Archer’s new Elemental Master profession is officially rolling out to all platforms! This profession is packed with a bunch of new changes compared to the previous post. Elemental Master brings stacks of status effects onto foes with tons of explosive potential and includes 5 new skills as well as a new Wet status effect to spread status effects to a nearby enemy. This update also includes monthly skins and a new End Adventure Reward that will further boost your Coins and Diamonds supply based on steps! We shall go over a lot of changes that were made through Open Beta as well as new Skill info panel to help explain some skills.
Spinning Tornado
Deal 100% damage in 8 directions allowing you to attack multiple enemies at once. Great for when you are surrounded by hordes of enemies and can also inflicts status effects much like normal attacks.
Elemental Quiver + New Changes

Equip physical, Lightning, Poison, or Ice arrows for a chance to inflict status effects which will give you an advantage early on and help build for Elemental Reaction. I’ve also added the skill info below to the skill screen in-game.
Auto-Cycle for 100% Chance to Inflict
Elemental Quivers will now be 100% chance to inflict when auto-cycle is enabled which means every time you attack, the arrow type will switch to a random one. If you switch auto-cycle off, you can decide which arrow to use, but the chance to inflict status effect is reduced down to 50%.
Elemental Reaction
Trigger unique effects onto enemies by having certain status effects active. These includes mixing Burn, Poison, Paralysis, Wet, and Slow to deal some catastrophic damage. Reaction is triggered at the end of the player’s turn.
Elemental Reaction Chart
Elemental Reactions cause additional effects when status effects trigger such as poison damage from status, turn loss from paralysis, burn damage from status, and slowness every turn to a target with existing elemental status ailment.
| Status | Burn Tick Damage | Slow Turns | Poison Tick Damage | Paralysis Turn Lost |
| Burn | Inflicts Wet | 5×5 AOE Damage | 5×5 AOE Damage | |
| Slow | Inflicts Wet | Extra Poison Tick Damage | Chain Lightning Effect | |
| Poison | 5×5 AOE Damage | Extra Poison Tick Damage | 5×5 AOE Damage | |
| Paralysis | 5×5 AOE Damage | Chain Lightning Effect | 5×5 AOE Damage | |
| Wet | Inflict Blind | Inflict Freeze | Inflict Slow | Chain Lightning Effect 7×7 |
Chain Lightning deals 100% damage in area of target and triggers effect again. Chance of happening from start is 100% chance, then 50%, then 25%.
Cataclysm
For every negative stat on the enemy, you will deal more damage to them. Stack them up and reach your max damage potential!
Tidal Barrage
This skill deals a low amount of damage, but inflicts Wet status which spread all status effects you inflict onto that enemy to the nearest enemy within a 7 tile radius. Wet does not get consumed when you spread status effects allowing you to stack multiple to others with a single Tidal Barrage.
Elemental Master Skill List
February Monthly Skins
Congratulations to Zero, MrValient and Joker for submitting February monthly skins! These will be available in this new update.
End Adventure Reward
I’ve added a new way to help get your adventures to feel more rewarding. With every step, you will slowly building up an adventure bonus which rewards you with Coins and Diamonds after completing your adventure. This feature works for Hardcore as well and the final bonus is an optional rewarded ad to boost your base reward and will choose the multiplier that it is currently on. No ads are shown for those who are VIP 2+ or playing on the Steam version. Below is the current formula for adventure bonus, but keep in mind that fast traveling does not count towards the bonus.
| Coins | Gain 1 Coins for every 4 steps |
| Diamonds | Gain 1 Diamond for every 2,500 steps |
More Balance Changes
Fire Barrage has been removed from Marksman, but now reduces time for every enemy you deal damage to with that skill allowing you to use it more frequently. Ethereal Shot got a nerf on damage, but the range and the damage calculation were flat so it has been improved. Necromancer has gotten a nerf for Beyond the Grave and Puppet Minion as they were infinite juggernauts to begin with. Haste now saves to your current adventure. I look forward to see what kind of madness you will bring with this new profession!
v1.3.386 Update Log:
- Added 2nd Tier Archer Profession called Elemental Master which includes 5 new skills
- Added End Adventure Bonus which gives coins and Diamonds based on steps traveled
- Added Bingo, the pet lizard created by RaptorRapture
- Updated spacebar to be able to trigger skilled attacks
- Updated Greedy Thief to base coin cost on steps instead of always 1000 coins
- Updated Stun Shot chance per point from 2.5% -> 5%
- Updated Fire Barrage to reduce cooldown by 10 for each enemy hit
- Updated Giant Killer to be unlocked by either completing Star Guardian quest or touching the Vessel
- Updated Haste amount to save for resuming adventure
- Updated Beyond the Grave and Puppet Minion to spawn with a death timer of 200 steps
- Updated Quick Save to prevent quick saving while in an enemy’s AOE attack
- Updated Blindness to reduce enemy aggression by 10% and forced melee attacks only
- Updated bosses and Bats to be immune to Blindness
- Updated Coin and Item Magnet to also trigger on turns where you don’t move such as attacking or breaking a crate
- Updated spacebar to be able to trigger skilled attacks
- Increased range of Ethereal Shot from 7 -> 12 tiles
- Increased Crit Damage path reward from 100% -> 10,000%
- Reduced price for Vault skill down to 10k coins or 100 Diamonds
- Reduced Ethereal Shot cooldown from 50 -> 20 turns
- Reduced Ethereal Shot based damage from 150% -> 100%
- Reduced Ethereal Shot upgrade per point from +20% -> +10% per point
- Reduced Ethereal Shot max damage from 1000% -> 300% damage
- Reduced skill range of Bolt, Fire Barrage, and Lightning Pull from infinite -> 7 tiles
- Removed Fire Barrage from Marksman
- Fixed incorrect positioning of tentacle check for Morgana death
- Fixed allies being inflicted Bleed from bats when its only supposed to affect Blood Knight
- Fixed Greedy Thief not taking coins away and updated his coin ask to be based on 100 + current steps x 0.1
- Fixed merchant spawning too close to starting camp
- Fixed incorrect text for sell all equipment
- Fixed Morgana’s Crit Damage not visually adding in stat screen
- Fixed Haste Chance not triggering with Quick Hit 2/3
- Fixed Ethereal Shot range indicator not matching actual range











if im being real this update is… PEAKKKKK.
You just made this game 10x more interesting & fun. Time to master these new skills.
Great job as per usual, Jonathan. Looking forward to what other innovative ideas you bring to your game, it’s truly a masterpiece. Plus, being given the opportunity to work on the profession with the rest of the staff was a pleasure.
Keep up the amazing work!
Thank you!
With each update, this game improves and becomes more fun to play. Keep up the excellent work, Jonathan.