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4 New cards for Elaria
Corrosion/ Spiritual Corrosion- She can help bring down the enemies shields for her non-piercing spirits.
Energy Channeling - an additional way to increase her summons’ damage
Devout Oath - an additional way to increase her summons’ faith
Elaria’s major changes
Spirits’ starting faith equals its summoning cost, e.g. Wolf Spirit now starts with 2 faiths when being summoned. This is a bigger change than it sounds to be, as it affects multiple strategies, it also makes the battle flow a bit smoother.
Spirits won’t lose Faith if there is no target for them to attack during their turn. e.g. when all the undead enemies are yet to revive.
The art of multiple cards has been updated to create a visual connection among those with similar abilities.
Difficulty balancing affecting all characters
Most enemies start with at least a bit of shield. Those that have just added a starting shield will now have less HP
Overall difficulty increased slightly, as the additional enemy shields increase the need to consider incorporating previously less used cards into different strategies.
Easy mode also become slightly less easy.
Elaria’s cards changes
Spirit summon cards
Fox - +1 and +2 version strengthened
Whelp - +2 version slightly weakened
Wolf/ Wyrm - start with 2 faiths but damage decreased
Bee - lower rarity, start with 2 faiths, upgraded version slightly improved
Devout Calling - will only summon attack type spirits, cost dropped to 0, consumes less HP
Spirit boost cards
Spiritual Offering - Cost decreased to 0 but slightly weakened
Spirits Maelstrom - Cost decreased to 1, removed Consume condition, able to upgrade to +2.
Spiritual Might - Damage increased
Selfless Faith - Will only give 2 fatigue cards
Summoner’s focus - cost dropped to 0
Healing cards
Minor mend - heal power slightly decreased
Mend - base version heal power decreased, +2 version heal power increased
Miracle Mend - Cost decreased to 1, base version heal power decreased, +1 and +2 version heal power increased
Ascension - Cost decreased to 0, heal power greatly increased
Ancient Ritual - both Max HP increase and heal power improved
Healer Focus - cost dropped to 0
Debuff dealing cards
Weakening Ray - Cost decreased to 0 but will deal less weak
Wither - Will give only 1 fatigue card
Divine Bondage - base and +1 version slightly weaken
Infliction/ Minor Infliction/ Greater Infliction - will deal less feeble
Summoner’s Bane - Strengthened, removed Consume condition
Judgement - Rarity dropped to 2
Others
Purify - Cost decreased to 1. It will no longer give fatigue cards, and it will also deal shield damage to enemies on top of removing undead effects. Consume condition added. Can be upgraded up to +2.
Cleansing Rite - Rarity increased to 3
Celestial Beam - Change from damage to shield damage, multiplier increased, consume condition removed, able to upgrade to +2
Finally, bug fix log
Incorrect enemy count in the final winning screen in an edge case - fixed
Incorrect card name displayed for upgraded version of Double Slash - fixed
Incorrect tooltip for the merchant in the map - fixed
“Unlock all animation” achievement not triggering in some edge cases - fixed