Raids rewards

  • Addition of a new easier difficulty for the Raid Boss.
  • New rewards at the end of each fight against the Raid Boss.
  • The rewards will depend on the amount of damage dealt to the boss.

Normal Difficulty

 

Advanced Difficulty

 

 

Nightmare Difficulty

 

New Creature Skin

New Skin available for the Dragon (in all 4 elements)

 

New creature: The Fate Spinner

Welcome a brand new 4-star creature: the Fate Spinner.

This creature will be only available inside the Bright Soulstone!

Furthermore, from now on the Bright Soulstone will exclusively contain the Fate Spinner and the Colossus, which won’t be available for summoning in Soulstones other than the Bright one.

Both creatures will be available in all 4 elements.

 

New and improved VFX

  • Addition of different cast effects per faction and per creature.
  • Three new projectiles for each element. Rework of the old ones.
  • General improvement of the attack visual effects.
  • New spells visual feedback.

 

Maximum level of Glyphs increased (16 >19)

  • The Glyph upgrade prices have been rebalanced.
  • Glyphs can be now upgraded up to level 19.
  • To level up your glyphs from level 16 upwards, you now need to farm a new special item: Amber.
  • Amber can be found in The Amber Mine, a new location discovered in the Dragonmist Islands.

 

 

 

New stun mechanics

New Effect

Stun The creature cannot play until the end of the debuff, at the end of the debuff the creature has a 30% chance to be confused for 1 turn.
Fear The creature cannot play until the end of the debuff, at the end of the debuff the creature is silenced for 1 turn.
Frost The creature cannot play until the end of the debuff, receives 5% of max HP damage every turn the debuff is active but reflects 10% of damage received during this time.
Stone The creature cannot play until the end of the debuff but the stoned creature gains a Buffer. The buffer protects the creature for 2 hits then it breaks, setting free the creature from the stone.
Bomb If a creature receives a bomb while they already have one, or when the bomb timer runs out, they are also paralyzed.

Modification to taunt mechanic

AoE spells targeted to a taunting/taunter creature will now only affect the said creature and all effects will only be applied to it. The rest of the team will not be affected. If a taunted creature counterattacks the attacking creature, it will receive the attack but it will cause no damage as the attacker is still under the effects of Taunt. The feedback received from this action will be shown as “Block”.

Balanced creatures

Rank

Creature

Spell impacted

Old Spell

New Spell

1 Water skeleton archer 3rd Spell Attacks an enemy, inflicting great damage, and terrifies them for 1 turn. Attacks an enemy, inflicting great damage, and paralyzes them for 1 turn.
2 Water Knight Aura At the end of own turn, 5% chance to cast stun on himself for 1 turn(s) and refills the turn bar of all academy allies by 5%. At the end of own turn, 5% chance to cast paralyze on himself for 1 turn(s) and refills the turn bar of all academy allies by 5%.
2 Water Basilisk 3rd Spell Attacks all enemies and freezes them for 1 turns. Attacks all enemies and paralyzes them for 1 turns.
3 Earth Druid Aura At the end of each turn, 10% chances to stun a random ally for 1 turn and heal it by 50%. At the end of each turn, 10% chances to paralyze a random ally for 1 turn and heal it by 50%.
4 Air Deva 2nd Spell Decreases resistance of all enemies for 1 turn. 60% chance of paralyzing them for 1 turn. Decreases resistance of all enemies for 1 turn. 60% chance of stunning them for 1 turn.

 

Rewards balancing

Nightmare Tower of Trials:

Starting on July, 1st and on

  • All rewards obtained for completing levels of the Nightmare difficulty of the Tower of Trials have been doubled. This change will become effective starting on the 1st of July 2019.
  • You can now obtain Creature Fragments up to 5 times per level (instead of 3 as it used to be) in the Nightmare difficulty.

Arena

Seasonal

(click on the tables to make them bigger)

 

Win Streak

 

 

Expanded achievements

  • Expanded steps for existing achievements:
    • Obtain Creatures
    • Play Free Lottery
    • Open chest in Summoning Altar
    • Upgrade any skill
    • Upgrade a glyph
    • Evolve creatures
    • Rank up to rank 3
    • Rank up to rank 4
    • Rank up to rank 5
    • Upgrade all the skills of a creature
    • Win consecutive battles in the Arena
    • Reach level 11
      • Wrath
      • Benefit
      • Strength
  • New achievements
    • Reach level in Heroic Nest
    • Win fights with 3 creatures in the Heroic Nest
    • Win fights with 2 creatures in the Heroic Nest
    • Win fights with 1 creature in the Heroic Nest

 

New daily missions

The Daily Missions have been tweaked to adapt them better to the different players’ progression.

Daily Missions per avatar level

level 6 – 15  level 16 – 35 level 36 – 49 Level 50
Complete all Complete all Complete all Complete all
Obtain 2 creatures Obtain 3 creatures Obtain 3 creatures Obtain 3 creatures
Upgrade 3 glyphs Upgrade 3 glyphs Upgrade 3 glyphs Upgrade 3 glyphs
Fight (any region) 5 times Fight (any region) 5 times Fight (any region) 8 times Fight (any region) 8 times
Use 2 chests Use 3 potions Fight in Arena 5 times Fight in Arena 5 times

Use 3 potions

Use 2 instant tickets Spend 50 Energy in special dungeon Spend 50 Energy in special dungeon
Use 2 Simulation Tickets Fight in Arena 5 times Win in Glyph Dungeon 1 time
Fight in Arena 5 times Spend 30 Energy in special dungeon
Win in Tower of Houses 1 time Win in Glyph Dungeon 1 time
Win in Elemental Tower 1 time

 

Creature Balancing

Rank 4

Creature Spell Before Now
Creature Spell Before Now
Ar-Kenos Fire Aura 10% chance to grant reverse HP to all other allies for 1 turn every time an ally is defeated. 10% chance to grant reverse HP to all other allies except self for 1 turn every time an ally is defeated.
Ar-Kenos Water Passive Spreads damage received among all allies, gets 1 Concentration point and refills own turn bar by 20% at every turn.

Spreads the damage received between all allies. Each time an ally uses their 1st spell, gets 1 Concentration point and refills own turn bar by 35%.

Kirin Fire 2nd Spell Attacks an enemy with increasing attack based on own critical chance. If enemy has more than 40% HP, implants a parasite(s) that devours 10% of their HP, increasing 8% each lapsing turn for 1 turn(s). Attacks an enemy with increasing attack based on own critical chance. If enemy has more than 40% HP, implants a parasite(s) that devours 10% of their HP, increasing 8% each lapsing turn for 1 turn(s). If enemy HP is below 40%, casts madness on it.
Kirin Fire 3rd Spell Decreases the defense of all enemies for 1 turn(s) and then attacks them. If the target has parasite active, it increases the duration of all enemies’ harmful effects by 1. Confuses all enemies for 1 turn(s) and then attacks them. If the target has parasite active, it increases the duration of all enemies’ harmful effects by 1.
Kirin Water Aura All water allies are immune to decreased speed. Spirit allies have 2% increased damage against water enemies. All water allies are immune to a lower turn bar. Spirit allies have 2% increased damage against water enemies.
Kirin Air 2nd Spell Attacks an enemy, blocks it from healing for 1 turn, drain its HP for 1 turn(s). The drain is 20% of own attack. If the enemy is marked with 5 Focus marks, it completely lowers its turn bar and increases the duration of its harmful effects by 1. Attacks an enemy strongly, blocks it from healing for 1 turn, drain its HP for 1 turn(s). The drain is 20% of own attack. If the targeted enemy is marked with 4 Focus Marks, it completely lowers its turn bar and increases the duration of its harmful effects by 1. 
Kirin Air 3rd Spell Attacks all enemies marking them with 2 Focus marks, preventing them from receiving beneficial effects for 1 turn(s) and mutes them for 1 turn(s). Attacks all enemies marking them with 4 Focus marks, preventing them from receiving beneficial effects for 1 turn(s) and mutes them for 1 turn(s).
Kirin Earth 2nd Spell Grants all allies increased healing effect for 1 turn(s) and heals them by 20% of own HP. All enemies are marked with 1 Focus mark(s) and all allies get 1 Concentration point. Grants all allies increased healing effect for 1 turn(s) and heals them by 20% of own HP. All enemies are marked with 1 Focus mark(s) and all allies get 2 Concentration points.
Kirin Earth 3rd Spell Attacks all enemies, grants a shield of 10% of own max HP to all allies for 1 turn(s) and 100% damage reflection on self for 1 turn(s). If it has 4 Concentration points, grants 100% chance to mirror all harmful effects for 2 turn(s) and avoid death for 2 turn(s) to all allies. Attacks all enemies, grants a shield of 10% of own max HP to all allies for 1 turn(s) and 100% damage reflection for 1 turn(s). If it has 4 Concentration points, grants 100% chance to mirror all harmful effects for 2 turn(s) and avoid death for 2 turn(s) to all allies.
Rimururu Fire Increased overall damages of the spell.
Rimururu Air Increased overall damages of the spell.
Rimururu Earth Increased overall damages of the spell.
Haohmaru Fire 2nd Spell Increases own attack and critical damage for 2 turns and then attacks the enemy. If the attack is critical, gets counter attack for 2 turns.

Increases own attack and critical damage for 2 turns and then attacks the enemy. Then casts Avoid Death on self for 2 turns, and has a 90% chance to get Counter Attack for 2 turns.

Haohmaru Air 2nd Spell Sacrifice 20% of own HP, then attacks an enemy and refills own turn bar by 20%. If the attack is critical increases own speed for 2 turns. Sacrifice 20% of own HP, then attacks an enemy and refills own turn bar by 20%. If the attack is critical increases own speed for 2 turn(s) and refills own turn bar by 40%.
Haohmaru Air 3rd Spell Every 25% of HP lost the critical damage and critical chance will be increased by 20%. Every 25% of HP lost the critical damage will be increased by 50%, and the critical chance will be increased by 20%.
Haohmaru Earth Passive If an ally is defeated, performs a strong attack on a random enemy. If critical attack on self is received, performs a strong attack on a random enemy.
Nakoruru Fire 3rd Spell Attacks all enemies. Grants all allies 50% chance of bouncing back the harmful effects to the caster for 2 turns and 25% chance of reflecting incoming damage for 2 turns. If it has 5 Concentration points, heals self by 40%. Attacks all enemies. Grants all allies 50% chance of bouncing back the harmful effects to the caster for 2 turn(s) and 25% chance of reflecting incoming damage for 2 turn(s). If it has 5 Concentration points, heals self by 100% and gets invincibility for 1 turn(s).
Nakoruru Air 3rd Spell Removes all beneficial and harmful effects from all enemies and all allies. Removes all beneficial and harmful effects from all enemies and allies. Then heals all allies by 50% of their HP, and refills all allies’ Turn Bar by 100%.
Ukyo Fire Passive If it resists a harmful effect, gets increased attack and speed for 1 turn and refills own turn bar by 20% . If it resists a harmful effect, gets increased attack and speed for 1 turn and refills own turn bar by 50%.
Ukyo Water 2nd Spell Attacks strongly an enemy and blocks them from healing for 2 turns. Then, gets counter attack for 2 turns and obtains 2 Concentration Points. Attacks strongly an enemy and blocks them from healing for 2 turns. Then, gets counter attack for 2 turns and obtains 4 Concentration Points.
Ukyo Air Passive 100% chance Counter Attack and gets a Concentration point at the end of every turn. 100% chance Counter Attack and gets 2 Concentration points at the end of every turn.
Giant Water 2nd Spell Attack all enemies. 70% chance of planting a bomb on each that deals 2 times own attack after 2 turn timer.

Skill ups:

Damage + 5% 
Damage + 5% 
Effect Probability +5%
Damage + 10% 
Effect Probability +5%
Damage + 10%
Effect Probability +10%

Attacks all enemies. 70% chance of planting a bomb on each that deals 3 times own attack after 2 turn timer

Skill ups:

Damage + 5% 
Damage + 5% 
Effect Probability +5%
Damage + 10% 
Effect Probability +10%
Damage + 10%
Effect Probability +15%

Giant Water 3rd Spell Attack all enemies and decreases their resistance for 3 turns, and refills own turn bar by 50%. Attack all enemies and decreases their resistance for 3 turns, and refills own turn bar by 65%.

Rank 3

Creature

Spell

Before

Now

Samurai Fire 2nd Spell Attack all enemies. 50% chance of decreasing their speed for 2 turns.

Skill ups:

Damage +5% 
Effect Probability +10% 
Damage +10% 
Effect Probability +10% 
Damage +10%

Attack all enemies ignoring defense. 60% chance of decreasing their speed for 2 turn(s). 

Skill ups:

Damage +5% 
Effect Probability +15% 
Damage +10% 
Effect Probability +15% 
Damage +10%

Samurai Fire 3rd Spell Increases critical damage of an ally for 2 turns, allows them recovering their turn, and amplifies incoming damage at all enemies by 40% for 2 turns. Increases critical damage of an ally for 2 turns, allows them recovering their turn. Amplifies incoming damage of all enemies by 40% for 2 turns and Increases their chance to receive a critical attack for 1 turn.
Samurai Earth 2nd Spell Increases own attack and chance of an enemy receiving a critical attack for 2 turns. Then, attacks that enemy. Increases own attack and chance of an enemy receiving a critical attack for 2 turns. Then, attacks that enemy and gives self Counter-attack for 2 turns.
Samurai Earth 3rd Spell Teams up with 2 allies to attack an enemy and increases the attack of all allies for 1 turn(s). Teams up with 2 allies to attack an enemy. Then, increases attack of all allies for 1 turn(s) and refills 20% of their turn bar.
Manticore Fire 2nd Spell Attacks an enemy, inflicting great damage. 70% chance of both increasing their chance of receiving a critical attack and paralyzing them for 1 turn.

Skill ups:

1st Effect Probability +5% 
2nd Effect Probability +5% 
1st Effect Probability +10% 
2nd Effect Probability +10% 
Cooldown Time -1

Attacks an enemy, inflicting great damage and stuns them for 1 turn(s). 70% chance of Increasing their chance of receiving a critical attack for 1 turn(s). 

Skill ups:

Effect Probability +5% 
Effect Probability +5% 
Effect Probability +10% 
Effect Probability +10% 
Cooldown Time -1

Manticore Fire 3rd Spell Attack all enemies, increases their cooldown by 1, and decreases their resistance for 1 turn.

Skill Ups:

Damage +5% 
Damage +5% 
Cooldown Time -1 
Cooldown Time -1

Attack all enemies, increases their cooldown by 2, and decreases their resistance for 1 turn(s).

Skill Ups:

Damage +5% 
Damage +5% 
Cooldown Time -1 
Effect turns +1
Cooldown Time -1

Manticore Air 2nd Spell Attacks an enemy, inflicting great damage and poisons them twice for 3 turns.

Skill ups:

Damage +5% 
Damage +5% 
Damage +10% 
Cooldown Time -1

Attacks an enemy, inflicting great damage and poisons them twice for 3 turn(s).Then, decreases all enemies’ Resistance for 1 turn(s). 

Skill ups:

Damage +5% 
Damage +5% 
Damage +10%
2nd Effect turns +1 
Cooldown Time -1

Manticore Air 3rd Spell Attacks all enemies. 60% chance of increasing their chance of receiving a critical attack, and a 40% chance of decreasing their defense, for 2 turns. Attacks all enemies, and puts BlindMail on all allies (minus Dungeon allies) for 2 turns. 70% chance of increasing their chance of receiving a critical attack for 2 turns, and a 60% chance of decreasing their defense for 2 turns. 
Ninja Water 2nd Spell Increases speed of an ally, and amplifies incoming healing effects, for 2 turns. Then, recovers the turn.

Increases speed of an ally for 2 turns, refills them 75% of their turn bar and decreases their cooldowns by 1. Then, recovers the turn.

Ninja Water 3rd Spell Attacks all enemies, increasing attack based on own speed. 40% chance of decreasing their speed for 2 turns. Attacks all enemies, increasing attack based on own speed. 70% chance of removing 2 beneficial effects from the target.
Crusader Water 2nd Spell Attacks an enemy, increasing attack based on own defense. 50% chance of taunting them for 2 turns.

Attacks all enemies, increasing attack based on own defense, taunting them for 2 turns. 70% chance to put a Shield on self that covers 15% of own max HP for 2 turns.

Crusader Water 3rd Spell Grants all allies advantage over all elements and increases their defense for 2 turns. Grants all allies advantage over all elements for 2 turns, increases their defense for 2 turns and recovers 15% of the turn bar of all allies except minus self.
Crusader Earth 2nd Spell Attacks an enemy, increasing attack based on own max HP and blinds them for 3 turns. Attacks an enemy, increasing attack based on own max HP. Then puts increase Defense on self for 2 turn(s). 75% chance to taunt the enemy for 2 turn(s) and 75% chance to put Spread Damage on self for 2 turn(s).
Crusader Earth 3rd Spell Attacks an enemy, inflicting great damage. If the attack is critical, heals self by 50% of max HP, and increases own speed for 2 turns and refill self turn bar by 15%.

Attacks an enemy, inflicting great damage. If the attack is critical, heals self by 50% of max HP, increases own speed for 2 turns, and refills all allies’ Turn Bar by 25%. 

Crusader Earth Aura If self has decreased speed active, gains 5% increased attack and 5% increased resistance.

Skill ups:

Attack +5%
Resistance +5%
Attack +5%
Resistance +10%

If self has increased speed active, gains 5% increased attack and 5% increased Critical Chance.

Skill ups:

Attack +5%
Critical Chance +5%
Attack +5%
Critical Chance +10%

Snow Maiden Fire 2nd Spell Attacks an enemy and prevents them from receiving beneficial effects for 2 turns. Then, marks the enemy with  2 Focus marks and lowers 100% of their turn bar.

Skill ups:

Damage +5%
Damage +5%
Damage +10%
Cooldown Turn -1

Attacks an enemy and prevents them from receiving beneficial effects for 2 turns. Then, marks the enemy with  2 Focus marks, lowers 100% of their turn bar and purges him of 1 beneficial effect(s). 

Skill ups:

Damage +5%
Damage +5%
Damage +10%
Purge +1
Cooldown Turn -1

Snow Maiden Fire 3rd Spell Decrease the defense of all the enemies for 1 turn(s) and decrease their attack for 1 turn(s). If the targeted enemy is marked with 3 Focus marks will be paralyzed for 2 turns. 

Skill ups:

1st Effect turns +1
2nd Effect turns +1
Cooldown Time -1

Attacks an enemy strongly. Decreases the defense of all enemies for 1 turn(s) and decreases their attack for 1 turn(s). 
If the targeted enemy is marked with 3 Focus marks it will be terrified for 2 turns.

Skill ups:

1st Effect turns +1
2nd Effect turns +1
3rd Effect turns +1 
Cooldown Time -1

Shark Warrior Fire 3rd Spell Attacks all enemies making them bleed twice for 2 turn(s).

Skill ups:

Damages +5%
Damages +10%
Damages +15%
Cooldown Time -1

Attacks all enemies making them bleed twice for 2 turn(s). Then applies to self Increase Accuracy for 2 turns and Increase Received Healing effects for 2 turns. 

Skill ups:

Damages +5%
2nd Effect turns +1
Damages +10%
3rd Effect turns +1
Damages +15%
Cooldown Time -1

Shark Warrior Water 2nd Spell Attacks an enemy, taunting it for 1 turn(s), blocks it from receiving healing effects for 1 turn(s) and makes it bleed for 1 turn(s). Attacks an enemy increasing attack based on own defense. Taunts it for 1 turn(s), blocks it from receiving healing effects for 1 turn(s) and makes it bleed for 1 turn(s). Then, applies increase defense on all allies for 1 turn.
Shark Warrior Earth 2nd Spell Attacks all enemies making them bleed for 1 turn(s). Attacks all enemies making them bleed for 1 turn(s). Then, puts on target 2 Focus Marks. 
Shark Warrior Earth 3rd Spell Attacks all enemies strongly. If the target has 8 Focus marks, implants a parasite for 3 turn(s) that devours 10% of their HP, increasing 8% each lapsing turn. Attacks all enemies strongly and puts blindMail on all allies minus self for 2 turns. If the target has 5 Focus marks, implants a parasite for 2 turn(s) that devours 10% of their HP, increasing 8% each lapsing turn.
Orc Earth 2nd Spell Attack all enemies increasing attack based on own defense and grants self 50% chance to dodge the enemies attack for 2 turns. Attack all enemies increasing attack based on own defense and grants self 50% chance to dodge the enemies’ attack for 2 turns. If own HP is below 20%, increases the duration of own beneficial effects by 1. 
Orc Earth 3rd Spell Increase self-defense, self-critical chance and gets an advantage over all elements when attacking for 2 turns at the cost of sacrificing 20% own HP. Then, recovers the turn. Increase self-defense and self-critical chance for 2 turns. Then gives all allies Elemental Attack and Elemental Defense for 1 turn at the cost of sacrificing 20% of own HP. Then, recovers the turn. 
Emerald Ranger Fire 2nd Spell Attacks an enemy inflicting great damage. Grants to all attacker allies shield providing shelter of 20% of self-defense for 2 turn(s). Attacks an enemy increasing the attack based on own defense. Grants to all attacker allies shield providing shelter of 20% of self-defense for 2 turn(s).
Golem Fire 2nd Spell Attacks an enemy, increasing attack based on own max HP, steals 25% of their turn bar and decreases their attack for 2 turns. 65% chance of taunting them for 2 turns. Attacks an enemy increasing attack based on own max HP. Steals 30% of their turn bar and decreases their attack for 2 turns. 75% chance of taunting them for 2 turns. 
Golem Fire Passive Increases resistance, reflects 40% of damage and has a 40% chance of poisoning an enemy attacker.

Increases resistance, reflects 40% of damage and has a 40% chance of poisoning an enemy attacker. 10% chance of increasing the remaining turns of 1 harmful effect from the target at the end of the turn. 

Rank 2

Creature

Spell

Before

Now

Ghost Water 2nd Spell Attacks an enemy, inflicting great damage and steals 1 beneficial effect from them. Attacks an enemy, inflicting great damage and steals 3 beneficial effects from them.
Ghost Water 3rd Spell Attacks all enemies. 60% chance to decrease their resistance for 1 turn(s) and 60% chance to poisoning them for 1 turn(s). Attacks all enemies. 75% chance to decrease their resistance for 1 turn(s) and 75%chance to poisoning them for 1 turn(s).
Ghost Air 2nd Spell 70% chance of decreasing resistance and accuracy from all enemies for 2 turns. Then, attacks them. 90% chance of decreasing resistance and accuracy from all enemies for 2 turns. Then, attacks them.
Ghost Air 3rd Spell Removes 2 beneficial effects from an enemy and poisons them for 3 turns. Then, attacks them, inflicting great damage.
Assassin Fire 2nd Spell Poisons an enemy twice for 2 turns. 30% chance of preventing them from receiving healing effects for 2 turns. Poisons an enemy twice for 2 turns. 50% chance of preventing them from receiving healing effects for 2 turns.
Assassin Fire 3rd Spell Attacks an enemy, inflicting great damage and increases the duration of their current harmful effects by 2. Attacks an enemy, increasing attack based on own speed. Then increases the duration of their current harmful effects by 2.
Assassin Fire Aura When an ally is invisible, grants it a 3% increased attack.

Skill ups:

Attack +2%
Attack +2%
Attack +3%
Attack +5%

For each enemy with a harmful effect, self gains 1% increased speed.

Skill ups:

Speed +1%
Speed +1%
Speed +2%
Speed +3%

Assassin Water 2nd Spell Attacks an enemy. 75% chance of muting them, locking their special abilities for 2 turns.

Skill ups:

Damage +5%
Damage +5%
Damage +5%
Damage +10%
Cooldown Time -1

Attacks an enemy and mutes them, locking their special abilities for 2 turns. Then, self obtains increase attack for 1 turn(s).

Skill ups:

Damage +5%
Damage +5%
Damage +5%
Damage +10%
2nd Effect turns +1
Cooldown Time -1

Assassin Water 3rd Spell Attack all enemies, inflicting moderate damage, and drains their HP during 2 turns. The drain is 50% of own attack. Attacks all enemies, inflicting great damage, and drains their HP during 2 turns. The drain is 50% of own attack.
Assassin Earth 2nd Spell Attacks an enemy, inflicting great damage. 50% chance of confusing them for 1 turn(s). Attacks an enemy, inflicting great damage. 80% chance of confusing them for 1 turn(s). 50% chance of bursting all the active poisons of the enemy targeted.
Assassin Earth 3rd Spell Poisons an enemy twice for 2 turns. 30% chance of getting another turn. Poisons an enemy twice for 2 turns. 50% chance of getting another turn.
Rune Sentinel Water 2nd Spell Attacks all enemies, increasing attack based on self-defense. Attacks all enemies, increasing attack based on self-defense. Then, casts a shield of 400 HP on all allies for 2 turns. 
Rune Sentinel Water 3rd Spell Puts a shield of 800 health over an ally, and grants damage reflection, for 2 turns.

Skill ups:

Shield +100
Shield +100
Shield +150
Shield +150

Casts a shield of 15% health over an ally and grants damage reflection for 2 turn(s). Then, it puts increase defense on self for 2 turns.

Skill ups:

Shield +2%
Shield +2%
Shield +3%
Shield +3%

Imp Fire 2nd Spell Attacks an enemy, increasing attack based on enemy speed. If the attack is critical, recovers the turn.

Attacks an enemy dealing extra damages and increasing attack based on own speed. If the attack is critical, recovers the turn.

Imp Fire 3rd Spell Marks an enemy as hunted for 1 turn, increases own critical damage for 2 turns and recovers the turn.

Skill ups:

1st Effect Turn +1
2nd Effect Turn +1
Cooldown Time -1

Marks an enemy as hunted for 1 turn, increases own critical damage for 2 turns and recovers the turn. If the enemy has a negative effect, it lowers all enemies’ turn bar by 15%. 

Skill ups:

1st Effect Turn +1
2nd Effect Turn +1
Turn bar reduction +5%
Cooldown Time -1

Arcane Bird Earth 2nd Spell Attacks an enemy and prevents them from receiving healing effects for 2 turns. 40% chance of putting them to sleep for 2 turns. Attacks an enemy and prevents them from receiving healing effects for 2 turns. 70%chance of putting them to sleep for 2 turns.
Arcane Bird Earth 3rd Spell Attacks an enemy, increasing attack based on own defense and fully increases the remaining waiting turns of their skills on cooldown. Attacks an enemy, dealing extra damage and fully increases the remaining waiting turns of their skills on cooldown.

Modifications applied

Revive option was intentionally removed from the Heroic Dungeon by the Design Team.

Fixes

  • We fixed the cooldown of rage mode of the raid boss
  • We fixed the interaction between reverse damage and reflect damage. If a creature is affected by both and attacks, the attacking creature will no longer heal since it dealt no damage.

Known bugs

Missing collision can be noticed between the avatar / creatures and the ground in the Amber mine dungeon.

We are working on the fix of this issue and it will be implemented as soon as possible. In the meantime, activating the textures in HD should fix the issue.

Fixed Bugs

Crashes/Out of Sync:

  • Game crashes when an event starts
  • Unexpected ‘Next’ button in the final level of special_dungeon_0034 causes OoS
  • Game crashes when tapping on boss skill button while auto
  • Game crashes when the back button or home button is used before the level or stage leaderboard loading
  • Game crashes when the user leaves the guild
  • Push notifications are causing native crashes on versions which were compatible
  • “Upgrade” button is still active after quickly tapping it when the glyph reaches maximum level resulting in OoS

Events:

The Monthly Challenge event was missing a description

The achievement “obtainCreature > element” wasn’t properly pluralized in some languages

When logging in on Game Center event tabs were duplicated

Texts:

  • Inconsistency between German and all the other languages regarding the capital letter of the Event’s Title, for the ‘Welcome Event”
  • The “Materials you need” text was visible on the chat instead of on Channels and Rooms
  • Typos and font/capital letter inconsistency could be noticed for the aura and spell text of Lizardman Archer / Lizardman Warrior / Lizardman Shaman
  • Simulation reset timer text was overlapping the price in all languages except from English
  • There was a typo on the Water Nymph’s aura description
  • Cut-off spell description when re-rolling
  • There was a typo on the Fire Djinn’s aura description
  • Cut-off observed when upgrading a Glyph
  • Characters display issue when using maximum length available in Guild name
  • The capital letter was missing for the “yes” option in the Sell Glyphs pop-up and for the first letter of the word “fire” in the Exclusive Summons event
  • Events countdowns were improperly displaying the number agreement for 0 and 1 values (for hours)
  • Missing lore text could be noticed on the creatures Nakoruru, Haohmaru, Rimururu, Ukyo
  • The 100th place of Glyph Dungeon and Tower of Trials leaderboard was wrongly displayed as “10th”
  • Air Mini Golem’s text had two verbs at the past tense in the syntagm “with damaged increased based on”, instead of two nouns “with a damage increase based on”
  • Overflowing text observed when Guilds created with maximum number of Japanese characters
  • The Android permissions pop-up wasn’t localized in any other language than English
  • Debug text could be noticed in the Creature Detail section of the Menagerie when the element was changed
  • Critical Damage was displayed as “effect probability” on Water Haohmaru’s aura description
  • Water Treant’s 2nd spell description didn’t mention applying “Decreased Critical Damage” to enemies
  • Typos and unclear text could be noticed on the Rimururu’s spells/aura text
  • ‘CRIT DMG’ Stat and Heroic bonus appeared truncated on some screens
  • Missing space between the section name and number of glyphs in French in the Wiki menu
  • ‘Mirror’ buff description didn’t specify the activation chance of the effect

UI/UX:

  • The “Next free chest in 0 seconds” text appeared briefly when switching from a medium / rare chest to the small free chest when the free chest was ready to be claimed
  • Overlap occurring while having an active guild request
  • Stages were disappearing if the level button was pressed repeatedly
  • Menagerie filter was counting wrong the number of creatures unlocked
  • User time didn’t appear when the user wasn’t appearing in the Top 100
  • Missing word on the Aura description of Water Deva
  • The air dragon aura upgrade wasn’t increasing the flying allies damage.
  • The Avatar skill effect text exceeded the size of the text frame.
  • Missing animation on Summoning Altar could be noticed after purchasing Soulstones from the Shop / Magical Shop
  • Missing functionality for the device’s hardware Back Button could be noticed when trying to dismiss the More Information pop-up
  • The glowing effect would remain on the second equipped Glyph unless exiting and reentering the Glyph Management menu
  • No tooltip appeared when tapping on the icon inside the info popup
  • The weekly Heroic Dungeon did not show the Play button unless you selected the level
  • The Language Setup list was automatically scrolled up after selecting any language
  • The “Left Arrow” button overlapped the text in the Heroes Gallery on devices without 16:9 Aspect Ratio

Creatures/Gameplay:

  • The Fire Basilisk’s 2nd spell skill up wasn’t not specifying which effect turns were increased.
  • The level rank was shown on the main tab of the leaderboard after the level was finished
  • Wrong camera angle in level 100 Tower of trials Advanced last wave
  • An extra glyph was given when the tutorial was skipped after the second battle.
  • Water Sphinx 3rd spell was always decreasing the enemy turn bar by 30% although the spell was upgraded.
  • Fire Nakoruru’s 2nd spell didn’t lower the turn bar correctly
  • The Menagerie filter was going to -1 when a filter that doesn’t return any creatures was selected
  • The Water Holy Sister’s aura was not working properly
  • The Earth Dragon was not affected by the Aura of the Earth Shieldguard
  • When a level was completed in greater time than the actual record, the leaderboard displayed the wrong time score.
  • A creature would be left with no shield at the end of the turn when self-casting a weaker shield on an already received stronger shield with 1 turn left that would expire at the end of that turn
  • Incorrect values could be noticed on heroic upgrade stage 3 to stage 4 for Fire Rakshasa
  • When a creature attacked another which was affected by Reverse and Deflect buff, it received healing instead of deflects damage
  • Water shark guard’s 2nd spell bleeding effect was dealing 20% of attack instead of 90%
  • Water Rakshasa’s 2nd spell made more damage than the 3rd spell due to the buff being applied before the attack
  • Inconsistency between stats preview for rank 5 nat3 creatures and real base stats
  • Evolved Air Ukyo had lower base HP than Air Ukyo
  • Earth holy sister aura’s skills up didn’t work
  • Air Sphinx’s 2nd spell was always decreasing the enemy turn bar by 15% although the spell was upgraded