Fifteen signature weapons - seven swords, three bows, five staves - each with its own special, its own on-hit passive, and (staves) its own primary. Parry and riposte, blink between enemies inside a ring, mark a duel target, raise the dead, string monsters up as puppets, plant a turret, vanish into smoke, dump your whole mana pool into one nova.
Specials are loot now. Tornado, Beam, Earthshaker, Sickles, Ice Ball, Fire Beam, Poison Slime, Holy Ground and Kaboom no longer appear at level-up - every ordinary weapon rolls one when it drops. Swap weapons, swap specials. Your upgrades park with the special and come back when you re-equip it.
27 capstones. Elite chests can offer a rare capstone that rewrites your current special: twin cyclones that merge, a beam that bounces off walls, a fissure along your aim, an ice ball that orbits you, slimes that keep splitting, meteors in a carpet line. One capstone per special per run.
Secret rooms. Most floors hide a vault behind a cracked wall - break it to get in. Nothing on the minimap until you do.
Traps. Pressure spikes in rows and bands, timed spike corridors, rockfall zones, and trap rooms that chain them. Chip damage early, lethal deep. Dodging through grants immunity.
Mobs got real attacks. Bats orbit and dive through you; skeletons grab and hold until you dash out; Leha braces and charges wall to wall; zombies bite on the snap.
Damage numbers no longer hide behind walls. Redrawn burn and poison, new burst effects, punch VFX when unarmed, UI hover and click sounds, new icons for every special and capstone.
The camp gamble shrine is a free once-per-run loaner weapon dispenser at 10% durability.
Fixes: no more double burn from fire staff + fire trait; broken weapons lose their special; swapping weapons releases stuck sickles and cancels a charging fire beam; minion packs no longer stutter the game; co-op tornadoes no longer double-hit.