
Hey Wizards!
This patch brings changes from the beta to the main branch.
If you haven't been in the beta, there will be a lot of new content to discover. We've decided to refurbish and re-release the demo!
The new demo is a much abridged version of the full game, which ends after realm 5.
It has curated lists for spells and equipment, containing around one-third of the full game's selections
The hope is to make the experience less overwhelming for first timers.
Rift Wizard won't click for everyone, we don't think you should have to spend money to find out. If you want to take part in shaping the game during this Early Access period, please drop by the Discord or share your thoughts in the Steam discussions.
A big thank you to everyone who has been leaving feedback and helping us refine the game.
Full patch notes are below. WARDROBE / ACHIEVEMENTS:
Added the new Wardrobe, accessible from the options menu to change your wizard's look
The Wardrobe currently contains 80+ Wizard outfits to choose from and corresponding achievements to unlock them VAULTS:
Added Vault of the Fettered Fae and Vault of the Sculptor
Both new vaults contain special rewards not obtainable anywhere else
Reworked Vaults of Arachnea, Slime, Flame, Souls, Goblins, and Glaciers NEW MONSTERS:
Trollet, Crackler, Maggot Leech, Haunted Casket, Toad Knight, Divine Hammer, Glass Seer, Void Saint, and Prismancer
3x3 Giants: Idol of Piety, Gryla, Orochi, and Rainbow Slime
5x5 Bosses: The Body Electric, Amaru, and Sanguine Hierophant NEW EQUIPMENT:
Artificer: Artificer's Abacus, Artificer's Hammer, Artificer's Mirror
Conjuration: Lava Cage, Arbiter Cage, Knight Cage, Archangel's Halo
Translocation: Backtrackers, Bishop Boots, Castellan Clogs
Automatic Casts: Doombrand, Lightbinder, The Lodestar, The Haemanthus, and Shattering Frost Manual COMPONENT CHANGES:
Journeystone: Translocation range and max charges +3 -> +6
Chimera Eyes: Now destroyed if it grants upgrades (i.e. no reusing via reformation or duplication shrines)
Warlord's Skull: num targets bonuses now get translated to num summons bonuses
Component buffs picked up after a level is cleared no longer remain active, except Relocator Beacon LEVEL REWARDS:
Added Shrine of Offering: Sacrifice a component and select one of its tags to show up more often in future realms' component rewards
Added Shrine of Haste: Permanently grant quickcast to one spell of your choice
Added Transmutation Shrine: Choose a component to convert into a different component that shares at least one tag with it (3 uses)
Changed Chronomancy Shrine: no longer costs SP
Changed Shrine of Reformation: shows up slightly less often
Added new Rare Component level rewards
Tier 1: Primordial Ooze
Tier 2: Amaranthine Petal, Cursed Rosary, Discarded Homunculi, Worldstone Socket
Tier 3: Familiar's Collar, Polymath's Palimpsest, Quipu Saga, Skeleton Key, and Stormsong Note SPELL CHANGES:
Petrify: Arcane Conductivity applies a stacking -100 Arcane resistance debuff for Petrify's duration
Summon Giant Bear: Bear HP 75 -> 100; Mauler attacks 3 -> 4
Boiling Blood: charges 9 -> 6; HP cost 2 -> 10; base bonus changed from +6 Fire and Physical spell damage to +6 all allied spell damage; removed Twilight Fury; Escalating Fury costs 5 SP and raises the bonus to +8; Combustion Point costs 3 SP and uses a 3-damage radius-2 aura and 30-damage radius-2 death explosion
Watcher Form: Holy Watcher cost 5 -> 4; Void Watcher 5 -> 6; Chain Watcher 5 -> 7
Mystic Vision: duration 8 -> 6; line-of-sight ignoring lasts for the full duration and is shared through Vision Aura; Truesight cost 7 -> 8; Overwatch checks only adjacent valid tiles and resolves immediately
Void Mutations: each completed realm permanently adds current Arcane Mastery percent to the Void Drake's health, damage, and range
Word of Beauty: damage 50 -> 100; affects Dark units in addition to Demons and Undead; removed Beauty of Steel; Venomous Word costs 4 SP and poisons hostile Living units for 7 turns before healing
Cantrip Cascade: Cantrip Burst radius 5 -> 4
Call Seraph: charges 1 -> 3; duration 25 -> 20
Shrapnel Blast: charges 4 -> 8
Frostfire Hydra: range 6 -> 5; damage 7 -> 8; HP 16 -> 24; duration 15 turns -> permanent; Fire breath blinds for 1 turn; Ice breath freezes for 1 turn; gains 100 Poison resistance; removed Hydra Reclamation and Freezing Ice; Crystal Eyes renamed Crystalline Hydra; Hydra Regrowth cost 5 -> 4 and fully heals each turn instead of healing 16; Double Dragon costs 3 SP and summons a symmetrically placed Hydra; Orochi costs 9 SP and replaces the Hydra with Orochi when enough room is available
Ice Phoenix: Restorative Phoenix cost 4 -> 5; Polar Aura 5 -> 6
Chill Wind: charges 1 -> 3
Silver Spear: charges 10 -> 15; Impalement cost 3 -> 2; Astral Spear 2 -> 1
Lightning Spire: HP 35 -> 60; charges 3 -> 4; range 5 -> 4
Golden Skull: Bone Wheel upgrade renamed Golden Wheel
Wyrm Eggs: Incubation Exposure cost 4 -> 3; Scale Harvest cost 4 -> 5 and required deaths 6 -> 8 ; Radiant Eggs cost 5 -> 3
Bone Spear: removed Blazing Spear and Toxic Spear; Hellfire Spear costs 6 SP and adds Fire and Dark damage; Osseous Recall costs 2 SP and returns along its path for another hit; Stun Spear renamed Stunning Spear
Night Hag: 2 charges -> unlimited; Coven Witches 2 -> 3
Bloodshift: Toxic Shift cost 4 -> 5; Poison damage contributes to healing
Soul Wind: HP 54 -> 100; damage 37 -> 44; 3 charges -> unlimited
Hatebolts: charges 1 -> 3; damage 14 -> 30; Boomerang cost 4 -> 3
Dream the Starwhale: range 5 -> 6; spell level 8 -> 7; no longer requires line of sight; Starwhale is always burrowing; removed Shatterstar; Hungering Depths costs 6 SP and casts Hungry Maw when an enemy dies on or adjacent to a chasm while channeling
Shatter: Razor Ice Hemorrhage duration 6 -> 12; removed Shattered Sorrows; Steam Anima costs 6 SP, adds Fire damage, and summons a 20 HP Steam Elemental for 6 turns when it kills
Ride Drake: Flight of Dragons cost 8 -> 7
Demonic Ritual: Solomon's Key cost 3 -> 1; Inviolate Ritual 4 -> 3; Gate of Hell 6 -> 5; Grand Ritual 9 -> 7
Blood Bullet: Blessed Blood cost 3 -> 4; Holy damage hits every target while penetration remains restricted to Dark, Demon, and Undead targets
Temporal Transfusion: Chrono Boost cost 2 -> 3 and resets allied cooldowns on every channel turn; Temporal Mastery extra turns 4 -> 5
Magic Missile: Arcane Crossfire cost 3 -> 1; targets 2 -> 3; triggers from normal casts instead of free casts and now works when Magic Missile is granted to allies
Teleport: Group Teleport cost 2 -> 1; Assassinate cost 4 -> 3 and refunds a charge when it kills an enemy
Lifedrain: Life Funnel cost 5 -> 3; Blood Horizon cost 4 -> 2
Wave of Dread: Wave of Tyranny now grants +2 range
Drain Pulse: radius upgrade renamed World Drain EQUIPMENT CHANGES:
Glittering Dancer's Robes: 2* more expensive
Arcane Shield: only manual Arcane casts trigger it; every triggering cast grants 1 SH without the old 2 SH cap
Cracklevoid: radius 4 -> 3
Crackledarkener: 2* more expensive; targets 3 -> 2; damages enemies only
Hemocorruptor: targets 2 -> 3; radius 5 -> 4
Amulet of Collected Agony: DDN*** -> DN****
Berserker: HP 250 -> 500
Engineer: Auto Cannons 2 -> 3
Earthwrath: damage 9 -> 18
Banner of the Horde: renamed Warlord Banner
Warlord Vestments: minion HP 8 -> 10
Basilisk Scale Armor: targets 2 -> 3
Storm Oculus, Void Oculus, Pyrostatic Oculus, Twilight Oculus, Crystal Oculus, and Purity Oculus are 1* cheaper
Robe of Storms: 1* more expensive; now grants 1 uncapped SH when an enemy dies to Ice or Lightning instead of granting SH on damage while below 2 SH
Earthmeld Boots: 1* cheaper; healing 2 -> 3
Blizzard Beacon, Storm Beacon, and Rain Beacon are 1* cheaper
Helm of the Host: 1 C cheaper
Heavenrender: 2* cheaper
Chalice of Light, Chalice of Iron, Chalice of Warp, and Chalice of Dragons are 2* cheaper
Chaos Robes: 1* cheaper; Fire, Lightning, and Physical resistance 25 -> 33
Crown of Ragnarok: 1* cheaper; casts Earthquake, Flame Burst, and Storm Burst 3 times each on turn 9 instead of once each
Multicolored Rage Rod 1* cheaper
Glasya's Bite: now inflicts bleed on all enemies for a duration equal to the product of Blood and Chaos masteries
Electroplasm Ampule 1* cheaper
The Boiler: 1 F more expensive; damage 25 -> 50
Veilpiercer's Monocle: 1 T cheaper
Quickstep Boots: ETTT -> ETT*
Spawning Venom and Storm Caller Staff are 1 N cheaper
Voodoo Doll: targets 4 -> 5
Galvanic Focus: Lightning resistance reduction 10 -> 25
Chelation Claw: duration 3 -> 4
Rimeblight Pulverizer: 1* cheaper; damage 25 -> 30
Mask of Nihilo: KKKDDD**** -> KKKKDDDD**; Chaos and Dark damage +300% -> +1000%; removed the Dark resistance; taking damage reduces resistance to that damage type by the damage taken
Plasmic Distributor: 1* cheaper; targets 3 -> 7
Conciliator's Claw: healing 1 -> 3
Witching Hourglass: Ghost duration 3 -> 8
Prismatic Plate: 1 M cheaper
Jade Shard: now affects Nature allies in addition to Living allies
Armor of Nanuk: Bear HP 75 -> 100
Boreal Armor: level-start shields 3 -> 7
Robe of Fire: Fire resistance 50 -> 75; Fire damage and minion damage +25% -> +50%
Robe of Ice: Ice resistance 50 -> 75; Ice damage and duration +25% -> +50%
Robe of Void: Arcane resistance 50 -> 75; Arcane damage and max charges +25% -> +50%
Robe of the Druids: Nature damage +25% -> +50%
Nightmare Hexbag: damage 2 -> 4; targets 15 -> 25
Dowsing Spark: damage 3 -> 5; targets 10 -> 20
Hemlock Needle: damage 6 -> 10; targets 5 -> 10
Fae Toxin Pouch: damage 10 -> 20; targets 3 -> 5
Icy Cruciform: damage 15 -> 25; targets 2 -> 4
Boots of Imminent Doom: radius 5 -> 6
Stone Mask: duration 6 -> 10
Artificer's Chalice: 2* cheaper; triggers only stored components with custom pickup effects
Artificer's Rod: 3* cheaper; triggers every stored pickup effect once per level requirements
Sandals of Virtuous Sin: 1 T more expensive; gains the Translocation tag; every step deals Dark and Holy damage in radius 2 equal to the highest known spell level of the opposing damage type
Galvanic Redirection: redirects damage to one random visible enemy instead of in a beam
Mourning Bell: deals Physical damage in addition to Dark and Holy MONSTER CHANGES:
Faerie Empress: Fae Curse Arcane damage per turn 10 -> 3
Fae Huntsman: Silence duration 3 -> 1
Angelic Visitor: HP 800 -> 400
Gelid Mirror: HP 888 -> 285; stores incoming debuffs and applies them with its next attack
Bears: HP 75 -> 100
Void Ancestor: HP 320 -> 240; shield regeneration 3 -> 2
Scuttler: Ice resistance -50 -> -75
Odin: Gungir renamed Gungnir; damage 29 -> 180
Count Bat: renamed Vampire Count Bat
Ophan: Holy resistance 0 -> 100; Dark resistance 0 -> 100; Poison resistance 100 -> 0
The Gardener: HP 40,000 -> 42,000; Brain Tree summon chance 50% -> 75%; Brain Tree summon count 1 -> 3; healing aura 50 -> 100
Gaia's Blessing: 30-turn intensity stacks -> 10-turn duration stacks; now heals HP equal to its remaining duration and grants 3 SH each turn
Mordred: corruption-generated enemies pulled from a wider pool GAMEPLAY / SAFEGUARDS:
Soulbound: lethal damage is reduced to leave the unit at 1 HP instead of being stored as excess damage
Combo safeguards: cap nested events at 64, repeated unchanged damage at 256 hits, deferred spell casts at 2,048, and allied extra turns at 2,048 per player turn
Adjusted level generation for greater variety and fewer monsters in later levels so you actually have a place to land
Completing a level converts tiles beneath every prop to floors, creates an unlocked portal near the Wizard if none exists, and immediately removes every non-player unit and cloud TRIALS / MUTATORS:
Mancer trials: more likely to roll realms with components matching the trial's tag
Scavenger: Scroll of Spells and Equipment Chest options 3 -> 4
Adjusted several trials to not roll rewards that are unusable or break the trial's economy
Added several new mutators for Mutated / Weekly / Custom runs
Made exclusion groups so conflicting mutators shouldn't be rolled in Weekly / Mutated to make for impossible scenarios UI / CONTROLS:
Reselect Last Spell: Q reselects the last manually cast spell and selects its previous target
Animation speed: [ and ] cycle backward or forward through the 4 animation-speed settings
Show Threatening Enemies: Y highlights every enemy capable of threatening the selected or hovered tile
Search now matches completed words exactly, preserves prefix matching for the active word, and includes Equipment slot names like headwear and footwear
Hovering over a tag filter in the Spell and Equipment shops will show the player's Mastery for that tag in the examine panel
Improved Bestiary
Custom Run Mutator parameter lists are searchable and paginated
Selected Custom Run Mutators and parameters persist between sessions
Fullscreen is now the default display mode on first launch; use the windowed Steam launch option if needed
Added clickable Previous Turn and Next Turn buttons to the Combat Log BUGFIXES:
Fixed an issue where some Conjuration spells could be cast on tiles that should've been ineligible
Fixed an issue where spells granted to allies by the Wizard were not being used properly by the unit AI
Fixed an issue where Magic Missile with Disruption Bolt and Ricochet would carry forward the Holy and Dark damage types to all targets after hitting an Arcane unit
Fixed a crash with Wall of Ice with the Hungry Wall upgrade on Ice Elementals that had been made permanent
Fixed Blink being able to target occupied tiles without Aether Swap and Aether Swap damaging the Wizard when multicast
Fixed targeting issues that allowed Word of Undeath, Choir of Angels, Suspend Mortality, and Essence Flux to affect invalid teams or the Wizard
Fixed Word of Dominion ignoring Dominate's range and line-of-sight requirements and Cult Leader using the wrong stat holder
Fixed Watcher Form expiring before its final attack and removing its form and resistances too early
Fixed Dragon Roar processing its pushback in the wrong order
Fixed Bloodshift healing interactions with Greed, Boiling Blood, and allied casters
Fixed Wild Healing Staff, Boreal Armor, and Numen Censer incorrectly scaling fixed-value effects
Fixed Spellbooks removing their applied upgrade while another copy remained equipped
Fixed Psychopomp Staff missing the waking hit that removed Sleep
Fixed Plaguebringer and damage-redirection Equipment recursively triggering themselves
Fixed Slimebirth Cantromancy referring to cantrips instead of level 1 spells
Fixed several Equipment effects resolving against dead or invalid targets
Fixed queued Equipment retaliation losing its original source before resolving
Fixed Slimes losing half their HP when their split summon failed
Fixed Satyr Wine being unable to heal the Satyr
Fixed Goo Spitter and Lava Spitter summons not inheriting their source's minion bonuses
Fixed Lava Spitter using Slime resistance instead of Poison resistance
Fixed Glass Mushboom using Poison visuals instead of Blood visuals
Fixed The Great Pumpking summoning too many vines while berserked
Fixed Dual Angels healing enemies
Fixed multiattack melee targeting, empty-tile on-hit effects, and drain healing from damage that was not dealt
Fixed Shared Pain and damage-redirection chains resolving against dead targets or looping
Fixed level generation failing when no primary spawn was available
Fixed Bestiary entries not unlocking from dominated units
Fixed window size and position handling during mode changes, minimization, restoration, renderer resets, and multi-monitor use
Fixed Mordred, Unbound and Jormungandr failing to use their main attacks if the wizard was immune to their damage types
Fixed Healing Light's Purifying Light failing to remove every debuff
Fixed Blue Lion's Lion Saviors failing to trigger from HP costs or being consumed when no Lion could be summoned
Fixed Shrapnel Blast targeting invalid tiles and repeatedly exploding the same wall through queued casts
Fixed Lumbriogenesis being castable at 1 HP and rounding its HP payment down
Fixed crashes caused by stale Shop state when switching between crafting and Shop menus
Fixed effects extending from giant units measuring distance from the entire footprint instead of the center tile
Fixed an issue where some monster spells had unintended tags, causing things like the Dynamo to trigger unexpectedly
Fixed several missing or incorrect spell, Equipment, and monster buff tooltips
PERFORMANCE:
Improved AI pathfinding and spell-targeting performance
Reduced effect-swarm slowdown by suppressing duplicate and zero-value effects and accelerating large effect queue
Switched music from OGG to MP3 to reduce hitching
Added helpers for registering custom Tags, Components, and wardrobe
Updated the example mod with custom Tags, Components, Ritual upgrades, and Wardrobe outfits