For The Fans Update Patch Notes
Shared Mode Features
[h3]New Component - The Scythe[/h3]
A new Unlock has been added, which adds a brand new Component item! The Scythe increases Lifesteal at its base, and as a component item, it merges with every other component into a brand new item. These items are:
- (+Gloves) Leeching Grasp: On Hit: Heal 25 HP. This is a reskin and switch of recipes for the Blessed Blade, which still has Lifesteal but now adds an additional Attack Speed scaling Healing aspect.
- (+Sword) Whispering Blade: Whenever the wearer deals ANY damage, they gain 0.5% Attack Damage, up to a cap.
- (+Shield) Helm of Hatred: Start of combat: Lose 50% max HP, then become invulnerable for 7 seconds.
- (+Crystal) Brainleech Pendant: Start of combat; Psy-Link to the furthest foe. Steal 20 Mana and 2 Mana Regen from them.
- (+Staff) Reaper's Tome: Whenever the wearer heals allies for a total of 300 HP, they gain 10 Spell Power (up to 100).
- (+Meat) Vengeful Armament: Store 20% of Health lost. Whenever the wearer casts, deal the stored damage to adjacent enemies as Spell damage.
- (+Ring) The Forever Scythe: After:
- 8 seconds: Gain 20% more Lifesteal.
- 16 seconds: And a 50% max HP Shield.
- 32 seconds: And 30% Damage Amp and Damage Resist.
- 8 seconds: Gain 20% more Lifesteal.
- (+Scythe) Infuser: Healing from Lifesteal does not heal the wearer. Instead, it charges up the Infuser. Every 3 seconds, all stored healing is sent to the most damaged allied unit.
A new “Mastery” perk has been added as well for the Scythe component: Your units with an equipped Scythe component or Scythe completed item become invulnerable for 2 seconds at 10% HP.
Dueling Sai (formerly Gloves + Shield) is now built by combining Sword and Shield.
Gloves + Shield now combines into a new item, the Soulburn Greaves: Whenever an enemy attacks the wearer, Ignite it for 2 seconds. Whenever the wearer attacks, Ignited enemies lose 2% HP.
PvE Features
[h3]New Difficulty Tiers - Brutal 1-5[/h3]
Ready for a new challenge? The next 5 stages of Challenge Climb have been added, dubbed “Brutal 1-5”. These tiers are named differently because, unlike other Challenge Climb stages which tend to add new mechanics in addition to challenge, Brutal is strictly about the challenge. Each stage will increase raw enemy Damage Resistance and Damage Amp, in addition to other gameplay modifiers.
The character select badges will reflect the new Challenge Climb stages, showing up to 20 now.
[h3]New Bonus Traits & More Bonus Trait Units[/h3]
Two new Bonus Traits have been added as late path Unlocks! In addition, every existing Bonus Trait has a new Unit added to it, making these builds more versatile than standard Traits. With this change, every standard pool Unit now has a Bonus trait! The new Traits are:
- Pack - The Pack trait is the most straightforward we’ve ever made, and quite possibly the most powerful - it simply adds +1 Max Army Size so long as you meet the stage requirements. Enjoy bigger armies than we’ve ever allowed before!
- Corrupted - The Corrupted trait involves the Curse mechanic, granting extra Corrupted Units at the end of each combat, but at the cost of raising your Curse. Use it as an early splash for an economy trait, or take to its 2nd stage at the late game, where all of your Tier 4 Units gain significant power.
The Blood trait also now can earn a 2nd stage effect at 5 Units: Enemy Units lose 1% HP for each Star Point the sacrificed Unit is worth.
The Units who have gained new Bonus Traits are:
- Zwei - now Divine.
- Gibbs - now Arcane. Gibbs’ Enlightened modifier shares his entire skill effect to all adjacent allies!
- Morita - now Trickster.
- Button, Mikki, Willow - now Blood.
- Fester - now Aquatic.
- Gale - now Royal.
- Gorzak - now Spirit.
- Jabbar - now Storm.
- Ian - now Flame.
New Perks have been added to support these new Bonus Traits:
- Dark Depths - You no longer gain Units from the Corrupted Trait. Instead, Corrupted units gain +3% Damage Amp and Damage Resistance per Curse.
- Pack Master - Pack units gain +200 Base Max HP per unused Army Size.
[h3]New PvE Perks[/h3]
Two new packs of PVE perks have been added to the Unlocks!
- Pack 1 - Meta
- Grace - Instantly Tier Up your units to Tier 3.
- Cull - Instantly Banish 12 random units.
- Loads of Candy - Gain 20 Star Points. You don’t gain a free Reroll each combat.
- Grace - Instantly Tier Up your units to Tier 3.
- Pack 2 - Power
- Jumpers - Whenever one of your units moves, it gets +3 Attack Speed for the rest of combat.
- Exploit - Whenever your units attack Crowd Controlled foes, they gain 3 Mana.
- Tombstone - Whenever one of your units dies, it gives the lowest health ally a Shield for 20% of its max health and 20 Mana.
- Jumpers - Whenever one of your units moves, it gets +3 Attack Speed for the rest of combat.
[h3]Sandbox Mode[/h3]
At the end of the Unlock tree now lies an entry for Sandbox Mode, a feature specifically requested by our community for theorycrafting aid. When starting a game in Sandbox mode, the game will never advance past the first floor, but you will be granted many reusable trinkets to gain resources, load specific Regions, and most importantly - many buttons will appear when viewing the Compendium that allow you spawn anything from there directly into the game. You can freely spawn Units, Items, and more from the Compendium at will.
You will also receive two special clipboard trinkets - the Sandbox Saver and the Sandbox Loader, which utilize the system clipboard. This means when you Save a sandbox layout, you can send it to someone else to Load, so you can share states with friends or community members as you discuss theories!
Sandbox Mode can be used in this way to repeat fights without any variance, which can be useful in identifying specific interactions, eyeing weaknesses and strengths, or just seeing if a fight was so close that it might have been decided by a coinflip (such as Crit or random chance effect going off at just the right time).
[h3]Revived & New PvE Combatants[/h3]
As part of Community Challenge #5, we asked for ideas for new effects on some PVE combatants we had turned off over the course of development. We’ve revived four former combatants inspired by these suggestions, as well as spun up a couple of our own! Some are a part of the standard pool, while four of these have been formed into a new unlock pack, mostly so they can be disabled for players who may not want to run into them. Thanks to community members Naelhinn, Anti6eptik, Sophia, JackRenoson, CsDavis, and D0omsday for their suggestions that shape these combatant effects.
These new Combatants are:
- Always Available
- Dust Devil - All Units' Attack Range is halved this combat.
- Doomsayer - 20 seconds into combat, a meteor impact Stuns ALL Units for 5 seconds and deals 250 Spell Damage.
- Dust Devil - All Units' Attack Range is halved this combat.
- Combatant Unlock Pack 3
- Shapeshifter - At the start of combat, the lowest Tier Unit on each side permanently transforms into a Unit of the same rarity and Tiers Up.
- Morphologist - At the start of combat, the lowest Tier Unit on each side permanently transforms into a Unit of one higher rarity.
- Wanderer - At the start of combat, a random Tier 1 Rare Unit joins each side, permanently.
- Goblin Goofballs - At the start of combat, each team's highest Tier Unit is sold for 4x its Star Point value.
- Shapeshifter - At the start of combat, the lowest Tier Unit on each side permanently transforms into a Unit of the same rarity and Tiers Up.
[h3]Shadow Strike Rework[/h3]
We’ve gotten several discussion threads about the Shadow Strike hexes that helped to identify the friction points that made this particular Challenge Climb modifier more frustrating than most. While it was originally designed to challenge positioning, it did so in a way that ended up being tedious. Expecting to change positions every battle often meant just holding two different positions in your head and alternating them between fights, which was adding tedium without really adding much depth of gameplay. So, we’ve reworked them in this update.
Shadow Strike Hexes now randomize their locations at the start of each region and stay there. They no longer are based on where your units were placed. The number of hexes has increased to 3/6 (from 2/4). In addition each region has its own unique Shadow Strike effects:
- City - Current 50% HP loss.
- Tournament - Hobbled & Shredded for the entire combat.
- Desert - Frozen for 15 seconds.
- Factory - Loses 5% of HP every second for 20 seconds.
- Cavern - Stifled for the entire combat.
- Lab - Permanently transforms into a unit of the same rarity & tier.
- Graveyard - Grants 10% Damage Amp for the opposing team.
PvP Features
[h3]Unranked Removal[/h3]
Unranked was by far our least played mode, and was more often used by veteran players to test new builds without risk. We already don’t allow de-ranking to allow for moments of testing riskier builds, so in practice, these things together created an unfun experience for new players going into unranked thinking it would be easier and actually facing a much more challenging field of opponents than they expected. We made the call to remove it, and rename Ranked mode to “Classic PvP”.
[h3]Rotating Season Mode[/h3]
There is now a brand new way to play PvP - a Season mode! Season will automatically rotate every 2 weeks, and will forcibly alter the meta by way of banning various elements. Each PvP Season contains:
- A random Region being chosen as the place to play this Season, including activating its Region modifier!
- A random Trait ban
- A random Component item ban
- A random Perk group banned (such as Otto being banned)
- 8 Combatants banned
Playing in a Season will only match you with armies from other players also playing in that Season. We’re very excited to see how players develop temporary metas to deal with the Season bans, and we may add more to the banlist depending on how much the current setup is shifting the strategies.
You will be able to view all of your Season history rank earnings in the Multiplayer section of the main menu at any time.
[h3]New PvP Combatants[/h3]
27 new PvP Combatants have been added to the pool, doubling the total number available!
- Cool Cultist - You can see all Mythic units in the Unit Store. Start with a random Common Mythic instead of a Common Unit.
- Alli-gladiator - Your Skirmisher Archetype units gain 15 Attack Speed.
- Rogue Tinkerer - Start the run with a Portable Forge, which can remove and unmerge Equipment from your units.
- Wandering Wizard - Your Magician Archetype units gain 20 Spell Power.
- Lane Bully - When you win, increase your WinStreak. When you lose, gain rewards based on your WinStreak.
- Geomancer - Your Tank Archetype units gain 10 Armor.
- Slime Farmer - Your Vault becomes the Star Crown Vault this run. Start the run with the Vault already invested in.
- Guard Captain - Start with three Contracts for specific Units of increasing rarities. They earn SP & Gold when completed.
- Dastardly Desperado - Start with an extra random component item.
- Circus Performer - Your units gain 3 Attack Speed and Spell Power for each unique Trait you've completed a combat with.
- Gob Barker - Each fight, guess who wins! If you guess correctly, earn 2 Star Point if you won or 5 if your foe did.
- Arbiter - Your Units without active Traits gain +30% Attack Damage, +20 Armor and 8 Mana Regen.
- Grave Keeper - Start with the unique item 'Reaper' instead of a Component. It levels up every time 20 Units die. Grave Keeper’s other component will always be a Scythe.
- Doomsayer - When you have 1 Heart left, gain 10 Star Points, 8 Gold, and two random Components.
- Cactus Nymph - Your units deal 10 Spell Damage back when attacked for each equipped item.
- Dust Devil - Your Units move faster. When they move, they gain 25% damage reduction and 25 Attack Speed for 5 seconds.
- Golem Guardian - After combat, if you have no Units on the Bench, gain 4 Star Points.
- Gorgon - Your first Unit to be attacked 15 times gains Stoneskin, which grants +20 Armor and +25% Max HP.
- Disciple of Trollgar - Non-free rolls of the Unit Store will include one Tier 2 unit.
- Assistotron - Gain a random Tier 2 Uncommon at the start of the run, equipped with the Commitment Badge. The Commitment Badge occupies an item slot and cannot be removed, and also makes the Unit unable to be transformed, sold, or benched. It is a hard commitment to include that unit in your Army, in exchange for a powerful early game advantage.
- Gemclops - Whenever your units apply Crowd Control, they deal 25% Spell Power damage to the target.
- Priest of Adalon - Your Tier 3 and higher Units get +30% Maximum Health.
- Rogue Rustbot - After each Perk room, sell ALL your units for twice their SP value, then gain 10 free rerolls.
- Debonair Scientist - Gain the Hex Mod Star Extractor. A unit there loses 50% of their HP, but grants you SP based on their Tier.
- Clean Machine - Your front two columns become healing Spring hexes.
- The Wanderer - Start with a random Rare replacing three Units.
- Goblin Goofballs - Goof off! Start the run at the first Perk selection with -2 Lives, 22 SP, 24 Gold, 5 Rerolls, and a random Banner.
[h3]PvP Combatant Updates[/h3]
In addition to all the new ones, a few existing Combatants have been updated:
- Unlucky Lass is reworked - Now starts with 2 Lucky Charms, and gets another Lucky Charm at each perk choice.
The former Lass effect was too little a reward for the build-around, and we’ve introduced a new more effective “traitless” build around combatant. - Eager Newbie now grants 6 Star Points instead of 4 SP + 2 Lucky Clovers.
Overperforming slightly and overly similar to the reworked Unlucky Lass. Now makes the effect extra simple for new players as well, which was the Newbie’s original intent. - Star Student has been reworked. When your Units cast, they gain 25 Spell Power and require 10% more mana to cast.
Hasn’t been a very impactful choice you can build around. With no stacking limit on this new effect, breaking it can lead to some very unique builds. - Death Wing Disciple’s Ritual hex now grants 40% of the sacrificed unit’s Max HP to allies (down from 75%).
Overperforming. - Bad Necromancer’s Zombie health increased: 33% -> 40% of Highest Health Unit’s HP.
Slightly underperforming. - Fallen Fanatic: Now also adds a 5% max hp (additive with items, not base HP) to all Units.
This is a very small buff, but maybe enough to bring up Fanatic’s pick rate. - Shapeshifter & Taskmaster: Now present their Banners during the character selection process, but it replaces a component.
- Sludge Captain: Now places the Mud tokens in your front two columns, but also makes your team immune to Hobbled and Shredded.
In order to resolve some issues involving cases where the player’s combatant places tokens on the enemy board, and the enemy’s combatant placing tokens on their board, we’ve reworked PVP combatants to only place tokens on their own side. This affects Sludge Captain and Brightmage. - Brightmage reworked. At the start of combat, and every 8 seconds after, all enemies are Ignited for 3 seconds.
The immunity to Ignite was added to offset your Units walking into the Ember tokens, but it turned out to be strong enough to be an entire combat modifier effect itself. This new version keeps the general theme but without the side effects.
[h3]New PvP Perk Pools[/h3]
Two new Perk Pools have been added to PvP!
- Shrine Mage - The Shrine Mage deals in niche Skillbooks, the same found in the PvE Guild Hall event. Each stage offers two Skillbooks, advancing in power the later in the run you approach him. If you don’t find an offering that fits your current build, the third option for each level is a more generically useful choice.
- Rhapsody - The resident Tournament Bard deals in a wide variety of benefits, but often not one that will fit your exact current build as it stands. Pivoting is their specialty! You might find Skillbooks, Mythic units, or passive power that requires different compositions or positioning.
[h3]Custom Lobby Mode[/h3]
You can now create Custom Lobbies to play with your friends (or foes)! Custom Lobby works, for the most part, like regular PvP, however all players will need to reach the same step before the lobby advances. For example, everyone in the lobby will configure their army loadout, then click Fight, but then wait until all other players have also clicked Fight. Then, players will be matched against each other randomly, and all battles will need to conclude before all players are sent to the next Preparation phase.
The host of the lobby can kick players and transfer host authority, in the case someone needs to drop out or a player has abandoned the game. If the host abandons the game without transferring to a new host, this will currently cause the lobby to not be able to be finished.
This feature uses a much more involved set of network operations, and as such may be a little more bug prone, so if you do encounter issues, please let us know through the in-game bug reporter and be as thorough as you can with details.
Tuning & Polish
[h3]Units[/h3]
- Monty: “Special Stats” now includes -10 Attack Speed.
Monty’s been a little too good of a ranged carry thanks to that unlimited Attack Range. It needed a small additional penalty in exchange for that passive, and we didn’t want to hit the skill any more as it’s already not terribly strong. - Lurch: Starting Mana buffed: 0/110 -> 30/110.
This should ensure Lurch gets at least one of those massive powerhouse casts off, making him a slightly more valued pick. - Vex: Hex duration reduced: 5 seconds -> 4 seconds. Damage slightly increased, 50 -> 60.
Vex has been providing a little too much utility and shutdown power for enemy casters. - Deadhead: Mana buffed: 40/80 -> 20/60. In addition, Deadhead now gains his bonus Mana if the target dies for any reason while casting, not only if slain by his specific Spell Damage.
While Deadhead has had carry potential, there’s been too large of a vector between chaining casts and non-chained casts. These changes should help with that - we’ll continue to keep an eye on Deadhead’s effectiveness after these changes. - Spindleton: Reworked. Skill now deals Physical damage once instead of Spell damage over time. Spindleton has a new passive which grants bonus Attack Speed when attacking Hobbled or Slowed targets.
Spindleton has been one of the major outliers in the Unit pool for some time as a unit whose Skill didn’t synergize with its Archetype. Why was an Attacker using solely spell damage and CC? Now, Spindleton should work as a potential AD carry and even open up a potential Hobble setup alongside Grundy. - Lightwing: Power slightly reduced. 200 Damage / 100 Shield -> 180 Damage / 90 Shield.
See Fae Trait section - trading some Lightwing power into Fae Trait. - Nimbus: Attack speed bonus while skill active reduced to 30 (from 40).
Slightly overperforming. - Wolfgang: Armor gain when transforming reduced: 15 -> 10. Max Mana increased: 90 -> 100.
Wolfgang has been a standout unit for his ability to crush teams as both a backliner, a frontliner, a burst source and a tank. His skill has been too all-round; removing some Armor and increasing the time stuck as an archer should help, and a Max Mana increase also increases time to the next rush. - Turbo: Damage Reduction reduced to 50% (was 60%).
Slightly overbuilt; also the unit that benefits the most from the changes to Bug II as a tank. - Khepri: Max Mana increased to 85 (was 80).
Khepri was overperforming slightly; however, a bugfix regarding the bonus damage’s duration will also be hitting his power, so only a tiny amount of change was done for this patch. - Gale: Max Mana increased to 90 (was 70). Starting Mana increased by 20 to match.
Heavily overperforming as an attack carry due to having an extremely powerful skill alongside ideal attack-carry traits. Adding some extra Mana cost should allow enemy teams to better take down Gale before she becomes a tornado once again. - Spiritfang: Damage and healing per Spectral Sword increased to 80 (was 75).
Slight buff to a relatively awkward unit. We’re still happy with Spiritfang’s identity as a leeching SP-wanting Vanguard, but the lack of scaling means that a little more power is needed. This is a small buff, but it does add up since multiple swords are launched.
[h3]Traits[/h3]
- Scrapper Trait: Combo hit slightly reduced: 10% of Max HP -> 8%.
Scrappers have been just a little too consistently above average across the board. Not by much, but just enough to try to prevent the next “post-Marksman/Dweller” meta being instantly the Scrapper meta. - Beast Trait: Frenzy slightly reduced: 20 Attack Speed -> 15. Stage II’s Bite damage reduced to 250% of Attack Damage (was 300%).
Beast Stage I has been a little too potent being both a very good global as well as a sizable stat buff for Beasts. Stage II, in addition, has been completely dominating Multiplayer at higher ranks where the massive hits of the stage II Bite is compounded with other damage-increase effects to oneshot foes with basic attacks. A slight touch to both sides will hopefully mean Beast is no longer top tier. - Marksman Trait: Stage I Damage Amp reduced to 10% (from 15%). Stage II Arrow shots reduced to 80% AD & SP (from 100%), and bonus Range reduced to +1 (from +3). Additionally, Stunned or otherwise incapacitated Marksmen will no longer fire their Arrow.
Marksman II has been a standout strong trait since the stage II rework. The Range reduction in particular is a sizable change to their ability to destroy enemy carries, because the Marksmen would often stick to the special arrow target and continue to auto attack them down. That is still possible, but requires positioning the Marksmen unit closer to the front, putting them at higher risk of taking splash damage from AoEs. In addition to these changes, a larger blanket fix to special Trait and Item effects targeting Invisible units should allow for a few more counters with items such as Invisibility effects. In addition, Marksman I has been noted as slightly overpowered; the Dummy’s utility power was overwhelmed by the amount of Damage Amp provided by the trait. Reining in both sides will help Marksmen needing items to reach their full power. - Fae Trait: Mana Fairy slightly buffed: 20 Spell Power -> 30.
Fae is just performing a tad low overall, mostly being carried by Lightwing shenanigans. We’re trading some Lightwing power into the Fae trait itself. - Dweller Trait: Damage Resistance removed from Stage I. Stage II now grants Geogukk 20% Damage Amp.
Dwellers received this Damage Resistance buff to give the Units themselves something to look forward to instead of Geogukk getting all the Trait’s power, but Geo’s targeting and skill have since improved and running the trait main has been exceptionally good. We’ve found that Stage II is frequently employed, but fewer armies opt to move to Stage II, so adding Damage Amp will hopefully allow Geogukk to participate better in lategame combats where his stats are just a little outpaced currently. - Reptile Trait: Most stats slightly reduced. Attack speed unchanged, Lifesteal slightly increased. Elder Reto’s bonus changed from Mana Regen to Starting Mana (20). Stage II grants Reptile units an additional +100% of their specific value (500% total).
Reto’s 2 Mana Regen was a little too much, but a nerf to 1 would be too much of one. Mana Regen therefore isn’t a suitable stat for this since it has too small of values to be tunable, so we replaced it with Starting Mana. The general power level for a given Reptile buff has proven to be suitable at around 80% of a Component’s power, so we’ve balanced the stats around that general benchmark. Stage II was slightly underbuilt, so we’ve given it another shock of power to hopefully inject more play. - Bug Trait: Stage II Swarm damage changed from a flat 75 damage to 3% of the struck foes’ Max Health.
An almost unplayable trait due to dealing extremely low flat damage late into the game, when units have thousands of health. Now, Bug II should be a much stronger, deadly late game trait that can shred units down in seconds. - Orc Trait: Stage II bonus Damage Resist buffed: 30% Damage Resist -> 35%.
Slightly underbuilt and low impact - this should help Orc carries stay alive just a little longer when Stage II is active. - Mythic Trait: Valor slightly buffed: 10% Damage Amp and Resist -> 12%. Mana Regen granted to Mythics in Mythic II buffed: 4 Mana Regen -> 6.
Slightly underused, particularly in Multiplayer. In particular, this change is angled towards improving the success of strategies that use two or more Mythics, where the Valor stacking means this change is more impactful and the Mana Regen goes much further. - Elemental Trait: Stage II now grants 500 Max Health (was 400).
Slight adjustment to improve play rate. - Horror Trait: Horrifying Tentacles created by Stage II now have the stats of an Uncommon unit (was Common).
Tentacles typically spawned and then immediately died without contributing much to the fight. By having more health and slightly more damage, this should notably improve their power and mean more Horror II builds. - Treefolk Trait: Treefolk II now causes Treefolk to start combat with two additional stacks of Sprout.
Slightly underbuilt; in addition, the proliferation of Ignite has meant permanent Regen as a Stage II is unsatisfying, particularly in Multiplayer. Adding some pure stat value should mean the Regen is more powerful and the trait is more enticing.
[h3]Items[/h3]
- Magicannon Equipment: Now applies Shock. Shock does nothing at first, but after ten hits, all Shock is consumed to deal a gargantuan 250 Spell Damage (increased by Spell Power)!
Magicannon was an underbuilt equipment, as on-Hit units and Attack Speed carries often had better uses for the item slot. Now, there should be additional excitement, increased power and more output from increasing Spell Power on its owners. - Emergency Chicken Equipment: Now Stifles all enemies within 2 hexes for 5 seconds when the Chicken spawns.
Low usage rate, similar to Magicannon - in addition, Stifle was underrepresented in the item pool. This should make Emergency Chicken a little more of a burst counter. Stifling the enemy team means the Chicken provides more utility than just being a damage soak distraction. - Wicked Khopesh renamed and rethemed to Wicked Slasher.
To avoid confusion with the new Scythe items, which have a similar shape and theme. - Spiked Gauntlets Equipment: Reworked. “The first time the wearer attacks each enemy in each combat, deal +100% damage, interrupt, and Shred for 5 seconds.”
While this item had been performing fine, it provides too much variance to combats, particularly in the context of PVP - fights could be lost or won by crit RNG in ways that are ultimately not healthy for the game. Spiked Gauntlets should still remain a powerful choice for Attack carries that plan to burst down each enemy in the opponent’s team, it just does so in a more consistent manner. - Shock Pendant Equipment: Now triggers 12 times total per combat (from 15).
Small adjustment to make the item slightly less potent in late game combats, it has been slightly over performing for tank Equipment, particularly when building multiple of them. - Superior Spear Equipment: Minor buff, 25% AD -> 30%
Small adjustment to bump the item’s usage up a little. - Edan’s Blade Equipment: Now grants 15 Mana.
Slight adjustment to buff the item’s build rate and make it a little more tempting for Burst Caster carries. - Orb of Everything: No longer adds Lifesteal.
This item was a little overperforming and Lifesteal is now the Scythe’s domain.
[h3]Misc[/h3]
- Morphling Unit: Can now only field one Morphling.
The original intention of Morphling was to get a duplicate unit that counted for Traits, but without a restriction such as this, it became too easy to put in a single unit surrounded by Morphlings and reach multiple Tier 2 traits with ease.
The SneakyTeak special community code perk now increases non-free Reroll costs by 2 SP.
Bug Fixes