This is the event where you will encounter new game modifiers and a dangerous mini boss – the Cunning Fay. As rewards, you may receive cards for three units – the Banshee, the Enchanted Sword and the Scrapper – to add them to your collection. If only one of these units is of interest to you – no worries, you will have the choice! Assemble the collections, advance in the Flower Pass, spin the carousel of rewards and receive your Legendaries. Onward, the hunt for the precious cards is on!
“Grand Masters, what is going on? Academy students set off on their own to explore the Dungeons of the island. As a result of their experiments, powerful, unbridled magic has been unleashed! It has created temporal and spatial anomalies. The dungeons that brave adventurers used to visit with friends have changed beyond recognition!”
Key Co-Op changes
Modifiers
We do our best to make every battle more fun and varied. To that end, we are adding several completely new, unique modifiers with a collection mechanic, granting an effect lasting until the end of the battle. A number of changes have also been made to existing modifiers, such as Mana Rain, Alacrity, Curse, Speedrunners and Power Surge. Several familiar modifiers from other modes have been added as well: namely, Slug Bombers and Defenseless.
The scientific breakthrough performed by the researchers of the Magic Council and the Technogenic Society has changed the life of the Kingdom of Rhandum!
Experiments are a new mode for the operation of the Magic Lab that allows transforming copies of the Legendary units you do not need into different ones – similar to how Magic Crystals were obtained. It is available to every player who has reached the Leagues!
In order to conduct Experiments, you need three things:
You may select several Legendary units, and if the experiment ends in success, you will be guaranteed to receive one of them for your collections. Like any experiment, this one is somewhat unpredictable and may end in failure. In this case, the unit you were experimenting on will not go anywhere – you will still keep it. Should several experiments in a row fail, eventually a subsequent one will certainly be successful, and give you the desired result!
Accessing all the Labs is now possible via the single interface, for the player’s convenience.
We continue to work on the length of battles. Therefore, PvP battles in Leagues will be changed in a number of ways. The goal is to reduce their duration, which will save more time for various game modes and developing a collection of units and heroes instead.
Wave length reduction
One of the key changes to PvP battles in Leagues is the reduced duration of waves.
Mana-carrying monsters
Starting from the first wave, improved Manahauler monsters will be encountered – to help you develop the field more actively.
Monster Health
The health of monsters will grow more noticeably, starting with the third wave. Starting with wave 10, monsters will receive a speed boost, becoming faster from wave to wave.
Meet the new images of the units and heroes in the game. Don’t forget to turn the sound on – the heroes have their own voices now!
The Trainer’s Rebirth
The Captain steps up into the spot of the first hero to greet the players. His abilities will be familiar – they reprise the Trainer’s abilities, while the colorful and charismatic image will inspire the players to new feats!
The Technogenic Society is proud to present the Scrapper with a whole new arsenal of abilities!
The Scrapper is able to recycle other units, accumulating charges. Every charge gives you mana. Additionally, once enough charges are accumulated, the Scrapper creates an enhancement that will increase the merge rank of a random allied unit.
Aside from talents, the Scrapper will enjoy the following changes in the coming update:
Talents
Level 9 Talents
Scrap ‘Em All
Waste-Free Recycling
Level 11 Talents
Successful Shift
Promotion by Merit
Level 13 Talents
Labor Enthusiast
Acrid Waste
Level 15 Talent
Triple Quota
Would you rather be getting a brief power boost every time you absorb a unit, or expanding the number of units you can absorb? Ranking up your units more often with the Scrapper, or better controlling the number of Scrappers on your field? Creating monsters to keep your opponents on their toes, or using traps to soften the foes threatening you? The choice is yours!
Regular events
Battle Pass
UNITS
Spirit Master
WHY?
The Scrapper’s talents are making decks with the Spirit Master in them much stronger. The damage at high level has been reduced a little, while the damage when receiving the basic unit (lvl 7) remains unaltered.
Bruiser
Awakening Rage
Furious Brotherhood
WHY?
After talents have been added for the Scrapper, the Bruiser has been accumulating huge amounts of clovers. These changes are meant to hold back the latter unit’s might.
Engineer
Fast Recharging
Vampire
Damage
WHY?
Our favorite Engineer and the insidious Vampire have been strengthened a little so that the effectiveness (and the popularity) is a little more even among the epic units.
Crystalmancer
High Arcanist
WHY?
Using the Crystalmancer with this talent simply leaves the Engineer with no chance to show himself.
Blade Dancer
Floral Frenzy
Blooming Dash
WHY?
The unit is made stronger so that she fits the new combat balance better.
Enchanted Sword
WHY?
With the game becoming faster paced, accumulating the maximum amount of orbs is looking like a more difficult task. Therefore we are returning the amount of orbs per sword to what it was originally.
Tesla
WHY?
These changes were made because Tesla was lagging behind other units when looking at the amount of damage dealt, especially at higher levels.
Dryad
Fairy of Growth
Fairy of Rage
WHY?
At the moment, the Dryad is the strongest and the most popular supporting unit. Altering the unit, along with adding talents to the Scrapper, is intended to make the choice of decks for successful battles not as clear-cut.
Demon Hunter
Absorption of Evil
WHY?
Currently, the Demon Hunter is an easy to use and popular unit, and the Absorption of Evil talent allows increasing the unit’s damage output passively, without interacting with the battlefield. This method makes gameplay boring. Alteration to the talent should suggest a more proactive playstyle via the mechanic of mark multiplication by merging low-level Demon Hunters.
HEROES
Jay
Crack Shot ability
Sudden Shot ability
WHY?
Jay was created as a hero that would be used in combination with units that have high attack speed. Unfortunately, that led to the situation of the hero being used only in certain decks with the efficiency strongly skewed towards the hero herself. It was readily apparent in game events where Jay is the primary condition for success, often dealing more damage than the units themselves can inflict. That was making the choices of units for the deck and the strategy inside combat less relevant. As such, we decided to make Jay more versatile, binding the arrow bonuses to the damage dealt by units and lowering Jay’s own damage – so that dominating strategies in the Rhandum League and other events may be avoided.
Zeus
WHY?
With the reduction in the duration of battles, the hero's effectiveness might be significantly reduced, because his ability is mostly dependent on the wave length. The frequency of the ability's usage has been increased in order to better fit the new pace of combat.
Reducing the effectiveness of negative mechanics on the opponent’s field
Shaman
Sea Dog
Explosive Surprise
Frost
Icewalk
Ice Shield
Frost King
Snowflake
Winter’s Kiss
Cold Welcome
WHY?
At the moment, the popularity of units with negative mechanics has soared. This is especially noticeable in the higher leagues where the deck, in addition to great efficiency, causes a large amount of negative effects on the opponent’s field. Changing the stats of these units and the hero in intended to make the game more comfortable to play.
Ability cooldown
Cultist
Harbinger of the Abyss
Monk
Banshee
Witch
Polymorph
WHY?
The battles are made shorter because the waves are faster, and the monsters stronger. Changes to the ability cooldowns are made to preserve the effectiveness of certain units the abilities of which strongly depend on the length of waves.
WEARABLE ITEMS
Mage Robes
WHY?
The Mage Robes have long been the most popular armor in the game. It was especially pertinent in the higher Leagues, where the Robes were capable of taking a significant portion of mana. The changes are intended to make the game more dynamic in the first waves, and also to make the choice of armor less straightforward.