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Dragonkin: The Banished - Spender Only

Discussion in 'Game/SP News & Comments' started by RPGWatch, Jan 12, 2026.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]News that the skill system of Dragonkin: The Banished gets a rework:
    [​IMG]

    Towards a spender 'only' system

    How are you doing, Dragon Hunters?

    Happy New Year!

    Now that 2026 is on its way, we're back in the studio to share more about Dragonkin: The Banished. Hope you managed to get a good rest, because the Dragonkin train ain't stopping any time soon!

    It's been a little while since our last update, and we're excited to finally talk about some important changes coming to the Generator-Spender system, or as we now call it...

    Answering player's feedback
    Let's be honest, one of the biggest concerns regarding Dragonkin is the Generator/Spender mechanic. In fact, even in positive reviews some of you said that they were apprehensive about getting the game at first because of that system.

    Since the very beginning of Early Access, the Generator/Spender has sparked a lot of discussion, and we've heard you loud and clear. Many players told us that the system can feel outdated or even frustrating at times, which sometimes makes it less fun to engage with.

    We took our time to think about it and made iterations until we reached a point where we can finally show you what we've been working on.

    How the Current system works
    Before we dive into the actual change, let's take a bit of time to explain what the current system is and how it works.

    Each class currently has two basic skills that act as generators, along with a set of skills that require Energy to cast. This is the classic generator/spender setup most of you are familiar with.

    Over time, players can unlock mods like cost reductions to better manage energy and reduce reliance on generator skills.

    Towards a spender 'only' system
    Moving forward, our goal is to lean more into a "spender-only" system.

    Players will now only play with spender skills without needing generators.

    That said, we're not removing generators entirely, so if you enjoy using them, they'll remain optional. How exactly this will work is something we'll explain later in our DevBlog.

    Energy Regen Adjustments
    Some of you are already familiar with Energy Regen.

    Pretty self explanatory, It slowly restores energy over time. But we're making several changes for our next update.

    What to expect?
    • Base value has been increased (×3)
    • Several Wyrmling skills now grant flat regeneration instead of increasing base regeneration by a percent, therefore making it more impactful
    • Energy Regen will now be available on equipment pieces
    This change is meant to replace Generator skills and reduce reliance on Energy gain modifiers.

    On a side note, we're also reducing the energy pool of all classes for balance purposes in early levels, but the energy pool will expand as your level increases. Of course, there are more ways to enhance it with mods and gear.

    This is especially important for channeled skills, which would be far too strong with the current energy pool unless their cost is significantly increased.

    Wyrmling skills now consume energy in certain cases, giving you new options for theorycrating.

    This change should create a more natural power progression and make increasing the energy pool or regeneration through affixes in the early and mid game more meaningful.

    [...]
     
    Last edited by a moderator: Jan 12, 2026
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