HomeGamesUpdatesPricingMethodology
Steam News26 April 20262mo ago

Why and How: Magnus & Andrin Upcoming Rework

Magnus and Andrin are the first starter heroes given to all players from the very beginning of the game. They serve as the foundation for new player experience and teach core game mechanics.

In this update3

Full notes

Full Across the Obelisk update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes22 additions55 changes5 removals
  • Gameplay
  • Balance
  • Events
addedMagnus and Andrin are the first starter heroes given to all players from the very beginning of the game. They serve as the foundation for new player experience and teach core game mechanics. Here are our ideas how they can be improved - those are not set in stone, so if you have any feedback - you can share it in the comments!
addedThe Problem and the SolutionBoth heroes are objectively extremely strong for experienced players, but appear as "jack of all trades, master of none" to beginners. Their power requires skill and system knowledge to unlock, making them feel weak and unfocused to new players, despite being mechanically powerful. We aimed to make changes that help to define clearer synergies that help new players to unlock the heroes potential while keeping them interesting for veterans.
removedMAGNUSRemoved - 2x Rend
addedMAGNUSAdded - 2x Precise Strike
changedMAGNUSCaptain's Howl - Enhanced debuff values without overloading the card with extra effects.
changedMAGNUSUpdated version :
CHANGE - Slow increased -11/2/2SCHANGE - Vulnerable increased -22/2/3CHANGE - All resistances increased -15%15/20/25%CHANGE - Block increased -1620CHANGE - Block increased - increased, buff

Across the Obelisk changes

addedMagnus and Andrin are the first starter heroes given to all players from the very beginning of the game. They serve as the foundation for new player experience and teach core game mechanics. Here are our ideas how they can be improved - those are not set in stone, so if you have any feedback - you can share it in the comments!
addedBoth heroes are objectively extremely strong for experienced players, but appear as "jack of all trades, master of none" to beginners. Their power requires skill and system knowledge to unlock, making them feel weak and unfocused to new players, despite being mechanically powerful. We aimed to make changes that help to define clearer synergies that help new players to unlock the heroes potential while keeping them interesting for veterans.
removedRemoved - 2x Rend
addedAdded - 2x Precise Strike
changedCaptain's Howl - Enhanced debuff values without overloading the card with extra effects.

Magnus and Andrin are the first starter heroes given to all players from the very beginning of the game. They serve as the foundation for new player experience and teach core game mechanics. Here are our ideas how they can be improved - those are not set in stone, so if you have any feedback - you can share it in the comments!

The Problem and the Solution

Both heroes are objectively extremely strong for experienced players, but appear as "jack of all trades, master of none" to beginners. Their power requires skill and system knowledge to unlock, making them feel weak and unfocused to new players, despite being mechanically powerful. We aimed to make changes that help to define clearer synergies that help new players to unlock the heroes potential while keeping them interesting for veterans.

MAGNUS

Starting Deck - Rend promotes unsupported Bleed synergy, countered by Ylmer first boss.

  • Removed - 2x Rend

  • Added - 2x Precise Strike

Captain's Howl - Enhanced debuff values without overloading the card with extra effects.

Current Version:

  • 0 cost, Vanish. Apply 1/1/1 Slow and 1/2/3 Vulnerable to all monsters.

Updated version:

  • CHANGE - Slow increased - 1 -> 1/2/2 Slow

  • CHANGE - Vulnerable increased - 2 -> 2/2/3 Vulnerable

Innate - Well Trained - Cast twice on 0-cost creates clear synergy with cost reduction traits.

Current Version:

  • At the start of combat, gain 2 Reinforce

Updated version:

  • NEW - When you play a Melee Attack, Defense, or Spell card that costs 0, cast it twice (3 times per turn)

Level 2 - Wolf Guard - Resistances invisible to players. Does not Vanish make value visible and consistent.

Current Version:

  • 1 Cost, Vanish, Targets Any Hero. All Resistances +10/15/15%. [Damaged by others] Gain 15/16/18 Block and 1 Reinforce. Lasts 4 Uses

Updated version:

  • CHANGE - All resistances increased - 15% ->15/20/25%

  • CHANGE - Block increased - 16 -> 20 flat

  • NEW - Does not Vanish

Level 2 - Follow Up -

Current Version:

  • 0 Cost, Vanish, Self. [When you play a Melee Attack] Reduce the cost of your highest cost Melee attack by 3/4/5 until discarded. Lasts 1 Use

Updated version:

  • CHANGE - Mechanic changed - Now reduces the cost of next Melee Attack by 1

  • NEW - Lasts 3/4/5 uses increase by Rank

Level 4 - Thunderclap - Doubled damage/Spark makes the trigger more rewarding for new players.

Current Version:

  • 1 Cost, Vanish, Self. All Damage +150/175/200% [When you play an Attack] Deal 13/14/15 Lightning damage and apply 5/6/7 Sparks to all monsters. Lasts 1 Use.

Updated version:

  • CHANGE -Lightning damage increased - 14 -> 24 flat

  • CHANGE - Spark increased - 6 -> 12 flat

  • CHANGE - All damage +175% flat bonus

Level 4 - Valiant Defender - Lowest Block targeting removes RNG, helps spread protection intelligently.

Current Version:

  • 1 Cost, Vanish, Self. Block Charge +5/6/6. [When you play a Defense] a random hero gains 12 Block, 1 Fortify, 1 Inspire. Lasts 6/7/8 Uses.

Updated version:

  • CHANGE - Block charges +6 the next 7/7/8 defense passive removed

  • CHANGE - Apply 9/10/11 Block, 1 Fortify, 1 Inspire

  • CHANGE - Targeting changed - Random hero > Hero with the lowest Block

Level 5 - Weapons Expert - Flat damage not enticing enough. Added Curse bonus for interesting multi-use gameplay.

Current Version:

  • All Damage done +7

Updated version;

  • NEW - All Curses applied +1 (except Disarm, Silence, and Doom)

  • NEW - Immune to Fatigue

Level 5 - Tireless > Armor Expert - Fatigue immunity moved to Weapons Expert (attack-oriented). Cost reduction feeds Well Trained synergy.

Current Version:

  • Energy Regeneration +1. Immune to Fatigue

Updated version:

  • RENAMED to Armor Expert

  • CHANGE - Immune to Fatigue moved to Weapons Expert

  • NEW - At start of turn, reduce cost of highest cost Defense card by 3 for the turn

ANDRIN

Starting Deck - Rupture doesn't fit the playstyle, gets countered by Ylmer. Tactical Thinking teaches choices.

  • Removed - 2x Rupture

  • Added - 1x Tactical Thinking, 1x Hunter's Mark

Starting Item - Ranger Armor (Purple) - Corrupted starter items are quite challenging to get, and it feels like they should have a commensurate payoff. This item will hopefully lend some support to Block based builds, which are enjoyable but under appreciated. This is the first in a hopefully long line of interesting corrupted starter items that help promote niche builds.

Current Version:

  • All Resistances +10%. Speed +2

Updated version:

  • NEW - Max HP added - +15

  • CHANGE - All Resistances increased - 10% -> 15%

  • NEW - When you apply Mark, gain 6 Block

Innate - Trailblazer - Fast stacking on an already fast hero Sharp conversion gives immediate damage value.

Current Version:

  • At the start of your turn, Gain 1 Fast.

Updated version:

  • NEW - If you already have Fast, gain 2 Sharp instead of stacking Fast

Level 2 - Maneuver - Maneuver is a very difficult to use enchantment, this change was made to offer some more consistent value for defensive minded Andrins. The bonus Block charges that persist for several turns make it easier for him to Block early in the run, and Taunt makes it easier for him to use Evasion at higher Rank, as well as Riposte.

Current Version:

  • 0 cost, Vanish, Self. [When you play a card] For each energy used: Draw 1. Gain 5/7/9 Block and 2 Evasion. Lasts 1 Use

Updated version:

  • NEW - Block +3

  • [When you play a card] For each energy used:

    • NEW - Gain 0/0/1 Taunt (unlocks at with Rank)

  • CHANGE - Block gain reduced - 9 -> 6

  • CHANGE - Uses increased - 1 -> 2/3/3 (scales with Rank)

  • NEW - Triggers once per turn

Level 2 - Wild Hunt - Wild Hunt was already an excellent enchantment, but it was quite hard for many players to use. Extending the duration by a turn makes it a bit easier to use and should allow Andrin to apply significantly more Mark.

Current Version:

  • 0 Cost, Vanish, Self. Mark charges +1/1/2. [When you play a card] For each energy used: Apply 1/2/2 Mark to a random enemy. Lasts 1 Turn.

Updated version:

  • CHANGE - Duration increased - 1 turn -> 2 turns

Level 3 - Ranged Mastery > Master Ranger - Differentiate from Sylvie. Energy refund + Powerful helps with identity.

Current Version:

  • At the start of your turn, reduce the cost of all Ranged Attacks in your hand by 1 until discarded.

Updated version:

  • Renamed to Master Ranger

  • CHANGE - Mechanic completely changed - Now refunds 1 energy and grants 2 Powerful when you play a Ranged Attack that costs energy (3 times/turn)

  • CHANGE - No longer reduces the cost of Ranged Attacks

Level 3 - Momentum > Finesse - Shift from Powerful to a unique Mark application theme to keep options open.

Current Version:

  • When you play a Melee Attack that costs Energy, refund 1 Energy and gain 1 Powerful

Updated version:

  • Renamed to Finesse

  • CHANGE- Powerful removed

  • NEW - Apply 1 Mark to a random enemy instead when playing a Melee Attack that cost energy and refund 1 Energy

Level 4 - Serrated Weapons - Baseline Sharp made viable without perks. Accessible for low Madness. This was changed primarily to make it feel better to play when you don’t have access to as many perks. You are still gaining roughly the same amount of Sharp, just doing it a bit faster.

Current Version:

  • 1 Cost. Vanish, Self. All Damage +3/3/4 [Damage with hit] Apply 4 Bleed and Gain 1 Sharp. Lasts 9/10/10 Uses

Updated version:

  • NEW - Sharp +1 baseline

  • CHANGE - Bleed increased - 4 -> 8/10/12 (scales with Rank)

  • CHANGE - All Damage scales with Rank- 4/4/5

  • CHANGE -Uses reduced - 10 -> 6

Level 4 - Riposte - Cost 0 improves accessibility. AoE Mark useful across all builds.

Current Version:

  • 1 Cost, Vanish, Self. Block Charges +8/9/10. [When you block] Deal 14/17/20 Piercing Damage and Apply 4 Mark (to the attacker). Lasts 4 Uses

Updated version:

  • CHANGE - Cost 0

  • CHANGE - Block charges reduced - 7 flat

  • CHANGE - Damage reduced - 6 flat

  • CHANGE - Damage type changed - Piercing > Slashing

  • CHANGE - Mark reduced - 4 -> 2

  • NEW - AoE (applies to all enemies)

  • CHANGE - Uses changed to - 6/7/8 (scales with Rank)

Level 5 - Marksmanship > Sharp Shooting - Rewards Ranged-heavy decks without overlapping Sylvie's static Sharp.

Current Version:

  • When you play a Ranged Attack, gain 2 Sharp.

Updated version;

  • Renamed to Sharp Shooting

  • CHANGE - Mechanic changed - Gain 1 Sharp for every 2 Ranged Attacks played this turn (previously flat +2 Sharp per Ranged Attack)

Level 5 - Mark For Death - Direct damage payoff benefitting from Powerful, Mark, and Sharp modifiers for synergies.

Current Version:

  • Mark +3

Updated version:

  • NEW EFFECT - When you damage an enemy, deal Slashing damage equal to their Mark charges (1 time/turn)

And that's it! Share your thoughts on the comments.

Source

Steam News / 26 April 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.