All of these are underperforming and need some help
Cannon Roller
Attack cooldown: 2 > 1.8
Crystal Sentry
Attack cooldown: 1.5 > 1.4
Ghast
Attack cooldown: 3.3 > 3
Cooldown: 3.3 > 3
Rimargaal's Breath
Damage: 150 > 180
Spelldancer
Mana Freeze: 3 > 2
Stormy
HP: 175 > 200
This card has been nerfed by changes to the chain lightning, this should help bring it back to viability.
Vuk's Clutchcooker
Instant flamethrower after grappling hook
Stuns minions while they are being moved with Grappling Hook
Attempting to make Vuk less clunky to actually use.
Rebalance
Harbinger
Range 14 > 12
Speed 4 > 5
Damage 250 > 275
The highest health flyer is also the super high damage and the longest range flyer, and has knockback... This combination makes it a noob stomper and while it has been reasonably balanced we need to get it to a different place to try to reduce its impact on the lower skill levels of the ladder. This change makes him get closer to the enemy thereby exposing himself to more counterplay, and makes him get there faster, potentially outrunning his support.
Milloween
Arcane Golem - Can not hit flying
Arcane Golem - Range 8 > 4
Arcane Golem - Timer starts on death
Arcane Golem - No longer mythic
Basic Attack - Damage 9 > 10
Basic Attack - Gain an Arcane Charge for each spell you play (max 5)
Basic Attack - Each charge increases basic attack sparks by 1
Arcane Golem - Consume all Arcane Charges and gain 1 level for each
Arcane Golem - Damage bonus per charge 3 > 5
Arcane Golem - No longer gets bonuses when you play spells
Perk 1 Cooldown 30 > 25
Perk 3 - Arcane Golem gains 2 levels from each Spark (60 hp and 10 damage)
Perk 3 - Reduce cooldown of perks 1 and 2 by 5 secs
This borders on a complete redesign. This changes the Arcane Golem from the best ranged support to a tank that itself needs support. Also changes the dynamic of how it increases in power.
Volco
Swap Perks 1 and 2
His core deck building mechanic is his ability to give rage to minions, not having that available until halfway through a match somewhat disincentivizes people from deck building around it.
Nerfs
Apep
Attack cooldown 2 > 2.2
Caged Prowler
Releases after 16 > 20
Duration 24 > 30
HP 400 > 360
It's everywhere, and a very powerful value tool. This does effectively revert buffs it got in the past, but the game changed drastically since then.
Chain Lightning
6 jumps > 5 jumps
Still feels somewhat overtuned at 4 mana.
Crakgul Doomcleaver
Copies 3 > 2
Everyone will have seen this one coming. A single wild card isn't actually doing that well, so we aren't going all the way on this restriction.
Future Past
Mana 3 > 4
Future Present
Mana 8 > 10
Both the future cards are simply too good value generators and frankly probably too simple designs. This is something of a placeholder until we find time to do a better rework. They should still be playable for anyone who wants to have fun with this kind of deck.
Mordar
Tombstone delay 30 > 35
Giving people more of a window where Tombstone isn't around should allow for more opportunity to exploit Mordar's "all my perks are this based around this one thing" weakness.
Ritual of Servitude
Can no longer summon 7 mana minion cards
Can no longer summon 9 mana minion cards when triggered
8 mana minions are strong enough that it will likely still be playable activated. This frankly isn't an elegant solution, but something has to be done.
Rocket Scrat
Range 8 > 6
Less likely that it will get double jumps off, might not be enough to actually bring it under control, but it should be a good start.
Walking Blind Date
Alternates between 3 and 4 mana cards
This card has too few ways in which we can adjust the balance and frankly it has way too many use cases. Hopefully this brings it down to a reasonable level.
There is a major discrepancy between how Valorian performs in 1v1 and 2v2 this is trying to address that.
Arcane Bolt
Kill threshold: 400 > 450
Bazooka Scrat
HP 120 > 140
Bounce Berry Flingers
Attack Cooldown 2 > 1.9
Frozen
Duration 3 > 4
Most cards using the Frozen mechanic are underperforming, and at 3 seconds the mechanic seems a little underwhelming and uninteresting.
Idol of Sacrifice
Gains Haste instead of Rage
Gor'Rakk Gate
Elite Swarmer > Flightless Dragon
It is now less punishing in terms of health lost when you get this option and their offensive output is significantly higher, so this should result in a sizable buff. However, whether it’s actually easier to gain the needed value from playing the card remains to be seen.
Grasping Thorns
Damage 220 > 240
Korrrgoth
Seal Mana 5 > 4
Net Blaster
HP 120 > 140
S1ege Br3aker
HP 550 > 625
Spelldancer
Arcane Spheres 2 > 4
Mark an area and fire sparks 1 at a time at the area
Already underperforming while also being changed to align with the Arcane Barrage nerf.
REBALANCE
City Watch
Mana 5 > 6
Leggo count 0 > 1
Xbow Dude count 3 > 2
This card is still just too strong.
Magnetic Bombs
Moves faster over time, starts at 4 > 16 (hits max speed at opponent tower)
Damage 80 > 90
This is intended to both buff the card a little and make it more offensive. Moving slower in the beginning means they will be easier to kill when used defensively.
Toll of the Dead
Mana 6 > 5
Copies 3 > 1
Removing the wildcard option makes it less strong as a win condition where you have to stop multiple waves of multiple skeletons, so we feel it’s appropriate to bring it back to 5 mana where it is a strong ascension card.
Unholy Ground
Spawns 5 Skeletons over the duration
First Skeleton spawns immediately
Only Spawns skeletons when there is an enemy in the area
Also immobilize ground Minions
Duration 10 > 7
Accursed Ascension: +3 seconds, +3 skeletons
This card was never really used for its intended purpose of being a control tool, instead being used as a skeleton spawner.
NERFS
Arcane Barrage
Mark an area and fire sparks 1 at a time at the area.
Actually making the card do a barrage instead of a volley. Makes counterplay easier, also makes it less straightforward to get full value by reducing sniping potential generally.
Avea
No longer shields flyers
This does help with the Mana Chaser situation, but it's also a good change generally since artificially inflating flyer health has frequently been a problem.
Bannerman
No longer shields flyers
Guardian
No longer shields flyers
Chain Lightning
Jump Distance 7 > 5
Most played card in the game which is much easier to get full value out of than other spells, so we're upping the skill floor. We also don’t want to touch the mana or damage right now.
Dormant Defenders
Copies allowed 3 > 1
Jolo
Dodge chance lost per hit: 10% > 15%
Still able to serve his main function but less able to do so over any kind of long term. He’s both overperforming and played a lot.
Mana Chaser
Range 8 > 6
Scrat Tank
HP 650 > 600
FIXES
Fixed Flightless Dragons occasionally not gaining rage when behind on health.
Fixed units spawned from Blind Date occasionally trying to ascend to a higher plane of existence
Fixed ground melee minions affected by Net Blaster suddenly being able to attack flyers.
Fixed Bearvalanche bears running in the wrong direction.
Fixed R3KT perk 3 description stating the wrong damage.
Removed Slitherbind from Living Statue description.
Removed Mana Surge visuals where appropriate.
Fixed Mana Chaser's occasionally glowing.
Made Spelldancer’s barrage area indicator only appear when she would activate.
Forbidden Knowledge perk 2 now reduces the cost of 3 different 4-mana+ spells by 1 (instead of 2 by 2).
Valorian
Searing Light attacks 4 > 5
R3-KT
One Punch Blast changed:
It is now a line nuke dealing 300 total damage. Every unit killed reduces remaining total damage by the health they lost.
One Punch Blast: Deals True damage
One Punch Blast is hard to pull off. This allows him to kill a congo line of 20 scrats, never doing overkill damage, or help with clearing out a warrior, or a combination of the two. Making it so that it won't get blocked by a scrat or a shield should make the ability feel substantially more impactful.
Ravager
Terror Brutus health 2300 > 2500
Mordar
Tombstone changed:
Tombstone is no longer added to the deck but on a 25sec cooldown timer that starts when the Tombstone dies.
Tombstone activation delay: 15 > 10
When ready the Tombstone will resurrect the next unit that dies. This will no longer destroy the Tombstone but will instead restart the activation delay. Effectively putting the Tombstone on cooldown.
The Minion resurrected by Tombstone deals damage to Tombstone equal to half its max health. Resurrects with health equal to twice the amount of health lost by the Tombstone.
Tombstone health: 400 > 500
Lifetime: 40 > 60
Perk 3: Tombstone health becomes 1500. No longer adds a second Tombstone.
Stunning the Tombstone disables the Tombstone and restarts the activation delay.
Essentially this means Tombstone is now using its own health as a resource for resurrecting units and allows it to resurrect multiple times. The intent is to make it more interesting to build a deck around Tombstone by making deck building less restricted.
Milloween
Arcane Missiles changed:
Missiles now targets a random unit in the area and is homing towards the target. Still impacts first enemy unit encountered. Moves slightly slower.
Master damage 100% > 10%
This change should make Arcane Missiles significantly harder to misuse or miss with entirely, while also making it a little easier to counter.
Cowardly Imps
Attack Speed 4 > 3.5
Pincer of Dread
Damage 120 > 140
Rocket Scrat
Damage 100 > 90
Sanctum of the Cleansing Fire
CD 7 > 5
Duration 30 > 25
Giving it limited range completely killed the card, so we want to bring the power level back up to compensate.
Scrat Pack
Scrat Count: 4 > 5
Slitherbind
Cap 3 > none
Distribute Slitherbound to random Slither cards instead of all on the same card
Stormy
Attack Speed 4 > 3.5
Sun Burn
Removes Frozen and Slow from targets
More utility for a hybrid spell that's having a hard time finding it's niche.
Taloc the Vessel
Attack Speed 2 > 1.8
REBALANCE
King Puff
Knight Puffs health 50 > 2
Knight Puffs spawns with shields.
King Puff heard somewhere that his knights were supposed to have a shield, so he decided to give them one.
Crystal Sentry
Remove Mana Surge
AS 1.7 > 1.5
We want to put Sentry in the starter deck, but don't want to confuse new players with Mana Surge. Therefore we are introducing a new rule that male crystal elves do not have Mana Surge.
Fanriel
Remove Mana Surge
Damage 130 > 140
Male crystal elf that no longer has mana surge. Lets him lean more into his unique mechanic, makes him less of a threat when he sits and beats at enemy master tower.
Thelec
Remove Mana Surge
AS 1.3 > 1.1
Damage 55 > 50
Male crystal elf that no longer has mana surge. Increased damage output when below 6 mana, reduced when above. Let him be more useful as a reactive play and get more value right away, which is useful for a 10 drop to be viable.
Puff
No longer dies when defeated.
This is specifically to preempt shenanigans with the new Tombstone design.
Walking Blind Date
Now Transforms instead of dying.
This is specifically to preempt shenanigans with the new Tombstone design.
NERFS
Apep
Perk 3 cooldown: 28 > 33
Base Attack damage: 40 > 30
A.I.M Bot
Damage: 45 > 40
Bearvalanche
Damage: 160 > 140
Blue Golem
Attack Cooldown: 2 > 2.2
Caber Tosser
Caber Damage: 200 > 150
Colossus
Damage: 275 > 250
Crystal Construct
No longer has Mana Surge
Dormant Defenders
No longer has Mana Surge
Drone Walker
Damage 45 > 40
Guardian
No longer has Mana Surge
Living Statue
Health: 1000 > 900
Rammer
Damage 180 > 160
Red Golem
Attack Cooldown: 2 > 2.2
Vulture Prime A83
Attack Speed 0.9 > 1.0
S.T.INT
Attack Speed 1.1 > 1.2
S.T.INT is already everywhere, and the game field changes are going to make it stronger compared to other 2-drops, as well as making the ability more useful.
Troubadour
Health: 1500 > 1400
FIXES
Fixed yet another interaction between Apep, Simulacrum and Ability cards.
Using /cd or /sd while in deck collection view no longer crashes the game.
Frozen now correctly lasts 3 seconds. It's possible that this amounts to a nerf that is too big for what is warranted, we will be keeping an eye on Frozen.
Fixed A'Zog's description.
Fixed Lash of Ah'Mun's description to correctly state master damage.
We are excited to announce that Minion Masters 2.0 will be released this year!
Some of you may remember we posted about 2.0 some time ago and now we are ready to share more details. We have found a great partner to help fully realize it to meet your expectations. It includes many things as well as new content, but also a huge code and UI rework that will make the game run much more solid and makes it easier to develop updates in the future.
Our team has been hard at work to bring you this upgraded version of the game, and we're thrilled to share that it will be released this year.
That’s not all, as we would like to make a shout-out to our new partner Netflix who is helping us bring you 2.0. Furthermore, also a new special version of Minion Masters to Android & iOS, without ads or in-app purchases, that can cross-play with PC and requires a Netflix subscription to play.
So our Minion Masters family, meta and matchmaking, has good chances of growing and evolving a lot this year.
Here is how it will work: the mobile version of the game will support cross-play, but cross-progression will not be available. This means that your progress won't be shared between platforms, but you will still be able to play with and against mobile players, opening up opportunities to make new friends and rivals with improved matchmaking and meta evolution.
Lastly, we'd like to express our gratitude to all the testers who participated in the previous mobile version of Minion Masters. We'll be disabling the mobile server soon to make way for the new version, which we're excited to release later this year. Thank you for your support, and we can't wait for you to experience the improved Minion Masters 2.0!
We’ll start sharing more information about the 2.0 version and its content very soon, so stay tuned!
Perk 1: Add a random free 2 mana card to your deck > Add a random free one-use 2 mana card to the top of your deck every 25 sec.
Perk 3: Add a random free 4 mana card to your deck > Add a random free one-use 4 mana card to the top of your deck every 25 sec.
Basic Attack Damage: 30 > 40
Basic Attack Max Targets: 1 > 2
Basic Attack Speed: 2.5 > 2
Basic Attack no longer gets a speed bonus from having 5+ mana cards in hand.
The main reason for doing this is to allow deck building with Apep that doesn’t focus so heavily on trying to get as much as possible out of the free cards by building very cheap decks. It also allows us to normalize the outcomes of the perks by changing which card you get every time. Because of system limitations the card isn’t truly random, but pseudo-random.
Diona
Perk 1: Add a trap card to your deck > Add a trap card to the top of your deck every 25 sec.
Perk 3: Add a trap card to your deck > Add a trap card to the top of your deck every 25 sec.
Bear Traps no longer have Stealth (remains untargetable).
The deck building incentives for making cheap decks are less pronounced with Diona than with Apep, but we still don’t think it’s healthy for masters to so directly incentivize a specific type of deckbuilding in this way.
King Puff
When Royal Gifts is triggered, place only one gift in a random unoccupied lane.
Perk 2: Cooldown 45 > 22
Increase pick-up range of puffs slightly.
Mainly intended as a quality of life improvement.
Annihilator
Attack Speed: 2.1 > 2.3
AoE radius: 3 > 4
Feng the Wanderer
Mana cost: 6 > 5
Health: 400 > 325
Flightless Dragons
No longer has Voidborne Wound
If you have less health than your opponent, gain Rage.
Netherstep
Invoke > Invoke twice
Jump distance: 10 > 6
More outright value and changing the use case. This reduction in distance makes it much harder to use the card to bypass a fight, meaning it retains mostly the use cases of repositioning within a fight or dodging spells. Ideally we want people to be more aggressive in using this card.
R4Z:0R Squadron
Now has Piloted. Mechanically unchanged.
Rock Rivals
Mana: 6 > 4
Summon a Living Statue with every play.
Living Statue no longer has haste.
Overall meant to be a nerf, but also fundamentally changing the use case for the card. We feel this is significantly more interesting than taking a risk one time to get a cheaper version of another card, specifically since the card is always the same and knowable in advance.
NERFS
Miloween
Arcane Golem gains Mythic.
Bearvalanche
Damage 180 > 160
City Watch
Legionnaires summoned on play: 1 > 0
Crossbow Dudes summoned on play: 2 > 3
Idol of Sacrifice
No longer gains Haste.
Jing and Xiao Long
Phase Cooldown: 2 > 2.5 sec
Stun Lancers
No longer has Slitherbind
Spawn of Fury
Changes base values rather than working as a multiplier.
This affects mainly the interaction with other sources for changes in health and damage, ie. buffs. Specifically this is a nerf to those interactions.
Spirit
Max health gained: 400 > 350
Tantrum Throwers
Now summoned in a horizontal line.
FIXES
Fixed King Puff getting the same spell every time he picks up the spell gift puff.
Fixed Ritual of Servitude not summoning 6-mana cards.
Finally Fixed the Mechapep visual glitch.
Fixed Frozen Aura description.
Fixed Bearvalanche master damage.
Fixed Bearvalanche animation occasionally being reversed.
Stopped Incubus from using netherstep while frozen.
Stopped Caber Tosser from throwing the log while frozen.
Attempted another fix of the Border Patrol trigger indicator.
Fixed Netherstep and Combustion being able to invoke ability cards.
Removed the indicator for more wildcards being available on card promotion.
Fixed Perk Timers malfunctioning in speed adjusted replays.
Removed Crystal Sentry flavor text to make the actual description not get super tiny in formatting.
Fixed Magnetic Bombs description not mentioning reduced damage against masters
Fixed Frost Shock relic affecting the wrong units.
Removed Combustion from High Five bucket.
Fixed Rimargaal perk description.
Updated Buckets and Relics availability for masters in older adventures to match the most recent versions.
Gains two Arcane Spheres when awakened. (the projectiles from Arcane Ring spell, dealing 30 damage each)
Lash of Ah’Mun
Can no longer be damaged.
This makes it so that ranged units no longer stop to attack it, and instead walk out of its attack range, making it slightly harder to use correctly. However since this change removes most forms of counterplay it should still handily serve as the buff it’s intended to be.
Morgrul the Swarmer King
Health: 250 -> 300
T.A.A.S
Summoned with 2 Gn4t escorts.
We want the building itself to be more interesting and worth playing, instead of it just being used to gain access to H3LL-F1R3. While T.A.A.S did need a buff, this might be enough that we end up nerfing it in the future, in which case we’ll likely take some power out of H3LL-F1R3.
Taloc the Vessel
Health: 200 -> 250
Taloc is still very hard to use and gain value. His dps and utility value is clearly there, so increasing his health is a way to make it more likely that he gets to do his thing.
Zeppelin Bomber
Health: 70 -> 85
REBALANCE
City Watch
Trigger changed to Empyrean Army.
This moves the card into a completely different archetype, one that is hopefully less well suited to the cycle play style where the card has been so prevalent. We will be keeping a close eye on this!
Kurrnath Crystalback
Mana: 5 -> 4
Health: 400 -> 300
Zap range: 18 -> 16
Last time Kurrnath was at 4 mana he was completely dominant in the meta, however at that time his zap had global range. Since that is no longer the case, and with the reduction in health, we’re hoping this is a better spot for him.
Netherstep
No longer has Voidborne Wound
Now invokes on play.
About the same amount of total value, more tooled to a proactive play style.
Rimargaal's Breath
Duration: 3 -> 5
Damage gets more spread out, however the spell freezes, so if played correctly most units will still take the full damage. The spell is now better for area control, and will be more easy to use for the freeze effect.
NERFS
Coax, the Diplomancer
Health 350 -> 300
Removed Accursed Ascension.
We’re stripping Coax down to the core of what we think the unit needs to be. We may have to buff him in the future if this turns out to be too much.
Daggerfall
Removed Slitherbind
Sanctum of the Cleansing Fire
No longer starts activated
Vulture Prime A83
Removed Tech Trigger
Wall
Health 400 -> 325
FIXES
Fixed a longstanding issue where players could enter a state which would prevent them from triggering ruby reimbursement when claiming the All Masters DLC. This both clears the state for everyone who was in it, and triggers reimbursement for everyone who has missed getting reimbursement.
Fixed Legionnaire’s health bar height.
Made Leiliel stop returning damage while stunned or frozen.
Stopped A’Zog from using Shadow Dash when frozen
Stopped Cheese Date Scrats from trying to ascend to a higher plane of existence
Fixed several issues with the Frozen ice cube effect being the wrong size
Fixed several issues with rim lighting misbehaving when multiple sources of rim light would interact with each other.
Fixed Rimargaal’s interaction with Morellia’s Book of the Dead.
Stopped Hypnotized Prowlers from jumping at friendly master towers.
Fixed the visual trigger effect on the Slithering Summons card.
Fixed Simulacrum becoming an Arcane Golem factory in Milloween mirror matches.
Fixed Simulacrum’s interaction with ability cards.
Fixed Broll’s first perk applying discounts incorrectly.
Fixed Snap Freeze description to correctly indicate minions rather than units.
Fixed a bug that made Combustion deal True Damage to enemies.
Rampant Growth
On draw, plant 1 > 2 Growthburst Shrooms
Snap Freeze
Damage 0 > 25
Bladestar
Damage 110 > 120
Glenn's Brew
Healing 100 > 150
Fixed an issue where Glenn’s Brew only heals half the amount it was supposed to according to its description (was healing 100, description says 200).
Rimargaal, Scourge of the Summit
Attack Speed 8 > 7
Poison Strike
Poison Duration 6,5 > 8
Sapphire Pebble
Dam 50 > 60
Korrrgoth, Tyrant of Gor'Rakk
Now deals damage on throwing the hammer as well (same radius/damage as when he yanks the hammer back).
No longer deals damage only in the impact area.
Developer note: This change makes Korrrgoth’s attack much more reliable and is more likely to hit on initial attack.
REBALANCE
Dragon Nest
Mana 6 > 3
Reworked: Now spawns with 3 eggs: Hatch an egg whenever you cast a spell to summon a Flightless Dragon. Summon a Dragon Whelp instead if the spell cost 5+ mana
Developer note: Dragon Nest has been extremely hard to balance because its value has been incredibly hard to control. This change effectively caps the amount of value you can gain from it.
NERFS
Commander Azali
Max shields per Bridge captured 10 > 7
Swarmer Totem
Duration 40 > 30
Production 5 > 6
Amount 3 > 4
Developer note: Swarmer Totem has increased in popularity and added to the issue of swarming feeling too oppressive. This change causes Swarmer Totem to spawn less frequently, and over a shorter period of time.
Crossbow Guild
HP 350 > 300
King Puff
Birthday Cooldown 45 > 48
Skeleton Horde
Count 9 > 8
Cannon Roller
Dam 120 > 100
Vulture Prime
Attack Speed 0.8 > 0.9
Whirly Scrat
Damage 55 > 50
Health 350 > 325
Developer note: Whirly Scrat is incredibly versatile. With this change, he becomes a little less so without hurting his potential to deal with swarm.
Musketeer
Dam 65 > 55
Developer note: Musketeer is incredibly strong in addition to its ability to counter slow-hitting minions. With this change, Musketeer needs a little help to quickly dispatch.
Call To Arms
2 Crossbow Dudes > 1 Crossbow Dude
FIXES
Improved Ability card descriptions.
Fixed an issue where Bladestar would do no damage after hitting arena walls.
Fixed Bladestar getting stuck inside minions.
Fixed Spawn of Fury vfx breaking when the effect was interrupted by Black Hole.
Fixed More Dakka’s counter to correctly only count Ratbo’s own units.
Fixed Zipp’s Zappinator’s powerup vfx breaking with spirit.
Fixed Zipp’s Zappinator’s More Zap interaction with stun.
Fixed Illusory Cleaver triggering Voidborne Wound for the opponent(again TT).
Fixed Gax’s egg not displaying an ice cube when frozen.
Fixed Frozen ice cube effect to correctly scale with minion size.
Fixed Frozen breaking the rim light from Rage and Giant Growth.
Fixed Rimargaal not freezing the last minion played during Permafrost.
Fixed an interaction between Rimargaal and Book of the Dead which allowed Rimargaal to be played without completing Permafrost.
Fixed Frost Bearer’s Frost Field not lingering after his death.
Fixed Boom Buggy attacking while frozen.
Fixed Shock Rock Rock relic description to correctly indicate Shock Rock’s effects.
Fixed Army of Anger relic description to correctly indicate Spawn of Fury’s effects.
Fixed Healing Spirits relic description to correctly indicate Spirit’s effects.
Fixed Blastmancer performing Soul Detonate while stunned.
Fixed an interaction with Cursebearer and Ghost that could allow Ghost to control a unit which incorrectly had its Curse removed.
Fixed a deckbuilding flow issue when entering the Mayhem menu by clicking on the event in the event carousel.
Fixed Scrat Tank boss getting turrets and mines in incorrect locations.
Fixed Glenn’s Brew healing being reduced by frozen.
Fixed Glenn’s Brew not extending the duration of pre-existing frozen effects.
Fixed an issue where retrying in Mayhem would not correctly remove rubies in the client.
Join the Rift Order and close the Rifts that started appearing all around the world in this new Online Co-op game that combines the controls and skills of a MOBA with the social aspects of an MMO and the character growth of an ARPG.
SPECIAL CONTEST
We are organizing a special contest! Complete all the Prologue Missions this season and try to win a Steam Gift Card! Here are the prizes:
- One (1) $50 Steam Gift Card - Five (5) $10 Steam Gift Card
PROLOGUE MISSIONS
Here are the Prologue Missions for this Season:
Log in during the Season: 10PP
Add 5 friends to your friend list: 20PP
Win the 1st World Map Mission: 20PP
Get a character to Rank 5 20PP
Defeat a Netherlord Broodmother: 30PP
Win the 5th World Map Mission: 30PP
Collaborate together to gather 1,000,000 shards during missions and earn yourself an additional 30 Prologue Points! (it seems hard, but we know you can do it). You can follow the progression on our website: {LINK REMOVED}https://bit.ly/3Dy1o5R
The Winners will be randomly chosen among the ones who completed all the missions. Make sure to add your exact same Discord Username in-game, so we can reach out to you if you win.
REPORT A BUG
You can report a bug by clicking on the button located in the game lobby. Please don’t hesitate to send a bug report when you have an issue.
STREAMING
Please consider streaming while playing here on Discord. Developers and other members may join and hang out with you, it's fun! **We now have the “Project F4E” property available on Twitch.**
QUESTIONS & TUTORIAL
A FAQ and a Tutorial are available on our Discord Server. Consider joining it if you want more information about the game: http://www.discord.gg/projectf4e
Patch 1.40 is out, and the new DLC: Torment will be live tomorrow. You’ll find the information about the update below. But that’s not all!
For the very first time, we are launching BetaDwarf’s “Month of Fun”! This is a month-long event series across all our games packed with ultra-sweet bonuses, epic rewards, and more freebies than you can throw a Scrat at! Click here to see the program & schedule!
The first week will be dedicated to Minion Masters and the release of the new DLC, “Torment”!
The DLC will be free for a limited time upon its release.
25% Discount on all the premium Upgrades & All Masters
We’ll give away Dwarf Packs here
You’ll also be able to win a DLC key, BIG Dwarf Packs, or MEGA Dwarf Packs, and even a BetaDwarf T-shirt by participating in our “Pixel Master contest” during the week! Join the Minion Masters Discord Server so you don't miss the contest announcement.
A +300% value bundle that unleashes fire and fury on your enemies, including the legendary Crakgul Doomcleaver! It also gives you a headstart on this month’s Season Pass. This DLC is free for one week only, so grab it now! (link)
This Patch brings a big update to the Mayhem mode! We've added new Mayhems and a bunch of feature upgrades!
6 new Mayhems will be added. Here are just a few examples:
Masters of Misadventure: Start your Mayhem run by drafting among 3 random Masters out of the Adventure Masters pool.
Relics of Old: Start your Mayhem run by drafting among 3 Adventure Relics. Twice!
Faction Wars: Get a +20% mana bonus if your ENTIRE deck is of the same faction.
And MORE! Look out for Boss Battle, Holograms, and JINXED!
We’re also adding two new cards: a frightful Tyrant and…some Cowardly Imps 👀