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    • Steam
      New modifiers (universal ones and for the Harrower)!

      Salutations Hunters! New modifiers are coming, 6 actually! But let's start with a quick recap: a modifier is key element for your Ancestral Grid . It may comes as 1-hex fragment or more, in various shapes, attached to a skill or not. When put next to a compatible skill, it can enhance or modify its behavior. As you may know, each character comes with a few modifiers unique to its class and the Harrower won't be an exception. But we also added new universal modifiers that any class can use, giving new possibilities for your builds! Now, let's see what we have in store... Starting with the Harrower, which will have 2 modifiers : Instability and Torment. Directly related to the innate skill , this modifier gives a chance to the Harrower of getting one Unstable element by dealing damage with an offensive skill. Chances increase over each threshold. This one is a toggled modifier when the Harrower is in the Unleashed state. Upon casting a skill with a cooldown, it triggers an energy wave that increases damage taken by enemies as well as slowing them down for 3 seconds. The following ones are universal, meaning they can be used by any character - and we've got 4 ! Spin to win? Kinda. This modifier is actually introducing a new tag; Whirling. It's compatible with a skill having Active and Whirling tags and has two different effects depending on the skill behavior. If the skill throws projectiles, they now orbit around the character instead. Otherwise, the skill now creates three damaging tornadoes around the character, which last 2 seconds and spin around depending on attack speed. Skills that now have the Whirling tag: Knight Show of Strength Magnetic Shield Oracle Writhing Cyclone Barbarian Savage Whirlwind Ancient Runes Axes of Toriel Tracker Noxious Star Acrobatic Strike Dance of Daggers The Harrower has a few skills which are able to use this modifier as well. For Wyrmlings aficionados, this one increases the damage dealt by the Wyrmling skills triggered by the character skill attached to this modifier . The character skill , which can be any Active one, will have its own damage reduced by 20%. Compatible with melee skills, it has a chance to multiply the direct damage dealt but increases the energy cost by 3 at each threshold in return. Alright, alright... This one is not entirely new . The fragment is new, the effect reworked. No more chances, it's either enabled or not. When it is, the skill strikes two times. Compatible with Instant and Melee skills. Important notice: Omni-strike modifier will replace the old version of Double Attack in all existing builds since they're sharing similar progression thresholds. The new Double Attack will have to be looted / equipped. That's it for today! Which one are you looking to use? We also hope you're eager to discover more about the Harrower ! As usual, thank you so much for your continuing support on Dragonkin . If you’d like to join your fellow Dragon Hunters, or speak directly to us (the devs), make sure you head on over to our Discord.

    • Steam
      Survival mode

      Hello Hunters, Today we're taking a break from the Harrower tricks and tips to talk about a new mode coming with the next update: Survival (or Hardcore mode if you prefer). We've seen a few players asking for this type of mode since the release of Dragonkin, so we took a bit of time to add one to the game. Survival is a mode where death is permanent. No try again, it's game over. You always start fresh and make your way as far as you can avoiding the deadly sentence of a single mistake. But if you know the features of Dragonkin , you might understand why it wasn't just a thoughtless option to toggle on or off. Considering how the game evolves around cities and groups, we compromised a few things from the true concept of a Survival mode to still give you opportunities to play in the same city, either as regular characters or Survival characters. How does it work? It all begins in the character creation. In any city, you will have to create a new character which will make you choose a group first. By creating a new group, you will be able to toggle on the Survival mode. Once the Survival group is created, any character created in this group will automatically be considered as a Survival character. From this point, it almost feels like a regular character, with a few exceptions. The city itself works as it always has, meaning you can get the usual advantages from having an upgraded city. Dos & don'ts Aside from the obvious unique and fatal death, there are a few rules specific to Survival : Characters cannot have access to shared stashes Characters private stashes are bound to each character instead of the account Characters cannot pick up loot drop by others Characters do not share the Ancestors progression Characters cannot be transfered to another city Characters cannot play in regular groups (and vice-versa) Survival mode is permanent upon creation and cannot be reversed Adding a second player in local coop automatically makes it a Survival character as well Pantheon When your run has come to an end, your characters memory will lie in the Pantheon. The Pantheon can store up to 32 characters and is accessible from the main menu. It will give you an overlook of what you achieved, saving things such as your gears, skills, wyrmling and a few statistics. Give us your opinion! There is one design aspect we haven't settled yet and we'd like you to take part of it about what happens for a dead character. Should it go right away in your pantheon, fair and square, meaning its time is definitely over? Or would prefer to have the option of getting your character back and keep playing with it but as a regular character? Please head over to our Discord to share your preference by voting on our poll in the announcements channel. That's a wrap for today! We'll be on the look out if you're up for the challenge! As usual, thank you so much for your continuing support on Dragonkin . If you’d like to join your fellow Dragon Hunters, or speak directly to us (the devs), make sure you head on over to our Discord.

    • Steam
      The Harrower's talents

      Hey Hunters! Now that you know what the Harrower's innate ability is and got a look at a few active skills , let's talk about talents . Talents are superior passives that really come into your build once your character is getting closer to its highest levels. They are quite versatile whether you want to specialize in one direction or mix up a bunch together, either common or class specific talents . Today, we'll have a look at some of the Harrower's talents ! As we mentioned in the previous Devblog, aside from Wyrmling skills you will have a few options to keep your elements Unstable when using his innate ability ! Talents are one of them. This one reduces the duration of Unstable elements while increasing damage during the Unleashed state. Moreover, it can make all 4 elements become Unstable at once when using a cooldown skill! Pretty handy. This one is... uh? Wh-?! Be ready to scroll your skills' tooltips with this one! Without taking the space on your grid, all your class skills gain bonuses to all common and uncommon modifiers while reducing their costs. What nonsense is this? Symbiosis cheat! Be ready to pull out a certain Ravenous Weapon if you want to enjoy some of these talents on other classes... There is still more to unveil about Instability , along additions that will benefit every character, but that will be for another day, Please note these values reflect development work and may be updated later on for balancing reasons. That's all for today! Which one will you choose? We hope you're eager to discover more about the Harrower ! As usual, thank you so much for your continuing support on Dragonkin . If you’d like to join your fellow Dragon Hunters, or speak directly to us (the devs), make sure you head on over to our Discord.

    • Steam
      The Harrower innate skill

      Hello Hunters! We're back this week with new gameplay information on the Harrower ! After a first showcase of some of his skills last week, it's time to talk about his innate ability . An innate ability is a special skill that can be either passive or active, which helps define a bit more the play style of a character. The Knight has the Fuel , the Oracle has the Vision , the Barbarian has the Rage and the Tracker has the Targeting . With the Harrower , we're introducing Instability . Innate skill: Instability You may remember from the previous Devblog that the Harrower himself is not tied to any elemental type - well, that's because his skills only deal Physical damage. You may also remember that he developed a special relation with the Wyrmlings - in fact, they are a full part of his innate skill. Instability allows the Harrower to equip up to 10 Wyrmlings skills , instead of 5 for the other classes. Moreover, he can equip and trigger ANY Wyrmling skill independently from the current equipped Wyrmling . In other words, he is not limited by the Wyrmling type. You can choose any Wyrmling and it will be able to cast any of the 60 Wyrmlings skills available. But that's not all, when a Wyrmling skill is triggered, its element becomes Unstable for 5 seconds. If all 4 elements are Unstable , the Harrower becomes Unleashed : his skills deal bonus damage using all elemental bonuses. Reaching the Unleashed state will help you being more efficient, even more than with a symbiosis. But it is not a permanent state so you will have to keep all 4 elements Unstable ! There will be other things that will help you with that, but we'll talk about it in a future Devblog! Sneak peek As the Harrower continues to take shape, we thought you'd like to have a look at some of his visuals so here's one! That's it for today! Any build idea yet? We hope you're eager to discover more about the Harrower ! As usual, thank you so much for your continuing support on Dragonkin . If you’d like to join your fellow Dragon Hunters, or speak directly to us (the devs), make sure you head on over to our Discord.

    • Steam
      The Harrower's skills - Showcase #1

      Greetings Hunters, We know you've been waiting for news about the Harrower (we could hardly wait either!) and it's finally time to introduce you to some of his gameplay abilities! For those who missed it, the Harrower is a new playable character that will release this Fall! Like any other class, the Harrower will launch with 17 active skills, 8 passives and 8 talents . Today, we're showcasing 3 active skills . Without further ado, let's dig in! The first thing to point out is that the Harrower himself is not tied to any elemental type. We'll talk in a future devblog about what that means... The Harrower calls for two rotating chains dealing damage per second and slowing enemies down momentarily. This ability is compatible with the Bonus Beams modifier , one of the latest modifier added to the game which in this case adds more chains to strike more often! The Harrower fires dark projectiles across scattered areas which explode upon landing. Compatible with both Bonus Projectiles and Greater Area of Effect modifiers , you can increase the amount of projectiles as well as the area they cover! The Harrower summons a living arm for a few seconds then teleports towards the chosen direction. The arm slams on the ground upon being summoned, While it's alive, the arm strikes again every time the skill is cast. Being compatible with the Bonus Summons modifier , you bet you can have an army of them... That's all for today! What do you think about these first skills? As usual, thank you so much for your continuing support on Dragonkin . If you’d like to join your fellow Dragon Hunters, or speak directly to us (the devs), make sure you head on over to our Discord.