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Metagross31 liked a post in a topic by Hrdina_Imperia in Community Update July 2025
Hype! Lot of challenges in front of us, but I say we will prevail!
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Majora liked a post in a topic by Hrdina_Imperia in Community Update July 2025
Hype! Lot of challenges in front of us, but I say we will prevail!
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Hrdina_Imperia liked a post in a topic by Majora in Community Update July 2025
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Season #1 - Primordial Fire - Month #2
Last month, we released a patch that kicked off our very first Season, and the reception has been largely positive! Player numbers have gone up, and Skylords are enjoying the fresh challenges the season brings. This season will last for four months: June, July, August, and September.
Unfortunately, with so many moving parts, some bugs were inevitable. Our team has worked hard to fix as many of them as quickly as possible. We've addressed these issues through several hotfix patches, which you can find in the patch notes here. Some of these hotfixes include minor touch-ups related to the season, such as description clarifications and small UI improvements. The update from June 29th also included minor balance changes, so be sure to check out the patch notes.
We'd like to take this opportunity to address a few topics that have come up frequently since the season's release:
Connection Problems for Russian Players
We've noticed that some Russian players are experiencing issues connecting to our server, which is located in Germany. Although these issues began around the time of our patch release, they are actually the result of sanctions outside of our control.
We're currently exploring alternatives, such as hosting a VPS in another region to forward traffic. We expect to have more information within the next 1 to 3 months. In the meantime, we advise affected players to use a VPN to connect.
Nightmare Challenges
We’ve seen some players expressing frustration about not being able to complete certain challenges or finding them too difficult. We want to emphasize that Nightmare challenges are intended for the highest-level players and are not required to earn the top rewards. You will be able to unlock Promo Sunderer this season without completing any Nightmare missions. However, you will need to complete the second and third batches of challenges (along with most repeatables), which will be released today and in August.
We highly advise players not to burn out on a specific challenge if you are not having fun. We’ve tried to include content for everyone this season. That means some challenges may feel too easy, while others may feel too difficult, depending on your playstyle. But remember: you don’t need to complete everything. We do encourage you to try strategies outside your comfort zone, but at the end of the day, it’s all about enjoying the game. And if you do want to conquer a particular challenge, the community is more than happy to help. Be sure to check out our Discord if you're looking for advice or teammates!
Dwarfen Stronghold
Challenge 2.5 requires players to complete two community maps. It reads:
Win the 4-player featured community maps Dwarfen Stronghold Rework and Twisted Legends on advanced difficulty or higher, with all team members using decks that contain 10 or more Fire, Twilight or Bandits cards.
Some players experience a crash or error when trying to host the map Dwarfen Stonghold Rework.
To fix this, close the game, go into your doc/BattleForge/map folder and delete all instances of Dwarfen. After restarting the game, you should now be able to download the correct map and host your match.
Filtering for Twilight Edition
Challenge 2.8 has caused some confusion among the player base. It reads:
Complete 5 different campaign maps or featured community maps on advanced difficulty or higher, with all team members using decks that contain only Fire, Twilight or Bandits cards, none of which are from the Twilight edition.
Back when the original BattleForge came out, cards were released in expansions, with the base set being called the Twilight Edition, and cards were purchasable in boosters from specific expansions. When we overhauled the economy to free-to-play, we actually removed those edition-boosters, and replaced them for faction-boosters instead. While this was a great improvement, it also means that non-veteran players were never really exposed to the "Twilight Edition'' naming. This was an oversight on our part when we created this challenge.
To clarify; cards from the Twilight Edition all have the Sunrise Icon, are only Nature, Shadow, Frost and Fire (so no hybrid/neutral), and have no affinities. Even though the name might imply it, the Twilight Edition contains no cards from the Twilight faction.
For this specific challenge, there is actually a filter you can use to exclude every card from the Twilight Edition. If you write the following text into the search bar of your inventory, you are left with all cards that are not included in the Twilight edition:
!(edition=twilight)
Just remember that challenge 2.8 also restricts you to Fire, Bandits or Twilight (the faction, not the edition!) cards, though you can easily filter for those with the elemental buttons on the left.
If you want to know more about filtering options, have a look at our Advanced Filtering document. It goes into detail what is possible with the search bar, and how it came to be.
Fire Wormlings
Fire Wormlings, unfortunately, hold the questionable honor of being the most problematic card in the history of this project. Initially intended as a new type of archer to be placed on walls, it had to be completely redesigned after model issues made that original concept impossible. Then, after finally being released, the card caused lag spikes when played for extended periods. Thankfully, we were able to fix those lag issues relatively quickly, but soon after, another problem surfaced: players began reporting widespread desync issues.
Unfortunately, we have not yet been able to identify and fix the root cause of these desyncs.
To better understand the complexity of the situation, consider the following:
- Fire Wormlings is a resized version of an XL model.
- It's a squad unit, based on a model that was never originally intended for use in a squad.
- Its attack lays down a unique visual effect that deals damage over time.
- It has a buff that checks for specific unit classes nearby, activating and deactivating accordingly.
- It uses the worm model, which moves in a very unique way, basically teleporting across the map while appearing to burrow underground.
- Desyncs are reported in most matches where Fire Wormlings are played.
- In single-player matches, the desync warning does not appear, but replays are often out of sync with the actual match.
- None of our tests so far have been able to pinpoint the issue with certainty.
We’ve been testing a variety of solutions, including removing the passive ability, resizing the worm, or converting it to a single unit. While we still lack a definitive answer, current evidence suggests the desyncs are related to the movement behavior of the worm model. Similar reports have occurred for the original XL worms in the past, but those units are played less frequently, and later in matches, due to them being Tier 4. Additionally, those issues have been rare and hard to reproduce consistently. We suspect that the combination of smaller size and squad mechanics increases the likelihood of movement-based desyncs. For instance, if the squad moves over uneven terrain or is knocked around, parts of the squad can get separated or stuck, increasing instability.
We considered temporarily restricting the card in multiplayer, until we discovered the same issue also affects single-player matches. Adding to the challenge is the open in-game market. While Fire Wormlings is part of the season rewards, some players have paid a significant amount of BFP to acquire it. Simply removing the card and refunding players isn't viable, since that also raises questions about how to handle those who sold the card. We obviously don't like players not being able to use their new cards. At the same time, players are currently asking each other to stop using the card, basically banning it from play anyway.
We considered replacing the model entirely and reworking the card from scratch, but this would also require new artwork, effectively meaning we’d need to remove the Wormlings and create a completely new unit. This would be a months-long process and would seriously disrupt our planning. Fire Wormlings is also heavily featured in our marketing for the season, so removing it is something we hope to avoid.
So, where does that leave us?
We are currently testing a version of Fire Wormlings that removes the squad mechanic, and results so far have been promising. However, we still haven’t found a consistent fix for the desyncs, and we’re increasingly concerned that the worm model itself might be inherently problematic.
Because of this, we’re also exploring the option to rework the burrow movement, potentially replacing it with a more generic movement style while maintaining a similar visual through existing animations. However, we are limited in our options here, considering we don't have the source code and can not create new models or animations yet.
We hope this breakdown helps players understand why Fire Wormlings is still not fixed and why solving the issue has been so challenging. Due to our limited testing capacity, we are now considering deploying the most promising version of the card to the live server soon, to collect feedback and data from the broader player base. We would also like to expand our internal testing, so if you want to help out as a tester, consider reaching out.
With your help, we hope to finally identify the exact cause and deliver a stable version of the card for everyone to enjoy.
Changes mid-season
Many of you have already shared what you like and dislike about various aspects of the season. From challenges and rewards to UI and descriptions, your feedback is incredibly valuable in helping us determine whether we’re on the right track. While we’ve already been able to implement some quality-of-life improvements based on your input, not all suggestions can be incorporated mid-season. That said, we are carefully observing what works and what doesn’t, and we will take this into account for future seasons.
Common feedback includes the option to play Standard difficulty on certain challenges, less restrictive deck-building, and the concern that neutral/legendary cards are not playable in any future season with the current setup. We’ll definitely keep this feedback in mind as we prepare for Season 2.
Non-seasonal content
We’re also hard at work on a new patch unrelated to seasonal content. While we believe it’s important to offer exciting rewards through the seasonal track, you can still expect new cards and new map releases through content patches, just like we did before the introduction of seasons.
While we don’t have anything concrete to share just yet, we expect to have more to announce soon!
• Seasonal Challenges Batch #2
As we enter the second month of this season, a batch of additional challenges is now available!
The following challenges are now active:
20+10 1 3.1 - Survive until the end on the survival community map, The Last Soultree on advanced difficulty or higher, with all team members playing only Fire cards. 20+10 1 3.2 - Win the 1-player scenarios Behind Enemy Lines and Siege of Hope on advanced difficulty or higher, with you playing only Fire cards and no building cards. 20+10 1 3.3 - Win the 2-player scenario, Crusade and the 1-player featured community map Spooky Encounters on advanced difficulty or higher, with all team members playing only Fire cards of Tier 2 or below. 20+10 1 3.4 - Win the 4-player scenarios Empire and Raven's End on advanced difficulty or higher, with all team members playing only Fire or Neutral cards, with units of Tier 2 and above being Neutral units.
We hope you enjoy the current batch of challenges! The final set of challenges (including new Nightmare missions) will release in August. Players will then have the entire month of September to complete any remaining challenges before we wrap up this first season.
After the season concludes, players will be able to use the new Relic resource to purchase any missed seasonal cosmetics rewards, including the Promo Sunderer, through the Relic Shop. Relics can be earned during the season by completing challenges and by beating the weekly map affected by a map modifier. The Fire Boosters and the cards Fire Wormlings, Hellhound and Treasure Wagon will not be purchasable with relics however. The new cards will drop from boosters after the season has concluded.
Our next season will also feature relics that can be used to purchase rewards from Season #1 – Primordial Fire.
• New Card Reveal - Amii Ashrider
While players continue with the first season, we are constantly working on additional content and are once again able to give you a sneak peek into a future new card. We have already expanded the Amii unit roster with various new cards: Amii Paladins, Amii Sentinel, Skydancer and Energy Core. Now that Elkondo has settled into our art department, we are able to create a new tier 2 unit for the faction.
Let's take a look at Amii Ashrider!
Please note: We are still working on the card. While we are generally happy with it, numbers and effects might still change before release.
Ride of the Amii
When the unit is surrounded by 3 other friendly Ashriders in a 25m radius, it moves at high speed (8.0 m/s) and knocks back small and medium units dealing 25 damage, up to 100 in total.
Elusive
Units with Elusive have the duration of the immobilizing effects of Freeze and Paralyze reduced by 10%.
Design notes:
There are several cards in the game with movement knockback mechanics that deal damage. These are mostly confined to the higher tiers and besides the reworked Colossus are found on ranged units like the Worms or the hybrid melee-ranged unit Thunderwagon. When we were thinking of a new Amii T2 unit, we thought it was time to finally put the movement damage effect on a lower tier unit. Particularly, we thought it would fit with a horse-based Amii unit, therefore allowing players to simulate performing a cavalry charge. As can be seen with the new Treasure Wagon card, having a perpetual M-sized trample effect in T2 provides a substantial amount of crowd control.
Ashrider is our first non-T4 Amii unit made specifically for PvE. Other Amii units, towers, and spells are on the way to flesh out the faction's T2 and T3 arsenal in PvE and allow players to enjoy a full Amii deck from T2 onwards.
Amii Ashrider will release in an upcoming content patch, date to be announced.
• Art Spotlight - Amii Ashrider
Amii Ashrider was drawn by our artist Elkondo. Below, he will share what went into creating the new unit. Take it away Elkondo! "The first challenge was to come up with a clear and distinct pose for the unit. Since Skylords Reborn already features multiple horseback units, it was important to differentiate it with a unique silhouette as well as colors." "After some exploration, the pose was quickly decided, and with a quick paint-over, the general vision for the artwork became clear." "At this stage all that was left was cleanup. The 'Ride of the Amii' skill causes the unit to leave behind a trail of green smoke - this was something we wanted to show in the artwork."
"As cool as it was, however, it looked too much like flames. At the same time, we wanted to simplify the background to make the unit stand out a bit more. It took a few attempts to finally find contrast that works best." "With the background done, it was time to polish the main subject a bit and add some much-needed details. We realized the attempted strong perspective on the rider didn't really work any more. The green flames were also removed to try a different look later." "Lastly, alongside additional polish and new smoke effect, the lance was simplified and moved, as the previous intricate design didn't really fit the Amii aesthetic."
And that is how our latest Amii unit got its artwork! We hope you are looking forward to Amii Ashrider!
• Team Changes
We are happy to announce that two new members have joined our volunteer team! First off, VicRattlehead has joined our team as a Discord Moderator, while also showing interest in helping out with development in the future. Secondly, Arphox has already offered a lot of help in regards to improving our updater, and has now properly joined the team as a Tool developer with the goal of making more improvements. Thank you both, and welcome to the team!
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
Current events:
• STREAM - WINNER REVEAL: Battle of Tactics #9: The Great Mage Magician - 04.06.2025
Find out who is the greatest of the Great Mage Magicians and their mighty generals in the winner reveal stream of this 3-player event. Join Ultralord on July 4 at 7:00 PM on Twitch.
• FINISHED - The Skylords Reborn Spring Cup 2025
The Spring Cup was our second PvP tournament of the year, and it included some great matches. The tournament was hosted and livestreamed by Ultralord, and you can watch the action here.
• NEW - PvP Tome Tournament - 06.07.2025 15:00 CET
Tome was a PvP game mode in the original BattleForge where players had to build their decks with cards from boosters. With everyone playing with random cards, there are bound to be some unconventional strategies! Please sign-up in advance.
• COMING SOON - Crystal Solid Defence - PvE Event - Starting 11.07.2025 until 27.07.2025
While we arent ready to reveal this event just yet, be sure to check back in on the 11th for a new PvE Event!
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us; we will gladly assist you.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a Fire booster: HEAT-LAVA-FIRE-CARD
This code is valid until August 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update June 2025
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Hrdina_Imperia liked a post in a topic by RadicalX in Into the Jungle solo Fire Guide (Fire Season Nightmare Challenge 5.3)
Introduction
Hello there,
After receiving several questions about this, I decided to make a short guide on solving the current Nightmare challenge of solo-ITJ with a pure Fire deck. The challenge is definitely one of the hardest ones the Fire season has to offer, but with some tips and tricks it is certainly managable. I will mostly try to cover the general concepts you need to understand in order to solve the map consistently. For those who just want to see a replay, I attached my personal solution at the end of this post.
In terms of deck building I will try to cover alternative options for expensive cards, whenever possible. Based on my experience, the only completely mandatory card from a high price range would be Mine (fortunately no charges required), even though I would heavily suggest running Shrine of War as well. Every other rare/ultra-rare can be replaced in some form.
The goal of this guide is about offering a consistent way to clear all three camps before the timer runs out. Theoretically, it is also possible to lean towards defending at later stages of the game as Tower of Flames, Pyromaniac (r) and Morklay Trap are reasonably powerful buildings, but this would be significantly slower and much more difficult to pull off. Every missed timer can potentially lead to a loss. After you learned how to clear the three camps in time consistently, it will be much easier to solve this challenge.
T1 Stage
Required Cards: Strikers*, Mine, Suppression, Blaster Cannon
*Can be replaced by Nomad (green), but I highly recommend using Strikers for this map. For those who don't know, damage reduction buffs get amplified on targets with unity effects like "Gang Up" making them almost twice as effective. This allows Strikers to scale as tanks into T2 when paired with Fire Force (blue), making them a stronger choice than Nomad on this map.
Task 1: Defending the waves
First of all you need to deal with two waves attacking your main base right away. Dealing with this isn't difficult per se, but when playing alone you want to spent as little power for your defense as possible. It is important to make a lot of early progress on the map and ideally clear some power wells to make up for the economy deficit as quickly as possible.
The important thing you need to know is that each of these two waves respawns two minutes after being cleared. Keeping one unit alive will delay the respawn of the entire wave. Clear the eastern wave first with Strikers and your Amii Phantoms, but keep one of the Maulers alive. The wall at your main base will keep it busy for minutes and you don't need to worry about additional attacks as long as the Mauler stays alive. Do NOT do this freeze with one of the ranged units as they are much more prone to follow your units around the side path instead of staying at the wall. It is the preferred method for speedrunning, but overly complicated for a normal playthrough. Also make sure you don't lose a unit until you have 4 Strikers. Once the Gang Up effect is active, it will be way easier to keep them alive. You can then clear the wave to your left entirely afterwards, you will be in time to deal with respawns without spending additional power besides keeping the wall.
Task 2: Clearing the first camps
After getting 5 Strikers you can move on to clear the first southern camp. I recomming using one mine for the melee units while charging onto the Spirit Hunters or some of the other small units. Use the Amii Phantoms to clear the spawn building quickly as the units do respawn quite early. If you keep this in mind, the camp is quite easy to clear.
Now there should be enough time to clear the camp to your left as it provides two power wells. Getting these early will make your life easier at later stage of the game. Prepare a Blaster Cannon for the Mana Wings. It can also be used to heal up your damaged units. Pull the nature units away from the Living Towers, so you don't have to deal with them at the same time. I would recommend pulling with a phantom as it doesn't get knocked around by the Living Tower. Use one Mine for the Fathom Lord and focus it after pulling. The Blaster Cannon will deal with the Mana Wings and can be destroyed afterwards. At last you can take out the buildings and use the Amii Phantoms to get those power wells quickly.
From here the wave you cleared at your main base will be respawned, you can just use your army to clear it again. Do not spend any additional power. It is not necessary and will be needed later on. The Mauler used for the Freeze can be ignored as it just dies to the orb eventually.
Task 3: Razorleaf fight
Fighting a buffed XL unit on T1 seems intimidating at first glance, but Fire has a very easy solution to this. You can stack three Mines in right in front of the Razorleaf as the explosion radius is larger than the spell placement blocking. The Razorleaf won't move, but you can pull the Dryads through those Mines to trigger them. This is already enough damage to kill the Razorleaf even without focussing it at all. Upon placing the third Mine you can engage with your Strikers (I usually have 6 of them at this point) and run right to the main camp. The Razorleaf might not respawn, but the Dryads and Mauler do, so getting rid of that spawn building should be the priority. Cast Suppression on the Living Towers. If you are fast you can suppress before the tower gets its first shot. You can keep the Phantoms out of the fight for safety reasons, but using them to clear the Strangleholds can save a few seconds. Now you can unlock your T2.
T2 Stage
Required Cards: Fire Force, Wildfire*, Firedancer**, Pyromaniac (red),
*Wildfire can be replaced by Lavafield. Having a damage spell at this stage of the game is important and Wildfire is certainly the stronger choice (more damage for lower cost), but alternatively this can be played whenever I mention the use of Wildfire.
**Firedancer can be replaced by Firestalker. It's slower due to inferior building dps, but you gain good S knockback when fighting units and as its base mode is melee, Firestalker will benefit from the Fire Force buff. If you delay your engagement on the second main camp and add 1-2 extra units, you should be fine.
Task 1: Preparations for the next stage
While building T2 you should use the side path to get the three Windweaver squads from the jungle path to your left. Then move back to your main base. Once your T2 is finished, cast Fire Force (blue) on one of your Strikers right away, keep all of them until T3. On a sidenote: There is a small bug, which probably will be fixed eventually, but right now the Amii Phantoms do count as melee units. They most likely won't get in danger here anyways, but the bonus damage reduction being an extra safety net is a nice bonus.
For the solo run it's probably best to ignore the Eastern and Southeastern camps for the entire game, so you need to continously defend against waves here. Rebuild the right wall and build Towers to defend. At first one Pyromaniac will be enough, but once the Island starts attacking, there needs to be a stronger defense.
Task 2: Clearing the way to the second camp
The next two camps are quite easy to clear as long as you keep an eye on two things: 1) Always use Suppression onto the Mindweavers. 2) Do not forget about the wave. If it overlaps while you are in the middle of a fight things might get tough. At this point you should have the power to use Wildfire to support your attack. You will get two additional power wells on the way, take them as soon as possible. If you have some spare power afterwards, you can start summoning Fire Dancers to progress more quickly and get rid of any annoying structure on the way. The second camp has the spawner for one of the waves, so you can leave the left side of your main base unguarded for the rest of the game.
10 Minutes into the game the Island will start sending waves to your main base. These will always hit the right wall, so you need to build more Towers there. At the bottom of your wall you might want to consider a second Pyromaniac to defend against the ground units and one Blaster Cannon at the top as there will be Parasite Swarms aswell. If you use only one Pyromaniac you probably need Wildfire against the big waves of Drones and Deep Ones, otherwise you might get in trouble once the wall goes down. Always make sure to repair these buildings between fights as these waves will hit your main base for the rest of your game and losing your orb might lead to a loss.
Task 3: The Bramblethorn fight
Once you have 6 Strikers and 5 Fire Dancers and enough power for one Wildfire you can start fighting the second main camp. You can just pull everything by destroying the Healing Gardens with your Fire Dancers from a safe distance. The key unit to considere here is the Bramblethorn. This Tempest-like unit deals massive damage over a long distance and roots on hit. Your Strikers can tank the damage, but once your Phantoms start getting hit, things will be dangerous. It is important to note, that unlike the units the Bramblethorns do not respawn after getting taken down. Bursting them early with Wildfire and unit focus is beneficial for that reason. Keep your Strikers close together and let them tank everything for your ranged units. Use Wildfire whenever possible. Move your Firedancers to the top and destroy the Living Towers one by one until you can focus the spawn building. From here you probably win rather easily, so keep an eye on your main base and check what happened to the wave from the Island.
T3 Stage
Required cards depend on strategy:
1) The Spitfire strategy: Spitfire, Hellhound*, Shrine of War, Unity (green), Dying Breed (purple), Morklay Trap (optional), Disenchant (optional)**
*Can be replaced by Juggernaut or Sunreaver (low budget)
**Can be replaced by Gladiatrix (also counts for strategy 2)
2) The Hellhound strategy
Hellhound, Aura of Pain, Shrine of War, Unity (green), Disenchant, Morklay Trap, Disenchant
3) The camp skip strategy
Any melee unit, Unity (green), Inferno, Magma Hurler, Eruption, Scorched Earth (red) (optional)
Task 1: Clearing the Hurler boss (strategy 2 & 3) and the first camp
After taking the power well and T3, build two Shrines of War and keep the buff up at all times. Void return is such a powerful mechanic and enables much more frequent spell usage. You can sacrifice your Strikers and Firedancers to get more power for T3 units. Clearing the Magma Hurler Boss opens up a path to ignore the fully buffed Razorleaf later on. This is good for the previously mentioned strategies 2 and 3. If you have either Hellhound or Virtuoso, this can be done quickly as they are L-counters and the Hurler Boss only takes less damage from ranged units. The next camp is rather weak, so you can clear it easily. If you have Dying Breed, use it to generate some extra power, also wait for SoW activation to get void return.
Keep an eye on your main base and always repair your buildings. The attacks will continue as there is no time to destroy these spawners, but at least they won't grow any stronger. Your T3 orb will be attacked by Energy Parasites from the River. A Blaster Cannon at this position does solve this, but also needs to be repaired afterwards.
Task 2: The Abyssal Warder camp (difficult)
This is probably the hardest camp the map has to offer. Apart from the triple XL units with formidable dps here are numerous mechanics you need to consider here.
1. The Primeval Watcher's Statis Field: An AoE cc, which will be cast right at the start. It lowers your upfront damage significantly.
2. The Grove Spirits and their Revive mechanic. This will be cast onto some of the XL units, making the fight extremely tedious, especially when cast on the Abyssal Warders. This buff can be removed by Disenchant.
3. The Abyssal Warders: Apart from their tankiness due to summoning smaller versions on death the Crystal Spikes are a huge threat as they circumvent damage reductions, which can kill units through unity+fire force.
4. Mark of the Keeper prevents spell casting at the camp, so it's worth pulling units away from it.
5. The Spawner: Will resummon the Abyssal Warders quite quickly, so pulling to far bears a risk.
You need to approach this fight differently depending on the strategy you are using. Either way you should collect some power before taking this fight. Morklay Traps or maybe even Tower of Flames can be used for extra damage on a pull and you need a plan to destroy the spawner here. When playing Spitfire you want to pair them with melee units like Hellhound or Juggernaut, which tank the upfront damage. You can pull by destroying one of the Towers from huge range, ideally the Mind Weaver as it's in front of the spawn building), then focus the Primeval Watcher right away. The Primeval Watcher does not respawn, whereas the Abyssal Warders do. Then try to focus the spawner if possible and use unity to keep your units alive. Once it's destroyed you can play hit and run and slowly destroy the camp. If you play for Hellhounds I recommend stacking Aura of Pain, a quite underrated spell with incredible damage potential and pull the XL units into morklay traps to weaken the XL units. Then focus the spawn building and finish the fight. The ramp up on the damage reduction will make them incredibly tanky and as long as you keep an eye on Crystal Spikes and disenchant the Revive, this fight will be managable if you have at least 6 Hellhounds.
Now the slowest, but also easiest strategy to deal with this camp is to ignore it completely. You just stack a bunch of units, ideally bait out the Statis Field and try to reach the other side of the camp with at least one unit. You have to clear it later on, but prioritizing to clear the last spawner will guarantee you a win as this is the last hard loss condition which exists. Then you can clear this camp later with unlimited time to create a path for the Amii Phantoms. This can also be achieved with low budget strategies like the classic Magma Hurler stacking.
Task 3: The Razorleaf camp
If you cleared the Magma Hurler boss you can just use the new path and circumvent this one entirely (melee/skip strategy), but with Spitfires you can use melee units to bait and tank the razorleaf shots and focus it with Spitfires. Always try to resummon melee units to make sure your Spitfires don't get attacked, otherwise it will be devastating. From here you mainly fight Living Towers, that can be easily outranged or tanked by Hellhounds.
If you use the Spitfire strategy it is recommended to go into the south-western cave and kill the swamp drakes. Not only does this stop the Energy Parasite waves from spawning, it also will give you a unique angle onto the final camp to destroy it in time.
Task 4: The final timer
If you destroy this camp in time, the map is essentially won. It can be achieved in different ways, but difficulty usually depends on remaining time and your performance in previous encounters. If you use the Spitfire strategy, you can circumvent most stuff by flying across the River and attack the camp from there. For killing the units at the cave you will also get some free Swamp Drakes, which provide an additional health pool for Unity. Focus the spawner directly, it's fine to lose all units for it as long as it goes down in time. The Hellhound strategy can just take down the camp directly. Disenchant the revive from the Forst Elder and focus it with unity being active all the time. Suppression on the Howling Shrine is a game changer here. You can just use a brute force approach through this camp with Aura of Pain stacking. When playing the camp skip strategy you just build a massive army, and charge onto the spawner. Use unity (and fire force) to keep your units alive, then cast Scorched Earth, Inferno and Eruptions onto the Spawner. A small trick to remain ground presence for spells a little bit longer is to summon units right before losing your army as they are untargetable for a very short time depending on their spawn animation. As long as you destroy the spawner in time, you will win the game eventually as you have unlimited time from here to clear the remaining camps.
T4 Stage
Recommended cards: Moloch*, Fire Dragon, Bloodthirst, Fire Sphere
*Other unit card combinations will work aswell, but Moloch is the most reliable one as it makes your army virtually unkillable with unity. Comet Catcher is a good and reliable alternative to an army based approach.
Final Task: The Boss Fight
This is the easiest part of the map as there is no time limit anymore (still keep an eye on your main base and repair your towers). But to make the boss fight as smooth as possible, you need to clear the Living Towers first. This can be achieved by building a large XL unit army and supporting it with unity + bloodthirst. If you are afraid of running out of unity charges, you can guarantee full unity uptime by playing both affinities. Otherwise, Comet Catcher is a great tool to make permanent progress step by step. Once the Living Towers are destroyed you can enter the boss fight and focus Terra until the Howling Shrines lose their immunity. Switch their focus onto them and finish off Terra afterwards. If you reached this point, congratulations for finishing the achievement!
Replay and final words
Here is my replay for the map (used the Hellhound strategy for T3). Execution wasn't flawless, but it follows the strategy I described above. If you have any suggestions, further advices or questions, please let me know. I will try to improve this guide whenever possible and I hope this can help lots of players to tackle this challenge.
ITJ_solo_26min.pmv
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Xamos liked a post in a topic by Hrdina_Imperia in Community Update - June 2025
Hype! Lots of great work, well done!
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Metagross31 liked a post in a topic by Hrdina_Imperia in Community Update - June 2025
Hype! Lots of great work, well done!
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Hrdina_Imperia liked a post in a topic by Majora in Community Update - June 2025
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Patch Release: Primordial Fire
In our last Community Update we announced our first season, scheduled for a release in June. We are excited to share that our first season goes live today!
This is one of our biggest patches yet, so we have a extra long Community Update diving into all its additions, alongside the patch notes.
In this year's player survey the number one request was for more reasons to login and play the game. Once the initial rush of excitement and progressing through achievements wears off the game provides the player little reason to continue past the 45 minute mark when they get their daily booster discount. Additionally, while more achievements are good, the issue is that once we hit a critical number of achievements they no longer funneled players towards the same content to make matchmaking easier, especially for campaign achievements. Our solution to these problems is a season system focused around 1 or 2 factions at a time with time-based challenges.
The seasons system is based around approximately 30 challenges that the player will complete over a 4-month time period (in this case June 1st to September 30th). Here are all the rewards you will be able to earn during our first season!
These rewards are placed among our new season progression track. Completing challenges rewards points which are used for unlocking card, booster, and cosmetic rewards. Each challenge can be completed on either advanced or expert difficulty, with expert providing more points, allowing players of all skill levels to participate. Each season will have a few cards exclusive to the season (but which after the season ends will be available in boosters like normal) as well as a number of cosmetics. Here is the full progression track for Season 1:
Nearly every challenge has deckbuilding restrictions based on the season theme, encouraging players to try out a new faction for the season duration. Completing challenges rewards points which are used for unlocking card, booster, and cosmetic rewards. Each challenge can be completed on either advanced or expert difficulty, with expert providing more points, allowing players of all skill levels to participate. Each season will have a few cards exclusive to the season (but which after the season ends will be available in boosters like normal) as well as a number of cosmetics. We put the card and booster rewards early in the season progress to ensure that players who might not be able to play as much, or who are lacking the correct faction cards to do harder challenges, will still get access to the gameplay rewards while cosmetic rewards, including the season promo, are farther in the season progress.
We hope that this system will give new and old, highly active and semi-active players alike a reason to log in and keep playing. We intend seasons to be an ongoing feature with new content every 4 months. Given this is our first iteration, we expect that not everything will be perfect, and we are looking forward to hearing your feedback on how to improve the feature to make it a truly enjoyable experience for all types of players.
To get started with Season 1, go to the new in-game icon shown above which opens the Seasons window.
• Infected Map of the Week - Map Modifiers (BETA RELEASE) This patch also sees the anticipated (beta) release of Map Modifiers.
Infected map modifiers was originally a player suggestion over 3 years ago which we loved but did not yet have the means to make happen. Since then, it has been one of our most anticipated internal features and we are glad to finally bring you the Beta release. Map modifiers are global effects which apply to the player or to the NPC enemies, often with significant gameplay changes. In the current Beta form, these modifiers infect one campaign map and each random PvE level with the same modifiers for a week. Similar to the existing Map of the Day this creates a new Infected Map of the Week feature.
Infected maps are an opt-in feature, you will never be forced to play them. They are intended to provide endgame content for players whose skill level has outstripped the current expert experience while also providing twists on advanced maps for less skilled players. A player only needs to beat an infected map, either the chosen campaign map or its equivalent difficulty in random PvE, once per week to get the full reward. Modifiers provide season progress and Relics (see next section) when completed on either advanced or expert difficulty, with more rewards given when beating the infection on expert.
As part of these changes we have remade the map codex in-game to provide information related to the Map of the Day, the Infected Map of the Week, and PvP Happy Hours. Eventually, we plan to add a large collection of modifiers, both positive and negative, which players can freely apply to any match and game mode to provide near endless gameplay possibilities.
Please note this is a Beta release!
While we tried our best to test each modifier, we expect individual modifiers as well as certain modifier combinations to be unbalanced and we ask for your aid in helping us rebalance them! Additionally, we would love to hear your suggestions for future modifiers, positive and negative, that you think would be good additions to the system.
• Relics and the new Relic Shop We already talked a bit about Relics in our last community update. Today we dive deeper into the new shop where you can spend your hard earned Relics.
As part of our new Seasons and Infected map features we are introducing a new in-game currency called Relics. Relics can be earned from completing season challenges and beating the Infected Map of the Week. Once earned, Relics can be used in our new Relic Shop, which can be found in the Season's window.
In the Relic Shop players will be able to purchase exclusive cosmetics, NPC enemies, and cosmetic rewards from previous seasons. For now the only thing available in the Relic Shop are NPC bosses and buildings. Once purchased, these enemies can be found under a new "Enemies" tab in the deckbuilding menu. From there players can summon them freely in the Forge, allowing players to create epic battles or test specific strategies against the game's classic enemies. Eventually all NPC enemies will be available for purchase from the Relic shop. As already mentioned, cosmetic rewards - including the promo card from each season - will be available in the Relic Shop after that season concludes. This will allow players who miss a season to still purchase their favorite seasonal cosmetics. But be warned, it will be much easier to earn the cosmetics within a season than to purchase them all after a season concludes. Given that Relics are a new currency we expect to do some rebalancing as players start to earn and use them.
Relics are intended as a currency which provides long-term progression to the game in a way that has currently been lacking. As part of this, we will be adding some expensive exclusive cosmetics to the Relic Shop which will act as a means for players to show off their veteran status. The first part of these exclusive rewards are a set of progressive borders which players will earn for every 50 Relics they spend. Each color has three levels marked by stars along the top and the colors directly correspond to the PvE and PvP rank progression in-game similar to our recent progressive banners which can be earned by speedrunning Unexpected Visitors.
Some people might question why we are adding a new currency instead of repurposing Gold. The reason for this is because we do not think Gold is a salvageable as a currency at this point. When we first released the game, we made the mistake of not giving gold a proper gold sink. Additionally, gold is an uncapped currency in the sense that players can play all day and continue to earn the same amount with neither a soft nor hard cap like has been built into BFP. It has now been 4.5 years since our official release and some players have accrued tens of millions of Gold pieces. We simply cannot balance Gold when we would have to account for these veteran players as well as new players who have no gold reserves. If we were to create a deep enough gold sink to allow veteran players to use up all their gold we would end up gatekeeping new and less active players from those features for years if not permanently. Given these issues, we determined it was better to start from scratch.
• How Does It Work: Deckbuilding
In our YouTube series "How Does It Work" we dive into various topics that often raise questions.
So far, we’ve released a video on Void Power, the Root Network, a guide on how to install the game, and the BFP & Reward System.
Another topic that often comes up is deckbuilding. Skylords Reborn can be overwhelming with its content and many expansions. In our latest video, we aim to provide a framework players can use to start building their own decks.
• Team Changes
In July 2021, Dutchy joined our team as Discord Moderator, and got promoted to Global Moderator in September. In February 2022, he took over the role of lead moderator after Pascal left the team, a role he would continue to fill for years to come.
Now with a full-time job and a fiancé, Dutchy leaves the moderator team in the capable hands of Vultagx, who will take over the mantle of lead moderator going forward. Dutchy will remain in the team in the role of HR Coordinator, handling applications and onboarding of new staff members.
We want to give a heartfelt thank you to both Dutchy and Vultagx for making sure Skylords Reborn is a fair experience for everyone.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
Current events:
• NEW - The Skylords Reborn Spring Cup 2025 - 22.06.2025 at 15:30 CEST
Get ready for some PvP action! The Spring Cup is the second of four PvP tournaments happening this year. The tournament will be hosted and livestreamed by Ultralord. Everyone is welcome to join, please sign-up in advance.
• NEW - Battle of Tactics 9 - 13.06.2025
We postponed some of the events so you all can enjoin and focus the first week on the new Content of the Patch. However, get ready for a new Battle of Tactics once the dust has settled! More info soon!
• ENDED - A Fresh New Start - WINNER REVEAL
This event will test your skill with the cards that we all start with! Beat the first single player campaign map “Encounters with Twilight” on advanced difficulty and win some great prizes! More information.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a general booster: FIRE-SEAS-ONIS-LIVE
This code is valid until July 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update May 2024
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Hrdina_Imperia liked a post in a topic by SunWu in Power shrine bug
DESCRIPTION: At about 9:40 i spawn in units while my mate's power shrine is active. To my surprise i am not losing any available nor voidpower, so i continue spawning. Another player confirmed this interaction regarding his powersituation at that moment. Maybe my shrine of memory played a role.
REPRODUCIBILITY: I will try to reproduce it later.
LOG: _log_proxy_latest.log
REPLAY: 2025-05-29_20-36-51_RPvEFourPlayers_diff6_s12545_SunWu_OgPhoenix_Oggy1985_2old4games_time_0_13_01.0_v270.pmv
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Majora liked a post in a topic by Hrdina_Imperia in Community Update - April 2025
Hype! Cannot wait for the fabled Survival MMO of Skylords Reborn, that is in the oven too, I'm sure :^)
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Hrdina_Imperia liked a post in a topic by Majora in Community Update - April 2025
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Skylords ReBOOM
Today, we have a very exciting announcement to share! After introducing new cards, campaign maps, features, and even new game modes, we feel it's time to branch out even further. Please check out the trailer below.
That’s right—Skylords Reborn is entering the first-person shooter genre! Join Bandit Sniper Guy on his adventure as he faces familiar foes from the world of Nyn. While we will continue releasing new content for Skylords Reborn, the majority of our development focus will shift to Skylords ReBOOM. We hope you'll join us on the battlefield!
Pre-orders are up now, so get your copy!
• New Card Reveal - Hellhound
Back in 2023 we held a card-creation contest, inviting the community to share their ideas for potential new cards, which were then judged anonymously by our designers. While many great designs were submitted—some of which have already made their way into the game, like Energy Core and Gate of Akylos—we might have saved the best for last. The highest-rated entry was Hellhound, an upcoming L-sized unit for Pure Fire. Let’s break down the card!
Magma Armor
Takes 25% less damage from ranged and magical attacks. After 5 seconds in combat, damage reduction increases to 40% less damage, and after 10 seconds in combat, the damage reduction increases to 60% less damage from ranged and magical attacks. Resets after 10 seconds out of combat.
Pyroclastic Flow
Cause Magma Armor to explode, dealing 660 damage to enemies in a 15m radius, up to 1980 damage in total. Magma Armor is reset to 25%. Requires Magma Armor to be fully charged. Reusable every 20 seconds.
Design notes:
Hellhound was the overall winner of our first ever Card Creation Contest, where we asked members of the community to submit ideas for new cards. The original design has seen little change since then. Hellhound is an L-sized T3 Pure Fire unit. Similar to Moloch, it has resistance to ranged and magical damage, though in Hellhound's case this resistance begins at 25% and scales up to 60% the longer the unit remains in combat. Once the armor fully scales, Hellhound can activate Pyroclastic Flow, exploding its Magma Armor to deal up to 1980 damage to nearby enemies.
The general concept behind Hellhound is to have a Fire unit that slowly scales in durability as it fights, but which can then transform that durability into damage. This will allow Hellhound to quickly clean up camp remnants, including flying units, using Pyroclastic Flow when Magma Armor is no longer needed.
Hellhound will be released in a future content patch—details to be announced!
• Art Spotlight - Hellhound
Hellhound started out as a trial task for Psyagita, who was interested in joining our art team. Unfortunately, they ended up being too busy to continue, but were kind enough to let us move forward with the work. We dove into our archives and found some early sketches from the art process! Psyagita first provided us with these three sketches. Our lead artist at the time, Tweeto, had this to say about the initial batch: "I think I prefer the 3/4 view of the face over the profile version and am interested in seeing a more dramatic and imposing angle of the creature itself. Could you try sketching it from a lower perspective to highlight its intimidating presence?" Psyagita came back with two new attempts. We preferred the second one, as it had more of an action pose—which tends to look better in a card frame. Work then began on finalizing the pose and adding color.
At this point, Psyagita unfortunately became too busy, so our artist SpiritAlpha took over the task. Since we were working on the model simultaneously, we made a few adjustments that were reflected in the updated artwork—most notably, a new color for the flames and fur. The piece was coming along nicely, but we felt it stood out a bit from other Fire cards, particularly due to the grey background. We also wanted to make sure the card felt cohesive in the deck bar alongside other Fire cards, so we looked to other units in the faction for inspiration. By adding purple elements to the cave background, the artwork popped more and felt more in line with the rest of the Fire faction. After several rounds of feedback with our art group, we finalized the artwork for Hellhound. We’re very happy with the result and hope you’re excited to play the card yourself in the future! A big thank you to Psyagita for laying the groundwork for this unique piece, and to SpiritAlpha for bringing it across the finish line! • Team Changes
We’re excited to announce a new addition to our art team—Elkondo has joined us as a 2D artist! We hope you'll get to see some of his card artwork in the near future. Welcome, Elkondo!
We’re also happy to introduce Sabri as our new audio designer. Sabri has joined the team to support various audio-related tasks, including creating the sound effects for the recently released card Spirit Gate. We really appreciate the help!
Meanwhile, Prof_Emezy has stepped down from the team. He contributed as a Discord Moderator, Proofreader, and supported some exploratory work in marketing. We'd like to thank him for his efforts and dedication during his time with the team.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
Current events:
• NEW - Rookie Tournament - 12.04.2025 at 16:00 CET
Interested in PvP, but intimidated by the veterans? We got you covered! Join this Rookie tournament, where only rookies can join and there are prizes for all participants! The tournament will be hosted and livestreamed by Ultralord, please sign-up in advance.
• NEW - Battle of Tactics #8: Maximum Support - Until 13.04.2025 23:59 CEST
Battle of Tactics returns in 2025 with another tricking and exciting challenge! Play a modified version of the map Oracle, including a special pre-game twist, allowing you to scale the difficulty up and down! More information.
• COMING UP - Skylords Reborn Mega Quiz - 03-05-2025 at 20:00 CEST
Win prizes with your knowledge of BattleForge! Join the Mega Quiz live on Twitch for a chance to win BFP and boosters. Come hang out with us, win some prizes, and perhaps learn a new thing or two! More information.
• FINISHED - Skylords Reborn Winter Cup
The first PvP tournament has been completed! You can rewatch the action with commentary by Ultralord and special guest Toggy, with this highlight video.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a general booster: WARM-FIRE-CATS-PURR
This code is valid until May 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update March 2024
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Hrdina_Imperia liked a post in a topic by Ultralord in Battle of Tactics #8: Maximum Support - Until 13.04.2025 23:59 CEST
Great greetings People of the Sky
It has been a hot minute since the last BOT, but I´m beyond happy to challenge all of you in Battle of Tactics #8 – Maximum Support. (But not for you)
The Challenge:
You play a Community map, a modified version of Oracle (changes can be found in the FAQ section)
But you don’t start the map by playing units. Instead, you start by selecting the buffs and debuffs for your run.
The more you've activated, the more points you will get but also the harder the challenge will be.
To activate a building, use the switches near it. If it is active, the switch changes to a gold chest.
Activating multiple switches of one building increases the level / up time and points.
After 60 sec or after using the “GO” switch, you gain your starting energy and wells, and the challenge begins.
The Buffs / Debuffs / Building / Points:
Lv1 35p 30->30 Lv2 80p Permanent* Lv1 35p 30->30 Lv2 80p Permanent* Lv1 35p 30->20 Lv2 80p Permanent* Lv1 50p Permanent* Red 50p Permanent Green 50p Permanent Blue 70p Permanent Green 50p Permanent Yellow 70p Permanent Lv1 20p 20->20->20 Lv2 40p 20->20->20 Lv3 60p Permanent* Lv1 30p 15->15->15->15 Lv2 60p 15->15->15->15 Lv3 90p 15->15->15->15 Lv4 120p Permanent* Lv1 30p 15->15->15->15 Lv2 60p 15->15->15->15 Lv3 90p 15->15->15->15 Lv4 120p Permanent* Lv1 30p 15->15->15->15 Lv2 60p 15->15->15->15 Lv3 90p 15->15->15->15 Lv4 120p Permanent* Permanent*: there is always a small delay between activations.
Ranking:
Main Ranking:
The player with the most points wins.
The tie breaker is the finishing time.
Stamp Ranking:
For each of the 3 sections there is a time-based ranking:
1. Start of the game, till you've cleared the first camp and the shamans starts moving
2. From the first camp clear, till the start of the boss fight
3. From the boss fight start, till the end of the match
In conclusion:
Map: Community map: "Battle of Tactics 8" (copy of Oracle)
Difficulty: Advanced
Goal: Finish the map with the most points and as fast as possible
Until when: 13.04.2025 23:59 CET
Winner Stream: 19.04.2025 19:00 CET via my Twitch (https://www.twitch.tv/ultralord_t1421)
How to join: Upload your Replay at https://t1421.de
You can upload as often as you like, the page keeps your best run for the ranking.
Replays can be found in your Documents folder (C:\Users\xxx\Documents\BattleForge\replays\)
How to play the map:
Prizes:
Main Ranking:
1st Place 5 General Boosters + Construct (Promo)
2st Place 4 General Boosters + Mana Wing (Promo)
3st Place 3 General Boosters + Lyrish Knight (Promo)
4st Place 2 General Boosters + Forest Elder [G]
5st Place 1 General Boosters + Avatar of Frost
6st - 10st Place 1 General Boosters + One of: Mine, Shadow Worm, Razorleaf, Nether Warp [G], Church of Negation
11st - 20st + One of: Comet Catcher, Nox Carrier [P], Wrathgazer, Thunder Wagon [B], Volcano [R],
Cluster Explosion [P], Moloch, Batariel [R], Mark of the Keeper, Deepcoil Worm
Stamp Ranking:
You can only win one of them.
Split 1: Mountaineer | Split 2: Firedancer | Split 3: Primeval Watcher
Random Draw:
For every 10 Players in the event, there will be 5 General Boosters in the random draw.
So 10 Player = 5 Boosters, 20 Players =10 Boosters, etc.
-> And more?
And there are also cards in the random draw for all players:
Big thank you to:
SR-Team For the all Boosters
@Metagross31 For planning and feedback
@Bini Inibitor For map-testing
@bergerb For helping with some maps scripts
Anonymous 1 Mana Wing (Promo)
Anonymous 2 Construct (Promo), Avatar of Frost, Shadow Worm, Nether Warp [G], Church of Negation,
Comet Catcher, Nox Carrier [P], Wrathgazer, Thunder Wagon [B], Volcano [R], Cluster Explosion [P], Moloch
Anonymous 3 Forest Elder [G], Razorleaf, Firedancer, Deepcoil Worm, Batariel [R], Mark of the Keeper
Me 🙂 Lyrish Knight (Promo), Mine, Mountaineer, Primeval Watcher, "Random-Draw-Cards"
I hope you will have a lot of fun with this challenge and realize how strong the buildings that you use every day are 😊
BOT is not an official event, so I´m very careful to all who give it a try and who helped out behind the scenes with their time or prizes.
If you want to host your own event, connect with the event organizer: @Metagross31
See you in the forge fellow Skylords
Ultralord 🎩
FAQ:
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Hrdina_Imperia liked a post in a topic by Ultralord in ROOKIE #1 - PvP Tournament - 12.04.2025 16:00 CEST
Great greetings, People of the Sky
After an amazing start to this year's PvP Season last weekend, more people than ever are interested in PvP.
So let's get the next event on the road. This time, it is aimed towards new players and those who wanted to test PvP but were scared of the pros.
All you need to know
- When: 12.04.2025 16:00 CET
- Format: 8 Rounds Swiss, Best of 1
- Special Rule: Only Rookies
- Organization: Challenge
- Stream: 12.04.2025 15:30 CET at twitch.tv/ultralord_t1421
We will go over the rules and answer questions
Am I a Rookie?
The answer is yes if one of these applies to you:
- Do you have a Silver rank PvP or lower? ( <112.000 ELO)
- Is your PvP - Win/Loose ratio below 60%?
- Do you feel like a rookie?
Free PvP Decks and Getting Started
There are free, fully upgraded decks for playing PvP. I highly recommend playing with one of these.
You can select 2 every 24h with the button in the bottom left corner of your deck overview screen.
If you want guidelines on where to start with PvP, feel free to leave a message in the "PvP-Talk" channel on the official SR-Discord Server.
There are many players happy to help out. @Eirias Streams PvP matches on YouTube where he answers questions and expands on things, as well as doing live coaching if you are interested.
Tournament Format
We play 8 Rounds of Swiss System. That means you will play 8 matches, no matter if you win or lose.
Best of 1 means you will play only one match against your opponent per round.
The pairings will be shuffled before the start of the tournament.
Rules
The tournament will be held on the Live Server! Disconnecting during a game will result in a default loss. If both sides agree, it is possible to have a rematch. Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 minutes. After your match, go to Challenge and insert the result. This is done by clicking on your match and selecting the winner/stats.
The brackets/match list will be updated automatically after all players have finished their matches. The Map Pool is: Haladur, Simai, Elyon, Lajesh, Uro and Yrmia. The map of round one will be Haladur. Against the second opponent you will play on Simai, third Elyon, etc. (I will make notes in Challenge) You can only win prizes if you play your matches during the event. Have fun and don’t be an idiot!
You can join us here on Challenge. You will need an account.
Be sure to register for the event with your in-game name, to make matchmaking as easy as possible.
Prizes
Place 1: 8 General Boosters Place 2: 7 General Boosters Place 3: 6 General Boosters Place 4: 5 General Boosters Place 5: 4 General Boosters Place 6: 3 General Boosters Place 7: 2 General Boosters Everyone else: 1 General Booster
UPDATE 03.04.2025:
For every win in the Event you will receive one random rare card
-> The means up to 8 if you win all matches
There is an additional prize for the winner of the Event - if he likes a challenge!
On stream will be a PvP Veteran. If the Rookie winner can beat him in a Best of 1 will send him each card from a Free PvP Deck of his choice.
If he loses, he will "only" receive the T1 Cards of the Free PvP Deck. So nothing to lose 😉
All card Prizes will be provided from may collection.
Booster are Sponsored by the SLR Team.
Thank you for your Support!
PvP is a lot of fun, so I hope with this little event I can encourage you to give it a try
Ultralord 🎩
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Hrdina_Imperia liked a post in a topic by Ultralord in Official PvE Event #15: Thirsty Journey Home - Until 16.03.2025 23:59 CET
Greetings Skylords,
With our new patch Spring Cleaning, we also added a new featured community map: Thirsty Journey Home.
To celebrate the release of 4 new cards and this incredible map by @R4bitF00t, we invite you to join this release event!
How to join:
Simply win the map on the difficulty you feel comfortable with.
There is no ranking. Prizes will be distributed by random draws.
You can only enter the random draw once; sending in additional replays does not increase your chance of winning.
To join the event, you just need to upload your replay to my website on the EVENT-Tab: https://t1421.de/
The Prizes scale with the numbers of players:
25% of Players 25% of Players 25% of Players 25% of Players 50% of Players Bandit Hut Gate of Akylos Power Shrine Spirit Gate General Booster So for example: if 100 people join, there would be 25 Bandit Hut, 25 Gate of Akylos, etc. A total of 150 prizes.
Everyone who joins will enter a random draw and win at least one of the new cards. Additionally, half of the participants will receive a booster as well.
The summary:
Maps: Thirsty Journey Home
Goal: Have fun playing the map 🙂
Until when: 16.03.2025 23:59 CET
Where to apply: Upload the Replay on https://t1421.de/
Replays can be found in your Documents folder (C:\Users\xxx\Documents\BattleForge\replays\)
How to play community maps:
I hope you all have fun playing the map.
Ultralord 🎩
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Xamos liked a post in a topic by Hrdina_Imperia in Patch #400051 - 2 March 2025
Patch time! And some love to underperforming buildings and units, awesome.
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WindHunter liked a post in a topic by Hrdina_Imperia in Patch #400051 - 2 March 2025
Patch time! And some love to underperforming buildings and units, awesome.
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n3tax liked a post in a topic by Hrdina_Imperia in Patch #400051 - 2 March 2025
Patch time! And some love to underperforming buildings and units, awesome.
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Majora liked a post in a topic by Hrdina_Imperia in Patch #400051 - 2 March 2025
Patch time! And some love to underperforming buildings and units, awesome.
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Hrdina_Imperia liked a post in a topic by WindHunter in Patch #400051 - 2 March 2025
Patch #400051 - Spring Cleaning
Welcome to our newest patch. This update contains our seventeenth balance patch for the game, 4 brand-new cards, quality of life changes, and much more!
Patch Preview
Four new cards are now available! Jump in-game to collect Gate of Akylos, Power Shrine, Spirit Gate, and Bandit Hut! Many long awaited quality of life changes have been added to the game. Major reworks to several underperforming cards such as Ice Shield Tower, Mountaineer, Strikers, and Altar of Nihil. Reworked Empire and fixed two other campaign maps to streamline the player experience.
General Changes & Fixes
When using Twilight Transformation, transformed units now inherit the original unit's group, selection, and commands. Increased the maximum number of visible buff icons on units and buildings to 8. Fixed global effects not applying to units spawned by abilities. For example, this fixes Ravenheart's Ravenships not being affected by Wheel of Gifts or The Incredible Mo. Fixed an issue with Bedrock's Sculptor ability that caused its ability tooltip to disappear when multiple Bedrocks were selected at the same time. Affinity differences are now highlighted in each card's description. Each affinity has colored text corresponding to the color of the affinity element which highlights only those words and abilities which are different than its alterative affinity. Players who hover over cards with affinities in-game will immediately notice the changes. This featue can be disabled by setting "enable_affinities_highlighting" to "false" on the section "gui" of the file "Documents\BattleForge\config.json". New maps script: - "MapAudio": Audio files (flac, mp3, wav, ogg) can now be played directly from the community map folder. Reference can be viewed on https://skylords-reborn.fandom.com/wiki/Script_Information_-_Full_Reference.
New Updater - Version v0.15
Added support for game channels, you can select the channel on the top left, it will only check updates for the selected channel (main server, test server, etc.). Improved performance and added caching to update checking. Added config settings to `Documents\BattleForge\updater-config.json`. Added logging to `Documents\BattleForge\Diag\log_updater.log`. Updated Skylords Reborn logo on the top left. Improved error handling and messages. Small UI improvements. Modifiable parameter on`updater-config.json`:
`fileIntegrityCheckMaxDegreeOfParallelism`: Users can set it to 1 on HDD or slower PCs, default is Processor Count / 2. If you are using Wine on Linux or MacOS, additional dependencies are required:
`sudo apt-get install winbind` `WINEPREFIX=~/.wine32/ winetricks dotnet48 d3dcompiler_47 vkd3d`
New Cards
Bandit Hut - 120p T3 Bandit Building
You will find the upgrades for this card on the maps Blight (U1) and Into the Jungle (U2/U3).
The enemies of the Skylords have long made use of spawn buildings to reinforce their armies, and this power is now also available to Bandit loving Skylords. Bandit Hut can spawn the previously unavailable units Bandit Vanguards (Bandit Strikers) and Alpha Skyrakes (Bandit Mana Wings), up to a population cap of 150. This will allow the player to quickly spawn in an army of weaker Bandit units to supplement their main army. Now Skylords can give their enemies a taste of their own medicine with their own attack waves!
Gate of Akylos - 200p T3 Lost Souls Building
You will find the upgrades for this card on the maps Empire (U1) and Unexpected Visitors (U2/U3).
Similar to Soulstone, Gate of Akylos was a card that got stuck in development hell as we faced substantially more implementation issues than initially expected. We are excited to finally share it with our players. Gate of Akylos is a global revenant support building. Its abilities focus around lengthening revenant duration and extracting revenants from existing Lost Souls units. We hope that Gate of Akylos, as well as the changes to other revenant support cards in this patch, help to make the revenant playstyle more accessible to the general playerbase.
Power Shrine - 140p T2 Amii Building
You will find the upgrades for this card on the maps Convoy (U1) and Into the Jungle (U2/U3).
Ever since we nerfed Shrine of War to require 2 Fire orbs, similar to all other void shrines, rainbow decks have been without a source of consistent void return. Power Shrine fixes this issue. Power Shrine is a T2 global Amii void shrine that allows players to play cards directly out of their void power. With each activation, each member of the Amii player's team will be able to use void power to play their next 3 cards. This card-based approach means Power Shrine will scale well into the later game as player card costs increase in higher tiers.
Spirit Gate - 70p T2 Amii Spell
You will find the upgrades for this card on the maps Sunbridge (U1) and Unexpected Visitors (U2/U3).
Nether Warp has long been the only source of teleportation that is both reliable and flexible. Spirit Gate adds a second strong teleportation option but with its own twist. Unlike Nether Warp, Spirit Gate is a unit-ability granting spell, similar to Tectonic Shift and Infernal Chain, which gives individual friendly units the ability to teleport to sources of own ground presence in a 75m range. Given the fact that it can be applied to friendly units and not just own units, a friendly Amii player can now grant every player on their team the ability to teleport their armies around the battlefield. Happy warping Skylords!
Game Balance Changes
[ Tier 1 Card Changes ]
Ice Shield Tower:
1. Power cost: 50p ➜ 80p
2. Ice Bolt damage: 66, up to 100 in total ➜ 72, up to 108 in total
3. Ice Shield:
A. Change from active to auto-cast (30m range).
B. Ice Shield strength: 880 → 660
C. New Description: "Every 20 seconds, tower applies an Ice Shield to a friendly unit that absorbs up to 660 damage for 30 seconds. Has a range of 30m."
4. Ice Field (new passive ability): Ice Shields within a 25m radius of the tower do not run out. Cannot be disabled by spellblocking abilities.
Frost T1 has a lot of building options and Ice Shield Tower has long struggled to find its place. We are reworking the card to make its Ice Shield ability into an auto-cast as well as adding a new passive ability that prevents Ice Shields from expiring in the area around the building. This should hopefully make it a compelling choice in defense situations where you have lots of time to build up shields for defending units.
Soul Splicer (r):
1. Infused Necromancy (r) damage boost: 50% ➜ 70%
Snapjaws:
1. Power cost: 75p ➜ 65p
Strikers:
1. Power cost: 90p ➜ 75p
2. Damage: 780 dp20 ➜ 600 dp20
3. Life points: 600 ➜ 420
4. Unit counter: M-counter ➜ S-counter
5. Charge damage: 30 ➜ 20 damage per squad member
6. New passive ability “Bloodthirsty”: Unit regenerates 15 life points per second over the next 4 seconds per every 150 damage it deals.
Ever since their looter nerf, Strikers have been languishing without much use in either PvP or PvE. We are therefore completely reworking them. On maps where hit-and-run tactics are favorable and where there is a lack of early flying enemies, our testing has shown the new Strikers to have a comparable or even superior performance compared to Nomads. The new Strikers will give Fire T1 players yet another starting unit option.
[ Tier 2 Card Changes ]
Altar of Nihil:
1. Orb cost: Shadow, Neutral, Neutral (T3) ➜ Shadow, Shadow (T2)
2. Power cost: 110p ➜ 50p
3. Life points: 990 ➜ 670
4. Complete Rework, Nihilation:
A. Description: Activate to create a corrupted zone of 25m around the building where summoning friendly units requires 85% less of the usual power costs but causes all summoned units to irrevocably die after 20 seconds. Does not affect flying units. Lasts for 30 seconds. Reusable every 60 seconds.
Altar of Nihil was originally designed to support cards like Wrathgazer or Cultist Master in PvP. It was a niche strategy in the past until Voidstorm got moved to T3. A global map reset paired with void removal created arguably the the most uncounterable and overpowered late game PvP combination the game has ever seen. As a result, we had to remove the strategy entirely by nerfing Altar of Nihil into the ground. Since then, the card has maintained a 0% play rate in every game mode.
As the previous ability was not salvageable due to the interaction mentioned above, we redesigned Altar of Nihil entirely. The new ability is supposed to bring more strategic depth to Shadow's card arsenal by synergizing with its sacrificial elements. We also moved away from a purely harmful effect to open up PvE usage. We will keep a close eye on the card's balancing and adjust numbers in the future if necessary.
Global Warming:
1. Both affinities now speed up own Fire units by 25% for 20 seconds.
This change will give Global Warming more flexibility, making it better able to justify itself in taking up a deck slot.
Mountaineer:
1. Life points: 1350 ➜ 1140
2. Bombard damage: 220, up to 330 in total ➜ 80, up to 120 in total
3. Glacier Shield now refreshes unconditionally every 12 seconds.
4. Icing Up Rework:
A. Charges: 100, up to 800 in total ➜ 80, up to 400 in total
B. Charge tick speed: 1000 ms (1 sec) ➜ 3500 ms (3.5 sec) - Aligns with the attack speed, so the unit gains 80 charges every 3.5 seconds.
C. Charges are now converted into 200% damage.
Mountaineer now generates charges overtime which are then converted into damage, similar to the way Death Ray's corpse mechanic works. This gives Mountaineer more damage at the beginning of combat, but his damage over time drops sharply if he remains in combat for a long period of time. The idea is that the unit should maintain its hit-and-run playstyle but without the buggy shield interaction which would stop the unit from attacking whenever the shield recharged. As regards the Ice Shield, it now recharges unconditionally similar to Avatar of Frost's shield which should help with Mountaineers overall survivability.
Portal Nexus:
1. Explosive Death: Friendly entities ➜ Friendly units
This change should make it easier to place and use Portal Nexus without negatively affected the strategies that use the card to kill own and friendly units.
Shadow Mage:
1. Foul Play health damage percentage: 400% ➜ 500%
Shrine of Greed:
1. Enemy void return percentage: 50% ➜ 25%
Revenant's Blessing:
1. Charges: 12 ➜ 20
2. Cooldown: Reusable every 20 seconds ➜ Instantly reusable.
As part of the release of Gate of Akylos, we are touching up a few revenant-based cards to help buff up the playstyle. This change is intended to make it easier to keep unbound revenants alive without bringing both affinities of Revenant's Blessing, saving the player an important deck slot.
Tranquility:
1. Soothing Whispers:
A. Damage buff: 30% more damage ➜ 35% more damage
B. Healing: 50 life points every 2 seconds ➜ 7% max life points every 2 seconds
2. Foreboding Whispers:
A. Damage debuff: 30% more damage received ➜ 35% more damage received
With these changes, Tranquility should scale well as a single-target buff even into T3 and T4, giving the player a better reason to include it in Amii decks.
Twilight Curse:
1. No longer blocked by mind control effects.
Players can now mind control enemies, such as with Amazon, and use Twilight Curse to transform them.
Twilight Minions:
1. Gifted Incentive (g) damage boost: 30% ➜ 50% more damage by friendly Fire, Nature, and Twilight units
2. Infused Incentive (r) damage boost: 65% ➜ 75% more damage by friendly small units
Encourage use of Twilight Minion's transformation effect, especially alongside the new Twilight Archers card.
[ Tier 3 Card Changes ]
Healing Gardens:
1. Ritual of Recovery duration: 45 seconds ➜ 60 seconds
Players can now keep Ritual of Recovery active 100% of the time with only one Healing Gardens.
Lost Grigori:
1. Disintegrating Shock:
A. Ability power cost: 100p ➜ 70p
B. Cooldown: 30 seconds ➜ 20 seconds
C. Can no longer disintegrate XL units
D. Lost Grigori now regenerates 180 life points per sec while channeling disintegration.
Lost Grigori presently struggles in both PvP and PvE. We are tweaking its disintegration ability in an attempt to breathe some life into the card, especially in PvE. We are removing the ability to target XL-units to prevent PvP abuses, while at the same time giving it a cost reduction and cooldown reduction. Most importantly, Lost Grigori now heals itself while disintegrating enemies, meaning it can self-sustain without a need for other support cards.
Razorleaf:
1. Damage per leaf: 34, up to 51 in total ➜ 30, up to 45 in total
Despite being a T3 unit, Razorleaf is stronger than most T4 defenses. The card has always been strong and it has received numerous indirect buffs as we have buffed other Nature cards around it. While we want the card to remain a strong endgame defensive option, even into T4, it currently stands too far above its competitors so we are chopping off 10% of its total damage.
Twilight Bombard:
1. Damage: 420, up to 630 total (2100 dp20) ➜ 460, up to 690 in total (2300 dp20)
2. Life points: 2660 ➜ 2920
Despite previous buffs, Twilight Bombard is still struggling to find its place among Twilight's T3 defense options. We are giving it a 10% buff to both its damage and life points to make it more efficient for the power cost.
[ Map Changes ]
Ascension Map 3:
1. Map 3 of Ascension is now playable even when one side of the map has no players. This will allow players to play this map solo.
2. Map 3: Allow players from the respective other side to also take control of the portal devices with nearby ground entities.
The Insane God:
1. Fixed a bug where a Seeker would instantly turn into a Guardian if it was killed while transforming.
2. Urzach's Seeker: Added an indicator to the visual effect of the transformation ritual and hide both if the ritual is interrupted.
Empire:
1. Reworked Magic-Devices:
One of the more annoying things in Empire was the clunky Device-logic. Before this patch, only one player (per side) could teleport the Red-King to his timeline. Now every player is able to teleport the Red King back and forth.
2. Reworked Ritual:
We added a few visual indicators to hopefully make the ritual more understandable.
3. Removed Player-Limit:
As soon as one side of the map had no more players, the game ended. This restriction caused games to end, which could have been successful even without the other side of the map present.
4. Minor changes:
We also made a lot of miscellaneous changes. These range from small things such as incorrect map outcries to larger, more game-breaking issues like Jorne's allies blocking his path and thus blocking the game from advancing.
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Majora liked a post in a topic by Hrdina_Imperia in Community Update - March 1st 2025
Relally looking forward to the new cards. And the reworks might be new stuff as well. Great work!
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Hrdina_Imperia liked a post in a topic by Majora in Community Update - March 1st 2025
We have also released spotlight videos for the new cards. Please give them a like for the mighty algorithm!
A big thank you to Dreamlord for voicing our spotlights!
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Hrdina_Imperia liked a post in a topic by Majora in Community Update - March 1st 2025
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Patch announcement
Great news Skylords! We will release a new content patch this weekend, introducing some exciting new cards, QoL fixes and balance changes!
This patch will contain 4 new cards, two of which have been revealed in previous Community Updates, while the other two are a surprise release. Get ready to collect the long-awaited "Gate of Akylos", the first Amii building "Power Shrine", a new teleport spell "Spirit Gate" and a spawn building for the bandit faction; "Bandit Hut".
These new cards have been long in the making, and we hope you are looking forward to the new options they will bring.
Besides new cards, this patch also includes major reworks to several cards that were underperforming in PvE, such as Ice Shield Tower, Mountaineer, Strikers, and Altar of Nihil.
We have also included some map changes, most importantly a rework to the map Empire. We also made a lot of miscellaneous changes. These range from small things such as incorrect map outcries to larger, more game-breaking issues like Jorne's allies blocking his path and thus blocking the game from advancing. A rework of the magical devices and the ritual at the end should also streamline the experience.
Lastly, this patch includes one of the most frequently requested features since release: easier distinction between affinities. Affinity differences are now highlighted in each card's description. Each card's specific affinity now has colored text whose color corresponds to its affinity element. These sections of highlighted text consist only of those words and abilities which are different than the ability of its alternative affinity card. Players who hover over cards with affinities in-game will immediately notice the changes.
Head over to the patch notes for a full list of the changes and additions to the game.
This patch will release on March 2nd.
• New Featured Community Map: Thirsty Journey Home
While work continues on more official campaign maps, the public map editor continues to deliver new content. The new community map "Thirsty Journey Home" is the latest addition to our featured community maps. Featured community maps are high quality maps that count toward your daily playtime/rewards. This latest addition was created by one of our members on the map team, R4bitF00t, as a personal side-project.
Thirsty Journey Home introduces Bren, a knight from Lyr who got lost on his way home. He now finds himself in a desert populated by bandits, while the Stonekin are on his trail. Can you help him find his way home?
You can find this new map in the Community Map section on the World Map. Look for the featured map Thirsty Journey Home, marked by a star.
Please note: this map will release alongside the new patch on March 2nd. There will also be a release event to win one of the new cards!
From the creator:
I really liked Mo's story in the original game, and wanted to make another character that players could enjoy. I hope I succeeded, and Bren will become another small part of Skylords Reborn you will cherish ^^ This is not the end of his story though; I plan to share his story over a 3 map odyssey. I hope you will continue to help Bren in his journey when the time comes.
- R4bitF00t
• Marketing Questionnaire
Skylords, we'd like to ask for your help.
Skylords Reborn has a steady player base that consists of mostly original BattleForge players, as shown by our yearly feedback surveys. Most of you found out about the project due to some nostalgic Google search, or through friends.
While the game is old (the original Battleforge released in 2009!), it stood the test of time quite well, and there is a lot to love for a RTS/TCG player. A recurring problem, even during the original EA times, is reaching those players. This has become even harder for us, considering we can not do any paid advertisement or marketing of the game.
This is where you come in. We would like to reach potential players by approaching promising streamers/YouTubers who are active in the RTS or TCG scene. We would like to ask the community for help in our search for potential players that might enjoy this great game.
Please take 2 minutes to fill in our short questionnaire.
• New Card Reveal - Phantom Stampede
While our next patch is releasing soon, we are already hard at work on future content. Lost Hulk was originally created as a fun unit for our Halloween Map Spooky Encounters, but ended up being embraced by the community. While we did not have the intention to add it as a player card originally, the interest from the community caused us to look at ways to include it somehow. Today, we are taking a look at the new spell card Phantom Stampede!
Please note: We are still working on the card. While we are generally happy with it, art, numbers and effects might still change before release.
Ghost Train
Creates a stampeding Hulk that moves along a defined path of 35m dealing 750 damage to each enemy unit the Hulk passes through. Allied units along the path are granted Ice Shields which absorb up to 880 damage for 30 seconds. Reusable every 25 seconds.
Phantom Stampede does something we have never done before: spawning a unit that acts like a spell. Doing so was not without its challenges. Check out this early footage of its development while we were still figuring things out.
Design notes:
Phantom Stampede is a hybrid support and damage spell meant to give Lost Souls a faction specific damage spell that does not rely on revenants, as well as a sustain option beyond Blood Healing. The card was inspired by the widespread desire to see the Lost Hulk unit as a playable card. We thought extensively about ways to add Lost Hulk to Lost Souls in a way that would be interesting and in-line with the faction's identity, but we ultimately determined that a stampede unit would not fit into Lost Souls. Still, we wanted to give players some way to use Lost Hulk, causing us to develop this spell.
Phantom Stampede will release in a future content patch, date to be announced.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
Current events:
• NEW - Thirsty Journey Home - March 2nd until March 16th
To celebrate the release of both the new patch and the new featured community map, we have a special release event. Simply play the map and upload a replay for a chance to win one of the new cards! More information.
• NEW - Skylords Reborn Winter Cup
Get ready for some PvP action! The Winter Cup is the first of four PvP tournaments happening this year. The tournament will be hosted and livestreamed by Ultralord. Everyone is welcome to join, please sign-up in advance.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a general booster: VOID-GATE-WARP-HOME
This code is valid until April 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update February 2024
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Metagross31 liked a post in a topic by Hrdina_Imperia in The Skylords Reborn Winter Cup 2025 - 08.03.2025 at 16:00 CET
Will try to attend - if only for someone to have an easy game 😄
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Ultralord liked a post in a topic by Hrdina_Imperia in The Skylords Reborn Winter Cup 2025 - 08.03.2025 at 16:00 CET
Will try to attend - if only for someone to have an easy game 😄
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Hrdina_Imperia liked a post in a topic by Ultralord in The Skylords Reborn Winter Cup 2025 - 08.03.2025 at 16:00 CET
Great greetings, People of the Sky
Welcome to the first of four PVP Tournaments hosted by yours truly in 2025.
The plan is to have one Tournament in each season, so let’s kick this off with:
How to join and schedule
The event starts on 08.03.2025 16:00 CET
You can join till 08.03.2025 15:50 CET
I will stream the event starting at 08.03.2025 15:30 CET Here is my twitch.tv/ultralord_t1421
Where we quickly go over the rules and answer last minute questions
You can join here on Challonge. (check rules beforehand)
Tournament Format
We play 1vs1, Best of 3, with double elimination.
So if you lose your first set, you are not out! You can make your way to the final in the lower bracket.
The grand final will be a Best of 5.
The bracket will be shuffled before the start of the tournament.
Rules
The tournament will be held on the Live Server! I highly recommend using a Free PvP Deck. Disconnection during a game will result in a default loss. If both sides agree, it is possible to have a rematch. Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 minutes. After your match, go to Challonge and insert the result. This is done by clicking on your match and selecting the winner/stats.
The brackets/match list will be updated automatically after all have finished their match. The Map Pool is: Haladur, Simai, Elyon, Lajesh, Uro and Yrmia. The map of round one will be Haladur; after that, it's loser's choice.
Against the second opponent, you start with Simai. third Elyon, etc. (I will make notes in Challonge) The first deck lock is done by a coin flip. (/roll 1) After that, the winner has to lock in first. You can only win prizes if you show up to the event and play your matches. Have fun and don’t be an idiot!
Prizes
Place 1: 7 General Boosters + 7.000 BFP Place 2: 5 General Boosters + 5.000 BFP Place 3: 4 General Boosters + 4.000 BFP Place 4: 3 General Boosters + 3.000 BFP Place 5 to 50%: 1 General Boosters + a part of 6.000BFP Booster are Sponsored by the SLR Team
And the BFP are a donation from @Fundus
Thank you for your Support!
I hope you all are as hyped as I am to see some incredible PvP Action in 2025!
Ultralord 🎩
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Hrdina_Imperia liked a post in a topic by This Is Halloween_2 in Small units with spears attacking XL units from the walls.
On balance, I gave my opinion.
On coolness and consistency with what already exist in the game, I agree with Appollonir, there’s no reason not to do it.
In term of usefulness and developer resources however, I agree with Fimion. The concept is cool, but essentially useless. And unfortunately in term of time to develop new stuff for the games, the team has much more important things to develop : new cards for amii and maybe even frost/fire, faction and cards rework, new maps, new game mode like tower defense, new content for late game replayability, new factions for rpve, …
Its’s a cool concept, but low priority compared to the other demands of the community listed above.