Forsworn Playtest · build 20726319 · published
Released on 11/08/2025
"New items, ability balance changes, and ultra wide monitor support."
13 new items have been added! We’re excited to see what new builds you come up with.
Ultra wide screen resolutions are now supported
Loot trails now appear once the encounter is complete. This will help maintain the fast roguelite pacing by cutting down time on treasure hunting each level.
Added a description of the heroes’ current trait in the tooltip. Hovering over the trait will now show the active stance, aura, marked for death target, and spirit guardian ally
Improved tooltips for viewing contextual information on abilities, items, and blessings
Sped up Monk’s Chi Blast animation
Tier level of abilities are now shown when managing when your party
Character sheets for heroes can now be shown while exploring via Right Click
Improved visibility of hero traits in battle, and allows heroes traits to activate when clicking on the trait orb
Revamped the combat log section to also show basic controls. The panel also starts collapsed by default
Fixed some spots where treasure chest lighting left a lingering shadow
Fixed blessing levels not capped at tier 5
Fixed an issue of re-rolling abilities and blessings didn’t match the event’s rarity
Fixed an issue with the mage portal being unclickable after canceling a ready check
Fixed an issue where the mage tower boss corpse could block pathing
Fixed artifacts capping their level at 3
Fixed buggy interactions with re-rolling and selecting multiple blessings and abilities
Fixed pathing towards treasure chests, so heroes now prioritize running to the front of the chest instead of the back
Fixed elite slaying progression for certain artifacts
Fixed a pathing issue in Dusty Cellar where heroes could get fall off the map
Fixed a pathing on Steelfang where heroes could run through a house
Fixed an issue where health bars would show on rescued NPCs, covering up the exclamation mark above their head
Wizard
Zap:
Tier 2: increased damage → generate 10 ultimate charge
Tier 3: increase range + CDR → reduce AP by 1
Sparks: Uncommon → Epic
Knight
Lacerate
Tier 2: 1 Bleed → 2 Bleed
Monk
Wind Walker:
AP 2 → 1
Shield 8 → 6
Iron Fists:
Shield damage 5 → 10
Double Kick:
Damage 4-10 → 4-8
Paladin
Blessed Blade: Uncommon → Common
Zealous Strikes: Uncommon → Common
Selfless Prayer: Common → Uncommon
Hero’s Burden: Common → Uncommon
Radiance: Rare → Uncommon
Damage: 4 → 6
Crusader Strike: Rare → Uncommon
Burning Devotion: Uncommon → Rare
Guardian Angel: Shielding 4 → 6
Undying resolve: Shielding 2 → 4, bonus shield: 10 → 12
“The Paladin was severely lacking damaging abilities in the early game, very often forcing him into a support or tanking role. Shuffling out niche support abilities further down in rarity and bringing up some damaging abilities to more common rarities should help the Paladin feel like a more powerful contender earlier.”
Assassin
Fated Roll: Rare → Uncommon
Ruthlessness: Common → Rare
Damage per hit: 4 → 5
Venom Strike: Uncommon → Common
Crimson Wire: Uncommon → Common
Shadow Strike: AP 2 → 1
Sense Weakness: AP 2 → 1
Evasion: now begins with 2 charges
Tier 2: CDR
Tier 3: CDR
Tier 4: charges 2 → 3
Envenom:
Tier 2: 1 CDR → 1 Shield per stack of poison
Tier 3: Shielding per stack → only consumes half stacks
Tier 4: Ultimate gained per stack 1 → 3
Taste of Death:
Poison 1/2/5 → 2/4/6
Paralyzing Poison: Rare → Uncommon
Poison: 1/2/5 → 2/4/6
Tier 4: AP reduced to 1
“The Assassin’s rare and epic abilities felt underwhelming compared to other heroes’ equivalent tier abilities. These changes and slight reworks should strengthen the underperforming abilities.”
Join our Discord for feedback and community events: https://discord.gg/VbpqawJAvY