recursal/Fanatic-Fandom huggingface dataset:
Bloodthirst

## Bloodthirst**Edit**

 **Bloodthirst**Bloodthirst14012 ArcaneMania

**Bloodthirst** is a Tier 4 () Spell of the Fire 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

**Mania**
Up to 8 own units in a 20m radius will enter a frenzy and deal 40% more damage. Additionally, every affected unit will regenerate 185 / 185 / 185 / 200 life points per second over the next 4 seconds per every 600 / 500 / 400 / 400 damage it deals. Lasts for 25 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 #400035
* Decreased the card's power cost from 160 to 140 power.
* :
	+ Increased the maximum number of affected targets from 7 units to 8 units.
	+ Increased the buff duration from 20 seconds to 25 seconds.
	+ Increased the healing per tick from 150 / 150 / 150 / 175 to 185 / 185 / 185 / 200.
	+ Increased the damage buff on affected targets from 20% to 40%.

Patch #400030
* Increased the card's power cost from 120 to 160 power.
* Increased time until reusable on all upgrades from 20 to 25 seconds.
* :
	+ Instead of a single target, it can now affect up to 7 own units in the targeted area.
	+ The healing is now stackable.
	+ Decreased the threshold to trigger the healing by damage dealt from 1200 / 1100 / 1000 / 1000 to 600 / 500 / 400 / 400.
	+ Decreased the duration of the healing once triggered on all upgrades from 10 to 4 seconds.
	+ Increased the healing per second from 150 / 150 / 150 / 165 to 160 / 160 / 160 / 175.
	+ Removed hidden healing cap of 1500 on all upgrades, each affected unit can now heal for a theoretical maximum of 3500 life points.
	+ Affected units additionally gain a buff to deal 20% increased damage for 20 seconds.
	+ Adjusted visual effects, new descriptions and status bar icons to indicate the damage buff and healing.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Gravity Surge

## Gravity Surge**Edit**

* Frost
* Shadow

 **Gravity Surge**Gravity Surge6012 SpellBlessed Pull down

 **Gravity Surge**Gravity Surge6012 SpellTainted Pull down

**Gravity Surge** is a Tier 2 () Spell of the Frost faction. This ultra rare card was released with the Renegade Edition and has 2 affinity variants,  Frost and  Shadow, but not a promo version.

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

## Card Info

* Gravity Surge (Frost)
* Gravity Surge (Shadow)

**Blessed Pull down**
Affinity Dependency:  Frost **Godspell:** Pulls a flying enemy unit down to the ground. The caught flyer will then be enchained to the ground for 10 / 13 / 13 / 15 seconds and can no longer move. Ground units will be able to attack it while it is bound. Reusable every 20 seconds.

**Tainted Pull down**
Affinity Dependency:  Shadow **Godspell:** Pulls a flying enemy unit down to the ground. The caught flyer will then be enchained to the ground for 15 / 20 / 20 / 25 seconds and can no longer move. Ground units will be able to attack it while it is bound but it is immune to ranged or magical attacks. Reusable every 20 seconds.

## Card Upgrades & Drop Locations

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

* Frost
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

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

Pre-Release Patch #400002
* Fixed the description in affected unit's status bar icon tooltip.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Master Archers

## Master Archers**Edit**

 **Master Archers**Master Archers5020x6 Human ArchersCrossbow Attack570480

**Master Archers** 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.

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

The most mundane of the Squad Archers just so happens to be quite effective! Simplicity at its finest.

## Card Info

**Crossbow Attack**
 **Autocast:** Every 2 seconds, unit fires bolts at enemies that deal 6.5 / 7.5 / 8.5 / 9.5 damage.
## Notes & Strategies

Master Archers, for as basic as they are; are one of the most popular Archers in the game. Possessing the highest base HP of any tier 1 archer, and capable of putting out decent damage once upgraded, they are as solid as it gets for the early game. But for all their strengths, they typically need aid from other units to cover their flanks. The  being the most popular of these, which can form an extremely powerful combination that is difficult to beat.

## Campaign PvE

In the campaign missions, Master Archers are a must for they just make the early-game for Frost. Pairing them alongside the  can allow you to clear any opposition from T1 to T2 in a standard mission. Higher difficulty missions may require stronger synergy however, with  to deal with medium-sized threats and tank damage, or the  to annihilate any small opposition with ease.

Large numbers of Master Archers make short work of any small enemy squad, though greater danger is posed by the larger enemy creatures best suited to destroying squads. The  Twilight Hag in particular is most deadly for her knockback.

## Random PvE

Master Archers are very effective in large numbers in the lower difficulties, but as the difficulty rises, you will want to supplement them with  and  along with the , creating a very powerful combination that is difficult to fail with. Other assistance becomes redundant in this case.

## 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
* Decreased the unit's life points from 600 to 480.
* Autocast ability :
	+ Increased the damage per bolt from 5 / 6 / 7 / 8 to 6.5 / 7.5 / 8.5 / 9.5.
		- The attack value of total damage dealt over 20 seconds thus was changed from 300 / 360 / 420 / 480 to 390 / 450 / 510 / 570.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Area Ice Shield

## Area Ice Shield**Edit**

 **Area Ice Shield**Area Ice Shield8012 ArcaneIce Shield

**Area Ice Shield** is a Tier 2 () Spell 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

**Ice Shield**
Applies an Ice Shield on up to 3 friendly units within a 15m radius that absorbs up to 520 / 550 / 600 / 660 damage for 30 seconds. 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

Pre-Release Patch #400002
* Added the effect's range to the card's tooltip.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Lost Disruptor

## Lost Disruptor**Edit**

* Nature
* Shadow

 **Lost Disruptor**Lost Disruptor7512 TowerAir DisruptionGifted Disruption24502640

 **Lost Disruptor**Lost Disruptor7512 TowerAir DisruptionTainted Disruption24502640

## Statistics

### Card ID (Shadow)

1440

**Lost Disruptor** is a Tier 3 () Building of the Lost Souls faction. This common card was released with the Lost Souls Edition and has 2 affinity variants,  Nature and  Shadow, but not a promo version.

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

## Card Info

* Lost Disruptor (Nature)
* Lost Disruptor (Shadow)

**Air Disruption**
 **Autocast:** Every 3 seconds, building blasts disrupting projectiles into the air that deal 300 damage to units in a 5m radius, up to 330 in total. Affects air targets only. Has an extra-long range of 50m.

**Gifted Disruption**
Power Cost: 60 / 60 / 50 / 50Affinity Dependency:  Nature **Active:** Activate to interrupt every buff triggered by a hostile building that affects the entire current map. What is more, every hostile building in the current game will no longer be able to use its special abilities for 15 / 20 / 20 / 20 seconds. Reusable every 60 / 60 / 60 / 45 seconds.

**Air Disruption**
 **Autocast:** Every 3 seconds, building blasts disrupting projectiles into the air that deal 300 damage to units in a 5m radius, up to 330 in total. Affects air targets only. Has an extra-long range of 50m.

**Tainted Disruption**
Power Cost: 60 / 60 / 50 / 50Affinity Dependency:  Shadow **Active:** Activate to interrupt every buff triggered by a hostile building that affects the entire current map. What is more, every hostile building in the current game will take 15% more damage for 15 / 20 / 20 / 20 seconds. Reusable every 60 / 60 / 60 / 45 seconds.

## Card Upgrades & Drop Locations

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

* Nature
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400033
* The proper classification as `Tower` has been added.

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
Haladur

## Haladur **Edit**

* Blank
* Positions

## Description

1vs1 PvP

**Haladur** is a 1v1 PvP map that is unlocked by default. There is an official spectator version available.

Haladur is a large map without any walls and features four central locations with 2 power wells and a monument at each position. There are no cliffs for long-range units or buildings to exploit, but the cliffs in the middle of the map are advantageous to flying units, as it allows them to attack and retreat easily.

## Strategy & Notes

Flying units can be used to great effect over the cliffs in the center, as they can avoid spells such as  or easily get out of range of others such as .

## Gallery

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

Patch #400030
* The maximum match duration of the official spectator map has been decreased from 45 minutes of a 3vs3 to the regular 30 minutes of a 1vs1.

Patch #400028
* Added an official spectator version of the map.
* Starting positions (Wells and Monument) were slightly moved towards the map's centre to reduce early well distances.
* Starting positions of player 1 and 2 were swapped.
* The Minimap has been updated accordingly.

🡯🡭
 >

## See also

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

A player's PvE Rank is determined by the player's total  **Experience Points (XP)** acquired. As a player accumulates experience, their rank automatically improves. There are currently 20 PvE ranks. Ranking up unlocks new features to the player like upgrading their cards. A player can see his current rank and experience in their Profile tab. Other players cannot see one's XP, but only the highest rank the player has acquired. The introduction of the Compare Profiles Features allows it nowadays via the achievement A Reputation to Uphold.

## Gaining Experience

Players gain experience by playing Player vs Environment (PvE) (Campaign or Battlegrounds) matches. The amount of XP gained is determined by the map's XP base value, the selected difficulty of the scenario, the duration of the match and the number of players playing. Community Maps do not yield any experience. Once gained experience cannot be lost.

* A stub is an article deemed too short to provide encyclopedic coverage of the subject.
* If you are familiar with the topic, please help to expand this article.
* This page is automatically sorted into the category Stub, until this box is removed.

## Available PvE Ranks

All players start the game as **Watcher** and can achieve the following ranks once they meet the XP requirement. This also automatically unlocks the achievement **A Reputation To Uphold** on each rank up.

## History

Patch #400039
* The icons for the final tiers of **PvE ranks** have been changed from the speedrunning shoe to a new ember crown following the usual PvE rank icon style:
	+ From  to  PvE Rank 17 (Chronicle Keeper).
	+ From  to  PvE Rank 18 (Loremaster).
	+ From  to  PvE Rank 19 (Vigil of the Forge).
	+ From  to  PvE Rank 20 (Master of the Forge).

Pre-Release Patch #400019
* Reworked XP rewards for campaign and random PvE maps. The gained experience should now be proportional to the difficulty of a map. The bonus for completing a multiplayer map by yourself was also lowered.
* Changed the XP requirements for PvE Ranks
	+ Contrary to the old times, the last 4 PvE ranks can be obtained now the same way as all other ranks and are not speedrun exclusive.

Pre-Release Patch #400002
* Adjusted the required ranks for purchasing upgrades:
	+ The required ranks are 1, 4 and 5 for upgrade 1, 2 and 3, and is the same for all rarities. The required rank can either be your PvE rank, or your highest PvP rank. See the table below for the old ranks:

 **Ultra Rare** |  PvE Rank 8 (Conquerer) PvP Rank 8 (Myrmidon) |  PvE Rank 9 (Lord) PvP Rank 9 (Veteran) |  PvE Rank 10 (High Lord) PvP Rank 10 (Champion)
Coat of Protection

## Coat of Protection**Edit**

* Frost
* Shadow

 **Coat of Protection**Coat of Protection13012 ArcaneBlessed Ice Shield

 **Coat of Protection**Coat of Protection13012 ArcaneTainted Ice Shield

**Coat of Protection** is a Tier 4 () Spell of the Frost faction. This uncommon card was released with the Rebirth Edition and has 2 affinity variants,  Frost and  Shadow, but not a promo version.

This card has been changed already, since its release.

These two cards have been added to the game in Patch #400031 as part of the Rebirth Edition expansion.

## Card Info

* Coat of Protection (Frost)
* Coat of Protection (Shadow)

**Blessed Ice Shield**
Affinity Dependency:  Frost **Godspell:** Bestows up to 6 / 6 / 8 / 8 friendly units in a 25m radius with an Ice Shield. Each Ice Shield absorbs up to 1800 damage for 30 seconds and can be strengthened to absorb up to 3000 damage. Reusable every 30 / 20 / 20 / 20 seconds.

**Tainted Ice Shield**
Affinity Dependency:  Shadow **Godspell:** Bestows up to 6 / 6 / 8 / 8 friendly units in a 25m radius with an Ice Shield. Each Ice Shield initially absorbs up to 2500 damage, but slowly decays by 50 strength every second. Lasts until Ice Shield is depleted. Reusable every 30 / 20 / 20 / 20 seconds.

## Card Upgrades & Drop Locations

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

* Frost
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* :
	+ Increased the maximum capacity to which the Ice Shield can be strengthened from 2500 damage to 3000 damage.

Patch #400033
* / :
	+ Improved German description to be more consistent.

Patch #400032 - Mid-Patch Update (02 February 2022)
* Added the card upgrades to be obtainable on all difficulties of .

Patch #400031 - Mid-Patch Update (06 January 2022)
* / :
	+ The respective affinity naming is now properly displayed in the status bar tooltip of affected units.

Patch #400031 - Mid-Patch Update (22 December 2021)
* Fixed the displayed affinity coloring of the shadow afffinity's ability icon in the card's tooltip description.
* Aligned the godspell effect name of the shadow afffinity with the frost affinity.
* Added a custom visual effect on cast.
* Improved description to be more consistent.
* Renamed German version to avoid line breaks on the card on smaller resolutions.
* Fixed the displayed English card name in the tooltip of non-English languages.
* Added missing translations for upgrade descriptions.

Patch #400031
* Added  and  to the game.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Eruption

## Eruption**Edit**

 **Eruption**Eruption7520 SpellExplosion

**Eruption** is a Tier 1 () Spell of the Fire 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.

Eruption is a first tier spell that provides instantaneous damage when cast, but comes with a hefty price tag for the payoff

## Card Info

**Explosion**
A heavy explosion deals 250 / 270 / 300 / 300 damage to enemies in a 10m radius around its target, up to 720 / 800 / 900 / 900 in total. Knocks back small units. Immediately reusable.
## Notes & Strategies

Because of the cost of this card, knowing when and where to cast it is key to make the most of it. Most often used to "pop" an injured target or damaged structure at or below 300 HP to instantly defeat/destroy it, which is very important in Player vs Player (PvP). In PvE, Eruption serves a more streamlined purpose of dealing damage and knocking around small squads.

## Campaign PvE

Eruption is a good spell for dealing burst damage and disrupting small squads of enemies, such as  Bandit Footmen or  Twilight Archers. However, because of its price you must choose carefully when to cast it, as otherwise you might deprive yourself of power.

## Random PvE

in rPvE, "popping" becomes key in the higher difficulties and Eruption is perfect for this purpose, capable of removing the spawn buildings before they can create a fresh wave. Many fire decks will incorporate this spell for this purpose, but otherwise the spell serves the same applications here as in the campaigns.

## 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
Bandit Lancers

## Basic Info

Bandit Lancers are **tier three** units of the Wasteland Bandits. Their most notable trait is their speed coupled with their slowing attacks, they excel at running down large units.

## Ability Info

**Official Tooltip**
Move with high speed while their swift attacks disorient their enemies, slowing their movement.

**Swift**
 **Passive:** Moves at high speed.* Hide
* Show Details

* The ability name and description are not official.

**Crippling Strike**
 **Passive:** Attacked units may only move at walk speed for 10 seconds.* Hide
* Show Details

* The ability name and description are not official.

## Tips & Strategies

Bandit Lancers are moderately powerful, but their true strength comes in the form of their speed and slowing attacks. Units can't hope to outrun them and are often forced to fight, which may be unfavorable in some circumstances. Because they are a squad, knockback may not be as effective of a counter to prevent being slowed, and you may want to consider alternative methods of keeping them at bay, rooting being one such alternative.

## Trivia

* Bandit Lancers are **Reskins** of the
* The  is based on the Bandit Lancers.

## Patch History

Patch #400035
* Decreased the entity's power cost from 150 to 100 power.
* Changed the entity's orb requirements from 3 Neutral to 2 Neutral.
Account Creation

A forum account is all you need to join Skylords Reborn!

To create an account for the forums, go to forum.skylords.eu and click the **Sign Up** button on the top right of the screen.

You will be prompted to enter a name for your forum account. The first time you log in to the game, you can choose a different name, but the credentials you create for the forum will be the same ones you use to log in to the game.
Bandit Crossbowmen

## Basic Info

Bandit Crossbowmen are **tier one** units of the Wasteland Bandits. They pelt their enemies at a distance with crossbow bolts.

## Ability Info

**Official Tooltip**
Armed with crude Crossbows

**Bandit Crossbow**
 **Autocast:** Every 2 seconds, Bandit Crossbowman fires bolts at enemies that deal 7 damage.* Hide
* Show Details

* The ability name and description are not official.
* Damage output comparable to .
* DP20 is 630 against **medium** units.

## Tips & Strategies

Their ability to fire at range gives them an edge in combat. Dispatch them with your own archers or engage with melee squads to take them down quickly.  and  can shut them down completely.

## Trivia

* Bandit Crossbowmen are **Reskins** of the .
* The  are based on the Bandit Crossbowmen.
Defending Hope

## Defending Hope **Edit**

* Blank
* Positions
* Chests

## Description

The Skylords are gathering the mortals in the city Hope. The Twilight has picked up their scent and is closing in on all sides. Defend the town and the two soulstones, powerful and important relics.

## PvE Setup

### Difficulty

Expert

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

Defend the city Hope against a massive Twilight attack.

## Story

### Plot

Viridya watched them stream into the city. A trail of humans, winterling elves, even some kobolds, the mortal peoples of the north. All had found their way here, shepherded by the Skylords. The cursed ones would not be far behind, it was just a matter of getting enough of them here to make her plan work.

Viridya found her thoughts returning to the mortal, Rogan Kayle. His group was still missing. She would need to guide him and already knew which of the Skylords she would ask to stay behind and mount the first part of the defense. Not all had the resolve to defy Brannoc’s orders and not all would be able to act swiftly enough to make her plan work. Viridya would have prayed, were there any gods left to hear her.

### **Conclusion**

Viridya trembled with both triumph and frustration. The trap had worked, but as the soulstones’ light subsided she saw how little had been achieved.

Something far more potent was needed if the curse was to be wiped from the land. With Brannoc absent searching for the gods and the Skylords divided, she felt doubt slide like a cold breeze through her heart. It was up to her. For a moment she considered telling the others the truth, but this would simply complicate matters. Viridya knew she needed to become more in order to finally be herself. And now she knew how.

## Gallery

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

Patch #400035
* Rogan Kayle will start walking towards the city if a player's unit or now also building is within a 50m radius around him (◯).
	+ This allows for more options in the completion of the achievement **A City Strongly Compact**.
* Replaced the four player card  in the map's center with the generic non-player card  Defense Tower (X).
	+ This change was done to prevent future player card balance changes of  from directly affecting the strength of the variant used in this scenario.

◯XXXX
Patch #400033
* Added 2 gold chests; one in the top left and one in the bottom right corner of the map as depicted below.
	+ The map now matches the standard of 4 chests per each official single player campaign map.

◯◯
## See also

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

* If you are familiar with the topic, please help to expand this article.
* These pages may also need cleanup.
* This page is automatically sorted into the category Cleanup required, until this box is removed.

## Statistics

**Master of Plagues** is a Battleground mid-game boss unit which is encountered on the  **Natureland** preset on difficulty x till difficulty x.

## Abilities

**Leader Immunities**
 **Passive:** Generic Boss Immunities

**Call Plagues**
 **Autocast:** Every 25 seconds, unit summons 3 Pest Creepers with a lifetime of 30 seconds. Pest Creepers are surrounded by a poisonous cloud, that leaves dangerous spores within a 5m radius for 5 seconds, dealing 20 damage to hostile units every second. Lasts on affected units for 5 seconds after they leave the aura.

**Parasite**
 **Autocast:** Every 6 seconds, unit summons a parasite swarm that may affect up to 4 hostile units. The target will be infected with a parasite that deals 80 damage every second for 5 seconds.

**Steadfast**
 **Passive:** Cannot be knocked back.
## Patch History

Patch #400042
* Added  Master of Plagues to the game.

## See also

Non-Player Card Entites

 Natureland Preset Bosses
Kobold Inc.

## Kobold Inc.**Edit**

* Frost
* Shadow

 **Kobold Inc.**Kobold Inc.1204 DeviceBlessed Speed-up3400

 **Kobold Inc.**Kobold Inc.1204 DeviceTainted Speed-up3400

**Kobold Inc.** is a Tier 4 () Building of the Frost faction. This uncommon card was released with the Lost Souls Edition and has 2 affinity variants,  Frost and  Shadow, but not a promo version.

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

## Card Info

* Kobold Inc. (Frost)
* Kobold Inc. (Shadow)
Support building, does not attack.

**Blessed Speed-up**
Power Cost: 0Affinity Dependency:  Frost **Active:** Activate to accelerate the construction time of all buildings placed in the current game. Every friendly building played out will be constructed 50% faster. Lasts for 15 / 20 / 25 / 30 seconds. Has a 60 seconds cool-down after the building was built. Reusable every 60 seconds.Support building, does not attack.

**Tainted Speed-up**
Power Cost: 0Affinity Dependency:  Shadow **Active:** Activate to accelerate the construction time of all buildings placed in the current game. Every friendly building played out will be nearly instantly constructed but will also immediately lose 400 life points. Lasts for 15 / 20 / 25 / 30 seconds. Has a 60 seconds cool-down after the building was built. Reusable every 60 seconds.

## Card Upgrades & Drop Locations

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

* Frost
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400031
* Added in Russian the usual descriptive sentence that this is a support building that does not attack directly.
* Active ability  / :
	+ Improved Russian description and ability name.

Patch #400030
* Initial cooldowns and reusability cooldowns are now properly displayed, especially in non-English languages.
* Added the usual descriptive sentence that this is a support building that does not attack directly.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Bandit Skyrake

## Basic Info

The Bandit Skyrake is a **first tier** unit of the Wasteland Bandits. Though fragile, they inflict double damage to flying targets.

## Ability Info

**Official Tooltip**
Is especially dangerous to flying units.

**Desert Ray**
 **Autocast:** Every 3 seconds, Bandit Skyrake casts a ray of desert energy that deals 58 damage to enemies in a 5m radius around its target, up to 86 in total.* Hide
* Show Details

* The ability name and description are not official.

**Air Counter**
 **Passive:** Deals 100% more damage to flying units.* Hide
* Show Details

* The ability name and description are not official.
* Against airborne units, the Bandit Skyrake has an effective DP20 of 940, which can further reach upwards of 1175 if the target is **Large**.

## Tips & Strategies

The damage output of a skyrake under normal conditions is quite low, but they become deceptively strong against airborne units. They are particularly good at killing ,  and , and can even pose a threat to some tier three units as well. Shoot them out of the sky and try to avoid letting a flying unit be caught by surprise, as it only takes a few shots for a skyrake to kill them.

## Trivia

* Bandit Skyrakes are **Reskins** of the .
Aura of Pain

## Aura of Pain**Edit**

 **Aura of Pain**Aura of Pain9012 SpellTorment

**Aura of Pain** is a Tier 3 () Spell of the Fire 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

**Torment**
Surround a target hostile or friendly unit with an aura of harmful energy, dealing 34 / 36 / 40 / 40 damage every second to hostile units and structures in a 20m radius, up to 340 / 360 / 400 / 400 in total. Lasts for 30 seconds. Reusable every 15 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
* :
	+ Decreased time until reusable from 20 to 15 seconds.
	+ Increased damage per tick from 34 / 36 / 40 / 40 (170 / 180 / 200 / 200 in total) to 34 / 36 / 40 / 40 (340 / 360 / 400 / 400 in total).
	+ Improved ability tooltip and status bar description.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Defenders

## Defenders**Edit**

 **Defenders**Defenders7020x6 Human ArchersCrossbow AttackStand GroundResilientSteadfast540810

## Statistics

### Booster Content

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

### Card ID

256

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

## Card Info

**Crossbow Attack**
 **Autocast:** Every 2 seconds, unit fires bolts at enemies that deal 9 damage.

**Stand Ground**
Power Cost: 25 **Toggle:** Enable to become immobile and gain:

**Resilient**
 **Passive:** Takes 40 / 45 / 50 / 60% less damage.

**Steadfast**
 **Passive:** Cannot be knocked back.

## 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
Keyboard Shortcuts

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While success in BattleForge requires good strategic and tactical decisions, being able to execute these decisions quickly is vital as well. Learning the keyboard shortcuts can help bring players to a higher level of play and efficiency. Using hotkeys can help players save precious time when playing new units, buildings, and spells.

## View Shortcuts

HOME
Moves camera to the first Monument; successive presses cycle through other monuments.
END, BACKSPACE
Resets view to default, including zoom and rotation.
## Repair Shortcuts

NUMPAD /
Changes cursor to repair mode; select buildings to toggle repair ability; press escape to return cursor to default selection mode.
N, NUMPAD \*
Repairs all selected buildings.
## Card Hotkeys

F1-F10
Select card 1-10 respectively.
Ctrl+F1-F10
Select cards 11-20 respectively.
### Successive Function Key Method

There is an additional way to quickly access cards that are in deck slots 11 through 20. *Pressing a function key or Ctrl+function key when that card is already selected will select the next card ten slots over.*

A card 1-10 is selected and its corresponding F-key is pressed again
The card that is 10 slots ahead (11-20) is selected.
A card 11-20 is selected and its corresponding Ctrl+F-key is pressed again
The card that is 10 slots back (1-10) is selected.
Amii Monument

## Amii Monument**Edit**

 **Amii Monument**Amii Monument2504 DeviceShadow OrbNature OrbFrost OrbFire Orb2000

## Statistics

### Card ID

1589

**Amii Monument** is a Tier 3 () legendary Building of no faction. This rare card was released with the Amii 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

A powerful Amii device that is able to grant one orb of any colour. Support building, does not attack.

**Shadow Orb**
Power Cost: 140 **Toggle:** Switch into this mode to gain one Shadow Orb. The Orb will be ready and functional after 10 seconds. It cannot be switched back for 30 seconds.

**Nature Orb**
Power Cost: 140 **Toggle:** Switch into this mode to gain one Nature Orb. The Orb will be ready and functional after 10 seconds. It cannot be switched back for 30 seconds.

**Frost Orb**
Power Cost: 140 **Toggle:** Switch into this mode to gain one Frost Orb. The Orb will be ready and functional after 10 seconds. It cannot be switched back for 30 seconds.

**Fire Orb**
Power Cost: 140 **Toggle:** Switch into this mode to gain one Fire Orb. The Orb will be ready and functional after 10 seconds. It cannot be switched back for 30 seconds.

**Slowed Construction**
 **Passive:** Construction time is increased 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 #400031
* Added the usual descriptive sentence that this is a support building that does not attack directly.

Patch #400030
* Card is now properly affected by the adjusted legendary play-out restriction of Patch #400022.
* Changed the card's power cost from 250 on all upgrades to 270 / 270 / 270 / 250.
* Toggle abilities  /  /  / :
	+ Changed the power cost from 160 / 160 / 160 / 140 to 140 power on all upgrades.

Patch #400022
* Added passive ability **Slowed Construction:**
	+ `Construction time is increased by 50%.`
	+ Functionality remains unchanged. Because the card already had 4 abilities displayed, the new ability is only visible in the tooltip.
* Toggle abilities have been reordered to match the order of regular monuments.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Lord Cyrian

## Lord Cyrian**Edit**

 **Lord Cyrian**Lord Cyrian3504 King of the MolochThrust of UltimaEnrage52505250

## Statistics

### Card ID

1615

**Lord Cyrian** is a Tier 3 () legendary Unit of no faction. This ultra rare card was released with the Amii Edition and has no affinity variants, nor a promo version.

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

Lord Cyrian is the only card that used to have a promo version, but got its promo status revoked.

## Card Info

A fierce creature that rules with an iron fist over the Moloch roaming the world of Caledonia and seeking to give the future Lord of Ultima a hard time.

**Thrust of Ultima**
Power Cost: 100 **Active:** Activate to strike out Lord Cyrian's arms and bash them onto the ground dealing 800 damage to enemies in a 25m radius, up to 2400 in total. Knocks back small, medium and large units. Affects ground targets only. After the impact enemies will be stunned and unable to fight for 5 seconds. Reusable every 30 seconds.

**Enrage**
Power Cost: 90 **Active:** Activate to enrage Lord Cyrian. He will then deal 100% more damage but will also be more vulnerable. He takes 50% more damage and can no longer be controlled by the player for 20 seconds. Reusable every 60 seconds.

## Card Upgrades & Drop Locations

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

## Gallery

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

Patch #400043
* Fixed the description of the upgrade card for upgrade 3 in German.

Patch #400031
* Decreased the card's power cost from 380 / 380 / 380 / 375 to 380 / 380 / 380 / 350 power.

Pre-Release Patch #400019
* Removed the Promo status from Lord Cyrian. It is now a regular Legendary card. The second upgrade will have the same stats as the old promo card version.
	+ Energy cost of the card changed from 380 to 380 / 380 / 380 / 375 energy cost.
	+ Health points changed from 5250 to 4610 / 4860 / 5250 / 5250.
* The card upgrades can be gained on  for Upgrade 1 and  for Upgrade 2 and 3.
	+ Appearence of the old card:

**Lord Cyrian**Lord Cyrian3804 King of the MolochThrust of UltimaEnrage52505250
Pre-Release Patch #400002
* Total Card Charges increased from 1 to 4.
* The icon of his active ability  is now properly shown in his status bar.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Dying Breed

## Dying Breed**Edit**

* Nature
* Shadow

 **Dying Breed**Dying Breed1104 SpellGifted Extinction

 **Dying Breed**Dying Breed1104 SpellTainted Extinction

**Dying Breed** is a Tier 3 () Spell of the Fire faction. This uncommon card was released with the Lost Souls Edition and has 2 affinity variants,  Nature and  Shadow, but not a promo version.

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

## Card Info

* Dying Breed (Nature)
* Dying Breed (Shadow)

**Gifted Extinction**
Affinity Dependency:  Nature **Godspell:** Turns the target into a dying breed. The affected player may no longer play out any more cards of the same card for 30 seconds. Additionally, the targeted unit takes 50 damage every second. Reusable every 30 / 25 / 25 / 20 seconds.

**Tainted Extinction**
Affinity Dependency:  Shadow **Godspell:** Turns the target into a dying breed. The affected player may no longer play out any more cards of the same kind as long as the target unit lives. Reusable every 30 / 25 / 25 / 20 seconds.

## Card Upgrades & Drop Locations

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

* Nature
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400035
* :
	+ Added a proper impact visual effect for air targets.
	+ Added the missing status bar icon to the immunity after the effect ends.
* :
	+ Added a proper impact visual effect for air targets.

Patch #400031
* / :
	+ Improved Russian description.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Bandit Footmen

## Basic Info

Bandit Footmen are **tier one** units of the Wasteland Bandits. They have the special trait of dealing bonus damage to structures.

## Ability Info

**Official Tooltip**
Deal more damage against structures.

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

* The ability name and description are not official.
* Effective DP20 is 900 against structures.

## Tips & Strategies

Bandit Footmen are simple squadrons similar to the , which although weaker in terms of stats relative to the four S/S squads of the elemental powers, they possess **Siege** which gives them an edge when attacking buildings. Several of them can do alot of damage to your structures, so try to keep them away from your Power Wells.

## Trivia

* Bandit Footmen are **Reskins** of the .
* The  are based on the Bandit Footmen.
Ice Guardian

## Ice Guardian**Edit**

 **Ice Guardian**Ice Guardian5016 Elemental SoldierFrost WardHome Advantage580400

## Statistics

### Booster Content

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

### Card ID

365

**Ice Guardian** is a Tier 1 () 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

**Frost Ward**
Power Cost: 15 **Active:** Activate to bestow the caster with an Ice Shield, which absorbs up to 520 / 550 / 600 / 660 damage. The Ice Shield will decay by 30 strength every second, if there are no friendly structures within a 30m radius. Lasts until Ice Shield is depleted. Can only be activated within a 20m radius around friendly structures excluding walls. Has a 30 seconds cool-down after the card was played out. Reusable every 30 seconds.

**Home Advantage**
 **Passive:** If the unit is played out within a 20m radius around a friendly Monument or Power Well, it will enter the game with Frost Ward already active.

## 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 the unit's rotation speed from 200 to 300.

Patch #400033
* Active ability :
	+ Increased the allowed distance to structures within which the Ice Shield does not decay from 25m to 30m.
		- The ability previously stated an incorrect radius of just 20m instead of 25m.
	+ Added a visual effect on Ice Guardian to indicate when the Ice Shield is not decaying.
	+ The Ice Shield decay prevention no longer applies to other decaying Ice Shields.
	+ Improved description and tooltips to be more consistent.
* Added a new passive ability :
	+ *If the unit is played out within a 20m radius around a friendly Monument or Power Well, it will enter the game with Frost Ward already active.*
	+ This is only a descriptive change, functionality remains unchanged.

Patch #400030
* Initial cooldowns and reusability cooldowns are now properly displayed, especially in non-English languages.
* Active ability :
	+ Added missing required range near structures to the description in Russian.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Terra

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* These pages may also need cleanup.
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## Statistics

**Terra** is a Battleground late-game boss unit which is encountered on the  **Natureland** preset on difficulty x till difficulty x.

## Abilities

**Leader Immunities**
 **Passive:** Generic Boss Immunities

**Call Guardians**
 **Autocast:** Every 45 seconds, unit summons 4 Guardians of Nature with a lifetime of 45 seconds.

**Guardian's Blessing**
 **Passive:** Unit deals 15% more damage, takes 10% less damage, and benefits 2% more from any healing ability per Guardian of Nature within a 30m radius, up to a maximum of 4 Guardians of Nature.

**Steadfast**
 **Passive:** Cannot be knocked back.
## Patch History

Patch #400042
* Added  Terra to the game.

## See also

Non-Player Card Entites

 Natureland Preset Bosses
Fleshbender

## Fleshbender**Edit**

* Fire
* Shadow

 **Fleshbender**Fleshbender1204 ShrineInfused Infection1800

 **Fleshbender**Fleshbender1204 ShrineTainted Infection1800

**Fleshbender** is a Tier 3 () Building of the Twilight faction. This common 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

* Fleshbender (Fire)
* Fleshbender (Shadow)
Support building, does not attack.

**Infused Infection**
Power Cost: 0Affinity Dependency:  Fire **Active:** Activate to spread the Twilight Curse on the entire map. Every unit played out within the next 20 / 25 / 30 / 30 seconds will be turned into Twilight Pest and spawned as a bug. They will initially deal 30% more damage for 20 seconds but will be retransformed into their actual form after the effect wears off. Has a 60 / 60 / 60 / 50 seconds cool-down after the building was built. Reusable every 60 / 60 / 60 / 50 seconds.Support building, does not attack.

**Tainted Infection**
Power Cost: 0Affinity Dependency:  Shadow **Active:** Activate to spread the Twilight Curse on the entire map. Every unit played out within the next 20 / 25 / 30 / 30 seconds will be turned into Twilight Pest and spawned as a bug. They will initially deal 30% less damage for 20 seconds but will be retransformed into their actual form after the effect wears off. Has a 60 / 60 / 60 / 50 seconds cool-down after the building was built. Reusable every 60 / 60 / 60 / 50 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 #400043
* Fixed card tooltip to show correct English name in non-English languages on upgrade 3.

Patch #400030
* Initial cooldowns and reusability cooldowns are now properly displayed, especially in non-English languages.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards
Embalmer's Shrine

## Embalmer's Shrine**Edit**

 **Embalmer's Shrine**Embalmer's Shrine304 ShrinePick over the bones1200

**Embalmer's Shrine** is a Tier 1 () Building of the Shadow 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

Support building, does not attack.

**Pick over the bones**
Power Cost: 50 **Active:** Activate to gain more life points from corpses. For the next 40 seconds all corpses in the current game will grant 170 / 180 / 200 / 220% more life points when being gathered. Has a 60 seconds cool-down after building was built. Reusable every 60 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
* 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
Evocator's Woe

## Evocator's Woe**Edit**

* Nature
* Shadow

 **Evocator's Woe**Evocator's Woe808 SpellGifted Banishment

 **Evocator's Woe**Evocator's Woe808 SpellTainted Banishment

**Evocator's Woe** is a Tier 3 () Spell of the Shadow faction. This ultra rare card was released with the Lost Souls Edition and has 2 affinity variants,  Nature and  Shadow, but not a promo version.

## Card Info

* Evocator's Woe (Nature)
* Evocator's Woe (Shadow)

**Gifted Banishment**
Affinity Dependency:  Nature **Godspell:** Evokes a circle of relegation of 25m radius. In this circle nobody is able to play out any buildings or spells for 15 / 17 / 20 / 20sec. Reusable every 20sec.

**Tainted Banishment**
Affinity Dependency:  Shadow **Godspell:** Evokes a circle of relegation of 25m radius. In this circle nobody is able to play out any units for 15 / 17 / 20 / 20sec. Reusable every 20sec.

## Card Upgrades & Drop Locations

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

* Nature
* Shadow

## 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
Gorgash

## Gorgash **Edit**

* Blank
* Positions

## Description

2vs2 PvP

**Gorgash** is a 2v2 PvP map that is unlocked by default. There is an official spectator version available.

## Gallery

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

Patch #400033
* Increased the construction cost of the  Fortification Walls at each starting position from 25 to 50 power.
	+ These walls are no longer pre-built at the start of the game.
* Increased all players' starting void power from 400 to 425.
	+ This results in the same starting void as before if the player immediately destroyed the wall.
* Decreased the power cost of the walls at the central northern and southern bases at the border of the map from 75 to 50 power (1).
* Adjusted the position of the  Monuments and  Power Wells in all 6 bases in the north and south of the map to decrease the distance to the wall.
	+ This way these walls can no longer be built by enemies if the opposing team owns the power well or monument closest to the wall.
* Removed the 2 walls around the northern and southern bases in the center of the map (2).
	+ Changed the layout of power wells and monuments in these bases by rotating each cluster by 180 degrees.
	+ Moved the power wells and monuments in these bases outwards, hence further away from the center of the map.
* Removed the northern and southern power well in the well cluster in the middle of the map (3).
* Moved the 4 power well clusters near the outer left and outer right bases closer to the center (🡪🡨 and 4).
* Adjusted terrain textures to match all the changes.
* Swapped the starting positions including the power wells and monuments of the teams, whilst preserving previous symmetry.
* Changed the type of the players to `Human` in the map settings.
* Adjusted the minimap to reflect the changes and to be more accurate in general.
* Added an official spectator version of the changed map.

11223🡪🡪🡨🡨
 >

4444
## See also

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