Captain penalties were reduced, turret speed was capped lower, and equipment unlock counts began granting rerolls.
What changed and how to use it
Patchy now takes 25% extra enemy-cannon damage. Kapitalistus Maximus receives 15% less gold during a run. Huntress abilities take 40% longer to recharge; Tankbert has 30% slower nitro regeneration; Duelist takes 20% more damage while boosting.
Turret Layer maximum attack-speed boost was reduced. Arms gained stronger rarity-based damage for active and automatic upgrades. Lightning no longer stuns allied units, Electric Arrow triggers more reliably, and a Rare Artifact selection softlock was fixed.
Each six unlocked modules now gives one additional New Module Reroll, while each six unlocked artifacts gives one additional Artifact Reroll. These are separate counts. Compare the next practical equipment purchase with progress toward a reroll; keep the captain penalty in mind when choosing between active bursts and sustained attacks.
Captain buffs: before and after 0.9.10
| Captain / penalty | Before | 0.9.10 | What to change in your run |
|---|---|---|---|
| Patchy The Pirate Extra damage from enemy cannons | +50% | +25% | Your cannon bonus stays useful, but enemy cannon volleys still punish broadside trades. Cannon broadside build. |
| Kapitalistus Maximus Gold earned during a run | −30% | −15% | Keep the Silver goal separate from your in-run gold budget; fewer upgrades can still cost a clear. Silver farming and purchase budgets. |
| Huntress Extra ability recharge time | +50% | +40% | Build around automatic attacks and save active abilities for planned bursts. Arrow build and Huntress variant. |
| Tankbert Nitro regeneration penalty | 50% slower | 30% slower | Leave a nitro reserve; health growth does not remove the need to escape. Spider hit-and-run and escape planning. |
| Duelist Extra damage taken while boosting | +50% | +20% | Use short melee approaches with an exit route. Boosting still increases incoming damage. Ram positioning and boost management. |
Huntress has 40% extra recharge time, not a 40% cooldown reduction. Duelist still takes 20% extra damage while boosting. Compare the full Wanderburg captain list before spending Silver.
Which builds changed?
- Turret Layer (Back Turret): the maximum attack-speed boost is lower. In a turret and arrow build, place turrets where they can keep firing; do not rely on the old speed cap.
- Arms (Side Arm): rarity-based damage increased for both active and automatic upgrades. Check the attack and rarity you are upgrading; no single percentage increase applies to every row.
- Lightning Mage (Top Electric Mage) no longer stuns allied units, making its control effect easier to combine with a friendly-unit build.
- Electric Arrow triggers more reliably. It still needs an arrow-based setup; the fix does not turn a non-arrow loadout into an arrow build.
Equipment changes
- Electric Arrow triggers more reliably after the 0.9.10 fix.
- Turret Layer maximum attack-speed boost was reduced again in 0.9.10.
- Arms rarity-based damage bonuses increased for automatic and active upgrades.
- Lightning attacks no longer stun allied units.
- Patchy takes 25% extra damage from enemy cannons, replacing the previous penalty.
- Huntress active abilities take 40% longer to recharge.
- Tankbert regenerates nitro 30% more slowly.
- Duelist takes 20% more damage while boosting.
- Kapitalistus Maximus earns 15% less gold during a run.
Unlock count and bonus rerolls
Count unlocked modules and unlocked artifacts separately. Each six modules grants a New Module Reroll; each six artifacts grants an Artifact Reroll. These are additional rerolls from unlock progress, not a claim about your total rerolls after other effects.
| Unlocks in one category | Additional rerolls for that category |
|---|---|
| 0 | +0 |
| 5 | +0 |
| 6 | +1 |
| 12 | +2 |
| 18 | +3 |
For example, five modules and five artifacts do not combine into ten qualifying unlocks. Compare artifact purchase prices and module unlock routes before spending for the next threshold.
Browse changes by category
Open a category below to compare the affected entries. Their detail pages show the current effective data; this page describes the 0.9.10 change.
Artifacts
Modules
Upgrades
- Turret Layer - Upgrade Ultimate 1
- Turret Layer - Upgrade Ultimate 2
- Turret Layer - Upgrade Ultimate 3 - Tier 3
- Turret Layer - Upgrade Ultimate 3 - Tier 4
- Turret Layer - Upgrade Ultimate 3 - Tier 5
- Turret Layer - Upgrade Passive 1
- Turret Layer - Upgrade Passive 2
- Turret Layer - Upgrade Passive 3 - Tier 3
- Turret Layer - Upgrade Passive 3 - Tier 4
- Turret Layer - Upgrade Passive 3 - Tier 5
- Turret Layer - Cooldown Reduction progression
- Turret Layer - Cooldown Reduction 2
- Turret Layer - Cooldown Reduction 3 - Tier 3
- Turret Layer - Cooldown Reduction 3 - Tier 4
- Turret Layer - Cooldown Reduction 3 - Tier 5
- Turret Layer - Electric Arrows
- Turret Layer - Slow
- Turret Layer - Attack Range
- Turret Layer - Attack Speed
- Turret Layer - Turret Duration
- Turret Layer - Bonus Damage
- Arms - Ultimate 1
- Arms - Ultimate 2
- Arms - Ultimate 3 - Tier 3
- Arms - Ultimate 3 - Tier 4
- Arms - Ultimate 3 - Tier 5
- Arms - Passive Upgrade 1
- Arms - Passive Upgrade 2
- Arms - Passive Upgrade 3 - Tier 3
- Arms - Passive Upgrade 3 - Tier 4
- Arms - Passive Upgrade 3 - Tier 5
- Arms - Cooldown 1
- Arms - Cooldown 2
- Arms - Cooldown progression
- Arms - Cooldown 3 - Tier 4
- Arms - Cooldown 3 - Tier 5
- Arms - Execute Targets
- Arms - Shieldbash
- Arms - After Explosion
- Arms - Active Lightning
- Arms - Bonus Charges Active Ability
- Arms - Auto Attack Damage
- Laser Mage, Lightning Mage - Ultimate Upgrade 1
- Laser Mage, Lightning Mage - Ultimate Upgrade 2
- Laser Mage, Lightning Mage - Ultimate Upgrade 3
- Laser Mage, Lightning Mage - Ultimate Upgrade 4
- Laser Mage, Lightning Mage - Ultimate Upgrade 5
- Laser Mage, Lightning Mage - Passive Upgrade 1
- Laser Mage, Lightning Mage - Passive Upgrade 2
- Laser Mage, Lightning Mage - Passive Upgrade 3
- Laser Mage, Lightning Mage - Passive Upgrade 4
- Laser Mage, Lightning Mage - Passive Upgrade 5
- Laser Mage, Lightning Mage - Cooldown Reduction progression
- Laser Mage, Lightning Mage - Cooldown Reduction 2
- Laser Mage, Lightning Mage - Cooldown Reduction 3
- Laser Mage, Lightning Mage - Cooldown Reduction 4
- Laser Mage, Lightning Mage - Cooldown Reduction 5
- Laser Mage, Lightning Mage - Thunderstorm
- Laser Mage, Lightning Mage - Ultra Lightning
- Laser Mage, Lightning Mage - Chain Lightning - Tier 1
- Laser Mage, Lightning Mage - Stun Duration - Tier 1
- Laser Mage, Lightning Mage - Chain Lightning - Tier 1 - Variant 2
- Laser Mage, Lightning Mage - Stun Duration - Tier 1 - Variant 2
Captains
Continue planning your run
All patch notes · Build comparison · Controls and troubleshooting