Patchnotes

## Version 2.0

UNITS

The unites are one of the most important objects in the game, so they attract a lot of our team’s attention. In this update, we have added a whopping 11 new units and applied some nice balance touches to many of the old ones.

New Common Units:

* Rogue — Damage per strike increases by a random number between 1 and your critical damage value.
* Hunter — Deals extra damage with the first shot at the target.

New Rare Units

* Chemist — Increases damage taken by the target.
* Sentry — Gradually increases his damage in 10% increments.
* Zealot — Increases his damage according to the amount of unused mana.

New Epic Units:

* Vampire — Bites the target, making it periodically give you mana.
* Crystalmancer — Damage increases with each attack on the target. After switching to another target, the damage increase is reset.

New Legendary Units:

* Demon Hunter — At ranks 1-2, has a higher attack speed. At ranks 3-6, attacks more targets. At rank 7, occasionally fires at a single target, instantly killing ordinary monsters and damaging bosses and mini bosses for a specific % of their health.
* Stasis — Creates time control spheres that stop enemies in place.
* Knight Statue — Increases the attack speed of neighboring units. When you have 3, 5, or 7 Statues, they activate a special ability that increases damage and critical damage chance.
* Inquisitor — Increases damage against the target with each attack. When you have 1, 4, or 9 Inquisitors, they activate a special ability that increases attack speed and allows dealing area damage.

Unit Updates:

* Archer — damage increased.
* Sharpshooter — unit’s quality was raised from Common to Rare.
* Bombardier — repeated attacks upon targets that were stunned earlier now have a chance to stun them again
* Poisoner — the acid now inflicts damage more often.
* Banner — now increases the attack speed more efficiently
* Reaper — the basic chance of instantly killing the target was increased.
* Clock of Power — the effect of lowering\raising the attack speed was increased.
* Frost — the intervals between activation of his slow down ability are now shorter.
* Poisoner, Cold Mage, Bombardier, and Plague Doctor now apply their effects simultaneously with the attack.

### Version 2.1

Sentry:

* Damage base value increased: 80 → 100
* Unit’s level-up now adds less damage: 10 → 8
* Mana Power-up now adds less damage: 20 → 16
* Damage Increase ability base value lowered: 100% → 40%
* Every Mana Power-up now adds more to Damage Increase ability: 2% → 20%
* Damage increase rate base value lowered: 10 → 6

Vampire:

* Mana generation ability base value increased: 1 → 2
* Mana-Power-ups now add less to Mana generation ability: 3 → 2

Demon Hunter:

* Damage base value increased: 80 → 250
* Unit’s level-up now adds more damage: 10 → 25
* Mana Power-up now adds more damage: 60 → 150
* Level-up now reduces the interval between attacks even more: -0.01 → -0.04

Zealot:

* Damage base value increased: 50 → 100
* Mana Power-up now adds more damage: 25 → 50
* Damage increase rate in relation to mana stores was increased

Crystalmancer:

* Damage base value increased: 4 → 24
* Unit’s level-up now adds more damage: 1 → 2
* Mana Power-up now adds more damage: 2 → 10
* Attack speed base value decreased: 0.5 → 0.4
* Damage increase rate in relation to number of hits was reduced

Inquisitor:

* Mana Power-up now adds more damage: 30 → 40
* Damage increase rate in relation to number of hits was increased

### Version 2.1.1

* Fixed the issue with the Zealot unit which sometimes made it impossible to merge the units on the battlefield.
* Balance changes in the Demon Hunter unit:
* The interval between attacks at merge rank 7 increased: 2,4 → 3,6
* At merge rank 7, now inflicts damage based on the current (not maximum) health of the target
* Basic damage from health: 20% → 18%;
* Unit’s level-up now adds less to basic damage from health: 2% → 1%.

## Version 3.0

NEW UNITS

Epic Units:

* Portal Mage: Has a chance to teleport an enemy to the beginning of the map. Chance of next teleport is decreased
* Executioner: Finishes off a monster with health below a certain level. Its effectiveness in boss battles is reduced by half

Legendary Units:

* Corsair: The Corsair leaves explosive traps on the battlefield. Has a chance to throw a nasty bomb, dealing a certain percentage of the target’s current health in damage
* Meteor: Summons a meteor when merging that destroys all enemies and deals a certain damage percentage to bosses (based on merge rank)

Game Mechanics Changes

1. Any percentage-based damage is now an attack modifier. It counts as extra damage on top of the main attack and cannot deal critical damage.
2. The number of activations of periodic effects per second has been increased from 1 to 2.5. Thus, the attack characteristics of certain units were reduced. The changes affected the Alchemist and Plague Doctor. The Poisoner already had an increased venom activation rate.

New Boss

* Puppeteer**:** The boss features two new abilities: 1. Panic—shifts units one cell in a random direction 2. Curse—reduces the Mana Power-up of all units by 1 level

Knowledge Base Update

The Knowledge Base now contains new sections where you can find explanations of mechanics for modes, units, and bosses.

Fun New Emojis

The game now features the Personalization tab where you will find your deck of emojis, a list of all emojis, and information about how and where to get them

Unit Changes

Common Units:

* Bombardier: Initial attack interval increased: 0.8s → 0.9s // Mana Power-up now increases stun duration less efficiently: 0.5 → 0.35
* Cold Mage: Mana Power-up now increases Slow Target less efficiently: 2% → 1%
* Poisoner: Initial venom damage increased: 16 → 18 // Mana Power-up now increases venom damage more efficiently: 16 → 18 // Venom activation rate has been increased by 20% // Now the description states that venom damage grows with merge rank
* Rogue: Initial attack interval reduced: 1s → 0.8s

Rare Units:

* Alchemist: Activation of periodic effects per second changed from 1 to 2.5 // Initial trap damage reduced: 110 → 55 // Mana Power-up now increases trap damage less efficiently: 100 → 50 // Level-up now increases damage less efficiently: 10 → 5 // Now the description states that trap damage grows with merge rank
* Banner: Initial attack speed increase raised: 8% → 10% // Mana Power-up now raises attack speed increase more efficiently: 1.2% → 1.5%
* Grindstone: Initial critical damage chance increased: 2.4% → 5%
* Crystalmancer: Initial damage increased: 24 → 26 // Mana Power-up now increases damage 20% more efficiently

Epic Units:

* Reaper: Initial instant kill chance increased: 4% → 5%
* Thunderer: Initial attack interval reduced: 0.8 → 0.75 // Initial lightning damage increased: 50 → 60 // Mana Power-up now increases lightning damage more efficiently: 40 → 50 // Fixed a bug that was incorrectly applying the Grindstone buff to Thunderer’s lightning.
* Vampire: Initial attack interval increased: 1.3 → 1.4 // Initial activation interval for generating mana increased: 5 →8 // Delay in mana generation from the first bite increased from 0.16 seconds to 0.4 seconds
* Plague Doctor: Activation of periodic effects per second changed from 1 to 2.5 // Initial trap damage reduced: 120 → 50 // Mana Power-up now increases trap damage less efficiently: 100 → 40 // Now the description states that trap damage grows with merge rank

Legendary Units:

* Demon Hunter: Demon hunter’s shooting mechanic at ranks 3 through 6 has been changed. Now, if the hunter’s projectiles outnumber her targets, the projectiles are divided among the remaining targets. For example, when attacking a single target at merge rank 5 this unit will fire 5 projectiles at it. // Attack intervals at ranks 3 through 6 have been reduced. Now this unit also has a slightly higher attack speed depending on her merge rank. // Mana Power-up now increases damage less efficiently: 150 → 110
* Trapper: Trap mechanics have been changed. Now monsters inside a trap take more damage from units on the field // Initial damage increased: 20 → 40 // Mana Power-up now increases damage more efficiently: 20 → 30 // Mana Power-up now increases activation interval: 0 → 0.2
* Frost: Initial damage increased: 30 → 40 // Mana Power-up now increases damage more efficiently: 20 → 30 // Now the description states that its slowing power grows with merge rank
* Knight Statue: Initial attack speed increase raised: 6% → 8% // Mana Power-up now raises attack speed increase more efficiently: 2.5% → 3% // Initial critical damage chance increase was raised: 1% → 5% // Now the description states that the critical chance and attack speed increase grow with merge rank
* Clock of Power: Attack speed reduction // Initial attack speed reduction increased: 4% → 5% // Initial attack speed increase raised: 4% → 5%
* Stasis: Initial damage increased: 30 → 40 // Mana Power-up now increases damage more efficiently: 20 → 30
* Demonologist: Summoned monster mechanics in PvP mode have been changed. Now, when the summoned monster dies, it gives mana to the player who summoned it Shaman // In PvP mode, projectile travel time was increased from 1.5 seconds to 1.85 seconds

### Version 3.1

Introducing Royal Trials! -A new competitive mode! Build special decks, fight in PvP, and achieve victories to earn rewards! -Trials’ Rewards include gold, crystals, unique emojis, and unit cards— even legendary ones!! -Royal Trials will take place on weekends. The first Royal Trial will begin very soon! (3 days)
-Other improvements and bug fixes

### Version 3.1.1

UNIT CHANGES

* Hunter - Merge rank now increases bonus damage from the first shot.
* Alchemist - Initial trap damage increased: 55 → 70 // Merge rank now increases trap damage. // Mana Power-up now increases trap damage more efficiently: 50 → 60
* Wind Archer - Ability now activates at a shorter interval: 7 s → 4 s
* Thunderer - Lightning strikes can now daze the target for: 0.04 s // Initial damage increased: 20 → 110 // Level-up now increases damage more efficiently: 5 → 10 // Mana Power-up now increases damage more efficiently - 10 → 40 // Initial lightning damage increased: 60 → 120 // Level-up now increases lightning damage more efficiently: 4 → 10 // Mana Power-up now increases lightning damage more efficiently: 50 → 80
* Stasis - Initial trap launch interval decreased: 10 s → 4 s // Merge rank now reduces trap launch interval. // Initial trap’s duration reduced: 3 s → 2 s // Level-up no longer increases trap’s duration: 0.4 s → 0 s // Mana Power-up now increases trap’s duration less efficiently: 0.4 s → 0.1 s
* Trapper - Initial damage increased: 40 → 150 // Level-up now increases damage more efficiently: 5 → 10 // Mana Power-up now increases damage more efficiently: 30 → 40

BOSS CHANGES

* Tribunal can now use her ability even while stunned.

### Version 3.2

FRIENDS

Now you can add other players to your friends list. Play together in Co-Op and practice in training matches against each other. You can send a friend request after a battle’s end or by using a player ID. You can find and copy your ID in the new Friends tab at the menu.

STATS

A new screen now appears after each battle, displaying statistics about damage dealt and the contribution of each individual unit.

BALANCE CHANGES

LEVELING UP We have recalculated the damage increase for leveling up the units. Higher levels now add more damage. We have also recalculated the gold cost for leveling up the units

UNIT CHANGES:

* Sentry - Merge rank now makes the ability activate more frequently // Initial percentage of damage increase was raised // Level-up now increases damage more efficiently // Mana Power-up now increases damage more efficiently
* Sharpshooter - A new ability, Crazy Shooting, now triggers during a boss wave, increasing damage and attack speed // Initial damage against bosses and mini-bosses increased
* Crystalmancer - Initial damage increased
* Thunderer - Initial lightning damage reduced // Mana Power-up now increases lightning damage less efficiently ENEMIES We have adjusted monster health increase rate in PvP and Co-Op in accordance with unit level-up changes (and also to speed up the game a bit).

OTHER BALANCE CHANGES

* Packs purchased in the store now contain more gold
* Chests from the store now cost less and their contents has been recalculated. The Adept Chest has been removed from the store
* Completing waves in Co-Op mode now brings better rewards

## Version 4.0

Heroes

New special units with unique abilities have been added to the game... Say hello to the Heroes!

* Trainer - Rarity: Common // Can temporarily pause enemy movement on the field and also passively buffs your units
* Jay Rarity - Rarity: Rare // Can deal damage to enemies with her active ability, which also recharges faster if there are archers in the deck
* Snowflake - Rarity: Epic // A powerful hero capable of pausing and slowing enemy movement. She can also affect the opponent’s field, temporarily blocking their units Please note that all units now have the Morale stat, which improves with their level and affects the cooldown of the Heroes’ active abilities.

Rush for Glory

The new event takes place every weekend and lasts 48 hours. Fight other players in PvP battles and earn glory points. The more glory points you have, the higher you will be in the ranking and the greater your rewards!

NEW UNITS

Epic:

* Catapult: Hurls a projectile that stuns enemies in the impact zone
* Pyrotechnic: When there is odd number of them on the field: reduces attack speed, attacks a random target, and deals area damage // When there is even number: reduces damage and attacks the first target

* Executioner: The initial health level for finishing off is now lower: 20% → 17.5%
* Thunderer: Initial damage lowered: 111 → 105 // Attack interval increased: 0.75 → 0.8 // The daze effect now lasts longer but the minimum interval between dazes was increased

Legendary:

* Meteor: The meteorite’s blast radius is now smaller
* Clock of Power: Added a new ability: after merging, significantly reduces (in PvP) or increases (in Co-Op) the attack speed of the other player’s units for 8 seconds
* Corsair: The interval between throwing bombs is now shorter: 5s → 3s // Nasty Bomb and Explosive Bomb now have a Duration stat: 30 and 60 seconds, respectively

Avatars and Frames

You can find both static pictures and special animated avatars! Get them by participating in various game activities and reaching certain leagues.

New Mini Boss

Meet the Bannerlord! The new mini boss has a defense aura against critical attacks that protects monsters in a small radius from taking additional damage.

Other changes

* We looked deep into the reasons for players being inactive or leaving battles, particularly in Co-Op mode. As a result, we have replaced those daily and season quests that could encourage such behavior.
* Players are now introduced before a battle. In a new window, the nickname, avatar, chosen hero, and statistics of the battle participants appear: number of trophies, win rate, critical damage.

### Version 4.1

Patch 4.1 is now available for download! In this version we can concentrated on technical improvements and bug fixes.

A fix for the quest “Complete XX waves in total in Co-Op mode”. In the previous version, the quest counted your result only if you have completed all the XX waves in one battle.

Authorization with MY.GAMES account added. To sync your game progress with your MY.GAMES account go to the game Menu -> Settings.

Other improvements and bug fixes.

## Version 5.0

CLANS

The long-awaited ability to form clans with other players is finally here! Talk in clan chat, get a clan bonus for Co-Op and hone your skills in PvP training battles! You and your clanmates can also help each other to upgrade decks!

CLAN TOURNAMENTS

In addition to the clans, we’ve introduced Clan Tournaments with valuable rewards. The first such tournament will begin soon; we’ll tell you the details in upcoming game news and publications in the game’s official communities!

NEW UNIT

Blade Dancer (Legendary) - Without any Dancers nearby, enters enhanced mode, gaining an attack speed bonus. Increases damage dealt for every Dancer on the battlefield.

BALANCE CHANGES

Units

Inquisitor - Reduced area damage // Attacking single target now increases damage at a lower rate

Heroes

Jay - We have made changes to her abilities to increase her strength on the battlefield: // Her active ability now costs less Morale: 600 → 500 // Rain of Arrows now deals more damage: 1000 → 3000 // Level-up now increases damage more efficiently: 100 → 150 // Rain of Arrows now slows the enemy by 25% // The Sherwood Hunters ability has been changed and moved to hero level 10. It now increases the units’ damage and attack speed after using the Rain of Arrows. In addition, the archers in the deck gain a permanent 15% damage increase bonus // The Marksmanship ability has been moved to level one and is available when the hero is obtained.

In addition:

* All heroes now also increase your critical damage according to the hero’s level.
* Snowflake’s and Trainer’s active abilities now cost less Morale: 1500 → 800
* The description of Snowflake’s Winter’s Kiss ability has been fixed. This ability doesn’t stun the enemies, it paralyzes them.
* Several other errors in hero descriptions were fixed

CHEST IMPROVEMENTS

Check out the new and improved chests that you can buy in the game store!

Apprentice Chest

* Offers to swap cards that you don’t like or don’t need for others of the same rarity and amount. Depending on your rating, you can make up to four swaps

Wizard Chest

* You’re guaranteed to get two cards from the list in the chest when you open it. The list of cards updates daily. A legendary card can drop with a chance of 10%.

Archmage Chest

* This chest contains pairs of cards. Choose the ones you need when you open it! A legendary card guaranteed!

OTHER CHANGES

* You asked, and we delivered! Now you can save five ready decks instead of three in the Rush for Glory event, you can now refresh tickets after spending at least one of them, not only after all 10 tickets are spent in the Rush for Glory event and in PvP, the matchmaking system has been updated to find more suitable opponents according to your strength
* Fixed a number of bugs that led to the inability to merge units.
* Fixed a number of bugs that led to a long waiting for the second player after disconnections

### Version 5.1.1

UNIT CHANGES

Epic Units

* Crystalmancer - This unit was effective against slow or single targets with lots of health. But it didn’t always have enough time to increase its damage to the required level. // Now its damage increases with hits on target by every Crystalmancer. As such, if you have two or more of these units, their damage will increase much quicker, and now they’ll have a significantly easier time taking down bosses. // Increased initial damage (not taking the number of hits into account): 28 → 39
* Wind Archer - This simple, damage-dealing unit was undeservedly forgotten and sidelined by other options considered more effective. // To increase its efficiency in battle, we improved its stats: Initial damage increased: 20 → 30
* Portal Keeper - This unit allows you to create effective combos on the battlefield. But its damage was low, and the swap-places mechanic was becoming less important in longer-running battles. // Now, after swapping places with the Portal Keeper a unit gets a shield against negative effects for a short duration. The Portal Keeper becomes inactive for a little time afterward: he cannot deal damage or swap places with other units. // As the card levels up, the duration of the shield increases and the interval between using abilities becomes shorter. // Also, to compensate for the temporary inactivity, we increased this unit’s initial damage. // Initial damage increased: 35 → 56 // Initial shield duration: 5 seconds // Initial recovery time: 16 seconds
* Engineer - One of the most popular units in the game that competes on equal footing with legendary units. // We want other epic units to have a chance against the Engineer on the battlefield, so we made the following changes to his stats: // Damage increase for leveling up is now slightly less efficient. For the max level: 249 → 240 // Mana Power-Up now increases damage more efficiently: 70 → 75 // Mana Power-Up now increases damage for each connected Engineer less efficiently: 4% → 3%

Legendary Units

* Boreas - This is one of the simplest legendary units to use. It gets a powerful bonus when switching from phase to phase. // To emphasize this feature, we made the following changes: // Phase 1 now lasts longer and its duration increases with level, up to 5.8 seconds // Phase 2 now lasts longer and its duration increases with level, up to 2.1 seconds // The interval for phase activation is now shorter: 6 → 5.5 seconds // Now it also decreases with unit level, down to 3.1 seconds.
* Harlequin - This unit allowed you to quickly get a guaranteed copy of any other unit, rapidly increasing your field’s performance. That meant strong units were improving even faster, and the player received an obvious advantage over their opponent. // Now, to balance this effect slightly, units copied using the Harlequin’s ability will have reduced damage. The effect remains until these units are merged into a new one. The effect can also be removed using the Portal Keeper’s new shield. // The damage reduction does not apply to effects that enhance other units or don’t deal damage. For example, Knight Statue, Grindstone, Mana Well and similar units will not be weakened. // As the card levels up, the weakening effect decreases. // Damage reduction of a copied unit at the initial level: -35% // As the unit levels up, the negative effect value is reduced, down to 5%
* Demonologist - This unit serves both as a mana source in Co-Op and as a way to grind down your opponent with additional monsters in PvP. // To strengthen its role on the battlefield, we made the following changes: // A summoned monster can no longer be instantly killed by Hex’s or Reaper's abilities // The speed and health of summoned monsters was increased // Mana generation is now twice as efficient
* Inquisitor - Changes made recently impaired this unit too strongly and significantly reduced its performance. // To increase its efficiency, we decided to make the following changes: // The number of Inquisitors needed on the field to activate their additional ability was changed: 1, 4, 9 → 1, 4, 7, 10 // The area damage radius was increased // Mana Power-Up now increases damage more efficiently
* Shaman - One of the most discussed units in the game, highly effective in both Co-Op and PvP. One lucky shot can sometimes decide the outcome of an entire battle. // To give players more time to make decisions, we changed the travel speed of its projectiles. // Travel time in PvP: 1.85 → 2.1 seconds

## Version 6.0

And here’s the list of new features:

* Factions and Faction Blessings! New unusual buffs and effects in PvP and Co-Op battles
* Mirror Match – a new event with valuable prizes!
* A new legendary hero – Zeus!
* Improvements for clans
* General improvements and bug fixes

Check the game’s News section to find a detailed patchnote! (Missed)

### Version 6.1

CRIT CHANGES

In this version, we changed the critical damage bonus from leveling cards. The rarer the card, the bigger the bonus you get by leveling it up. The bonus for leveling common cards was very slightly reduced, but it went up significantly for rare , epic , and legendary cards.

UNIT CHANGES

Epic Units

* Catapult - This unit shoots massive missiles that deal damage and stun monsters in a large radius. What could be better than a big rock crashing on your enemy’s head? // According to our statistics, its rocks didn’t fall frequently enough, so we decided to give this unit an upgrade to ensure that no one feels safe: // Merge rank now increases damage more efficiently // Blast radius is now larger // Time until next stun: 9s → 7s // Activation interval: 5s → 3s

Legendary Units

* Stasis - Despite its interesting mechanics with control spheres that stop monsters, you rarely encountered this unit in your or your enemies' decks. The sphere appeared too infrequently and didn’t remain on the field long enough to stop enough enemies. // Initial trap duration: 2s → 2.5s // Trap duration boost from Mana Power-up: 0.1s → 0.4s // Trap duration now increases with unit level // Leveling the unit up now decreases the attack interval more efficiently
* Corsair - This unit uses two types of bombs. Simple bombs, which deal damage to enemies and grow less effective as the battle goes on, and nasty bombs, which deal a % of the target’s health in damage. The latter remain effective throughout the battle, even allowing you to take down bosses! In our view, the nasty bomb mechanic needed an upgrade, so we made the following changes: // Simple bomb’s blast radius is now larger // Initial chance of throwing a nasty bomb: 10% → 15% // Increase of a nasty bomb throw chance per level: 1% → 2%
* Meteor - The mechanics of this unit allow you to exchange merging two Meteors for a massive rock that falls from the sky and deals huge damage. Nevertheless, there is only one rock and many, many enemies, so it was hard to know how effective this mechanic really was, and merging did not always allow you to launch an even more powerful meteorite. // The blast radius is SIGNIFICANTLY greater // Now the meteor deals double damage to bosses and mini bosses.
* Demonologist - After a recent update, the Demonologist got a major buff and took its rightful place in your decks. A series of new decks have appeared, like the one with Hex and Boreas, that waits for just the right moment and allows you to set loose your own mini bosses! And that’s cool! According to our statistics, the mechanic of spawning an elite monster and getting a lot of mana when it dies was slightly too effective, so we decided to change the following stats: // Initial mana received for monsters in PvP: 100 → 75 // Summoned monsters now have less health
* Clock of Power Depending on the mode, this unit reduces or increases the attack speed of the other player’s units. This is a very powerful effect that was hard to achieve in battle as it required you to have several Сlocks at various merge ranks. // The Clock of Power now affects units of all merge ranks // The unit’s effectiveness now grows with merge rank

## Version 7.0

HEROES

Two new heroes have arrived to the Rhandum Islands! Let’s look at each of them a bit more closely:

* Trickster - A rare hero who can steal mana from your opponent and increase your mana income. You can find fragments of this hero in the in-game shop, in the seasonal rewards and in the Hero Chests
* Gadget - An epic hero who can summon mechanisms that make your units much stronger. You can find fragments of this hero in the Hero Chests

ITEMS AND INVENTORY

To start with, you will need special fragments that you can use to create the items. These special fragments can be obtained at various locations in the game. After an item has been created at the Forge, it will appear in your inventory under the Hero tab, and one of your characters will be able to equip it.

All of the items have ranks, ranging from Common to Legendary, like units and heroes, as well as upgrades. The more powerful the item, the greater the bonus effect that it will give.

Gold is used to pay for upgrades to items, and you can use the Forge to increase the rank of an item. At the Forge you can also merge several items of the same rank into a single more powerful artifact.

This update has added several types of equipment for heroes at once, with each of them bringing its own bonus to the battlefield:

* Weapon — enhances the parameters of your unit
* Armor — weakens your opponent in PvP or strengthens your teammate in Co-Op mode
* Amulet — enhances random tiles on the battlefield You will need to explore the items and collect the set of equipment that is best suited to your playing style!

CHANGES IN CLAN TOURNAMENT

* In order to enter the Clan Tournament, a player needs to reach Arena 5. You need to have at least 20 players in your clan who have reached Arena 5, in order for your clan to be allowed to take part in the Clan Tournament
* Now, just a few minutes after the sandals reset, clans will receive 20 points for each defense squad that has not been destroyed at that time
* We’ve added a glory point multiplier, which will be applied to all tournament points received, starting from Day Two of the Tournament in the first and second stages. The multiplier will increase every day and will increase the number of glory points received by: 20%, 40%, 60%, 100%, 300% and 500%
* With the introduction of the glory point multiplier and the increase in the number of tournament points received, the requirement for reaching the finish line in the first stage is increased to 20,000 points, and in the second stage to 30,000 points
* In the Tournament statistics, the number of attacks has been replaced by the number of sandals spent per round
* Now, during the action of the Drought modifier, there will be an increased amount of mana issued for death of the boss

NEW LEGENDARY UNIT

* Cultist - Unique feature: this unit has multiple forms. When there are other Cultists around the unit, it gains the ability to attack multiple targets. The number of targets is equal to the number of Cultists surrounding it. If the unit is completely surrounded by adjacent Cultists, it doubles its damage and gains an area attack.

CAREER QUESTS

Another new feature in Update 7.0 is the introduction of Career Quests. You can find them in a new tab in the normal quests window.

They are directly related to your progress in the game and bring even more fun to your time in the game. In addition, there will always be a reward waiting when you complete these quests!

OTHER CHANGES

* For Leagues 1 to 9, and for Arena 13 the number of ratings subtracted when you lose has been reduced

### Version 7.1.

NEW UNITS

* Ivy - Scatters seeds that grow into noxious flowers which periodically deal damage. The damage increases with each noxious flower on a monster. When an enemy dies, its flower explodes, poisoning adjacent monsters and dealing damage based on the max number of noxious flowers on the monster.
* Gargoyle - This unit awakens and attacks enemies at odd merge ranks. At even merge ranks, the Gargoyle falls asleep and enhances adjacent Gargoyles, giving them area attack. The area attack damage grows with the sleeping Gargoyle’s rank.

CHANGES TO THE MIRROR MATCH EVENT

* Event rewards and the cost of buying a round will vary for Arena players and players who have reached Leagues
* The number of event points that determine your ranking in Top 100 will be counted based on total victories in each round
* Heroes in event battles will be equipped with the best items (by rarity and level) in your inventory
* Event rewards will now include items and the fragments required to craft them

CHANGES TO THE CLAN TOURNAMENT EVENT

* Chests given for your place in the Clan Tournament will contain fewer common, rare, and epic cards but more gold
* Only players who have reached the first league or higher will have the chance to receive legendary cards in Tournament rewards
* Players who have reached leagues will receive a personal glory points multiplier based on their league. For example, the personal multiplier for League 1 will be x2, for League 5—x2.5, and for League 10—x3. The daily multiplier will also be applied
* Because of the significant increase in tournament points received, the points required to reach the finish line in the first stage is now 65,000, and 92,000 in the second stage

ATTENTION!

* A regular weekly pause has been introduced between Clan Tournaments. This change has already taken effect, and the next Clan Tournament will begin on Monday, September 6!

BANNERLORD NERF

With the release of version 7.1, we have nerfed this mini boss slightly. As you know, the Bannerlord has a defensive aura against critical attacks. Now that aura will reduce critical damage by 70% instead of 100%

That means units like Blade Dancer and Boreas will gain an advantage and improve their positions compared to the Inquisitor.

BALANCE CHANGES

* Crystalmancer - His hits on the target now cannot increase damage beyond 800% of his initial damage value
* Inquisitor - His hits on the target now cannot increase damage beyond 500% of his initial damage value
* Crystalmancer and Inquisitor - These two units had no limits on the damage they dealt. Combined with lots of slowing effects, their damage acceleration never ended. That led to a very long wait while the enemy, even one weaker than you, destroyed the monsters on their side. Those fights were long and boring, so we decided to create a maximum damage bonus. This preserved the uniqueness of these units, but they can no longer endlessly accelerate damage.

* Cultist - The damage bonus in the third form is now more efficient: 100% → 300% // Initial damage also was increased: 133 → 140 // In the third form, he receives a 5% critical attack chance bonus and gives it to adjacent cultists // This recently introduced unit has a complex mechanic that is relatively easily destroyed by the Shaman or be bosses spawning. It is very difficult to rebuild your field after this. Meanwhile, your opponent puts on the pressure with Inquisitors and waits for you to make a mistake. Is this a familiar situation? // To compensate for the complexity of this mechanic and keep you on equal footing, we increased this unit’s damage. Besides that, the Cultist in its third form now increases the critical attack chance for itself and adjacent cultists.

CHANGES TO CAREER QUESTS

* Changed the “Collect 35 level 10 units” quest → “Collect 31 level 10 units”
* Changed the “Reach 900% critical damage” quest → “Reach 1200% critical damage”

## Version 8.0

CHANGES TO THE LEGENDARY UNIT UPGRADE SYSTEM

Units are the most important component of our game. The entire game process is built around them. We continually release new units and introduce unusual mechanics, but the more units there are the in the game, the harder it is to increase their level.

We've decided to totally rework the legendary unit upgrade system, so that max-level units become more accessible for everyone.

Requirements for leveling up legendary units have been changed:

* Cards of the legendary unit that you want to level up. These are required, as before, but in much smaller amounts.
* Cards of legendary units of the same faction We have introduced Magic Crystals, a new resource that can be earned by trading any legendary units in the Magic Lab
* Gold – no changes

When you open a chest with a legendary card, you can use it however you want:

* level up that card;
* level up another legendary card;
* trade it for a universal Magic Crystal

Even if this unit is already at the max level, getting duplicates is still useful for the further improvements and upgrading other legendary cards, because every upgrade gets you additional critical damage!

MAGIC LAB

Here, you can trade any legendary unit cards for Magic Crystals. These crystals are needed to upgrade higher level legendary units.

Where do I find the Magic Lab?

* Clan Tournament - A Lab becomes active only after your clan reaches a certain amount of glory points during the first and second phase of the Tournament. The Lab closes when the current phase of the Clan Tournament ends.
* PvP - You must earn a certain amount of ranking points. If your ranking falls below the required level, you will still be able to use the Lab, but it will close at the end of the season.

The number of trades you can complete in a Lab is limited. The limit resets at the end of the Clan Tournament phase or at the end of the PvP season.

CHANGES TO SEASON RANKINGS

Previously, all league player rankings would reset to 4000 at the end of the season. The ranking now depends on your results in the previous season. For instance, if at the end of the season your ranking was 5000, then in the new season you will start at 4333. You regain one third of the ranking points that you earned above 4000.

* IMPORTANT! - Rankings of 7000 and higher are reset to 5000.
* IMPORTANT! - Opponents are now selected according to the highest ranking you achieved in the current season.

Immediately after the start of the season, you can collect all the rewards at rankings between 4000 and your ranking.

Due to these updates, we have moved and changed some of the rewards in the ranking progress bar:

* 4920 ranking chest moved to 5225
* 5920 ranking chest moved to 6225
* 6920 ranking chest now gives you the choice of 2 cards for each position!

NEW ROYAL TRIALS

Version 8.0 has updated Royal Trials. We've totally overhauled this event and are happy to share the details with you!

Royal Trials are available at Arena 6. The event lasts 4 days, during which you must collect various decks and battle with other players. Battles can be joined with Common Tickets or Knight Tickets. Knight Tickets increase the points you receive by 50%. By earning event points, you will progress along the reward bar and compete to make it onto the Royal Trials Leaderboard!

The event now has a new stat: unit energy, which regulates the number of points you receive. To get the maximum number of points in the event, you should change decks and win with them.

The event has two modes:

1. Normal Mode – available to anyone. Players can select any units available in an Arena or League. The level of all units will be identical: Legendary – level 7 // Epic – level 10 // Rare and Common – level 11 // Critical damage for both players is 500%. // You get to choose the hero for the battle and their equipment!
2. Leagues Mode - only available to players who are in a League and have 1000 critical damage. This mode costs 2 tickets for each battle instead of 1, but the battles in this mode earn more points. You have the full selection of units with the exception of Robot, which can be used in game only if you have it. Monsters in Leagues Mode have 20% more health and move 10% faster. Unit levels in battle also have identical levels: Legendary – level 9 // Epic – level 11 // Rare and Common – level 13 // Critical damage for both players is 1000%. You get to choose the hero for the battle and their equipment!

NEW UNIQUE LEGENDARY UNIT

Introducing: Robot!

This legendary unit will join the ranks of the Technogenic Society faction, and its main goal is to deal damage. You can only get a Robot during Royal Trials!

Special ability: The Robot unit have several forms and gets new abilities depending on the number of merges it takes part in during a battle (using Dryad's ability is not considered a merge). New abilities are unlocked at 1, 5, 10, 15, and 20 merges.

Here are more details about its abilities:

* At 1 merge, the unit can deal damage
* At 5 merges, it gains an area attacks
* At 10 merges, its attack speed increases
* At 15 merges, its damage increases
* At 20 merges, its chance of dealing critical damage increases

LEADERBOARDS

In the new version, there are three rankings!

1. PvP Leaderboard - This ranking contains the top 100 players who've reached League 10 in the current season and earned the most trophies. The leaderboard syncs with the PvP season and resets when the season ends. Players who earn prizes will receive their rewards in the mailbox shortly after the end of the season.
2. Critical Damage Leaderboard - This ranking contains the top 100 players with the highest critical damage indicator in the game. This ranking does not reset when the season changes, and no rewards are granted for placing in it.
3. Clan Leaderboard - This ranking displays the top 100 clans with the highest reputation. Just as the previous Leaderboard, this ranking does not reset when a new season starts, and no rewards are granted for placing in it.

OTHER CHANGES

* Fixed bugs that prevented some types of attacks from being strengthened or weakened: Now the Enchanted Sword, Magic Amulet and Chainmail items affect the attacks of the following units: Alchemist, Corsair, Gargoyle, Thunderer, Lightning Mage, Fire Mage // Now the Team Boost (Trainer), Sherwood Hunters (Jay), Technical Breakthrough (Gadget), and Secret Technique (Trickster) hero abilities also affect the attacks of the following units: Alchemist, Corsair, Gargoyle, Thunderer, Lightning Mage, Fire Mage
* Added notifications about item upgrades available
* Added notifications informing players that they forgot to use items for a hero in their deck
* The info menu for every unit now shows how its stats change when it levels up
* Changed gold accumulation in Co-Op, starting with wave 250
* Ivy has been rebalanced: Poison now deals more initial damage: 16 → 34 // As the flower explodes upon a killed monster, it poisons adjacent enemies, increasing the number of flowers on nearby monsters. Now there are fewer flowers: 2 → 1 // Poison damage interval is no longer affected by the Mana Power-up

### Version 8.1

BALANCE CHANGES

COMMON UNITS

* Rogue - Initial attack cooldown is now shorter: 0.8 → 0.7 // Initial damage increased: 28 → 40

RARE UNITS

* Sentry - Initial damage increased: 90 → 115 // Damage increase per level is now stronger: 10% → 11% // Mana Power-up now increases damage more efficiently: 56 → 60 // Initial interval for damage increase activation is now lower: 6 seconds → 5 seconds

EPIC UNITS

* Gargoyle - Initial damage from area attack increased: 137 → 175
* Wind Archer - Initial damage increased: 30 → 35
* Engineer - Initial damage increased: 119 → 120 // Damage increase per level is now stronger: 9.2% → 12%

LEGENDARY UNITS

* Stasis - Initial cooldown for throwing traps is now longer: 4 seconds → 5 seconds
* Demonologist - Health multiplier of the summoned monster is now smaller: x1.1 → x0.7
* Clock of Power - Initial passive slow is now more efficient: 2% → 4% // Initial slow after merging is now more efficient: 25% → 30%
* Hex - Instant kill chance from merge rank now grows slower: 75% → 50% // Instant kill chance from Mana Power-up now grows slower: 0.5% → 0.25% // Instant kill chance from leveling now grows faster: 0.2% → 0.45%

EXPLANATIONS FOR CHANGES

Engineer, Rogue, Wind Archer and Sentry are damage dealers. They are far less popular than other units with similar purpose, which is particularly noticeable at high critical damage values, so we decided to buff them slightly.

Stasis and Demonologist are support units that are quite popular among players. However, at high critical damage values, they are too common and are significantly more effective than other units with similar functions. Besides that, these units work best in late stages of battle: the health of the Demonologist’s monsters reaches very high levels, and having a large number of Stasis units is very effective at holding off monsters when coupled with slowing from heroes. We decided to slightly nerf these units to bring them down to the level of other support units in order to increase deck variations.

Clock of Power is a very situational unit that can help you defeat the enemy in the very beginning of the battle or win by merging in a tough situation, when your opponent is on the verge of losing. However, in a calmer game, it has less of an impact. We decided to buff it, so this unit can occupy a more worthy place among the other legendary cards.

OTHER CHANGES

* Try your luck in the Rhandum Roulette, found in the in-game store, and get prizes for watching ads!

## Version 9.0

HERO TAVERN

New event – Hero Tavern! It will be available to all players who have reached the fifth Arena.

You will need to proceed along the progress bar by earning event points. You can get event points the following ways:

* By completing quests, daily as well as seasonal.
* By looting chests in the game, most of which contain event points
* By progressing in the following events: Royal Trials, Mirror Match and Rush for Glory
* By progressing in Clan Tournaments By spending crystals at any purchases
* By purchasing special offers that contain event points

A Hero Tavern Pass will also be available, unlocking additional valuable rewards.

Once you've reached 6,000 event points, this will unlock the Magic Lab, where you can swap legendary cards for Magic Crystals that let you upgrade other cards. The event will last 3 weeks.

MAGIC DUST

Update 9.0 has added a new special resource to the game: Magic Dust, which you can use to purchase random legendary cards.

Now, in every case where you were not guaranteed to get a legendary card, but had a chance of one appearing, you are guaranteed to get Magic Dust. Some examples include:

* As a reward for various events that become available from the 5th Arena onward
* Inside various chests As a Battle Pass reward As a PvP Season reward
* As a reward for participation in Clan Wars

There are no limits on the amount of Magic Dust you can collect. You can exchange every 1,000 Magic Dust for a legendary card.

This means you will no longer be left empty-handed, even when opening a chest that previously had only a minimal chance of containing a legendary card.

NEW UNIQUE LEGENDARY UNIT

The new unit is part of the Technogenic Society faction and specializes in controlling the battlefield. Leveling up units from this faction will now be easier.

Special ability: The Scrapper is a support unit that can destroy unneeded allied units in order to strengthen others! After a certain number of units are destroyed, merging the Scrapper upgrades one of your units on the field by 1 rank. Depending on the upgrade level, two units may get upgraded at the same time!

VORTEX MINI BOSS

A new mini boss has been added to the game: the Vortex!

The Vortex poses a real challenge both to you and your enemy. From time to time, he turns into a powerful tornado, increasing his own speed and the speed of nearby monsters. This also makes him immune to all control effects. The Vortex will appear randomly in combat, as well as the Bannerlord.

CHANGES TO RUSH FOR GLORY AND A NEW LEGENDARY HERO

In this updates, a number of changes have been made to the Rush for Glory event:

* Previously, what mattered was getting the most victories, so even one loss meant that it was impossible to get the maximum reward. Now, you can use Rush for Glory tickets and earn rewards for your accumulated points.
* We have increased the number of event points that you earn after defeating an enemy during a boss battle.
* Battles were previously fought with personal decks, creating a level difference. Now, all players will have access to units of the same level in two game modes: Leagues and Arenas.
* Special rewards added for the 10,000 best players.
* And most importantly: in the updated event, you can collect a new legendary hero: the Necromancer!

* The Necromancer - Can summon an immortal Lich with a daze aura, as well as prevent the opponent's hero unit from using its active ability! Units that are caught in the Lich's aura cannot fight, and take some time to reactivate after leaving the aura. Once it reaches the enemy gates, the Lich dissipates without dealing damage, and the active ability block ends. // In Co-Op mode, the summoned Lich blocks the monsters' path for a time and lowers their armor when they are within his aura, while also increasing the damage taken by the monsters. // You can get Necromancer fragments from Rush for Glory rewards, as well as from a special chest that will be available at the in-game store while the event is active.

OTHER CHANGES

UNIT BALANCE CHANGES

* Robot - This legendary unit is just as good as the legendary Inquisitor, and performs especially well when fighting other legendary units that deal damage. Statistics show that the Robot makes the biggest contribution to victory when it reaches 20 merge stacks, increasing the chance of critical damage. So, we've decided to make this phase less overpowered. We will continue to keep a close eye on the Robot after the update is released. // The bonus chance of critical damage in the unit's last phase is now smaller: 10% → 5%

CHANGES TO HEROES

Zeus - Zeus's Storm ability now stuns opponents // You now need more fragments to summon Zeus, but significantly less fragments to upgrade this hero further. The number of fragments that you currently hold has been adjusted to prevent any potential losses // Event chests are now guaranteed to contain Zeus fragments (at least 1)

Heroic Items

You can now fill your hero's last equipment slot! Unique items intended for a specific hero now significantly improve this hero’s abilities. You can see the items available to you in the chest at the in-game store. To open the chest, you must have 50 tokens. Tokens can be found among the rewards for the new event, Hero Tavern. // The chest will grant a random heroic item only for those heroes that you have already summoned. // If you already have a heroic item for one of your heroes, then you can't acquire the same item again. You are guaranteed to get an item for a different hero. // If you have heroic items for all unlocked heroes, then you will receive 2,000 heroic item fragments.

MODIFIERS

* Changes to Modifiers - Now every faction unit can make a meaningful contribution! Acceleration Increases the attack speed of weekly faction units by 10% in PvP and by 3% in Co-Op for every weekly faction unit in the deck
* Critical Blessing - Increases the chance of critical damage of weekly faction units by 4% in PvP and by 2% in Co-Op for every weekly faction unit in the deck
* Starting Mana - The player gets additional mana when summoning weekly faction units: +40 mana in PvP and +20 mana in Co-Op
* Multiplication - Increases generation of all mana by 15% in PvP and by 5% in Co-Op for every weekly faction unit

New Modifiers

* Slug Rush - Merging weekly faction units summons a special slug on the opponent's side. The slug's health depends on the wave as well as merged units’ rank. In PvP, the slug does not grant mana to either the summoner or the opponent. In Co-Op, it grants half the mana of a regular monster. The slug's health equals 200% of a regular monster's HP in PvP and 50% of a regular monster's HP in Co-Op. // If a Demonologist was merged, then the Demonologist’s monster and the slug appear after a 0.3 second pause.
* Marathon - In PvP, increases monster movement speed on the opponent's half of the field by 8% for every weekly faction unit in the deck. In Co-Op, slows down monsters by 2% for every weekly faction unit and only works on your half of the field.

## Version 10.0

UNIT TALENTS

Talents are one of the most notable new features in version 10.0! Essentially, talents are abilities that enhance or change unit mechanics — it all depends on what you choose.

These bonuses allow you change the familiar mana-generating Priestess into a killing machine, summon a boar to your opponent’s field, or take out several monsters with a single swing of Reaper’s scythe!

We’ve prepared one unit from each faction to receive Talents:

* Hunter
* Cold Mage
* Priestess
* Sharpshooter
* Reaper

How does it work?

You’ll unlock three pairs of talents at levels 9, 11, and 13. You can combine talents from the available options and change your chosen talents at any time via the unit information tab.

To unlock talents, a unit has to Ascend, thereby unlocking these hidden abilities. Ascension requires gold and special resources: Faction Cores. You’ll get these resources as rewards for reaching certain ranking values and in monthly seasons.

Another equally important change goes along with this one. Units can now reach level 15! This level unlocks one final talent that gives them a bonus and changes their appearance.

To make level 15 realistically attainable for your units, the cost of upgrading a high-level unit, except for legendary units, has been reduced. Players who already have level 13 units will receive the difference in spent cards in their accounts.

As there aren’t very many units with this new mechanic at the moment, Talents will be available everywhere, except in the following temporary events: Mirror Match, Rush for Glory, Royal Trials.

CHANGES TO CLANS AND CLAN WARS

* Now there are two types of clans in the game: PvP and Casual. The first type is for players who actively play in the clan tournament. The second type is designed for players who prefer socializing without obligations
* The number of magic sandals available in the clan tournament now varies from 3 to 6 and is determined using the following formula: player reputation + 2
* Leveling up defenders increases critical damage. Critical damage for already leveled defenders has been updated
* The health of defenders in the tournament has been increased depending on the wave. Leveling now also has a greater influence on defenders’ health
* Clan reputation increases the amount of gold received in Co-Op with a random player, but the bonus is half of what you receive when playing with a fellow clan member
* New battle modifier was added in the tournament: - Attack of the Slugs. Merging units has a chance to summon an additional monster to both the player’s field and their enemy’s
* The first mate can now freely leave the clan without reassigning their role if the clan has less than 3 members
* The clan enhancement has a new function — The Sands of Time. They allow you to reject the results of a battle in the clan tournament if you’re not happy with it. In this case, you will lose any points received but get back the sandals you spent. You can only do this 10 times in a tournament stage. The first use in each stage requires no additional costs, but subsequent uses will require you to spend crystals. Your opponent will not receive any penalties, and their points will be scored as before.

MORE GOLD AND RANKING

* The guaranteed reward — the one you receive no matter what
* The reward for lives kept — every life you manage to keep in the battle will increase your bonus reward The total amount of additional gold you can get in this event is limited.

That limit also depends on your arena. In leagues it is the same for all levels. In the ranking event, the bonus reward for each battle depends only on the number of lives you keep, and the total amount of bonus ranking you can get in the event is the same for all arenas and leagues.

NEW RARE HERO

* Elementalist - The master of elements bursts onto the scene in the new update! This is the first hero with two battle abilities at once, to control and deal damage to monsters. Unique ability — Power of the Elements. The ability’s effect will depend on the active element: // Meteor rain — balls of fire burst over your half of the field, dealing heavy damage and setting monsters on fire. The blasts also leave behind craters that temporarily block any surviving monsters. // Electric storm — heavy rain pours on your half of the field. Soaked monsters take more damage. As soon as the rain stops, lightning strikes, casting a debuff on monsters that deals periodic damage as a percentage of their current health and gives them a micro stun. // These abilities will be used one after another, in sequence. Watch out for them in battle!

NEW LEGENDARY UNIT

* Bruiser - This unit belongs to the Magic Council faction and specializes in dealing damage. // Unique ability: The Bruiser really hates monsters. If there are more than seven monsters on your field, each new monster has a 10% chance to send the Bruiser into a rage! This state increases his damage and attack speed and also gives him an area attack. Once his wrath has cooled, the Bruiser rests for a while, during which he can’t attack or become enraged. However, if a boss appears on the field, all Bruisers become enraged regardless of their fatigue.

RARE AND EPIC TOKENS

Version 10.0 also adds another new type of rare hero that we already told you about. However, the number of heroes you can get from chests is already quite large, and getting the hero you need takes a lot of time and energy.

To solve this problem, we’ve added a special resource: Rare and Epic Tokens — they allow you to get the fragments of exactly the heroes you need from heroic chests, which greatly simplifies their leveling. You can get both Rare and Epic tokens from season battle pass rewards and directly from opening these chests.

In addition, every Monday rare and epic Heroes of the Week will be selected. If you happen to need the fragments of those heroes, then you can use the corresponding tokens and are guaranteed to get fragments for that Hero of the Week.

OTHER CHANGES

BALANCE CHANGES UNITS:

* Trapper - This is a support unit, allowing you to make monsters slower or weaker, but its accidental throwing of traps has prevented the unit from being as popular as it should have been. So, we've decided to improve this feature. Trap throwing interval: Base value 7s → 6s Upgrading the unit now decreases interval more efficiently 0.2s → 0.3s. The interval will no longer be reduced when a unit receives a mana power-up // Upgrading the unit now gives additional armor reduction: 3%
* Cultist - This unit requires complex formation, and it works well in conjunction with the Harlequin and the Portal Keeper, but it’s too vulnerable to Bedlam or the Tribunal. In order to compensate a bit for its weaknesses, we’ve decided to increase the damage of the unit. // Deals more damage. Damage at level 7: 140 → 160
* Engineer - The engineer used to be the strongest unit on the battlefield. Even legendary units were defeated by a bunch of engineers. Later on, the Engineer was balanced out and new epic units appeared, that were also specialists in damage. Engineers, like Cultists, are very susceptible to the formation in the field and can’t always cope with a wave of monsters. Their damage has therefore been increased. // Deals more damage. Damage at level 5: 120 → 132
* Harlequin - With the introduction of level 15, the previous damage reduction rates meant that this unit stopped working correctly with its damage reduction effect. So the value has now been lowered, to compensate for the increase in unit levels in the game. // Reduces damage per level less efficiently, lowered from 5% to 4%. The initial value remained unchanged
* Pyrotechnic - Statistics show that this unit, with its focus on inflicting damage, like the Engineer, is less efficient that other damage dealing units. The attack speed has therefore been adjusted to correct performance. // Attack interval is now shorter: 2 → 1.6
* Gargoyle - The mechanics for this unit not only require building a formation on the table, but also making a lot of effort to develop it through the central Gargoyle. This table then attains maximum effectiveness. However, all the plans can be ruined at random. It seemed a sensible and interesting move to add a defense mechanism to this unit in order to make the most of its use. // Gargoyles of even merging rank are invulnerable to negative effects // The appearance of a Gargoyle of even merging rank with a certain chance protects the neighboring Gargoyles from one negative effect

HEROES:

With the introduction of new heroes and the possibility of getting one guaranteed, there is a need for some of the mechanics to be improved.

* Jay - Among other things, this hero is focused on increasing the attack speed of your units. To add to this effect, we have decided to add +1 tile with an increased attack speed for every 5 levels for this hero. Change in passive skill at level 10: The number of points created on the field is increased to three when the hero is at level 15 and four when the hero is at level 20
* Snowflake - At a distance, Snowflake is clearly outclassed by Gadget. At the same time, activation of the effect at level 10 was somewhat random and ad hoc, so that it could be used to the full. We have therefore decided to strengthen Snowflake to compete with Gadget. // Change in passive skill at level 10: When a boss or a mini-boss appears, with a certain chance it slows down all monsters in your half of the field. There’s a small chance of it being triggered when an ordinary monster appears. The main triggering chance and the slowing power values remain unchanged // Change in passive skill at level 15: Increase in armor reduction percentage, 40% → 50%
* Gadget - In a long game, this hero substantially strengthens the table on an ongoing basis, continuing for the full duration of the game concerned. Taking account of the possibilities of the gold mechanisms and comparing this enhancement with other heroes and the introduction of level 15 units into the game, we have decided to slow down the speed at which the table fills up, and reduce the effect of damage slightly. // Active ability: Reduction in bonus % damage from 30 → 25 The initial value is changed, but the value for increases with levels remains unchanged. Activation cost 800 → 1200 battle spirit
* Necromancer - This hero stands out, and is one of the most powerful in the game. His ability temporarily blocks the opponents’ units and active ability. This is his uniqueness and his strength. However, with a high Morale value, due to the selected deck, the battle turns into a game with only a single goal, and that’s not really great as we see it. We’ve decided to retain his strengths, but to slightly extend the duration of the triggering ability. You still have a high chance of success, therefore, if you use the ability correctly, but you will have a slightly lower chance of releasing Lich. // Active ability: Activation cost increased: 900 → 1200 Morale The silence of the enemy hero will now have a fixed duration of 10 seconds Unit daze duration 6.7 + 0.3 → 5.7 + 0.3

CHANGE IN EVENT

* Mirror Match - In this event, as previously in the Rush for Glory, one defeat could substantially ruin the final result. An accidental defeat should not affect the ability to obtain a good reward, so we have changed the Mirror Match to a general form for regular events. Now you will be able to use event tickets, earn battle points, and make progress, moving along the reward line! At the same time, the concept of battles with identical decks won’t change.
* DAILY PROMOTIONS section - Due to the changes affecting Heroes and Defenders, we have increased the chance of a Rare Hero and Defenders spawning for gold in the daily shop. At the same time, specifically for the last slot, the chance of the appearance of an epic card has decreased (but it remains unchanged in the others). The chance of getting a legendary card remains the same as before.

## Version 11.0

A NEW PvE MODE: DUNGEONS

We are glad to introduce a new PvE mode for you - Dungeons. This mode is replacing the original Сo-Op mode. The rewards have been increased, and there is now much more variety in the battles themselves.

In search of hidden treasures, you will need to explore underground catacombs, where each dungeon is made up of several floors. There are 15 to 40 waves of strong enemies waiting for you, including some completely new monsters, including the boss – the King Pudding.

* King Pudding - If you want to destroy him for good, you’ll need to kill him three times! In the first phase, the boss stops to hurl slime at your units, slowing down their attacks. In the second phase, he splits into smaller mini-puddings, each with half the health of the first phase, but moving 15% faster and still hurling slime. Whenever you kill a phase two mini-pudding, it turns into two phase three mini-puddings. Each of these will have a quarter of the original pudding’s health, and they will move 30% faster than in phase one, but will stop hurling slime. You can save your units from slime by merging them or by swapping them with the Portal Keeper. Otherwise, the attack speed debuff will continue to affect them for a while, and then disappear on its own.
* Bomber Monster - His goal isn’t to reach the gates, but to cause some trouble. If you don’t manage to destroy him in time, he’ll throw a bomb at one of your units at random, and stun the target. But if you do manage to kill him before that point, then the bomb will explode, stunning and damaging nearby monsters.
* Modifiers Positive and negative modifiers, adding even more intrigue when you complete a floor, There’s one positive and one negative modifier working at the same time, which slightly changes the rules of combat. For example: *Positive -* Exploding Monsters. There will be a 33% chance of the monster exploding when it is killed, causing damage to neighboring monsters. Inspiration. Immediately after activating this modifier, the heroes will have full morale, and after using the ability, it will accumulate at twice the speed. *Negative* - Rough Awakening. Newly available units will sleep for 5 seconds before taking action. Stifling Taxes. The mana received for killing monsters will be halved.

These and many other modifiers will be changed and combined randomly after every boss. You can see the full list of modifiers in our knowledge base!

For completing a dungeon you will receive:

* Gold and battle pass points for every wave of monsters you get through;
* Valuable rewards for the first completion of each floor;
* And a large treasure chest when you exit the dungeons!

The reward will increase with each floor you complete! The last floor of the final dungeon will become available for replaying, earning you a full reward in gold and battle pass points. As well as all that, with a bit of luck you’ll get random faction cores, which you need to ascend your units.

Also, when you are playing PvP, you have a chance of getting a special Magical Lantern, which is used automatically and increases the amount of gold that you find by 100%. You can complete the floors with a random player or you can pair up with a friend or clanmate. Each floor can only be completed once, and only after you have gone through the previous one. The exception to this is the last floor of the final dungeon. If you have unlocked it and completed it, you are able to replay this final floor as many times as you like. You can only join friends or clanmates, or invite them, to complete floors that you have both already earned access to. To enter floors, you need special Keys. These will be replenished daily and the number of Keys depends on your reputation level - a minimum of 2, and maximum of 6. You will be able to access a floor that you have already completed with an invited friend or clanmate, without a Key, but you can only join 2 times a day.

NEW TALENTS

We remind you that talents are the abilities that can greatly enhance or change the mechanics of your units. To open up access to talents, the unit will need to be ascended, using faction cores, by initially unlocking the locked abilities

* Boreas - Dealing massive damage or controlling the enemy battlefield, working as a team or dishing out powerful damage individually - it’s all up to you. This talent will also allow you to speed up monsters (in PvP) and slow them down (in PvE) on the other player's side!
* Engineer - This unit has long understood how to work as part of a team, and once he has talents available, this ability will receive even more bonuses. When they emerge, Engineers will produce parts that improve other Engineers in the field: for defense and increased attack speed - these stainless steel gears are just the job. At maximum Ascension, their merge rank also goes up - not a single extra part wasted!
* Magic Cauldron - It seems that, along with the talents, this unit also acquired the spirit of an experimental alchemist. Because now mana production will be a crucial feature, but by no means its only special property. The potions and elixirs (that are generated when the cauldron appears) will be able to enhance units on the battlefield, to deal damage to monsters, to increase the amount of mana received when you kill them, or to slow monsters down significantly. At maximum Ascension, there is a chance of getting a potion that will increase your unit’s merge rank!

You can look at the talents and decide which ones appeal to you directly in-game! Also, to make the faction cores more attainable, we have introduced some special chests. These are available as rewards amongst the battle pass prizes and also when you go up in rank. By opening these, you could choose the faction cores that you need!

NEW EPIC HERO - MARI

A new epic Hero has arrived in the Rhandum isles - Mari! She’ll help you to deal with monsters more effectively and make life harder for your enemies.

Mari is an eccentric alchemist, using her flasks with unusual contents. Her ultimate ability will destroy 5 random monsters on the battlefield and summon a large jelly to your enemy’s side. When destroyed, it gives mana to the player who summoned it in PvP, and to the player and their ally in PvE. She can also summon a fast jelly to the enemy's side, link mini bosses to the surrounding monsters, redirecting some damage dealt to the main target onto others, and absorbing ordinary monsters, then summoning a regular jelly to the enemy’s side. You can get fragments of the new hero in chests, also in the rewards from the Tavern of Heroes and as part of event rewards.

CAREER QUESTS

These have now been completely redesigned and take the form of a sequence of chapters containing a series of special quests. Each chapter will open after the previous one is completed. The quests within a chapter will bring you rewards of gold, equipment fragments, random regular and rare cards, fragments of ordinary and rare heroes, and at the end of a chapter you will receive some particularly valuable rewards:

* crystals;
* faction cores;
* fragments of epic heroes;
* legendary cards.

This will help new players to get up to speed, and will introduce experienced players to some new challenges!

ONLINE PLAY IMPROVEMENTS

One of the primary tasks we wanted to solve in version 11.0 was the processing of networking in the game. With this change, we want to reduce the influence of external factors on your game, as well as solve the problem of intentionally disconnecting for one's benefit (for example, in games against Shamans)..

Previously, whenever one of the players was disconnected, the battle would suddenly stop and then, just as suddenly, would continue. This resulted in loss of momentum and focus, and a temporary problem in reacting to changes in the battle environment. When there is a series of quick disconnections, the time between reconnection and the connection being lost again may not be sufficient to properly assess the situation and make a well-informed action. In addition, when the connection was lost, the battle would appear to carry on for a while, so you would sometimes see the horde of monsters shift position after reconnecting.

We have made some changes and adjustments to the reconnection system, to prevent these types of problems. So now, if your opponent or your ally (depending on your game mode), has a bad connection, the battle will only be paused for reconnection. After the pause, the player with the stable connection continues the battle. If the disconnected player returns, they will need to wait for a while until the information about changes in the battle has been downloaded, and only then will they continue to play. This means that deliberate disconnection issues will not be able to disrupt the game for an genuine honest player in any way.

Because this is such a major change to how network play works, we will be monitoring the outcome carefully and will respond promptly as needed.

CLAN LEADERBOARDS

In this update we have added clan leaderboards for events! These will show the Top 1000 clans, whose members take an active part in regular events: Mirror Match, Rush for Glory and Royal Trials.

Clan rating will be based on the total sum of points received by players for taking part in events as part of the clan. If a player leaves the clan, the points that they accumulated will remain counting towards the rating of the clan that they have left. If joining a new clan, they will not be transferred. Also, if a player has an active clan boost, the number of points that they earn will be doubled. As rewards, you may receive unique frames for your profile, gold and item fragments.

Each player in the clan will receive a reward for their place, even if they leave the clan before the current event ends. If a player takes part in an event as a member of more than one clan, the award will be given according to the result of the last one! The clan leaderboards will be reset to zero at the end of each event separately, and the players in the winning clans will have their well-deserved rewards sent to them by mail.

OTHER CHANGES

BALANCE CHANGES

* Units - There are currently several decks in the game that show a very high win rate. We are preparing an update that will show the players more information about most interesting decks, but for now we’ll just tell you some basics. These decks are: // Robot + Shaman + Harlequin + Mime + Demonologist (Priestess) // Boreas + Shaman + Demonologist + Mime + Harlequin // Inquisitor + Knight Statue + Scrapper + Bombardier + Dryad // also of interest is the Bruiser, as one of the most effective units with a low level of crits. // Dancer or Cultist - these units are powerful, but difficult to manage and vulnerable to Shamans, Bedlam or Tribunal, so we have made a complex decision to make some units stronger and indirectly to weaken others.
* Dancer - Base damage increased: 115 → 215 // Mana boost now increases damage less efficiently: 100 → 75 // Placing more dancers on the field now increases damage bonus more efficiently // With these changes, even when there are a small number of Dancers on the field, the damage from the field will increase significantly, and when 8 of them are gathered on the field, it will be as strong as damage from other units.
* Robot - The order of awarding bonuses has been changed: // 5 merges give the Robot an attack speed bonus // 10 merges give the Robot an area attack // The Robot was, and still is, the unit with the highest win rate in the game, whatever anyone says. Nevertheless, one of the decks, Robot + Shaman, shows results that are too strong, so the decision was made to weaken it in this way. Because of the changes in the order of effects at the start, it will be more important to improve and keep a few Robots on the field, giving less attention to Shamans. This means that you will still use this powerful unit, but it will become much harder to win in a deck with a Shaman.
* Cultist - The chance of critical damage, for the Cultist and his neighbors, now increases with the merge rank of the central Cultist // Attack interval is now shorter: 1 → 0.8 // The central Cultist now makes his neighbors significantly stronger. Since the mechanics are supposed to involve building a field line of units from a powerful central Cultist, this form will now be significantly more effective with the right set-up.
* Scrapper - Reduced the chance of triggering a double boost at level 7: 40% → 20% // Reduced the chance of triggering a double boost per level: 5% → 2.5% // Combining this unit with Inquisitor or Knight Statue will allow you to get a high merge rank for your unit, with the result that there is a high probability of the Inquisitor defeating the Cultist or Dancer. By lowering the chance of a double boost, it will take less time to achieve this result, which allows other units to line up on the field and compete on equal terms with the Inquisitor.

HEROES

* Gadget - Technical Breakthrough. Starting bonus reduced: 25% → 15% // High-Speed Radiance. Starting bonus reduced: 15% → 10% // Critical Thinking. Starting bonus reduced: 2.5% → 2%. Bonus for maximum leveling up decreased: 5% → 4% Gadget is an extremely mighty hero, ranking at the top of her game in terms of percentage of victories and choices. In a long game the bonuses from the hero will have a significant effect on the field. After the changes are in effect, the bonuses will still be permanent and visible, but there will be a slight reduction in their strength, and therefore in their impact.
* Trickster - Costly Prank. Now requires more mana for activation: 600 → 1000. Flasks now give more mana: 5+level → 8+level // Mutual Benefit. Chance of activation is now lower: 5+0.5% per level → 3.5+0.35% per level // At a high hero level and in the later waves, the Trickster provides a huge boost of mana, almost as useful as the epic heroes, and in some areas actually surpassing them. The Trickster will still be useful, especially in decks requiring a large amount of mana, but his abilities will be slightly weaker.

MAGIC DUST

* Now, when you are trading Magic Dust for legendary cards, you can add the secret ingredient of Faction Cores!
* Adding cores will increase the likelihood of receiving a legendary card of the faction matching the cores.
* Depending on the number of cores added, the probability of receiving a legendary card of the chosen faction can be increased to 100%
* Most sources where dust can be gained from chests had the minimal amount of dust increased.

CHANGES TO REGULAR EVENTS

* Mirror Match - Now, instead of a deck of random units, you will be playing a random fixed deck from a number of popular options with a high win rate. This should make combat more sensible and interesting
* Unit Talents are now available in the event *Royal Trials and Rush for Glory*
* In the Royal Trials and the Rush for Glory, you can now select Talents for your units *Hero Tavern*
* 4 new seasonal quests added

AMULETS

Two new amulets appear in the game:

* Amulet of Growth - This creates points with an attack bonus for units on the player’s field. This bonus will increase by 2% for each merging of units at that point up to a maximum depending on the amulet level.
* Amulet of Weakness - This one is different from other amulets as it creates points on the opponent’s field and the units at those points will have a temporary reduction in attack speed every time they destroy a monster. If a unit kills another monster before the end of the weakening effect, the strength of the debuff will build up and the time of the effect will be updated. In PvE this amulet also creates points on another player’s field, but instead of weakening them it increases their attack speed.

MORE CHANGES

* Player profiles displaying has been updated and improved
* Added the ability to invite players to join your clan after a battle

## Version 12.0

NEW LEGENDARY CARD UPGRADE SYSTEM

The introduction of talents has made the high-level legendary units even more important. The talents change the gameplay dramatically, as you can now come up with all sorts of new and intriguing combinations. It’s important to us that this should take place regularly, encouraging some experimentation. That’s why we've completely revised the process of upgrading your cards:

* to upgrade your legendary cards, you no longer need to add cards from the same faction.
* the requirements for duplicate cards and Magic Сrystals have been recalculated. If you had extra copies of legendary cards at the time of the update, you will still keep them.

Three special items have been added to the game – the Book of Secrets, the Gold Coin and the Rune Key:

* The Book of Secrets can be used to instantly increase the level of any unit without having to use your cards, gold or any other additional resources.
* The Gold Coin can be used instead of the sum of gold required to increase a unit’s level.
* The Rune Key can be used in the seasonal store to buy a Magic Crystal or some Magic Dust. All of these items have a certain limit. If you receive items beyond this limit, they will turn into gold. Of course, the game will warn you about this. You will be able to receive these items among the seasonal rewards or as rewards for various events. Depending on your progress through the current season, you may find rewards in your mail that couldn’t be picked up before the release of this update. These will be marked as having been collected in the list of seasonal rewards.

DUNGEONS

We’ve made a number of improvements and changes to the Dungeons. Instead of Keys and Magic Lanterns, there will be two types of Treasure Maps: Common and Gold, which will increase the amount of gold received. You’ll be able to choose which card to use for your next playthrough. Every day you’ll receive 2 to 6 Common Treasure Maps, depending on your personal prestige. Winning in PvP will give you a certain chance of getting Gold Treasure Maps.

We’ve added 3 new floors with 5 new monsters, including 3 new bosses:

* Flying Monster – no traps can stop him, except for the controlling abilities of heroes. Be careful!
* Troubadour mini boss – after he appears, he spreads an aura that increases the damage done by your units within a certain radius! However after he’s been destroyed, any nearby monsters will get a health bonus.

Bosses:

* Grandmaster - He has 2 abilities: Sleep. When this ability is activated, the boss stops, randomly selects all units in a checkerboard order (all on the light tiles or all on the dark tiles) and puts them to sleep. The sleeping units are still able to merge with others, and moving them will remove the sleeping effect. Castling. The boss stops, selects 2 units and swaps them with each other, but increases their damage temporarily.
* Assassin - Particularly dangerous and has three special abilities at the same time! First - he can lower the merge rank of a random unit. You have a chance to stun the boss and prevent him from using this ability. Second - he can remove negative effects on himself. Third - he can eliminate one random unit, regardless of its merge rank.
* Virus - Stock up on masks and antiseptic, or you will be hit by a Pandemic out on the field. Every 10 seconds, the Virus infects one of your units. If it is on its own, with nobody in the adjacent tiles the disease will not be able to pass on. If there is anybody on an adjacent tile, the disease will infect one of the neighboring units every 5 seconds. It will affect its damage or attack speed. At the same time, all units will be under the same effect, and the effect will change every 10 seconds. After the death of the boss, the Pandemic does not stop. The only way to heal your units instantly is to merge them. Otherwise, you’ll need to wait for some time until the unit can heal itself.

New bosses, new strategies, and new challenges are for the most confident of players. All floors completed previously are now also available to be played through again.

NEW TALENTS

The Meteor and the Zealot are next up to have these talents.

* Meteor - After Ascending and selecting talents, you’ll be able to summon Meteors with Flame Orbs, which will be displayed visually on the units themselves during the game. When units with Orbs are merged, you’ll be able to summon meteorites with a range of properties. It will depend on which talent you select. For example, with the Burning Comet talent, when merging, a meteorite will be summoned, which will destroy all common monsters, and the percentage damage dealt to mini bosses and bosses will depend on the merge rank. With the opening of the final talent, the Meteor will have an opportunity to destroy the opponent’s unit (in PvP)!
* Zealot - This unit has always been notable for its love of collecting mana. And with the introduction of talents, he also receives the Force of Light. When mana is gained in adjacent tiles, the Zealot will summon the Force to damage monsters and slow them down, or to increase the mana you receive for destroying them. In addition, if you line the Zealots up diagonally, the center Zealot will take the form of an Archon, increasing the chance of inflicting critical damage - his attacks can also summon the Force of Light. Accumulate mana actively, place your units in the right places on the field, and the Zealot will show its full might.

NEW LEGENDARY UNIT - TESLA

This new unit has joined the ranks of the Technogenic Society faction and specializes in inflicting damage. After charging, it reveals its full potential, obtained by means of cunning manipulation on the field.

Unit’s features: The Tesla builds up charges every time a unit in an adjacent tile is merged or has its rank increased. The greater the charge, the greater the damage inflicted! When the maximum level of charge is reached, the Tesla starts attacking 4 additional targets. The maximum level of charge will depend on the merge level of the unit.

The Tesla gets a set of talents right from the start! Experiment with different builds: deal even greater damage or use shields to protect your units from negative effects. Receiving a charge over the limit level will activate unit overload. With Tesla you can increase your critical damage or gain control of the effect. At regular intervals, Teslas will damage five enemies at random and paralyze them briefly. The final talent will allow you to transfer excessive charge from another overcharged Tesla in the field. In addition, each charge received damages random enemies for 5% of their current health!

The unit will become available among the rewards of the Mirror Match event, along with an updated hero Zeus and an update to the rewards system itself, in all events!

LEGENDARY HERO REWORKED - ZEUS

More thunder and lightning! Summoning the power of the gods, Zeus not only causes damage to monsters, but also brings new strength to your units standing on the field when the ability is activated. When units receive the Lightning strike, their attack speed and damage are increased. Passively Zeus creates 2 tiles that increase the attack speed and damage of the units located there. Attacks by units standing in the tile, with a chance to summon a Lightning strike, damaging the area around the first monster. As the hero’s level increases, the number of charged tiles increases too, and extra effects appear.

BALANCE CHANGES

UNITS

* Knight Statue - Critical attack chance bonus with merge rank is now smaller: 100% per merge rank → 50% per merge rank
* Grindstone - Reduced critical attack chance bonus with merge rank from 100% per merge rank → 50% per merge rank
* Scrapper - Increased the number of charges required for increase: 3 → 4

Why? As critical damage and overall field power grow, these three units give a substantial advantage over any others. This results in limitation of the developing new units and mechanics, and reduction in combat variety. Given the changes in legendary card leveling, this problem would become even more dramatic and then no other cards would be seen in combat. In order to be able to add new combat mechanisms, the decision was made to apply some weakening of these units.

* Robot - Now at 5 stacks, the robot gets an area attack again, and at 10 it gains attack speed. The previous change had a negative effect on players with little critical damage and low unit levels. As a result, it was decided to restore the parameters concerned to their previous form. We are looking at other options, such as changes to the chance of critical damage or number of stacks needed to receive bonuses, but no final decision has been made yet.
* Gargoyle - Attack interval is now shorter, 0.7 → 0.6
* Hunter - Increased initial damage at level 1, 67→78
* Engineer - Damage bonus increased for mana boosts, 80 → 100 Minor enhancements to these units for more precise balance among units of similar rarity.

TALENTS

We are very pleased and surprised by the strategies that players have discovered for themselves, with the addition of talents in Rush Royale. For us, this type of player involvement is indicative of the quality and success of our aims. In order to continue our work on improving the quality of gameplay, we’ve decided to modify some of the talents - for us, an effective balance of talents lies in the ability for players to choose between different variations in them. Having studied the statistics, we gave our attention to the most prominent talents and tried to bring them into equilibrium.

* Cold Mage - Increased chance of triggering Blizzard, 5% → 7%
* Sharpshooter Explosive Rounds — increased damage and area damage, 30% → 50% // Shrapnel — now also reduces armor, by increasing damage to monsters in shrapnel by 30%. // Precise Shooting — description changed to improve understanding of how the talent works
* Hunter - Large Prey — increased damage, 10 → 15. // Reduced maximum number of trophies, 100 →60 // Keen Eye — increased critical damage chance, 5% → 12% // Wild Hunt — increased the chance of summoning a boar, 5% → 8% // Fixed a bug that caused the additional trophy to not activate the hunter’s rank increase from the Hunting Season talent.
* Priestess - Gift from the Heavens — reduced mana from tile, 300 → 250 // Protection from Curses — increased damage from units, 20% → 30%, increased duration, 3s → 6s // Power of Light — increased enhancement duration, 4s → 5s
* Reaper - Maximum Gain — mana reduced when finishing off monsters, 5 → 3 // Grim Harvest — increased chance of finishing monsters off with Harvest. The chance of finishing off monsters in the area is the same as basic finishing off.

OTHER CHANGES

Store transformation

We have updated the visuals and reorganized the store items under three separate tabs to make it more convenient to use. Now you’ll have access to 3 separate tabs:

* Store. This section is always available.
* Seasonal Offers. This section is also always available. However, the items offered here will be updated with the changing seasons.
* Event. This section will be available during any special game events.

Clan store

With this update we’re adding a specialized Clan Store. The store is available to all players who can take part in Tournaments. Here you can use special currency to purchase Healing Potions, Rare and Epic Defender Chests and many other items.

Events store

A special store has been added for the Rush for Glory, Mirror Match and Royal Trials events.

You can spend special tokens from each event there. You can find them in the progress bar rewards. You can exchange tokens for Magic Dust, Legendary Cards, Epic Hero Fragments and a Gold Coin. Also, the chests of legendary heroes (Necromancer and Zeus) have now been moved from the general store to the Events Store. You’ll also be able to use special tokens in this store, to buy fragments of these heroes, which will make them easier to acquire. The tokens can be collected between runs of an event, so now you’ll be able to acquire a unit or some heroic fragments without needing to spend any money - but you will need to be more active in the event.

Career Quests

* 12 new chapters of career quests have been added;
* The values of some quests in chapters 1-13 have been adjusted.

## Version 13.0

NEW TALENTS

In this update the Rogue has gained true ninja skills! After the Ascension and selecting talents, you’ll be able to summon the Rogue with Smoke Bomb or Spikes, which will be displayed visually on the units themselves during the game. When a ninja weapon unit’s rank is combined or increased, certain effects will be activated:

* The Smoke Bomb will conceal the Rogue and neighboring units on the field, protecting them from negative effects or increasing their attack speed. The Rogue's attacks in the smoke can hit 3 targets at once or inflict double the damage on a single target
* Spikes, scattered in front of monsters, will slow them down. Depending on the talent selected, they will inflict more damage on common monsters or bosses/mini bosses. The spikes last a few seconds.
* At maximum Ascension level, the Rogue can become a true shinobi master, perfecting all the secret tricks and techniques at once. At regular intervals, he’ll decide to hide in the smoke together with neighboring units and he’ll scatter spikes in front of the first monster to approach.

NEW LEGENDARY UNIT - MINOTAUR

This new unit has joined the ranks of the Kingdom of Light faction and specializes in inflicting damage.

Unit’s features: The Minotaur is good for inflicting massive damage using long-range traps and timely upgrades through merging. Every few seconds, the Minotaur triggers an Earthquake, a trap that slows down the monsters within its radius and inflicts periodic damage. And when the Minotaur merges, a Rockfall begins, inflicting periodic damage on monsters based on the amount of health they have lost.

The Minotaur, like the Tesla before it, appears with a whole set of talents right from the start! When he appears, the Minotaur can stun all the monsters on your side of the field for a few seconds, or do the same to a few units on your opponent’s field! Using a second pair of talents, the Minotaur will go into Berserker mode briefly and either gain a bonus for Earthquake damage or get a significant boost in attack speed and extra area damage. In the latter case, the Minotaur will lose its ability to trigger Earthquakes. At the third Ascension level, the damage inflicted by the trap will be even greater. When the final talent is unlocked, the unit’s chance of critical damage will go up, based on the number of Minotaur's on the field. In addition, there is an extra increase in the chance of critical damage in Berserker mode.

The unit is available among the rewards of the Rush for Glory event!

REWARDS FOR LOGGING IN EVERY DAY

In this update we’re introducing rewards for logging in every day. The reward calendar is based on a 28-day period. Try not to miss a single day, because on the final day a particularly valuable reward will be waiting for you.

BALANCE CHANGES FOR UNITS

* Clock of Power - Passive reduction of attack speed with level is now weaker: 0.5% → 0.4% // Active (merge) reduction of attack speed is now weaker: 30% → 25% // Duration of active slowing is now shorter: 8s → 6s // Reduced amount of initial morale: 5 → 3 // Reduced amount of morale received with level: 0.6 → 0.3
* Corsair - Chance of throwing a nasty bomb with level is now lower: 2% → 1.5% // Percentage damage inflicted by a nasty bomb from Mana Boost is now lower: 0.5% → 0.375%
* Inquisitor - Attack interval in inactive state is now shorter: 1.2s → 1s // Attack interval in active state remains unchanged - 0.6s. // Damage with level reduced: 21.6% → 20% // Increased initial damage: 145 → 155 Increased damage from Mana Boost: 33 → 40

TALENTS

We’re continuing to balance the talents, and we’ve prepared some of those changes for you in this version too:

* Magic Cauldron - With the talents, the Cauldron has become a very powerful unit, supplanting almost all other mana generating units. It is universally good in decks for early and mid-game play, as well as in the long game. To compensate for this effect, the decision was made to weaken some of its talents. Changes: Mana Elixir talent: mana generation is now less effective: x5 → x4 // Magic Potion talent: 10 mana per monster → 6 mana per monster // Reduced damage radius of Magic Potion and Cooling Potion talents by 17%.
* Sharpshooter - The Sharpshooter performs effectively in combat and is generally a fairly well balanced unit, according to our stats, but some of the Sharpshooter’s talents are more effective than others. Due to players showing a marked preference for certain Sharpshooter talents, it was decided to weaken the influence of those talents on the game. Changes: Stunning Shot talent: stun duration on mini bosses reduced: 2s → 1s // New Foe talent: duration is now shorter: 6s → 4s
* Zealot - The Zealot has proven to be excellent at completing dungeons, but it’s still quite weak in PvP. Within the current update, the success probability of some of its talents will be strengthened. We’re continuing to keep an eye on the Zealot and working out how to improve its talents in PvP without having a significant impact on dungeons. Changes: Surge of Faith and Piety talents: the chance of success when mana is received is now bigger: 25% → 35% // Fanaticism talent: the chance of success for boosting the Zealot’s critical chance when mana is received is now bigger 25% → 35%

OTHER CHANGES

Dungeons:

* Added the Bedlam boss to levels 7 and 8 for easier seasonal quests
* Improved variety of modifiers on levels 7, 8 and 9
* Added the ability to return to battle if for some reason you left it.

## Version 14.0

CLAN TOURNAMENT 2.0!

Tournaments will now be divided into 4 phases, each going on for 1 week: In the first week, the players get time to achieve their best possible PvP rating. Then, according to the general rating, the clans will be assigned to divisions. Within these divisions, they meet each other face-to-face in the next phase of the tournament. Important! These divisions will determine the rewards as well as points required to reach the finish line. Before the start of each phase, the clans will be shuffled and the best of them will be rematched within the same division. After this, the rush starts!

* Warm-up, the clans have to fight for prizes to win faction cores, defender fragments, clan coins and special expendable spells. These spells can be used during any battle in the tournament: defend your gates, summon an extra mini boss to attack your opponents, or turn their units to stone. These spells and others may also be found in the clan store.
* Stage I After the Warm-up, all clans stay in the same divisions and continue fighting for rewards.
* Stage II In the finals, the clans that finished Stage I in 1st, 2nd or 3rd places will compete in the next division. Those who make it to the Champion Division will receive the most valuable of rewards! The clans that finish in 4th or 5th place or don’t get to the finish line will stay in their divisions, but they will also carry on competing for rewards.

Changes have also been made to the mechanics of defending and attacking. Don’t forget to level up your defending bosses, because from now on they’ll only be protecting you and your victory points! Now you’ll be able to attack specific opposing clan players and plunder tournament points from them, as long as you manage to defend them, of course. If you fail in your attempt and don’t manage to kill any bosses, you don’t get any points - instead your opponent earns points as a reward for successful defense. A special list will tell you who has attacked you since the last Tournament Day update. Then you can plunder them in retaliation. But don’t forget that plundering in retaliation will cost a sandal, just like a normal attack.

If you have clan boosts, you will hold on to half the points you lose. The attacker, on the other hand, will receive all of the amount plundered! After any attack, the player will remain untouched for 60 minutes, with the defense completely destroyed, until the end of the tournament day. All bosses killed are respawned in the next tournament day (when sandals are generated). If you don’t want to wait about for long, you can use a Healing Potion. It can be used to heal bosses, to give immunity for 60 minutes, or to extend current immunity to the same value. It will also restore half of your stolen points from the moment of the sandals upgrade. After the potion is used, it will take time to recharge.

NEW TALENTS

Deep inside the dungeons underneath the island, the Demonologist has found the ruined temple of the Dark God. He’s locked himself in the library and started studying the ancient folios. Lurking there among the flaming torches and the dust was the forbidden knowledge of demon summoning! Behold the new talents of the Prince of Darkness. From now on, he can summon the Archdemon and Demonic Hordes too - and he can cast monsters into the darkness, as well as bringing in much more mana for his master. Try out the new powers of the Demonologist in update 14.0!

* After upgrading to level 9 and Ascending you can summon the Demonologist to the battlefield, with his Dark Orb. It’ll appear on the unit in play. If the units with the orb are merged, an Archdemon will be summoned with the first talent, and twice the number of ordinary Demonologist monsters will be summoned with the second. The Archdemon will have greater health and will stun several opponent’s units after his death in PvP, whilst in PvE their attack power will be increased.
* At level 11, after Ascending the Demonologist’s monsters will bring even more mana or the Prince will share the Dark Orb with his other copies.
* At level 13: - mana received after killing the Demonologist’s monsters will increase in proportion to merge rank. - The Demonologist with the Dark Orb also summons Imps, 2 of them for every merge rank of the unit.
* The last talent, at level 15, gives the Demonologist with the Dark Orb a chance to send a random monster to the underworld during an attack, destroying it instantly! In PvP, as well as the above, an Imp will be summoned to the side of the opponent. In PvE you’ll get extra mana for killing a monster.

NEW LEGENDARY UNIT - THE WITCH

From the depths of the enchanted forest, a new legendary guest has arrived. Meet the sorceress of the Rhandum Isles, the wonderful and horrifying Witch! The Witch has joined the Magic Council and she specializes in weakening: her ability to curse units will force the opponent to heal the monsters on his side, and in Co-Op mode she’ll help your partner by enchanting his units and thus increasing the damage. But when it comes to the Witch’s abilities, that’s not all - the talents will reveal the full extent of her potential.

* A curse or an enchantment will also increase the attack speed of units. There’s also a small chance that they’ll be able to increase the merge rank of units!
* A second level of Ascension will unlock the ability to remove negative effects from units and shield them for a few seconds when under an enchantment, while a curse will make it impossible to merge them for a certain period of time. Or you may choose to enhance all the Witches on your field with the enchantment effect, thus replacing the curse effect. The enchantment damage bonus will increase in proportion to the number of Witch merges. The maximum bonus is reached after 100 merges.
* At the third level of Ascension the Witch will be able to create a Magic Circle tile on your field or your opponent’s. With one talent, the tile will be created on your field and will bring in mana for every merge on that tile. Merging a unit on a tile will move the circle. With another talent, a circle will be created on the field of your opponent or your ally. Units standing on the tile will receive a curse effect in PvP or an enchantment effect in PvE and in combat during the Tournament.
* With the latter talent the Witch will start to heal enemy monsters during merging in PvP and to inflict damage as a percentage of the target’s current health in PvE or in battle during the Tournament. Healing and damage will grow as the unit merge rank increases!

MATCHMAKING

While working on this game aspect, we aimed to solve several important tasks at once:

* Reduce the number of fights against strong opponents for beginners who just got into the Leagues
* Avoid making the search for battles more difficult and prevent decreasing the value of upgrading units for experienced players
* Reduce the number of connection problems (which depended on the match's specifics, among other things)

In the 14.0 Update we introduce the Player Combat Score concept. This score will be the sum of your stats. Your opponents will be picked according to your Combat Score. This minimizes the chances of beginners running into experienced and hard opponents. We will keep a close eye on how the new matchmaking system works, and will update and improve it if necessary.

BALANCE CHANGES

UNITS

* Demon Hunter - With so many changes to gameplay, in its current form this unit couldn’t find a place in the decks of players. We have therefore decided to change the Demon Hunter. In 14.0 this unit’s basic abilities have been changed, but the goal of obtaining a higher merge rank has been retained: The unit attacks the first few targets equal in number to the merge rank: one target on first, seven targets on seventh. // The unit with the highest rank inflicts greater damage: the higher the rank, the higher the boost. If there is more than one Demon Hunter of the highest rank on the battlefield, then they all receive the boost.
* Cultist - Our statistics show that players list the Cultist among the most popular units. We’re certainly glad to see him becoming a favorite after so many changes have been made, but still this growth in popularity means its starting to overshadow the other units and to exceed all of our balance criteria. Based on the reasons described above, we’ve therefore decided it’s time to weaken Cultist a little: Initial damage per level is now lower: 160-736 → 160-700 // Bonus chance of critical damage in phase 2 from merge rank is now increased for lower numbers: 5-20% → 5-17%
* Blade Dancer - The Blade Dancer, like the Cultist, is one of the most popular units among players. Although the Dancer’s level of popularity is in line with our criteria, we’ve decided to slightly weaken the bonus damage she gains from the number of units on the battlefield so that players will give more consideration to other units as well. To compensate, we’re increasing bonus damage from a smaller number of Dancers on the battlefield: Bonus damage from several Dancers is now lower: 135-400% → 150-366%
* Inquisitor - Over the past few updates we’ve noticed that there’s been a drop in the popularity of the Inquisitor. In response to this, we’ve decided to give the Inquisitor a slight buff by simplifying their damage set. We hope that this change will add to the Inquisitor’s popularity points: It now takes 23% less attacks to achieve the maximum damage boost.
* Plague Doctor We decided to give this unit a slight buff so that it can become a bit more competitive and emerge in the decks more often: Initial damage per level increased: 48-143 → 52-180 // We’ll carry on monitoring the positions of units in the game and you’ll probably see more changes in future updates.

TALENTS

We’re also continuing to work on talent balancing - we’ve got some more changes for you in this update:

* Engineer - Overtime talent: the chance of a part being dropped when the boss appears is now higher, 25% → 35% Progress talent: new properties added. With the Progress talent, merging engineers causes a part to be dropped.

OTHER CHANGES

You’ll now be able to share your achievements with your clan in the game. Have you upgraded a unit? Have you bought a clan boost? Maybe you’ve reached a new league or you’ve leveled up in the Dungeons? Then you can show off your achievement and your clan mates can get a nice bonus!

* Dungeon Bosses in PvP - The Virus and Assassin bosses have been added to PvP. They will be found in battles starting from Arenas 7 and 9 respectively.
* Duration of Seasons - Each new Season will now start at the same time as the Tournament preparation stage and will last for 28 days.
* New modifier for Tournament of Clans - Chaos Storm: Every 10 seconds two lightning bolts will strike the battlefield in succession: a red one and a blue one. The red lightning brings down the merge rank of a random unit with the highest merge rank, and the blue lightning raises the merge rank of the random unit with the lowest merge rank. The shield against negative effects does not protect against either of these lightning bolts.
* Event Store Reward - In the Mirror Match and Rush for Glory events for the first 50 positions on the personal leaderboard, we’ve replaced the hero fragment rewards with chests giving a choice of reward (legendary unit of the event or hero fragments).
* New Legendary Unit Chest - Starting with this update, whenever a new legendary unit is introduced, a unique chest will appear in the shop, available for 3 days. There will be an increased chance of getting a new legendary card in this chest, and 10 chests will guarantee that you get one. Please note that you’ll only see the chest if the corresponding unit is available to you based on your the Arena level.

### Version 14.1

MATCHMAKING

After analyzing the matchmaking system changes made in Update 14.0, we’ve made a few adjustments. They include changes in how sensitive the system is to combat results: it had been set too low, which meant players could face a rather lengthy series of difficult matches. We’ve also increased flexibility of combat score evaluation. This, combined with the changes in sensitivity mentioned above, should make it easier to find more suitable opponents.

As well as this, we’re bringing back the display of combat participant rankings: you can see them in the introduction window at the start and in the results window at the end.

We’ll continue to monitor the matchmaking system and we’ll be making more changes in future updates if necessary.

DEMON HUNTER

We’ve fixed the damage bug and looked at the stats that we have for the unit in the game. As a result, we’ve decided to strengthen this unit by improving her mechanics.

The Demon Hinter now attacks a number of targets first that is equal to the her merge rank. If the number of shots is higher than the number of targets, then the remaining projectiles will be distributed among the available targets, starting with the first and continuing in order.

Demon Hunters get a damage bonus for each merge rank of other Hunters on the battlefield. When the total sum of Demon Hunter merge ranks reaches 40, they get an extra damage buff.

In addition, the Demon Hunter’s looks change as she gains merge ranks:

* 1-9 merges – armed with a dagger and has no hood. Attacks with throwing daggers
* 10-24 merges – armed with a crossbow and wears a hood. Attacks with arrows
* 25-39 merges – armed with two crossbows and wears a hood. Attacks with arrows
* 40+ merges – assumes a clawed demonic form. Attacks with claw projectiles

CLAN TOURNAMENT FIXES

* We’ve fixed a bug that was causing players to see the wrong number of points before applying a healing potion, which meant that the number of points restored was different to the number displayed;
* We’ve fixed a bug that was causing the healing potion to replace the shield that should have lasted for the rest of the tournament day with a 1 hour shield;
* We’ve fixed an issue with reduction of multipliers when a player fell into a ranking lower than their league;
* We’ve fixed clan boosters functionality when defending against plundering;
* We’ve fixed various issues in the Tournament interfaces.

ANDROID VERSION’S INITIAL SIZE REDUCED

For owners of Android devices, the size of the app to be downloaded from Play Store, has been reduced to less than 100 MB, without affecting ability to start the game. All the missing files for the full experience will be downloaded when the app is launched. This change will mainly be noticed by new players, or those who reinstall the game.

## Version 15.0

NEW LEAGUES

The ranking line-up takes a leap forward - six new leagues are waiting for you in this update! This will mean your opponents will be distributed more evenly across the rankings and there will be new rewards coming to the strongest players!

Stand out! When you reach League 10/13/16, you’ll receive the unique visuals - an Insignia of Contender/Champion/Legend, to accompany you into battle - and beyond! And the top 100 players in your ranking will also receive special Legend Crowns to distinguish them from others.

Level up and improve! As you move up in the new leagues, you’ll receive Champion Medals, a currency that you can use to buy items in the special Shop, available to players with a rating higher than 7000. In the Shop you can find:

* fragments of Heroic items (you can use them to upgrade existing Heroic items);
* a page from the Book of Secrets;
* a chest of Cores of your choice; and other items.

There’s a limit on how many purchases you can make, but the counter is reset with each new season. Once you reach League 16, you’ll gain access to an additional 5 crystal trades at the Magic Lab of the League.

Lead your clan to victory! The game has a new mechanic – Supplies. This allows you to receive Spells for the Tournament, if there are Contenders/Champions/Legends in your clan. These players will also stand out visually and you’ll immediately be able to see who’s who! There will be a bar filling up with rewards displayed in the members tab:

* For every Contender in your clan, there will be 1 point added to the bar;
* For every Champion, 3 points will be added;
* For every Legend, 10 points will be added.

Once the clan has accumulated a certain number of points, all clan members will be able to collect this reward by clicking on it in the clan chat.

NEW TALENTS

The Technogenic Society factories have been upgraded and new models of Robots have been brought into operation.

Meet the Robot talents on the battlefield!

* With level 9 talents, when merging, the Robot will fire rockets which damage and slow down the monsters on the field, or stun enemy units.
* With level 11 talents, there is the chance of getting a Robot with a special Light Bulb! When merging, this type of Robot will increase the number of rockets fired by all the Robots, increase the attack speed and yield extra mana.
* With level 13 talents, the Robot can increase the number of merges to 60! Now merges will increase the damage inflicted by the Robot and its missiles even more, and one of the talents will allow you to replace an area attack with rockets being fired instead, transforming your Robot into a genuine rocket launcher.
* This talent will not only give the Robot a whole new look, but it will also have the new form for 30 merges. In this form, the Robot will fire a shattering laser, inflicting increased damage on bosses and mini bosses, and will also increase the number of Robots with a Light Bulb on the battlefield.

NEW LEGENDARY UNIT - SPIRIT MASTER

A wanderer has arrived in the Rhandum isles, his path inextricably linked to the power of the elements and a sense of balance in mana. Meet the Spirit Master! This unit has joined the Forest Alliance faction and specializes in inflicting damage. Unlike other units, the Spirit Master has 11 levels of mana power-ups! Each level will increase the damage inflicted by the unit, as well as its critical damage, but there will be a time limit on these effects and the cost will vary.

The Master’s talents will also allow him to call upon the spirits of the elements and make use of their powers!

* With the first talents, the Master will be able to summon the power of the element of water, restoring the mana spent on mana power-ups or increasing the merge rank of one Master on the battlefield with certain levels of mana power-ups.
* With level 11 talents, he can summon the power of the element of earth, casting stones at enemy units or monsters on the battlefield to stun them.
* With level 13 talents, the Spirit Master can call on the power of the element of fire, or storm power. When the Spirit Master obtains the power of the element of fire, he will take on a fiery form, obtaining an area attack. When he obtains storm power, however, the Spirit Master will have higher attack speed on bosses and mini bosses and will be able to reduce negative effects on himself.
* This talent will not only change his appearance, but will also give the Spirit Master a higher chance of critical attack with every level of mana power-up.

COPYING DECKS

The update adds an extra box to player profiles, so that you can see which decks they’re using for PvP, PvE and Clan Tournament play and then copy the one that you want.

During the copying process, the other player’s deck will replace your current deck, if you both have the same units. If you both have the same hero or equipment, they will also be selected. Otherwise, your current hero or equipment will be used instead of the missing ones. The set talents will also be copied if they are already available to your units.

Please note! It isn’t possible to copy the deck of a player who has a different version of the game. Update your version of the game and wait for the player concerned to update their version of the game.

BALANCE CHANGES

UNITS

* Cultist - This is currently the most popular unit, ahead of many others in terms of win rate. For this reason, we have decided to make the Cultist slightly weaker when the unit is obtained, but to strengthen them as the levels increase. The effectiveness of this unit at entry level will fall, but it will increase as his level rises. // Level 7 attack: 160 → 110 // Damage bonus with level is now bigger: 20% → 28% // Mana power-up now increases damage by a smaller amount: 60 → 50
* Inquisitor - The most recent balance changes weren’t sufficient to return the Inquisitor to her former glory. So we’ve decided to change her parameters, with a focus on bonus damage and on damage with increasing levels and mana power-ups. This means that the unit will be significantly more effective at low levels and will not increase so much at high levels, where the Inquisitor remains a strong unit. // Level 7 attack is now slightly weaker: 156 → 127 // Damage bonus with level has been increased: 20% → 23% // Damage with mana power-up has been increased: 40 → 60 // Maximum increase in damage is now bigger: 500% → 600% // Rate of damage acquisition increased by 26%
* Demon Hunter - A recent change to the mechanisms for this unit has made her much more popular and increased her win rate, but many players have found it difficult to understand how close they are to obtaining the Demonic Empowerment. A Demon Hunter merge rank total indicator has now been added to the mana power-up button in combat. It has also been decided to weaken the Demonic Empower slightly for better balance between the unit and other units that specialize in inflicting damage. // Demonic Empowerment is now slightly weaker: 100% → 75%
* Bruiser - The statistics show that this unit has a higher win rate in arenas and among players with low critical damage, but it is significantly less popular among the higher ranked players and among the players with higher critical damage. We have therefore decided to reduce the attack score at low levels, but with an increase in the bonus as the level goes up. This means that the unit will be less effective at low levels and significantly more effective at higher levels. // Level 7 attack is now slightly weaker: 134 → 112 // Damage bonus with level has been increased: 21% → 28% // Damage with mana power-up has been reduced: 35 → 30
* Corsair - This unit is one of the few that inflicts damage based on the health of the target, and remains useful with any wave of monsters. Based on the win rate and the duration of matches with this unit, it has been decided to reduce the proc rate of the Nasty Bomb. This will help to make the game more balanced in battle with other decks. // Reduced Nasty Bomb throw chance bonus per level: 1,5% → 1%
* Tesla - One of the strongest units with talents at the moment. After looking at his current position in the stats, we decided to reduce the unit’s damage slightly, at all levels. // Level 7 damage has been slightly reduced: 208 → 197 // Level 7 damage per charge has been slightly reduced: 265 → 250 // Damage bonus with level has been increased: 21% → 20% // Damage bonus from charge with level has been slightly reduced as well: 21% → 20%
* Shaman - His projectile now takes longer to reach the target

TALENTS

* Meteor - Since Meteor’s talents were introduced, the unit’s abilities have developed significantly, with the result that it has gradually emerged as one of the top units with the highest win rate. After studying the stats, we have decided to balance out Meteor’s talents a little, for a better balance with the other units. // Fiery Bolide: meteorite damage bonus is now slightly smaller 0.7% → 0.6% // Burning Comet: blast radius increased by 20% // Shards of Destruction: chance of explosion is now slightly smaller 5% → 4%

We are still monitoring the situation of the legendary and non-legendary units in combat, and working to improve the balance of the game and keep ensuring that it’s exciting to play. You can expect more news as we approach the next release date!

OTHER CHANGES

Updates for Clan Tournament! Now you’ll be able to get a high score and take a lot of points from your opponents. You’ll only be able to attack once a day, so you need to prepare well! As before, looting will cost sandals and it won’t be available on day one of the tournament.

* Other - Extra Spells for Champions in clans // The attack history window now provides more information about loot and about the effectiveness of your defenses
* Royal Trials - New legendary unit - Spirit Master! Added a chest, from which you may randomly receive: Robot. Spirit Master, event coins
* Technical Upgrade - Gam performance with a large number of some units on the battlefield.
* CPU loads reduced in combat has been improved.
* Arabic localization added

## Version 16.0

СHANGES TO UNIT MECHANICS

* Shaman - With the latest change made to the speed of projectiles, gameplay has started to feel a little bit sluggish, and there’s also the problem of how to manage to react to a projectile coming in at the last moment. We’ve decided to make a minor change to the mechanics of the Shaman, to get rid of this sluggish feeling. At the same time, we wanted to leave room for the player to be able to make a decision and prevent his unit from being affected by the Shaman’s influence. // Shaman’s projectile’s speed will be increased // The Shaman won’t be able to downgrade a unit instantly, instead he will stun the unit and then apply a negative effect, which will reduce the unit’s merge rank after a few seconds // The Shaman will have a chance, depending on unit level, of firing an enhanced projectile, which will lower the unit’s merge rank by 2, instead of one (increases by 2 in Dungeons) // These changes will help to prevent some problems that may have stopped players being able to act in time to get their units out of harm's way.
* Witch - The Witch has proven to be a very strong unit - if the right unit of your opponent is hit by her curse, with a bit of luck she’ll bring you victory, even when there’s a dramatic difference in levels between opponents. Because of this, we've decided to trim down the effective performance of this unit at the lower levels, so that it can be improved gradually with further upgrading, which also resolves the situation where a unit under a curse can’t inflict damage anymore. This is especially critical at the start of combat. // The healing effect will be activated with a 50% chance // The healing may now have critical effects // Healing from damage will be reduced: 90% → 40% (at level 7 with maximum Mana Power-up), 110% → 96% (at level 15 with maximum Mana Power-up) // We’ve also redesigned her talents completely for the first and second Ascension levels. One of these new talents will make the Witch an excellent support unit, able to compete with the Knight Statue in terms of effectiveness. // New talents: *Cruel Joke* - The Witch releases 1 additional curse/enchantment. The additional curse will disappear 4 seconds after it takes effect. *Raven’s Gift -* The Witch stops cursing your opponents and enhancing your allies. Instead, the Witch will enhance adjacent units by 15% of the enchantment effect. The enhancement percentage will increase in proportion to the number of Witch merges in combat. The strength of the effect does not depend on her merge rank. The bonus effects can be combined up to 30 times. *Polymorph -* A Witch of merge rank 3 or above will turn into a random unit every 45 seconds and will activate its merge effect. *Unstable Magic -* A Witch of merge rank 3 or above will gain an attack on two additional targets and a 3% chance of instantly killing a regular monster. // This means that the Witch doesn’t get an unequivocal advantage at the start of combat, which makes the battle more interesting as it progresses.
* Grindstone - Now, this unit will no longer increase the chance of a critical attack, but instead will increase the damage for units in adjacent tiles. If this is area damage, the effect will be reduced. This is a property that would work perfectly with units that have a high attack speed, firing on a single target. This change will make the Grindstone much more useful at the start and in the middle of games, and it will make decks more varied, especially in combination with the new epic Elemental units or when played with the Wind Archer or Boreas.

NEW DUNGEON CHAPTER

* You’ll have to fight against new bosses who guard valuable treasures in the halls of the Eastern Temple! Among the treasures you’ll find some unique new rewards: a frame, an avatar and an emoji; and with them a legendary card, a magic crystal and so much more. You’ll also need to be prepared to face new mini bosses and new modifiers.
* On the 10th floor you’ll meet the Monkey King. He runs and throws his staff at units, stunning them, and one of the units affected by this will have its merge rank reduced. The Monkey King is highly agile - he can’t be stunned but his critical damage will be reduced.
* On the 11th floor you’ll find the Dark Priest waiting for you! He’s the master of curses. Every attack by the Priest will place a cursed seal on one of your units. Instead of inflicting damage, the units under the effect of the seal start healing their targets. Even after the Dark Priest has been destroyed, he’ll leave two more of these seals on the field. The seal can be removed by merging units.
* On the final 12th floor, Kitsune will reach out to you with her claws. She’ll open up a portal behind her. Another random boss will emerge from this portal. It can be opened more than once.
* As well as the bosses on the 11th and 12th floors, you’ll also encounter 2 new mini bosses: Blazing Burn and the Fortune-teller. The first will set units on fire with its attack. Those set ablaze will only be able to attack slowly, and will lose their rank when the burning stops. The Fortune-teller, on the other hand, uses her predictions to protect the monsters around her from instant killing. Sometimes the magical power is drained, and then she can’t protect those around her. The Fortune-teller herself can’t be killed instantly.

Added modifiers will be both positive and negative:

* Enemy reinforcements - In the middle of the path, a second portal opens up periodically, and additional monsters emerge from it.
* Slug Shaman - He reduces the rank of one unit at a time. He appears twice.
* Power Surge - When there are more than six enemies on your side of the path, your unit damage will increase by 30%.
* Meteor Support - With every five unit merges, a meteor is summoned, targeting the first enemy.

Other changes:

* it will be possible to swap your deck for one of the prepared ones, directly on the partner selection screen
* the phrases "Help!" and "Enough!" will be added to improve interaction with a supporting teammate during combat
* the Dungeon rules will now provide more detailed explanation of how certain units in your deck will affect your choice of supporting teammate
* the 8th floor has been made less difficult, and the 9th and 10th floors will be a bit harder
* the recommended critical damage for completing the floor will be displayed in terms of there being a minimum critical damage required for access, this restriction will only apply for the new floors. This is due to the fact that players who have low critical damage numbers will often exit from battle, in search of the best ally, leaving their partner to fight on alone.

CHANGE IN RUSH FOR GLORY

We’ve changed the way you create your deck in this event! Now, each player will be assembling their deck just before the start of the battle. Three units will be offered to you and your opponent to choose from, for each slot. After the deck has been selected, it’s the turn of the Hero. You can choose any of the three offered, even if you don’t have this Hero on your account. The sets of units, heroes and critical damage will vary according to the selected difficulty for the event.

You’ll have 30 seconds to put your deck together, after which random units will be added automatically in any unfilled slots in your deck, along with a random Hero. If you don’t have time to build a deck, and you want to get into combat quicker, you can press the Random button and the game will put together a random deck from the options available. The heroes’ equipment and unit talents (if they are unlocked) will be selected automatically. The talents selected are the same for both players. The talents of your units can be viewed by holding your finger on their icon at the bottom of the screen. Important! All existing tickets and event tokens are saved.

BALANCE CHANGES FOR HEROIC ITEMS

Each of the items will now provide additional bonuses to the Heroes’ abilities, and the existing stats have been buffed.

* Trainer - Battle Whistle further increases the damage inflicted by units when the Combat Training ability is activated. *Companion -* Initial duration increased: 12% → 20% // *Explosive Surprise -* Damage with level has been increased: 10% → 20% Deals more damage at first level: 10% → 20%
* Jay - Ring of Rhandum gives an extra tile for the Wind’s Speed ability. *Rain of Arrows -* Deals more damage at first level: 10% → 20% // *Sherwood Hunters -* Duration at first level: 12% → 20%
* Elementalist - Scroll of Elements also increases the stun duration from the Double Trouble ability. The item parameter will now increase bonus damage from the Energy Charge ability. *Power of the Elements* - Initial damage increased: 10% → 25%
* Trickster - Mana Power-up Flask now gives extra mana when Costly Prank ability is activated. *Secret Technique -* Max. damage per level increased: 1% → 2%
* Gadget - The Rhandumization Key increases the damage inflicted by the anvil with the Technical Breakthrough ability. The item parameter increases bonus damage inflicted by the tile with the mechanism of the Technical Breakthrough ability.
* Mari - Unstable Jelly increases the mana received from the Major Experiment ability. *Perfect Experiment -* Initial monster health increased: 10 → 60%
* Snowflake Icy Reflection additionally freezes the boss with the Cold Welcome ability. *Frostbite -* Initial Armor Destruction is now more efficient: 12% → 20%
* Zeus Star Gaze gives an extra tile for the Overcharge ability. *Thunderstorm -* Initial damage increased: 20 → 30% Damage increase per level is now more efficient: 1 → 2%

A number of other improvements and bug fixes:

* Errors were fixed where certain items sometimes increased the hero’s ability more than was specified in the parameter.
* Item descriptions were changed for easier understanding of their effects.

UNIT BALANCE CHANGES

* Demon Hunter - After the rework, this unit became the most popular among the players and overshadowed other damage-dealing units. Together with the low ranked Shaman and Witch combination, this is the most played deck in the game! We advocate gameplay diversity in the game, so we decided to weaken the performance of this unit, especially at a low merge rank. // The unit no longer deals an additional hit on the first target // Attack Speed Interval is now longer: 0.4 → 0.45
* Trapper - This unit has its own unique mechanic that allows you to weaken monsters with traps, but throwing the net in a random place does not allow you to use the full potential of this mechanic. // Trapper now throws 2 nets at a time instead of one // Armor Destruction stacks across multiple nets, up to 300% of base value // Armor Destruction bonus per Level increased: 3% → 5% // Trap duration has been increased: 5s → 6s // Net duration per Mana Power-up has been increased: 1s → 1.5s
* Blade Dancer - In recent versions, other damage units have overshadowed the Dancer and encounters with her have become rare at any rating value. After the changes, we expect that she will no longer be inferior to other units, and after the appearance of talents (in one of the next versions), she will fight well at the maximum rating. // Minimum damage bonus per number of units on the field has been increased: 150% → 200% // Maximum damage bonus per number of units on the field has been increased: 366% → 450%
* Engineer - It's time to give the Engineer new ammo! This is one of the most fun units in the game and needs a bit of a boost in our opinion. After all, fun is the main thing that should be in the game! // Damage increase per level is now more efficient: 12% → 14.5% // Damage at level 15 with all Mana Power-ups has been increased by ~20%
* Portal Keeper - This unit gave almost complete protection from negative effects at high level, and it was enough to have one unit to protect against 2 effects at once. With the changes to Witch and Shaman, this was no longer needed, so we've decided to increase the cooldown reduction with level, offsetting this with a slight buff at lower levels. // Initial cooldown duration is now shorter: 12s → 10s // Cooldown duration per level is now shorter: 1s → 0.5s
* Minotaur - The unit performs very well at any level due to its special merging effect, which is a bit more powerful than we would like, so we slightly reduced the duration of Rockfall. // Rockfall duration is now shorter: 5s → 4s
* Clock of Power - At a high level, no one questions the effectiveness of this unit. This is one of the most popular units in many decks, while having a very high win percentage. Together with the effects of items, this unit greatly weakens the entire field of the enemy, so we decided to reduce the effectiveness of the high-level clock in PvP. // Initial passive attack speed ​​reduction is now less efficient: 4% → 2% // Passive attack speed ​​reduction per level is now more efficient: 0.3% → 0.4% // Passive attack speed ​​reduction per Mana Power-up is now more efficient: 0.5 → 1% // Efficiency at level 7 with max. Mana Power-up: // Rank 1: 6% → 6% // Rank 7: 18% → 12% // Efficiency at level 15 with max. // Mana Power-up: // Rank 1: 9.2% → 8.4% // Rank 7: 30.8% → 21.6%

NEW EPIC UNITS

Since the ancient times, everything on the Rhandum Island has been pervaded by the powers of the elements. Sometimes these elements even take on extraordinary living forms. This time, they have manifested as Earth Elementals and Cold Elementals, which have unique abilities, allowing them to enhance other units.

Earth Elemental periodically infects monsters, increasing poison damage if they receive it from any source, whilst also increasing its own damage. This means that the effect of unit such as Ivy will be considerably greater than before.

Cold Elemental inflicts area damage and periodically hurls an icy shard, increasing the damage received by the monster with each hit. In addition, if the Cold Elemental attacks monsters who are stunned, slowed down or paralyzed, its damage is increased.

NEW LEGENDARY UNIT

Since time immemorial, those who live on the Rhandum Isles have heard tales of a temple hidden right at the heart of the island, and stories of its strange inhabitants. Now it’s time to find out the truth that lies behind the legend and the identity of these mysterious creatures.

Meet a unit with unbreakable spirit, the Monk! The Monk is a warrior of the Kingdom of Light, and the power of his abilities lies in unity with his fellow Monks. Following the principles of harmony, the Monks line up in a particular way to unlock additional sources of their inner energy, which will increase their effectiveness.

When Monks line up vertically, they gain an attack speed bonus, and when they line up horizontally, they gain a damage bonus! Any Monk who ends up in the center of this formation, right on the intersection of the vertical and horizontal lines of Monks, will enter the state of Nirvana. As well as the bonuses for the vertical and horizontal formations, he’ll receive even more extra damage!

The Monk’s mana power-up is as unusual as he himself is. It does not use up mana, but it does require a break before it’s used again. The Monk has talents based on cooperation, aiming to build up damage and develop defense and increase the number of Monks on the battlefield.

A fully ascended Monk has a higher chance of critical damage, and harmonious conditions allow him to enter the state of Nirvana and obtain an AoE attack! This is his motto: Harmony in all things!

OTHER CHANGES

* Replay - Review your best combat moments, analyze your opponents’ tactics, and improve your fighting skills - now you can access your battle recordings. You’ll find them in the Battle History section.
* Laboratory - Once you’ve completed all of the exchanges in the Magic Lab, you’ll have the option of making additional exchanges for crystals. After some time, the common exchanges will be available again, as game activity related to the lab ends and restarts. You’ll still be able to continue making ordinary exchanges at other available labs.
* Gold in the Store - In the Store, the cost of gold in crystals is now reduced.

### Version 16.1

BIRTHDAY CELEBRATION EVENT

* Very soon, Rush Royale is going to be two years old! We have prepared some unique rewards and exciting anniversary-themed challenges for you. The celebrations begin on December 4. Log into the game and collect your presents!

NEW CHEST

* For players who have reached the Leagues and who meet the critical strike and legendary cards requirements, a new chest will be available, which will allow you to choose legendary cards that you get when you open it! The set will be formed of 10 cards that have been found previously, and you can change it at any time.

* Changes in ranking calculations - We’ve made some adjustments to the number of ranking points received when playing in the Contender League and above. Now, if you lose a battle when you have a large difference in ranking, fewer points will be taken away
* Other improvements and bug fixes