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Light flickered across pages of an ancient tome, a candle wick burned down to about an inch off its base. Viktor had been at it for 18 hours straight, however he was still alert as ever, eyes bright and focused, mind sharp. The halfling’s previous genius level intellect, and god-like mental capacity, had continually improved since he had become one of the summoned. The journeys to Between affected the heroes in different ways, however universally they became stronger each time they were victorious in their service of the demigods. Viktor was still grateful that his theft of Aris Demonica, from the library of Bastian Oriel, the timeless one, had yet gone unpunished. He was sure that Bastian would come for him at some stage, and silently Viktor relished the opportunity to lock horns with the lore keeper on Athien, where the stakes were so much higher than Between. Quickly, he brought his mind back to the task at hand.
Extracting the true name of Al’garath had been relatively easy compared to his current pursuit. Yes, this one had proven to be very difficult indeed. Every waking hour for the past 50 days had been spent poring over the tome, and as yet, Viktor had been unable to make any major progress, until earlier today. The halfling finally learned the name of an ancient demon, a fire beast that swam the lava pits of the plane of fire, and as with all demons, having knowledge of its true name meant it was possible to summon it to do your bidding. Possible, yes, however there was no guarantee such a beast could be controlled for any length of time. Summoning demons was always a tricky business.
The demon Al’garath had thus far proven to be a powerful ally and, beyond the occasional eldritch burn, Viktor had been largely unscathed, however that provided no correlation towards any future summons, since all demons were frighteningly unique. Despite knowing his name for several hours, Viktor had so far resisted the urge to summon Dor’gokaan, because the halfling wanted to be sure he could safely dismiss him if things got out of hand. Hidden among the names of several powerful demons, the tome contained a spell of banishment which empowered the summoner to vanquish any named demon to its home plane. It could mean the difference between life and death should a summons go awry.
It took several hours more before Viktor, about to end the session, deciphered the final rune that gave him knowledge of banishment, the spell forever etched into his brain. With a sense of relief, he slowly closed the tome, fastened its metal bindings and placed it into a large rune-encrusted chest sitting in the corner of his laboratory. Viktor closed his eyes for a moment to settle his mind and make sure he still had the mental strength to risk a summons after nearly 24 hours without sleep. Even now, the power of his enhanced mind still surprised the halfling, as his everything came into sharp focus enabling him to begin preparations for the summoning ritual.
The air crackled with energy as parchment flew off a solid oak desk that stood to the side. Viktor sat within a glowing star etched into the stonework floor of his laboratory. A swirling vortex of purple flame which began as a flicker, erupted into a blaze 12 feet into the air, licking the ceiling above. The flame originated in a second glowing star, much larger than the first which, all going well, was the intended destination of the demon. Beads of sweat formed on the halfling’s brow, trickling down the crevice of his right eye, pausing as it came in contact with the crows feet wrinkles that gave some indication of the halfling’s age. Viktor’s concentration was unwavering as the roaring flame caused a noise loud enough to invoke a response from the ravens that nested in his loft. Then, silence, both within the tower and outside. It seemed nature held its breath in reaction to an alien intruding on the world. Athien herself knew that the demon did not belong here.
A low guttural growl broke the silence. Viktor opened his eyes and before him stood an immense beast like nothing he had ever seen. A gaping maw, its lips parting to reveal sharp jagged teeth, appeared where the demon’s stomach should be. Four appendages protuded from its upper torso, two that resembled arm and hands, another a crab-like claw, and the 4th splitting into two demonic eyes that peered around the room unnervingly. Grasped within one of the hands was a fantastic sword, runes writhing along its blade in an endless macabre dance. The creature focused its gaze on Viktor, hatred oozing with the knowledge of what had just occurred. “Dor’gokaan…” Viktor whispered. The beast instinctively lurched forward at the sound of its name, only to howl in pain as an invisible barrier burned its flesh the first time a part of its body cut the vertical plane rising from the star on the floor. Dor’gokaan retracted to the centre of the star, not taking its gaze off Viktor for a single second.
Viktor smiled. The repercussions of today’s achievement playing out in his mind. He would now be the most powerful of the summoned and before long, Viktor was sure, he would have the power to challenge the gods themselves. Let Bastian come now, he thought, for death awaited him.
The halfling spoke an incantation before clapping his hands together loudly. With a deafening pop, the demon vanished, leaving wisps of smoke tendrils floating in the air. Weariness suddenly overcame him so he stumbled to his cot and slid under the heavy furs. Sleep came swiftly.
Summoned heroes, who were victorious, are able to remain on Between for a short time after the end of a battle. For the most recent battle, the battlefield was adjacent to a region of the shadow plane covered by swamp lands. Bastian did not want to give up an opportunity, so immediately after the enemy's Effigy exploded, he made haste towards an are deep within the murky waters.
Bastian held his staff before him, pulsing magic through it to warn him of treacherous ground as he trudged through the swamp, an area of Between he had seldom walked since being trapped on Athien. No doubt the sea witch was already aware of his presence and observing him from afar, no one entered so far into her domain without her knowing, however, up to this point, she had not revealed herself.
Only moments earlier, Bastian had sensed an intruder had entered his tower, back on Athien. It seems the pesky halfling did not give up easily. Viktor was no fool, and with Al'garath by his side, he would be a dangerous adversary, however Bastian's current task was far more pressing, he could deal with Viktor's theft at a later date. Despite the irritation of having a book stolen from his personal library, there was definitely potential good to come out of it. The tome contained the true names of several powerful demons, which would enable the possessor of that knowledge to summon them to do their bidding. If Viktor planned on summoning a demon, such as Al'garath, on the plane of shadow, then that would certainly stir things up, and Bastian hoped it would awaken the old gods even further to the dangers the new gods now posed. They had lay dormant for far too long, relying on the god of time to deal with the demi-gods, since up to this point the threat was confined to the time god's home shadow plane.
Bastian stopped suddenly. He listened intently as his vision was quickly limited to a few feet by the emergence of a deep set fog.
"Why are you here, timeless one?", a voice whispered inside Bastian's head.
"I come to forewarn you, mistress of the sea, and beseech your help.", he responded. "The demigod's gaze has turned towards your home, and the mortal heroes will be waging battle here before too long, it is your souls they seek."
"Let them come, I will feed their souls to my children.", she hissed.
"The demigods have grown powerful, mistress, and their heroes are growing in number. It seems we are heading towards a cataclysmic event, I feel it is inevitable, however I ask you to thwart them as much as you can and delay their rise. I need more time."
"We serve the same master, timeless one, I will do as you ask.", she responded without a hint of mockery.
"I knew I could count on you Vujasha", Bastian said, using her true name.
Bastian turned back towards the way he came, shortly afterwards feeling the pull of his ethereal chord as his time on Between was drawing to a close. The conversation was short, however he knew things would go smoother if he took the time to meet Vujasha in person. She was a powerful ally and one he would increasingly rely upon in the days ahead. Now to deal with that pesky halfling...
Vujasha is the 3rd, and final, wave 2 monster and the final sculpt from the core wave 2 heroes, leaving just Barnascus to go. Vujasha's sculpt continues the trend of the Judgement team pushing the boundaries of the fantasy genre. As soon as Helge's illustration was completed, we knew she would be challenging to sculpt, however, if we did it well, the result would be phenomenal. The challenge fell to Tom Lishman and he once again came through with the goods. We are so proud to have such a thought provoking and multi-faceted sculpt, as Vujasha is, in the Judgement ranks.
The monsters of Judgement are one of the unique aspects of the system, and we, as the game's creators, take them very seriously. We want to have the very best sculpts, rules and back stories for the monsters, just as if they were heroes, and over time some of them may just evolve into heroes, as the Judgement story unfolds.
All the wave 2 sculpts, including Vujasha, are still available via late pledges for our wave 2 Kickstarter.Continue reading
Candlelight flickered across the pages of an ancient tome. A high pitched voice recited an incantation, then paused as the runes on the parchment glowed for an instant, before fading away, hence making the page safe to turn. A long, dirty finger nail, protruding from a small, gnarled hand, slowly lifted the corner of the page before carefully turning it over. Viktor adjusted the focus on his mechanical lens, his eyes were tired from some 18 hours pouring over the tome, however he was close this time, he could feel it. For 3 years he had searched the length and breadth of Athien to learn the true name of the demon that haunted his dreams, today he hoped that search would end.
Viktor's mastery of necromantic magic rivalled that of any native of Athien, however the natural weaknesses of his cursed race always held him back, something that would be more than compensated for, once he commanded a demon of the Abyss. The halfling had employed all his guile, cunning and magical prowess to thwart Bastian, and steal the book he currently read from the lore keeper's mythical tower. It would only be a matter of time before Bastian would become aware of the theft, Viktor thought, before pushing the thread out of his mind so he could concentrate on the task at hand. He turned another page, perhaps the hundredth time he had done it this session, yet still only part way through the book.
With a sharp inhale, Viktor paused, holding his breath. A cryptic message, woven into the words suddenly became clear to him, a pattern his subconscious had picked up on earlier, had now revealed itself to him fully. He exhaled slowly, scanning the page, and the next, and the one after, picking up pace as the algorithm required to decode the text became more familiar to him. Before long he was certain he had determined the true name of the demon, he stopped his natural urges to immediately begin the summoning ritual, and double checked his work. Summoning a demon, using an incorrect name, would be the end of him, without doubt.
Eventually, after checking a 3rd time, he leaned back in his chair, and slowly closed the book. The day had come when Viktor would finally be able to summon the demon, whose true name was now, and forever, burned into the halfling's brain. "Al'garath, you are now mine", the halfling whispered quietly to himself.
The Judgement team are buzzing with the release of the Al'garath sculpt today. Another masterpiece by the newest sculptor on the team, Stan Kolev. Stan, who has already done the impressive Svetlana and Viktor sculpts, has backed those up superbly with an truly amazing rendition of Al'garath.
Just like every model in our entire range, we have meticulously designed and sculpted a thematic scenic base for Al'garath.
Remember that Viktor and Al'garath are sold together in a box set. The image below shows them both in scale.
Don't forget that late pledges for our wave 2 Kickstarter are available now ==> https://judgement.game/collections/judgement-kickstarter
Herein lies the very second clarification and errata document for Judgement. From the very beginning we socialised the fact Judgement would be a regularly "patched" game, in keeping with 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 April 2018.
Using Fate to re-roll dices one of its most common uses, however it was not clear what to do when multiple re-rolls are triggered on the one dice pool. We have named the Fate re-roll as "Try Again" to help with distinguishing it from other re-rolls.
When used for Try Again, the model spends 1 Fate point to re-roll the entire pool of dice they just rolled. Any dice roll in the game can be re-rolled using Fate (except monster attacks). However, dice can only be re-rolled once, regardless of the re-roll source.
In some circumstances dice can be re-rolled by other means, for example by magical artefacts or hero abilities. In those situations, a player can use Fate to only re-roll the remaining dice that have not been re-rolled. For example, Kogan uses his Battle Cry ability to re-roll two dice from his attack pool of 5 dice. The active player has the opportunity to use a Fate to re-roll the remaining 3 dice that were not re-rolled via Battle Cry.
We felt we needed to clarify how forests work due to confusion with how they work in other games.
Forests do not block line of sight to, or from, models that are within the forest, regardless of how big the forest is.
Clarified that the health reduction on Effigies, by opponent's capturing Souls, cannot be healed.
Heroes can use certain active abilities to heal their Effigy during a game, since it is a friendly model to their warband. However only direct damage can be healed this way, damage reduction from captured Souls cannot be healed by heroes. Similarly, heroes are unable to provide temporary health to their Effigy, by any means.
Clarified the order of things when a hero dies.
The death of heroes is an integral part of Judgement. There are two stages that trigger when a hero dies.
Stage 1 “Zero Health”: Trigger any ability, or effect, that relies on a hero reaching zero health.
Stage 2 “Death”: Trigger any ability, or effect, that relies on a hero dying.
If multiple abilities, or effects, trigger on either stage, the active player decides the order the abilities, or effects, are triggered.
Dead heroes will always re-spawn at their Effigy next turn; there are no permanent effects incurred as a result of dying (see step 5 of the Communion Phase).
There was some confusion around what a hero getting damaged actually means.
A model is considered to have suffered damage when the model has its health reduced by 1 or more.
The intention was always that a Soul must be targeted to be harvested, however the word target, up until now, had been omitted from the rule book.
Souls that are not bound to a hero are unbound. A hero can harvest a target unbound Soul by successfully rolling a Soul harvest skill check while within 2” of it.
There were instances where players were including a +1 bonus for heroes that other heroes were Soul harvesting through, such as via Xyvera's Unholy Harvest.
The following modifiers apply to a Soul harvest skill check:
As we increase the number of heroes in the game there has been a greater need to have a clear order of application blanket rule to resolve the timing on various triggers.
There are times where the interaction of rules and abilities results in tricky situations. The following section provides rules on how to deal with those situations. If a particular situation is not covered by these rules, we suggest you roll a dice to determine the order of execution.
In a game, models can be affected by multiple effects and conditions. When this occurs, the effects are applied in the order in which they were placed on the model chronologically.
When two or more rules allow the re-rolling of dice, apply the following to determine the order.
The active player is given 1st option to re-roll any dice they are able to. This could include multiple re-rolls, such as using Augury (Saiyin’s ability) and then a Fate for the remaining dice.
The non-active player is then given the option to force the active player to re-roll any dice that have not already been re-rolled. Even if the non-active player has the ability to force the active player to re-roll their entire dice pool (such as through the Gift of the Gods artefact), only dice that have not been already re-rolled can be re-rolled at this point.
Finally, if a monster has the ability to force a re-roll, its ability will execute last.
Add a few more restrictions to what a model can, and cannot, do when claiming the aiming bonus.
Aiming Bonus: +1 dice if the attacker does not perform an advance action (aiming bonus), for all ranged attack actions this activation. Once a model claims the aiming bonus, they are unable to perform an advance action, attack action (using a melee weapon), or Effigy recall later in this activation. However they can use symbols to push themselves via the combat manoeuvre mechanic.
Bastian's nerfs from the previous patch placed him in a decent place, we just wanted to ease him back slightly with an increase to his staff's critical damage.
Istariel has always occupied a decent level, however with the introduction of a few RNG based heroes we felt she needed a bit more of an edge. Her kit as a fire mage is pretty much perfect, however a little more damage for her Conflagration ability will keep her in the mind's of the demi-gods.
Skoll was arguably the player's choice for most powerful hero when wave 1 was released. This was understandable as he was able to pretty much excel at all facets of the game. Skoll was nerfed fairly heavily in the last patch, and while we felt he was still a strong choice, the fact he had been nerfed saw his use drop a fair bit. We don't want to swing back and forth with hero changes, however we did feel there were a few areas where he could be improved. The most notable is the fact, unlike all other defenders in the game, Skoll was not really able to "defend" his allies until he reached level 2 and gained access to Bulwark. We believe this was one of the main reasons other defenders were chosen instead. Besides that change we brought his Soul harvest ability in line with most other defenders.
Simple wording update to reflect the changes to the Leech ability.
This patch signifies the official release of the wave 2 hero rules. Wave 2 heroes are now officially part of the game, and will be treated exactly like wave 1.
We took the opportunity to errata a few of the heroes before they were locked in for 3 months, so we listed them first, along with the changes.
With no RNG heroes making the cut from wave 1, it had been a long time since the RNG heroes had been heavily play tested. Once they were thrown in to the mix we felt that 10" range on their weapons was pretty strong, particularly in light of the fact that 3v3 is now a legitimate long term game mode.
Skye has been an interesting addition to the defender ranks, being a AGI based defender. We just wanted to tweak his kit slightly.
Simple change to his Cyber Repair ability to reflect the global change to Leech.
Removed a loop hole for her Soul Link.
With no RNG heroes making the cut from wave 1, it had been a long time since the RNG heroes had been heavily play tested. Once they were thrown in to the mix we felt that 10" range on their weapons was pretty strong, particularly in light of the fact that 3v3 is now a legitimate long term game mode.
One area of the game we have always been keen on expanding is Magical Artefacts. However before we look to introduce new artefacts we wanted to make sure the initial artefact deck was balanced and all were viable options in the game. In light of that we decided to buff two rarely used items.
A gnarled, wrinkled hand dragged across the earth, smudging the glowing rune that was carved in it moments before. Xyvera, squatting on her heels, mulled thoughtfully over the portents the rune communicated. Rune carving was a sub-conscious activity for her, a long forgotten art she had perfected over the centuries. For over a hundred years, the runes had enabled her to foresee many things, years before they would come to be. The message was not always obvious, and hours of meditation was often required to glean an accurate vision. Today’s one could take days to decipher, it was too important to get wrong, care was needed…indeed.
The silence was broken by a low moan, an incoherent gibber. Xyvera got to her feet, grabbed her staff, and walked deeper into the cavern where she currently resided, through a low archway into a small alcove. Lying on the floor, manacled to the wall, was a middle aged human male, bloodied and beaten. His torn shirt revealed strategically placed wounds, inflicted by a practiced torturer. It took some time for her to break him, however after Xyvera persisted with her gruesome techniques, he was only too willing to part with his deepest secrets. With a start, the man snapped into a sitting position and shuffled away from Xyvera, until his back pressed against the cavern’s stone wall. “Please…I have nothing more to tell you. Let me go, please!”
Xyvera slowly pulled a large knife from a scabbard concealed within the folds of her cloak, gestured towards the man with her other hand, and uttered a short incantation. The man immediately fell into a kind of trance, still conscious, however not present, gazing into the distance. Xyvera inserted the point of the blade into the side of the man’s face, and then drew it precisely down his jaw line until it got to the tip of his chin. The pain was too great, even for the spell he was under, and his face contorted into a grimace, before he howled in agony. Xyvera continued her gruesome task, flaying the human’s face from his skull, before lowering him to the cavern floor as he entered his final death throws.
The necromancer attached the flayed skin to her staff, a practice that enabled her to recover the victim’s memories in the coming months, as required. She closed her eyes, calmed herself, and let out a slow deep breath. Her mind was made up, it was time, the signs were crystal clear and there was no denying them. Xyvera would become one of the summoned and play a part in the great struggle of the age. Manipulating one of the demigod fools to summon her was the easy part, ending their folly and saving her people, well that was something entirely different. Without a look back, Xyvera walked from the cavern before setting course to the north west. She would seek a commune with the once mighty Doenrakkar, and with him plan her first journey to the plane of shadow.
The latest hero reveal for our Wave 2 Kickstarter is Xyvera, a female minotaur necromancer, of the Soulgazer class. For regular viewers of our weekly Twitch stream, you would have heard the Judgement game designers speak of how challenging it is to design and balance heroes, that are not straight up damage dealers. Damage in the game is a mathematical problem, and therefore can be run through simulators and like-for-like comparisons are pretty easy to do. However, for heroes that bring value in other areas, such as Bastian Oriel, it is not quite so simple to evaluate their worth or impact on the game.
One of the key design features of our game is that it does not have points values for models. Therefore, by definition, we are saying each hero is balanced with each other. We say that with some reservation, because that is not strictly true, and not something we lay down as the law. Combinations with other heroes, interactions with various maps, and the 3v3/5v5 game types, all have an impact on how strong a champion is. However, for the sake of this discussion, essentially we try to balance heroes with each other. Extra care must be taken when we start designing non damage dealing champions.
With Xyvera, we decided to push that boundary even further. She is completely different to anything else we have done so far, and she introduces some fantastic new mechanics that are sure to shake up the meta. Before going any further, here is her card!
A quick glance at her face card and you can see she is definitely not a combat orientated hero. In fact her stats, other than Soul Harvest, are un-inspiring, but that does not tell even a fraction of her story. The fact she is a minotaur grants her decent health and the race themed Regeneration (2). We can now launch into her 4 Active Abilities at level 1, amongst the highest in the game.
Blood for Blood means Xyvera is a healing bank, and when combined with her regeneration, a damn good one. To be able to heal another hero for 5 health, for the cost of a single action (and cutting herself), is powerful.
Corrupt Blood follows the same theme, with Xyvera cutting an ally, or herself, to damage an enemy. Once again, a very powerful ability in the right situation, no dice rolling and no chance of failure. If an enemy is down to 5 health and within 4" of a hero, in Xyvera's Warband, they are dead.
Unholy Harvest extends Xyvera's Soul harvesting range to a massive 10", when you consider the 2" base of the hero you are cutting.
Raise Dead can completely upset your opponent's plans, with the early return of a dead hero. If you have spare Fate and Xyvera is around, she can raise a dead friendly model, and they will not have the 2 action cap in the next turn. A really strong ability, and one we are very excited about.
At level 2, Xyvera unlocks Soul Link, which can make it extremely difficult to kill either of the heroes that are linked together, particularly if they have large base health values.
And finally at level 3, Diminish Will is perhaps one of the best de-buff innate abilities in the game. This ability will mess with the activation and effectiveness of many heroes.
Xyvera will play differently to any hero in the game, and will take some time to master. There are several really strong synergies she shares with heroes and we look forward to seeing what our players come up with.
We will be publishing a background story for her in the near future, which will provide more context around her abilities, look out for that in a future blog post. Until then, we will leave you with her awesome illustration by Shane L Cook.
Herein lies the very first clarification and errata document for Judgement. From the very beginning we socialised the fact Judgement would be a regularly "patched" game, in keeping with 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 January 2018.
A simple clarification around the proper use of tokens that a model is placed in base contact with, such as Shadow Orbs.
A model that is placed in base contact with a token must be placed so that the edge of the model's base is touching the edge of the token. The model's base is not allowed to be covering any part of the token.
The rules for being engaged or engaging were incorrectly omitted from the Core Rule Book.
A model is considered engaged when it is within the melee range and line of sight of an enemy model.
A model is considered to be engaging an enemy model when they have that enemy model within their melee range and line of sight.
There is no actual change to the rules for magic attacks in melee, however we felt it required further clarification. An easy way to remember this rule is that magic attacks in melee follow all the normal rules for standard melee attacks, except the hero cannot charge with the attack.
Some models possess magic attacks that are also melee attacks. Despite being a magic attack they can be used while engaged, however they cannot be used to charge. For all other cases they follow the rules for melee attacks. A model must use it's MAG stat for this kind of attack.
Questions have arisen about what happens when a model is pushed into a wall.
Models cannot be pushed over walls. If they come into contact with a wall during a push, they immediately stop.
Clarifications around a model making a RNG attack and receiving the aiming bonus.
A model that is placed during its activation, by any means, is not able to claim the aiming bonus in subsequent attacks.
We have had a few queries around whether you can re-roll a single dice using Saiyin's Augury, and then re-roll the entire dice pool using a Fate. The answer is no.
A dice that has been re-rolled, by any means, cannot be re-rolled again, by any means.
There has been some confusion with the Core Rule Book's assumption there was more than one Soul pit on a map.
On maps that have a single Soul pit, a Soul will spawn from that pit each turn, assuming there are not 2 or more un-bound Souls on the battle field already.
There have been a few questions around Thorgar's Enraged Slam ability, and the way it interacts with other rules, and heroes, in the game. Enraged Slam does operate outside the bounds of "normal" Judgement play, however we have always felt it was worth some pain to be able to have something as cool as 9' Minotaur gladiator rampaging across the battle field. This section is merely to clarify two things in particular.
Thorgar's Enraged Slam is not an advance. Therefore, parting blows are not triggered whenever Thorgar sets off on an Enraged Slam movement. Similarly, since it is not an advance, Thorgar can escape Doenrakkar's Stone Grasp ability. Any time an advance is specifically mentioned, it generally would not apply to Thorgar's Enraged Slam movement.
This clarifies the invisibility rule to make it more intuitive, preventing active abilities from targeting the model as well.
This model cannot be targeted by active abilities or RNG/MAG basic attacks from greater than 3" away.
Bastian has established himself as the pre-eminent Supporter in the game, and is a staple in many player's warbands. The combination of Heroic Ballad, Calming Waters and Prayer of Health make him the most Fate efficient hero in the game. We are very happy with Bastian's ability to support his allies. That was the design intention with him and he fulfils the role perfectly. Our main gripe with him was his combat prowess, particularly when you consider his 3" reach, was not be-fitting a supporting Lore Keeper. We also felt the Prayer of Health was simply too efficient in its original guise.
We felt a slight adjustment to Brok was required to bring him back to the field once he reached level 3.
We felt Kvarto's Telekinesis had too great a sphere of influence, particularly on 3v3 maps. We reduced its range and the distance it could place the enemy model. The 4" range also brings it in line with most other abilities of a similar nature.
Piper sits in a pretty good place, and he plays true to our original design goals. The intention of Enhance Self was to provide a combat buff for Piper, however often it is being used to turn Piper into a Soulgazer that is extremely difficult to hit in the following turn. Removing the Soul harvest buff returns the ability back to its intended use.
Once Piper reached level 2, we felt that Viper Venom was too easy to trigger. Changing it to (2S) also brought it in line with abilities used by other heroes. The wording of Duplicate Self was causing some confusion around whether the enemy's attack actually occurred. Therefore we clarified it to only ignore basic attacks and that it ignores the damage and combat manoeuvres resulting from the attack.
Just another cleanup exercise with Augury. We incorrectly omitted an end of activation expiry for Augury in the original card, so that has been included. It was also unclear whether Saiyin could use Augury the activation she cast it on herself, so that was included as well.
Skoll has been the centre of many a discussion around his power level in the game. Some players swear by him, whereas others struggle to find a place for him. Our main concern with Skoll centred around the fact he was good at too many things. He could pretty much compete in all facets of the game, and this is not a healthy place for any hero to be in. We also felt his damage was a tad too high for a Defender, particular when you consider he has the highest health value in the game at all levels.
With these changes, Skoll now sits as a solid health-tank hero that brings a lot of utility to the table, including substantial damage against low DEF or knocked down targets.
The Core Rule Book presents different rules for resolving when monsters have more than one hero in their melee range, depending on whether the monster moved or was pushed. We want to standardise the way this is handled moving forward, so we have changed the rule for when a monster is pushed.
Replace the paragraph on page 22 regarding when a monster is pushed with:
If the monster is pushed, placed or thrown (assuming it has a special rule preventing it from being knocked down because of being thrown) so that it is engaging a hero that was unengaged by the monster. If multiple heroes are engaged by the monster when it is about to attack, the closest will be attacked. If they are equidistant, then randomise.
Ashtooth is the most difficult monster to kill, and hits like a truck. We feel a single Fate and level is not a good enough reward for bringing the big man down.
We feel Inferno's Bounty should be somewhere in between Gloom's 1 Fate and Ashtooth's 2 Fate...
Heroes wielding two weapons are cool, and there are many iconic heroes throughout the fantasy genre that are legendary for it. Besides Skoll, we plan on having more heroes with the ability. In preparation we decided to add an entry for it in the Core Rule Book. Note that we have added in a rule that the 2nd attack now incurs a -1 attack dice pool penalty, just to smooth the power curve a bit.
Each time a model with dual wield resolves an attack action with “weapon”, it can immediately make a 2nd attack using the same weapon, against the same target, or another target enemy model. The 2nd attack incurs a -1 attack dice penalty.
Only the 1st attack of a charge receives the +2 attack dice pool bonus. Dual wield can only be triggered during a model’s activation, and cannot trigger another dual wield attack.
We have discovered a few inconsistencies with the way non-hero models are treated in the rules, such as models that are summoned. I.e. Zaron's Child models. We are making a slight change to the contesting and claiming of Shrines, to clean this area up.
Replace the 1st point of the "Controlling the Shrine" section on page 23 of the Core Rule Book with:
There are plans for more heroes that summon models in the future, this clarifies one of the finer points on how they operate.
When a summoned model kills an enemy hero, by any means, the hero that summoned the model harvests the enemy hero's Soul.
Below we provide complete clarifications on several points for the only summoned model currently in the game, "Zaron's Child".
Summoned models are not hero models. They are friendly models to the hero who summoned them, and their warband, but not heroes in their own right. Therefore anything in the rules that references a hero model, does not apply to summoned models.
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