Every item is instantly accessible, so you can torture and maim goblins until the end of time, without any restrictions.
Is your dungeon a stinky smelly disorganized mess? Do you have hundreds of teeth, hair, potions, and poop lying on your floor? NO LONGER!!
The new magic wand item sucks up every item of the same type, letting you organize your room more efficiently. Or you can use it to crush a goblin with a pile of radios! Up to you...
There's also of course a new potion that comes with it, you'll just have to find out what that does yourself.
Added Sandbox mode
Added magic wand item to help you clean up your dungeon
Added magic wand potion
Decreased Remote button press interval
Fixed Bullet Casing potion not doing anything sometimes

Greetings from the <Summoners War: Chronicles> team!
We would like to inform you about the Nov. 6 Update Note.
Check out the Update Note on the Official Forum:
■ Nov. 6 Update Note (No Maintenance)
https://community.summonerswar.com/chronicles/eng-gb/board/16/64790
Thank you.
Here’s a small patch with a few tweaks and fixes.
You can now see upcoming rewards during battle by opening the pause menu.
Food icons are now visible in the draw and discard piles.
Fixed Black Hole allowing armor to stack beyond 99 and occasionally making the creature invincible.
Attempted to fix an issue where Silver Beetle could cause cards to disappear from the deck.
Fixed Life Drinker not restoring limited uses when a limited-use move was used to kill an enemy.
Fixed cloned creatures sharing the same Talent ID, which caused talents that trigger once per battle to activate for both the clone and the original.
Fixed an issue where the Undo button could re-enable a move disabled by Impediment.
Thank you again for your support!
Our new event series continues: Hero of the Week! In this series we’ll shine the spotlight on a randomly selected hero through a mix of in-game and out of game community events. During CM Milo’s Twitch stream, we had quite the intense random Hero selection and the next Hero of the Week is…Gwihan!
Check out the list of events and rewards below, and choose which ones you’d like to join in on — both in-game and out of game. Let’s give our Hero of the Week the celebration he deserves!
Dark | Tactician | Ranged
A high cleric for the Tyrian Cult who established a vast Wraithbloom Meadows in the Tomun Range. He uses the addictive properties of the Wraithbloom plant to turn local villagers into slaves. General Han Sirang has tried to put a stop to his crimes, but his cult continues to grow.
Duration: November 4 - November 11 at 3PM PT
Reward Distribution: November 12
Limits: 1 Per Account
How to Participate
Complete 3 out of the 4 missions below during the event duration.
The Heroes team will then check the internal game list of which players completed the events. Only Heroes Team staff can see this.
If you completed 3 out of the 4 missions, rewards will be delivered on November 12 via mail!
Missions
Complete 3 out of the 4 missions below.
Exploration Task
Complete one Exploration Task with Gwihan in your team composition.
Field Boss
Use Gwihan as your Leader and defeat any field boss.
Requests
Complete 5 requests using Gwihan as your leader.
Underground Dungeon
Complete Underground Dungeon at least once with Gwihan as your Leader.
Rewards
\[Choice] Entry Ticket Supply Chest I x5
Common Guardian Chest x5
Hero Recruit Plaque x3
Duration: November 4 - November 11
Limits: 1 Per Account
How To Participate
Join our Discord here: Blade & Soul Heroes Official Discord Server
Navigate to the CREATIVE category
Search for #gwihan channels related to each contest
Follow the rules for each contest below
Screenshot Contest
Take a creative screenshot of Gwihan that showcases him as a great Hero! Try to make the composition interesting by incorporating a unique location, poses or skill use in your image.
The top three screenshots will be chosen by NCA staff as the winners.
How to Take Photos in Blade & Soul Heroes
Navigate to the 3-line menu in the top right corner.
Select the camera icon at the bottom.
3. Use the various settings and effects to style your photo!
* Displaying clan name, logo, etc. can be toggled off and on in the settings.
Submission Guidelines
Screenshot must have Gwihan as the main focus.
Must submit your screenshot on Discord in the #gwihan-photo-contest screenshot channel
Label your photo with a fun title.
Include the following information about your character: Clan Name and Server.
Screenshot will be judged on composition, creativity, and background.
This is not a group photo contest. For this contest, please submit a photo submission only of yourself. However, natural combat or players in the background are accepted. Stay tuned for other group photo contests soon!
Manipulating the photo outside of the Blade & Soul Heroes game is not allowed. Please only use the tools found inside Heroes to take a photo. Manipulated photos using outside software will be disqualified.
Reward (Top 3)
\[Choice] Entry Ticket Supply Chest I x5
30 Day Custom Discord Server Role: Fancy Photographer
Meme Contest
All limits are removed in this fun meme contest! Let your comedic talent fly and use whatever meme tools you would like. The only limitation is to not post inappropriate content and to still abide by the rules of the Discord. Please use your best judgement when posting. Inappropriate content will be removed.
Submission Guidelines
Meme must be of Gwihan.
Photo and video memes accepted. (Must be a format compatible on Discord)
Must submit your artwork on Discord in the #gwihan-meme-contest and must include your Clan Name and Server.
AI generated submissions will not be accepted.
No inappropriate posts
All memes must still abide by the rules of the Discord server.
Reward (Top 3)
1x Costume of Choice from shop
30 Day Custom Discord Server Role: Meme Lord
I know that incremental changes can feel weird, so first I’d like to thank our community for your patience while we’re in early access! I read all the feedback and use it to inform decisions while designing features.
We update things as we go, which means that rather than completing a full UI overhaul in a single sweep, some things will be more polished than others. With that in mind, I’d like to keep everyone updated on some of the things that are in progress right now:
- Post stage (this entire flow is going through some major changes and I’d love to hear what you feel is most important info to display/compare here)
- Bolt Burger UI (a visual update to starting a run and selecting your load out)
- Meat Lockers (changing cosmetics, viewing employee rank details, and more!)
We’re also working to polish the areas that have received some UI updates already:
- Carl Quests and Upgrades
- Trader Mike
- System Select
- Weapon Terminal
– OMG_DirigiblePlums, Senior UI/UX Designer
Hello Current and Future Grove Keepers!
Beyond the Grove is now available for purchase! Fight back against a mysterious corruption! Set markers to gather your troops. Summon mighty elemental Golems to turn the tide of battle. And rush back into the fight after facing defeat with abilities more powerful than before. The goal to stop the corruption is clear, but how that goal is met is up to you!
Game features in early access:
Mix and match 7 elements to create 50 golems
Journey across dozens of maps
Master 50+ blessings
2 playable Grove Keepers
Multiple bosses and mini-bosses
Charming, hand-drawn art and live-recorded music
What's next for us?
More golems!
More Grove Keepers!
More levels!
More blessings and skills!
More story!
Whatever else the community wants to see!
Thanks you everyone for your support and we hope you enjoy the game!
First draft of Act I's final narrative, including new levels
First pass of the rework for the Prowler's bossfight
Added cultists with body armor
Added new system to consistently distribute weapons/equipment across each floor
Added a button to the main menu that allows for the quitting of the game
Added directional arrows that will point to remaining enemies once 5 remain
Conversation Cutscenes can now be skipped if you previously completed them
Skipping cutscenes may create unintended sequence errors, and will skip any forced actions as a part of the scene (i.e. starting a level) please report these if you encounter them
You will have to replay cutscenes to have them count as completed regardless if you completed them prior to the patch
Conversation dialog can be sped up by clicking
Dialog options selected previously (whether in a prior playthrough or in the same convo) appear grayed out
Added various dialogs between cultists that can be listened in on in key levels
Overhauled the dialog rendering system to use Unreal's rich text widgets
Added explosions
Added new Items:
Chainsaw: Hold to saw, consumes fuel and has to rev-up
Frag Grenade: Turns things into not things
Terminus: Lever-action shotgun used by Malone/The Bartender
Gave each playable character a unique car
Characters can only unlock/use their car
Reimplemented Stress
Stress was a mechanic that was lost when all human/cultist characters were reworked
Stress triggers when reaching 1 hp left and increases movement speed
Stress is lost when the combo ends
Added placeholder animations for fanning the magnum (Firing quickly)
Added/upgraded Roadkill(Bartender, Malone)'s character to the new framework for player characters
Added new sounds for throwing items
Added new compression fx to gunshots and hits
Thrown items now have tracers
Updated the layout of the diner, with adjusted bathroom and roof access
Thrown items now target the enemy closest to the player's aim rather than the closest distance.
Removed the trauma kit in the diner's bathroom and replaced it with the ability to wash one's blood off
Trunk loadout items are now marked as hidden until specific levels are completed, making options available as the campaign progresses
Character state is now saved to disk after beating a level/entering a level transition and will be loaded correctly when re-launching the game. (The character you've selected will remain as such after closing the game)
The Prowler can now start a new tail attack as soon as the last one finished its 'throw'
Cutscenes now offset the camera so the speaking character is visible in the empty space of the screen
Rook can now grab standing enemies if they are facing away from him
Enemies taken hostage by Rook now have a larger damage radius
Overhauled Rook's portrait images
Characters are no longer automatically thrown back on death (The damaging projectile applies the force)
Blunt melee attacks now apply appropriate force to enemies
Projectiles now apply appropriate force to enemies
Guns now apply physics recoil to characters that shoot them
Firing a gun will push you away from where you shoot
High-caliber guns will nearly stop your movement while firing to brace the recoil
Knocked-down cultists now have a unique animation for being stunned
Should make it easier to recognize enemies that are still alive
When using a two-handed melee weapon, tapping primary attack (and not fully charging the attack) will instead trigger the alt-fire bash
Enemies that are unarmed and cannot find a weapon will back away from the player
Enemies will now try to maintain a certain distance to their target, backing up if it is too close
Should help with enemies dogpiling the player, this effect is most noticeable on enemies with guns as they will maintain a much further distance.
This should also make sneaking up on enemies more important as they'll be harder to chase down once they've spotted you.
Breaking open doors is now quieter and alerts less enemies
Previously, entire rooms would be alerted upon opening a door, removing any need to enter the room before clearing it of enemies. Combat should be much more interesting now with less enemies rushing to your location instantly.
Adjusted Overdrive's 2nd floor to provide more cover to the central office space in order to make pushing that area more viable
The Prowler no longer coughs blood in the intro to a level
The first gang member in 'Overdrive' always starts with body armor
Moved the pipe in Overdrive and added a pistol to the starting area
The goal of the above 2 changes is to provide some light tutorialing for body armor, balance is still being worked on
\[Technical] Vehicles can now be locked
The engines of cars must now be started and headlights are only on while the car is running
Adjusted 'High Rise' to smooth out level flow
Added some new routes to the Mall and adjusted props to make some areas less constrained
Updated the first-half of the tutorial level to only have one-handed melee weapons
Neon Bars now break when performing an execution (But execute much faster and in one-hit)
Reduced the shotgun's muzzle velocity (3000-4000 > 2750-3250)
Shotgun was very overpowered compared to other weapon options, range was reduced to keep its overall power but make it worse at long range-multikills
For reference, the old muzzle velocity/range was on par with the rifle's
Enemies now remain knocked down for an additional second
Executions should now be more useful as waiting for an enemy to begin standing up is always slower
Updated the bar environment
\[Technical] Characters placed in-level (i.e. used for cutscenes) can now be referenced as playable characters
Rook's car will now properly disappear after switching to the Prowler in 'Night Prowler'
Cultists with melee weapons will no longer rush towards a target and instead back away if they can't safely make it to them (i.e. the target is across a chasm)
Fixed being able to sequence break and enter the bar before completing the story events that reveal it as a location.
Fixed a bug where in some cases player characters would not receive the 'player' state and could be knocked-down.
Fixed camera pixelate shader not having its pixel rotation updated in all cases, leading to jittery pixelation during screenshakes
Fixed cultist character damage radius' using a legacy physics material (And not registering as flesh)
Fixed ground friction not changing correctly for knocked-down/dead characters
Fixed being able to kill yourself by diving down the stairs
Dont test that IRL though
Fixed being able to become 'invisible' to enemies by walking against sloped walls
The gang outside in 'Overdrive' now react to being shot/damaged
Fixed the Prowler's tail having an unexpectedly strong impact on their movement
Fixed the wrong music being displayed for the Mall level
Fixed the Rifle being unable to unload empty rounds
Potential fix for cultists with melee weapons getting their ai locked when picking up a new weapon and their target is within range
Fixed heavy blast attacks not being able to deal lethal damage
Fixed being able to deactivate items while performing an execution (even if the item hadn't been activated)
Fixed a state error that could occur if you died while executing an enemy and didn't release the execute button before respawning
Fixed held item not deactivating after finishing the prowler's boss fight
Fixed being unable to open the pause menu after signing a contract or other circumstances
Fixed Escape not closing certain menus correctly
Fixed the Prowler's tail clipping through the floor in the intro of 'Night Prowler' on occasion
Fixed the health bar updating incorrectly when being updated continuously, notably while playing the Prowler.
Thrown items no longer collide with low props

Fixed a portrait error in Chapter 1 Episode 2.
Fixed a portrait error in Chapter 3 Episode 3.
Corrected awkward ordering of the Skip UI in some episodes.
Fixed an issue where lyrics were not displayed in the final episode of each chapter.
Fixed abnormal note movement when setting offset.
Fixed an issue where some notes were invisible.
Improved direction/visuals for Chapter 2 Episode 2.
Improved sheet music (charts) for Chapter 3 Episode 1 and 2.
Improved sheet music and direction/visuals for Chapter 4 Episode 1 and 2.
Changed the Ambient Noise in some episodes.