Greetings Dice Slingers!
We have a big update for you today. Let’s start with the largest news, in a very literal sense.
New Boss: The Divine Scarab
Deep in the Scorched Desert a new threat stirs: The Divine Scarab. An ancient sacred beast, adorned with powerful jewels, once worshipped by desert dwellers as a sacred guardian, but now forsaken as the Voidbringers corrupt the land.
Etched into its jeweled shell are ancient glyphs that siphon the latent energy of any magic cast in its presence. Each round, a different glyph activates, the Glyph of Conquest, Protection, or Antimagic, empowering the Scarab based on whether you cast an attack, defense, or utility spell. Choose your magic carefully and pay heed to the glyph in play. Even if you bring the creature down, the legends speak of its return, reborn in blazing glory.
We wanted to create a different challenge than what our current bosses represent. The act 2 bosses Hydra, Shadowfire Twins and Divine Scarab all play significantly differently, so you will need to adjust your builds accordingly. Especially on higher Descent Stages!
Descent Stages & Mutators
Speaking of Descent, we’ve made several changes to the Descent system, both in how it plays and its presentation. While the challenge is still just as brutal, we’ve restructured aspects of it to create a more satisfying (and slightly less unfair) experience.
A few Descent stages have been reworked to be more interesting on their own, which means there's more Descent steps between Mutator draft point increases.
Mutator drafts at higher stages now also offer more choices, and the choices available are more balanced, providing more interesting decision making and room for strategizing.
To better set expectations, we’ve also introduced categories for Descent stages:
Hard (Stages 1–4)
Brutal (Stages 5–8)
Insane (Stages 9–12)
Ultimate (Stage 13)
Since expectations around difficulty can vary wildly, we wanted to alleviate frustrations and better communicate what the increasing stages actually means. This should help clarify that Stage 13 isn’t just “the next level”, but a gauntlet designed for players looking for the most punishing challenge we can throw at them.
While we were tinkering, we also couldn’t help ourselves from adding more Mutators (while balancing existing ones). All together, we hope that your experience with the Descent system is better than ever!
New Items & Events
What is a big update without a bunch of new content?
First of all we added a fresh batch of Artifacts, providing new synergies and combo potential - including several element-specific Artifacts modifying some of the unique effects for each Dice Slinger possess. We also created several new Runes and a new Ritual, that all provide new opportunities for powerful builds. Finally, we created 2 new Random Events, both focused on granting access to the strange (but valuable) Void Spells.
New Achievements
There’s now 11 new achievements to attempt - most awarded for doing something unique, like entering battle with 5 Void Spells, or rolling a Yatzy! Additionally we added some increasingly difficult achievements, like defeating Arkanax within three turns. And even a (near impossible) achievement for the truly elite players: The “Ultimate Run”.
Daily Challenge
We added 5 new game modifiers which can show up in Daily Challenges. In addition, we overhauled the Daily Challenge algorithm to make runs more varied - both in terms of feel and difficulty - and occasionally some really tough combinations will show up.
Reaching Act 4
Another aspect that we wanted to better communicate, is how the unlocking of the True Ending actually works. So for update 1.1, we improved the progress feedback and made the first step easier. Spoilers below!
The Truesight Orb has been replaced by True Sight, which is now indicated with a set of eyes in the UI next to the Wizard name. You only need to get Truesight once, and then you will have it in all subsequent playthroughs, even if you have yet to enter or win in act 4.
Quality of Life
Quality of Life is like a box of chocolates, you never know what you’re gonna get:
Frustrated by always having to inspect spells during drafts? We added an option to display Upgrades directly in drafts!
There's a new hovering button for showing the base version of Spells when inspecting Spells - especially useful for examining Spells that have been modified by Runes or upgrades.
New music
For this update we’ve added a collection of beautiful new music tracks. Whether you’re facing down bosses or wandering through the Void, the new music will add further tension and dramatic flair.
For those unaware, we recently introduced a “Streamer Mode” option to avoid issues with YouTube’s Content ID system (lots of creators were hit by false claims). Previously, this made the music quite repetitive though, but the new music will help alleviate that!
Balance
As per usual, we scoured over mountains of play data. Combined with our own playthroughs and knowledge of the game, we hunted down outliers that have been overpowered, undertuned, or just needed some extra juice.
And don’t worry, we love those wild, overpowered builds as much as you do! As always our goal with balancing is to make all builds viable, while providing meaningful choices, and rewarding smart play.
Community and 50% sale!
Since 1.0, our friends at the SpellRogue Wiki have been busy updating it, to include all the new features, content and changes. A huge thanks to everyone contributing to creating the resource, which we know helps a lot of players out there. We apologize for making their lives harder with all these new changes ;)
Finally, if you like the game, please give it a review. It really helps us out and lets Steam know to keep showing it to new players! ❤️
You can also let your friends know that we are currently running a 50% sale, which will continue during the coming Steam Summer sale!
SpellRogue 1.1.0:
Changes with 🧙 have been reported by the community. A huge thanks to our amazing community who give feedback and help us make SpellRogue what it is! ❤️
Overview:
New Act 2 Boss
21 new Artifacts, 1 new Ritual, 4 new Runes
21 new Mutators & improved Mutator drafting
11 new Achievements
New Daily Challenge modifiers & improved challenge generation
One Act Only modifier in Daily Challenge now makes the map 5 tiles longer
Balance tweaks for 100+ Spells, Enemies, Artifacts, Mutators, etc.
Descent mode grouping, improved visuals, & effects tweaks
True Ending: True Sight Orb now permanently added once found, and shown in UI
Made the Transformation Pool and Crystal Golem events twice as likely to appear, when you have Tritter or the Crystal Heart, respectively.
QOL: Added “Show Base Version” button when inspecting upgrading Spell
QOL: Added option to show all upgrades in Spell drafts
QOL: Added VFX to some Artifact & Mutators when triggering
Bug: Fixed Twisted Geyser “if 1” description highlight missing
Bug: Fixed double negative description format used in some cases (“\[...]reduce by -1”)
🧙Bug: Fixed Staff of Splintering skipping “dice rolled” triggers
🧙Bug: Fixed Duplicated Venerate softlock
🧙Bug: Fixed Broken Soulstone does not reward boss key fragment
🧙Bug: Fixed Charcoal Backdraft description not showing modified Rupture value
🧙Bug: Fixed Witherclaw increased Incendiary turns until damage
🧙Bug: Fixed Arcane Drought mutator can remove Soulstone (Act 4 access)
🧙Bug: Fixed Glacier's Heart + Block modifier not affecting Block value in some cases
Bug: Fixed Updraft targeting itself causing outline to persist
🧙Bug: Fixed Stygian Dice able to bypass Dodge from Spirit Form
🧙Bug: Fixed Morph Spells omitted in Codex search
🧙Bug: Fixed WIN WITHOUT LOSING ANY HEALTH ignoring health loss on the map
FULL CHANGELOG:
New Content
NEW: Artifact (Boss) CHEST OF WONDERS 'Choose and gain an Artifact and a Rune.'
NEW: Artifact (Boss) GEOMETRIC LENS 'Odd turns: +2 to random Dice 2 times.'
NEW: Artifact (Boss) HYPERCUBE 'Even turns: Cast leftmost Spell.'
NEW: Artifact (Boss) NULL CORE 'Roll +1 Dice each turn. Start of battle: ALL enemies 2 Nullify.'
NEW: Artifact (Boss) ODIUM 'Roll +1 Dice each turn. Each turn: Lowest Dice becomes Silence.'
NEW: Artifact (Boss) VOID SIGIL 'Roll +1 Dice each turn. Choose a tier 2 Mutator.'
NEW: Artifact (Normal) AQUAPLEX 'For every 13 Dice rolled, 1 Concoction.'
NEW: Artifact (Normal) BRAMBLE CROWN 'Thorns deals double Damage to enemies. Start of battle: 1 Thorns.'
NEW: Artifact (Normal) BREWER’S VESSEL 'Always gain a Potion from battle rewards.'
NEW: Artifact (Normal) CRIMSON REFLECTION 'On Wound spent: 2 Rupture to random enemy.'
NEW: Artifact (Normal) CUPPED HANDS 'When the first Spell is Depleted each turn, Flip the lowest Dice.'
NEW: Artifact (Normal) ELYSIAN BAND 'On enchanted Dice spent: 1 Power. 1 Drain.'
NEW: Artifact (Normal) GLASSWIND CHIME 'For every 15 Spells cast, lowest Dice becomes Echo.'
NEW: Artifact (Normal) LODESTONE LENS '+1 Spell choices.'
NEW: Artifact (Normal) OUROBOROS 'When a Spell applies either Marked or Dazed to an enemy, also 1 of the other type.'
NEW: Artifact (Normal) SHIELDREAVER 'For every 3 Defense Spells cast in a turn, 5 Fury.'
NEW: Artifact (Normal) SOULCRADLE 'On Disenchant: 2 max Health.'
NEW: Artifact (Normal) SPLITFLAME GEM 'Banefire hits ALL enemies. Start of battle: 2 Banefire.'
NEW: Artifact (Normal) STORMVEIL 'Turn 2: 2 Electrified.'
NEW: Artifact (Normal) TEARGLASS 'Rain reduces Countdown by diceX+1. Every 2nd turn: 1 Rain.'
NEW: Artifact (Normal) TURTLECREST 'End of turn: 2 Block per unspent Dice.'
NEW: Ritual OBSIDIAN MIRROR '1: Lowest Dice becomes Mirror. 2: Duplicate random Dice. 3: Duplicate target Dice twice.'
NEW: Rune AMPLIFY RUNE '+1 to Status Effects. -1 Charge.'
NEW: Rune BATTERY RUNE '-1 Countdown to adjacent Spells.'
NEW: Rune ENCHANTING RUNE 'Random enchantment to lowest Dice.'
NEW: Rune RESURGENCE RUNE '+1 Charge to random adjacent Spell. -1 Charge.'
NEW: Mutator ANATHEMA 'When losing Health from an enemy attack, also receive 1 Vexed.'
NEW: Mutator DICE ROT 'Each turn: -1 to highest Dice.'
NEW: Mutator DICE ROT+ 'Each turn: -4 to highest Dice.'
NEW: Mutator HOLLOW 'On Ritual cast: Receive 1 Fumble.'
NEW: Mutator HYPOXIC 'On Utility Spell cast: Receive 1 Sap.'
NEW: Mutator MANA LEAKAGE 'Each turn: +1 Countdown to random Spell. If unable, lose 1 Health.'
NEW: Mutator MANA LEAKAGE+ 'Each turn: +2 Countdown to random Spell. If unable, lose 2 Health.'
NEW: Mutator MANA LEAKAGE++ 'Each turn: +5 Countdown to random Spell. If unable, lose 5 Health.'
NEW: Mutator MISCAST 'Spells have -1 in diceX effects.'
NEW: Mutator OBSERVED 'On Defense Spell cast: 1 Fury to random enemy.'
NEW: Mutator OBSERVED+ 'On Defense Spell cast: 2 Fury to random enemy.'
NEW: Mutator OBSERVED++ 'On Defense Spell cast: 3 Fury to random enemy.'
NEW: Mutator OVERPOWERED 'Enemies have +5 max Health per upgraded Spell.'
NEW: Mutator OVERPOWERED+ 'Enemies have +10 max Health per upgraded Spell.'
NEW: Mutator PERTUSION 'For every 6 Dice spent, receive 1 Rupture.'
NEW: Mutator PERTUSION+ 'For every 4 Dice spent, receive 1 Rupture.'
NEW: Mutator PERTUSION++ 'For every 2 Dice spent, receive 1 Rupture.'
NEW: Mutator SHIVER 'Faded to first Spell Depleted each turn.'
NEW: Mutator SHIVER+ 'Faded to first 2 Spells Depleted each turn.'
NEW: Mutator TITHE 'On Spell cast: Lose 1 Gold. If unable, lose 1 Health.'
NEW: Mutator TORPOR 'End of turn: Broken to random Spell if any unspent Dice.'
NEW: Dice Enchant MIRROR 'Becomes the same Value as the last Dice spent.'
NEW: Spell Buff AMPLIFYING 'Everyone gains 1 Power whenever Spell is cast this turn.'
NEW: Spell Buff HAUNTED 'Receive 1 Curse, then Haunted jumps to a random adjacent Spell.'
NEW: Event FIELDS OF THE FALLEN '1. +7 max Health. 2. Pay 30 Gold: Choose and gain Void Spell. 3. 2 point Mutator: Shard.'
NEW: Event THE SILENT FIGURE '1. rare Void Spell. 2. Choose and gain Uncommon Void Spell. 3. Lose random Spell: Artifact.'
Balance Changes
Spells
Spell (Air) ABSORB POTENTIAL Redesigned: '2 Electrified. Spend 1 Static: Return Dice with -1.' -> '3 Electrified. Spend 1 Static: Return Dice with -1.'
Spell (Air) ABSORB POTENTIAL Charges: 2 -> 1
Spell (Air) ABSORB POTENTIAL+B 'depleted Adj. -4 countdown' -> 'Adj. -4 countdown'
Spell (Air) AETHERCOIL Sockets: \[*10*] -> \[*9*]
Spell (Air) CLOUDLANCE Redesigned: '3×diceX Damage. Depleted: +1 Charge to adjacent Spells.' -> '3×diceX Damage.'
Spell (Air) CLOUDLANCE+A 'depleted +1 charge adj.' -> 'depleted +2 charge adj.'
Spell (Air) ELECTRIC BUFFER+B 'If dice1 +2 static' -> 'dice1 +2 static'
Spell (Air) HARMONY Charges: 3 -> 2
Spell (Air) MAGNETIZE+A 'depleted +3 static' -> 'depleted +5 static'
Spell (Air) MAGNETIZE+B '+1 conduit' -> '\[*4*]'
Spell (Air) MANTRA+A 'If dice4 +1 cascade If dice5 +1 charge' -> 'dice4 +1 cascade dice5 +1 charge'
Spell (Air) SPIRIT STEP+B 'If dice6 dice' -> 'dice6 dice'
Spell (Air) VEXING SKIES Redesigned: 'Roll 2 Vex. Aligned: Roll 1 Vex.' -> 'Roll 3 Vex.'
Spell (Air) VEXING SKIES+B '1 static vex' -> '3 static Remove vex'
Spell (Air) WINDCREST Sockets: \[*5*] -> \[*3*]
Spell (Air) WINDCREST Redesigned: 'Roll 1 Dice. 1 random Dice becomes Sparky.' -> 'Roll 1 Sparky.'
Spell (Air) WINDCREST+A '+1 sparky' -> '+1 sparky, \[=3]'
Spell (Air) ZEPHYR’S TOUCH Sockets: \[3-4]=\[3-4] -> \[2-3]=\[2-3]
Spell (Air) ZEPHYR’S TOUCH Redesigned: 'If dice3: +4 to ALL Odd Dice. If dice4: 5 Electrified.' -> 'If dice2: +2 to ALL Odd Dice 2 times. If dice3: Roll 3 Sparky.'
Spell (Air) ZEPHYR’S TOUCH Charges: 2 -> 1
Spell (Air) ZEPHYR’S TOUCH+A 'If dice3 +2 dice' -> 'dice2 +1 dice'
Spell (Air) ZEPHYR’S TOUCH+B 'If dice4 +2 electrified' -> 'dice4 1 potency, \[2-4]\[2-4]'
Spell (Void) DARK DREAMS Charges: 2 -> 3
Spell (Void) DARK DREAMS+A '\[ ]' -> 'Reroll dice'
Spell (Void) DARK DREAMS+B '+1 charge' -> '+1 charge, \[ ]'
Spell (Void) INEXPLICABLE Marked: 1 -> 2
Spell (Earth) BLOSSOM+A '+1 random dice' -> '+1 times'
Spell (Earth) CULTIVATE MIGHT Sockets: \[5-6] -> \[3-6]
Spell (Earth) CULTIVATE MIGHT+B '\[ ]' -> '+1 power'
Spell (Earth) EARTH BANE Redesigned: 'diceX Damage. If dice2: 3 Block.' -> 'diceX Damage. If dice3: 3 Block.'
Spell (Earth) EARTHSONG+A 'Target dice' -> '+ dicex 2 dice, \[1-3]'
Spell (Earth) EARTHSONG+B '+2 charges, \[1-3]' -> '+1 charge'
Spell (Earth) FORCE OF NATURE Block: 4 -> 3
Spell (Earth) GRANITE GUARD+B 'If dice1 +1 charges' -> 'dice1 +1 charges'
Spell (Earth) IMPURE OFFERING Sockets: \[*2*] -> \[*3*]
Spell (Earth) IMPURE OFFERING Charges: 1 -> 2
Spell (Earth) IMPURE OFFERING+A '+2 charge' -> '+1 charge'
Spell (Earth) INFUSE POTENCY Dice: 1 -> 2
Spell (Earth) MAUL Damage: 5 -> 4
Spell (Earth) MEND MAGIC+B 'Each turn +1 charge other' -> 'Target +1 charge'
Spell (Earth) MORPHOSIS Sockets: \[*12*] -> \[*13*]
Spell (Earth) MULCH+B 'If dice4 1 thorns' -> 'dice4 1 thorns'
Spell (Earth) NATURAL HARDINESS Sockets: \[*8*] -> \[*6*]
Spell (Earth) NATURAL HARDINESS Block: 7 -> 6
Spell (Earth) NATURAL HARDINESS+B '+3 block' -> '+4 block'
Spell (Earth) ONSLAUGHT Sockets: \[2-5] -> \[2-4]
Spell (Earth) PROLIFERATE Sockets: \[*11*] -> \[*10*]
Spell (Earth) PROLIFERATE Charges: 1 -> 2
Spell (Earth) STONE MELD Sockets: \[*7*] -> \[*8*]
Spell (Earth) TERRAFORM+B 'If dice6 dice +1' -> 'dice6 dice +1'
Spell (Earth) VENERATION Sockets: \[*18*] -> \[*16*]
Spell (Earth) VENERATION Charges: 1 -> 2
Spell (Fire) CINDER SWIPE Sockets: \[1-3] -> \[ ]
Spell (Fire) CONFLAGRATION Sockets: \[=6] -> \[=3]
Spell (Fire) CONFLAGRATION Damage: 4 -> 3
Spell (Fire) CONVALESCE Heal: 4 -> 5
Spell (Fire) CONVALESCE+A '4 block' -> '5 block'
Spell (Fire) ERUPTION Damage: 25 -> 30
Spell (Fire) FLAME SURGE+A 'If dice1 +2 banefire' -> 'dice1 +2 banefire'
Spell (Fire) FLAME SURGE+B 'If dice2 +1 critical' -> 'dice2 +1 critical'
Spell (Fire) FRAGMENTIZE+A 'If dice6 1 power' -> 'dice6 1 power'
Spell (Fire) FURNACE Sockets: \[*9*] -> \[*6*]
Spell (Fire) HEATWAVE Weak: 3 -> 4
Spell (Fire) INCENDIARY Damage: 25 -> 30
Spell (Fire) INCENDIARY+B '+10 damage' -> '+15 damage'
Spell (Fire) INFUSED SHIELD Charges: 3 -> 2
Spell (Fire) INFUSED SHIELD+B 'If dice3 dice' -> 'dice3 dice'
Spell (Fire) MANA SPLINTER+A 'If dice2 wound dice1 - dice3' -> 'dice2 wound dice1 - dice3'
Spell (Fire) MANA SPLINTER+B 'If dice1 2 rupture random' -> 'dice1 2 rupture random'
Spell (Fire) METEOR+B '\[*10*]' -> '\[*9*]'
Spell (Fire) PHOENIX WARD Sockets: \[4-6]=\[4-6] -> \[3-6]=\[3-6]
Spell (Fire) SACRIFICE Charges: 1 -> 2
Spell (Water) AKASHIC AQUA+B 'If dice6 1 fortify' -> 'dice6 1 fortify'
Spell (Water) CRYSTALIZE AZUR Sockets: \[1-3] -> \[1-4]
Spell (Water) DRENCH+A 'If defense +6' -> 'defense +8'
Spell (Water) DRENCH+B '\[5-6]' -> '\[*6*]'
Spell (Water) FROST CORE+A 'If dice5 Double fury, \[3-5]\[3-5]' -> 'dice5 Double fury, \[3-5]\[3-5]'
Spell (Water) MANA INVERSION+B 'If dice6 5 fury' -> 'dice6 5 fury'
Spell (Water) PLUNGE Block: 3 -> 4
Spell (Water) PLUNGE+A 'If block +3 block' -> 'block +3 block'
Spell (Water) POLAR NEXUS Dice Multiplier: 4 -> 3
Spell (Water) POLAR NEXUS Fury: 2 -> 3
Spell (Water) TOXIC KNOWLEDGE+A 'If dice5 +1 toxic skin' -> 'dice5 +1 toxic skin'
Spell (Water) TOXIC KNOWLEDGE+B 'If dice6 +1 charge' -> 'dice6 +1 charge'
Spell (Water) TRICKLE Sockets: \[*5*] -> \[*4*]
Spell (Water) TWISTED GEYSER+B 'If dice1 3 poison' -> 'dice1 3 poison'
Spell (Water) WAVESHIFT+A 'If Even 4 fury' -> 'If Even 5 fury'
Spell (Water) WHISPERING SEA Redesigned: 'If Odd: diceX Poison. If Even: diceX Rupture. Target attacking: Morph Spell.' -> 'diceX Poison. Target attacking: Morph Spell.'
Artifacts
Artifact (Boss) UNSTABLE MANACORE Cooldown: 12 -> 13
Artifact (Normal) CHARGED NECKLACE Redesigned: 'Start of battle: 20 Damage to random enemy.' -> 'Start of battle: 25 Damage to enemy with most Health.'
Artifact (Normal) CLOUDSTONE Redesigned: 'On Shifted: 1 Fury' -> 'For every 3 Spells Shifted, 2 Fury'
Artifact (Normal) HEXED CROWN Element: None -> Water
Artifact (Normal) HEXED CROWN Redesigned: 'Start of battle: 3 Barrier and 2 Curse.' -> 'Odd turns: 1 Reinforce. Even turns: 1 Curse.'
Artifact (Normal) HORN OF HAZE Redesigned: 'dice6 rolled: 1 Blessing.' -> 'On dice6 rolled: 1 Dazed to random enemy.'
Artifact (Normal) NAUTILUS Redesigned: 'Start of battle: 2 Reinforce.' -> 'Start of battle: 3 Reinforce.'
Artifact (Normal) REFORMATION DEVICE Redesigned: 'Morph the first Spell Depleted each turn.' -> 'Morph the first Spell Depleted each turn. On Morph: Roll 1 Dice.'
Artifact (Normal) SIGHT SHIELD Block: 3 -> 4
Artifact (Normal) SOULFEAST SCEPTER Redesigned: 'On Health Loss: 2 Fury.' -> 'For every 2 times losing Health, roll dice1-dice3.'
Artifact (Normal) SWORD OF PAIN Redesigned: 'Odd turns:2 Power. Even turns:3 Poison.' -> 'Odd turns: 1 Power. Even turns: 1 Rupture.'
Artifact (Normal) TALISMAN OF SUSPENSION Redesigned: 'Up to 2 random Dice persist between turns.' -> 'ALL Dice persist between turns.'
Artifact (Normal) TIDEBREAKER Redesigned: 'Each turn: Block is converted to Fury.' -> 'Remaining Block is converted to Fury after enemy actions.'
Artifact (Normal) VENGEFUL DAGGER Redesigned: 'When attacked by an enemy, 2 Fury.' -> 'When attacked by an enemy, 3 Fury.'
Artifact (Normal) WITHERCLAW Type: Boss -> Normal
Artifact (Starter) COUP DE GRACE Redesigned: 'On enemy death: 2 Marked to ALL other enemies.' -> 'First time enemies go below 50% Health, 1 Marked.'
Rituals
Ritual ASTRAL ATTUNEMENT Redesigned: '2: Random Spell +3 Charge. 3: ALL Spells +2 Charge.' -> '2: Random Spell +3 Charge. 3: ALL Spells +1 Charge.'
Ritual CONJURATION CHORUS Redesigned: 'Roll 1/2/2 Silence. 3: 1 Spell Echo.' -> 'Roll 2 Silence. 2: 1 Foresight. 3: 1 Spell Echo.'
Ritual FORTUNE'S FAVOR Redesigned: '+2 to random Dice 1/2/3/4 times. 3: 1 Foresight. 4: 1 Potency.' -> '+2 to random Dice 1/2/2 times. 3: 2 Mana Flux.'
Ritual LIFELOCK Redesigned: 'Roll 1/1/2 Wound. 1: Lose 3 Health. 3: 1 Vitality.' -> 'Roll 2 Wound. 1: Lose 5 Health. 3: 3 Vitality.'
Ritual OSSUARY'S TOUCH Redesigned: 'Random Dice becomes Icy with -3/+1/+1. 3: 1 Gravechill.' -> 'Random Dice becomes Icy with -2/+2/+2. 3: 1 Gravechill.'
Ritual REALM WARP Redesigned: 'Reroll 1/3/6 lowest Dice. 3: Roll 1 Dice.' -> 'Reroll 1/4/6 lowest Dice. 3: Roll 1 Dice.'
Potions
Potion TOXIC VIAL Poison: 7-> 8
Runes
Rune FORECAST RUNE Rain Rain: 3 -> 4
Rune OVERCHARGE RUNE Charges: +3 -> +4
Rune SHARP RUNE Critical: 1 -> 2
Mutators
Mutator ARDUOUS+++ Value: 8 -> 7
Mutator CATACLYSM++ Value: 6 -> 5
Mutator CATACLYSM+++ Value: 8 -> 7
Mutator CLUMSY Redesigned: 'End of turn 2: 1 Fumble.' -> 'Turn 3: Roll 1 less Dice.'
Mutator CLUMSY+ Redesigned: 'End of turn 1: 1 Fumble.' -> 'Turn 2: Roll 1 less Dice.'
Mutator CLUMSY++ Redesigned: 'Start of battle: 1 Fumble.' -> 'Turn 1: Roll 1 less Dice.'
Mutator EVOLVING ELITES+ Value: 4 -> 5
Mutator HARMFUL MANA Value: 4 -> 3
Mutator HYSTERICAL STRENGTH+ Value: 7 -> 6
Mutator AUSTERITY Value: 7 -> 8
Mutator BLOOD PRICE+ Health Loss: 4 -> 3
Mutator BURNOUT+ Cooldown: 18 -> 20
Mutator BURNOUT++ Cooldown: 12 -> 14
Mutator CRIPPLING CURIOS Health Loss: -2 -> -1
Mutator CRIPPLING CURIOS+ Health Loss: -4 -> -3
Mutator CRIPPLING CURIOS++ Health Loss: -6 -> -5
Mutator ENTROPY’S GRIP+++ Cooldown: 8 -> 9
Mutator ENTROPY’S GRIP++++ Cooldown: 5 -> 6
Mutator MANDATE OF MADNESS Value: 5 -> 4
Mutator PRECISION Value: 4 -> 3
Mutator SMOLDERING++ Ignite: 8 -> 10
Mutator WITHERED Value: 8 -> 7
Mutator PENANCE++ Value: 6 -> 7
Mutator PYROMANIAC++ Value: 4 -> 3
Mutator PYROMANIAC+++ Value: 5 -> 4
Mutator PYROMANIAC+++ Immolate: 4 -> 3
Mutator PYROMANIAC++++ Value: 7 -> 6
Mutator SCARCITY+ Value: 5 -> 6
Mutator STIFLE++ Value: 6 -> 7
Mutator TEMPEST+++ Value: 8 -> 6
Mutator TEMPEST+++ Damage: 10 -> 20
Mutator TEMPEST+++ Turn Factor: 2 -> 3
Mutator TEMPEST++++ Value: 7 -> 8
Mutator TEMPEST++++ Damage: 20 -> 10
Mutator TEMPEST++++ Turn Factor: 3 -> 2
Mutator UNRELENTING FOES+ Value: 3 -> 4
Enemies
Enemy CORRUPT BRUTE Action 1: '5 Damage. 1 Wounded.' -> '4 Damage. 1 Wounded.'
Enemy PRIMORDIAL BLAZE HP: 70 -> 78
Enemy CRONE OF DEATH Action 1: '7 Damage. 14 Damage.' -> '6 Damage. 12 Damage.'
Enemy CRONE OF BIRTH Action 2: '6 Damage. Heal 0 Health +1 per Health Lost. 12 Damage. Heal 0 Health +1 per Health Lost.' -> '5 Damage. Heal 0 Health +1 per Health Lost. 10 Damage. Heal 0 Health +1 per Health Lost.'
Enemy DEVIL SPELLCASTER Action 2: '5 Damage 2 times.' -> '6 Damage 2 times.'
Enemy DEVIL SPELLCASTER Action 3: '14 Damage.' -> '15 Damage.'
Enemy DIVINE SCARAB HP: 220 -> 200
Enemy DIVINE SCARAB Status Effects: Scarab-Phase-Helper (hidden): 1 -> Scarab-Phase-Helper (hidden): 1, Scarab-Glyph-Helper (hidden): 1, Rebirth: 1
Enemy DIVINE SCARAB Action 1: '1 \[Scarab-Helper (hidden)]. 5 Glyph of Antimagic.' -> '2 Dazed. 1 Marked.'
Enemy DIVINE SCARAB Action 2: '2 Power.' -> '10 Damage. 10 Block.'
Enemy DIVINE SCARAB Action 3: '10 Damage. 10 Block.' -> '15 Damage.'
Enemy DIVINE SCARAB Action 4: '10 Damage. 3 Power +1 per Constant.' -> '20 Damage. 1 Power.'
Enemy DIVINE SCARAB Action 5: '6 Damage 2 times.' -> '. 8 Damage 2 times.'
Enemy DIVINE SCARAB Action 6: '1 Glyph of Kings. 1 Glyph of Power. 1 Glyph of Antimagic. 1 Glyph of Ruin. 1 \[Glyph of Dunes].' -> '1 Glyph of Kings. 0 Glyph of Power. 0 Glyph of Destruction. 0 Glyph of Ruin. 0 Glyph of Frailty.'
Enemy IMP WARRIOR Action 2: '12 Damage. Lacerated on random Spell.' -> '9 Damage. Lacerated on random Spell.'
Enemy MAGUS Action 3: '8 Damage. 2 Marked.' -> '10 Damage. 2 Marked.'
Enemy ABYSS WALKER HP: 57 -> 60
Enemy ABYSS WALKER Action 4: '14 Damage.' -> '16 Damage.'
Enemy CHAOS ANGEL Action 2: '25 Damage.' -> '28 Damage.'
Enemy CHAOS ANGEL Action 3: '. 10 Damage 2 times.' -> '. 11 Damage 2 times.'
Enemy EBON STONE HP: 120 -> 130
Enemy EBON STONE Action 1: '15 Damage. 3 Suppress.' -> '16 Damage. 3 Suppress.'
Enemy MAJOR VOID OOZE Action 3: '22 Damage.' -> '20 Damage.'
Events
Event ABANDONED CARAVAN Gift 2: 'Lose random Attack Spell: Ritual' -> 'Lose random Attack Spell: Choose and Ritual'
Event THE MIRROR GARDEN Gift 1: '1 point Mutator: Duplicate Spell' -> 'Duplicate Spell'
Event THE MIRROR GARDEN Gift 3: '+6 max Health. Choose and Spell' -> 'Choose and Void Spell'
Event GRAVEYARD Gift 1: 'Take 10% Damage: Artifact' -> 'Take 15% Damage: Artifact'
Event RIFT IN REALITY Gift 1: '1 point Mutator: Choose and Ritual' -> 'Lose Artifact: Choose and Ritual'
Event RIFT IN REALITY Gift 3: 'Lose Artifact: Shard' -> '1 point Mutator: Shard'
May your dice roll true 🧙
- Tim, Thorbjørn & Paw
Changed files in this update