recursal/Fanatic-Fandom huggingface dataset:
Northguards

## Northguards**Edit**

 **Northguards**Northguards5020x6 Human SoldiersBrave Defenders630720

**Northguards** is a Tier 1 () Unit of the Frost faction. This common card was released with the Twilight Edition and has no affinity variants, nor a promo version.
In Skylords Reborn this card is available to all players as a starter card.

The Northguards are defined by their cheap power cost and their large health pool for an early game squad. Despite this, their offensive strength is greatly lacking without upgrades and makes it difficult to dispatch most foes without spamming.

## Card Info

**Brave Defenders**
* Hide
* Show Details

This ability is just flavor text shown on the card representation, it does nothing.
## Notes & Strategies

Northguards low power cost makes them a reliable melee squad to spam in the early-game, and make for great tanks to take fire while other cards like  fire at range. Because of their low attack strength when unupgraded, large numbers are required to be effective in combat until such upgrades can be procured, to which the Northguards are capable of standing as quite powerful squads.

Northguards pair strongly alongside  and the , which can become a solid army in the early game.

## Campaign PvE

Northguards are durable spam squads for any early-game mission. Though they don't move quickly, their high HP enables them to survive many battles and when properly supported can pay their own weight two-fold. Five Squads of Northguards with Five Squads of  can decimate any opposition standing between you and the second monument, and even can remain useful after the fact until enemy opposition becomes too numerous or too powerful for them to handle.

If necessary, quickly summoning Northguards can provide some tanking power on demand when needed, though the  and  are better suited to this role.

## Random PvE

* 1 Player
* 2-4 Player

Large groups of Northguards are capable of dealing with most of the early camps leading up to T2, and if supported by  they should survive several battles and incoming waves. Continuing to field them after going T2 is advisable to take advantage of their tanking potential, but you should recycle them once you go T3 as the camps beyond that point will likely become too strong.

 Northguards in large quantities can aid in providing damage and tanking for pushes into the later camps. Staying at the front and absorbing damage for your ranged units as well as your allies units, you can fight your way to T4 on difficulty 9 relatively easy. Recycle them as soon as you go T4 and are safe, as they serve no purpose after this point.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

This card has not been changed yet, compared to its original appearance in BattleForge.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Unholy Power

## Unholy Power**Edit**

 **Unholy Power**Unholy Power9012 ArcanePower-Up

**Unholy Power** is a Tier 2 () Spell of the Shadow faction. This common card was released with the Twilight Edition and has no affinity variants, nor a promo version.
In Skylords Reborn this card is available to all players as a starter card.

This card has been changed already, compared to its original appearance in BattleForge.

A powerful spell with a wide variety of applications. Unholy Power amplifies both damage and defense to the unit it is cast on.

## Card Info

**Power-Up**
The targeted friendly unit gains additional strength of 1700 / 2000 / 2000 / 2000 that can be used up to improve the unit's performance. As long as the extra strength lasts unit deals 50% more damage and takes 50% less damage. Lasts for 20 / 20 / 30 / 30 seconds. Reusable every 10 seconds.* Hide
* Show Details

This effect functions like a separate resource. For every point of damage dealt and taken, this resource is drained. As long as some of this resource is present, the unit deals 50% more damage, and takes 50% less damage.
## Notes & Strategies

Unholy Power is an extremely strong spell that is both widely used and effective in gameplay. When cast on a unit, that unit instantly becomes 50% more effective in both dealing damage and taking less. This can turn a unit into a powerhouse difficult to take down and dishing out massive damage, and because the effect scales in percentage it is more effective the stronger a unit already was prior to the buff. Casting it on powerful single units with strong performance is highly recommended in order to maximize the payoff. , , and  are all very strong picks for Unholy Power, and good examples of what sorts of units benefit from it the most.

You can cast it on weaker units in order to transform them into a far more powerful one for a short time. Casting it on units like  can circumvent its main weakness of low HP, while units like  can benefit from the enhanced damage to circumvent their lower combat strength.

## Campaign PvE

Unholy Power is highly versatile and excels in no singular mission, but is a great boon to all scenarios of any difficulty. Be sure to cast it on units that will benefit the most from the buff in your army to maximize the effect.

## Random PvE

Unholy Power is particularly useful in supporting a  deck, but can also be used to aid in pushing the third and fourth camps by buffing a , or a T3 powerhouse unit. In T4, it can amplify a strong XL creature in the push forward like  and .

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400030
* :
	+ Improved description by removing misleading information.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Rogan Kayle

***Rogan Kayle** can refer to the playable card and promo card and to the story character.*

* Card
* Story Character

## Rogan Kayle**Edit**

* Normal
* Promo

 **Rogan Kayle**Rogan Kayle904 Lyrish LeaderIt's the ShoesInspiring Leader10801000

 **Rogan Kayle**Rogan Kayle904 Lyrish LeaderIt's the ShoesInspiring Leader10801000

## Statistics

### Card ID (Promo)

1276

**Rogan Kayle** is a Tier 2 () legendary Unit of no faction. This rare card was released with the Renegade Edition and has no affinity variants, but a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

* Rogan Kayle
* Rogan Kayle (Promo)
A human adventurer from the Lyrish Reaches.

**It's the Shoes**
Power Cost: 60 / 60 / 50 / 50 **Active:** Activate to awe up to 3 enemy units within a 20m radius around Rogan. Affected units will be awestruck by his compelling presence and will not be able to fight or attack for 13 / 13 / 13 / 15 seconds. Reusable every 30 / 25 / 25 / 25 seconds.

**Inspiring Leader**
 **Passive:** Friendly units within a 20m radius will be inspired by Rogan's presence and deal 25% more damage.A human adventurer from the Lyrish Reaches.

**It's the Shoes**
Power Cost: 50 **Active:** Activate to awe up to 3 enemy units within a 20m radius around Rogan. Affected units will be awestruck by his compelling presence and will not be able to fight or attack for 15 seconds. Reusable every 25 seconds.

**Inspiring Leader**
 **Passive:** Friendly units within a 20m radius will be inspired by Rogan's presence and deal 25% more damage.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Normal
* Promo

Promo cards are already fully upgraded by default and thus do not have upgrade cards.
## Gallery

* Card Artwork
* Card Artwork (Promo)
1/2
## Patch History

Patch #400035
* Increased the unit's rotation speed from 200 to 300.

Patch #400033
* Increased the average damage dealt over 20 seconds from 790 / 830 / 900 / 990 to 860 / 900 / 980 / 1080.
* Active ability  / :
	+ Increased the effect radius from 15m to 20m.

Patch #400030
* The missing range classification `Melee` has been added to the Promo version.
* Active ability  / :
	+ Capitalized the first letter of each noun in "It's the shoes" to adhere to the naming convention.
	+ Now properly displays the respective card icon in affected units' status bars.
* Passive ability  / :
	+ Increased the radius of the effect from 15m to 20m.
	+ Rephrased parts of the description.
	+ Hid icon of passive ability on the card's status bar.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Transcendence

## Transcendence**Edit**

 **Transcendence**Transcendence9012 SpellKenosisTyranny

**Transcendence** is a Tier 4 () Spell of the Amii faction. This rare card was released with the Rebirth Edition and has no affinity variants, nor a promo version.

This card has been changed already, since its release.

This card has been added to the game in Patch #400033 as part of the Rebirth Edition expansion.

## Card Info

**Kenosis**
 **Godspell:** Target friendly unit takes 100% more damage and deals 75% less damage. Friendly units within a 30m radius around it deal 50% more damage and benefit 75% more from any healing ability. Cannot be disabled by spellblocking abilities. Lasts for 10 / 10 / 15 / 20 seconds. Reusable every 40 / 30 / 30 / 30 seconds.

**Tyranny**
 **Godspell:** Target hostile unit deals 100% more damage and takes 75% less damage. Hostile units within a 30m radius around it deal 40% less damage and benefit 75% less from any healing ability. Cannot be disabled by spellblocking abilities. Lasts for 10 / 10 / 15 / 20 seconds. Reusable every 40 / 30 / 30 / 30 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* :
	+ Increased healing buff on affected allies from 50% to 75% more healing.
	+ Increased buff aura radius from 25m to 30m.
* :
	+ Increased healing debuff on affected enemies from 50% to 75% less healing.
	+ Increased damage debuff on affected enemies from 25% to 40% less damage.
	+ Increased debuff aura radius from 25m to 30m.

Patch #400033 - Mid-Patch Update (07 June 2022)
* :
	+ Improved description in German to be more consistent.

Patch #400033
* Added  to the game.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Lost Priest

## Lost Priest**Edit**

* Fire
* Shadow

 **Lost Priest**Lost Priest6012 Undead WizardPower ShockInfused ExhaustionRevenant's Doom560750

 **Lost Priest**Lost Priest6012 Undead WizardPower ShockTainted ExhaustionRevenant's Doom560750

## Statistics

### Card ID (Shadow)

1552

**Lost Priest** is a Tier 2 () Unit of the Lost Souls faction. This uncommon card was released with the Amii Edition and has 2 affinity variants,  Fire and  Shadow, but not a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

* Lost Priest (Fire)
* Lost Priest (Shadow)

**Power Shock**
 **Autocast:** Every 3 seconds, unit releases a shock that deals 56 damage to enemies in a 15m radius, up to 84 in total.

**Infused Exhaustion**
Power Cost: 50Affinity Dependency:  Fire **Active:** Activate to trigger a cursed chain that may affect up to 3 / 4 / 4 / 5 hostile targets. The curse jumps from one valid target to the next within a 15m range: each affected enemy will take 25 / 25 / 30 / 30% more damage for 20 seconds. Reusable every 20 seconds.

**Revenant's Doom**
Power Cost: 45 **Active:** Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once.

**Power Shock**
 **Autocast:** Every 3 seconds, unit releases a shock that deals 56 damage to enemies in a 15m radius, up to 84 in total.

**Tainted Exhaustion**
Power Cost: 50Affinity Dependency:  Shadow **Active:** Activate to trigger a cursed chain that may affect up to 3 / 4 / 4 / 5 hostile targets. The curse jumps from one valid target to the next within a 15m range: each affected enemy will deal 25 / 25 / 30 / 30% less damage for 20 seconds. Reusable every 20 seconds.

**Revenant's Doom**
Power Cost: 45 **Active:** Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Fire
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400031
* Active ability :
	+ The power cost of the Revenant has been decreased from 45 to 0, as the unit is unbound.
		- Thus, there is no longer a power cost displayed on the card representation.
		- The ability cost itself was not changed.

Patch #400022
* Abilities have been reordered to match for both affinities.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
News

## Current News

To keep players up to date with the latest developments in Skylords Reborn, regularly released community updates started to be published on 23 April 2021, including occasional in-game rewards for readers.

## Notes

* The game has been officially released as scheduled on Friday, 18th of December 2020.
* First Balancing changes have been pushed to the live servers with Patch #400022.
* A new expansion of cards has been added to the live servers with the Rebirth Edition.
* The Skylords Reborn staff is always looking for new members to their team.
* If you have any suggestions for improvements for Skylords Reborn feel free to post them in the forums.

## References

1. ↑ Forum Community Update Overview
2. ↑ Release Date
3. ↑ Release Schedule
4. ↑ Forum Recruitment Section
5. ↑ Forum Suggestion Section
Nightmare's End

## Nightmare's End **Edit**

* Blank
* Positions
* Chests

## Description

You need to unlock four magic nodes to get enough strength to destroy the Shard. The nodes are protected by magic barriers that can be removed by destroying the four power wells that feed them.

## Speedrun Rankings

* ≤ 2
* 1

### Difficulty

Expert

**Nightmare's End** is a 2-player PvE scenario that can be played on Standard, Advanced and Expert difficulty. It is part of the campaign story **The Twilight Taint**.

The Shard's magic is too aggressive, you need to unlock the full power of the four elements to be able to destroy it.

## Story

### Plot

Moon knew she would not be able to repeat Brannoc’s deed and weave a spell powerful enough to damage the shard. But this was the Shattered Land, it had seen the worst of the war of the elements, and had been torn asunder by magical power struggles for centuries. The land’s magic would be their only hope to overcome the strange power of the Forge.

The Amii had already made use of the land’s might, tapping into the strongest worldmagic nodes with their structures. This raw power should be strong enough to destroy the shard. If not, Moon decided, whatever created the Forge was not of this world.

## Gallery

* Minimap
* Loading Screen Banner
* Old Minimap - Version 1
1/3
## Patch History

Patch #400033
* Added 1 additional starting  Power Well for each player with 1200 power capacity (1).
	+ This means these power wells are built and produce power for the players right from the start of the game.
* Changed capacity of the other starting power wells for each player from 900 to 1200 power (1).
* Increased the capacity of each of the 4 center power wells from 600 to 900 power (2).

112
## See also

Maps (Number of players)Storylines (Campaign scenarios only) Flip Sorting
Mountaineer

## Mountaineer**Edit**

 **Mountaineer**Mountaineer1508 Ogre DestroyerBombardIcing UpGlacier ShieldSiege15701350

## Statistics

### Booster Content

General, Fire/Frost, Frost, Lost Souls, Stonekin

### Card ID

786

**Mountaineer** is a Tier 2 () Unit of the Frost faction. This ultra rare card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Bombard**
 **Autocast:** Every 3.5 seconds, unit consumes 400 carges to hurls a ball of ice that deal 170 / 180 / 200 / 220 damage to enemies in a 5m radius around its target, up to 255 / 270 / 300 / 330 in total. Knocks back small units. Affects ground targets only.

**Icing Up**
 **Passive:** Generates 100 charges every second, up to a total of 800 charges.

**Glacier Shield**
 **Passive:** At 800 charges all are consumed to build up an Ice Shield which absorbs up to 440 damage. Lasts for 9 seconds.

**Siege**
 **Passive:** Deals 50% more damage against structures.

### Strengths

One of several units with the Siege ability, making it deal significant bonus damage against structures.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400031
* Autocast ability :
	+ Splash damage can no longer damage flying units.

Patch #400030
* Autocast ability :
	+ Now states its consumption of 400 charges in order to attack.
	+ Changed the damage from 170 / 180 / 200 / 220 (260 / 270 / 300 / 330 in total) to 170 / 180 / 200 / 220 (255 / 270 / 300 / 330 in total).
		- The attack value of total damage dealt over 20 seconds was thus changed from 1200 / 1270 / 1400 / 1540 to 1215 / 1285 / 1430 / 1570
* Visually added a new passive ability :
*Generates 100 charges every second, up to a total of 800 charges.*
	+ This ability was ever-present but now is also shown in the tooltip and visualized with a yellow ammunition bar.
* Passive ability :
	+ The ability's availability was changed from upgrade I-III to be available on all upgrades.
	+ Now states its consumption of 800 charges to generate the shield.
	+ Adjust wording in description to correctly use "Ice Shield" in English and French.

Patch #400028
* Autocast ability :
	+ Removed knockback against M-sized units.
	+ Updated the description to now reflect that he actually attacks every 3.5 seconds, and not every 4.
* Passive ability :
	+ Decreased the Ice shield's strength from 600 to 440.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Willzapper

## Willzapper**Edit**

* Fire
* Shadow

 **Willzapper**Willzapper704 ShrineInfused Voidcatcher1575

 **Willzapper**Willzapper704 ShrineTainted Voidcatcher1575

**Willzapper** is a Tier 2 () Building of the Twilight faction. This uncommon card was released with the Lost Souls Edition and has 2 affinity variants,  Fire and  Shadow, but not a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

* Willzapper (Fire)
* Willzapper (Shadow)
Support building, does not attack. Can only be constructed next to a hostile orb or power well.

**Infused Voidcatcher**
Power Cost: 80Affinity Dependency:  Fire **Active:** Activate to redirect every enemy players' power refund to Willzapper's Voidnet. The affected player's power refund will no longer flow into his void but will be gathered in the Voidnet for 30 seconds. In order to reobtain the redirected power enemy players must first destroy Willzapper. While the effect lasts, every friendly entity will immediately return 20% of its usual power refund into the power pool. Reusable every 60 seconds.Support building, does not attack. Can only be constructed next to a hostile orb or power well.

**Tainted Voidcatcher**
Power Cost: 80Affinity Dependency:  Shadow **Active:** Activate to redirect every enemy players' power refund to Willzapper's Voidnet. The affected player's power refund will no longer flow into his void but will be gathered in the Voidnet for 30 seconds. In order to reobtain the redirected power enemy players must first destroy Willzapper. While the effect lasts, hostile power refund from void into the actual power pool is additionally suppressed. Reusable every 60 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Fire
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400033
* The classification has been changed from `Tower` to `Shrine`.

Patch #400031
* Added the usual descriptive sentence that this is a support building that does not attack directly.
* Active ability :
	+ Changed the displayed ability icon in the card's tooltip from Autocast to Active.

Patch #400030
* Active ability  / :
	+ Now the ability can also be activated regardless if an enemy team has the effect already active. The effect remains limited to be only running once per team.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Twilight Claws

## Basic Info

Twilight Claws are first era terrors of the Twilight Cursed. While their damage output at a glance might seem pathetic for their tier, do not be fooled. After being damaged too greatly, they will enrage and begin inflicting far greater levels of damage that can shred through most foes.

## Abilities

**Official Tooltip**
Enrage when severely wounded

**Twilight Rage**
 **Passive:** At 80% life points or below, the unit enrages by continuously dealing damage with any attack. After 1 attacks, unit will deal 100% more damage, increased to 300% more damage after 5 attacks. After not dealing damage for 10 seconds, it falls back to its initial damage output.* Hide
* Show Details

* The ability name and description are not official.
* Twilight Rage will deactivate if the Twilight Claws are healed back above the threshold.

## Tips & Strategies

Boasting the same damage output as  and the health of , Twilight Claws are very dangerous adversaries that are capable of putting out immense damage once they have been enraged. As such, you should either disable them or keep them away from your units and buildings at any cost to avoid receiving massive damage. Fortunately, their damage output is much lower prior to enraging, so you can take advantage of that.

## Trivia

* Twilight Claws are a **reskin** of the .
Spikeroot

## Spikeroot**Edit**

 **Spikeroot**Spikeroot11012 Forestkin DominatorRootSpikesLinked Fire12001320

**Spikeroot** is a Tier 2 () Unit of the Nature faction. This rare card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Root**
Power Cost: 0 **Toggle:** Enable to become immobile and gain:

**Spikes**
 **Autocast:** Every 5 seconds, unit erupts a line of spikes from the ground that deal several times damage to all enemies they strike. Each eruption of spikes deals 100 damage to all enemies they strike, up to 150 in total.

**Linked Fire**
 **Passive:** Unit can connect to the friendly root network within a 25m radius, enabling more powerful attacks. As long as the unit is out of combat, it counts as 1 supporter for the root network. When in combat, the unit can benefit from up to 3 / 4 / 5 / 6 supporters itself; it will then be able to continuously erupt more and more spikes within each line thus dealing more damage.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400033
* Decreased the card's power cost from 120 to 110 power.
* Passive ability :
	+ Improved description to be more consistent.

Patch #400031
* Passive ability :
	+ Reverted accidental changes to the ability description in Patch #400030.
	+ Improved ability tooltip and status bar description in French and Russian.

Patch #400030
* Passive ability :
	+ Shortened description on upgrade cards in English and German.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Rageflame

## Rageflame**Edit**

* Fire
* Frost

 **Rageflame**Rageflame13012 Elemental ArcherInfused FrostshowerShatter IceAdamant Skin16001750

 **Rageflame**Rageflame13012 Elemental ArcherBlessed FrostshowerShatter IceAdamant Skin16001750

## Statistics

### Card ID (Frost)

1183

**Rageflame** is a Tier 3 () Unit of the Stonekin faction. This ultra rare card was released with the Renegade Edition and has 2 affinity variants,  Fire and  Frost, but not a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

* Rageflame (Fire)
* Rageflame (Frost)

**Infused Frostshower**
Affinity Dependency:  Fire **Autocast:** Unit casts frosty flames that deal 75 / 75 / 75 / 80 damage to enemies every second. After 7 / 6 / 5 / 5 seconds it will freeze the attacked unit or building for 15 seconds. After freeze wears off, targets are immune against Freeze for 10 seconds.

**Shatter Ice**
 **Passive:** The unit is able to ignore the usual damage reduction of frozen targets.

**Adamant Skin**
 **Passive:** The unit takes 15% less damage.

**Blessed Frostshower**
Affinity Dependency:  Frost **Autocast:** Unit casts frosty flames that deal 75 / 75 / 75 / 80 damage to enemies every second. After 7 / 6 / 5 / 5 seconds it will freeze the attacked units for 15 seconds. After freeze wears off, targets are immune against Freeze for 10 seconds. Additionally, units frozen by this ability will receive full damage when attacked.

**Shatter Ice**
 **Passive:** The unit is able to ignore the usual damage reduction of frozen targets.

**Adamant Skin**
 **Passive:** The unit takes 15% less damage.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Fire
* Frost

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400039
* Autocast ability :
	+ Can now also target and damage flying units.
	+ Increased the duration of Freeze from 10 seconds to 15 seconds.
* Autocast ability :
	+ Can now also target and damage flying units.
	+ Increased the duration of Freeze from 10 seconds to 15 seconds.
	+ Units frozen by this ability will no longer receive the usual damage reduction while being frozen.
	+ Improved description to be more consistent.
* Added a new passive ability :
	+ The unit is able to ignore the usual damage reduction of frozen targets.

Patch #400031
* Increased the unit's life points from 1600 to 1750.
* Autocast ability  / :
	+ Increased damage per second from 65 / 65 / 65 / 70 to 75 / 75 / 75 / 80.
		- The attack value of total damage dealt over 20 seconds thus was changed from 1300 / 1300 / 1300 / 1400 to 1500 / 1500 / 1500 / 1600.

Patch #400030
* Autocast ability :
	+ Fixed a bug that caused the attack to only damage either units or buildings.
	+ Improved upgrade description for upgrade I and II.
* Autocast ability :
	+ Improved upgrade description for upgrade I and II.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Timeless One

## Timeless One**Edit**

 **Timeless One**Timeless One5512 Undead WizardTime ShockFrozen Stasis560900

**Timeless One** is a Tier 3 () Unit of the Frost faction. This rare card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Time Shock**
 **Autocast:** Every 3 seconds, unit shock-freezes time, dealing 45 / 50 / 55 / 55 damage to enemies in a 5m radius around its target, up to 70 / 75 / 85 / 85 in total. Knocks back small units.

**Frozen Stasis**
Power Cost: 10 **Active:** Activate to freeze up to 3 / 4 / 5 / 5 units in a 20m radius around the target for 10 / 10 / 10 / 20 seconds. After freeze wears off, targets are immune against Freeze for 10 seconds. Reusable every 25 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400030
* Decreased the unit's life points from 850 / 850 / 850 / 950 to 800 / 800 / 800 / 900.
* Active ability :
	+ Removed the minimum range of 1m.
	+ Increased time until reusable on all upgrades from 20 to 25 seconds.
	+ Description now states the 20m radius of the effect and got improved for non-English languages.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
The Insane God

## The Insane God **Edit**

* Blank
* Positions
* Chests

## Description

The insect god Urzach has been driven insane by the Twilight curse and has attacked his own temple. You need to protect his former priests and bring Urzach down. Use Urzach’s old altars to aid you and keep Urzach’s new minions from doing the same.

## Speedrun Rankings

* ≤ 2
* 1

### Difficulty

Expert

**The Insane God** is a 2-player PvE scenario that can be played on Advanced and Expert difficulty. It is part of the campaign story **The Twilight Taint**.

Save the priests of the god of insects from their insane master and unleash ancient guardian spirits to destroy him.

## Story

### Plot

The priests of Urzach had returned to the temple after the Twilight to resume their prayers and rites. Once more they called out to their lost god.

They did not know what other course to follow and knew somebody had to calm the ancient spirits that gathered in the Fly God’s altars.

The High Priest rose late, finding it harder each day to tear himself from the insane visions that plagued his dreams. He walked among followers already at work cleansing the temple of Twilight taint, and nodded to many in greeting. A low thunder brought his gaze up to the clouds, but no storm brewed. When he felt the ground tremble, he knew why his dreams had become stronger. Urzach was coming home.

### **Conclusion**

Moon gazed down at corpse of the fallen god, refusing to believe this had once been one of their masters. But his final words had been peaceful, as if he welcomed the end of this existence. There had to be a cure for this.

Urzach’s spirit passed Moon once more, for a moment lending comfort like her once benign master. But she felt what he had hidden from her; an existence with no purpose, no power of creation, no place in the order of things.

## Gallery

* Minimap
* Loading Screen Banner
1/2
## Patch History

Patch #400035
* Replaced on expert difficulty the one  Twilight Horror at the eastern camp next to the monument with a  Twilight Devastator (1).
	+ Added an additional  Twilight Slaver to the same camp on all difficulties (1).
* Replaced the four player card  in the map's center with identical custom non-player card entity  Living Towers (2).
	+ This change was done to prevent future player card balance changes of  from directly affecting the strength of the variant used in this scenario.
* Increased the script trigger range around  Urzach's Temples from 50m to 65m to prevent players from entering the center undetected (◯).
* Added a new active ability **Acid Spit** (50 Power Cost) to  Urzach's Guardians:
	+ *Activate to knock enemy units off walls. Affected wall segments cannot be mounted again for 15 seconds. Deals 1000 damage to walls and 30 damage to units. Reusable every 20 seconds.*
	+ As it is not an autocast ability, it will not be used by the NPC-controlled guardians.
* Fixed a typo in  Urzach's last outcry in English.

12222◯◯
Pre-Release Patch #400010
* Scenario will now be unlocked by  instead of .

## See also

Maps (Number of players)Storylines (Campaign scenarios only) Flip Sorting
Shield Building

## Shield Building**Edit**

 **Shield Building**Shield Building5016 ArcaneIce Shield

**Shield Building** is a Tier 3 () Spell of the Frost faction. This common card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Ice Shield**
Applies an Ice Shield on a friendly building that absorbs 1300 / 1350 / 1500 / 1650 damage for 8 seconds. The Ice Shield renews itself every 7 seconds, up to 3 times in total. Reusable every 20 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400030
* :
	+ Improved ability description.

Pre-Release Patch #400002
* The tooltip of the icon in the status bar now correctly displays the respective shield value based on the upgrade.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Scorched Earth

## Scorched Earth**Edit**

* Fire
* Shadow

 **Scorched Earth**Scorched Earth7512 SpellInfused Deconstruction

 **Scorched Earth**Scorched Earth7512 SpellTainted Deconstruction

**Scorched Earth** is a Tier 1 () Spell of the Fire faction. This uncommon card was released with the Renegade Edition and has 2 affinity variants,  Fire and  Shadow, but not a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

* Scorched Earth (Fire)
* Scorched Earth (Shadow)

**Infused Deconstruction**
Affinity Dependency:  Fire **Godspell:** Scorches the ground within a 20m radius which makes it impossible to build any hostile structures on it for the next 10 / 12 / 15 / 15 seconds. Structures within that area will take 20% more damage. The erection of buildings that are presently under construction will be interrupted and it will not be possible to repair anything. Reusable every 45 seconds.

**Tainted Deconstruction**
Affinity Dependency:  Shadow **Godspell:** Scorches the ground within a 20m radius which makes it impossible to build any hostile structures on it for the next 10 / 12 / 15 / 15 seconds. Buildings within that area will deal 50% less damage. The erection of buildings that are presently under construction will be interrupted and it will not be possible to repair anything. Reusable every 45 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Fire
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400030
* Increased time until reusable on all upgrades from 30 to 45 seconds.

Patch #400022
* Changed the card's class from **Arcane** to **Spell** for both affinities. Functionality remains unchanged.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Shadow Phoenix

## Shadow Phoenix**Edit**

 **Shadow Phoenix**Shadow Phoenix10012 Demon SoldierCrashdiveReincarnation1500750

## Statistics

### Booster Content

General, Mini, Amii, Bandit, Lost Souls, Shadow

### Card ID

663

**Shadow Phoenix** is a Tier 2 () Unit of the Shadow faction. This uncommon card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Crashdive**
 **Autocast:** Unit starts a powerful suicidal attack that deals 500 / 500 / 500 / 550 damage to enemies in a 25m radius around its target, up to 2000 / 2000 / 2000 / 2200 in total. Unit dies during the attack. Knocks back small and medium units. Affects ground targets only. Has a 6 seconds cool-down after the card was played out.

**Reincarnation**
 **Passive:** When unit dies after performing a Crashdive it may rise like a phoenix. To be reborn it needs to collect 2000 life points from corpses within a 25m radius 3 seconds after its death.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* Passive ability :
	+ The power cost of the reincarnated **Shadow Phoenix** has been decreased from 100 to 0, as the unit is unbound.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Twilight Crawlers

## Twilight Crawlers**Edit**

 **Twilight Crawlers**Twilight Crawlers8016x4 Beast SoldiersTransformationChitin ShellRapid TransformationSwift1000800

## Statistics

### Card ID

1680

**Twilight Crawlers** is a Tier 2 () Unit of the Twilight faction. This uncommon card was released with the Rebirth Edition and has no affinity variants, nor a promo version.

This card has been changed already, since its release.

This card has been added to the game in Patch #400035 as part of the Rebirth Edition expansion.

## Card Info

Cost to transform into this unit: 68

**Transformation**
Power Cost: 0 **Active:** The unit is infected with the Twilight Curse, activate to start the mutation process and choose a Twilight unit from the current deck to be transformed into after 0.5 seconds. The current deck must contain at least one other Twilight unit whose orb requirements are met! Has a 10 seconds cool-down after the card was played out or previously transformed.

**Chitin Shell**
 **Passive:** Takes 20 / 22 / 25 / 30% less damage from ranged and magical attacks.

**Rapid Transformation**
 **Passive:** Transformation time is reduced by 60%.

**Swift**
 **Passive:** Moves at high speed.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400039
* Increased the average damage dealt over 20 seconds from 940 to 1000.
* Passive ability :
	+ Increased the damage reduction from 15 / 17 / 20 / 25% to 20 / 22 / 25 / 30%.

Patch #400035 - Mid-Patch Update (18 September 2022)
* Adjusted card name to be more unique in French.
* Active ability :
	+ The tooltip on hover over the ability activation icon now displays the correct tooltip.

Patch #400035
* Added  to the game.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Timeshifter Spirit

## Timeshifter Spirit**Edit**

 **Timeshifter Spirit**Timeshifter Spirit10012 Spirit SupporterRejuvenateCountermagic Field1000

## Statistics

### Booster Content

General, Amii, Nature, Stonekin, Twilight

### Card ID

552

**Timeshifter Spirit** is a Tier 3 () Unit of the Nature faction. This ultra rare card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

**Rejuvenate**
 **Autocast:** Every 5 seconds, unit triggers a heal chain that may effect up to 5 friendly units. The first one will be healed for 275 life points while each of the following targets will be healed for 55 life points less.

**Countermagic Field**
Power Cost: 70 / 60 / 50 / 40 **Active:** Activate to create a spellblocking zone of 33m radius where enemies can neither use special abilities nor ranged attacks. Hostile players cannot play out cards within that zone. Spell will be interrupted if unit is knocked back. Otherwise lasts until unit is given different orders. Reusable every 20 seconds.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400031
* Autocast ability :
	+ Corrected a small typo in the English ability name.

Patch #400030
* Autocast ability :
	+ Increased the chain healing on all upgrades from 240 / 120 / 60 / 30 / 15 to 275 / 220 / 165 / 110 / 55.
	+ Improved description to be more precise.
* Active ability :
	+ Aura is now consistently reapplied when affected targets leave one and enter another.
	+ Improved description to be more precise and consistent.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Tunnel

## Tunnel**Edit**

 **Tunnel**Tunnel4016 DeviceTunnel ExitFast Construction880

**Tunnel** is a Tier 1 () Building of the Nature faction. This common card was released with the Twilight Edition and has no affinity variants, nor a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

## Card Info

Support building, does not attack.

**Tunnel Exit**
Power Cost: 0 **Active:** The gate grants access to the tunnel network. Activate to become an exit point of the tunnel network. Cannot be disabled by spellblocking abilities.

**Fast Construction**
 **Passive:** Construction time is reduced by 50%.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* Passive ability :
	+ Renamed from **Accelerated Construction** to **Fast Construction**.
	+ Improved and shortened ability name in non-English languages to be more consistent.

Patch #400031
* Added the usual descriptive sentence that this is a support building that does not attack directly.
* Active ability :
	+ Improved ability tooltip description to be more consistent.

Patch #400022
* Added passive ability **Accelerated Construction:**
	+ `Construction time is reduced by 50%.`
	+ Functionality remains unchanged.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Progression

Since Skylords Reborn is a non-profit revival project the in-game progression had to be adjusted accordingly. Unlike in the original game you can **no longer spend money** to buy boosters,  Battleforge Points or other content. Instead you can earn everything by simply playing the game thanks to a completely reworked progression system.

## Daily Rewards

You will earn BFP by simply spending time in any match (difficulty does not matter). Every day you get a daily boost that enables you to do so very quickly for a total playtime of 45 minutes. After that is depleted you can still earn more BFP through a reserve.

Additionally, after spending 45 minutes in active matches you also unlock a daily discount of 100 BFP on one booster of your choosing from the store.

## Quests

Simultaneous to your daily rewards you also get two quests each day which ask you to fulfill certain requirements. You can choose between PvE or PvP focused quests or a mix of the two. Each completed quests grants you 75 BFP. You can have up to six active quests at a time and if a quest is not to your liking you can reroll it once, reducing the reward to 70 BFP.

## Achievements

Achievements are overarching progression milestones that are sometimes quite difficult to accomplish. Most of them can only be done a single time but there are some that can be repeated indefinitely. Completing them will often give a considerable and generous boost in progression.
Patches/Patch 400022

This patch went live on 01 January 2021 and is the first patch that contains major balancing changes.

## General Changes

* Added the option to select the reward distribution mode also for single player campaign.

## General Fixes

* Fixed wrong amount of gained elo displayed after a ranked PvP match.
* Hotfixes: These few changes were pushed a few hours after the release of the patch.
	+ Added  /  to the cards with **Adjustment of Construction Time Display** and changed the upgrades to match the new building construction speed classification. Further details are added to the list of **Card changes** below.
	+ Reverted accidentally shipped iterations of the test server for the cards  /  and .
	+ Fixed an issue with  not displaying its toggle ability **Tainted Stone Rest** correctly.
	+ Fixed an issue with  where its autocast ability **Gifted Spit** would no longer apply paralysis.
	+ Fixed an issue with  displaying an old notice of different construction time.

## Card Changes

There are 4 types of changes:

* **Balancing Change:** The general type of change with balancing in mind.
* **QoL Change:** A change aiming to make use of the card more player friendly.
* **Bug Fix:** A change made to correct unintended behavior or functionality.
* **System Change:** A change that would fall into one of the categories above but affects a big number of cards at the same time.
Twilight Infestation

## Basic Info

Twilight Infestations are spawn buildings that are responsible for feeding enemy units into the various camps and armies that make up many campaign missions and rPvE games. They vary in function and application, but all are usually responsible for spawning or re-spawning units for the Twilight Cursed.

## Abilities

**Official Tooltip**
Produces humanoid Twilight units

**Artifact Immunities**
 **Passive:** Generic Artifact Immunities
## Tips & Strategies

Destroying a Twilight Infestation quickly is key to keep it from spawning anymore units, be it new ones in RPvE or respawning fallen units in a campaign mission. Take them out whenever you see them!
Stonekin Grinder

## Basic Info

A fourth tier crusader for the Stonekin. Stonekin Grinders are powerful giants with the unique ability to transfer the damage dealt to their allies to themselves instead, forcing a player to focus fire on them first before their kin.

## Abilities

**Official Tooltip**
Can transfer damage from his allies to himself.

**Absorb Pain**
 **Passive:** Friendly units within a 20m radius transfer 50% of incoming damage to this unit instead.* Hide
* Show Details

* The ability name and description are not official.
* Absorb Pain allows the Stonekin Grinder to serve as a temporary damage reduction aura for its allies, preventing them from receiving damage until he is dispatched. This can allow some very dangerous units to be left alive longer than desired.

## Tips & Strategies

Even ignoring the Absorb Pain ability, Stonekin Grinders are very strong against Extra-Large units, which it has an effective ATK of 6450 against. Taking it on with smaller XL counters like  are preferable to taking it out, and it should be focused first. Absorb Pain prevents its nearby allies from being hurt until it has been dispatched, though you can also use the transferred pain to whither down the grinder even faster.

## Trivia

* Stonekin Grinders use the **Promo** model of the
* The Stonekin card  is based on the Stonekin Grinder; but has more unique abilities.
The Treasure Fleet

## The Treasure Fleet **Edit**

* Blank
* Positions
* Chests

## Description

Five of the massive gold transports from the giant’s treasure are about to get on their way to the northeast, into human custody. Each wagon travels alone, make sure they reach their target location safely.

## PvE Setup

### Difficulty

Expert

**The Treasure Fleet** is a 1-player PvE scenario that can be played on Standard, Advanced and Expert difficulty. It is part of the campaign story **The Treasure and the King**.

There is a prize that will buy peace for the humans. It only needs to reach its destination ...

## Gallery

* Minimap
* Loading Screen Banner
1/2
## Patch History

Patch #400039
* Added internal scripts to allow for the tracking of new achievements.

## See also

Maps (Number of players)Storylines (Campaign scenarios only) Flip Sorting