Patch Notes for the Launch Update were recently made available here:
As always, there are a number of undisclosed changes that are not detailed in the patch notes. In this case, the number of things not discussed is huge, including wholesale changes to Gear and Spells. Here are the things I’ve identified so far (to be updated as more details emerge):
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XP nerfed (25% of pre-update amount, includes loot tickets) THIS IS HUGE - HOW DOES IT NOT GET MENTIONED AND EXPLAINED EDIT 3/6/22 - A possible reason here
Today's Update Patch Notes - #105 by Sibelios -
Barrier - 50% damage reduction instead of 100%
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Regen now appears to do 5% recovery each turn (recover 5% of max Life each turn); an improvement
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There appears to be a Max of 43 unique minions now, but no information about what the 3 new unique minions are or where they are found
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New Daily Shop Bundle: 1x Silver Key, 3x Wooden Key for 1,000 Gold
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New Once a Week Shop Bundle: 1x Random Crystal for 300 Gems, 3 available (the old option was 1x Random Crystal for 500 Gems, 1 available)
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Eveline Crafting Cost Changes
- Get a Random Tier I Relic: Cost Reduced - Was 200 Gems, 75 Ore; Now 500 Gold, 75 Ore
- Exchange Tier I Relic: No Change
- Upgrade Tier I Relics to Get a Random Tier II Relic: Cost Reduced - Was 400 Gems, 150 Ore; Now 100 Gem, 150 Ore
- Exchange Tier II Relics: No Change
- Upgrade Tier II Relics to Get a Random Tier III Relic: Cost Reduced - Was 1,000 Gems, 500 Ore, 1 Eveline Crystal; Now 250 Gems, 500 Ore, 1 Eveline Crystal
- Exchange Tier III Relics: No Change
- Upgrade Tier III Relics to Get a Random Tier IV Relic: Cost Reduced - Was 2,000 Gems, 1,000 Ore, 3x Eveline Crystal; Now 500 Gems, 1,000 Ore, 1x Eveline Crystal
- Exchange Tier IV Relics: Cost Reduced - Was 5,000 Gold, 1,500 Ore, 3x Eveline Crystal; Now 5,000 Gold, 1,500 Ore, 1x Eveline Crystal
Gear Changes - listed alphabetically
(no mention was made of the fact that virtually every Gear piece was adjusted in some manner; these I feel are the most important or had the most material changes):
Bloodfang
- Bloodfang Breastplate - similar nerf as Serpentine Belt
Before: Create 2/3/4/5 Blue Gems when hit with melee damage
After: Create 1/1-2/1-3/2-3 Blue Gems instead
Bone
- Bone Leg Armor - significant buff
Before: Gain +10/20/30/40 Armor when matching Skulls
After: Gain 1%/1.5%/2%/2.5% of your starting Armor when matching skull gems - Bone Pendant - significant buff
Before: Gain +10/20/30/40 Resistance when matching skulls
After: Gain 1%/1.5%/2%/2.5% of your starting Resistance when matching skull gems - Bone Ring - a modest nerf to an item already nerfed once before
Before: Gain 2/3/4/5 Start Mana for each skull on the board at the start
After: Gain 1/2/3/4 Start Mana instead - Bone Sickle - significant nerf
Before: When creating big Gem via a match, also create a Skull Big Gem +5 larger (max X)
After: When creating a big gem via a match, there is also a 10/20/30/40% chance to create a Big III Skull Gem
Dragonguard
- Dragonguard Breastplate - significant buff; really great early level option
Before: Gain 25/50/75/100 Armor for each different color piece of armor
After: Gain 3%/4.5%/6%/7.5% Armor for each different elemental type of armor you are wearing - Dragonguard Helm - one of the most significant nerfs, 83% mana reduction
Before: Each spell gains 6/12/18/24 starting mana for every unique spell color equipped After: gains 1/2/3/4 starting mana instead - Dragonguard Pauldrons - significant buff; really great early level option
Before: Gain 25/50/75/100 Resistance for each different color accessory
After: Gain 3%/4.5%/6%/7.5% Resistance for each different elemental type of accessory - Dragonguard Tome - significant nerf; ~50% reduction in utility
Before: Add 5%/10%/15%/20% of Power to mastery
After: Add 4%/6%/8%/10% instead
Dwarven
- Dwarven Boots - change from flat stat to % stat increase; significant buff
Before: Gain +10/25/40/55 Armor when you make 5+ matches in a turn
After: Gain 2%/3%/4%/5% of your Starting Armor instead - Dwarven Hammer - very significant nerf for an item that was already nerfed before
Before: 30%/40%/50%/60% chance to stun enemey for 1 turn when matching Big V gem or above (used to be 30%/50%/70%/90%)
After: There is a 10%/15%/20%/25% chance to stun enemy for 1 turn when matching Big V or above - Dwarven Necklace - significant nerf
Before: 10/20/30/40% chance to create a Barrier when matching a Big III Gem or above
After: 4/8/12/16% chance instead - Dwarven Pauldrons - overall buff but a niche use item
Before: 10%/20%/30%/40% chance to gain 50 Resistance when taking Fire Damage
After: Gain 10%/15%/20%/25% of your starting Armor when taking Fire Damage - Dwarven Ring - significant nerf that gets worse at higher levels
Before: 20/40/60/80% chance to create a Big IV red gem when matching red gems
After: 10/15/20/25% chance instead
Elven
- Elven Boots - Significant nerf, ~60% mana reduction
Before: Add 10/15/20/25 green and yellow mana when making 5+ matches in a turn
After: Add 4/6/8/10 green and yellow mana when making 5 or more matches in a turn - Elven Charm - Significant nerf, 60% mana reduction
Before: Add 10/15/20/25 red and yellow mana when casting a spell
After: Add 4/6/8/10 red and yellow mana instead - Elven Owl Helm - Significant nerf, 60% mana reduction and more importantly, an increased Big Gem requirement
Before: Add 10/15/20/25 purple and blue mana when matching a Big Gem III or above
After: Add 4/6/8/10 purple and blue mana when matching a Big Gem IV or above - Elven Ring - significant nerf; 60%+ reduction in benefit
Before: Add 10/15/20/30 red and blue mana when you score a critical hit
After: Add 4/6/8/10 red and blue mana when you score a critical hit
Esgaard
- Esgaard Bandolier - Significant nerf
Before: Convert 1/2/3/4 gems to Skulls when casting a spells
After: Convert 1/1-2/1-3/2-3 gems to Skulls instead - Esgaard Flail - Significant nerf
Before: Create 2/3/4/5 Skulls when matching gems
After: Create 1/1-2/1-3/2-3 Skulls after matching gems
Firewalker
- Firewalker Ring - 75% reduction in utility; now random
Before: Create 1/2/3/4 red gem(s) every turn
After: There is a 25% chance to create 1/2/3/4 red gems every turn
Guard
- Guard’s Broadsword - change from flat stat to %stat bonus; slight buff for higher level players
Before: Gain +10/20/30/40/ Power when matching gems
After: Gain 1%/1.5%/2%/2.5% of your Starting Power when matching gems - Guard’s Armor - change from flat stat to %stat gain; significant buff
Before: Gain 10/20/30/40 Armor when matching 5 or more gems
After: Gain 2%/3%/4%/5% of your Starting Armor when matching 5 or more gems in one match - Guard’s Gloves - small buff
Before: Gain 1%/2%/3%/4% Crit chance when matching 5 or more gems in one match
After: Gain 2%/3%/4%/5% Crit chance instead
Jeweled
- Jeweled Gauntlets - small nerf
Before: Deal 10%/20%/30%/40% bonus damage to Blinded enemies
After: Deal 8%/16%/24%/30% bonus damage instead - Jeweled Pants - significant buff
Before: Add 2/4/6/8 to Armor when you create a big yellow gem
After: Gain 1%2%/3%4% of your starting Armor when you create a big yellow gem - Jeweled Tower - significant nerf
Before: Create 2/3/4/5 yellow gems when I block
After: Create 1/1-2/1-3/2-3 yellow gems instead
Night
- Night Band - significant nerf
Before: Gain 5/10/15/20% Dark Damage Bonus when matching 4 or more purple gems in one match
After: Gain 2/3/4/5% Dark Damage Bonus instead - Night Wand - significant buff
Before: Gain +2/+4/+6/+8 to all starting mana when facing enemy
After: Gain +6/+9/+12/+15 to all starting mana when facing enemy
Royal
- Royal Leggings - change from flat stat to % stat increase; significant buff
Before: Gain +20/+30/+40/+50 Armor when matching Big V+ Gem
After: Gain 2%/3%/4%/5% of your Starting Armor when matching a Big V+ Gem - Royal Longsword - equates to ~50-80% reduction in utility
Before: Add 30/60/90/120 Power when matching 5 or more of the color aligned gem in a match
After: Add 2/3/4/5% of your Starting Power instead when matching same
Runic
- Runic Belt - buff at higher player levels
Before: Add +2/4/6/8 to a mastery when you match a big gem of that color
After: Add 1%/2%/3%/4% of its starting value to a mastery when you match a big gem of its color - Runic Mace - modest nerf
Before: Add 10%/20%/30%/40% of Mastery to Power
After: Add 10%/15%/20%/25% of Mastery to Power - Runic Ring - a modest nerf to an item already nerfed once before
Before: Gain +2/3/4/5 mana to your Ultimate Spell when matching a Big Gem
After: Gain +1/2/3/4 mana instead
Savior
- Saviors Helm - one of the most significant nerfs, period. Still useful though
Before: Create 2/3/4/5 Big V Gems at the start of battle
After: Create 1/2/3/4 Big III Gems at the start of battle - Savior Pants - change from flat stat to % stat gain; very significant buff against enemies elemental casting
Before: Gain +10/+20/+30/+40 Resistance when casting a spell
After: Gain 2%/3%/4%/5% of your Starting Resistance when casting a spell - Savior Shield - very significant nerf; 70% reduction to chance for barrier (which is now 50% instead of 100% damage mitigation)
Before: 10%/20%/30%/40% chance to gain Barrier, when taking melee damage
After: 3%/6%/9%/12% chance to gain Barrier, when taking melee damage
Serpentine
- Serpentine Belt - 50% reduction in mana utility
Before: Create 2/3/4/5 green gems at the start of your turn if the enemy is poisoned; After: Create 1/1-2/1-3/2-3 green gems instead - Serpentine Maul - significant buff
Before: +10/+20/+30/+40 damage for each gem on the board
After: +1%/2%/3%/4% to melee damage for each gem on the board - Serpentine Pants - very significant buff
Before: Gain 5/10/15/20 Armor the when you cast a green spell
After: Gain 6%/8%/10%/12% of your starting Armor when you cast a green spell - Serpentine Pauldrons - significant buff
Before: 10%/20%/30%/40% chance to cause poison when taking damage
After: There is a 35%/50%/65%/80% chance to cause poison when taking damage instead
Warlord
- Warlord’s Mantle - a modest nerf, but gets worse as the item gets better
Before: Reflect back 10/20/30/40% of melee damage
After: Reflect back 8/12/16/20% instead - Warlord’s Mask - significant nerf; 70% reduction in utility
Before: Upgrade a big gem by 1/2/3/4 at the start of my turn
After: There is a 30% chance to upgrade a big gem by +1/2/3/4 instead - Warlord’s Wrap - change from flat stat to % stat increase; significant buff
Before: Gain +1/2/3/4 Power when matching skulls
After: Gain 1%/2%/3%/4% of your starting Power when matching skull gems
Actually almost all but 10 spells were reworked and in a few cases spells were replaced entirely.
Spell Changes - grouped by class and then listed alphabetically; for reference:
- % chance and numerical effect ranges are based on spell level and rarity
- X is a variable amount based on Power, Mastery, and spell level (some spells further modified by Heal modifier)
Ultimate Spells
- Ultimate spell costs for all classes increased to 70/55/40 from 60/50/40 before
- Berserker - Ultimate Gem effect has been nerfed
Before: Gain Fire Mana, Explode, destroying all surrounding Gems, and grant Barbaric Rage for 2 Turns
After: Gain Fire Mana, Explode, destroying all surrounding Gems, and grant Barbaric Rage for 1-2 Turns - Necromancer - Ultimate Gem effect has been nerfed
Before: Create 2-4 Skull Gems on the board, then Destroys itself
After: Create 2-3 Skull Gems on the board, then Destroys itself - Shaman - Ultimate name changed from Ancestral Blight to Good JuJu
General Spells
- Burning Hands - Mana cost increased +10, from 125 to 135
- Channel Darkness, Fire, Ice, Light, Poison - Mana cost increased +25, from 110 to 135; negative status effect chance increased
Before: 50%-75% chance to Hex, Burn, Freeze, Blind, or Poison the enemy (based on spell color)
After: 60%-110% chance instead - Cloudkill - Mana cost increased +10, from 110 to 120; nerf to skull creation chance
Before: 25%-75% chance to create 4 skulls
After: 25%-50% chance to create 4 skulls - Consume Souls - Mana cost increased +40, from 60 to 100; heal chance buffed, but heal amount nerfed. Heal ability is still bugged as far as I know
Before: 20%-45% chance to heal 5% per skull removed
After: 30%-80% chance to heal 3% per skull removed - Dark Ice - chance to increase extra purple gems increased
Before: 25%-50% chance to create 5 purple gems
After: 35%-85% chance to create 5 purple gems - Darkness - chance to blind enemy changed from fixed to based on spell rarity
Before: 75% chance to Blind enemy
After: 35%-85% chance to Blind enemy - Dispel Magic - Mana cost increased +5, from 65 to 70; small changes to ability
Before: 50%-75% chance to drain their mana
After: 60%-110% chance to drain their mana instead - Gravedigger - secondary ability chance increased
Before: 25%-50% chance to destroy a second column and create 3-8 skulls
After: 35%-85% chance to destroy a second column instead - Healing Word - Mana cost increased +50, from 75 to 125; secondary ability chance increased
Before: 25%-50% chance to cleanse negative status effects
After: 30%-80% chance to cleanse negative status effects - Ice Armor - Mana cost increased +45, from 55 to 100
- Lightning Bolt - Mana cost increased +15, from 110 to 125
- Sacred Flame - secondary ability chance for bonus damage decreased
Before: 70%-100% bonus damage vs Dark Enemies
After: 25%-50% bonus damage vs Dark Enemies - Sunburst - Mana cost increased +5, from 125 to 130
- Vampiric Touch - Mana cost increased +5, from 120 to 125; secondary % to heal is reduced
Before: Deal X damage as dark and receive 40-60% of it back as life
After: Deal X damage as dark and receive 5-30% of it back as life - Wall of Fire - Mana cost increased +45, from 55 to 100
- Witchbolt - mana gain % range decreased
Before: Deal X damage as dark, with a 40%-60% chance to regain half mana
After: Deal X damage as dark, with a 10%-60% chance to regain half mana
Assassin Spells
- Assassinate - Mana cost increased +15, from 135 to 150; spell kill ability changed
Before: fixed 50% chance to kill the target if they are below 25%-50% Health (based on spell rarity)
After: 25%-35% chance to kill the target outright if they have no Resistance remaining - Blackjack - Mana cost increased +35, from 95 to 130; nerf to stun chance
Before: 50%-100% chance to stun the target for 1 turn
After: 25%-50% chance to stun instead - Concentrated Venom - Mana cost increased +20, from 130 to 150
- Deadly Accuracy - Mana cost increased +5, from 120 to 125; now makes purple gems instead of skulls BIG CHANGE
Before: Create 2-7 skulls on the board
After: Create 3-8 purple gems on the board instead - Distract - this spell has been changed entirely and is now called Vital Strike costing 100 mana BIG CHANGE
Before: Reduce the target’s Power by X amount with a 30%-80% chance to Confuse the enemy for 4 turns
After: Deal X damage as Dark, and then convert 3-8 yellow gems to skull gems - Lethal Poison - Mana cost increased +15, from 85 to 100; primary ability effect increased
Before: Increase the caster’s Critical Hit Damage by 50%-100%
After: Increase the caster’s Critical Hit Damage by 60%-110% - Night Blade - Mana increased by +20, from 90 to 110
- Nightmare Vision - this spell has been changed entirely and is now called From the Shadows costing 130 mana BIG CHANGE
Before: Deal X damage as dark, and inflict Terror on the target for 3-8 turns
After: Deal X damage as dark. If Shadow Gems are in play, also gain X Armor and Resistance. - Shadow Dash - Mana cost increased +35, from 55 to 90, secondary ability improved
Before: Gain 5-10 Speed, and if the enemy is Confused, also gain X Resistance
After: Gain 5-10 Speed and X Resistance - Smoke Bomb - Mana cost increased +70, from 80 to 150; secondary ability chance to Blind increased
Before: 25%-50% chance to Blind the enemy for 4 turns
After: 40%-90% chance to Blind the enemy for 4 turns instead - Unnerving Strike - no changes but bear in mind Nightmare Vision is no longer a valid spell so Terror will have to be generated by some other means
Berserker Spells
- Ancestral Ferocity - Mana costs decreased, from 150 to 80 (nice change for new players)
- Bloodlust - Mana cost increased +15, from 110 to 125; nerf to bonus damage
Before: if Rage is active, deal 75%-150% bonus damage
After: if Rage is active, deal 25%-75% bonus damage instead - Burning Fury - nerf to bonus damage
Before: if Rage is active, deal 50%-150% bonus damage
After: if Rage is active, deal 25%-75% bonus damage instead - Flaming Skulls - Mana cost decreased -25, from 300 to 275
- Intimidate - Mana cost increased +25, from 95 to 120; secondary ability chance increased
Before: 30%-55% chance to Stun the enemy for 1 turn
After: 45%-70% chance to Stun the enemy for 1 turn - Spin Attack - Mana cost increased +10, from 90 to 100
- Split Skulls - Mana cost decreased -15, from 135 to 120; gem creation effect has changed
Before: Deal X melee damage and create 3-8 skull gems
After: Deal X melee damage and create 3-8 skull gems or red gems - War Cry - Mana cost increased +10, from 90 to 100; spell abilities reworked BIG CHANGE
Before: Select a skull gem and destroy its column. if Rage is active, deal X damage as light, and gain 5-10 Speed
After: Select a skull gem and destroy its column, then gain X Armor, if Rage is active, create 4-9 red gems - Well of Anger - Mana cost increased +35, from 75 to 100. Critical Hit Damage bonus increased
Before: Increase Critical Hit Damage by 20%-70%
After: Increase Critical Hit Damage by 30%-130%
Necromancer
- Black Ice - Mana cost increased +10, from 90 to 100; ability chance buffed
Before: 25%-50% chance to inflict Wither for 4 turns
After: 35%-85% chance to inflict Wither - Chill Touch - Mana cost increased +15, from 105 to 120; spell is now a mana converter BIG CHANGE
Before: Drain 25%-75% enemy mana
After: convert 3-8 yellow gems to blue gems - Corrosive Rain - Mana cost increased +40, from 90 to 130; spell values and ability have changed (amount reduced may have been buffed)
Before: Decrease target’s Armor by a determined amount
After: Decrease target’s Armor and Resistance by a determined amount - Grim Scythe - Mana cost increased +20, from 130 to 150; secondary ability threshold and bonus damage reduced
Before: If the enemy is below half health, deal 100%-200% bonus damage
After: Deal 50%-100% bonus damage if the target has no Armor remaining - Legion of Doom - secondary ability chance increased
Before: 25%-50% chance to also convert all red gems to skulls
After: 35%-85% chance to also convert all red gems to skulls - Mask of Terror - Mana cost increased +20, from 80 to 100; secondary stun ability chance reduced
Before: if the target is suffering from Terror, there is a 70%-100% chance to Stun them for 1 turn
After: if the target is suffering from Terror, there is a 25%-50% chance to Stun them instead - Poison Skulls - Mana cost increased +10, from 115 to 125; secondary ability chance increased
Before: 30%-55% chance to poison the enemy
After: 40%-90% chance to poison the enemy - Unseal the Tomb - secondary chance increased
Before: Create 2-7 skulls on the board, with a 25%-50% chance to create 4 extra skulls
After: Create 2-7 skull on the board, with a 35%-85% chance to create 4 extra skulls
Paladin Spells
- Bow Before Me - Mana cost increased +10, from 100 to 110
- Divine Steed - Mana cost increased +40, from 60 to 100; now gains Armor in addition to Speed, an improvement
- Holy Avenger - Mana cost decreased -30, from 300 to 270
- Lay on Hands - Mana cost increased +65, from 75 to 140
- Protection from Evil - Mana cost increased +10, from 80 to 90
- Purge - Mana cost increased +30, from 80 to 110; spell ability has changed significantly BIG CHANGE
Before: Destroy 4-9 gems of a chosen color, and drain the enemy’s mana by 25%-50%
After: Deal X damage as fire, +10% per yellow gem on the board, then destroy 4-9 gems of a chosen color - Shield of Faith - Mana Cost increased +25, from 90 to 115
- Shield of Retribution - secondary ability chance to Stun reduced
Before: if Shield gems are in play, there is a 50%-100% chance to Stun the enemy for 1 turn
After: if Shield gems are in play, there is a 25%-75% chance to Stun the enemy instead - Smite - Mana cost reduced -5, from 125 to 120
- Turn Undead - Mana cost increased +15, from 105 to 120. Secondary effect bonus damage significantly reduced
Before: Deal X damage as light. If the enemy is Undead, multiply damage by 240%-300%
After: Deal X damage as light. If the enemy is Undead, multiply damage by 50%-100%
Shaman Spells
- Acid Cloud - Mana cost increased +10, from 120 to 130
- Cockatrice Juju - Mana cost increased +20, from 125 to 145
- Healing Totem - Mana cost increased +35, from 90 to 125
- Mojo - Mana cost increased by +45, from 60 to 105; secondary ability chance decreased
Before: reduce the enemy’s Armor by 40%-60% of the amount of increase to the caster’s armor
After: reduce the enemy’s Armor by 10%-60% of the amount of increase to the caster’s armor - Poisonous Toads - Mana cost decreased -5, from 125 to 120
- Scorpion Juju - Mana cost increased +10, from 85 to 95
- Spider Juju - Mana cost increased +35, from 65 to 100; spell abilities have been adjusted and changed
Before: Inflict Bad Juju on a target for 2-7 turns and drain their mana by 25%-50%
After: Inflict 1 turn of Bad Juju for each green gem in play, and gain X Resistance with a 25%-75% chance for double. - Toxic Shock - this spell has been changed entirely and is now called Poison Charm costing 140 mana BIG CHANGE
Before: Deal X damage as poison, adding +10%-30% bonus damage for each stack of Poisoned or Bad Juju on the target
After: Deal X damage as poison. Gain X Armor and Regeneration for 2-7 turns