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!
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!
The new system of Divisions is introduced; seasonal rewards and trophies have been changed!
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!
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!
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:
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:
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 Jacket, Chainmail, Knight's Armor, Mage 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
Bow
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
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
We have decided to spice up and strengthen the mechanics for some units, so that the game becomes more exciting.
Portal Keeper
Reaper
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
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.