Got a lot of useful feedback from the playtest and I've been working hard to fix all the issues that came up.
I also added new minions to spice things up:
1) Goblin Pyromancer - Level 5
A powerful spellcaster, applies Burn on attacks and gains Momentum whenever an enemy takes damage from Burn. Can cast Inferno and Fire Shield.
Like all goblins, it has low hit points and resistance so try to support it with lots of healing and defensive buffs.

2) Imperial Knight - Level 10
Heavy armored melee minion with lots of special attacks, spells and abilities. Can use Prayer to quickly generate Momentum and gets Initiative bonus for each Momentum point.

3) Spiderling - Level 3
Lightweight beast minon, with bonus damage against isolated minions, applies Poison on attacks and gains Action Points whenever it dodges an attack. A simple and cheap minion that can help a lot in poison-focused squads.

A lot of balancing has been made, mostly to make the first region easier and quicker on the first stages.
- All Heroes now start with 30 physical and elemental resistance, this will prevent you from taking too much damage on the first levels.
- All heroes get two starting bonuses, instead of one:
Fighter: Medium Armor - Long Bow (in addition to your starting weapon, so you can alternate them during combat)
Druid: Snake - Talisman of Vitality
Cleric: Healer's Tunic - Enchanted Armor
Rogue: Snake Ring - 2 Re-Rolls
Wizard: Energy Crystal - 2 Potions of Energy
Necromancer: Skeleton Pikeman - Bone Ring
-Some minions now have immunity to certain effects, for example spiders are immune to poison, frost imps are immune to frost and so on. Soon I will also add special items that grant immunities to Heroes.
Thanks a lot to everyone that participated in the playtest, it will remain open until Early Access is ready (estimated by mid January). There's still a lot of room for improvement so any feedback is appreciated.
More changes coming soon!
