April 6th Patch Notes
Critical Attacks, Equipment, Stones, and Stability Improvements

Critical Attacks/Luck has been implemented as a new warden specific stat
- Wardens all now have a Luck Stat (visible in HUD) that determines (for now) their chance of scoring a critical attack
- Critical attacks show up as a yellow number above the enemies when it shows the damage amount
- The attack increase% is determined by their Critical Rate which is also visible in game stats and HUD now, base is a 40% increase to auto attack damage when crit.
- Base luck for all wardens at start of match is 0, this can only be increased with equipment/skills/buffs
- This system does not apply to minions/jungle creatures or towers
- Critical attacks show up as a yellow number above the enemies when it shows the damage amount
In-Match Currency: Stones
- Stones is a new in-match currency that is awarded to players and teams (teams wallet tracked but not yet implemented) when the player completes certain tasks.
- Initial tasks that reward Stones
- Last hitting Minions
- Last hitting Wardens
- Last hitting Jungle Creatures
- Last hitting Towers
- Discarding cards from your hand (manually or via skills like Redraw)
- Please note: after some assessment of earn rates for Stones, rewards will be rebalanced and an in-match store will be released that allows wardens to purchase skill cards and equipment.
- Initial tasks that reward Stones
Equipment System
Each warden now has 4 equipment slots: Weapon, Armor, Helm, Accessory. Each slot can have 1 piece of equipment that will be across 3 levels/Powerlevels (Gray/Green/Blue gems). You first equip gray then upgrade in the same manner you upgrade cards during a match.
- 3 power levels matching skill cards
- Power level equipping follows skill path: Gray PL1 helm -> Green PL2 helm -> Blue PL3 helm with perk
- 2 Positive stats on equipment. Stats improve with level of equipment
- Equipment cards can now be added to skill decks if they are owned in your inventory
- Equipment cards are drawn randomly like normal skill cards. If user draws an equipment card they can slot it (if meeting upgrade requirements) for free instead of the purchase route that will be available via stone store
- Warden specific equipment and perks will be included in pack opening and with equipment specific packs as a rare drop
- Temporary decks include 5 equipment cards now with one complete weapon upgrade path and 2 other equipment cards
- Warden specific equipment perks directly interact with a warden's specific playstyle or deck building options such as
- Wizard perk: When you apply any stacks of burn, apply 1 extra stack
- Rogue perk: When you auto attack a target from behind, apply 1 stack of bleed
- etc.
Updated hand card slotting UX
- We have removed the mouse click-drag interacting for slotting cards as we are prepping for controller implementation
- Now when a card has hover/focus from the mouse buttons will roll out that allow slotting or discarding of a card.
- Please note that this is a large rework and some bugs are present that will be cleaned up and polished in the next patch
Performance work improvements
- Large amounts of work targeting update rates, cpu load, replication, server stability, etc.
- Adjusting hz replication rate of various things to align with how often they are actually needed
- Too many fixes and upgrades to list here but server stability and performance should be measurably improved with reduced latency and rubberbanding
- Fixed various issues and bugs related to sweep and block states
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