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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Indie

The Last Spell

Patch 1.2.18.7

Hello Heroes!

One last hotfix before the weekend!

Bugfix:

  • Fixed the MercyKill perk to make it work

Patch 1.2.18.6

Hello Heroes!

The newest patch is available, bringing... you guessed it, hotfix!


  • Fixed a bug that prevented Tainted Essence Reroll Favor to be displayed when unlocking Glintfein
  • Fixed enemies sometimes being stuck at 0 HP after being dispelled while having a Health buff
  • Fixed Scroll of Painful Spin being able to damage Heroes
  • Fixed Seed upgrades using the wrong icons
  • Fixed upgraded Snake Seed not applying poison on secondary tiles


Don't forget to update your game!

Hotfix 1.2.18.4

Hello Heroes!

Today, a little hotfix! Don't forget to update your game!


  • Fixed apocalypse modifier that was active even if not unlocked.
  • Fixed some translation issues in french

Elves of Amberwald DLC OUT NOW!

Hello Heroes!

Today's the day! The newest DLC for The Last Spell, Elves of Amberwald, is finally available!

https://store.steampowered.com/app/3023570/The_Last_Spell__Elves_of_Amberwald/

But first, let's take a look at the trailer:

RELEASE TRAILER




Elves of Amberwald Features


This new DLC brings a brand-new challenge to The Last Spell, with:

  • A new map to defend: Amberwald

    This elven forest fights back against intruders with its own defenses. Paths appear and disappear, forcing foes to adapt their approach. And some say the trees feed off the blood of any with ill intent towards the forest.




  • A new race: Elves

    The Elves are joining the fray! Arrogant, relentless, and fiercely loyal to their sacred Nature, these warriors bring a unique flair to the battlefield with powerful perks.



  • 3 new weapons!

    The Elves have come prepared, giving you their unique weapons that you’ll be able to unlock after the battle of Amberwald:

    Claws: Dual one-handed melee weapons that gain multihit bonuses when striking isolated enemies.



    Boomerang: A one-handed ranged weapon with unique AOEs that stuns enemies to unleash additional deadly attacks.



    Sacred Flower: A two-handed magical weapon that lets you poison enemies and amplify magic damage, but at the risk of getting interrupted and damaging yourself.



  • New Defenses: Seeds

    Seeds are a welcome help in this new fight! A new defense mechanic to turn the tide of battle with 3 different seeds to use:

    Snake Seeds inflict deadly poison on your enemies.



    Falcon Seeds will attack Isolated foes.



    Abalone Seeds purge enemies of their bonuses and leave them vulnerable.






To celebrate its release, Elves of Amberwald is 10% off until next week, so don't miss it!

Free update: Apocalypse 2.0! Essence Rerolls! Base game balancing!



A free major update is also available for every player of The Last Spell, bringing:

  • Apocalypse 2.0: a complete rework of the Apocalypse system




  • Essence Rerolls! After completing all other base game Favors, players can now unlock “Essence Rerolls”,allowing them to reroll Perks, Level Ups and Item Rewards in exchange for Tainted
    Essence.



  • Base game balancing for weapons and perks
  • Bugfixes & QoL


We made a blogpost dedicated to the full changelog, so we suggest you to read it here:
https://store.steampowered.com/news/app/1105670/view/532096041998090593

A plush for The Last Spell: Schaden!


A few weeks ago, we let players decide which character of The Last Spell universe they would like to have as a plush, and they chose Schaden!

We're very happy to announce that we're partnering with Makeship to create the Schaden plush for The Last Spell!

Today, the petition starts and will run for 10 days!

https://www.makeship.com/petitions/schaden

How does it work?
1. Pledge $2 to help this Petition reach the 200 supporter goal
2. If this Petition reaches 200 unique supporters, the concept will become a real product!
3. You'll be charged the remaining balance (retail price and shipping) automatically when the Campaign launches

Deep dive: Balancing blogpost!

Hello Heroes!

This is a very special blogpost, one that has been requested quite a while from players.

PREFACE


Today, we want to tell you more about how today's balance changes came to be, and how we used the results of the feedback form from a few month ago.
Before anything, I highly recommend you reading the changelog to see al the changes that were just released today!
https://store.steampowered.com/news/app/1105670/view/532096041998090593

As you can imagine, analyzing all the results and working on everything took quite a while.

So, today, we want to tell you more about those changes!

Before anything, a little disclaimer : this balance patch is aimed specifically at Weapons and Perks. We have also gathered feedback on things like Buildings, Defenses, Bonepiles, etc… but these aspects of the game are more sensible, so we’re still taking our time to see what the best approach would be.

The first important thing to talk about is our approach to these changes. We’re not in early access anymore, so changing the balance of the game is a bit more touchy than before. This is why we had this question in the form :



An overwhelming majority of players do not want any nerfs, or only to overpowered weapons. It’s what we expected, but it’s a good thing we could confirm it.
Now, our next problem was the discrepancy between the feedback we had been collecting in the Discord server and Steam forums up until now, and the feedback coming from the form. It’s also something we expected : players who take the time to write their thoughts on the game’s balance are often the most invested, and thus the most hardcore players, while a feedback form is open to anyone. I’ll give you two examples of discrepancies:

We have had multiple players on Discord agreeing that the Longbow is one of the worst weapons in the game. However, in the feedback form, the weapon scored slightly above average, with an estimated power level very close the the Power Staff. We even had slightly more players feeling like the Longbow is OP :



As for perks, I’ll take the example of Sadist, who got very mixed reviews in the feedback form, while many players on discord see it as one of the most powerful perks. It scored way less than many other Tier 3 perks :



As a bonus, using feedback from the form, here’s what the « average » weapon tier list would look like:



So, how should we go about these differences ? We couldn’t just listen to the Discord feedback, as that would go against the opinion of the average player in many cases. But on the opposite, some balance problems only appear when playing at the highest levels of challenge. Balancing the game only with the average player in mind would probably end up making the game less balanced for hardcore players.

Taking all of this into account, here’s the approach we went with :

  • If something is rated as OP in the feedback form AND in the Discord/Steam forums, we should slightly nerf it.
  • Otherwise, no nerfs
  • If something is seen as underpowered in the feedback form, we should buff it
  • If something is seen as underpowered in the Discord/Steam forums, we should buff it


Now, having talked about our intentions, let’s take a look at two individual cases to tell you how we think about balance changes.

Two-Handed Sword :


The Two-Handed Sword was already on our radar before the survey, as it was considered one of the worst weapons on the discord server. This was confirmed by player responses :



This may seem like just a « slightly under average » result, but players tended to gravitate more heavily towards saying weapons are Strong/Very Strong on average, so this is a pretty bad score, just slightly better than the Rifle. The Two-Handed Sword was also the weapon for which players requested changes the most (nearly 50% of respondants!), with only the Rifle coming close :



When rebalancing a weapon, we have many options available, ranging from simple damage tweaks to reworking skills or even implementing new ones. However, one rule we have is that the « feel » and soul of a weapon should NOT be changed anymore. For example, a weapon focused on single target assassination like the Rifle should not suddenly get a heavy damage dealing AoE, although that would certainly make it more powerful.

The Two-Handed Sword is meant to be a more heavy version of the Sword: a weapon focused on mobility and momentum, but that deals more damage and hits more targets at the cost of more action points, like other two-handed weapons. This is why the changes made to the weapon try to orient it into this direction even more : Heroes now gain movement after using the first skill, making it more worthy of its 2 Action Point cost. The fourth skill is now the first large AoE of the game using Momentum, but comes at the cost of movement. This makes the weapon generally interact more with the movement stat, and gives it a more strategic aspect, while also making it scale better : a Two-Handed sword wielder with a lot of Movement and Momentum should be much stronger and mobile than before.

Hand Crossbow :


The Hand Crossbow is the ONLY weapon that was nerfed in this update, but not without reason, as it was pretty much the only weapon that everyone really agreed on being OP :



This was expected, as we know that the Multi-Hit mechanic scales extremely well, especially in the case of the Hand Crossbow, that only starts with 2 Hits (meaning every additional multi-hit grants +50% damage to the weapon). However, we have no easy solution to the multi-hit balance, so we had to change the weapon.
Now, I’ll go through a few of the options we have tested out for nerfing the weapon, and why we didn’t go for that.

Option 1 : Reducing base damage. This is the easy option, but something we rejeected as it made the weapon absolutely unusable in the earlier nights, before getting more Multi-hit. While we know that some weapons are already pretty weak in the erarly nights, we don’t want to take this too far.

Option 2 : Reducing the base damage but increasing the Multi-hit as compensation. This was the most « balance-friendly » solution, and probably the one we would have taken if this was a competitive game. The damage total of the weapon on night 1 would be unchanged, but each Multi-hit gained would add much less damage than previously. The problem of this is that it made the weapon veeeery slow to play in the early nights, as you would have to choose 4 or five targets for each hit. Generally, the weapon suddenly had a very unpleasant feeling to it, having to shoot an enemy 7 or 8 times to kill it. The « feel » of weapons is very important to us, so we scrapped this option.

Option 3 : Changing the first skill to something else. This option was quickly dismissed, as we want the various weapons of the game to showcase all the different mechanics we have. We want to have a weapon that has Multi-hit on a basic attack, even if it makes it very hard to balance.

In the end, the solution we went for is to reduce the number of uses on the Multi-Hit skill. While the weapon will surely keep being the strongest in the game, this should reduce its strength cap compared to before, as you cannot use the skill more than 6 times in a turn now. In exchange, we have addeda use on the Poison skill, as we don’t want players to run out of actions to do on the first nights.

That’s pretty much it for the balance changes and the feedback form ! Once again, I’d like to sincerely thank all players that answered the survey, as your answers were very helpful to us. We hope you enjoy the free update and the Elves of Amberwald DLC !

And as a little bonus, here’s the score of the BOOM ! perk to the question « How much do you like this perk ? ». Do you think the overkill answers will propagate to adjacent targets ?


DLC "Elves of Amberwald" + Free major update (Apocalypse 2.0) patch notes!

Hello Heroes!

Today's the day: Elves of Amberwald is available! And, as we previously announced, we're releasing a FREE update that brings a complete rework of the Apocalypse system, the essence rerolls, and a LOT of balancing.

And now... You've been waiting for it: the BIG changelog for this new version!

CHANGELOG


tl;dr:

  • Addition of the "Elves of Amberwald DLC"
  • Apocalypse 2.0
  • Essence rerolls
  • Weapons Balancing
  • Perks Balancing
  • Bugfixes & QoL



GENERAL



Apocalypse 2.0



  • Completely reworked the Apocalypse system: players can freely activate whichever Apocalypse modifiers they want, each of them increasing the Apocalypse Level by a certain amount.
  • Multiple new Apocalypse modifiers have been added, and some of them have multiple degrees of difficulty the player can choose from.
  • Players unlock the Apocalypse system with a base pool of modifiers. New modifiers can be unlocked by beating a map on Apocalypse Levels 6, 16 and 32. Players who had already beaten apocalypse levels will start with a certain level of progression, depending on the highest apocalypse level they beat.
  • A new menu, dedicated to selecting apocalypses, has been added.
  • The description of achievements concerning Apocalypse levels have been updated to match the new system
  • New achievements have been added for beating maps with 12 different modifiers and beating any map with 16 different modifiers.


Essence Rerolls



  • After completing all other base game Favors, players can now unlock “Essence Rerolls”, allowing them to reroll Perks, Level Ups and Item Rewards in exchange for Tainted Essence.


Other



  • The bonus experience granted to the killer of an enemy is now called “Killer Bonus”. This is used to clarify what perks affecting the Killer Bonus actually do.
  • Obstacles present at map start (like Lampposts and Rocks) do not block construction on adjacent tiles anymore.
  • Dwarves can now also be tossed using catapults
  • Dwarves now have a minimum Move Points limit of 4 and a maximum limit of 12
  • Reduced the amount of Action Points spent needed to unlock DLC Weapon variants (applies to Elves of Amberwald AND Dwarves of Runenberg).
  • After unlocking medals, a medals-only slot is added to the shop.


BALANCING



WEAPONS


Physical weapons



Axe


Base Damage at level 0: 65-97 -> 69-105

Great Axe


Base Damage at level 0: 82-123 -> 82-136

Rage (Skill 3):

  • Buff: +25% Damage (2 Turns), up to +35% -> +30% Damage (2 Turns), up to +40% at level 5
  • Debuff: -10% Resistance (2 Turns) -> -20% Resistance (2 Turns)


Super Spin (Skill 4):

  • Added Caster Effect: Apply Dispel (All Debuffs)


Hammer


Base Damage at level 0: 109-129 -> 124-144

Stomp (Skill 3):

  • Primary tile: DMG x1 (109-129) -> DMG x1.5 (186-216)


Two-Handed Sword


Base Damage at level 0: 101-138 -> 111-149

Slash (Skill 1):

  • Added Caster Effect: Restore 3 Move Points


Sword Blast (Skill 4):

  • Cost: 2 AP, 3 Mana -> 2 AP, 2 Move, 1 Mana
  • Added: Momentum +10%
  • DMG x1 (101-138) -> DMG x0.75 (83-112)


Ranged weapons



Crossbow


Base damage at level 0: 90-110 -> 100-130

Straight Shot (Skill 1):

  • Added Debuff: -5% Resistance (1 Turn) (up to –10% at level 5)


Hand Crossbow



Quickshot (Skill 1):

  • Uses per turn: 4 -> 3


Slow Death (Skill 2):

  • Uses per turn: 2 -> 3
  • Debuff: -2 Move (2 Turns) -> -1 Move (3 Turns)


Longbow


Base damage at level 0: 70-101 -> 78-120

Long Shot (Skill 1):

  • Uses per turn: 4 -> 5


Watch Out (Skill 2):

  • Added Buff: +15% Accuracy (1 Turn), up to +25% at level 5


Snipe Shot (Skill 3):

  • Uses per turn: 2 -> 3
  • Cost: 1 AP, 1 Move, 2 Mana -> 1 AP, 1 Move, 1 Mana
  • Range: 7-14 -> 7-18


Arctic Blast (Skill 4):

  • Stun Chance: 60% -> 70%


Rifle


Base damage at level 0: 135-169 -> 145-185

Shortbow


Base damage at level 0: 75-109 -> 84-118

Tight Volley (Skill 3):

  • Debuff: -2 Move (2 Turns) -> -3 Move (2 Turns)


Magical Weapons



Druidic Staff



Acid Spray (Skill 3):

  • Debuff: -150 Armor (2 Turns), up to –300 at level 5 -> -250 Armor (2 Turns), up to –500 at level 5
  • Debuff: -10% Dodge (2 Turns), up to –30% at level 5 -> -25% Dodge (2 Turns), up to –50% Dodge at level 5


Orb


Base damage at level 0: 60-77 -> 71-93

Putrid Ball (Skill 2):

  • Primary Target: DMG x1.25 (75-96) -> DMG x2 (142-186)


Death Ray (Skill 3):

  • DMG x2 (120-154) -> DMG x4 (284-372)


PERKS



Tier 1



Cheer


Perk reworked.

Old Effect:
Unlocks the Cheer skill, allowing to Buff the Damage of an ally. (1-10 Range, +15% Damage)
->
New Effect:
At the start of the Heroes’ turn, the Hero automatically casts Cheer on the closest allied Hero, buffing their Damage. (1-15 Range, +15% Damage)

Cherry Picking



  • Reliability bonus: +40% -> +75%


Fatality


Perk effects changed.

Old effect :
Unlocks the Fatality skill, allowing to Execute any enemy in melee range under 10 Health. This threshold is increased by 3 for each Level of the Hero.
->
New Effect:
Unlocks the Fatality skill, allowing to Execute any enemy in melee range under 15 Health. This threshold is increased by 1 for every 1% Physical Damage after 100%.

Steady Aim



  • Skill Range bonus: +1 -> +2


Perseverance


Perk effects changed.

Old Effect:
Every 2 attacks from the Hero dodged by at least one unit: Restore 1 Action Point. +5% Accuracy (2 Turns)
->
New Effect:
Once per turn, when an attack from the Hero is dodged by at least one unit: Restore 2 Action Points. +10% Accuracy (2 Turns).

Tier 2


Crippling Punch


Now has an additional effect:

Every 1 enemies killed using Crippling Punch, its base damage is increased by 1. The amount of enemies to kill to get bonus damage is increased by 1 every 100 bonus damage obtained.

Defensive Training


Description changed to clarify the effects of the perk. The effects remain unchanged.

New Description :
Enemies killed by defenses now grant the Killer Bonus to this Hero.

Tier 3


Initiator



  • Removed the –10% Damage malus.


Longer Weapons


Perk effects changed.

Old Effect:
+2 Skill Range. -15% Reliability.
->
New Effect:
+2 Skill Range. When attacking a unit at a distance of 5 tiles or less, the attack gets: Unreliable x1,5.

One by One



  • Damage bonus per killed enemy: 4% -> 7%
  • Damage bonus per killed enemy (melee): 6% -> 10%
  • Damage cap: 60% -> 80%
  • Damage lost on hitting a non-isolated unit: -6% -> -4%


Quantity vs Quality


Perk reworked.

  • Name changed to “Quality over Quantity”


New Effect:

All of the Hero’s Propagation Bounces is transformed into Propagation Damage (conversion rate: 800%). Increases Maximum Propagation Damage to 150%

Resupply


Perk reworked.

  • Name changed to “Manual Control”


New Effect:
When the Hero is next to a Catapult, Ballista or Trap, unlocks a special skill allowing to use the effects of that defense.

Runic Gift



  • Is now a Tier 4 Perk


Sadist



  • Is now a Tier 4 Perk.


Shorter Weapons


Perk effects changed.

Old Effect:
-1 Skill Range. +15% Accuracy. +20% Reliability
->
New Effect:
-2 Skill Range. When attacking a unit at a distance of 2 to 6 tiles, the attack gets: Undodgeable.

Toxic Leech



  • Range: 5 -> 6
  • Health Restored: 2 -> 3


Tier 4


Bully



  • Is now a Tier 3 Perk
  • Critical Power malus: -15% -> -10%


Epidemic


Perk reworked.
Old Effect:
When applying Poison to a unit, also apply Contagion (2 Turns).
->
New Effect :
Every 3 enemies Poisoned, apply: 30 Poison (2 Turns) and Contagion (2 Turns) to the closest enemy without Contagion in a range of 10.

Field Study



  • Now has an additional effect:
  • Increases Maximum Skill Range to 16.


Mana Shield



  • Is now a Tier 3 Perk


Specialist



  • Damage Bonus: +50% -> +40%
  • Additional uses on skills: +1 -> +2
  • Additional uses now only apply to main hand weapon skills


Tier 5



Don’t Panic


Perk effects changed.

Old Effect:
When attacking a tile located inside the Haven, the attack gets: +10% Accuracy. +30% Perk Damage.
->
New Effect:
When attacking a tile located inside the Haven, the attack gets: Vision. Cannot damage friendly buildings. +10% Accuracy. +30% Perk Damage.

Surgical Strike


Perk reworked.

  • Name changed to “Surgical Strikes”

New Effect:
After attacking and killing an enemy unit that was at full Health and at a range of 5 or more, the Hero's next skill costs Move Points instead of Action Points, at 1.5x the original cost (rounded up).

While the Hero has 3 Move Points or less, Skills will cost Action Points, but the effects of the perk will not be consumed when using a skill.

Dwarves Perks


Bodycount Contest (Dwarves of Runenberg DLC)


Description changed to clarify the effects of the perk. The effects remain unchanged.
New Description :
As long as there is a Hero in a range of 12: Killing an enemy grants +120% Killer Bonus.

Look at my Muscles (Dwarves of Runenberg DLC)



  • Now grants +1 skill use on every weapon skill


Tossable Fellow (Dwarves of Runenberg DLC)



  • Skill Range : 5 -> 10
  • New Skill : Hurl.. Dwarf?


REALLY Tossable Fellow (Dwarves of Runenberg DLC)



  • Skill Range : 6 -> 12


Warcry (Dwarves of Runenberg DLC)



  • Health/Armor threshold: 20 -> 15


Heart of the Party (Dwarves of Runenberg DLC)



  • Armor Buff: +3 Armor (2 Turns) -> +7 Armor (1 Turn)


BUGFIXES & QOL



QOL



  • Added tooltips in the Save Slots screen for Apocalypse, Omens and Weapon Restrictions
  • Improved feedback when a save is corrupted


Bugfix



  • Fixed the damage of Scroll of Magic Missiles being inconsistent with the damage of the original skill.
  • Fixed "will die by poison" feedback not being displayed when loading a game
  • Fixed a bug that caused a black screen when checking hero pages in the victory screen.
  • Fixed a bug that caused a black screen when checking perk screen when reviewing heroes at the end of a run
  • Fixed a visual bug where boomers stayed alive when they killed a hero during their explosion (while the hero had their death animation)
  • Fixed Kindled disappearing when changing direction between front and back
  • Fixed an item tooltip bug where the part containing the skills and perks icons sometimes went above the part with the current skill / perk name
  • Fixed omen button being selected by default when entering world map (Joystick Controls)
  • Fixed omen tooltip not hiding when an omen tooltip from a selected city is displayed and another city is selected (Joystick Controls)
  • Fixed omen button not being selected after closing the weapons restrictions popup while a city is selected (Joystick Controls)


Phew, I think that's all!

Elves of Amberwald will release on April 22nd!

Hello Heroes!

You were waiting for this one, and we're VERY happy to finally announce it, and it's coming out way sooner than you thought ;)

The second DLC for The Last Spell, called "Elves of Amberwald", will be released on April 22nd!





You can already add it to your wishlist!

https://store.steampowered.com/app/3023570/The_Last_Spell__Elves_of_Amberwald/


What's new in Elves of Amberwald?



In Elves of Amberwald, you will fight in the sacred forest of Amberwald alongside Elves against hordes of monsters, including an exclusive boss that was never seen before...


  • A new map to defend: Amberwald




  • A new race is joining the fight: Elves!



  • 3 new weapons: Claws, Boomerang, Sacred Flower








  • New defenses: Seeds





We also want to thank our amazing beta testers who broke played the DLC a few weeks ago and gave us invaluable feedback!

FREE PATCH - Apocalypse 2.0


That one was a HUGE work for us. We basically broke the current apocalypse system and created a new system that we're calling the "Apocalypse 2.0"

This new system will allow you to tailor the apocalypse level on any map, providing a personalized challenge. No more one-size-fits-all—adjust the difficulty as you see fit!



Apocalypse 2.0 will be released alongside the DLC 2 on April 22nd.

FREE PATCH - BASE GAME BALANCING


One of the most requested change to bring to The Last Spell was some base game balancing. As you can imagine, this is a lot of work, but we felt that it was necessary.

To tease you about them:

  • Weapons balancing
  • Perks balancing
  • Dwarves Perks balancing
  • QoL & Bugfix


Apocalypse 2.0 and the base game balancing will be released alongside the DLC as a free update, so all players will have something to look forward to!

New Mode: Boss Rush!!

You asked for it, we listened!

We know a lot of you were asking for building rotation!

Well, that one is hopeless…

But, we know a lot of you were also asking for a playable version of the tutorial map. You know, the one called Runenlicht. No, was it Lakewald ? No, no, something with “Gl…”, Glentberg ? Gloomfein ? Goldenburg ? Lakeborg ? Rumenberg ? Amperwattz ? Ah, here, found it, Swampfurt!
Regardless, the base version of Swampfurt was a bit too short for some of you.

We present to you: Swampfurt 2.0



Before today, no one could actually protect Swampfurt (except maybe a wall of 40 Ballistae). After the 2nd night, the Magic Circle would die no matter what, and players would meet the two mysterious beings for the very first time, and then they were never supposed to go back.

We know a lot of you were frustrated that you can’t go back to Swampfurt later in the game. Well, we made the decision of allowing you to revisit Swampfurt in a VERY special way that you’ll probably (maybe, hopefully)~cheese with hand crosbows~~ love. love.

We thought:

  • Players want to go back to Swampfurt
  • Players loved the bosses of the game
  • Players abuse the corpse strat love corpse piles and want 80% of the map to be Haven tiles


So, why not have both?

Introducing… A boss rush in Swampfurt!!



That’s right, all the bosses you all learned to love (and kill) are joining the party!

  • Harpies
  • Cetusias
  • The Dryad
  • The Archivists
  • The two final bosses


And since we know fighting each boss separately is a bit too easy for you, we’ve prepared a VERY special night, but we’ll leave you the pleasure of discovering it by yourself :eyes:


……

And now… APRIL’S FO…





You thought this was just an innocent April’s fools fake blogpost and that we didn’t actually do it, right?
Well, just try to go to the special “NEWSWAMPFURT” branch, and you will see…

How to switch branches?

Head over to:

  • TLS in your Steam Library
  • Settings
  • Properties
  • Betas
  • Copy/paste this code in Betas to get access to the DLC branch: looflirpassoB


!!WARNING: ABOUT THE SAVES!!


This will be on a separate branch. That means that you will NOT be able to use your save as it is currently for this branch.
To use your current save:


  • In your local files, head over to %Appdata%/../LocalLow/Ishtar Games/The Last Spell/Save/Steam/[YOURSTEAMID]/
  • Go to the profile you want to use
  • Duplicate the "AppSave.bin", and rename the new file to "AppSaveBeta.bin"
  • ONLY USE A DUPLICATE OF YOUR FILE. DO NOT DIRECTLY RENAME YOUR SAVE FILE, or you will NOT be able to re-use it on the main branch after.


Happy fighting!

DLC 2 Blogpost: discover the new map, Amberwald!

Hello Heroes!


We hope you’re okay! :) Spring is here, which means we’re VERY close to announcing the release date of the new DLC, along with the Steam page, and… the actual release. We thank you for your patience, it will be worth it ;)

So, regarding the DLC, we already talked about the new weapons, the new race… what else? Ah that’s right: the new map. THE one place where those damned mages will still be struggling to summon that last spell.
(No, this will unfortunately not be a beach DLC where heroes are just having fun on the beach as they play volleyball with the clawers). Let’s talk about Amberwald, the 8th map that we’re making for The Last Spell!

Amberwald



As an elven-themed DLC, you will fight in the forest of Amberwald. Located not too far from Glenwald (yeah, we miss those dryads too), this sacred forest is a biiit special. Directly connected to the Elves, they say that this forest has a very mysterious amber. What does that mean?



The main theme, as you may have guessed, was that this map needed to have a “forest” theme, but different than Glenwald. You will notice huge roots that are running beneath your Heroes' feet. Some say those roots have a deep and ancient connection to the magic that lies in the forest. The mages may be risking it all, but that may be their safest bet to cast the Last Spell.

Sprouts



Amberwald is alive... It knows your Heroes (and the mages) need to save the world from the Apocalypse, and will help you with all its centuries-old powers. At night, the forest wakes up and will defend against anyone trying to attack it or the people inside.


  • Living Hardwood Sprouts

They can grow into Living Hardwood, an indestructible wooden wall blocking Vision. When it grows, it will kill any monster on the tile.






  • Living Thornwood Sprouts

They can grow into Living Thornwood, an indestructible wall of thorny wood, blocking Vision and attacking monsters. Also, when it grows, it will kill any monster on the tile.






Amber-Infused Sprout
This is the last type of sprout and is very special. It reacts to the mages casting the Last Spell. It will protect your heroes when they’re in its area. Also, rumor has it that if you protect them long enough, they will help you in a very different way when you need it the most…



Introduction of new Seeds



In the new DLC, you will also be introduced to new seeds! They will be a new defense mechanic that will help you turn the tide of the battle.


Snake Seeds. Those seeds will have 2 different effects:

  • Poison: all units surrounding the seed will be poisoned
  • Contagion: when the unit dies, the negative alterations (including poison) will be applied to 2 adjacent units




Falcon Seeds can be used at night to deal damage to isolated enemies:

  • Multi-hit X3
  • Isolation: more damage to isolated enemies!
  • Undodgeable
  • And the skill doesn’t require a direct line of sight to the target!




Abalone Seeds purge enemies of their bonuses and leave them vulnerable:

  • Will decrease their resistance for a given duration
  • Will remove all positive alterations
  • And doesn’t require a direct line of sight to the target!
  • Also, the range for this one is huge!




One final note: the seeds is a brand new defense for the game, and will also be available for other maps!

An Epic Conclusion



As usual, the last night of this map will be a very special one with a new boss mechanic that makes for an epic finale. This time, we’re introducing the Gangrenous Fleshclouds, that will challenge your wits to destroy your magic circle.
ALERT: SPOILER! So only clic on it if you’re not afraid of a spoiler about its design ;)



Fun fact: the concept for the boss of Amberwald is actually heavily inspired from a very early and unused (until now) concept for The Last Spell that was made in… 2019!


What better way to destroy a forest than… from the sky? We won’t tell you too much about the boss in itself, but just know that they’ll stop at nothing to attack your magic circle, and there will be lots of them.
However, don’t think for one second that the forest will let itself be destroyed without fighting back. Protecting the sprouts during the nights before will definitely be worth it.


Aaaand that’s it for today! I think we talked about all major stuff that will be in the DLC!

Next blogpost will very likely be the release date announcement! And we still need to talk about the free patch that will bring the much anticipated Apocalypse 2.0 as well as some balancing on the base game that we know you’ve been asking for a long time.
(we will buff the hand crossbow (it’s a joke, please don’t hurt us)).

A The Last Spell themed plush - We want YOUR opinion!

Hello Heroes!

Spring is finally here! Which means... The new DLC for The Last Spell will VERY SOON be here!

In the meantime, we need YOUR opinion on a very important question...

A Plush for The Last Spell?!



Having a plush for The Last Spell would be VERY cool, wouldn't it?

However, we want to make a plush that not only we like, but that is also exciting for the community.

This is why we're asking YOU: what kind of plush would you like to have in your room, as it watches you get annihilated in Glinftein?

We have narrowed down to 5 choices:

  • A mage
  • One of the goddesses
  • A clawer
  • A boomer
  • Cetusia (not a 7m plush though)


If you want to vote and discuss with other players, please head to our Discord server

Thank you!!