Reputation Activity
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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!
What have we been up to this time around?
Our fourth season, Wrath of Winter, is still ongoing, and the third batch of challenges unlocks today! We will share what we're currently working on, notably things you've been requesting for a long time. Additionally, we've put together a survey regarding Random Wall Defense. And finally, our team received received some new specimens to throw into the reforg... ehh I mean to help support the project!
• New seasonal challenges
With a new month upon us, a new set of seasonal challenges unlocks.
Let's take a closer look at them.
General Challenges:
Win different 4-player campaign scenarios or featured community maps on standard difficulty or higher. Only Frost and Neutral cards are allowed. These restrictions apply only to the player.
Win the 1-player scenarios Ocean and Oracle on standard difficulty or higher. All units played must human, ogre, or elf units. Only Frost and Neutral cards are allowed.
Survive for 60 minutes on the 1-player featured community map The Last Soultree on advanced difficulty or higher. Only Frost, Stonekin, and Neutral cards are allowed.
Win the 2-player featured community maps Lyrish Uprising and An Expedition South on advanced difficulty or higher. Only Frost, Stonekin, and Neutral cards are allowed. These restrictions apply to all team members.
Win the 2-player scenario Convoy and 4-player scenario Raven's End on standard difficulty or higher. All units T2 and above must be elemental units. No fortresses are allowed. Only Frost and Stonekin cards are allowed. Nature spells are also allowed. These restrictions apply to all team members.
Nightmare Challenges:
Win the the 1-player scenario Oracle on advanced difficulty in under 26 minutes. Only Frost and Stonekin cards are allowed. Additionally, placing among the top 50 fastest times at the end of the season awards progressively more points depending on final placement.
Win the 1-player scenario Heart of Trouble on standard difficulty or higher. All cards must be T2 or below. Only Frost and Stonekin cards are allowed.
As a solo player, win the 2-player scenario The Shifting Temple on standard difficulty or higher. Only Frost and Stonekin cards are allowed.
Win a random PvE scenario that is Map of the Season or Map of the Month under 8 minutes on any difficulty. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members. Completing the challenge more quickly awards progressively more points.
Win 3 different 1-player random PvE scenario Map of the Season presets on difficulty std++ (3) or higher. The only unit allowed T2 and above is Kobold Engineer. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members.
• Random Wall Defense - Survey
After letting it run its course and seeing your general reception regarding Random Wall Defense over the last couple of weeks, it's evident that you players long for a PvE game mode centered around defense. We have been experimenting with a variety of concepts but couldn't exactly put our fingers on what the playerbase wants to see in such a game mode, actually, considering even inside the team there was quite a divide in terms of vision. Fortunately, Random Wall Defense has been received well and we could extract some valuable data out of it already. Unfortunately, feedback in the ingame chat, Discord or even here on the forums is fleeting and can easily be forgotten.
As such, we have put together a survey for you to fill out. The survey has a heavy emphasis on Random Wall Defense. Please take your time filling it out; there is even a goodie waiting for you.
• What we've been working on
Development has slowed down recently because life catches up eventually and several staff members are busy taking care of their responsibilities in real life and wait for their daily boost to fill up. However, we didn't want to leave you completely in the dark. So here is a broad overview on what we've been working on:
New entities for the AI:
Battleforge has a large repertoire of entities available to carefully craft situations and maps to anyone's liking. Twilight in particular has an assortment of entities available that leaves barely any room for any more desires. The same can't be said for the other enemy factions to varying degrees. This makes it difficult for us to fine-tune existing or upcoming content to a level we deem necessary or create special encounters.
Over time we have outfitted Bandits with much needed additions to make them more complete, which was required for our maps as well as the random PvE preset rebalancing. Sandskate is our addition of a disruptor unit without a high-damage ability. One niche still missing inside Bandits' unit roster is an intermediate melee unit to bridge the gap between a Bandit Bouncer and the likes of Sandskates or Hornblowers. Bandit Deserter is supposed to fill that niche as an appropriately themed version of Lightblade. The unit is still in development and has no final stats attached to it.
We all know the Lost Souls are your favourite enemy faction to fight in the game. Especially when facing Lost Vigils early on as a player not starting as Fire. In all seriousness, Lost Souls lacks a flying unit with a lower power budget than Lost Vigils. Currently if we intend to add any flying unit in camps, we have to go straight to Lost Vigils, which are particularly strong close to buildings and can easily wipe armies early in the game. The lack of flying units weaker than Lost Vigils also limits us design-wise. So we're creating a Lost Souls version of Skyfire Drake. The unit is still in development and has no final stats attached to it.
Lost Souls random PvE preset:
Generally, the Lost Souls preset in random PvE has been frustrating to play against for the vast majority of players and it has been that way ever since. It received a few changes a while ago, but they didn't directly affect their power level. We intend to address this topic in the future with several changes. One of those changes is the aforementioned new flying unit being added that will substitute Lost Vigils in early camps. Additionally, we intend to change Twilight units to appropriate counterparts from the Lost Souls faction. Treefiends, for example, can be annoying to deal with due to them having the tendency to remain at their positions after pulling them, which, in turn, can pull more units. Finally, we will to some number tweaks to certain units like Lost Wanderer.
The goal is to make the preset more accessible in the early game for all starting factions, eliminate frustrating situations and make it feel more like an actual Lost Souls preset, while not simply nerfing it. There is no release date for these changes.
Connection reestablishing feature:
One recurring issue players stumble across are random connection interruptions that freeze a game and forces them to abandon their current match with no possibility to regain control of it. The game doesn't like interruptions in the slightest, not even for a millisecond. At this time, we are testing a feature that helps mitigate these issues. When the player experiences short term connectivity loss, the game will try to regain connection to the current match.
To manage expectations, do not confuse this with the possibility of reconnecting to a match in the case of game crashes. Also this feature does not allow you to reconnect to matches indefinitely.
Bound power indicator:
A small quality of life feature. Entities summoned will have an icon appear next to their health bars, indicating if the entity in question has been summoned with their full power cost bound to it, has been summoned with cost reduction effects like Breeding Grounds or are unbound like Burrowers from the card Swarm.
New maps:
And of course we're working on new maps, too. The Shifting Temple was released five months ago. Time flies. But as time keeps going so do we. We can't give you an exact release date or idea what we're currently cooking up, but I still managed to sneak some information out.
• Team changes
For some reason, not one, but two people thought it would be a great idea to join the ranks of staff to help support the project.
Our zoo has been expanded and now not only contains frogs, pandas and seals, but also camelids. We welcome Llama as a new member. Don't be scared, he doesn't bite. I think.
But wait, there's more! Anegoda1995 has also decided to join the team. I don't know what anegoda is, but it has to be great, given there have been 1994 anegodas already! Welcome!
• 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!
• Replay Old Events!
Our event organiser, Ultralord, made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start.
Read the details on how to replay old events here.
Recent events:
• Crusade Expert Plus
A classic map that has been spiced up!
Watch the stream here!
• TOME #6 2v2 PvP Tournament
A 2v2 tournament that tests not only your mechanical skill but also deck building skill with random cards!
Watch the stream here.
Upcoming events:
• Rookie #4 PvP Tournament
The second Rookie tournament this year and the fourth one in total!
Read the details here. Join the stream here.
• Battle of Tactics #12: Wheel of Colours
Play an absolute fan favourite of a map with a certain cyclic twist.
Find out more once the event goes live.
• 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: READ-THEU-PDAT-EFFS
This code is valid until November 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 September 2026
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Love it, finally a defensive building for the Amii. Sounds like something, that is gonna be good with tricolor deck (Juice Tank, right?)
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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!
A shorter Community Update this time around.
Our fourth season, Wrath of Winter, is in full swing and the second batch of challenges unlocks today! Previously we announced that we changed our stance regarding affinities and we've shared more about these plans. And finally our elusive Amii friends get some more help to bolster their defenses.
• New seasonal challenges
With a new month upon us, a new set of seasonal challenges unlocks.
Let's take a closer look at them.
3.1 - Win different 2-player campaign scenarios or featured community maps on standard difficulty or higher.
3.2 - Win the 1-player featured community map Town in Need on advanced difficulty or higher. The only unit allowed T2 and above is Kobold Engineer. Only Frost and Stonekin cards are allowed.
3.3 - Win the 4-player scenario Empire on standard difficulty or higher. At least one Lyrish unit in each enclave in the Past must survive. Only Frost, Stonekin, and Neutral cards are allowed. These restrictions apply to all team members.
3.4 - Win the 1-player featured community maps Nyxia and Spooky Encounters on standard difficulty or higher. All cards must be T2 or below. Only Frost, Stonekin, and Neutral cards are allowed.
3.5 - Win the 1-player scenario Behind Enemy Lines and 1-player featured community map The Easter Tree on standard difficulty or higher. Only cards with a frost affinity are allowed.
3.6 - Win the 4-player scenarios Bad Harvest and King of the Giants on advanced difficulty or higher. All units T2 and above must be elemental units. Only Frost, Stonekin, and Neutral cards are allowed. Nature spells are also allowed. These restrictions apply to all team members.
3.7 - Win the 1-player, 2-player, and 4-player Stonekin random PvE Map of the Season presets on adv+ (5) difficulty or higher. All units and buildings T2 and above must be Stonekin. Frost, Nature, and Stonekin cards are allowed. These restrictions apply to all team members.
• Affinity consolidation
Back in June we announced that we had changed our stance on affinities. In short several existing cards have affinities we consider redundant and it became an incredibly difficult task to balance these cards with affinities in mind. The additional effects range from subtle but ultimately pointless to notably different effects where one affinity is clearly more powerful than the other.
The current list of proposals has been released in the affinity thread and can be found here. Feel free to join the discussion and let us know what you think.
Please note: These are only proposals and up for debate. Select candidates can be added or removed further down the line. Your input can influence the outcome!
• Card reveal: Amii Power Coil
Our Amii were certainly aware that they couldn't afford to build a bunch of Sunbridge Shrines to protect their land and needed a cheaper, more cost effective solution to fend off aggressors. It seems like they borrowed some of the Lost Souls' magic to travel through space and time to a parallel universe to obtain technology from a certain electrical engineer! Behold: Amii Power Coil!
Please note: The card is still in development and subject to change. The information shown here can change until its release.
Lightning Sphere: Every 4 seconds the tower triggers a ball of lightning that deals 216/230/244 damage to enemies in a 8m radius, up to 324/345/366 in total.
Powering Up!: Activate to connect Power Coil to own Power Wells within a 50m radius. Affected Power Wells will be drained at a rate of 1 power every 2 seconds and stored in the Power Coil. Once 50 power has been stored, lose Lightning Sphere and gain Chain Lightning.
Chain Lightning: Every 4 seconds the tower triggers a lightning chain that may affect up to 3 enemies. Deals 216/230/244 damage to the first target while subsequent targets will receive continuously less damage.
Amii Power Coil is a T2 tower for the Amii faction. With a 70 power cost it nests itself neatly within the likes of Infected Tower or Lost Launcher. When first built it behaves like a regular tower with a single target attack. However, when activating Powering Up! it starts draining a nearby Power Well to amplify its capabilities. The reward is a chain attack that can hit multiple targets at once.
Bizarrely one of the entries of the Card Contest was very close to the design we had come up with at that point. Sometimes people think alike.
Recording 2026-08-30 112626.mp4 Recording 2026-08-30 112904.mp4
Design Notes:
"We wanted to do an T2 Amii tower because, besides Fire/Frost, it is the only hybrid faction missing its own tower. When we started thinking about the tower itself we wanted something unique which would set it apart, and we came up with the idea to allow it to charge via Power Wells. While Power Coil will be a fine tower without charging up, by doing so it functionally turns into a 120p T2.5 tower. Once charged, Power Coil can unleash a massive 3000 damage per 20 seconds, while also maintaining a small profile, allowing it to scale well even into the early stages of T3 defense."
-WindHunter
Amii Power Coil will release in a future content update.
• Art spotlight: Amii Power Coil
Apparently someone wasn't content on being only the two-time back-to-back champion. It seems like we have a Raygeclaw in our lines, given this is the third time in a row he blesses us with one of his pieces. He just never stopped attacking to reach stage three damage.
Conceptualization:
"I quickly painted on top of a 3D render I made of the tower to plan the composition. The tower has a unique lightning attack so I wanted to clearly show it. Then I experimented a bit with the proportions by making the bottom part of the tower bigger to make it look more like a low angle view."
-Ray Dezoir
The rough sketch. The similarities with Frost Crystal are immediately apparent. Not only from the 3D model, but also from the angle presented. For a lower cost T2 tower, this is absolutely sufficient.
Refining:
"I refined the tower and added the background. Because of the tower's lighting bolt, I thought a dark and cloudy background would fit well with it. Exaggerating the bottom part of the tower didn't work well with the perspective, so I fixed its proportions. The tower does not have any purple or green colors on it which is associated with Amii. So to make it look Amii I used green and purple in the background, in the lighting and crystal. "
-Ray Dezoir
Green and purple - the classic Amii touch. Already vastly improved, albeit lacking in detail.
Final touches:
"I added final touches like adding scratches and fixing the lighting. The background colors being purple and green was Amii enough, but having those colors in the lightning and crystal was too much so I removed it."
-Ray Dezoir
Final details. The toning down of the green and purple colours around the tower's features make it stand out more and give it a much cleaner look.
Final thoughts:
"Final thoughts: This was the first card illustration I made for SR. I learned a lot from it like adjusting to the game's art style. During the process I received a lot of feedback from the SR team which helped me with going in the right directions. Looking back, I think this illustration's style is very "clean" and it could have more textures fit the game's style more. After this experience, I started using more textured brushes in my newer card illustrations."
-Ray Dezoir
A huge thanks to not only Ray for providing the artwork, but also to our members in the team delivering feedback to turn this piece into what it is today.
• 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!
• Replay Old Events!
Our event organiser, Ultralord, made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start.
Read the details on how to replay old events here.
Recent events:
• Forge of Creation
Share your artistic skills during July and August.
Find the works here.
• SR Mega Quiz 2026
Rev up those brain cells and prove your knowledge.
Watch the stream recording here.
• SR PvP Summer Cup 2026
Another Summer, another PvP Summer Cup.
Watch the stream recording here.
Upcoming events:
• Crusade Expert Plus winner stream
A classic map that has been spiced up!
The event is over, but the winner stream starts here on September 4th.
• TOME #6 2v2 PvP Tournament
A 2v2 tournament that tests not only your mechanical skill but also deck building skill with random cards!
Read more about the event here. Join the stream here.
• 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 Stonekin booster: COIL-SAND-AFFI-NITY
This code is valid until October 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 August 2026
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CptFrameLag liked a post in a topic by Hrdina_Imperia in My little brother got me the coolest gift for my birthdayAmazing. Genuinely love this.
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Hrdina_Imperia liked a post in a topic by CptFrameLag in My little brother got me the coolest gift for my birthdayHello everyone,
I usually don't post on the forum but i have something that i really wanted to share with you because i thought it was really awesome and i think you can all appreciate the hype as much as i do!
My birthday was in the end of July and my little brother always gives me the sickest gifts.
This year he got me some physical, printed Battleforge cards!
It came with a hardcover box to store them al in which has a really nice soft coating and closes with magnetic clips.
He added a custom deck-box with Battleforge art and he even put the cards in actual packs and sealed them himself!
It's so cool! I hope you will enjoy these :D !
I tried my best to take some clear pictures, Bonus pic at the end :P
The Storage and deck-box.
The card packs & card-back
Fire Cards
Shadow cards
Frost cards
Nature cards
Bandit cards
Lost souls cards
Stonekin cards
Twilight cards
Legendary cards
Bonus picture; Me reveling in all the sweet, sweet packs I've got left to open :3
PS; I can't log into discord atm so if anyone feels like it ,feel free to share it on there as well :)
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Hotfixes
01 August 2026
Fix season challenges granting rewards for non-match events
Points and challenge progress will be taken back from players with incorrectly completed challenges
Season rewards will be kept
Fix Amii Ashrider being obtainable from reforging
Card will be taken from players, a booster will be sent by mail as compensation
Fix client crash when trying to send an ingame mail
Fix server crash related to progress increase of community goals
Fix Icefang (Frost / Fire) having wrong health threshold for entering the strong mode
02 August 2026
Attempts to fix server crash related to match end
Fix season progress points decreasing when collecting a milestone reward and the player has auto-claim enabled
Fix displayed attack value for Ironclad (Frost)
Try fix rewards showing as losing on post game window
Fix player incorrectly receiving progress for unrelated challenges
Season progress from players has been adjusted
Relics obtained will be kept
Milestone rewards will be kept
Fix matches not being recorded for leaderboard challenges
Matches will need to be redone (challenge 5.1)
Add more server statistics to track down problems
03 August 2026
Fix crash related to damage absorption aura (Grinder on Bad Harvest, Dreadnought and others)
Fix crash when transforming twilight units
04 August 2026
Fix requirements for challenge 4.5.5
Base requirement is 10 cards or less on deck
Fix Tempest not being able to attack on upgrade levels 0, 1 and 2
Improve how the color is decided for starting monuments when a T2, T3 or T4 card is played
Now it will consider already built monuments and what colors are missing to play the card
This change most affects the map "The Soultree", which has the second monument easily accessible
Revert the following changes to Fire NPCs:
Gladiatrix: Upon death, cleanses all allies within a 20m radius of CC and gives them immunity to further CC to 10 seconds.
Moloch: Now 400p. Gained boss immunity. New passive ability which absorbs30% of the damage taken by allies in a 25m radius.
Magma Fiend: Now casts the "Burning Liquids" ability which heals nearby allies and cleanses them of all major debuffs.
05 August 2026
Fix server crash when someone queues for a Ranked PvP match
06 August 2026
Fix crash when applying a card upgrade while the season discount is active
Fix an issue where new players did not receive their starter cards
Starter cards have been granted to all affected players who joined on or after August 1, 2026.
09 August 2026
Entities spawned by spell and abilities will be automatically added to groups (Deepfang, Cultist Master, Swarm, etc)
Can be disabled on Options -> Advanced Controls
Update challenge 4.1.12 description to Win PvP matches (ranked, sparring, BattleArena, etc.).
Update challenge display formatting to 1.2.3 on challenge list and on postgame window
Fix challenge 4.1.13 not progressing when destroying Power Wells and Monuments on PvP matches
Fix client crash related to owning player
Cards:
Grinder (Shadow): Fixed missing XL damage bonus on Upgrade 3.
Icefang Raptor (Fire): Removed outdated ability references from the card visualization on Upgrades 1–2.
Landship: Grenade now starts with a 20-second initial cooldown.
Skyelf Templar: Fixed Heaven’s Host: Fortitude so units mounted on walls can be attacked.
Stone Age: Fixed incorrect English name appearing in non-English languages.
Description cleanup: Improved and corrected ability/card descriptions for numerous cards, mainly fixing typos, inconsistencies, missing upgrade text, and localization issues across EN/DE/RU/FR.
Maps:
The Shifting Temple:
Increase volume of outcries.
Standardized the German name to “Der sich wandelnde Tempel” across the world map, scenario selection, mission briefing, storybook, NPC descriptions, and related achievements.
12 August 2026
Fix challenges eligibility check not working for match mode requirements
Restrict challenges progress on user generated maps to featured or official maps
For community maps, featured maps are marked with a yellow star
For sparring maps, official maps are marked with the Skylords Reborn logo
21 August 2026
General
Now units and buildings will have their active (movement or attack) command reset when they are mind controlled and when control switches back.
This also fixes the issue where a unit channeling would continue to damage their allies after swapping teams.
Fix challenge 4.5.1 not rewarding 15 points when player wins a match
Points have been rewarded retroactively
Fix deck search not matching multi-word queries
Now typing "Siege of Hope" finds decks with "Siege of Hope" in its name
Fix player texture being too dark on storybook page
Improve performance on deck switch while tags are expanded
Fix spawned entities overring the active selection when they are spawned by buildings
Fix Forge theme unlock tooltips to be more consistent for Defensive, Shadow, and Lyrish themes
Fix a typo in the Irreparable global map modifier status bar description
Fix the displayed name of generic Paralyze immunity in affected units' status bars
Units already having a run speed of 8m/s will now have a sprint speed of 9.6m/s
Cards
Aftershock
Fix upgrade drop locations from Into the Jungle to The Shifting Temple
Fault Zone now affects 2/2/3/3 targets instead of 3 on all upgrades
Increase Fault Zone base damage to 500 on all upgrades
Increase life-point dependent bonus damage to 250 per 750 HP, up to 1500
Improve ability description
Add a status bar tooltip while charging
Add an ability radius preview while charging
Move Siege above Adamant Skin on the card and tooltip
Architect's Call (Fire)
Improve Infused Construction card and upgrade descriptions
Infused Construction now refreshes its duration when affected units re-enter the speed boost aura
Architect's Call (Frost)
Improve Blessed Construction card and upgrade descriptions
Decomposer
Improve Shred them! description and add its range
Dreadnought
Improve Shared Pain status bar tooltip consistency
Evil Eye
Increase Searing Sight channel tether range from 30m to 40m
Fix cases where Evil Eye could not attack despite the target being in range due to hitbox size
Frost Crystal
Adjust Frost Wave's visual effect to look consistent regardless of cast direction
Juice Tank
Improve The Juice Must Flow card, global status bar, and affected Power Well tooltip descriptions
Kobold Engineer
Improve Architect description in German
Improve Fix it up! upgrade and tooltip descriptions
Improve Workaholic description and add missing non-English translations
Northern Keep
Fix Infused Trench and Blessed Trench tooltip, upgrade, and status bar descriptions
Add status bar icons on affected units
Add a radius indicator while the ability is active
Adjust upgrade progression from 10/15/15/20% to 10/12/15/20%
QueekQueek
Improve Pitchfork of Doom description
Reduce movement speed from 10m/s to 9.6m/s
Improve Superpowers description
Rogan Kayle
Improve Inspiring Leader description and affected-unit status bar
Rogan Kayle (Promo)
Improve Inspiring Leader description and affected-unit status bar
Remove an erroneous upgrade star
Skyelf Commander
Improve High Guard: Resilient description and affected-target tooltip
Increase Shield of the Sky initial shield capacity to 800 on all upgrades
Remove Shield of the Sky upgrade stars
Improve Shield of the Sky description and formatting
Skyelf Sage
Rename Celestial Blade to Celestial Blast
Increase Celestial Blast damage to 105 per hit / 158 total on all upgrades
Increase displayed average dp20 to 1645 on all upgrades
Remove Celestial Blast upgrade stars
Improve High Guard: Strength description and affected-target tooltip
Improve Call of the Wind descriptions and formatting
Call of the Wind no longer warps channeling Fallen Skyelf units
Add missing non-English Heaven's Host: Courage status bar descriptions
Fix Heaven's Host: Courage functionality on upgrades 0-2
Add a radius indicator to Heaven's Host: Courage
Improve Heaven's Host: Courage description and formatting
Different Heaven's Host: Courage upgrades no longer stack or appear simultaneously in affected units' status bars
Skyelf Templar
Shorten High Guard: Blessing ability name on the card
Shorten High Guard: Blessing name in non-English languages
Improve High Guard: Blessing description and affected-target tooltip
Change Freezing Mist's activation icon to a generic freeze icon
Add radius indicators for Freezing Mist
Increase frozen targets from 5/6/7/7 to 7 on all upgrades
Increase duration from 10/10/10/15 seconds to 15 seconds on all upgrades
Remove Freezing Mist upgrade stars
Shorten Freezing Mist's Russian ability name
Improve Freezing Mist description and formatting
Shorten Heaven's Host: Fortitude name on the card
Improve Heaven's Host: Fortitude description and formatting
Improve Heaven's Host: Fortitude affected-target tooltip
Add a radius indicator to Heaven's Host: Fortitude
Tortugun
Improve Infused Devour and Blessed Devour descriptions
Fix Blessed Devour incorrectly also granting the Fire affinity buff
Amok no longer stacks and instead refreshes the respective Devour bonus
Wintertide (Frost)
Improve Blessed Defense upgrade 2 description in German
Winter Witch
Improve Frost Beam description and translations
Bandit Bouncer (NPC)
Change orb requirements from 2 Neutral to 1 Fire and 1 Shadow
Remove the old generic tooltip description
Add a proper Paralyze ability description
Add a proper Sabotage ability description
Sabotage is now properly displayed in affected structures' status bars
Sabotage now only targets buildings instead of buildings, Power Wells, and Monuments
Sabotage now works if the target has already been damaged by another source
Rogue Giant (NPC)
Improve displayed class and description in non-English languages
01 September 2026
General
Fix filter for challenge 4.3.6, elementals only should be T2 or higher.
Rename titles for Season 4:
Stone Warrior -> Squire or Lyr (Milestone 460)
Imperial -> Knight of Lyr / Shieldmaiden of Lyr (Milestone 520)
Regeflame -> Dreadnought (Milestone 620)
Dreadnought -> King of Lyr / Queen of Lyr (Milestone 1100)
Fix a crash that sometimes occurred when loading community maps in the search window.
Fix crash when trying to teleport with some specific neutral units around.
Fix some buildings not being able to be taken over by Matter Mastery.
Fix small texture for Twilight Starter Pack.
Maps
Ravens End:
Remove the late Game-Over timer for acquiring all the monuments or defeat, condition to obtain all monuments is unchanged.
Cards
Bedrock (Frost) / bedrock (Shadow):
Active ability Blessed Sculptor / Tainted Sculptor:
Improved description and formatting to be more consistent.
Summoned Stone Launcher (Frost) / Stone Launcher (Shadow):
Fixed an issue where the constructed building would grant presence to play out cards or claim structures with it.
Improved card description and status bar tooltip to be more consistent with a new passive ability Deconstruction:
Will be destroyed after 30 seconds.
Construct / Construct (Promo) / Construct (NPC):
Autocast ability Arcane Turret:
Improved description to be more consistent.
Internal: Removed dysfunctional minimum range of 10m.
Gemeye (Nature) / Gemeye (Shadow) / Gemeye (NPC):
Autocast ability Gifted Spit / Tainted Spit:
Improved description to be more consistent.
Raven Scoutship (NPC):
Fix displayed damage: 2700 → 3300 dp20.
Spirit Gate:
Exitus:
Fixed an issue that could crash the game when teleporting unit's without an assigned orbs.
Tectonic Shift:
Terrestrial Gate:
Improved description to be more consistent.
Can no longer teleport NPC buildings regardless of ground presence within the target radius.
Changed requirement from vision to the default 15m of stuff like phase tower.
Earthen Gift (Frost) / Earthen Gift (Nature):
Blessed Earth / Gifted Earth:
Fixed global status bar icon and icon on affected targets to visualize remaining time.
Improved status bar tooltip on affected targets to be more consistent.
Hellhound
Passive ability Magma Armor:
Improved description to be more consistent.
Skyelf Templar:
Passive ability Heaven's Host: Fortitude:
Improved description to be more consistent in German.
Hellhound (NPC):
Passive ability Magma Armor:
Improved description to be more consistent.
Scorchlings (NPC):
Autocast ability Arson Spit:
Decreased duration of burning area from 8 to 5 seconds.
Decreased damage per second from 12 to 8.
Removed passive ability Steadfast:
"Cannot be knocked back."
Virtuoso (NPC):
Trumpet of Jelicoo:
Increased time until reusable from 15 to 30 seconds.
07 September 2026
Add missing Ironclad Texture to players that reached second milestones on the three community goals
14 September 2026
General
Added a stack counter to abilities when the ability is set to be stackable and displayed in the owner's status bar.
Examples include Mutating Frenzy, Burning Spears or Noxious Cloud (so ability lines like DamageBuff or DoTRefresh)
Fixed the translation for the Season 4 cosmetic titles not matching the English unlocking order.
Also improved translations to be more consistent.
New LUA function DisableSummoningSickness() that can be used on community maps.
Disables both summoning sickness and building slow construction, when not near monuments or power wells.
Server side improvements for community goals rewards distribution.
Server side improvements for community maps handling.
Fix game freezing when being closed through the Exit button
Cards
Skyelf Templar / Skyelf Sage / Skyelf Commander:
Active ability High Guard: Blessing / High Guard: Strength / High Guard: Resilient:
Fix hotkey order to be matching card visualization (first ability = default Y)
Soulstone
Active ability Frozen Ward / Soul Armor:
Fixed an issue with the aura not being removed in some cases if affected structures changed ownership while the buff was active.
Civilian (NPC Male/Female)
Increased orbs from none to 1 Neutral.
Improved name and tooltip translations to be more consistent in non-English languages.
Added missing class as human and male/female.
Decreased displayed dp20 from 1300 to 0 (unit has permanently disabled melee attack).
15 September 2026
Fix game freezing when being closed through the Exit button
16 September 2026
Now barrier sets fully destroyed by damage will refund void power.
Previously void power would only be refunded when they were manually destroyed.
Fix friend-online notifications showing your own name instead of the friend's name.
Another potential fix for Lost Souls Revenants lasting forever when interacting with duration extension effects.
Server side improvements about community maps.
20 September 2026
Another try fix game freezing when being closed through the Exit button.
22 September 2026
Fix being able to teleport using Spirit Gate to entities with no ground presence.
23 September 2026
Fixed Forge Enemies search retaining previous scroll position
Fixed an issue that sometimes caused the deck preview images to reset to the first card in the deck
29 September 2026
New feature: Unbound power icon
An empty icon will be shown when the unit or building has either 0 cost or 0 bound power.
A half empty icon will be shown when the unit or building has bound power lower than its cost.
Doesn't work on Forge.
Default is enabled.
Can be disabled in-game on Options -> Advanced Controls -> Show unbound power icon on unit health bars.
New feature: UI scaling
This feature is aimed to players that use high resolutions, for example 2k or 4k.
Default is 100%.
Can be changed in-game on Options -> Graphics -> UI Scale.
Can also be changed on Updater -> Configs -> UI Scale.
Move the affinity icon on units and buildings to the right of the health bar.
Change "Hide Max Points" on season challenges to also hide max progress.
Add filter button to challenge 4.1.4.
Add preset to challenges eligibility check.
Fix not being able to update existing community maps with error message "no name can be empty".
-
Patch #400057 - Wrath of Winter
Welcome to our newest patch. This update contains our twenty third balance patch for the game, the release of Season 4, three brand-new cards, multiple map changes, new quality of life features, and much more!
Patch Preview
Face 48 new challenges and earn cosmetic and card rewards over four months as part of Season 4, Wrath of Winter! Three new cards and one new promo are now available! Jump in-game to collect Aftershock, Landship, Stone Age, and promo Avatar of Frost! Players can experience a major rework to Oracle as well as improvements to Heart of Trouble, Blight, and Convoy. Substantial balance changes and reworks to Frost and Stonekin cards. Players can earn the new Lyrish City Forge. This forge departs from the normal Forge reskins we normally do and is full of buildings, Lyrish units, and civilians, making it feel truly alive! A new way to organize your decks! Many fixes and QoL changes based on community requests.
Season 4 - Wrath of Winter
This patch introduces our fourth season. Our seasons system is based around challenges that the player will complete over a 4-month time period (in this case August 1st to November 30th). Shown below are all rewards available this season:
We were fairly unhappy with our challenge structure for the last season. Too many challenges required highly specific decks and therefore players could not experience just playing Shadow and Lost Souls. We have learned from this experience and majorly restructured the challenges to make it easier to jump straight into the game. We also found the card rewards awkward, so we added Starter Packs to the game. These will be rewarded early on in the seasonal track and they are intended to give players the building blocks of creating functional decks for the season, especially for players who might be new to the faction. On this same topic, we have added a gold discount to purchasing and applying U1 and U2 card upgrades for Frost and Stonekin cards for the season duration. This should make it easier for players new to the seasonal factions to quickly upgrade their decks to a usable state. Finally, we made it so that players earn points every time they complete part of a challenge. Players will no longer need to beat both maps to get any points, now they will receive points anytime a standard challenge progresses, meaning players have even more choice when advancing through the season. These changes are in response to player feedback, and we are thankful for your many suggestions.
[ Repeatable Challenges ]
There are repeatable challenges by which the player slowly accrues points while doing other challenges and simply playing the game. Available from August 1st. Only a maximum of 400 points can be earned from all repeatable challenges. While doing repeatable challenges beyond the 400 point maximum will not reward a player any points, completing any repeatable itself will reward a Relic. Given that these challenges have barely changed from previous seasons, we have omitted listing them here.
[ One-time Challenges ]
The first set of three one-time challenges available from August 1st. The next set with 7 challenges unlocks on September 1st and the last set with 5 challenges unlocks on October 1st. Players will have until the season ends on November 30th to complete them.
Challenge 2.1 Win different campaign maps in the Southern Wastes on standard difficulty or higher. Only Frost, Stonekin, and Neutral cards are allowed. These restrictions apply only to the player.
Challenge 2.2 Kill enemies while playing the 4-player featured community map Random Wall Defense on any difficulty. All cards except Enlightenment are allowed. These restrictions apply to all team members. Killing enemies on higher difficulties and with you using decks that contain 10 or more Frost or Stonekin cards you will reward more mission progress.
Challenge 2.3 Win the 4-player featured community map Random Wall Defense on standard difficulty or higher.
Challenge 2.4 Win the 1-player scenario Siege of Hope without losing any refugee units and the 1-player scenario The Soultree on standard difficulty or higher without losing any of the Lyrish Defenders. Only Frost cards are allowed.
Challenge 2.5 Win 6 different 4-player random PvE scenario Map of the Season presets on Adv++ (6) difficulty or higher. Higher difficulties do not award more points. Only Frost and Stonekin cards are allowed. Nature spells are also allowed. These restrictions apply to all team members.
Challenge 2.6 Win the 2-player scenarios The Shifting Temple and Crusade on standard difficulty or higher. Only 1 spell, 1 unit, and 1 building card are allowed from each tier. Only Frost, Stonekin, and Neutral cards are allowed. These restrictions apply to all team members.
Challenge 2.7 Win the 1-player featured community maps Aeglos Fortress and Crystal Clear Intentions on advanced difficulty or higher. All units T2 and above must be elementals. Only Frost and Stonekin cards are allowed. Nature spells are also allowed.
Challenge 2.8 Win the 4-player scenarios The Dwarven Riddle and Titans on advanced difficulty or higher. All units T2 and above must be flying units. No fortresses are allowed. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members.
Challenge 2.9 Win the 2-player scenario Slave Master on standard difficulty or higher without activating the Fire Emitter. Only Frost, Stonekin, and Neutral cards are allowed. These restrictions apply to all team members.
[ Nightmare Challenges ]
The first set of two "Nightmare" challenges. The other set unlocks on October 1st. These challenges are harder and meant for skilled veteran players, though most are still intended to be completable by the average player on lower difficulties, potentially with help from a guide.
Challenge 5.1 Win a 1p random PvE scenario Map of the Season preset on Expert+ (8) difficulty in under 29 minutes. Only Frost and Stonekin cards are allowed. Additionally, placing among the top 50 fastest times at the end of the season awards progressively more points depending on final placement.
Challenge 5.2 Win the 2-player scenario Into the Jungle on expert difficulty in under 26 minutes. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members. Completing the challenge more quickly awards progressively more points.
Challenge 5.3 As a duo, win the 4-player scenarios Guns of Lyr on advanced difficulty or higher. No towers, artillery, or fortresses are allowed. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members.
Challenge 5.4 As a solo player, win the 2-player scenario The Insane God on advanced difficulty or higher without losing a temple. Only Frost cards are allowed.
Challenge 5.4 Win a random PvE scenario that is Map of the Season or Map of the Month on Adv++ (6) difficulty or higher. Only Frost, Stonekin, Nature, and Neutral cards are allowed. Completing the challenge with less cards played and on a higher difficulty awards progressively more points. These restrictions apply to all team members.
To get started with Season 4, go to the new in-game icon shown at the top of this section which opens the Seasons window. The second round of challenges will unlock on September 1st.
New Game Features
Players can now highlight challenges in the lobby description and via in-game chat by typing the season and challenge number. Other players can hover over the challenge number and the specific challenge description will now pop-up. For example, if you want to play Season 4 challenge 2.2, simply type 4.2.2 in the chat or lobby description and it will automatically be highlighted for other players to see. Deck categories have been added to improve players' ability to organize their deck tags. Players can now sort their deck tags by categories and search these categories or collapse them to hide away little used or presently irrelevant deck tags. During seasonal breaks, players can now select an active season. This will allow players to progress the "repeatable" (General) category within seasons, allowing players to earn nearly all possible points from past seasons. Leaderboard challenges will remain unavailable.
General Changes & Fixes
Support for Windows 7 will be dropped with this update. The deck checking feature for seasonal challenges is now real-time when you hover over the challenge magnifying glass icon. Players can now compare their progress in seasonal challenges and cosmetic acquisition when comparing profiles. The Collect All button on the in-game mails should now actually collect all attached items, even those not presently visible in the inbox. Inventory filters for past seasonal challenges should now be more accurate. Added information about the Relic shop discount on the main seasonal tab. When selecting a season to examine, it will now tell you how much of a discount you have earned on seasonal items from that season based on current progress. Starter Packs, a special pre-defined booster pack, have been added with new artwork. Starter Packs are available as early rewards in seasons. U1 and U2 upgrades for seasonal factions are now 33% less gold while the season is active. This discount is shown on the main seasonal tab. Added an "Auto Claim" checkbox on the seasonal challenges tab.
New Cards
The following new cards have been added to the game. Please note that all three new cards are timely-exclusive, meaning they are tied to the season rewards and will not drop from booster packs or reforging while the season is active. After the season has concluded, the non-promo cards will drop as usual.
Landship - 120p T1 Frost Siege Unit
You will find the upgrades for this card on the maps The Shifting Temple (U1/U2/U3).
Frost T1 has steadily improved its viability and flexibility over time as we added new cards like Soulstone and buffed old cards like Imperials. While the faction is in a good spot in cPvE, most players still struggle to pilot it on higher difficulties in rPvE. Soulstone is often too slow and too expensive to help out in T1, and Frost generally lacks burst damage on building targets in lower tiers. These considerations lead us to design Landship, which has a flamethrower auto-attack and a Grenade active ability capable of taking out small spawners. And best of all, it is a new unique model with new unique animations, our first every truly new card!
Aftershock - 75p T2 Stonekin Unit
You will find the upgrades for this card on the map The Shifting Temple (U1/U2/U3).
Stonekin has 6 existing units in T2, but the only one that sees significant play in PvE is Crystal Fiend, which is often just used with leftover T1 units such as Windweavers. We wanted to design a PvE-oriented unit which is easy to pilot and fitting for the faction's needs. With the invention of the new pull-in mechanic, we thought a pull-in plus charge-up damage effect fit Stonekin. The more life points that surround Aftershock, the more damage that the ability will do, functioning similar to Grinder's healing ability. We hope this will add some dynamism to Stonekin's T2 arsenal and prove a fun to play addition to the faction's arsenal.
Stone Age - 225p T4 Stonekin Ultimate Spell
You will find the upgrades for this card on the map Heart of Trouble (U1/U2/U3).
Stone Age is Stonekin's ultimate T4 spell. It is an area of effect Matter Mastery which permanently takes over every enemy non-boss, non-spawner building in the area. Additionally, it applies the Stonekin tag to every building taken over in this way, allowing it to be used with Tectonic Shift. We have long wanted to give Stonekin a strong offensive spell but we struggled with figuring out how to do it without transgressing the faction's core card identity. With Stone Age, Stonekin will now feel like the Masters of Stone they truly are, and cement themselves as the top building faction in the game alongside Frost.
Promo Avatar - Promo Card
You can get this special promo card by earning 900 seasonal points. After the season has concluded, promo Avatar of Frost will be purchasable in the Relic shop, for those who did not get it during the season.
Map Changes
When we are designing new campaign maps or considering changes to existing ones, one of the factors we consider is the map's average win rate. Generally we want an expert map to have an average win rate of 30-60% depending on its intended challenge level, while advanced maps should have a win rate no lower than 60%, though ideally in the 80% range. This is because advanced is the "normal" difficulty level of Skylords Reborn while expert is the "hard" difficulty. In our most recent map, The Shifting Temple, we aimed for an easier map and the map released with a 60.41% expert win rate and a 82.36% advanced win rate, meaning that we succeeded in achieving the correct map difficulty level. This makes TST on release the 15th easiest map in the game and we expect as time goes on and the community gets used to the map that it will likely move into the top 10 for easiest campaign maps. Besides Into the Jungle, which started with a lower win rate and has steadily improved over time to within the desired threshold on both expert and advanced, our other two maps are released too hard. In our last patch we made major balance changes to Unexpected Visitors' advanced difficulty, and this patch we will be doing the same to all of Heart of Trouble's difficulties.
Oracle Rework (all difficulties):
1. Reduced total Stone Wagons from 8 to 6.
2. The locations of Stone Wagons are now revealed immediately on game start.
3. Substantially rebalanced the map's attack waves, removing double spawns and making them scale more slowly over time (i.e. no more instant Gunner attack waves).
4. Removed all non-functional and duplicate spawn buildings from the map. Players will now no longer need arcane knowledge to divine which spawn buildings actually spawn enemies.
5. Changed the respawn timers for all camps, and rebalanced all camps from the T3 camp onward.
6. Reduced the total number of Power Wells and adjusted the total power available in existing Wells.
7. Reformed the terrain around the camp to the left of the Mo Statue to make it easier for players to maneuver their units. Also fixed a terrain bug which would cause flying units to fall off the camp.
8. Removed the bridge between the two southern camps. This means that the other camp will no longer aggro onto the player, which often forced the player to fight two T4 camps at once.
9. Succeeding on the Mo State ritual mini-game now benefits the player. The number of enemies in the final boss fight will be reduced for every ritual sequence the player successfully completes.
10. The allied Fire Chanters can now be affected by friendly spell effects, meaning that players can heal and shield them.
11. Added a new mini-map reflecting the terrain changes.
Generally speaking, we do not like reworking existing maps to this extent, and it is unlikely we do it again to any other existing maps, but Oracle was a uniquely frustrating experience for many players with a persistently low win rate on all difficulties. After we decided to fix the attack waves, we were forced to rebalance the rest of the map to avoid making it too easy. Steadily overtime it became clear to us that we could succeed in reworking the map not to make it play differently, but to allow it to play the way it was supposed to from the beginning. We think that this rework has made the map's gameplay loop more satisfying and more consistent, and we hope you feel the same way.
Heart of Trouble:
Standard difficulty:
1. Time until the initial attack on the allied fort: 4:30 min ➜ 5:00 minutes
2. Delay between initial waves: 70 sec ➜ 80 seconds
3. Delay between scaled up waves: 90 sec ➜ 100 seconds
4. Number of waves until waves scale: 7 ➜ 6
5. Delay between cannon barrages: 45 sec ➜ 50 seconds
Advanced difficulty:
1. Time until the initial attack on the allied fort: 4:00 min ➜ 4:30 minutes
2. Delay between initial waves: 60 sec ➜ 70 seconds
3. Delay between scaled up waves: 80 sec ➜ 90 seconds
4. Number of waves until waves scale: 7 ➜ 6
5. Delay between cannon barrages: 40 sec ➜ 45 seconds
Expert difficulty:
1. Time until the initial attack on the allied fort: 4:00 minutes (unchanged)
2. Delay between initial waves: 60 sec ➜ 63 seconds
3. Delay between scaled up waves: 80 sec ➜ 83 seconds
4. Number of waves until waves scale: 6 (unchanged)
5. Delay between cannon barrages: 35 sec ➜ 40 seconds
Heart of Trouble has maintained a persistently low win rate across all difficulties since it was released. Players have told us that the map has a feeling of unrelenting pressure, so we have aimed our nerfs at reducing the time and defense pressure on the player, giving the player more time to breathe between attack waves and cannon barrages.
Convoy (all difficulties):
1. Fixed a bug that when the Stonekin with Charges attack waves would scale, that twice as many units as intended would spawn.
Blight (all difficulties):
1. Destroying all enemy camps before the timer is over no longer reduces the time players have to kill the next set of camps. This change means that players will no longer be penalized for being fast. Below are the now fixed wave spawn times for each group of camps:
1st camps: 4:05 2nd camps: 8:15 (+10 sec for each failed previous group - unchanged) 3rd camps: 13:10 (+10 sec for each failed previous group - unchanged)
Game Balance Changes
Flying Unit Knockback Duration: Reduced duration before the knockback recovery animation of flying units activates from 2 sec to 0.5 seconds. This will prevent flying units from freezing mid-air, but also means they recover more quickly from knockback effects.
Mind Control - Global Buffs Logic Change: Units which have been mind controlled and changed teams will now have all existing global effects removed and then reapply when teams are changed. This means that units mind controlled will no longer keep their Infection effects, while they will also receive player global buffs like Wheel of Gifts. This is a significant buff to Mind Control effects.
[ Skyelf Army Rework ]
Skyelves are a major part of the game with 6 different variants (including Skydancer which will not be part of this rework). As is, most of them are ability bots with poor combat stats and little justification to use in normal gameplay. We have long wanted to make playing a Skyelf Army a legitimate approach to the game and in this rework we are hoping to do so by making the deck revolve around Skyelf Commander. When other Skyelves are within 30m of Commander, they will begin buffing friendly Skyelves in the area, each with their own respective effects, making the deck feel like a gradually strengthening flying army.
Skyelf Commander:
1. Celestial Blade rework - Every 1.6 seconds, unit casts an arc of light that deals 105 damage to all enemies it passes through.
2. New active ability, Shield of the Sky [30p] - "Activate to bestow up to 5 friendly units within a 20m radius with an Ice Shield. Each Ice Shield absorbs up to 880 damage for 30 seconds and can be strengthened to absorb up to 2000 damage. Both a Skyelf Templar and a Skyelf Sage must be within 30m. Reusable every 30 seconds."
3. Combine building abilities into one - High Guard: Resilient
For Commander herself, we are changing her attack so that instead of a single-target attack, she will gain a 30m line attack that damages all enemies it passes through (think Phantom Stampede or Spikeroot). The shield ability, which will be dependent on Templars and Sages remaining in range, will give the whole Host a lot more staying power, especially for the much squishier Templar and Sage. Sage will buff the damage of the other sky elves, while Templar will make all the shields regenerate.
Skyelf Sage:
1. Rename ability: Celestial Blade ➜ Celestial Blast
2. New passive ability, Heaven's Host: Courage - "While Skyelf Sage is within a 30m radius of a friendly Skyelf Templar, the attacks of friendly sky elves in a 30m radius around Skyelf Sage deal 25 more damage. When Sage is within a 30m radius of both a friendly Skyelf Templar and Skyelf Commander, this buff increases to 75 more damage."
3. New active ability, Call of the Wind [30p] - "Teleports all own sky elves to the unit. Only affects sky elves more than 50m away. Both a Skyelf Templar and a Skyelf Commander must be within 30m. Reusable every 30 seconds."
4. Combine building abilities into one - High Guard: Strength
The concept is that Skyelf Sage, when near both a Templar and a Commander, can teleport skyelves to herself. This will allow players to spawn other sky elves back at base, then add them to the army. It will also give the player some interesting manueverability options if they have multiple smaller sky elf armies.
Skyelf Templar:
1. New passive ability: Heaven's Host: Fortitude - "While Skyelf Templar is within a 30m radius of a friendly Skyelf Sage, unit gains the ability to attack both ground and flying enemies. When Templar is within a 30m radius of a friendly Skyelf Commander, Templar causes all friendly Ice Shields in a 30m radius to regenerate 25 strength per second."
2. New active ability, Freezing Mist [30p] - "Activate to freeze up to 7 hostile units at a target location of 20m radius for 15 seconds. After the effect wears off, targets are immune against Freeze for 10 seconds. Both a Skyelf Sage and a Skyelf Commander must be within 30m. Reusable every 20 seconds."
3. Combine building abilities into one - High Guard: Blessing
When surrounded by a Sage and a Commander, Templar will be able to cast an area freeze spell similar to Swamp Drake's Sleep Well! ability. When around just a Sage, she will gain the ability to target ground units, allowing her to be more generally useful.
[ Tier 1 Card Changes ]
Dreadcharger:
1. Damage: 600 dp20 ➜ 630 dp20
Slight damage increase helping shadow to trade more reliably when facing early T2. All factions will receive T1 buffs to account for the average power level increase on instant T2 strategies in PvP.
Dryad:
1. Bedtime! sleep duration: 10 sec ➜ 15 seconds
Increasing micro pay off for target switching on Dryad and enabling more counterplay when nature T1 is attacked by supported T2 L-units very early into the game.
Firesworn:
1. Life points: 480 ➜ 500
2. Big Shot ability cost: 40p ➜ 30p
Mountaineer's re-entry into the meta with full force substantially hurts Firesworn's performance. The unit dies after two consecutive hits, meaning it loses to the main target it’s supposed to counter. Increasing the health pool should change this dynamic and a cheaper ability should also offer more accessible burst damage to get past the Ice Shield.
Ice Guardian:
1. Damage: 580 dp20 ➜ 620 dp20
As all factions receive buffs to their Swift units, Frost gains a buff for its main counter unit in return. Due to being prone to kiting Ice Guardian is not as spammable as the swift units it is supposed to counter and Frost is forced to invest some of its power in ranged units regardless of the enemy unit composition. Therefore, buff percentages are higher relative to other unit stat increases.
Ice Shield Tower:
1. Ice Shield rework
- Now works similar to Hammerfall (b)
- New functionality - “Friendly units within a 30m radius will consume 500 shielding capacity to receive an Ice Shield that absorbs up to 660 damage and lasts for another 20 seconds upon leaving area around the building. There is an initial shielding capacity of 500 and a maximum capacity of 1500 which can be exhausted but will recharge by 25 per second. Cannot be disabled by spellblocking abilities.”
Sadly our last attempted fix to the tower left it broken. We are pivoting to applying the shields similar to Hammerfall (b), which frankly we should have just done from the beginning given it was a proven model. In this iteration, Ice Shield Tower will apply 1 shield on initial build, then can apply another shield every 20 seconds, but with the ability to "save up" 3 shields if it sits there for 60 seconds with no units to shield.
Imperials:
1. Damage: 660 dp20 ➜ 690 dp20
Slight stat buffs to account for the increased power level of the units they are supposed to fight.
Lightblade:
1. Life points: 1050 ➜ 1120
2. Provoke initial cooldown: 0 sec ➜ 20 seconds
3. New passive ability "Territorial": Unit speed increases when an enemy is within 25m of Lightblade (4.8 m/s ➜ 6.4 m/s)
We are redesigning Lightblade as a PvP starter unit for Frost T1 capable of scaling better against swift spam. The initial cooldown combined with the increased movement speed should add much more room for skill expression and keep play patterns fair for both sides. We will monitor unit performance and potentially follow up with number tweaks in the future.
Nightguard:
1. Swap ability cost: 50p ➜ 40p
As Nightguard is a little too easy to defend these days, we are reducing the amount of power players need to hold back for the swap. This can then be thrown into protecting her instead.
Northern Keep:
1. Life points: 1400 ➜ 1550
2. Trench now absorbs part of the prevented damage. Absorbed damage can be mitigated by effects like Glacier Shell and Ice Shields.
A. Trench generic description: “Activate to entrench small and medium friendly units within a 20m radius. Entrenched units take 100% less damage, transferring 25% of the absorbed damage to Northern Keep. Lasts for 20 seconds. Reusable every 30 seconds. Affects ground targets only.”
As revealed by the T1-only challenge from Season 2, Northern Keep is very overpowered and capable of blocking nearly any attack wave in the game due to providing invulnerability to friendly units in range. We have long known that the card needed a nerf, but we left it overly strong due to Frost T1's need of it in high level rPvE. With the introduction of Landship, we now feel comfortable nerfing Northern Keep. With these numbers, Northern Keep will be able to absorb 6200 life points worth of damage before the building kills itself, and moving forward we will closely monitor if this proves too strong or too weak.
Nox Trooper:
1. Overload ability damage: 325 ➜ 350
Improved burst breakpoint to account for several M-units receiving health increases while also strengthening Overload’s efficiency when targeting T2 units.
Scavenger:
1. Life points: 540 ➜ 570
Increasing Scavenger’s durability to make sure it can apply the highly valuable on hit slow when facing powerful T2 units without getting bursted down immediately.
Spearmen:
1. Damage: 792 dp20 ➜ 858 dp20
When fighting nature on T1 players often tend to ignore unit trades while directly going for power wells. As a result Spearmen receive a substantial damage increase to keep up with that.
Swiftclaw:
1. Life points: 650 ➜ 670
When rushing early T2 with nature in PvP Swiftclaw’s survivability is a key factor to determine success as the unit has the best damage efficiency against structures out of all nature T1 units.
[ Tier 2 Card Changes ]
Dark Mind:
1. Attack range: 30m ➜ 20m
While Dark Mind succeeded at balancing out pure Shadow’s play patterns across several matchups in PvP, the highly consistent application of confusion also caused a lot of frustration when versing the unit. Decreasing attack range will reduce the effective zoning potential and also remove randomness on Skyfire hits or Stormsinger ability sometimes getting interrupted in attempted hit exchanges due to Dark Mind having a fast attack animation. This should help keep Dark Mind in place as a tech card rather than an oppressive generalist.
Frost Crystal:
1. Power cost: 60p ➜ 80p
2. Ice Shard rework:
A. Damage: 920 dp20 ➜ 1710 dp20
B. New attack style, the windmill propellers now each fire an ice shard independently, similar to how Rocket Tower and Lost Spirit Ship work.
3. Ice Wave Rework:
A. Ability cost: 0p ➜ 20p
B. Targeting: Self-cast ➜ Arc of 40m (Termite Hill width)
It has always been a bit weird that Pure Frost, the defense faction, relied on a splash tower in T2. Frost Crystal has long struggled to find its place and while we have previously buffed its damage by +50% and reduced its cost, it still struggled to find a place due to having too much of its power budget built into its life points. We are therefore fully reworking the card. Its windmill will now fire ice shards, similar to the way Lost Spirit Ship's torpedoes work. We are also making Ice Wave an actual wave, by turning it into a conical ability.
Gravity Surge:
1. Targets: Can now ensnare up to 3 enemy flying units in a 10m radius around the target.
Gravity Surge should now be more viable as a PvE card due to a higher target count.
Icefang Raptor:
1. Power cost: 70p ➜ 120p
2. Size: M-sized ➜ L-sized
3. Base speed: 4.8 m/s (standard M-size) ➜ 6.4 m/s (standard L-size)
4. Damage: 820 dp20 ➜ 1280 dp20
5. Life points: 900 ➜ 1330
6. Reserve life point threshold: 450 ➜ 665
7. Removed "Agility" ability
In its current iteration Icefang Raptor has long struggled to find a place in Frost's T2, both in PvP and PvE. The goal is to give Frost T2 an easy to pilot frontline tank which synergizes well with Ice Shields via its Reserve ability.
Juice Tank:
1. Power cost: 50p ➜ 100p
2. Charges: 8 ➜ 4
3. The Juice Must Flow:
A. Target: Friendly wells ➜ Own wells
B. Range: 25m ➜ Global
C. Description: “The remaining capacity of all own Power Wells in the current game take 40 / 45 / 50 / 55% longer to deplete. Production per time increment remains the same.”
We are changing Juice Tank from a building you need to place at every Well Cluster to a global shrine which will buff every Power Well in the game. Generally, when you want to use Juice Tank, you want to use it everywhere. As a reminder, Juice Tank has not viable in random PvE and should not be used there, as the well capacities are so large Power Wells will not run dry naturally.
Lost Dancer:
1. Blast splash radius: 15m ➜ 10m
Lost Dancer's splash radius has been adjusted. It was previously greater than that of any existing T2 unit and did not match the visual indicator. This made targeting and splash applications overly reliable in PvE and extremely frustrating when used against another player.
Power Shrine:
1. Life points: 2000 ➜ 900
This change is part of the void shrine and player spawn building changes, which are aimed at allowing more counterplay against these buildings in PvP without having an appreciable effect on their viability in PvE.
Rogan Kayle:
1. Inspiring Leader now buffs human units an additional 25%, for a total of 50% more damage.
While not a Frost unit, this change nonetheless aims at giving Rogan Kayle some more thematic synergy with Frost, which has 11 distinct human units. Given the short range of Rogan's aura, this will primarily encourage players to use him alongside other melee units.
Spirit Gate:
1. Spell targeting radius around own ground presence: 10m ➜ 40m (excluding caster)
With this change, Spirit Gate now functions similarly to Nether Warp, which should greatly improve its general usability. A big problem we ran into is that we released Spirit Gate without activating the "does not work over terrain" option, meaning it quickly became used as a means to clip through cliffs and other such terrain features in speedruns. We attempted to cut the baby in half by allowing the terrain skip to continue, but in a limited way, yet by doing so we destroyed the card's general usability due to the need to strongly restrict its cast radius. At this point, the card's almost sole function is just trying to break maps while it is frustrating and underwhelming to use in normal play. At this point, it is clear we made a mistake and should have simply fixed the problem to begin with (which will be our modus operandi for any such problems going forward), but since its been a year we did not want to take it away from players. So this change will keep the current functionality if cast via only the caster's nearby ground presence, but revert to Nether Warp's terrain block when cast near any non-caster own ground presence.
Treasure Wagon:
1. Avarice initial cooldown: 0 sec ➜ 20 seconds
Adding counterplay to the mass taunt in PvP without overly nerfing existing niche applications in PvE.
[ Tier 3 Card Changes ]
Architect's Call:
1. General Changes:
A. Power cost: 90p ➜ 75p
B. Radius: 20m ➜ 25m
C. Friendly buildings in the area now cost 25% less power to construct.
2. Blessed Construction:
A. Healing: 20 life points per second ➜ 50 life points per second, up to 3600 in total.
3. Tainted Construction (p) ➜ Infused Construction (r)
A. New affinity effect - Friendly ancient and artifact units move at the newly introduced sprint speed (default S/M: 6.4m/s; L/XL: 8m/s, reduced for slow units) for the duration.
B. Description: Creates a productive aura that reduces the necessary construction time of friendly buildings placed within a 25m radius by 25 / 35 / 50 / 50% and requires 25% less power cost. Additionally, every ancient or artifact unit in the area will move at sprint speed for 30 seconds. Lasts for 20 seconds. Reusable every 30 seconds.
Architect's Call is a card which has struggled to find a place in the game. Part of this is that it offers less to the player than cards in earlier tiers. Its blue affinity heals less than Kobold Trick and does not even have a building cost discount, making it unlikely you would ever use it to replace Construction Hut. As such, we are improving nearly all parts of the card, including its cost, its healing, its radius, and adding a building cost reduction aura. We determined the tainted affinity is unsalveagle, so we are changing it to an infused affinity and making it work with ancient and artifact units. This will give Frost a way to keep Battleship and Construct moving quickly within the faction, without relying on Spirit Gate or Nether Warp.
Bandit Hut:
1. Life points: 1820 ➜ 1120
This change is part of the void shrine and player spawn building changes, which are aimed at allowing more counterplay against these buildings in PvP without having an appreciable effect on their viability in PvE.
Deepfang:
1. Stonekin Critter artwork: We have replaced the existing Crystal Fiend model and artwork with a new Stonekin-textured Energy Parasite.
Kobold Engineer:
1. Fix it up!
A. No longer works on walls
2. New passive ability, *Workaholic* - "The unit restores lost life points while working. After the unit repairs a structure, it regenerates 35 life points per second. Lasts for 5 seconds."
Kobold Engineer annoyingly likes to run off and repair walls instead of staying focused on his primary task of keeping the defense towers well oiled. Additionally, he frequently will slowly die from splash damage because his repair ability keeps him near constantly in "active" mode, meaning he does not heal from being near buildings. The new passive ability is meant to fix this.
Shrine of Martyrs:
1. Life points: 2300 ➜ 1800
2. Blessing of the Martyr
A. Trigger effect: Units are frozen → Units are frozen or enchained
B. Can now be disabled by crowd control effects for 45 seconds at a time.
C. Description: "Whenever a hostile unit or building is frozen or enchained, 12 / 13 / 15 / 18% of each friendly player's current void power will be transferred back to their actual power pool. Whenever the shrine is affected by a status effect like Freeze, Paralyze, or Suppression this effect is interrupted for 45 seconds."
We are expanding the trigger effect for Shrine of Martyrs so that it also returns void power when enemies are enchained (gravity surged). Shrine of Martyrs is also being changed as part of our system-wide nerfs to Shrines in PvP. These PvP changes should help reduce the card's strength in 2v2 and 3v3 without affecting PvE in any appreciable way.
Shrine of Memory:
1. Life points: 2200 ➜ 1640
This change is part of the void shrine and player spawn building changes, which are aimed at allowing more counterplay against these buildings in PvP without having an appreciable effect on their viability in PvE.
Shrine of War:
1. Life points: 1800 ➜ 1600
This change is part of the void shrine and player spawn building changes, which are aimed at allowing more counterplay against these buildings in PvP without having an appreciable effect on their viability in PvE.
Timeless One:
1. Frozen stasis now affects buildings (not including Walls, Orbs, or Power Wells).
This change grants Frost T3 in PvP more flexibility, especially against emerging building threats, without changing the amount of T3 slots required.
Timeshifter Spirit:
1. Life points: 1000 ➜ 1200
2. Countermagic Field:
A. Ability cost: 70p ➜ 0p
B. Countermagic Field no longer blocks card play (no effect on PvE)
By removing the card blocking, Timeshifter Spirit gains more room for buffs to function as a ranged unit blocker. With the lower cost and larger health pool it should offer more room to activate the ability aggressively and also enable interrupts agains structures like Shrines, spawn buildings or Tectonic attacks.
Twilight Infestation:
1. Life points: 1660 ➜ 1340
This change is part of the void shrine and player spawn building changes, which are aimed at allowing more counterplay against these buildings in PvP without having an appreciable effect on their viability in PvE.
Virtuoso:
1. Trumpet of Jelicoo now suppresses affected buildings, preventing them from attacking or using their special abilities for 20 seconds.
Expanding Virtuoso's existing niche to make him even better against buildings. While primarily a PvP change, this will also buff him in PvE.
[ Tier 4 Card Changes ]
Coat of Protection:
1. Orb cost: 4 Frost (T4) ➜ 2 Frost, 2 Neutral (T4)
Coat of Protection is moving to be a splash card while Winter Witch is moving to being a pure card. This should give many Frost-splash T4 decks an easy to slot and easy to use sustain option.
Dreadnought:
1. Shared Pain:
A. Target: Friendly units ➜ Friendly units and buildings
i. Does not work on structures like monuments or walls
B. Damage reduction: Friendlies take 10% damage ➜ 20%
C. Damage absorbed/transferred: 15% ➜ 25%
We want to make Dreadnought's Shared Pain / Pledge of Giants ability work on buildings to make it an option for scaling Pure Frost defenses in T4. To do so, we need to weaken the present percentages. Since the previous change to Dreadnought which allows it to regenerate via Ice Shields, the ability, which was already very strong, is now too strong. We are adjusting it mildly downwards to make it similar to Lifestream in strength while making it also affect buildings.
Ironclad:
1. Snowy Bomb damage: 544, up to 860 in total (4680 dp20) ➜ 590, up to 885 in total (4920 dp20)
We are wanting to do a fuller rework of Ironclad. As part of this we will add a new animation and completely rework the ability. Until then, we are giving it a simple damage buff to increase its efficiency.
Tempest:
1. Whirlwind now functions as a normal ranged attack with a range of 30m
2. Frozen Wrath:
A. Root animation speed: 5 sec ➜ 2.5 sec
B. Range increase: +20m while rooted
C. Description: “Enable to become immobile and increase the attack range of Whirlwind by 20m.”
Tempest has long been an unwieldly card to use, which is hardly good given it is one of the game's starter cards. With this change, Tempest will now attack like a normal ranged unit, making it significantly easier to use. It will maintain its mode-change, which will make it stationary, immune to knockback, and with an increased attack range of 50m.
Tortugun:
1. Eruption damage: 672, up to 1008 in total ➜ 672, up to 1344 in total
2. Devour: Affinity effects no longer stack
3. New passive effect, Rally: “Own units summoned within a 25m radius around the unit are not dazed.”
We increased the splash damage ratio to make use of Tortugun's very large splash radius, and we gave it the Rally effect to allow other cards besides Emberstrike to be used as food. These changes are partial compensation for removing the affinity effect stacking, which was never intended but nonetheless has now been in the game for several patches.
Winter Witch:
1. Orb cost: 2 Frost, 2 Neutral (T4) ➜ 4 Frost (T4)
2. Frost beam:
A. Target: Units ➜ Units & buildings
B. Now a channel like Grove Spirit with 25 second duration.
C. Range: 30m ➜ 40m
3. Add “Swift” with 6.4 m/s
Winter Witch is a very strong card though she is clunky to use. We want to make the card easier to pilot, so we are increasing her speed, increasing the attack range, and improving the attack to work similar to Grove Spirit while also freezing buildings. This should allow Winter Witch to keep up better while remaining in the backline after from the enemy's primary threats. As part of this, we are swapping her orb requirements with Coat of Protection which will be moving to 2 Frost, 2 Neutral, while Winter Witch becomes a Pure Frost T4 unit.
[ NPC Changes ]
New NPC Entities - NPC versions of Scorchlings, Hellhound, Termite Hill, Voodoo Shack, and Comet Catcher were added to the game.
Fire NPC Changes:
1. Thugs: Added the passive ability "Gang Up!"
2. Wrecker: Casts "Wallbreaker" spell when within 20m of a wall for 15 seconds.
3. Gladiatrix: Upon death, cleanses all allies within a 20m radius of CC and gives them immunity to further CC to 10 seconds.
4. Scythe Fiends: Now deal 50% more damage to structures (Siege)
5. Virtuoso: Trumpet of Jelicoo ability now suppresses all buildings in affected area for 8 seconds.
6. Moloch: Now 400p. Gained boss immunity. New passive ability which absorbs 30% of the damage taken by allies in a 25m radius
7. Magma Fiend: Now casts the "Burning Liquids" ability which heals nearby allies and cleanses them of all major debuffs.
These changes are intended as part of our upcoming preparation for an official version of dPvE which will build on the lessons we learned from the recently released Random Wall Defense (RWD) survival map which can be accessed in the community map section. We are aware that they could have large impacts on Fire rPvE balance and we will therefore be carefully monitoring the game mode to see if spawn modifications will be necessary in response to these unit buffs.
[ Bugfixes & Minor Changes ]
Fixed Raven Scoutship's displayed damage to be correct (2700 ➜ 3300 dp20). This is purely a visual change to better reflect the unit's actual strength. Range modifiers will now work on all Flamethrower (i.e. Vulcan), Channel (i.e. Winter Witch) and Cone (i.e. Gunner) type attacks.
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Looks so amazing. Very pleasantly surprised about all the advancements and new stuff. Let's go!
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Looks so amazing. Very pleasantly surprised about all the advancements and new stuff. Let's go!
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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!
Our team has been hard at work on a variety of things!
Our fourth season, Wrath of Winter, is starting today and the first challenges are ready to be completed! Alongside that, we have also worked on several quality-of-life features to help you engage with seasonal content. Furthermore, some technical feats have been achieved which will be reflected in the card we showcase and release today.
• Season 4 - Wrath of Winter
Wrath of Winter, our fourth season centered around Frost and Stonekin, releases today! The patch will be applied later in the day. We have prepared a video showcasing everything you need to know:
Let's take a look at the most important content you can experience starting today.
Seasonal challenges:
As usual, the season starts off with a set of repeatable, general as well as Nightmare challenges:
Repeatable challenges:
1.1 - Be among the 100 players with the most points earned at the end of the season.
1.2 - Win official campaign scenarios that are the Map of the Day on different days on any difficulty.
1.3 - Win official campaign scenarios that are the Infected Map of the Week on different weeks on advanced difficulty or higher, or random PvE scenarios that are the Infected Map of the Week on different weeks on advanced+ (5) difficulty or higher.
1.4 - Win random PvE scenarios that are the Map of the Month on different months on advanced+ (5) difficulty or higher.
1.5 - Play cards in any game mode. Playing Frost, Stonekin, and Lost Souls cards rewards more mission progress.
1.6 - Win random PvE scenarios. Completing maps both on higher difficulties and with you using decks that contain 10 or more Frost, Stonekin, or Lost Souls cards you will reward more mission progress.
1.7 - Win official campaign or featured community maps on standard difficulty or higher. Completing maps both on higher difficulties and with you using decks that contain 10 or more Frost, Stonekin, or Lost Souls cards will reward more mission progress.
1.8 - Destroy frozen units and buildings
1.9 - Block damage via Ice Shields
1.10 - Help fellow Skylords progress in seasonal challenges. Progress is gained if a Skylord in your party progresses in a non-repeatable challenge up to or below the point where you have already progressed in that challenge.
1.11 - Be among the top 100 players with the most Elo-score in 1v1 ranked PvP at the end of the month.
1.12 - Win ranked PvP matches.
1.13 - Destroy enemy power wells and monuments in PvP matches.
1.14 - Spend time playing PvP (ranked, sparring, BattleArena, etc.)
General challenges:
2.1 - Win different campaign maps in the Southern Wastes on standard difficulty or higher.
2.2 - Kill enemies while playing the 4-player featured community map Random Wall Defense on any difficulty. All cards except Enlightenment are allowed. These restrictions apply to all team members. Killing enemies on higher difficulties awards more mission progress.
2.3 - Win the 4-player featured community map Random Wall Defense on standard difficulty or higher.
2.4 - Win the 1-player scenario Siege of Hope without losing any refugee units and the 1-player scenario The Soultree on standard difficulty or higher without losing any of the Lyrish Defenders. Only Frost cards are allowed.
2.5 - Win 6 different 4-player random PvE scenario Map of the Season presets on Adv++ (6) difficulty or higher. Higher difficulties do not award more points. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members.
2.6 - Win the 2-player scenarios The Shifting Temple and Crusade on standard difficulty or higher. Only 1 spell, 1 unit, and 1 building card are allowed from each tier. Only Frost, Stonekin, and Neutral cards are allowed. These restrictions apply to all team members.
2.7 - Win the 1-player featured community maps Aeglos Fortress and Crystal Clear Intentions on advanced difficulty or higher. All units T2 and above must be elementals. Only Frost and Stonekin cards are allowed. Nature spells are also allowed.
2.8 - Win the 4-player scenarios The Dwarven Riddle and Titans on advanced difficulty or higher. All units T2 and above must be flying units. No fortresses are allowed. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members.
2.9 - Win the 2-player scenario Slave Master on standard difficulty or higher without activating the Fire Emitter. Only Frost, Stonekin, and Neutral cards are allowed. These restrictions apply to all team members.
Nightmare challenges:
5.1 - Win a 1p random PvE scenario Map of the Season preset on Expert+ (8) difficulty in under 29 minutes. Only Frost and Stonekin cards are allowed. Additionally, placing among the top 50 fastest times at the end of the season awards progressively more points depending on final placement.
5.2 - Win the 2-player scenario Into the Jungle on expert difficulty in under 26 minutes. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members. Completing the challenge more quickly awards progressively more points.
5.3 - As a duo, win the 4-player scenarios Guns of Lyr on advanced difficulty or higher. No towers, artillery, or fortresses are allowed. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members.
5.4 - As a solo player, win the 2-player scenario The Insane God on advanced difficulty or higher without losing a temple. Only Frost cards are allowed.
5.5 - Win a random PvE scenario that is Map of the Season or Map of the Month on Adv++ (6) difficulty or higher. Only Frost, Stonekin, Nature, and Neutral cards are allowed. Completing the challenge with less cards played and on a higher difficulty awards progressively more points. These restrictions apply to all team members.
New cards:
Aftershock
Aftershock was first revealed in our June Community Update. It is an M-sized T2 melee unit with a crowd control ability that pulls in enemy units and deals damage after a delay, depending on how many health points are in the vicinity. This also affects air units and gives Aftershock the possibility to deal with them.
Fault Zone
Activate to pull in up to 3 small, medium, and large enemies in a 20m radius and begin charging up. After 5 seconds, the unit releases the built-up force dealing 500 damage to enemy units in a 15m radius, up to 33% per target. For every 750 enemy life points within a 15m radius, the force is strengthened, increasing its damage by 250, up to 2000 damage in total when surrounded by 4500 enemy life points. Reusable every 30 seconds.
Adamant Skin
The unit takes 15% less damage.
Siege
Deals 50% more damage against structures.
Stone Age
In our April Community Update, we revealed Stone Age, a T4 spell that lets you capture all buildings in a target area. On top of being a multi-target Matter Mastery spell, it also disenchants all affected buildings and tags them as Stonekin buildings, which allows you to use Tectonic Shift on them.
Grants permanent control over all enemy buildings within a 15m radius. Controlled buildings are designated as Stonekin buildings. Immediately removes all debuffs, and the controlled building is immune to all major debuffs for 15 seconds. The controlled building does not grant ground presence to play out cards or claim structures next to it. Reusable every 30 / 30 / 30 / 25 seconds.
Promo Avatar of Frost
While most nations are interested in expanding their governed territory, Lyr is less interested in doing that and more in securing their established borders. Peace and good relationships are their priority and they're fully aware that a tremendous shift in military power by developing a Promo Juice Tank means potential war with all factions and races in Nyn; perhaps even war with the Skylords.
As such, they've decided to focus their efforts on self-sustenance by outfitting one of their most famous Soldiers with new shiny gear!
But wait! Hold on! Aren't there supposed to be three non-promo cards available in a season to unlock and play? Indeed!
This one is special to us, because it shows you something we have always wanted to do after all these years.
What is it? Well... find out in the next chapter!
• Card reveal: Landship
You thought the mobile Juice Tank was a meme? Think again! We were dead serious, actually!
Everybody knows Lyr's defensive power is fueled entirely by their cherished Juice Tanks. Their generals questioned how they could use that power in a vehicle, so they tasked their most proficient engineers to develop a craft that can harness the liquid provided by a Juice Tank and turn it into an unstoppable machine. A lot of sleepless, juiced-up nights and several blueprints later, they have arrived with this: Landship!
Icethrower:
The icethrower at the unit's front chills enemies dealing 35 damage per second and slowing enemy units. Slowed units may only move at walk speed for 3 seconds.
Grenade:
Launches a grenade at a hostile unit or structure that deals 400 damage to enemies in a 10m radius around its target, up to 1200 in total. Knocks back small and medium units. Reusable every 20 seconds.
Resilient:
Takes 30% less damage.
Siege:
Deals 50% more damage against structures.
Landship is a new M-sized T1 unit for the Frost faction. With a 120 power cost, it sits at the expensive end of units for that tier, similar to Sunderer. Its autocast Icethrower casts a steady, damaging and slowing stream similar to Thunder Wagon. Grenade lobs a projectile that damages and knocks back small and medium units, giving Frost both a damage and crowd control ability in a single unit. It deals more damage against structures and a higher effective health pool thanks to Resilient.
Design notes:
"Frost T1 has steadily improved its viability and flexibility over time as we added new cards like Soulstone and buffed old cards like Imperials. While the faction is in a good spot in cPvE, most players still struggle to pilot it on higher difficulties in rPvE. Soulstone is often too slow and too expensive to help out in T1, and Frost generally lacks burst damage on building targets in lower tiers. We wanted to design a card which could help with Frost's building damage problem in T1 and T2, but without being so good it could be used as a lone T1 unit. Frost has long relied on 2-3 unit combinations in T1 and we want to continue that tradition. These considerations lead us to design Landship, which has a flamethrower auto-attack, meaning that, similar to Frost Mage, it cannot focus-fire enemies, and a Grenade active ability capable of taking out small spawners. Its high cost and strong ability means that players should bring Landship as a specialized anti-building card, but without neglecting generalist units like Frost Mage, Master Archers, and Imperials. And best of all, it is a new unique model with new unique animations, our first ever truly new card!"
-WindHunter
Landship releases with the season today.
• Art spotlight: Landship
It has only been a month and Ray has blessed us with yet another artwork created by him. The two-time back-to-back champion!
Exploration and conceptualization:
"I used the 3D model of the landship to make various 3D renders in Marmoset Toolbag. The first two shots are inspired by Corsair and the third is by Battleship. I then put the renders in Clip Studio Paint and sketched a snowy background and atmosphere on top of them to get the overall idea."
-Ray Dezoir
As established last time, Ray starts off with the actual 3D model of the unit. We were discussing multiple angles to show the unit and looked at inspiration from Frost cards. A rule was quickly figured out: Bigger artificial entities are usually displayed from a lower angle farther away to highlight their enormous size. Smaller units in comparison are shown close up from a higher angle.
Applying basic shading:
"The team and I decided to go for the higher angle of the landship, since it communicates the size of the landship better (which is small) and the landship has more details on the top than it has on the bottom. I then directly painted on top of the 3D render of the landship to make it look more 2D."
-Ray Dezoir
We went for the higher angle and started looking at background features Frost cards generally come with. Either units are the only entity shown with a basic background or accompanied by other fitting individuals. Another Landship felt fitting for a start.
Fleshing out the background:
"I painted the whole environment and added another landship in the back and the cannon's fire and lighting. The landship has a lot of snow and ice on its 3D texture, so I imagined it being in a snowstorm like in Battleship and Lyrish Knight's art. The mountains in back are inspired by Construct's art."
-Ray Dezoir
We tried out both options. A version with a less elaborate background and a couple of Frost soldiers and a version without soldiers and moderately fleshed out mountains.
Detailing:
"I made all the details bolder, so it's more visible on the card. For the background, I considered using units instead of mountains, since units commonly appear in frost cards. So I was choosing between them."
-Ray Dezoir
Eventually, the mountain version won; the soldiers were taking away from the main focal point. The mountains looked better in general.
Finishing touches and final thoughts:
"The SR team and I decided mountains were most fitting for the card. I then made final changes such as making the edges of the mountains jagged, making the frost cannon stand out more from the snow background and other minor changes."
-Ray Dezoir
Final version of this piece. Only minor adjustments from the previous version; however, they were needed to help the Landship stand out more.
"This time I tried to paint a bit differently than last time, which was for the Sunbridge Shrine card illustration. I made the canvas resolution 540 x 540 instead of the previous 1000 x 1000, which helped me not get too caught up in small details that otherwise wouldn't be visible on the cards and that helped me paint this faster. I also used bigger and more textured brushes to get the more painterly look. The SR team gave me lots of feedback during the process, which helped a lot with giving me better directions."
-Ray Dezoir
A huge thanks to not only Ray for providing the artwork, but also to our members in the team delivering feedback to turn this piece into what it is today.
• Technical advancements - models and animations
When we started developing new cards for the game, our first careful steps were retextures of existing models like Bedrock or Wasteland Terror. Later on, we went a step further by adjusting visibility or removal of select model parts and effects as can be seen in Devourer or Dark Maiden's spawn animation. Woodland Watch was our actual first attempt at creating a new model for a tower by using existing parts from cards like Armored Tower and Howling Shrine.
Without Battleforge's actual source code, it was always a difficult, almost insurmountable obstacle to create for ourselves. An almost ironic analogy to the Skylords who can only recreate the dreams of mortals, but never their own wishes. We, as a team, are only stewards, not creators.
Initially, we were bound by what was left to us. All existing models and rigs have a catalogue of animations, but they're not all shared universally across entities. As an example, Avatar of Frost and Grinder both share the same 3D model and rig, but have different sets of animations. Grinder will lift their arm to perform their taunt ability; Avatar of Frost has no animation for an ability and instead would use a walking animation on the spot to do so.
It has been a long journey, but at long last, after countless experiments, reverse engineering and development efforts, we are finally able to create new models and animations from scratch!
modelsanimations.webm
Animations:
Without the capabilities to add or change animations at will, we were hesitant to add or change active abilities on existing units, because it wouldn't look good when a unit doesn't have a proper animation to do it (Avatar of Frost) or has terrible cutoffs each time it gets reset (Tempest being one example). The most we ever did was speeding up an animation by an amount where it wouldn't look silly, like Abyssal Warder. Obviously this had a small effect on game balance.
One unit the community desperately wanted buffs for and where animation adjustments come in handy, is Tempest. The possibility of the unit shooting while mobile. Thanks to the continued efforts of our developers this is now possible.
Models:
It's not like we've not been trying to work on completely new assets the moment we had the time and capacity to work on and release new content. Some of the newer assets you can use in the map editor nowadays are made from scratch and not mere retextures. But a completely new model for a playable card was always something we wanted to do.
Landship is our first journey into uncharted territory. Creating the model, animating it and implementing it into the game with all its sounds and abilities. We are incredibly proud of what we've been able to achieve and we hope you can appreciate the time and effort that went into this.
• Seasons - Quality of Life
We are always listening to feedback and addressing issues coming from you, Skylords. Particularly during Whispers of the Void, we have identified a variety of problems a Kobold Engineer can't fix only by himself. At least not without a Promo Juice Tank.
The chat and lobby description functionalities have been expanded to include season-related icons and tooltips. Create a chat message or lobby description with the Season.Group.Number syntax and their respective numerals and an orb icon will appear indicating the season next to the actual challenge. Hovering over the message will reveal the challenge description.
You can combine multiple challenges as well.
We realized that even with the help of boosters in the season track, it can be difficult for players to assemble suitable decks for challenges. Now you can unlock so-called starter packs early in the tree. These contain hand-picked cards we consider important for players to build viable decks. Let us know what you think about their addition.
An option has been added to claim points from completed challenges automatically.
We received feedback from players that they would like to gain points from partially completed challenges, because it felt both tedious and confusing. Ask you'll receive! Now you don't need to complete, for example, both Crusade and The Shifting Temple from 2.6 before receiving any points.
To help players upgrade their decks to a reasonable level, discounts have been added to thematically fitting factions for upgrade levels 1 and 2 during active seasons. In this instance, Frost and Stonekin will have their upgrade costs for levels 1 and 2 slashed by 33%.
Visual deck checks have been added to make it easily visible whether your deck is eligible for a respective challenge or not. By hovering over a challenge in the check challenge window, cards that are not allowed will be marked with a red cross in your deck.
During seasonal breaks you can now select and set a season as active. This will enable you to progress and complete repeatable challenges (1.x), allowing you to unlock content from past seasons more easily.
• 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!
• Replay Old Events!
Our event organiser, Ultralord, made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start.
Read the details on how to replay old events here.
Recent events:
• 2v2 Battle Arena PvP Tournament
Fight together with a random unit in Battle Arena!
Won by Armatores. Watch the stream recording here.
• Skylords Reborn 5-year Anniversary
It's been over 10000 5 years of Skylords Reborn!
Watch everything we have achieved so far here.
Current events:
• Forge of Creation
Event has been extended until the end of August.
Join and share your work here.
Upcoming events:
• Crusade Expert Plus
A classic map that has been spiced up!
Find out more once the event goes live.
• SR Mega Quiz 2026
Rev up those brain cells and prove your knowledge.
Read more about the quiz here. And join the stream here.
• SR PvP Summer Cup 2026
Another Summer, another PvP Summer Cup.
Read more about the event here. Watch the stream here.
• 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 Frost booster: FROS-TAND-STON-EKIN
This code is valid until September 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 July 2026
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Damn, Sunbridge Shrine got hands!
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Damn, Sunbridge Shrine got hands!
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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!
Our team has been cooking and you don't want to miss it!
Our third season, Whispers of the Void, is coming to a close, but you can still complete challenges as we reopen progression for all seasons for the duration of July. Additionally, we have prepared and released a video encompassing all the feats we managed to achieve in the five years Skylords Reborn had been running now! Also, we have been hard at work to give Amii some more much-needed love with a defensive building card. And lastly, some more love for our recently added deck tag system. Read it, or our team will curse you with bad booster luck!
• Seasonal break - previous season challenges reactivated
Whispers of the Void is officially over, but that doesn't mean there won't be challenges left to do. For the whole month of July, you can complete challenges and catch up with progress of all seasons. Be it Whispers of the Void, Natural Selection or Primordial Fire.
You can progress challenges from 2.x to 6.x. Ranking-based challenges and repeatable challenges (1.x) are excluded. Use that time to progress any track you want; any progress you make counts! Even if you don't manage to unlock everything from a specific season, don't fret because an increasing discount is applied to all the items you can get from the season shop afterwards the further you progress.
The next season is slated for release on August 1st. With all the hints the next season should be obvious.
• 5 Year anniversary video
It's hard to believe, but the official rerelease of Battleforge through Skylords Reborn in December 2020 was over five years ago. Community members came and went, started new jobs, adventures, even families or overcame other hardships during that period. Community members who grew tight-knit over the course of the project and experienced everything we went through. A lot has changed during this time, and we are far from finished. So it would only be appropriate to commemorate this milestone by going through all these changes and additions in a dedicated video.
Watch it! Perhaps there is also something in store for you if you know what we mean. *winkwink*
• Card reveal: Amii Sunbridge Shrine
The original Battleforge concluded with only a single Amii card, namely Amii Phantom. Over time, we explored and expanded the identity of Amii with various card additions. However, what Amii is still missing to this day is a building dedicated to defense.
Without further ado, let's introduce: Amii Sunbridge Shrine!
Please note: The card is still in development and subject to change. The information shown here can change until its release.
Sun Beam: Every 4.5 seconds, the shrine calls down a ray of light that deals 963 damage to all enemies it strikes.
Fusion: The tower slowly gathers energy, which can be unleashed as a burst of radiation. 100 charges are gathered per second. For every friendly Monument within 75m, gather an additional 50 charges per second, up to a maximum of 250 charges per second with 3 nearby Monuments. A maximum of 5000 charges can be stored at once.
Solar Flare: Activate to emit a cone-shaped radiation wave that deals 1600 / 1750 / 2000 / 2400 damage to enemies in an arc of 50m, up to 9000 / 9750 / 10000 / 12000 in total. Knocks back small, medium, and large units. Needs to have gathered 5000 charges first. Reusable every 20 seconds.
Amii Sunbridge Shrine is a T4 Fortress with fairly restrictive orb requirements. Its regular attack, Sun Beam, deals damage in a line similar to Spikeroot. Its active ability, Solar Flare, serves as a nuke in a big arc, which has a flexible cooldown ranging from 20 to 50 seconds depending on how many Monuments are within a 75m radius around it. You can expect it to be similar in size to Volcano or Worldbreaker Gun.
Design Notes:
"The Amii are the creators of the Sunbridge Shrine, so we felt like it would make the perfect T4 Amii Fortress. Sunbridge Shrine is a new model building which casts a sunbeam that damages all enemies it touches. This means it has weak single-target damage, but potentially infinite multi-target damage, similar to Phantom Stampede. It also has the power to tap into nearby Monuments to increase its charge speed, allowing Skylords to unleash its ultimate ability, Solar Flare, more rapidly. If there is no Monument nearby, it recasts in 50 seconds, but if there are at least 3 Monuments nearby, it recharges every 20 seconds. We think these abilities are well-suited for Amii's ultimate defense building, and we hope that it will be as fun to play as it has been to design it. For all those players clamoring for more defense options, no need to fear, other factions will also be receiving new faction-specific towers and fortresses in the future."
-WindHunter
amii_stronghold.mp4
Sunbridge Shrine will be released in a future content update.
• Art spotlight: Amii Sunbridge Shrine
"Perhaps his rays may shine light onto something very fitting soon."
-Community Update June 2026
As alluded to in last month's Community Update, we may have something fitting to show off soon from Ray. And here it is: his work on Sunbridge Shrine in all its shining glory!
Exploration and conceptualization:
"I created a 3D render of the tower in Marmoset Toolbag. I wanted an angle that has a clear silhouette and can clearly show its light beam attack."
-Ray Dezoir
Every artist has their own way and workflow on how to create an artwork from start to finish. Compared to our other artists, Ray starts with the 3D model we have at hand. While it is barren to say the least, the point of view and the model already deliver enough of a foundation to conclude the exploration stage.
Iterating on the concept:
"In Clip Studio Paint, I sketched a rough idea of the environment on top of the 3D render. I imagined trees in the background and green smoke or grass on the ground. "
-Ray Dezoir
The simple shapes and colours used already give off the usual vibes Amii's artworks and atmosphere have and show where the journey is headed. The iconic sun beam attack is already showcased front and center.
Applying basic shading:
"I blocked out the basic shapes of the tower on top of the 3D render."
-Ray Dezoir
The intended colour palette is at full display here. Notable differences from the original 3D model can be seen, and the sun beam is much fuller.
Fleshing out the background
"I painted the environment to make everything come together."
-Ray Dezoir
The added background was already beautiful to look at, and we wanted to keep it initially. However, it made the actual building look small in comparison, similar in size to a regular human.
Fixing the background:
"I forgot to consider the tower's size, so I made the environment smaller to make the tower look bigger."
-Ray Dezoir
Now the shrine is much more imposing in terms of size. Both the grass and the smoke made the cut. The only thing left is detailing the landscape and polishing it up.
Detailing and finishing touches:
"I polished the grass, the tower's details and shading, then added clouds to fill the space in the sky and adjusted the colors."
-Ray Dezoir
Final piece with final polish and final details showing off the building in great detail and the usual Amii atmosphere. You will notice that the sharpness of the artwork is particularly fitting to the game's original art design.
"During my process, I received and implemented feedback from the SR team, which was really helpful as it gave me better directions. This was my 2nd time creating a card illustration for SR, so I learned a lot especially about adapting to the art style. After the things I learned, the current SR illustrative work I do is going smoother."
-Ray Dezoir
A huge thanks to not only Ray for providing the artwork, but also to our members in the team delivering feedback to turn this piece into what it is today. No need to thank me.
• Updated deck tags
The recent changes to the deck menu and the addition of deck tags have been well received by you, but we also knew that it could be improved. So we decided to implement a few more changes to it to make it even more comfortable to use. Now tags are divided into specific categories; categories you can create yourself as well! By default, deck tags are divided into game modes and maps. You can expand or collapse the categories to show or hide the tags within them. The grid view remains unchanged.
• 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!
• Replay Old Events!
Our event organiser Ultralord made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start.
Read the details on how to replay old events here.
Recent events:
• FINISHED Tome #5 1v1 PvP Tournament
Another exciting TOME Event with a special twist.
Won by Triggz. You can watch the stream recording here.
• FINISHED Battle of Tactics #11: Perfect Timing
Finish Sunbridge with a twist in card play and coordination!
Watch the winner stream on July 3rd 2026 here.
Current events:
• Forge of Creation
During July share your artistic skills here on the forums!
Join and share your work here.
• Skylords Reborn 5 year Anniversary
It's been over 10000 5 years of Skylords Reborn!
Watch everything we have achieved so far here.
Upcoming events:
• 2v2 Battle Arena PvP Tournament
Fight together with a random unit in Battle Arena!
Starts on July 19th, 2026. Read more here and watch here.
• 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: RAYS-BRID-GESH-RINE
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 2026
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Wooooo. Long time in the making, I'm glad to see the map is out - and in such an awesome state. Lot's of hard work from many people.
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Wooooo. Long time in the making, I'm glad to see the map is out - and in such an awesome state. Lot's of hard work from many people.
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Recently, an awesome event took place with the Official Card Design Contest. As with any game and ever more so with card games, people simply do enjoy coming up with their own card ideas. No wonder, that this contest was super popular and arguably one of the most partaken in. Even the forum thread itself got over 100 replies, which is super nice (I myself am guilty of around 16 posts there *cough cough*).
Since it seems people still want to share their ideas, instead of making up new thread every time, I decided that it might be worth while to make a megathread, where new card suggestions can be posted.
I would also like to point to this awesome site - https://smj.cards/creator , where you can create extremely good mock-ups of new SR cards. Go wild people!
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Woooo, loving the new Shadow card. Looking forward to the new year!
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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!
Happy New Year, Skylords!
The yearly feedback survey is back, giving you the chance to share your thoughts on the current state of the game and help guide our development priorities. We’re also approaching the end of the Natural Selection season, after which we’ll be taking a short break between seasons to properly prepare for what comes next.
On top of that, we have a brand-new card reveal to share, along with an update on the ongoing voice actor search. Let’s dive in and take a closer look at what’s happening in Skylords Reborn this month.
• Yearly Feedback Survey
Every year, Skylords Reborn invites the community to take part in our Feedback Survey. As a fully community-driven project, your opinions play a crucial role in shaping the future of the game. We want to better understand what you love, what could be improved, and where you’d like to see the project go next.
Taking a few minutes to fill out the survey helps us refine existing features, set development priorities, and make Skylords Reborn more welcoming to both current players and newcomers alike. Your feedback truly makes a difference.
As a small thank-you for your time, every player who completes the survey will receive two boosters. All responses are completely anonymous, so feel free to share your honest thoughts.
• New Card Reveal: Dark Mind
Dark Mind is a new Tier 2 Shadow flying unit that brings some additional crowd control options to the faction. With its confusion effect turning enemies against each other, it offers a powerful and faction-themed way to disrupt fights. The card has a very simplistic design, but helps fill some gaps in early-game Shadow decks.
Let’s take a closer look at the card.
Please note: We are still working on the card. While we are generally happy with it, numbers and effects might still change before release.
Bewitching Blast
Every 5 seconds, the unit projects psychic energy at an enemy dealing 220 damage. Attacked units will be confused, which will make it impossible for them to distinguish between friend and foe. Lasts for 5 seconds.
Design notes:
Dark Mind is a new T2 Shadow flying unit. It uses the Parasite Swarm model, scaled up to M-sized, and applies a confusion effect on application. This makes it a powerful unit as confusion is one of the strongest CC effects in the game as it turns units against their allies. Shadow has not had a new card added to it since the game rereleased. Over the years, we have steadily eroded the strength of Pure Shadow in PvP while adding cards to every other faction. This has left Shadow's T2 in PvP in an increasingly bad place as it keeps the same old tools while other factions again more flexibility. In terms of PvE, Shadow also lacks a more traditional flying unit and a way to manipulate enemies outside of Nether Warp. Dark Mind will therefore fill a gap in the faction in a way properly fitting to Shadow's identity.
• A Break Between Seasons
This month marks the final stretch of the Natural Selection season. the past few months have been pretty hectic for all of us - with lots of events, plenty behind-the-scenes work, and, of course - Christmas. Since we want to make sure that we deliver the best experience possible, we have decided to delay the release of the next season by a month.
This means that once Natural Selection concludes, the next season will begin on March 1st 2026.
Since the seasons began, we’ve been constantly gathering feedback from the community. With this in mind, we’re using the yearly feedback survey as an opportunity to hear from a wider audience and learn how you feel about seasons and potential breaks between them.
• Voice Actors Search #3 - Evaluation
Today marks the deadline for submitting recorded takes for our voice actor applications. All received submissions will now be passed along to the judges for evaluation, and we’ll be sure to keep the applicants informed as the process moves forward. Over the next few days, we’ll also be keeping an eye on our inbox in case any last-minute submissions find their way to us.
Altogether, 35 people applied, including several applicants who aren’t even players of the game, which is a fantastic result! Thank you to everyone who took the time to apply and lend their voice to the project.
• 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
Throughout the year, we hosted multiple in-game events, giving players new challenges to tackle and fresh reasons to return.
Here are a few fun facts about events in 2025:
We had 3 special events - Q&A stream, Mega Quiz and Card Design Contest We hosted 8 PvE events with 650 replays submitted in and over 400 total participants We hosted 10 PvP events, bringing together 94 participants Together with the community, the Skylords Reborn project sponsored prizes worth a total of 1 200 000 BFP A big thank you to all the Skylords who took part in these events. Your enthusiasm keeps the community thriving - and rest assured, we’re already planning another year packed with activities just for you. ❤️
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:
• It's Christmas time! -> From 20th of December till 6th of January
Play 1 match of any gamemode between 24th of December and the 6th of January to get the Promo Santa card.
The reward can only be claimed once per account.
• Save Christmas! -> From 20th of December till 6th of January
Win the featured community maps: Elfmaster, Christmas Fleet and Naughty Harvest on expert difficulty between 24th of December and the 6th of January to get the Promo Frost Mage card.
The reward can only be claimed once per account.
Recent events:
• FINISHED - TOME #4 - Reforged! -> Starting 14th of December
A PvP event with TOME rules, where you can make a deck from random cards taken from boosters. Now with the option to reforge unwanted cards! You can watch the event recording here.
• FINISHED - TEAM - Thrilling Epic Action Mission -> Ended 30.11.2025
An exciting 4-player event with an edited Behind Enemy Lines map. You can watch the event recording here.
• 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: HAPP-YNEW-YEAR-2026
Please note: Filling out the feedback survey also rewards you with 2 boosters.
This code is valid until February 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 December 2025
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Happy to share some insight on the maps + glad you found the old pictures. Really shows how much the map has changed (or not) over the years.
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Happy to share some insight on the maps + glad you found the old pictures. Really shows how much the map has changed (or not) over the years.
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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!
This month, we have reached another major milestone in the Skylords Reborn journey, we are celebrating 5 years since the release! Join us for our first community-wide challenge in the game to get some boosters and a celebratory profile border!
We wanted to do something different, it's been quite a while since we last gave you an insight into our map making efforts. As such, we have decided to give you a retrospective into the development process of our latest campaign map - Heart of Trouble.
• Five Year Anniversary
Happy Anniversary, Skylords! This December 18th marks the fifth year since the release of Skylords Reborn. It's been quite the journey these past five years, as we continued and built upon the legacy of the original BattleForge. We have introduced new features, like Reforging, profile cosmetics and free PvP decks. We released new campaign maps, cards and many balance changes, with even more yet to come. We also hosted a variety of tournaments and events, most of them with help from the amazing community.
To celebrate this occasion, we are starting our first community-wide challenge in the game! Starting 1st of December 2025, there will be a counter on the world-map.
Every win of a campaign map, featured community map, PvP or rPvE scenario will be added to the global counter and rewards will be unlocked at certain milestones for the whole community!
At 10 000 wins, we will give away a General Booster At 20 000 wins, we will give away a Rebirth Booster At 30 000 wins, we will give away a unique profile border At 40 000 wins, we will give away 30 Seasonal Points Anybody who participates by winning at least one scenario will receive all the rewards unlocked by the community.
Thank you for your support over the years, we couldn't have gone so far without you. 🎉
Now, go win some matches, Skylords!
• Heart of Trouble Retrospective
We wanted to try something new and give you some behind the scenes into campaign maps, both released, and in development.
We will start off slow with our latest campaign addition - Heart of Trouble.
The initial design came to life back in 2023 and was done by our map designer Hrdina Impéria. Here are his insights.
• Initial Designs
The initial design was made to be a very compact map, small in scope and short in playtime. The objective was to destroy all the spawners of all the enemy tribes while protecting the Ragged King. If the player took too long, Bandit Battleships would start spawning from the tribal areas, slowly advancing towards the fort.
To allow having all the monuments in one centralized area, we opted to lock them behind destroying crystals in the tribal areas, thus ensuring correct map progression.
However, since the Ragged King was not in any danger, the objective felt disjointed from what was actually happening on the map. You were protecting yourself, not the Ragged King. The spawning Bandit ships had a feeling of unfairness, as the player's run could be cut short at the last minute by the attacking Bandit Battleships.
With the objective being "destroy all spawners" the map lacked some deeper tactical decision making and it came down to a complete map clear as an objective. The map size also proved to be a problem when aggro issues started popping up - defenders from several positions aggroed to the player at once, which led to more frustration.
We attempted to fix these issues in the following iterations.
• Early Stages
By the end of 2023, we greenlit the map design and started iterating on it further.
The first issue we needed to tackle was the small map size that prevented us from making any major changes. So we exported the map from 256x256 to a 512x512 map, which gave us much more room to work with.
We then moved the Ragged King to the actual fort, and put him inside a Bandit Shanty building. Having the Ragged King as a unit could lead to him getting pulled outside of the fort by the enemy attackers and would frustrate the players (think Rogan on Encounters with Twilight).
We also added the option to decide where the player wants to send the allied attack waves, giving him a feeling of control and a useful ally. But this ran into a problem with map progression. Since both tribes could be cleared with either T2 or T3, it meant that one of the tribes would be too easy once the player destroys one of the crystals. So we introduced a unique mechanic, where a tribe's defenders grow stronger as you clear more of the opposing tribe, leading to a more natural and balanced map progression.
To alleviate the feeling of unfairness, we removed the spawning Bandit Battleships and instead introduced scaling attack waves, that got harder over time. While the player could still fall behind on the difficulty curve, it fixed the sudden, unexpected loss condition appearing 20+ minutes into the map.
Now the most pressing issues were fixed, we needed to add some more tactical decision making into playing the map. This came in the form of changing the main objective, and adding some optional ones.
• Final Stage
Around the middle of 2024, we changed the main objective from destroying the spawners to killing the tribal leaders. And added the option to taunt the final boss to your fort, adding a risk vs. reward factor - you can meet the boss with the defenders advantage, but if you cannot kill him, you lose.
We added an optional objective in the form of the enemy artilleries. These introduced a minor RNG element into the map and intensified the feeling of being under pressure and constant threat. You could capture the artilleries, but they kept randomly bombarding the area surrounding the fort, rarely hitting the enemies. As such, capturing them felt like a very small reward to actually interact with the mechanic, so we gave them the ability you know today. Giving the players a powerful, targetable ability, that could help with defending, and attacking.
Up until this stage, the tribal attack waves came from a cave at the end of each tribal area. This however, was also disjointed from the events on the map. If the attacks are coming from those caves, why does destroying the spawners stop the attacks? It made little sense, so we made a custom spawning script, that allowed us to spawn parts of the wave from multiple locations and used the already existing spawners for spawning the attacks. Thus giving them another reason to exist, apart from being an obstacle in your way.
While testing, we ran into an issue that the Black and Yellow tribes were too similar. Since they were practically identical, the decision which side to push was pretty much inconsequential. After a brief discussion, it was clear we needed to differentiate them heavily. Thus the Black tribe was given a strong ground presence with artilleries, but weak AA. The Yellow tribe, on the other hand, was composed of a lot of flying units and heavy AA, but was weak to long range siege. This gave each tribe a unique identity and introduced new deck building strategies.
With the changed main objective, control of the allied waves, changes to the enemy wave spawning and tribal compositions, we introduced a lot of decision making into the map. The players could choose to use the allies to help them push the tribes, or help defend against the attacks from the other side. If the player is skilled enough, he can choose to leave the spawners alive and focus on killing the bosses quickly. Will he taunt the boss to fight on advantageous ground, or kill him in his own camp without risk.
As you can see, developing maps is lengthy work, we could not share all the trials and errors we had to go through to find the final version of the map. While we are getting closer to better understanding the fundamentals of map design, we are far from perfect. Each new map introduces new and unexpected challenges to overcome, but we are making every effort to deliver you the best experience possible.
This is all the information we could share in a community update; many more details and decisions happened, but writing about all of them would befit its own forum post. If you enjoyed this little dip into our map making efforts, and are interested in more behind the scenes of our maps, please let us know in the comments.
Maybe next time we will share something not shown before. *wink* *wink*
• New Seasonal Challenges
As the new month dawns, new seasonal challenges have been unlocked.
Let's take a closer look at them now.
4.1 - Win different campaign maps or featured community maps on advanced difficulty or higher. All units played must be S-units. All cards played must be Nature, Fire, or Twilight cards. These restrictions apply to all team members.
4.2 - Win the 1-player scenarios Oracle and Siege of Hope on standard difficulty or higher. All cards played must be Nature or Twilight cards. Additionally, all cards played T2 and above must be Twilight cards.
4.3 - Win the 4-player scenario Dwarven Riddle on advanced difficulty or higher. No Fire Altars may be activated. All cards played must be Nature, Twilight, or Neutral cards. These restrictions apply to all team members.
4.4 - Win the 2-player scenario Crusade and the 2-player featured community map Army of Darkness on advanced difficulty or higher. Only Nature, Twilight, and Neutral cards of uncommon rarity are allowed. These restrictions apply to all team members.
The following nightmare challenges have also been unlocked.
6.1 - Be among the 100 fastest times at the end of the season on the 1-player scenario Behind Enemy Lines on advanced difficulty. All cards played T2 and above must be Twilight cards.
6.2 - Win 3 different campaign maps on advanced difficulty or higher. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. Completing the challenge with less cards in each team member's deck awards progressively more points.
6.3 - As a solo player, win the 4-player featured community map Spooky Giants on advanced difficulty or higher. No flying units are allowed. All cards played must be Nature or Twilight cards.
6.4 - Win a 4-player randomly generated PvE scenario Infected Map of the Week on Adv+ (5) difficulty or higher. Only cards of Tier 3 and below are allowed. All cards played must be Nature or Twilight cards. These restrictions apply to all team members. Completing the challenge on higher difficulties awards progressively more points.
As usual, the challenges remain available until the end of the season.
• Nature Faction Overview Video
We have been working tirelessly on new video content to help players explore the game. This month, our efforts came to fruition and we are proud to release our first faction deep dive video. We're starting with the Nature faction.
Learn about the strengths and weaknesses of the faction throughout the tiers and get some tips for building your Nature decks, both for PvE, and PvP.
• Event Shoutout - Tome #4 Reforged!
Tome was a PvP game mode in the original BattleForge where players had to build their decks with cards from boosters. That means - random cards.
We have revived this game mode with these events, as its random nature also gives beginners a chance to compete with stronger opponents. So join us for the last PvP event of the year!
The event is split into two stages.
Stage 1 is 4 Rounds of Swiss, which means you will play 4 matches, regardless of whether you win or lose. Stage 2 is a Single elimination for the Top 4 players from Stage 1 Every player who plays all four of his Swiss rounds will receive a Nature booster as a reward.
In addition, for every won Swiss round, the player will receive 500 BFP!
If you are interested, read the details of the event here. To sign-up, contact @Ultralord. The event starts on the 14th of December.
Best of luck to all the participants!
• Voice Actors Search #3 - Update
Last month, we announced that we are looking for new voice actors. The search is going well, with quite the few applicants. This month, we will be concluding our search. If you are interested, you still have time to apply until the 8th of December. after that, we will close the applications.
The trial scripts with instructions will be sent out to all applicants in the following days. so stay tuned and be sure to check the email you provided in the application form.
• 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!
Upcoming events:
• NEW - It's Christmas time! -> Starting 20th of December till 6th of January
Play 1 match of any gamemode between December 20th and January 6th to get the Promo Santa card.
The reward can be claimed only once per account.
• NEW - Save Christmas! -> Starting 20th of December till 6th of January
Win the featured community maps Elfmaster, Christmas Fleet and Naughty Harvest on expert difficulty between December 20th and January 6th to get the Promo Frost Mage card.
The reward can be claimed only once per account.
• NEW - TOME #4 - Reforged! -> Starting 14th of December
A PvP event with TOME rules, where you can make a deck from random cards taken from boosters. Now with the option to reforge unwanted cards! The event will happen on the 14th of December at 14:30 CET on Ultralord's Twitch Channel.
Recent events:
• FINISHED - Happy Halloween! -> Ended 4.11.2025
The achievement will be back next year for Halloween.
• FINISHED - Frankenstein's Monster -> Ended 10.11.2025
The achievement will be back next year for Halloween.
• FINISHED - Card Design Contest #2 -> Ended 16.11.2025
The card design contest has concluded with 97 cards submitted. Watch the stream recording here.
• FINISHED - TEAM - Thrilling Epic Action Mission -> Ended 30.11.2025
An exciting 4 player event with edited Behind Enemy Lines map. The winner stream will happen on 5th of December.
• FINISHED - Autumn Cup 2025 -> Ended 09.11.2025
An exciting evening filled with PvP action! Thanks to all the participants and congratulations to the winner!
You can watch the event recording here.
• 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: ANOT-HERF-IVEY-EARS
This code is valid until January 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 November 2025
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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!
Another packed community update!
This time, we will take a quick look at the newly unlocked seasonal challenges, changes to the relic shop prices and a new shadow card reveal. We are also looking for new voice actors, so if you have ever wanted to immortalize yourself in a game, now's your chance!
Before we get to the meat and bones of this community update, allow me a quick introduction.
• Something About Me
Last month, we announced that our Community Updates have a new writer going forward. Let me properly introduce myself as your new Community Manager.
I joined the Skylords Reborn team in 2021, after I read that without map developers, no new official maps would be made. I could not let that happen, and I joined as a Map Artist. That role slowly evolved into a Map Developer, and later also into an amateur Map Designer. I have worked to varying degrees on all released map content so far, and I actively work on new campaign maps and forge skins. I will keep my role in the map department in addition to this new title. So we can bring you new map content without any delays.
Now, as a new community manager, it is my pleasure to celebrate this occasion by providing my first (mini)booster code for all of you!
NEWS-HERI-FFIN-TOWN
Trying to buy some goodwill right at the start, eh?
The code is valid until the 1st of December.
But enough about me, let's move on to more interesting things.
• Changes to Seasonal Shop Prices
Now that our second season has begun and the rewards from the previous season are now available in the relic shop, we have received some feedback about the relic costs. Some players only missed the Promo Sunderer, or other major rewards, by a few points, but they still need to pay full-cost for these cosmetics in the shop. This hardly seems fair, so we will be prorating the item prices in the shop.
What this means is that every item in the shop connected to a season (including the Promo) will be discounted by a percentage proportional to the amount of progress a player made in the reward track of that season. This progress will be based on how close a particular player got to receiving the Promo reward.
E.g. If you earned 60% of the points in the Fire Season that it would take to unlock the Promo Sunderer, all Fire Season cosmetics you missed will cost 60% less, forever. This discount caps at 70% for all cosmetics, except the final title and the top 100 border reward, which caps at a 50% discount.
This change affects all the current and future items in the seasonal shop that were a part of the seasonal rewards - profile cosmetics, titles, forge skins and promos.
Players who have already purchased items from the shop for full price will be reimbursed for the relic price difference.
We will introduce these changes in a small patch in the coming days.
• New Seasonal Challenges
As the new month dawns, new seasonal challenges have been unlocked.
Let's take a closer look at them now.
3.1 - Win different campaign maps or featured community maps on advanced difficulty or higher. No spell cards are allowed. All cards played must be Nature or Twilight cards. These restrictions apply to all team members.
3.2 - Win the 1-player featured community maps Nyxia and Aeglos Fortress on advanced difficulty or higher. All cards played must be Nature cards.
3.3 - Win the 1-player scenario The Treasure Fleet and the 4-player scenario The Guns of Lyr on advanced difficulty or higher. All enemy buildings in the map must be destroyed. All cards played must be Nature or Twilight cards. These restrictions apply to all team members.
3.4 - Win the 2-player scenarios Nightmare's Shard and Nightmare's End on standard difficulty or higher. Only cards of Tier 3 and below are allowed. All cards played must be Nature or Twilight cards. These restrictions apply to all team members.
3.5 - Win the 4-player scenarios Titans and Raven's End on standard difficulty or higher. No towers, fortresses, or shrines may be played. All cards played must be Nature, Twilight, or Neutral cards. These restrictions apply to all team members.
3.6 - Win the 1-player campaign scenario The Soultree on advanced difficulty or higher. No T2 cards may be used. All cards played must be Nature or Twilight cards.
As usual, the challenges remain available until the end of the season.
• How Does It Work - Root Network
Since this season's theme is Nature and Twilight, we thought it best to remind the players of a video explaining the root network - the unique and complex ability of the Nature faction. It can be tricky to understand and setup, but the pay-off is oftentimes very much worth it.
• Yearly Halloween Event
The season of Halloween is upon us!
That means the yearly time-exclusive achievements are back on the menu!
Win the featured community PvE map Spooky Giants on expert difficulty to get Promo Jorne!
The achievement is available until the 10th of November.
Win the featured community PvE map Spooky Encounters on expert difficulty to get the Halloween Pumpkin profile picture and a Lost Souls booster pack!
The achievement is available until the 4th of November. Please note, the rewards can be collected only once per account.
• New Card Reveal: Devourer
Since we started releasing new cards in December 2021, every existing faction in the game has received at least one new addition to its roster with the exception of Shadow. This occurred mostly because other factions were in more dire need of new cards than Shadow, which was one of the most viable factions when the game was rereleased and which also had plentiful fodder for reworks like Plague, Altar of Nihil, and Infernal Chain. With the upcoming release of Devourer, the Shadow famine is at its end.
Behold, the Devourer!
Please note: We are still working on the card. While we are generally happy with it, numbers and effects might still change before release.
Consume
Consume one enemy unit in range. Devourer teleports to the target enemy unit’s location, instantly killing it. The consumed enemy is then resurrected as an own unit but dies after 30 seconds. Needs to have gathered 6000 life points from corpses first. Reusable every 40 seconds.
Corpse Gathering
Harvests energy from nearby corpses equal to their former maximum life points to enable the devouring of enemies. A maximum of 6000 life points can be stored at once.
Mincemeat
Allied units in a 20m radius around Devourer will explode as soon as they die, dealing 400 damage to hostile entities in a 15m radius, up to 600 in total. Effect can apply to a unit multiple times.
Design notes:
Devourer is a T4 pure XL unit. Pure Shadow's T4 is currently one of the least compelling options in the game and perhaps the weakest color combination right now. Other pure factions have major pay-off units in Forest Elder, Dreadnought, and Batariel, but Pure Shadow's own Shadow Worm is not on par with these options, and given its core design, it is not a good option to build a faction around. Enter Devourer. Devourer has synergy with two of Shadow's core mechanics, corpses and swarms. Once it has gathered enough life points, a Devourer can burrow through the ground and consume any non-boss enemy within a 30m range. That enemy is then resurrected as an allied unit for 30 seconds. Additionally, Devourer has a second mechanic where any allied unit that dies within a 20m radius will explode and deal damage to enemies. This directly synergizes with Consume and key Shadow support cards like Infect, Undead Army, and even Grim Bahir. With Devourer, players can destroy camps with combos like Infect + Frenetic Assault, then warp to a second camp where Devourer's Mincemeat mechanic will cause all the dying summons to explode and wipe the place out. We hope players will enjoy discovering all the combinations this upcoming addition to Shadow's T4 will enable.
Devourer will release in an upcoming content patch, date to be announced.
• Art Spotlight: Devourer
The Devourer artwork was created by our talented artist Spirit Alpha, with Elkondo coming in to do some finishing touches and color correction.
Sketching
As usual, we have started with a rough sketch of the Devourer's pose and design. That sketch was slowly improved upon with more details, a small pose adjustment and was finalised into a black and white image with a detailed background.
Coloring
During the coloring stage, we decided that the castle in the background was muddying the silhouette too much and removed it. We then adjusted the horns to better reflect the in-game model and via some texturing magic, made the shell appear more like a polished carapace. In the end, we increased the contrast of the entire image so that it better resembled the original card artworks.
Finalizing
In the final piece, we only made some small adjustments - like the smaller eye and added a thin fog effect to convey depth.
The artwork sure evokes the feeling of the original game, and we hope you are as excited for the upcoming shadow card as we are!
• Voice Actors Search #3
Over the years, we've made several searches for new voice actors. While we have a stable roster of voice actors, we are looking to bring new blood into our fold and expand our range.
If you are interested, please fill out this application form.
We will send out a trial script with instructions to all the applicants within 4 - 6 weeks (depending on the number of applications), after which, our audio department will go through the submitted takes and decide on fitting candidates.
• Team Changes
Majora left his post as the Community Manager, with me (R4bitF00t) being the successor. He will still retain his position as the Project Coordinator.
We want to thank Majora for his years of Community Updates and dedication to the project and wish him the best in his new job!
Rue has joined as a Trial Discord Moderator and quickly became an active member of the moderation team. Last month we released him from the role of Trial Discord Moderator and made him a full on Global Moderator.
Congratulations, and good luck on your moderation journey!
• 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!
[ Call for Help ]
We are currently in need of more people to help us out with German translations.
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.
• Card Design Contest Winner Stream
The popular Card Design Contest event has come to an end. We have had many great entries, and all that remains now is for the jury to review and rate all of the submissions.
Be sure to join us on the 16th of November at 19:00 CET on Ultralord's Twitch Channel, where we will reveal the winning entries.
• 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 - Happy Halloween! -> till 4.11.2025
Win the featured PvE community map Spooky Encounters on expert difficulty to get a themed profile picture and a Lost Souls booster pack!
Reward is granted only once per account.
• NEW - Frankenstein's Monster -> till 10.11.2025
Win the featured PvE community map Spooky Giants on expert difficulty to get the Promo Jorne card!
Reward is granted only once per account.
Upcoming events:
• NEW - TEAM - Thrilling Epic Action Mission -> Start 14.11.2025 till 30.11.2025
Prepare yourself for an exciting 4 Player event - more information soon.
• NEW - Autumn Cup 2025 -> Start 09.11.2025
An exciting evening filled with PvP action! Register until 09.11.2025 to compete in 1v1 PvP matches with double elimination.
The event starts on 09.11. at 15:30 CET, and will be streamed on Ultralord's Twitch Channel. <Click here for more details.>
Recent events:
• FINISHED - Card Design Contest - Winner Reveal Stream on November 16th!
For the second time, we have invited you to design your own cards and you sure delivered!
Be sure to watch the event stream with the results on 16.11. at 19:00 CET on Ultralord's Twitch Channel.
• FINISHED - Rookie Tournament - Ended 19.10.2025
You can check out the event recording here.
• 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 Twilight booster: TWIL-IGHT-BOOS-TNOW
This code is valid until December 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 October 2025
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Vrizz liked a post in a topic by Hrdina_Imperia in Official Card Design Contest - CLOSED - WINNERS INSIDEName: Shadow Shaman
Faction: Shadow
Tier: T2
Orbs: Shadow and Any
Attack: 740 dp20 Health: 890
Abilities:
Blood Heal- Every 5 seconds, unit will heal an allied unit for 180 life points. Will damage itself for 90 life points. Shadow Shamans cannot be targeted by Blood Heal. Cannot be used, if the unit has less than 91 life points.
Fade Bolt - Every 4 seconds, blasts an enemy unit with dark energy, dealing 148 damage, up to 180 in 5m radius.
Cannibalize - Unit consumes nearby corpses to regenerate 20 life points per second.
General idea: I am porting my old idea from the Discord forum to here as well. I always see Pure Shadow as tricky to play, with some gaps that could make the faction much more friendly to newer/worse players. Especially with the idea of Shadow season down the line, I can imagine lot of people might struggle with early Shadow starts or Pure Shadow challenges. This unit is meant to somewhat help. I can see it even being a T1, with properly scaled numbers.
He can heal, but cannot heal himself/shamans cannot heal each other. They are reliant on the player fighting and killing enemies, thus collecting corpses. It also means you cannot use those corpses for some other strategies/units, so there is also this trade-of.
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Hrdina_Imperia liked a post in a topic by Eres in Official Card Design Contest - CLOSED - WINNERS INSIDEIngame Name: Eres
Card Name: Call to Arms
Tier & Orbs: T3, Frost Frost Any
Type of Card: Spell
Power Cost: 80
Spell Effect: Summons 4 Lyrish Knights at the target location. Lyrish Knights have a lifetime of 20 seconds and do not provide ground pressence to play out cards or claim structures next to them. Additionaly they are immune to revide effects and cannot be infected with Twilight Curse. Can only be used withing a 20m radius around friendly structures excluding walls. Reusable every 25 seconds.
TLDR: Swarm with Lyrish Knights. Only 1 difference is that it has to be used near friendly building (to better suit frost and to make Knights' Protector ability active).
Idea:
- T3 frost push, XL units counter, useful against some boss fights or just for defense
- easy to implement -> appart from "near building" restriction it is just a copy of Swarm spell. And models are ready (promo version available too)
- giving frost and Lyrish Knights some love
- synergy with cards like Matter Mastery and Tectonic Shift etc (and of course Ice Barrier and Home Soil)
- might also find its place in PVP
Cons:
- Not very creative I know.. 🙂
Balance - similar power cost as Swarm just 10 energy cheaper as Knight is 10 energy cheaper then Burrower.
PVP Balance - I don't play PVP but I think this card might be used offensively against decks with less CC. And also as a counter against some ground units (XL finishers). Building requirement makes card harder to play offensively which probably makes card bit less OP.
Card Name: Shrine of Wonders
Tier & Orbs: T4, Any Any Any Any
Type of Card: Building
Power Cost: 200
Attack-Type: None, support building
Active abilities:
Power Cost: 100
Wonder - Activate to restore all card charges of each player. Every card in current deck of all players will be granted one more charge and will be immediately reusable. The maximum number of possible card charges for a specific card will not be exceeded, though. Has a 60 second cool-down after the building was built. Reusable every 60 seconds.
Pros:
- offering available in deck of any color
- useful for players who are missing card charges (it can be used by more experienced players to help new players as it affect everyone).
- also for cards that don't have many charges available
- makes some gimmick decks or fun decks easier to play
Cons:
- encourages spamming of same unit
- have to be balanced well so it won't be used too much or won't outperform Offering even in shadow decks etc
Model suggestion:
- Shrine of Greed textured to neutral colors like Amii monument - grey (stone) and gold
Balance:
- high building cost (200)
- "not cheap" activation cost. Current 100 power activation makes it more expensive then offering (as no unit is sacrificed). But less then Evil-eye's ability (Evil eye recharges only spells but also attacks while this shrine does nothing else).
- Building have 60s cooldown but more buildings can be built so in order to prevent spamming there might be need for 30 seconds activation time similar to other shrines.
- Works for all players to keep Shrine type building and possibility for one player to sacrifice power in order to help everyone. But can be changed to affect current player only.
- Initial 60 seconds cool-down can be removed or changed to Slowed Construction.
- High HP is just to reflect T4.
Conclusion: this card opens new possibilities but is not very effective. Thus it can be used in some decks or when missing charges but will not break balance.
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Hrdina_Imperia liked a post in a topic by 4esan4o95 in Official Card Design Contest - CLOSED - WINNERS INSIDEMy both card designs are sent to sir Kapo by forum messages here. :)