Live in v8.15.0Atlas of Doors · Season VIII · Patch notes · Nov 5, 2026

Season VIII balance changes

49 changes across cards, monsters, monster groups, descent bosses and charms. Each shows what changed and why.

Buffed27

Stronger than before.

Cards15

Firestrike 2
FirestrikeBuffed
Flame path

Firestrike decks were losing more than they should for a rare, so each Combo now hits harder.

Damage per card 11 → 13
Flame Arc 1
Flame ArcBuffed
Flame path

Flame Arc still lagged behind after its last lift, so it burns a bit more.

Sear 4 → 5
Bastion 1
BastionBuffed
Frost path

Players with Bastion lost more often than without it, so its Chill pays a little more.

Damage per Chill 3 → 4
Cold Comfort 1
Cold ComfortBuffed
Frost path

Cold Comfort still trailed other cards after its last lift, so it hits a little harder.

Damage 2 → 3
Ward Pulse 1
Ward PulseBuffed
Frost path

Frost is the hardest deck to win with right now, so Ward Pulse heals a bit more.

Heal 4 → 5
Frenzied Cut 1
Frenzied CutBuffed
Blood path

Players often passed on Frenzied Cut and did not miss it, so it hits a little harder.

Damage 9 → 10
Gore Pact 1
Gore PactBuffed
Blood path

A rare that costs Health should clear a whole group, so Gore Pact hits everyone harder.

Damage 20 → 23
Sacrifice 1
SacrificeBuffed
Blood path

Sacrifice was still the weakest Blood card, so it now costs you less Health.

HP lost 2 → 1
Charged Strike 1
Charged StrikeBuffed
Storm path

Charged Strike was the weakest card in the game, so it now costs less and starts Combos cheaply.

Mana cost 2 → 1
Ground Wire 1
Ground WireBuffed
Storm path

Ground Wire still trailed after its last lift, and Storm needs help, so it heals a bit more.

Heal 3 → 4
Overcharge 0
OverchargeBuffed
Storm path

Players often skipped Overcharge, so spending all your mana on it now pays off more.

Damage per mana 26 → 30
First Light 1
First LightBuffed
Dusk path

First Light was the card Dusk players won least with, so it hits harder.

Damage 9 → 11
Seismic Shove 1
Seismic ShoveBuffed
Cairn path

Players taking Seismic Shove did no better than those who passed, so it stacks more Guard.

Guard 4 → 6
Bloodrend 2
BloodrendBuffed
Verge path

Bloodrend lost more often than it should for its cost, so it hits harder.

Damage 17 → 20
Iron Scar 1
Iron ScarBuffed
Verge path

Iron Scar costs Health and was not paying it back, so it gives more Guard.

Guard 13 → 15

Monstersnow easier6

Furnace Thrall
Furnace ThrallEasier
The Vitreous Kiln♥ 83

The Furnace Thrall ended far more runs than other monsters on its floors, so it has less Health.

Health 90 → 83
The Slagwright
The SlagwrightEasier
The Vitreous Kiln♥ 80

The Slagwright ended more runs than its neighbours, so it has less Health.

Health 86 → 80
The Arbiter
The ArbiterEasier
The Warden's Gate♥ 92

The Arbiter ended far more runs than other monsters on its floor, so it has less Health.

Health 101 → 92
The Drowned Admiral
The Drowned AdmiralEasier
The Verdigris Wreck♥ 132

The Drowned Admiral ended far too many runs, so it has less Health.

Health 144 → 132
The Hollow Warden
The Hollow WardenEasier
The Verdigris Wreck♥ 136

The Hollow Warden ended more runs than other monsters on its floor, so it has less Health.

Health 146 → 136
The Hullbreaker
The HullbreakerEasier
The Verdigris Wreck♥ 120

The Hullbreaker was the deadliest door in the game, so it has less Health.

Health 134 → 120

Monster groupsnow easier1

Anchor and Eels
Anchor Chain
Anchor Chain♥ 41→38Hit 9→8
Bilge Eel
Bilge Eel♥ 18→17
Bilge Eel
Bilge Eel♥ 18→17
Anchor and EelsEasier
The Verdigris Wreck

The Anchor and its Eels ended too many runs together, so each of them is a little weaker.

Each monster's Health & hits, vs fighting alone 46% → 42%The same, behind a ◆◆ door 58% → 53%

Charms5

Tolling Knell
Tolling KnellBuffed
Uncommon

Players with Tolling Knell won a bit less often than without it, so it gives more Wrath.

Wrath 6 → 8
Red Toll
Red TollBuffed
Uncommon

Red Toll's healing cost still outweighed its Wrath, so it gives more Wrath.

Wrath 7 → 9
Thornheart
ThornheartBuffed
Uncommon

Players with Thornheart won less often than without it, so it hits back harder.

Damage 9 → 11
Fracture Crown
Fracture CrownBuffed
Rare

Players holding Fracture Crown won noticeably less often than without it, so its Shatter goes up.

Shatter 4 → 5
Berserker Brand
Berserker BrandBuffed
Rare

Players with Berserker Brand won a bit less often than without it, so it gives more Wrath per hit.

Wrath 3 → 4

Debuffed21

Trimmed back a little.

Cards16

Ashen Hex 1
Ashen HexDebuffed
Flame path

Players with Ashen Hex won clearly more often than without it, so its Ember burst is smaller.

Burst per Ember 22 → 19
Black Brand 1
Black BrandDebuffed
Flame path

Black Brand was winning more than its share of runs, so it applies a little less Ember.

Sear 6 → 5
Cinder Fan 1
Cinder FanDebuffed
Flame path

Cinder Fan was a bit too strong, so it spreads slightly less Ember.

Ember 6 → 5
Permafrost 1
PermafrostDebuffed
Frost path

Permafrost was a little ahead of other cards, so it gives one less Guard; its chain stays.

Guard 6 → 5
Sleet Draw 1
Sleet DrawDebuffed
Frost path

Sleet Draw's job is the Chill on every monster, so its small hit is trimmed.

Damage 3 → 2
Leech 1
LeechDebuffed
Blood path

Leech was one of the strongest cards in the game, so it hits a little less; its healing stays.

Hits per card 11 → 10
Static Spark 0
Static SparkDebuffed
Storm path

Static Spark was winning more than its share, so its splash hit is a little smaller.

Damage 6 → 5
Stormcaller 2
StormcallerDebuffed
Storm path

Stormcaller was ahead of the other Storm cards, so it deals a little less.

Damage per card played 27 → 24
Bedrock 0
BedrockDebuffed
Cairn path

Bedrock was very strong for a free card, so it stacks one less Guard.

Guard 12 → 11
Masterstroke 2
MasterstrokeDebuffed
Poise path

Masterstroke was carrying the strongest deck, so it deals a bit less per Edge; it still draws two.

Damage per Edge 26 → 23
Oath of the Duelist 2
Oath of the DuelistDebuffed
Poise path

Oath of the Duelist was a little too strong, so it deals one less per Edge.

Damage per Edge 12 → 11
Still Water 1
Still WaterDebuffed
Poise path

Still Water stayed ahead even after its last trim, so it gives a bit less Guard.

Guard 15 → 13
Blood Gash 0
Blood GashDebuffed
Verge path

Blood Gash stayed ahead after its last trim, so it gives one less Wrath.

Wrath 4 → 3
Ember Rend 1
Ember RendDebuffed
Verge path

Ember Rend was winning more than its share, so it hits one less.

Damage 7 → 6
Fury Sweep 0
Fury SweepDebuffed
Verge path

Fury Sweep was a strong free hit on every monster, so it deals a little less.

Damage 8 → 6
Scar Mend 1
Scar MendDebuffed
Verge path

Scar Mend was the strongest card in the game, so it heals less.

Heal 8 → 6

Monstersnow tougher4

The Sill-Sweeper
The Sill-SweeperTougher
The Warden's Gate

The Sill-Sweeper barely scratched anyone, so it now hits harder.

Attack 8 → 11
The Landing
The LandingTougher
The Starless Stair

The Landing was a pushover for an elite, so its big hit lands harder.

Attack 25 → 31
The Margin-Scribe
The Margin-ScribeTougher
The Starless Stair

The Margin-Scribe almost never hurt anyone for an elite, so it hits harder.

Attack 28 → 33
The Underdraft
The UnderdraftTougher
The Starless Stair

The Underdraft was far too gentle for an elite, so both its hits land harder.

Attack 9 → 11

Descent bossesnow tougher1

Descent bosses

Tougher

Returning players beat the later Descent bosses almost every time, so they have more Health; first runs are unchanged.

Boss Health before Added now

  1. Descent II×1 ×1.5
    Bosses beaten by returning players so far: 95%
  2. Descent III×1 ×1.5
    Bosses beaten by returning players so far: 93%
  3. Descent IV×1 ×1.55
    Bosses beaten by returning players so far: 94%
  4. Descent V×1 ×1.6
    Bosses beaten by returning players so far: 92%

Applies to every boss you meet from Descent II on.Shroudwright · The Quench · Sillrot · Quicklime · Hushbarrow · The Winnowing · Silverquiet · The Lazaret · Blackwater · Diabase · ZEAL · The Arrears

Reworked1

Same idea, new rules.

Charms1

Hoarfrost Totem
Hoarfrost TotemReworked
Common

Hoarfrost Totem was the strongest charm, so it now chills monsters once at the start instead of every turn.

1 Chill every turn → 3 Chill at the start of combat

Atlas of Doors · Season VIII balance changes · Everything new in Season VIII

Play Atlas of Doors → ← Back to the forum