Today we’re kicking off the Open Beta for the Mystic 1.3 Update. As previously indicated, the focus of this Update will be on addressing the Balance Feedback we’ve received that we feel shouldn’t be left too long. These Balance changes come alongside more Bug Fixes and other adjustments that we make along the way.
The two major subjects we’re looking at are the recent Rank Updates and the Eldritch Sovereigns. The update today includes several changes to City Structures & Society Traits to address the speed at which High Rank Units can be obtained. For Eldritch Sovereigns we have identified some areas where things should be tweaked, but we welcome you to let us know what your pain points are.
You can find the Open Beta branch by right-clicking on the game from the library page and selecting "Properties". Among the available tabs will be the "Betas" tab. The Open Beta should be listed in the dropdown menu under "Select the beta you would like to opt into:"
Game Version: 1.007.004.95446
Unit Rank Updates
Structures
Smiths Guild
Reduced additional starting Ranks from 2 to 1
Now grants additional starting Ranks to Tier 1, 2 and 3 Units
Wizard Tower Level 1
Now grants +1 Rank to Tier 1 Magic Origin units
Wizard Tower Level 2
Now affects Tier 1 and Tier 2 Magic Origin units
Wizard Tower Level 3
Now affects Tier 1, 2 and 3 Magic Origin units
Tome Content
Tome of Cleansing Flame
Special Province Improvement “Pyreshrine”
No longer grants +1 Rank to all produced units
Now grants Faithful to non-faithful units
Increased Base Gold Income from +10 to +15
Tome of the Dreadnought
Special Province Improvement “War Foundry”
Now grants +2 Ranks to Constructs only instead of +1 to produced unit
Tome of Exaltation
World Map Spell “Ascended Warriors”
Decreased Mana Cost from 240 to 200
Increased Casting Point cost from 240 to 400
Society Traits
Chosen Uniters
No longer grants +1 Rank to racial Polearms and Shield units. Now grants +1 Rank to units recruited from Rally of the Lieges
No longer mutually exclusive with Ritual Cannibals, Ruthless Raiders and Merciless Slavers
Devotees of Good
No longer grants +1 Rank to racial Polearms and Shield units. Now grants +1 Rank to all units while at max good alignment.
No longer grants 10 Stability per level of Good Alignment. Now grants +15 Gold per level of good alignment instead.
Relentless Crusaders
No longer mutually exclusive with Ritual Cannibals, Ruthless Raiders and Merciless Slavers
Ritualist Cannibals
No longer mutually exclusive with Chosen Uniters and Relentless Crusaders
Ruthless Raiders
No longer mutually exclusive with Chosen Uniters and Relentless Crusaders
Chosen Destroyers
Now mutually exclusive with Keepers of Knowledge
Merciless Slavers
No longer mutually exclusive with Chosen Uniters and Relentless Crusaders
Fabled Hunters
No longer grants +1 Rank to racial Ranged and Skirmisher units
Units gain +5 strategic map regen at all times
Perfectionist Artisans
No longer reduces City Cap by 1
Runesmiths
No longer grants +1 rank to racial Polearms and Shield units
Increased research cost discount for Unit Enchantments from 30% to 40%
Keepers of Knowledge
Now mutually exclusive with Chosen Destroyers and Scions of Evil
Powerful Evokers
No longer grants +1 Rank to racial Battle Mage and Support units
Damage Combat spells deal +10% more damage
Scions of Evil
No longer grants +1 Rank to racial Shock and Shield units.
Now mutually exclusive with Keepers of Knowledge
Added Alignment icon in the Description to make it clearer what kind of alignment the rank effect needs.
Mystic Attunement - Quick Casting can no longer be done multiple times on the same Spell.
Link effects like Enchain Mind and Limited Seal now have a priority equal to the unit using it. Since a unit can only have one link active at a time, a higher prio means that higher tier units can remove link effects from lower tier units but not the other way around. So the Progenitor Golem (Tier 5) using its Limited Seal on a unit means that the Umbral Mistress (Tier 4) cannot use its Enchain Mind on that unit.
Alignment waning has been changed so it will only wane upwards towards your starting alignment when below that amount, instead of always waning upwards towards 10 alignment.
Added name variations for each Eldritch Relic damage channel infusion in the item forge. So a relic with fire damage now has the Fire Spike ability instead of the generic Mind Spike ability.
Removed Eldritch Relics from being included in the pools for generated Rewards.
The Pantheon Enabled settings in advanced setup have now been split up into three different settings:
Enable Ascension Traits
Enable Ascended Transformations and Skills
Enable recruiting Pantheon Rulers as Heroes (disabled in multiplayer)
Regardless of these settings, you can now always ascend your ruler at the end of the game.
Arcalot
Added a Custom Tooltip to explain the relation changes between Serena & the Covenant
Added additional clarification that entering the Dreamroot Oak does not require the army to stand on the Province Centre.
The Fallen Bastion event in the Castle Ruins ancient wonder in the Umbral Abyss has an option to pay mana without explaining that it would remove the Rampant Umbral Taint combat enchantment, this has now been added to the button’s tooltip.
Umbral Dwellings now more frequently ask to declare war on other Rulers during demand events. Before this was a very low chance of happening if there were Free Cities available, now it’s about 50/50 if both a valid Free City and Ruler can be found.
The Umbral Thralls race now has 1 less Society Trait randomized each playthrough, as their innate “Umbral Thrall” Society Trait takes 1 of their spots. Before this change they had 3 society traits which normally isn’t allowed.
World Map Spell “Pall of Gloom” - Can no longer terraform Uninhabitable Provinces into Gloom Terrain.
Combat Spell “Umbral Exile” - Any Independent Units exiled to the Umbral Abyss will now die instead of being moved to the Umbral Abyss.
Unit “Abductor” - No longer able to Abduct invulnerable Units
Duration pins for all outpost operations are now enabled and visible for everyone, so anyone can notice that an upgrade is being built and how long it will take to complete without having to select the outpost.
Art
Units & Transformations
Fixed an issue where Serena would become super buff when riding a Warhound
Fixed an issue where Toadkin Skeletons had Hooved Legs
Fixed an issue where the Bow was positioned too far from the Hero’s back while mounted.
Fixed an issue where Lizardkin Eyes would show in front of the Masks of Primal Animist & Primal Ancestral Wardens
Fixed an issue where Bone Dragons did not fit properly in the Event Scene during “A Lease on Unlife”
Fixed an issue where the Wings from Demonkin would penetrate Unit Torso’s
Fixed several inconsistencies between Gloomstrider & Frostling Transformation
Fixed an issue where the “Reveler’s Heart” Minor Transformation did not replace the legs while using the Archmage Attire
Animations & PFX
Fixed an issue where the Brand PFX would appear inside the Unit Model during Combat
Fixed an issue where the Enchantment PFX on the Animist Staff would be offset
Fixed an issue where Unit Models would stretch incorrectly while using the “Pull” Ability at 4x Animation Speed
Fixed an issue where the Rider would also perform a Attack Animation when using the Spider Mount “Web” Ability
Combat
Fixed a crash that could occur when using Boon Stealing on repeating attacks
Fixed an issue where Units would sometimes miss New Turn Events resulting in various issues such as failed removal of timed effects.
Free Cities/PvE Diplomacy
Fixed an issue where a war with a Free City could end when that city increased in tier.
Happenings
The Presence Of property icons on the Scourge units now have the correct icon in the style of properties, rather than the combat enchantment icon.
Fixed an issue where Major Happening foreshadowing events would sometimes not appear.
Interface
Fixed a crash when opening a quest for which the city quest giver was razed
Text & Descriptions
Fixed an issue where the Healing Spire skill from Tome of Sanctuary would say it would place 12 towers.
Fixed an issue where Confessed and Condemned combat enchantment in event tooltips for Secret Temple ancient wonder events showed up wrongly as the Condemning Surge combat enchantment.
Controller
Fixed an issue where entering Tooltips would reset listboxes to their currently selected location.
Item Forge
Fixed an issue where the Awaken Flora ability on Item Forge Staffs were used as the default selected ability, causing accidental activation of the ability when trying to move into flora terrain.
Spells
Fixed an issue where AoE World Spells would not be correctly blocked by Spell Jammers
Story Realms
Grexolis
Fixed an issue where the third introduction event would not appear if Order was the highest Affinity.
Umbral Abyss
Fixed an issue where, if you opened a different interface while having the War Confirmation screen through an event, you could exit the event prematurely with no effects. This primarily could happen during Umbral Dwelling demand events
The fix was to remove the confirmation screen, now instead you’ll see the consequences of declaring war in the event button tooltip. Clicking the button immediately declares war
Fixed an issue where Umbral Demons were wrongly immune to Poison.
Units
Fixed an issue where Pyre Templar units with Aspect of the Root enchantment had their main ability shifted around.
Fixed an issue where Golems and Undead Units did not have Heartless
Bone Dragons & Reapers are now always considered Magic Origin
World Map
Fixed an issue where Uninhabitable Mountain provinces in Land maps sometimes contained forests in their center hex, which allowed Free cities to annex them. Which should not be possible.
With update 9.00.0, we are adding a highly requested, brand-new game mode for Clans, as well as introducing some fixes. See the full breakdown below!
Siege
On Thursday, July 11, we’re launching the first Siege! It is a new game mode where Clans defend their own Clan Fortress while simultaneously attacking one owned by another Clan. The Clan that destroys their enemy’s Stronghold and earns the most Victory Medals will be declared the winner.
There are four Siege Phases: Prep, Matchmaking, Battle, and Results Calculation. The Prep Phase for a Siege will always last for about 12 days, with this first one starting on July 11. During this Phase, the main focus of your Clan is to upgrade any buildings in your Clan Fortress, set Defense Teams in them, and then set the particular Bonuses and Conditions that will apply across the Clan Fortress.
There are 5 kinds of buildings in the Clan Fortress: the Stronghold, Posts, Mana Shrines, Magic Towers, and Defense Towers, each with their own specific features. Every Clan Fortress has the same layout and number of buildings. All Clans start their first Siege with their Clan Fortress in the same condition.
After the Prep Phase ends, the Matchmaking Phase will begin. It will last less than a day, and it’s where your Clan’s opponent will be chosen.
To take part in Matchmaking, your Clan must meet the following requirements:
At least 15 of your Clan’s Members must have reached level 45
Your Clan must have earned at least 50 Clan Activity Stars during the 7 days before the start of the Matchmaking Phase
Your Clan must have set at least 15 Defense Teams in the Clan Fortress during the Prep Phase
During your Clan’s first Siege, the game will distribute the Clan into a Siege Tier in accordance with their performance in the last 4 CvC Tournaments. Starting from the 2nd Siege, the game will match Clans depending on the number of Victory Points they have earned from Sieges. Victory Points are given for each victory (either ATK or DEF) a Clan member earns during a Siege. A Clan’s Siege Tier determines how many Victory Points Clan Members earn during a Siege from winning battles, defending buildings and so on. It will also determine the rewards your Clan will receive for winning a Siege.
Once the opponent is found, the Battle Phase will begin, and will last 2 days. During this Phase, you will attack enemy Defense Teams in enemy buildings and observe attacks on your Clan Fortress from your opponent.
The winner will be determined during the Results Calculation Phase. To win a Siege, the Clan must complete 2 objectives:
Destroy the enemy’s Stronghold
Earn more Victory Medals than the enemy Clan. Victory Medals are given for destroying enemy buildings, or if any of your Clan’s buildings remain undestroyed at the end of the Battle Phase
If at least one of these conditions is not met, a Clan cannot be declared the winner. If neither Clan is able to achieve these 2 objectives, the Siege is declared a loss for both Clans.
If the Clan has met the victory conditions, then each Clan Member who achieves at least 1 battle victory during the Siege will receive a Victory Chest. The contents of the Victory Chest depends on what Siege Tier the Clan is currently in, but it will always contain at least one Fragment of a fearsome new Legendary Champion - Authoratrix Lamasu. You can also receive Milestone Rewards as your Clan collects Victory Medals.
And that’s just a brief overview of Siege! For more details, check the guide which can be accessed via the Info button in your Clan’s Fortress window.
Improvements and battle fixes
Fixed a bug that caused [Poison Cloud] buffs to be affected by the Increase Buff Duration effect.
Fixed a bug that caused Fyr-gun Isbeil’s Explosive Phoenix P skill to not activate if an enemy died from a Bomb debuff placed and detonated by Isbeil’s Fyrshot skill.
Fixed a bug that caused a Champion wearing the Guardian Artifact Set to absorb 10% of the damage their allies received from Poison and HP Burn debuffs.
Fixed a bug that caused battles against Akumori the Phantom Shogun on Auto to end with an error when Skytouched Shaman’s Bloodstain Ritual P skill activated.
Fixed a visual bug on iOS that caused the “Bronze”, “Silver”, and “Gold” text to not appear at the top of the Clan League Info window.
Fixed a visual bug that caused the Clan Insignia window to not display correctly.
Fixed a visual bug that caused visual effects from the Tournaments, Events, and offer icons to briefly appear in the Sparring Pit when opened.
Fixed a visual bug that caused the backgrounds of the Awakening tab in the Altar of Souls and the Champions window to be displayed incorrectly, if the Awakening tab was opened immediately after opening the Soulstone Summon tab.
Fixed a bug that caused scrolling issues in the Faction Guardians tab of the Guardian Ring and Mystic Hand to not appear in the list of available Dark Elf Faction Guardians, even when present in a player’s Collection.
Fixed a bug that caused the ‘[Player name] left this Clan’ message to appear in the Clan Chat if a player’s application to join was rejected.
Fixed incorrect number formats and roundings in the Shop.
Fixed a bug that caused additional damage dealt by the Slayer Artifact Set to be capped at 10% of the target’s MAX HP, even if the wearer’s skill did not deal damage based on the target’s MAX HP.
Today, we delve into the myriad dangers our crew faces on the lunar surface. Life on the Moon is fraught with perils, from mechanical failures to psychological stresses, and each day presents new challenges for survival. In this entry, we will explore the most significant threats that endanger our lunar base and its inhabitants. Understanding these dangers is crucial for developing strategies to overcome them and ensuring the safety and success of our mission. Read on to discover the harsh realities of living and working on the Moon.
Diseases: Earthly and Extraterrestrial
The closed environment of the lunar base is a breeding ground for diseases. Regular illnesses, like the common cold or flu, can spread rapidly among the crew due to the confined living quarters. More concerning, however, are the mysterious extraterrestrial illnesses that have begun to appear. These diseases, with unknown origins and symptoms, present a significant challenge to our medical teams, requiring quick isolation and treatment of affected crew members.
Unit and Robot Malfunctions
After solar storm, life on the Moon is filled with peril, and one of the most persistent dangers our crew faces is the malfunctioning of units and robots. These machines are vital for the daily operations of the lunar base, from mining resources to constructing habitats. However, the harsh lunar environment and constant wear and tear lead to frequent breakdowns. When a mining unit or repair robot goes offline, it can halt essential operations and endanger the lives of our crew, forcing them to perform dangerous manual repairs.
Rogue Automated Turrets
Originally designed to protect our bases from meteor showers, automated turrets have become a new threat. Due to a malfunction in their targeting systems, these turrets now mistakenly identify friendly convoys as threats. This has led to several near-catastrophic incidents where supply convoys were attacked. The crew must now carefully navigate these defensive systems, often destroying them, which leaves the base vulnerable to actual meteor impacts.
Work-related Injuries
The Moon's low gravity and unforgiving terrain contribute to a high rate of work-related injuries. Crew members frequently suffer from lost limbs, fractures, abrasions, bleeding, and burns. Each injury not only impacts the physical well-being of the individual but also strains the already limited medical resources. Safety protocols are continually updated, but the unpredictable nature of lunar work means accidents are a constant threat.
Mental Health Issues
Isolation and stress take a heavy toll on the mental health of our crew. Prolonged confinement and the constant pressure to survive have led to various psychological issues. Instances of crew members attacking others, self-harm, arson, sabotage, and even attempts to escape into the vacuum of space have been recorded. Addressing these mental health crises is critical, with regular counseling and mental health support being a top priority.
System Failures and Structural Damage
Our lunar base is not immune to structural damage and system failures. Critical systems on our spider-like rovers often break down, leaving parts of the base without power or air supply. Buildings suffer from micro-meteorite impacts and the constant abrasive lunar dust, which wears down seals and joints. Continuous maintenance is necessary to keep the infrastructure intact and functional.
The Approaching Sun: Solar Storm Threat
One of the most significant threats to our convoys and electronics is the approaching sun, particularly the solar storms it brings. These storms can destroy all electronics with powerful bursts of solar radiation. Our crew must time their expeditions carefully, seeking shelter in the dark parts of the Moon during these solar storms to avoid catastrophic damage to both their equipment and their health.
Stay tuned for more updates as we continue to explore and survive the many dangers of the Dark Moon. Your support and feedback are invaluable as we navigate these challenges together.
First off, thank you so much for participating in our final playtest. Initially, we planned for the playtest to last 7-14 days. With the Early Access launch fast approaching and the wealth of constructive feedback and data we've gathered, we've seen promising results in core aspects of the game. We've also taken your valuable feedback to heart, identified areas for improvement, and are already working on addressing them. You can expect to see these changes reflected in the Early Access patch notes. To facilitate this process, the playtest will conclude on July 11 at 17:00 UTC (24 hours from now).
Dev Notes on Class Balance
Throughout the playtest, we've been closely monitoring your feedback and suggestions on class balance. In addition to community feedback, we're using data analysis (such as extraction rates and K/D ratios) to guide our decisions. Balancing classes is a complex task, so we aim to make thoughtful and well-considered adjustments rather than rushing any changes. We recognize that the response to this round of balance changes has been slower, as we have been implementing a multi-skill system (see below). Some known class difficulties will be addressed by adding these new active skills and passives. Our current data also indicates that performance across all classes is relatively balanced in 3v3 matches, which is our primary focus for balance (see the graph below for details). However, we understand the importance of 1v1 balance and are committed to improving it as much as possible while preserving balance in 3v3 gameplay. Thank you for your continued patience and support.
By the Early Access launch, we will be implementing the following changes (among others):
●More Skill Options for Classes
We plan to introduce new active skills for every class during Early Access. By the Early Access launch, you can expect new active skills to choose from for Fighter, Death Knight, Rogue, Cryomancer, and Priest
To accommodate the new active skill selection system, we made adjustments to several class passives
●Class Balance Adjustments
Swordmaster: Increased Psionic Blades' cooldown when only 1 or 2 swords are consumed. Psionic Blades also no longer restore life by default and will require the Healing Scabbard passive to restore life
Pyromancer: Added a casting interval to Pyroblast Stage 1 prevent rapid spamming. Adjusted a few passive skills, details coming soon
Rogue: Stealth will be fully invisible when you are far from the enemy
Sword and Shield: Increased the charge-up time for charged attacks
●Itemization Adjustments
Slightly increased the stat values of Magic equipment and further increased the stat values of Epic+ equipment
Lowered the activation threshold for most Set Affixes and enhanced the effects of Tier 3 Set Affixes
●The Mithril Order
Removed the respawn mechanic for Mithril Order characters
●PvE Improvements ●Matchmaking Lobby Improvements ●Client/Server Optimization and Bug Fixing ●New Server Region: South America
We believe this playtest has successfully achieved our key objectives: identifying areas that need improvement to ensure a smooth launch, giving you an opportunity to try out the game, and spreading the word. We are incredibly excited about the journey ahead. Stay tuned for our Early Access launch date announcement on July 12th! With your support, we're building Dungeonborne into the best extraction RPG out there. Let's keep this momentum going!
First off, thank you so much for participating in our final playtest. Initially, we planned for the playtest to last 7-14 days. With the Early Access launch fast approaching and the wealth of constructive feedback and data we've gathered, we've seen promising results in core aspects of the game. We've also taken your valuable feedback to heart, identified areas for improvement, and are already working on addressing them. You can expect to see these changes reflected in the Early Access patch notes. To facilitate this process, the playtest will conclude on July 11 at 17:00 UTC (24 hours from now).
Dev Notes on Class Balance
Throughout the playtest, we've been closely monitoring your feedback and suggestions on class balance. In addition to community feedback, we're using data analysis (such as extraction rates and K/D ratios) to guide our decisions. Balancing classes is a complex task, so we aim to make thoughtful and well-considered adjustments rather than rushing any changes. We recognize that the response to this round of balance changes has been slower, as we have been implementing a multi-skill system (see below). Some known class difficulties will be addressed by adding these new active skills and passives. Our current data also indicates that performance across all classes is relatively balanced in 3v3 matches, which is our primary focus for balance (see the graph below for details). However, we understand the importance of 1v1 balance and are committed to improving it as much as possible while preserving balance in 3v3 gameplay. Thank you for your continued patience and support.
By the Early Access launch, we will be implementing the following changes (among others):
●More Skill Options for Classes
We plan to introduce new active skills for every class during Early Access. By the Early Access launch, you can expect new active skills to choose from for Fighter, Death Knight, Rogue, Cryomancer, and Priest
To accommodate the new active skill selection system, we made adjustments to several class passives
●Class Balance Adjustments
Swordmaster: Increased Psionic Blades' cooldown when only 1 or 2 swords are consumed. Psionic Blades also no longer restore life by default and will require the Healing Scabbard passive to restore life
Pyromancer: Added a casting interval to Pyroblast Stage 1 prevent rapid spamming. Adjusted a few passive skills, details coming soon
Rogue: Stealth will be fully invisible when you are far from the enemy
Sword and Shield: Increased the charge-up time for charged attacks
●Itemization Adjustments
Slightly increased the stat values of Magic equipment and further increased the stat values of Epic+ equipment
Lowered the activation threshold for most Set Affixes and enhanced the effects of Tier 3 Set Affixes
●The Mithril Order
Removed the respawn mechanic for Mithril Order characters
●PvE Improvements ●Matchmaking Lobby Improvements ●Client/Server Optimization and Bug Fixing ●New Server Region: South America
We believe this playtest has successfully achieved our key objectives: identifying areas that need improvement to ensure a smooth launch, giving you an opportunity to try out the game, and spreading the word. We are incredibly excited about the journey ahead. Stay tuned for our Early Access launch date announcement on July 12th! With your support, we're building Dungeonborne into the best extraction RPG out there. Let's keep this momentum going!
Beat the heat in the third and final week of the summer Heatwave! Tank tops and water blasters aren’t required, but they are encouraged! Check out all the Summer-themed seasonal items available now in Mallhalla.
Don’t miss the Trial of Heimdall happening this weekend: July 13th & 14th. Tune in to the streams hosted by our Tier 1 Partnered Creators to catch all the action and earn Viewership Rewards!
Alepisaurus Mako - From the mysterious depths of Atlantis.
Carved Lancet Teeth (Katars)
Great Bone Matau (Greatsword)
New Heatwave Sidekick
Ocean Messenger - Bringing tidings of fair weather for your voyage.
New Heatwave Emojis
Dog Days Sweat - I'm only sweating because it's hot!
Beachside Lookin’ Good - *snaps* yes.Deep Sea Sob - EVERYTHING IS LEAKING!!
New Heatwave Podium
Heatwave 2024 - No, Polly doesn't want a cracker. Lock in already.
Heatwave Colors
If you’ve been Heatwave Brawling for years, it’s time to unlock Heatwave Colors for Loki, Seven, and Vivi!
Water balloons are old news, this 6 person Free-for-all calls for something... Bigger. Break out new giant water bombs in this crazy 200% damage showdown! Score 2 points for getting a KO, lose 1 for getting KO'd. Watch out for those bombs!
6 Player FFA
3 minutes
200% Damage
Score the most points to win!
The first official event of the Summer Circuit is this weekend. Don't miss any of the action from our Tier 1 partners for the Trial of Heimdall! The streams will be live on their channels on July 13–14, you can find the start times in your local timezone here.
We showed off all of his Skins and Signatures on stream yesterday in anticipation for the release of Imugi, the Warrior Chef! This dragon-turtle is as mighty on the battlefield as he is with the grill. He’ll be chopping his way into Brawlhalla NEXT WEEK, on July 17th.
🐢
The free-to-play Legend rotation for this week features: Gnash, Kaya, Ragnir, Jaeyun, Sir Roland, Fait, Barraza, Onyx, Thea.
Gnash – In the darkness, before the dawn of history, this Legend was raised by the harsh jungle itself. This Super Hunter uses his Hammer and Spear in battle.
Kaya – Using her bow, spear and spirit animals, she is ready to try her luck in the Grand Tournament!
Ragnir – This apex predator, whose home is in the Fangwild, now ventures outward using his Katars and Axe to take on the rest of the Legends in Valhalla!
Jaeyun – The legendary mercenary who has traveled across the Old Kingdom on the back of his dragon turtle companion Imugi, Jaeyun has discovered new riches and sights in Valhalla! He brings the Greatsword and Sword to battle in the Grand Tournament.
Sir Roland – No one in Valhalla feels a greater thirst for victory in the tournament than Sir Roland as he strikes down his opponents with Rocket Lance and Sword.
Fait – Speaking to the stars and using glimpses of the future, Fait battles for good with her Scythe and Orb!
Barraza – A feared man in the wastelands with his Blasters and Axe, Barraza is the ultimate survivor and will do what it takes to be at the top in Valhalla.
Onyx – The powerful Guardian and Protector of Castle Batavia, Onyx has been offered a place in Valhalla and now defends it ruthlessly with her Cannon and Gauntlets.
Thea – You’ll usually find Thea kicking Asgard with her Battle Boots & Rocket Lance in Thundergard Stadium. She’s second to none in Brawlball, Dodgebomb, and all of Valhalla’s Eternal Sports tournaments.