Worm Update 1.0.3 Patch Notes
New Cape: Imp Backstab (Q) Passive Autoattacking from behind deals bonus damage Active Your next autoattack deals bonus damage and slows If stealthed, also applies a bleed Knife Toss (W)…
Read MoreNew Cape: Imp Backstab (Q) Passive Autoattacking from behind deals bonus damage Active Your next autoattack deals bonus damage and slows If stealthed, also applies a bleed Knife Toss (W)…
Read MoreNew Status Effect: Crippled You cannot use movement abilities Active movement speed buffs are cancelled New Items Travelers' Treads +100 m/s movement speed Can be activated to teleport to an…
Read MoreMiscellaneous Changes You now have a seventh item slot specifically for consumables and pickups. UI Changes You can now view player items on the post-game victory or defeat screen. Bug…
Read MoreNew Map: The Boardwalk Win by destroying all enemy towers before your own towers are destroyed Towers must be destroyed in order from outside to inside New Feature: Towers Towers…
Read MoreCape Changes Cherish Codependence: new active Aura that orbits in circles around Cherish after the initial cast Does damage over time to enemies that stand in the aura Damage over…
Read MoreNew Cape: Cherish Paranoia (Q) Passive Truesight over low-health enemies Active All enemies in a small area of effect begin autoattacking each other Codependence (W) Passive Damage reduction that scales…
Read MoreNew Cape: Legend Living Light / Frost Beam (W) Passive Fly when leaving fountain (bonus movement speed) Active Projectile that snares and does damage to all enemies in a line…
Read MoreNew Cape: Mannequin Arm on a Chain (Q): line skillshot that pulls the first enemy hit to Mannequin Whirling Blades (R) Mannequin channels and spins in a circle Anything inside…
Read MoreUI Changes You can now see how much money and XP you earned for playing a match in the end-of-game screen You can now tab through the input fields on…
Read MoreNew Feature: Account Levels Your account now starts at level 1 and levels up as you play games. You earn experience at the end of each game based on how…
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