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Tainted Grail News

And here's a hotfix for some issues!

Hello everyone! As usual, we have a hotfix ready for the most irritating issues you've reported in our recent patch :)

[h2]We hope we've fixed some Major Issues.[/h2]
- Fixed wild camera shakes in fights.
- Fixed shops: items selling should give you wealth again.
- Fixed multiple reasons why some player's current run save files could've been broken.
- Fixed an issue that made refusing a passive ability in hunter's high seat or at the Seamstress block you in the passive-choosing window.

[h2]Additionally, we have some minor fixes:[/h2]
- Quest card "Envy" shouldn't take your HP if you killed a target.
- Mistbearer, when stunned, shows information that he "negated" damage instead of showing damage numbers.
- Grim totem displays HP loss
- Character selection hero models are now back in the tutorial, instead of flying sets of armor.
- Missing vegetation in the tutorial isn't missing anymore
- Added Fae buff animation

Performance and map generation upgrades + new cards and skills!

Hello, everyone!

We weren't sure whether we'll be able to update the game this week because we're in the middle of implementing A LOT of new systems... but we decided to spend some time preparing a new patch because we just couldn't wait to share some things with y'all!

So the purpose of today's update is to share two main improvements with you: new map generation algorithms and further performance tweaks.



Map Generation


For quite a while now we were pretty unhappy with how our maps worked - the way our maps were generated demanded constant backtracking in order to explore the map. This wasn't all that fun since you had to pick a path, go to its end, and get back when you've seen what's at the end of it.

We've changed that recently and we were blown away by how much more FUN we've had while exploring the map. It was such an improvement that we just had to share it with y'all.

So the change we made is based on generating more connections between paths. Now, instead of constantly going forward and backward, you're just going forwards. Paths are connected, intertwined, and they can diverge into various shapes that create natural labyrinths and, sometimes, also bigger and open spaces.

We've also made some improvements to the core of path generation algorithms so that now you shouldn't get stuck on invisible walls (at least: if it happens, it should be VERY rare).

This whole change means that you can pick paths, skip fights, find some rewards without fighting their guardians, find shortcuts - but also that wyrdcandle management is more important than ever.

And traditionally, we're not done here. We're going to refine this further (for example we're testing hidden paths and dangerous terrain), but we just couldn't wait to share this one step towards what we feel is a good direction with you!



Performance


In short: the game should run better both on ULTRA and LOW details now. We're not done here either, but we'd really appreciate all bits of info you can share with us and all bug reports related to how the game actually plays now. We can't test the game on all possible hardware configurations, obviously, so we'd really appreciate comments on how did this patch influence the game's performance on your machines!



  • "Return" keyword was reworked. Now a card with "Return" stays in hand after playing instead of being redrawn. Also, cards with Return can have lowered energy cost. However, they have a limited number of plays per turn.
  • "Chain" keyword now resets after using it or playing a card of a different category during a chain.
  • Mistbearer's and Foredweller Overlord's minions should be less deadly.




New Children of Morrigan Cards added:
  • Blood Doused Blade (1E): Offer 10% of Max HP, damage will be increased by 50% until end of combat.
  • Sweeping Strikes (1E): Grant Cleave to every Hit until end of turn.
  • Wyrdfreak (1E): Deal X Hits for 100% damage. 1 Hit for each filled Wyrdcandle bar.
  • Gravewalker's Touch (1E): Deal 1 Hit for 150% damage. Pick 1 card from Grave. Ascension. Return 3.
  • Gravewalker's Protection (1E): Gain 1 Block and pick 1 card from Grave. Ascension. Return 3.
  • Pure Luck (1E): Deal 1 Hit for 100% damage. Gain 1 Block.
  • Decisive Blow (3E): Deal 1 Hit for 500% damage. If the Enemy is Stunned deal double damage. Exile this card after use.
  • One Man Army (1E): Deal 3 Hits for 50% damage to Random Enemies, gain 5 Armor for every distinct enemy hit.


New Moonring cards added:
  • Natural Progression (2E): Activate selected Minion, Promote it and Activate again.
  • Enraged Flailing (2E): The Minion deals 200% more damage, whenever the Minion Activates it loses 1 rank.
  • Prevail of Nature (1E): This minion will remain on 1 HP instead of dying once.
  • Pack Strength (2E): Activate selected minion X times. 1 for each Minion.
  • Against All Odds (2E): Activate selected minion X times. 1 for each enemy.


New Pathfinder passive skill:
  • Stance Master: Every 12th Stance card played, gain 1 Energy.


New Berserker passive skills:
  • Steel Barrier: First Blocked Hit in a turn grants you 1 Ultimate Charge.
  • Flesh Barrier: If your Barrier is damaged, gain 1 Ultimate Charge.




Runestone's Balance:
  • Gyfu in armor slot: activates on 5 or more cards, grants 10/17/30 barrier
  • Ken now duplicates 15/8/5th card
  • Nyd in weapon slot, flat damage bonus changed to +50%/90%/150%
  • Beorc weapon slot: +1 Energy every 3/2turns, armor slot: 1/2 Block every 2 turns


Children Of Morrigan Cards Balance:
  • Calm Breeze number of cards affected changed from 5 to 3
  • Breathe energy gain changed to next turn draw additional card, its cost is reduced by 1
  • Draw: cost change to 1, now draws 3 cards
  • Meditation, cost 1, changed to next turn deal +100% damage
  • Refreshing Breeze now also causes 25% damage debuff this turn on player
  • Catch a Breath card draw changed to 1
  • Energy Refresh changed to: Reduce the Energy cost of 1 card in hand by 1. Chain.
  • Power of Wyrd changed to: Offer 10% of max HP. Draw 2 cards, their cost is reduced by 1 this turn.
  • Rearrangement cost changed to 2, cost reduction only for this turn
  • Rush Changed to: Offer 5% of max HP, draw 1 card, its cost is reduced by 1 this turn.
  • Sidestep cards draw changed from 3 to 2
  • Breathcontrol cards affected changed to 5
  • Exhale cards affected changed to 2


Wyrdhunter's Balance
  • Wyrdhunter's Powerful Swing changed into Overhead Swing. Now costs 1 Energy, deals 50% Damage and reduces target's Armor by 10.
  • Wyrdhunter's Ultimate now ignores positive Armor.
  • Haste effect changed to draw 1 card with cost reduced by 1
  • That Was Warmup cost change changed to cost reduction by 1


Pathfinder's Balance:
  • Come in Prepared now draws 2 cards
  • Knowledge now draws 2 cards
  • Stay in the Rhythm on every 4th card played in a turn
  • Combat Sequencing no longer draws cards
  • Keenness, draw changed from 2 to 1
  • Pain Sharpens The Mind cost change changed to cost reduction by 1
  • Accumulated Power activates after 8th card in a turn
  • Vigor activates if you have 12 rune charges


Summonner's Balance
  • Minions hit Summoner on damage taken for damage equal to their tier.
  • Hindsight: draw cards value changed from 3 to 2


Blood Mage's Balance:
  • Dispatch: Overcharge now reduces cost of 1 card on hand by 1


Necromancer Balance:
  • Energy Return: After first Sacrifice in a turn "draw 3 cards" instead of +1 Energy and 2 cards gain
  • Soul Divided: Every minion starts with 10 Barrier instead of 20
  • Soul Restoration: If your minion was killed, draw 1 additional card next turn instead of creating 5 Barrier on self
  • Absorbtion: After killing an enemy draw 2 additional cards instead of getting 1 Energy and drawing 1 card
  • Deadly Protection: Upon entering Lich form, gain 25 Barrier instead of 30
  • Leech Form: Create 10 Barrier instead of 25
  • Minions are summoned at tier 3 (advanced cards summon at tier 5).
  • Every turn minions lose 1 level and hit Necromancer for 2 damage for every level they have left. If they reach level 0 they die.
  • Necro Golem has 35 HP on level 1. Ethereal Golem grants 10 Barrier.
  • Necro Abomination has 25% damage on level 1 and always 25 HP . Ethereal Abomination gains 25% damage every turn.
  • Necro Wyrm has 25% damage on level 1 and always 30 HP. Ethereal Wyrm deals 2 Hits and reduces Armor by 5.
  • Necro Fae has always 25 HP.




Card fixes:
  • Tainted Force Wyrdcard that gave Block in next turn now gives it in the moment of discarding it.
  • Take a Risk card no longer reduces Awaken Golem's Armor
  • Lich card New Beginning now works properly


Children Of Morrigan Cards moved from unlockable deck to advanced deck:
  • -Bladefury
  • -Conducting Force
  • -Crippling Attack
  • -Double Block
  • -First Slash
  • -Preparation
  • -Quick Counter
  • -Raging Blade
  • -Reposition
  • -Short Pause
  • -Stronghold
  • -Trap
  • -Counter
  • -Panic Defense
  • -Bloddied Frenzy


Moonring Cards moved from unlockable deck to advanced deck:
  • -Grim Abomination
  • -Grim Golem
  • -Grim Fae
  • -Grim Wyrm
  • -Pacification Bane
  • -Sacrifice
  • -Synergy
  • -Two Pillars
  • -Uncontrolled Development
  • -Volatile Magic
  • -One for All
  • -Marking
  • -Holy Promotion
  • -Urgent Grow




Well... There's A LOT we'd like to talk about - all about the systems we're implementing currently, but let's leave it for next week! Next week we won't be updating the game with a huge patch but you can expect a bigger post about changes and fixes we're implementing.

But, just to tease, here are a couple of things we're currently working on:

  • We're introducing new currencies (every NPC in the village will have their own currency) which you'll be earning by performing various actions in the game.
  • We're testing a new enemy that hunts you through wyrdness when you're playing without candles.
  • We're replacing a lot of generic-looking assets (first in line: enemies, especially generic humanoids which are prevalent on tier1 and tier2) with much better, more interesting designs.
  • We're testing NEW enemies, minibosses, and bossfights (got 6 new ones which are waiting for their 3D models)
  • Further improving our map generation (with, for example, dangerous terrain)
  • Rebuilding storylines and adding longer questlines to the game
  • And, as always, improving VFX & animations.


But just give us some more time - more details to be expected next week!

A mid-week hotfix

Hello, folks! Thanks a lot for your help with finding a lot of bugs in our latest patch! Here's a promised hotfix for the most irritating issues :)



  • Advanced Attack (Children of Morrigan) card should display the proper name and description.
  • Greedy Strike should reward the correct amount of wealth.
  • Combat Sequencing (Pathfinder) and Combat Flow (Wyrdhunter) only works once per turn.
  • Added corrected arts for Wyrdcards
  • Runestone Polished Ing shows correct values
  • Wyrdness Blade partially fixed
  • Wyrdcard description now has proper grammar.
  • Pied Piper should properly give flute for people with no flute.
  • Sloth Quest Card now awards correct card upon completion
  • Runestone Ur should work only once per turn.
  • Lust Quest Card should take away a proper amount of health.
  • "Energy Return" passive should work properly now


In addition to that we've pushed a couple of technical improvements:

  • Screen Resolution should be forced to default values at first launch of the game (since we had some problems with older player preferences loading in newer version of the game). You can change it in options like always.
  • Setting graphics to "Low" should work a little bit better, but unfortunately, we can't do much yet because our testing machine still isn't fixed :/ We're waiting for a certain GPU to arrive...

New patch with ch-ch-ch-ch-changes & fixes!

Hello everyone!

We have a new patch for you – and it’s addressing a lot of problems you’ve reported over the past few weeks. There’s one important thing about this patch we need to say, though:

We’ve implemented a lot of visual upgrades (most importantly: a new lightning system) so the game is prettier than ever. We’ve also made a lot of improvements in terms of the game’s optimization – HOWEVER – for this patch we’ve been optimizing only the “Ultra” setting.

So the important thing we need you to know is that:

  • If the game ran well on your PC, it should work much better now.
  • If the game ran poorly or you were playing on low, you might experience some issues – our testing machine crashed and we weren’t able to replace the necessary parts in time (COVID-related shortages).
So if you were experiencing issues with the game's performance – we’d like to ask you to wait a couple of days for the next patch in which we’ll add proper “low” settings for the game’s visuals.




  • We've finally implemented the first version of our new Combat UI. We're not done yet, but we're really happy that after all this time we've managed to fix a lot of issues we've had with this screen.
  • We've fixed the way Energy is displayed, what happens after you run out of it, the placement of your ultimate skill, the placement of items, and so on.
  • We've also decided to get rid of ALL statuses related to Armor and Damage buffs/debuffs. Instead of showing 16 different stats (like: "-5 dmg", "+10 arm", "-5% dmg") all of these buffs and debuffs are now automatically calculated, dynamically changing, and permanently visible under everyone's health bar.


So now the Combat UI should be more intuitive, clearer, and prettier than before. But we're not done yet and next in line we've got, for example, a new system for handling the visual representation of passive skills/runestones that you have working in combat. But that's the next step and we'll show it to you... soon ;)

We've also fixed a lot of visual effects in combat so it should be more "juicy" now. We're not done with this either, but it's a start!



  • We've reworked the Wyrdness buff/debuff and so we've added 30 new Wyrdcards that are randomly granted to the player based on their wyrdcandle burn level during the fight. Some of them will have positive effects, some of them negative.








Bugfixes:
  • We've fixed the issue with unlimited Healing Mixtures available at the Lost Soul
  • We've fixed some issues with save files (it should be even rarer now to get a note that your "save file is corrupted")
  • Fixed wealth bonus with corruption level scaling
  • Blood Altar shouldn't let you sacrifice health for a level up when you're at max level
  • Countess will properly take your blood now in exchange for runestones
  • Blacksmith shouldn't miss his textures now
  • Necromancer shouldn't get Blood Mage's summon cards anymore
  • Pathfinder's additional Energy meter should work well now
  • Fixed the issue when, if low on health, players got stuck at the interaction with the Witch


Changes/fixes:
  • Quest cards were ALL reworked, renamed, and removed as a Boss reward. You pick 1 out of 3 randomized (and free) quest cards at the Lost Soul now.
  • Using "Reroll" now gives you only 2 cards to choose from instead of 3
  • We've fixed that placeholder underwear characters were wearing in character creation and tutorial
  • We've added a "MGS-like Warning !" when something happens in wyrdness (to be utilized more in the future)


[h2]Pathfinder[/h2]
New passive skills:
  • Vigor - If you have above 6 Rune Charges, start each turn with +1 Energy.
  • Sharp Focus - Every instance of Focus gives additional 25% Damage.
  • Focused Mind - Start every combat with 1 instance of Focus.
  • Dance of Blades - Deal 1 Hit for 50% to a random enemy for every Block left.
  • Overprotection - For each Block left at the end of this turn, draw 1 additional card next turn.
  • Compensation - Gain +1 card drawn on hand per each enemy alive.
  • Unexpected Help - Gain +1 Energy while fighting in Wyrdness.
  • Safety Measures - At start of every turn gain 10 Barrier.
  • Persistent Defense - Gain 15 Barrier for every Block left.


[h2]Berserker[/h2]
New passive skills:
  • Berserker Rage - When you activate your Ultimate, first Hit deals double damage.
  • Vampirism - Each rune charge gives you 2% Lifesteal.
  • Fortified Entrance - In the first turn of each combat, gain 75 Armor
  • Self-fulfilling Prophecy - Below 25% max HP, increase ALL your Lifesteal potency by 50%.
  • Blood Fueled Rage - Each hit received increases damage by 10%.


[h2]Wyrdhunter[/h2]
New passive skills:
  • Heavy Opening - First Hit in combat deals double damage.
  • Daze Punisher - Double damage vs Stunned enemies.
  • Cruel Concussion - Each Stun makes enemy lose 10 - 25 HP. This damage ignores Barriers and Armor.
  • Opening Strike - First Attack-type card played in each combat costs 0 Energy.
  • Returning Energy - When killing an enemy with Vulnerable, gain 1 Energy.


[h2]Summoner[/h2]
New passive skill:
  • Outnumbered - At the start of every turn with no minions alive draw 3 additional cards and gain +1 Energy.


[h2]Necromancer[/h2]
New passive skills:
  • Died Ready - Ethereal minions activate after being created.
  • Sturdy Bones - Ethereal minions last for 1 additional turn.
  • Field Promotion - Promote all minions alive before entering Lich form.
  • Dream Army - Minions have 100% more HP.
  • Archgolem - Ethereal Golem creates an additional 15 Barrier on Activation.
  • Archwyrm - Ethereal Wyrm has an additional Hit.
  • Archabomination - Ethereal Abomination deals 150% of Necromancer's damage on Hit.
  • Archfae - Ethereal Fae grants 2 Ultimate Charges instead of 1.


[h2]Children of Morrigan - New Cards[/h2]
  • Calm Breeze (2E) - Reduce the Energy cost of 5 cards in hand by 1.
  • Slow Sigh (1E) - Reduce the Energy cost of 2 cards in hand by 1.
  • Hold Breath (0E) - Reduce the Energy cost of 1 card in hand by 1.
  • Exhale (2E) - Reduce the Energy cost of 3 cards in hand by 2.
  • Bloodied Frenzy (2E) - Deal 1 Hit for 250% damage to ALL enemies. Offer 5 HP.
  • Degrading Armor (1E) - Target enemy gets -5 armor. Chain
  • Distancing Blow (1E) - Deal 1 Hit for 80% damage and gain 1 Block.
  • Ultimate Attack (3E) - Deal 1 Hit for 100% damage. 100% Damage for each Attack Card on hand. Discard all Attack cards.


[h2]Moonring - New Cards[/h2]
  • Marking (0E) - Place Redirect effect on a chosen enemy.
  • Holy Promotion (2E) - Promote ALL minions.
  • Urgent Grow (3E) - Promote and Activate all minions.
  • Wild Summon (3E) - Summon: Golem, Wyrm, Abomination and Fae. Lose 2 Energy next turn.




Bossfight with Mistbearer and final bossfight should both be harder now.

[h2]Pathfinder[/h2]
  • Steel Is My Body - Increase Armor value changed from 10 to 25
  • Upper Strength - Increase Maximum Damage value changed from 5 to 6


[h2]Berserker[/h2]
  • Demoralize - Reduce Enemy's Armor value changed from 5 to 15
  • Fortify - Gain Armor value changed from 2 to 5
  • Wide Swings - instead of targeting ALL enemies targets random enemy.
  • Reforge Born for Combat - Extra Ultimate Charges value changed from 2 to 4
  • Reforge 2 Trembling Clash - Reduce Enemy's Armor value changed from 20 to 50


[h2]Wyrdhunter[/h2]
  • Armor Crusher - now reduces armor on hit by 2 instead of 1
  • Attack is Best Defense - now increases your armor by 10 this turn instead of 1 until the end of combat
  • Fire is my blood - increases the maximum damage you deal by 6 instead of 5
  • Physical Training - activates every 7th card played instead of 10th
  • Slow Thinker - next Hit now deals 400% instead of 300%
  • Steel is my body - increases armor by 25 instead of 10
  • Wellmaintained Body - now heals 25% of your missing HP after each victorious combat
  • Staggering Strength - not activates at 10 or more charges instead of 15 or more


[h2]Summoner[/h2]
  • Slithering Maneuvers - now also reduces armor of stunned enemy by 25
  • Glyphs of Sustenance - increased damage to 200% from 100%


[h2]Blood Mage[/h2]
  • Devastating Power - damage reduction increased to 25% from 10%


[h2]Necromancer[/h2]
  • New Beginning - makes all drawn cards by it cost 1 less energy
  • Life Protectors - now grants 50 Barrier and 2 Blocks
  • Another Try - HP After fatal blow increased to 25 from 1. Works only once per combat.
  • Spiritual Growth - Increased Lich max HP by 50 instead of 30, now Retaliates with 25% dmg received.
  • Deadly Protection - Barrier granted decreased from 100 to 30
  • Right Hand Path - no longer grants HP, grants 2 energy instead of 1 and return to fully healed Necromancer when dying as Lich
  • Ethernal Form - stays the same with added bonus: every time you transform into Lich, you get stackable 100% increased damage as Lich
  • Reaping - no longer grants cards and energy right after kill, now every time you kill an Enemy with this card, draw 1 additional card and gain 1 additional Energy every turn until end of combat.
  • Spiritual Growth - extra HP changed to 50 from 30 and now grants retaliate for 25% of damage received.
  • Ethernal Thanks - now after leaving Lich form for the next 2 turns every summoned Minion is Promoted twice.
  • Path of the Death - now every time anybody dies on the battlefield you deal 1 Hit to All Enemies for 100% damage with 50% Lifesteal.
  • Energy Return - works only on first Sacrifice in a turn.
  • Filled Up - doesn't grant Energy anymore.
  • Mass Sacrifice - required sacrifice count changed from 2 to 3 and granted Energy changed from 2 to 1.
  • Cessation - granted Barrier changed from 50 to 25.
  • Resurgence - granted Energy changed from 2 to 1.
  • Reforge Leech Form - now always creates Barrier instead of summoning a friendly grub.


[h2]Children of Morrigan - Cards Balancing[/h2]
  • Double Edge - Retaliate value changed from 100% to 200%
  • Rapid Attack - 6 Hits' Damage value changed from 25% to 33% of Player's Damage and Enemy's Armor reduction value changed from 3 to 5
  • Deep Wound - Cost changed from 2 to 1
  • Heavy Cyclone - Card deals Damage first and then reduces Enemy's Armor
  • Mark of Blood - Enemy's Armor reduction value changed from 100 to 50 and duration changed from this turn to until end of combat
  • Panic Defence - Gain Blocks value changed from 4 to 5
  • Breath Control - is now unlockable card and was reworked to target specific amount of cards: Reduce the Energy cost of 9 cards in hand by 1.


[h2]Moonring - Cards Balancing[/h2]
  • Oversaturate - Cost changed from 3 to 2
  • Selfawareness - Cost changed from 3 to 2
  • Power Up - Increase minion's damage value changed from 30% to 100%
  • Infuriate - Cost changed from 2 to 1
  • Acid Blood - Cost changed from 2 to 1
  • Acid Saliva - Enemy Armor reduction value changed from 2 to 5
  • Hammerhead - Cost changed from 2 to 1
  • Battle Enchantments - Minion's Barrier gain value changed from 10 to 20
  • Conversion - Minion's increase damage value changed from 15 to 25
  • Sign of Revenge - Cost changed from 2 to 1
  • Satiate - Minion's Max HP increase value changed from 30 to 50
  • Energy Transfusion - Player's healing value changed from 25% to 50% of sacrificed minion's HP
  • Marking - Cost changed from 1 to 0
  • Living Shield - Create Barrier value changed from 10 to 20 for each minion sacrificed
  • Surge - Minion's Barrier gain value changed from 15 to 25
  • Impaling Bane - Armor reduction value changed from 5 to 20
  • Deprivation Curse - All enemies' Max HP reduction value changed from 10% to 25%
  • Arcane Shield - Create Barrier value changed from 10 to 15
  • Druids Bane - Enemy's Armor reduction duration changed from 1 to 2 turns
  • Deprivation Bane - Enemy's Max HP reduction value changed from 20% to 33%
  • Restoration - Minion's healing value changed from 30 to 50 HP
  • Conjured Wyrm - Wyrm's Level changed from 2 to 4
  • Conjured Fae - Fae's Level changed from 2 to 4
  • Conjured Abomination - Abomination's Level changed from 2 to 4
  • Conjured Golem - Golem's Level changed from 2 to 4


[h2]Legendary, Neutral cards balancing[/h2]
  • Allmother's Blessing - Create 100 Barrier.
  • Blood Ritual - Offer 10% of your HP. Reduce Armor of ALL enemies by 100 and Stun them.
  • Wyrdness Blade - Deal 1 Hit for 25% ignoring Armor. If this card killed an enemy deal next Hit to a random enemy with 200% of previous damage.
  • Song of Restoration - Cost changed from 1 to 0.
  • Song of Shielding - Gain 75 Armor for 2 turns. Create 25 Barrier on ALL allies.


[h2]Runestones - fixes and balancing[/h2]
  • Ur - Should work for Minions
  • Tir - Damage increased to 100/125/150%, armor increased to 75
  • Gweorth - Reduced armor reduction to 5/8/15, reduced armor gain to 2/3/5
  • Ken - Now every 10th/6th/3rd is duplicated
  • Sigel - Now after every 15/9/5th card random enemy is stunned
  • Wyn - Damage per Stunned enemy increased to 33/50/100, stuns random Enemy every 5/3/2 turns


First patch of the new year! :)

Hey everyone! A quick note for today because we've just pushed a patch with a couple of bug fixes to the most pressing issues you've reported over the Holidays :)



  • The game shouldn't have issues with camera changes anymore.
  • Ending combat in Lich form shouldn't block combat anymore
  • Lich transformation was fixed and optimized, should be smoother now
  • Various parts of the game were optimized so it should be a bit smoother in terms of performance (the change should be really visible in the main menu for example)
  • WSAD movement shouldn't block movement after teleporting to the village milestone
  • Broken passive progression which left you with no candles to buy at the Candlemaker and no healing mixtures at the Lost Soul should be fixed now.
  • Character creation shouldn't flash with a blinding white light anymore.
  • You should be able to change resolution of the game in options now.
  • Fixed bug where Derenheim Winterbane couldn't be killed (again)
  • Necromancer's Wild Summon now summons proper minions.
  • Necromancer's Grubs are targeted before player.
  • Random Ritual should always work properly
  • Runestone Gyfu should work properly in Armor slot and its visual indication has been improved.
  • Cleansing card for Necromancer should summon Abominations instead of Faes.
  • Haegl and Nyd runestones should work properly




  • Sigil Self-sustain heals 50% of missing HP instead of 5000%.
  • Mythical Runestone Thorn has a new effect in Armor slot: 200/500% of offered HP is transformed into Barrier.
  • Reform Energy sacrifice can be used on Ethereals
  • Summoner has a new stating passive: "Alone in the Dark - If you start a turn with no minions, draw an additional random Summon card." and unlockable passive: "Resumption - If any minion died this turn. Next turn draw an additional random Summon card."
  • Summoner's Golem HP changed from 50 to 70.
  • Summoner's Golem Heal value changed from 10(+2) to 15(+1).
  • Summoner's Abomination HP changed from 25 to 35.
  • Summoner's Wyrm HP changed from 30 to 40.
  • Werewolf isn't immune to stuns anymore and is less deadly on first corruptions.