A big one. This patch rolls up 2.2.4 and 2.2.5: a fresh coat of forge-gold across the whole interface, a much tougher endgame, a rebalanced economy, 12 new cards for the Duel Hall, and a pile of quality-of-life fixes.
Endgame Is Back On The Menu
The late dungeons were giving in too easily. Not anymore.
- Storm Spire, Shadow Depths, The Abyss and Hall of the Gods hit much harder. Monster health and damage were raised together with the Power requirement, so the number on the card tells the truth:
- Storm Spire — 9,990 Power
- Shadow Depths — 17,800 Power
- The Abyss — 33,800 Power
- Hall of the Gods — 54,800 Power
- Frozen Depths, Verdant Ruin, Oblivion Caves and Cursed Cathedral are a little tougher too.
- Low mana now really slows you down. Below half mana: −18% attack speed. Below a quarter: −35%. Empty: −50%. A blue glow around the arena warns you when you're running dry. Manage your mana potions!
- Skills from Siphon onward cost a little more mana.
- Epic and higher gear wears down a little faster.
Economy
- Iron Paper drops reduced. Stacks of thousands were piling up — paper is now a resource again. Item, rune and chest drops are unchanged.
- Summon Paper now has a fixed price of 1,500,000 gold in every dungeon.
- Shop chests, Rune Pouches and Ancient Sigils cost significantly more.
- Wheel of Fortune tickets got more expensive.
Duel Hall
- 12 new creature cards — every new monster from 2.2.3 now has its own card. The collection grows to 163 cards. Your existing collection is untouched.
- Card balance checked with thousands of bot matches. The rival ladder now climbs more smoothly.
- Smoother card animations: hand cards lift and glow, playable cards pulse, creatures land and fall with more weight.
- A more polished Duel Hall: rival portraits, the selected rival panel and Sarah's welcome all got a makeover.
The Forge (Upgrades)
- The Sigil of Five now shows the item itself climbing to +5 right next to the seal.
- The Now / If It Holds / +10 cards were redesigned as forged plaques.
- New Sigil of Five artwork everywhere it appears.
- Upgrade odds are unchanged.
A New Look
- New Enter Dungeon button — a glowing portal gate with crossed swords. It reacts when you hover and press, and turns crimson when you retreat.
- Character panel — bigger hero portrait (click it to open your heroes), a cleaner level and XP display, and a Power gauge that compares your Power to the selected dungeon: green when you're ready, yellow when it's close, red when it will hurt.
- Equipped gear has its own forged showcase, and a new "From gear" summary lists exactly what your equipment adds: Attack, Defense, HP, Mana, Speed and Luck.
- Companion slot — your pet bobs happily and a clear "Change" button lets you swap companions in one click. Character Stats now sits above it.
- Active skills — a cleaner card layout. The active skill glows and locked skills are clearly locked.
- Dungeon picker — duration cards now explain what each run length means. Your chosen length and tier are marked with a rotating crimson border.
- Dungeon header — a more elegant tier label, level range and status; a calmer kill counter and sound button.
- Shop — new artwork for repairs, rune pouches, chests, tickets, totems, and the Papers and Services tabs. Hover any item to see what it does.
- Vault — chest cards with a little wobble, softer bronze buttons.
- Settings — cleaner sections.
- Color themes matter more. Your chosen palette now tints panels and the gold accents across the whole interface, not just a few spots.
Removed
- The "Auto-spin when 3+ chests" option has been removed. Use Auto Open in the Vault instead — you choose exactly which chest types it opens.
Fixes
- Vault chest cards no longer cut off the count badge in Vertical mode.
- Hero names always fit on one line.
- Various small layout fixes in both Wide and Vertical window modes.
Thanks for playing — and for every review. They shape every update.
-Emre
