Update log
Full Gold and Graves update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone, In this update, we’ve implemented system changes, a new difficulty mode, mercenary enhancements, card and relic rebalancing, and several new content additions based on your feedback. The introduction of Ascension Mode, the new star-rank system for monsters, and major adjustments to cards and relics will give you more strategic choices and a refreshed gameplay experience.
Extracted changes
- Gameplay
- Balance
Difficulty
(New) Ascension Mode is now available after clearing Nightmare difficulty! Ascension has 5 levels in total, with stronger enemies and additional penalties applied to players.
Players who have already cleared Nightmare and possess the “Medal of Honor” relic will automatically unlock Ascension 1 upon logging in.
Mercenaries
Sleep debuff has been adjusted:
High-tier monsters (appearing from floor 3 onward, e.g., Earthshaker Giant, Court Knight, Fire Dragon) now start with 1 stack of Sleep from floor 1.
All other mercenaries are no longer affected by Sleep. (e.g., Centipede, Witch, Demon are now free from Sleep.)
New: Star Ranks
Monsters can now spawn with star ranks.
On Nightmare and below: very low chance for 1-star monsters.
From Ascension: monsters may spawn with 0–5 stars depending on stage.
When captured, monsters lose 1 star (1-star monsters remain 1 star).
Capture cost = star rank × base cost (doubled for Elites).
Monsters can be upgraded in the Engraving Shop by spending gold.
Upgrade cost = star rank × base cost ÷ 2.
Higher star rank permanently increases base pattern stats and passive stacks. (Elites gain additional stacks.)
Cards
Cycle of Life: Max HP 9/15 → All allies gain 2/3 HP.
Creation – Wisdom: Gain 6/8 Arcane → All allies gain 3/4 Arcane.
Creation – Cunning: Gain 5/7 Mana → Gain 5/6 Mana.
Tome of Knowledge: Gain 2/3 Arcane → All allies gain 1/2 Arcane.
Clear Mind: Gain 5/10 Meditation → Backline allies gain 3/4 Meditation.
World Tree Leaf: Grant 5/8 Earth’s Blessing → Frontline allies gain 2/3 Earth’s Blessing.
Boost Vitality: Grant 2/3 Taunt, 5/7 Strength → Frontline allies gain 1/2 Taunt, 2/3 Strength.
Hero’s Legacy: Grant 3/5 Arcane, Strength, Sturdy and 10/15 Block → Frontline allies gain 1/2 Strength, 1/2 Sturdy, 2/3 Taunt. Backline allies gain 2/4 Arcane, 1/2 Stealth.
Wreathe in Flame: Target ally gains Block equal to Burn stacks → All allies gain Block equal to Burn stacks.
Consecration: Grant 2/3 Arcane and draw 1 → Target row gains 3/4 Arcane.
Cost 1/1 → 2/1.
Berserk: Grant 5/8 Strength and draw 2 → Target row gains 4/7 Strength.
Snowflake: Apply 9/14 Freeze → Target area (circle) receives 9/14 Freeze.
Resolute Heart: Grant 3/5 Sturdy and draw 1 → Target row gains 2/3 Sturdy.
Stroke of Luck: Gain 1/2 Mana and draw 2 → Gain 1 Mana and draw 1/2.
- NoteStroke of Luck and other draw-on-cast cards were overwhelmingly optimal, so their efficiency has been reduced.
(New) Palisade: Frontline allies gain 2 Taunt and 2/3 Sturdy.
Relics
Dark Horn: Grant 3 → 4 Arcane to stealthed units.
Charged Necklace: Previously dealt 10 damage per Lightning ally if 2+ present → Now grants Overvoltage 1 to all allies if 3+ Lightning allies present.
Thorned Vines: Apply 3 → 4 Wound.
Bloodied Claws: Previously healed based on stacks → Now, at battle start, all Wind allies gain 2 Pierce.
Pyramid of Charge: Previously gained Arcane from stacks → Now, all Lightning allies gain 1 Calm at battle start.
- DiamondPreviously added Block + Undying → Now, all Earth allies gain Block equal to max HP at
Source
