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Eternal Champions - Judgement Kickstarter Spring 2021 Eternal Champions - Judgement Kickstarter Spring 2021

Patch Notes #12

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Patch Notes #12

Herein lies the twelfth clarification and errata document for Judgement. From the very beginning, we socialised the fact Judgement would be a regularly "patched" game, to stay true to its MOBA origins, and to ensure the game's rules are kept in an optimal state. Our patch schedule is quarterly, with the changes becoming official on the 1st day of the start of the next quarter. Therefore the official date for this patch is the 1st of October 2020.

Remember that all hero, monster, magical artefact and core rules can be downloaded from the Print & Play section of this website or purchased from Both our Android and iOS apps will also be updated to reflect changes from this patch.

If you want to discuss the patch notes or anything at all about Judgement, please join our Discord channel or visit our forums!


Game Definitions (p9)

There exists ambiguity around the multiple ways tokens are used in the game. We have added the following definition under the Game Definitions section.


Tokens Any active ability, combat manoeuvre or effect/condition that places a token, marker or temporary health counter comes under the umbrella of “token”. There are 4 instances where tokens are placed on the battlefield:

  1. Active abilities that place tokens strategically at certain points on the battlefield.
  2. Active abilities that place effects on models that are marked with tokens.
  3. Combat Manoeuvres that add effects/tokens to a model.
  4. Conditions that are marked with tokens.

Some hero abilities target “tokens”, such as Styx’s Nullify or Cradol’s Shadow Boost.

For point 1 above, the hero ability must target the actual token.

For points 2, 3 and 4, the model that is the recipient of the active ability/combat manoeuvre /condition, marked with a token, becomes the target.

Monsters (p22-p25)

With the aim to simplify the monster rules and their interactions with models we have decided to make monsters treat heroes and summoned models exactly the same. The two model types are completely interchangeable with regards to monster interactions.

Pages 23 -25 of the rule book under sections “Hunter”, “Monsters Attacking Heroes”, “Multiple Combats Including Monsters”, “Firing Into Monster Melee” and Monster Respawn Marker”, the following text has been added. The global instruction was used to keep the rule paragraphs readable.

Note: in all instances below where the word hero is used, it can be effectively replaced with “hero/summoned”.

Also, we removed the red portion from the Monsters and Summoned Models on page 25:

Monsters treat Summoned models exactly like hero models under all circumstances with one exception. Monsters will ignore Summoned models when executing the Hunter rule.

 Hero & Monster Clarifications

 Cradol, Shadow Hunter

Cradol's level 2 ability, Shadow Boost, was ambiguous. We have reworded it to be in-line with Styx's Nullify. 

  • Shadow Boost re-worded to work similar to Styx's Nullify.

The defenders that provide some form of protection to their allies are the cornerstone of the defender class. When we originally designed the game, we were conscious of having too many instances where the non-active player had to make decisions. It had the potential to slow the game down and disrupt the flow. However, over time, as the game and community have matured, we think it is about time these defenders had the ability to pick and choose when they come to the aid of their allies.

  • Redirection no longer automatically triggers the first time an ally is hit. Doenrakkar can now choose when to execute Redirection.


When we adapt a model from a monster to the summoned model type, our goal is to remain as true to the original monster rules as possible. With Inferno, she has proved to be too much of a game breaker in her former state. We have pinpointed the over-power to her ranged attack, particularly in 3v3 games where she could be summoned and do 2 Souls worth of damage very easily. 

  • Fireball damage reduced from 3/4/6 to 2/3/4.

Isabel's two talent trees are the things that really bring to life the feel of a Paladin in the Judgement universe. The goal is to balance the trees and ensure they accurately represent both the Holy and Retribution paladin. These changes are in-line with those goals.

  • Base MEL reduced to 6.
  • Gains +1 MEL as part of Holy Blast in the Retribution tree.
  • Holy Aura changed from an Innate Ability to an Active Ability with a cost pf 1F that lasts until the start of her next activation.

There have been discussions around Sharn's Hammer Smash since her release. After much consideration, we decided the damage and displacement were too high.

  • Hammer Smash - damage reduced to 3 True Damage from 4 and the placement reduced from 6" to completely within 4".

Styx is one of the Judgement originals and a favourite of ours. His unique and high skill-cap kit sets him apart, however, it is also a delicate balance getting it right. We feel he has been under the curve for while now, however, we do not want to alter his kit too much, so, we have increased his survivability and given him a bit more of a cutting edge at level 2.

  • Increased his RES from 0 to 1.
  • Increased his starting health from 14 to 15.
  • Replaced his level 2 ability with Soul Infused.

Have a look at Doenrakkar's entry for the full explanation, however, bottom line is we wanted this tough little guy to have more say about who and when he provides protection.

  • The own player can decide Bodyguard triggers.

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