# (!) Spoiler Alert (!) -- \[Any Details Provided are Subject to Change\] (Part 1)

**URL:** <https://community.gemsofwar.com/t/spoiler-alert-any-details-provided-are-subject-to-change-part-1/1280>\
**Category:** Spoilers\
**Created:** [November 13, 2015, 3:16am UTC](https://community.gemsofwar.com/t/spoiler-alert-any-details-provided-are-subject-to-change-part-1/1280 "2015-11-13T03:16:19Z")\
**Posts on this page:** 1\
**Showing post:** 9797

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**Author:** ![TheIdleOne](https://avatars.discourse-cdn.com/v4/letter/t/c68b51/32.png) [@TheIdleOne](https://community.gemsofwar.com/u/TheIdleOne)\
**Post date:** [November 30, 2020, 8:39am UTC](https://community.gemsofwar.com/t/spoiler-alert-any-details-provided-are-subject-to-change-part-1/1280/9797 "2020-11-30T08:39:31Z")

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Troop spoilers:

1. Ankhnum: 1x boost ratio to 2x

2. 

> **Night Spider (Ultra-Rare)**
>
> _Does whatever a Night Spider can…_
> 
> Arcane: Venom  
> Base Rarity: Ultra-Rare  
> Troop Type: Beast, Rogue  
> Troop Role: Generator
> 
> **Midnight Poison**  
> _Create 3 Blue Gems and 3 Purple Gems, boosted by Rogue Allies. Poison a random Enemy. [3x]_
> 
> Mana Color: Green, Purple  
> Mana Cost: 13
> 
> Trait #1: Rogue Bond  
> _Allied Rogues gain 2 Life._
> 
> Trait #2: Venomous  
> _Poison enemies when doing Skull damage._
> 
> Trait #3: Stealthy  
> _Cannot be targeted by spells (unless there are no other targets)._
> 
> Will anyone actually use it? probably not. However, it can make up to 15 purple gems and 15 blue gems which is a lot. Stonehammer makes a mix of 22 gems for reference. Self-loops on the purple and has half mana start with Captain Macaw, which is blue.

1. 

> **NUTCRKR 1225 (Legendary)**
>
> He’s suite.  
> Friday  
> Dec 25, 2020
> 
> Arcane: Shield  
> Base Rarity: Legendary  
> Troop Type: Mech, Knight  
> Troop Role: Generator
> 
> **Crack Those Nuts**  
> _Eliminate all Armor from an Enemy. Explode all Gems of the Enemy’s Colors. Then explode all Stone Blocks._
> 
> Mana Color: Blue, Brown  
> Mana Cost: 16
> 
> Trait #1: Mech Shield  
> _Allied Mechs gain 2 Armor._
> 
> Trait #2: Impervious  
> _Immune to all Status Effects, Devour, and Mana Burn._
> 
> Trait #3: Armor Supply  
> _Give 4 Armor to all Mechs when matching 4 or more Gems._
> 
> If the Ghost Queen was a Halloween treat on the Adventure Board, this may be the same thing for Christmas.
> 
> It eliminates all armor from an Enemy and explodes gems. Strong looping combo. _Then explode all Stone Blocks._ is quite an interesting additional effect. Too bad Stone Blocks aren’t in the main gameplay. Would this explode first, fix the board, then explode the Stone Blocks? Could a player even rig the board with Stone Blocks to do anything?
> 
> It needs its art, so the next Update has to be before Christmas. They wouldn’t want a new Update during Christmas either, so maybe a week or two before.
> 
> 3rd Trait is good for this troop. Part of me wishes this had Aegis Armor so I can slot it upfront like a Gorgotha. Still I think this troop is very useable and I do like it a lot, though I would like to see it as a front slot viable troop.

1. 

> **The Labyrinth faction troops: probably the most uninspired faction yet**
>
> **Horned Guardian**  
> _Some days you’re the pigeon, some days you’re the statue._
> 
> Arcane: Beast  
> Base Rarity: Rare  
> Troop Type: Tauros, Construct  
> Troop Role: Defender
> 
> **Guard the Maze**  
> _Gain [Magic + 1] Armor and Barrier. Then knock a random Enemy to the back._
> 
> Mana Color: Green, Red  
> Mana Cost: 11
> 
> Trait #1: Deep Shield  
> _Gain 9 Armor when attacking Delves._
> 
> Trait #2: Thick Head  
> _Immunity to Stun._
> 
> Trait #3: Stoneskin  
> _Reduce damage from Skulls by 50%._
> 
> Can’t even do its job as a generic first slot since it’ll get knocked around.
> 
> **Rhinotaur**  
> _He always gets his point across… in the end._
> 
> Arcane: Forest  
> Base Rarity: Ultra-Rare  
> Troop Type: Tauros, Wildfolk  
> Troop Role: Generator
> 
> **Maddening Charge**  
> _Explode either a row or Column. Then knock the last Enemy to the front._
> 
> Mana Color: Green, Brown  
> Mana Cost: 13
> 
> Trait #1: Deep Vitality  
> _Gain 9 Life when attacking Delves._
> 
> Trait #2: Bloodlust  
> _Become Enraged when enemy dies._
> 
> Trait #3: Thick Hide  
> _Reduce damage from Skulls by 20%._
> 
> Exploding a Row or a Column at random provides very little mana and the randomness of the explosion will cause backfires. Weak.
> 
> **Mechataur**  
> _You can’t ride this mechanical bull._
> 
> Arcane: Storm  
> Base Rarity: Epic  
> Troop Type: Tauros, Mech  
> Troop Role: Warrior
> 
> **Grinding Bellow**  
> _Deal [Magic + 3] splash damage to an Enemy, boosted my Armor. There are independent 30% chances to Silence each affected Enemy. [3:1]_
> 
> Mana Color: Red, Yellow  
> Mana Cost: 13
> 
> Trait #1: Deep Shield  
> _Gain 9 Armor when attacking Delves._
> 
> Trait #2: Invention  
> _Gain 2 Armor on 4 or 5 Gem matches._
> 
> Trait #3: Armored  
> _Reduce damage from Skulls by 25%._
> 
> The only real damage source. 180 armor with a boost ratio of 3:1 is only 60 extra damage and the only real way to boost this troops armor in this faction is a 2nd trait that gives 2 armor on 4/5 match.
> 
> Anyone get the feeling that paying for potions will win this faction for you?
> 
> **King Minos**  
> _A formida-bull foe._
> 
> Arcane: Swamp  
> Base Rarity: Legendary  
> Troop Type: Tauros
> 
> **Aerial Charge**  
> _Deal [Magic + 4] heavy splash damage to an Enemy. Stun all Enemies affected. Then jumble of the Enemy team._
> 
> Mana Color: Blue, Green  
> Mana Cost: 16
> 
> Trait #1: Deep Vitality  
> _Gain 9 Life when attacking Delves._
> 
> Trait #2: Greedy  
> _Gain 2 bonus Gold on 4 or 5 Gem matches._
> 
> Trait #3: Maze Master  
> _Give 50% Mana to all Tauros Allies when battle begins._
> 
> Neritar put it best earlier:
> 
> > [@Neritar](#):
> >
> > Not only it’s a complete copy of Shaman 3rd trait, but it’s a _differently worded_ copy of that trait…  
> > Horrible.
> 
> The troop itself is very disappointing. The effect is a weak version of Tian Yi or the hero’s Orc King’s Club with a jumble the enemy team. This faction feels so rushed.

1. 

> **Kharybdis (Legendary)**
>
> Arcane: Blood  
> Base Rarity: Legendary  
> Troop Type: Beast, Giant  
> Troop Role: Assassin
> 
> **Pincer of Doom**  
> _Deal [Magic + 4] damage to the first Enemy and last Enemy. There are independent 10% chance to devour the Enemies, boosted bt +2% for each Submerged Ally and Enemy. [2x]_
> 
> Mana Color: Blue, Red  
> Mana Cost: 17
> 
> Trait #1: Aquatic  
> _Submerge myself when I take damage._
> 
> Trait #2: Armored  
> _Reduce damage from Skulls by 25%._
> 
> Trait #3: Titanic  
> _Gain 10 Life when matching 4 or more Gems._
> 
> The bt typo needs to be fixed. It has a double devour chance like Doomclaw, but its % is so low that its not worth it. You can only reliably get 16% at most, which is super underpowered. (3 submerges, 4th one should fall off on cast). Most teams don’t run Submerge, so using this troop to counter submerge is silly (and overpriced on mana cost). May as well use Mosasaurus instead.

@Neritar Help! they duplicated the 3rd trait  
Behemoth’s 3rd Trait:  
Trait #3: Immense  
_Gain 10 Life on 4 or 5 Gem matches._

**Kharybdis** ’s 3rd Trait:  
Trait #3: Titanic  
_Gain 10 Life when matching 4 or more Gems._

1. 

> **\*\*Quetzalma\*\* (Mythic)**
>
> Arcane: Light & Plains  
> Base Rarity: Mythic  
> Troop Type: Divine, Stryx  
> Troop Role: Mage
> 
> **Daybreak**  
> _Deal [Magic + 20] scatter damage, boosted by a chosen Gem Color (except Yellow). Then create 10 Yellow Gems and remove all Gems of the chosen Color. [3x]_
> 
> Mana Color: Green, Yellow, Purple  
> Mana Cost: 24
> 
> Trait #1: Stryx Bond  
> _Allied Stryx gain 2 Life._
> 
> Trait #2: Song of Light  
> _Summon a Lightstorm at the start of Battle._
> 
> Trait #3: Eternal Dawn  
> _20% chance to resurrect myself with full Mana when I die._
> 
> Its basically another Yasmine’s Chosen only with more loop potential, but no status effects. Yasmine’s Chosen’s damage output falls off later in the game, so despite being very yellow friendly, its not very good at damage…
> 
> That 3rd trait… I don’t know what I think. Its useless when you’re winning. When the AI is losing, at 20% … it’ll trigger 5 times in a row. The player? probably doesn’t exist. It comes back and does… somewhat low to average damage?
> 
> If this came out two years ago, this would be exciting. Now, doing 100+ scatter damage is only about 25 damage to all enemies (split unevenly), when I could use Atlanta to hit over 40 damage to all enemies unconditionally. _shrug_
> 
> Its better than Zilopochtli, but does that mean anything?

1. 

> **The Sun (Legendary)**
>
> **Draw The Sun**  
> _Give [(Magic / 2) + 1] Life to all Allies. There is a 6% chance of an extra turn for each Yellow Gem on the board. [0.17]_
> 
> Mana Color: Yellow  
> Mana Cost: 6
> 
> Trait #1: Inscribed  
> _Gain 1 Armor when an enemy casts a spell._
> 
> Trait #2: Revered  
> _All allies gain 2 random Skill points._
> 
> Trait #3: Good Tarot  
> _Grant a status effect to a random Ally when I cast a spell._
> 
> What a weird troop. Is that 6 mana cost a placeholder or its actual cost? since 6 yellow mana would actually be an interesting design. Spell isn’t significant, but extra turn chances are good and a random status effect to a random ally is also potentially useful. The Heirophant hero class specifies “Positive Status Effect”, so expect the 3rd trait text to change. Unless they mean it can give negative effects, which would be really weird for something called The Sun.

1. 

> **The Scourge of Honor (Mythic)**
>
> Arcane: Forest & Lava  
> Base Rarity: Mythic  
> Troop Type: Daemon, Wildfolk  
> Troop Role: Mage
> 
> **Vermin Plague**  
> _Deal [Magic + 2] true damage to all Enemies. Gain 2 Mana back for each Cursed or Diseased Enemy. [2x]_
> 
> Mana Color: Green, Red, Brown  
> Mana Cost: 24
> 
> Trait #1: Immortal  
> _25% chance to resurrect after death._
> 
> Trait #2: Omen of Nature  
> _Explode a Green Gem at the start of battle._
> 
> Trait #3: Rat Swarm  
> _Curse and Disease a random Enemy when 4 or more Gems._
> 
> I see Curse and Disease together and already feel tired of the pairing. I look at the actual troops and its not as common together as I thought. (Nefertani does Curse and Disease on cast, Scarab of Nefertani does it to 1 enemy). We’ve gotten a lot of Curse related items lately and some Disease, so maybe that’s why I feel the way I do.
> 
> The troop will fill the quick clear low level delves on Tuesday role. Otherwise, Curse and Disease is boring. Wake me up when its Curse and Freeze, or something.
> 
> **Trait #1: Immortal**  
> _ **25% chance to resurrect after death.** _
> 
> I almost missed that on the first pass. Infernal King’s 3rd trait is now a 1st trait. Oh boy.

1. Misc stuff: 2 Leonis Empire troops that haven’t been started yet. (KP 20 to 22)

For me, the new Legendary troops are more interesting than the new Mythic troops. How does that work?

Edit: One more for the road.

1. 

> **Ogress (Bounty)**
>
> _Knock, Knock. Who’s there?_
> 
> Arcane: Forest  
> Base Rarity: Rare  
> Troop Type: Giant
> 
> **Knock Knock!**  
> _Pull myself to the front and stun the first Enemy, then explode 1 random Gem, boosted by my Life. [0.1]_
> 
> Mana Color: Green, Brown  
> Mana Cost: 12
> 
> Trait #1: Bountyhunter  
> _Gain 2x - 6x to Bounty Score, based on my ascension._
> 
> Trait #2: Stoneskin  
> _Reduce damage from Skulls by 50%._
> 
> Trait #3: I’ve Got A Door!  
> _Summon a Fortress Gate when I die._
> 
> An ok Exploder (more durable than Ridgeback?) and a strange 3rd trait that summons a Fortress Gate on death lol. The stun is helpful too on skull cascades. I actually like it? maybe?

---

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