In this update15
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Full Across the Obelisk update
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Repeated intro
Hey everyone!
What changed
- Gameplay
- Performance
- Balance
- Events
- Fixes
- UI and audio
Across the Obelisk changes
Thank you all for your feedback! We have made some changes to Andrin and Magnus and have heard that some of you would prefer to play with them in their original designs. Well, good news: you can! We have added a Classic/Reworked toggle to each of these characters so you can play with them as you prefer!
While the current patch has been in development and testing for a long time, we have made significant under-the-hood changes to enable future development and optimization. This means, in no unclear terms, that we might not have been able to find all the bugs, so please let us know if you find something that does not seem to work and report it on our Discord. Much appreciated!
You can also follow us on X.
Shattered Remnant - a new Story Pack for Across the Obelisk is out now!
Included Content:
A New Act 4 Path
Explore a dark, broken region filled with echoes, spirits, and forgotten remnants.
Adaptive Enemy System
Enemies respond to your deck, gaining resistance to your strongest damage types and weakening your curse strategies.
New Hero: Althea
A spellcaster who manipulates discard piles and chains powerful Echo Spell effects across turns.
New Gameplay Mechanics
Master the Echo Spell card type, Resurge enchantments, and the Resonance aura.
New Enemy Types and Bosses
Face enemies that mirror your heroes, steal auras, and adapt to your playstyle, culminating in the battle against the Withered Soul.
Narrative-Driven Events
Encounter the Necropolis of Knowledge, Tomb of the First Hero, and Mirror of Regret, each offering meaningful choices and rewards.
New Companion: Ashling
A spirit cat that casts Mind Shard cards and increases Mind and Dark resistance.
New Cards, Items, and Enchantments
Expand your builds with Echo-based mechanics and Mind-focused strategies.
Along with this new Story Pack, there is also a Free Patch that includes a large amount of changes to the game, let’s look at the Patch Notes:
AtO 1.7.6 Release Notes
Bugfixes
Nyrada's option Campsites in Obelisk Challenge mode is fixed
Mysterious Throne event gives correct Shadowbound version
Possible visual with Phantom Greaves fixed
Nyrada's interaction with the hydra updated
Fists of the Damned deals damage based on current HP
Achievements granted when auras applied to enemies updated
Tooltip for Reveal updated
Sleep doubling curses properly
Nyrada's Mind Collapse reduction updated
Multiple card generation desync fixed
Pet targeting player character instead of enemy updated
Tooltip for Burn is correct when Laia has Righteous Flame
And now back to the Magnus and Andrin rework...
While we have received feedback over the reworks and adjusted things, we are going to actively look at how these heroes are used and will make further improvements to them!
MAGNUS REWORK
Starting Deck
Removed - 2x Rend
Added - 2x Precise Strike
Captain's Howl:
Current Version:
0 cost, Vanish. Apply 1/1/1 Slow and 1/2/3 Vulnerable to all monsters.
Reworked Version:
0 cost, Vanish. Apply 1/2/2 Slow and 2/2/3 Vulnerable to all monsters.
Innate - Well Trained
Current Version:
At the start of combat, gain 2 Reinforce
Reworked Version:
At the start of the combat gain 2 Reinforce. When you play a 0 cost Attack, Spell, or Defense, cast it again (1 time/turn).
Level 2 - Wolf Guard:
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.
Reworked Version:
1 Cost, Targets Any Hero. All Resistances +15/15/15%. [Damaged by others] Gain 20/23/25 Block and 1 Reinforce. Lasts 4 Uses
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.
Reworked Version:
0 Cost, Vanish, Self. [When you play a Melee Attack] Reduce the cost of 1 highest “Melee Attack” in your hand by 4 until discarded. Suffer Fatigue 2/1/0 Last 1 use
Level 3 - Defense Mastery, Offense Mastery
Reworked Version: added two new traits that mimic Offense Mastery and Defense Mastery: “Offensive Training” and “Defensive Training” Offensive training: At the start of your turn, reduce the cost of the "Melee Attack" cards in your hand by 1 until they are discarded. Well Trained can activate one additional time each turn.
Defensive training: At the start of your turn, reduce the cost of the "Defense" cards in your hand by 1 until they are discarded. Well Trained can activate one additional time each turn.
Level 4 - Thunderclap
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 Spark to all monsters. Lasts 1 Use.
Reworked Version:
1 Cost, Vanish, Self. All Damage + 175/200/225 % [When you play an Attack] Deal 24 Lightningdamage and apply 12 Spark to all monsters. Lasts 1 Use.
Level 4 - Valiant Defender
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.
Reworked Version:
1 Cost, Vanish, Self. [When you play a Defense] Apply 9/10/11 Block, 1 Inspire, 1 Fortify to the lowest Block Hero. Lasts 6/7/8 Uses.
Level 5 - Weapon Expert
Current Version:
All Damage done +7
Reworked Version:
All Damage done +7. All Curses +1 (except Disarm, Silence, and Doom). Immune to Fatigue.
Level 5 - Armor Expert
Current Version:
Energy Regeneration +1. Immune to Fatigue
Reworked Version:
Energy Regeneration +1. At the start of your turn, reduce the cost of the highest-cost “Defense” card in your hand by 3 this turn.
ANDRIN
Starting Deck
Removed - 2x Rupture
Added - 1x Tactical Thinking, +1x Hunter's Mark
Starting Item - Ranger Armor
Current Version:
All Resistances +10%. Speed +2
Reworked Version:
Max HP +10. All Resistances +10%. Speed +2. [When you apply Mark] Gain 6 block.
Innate - Trailblazer
Current Version:
At the start of your turn, Gain 1 Fast.
Reworked Version:
At the start of your turn, Gain 1 Fast. If you already have Fast, Gain 2 Sharp.
Level 2 - Maneuver
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.
Reworked Version:
0 cost, Vanish, Self. +3 Block Charges. [When you play a card (1 time/turn)] For each energy used: Draw 1. Gain 6 Block, 2 Evasion and 0/0/1 Taunt. Lasts 2/3/3 Uses.
Level 2 - Wild Hunt
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.
Reworked 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. Destroy at the start of the turn: 2 turns
Level 3 - Master Ranger
Current Version:
At the start of your turn, reduce the cost of all Ranged Attacks in your hand by 1 until discarded.
Reworked Version:
When you play a “Ranged Attack” that costs Energy, refund 1 and gain 1 Powerful. (3 times/turn)
Level 3 - Finesse
Current Version:
When you play a “Melee Attack” that costs Energy, refund 1 Energy and gain 1 Powerful
Reworked Version:
When you play a “Melee Attack” that costs energy, refund 1 and apply 1 Mark to a random enemy
Level 4 - Serrated Weapons
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
Reworked Version:
1 Cost, Vanish, Self. All damage +4/4/5. Sharp Charges +1. [Damage with hit] Apply 8/10/12 Bleed and gain 1 Sharp. Lasts 6 Uses.
Level 4 - Riposte
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
Reworked Version:
0 Cost, Vanish, Self. Block Charges +7. [When you block] Deal 6 damage to all monsters, and apply 2 Mark. Lasts 6/7/8 Uses
Level 5 - Sharp Shooting
Current Version:
When you play a “Ranged Attack” gain 2 Sharp.
Reworked Version:
When you play a “Ranged Attack” gain 2 + X Sharp. (X = Ranged attacks played/2)
Level 5 - Mark for Death
Current Version:
Mark +3
Reworked Version:
Mark +3. When you damage an enemy, deal Slashing damage equal to their Mark charges (2 times/turn)
Here are the 12 cards that have been changed:
Detection
Detection Blue
Previous: 1 Cost, Uncommon, Skill, Vanish, Innate. Targets all Monsters. Apply 1 Mark, 1 Sight.
Changed: Mark +1, Sight +1.
Reworked: 1 Cost, Uncommon, Skill, Vanish, Innate. Targets all Monsters. Apply 2 Mark, 2 Sight.
Detection Purple
Previous: 1 Cost, Uncommon, Skill, Vanish, Innate. Targets all Monsters. Apply 2 Mark, 2 Sight.
Changed: Mark +1, Sight +3.
Reworked: 1 Cost, Uncommon, Skill, Vanish, Innate. Targets all Monsters. Apply 3 Mark, 5 Sight.
Rend
Rend White
Previous: 2 Cost, Uncommon, Melee Attack. Targets front Monster. Deal 5 Slashing Damage. Apply 8 Bleed.
Changed: Rarity Uncommon -> Common, Bleed +1.
Reworked: 2 Cost, Common, Melee Attack. Targets front Monster. Deal 5 Slashing Damage. Apply 9 Bleed.
Rend Blue
Previous: 1 Cost, Uncommon, Melee Attack. Targets front Monster. Deal 3 Slashing Damage. Apply 6 Bleed.
Changed: Rarity Uncommon -> Common, Bleed +2.
Reworked: 1 Cost, Common, Melee Attack. Targets front Monster. Deal 3 Slashing Damage. Apply 8 Bleed.
Rend Yellow
Previous: 2 Cost, Uncommon, Melee Attack. Targets any Monster. Deal 6 Slashing Damage. Apply 10 Bleed.
Changed: Rarity Uncommon -> Common, Bleed +1.
Reworked: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 6 Slashing Damage. Apply 11 Bleed.
Rend Purple
Previous: 1 Cost, Uncommon, Melee Attack, Vanish. Targets any Monster. Deal 7 Slashing Damage. Apply 11 Bleed.
Changed: Rarity Uncommon -> Common, Bleed +1.
Reworked: 1 Cost, Common, Melee Attack, Vanish. Targets any Monster. Deal 7 Slashing Damage. Apply 12 Bleed.
Rupture
Rupture White
Previous: 2 Cost, Common, Melee Attack. Targets front Monster. Deal 11 Piercing Damage. Apply 2 Bleed, 1 Slow.
Changed: Bleed +2.
Reworked: 2 Cost, Common, Melee Attack. Targets front Monster. Deal 11 Piercing Damage. Apply 4 Bleed, 1 Slow.
Rupture Blue
Previous: 2 Cost, Uncommon, Melee Attack. Targets front Monster. Deal 15 Piercing Damage. Apply 4 Bleed, 1 Slow.
Changed: Rarity Uncommon -> Common, Cost -1, Damage -3.
Reworked: 1 Cost, Common, Melee Attack. Targets front Monster. Deal 12 Piercing Damage. Apply 4 Bleed, 1 Slow.
Rupture Yellow
Previous: 2 Cost, Uncommon, Melee Attack. Targets any Monster. Deal 12 Piercing Damage. Apply 2 Bleed, 1 Slow.
Changed: Rarity Uncommon -> Common, Bleed +2, Slow +1.
Reworked: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 12 Piercing Damage. Apply 4 Bleed, 2 Slow.
Rupture Purple
Previous: 2 Cost, Uncommon, Melee Attack, Vanish. Targets any Monster. Deal 18 Piercing Damage. Apply 6 Bleed, 2 Slow.
Changed: Rarity Uncommon -> Common, Cost -1.
Reworked: 1 Cost, Common, Melee Attack, Vanish. Targets any Monster. Deal 18 Piercing Damage. Apply 6 Bleed, 2 Slow.
Aimed Shot
Aimed Shot Blue
Previous: 2 Cost, Common, Ranged Attack, No Vanish. Targets any Monster. Deal 16 Piercing Damage.
- ChangedAdded 2 Mark.
Reworked: 2 Cost, Common, Ranged Attack, No Vanish. Targets any Monster. Deal 16 Piercing Damage. Apply 2 Mark.
Aimed Shot Purple
Previous: 1 Cost, Common, Ranged Attack, Vanish. Targets any Monster. Deal 20 Piercing Damage.
- ChangedAdded 3 Mark.
Reworked: 1 Cost, Common, Ranged Attack, Vanish. Targets any Monster. Deal 20 Piercing Damage. Apply 3 Mark.
Far Shot
Far Shot White
Previous: 5 Cost, Rare, Ranged Attack, No Vanish. Targets back Monster. Deal 46 Piercing Damage. Apply 5 Bleed, 5 Mark.
- ChangedCost -1, added Vanish, target Back -> Any, damage changed to 21 + X, X = 4 x target Mark, Bleed -1, Mark -1.
Reworked: 4 Cost, Rare, Ranged Attack, Vanish. Targets any Monster. Deal 21 + X Piercing Damage. Apply 4 Bleed, 4 Mark. X = 4 x target Mark.
Far Shot Blue
Previous: 4 Cost, Rare, Ranged Attack, No Vanish. Targets back Monster. Deal 40 Piercing Damage. Apply 5 Bleed, 5 Mark.
- ChangedTarget Back -> Any, damage changed to 27 + X, X = 5 x target Mark, Bleed +3, Mark +3.
Reworked: 4 Cost, Rare, Ranged Attack, No Vanish. Targets any Monster. Deal 27 + X Piercing Damage. Apply 8 Bleed, 8 Mark. X = 5 x target Mark.
Far Shot Yellow
Previous: 5 Cost, Rare, Ranged Attack, No Vanish. Targets back Monster. Deal 52 Piercing Damage. Apply 7 Bleed, 7 Mark.
- ChangedCost -1, added Vanish, target Back -> Any, damage changed to 29 + X, X = 3 x target Sight, Bleed +3, Mark replaced with Sight +3.
Reworked: 4 Cost, Rare, Ranged Attack, Vanish. Targets any Monster. Deal 29 + X Piercing Damage. Apply 10 Bleed, 10 Sight. X = 3 x target Sight.
Far Shot Purple
Previous: 4 Cost, Rare, Ranged Attack, Vanish. Targets back Monster. Deal 52 Piercing Damage. Apply 7 Bleed, 7 Mark.
- ChangedCost -1, target Back -> Any, damage changed to 34 + X, X = 5 x target Mark, Bleed changed from flat 7 to X, Mark -2.
Reworked: 3 Cost, Rare, Ranged Attack, Vanish. Targets any Monster. Deal 34 + X Piercing Damage. Apply X Bleed, 5 Mark. X = 5 x target Mark.
Defend
Defend Blue
Previous: 1 Cost, Common, Defense. Targets self. Gain 17 Block.
Changed: Fortify +1.
Reworked: 1 Cost, Common, Defense. Targets self. Gain 19 Block, 1 Reinforce.
Defend Purple
Previous: 0 Cost, Common, Defense, Vanish. Targets self. Gain 19 Block, 2 Reinforce.
Changed: Fortify +1.
Reworked: 0 Cost, Common, Defense, Vanish. Targets self. Gain 19 Block, 2 Reinforce, 1 Fortify.
Precise
Precise Strike White
Previous: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 14 Slashing Damage.
Changed: Damage +2.
Reworked: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 16 Slashing Damage.
Precise Strike Blue
Previous: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 16 Slashing Damage. Apply 1 Bleed.
Changed: Damage +2, Bleed +2.
Reworked: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 18 Slashing Damage. Apply 3 Bleed.
Precise Strike Yellow
Previous: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 15 Slashing Damage. Apply 1 Slow.
Changed: Damage +2.
Reworked: 2 Cost, Common, Melee Attack. Targets any Monster. Deal 17 Slashing Damage. Apply 1 Slow.
Precise Strike Purple
Previous: 2 Cost, Common, Melee Attack, Vanish. Targets any Monster. Deal 18 Slashing Damage. Apply 2 Bleed, 1 Slow.
Changed: Damage +2, Bleed +2.
Reworked: 2 Cost, Common, Melee Attack, Vanish. Targets any Monster. Deal 20 Slashing Damage. Apply 4 Bleed, 1 Slow.
Intercept
Intercept Blue
Previous: 1 Cost, Common, Defense. Targets any Hero. Gain 14 Block.
Changed: Block -2, +6 Shield
Reworked: 1 Cost, Common, Defense. Targets any Hero. Gain 12 Block, 6 Shield
Intercept Purple
Previous: 0 Cost, Common, Defense, Vanish. Targets any Hero. Gain 16 Block, 1 Reinforce.
- ChangedBlock -8, added Chain 1.
Reworked: 0 Cost, Common, Defense, Vanish. Targets any Hero. Gain 8 Block, 1 Reinforce. Chain 1.
Guard
Guard White
Previous: 2 Cost, Uncommon, Defense. Targets any Hero. Gain 17 Block, 1 Fortify.
Changed: Rarity Uncommon -> Common.
Reworked: 2 Cost, Common, Defense. Targets any Hero. Gain 17 Block, 1 Fortify.
Tactical Thinking
Tactical Thinking Blue
Previous: 1 Cost, Rare, Skill, Innate. Targets self. Generates 3 cards from Detection, Song of Celerity, Vigilance.
- ChangedGenerated cards changed to Blue versions.
Reworked: 1 Cost, Rare, Skill, Innate. Targets self. Generates 3 cards from Detection A, Song of Celerity A, Vigilance A.
Tactical Thinking White
Previous: 2 Cost, Uncommon, Defense. Targets any Hero. Gain 17 Block, 1 Fortify.
Changed: Rarity Uncommon -> Common.
Reworked: 2 Cost, Common, Defense. Targets any Hero. Gain 17 Block, 1 Fortify.
Heavy Strike
Heavy Strike Blue
Previous: 3 Cost, Common, Melee Attack. Targets front Monster. Deal 27 Blunt Damage. Apply 1 Crack. Draw 1 card.
- ChangedCost -1, added 1 Fatigue, +2 Crack
Reworked: 2 Cost, Common, Melee Attack. Targets front Monster. Deal 27 Blunt Damage.Suffer 1 Fatigue, Apply 3 Crack. Draw 1 card.
Heavy Strike Purple
Previous: 2 Cost, Common, Melee Attack, Vanish. Targets any Monster. Deal 27 Blunt Damage. Apply 3 Crack. Draw 1 card.
- ChangedCost -1, added 1 Fatigue, Crack -2, -4 Damage
Reworked: 1 Cost, Common, Melee Attack, Vanish. Targets any Monster. Deal 23 Blunt Damage. Apply 1 Crack, 1 Fatigue. Draw 1 card.
Sneak Peek
Sneak Peek White
Previous: 0 Cost, Common, Skill, No Vanish. Requires Stealth. Targets any Monster. Apply 3 Sight, 1 Mark. Gain 1 Stealth.
Changed: Sight +1, Mark +1.
Reworked: 0 Cost, Common, Skill, No Vanish. Requires Stealth. Targets any Monster. Apply 4 Sight, 2 Mark. Gain 1 Stealth.
Sneak Peek Blue
Previous: 0 Cost, Uncommon, Skill, No Vanish, Innate. Requires Stealth. Targets any Monster. Apply 4 Sight, 2 Mark. Gain 1 Stealth.
Changed: Stealth +1.
Reworked: 0 Cost, Uncommon, Skill, No Vanish, Innate. Requires Stealth. Targets any Monster. Apply 4 Sight, 2 Mark. Gain 2 Stealth.
Sneak Peek Yellow
Previous: 0 Cost, Uncommon, Skill, Vanish. Requires Stealth. Targets any Monster. Apply 4 Sight, 3 Mark. Gain 2 Stealth.
Changed: Sight +1, Mark +1, Stealth +1.
Reworked: 0 Cost, Uncommon, Skill, Vanish. Requires Stealth. Targets any Monster. Apply 5 Sight, 4 Mark. Gain 3 Stealth.
Sneak Peek Purple
Previous: 0 Cost, Uncommon, Skill, Vanish, Innate. Requires Stealth. Targets any Monster. Apply 4 Sight, 3 Mark. Gain 3 Stealth.
Changed: target Any Monster -> All Monsters, Sight +1, Mark +1.
Reworked: 0 Cost, Uncommon, Skill, Vanish, Innate. Requires Stealth. Targets all Monsters. Apply 5 Sight, 4 Mark. Gain 3 Stealth.
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