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Week 122 Patch

Interface Revisions

  • User names of players now display a rank with badge based on performance in the Labyrinth
  • Space bar now skips through conversations
  • Rewards will now be split into multiple chests of no more than 5 per chest to prevent overflowing on screen
  • Card tooltips in the deck editor and in the store are now centered and larger

Interface Fixes

  • Hero and Boss Health numbers on the status panel of the Zone map were not including equipped Perks in the calculation in some circumstances
  • Card pack rewards now have keys displayed

Gameplay Revisions

  • No PvP until the Labyrinth: Boss battles in Northgate and Smithstone are now exclusively against AI Bosses and player Bosses will only be raided by Minions
  • Enemies that affect the Boss but do not depend on them for value have been added back to PvE fights for Heroes and Bosses
  • Structures that do not depend on the Boss for value have been added back to PvE fights
  • Hero PvE fights in Labyrinth now occur 20% more often
  • Escape the Eye has been rebalanced to only 3 points more Lair than Lost in the Labyrinth, but the reward has been reduced to only double Lost in the Labyrinth
  • A third Hero PvE, Ritual of Reflection, now occurs once per Labyrinth exploration after enough progress without returning to the Lair and rewards a Token
  • Repeatable Hero PvE fights now have a Doom Clock like Boss fights
  • Wounds now vary by Zone with rarity increasing along with progress

Gameplay Fixes

  • Consumable items earned while offline by Bosses were not being delivered to the Lair stash
  • There was an unintended limit to the amount of re-exploration in Northgate and Smithstone that was causing the game to hang after Victory for some players

Card Revisions

  • Bag of Endless Things now costs 1 Tick to equip instead of 2
  • Precision Strike now costs 3 Ticks instead of 2 and deals 5 damage instead of 3
  • Gunshot now deals 6 damage instead of 5
  • Thief's Meddling now deals 4 damage to non-Structures instead of 3
  • Carve now costs 4 Ticks instead of 3 and deals 7 damage instead of 5
  • Penetrating Shot now deals 6 damage instead of 5 or 8 damage instead of 7 when Amped
  • Aim from Within now deals 3 damage instead of 2
  • Longshot now deals 3 damage instead of 2
  • Seeker's Dagger now takes 2 Ticks to equip instead of 3
  • Kill Shot now deals 8 damage instead of 7
  • Heartseeker now costs 2 Ticks to equip instead of 4, but 3 Ticks to use instead of 2
  • Mastercraft Jezail now deals 8 damage instead of 7 or 10 damage instead of 9 if full move remains
  • Leaden Javelin now deals 4 damage instead of 3
  • Crush of Boulders now deals 6 damage instead of 5, 8 damage at 5 Focus, 10 damage instead of 8 at 10 Focus
  • Conjurer's Hex now deals 4 damage instead of 3
  • Pyretic Missile now deals 10 damage instead of 9
  • Stonespear now deals 5 damage instead of 4, 7 Piercing damage instead of 6 Piercing at Focus 5
  • Cracking Rift now deals 5-8 damage instead of 4-7
  • Blazing Rift now costs 3 Ticks instead of 5 and either gain 2 Focus or deal 6 damage instead of 3 Focus or 9 damage
  • Ice Spike now deals 6 damage instead of 5
  • Freezing Blast now only targets characters to prevent waste on Structures
  • Cascade of Stone now deals 2 damage instead of increasing damage

Card Fixes

  • Some Hero cards that have immediate effect and Blast area were not usable when the only target in range had Stealth
  • Boss Windup cards with area effect were not finishing when only target in range at end of Windup had Stealth
  • Astral Batteries were inconsistently triggering relative to Boss timing on the same Tick instead of acting first

Consumable Card Fixes

  • Chain Lightning damage was only doing 3 damage per target with more than one target instead of 6 per target

Wound Revisions and Additions

  • Leg Wound is now Rare not Common (Smithstone or Labyrinth)
  • Severe Bruise is now named "Stitched Wound" (Rare, All Zones)
  • Major Wound is now Epic not Rare (Labyrinth)
  • Dazed "You start your next battle 1 Tick late." (Common, All Zones)
  • Broken Arm "Your Guard doesn't gain Armor" (Rare, Labyrinth)
  • Confused "You start each battle with 1 less card in hand." (Epic, Labyrinth)