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PATCH 4.0 ARCANE ASCENT EARLY ACCESS

Welcome to this new update. We’ve added new Arcane cards and new missions that will allow you to unlock them, and we’ve fixed several bugs. We’ll continue working to improve the gaming experience. With that said, here are the new changes we have for you.

ARCANE QUESTS

We’ve added a new quest system that triggers when you interact with certain NPC events. You can now encounter various mages as events while climbing the tower. Progress on each quest will be saved across sessions, and upon completing them, you’ll unlock the next phase of the quest until you receive your reward. Be careful when making decisions...

NPC

Elementalist Mage

Quests: 3

Rewards: 1 Coven Coin for each completed quest.

Summoner Mage

Quests: 3

Rewards: 1 Coven Coin for each completed quest.

Blood Mage

Missions: 3

Rewards: 1 Coven Coin for each completed mission.

Coven Coins

Along with the new missions, the “Coven Coin” has been added. This resource will allow players to unlock the new “Arcane Cards” in the Tower Shop.

Arcane Cards

Specialized cards for each wizard have arrived. These cards will allow you to enhance each wizard’s abilities or traits and are extremely powerful.

To unlock the cards, you must purchase them with “Coven Coins” in the shop. Once purchased, they will be permanently unlocked and can be obtained from the shop or upon completing boss battles.

Elementalist Mage

  • Elementalization / Area / Cost 3 / At the start of each turn, this mage may choose one of the elements: Water - Fire - Earth - Wind, and apply that element to all enemies / Exhausts.

  • Elementalization +/ Area/ Cost 2/ At the start of the mage's turn, they may choose one of the elements: Water - Fire - Earth - Wind and apply that element to all enemies/ Exhausts.

  • Elemental Chaos/ Release/ Cost X/ Consumes the player's mana to perform x random elemental attacks, each dealing 4 area damage./ Exhausts.

  • Elemental Chaos +/ Release/ Cost X/ Consumes the player’s mana to perform x random elemental attacks, each dealing 6 area damage./ Exhausts.

  • Theory of the Elements?/ Field/ Cost 3/ Elemental reactions can now be triggered by using the same element twice: Water + Water: Adds 1 stack of regeneration. - Fire + Fire: Causes an explosion that deals 2 area damage. - Earth + Earth: Adds 1 stun stack. - Wind + Wind: Draw a card./ Exhaust.

  • Theory of Elements? +/ Field/ Cost 3/ Elemental reactions can now be triggered by using the same element twice: Water + Water: Adds 2 stacks of regeneration. - Fire + Fire: Causes an explosion that deals 3 area damage. - Earth + Earth: Adds 2 stun stacks. - Wind + Wind: Draw a card and reduce its mana cost by 1./ Exhaust.

Summoner Mage

  • Celestial Remnants / Field / Cost 3 / Each time a sacrifice pact is made, 30% of its turns are distributed randomly among the other summons. / Exhaust.

  • Celestial Remnants +/ Field/ Cost 3/ Each time a sacrifice pact is made, 50% of its turns will be distributed randomly to the other summons./ Exhaust.

  • Arcane Specialization/ Field/ Cost 3/ Arcane Bomb now deals area damage when activated./ Exhaust.

  • Arcane Specialization +/ Field/ Cost 2/ Arcane Bomb now deals area damage when activated./ Exhaust.

  • Final Pact/ Liberation/ Cost 3/ Consumes the turns of all active summons, granting 1 stack of Strong, Tackle, Regeneration, or Tough at random for each turn consumed./ Exhaust.

  • Final Pact +/ Release/ Cost 3/ Consumes the turns of all active summons, granting 2 stacks of Strong, Tackle, Regeneration, or Tough at random for each turn consumed./ Exhausts.

Blood Mage

  • Bloody Release / Release / Cost 3 / Lose 50% of current health to add 50% of the health lost as stacks of bleed to all enemies. / Exhausts.

  • Bloody Release +/ Release/ Cost 3/ Lose 50% of current health to deal 60% of the health lost as bleed stacks to all enemies./ Exhaust.

  • Evolutionary Transcendence/ Supreme/ Cost 3/ This card removes Small Bat and Large Bat from the deck. For 3 turns, gain 4 stacks of Strong and Tackle, 25% chance to dodge attacks, 40% increased healing, and reduce damage taken by 20%.

  • Evolutionary Transcendence +/ Supreme/ Cost 2/ This card removes Small Bat and Large Bat from the deck. For 3 turns, gains 5 stacks of Strong and Tackle, 25% chance to dodge attacks, 40% increased healing, and reduces damage taken by 10%.

  • Evil Spawn / Supreme / Cost 3 / Creates a homunculus: Phase 1: Does not perform any actions for 3 turns. - Phase 2: For 3 turns, deals 4 damage to a target and applies 1 stack of Bleed. - Phase 3: For 3 turns, deals 4 damage to all enemies and applies 1 stack of Bleed. - At the end of each phase’s turns, it moves to the next phase./ Exhausts.

  • Evil Spawn +/ Supreme/ Cost 3/ Creates a homunculus: Phase 1: Does not take any actions for 3 turns. - Phase 2: For 3 turns, deals 6 damage to a target and applies 2 stacks of Bleeding. - Phase 3: For 3 turns, deals 6 damage to all enemies and applies 2 stacks of Bleeding. - At the end of each phase’s turns, it moves on to the next phase./ Exhausts.

New Boss Abilities

We noticed that several tower bosses didn’t feel challenging enough for their tier, so we’ve made improvements and added new abilities to give them a stronger identity and increase their difficulty.

Mud Boss

  • Each attack that deals damage to the player will grant 1 Mud stack, which will disable 1 random card in the player’s hand. Upon reaching 3 stacks, the player will be rooted, preventing them from attacking for 1 turn, removing the Mud effect from their cards, and resetting the stack count to 0.

Fire Serpent Boss

  • Each attack that hits the player will add a Burn card to the deck. Once the player has accumulated 6 stacks, a fire zone will be created for 3 turns; this zone will deal 3 damage to the player when using abilities and 1 damage when attacking.

  • Summon 1 Magma Eye for 4 turns that applies 3 burn stacks. While active, every time the player uses attack cards on the boss, the eye loses 1 burn stack until it reaches 0, and every time the player casts an ability, the eye gains 1 burn stack. At the end of the turns, the eye will explode, dealing damage equal to the number of burn stacks it currently has. The eye does not take damage and cannot be targeted.

  • Deals 8 damage twice.

  • Deals 6 damage four times.

  • Deals 20 damage.

Mist Boss

  • Upon reaching 9 stacks of Power, the boss will summon 3 enemies, each of which will inherit 3 stacks of Power, resetting the boss’s stack count. If the process is repeated and an enemy survives, it will be fully healed and gain the additional Power.

  • Deals 1 damage; repeats the attack once for each active summon.

  • Channel to add 3 stacks of Power.

  • Deals 6 damage.

Mist Specter: 20 Health and deals 2 damage.

Lightning Boss

  • Each time the Electrocute effect triggers, the damage dealt by the effect increases by 5.

  • Inflicts an Electricity Curse on 2 random cards of the player (deck, hand, or discard pile). Each time the player uses a card with an Electricity Curse, they gain a stack of Electrocute.

New Sound Effects

  • Crimson Bond

  • Blood Dagger

  • Final Pact

  • Arcane Coin

  • Blood Release

  • Shadow Heart

  • Elemental Chaos