Full notes
Full Hunt the Pale Gods update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
Hunt the Pale Gods changes
CARD BUFFS
- Colossal ImpactBase damage increased to 12 (0). Bigger bonks faster.
- ThunderstormCost reduced to 1 (2)
- To the DepthsCost reduced to 0. Deal 8 arcane damage 4 times. Exert 2. Lose 1 Stamina.
Riptide: Deal 5 damage 3 times (was 15 once)
Upheaval: Now can hit anywhere, as long as you destory a monolith next to you.
Glorious Light: Range 2: deal 8 arcane damage + 1 for every ritual played.
Fragment: Create 3 Cosmic Shards. Destory 2 random monoliths. Create 1 random monolith.
Borrowed Time: Now also enhances one (bigger turns = bigger cost)
- Chaos StormHits increased to 6 (5)
- Grand SchemeCost reduced to 2
Lantern Surge: Rework: Enemy skips next turn. Ignite self 5. Add a random anathema. No longer increases in cost.
- Pale EyesRework: Any range stagger 10. Ignite 5. Resonance 5: Enhance 2. Removed stamina cost.
Second Sight: Now also draws 1 card.
- SimulacrumBase cost reduced to 3 (4)
Void Beckons: Now additionally it triggers on ritual played: Causing 10 hp loss on enemy.
Waking the Fallen: Rework: Base damage 8 (10), every 2 shadows consumed increase the hits by 1. This means it scales better with Strength now.
Source
Changelog.gg summarizes and formats this update. How we read updates.
