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歡迎使用更新第 34.0 版!

You will find:

  • Legendarity. The new stat that grants access to a wide array of capabilities intended to make the development of decks more flexible by using Spells and Artifacts. You can personally choose Spells and Artifacts for each of your decks: 1 of the former and up to 3 of the latter!
  • Perks. They come to replace Items, but their effects are account-wide
  • Changes to the Pantheon. It now gives bonus to damage. New units that join it receive an additional temporary boost
  • Festival of Talents is coming again, with the new legendary unit – the Valkyrie!
  • Other changes: the interfaces of the units tab and the Pantheon window have been updated, and a new title was added for the players that have repeatedly reached 10000 Trophies

 

LEGENDARITY

What is it? It’s a new progression stat for your account that grows as the levels of your legendary units and heroes climb. Each level attained gives an increase to this stat. But this is not just a number reflecting your power level: it’s a tool that allows you to unlock the abilities (spells and artifacts) that can be equipped for each deck, and used in battles.

It turns the upgrading of legendaries from just chasing “more and more damage” into an instrument of variety: you will now be able to effectively upgrade various decks and legendary units, unlocking new tactical capabilities as well. These changes will also benefit matchmaking: well-buffed players will have a lot more potential opponents, which will make battles more dynamic and captivating.

Abilities arrive to replace items and enchantments: they will give you much greater freedom and variety in choosing units. We are sure that you will appeciate just how much easier experimenting with decks is going to become. The tab will gain a new section where you will be able to set up Abilities for each deck. The slots for these are unlocked step by step:

  • The first slot becomes available after attaining 4000 trophies. This is where you will be able to put in a Spell – an active ability that can be used in battle at a convenient moment. Spells have cooldown, and their effects may completely turn the course of battle around.
    As the Legendarity increases, new spells will become available, but this single slot will still only take one of those. This way each of you happy owners of multiple legendary units will gain the ability to select the spells that would be the best match for a particular unit mechanic.
  • Slots two through four are unlocked upon attaining particular Trophy values. These will accept Artifacts – the passive abilities with effects that last throughout the battle, similar to enchantments. In Version 34.0, only some of the abilities have been premiered, and more are slated to be released in the future! There will be various types of these: damage, economy, monsters, defense, etc.

Within the first batch, you will see both familiar (and popular) enchantments, and completely new effects − and they no longer require you to spend time looking for them. Upon attaining a particular Trophy and Legendarity values, you will simply unlock the ability in question, becoming able to put it into a slot and use it in combat. No more spending essences to find the legendary Counterspell!

That said, the artifacts themselves will be subject to upgrading through the use of Essences. This way, the familiar tandem of Essences <> Enchantments will be preserved, but the whole system becomes very uncomplicated indeed.

The abilities are tied to decks, so you will be able to create truly unique builds: one deck for aggression, another for control, the third for survival, etc. And each will have its own set!

There will be just one exception to this rule – we’ve also transferred the amulet mechanics to the ranks of artifacts (while adding some new ones!), but each set will only be able to contain one artifact serving as the equivalent of the amulets we have now. This is done to avoid cluttering the battlefield visually, since three amulets make it look like a blinking traffic light, and make the game somewhat frustrating.

 

ITEMS  → PERKS

With this version, the items themselves are simplified. They are replaced with passive perks – permanent bonuses effective at all times, for all decks. 

  • Perks are collected into a dedicated list: you will see their icons, current levels, and descriptions of their effects. Upgrading them will be a one-tap process – press the button, and a random perk gains +1 level
  • Perks have their own levels of development, and upgrading them will require gold and item fragments that get turned into perk fragments. When you use them, fragments will be combined; the distinction of armor, weapons and amulets will be no more. Maximum simplicity, accessibility and clarity!

Conversions

Let’s talk about the conversion process now: everything will be transformed into the resources that are useful for the new systems, and you will instantly be able to use what you get:

  • Items → converted into perks + fragments and gold for subsequent upgrades
  • Equipment fragments → converted 1:1 into new perk fragments
  • Item enchantments → they give essences useful for upgrading artifacts
  • Item sets → compensated with extra resources: essences and hammers

The heroic items (universal and unique ones) will remain with you and see no changes − except being moved to the hero’s tab, where they will keep working as they did before.

 

PANTHEON

Since the entire system of critical damage has been revamped – what with the legendary units and heroes having no influence on it anymore − the Pantheon’s bonus also changes with it. The primary bonus it used to give will be replaced with another, quite easily understandable – the damage bonus. The newest unit to join the Pantheon will gain an additional temporary boost − the Novelty bonus. As soon as a new unit enters the Pantheon (or the novelty period ends), the Novelty bonus expires, leaving the unit with just the regular Pantheon bonus. As a result, all five units in the Pantheon always have a powerful base bonus to damage, and the Novelty bonus may be enjoyed either by the newest unit, or (for a time) by no one at all... until the newest star comes around.

To sum it up:

  • The newest unit will feel powerful and nice after being released – you won’t have to wait until it can be upgraded to high levels before you can really put it to the test in battle. This is the perfect moment to assemble a deck to match it, and try out all the combos you might’ve cooked up in your mind
  • The Pantheon units will get a pleasant, tangible bonus
  • When the next newfangled unit comes out, it receives the same “window of heightened power”, while the previous one will smoothly transition to the regular Pantheon bonus while remaining completely relevant and competitive in the meta without nerfs or major balancing edits

 

FESTIVAL

Music, lights, and the festive buzz draw crowds to the primary stage — the Festival is beginning! This time, the biggest star of the event is the Valkyrie.

Complete quests, spin the festive carousel, collect special cards, and the Valkyrie will surely appear in your deck.

But things won’t be that easy... Gingey and the Snowman are clearly up to something: they will try to spoil the fun. Enjoy the celebration — but stay alert!

The event is set to begin on Dec. 22nd!

 

NEW LEGENDARY UNIT – VALKYRIE

She is born for battles and for leading the host through every trial. Her image is that of sacrifice, celestial predestination and the power of the runes. Under their auspices, she guides her sisters onward, to victory − one that is determined by Fate itself.

Unit’s features:

The Valkyrie has area attacks. When dying or merging, the unit receives the Runes of Fate that empower all Valkyries and unlock additional abilities. A special type of warrior lady, the Chosen One, may also appear on the field. Losing or merging her summons new allies, and may even grant the boon of the Chosen One to another. Using Mana Power-up increases the rank of a random Valkyrie, which helps with revealing the true potential of the squad.

Valkyrie’s Talents

Level 9. When a Chosen One is lost or merged, all Valkyries on the battlefield have their morale − and thus attack speed − increased. Alternatively, they can choose the three Leaders whose power will determine the outcome of the battle.

Level 11. When a Chosen One is lost or merged, the squad is cleansed of negative effects, or there is a chance of gaining extra Runes of Fate.

Level 13. The strongest Valkyries gain a chance of dealing extra strikes, or the entire squad is empowered when there’s a sufficient number of allies.

Level 15. A Heavenly Strike falls upon enemies when a Chosen One is lost, and the accumulated runes unlock the critical potential of every warrior lady.

The true power of a Valkyrie is born of faith and sacrifice, and her path is the road of unity and perennial combat!

OTHER CHANGES

Interface alterations

  • The Unit window has been updated, with new tabs for setting up Abilities and Perks added 
  • When browsing the list of units, the deck view will remain pinned
  • The appearance of the Pantheon section has been completely revamped 

New title

  • A unique − and animated − title has been added. Players who have repeatedly reached 10000 Trophies will be able to acquire it

In the game’s official communities, you can discuss the news – and find an ally to beat a dungeon with or to play with in a clan!

Trophies Balancing

The rate of Trophy accumulation will now depend much stronger on the percentage of victories and defeats, which would reflect the player’s success rate during the season much more accurately. Due to these changes to the Trophies balance, the bonuses were altered as well:

  • The first victory bonus is granted again, but only once
  • Trophies for victories in earlier leagues have been increased