In this update15
Full notes
Full Monastery update
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What changed
- Events
- Gameplay
- Fixes
- Compatibility
- Balance
- UI and audio
Monastery changes
New Features
Trophy System
Defeated bosses will reward you with trophies! Each trophy grants a unique ability to spice up your runs even further. There are 12 trophies to collect, and you can have up to 3 active at the same time.
Purchaseable & Switchable Character Backgrounds
Memory Shards can now be spent to unlock character backgrounds instead of switching between them. You can then freely switch between backgrounds in the Headquarters.
Quest System
You’ll now be able to take on quests! Each quest comes with conditions tied to the run and completing them earns you Bloodshards. Expect requirements like specific areas, gear limitations, and even penalties. Don’t feel like doing one right now? You can also lock quests to keep them for later.
Fixes and Updates
The quest and trophy systems have been added to the game.
Memory Shard rework: a Memory Shard unlocks the selected background, and afterward you can freely choose from all unlocked ones.
Player resurrection has been fixed, the Hydra and the Princess will no longer resurrect, and the victory screen will no longer appear incorrectly.
Fixed Build Up Spin: it now returns to your hand even if you trigger Heroic Strike twice in a row, not just on the first one.
For Retreat, the discard animation no longer waits for the Step animation to finish.
Compactor option 1 now gives 5 Bloodshards for 1 Scrap.
Golden Egg option 1 now gives 30 Shards.
Fixed the overflowing popup in card rewards.
On the Crossroads, the card count in the HUD now updates after every card reward.
Beta Wolf size increased (all variations).
Fast Reload particle is now yellow when you have Reload in hand.
Anger Management now costs 4.
Missing popup texts in backgrounds fixed.
Inventory backgrounds now also have their popup.
Updated trinket descriptions have been added.
On the Crossroads, Adaptation now also grants 2 card rewards.
Strider now works properly with Blocking Gale.
Point-Blank Shot now correctly receives damage bonuses from Stealth stacks.
Fixed an issue at the Crossroads where the bomb panel prevented using the torch to explore afterward.
Fixed the description on the Scry button popup.
Fixed Poison Bomb: it will no longer attempt poison doubling on Barricades.
- Save deletion fixeddeleting a slot that wasn't selected will no longer deactivate the active one, and selecting a new slot after deletion no longer causes an error.
Suppliers event's 2nd option now grants more Bloodshards
Disburden card draw has been fixed, it now also draws cards that give Armor on both sides
Quickdraw no longer draws cards that are not modified, while there are modified cards in the deck
Various UI updates
Balance and Changes
Guard Stance
No longer increases Armor gain; instead allows you to black behind you for half of your Block chance and grants 2 Armor on stack.
Sword
Swift Thrust: Crit Chance: 10% → 15%
Slam: Cost 2 → 1; Damage 20 → 12; applies Weakness only on Heroic Strike
- Build RageCost 2 → 1; Damage 15 → 12; reworked: no longer increases damage, instead guarantees Heroic Strike trigger on the next hit
Bleed Them Out: Bleeding 2 → 3
Battleborn: Damage 5 → 8
Aggression: Cost 0 → 1; Crit Damage 25% → 50%
Backing Blows: Damage 2 → 1; also applies Bleeding 1
Bloodfury: Damage 2/4 → 3/6
Vendetta: Crit Chance 2 → 5; no longer draws a card
Battle Fever: Power: 3 → 4; Crit Chance: 10% → 25%
Revenge: Cost 1 → 0
- Build Up Spinreworked; Costs 1, deals 10 Damage, gains +10 Damage per play, returns to hand on Heroic Strike
Berserk Strike: Damage 15 → 20
Anger Management: Gained Exhaust
- Finishing Blowreworked; restores Stamina on Crit
Shield
All base Shield Block chance increased by 5%
Roar: renamed to Bellow
Roughness: Damage 5 → 6
Highground: now also draws a card
Earthshaker: now also grants Armor on move
Weightsplosion: Damage: 5 → 8
Heavy Armor
Plate: start battles in Guard Stance; only 5 Weight cards start in discard
Plate upgrade reworked; now gives Weight cards +8 Thorns
Warden: Cost 4 → 3; Armor and Thorns 10 → 8
Pistol
Rifled Pistol rework: no more buff removal or push; on Reload grants a random modification from its pool (default: Tighten, Reinforce; later Balance, Lighten). Base ammo reverted to 3.
Tighten: Crit Chance: 25% → 50%
Rifled Pistol Upgrade (1): applies mods to every Shot in hand (not just 2); no longer gives a bomb
Rifled Pistol Upgrade (2): no longer gives ammo; first Reload each combat is free; Reload gives 2 random mods (duplicates possible)
Aim: Cost: 1 → 0
Hunting: Costr: 0 → 1; Crit Damage: 10% → 25%; now works on all enemies by default, doubles versus Marked
Bullseye: shooting an enemy at range ≥3 restores 2 stamina; at ≥6 restores 4
Barrage: Damage: 15 → 20
Gunslinger: no longer draws a card; Damage: 5 → 20
- Take Coverreworked; Steps and Reloads (fully reloads ammo even if partially loaded, and consumes your Reload cards)
Explosives: Cost: 2 → 1
Cannonball: Short-Ranged → Ranged
Hookshot: Damage: 30 → 35
Dagger
Poisoning Dagger: Applies 1 poison for every 4 Combo
Parrying Dagger : Block per Combo 3% → 4%
Parrying Dagger upgrade (2): cards don’t comsume Combo; Finishing Move Damage 2 → 3
Parry: Block 20% → 25%
Cascade: Combo gain 1 → 2
Poison Bomb: after applying Poison, rolls for Poison doubling on targets
Blade Flurry: Damage: 1 → 3; now triggers for every multistrike attack as well
In the Dark: Combo gain 3 → 4
Bladedance: Cleave → Melee; Multistrike 1; Damage: 10 → 8
Envenom: Poison and Weakness: 3 → 4
Killer Instincts: Combo gain 3 → 5
Trapper reworked; now gives +1 Focus
Daybreaker reworked; Draw 1. After every block, gain 2 combo for the next turn.
Adrenaline: Gives +1 Power per Momentum
Wasp reworked; Single target attack damage is increased by 1. Multistrike or Stealth attacks increase this bonus by +1 until the end of turn.
Phantom Strikes reworked; whenever you gain combo, a random enemy takes damage equal to combo gained
Deadly Throw reworked; no longer depends on being your last card; gains +1 Multistrike per Poisoned enemy; Damage: 8 → 3; Poison 2 → 3
Medium Armor
Hide armor: Entering a Stance instantly stacks it twice.
Leg Sweep reworked; only pushes by default; pulling if targeting the last enemy; triggers move effects twice
Retreat reworked; costs 1, moves twice in one direction, then exits your stance; if you were in a stance, it grants Block, Armor, and Protection
Trap: Damage: 3 → 5
Boons
Pistol Boons
Supply: Ammo: 1 → 2
Ape: Damage: 5 → 7
Shield Boons
- Instinctstacks with the reworked Guard Stance
Wrath: grants Retaliation at the start of every turn instead of the start of the battle
Earth: Retaliation 4 → 3; disables Stun resistance
Common Boons
Lore: Now triples the effect of your first Talent.
Element: Damage: 4 → 5; Crit Chance: 10% → 15%
Vision: Scouting Torch gain: 3 → 2
Crystal: Each trigger grants +3 Bloodshards at the end of the run
Relief: Now also Heals 1 whenever it triggers
Shrink: Reduces the cost of 2 Stamina cards by 1 and 3 Stamina cards' cost by 2, but decreases max Stamina by 1
Future Plans
We are planning two updates in Q1 2026: a new feature for the Forest region and the next piece of gear, the light armor set.
Source
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