# Tower of Awakening — Patch 0.1.0.34
Character saves and arena travel
- Fixed an incorrect save warning when returning from an arena to town. Pending progress is kept while the transfer completes.
- Fixed entering another arena through the key window while already in an arena.
- Soul Reliquary Tier 2 Keys now use the same Soul Sanctuary as Tier 1, with difficulty 200–300 and 2.5× Soul rewards.
- Fixed granting Soul Reliquary Tier 2 Keys through the developer character tools.
Combat and skill fixes
- Sevarog's large laser wall now removes 80% of maximum Health and 80% of maximum Energy Shield when it hits.
- Rain of Arrows now follows the skill opacity slider correctly.
- Switching weapons now automatically switches to the corresponding main skill.
- Fixed proc skill tags.
- Icicle Rain's height now scales correctly with Area of Effect.
- Fixed opacity settings for all proc skills.
# Elemental Proc Skill Balance
Proc skills have been rebalanced to make more choices competitive while preserving each element's identity: frequent, consistent Arcane casts; balanced Fire skills; heavier Ice hits with longer cooldowns; and frequent Lightning casts with wider damage variation.
All values are base values before skill levels, skill-tree bonuses, gear, and stats. Damage applies per hit or per tick as labeled, before damage rolls and critical hits. Tick rate is expressed as the time between damage ticks.
Arrows show before → after. Single-hit skills include cooldowns and omit damage duration and tick rate.
Astral Bolts — Arcane
- Damage per hit: 200% → 450%.
- Base cooldown: 1.6s → 1.5s.
- Damage roll: 95–105% → 95–105% — unchanged.
Rune Burst — Arcane
- Damage per tick: 120% → 170%.
- Base cooldown: 1.4s → 2s.
- Damage duration: 2s — unchanged.
- Time between damage ticks: 0.3s — unchanged.
- Damage roll: 95–105% → 95–105% — unchanged.
Sigil Orbit — Arcane
- Damage per tick: 140% → 180%.
- Base cooldown: 2.7s → 2.5s.
- Damage duration: 2.6s → 2.5s.
- Time between damage ticks: 0.5s — unchanged.
- Damage roll: 95–105% → 95–105% — unchanged.
Gravity Well — Arcane
- Damage per tick: 120% → 180%.
- Base cooldown: 2s → 3s.
- Damage duration: 2.5s → 3s.
- Time between damage ticks: 0.3s — unchanged.
- Damage roll: 95–105% → 95–105% — unchanged.
Tentacle Slam — Arcane
- Damage per tick: 130% → 325%.
- Base cooldown: 2s → 3.5s.
- Damage duration: 3s → 3.5s.
- Time between damage ticks: 0.3s → 0.5s.
- Damage roll: 95–105% → 95–105% — unchanged.
BlackHole — Arcane
- Damage per tick: 200% → 300%.
- Base cooldown: 2s → 4s.
- Damage duration: 3s → 4s.
- Time between damage ticks: 0.5s — unchanged.
- Damage roll: 95–105% → 95–105% — unchanged.
FireBall — Fire
- Damage per hit: 180% → 600%.
- Base cooldown: 1.5s → 2.5s.
- Damage roll: 95–105% → 80–120%.
Solar Ring — Fire
- Damage per hit: 300% → 800%.
- Base cooldown: 1.2s → 3s.
- Damage roll: 95–105% → 80–120%.
Flame Surge — Fire
- Damage per tick: 100% → 160%.
- Base cooldown: 1.8s → 3.5s.
- Damage duration: 2s → 3.5s.
- Time between damage ticks: 0.6s → 0.5s.
- Damage roll: 95–105% → 80–120%.
Fire Pit — Fire
- Damage per tick: 66% → 120%.
- Base cooldown: 2s → 4s.
- Damage duration: 3s → 4s.
- Time between damage ticks: 1/3s — unchanged.
- Damage roll: 95–105% → 80–120%.
Scorch Trail — Fire
- Damage per tick: 120% → 180%.
- Base cooldown: 2.5s → 4.5s.
- Damage duration: 3s → 4.5s.
- Time between damage ticks: 0.49s → 0.5s.
- Damage roll: 95–105% → 80–120%.
Meteor Seed — Fire
- Damage per hit: 300% → 1,000%.
- Base cooldown: 3s → 5s.
- Damage roll: 95–105% → 80–120%.
Ice Lance — Ice
- Damage per hit: 250% → 1,000%.
- Base cooldown: 1s → 3.5s.
- Damage roll: 95–105% → 100–115%.
Ice Nova — Ice
- Damage per hit: 350% → 1,000%.
- Base cooldown: 1.5s → 4.5s.
- Damage roll: 95–105% → 100–115%.
Icicle Rain — Ice
- Damage per tick: 67% → 150%.
- Base cooldown: 2.8s → 5s.
- Damage duration: 3s → 5s.
- Time between damage ticks: 0.3s → 0.5s.
- Damage roll: 95–105% → 100–115%.
Ice Comet — Ice
- Damage per hit: 350% → 1,000%.
- Base cooldown: 1.8s → 5.5s.
- Damage roll: 95–105% → 100–115%.
Permafrost Pillar — Ice
- Damage per tick: 100% → 140%.
- Base cooldown: 2s → 5.5s.
- Damage duration: 3s → 5.5s.
- Time between damage ticks: 0.5s — unchanged.
- Damage roll: 95–105% → 100–115%.
Frozen Wake — Ice
- Damage per hit: 1,000% → 1,000% — unchanged.
- Base cooldown: 6s → 6s — unchanged.
- Damage roll: 95–105% → 100–115%.
Thunder Spear — Lightning
- Damage per hit: 250% → 500%.
- Base cooldown: 1.5s → 1.75s.
- Damage roll: 95–105% → 50–160%.
Chain Lightning — Lightning
- Damage per chain hit: 200% → 250%.
- Base cooldown: 1.5s → 2s.
- Damage roll: 95–105% → 50–160%.
Lightning Havoc — Lightning
- Damage per tick: 120% → 125%.
- Base cooldown: 1.6s → 2.5s.
- Damage duration: 2s → 2.5s.
- Time between damage ticks: 0.3s → 0.25s.
- Damage roll: 95–105% → 50–160%.
Ball Lightning — Lightning
- Damage per hit: 180% → 950%.
- Base cooldown: 1.8s → 2.5s.
- Damage roll: 95–105% → 50–160%.
Sky Verdict — Lightning
- Damage per tick: 120% → 180%.
- Base cooldown: 3.2s → 3.5s.
- Damage duration: 3.5s — unchanged.
- Time between damage ticks: 0.4s → 0.5s.
- Damage roll: 95–105% → 50–160%.
Lightning Dragon — Lightning
- Damage per tick: 120% → 170%.
- Base cooldown: 3s → 4s.
- Damage duration: 4s — unchanged.
- Time between damage ticks: 0.5s — unchanged.
- Damage roll: 95–105% → 50–160%.