Update 6.3, The Height of Magic, is the change on the Roblox listing updated October 9, 2026. The official bullets are two abilities (The Last Great Mage and Blood Demon), new skins, a reworked emote system with 20+ new emotes, 3 new unique traits of which two are anti-heal, plus bug fixes, balance, and quality-of-life. The update log is more specific and, on traits, counts four names. Both are recorded in the emote and trait guide.
This page keeps the balance and bug lines that were readable in the log. The log continues after the NUCLEAR-STAR notes below, so this is not every row.
Systems and exceptions
- Subpower backend was updated for memory use.
- Tusk Act 4 Lesson 5 hits through armor and NPCs except NPCs flagged to ignore Lesson 5. The named exceptions are Mahoraga, Whitebeard, Roka Trees, and Crocodile.
- Road Roller custom models were restored for skins that previously had them.
- Cursed Child pose music was updated.
- A setting, Lock Field Of View, forces your FoV setting while FoV is not actively changing.
- Sound was reworked for The World move The World: Arcade, and for King Crimson move END.
Bug fixes named in the log
- Insect Breathing no longer softlocks from a race condition.
- ULF can no longer air-stall forever with Ripple Charge.
- Gold Experience Berserk Senses sleep now disables the target's inputs.
- Gold Experience Consecutive Attacks no longer softlocks the target.
- The World Lethal Onslaught no longer deals extra damage to armored targets.
- Aizen pose music and meter sounds were fixed.
- NUCLEAR-STAR's NUCLEAR-STORAGE fail sequence no longer plays in 1v1s.
- AUTrain barrage VFX no longer linger forever in some cases.
- Servers that failed to start and broke ability creation were fixed.
- A memory leak that hurt server performance was fixed.
- Players should spawn with the character properly loaded.
The World numbers from the log
Rush Attack with stand off: endlag on the second M1 up 3 frames, endlag between M1s and moves up 0.12 seconds, stun down 0.1 seconds on the first three M1s and 0.125 seconds on the last.
Bloodsuck: damage 35 to 40. The first 4 hitboxes were removed, the grab hitboxes were delayed 0.2 seconds, it no longer grants HT back, the last-tick heal went from 13 to 8, the HT requirement went from 0 to 20, and ragdoll is 0.35 seconds shorter.
Lethal Onslaught: ragdoll reduced to 0.7 seconds, first-hit damage 5 to 12.5, hitboxes 13% larger.
Rushdown: bypasses and extends ragdoll by 0.4 seconds per hit, the last hit forces a get-up, it is blockable except the final hit, damage on a ragdolled target is 25% lower, it shares a cooldown with Strike, and ragdoll is 0.6 seconds.
Checkmate with stand off: the timestop variant inflicts 2.5 bleed over 4 ticks (10 total), comes out 12% faster, and stun is 0.25 seconds shorter. Stop Sign's timestop variant executes below 8% max HP and comes out 13% faster. The kick-barrage finisher stuns and ragdolls for 0.5 seconds.
Checkmate with stand on is now blockable and the start-up is 15% faster.
Stand Power's timestop variant happens 0.5 seconds after the hit and asks for a QTE. A parry or counter cancels the QTE. Timestop requires and spends 40 HT and lasts 1 second longer. Armor ends when the hitboxes have been cast.
Impale: stun 1.75 seconds, damage 35 to 40, 15% slower, armor ends when hitboxes are cast, HT requirement 0 to 20, whiff endlag 20 frames, and a timestop use executes below 10% max HP.
Greatest High: total damage about 70, HT requirement 75 to 50, only the second part grants HT, it is parriable, the buffs went from 50 to 35 Attack and from 40 to 20 Special, and ragdoll is 1.5 seconds.
Road Roller: no HT gain, no longer parriable, HT requirement 100 to 75, ragdoll about 0.5 seconds, knockback cut in half, and the explosion is an area hit.
NUCLEAR-STAR numbers from the log
MOMENTUM Burst spends bar for speed until the move ends. Each 1% spent is 1% speed, up to 2x, and leftover MOMENTUM still applies. The speed-debuff duration went from 10 seconds to 5. A perfect block grants 10% MOMENTUM and refreshes its duration. Being perfect blocked removes 20% MOMENTUM. Those perfect-block gains and losses are ignored while MOMENTUM is on cooldown. Gain per hit is capped at 1.5% instead of 2%.
COLLAPSING-PUNCHES with stand on no longer block-breaks on the last hit.
GRAB-THEM: cooldown 10 seconds to 17, hitboxes 7% smaller on every axis, and it can spend 15% MOMENTUM for Burst.
ACCELERATION-DRIVE: no movement during startup, cannot be used during Momentum Exhaustion, and it can spend 50% MOMENTUM for Burst.
ENTANGLE-YOU: duration 6 seconds to 3, the pull ignores armored targets, and it can spend 25% MOMENTUM for Burst.
NUCLEAR-TEMPO: can be perfect blocked, reach down 30%, subpowers are blocked during it, and the throw can spend 50% MOMENTUM for Burst.
NUCLEAR-BURST: HT cost 60 to 75, and it deals true damage only if the target is in a Critical state. The log continues after that line.
