In this update15
Full notes
Full Stash: A Card Looter update
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What changed
- Events
- Gameplay
- Store
- Balance
- Fixes
- UI and audio
Stash: A Card Looter changes
STASH – SEASON 2 UPDATE NOTES
Welcome to Season 2 of Stash: A Card Looter! This update refines the core experience with faster runs, deeper strategies, and more ways to build your squad. Explore what’s changed across Nyveris below.
MAJOR GAMEPLAY CHANGES
New Run Structure
- Streamlined to 18 total battles for a more focused, tactical experience• 8 fights in the first region • 7 fights in the second region • 1 final King fight: a win or die challenge • 2 optional Mouse fights (quick start available from run 3 onwards)
Goal: Shorter, smoother progression without sacrificing strategic depth.
King Ghosts
The ghost decks of your Kings now earn your Leaderboard points until they are defeated and replaced by a new contender!
Souls – New Permanent Currency
Earned by retiring Heroes.
Souls can be spent to:
Unlock new starting deck options
Reroll Legendary Heroes from a chosen region
Occasionally purchase armor upgrades in towns
Souls carry over between runs.
Speed System Rework
The Speed value now represents the exact number of ticks between Hero turns.
Weapon speeds now range between 40 and 80, with total battle length at 1,500 ticks.
Designed for clearer pacing and smaller gaps between fast and slow weapons.
Health and Spell Progression
All Heroes now have higher hit points, supporting more defensive and control-based strategies.
All spells level up faster to match the shorter run length.
Increased focus on team synergy rather than pure value stacking.
Heal Efficiency
Now affects all effects that restore or increase Hitpoints, including spells from Meerkat, Crocodile, and Panda.
NEW AND UPDATED CONTENT
Unlockables
New Hero: Hedgehog
New Weapon: Fauchard
New Armor: Regeneration
New Relics: Several additions expanding build variety
Spells
Lynx now uses the former Gorilla spell (Chance to gain Victory Points).
Gorilla gains a new spell that reduces enemy Speed.
Bunny now heals allies in its row while increasing Spell Power.
Hippo now steals VP from the lowest health ally to heal himself.
RELICS
Reworks and Adjustments
Elemental Damage: buffed scaling and progression.
- Speed Buff for Slow Weaponsrebalanced for the new speed system.
- Heal Efficiencyadjusted for expanded effect scope.
- Crit Chance after Spellsignificantly increased.
- Mana on Stunremoved.
Retaliate: now triggers only on melee attacks.
New Relics
Poison on Stun – adds toxic synergy to control builds.
Slow Weapon Power – slow weapons now grant additional Spell Power.
ARMOR AND ATTRIBUTES
Armor attribute scaling adjusted to the new maximum rank of 18.
Minor buffs: Poison on Hit, Crit Chance, Hitpoints.
Minor nerf: Spell Power.
- Major reworkSpeed, to align with the new tick system.
HERO BALANCE CHANGES
Heroes have health classes that determine how high their health can roll. We are using those numbers to adjust their rolls.
| Hero | Changes |
|---|---|
| Squirrel | Energy cost increased to 4; Health reduced by 1 class; Slightly slower spell progression. |
| Badger | Minor improvement to spell progression. |
| Meerkat | Minor improvement to spell progression. |
| Lion | Energy cost increased to 4; significant nerf to spell scaling and value. |
| Deer | Health increased by 2 classes; spell value buffed. |
| Armadillo | Health reduced by 2 classes. |
| Bear | Minor improvement to spell progression. |
| Boar | Energy cost set to 4; minor nerf to spell progression. |
| Bull | Health increased by 2 classes. |
| Bat | Health reduced by 1 class; Energy cost reduced to 4. |
| Gecko | Buffed spell scaling and values; damage is now elemental. |
| Fox | Health increased by 2 classes; minor spell progression buff. |
| Chameleon | Health reduced by 1 class; spell scaling buffed. |
| Snake | Buffed spell value and progression. |
| Wolf | Buffed spell value and progression. |
| Panda | Health increased by 1 class; spell value and healing buffed. |
| Yak | Health reduced by 1 class. |
| Turtle | Health increased by 1 class. |
| Panther | Health reduced by 2 classes; slightly slower spell progression. |
WEAPON BALANCE CHANGES
| Weapon | Changes |
|---|---|
| Flail | Damage class reduced by 1. |
| Crook | Minor improvement to spell progression. |
| Staff | Spell progression buffed. |
| Sabre | Damage class increased by 1; Speed set to Slow; Resistance reduction can now go negative (targets take up to 100% more elemental damage); spell progression buffed. |
| Claws | Damage class increased by 1. |
| Guard | Damage/Defense class reduced by 1. |
| Scutum | Damage/Defense class increased by 2. |
| Cane | Damage class increased by 1. |
| Axe | Damage class increased by 1. |
| Dagger | Speed set to Fast. |
| Spear | Damage class reduced by 1; major improvement to spell progression. |
| Shield | Damage class increased by 1. |
| Slingshot | Damage class reduced by 1; major improvement to spell progression. |
| Elven Bow | Speed set to Slow; Damage class increased by 1; minor spell progression buff. |
| Crossbow | Speed set to Medium; Damage class reduced by 1; minor spell progression nerf. |
| Root | Speed set to Medium. |
| Warden | Speed set to Fast. |
QUALITY OF LIFE AND FIXES
Fixed an issue where enemy Heroes could not be hovered during combat.
Added an option to disable Screen Shake in combat settings.
Added a Stashed Card Overview during Loot selection.
CLOSING NOTES
Season 2 marks a major step forward for Stash. Runs are faster, spells grow stronger, and strategies are more distinct than ever. Roam the lands of Nyveris, master your Stash, and let chaos spread once more.
Source
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