[p]This update adds support for our newly released DLC, Destiny of the Railforged! The two big features in the DLC are:[/p]
[/h2][p][/p][p]Herzal and Heph, the father-daughter blacksmithing duo behind the Rail and the Banished Outpost, have put their heads together to create an army of unique Stewards and machines like you have never seen before. Lead the
and master their unique abilities to defeat the greatest threat Hell and Heaven have ever seen! Use
to upgrade powerful soldiers and weapons and deploy a new army of Stewards and machines.[/p][p][/p][p]
the outpost for Hell’s clans against the latest threat to the Banished Outpost. There, dive into the
Hone your strategies and optimize your deck to face new enemies across four different runs before meeting the final boss.[/p][p][/p][p]
family, one that she vows to not lose. Defeat her Children and Their armies before reaching the Lifemother herself. But remember, the
you battle Them is a vital choice that should not be taken lightly.[/p][p][/p][p]
[/h2][p][/p][p]The Wurmkin clan is back and rebalanced for MT2! In a free update to the base game we’ve added the Wurmkin clan with a variety of balance updates and card redesigns to fit in better with the design changes in Monster Train 2. There’s even a new card![/p][p][/p][p]For a full list of content changes,
. Note: Charged Echoes can also now be utilized in the Pyre Room.[/p][p][/p][p]See a few of your favorite Wurmkin units below, now with the
[p][/p][p]Note that accessing the Wurmkin requires making a certain amount of progress in the main storyline of the game. New players may need to unlock a certain number of Pyre Hearts before they become available.[/p][p]
[/p][p]Look below for the full list of bug fixes, balance changes, and other tweaks. We hope you’ll enjoy all the new content, thanks for playing![/p][p]
[p]For a detailed look at the major new content, scroll past the General Gameplay Changes. Please be aware, however, that that section contains
[p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][h3]
[/h3][h3][/h3][h3][/h3][h3][/h3][h3][/h3][h3][/h3][h3][/h3][h3][/h3][h3]Last Chance!!! Please do not keep scrolling if you don't want to see spoilers!
[/h3][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]
[p]Anvil Breaker[/p]
[p]Armament Drive[/p]
[p]Assembly Room[/p]
[p][/p]
[p][/p]
[p]Assemble: Cooldown 2. Create a copy of the front friendly non-champion unit and DESCEND it.[/p]
[p]Boilerplater[/p]
[p]Bonk[/p]
[p]Car Collapse[/p]
[p][/p]
[p]Forge: Add to your Forge Point total. When you play a unit or equipment card, spend all Forge Points, and grant in bonus ATTACK and ARMOR for each Forge Point spent.[/p]
[p][/p]
[p]Conductor Steward[/p]
[p]Crafted Equipment[/p]
[p]Crucible Steward[/p]
[p]Train Whistle: Cooldown 3. Friendly units attack immediately.[/p]
[p][/p]
[p]Smelt: Consume a card in hand. Gain EMBER and Forge Points equal to its base EMBER cost.[/p]
[p]Disassemble[/p]
[p]Forge Steward[/p]
[p]Foundry Line[/p]
[p]Sacrifice:[/p][p]Forge: Add to your Forge Point total. When you play a unit or equipment card, spend all Forge Points, and grant in bonus ATTACK and ARMOR for each Forge Point spent.[/p]
[p]Revenge:
Forge: Add to your Forge Point total. When you play a unit or equipment card, spend all Forge Points, and grant in bonus ATTACK and ARMOR for each Forge Point spent.[/p]
[p]Smelt: Consume a card in hand. Gain EMBER and Forge Points equal to its base EMBER cost.[/p]
[p]Full Throttle[/p]
[p]Fused Weaponry[/p]
[p]Geared Gauntlet[/p]
[p]Burst: Attacks an additional time. Remove 1 stack on Strike.[/p]
[p][/p]
[p]Wind-up Punch: Cooldown 2. Attack immediately. Remove all stacks of Burst.[/p]
[p]Hammerfall[/p]
[p]Herzal's Hammer[/p]
[p]Juggernaut[/p]
[p]Knuckler Steward[/p]
[p]Machinist's Tome[/p]
[p]Magnetic Relay[/p]
[p]Burst: Attacks an additional time. Remove 1 stack on Strike.[/p]
[p]Steelguard: Cannot lose more than 15 Armor per hit.[/p]
[p][/p]
[p]Mass Production[/p]
[p]Masterwork[/p]
[p]Metallurgy[/p]
[p][/p]
[p]Forge: Add to your Forge Point total. When you play a unit or equipment card, spend all Forge Points, and grant in bonus ATTACK and ARMOR for each Forge Point spent.[/p]
[p]Smelt: Consume a card in hand. Gain EMBER and Forge Points equal to its base EMBER cost.[/p]
[p]Pyre Plating[/p]
[p]Pyre Steward[/p]
[p]Pyreshot[/p]
[p][/p]
[p]Pyre Repair: Cooldown 2. Spend your remaining EMBER. Restore health to the Pyre equal to EMBER spent.[/p]
[p][/p]
[p]Quenching Oil[/p]
[p]Railforged Spike[/p]
[p]Railgun[/p]
[p][/p]
[p]Forge: Add to your Forge Point total. When you play a unit or equipment card, spend all Forge Points, and grant in bonus ATTACK and ARMOR for each Forge Point spent.[/p]
[p]Immobile: Can't move between floors or change positions on this floor.
Burst: Attacks an additional time. Remove 1 stack on Strike.
Overdrive: Cooldown 1. Spend your remaining EMBER. Gain Burst 1 for each EMBER spent.[/p]
[p]Renovate[/p]
[p]Salvage[/p]
[p]Salvage Machine[/p]
[p][/p]
[p]Smelt: Consume a card in hand. Gain EMBER and Forge Points equal to its base EMBER cost.[/p]
[p]Harvest
Scrap Harvest: [/p]
[p]Scrap Metal[/p]
[p]Sentry Turret[/p]
[p]Smith[/p]
[p]Refined: Increased Forge Points and EMBER gained from Smelt by 1 per stack.[/p]
[p][/p]
[p]Forge: Add to your Forge Point total. When you play a unit or equipment card, spend all Forge Points, and grant in bonus ATTACK and ARMOR for each Forge Point spent.[/p]
[p]Spikedriver Factory[/p]
[p]Spikedriver Spider[/p]
[p]Steel Pulley Claw[/p]
[p]Spider Assembly: Cooldown 2. Add a Spikedriver Spider to your hand then Craft it.[/p][p]Craft: choose between 3 random upgrades to apply to a card.[/p]
[p]Burst: Attacks an additional time. Remove 1 stack on Strike.[/p]
[p]Hoist: Cooldown 1. Move a non-boss unit to this floor.[/p]
[p]Steel Steward[/p]
[p]Trap Chute[/p]
[p]Weldling[/p]
[p]Steelguard: Cannot lose more than 15 Armor per hit.[/p]
[p]Pyrebound: Can only be played to the Pyre Room and the floor below it.[/p][p]Trapdoor: Cooldown 3. DESCEND enemy units to the bottom floor. Apply Dazed 2. [/p]
[p][/p]
[p]Beeziebub[/p]
[p]Bougle[/p]
[p]Butterball[/p]
[p]Daemos[/p]
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[p]Tier I: Purge this card. Deal damage to your Pyre equal to 10% of its current health. Draw 3 cards.[/p]
[p]Tier I: Gain Attuned and +10 Magic Power per EMBER.[/p]
[p]Tier I: +10 HEALTH. This unit can be Eaten to gain its ATTACK and HEALTH.[/p]
[p]Tier I: Your Pyre takes an additional 1 damage from all sources and gains Revenge: Draw +1 next turn.[/p]
[p]Tier II: Purge this card. Deal damage to your Pyre equal to 10% of its current health. Draw 3 cards and apply -1 EMBER.[/p]
[p]Tier II: Gain Attuned and +20 Magic Power per EMBER.[/p]
[p]Tier II: +25 HEALTH. Buffet 2. This unit can be Eaten to gain its ATTACK and HEALTH.[/p]
[p]Tier II: Your Pyre takes an additional 1 damage from all sources and gains Revenge: Draw +1 next turn and gain +1 permanent PYREHEALTH.[/p]
[p]Tier III: Purge this card. Deal damage to your Pyre equal to 10% of its current health. Draw 5 cards and apply -2 EMBER.[/p]
[p]Tier III: Gain Attuned and +30 Magic Power per EMBER.[/p]
[p]Tier III:+40 HEALTH. Buffet 3. This unit can be Eaten to gain its ATTACK and HEALTH.[/p]
[p]Tier III: Your Pyre takes an additional 1 damage from all sources and gains Revenge: Draw +1 next turn and gain +1 permanent PYREHEALTH and +1 permanent Pyre ATTACK.[/p]
[p]Dipper[/p]
[p]Elle[/p]
[p]Equilibrius[/p]
[p]Ghastbud[/p]
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[p]Tier I: Summon: Apply 50% of this unit's Buff stacks to friendly units.[/p]
[p]Tier I: 2 random starter cards are upgraded with: Gain 1 EMBER and draw +1 next turn.[/p]
[p]Tier I: At the end of battle, If your deck is over 25 cards then purge down to 25 cards. After you purge a total of 9 cards, permanently draw +1 each turn.[/p]
[p]Tier I: Gain Titanite and -2 EMBER.[/p]
[p]Tier II: Summon: Apply 75% of this unit's Buff stacks to friendly units.[/p]
[p]Tier II: 3 random starter cards are upgraded with: Gain 1 EMBER and draw +1 next turn.[/p]
[p]Tier II: At the end of battle, If your deck is over 25 cards then purge down to 25 cards. After you purge a total of 7 cards, permanently draw +1 each turn.[/p]
[p]Tier II: Gain Titanite, Endless, and -2 EMBER.[/p]
[p]Tier III: Summon: Apply 100% of this unit's Buff stacks to friendly units.[/p]
[p]Tier III: 4 random starter cards are upgraded with: Gain 1 EMBER and draw +1 next turn.[/p]
[p]Tier III: At the end of battle, If your deck is over 25 cards then purge down to 25 cards. After you purge a total of 5 cards, permanently draw +1 each turn.[/p]
[p]Tier III: Gain Titanite, Damage Shield 4, Endless, and -2 EMBER.[/p]
[p]Goldie[/p]
[p]Gorgon[/p]
[p]Grump[/p]
[p]Heartbreaker[/p]
[p]
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[p]Tier I: Gain Holdover. When played, gain 10 GOLD per EMBER cost.[/p]
[p]Tier I: Slay: +1 CAPACITY. Friendly units gain +2 ATTACK and +4 HEALTH.[/p]
[p]Tier I: Revenge: Gain +1 ATTACK permanently. Strike: Gain +1 HEALTH permanently.[/p]
[p]Tier I: Gain Fragile. Extinguish: Apply Fragile to the non-boss unit that killed it.[/p]
[p]Tier II: Gain Holdover. When played, gain 20 GOLD per EMBER cost.[/p]
[p]Tier II: Slay: +2 CAPACITY. Friendly units gain +2 ATTACK and +4 HEALTH.[/p]
[p]Tier II: Revenge: Gain +1 ATTACK permanently. Strike: Gain +2 HEALTH permanently.[/p]
[p]Tier II: Gain Fragile and Reanimate 1. Extinguish: Apply Fragile to the non-boss unit that killed it.[/p]
[p]Tier III: Gain Holdover. When played, gain 30 GOLD per EMBER cost.[/p]
[p]Tier III: Slay: +2 CAPACITY. Friendly units gain +4 ATTACK and +8 HEALTH.[/p]
[p]Tier III: Revenge: Gain +2 ATTACK permanently. Strike: Gain +2 HEALTH permanently.[/p]
[p]Tier III: Gain Fragile and Reanimate 2. Extinguish: Apply Fragile to the non-boss unit that killed it.[/p]
[p]Karma[/p]
[p]Lamb[/p]
[p]Lil' Cap[/p]
[p]Maniac[/p]
[p]
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[p][/p][p]
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[p]Tier I: Revenge: Deal damage to the attacker equal to ATTACK and gain Malaise 3.[/p]
[p]Tier I: Endless. Extinguish: Draw +1 next turn.[/p]
[p]Tier I: Units gain +2 ATTACK and +4 HEALTH for every 10 cards you have in your Deck.[/p]
[p]Tier I: Resolve: Advance and gain Pyregel 4. Friendly units gain Burst 1.[/p]
[p]Tier II: Revenge: Deal damage to the attacker equal to ATTACK and gain Malaise 2.[/p]
[p]Tier II: Endless. Extinguish: Draw +1 next turn and apply -1 EMBER.[/p]
[p]Tier II: Units gain +4 ATTACK and +8 HEALTH for every 10 cards you have in your Deck.[/p]
[p]Tier II: Vanguard: Multistrike 1. Resolve: Advance and gain Pyregel 4. Friendly units gain Burst 1.[/p]
[p]Tier III: Revenge: Deal damage to the attacker equal to ATTACK and gain Malaise 1.[/p]
[p]Tier III: Endless. Extinguish: Draw +2 next turn and apply -1 EMBER.[/p]
[p]Tier III: Units gain +6 ATTACK and +12 HEALTH for every 10 cards you have in your Deck.[/p]
[p]Tier III: Vanguard: Multistrike 1. Resolve: Advance and gain Pyregel 4. Friendly units gain Burst 1 and +5 ATTACK.[/p]
[p]Meanmug[/p]
[p]Metamind[/p]
[p]Mimic[/p]
[p]Mollis[/p]
[p]
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[p]Tier I: Gain Avarice 12.[/p]
[p]Tier I: When played, add 1 upgrade slot. Spells have a max of 5 upgrade slots.[/p]
[p]Tier I: Gain the allied champion. It gains a random upgrade the next time you use a lightforge.[/p]
[p]Tier I: Gain Triplestack.[/p]
[p]Tier II: Gain Avarice 12. Celebrate: Gain Avarice 5 permanently.[/p]
[p]Tier II: When played, add 2 upgrade slots. Spells have a max of 5 upgrade slots.[/p]
[p]Tier II: Gain the allied champion. It gains a random upgrade the next 2 times you use a lightforge.[/p]
[p]Tier II: Gain Triplestack. Apply Frostbite 3 to targeted enemy units and Armor 3 to targeted friendly units.[/p]
[p]Tier III: Gain Avarice 12. Celebrate: Gain Avarice 5 permanently. For every 100 GOLD spent, gain +10 ATTACK.[/p]
[p]Tier III: When played, add 3 upgrade slots. Spells have a max of 5 upgrade slots.[/p]
[p]Tier III: Gain the allied champion. It gains a random upgrade the next 3 times you use a lightforge.[/p]
[p]Tier III: Gain Quadrastack. Apply Frostbite 3 to targeted enemy units and Armor 3 to targeted friendly units.[/p]
[p]Red Hot[/p]
[p]Sarge[/p]
[p]Savanta[/p]
[p]Showtime[/p]
[p]
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[p]Tier I: Gain Explosive and +5 Magic Power.[/p]
[p]Tier I: Celebrate: Gain 1 upgrade slot and +10 HEALTH permanently. Units have a max of 5 upgrade slots.[/p]
[p]Tier I: Apply 0 EMBER. Take PYREHEALTH damage equal to the base cost.[/p]
[p]Tier I: A random floor has +3 CAPACITY. At the end of combat, the front friendly unit on that floor gains +1 CAPACITY, +5 ATTACK and +25 HEALTH if there is CAPACITY available (max 6 CAPACITY).[/p]
[p]Tier II: Gain Explosive and +5 Magic Power. Slay: Apply -1 EMBER to a random card.[/p]
[p]Tier II: Celebrate: Gain 2 upgrade slot and +20 HEALTH permanently. Units have a max of 5 upgrade slots. [/p]
[p]Tier II: Apply 0 EMBER. Take PYREHEALTH damage equal to the base cost -1 EMBER.[/p]
[p]Tier II: A random floor has +3 CAPACITY. At the end of combat, the front friendly unit on that floor gains +1 CAPACITY, +10 ATTACK and +35 HEALTH if there is CAPACITY available (max 6 CAPACITY).[/p]
[p]Tier III: Gain Explosive and +10 Magic Power. Slay: Apply -1 EMBER to a random card.[/p]
[p]Tier III: Celebrate: Gain 3 upgrade slots and +30 HEALTH permanently. Units have a max of 5 upgrade slots.[/p]
[p]Tier III: Apply 0 EMBER. Take PYREHEALTH damage equal to the base cost -1 EMBER. Spellchain.[/p]
[p]Tier III: A random floor has +5 CAPACITY. At the end of combat, the front friendly unit on that floor gains +1 CAPACITY, +10 ATTACK and +35 HEALTH if there is CAPACITY available (max 6 CAPACITY).[/p]
[p]Silver[/p]
[p]Slacy[/p]
[p]Solaris[/p]
[p]Sparky[/p]
[p]
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[p]Tier I: Your Pyre randomly gains either +5 HEALTH or +5 ATTACK after any boss is defeated. Gain an artifact that gives either +1 EMBER, +1 Draw, or +2 CAPACITY after the next flying boss is defeated.[/p]
[p]Tier I: Equipped: The attached equipment gains +5 ATTACK permanently. Slay: The attached equipment gains +1 ATTACK and Armor 5 permanently.[/p]
[p]Tier I: Gain 3 EMBER. Reduce this amount by 1 each turn.[/p]
[p]Tier I: Your Pyre gains +1 ATTACK and +2 HEALTH permanently when a Champion kills a unit. Champions gain +2 ATTACK and +2 HEALTH permanently when the Pyre kills a unit.[/p]
[p]Tier II: Your Pyre randomly gains either +7 HEALTH or +7 ATTACK after any boss is defeated. Gain an artifact that gives either +1 EMBER, +1 Draw, or +2 CAPACITY after the next 2 flying bosses are defeated.[/p]
[p]Tier II: Equipped: The attached equipment gains +7 ATTACK permanently. Slay: The attached equipment gains +2 ATTACK and Armor 7 permanently.[/p]
[p]Tier II: Gain 4 EMBER. Reduce this amount by 1 each turn.[/p]
[p]Tier II: Your Pyre gains +2 ATTACK and +3 HEALTH permanently when a Champion kills a unit. Champions gain +3 ATTACK and +3 HEALTH permanently when the Pyre kills a unit.[/p]
[p]Tier III: Your Pyre randomly gains either +10 HEALTH or +10 ATTACK after any boss is defeated. Gain an artifact that gives either +1 EMBER, +1 Draw, or +2 CAPACITY after the next 3 flying bosses are defeated.[/p]
[p]Tier III: Equipped: The attached equipment gains +10 ATTACK permanently. Slay: The attached equipment gains +3 ATTACK and Armor 10 permanently.[/p]
[p]Tier III: Gain 5 EMBER. Reduce this amount by 1 each turn.[/p]
[p]Tier III: Your Pyre gains +3 ATTACK and +4 HEALTH permanently when a Champion kills a unit. Champions gain +4 ATTACK and +4 HEALTH permanently when the Pyre kills a unit.[/p]
[p]Sprout[/p]
[p]Thik[/p]
[p]Warborne[/p]
[p]Wizlord[/p]
[p]
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[p]Tier I: Gain ATTACK equal to all Infested stacks.[/p]
[p]Tier I: Each time you draft a card, gain a second copy. Your Pyre has +3 PYREHEALTH for each card in your deck.[/p]
[p]Tier I: Draw +1 for each floor that has enemy units on it at turn end.[/p]
[p]Tier I: When played other spells in hand gain +1 Magic Power permanently. Consume: Double the effect.[/p]
[p]Tier II: Gain ATTACK equal to all Infested stacks. Siphon: Gain +2 ATTACK permanently when an Infested unit dies.[/p]
[p]Tier II: Each time you draft a card, gain a second copy. Your Pyre has +4 PYREHEALTH for each card in your deck.[/p]
[p]Tier II: Draw +1 for each floor that has enemy units on it at turn end. Draw +1 each turn during Relentless.[/p]
[p]Tier II: When played other spells in hand gain +2 Magic Power permanently. Consume: Double the effect.[/p]
[p]Tier III: Gain ATTACK equal to all Infested stacks. Siphon: Gain +4 ATTACK permanently when an Infested unit dies.[/p]
[p]Tier III: Each time you draft a card, gain a second copy. Your Pyre has +5 PYREHEALTH and +2 ATTACK for each card in your deck.[/p]
[p]Tier III: Draw +1 for each floor that has enemy units on it at turn end. Draw +1 each turn during Relentless. Draw 2 after playing 10 cards in a turn.[/p]
[p]Tier III: When played other spells in hand gain +3 Magic Power permanently. Consume: Double the effect.[/p]
[p]
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[p][/p]
[p]Tier I: +1 CAPACITY on each floor. If all three floors have friendly units at turn start, gain 1 EMBER.[/p]
[p]Tier II: +1 CAPACITY on each floor. If all three floors have friendly units at turn start, gain 1 EMBER. If you are filling at least 20 capacity, gain 1 EMBER.[/p]
[p]Tier III: +1 CAPACITY on each floor. If all three floors have friendly units at turn start, gain 1 EMBER. If you are filling at least 20 capacity, gain 2 EMBER.[/p]