’s unmodified base Damage and Burn.

  • Absorbed bonuses stack permanently.

Headsman’s Hoard

Legendary — Air, Light, Earth, Projectile

  • 50 Gold

  • 15/30/60 Damage

  • 6-second base Cooldown

  • Gains +15/+30/+60 Damage and +1 Multicast for every Hatchet in its row or column.

  • Also gains +1 second Cooldown for every qualifying Hatchet.

Crag God’s Shell

Artifact — Earth, Weapon, Melee, Ward, Thorns, Heal

  • Created by combining three Tier 3 Spiked Shells.

  • Cannot appear in the shop.

  • Tier 4: 40 Damage, 80 Ward, and 8 Thorns.

  • 5-second Cooldown

  • On cast, heals equal to your tower’s current Thorns before adding its own effects.

  • Crag God’s Shell does not use the normal tier-star presentation.

High Elf Bow

Legendary — Physical, Earth, Projectile, Crit

  • 50 Gold

  • 15/30/60 Damage

  • 30% Critical Chance

  • 250% Critical Damage

  • 5-second Cooldown

  • When High Elf Bow casts, every Bow to its right in the same row also casts.

  • Bonus casts do not reset, restart, or synchronize the affected Bows’ cooldown timers.

The Great Aqueduct

Legendary — Water, Earth, Ward

  • 50 Gold

  • 25/50/100 Ward

  • 7-second Cooldown

  • Water Walls extend their Ward through every item positioned between themselves and the Aqueduct.

  • Aqueduct tiers extend Water Wall Ward at 1x/2x/3x strength.

  • Multiple Water Wall channels stack.

Omni Whip

Artifact — Air, Physical, Bleed

  • 70 Gold

  • 15/30/60 Damage

  • 4/8/16 Bleed

  • 5-second Cooldown

  • Every Razor Whip in the same row or column gains the All tag.

Crown of Kings

  • 40 Gold

  • 10 Damage

  • 6-second Cooldown

  • The item directly below permanently grants Income equal to 1x/2x/3x its current Cooldown.

Cape

  • 20 Gold

  • 30/60/120 Ward

  • 7-second Cooldown

  • The Gold item directly above gains +40/+80/+160 Ward whenever it casts.

Gauntlet of Midas

  • 35 Gold

  • 30 Damage

  • 6-second Cooldown

  • The item directly to its left generates 2/4/6 Gold whenever it casts.

Royal Scepter

  • 30 Gold

  • 10/20/40 Damage

  • 7-second Cooldown

  • At battle start, gains Damage equal to 1x/2x/3x current Income.

Militia Breastplate

  • 15 Gold

  • 15/30/60 Ward

  • 5-second Cooldown

  • Gains +1/+2/+4 Thorns for every adjacent Gold item.

Royal Guard Boots

  • 35 Gold

  • 30/60/120 Ward

  • 6-second Cooldown

  • While positioned in Row V, adjacent items gain +10%/+20%/+30% Haste.

Queens Tiara

  • Artifact

  • 70 Gold

  • 75 Ward

  • 8-second Cooldown

  • Items below it in the same column gain Critical Damage equal to current Income.

Gold Plated Scimtar

  • 30 Gold

  • 30/60/120 Damage

  • 7-second Cooldown

  • Generates 1/2/3 Gold whenever it casts.

Sinister Gaze

  • 35 Gold

  • 2/4/8 Damage

  • 7-second Cooldown

  • Deals 2x/3x/4x Damage to Ward.

  • Reduces its own Cooldown by 1 second this battle whenever it casts, down to the one-second minimum.

Royal Guard

  • 25 Gold

  • 20/40/80 Damage and Ward

  • 7-second Cooldown

  • While placed in the tower, permanently gains +5/+10/+20 Damage and Ward whenever the player levels up.

Jesters Pantaloons

  • 40 Gold

  • 20/40/80 Ward

  • 8-second Cooldown

  • Every successful shop reroll permanently gives adjacent items +1%/+2%/+3% Critical Damage.

  • The first free reroll also activates this effect.

Spiked Pauldrons

  • 30 Gold

  • 5/10/20 Damage

  • 30/60/120 Ward

  • Whenever the tower is damaged by a Physical item, applies 2/4/8 Bleed.

Vault

  • 30 Gold

  • 25/50/100 Ward

  • 3/6/12 Thorns

  • While placed, increases Interest by 5/10/15 percentage points.

  • Multiple Vaults stack.

Ogre Leg Guards

  • 35 Gold

  • 50/100/200 Ward

  • 5/10/20 Damage

  • 10/20/40 Burn

  • Each adjacent Earth or Fire item grants +3%/+6%/+10% Max Health.

  • Dual-tag items count once, and multiple bonuses add from base Max Health.

Diamond Silk Sash

  • 30 Gold

  • 6-second Cooldown

  • Gains Ward equal to 1x/2x/3x currently held Gold whenever it casts.

  • Its tooltip displays the resulting Ward value live.

Magma Pillar

  • 30 Gold

  • 15/30/60 Burn

  • 7-second Cooldown

  • Physical items in its column gain the Fire and Burn tags and +10/+20/+40 Burn.

Blood Drinkers Pendant

  • 45 Gold

  • 40/80/160 Ward

  • 5/10/20 Bleed

  • 6-second Cooldown

  • On cast, heals for 1x/2x/3x the enemy’s resulting current Bleed.

Balance Changes

Shop Rarity Progression

  • Shop rarity progression now advances at half speed.

  • Levels 1–2 share one rarity row, followed by Levels 3–4, 5–6, and so on.

  • Artifact odds remain at zero through Level 14.

  • Artifacts begin appearing at Level 15 and reach their existing maximum chance at Level 21.

Combat and Tower Balance

  • Overtime damage now increases every second by 0.4% of the lower-health tower’s Max Health, with a minimum increase of 2. Both towers receive equal overtime damage.

  • End-of-battle XP begins at 10 on Battle 1 and increases by 5 each battle: 10, 15, 20, and so on.

  • Dark Stone gives every item Heal equal to its Poison.

  • Air Stone grants +50% Critical Damage.

  • Creature Stone reduces every Creature item’s Cooldown by 1 second.

Item Balance

  • Sainted Bulwark: Weapons to its left in the same row gain +40/+80/+160 Ward per cast.

  • Ogre Leg Guards: Each adjacent Earth or Fire item grants +3%/+6%/+10% Max Health.

  • Druid Talisman: Gains +1 Multicast and +1 second Cooldown for every Creature in its row or column.

  • Ironbark Stag: Gains +2/+4/+8 Thorns this battle whenever it casts. Its Damage bonus always equals its current Thorns, with no minimum requirement or permanent growth.

  • Dipped Dagger: Gains +3/+6/+12 Poison this battle whenever it casts.

  • Verdict Mace: Ward changed to 20/40/80.

  • Gauntlet of Midas: The item to its left generates 2/4/6 Gold per cast.

  • Whet Stone: Rarity changed from Uncommon to Rare. Its permanent adjacent Weapon Damage remains +1/+2/+4 per cast.

  • Cauldron: Rarity changed from Uncommon to Rare. The item above permanently gains +1/+2/+4 Poison per cast.

  • Ashen Venom: Now Epic and no longer a Projectile. Each hit permanently gives the Weapon above +1/+2/+3 Burn and the Weapon below +1/+2/+3 Poison.

  • War Banner: Now Epic and costs 35 Gold. Row and column Creatures permanently gain +1/+2/+4 Damage per cast. It no longer grants Haste.

  • Cinder Brand: Now Epic. The item above permanently gains +1/+2/+3 Burn; if it is a Weapon, it also gains +15/+30/+60 Damage this battle.

  • Ember Anvil: Weapons to its right and below gain +20/+40/+60 Damage this battle. The Weapon below also gains +20/+40/+60 Burn.

  • Oath Lantern: The item to its right permanently gains +2/+3/+4 Burn. Its Light-item Critical Chance bonus remains +5%/+10%/+20%.

  • Chronomancer’s Pocketwatch: All allied items gain +100% Haste until their first cast and −100% Haste afterward.

  • Meat Cleaver: The qualifying Creature gains +1/+2/+4 Multicast and +1 second Cooldown per Cleaver cast.

  • Blessed Plate Mail: Adjacent Ward bonus reduced from +100%/+200%/+400% to +30%/+60%/+120%.

  • Staff of the Frost Magus: Ward conversion reduced to 5%/10%/20% of the enemy’s current Shatter.

  • Gargoyle: Row I Poison increased from +10/+20/+40 to +20/+40/+80.

  • Locust Swarm: Base Multicast reduced to zero, giving it one normal attack before bonuses. It gains +1 Multicast and +1 second Cooldown for every adjacent Creature.

  • Hunting Spear: Gains −1/−2/−3 seconds Cooldown when a Creature is directly to its left.

  • Blood Well: The Water item directly below gains +3/+6/+12 Bleed.

  • Grave Bell: The item below gains +4/+8/+18 Bleed and +25%/+50%/+100% Power this battle per cast.

  • Frostbolt: Added the Shatter tag.

  • Enchanted Quiver: The Projectile to its right now has x2/x3/x4 Multicast.

  • Earth Totem: Row Damage bonus increased to +10/+20/+40.

  • Bramble Trap: Row V Bleed and Thorns increased to +5/+10/+20.

  • Viper Totem: Every other item in its row gains +5/+10/+20 Poison.

  • Stone Abomination: Adjacent Thorns increased to +3/+6/+12.

  • Ankh of Reincarnation: Fatal-blow healing increased from 1,000 to 2,000.

  • Aztec Smoking Mirror: Other items in its row retain their original left/right bonuses and also apply them in the opposite direction.

  • Stormglass Shard: Air or Water items above apply 0.5/1/2 seconds of random Shock whenever they cast.

  • Odins Gungnir: Deals 100 Physical Damage whenever an adjacent item applies Shock. Its own Shock cannot activate this effect.

  • Heavens Harp: Adjacent Cleanse increased to +10/+20/+40.

  • Rat King: Its +2 Income per Creature now counts every Creature in the tower. Rat King also gains the Gold tag.

  • Cursed Skull: Cooldown reduced from 8 seconds to 7 seconds.

  • Righteous Flail: Rarity changed from Uncommon to Epic and Multicast reduced from 3 to 2.

  • Totem of Unity: Row and column items gain +10%/+20%/+30% Power for every different element in the Totem’s row or column.

  • Goblin Alchemist: Burn-to-Shatter conversion changed from 3x at all tiers to 1x/2x/3x.

  • Purity Chalice: The item below gains +1 Ward this battle for every point of Burn, Poison, or Bleed removed.

  • Behemoth Heart: Max Health gained on cast now lasts for the current battle instead of becoming permanent.

  • Saint’s Needle: Gains +1/+2/+3 Damage per point cleansed this battle.

  • Zombie Hand: Grave Grip’s Cooldown drawback is now a fixed +2 seconds at every tier.

  • Wand of the Necromancer: The empowered item below now has a minimum 4-second Cooldown at every tier.

Events and Building

  • Event decisions now include Inspect Tower, allowing players to review their current layout before returning to the unresolved choice.

  • Day 15’s Elemental Tag event no longer blocks progress when inventory is full. Players can use Make Room to sell items before claiming both Tags.

  • Fountain of Life now has a clear Drink from the Fountain button.

  • Either co-op player can activate the Fountain, with the host resolving the shared reward.

  • Occupied tower blocks can be moved by dragging the surrounding block frame, carrying the block and item together.

  • Dragging the item still moves only the item.

  • Shift-drag always selects the entire block.

  • Tower block dragging no longer rebuilds the complete tower interface every time the cursor crosses a grid cell, preventing the associated FPS drops.

Economy and Results

  • Gold-producing items display a Gold number above themselves whenever they generate Gold during combat.

  • The Rule Book now explains held Gold, Income, Interest, and combat-generated item Gold.

  • Battle results display Gold Gained, Income, Interest, and Item Gold with the same prominence as DPS, HPS, and WPS.

  • The Interest result displays the player’s current Interest percentage, including all placed Vault bonuses.

  • Diamond Silk Sash displays its current Gold-based Ward directly in its stat line and updates immediately when Gold or tier changes.

Tooltips and Localization

  • French, German, Spanish, Brazilian Portuguese, Simplified Chinese, and English are complete selectable game languages.

  • Menus, tutorials, the Rule Book, item names and descriptions, Update Notes, combat results, and live-value tooltips are localized.

  • Non-English tooltips retain the same compact width as English.

  • Damage, Burn, Ward, Heal, Poison, Bleed, Thorns, Cleanse, and Shatter use consistent semantic colors in every language.

  • Tooltip overflow is measured after wrapping settles, preserving compact ordinary tooltips and the wide two-column format for genuinely long items.

  • The Great Aqueduct treats “Water Wall” as an item name instead of incorrectly highlighting “Water” as a tag.

  • Gold cost appears inside the upper-right tooltip frame without covering long item names.

  • Damage values use red, while Cleanse stats and tags use a consistent rose-gold.

  • Layout-dependent Cooldowns update immediately outside combat for Zombie Hand, Wand of the Necromancer, Locust Swarm, and other affected items.

  • Totem of Unity and Covenant Prism affected-item tooltips display their complete Power bonuses instead of only their per-element values.

  • Goblin Alchemist targets display their resulting live Shatter instead of Burn.

  • Critical Damage bonuses add correctly to existing critical multipliers without double-counting the base value.

  • Corrupted Divine Blade’s combat tooltip no longer previews its already-applied Life Steal bonus twice.

  • Totem of Unity now displays its correct 6-second Cooldown.

Interface and Presentation

  • The complete Encyclopedia and Rule Book load before the main menu becomes interactive, with visible progress.

  • The main menu displays the exact MMR needed to reach the next named rank.

  • Ranked profiles include a five-segment gold meter showing progress through the current rank.

  • King of the Hill and King of Co-Op cards use one unified background without the former nested panel.

  • Champion cards are wider, cleaner, and easier to inspect.

  • Champion inspection uses the friendly blue tower view, normal health bar, proper tooltip layering, player MMR badges, talisman, and Stone choice.

  • Shop item art remains centered after every refresh.

  • Placed item art now uses the tower room’s correct projection plane, fixing the increasing horizontal misalignment toward Column I.

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