An turn based combat adventure RPG with a unique combat system with no dice rolling ⚔️.
Latest Updates from Our Project:
Update #31 - Boss Deep Dive & General Game Update
about 4 years ago
– Sat, Feb 05, 2022 at 04:52:20 AM
Hello all.
We hope you're having a great start to the weekend.
We're just wrapping up the last few checks with the pledge manager and our Backerkit consultant is also doing her final checks. Once the final checks are complete our surveys will be going out, so expect to see aHOTSsurvey in your inbox within the next few day. Don't worry we will do another post about this the day we send them out to remind everyone. Earlier today we also opened up our pre-order store, so if you know anyone that missed the campaign please direct them our way.
General Update
The weight of all our boxes have increases slightly, bringing the collectors edition in at 5kg or 11lb, with the collectors edition box also increasing in size. We've been working around the clock to implement and test all the stretch goals you guys unlocked through the campaign. Whilst some of these we had already tested back in 2020 like the elemental table, others like the quest cards were completely new. So here's an update on what we've added so far :
As well as our stretch goals we've been making lots of other adjustments too, for example we've reworked our save game sheet to accommodate level 12 and NEW misc items. We have added 2 new slots on the edges of our equipment boards to facilitate quest item rewards (misc items) from the newly added quest cards . These quest rewards will give you a taste of what other types of loot items we plan to introduce in future expansions. We've also had to adjust action cards to incorporate the new Wandering Merchant alongside adjustments to incorporate the Event cards (Stretch Goals). Instead of talking about what we've been up to, why don't we show you.
And then there were 3...
It's been a tough few days with the loss of our beloved Standee Destroyer and Unhelpful Playtester Bliss. Whilst we're doing our best to plod on with things it's always hard sitting down to play Heroes of the Shire and wondering when she'll be sneaking in to come play with the dice or sit in the box. So to commemorate her playfulness we've made a couple of small changes. Our artist is currently drawing Bliss and we're implementing her into the game by putting her onto a quest card. We'll share the artwork with you in our next update, until then see the quest card and loot item placeholder.
That's a quick overview of what we've been up to in-between setting up the pledge manager. We will report back with more updates as and when.
In the meantime, lets jump into another boss deep-dive with our White Widow from the Ice scenario, asked for by Brian Eidsness.
If you haven't caught up on our previous deep dives, you can find them all here.
Forever weaving deadly plots to assassinate her enemies in her imagination, the White Widow spider is a frosty character with a poisonous bite.
White Widow Static Ability
WebbedCave : During each players Hero upkeep they have the option to enter your webbed cave. Once inside they must stay there for the duration of their turn and can't cast any spells. Enemies who brave your webbed cave receive x1 Antivenom card and suffer 6 un-defendable damage which can't be prevented.
White Widow Boss Abilities
During this battle no spells or abilities are able to remove poison conditions.
Pre-battle : Death by Poison - If a poison condition leaves an enemy without them holding an Antivenom card, they are immediately killed. If a Hero holds an Antivenom card when a poison condition leaves them, they may discard their Antivenom card in order to live another day.
<60HP : Invitation - You gain 2 HP each time an enemy enters the webbed cave.
<35 HP : Taking Shelter - When an enemy enters your webbed cave you may attack them right away by casting an attack spell during their turn.
SupportSpells
SpiderHatchlings - Summon x4 Spider Hatchlings to fight by your side, unless your hungry.
Hungry Mother - Devour (destroy) your baby hatchlings and gain 8 HP for each one destroyed.
LureThem In - Force an enemy into your webbed cave. As the White Widows HP drops and she enters phase 2 and phase 3 of combat this spell becomes more and more appealing.
Snow Burrow - White widow grants herself +3 Defence and 2 HP regen for 3 turns.
Attack Spells
Poisonous Snow - A ranged poison and ice elemental type spell that deals 3 damage plus intellect to a single enemy. This spell also grants the White Widow +1 poison and ice damage for 3 turns.
Snow Pierce - A melee ice elemental type attack that deals 3 damage plus pierce to a single enemy. Piercing right through an enemies defence value can cause some terrifying damage. This powerful attack add a strength attack modifier with a chance to freeze the enemy via a dice roll.
Spider Fang - Another melee attack, this time a poison and ice elemental type attack that deals 3 damage plus poison to a single enemy. Remember how vital poison is to this battle, keeping your enemies poisoned so they are forced into your webbed cave is certainly a strong way to play out this boss battle.
Sticky Web - A split spell, with the first half of this spell deals 3 damage and paralyzes all enemies for 2 turn. The second half of this spell hence the name sticky web, forces the next Hero to enter the webbed cave to stay there for 2 turns instead of 1.
Poison Blast - A ranged poison elemental type spell that deals 5 damage to all enemies and poison. This attack also adds a strength modifier.
Boss Strategy
When playing as the boss you'll want to keep your enemies poisoned as often as possible, but don't keep reapplying the poison. To take advantage of your webbed cave ability, you need to let the poison finish it's 3 turns courses on an enemy, forcing them to find an Antivenom. As your HP drops below 35HP you'll want to use your Lure Them In spell as often as possible, combined with Sticky Web makes a nice combo. Forcing an enemy to stay 2 turns in your web when they next enter and then luring them into your web the turn after. Not only will you gain 2 HP from your invitation ability, but your enemy will be taking 12 un-defendable damage over the 2 turns from being in the cave, alongside you being able to attack them right away as they enter. Support heroes struggle against this wicked White Widow so focus your attacks on the enemy attackers first.
When playing as the Heroes you'll want to strategically grab some Antivenom cards even if you are not poisoned. Having to keep finding the Antivenom cards in the cave can ruin combos that require several turns to setup, so maybe entering the cave to grab yourself an Antivenom several turns in a row can prove to be useful. Heroes should save their AOE spells for when the boss summons her Spider Hatchlings, as with most bosses if their pets are not dealt with fast the tides of battle can turn very quickly.
And that's a wrap for now guys!
We hope you enjoyed learning more about our White Widow boss that you'll be able to find in our Ice scenario contained within the Fire & Ice and Collectors Edition of Heroes of the Shire. We will be back soon with more updates and deep-dives, until then stay safe and enjoy board gaming!
- Heroes of the Shire
Update #30 - Hero Deep Dive
about 4 years ago
– Tue, Jan 25, 2022 at 01:57:47 AM
Hello all.
Thank you for your patience whilst we work on opening up the pledge manager. We're in the process of settling all of our shipping and fulfilment estimating and making sure that we've covered everything when it comes to taxes and international trade regulations. Since there have been changes in recent years, this is taking us some time, but we plan to launch the pledge manager as soon as we can, we're estimatinglate January, but this could run into early February.
In the meantime we'll continue to keep you updated alongside finishing off our Boss and Hero deep-dives, like the one we've lined up for todays update.
This rotund dwarf is a curious character who is useful to have by your side. The Runesmith can often be found sitting on his anvil after expertly blending metal and magic, embedding weapons with runes to give them the edge. Whilst heavily focused on being a support type Hero don't turn your nose up at this little fella's damage output as his unique rune spells can leave you gravely wounded.
Runesmith Hero Ability
Runic Power : During your first turn you must select a runic path to follow, choosing from Protection, Strength or Elemental. Blending metal and magic is mighty hard work for our Dwarven hero, so choose your path wisely as you can't change your runic path during combat. Once you've selected your path you'll place the associated token on the Runesmith's hero ability. In the bottom right of the Runesmith's hero board you'll see 4 spells labelled Rune Spells. These are Rune of Strength, Rune of Protection, Frost Rune and Rune of Steel. Similar to the Dragon Knight, anytime you cast one of these Rune spells (you can unlock more Rune spells in the spell mastery) you will be granted with additional effects. Let's see below what effects are added to your Rune spells, which should help you chose which runic path to follow.
Protection : All your Rune Spells grant all allies +2 HP shield.
Strength : One ally gains a +1 buff of their choice for 2 turns.
Elemental : You gain +2 frost damage for 2 turns.
Note : These added bonuses to your Rune Spells are all added immediately as the spell is cast, before any damage is dealt. This hero ability is a combination of our Huntress hero and our Dragon Knightabilities.
SupportSpells
Runic Seal - All enemies receive -2 Defence for 3 turns.
Dampen Damage - One ally receives protection for 3 turns. Protection decreasing incoming damage by 50%.
Dampen Magic - Whilst there is a cooldown die on dampen magic any damage received by elemental type spells is reduced by a value of 1.
Rune of Strength - One ally receives +3 Strength & -1 Defence for 3 turns
Rune of Protection - All allies gain a 4 HP shield
Attack Spells
Iron Strike - A melee attack that targets one enemy, dealing 6 damage plus stunning them for 2 turns. (Stun forces your enemy to skip their dice upkeep phase, a great way to slow them down).
Frost Blast - A ranged frost elemental type spell that targets one enemy, dealing 4 damage plus a can't be healed condition for 3 turns. This mighty blast can be a fantastic way to stop your enemies from healing.
Dwarven Might - A melee attack that targets one enemy, dealing 1 damage. This spell deals an additional 1 damage if you have an active shield value, alongside adding your defence modifier.
Frost Rune - A split spell with the first half granting a target ally +2 frost damage for 3 turns. The second half of this spell is a melee attack that targets one enemy, dealing 2 damage.
Rune of Steel - A melee attack that targets one enemy, dealing 4 damage plus an additional 3 damage if the enemy has a shield of their own.
Runesmith Spell Mastery
The Runesmith has 3 paths to follow. Bodyguard down the left, RuneAuthority in the middle and Battlesmith on the right. Each path gives the Runesmith a different set of spells and abilities as you'll see below in our summaries for each path.
Bodyguard
This is the path of protection, allowing the Runesmith to taunt up after casting Dampen Damage. This path unlocks Runic Cleanse, a great spell to remove all buffs and conditions from a single ally. A new unlockable spell called Rune Shield is a mighty way to keep your enemies at bay, allowing the Runesmith to cast his Rune of Protection spell when an enemy attacks him. Casting spells on an enemies turn is a powerful effect as when the turn order comes back round to your play, your cooldown die immediately reduce. Damage prevention is a neat way to help buff your allies defence, pair this with the War Drummer or Bard who love to give out buffs and your team will soon be swamped in great defence values. Following the Protection or Strength runic path is typically the play style of this path.
Rune Authority
This path is in between the Bodyguard and Battlesmith paths for a reason, as it pulls traits from both paths. The Rune Authority path grants the Runesmith some healing with an ability called Enchanted, alongside a spell called Restoration Rune. Brotherhood whilst it looks like a heal, and heal it does, is typically a DPS spell by allowing an ally to cast a spell now. This allows heroes to take advantage of buffs or conditions that might be expiring on their next Hero upkeep. Rune of Speed permanently increases the Runesmith's agility value from 3 > 6. This increase in speed and the Runic Cleanse in the bodyguard path make for great Hybrid builds of the Runesmith. Following the Strength or Protection runic path is typically the play style of this path.
Battlesmith
The Runesmith turns into somewhat of a melee DPS class, coating his weapons in frost magic when following this path. With the Double Efficiency ability unlocked, the Runesmith in this path has the ability to follow 2 runic paths with his hero ability. Creating a great DPS hero who can offer support for his fellow comrades. Following the Elemental or Protection (maybe both) path is typically the play style of this path. The Protection runic path keeps the Dwarven Axe ability almost always active.
And that's a wrap for now guys!
We will be back soon with more updates and deep-dives. We'll cover our White Widow spider boss next in a boss deep-dive, followed by our non-binary hero the Scholar. We will also be opening up the pledge manager soon so stay tuned for more on that. Until then, have a great week or two and we look forward to a fantastic year with you all.
- Heroes of the Shire
Update #29 - General Update & Boss Deep Dive
about 4 years ago
– Thu, Jan 13, 2022 at 03:03:40 PM
Hello all.
We hope you're all settling well into 2022.
In todays update we're embarking on another boss deep dive, but before we jump into our Boss deep dive, let's give you a quick update on what we've been up to.
Future Proofing Loot Items
We've made a small adjustment to all our loot items, by adding a small 8x8mm square in the top corner. Whilst this little square space will not be used right now, we thought it would be a good idea to place it on all the existing loot items now so that they are not made redundant when future expansions are released incorporating loot item enchantments. These enchantments would see enchanted cubes being placed on loot items to upgrade them.
Small square added in the corner of each loot item
Reference Sheets
We originally intended to have a reference section in the back of the rulebook for each hero and boss. The reference section would include, a more precise description for spells that require it, a tips and tricks section and commonly used conditions section for that particular hero. During our KS campaign many backers reached out to us and asked if we could have these references on separate sheets of paper instead of the rulebook as that would be getting passed around the table frequently during the first few plays. With that in mind we agreed with our backers, so we have been pulling out all these pages from our rulebook and creating new reference sheets. Please see an example of 2 reference sheets below. If there is anything else you would like to see on these, please let us know in the comments below.
Assassin Reference Sheet
Bard Reference Sheet
Pledge Manager
We've been working hard on setting up the pledge manager, which should open this month for all of our backers. We will update you here, but please keep an eye on your emails over the coming weeks for the email from Backerkit.
Boss Deep Dive
Let's move onto the main event, our boss deep-dive. This boss can be found in phase 2 of our fire scenario. Note the fire scenario is only available inside the Fire & Ice or Collectors Edition games.
The Shires crust forms the plated skin of the Tectonic Giant who watches over his domain with a cyclops eye. Experience his volcanic temperament if you dare to challenge him.
Tectonic Giant Static Ability
MoltenPlate : Anytime an enemy attacks you they receive a permanent burn condition. Repeat attacks reapply burn. This burn condition is placed in the permanent column rather than the temporary column. As it's a permanent effect, there is no need to move the condition down a row each turn, instead it deals 1 DMG during each token upkeep. Stating repeat attacks reapply burn will make more sense as we dive into the Tectonic Giants spells below.
Tectonic Giant Boss Abilities
Pre-battle : Let's Play - All incoming damage dealt to you is increased by 50%.
Round 3 : Playtime's Over - Your Let's Play ability above now ends. All outgoing damage you deal is now increased by 50% for the remainder of battle.
<30 HP Unstable Grounds - You hit the ground with a fierce thud, which leaves you with a permanent can't be targeted condition. At the beginning of each round one enemy hero must declare to skip their main phase action in order to distract you. This distraction increases damage dealt to that chosen hero by 2, but temporarily removes the can't be targeted condition from you till the end of that round.
SupportSpells
StatBoost - You gain a +3 buff of your choice for 3 turns. A versatile way to pump up your damage, agility or defence.
Nullify Damage - Grant immune to damage to an ally for 1 turn. Whilst this seems a little lack lust, lets look at pairing it with the next 2 spells.
Third Degree Burns - Whilst you have a cooldown die on Third Degree Burns any damage dealt by a burn condition is increased by 2. Making burn conditions deal 3 DMG per turn instead of their typical 1 DMG.
Note : With the bosses Molten Plate ability heroes are always burning,assuming they have attacked you once. During their token upkeep they would receive 3 DMG and anytime youare attacked your enemies would receive 3 DMG from the burn condition being reapplied to them.
Fire Healing - Whilst there is a cooldown die on Fire Healing you gain 2 HP each time an enemy receives damage from a burn condition.
Attack Spells
Shatter - A single target melee attack that deals 4 damage plus penetrate armour.
Plate Smash - A single target ranged attack that deals 2 damage plus frightens your enemies for 2 turns. This attack has both a strength and intellect modifier. Frightened is a condition that stops you from casting ranged attacks.
Landslide - A melee AOE attack that deals 3 damage to all enemies.
Ground Quake - A ranged AOE attack that deals 8 damage to all enemies, with a chance to add stun to the attack with x1 roll of the conditions die.
Volcanic Crevasse - A ranged fire type elemental spell that deals 5 damage to all enemies, with added knockback, burn and can't be healed for 3 turns. This attack also has a chance to add stun to the attack with x1 roll of the conditions die.
Boss Strategy
- Take advantage of the Let's Play ability by using all of your strongest spells right away.
- Once the Playtime's Over ability kicks in try to reduce incoming damage with Protection, HP regen, Shields etc, as it won't be long before that 50% additional damage from the boss starts to take it's toll.
- During phase 3 when the bosses Unstable Ground ability get's activated, take it in turns to distract the boss. This way all heroes will get a little beat up so the damage can be spread evenly, whilst also not forcing one player to skip multiple turns.
- With lots of AOE attacks that gain 50% more damage after round 3, pets won't be much use in this battle.
Boss Modifications
Easy Mode - Playtime's Over activates on Round 4. Unstable Ground activates at 20 HP. Boss receives a permanent -1 defence.
Standard Mode - N/A
Hard Mode - Unstable Ground ability activates at 40 HP. Boss receives a permanent +1 Strength, +1 Intellect, +2 Defence, +1 Agility and starts at 99 HP.
Elite Mode - Playtime's Over ability activates on Round 2 and now grants you 100% extra damage. Unstable Ground ability activates at 40 HP. Boss receives a permanent +1 Strength, +1 Intellect, +4 Defence, +2 Agility and starts at 99 HP.
And that's a wrap with the Boss Deep Dive
Hero Crafting
We have some blank templates of hero boards, cards and spell mastery boards for anyone that would like to get creating their own Heroes at home. We've had children creating a cowboy, a tigerman and a bounty hunter with their dad fixing up their hero board. Whilst some of our adult community members have come up with an Artificer who creates a great machine, adding to it piece by piece during combat, a Shadow Rogue that lays traps for enemies to fall into and a Ronin Samurai hero that pumps out burst damage. If this is something to get your creative juices flowing, please use this link to access our blank templates : https://tinyurl.com/HeroBoard
Until Next Time
We will be back soon with more updates and deep-dives. We'll be covering our first Dwarven hero next with the Runesmith deep-dive. Until then, have a great start to 2022 and we look forward to bringing you our product to your tables later this year.
- Heroes of the Shire
Update #28 - Hero Deep Dive
about 4 years ago
– Mon, Jan 03, 2022 at 12:47:51 AM
Hello all.
Happy New Year and welcome to 2022. We've got a great year in store for you guys with lots of updates and fulfilment happening towards the back end of the year :)
Today in our update we're embarking on another hero deep dive, covering our Musketeer. This hero is a high DPS class similar to the Huntress, Assassin and Berserker.
The trigger-happy Musketeer gets her kicks from wreaking havoc on her enemies by showering them with ammunition, for the most part. Her gung-ho attitude makes her a popular ally.
Musketeer Hero Ability
Reload : You must use your reload ability when there is no cooldown die on it. Reload is not a spell. Reloading grants the Musketeer with +2 Strength, -2 Defence & Agility for 1 turn.
SupportSpells
Front Line - Grant +3 Agility and +2 Strength to one ally. This fantastic support spell might even encourage the Musketeer to pass up on some damage in order to greatly benefit an ally on their next turn.
Cry For Help - This spell forces a taunt condition onto an ally. Use this spell wisely as placing an unnecessary taunt condition on an ally with an under prepared party could lead to disaster! However using it to your advantage with darkness could also play an interesting role.
Run For Cover - A single target ally becomes un-targetable for 1 turn and gains +2 HP regen for 3 turns.
Slow Reload - A spell that allows you to use your Reload hero ability resetting any CD die. The next time you reload your buffs last for 3 turns instead of 1.
Quick Reload - A spell that allows you to use your Reload hero ability resetting any CD die. The next time you reload you don't receive -2 Defence.
Attack Spells
Ranged Shot - A ranged attack that deals 5 damage to a single target, with a low cooldown of 2.
Shot Exchange - This nifty attack allows the Musketeer to pass on one of her negative buffs. The Reload ability grants the Musketeer negatives buffs so time this correctly and pass across that -2 Defence or Agility to an enemy.
Close Combat - A melee attack that deals 1 damage plus bleed to a single enemy target.
Charged Shot - A very powerful ranged attack that deals 7 DMG, plus a strength modifier, all with penetrate armour. Penetrate armour is a condition that forces the enemy to defend with only 50% of their defence value.
Explosive Shot - The Musketeers only AOE attack. This ranged attack grants knockback and burn to all enemies, an explosive shot indeed.
Musketeer Spell Mastery
The Musketeer has 3 paths to follow. PortableRest down the left, Fencing in the middle and AdvancedFirearms on the right. Each path gives the Musketeer a different play style as you'll see below in our summaries for each path.
PortableRest
This tree opens up some support plays from the Musketeer, with the Loud Voice ability allowing an ally to cast an attack spell. Gunpowder is a spell that shouldn't be overlooked, turning powerful single target spells into AOE spells is an immensely strong play, which is why Gunpowder has such a low cooldown. This path also unlocks Painkillers, a spell that grants a massive heal to the Musketeer at a high price of reducing all her base stats permanently by 1.
Fencing
Granting the Musketeer 2 new Melee attacks and some powerful abilities like Bleed It Out, this fencing path will be a great way to drain your enemies. Pair this spell mastery path with other heroes like the Blood Mage that benefit from the effects of Bleeding and you'll be on your way to victory.
AdvancedFirearms
This path helps improve your Reload ability, allowing you to cast it more frequently and more effectively, alongside adding a new way to reload. The Healthy Reload ability can put in its fair share of healing during a scenario when many rounds are played out, which takes some of the stress away from the healer to keep the party alive.
And that's a wrap for now guys!
We will be back soon with more updates and deep-dives. We'll cover a boss deep-dive next in-between our last few hero deep-dives. We will also be opening up the pledge manager soon so stay tuned for more on that. Until then, keep the theory crafting coming, we love hearing all your hero ideas and compositions over on Discord. We hope you've all had a wonderful holiday season and we look forward to another fantastic year together.
- Heroes of the Shire
Runesmith deep-dive coming soon
Update #27 - Hero Deep Dive
over 4 years ago
– Tue, Dec 21, 2021 at 02:17:17 AM
Hello all.
Today in our update we're embarking on another hero deep dive, covering our sought after Engineer hero. This hero as mentioned in an FAQ several weeks ago is a personal favourite of mine :) Stepping away from the action and letting my gadgets do a good portion of the work.
Gizmos and gadgets are this chaps ingenious battle-aids. The Engineer creates everything he requires to support his allies, as well as himself, in combat.
Engineer Hero Ability
The Engineer has a line of text above his hero ability, which states : Use your 'Create Gadget' spell to add gadgets to your ability tab.
GadgetUpkeep : During your Hero upkeep you may upgrade a gadget by placing an upgrade token on it. Place this gadget token on the upgrade section of the card. You may only do one upgrade per hero upkeep. Gadgets require X amount of upgrade tokens to become Up & Running, and once Up & Running further upgrades can improve their functionality. Casting spells from your gadget cards happens in your main phase before you cast a spell for turn. Gadget spells do not count towards your Engineers one spell per turn and you may cast more than one gadget spell per turn.
Note : Passive abilities of gadgets are not active until the gadget is Up & Running.
SupportSpells
Create Gadget - You can add a gadget card to your ability tab and cast another spell. Choosing from any of the gadgets above.
We're aware that CD:1 means the spell will return on the Engineers turn, so why didn't we just put CD:0? Some heroes like the Bard & Scholar are able to increase cooldown die of their enemies, allowing for a little manipulation to slow the Engineer down.
Jump Start - This spell reduces the Engineers cooldown dice by a value of 3 on his next dice upkeep instead of the usual value of 1.
Static Shield - All allies gain a 5 HP shield and +2 electricity damage for 3 turns.
Boost - Target ally gains +2 defence for 2 turns and jumps the turn order next around going first regardless of agility values. With a slow agility of 2, this will be sure to give you 2 turns in a row should you target yourself with this spell.
Demolition Expert - Add the Rocket Launcher to your ability tab. If the Rocket Launcher gadget is already on your ability tab upgrade it instead. Having access to upgrading your gadget during your main phase as well as your hero upkeep is a quick fire way to get your gadget up and running.
Attack Spells
Detonate - You must destroy a gadget in order to cast this spell. A destroyed gadget is NOT permanently destroyed, you can create a new one during your next hero upkeep. To destroy a gadget, remove the card from your ability tab and place it back into your deck of gadgets. This attack deals 2 damage to a single target plus an additional 4 damage if the gadget you destroy is fully upgraded. Note : gadgets being destroyed trigger darkness.
Electroblast - A melee electricity elemental type spell that deals 1 damage to all enemies.
Mortar - A ranged fire elemental type spell that deals 2 damage to all enemies.
Flash Bomb - A ranged light elemental type spell that deals 4 damage to all enemies plus leaves them with a glowing condition.
Lightning Orb - A split spell with the first half reducing an enemy defence by a value of 1. The second half of the spell deals 6 damage plus paralyzes the enemy for 2 turns.
Engineer Spell Mastery
The Engineer has 3 paths to follow. Tinkerer down the left, Outburst in the middle and Electro on the right. Each path gives the Engineer a different play style as you'll see below in our summaries for each path.
Tinkerer
This is the path for the true tinkerer! Upgrading your gadgets quickly and letting them do most of your work is part of the plan here. This play style is supported by unlocking a new spell called buying time which does exactly what it says on the tin, alongside improving your static shield spell.
Outburst
The Engineer being a support hero lacks damage output, so taking your Engineer down the path of Outburst will help alleviate that issue. Explosion is a fantastic way to knockback your enemies whilst immobilising 1 of their spells for 2 turns.
Electro
Shock your enemies by following the electro path! Unlock Overcharge which grants a mighty shield at the cost of paralyzing the ally. This path also contains a buff for all your electricity elemental type spells and a fast way to get the electricity field up and running.
Updating our older boards
You'll notice all damage is represented in red, all healing is represented in green and now all shields are represented in yellow. We will update our older boards with the same colours to ensure consistency throughout our heroes.
And that's a wrap for now guys!
We will be back soon with more updates and deep-dives. Until then, keep theory crafting coming, we love hearing all your hero ideas and compositions over on Discord. We hope you all have a wonderful holiday season. Thank you for all your support this year in helping bring Heroes of the Shire to life.