
Cleave
Game ruleBuffed
Cleave radius1.5→2.5
Damage of each Cleave hit25%→50%
Each Cleave stack lets an attack hit one more enemy. Those extra hits now deal half of the attack's damage, Poison, Burn and Frost included, and they reach enemies further from the target. A board of many small units now loses far more health to anything that cleaves. The in-game Cleave tooltip still says 25%; the setting in the files is 50%.

Spring
Game ruleChanged
Rare structures in the Spring shoppossible→none
Spring PvE opponentWolves→Foxes
Shop odds, every seasonold odds→adjusted
The first four rounds are now a Common and Uncommon shop only, 85% and 15% in the files, so an early Jötunn Camp or Draugr Tombs can no longer appear before Summer. Spring's computer opponent is now a Fox Den. The odds of every other season moved too, with no numbers announced; the current odds per season sit on the Shop odds page.
Buffed
Health600/1200/1800→750/1500/2250
Action Speed0.4→0.5
Cleave4/5/6→8/9/10
Burn0/0/0→10/20/30
The largest buff in the patch: more Health, a quarter more actions per second, Cleave close to doubled and Burn where it had none. At level 3 its 10 Cleave lets one swing hit eleven enemies, each extra hit at half damage under the new rule, and the Burn rides along on those hits.
In our builds: Raven economy, Mystical monsters, Kobold economy
Buffed
Health150/300/450→200/400/600
Damage0/0/0→10/20/30
Cleave4/5/6→6/7/8
Buffed on every line. Wyverns now carry base Damage of their own, where they had 0, and two more Cleave at every level, which the bigger Cleave share makes count for more. One of the Mystical late-game pieces the patch set out to lift.
In our builds: Mystical monsters, Einherjar + Bifrost
Buffed
Fertile: Poison per Mystical2/4/6→3/6/9
Rocky: Armor100/200/300→200/400/600
Health120/240/360→150/300/450
Cleave0→1
Up on every line, and it cleaves now. Its bonus depends on the ground: Fertile gives Poison for each Mystical, Rocky gives flat Armor, which doubled. With one Cleave its Poison also reaches a second enemy at half strength.
In our builds: Mystical monsters
Buffed
Cleave3/3/3→3/4/5
Level 1 is unchanged; levels 2 and 3 gain one and two Cleave. Combined with the larger Cleave share, upgrading a Jötunn Camp now pays off more than it did, and three of our five builds run one.
In our builds: Raven economy, Mystical monsters, Kobold economy
Reworked
Damage per neighbour4/8/10 per Nature→5/10/15 per Beast
Action Speed0.9→0.8
Damage5/10/15→8/16/24
Health75/150/225→125/250/375
Crit Chance0→15%
A big buff with one trade: wolves act a little slower, but they hit harder, live longer and now crit. The neighbour bonus counts Beast instead of Nature, and Wolf Den is itself tagged Beast, so two Wolf Dens side by side feed each other.
Nerfed
Kobold Action Speed0.7→0.5
One of the two swarm units the patch named. Kobolds start from 0.5 actions per second, down from 0.7, a cut of more than a quarter. The camp still gains +0.1/0.2/0.3 Action Speed for each Economy structure in your settlement, so the Kobold economy plan is the same; it climbs from a lower base.
In our builds: Kobold economy
Nerfed
Einherjar Cleave1→0
Einherjar Action Speed0.8→0.7
The other named swarm. Einherjar lose their Cleave and an eighth of their actions per second, so each one does less, while the new Cleave rule makes a crowd of them easier to cut down. The Stag plan keeps its numbers of Einherjar; what it lost is damage per Einherjar.
In our builds: Einherjar + Bifrost
Nerfed
Damage to each neighbouring Unit8/16/24→6/12/18
A quarter less Damage for each neighbouring unit structure. Every one of our five builds runs a Hunter's Lodge, so each lost a little damage here. It still gives the most when unit structures surround it on all sides.
In our builds: Mystical monsters, Einherjar + Bifrost, Kobold economy, Krown bank
Nerfed
Sentry Action Speed0.75→0.6
Sentries act a fifth less often. Sentry Camp keeps its Warband tag, so it still counts for Warband effects such as Bifrost's.
Nerfed
Tracker Burn2/4/6→0/0/0
Trackers lost their own Burn. The camp's bonus of +2/4/6 Burn for each neighbouring Terrain is still in the files, so a Tracker Camp set beside Mountains or Forests still burns; one in open ground no longer does.
In our builds: Mystical monsters, Einherjar + Bifrost
Mixed
Healing per empty neighbour3/6/9→2/4/6
Healing8/16/24→10/20/30
More base Healing, less from each empty tile around it. At level 1 two empty neighbours give 14 either way. With fewer the hut now heals more than before, with more it heals less, so packed boards gained and huts left in open ground lost a little.
In our builds: Mystical monsters
Reworked
Neighbour bonus10/20/30 Burn per Sacrificial→10/20/30 Frost per Divine
Armor0/0/0→100/200/300
Reworked. The bonus moved from Burn off Sacrificial neighbours to Frost off Divine neighbours, and the Skull gained Armor. A board built before 10-12 around Sacrificial pieces lost the bonus; the Skull now wants Divine structures such as Mjölnir, Yggdrasil or a Circle of Stone beside it.
In our builds: Raven economy, Mystical monsters
Reworked
Thorns to neighbouring Melee, per Terrain2/4/6→5/10/15
Fertile bonus to neighbouring Units5/10/15 Poison→20/40/60% Health
Thorns per Terrain more than doubled, and the Fertile bonus changed from Poison to a percent Health boost. The Thorns count every Terrain piece in your settlement, Mountains and Forests included, and go to the melee structures next to it.
Buffed
Lightning bolts3/6/9→5/10/15
Gap between bolts in a volley0.2 s→0.05 s
Burn12/24/36→15/30/45
More bolts, more Burn, and a much shorter gap between bolts inside one volley. The gap is not the tower's cooldown, but a long volley now ends sooner, so a high-level Mjölnir spends more of the fight firing.
Buffed
Health to neighbouring Melee, per Tower25/50/75→50/100/150
Doubled. Neighbouring melee units gain the Health once for each Tower in your settlement, so it does the most beside melee camps on a board that also runs Defense Towers or a Mjölnir.
Buffed
Damage per neighbouring Civilian3/6/9→4/8/12
Damage4/8/12→5/10/15
A small buff to both numbers. It still wants Civilian structures around it, so it sits inside an economy cluster of Woodcutters, Hunter's Lodges and Healer's Huts.
Buffed
Krowns per empty colonised tile1/2/3→2/4/6
Doubled. It pays for colonised tiles you leave empty, so it suits a settlement with spare ground rather than a packed one.
Buffed
Krowns per empty colonised tile1/2/3→2/4/6
Knowledge tagno→yes
Krowns per empty colonised tile doubled, next to its 1/2/3 Lore. The new Knowledge tag makes it count for Knowledge effects, such as Odin's Knowledge is Power, which the same patch cut in half.
In our builds: Kobold economy
Buffed
Next to a Forest: Health to neighbouring Units60/120/180%→100/200/300%
Healing to each Healer40/80/120%→50/100/150%
Both bonuses rose. Beside a Forest, its neighbouring units now gain 100/200/300% Health: the line the Einherjar + Bifrost and Krown bank builds lean on.
In our builds: Einherjar + Bifrost, Krown bank
Not in the build
TagsDivine→Mystical (announced)
Announced, but not in the build: the files still tag Hörgr Knowledge, Divine, Melee and Unit, with no Mystical. Until a build carries the change, Hörgr counts for Divine effects such as the Skull of Hrungnir's Frost, not for Mystical ones.
Not in the build
Damage to neighbouring Ranged5/10/15→4/8/12 (announced)
Announced as a cut, but the files still give neighbouring ranged units 5/10/15 Damage, and the site uses the files' numbers. The line is checked again on every new build.
Reworked
EffectWarband: +0.2 Action Speed→Melee: +10 Crit Chance
Reworked from a Warband speed card into a Melee Crit card, so it now lands on any melee unit, Warband or not.
In our builds: Raven economy

Thor · Bronze · Fate card Buffed
Crit Chance15→20
Five more Crit Chance on its melee target, which now stacks with the reworked Flurry of Blows on the same kind of unit.
In our builds: Mystical monsters

Thor · Silver · Fate card Nerfed
Cleave2→1
Damage stays at +8; Cleave went from 2 to 1. Under the old rule its two extra hits dealt a quarter of the damage each, now its one extra hit deals half, so the total extra damage per attack is the same, put into one enemy instead of two.
In our builds: Raven economy, Einherjar + Bifrost

Baldr · Silver · Fate card Reworked
Second effect0.2 Stun→10 Frost
Keeps its 40 Armor; the short Stun became 10 Frost.
In our builds: Kobold economy
Nerfed
Per Knowledge: Damage / Health / Crit10 / 50 / 10→5 / 25 / 5
Halved on all three stats. It counts Knowledge structures, and Sheep Fold joined them in the same patch, so a Knowledge board has one more piece to count.

Wide Swings
Fate cardNerfed
In the card poolyes→no
Thor's Cleave card was taken out of the pool until the developers settle how Cleave should work, so it is not on our Fate card list.