Patch Note 1.0
Hello Heroes,
You will find below the whole Patch Note 1.0 for the official release of The Last Spell, and yes, Momentum has been reworked.
Enjoy the read, it is quite long.
A Deep Dive 1.0 about the new content & balancing of the official release is available here:
https://store.steampowered.com/news/app/1105670/view/3645136992401516193
[h2]SUMMARY[/h2]
[h2]OTHER QoLs[/h2]
[h2]ATTRIBUTES[/h2]
[h3]Momentum[/h3]
[h3]Stun[/h3]
Please note: The bounds of the Stun attribute itself remain unchanged.
[h3]Attribute bounds[/h3]
[h3]Level Ups[/h3]
[h3]Equipment[/h3]
[h3]Traits[/h3]
[h2]WEAPONS[/h2]
All native attribute bonuses on weapon variations have been tweaked to better match the current balance of attributes, and sometimes swapped for different ones more consistent with the weapon’s skillset.
[h3]Sword[/h3]
Base DMG at level 0: 80-101 -> 65-80
Slice (Skill 1):
[h3]Hammer[/h3]
Base DMG at level 0: 100-129 -> 109-129
Crush (Skill 2):
[h3]Axe[/h3]
Shred (Skill 1):
[h3]Dagger[/h3]
Base DMG at level 0: 65-84 -> 78-90
Backstab (Skill 1):
[h3]Two-Handed Sword[/h3]
Thrust (Skill 2):
[h3]Sledgehammer[/h3]
Base DMG at level 0: 115-157 -> 110-140
Hammer Strike (Skill 1):
[h3]Great Axe[/h3]
Base DMG at level 0: 75-114 -> 82-123
Leap (Skill 2):
[h3]Spear[/h3]
Base DMG at level 0: 85-118 -> 90-120
Rush (Skill 2):
[h3]Wand[/h3]
Base DMG at level 0: 60-89 -> 72-101
Sword of Damocles (Skill 1):
[h3]Scepter[/h3]
Base DMG at level 0: 72-98 -> 60-80
Magic Bash (Skill 1):
[h3]Magic Orb[/h3]
Infect (Skill 1):
[h3]Power Staff[/h3]
Pillar of Light (Skill 1):
[h3]Tome of Secrets[/h3]
Base DMG at level 0: 60-101 -> 70-111
Weakening Touch (Skill 2):
[h3]Druidic Staff[/h3]
Centipedes (Skill 1):
[h3]Hand-crossbow[/h3]
Base DMG at level 0: 35-50 -> 49-58
Quick Shot (Skill 1):
[h3]Pistol[/h3]
Base DMG at level 0: 70-94 -> 70-85
Pistol Shot (Skill 1):
[h3]Shortbow[/h3]
Base DMG at level 0: 65-95 -> 75-109
Precise Shot (Skill 1):
[h3]Longbow[/h3]
Watchout (Skill 2):
[h3]Crossbow[/h3]
Base DMG at level 0: 85-105 -> 90-110
Straight Shot (Skill 1):
[h3]Rifle[/h3]
Base DMG at level 0: 120-154 -> 135-169
Rifle Shot (Skill 1):
[h3]Off-hand weapons[/h3]
Changed the skills granted by off-hand weapons to the first skill of their main-hand counterparts (except Warp Crystal). Additionally, those skills now cost 0 AP and have only 1 use per turn.
Off-hand Dagger
[h2]OTHER ITEMS[/h2]
[h3]Armor[/h3]
Increased block value on all Shields.
Brace, Fortify & Evasion (defensive skills granted by Body Armors):
[h3]Trinkets[/h3]
Meteor Ring
Base DMG at level 0: 40-120 -> 85-135
Meteor Shower:
[h3]Consumables[/h3]
Potions
All potions:
Potion of Health:
Potion of Dispel:
Potion of Stability:
All restoration potions have been rebalanced a bit.
All defensive potions are now stronger.
[h3]Scrolls[/h3]
Scrolls mana cost now scales depending on their level, making them cheaper than before at lower levels.
Added scrolls for the following skills: Axe Boomerang, Poison Daggers, Charge, Super Spin, Grapeshot, Assassinate, Magic Missiles, Hammer of Faith and Bee Sting
Removed scrolls for the following skills: Scorching Wave.
[h2]PERKS[/h2]
[h3]Spiky Counter[/h3]
[h3]Organic Armor[/h3]
[h3]Mana Growth[/h3]
[h3]Mana Collector[/h3]
[h3]Shorter Weapons[/h3]
[h3]Longer Weapons[/h3]
[h3]Proximity Shot[/h3]
[h3]Exploit Weakness[/h3]
[h3]Poisonous[/h3]
[h3]Human Ballista[/h3]
[h3]Potion Throw[/h3]
[h3]Runic Gift[/h3]
[h3]Harvester[/h3]
Every 4 enemies killed:
+1 Daily Mana Regen.
->
Every 4 enemies killed:
+1 Daily Mana Regen, up to 25% of the Hero’s Mana.
[h3]Relentless[/h3]
Whenever the Hero has 3 or less current Move Points and attacks in melee range:
Restore 2 Move Points.
->
Whenever the Hero has 3 or less current Move Points and attacks in melee range:
Restore 1 Move Points, increased by 1 if the Hero kills at least one target.
[h3]One by One[/h3]
Whenever an isolated unit is killed:
+4% Damage, or +6% when using Physical Damage, up to 60%.
Hitting a non-isolated unit resets the bonus.
->
Whenever an isolated unit is killed:
+4% Damage, or +6% when using Physical Damage, up to 60%.
Hitting a non-isolated unit decreases this bonus by 6%, down to 0%.
[h3]Blood Magic[/h3]
Skills now cost Health instead of Mana (4x original cost).
All of the Hero’s Mana is transformed into Daily Health Regen (conversion rate: 50%).
->
Skills now cost Health instead of Mana (4x original cost).
All of the Hero’s Mana is transformed into Resistance (conversion rate: 30%) and Daily Mana Regen into Daily Health Regen (conversion rate: 100%).
Also, BIG change! From now on, when your Hero unlocks the Blood Magic perk, some Mana-related Perks will now be replaced with Health-related perk with equivalent effects:
[h3]Inertia[/h3]
Whenever a skill using the Momentum effect is cast:
Restore 2 Move Points.
->
Every 3 tiles traveled (excluding skills with No Momentum), the next time a skill using the Momentum effect is cast:
Restore 2 Move Points.
[h3]Mana Shield[/h3]
Whenever the Hero casts a skill:
Buff +X Block (3 turns), where X is the skill’s Mana cost.
->
Each 2 Mana spent:
Buff +3 Block (3 turns).
[h2]OMENS[/h2]
[h3]Omen of Supplies[/h3]
[h3]Omen of Wealth[/h3]
[h3]Omen of Vitality[/h3]
[h3]Omen of Rejuvenation[/h3]
[h3]Omen of Wisdom[/h3]
[h3]Omen of Mysticism[/h3]
[h3]Omen of Advanced training[/h3]
[h3]Omen of Boxing[/h3]
[h3]Omen of Second Chance[/h3]
[h3]Omen of Restraint[/h3]
[h3]Omen of the Wanderer[/h3]
[h3]Omen of Opportunities[/h3]
[h3]Omen of the Vulture[/h3]
[h3]Omen of the Outpost[/h3]
[h3]Omen of the Fortifications[/h3]
[h3]Omen of the Fortress[/h3]
[h3]Omen of Sturdiness[/h3]
[h3]Omen of Steel[/h3]
[h3]Omen of Craftsmanship[/h3]
[h2]BUILDINGS[/h2]
[h3]Production buildings[/h3]
Production upgrades:
[h3]Mana Well[/h3]
Gift (3rd action):
[h3]Defences[/h3]
All defences (walls, ballistas and catapults) can now be placed adjacent to other city buildings.
Warpgate:
[h2]MAPS & ENEMIES[/h2]
Bosses don’t keep their skills secret anymore: one can have a look at them when selecting the Boss unit, just like regular enemies.
Added short dialogues during boss phases.
[h3]Gildenberg[/h3]
Minor tweaks to Nights 5 & 6 to accommodate for the new weapon balance.
[h3]Lakeburg[/h3]
[h3]Glenwald[/h3]
[h3]Elderlicht[/h3]
Additionally, the Soulbound enemies of Elderlicht have been rebalanced.
[h2]CORPSES[/h2]
Corpses have been tweaked to appear more often during early nights while being more controlled in numbers in later nights.
Corpses generation’s internal rules have been modified to feel more cohesive and granular, including Elite Carrions (elite variation to Corpses) generation.
Corpses can no longer spawn inside the Mist.
[h2]SOUND[/h2]
A great part of the game’s sound design has been reworked. Let’s see what has changed:
[h2]BUG FIXES[/h2]

Thank you for reading the Patch Note, it was long, but you made it! We will see you all in game tomorrow, everyone is extremely excited at Ishtar Games!
Join us on Discord, Twitter & Instagram to discuss with the team and other players!
You will find below the whole Patch Note 1.0 for the official release of The Last Spell, and yes, Momentum has been reworked.
Enjoy the read, it is quite long.
A Deep Dive 1.0 about the new content & balancing of the official release is available here:
https://store.steampowered.com/news/app/1105670/view/3645136992401516193
[h2]SUMMARY[/h2]
- Other QoLs
- Attributes
- Weapons
- Other items
- Perks
- Omens
- Buildings
- Maps & Enemies
- Corpses
- Sound
- Bug Fixes
[h2]OTHER QoLs[/h2]
- The keybinds dedicated to skills, as well as the ordering of those skills in the skillbar, have been heavily reworked: it allowed to separately bind weapon skills, equipment skills and contextual+perk skills, while also ensuring a more robust positioning of individual skills over the course of a run. This grants a far better control when using hotkeys to cast skills!
- The perk points count will now show “MAX” when the maximum number of perks has been reached.
- Dialogues in the Oraculum can now be skipped by pressing Escape.
- Entering the Oraculum when there is no narration is now faster.
- The options menu now has a scrollbar and is easier to navigate. As a result some settings have been moved around.
- Tooltips have been added to most of the settings in order to clarify what they do.
- Added an option to manually force which type of device should be used for inputs (default: Auto).
- Added an option to display the maximum value of AP (e.g. 7/10 AP), Move and Mana on the main HUD when a hero is selected, as well as on the portraits list (default: OFF).
- Added an option to always display the AP, Move and Mana values on the portraits list, instead of only when being hovered (default: OFF).
- Added an option to hide keyword explanations in tooltips (default: OFF)
- Added an option to show keybinds in the skillbar (default: ON)
- Added an option to disable the automatic centering of the camera when selecting a unit outside your screen (default: OFF)
- One can now manually center the camera on the currently selected hero by clicking their portrait in the main HUD, clicking their portrait in the portrait list, and/or using the hotkey dedicated to the selection of that hero a second time.
- There is also a dedicated keybind created for that if needed (unassigned by default).
- Added an option to enable camera edge panning (default: ON).
- Added an option to enable camera edge panning when the mouse is over UI (default: ON).
- You can now see the range of your defensive buildings directly when hovering them.
- It is now possible to skip end-of-map cutscenes, after watching them once.
- The construction limit for a given building/group of buildings (shown in their dedicated tooltips, in construction mode) is now displayed in red when the maximum has been reached.
- Improved the “Workers” panel in the Commander’s Journal: it has been split into 2 distinct sub-entries, one for the building actions with a worker cost, and the other dedicated to “free” building actions.
- Removed the right-click behaving like [Escape] in the world map and Oraculum.
- Streamlined a bit the flow when recruiting a new hero and placing them in the world: the game won’t re-open the Inn popup anymore, and the new recruit will be automatically selected.
[h2]ATTRIBUTES[/h2]
[h3]Momentum[/h3]
- The bonus damage given by Momentum now caps at +400% (meaning that a Momentum attack will, at most, deal 5 times more damage).
- New Skill effect, No Momentum: Using a skill with “No Momentum” will not increase the Momentum bonus. No Momentum has been added to the following skills: “Teleportation” (Warp Crystal), “Teleportation scroll” (consumable), “Blink” (perk) and “Warp” (Warp Gate). All other skills count towards the Momentum bonus.
[h3]Stun[/h3]
- The modified stun chance of skills (Stun chance of the skill + stun attribute, before taking Stun Resistance into account) can now exceed 100%.
Please note: The bounds of the Stun attribute itself remain unchanged.
- Heroes (and ONLY Heroes) will now gain immunity to Stun for 1 Turn after getting stunned.
[h3]Attribute bounds[/h3]
- Health: 50 Min, 750 Max -> 50 Min, 1000 Max
- Mana: 5 Min, 140 Max -> 8 Min, 140 Max
- Move points: 1 Min, 17 Max -> 3 Min, 17 Max
[h3]Level Ups[/h3]
- Mana: 5/8/10 -> 7/12/15
- Mana Regen: 3/5/6 -> 3/4/5
- Resistance: 4/7/9 -> 5/8/10
- Momentum: 5/8/10 -> 4/6/7
[h3]Equipment[/h3]
- Mana, Mana Regen and Momentum bonuses have been rebalanced in accordance to the level ups changes.
- Action Points random affixes are now more scarce on low level items, and slightly more frequent on high level items.
- Multi-hit random affixes will now only drop on items level 2 or more, with their frequency increasing with item level.
[h3]Traits[/h3]
- Mana and Mana regen bonuses have been rebalanced in accordance to the level ups changes
[h2]WEAPONS[/h2]
All native attribute bonuses on weapon variations have been tweaked to better match the current balance of attributes, and sometimes swapped for different ones more consistent with the weapon’s skillset.
[h3]Sword[/h3]
Base DMG at level 0: 80-101 -> 65-80
Slice (Skill 1):
- Momentum: +5% -> +25%
- DMG x1.3 (104-131) -> DMG x1.65 (107-132)
- DMG x1.3 (104-131) -> DMG x1.65 (107-132)
[h3]Hammer[/h3]
Base DMG at level 0: 100-129 -> 109-129
Crush (Skill 2):
- Range can now be modified by the Hero’s Skill Range attribute
- DMG x0.6 (69 average damage) -> DMG x0.85 (101 average damage)
- Opportunism Multiplier: x2.0 -> x1.3
- Secondary effect Stun Chance: 60% -> 75%
- Now also applies a Stun to the main target with 75% chance
[h3]Axe[/h3]
Shred (Skill 1):
- Removed Inaccurate
- Increased the size of the AoE from 5 to 7 tiles
- DMG x1.3 (105 average damage) -> DMG x1.4 (113 average damage)
[h3]Dagger[/h3]
Base DMG at level 0: 65-84 -> 78-90
Backstab (Skill 1):
- Isolation Multiplier: x2.0 -> x1.75
- Replaced by a new skill, Throwing Dagger
- Cost: 1AP
- Uses per turn: 2
- Range: 1-4
- DMG x1.3 (109 average damage)
- No Block
- Renamed to Poison Daggers
- DMG x1.0 (75 average damage) -> DMG x0.6 (50 average damage)
- Multi-hit: 3 -> 4
- Poison: 25 DMG (2 Turns) -> 30 DMG (3 Turns)
[h3]Two-Handed Sword[/h3]
Thrust (Skill 2):
- DMG x0.8 (76-103) -> DMG x0.75 (71-97)
- Momentum: +20% -> +15%
- Cost: 1 AP, 1 Move, 1 Mana -> 1 AP, 1 Move, 2 Mana
[h3]Sledgehammer[/h3]
Base DMG at level 0: 115-157 -> 110-140
Hammer Strike (Skill 1):
- Range: 1-3 -> 2-3
- Stun Chance: 40% -> 30%
- Range: 1-3 -> 2-3
- Added Opportunism Multiplier: x1.3
- DMG x0.9 (122 average damage) -> DMG x1.0 (125 average damage)
- Added Debuff: -33% DMG (2 Turns)
- DMG x1.0 (136 average damage) -> x1.1 (138 average damage)
[h3]Great Axe[/h3]
Base DMG at level 0: 75-114 -> 82-123
Leap (Skill 2):
- DMG x1.0 (95 average damage) -> DMG x1.2 (123 average damage)
- Secondary effect Debuff: -25% Resistance (1 Turn) -> -2 Move (1 Turn)
- DMG x1.0 (95 average damage) -> DMG x1.1 (113 average damage)
[h3]Spear[/h3]
Base DMG at level 0: 85-118 -> 90-120
Rush (Skill 2):
- Momentum: +10% -> +15%
- DMG x0.8 (81 average damage) -> DMG x1.1 (116 average damage)
- Multi-hit: 2 -> 3
- Removed Armor Piercing
- Added No Dodge
[h3]Wand[/h3]
Base DMG at level 0: 60-89 -> 72-101
Sword of Damocles (Skill 1):
- Added No Dodge
- Move Points regeneration now scales with item level, from +2 Move at level 0 up to +4 at level 5
- Added Caster Effect: +10% DMG (1 Turn), up to +15% at level 5
[h3]Scepter[/h3]
Base DMG at level 0: 72-98 -> 60-80
Magic Bash (Skill 1):
- Uses per turn: 3 -> 5
- Range: 1-1 -> 1-3
- Momentum: +15% -> +30%
- Range: 0-3 -> 0-5
- Removed
[h3]Magic Orb[/h3]
Infect (Skill 1):
- Uses per turn: 4 -> 5
- Uses per turn: 3 -> 2
[h3]Power Staff[/h3]
Pillar of Light (Skill 1):
- Debuff: -15% Accuracy (1 Turn) -> -10% Accuracy (2 Turns), up to -15% at level 5
- Cost: 1 AP, 1 Move, 2 Mana -> 1 AP, 1 Move, 1 Mana
- Stun Chance: 70% -> 60%
- Cost: 2 AP, 6 Mana -> 2 AP, 5 Mana
[h3]Tome of Secrets[/h3]
Base DMG at level 0: 60-101 -> 70-111
Weakening Touch (Skill 2):
- Debuff: -20% Resistance (2 Turns) -> -30% Resistance (2 Turns)
- Debuff: -15% DMG (2 Turns) -> -30% DMG (2 Turns)
- Propagation: 4 -> 6
- DMG x1.3 (105 average damage) -> DMG x1.1 (100 average damage)
- Added Armor Piercing
- DMG x1.5 (121 average damage) -> DMG x1.3 (118 average damage)
[h3]Druidic Staff[/h3]
Centipedes (Skill 1):
- Uses per turn: 3 -> 4
- Moved to the 3rd skill slot
- Cost: 2 AP, 4 Mana -> 1 AP, 2 Mana
- Uses per turn: 1 -> 2
- Debuff: -100 Armor (2 Turns), up to -200 at level 5 -> -150 Armor (2 Turns), up to -300 at level 5
- Moved to the 4th skill slot
- Cost: 2 AP, 2 Mana -> 2 AP, 3 Mana
[h3]Hand-crossbow[/h3]
Base DMG at level 0: 35-50 -> 49-58
Quick Shot (Skill 1):
- Removed Move Points Debuff
- Added Armor Piercing
- Debuff: -1 Move (3 Turns) -> -2 Move (3 Turns)
- Removed
- Cost: 2 AP, 4 Mana -> 1 AP, 2 Mana
- Uses per turn: 1 -> 3
- Removed Multi-hit
- Propagation: 3 -> 4
[h3]Pistol[/h3]
Base DMG at level 0: 70-94 -> 70-85
Pistol Shot (Skill 1):
- Momentum: +10% -> +20%
- DMG x1 (70-94) -> DMG x1.25 (88-106)
- Added Isolation multiplier x1.25
- DMG x1 (70-94) -> DMG x1.35 (95-115)
[h3]Shortbow[/h3]
Base DMG at level 0: 65-95 -> 75-109
Precise Shot (Skill 1):
- Renamed to Straight Arrow
- Removed No Dodge
- Range: 1-5 -> 1-4
- DMG x1.75 (140 average damage) -> DMG x1.45 (133 average damage)
- Removed Inaccurate
- DMG x2.0 (160 average damage) -> DMG x1.6 (152 average damage)
[h3]Longbow[/h3]
Watchout (Skill 2):
- Range: 1-10 -> 1-14
- Dodge buff value increased on higher levels (value at level 5: 40% -> 50%)
- Stun Chance: 50% -> 60%
[h3]Crossbow[/h3]
Base DMG at level 0: 85-105 -> 90-110
Straight Shot (Skill 1):
- Uses per turn: 3 -> 4
- Range: 1-7 -> 1-10
- Cost: 2 AP, 2 Mana -> 1 AP, 2 Mana
- DMG x1.2 (114 average damage) -> DMG x1.0 (100 average damage)
- Added Armor Piercing
- Cost: 2 AP, 4 Mana -> 2 AP, 3 Mana
- DMG x1.3 (124 average damage) -> DMG x1.45 (145 average damage)
[h3]Rifle[/h3]
Base DMG at level 0: 120-154 -> 135-169
Rifle Shot (Skill 1):
- Added No Dodge
- Added Opportunism Multiplier x1.25
- Isolation Multiplier: x2.0 -> x1.5
[h3]Off-hand weapons[/h3]
Changed the skills granted by off-hand weapons to the first skill of their main-hand counterparts (except Warp Crystal). Additionally, those skills now cost 0 AP and have only 1 use per turn.
Off-hand Dagger
- Throwing Daggers replaced with Backstab
- Blade Rush replaced with Slash
- Axe Boomerang replaced with Shred
- Stomp replaced with Bash
- Weak Spot replaced with Quickshot
- Grapeshot replaced with Pistol Shot
- Magic Missiles replaced with Sword of Damocles
- Hammer of Faith replaced with Magic Bash
- Death Ray replaced with Infect
[h2]OTHER ITEMS[/h2]
[h3]Armor[/h3]
Increased block value on all Shields.
Brace, Fortify & Evasion (defensive skills granted by Body Armors):
- Buff value has been increased, especially at higher levels
- Uses per turn: 2 -> 1
[h3]Trinkets[/h3]
Meteor Ring
Base DMG at level 0: 40-120 -> 85-135
Meteor Shower:
- Cost: 3 AP, 10 Mana -> 2 AP, 8 Mana
- Range: 6-10 -> 5-14
- Added Vision
[h3]Consumables[/h3]
Potions
All potions:
- Range: 0-1 -> 0-3
- Range can now be modified by the Hero’s Skill Range attribute
Potion of Health:
- Now also applies a Dispel (All Negative)
- Restoration values and amount of uses tweaked accordingly.
Potion of Dispel:
- Removed
Potion of Stability:
- Applies Immunity to all negative alterations (1 Turn, up to 2 Turns at higher levels)
All restoration potions have been rebalanced a bit.
All defensive potions are now stronger.
[h3]Scrolls[/h3]
Scrolls mana cost now scales depending on their level, making them cheaper than before at lower levels.
Added scrolls for the following skills: Axe Boomerang, Poison Daggers, Charge, Super Spin, Grapeshot, Assassinate, Magic Missiles, Hammer of Faith and Bee Sting
Removed scrolls for the following skills: Scorching Wave.
[h2]PERKS[/h2]
[h3]Spiky Counter[/h3]
- Base damage: 30 -> 50
- Added a -20% Dodge malus
[h3]Organic Armor[/h3]
- Conversion rate: 125% -> 150%
[h3]Mana Growth[/h3]
- Base Mana bonus: 4 -> 6
- Mana bonus per level: 2 -> 3
[h3]Mana Collector[/h3]
- Restored Mana per stack: 2 -> 1
- Restored Mana cap per turn: 20 -> 10
[h3]Shorter Weapons[/h3]
- Added a +20% Reliability bonus
- Removed the +10% Dodge bonus
[h3]Longer Weapons[/h3]
- Reliability malus: -15% -> -25%
[h3]Proximity Shot[/h3]
- Max bonus: +24% Total Damage -> +40% Total Damage
- Decreases by tile: -4% -> -8%
[h3]Exploit Weakness[/h3]
- Isolation bonus: 75% of Reliability -> 100% of Accuracy
- Opportunism bonus: 75% of Accuracy -> 100% of Resistance Reduction
[h3]Poisonous[/h3]
- Base Poison: 30 (3 turns) -> 35 (3 turns)
[h3]Human Ballista[/h3]
- Range: 1-6 Modifiable -> 2-6 Modifiable
[h3]Potion Throw[/h3]
- New Range: 10 -> 15
[h3]Runic Gift[/h3]
- Mana bonus per item level: 2 -> 3
[h3]Harvester[/h3]
Every 4 enemies killed:
+1 Daily Mana Regen.
->
Every 4 enemies killed:
+1 Daily Mana Regen, up to 25% of the Hero’s Mana.
[h3]Relentless[/h3]
Whenever the Hero has 3 or less current Move Points and attacks in melee range:
Restore 2 Move Points.
->
Whenever the Hero has 3 or less current Move Points and attacks in melee range:
Restore 1 Move Points, increased by 1 if the Hero kills at least one target.
[h3]One by One[/h3]
Whenever an isolated unit is killed:
+4% Damage, or +6% when using Physical Damage, up to 60%.
Hitting a non-isolated unit resets the bonus.
->
Whenever an isolated unit is killed:
+4% Damage, or +6% when using Physical Damage, up to 60%.
Hitting a non-isolated unit decreases this bonus by 6%, down to 0%.
[h3]Blood Magic[/h3]
Skills now cost Health instead of Mana (4x original cost).
All of the Hero’s Mana is transformed into Daily Health Regen (conversion rate: 50%).
->
Skills now cost Health instead of Mana (4x original cost).
All of the Hero’s Mana is transformed into Resistance (conversion rate: 30%) and Daily Mana Regen into Daily Health Regen (conversion rate: 100%).
Also, BIG change! From now on, when your Hero unlocks the Blood Magic perk, some Mana-related Perks will now be replaced with Health-related perk with equivalent effects:
- “Harvester” becomes “Bloodthirst”
- “Magic Fuel” becomes “Sanguine Fuel”
- “Critical Runes” becomes “Critical Carvings”
- “Thrifty” becomes “Selfcare”
- “Energized” becomes “Vivified”
- “Explosive Essence” becomes “Explosive Hemoglobin”
- “Mana Collector” becomes “Blood Collector”
- “Mana Shield” becomes “Blood Shield”
[h3]Inertia[/h3]
Whenever a skill using the Momentum effect is cast:
Restore 2 Move Points.
->
Every 3 tiles traveled (excluding skills with No Momentum), the next time a skill using the Momentum effect is cast:
Restore 2 Move Points.
[h3]Mana Shield[/h3]
Whenever the Hero casts a skill:
Buff +X Block (3 turns), where X is the skill’s Mana cost.
->
Each 2 Mana spent:
Buff +3 Block (3 turns).
[h2]OMENS[/h2]
[h3]Omen of Supplies[/h3]
- Materials bonus: 60 -> 100
[h3]Omen of Wealth[/h3]
- Materials bonus: 80 -> 135
[h3]Omen of Vitality[/h3]
- Health bonus: 25 -> 35
[h3]Omen of Rejuvenation[/h3]
- Health bonus: 40 -> 50
[h3]Omen of Wisdom[/h3]
- Mana bonus: 5 -> 8
[h3]Omen of Mysticism[/h3]
- Mana bonus: 10 -> 12
[h3]Omen of Advanced training[/h3]
- Slot cost: 3 -> 2
[h3]Omen of Boxing[/h3]
- Slot cost: 2 -> 1
[h3]Omen of Second Chance[/h3]
- Slot cost: 2 -> 1
[h3]Omen of Restraint[/h3]
- Slot cost: 2 -> 1
[h3]Omen of the Wanderer[/h3]
- Slot cost: 2 -> 3
[h3]Omen of Opportunities[/h3]
- Slot cost 1 -> 2
[h3]Omen of the Vulture[/h3]
- Gain per Corpses: 3 Gold & 6 Materials -> 4 Gold & 9 Materials
[h3]Omen of the Outpost[/h3]
- Wooden Health bonus: +30% -> +50%
[h3]Omen of the Fortifications[/h3]
- Wooden Health bonus: +20% -> +40%
- Stone Health bonus: +20% -> +20% (stays the same)
[h3]Omen of the Fortress[/h3]
- Wooden Health bonus: +30% -> +60%
- Stone Health bonus: +30% -> +40%
- Other defenses bonus: +50% -> +50% (stays the same)
[h3]Omen of Sturdiness[/h3]
- Block bonus: 10 -> 8
[h3]Omen of Steel[/h3]
- Armor bonus: 25 -> 40
[h3]Omen of Craftsmanship[/h3]
- Slot cost: 2 -> 1
[h2]BUILDINGS[/h2]
[h3]Production buildings[/h3]
Production upgrades:
- Production + cost: 100 gold -> 120 gold
- Production ++ removed
- Help + cost: 40 gold (unchanged)
- Help ++ cost: 60 gold -> 70 gold
- Help +++ cost: 80 gold -> 90 gold
- Item Level + cost: 150 gold (unchanged)
- Item Level ++ cost: 300 gold -> 270 gold
- Item Level +++ cost: 560 gold -> 500 gold
[h3]Mana Well[/h3]
Gift (3rd action):
- Base Max Mana bonus: 3 -> 5
- Gift + Max Mana bonus: 6 -> 10
[h3]Defences[/h3]
All defences (walls, ballistas and catapults) can now be placed adjacent to other city buildings.
Warpgate:
- Cost: 80 Materials -> 60 Materials
[h2]MAPS & ENEMIES[/h2]
Bosses don’t keep their skills secret anymore: one can have a look at them when selecting the Boss unit, just like regular enemies.
Added short dialogues during boss phases.
[h3]Gildenberg[/h3]
Minor tweaks to Nights 5 & 6 to accommodate for the new weapon balance.
[h3]Lakeburg[/h3]
- Minor tweaks to Night 11 to accommodate for new weapon balance.
- Minor tweaks to the boss to accommodate for new weapon balance.
- The large gates can now be repaired or destroyed
[h3]Glenwald[/h3]
- Enemies start slightly stronger than before.
- Early waves are slightly bigger than before.
- Minor tweaks to the boss to accommodate for new weapon balance.
[h3]Elderlicht[/h3]
- Enemies start slightly weaker than before
- Early waves are slightly bigger than before
- Minor tweaks to the boss to accommodate for new weapon balance.
Additionally, the Soulbound enemies of Elderlicht have been rebalanced.
[h2]CORPSES[/h2]
Corpses have been tweaked to appear more often during early nights while being more controlled in numbers in later nights.
Corpses generation’s internal rules have been modified to feel more cohesive and granular, including Elite Carrions (elite variation to Corpses) generation.
Corpses can no longer spawn inside the Mist.
[h2]SOUND[/h2]
A great part of the game’s sound design has been reworked. Let’s see what has changed:
- Ambience sounds have been added to each map even Swampfurt
- When there is multiple sounds at the same time, a random delay between sounds will permits to avoid to be overwhelmed by too much sound effects
- Fog spawners have new sound effect
- The Trophies sound effect has been reworked
- Ambience sounds have been added to the worldmap
- New sound effect for passing a nex level of panic
- New sound effect for the night score
- Heroes death has a new sound effect
- The magic circle has a nex sound effect when it is destroy
- The sound of the broken seal has been reworked
- New sounds have been added to menus: the level up sound effect has been reworked & new sound effects has been added to rerolls buttons
- The sound design of bosses has been reworked
- The sound design of most enemies has been reworked:
- The sound design of some (a lot) weapon skills has been reworked
- The sound design of some building actions has been reworked
[h2]BUG FIXES[/h2]
- The Turbo Mode now stays ON even when a pop-up warning shows up.
- The mist censer can no longer softlock the game
- The wounded tooltips is no longer displayed on the hero when using a controller
- When you are loading a night save, the elites buff stay
- When upgraded with “ Specialist” perk, “Quick reload” recharge correctly skills by +1
- When you save and reload a run, arrows from “Guess Where” are at the same place
- Blockers went to school and from now on know how to leave the fog.
- Rippers can no longer eat enemies tier 1 elite, a bit of respect please.
- “Specialist” perk does no longer make character sheet stop working correctly.
- “Frost Mage Set” and “Priest Set” Can be unlocked as intended… They could be useful.
- The oraculum button is correctly displayed when opening then closing the game menu.
- When a hero has suffered damage, the “Untouchable” trophy can no longer be unlocked.
- The perk “Resupply” now works correctly.
- The poisoning UI is no longer taking ALL the screen.
- The “Human Ballista” perk does not softlock the game anymore after killing Lakeburg’s boss.
- The amount of tainted essence granted by “Soul Harvest” is correctly saved after quitting the night and reloading it.
- The Turbo Mode slider no longer shows a huge amount of decimals.
- The credits are now displayed correctly.
- The perks "Back protection" now work correctly when the hero stands next to a "Jeweler" or Alchemist".
- Bounty hunters no longer attack mist censers with charged attacks.
- The “Armor piercing” attribute no longer causes problems with the armor bar refresh.
- The trap UI no longer remains displayed when you select a skill at the same time.
- The "Flexibility" perk now retains the information of what damage type was used by the hero.
- When you restore the mana of your hero, the character icon does refresh correctly.
- Opening the level up menu with a controller using Y/Triangle does no longer use a reroll attribute charge.
- Controllers are responsive again in drop-down menus.
- Going back to the main menu after selecting the last entry of a drop-down menu doesn’t break controller navigation anymore.
- You can now rotate a skill with a controller.
- When you close the option menu with a controller, it no longer show the option window.
- With a controller, the cursor has the correct behavior when you are navigating in the map.
- With a controller, you can now swap equipment outside of the City Syash tab.
- Closing the disclaimer from the main menu no longer makes the controller unable to select anything
- The credits and the opening cutscene no longer break the controller.
- With a controller, the cursor no longer comes out of the character sheet.
- With a controller, spamming A no longer unlocked the first statistic during leveling up without the cursor on it.
- With a controller, you can now swap characters after opening the level up interface and switching tab in the heroes menu.
- With a controller, the cursor no longer goes everywhere in the main menu.
- With a controller, you can now select the “Cycle through new entry” button in the oraculum.
- With a controller, you can now select the boundless mode.
- Selecting a perk with a controller can be made with the button A with a controller.
- With a controller, the D-pad toggle correctly the turbo mode.

Thank you for reading the Patch Note, it was long, but you made it! We will see you all in game tomorrow, everyone is extremely excited at Ishtar Games!
Join us on Discord, Twitter & Instagram to discuss with the team and other players!