Version: 1.6.1, The Emerald Mirror & The Delve, Published on: Feb 28 2026
Welcome back everyone. I have a new feature, a lot of fixes and qaulity of life, a new class and so much more. Below you will find out everything that has changed, lets get into it shall we?!
Fixes
- Statistics charts—such as Who’s Playing and other in-game charts—have been fixed.
- Fixed an issue where, in the exploration section, the exploration button would appear while setting up exploration.
- Removed Ranked Fights and its documentation from the game; this is no longer available.
- Traversing is now much faster across the board. This includes maps like Hell, Purgatory, and Twisted Memories.
- The modal will now properly vanish when it finishes traversing you.
- This also means commands like
/pctwill be 10x faster.
- Kingdoms now properly respect the Bountiful Resources kingdom passive in the following situations: settling and upgrading a resource building.
- Existing kingdoms will have their max resources updated to reflect that you may have leveled this skill.
- Fixed an issue where players manually fighting at special locations that grant an item could end up with the same quest item they had already handed in.
Character Reported Bugs
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AriaStarlight reported:
I am playing as a heretic. I have two wands equipped, both level 400, hellforged, and enchanted. Any time a unique weapon drops, when I click on it, it does not show a compare window and it says, "It's better than nothing since you have nothing equipped."
For some reason, not all my pieces in my set are registering as being equipped, and currently it’s preventing me from killing a celestial for book/currencies for a quest. My stats also, even after multiple refreshes, don’t seem to reflect the gear I have equipped.
Any assistance is much appreciated.
This issue has been fixed. To resolve the issue, unequip the set and re-equip it.
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Amdohr reported:
While my ability to request resources with a normal time amount was fixed, I still have these infinitely long ones in the queues for my kingdoms Parce and Phenz. Any chance you could get rid of them? Also, the kingdom passives for holding more resources still aren’t affecting my new kingdoms.
This has been fixed. Unit queues and capital city queues should now properly clear themselves.
New Quests
A new set of quest lines is being introduced to begin the story of The Emerald Mirror. These quests require that you have completed all quests in Twisted Memories, which is endgame content at this time.
These quests start with:
- The Mysterious, Yet Familiar Man (Twisted Memories)
- Requires that you have Nests Bones completed.
- Branches into Surface, starting with The Cracked Mirror.
- Leads to Labyrinth:
- The Witch and the Mirror
- Looking into the Future
- Branches into Shadow Planes with Knife in the Darkness, before returning to Labyrinth to complete the remaining quest lines, with Uncorruptable being one of them, which sends you on a chase to obtain an Ever-Burning Candle.
- Once you have the candle and complete the remaining quests in Labyrinth, you will start a new quest line that expands the new Delve feature by allowing you to pick an amount of creatures to fight. To start this quest line, you’ll begin with:
- The Games We Play in Hell
- Once that quest line is finished, you’ll get the Emerald Mirror back, which you’ll take to the Candle Maker to begin:
- Look Deep into the Mirror, which ends with you receiving a new quest item that allows you, as stated, to select how many enemies you want to face at a time.
- Once that quest line is finished, you’ll get the Emerald Mirror back, which you’ll take to the Candle Maker to begin:
- The Games We Play in Hell
- Leads to Labyrinth:
Along the way, you will encounter quest items that either hint at another story (e.g., a raid) that might be coming up, or unlock a whole new feature meant for endgame players to really test their gear and skills.
This will begin telling the story of The Emerald Prince and his connection to The Child. The Wandering Merchant will also appear in his final scenes here. You will also meet the following NPCs:
- The River Merchant
- Child of Alchemy
These will also bring new locations:
- Emerald Mining Town (Twisted Memories)
- Twisted Memorial Crypt (Twisted Memories)
- Cave of Shadows (Twisted Memories, introduces Delve)
Delve Mechanic
New feature:
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Monsters are selected at random.
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Each successful fight increases the strength of the next fight.
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Players can only select their attack type; the maximum time is 8 hours.
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The longer a player lasts, the better the rewards when they die:
- 2 hours: Unique item
- 4 hours: Mythic item
- 6+ hours: Cosmic item
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Must complete the quest A Price to Play. A Game to Win. to be able to access Delve.
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Can only be accessed at Delve locations; there is currently only one:
- Cave of Shadows (X/Y): 1408/640 on Twisted Memories
- Monsters will increase by 6.25% (to a max of 1,000%) in strength per successful fight.
- Enemy %-based stats such as healing, affix damage, resistances, and so on will not rise above 125%.
- No enemy will have Elemental Atonements.
- Fights happen every 3 minutes.
- Quest items can drop from here based on time spent. For example, Shades Dust, which is needed to continue The Emerald Mirror storyline, requires the player to live for a minimum of 1 hour before it will drop. Make sure you have the inventory space!
- Players can get an additional quest item: Clasp of Silver Dreams
- This item allows players to select 1, 5, 10, 20, or 25 creatures to fight at a time. Each size increases XP gain (before additional XP modifiers are applied) by: 0%, 100%, 150%, 175%, or 200%.
Note:
Characters will find, at a specific point in the story, that they are given an Emerald Coin quest item. This will be used in 1.6.2 when the story is continued to expand the Delve mechanic.
New Guide Quests
Players who have the guide quest enabled will see, when they log in, that they have a new guide quest to do to unlock Delve, the new endgame content.
There are five new guide quests. These will help you unlock, utilize, and progress through the story of The Emerald Mirror, and unlock the new feature: Delve.
Monsters Are Much Stronger Here
Characters will find that the monsters here are increasingly strong and only get stronger as the Delve session goes on. It is advised you do a lot of reincarnating and gear tweaking if you plan to survive, child.
New Raid: Labyrinth Monster
This raid will kick off in Labyrinth on March 15th at 1 PM EST.
This will come with a new raid quest line that allows players to explore the Curse of the Witch. Players who complete this quest line will be given 75 extra inventory slots, giving them more space in their inventory for drops, gems, and alchemical items.
As you complete the raid quest, you will encounter new NPCs:
- The Little Girl
- The Woman in White
She looks for a way to break the curse the Witch placed on her family, but not all is as it seems when it comes to the truth of the Little Girl’s story.
The Smugglers Are Back (Raid)
The Smugglers Are Back raid will be kicking off on March 10th, 2026 at 1 PM EST.
Players will find that Surface becomes corrupted as the pirates start taking over common ports and locations. There’s a reason they hate the merchants that took over Smugglers Port all those years ago. Now it’s your turn to figure out why.
Players have a chance to get a full set of Pirate Lord Leather.
Raids Get a Slight Update
Tlessa has had weekly events that reschedule themselves and always make sure the calendar is full. But raid events rarely come around and are manually scheduled.
From now on, raids will schedule themselves for the future when one kicks off. For example, if a raid were to start on January 1st at 8 AM and end on January 31st at 8 AM, we will look three months out from the end date and try to schedule the raid for that day. If we have another raid running at the time we want to schedule, we will try to either schedule it for one hour after the raid ends or add a month and see if we can schedule it then. Regardless, the raid will always be rescheduled for at least 3 months after it ends.
Raids can also run at the same time as other raids. For example, a raid could be scheduled for Surface and Labyrinth at the same time, but there will never be two Surface raids running at the same time because of how quests work.
Delusional Memories Has Been Scheduled
Delusional Memories will be back this year, starting May 4th, 2026 and running until August 4th, 2026. Both the Jester of Time and the Corrupted Bishop raid will return.
This event will repeat once per year, much like the Winter Event does.
New Class: Apothecary
Apothecary is a new class that can only be unlocked via the class rank system, which is where you level up classes to unlock other classes and equip and level their special abilities.
Apothecary is a class that tries to balance the concept of healing with the concept of damage. Their special attack, Plague Scourge, can steal up to 22% of your damage stat as health from the enemy, while dealing that same damage to them.
Your class skills might seem slightly weaker, but paired with other classes, you have a powerhouse healer and damage dealer.
Version: 1.6.0, The Rewards Come Pouring In, Published on: Dec 31 2025
Welcome back, ladies and gentlemen. Today we have a new major release for Tlessa. Unfortunately, it doesn’t come with new story, quests, items, or systems — it fixes a major flaw in the system: rewards.
When we reward you for a kill — whether it’s a weekly fight, a raid boss, a special location, or even exploration — there are a lot of steps involved. To handle that, we run those steps as a “job” in the background.
Unfortunately, our environment couldn’t handle many of these jobs at once, and we ended up with a major backlog. This led to people not getting faction points, not getting items, not getting levels — not getting anything — because as the jobs piled up, the system fell over.
This had to be rethought, cleaned up, and re-implemented.
That’s what 1.6 does: I rebuilt how rewards are handled. This new system is faster, cleaner, and tested — both in terms of code and at scale.
What this means for rewards
- Manual fights (weekly fights, raid bosses, special locations): rewards should show up reliably and much sooner after the fight ends.
- Exploration fights: rewards should be granted consistently as exploration completes, without long delays.
- Overall: far fewer “I didn’t get my rewards” moments — items, faction points, gold, XP, and level-ups should arrive when you expect them to.
Other Fixes
- Inventory count was counting the gem bag twice. Oops.
- It looked like we had two raids running at the same time; this has been fixed.
- If an item would cost 2 trillion gold in the marketplace, taxes will not be applied. This allows players to buy with gold without hitting taxes. If taxes would push the total over 2 trillion, the player will only pay 2 trillion.
- Fixed an issue where trying to delist an item claimed you didn’t have enough inventory space when, in fact, you did.
What’s Next? Any New Features?
One thing you might have noticed: there hasn’t been a new content release. No new features, no new story, no new events. What’s going on? Is Tlessa okay?
Something is coming.
There’s been movement behind the curtain. Pieces shifting. Systems being reshaped. You won’t see it all at once, and you’re not meant to — not yet. But the world is changing, and when it finally shows itself, it’ll be impossible to miss.
For now, the path forward starts small: a crack in the surface.
Those of you who are (or have) completed the quests in Twisted Memories will, in 1.6.1, unlock a new quest line. It rewards a quest item called the Emerald Mirror — and through it, you’ll begin to see how The Child and The Emerald Prince are connected.
This begins the Emerald Mirror quest line, introducing new locations, new NPCs, and new quest items — and it will slowly, deliberately, start to wind down the long-running story of The Child and The Poet.
New Raids
In 1.6.x, I want to release new raids and schedule The Pirate Lord raid on a 3-month cycle.
I also want a raid and story line for Labyrinth, Dungeons, and the Shadow Plane. The gear they drop will be weaker for stronger players, but stronger than level 400 crafting for newer players. The goal is to have all of these on a repeating 3-month rotation.
New Classes
I’d also like to introduce new classes — some locked behind class progression, others available right at registration.
A few ideas:
- A vampiric magic user of some kind: the benefits of a vampire with the power of a heretic.
- A Federation Soldier class.
- A Redhawk Archer class.
Version: 1.5.16, Planes of Tlessa 1.5.16, Published on: Dec 14 2025
Welcome back everyone to another small release to fix some issues in game.
- Seer Camp will now show up properly in Purgatory. All you have to do is have access to Purgatory
- Labyrinth Oracle now shows up properly while in Labyrinth.
- Claws, when in the select position modal, will not give you left or right hands to choose from.
Version: 1.5.15, Planes of Tlessa - 1.5.15, Published on: Oct 18 2025
Welcome back to Plane of Tlessa. Today we have mostly bug fixes and stability fixes.
Tlessa has been quite on the update front latley as I have been working on the new 2.0.0 release which brings a lot of changes and improvements. I will be discussing this more on discord in the coming days as I get closer and closer to having something stable to show off.
General Bug Fixes:
- When a player initiates a manual fight they have 15 minutes to make a choice in terms of attack. Failure to do so would cause a message to appear that the monster has fled. This didn't always work as expected and now there should be less issues when the time expires between clicking attack and making an attack choice.
- Fixed an issue with character inventory where trinkets were not being respected
- Fixed an issue where sometimes in fights, the data we would "cache" for said fights, especially in exploration or manual fights - could be "deleted" causing issues with the fight. We properly re-cache what we need for those fights now.
Player Reported Fixes:
- Swords, Wands, Censers, Daggers and claws can all be equipped properly now.
- This applies to Inventory, Items from server messages and the shop's buy and replace.
- Fixed a spelling mistake with Raid in announcements.
Issues that could not be reproduced:
- Some players have experienced issues with faction loyalty, that is completing the objectives were not updating. This was not able to be re-produced in development and in production the service that handles updating these did seem to be down - this has since been fixed and these should update.
- Conjuration was reported as not working properly, after investigation I have found that conjuration is working as intended including the chat command /pct to move to the celestial and the action to engage and fight the celestial.
Will not be fixed in 1.5.x - coming in 2.0.0:
- When doing exploration players find that they can kill a monster over and over manually, but then find in exploration they get killed alot. This is a known issue with how exploration works, as a result there is some imbalance happening here.
This will be fixed in 2.0.0 when exploration gets a small over haul on the backend. The idea is that if you can kill a monster in manual you cshould be able to kill the in exploration.
The work around is to go down a monster or two, such that you still gain experience, but do not die as much, build up your skills, equip class skills and change up your equipment.
Version: 1.5.14, Delusional Memories Returns, Published on: Apr 05 2025
Planes of Tlessa: Delusions Abound
Planes of Tlessa is back with a new update. In this one, we focus on opening the Delusional Memories Event.
There have been some significant balance changes to weapons, including spells and to armour. We have also done some sorting in your inventory.
Let's discuss these changes and the new things you can expect in the new event!
Bug Fixes
- Fixed an issue where Faction Loyalties for bounties and crafting were not updating properly.
- We now properly list out quests that need to be completed when you have a chain of quests to do before you can complete the quest in question.
Time Zone Change
The game was running on America/Edmonton Time and now the game runs on America/Montreal Time which is GMT-4 and GMT-5 when the clocks roll back.
Various messages that use the old time zone have been updated to reflect the new time zone change.
Weapons, Spells, Armour and Rings Changes
For regular weapons, armour and spells, there are new weapon types:
- Daggers
- Swords
- Claws
- Censers
- Wands
These, along with the other weapon types, will now properly map to your class. The only class that doesn't have weapons is Alcoholic due to the fact that they don't use weapons—too drunk to wield anything.
The mappings are as such:
- Fighter => Swords
- Vampire => Claws
- Ranger => Bows
- Prophets => Censers and Healing Spells
- Heretics => Wands, Staves and Damage Spells
- Thief => Daggers and Bows
- Arcane Alchemist => Staves and Damage Spells
- Prisoner => Any and All Weapon Types
- Merchant => Staves and Bows
- Dancer => Fans
- Cleric => Maces
- Gun Slinger => Guns
- Book Binder => Scratch Awls
- Prisoner => Any
- Alcoholic => None (the shop will show all available weapons and spells)
All of these weapon types now have a total of 59 items that you can craft. If you currently think you have crafted the highest item possible, think again, because in some instances new weapons or spells have been added to bring the list to 59.
Of the new weapon types, new special weapons have been added for:
- Pirate Lord Leather
- Hell Forged
- Purgatory Chain
- Corrupted Ice
- Delusional Memories
- Twisted Earth
- Faithless Plate
These specialties have also had their costs adjusted as such:
- Pirate Lord Leather
- No cost, can only be obtained by participating in the raid: The Smugglers Are Back!
- Hell Forged
- Gold Cost: 150 Billion
- Gold Dust Cost: 15,000
- Shards Cost: 5,000
- Copper Coins Cost: 0
- Purgatory Chains
- Cost: 250 Billion
- Gold Dust Cost: 25,000
- Shards Cost: 10,000
- Copper Coins Cost: 5,000
- Corrupted Ice
- No cost, can only be obtained by participating in The Winter Event raids: The Ice Queen’s Reign and The Frozen King, as well as Mr. Whiskers handing out special gifts while this event runs
- Twisted Earth
- Cost: 325 Billion
- Gold Dust Cost: 30,000
- Shards Cost: 15,000
- Copper Coins Cost: 10,000
- Delusional Silver
- No cost, can only be obtained by participating in global events while this map is open during the Delusional Memories event, and also by participating in The Jester of Time raid while the map is open
- Faithless Plate
- No cost, can only be obtained by fighting monsters at Dungeons of the Twisted Maiden while wearing Twisted Earth gear to increase the chance of drop
Because there are new weapons, the following changes have also been made:
The game currently has a set of weapons known as "weapons" or "general weapons" for both specialty types, such as those listed above with new costs, and regular types, such as the ones you can craft/buy from the shop. These have been removed. You will notice that:
- If you have any of these "general weapons" in your inventory, they have been replaced with a weapon that matches your class. In the case of a class that has multiple weapon types (excluding spells), one of those types is chosen at random.
- All holy oils, enchants, gems, and sockets are moved over for you.
- If you have a set that is equippable, the same thing applies here. We replace it with a class-specific weapon and move everything over.
Example: You have a Cosmic Weapon with holy oils and gems attached. You are a Fighter. This has been replaced with a Cosmic Sword with the same oils and gems.
All weapons and spells have been rebalanced for crafting, damage, healing (if applicable), base mod stats (i.e., STR, DEX, INT, and so on), and cost. Base weapons can now go up to 36 Billion in cost for crafting. The shop still only goes up to 2 Billion in cost for selling.
All Market Listings and Historical data have been cleaned up. If you were selling a general weapon on the market, this has been removed and the cost you listed it for has been given to you, assuming you are not gold capped at 2 Trillion gold.
Armour
All armour has followed the same concept as weapons. Since armour doesn’t have "general armour", nothing has been deleted or removed from the market or characters’ inventory.
However, there are now 59 pieces of armour that you can craft for each type, so characters who think they have crafted level 400 gear might want to check the list again because new armour has been added.
Armour has also had its AC (Armour Class - or Defence) increased to a maximum of slightly less than 2 Billion.
Armour for specialty shops such as Hell Forged, Purgatory Chains and so on follows the above pricing changes and increases the AC above 2 Billion.
AC Changes
Because items have an increased AC, and there are affixes that can increase the AC of an item, this means that characters can now have an Armour Class well in excess of 1 Trillion, which helps with surviving stronger monsters.
Rings
Rings have also been adjusted in terms of specialty item costs, as mentioned above, and have had new ones added to bring their count to 59 rings in total that you can buy/craft.
Inventory Changes
Items are now ordered in your inventory by your class’s base damage stat. For example, if you are a Heretic, all your items in your inventory are now ordered by your Intelligence stat.
In this case, items with the highest INT are placed first. However, this doesn't mean the item is better—it still depends on what you have equipped.
The help docs have also been updated to show this, as well as the beginning guide quests which indicate going through your inventory to compare what's best for you.
If a character changes their class, their inventory will re-order the items by that class's new damage stat.
Monster Changes
Monsters have been rebalanced to account for the weapon and armour changes. Players may find them slightly stronger as their stats, health, attack, drop rates, and so on have been modified.
Players, specifically new ones working their way through the various planes and the story, will find Hell to be harder than the Shadow Planes, Purgatory to be harder than Hell, and Twisted Memories to be harder than Purgatory.
For special event maps like The Ice Plane and Delusional Memories, these monsters will use the same stats as Twisted Memories—assuming you have access to Purgatory. If not, you will face Surface Monsters.
Celestial Changes
Celestial monsters have also been rebalanced, and we have a consistent list of 10 Celestials for Surface, Labyrinth, Dungeons, Shadow Planes, Hell, and Delusional Memories.
Hell is a new set of Celestials.
As players go down in the Planes, the Celestials will get stronger, and the shard rewards will get better.
As a result, the Celestial monsters have been regenerated. These are designed to be more mid to early endgame creatures that, while they do drop quest items for some quests to progress the story, are also used to test your skill before you head into Raids and Weekly Fights, which are designed to be more endgame content.
Weekly Fights
Weekly fights have now been rebalanced. Players will also find a new set of weekly fights in Purgatory that are unlocked through a quest in the special event map: Delusional Memories.
These new weekly fights for Purgatory, unlocked through a quest line on Delusional Memories, feature some of the hardest creatures—outside of raid monsters and Raid Bosses—and have the opportunity to drop cosmic items.
Shop Changes
The Shop will now show you a list of items that are appropriate for your class. However, you are able to switch to other types, since all classes can equip any weapon they want.
Class-specific weapons, such as wands for Heretics, will increase the stats of that class and come with special attacks that can automatically fire off depending on the class bonus, which is raised via the specific class skill level for that class. Check out classes for more information, which lists their weapon and skill as well as special attack.
Class Bonus Changes
A character’s class bonus affects their class's special ability to fire, and when a character has specific weapons equipped and a high enough class bonus, which can be raised by leveling their class-specific skill, this special will fire off in battle automatically.
Some classes had the weapons they require to have equipped changed. Players can check their class details in the help section to see if their class has changed. For example, instead of damage spells, Heretics now require at least one wand. For Thieves, instead of any weapon, they need at least one dagger or a bow equipped.
Class Rank Changes
Characters will now see each class’s preferred weapons at the top of the weapon masteries section when clicking into a class.
For example, if you are a Heretic and you go to Class Ranks, under See Additional Info on the character sheet, and click on Heretic, you'll see: Wand, Stave, and Spell Damage at the top. Fighters, for example, will see Sword.
Crafting Weapons
When characters go to craft weapons, they will find that they have a new option:
- For my class
This option will find the weapon your class uses and return that list of types. For example: Heretics can use Wands, Staves, and Damage Spells—we will return Wands and Staves.
For the case of Prisoners or Alcoholics, we will tell you that:
- Prisoner: Your class can use any weapon and should choose a different type
- Alcoholic: Your class doesn't generally use weapons and should choose a different type
The crafting documentation and associated guide quest has been updated to reflect these changes.
New Quests
There are a set of new quests for Delusional Memories that have players traveling between various planes, including the current endgame plane: Twisted Memories.
The story will pick up after you have killed the Jester the last time the Delusional Memories event ran, and tell a story that twists and turns its way until you learn more about the new Raid Boss: The Corrupted Bishop.
New Ancestral Item: Ancestral Fang of Delusional Thoughts
This new ancestral item can be obtained by fighting and being the one who defeats the new raid boss: The Corrupted Bishop in Delusional Memories when that raid kicks off.
Players can see the Event Calendar to know when to expect it.
This item is geared towards Vampires.
Version: 1.5.13, Planes of Tlessa - A gift from mr. Whiskers to you, Published on: Dec 14 2024
Planes of Tlessa 1.5.13
Welcome back everyone as I have some new updates related to performance and player feedback!
Let's jump in shall we?
Performance
Theres a known issue around exploration and reincaarnation where the game can silently crash because of the way we handle rewards for players. This has been greatly improved to be faster and slit the way we handle rewards into different "jobs" that individually get processed when a character defeats an enemy.
This doesn't just effect exploration it effects all aspects of fighting both manually and through exploration.
Battle Messages have been extended
Players have the ability to disable the following battle messages in their settings which also now includes the following:
- XP per kill
- XP per kill for exploration
- Skill XP per kill (including total skill xp)
- XP for Class masteries, Ranks and Specials
- XP Fot when a character levels a faction loyalty fame level
- Item Skill Kill Count (useful when you have an ancient item equipped that comes with a skill tree)
- Faction Points Gained
- Gold per kill including total gold gained
- Gold Dust per kill (if the currency event is running or if the location you are fighting at drops Gold Dust) including total Gold Dust
- Shards per kill (if the currency event is running or if the location you are fighting at drops Shards) including total Shards
- Copper Coins per kill (If you have completed the appropriate quest to let you gain Copper Coins in either events or Purgatory) including total COpper Coins
By default these new settings are enabled and all messages will show in the Server Message tab. Player can turn these settings off if they wish not to see such messages.
Special Location Changes
- The Gold Mines now allow players to explore and gain currencies this place drops, before to get additional currencies such as gold dust or shards you had to manually fight.
- The Old Church now allow players to explore and gain currencies this place drops, before to get additional currencies such as gold dust or shards you had to manually fight.
- Purgatory Smiths House now allow players to explore and gain currencies this place drops, before to get additional currencies such as gold dust or shards you had to manually fight.
Mr Whiskers is dropping items for The Winter Event
Head down to the Ice Plane and kill any creature, either through manual or exploration and have a chance (35%) to get a randomly generated item, could be a set peice, could be a regular item, could have one enchant could have two. Those enchants could be normal (up to level 400), Unique, Mythical or even Cosmic!
You do not want to miss out on this, so make sure you get your item while you can!
For exploration this happens once per group of enemies, as players know you can fight between 10 and 25 creatures every 2 minutes. After each group fight, you have a 35% chance to get a gift from mr whiskers.
For manual fighting, this happens after each fight, as you only fight one creature at a time.
Version: 1.5.12, Planes of Tlessa - Yearly Winter Event, Published on: Nov 21 2024
Welcome back, ladies and gentlemen, to another game update! This update primarily focuses on two key areas, along with a few bug fixes here and there.
I have some exciting updates in relation to the Winter Event which is launching in the next week and will run until the end of March.
lets dive in shall we?
Fixes and Small Changes
- When we move items from the inventory to a set the inventory table properly updates.
- When we craft or do any action that updates whats in our inventory, we properly update the inventory count.
- We can now select all items in the inventory to then do multiple actions with.
- Drop down menues play a little more nicer in relation to mobile.
- When we go to equip the selected items from our inventory we now properly filter and select items we are allowed to equip.
- When we select a lot of items from the inventory (via the checkboxes or the new select all button) and go to equip them or do any other action with them, the modal box properly scrolls so we dont take up too much room for either desktop or mobile.
- When we select multiple items, then open the disenchant many through the drop down and then decide to close the modal, your inventory will not become blank.
- When destroying all items in your inventory we no longer destroy artifact items in relation to quest items or sets or what ever you have equipped.
- Players will find the revive and the battle messages now properly lign up on mobile and desktop in terms of properly being centered with eachother.
- When using the capital city system to recruit units you will now see a Kingdom Count that updates as you filter your kingdoms and recruit units.
- Minor fixes to how the gold bars withdraw and deposit input works for the capital city system.
- When you select multiple items in your inventory and then, from the Selected Items (Actions) drop down, select Disenchant Selected, we now only disenchant valid items, this includes:
- Items with Enchants
- Non Quest items with Enchantments
- Non Artifact items with Enchantments
- Non Alchemy items with Enchantments
- Non Trinket items with Enchantments
- Monsters have been rebalanced across all planes, raids, special maps (such as The Ice Plane and Delusional Memories) and special event locations.
- Fixed an issue where, when players look at there Weapon Damage stat break down on their character details they would see Amount of stat used as NaN%. This now shows the proper amount of stat used %
- Yearly events, such as the The Winter event and the Delusional Memories event have been reduced to three months with two raids that last for 1 month each. The first raid is always scheduled for 2 weeks after the event starts. There is also a 1 week gap in between raids.
- Players will find that the all actions for when you select multiple items in your inventory are much faster.
Raid Boss Changes
When it comes to raid bosses, all characters regardless of power are limited to 2 trillion in damage. This might make the fight take longer, but stops players who have immense power from curb stomping raid bossses and not letting other players from participating.
- If a player does less then 500 million in damage, the raid boss will laugh at the player and not attack.
- If a player has not ambush chance or resiatance (from trinkets) AND the player has less then 500 million in damage, then the raid boss will not ambush the player, instead they will laugh at you.
- If the player has no counter chance or reistance (from trinkets) AND the player has less then 500 million in damage, the raid boss will not counter the player, instead they will laugh at you.
The above changes make it easier for new players who join for the event to participate in the raid fight even thought ehy wont do as much damage as someone who has maxed out their gear.
Because of the monster balance changes and being a much higher level then a new player or a player who has not leveled as much, higher level players are still incentivised to do as much damage as they can for the chance at an Ancestral item and a full set of gear from that specific raid boss.
Armour Class Changes
We no longer, when calculating your AC - Aka: Armour class or Defence divide the amount of armour class from all your items by the total number of items you have equipped.
Help Doc Changes
There have been help doc changes discussed through out these release notes, however some important pages have been changed:
- Events now lists out all the current known events and has links to their Event Pages which discusses what players can look forward to. If the event is not running, it will show the next time it starts so players can plan accodingly.
- This also means Events page as been moved to a new Event section to also details other events that do not have their own special event page, that is the page you would go to if the event was running and you clicked on it on the home page of the game, these events are:
- There is also a new help page discussing what Global Event Goals is and how players can participate.
- New Unique Documentation.
- New Global Event Goals Documentation .
The Ice Plane (AKA The Winter Event)
The Ice Plane for those unaware is a special event map that all players regardless of level or "age of account" can join in and participate in.
All you have to do is traverse down to The Ice Plane, no quest items, no nothing is required!
Players who do not have access to Pugratory will find that they will fight surface mobs, while those with access will fight much harder creatures, putting their builds and skills as well as equipment to the test!
Players down here can participate in what's called a Global Event, where you fight monsters and help the plane push back the forces of the icey evil and in doing so - at specific stages - will be rewarded with Unique Corrupted Ice gear.
There are a series of new quests added ontop of the existing quests that already exist!
There are two raids scheduled for the event:
- The Ice Queen
- The Frozen king
You can learn more about this event here
New Quests
There are a series of new quests to push the story of The Ice Plane even further, there are new raid quests for new The Frozen Dead King raid.
There have been 23 new quests added to The Ice Plane. These will tell the story of the new raid boss that was added: The Frozen King. You will learn mre about Trix, The Soldiers Brother and a new NPC will help you out on your journey, known as Mrs. Piper. You will even meet The Soldier and his borthers father: The Frozen General.
As usual the story is dark, inticing and will leave you with a ton of questions. This story ends on a cliff hanger and picks up again in Raid Quests for The Frozen King as you face him and get more answers you seek!
As a result the raid quests will require that you complete this new quest line, which in conjuction with existsing quests requires that you complete the other quests on The Ice Plane.
Fewer Kills Required
Players who on The Ice Plane and participate in the Global Event which is a new tab above the Map, will see that they have to kill - together - far less creatures (even with exploration) then the previous year. 20,000 Creatures will a reward every 2,000 kills.
New Cosmetic Item and Updates to Name Tags
Currently, when players participate in the Ice Queen Raid and do her set of quests - even if you di participate in killing the queen your self, which you should for a full set of Corrupted Ice Gear which is better then Purgatory Chain gear, players can get a comsmetic text option called titles, which in their settings they can apply a title to them selves which will show up in chat! There are a few titles to choose from and new ones have been added!
New Ancestral Item
There is a new Ancestal Item called: Ancestral Soldiers Statue
This can be gained by being the player who kills The Frozen King, a new raid boss for The Ice Plane (The Winter Event).
Anacestral items are those that are boost the characters stats, but more importantly contain a set of Item Skills which are trained by killing a specific number of creatures and over time continue to increase your stats.
This specific item is geared towards strength based characters.
Affix Changes
- Stat increases affixes including: Stat Increasing, Weapon Crafting, Armour Crafting, Spell Crafting, Ring Crafting, Enchanting, Accuracy, Looting, Dodge, Criticality and Casting Accuracy have been reduced from a max of +200% at the high end, to +75%
- Base Modifiers Enchants have been changed to reduce from +200% at the high end to: Base Damage Modifer is now 55% at the high end, Base AC modifer is now +100% at the high end and Base Healing Modifier is now +65% at the high end
- All Stat Reducing affixes, that is those that reduce enemy stats, have been nerfed from 95% at the high end to 65%
- All Skill Reduction Affixes which also effect resistance reduction and player devouring light (ability to prevent an enemy from voiding you) has been reduced to 75% from 95%
- All Irresitable Damage based affixes, that is those who do not stack and do irresistable damage have been reduced to 55% from 125%
These changes do not effect Legendary (Aka: Uniques), Mythics or Cosmic items. For those rebalancing changes please see below.
Randomly Generated Item Changes
When it comes to Legendaries, Mythics and Cosmics, some changes have taken place to bring them moreinline with the rest of our balance changes.
Legendary Items
There use to be three types of legendary items: Basic, Medium and Legendary, this has been reduced down to one type: Lengendary.
There lengendary item is known as a green item and can roll its stats as high as 50% for its stats, when it comes to damage - which scales off your weapon damage, it can roll that specific stat as high as 25%.
All randomly generated affixes known as lengendary has been rebalanced such that any stat over 50% or any damage amount over 25% has been reduced across all items.
All costs of these legendaries has been reduced to 1 billion gold.
This also effects the queen of hearts, while she can re-roll any legendary, mythic or cosmic, she can also only generate one type of legendary: Legendary.
The is no more Basic, Medium and Legendary, its just: Legendary.
This means that legendaries can now roll with:
- 10-50% for stats and stat reductions as well as entrancing.
- 8-25% for damage, regardless if its stacking or non stacking.
How does this effect the Queen of Hearts
As players may or may not know, prior to this change, players were able to puchase Uniques from The Queen of Hearts in Hell after unlocking her through a series of quests.
Players can gain unique items, also known as uniqueues through a verity of ways. This includes leveling Factions, Faction Loyalty and Weekly Fights.
As a result the ability to purchase uniques from her has been removed. She can still re-roll Mythics, Cosmics and Unique items and even move enchantments from one item to another.
as a result The Queen of Hearts (Random Enchantments) has been updated to reflect these changes.
there is also a new page called: Uniques whis is apart of the Gear Sets section of the help documentation that details a bit about what Uniques are
Mythical Items
Mythical items have been rebalanced such that they can generate with:
- 55-80% for stats and stat reductions as well as entrancing.
- 30-60% for damage, regardless if its stacking or non stacking.
Players who have mythical items will find they have been rebalanced to not go above these new maximum amounts.
Cosmic Items
Cosmic items have bee rebalanced such they generate with:
- 95-110% for stats and stat reductions as well as entrancing.
- 75-110% for damage, regardless if its stacking or non stacking.
Players who have cosmic item will find they have been rebalanced to not go above these new maximum amounts.
Reincarnation Changes
When a character reincarnates we use to cary over 20% of their base stats (that is your stats with out equipment attached or other modifiers). This resulted i about 80 reincarnations per charactr. This has been reduced to 5% of their stats.
Because of this decrease, those who have already begun the process of reincarnation might find it will take slightly longer as we increase your stats to a maximum of 9,999,999,999.
The xp penalty for each reincarnation has also been increased:
- When you have reincarnated less then 10 times, the xp penalty has been increased from 5% to 10%
- When you have reincarnated 10 - 25 times, the xp penalty has been increased from 8% to 15%
- When you have reincarnated 25 - 50 times, the xp penalty has been increased from 10% to 20%
- When you have reincarneted 50 or more times, the xp penalty has been increased from 12% to25%
These xp penalties will only apply to those, currently in the process of reincarnation, the next time they reincarnate their character.
When characters reach the maximum reincarnation times, that is when their base stats are 9,999,999,999, and they level up - one last time - to level 5,000, each level will gain them some additional bonuses in their:
- Base Stat Mod (decreased from 500% at level 5,000 to 60%)
- Base Damage Stat Mod (decreased from 1,000% at level 5,000 to 50%)
As a result, any character who has maxed out their reincarnation and has values over the new max has been reduced down to the new maximum.
Fighter Nerfs
- Soldier's Strength (Class Skill) has been nerfed:
- Base Damage Mod at level 400 has been reduced from 125% to 62.52%
- Base AC Mod at level 400 has been reduced from 150% to 75%
Class Special Changes
| Class Special Name | Before | After | Type of Change |
|---|---|---|---|
| Soldiers Slash | Slash at the foes for 10,000 damage which will use 30% of your base damage stat and grows by 100 per level of this specialty to a max of an additional 10,000 damage. | Slash at the foes for 1,000 damage which will use 15% of your base damage stat and grows by 100 per level of this specialty to a max of an total of 110,000 damage at level 100. This attack only triggers only when you use ATTACK. | Nerf |
| Deep Cut | Will do 25,000 damage and grow by 250 extra damage over time doing an additional 25,000 damage plus 30% of your damage stat. | Will do 25,000 damage and grow by 250 extra damage over time doing a total of 50,000 damage plus 20% of your damage stat at level 100. This attack only triggers when you use ATTACK. | Nerf |
| Magical Swing | Your weapons will glow with magic! Does 50,000 damage growing by 500 per level for an additional 50,000 damage. You will also use 25% of your damage stat, but also increase spell damage by 2.5% for a total of 250% extra damage. | Your weapons will glow with magic! Does 50,000 damage growing by 500 per level for a total of 100,000 with an additional 25% of your weapon damage at level 100. This special will also increase your Spell damage by 150% (1.5% per level) at level 100. The damage of this special only triggers when you use ATTACK AND CAST | Nerf |
Vampire Nerfs
Class Special Changes
| Class Special Name | Before | After | Type of Change |
|---|---|---|---|
| Honed Blood Lust | Hone your blood lust to do more damage over time raising your base damage by 5% for a total of 500% at level 100 as well as your damage stat by 250% at level 100. | Hone your blood lust to do more damage over time raising your base damage by 2% for a total of 200% at level 100 as well as growing your damage stat by 1.5% over time to a total of 150% | Nerf |
Merchant Nerfs
Class Special Changes
| Class Special Name | Before | After | Type of Change |
|---|---|---|---|
| Merchants Coin | Merchants need their coin, don't let anyone get in the way of that! | Merchants need their coin, don't let anyone get in the way of that! Grow your damage stat by 2.5% over time for a total of 250% at level 100. Your damage stat will also grow by 1% over time for a total of 100% at level 100. Finally, your AC (Defence) will grow by 2% over time for a total of 200% at level 100. | Nerf/Text Change |
| Merchants Sale | What do you have for sale? Deals 1000 Damage growing by 10 over time for an additional 1000 damage using 5% of your damage stat. | What do you have for sale? Deals 1000 Damage growing by 10 over time for an additional 1000 damage using 5% of your damage stat. We will also grow your damage stat by 1.5% over time for a total of 150% at level 100. The damage of this speciality will only trigger when you use ATTACK. | Nerf/Text Change |
| Merchants Charm | Charm the enemy into letting their guard down. (Reduces enemy skills and resistances) | Charm the enemy into letting their guard down. (Reduces enemy skills and resistances). Reduces enemy skills and resistances by 0.5% for a total of 50% at level 100. | Nerf/Text Change |
| Sales Pitch | Make a sale to your enemy. They will do less damage now - through their affixes, but they might still kill you. | Make a sale to your enemy. They will do less damage now - through their affixes, but they might still kill you. This will reduce the enemies affix damage by 0.25% for a total of 25% at level 100. | Nerf/Text Change |
| Caravans War | Lash out at the enemy with a caravans strength. Deal 10,000 Damage ground by 100 for an additional 10,000 damage. Use 25% of your damage stat. | Lash out at the enemy with a caravans strength. Deal 10,000 Damage ground by 100 for an additional 10,000 damage. Use 25% of your damage stat. We will grow your damage modifier by 1.5% for a total of 150% at level 100. Your armour class (defence) will grow by 2% for a total of 200% at level 100. Finally your healing will grow by 1.5% for a total of 150% at level 100. The damage of this special will only trigger when you use ATTACK. | Nerf/Text Change |
| Merchants Defence | Defend your self child, the enemy comes! Deals 5,000 damage growing by 50 for an additional 5,000 damage over time using 15% of your damage but only when using defend. | Defend your self child, the enemy comes! Deals 5,000 damage growing by 50 for an additional 5,000 damage over time using 15% of your damage but only when using defend.Your Damage will grow by 1.75% over time to 175% at level 100, your armour class (defence) will grow by 2.5% over time to 250% at level 100. Finally the enemies skills and resistance will bet reduced by 0.75% over time for a total of 75% at level 100. Your spell evasion will grow by 0.15% over time for a total of 15% at level 100. The damage of this special will only trigger when you use DEFEND. | Nerf/Text Change |
| Coin Flip | Flip a coin and see what happens. Deals 25,000 damage growing by 250 over time for an additional 25,000 damage using 30% of your damage stat. | Flip a coin and see what happens. Deals 25,000 damage growing by 250 over time for an additional 25,000 damage using 30% of your damage stat. This specialty will also grow your attack by 2% over time for a total of 200% towards your damage and your damage stat will increase by 1% over time for a total of 100% at level 100. The Damage of this specialty will only trigger when you use ATTACK. | Nerf/Text Change |
| Caravans Last Stand | traveling with a caravan of merchants allows you to call on them when you need them the most. Deals 50,000 damage growing by 500 over time, using 15% of your damage stat. This only works when defending. | Traveling with a caravan of merchants allows you to call on them when you need them the most. Deals 50,000 damage growing by 500 over time, using 15% of your damage stat. This only works when defending. This specialy will also grow you Damage, AC (Defence) and Healing by 1.75% over time to a total of 175% at level 100. You will reduce the Skill, Affix Damage, Healing and Geneeral Resistance of the enemy by 0.75% over time for a total of 75% at level 100. And finally your Spell Evasion will increade by .30% ove time for a total of 30% at level 100. The Damage of this specialty will only trigger during DEFEND. | Nerf/Text Change |
| Magical Trade | Your dealings with the mages and the magical folk on the road have trained you well. Use your cast and attack to deal 60,000 damage growing by 600 over time for an additional 60,000 damage using 10% of your damage stat., The enemies spells are useless against you. | Your dealings with the mages and the magical folk on the road have trained you well. Use your cast and attack to deal 60,000 damage growing by 600 over time for an additional 60,000 damage using 10% of your damage stat. The enemies spells are useless against you. This speciality will increase your Damage and your Spell Damage by 2% over time for a total of 200% at level 100. Your Spell Evasion will increase by .75% over time for a total of 75% at level 100. This specialities Damage only triggers when you use CAST AND ATTACK. | Nerf/Text Change |
General Damage Buff
When a player has their prefered class qeapon equipped they will gain an additional +15% of their damage stat towards their damage.
You can see this for each class on the Races and Classes help document when you look an individual class each will have its own bonus weapon damage section to show you that if, for example, you use a Bow or a Stave for The Merchant Class, you will do +15% of your damage stat.
If you have no weapons equipped and the base damage (your damage stat * 5%) is less then 5, you will automatically do 5 damage.
Trinket Changes
Trinkets Ambush and Counter Chance and Resistance has been increased to a maximum of 95% up from 67%.
Difficult Roll Nerf
The game uses random numbers to determine when something should be difficulat to gain, sometimes this can be 1/100 chance. This is pretty easy in some situations. However, in others where the chance should be much lower and require a bit of grind it could be 1,000,000 or even 10,000,000. there would be instances where this would be halfed and your lootig skill, a max % of it would be applied. This has been reduced to a maximum of 1/1,000 or in those special instances 1/500 chance.
Version: 1.5.11, Planes of Tlessa - Reworked Capital Cities, Published on: Oct 28 2024
Welcome back, ladies and gentlemen, to another game update! This update primarily focuses on two key areas, along with a few bug fixes here and there.
Today, we’ll cover the Capital City UI Rework and the Removal of character versus character PvP.
Let’s dive in, shall we?
Capital City UI Rework
One of my main goals with the capital cities was to improve the way players upgrade buildings, recruit units, and repair damaged structures.
With that in mind, I have removed the old table-based layout in favor of cards. These cards can expand to reveal more information about the relevant building, whether you're upgrading or repairing it.
I’ve applied the same design approach to unit management—keeping it simple, clean, and mobile-friendly for those who enjoy playing on the go.
This redesign significantly simplifies the queue system and cancellation process. It also allows players to queue multiple buildings and units. Instead of sending separate requests for each building or unit, everything is now consolidated into a single kingdom request. This request travels from the capital city to the designated kingdom and is processed all at once.
The new system not only improves backend efficiency by eliminating bugs but also makes it easier for players to understand what’s happening, when it's happening, and why.
One major change: building and unit requests can only be canceled while they are traveling—that is, when the request is en route from the capital city to the kingdom. This status is clearly indicated when players review their requests and decide which buildings or kingdoms to send them to.
Here are some updated help documents related to this rework:
Removal of PvP
Character-based PvP allowed any character above level 301 to challenge others by traveling to their location, clicking "Duel," selecting a target, and initiating an attack.
However, this feature caused several issues:
- Harassment of lower-level players by high-level characters, leaving some players feeling unfairly targeted.
- Monthly PvP events—where participants were transported to a special surface location to auto-battle in a tournament format—failed to gain traction. The intended flow was for the weakest combatants to battle first, with survivors progressing through the ranks. Rewards included a legendary item and 2 billion gold for all participants, while the winner would receive an additional 2 billion gold and a mythic item. Unfortunately, these events either malfunctioned or lacked sufficient participation.
Due to these issues and the fact that character-based PvP was unbalanced, it became a barrier to adding new classes and combat mechanics. As a result, the entire character-versus-character PvP system has been removed.
However, kingdom PvP—focused on warfare—remains intact.
All relevant help documents referencing character PvP and monthly PvP events have been updated to reflect this removal.
Version: 1.5.10, Planes of Tlessa: Healing Winds, Published on: Aug 03 2024
Welcome back, ladies and gentlemen. Today, we have some updates to discuss as we rework some class features, including healing.
Shall we get into it?
Fixes
- Buildings and units that check whether they need to request resources for the capital city mechanic will now properly determine if they need resources or not. Previously, a building or unit might assume they need resources and get stuck in "requesting."
- When equipping and unequipping items there was an issue where stats would not properly update on the front end. They were for the backend, but not the front. This has been fixed.
Changes to How Healing and Resurrection Work
The following changes are documented in the new How Healing Works help docs. These changes should make Prophets and Clerics more viable, buff vampires to their intended height, and make healing spells in general—regardless of class—useful.
These changes also apply to PvP.
Healing Mechanics
- Healing spells now only activate if healing is needed.
- Unused healing energy is stored and converted to holy damage:
- Non-Prophets/Non-Clerics: 5% of Charisma.
- Prophets: 25% of Charisma.
- Clerics: 50% of Charisma.
- Healing reserve is used during the monster attack phase.
- If healing is not needed, a reserve is created for future use.
- Healing spells also activate when damage spells are cast.
- Healing reserve can be used on the first turn due to potential ambushes.
Healing and resurrection do not activate if you are ambushed or countered. Resurrection also no longer works during PvP battles.
Resurrection Mechanics
- Resurrection requires one or two healing spells.
- Resurrection chances from multiple spells stack:
- Two spells with 15% chance each provide a 30% chance to resurrect.
- Maximum resurrection chances:
- Prophets/Clerics: 100% (outside Purgatory and Twisted Memories).
- Vampires: 95% (with two 50% chance spells).
- Other Classes: 75% (with two 50% chance spells).
- Prophets/Clerics in Purgatory/Twisted Memories: 65%.
- Vampires/Other Classes in Purgatory/Twisted Memories: 45%.
- Clerics and Prophets have a default 5% resurrection chance without any spells.
Again, resurrection will not activate if you are ambushed or countered.
Life Stealing Mechanics (Vampires Only)
- Life-stealing enchantments activate during attacks.
- Vampires can leech health during the enemy phase:
- Deals 5% of durability as damage.
- Restores health based on the leech amount.
How This Works in PvP
When two players attack each other, instead of during each attack step of the attacking player, the defender will only heal after the attacking player has finished their phase, whether it be spells or life-stealing, or both.
To make it fair, only the healing aspects of spells and life leech will activate; resurrection will not work in PvP.
Changes to Viewing Item Details
When you are in your inventory and you click on an item, the details section is much more simplified and only shows specific sections if the item itself has those sections. For example, you will no longer see ambush and counter details on an item that doesn't have those values.
This does not apply to the information section when viewing an item.
New Quests
- Gold bars in the capital (One-Off Quest - Labyrinth)
- Unlocks the ability for players to manage gold bars in their capital cities for kingdoms on the same plane.
- Must have unlocked the capital city system to complete.
PvP Fixes
There have been a few PvP fixes around fighting, healing, and life-stealing.
- When a player dies in PvP, they are properly moved away from the attacking player.
Map Fixes
- The Set Sail modal now properly works when selecting a location to set sail to.
Character Sheet (Additional Details Section)
- Resurrection chance has been added under the Resistances section.
PWA Support (Experimental)
Players can now test out the new PWA experience Tlessa has to offer by installing the site as an "app" on their phone, tablet or desktop through their browser.
This is still experiemental, but my chrome testing is so far showing it works on linux desktop, in theory it should just work on phone or tablet. If there are issues please post in the #bugs section for discord.
Version: 1.5.9, Planes of Tlessa: Capital Cities and Player Requests!, Published on: Jul 20 2024
Welcome back ladies and gentlemen, we have some new and exciting updates for 1.5.9. An expansion of character stats and the new capital city concept for kingdoms!
Let's dive in!
General Fixes:
- When a player is viewing their kingdom and the hourly update happens, there was an issue where the numbers for resources and other aspects would flicker between your other kingdoms. This has been fixed.
- When players view a weapon, a ring, a piece of armor or a spell of healing with nothing equipped, we now show the item's base damage, base armor class, or base healing instead of seeing 0.
- Added Trinket Details to the item comparison and when a player views a trinket in their inventory with nothing equipped.
- This will show Ambush Chance and Resistance as well as Counter Chance and Resistance.
- Healing Adjustments for item comparison now use proper colors and values.
- When players try to privately conjure celestials in Delusional Memories, there is now an NPC to handle that: The Witch of Delusions.
- Added a new Enchanting Help Alert when you first open Enchanting. This can be closed and will use your browser cache to keep it hidden.
- This alert helps newer players understand that INT is a required aspect of enchanting and gives some ideas on how one might be able to increase their INT. ALL CLASSES can enchant, you just need to find a way to raise your INT.
- We no longer find enchantments by both enchanting level and current INT. While this was fun, it was confusing players, so now we filter by enchanting skill level.
- We also show INT REQ in the enchanting dropdown list.
- Fixed Gem Atonement Documentation to properly explain how atonements are calculated.
- Fixed Gem Atonement Calculation to ignore slots where you have no sockets/gems.
- Fixed Holy Oils Documentation, item View, and Game Inventory View to show that devouring is not 1-15% but instead: 0.1 - 1.5% for the level 5. Other levels have been updated appropriately.
- Celestials for Surface, Labyrinth, Dungeons, and Shadow Planes have been rebalanced to be slightly higher, but not overly (50 Million - 300 Million).
- If a Celestial should spawn through movement conjuration, that is if you move and one spawns or it's celestial day, and that Celestial is from an event map - IE: Delusional Memories, then another celestial will spawn elsewhere in the game (never on the same event map).
- When players then use PCT - and the above is true (1 celestial in Delusional Memories and 1 somewhere else), then an additional check is done to see if you have purgatory access. If that is true, you will go straight to the Delusional Memories Celestial - assuming you do not have any existing private conjurations. Should you not have access, you will be taken to the first NON event map celestial assuming you do not have any private celestials conjured.
- When a player helps NPC's through faction loyalty, the max Item Defence Bonus they can reciecve is now 95%.
- Log icon for kingdom now properly shows when you have at least one or more un opened logs.
- Players can now delete all kingdom logs
- Players can now fsort kingdom logs
- Fixes to how events end so they properly end when they should.
Nerfs
- Item defense has been adjusted to never go above 95% for kingdoms. This allows items to not become completely useless, but you need way more of them to do damage to kingdoms.
- Faction Loyalty Documentation has been updated.
- Items and Kingdoms Documentation has also been updated.
- Stat Reduction Affixes are nerfed to 95% instead of 100%. This will leave the enemy with 5% of its base stats.
- Mythics, Legendary, and Cosmic Items will not roll this aspect above 95%. Existing items have been balanced.
- Skill, Resistance, and Devouring Enchants - for example: Ripping Vines, will never go above 95%.
- Mythics, Legendary, and Cosmic Items will not roll this aspect above 95%. Existing items have been balanced.
Player Suggested:
- /pct will now prioritize private celestials that YOU have conjured over public. If there are no private celestials, we look for public celestials.
- Players now have an additional setting under their chat settings to enable or disable a notification in Server Messages when a monster is too low level for you.
- By default this is auto-enabled. Players can disable this in their settings.
Show Additional Details
Players can access this by going to their character sheet tab and clicking the Show Additional Details orange button.
If a player is on mobile, they can go to their character sheet tab, expand the top section, and then click on the Show Additional Details orange button.
When clicking this button, players are taken to a new view with four panels:
Stats, Class Ranks, Resistances, and Elemental Atonement.
There are now dropdowns to let you change the views of specific panels to see other stats such as Holy, Devouring, and so on.
Class ranks have also been changed to use dropdowns instead of tabs.
When characters look at the stats panel, some of the stat names are blue. Characters can now click on this to see a full range of detailed breakdowns of everything that goes into that stat, whether it's durability or voided weapon damage.
As a result, the Character Stats section of the help docs has been redone.
Move Resources
Players who complete a new quest line in Labyrinth will learn a couple of things: - The Helpless Goblin has a father. - You can unlock the new Market Place building. - You will learn about a future event coming!
Players who complete the quest line can then unlock the new Market Place Passive, which when leveled to level 1, lets you unlock and build the new Market Place building, which - when leveled to level 5, allows you to request resources from other kingdoms on the same plane that you own - who also have a level 5 market place.
When a player requests resources from one of their kingdoms:
- 75 Spearmen
- 50 people (population)
- 1 Airship (Optional)
Will carry either a max of 5,000 without an Airship from the kingdom you request resources from or 10,000 with an airship - of any valid type of resource or all resources.
The resource transfer will show up in the queue as units in movement since you are sending spearmen.
Once the resources are dropped off, the spearmen and (if sent) airship will return to the kingdom they came from and you will get a log indicating the amount of resources dropped off.
Should the requesting kingdom be attacked or no longer be in your control and your resources arrive - you lose the resources you requested when you owned the kingdom and the spearmen are slaughtered. You will receive a log.
New NPC's:
- Old Haggard Goblin who lives in Labyrinth - used to unlock the Market Place passive for kingdoms.
- The Witch of Delusions who lives in Delusional Memories and is used to both privately and publicly conjure celestials.
These new NPCs have been added to faction loyalty for their respective planes.
New Quests
There are new quests to unlock The Capital City and some new passive skills. Each one is a chain of quests that tell a story about two sons and their father. Players will unlock new passives and participate in two sets of weekly fights to test their characters strength!
Capital Cities
Players who unlock and complete the queues for the new Market System to allow resource transfer, can also participate in a quest line that unlocks the ability for one of their kingdoms per plane, to be a capital city.
This allows players to manage all their kingdoms, albiet in a basic way for now, on that plane from a single kingdom.
Players can auto walk their kingdoms, upgrade/repair buildings and recruit units.
Capital cities are always at the top of your kingdom list.
Weekly Fights Expanded
Aside from the weekly fights in Delusional Memories, there is a new set of weekly fights for players who can confidently take on the Haunted Abberation Celestial in Shadow Planes to challenge them selves against.
To access the Lords Strong Hold on Shadow Planes, players must complete the same quest line that unlocks Capital Cities.
These fights, unlike those in Delusional memories have a small chance of rewardind a Mythic and a set of Legendary Uniques. The chance for the Mythic is very low. Players will get the Legendary Uniques.
There is also Hells Broken Anvil in Hell that has a set of monsters stronger than the location for Shadow Planes.
Both of these can be unlocked by completing quest lines for the Capital City feature outlined below.
Players can learn more about weekly fights here.
New Passive Skills
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Market Place
- Allows you to build the Market Place building at level 1 of this skill.
- Requires a quest to be completed in order to unlock the ability to train the passive.
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Capital City Building
- Reduces the orders travel time from the capital city to it's coresponding city by up to 60% for building (upgrade and repair) requests
- Requires the player to complete a quest to unlock.
-
Capital City Units
- Reduces the orders travel time from the capital city to it's coresponding city by up to 60% for unit requests
- Requires the player to complete a quest to unlock.
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Resource Request
- Reduces the travel time between two cities by 60% when requesting resources
- Requires the player to complete a quest to unlock.
New [Player Suggested] Options for NPC Faction Loyalty Interaction.
Players will now find they can select an action beside the task for the NPC when dealing with faction loyalty. For example, if you want to complete a bounty, click attack - if you die, you will be shown a revive button in place of the faction loyalty details.
For attacking, you will now select the attack, you will not see a list of details about the damage. You either kill it, the NPC is disappointed, or you die - if the monster is too strong.
The attack is your Attack for non-casters and Attack and Cast for casters. This is designed to be kept simple and minimal. You will be told in the Faction Loyalty tab which attack your class is doing, thus allowing you to adjust your equipment if needed.
Should you fail to kill the creature in one hit and not die, as there are no health bars, the NPC will frown at you and judge you. This will be made obvious as an orange dismissable alert. Each time you click attack, the fight starts over - so if you cannot kill it in one hit, go work on your levels.
Battle rewards and processing, that is any quest items, any drops, and so on - still get distributed upon killing a faction loyalty bounty in the above-described way.
Players who want to do the crafting tasks will find one of two things: Either Req LVL: xxx or a button called craft. If you have the first, you must reach that level of crafting in the specified type beside the item.
If you have the latter, and click craft - you will craft and give the item to the NPC automatically.
This makes doing Faction Loyalty tasks much easier.
New [Player Suggested] Item Selection
In your inventory, you will see a set of checkboxes beside each of your items. Selecting one or more will show a new green dropdown selection which allows you to manage those items.
You can:
- Equip all you selected
- Follows all current equipping rules and can bail early if it finds an invalid slot
- Move all you selected
- Disenchant all you selected
- Sell all you selected
- Destroy all you selected
This is designed to help players better organize their inventory and has been requested for some time.
Raid Boss Changes
Raid Bosses have had their stats increased to make it more of a community effort. The following changes have been taken:
- Surface Raid Boss now has 5-10 Quad in stats
- Ice Plane Raid Boss now has 15-30 Quad in stats
- Delusional Memories Raid Boss now has 30-60 Quad in stats
Info Page Adjustments
- The Faction Loyalty section has been updated to reflect the new UI changes.
- Requesting Resources section has been added under Kingdoms to explain the new Market
- Chracter Stats section has also been updated to reflect the new Show Additonal Section.
- The Capital Cities section has been added to detail how players can unlock and interact with the new system.