Updated
Mar 4, 2024
Illuvium Arena v0.2.2 Patch Notes
Intro
Players with weaker PCs rejoice; this is the update you have been waiting for! While there are some changes to balance the game, the main thrust of this patch is optimisation and bug fixing. Remember that this is our first pass at optimisation, and things will improve further in later patches. But for now, please enjoy the reduction in your electricity bill.
Illuvial Changes
Overall, the focus is on removing power from some overperforming outliers (Pangolin via Magma, Lynx Psions, niche Fighter comps) while boosting single-target damage.
Axolotl Line
All Stages
Physical Resist 40 -> 45
Energy Resist 40 -> 45
Sea Scorpion Line
Stage 1 — Rypter
Physical Attack Damage 50 -> 70
Stage 2 — Rypterus
Physical Attack Damage 70 -> 90
Stage 3 — Ryplance
Physical Attack Damage 90 -> 110
Thylacine Line
Stage 1 — Dash
Attack Physical Damage 85 -> 110
Stage 2 — Rake
Attack Physical Damage 120 -> 140
Stage 3 — Umbre
Attack Physical Damage 150 -> 170
Ant Eater Line
Stage 1 — Vermi
Attack Energy Damage 55 -> 65
Stage 2 — Vermillia
Attack Energy/Physical Damage 35 -> 45
Stage 3 — Vermilliare
Attack Energy/Physical Damage 45 -> 55
Water/Nature/Earth/Air Doka/Volante Lines
Lesser Doka/Volante
Attack Physical Damage 40 -> 45
Greater Doka/Volante
Attack Physical Damage 50 -> 55
Exalted Doka/Volante
Attack Physical Damage 70 -> 75
Fire Doka/Volante Line
Lesser Doka/Volante
Attack Physical Damage 45 -> 50
Greater Doka/Volante
Attack Physical Damage 55 -> 60
Exalted Doka/Volante
Attack Physical Damage 80 -> 85
Lynx Line
Stage 2 — Arcane Lynx
Omega Damage 500 * OP -> 400 * OP
Stage 2 — Virtuous Lynx
(Bugfix) Omega Frequency 0.2s -> 1s
% Missing Health per Second during Omega 8 -> 6
Stage 3 — Arcane Emberlynx
Omega Damage 650 * OP -> 500 * OP
Stage 3 — Arcane Hydrolynx
Omega Damage 650 * OP -> 500 * OP
Stage 3 — Arcane Terralynx
Omega Damage 650 * OP -> 500 * OP
Stage 3 — Arcane Zephyrlynx
Omega Damage 650 * OP -> 500 * OP
Stage 3 — Arcane Floralynx
Omega Damage 650 * OP -> 500 * OP
Stage 3 — Relentless Emberlynx
Attack Physical Damage 135 -> 145
Stage 3 — Relentless Hydrolynx
Attack Physical Damage 120 -> 130
Stage 3 — Relentless Terralynx
Attack Physical Damage 120 -> 130
Stage 3 — Relentless Zephyrlynx
Attack Physical Damage 120 -> 130
Stage 3 — Relentless Floralynx
Attack Physical Damage 120 -> 130
Stage 3 — Nimble Emberlynx
Attack Physical Damage 150 -> 155
Stage 3 — Nimble Hydrolynx
Attack Physical Damage 135 -> 140
Stage 3 — Nimble Terralynx
Attack Physical Damage 135 -> 140
Stage 3 — Nimble Zephyrlynx
Attack Physical Damage 135 -> 140
Stage 3 — Nimble Floralynx
Attack Physical Damage 135 -> 140
Stage 3 — Virtuous Emberlynx
% Missing Health per second during Omega 8 -> 6
Stage 3 — Virtuous Hydrolynx
% Missing Health per second during Omega 8 -> 6
Stage 3 — Virtuous Terralynx
% Missing Health per second during Omega 8 -> 6
Stage 3 — Virtuous Zephyrlynx
% Missing Health per second during Omega 8 -> 6
Stage 3 — Virtuous Floralynx
% Missing Health per second during Omega 10 -> 8
Synergy Changes
Magma
The defensive stats given to Magma Combat Units in their Molten Ground was too high, given how easy it was to have 100% uptime on the effect.
Grit per Earth Stack 10 -> 5
Resolve per Earth Stack 10 -> 5
Fighter
The Base Fighter Synergy description did not reflect the correct value, so we’ve changed the underlying value to match the description. A portion of the Fighter buffs listed above was to counteract this change.
Grant an Empowered Attack every 2 Attacks -> Grant an Empowered Attack every 3 Attacks
Augment Changes
The following Augments now appear in player and opponent decks:
Lesser/Greater/Exalted Arctic Dominion
Greater/Exalted Perpetual Entropy
Greater/Exalted Succor’s Gift
Succour’s Gift Line
This line of augments should be for givers who never take. Therefore all stages of Succour’s Gift don’t heal the augment holder any longer.
Greater Succour’s Gift
Unrelenting to all Allies within 10 hexes for 6 seconds -> Indomitable to the two closest Allies for 6 seconds.
Exalted Succour’s Gift
Unrelenting and a 250 Shield to all Allies in 10 hexes for 6 seconds -> Indomitable to the four closest Allies for 6 seconds.
Arctic Dominion Line
This line has had a rework across all stages.
Lesser Arctic Dominion
Inflict Enemies within 25 hexes with Frost once every second.
Greater Arctic Dominion
Inflict Enemies within 25 hexes with Frost once every second. On being Hit, Holder gains 2 Dodge Chance. (Max 15 Stacks)
Exalted Arctic Dominion
Inflict Enemies within 25 hexes with Frost every second. On being hit, the holder gains 2 Dodge Chance (Max 15 Stacks). Gain a 300 shield at the start of Combat.
Perpetual Entropy Line
This line remains unchanged but you now have access to all stages.
Lesser Perpetual Entropy
Gain 3 Energy Regeneration.
Greater Perpetual Entropy
Gain 3 Energy Regeneration. Gain Silence Immunity.
Exalted Perpetual Entropy
Gain 3 Energy Regeneration. Gain Silence Immunity. The First Omega refunds 30% of its energy cost.
Final Abounding Line
Omega’s critting without Phantom stacks is already a potent effect. When combined with the primary offender of this patch (Jagged End), this Augment was overperforming by a significant margin.
Lesser/Greater/Exalted Final Abounding
Critical Percentage 20% → Critical Percentage 10%
Jagged End Line
Stacking up Crit Amp for your team into the end stage of a battle is a fantasy that we love. But with high-frequency damage being so dominant (Pistol Shrimp and Taipan), we wanted to give this Augment a slower ramp-up time and cut down its massive potential while keeping that fantasy alive.
Lesser/Greater/Exalted Jagged End
All stages of Jagged End now have a 1-second cooldown for the Critical Amp stacking effect.
Crit Amp per Stack 10 -> 5.
Retribution’s Call Line
Retributions’ Call was underutilised compared to other powerhouse Augments. So we’re buffing its Thorns capability across all stages. However, the Stage 3 variant performed quite well for units this Augment wasn’t particularly aimed at.
Exalted Retribution’s Call
Heal On Takedown 400 -> 300.
Lesser/Greater/Exalted Retribution’s Call
Thorns 30 -> 50.
Saccharine Escape Line
Exalted Saccharine Escape provided another fantasy that was massively over-performing for its cost. These nerfs should reduce the Augment’s potential burst and open it up for use on lower Energy cost Illuvials.
Exalted Saccharine Escape
200 Instant Energy Gain -> 20 Extra Energy Regeneration for 5 seconds.
Time’s Respite Line
Another underutilised augment that wasn’t powerful enough to fulfil its gameplay fantasy.
Lesser/Greater/Exalted Time’s Respite
4% Max Health every 4 attacks -> 5% Max Health every 3 attacks.
Changes to Flex Stats
Starting with Augments as a whole, Augments provide excellent value for their cost when played well. But we felt too much power was resting in their raw stats and not enough in their effects. As a result, we reduced Flex stats by around 40%.
All Lesser Augments
8% Attack Speed -> 5% Attack Speed.
200 Max Health -> 120 Max Health.
20 Energy Resist -> 12 Energy Resist.
All Greater Augments
24 Physical Attack Damage -> 14 Physical Attack Damage.
16 Critical Percentage -> 10 Critical Percentage.
Survival Mode Changes
We cut some overall power from Augments which made Survival Mode more difficult for players as they can’t utilise them as efficiently as the opponent. To compensate, we’re increasing starting mastery points.
Economic changes are very sensitive due to the nature of interest. Still, rewarding experienced players for clever play in earlier waves whilst reducing some difficulty curves for newer players should be a win-win. We will monitor this change closely; feel free to provide your feedback.
Starting Mastery Points: 120 -> 150
Weapon Variety
The weapon options for the daily challenge should provide you with three weapon classes to play with every challenge, but they sometimes lack affinity variety. Now the chosen weapons vary in class and affinity and are slightly more numerous daily.
Bugfixes & Optimisations
This article is already too long to name the vast amount of bugfixes for this patch, but here are the most important fixes:
Greater/Exalted Vampiric Price Augments giving too much Health.
Deployment Phase Performance Issues.
FPS Drops during Omegas.
FPS Drops during repositioning/spawning/hitting a synergy threshold.
Beetle/Elk/Shoebill/Pistol Shrimp Omega Animation fixes.
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