Changelog

Berserk heals less

  • Berserk now heals you half as much from the damage your hits deal while it lasts.

A new skill tree: one choice per level

  • Skills now come with their level: no points to spend, a new skill is ready the moment you reach its level.
  • At 14 levels you choose one of two or three bonuses: tap one to pick it, tap another of the same level to swap. Changing is free, any time, and Reset opens every choice again.
  • Every character's tree starts fresh with this update: open the Skills tab and choose again.
  • Swords and spears now differ in attack speed, reach and damage; a spear's choice lets it strike from two tiles away, and bleeding comes from a choice that works with any weapon.
  • Weapon Enchant grows stronger with your level, and Nova's circle reaches a tile further.

Mage spells: Bolt on the target, a Nova wave, purple lightning

  • Bolt now flies at your target like Fireball: press it once to pick the nearest enemy, again to cast; hold it to see the target and the splash round it.
  • Storm shows the whole area it struck for a moment, so you see where it really hit.
  • Nova lands with a wave of its element running from your target out to the edge of its circle.
  • A staff gives off small sparks of its element: embers, frost or lightning.
  • Lightning is purple and black now, ice blue and white, fire red and orange.
  • The aim previews and the bosses' warning circles show again after you pass through a gate.

Sword Dancing pressed like Slash, skills that grow with your attack

  • Sword Dancing is no longer a stance: press it and it strikes your target, like Slash. With no target the first press picks the nearest enemy.
  • It is ready again as fast as you swing: a quicker weapon or more attack speed lets you dance more often.
  • Warrior skills and the mage's Staff Attack lean more on your attack and less on fixed bonus damage: better weapons and more strength count for more, and they hit a little harder at higher levels.

The skills of levels 50 and 60

  • Warriors, level 50: Sword Dancing. Tap it once and every swing is a heavy blow that costs mana, until you tap it again or your mana runs out.
  • Warriors, level 60: Berserk. For a while your blows heal you and you strike faster and harder, but you take more. It shakes off stuns, slows and burns, even while you are stunned.
  • Mages, level 50: Nova. Fire, ice or lightning falls on your target and bursts over everyone around it; hold it to see where it lands.
  • Mages, level 60: Teleport. Vanish and reappear a few steps ahead, quicker and with stronger spells for a while.
  • Your bar holds any 4 of your class's 9 skills; learn the new ones in your skill tree.
  • A skill button now shows its cooldown to the very end, so a press just as it ends is never lost.

Aiming under the trees

  • In the forests, holding Storm, Bolt, Fire Field, Swing or Dash now shows where it lands: the tree crowns over it fade.

Fire, ice and lightning

  • Mages pick fire, ice or lightning for each of their skills: tap the skill in the Skills tab, then the element. It is free and you can change it any time; the skill's name and icon follow.
  • Fire may set enemies burning, ice may slow them, lightning may stun them, with the new passives of the mage's tree: Ice damage, Lightning damage, Burn, Slow and Stun.
  • Staffs now come in fire, ice and lightning, the colour of their gem. A staff, a ring or a necklace of the spell's element makes it much stronger; another element's damage is only added on top. The staffs you have stay fire.
  • The Ember Staff is now called the Rune Staff, since it can be of any element.
  • Storm now throws a pillar on every enemy it strikes.
  • Warriors: a sword's skills may make enemies bleed (Bleed), a spear's skills may slow them (Hamstring), Swing too (Swing slow), and Spear range lets a spear strike from a tile further.
  • It all works on bosses too, and on other players in the duel yard. You see who burns, bleeds, is slowed or stunned, and your own as chips beside your health.
  • Stronger monsters now resist ice and lightning as much as fire; elites and bosses keep their own weak spots.
  • The Merchant in the jail now sells only small potions: staffs and robes are found on monsters.

Six new skills

  • Warriors learn Provoke at level 15 (every monster far around turns on you and you take less damage for a while), Dash at 25 (a rush a few tiles ahead that strikes everyone where you land) and Swing at 35 (a wide blow on the tiles in front of you).
  • Mages learn Bolt at 15 (a fire bolt that bursts on the first enemy and burns those next to it), Storm at 25 (a wider, longer fan of flames) and Staff Attack at 35 (a blow with your staff, its fire burning hotter).
  • New passives make them stronger: a dash that hardens you, a bolt that flies and bursts further, a longer storm.
  • Your bar still has four buttons: pick any four of your class's seven skills in the Skills tab. Hold Dash, Bolt, Storm or Swing to see where it goes and drag to aim.
  • On a phone held sideways the skill tree scrolls sideways to its new columns.

A narrower chat

  • On a phone held sideways the chat over the map keeps to the left of the screen: long lines, like the wolf hunt's, wrap onto more rows instead of reaching your character.

Skill trees

  • The Skills tab is now your class's skill tree. You get a skill point every level: spend them on new skills and on passives - more damage, HP and MP, defense, resistance, speed and more.
  • Your first two skills are free. Every other skill opens at its level, after the skill before it and a point in the row before. Tap a node to see what it gives, add points, then Confirm.
  • A warrior's sword and spear have passives of their own: they count while that weapon is in your hands.
  • Resetting the tree is free, any time.
  • Your character keeps every skill it already had.

More wolves in the hunt

  • While the wolf hunt is on, a second pack roams beside some of the wolves' camps on Greywood and Wolfwood: more wolves, more fur, their usual loot. When the hunt ends they leave.

Clearer item cards

  • A set piece's card shows only the set bonus you have now. The "i" on the card opens the item's details with every bonus of its set side by side, the one you have lit.
  • On a computer the item card keeps its Equip button in view, however long the card.
  • A boss's lightning strike is marked as a circle on the ground.
  • The wolf hunt's banner says what is going on: "wolves give fur", then "Captain takes fur".

The wolf hunt

  • Every day at 16:00 and 20:00 (Polish time) the wolf hunt begins: for an hour and a half every wolf of Greywood and Wolfwood gives fur to whoever hunts it, the party close by too. The stronger the wolf, the more fur, and the pack's lords Lobo, Lycaon and Lupus the most.
  • Bring the fur to the Town Captain in Moradon during the hunt or the half hour after it: he pays 30 reputation for every 100. Fur waits in your quest items for the next hunt.
  • When several events run at once, the banner at the top shows each in turn.
  • On a phone held upright the chat no longer slides under the menu buttons.

Daily hunts for your level

  • The gate sergeants and the Town Captain hand you only the daily hunts made for your level: a veteran no longer gets the jail's zombies. A hunt you have outgrown leaves your log at midnight, unless its kills are done.
  • Four new daily hunts for the strongest: the Darkeyes of Wolfwood, the Uruk Trons on the Highlands' mountain tops, the Dark Knights of Gravemoor's Ruined Keep and the Death Knight of the Burning Grounds.
  • The harder the hunt, the more reputation it pays.

Find your quests on the map

  • Open the map to see who has work for you: a yellow ? marks everyone with a quest to take, a green ? those waiting for your report, and they come first in the list. Quests waiting on other maps are listed under Quests elsewhere.
  • The daily hunts of the bosses are gone for now; the common monsters and the elites stay.

The Quartermaster and Fortuna's wheel

  • Your reputation buys something now: the Quartermaster at his booth in the castle yard, west of the gate, sells for reputation only, and he buys nothing back.
  • The Party Teleport Scroll takes you to a party member on any map: open it in your bag, tap Teleport and pick who. It does not work in a fight, into a PvP area, or out of the jail before you have its key.
  • Lottery Tickets are for Fortuna at the booth next to his. Spin her wheel and watch the prizes run round until it stops on yours: potions, bars, gear, set pieces - and, if you are very lucky, a unique.

Daily hunts and reputation

  • A sergeant now stands at each of Moradon's gates with daily hunts for the lands behind it: the common monsters and the elite. Talk to him and you take every hunt your level allows; they come back every day at midnight (Polish time). Hunt them in a party: a kill counts for everyone in the party who is close by.
  • The Town Captain has two daily hunts of his own besides his usual quests.
  • Daily hunts pay gold, XP and reputation, which you can see in your bag under your gold. The Bandit Caravan's golden bag now comes with reputation too.

The story begins in a jail

  • The arena is now a jail: stone floors, cell doors and barred windows. Its keeper is Jekyl, an alchemist whose experiments got loose, Hyde among them. His quests are the same, and finishing them still gets you the key out to Moradon, now called the Jail Key.
  • You are a mercenary: Moradon, a city of traders, pays you to take back the roads held by monsters. The website tells the story too.

Back where you were after a dropped connection

  • When your connection drops while you walk, your character no longer moves on by itself: after reconnecting you are on the spot where you stopped on your screen.

Smoother on a weak connection

  • When your connection hiccups, your character keeps walking where you steer and is no longer pulled back or teleported afterwards: the server catches up with you instead. Other players may see you stand still for a moment and then step to where you are.
  • After an update the game reconnects by itself, even when the server takes a few minutes to come back.

Bandits in the Highlands' grass

  • Between the road and the southern boar field of the Ronark Highlands, a field of tall grass hides a big bandits' camp: two leaders by the fire, officers among the tents and twenty bandits waiting unseen in the grass until you come close.

Gravemoor's bosses keep to their haunts

  • Bone Collector now waits in one of the graveyards of the north corners, among their grave zombies, and Dragoon Tooth in one of the fallen villages, instead of anywhere in the land.

Server settings on one screen

  • The Server settings (the gear on the login screen) fit a phone held sideways and a computer screen: the fields side by side and every button in view, nothing to scroll.

Set pieces roll what suits them

  • A new piece of the wolf set always rolls INT, a piece of the skeleton set or of Hyde's venom set STR or VIT, instead of any attribute. Pieces you already own keep what they rolled.

Updates are told ahead

  • Before the server restarts for an update, the chat tells everyone a few minutes ahead, and a banner counts down on every map. Afterwards the game reconnects by itself.

Other players walk smoothly again

  • Other players no longer jump a little at every step: since the movement speed update they looked like they were lagging, on every phone and computer. The quick wolves and orcs walk smoothly too.
  • Entering a land without a bonus no longer says so in the chat.

Gravemoor, the seventh land

  • Moradon's new south gate leads to Gravemoor, the land of the dead, for levels 20-35. One road runs from its Lych Gate down to the south edge.
  • The Old Cemetery behind its iron fence holds Grave Zombies by the fresh graves and Skeletons among the crypts; the Grave Warden walks its rounds.
  • Beyond it lie the Burning Grounds: Burning Skeletons by the fire pits, Skeleton Knights in their bone camps, Death Knights riding. Dark Knights hold the Ruined Keep in the south.
  • Two bosses, Bone Collector and Dragoon Tooth, can wait anywhere in the land and come back a few hours after they fall, somewhere else. A little stronger than Lycaon and Lupus: a strong player can bring one down alone, slowly.
  • A new set for warriors: the Skeleton Helm, Armour, Gauntlets, Greaves and Sword in bleached bone. The bosses drop a part fairly often, the Grave Warden and the Death Knight rarely.
  • Every part gives HP and MP of its own (the helm and the armour more defense, the gauntlets and the greaves attack speed); the sword always burns with fire and adds crit. The set's bonus grows with every part you wear: more defense, HP and crit.
  • Fire pits and embers flicker.

The wolf set

  • A new set for mages: the Wolf Hood, Robe, Wraps and Shoes in grey wolf fur and the Wolf Staff with a wolf's skull. The Beast drops a part now and then, Lobo, Lycaon and Lupus more often, the Shadow Seekers and Darkeyes very rarely.
  • Every part gives HP, spell power and crit of its own, and the set's bonus grows with every part you wear, from the first: more HP, spell power and crit and shorter skill cooldowns. Sets never add up: each counts only its own parts.
  • The Wolf Staff comes with fire, ice or lightning, decided when it drops.
  • A set's piece always drops as a piece of its set, never magic or rare. New pieces of Hyde's set now come with an attribute too (his blade with an element), like every set piece.
  • The Frost and the Storm Fang now come with INT or VIT +5 that grows at the anvil (they grew STR); every Fang gives defense 10 (was 5). Fangs you already have keep growing their STR.
  • The Beast's bag holds one more item, so its bars and jewelry drop as often as before.
  • Item cards and the guides page show a set's bonus for every number of parts, from one part on.

Wolfwood, the sixth land

  • Greywood's new west gate leads to Wolfwood, a big, deep forest for levels 25-35. Its trees grow thicker toward the sides and the corners; one trail winds from the gate down to the south edge.
  • Shadow Seekers and Darkeyes hold its clearings, hidden in the tall grass until you come close; a few packs live on open meadows where you see them from afar. The elite Shadow Alpha leads a pack in the middle, and Beasts wait in the woods between the camps.
  • Two bosses wait on the corner clearings and come back a few hours after they fall: Lycaon with fire in every bite, and Lupus with lightning and its stunning Lightning Strike. They hit softly but last long: a strong player can bring one down alone, slowly.
  • Lobo is a stronger boss now: a higher level, much more HP and a richer bag, but softer blows, so he too can be beaten alone.
  • Lobo, Lycaon and Lupus rarely drop a unique piece of ice, fire or lightning: a Fang, a necklace that adds its element to every hit, or a Howl, a staff of its element. Spells stay fire for now: ice and lightning add to normal hits.
  • The Beast comes back sooner, in Greywood too, and its bag is richer: now and then a rare t4 piece, and rare rings and necklaces more often.
  • Sunfields' road to Ronark Highlands now turns east at its top: the gate is in the east edge (it was in the north edge).
  • Every map takes less memory on your phone.

Unique jewelry at the anvil, Grand potions, quicker wolves and orcs

  • The anvil now takes Attila's unique jewelry like any ring or necklace, up to +10. The Ring of Courage and the Warrior's Pendant grow their STR, the Ring of Magic and the Elemental Pendant their INT; nothing else of them grows.
  • Attila's four are stronger, and each now gives defense. The pieces you already have change too.
  • Grand HP and Grand MP Potions at Moradon's Potion Seller, from level 40: they restore much more, and after one every potion waits a little longer.
  • Wolves and orcs move quicker. You are still quicker.
  • The Skills tab shows each skill's cooldown with your skill cooldown pieces counted. They always counted in the fight; the tab showed the base.
  • On a phone held sideways a shop lists its wares in two columns, so all of them fit.

The Orc Bandit Leader and the Raptor

  • The Orc Bandit Leader holds one of the camps on Ronark Highlands' mountain tops or the summit - another one each time - and comes back a few hours after it falls. It is a level 40 boss for a whole party: alone you will not last long, and even a strong full party has a hard time.
  • Lightning Strike: now and then it marks a circle round the one it fights and stands still for a moment. Step out! Lightning strikes everyone still inside and may stun them: no walking, hitting, casting, drinking or going to town, stars round your head and a "Stunned" chip counting down. INT lowers the chance, and right after a stun no new one lands.
  • Mana Storm: a wide circle round itself, then everyone still inside loses much of their MP.
  • Its bag rarely holds the Raptor, a unique spear with poison, MP and critical hit. It grows at the anvil like any spear.
  • It also drops t5 and t6 pieces, silver and gold bars, bronze bars, gold and large potions.

Monsters heal only 5 seconds after your last hit

  • A hurt monster starts to heal only 5 seconds after the last hit on it, whatever it does: while it fights, when it gives up the chase and walks home, and back home. Before, it healed sooner, even while you kept hitting it on its way home.
  • Every hit stops its healing for 5 seconds again.

Attila and the unique jewelry

  • Attila, a huge ram-headed brute, has come to Ronark Highlands' boar fields. It stands in one of a few spots, throws fireballs from afar (never through rock) and comes back a few hours after it falls.
  • It is a level 40 boss for a whole party: alone you will not last long, and even a strong full party has a hard time - the one it hits steps aside while another takes over or Shouts.
  • Its bag rarely holds a unique piece: the Warrior's Pendant, the Elemental Pendant, the Ring of Courage or the Ring of Magic. A unique's name is gold, and its stats are its own - every Ring of Courage is the same, nothing rolled. Its STR or INT requirement must be met for it to count.
  • Attila also drops t5 and t6 pieces, silver and gold bars, bronze bars, gold and large potions.
  • The anvil does not take unique jewelry yet.

Monsters fight whoever is closest

  • A monster now turns to the closest player it can fight - one it sees or one that hurt it - instead of chasing the first who hit it, so one player can no longer lead it away while the others hit it for free. A warrior's Shout still holds it for a while.
  • A monster that kills one of you fights on against the others who are still there, instead of walking back home past them.
  • Monsters heal sooner: shortly after the last blow on them, even while they fight and on their way home (they used to heal only back home).

The chat says when a map has no bonus

  • Each map has its own XP and drop bonus. Walking from a map with one (like Sunfields) into one without, the chat now says so - "Ronark Highlands: no bonus" - instead of leaving Sunfields' line as the last word, which made the bonus seem to go on.

Ronark Highlands, the fifth land

  • A road now runs north from Sunfields' main road, along the orcs' palisade, to a gate in the north edge: beyond it lies Ronark Highlands, for level 25 and up.
  • First the heath with Mountain Boars, Blood Boars, orc and uruk hai camps, rocks and small woods; then canyons winding between the mountains round a mountain lake, and camps up on the mountain tops - uruk hai, uruk trons and the elite Orc Bandit Officers.
  • A monster that cannot reach you - you stand on a cliff above it - goes back to its camp after a few seconds, healed, instead of standing there.
  • The map window shows the whole of a big land on an upright phone too.

Your party stays when you change maps

  • The Town button and the gates no longer take you out of your party: it used to end for you on the new map, and you were dropped from it a minute later.
  • A member on another map shows in the party window with HP and MP; sharing XP and loot still needs the same map.

Status resistance like the elemental ones

  • Status resistance now grows with INT as slowly as the elemental resistances; a mage used to reach its cap early.
  • No monster stuns, slows or burns yet, so fights stay the same.

Your swings keep going

  • Slash, Cleave and Bone Breaker no longer restart your auto-attack: pressing Bone Breaker whenever it was ready used to stop every swing. Now the swings go on next to your skills.
  • Every bit of attack speed counts now: small bonuses used to change nothing.

The Town button

  • A new button next to the map takes you back to Moradon's square by the fountain, from anywhere. Before you have opened the arena's north gate with the Arena Key it takes you to the arena's entrance instead.
  • It asks first, and it waits while you fight: a few seconds after the last blow you dealt or took.

Spears

  • Six spears for warriors, from the Worn Spear to the Hero's Glaive. They drop wherever a sword of their tier drops.
  • A spear reaches the 8 tiles around you, diagonals too: the auto-attack, Slash and Bone Breaker hit from there. Swords and fists still reach only the 4 sides.
  • A spear swings slower but hits much harder than a sword of its tier.

Every spell in 0.2 seconds

  • Fire Field and Fire Pillar now take 0.2 s to cast, as quick as Fireball.

Jewelry in the golden bag

  • A golden bag from the Bandit Caravan can now hold a ring and a necklace, next to the gold and the bars; a rare one only now and then.
  • A bag gives at most 4 items, so opening one needs 4 free slots in your bag (it was 3).

Rings, necklaces and the off-hand

  • Three new equipment slots: a ring, a necklace and an off-hand. Every weapon takes both hands, so while you hold one the off-hand shows it greyed.
  • Rings and necklaces drop from monsters. Each rolls an attribute (STR, DEX, VIT or INT); a magic or a rare one adds modifiers.
  • The arena drops normal jewelry. In Greywood and Sunfields stronger monsters very rarely drop a magic piece, and only the strongest a rare one.
  • A new modifier, Skill cooldown, shortens every skill's cooldown. It rolls on rings, necklaces, staffs and helmets; the Character tab shows your total.
  • Jewelry takes the anvil's bars like armour: its attribute grows with every level.
  • A map's drop bonus never lifts jewelry: rings and necklaces stay as rare as the guide says.

Faster spells

  • Fireball, Fire Field and Fire Pillar cast quicker.
  • Everything else about casting stays: your mage stands while the bar fills, and a step cancels the spell with nothing spent.

Spells take time to cast

  • Fireball, Fire Field and Fire Pillar take a moment to cast. Weapon Enchant and the warrior's skills stay instant.
  • Pressing a spell stops your mage: it stands while a bar fills over its name, and everyone around sees the staff raised.
  • MP and the cooldown are spent when the spell lands. Step away to cancel the cast - nothing is spent.
  • Holding a direction when you press the spell? Your mage stops, casts, then walks on.
  • A target that dies, gets out of range or out of sight before the spell lands makes it fizzle.

Mages and warriors rebalanced

  • Monsters from level 10 resist fire, the stronger ones more.
  • The anvil gives a weapon more attack a level, and its elemental damage now grows evenly with every level. A normal sword glows from +8.
  • New magic and rare staffs roll less fire. The staffs you have keep their fire.
  • Stronger swords: the Knight's, the Champion's and the Hero's Sword.
  • Hyde's Venom Blade poisons a little less.
  • PvP: a blow or a spell on another player deals only a small part of its damage, so a fight takes several hits instead of one.

PvP in Moradon's duel yard

  • Inside the fence of Moradon's duel yard, players can attack each other, all against all.
  • A notice tells you when you step in or out, and your status frame turns red-yellow while you are inside.
  • Your party is always safe, and so is a player who is away.
  • Falling costs nothing: you get up at Moradon's spawn with full HP. A kill gives no XP.
  • The Bandit Caravan: when a party member lands the killing blow on a guard, every party member nearby earns a golden bag too.