Happy new year, everyone! Since we just got back from holiday break, we're doing a small balance patch to improve legion spells and address some of the more glaring balance concerns. Legion Spells A lot of the power budget of these spells was unintentionally in the +500 health. Now they can be more specialized. Hero - Health gain: 500 -> 0 - Damage and damage reduction aura: 5% -> 7% Magician - Health gain: 500 -> 0 - Mana regen aura: 22% -> 27% Sorcerer - Health gain: 500 -> 0 - Spell damage aura: 20% -> 27% Vampire - Health gain: 500 -> 0 - Lifesteal and spell vamp aura: 18% -> 24% Villain - Health gain: 500 -> 0 - Damage amplification: 18% (13% for ranged) -> 25% (15% for ranged) - Buff duration: 3 -> 1.5 seconds Fighters Proton - Attack speed: 1.02 -> 1 - Ionic Force: Attack speed per stack: 25% -> 30% Atom - Attack speed: 1.02 -> 1 - Ionic Force: Attack speed per stack: 25% -> 30% Proton and Atom were statistically very weak. Honeyflower - Health: 1220 -> 1250 - Fragrance: Damage: 11 + 0.15% -> 10 + 0.15% Honeyflower was the strongest opening in the game. The nerf makes it significantly more vulnerable to Dragon Turtle on wave 2. Soul Gate - Hellion: Damage: 45 -> 47 - Nightcrawler: Damage: 45 -> 47 Hell Gate - Elite Hellion: Damage: 90 -> 94 - Elite Nightcrawler: Damage: 90 -> 94 The legion spell changes are also indirect buffs to Soul Gate and Hell Gate. Other Dragon Turtle - Fixed a bug where it was spawning behind other tank mercenaries Mastermind Rolls - Priestess of the Abyss, Lord of Death, and Millennium no longer satisfy the arcane requirement because they are ranged DPS (if you get one of these, you're guaranteed to get another arcane unit) "Unbreakable" Trophy - Collection value: 15 -> 3 When we first designed this trophy, hitting 10,000 fighter value was very rare. It's now more common, especially in Classic games.