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Jolares liked a post in a topic by Arphox in game dont start after update
@Hellstter the exact same issue happened with another player, and for them the solution was to add the updater's executable (SkylordsRebornUpdater.exe) to the exception/exclusion list of their antivirus. This should help you, too. For more info, visit:
@4esan4o95 can you please open another topic for your issue? That is a different issue, and if you would do so, we could close this topic (if my tip helps the OP).
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Jolares liked a post in a topic by Stippy in Community Update - May 2025
Seasons seem cool. An important point for me is that: "Those cards will be exclusive to the season for its duration, but will be made available in boosters after the season has concluded."
Great way to introduce challenges but not leave everyone behind, if their playing time slot has not been matching a season!
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Majora liked a post in a topic by Jolares in Community Update - May 2025
yes, seasons is a big W - this will bring back many players at once making the overall experience better for everyone when the points in which people return get clustered. so that finding players to play will be faster.
great change!
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Jolares liked a post in a topic by Majora in Community Update - May 2025
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Development Update
Since its release in 2020, Skylords Reborn has added a ton of new content and features to the original BattleForge. We overhauled the old micro-transaction economy, added quests and achievements, and implemented various balance changes and bugfixes. Being able to bring BattleForge back was our primary goal, and it was lovely to see players enjoying reliving nostalgia and being able to play their favorite game once more.
However, part of BattleForge's DNA was the constant exploration and new experiences that come with a Trading Card Game / Multiplayer RTS. In June 2021, 6 months after the public release, we therefore announced we were starting development on completely new cards through our Rebirth edition, wanting to expand on the content the game was offering. Alongside balance changes and reworks, we started working on making sure each color combination was competitive and fun to play, with various options to choose from. We introduced a new enemy rPvE faction to play against, and the team introduced Reforging, as a way to keep the economy in check in the long run.
The next step for Skylords Reborn was obvious but would not be easy; adding new campaign maps. The many moving parts proved a challenge, especially with the structure of a volunteer team. While work on the maps happened in the background, we explored other ways to keep players engaged throughout 2022 and 2023. We (and the community!) hosted a variety of events and tournaments for players to compete in. The team added new achievements, (promo) cards, and cosmetic rewards (banners, borders, Forges) to give players something to work towards. We also continued to take on quality-of-life feature requests like in-game drop locations that smoothened the play-experience, always carefully balancing our workload versus the enjoyment of the playerbase.
2024 finally saw the release of new campaign maps, and to great reception! Players old and new checked them out, and we saw an increase in player activity during the months surrounding their release. While we do our best to release patches on a regular basis, many players had clearly been waiting for concrete new content to explore, and this was definitely a marketable event. Work on more campaign maps is already in development, and while we feel confidant you wont have to wait another 2 years for their release, it will still be a while before we can share more.
Which brings us to the point of this trip down memory lane. The team behind Skylords Reborn is constantly working on new content, but the player-base consumes it at a rapid pace. Releasing a few new cards that cost months to complete, often results in players spending just a weekend or two to check out a patch, and then either returning to their daily grind, or getting bored and moving on to other games while waiting for the next patch. With some features taking quite some time to get to release, we started looking at ways to keep the player-base engaged while we work on more content like new campaign maps. After a lot of preparation, we think we have come up with a exciting way to experience Skylords Reborn, and make sure the game continues to evolve and feel alive, even in the downtime between patches.
Today we are excited to announce that Seasons are coming to Skylords Reborn!
• Announcing Seasons
Seasons combine everything we have learned during the years developing Skylords Reborn. They provide thematic challenges that players can tackle for cool rewards, which include cosmetics, Forges, boosters, and new cards!
While season rewards will not contain only mono-colored cards, they will be tied to one or more of the various factions, which will also determine the special promo card that can be earned during the season. Our first season will be centered around the element of Fire, and we are excited to reveal its promo card: Sunderer!
New timed exclusive cards
Players will also be able to earn 3 new cards, including additional charges for those cards spread out over the progression track. For our first season, those cards will be Fire Wormlings, Hellhound and Treasure Wagon. Those cards will be exclusive to the season for its duration, but will be made available in boosters after the season has concluded. However, these cards will be trade-able from the beginning, should players decide to do so.
Challenges for all skill-levels
We have prepared a variety of challenges for players to explore, taking into account the differences in skill-level among our player-base. We have made sure players can pick and choose challenges without being locked into ones that aim to provide a challenge for our most experienced players. During the season, players will earn seasonal points by completing these challenges, which will unlock a variety of rewards in return.
To prevent players from blasting through the season right away, these challenges will gradually be unlocked during the season. More challenges will automatically unlock throughout its four month duration, resulting in a new batch of fresh challenges.
New currency: Relics
With seasons, we are also introducing a new currency players can collect in addition to gold and BFP. Relics will be used to purchase certain rewards in a new Relic shop. Here, players can find special rewards, including seasonal content. They also act as a kind of insurance for players, covering past and future seasons. Let's say you don't participate in the first season but come back for Season 2. The relics mean you can purchase at least some of the Fire cosmetics you desire from the first season. Same for if you participate in Season 1 but not Season 2, the relics then allow you to grab some cosmetics you missed by not participating in that season. Relics will also be earnable outside of seasons, but more on that next month!
We feel its very important to find a good balance between giving players something rewarding to play towards, while also respecting their time and not lean into the FOMO-approach many games take these days. We will monitor feedback during the first season, and take this into account for future seasons.
F.A.Q.
How long will seasons last?
- Our current plans are for seasons to last 4 months. Our intention is for the next season to start soon after Season 1 has concluded.
What is the difference between a Season and a large achievement like Force of Nature?
- Seasons bundle together various thematic challenges that players can choose to pursue. With an achievement like Force of Nature, we are forced to make a choice regarding difficulty; if we make it too easy, our veteran players rush through the challenge, but if its too hard, we lock out a large amount of the player-base. Seasons allow for a lot of flexibility, allowing for different challenges. Additionally, its timed nature pushes the community as a whole to play together and face these challenges together.
Why are the new cards exclusive to the season?
- We feel its important for players to have exciting rewards to play towards. Many players have already accumulated an abundant amount of BFP, Gold, and boosters, making these lackluster rewards. We feel that by making the cards timed exclusives, that there is a nice balance between worthwhile rewards and general availability once the season is over. Additionally, similar to f.e. Promo Mana Wing, players can still decide to get the cards from other players, since the cards will not be trade-locked, if players decide to sell their rewards.
Will seasons replace content patches?
- While seasons create a returning patch window every four months or so, they are not intended to replace general patch content. We are still going to add new content, features, and cards to the game, which are not tied to seasons. Our goal for seasons is to always have something to do in Skylords Reborn.
Why do the challenges unlock in four stages, instead of all at once?
- We do not want players to blast through four months of content at the very start of the season. Players might have felt they needed to do so to keep up, and get the rewards as soon as possible. By spreading out the challenges, we give players something to return to every month, which is very important to keep the game exciting and fresh, even while we are between patches.
Do I need to complete every challenge of the season to earn rewards?
- No. Challenges provide season points which will unlock seasonal rewards. The more points you have, the more rewards you get, but even a few points will already get you some Fire boosters and the new card Fire Wormlings. Promo Sunderer is meant as a special reward, and will be in the high-end of seasonal points required.
What will the challenges and reward structure look like?
- We will share more about the seasonal rewards and challenges in the next community update.
When will Season 1 start?
- We expect Season 1 to start in June, exact date to be announced. We will share more information in the next Community Update.
We hope you are as excited as we are about the new challenges Seasons will bring. Do you have any additional questions? Be sure to ask them in the comments below, and we'll make sure to update our F.A.Q. for the next Community Update.
• New Card Reveal - Fire Wormlings
In the Community Update from March 2023, we shared our struggles with adding Fire Wormlings, a potential new archer-type unit for the Fire faction. Turns out that adding worms on walls is not an issue easily fixed, as it has now been over 2 years since we last mentioned the unit.
People did like the idea of these small worms, so we decided to completely rework the unit, letting go of the restriction of them being units to put on walls. Today, we'd like to share the new card design for Fire Wormlings. Let's break down the card!
Worm Fire
Every 2.5 seconds, unit launches spittle at enemies that deal 67 damage to enemies in a 8m radius around its target, up to 100 in total. The affected area around the target will ignite for 10 seconds dealing 10 damage every second to enemy units.
Primal Resonance
Within a 30m radius of a Primordial unit, Fire Wormlings will deal 60% more damage. Does not trigger from other Fire Wormlings.
Earth Dive
While moving around unit takes 50% less damage and deals 30 damage to enemy units in target area, up to 120 in total. Affects ground targets only.
Design notes:
Two major issues facing Pure Fire's T2 are a lack of scaling and a lack of sustain. Fire Force helps with the sustain option, but it lacks good targets in Pure Fire T2. Scythe Fiends and Enforcer are good PvP cards but struggle in PvE. On the ranged side, Gladiatrix and Skyfire are good, but ultimately too fragile, especially for maps which require a robust T2. The parts of Fire's T2 functioning well are therefore its siege units and its damage spells. Given the upcoming season will strongly encourage playing Pure Fire, we wanted to take the opportunity to introduce a new PvE focused T2 unit which still fits Fire's core identity without being overly fragile. Enter Fire Wormlings.
Fire Wormlings are a 2-unit M-sized ranged squad. Their initial stats are mediocre at best, but each attack causes a damage over time area to be created, similar to Gemeye (). These burning areas stack, meaning that groups of Fire Wormlings can create highly destructive locations on the map similar to a Fire Emitter or a Mine. At the same time, the Wormlings move fairly quickly, allowing the player to use them for hit and run tactics. In addition to the burn effect and the normal worm earth dive, they have an effect which makes their damage scale around other Primordials. This makes for good synergy with Nature in T2, specifically Deep Ones, and allows for any leftover Wormlings to scale well into T3 when used alongside the new Hellhound card.
Fire Wormlings will be part of the seasonal rewards of Season 1.
• Skylords Mega Quiz
Players who have participated in one of Ultralords many events, know he loves asking quiz questions on his live streams. Find out what happens if we give him access to a bunch of Prizes and the official Skylords Twitch channel! Join us on May 3rd for the Skylords Mega Quiz, live on Twitch!
Test your knowledge of BattleForge and win prizes while doing so! There are a bunch of boosters and BFP up for grabs, so even if you don't win the whole thing, chances are you are walking away with a good time and something to show for it!
We hope to see you there!
• Team Changes
Our video-editor Ultralord, responsible for our various trailers and card spotlights, is no stranger to events. Even before joining the team as video-editor he already hosted a variety of community events. After reassurance that he will be able to continue hosting wacky events, even in an official role, he has now formally joined the team as event manager. Nothing will change for the players, but we are glad to finally be able to credit him with the role!
The marketeer role for Skylords Reborn has been infamously challenging to fill, and unfortunately RainZy did not beat the odds. Due to a long period of inactivity, we have decided to restart our search. RainZy has been removed from the team.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
Current events:
• STARTING SOON - Skylords Reborn Mega Quiz - 03.05.2025 at 20:00 CEST
Win prizes with your knowledge of BattleForge! Join the Mega Quiz live on Twitch for a chance to win BFP and boosters. Come hang out with us, win some prizes, and perhaps learn a new thing or two! More information.
• NEW - A Fresh New Start - 02.05.2025
This event will test your skill with the cards that we all start with! Beat the first single player campaign map “Encounters with Twilight” on advanced difficulty and win some great prizes! More information.
• NEW - Legacy Tournament - 11.05.2025 17:30
Travel back to 2013 in this Legacy PvP tournament! Played on our Legacy server, experience BattleForge before the Skylords Reborn team added any balance changes. The tournament will be streamed live on Twitch. Please sign-up in advance.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a general booster: JOIN-MEGA-QUIZ-MAY3
This code is valid until June 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update April 2024
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Jolares liked a post in a topic by Majora in Community Update - May 2025
Edit: The original Community Update incorrectly listed Fire Wormlings as tier 3. It is a tier 2 unit.
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Jolares liked a post in a topic by Majora in Community Update - May 2025
No, Relics will not be tradeable
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Jolares liked a post in a topic by Zyna in Skylords Reborn - Download
In order to play Skylords Reborn, you will need to create a forum account here.
This is the same account you will use to login to the game.
DOWNLOAD
You will also need to download 2 parts:
1. The client.
This is the game itself, you will need it for the installation process.
You can download the client using the button below.
Alternative links: Mediafire / Mega.nz
Last updated: Patch #400047 - 29 June 2024
2. The installer.
This application installs Skylords Reborn on your computer. For the installation process you will also need the client from step 1.
You can download the installer using the button below.
Alternative link: Mega.nz
Installing the game
After downloading both files, start the installation process by running the installer from step 2 and follow the steps shown. Once you have installed the game you can start it by either running the "Skylords Reborn" shortcut from your Desktop, or the "SkylordsRebornUpdater.exe" from the folder where you installed BattleForge.
You can also follow the steps from this video: https://www.youtube.com/watch?v=EdgsregbNhA
F.A.Q.
For general project questions please head over here.
• I have issues with installing/starting the game.
You are running into issues when installing or starting the game? We compiled a list of common technical issues people might face here. If none of that works, create a Technical Support Topic here (or find the solution in someone else's topic!). In your topic, please say what exactly doesn't work, and what you have tried so far. Please refrain from contacting staff members directly for your issues, and wait for a response to your support topic.
• Is this game also supported on Linux and MacOS?
We do not officially support both Linux and macOS yet. We will also not be able to add support for macOS in the future, as Apple has ended support for 32-bit applications (like BattleForge) since macOS Catalina. For Linux, we do plan to add better support in the future. Despite the lack of official support, some fans were already able to get the game running with Linux. You can find some tutorials from people who were able to get it running on our forums .
Please note that the installer will not function, and you will have to manually extract the client and the updater files to the same directory. If you want to give it a shot, please download the client above, and also download the updater by using the button below.
Updater
The updater can be used to install the game manually, if the installer above does not work. This is usually required, if you want to play the game on Linux or MacOS. Please note that you still need to download the game client.
Alternative link: Mega.nz
Alternative Updater Script
For our Linux users who wish to install and update the game manually, we're grateful to one of our community members, @mx2, who has kindly provided an alternative updater in the form of a bash script. To launch the game, you will need to add the "-online" argument, for example "wine Battleforge.exe -online".
• Recommended System Requirements
• CPU: Core i3 7400T / Ryzen 3 1200 (X86 compatible)
• RAM: at least 6GB
• OS: Windows 10 or higher.
• Video Card: NVIDIA GeForce GTX 660 / ATI Radeon HD 7770 (Direct X 11 compatible)
• Disk Space: At least 14GB of free space.
• Checksum-Information
1. Client
2. Installer
3. Updater (Linux only)
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Jolares liked a post in a topic by BoltyGER in Skylords Reborn Classic
I play since Stress Test and in my eyes i don't know why it is such a problem having bug fixes, balance changes and else, the game has reformed pretty good, new content is what thrived me to have more fun with this game, since if you completed everything theres not much to do then farming gold and bfp. New content with the recent card changes and the new cards itself bring in more farming and more enjoyment to work and test out new deck combinations and as we know the game is actually being worked on, instead of keeping it on one spot all the time. It may be extensions but its still a so called DLC content which gets added to the game. Custom Events or Season Events also give it a nice touch which i really liked already just like as the Special Halloween Event which was very fun to play! It was something new and challenging and i hope you guys never stop,
Additionally i would like to know what kind of playerbase is leaving and not liking the changes are people from PVE so mad or PVP people? Since i know theres always this huge problem of nerfing/buffing cards since affects PVP and PVE matches.
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Jolares liked a post in a topic by Kubik in Skylords Reborn Classic
We do not have source code for the game, for the current version, or any previous one.
All changes we did are kind of extensions to the latest version of the game, and we can relatively easily remove all these extensions, but for that server would need to be written again (or we could use our old version of the server with all the bugs that was there).
We could also try to selectively remove "extensions" we did to keep the server as same as possible to the current version, which would only shift the work elsewhere.
We also can relatively easily remove all balancing changes, and use current server, with disabled anti-cheat (instead of spending time on implementing anti-cheat for that specific version).
But to go to any older version of the game we would need to redo everything we did to make this version work, it would take less than 7 years to do similar thing for the second time, but still too much time to be spend on something only few people (if any at all) would actually use. So no getting a CD would not be enough to get an older version to work.
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Jolares liked a post in a topic by Volin in Skylords Reborn Classic
For me playing for nostalgica and enjoying new balance/cards not exclude each other
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Jolares liked a post in a topic by Kapo in Skylords Reborn Classic
Of course, there can be different opinions on what direction the game should take, and what effect it will have.
But this point I'd like to refute: When more than 2000 people are filling out the yearly survey, and we get participation of 300+ on an event, "making 1000 players happy" is a low-estimate - on planet Earth.
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Jolares liked a post in a topic by Kapo in Skylords Reborn Classic
The question is: Do you want this game to succeed or not? The old EA-version was utterly broken, and yes, a few people are having fun with it in this state for nostalgic reasons. If you think the SR team can just flick on a switch and there is a second, old version of the game available, you are mistaken. You need to pour resources into such an undertaking – manpower better spent on making the current (objectively better!) version even more awesome.
It's a fool's quest to make the same 20-30 people happy, and not develop the potential for this game to make 1000 happy – or much, much more. Yes, maybe those "would have played it for many more years", but the game will never have any appeal to new players.
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Jolares liked a post in a topic by Metagross31 in Mail archive
I often have a problem that some people might know.
I have a few mails in my mailbox, which I do not want to delete, but keep them, either because they have some important information or just for memories sake.
However, when I sell lots of cards on the auction house, my mailbox gets flooded with mail from the AH.
Now I am in the situation, where I either have to delete all mail manually or click "collect all", which would also delete the mail I want to keep.
Thus, I want to make the following suggestion:
Implement an option to archive mail, which then gets moved to a different tab in the mailbox.
Here is a quick UI mockup I did in gimp:
The idea is, that I can select a mail and click "Move to archive" to have the mail no longer appear in the "Incoming" tab, but instead in the "Archive" tab.
When I then click "Collect All", it will delete and collect all mail in "Incoming", but not in "Archive". When I switch tabs to "Archive", I would be able to see all archived mails, where I still have the option to read, delete or move them back to "Incoming".
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Jolares liked a post in a topic by Mynoduesp in Collection information
Exclude promos from these statistics (adjust name to reflect that):
> Common/ Uncommon/ Rare/ Ultra rare unique cards
Add addtional statistics for promo cards:
> Unique promo cards
Maybe there are more ideas to expand these empty pages from more community members...?
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Jolares liked a post in a topic by LEBOVIN in NPC Stonekin Grinder: Bugged Damage Distribution
NAME: Stonekin Grinder's Damage Distribution remains active for former allies after his ownership changed.
DESCRIPTION: When a Stonekin Grinder [ID: (2000)515] is next to an ally he transfers part of the incoming damage to himself. After being mindcontrolled into a new team, the passive damage distribution still takes damage into account that is inflicted onto his former allies.
REPRODUCIBILITY: Always. Have a mind controlled Stonekin Grinder stand next to a hostile unit, that is being damaged.
ADDITIONAL INFORMATION: This is a bug report to archive an issue reported by Xanax encountered with Primeval Watcher and Stonekin Grinder (515) in Bad Harvest. His replay is attached.
Replay by Xanax Minute 17 onwards.pmv
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Jolares liked a post in a topic by Majora in Patch Date Announcement
• Patch date: 14-01-2023
Greetings Skylords,
We have a patch date!
Our upcoming patch will be releasing next Saturday, January 14th! This patch will release the new cards Sanctuary and Raven Archwalker, as well as our first promo building: Worldbreaker Gun. There will also be new achievements to complete, the introduction of player cosmetics, and a ton of balance changes.
You can find the patch notes here.
Alongside the patch, we will also release a special recap video of everything that was added to Skylords Reborn since the release, voiced by Dreamlord. Catching up on Skylords Reborn should be easier than ever, and we hope we can count on you to spread the word about this great game.
We hope you are looking forward to it!
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Jolares liked a post in a topic by Venomlord in NPC Vileblood death effect
After his death the NPC Vileblood version does deal damage and makes an visual pulsation effect. What i noticed is that he deals longer damage than suggested by the optical effect.
Bini Inibitor noted aswell, that the visual effect is fine but the damage is desynced. It seems to be that the effect starts either too early or the damage starts too late.
My suggestion would be to adjust the damage with the visual effect, so they have the same lengh and start at the same time, for an better estimation.
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Jolares liked a post in a topic by Ultralord in Crappy Card Drawing Collection
Since some of the discord user asked me directly if I can share my … “unique card drawings”,
I though why not make a post in the forum where people can fine all at one place.
Also, the newer ones have a speed drawing video on Youtube.
(If you want an image of the unit without the card around and in a better resolution, just PM me)
Promo Juggernaut
Promo Harvester
Promo Razorleaf
Speed Drawing: https://www.youtube.com/watch?v=Rm-gbnl7d2Y
Promo Lyrish Knight
Speed Drawing: https://www.youtube.com/watch?v=-7ePLaWtQiM
Promo Swamp Drake
Speed Drawing: https://www.youtube.com/watch?v=YIqbTFv0yxA
Promo Rogan Kayle
Speed Drawing: https://www.youtube.com/watch?v=n1pSzZryvxg
Promo Firedancer
Speed Drawing: https://www.youtube.com/watch?v=XLCA-knvuT0
Promo Grinder
Speed Drawing: https://www.youtube.com/watch?v=NeVJRF6eDP0
Promo Worldbreaker Gun
Speed Drawing: https://www.youtube.com/watch?v=rcDg5c8y7h8
Promo Viridya
First of April Video: https://www.youtube.com/watch?v=8kIP6QhVM9g
The gif version can be found: here
Promo Fallen Skyelf
Speed Drawing: https://www.youtube.com/watch?v=4oZKyvGrR-Q
Promo Ravenheart
Speed Drawing: https://www.youtube.com/watch?v=GJaxHDE2MrI
(Promo) Moon
The gif version can be found: here
Promo Frost Mage
The gif version can be found: here
(Promo) Brannoc
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Jolares liked a post in a topic by Behemothx in Moloch needs buff
I have played this game Battle forge from 2011 or 2012.
I find that Moloch is too outdated to use at the moment though it is pure fire unit with 350 high cost.
I suppose Dev. team should buff moloch
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Jolares liked a post in a topic by Armatistis in Official Card Design Contest - CLOSED - Winners Reveal inside
Name: Pyramid of Creation
Tier & Orbs: T4, Nature x 3, Neutral x 1
Type: Building
Power: 320
Hit points and Size: 2000
Attack value and Type: None. Support building
Passive Abilities: Slowed Construction
Active Abilities: Breathe Life: Select a unit in a 25m radius. The structure then weaves a new life form identical to the target selected. Has a cooldown, activated after the ritual finishes. The procedure takes more time according to the cost of the unit selected.
Use Amii Monument model as a base.
Explanation of idea behind the card:
Think of it as a reverse Church of Negation. It can essentially clone a unit after some time. Presents a choice to hold back a strong unit to make another one after some time. Target unit may be paralyzed for the duration so that the player doesn't just spawn a unit, clicks on it to clone and immediately sends the unit away while the clone spawns, requiring some downtime in order to reward the player with a second creature. Card upgrades may improve cloning time or let the player clone units with greater costs.
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Jolares liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside
Name: Twilight Infestation
Tier & Orbs: T3 Fire Nature Fire/Nature
Type: Spell
Power: 100
Spell Effect: Mass Shapeshifting
Infects up to 10 friendly and hostile units within a 25m radius with the Twilight Curse and immediately turns them into Twilight Pests.
While the spell lasts, they will no longer grant ground presence to play out cards or claim structures near to it.
After the spells wear off, they will be retransformed into their actual forms.
Lasts for 15 seconds. Reusable every 30 seconds.
Explanation of idea behind the card:
Twilight needs a CC card, and this fits the transformation theme, expanding on Twilight Curse, mixing with Fleshbender.
Twilight Pests should be the same as Fleshbender, where bugs have similar power and hitpoints to the original unit.
The downside of this spell is that it also affects friendly units, so not exactly the same as Oink.
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Jolares liked a post in a topic by UltDragon in Official Card Design Contest - CLOSED - Winners Reveal inside
Name: Lost Obelisk
Tier & Orbs: T4, 2 Shadow and 2 Frost
Type: Building
Power: 150
Hit points and Size: 4000
Attack value and Type: None
Active Abilities:
* Soul Extraction: [Power: 0] Activate to extract revenants from own lost souls units in a chosen area of 25m radius within a 200m range. Affected units that have Revenant's Doom activated will have their revenant forms forcefully spawned, but then Revenant's Doom will be removed from the unit, won't trigger anymore when the unit dies and cannot be reactivated while the unit is alive. Reusable every 20 seconds.
Passive Abilities:
* Ethereal Anchor: The life time of every friendly Lost Revenant's in the current game will run out 25% slower.
Explanation of idea behind the card:
Lost Souls needs a T4 building, this would enable strong end-game and fits the revenant theme.
On T4, your squad rarely dies, if it happens, the support spells aren't being played accordingly, as Lost Souls need them, because of units with low utility abilities, aside from Lost Dragon, but it has low attack power, you need to spawn multiple in rPvE to be effective.
If you are going pure Lost Souls you would generally play Lost Evocation (Frost affinity) for survivability, or splash some frost spells like Ward of the North or Maelstrom Storm.
Then Revenant's Doom its almost a waste to use on T4, so by adding this building, would drastically increase the burst potential, with a high-risk, high-reward situation. If you choose to use the ability, you need to micromanage the revenants life time to reach the next camp and also keep they alive.
The passive buff would stack multiplicatively with other Lost Obelisk, so the building cost is chosen thinking on that.
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Kapo liked a post in a topic by Jolares in Official Card Design Contest - CLOSED - Winners Reveal inside
add a fast build skill to the card.
"will be constructed 0/ 15/ 30/ 50% faster"
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Jolares liked a post in a topic by Hrdina_Imperia in Official Card Design Contest - CLOSED - Winners Reveal inside
I guess we should send our card ideas via DMs, but hell, people are sharing their ideas and I wanna do that too 😄
Name: Cursed Tree
Tier & Orbs: T2, Fire and Nature
Type: Unit
Power: 110
Hit points and Size: 1000 & L
Attack value and Type: 1300 & ranged (L counter)
Passive Abilities: Miasma Balls - Every 3 seconds, unit hurls a ball of infected miasma, dealing 195 damage to enemies in a 8m radius around its target, up to 330 in total. Enemies hit by the miasma are cursed: for the next 5 seconds, they will take extra 30% damage from entities infected by the Twilight curse.
Active Abilities: Transformation (standard)
Used Magma Hurler model as a base. The rocky parts are twilight greenish, the central 'fire' has the twilight yellow.
Explanation of idea behind the card:
Since the EA times, I always hated playing the Twilight. The faction seemed so good looking, so 'cool' if you will, but playing it was always a misery for me. The recent changes made by SR made it great again (pun not intended) and well, since now I play it plenty, I feel there is something missing for the early game of Twilight. Twilight faction lacks ranged options on second Era, only such unit currently being Deathglider (flier, papermush HP), if we don't count 'pure' cards. Cursed Tree is wannabe solution to that problem. It also serves as a 'middle point' power wise between the lower units and Vileblood.
It offers good damage and potent support/buff effect for other Twilight cards, alongside the upside of being a ranged attacker. Downside and a means to balance it are no knockback and high power cost.
Its effect means that the card is still greatly useful even into later stages of the game, and once it loses its usefulness, Cursed Tree can be Transformed into a higher tier unit. The Miasma Balls effect only working for other Twilight units/buildings should also make the card not too strong in PVP, but since I am completely oblivious to this part of the game and its metas, I cannot be 100% sure.
And, then there is the biggest upside of it all - another card using the ALMIGHTY MAGMA HURLER MODEL!