These changes are subject to change based on testing data and your feedback.
This update strengthens Illuvial Ownership bonus stats to make them more impactful, and delivers a suite of UX improvements across gameplay and progression. It also includes a major simplification pass on Synergies, Illuvial Omegas, and Forge Augments.
Gameplay & System Updates
Ownership Bonus Enhancement
In order to make progression more meaningful and rewarding, the following adjustments have been made to Ownership Bonus Stats:
TPI, affects the following stats: Attack Damage, Attack Speed, Omega Power, Health, Resistance and Move Speed
Stat Bonus change:
Stat Bonus
Before
Now
0/5
0% Bonus
0% Bonus
1/5
5% Bonus
8% Bonus
2/5
10% Bonus
16% Bonus
3/5
15% Bonus
24% Bonus
4/5
20% Bonus
32% Bonus
5/5
25% Bonus
40% Bonus
Level, affects the following stats: Attack Damage, Omega Power, Health
Level Bonus change:
Level
Before
Now
Min (Level 1)
0% Bonus
1% Bonus
Progression
~0.5% per level
~1% per level
Max (Level 60)
30% Bonus
60% Bonus
Prestige Levels
Illuvials can progress beyond level 60, but levels above 60 are considered “Prestige” levels. Each Prestige level requires significantly more experience than the last. For example, reaching level 61 from level 60 requires the same amount of XP as leveling an Illuvial from 1 to 60. From there, the XP requirement doubles with each additional level, so going from 61 to 62 requires twice as much XP as 60 to 61, and this scaling continues for every subsequent level.
BOT Bonus Stats
To ensure BOTS are worthy opponents in every match, we’ve introduced a system called Active Ownership. This system enables BOTS to evaluate each lobby's Active Collection Power and dynamically scale the strength of BOT Illuvials accordingly.
As a result, BOT Illuvials will have:
TPI: Calculated as the average TPI of all players’ active Ownership in the lobby.
Level: Calculated as the average level of all players’ active Ownership in the lobby.
To ensure variety among BOT Illuvials, we apply a distribution function that slightly adjusts bonus stats around the calculated averages.
Ranger Bonus Stats
Similar to BOT Illuvials, the Ranger has fallen behind, as it does not directly benefit from Illuvial Ownership bonuses. To address this, we’re applying the same Active Ownership system to the Ranger.
The Ranger will now receive a Level Bonus equal to the average level of each individual player’s Active Ownership.
For example, if your Active Ownership Illuvials have an average level of 36, your Ranger will also receive a bonus level of 36.
Improve Level Up UX
To make Illuvial progression more rewarding and enjoyable, we’ve improved the UX for XP gain and level-ups. Now, as your XP bar fills after battles, it plays a sound, and when a level-up is reached, an animation with VFX and SFX is triggered. Additionally, the UI now shows the exact stat increases for your Illuvials when they level up.
XP Booster
For those rangers who really want to pump their Illuvial XP up, we have introduced an XP Boosting feature that allows your Illuvials to gain XP at a higher rate.
3x Booster:
7 days → 200 Fuel
30 days → 600 Fuel
90 days → 1500 Fuel
7x Booster:
7 days → 500 Fuel
30 days → 1500 Fuel
90 days → 4000 Fuel
Battle Pass & Chat Hidden
The Battle Pass and Chat features have been removed from the game temporarily.
Balance Adjustments
Arena complexity is very high, even within the autobattler genre. We're aiming to reduce the cognitive friction of the game by focusing on the following areas of the game:
Illuvial Omegas: Description Revamp for all lines & Secondary Effect Removal for a few lines.
Beyond increasing overall game simplicity, the synergy and Forge augment changes in this pass significantly strengthen the game’s rock-paper-scissors dynamic. This encourages players to observe the strategies their strongest opponents are pursuing and, if desired, invest in directly countering them.
The following list outlines which Illuvials’ Omega abilities have received an effect change or reduction. Please note that these changes have been offset by slight increases to the remaining Omega effects. Also note that despite not appearing on this list, the majority of Illuvials have had their Omega Descriptions shortened for the sake of improved in-game readability.
Illuvial Omegas
Thylacine (Dash/Rake/Umbre):
No longer becomes untargetable. Instead, it now temporarily gains 100% dodge chance.
This change is intended to prevent the Thylacine line from repeatedly shedding aggro. While dodge preserves the intended “shadow” fantasy, the unit can no longer fully evade aggro.
Ant Eater (Vermillia/Verminio/Vermilliare):
No longer gives temporary dodge. Instead, the Omega Power reduction (10/15/25) on enemies hit is permanent instead of temporary.
Dodo (Kukka/Kukkulus/Kukkaraph):
No longer applies focus and increase damage received on the target. Instead, Stun duration has been extended to match the shield duration of 3/3.5/4 seconds.
Polar Bear (Mjoll/Jokull/Jotun):
No longer steals AD and AS from the target. Healing now is based on max health, not missing health.
Aapon (Lesser/Greater/Exalted):
No longer buffs allies' damage. Instead, damage dealt has been increased from 150/200/250 to 200/250/300.
Grilla (Lesser/Greater/Exalted):
Omega targeting is now furthest enemy rather than lower physical resistance enemy.
Red Panda (Rai/Rai-lu/Rai-lee):
Empowered attacks only benefit himself and always trigger both attack and max health stealing.
Tree Kangaroo (Ti'Ru/Tii'Ruo/Tibi'Ruko):
No longer gets bonus damage on Takedown. Little One is no longer untargetable. Instead, On Start: Tree Kangaroo gets bonus AD for 5 seconds.
Komodo Dragon (Headi/Krunk/Blotto):
No longer reduces Damage Raken.
Shoebill (Fern/Fernite/Blazenite):
Tornado no longer reduces AS from the enemies hit.
Dropbear (Chucco/Chukoorl/Chukoondi):
No longer becomes untargetable. Instead, Blind area and duration have been increased.
WaterBuffalo (Carablu/Caradulo/Caradulox):
No longer gains HP on Omega. Instead, Thorns and Taunt effect have been increased.
Pistolshrimp (Alphie/Synalph/Dualeph):
No longer pierces Energy Resistance. To make up for the loss, damage has been incresased.
Classes and Affinities were already relatively simple, so the changes made here aim to reinforce the rock-paper-scissors dynamics introduced with Hyper. If Air counters Water through Hyper, the associated synergy bonuses are now aligned to support that same relationship. Furthermore, max thresholds have been removed, and the synergy thresholds are 2/3/4/5 for all primary affinities and classes.
Classes
Bulwark:
Resistances → Max Health
Fighter:
Attack Speed → Attack Speed
Empath:
Shield → Shield
Psion:
Omega Power →Omega Power
Rogue:
Critical Chance→ Critical Chance
Affinities
Fire:
Attack Damage → Attack Damage
Nature:
Health Regen → Health Regen
Air:
Dodge→ Energy Resistance
Water:
Energy Regen → Energy Regen
Earth:
Mitigation→ Physical Resistance
Composites Affinities and Class have had bigger change to simplify them
Behemoths stun their target and heal % max health.
Mystic:
On Ally Faint:
Allies heal % max health.
Templar:
On Ally Faint:
Allies gain AS.
Revenant:
On Ally Faint:
Allies gain AD.
Invoker:
Every 8 seconds:
Invokers gain OP.
Enchanter:
Every 8 seconds:
Allies deal AoE damage and heal % max health.
Phantom:
Every 8 seconds:
Phantoms gain energy and become untargetable.
Predator:
On Start and Takedown:
Predators' next attack deals bonus damage and crits.
Vanguard:
On Start and Takedown:
Vanguards gain resistances temporarily.
Slayer:
On Start and Takedown:
Slayers gain bonus pure AD temporarily.
Affinity Composites
Inferno:
First 10 seconds:
Enemies are dealt % Max Health as Physical Damage each second.
Steam:
First 10 seconds:
Steam units get Energy Regen and Damage Amplification.
Shock:
First 10 seconds:
Lightnings deal Energy Damage to 3 lowest health enemies each second.
Granite:
On Start:
Temporary Invulnerability.
Magma:
On Start:
Molten ground expands and damages enemies each second.
Mud:
On Start:
Enemies have reduced % AS.
Tsunami:
On Omega:
Refund % Energy Cost.
Toxic:
Every 8 seconds:
Enemies lose AD & Healing Efficiency.
Frost:
Every 8 seconds:
Enemies lose OP & Energy Efficiency.
Verdant:
After 10 seconds:
Healing area appears on Verdant units and heals allies within it.
Bloom:
After 10 seconds:
Each 5 seconds Bloom units gain Max Health and OP.
Dust:
After 10 seconds:
Enemies are Blinded for a brief duration.
Wildfire:
Every 8 seconds:
Next Wildfire unit attack ignites 3 enemies, dealing Energy Damage with Vamp.
Tempest:
On Ally Faint:
Allies gain energy. Enemies lose it.
Spore:
On ANY Faint:
Enemies lose AD & OP.
Only 18 out of the 36 Forge Augments remain. Now, each combination ensures a deterministic outcome of 3 choices. The following list provides the effects for the remaining forge augments, which are a combination of raw power + tech effects to counter specific builds.
We’re excited to showcase on testnet an updated version of Ascendant Arena, a new Arena mode designed as a fast-paced, 2-player Gauntlet experience. Matches typically last 6–12 minutes and emphasize strategic decisions, mindgames and accelerated progression.
Core Rules
Ascendant Arena plays similarly to Gauntlet, with several key differences:
Two players only
Opponent movement is hidden (no real-time visibility)
Illuvial relocation costs 2 credits, with the following rules:
Newly placed Illuvials can be moved for free within the same round.
Rangers can always be moved for free.
Placing or selling an Illuvial is free.
Moving an Illuvial to the bench counts as relocation.
The relocation fee is paid once per Illuvial per round. After paying, that Illuvial can be moved freely for the rest of the round.
Progression & Economy
Faster, linear leveling
Each level costs 20 XP
Each round grants 10 XP passively
Players can purchase 10 XP for 10 credits
Accelerated economy
Players start with 25 credits in Round 1.
In Round 2, they receive 30 credits (the original 25 baseline + a stacked +5).
Each subsequent round adds another +5 credits (35 / 40 / 45 / …).
Interest divisor reduced to 5 (instead of 10), up to 50 credits → Maximum interest: 10 credits
Drone Health System
Drone health is now tracked for both players:
Each player starts with 100 drone health.
Losing a fight deals 25 base damage, plus 1 additional damage for each enemy unit still standing.
Preparation Phase
First preparation phase: 60 seconds.
Each subsequent phase increases by +5 seconds, capped at 90 seconds (65 / 70 / 75 / 80 / 85 / 90).
Players can click READY once they are done with their preparation phase. → If both players are ready, combat begins immediately.
Ascension Changes
Ascension is simplified:
Illuvials ascend using 1–3–6 copies (instead of 1–3–9).
Therefore, only two Stage 2 copies are required to reach Stage 3.
Round Events
Round 1: Game Start.
Round 2: Weapon Selection. → 2 rerolls per slot.
Round 3: Drone Augment. → 2 rerolls per slot.
Round 4: Weapon Amplifier I. → 4 rerolls per weapon slot. → 1 reroll per weapon amplifier slot.
Round 5: Drone Augment. → 2 rerolls per slot.
Round 6: Weapon Amplifier II. → 4 rerolls per weapon slot. → 1 reroll per weapon amplifier slot.
Round 7: Drone Augment. → 2 rerolls per slot.
We're introducing this mode to testnet to gauge community interest and gather early feedback.
As always, we’ll continue monitoring gameplay, collecting feedback, and making improvements where needed. Jump in, test out the changes, and let us know what you think.