Ironfist Stronghold Glossary For this patch due to it's size we have opted to split it up into the respective Faction's Forums. This will also make it easier for all of you to comment about faction specific changes. Main Patch Notes Healing Abilities Abilities Part 1 Abilities Part 2 Forglar Swamp Forsaken Wastes Ironfist Stronghold K'thir Forest Savage Tundra Shattered Peaks Sundered Lands Underdepths Champions Animated Armor Default Cost to 63 Upgrade Set 1: Detection 3 (default), Shatter Angel of Mercy Default Cost to 78 Upgrade Set 1: Cleansing Aura (default), Empathy Attendant Squire Default Cost to 58 Starting Abilities: Attack: Physical, Attendant, Careless Barbarian Elite Default Cost to 80 Upgrade Set 1: Initiative 2 (default), Counter Attack: Melee, Tough 1 Barbarian Guardian Upgrade Set 1: Battlemaster 3, Shroud, Protective (default) Battle Matron Default Cost to 62 Starting Abilities: Attack: Physical, Cleanse, Drive Upgrade Set 1: Inspire, Antagonize (default) Brewmaster Upgrade Set 1: Tough 1 (default), Tough 2, Tough 3 Removed Void Shield, replaced with Tough 3 Conscripted Warrior Default Cost to 42 Starting Abilities: Attack: Physical, Reinforce Upgrade Set 1: Power Attack 3, Knockback 3 (default) Dwarven Engineer Default Cost to 71 Starting Abilities: Defenseless, Summon: Young Piledriver Upgrade Set 1: Mason 3, Build 'Em Tough (default) Gold-Enchanted Groble Default Cost to 70 Upgrade Set 1: Immunity: Magical (default), Reflection 3, Vitality: Nora Griffin Fledgling Default Cost to 70 Upgrade Set 1: Charge 3, Leap 3, Pounce (default) Griffin Rider Default Cost to 81 Upgrade Set 1: Bastion of Mobility (default), Tailwind Ironfist Glider Default Cost to 65 Upgrade Set 1: Farshot 2, Hunter: Walker (default) Jangar Arcanis Upgrade Set 2: Flamestrike (default), Flameburst Corrected the Burn that got added awhile back (he can't use it due to not having a basic attack) Nightwatch Default Cost to 73 Starting Abilities: Attack: Physical, Shadowspawn, Pilfer Northern Cross Fanatic Default Cost to 54 Classes: BRUTE, PALADIN Upgrade Set 1: Pounce (default), Glorious Leap Onyx Wing Default Cost to 78 Upgrade Set 1: Barrage 1 (default), Barrage 2, Barrage 3 Prismatic Wing Default Cost to 74 Upgrade Set 1: Deflect, Divert (default), Drudgery Pureblood Plainswalker Default Cost to 77 Upgrade Set 1: Blood Rage, Quest: Damage, Zeal: Damage (default) Rock Guardian Default Cost to 74 Classes: SHAMAN Upgrade Set 1: Defender (default), Block 1, Blockade Royal Geomancer CLASS Shaman Shockwave AP Cost decrease (-1) Sarnghavian Centaur [Ironfist Stronghold, K'thir Forest] Upgrade Set 1: Block 2, Duel, Bold (default) Sarnghavian Herder Name Change: Sarnghavian Herder(was Sarghavian Herder) Default Cost to 66 Upgrade Set 1: Boost: Beast (default), Grant: Reflexes Savage Shieldman Default Cost to 72 HP increase (+3) Starting Abilities: Attack: Physical, Throw Shield, Shroud Upgrade Set 1: Hostile, Flanking (default) Savage Wolf Default Cost to 71 Upgrade Set 1: Pounce (default), Howling Attack Scarlet Wing Default Cost to 67 Speed decrease (-1) Upgrade Set 1: Amplify Fire (default), Burn 1, Illuminate Upgrade Set 1: Stat Bonus: Speed 1, Opportunistic (default) Silverclan Protector Default Cost to 78 Damage increase (+2) Upgrade Set 1: Barrage 1 (default), Magic Blast, Protective Upgrade Set 1: Magic Beam, Precision, Illuminate (default) Redesign away from ranged Surge Treasure Hunter Default Cost to 58 Max Range decrease (-1) Starting Abilities: Attack: Physical, Ruin Upgrade Set 1: Stun (default), Provision: Utility Was doing a lot of things, now has to choose between Provision: Utility and Stun Valdaci Bolter [Ironfist Stronghold, Sundered Lands] Default Cost to 72 Damage decrease (-1) Defense decrease (-1) Efficiency tap War-Enchanted Groble Upgrade Set 1: Immunity: Magical (default), Reflection 3, Vitality: Nora Spells Desperate Heal Description: Each friendly champion recovers 15 HP, then your Shrine or Avatar loses 5 HP for each unit healed this way. Efficiency tap Eroding Winds Description: For 4 turns, at the start of the opponent's turn, enemy units in a shrine or font deployment zone are Eviscerated for 4 turns. If the unit is a champion, it is also knocked back 3 spaces away from your shrine or avatar. Increased the KB to 3 from 2 to better compete with spells that have upfront effects Repair Nora Cost increase (+5) Cooldown increase (+1) Description: Target champion with Race: Construct is healed 30 HP. Efficiency tap Wings of Glory Description: Area Effect 3: Friendly champions with a Flight or Sigil ability gain 2 AP, +2 DMG and Pounce for 3 turns Lateral change from old Swoop to new Pounce, perhaps considered a small buff due to new Pounce being better than old Swoop Relics Burning Steel Nora Modifier decrease (-5) Dwarven Acid Trap Name Change: Dwarven Acid Trap(was Dwarven Mead Trap) Starting Abilities: Acidic Aura, Shadowspawn Redesigned since Intoxicated no longer debuffs enemies Ironfist Standard Nora Modifier increase (+5) Equipment Blacklabel Brew Description: Equipped champion gains Tough 1 and is Intoxicated. If this equipment is destroyed while equipped to a champion with Race: Dwarf, it becomes Enraged 1 for 2 turns. Desert Brew Description: Equipped champion gains Tough 1 and is Intoxicated. If this equipment is destroyed while equipped to a champion with Race: Dwarf, it becomes Enraged 1 for 2 turns. Shroud of Al'Mara Description: Equipped champion with Class: Priest or Shaman gains Divert, Cleanse and Resurrect. Sunder Axe Description: Equipped champion with a MAX RNG of 2 or less has +2 DMG and gains Sunder 2. Now works on MAX RNG of 2 or less
Triggers Branded. Will also be handy setting up a Dwarf Pally deck instead of a Barb one. Geo is already a pretty decent unit on his own. He just gets a little love.
i like that our treasure hunter gets nerfed, he had just too much abilities to be left outside a BG. Must confess that i dont run so many of the other runes that was changed. But why change mead trap to an acid trap? cant really say i think dwarf/IS is acid based. aoe blind, tremor or fire would have been more fitting imo. Great patch notes, thanks for the info on all changes, now i just want in and test build new BG's
Mead Trap got changed because Intoxicate no longer debuffs enemies. Would have been completely useless. Personally I would like to see it turn into a Drunk support rune because the sprite is great for it.
Yeah i understand why it was changed, didnt like the way it was changed into. btw was dwarven beermaidens brew also changed? did always get annoyed when i noticed my enemies regen if i used her to give them brews instead of brewmasters brew. The sprite is awesome, "cause massive hangover"-spell, or a buff-spell (+#ap / +evasive for #rounds, to all intoxicated champs).
I was eyeing her too. Low speed makes her hard to use all the abilities but the longer CD on heal means she will have more for Drive now.
A lot of changes, kudos to Sok and the DOG team!!! That's what keeps this game fresh, changes. If everything was the same even more vets would lose interest. Still disappointed Paragon of Ailur hasn't been changed. If he can just be changed to a ranged champ it would be borderline usable. Even moreso would like to see his get his group hug (heal) back as an option. Please, a little love for Paragon!
SO boost was removed from angel of mercy but with no other skill replacing it? what do i want to use her for now no amp healing no boost no ???
Now that there is no point in intoxicating enemies, shouldnt they buff brewmaster and dwarven hooligan? One of the coolest things dwarven hooligan could do was make several enemies drunk at once.