




KEY FEATURES
- You won’t be prepared. Each game level is procedurally generated with random enemies, items, weapons and skills – each run features unique challenges.
- Building your deck is tricky. Your items, treasures, weapons, and skills go to the same deck – balance your cards and be ready for everything!
- Skill tree. Permanently upgrade your heroes with unique ability.
- Risk/Reward system. Collect treasures that you will find on your journey. But be prepared that treasures be part of your deck and as you know, it’s impossible to kill zombies with gold. And if your hero die, then you will lose everything
Dreamgate goes to early access with:
- 3 Unique heroes (Warrior, Warlock, Death Knight)
- 40+ Passive skills
- 9 Bosses and 1 Mega uber final Boss
- 50+ Enemies
- 20+ Event encounters
- 80+ Skill cards
- 50+ Weapon and Item cards
Dreamgate Update #6 - 3 New Heroes and 40+ New Cards
New Cards (Item):
- Arcane Wand - Deal 3 damage. If you have 25 or less cards in your deck deal 6 damage instead.
Some UI Improvements
Various bugs fixed
Hi
It's time for a big patch! In this patch we add to the game - 3 new heroes and more than 40 new cards.
New Heroes:
- Elementalist (Arcane)
- Battle Mage (Arcane and War)
- Voidbringer (Arcane and Dark)
New Mechanics
- Energy X (Arcane cards only) - In order to play this card, you must spend X Energy.
New Cards (Arcane):
- [u]Fireball[/u] - Fire. Energy 1. Deal 6 damage.
- [u]Elemental Blow[/u] - Deal 1 damage. Upgrade all Elemental Blow cards in your deck.
- [u]Fire Mark[/u] - Fire. Energy 2. Choose an enemy and deal 8 damage to adjacent ones.
- [u]Magic Trick[/u] - Deal 4 damage.
- [u]Thunder Strike[/u] - Lightning. Energy 1. Deal 4-11 damage to a random enemy.
- [u]Energy Leech[/u] - Deal 3 damage, gain 1 Energy and draw a card. You can use this card only on stunned enemies.
- [u]Shock[/u] - Lightning. Reserve. Unplayable. At the end of your turn deal 2 damage to a random enemy.
- [u]Enchanted Weapon[/u] - Fire. Energy 1. This turn, your next Weapon deals +7 damage.
- [u]Fire Breat[/u]h - Fire. Reserve. Energy 3. Deal 4 damage to all enemies.
- [u]Wisdom of the Elements[/u] - Reserve. Unplayable. At the start of your turn, draw an additional card and discard a card from hand.
- [u]Meteor[/u] - Fire. Energy 4. Deal 36 damage.
- [u]Arcane Power[/u] - Gain 1 Energy.
- [u]Arcane Intellect[/u] - Energy 2. Draw 3 cards.
- [u]Frost Arrow[/u] - Ice. Energy 1. Stun a non-Boss enemy and deal 1 damage to adjacent ones. Draw a random Ice card from your draw pile.
- [u]Frost Breath[/u] - Ice. Energy 3. Stun all non-Boss enemies.
- [u]Stone Armour[/u] - Earth. Energy 2. Gain a Shield.
- [u]Elemental Arrows[/u] - Fire. Lightning. Ice. Earth. Energy 1. Deal 1 damage 3 times.
- [u]Ice and Lightning[/u] - Ice. Deal 2 damage. If you have a Lightning card in your hand deal 5 damage instead.
- [u]Manastorm[/u] - Limited. Gain 3 Energy. Lose -1 HP.
- [u]Inner Power[/u] - Draw a card. If you have 6 or more energy, draw 4 cards instead and you cannot draw additional cards this turn.
- [u]Elemental Equilibrium[/u] - Limited. Energy 1. Draw a random Fire, Earth, Ice and Lightning card from your draw pile.
- [u]Hailstorm[/u] - Ice. Energy 2. Deal 2 damage 7 times to random enemies.
- [u]Amplification[/u] - Fumble 1. This turn, your next Spell deals triple damage.
- [u]Eruption[/u] - Earth. Energy 1. Deal 1 damage to all enemies. If you have a Fire card in your hand deal 3 damage instead.
- [u]Magical Gifts[/u] - Energy 3. Charge 1. Choose a Passive card.
- [u]Spellslinger[/u] - Deal 10 damage. You can use this card only if you have a Wand in your deck
- [u]Wind Strike[/u] - Deal 6 damage. Put a card from your hand on top of the draw pile.
- [u]Spark[/u] - Lightning. Energy 1. Deal 3 damage. If you have 10 or more cards in your hand deal 10
damage instead. - [u]Chain Lightning[/u] - Lightning. Energy 1. Deal 2 damage. Then deal 3 damage to a random enemy, then deal 4 damage to a random enemy.
- [u]Thirst of Knowledge[/u] - Energy 1. Charge 1. Delve 3 Arcane common cards. Lose -1 Max HP.
- [u]Twister[/u] - Energy 1. If you have 4 or more cards with Reserve in your hand, deal 6 damage to all
enemies. - [u]Ice Cage[/u] - Ice. Energy 2. Stun an enemy.
- [u]Rockfall[/u] - Earth. Energy 2. Deal 12 damage. If you have another Earth card in your hand deal 24 damage instead.
- [u]Path of Darkness[/u] - Energy 2. Charge 1. Delve 3 Dark rare cards.
- [u]Overload[/u] - Reserve. Unplayable. All your Spell deals double damage. Play no more than 3 cards per turn.
- [u]Mirror Image[/u]- Charge 1. Choose a non-Legendary card from your hand and add 2 copies of it to the draw pile.
- [u]Burning Aura[/u] - Fire. Reserve. Unplayable. At the start of your turn deal 1 damage to all enemies.
- [u]Dragon Wisdom[/u] - Limited. Draw 3 random Spells from your draw pile. Gain 1 Energy.
- [u]Firestorm[/u] - Fire. Energy 3. Deal 6 damage 3 times to random enemies. If you have an Earth card in your hand, gain 3 Energy.
- [u]Clarity[/u] - Reserve. Unplayable. At the start of your turn gain 1 Energy.
- [u]Ice Block[/u] - Ice. Reserve. Unplayable. At the end of your turn gain a Shield. Play no more than 3 cards per turn.
- [u]Shatter[/u] - Ice. Energy 2. Destroy a non-Boss enemy. If a target is stunned deal 3 damage to all
enemies. - [u]Inspiration[/u] - Limited. Draw 6 cards. Discard all Spell cards from your hand.
- [u]Earthquake[/u] - Earth. Energy 3. Stun all enemies with 2 or less attack. Deal 3 damage to all enemies
with 3 or more attack.
New Cards (Item):
- Arcane Wand - Deal 3 damage. If you have 25 or less cards in your deck deal 6 damage instead.
Some UI Improvements
Various bugs fixed
[ 2020-04-28 18:15:22 CET ] [Original Post]
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