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Open Beta: Ogre Update


Hi all!

After the positive response to our previous Open Beta we’ve decided to follow suit and do it again for the upcoming Ogre Update! This means that if you have the game on Steam, you will be able to play with the Ogre Update by opting into the Ogre Beta (see instructions below).

This Update has made changes to a ton of systems, including the Feudal Culture, Siege System and Underground Generation, so we’re setting out to achieve two things.
  • A big benefit of the Tiger Open Beta was the incredible amount of Stability feedback we received. During the Tiger Beta we weren’t able to incorporate those fixes into the base game, so this time around we’ve adjusted our timeline. We’ll be providing an in-progress version of our Day 1 Patch. It might be a bit more hot code but this allows us to implement the most pressing fixes into our Release Build.
  • We also want to give the Modding Community a headstart in updating their content to match the new update. We’ve done some testing to verify initial compatibility but there’s a vast variety of mods and mod combinations out there.

After updating to the Ogre Beta your in-game version will read 1.010.000.105387.

[h3]Leaving Feedback[/h3]
The most effective way to provide us with feedback is by making a Discussion Thread in the Open Beta Discussions. There’s a couple different types of Feedback that we can process during this Beta period.

  • Stability
    • Crashes reported with the Crash Tool will automatically show up in our back end, so when you experience a crash please make sure to Upload those.
    • If you have a Blocker i.e. a Crash or Hang that will not allow you to continue your game, please make a report and include your Crash Report Name - given after upload - so we can tackle it.
    • Any general Bugs reported are welcome but not the main focus of this period, we’ll try to address those in a timely manner depending on our available resources.
  • Modding
    • If you experience issues and suspect that it might be related to one of the mods you have installed, then please verify which mod it may be by disabling your mods. If you’ve determined which Mod is causing your issue try to contact the Mod Developer first.
    • If you experience crashes with your mods, then please make a thread as stated above. While outdated mods can cause issues, we do try to ensure that they do not crash.
  • Balance
    • We’re open to make Balance changes that focus on any extreme imbalances that need to be tackled asap. These changes need to be known and implemented before Friday the 21st.
    • Balance changes that are more general, global or require us to change text are not feasible during the Beta Period. This feedback is welcome but will be addressed during our regular development period as resources allow.


Starting on April 1st we’ll be busy with the official launch of Giant Kings and the Ogre Update, as that goes live the Ogre Beta will end. Soon after launch the Ogre Beta branch will be disabled and removed, so make sure to switch back to default on April 1st.

[h3]Getting into the Beta - What you need to know[/h3]
If you want to take part in the beta there are a few important things you need to know!

  • This Beta is only available on Steam, owners on Console, Epic or Gog will receive the full Ogre Update alongside the Giant Kings Expansion on April 1st.
  • If a save has been made in Open Beta, there’s no going back! You will not be able to open that save in the game outside of the beta until the beta ends on April 1st!
  • Only use this in multiplayer if all participants agree. Make sure you do not use the beta in multiplayer without checking with the other players first, once a multiplayer game session has been updated to use the open beta, you cannot go back to previous versions!

That being said, to access the beta you will need to do the following:

To switch to a custom branch in the Steam client, right-click on the game from the library page and select "Properties".



Among the available tabs will be the "BETAS" tab.



The Ogre Beta should be listed in the dropdown menu under "Select the beta you would like to opt into:" A restart of your Steam Client may be needed if the Branch isn’t visible.

[h3]Complete Ogre Update Notes[/h3]
Check out the full list of changes included in the Ogre Update here

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Meet the Watcher plushie!



Do you find ordinary plushies utterly lacking in eldritch intrigue? Introducing the Watcher Plushie – both cute and terrifying!

[h3]GET THE PLUSHIE [/h3]

With its unblinking eye and wriggling tentacles, it’s a beast straight out of myth! Are you ready to add a dash of otherworldly charm to your collection?

Get your Official Age of Wonders 4 Watcher Plushie today – let it keep an eye both on your friends and enemies!

Watch the trailer and let us know what you think about it ːsteamhappyː
[previewyoutube][/previewyoutube]

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Dev Diary #40 - Giant Kings: Hand-Crafted Regions



Hey Giants and smaller folks! I’m Bas, a game designer at Triumph studios, you might remember me from some of the older dev diaries such as on the Siege system, Umbral Abyss and some others.

This time, I’m here to showcase some visual improvements we’ve made to the world map, which come with the free update to the game released alongside the new DLC, as well as a new major type of content in Giant Kings: Hand-Crafted Regions!

One of the new Hand-Crafted Regions you may find.

Let’s start off with the new visual updates, shall we?

[h3]Arctic and Desolate Mountains[/h3]
First off, we’ve updated the Arctic and Desolate mountain visuals. The new mountains blend a lot better with the existing visuals of the clime’s other overlays. You can now easily tell what clime these mountains belong to!

The new Arctic Mountains

The new Desolate Mountains

[h3]City Sprawl[/h3]
Next up, we’ve added sprawling houses and structures around city cores. These are spread in the city core’s province and change depending on the city’s culture and tier. Now you can visually see the population settle outside the city as it grows!

Feudal Culture city sprawl at tier 1 and tier 4

Primal Culture city sprawl at tier 1 and tier 4

The sprawl will grow throughout your whole empire!
We're still reducing the intensity, but this should make your domains look imposing and lived-in!


[h3]Underground Climes and Walls[/h3]
The final major visual update comes paired with the Underground rework. While there will be a specific development diary on that rework later.

Right now we’ll focus on the Underground Arctic and Underground Desolate clime visuals. Which now have their unique visuals for bedrock and diggable earth.

Arctic Underground with new Bedrock and Diggable Earth visuals

Desolate Underground with new Bedrock and Diggable Earth visuals

Furthermore, Bedrock walls, which are technically part of their own uninhabitable region, now detect what clime is adjacent to them and adjust their visualization based on this. This makes the walls surrounding a cavern look more integrated with the cavern’s looks!

Cavern walls using the clime visuals of the cavern next to it.

These changes not only help improve the visuals of the base game. They also helped us with creating the new DLC content. Let’s go into that new type of content now!

[h2]Hand-Crafted Regions[/h2]
Regions hand-crafted by us developers were first introduced in Eldritch Realms. Where the Umbral Abyss layer was exclusively made up of floating islands that had everything painted and placed by us.

As we were busy with these, we already had the exciting idea of featuring this type of content on the Surface and Underground. Mixed in with the regular regions the Random Map Generator creates.

As Giants were the ones shaping the land of old in finer detail. Giant Kings seemed like the perfect fit for adding Hand-Crafted Regions into the natural landscape! Imagine us as giants slinging an insane amount of terraforming spells to make these regions

A developer giant looking upon her new creation

Like with Eldritch Realms, our approach with these regions was first to divide them into categories depending on the design goals we had. We ended up with the following categories:

[h3]Natural Regions[/h3]
These regions are the most numerous of the Hand-Crafted Regions we made. Their main purpose is to beautify the world and present interesting economic hotspots that are different from what you’d normally find in RMG.

They do not present new locations or events the player can find. This way they are simplistic and we can have a great quantity of them throughout the realms to ensure plenty of variation!

A valley featuring a once prosperous city.

A cavern corridor lined with giant statues.

In order to push their visuals further, we have also made various decorations such as statues, mist, wandering ghosts, little farms and such which we can place in our regions.

These have no gameplay implication other than telling a story and making the regions prettier. Try and spot them when you think you’ve discovered a Natural Region!

A haunted forest filled with bones and ghosts.

A tomb on top of a cliff, surrounded by vast pillars and statues.

We also added new functionality for Hand-Crafted Regions to be able to randomize climes and overlays. This was used a lot for Natural Regions so that the same region can appear in various locations. Or even appear with slightly different layouts!

One of the regions in Temperate

The same region in Arctic. Did you know that rivers and roads in Hand-Crafted Regions will try to connect to the rest of the Realm?

We also added a new overlay and clime in the base game update coming alongside Giant Kings: The Dungeon clime and the Ruins overlay. Both were used to give the world more history of previous empires. They were used a lot in Natural Regions to tell a story.

A Natural Underground Region with Desolate Dungeon clime.

A Natural Region with the new Ruins overlay.

One of our favourite ways to create visually interesting Natural Regions, was to incorporate Ancient Wonders into them and shape the region around them. We even created special visuals for the new Ancient Wonders featured in Giant Kings when placed in a Natural Region!

The Lava Prison ancient wonder with its own hand-crafted region.

[h3]Landmark Regions[/h3]
At Triumph, we’ve had art concepts lying around for a while of gigantic visages and custom assets decorating the world map. With Giant Kings, we finally wanted to realize these concepts. Enter Landmark Regions!

Some very early concepts of immense landmarks on the world map.

These regions were designed to be Age of Wonders’ version of the Wonders of the World. The goal for them was to create big and impressive visual anchors in the world. As well as being an ultimate prize for exploration.

The Grand Statuary Landmark.

Landmark regions contain a single vast structure or natural phenomenon. From a giant raging volcano to a huge eldritch creature trapped beneath ice.

These add a sense of myth and grandeur to the realms. And therefore are also a lot rarer than the Natural Regions, in a medium realm with 5 players. You tend to find only 2 on the surface, and 1 underground. You will be able to find more in larger realms!

Besides being visually impressive, we’ve also given each one their own lore image and text. Giving more glimpses into the grander history of Age of Wonders.

Several Lore parchments of the new Landmarks. Can you guess what they are?

As Landmarks are this huge and mythical. We didn’t want players simply claiming them like they could with Ancient Wonders or nodes. We also wanted players to be able to benefit more from them over time as their cities grow.

Therefore, landmarks themselves cannot be claimed or annexed, but affect the provinces adjacent to them. You’ll want to maybe settle near them in order to claim as much of the surrounding territory as you can.

Finding these in the early game can really put you ahead of the other empires, since they don't need to be cleared to benefit from them. Hopefully you haven’t reached the city cap yet by the time you find one!



[h3]Fated Regions[/h3]
Finally, we have the most complex of the Hand-Crafted Regions! These regions were designed to contain unique quests, visuals and adventures for players to follow. They are essentially small story realms!

A ruler has just stumbled upon one of the Fated Regions. The Crystalstorm Plateau!

To showcase what kind of adventures and rewards await you in these regions. I’m going to take you through one of them: the Crystalstorm Plateau in the screenshot above!

Beware that the following section contains spoilers, so if you want to experience these new region blindly. Be sure to scroll down until you find the end of the spoiler section!

As you stumble upon one of the Fated Region, you’ll be greeted by an intro event explaining what you’ve just run into. In this case the Crystalstorm Plateau is a mountainous area struck with continuous storms (which will affect us in combat while within the region).

The encounter event of the Crystalstorm Plateau

As we look around, we can see that the region itself is currently uninhabitable and cannot be affected by world spells. Once we’ve actually managed to fully resolve the mystery of this region. This protection will be lifted and we can annex and cast spells to our desire!

We can see the storms wreak havoc in the region and are unable to annex or cast spells… yet.

As we continue towards the center, we’re met with an imposing looking Lithorine Simulacrum. Unfortunately it seems we cannot get rid of him in order to claim this region’s many mana nodes. As a magic barrier protects him. We also learn that he’s evoked by the Storm Clan. One of the clans of Giants you’ll learn about as you discover more Fated Regions.

The Lithorine Simulacrum at the center of the Crystalstorm Plateau

Luckily, just as we step back from the magic barrier and its guardian. A friendly enough looking Swamp Troll offers us a way through, at the prize of a few dozen Lithorine cores. We accept his deal, but other players might want to steal his ward-breaking orb immediately.

The Troll offers us to dispel the barrier.

We go on to hunt down Lithorine. The region has various mana nodes and pickups guarded by them. But while fighting them. We’re getting battered by those crystal storms. Dealing damage but more importantly inflicting Volatile Charge on our units. Meaning we have to split up our units often to avoid damage. Fights in Fated Regions tend to be trickier than normal node fights you will encounter on a realm!

The Crystal Storms combat enchantment active during combat in the region.

After having collected enough lithorine cores. The Troll kindly holds up his part of the deal and destroys the storm barrier for us. Now we get to the final showdown against the Simulacrum!
It’s certainly not an easy fight, as he himself is a tier 5 and is joined by various mid to high tier units. Not only that, but the Crystal Storms continue to batter our forces.

A final showdown against the simulacrum.

After a hard-fought battle. We claim victory against the tempest! A Storm Giant representing the Storm Clan insults us for our deeds. And seems to hint at a rivalry between the clans. And at their ultimate goal of claiming the old Giant Kings’ power.

Each Fated Region will reveal more lore and secrets that Age of Wonders harbors. So for those who are ready to dive deeper into this world, Fated Regions are the place to be!

The Storm Giant berates us before its death. And we get to claim our prize.

Besides some choices of rewards, one of which is actually improving relations with the Crystal Dwelling (more on them later), we also gained the Menhir of Storms!

The Menhir of Storms is an Artifact. Much like Magic Materials. Artifacts grant global bonuses, can be traded with other players and form a collection when you’ve gained a set of them.



Unlike Magic Materials however, they can also be gained by conquering another player’s capital if they had any. And completing a collection will trigger a Happening event! Perhaps the other Giant Clans are harboring more Menhirs to find.

The Heirs of the Giant Kings artifact collection. 2 more to go!

With the mystery resolved. The Crystalstorm Plateau has become inhabitable and open to spellcasting again. We settle on its crystal center and benefit from its abundance of Mana. Most Fated Regions are incredibly good places to settle once they’re cleared!

A new city settled on the Crystalstorm Plateau. We shall call it “Lithorator City”.

And there you have it! The Crystalstorm Plateau has been conquered, a secret of the Giant Clans and their Menhirs revealed. A step towards completing the collection. But the spoilers will end here. You’ll have to complete this journey yourself in your own playthrough. We hope you’ll have stories to share of your adventures in Fated Regions!


If you’ve looked at the example above. You’ll note that Fated Regions are complex and share connections with one another. Therefore Fated Regions aren’t enabled by default. They can be enabled through the realm trait: Legends of Myrrida. This realm trait is also available in multiplayer.

The Legends of Myrrida trait giving you some more info on Fated Regions.

If you also have the Crystal Dwelling enabled in your realm. They can give you hints towards finding the Fated Regions, as well as giving you the option to grant them the revelation of the mysteries you’ve uncovered upon completing a Fated Region. Speaking of the Crystal Dwelling. Let’s dive into that next!

[h3]Crystal Dwelling[/h3]
Aside from the categories above, we’ve used Hand-Crafted Regions also in some other places. Such as the Crystal Dwelling. Which is the new Dwelling featured in Giant Kings.

The Crystal Dwelling in its Hand-crafted Region.

This dwelling, similar to the Umbral Dwelling in Eldritch Realms. Acts much like a free city but is instead inhabited by the new Lithorine units.

By improving their allegiance. They will grant you access to their archive: a shop of unique spells, artifacts of their own, hero items and more!

Like with the Umbral Dwelling, you cannot assign whispering stones to Crystal Dwellings. Instead, you can improve your allegiance by taking on special quests or fulfilling their other requests.

Unlike the Umbral Dwelling, these guys don't do demands, merely requests!

[h3]Modding Hand-Crafted Regions[/h3]
We expect many modders would love to create their own hand-crafted regions. So in the free base game update alongside Giant Kings, we are updating the tools to allow modders to create and implement Hand-Crafted Regions into Random Map Generation.

A handy video tutorial explaining the process will be provided with the update, courtesy of Lara, one of our environment artists who has worked on a number of the regions you’ve seen here!

A look at crafting regions inside the Level Editor modding tool.

[h3]Wrapping Up[/h3]
And there you have it! I hope you’ll be excited to see all the Hand-crafted Regions the Giant Kings expansion has to offer. Here’s a fun overview of all the Natural Regions for example. Just to give you an impression of the quantity.

A whole lot of Regions!

Oh, would you look at the sundial! Time for me to leave the rest up to imagination. Tune in next time as Thomas takes a deep dive into the Feudal Culture update, which will be in the free base game update alongside Giant Kings, releasing on the 1st of April (I swear it’s not a joke).

Bonus: You can now download the wallpaper for Giant Kings here!

[h3]Get Expansion Pass 2:[/h3]

https://store.steampowered.com/app/3181480/Age_of_Wonders_4_Expansion_Pass_2/

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Join the Giant Kings Livestream Tomorrow at 14:00 CET!



Rulers!

Join us tomorrow at 14:00 CET as we embark on the second Giant Kings livestream! 🏔️

Our devs will show off new gameplay and features you can expect in our next expansion!

📺 Tune in here: https://youtube.com/live/cLNJ62k0XAU


[h3]What time is the stream for me?[/h3]
  • PDT: 6am
  • MDT: 7am
  • CDT: 8am
  • EDT: 9am
  • GMT: 1pm
  • GMT+7: 8pm
  • GMT+8: 9pm
  • GMT+9: 10pm
  • GMT+11: 12am (next day)

[h3]Get Expansion Pass 2:[/h3]

https://store.steampowered.com/app/3181480/Age_of_Wonders_4_Expansion_Pass_2/

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Giant Kings coming on April 1st! + Giant Kings Dev Diary



Dear Godir,

We are excited to announce that the Giant Kings expansion and the free Ogre Update will be available on April 1st, less than a month!

You can find below:
  • Announcement trailer for Giant Kings
  • Feature highlights
  • Giant Kings First Look Stream
  • First Dev Diary about Giant King Rulers

[h2]Announcement trailer[/h2]
Watch the announcement trailer for a sneak peek of the upcoming features and reveal of the breathtaking key art (we know you’ll want it for the wallpapers ;) )
[previewyoutube][/previewyoutube]

[h2]Age of Wonders 4 Giant Kings Key Features: [/h2]
  • New Ruler Type: Ascend as a mighty Giant King, ruling over mortals with unmatched power. Giant Kings possess unique terraforming abilities and can use the Item Forge right from the start of the game. Call upon ancient weapons to fight with you and unlock powerful runes to forge unique equipment. Choose from one of four mighty clans and transform the world around you: flatten peaks, raise mountains, mold lava, and freeze the land!
  • New Crystal Dwelling: A towering structure that houses souls of the ancient Giants encased in crystalline matrices. Earn the favor of the Council Prolocutor, improve your relations, and access a unique shop offering exclusive skills, magical equipment, and artifacts. Moreover, formidable new creatures are now roaming the lands: crystal-forged lithorine units and colossal primordial beasts, ready to challenge players to combat in Ancient Wonders.
  • Landmark Regions: New massive regions will appear in your realm that you can annex to your empire for economic benefits — magnificent waterfalls, the remains of ancient dragons, majestic underground monuments, and more are waiting for you to explore!
  • Shop Structures: Merchants now roam the land, offering powerful services and rare goods. Visit one of three shop types to purchase hero equipment and skills, mounts or strategic vision over world map areas. Feeling bold? Attack these traders to seize their wares - but beware, future dealings may be closed to you!
  • Two New Tomes: The Tome of the Dungeon Depths, to build a grand underground empire and protect it at all costs. Transform your provinces into a new dungeon theme with economic bonuses and four special province improvements. Craft eternal Clay Soldiers and deadly traps to defend your territories. The Tome of Geomancy lets you become attuned to the Ley line energies beneath you and channel them to supercharge your army’s damage and resistances. Recruit Geomancer units to harness the powers of the earth, and encase your forces in razor-sharp crystalline armor.
  • So Much More, including 3 new realm traits that include a story-driven region with unique endgame events, 2 new ancient wonders, 4 new music tracks, a new interface skin, and countless smaller updates!

Giant Kings will launch on April 1, 2025, for a suggested retail price of $24.99.

Alongside Giant Kings, all Age of Wonders 4 players will receive a free content update on April 1st. The Ogre Update will include new features such as Feudal Culture rework, Siege rework, lava provinces and lots of visual updates. Full details on these free additions will be shared in the game’s patch notes shortly before launch.

[h2]Giant Kings First Look Dev Stream[/h2]
[h3]Watch the First Look Dev Stream here (VOD) [/h3]

[h2]Giant King Rulers Dev Diary[/h2]
Hi everyone! I am Luis Ferreira, a senior designer at Triumph Studios and I am here to tell you about the titular Giant Kings, a new Leader Type lumbering your way on April 1st, as part of the next expansion for the Expansion pass 2 of Age of Wonders 4!



The ancient Giant Kings trace their regal line back to the Kingdom of Myrrida from the Age of Giants. Though the current clans are few in number and hold only a fraction of the power of that ancient kingdom, they are still primordial beings, masters of the forge and shapers of worlds.



There are four clans to pick from: Storm, Rock, Fire and Frost. In their role as earth shapers, each clan has a Runestele that they can summon on their provinces. This magical construction changes the surrounding terrain to a preferred environment, granting the giant’s cities economic bonuses.
As forge masters, all Giant Kings start the game with the Item Forge unlocked, and as they gain hero skills in one of their unique trees, their prowess with the forge becomes unparalleled.



But before you start the game you need to pick a weapon. The Giant Kings have the following weapons available to them:
  • Magical Obelisk: This weapon is a bulky obelisk charged with runic magic that can be deployed at a distance. Using its Obelisk Crash base ability the giant teleports the obelisk above their enemies and makes it crash down on the target and all adjacent enemies, dealing physical and magic damage.
  • Giant Axe: The weapon of choice for the melee giant wanting to deal heavy damage, this giant axe cleaves in a huge downstrike, dealing damage to the target and the unit behind them.
  • Warhammer: More flexible than the giant axe, this weapon strikes in a repeating motion dealing damage in a 1-hex cone in front of the giant. It’s the perfect weapon for those wanting to sweep a group of enemies away.

[h3]Hero Skills[/h3]


As you do battle and your Giant King earns experience, they will learn new skills unique to them.Their skills are split into three trees, as seen on the image above. From left to right they are:

Item Forge Tree


Skills that improve your forging abilities. This tree starts by giving giants more material on disenchanting items so they have more to work with.

Then come the Rune Infusions, which are special item infusions unique to the Giant Kings. Each clan has their own infusions, for example the Fire Giant King can grant a weapon more fire damage and a burning chance, make an armor that grants immunity to burning or enchant a wand with the ability to summon a Lava Runestone on the battlefield that burns all those around it.

The capstone skill Forge Master allows the creation of items with up to 6 infusion points (compared to the normal 5), marking the Giants as the ultimate item crafters, creating arms and armaments for themselves and their heroes that cannot be rivalled except by another giant!

Animated Weapon Tree


This tree of skills allows the giant to summon an enchanted living weapon in combat. The weapon conjuration starts as a tier one greatsword, dealing single target damage, of a type corresponding to the giant’s clan.

As you invest in this tree, you can upgrade the conjured weapon into a different, stronger, animated weapon, going from the tier one greatsword into a tier two weapon. There are 4 in total, with each clan having access to 2 of them: A hammer that hits in a charged area of effect, a ranged bow with phasing capabilities, a glaive that pierces enemies or a shield that stuns those it hits.

For example the Fire Giant can evolve their Greatsword into the Hammer or a Bow for ranged damage, while the Storm Giant can upgrade their summon to the Shield or the Glave.

Hurl Tree


Do you want your Rock Giant to throw a boulder and your Storm Giant to hurl a ball of elemental lightning? Then this tree is your pick. Each giant clan has their own version of this tree and as you spend points you can fine tune this ranged ability to your liking: You can focus on single targets by making this ability more damaging and debilitating or expand its area of effect by making your fire giant’s Hurl Flame into a Fireball.

[h3]Signature Skills[/h3]


The Giant Kings’ signature skills are affinity themed runes that grant them bonus passives. At level 4 and 12 the giant can pick minor runes like the Critical Rune (Chaos) which raises Critical Hit chances or the Reflection Rune (Astral) which reflects a portion of the damage taken back to attackers.

At level 8 the Giant gets to pick a stronger rune, like the Fury Rune in the above image that changes the Giant’s movement speed and grants buffs as it attacks. Other runes at this levels include the Life Rune (Nature) which grants the giant Undying, reviving after a turn in combat, or the Brawn Rune (Materium) which grants the Mighty Stomp ability that in a 2-hex cone can apply Immobilized, Stunned and Bleeding.

At level 16 the giant has access to grand runes, which emulate the rune unlock at level 8 giving a weaker version of that rune to the Giant King’s army.
So taking the examples from above, the Grand Life Rune gives all units in the Giant King’s army Natural Regeneration and the Grand Brawn Rune gives all units a 15% damage increase along with a high chance to inflict bleed.

As an additional note, unlike affinity signature skills from Mortal Champion and Wizard Kings, these can be unlocked without having an affinity prerequirement. All affinity runes are available to your giant so you can build them however you want!

And that’s all I have for you on the Giant King’s for now, I left out some things so you can discover them once you experience this new expansion on the 1st of April! The next Dev Diary will be by Bas and he will go over the art of this expansion as well as the new regions and environments, so look out for it next week!

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