Patch #11: Necromancy Update, UI Tweaks and Balance Changes
Greetings, Heroes!We are excited to present a massive and fresh update, with a special focus on balancing faction mechanics, fixing exploits, and improving overall gameplay convenience. Based on your feedback and collected statistics, we have prepared a series of large-scale changes that will noticeably refresh the current meta.Main highlights of this patch:Necromancy. We have completely reworked the core logic for raising undead after combat. You can now raise enemy units into undead even if you did not have creatures of that exact tier in your army. Along with this, the energy cost to raise creatures has significantly changed, and we have added helpful elements to the UI, including the ability to manually recycle fallen enemies into Necromantic Energy directly in the combat results window.Other Faction Skills. Changes have been made to Schism's "Abyssal Communion" (the effect now applies to non-Schism faction units as well), as well as to Hive's larvae mechanics, shifting their gameplay focus toward their explosive potential.Battle Magic and Summon Avatar. Following recent balance adjustments and nerfs to Might heroes, Mages have significantly solidified their position. We are reverting the base stats of "Battle Magic" to their original values. The heavily debated "Summon Avatar" skill has also been adjusted — the base version is weakened, but you will now have more options for situational upgrades via its sub-skills.New “Tournament” Win Condition Templates. New competitive templates have been added to the random map generator — Jebus Tournament and Outcast Tournament, featuring uninterrupted simultaneous turns, alongside the hybrid templates called Mix and Galaxy.Template Rotation. The template rotation pool has been updated for both Classic Mode and Single Hero Mode, and the faction pick-and-ban order between players has been slightly adjusted.Bug Fixes. Among other fixes, we eliminated an exploit that allowed Temple players to infinitely gain resources on the Global Map, resolved an issue with incorrect Dungeon dragons alternative attack damage, and fixed errors related to loading multiplayer saves.⚠️ Reminder: Intentionally exploiting in-game bugs in competitive play can result in a temporary or permanent multiplayer ban! Engaging in such behavior may also violate the rules of the platform you're playing on, risking a platform-wide ban. Don't jeopardize your account for a dubious advantage — play fair! ⚠️Thank you so much for your support, for developing the official community wiki, and for helping us make the game better!Changelogv. 0.80.31Bug FixesCombat and Creature BehaviorFixed a bug where dragons dealt half damage with their alternative attack when choosing certain strike directions.Fixed the description of the "Vampirism" passive ability for Vampire Lords and Vampire Scholars.Fixed a bug where Stinging Ra’Shoth counterattacked while under the effect of "Staggering Hits".Fixed a bug where the "Weakening Venom" and “Poisonous Blood” abilities of Chthonic Hydras and Infernal Hydras increased damage dealt instead of reducing it.Fixed a bug where the "Mirror Copy" spell effect could be dispelled, leading to the indefinite existence of the created copy on the battlefield.Added the correct cooldown time for the "Lightning Bolt" ability of Thunder Qilins.Fixed a bug where the max-level "Guillotine" spell failed to trigger on stacks with full HP.Activating active skills or performing a counterattack animation in combat no longer resets the player's current selection from the active abilities panel.Fixed a bug where Grove faction Might heroes in Arena Mode were offered an incorrect set of skills to choose from.Fixed an incorrect creature type indicator for the summoned Avatar.Enemy traps now become visible strictly upon being stepped on, rather than when stepping onto adjacent hexes.Global Map and ObjectsFixed a bug where the "Scales of Worth" object granted its bonus only to the first hero who visited it.Fixed an exploit that allowed Temple players to infinitely gain resources on the Global Map.Highlighting and Outlines:Fixed the outlining algorithm for interactive objects: outlines now correctly update after visiting them and at the start of a new week.Interactive object highlighting logic now correctly accounts for the currently selected hero.Fixed a bug where the "Infernal Cirque" object offered level-1 skills as a reward instead of the maximum level.Hero Map Behavior:Heroes now correctly disappear from the Global Map after fleeing from combat.Heroes now correctly disappear from the Global Map upon losing a battle for the Grail.Fixed the specialization of the hero Xirr — it now correctly protects him from negative effects on the Global Map.Fixed a bug where combat against neutral squads failed to trigger in certain situations.Multiplayer, UI, and LobbyFast clicking of the Tab key while transitioning to the combat screen no longer breaks the battlefield rendering.Fixed a bug where entering a tournamen
We are excited to present a massive and fresh update, with a special focus on balancing faction mechanics, fixing exploits, and improving overall gameplay convenience. Based on your feedback and collected statistics, we have prepared a series of large-scale changes that will noticeably refresh the current meta.
Main highlights of this patch:
Necromancy. We have completely reworked the core logic for raising undead after combat. You can now raise enemy units into undead even if you did not have creatures of that exact tier in your army. Along with this, the energy cost to raise creatures has significantly changed, and we have added helpful elements to the UI, including the ability to manually recycle fallen enemies into Necromantic Energy directly in the combat results window.
Other Faction Skills. Changes have been made to Schism's "Abyssal Communion" (the effect now applies to non-Schism faction units as well), as well as to Hive's larvae mechanics, shifting their gameplay focus toward their explosive potential.
Battle Magic and Summon Avatar. Following recent balance adjustments and nerfs to Might heroes, Mages have significantly solidified their position. We are reverting the base stats of "Battle Magic" to their original values. The heavily debated "Summon Avatar" skill has also been adjusted — the base version is weakened, but you will now have more options for situational upgrades via its sub-skills.
New “Tournament” Win Condition Templates. New competitive templates have been added to the random map generator — Jebus Tournament and Outcast Tournament, featuring uninterrupted simultaneous turns, alongside the hybrid templates called Mix and Galaxy.
Template Rotation. The template rotation pool has been updated for both Classic Mode and Single Hero Mode, and the faction pick-and-ban order between players has been slightly adjusted.
Bug Fixes. Among other fixes, we eliminated an exploit that allowed Temple players to infinitely gain resources on the Global Map, resolved an issue with incorrect Dungeon dragons alternative attack damage, and fixed errors related to loading multiplayer saves.
⚠️ Reminder: Intentionally exploiting in-game bugs in competitive play can result in a temporary or permanent multiplayer ban! Engaging in such behavior may also violate the rules of the platform you're playing on, risking a platform-wide ban. Don't jeopardize your account for a dubious advantage — play fair! ⚠️
Thank you so much for your support, for developing the official community wiki, and for helping us make the game better!
v. 0.80.31
Fixed a bug where dragons dealt half damage with their alternative attack when choosing certain strike directions.
Fixed the description of the "Vampirism" passive ability for Vampire Lords and Vampire Scholars.
Fixed a bug where Stinging Ra’Shoth counterattacked while under the effect of "Staggering Hits".
Fixed a bug where the "Weakening Venom" and “Poisonous Blood” abilities of Chthonic Hydras and Infernal Hydras increased damage dealt instead of reducing it.
Fixed a bug where the "Mirror Copy" spell effect could be dispelled, leading to the indefinite existence of the created copy on the battlefield.
Added the correct cooldown time for the "Lightning Bolt" ability of Thunder Qilins.
Fixed a bug where the max-level "Guillotine" spell failed to trigger on stacks with full HP.
Activating active skills or performing a counterattack animation in combat no longer resets the player's current selection from the active abilities panel.
Fixed a bug where Grove faction Might heroes in Arena Mode were offered an incorrect set of skills to choose from.
Fixed an incorrect creature type indicator for the summoned Avatar.
Enemy traps now become visible strictly upon being stepped on, rather than when stepping onto adjacent hexes.
Fixed a bug where the "Scales of Worth" object granted its bonus only to the first hero who visited it.
Fixed an exploit that allowed Temple players to infinitely gain resources on the Global Map.
Highlighting and Outlines:
Fixed the outlining algorithm for interactive objects: outlines now correctly update after visiting them and at the start of a new week.
Interactive object highlighting logic now correctly accounts for the currently selected hero.
Fixed a bug where the "Infernal Cirque" object offered level-1 skills as a reward instead of the maximum level.
Hero Map Behavior:
Heroes now correctly disappear from the Global Map after fleeing from combat.
Heroes now correctly disappear from the Global Map upon losing a battle for the Grail.
Fixed the specialization of the hero Xirr — it now correctly protects him from negative effects on the Global Map.
Fixed a bug where combat against neutral squads failed to trigger in certain situations.
Fast clicking of the Tab key while transitioning to the combat screen no longer breaks the battlefield rendering.
Fixed a bug where entering a tournament combat from a city placed the player on the Global Map with a broken game UI.
Fixed incorrect calculation and display of Law points and Astrology Points.
Lobby:
Players can no longer occupy locked slots in the lobby prior to match start.
Fixed a bug with map areas generation if player slots were locked in the lobby.
Fixed a bug that caused map generation failure under certain lobby settings.
Fixed a bug where a host leaving the lobby set an unknown password for that lobby.
Settings and Saves
Language changes are now applied instantly, but are saved only upon confirming the settings.
Fixed a bug where Necropolis heroes appeared in the Tavern with no Necromantic Energy.
Fixed a bug where settings were reset after editing the emote wheel or confirming the configuration.
Using a period (.) in a save file name no longer cuts off or corrupts the save file name.
Detailed tooltips have been added to the UI, informing players of specific reasons why fleeing or surrendering is currently impossible in combat.
Fixed a bug where certain extra heroes were incorrectly shown as unselectable on some maps and templates.
Fixed an issue where some saves in multiplayer were loading incorrectly.
Fixed a visual bug where an oversized Aga’Shoth Rider could be displayed on the battlefield.
The Black Player color is now correctly displayed on the initiative bar.
Combat stances for Dungeon heroes are now displayed in the correct order.
Fixed the position of the numbers in the selected spells during arena’s draft phase, which were shifted after the previous update.
Positive and negative effects are now correctly displayed in the hero inventory window.
Fixed the position of the "Already Visited" text for the "Four Scholars Shrine" object.
Fixed an issue where the Tactical Phase timer overlapped the battle timer in the first round, making them unreadable as a result.
Artifacts included in a set are now correctly highlighted on the city screen, whilst within the hero inventory window.
The Necromancy interface has been significantly redesigned: additional information has been added to guard tooltips on the map and in the end-of-battle window. You can now switch between accumulating Necromantic Energy and turning creatures into Undead of the same tier directly in the battle results window.
The Dungeon Heroes' Combat Stance interface has been improved.
The retreat button has been disabled in single-hero mode, and tooltips have been added explaining the reasons for blocking an escape or surrender in various situations.
Selected spells are now displayed in the arena's final window.
Offense
"Reality Wardens": Effect reworked. The sub-skill now reduces the enemy hero's Spell Power by 10%. The effect is doubled if the hero knows "Nightshade Magic."
Luck
The base chance to trigger a Lucky Hit per 1 point of Luck has been increased: 6% → 8%. This chance is now twice the base trigger chance of the high Morale effect.
Wisdom
"Rhythmic Cadence": Max mana bonus increased: 30% → 40%.
"Stargazer": Daily Astrology Points gained increased: 250 → 500.
Battle Magic
Following recent balance adjustments and nerfs to Might heroes, Mages have significantly solidified their position. We are reverting the base stats of "Battle Magic" to their original values while balancing its individual sub-skills.
Creature Attack and Defense bonus scaling from the hero's Spell Power and Knowledge: 15/25/35% → 15/20/25%.
Sub-skill Updates:
"Battle Mage’s Authority": Attack bonus scaling from Spell Power reduced: 20% → 15%.
"Mage Protector’s Authority": Defense bonus scaling from Knowledge reduced: 20% → 15%.
Summon Avatar
Based on collected statistics and your feedback, we are introducing a series of adjustments to this skill. The new version significantly reduces the power of the base version of the summoned Avatar, but allows you to heavily upgrade it depending on your preferences and the game situation.
The Avatar can now survive strictly 3 hits, regardless of the skill level.
The number of hits can no longer be increased by bonuses that "increase creature HP."
Base damage reduced: 12-12 → 10-10.
Damage scaling per 1 point of hero Spell Power reduced: 12–12/12–12/12–12 → 6–6/8–8/10–10.
The spell has been moved to Tier 4, meaning its cooldown is now 5 rounds (including the round of casting).
Sub-skill Updates:
"Avatar of Fury": Base damage bonus to the Avatar increased: 25% → 40%.
"Avatar of Celerity": Base Speed and Initiative bonuses to the Avatar increased: 1 → 2.
Replacement skill: "Fields of Mana" has been replaced by a new sub-skill, "Summon Destruction": The hero and friendly creatures deal +50% Damage to all summoned creatures.
Combat
"Effortless Strike": This sub-skill is now learned at the Expert level of the skill.
"Swordcraft": This sub-skill is now learned at the Advanced level of the skill.
Thaumaturgy
"Ancient Scrolls": This sub-skill is now learned at the Expert level of the skill.
"Thaumaturge Brilliance": This sub-skill is now learned at the Advanced level of the skill.
Necromancy
The current version of Necromancy is powerful enough, but overly complex to grasp. With this update, we are removing the strict restriction that ties undead raising to the current composition of the hero's army. Now, even if your army lacks creatures of a certain tier, you will still be able to raise high-tier units after a victory.
To balance this change, we are adjusting the starting energy values and its recovery after combat — the total number of raised units has been noticeably decreased.
???? Additionally, we have made major improvements to the Necromancy UI.
Reworked the core logic for raising undead after combat:
You can now raise enemy units into undead even if you did not have creatures of that exact tier in your army.
By default, fallen enemies are resurrected as their base versions: Tier-1 units become Skeletons, Tier-2 units become Wights, etc.
If your army already includes undead of the required tier, the type of unit raised depends on its composition:
If the base creature is present — the base version is raised.
If only the upgraded creature is present — the upgraded version is raised (at an increased energy cost).
If multiple upgrades of the creature are present — the undead type whose stack is numerically larger in the army will be raised.
Information regarding which exact creature will be raised has been added to map tooltips.
In the combat results window, you can now cancel the summon decision and manually recycle fallen enemies into Necromantic Energy.
Base Necromantic Energy capacity for heroes increased: 1000/1250/1500 → 3000/4000/5000.
Energy cost to raise creatures (values in parentheses indicate upgraded versions):
Tier 1: 5 → 20 (26)
Tier 2: 10 → 40 (54)
Tier 3: 25 → 100 (140)
Tier 4: 50 → 200 (290)
Tier 5: 100 → 400 (600)
Tier 6: 200 → 800 (1280)
Tier 7: 500 → 2000 (3500)
Tier 8: 2000 → 7500
Energy recovery values chosen instead of raising units remain unchanged.
The elite class for Necromancers — "Chronomancer" — has been reworked. It now fully replenishes the hero's Necromantic Energy pool daily.
Sub-skill Updates:
"Death Herald": Max Necromantic Energy bonus for the hero: 500 → 1000.
"Eternal Service": Base health restored reduced: 80 → 50 HP.
Abyssal Communion
Following recent adjustments, Schism still performs under expectations in Classic Mode while remaining dominant in Single Hero Mode. We are making a series of adjustments to faction laws (see below), expanding the effect of their faction skill to cover all units instead of just Schism faction units, while reducing numerical bonuses.
The Abyssal Communion effect now applies to non-Schism faction units as well.
Maximum level of Abyssal Communion reduced: 4/5/6 → 3/4/5.
The percentage of temporary creatures summoned per Communion level has been reduced: 3% → 2.5%.
Sub-skill Updates:
"Call of the Void": Mana restored per level of Abyssal Communion reduced: 3 → 2.
"Celestial Abyss": Bonus to the number of temporary creatures per Communion level reduced: 1% → 0.5%.
Summon Swarm
Recent changes have had a positive impact on Hive's power, particularly in Single Hero Mode. However, in the late game, their faction skill allows them to create a massive extra unit that is extremely difficult to counter. We are adjusting the stats of summoned larvae and shifting gameplay focus toward their passive explosive ability.
Other summoned or temporary stacks are no longer counted when calculating the number of larvae to summon.
Larvae health increased: 8 → 16.
"Unstable Concoction": Damage increased: 8 → 15 per hero level.
"Fiery Embrace" and "Blow Up": Damage increased: 16 → 30 per hero level.
Murmuring
The effects of the sub-skills "Just One More Time," "Burst of Energy," and "Strong Connection" now trigger as many times as there were Focus Charges spent to activate the ability.
"Just One More Time": Spellbook cooldown reduction reduced: 2 → 1 round.
Temple
Kestrel. Starting skill: Offense → Luck.
Keandra. Starting skill: Battlecraft → Offense.
Lord Edgar:
Starting skills: Advanced Righteousness → Basic Righteousness and Battlecraft.
Creature Attack and Defense bonus scaling from hero attributes: "10% + 5% per 6 hero levels" → "10% + 5% per 5 hero levels."
Merry Elias. Max mana capacity bonus increased: "10% + 5% per 5 hero levels" → "20% + 5% per 4 hero levels."
Zenith. Starting skill: Wisdom → Summon Avatar.
Lia the Untethered One. Starting spell: Inner Light → Judgement.
Julius. Starting skill: Resistance → Defense.
Vesper. Starting skill: Battle Magic → Daylight Magic.
Nadir. Specialization reworked: this hero's spell effect can now stack.
Necropolis
Kel’Ghul. Number of Dread Knights in the starting army increased: 2-3 → 3-3.
Ethric. Wights removed from the starting army, but the number of Liches increased: 3-4 → 4-6.
Grove
Gingertail: Starting skill: Battlecraft → Leadership.
Octavia: Lucky Strike chance bonus: "2% + 1% per 4 hero levels" → "3% + 1% per 4 hero levels."
Vatawna: Max mana capacity bonus increased: "10% + 5% per 5 hero levels" → "20% + 5% per 4 hero levels."
Elder Tss’kish: Number of Herbomancers in the starting army increased: 2-3 → 3-4.
Schism
All Might Heroes:
Starting Defense: 2 → 1
Starting Knowledge: 1 → 2
Jänhei: Starting skill: Wisdom → Battlecraft.
The Iron Master:
Starting skill: Resistance → Wisdom
Number of Concubi in the starting army increased: 2-3 → 3-4
Martyr Tho: Starting skill: Daylight Magic → Arcane Magic.
Eye Collective: Starting skill: Summon Avatar → Leadership.
Hive
Maelstrom: Number of Reavers in the starting army increased: 2-3 → 3-4.
Dungeon
All Might Heroes:
Starting Spell Power: 2 → 1
Starting Knowledge: 1 → 2
Tellaris the Betrayed: Specialization reworked. The hero's spell now affects all friendly creatures.
Rhea: Lucky Strike chance bonus: "2% + 1% per 4 hero levels" → "3% + 1% per 4 hero levels."
Kelarr, son of Navarr: Starting spell: Wean → Stone Fangs.
Temple
Tier 2:
Crossbowmen. Initiative: 5 → 4.
Austringer:
Initiative: 5 → 4
Defense: 4 → 3
Marksmen. Initiative: 7 → 6
Tier 3:
Griffin. HP: 25 → 30
Temple Griffin. HP: 25 → 30
Guardian Griffin. HP: 25 → 30
Buildings:
Construction of "Mews II" (upgraded Tier 2 dwelling) is now 250 Gold cheaper.
Construction of "Griffin Rookery I" (Tier 3 dwelling) is now 250 Gold more expensive.
Laws:
"Training: Scouting". Max level reduced: 2 → 1. Cost increased: 3/3 → 4
"Swift Reflexes". Cost increased: 5 → 6
"Sacred Lands". Cost increased: 3 → 4
Necropolis
Tier 2: Base weekly growth across all cities increased: 16 → 19. All hero starting armies adjusted accordingly.
Wraith: HP restored via "Phantom Vampirism" (new name for “Memory Devourer” trait) reduced: 40% → 30%.
Tier 3: Base weekly growth across all cities increased: 13 → 14. All hero starting armies adjusted accordingly.
Tier 5:
Lich. Damage: 12-16 → 13-16
Pestilent Lich. Attack: 16 → 12
Sanguine Lich. Damage: 12-16 → 13-16
Tier 6:
Dread Knight. HP: 100 → 80.
Avatar of War. HP: 100 → 80, Initiative: 11 → 10.
Hollow Reaper.
HP: 100 → 80
Damage: 22-24 → 24-26
Initiative: 10 → 11
Tier 7. HP restored via "Vampirism" increased: 40% → 50%.
Buildings:
Construction of "Quiet Pavilion I" and "II" (Tier 2 dwelling) is now 500 Gold more expensive.
Construction of "Kennel I" and "II" (Tier 3 dwelling) is now 250 Gold more expensive.
Construction of "Tomb of Warriors I" and "II" (Tier 6 dwelling) is now 1000 Gold cheaper.
Laws:
"Laws of the Immortals". Law point income bonus for cities reduced: 20/40/60% → 10/20/30%.
"Black Death". Over-time effect damage bonus reduced: 50/100% → 25/50%.
"Bloodthirst".
Max level reduced: 2 → 1
Cost increased: 3/3 → 6
Vampirism effect improvement reduced: 50/100% → 60%
"Animate Dead I", "III", and "V". Now increases Necromantic Energy pool by 500 instead of increasing Necromancy skill power by 2%.
"Animate Dead II" and "IV". Now increases Necromancy power by 2.5% instead of increasing Necromantic Energy pool by 250.
Grove
Following the last patch, Grove fell significantly in power. To bolster the faction, we are lowering the balance weight of all "Awakening" traits, as they prove to be quite situational in practice. This has led to creature adjustments, city dwelling cost rebalances, and adjustments to creature density on maps and in Pandora's Boxes.
Tier 2:
Hoplet:
Attack: 5 → 6
Defense: 3 → 5
Damage: 3-6 → 4-8
Dawn Hoplet:
Attack: 7 → 9
Defense: 3 → 5
Damage: 3-6 → 4-8
Dusk Hoplet:
Attack: 5 → 7
Defense: 5 → 7
Damage: 3-6 → 4-8
Tier 7:
Phoenix. Speed: 7 → 8.
Flaming Phoenix:
Attack: 34 → 36
Defense: 26 → 27, Speed: 9 → 10.
Energy Phoenix:
Defense: 36 → 39
Speed: 9 → 10
Buildings:
Construction of "Faun Huts II" (upgraded Tier 1 dwelling) is now 250 Gold more expensive.
Construction of "Hop Patch I" and "II" (Tier 2 dwelling) is now 500 Gold more expensive.
Construction of "Menhir Circle I" (Tier 3 dwelling) is now 250 Gold cheaper.
Construction of "Menhir Circle II" (upgraded Tier 3 dwelling) is now 500 Gold more expensive, but no longer requires Ore.
Construction of "Blooming Pond I" (Tier 4 dwelling) is now 1 Crystal cheaper.
Construction of "Blooming Pond II" (upgraded Tier 4 dwelling) is now 250 Gold more expensive, but 1 Crystal cheaper.
Construction of "Shroomwood Shack I" (Tier 5 dwelling) is now 2 Crystals more expensive, but 1 Gem and 1 Mercury cheaper.
Construction of "Shroomwood Shack II" (upgraded Tier 5 dwelling) is now 500 Gold cheaper, but 2 Crystals more expensive.
Construction of "Thunder Lair I" (Tier 6 dwelling) is now 500 Gold cheaper.
Construction of "Thunder Lair II" (upgraded Tier 6 dwelling) is now 1000 Gold more expensive, but 5 Wood and Ore cheaper.
Construction of "Pyre I" (Tier 7 dwelling) is now 2500 Gold and 5 Wood more expensive, but 5 Crystals cheaper.
Construction of "Pyre II" (upgraded Tier 7 dwelling) is now 2500 Gold cheaper, but 5 Wood and Ore more expensive.
Laws:
"Child of Woods". Grove hero sight radius bonus increased: 1/2 → 2/4. Grove hero movement points bonus increased: 10/20 → 15/30.
"Fertile Ground". Growth bonus in all external dwellings increased: 50/100% → 100/200%.
"Elite Qilins". Qilin damage bonus increased: 2/4/6 → 3/6/9.
"Force of Nature". Heroic Strike damage bonus increased: 10 → 20.
Schism
Tier 1. Ferocious Ra’Shoth. Speed: 5 → 6.
Buildings:
Construction of "House of Chains I" (Tier 5 dwelling) is now 1000 Gold cheaper, but 5 Mercury more expensive.
Construction of "House of Chains II" (upgraded Tier 5 dwelling) is now 500 Gold more expensive.
Construction of "Bloated Mansion I" (Tier 6 dwelling) is now 1500 Gold cheaper, but 5 Mercury more expensive.
Construction of "Eerie Summoning Rite I" (Tier 7 dwelling) is now 2500 Gold more expensive, but 5 Mercury cheaper.
Laws:
"Unfrozen Strength I—VII". Max level reduced: 2 → 1.
"Depths of Mind".
Max level increased: 2 → 3.
Daily morning mana restoration reduced: 10/20% → 5/10/15%.
Cost increased: 1/1 → 2/2/2.
"Cold Touch". Cost increased: 3/3 → 4/4.
"Call of the Deep". Max level increased: 2 → 3.
"The Abyss Stares Back". Law Tier reduced: 5 → 4. Cost reduced: 5 → 4.
"Elite Abyssal Envoys". Abyssal Envoys movement speed and initiative bonus reduced: 3 → 2.
"Ice Storms". Cost increased: 4 → 5.
"The World is Ours". Cost increased: 3 → 6.
"Planar Explorers".
Gained Astrology Points increased: 250/500/750 → 500/1000/1500.
Cost increased: 2/2/2 → 3/3/3.
"Survival Conditions". Law Tier reduced: 4 → 3.
Hive
Tier 6:
Waurms:
Attack: 20 → 21
Defense: 20 → 21
Devourer:
Attack: 20 → 21
Defense: 20 → 21
Damage: 24-26 → 26-28
Pyroboros:
Attack: 20 → 21
Defense: 20 → 21
Buildings. Construction of "Burning Soul Burrows I" (Tier 6 dwelling) now requires "Paper Nest I" (Tier 3 dwelling) instead of "Chitinous Ziggurat I" (Tier 4 dwelling).
Laws:
"Hive Offsprings I". Larva explosion damage bonus reduced: 100% → 50%.
"Hive Offsprings II". Now grants summoned larvae the Taunt effect instead of the Double Attack effect.
"Hive Offsprings III". Now grants summoned larvae the Double Attack effect instead of the Taunt effect.
Dungeon
Tier 2:
Infiltrator:
Defense: 2 → 4
Damage: 3-5 → 3-6
Guile Infiltrator:
Defense: 2 → 4
Damage: 3-5 → 3-6
Bleak Infiltrator:
Defense: 3 → 4
Damage: 3-5 → 3-6
Tier 3:
Onyx Dancer. HP: 18 → 20.
Jasper Dancer. HP: 18 → 20.
Aureate Dancer. HP: 18 → 20.
Tier 5:
Medusa Sculptor. Defense: 17 → 18.
Medusa Queen:
Attack: 15 → 17
Initiative: 7 → 8
Tier 6:
Hydra. Initiative: 8 → 6.
Chthonic Hydra.
Defense: 34 → 30
Initiative: 8 → 6
Infernal Hydra. Initiative: 10 → 8.
Tier 7:
Cave Dragon. Damage: 45-50 → 50-60.
Black Dragon:
Defense: 31 → 32
Damage: 60-65 → 65-75
Ashen Dragon. Damage: 60-65 → 65-75.
Buildings:
Construction of "Warren I" (Tier 1 dwelling) is now 250 Gold cheaper.
Construction of "Safe House I" and "II" (Tier 2 dwelling) is now 500 Gold more expensive.
Construction of "Amphitheater I" (Tier 3 dwelling) is now 250 Gold more expensive.
Construction of "Labyrinth II" (upgraded Tier 4 dwelling) is now 250 Gold more expensive.
Construction of "Chthonic Home I" (Tier 6 dwelling) is now 500 Gold cheaper.
Construction of "Chthonic Home II" (upgraded Tier 6 dwelling) is now 500 Gold and 5 Wood cheaper.
Construction of "Cave Palace II" (upgraded Tier 7 dwelling) is now 5 Wood and Ore more expensive.
Laws:
"Children of Dungeon I—VII". Cost reduced: 3 → 2.
"Leaders of the Nation". Cost increased: 2/2 → 3/3.
"Tactical Advantage". Cost increased: 5 → 6.
"Triumvirate’s Agents". Cost increased: 4/4 → 5/5.
"Magical Education".
Max level increased: 1 → 2.
Cost reduced: 5 → 4/4.
"Saturation". Cost reduced: 4 → 3.
Neutral Creatures
Tier 4. Starchild: Now deals only 50% damage to adjacent targets with its basic attack.
Tier 6. Worldwatcher: Granted a new passive ability that protects the stack from effects that instantly kill extra units upon attack.
Pandora's Boxes
The number of creatures players can receive from Pandora's Boxes has been adjusted. Values are given for standard/upgraded versions in "before → after" format:
Necropolis:
Tier 3, Undead Pet: 50/35 → 50/36.
Tier 4, Graverobber: 31/21 → 31/22.
Tier 6, Dread Knight: 16/10 → 18/11.
Grove:
Tier 2, Hoplet: 30/20 → 25/20.
Tier 3, Vine Iriyad: 28/20 → 24/17.
Tier 4, Naiad: 23/16 → 24/17.
Tier 5, Herbomancer: 18/12 → 19/12.
Tier 6, Qilin: 13/9 → 14/9.
Schism:
Tier 2, Cultist: 25/20 → 30/20.
Tier 4, Grand Shoth: 20/14 → 21/15.
Tier 5, Concubus: 22/15 → 21/14.
Hive:
Tier 4, Scorpion: 32/22 → 29/20.
Tier 5, Reaver: 15/10 → 16/11.
Tier 6, Waurms: 13/8 → 12/8.
Dungeon:
Tier 1, Troglodyte: 50/35 → 45/35.
Tier 2, Infiltrator: 40/30 → 35/25.
Tier 3, Onyx Dancer: 34/25 → 32/23.
Tier 6, Hydra: 12/8 → 13/8.
Neutral Creatures:
Tier 1: 56 → 60.
Tier 2: 32 → 35.
Tier 3: 22 → 21.
Tier 4: 15 → 17.
Tier 5: 12 → 14.
Tier 6: 9 → 10.
Daylight Magic
"Blessing". Damage bonus to basic attacks reduced: 20/25/25/35% → 15/20/20/30%.
"Haste":
Base duration of applied effect increased: 1/1/1/1 → 2/2/2/2.
Casting cost increased: 6/6/6/6 → 8/8/8/8.
"Favorable Wind":
Damage bonus to ranged and long-reach attacks changed: 20/25/35/50% → 20/30/40/40%.
At level 4, it now also removes the combat shooting penalty.
"Shorten Shadow". Target Attack and Defense reduction increased: -2 → -3.
"Parry". Casting cost reduced: 15/15/15/15 → 10/10/10/10.
"Radiant Armor":
Gained damage reduction reduced: 20/30/30/40% → 15/25/25/35%.
Casting cost increased: 18/18/18/18 → 22/22/22/22.
"Judgement". Casting cost reduced: 35/35/35/35 → 30/30/30/30.
Nightshade Magic
"Web". Base duration of applied effect increased: 1/1/1/1 → 2/2/2/2.
"Enlarge Shadow". Target Attack and Defense increase boosted: 2 → 3.
"Despair":
Base damage dealt reduced: 20/20/30/30 → 10/10/15/15.
Casting cost increased: 9/9/9/9 → 11/11/11/11.
"Fatal Decay". Base duration of applied effect increased: 1/1/1/1 → 2/2/2/2.
"Sleep". Base duration of applied effect increased: 1/2/3/3 → 2/3/4/4.
"Vulnerability":
Effect power reduced: 20/30/50/50% → 20/30/30/30%.
At level 3, it now amplifies damage received by the target to its maximum.
Casting cost reduced: 11/11/11/11 → 8/8/8/8.
Arcane Magic
"Early Start":
Base duration of applied effect increased: 1/1/1/1 → 2/2/2/2.
Casting cost increased: 6/6/6/6 → 8/8/8/8.
"Energize". Casting cost reduced: 11/9/9/9 → 9/7/7/7.
"Optical Illusion". Ranged damage reduction increased: 25/50/50/50% → 30/60/60/60%.
"Temporal Spheres":
Now deals Magic Damage instead of Pure Damage.
Casting cost increased: 9/9/9/9 → 11/11/11/11.
"Carapace". Casting cost increased: 14/11/11/11 → 18/14/14/14.
"Impending Fate". Damage per target level reduced: 20/30/45/45 → 15/25/40/40.
"Mirror Copy". When creating a copy, it now duplicates only the native size of the stack, excluding temporary units.
"Reality Distortion". Damage is now distributed across multiple hits corresponding to the number of hits the stack sustained while under the effect, instead of a single strike. Total skill efficiency remains unchanged.
Primal Magic
"Ice Bolt". Base damage dealt reduced: 75/150/150/150 → 50/100/100/100.
"Cave In":
Base damage dealt increased: 50/100/100/100 → 75/150/150/150.
Casting cost increased: 10/10/10/10 → 12/12/12/12.
"Anti‑Magic". Casting cost reduced: 16/16/16/16 → 12/12/12/12.
"Circle of Winter". Casting cost increased: 19/19/19/19 → 21/21/21/21.
"Stone Fangs". Casting cost reduced: 18/18/18/18 → 11/11/11/11.
Artifacts
Automated Antimagic Shield. Gained a new, additional effect: friendly creatures are immune to "Berserk."
Protective Belt. Gained a new, additional effect: friendly creatures are immune to "Sleep."
Crimson Resonance Controller. Gained a new, additional effect: friendly creatures are immune to effects that prevent them from attacking.
Emerald Resonance Controller. Gained a new, additional effect: friendly creatures are immune to effects that instantly kill extra units upon attack.
Caduceus Mana restored decreased: 6 → 4.
General Changes
Guard layout for the "Tomb of a Nameless Hero" object is now same, regardless of the artifact contained inside.
Added a new template for Classic Mode — Jebus Tournament: a template utilizing gameplay principles of Jebus Cross, but featuring tournament battles on Day 6 of Week 1, and Days 1, 3, 5, and 7 of Week 2. The tournament is a best-of-5 format, and always features the player's starting hero. Note that if the hero is dead when a battle begins, it results in an automatic loss.
Added a new template for Single Hero Mode — Outcast Tournament: a template utilizing gameplay principles of Jebus Outcast and Vendetta, featuring tournament battles on Week 2 Day 1, Week 2 Day 6, and Week 3 Day 4. The tournament is a best-of-3 format.
Added a new template for Single Hero Mode — Mix: a tournament-format template focused on town development and castle progression in the style of Exodus.
Added a new template for Single Hero Mode — Galaxy: a tournament-format template featuring a hybrid playstyle centered around town development and capturing global map objectives.
Jebus Cross
Slightly decreased the generation count of Pandora's Boxes in starting areas.
"Eternal Dragon" can no longer generate in starting areas.
Guard strength increased by 5% in all areas.
Guard strength increased by 15% for the central area entrance.
The probability of generating the following objects without external guards has been significantly reduced: "Point of Balance", "Colosseum", "Ritual Pyre", "Tomb of Vigilance", "Boreal Call", "Carrion Pile", "Petrified Memorial”.
Exodus
Template final battles now occur on the following in-game days:
Week 2, Day 3.
Week 3, Day 4 (instead of Week 3, Day 5).
Week 4, Day 5 (instead of Week 4, Day 7).
Unique active faction buildings can no longer be constructed in the uncaptured starting city by default.
Slightly increased the area size of each player's first treasury area.
Guard strength increased by 15% for each player's first treasury.
Guard strength increased by 25% for each player's final treasury area.
"Four Scholars Shrine" no longer generates in either player's final area.
Helltide
Guard strength increased by 10% for each player's central treasury.
Vendetta
One guaranteed "Well" object has been added to the player's starting area.
Increased the weekly guard accumulation rate for all neutral cities within player starting areas.
Guard strength increased by 35% for the central area entrance.
Sprint
Accelerated the progression system for Laws by 1.5×.
Accelerated the unlock progression rate for Global Map spells by 2.0×.
"Fallen Angel Wings" can no longer generate on this template.
Guard strength increased by 20% for the player's final and penultimate areas.
The guaranteed "Pit of Glory" has been replaced with a guaranteed "Four Scholars Shrine."
Sand Clover
Adjusted biome generation rules for side and connection areas on this template.
Added minor symbolic guards between individual elements of the central area.
"Altar of Insight" objects in the central area have been replaced with "Endless Scrolls" of various magic schools.
Exodus, Helltide, Blitz, Massacre, Sprint
"Stables" and "Tear of Truth" can no longer generate on these templates.
Following the introduction of features that save combat configurations and layouts to conserve tactical phase time, we are adjusting timer settings available during battles with neutral armies.
Furthermore, we are rolling out a slight rebalance to template rotations in Classic Mode: as a test, the experimental template Jebus Tournament is introduced in place of Sand Clover — a tournament system template for Classic Mode featuring uninterrupted simultaneous turns. You will always fight using your initially selected hero; keep in mind that if your hero is dead when the match triggers, it results in an automatic loss.
We are also adjusting the template rotation pool for Single Hero Mode: the selection now lists 4 templates featuring infinite simultaneous turns, some focused heavily on town infrastructure and town progression, and others centered around external map structures and resources. Consequently, we are temporarily removing Exodus from the mandatory selection pool during this test window to allow players to easily explore these new templates.
Classic Mode
Map rotation updated:
Old set: Jebus Cross, Universe, Infinity, Sand Clover, Arcade.
New set: Jebus Cross, Universe, Infinity, Last Fortress, Jebus Tournament, Arcade.
Jebus Cross and Jebus Tournament are always included in the selection pool.
Combat timer values adjusted across leagues: 120 → 90 seconds.
Single Hero Mode
Map rotation updated:
Old set: Harmony, Sprint, Exodus, Blitz, Vendetta.
New set: Helltide, Sprint, Exodus, Blitz, Outcast Tournament, Vendetta.
Combat timer values adjusted across leagues:
Placement League: 75 seconds per battle.
Iron: 80 seconds per battle.
Bronze: 80 seconds per battle.
Silver: 80 seconds per battle.
Gold: 75 seconds per battle.
Platinum: 70 seconds per battle.
Diamond: 65 seconds per battle.
Master League: 60 seconds per battle.
On Outcast Tournament and Vendetta templates, this time is reduced by an additional 20 seconds.
In all leagues, the daily timer bonus has been increased by 15 seconds.
Pick and Ban System
Adjusted the faction ban-and-pick order between both players:
Old order: Player 1 Ban — Player 2 Ban — Player 2 Pick — Player 1 Pick
New order: Player 1 Ban — Player 2 Ban — Player 1 Pick — Player 2 Pick
Player 1 and Player 2 assignments are now determined purely at random, rather than being based on matchmaking queue duration.
Arena Mode
Following the latest balance update, Magic heroes have shown a trend of improved performance. We are rolling out a minor adjustment by increasing the average starting army size for both players. Among other side effects, this will slightly boost the baseline efficiency of Might heroes in Arena Mode. Factions that received substantial buffs in recent updates will receive a lower scaling adjustment compared to the rest.
The number of creatures offered to players has been changed (values shown for standard/upgraded versions in "before → after" format):
Temple
Tier 1. Swordsman: 180/140 → 200/155.
Tier 2. Crossbowman: 140/100 → 160/120.
Tier 3. Griffin: 65/50 → 70/52.
Tier 4. Lightweaver: 58/40 → 64/44.
Tier 5. Cavalry: 26/18 → 28/19.
Tier 6. Inquisitor: 25/16 → 27/17.
Tier 7. Angel: Unchanged.
Necropolis
Tier 1. Skeleton: 370/280 → 425/325.
Tier 2. Wight: 145/110 → 165/125.
Tier 3. Undead Pet: 130/90 → 144/104.
Tier 4. Graverobber: 64/44 → 76/52.
Tier 5. Lich: 54/36 → 60/40.
Tier 6. Dread Knight: 28/18 → 34/21.
Tier 7. Vampire: 22/13 → 24/14.
Grove
Tier 1. Faun: 145/110 → 150/115.
Tier 2. Hoplet: 105/75 → 90/70.
Tier 3. Vine Iriyad: 70/50 → 78/56.
Tier 4. Naiad: 52/36 → 58/40.
Tier 5. Herbomancer: 37/24 → 38/25.
Tier 6. Qilin: 20/12 → 25/16.
Tier 7. Phoenix: Unchanged.
Schism
Tier 1. Ra’Shoth: 220/165 → 235/185.
Tier 2. Cultist: 110/85 → 125/90.
Tier 3. Aga’Shoth Riders: 95/70 → 105/74.
Tier 4. Grand Shoth: 50/34 → 54/36.
Tier 5. Concubus: 48/32 → 47/31.
Tier 6. Arbitrator: 25/15 → 26/16.
Tier 7. Abyssal Envoys: Unchanged.
Hive
Tier 1. Parasite: 165/125 → 180/140.
Tier 2. Locust: 105/80 → 115/85.
Tier 3. Hornet: 65/45 → 70/50.
Tier 4. Scorpion: 60/42 → 64/44.
Tier 5. Reaver: 27/18 → 29/19.
Tier 6. Waurms: 20/13 → 21/13.
Tier 7. Hive Queen: Unchanged.
Dungeon
Tier 1. Troglodyte: 295/230 → 320/245.
Tier 2. Infiltrator: 140/105 → 140/100.
Tier 3. Onyx Dancer: 105/75 → 108/76.
Tier 4. Minotaur: 52/36 → 54/38.
Tier 5. Medusa: 47/31 → 49/32.
Tier 6. Hydra: 22/14 → 25/15.
Tier 7. Cave Dragon: Unchanged.
Localization
The Wight ability "Memory Devourer" has been renamed to "Phantom Vampirism" to clearly indicate that it benefits from the Necropolis faction law "Bloodthirst".
The Sanguine Lich’s ability "Unlife, Undeath" has been renamed to "Temporal Vampirism" to clearly indicate that it benefits from the Necropolis faction law "Bloodthirst".
Added the clarification note "Does not revive fallen units." to the tooltip text of the following abilities: "Temporal Vampirism" (Sanguine Lich), "Holy Ablution" (Hierophant), "Regeneration" (Chthonic Hydra), "Way of Arina" (Sentinel of Glory), as well as the "Guardian" sub-skill under the "Righteousness" skill tree.
Your reviews help us understand what matters most to you. We read every single one, so please keep them coming — they really do make a difference.
New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving!
Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts!
With love,
???? Unfrozen Team
你覺得這篇文章如何?