Planes of Tlessa

Version:,, Published on: Jul 29 2022

Welcome Back to planes of Tlessa!

In todays short release we are fixing the following issues:

  • Chat will now load properly upon refresh and when loading the game via login or registering. This issue was caused by what I call dangling users, that is a user who decided to delete their account but the deletion failed so the user is still around in the database and thus messages break. I have created a command I can run to remove these users.
  • When an exploration finishes, the message you see after words has been fixed fro Your to You.
  • Release section now shows the published date so you know when the game was last updated.

Version:, Arcane Archers come to play, Published on: Mar 04 2022

Welcome one and all back for another update! We have a new class, and usual more fixes!

Arcane Alchemist (new class)

As the heros of Tlessa unlocked the doors to the Blacksmiths, a mysterious force was watching from the shadows of the abyss. The eyes glowed red as the energy around them crackled in anticipation.

The old feathered worn man leaned heavily on his wooden oak staff as he walked through the shadows back to Xanjial. Here he told of stories of heros and battles between good and evil. Stories of how The Creator had-grown soft and how they, the Alchemists of old could make their return.

From the shadows of spying, comes from the Arcane Alchemist, a terrifying class of extreme power to make even the most fearsome Heretic seem weak and pathetic!

  • Weapon of choice: Stave

    • Gives increase the int, but not chr.
    • Arcane Alchemists have Affixes that effect their class skill, but not artifacts.
      • Affixes will give bonuses to CHR.
  • Damage Stat: Int

  • To Hit: Chr

  • +5 int

  • +3 chr

With a stave equipped they Will use 15% of their modded chr to do weapon damage

With a damage spell they will use 30% of their modded int to do spell damage.

With a healing spell equipped they will use 10% of their modded chr for damage and 10% (which stacks with the stave damage bonus) for healing.

There special crafting is +15% bonus and training in Alchemy and Spell Crafting

New Races:

  • Drow
  • Genie
  • Gibberling
  • Gityanki

This brings our total races to 10. There are various bonuses for each race. These ones also focus on skill modifiers such as accuracy, dodge and looting.

Black Smith Changes

  • Hells Anvil Class Based Enchants have been rebalanced to be in line with other class skills in XP and Damage modifiers.

Training Skill Changes

All training skills have been updated to no longer use a random number as the XP. We now scale. THIS ONLY APPLIES TO SKILLS WHICH YOU SACRIFICE SOME OF YOUR XP TO LEVEL WHILE FIGHTING (sorry for the caps, wanted to make that clear)

This means that to get a skill to level 1 you need 100 XP, to go to level 2, you need 200 (skill level * 100) and so on till you are close to 100K to cap the skill. As a result the base XP for these skills has been increased from base 10 to base 25.

There are new quest items that drop off enemies to gives bonuses to the Skill XP and bonus for some items.

New players just have to kill: Sewer rat and a Goblin for a 100% chance of an Accuracy and Dodge quest item that they can later upgrade - to drop.

These two items, along with a few others you can get, can be upgraded by doing some quests.

New Quests

  • The Helpless Goblin and The Witch have a few quests for you, especially as a new player, to do. These will upgrade existing quest items that you can find off monsters - specifically sewer rat and goblin - which give bonuses to accuracy and dodge when starting out.

Voidance Balancing Change:

This has been fixed to allow the player to void or devoid the enemy first on Surface, Labyrinth, Dungeons and Shadow Plane. How ever on Hell and Purgatory, enemies have the upper hand for voidance and devoidance. Players will need to do a quest line to get into Purgatory and Purgatories Smith House to use the work bench to apply alchemical items to their items to increase their Devouring Light and Darkness resistance to resist the enemies attempts to void and devoid you.

This will hold true for explorations and adventuring.


  • Purgatory Smiths Work Bench
    • No longer uses searchable select boxes so we can properly clear them when you apply holy oils to your first item.
      • Remember we duplicate the item, so you will have to re-select it.
    • Now the items in the list that you can select to apply holy oils to, will show how many stacks are currently applied. This helps with characters who have two of the same item with two of the same enchantments.
    • If the cost validation fails, the user is publicly shamed! this can only happen with third party tools. We already did the cost validation, but now we publicly shame.
  • Additional quest item has been aded for alchemy that can upgrade your XP bonus and Skill Bonus.
  • Additional quest items for Quick Feet and Kingmanship which you can get from the Goblin.
  • Separated Hammers, Bows, Staves and Weapons into their own drop downs when you go to select a type to craft. Crafting any of these three will give XP towards Weapon Crafting.
  • Removed the attack tool tips and popovers and settings from players accounts. Now players can go to the new Help tab when they login and see whats the action section is all about.
  • Fixed issue with faction maxing out showing the max out message twice.
  • We now show a global message when items are dropped on kingdoms.
  • Inventory now refreshes faster as we only fetch what we need for the tabs that are changing instead of all the tabs at once.
    • Loading the inventory the first time or after a refresh can still be a bit slow. How ever disenchanting 75 items is a lot faster.
  • Battle message numbers are properly formatted now.
  • Fixed and issue where players could go above the max level.
    • This also requires that players be de-leveled, those who are over the limit will be lowered back to the limit. Your characters have been adjusted for you.
  • When the enemy fails to devoid you there is a message, same for when they fail to void you.
  • Now we check if you can have the quest item from the special location, if not we keep looking for a quest item you can have and doing the roll to see if you can have that item. This makes farming special locations easier when they have a lot of quest items.
  • Fixed Monster tabs for information section.
    • You can now search, see the celestials and so on.
  • Fixed issues with being able to equip Hammers and other items in both hands, when that is not allowed
    • Updated the Move Set and Set Warning message to include Hammers and Staves
  • Registration fixes, we now remember selected race and class when there is an error.
  • Copper Coins Now Properly shows on inventory section.
  • Fixed Attack Break down data - these numbers were off for non voided attacks.
    • This can mean a slight reduction in damage or a slight increase.
  • Fixed Quest items so they can no longer be destroyed or disenchanted from chat.
  • Fixed issues with enchanting when you do not have the gold.
    • This applies to all crafting/enchanting/blacksmith and queen of hearts.
  • Fixes to equipment comparison for staves, bows, hammers and other items.

Version:, Blacksmiths rise from Purgatory, Published on: Feb 27 2022

Calling one, calling all - The Blacksmith rises.

From the depths of Purgatory rise a new hero. One to challenge the power of The Creator, who - upon escaping purgatory - locked them all with in the realm of tormenting shadows and pain. For the Purgatory Smith helped The Creator escape his confines after the "God" of Tlessa had abandoned her to her fate.

As the heroes of Tlessa, the children of the star, began to awaken and explore, they opened the gates to Purgatory and let loose the wrath of The Creator. Soon, these eager adventures, found a way to unlock the sealed Purgatories Smith House. Pouring over the journals and texts of the mysterious smith, the Adventurers were able to conjure a portal to the Prison of Purgatory. Here they released the trapped smiths who vowed to fight along side them as they hunt for clues about why and who locked The Creator in Purgatory.

New Class: Blacksmith

  • New Weapon Type: Hammers

    • Can be crafted with Weapon Crafting
    • Two handed, like bows.
    • Primary weapon and required for Hammer Smash to activate.
  • Strength is used to do damage

  • Dexterity is used to hit.

There are no Dexterity enchantments specific to the Blacksmith, but there are enchantments that raise the damage, the defence, the class bonus and the skill: Hells Anvil

  • New Special: Hammer Smash
    • Does 30% of Modded or Raw Strength.
    • Requires Hammer to activate
    • Depends on Class Skill Bonus
    • Has a 1/100 chance (with a 60% bonus) to do Three After Shocks at 15% of the 30% modded or raw strength.

Lets talk about After Shocks:

  • First we take 30% of your modded Strength as damage to the enemy
  • Next you have a 60% on a 1/100 chance to do what's called After Shocks (you will do 3 if your roll is higher than 99).
  • Each After Shock takes the 30% of modded Strength and reduces the damage by 15% for each After Shock.

In the above list, lets' give an example of an aftershock: Lets' assume you're 30% of STR was 1,000,000. Your first aftershock would be 15% of 1,000,000,000 = 850000, your second is 850000 - 15% = 722500, your final would be: 722500 - 15% = 614125.

Crafting Bonus: 15% XP andSkill Bonus for Weapon, Armour and Ring Crafting - Automatically applied.

Additional Bonuses are applied to damage: Your class skills damage bonuses and your class bonus are also applied to your attack, only while holding a hammer (see below about crafting list updates).

Other Fixes

  • Fixes have been applied to:

    • Crafting, Enchanting, Queen of Hearts Uniques (Re-rolling and Moving)
      • Should a character use third party tools to get around the client side cost calculations, The game will catch this and alert the chat that so and so has been caught cheating. This is a public shaming.
  • Fixes to automation

    • Players cannot start another automation while one is running. The loading indicator now stays till we have the automation status.
  • Fixes to equipping multiple uniques

    • A fix has been implemented that should prevent players from equipping multiple uniques.
  • Fixes to quests

    • Because of how Voidance and Devoidance works now since, players might find it difficult to find specific quest items from some special locations and the enemies are too difficult. As a result, some quests have been moved around and items switched to other locations. This was done to help players be able to get to Purgatory and unlock the smiths house to get Holy items, to continue their questing.
  • Crafting list for weapons has been changed to show: Weapon Name, Type: weapon/bow/hammer, Cost to craft: xxx Gold

    • This makes it easy for Blacksmiths to know their weapon type, as weapons have all kinds of weapons, hammers includes, but they are not recognized as hammers when you equip them, only hammer items will count towards Blacksmiths bonuses.
  • Fixed an issue where removing a single equipped set piece, which is suppose to remove the whole set, would not properly update your stats.

  • Fixed Inventory Usable Item Section

    • If you have usable items but none can be used on you, ie: Holy Oils for Items and Kingdom Destruction Items - then the use many is now properly disabled.
    • If you have some usable items, then the list of items you can apply to your self when clicking use many, will properly show the list of items you can use on your self and not include holy oils.
  • Fixed Transmute for Alchemy Crafting

    • Now when you click transmute, we properly disable the button to prevent you from accidentally triggering the timeout.
  • Save equipped as set now properly shows the custom name or the original name of the set properly.

  • Mass disenchanting is a tad faster, how ever the slow pain point is how we update the entire inventory when ever anything changes.

    • This will be changed in to better fetch inventory based only on the inventory tab that is changing. For example, most of the time we don't need to refetch all your inventory, just specific aspects such as the equipped or the sets, or the set it's self or even just the fact that you crafted an alchemy items.
    • This should help with disenchanting timing out and people having to restart it.

Version:, Optimization Phase 4 - Removal of Auto Battle, Published on: Feb 19 2022

The choice has been made ladies and gents. I have removed Auto Battle. Sort of.

We have a new feature called Exploration. Which comes with it's own log tab.

We also have a new System called Holy items which can only be crafted after you do a new quest line to unlock the Purgatory Smiths House through a quest chain that starts in Dungeons.

We also have a change to how Voidance and Devoidance works.

Not a lot of new changes, but lets go over these real quick:


Just like auto battle, you will:

  • Select the creature
  • Select the length, skill to train and if we should move down the list.

What is different is how the reward structure works and how Exploration processes. There are three phases to an "encounter" and there are 6 encounters in a one hour time frame that run every 10 minutes.

  • Phase one of the encounter is called: Explore. Here you will explore and then fight an encounter. The creature you selected.
  • Phase two of the encounter is called: Fight. You will fight the creature again.
  • Phase three of the encounter is called Plunder: You will fight between 1-6 of the enemy.

Then we wait another 10 minutes and repeat. You get all the rewards right away and can logout.

If you die, the exploration ends, if you are logged out - you won't know why you died. We do not keep a log of the exploration aside from whats in the Exploration tab, which is not saved.

If you are logged in and die we show you the last battle message to show you why.

This is a combination of adventure and auto attack, so all the same actions you could do before, when doing auto battle, you can do now. The same rules apply for the 8 hour mark, which is if you do a solid 8 hours with out dying we lock you out for the rest of the day when the 8 hour mark is reached.

This is then unlocked every day at 12pm GMT -7.

The rewards for a single encounter, aside from the actual fights are:

  • +200 XP (2 levels)
  • +5 Faction Points (if you have a quest item you will get 50 if you are above level 0. Else you will get 5)
  • +10,000 Gold

The rewards for a completed adventure, regardless of length is:

  • +1000 XP (10 levels)
  • +100 FactionPoints (if you have a quest item you will get 1000 if you are above level 0. Else you will get 100)
  • +100,000 Gold

Again, everything is given to you automatically, we respect all disenchanting settings.

Holy Items

Holy items are the next step in gear progression (Mid to end game) and should be pared with uniques (100 billion valuation). These items will show up, unless they are unique, as sky blue items. Even if they have enchantments, unless those are unique enchantments. Uniques, even if holy, always show up as a green.

Items now have, assuming they have holy stacks, a holy information section. Character sheet also has this beside the Devouring Darkness/Light tab.

The important thing to focus on is the Holy Bonus%. Every class but rangers have about 240 Holy Stacks for top end gear. Rangers have 220 because their primary weapon is a bow.

The general break down of this is that you will do a quest line to get to the smiths house in purgatory. You cannot enter without the key.

Once inside, the crafting drop down section will have a new entry: Smithies Work Bench

This will open a crafting area that takes:

  • A item with 1 or more free stacks
  • Alchemy items (only those that can be used on other items will show up here)
  • Gold Dust

This area will also show you how many stacks, the range of % for stats and devouring darkness that can be applied.

All items have stacks based on their (max crafting level / 10) / 2. The cost is then multiplied by 10,000, which is then again multiplied by the holy level of the alchemy item.

For example an Item with 20 stacks that you want to make holy by using a level 5 (highest level) Holy Alchemy item will cost:

20 * 10,000 * 5 = 100,000 Gold dust to apply per stack.

to apply this 20 times, that 2 Million Gold Dust Per Maxed out Crafting item. (Thats 28 Million for 14 items, 26 Million for 12 (Rangers use bows))

Please note: These values are calculated BEFORE plane reductions take place.

these items can be sold on the market for a minimum price of 10 Billion per holy stack. Uniques will take stacks into account for item valuation. However, a regular double enchanted item with 20 stacks can be sold for at minimum 200 Billion.

For uniques, ass the 10 Billion * stacks to their total valuation. (400 Billion for 2 100 Billion Uniques and 2 stacks of Holy)

Holy will increase your attack, ac and base healing % as well as devouring darkness/light resistance. This can also increase your devouring darkness %.

Voidance and Devoidance Changes

Voidance and Devoidance have been broken for a long time. This has been fixed and players may notice that planes like Hell will get harder while Purgatory will get IMPOSSIBLE. Thats because enemies here have 500+% Voidance which mean you will always be voided.

This is where Holy items come in handy, the more stacks, the more bonus to devouring darkness and to the resistances you get. This helps you fend off those pesky voidance attacks and kill the enemy.

Voidance now works a little differently, when you start the battle we do:

  • Can monster devoid you? (your voidance/devoidance will not fire)

  • can you devoid monster? (as long as you are no devoided)

  • If you or the monster are not devioded we repeat these steps for voidance calaculations.

Battle Fixes

  • When you die to a celestial, we now properly track their health. This stops celestials from magically healing when you revive.
  • Thieves Shadow Dance should now always fire if you have 100+% in the class bonus.

Version:, Optimization Phase 3 - Copper Coins, Published on: Feb 12 2022

Welcome back ladies and gents!

Today we have a new optimization update. As some might have seen from the discord announcements section, we are getting close to a final call on what happens with Auto Battle which we have all seen to be a nightmare. It's up, it's down, it's causing CPU issues, so on and so forth.

It is beginning to cause me more head ache than if I removed it. Alas it does help me, thus far, in gauging my progress with these optimization updates. Some of you might have noticed, aside from all the bugs and issues, that the site loads a little quicker, responds a little faster.

Auto battle has been suggested to be gated or to be a lottery of some kind, and the core issue with this is that even just a few people cause a 150% CPU spike, which means theres something really off. I had 8 people running it the last update and that caused the CPU to sit at 200% (~197-199.02%) which then causes reward jobs to back up. I got rewards two days latter when I logged in!

Auto battle was also introduced to correlate with Factions, Quests, Make Grinding Easier and more fun. But it has proven so far to be just a horrible nightmare. Thats where this update comes in:

Character and Skill Tweaks

None of the formulas have changed, but the way we fetch the data has changed to be more streamlined

This means that the core job responsible for handeling your rewards now takes less time to give them to you.

For example, it takes less than a second to process and up to two seconds to level you up and process that data. Where as before it could take 4 seconds to process the reward (item included) and 6-9 seconds to process the character level up. Again these numbers are from development.

New Quests

  • There is a quest chain that starts in labyrinth to give players a new type of special quest item I will not spoil here. There are two branches to this, one that does not require copper coins and one that does.
  • There is a new quest from the Helpless Goblin which allows you to get 10 Faction points per kill not 2, but it only takes effect at level 1 of the faction.
  • There is a new Quest line in Hell that gives you an item that allows monsters in purgatory to start dropping between 5-20 copper coins with a hard cap on 100,000 - no there is no way to increase the amount given
    • Right now the currency is used for the second half the first new quest, which I still won't spoil.

New Celestial

There is a new Celestial in Shadow Planes for one of the new quests!

New Currency

Copper coins are a new currency that requires you to speak to Hells Accountant (new NPC) in hell.

These coins then will start dropping from Purgatory monsters with or without Auto Battle. Some quests will require these coins.

The Cap for these is 100k and these will be used in conjunction with a new currency planned: Hell Shards, to purchase new gear from the Purgatory smith, coming in the next Optimization update or the one after.

Bug Fixes:

  • Bows, High end Craft-able ones now no longer give you AC, but instead do damage.
  • Equipping/Unequipping/Set Management Bugs have all been fixed, specifically around properly working and updating the top bar on the gam tab.

Version:, Optimizations Phase Two - Balancing Act, Published on: Feb 06 2022

Hello and welcome back to phase two of our optimization plan.

In phase one we made some slight adjustment and changes and we saw some breaking issues. I sincerely apologize to players for that.

However, we are back with phase two, which starts to make use of a third party tool called Clockwork, but don't worry it's only in development. It slows the whole site to a crawl so I can see where all the pain points are. Let me tell you - Queries were the biggest ,and still are in many regards, issue. We pull way too much data when you do simple actions and it causes the CPU to spike when running jobs, especially long running jobs and jobs like automation.

This is all being worked on in various phases. This phase focuses on battle and adventures and rewards and the collection of, as well the real time updating of various aspects of the game.

However, on the automation side, we have some update:

  • Reward collection and item collection is much faster.
  • Random item generation has been re-done to be much faster for things like manual battles, adventures and automation.
  • Adventures have been sped up with various fixes. They can still take up to 5-10 seconds past their timer expiration to finish This will be addressed in phase four, however, it's now down from a couple minutes.
  • The way we update the character for skill level ups, character levels and general stat changes has been made faster with the use of cacheing a lot of heavy to fetch data.

These are a few of the optimizations, most of them are around how we fetch the data so that what we fetch is quick and given back to you as fast as possible, this has seen increased speed in:

  • Battle reward/item processing
  • Adventure completion Time
  • Adventure Reward Processing/Collection
  • Crafting/Enchanting and Disenchanting

There are still more fixes to be made but we are getting even further than last time!

Enchanted Items and the Market

Enchanted items and the market have been reset. However, no need to panic!

  • Any item not in the character inventory or set or equipped, that can and dose have an enchantment will NOT be deleted.

No items you have equipped or sitting in your inventory will be touched. This will also be done weekly to keep the number of items in the database down.

The market will not be cleared weekly, this is a one time reset.

This clears out all those accidental duplicate items and enchanted items from people training skills as more items were added and continue to be added in the future.

Nerf and Balancing Changes

  • Life stealing will now no longer do more damage then you have health at the time of it firing.
  • Bug Fix! Balancing: Non stacking damage affixes are now properly fixed, this will cause a massive reduction in damage and may require enchantment adjustments.

Version:, Optimizations Phase One, Published on: Feb 04 2022

Ladies and Gentlemen, we have some slight updates for our first .D of a.b.c.d (our version numbers just get longer and longer and longer ...)

Any ways, whats important in this update is a couple new features:

  • Players can now see their character sheet on the game screen. There is a new tab for this.

    • This can cause the page to take up to 10 seconds to fully load. We do load things in bits and pieces.
    • This tab is also live, any changes you make here, such as equipping items, using items, adjusting which skills are in training and so on will reflect in the game tab.
      • Depending on how slow this is for some players, this feature may be removed back to the player having the character sheet open in a new tab. Players experiencing very slow or long loading times should report this in #bugs on discord
  • Quest item Voidance and Devoidance Boost

    • These gained a slight buff - This applied to all quest items that offer voidance and devoidance.
  • More monsters for Purgatory and Purgatory XP boost for monsters to be better then Hell in terms of XP.

On to the optimizations:

This does not mean auto battle will be making a return. The help docs have been updated to reflect that players should use Adventures to get more faction points than just manually farming.

  • When players die, the revive and death is 20X faster.
  • When we update aspects about the character, such as crafting, battling and so on - this has been made slightly faster as we do not send back nearly as much data.

These optimizations mostly focus around the amount of data we send back through web-sockets and what specifically we are updating. For example, when a player loads the page for the first time, they will see the top bar updates and loads faster.

The actions section and map section also load a tad faster.

Current Known Issues:

  • There is a known issue where sometime a player might open enchanting, crafting or alchemy and instead of seeing "ready" they might see an empty timer. If this is the case you can refresh or you can click the button to initiate the action. The timer will not reflect the action the first time around. I am having a hard time tracking this bug down as it only happens so often. If you see this bug, remember your steps and post about it in #bugs on discord.

  • Possible Slow downs. Some aspects of the game might be made worse by these optimizations or made better. This is phase one of a multi phase plan to slowly refactor and trim down the data, the queries and load on the server. For example right now a single player playing with building upgrade, unit movement, recruitments, adventures, fighting, crafting, enchanting - then throw on top hourly updates for kingdoms, daily gold dust ... The server can quickly hit 123% CPU load. This can and has caused issues with lag, rewards backing up and so on. If you notice abnormally slow loading for anything that is out of the normal for you please post in #bugs with steps to replicate.

Planes of Tlessa and The Creator would like you thank all of its players for the patience, dedication and willingness to hold on through this slight storm of bugs, optimizations and refactoring.

1.1.10 launched with a new feature that no one expected to almost Tank the server. A lot of 1.1.10 is locked behind this new feature, however for now, there is a way around it, both manually and through adventures.

As we continue down this road of optimizations I want to ask you for patience during this time, somethings might get worse, but not broken, and something might get better, Tlessa is a game who has been in development for more then 3 years and the more eyes we have on the game, the more issues we find and the more stable the game becomes.


The Creator.

Version: 1.1.10, Planes of Tlessa 1.1.10 - Edge of the World, Published on: Jan 29 2022

Hello everyone, I hope you are all doing fantastic today!

Planes of Tlessa is here to announce a new major update, which is odd for a simple and small patch that is no longer SMALL! We have so many exciting features for you and I want you to explore and enjoy them all!

First off, for you new and fabulous players, we have a new "tips" section, that is more of a walk through of your first hour or so. Really gives you a glimpse of the game and what we have to offer.

But enough of that, we are here to see the new features! Where to start? hmmm..... Kingdoms? Shall we start there?

*At any time you can head to the Help Docs where alot of these changes are discussed in further detail.


Kingdoms got a new series of features and makeover of sorts, to the look and feel the kingdom management screen.

We have so much more information now, then before. we have:

  • New Buildings
    • Goblin Coin Bank: Buy up 1000 Gold Bars at a cost of 2 billion each.
      • Each bar can add a specific % to your overall kingdom defence, as well as a way to store excess gold.
      • This is locked behind a new concept we will chat about in a moment, called: Kingdom Passive Skills. Players will need to level the Goblin Coin Bank Passive to unlock the building, to which they have to level to 5 to use the bank. There is no taxes on withdrawing or depositing or morale deductions.
    • Cannoneer Shop: Allows you to recruit units. A kingdom with Full Walls, Maxed treasury and Maxed out Bank will be capped at 45% defence bonus, regardless of if your defence bonus goes higher. The thought process here is that these can rip through anything.
      • Players will need to level the Canoneer Shop Passive Skill before being able to gain access to this building.
      • Players then have to level the building to unlock Cannons. These units cost much more in resources and population.
    • Calvary Training Grounds: Allows players to train Mounted Knights and Mounted Archers.
      • Players have to unlock the Calvary Training Grounds before being allowed access.
      • Players also have to level the building up to gain access to these units.

Well thats a thing now, but we have this new and facinating concept called Kingdom Passive Skills, which:

  • Take Real world hours to complete and can be done while offline.
  • Slowly unlock and add new buffs to your kingdom and all existing kingdoms and future kingdoms, including unlocking new buildings.
    • If you Take over a Players kingdom where the buildings are locked and you have unlocked them, you will see a message stating Building X is now unlocked/locked depending on your passive skill level.
    • If you settle a kingdom and have the buildings unlocked, then they will be unlocked in the new kingdom.
  • Adds a sense of accomplishment to manageing your kingdoms.
  • Applies all unlocked buildings and passives to all exisiting and future kingdoms, including those taken via war, paid the NPC for or settled a new kingdom.

Oh, I forgot - I fixed a bug as well, you might have thought - ok it takes 1 minute times the kingdom building level to upgrade. No. That was a horrible bug. There whole time mechanism aspect was never working properly, the time should have grown from minutes to hours as the levels got higher, like Tribal Wars 2. Which is where I took some inspiration from.

This is now working properly, however:

To mitigate the one level at a time issue, players can now:

  • Use gold to buy multiple levels at a time for multiple buildings.
    • If the kingdom does not have the required population, we will buy additional population and you will incure an additional cost.
      • Should you then cancel this upgrade, you will only get a % of the gold back and no gold back for the population charge should you have been charged.
      • You wil also get some population back, but none of the purchased pop.
  • Use gold to buy units. Units have also been increaded to 1 Billion per type.
    • CAUTION: You need to train Kingmanship (use to be called Lust for Gold) skill significantly before attempting to purchase 1 Billion of any unit. The reason is, this skill (a training skill, AKA Fight monsters) will significantly reduce the time from 94 real world years for 1 billion spearmen to ~34 days
      • Players can buy units, but this will not buy more population. No you must make that choice. See below.

We got some contraversy coming to the game. It is a fantasy game after all. Players can now buy population for their armies using gold. Beside the population amount on the Kingdom Info Panel characters will see that they can buy up to 2 Billion Additional People.


Those famillar with an NPC called The Old Man, will anger him come the hourly reset. Lets assume your Max Population is 100 and you purchased 40,000 Additional people. Now assume you din't use any of them.

On the hourly reset he is going to be pissed and come looking for his money for the upkeep of all these people. You might have paid 5 gold per person, but now he wants 10,000 .... per person. Math time:

10,000 * 40,000 = 400,000,000 Gold.

  • He will take from the kingdom treasury first.
    • Got no gold? He will take from your goblin bank rounded up to the nearest whole number (ie, 1 Bar in this case, which is worth 2 billion gold)
      • Got no Bars? He will take from YOUR pockets.
        • Still got no Gold? He will demolish the kingdom and remove it from the map.

All of this will be broadcasted live for others who are playing to see, it's like a public shaming.

Players are advised to think carefully as your kingmanship skill will determine how many people you can buy for your army when wanting to recruit multiple units at a time.

Well, that was facinating, where to now? Oh I know lets talk about quests.


Quests got a massive overhaul, now players will see a Plane Quests beside the Character Map Count. This is where things get fun, if you click this you will see a new box pop up under the action section whch will show you all the quests for that plane, but even better is if you click the All Quests Button at the top of that pannel to open a modal that legit shows every single quest in the game.

Whats even better is that a player can click on one of those quests and be told:

Where to go, what to do, who to talk to, what items they need, currencies and so on and where to get them.

If you can't access a location of plane it will tell you in explicit details, how to acesss that place, from what quest to complete to what monster to kill.

Unforntently, when players open the panel for the first time, it will take a moment, a legitimate moment, to load. But we store this quest tree in your browser cache for reference in between sessions so that when you re-open the panel, all we fetch is what quests you completed.

This is something players have been screaming at me for, and I have heard my fabulous denizens of my world. Come now children, the quests await.

  • There are new quests to access Hell
  • There are new quests to access Purgatory
  • There are new quests to speak to the new NPC: Queen of Hearts.

A lot of quest fixes were implemted and with the new tree aspect, players cannot just speak to the NPC once and complete a series of quests back to back, as some are locked behind others. In rare instances, such as later in the game with the Wondering Mechant, talking to him, can complete two quests at the same time.

  • Quests can now require a second item (new NPC text is displayed when a quest needs this and the player has these)
  • Quests can now require access to a specific plane
  • Quests can now require specific faction levels (new NPC text is displayed when a quest has this and the player meets this)
  • Mostly all quests will give the player one full level and currency for participating.
  • Quests can now require items that only drop from special locations , in which players CANNOT use automation to find. That is automatic fighting will not let the location drop the item.

Wow, so quests really changed eh? Players have been asking for ways to see the quests and what order to do them in. What was more important is they wanted it in game, instead of a third tab, to the help docs which would just give more questions.

The docs still don't go into as much depth as the in game quest tree, thats because of the amount of data being brought back for the game.

I basically walk you, hand holding you, through each and every quest.

All that I need from you, is time. A lot of time.

These quests are also designed to force you, yes force you, into utilizing aspects of the system and lets you learn a little about each system as you look it up in the help docs or read some info in it's help section.

For a new player, these quests will take months to do. And no, you cannot use money to complete any of these, just time.

Well we went through the land of quests and now we are left wondering about Factions and Special Locations and Who is this new Queen of Hearts? lets go on to Factions which kills two of those pesky birds with some stones I have here in my pockets.

Faction Points and the Queen

Tlessa introduced a new mechanism called Auto Attack, as apart of the Automation Patch Cycle's (there is crafting in 1.1.11 and kingdom management in 1.1.12). These Cycles aim to bring:

  • Attack Automation
  • Crafting/Enchanting Automation
  • Kingdom Mangement Automation (for players with Plexes - Large quantities of kingdoms in square formations grouped together.)

One of these features has comes to the game for this patch cycle: Attack Automation.

  • Players can select a monster
  • Players can select an attack type
  • Players can select a length of time (up to 8 hours max)
  • Players can select a skill to train
  • Players can select weather we should move down the list of x levels gained.

Players MAY NOT log out while this is runing. Your session is only 90 minutes, so you need to be interacting with the game in some fashion or at least refreshing the page every 70 or so minutes.

If your session or character dies, the automation will stop. Tlessa is not a set it and forget it game.

Automation is useful for one aspect, well two:

  • Leveling
  • Faction Points.

Players can gain Faction points for each map, except Purgatory. That means there are 5 Factions a player can do.

These require a specific number of points. For example, to level the Surface Faction from level 0 to level 1 you need 500 points. To get these points you use automation to kill monsters 500 times. Any monster, doesn't matter. Then from level 1 to 2 you kill 500 monsters for 1000 points (2 points per kill) from there the points needed double to 8k but the amount you need doubles to half that - 4k.

At level one you will need 500 points, 1000 points for level 2, 2,000 points for level 3, 4000 for level 4 and to cap out (or max) the faction you then need an additional 8000 points.

Some quests will require specific levels of specific factions. The titles do nothing.

When a player levels a faction they get a randomly generated brand new type of enchantment called a Unique. These show as green in your inventory.

Players can later buy these from the Queen of Hell (after doing a series of quests to access Hell and Talk to her)

These uniques come in three valuations:

  • Basic - Costs 10,000,000,000 Gold and is on par with Affixes and items that cost about this range in crafting. These are what drops as Faction Rewards for each level - Total: 25 of them.
  • Medium - Costs 50,000,000,000 Gold and is stronger then the best affixes you can enchant through enchanting. Can only be bough from the Queen.
  • Legendary - Costs 100,000,000,000 Gold and is the best type of Affix you can get period. Ever. In All creation. Can only be bought.

Players really only ever need one Affix, 100 Billion Valuation. Hell even it's base stats alone are enough to just use as is. But what is the fun in a gold sink if you can't farm endlessy to try and roll, through the power of RNG, the most perfect item ever known?

What is the point indeed.

The Queen of Hearts will let you not just purcahse, but also re roll the stats, everything but the name and type. Or you can break it down to just the tabs that you see when you look an affix, each of those tabs can be individually re-rolled.

This costs Gold Dust and Shards though to do and can cost as much as 40,000 GD and 400 Shards. You only get these from farming Celestial Entities, which spawn on Wednesdays or through doing quests (if you are a new player).

Gold dust you can get from disenchanting, but shards is another story. Shards is where the player must do Celestial fights.

Re-rolling is completly RNG, you can not effect the outcome. You could get perfect intillegence and need Focus, only to reroll and now it's oppisite day. It's all RNG. NO, YOU CANNOT USE REAL WORLD MONEY TO EFFECT THIS.

But thats not even the end of it. She can also move the enchantments from the item to another of your choice completly over writing the enchantments already on the item and effectivly making it a unique. How fun!

Characters can only ever have one unique equipped. Players can only have one unique in a set to make it equippable, but can place multiple in a set if they are stashing them.

Uniques can recycle names for both Prefix and Suffix. A item that is generated with one or two unique enchantments (which would be considered as one unique when equipping or putting into a set) could have The same name for both Prefix and Suffix, and have radically different stats.

Players, when selling these on the market cannot sell them for less then half their valuation cost. A valuation of 10 billion for a unique item with two enchants cannot sell for less then 10 billion (two unique enchants = 20 billion, a 10 billion enchant can generate with two of these its a 50/50 shot), versly, a 10 billion unique with one enchant cannot be sold for less then 5 billion.

Players get these for just leveling their factions.

10 Billion is consdered early game 50 and Above is end Game. Players are suggested to have a decently rolled 100 billion valuation before entering Purgatory.

These Affixes can (eventually) raise your stats well into the 1-10 Quad range for high end players and make killing monsters as a new player and gaining levels and thus doing quests, significantly less tedius as a new player while still giving them something to work torwards as the real power of the item is unlocked as you level.

Ok we got through that aspect of the game, where to next - oh thats right Special Locations, Hell and Purgatory!

Special Locations, Hell and Purgatory

Tlessa is launching with two brand new planes of existance.

  • Hell: Requires a quest item to enter. Contains The Queen of Hearts NPC and the Tear in the Fabric of Space Time
    • Players need to complete a quest to walk on Magma here.
  • Purgatory: Small Black Islands dotted in a ocean of white.
    • Players need to complete a quest to enter and cannot walk on water and cannot settle kingdoms
    • Players can only enter from the Tear in the Fabric of Space Time only located in Hell.

Neither plane will let you use /pct to traverse OFF the plane to a celestial entity else where. However, will let you use /pct for same plane tavel, although there are no Celestials for Hell or Purgatory at this time.

Both planes adjust your modded stats by a specific amount. Both planes reduce and cap the Vampires Life steal at 50%.

Players will need The highest Craftable set they can make with the top end enchantments to make it in Hell.

Players then need to equip at least one 100 Billion Unique with at least two enchants on it and move them to the best crafted item they have. It would probably be best to move these special uniques to the Body piece.

Body gives you the most stat increase, adding to that, re-rolled enchantments with the highest re-roll you an get makes for squeezing out every little bit you can.

These Creatures in Purgatory are so strong that even a fully decked out Level 3900 Character CANNOT kill the bottom list - with their prefered attack, which is what deals the most damage. Most will make it to the bottom of the list if you just use Fight action, but even then they are not gaurenteed to kill the enemy in one shot or not be voided.

This is intended, as even with the best gear possible, the best alchemy items, you are reduced so much that you can only make it so far, but the further you can make it the better as it proves that your character is top tier.

Special Locations on the other hand exist on all planes except Purgatory. These are Pink Arch places you can click on (on PC, sorry mobile - for mobile players you can see a list of locations) to see what they are. Special locations can increase monsters stats, skills and resistances, but not weaken (additionally, aside from the map) a player.

That is a player in Hell will not be weakened further by entering a special location, where the creatures are even stronger.

Additionally these places can drop quest items needed for specific quests. These items will not drop if you are using automation. You must manually farm for these. Looting is is capped at 45% and the drop chance for the quest item is 1/1,000,000,000. If a place drops more then one item, you could get any of the items.

A player with capped out looting in a special location only needs a few kills.

These will also only drop off creatures 10 levels or higher then you (their max level must be 10 levels or higher then your current level.)

Ahem, Quests can have you jumping all over from one location to the next to get the items you need or from one plane to the next just to get the faction points.

As players complete the quests in order, they will eventually unlock access, or a quest that needs access will tell them, speficically, how to get access.

Where to now child? Oh I know, lets talk quickly about classes and Adventures:

Class Balancing and Adventures

Prophets have been properly balanced to take into account:

  • If weapon and shield, we give you an additional 15% of your CHR as attack
  • If Damage spell is equipped then the prophet will use 15% of their chr towards their attack
  • Prophets now, properly, do an additional 30% of their chr when healing.
  • Fighters have had their attack bonus upped to 15% for their weapon bonuses.

Adventures is the tricky one as it doesn't seem to cause people issues until they go to collect the rewards. Now we process the reward collection in background and give you the most crucial rewards, like XP, Skill XP and currencies before handeing the items off to be processed.

This now allows players to queue up for another adventure, even if the items are still processing from the previous adventure.

Adventures will also now properly respect a players disenchanting settings. A player just has to collect the items and then we will disenchant each item, or give it to you if it's a quest item.

This solves the issues of 500's and 504 issue when players tried to collect rewards. See below for a nerf to adventures length and monsters.

Crafting Skills and Lust for Gold Changes

  • Weapon, Armour, Spell, Artifact, Enchanting and Ring Crafting all have their crafting lists updated to a max level of 400.
  • Alchemy had it's level reduced to 200 and it's list officially updated.

Lust for Gold (a training skill) is now called: Kingmanship and effects:

  • Treasury Gain Per Hour
  • Building Upgrade Time Reduction (vital for buying multiple levels with gold)
  • Unit Upgrade Time Reduction (vital for buying massive ammounts of units)
  • Unit Movement Time. Reduction (vital for moving mass amounts of units over long distances, can reduce time to 1 minute at most)
    • Only applies to sending and recalling units, not when they are returning from an attack. If they are returning, we use the default return time.

Players will need to train the Kingmanship skill much like how they train accuracy or dodge. Mixing this in with Kingdom Passive skills, makes for a well rounded kingdom management experience.

So, we finished with a few minor updates, what about if I don't want my kingdom anymore?

Abandoning Kingdoms

Players can choose to abandon any kingdom they wish, that they own provided their are no incoming, outgooing attacks or unit movement, and provided the kingdom has no Gold Bars.

Meeting those requirements a player can choose to abandon their kingdom. The Old Man will take the kingdom and reduce it:

  • All buildings loose 35% of their durability
  • All units and population is reduced by 75%
  • Morale is reduced to 50%
  • The player is locked out from settling or taking another kingdom for 30 minutes. This includes war and npc actions.
    • Should the player abandon another kingdom with in that time frame, the player will have an additional 30 minutes for each additional kingdom they abandon. This time will stack.
    • Players will not be told how long they have left, unless they try and take a kingdom via war, NPC or settling. This is a punishment for abandoning your people. Players are asked to use caution when abandoning their kingdoms.

Players who also take a kingdom that has unlocked buldings, such as the Goblin Bank - for example, will have the building locked if they do not have the passive unlocked or unlocked if they do - aassuming the buildings on the kingdom were locked.

This applies to NPC and War.

Lets move on to chat updates.


Chat has been updated to now pull the last 1000 publically sent messages.

As time goes on this may be reduced to not put so much stress on the server.

When characters login they will see a server message and a global message will go out. The same thing happens for players who register.

This message is delayed a bit so every one can see it and gies time to load the game should you have a slower internet connection.

This is to help people enage more in the community. Players are encouraged to ask questions in chat, knowing some one, some where, at some point will get to them.

Finally we have nerfing - this deals with adventures specfically. lets go over this together.

Nerfed Adventures

The following is a list of adventures in game that have been nerfed to help with server strain.

  • Witches Hut
    • Had its levels reduced from 42 to 10
    • Had its time increased to 3 minutes per level
  • The Old Keep
    • Had its levels reduced from 40 to 8
    • Had its time increased to 8 minutes per level
    • Had its creature list reduced
  • Crossing the river
    • Had its levels reduced from 38 to 12
  • Shadow Mind
    • Had its levels reduced from 30 to 10
  • Cave of Treasure
    • Had its levels reduced from 30 to 8
    • Had its time increased to 5 minutes per level
  • Have you seen her?
    • Had its levels reduced from 28 to 4
  • Deaths Water
    • Had its level reduced from 25 to 3
    • Had its time increased to 8 minutes per level
  • The demon in my head
    • Had its levels reduced from 25 to 6
  • Dark Faith
    • Had its levels reduced from 25 to 10
  • The failed bridge
    • Had its levels reduced from 25 to 10
  • The other side
    • Had its levels reduced from 25 to 10
  • The Beholder
    • Had its levels reduced from 24 to 6
    • Had its time increased to 8 minutes per level
  • Witches Grave Yard
    • Had its levels reduced from 24 to 2
    • Increased its time per level to 12 minutes.
  • Stop Fiend!
    • Had its levels reduced from 20 to 8
  • The Demon Hunter
    • Had its levels reduced from 20 to 10
  • The Well
    • Had its levels reduced from 19 to 6

Nerfs are never any fun so lets talk about gold dust changes for the daily lottery:

Gold Dust Lottery Changes

Every day at noon GMT-7 (American/Edmonton) time players have a chance to win 1 million (up from 10k) Gold dust. This is a 1/1,000,000 chance.

If you do not win the gold dust you will be rewarded between 1 and 100 gold dust every day.

Players who are logged in when it happens will see a seerver message indiciating how much dust they got.

Players who are not, will just see their gold dust increased for them next time they login.

That's all she wrote

That was a lot of changes! Tlessa is getting more and more well rounded. But do not fret, 1.1.10 will have a longer cycle before 1.1.11 is launched to introduce 4 new classes, new crafting and items as well as an event to prepare for 1.1.11 crafting automation.

There is also a secret project codenamed: Flare 2D which might make its way into the game as a "tech demo" in 1.1.11. More on that fun little project soon!

Until then my children! play on and level up! Tlessa only gets better with your input!

Version:, Balance on the Tight Rope, Published on: Dec 20 2021

Welcome back to Planes of Tlessa.

On the Journey too 1.1.10 we have a few bugs and balancing issues we need to solve. Lets get the bugs out of the way first:

  • God Dust is now properly spelt as Gold Dust.
  • Fixed: Missing Skill AC Modifier and Healing Modifier from Affix Description tabs.
  • Gold dust and Shards will now no longer go over the max of 2 billion each.
  • Fixed the Last Leg XP for Battles, that is characters 100 levels before the cap will now only get 10% of the total XP.

Now for the balancing changes:

  • Skill Damage, Ac and Healing Modifiers on enchantments will now take the best one instead of stacking them.

  • Base Damage, Ac and healing modifiers on enchantments will now take the best one instead of stacking them.

  • Skill XP and Bonuses will still stack as normal

  • Skill Bonus will never go over 100%

  • Quick Feet (Skill) Now effects the Movement timer for Traverse (min 1 second, max 10), Movement (directional) Timer (min 1 second, max 10), Teleport Timer (Min 1 Minute, Max is based on distance) and Set Sail Timer (Min 1 minute, Max is based on distance)

  • High end affixes have been nerfed and balanced.

  • Alchemy skill will now only go to level 200

  • Because of the Affix Rebalancing, characters - with extreme power - will see a power fall.

Now for the Additions:

  • New Affixes going to Roughly level 320 with the final set in 1.1.10
    • This includes low to high level Casting Accuracy Affixes which was missing.
  • New Alchemy Items up to level 120
    • Some items can increase specific stats as well as skills and stats.
    • Updated the Character boon modal, when you go to cancel a boon, to show these new stats.

Version:, Adventure Fixes and Artifacts, Published on: Dec 12 2021

Welcome back to Planes of Tlessa.

Today we have some minor changes but enough to bump out little patch version for 1.1.9

  • Adventures Rewards are now fixed
    • When a player completed an adventure and clicked the link to collect their rewards it would give them a 500 because of a database memory error that can happen when the attack logs are very very large.
      • This issue can still occur if you attempt to sort the table after doing a very long adventure (Ie, The Old keep) and will be fixed in 1.1.10
  • Adventure Skill XP now over flows properly rewarding multiple levels at a time where as before it would not.
  • Items placed into inventory sets for the adventure will now properly determine if the inventory set is equippable or not.
    • If you have items already in a set from an adventure and you know, from looking at it, that it cannot be equipped the only fix there is to empty the set.
    • If you have items in a set and then redo the adventure with out clearing that set or your inventory, we will find the NEXT empty set to store items in. This will be changed in 1.1.10 to allow you to pick an "over flow" set.
  • Items will now show some additional missing information as well as now the Devouring Darkness and Light modifiers.

New Artifacts

There are a ton of new artifacts that go into the craft only realm. These will not take you to 400, but at later levels, do introduce Devouring Darkness and Light modifiers as well as start mixing and matching effects.

These modifiers will stack with other modifiers including affixes and quest items.

Artifacts will go to a max level of 350 at a max cost of 6 billion.

Level 115 will see a 15 level jump to 130, from there, new Artifacts are unlocked roughly every 10 levels.