Slay the Spire 2 v0.109.0 Patch Notes – Beta Branch Update (New Neow Relics & Card Reworks)

The July 17 Slay the Spire 2 beta patch, coded v0.109.0, introduces two new Neow relics, a new Quest card and a rather interesting looking potion. It also brings along major card reworks and the usual slate of balance adjustments.


Check out our previous patch-note rundowns below to trace the development changes in full:


Slay the Spire 2 v0.109.0 Beta Branch Patch Notes – Key Insights

Content Changes – new Ancient Relics

Dowsing RodDowsing Rod adds the new Dowsing Quest card to your deck. After you enter five ? rooms, it transforms into Abundance, a one-cost Ancient Skill that lets you choose one of three upgraded Powers, add it to your hand, and play it for free that turn.

Neow’s Sacrifice gives you the new AmbergrisAmbergris potion and adds Guilty to your deck as a downside. Ambergris heals 50% of your maximum HP and immediately grants an extra turn, which feels like an instant win button for many scenarios.

Balance Changes

Relic Changes

  • Nonupeipe’s Diamond DiademDiamond Diadem rework: now starts combat with 20 Block that is not removed at the start of your next turn (was half damage from enemies whenever you played 2 or fewer cards in a turn)
  • Orobos’ Sand CastleSand Castle pool change: Pool 1 to Pool 2
  • Darv blessing pool change: increased variety, with Energy relics appearing more often
  • Tanx’s Meat CleaverMeat Cleaver HP gain nerf: 9 to 5
  • Tezcatara’s Toy BoxToy Box relic gain buff: 4 to 5
  • Vakuu’s FiddleFiddle card draw buff: 2 to 3
  • Vakuu’s Sere TalonSere Talon and Distinguished CapeDistinguished Cape swapped downsides (adding two random Curses to your deck and losing 9 max HP, respectively)
  • History CourseHistory Course (previously: At the start of your turn, play a copy of your last played Attack or Skill) now only repeats Attacks.

Enemy Changes

  • Aeonglass' Ebb damage nerf: 26(32) to 22(26)
  • Torchhead Amalgam opening damage buff: now uses Strong Tackle on turn 1, increasing damage from 18(22) to 26(32)


Card Changes – Singleplayer

Ironclad

Expect_a_Fight_Ironclad


Silent

  • Mirage rework: now costs 0 and grants 1(2) Energy next turn (was 1(0) Energy to gain Block equal to Poison on ALL enemies and Exhaust)
  • Well-Laid Plans rework:
    • Now costs 1(0) and prevents you from discarding your Hand at the end of your turn (was 1 Energy to Retain up to 1(2) card)
    • Rarity change: Uncommon to Rare; the card is now also available in multiplayer
  • Expertise now draws 2(3) cards and gives them Retain this turn (was draw until you have 6(7) cards in your Hand)
  • Outbreak damage buff: 3(4) to 4(5)
  • Accelerant rarity change: Rare to Uncommon
Silent_Outbreak


Regent

  • Pillar of Creation rework: the first card you create each turn now grants 5(7) Block (was 3 Block whenever you created a card)
  • Collision Course damage nerf: 11(15) to 10(14)
Collision_Course_Regent


Necrobinder

  • Eidolon rework: now plays ALL Ethereal cards in your Exhaust Pile and Exhausts (was Exhaust your Hand and gain 1 Intangible if 9 cards were Exhausted)
Necrobinder_Card_Change


Defect

Defect Card Change Sunder



Card Changes – Multiplayer

Regent

  • Tutor added: Rare Skill, costs 1(0): Another player chooses a card in their Draw Pile to add into their Hand

Multiplayer Balance Changes

  • Midnight damage nerf: 99(120) to 60(72)
  • The Ball damage scaling nerf: +15(25) to +10(15)
  • Blade Symphony cost nerf: 1 to 2(1); upgrade no longer increases Shiv count
  • Well-Laid Plans (as previously mentioned) is now available in multiplayer


 You can read the full list of changes on Steam.

Absey32 profile picture

Absey32’s impressions of the v0.109.0 patch

"So many bold Clad changes, and losing a reliable energy source like common Bloodletting is by far the most impactful of the bunch.

Buffing Well-Laid Plans is questionable even as a Rare, but I sympathise with wanting to streamline out its selection screen. I'm still overall happy for constant retain to be offered less often, as well as see other retain cards be explored.

I'm surprised they're reverting the Expect a Fight nerf that prevented simple infinites, so it makes me wonder if Megacrit will lean more on enemies to stop that playstyle from dominating. I'm trying to be optimistic, but this change seems really weird.

Diamond Diadem was reworked, rejoice! It was incredibly dominant, and not too fun to play with. I have a feeling that this new version will be more pickable than it lets on. Some decks just need that cushion to set up, and then become untouchable.

This Vakuu's Fiddle buff is wild. I get that it was globally under-performing, but stats don't say everything. This thing is straight busted now."

Absey32 is a writer and streamer passionate about roguelites, arena shooters, consumer tech, and discovering music.

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Jannis' impressions of the v0.109.0 patch

"A mid-size patch with a little bit of everything. Small number tweaks, some significant reworks, and a couple new cards and relics. The new starter relics and the reworks look quite interesting! Also a couple multiplayer cards got pretty necessary fixes."

Jannis Unkrig is a Data Science Enginner at Untapped.gg and dedicated Slay the Spire 2 enthusiast.

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