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Updates
General News
Looks like Conqueron has just called for reinforcements. He's clearly not going to go down without a fight. Expect to see his most seasoned fighters entering the front lines. Stand your ground!
3 years ago
General News
Watcher Sumpits have been spotted in Mulfiddich Moors!
3 years ago
Minor update: 234
Updated Arrow Production Output to help reduce arrow market prices
Updated Autocomplete to allow misspellings and corrections
Fixed modifier issue for some effects such as poison damage
Fixed Netherband still applying bonus damage when ranged. Fixed it good, fixed it real good.
3 years ago
Minor update: 233
Added auto complete for player names and item names in the chat box (type @ or ^ and continue typing. You can press tab to auto complete, or click with the mouse)
Fixed rewards that credit titles, not disappering once credited
Fixed 'staring into the sun' loading screens on Mac
Fixed Mount Olkepth sometimes generating doorways that were blocked
Added colors to the marketplace buttons and titles
Fixed Necrofancy damage output to ensure it only applies to critical damage
Fixed Netherband not focusing just on melee damage
Updated marketplace window to reduce size of graphs and allow the recent sales to be always visible
3 years ago
Minor update: 232
Fixed Doomorak armor reducing damage by 70% instead of 30%
Increased the size of the tavern score board to show the top 10 places
Fixed pathing when button is released
Fixed dreamscape monster selection and changed the monster selection interface to make it more intuitive and visual
Reduced some gather node hitboxes
Fixed Conqueron and Dark Torment effects playing at full volume when sounds are disabled
Adjusted swamps so that rocks don't overlap into the play area
Changed it so that if you try to use an item/relic while morphed, you demorph and use, instead of doing nothing
Fixed necro and obeon health values so that it better aligns with the new class splits
3 years ago
Minor update: 231
Fixed issue where right clicking nodes or monsters causes you to run over to them even when you're using hold attack
Fixed issue where you can get stuck in weird gathering poses, phantom gather completions, or use your weapons to attempt to gather
Mowed some grass in graveyard and ruins and then sat down in it, wondering where the next relic will be hidden
Fixed input issue with right click attack performing a left click attack when queued
Moved Passive Effect buffs and debuffs to their own bars
Fixed Eggdemon doing damage when it explodes, and increased it's health to 1500
Increased Frosty Diversion health to 1500
Removed various environment, substance and monster specific modifiers from weapons. I.e. Bows no longer have a debuff on certain monsters
Adjusted the size of the Full map when it's centered
Adjusted player and interaction hitboxes. The hitboxes are small around town, since there's no frantic gameplay, making it easier to navigate, instead of accidentally interacting
Monsters can now choose to favor targets based on their dps. Mini-bosses can now choose to target something else damaging them, i.e. if a player attacks them while they're focused on an Eggdemon, they may switch targets
Fixed when monsters go out of range of the player, and then back in, being stuck
Fixed aim assist for ranged weapons, so that you can fire and hit monsters who are moving
Fixed monsters picking points to move away to, that appear to be close, but require a 10 minute jog to get there
Fixed being able to damage Grods when they haven't yet spawned
Fixed right click targeting no longer working if you have the auto hold option along with various other targeting issues with key combinations
Fixed minimap revealing random walls
Updated scroll portal to allow you to enter from any direction and also ensure when it's spawned, it's not spawned within a wall
Added /closedm command for direction messages
Added wall avoidance for the player character, to help with sliding/pushing along walls
Relics that reveal map parts no longer show walls, only the ground
Updated the main menu UI design
Added message if you don't have enough energy to execute a power attack
Updated the burn effect to make it more obvious
3 years ago
Minor update: 229
Fixed monsters and players not responding correctly to navigation rules
Fixed some passive effects not displaying correctly in the effects bar
3 years ago
Minor update: 228
Fixed Grod creating invisible walls and emulating pacman in maps
Fixed attack with right click while holding shift, then queuing up another right click executing as a left click
Fixed fishing nodes allowing players to walk all over them
Fixed loadout slots showing before you unlocked them
Fixed passive effect bar text remaining if you were hovering over an effect and it was removed
Fixed getting locked into gathering if you tried to cancel while clicking the node again and then immediately clicking again to move
3 years ago
Minor update: 227
Replaced the navigation, pathfinding and avoidance system that was causing random crashes, with a brand new system. Spent a lot of time polishing and improving the player movement feel, making it feel much more responsive. All known crashes are now fixed.
Updated input system from Click to Move to Click and Move in preparation for controller input in the future. (Holding down the mouse will move you directly towards a target, including running into walls if you don't control it, but upon button release, if the target has no clear line of sight, and you're close enough, pathfinding will be used to navigate, which now matches most other ARPGs). If you're used to clicking, instead of click-holding, you won't notice too many differences. (Auto pathfinding distance has been reduced, meaning you'll need to guide your character, giving you much more control)
Increased speed of Morphs from 30% to 50%
Adjusted one-handed sword and axe values
Reduced energy consumption for ranged weapons that make use of ammo
Added option to settings for Map position
Added the ability to re-friend and unfriend people. The Friends window now has various options.
Added logic to ensure that teleport scrolls don't spawn teleporters within walls
Added 1 second cooldown for triggering morph, so that you don't accidentally activate and deactivate
Changed player marker in full map to be above all other elements, and slightly increased the size
Changed all passive effects to only show on the UI if they've got a timer or are temporary
Updated morph footstep sounds to be more appropriate for a morph
Fixed early maps spawning combined mobs (such as level 2 or 3 Skeltors)
Fixed right clicking a monster with 'Auto hold' enabled, and you follow them instead of attacking them
Talmuth Tavern owner Merek exclaimed how thrilled he was with the recent Tavern renovations, particularly because they were all completed in the blink of an eye, with no downtime or inconveniences to customers. He's hoping to enlist the same workers in the future when he next needs to expand