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  3. Destiny of the Railforged is now LIVE! And the Wurmkin clan returns!

Destiny of the Railforged is now LIVE! And the Wurmkin clan returns!

Destiny of the Railforged
[p]This update adds support for our newly released DLC, Destiny of the Railforged! The two big features in the DLC are:[/p]
  1. [p]The Railforged Clan[/p]
  2. [p]Soul Savior game mode[/p]
[p][dynamiclink][/dynamiclink][/p][h2]Railforged Clan[/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 Railforged clan and master their unique abilities to defeat the greatest threat Hell and Heaven have ever seen! Use Forge to upgrade powerful soldiers and weapons and deploy a new army of Stewards and machines.[/p][p][/p][p] [/p][p][/p][h2]Soul Savior[/h2][p]
Follow the Rail to the Rift Station, the outpost for Hell’s clans against the latest threat to the Banished Outpost. There, dive into the Soulstream and play Monster Train 2 in Soul Savior mode. Hone your strategies and optimize your deck to face new enemies across four different runs before meeting the final boss.[/p][p][/p][p][/p][p][/p][h2]New Boss and Enemies[/h2][p][/p][p]The Lifemother returns for revenge against Herzal after millenia trapped inside the Soulstream. With her, she brings her new family, one that she vows to not lose. Defeat her Children and Their armies before reaching the Lifemother herself. But remember, the order you battle Them is a vital choice that should not be taken lightly.[/p][p][/p][p][/p][p][/p][h2]Return of the Wurmkin[/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, please see this detailed post. 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 Monster Train 2 card art![/p][p][/p]
[p][/p]
[p][/p]
[p][/p]
[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]And more![/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][p][/p][p][/p][p]—[/p][p] [/p][h2]Major New Content[/h2]
  1. [p]Wurmkin clan - free update, redesigned for MT2.[/p]
  2. [p]Railforged clan - part of the Destiny of the Railforged DLC, a new clan lead by Herzal and Heph.[/p]
  3. [p]Soul Savior mode - part of the Destiny of the Railforged DLC, a major new gameplay mode with a new type of run, new enemies, unlockable Soul upgrades, new music, and more.[/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 major spoilers.[/p][p][/p][p][/p][h2]General Gameplay Changes[/h2]
  1. [p]New achievements added for Wurmkin and Destiny of the Railforged.[/p]
  2. [p]Updated Artificer trigger to count when equipping any unit (not just allies).[/p]
  3. [p]Fixed bug where spawner-type units like Legion of Wax could spawn in the wrong location if another unit on the floor died during combat during the same turn the spawn/hatch happens. This issue dates back to MT1.[/p]
  4. [p]Updated behavior of units that split into other units to copy the parent unit’s equipment into the spawned unit. This affects Legion of Wax and Bog Chrysalis for example.[/p]
  5. [p]Changed various status effects to have their stacks properly removed if something triggers them during the Deployment phase. This applies to armor, life steal, spell shield, spell weakness, damage shield, and melee weakness.[/p]
  6. [p]Updated card text for cards that exclude themselves with new keyword Distinct. Stardust Invocation and Unearth Treasure are examples.[/p]
  7. [p]Rally updated from “Triggers when you play a unit card on this floor.” to “Triggers when a friendly unit is summoned on this floor.” Rally now triggers for cardless units.[/p]
  8. [p]Holdover now works for spells cast in the Deployment Phase. They will be drawn on the next turn.[/p]
[p]
[/p][h3]Luna Coven[/h3]
  1. [p]Celestial Sails artifact’s ember reduction now persists for the battle instead of only during the Deployment Phase.
    [/p]
[h3]Underlegion[/h3]
  1. [p]Truffles ability Fetch cooldown decreased from 3 to 2.[/p]
[p][/p][h3]Lazarus League[/h3]
  1. [p]Changed Reanimate behavior so units killed because their Max HP dropped to 0 will have their Max HP set to 1 upon reanimation. This fixes a rare softlock.
    [/p]
[h3]Hellhorned[/h3]
  1. [p]Consumer of Crowns ability Warlord’s Tithe cooldown decreased from 2 to 0.
    [/p]
[h3]Melting Remnant[/h3]
  1. [p]Remnant Pact updated to clarify "for the rest of battle."[/p]
  2. [p]Bounty Stalker’s attack increased from 10 to 30. Attack gain on Extinguish increased from 8 permanent attack to 10 permanent attack.
    [/p]
[h3]Stygian Guard[/h3]
  1. [p]Fixed rare softlock when discarding Offering cards and unit cards through a single effect like Deep Offering.[/p]
[p][/p][h3]Umbra[/h3]
  1. [p]Shadowsiege cost decreased from 6 >>> 4. Atk/Health increased from 200/150 >>> 250/250. Now starts with Emberdrain 3.[/p]
[p][/p][h3]Clanless Content[/h3]
  1. [p]Fixed Abyssal Prism incorrectly applying attack from each teammate instead of just the front unit when Cleave is cast.[/p]
  2. [p]Fixed Abyssal Prism incorrectly scaling X Cost effects on friendly units.[/p]
  3. [p]Fixed Abyssal Prism targeting units with Stasis.[/p]
  4. [p]Added Cardless state to Jack in the Box units when they spawn.[/p]
  5. [p]Fixed bug where Crystallized Wings would sometimes break Undo.[/p]
  6. [p]Updated Wing Clippings to trigger Etch when a Consume card is preserved.[/p]
  7. [p]Fixed bug with Gear Up mutator where rerolling in one shop could disable rerolling in a separate shop.[/p]
  8. [p]Fixed Historian's Razor artifact to not count starter artifacts.[/p]
  9. [p]Dante’s Footstool and Attuned Whetstone artifacts’ ember reduction now persist for the battle instead of only during the Deployment Phase. They also now are able to draw Deployable cards, however they prefer to draw non-Deployable cards if available.
    [/p]
[h3]Enemies & Battles[/h3]
  1. [p]Changed Titan fight so all “front in room” and “random in room” effects will skip over Savagery if he's at 1 HP.[/p]
  2. [p]Fixed the combat preview in certain circumstances when the Pyre was dying during the Titan fight.[/p]
  3. [p]Fixed rare issue where friendly unit spawns that happen post-turn sometimes causing an existing unit to get kicked out of all spawn points, if the enemy attacked and killed a friendly unit at the same time.[/p]
  4. [p]Fixed bug where boss rush score would not be calculated correctly when Stryx and Hallow are killed early.[/p]
  5. [p]Fixed a rare bug where the game could softlock if Stryx and Hallow were killed under certain conditions.[/p]
  6. [p]Removed Redhot Renovations and Wave Shuffle mutators from daily challenges.
    [/p]
[h3]Celestial Alcove Events[/h3]
  1. [p]Added Wurmkin and Railforged (if owned) to a variety of events that randomly select rewards from clans.[/p]
  2. [p]Removed Stoic Platemail from Red Crown and Graft event equipment pools due to it having the potential to be overly punishing when randomly applied to a unit.[/p]
  3. [p]Fixed Mirror Mirror (Card Copy) event art to remove texture seam/halo.[/p]
  4. [p]Added custom text to an event that Heph appears in if you are playing Railforged and using Heph as your champion.[/p]
  5. [p]Fixed Dominating Authority upgrade not summoning a unit in some instances.[/p]
[p][/p][h3]Logbook[/h3]
  1. [p]Added Support for Railforged and Wurmkin clan win tracking.[/p]
  2. [p]Added Soul Savior enemy list.[/p]
  3. [p]Added stat tracking for newly added mechanics related to Railforged and Wurmkin clans.[/p]
  4. [p]Judge's Scales re-added to the artifact list, was erroneously removed.[/p]
  5. [p]Added Echoes from the Void challenges to the Logbook progress tracker for Dimensional Challenges.[/p]
  6. [p]Made it so only base game content tracking is required for certain cosmetic unlocks.
    [/p]
[h3]UI & Visuals[/h3]
  1. [p]Fixed Titan Essence icons not always using the correct icon in all contexts.[/p]
  2. [p]Tweaked the Titan battle outro such that certain events can't turn the UI back on, leading to ugly visuals and some interactability.[/p]
  3. [p]Added visual effects to redesigned MT1 cards that turned into rooms and equipment.[/p]
  4. [p]Fixed accidentally skipping Battle Start screen if rapidly clicking while it is animating in.[/p]
  5. [p]Fixed visual glitches when drawing cards when you have both Volatile Gauge and Crystallized Wing.[/p]
  6. [p]Fixed Winstreak text overflow in game over screen.[/p]
  7. [p]Removed a few personal records from displaying in an Endless context (deck size and run time).[/p]
[p][/p][h3]Audio[/h3]
  1. [p]Fixed missing sounds on these units: Shadowsiege, Morselmaker, Holy Cherub, and Disciple of Ruin.[/p]
  2. [p]Updated Celestial Storm sound.[/p]
  3. [p]Disabled all character buff/status effect related sounds while in logbook.

    [/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][/p][h3] Spoiler warning! Please don't continue scrolling if you don't want to see any content from Destiny of the Railforged![/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]
The Railforged
[p][/p][h2]Champion: Herzal[/h2][p][/p]
[p]Pyresmith Path[/p]
[p]Enduring Steel Path[/p]
[p]Blacksmith Path[/p]
[p][/p]
[p][/p]
[p][/p]
[p]Pyrespeak:
Cooldown 6
Add a 0 EMBER Pyreshot to your hand with Consume.
Pyreshot -3 EMBER Spell.
The Pyre immediately attacks enemies on this floor. [/p]
[p]Forge: [/p][p]Add to your Forge Point total. When yo uplay a unit or equipment card, spend all your Forge Points, and grants it bonus ATTACK and ARMOR for each Forge Point spent.[/p]
[p]Burst: Attacks an additional time. Remove 1 stack on Strike.[/p]
[p][/p][h2]Champion: Heph[/h2][p][/p]
[p]Weaponsmith[/p]
[p]Metalworker[/p]
[p]Handy[/p]
[p][/p]
[p][/p]
[p][/p][p][/p]
[p]Weaponcraft: Cooldown 2. Add a +5 ATTACK AND +5 HEALTH Crafted Equipment to your hand.

Artificer: Triggers when equipment is attached to any unit.[/p]
[p]Refined: Increases Forge Points and EMBER gained from Smelt by 1 per stack.[/p]
[p]Weaponcraft: Cooldown 2. Add a +5 ATTACK AND +5 HEALTH Crafted Equipment to your hand[/p]
[p][/p][p][/p][h2]Railforged Cards[/h2][p][/p]
[p]Anvil Breaker[/p]
[p]Armament Drive[/p]
[p]Assembly Room[/p]
[p][/p]
[p][/p]
[p] [/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][/p]
[p][/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][/p]
[p][/p]
[p][/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][/p]
[p][/p]
[p][/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][/p]
[p][/p]
[p][/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][/p]
[p][/p]
[p][/p]
[p]Knuckler Steward[/p]
[p]Machinist's Tome[/p]
[p]Magnetic Relay[/p]
[p][/p]
[p][/p]
[p][/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][/p]
[p] [/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][/p]
[p][/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][/p]
[p][/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][/p]
[p][/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][/p]
[p][/p]
[p][/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][/p]
[p][/p]
[p][/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] [/p]
[p][/p]
[p][/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][/p][p][/p][h2]Souls[/h2][p][/p]
[p]Beeziebub[/p]
[p]Bougle[/p]
[p]Butterball[/p]
[p]Daemos[/p]
[p][/p]
[p][/p]
[p][/p]
[p][/p]
[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]
[p][/p]
[p][/p]
[p][/p]
[p][/p]
[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][/p]
[p][/p]
[p][/p]
[p][/p]
[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][/p]
[p][/p][p][/p]
[p][/p][p][/p]
[p][/p][p][/p]
[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][/p]
[p][/p]
[p][/p]
[p][/p]
[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][/p]
[p][/p]
[p][/p]
[p][/p]
[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][/p]
[p][/p]
[p][/p]
[p][/p]
[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][/p][p][/p]
[p][/p]
[p][/p]
[p][/p]
[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]Wormgut[/p]
[p][/p]
[p][/p]
[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]
[p][/p][h2]New Enemies[/h2][p][/p][h3]The Lifemother[/h3][p][/p][p][/p][h3][/h3][h3]Her Children[/h3][p][/p]
[p]Maera the Dutiful[/p]
[p]Lylith the Spurned[/p]
[p][/p]
[p][/p][p][/p]
[p]Tivi the Unruly[/p]
[p]Thaddeus the Indulgent[/p]
[p][/p]
[p][/p]
[h3][/h3][h3]The Lifemother's Blooms[/h3][p][/p]
[p]Fleshfruit[/p]
[p]Glutmass[/p]
[p]Jeermask[/p]
[p][/p]
[p][/p]
[p][/p]
[p]Longlash[/p]
[p]Ossivane Sentinel[/p]
[p][/p]
[p][/p][p][/p][p][/p]
[p]Plaguehost[/p]
[p]Witchwarden[/p]
[p]Zephyrite[/p]
[p][/p]
[p][/p]
[p][/p]
[h3][/h3][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]