Announcements |

WELCOME TO UPDATE 26.1!

FESTIVAL OF TALENTS

The Festival of Talents is coming to the Isle of Rhandum once again!

This time, you will have to face a dangerous mini boss – the Flaming Maestro – but you will be aided by hilarious, yet powerful modifiers!

A new Legendary unit, the Treant, is the special reward! Spin the Forest Carousel, assemble collections, exchange them for the Mysterious Pass points, and the defender of the woodland will join your deck!

The event is starting on August 16th! Don’t miss it!

NEW LEGENDARY UNIT– TREANT

The roots delve deep into the earth, feeding this giant with nature’s energy for hundreds, or maybe even thousands of years. It awakens in the moments of dire need, answering the call of the Forest Alliance to do its duty. Its presence fills allies with tranquility, the sense of balance and immutability. It is the defender of all life, and a deadly foe to anything that dares to harm its native grove. Meet the mighty Treant!

They say that if you find a waking Treant in a good mood, it may give you valuable advice or a piece of life’s wisdom in exchange for just one coin of gold.

The Treant is a unit that specializes in dealing damage. The first monster on the path is always targeted.

When appearing, a Treant always has the first merge rank. When two Treants are merged, a new unit is not formed – instead, the second Treant absorbs its fellow and receives leaf charges.

All other abilities and units that are supposed to increase merge rank give Treants leaf charges instead. After attaining enough charges, a Treant increases its merge rank. Unlike other units, Treants have a maximum merge rank of only 4!

Treants are also immune to effects that lower their merge rank. Instead, they lose leaf charges for every attempt to reduce their rank.

Activating Mana Power-up lowers the merge rank of a random unit of the highest rank (that is not a Treant) on the field. In return, leaf charges are granted to as many Treants as the affected unit had merge ranks.

Talents:

  • With talents of Level 9, wise Treants gain new abilities and skills. You may choose to either increase base and critical damage of the strongest Treants, or make all Treants on the field deal more damage
  • Talents of Level 11 allow Treants to use deep regeneration that cleanses them of negative effects, or to increase damage by using the young growth that appears
  • With talents of Level 13, the player will have to choose between omnipresent vines that damage all monsters on the path, and toxic mushrooms that may stun even a massive foe
  • The power of the talent found at Level 15 is unleashed with unity – and with upgrading units. When you have a certain amount of top-level Treants on the field, the remaining Treants receive a bonus to critical damage lasting until the end of the battle

A lil' bit of advice: when you set out to visit the nearest festival, take a Lucky Beetle along.

DEATH WAVE

Battles in high Leagues are dragging out for longer than we – or the majority of the players – would have liked. When solving this issue, we posited a few conditions for ourselves:

  • The upward curve of difficulty should be smooth enough, so the players may get prepared
  • The mechanics of raising difficulty should not be tied to a large number of negative effects on the field
  • Battles must become shorter
  • For the players, the feeling of competition brought by PvP battles must be preserved, or even somehow improved

The solution was found in the Death Wave!

It begins after the 10th wave. Waves before its start are unchanged, so the players still have the time to build and improve their field.

During the Death Wave, the distinction between the monster phase and the boss phase is lost. Monsters appear with set intervals. Bosses join the battle every 30 seconds, without absorbing the health of remaining monsters.

During this wave, there is no classic movement of regular monsters to the enemy’s side either. For both players, monsters appear in identical quantities, and simultaneously.

Apart from the usual increase in health, all enemies gain extra armor and reduction to percentage damage received. As the Death Wave goes on longer, these stats are ever increasing. The monsters’ effective health will be increasing more smoothly: it will grow by 10-15% every 10 seconds. But don’t be afraid of the damage dealt becoming that much slower, because the mechanics of armor and health work very similarly, yet they have different effect on the final amount of damage dealt.

These are the enemies you may encounter during the Death Wave:

- Regular monsters

- Blazing Burn mini boss

- Bannerlord mini boss (a weakened version)

- Vortex mini boss

- Manahaulers

- Bosses:

  • Assassin
  • Warlock
  • Pudding
  • Tribunal (a weakened version, reduces the rank of 3 random units)
  • Grandmaster (a weakened version, increased ability cooldown)
  • Bedlam (a weakened version, transforms 2 random units)
  • Gorgon (an altered version, turns units to stone for 8 seconds; the effect is not dispelled with Gorgon’s death!)
  • Dark Priest (a weakened version, throws 1 seal upon death instead of 2)
  • Monkey King (a weakened version, increased ability cooldown)

The Virus, Kitsune, Tamer and Puppeteer bosses do not appear during the Death Wave.

All effects that trigger when the final boss is killed during a regular wave now activate every time a boss dies during the Death Wave. This applies to e.g. the Enchanted Sword’s Eternal Gaze talent, or the Pocket Curse enchantment.

All effects that last during the boss phase will be active in the Death Wave so long as there is a boss on the path (e.g. the Sharpshooter’s Crazy Shooting mode, or the Bruiser’s Enrage mode).

The Death Wave will be added to every competitive PvP mode (regular PvP, clan battles, battles in the regular events, training) except the Rhandum League. There will also be a new seasonal leaderboard with unique visual rewards, where the players will be able to compete against each other and perform records for battle duration!

OTHER CHANGES

Challenge of the Seven

  • The participants will now be required to make a small donation of 500 gold to enter
  • The amount of victories required to take the first place has been reduced: 7 → 6 
    This change will take effect after all players have switched to version 26.1

Regular events

Rush for Glory

  • After the hero is selected, you may choose suitable items as well

Mirror Match

  • Unit sets are now picked depending on the specific properties of both players' decks

Experiments

  • The amount of possible failed experiments has been reduced from 6 to 5. However, the chance of success with every attempt remains the same – 20%
  • You may now choose a unit of maximum upgrade level as the result. These units will be categorized separately.
    This way, you will be able to experiment even if the player has less than 5 non-upgraded units

Summoner
Gift of the Ancestors

  • We set a limit on the accumulation of spirits. Now the maximum is 50

Why?
As new mechanics are introduced, it is necessary to set a limit to avoid situations where a unit with this talent gets a big advantage.