Fresh community records and new collector titles
Follow the community’s daily battles in the homepage Community Pulse and War Room record book, and try on compact animated profile titles at Otto’s Emporium before spending earned gold.
At a glance
Try on five compact animated profile titles before purchasing, starting at 20 gold.
A fresh community record book tracks daily PvE and PvP games, collector activity, peaks and milestones.
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New features
- A fresh community record book
The War Room’s Community Records now shows collectors online, active battles, games completed today with separate PvE and PvP totals, unique players today, new collectors this week, and shared completion milestones. The homepage Community Pulse uses that same snapshot: collectors online and their record, battles now, today’s completed battles, then milestone progress, with catalog totals below. Compact mobile counters and a keyboard-accessible link lead to the full record book. Snapshot timestamps, waiting states, delayed updates and provisional catch-up totals remain visible. The record book tracks the busiest battle day, biggest daily player crowd, most collectors online, and most simultaneous battles, with dates and recent daily totals. A clearly dated tracking period starts fresh without deleting personal match history, collections or gold. Each completed game counts once; guest games, tutorials, private test modes and invalidated results are excluded. Daily boundaries use Eastern local time and adjust for daylight saving time. Activity is sampled each minute, so peaks are observed snapshots rather than exact second-by-second concurrency. Online counts stay anonymous, including collectors who hide their online status. Refresh the homepage or use Refresh community records in the War Room to retrieve the latest snapshot. Activity during a monitoring outage may be missed, while completed games catch up automatically. PvP access and reward rules are unchanged. - Send ZIP and 7z files in private messages
New messages and replies now accept ZIP and 7z archives up to 25 MB each, alongside JPEG, PNG and WebP images up to 4 MB each, with three attachments total per message. Archives have a clear download link on desktop and mobile, including when they arrive in live conversation updates. Attachments remain private to eligible conversation members, and pending requests must still be accepted before their contents become available.
War Room & rules fixes
- Granted melee strikes use the correct ATK
Warboss Azh’kal’s granted melee strike now uses the chosen fighter’s primary ATK instead of incorrectly starting at +0. The same correction applies to Bolt of Unrest, The Mighty Mugg, Epic Donnybrook and Another Tavern Brawl. Equipment and temporary bonuses, including Warboss’s +5 ATK option, apply once. Explicitly printed strike values remain unchanged, and a single granted strike does not become a full attack. The shared fix covers PvE and PvP; previously resolved strikes and match results are not rewritten. - Divine Barrier and Kurak’s Defend targeting
Divine Barrier can now counterstrike the character that targeted its caster with a melee strike even beyond normal melee range, including after a legal successful Defend. The counterstrike resolves before the original strike continues. It still requires an eligible Cleric and does not react to ranged strikes or a failed Defend that leaves someone else targeted. Kurak’s special adjacency still lets him protect Dwarven Forges characters throughout his formation, but he must be a legal target of the incoming strike or action; its range and targeting restrictions still apply. His two Defend uses per turn remain intact. These fixes apply to both PvE and PvP without rewriting previously resolved strikes. - Z’adok’s bonus applies to ranged strike rolls
Z’adok, Prey Herder now grants your Sutek their +2 strike-roll bonus against spent or stunned characters for ranged strikes as well as melee, including eligible spell strikes such as Blast. The bonus applies once and does not apply against ready characters or to strikes that explicitly forbid roll bonuses, such as Magic Missiles. CPU hit estimates and the game log use the corrected calculation. This shared PvE and PvP fix preserves ordinary ATK restrictions on ranged strikes and does not rewrite completed strikes or match results. - Zero HP and stunned passive effects resolve correctly
A character reduced to zero or negative effective HP now dies even without wounds, including from Essence Drain, with the appropriate Death React opportunity. Stunned Blessed Vestments, Bruntor’s Helm, Blade of Antiquity and Luthlarius Regalia retain their static HP bonuses. Warboss Azh’kal’s conditional Powerattack grant also remains active while he is stunned. These corrections apply to the shared PvE and PvP engine and its CPU calculations. - Rank bonuses follow the actual formation
Squire Argos, Dress, Efrim Dawntreader and Field Marshal Malexin no longer extend rank-dependent benefits into a different physical formation. Argos, Taumar the Protector, Breastplate of Power and Aroch Mail include eligible opposing-controlled characters where their printed text permits it. Efrim recognizes an eligible opposing Paladin in the recipient’s physical rank while still benefiting only your characters. Effects explicitly restricted to your characters, including the Talismans, keep that restriction. - Mair’s bonus follows the revealed card
Mair Haven’s ranged bonus now uses the opponent’s top card only while it is revealed by her Order-phase ability. Attacks and Reacts within that phase retain the bonus; hidden phases do not reveal or use that private card. The board and CPU share the same visibility rule. - Choose your attachments’ discard order
When a character dies, equipped Items go to their owners’ discard piles before attached Actions and other attachments, with the character last. If you own multiple attachments in one type group, the discard picker lets you choose their order; the final card follows automatically. The interrupted decision resumes after ordering, without repeating the death, its costs or discard triggers. The CPU completes its own groups, and the game log shows the chosen public card order. The shared flow supports PvE and PvP, mouse and controller input. - Adjacent effects follow actual neighbors
Adjacent bonuses now include eligible opposing-controlled neighbors when the card does not say ‘your characters.’ This corrects Joleg, Shannon the Daring, Hazahk of Shadow, Brinewater Croc, Balian, Chant, Balian’s Helm, Tunnel Vanguard, Ambitious Squire and Graham Heyward. Storm’s Attendant can Survey beside an eligible higher-level opposing character, and Albrecht Novice and Corpse Crowd affect the appropriate neighbors across controllers. Croc’s granted Order, HP-support loss and Death React timing work through the shared PvE and PvP engine. Effects explicitly limited to your characters retain that restriction. - Strike-roll restrictions and Siege support
Magic Missiles no longer receives Blackoak Arrows’ +3 die-roll bonus. Unavailable bonus-only Reacts cannot consume your card, while otherwise legal wound bonuses remain separate. Blackoak Arrows now describes its effect as +3 to the strike roll rather than ATK. Makusog Steelhorn’s +2 correctly recognizes the Siege trait and applies to physically adjacent qualifying characters, including those controlled by an opponent. Combat rolls and CPU forecasts use the same corrections in PvE and PvP. Older pending Magic Missiles strikes also resume at their correct +0; completed strikes and match results are not rewritten. - Abd’s redirect React is available
Abd al-Rahiim’s eligible Spend React appears in PvE and PvP and spends Abd himself without requiring a separate caster. Redirects use the original effect’s legal targets, including its range, level and Ward restrictions. Abd checks the actual physical rank; adjacency does not incorrectly require the replacement to share the original target’s controller. Removed, moved or newly protected destinations and detached React equipment are rechecked before payment. Other React costs and both distinct Enter Reacts remain unchanged. - React before targeted Orders resolve
Eligible targeted-Action Reacts now open before supported spells and movement Orders apply their effects, including Essence Drain, Glaciate, Choke, Charm Person, Walk on Wind, Sister Kiren, Terrorize, Unsummon, Ashveil and Arcane Approach. Sneak uses the targeted Rogue’s Skill and remains restricted to qualifying non-strike Actions. Redirected movement asks for a legal destination for the replacement character. Redirects retain the original rank, level, equipment and other targeting restrictions. Multi-target effects handle each target in sequence, preserve earlier results if later canceled, and prevent duplicate recipients. Skulk rechecks later movers against its original friendly and level requirements. Walk on Wind and Epic Judgment respect opposing Ward protection; Epic Judgment’s low-roll branch also allows eligible friendly targets. Cancellation or a departed performer stops unresolved effects while preserving paid costs and completed results; the source card leaving play alone does not cancel the Order. Both eligible, distinct Enter Reacts remain usable in PvE and PvP. - Charisma before compound Roll Orders
Rapid Dash, Skulk in the Shallows and Epic Judgment now offer eligible before-roll Charisma choices before rolling. After the React resolves or is passed, the same paid Order continues once. Retrying the original command does not roll again or charge its costs twice. These changes apply to the shared PvE and PvP engine. - Death replacements respect costs and React timing
Well of Screams can replace explicit kills, including Noble Sacrifice’s kill cost, as well as lethal wounds and lost HP or levels. Banishment closes the replaced death window without offering Death or Kill Reacts for that character. If Noble Sacrifice cannot pay its kill cost, it does not cancel the original strike or Action; previously paid costs and completed React effects remain. Queued wound effects now follow the same determined-death rule: ordinary healing can still help allies but does not save a character already dying. Noble Sacrifice now offers eligible Death Reacts before discarding its caster, including Cheap Sword returning to hand and Sutek Shank transferring to another character. Saving equipment leaves other eligible Reacts available, and the death window does not reopen afterward. Salvage also works before direct kills and deaths from lost HP or levels, and rejects equipment choices that no longer qualify without consuming the card. Equipment cleanup and nested deaths preserve the original suspended strike or Action and paid costs. Bone Fiend and Treyik also offer eligible Death Reacts while paying their Order kill costs. Replacing that required kill cancels the bonus while retaining previously paid costs and completed React effects. The CPU avoids replacing its own required kill just to gain a Well charge. These fixes apply to PvE and PvP. Grave Exchange now grants its earned discard-pile recoveries when its strikes banish characters instead of killing them. Replacement banishment remains distinct from death. Each recovered character keeps its eligible Enter Reacts; a match-ending strike or React stops further recoveries immediately, preserving paid costs and characters already recovered in both PvE and PvP.
AI & challenges
- CPU evaluates Donnybrook with the correct ATK
The CPU now weighs Epic Donnybrook’s possible strikes using the performer’s primary ATK instead of assuming +0. Its comparison includes visible equipment and temporary bonuses once, helping it distinguish stronger and weaker performers while preserving the spell’s printed roll branches. The forecast remains bounded and does not inspect hidden opposing cards. - CPU accounts for helping opposing neighbors
The CPU now weighs adjacent benefits to both armies when comparing positions, including bonuses that would help an opposing character in its formation. It also subtracts opposing benefits when evaluating Albrecht Novice’s Enter React and Corpse Crowd’s Death React, and recognizes Storm’s Attendant’s eligible opposing neighbors. Decision explanations describe the comparison. Forecasts remain bounded and use public information only. - CPU weighs redirects against non-strike Actions
The CPU can compare the direct consequences of supported non-strike Actions on the original and replacement characters, including save chances, lethal level or HP reductions, and React costs. Defend uses the same comparison for these Actions. Decision logs explain the comparison or why the CPU preserved an optional use. Forecasts remain bounded and use public information only; effects outside the reviewed comparison retain a conservative fallback. - Smarter Noble Sacrifice and clearer match endings
The CPU no longer sacrifices its last army leader, or the HP-support character keeping that leader alive, to cancel an incoming strike or Action. Other Noble Sacrifice choices weigh the character, equipment and visible support-loss deaths against the reviewed incoming harm, using bounded public information and preserving the character when the effect cannot be safely evaluated. In PvE and PvP, the finished board and Battle Feed explain direct sacrifice defeats and chained HP-support deaths across nested Reacts, distinguishing banishment replacements from death. Eligible Death Reacts remain available, and a successfully paid sacrifice still cancels the original strike or Action after those Reacts finish. Human players can still choose a legal sacrifice; completed historical results are unchanged. - CPU weighs wound-transfer costs
The CPU now compares Sacrifice’s prevented wound with the caster’s health and the card being spent, avoiding wasteful transfers while retaining lifesaving uses. Decision diagnostics explain the comparison and reviewed reasons for passing without naming unplayed cards. Nested sacrifice, death and recovery forecasts share the same time allowance instead of restarting it. If a Well of Screams comparison reaches its time or board limit, the CPU declines the optional replacement rather than using an incomplete estimate; it also avoids replacing its own required Noble Sacrifice kill cost just to gain a charge. Other mandatory choices still complete. Forecasts use public information only. - Smarter banishment and recovery decisions
The CPU no longer counts Well of Screams as a Death React benefit lost by using its own banishment replacement. Recovery estimates distinguish card ownership from current control, so returning a stolen Cheap Sword is not credited to the thief and banishment is weighed against its owner's discard recovery. Grave Exchange receives no recovery bonus when the projected departure would end the match, including loss of the HP support keeping a Warlord alive. Another surviving leader still allows recovery credit. Actual Cheap Sword and Salvage React choices also follow ownership: the CPU avoids returning equipment to its opponent and can recover its own equipment from an opposing bearer. Departure forecasts no longer count vanished tokens as recoverable cards or leave discarded equipment under its former controller. Repeated combat and safety calculations are reused to reduce CPU decision delays on crowded boards without removing legal choices. Decision explanations clarify ownership and match-ending recovery limits. Forecasts remain bounded and use public information only; paid costs, eligible Reacts and immediate victory remain intact in PvE and PvP. - Smarter Hellene Reacts and Epic Judgment targets
Hellene now weighs the survival of a character already targeted by a pending strike before spending her Limited React, helping her disable another ready enemy instead of a likely casualty. Epic Judgment values enemy banishment as a benefit and friendly losses as a cost, including equipment and rank support. Before casting, the CPU weighs rolls that could force it to banish an ally and respects targeting protection; after rolling, it chooses the less costly ally if only friendly targets remain. Decision explanations clarify these choices and forecast limits without revealing hidden cards. Forecasting stays bounded and uses public information only. Legal friendly targeting, mandatory rolled effects, paid costs and eligible React timing remain intact in PvE and PvP.
Rewards & cosmetics
- Five new titles at Otto’s Emporium
Sign in and visit Otto’s Emporium under Tools to browse Coinkeeper (20 gold), Relic Hunter (40), Keeper of the Vault (60), Accordlands Curator (100), and Patron of Otto’s Emporium (150). The desktop and mobile Try-on Counter shows compact illustrated, animated lettering beneath your username without changing your equipped title or spending gold. Review the price and remaining balance before confirming. Unlocking equips it immediately, and owned titles can be selected again without paying, including through My Profile. Equipped artwork appears on profiles, the collector directory, and live-chat messages, including the War Room drawer. You can pause title animation on your browser; reduced-motion preferences show static artwork. These are cosmetic collector titles, not PvP achievements, and provide no gameplay advantage. The retired shop rewards remain unavailable.
Interface & accessibility
- Deck Import appears after sign-in
Deck Import now appears in the desktop Tools menu and mobile navigation only when you are signed in. Direct importer links still ask signed-out visitors to log in; importing and existing deck access rules are unchanged. - Clearer Dupe, React and interrupted-strike messages
The Battle Feed explains Dupe’s save and forced critical failure, identifies granted-strike performers, and distinguishes canceled effects from completed ones. Interrupted attacks and printed strike Orders explain why they stopped and that paid costs and resolved effects remain. Redirects name the original and new targets, including successive redirects. Nested React windows no longer announce an early return to normal play. PvP retains public after-hit timing, pending wounds, Axe/Poison save outcomes, death identities and explanations when a committed Defend can no longer resolve. A performer or target leaving play explains why remaining strike wounds were not applied; missing historical wound counts are not presented as zero. Private cards remain concealed. Both eligible, distinct Enter Reacts remain usable; combat outcomes and React limits are unchanged. PvP also shows canceled Actions and resumed wound-prevention windows. Action cancellation explains that costs remain paid and already resolved effects remain; a redirected Action keeps its current target’s name. When a printed strike sequence such as Magic Missiles or a multi-target save Order such as Darkflame Bolts ends the match, its Battle Feed summary now appears before victory and reports how many strikes or target saves resolved. Earlier outcomes and paid costs are retained; remaining strikes, saves and follow-up effects do not continue. This applies to PvE and PvP, with public summaries excluding private pending data. When a nested movement or Enter React ends the match, suspended movement and recovery Orders now report their completed steps and remaining choices before victory. This includes Walk on Wind’s optional Journey and Grave Exchange’s remaining recoveries. PvP receives public counts and card identities without private choice lists; completed effects and paid costs remain intact. - Clearer end-turn choices and outcomes
Stormlord, Bone Fiend and Ac'vuk distinguish selecting a character from the final kill or banishment after eligible Death Reacts. PvP now shows these public outcomes and round transitions. End-turn choices refresh when a character no longer qualifies, with a safe continuation if no legal choice remains. Igniting the Storm reports applied and prevented wounds, kills and banishment replacements instead of assuming every failed save dealt two wounds. Match-ending Storm outcomes now appear before victory, including banishment replacements, and explain when remaining checks stop because the match ended. The finished board and Battle Feed also explain deaths caused by expiring HP effects and the chained loss of HP support in PvE and PvP. Immediate victory and eligible Death Reacts are preserved; no remaining checks or extra round run after defeat. - Order choices stay on screen
The War Room Order chooser now fits its options to the available screen space instead of placing them below the window. Choices remain scrollable in fullscreen, shorter windows and mobile layouts, with a Close button inside the panel. Mouse, keyboard and controller navigation can reach the last option without scrolling the choices back to the start. Required private choices still cannot be canceled.
