In Brief:
- Illuvium ILV $2.35 ▼ -16.2% (official site) released Arena update 1.18.13 on Nov. 13, 2026, with buffs to the Fire and Mud synergies and to three Earth weapons.
- Ophisto now begins with 10 Starting Energy instead of 30. The studio said the Stage 3 Squid had been closing out games too consistently.
- A number of Forge augments were scaled back, three Void Reactors among them. Legendary augments that saw little use, such as Hyper Striker Protocol and Temporal Guard, were buffed.
Arena 1.18.13 for Illuvium boosts Fire’s team-wide damage, makes Mud stronger and helps three Earth weapons the studio described as having fallen behind. The patch notes were published on the Illuvium Portal on Nov. 13, 2026.
The official @illuviumio account announced the update on X. “Fire and Earth are back in the conversation,” the post said. “There’s a lot moving in this one.”
Fire and Earth are back in the conversation.
Arena 1.18.13 is live with buffs to Fire, Mud and several Earth weapons, alongside targeted Augment changes and a slower start for Ophisto.
There’s a lot moving in this one.
Full breakdown ↓@illuviumioView on X ↗
At the top of the notes, the studio set out its goal: “This patch gives Fire and Earth a reason to come back. Fire’s team-wide damage goes up, Mud hits harder, and the Earth weapons that fell behind get some help.”
Fire gets a bigger mid-tier jump
Team Attack Damage for Fire is now 5% / 20% / 25%, up from 5% / 15% / 20%. Because Fire units still get double the bonus, their numbers climb from 10% / 30% / 40% to 10% / 40% / 50%. The (6) bonus, Pure Damage equal to 1.5% of the target’s Max Health, stays the same.
The patch notes explained the reasoning: “Fire hasn’t had a real place in the meta, and that left the board without a natural counter to some of the stronger Water and Nature builds. Fire teams now hit noticeably harder from (3) onward.”
Mud now steals 30% / 40% Attack Damage and Omega Power, where it previously took 25% / 35%. Its (3) effect gives Attack Damage and Omega Power to the three nearest allies when a Mud unit is vanquished, and that value rises from 20% to 25%.
Ophisto slowed down
Ophisto (Squid, Stage 3) enters fights with 10 Energy, where it used to start with 30.
According to the notes, “Ophisto’s lightning often fired before the fight had properly started, and an early kill let it chain into extra casts. Its first cast now comes a little later.”
Earth weapons and amplifiers
The Energy Cost of Earthgrasp Sceptre comes down from 200 to 180. “Our last Energy Cost increase overshot. We’re walking part of it back,” the notes said.
Quake Maulers now has 140 Attack Damage, up from 125. Its attacks while shielded cut Physical Resist by 12 instead of 10.
For Vinebound Cleaver, Omega Attack Speed moves from 25% to 30% and Omega Physical Attack Damage from 80 to 100. The studio wrote: “The Cleaver itself was underpowered, so we’re buffing the weapon rather than its amplifiers.”
Seven amplifiers received increases. On Quake Maulers, Reinforced Rampart grants a 500 Shield on Omega, up from 350. Flamewarden Staff’s Searing Echo now does Omega Energy Damage equal to 20% of Max Health across four seconds, compared with 12% before. Ember Buckler’s Aftershock goes from 10% to 15% of Max Health within 20 hexes.
Shadow Maul’s Shadow Acceleration keeps its 80% Attack Speed buff for six seconds, up from four. Enhanced Tremor now deals 1,000 Omega damage instead of 800. Sprout Guard’s Petal Detonation climbs from 850 to 1,000 Energy Damage when its Shield expires.
Reflective Barrier, another Sprout Guard amplifier, took a steep cut. Reflected Pure Damage per Shield hit falls from 25 to five.
In the studio’s words, the amplifier “was reflecting damage onto more enemies than intended, which turned a frontline Sprout Guard into a damage source for the whole board.” The studio described the nerf as “a temporary reduction while we work on a proper fix, and we’ll revisit it once that’s in.”
Void Reactors trimmed
Per the notes, augments “that were taking over lobbies come down a notch, and a few that were sitting unused get buffs.”
Among Forge augments, Immunis Void Reactor’s Immunity and Omega Power window is now the first 12 seconds of a fight, down from 15. Conduction Void Reactor hands the three closest allies 20 Energy at the start rather than 30, and its starting Shield drops from 5% to 2% of Max Health. Inversion Void Reactor drains seven Energy on Omega instead of eight.
Synchronizing Pulse Reactor turns 25% of Attack Physical Damage into Energy Damage, compared with 15% before. Converging Impact Reactor’s Physical Attack Damage gain rises from 1% to 1.5% of Max Health.
Primal Omega Reactor gives three Energy Regen for 10 seconds at the start, followed by 10 Omega Power. Its tooltip was also corrected: the previous text said five Energy Regen for four seconds, but the effect in game was four Energy Regen for five seconds.
Legendary changes
The notes say Limitless Surge “front-loads more of its power, but ramps more slowly.” Its initial Omega Power doubles from 10 to 20. Every five seconds it now gains +5 Omega Power and +5% Energy Resist Piercing, down from +10 and +10%.
Hyper Striker Protocol moves from 20% to 30% Piercing and from 25% to 35% Attack Speed. Nova Heart’s Thorns go up from 30 to 50, and its 30% Max Health component is untouched.
Temporal Guard’s On Omega Shield and Heal increases from 250% to 350% of Energy Cost.
This patch lands roughly two and a half weeks after 1.18.11, which the portal dated Oct. 27. Before that, with 1.18.3, @illuviumio said Earth’s Hyper bonus had shifted to Physical Resist and that composites were capped at three.























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