A few quick notes-
I have to pay to unlock the new preps again after each dungeon run - for some reason it's not saving the fact that I already opened them.
Patches' effects happen so fast that they're often hard to figure out. A log would be very much appreciated.
I was a little apprehensive about the change to Transmuters, but it's not as big a nerf as I first thought. In a way it makes them even more dependent on the Rock Heart now, even if it isn't as big of an advantage to them; it also makes Elf and Dracul worship pretty much their optimal choices for the time being, at least from what I've tried out so far. They are also feeling a bit more generic now - they don't even have any status icons at the start (and Stoneskin + phys resist + bonus exp are the only ones they will have without outside help).
The change to poison feels like too big a nerf, or at least that's my first impression. Particularly for APHEELSIK - it's going to be incredibly difficult to kill anything more than one or two levels higher than you, and you're going to burn a lot more tiles to do so. Goblins are even more the go-to race for Assassins now, since their opportunities for bonus experience are much more limited, and fighting the boss at as high a level as possible is now essential. I like the idea behind the change, and it may well be appropriate for Venom Sword abuse, but at least for APHEELSIK (and maybe even only for Assassins) the enemy regeneration rate might be better as the level difference divided by 2 (rounded up, e.g. level 10 monster and level 1 player = [10 - 1] / 2 = 4.5 = 5).