Rabbit and Steel News — March 27, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello Rabbits!
Kept you waiting, but the balance patch is finally here!
If you're wondering why it took so long... I ended up changing a ton!
I gathered quite a bit of detailed feedback from players about the abilities, so I was all too tempted to adjust basically every undesirable gem upgrade in the game.
So, lots of buffs, and lots of competely retooled ability upgrades!
In addition to having a bit better character balance, I really wanted the different upgrade options to be more balanced as well.
Many of the upgrades that have been in the game for a while really didn't synergize well with loot items or other abilities at all, and some just weren't very powerful no matter what build you had.
Some characters like Heavyblade mostly got damage buffs, but other characters like Ancient and Defender got a large number of complete ability overhauls to make their upgrades better combo with the items in the loot pool.
Other characters still were balanced around giving them more options as to which ability to build around. For instance, there were quite a few Sniper players who wanted Primary-build Sniper to be more of a thing, or Assassin players who wanted the Special to play a bigger role.
I didn't want to write every new ability upgrade out, so be sure to check them out in game. I'm sure it'll be a small adjustment to stop your eyes from glazing over the upgrades you always used to skip!
EDIT: Originally I just said "has a new effect" for abilities that were sufficiently changed from their original version, but I see that people would really like the specific ability changes to be written out in the patch notes, so I have changed them to do so!

- All characters move very slightly faster (base 7.7 > 7.9)
- All abilities that "auto-activate" now can activate even when the ability is "disabled"
(Previously, this would be inconsistent; some abilities would work while others wouldn't. I went back and forth about what to do about this, but ultimately decided that "disabled" just means you can't press the button; so it opens up more synergies with the Cultist items that disable abilities + auto-activating abilities.)
- Magicklock trinkets now additionally prevent you from upgrading the corresponding abilities
In accordance to the above change, I added this to preserve the challenge of the Magicklock trinkets.

- Added 3 new toybox encounters (a two-target fight, a four-target fight, and a fight that summons butterfly spawns)
- Slightly adjusted the timings for Asha's Hard "Opal" pattern
- "Fishpool" adds (like those summoned by Seabeast Capricorn) now have a slightly larger hitbox (180 > 200)

- All "Burn" status effects (both abilities and loot) have been reduced in length from 5>3 seconds
- All abilities that require something to happen X times (like Defender Special requiring 5 abilites used) will now count down to 0, rather than counting up
- "Tranquility" now shields you from damage once (similar to Graniteskin)
- Slightly adjusted how special conditions look on abilities in the mini hotbar
- "Rockdragon Mail" has a new effect
(Old: Your movement speed is significantly reduced. Will shield you from damage for 2 seconds every 45 seconds. Starts battle on a 5 second cooldown. Cooldown cannot be reset by ability or loot effects)
(New: Your movement speed is slightly reduced. Every 30 seconds, your Defensive will grant you Dragonskin. Cooldown cannot be reset by ability or loot effects. )
Dragonskin: Shields you from damage once. Slows movement significantly and increases damage by 40%.
- "Feathered Overcoat" has a new effect
(Old: Maxes out your movement speed while you're invulnerable)
(New: Start each battle with Feathercoat)
Feathercoat: Shields you from damage once. Significantly increases movement speed, disables your Defensive, and lasts until you are shielded.
- "Tidal Greatsword" has a new effect
(Old: Every 12s slices a large radius around you dealing 200 damage. Slowly gets larger and deals more damage as a fight drags on)
(New: Each cooldown, slices a large radius around you dealing 450 damage. Cooldown is equal to the longest cooldown among your other loot and abilities.)
- "Altair Dagger" has a new effect
(Old: Your Secondary deals 30% more damage, but its GCD becomes 3s. When you use your Secondary, it has a 90% chance to have a GCD of 1s instead.)
(New: Whenever you use your Secondary, it has a 70% chance to additionally slice to your left and right, dealing 80 damage. Damage and radius increase by 30% for every time in a row this effect succeeds, up to 9 times.)
- "Diamond Shield" has a new effect
(Old: Every 25s, using your Defensive will place down a small field for 3 seconds that erases projectiles. While standing in the field, allies don't take damage. Starts battle on 5 second cooldown.)
(New: When a % chance succeeds, place down a small field for 2 seconds that erases projectiles. While standing in the field, allies don't take damage. This effect has a cooldown of 10 seconds, and can't be reset by ability or loot effects.)
- "Quartz Shield" has a new effect (again)
(Old: Whenever you use your Defensive, deal 180 damage in a radius around you once for every ability or loot with a cooldown of 10 seconds or more)
(New: Your Defensive cooldown becomes 2 seconds longer. All other cooldowns become 2 seconds shorter.)
- "Robe of Light" and "Robe of Dark" have new effects
(Old Robe of Light: Moderately decreases movement speed. You become significantly luckier, and deal 10% more damage. Transforms into the Robe of Dark when you use your Defensive.)
(Old Robe of Dark: Moderately increases movement speed. Debuffs are 40% stronger. Transforms into the Robe of Light when you use your Defensive.)
(New Robe of Light: You become significantly luckier. Transforms into the Robe of Dark when you use your Defensive.)
(New Robe of Dark: All GCDs are reduced by 0.20 seconds. % chance triggers no longer happen. Transforms into the Robe of Light when you use your Defensive.)
- "Blood Vial" "Poisonfrog Charm" and "Stoneplate Armor" now grey out after activating at the start of battle
- "Cloud Guard" now gives 1 second of invuln every 10 rabbitleaps (was previously 5 seconds every 25 rabbitleaps)
- "Flamewalker Boots" has been changed from a percent GCD decrease to a flat 0.2 second GCD decrease
- "Crown of Swords" now only activates once every 6 times you crit, and has a small hidden cooldown to prevent infinite loops
- "Bloodflower Brooch" now only hits a maximum of 2 targets
- "Jade Staff" was changed to activate on a cooldown (as Tranquility's effect was buffed)
- "Clay Rabbit" now gives Tranquility instead of Stoneskin, and has a cooldown of 16 seconds

- Base Primary damage 200 > 210
- Ruby Primary now has a larger radius, deals more damage, has a longer cooldown, and restores a use of your Defensive
- Garnet Primary now grants Flow-STR instead of Flash-STR
- Sapphire Secondary now has a new effect
(Old: Deals 180 damage in a moderate radius near the target. CHARGES your Special. Deals more damage, and now has 3 uses and a cooldown of 8 seconds. Deals 40% more damage if the enemy is facing away from you.)
(New: Deals 50 damage in a moderate radius near the target. Deals less damage. No longer a usable ability, and no longer charges your Special. Activates whenever you use any other ability.)
- Ruby Secondary now has a new effect
(Old: Deals 270 damage in a large radius near the target. CHARGES your Special. Damage is much higher, but now has a cooldown of 4 seconds.)
(New: Deals 220 damage in a large radius near the target. CHARGES your Special. Damage is much higher.)
- Emerald Secondary now charges your Primary 3 times intead of 2
- Opal Special no longer has a shorter cooldown, but rather makes ALL cooldowns 2 seconds shorter
- Sapphire Special now hits for 60x6 times (was previously 90x4)
- Opal Defensive now has a new effect
(Old: Erases projectiles around you, grants brief invulnerability, and grant ASTRA to yourself for 7 seconds. Cooldown is decreased. No longer lays down a field. Gains 2 uses per cooldown.)
(New: Erases projectiles around you, grants brief invulnerability, and places down a magic field that lasts 10 seconds. While standing in the field, gain REPEAT. Gains 2 uses per cooldown.)
- Sapphire Defensive now additonally makes it so that your attacks don't break Ghost or Vanish

- Opal Primary has a new effect
(Old: Deals 120 damage twice to an area in front of you. Deals more damage. No longer randomly resets Defensive, now resets your Defensive every 5 times this ability is used.)
(New: Deals 120 damage twice to an area in front of you. Deals more damage. Has a 50% chance of resetting your Special. No longer resets your Defensive's cooldown.)
- Ruby Primary has a new effect
(Old: Deals 320 damage to an area in front of you. Has a 15% chance of resetting your Defensive's cooldown. GCD is longer, and now slows movement on use. Damage and size are greatly increased. Only hits once.)
(New: Deals 250 damage to an area in front of you. Has a 15% chance of resetting your Defensive's cooldown. Damage, size, and GCD are greatly increased, and only hits once. Gains SUPERCHARGE when you use your Defensive.)
- Opal Secondary now cannot be activated manually; it instead only activates when an ability or loot with a cooldown is activated. It also now only hits twice
- Ruby Secondary now explodes in a large radius on impact, deals more damage with a longer cooldown, and will always reset your Defensive
- Emerald Secondary has a new effect
(Old: Deals 60 damage 5 times to targeted enemy from a range over time. No longer resets Defensive. No longer has a GCD, but gains a 6 seconds cooldown. Damage and number of hits are increased, and no longer slows movement.)
(New: No longer a usable ability, and no longer deals damage. Whenever you would take damage, this ability will instead shield you and grant you GHOST. This effect has a cooldown of 25 seconds, starts battle on a 5 second cooldown, and cannot be reset. All other abilities, loot and debuffs deal 20 more damage.)
- Opal Special has a new effect
(Old: Deals 340 damage to targeted enemy from a range. Deals 30% more damage if the enemy is facing away from you. Deals more damage, and is now a ranged attack.)
(New: Deals 600 damage to a point in front of you. Deals 30% more damage if the enemy is facing away from you. Deals significantly more damage. Has a longer cooldown and no longer has multiple uses. % chance triggers no longer happen for any loot or abilities.)
- Sapphire Special has Opal Special's old effect (changing the attack into a ranged attack), plus the damage has been increased 340>370
- Ruby Special now hits in a much larger radius, and damage is slightly increased 300 > 320
- Emerald Special now deals less base damage (250>150) but backstab bonus has been increased (60% > 200%)
- Opal Defensive's damage is now dependent on your Special's damage, rather than having its own damage number
- Sapphire Defensive now has a cooldown of 7 seconds, but can no longer be reset by ability or loot effects
- Garnet Defensive reset chance reduced 40% > 30%
- Emerald Defensive now gives you a moderate speed increase at all times

- Opal Primary's cooldown reduced 6s > 5s
- Sapphire Primary now slightly increases your movement speed
- Ruby Special has a slightly new effect
(Old: Grants a brief invulnerability and leaps towards the targeted opponent with a spinning slash, dealing 550 damage. Deals more damage, but cooldown is increased. No longer has multiple uses.)
(New: Grants a brief invulnerability and leaps towards the targeted opponent with a spinning slash, dealing 600 damage. Deals more damage, but cooldown is increased. No longer has multiple uses. If you stand still for 3 seconds, cooldown will reset.)
- Emerald Special has a new (though somewhat similar) effect
(Old: Grants a brief invulnerability and deals 400 damage around you. Has a maximum of 2 uses. Deals more damage and has a larger radius, but slows movement and no longer jumps towards the opponent.)
(New: Grants a lengthy invulnerability and deals 200 damage 4 times around you. Invulnerability effect and GCD are longer. Now slows movement and no longer jumps towards the opponent.)
- Base Special as well as all Special upgrades that don't have a new effect now deal more damage
Base 280 > 300
Opal 150 > 200
Sapphire 280 > 300
Garnet 140 > 150
- Opal Defensive's damage is now dependent on your Special's damage, rather than having its own damage number; it's cooldown was also reduced 10s > 8s

- Sapphire Primary now gives you a boost in movement speed
- Ruby Primary now no longer slows movement on use
- Emerald Primary has a new effect
(Old: Deals 80 damage twice to your left and right. CHARGES your Secondary twice. Damage is increased. No longer slows movement on use.)
(New: Deals 60 damage 7 times to your left and right. CHARGES your Secondary 4 times. Number of hits is greatly increased, but can no longer gain CHARGE. Only usable directly after using your Special.)
- Ruby Secondary has a new effect
(Old: Deals 90 damage twice in a radius around your target enemy. CHARGES your Primary twice. Deals more damage and has a larger radius, but slows movement on use.)
(New: Deals 60 damage twice in a radius around your target enemy. CHARGES your Primary twice. Deals slightly more damage. Will hit an additional time for every buff you have, up to 5 times.)
- Emerald Secondary's cooldown was reduced 6s > 4s
- Opal Special has a new effect
(Old: Deals 400 damage in a very large radius around you. Deals more damage. Cooldown is greatly reduced, but no longer randomly resets.)
(New: Deals 400 damage in a very large radius around you. Deals more damage. All ability and loot cooldowns are shortened by 4 seconds. % chance triggers no longer happen for any loot or abilities.)
- Sapphire Special has a new effect
(Old: Deals 140 damage in a very large radius around you. Has a 30% chance of resetting every time your Primary or Secondary is used. Damage is reduced, but now hits 3 times.)
(New: Deals 320 damage in a medium radius around you. Deals slightly less damage, has a shorter GCD, and has a smaller radius. Has a 30% chance of gaining 1-3 uses every time your Primary or Secondary is used. No longer has a cooldown, instead only randomly gaining uses through % chance procs.)
- Emerald Special damage decreased 500 > 450
- Garnet Defensive's cooldown was increased 15s > 18s

- Sapphire Primary damage reduced 100 > 90
- Ruby Primary has a (slightly) new effect
(Old: Deals 500 damage in a large radius near the target. Deals significantly more damage, but GCD speed is significantly slowed.)
(New: Deals 500 damage in a large radius near the target. Deals significantly more damage, but GCD speed is significantly slowed. When used directly after your Special, will grant brief invulnerability.)
- Emerald Primary has a new effect
(Old: Deals 220 damage in a small blast pointed towards your target. Deals more damage, but range is extremely short. No longer slows movement.)
(New: Deals 120 damage in a small blast pointed horizontally towards your target. Size of blast is larger. Will hit twice if you are more than 3 rabbitleaps separated from your target. No longer slows movement.)
- Sapphire Secondary no longer slows your movement
- Ruby Secondary now hits all enemies, and its damage was reduced 1000 > 900
- Emerald Secondary's Decay reduced in strength 100 > 80
- Ruby Special's GCD reduced 0.8 > 0.6, and the butterflies now explode after 2 seconds intead of 3
- Opal Defensive changed to gain uses from all loot/abilities with a cooldown, instead of just Special
- Sapphire Defensive's number of hits required to gain a use reduced from 25>20
- Ruby Defensive has a new effect
(Old: Erases nearby projectiles, and grants self and nearby allies brief invulnerability and additionally deals 650 damage to that area. Cooldown is longer, and starts battles on cooldown.)
(New: Erases nearby projectiles, and grants self and nearby allies brief invulnerability and additionally deals damage to that area. Damage amount is 3x your Primary's damage. No longer has a cooldown. Gains a use every 8 seconds you stand still.)
- Emerald Defensive has a new effect
(Old: Erases nearby projectiles, and grants self and nearby allies brief invulnerability and SUPER for 8 seconds. Cooldown is significantly increased. Starts battles on cooldown, cannot be reset, and is unaffected by loot that changes the cooldown of abilities. This ability can't be manually activated; it will now activate automatically when available.)
(New: Erases nearby projectiles, and grants self and nearby allies brief invulnerability and SUPER for 8 seconds. No longer a usable ability. Whenever you would take damage, this ability will activate to shield you. Cooldown is significantly increased, starts battles on a 5 second cooldown, cannot be reset, and is unaffected by loot that changes the cooldown of abilities.)

- Sapphire Primary has a new effect
(Old: Deals 110 damage to an area in front of you. Hits twice when you have DARKSPELL. Deals more damage and GCD is reduced.)
(New: Deals 90 damage to an area in front of you. Hits twice when you have DARKSPELL. GCD is reduced. You will be unaffected by any loot or abilities that change movement speed.)
- Ruby Primary has a new effect
(Old: Deals 110 damage to an area in front of you. Hits 5 times when you have DARKSPELL. Deals more damage and hits more times, but now consumes 4 DARKSPELL and has a longer GCD.)
(New: Deals 90 damage to an area in front of you. Hits 4 times when you have DARKSPELL. Hits more times, but now consumes 3 DARKSPELL and has a longer GCD. If this ability leaves you with 3 DARKSPELL or less, SUPERCHARGES your Secondary.)
- All Secondaries now slow you down less (.3x > .5x)
- Ruby Secondary's GCD reduced from 2s > 1.8s, and now activates its special effect when it has less than 2 darkspell (previously only activated at 0 darkspell)
- Ruby Special no longer slows you as much (.1x > .5x)
- Emerald Special has a new effect
(Old: Deals 300 damage to a line in the direction you're facing. Hits twice when you have DARKSPELL. Gains 3 uses per cooldown. Deals significantly more damage, has a longer GCD and longer cooldown, and stops movement on use.)
(New: Deals 340 damage to a line in the direction you're facing. Hits twice when you have DARKSPELL. Deals significantly more damage and no longer has a cooldown. Only usable when you have exactly 5 DARKSPELL.)
- Opal Defensive's "Superhex" duration was increased to 7s
- Garnet Defensive now grants an additional random buff in addition to Antihex; and buff duration was increased to 8s

- Opal Primary has a new effect
(Old: Fires an arrow horizontally, dealing 400 damage. Has a cooldown of 4 seconds. Deals more damage. Cooldown will no longer reset when you hit a target.)
(New: Fires an arrow horizontally, dealing 270 damage. Has a cooldown of 4 seconds. Deals more damage. Cooldown will no longer reset when you hit a target. Instead, restores a use of your Special when you hit a target.)
- Sapphire Primary has a new effect
(Old: Fires an arrow horizontally, dealing 100 damage. Has a cooldown of 4 seconds, but the cooldown resets if you hit your target. Damage is slightly decreased, but now deals damage multiple times.)
(New: Fires an arrow horizontally, dealing 200 damage. Has a cooldown of 4 seconds, but the cooldown resets if you hit your target. All GCDs are reduced by 0.20 seconds.)
- Garnet Primary has a new effect
(Old: Fires a single arrow directly at your target. No longer has a cooldown, no longer has to be aimed, and no longer slows movement. Deals slightly more damage.)
(New: Fires a single arrow directly at your target. No longer has a cooldown, no longer has to be aimed, and no longer slows movement. When used with CHARGE, will grant a random buff to you and nearby allies.)
- Emerald Primary strength reduced 750 > 700, cooldown reduced 10s > 8s, and can now be reset/affected by loot that changes the cooldown of abilities
- Opal Secondary has a new effect
(Old: Deals 100 damage and inflicts SNARE to enemies in a radius around your target. Debuff deals significantly more damage.)
(New: Deals 100 damage and inflicts SNARE to enemies in a radius around your target. All debuffs deal 100% more damage.)
- Ruby Secondary has a new effect
(Old: Deals 500 damage to enemies in a radius around your target. Deals significantly more damage, but no longer applies a debuff. Restores a use of your Special when used. Now has a cooldown of 6 seconds.)
(New: Deals 350 damage to enemies in a radius around your target. No longer slows movement speed. Deals significantly more damage, but no longer applies a debuff. Can only be used directly after using a different ability.)
- Opal Special has a new effect
(Old: Fires multiple arrows, hitting your target 3 times for 130 damage each. Has a maximum of 6 uses. Deals more damage. Has a longer cooldown, more uses, and gains 6 uses per cooldown. Can no longer be reset or restored by other ability or loot effects.)
(New: Fires multiple arrows, hitting your target 3 times for 110 damage each. Has a maximum of 3 uses. Deals more damage. Reduces all other cooldowns by 1 second each time it is used.)
- Emerald Defensive cooldown increased 15s > 20s (due to Tranquility buffs, see above)

- Opal Primary has a new effect
(Old: Deals 280 damage to a line in front of you. Other abilities can CHARGE this up to a maximum of 4 times at once. Deals more damage, but now has a cooldown of 2 seconds.)
(New: Deals 190 damage to a line in front of you. Other abilities can CHARGE this up to a maximum of 4 times at once. Deals slightly more damage. When this ability has CHARGE, its GCD is 0.50 seconds.)
- Ruby Primary's damage has been nerfed 250 > 230
- Opal Secondary now reduces all attack cooldowns (not your Defensive) and loot cooldowns (it previously reduced just your Special's cooldown)
- Garnet Secondary now Supercharges instead of normal Charge
- Emerald Secondary has a new effect
(Old: Deals 100 damage twice to enemies directly in front of you. Has a 30% chance to CHARGE your Primary once. Deals more damage and has increased range, but stops movement on use.)
(New: No longer a usable ability. All GCDs are set to 0.80 seconds.)
- Ruby Special has a new effect
(Old: Deals 200 damage to all enemies. Damage is increased, but no longer grants buffs. OMEGACHARGES your Primary 3 times.)
(New: Deals 250 damage to all enemies, SUPERCHARGES your Primary 4 times, and grants you BERSERK. Damage is increased.)
- Garnet Special has a new effect
(Old: Deals 500 damage to all enemies, CHARGES your Primary twice, and grants you BERSERK. Damage is significantly increased.)
(New: Deals 400 damage to all enemies, CHARGES your Primary twice, and grants you BERSERK. Damage is significantly increased. Has a 40% chance of instantly resetting itself.)
- Emerald Special's "Abyssal Rage" damage increase nerfed from 40% to 20%, and movement speed buff nerfed from 5 to 4
- Garnet Defensive has a new effect
(Old: Gain brief invulnerability, jump 3 rabbitleaps in the direction you're moving, and erase projectiles at your destination. SUPERCHARGES your Secondary twice. No longer charges Primary.)
(New: Gain brief invulnerability, jump 3 rabbitleaps in the direction you're moving, and erase projectiles at your destination. CHARGES your Primary once. Has a 50% chance of resetting your Special.)

- Opal Primary has a new effect
(Old: Deals 80 damage 3 times in a line in front of you. CHARGES your Secondary once per use, up to a maximum of 5. Deals more damage. Now has a cooldown of 2 seconds. Increments the counter on your Special by 2.)
(New: Deals 60 damage 3 times in a line in front of you. CHARGES your Secondary once per use, up to a maximum of 5. Damage is slightly increased. Gains OMEGACHARGE when you use your Special.)
- Ruby Primary damage increased 650 > 700
- Garnet Primary has a new effect
(Old: Deals 60 damage 3 times in a line in front of you. CHARGES your Secondary 3 times per use, up to a maximum of 5. Damage is slightly increased. Number of CHARGES to Secondary are increased.)
(New: Deals 60 damage 3 times in a line in front of you. SUPERCHARGES your Secondary once per use, up to a maximum of 5. Damage is slightly increased.)
- Opal Secondary has a new effect
(Old: Conjures a magic ball around you that deals 170 damage. Now deals slightly more damage in a radius around you. Increments the counter on your Special by 2.)
(New: Conjures a magic ball around you that deals damage. No longer has its own strength value, instead dealing damage equal to half of your Special's strength.)
- Sapphire Secondary has a new effect
(Old: Hurls a magic ball straight forward that will explode for 100 damage twice close to your target. Damage is decreased, but number of hits is increased.)
(New: Gain a boost of speed. No longer deals damage or gains charge. GCD is much shorter. Increments the counter on your Special by 2.)
- Ruby Secondary has a new effect
(Old: Hurls a magic ball straight forward that will explode for 180 damage close to your target. Blast is larger, and GCD is much longer. Gains CHARGE when your Special is used. Consumes all CHARGE on this ability when used. Deals 50% more damage per CHARGE, and increments the counter on your Special by 1 per CHARGE.)
(New: Hurls a magic ball straight forward that will explode for 700 damage close to your target. Blast is larger, GCD is longer, and deals significantly more damage. Now gains a use every 4 times you use other abilities. Cannot gain CHARGE. Increments the counter on your Special by 2.)
- Garnet Secondary reset chance lowered 30% > 20%
- Opal Special has a new effect
(Old: Deals 600 damage in a large radius around you, and erases projectiles in a small radius around you. Gains 2 uses every time you use 5 abilities (other than this one). Deals more damage. Now also has a cooldown of 2 seconds.)
(New: Deals 680 damage in a large radius around you, and erases projectiles in a small radius around you. Deals more damage. No longer gains uses from other abilities being used; instead having a cooldown of 10 seconds, and gaining 2 uses per cooldown.)
- Sapphire Special has a new effect
(Old: Deals 460 damage in a large radius around you, and erases projectiles in a small radius around you. This ability does not have a cooldown. Instead, it gains 2 uses every time you use 3 abilities (other than this one). Damage is slightly increased. Number of abilites required is reduced.)
(New: Deals 220 damage twice and erases projectiles in a small radius around you. No longer a usable ability, and cannot gain CHARGE. This ability will activate automatically every 4 times you use other abilities.)
- Ruby Special now additionally grants invulnerability
- Emerald Special damage reduced 380 > 360
- Opal Defensive has a new effect
(Old: Gain brief invulnerability and a large boost to your movement speed. After 1 second, you will stop in place and raise your shield, granting invulnerability to yourself and allies around you. Time spent rolling is increased. Increments the counter on your Special by 5.)
(New: Gain brief invulnerability and a large boost to your movement speed. After 0.50 seconds, you will stop in place and raise your shield, granting invulnerability and HASTE to yourself and allies around you. Radius is increased. Increments the counter on your Special by 5.)
- Sapphire Defensive now activates in a larger radius
- Ruby Defensive has a new effect
(Old: Gain brief invulnerability and a large boost to your movement speed. After 0.50 seconds, you will stop in place and raise your shield, granting invulnerability to yourself and allies around you. Duration of invulnerability field is increased by 1 second. Increments the counter on your Special by 3.)
(New: Gain brief invulnerability and a large boost to your movement speed. No longer places down a field or shields allies. Your Primary's damage increases by 50%. Increments the counter on your Special by 2.)
- Emerald Defensive has a new effect
(Old: Gain brief invulnerability and a large boost to your movement speed. After 0.50 seconds, you will stop in place and raise your shield, granting invulnerability to yourself and allies around you. Radius is greatly increased. Increments the counter on your Special by 3.)
(New: Gain brief invulnerability and a large boost to your movement speed. After 0.50 seconds, you will stop in place and raise your shield, granting invulnerability to yourself and allies around you. Cooldown is much longer, but gains 4 uses per cooldown. Cannot be reset, and is unaffected by loot that changes the cooldown of abilities.)

- Sapphire Primary has a new effect
(Old: Your pet deals 70 damage three times in a radius around it. No longer fires a blast yourself.)
(New: Your pet deals 70 damage twice in a radius around it. GCD is much shorter. No longer fires a blast yourself.)
- Ruby Primary has a new effect
(Old: Your pet deals 180 damage in a large radius around it. Deals more damage. No longer fires a blast yourself.)
(New: Your pet deals 140 damage in a large radius around it. Deals more damage, but no longer fires a blast yourself. If used directly after using a different attack, will hit twice.)
- Emerald Primary has a new effect
(Old: Fires a mid-range blast that deals 200 damage. Deals more damage. Range and size of attack is greatly increased. Your pet no longer attacks alongside you.)
(New: Fires a mid-range blast that deals 70 damage. Your pet no longer attacks alongside you. Your Secondary and Special deal 40% more damage.)
- Sapphire Secondary has a new effect
(Old: Commands your pet to jump towards your target and deal 260 damage. Has a maximum of 3 uses and a cooldown of 4 seconds. Reduces the cooldown of your Special by 4 seconds each time it's used. Deals more damage and cooldown is reduced. Maximum uses are increased.)
(New: Commands your pet to jump towards your target and deal 240 damage. Has a maximum of 3 uses and a cooldown of 6 seconds. Reduces the cooldown of your Special by 4 seconds each time it's used. Now gains 2 uses per cooldown. Maximum uses are increased.)
- Ruby Secondary has a new effect
(Old: Commands your pet to jump towards your target and deal 350 damage. Has a maximum of 2 uses and a cooldown of 10 seconds. Reduces the cooldown of your Special by 8 seconds each time it's used. Damage and Special cooldown reduction are greatly increased. Cooldown is also increased.)
(New: Commands your pet to jump towards your target and deal 450 damage. Has a maximum of 2 uses and a cooldown of 20 seconds. Reduces the cooldown of your Special by 4 seconds each time it's used. Damage and cooldown are greatly increased. Gains SUPERCHARGE when you gain invulnerability.)
- Garnet Secondary's damage nerfed 270 > 240
- Opal Special has a new effect
(Old: Commands your pet to unleash its true power, dealing 300 damage twice in a large radius around it. Starts battles on cooldown. Deals more damage. Number of hits are reduced, but cooldown is also greatly reduced.)
(New: Commands your pet to unleash its true power, dealing 180 damage 4 times in a large radius around it. Starts battles on cooldown. Every time this ability is used during combat, its damage increases by 10%, up to 20 times.)
- Sapphire Special has a new effect
(Old: Commands your pet to unleash its true power, dealing 210 damage twice in a large radius around it. Starts battles on cooldown. Number of hits are reduced. Now gains 3 uses per cooldown.)
(New: Commands your pet to unleash its true power, dealing 120 damage 4 times in a large radius around it. Damage is reduced, no longer has a cooldown, and no longer slows movement. Only usable directly after using your Secondary.)
- Ruby Special can now be reset by loot effects, damage increased 340 > 380
- Garnet Special has a new effect
(Old: Commands your pet to unleash its true power, dealing 240 damage 4 times in a large radius around it. Deals more damage, and no longer has a cooldown. Now has a maximum of 2 uses. Gains one use every 3 times you use your Secondary.)
(New: Commands your pet to unleash its true power, dealing 240 damage 4 times in a large radius around it. Starts battles on cooldown. Deals more damage and grants a random buff to allies near your pet.)
- Emerald Special damage nerfed 220 > 180
- Emerald Defensive has a new effect
(Old: Commands your pet to jump to your side. Restores one usage of your Secondary when used. Cooldown is greatly reduced. No longer erases projectiles or grants invulnerability. Instead, your pet will erase projectiles in a radius around it and grant brief invulnerability to nearby allies every 15 seconds, regardless of your commands.)
(New: Commands your pet to jump to your side. Restores one usage of your Secondary when used. Cooldown is greatly reduced. No longer erases projectiles or grants invulnerability. Instead, your pet will erase projectiles in a radius around it and grant brief invulnerability to nearby allies whenever you use your Special.)

- Opal Primary has had multiple changes:
Strength 270 > 360
GCD 0.9s > 1.2s
Ammo 4 > 3
Delay until the "grenade" explodes 1s > .8s
- Garnet Primary now only hits twice if there is one enemy; it will only hit once against 2 or more
- Emerald Primary's strength was increased 440 > 480
- Sapphire Secondary has a new effect
(Old: Reloads your Primary to its maximum capacity. Now has its own damage number, but does not directly deal damage. Instead, the damage of this ability is added to the damage of your Primary for the first 3 shots after reloading.)
(New: Reloads your Primary to its maximum capacity. Your Primary's GCD becomes 0.50 seconds, and deals 30 more damage.)
- Ruby Secondary has a new effect
(Old: Reloads your Primary to its maximum capacity. Your Primary now applies STICKY BOMB.)
(New: Reloads your Primary to its maximum capacity. Your Primary's GCD increases by 0.50 seconds and fires an additional shot per use.)
- Emerald Secondary now adds 2 ammo, instead of 50%
- Special and all its upgrades now slow you down less ( .4x > .7x )
- Special and most of its upgrades got damage buffs
Base: 320 > 340
Sapphire: 150 > 170
Ruby: 400 > 440
Garnet: 230 > 240
Emerald 180 > 200
- Opal Special no longer deals more damage, instead having a shorter GCD (1s > 0.8s)
- Emerald Defensive strength change 120x3 > 80x5

- Garnet Primary's luck boost was decreased from "signficiant" to "slight"
- Sapphire Special's cooldown was reduced from 9s > 5s

- Base Primary & all Primary upgrades (except Sapphire) have had their damage boosted by 20, and now slow you down less (.6x > .8x)
- Base Secondary & all Secondary upgrades have had their damage reduced by 20
- Emerald Secondary's cooldown reduced 5s > 4s
- Opal Special has a new effect
(Old: Deals damage twice in a line in front of you. Gains one use whenever you use another ability. Does not have its own damage number, but instead uses your Primary's damage. Gains an additional use whenever you use your Primary.)
(New: Deals damage twice in a line in front of you. Gains one use whenever you use another ability. Does not have its own damage number, but instead uses your Primary's damage. If used 4 times in a row, will reset all loot and ability cooldowns.)
- Ruby Special has a new effect
(Old: Deals damage once in a line in front of you. Gains one use whenever you use another ability. GCD is longer, and only hits once. Now uses its own damage, rather than Primary damage.)
(New: Deals damage once in a line in front of you. Gains one use whenever you use another ability. Does not have its own damage number, but instead uses your Primary's damage. GCD is longer, and only hits once. Consumes all uses of the ability at once, with the strength of the blow multiplied by the uses consumed.)

- Opal Primary has a new effect
(Old: Deal 100 damage in a radius around you twice. Activates SHACKLES. Resets your Special and CHARGES it.)
(New: Deal 100 damage in a radius around you twice. Activates SHACKLES. All of your cooldowns with less than 4 seconds left on their timer are reset.)
- Emerald Primary now activates its special multihit every 4 attacks (previously was every 5)
- Ruby Defensive has a new effect
(Old: Gain brief invulnerability, erase bullets, and deal 600 damage in a radius around you. Activates SHACKLES. Unlike most Defensives, this ability has a GCD. Cooldown is increased and only hits once, but radius and damage are increased. Grants BERSERK for 8 seconds.)
(New: Gain brief invulnerability, erase bullets, and deal 300 damage in a radius around you. Activates SHACKLES. Unlike most Defensives, this ability has a GCD. Now only hits once. Additionally explodes whenever you gain invincibility.)
- Garnet Defensive now additionally makes you slightly luckier at all times

- Fixed issue where certain UI in the Collection didn't fade out correctly
- Fixed crash that could occasionally happen in Farrah's phase 2
- Fixed issue where Compound Gloves could proc off itself
- Fixed issue where mouse cursor would be in the wrong position when you refocused into the game in windowed mode
- Fixed issue where, after petting a shopkeeper, the effect would remain even when you exited the shop
- Fixed issue where Metronome Boots wouldn't always set GCDs correctly

- A number of new patterns was added to the modding pool
Rather than posting all of them here, I'll just paste them into the API when I can; there are so many that the length of these patch notes would easily double
Hotfix 2.0.2.1
- Fixed issue where Tidal Greatsword + Rainbow Cape would result in both Tidal Greatswords having a cooldown of 99 seconds
- Fixed issue where Assassin Emerald Secondary wouldn't buff loot damage
- Fixed issue where Bruiser Opal Primary wouldn't work correctly outside of battle
- Fixed issue where Spellsword Sapphire Primary wouldn't protect you from items that slowed you down correctly
- Fixed issue where the description of Ancient Sapphire Primary was incorrect
- Fixed issue where Defender Opal Primary wouldn't proc off of Sapphire Special
- Fixed issue where transformed item effects sometimes wouldn't work correctly after the item transformed
- Fixed issue where Wizard's Sapphire Secondary proc'd "when your Secondary is used" items twice
- Fixed issue where certain dialog lines wouldn't play
- Fixed a number of typos across languages
Hotfix 2.0.2.2
- Buffed Grenadier Ruby Secondary > Now only increases GCD by 0.4, instead of the previous 0.5
(This was nerfed last-minute before the update was pushed out to be on the safe side; but it ended up weaker than I imagined so I have un-nerfed it)
- Changed Assassin Ruby Secondary > Cooldown increased 8s > 12s, damage increased 500 > 550
(This was to prevent the Ruby Secondary + Battlemaiden Armor two item infinite damage + infinite invuln combo)
- Fixed Sniper's Emerald Secondary using the wrong effect
- Fixed typo in Ancient Sapphire Primary (again)
- Fixed loot display looking wrong when you open your inventory just after opening a treasure chest
- Fixed art gallery display in languages where it isn't translated
- Fixed a number of typos in various languages
Hotfix 2.0.2.3
- Updated Gamemaker to latest version (as they claim they fixed some lag issues with this latest version, so maybe it'll improve game performance?)
Hotfix 2.0.2.4
- Fixed issue where game would default to using iGPU on laptops, causing performance issues
- Fixed issue where mods that fully replace other items would inherit triggers from the items they replace
- Fixed issue where Grenadier's Opal Secondary and Opal Defensive wouldn't take some loot items' damage boosts into account
- Fixed issue where players would still be able to upgrade items when they had the corresponding magicklock if they weren't the session host
- Updated Ukrainian translation
- Fixed even more typos
Hotfix 2.0.2.5
- Fixed issue with ability/gem upgrade mods not functioning correctly