## v2.17.0 — Advanced classes fight differently (Phase 2)

Dungeon door · published

## v2.17.11 — Magic Vortex follows you, keys swapped

- **Magic Vortex** now follows the mage instead of staying fixed where it was cast, and pressing its key again while it's active detonates it early (same payoff, just on demand instead of waiting out the full 30s).
- **Mage ultimate keys swapped**: **R is now Magic Vortex** (unlocks earlier), **Ctrl+R is now Inferno** (the bigger, later-unlocked ultimate).

## v2.17.10 — Speed Mage blink restored, Mage gets Magic Vortex

- **Speed Mage — W** is back to a true blink (walls ignored, instant teleport) instead of the Flash Dash dash added in an earlier patch; SP cost stays almost free.
- **Mage — Ctrl+R: Magic Vortex** (new): summons a black hole for 30s that drags in every nearby enemy — anything pulled to the center is instantly absorbed and dies. When the vortex collapses, it detonates, dealing damage to everything still in range scaled by how many enemies it absorbed.

## v2.17.9 — Crossbow Master: always-homing shots

- **Crossbow Master** — basic attack (Space) now **always** auto-locks onto the nearest enemy, not just right after Evasive Load (W). The guaranteed-crit+stun bonus still only applies during the primed window.
- **Crossbow Master — Power Shot (D)** now auto-aims at the nearest enemy too (including diagonals — it precisely tracks the real angle instead of snapping to a wrong cardinal direction) and fires ice arrows that slow.

## v2.17.8 — Evasive Load now deals damage

- **Crossbow Master — Evasive Load (W)** now slashes anything it rolls into or lands next to, dealing immediate damage on activation (previously it was a pure repositioning skill with no direct damage, unlike the other advanced classes' W skills). The guaranteed-crit follow-up shot is untouched.

## v2.17.7 — Crossbow Master fix & Annihilator nerf

- **Crossbow Master** — the guaranteed-hit shot after *Evasive Load* (W) no longer requires line of sight to lock on; it was frequently finding no valid target (and silently falling back to a normal shot) once the roll put a wall between you and the enemy. Deadeye (Archer R) still requires line of sight, unchanged.
- **Warrior — Annihilator (R)** nerfed: SP cost during the 15s window is now drastically reduced instead of fully free — you can still run out of stamina if you spam without care.

## v2.17.6 — Arrow Windmill duration

- **Arrow Windmill** (Archer Ctrl+R) is now a **30-second channel**: arrows spin outward every ~0.6s, continuously striking every visible enemy, instead of a single instant burst.

## v2.17.5 — Archer ultimates rework

- **Crossbow Master** — fixed the homing shot actually flying in a straight line instead of tracking its target (the target search and the arrow's flight direction weren't fully wired together); it now genuinely locks on and turns to face whatever it hits.
- **Archer** gets two new signature ultimates:
- **R — Deadeye**: for 14s, every basic shot auto-homes onto a random nearby enemy (no need to face them), and the basic-attack SP cost drops to almost nothing.
- **Ctrl+R — Arrow Windmill**: fires a spinning burst of arrows in every direction, striking every visible enemy at once.
- **Crossbow Master / Twin Bow** fire **ice arrows** for both ultimates — enemies hit get slowed.
- **Speed Mage** — *Flash Dash* SP cost cut even further again.

## v2.17.4 — Homing shot & SP tuning

- **Crossbow Master** — the post-*Evasive Load* homing shot now correctly **locks onto and flies toward the actual nearest target** (including diagonals), turns the character to face it, and won't lock onto enemies hidden behind walls.
- **Speed Mage** — *Flash Dash* SP cost cut even further — practically free.

## v2.17.3 — Skill fixes

- **Fixed:** the new advanced-class skills were accidentally overwriting the **base Warrior's default W/D skills** — Warrior's *Flash Dash* and *Judgment* are back where they belong. (Dual Blade's W and Magic Swordsman's W are now clearly different skills.)
- **Dual Blade** — *Flash Dash* landing now shows a **twin-blade cross flurry** (steel-blue slashes) instead of a magical burst, so it reads distinct from Magic Swordsman.
- **Speed Mage** — *Flash Dash* now costs **almost no SP**, so you can dash around freely.
- **Crossbow Master** — after *Evasive Load* (W), your next shot **homes onto the nearest enemy** (any direction) for a guaranteed critical + stun.

## v2.17.2 — Advanced class skills, reworked

Each second-tier class now has a **signature skill** that plays to its identity:
- **Dual Blade** — *Flash Dash* now **pierces through every enemy** in the path and unleashes an **area finisher** on landing (much wider damage).
- **Magic Swordsman** — new W skill **Elemental Burst**: sets off multiple **random elemental blasts** (lightning / fire / water / wind) around you, each with its own effect.
- **Speed Mage** — skills reworked to feel *fast*: **Flash Dash** (W) replaces the slow blink, and new **Arcane Barrage** (D) rapid-fires a volley of magic bolts.
- **Crossbow Master** — the **roll is now on W** (*Evasive Load*): roll to dodge, then your next attack is a **guaranteed critical** that stuns.

## v2.17.1 — Advanced class fixes & new skill

- **Dual Blade** now shows **both swords when moving left** (the off-hand blade no longer vanishes).
- **Magic Swordsman** now unleashes a **random elemental wave on every attack** — lightning (stagger), fire (burn), or ice/water (slow) — each with its own color.
- **Twin Archer** now visibly fires **two arrows** (a second arrow flies alongside the first).
- **Crossbow Master** gains a new skill **Evasive Load** (D): quickly roll to dodge, then your **next attack is a guaranteed critical that stuns** the target.