Announcements |

WELCOME TO UPDATE 26.0!

CHANGES TO HOW LEGENDARY UNITS ARE UPGRADED

From now on, to upgrade legendary units, you only require their copies. You will no longer need Magic Crystals, but there will be even more opportunities to increase the level of units and develop your deck!

One such opportunity is called the Summoning, which allows you to summon units. Below we will describe exactly how this system is going to work, and how you will be able to harness the randomness of Rhandum Isle to receive exactly the units you need!

  • Bells and Experiment Coins were added to the list of rewards for logging into the game. You will receive Bells on Day 28!
  • Bells will appear among the rewards in recurring events
  • Daily quests now have simpler conditions, and will also reward you with Bells
  • Experiment Coins, in addition to serving as rewards for logging into the game, can now be received as rewards in recurring events. Their maximum amount has also been increased. It will now be even easier to turn a Legendary card you don’t need into a unit that has been missing from your deck!
  • Sea DogSpirit Master and Tesla have been added to the list of Legendary units available through the Laboratory of Experiments
  • The Workshop now has a new section where you will be able to obtain and use Bells for summoning new units
  • There are many new entries among the seasonal rewards, including a large number of Legendary units!
  • Magic Crystals and Rune Keys are now removed from the game, while the concept of the Book of Secrets has been seriously revamped. The number of copies required for upgrading a Legendary unit has been revised, given the removal of Magic Crystals
  • The Magic Crystals in your possession will be automatically replaced with chests that allow you to choose a copy of any Legendary unit that you have access to based on your arena level
  • The Archmage Chest will now have a chance of letting you choose a Legendary card! This effect will activate randomly, or be guaranteed to trigger after opening a certain number of Archmage Chests


UNIT SUMMONING

We are adding Unit Summoning to the game! It becomes available starting with Arena 4 in the new section of the Workshop. Use Magic Bells to call forth a Legendary unit! The bells can be obtained by performing daily quests, logging into the game for 28 Days, and in recurring events. Bells do not expire. Accumulate them to summon the Legendary unit you need as soon as it becomes available for the Summoning!

Every week, you will be able to receive a guaranteed Legendary unit, choosing between two featured units. Every 4th week, there will be a legendary faction summoning, where you will be able to choose any unit of the current featured faction. Event-exclusive units are not available for Summoning.

One of the units of the week is guaranteed to become yours after 30 summonings. The choice between the two is yours! On the 30th summoning, you will receive the chosen unit; after that, you will receive the unit again after the next 40 summonings, and then the next 50. This value will be reset every time the summonings are updated, along with the present progression in the summonings. Before the guaranteed summoning kicks in, you have a chance to call forth a random legendary unit that is not part of an event.

With the Summonings and Experiments, you have more control over which Legendary units you end up with than ever before!

DIVISIONS

The new system of Divisions is introduced; seasonal rewards and trophies have been changed!

  • Divisions have been added to the game! Your Division depends on your critical damage value; the higher it is, the more rewards you will be receiving in the ranking season!
  • Opponents selected for you will have battle power closer to your own
  • The balance of trophies and rewards has been completely overhauled. You will be receiving more trophies, but they will be reset to 4000 at the start of each season. All players start a season with the same amount of trophies
  • Starting with 7000 trophies, you will start receiving Legend Medals, which will replace Contender Badges, among the rewards
  • Champion Items and Contender Items have been combined into the Legend Store, accessible after having reached 7000 trophies. The range of items in the Legend Store has been updated

Upgrade your units, heroes and defenders to get into a higher Division and receive more rewards! This is a sure way to get more Legendary units and more possibilities for summoning them!

EVENT IMPROVEMENTS

All events now have a common currency that is preserved between events! The levels of heroes and items in them are now equalized, too. Victory will be determined by your understanding of the game and the tactic you have chosen, the game will be picking opponents that are more similar to your level, and progression in events will be faster and easier!

  • Event participants will now have the same level of items and heroes
  • Currencies from all the events have been merged into a single type, and what amounts of older currencies you still had were converted into the new one
  • You will be able to use the aforementioned currency in the event store to get a unit from any event. You may even choose a Legendary unit not related to any of the events as your reward!
  • Items are chosen by the player in Royal Trials, or generated automatically in all other events
  • Apart from old prizes, we have added Star Coins that allow you to increase the level of units up to and including level 9 without spending any other resources!

TALENTS: ARCHER

The foe shall not pass!

Armed with the speed of forest winds, the precision of a hawk, and years’ worth of experience, the Archer will reach his full potential on the Isle of Rhandum!

Archer’s Talents:

  • At Level 4, The Archer gets a chance to fire an extra special arrow. He can sap the health of adversaries with deadly poison, or destroy hordes of enemies with powerful explosive arrows.
  • Poison arrows afflict enemies and increase the poison damage they take. Each hit of such an arrow increases damage over time dealt to targets.
  • Explosive arrows deal huge amounts of area damage when they hit the target.
  • At Level 6, the mastery of the Archer will allow you to temporarily hit more targets with special arrows, or increase the power of his projectiles.
  • The talents at Level 11 give the Archer the ability to summon his trusty hawks to help him in dealing with crowds of enemies, or to inflict high damage and maximize it against larger prey.
  • With the talent at Level 15, the Archer will gain the ability to become a Ranger, permanently boosted by the level 6 talent. A veteran Ranger has an increased chance to deal critical damage against enemies, as well as an increased chance of using special arrows. Merging or deploying an Archer enhances the bonuses from this talent.

TALENTS: SENTRY

The Sentry never sleeps.

Every day, year after year, he is patrolling his realm, watching the borders of the Isle of Rhandum so that they remain impenetrable for any enemy. For these years of devoted service, he was rewarded with arcane knowledge that allowed him, at last, to gain secret talents.

Rather than gradually ramping up attack power, the Sentry will now periodically fire enhanced bolts that deal extra damage.

Sentry’s Talents:

  • At Level 6, the Sentry adds special tiles to the field – the Guard Posts. Place a Sentry onto them to grant damage buffs to the unit's enhanced bolts.
  • At Level 8, Sentry's mastery allows him either to fire more of the enhanced bolts, or to apply bonuses to the attack speed of every allied Sentry when one of them appears at a Guard Post.
  • At Level 13, you may choose the way the Sentry's enhanced bolts are changed: they either blow up monsters and shatter their armor, or gain increased chance of dealing critical damage.
  • After reaching Level 15 and gaining the final talent, the Sentry has a chance to whip out a deadly Ballista that fires piercing bolts.

CHANGES TO ITEMS

A new amulet, new enchantments, a new way of upgrading heroic items, as well as comprehensive changes to the existing equipment items are coming to the game! It's a fine time to update your decks and challenge your adversaries!

New item: Amulet of Swiftness

Creates special tiles on the player's field. Merging, absorbing units or increasing their merge rank on these tiles increases damage dealt by all units by 0.5%. The tiles move when damage increases, or at the end of a wave.

This amulet is intended for decks with lots of damage-dealing units on the field, as well as for those who are tired of relying on luck at the start of a game.

Changes to armor and the Amulet of Weakness

The faction bonus affecting the other player’s units now depends on the amount of faction units in YOUR deck. The more units you have, the stronger the effect. The values for faction bonuses have been reworked.

Items changed: Hunter's JacketChainmailKnight's ArmorMage Robes and Amulet of Weakness

WHY?

Previously, the player would take an item with a faction bonus, the effectiveness of which was not controllable. When joining a game, the player would either be in luck if the item's faction bonus aligned well with the opponent's attacking unit, or they would be unlucky, as the item would end up mostly useless in the current battle.

Buffing Legendary amulets

Legendary amulets are guaranteed to receive a special tile within one of the field's 3 central tiles.

WHY?

We want to buff units that depend on the field's geometry (e.g. Cultist, Monk), and reduce the randomness factor.

BALANCE CHANGES

Magic Amulet

  • Starting bonus: 5% → 6%
  • Increase per level: 0.5% → 0.6%

Bow

  • Increase per level: 0.6% → 0.7%

Amulet of Growth

Previously, the Amulet of Growth was increasing the damage dealt by units after merging in special tiles that it was creating on the player's field. This effect remains in version 26.0, but at the end of each round, the damage dealt by units now decreases by 2%. Damage bonus cannot fall below 0%.

WHY?

We are buffing items that have effects influencing specific units or combinations thereof, but at the same time the Amulet of Growth is weakened so it is no longer the sole valid choice in higher Leagues.

Pocket Exhaustion enchantment

Reworked: Instead of the tile mechanic, it now hits a tile with a projectile that applies the negative effect reducing attack speed. The effect's duration is 15 seconds.

WHY?

Battles at higher waves are now faster, so the effect's duration has been reduced. Also, changes to the way Pocket Exhaustion works will make it easier for players to understand, as well as reducing visual clutter.

New Enchantments

  • Border Guards (regular and rare). Faction units in corner tiles gain damage bonus.
  • Vengeance (regular). After a faction unit has had its rank reduced for any reason, another faction unit gains a temporary bonus to damage.
  • Pocket Exhaustion II (rare). When a boss is killed by a unit of this faction, 3 Exhaustion projectiles are created as a vertical line on the other player's field. They temporarily reduce the attack speed of enemy units. Activates once per wave. Co-Op: increases attack speed.
  • Pocket Exhaustion III (epic). When a boss is killed by a unit of this faction, 5 Exhaustion projectiles are created as a horizontal line on the other player's field. They temporarily reduce the attack speed of enemy units. Activates once per wave. Co-Op: increases attack speed.
  • Foundling III (epic). Killing a mini boss with a unit of this faction has a chance of summoning a weakened Vortex mini boss to the other player's path.
  • Brotherhood I (epic). If a faction unit receives a negative effect, the damage dealt by another unit of the same faction will be temporarily increased. Cannot activate several times in a row.
  • Brotherhood II (legendary). If a faction unit receives a negative effect, the damage dealt by all units of the same faction will be temporarily increased. Cannot activate several times in a row.
  • Astral (epic). If a faction unit is about to lose merge rank, it has a chance to be stunned instead of losing it.
  • Foundling IV (legendary). Killing a mini boss with a unit of this faction has a chance of summoning a weakened Vortex mini boss to the other player's path.
  • Spelldoubling (legendary). Whenever a faction unit is absorbed or has its merge rank reduced, there is a small chance of summoning a unit of the first merge rank.
  • Reverse (legendary). When an effect is applied that renders a unit inactive, or after its merge rank is reduced, the affected unit temporarily gains a huge damage boost.

A button has been added to view the list of enchantments in the Enchantments tab of the Forge.

A new item for upgrading heroic items – the Hammer

  • Every time you use a Hammer to upgrade a heroic item, the hero's ability cooldown is reduced by 0.5%.
  • Trying to upgrade an item may end in failure – the Hammers will be expended, but the item will not be upgraded.
  • The chance for successfully upgrading an item depends on the current upgrade level and the item's own level. The higher the item's level, the better the chance to upgrade it!
  • You will be able to receive Hammers in the Hero Tavern reward, during special events, or in the Legend Store after having reached 7000 Trophies.

CHANGES TO UNITS

We have decided to spice up and strengthen the mechanics for some units, so that the game becomes more exciting.

Portal Keeper

  • Base damage is now higher: 56 → 79
  • Mana power-up bonus in now higher: 20 → 30

Reaper

  • Base damage is now higher: 50 → 63
  • Damage at level 15: 175 → 221
  • Mana Power-Up bonus is now higher: 50 → 62

Trophy Skull changed into the Ghostly Reaper

The talent has been improved. A Reaper instantly killing a monster grants a Trophy Skull that increases the damage dealt by all Reapers by 3% (down from 3.5%). After 150 trophies, the bonus is reduced to 0.3%. Summons a Ghostly Reaper to the player's side; the ghost moves to meet the monsters and deals 200% of the Reaper's damage in an area around it.

Mortal Harvest

The talent has been improved. When an instant kill is triggered, there is a 30% chance to cause an attack against all targets in a small radius, with the chance of instakill reduced by 2.5x compared to base. A ghost appearing as the result of instant kill is 100% stronger.

Priestess

  • Base damage is now higher: 25 → 53
  • Mana Power-Up bonus is now higher: 24 → 32

Gift of the Heavens

The talent has been improved. When appearing, has a 45% (previously 30%) chance to create 2 tiles (previously 1 tile) on the field that grant 150 (previously 300) mana when merging in them. The ability can only be triggered no more than twice every 20s.

Holy Water

The talent has been improved. Merging a Priestess throws a bottle of holy water at a monster on the field. The bottle leaves a puddle that reduces the armor of monsters by 30% and deals 200 damage per merge rank of the Priestess. The puddle lasts 30s.

Hunter

Large Prey

The talent has been improved. Killing a boss or mini boss (or a regular monster, with a chance of 5%) grants a trophy that increases the damage dealt by the Hunter by 4%. After 60 trophies, the bonus is reduced to 0.5%. When attacking, has a 7% chance to fire an acorn at a random target, dealing increased damage.

Engineer

Defensive Matrix replaced with Incendiary Barrage

Upon appearing, and then every 30s, each Engineer drops a part which grants a random Engineer and his neighboring Engineers attacks that deal 30% of the Engineer's base damage in an area around the target. Lasts 10s.

Fast Recharging

Upon appearing, and then every 30s, each Engineer drops a part that increases the attack speed of a random Engineer and his neighboring Engineers by 15% for 10s.

Conveyor replaced with Shieldscreen

Upon hit, a part has a 35% chance to grant the Engineer a shield that protects against one negative effect.

Overtime

The part has a 15% chance to rebound onto a random Engineer. When a boss appears, the Engineer has a 35% chance to drop a part.

Talents at levels 13 and 15 are unchanged.

Sharpshooter

Headshot is now unlocked at the first Ascension level, and Explosive Rounds are moved over to the fourth level of Ascension.

Rogue

New stat added: bonus damage

Bonus damage is now dependent on this specified value and not on critical damage.

Slug Spikes

The talent is now available after the first Ascension. The Rogue has a 50% chance to be equipped with spikes. When appearing, merging or changing the merge rank, the Rogue throws them at the first target. The spikes last 10s and deal 100% of the Rogue's damage to the monsters that pass over them, also slowing the monsters.

Giant Spikes changed into Sharp Thorns

The talent is now available after the first Ascension. The Rogue has a 50% chance to be equipped with spikes. When appearing, merging or changing the merge rank, the Rogue throws them at the first target. The spikes last 10s and increase the damage taken by the monsters in an area around them by 50%.

Smoke Bomb

The talent is now available after the second Ascension. The Rogue has a 50% chance to be equipped with a Smoke Bomb. When appearing, merging or changing the merge rank, it shrouds all Rogues in smoke for 5s, increasing the damage they deal by 30%.

Vigor Bomb

The talent is now available after the second Ascension. The Rogue has a 50% chance to be equipped with a Vigor Bomb. When appearing, merging or changing the merge rank, it shrouds all units in smoke for 5s, increasing their attack speed by 15%.

Talents at level 11 are unchanged.

Shinobi

With a 15% chance, a Shinobi appears instead of a Rogue. Every Shinobi is equipped with both a bomb, and spikes. A random value between 0 and 40% of the critical damage is also added to Bonus damage. As well, once every 20s the Shinobi shrouds himself and the nearby Rogues in smoke, and tosses spikes at monsters. A Rogue shrouded in smoke is shielded against negative effects.