Heroic Feats:
The heroes each had a skill that was referred to as her "heroic skill", but it was a little confusing whether that meant just the top one on the hero card. We've renamed them to Heroic Feats, and made the scroll blue to clearly differentiate. In addition, there is now a clear phase for when to use them during encounters: "Heroic Feat". In addition, the Archer's heroic feat was slightly too weak, so it's been changed:
Gain a die:
Previously, many skills instructed you to "Add STR 6". This was interpereted by many to mean you could add 6 pips to your various yellow dice. Instead, we've reworded all skills to say "Gain a STR 6" instead. You'll see that change reflected in the balance changes below.
Experience
Each experience level now requires one less XP -- from 7/9/11 to 6/8/10. This should make starting with a 2XP encounter less bad, and also make Level 4 more attainable.
Flameweave
Reduced mana cost from 3 to 2, to make it a little easier to use early. It can now also be used on perils.
Chaotic Aura
Limited to five dice affected. While cute, changing all your dice to 6s with Consistency and Chaotic Aura was kinda broken.
Lucky Familiar
Added the option to increase a die by 1. This makes it a little more flexible and interesting.
Brute Force
Changed it so that Brute Force changes any 5s, not just STR 5s, to 6s. Very nice against the Yeti.
Invisibility
Remade slightly to prevent rules mayhem. The spirit remains the same.
Skeleton
Moved one time icon from its skill to the 6 challenge box. This will give players a small amount of flexibility.
Yeti's Cavern
Moved one damage icon from floor 2 to floor 3, and into an armor box. This should make partial fails on perils a little less crushing. An outright fail is just as bad (actually slightly worse!). Also, we changed the way Freezing Winds works to be more clear. Now it depends solely on the consequences of the combat, and not on time spent during the encounter for skills or effects. This was a frequent source of confusion.
Lich's Tomb
Similar changes to the Yeti's Cavern for perils and including a parallel change to clarify Blade Storm.
Minotaur's Maze
Again, moving one damage off the non-armor 6. In this case, it makes the dungeon a hair more difficult early, and easier later.
Yeti
The Yeti would like to apologize for all the crushing defeats. He has humbly agreed to reduce two of his challenge boxes and invites you warmly to his cold dungeon.
Lich
The Lich is less kind about it, but also has reduced challenge boxes slightly. Also, we clarified the ability, which may have been my most ungood wording of the entire set.