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  1. Luke_Meat liked a post in a topic by Ladadoos in Skylords Reborn - All you need to know!   
    Greetings Skylords, Skyladies and Skyfolks,

    After five years of development Skylords Reborn has finally hit full release, we want to thank every single one of you for joining and supporting us on our journey. This topic will provide you with all the information, details, and answers you need.
    How can I play this game?
    You can find instructions for downloading and installing the game here.

    How do I log in to the game?
    First, you need to create an account on this forum, here. Afterwards you can simply login with the same account in the game. A game account will automatically be created and linked to your forum account. Do not make multiple accounts for yourself. You are allowed to play with your family/friends in the same house.

    What is Skylords Reborn?
    Skylords Reborn is a project which started off as a 2-man team working on allowing the community to play BattleForge again. BattleForge was a Real-Time Strategy Collectible Card PC game (not a MOBA) made by EA Phenomic in 2009 that got closed down on October 31 2013, disappointing many players. The ever-growing Skylords Reborn team has been working hard to make BattleForge playable and accessible for its still large community and new players once more! You can read more about our project on our wiki.

    Can I upload content of Skylords Reborn?
    Yes. You are allowed to make Youtube and Twitch videos and streams of Skylords Reborn.

    Will I be able to use my old account?
    No. As we are not EA we do not have access to your old accounts and never will, so you will have to create a new one and start from scratch. We know this is annoying but there is no way for us to retrieve account information. At least you can play the game again!

    What is the difference between Skylords Reborn and old BattleForge?
    Everything from the original game works but there has been a number of changes. (see list below)
    Balance changes and new cards Economy
    Free to Play (no payments for game progression) Daily time based BFP rewards Daily PvP and PvE quests (Resets daily at 10:00 UTC) Seasonal & Lifetime Achievements Faction Boosters Removal of Tokens. Gold is now used instead and is untradable. Removal of Elements of Conversion/Creation. PvP
    Free PvP deck rotations Official Tournaments (BFP rewards) Spectator versions for all 1vs1 maps PvE
    All campaign maps available again (including 12 player maps) New high-quality community maps And many other quality of life improvements.
    Can I buy/sell BFP for real money?
    Absolutely not! People who are noted to sell or attempt to buy BFP or any in-game content with real money may be banned from playing the game at all, or have their accounts reset. We take no responsibility whatsoever in any lost money or in-game content. We don't sell BFP for a very good reason as this project is allowed to exist due to the fact that we are making zero profit or income from the game, which would be using someone else's ideas and content for claiming money. If you buy or sell in-game content, you are essentially doing the same thing and this could put both you as well as the entire project at risk of being shut down.

    How can I earn Gold and Upgrades?
    Since tokens have been removed from the game entirely, you will earn gold instead through playing Randomly Generated PvE, Sparring PvP, and disenchanting upgrades found in Campaign PvE maps. The upgrade drops have been changed, and you can find the new loot list in this topic.

    How can I obtain promos?
    You can get promos as an extremely rare reward in boosters, or during special events that we will host.

    I found a bug! What now? How do I report a bug?
    Please refer to the "Report A Bug" forum, and particularly this topic.

    I have seen someone cheat, flame, or severely break the rules. Where do I report this?
    You can right-click on a player to report them in-game. You can also report this behaviour directly to the Moderation Team (Global Moderators) on the forums or discord. Please refer to the Ticket Tool thread here when reporting on discord.

    Is the game only available in English?
    The game can be played in all languages that were previously available. This includes English, German, French and Russian. However, we are mostly focusing our project and any announcements around the English language.

    Have you asked EA for help with the project? Do you work for EA?
    No, we do not work for EA and we sincerely doubt EA is interested in the funding of the project nor rebooting the game. We do not expect any help from EA. We have, however, been given permission to alter the existing client and make this project a reality until further notice is provided. Former BF staff are likely under NDA as well, disallowing them to help us in the first place.

    If this project is completely non-profit, how will you keep the servers up?
    We have created a patreon page here. Any donated money will be spent on server upkeep, development and a lot will be saved up for future server upkeep. No money whatsoever will go into our own pockets. You can make a one time payment and then unsubscribe from us or you can pick to pay every month. Please note all Patrons will not gain any benefits in game.

    Where is the server located?
    The server is located in Germany.

    Will you distribute the server files for private hosting?
    No. The project is closed source, which means that the files (code) are not public.

    I have another question!
    Alright, that's cool! Before you continue, however, please use the forum's search function to find any threads that may have your question in it. If your question really isn't answered yet, feel free to create a thread.
    That's all! We hope you enjoy your time in the world of Nyn and help the game and its community grow together! As always, We're hugely grateful for all your support, and we wouldn't be here without you all. Keep up the good spirits, you're all fantastic beings. See you in the forge, and may the forge be with you!
  2. Ladadoos liked a post in a topic by WindHunter in Patch #400035 - 14 September 2022   
    Card Balance Changes

    Global Balance Changes
    Changes to PvE Unit Orb & Power Costs: more details can be found here: Changes to PvE Unit Orb & Power Costs
       - Additionally, the general mind control immunity on the PvE versions of Bandit Windhunter, Twilight Deathglider, and all Lost Souls units and buildings has been removed.
    Each NPC unit in both campaign and random PvE maps has orb and power costs just like player units, which might come as a surprise to players used to using Nightguard and Parasite Swarm to takeover nearly any unit in the game. This is because there has been a longstanding bug, going back to the game's release, where units which are spawned in via map script did not have properly assigned orb and power costs. The original developers knew about this bug, but they do not appear to have known how to fix it. By the time Empire and the Lost Souls RPvE faction were added to the game, the original developers decided to add a universal immunity to mind control to the entire Lost Souls faction to prevent further abuses of the mind control mechanic. They also added total immunity to Windhunter and Death Glider.
    The bug in question has now been fixed and as part of this fix we have gone through and updated the power and orb costs of every unit in the game. The goal of this rework was to create situations where mind control is still useful, and indeed powerful, while tampering down the current situation where mind control units, especially Nightguard, trivialize a map and thus become the universally proscribed solution to nearly any difficult situation. As part of these changes, we are also making several changes to current campaign maps, which we already started last patch with the changes to Nightmare Shard, Nightmare's End, and Behind Enemy Lines. All map changes can be found in the Map Balance Changes section in the next post.
    S-unit population count: decreased from 6 ➜ 4
    Total root network support cap: 10 maximum support within a network ➜ infinite amount of support possible
    Twilight Transformation duration: decreased from 2 seconds ➜ 1.2 seconds
    Increased turn speeds of several units: 
       - Gladiatrix, Ice Guardian, Knight of Chaos, Lightblade, Mauler, Mountain Rowdy, Rogan Kayle, Shadow Insect, Slaver, Treespirit, Viridya's Treespirit, Twilight Brute, Warlock, and Wrecker.
    Lost Spellbreaker (NPC Unit): 
       - No longer casts Disenchant on-hit, still makes affected units immune to further buffs.
       - Now makes affected units unable to use their special abilities.
    Lost Spellbreaker has been a perpetual headache for us as a balance team because she hard counters some factions while barely affecting others. Every single mechanic we add to the game must face the question of how it interacts with Spellbreaker. If Spellbreaker does remove it, the question then becomes if that faction can still function, particularly against the already difficult Lost Souls faction. At the same time, we want to keep Spellbreaker as a major debuff unit. As such, we decided to remove Spellbreaker's Disenchant ability while leaving the immunity to further buffs and adding on an ability silence. This change should allow players to preemptively apply buffs to their units as a way to counter Lost Spellbreaker. Our hope is that Lost Spellbreaker will remain an annoyance and a priority target, without single-handedly countering entire deck archetypes. 
    Hybrid Orb requirements have been added: A Hybrid Orb allows you to meet its requirements with one of its two colors. For example, a  card can be played with either  or . Hybrid Orbs can be found on our Twilight Slayers, Twilight Hag, Treefiend, Nightshade Plant and Deepfang. 

    PvE Balance Changes
    While changes are split here between PvE and PvP sections, many of the changes, such as Deep One, Nightshade Plant, and Twilight Creeper, have important consequences for both game modes. Our PvE and PvP balance teams work closely together to ensure that the impact of all changes are evaluated for both game modes. Below, we have listed both the changes and our reasoning behind them. 
    [ Tier 1 ]
       - Now only works on own units
    Decomposer has been a controversial card for a long time. When usable on friendly units, Decomposer allows players to transfer power between themselves. Practically speaking, this means that Decomposer turns previously multiplayer maps into effectively single-player maps, where one player can gain power far in excess of what should be possible at a given time, even if all Power Wells were given to one player. For this reason, it is a mainstay of speedruns and goldfarming alike, to the point of choking out other potential strategies. Decomposer also stands in direct violation of our fundamental design principle that power should only be generated via Power Wells. While violations of design principles are possible to justify via card restrictions such as high power cost, tier, or orb restrictions, the power generation principle is the most fundamental of all principles and Decomposer is able to violate it as a Tier 1 Shadow card. 
    There is an additional consideration which is often forgotten in discussions on this topic, and that is the experience of the player feeding the Decomposer, usually called a "feeder." While there can be no doubt that many Decomposer-based speedruns, including the existing record on Bad Harvest, are matters of strategic brilliance in terms of planning, the same is not true in terms of execution for the majority of the players in the speedrun. While feeders do contribute in a minor sense, the runner does the overwhelming majority of the actions in the run and it truly succeeds or fails based on the skill of the runner. In more casual settings, this often becomes even worse, with the feeder doing close to nothing. Decomposer transforms the feeder from a teammate into little more than a spectator. The feeder is a mere battery powering the runner, a resource to be used instead of a person with whom you play alongside. Feeding makes for a gameplay experience where teammates give up almost all of their agency. It is not engaging, and we should not be creating a situation where the player must chose between efficiency and an engaging experience. 
    The continuing preservation of this kind of gameplay has done great harm to new player retention. For that reason alone we should have made this change a long time ago. In fact, we have planned this change for nearly 18 months, yet have repeatedly delayed it in hopes of releasing a Decomposer-like mode simultaneously with the nerf for players who enjoy the mechanic and who wish to opt-in, even without rewards. This optional Map Modifiers game mode is something we are still desirous of completing eventually, but as we announced in Community Update #25, without further developers we can only commit to releasing card balancing changes for the foreseeable future. Given the many factors surrounding Decomposer and the strong negative impact it creates on the game experience of many players, we have decided to finally go through and change the card to no longer allow it to transfer power between players. 
    [ Tier 2 ]
     Parasite Swarm:
       - Takeover limit: 150 power cost ➜ maximum of 175 power cost
    Allows us to make some units able to be transformed by Twilight Curse and taken over by Parasite Swarm, while remaining out of reach of Nightguard.
    [ Tier 3 ]
       - Inspirational Call: deal 50% more damage ➜ 60% more damage
    Corsair was previously changed to work not just on human units, but all Bandit units. This helped a lot, but the card itself as well as Bandit's T3 is still somewhat lacking. We are giving a slight boost to its aura to help encourage more Bandit-based unit compositions. 
     Frenetic Assault:
       - General Changes: 
          - Power cost: 80 ➜ 90p
          - Initial Amok effect duration: 20s ➜ 15s
       - Frenetic is now a two-stage effect:
          - Stage 1: Bewitches the targeted hostile target attracting the aggression of up to 7 of its allied units within a 20m radius for 15 seconds.
          - Stage 2: If the target dies within 10 seconds, up to 10 of its allied units within a 20m radius are bewitched for 10 seconds.
       - Affinity swap: Gifted Aggression (g) ➜ Infused Aggression (r)
          - Infused Aggression(r): No longer slows or prevents healing, change description to clarify it can be used on buildings and units. 
    Frenetic Assault is potentially the strongest card in the game. It is also the strongest crowd control spell, has no downside, and has no death effect. While not necessarily wrong, it is a bit odd for such a card to exist in Shadow. All in all, it is more a Bandit card than a Shadow card. We as a balance team have endeavored to nerf the card from an S+ tier to an A tier card, while also giving it mechanics to make it feel like a Shadow card. 
    Frenetic now has two stages. The first stage affects 7 targets for 15 seconds. The second stage, which triggers off the death of the initial target within 10 seconds, affects 10 targets for 10 seconds. This gives Frenetic a total possible duration of 20 seconds if used perfectly with up to 17 total affected enemies. It should remain one of the strongest spells in the game, without being so good as to single-handedly carry entire archetypes. 
     Healing Gardens:
       - Ritual of Recovery duration: 30 seconds ➜ 45 seconds
    Healing Gardens' increased rejuvenation effect is strong, but its short duration requires two Gardens to be built simultaneously. This can significantly slow down deck archetypes dependent on the effect, so we are increasing Ritual of Recovery's duration to allow the player to utilize just one instance of Healing Gardens with the downside of a slight effect downtime. Additionally, the lack of regular activation is a common problem among all active global effects in casual play. This should help to alleviate that problem by making it so that when the effect is actually activated, it stays up for longer. 
     Ice Age:
       - Now allows multiple instances of the spell to be active at the same time.
    Ice Age previously had anti-synergy with itself, such that multiple Pure Frost players could not cast it simultaneously. Given that this is not an issue with healing sustain options, we decided to remove this restriction.
       - Power cost: 160p ➜ 140p
       - Ability radius: 10m ➜ 12m
    We previously gave Sandstorm two large buffs, a 70p cost reduction and the addition of L-knockback on the blue affinity. Even with these changes, Sandstorm remains an uncompelling option. As such, we are further reducing the power to 140p while increasing the radius of the tornado, which should allow the player to more easily crowd control priority targets. 
     Twilight Creeper:
       - Tainted / Infused Spit, total targets: 3 ➜ 8
       - Infused Spit(r) debuff: 30% less damage ➜ 40% less damage
    Small buff to Twilight Creeper's debuff and a large buff to total target count, allowing Creeper to debuff substantially more enemies in a camp.
       - Disintegrating Gaze: May only disintegrate units ➜ May only disintegrate units and buildings.
       - Pain Link: 100% damage distributed ➜ 50% damage distributed.
    Wrathgazer's Pain Link distributes damage before Resilient is applied. This means that as-is, 100% of damage is done to surrounding units and 50% also to Wrathgazer (assuming non-piercing damage). The total damage is thus multiplied by 50% assuming there are any allies in range. With the changed numbers, 50% of damage is now done to Wrathgazer and 50% to surrounding units. This should make Wrathgazer usable in an army without being an active detriment. Additionally, only being able to target units severely restricts Wrathgazer's usability. To remedy this, we are adding the ability to disintegrate buildings as well, allowing Wrathgazer to be more useful offensively. Note, this change does not allow wall segments, Power Wells, or Monuments to be disintegrated. Wrathgazer will also be unable to disintegrate spawn buildings, as this causes a bug where the spawn building, despite being destroyed, begins phantom spawning waves of enemies. 
    [ Tier 4 ]
     Altar of Chaos:
       - Enable overkill splash damage bug fix. 
       - Mass Destruction Nether Bomb life points: 4000 ➜ 4500
    Nether Bomb will no longer lose damage when overkilling enemies, constituting a minor buff for unfed bombs and a major buff for fed bombs. Additionally, the small increase in bomb life points is intended to synergize with Lost Spirit Ship's recycle ability. One bomb will now provide enough life points for 3 Lost Spirit Ship Crystals. 
       - Damage: 4400 ➜ 5600
       - Purgatory's damage is no longer affected by damage modifiers, including buffs on Batariel itself and debuffs on enemies. 
       - Stage 1 Activation Threshold: 1000(r) and 1250(p) ➜ 1200 damage (both affinities)
       - Damage/Effect per Stage Batariel (p):
          (a) Stage 1: 100 dmg ➜ 100 dmg + 25% increased enemy damage taken
          (b) Stage 2: 100dmg + 35% increased damage taken ➜ 100dmg + 50% increased enemy damage taken
          (c) Stage 3: 100dmg + 75% increased damage taken ➜ 100dmg + 100% increased enemy damage taken
       - Squad damage: Only damages a squad once instead of each member individually.
       - Gates of Hell power cost: 150p ➜ 120p
    It would be uncontroversial to say that Batariel and the deck that surrounds it is the strongest deck in the game. The question has never been the strength of Batariel, but what to do with it. Some do not want it changed at all. Among those in favor of nerfs, many people have suggested nerfing Batariel itself, others Enlightenment, others Frenetic Assault, still others Unholy Hero as the main source of the problem to bring Batariel from S++ tier to closer to S or A+ tier. After much discussion among all segments of the playerbase, and especially with some of the game's top players, we have come to the determination that we cannot successfully balance Batariel unless we also nerf Unholy Hero or at least decouple it from Batariel. At the same time, we cannot directly nerf Unholy Hero without affecting a large portion of decks that are otherwise balanced. Frenetic Assault, while very powerful in combination with Batariel, is also overpowered in its own right. In the end, we have settled on nerfing both Batariel and Frenetic Assault while decoupling it from Unholy Hero.
    Batariel's damage aura no longer benefits from any buffs on Batariel or debuffs on enemies, including Batariel(p)'s own armor shredding aura. With this drastic step taken, we have also increased Batariel's base damage significantly, along with adjustments to its stage 1 activation threshold. Batariel can now activate stage 1 in 2 attacks against XL-units and in 3 attacks against non-XL units. A Batariel buffed with Unholy Hero can now also one-shot a small spawn building, while the base damage buff helps Batariel substantially when fighting bosses. The cost reduction to Gates of Hell allows the player to quickly and efficiently activate Batariel's stage 3 in a single ability. Overall, our tests have shown that while Batariel is slower than before, the Enlightenment-Batariel deck remains intact as a top tier deck for both skilled and casual play. 
    The bigger issue in balancing Batariel came from the purple affinity regularly used in Pure Fire decks. In the current meta, Pure Fire typically uses a mix of both affinities, with the purple affinity amplifying the already substantial damage of the red affinity to even greater heights. With the changes to Batariel's aura, this damage amplification is no longer possible. As such, we had to get creative in keeping the Pure Fire deck viable. Alongside these changes, we have also buffed other Fire cards such as Bloodthirst, Magma Fiend, and Fire Sphere. The changes to Bloodthirst help make a Batariel(p) + Fire Dragon deck much more viable and significantly more durable. We increased the synergy between Batariel and Fire Dragon by making the purple affinity increase the damage taken by enemies even further. When Batariel(p) and Fire Dragons are both fully enraged with Bloodthirst, Fire Dragons deal 30,000 damage per 20 seconds. We also increased the speed of Magma Fiend to open up the option of using it with other Fire cards. Finally, the changes to Fire Sphere have proven much more substantial than initially anticipated. A perfectly executed Fire Sphere (remember it has a 10 second wind-up period) that combos with a stage 3 Batariel(p) can one shot an entire camp. All in all, while Pure Fire will prove to be much different after the changes, it increasingly has a playstyle that feels all its own.
       - Power cost: 160p ➜ 140p
       - Unit count: 7 total targets ➜ 8 total targets
       - Duration: 20 seconds ➜ 25 seconds
       - Healing: 175 life points per second ➜ 200 life points per second
       - Damage buff: 20% more damage ➜ 40% more damage
    Our initial testing for the last round of changes showed Bloodthirst far overperforming its intended power level. Unfortunately, the new Bloodthirst received a double nerf upon release when we not only reduced its healing, but we also removed its ability to heal stack. Since then, it has performed below what is appropriate for a card of its requirements and its weak state is keeping Fire archetypes from achieving their true potential. We have buffed up nearly all aspects of the spell.
     Cluster Explosion(p)
       - Initial radius: 20m ➜ 25m
    Equalizing initial radii of both affinities to be 25m.
     Coat of Protection(b)
       - Increased Ice Shield total cap, which can be strengthened to absorb from to 2500 damage ➜ 3000.
    The purple affinity of Coat of Protection has by and large been the better of the two affinities. Additionally, the current cap makes using the blue affinity of Ice Age with the blue affinity of CoP quite inefficient. This change rectifies that issue.
     Fire Sphere
       - Damage maximum: 8000 ➜ 10000 in total
       - Spell radius: 15m ➜ 25m (visual FX already appeared to be 25m)
       - Knockback: Small, medium, and large units ➜ Knocks back all unit sizes in the area (regardless of whether they are damaged or not).
    Fire Sphere is not a good card. It also lacks identity due to how good its competitors are in its own faction. While thinking about the card, we realized it could keep its boss killing identity while providing 3 Fire+ decks with a thematically appropriate CC effect in knock back. By changing the way its knock back applies and increasing its effect radius to match its existing visual effect, we allow the Fire player to potentially knock back an entire camp. The changes to its splash damage last patch also mean that it no longer loses damage when overkilling an enemy. Our tests have found that a perfectly timed Fire Sphere combined with a fully enraged Batariel give Pure Fire the ability to fully wipe camps in both RPvE 9+ and expert campaign maps. 
     Fire Worm:   
       - Power cost: 210p ➜ 200p
       - Charges: 4 ➜ 8
       - Attack range: 30m ➜ 40m
    Fire Worm is not a bad card per se, but it lacks a firm identity and a reason to choose it over other options. Its stats are also not great, having only 2640 life points, lower than several T3 units, with a real attack value of only 4000 despite its claim to deal 4800 damage. Thinking about Fire Worm more, we have decided to move it into the role of a disposable sniper unit. The longer range helps it to survive longer and pick out priority targets without placing itself in danger. Fire Worm will be the first and only XL-unit to have 8 charges. This, along with the lower cost, will allow the player to spam them out quickly, allowing them to function as skirmisher like units without having to fear losing a precious charge on an XL-unit. 
     Grove Spirit:   
       - Healing Song healing capacity: 5000 life points ➜ 5500 life points
    Minor correction to allow Grove Spirit to actually heal as much as she claims. 
     Ice Tornado:   
       - Power cost: 145p ➜ 140p
       - Wrecking Hammer radius: 20m ➜ 25m
       - Wrecking Hammer damage total: 6600 in total ➜ 8800 in total
    Minor buff to Jorne and the accompanying legendary deck. This should make Jorne's anti-building ability easier to hit on multiple targets and more worth the power investment.
       - Life Link: 20% of absorbed damage transferred ➜ 30% of absorbed damage transferred
    After the recent buffs, Lifestream is in a good place but is slightly too strong. We as a team do not want to encourage strategies which can functionally create invincible armies, particularly not in a faction with already strong sustain options. As such, we are slightly toning down Lifestream by making it take more damage. This should make the downside real, with the possibility of killing the Lifestream if the player does not pay close enough attention.
     Lost Dragon: 
       - Damage: 335, up to 502 in total (3000 dp20) ➜ 416, up to 624 total (3715 dp20)
       - Life points: 3780 ➜ 4080
    Lost Dragon card is very weak for its requirements, even with its very strong passive debuffs. Given it is a support unit, we considered placing more of its power budget into its debuff effects, but after consideration determined that the current debuffs are already sufficiently strong and well-designed. Lost Dragons stats are just too low. As such, we decided on a ~23% damage buff and ~8% life point buff. We wanted to preserve the existing trait of Lost Souls units, where life points are generally higher than damage. 
     Magma Fiend: 
       - Burning Liquid cost: 100p ➜ 50p
       - Movement Speed: 4.8 m/s (run) + 2.4 m/s (walk) ➜ 6.4 m/s (run) + 4.8 m/s (walk)
    Burning Liquids is a decent ability, but like many abilities in the game it is overpriced. We are reducing its cost to align the price more closely with the effect produced. Additionally, we are increasing Magma Fiend's movement speed from slow to normal XL. We think that slow speeds should fit the unit in terms of balance, theme, or both. In the case of Magma Fiend, there is neither a thematic nor a balance reason for its currently slow speed, so we changed it.
     Noxious Cloud: 
       - Power cost: 250p ➜ 230p
       - Initial damage: 13 (3750 total) ➜ 24 damage every second (5640 total)
       - Time between damage increase: 2 seconds ➜ 3 seconds
    Noxious Cloud is one of the most expensive spells in the game. While theoretically having a large potential total damage of 37,500, this rarely occurs as it requires all 10 initial targets to both live for the full duration and to remain inside the area for 37 seconds in total. In practice, even the Tier 3 Thunderstorm is usually better. Even in perfect situations, Noxious Cloud is heavily outcompeted by rival options such as Plague and Cluster Explosion. We wanted to buff Noxious Cloud without turning it into a copy of these other spells. As such, it continues to only affect units and we kept the total spell duration at 37 seconds. This is similar to the other Nature damage spell, such as Thunderstorm and Parasite, which have long durations and are only capable of damaging units. The new Noxious Cloud should kill most XL-units that remain within its effect for the full duration, while also cleaning up more S and M-units units due to its higher base damage. It also remains expensive, as Nature's faction identity is centered around unit-based damage, not damage dealing spells. 
       - Power cost: 150p ➜ 170p
       - Parasite duration: 15 seconds ➜ 10 seconds
    Despite toning down the new Plague before release, it remains one of the strongest spells in the game and is capable of single-handedly clearing camps, any respawns, and even bosses. We have decided to increase its cost to reduce power efficiency and reduce parasite duration. This reduces each parasite's single-target damage from 1500 to 1000, while making it harder to proc the secondary parasites due to reduced duration. The reduced duration also nerfs the powerful non-immunity applying ranged silence. Overall, this should mean Plague is no longer a cast and forget spell; players will need to encourage the initial parasites to proc themselves if they want to make get full use out of the spell. 
     Primeval Watcher:
       - Orb cost: 2 Nature, 2 Neutral ➜ 3 Nature, 1 Neutral
       - Damage: 600 / 288 / 192 / 127 / 84 (6550 dp20) ➜  660 / 330 / 220 / 165 / 132 (7220 dp20)
       - Life points: 4650 ➜ 4850
       - Stasis Field:
          - Targets: 7 enemies ➜ 9 enemies
          - Ability cost: 0p ➜ 25p
       - New passive, "Siege": Deals 50% more damage against structures.
    Primeval Watcher is Pure Nature's primarily damage dealer. As such, Pure Nature's viability as an army-centric faction rises and falls based on Primeval's performance. We have wanted to increase Primeval's stats, but its current orb requirements limited our options as it would have mainly buffed Primeval Watcher in non-Pure Nature decks. Due to this, we have decided to increase its orb requirements to 3 Nature orbs to make room for more substantial stat buffs. Additionally, given that Primeval Watcher is one of Nature's only ways to kill buildings, particularly in the back of a camp, we have given it Siege to aid in this role.
       - Damage 520, up to 780 in total (4660 dp20) ➜ 600, up to 800 in total (5000 dp20)
       - Fixed bug where killing the initial unit would reduce all splash damage to 0.
       - Twilight Infection power cost: 50p ➜ 0p
       - Twilight Infection cooldown: 20 sec ➜ 3 sec
    Slight buff to Skycatcher to allow it to better perform its role as a backline attacker. The changes to Twilight Infection will allow Skycatcher to quickly transform a T2 or T3 army into a T4 army. 
       - Radius: 25m ➜ 30m
       - Kenosis, healing buff: 50% ➜ 75% more healing
       - Tyranny:
          - Healing debuff: 50% ➜ 75% less healing
          - Damage debuff: 25% ➜ 40% less damage
    We are happy with Transcendence in concept but not in practice. The stats it released with have proven too low for it to be a compelling option in decks that might otherwise want to make use of it. We are buffing up its buffs and debuffs and increasing its radius to make it easier to use in chaotic T4 fights.
    [ Tower Changes ]
    It is the general principle of the faction design team not to change abilities or introduce complex mechanics needlessly. Cards should generally perform a single function and perform that function well. A lot of the buildings in the game are already well-designed but lack sufficient stats or possess too strict of requirements. As such, we have opted wherever possible to introduce simple changes to bring the tower to the appropriate power level. If you would like to learn more about our thought process behind the tower changes, please head to Skylords Reborn Documents to read our design Deep Dive on Towers, as well as other design documents. 
       - Orb requirements: 2 Fire, 2 Shadow ➜ 1 Fire, 1 Shadow, 2 Neutral
       - Power cost: 190p ➜ 150p
       - Power cost: 225p ➜ 200p
       - Damage: 480, up to 720 in total (3000 dp20) ➜ 675, up to 1015 in total (3760 dp20)
       - Cold Clutch freeze radius: 20m ➜ 25m
     Frost Crystal:
       - Power cost: 70p ➜ 60p
       - Damage: 72, up to 110 in total (728 dp20) ➜ 92, up to 138 in total (920 dp20)
       - Frost Wave freeze radius: 20m ➜ 25m
       - Power cost: 150p ➜ 130p
       - Orb costs: 2 Fire, 2 Nature ➜ 1 Fire, 1 Nature, 2 Neutral
     Howling Shrine:
       - Life points: 3160 ➜ 4260
       - Linked Fire support: 1 support ➜ 4 support provided while out of combat
     Living Tower:
       - Splash radius: 5m ➜ 10m
       - Splash radius: 5m ➜ 8m
       - Damage: 250, up to 375 in total (1900 dp20) ➜ 290, up to 435 in total (2200 dp20)
       - Splash radius: 10m ➜ 12m
       - Corpse cost per shot: 500 life points ➜ 825 life points
       - Maximum corpses storable: 4500 ➜ 6600 life points
       - Corpse gathering radius: 33m ➜ 40m
     Primal Defender:
       - Cloudstrike damage: 220 ➜ 225 per hit
     Rioter's Retreat,
       - Splash radius: 5m ➜ 8m
     Stone Hurler,
       - Splash radius: 5m ➜ 8m
     Time Vortex: 
       - Life points: 2820 ➜ 1830
       - Splash radius: 5m ➜ 8m
     Tower of Flames:
       - Damage: 216, up to 324 in total (2160 dp20) ➜ 266, up to 399 in total (2660 dp20)
       - Splash Radius: 5m ➜ 10m
    Twilight Bombard:
       - Splash radius: 10m ➜ 15m
       - Orb cost: 3 Fire, 1 Neutral ➜ 2 Fire, 2 Neutral
       - Gifted Eruption(g):
          - Self regeneration: 150 ➜ 200 life points per second
          - Regeneration duration: 5 sec ➜ 10 sec
    [ Miscellaneous Changes ]
     - Mind controlled units can no longer be targeted by revive effects.
     - NoClaim and NoCardPlay have been removed from the effects list of The Incredible Mo and Dryad(g) as neither are debuffs nor weakening effects. This means that these two cards will no longer prevent the removal of ground presence or the removal of the ability to claim walls, Power Wells, and Monuments. 
     - The temporary immunity to revive effects on units recently resurrected by Promise of Life is now displayed as an effect. 
     - Viridya / Ravenheart: Now spawn summoned units one at a time, no longer requiring the player to kill one unit to spawn a third unit.
     - Changed several more units with unbound power costs to show 0 power as the power cost when hovering over them in-game.
     - The following units have had their class changed from Beast to Primordial: Deepcoil Worm, Deep One, Fathom Lord, Fire Worm, Magma Fiend, Shadow Worm, and Twilight Horror
     - The ability "Accelerated Construction" has been renamed to "Fast Construction" to conserve space on cards.
     - Added visual effect for Dying Breed on air units.
     - Magma Spore now properly shows it is Swift.
     - Portal Nexus's Explosive Death now has a range preview when hovered over. 
     - Viridya and promo Viridya's Treespirits have been renamed to Viridya's Treespirits.
     - The Bandit random PvE boss Equestrian Twins debuff duration has been decreased from infinite to 30 seconds.

    PvP Balance Changes
     [ New Card Design Spotlight  - Twilight Crawler ]
    Twilight Crawlers will be a new addition to Twilight decks in T2 and widen the pool of potential transformation targets. They will be a Twilight oriented replacement for Scythe Fiends with the upsides of lower costs and an increased durability against ranged units and spells, creating synergy with healing effects like Ravage. Their transformation ability grants a faster animation, leading to a lowered risk of getting interrupted in PvP scenarios. With fast movement, they will add more versatility to the Fire Nature T2 and even more so when opting for a Twilight unit deck.
     [ New Card Design Spotlight  - Tranquility ]
    We are happy to add a second spell to the Amii faction. Tranquility was designed as a flexible T2 support spell, emphasizing Amii's current PvP identity with a strong early game oriented around low energy trading. As the majority of units accessible by Shadow Nature are very cheap, the existing single target buffs from shadow splashes exceed the unit cost, makes buffing units less efficient compared to playing a second unit most of the time. The Foreboding Whispers effect should add more counterplay when facing buffed single units, which opt into focusing down Power Wells. Beside Nightguard, who has been nerfed recently, Amii lacks direct counters for L/XL units, making them slow to take down key targets. As the spell scales fairly well into higher tiers, it might also see play in late game battles, as well as PvE scenarios.
    [ Twilight Rework ]
     Twilight Transformation:
    The Twilight Transformation mechanic has been perceived as disappointing by most of our players. The existing aura effects were not cost efficient, and the upside of creating strong units with reduced bound power was overshadowed by Breeding Grounds. On top of that, the transformation mechanic was very clunky. A two second channel time made it difficult to use the ability in the midst of battle. A unit would risk taking a large chunk of unnecessary damage during channel time, or even have its transformation canceled by crowd control. As we have wanted to buff Twilight Transformation effects across the board, the clunky nature of this ability needed to be addressed first. To achieve this goal, we reduced the channel time of all Twilight Transformations. To address the issue of weak transformation effects, we will buff up existing ones while also adding several new mechanics, rewarding players for engaging in smart transformations. We intend to keep working on the Twilight archetype into the future, including focusing on more PvE centric changes following the same design approach seen here. This should ideally solidify the transformation ability as a powerful mechanic and make Twilight as a faction more rewarding and fun to play overall.
       - Power cost: 75p ➜ 70p
       - Blowout:
          - Now also damages air units
          - Now also triggers after transformation
       -. Infused Blowout(r):
          - Max damage: 450 ➜ 900 total damage
          - Now knocks back S-units
       - Tainted Blowout(p):
          - Max damage: 350 ➜ 810 total damage
          - Now knocks back S and M-units
    Slaver was outclassed by other L-counter options in Fire Nature decks. As we want to allow more options for Twilight oriented decks, the high slot investment for its various units needs to offer more value in return. With the listed changes, we want to allow Slaver to compete with other L-counter options and also add more room for creative usage of the blowout ability. Channeling a transformation or killing the unit by yourself to get extra burst damage in critical situations should create interesting gameplay options, especially since it has an in-built L-counter bonus that gets applied even after the unit dies.
     Twilight Brute:
       - New passive, "Bloodlust": If the unit is transformed, it will incite friendly units within a 20m radius to restore 25% of their damage dealt as life points. Lasts for 20 seconds.
    Based on its stats, Twilight Brute has been a viable option to Fire Nature decks in the past. Its playrate was strictly limited due to deck slot issues though, as the unit was good at defending against key units like Bandit Stalker or Scythe Fiends, but didn’t add much pressure during counter-attacks compared to other M counter options like Skyfire Drake. To raise the incentive of playing him in Twilight decks, we will add a new Transformation effect, that can enable strong counterattacks after a successful defense. We will keep an eye on him to see if he can find his place in Twilight decks moving forward. We might also adjust his Burstout ability in the near future, which was not touched this patch cycle for workload reasons.
     Twilight Minions:
       - Gifted / Infused Incentive radius: 20m ➜ 25m
       - Gifted Incentive(g): Now also affects Fire and Nature units
       - Infused Incentive(r) damage buff: 50% ➜ 65%  
    Twilight Minions fill the role of a main M-counter regardless of whether you want to pursue the current Fire Nature style or move towards a Twilight oriented deck. We want to make sure the transformations are a little more useful for both of these decks.
       - Gifted / Infused Liquids, radius: 15m ➜ 18m
       - Gifted Liquids(g) healing: 200 ➜ 250 life points per wave
       - Infused Liquids(r):
          - Damage: 100, up to 330 in total ➜ 130, up to 520 in total
          - Now knocks back S and M-unit
          - No longer damages structures
    We are buffing the Vileblood transformation towards unit damage instead of cheesing for a guaranteed 600 damage on power wells. With the newly added knockback, it should be fairly useful to punish stacked melee counter units. Also buffing the green affinity a little bit to keep up in value.
     Mutating Maniac:
       - Removed "Hex" passive ability (both affinities).
       - New passive, "Infused Fervor"(r):
          - If the unit is transformed, it will incite friendly Twilight units within a 20m radius to move 40% faster. Additionally, they will deal 50% more damage. Lasts for 15 seconds. 
       - New passive, "Gifted Fervor"(g):
          - If the unit is transformed, it will incite friendly Twilight units within a 20m radius to move 40% faster. Additionally, they will be immune to all major debuffs. Lasts for 15 seconds. 
    Since its previous changes, Mutating Maniac started performing fairly well in multiple decks. That said, the transformation ability remained fairly underwhelming. The effect was both very weak and there was no unit worth transforming into. Since moving Nightshade Plant to T3 will change the second part, we are remedying the first issue by replacing the current transformation effect with a more powerful one. If utilized correctly, this should make transforming worthwhile despite the significant power investment.
     Nightshade Plant:
       - Orb cost: 2 Nature, 2 Fire (T4) ➜ 1 Nature, 1 Fire, 1 Hybrid (T3) 
       - Damage: 6380 ➜ 4100
       - Life points: 5800 ➜ 3400
       - New passive, "Siege": Deals 50% more damage against structures.
       - New passive "Adept Mutation": Reduced transformation cost 208p ➜ 180p 
       - Tainted Tendrils, damage: 50 per sec ➜ 20 per sec
    Nightshade Plant has been highly redundant in PvE due to being outclassed by Abomination. As the card's design doesn't enable a different playstyle for Twilight decks, we have decided to rework it into a T3 unit that is most efficient when being summoned through transformation. This should add more depth to the Twilight archetype in both PvP and PvE. In PvP, Fire Nature often doesn't have the option of playing more than 2 or 3 cards in T3. This led to late game issues against more defensive oriented decks. Closing out leads was often quite a tough task outside the top echelons of play. Adding a strong game finisher will help the faction to compete to a certain extent. Decks including various Twilight units from earlier game stages will have more strategic options to utilize the card through different transformation effects. Twilight Minions will provide a very cheap summoning, Twilight Crawlers can quickly move to desired locations before transforming, and Mutating Maniac will provide the most powerful transformation buff and unit synergy.
    [ Bandit Touch-up ]
    Bandits has been in a very strong position ever since the release of its new cards, especially in lower ELOs. As a result, we will tweak it from both ends by slightly nerfing Bandit Minefield and Bandit Stalker, while also buffing some of its most favorable matchups with Pure Nature and Fire Nature. We received a lot of feedback mainly regarding the Bandit Minefield being perceived as fairly oppressive and will closely observe whether this continues to be the case after this set of changes.
     Bandit Minefield:
       - Cooldown: 25 seconds ➜ 30 seconds
    Bandit Minefield has been extremely popular since its release. We noticed the spell is getting spammed a lot, as it ensures great trades in almost any state of the game. Microing around the spell and punishing a player during its cooldown is supposed to be this spells intended counterplay. This downside demands a good understanding of matchup from the opponent's side as well as a solid level of execution, making the card even more efficient in lower ELOs. As we want to add more possibilities to play around the spell, we will increase its cooldown. This should open up bigger time windows to attack a Bandit player, who used the spell too recklessly. With reduced power on the Bandit Stalker, see below, there also should be more room to make use of beast creatures that can avoid the mines more consistently due to their mobility.
     Bandit Stalker(g):
       - Damage against Beasts: 100% more damage ➜ 80% more damage
    Bandit Stalker received a powerful buff in the past to help Bandits deal with a lot of the beast units, against which the faction used to struggle. With new powerful cards added to the faction, Bandits has become a bit too good against beast reliant decks. As a result, we decided to reduce the beast bonus damage on the green affinity of Bandit Stalker, providing players with the opportunity to snowball a lead against Bandits without getting shut down by this powerful counter unit.
     Bandit Lancer:
       - Branding targeting range: 5m ➜ 8m
       - Added a targeting range preview to Branding when hovered over.
    QoL changes which will make the ability smoother to use.
    [ Miscellaneous Changes ]
     Deep One:
       - Life points: 1450 ➜ 1500
       - Gifted Catch root immunity duration: 20 seconds ➜ 10 seconds
       - Species class: Beast ➜ Primordial
    Pure Nature did not perform to the level we had hoped after its small rework. While we do think it was the right move to reduce Deep One’s health pool, we went a little too far. Pure Nature started struggling to break through strong Frost Splash defenses. We will revert some parts of the health nerfs and also reduce the CC immunity duration applied by gifted catch, which had a much longer duration compared to the usual cc abilities. Outside of that, the Nature versus Bandits matchup has been perceived as fairly oppressive amongst most players that gave us feedback. Deep One will move from Beast to the new Primordial class to make sure it is not getting hard countered by units like Bandit Stalker in the future. With more freedom to use its various units in skirmishes, Nature should also gain more room to play around Bandit Minefield. The spell strongly punishes any misplacement of Ghostspears or Spirit Hunters, which were the only viable trading units in this matchup, assuming a normal nature deck build was being played.
       - Fire Lance can no longer damage Monuments and Power Wells.
    Small change to alleviate issues regarding the card in 2vs2 in order to keep games enjoyable without affecting any PvE unit interactions.
     Icefang Raptor:
       - Infused Reserve(r): 30% ➜ 35% of damage reflected to melee attackers
       - Blessed Reserve(b): 25% ➜ 30% damage reduction
    With the addition of Amii Paladins and buffs to cards like Twilight Minions or Ghostspears, the impact of small sized medium counters has increased overall. As a result, Icefang Raptor has fallen a bit behind. Its issues are amplified by the bonus counter passives of some S-units it is supposed to fight against, such as Stone Shards or Bandit Spearmen. Adding more power to the unit's passive should balance this out and push the unit further towards decks that can provide appropriate support in the first place.
     Mumbo Jumbo:
       - Debuff (both affinities): 20% ➜ 25%
    Adding a bit of power to Mumbo Jumbo as the spell is fairly difficult to use. The buffs should enable a small extra reward for nature players opting into a large T1 without altering the potentially unhealthy interactions around its spawn presence denial.
     Warden's Sigil
       - New passive, "Fast Construction": Construction time is reduced by 50%
       - Cooldown: 20 seconds ➜ 15 seconds
    Frost T1 has struggled a lot against early T2 attacks centered around Nightcrawlers and Burrowers. These units were capable of ignoring any counters entirely by focusing down structures. This inherent weakness often pushed players in the direction of playing frost very aggressively instead of methodically securing map control and power leads over time. These changes to Warden's Sigil should add more options for Frost to keep power wells alive without altering its capabilities in unit trading. While Warden's Sigil will be able to help a player get through the early game more consistently, it will be at the cost of fewer card slots for higher tier options. Since we did not want to support forward siege building strategies, the ability to attach on buildings under construction will only remain on the green affinity (this already got added in the last patch).
  3. Ladadoos liked a post in a topic by WindHunter in Patch #400035 - 14 September 2022   
    Map Balance Changes

    PvE Map Changes
    Bad Harvest, Defending Hope, & The Soultree: Replaced player variant of Defense Tower with NPC variant.
    All player variants of cards on campaign maps are being swapped out for NPC variants to prevent balance changes to player cards affecting the cards used by NPCs in campaign and random PVE maps. Crusade: Players should be able to fulfil the victory condition immediately now when both paths are cleared early.
    Speedrunners can now compete for top times without having to wait a fixed period of time, therefore removing the existing set minimum time on Crusade. Defending Hope: Rogan will now also move if a player's building is in the vicinity.
    This will allow the achievement "A City Strongly Compact" to be completed entirely with building cards.  Mo: Change blocking at the cliff next to the Command Walker to no longer allow units to walk through the cliff.
    Raven's End: 2 Stonekin units; 1 in the center and 1 in the camp in the right side, are no longer assigned to the Bandits.
    The Dwarven Riddle: The 2 inner monuments that were added in Patch 400033 will now be observable in the fog of war like the other inner monuments.
    The Insane God: Replaced a Twilight Horror with a Twilight Devastator on expert difficulty at Position 1's Tier 3 location and added an additional Slaver to the camp on all difficulties. Replaced all 4 player variant Living Towers with a custom NPC variant. Increased script trigger range around temples to prevent the player from entering the center undetected. Player controlled Urzach's Seeker (transformed Priest) now have the Burrower Acid Spit active ability.
    Slight change to The Insane God to continue to allow use of Nightguard on the map. The addition of a new Slaver to the camp ensures that Position 1's T3 remains similar in difficulty to capture as before for non-Nightguard or Parasite Swarm users. Fixed a bug that allowed a player to sneak into the center without triggering the defense conditions, as well as gave the transformed Priest of Urzach an active ability to make it more worthwhile to engage in the Priest mini-game for the player. The NPC version will not use the Acid Spit ability.  Titans: Replaced 3 Fathom Lords in the Northern camps of Position 4 with Custom Deep Ones (1650 damage, 1650 life points). Expert difficulty only.
    Position 4 is one of the hardest positions on a multiplayer expert map and most players get through it by using Nightguards. This change allows the player to continue using Nightguards, but since Deep Ones are weaker than Fathom Lords, it will increase the difficulty of the map when using this strategy. At the same time, it will minorly decrease the difficulty of Position 4 for non-Nightguard strategies. 
    Emberstrike, Tempest, and Fire Worm now properly ignore the 50% damage reduction of dazed units, as their passives suggest. Amii Paladins and Amii Phantom no longer have the "human" class. They now properly only have the "Amii" class. The Tunneling ability of Burrower and Drones no longer grants paralyze immunity during the cast time of the ability. The overkill splash damage bug has been fixed on the following cards: Banzai Lord (p)'s Banzai Birds, Comet Catcher, Death Ray, Fire Dragon, Gemeye, Giant Wyrm, Skycatcher, Rifle Cultist's Dark Grenade, and Worldbreaker Gun. This should constitute a minor buff for each of these cards. Fixed several instances of Revenants' displayed damage being misaligned with the regular unit. Mountain Rowdy's Tainted Ice Block no longer affects flying units on U0-U2. Missing Twilight class was added to the Twilight bug summoned by Twilight Curse. Vulcan now specifies it can only target ground units. Fixed a bug, that caused newly uploaded maps to show an error message as their map name. Fixed a bug that allowed units to clip through terrain with buildings.  Fixed a bug that prevented the use of Twilight Transformation when switching to the other side in the Forge. Community maps should no longer claim to be 2-player maps when they are actually 1-player maps. 
  4. Dutchy liked a post in a topic by Ladadoos in Skylords Reborn: Open Staff Positions   
    We have restructured our open staff positions, and other ways you can contribute to the project. Please consider reading the following thread instead. Thank you! 

  5. Ladadoos liked a post in a topic by Majora in Community Update #26 - August 2022   
    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!

    • Recent (and upcoming) Patch 

    On the 16h of July we released a small Quality of Life patch, containing some bugfixes, and updating the Free PvP decks to adjust to the new meta. You can check out the patch-notes here. 
    We are also working on a new content patch, which will bring more balance changes and two new cards into the game. We will share more information on this patch in the next community update, but we will reveal one of the new cards today! 
    • Survey

    First things first: a massive thank you to everyone who filled in our Feedback Survey for 2022! You completely shattered our expectations with over 2000 responses! 
    Especially since this project is run completely on a voluntary basis with no profits (which 12% of you were not aware of by the way!) we couldn't be more proud of your praise for the state the game is currently in:

    We will need some time to go over all the comments, but the data and individual responses are very helpful to us, and your kind words are a motivation to continue trying to make this project the best it can be! 
    We will share more insight in community feedback on a later date. Thank you for being part of this great community!
    • Introducing: Hybrid Orbs

    Before we reveal our new card, we have to talk about a new orb requirement coming to Skylords Reborn: Hybrid orbs. 
    A Hybrid orb allows you to meet its requirements with one of its two colors. For example, a  card can be played with  or .
    Hybrid orbs are a nice in-between of heavy and loose orb restrictions. Restricting a Twilight card to require double Fire or double Nature, would cause it to be unplayable for half of the Twilight decks. Opening up the card by having the 3rd orb be a neutral orb, would however cause unintended synergies with other factions. For example; access to Nature's heal for a Bandit card, or Shadow's Motivate for a Twilight card. By going for a Hybrid orb, we reward playing a faction deck in tier 3, without locking the other color combination of that faction out. 

    We will use this new flexibility to make adjustments to some older cards. We are planning to make use of Hybrid orbs for Treefiend, Twilight Hag, Deepfang and our upcoming new Nightshade Plant design. While we could also make use of this for tier 2 and tier 4 cards in the future, we currently only have plans for using it on tier 3 cards. We won't use Hybrid orbs for Tier 1 cards either, one of the reasons being the first card played decides what orb you get, running into all kind of weird issues with hybrid T1 cards and orbs. 
    Hybrid orbs have been the topic of many conversations in the past, and we are very happy to finally introduce them into the game! 

    • New Card: Twilight Slayers

    Our first new card to make use of Hybrid orbs is a card that has been requested quite a bit over the years: a new tier 3 archer unit: the Twilight Slayers! The card will be a common and come in two affinities, impacting the damage output towards certain factions. Let's break down the card. 
    Please note: We are still testing the card. While we are generally happy about it and feel comfortable revealing it, numbers and effects might still change before release.

    Bow Attack
    Every 2 seconds, unit fires arrows at enemies that deal 19 / 20 / 22 / 25 damage. Deals 50% reduced damage if a hostile unit is within an 8m radius, unless Twilight Slayers are mounted on a wall segment. Has a range of 30m.

    Infused Fury
    Deals 50% more damage against elemental units

    Tainted Fury
    Deals 50% more damage against Human and Ogre units. 

    Like all Twilight units, Twilight Slayers will come with the faction's ability "Transformation". While transforming Twilight Slayers does not trigger any additional effects, we are working on a shift towards more impactful transformation effects for other Twilight units, making transforming your units more worthwhile.

    In our Force of Nature patch, we already changed the power cost reduction for Transform effects, and we will also make adjustments to the transformation speed in our next patch. On our balance discord, you can find out more about our future Twilight plans, such as our intention to change the card Nightshade Plant to be an exciting tier 3 Twilight pay-off card.
    We hope you are looking forward to this new card and the changes coming to the Twilight faction.
    • Artwork Spotlight

    The artwork for Twilight Slayers has been created by SpiritedAlpha. As always, there were multiple iterations and feedback sessions to reach the final artwork. Here are some earlier versions, where you can notice a slightly different color scheme and background, alongside other ideas that were improved upon, adjusted, or removed to better fit the piece (sorry Twilight Negator!). A big thanks to SpiritAlpha and everyone who gave feedback during the process. 
    Twilight Slayers are a recreation of the original NPC enemy, but we found the artwork (especially for a playable card) below the standard we have set for our Skylords Reborn additions. Looking at the artwork side by side shows the drastic difference in quality between them. 
    2009 / 2022
    • Adjustments to Reforging

    It has now been 8 months since the advent of the Reforging system. Back in January, we gave the community an update on the health of the economy, and we would like to do the same again today. 
    Some important information on the data: When it says "Fire Pool" it includes every card in the game which includes a Fire Orb. The data was collected and presented in this manner because this is how Reforging works when it tells you that the output card has an X% chance of containing a Fire Orb. Additionally, all price information presented is an average of actual sales in the auction house over a given period. While some extreme outliers were removed from the data set, such as 5 bfp Harvesters and 400 bfp Northguards, in 99% of instances the data was accepted as-is without tampering from our side.
    Data Set: (Click to pop-out and expand)

    Updated Analysis of Data Set:
    At first glance, you can quickly see that after the update the following changes occurred (Neutral Cards are excluded from the analysis as they are the control set):
    The average, median, minimum, and maximum prices of Common cards increased across the board.  With two exceptions, the average, minimum, and median prices of Uncommon cards increased across the board, while the maximum decreased. The decrease in average Frost prices can be attributed to 3 outlier cards in the Frost Pool, (Coldsnap, Frost Mage, and Lost Spirit Ship) which pre-reforging were very expensive for Uncommon cards. The increase in maximum Uncommon prices in the Fire Pool is caused by Wasteland Terror, which as a new card is still quite expensive for its rarity. Wasteland Terror is in general causing an inflation of the maximum Uncommon card costs in the Fire, Shadow, and All Card Pools.  The same thing happened to Rare cards as happened to Uncommon cards. Average, median, and max price of Ultra-rare cards decreased across the board while minimum price increased. The one exception is the Nature Pool, where the median price of Ultra-rare cards actually decreased. If you look closely, you can see that the median prices for cards in the Fire Pool and among All Cards are almost identical before and after Reforging. The average prices of All Cards is also only slightly negative and has been steadily trending upwards in recent months.  General booster worth increased from 378 bfp to 420 bfp. This means Reforging has made it more worthwhile to open boosters after the update than it was before. Promos have been excluded from the data set, making this even more true. On average, the daily discounted booster will profit a player 70 bfp post-update versus 28 bfp pre-update. The data is at this point fairly stable. Reforging established a minimum base worth for all cards dependent on rarity that did not exist prior. This seems to have stabilized around: Common: 5-6 bfp Uncommon: 22-23 bfp Rare: 100-102 bfp Ultra-rare: 200-220 bfp 
    Fun Facts about Reforging:
    - To date, 2.35 million cards have been Reforged. 64.4% of the cards were Common, 27.2% were Uncommon, 8.1% were Rare, and 1.3% were Ultra-rare.
    - Only 0.87% of all Reforges produce Forge Shards (FYI, it usually is not worth it to produce Forge Shards)

    Changes to Reforging:
    The introduction of Reforging has accomplished many of our goals for the economy. At the same time, we have noticed the total amount of Reforges has steadily decreased as time has progressed, which is expected, but it has also come coupled with a slow increase in the prices of Ultra-rare cards. While prices for the most expensive Ultra-rare cards are down substantially, the average and median prices of Ultra-rare cards are steadily moving towards parity with the old prices. This is an issue, because the average price of all cards has risen due to Reforging, making it harder for new players to collect and charge cards. The introduction of many new beginner achievements last patch has helped to slightly alleviate this issue, but it still exists, even in reduced form. As such, we have made the following changes to incentivize Reforging and to make it easier for all players, not only those with large gold and card stockpiles, to interact with the system. We intend for these to be the last changes we make to Reforging.
    Gold Cost to Reforge into the Following Rarities:
    Common = 125 gold --> 50 gold
    Uncommon = 300 gold --> 150 gold
    Rare = 750 gold --> 400 gold
    Ultra-rare = 1500 gold --> 800 gold
    Reforging Rates:
    We have made it easier to produce an Ultra-rare card when Reforging. For example, 4 identical Rare cards will now guarantee an Ultra-rare card. 
    The changes to Reforging have been implemented today, and are now live on the server. 

    • Tournaments / Events

    Now that the Community Updates moved to a monthly schedule, events might come and go in between Community Updates. Be sure to keep a close eye on the ingame event-tab and the forum calendar to not miss any events! 

    There are currently two gameplay events planned by Dutchy and Ultralord, which can be found on the calendar already. More info about them soon!

    • NEW - CCC #7 - Contest-ception
    A new CCC is now live: a contest to come up with... a contest! Share your wildest ideas and get rewarded for it! We hope to see many cool ideas that we might use in future contest, so be sure to brainstorm cool stuff and join the contest! More information.
    • FINISHED - CCC #6 - Back to the Roots
    Kapo hosted another successful Crappy Community Contest, this time on a very special map. This custom map is a copy of the Introduction map with a few new jumps and turns, where you play with a Shadow/Nature deck instead. As with all CCC, the more players attended, the better the prizes became, resulting in a free booster for the whole community! View the event and the code.
    • FINISHED - Skylords Bounty Spring Forge
    It has been a while since we have closed this bounty and players have been wondering what happened to the Spring Forge. While we had a clear winner (congratulations Wanky!), the entry was not fully ready for release yet, and working on it took more time from the team than we had anticipated for a community bounty. Since spring is long gone, we will move this Forge over to next year. 

    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizers Hiko and/or Metagross to have your event prizes sponsored by us. 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. 

    • Contribute to the Project

    In our last Community Update, we went over various features that could be added to the game if we get the right people to work on them, please take a look if you haven't done so already.

    We have also added a new contributor (non-staff) role: Internal Tester. 
    As an Internal Tester, you will be testing and exploring in-game mechanics with additional information that is normally hidden from players. Your contribution will allow us to fix bugs and create new designs. 
    As always, we hope you will consider helping out the project. Please take a look at all our open positions on how you can do so. 

    • In Conclusion

    And that's it for this Community Update, thanks for reading! 
    As is tradition, this community update comes with a scratch code. 
    The code will reward you with a Twilight-booster: MORE-PLAY-WITH-ORBS

    The code is valid until September 1st, when we will bring you another Community Update. 
    As always, we are open to feedback, so please let us know if you have any questions, suggestions, or comments! 

    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update #25
  6. Ladadoos liked a post in a topic by Majora in Community Update #25 - July 2022   
    Greetings Skylords!
    This community update is a bit different to what you are used to. We would like to take a bit of time to communicate to you all, the player base, about the state of the project, and give you the opportunity to communicate to us as well. 

    • Share your feedback, get two boosters!

    Last month, we released our latest patch: "Force of Nature". We hope you are all enjoying it, and are curious to hear how you feel about Skylords Reborn in general.  
    It has already been a year since our feedback survey, so it is time for some reflection and feedback. What do you like about Skylords Reborn? What could be better? We want to keep improving the game and growing our player base, and your feedback is crucial for us. 
    As a thank you, there will be two boosters for everyone who fills in the survey. Your feedback will be anonymous.

    • State of the Project

    We are very proud of everything we have accomplished with Skylords Reborn so far. Not only are fans able to play BattleForge again, but over the last two years we have added many new features and content. However, a lot of effort is required behind the scenes to create these new features.
    Skylords Reborn has a very loyal and consistent player base, but has been struggling to find new players. This also results in less potential contributors, resulting in a few individuals doing a ton of work. There is only so much we can do as volunteers, and at the current rate it is becoming unsustainable to keep the same feature output rate.
    Without additional contributors, Skylords Reborn will only get card and balance updates moving forward.
    This means new cards and adjustments on existing cards, but not features like Reforging, improvements to the UI, Happy Hours, etc. While we are currently working on a couple of new and existing cards, to improve the game, we would really like to add new features as well. 
    To give you an idea of what we are currently missing out on, below are some features highlighted that we feel would really improve Skylords Reborn. This is a game with so much potential, and we would love to bring it to you! 
    • What could be: potential features for Skylords Reborn

    Before we dive into them, please note:
    - The following features are currently not in development, due to a lack of game client developers, game server developers, and fullstack developers.
    - You can directly help create this features by applying for a staff role.
    - You can indirectly help by spreading the word.
    - Images shown are very early mock-ups.
    PvE Map Modifiers
    Map modifiers are global effects that can be applied to matches. These can be chosen before the start of a match, and different modifiers can be combined for limitless replayability. Examples of modifiers are: all enemy units regenerate 3% of their health every second, all enemy units move 25% faster, all enemy units spawn a hostile Nether Crawler on death, or cards return less power to the void pool. The more modifiers are active, the higher the reward from the match. The following is a mockup of a UI to choose the modifiers before lobby creation.

    New Reward Distribution System
    Do you dislike receiving achievement and quest rewards through the in-game mail? What about your auctions? Isn't it also a bit boring to see your scratch code rewards in a small static window? This feature is a new way to make it more exciting to open rewards. Imagine the following mockup with nice animations and sound effects, showing you what you received and actions to take with the items. The idea would be to move away from the lackluster interface and user experience of the in-game mail.

    Currently, the player can only express themselves through their character avatar. This feature would add numerous cosmetics like character borders, character banners (textured and colored), player titles and more avatars in general. The following image shows a Christmas themed border, and a green character banner. Instead of `Master of the Forge`, the player can also own and change their title and other cosmetics in a cosmetic management screen. We already started on this with the Cosmetics window currently found in-game, although it is currently limited to avatars. The idea is to add more tabs to the right of the Cosmetics page for the different cosmetics. Achievements, events and even leaderboard positions can also reward special cosmetics.

    Compare Profiles
    Amassing many cards, becoming the richest player, completing all the achievements and collecting all the different cosmetics is rewarding, but showcasing and comparing your accomplishments with others is also part of the fun. With the compare profiles feature, players would be able to manage what they share publicly, and easily compare their profiles with those of other players, either globally or specifically with one player. The following image is a very early concept of a screen to compare achievements with a specific player.

    Map Progression Indicators
    Map progression indicators is a feature for the world map that indicates, through the usage of stars above each campaign map, what difficulties you have completed for each map. This allows you to quickly have a glance of what you have already completed, and what you have not.

    New Campaign Maps
    While rPvE is arguably the most played game mode, we know players would really like to continue the story and/or experience new campaign maps. While we already have some of the resources to make this happen, we are lacking in the map department to make the push to get this done in a way that fits the quality you can expect from an official campaign map. Please consider applying as Map Artist, Map Designer or Map Developer. 

    New Community Map Experience
    The experience of creating, sharing, finding and managing community maps has always been very cumbersome. Currently, it is a unmanageable list that leaves much to be desired. This feature would completely overhaul how the community maps screen looks like, for both PvP and PvE. More filters, more sorting, public upvoting and private downvoting, highlighting of frequently played maps, deleting maps you have uploaded, viewing when a map was last edited and viewing the minimap of community maps without having to download them are a few features that could be included.
    Another option to improve the accessibility of Community Maps would be adding a second world map, where the best community maps would be found, similar to the campaign maps. 

    rPvE Deck Builder Mode
    Quite popular in other card games is a mode where you face challenges while your starting deck is slowly expanding by picking a card from a random selection. We think this could be a great new way to play Skylords Reborn, with every run being unique and allowing you to experiment with different cards and combinations. This would require quite a bit of UI work though, which is why this mode has not been developed yet. 

    Seasons are a broad topic that could include many features that reset or adjust based on the start of a new season. Some examples are Seasonal Leaderboards that reset at the end of each season and automatic events that occur throughout the season. But also seasonal objectives and/or objective trees to complete, similar to a battle pass in other games, are topics that have been discussed in the team quite often. We feel seasons would help make the game feel more fresh, and reward players for playing through each season, giving older players a reason to return. 
    Seasons are a broad feature that would probably require other features mentioned above to be included first, like the improved reward system, modifiers on maps to create new challenges, and additional cosmetics to be rewarded.  
    As you can see, there is still a lot of potential for Skylords Reborn, and we would love to add them to the game. 
    As mentioned before, these features are currently not in development due to a lack of people to work on them.
    • Help us make these features happen
    So get your friends to join, or have them return to check out the new content and achievements, give us suggestions (through the survey) on how to improve the player base, or apply for a staff position yourself. We really can't do this without you! 

    • Team Changes

    Due to personal reasons, Friendly Firefly sadly had to resign from the team. We are grateful for his help with Burning Spears and wish him all the best!
    While not technically a team change, we would also like to take a moment to thank Kapo for his contributions to Skylords Reborn. You might know him from hosting the CCC events, but Kapo has been doing a ton of work for the team behind the scenes as well. From helping out with the recent Force of Nature trailer, to proofreading and providing feedback, we can always count on him. Due to his contributions to Skylords Reborn, we have awarded him with the rare Skylord of Honor title. 
    • In Conclusion

    Thank you for reading this Community Update. We hope you will consider helping us out. 
    As is tradition, this community update comes with a scratch code. 
    The code will reward you with a general booster: NEWL-EGEN-DARY-WHEN
    And remember: By doing our survey, you can grab an additional two boosters! 
    The code is valid until August 1st, when we will bring you our next Community Update. 
    As always, we are open to feedback, so please let us know if you have any questions, suggestions or comments! 

    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update #24
  7. Dallarian liked a post in a topic by Ladadoos in Special Effect Editor   
    Special Effect Editor

    This is an open-source task. We would love the help of the community! 
    In order to alter or add new special effects to Skylords reborn we use our Special Effect editor. Developers can contribute to the codebase by adding new features or solving bugs, and players can contribute by using the tool and providing feedback and feature suggestions. 
    Click on the button below to read more about the tool. And maybe in the future your changes and special effects will be implemented into the tool or game!

  8. Metagross31 liked a post in a topic by Ladadoos in Special Effect Editor   
    Special Effect Editor

    This is an open-source task. We would love the help of the community! 
    In order to alter or add new special effects to Skylords reborn we use our Special Effect editor. Developers can contribute to the codebase by adding new features or solving bugs, and players can contribute by using the tool and providing feedback and feature suggestions. 
    Click on the button below to read more about the tool. And maybe in the future your changes and special effects will be implemented into the tool or game!

  9. WaterMelonLord liked a post in a topic by Ladadoos in Special Effect Editor   
    Special Effect Editor

    This is an open-source task. We would love the help of the community! 
    In order to alter or add new special effects to Skylords reborn we use our Special Effect editor. Developers can contribute to the codebase by adding new features or solving bugs, and players can contribute by using the tool and providing feedback and feature suggestions. 
    Click on the button below to read more about the tool. And maybe in the future your changes and special effects will be implemented into the tool or game!

  10. Ladadoos liked a post in a topic by Majora in Want to help improving Skylords Reborn? Read this.   
    Thank you for your interest in Skylords Reborn! Here we will give you a brief overview of the project and how you can help out. 

    About Skylords Reborn

    Skylords Reborn is a fan-made project that revived BattleForge, a multiplayer real-time strategy and collectible card game set in the mythological world of Nyn. BattleForge was developed by Electronic Arts and released in 2009, while sadly closing its servers in 2013. In June 2015 fans started working on an unofficial revival under the name of Skylords Reborn, and in 2020 players could finally enter the Forge again. 
    Skylord Reborns aims to bring back all the nostalgia players remember from the original days, while also creating brand-new content, balance changes and other improvements. The team behind Skylords Reborn consist of volunteers, and is not affiliated with EA in any way. The game is fully free to play, with no microtransactions. Everyone works on this project as a labor of love in their free time. 
    Open Staff Positions

    As a community driven project, we constantly strive to improve Skylords Reborn and the experience for everyone involved. We cannot do this alone, and are currently looking for people to help us out in multiple positions. If you see a position you like, you can write a short application by clicking on the apply button. 
    When applying for a position, it is important you reflect on the desired traits mentioned, and explain how you would fulfill them. Desired traits should be considered the most required traits for that position. They should not be seen as must-haves, but we consider these traits to be essential and ideally contributors should have most of the desired traits for that position. Bonus traits are extra traits a contributor could have, but are by no means mandatory. 
    Listed below are desired traits that apply to all positions: 
    Have a Discord account or be willing to use one: 
    Staff members primarily communicate using Discord. 
      Have time to spend on the project.
    As part of the team, you will also be expected to join meetings, retrospectives and actively communicate with other staff members. This will require extra time contribution on top of working on your tasks. We expect you to regularly contribute, however real life comes first, and we understand if you need to take breaks from the project. There are no hard requirements for how many hours you need to spend on the project per week, but it takes a significant amount of time to make impactful contributions.
      Able to work and communicate with a team.
    Teamwork and especially communication is very important for a project of this nature, considering everyone is contributing to the project in their free time. We value respect, transparency, open feedback and enthusiasm, and your values should align with those of the team.
      Able to work independently and take initiative.
    Every staff member contributes remotely and even though everyone helps each other as much as possible, staff members cannot always be present and ready to help.
      Able to communicate in English. 
    While we have staff members from all over the globe, we communicate in English. 

    It is important to note that everyone is contributing to the project in their free time and that none of the positions are paid.  

    Contribute without joining Staff

    We also have a couple of other areas where you can help out without formally joining the team. 
    Community Roles
    Community Roles are roles that require less commitment when compared to official roles. Tasks for these roles come and go, and they are a great way to help without receiving too much responsibility. Some examples include proofreading, voice-acting and map-testing.

    Open Source Development
    Open source projects are a great way to help development of Skylords Reborn without joining staff. If you are not a developer, you can still contribute by familiarizing yourself with the applications and suggesting feature improvements.
    Open Source
    Skylords Bounty
    A Skylords Bounty is a task for the community to create something needed in one of the departments of Skylords Reborn.
    If your entry is chosen, you can win a great prize, and we will reward everyone who applies with a serious attempt with a participation reward as well. A bounty is not a classic contest, and will run until the task is complete. We will give a heads up when the entries are about to be closed (at least two weeks in advance).

  11. LEBOVIN liked a post in a topic by Ladadoos in Special Effect Editor   
    Special Effect Editor

    This is an open-source task. We would love the help of the community! 
    In order to alter or add new special effects to Skylords reborn we use our Special Effect editor. Developers can contribute to the codebase by adding new features or solving bugs, and players can contribute by using the tool and providing feedback and feature suggestions. 
    Click on the button below to read more about the tool. And maybe in the future your changes and special effects will be implemented into the tool or game!

  12. Zyna liked a post in a topic by Ladadoos in Special Effect Editor   
    Special Effect Editor

    This is an open-source task. We would love the help of the community! 
    In order to alter or add new special effects to Skylords reborn we use our Special Effect editor. Developers can contribute to the codebase by adding new features or solving bugs, and players can contribute by using the tool and providing feedback and feature suggestions. 
    Click on the button below to read more about the tool. And maybe in the future your changes and special effects will be implemented into the tool or game!

  13. Hirooo liked a post in a topic by Ladadoos in Patch #400033 - 5 June 2022   
    Hotfix - 06 June 2022

    Fixed game crashes caused by damage abilities like Cluster Explosion. Fixed empty deck slots preventing progression in some of the new achievements. Fixed unobtainable orb on the map "Behind Enemy Lines" in the northwest. Fixed occasional errors in the reforging system, which occurred when reforging the last remaining copies of the same card.
  14. WaterMelonLord liked a post in a topic by Ladadoos in Patch #400033 - 5 June 2022   
    Hotfix - 06 June 2022

    Fixed game crashes caused by damage abilities like Cluster Explosion. Fixed empty deck slots preventing progression in some of the new achievements. Fixed unobtainable orb on the map "Behind Enemy Lines" in the northwest. Fixed occasional errors in the reforging system, which occurred when reforging the last remaining copies of the same card.
  15. LEBOVIN liked a post in a topic by Ladadoos in Patch #400033 - 5 June 2022   
    Hotfix - 06 June 2022

    Fixed game crashes caused by damage abilities like Cluster Explosion. Fixed empty deck slots preventing progression in some of the new achievements. Fixed unobtainable orb on the map "Behind Enemy Lines" in the northwest. Fixed occasional errors in the reforging system, which occurred when reforging the last remaining copies of the same card.
  16. Kapo liked a post in a topic by Ladadoos in Patch #400033 - 5 June 2022   
    Hotfix - 06 June 2022

    Fixed game crashes caused by damage abilities like Cluster Explosion. Fixed empty deck slots preventing progression in some of the new achievements. Fixed unobtainable orb on the map "Behind Enemy Lines" in the northwest. Fixed occasional errors in the reforging system, which occurred when reforging the last remaining copies of the same card.
  17. Metagross31 liked a post in a topic by Ladadoos in Community Update #24 - June 4th, 2022   
    Thomas saying something other than 'cool' as a response to a new Community Update, cool.
  18. Dallarian liked a post in a topic by Ladadoos in Community Update #24 - June 4th, 2022   
    Thomas saying something other than 'cool' as a response to a new Community Update, cool.
  19. Volin liked a post in a topic by Ladadoos in Community Update #24 - June 4th, 2022   
    Thomas saying something other than 'cool' as a response to a new Community Update, cool.
  20. Zyna liked a post in a topic by Ladadoos in Community Update #24 - June 4th, 2022   
    Thomas saying something other than 'cool' as a response to a new Community Update, cool.
  21. WaterMelonLord liked a post in a topic by Ladadoos in Community Update #24 - June 4th, 2022   
    Thomas saying something other than 'cool' as a response to a new Community Update, cool.
  22. Majora liked a post in a topic by Ladadoos in Community Update #24 - June 4th, 2022   
    Thomas saying something other than 'cool' as a response to a new Community Update, cool.
  23. Dutchy liked a post in a topic by Ladadoos in Community Update #24 - June 4th, 2022   
    Thomas saying something other than 'cool' as a response to a new Community Update, cool.
  24. Ladadoos liked a post in a topic by Majora in Community Update #24 - June 4th, 2022   
    Greetings Skylords!

    We are very excited to tell you about our newest patch. Welcome to this special Community Update! 

    • Patch Release

    We are currently hard at work finalizing the upcoming patch, which is planned for release later this weekend. We do not have a specific time yet, but we expect the patch to hit the live servers this Sunday. We have also created a special video for this patch, be sure to check it out! 
    In this community update, we will show some of the changes that will be included in this patch. For a full list of changes, please check out the patch notes, as there are many changes not mentioned here. 
    If you start the game after the patch has released, you will be greeted by a new loading screen. This is a combination of the wallpapers drawn by our former artist Nano, and additions and alterations by Tweeto. We hope you notice all the attention to detail and love they poured into it!

    • New Cards

    We are excited that you will finally get your hands on the cards we have been working on for the past months. With this patch, three new cards will be added to the game:

    Wasteland Terror
    Wasteland Terror is finally here! This awesome Bandit-take on the dragon model fires streams of sand that will lay waste to your enemies.
    This card has been long in the making, check out the original announcement for an overview of its abilities. 

    Transcendence is our first Amii spell, and provides a powerful buff or debuff as long as you keep its target alive, rewarding careful management of the fight. Check out the original announcement for more information.

    Burning Spears
    Burning Spears joins the Fire faction to battle an age-old weakness of its pure deck: L and XL units in the early game. 
    Check out the original announcement, for more information and an artwork spotlight.

    • New Promo Card: Mana Wing

    Alongside our new cards, we have also added a new promo card to the game. Every player will be able to get a promo Mana Wing by completing the new achievement "A Force of Nature". The promo will not be available in boosters, but it will be trade-able. 

    • New Achievements

    This patch will add 18 new achievements into the game. Those are aimed at improving the new player experience, while also giving our more veteran players something to work towards. Please note that if you have beaten specific maps previously, they do not count towards these new achievements.  
    [ Infinitely Scaling Achievement ]

    Reborn in Fire  [1 Mini-booster]
    Reforge Cards (Unlocks every 20 reforges, scales infinitely)

    [ Beginner Achievements ]

    Just a Story  [1 Twilight booster]
    Complete Viridya and Brannoc's story on standard difficulty or higher (Encounters, Siege of Hope, Defending Hope, Soultree, Crusade, Sunbridge, King of the Giants, Titans, Ascension)
    The Most Dangerous Game [1 Bandits booster]
    Complete Mo's story on standard difficulty or higher {Mo, Ocean, Oracle, Slave Master, Convoy, Blight, Raven's End, Empire)
    A Debt Unpaid  [20,000 gold]
    Complete the story related to the Treasure Fleet on advanced difficulty or higher. (Bad Harvest, Treasure Fleet, Mo, Blight, Slave Master, Convoy) 
    A Mile in His Shoes  [2 Stonekin boosters]
    Complete Rogan's story on advanced difficulty or higher (Encounters, Siege of Hope, Defending Hope, Crusade, King of the Giants, Titans, Dwarven Riddle, Guns of Lyr, Empire)
    A Wrinkle in Time  [250 bfp]
    Win the 4-player map Empire spawning at least 5 different Lost Souls cards from a deck containing only frost, shadow, and Lost Souls cards.
    Godslayer  [250 bfp]
    Win the 2-player maps Sunbridge and Insane God on any difficulty. 
    Apprentice  [1 booster]
    Win 20 randomly generated PvE matches of difficulty 5 or higher. 
    [ Veteran PvE Achievements ]

    The Road Not Taken  [3 boosters]
    Win 20 randomly generated PvE matches of difficulty 9 or higher.
    Turn Back All Ye Who Enter Here  [6 boosters]
    Win 20 randomly generated PvE matches of difficulty 10.
    Nevermore  [2 Bandit boosters]
    Complete Blight's story on expert difficulty (Blight, Raven's End, Slave Master, Ocean, and Oracle)
    Make it Double  [2 Amii boosters]
    Complete all 2-player maps on expert difficulty. (Crusade, Sunbridge, Nightmare Shard, Nightmare's End, The Insane God, Slave Master and Convoy)
    Never Thought of Him  [100,000 gold]
    Complete the story of Mo becoming the new king of the fire tribes on expert difficulty with all players in the map using decks containing only Fire cards.  (Mo, Ocean, Oracle, Slave Master, Convoy, and Raven's End)
    The Long Journey Home  [2 Frost boosters]
    Complete the story re-establishing the Kingdom of Lyr on expert difficulty using decks containing only frost cards. (Encounters with Twilight, Siege of Hope, Defending Hope, Bad Harvest, Dwarven Riddle, and Guns of Lyr)
    Not Even My Final Form  [Rogan Kayle Card]
    Win the 1-player map Encounters with Twilight on expert difficulty without using T3 or T4 cards.
    Forest for the Tree  [Viridya Card]
    Complete the 1-player map The Soultree on expert difficulty using only Nature cards from T1 and T2.
    A City Strongly Compact  [Stronghold Card]
    Win the 1-player map Defending Hope on expert difficulty with a deck containing only spell and building cards.
    A Force of Nature   [Promo Mana Wing]
    Complete all 1-player and 2-player scenarios on expert difficulty with all players in your team using decks containing only Nature cards.

    • Map Changes

    Campaign Maps
    We have made adjustments to a couple of campaign maps. These changes include standardizing gold chests (adding or removing them on maps that break the standard) and adding extra power wells or additional capacity of current wells to improve the early game of maps like Nightmare Shard and The Dwarven Riddle. For a full list of changes, please reference the patch notes.

    Rebalanced 2vs2 Maps
    The rebalanced 2vs2 maps can now be played on the live server. Changes include removal (or adjustments) of walls, wells, slight changes to the layout, and making certain areas immovable for flying units. This should result in a better play experience and more balanced maps. These maps also have observer versions, and we have updated the minimaps to be accurate. 

    • PvP changes

    We have implemented multiple changes that should make playing PvP easier and more rewarding. If you need any help to get started, remember that you have access to free and fully upgraded PvP decks, and we have a great guide available, written by top players. The following changes have been made:
    New Player Protection
    To protect new players from facing top players when they are just getting started in ranked play, it is no longer possible to get matched with players with a base ELO above 135.000, if your own base ELO is below 102.000.

    Made Player Names Anonymous
    To prevent players from dodging bad match-ups, player names have been anonymized in the ranked lobby. This does not affect the sparring lobbies. 

    Losses Are Now Hidden
    It has been proven in other competitive games that showing losses on the ranked ladder results in demotivation and higher entry barriers. We have therefore removed losses from the ladder. The information is still accessible on your profile if you so desire. 

    Updates To The Free PvP Decks
    We have made some changes to the cards contained in the free PvP decks to compete with the new meta. If we made updates to the free PvP decks you have currently selected, you will now have the option to either swap to the new cards, or keep your current set up. Changes have been made to Pure Nature (Parasite over Shrine of Memory), Twilight (Twilight Minions over Ghost Spears), Pure Shadow (Executor over Nightguard) and Pure Fire (Burning Spears over Scorched Earth). 

    Improved Rewards
    We have removed the gold penalty that was currently active for playing sparring games. Quests that require you to play 2vs2 games, now also count 3vs3 games for completion. 

    We have also allowed you to drain the reserve while looking for a match. If you queue for at least 5 minutes, even if you don't find an opponent, you will earn BFP as if you were ingame, meaning you get BFP not just for playing, but also while searching for matches. 

    Happy Hours
    Happy Hours are specific time periods where players will receive additional gold and BFP for playing PvP. During Happy Hours, there will be an in-game announcement and the icon on the world map will indicate Happy Hours are active. 

    Happy Hours will take place during the following times:
    - 1vs1 happy hours: 7pm-9pm CET
    - 2vs2 happy hours: 9pm-10pm CET
    - 1vs1 happy hours: 4am-5am CET
    By clustering players together during certain time frames, players will have an easier time finding matches more frequently. 

    • rPvE Fire Balance Changes

    We have rolled out some balance adjustments to the fire faction for rPvE. The Fire faction in rPvE can be extremely strong, but due to its high attack and low defense, it is extra vulnerable to Crowd Control spells. We tried to counter this weakness with a brand-new building that removes Crowd Control effects from nearby units.
    Some major enemy damage dealers have been rebalanced, which should result in an improved experience for all skill levels. For more information on exactly what was changed, please reference the patch notes. 
    We have also expanded the wiki to contain information regarding the various bosses you might encounter.

    • Balance Changes

    This patch also contains rebalancing of over 40 cards, with a large focus on Nature cards. These changes follow the mindset written out in our Nature Deep Dive. While already a great step forward, our work on (Pure) Nature is not yet finished, with some of the more complicated changes (f.e. Abyssal Warder and Grove Spirit) still being worked on. Regardless, these changes should have a positive impact on the faction. 
    Players will enjoy seeing a Forest Elder on the battlefield, since the card now has a mobile Breeding Grounds effect, reducing the cost of friendly units spawned by its side. Promise of Life has gone down a tier, now requiring only 3 Nature orbs, while Shrine of Memory has gone up a tier, now costing 2 Nature + 1 Neutral orb but increasing its effect greatly.
    These are just a couple of examples from the many changes that will be included. You will be able to check out all the details in the patch notes soon. 

    • Tournaments / Events

    • NEW - Official PvE Contest #6: The Soultree Faction Battle - Until 19.06.2022
    In this event, you can show off how much you like your favorite faction. Beat the single player map 'The Soultree' on advanced difficulty using only mixed-colored units and buildings! The event will start after the new patch is live. More information.

    • NEW - Skylords Battleship Kahoot Quiz - June 12th 2022 16:00 CEST
    Dallarian and Volin are hosting a Skylords Reborn knowledge quiz! The quiz will be streamed on Twitch and use Kahoot, which is easy to access by phone or PC. There are a ton of prizes up for grabs, so the majority of players should win something. More information.
    • NEW - The Skylords Open #15 - June 19th 2022 - 14:00 CEST
    The new balance changes and addition of Burning Spears should shake up the PvP meta, so what better time to host another Skylords Open? This 1vs1 tournament is open for all players, and will be streamed live on Twitch. If possible, please sign-up in advance. More Information.
    • FINISHED - CCC #5 - Prophecy, Prophecy, PROPHECYYY!
    Kapo hosted another successful Crappy Community Contest© on an altered Oracle map. Players had access to 16 orbs and 10.000 power to beat the map as fast as possible. As with all CCC, the more players attend, the better the prizes are, resulting in a free booster for the whole community. View the event and the code.

    • FINISHED - Skylords Bounty: Spring Forge
    A Skylords Bounty is an open-source task for the community to create something needed in one of the departments of Skylords Reborn. For this Bounty, we asked the community to help us create a spring-themed Forge. We got multiple submissions, and will now work together with the most promising candidate. Every serious attempt will also be rewarded with a Nature booster. If you participated, you will hear from us in the coming week. 

    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizers Hiko and/or Metagross to have your event prizes sponsored by us. 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. 

    • Team Changes

    Hirooo has joined our team as Faction Designer / Balance Developer. He has already been helping us a lot with testing and balancing PvP, so we are happy to welcome him to our team!

    Sadly, MarcoMaar (UI Developer) and RookieN (Map Designer) will leave the team due to long inactivity. We do want to thank them for their contribution to the project!
    • Contribute To Skylords Reborn

    We are currently looking for more people to help us create new content. Many upcoming features are on hold or take a long time due to a lack of volunteers, so we encourage you to take a look at our open positions. 
    For example, we are looking for a Map Artist to help us with Defense rPvE, and a Map Designer to work on creating new Campaign Maps. And we could always use more developers to improve the game in general. 
    If you want to help with creating new cards, we encourage you to consider our Artist and Balance Developer roles. We can always use more people in those departments to speed up progress. Adding voice lines to our new cards is currently on hold due to us missing an Audio Editor. 
    We would also like to improve our marketing; you can help out as a Marketeer, but also a Video Editor, creating short card reveal videos and exciting trailers would be greatly appreciated. 

    If you don't want to join the staff, you can still help with proofreading, testing our maps or creating a community event. 

    • In Conclusion

    We really hope you will enjoy our latest patch "Force of Nature"! 

    To celebrate the release, and to help you out with your Nature decks, we have a special scratch code for you. 
    This code will reward you with two Nature boosters! SOIL-ROOT-TREE-LEAF
    Feel free to share this code, but please do so by pointing players towards the Community Update instead of sharing the code itself. 
    The code is valid until July 1st, when we will bring you our next Community Update.
    Going forward, we will bring you these Community Updates monthly, on the first day of every month.

    What changes are you most excited for? What decks will you build around the new cards? We would love to hear in the comments!  

    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
    • Overview Community Updates
    • Community Update #23
  25. Ladadoos liked a post in a topic by Demiron in Community Update #23 - May 14th, 2022   
    That artwork is sick. If I started today I would not be able to tell it apart from the og cards.
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