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Update 2.0.1 Preview

Originally published at: http://gemsofwar.com/update-2-0-1-preview/
Take a look at some of the cool new things coming in the 2.0.1 Update.

New Mode: Explore

A new game mode has been added in ALL Kingdoms. It is accessible once that Kingdom’s quest line is finished.

Explore Mode throws you into a random battle from its Kingdom, with a few troops changed around to keep it fresh, and in return offers you a double chance of Runic Traitstones, and a triple chance at Arcane & Celestial Traitstones.
As a bonus feature, the Explore Menu shows the traitstones available in each Kingdom too!

Dual Troop Types

Up until now, the poor Undead Dragon had to decide if he was Undead, or Dragon. So we asked ourselves… ¿Por qué no los dos? And now he gets to be both (and he feels whole again).
Apart from relieving stress on the Legion of Undead Dragons out there, this addition is sure to mix up a few team comps as new combinations of troops have access to new bonuses.

Not all troops have a double troop type, but you’ll find a goodly number of them that do!

Marauders? What Marauders?

In order to make Double Troop Types work, and to keep things balanced as we continue to pour lots of new troops into the game, we’ve had to add some extra troop types!
Unfortunately, that means the demise of the Marauder as a type; its members (along with many of the Wildfolk) have run off to join the new factions.

To summarize, here are the changes:

  • We’ve added: Mechs, Raksha, Wargare, Centaur, Tauros, Orc, Goblin, Naga, Rogue, Mystic, Stryx, Merfolk
  • We’ve removed: Marauder
  • Marauders & most Wildfolk have migrated to the types above
  • A few Wildfolk have stubbornly remained Wildfolk, and have been joined by a few Marauders who didn’t fit anywhere else.

Status Effects

We have 2 new status effects, and a couple of significant changes:

  • WEB: Much like Entangle with Attack, Web reduces a target’s Magic skill to 0
  • STUN: A stunned troop no longer gain benefits from any of its traits
  • DEATH MARK: We have removed the 2 turn grace period at the start of this effect - now it actually feels dangerous!
  • ENTANGLE: This is no longer removed by Attack buffs, in fact it now stops any Attack buffs applying while in effect. Web works similarly with Magic Buffs.

Trait Changes

As well as adding some new traits related to the new status effects above we’ve also made the following changes:

  • IMPERVIOUS now makes troops immune to Mana Burn and Devour
  • INDIGESTIBLE is a new trait that makes a troop immune to Devour (sorry Maw!)
  • MANA SHIELD is a new trait that makes a troop immune to Mana Burn (sorry Mab!)

Zhul'Kari Rework

Lots of the nasty, evil, spidery troops from Zhul’Kari have had a rework, along with their Dark Elven buddies. The Zhul’Kari troop changes will go live with 2.0.1.

In particular, it’s a great place to find the WEB ability (mentioned above).

Mini Game Button

We’ve added a mini game button to the world map, which will give an option to access Treasure Hunt and Arena directly. It’s also a great place for us to add new Mini Games in future updates! For now, the old mini-game buttons will still be available in their respective kingdoms too.

New Class: Assassin

Visit Raven in the Mist of Scales for a whole new bunch of lies, and also some instruction on what it takes to be an Assassin.
Achieve 250 wins with the Assassin to earn the Serpentine Dagger.

A New Kingdom Approaches: Leonis Empire

Leonis Empire won’t be available on release of 2.0.1, it will be following shortly afterwards.
Visit the Desert Empire of Emperor Khorvash, and discover why it’s currently facing Civil War!

Please note this Update only applies to Steam, iOS and Android versions of the game.

Join the Forum!


Looks very interesting indeed


I like the new status effects, they’re neat. Consolidating the mini-games is also cool, trying to scour the map for them was annoying at times.

I think we all approve of the explore function. Pridelands will be overwhelmed.

Impervious never looked so good. Carnex will rise again.


I finally have something to do after reaching Tier 1 in PVP. :joy:

EDIT: What happens if Maw targets an impervious troop?


Golem suddenly becomes a counter to Maw. Who expected that?

Any of the following become viable in counter-builds:


Meh, not a real game changer.

Maybe the red face comes up saying, “No Targets Available.”

Maybe the selfish people do. I like to earn trophies for the guild, that prevents me from playing ‘Explore’…

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This all looks very interesting.
Can’t wait to give it all a go!
Thanks for the update

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I have a problem with the word “selfish” there. Not every guild has a minimum contribution requirement, you know. Which is good for casual players like me :slight_smile:

EDIT: Just to clarify, I am willing to contribute gold to the guild. But since my own guild leader told me, that I don’t have to do it… well, I just spend it into arena and gold keys instead. And trophies are useless for us anyways.


What’s the catch with ‘Explore’? Seems too easy. Random battle for better rewards. I must be missing something.

Pretty sure that if anyone on the forums had suggested this, I (along with probably the whole cavalry) would have replied with, “Dev revenue blah blah economy blah blah existing purchased traitstones blah blah.” Just goes to show you that sometimes the assumptions we make are invalid.


I don’t even care if “Explore” yields better rewards. The random battle function makes farming less monotous and that’s my biggest plus point there.


I have never had a problem with farming. It will be a nice break from PVP, but it seems so easy.

Frankly, I would have preferred a minigame (some of the Puzzle Quest 2 minigames were a lot of fun, and I miss them!) but this works for me.


This looks like your BEST update in years!
Good job! We really need a way to farm specific traitstones!

Oh, yea! More mini-games plz. The devs definitely threw a curve ball with this one. I would have never expected this.

A few questions about Stun:

  • Does it affect bonuses from the start of the battle? (I assume no.)
  • Does it affect post-game bonuses, like Merchant or Necromancy, if the troop remains Stunned at the end of combat?
  • How does Stun interact with Impervious? I assume Impervious troops cannot be stunned, but since Impervious is a trait, some possibility for ambiguity exists.
  • If a troop that Stuns on skull hits connects, does Stun apply before reactive abilities like Frozen Soul or Molten or Frenzy?
  • Does it affect bonuses from the start of the battle? no
  • Does it affect post-game bonuses? no
  • How does Stun interact with Impervious? they can’t be stunned at all
  • If a troop that Stuns on skull hits connects, does Stun apply before reactive abilities? To be honest, I can’t actually remember, the order of processing, but I will check it out later tonight