Update log
Full Gold and Graves update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello. In this update, as previously announced, we are introducing the new Permanent Growth system, the 6-Star tier that makes low-tier mercenaries viable, and several additional changes and improvements.
Extracted changes
- Gameplay
- Events
- Balance
- Maps
- Fixes
- UI and audio
■ Permanent Growth Currency: Silver Coins
Silver Coins can now be obtained after battles, after boss fights, or through certain events. (In general, clearing up to the 3rd-floor boss will yield at least 50+ coins.)
Silver Coins can be used to permanently increase max HP, gold, capacity, and other stats.
You can unlock each hero’s base abilities and unique relic using Silver Coins.
Before entering a dungeon, you can add customized effects to your starting cards using Silver Coins.
Starting cards can now be upgraded up to level 99.
Cards and relics you have previously obtained can be recreated in town by spending Silver Coins.
■ 6-Star Mercenaries
Mercenaries can now be upgraded to 6-Star.
6-Star units are marked with a red star in battle. At this tier, all units—from 1st-floor to 3rd-floor sources—reach comparable levels of power.
Low-tier units (1st–2nd floor) gain a drastically increased stat boost when promoted from 5-Star to 6-Star. High-tier units gain power as well but with a smaller relative increase.
The lower the original tier of the unit, the more capacity it will require once promoted to 6-Star.
Promotion to 6-Star is available only under the following condition:
When clearing the final boss on Ascension 2 or higher, one of your 5-Star mercenaries is randomly promoted to 6-Star.
■ Boss Reward Improvements
Defeating a boss can now grant one of the following rewards:
Promote a random ally by +1 Star
Remove Danger (Threat level)
Obtain a high-tier relic (The 1st-floor boss grants the hero’s unique relic once unlocked.)
Obtain Silver Coins
※ Due to the strengthened boss rewards, the base Danger reduction options have been decreased.
■ Balance Adjustments
● Capacity Increases (for extremely strong no-risk “Cast on Draw” cards)
Lucky Break: Capacity 12 → 70
Cheating: Capacity 12 → 60
Ethereal Shield: Capacity 12 → 60
Water Drop Bomb: Capacity 8 → 30
Ember Scatter: Capacity 6 → 20
Unfair Advantage: Capacity 12 → 50
● Targeting Adjustments
Some units that apply buffs or debuffs now target areas instead of single targets.
● Card Number Adjustments
Assassinate
[Scar] 10/15 → 5/7
Draw 2/3 cards → 1/2 cards
Shield Slam / Shield Push
Damage 1/2 times → 1/1 time
Cost 1/1 → 2/1
Third Hand
Cost 1/1 → 2/2
The granted [Conversion] no longer gives Armor to the player.
Echo of Prayer
[Resonance] 2/3 → 1/1
Cost 2/1 → 3/2
● Map Event Adjustments
The frequency of enemy nodes has been increased to prevent excessive appearances of upgrades, engravings, and bank nodes.
■ New Content
Ascension 6 unlocked
New mercenaries added
New unique relics added
■ Bug Fixes
Fixed an issue where units would not die at 0 HP when affected by “Mortal.”
Fixed an issue where the capture cost of 1-Star and 2-Star units differed by a factor of two.
We also planned to add two new classes and additional Silver Coin growth features, but continuous bugs during development prevented them from being included in this update. They will be added soon in a follow-up update.
Thank you.
Fixed a bug where a hero’s unique relic could appear as a reward from defeating regular elites.
Due to a bug, the “detailed view” toggle in the relic selection UI will be
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