Hello and welcome! Lots of updates have been cooking the past year or so, and they're now live on the default branch. Please check out the new-and-improved wiki for more information.
New Dungeon: Onyx Keep
- The Onyx is a new dungeon intended for rebirth players.
- It requires a consumable item found somewhere in the Orb Gardens
New Skill Tree: Summoner
- Summon creatures to aid in combat and provide helpful auras to allies in battle.
Prestige Levels
- Upon completing a rebirth playthrough, you may rebirth again, exchanging any Orb Ranks for permanent skills.
- Learning these skills increases your Prestige Level
Orb Garden Improvements
- Significantly revamped the Orb Gardens progression
- Maze size increases and monster changes are more gradual
- Tweaked medusa/snake exp.
- Added several new chunk variants (more map variety).
- Orb rank is deducted when you first enter the garden, not when you run out of time.
- New vendor with a unique bartering system to obtain rare items.
- Mystery gems acquired in gardens now have tiers.
- Higher tiered gems have higher max levels and slightly better stats.
- Higher ranking gardens will drop higher tiered gems.
- Additional tiers of equipment can be unlocked by reaching higher leveled ranks
- Added a gem shard trader in the boss room.
- Included map variants: Purgatory, Fields, and more.
- Fixed a bug where only up to 30 chests would spawn in the gardens.
- Fixed a bug where some mazes would be unsolveable. (oops teehee)
Orb Leveling Changes
- Cards cannot be sold for essence
- Orbs destroyed will give essence equal to their level
- The full amount must be paid upfront to level an orb, instead of 1 essence at a time. (This makes it easier to see at a glance if you have enough essence to level up an orb.)
Balancing Changes
- The exp curve got an overhaul.
- Every level takes a flat 20% more exp (rebirth and normal).
- Rebirth compounded exp needed per rank reduced from +30% to +25%.
- Attack speed is nerfed slightly
- Dagger mastery now gives attack speed instead of damage
- This is primarily to balance swords vs daggers, and keep the playstyles distinct. Attack speed in general is very powerful and easy to max. These changes should require a bit more specialization.
- Crit past 100 gives a chance to deal Perfect Critical hits.
- These have a new animation/sound effect and deal boosted damage.
Other Features and Additions
- Items can be locked to prevent accidental selling/dropping.
- Added many more Orbs
- Rare items now have an aura/ping sound that plays when they're dropped
- Summoned companions no longer need to be resummoned upon exiting/reloading a character.
- Chests sparkle ✨
- Many effect animations got a bit larger: impact/jump/cast
- Many drop icons have been updated
- Players can send emoticons to other players via Slash Commands.
Bugfixes
- Weapon mastery wasn't working correctly with endure.
- Stat points no longer go crazy with multiple rebirths.
- Unopened gates no longer automatically open when relaunching the client.
- Storage items no longer duplicate in specific circumstances.
- Generating new mystery gear/gems now checks if you have enough inventory space, to prevent possibly losing gear.