Fixed Armor Gem's damage being calculated from the armor it granted instead of the clear's real (relic-scaled) damage, which silently flattened every Tetris it occupied to a tiny fixed number regardless of build strength. Now scales with real clear damage, same as the Gravity and Healing gems.
Lowered Armor Gem's top-tier armor-per-trigger value (was 4, now 3).
Armor now decays naturally over time instead of holding indefinitely, shown as a circular darkening creeping across the shield icon.
Reworked Staggering Gem: delay is now a percentage of the target's own attack cooldown instead of a flat number of seconds (higher tiers used to do nothing once the flat delay saturated the enemy's cooldown at high attack speed). Also now hits multiple enemies at higher tiers — 1/1/2/2/all across tiers 1-5, with delay strength 50/75/75/100/100%. At tier 5, a Tetris delays every enemy's attack cooldown by 100%.
Dead Man's Hand now adds a flat +1 per clear that includes any garbage row (was +1 per garbage row within that single clear, so a 4-garbage-row Tetris added 4x too fast) and caps at +10 (was uncapped).
Heat
All five Heat effects (gold-round payout, gem rarity, piece fall speed, enemy attack rate, enemy attack power) roughly doubled in strength.
Endless Mode
Enemy attack power and attack speed now scale up faster with each round (HP scaling unchanged).