Adjusted accessory drop rates. Purple and Orange accessories now have a higher chance to drop, while the amount of Fragments gained from dismantling them has been reduced accordingly.
Merchants now have a separate shelf that sells accessories that need to be unlocked.
Adjusted Boss crowd-control immunity. Bosses will now gain CC immunity based on how recently they were last controlled, rather than the previous system based on the number of times they were controlled.
Adjusted the hit effects for enemies with Super Armor. When they take high-frequency damage, the hit effects will now be less flashy.
Improved the Curse Purification interaction. You can now preview the Blessing that a Curse will be converted into while purifying it.
The timer for Advanced Difficulty will now pause in shops and event rooms.
Adjusted the rewards for some events.
We've added 37 new Items in this update, with plenty of fun new toys to try out!
They're just too cool—we can't resist spilling a few secrets!!!
Now we have PETS!!!
But you’ll have to raise these strange little guys from scratch, so… you might need a little patience.
Demon Egg (New Item!)
Equipped: The egg of a weak demon. Place it in the bottom slot; it hatches after 5 rooms!
You can now socket gems into accessories!
Ruby +Accessory Damage
Emerald +Accessory Trigger Chance
Sapphire +Accessory Cooldown Rate
Wondrous Wand (New Item!)
》Equipped: When you dismantle another item, turn it into Gems
SHRINK BOSSES!!!
Shrinking Mirror (New Accessory!)
Spirit +3
Equip: +8% Magic Card Cooldown Rate.
Equip: When a Magic Card hits an enemy, fire a Shrinking Ray at them, dealing 50 damage and reducing the damage they deal by 20% for 6 seconds. (Cooldown: 8s)
There’s still plenty of fun stuff we haven’t talked about, but there’s just too much to cover—so that’s enough from us. Go play it yourselves!
We noticed that quite a few accessories were underperforming, so we’ve made a large number of adjustments to accessories in this update.
Magic Harp I
When taking damage: Restore 1 HP per second for 2 → 3 seconds. (Cooldown: 25s)
Magic Harp II
Spirit +4 → +5
When taking damage: Restore 1 HP per second for 3 → 5 seconds. (Cooldown: 24 → 23s)
Magic Harp III
When taking damage: Restore 1 HP per second for 4 → 6 seconds, and gain 60% Cooldown Rate during this time. (Cooldown: 23 → 20s)
Magic Harp IV
When taking damage: Restore 1 HP per second for 5 → 8 seconds, gain 120% Cooldown Rate during this time, and Cripple all nearby enemies for 3.5 seconds. (Cooldown: 20 → 17s)
Fairy Bagpipes III
On entering a room: Play the bagpipes, increasing Attack Speed by 28 → 34% and Movement Speed by 16 → 18% for 14 seconds.
Fairy Bagpipes IV
On entering a room: Play the bagpipes, increasing Attack Speed by 30 → 46% and Movement Speed by 18 → 24% for 14 seconds.
Lucky Rabbit’s Foot I
On entering a shop: 30% chance to receive an additional special discount.
→ Equip: Shops have a 20% chance to offer a discount.
Lucky Rabbit’s Foot II
On entering a shop: 30% chance to receive an additional special discount.
→ Equip: Shops have a 24% chance to offer a discount.
Removed: When shop items are rerolled, there is a 16% chance to receive an additional special discount.
Lucky Rabbit’s Foot III
On entering a shop: 30% chance to receive an additional special discount.
→ Equip: Shops have a 28% chance to offer a discount.
Removed: When shop items are rerolled, there is a 16% chance to receive an additional special discount.
Lucky Rabbit’s Foot IV
On entering a shop: 30% chance to receive an additional special discount.
→ Equip: Shops have a 33% chance to offer a discount.
When shop items are rerolled: 16% chance to receive an additional special discount.
Equip: Discount increased from 40% off → 50% off.
Chain Whip I
Equip: Melee attacks deal 30 → 20% splash damage in a small area behind the enemy.
(Splash damage can now also hit the enemy you are attacking.)
Chain Whip II
Equip: Melee attacks deal 35 → 25% splash damage in an area behind the enemy.
(Splash damage can now also hit the enemy you are attacking.)
Chain Whip III
Equip: Melee attacks deal 40 → 30% splash damage in a larger area behind the enemy.
(Splash damage can now also hit the enemy you are attacking.)
Chain Whip III
Equip: Melee attacks deal 50% splash damage in a large area behind the enemy.
(Splash damage can now also hit the enemy you are attacking.)
Stonevein Gauntlet I
Melee: Gain 8 Shield for 4.5 seconds. (Cooldown: 16 → 12s)
Stonevein Gauntlet II
Melee: Gain 8 Shield for 4.5 seconds. (Cooldown: 16 → 11s)
Stonevein Gauntlet III
Melee: Gain 8 Shield for 4.5 seconds. (Cooldown: 16 → 10s)
Stonevein Gauntlet IV
Melee: Gain 8 Shield for 4.5 seconds. (Cooldown: 16 → 9s)
Witch’s Broom IV
Equip: After releasing a whirlwind, your next dash gains 200 → 125% increased distance and deals 50 → 160 damage to enemies you pass through.
Cast-Iron Gear I
On kill: Reduce the cooldown of all Magic Cards by 7 → 8%.
Cast-Iron Gear II
On kill: Reduce the cooldown of all Magic Cards by 10%. (Fixed an incorrect text description.)
Equip: +4 → 5% Magic Card Damage.
Cast-Iron Gear III
On kill: Reduce the cooldown of all Magic Cards by 14%. (Fixed an incorrect text description.)
Equip: +5 → 8% Magic Card Damage.
Cast-Iron Gear IV
On kill: Reduce the cooldown of all Magic Cards by 20%. (Fixed an incorrect text description.)
Equip: +6 → 15% Magic Card Damage.
Equip: When below 25 → 50% HP, the cooldown reduction effect is increased by 115 → 75%.
Knight’s Windmill I
Equip: After moving 16 meters, your next melee attack is empowered, dealing 200 → 400% damage.
Knight’s Windmill II
Equip: After moving 16 meters, your next melee attack or Magic Card is empowered, dealing 200 → 450% damage (Magic Cards: 140 → 150%).
Knight’s Windmill III
Equip: After moving 16 meters, your next melee attack or Magic Card is empowered, dealing 250 → 500% damage (Magic Cards: 160 → 175%) and stunning for 1.5 seconds.
Knight’s Windmill IV
Equip: After moving 16 meters, your next melee attack or Magic Card is empowered, dealing 300 → 600% damage (Magic Cards: 180 → 200%) and stunning for 1.5 seconds.
Bloodstained Scythe I
Strength +4 → +3
Agility +2 → +1
Equip: Every 8 → 3.5 seconds, become empowered. Your next dash attack deals 30 additional damage.
Bloodstained Scythe II
Strength +6 → +4
Agility +3 → +2
Equip: Every 7.5 → 3 seconds, become empowered. Your next dash attack deals 35 additional damage.
Equip: If the empowered dash attack kills an enemy, its damage permanently increases by 1 → 0.5.
Bloodstained Scythe III
Strength +8 → +5
Agility +4 → +3
Equip: Every 7 → 2.5 seconds, become empowered. Your next dash attack deals 40 additional damage.
Equip: If the empowered dash attack kills an enemy, its damage permanently increases by 2 → 1.
Bloodstained Scythe IV
Strength +10 → +6
Agility +5 → +4
Equip: Every 6.5 → 2 seconds, become empowered. Your next dash attack deals 50 additional damage.
Equip: If the empowered dash attack kills an enemy, its damage permanently increases by 3 → 1.5.
Carrot Snowman
Equip: When using a Magic Card, throw 3 snowballs at the first target hit. (Cooldown: 1.5 → 0s)
World Tree Seed II
Equip: Health Potions restore an additional 30% HP.
(This effect now works correctly on Health Potions purchased from shops.)
World Tree Seed III
Equip: Health Potions restore an additional 40 → 50% HP.
(This effect now works correctly on Health Potions purchased from shops.)
World Tree Seed IV
Equip: +25 → 30% Max HP.
Equip: Health Potions restore an additional 60 → 80% HP.
(This effect now works correctly on Health Potions purchased from shops.)
Fairy Wand I
Melee: 8 → 100% chance to turn a normal enemy hit into a small animal for 3.5 seconds. (Cooldown: 18s)
Fairy Wand II
Melee: 9 → 100% chance to turn a normal enemy hit into a small animal for 3.5 seconds. (Cooldown: 15s)
Fairy Wand III
Melee: 10 → 100% chance to turn a normal enemy hit into a small animal for 3.5 seconds. (Cooldown: 10 → 13s)
Fairy Wand IV
Melee: 12 → 100% chance to turn a normal enemy hit into a small animal for 3.5 seconds. (Cooldown: 7 → 11s)
Ghostly Veil III
Agility +12 → +10
Equip: +14 → 16% Attack Speed
Ghostly Veil IV
Agility +17 → +14
Equip: +16 → 22% Attack Speed
Gingerbread House I
Equip: For every 7 → 4 enemies killed, summon a Gingerbread Guard to fight alongside you. It lasts for up to 14 → 16 seconds.
Gingerbread House II
Equip: For every 6 → 4 enemies killed, summon a Gingerbread Guard to fight alongside you. It lasts for up to 15 → 18 seconds.
Gingerbread House III
Equip: For every 5 → 4 enemies killed, summon a Gingerbread Guard to fight alongside you. It lasts for up to 16 → 20 seconds.
Gingerbread House IV
Equip: For every 4 enemies killed, summon a Gingerbread Guard to fight alongside you. It lasts for up to 18 → 24 seconds.
Everlasting Goblet II
On entering a room: Gain 6 → 8 Shield for 25 seconds.
Everlasting Goblet III
On entering a room: Gain 9 → 12 Shield for 25 seconds.
While the Shield is active: Gain 4 → 8% Dodge Chance and Critical Chance.
Everlasting Goblet IV
On entering a room: Gain 14 → 16 Shield for 25 seconds.
While the Shield is active: Gain 5 → 12% Dodge Chance and Critical Chance, and 12 → 15% Skill Damage.
Drowsy Flower Crown II
Agility +2 → +3
Spirit +3 → +6
Drowsy Flower Crown III
Agility +3 → +4
Spirit +5 → +9
Drowsy Flower Crown IV
Agility +4 → +5
Spirit +7 → +14
Heavy Shackles II
Strength +5 → +8
Equip: +25 → 35% Melee Attack Damage
Heavy Shackles III
Strength +7 → +11
Equip: +32 → 40% Melee Attack Damage
Equip: +4 → 5% Melee Critical Chance
Heavy Shackles IV
Strength +9 → +16
Equip: +50 → 55% Melee Attack Damage
Equip: +8 → 10% Melee Critical Chance
Oak Cane II
Equip: The final hit of your combo gains 35 → 50% Critical Chance.
Oak Cane III
Equip: The final hit of your combo gains 45 → 60% Critical Chance.
Equip: The final hit of your combo stuns enemies for 0.5 seconds.
→ Equip: The final hit of your combo gains 50% Critical Damage.
Oak Cane IV
Equip: The final hit of your combo gains 50 → 75% Critical Chance.
Equip: The final hit of your combo gains 65 → 80% Critical Damage.
Blessed Anvil II
Strength +4 → +3
Spirit +2 → +1
Blessed Anvil III
Strength +6 → +4
Spirit +3 → +2
Blessed Anvil IV
Strength +9 → +5
Spirit +4 → +3
Witch’s Perfume II
Spirit +4 → +5
When taking damage: Charm nearby enemies for 3 → 5 seconds. (Cooldown: 8s)
Witch’s Perfume III
Spirit +6 → +8
When taking damage: Charm nearby enemies for 3 → 8 seconds. (Cooldown: 8s)
Witch’s Perfume IV
Spirit +9 → +11
When taking damage: Charm nearby enemies for 3 → 10 seconds. (Cooldown: 8s)
Golden Pony IV
Equip: Gain 6 → 5% Damage for every 100 Gold you carry.
Equip: Gain 10 → 20% more Gold.
Ravenfeather Cloak II
Agility +3 → +5
Equip: +2 → 7 Armor
Ravenfeather Cloak III
Agility +5 → +8
Equip: +3 → 10 Armor
Ravenfeather Cloak IV
Agility +8 → +12
Equip: +5 → 13 Armor
Mushroom Umbrella II
Equip: +8 → 10 Armor
When taking damage → When attacked: Apply 5 stacks of Poison to nearby enemies.
(This effect now also triggers when blocking with a shield or while protected by Shield.)
Mushroom Umbrella III
Equip: +10 → 12 Armor
When taking damage → When attacked: Apply 5 stacks of Poison to nearby enemies and leave behind a poison cloud that applies 1 stack of Poison per second to enemies inside for 5 seconds.
(This effect now also triggers when blocking with a shield or while protected by Shield.)
Mushroom Umbrella IV
Equip: +15 Armor
When taking damage → When attacked: Apply 7 stacks of Poison to nearby enemies and leave behind a poison cloud that applies 1 stack of Poison per second and 30% Slow for 7 seconds.
(This effect now also triggers when blocking with a shield or while protected by Shield.)
Holy Light Torch II
When using a Magic Card: For the next 2.5 → 3.5 seconds, deal 36 damage per second to nearby enemies and Blind them.
Holy Light Torch III
When using a Magic Card: For the next 2.5 → 3.5 seconds, deal 48 damage per second to nearby enemies and Blind them.
Holy Light Torch IV
When using a Magic Card: For the next 2.5 → 3.5 seconds, deal 72 → 104 damage per second to nearby enemies and Blind them.
When using a Support Skill: For the next 14 seconds, deal 72 → 104 damage per second to nearby enemies and Blind them.
When using a Magic Card: Gain 3 → 4 Shield for 1.5 → 3.5 seconds.
Little Girl’s Matchbox III
When using a Magic Card: Your next attack deals an additional 260 → 250% damage and gains 8 → 20% Critical Chance.
Little Girl’s Matchbox IV
When using a Magic Card: Your next attack deals an additional 300% damage and gains 10 → 30% Critical Chance.
Frost Core II
Equip: +4 → 5% Magic Card Cooldown Rate
Frost Core III
Equip: +5 → 7% Magic Card Cooldown Rate
Equip: When a Magic Card becomes ready, 50% chance to cast a Frost Ring.
→ If all Magic Cards are on cooldown, cast a Frost Ring every 3 seconds.
Frost Core IV
Equip: +6 → 10% Magic Card Cooldown Rate
Equip: Gain 12 Armor for each Magic Card currently on cooldown.
Equip: When a Magic Card becomes ready, 75% chance to cast an empowered Frost Ring.
→ If all Magic Cards are on cooldown, cast an empowered Frost Ring every 3 seconds.
Equip: When all Magic Cards are ready, gain 6 Shield for 5 seconds.
→ When a Magic Card finishes its cooldown, gain 3 Shield for 5 seconds.
Treasure Map
Slightly reduced the value of normal Pirate Chests and Advanced Pirate Chests.
Netherfox Tail II
Equip: +4 → 5% Movement Speed
Equip: Moving within 0.5 seconds after dashing leaves Ghostfire on the ground. Ghostfire lasts 1.2 seconds and deals 40 damage per second to enemies standing in it.
(Ghostfire burn now deals increasing damage over time, and its burn duration has been increased from 1 → 2 seconds.)
Netherfox Tail III
Equip: +5 → 8% Movement Speed
Equip: Moving within 0.9 seconds after dashing leaves Ghostfire on the ground. Ghostfire lasts 1.5 seconds and deals 50 damage per second to enemies standing in it.
(Ghostfire burn now deals increasing damage over time, and its burn duration has been increased from 1 → 2 seconds.)
Equip: Ghostfire slows enemies by 12 → 25%.
Netherfox Tail IV
Equip: +6 → 14% Movement Speed
Equip: Moving leaves Ghostfire behind. The flames last 1.8 seconds and deal 65 damage per second to enemies standing in them.
(Ghostfire burn now deals increasing damage over time, and its burn duration has been increased from 1 → 2 seconds.)
Equip: Ghostfire slows enemies by 16 → 40%.
Sunstone II
Strength +1 → +3
Spirit +3 → +1
Melee: Emit a flash of light in front of you, dealing 40 → 90 AoE damage, stunning enemies for 1 second and Blinding them for 2.5 seconds. (Cooldown: 8.5s)
Sunstone III
Strength +2 → +5
Spirit +5 → +2
Melee: Emit a flash of light in front of you, dealing 60 → 130 AoE damage, stunning enemies for 1 second and Blinding them for 3 seconds. (Cooldown: 6.5s)
Sunstone IV
Strength +3 → +6
Spirit +6 → +3
Melee: Emit a flash of light in front of you, dealing 80 → 180 AoE damage, stunning enemies for 1 second and Blinding them for 3.5 seconds. Gain 4 temporary Shield for each enemy hit. (Cooldown: 6.5s)
Deep Sea Mask II
Agility +3 → +4
Spirit +2 → +3
On kill: Fear all nearby enemies for 2 seconds. (Cooldown: 10.5 → 7.5s)
Deep Sea Mask III
On kill: Fear all nearby enemies for 2 seconds. (Cooldown: 8 → 7s)
Equip: Deal 12 → 25% more damage to Feared enemies.
Deep Sea Mask IV
Agility +7 → +8
Spirit +5 → +6
On kill: Fear all nearby enemies for 2 seconds. (Cooldown: 7.5 → 6s)
Equip: Deal 20 → 40% more damage to Feared enemies.
Equip: Each Curse you carry increases Fear duration by 0.4 → 0.5 seconds.
Drum of Courage II
Equip: Every 13 seconds, beat the war drum, increasing your Attack Damage by 8 → 10% and your summons’ Attack Damage by 14 → 20% for 5 → 6 seconds.
Drum of Courage III
Equip: Every 12 seconds, beat the war drum, increasing your Attack Damage by 12 → 15% and your summons’ Attack Damage by 22 → 30% for 5 → 6 seconds.
Drum of Courage IV
Equip: Every 11 seconds, beat the war drum, increasing your Attack Damage by 16 → 25% and your summons’ Attack Damage by 30 → 50% for 5 → 6 seconds.
Equip: Your summons gain 1.5 → 3 seconds of additional duration.
Medal of Valor III
Equip: After killing an enemy, gain 40 Armor and CC Immunity for 4.5 → 5 seconds.
(New!) Equip: Gain 1% Damage Reduction for each nearby enemy.
Medal of Valor IV
Equip: After killing an enemy, gain 50 Armor and CC Immunity for 5 → 6 seconds.
Equip: Gain 2% Damage Reduction for each nearby enemy.
→ Gain 2% Damage Reduction for each nearby enemy (Bosses count as 20%).
Rolling Beer Barrel II
Equip: +2 → 5% Dodge Chance
Dash: Deal 35 → 50 damage to all enemies you collide with and knock them back slightly. (Cooldown: 3s)
Rolling Beer Barrel III
Equip: +3 → 7% Dodge Chance
Dash: Deal 50 → 70 damage to all enemies you collide with and knock them back slightly. (Cooldown: 2.5s)
Rolling Beer Barrel IV
Equip: +4 → 10% Dodge Chance
Dash: Deal 75 → 100 damage to all enemies you collide with and knock them back slightly. (Cooldown: 2s)
Equip: Collisions have a 27 → 33% chance to stun enemies for 1 second.
Infernal Jack-o’-Lantern II
Strength +4 → +3
Spirit +4 → +3
Equip: On revival, explode and deal 160 → 400 damage to all nearby enemies.
Then gain 45% Attack Damage for 35 seconds.
→ Gain 45% Attack Damage for the next 3 combats.
Infernal Jack-o’-Lantern III
Strength +8 → +4
Spirit +8 → +4
Equip: On revival, explode and deal 220 → 500 damage to all nearby enemies.
Then gain 60% Attack Damage for 40 seconds.
→ Gain 60% Attack Damage for the next 3 combats.
Infernal Jack-o’-Lantern IV
Strength +12 → +6
Spirit +12 → +6
Equip: On revival, explode and deal 280 → 800 damage to all nearby enemies.
Then gain 75% Attack Damage for 35 seconds.
→ Gain 75% Attack Damage for the next 3 combats.
Echo Conch II
Equip: When an adjacent accessory triggers, it has a 35 → 25% chance to trigger again.
Echo Conch III
Equip: When an adjacent accessory triggers, it has a 40 → 30% chance to trigger again.
Echo Conch IV
Equip: When an adjacent accessory triggers, it has a 50 → 40% chance to trigger again.
Thorn Rose III
Agility +2 → +3
Spirit +3 → +5
Equip: +5 → 12 Armor
Thorn Rose IV
Agility +2 → +4
Spirit +4 → +7
Equip: +8 → 18 Armor
When taking damage: Deal 324 damage over 3 seconds to all enemies in a large area around you. (Cooldown: 8 → 4s)
Wire Kite
Thundercloud attack range increased from 0.2 → 1.5.
Improved Thundercloud enemy-chasing logic.
Mysterious Mechanism Box III
Equip: If you lose more than 10 HP during a combat, summon a Jester with 20 → 10% of your Max HP to take damage for you. It lasts 6 → 5 seconds. (Cooldown: 30 → 0s)
Mysterious Mechanism Box IV
Equip: If you lose more than 10 HP during a combat, summon a Jester with 30 → 15% of your Max HP to take damage for you. It lasts 5 seconds. (Cooldown: 30 → 0s)
Soul Butterfly Lantern III
Equip: Each soul absorbed permanently increases Critical Damage by 1 → 0.75%.
Soul Butterfly Lantern IV
Equip: Each soul absorbed permanently increases Critical Damage by 1.5 → 1%.
Equip: When absorbing a soul while below 15% HP, restore an additional 2 → 1 HP.
Mad Hatter
You can no longer trigger the three-hit ring effect while the Attack Speed buff is active.
(Improved) If you attack an enemy with 3 counters and kill it, you can now still gain the Attack Speed buff.
Little Tailor’s Scissors III
Equip: +8 → 12% Magic Card Damage
Little Tailor’s Scissors IV
Equip: +12 → 20% Magic Card Damage
When using a Magic Card: Your Magic Card skills can execute normal enemies below 18 → 20% HP. Every 5 → 3 executions increases Max HP by 1, up to 50 → 60 Max HP.
Book of Hatred III
When taking damage: Gain 15% Damage for 9 seconds, stacking up to 4 times.
→ Gain 3% Damage. This effect can stack and is cleared after defeating a Boss.
Book of Hatred IV
When taking damage: Gain 18% Damage for 9 seconds, stacking up to 5 times.
→ Gain 4% Damage. This effect can stack and is cleared after defeating a Boss.
Iron Heart III
Equip: +4 → 10 Armor
Equip: Whenever you lose 12 HP, gain a Shield that can absorb 25 damage. The Shield gradually decays over 10 → 12 seconds. (Cooldown: 45s)
Iron Heart IV
Strength +5 → +7
Spirit +3 → +5
Equip: +6 → 15 Armor
Equip: While this Shield lasts, gain 8 → 20% Attack Damage and become immune to crowd control.
Ring of Invisibility III
Equip: +2 → 6% Dodge Chance
Ring of Invisibility IV
Equip: +5 → 9% Dodge Chance
When taking damage: Gain Stealth and Invincibility for 2 seconds (Cooldown: 7s), then gain 20 → 30% Dodge Chance for the next 3.5 seconds.
Red Dancing Shoes IV
(New!) Equip: +20% Movement Speed
Void Scepter IV
Void Ritual: Rapidly switch directions within a short period to complete the ritual, leaving a black hole at your current position. It deals 100 → 350 damage per second to nearby enemies and slowly pulls them toward its center for 5 seconds. (Cooldown: 15s)
Black hole radius increased from 7 → 9.
Star Core IV
Equip: Casting Magic Cards builds 1 stack of Energy. At 15 stacks, deal 777 damage to all nearby enemies and knock them back significantly. (Spread damage: 500 → 777)
Fixed a bug that prevented Star Core from dealing its full-screen spread damage.
Star Core will now preferentially fall above a random nearby enemy instead of at a random position.
Phoenix Feather IV
On death: Revive with 120 → 180 HP. (Cooldown: 90s)
Revival cooldown now only decreases during combat.
(New!) Equip: +30 Max HP
Necronomicon IV
Melee: Summon a Reaper to fight alongside you for 20 → 6 seconds. (Cooldown: 80 → 20s)
Toy Cannon IV
Strength +12 → +20
On entering a room: Choose a location to bombard. Deal 400 → 999 damage at the impact point and stun enemies for 1.5 → 3 seconds. You enter the room at the bombardment location.
Bombardment radius increased from 7 → 9.
Targeting reticle movement speed increased from 5.5 → 7.5, and aiming time reduced from 2.2 → 1.8 seconds.
Mended Heart IV
Equip: When your HP reaches 0, you do not die immediately. Instead, enter a Dying state and gain 20 → 60% Attack Speed and Skill Speed. If you kill 3 enemies within 12 seconds, remove Dying and restore 12 HP. (Cooldown: 30s)
Magic Lamp IV
Agility +6 → +0
Spirit +6 → +0
Power of Vengeance: Gain 30 → 20 random stat points.
Enhancer: Upgrade all passives → Randomly upgrade 3 passives.
Eternal Life: Fully restore HP and gain 1 extra revival → Gain 1 extra revival.
Fixed an issue where the Lasting Survival upgrade for Frost Shelter did not work.
Fixed an issue where obtaining both Star-Piercing Spear and Cold Wind Assault caused Star-Piercing Spear’s skill behavior to become abnormal.
Fixed an issue where the Boss execute thresholds of Isdara’s Judgment and Livit’s Ashes to Ashes did not match their descriptions.
Fixed an issue where Uma’s Sprout+ could not trigger Breath Recovery.
Fixed an issue where the function icons in the bottom-left corner could occasionally disappear after changing scenes or loading a save.
Fixed an issue where Main Menu UI could remain after continuing a game, causing incorrect UI layering.
Fixed an issue in the Act IV Boss fight where killing a Boss could cause one Boss to disappear while the other repeatedly revived.
Fixed an issue where the Ghoul Boss could be launched into the air or knocked into walls when knocked back, causing abnormal positioning.
Fixed an issue where some summons, including Uma’s Bear, Wolf Cub, and Thundercloud, could fail to return to the player under certain conditions.
Fixed an issue where accessories upgraded directly through Lucky Rabbit’s Foot could still appear as locked in the Collection.
Fixed an issue where Lucky Rabbit’s Foot was not affected by Echo Conch.
Fixed an issue where turning a Vampire into a sheep while it was firing a projectile barrage could cause the barrage visuals to behave abnormally.