Altair — Balance Overhaul v1.1

Purpose: Address critical balance failures making the game trivially easy. Players should struggle to reach 20:00 even on Knight. A full clear should feel like an achievement, not a guarantee. Reference Games: Vampire Survivors (post-1.0 balance), 20 Minutes Till Dawn, Brotato, Soulstone Survivors Philosophy: The player should feel powerful by minute 10 but genuinely threatened by minute 15. Minute 18+ should feel like controlled panic. Sitting still and winning should be impossible at any point past minute 3.


Table of Contents

  1. Root Cause Analysis

  2. Weapon Overhaul

  3. Evolved Weapon Nerfs

  4. Passive Item Rebalance

  5. Class Rebalance

  6. XP & Leveling Curve Rework

  7. Enemy Stat Overhaul

  8. Difficulty Scaling Rework

  9. Wave Timeline Rework

  10. Boss Overhaul

  11. Economy Adjustments

  12. Meta Shop Rebalance

  13. New Mechanics

  14. Multiplayer Scaling Adjustments

  15. Target Benchmarks

  16. Complete Revised Reference Tables


1. Root Cause Analysis

The current balance has five compounding problems that feed into each other:

Problem 1: Uncapped Pierce Creates Passive Play

Most weapons either inherently pierce infinitely (Storm Bow, Knife Storm, Garlic/Soul Eater, Death Ray chains, Lightning/Thunderstorm) or gain pierce through evolution. Once a player has 2–3 AoE/pierce weapons at mid levels, every enemy dies within frames of spawning. The player can literally stop moving and win.

Fix: Introduce pierce limits on all projectile weapons. No weapon should have infinite pierce by default. Pierce becomes a stat that must be invested in. AoE weapons get radius reductions.

Problem 2: Exponential Player DPS vs. Polynomial Enemy HP

Player damage scales as: baseDmg × 1.15^(level-1) × might × passives. This is exponential. A level 8 weapon does 2.66× base before Might. With 2.0× Might (easy to reach), that’s 5.32× base. With 4 weapons firing, total DPS is astronomical.

Enemy HP scales as: base × (1 + t×0.12 + t²×0.008). At minute 20, this is 6.6×. A Shambler goes from 8 HP to 53 HP. But a single level 8 Broad Sword with 1.5× Might does 20 × 2.66 × 1.5 = 79.8 damage per swing every 1.2s. One weapon one-shots the toughest-scaled Shambler.

Fix: Flatten player damage scaling, steepen enemy HP scaling dramatically, reduce Might accessibility.

Problem 3: XP Curve is Far Too Generous

The current formula 5 + level×3 + level²×0.4 lets players hit level 30+ by minute 20. Combined with XP gem scaling (1 + t×0.05), late-game players level every 10–15 seconds. Each level is another weapon upgrade or passive, further accelerating the snowball.

Fix: Steeper XP curve (cubic component), remove XP gem time-scaling entirely, cap effective level lower.

Problem 4: Spawn Budget Doesn’t Keep Up

92 threat/second at minute 20 with a 300-enemy cap means screens never feel truly dangerous to a geared player. In Vampire Survivors, the final minutes feature thousands of enemies on screen simultaneously. The budget here is too conservative.

Fix: Dramatically increase late-game spawn budgets, raise enemy cap, add “horde surge” mechanics.

Problem 5: Bosses Are Stat Checks, Not Threats

The Hollow King has 800 HP. By minute 5, a moderately built player deals 80–120 DPS across their weapons. The King dies in 7–10 seconds. Terminus at 8,000 HP faces a player doing 400–800 DPS with evolved weapons. It dies in 10–20 seconds. Bosses need to be genuine survival encounters.

Fix: Massive boss HP increases, add damage cap mechanics, make boss fights about survival not DPS racing.


2. Weapon Overhaul

Global Changes

Change

Old

New

Rationale

Damage per level

+15% compounding

+10% compounding

Lv8 goes from 2.66× → 1.95× base. Significant DPS reduction across all weapons

Pierce stat (NEW)

Not a stat

New stat, base 0 for all players

Projectiles hit 1 enemy by default. Pierce adds pass-through targets

Max weapons per run

6

6

Unchanged

Max weapon level

8

8

Unchanged

Level 2/4/6 bonus

+1 base effect each

+1 at 2, +1 at 5 only

Fewer free scaling breakpoints

Evolution requirement

Weapon lv8 + passive (any level)

Weapon lv8 + passive lv3+

Demands more investment before payoff

New damage formula:

weaponDamage = baseDamage × Math.pow(1.10, level - 1) × might
weaponCooldown = baseCooldown × cdr / attackSpeed

Level 8 damage comparison:

Old (1.15^7)

New (1.10^7)

Multiplier

2.66×

1.95×

Broad Sword (base 20)

53.2

39.0

Fire Wand (base 30)

79.8

58.5

Per-Weapon Changes

1. Broad Sword (Melee Sweep)

Stat

Old

New

Notes

Base Damage

20

18

Slight base reduction

Cooldown

1.2s

1.3s

Slower swing

Arc

120° (implied)

100°

Narrower sweep — positional play matters

Range

(unspecified)

90px

Explicitly short

Knight’s starting weapon should be reliable but not dominant. The narrower arc forces the player to face threats.

2. Arcane Bolt (Homing Projectile)

Stat

Old

New

Notes

Base Damage

18

15

Homing is extremely strong — damage must be lower

Cooldown

1.0s

1.2s

Slower fire rate

Pierce

Infinite (implied)

0 (single target)

Homing + pierce was the core of the “sit still” problem

Homing strength

(unspecified)

Tracking radius 300px, turn rate 180°/s

Can miss fast targets

Homing projectiles that also pierce are the #1 offender for passive play. Single-target homing is strong enough as a “set and forget” weapon.

3. Iron Shortbow (Directional Arrows)

Stat

Old

New

Notes

Base Damage

12

10

Lower base to compensate for multi-proj

Cooldown

0.8s

0.9s

Slightly slower

Pierce

Infinite (implied)

1 (hits 2 enemies total)

Core nerf. Arrows stop after 2 hits

Projectile Speed

(unspecified)

350 px/s

Explicit for tuning

Range

(unspecified)

400px (despawn distance)

Arrows don’t fly forever

Arrows now require Pierce investment from passives (Quiver) or level-ups to become the screen-clearing weapon they were. Early game, they’re single-target with occasional pass-through.

4. Toxic Flask (Lobbed AoE)

Stat

Old

New

Notes

Base Damage

8/tick

6/tick

Reduced tick damage

Cooldown

3.5s

4.0s

Longer between throws

Pool Duration

2s

1.5s

Shorter persistence

Pool Radius

(unspecified)

60px

Explicit, moderate

Tick Rate

(implied 0.5s)

0.5s

Unchanged

Poison pools are area denial, not screen-wide damage. Shorter duration means the Plague Doctor must keep moving to maintain coverage.

5. War Axe (Circular Cleave)

Stat

Old

New

Notes

Base Damage

28

24

High base was too forgiving

Cooldown

1.8s

2.0s

Slower spin

Arc

360°

360°

Unchanged — this is the weapon’s identity

Range

(unspecified)

80px

Short. Must be in the thick of it

Max Targets

Unlimited

8

NEW: Cleave can only hit 8 enemies per swing

360° cleave was infinite AoE. The target cap means dense swarms survive partially, forcing the Berserker to keep swinging rather than one-shotting entire waves.

6. Soul Siphon (Beam)

Stat

Old

New

Notes

Base Damage

10/tick

8/tick

Reduced DPS

Range

100px

80px

Shorter — more dangerous positioning

Tick Rate

(implied)

4 ticks/s

Explicit: 32 base DPS

Target

Nearest enemy

Nearest enemy, single target only

Cannot chain or splash

The beam is a reliable single-target damage dealer. Its strength is consistency, not AoE.

7. Temporal Shard (Boomerang)

Stat

Old

New

Notes

Base Damage

15 ×2

12 ×2

Reduced per-hit damage

Cooldown

2.0s

2.2s

Slightly slower

Pierce (outbound)

Infinite

3

Hits up to 3 enemies on the way out

Pierce (return)

Infinite

3

Hits up to 3 enemies on return

Travel Distance

(unspecified)

250px out, then returns

Explicit range

Boomerang’s double-hit is still its identity, but it can’t mow through entire columns of enemies anymore.

8. Crimson Whip (Lash)

Stat

Old

New

Notes

Base Damage

22

18

Reduced

Cooldown

1.4s

1.5s

Slightly slower

Range

150px

130px

Shorter reach

Width

(unspecified)

40px

Explicit — not a wide sweep

Pierce

Infinite (implied)

4

Hits up to 4 enemies in the lash line

Whip is a medium-range line attack. Pierce 4 is generous but not infinite.

9. Holy Water (Ground AoE)

Stat

Old

New

Notes

Base Damage

6/tick

5/tick

Slight reduction

Cooldown

3.0s

3.5s

Slower drop rate

Pool Radius

(unspecified)

70px

Moderate

Pool Duration

(implied)

2.0s

Explicit

Tick Rate

(implied)

2 ticks/s

10 DPS in pool (before might)

Ground AoE pools are area denial, not damage powerhouses.

10. Throwing Daggers (Multi-Projectile)

Stat

Old

New

Notes

Base Damage

8

6

Low per-dagger — compensated by volume

Cooldown

0.6s

0.7s

Slightly slower

Pierce

Infinite (implied)

0 (no pierce)

Daggers hit one enemy and disappear

Spread

Random

Random within 45° of facing direction

More directional, less “auto-clear”

Projectile Count

(implied 1 base)

2 base

Starts with 2 daggers per throw

Range

(unspecified)

300px despawn

Short range

Daggers are a “spray” weapon. High fire rate, low per-hit damage, zero pierce. They excel at clearing small clusters in front of the player, not screen-wiping.

11. Lightning Ring (Auto-Strike)

Stat

Old

New

Notes

Base Damage

25

20

Reduced

Cooldown

2.5s

3.0s

Slower strikes

Targeting

Random nearby

Random enemy within 250px

Explicit range limit

Chain

None (base)

None

Chaining is evolution-only

Lightning is a reliable single-target “cleanup” weapon. No AoE at base level.

12. Garlic (Passive Aura)

Stat

Old

New

Notes

Base Damage

5/tick

3/tick

Major nerf. Garlic was a free AoE screen-clear

Tick Rate

0.5s

0.75s

Slower ticks. Base DPS: 4 (down from 10)

Radius

80px

60px

Smaller aura

Knockback

(implied)

15px per tick

Small push — keeps enemies at bay but doesn’t repel them entirely

Garlic was one of the most broken weapons in VS-likes historically. It should be a “breathing room” tool, not a damage dealer. The knockback makes it defensive, the low DPS means you need real weapons to kill.

13. Runic Orbs (Orbital)

Stat

Old

New

Notes

Base Damage

14

10

Reduced

Orb Count (base)

(implied 1)

2

Starts with 2 orbiting projectiles

Orbit Radius

(unspecified)

80px

Close orbit

Orbit Speed

(unspecified)

360°/2.5s (144°/s)

Full rotation every 2.5 seconds

Hit Cooldown per enemy

None (implied)

0.5s per enemy

Same enemy can’t be hit by the same orb twice within 0.5s

The hit cooldown prevents orbitals from shredding bosses/large enemies by hitting them multiple times per rotation. Orbs are for clearing trash that walks into you, not sustained single-target DPS.

14. Fire Wand (Direct Shot)

Stat

Old

New

Notes

Base Damage

30

25

Reduced — was highest base damage

Cooldown

1.6s

1.8s

Slower fire

Direction

Random

Nearest enemy within 400px

Directional targeting, not random (random was frustrating, not balanced)

Pierce

(implied none)

0

Single target. Fireball hits one enemy and explodes (small visual, no AoE damage at base)

Explosion radius

None at base

None at base

AoE is evolution-only

Fire Wand is a slow, high-damage single-target sniper. Reliable but not overwhelming.


3. Evolved Weapon Nerfs

Evolutions should feel like significant upgrades but not instant win conditions. The current evolutions turn weapons into screen-clearing death machines with no counterplay.

Global Evolution Changes

  • Evolution now requires the passive at level 3 or higher (was: any level)

  • Evolved weapons inherit the base weapon’s current level scaling, they don’t get a separate damage bonus on top

  • All evolved weapons that had “infinite pierce” or “hits all enemies” now have explicit target caps

Per-Evolution Changes

#

Evolved Weapon

Old Behavior

New Behavior

1

Radiant Claymore

180° arc, +50% damage, holy shockwave every 3rd swing

140° arc, +30% damage. Shockwave every 4th swing: 120px radius, deals 50% of swing damage. Max 10 targets per shockwave

2

Arcane Barrage

3 bolts, each explodes for 80px AoE

2 bolts (not 3), each explodes for 60px AoE. Explosion hits max 5 enemies. Bolts still single-target homing

3

Storm Bow

Double arrows, pierce all, lightning trails

+50% arrow count (not double). Pierce increased to 4 (not infinite). Lightning trails deal 3 damage/tick for 1s in a 20px-wide path (not a screen-clear)

4

Plague Bomb

Pool radius 2×, enemies leaving carry poison 4s

Pool radius +50% (not 2×). Carry-poison duration: 2.5s (not 4s). Carry-poison damage: 4/tick every 0.5s

5

Cataclysm Axe

Pull enemies 50px, +80% damage, fire trail

Pull 30px. +40% damage (not 80%). Fire trail: 30px wide, 1.5s duration, 5 dmg/tick. Max targets still 8 (inherited from base)

6

Death Ray

250px range, chain to 3 enemies, 15% lifesteal

Range: 180px (not 250). Chains to 2 enemies (not 3), chain damage reduced by 40% per bounce. Lifesteal: 8% (not 15%)

7

Eternity Loop

3 shards orbit continuously, freeze 0.5s

2 shards orbit continuously (not 3). Freeze: 0.3s (not 0.5s). Freeze has 2s internal cooldown per enemy. Pierce per shard: 5

8

Sanguine Scourge

Hits all directions, kills explode for 60% max HP

Hits in 4 cardinal directions (not “all”). Kill explosion: 30% of enemy max HP (not 60%), 80px radius, max 6 enemies per explosion

9

Divine Deluge

4 pools on clusters, heal 2HP/tick standing in them

3 pools (not 4). Heal: 1 HP/tick (not 2). Pool duration: 2.5s. Pools target random positions within 200px of player (not guaranteed on enemy clusters)

10

Knife Storm

360° burst every 0.4s, bounce once

360° burst every 0.6s (not 0.4). 8 knives per burst (explicit cap). Bounce: once, but bounced knife deals 50% damage. No pierce (each knife hits 1 enemy, then bounces to 1 more)

11

Thunderstorm

3 bolts, chain to 2, 0.5s stun

2 bolts (not 3). Chain to 1 (not 2). Chain damage: −50%. Stun: 0.3s (not 0.5s). Stun has 3s internal cooldown per enemy

12

Soul Eater

200px aura, 1% lifesteal, −20% enemy damage

120px aura (not 200). Lifesteal: 0.5% of aura damage. Enemy damage reduction: −10% (not 20%). Base tick damage: 5/tick at 0.75s

13

Celestial Guard

5 orbs, 2× speed, light beams outward

4 orbs (not 5). 1.5× orbit speed (not 2×). Light beams: 100px range, 6 damage each, fire once per orbit cycle. Per-enemy hit cooldown: 0.5s

14

Inferno Staff

Explodes into 6 embers, each leaves fire pool

Explodes into 4 embers (not 6). Fire pools: 30px radius, 1.5s duration, 4 dmg/tick. Ember travel distance: 80px from impact. Main fireball still single-target


4. Passive Item Rebalance

Passives gave too much free scaling. Reducing per-level bonuses across the board.

#

Passive

Old Per Level

New Per Level

Old Max

New Max

1

Gauntlet

+1 Armor

+1 Armor

+5

+5 (unchanged)

2

Tome

+8% Area

+6% Area

+40%

+30%

3

Quiver

+1 Proj Count

+1 Proj Count at lv 2, 4 only (others: +1 Pierce)

+5 Proj

+2 Proj, +3 Pierce

4

Vial

+10% Duration

+8% Duration

+50%

+40%

5

War Paint

+5% Might

+4% Might

+25%

+20%

6

Skull Pendant

+5% CDR

+4% CDR

+25%

+20%

7

Hourglass

+4% CDR, +4% Dur

+3% CDR, +3% Dur

+20/+20%

+15/+15%

8

Blood Ruby

+5% Might, +0.1 Regen

+3% Might, +0.1 Regen

+25% M, +0.5 R

+15% M, +0.5 R

9

Sacred Charm

+8% Dur, +3 HP

+6% Dur, +3 HP

+40% D, +15 HP

+30% D, +15 HP

10

Sharpening Stone

+10% Proj Speed

+8% Proj Speed

+50%

+40%

11

Conductor Coil

+8% Area, +3% Might

+5% Area, +2% Might

+40/+15%

+25/+10%

12

Laurel

+8% Max HP

+6% Max HP

+40%

+30%

13

Star Map

+1 Proj at lv 3,5

+1 Proj at lv 4 only; lv 2,5: +1 Pierce

+2 Proj

+1 Proj, +2 Pierce

14

Ember Ring

+10% PSpd, +3% Might

+6% PSpd, +2% Might

+50/+15%

+30/+10%

15

Swift Boots

+6% Move Speed

+5% Move Speed

+30%

+25%

16

Magnetic Amulet

+20px Range

+15px Range

+100px

+75px

17

Clover

+8% Luck

+6% Luck

+40%

+30%

18

XP Tome

+8% Growth

+6% Growth

+40%

+30%

New Passive: Piercing Lens

Since Pierce is now a stat, there needs to be a dedicated passive for it:

#

Passive

Per Level

Max (Lv 5)

Evolves

19

Piercing Lens

+1 Pierce

+5 Pierce

None

This is a utility passive (no evolution). It’s the primary way to make projectile weapons feel like late-game screen clearers — but it costs one of your 6 passive slots.

Quiver change rationale: Quiver now gives a mix of Projectile Count and Pierce instead of pure Proj Count. This splits the power budget and makes Quiver + Piercing Lens a meaningful two-slot investment for a full projectile build.


5. Class Rebalance

Classes were generally fine conceptually but some stat lines were too generous. The main changes target starting Might (too high on Arcanist/Hemomancer), CDR (too high on Chronomancer/Necromancer), and ability power levels.

Knight (unchanged — baseline reference)

No changes. Knight is the balance anchor.

Arcanist

Stat

Old

New

Notes

Might

1.2

1.10

1.2× Might at game start was too much free damage

Area

1.15

1.10

Slight reduction

CDR

0.9

0.92

Less free CDR

Mana Surge — Ability 1 rework:

  • Old: Next 3 attacks deal 2× damage with +50% Area

  • New: Next 2 attacks deal 1.6× damage with +30% Area. Duration window: 5 seconds (if you don’t attack twice in 5s, it expires).

Arcane Nova — Ability 2:

  • Old: 80 damage, 400px, 30% slow 3s

  • New: 60 damage, 300px (affected by Area), 25% slow 2s

Ranger

Stat

Old

New

Notes

Proj Count

+1

0

Free +1 proj on the highest fire-rate class was broken

Pickup Range

75

65

Slight reduction

Ranger’s identity is speed and evasion, not free extra projectiles from the start.

Hunter’s Mark — Ability 2:

  • Old: +40% damage from all sources (+20% on bosses), 3× XP

  • New: +25% damage from all sources (+10% on bosses), 2× XP (not 3×). Duration: 6 seconds (not 8).

Plague Doctor

Stat

Old

New

Notes

Duration

1.3

1.20

1.3× was extremely powerful for a DoT class

Area

1.1

1.05

Slight reduction

Miasma Trail — Ability 1:

  • Old: 5 damage/tick, 30px wide, 2s persist, stacks slow to 30%

  • New: 4 damage/tick, 25px wide, 1.5s persist, stacks slow to 20% (max 2 stacks, not 3)

Pandemic — Ability 2:

  • Old: 40% remaining poison as instant AoE, chains 3 times

  • New: 30% remaining poison as instant AoE in 80px radius (was 100), chains 2 times (not 3)

Berserker

Stat

Old

New

Notes

Max HP

150

140

Slight reduction — 150 was very forgiving for a “risk” class

HP Regen

0.5

0.3

Less free sustain — the risk should feel risky

Blood Rage — Ability 1:

  • Old: bonus = 0.8 × (1 - currentHp/maxHp), +20% ASPD below 30%

  • New: bonus = 0.6 × (1 - currentHp/maxHp), +15% ASPD below 25%

HP %

Old Bonus Might

New Bonus Might

100%

+0.00

+0.00

50%

+0.40

+0.30

25%

+0.60

+0.45

10%

+0.72

+0.54

Still rewarding but no longer gives nearly +0.8× Might for free just by being low.

Savage Slam — Ability 2:

  • Old: 120 damage, 180px radius, 100px knockback, 1s stun inner 60px

  • New: 90 damage, 150px radius, 80px knockback, 0.7s stun inner 50px

Necromancer

Stat

Old

New

Notes

CDR

0.85

0.90

Less free CDR

Duration

1.2

1.15

Skeleton duration was too long

Raise Dead — Ability 1:

  • Old: 25% chance, 30 HP skeletons, 15 dmg/hit, 12s duration, max 8/10/12

  • New: 18% chance, 25 HP skeletons, 10 dmg/hit, 10s duration, max 6/8/10 (at levels 1/15/25)

Skeletons are still the class identity but they’re weaker individually. The Necromancer is about quantity, not having an army of mini-bosses.

Army of Darkness — Ability 2:

  • Old: 12 pillars, 50 HP each, +50% skeleton damage/ASPD inside

  • New: 8 pillars, 40 HP each, +30% skeleton damage/ASPD inside. Duration: 5s (not 6)

Chronomancer

Stat

Old

New

Notes

CDR

0.8

0.88

0.8× CDR was the strongest class stat in the game

Duration

1.15

1.10

Slight reduction

Time Dilation Field — Ability 1:

  • Old: 150px aura, enemies at 70% speed

  • New: 120px aura, enemies at 75% speed

The always-on slow aura is still powerful but its radius is smaller (player must be closer to enemies for it to matter) and the slow is less punishing.

Temporal Rewind — Ability 2:

  • Old: 50s CD, rewind 4s, invulnerable 0.3s, 200px freeze for 2.5s

  • New: 55s CD, rewind 3s (not 4), invulnerable 0.3s, 150px freeze for 2.0s

Hemomancer

Stat

Old

New

Notes

Might

1.1

1.05

Less free damage

Luck

1.1

1.0

No free Luck — was unnecessary power budget

HP Regen

−0.5

−0.8

More aggressive drain. The tension between drain and lifesteal is the class identity — make it hurt more

Sanguine Feast — Ability 1:

  • Old: 5% lifesteal (8% below 50%), capped at 8 HP/s

  • New: 4% lifesteal (6% below 50%), capped at 6 HP/s

With the increased drain (−0.8 vs −0.5), the Hemomancer needs to deal at least 0.8 / 0.04 = 20 DPS just to break even on HP, and more to actually sustain. This is a real constraint in the early game.

Blood Nova — Ability 2:

  • Old: Sacrifice 15% current HP, 3× HP sacrificed + 60 base, enemies killed heal 5 HP each (uncapped)

  • New: Sacrifice 12% current HP, 2.5× HP sacrificed + 40 base. Enemies killed heal 3 HP each, capped at 30 HP per Nova


6. XP & Leveling Curve Rework

This is one of the most impactful changes. Players currently reach level 32–35 by minute 20. The target is level 22–26 with good play.

New XP Formula

Old: xp_required(level) = 5 + level × 3 + level² × 0.4

New: xp_required(level) = 8 + level × 4 + level² × 0.6 + level³ × 0.008

The cubic term makes late-game leveling dramatically slower.

Level

Old XP Required

New XP Required

Change

1→2

9

13

+44%

2→3

16

19

+19%

5→6

40

49

+23%

10→11

95

117

+23%

15→16

170

217

+28%

20→21

245

357

+46%

25→26

340

545

+60%

30→31

455

789

+73%

Remove XP Gem Time-Scaling

Delete the XP scaling formula entirely. Old: xp_value(t) = base_xp × (1 + t_minutes × 0.05). New: XP gems always give their flat value (1 / 5 / 25). No time-based increase.

This was a hidden accelerant that made late-game leveling too fast. Removing it means the player’s XP income is purely based on kill rate and pickup efficiency, not a free time-based multiplier.

Growth Stat Nerf

Growth now has diminishing returns above 1.5×:

effective_growth = growth <= 1.5 ? growth : 1.5 + (growth - 1.5) × 0.4

Invested Growth

Old Effective

New Effective

1.0×

1.0×

1.0×

1.3×

1.3×

1.3×

1.5×

1.5×

1.5×

2.0×

2.0×

1.7×

2.5×

2.5×

1.9×

Expected Level by Time (New Curve)

Time

Old Expected Level

New Expected Level

5:00

~10

~8

10:00

~18

~14

15:00

~25

~19

20:00

~32–35

~23–26

The player now has ~8 fewer levels to work with at endgame. That’s 8 fewer weapon upgrades or passives — a massive reduction in total power.


7. Enemy Stat Overhaul

Enemies were far too fragile, especially in later tiers. The fundamental problem: even “tanky” enemies at Tier 5–6 had base HP that became trivial against evolved weapons.

Base HP Increases

Enemy

Old HP

New HP

Rationale

Shambler

8

10

Slight bump — should survive 1 hit from weak weapons

Bat

5

6

Unchanged feel

Skeleton Warrior

20

28

Should take 2+ hits to kill

Ghost

12

18

Phasing + more HP = genuinely annoying

Werewolf

55

75

Pouncing threat should survive some punishment

Cultist

25

35

Ranged enemies that die instantly aren’t threats

Swarm Rat

3

4

Marginal — they’re about volume

Witch

35

50

Support enemies must live to cast

Bone Golem

120

180

Mini-boss tier should be durable

Shadow

30

40

Survivable for the ambush to matter

Vampire Noble

80

120

Elite enemy should demand attention

Arcane Construct

60

85

Ranged + laser needs to survive to get casts off

Plague Bearer

45

65

Must live to leave meaningful poison zones

Death Knight

150

220

Endgame elite — a genuine wall of HP

Banshee

40

55

Must survive to get the scream off

Lich

100

160

Should take sustained focus to kill. Phylactery: 30→45 HP

Base Damage Increases (Select)

Some enemies weren’t punishing enough on contact. The player should feel every hit.

Enemy

Old Damage

New Damage

Notes

Shambler

10

12

Bat

8

10

Fast + higher damage = respect the bat

Skeleton Warrior

15

18

Lunge should sting

Ghost

12

14

Werewolf

18

22

Pounce should be scary

Cultist

12

14 (projectile)

Witch (Empower)

+20% dmg buff

+30% dmg buff

Witches make everything scarier

Bone Golem

20 (contact) / 30 (slam)

25 / 35

Shadow

15

18

Ambush should chunk

Vampire Noble

22 (claw)

25 (claw)

3-hit combo: 75 total if all connect

Arcane Construct

25 (laser)

28 (laser)

Plague Bearer

8 + DoT

10 + DoT (4/s for 4s)

Longer DoT: 4 seconds not 3

Death Knight

35 (swing) / 20 (shockwave)

40 / 25

Endgame hits hard

Banshee

10

12

Lich

20 (per proj)

22 (per proj)

Enemy Speed Increases (Select)

Enemy

Old Speed

New Speed

Notes

Shambler

80

85

Barely faster — but across hundreds, it matters

Bat

160

170

Werewolf (pounce)

350

380

Harder to sidestep

Shadow

140

155

Ambush is quicker

Vampire Noble

130

140

Banshee

150

160

Must be hard to catch/kill before scream

Death Knight

110

120

Endgame can’t be kited trivially


8. Difficulty Scaling Rework

The scaling formulas are the most critical change. Enemy HP must outpace player DPS growth in the final 5 minutes to create genuine danger.

New HP Scaling (Steeper Quadratic + Cubic)

Old: 1 + t × 0.12 + × 0.008

New: 1 + t × 0.15 + × 0.014 + × 0.0004

Time

Old Multiplier

New Multiplier

Enemy HP Increase

0:00

1.00×

1.00×

3:00

1.43×

1.60×

+12%

5:00

1.80×

2.15×

+19%

8:00

2.47×

3.46×

+40%

10:00

3.00×

4.50×

+50%

12:00

3.59×

5.82×

+62%

15:00

4.60×

8.35×

+82%

18:00

5.73×

11.67×

+104%

20:00

6.60×

14.56×

+121%

A Shambler (new base 10 HP) at minute 20 now has 10 × 14.56 = 146 HP. A level 8 Broad Sword at 1.5× Might does 18 × 1.95 × 1.5 = 52.7 damage per swing. That’s 3 hits to kill a Shambler at minute 20. This is correct — trash mobs should still die quickly but not in a single hit from a mid-tier weapon.

A Death Knight (new base 220 HP) at minute 18 has 220 × 11.67 = 2,567 HP. This is a serious enemy that requires sustained focus.

New Damage Scaling (Slightly Steeper)

Old: 1 + t × 0.06

New: 1 + t × 0.08 + × 0.001

Time

Old

New

0:00

1.00×

1.00×

5:00

1.30×

1.43×

10:00

1.60×

1.90×

15:00

1.90×

2.43×

20:00

2.20×

3.00×

A Shambler at minute 20 deals 12 × 3.0 = 36 damage per contact. With 100 base HP, that’s significant. Players will need Armor, HP upgrades, and careful positioning.

New Speed Scaling (Slightly More Aggressive)

Old: 1 + t × 0.015

New: 1 + t × 0.02 + × 0.0005

Time

Old

New

0:00

1.00×

1.00×

10:00

1.15×

1.25×

15:00

1.23×

1.41×

20:00

1.30×

1.60×

At minute 20, enemies are 60% faster. A Shambler at 85 base speed moves at 136 px/s. A Bat at 170 base moves at 272 px/s. The player (200 base speed) can still outrun most enemies, but the margin is slimmer, and with swarms + Witch slows, it gets dicey.

XP Scaling: REMOVED

See §6. XP gems give flat values. No time multiplier.


9. Wave Timeline Rework

The old timeline was too gentle. Tier introductions happened too slowly and the pre-boss ramps were mild. The new timeline is more aggressive with earlier elite introductions and higher sustained pressure.

New Spawn Budget Formula

Old: 2 + t × 1.5 + × 0.15

New: 3 + t × 2.0 + × 0.25 + × 0.005

Time

Old Budget/s

New Budget/s

Increase

0:00

2.0

3.0

+50%

2:00

5.6

8.1

+45%

5:00

13.3

19.9

+50%

8:00

23.6

35.8

+52%

10:00

32.0

48.5

+52%

12:00

42.0

65.6

+56%

15:00

58.3

100.9

+73%

18:00

78.0

145.0

+86%

20:00

92.0

178.0

+93%

Increase Max Enemy Cap

Old

New

Solo

300

450

2P

400

550

3P

475

650

4P

550

750

More enemies on screen = more pressure. Performance should be tested, but modern hardware handles this fine for 2D games.

New Wave Timeline

Time

Event

Key Changes from Old

0:00–0:45

Shamblers only, low density

Shorter grace period (was 1:00)

0:45–1:30

Shamblers + Bats. First bat packs of 4–6

Bats 15 seconds earlier

1:30–2:30

+ Skeleton Warriors (1 per 6s)

30 seconds earlier than before

2:30–3:30

+ Ghosts (1 per 8s). Skeleton rate increases

3:30–4:00

Swarm Rat debut (pack every 12s)

Moved from 6:00 to 3:30. Early AoE check

4:00–5:00

Pre-boss ramp: 1.5× budget for 60s. First Cultist spawns (1 per 15s)

Cultists moved from 6:00 to 4:00

5:00

BOSS: The Hollow King

5:00–5:20

Post-boss recovery: 0.4× budget for 20s (was 30s at 0.5×)

Shorter recovery

5:20–6:30

+ Werewolves (1 per 10s). All Tier 1–3 active

6:30–7:30

Witch debut (1 per 18s). Shadows debut (1 per 12s)

Tier 4 comes 30s–1min earlier

7:30–8:30

+ Bone Golems (1 per 20s). Cultist pairs start

8:30–10:00

Pre-boss ramp: 1.5× budget. Witch+Werewolf combos. Double Bone Golems

10:00

BOSS: The Crimson Countess

10:00–10:15

Post-boss recovery: 0.3× budget for 15s

Very short recovery

10:15–11:30

All Tier 1–4 active. Multiple Witches at once. Shadow packs of 2–3

11:00

Vampire Noble debut (1 per 25s)

Moved from 12:00 to 11:00

11:30–12:30

+ Arcane Constructs (1 per 18s)

12:30–13:30

+ Plague Bearers (1 per 12s). Poison zones everywhere

13:30–15:00

Pre-boss ramp: 1.6× budget. Triple Cultist formations. Vampire Noble pairs

Steeper ramp

15:00

BOSS: Elder Lich Malachar

15:00–15:10

Post-boss recovery: 0.2× budget for 10s

Barely any breathing room

15:10–16:00

Death Knight debut (1 per 20s). Banshee debut (1 per 25s)

Both debut faster

16:00–17:00

+ Liches (1 per 35s). All enemy types active. Multiple Banshees possible

Lich at 16:00, not 17:00

17:00–18:00

Maximum variety. Lich spawn rate increases (1 per 25s). Death Knight pairs

18:00–19:00

Overwhelming pressure. Budget at near max. Constant Tier 5–6 spawns alongside massive Tier 1 swarms

19:00–19:30

“The Flood”: Continuous wave of 40+ Shamblers/Bats every 5s, mixed with 5–8 Tier 4–6 enemies every 8s

Much more extreme than old crescendo

19:30–19:50

“Elite Gauntlet”: Flood stops. Instead, rapid back-to-back spawns of exclusively Tier 5–6 enemies. 3 Death Knights, 2 Liches, 2 Banshees, 4 Vampire Nobles every 10s

NEW: Quality over quantity pressure

19:50–20:00

Calm. Enemies freeze 2s. Screen darkens.

Unchanged

20:00

BOSS: Terminus, The Undying

New Mechanic: Horde Surges

Starting at minute 8, a Horde Surge triggers every 90 seconds (offset from bosses). A Horde Surge instantly spawns 50–80 Tier 1 enemies (Shamblers + Bats) in a ring around the player at 500–700px distance. They converge simultaneously. This tests AoE capability and movement under pressure. The surge ignores the regular spawn budget (additive).

Surge scaling:

Time

Surge Size

Composition

8:00

50

40 Shamblers, 10 Bats

9:30

55

35 Shamblers, 15 Bats, 5 Skeleton Warriors

11:00

65

40 Shamblers, 15 Bats, 10 Skeleton Warriors

12:30

70

35 Shamblers, 15 Bats, 10 Skeletons, 10 Swarm Rats

14:00

75

30 Shamblers, 15 Bats, 10 Skeletons, 12 Swarm Rats, 8 Ghosts

15:30

80

Same + 4 Werewolves mixed in

17:00

80

Same + 2 Shadows mixed in

18:30

80

Same + 2 Witches mixed in


10. Boss Overhaul

Bosses need to be genuine survival encounters lasting 45–90 seconds minimum, not 10-second DPS checks.

Global Boss Changes

  1. Massive HP increases across the board.

  2. Damage cap per second (NEW): Bosses have a maximum amount of damage they can receive per second. This prevents hyper-optimized builds from deleting bosses instantly while ensuring all builds can eventually win. The cap scales with time (later bosses have higher caps because the player is expected to be stronger).

  3. Boss HP regeneration: Bosses passively regenerate a small amount of HP to punish low-DPS builds and create a “DPS check” floor.

  4. Enrage timers: If a boss is alive for too long, it enrages (increased speed, damage, new attacks). This creates urgency without making the fight impossible.

Boss 1 — The Hollow King (5:00)

Stat

Old

New

HP

800

2,200

Speed

85

90

Armor

2

3

Damage Cap/s

120 per second

HP Regen

5 HP/s

At 120 DPS cap, the King takes a minimum of ~18 seconds to kill (2200 HP / 120 DPS). Realistically with player DPS at minute 5 being ~60–90 DPS, the fight lasts 30–45 seconds. The regen (5/s) drains ~150–225 HP over the fight, adding ~10% effective HP for mid-tier builds.

Phase 1 unchanged in mechanics, tuned numbers:

  • Cleave: 35 damage (was 30)

  • Bone Spikes: 25 damage (was 20), 7 spikes (was 5), telegraph reduced to 0.5s (was 0.6)

  • Summon: 10 Shamblers (was 8)

Phase 2 (50% HP) tuned:

  • Death March speed: 280 px/s (was 250). Telegraph: 1.0s (was 1.2)

  • Cleave: 270° arc, 45 damage (was 40)

  • NEW: Bone Prison (20s CD): Creates a ring of bone spikes (radius 250px) around the player. The ring has 4 gaps (exit points). Spikes deal 20 damage on contact and persist for 4 seconds. Forces the player to navigate out through a gap while the King charges.

Enrage (if alive at 6:30 — 90s after spawn): +50% speed, Cleave every 2s, Bone Spikes every 4s (was 8s).

Boss 2 — The Crimson Countess (10:00)

Stat

Old

New

HP

2,000

5,500

Speed

100

105

Armor

3

4

Damage Cap/s

200 per second

HP Regen

10 HP/s

Minimum kill time: 5500/200 = ~28 seconds. Realistic: 45–70 seconds.

Phase 1 — tuned:

  • Blood Lance: 30 damage (was 25), 300 px/s (was 280)

  • Bat Cloud: 16 bats (was 12), 4 HP each

  • Shield: 150 HP (was 100), regens 15 HP/s after 2s delay (was 10/s after 3s)

Phase 2 (60% HP) — tuned:

  • Blood Rain: 20 droplets (was 15), 12 damage (was 10), 250px radius

  • Lance Fan: 3 lances unchanged

  • Shield regen: 25 HP/s after 2s delay

Phase 3 (25% HP) — tuned:

  • Crimson Fury swoop: 25 damage (was 20), every 2.5s (was 3s)

  • NEW: Blood Fountain — At phase 3 start, 4 blood fountains spawn at 200px in cardinal directions. Each fountain heals the Countess 3 HP/s and fires a slow blood projectile at the player every 3s (15 damage). Fountains have 80 HP and can be destroyed. While any fountain stands, the Countess regenerates. Destroying all 4 removes boss HP regen entirely for the rest of the fight.

Enrage (alive at 12:00 — 120s after spawn): Swoops every 1.5s, Blood Rain is constant and covers the entire screen at low density.

Boss 3 — Elder Lich Malachar (15:00)

Stat

Old

New

HP

4,500

12,000

Speed

70

75

Armor

5

6

Damage Cap/s

350 per second

HP Regen

15 HP/s (while any phylactery lives)

Phylactery HP

200 each

400 each

Minimum kill time: 12000/350 ≈ 34 seconds. Realistic with phylactery destruction and regen: 60–90 seconds.

Phylactery changes:

  • Phylacteries now also have a damage cap of 80/s each. Players can’t instant-burst them.

  • Inner Orb: Beam DPS increased to 40 DPS (was 32). Enables Mass Resurrection.

  • Middle Orb: Gravity well pull increased to 80 px/s (was 60). Also slows player by 20% while in the well.

  • Outer Orb: Fires 12 projectiles (was 8), 15 damage each (was 12).

  • NEW: Phylacteries orbit direction reverses every 8 seconds, making their positions less predictable.

Soul Barrage: 4 orbs (was 3), 10 HP each to destroy (was 5).

Mass Resurrection: Up to 20 enemies at 50% HP (was 15 at 30%).

Enrage (alive at 17:30 — 150s after spawn): Teleports every 2s. All phylacteries resurrect at full HP. Soul Barrage fires 8 orbs.

Boss 4 — Terminus, The Undying (20:00)

Stat

Old

New

HP

8,000

22,000

Speed

50

55

Armor

8

10

Damage Cap/s

500 per second

HP Regen

0 (but see below)

Minimum kill time: 22000/500 = 44 seconds. Realistic: 60–120 seconds. Terminus is the ultimate test.

Phase 1 — The Maw (100%–70%):

  • Consume pull: 150 px/s (was 120), duration 2.5s (was 2)

  • Contact damage: 50 (was 40)

  • Amalgamation spawn: every 6s (was 8)

  • NEW: Devour — If the player is pulled into contact during Consume, Terminus deals 80 damage and heals 5% of its max HP (1,100 HP). This is the primary punishment for failing to escape Consume.

Phase 2 — The Storm (70%–35%):

  • Void Zones: 4 per slam (was 3), 120px radius (was 100), 20 DPS (was 15), max 12 active

  • Tendril Sweep: 5 tendrils (was 4), 350px length (was 300), 30 damage (was 25)

  • Adaptive Resistance: resets every 8s (was 10), resistance increased to 60% (was 50%)

  • NEW: Corruption Pulse (15s CD) — Terminus emits a pulse in a 500px radius. All player projectiles currently in flight are destroyed. All lingering ground effects (poison pools, fire trails, holy water) are consumed, healing Terminus for 2 HP per tick of remaining duration consumed. This directly punishes DoT/AoE spam and forces the player to time their attacks.

Phase 3 — The End (35%–0%):

  • All regular enemy spawning stops. Map goes dark. (Unchanged.)

  • Death Spiral orbit: closes from 200px to 80px (was 100) over 15 seconds (was 20). More aggressive.

  • Soul Storm: 16 projectiles (was 12), rotating at 210°/s (was 180), 20 damage each (was 15).

  • Contact damage: 60 (was 50).

  • Final Consume at 10% HP: Pull force 250 px/s (was 200), 4 seconds (was 3). If survived, Terminus staggers 4s (was 5) taking 1.75× damage (was 2×).

  • NEW: If Final Consume fails to kill the player, Terminus enters “Desperation” — all attack speeds ×1.5, Armor reduced to 0, but gains +100% speed. A glass cannon final phase that races the player.

No enrage timer for Terminus. The fight itself is the enrage. If the player can survive Phase 3 long enough, they win. If they can’t, they die. That’s the design.


11. Economy Adjustments

With the game being harder, payouts should slightly increase to avoid frustrating meta-progression grind. Players who die earlier should still feel progress.

Source

Old

New

Notes

Survival bonus

1 per 15s

1 per 12s

Slightly more generous

Full clear bonus

100

150

Reward for the increased difficulty

Kill milestone 500

10

15

Kill milestone 1500

25

35

Kill milestone 3000

50

60

Kill milestone 5000

100

120

Boss: Hollow King

25 + chest

35 + chest

Boss: Crimson Countess

50 + chest

65 + chest

Boss: Elder Lich Malachar

75 + chest

90 + chest

Boss: Terminus

100 + chests

125 + chests

First clear per class

200

300

Harder to achieve = bigger reward

Chest coin range

10 + (minutes × 2)

Unchanged


12. Meta Shop Rebalance

With the harder game, some meta upgrades need to be more impactful to serve as meaningful progression, while others (Might, Growth) should remain modest to prevent outscaling the difficulty curve.

#

Upgrade

Old Effect/Level

New Effect/Level

Old Total Cost

New Total Cost

1

Max HP Up

+10%

+10%

1,200

1,200 (unchanged)

2

HP Regen

+0.2/s

+0.3/s

1,475

1,475 (unchanged)

3

Might Up

+5%

+4%

1,900

1,900 (unchanged)

4

Move Speed Up

+5%

+5%

950

950 (unchanged)

5

Pickup Range Up

+20px

+20px

525

525 (unchanged)

6

Growth Up

+8%

+6%

1,900

1,900 (unchanged)

7

Greed

+10%

+10%

2,700

2,700 (unchanged)

8

Luck Up

+10%

+10%

1,900

1,900 (unchanged)

9

Armor Up

+1

+1

1,300

1,300 (unchanged)

10

Revival

+1 Revival

+1 Revival

1,000

1,000 (unchanged)

11

Reroll

+1 Reroll

+1 Reroll

850

850 (unchanged)

12

Banish

+1 Banish

+1 Banish

850

850 (unchanged)

13

Extra Choice

+1 Choice

+1 Choice

2,000

2,000 (unchanged)

Key changes are only to Might (+5% → +4% per level, max +20%) and Growth (+8% → +6% per level, max +30%). These are the two stats that most accelerate the snowball. Everything else stays the same — the difficulty increase comes from game mechanics, not from nerfing the meta shop.


13. New Mechanics

13.1 Pierce as a Player Stat

Pierce is a new stat that determines how many enemies a projectile passes through.

Stat

Base Value

Soft Cap

Hard Cap

Pierce

0

5

10

Sources of Pierce:

  • Piercing Lens passive: +1 per level (max +5)

  • Quiver passive: +1 at levels 1, 3, 5 (max +3)

  • Star Map passive: +1 at levels 2, 5 (max +2)

  • Specific weapon evolutions grant bonus pierce to their own projectiles (not global)

Pierce only applies to projectile-type weapons: Arcane Bolt, Iron Shortbow, Throwing Daggers, Fire Wand, Temporal Shard, Crimson Whip, Cultist projectiles (enemy). It does not apply to auras, beams, ground AoE, or orbitals (those have their own target caps).

Weapon-specific pierce bonus (evolution only):

Evolved Weapon

Inherent Pierce Bonus

Storm Bow

+4 (on top of global pierce)

Knife Storm

+0 (bounces instead)

Arcane Barrage

+0 (AoE explosion instead)

Inferno Staff

+0 (explosion instead)

13.2 Boss Damage Caps

As detailed in §10, bosses have a maximum damage they can receive per second from all sources combined. Damage above the cap in any given second is simply discarded. This is invisible to the player (no UI indicator) and prevents boss fights from being trivialized by any build.

Implementation: track total damage to boss per game-tick. If cumulative damage in the last 1.0 seconds exceeds the cap, ignore additional damage until the next 1-second window.

13.3 Horde Surges

As detailed in §9. Periodic mass-spawns starting at minute 8, every 90 seconds. Tests the player’s AoE and movement.

13.4 Enemy Armor (NEW)

Select late-game enemies now have innate Armor (flat damage reduction per hit), just like bosses have always had:

Enemy

New Armor Value

Bone Golem

2

Death Knight

3

Vampire Noble

1

Lich

2

This specifically nerfs rapid-fire low-damage weapons (Throwing Daggers, Garlic) against these enemies while leaving slower high-damage weapons effective. It encourages weapon diversity.

13.5 Diminishing Returns on AoE (NEW)

When an AoE effect (weapon or ability) hits more than 12 enemies simultaneously, damage to enemies beyond the 12th is reduced:

effective_damage(n) = n <= 12 ? full_damage : full_damage × (12 / n)

Enemies Hit

Damage per Enemy

1–12

100%

15

80%

20

60%

30

40%

50

24%

This prevents any single weapon from efficiently clearing 50+ enemies simultaneously. The player needs multiple weapons covering different areas, not one mega-AoE.


14. Multiplayer Scaling Adjustments

With the base game now harder, multiplayer scaling needs adjustment to remain proportional.

Enemy HP Scaling (Multiplayer)

Old: 1 + (n-1) × 0.65

New: 1 + (n-1) × 0.55

Players

Old

New

1

1.00×

1.00×

2

1.65×

1.55×

3

2.30×

2.10×

4

2.95×

2.65×

Slightly reduced because the base game is now much harder. 4-player was already brutal at the old scaling with these new base values.

Boss HP Scaling (Multiplayer)

Old: 1 + (n-1) × 0.80

New: 1 + (n-1) × 0.70

Players

Old

New

Terminus HP (New)

1

1.00×

1.00×

22,000

2

1.80×

1.70×

37,400

3

2.60×

2.40×

52,800

4

3.40×

3.10×

68,200

Boss Damage Cap Scaling (Multiplayer)

Damage caps scale with player count:

boss_dps_cap(n) = base_cap × (1 + (n-1) × 0.60)

Players

Hollow King Cap

Countess Cap

Malachar Cap

Terminus Cap

1

120

200

350

500

2

192

320

560

800

3

264

440

770

1,100

4

336

560

980

1,400


15. Target Benchmarks

These are the design targets for a player with moderate meta upgrades (roughly 50% of shop completed). An experienced player with full upgrades should do better. A new player with zero upgrades should do worse.

Solo (50% Meta)

Metric

Target

Average run survival time

12–15 minutes

Clear rate (survive 20:00)

15–25% of runs

Full clear with boss kill rate

10–15% of runs

Average level at death (12 min)

~14–16

Average level at 20:00 (if survived)

~23–26

Kills at 20:00

~4,000–6,000

Average coins per run (all outcomes)

120–250

Coins per full clear

500–750

Solo (0% Meta, First Runs)

Metric

Target

Average survival

6–9 minutes

Clear rate

<1%

Expected coins

30–80

Solo (100% Meta, Experienced)

Metric

Target

Average survival

16–18 minutes

Clear rate

40–55%

Coins per full clear

650–1,000

Difficulty Feel by Minute

Minute

Player Should Feel

0–3

Comfortable, learning the map and movement

3–5

Engaged, first real threats, thinking about builds

5–8

Powerful but tested. Boss fight is a real encounter

8–12

Building momentum but enemies are genuinely dangerous. Witches/Golems create real problems

12–15

Tense. Deaths happen here for most builds. One mistake with a Vampire Noble or Banshee = spiral

15–18

Controlled chaos. Player is strong but the world is stronger. Boss Malachar is a genuine test

18–20

Survival mode. Screen is overwhelming. Every second counts

20+

Terminus is the final exam. Not guaranteed even with a great build


16. Complete Revised Reference Tables

Revised Weapon Stats (Quick Reference)

#

Weapon

Damage

CD

Pierce

Special

1

Broad Sword

18

1.3s

N/A (melee)

100° arc, 90px range

2

Arcane Bolt

15

1.2s

0

Homing, single target, 300px track

3

Iron Shortbow

10

0.9s

1

Directional, 400px range

4

Toxic Flask

6/tick

4.0s

N/A (AoE)

60px pool, 1.5s, 0.5s ticks

5

War Axe

24

2.0s

N/A (melee)

360°, 80px, max 8 targets

6

Soul Siphon

8/tick

Continuous

N/A (beam)

80px range, 4 ticks/s, single target

7

Temporal Shard

12 ×2

2.2s

3 (each way)

Boomerang, 250px range

8

Crimson Whip

18

1.5s

4

130px range, 40px width

9

Holy Water

5/tick

3.5s

N/A (AoE)

70px pool, 2.0s, 2 ticks/s

10

Throwing Daggers

6

0.7s

0

2 base proj, 45° spread, 300px range

11

Lightning Ring

20

3.0s

N/A (auto)

250px range, single target

12

Garlic

3/tick

0.75s

N/A (aura)

60px radius, 15px knockback

13

Runic Orbs

10

Continuous

N/A (orbital)

2 orbs, 80px orbit, 0.5s enemy hit CD

14

Fire Wand

25

1.8s

0

Targets nearest, 400px range

Revised Enemy Stats (Quick Reference)

Enemy

Tier

HP

Dmg

Speed

XP

Threat

Armor

Shambler

1

10

12

85

1

1

0

Bat

1

6

10

170

1

1

0

Skeleton Warrior

2

28

18

100

3

2

0

Ghost

2

18

14

120

3

2

0

Werewolf

3

75

22

90

10

4

0

Cultist

3

35

14

70

8

3

0

Swarm Rat

3

4

2

200

1

0.5

0

Witch

4

50

0

90

12

4

0

Bone Golem

4

180

25/35

60

20

6

2

Shadow

4

40

18

155

8

3

0

Vampire Noble

5

120

25

140

25

7

1

Arcane Construct

5

85

28

100

15

5

0

Plague Bearer

5

65

10+DoT

70

10

4

0

Death Knight

6

220

40/25

120

25

8

3

Banshee

6

55

12

160

12

6

0

Lich

6

160

22

60

30

10

2

Revised Boss Stats (Quick Reference)

Boss

Time

HP

Armor

DPS Cap

Regen

Enrage

Hollow King

5:00

2,200

3

120/s

5/s

6:30 (90s)

Crimson Countess

10:00

5,500

4

200/s

10/s

12:00 (120s)

Elder Lich Malachar

15:00

12,000

6

350/s

15/s (w/ phylactery)

17:30 (150s)

Terminus

20:00

22,000

10

500/s

0 (Devour heals)

N/A (Phase 3 is enrage)

Revised Scaling Formulas (Quick Reference)

Scaling

Formula

Enemy HP

1 + t×0.15 + t²×0.014 + t³×0.0004

Enemy Damage

1 + t×0.08 + t²×0.001

Enemy Speed

1 + t×0.02 + t²×0.0005

Spawn Budget

3 + t×2.0 + t²×0.25 + t³×0.005

Player XP Required

8 + lv×4 + lv²×0.6 + lv³×0.008

Weapon Damage/Level

baseDmg × 1.10^(level-1) × might

XP Gem Scaling

None (flat values)

AoE Diminishing

n 12: 100% · n > 12: full × (12/n)


End of Balance Overhaul v1.1 — Altair