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Genre: Puzzle, Role-playing (RPG), Strategy, Adventure

Puzzle Quest 3

Update 4.0





Season 4.0 Reinforced Variant Set: Jeweled

Reinforced:
Gain [1-6]% of your Starting Armor at the beginning of each turn.




Helm of Morranin (Pantheon Set)
There is a [10 to 15]% chance to gain Barrier at the start of your turn.

“Left behind in the Azurite Halls when the Dwarves abandoned them, this helm is one of the few direct links they have to their God.”




Values in bold are affected by the Spellbook Level or Rarity of the Spell.

Light in the Dark (140 Yellow Mana)

If there are more Yellow Gems than Purple Gems on the board, deal X damage, otherwise create [4-9] Yellow Gems.
Spellbook Level: Damage, Rarity: Gem Conversion

Tomb-Bound Treasures (145 Blue Mana)

Create [4-9] Mana Gems of whatever color is most rare on the board, with a [25-75]% chance to destroy all Skull Gems.
Spellbook Level: Skull Destruction, Rarity: Gem Conversion





Shardo
Cunning
Might: 2-45 Speed: 4-80 Cunning: 9-175

Versus Spell: Freezing Smoke (50 Blue Mana)
Freeze the enemy for 4 turns. If they are already Freezing, Blind them for 4 turns instead.

Antho
Mighty
Might: 10-190 Speed: 5-100 Cunning: 1-10

Versus Spell: Fiery Smoke (50 Red Mana)
Burn the enemy for 4 turns. If they are already Burning, Blind them for 4 turns instead.




If these skins are already owned when you purchase the Platinum Season Pass, you will receive 1000 Azurite Shards instead.





  • Khazduli Paladins
    • Only available in the Platinum Season Pass

  • Platinum
    • The Great Anthrite Worm

  • Gold
    • Antho

    • Shardo

  • No Pass Needed
    • Light in the Dark

    • Tomb-Bound Treasures

    • Dark Hound

    • Gravel Worm

    • Mech Spider

    • Steam Bomb







We had a couple of quirks with Darkhunter we wanted to resolve.

There wasn’t necessarily much utility in upgrading Darkhunter.

  • His last ability is at Level 25
  • Leveling him higher expands the range of rarities he could give, and therefore decreases the odds of him giving Scrolls and Runes at a lower rarity which are often more necessary
  • Very much related to the last point… You had no control over the Rarity of the Runes and Scrolls


So, we set about rearranging, restructuring, and making some brand new abilities for him that give him much more to do and let him do them better.

Old


New


New Ability Costs & Rarity Unlocks




Additional Cost for Rarity Selected:


New Ability: Enhance
Enhance is a straightforward exchange of lower Rarity Scrolls or Runes, for higher Rarity Scrolls or Runes:
Cost: 1 Darkhunter Crystal

Exchange 10 Uncommon Scrolls/Runes > 1 Rare Scroll/Rune
5 Rare Scrolls/Runes > 1 Epic Scroll/Rune (Random Element)
3 Epic Scrolls/Runes > 1 Legendary Scroll/Rune (Random Element)
2 Legendary Scrolls/Rules > 1 Mythic Scroll/Rune (Random Element)

New Ability: Deconstruct
Cost: 1 Darkhunter Crystal
Exchange 1 Mythic Scroll/Rune > 10 Random Runes/Scrolls (Uncommon > Legendary)




  • A circling highlight has been added to your active map location to make it easier to identify





  • Gear, Minion, and spell details can now be viewed in the Season Shop by selecting the [?] button
  • Added button to show new content to the purchase menu for season archives
  • Added purchase confirmation prompt for season archive access
  • Added button to skip the pre-battle menu in Adventures
  • Can now equip chat portraits and frames from the rewards menu
  • Adventure landing menu will now show all upcoming adventures within 2 days, instead of just the next one.
    • If multiple upcoming adventures starting on the same day, both will now be shown

  • Updated Choose Item offers to show icons instead of a generic random symbol when certain options are disabled




  • Changing chat portraits or frames now only saves on closing the profile menu
  • Can now craft multiple at once with most Follower Crafting
  • Improved random spell selection for Quest Pass
    • Will not select a Spell already fully upgraded

    • Will reward usable spells (Hero, and Universal) first, but once those are fully upgraded, will reward spells for other heroes.

  • Removed cursor locking to the health bars in a battle when using a controller





  • Improvements to floating text in battles to reduce amounts of text popups for Teltharasus the Last
  • Fixed Night Mask and Dwarven Pauldrons ability to only trigger on the specified elements
  • Fixed issue where the Bonus Armor/Resistance damage from Diraquine Leggings could be incorrect when used in combination with other damage boosting effects
  • Fixed Stinger’s Cuirass from removing mana from ultimate spells





  • Fixed Asset error in Kingdom backgrounds when Season 3.5 background is selected
  • Fixed asset error on Teltherasus the Lasts information menu
  • Fixed bug where party portraits could appear corrupted
  • Fixed Merchant going out of screen on the merchant vault tutorial
  • Fixed UI for selected action in adventures to always be on top of other map UI
  • Adjusted node positions in Farm Girl’s Day Out adventure to reduce UI overlapping
  • Fixed potential issue where battle modifiers could be missing from the prebattle menu
  • Added text to kingdom titles to indicate bonuses are only applied to battle rewards
  • Corrected tooltip for Power attribute





  • Improvements to joining parties on playstation
  • Fixed 3.5 chapter 1 part names
  • Fixed bug where changing Arachnophobia settings mid battle could cause the game to freeze
  • Fixed a bug where having a deleted user blocked would disable all mail notifications
  • Fixed issue where having the system language set to Hungarian would crash when showing the crafting menu for Grungli
  • Fixed issue where active Season would give Ancient Coins as rewards




  • Some characters are still missing audio
  • Burn against Incubus cannot be cleansed

Update 3.5









Prismatic


Season 3.5 Temporal Variant Set: Firewalker

Prismatic:


For each Gem of this Gear’s Color on the board, gain 0.5-1% Damage Resistance to that element. (Not including Physical)





Available only in the Cache items in the Season shop, this item will drop at Legendary rarity.

Soul of the Last (Ancient Draconic Set)



Available only in the Cache items in the Season shop, this item will drop at Legendary rarity.

Soul of the Last (Ancient Draconic Set)


At start of turn, destroy -2-3 Gems, gaining a stat buff based on the colour of the gem destroyed.

“The Orb of Teltherasus has been lost for millenia. It was thought lost when he fell in battle, and was never recovered.”





Values in bold are affected by the Spellbook Level or Rarity of the Spell.

Light Refraction (160 Yellow Mana)


Convert 5-10 Purple Gems to Yellow, and 5-10 Green Gems to Blue

Rarity: Conversion Chance

Light Diffraction (160 Green Mana)


Convert 5-10 Yellow Gems to Red, and 5-10 Purple Gems to Green

Rarity: Conversion Chance





Bad Telly


Cunning
Might: 3-60 Speed: 4-80 Cunning: 9-230

Versus Spell: Dark Breath (85 Purple Mana)
Deal X Dark Damage + 10% per Purple Gem

Good Telly


Speedy
Might: 1-20 Speed: 9-175 Cunning: 5-105

Versus Spell: Lightning Breath (85 Yellow Mana)
Deal X Light Damage + 10% per Yellow Gem



Monarch Assassins


A monarch’s style is everlasting.








  • Monarch Paladins
    • Only available in the Platinum Season Pass

  • Platinum
    • Teltherasus The Last

  • Gold
    • Good Telly

    • Bad Telly

  • No Pass Needed
    • Prismatic Buffs






Grungli’s New Gig


Grungli’s skilled up and he’s got a couple new tricks up his very short sleeves!


  • At Level 40 Grungli can create a random Glyph for:
    • 5000 Shards of any type, 1000 Ore, 1 Grungli Crystal

  • At Level 50 Grungli can create a specific Glyph for:
    • 6500 Shards of the desired Glyph type, 1500 Ore, 2 Grungli Crystals

  • e.g. 6500 Weapon Shards + 1500 Ore + 2 Grungli Crystals will produce 1 Weapon Glyph





  • Season What’s New Menu is now interactable allowing extra details on the items to be shown
  • Choose-An-Item menu will now indicate choices that are unavailable based on other choices made (e.g. If you selected a Helm, you will see Gear Sets crossed out that do not have a Helm in the set)





  • Kingdom Bazaar should no longer give multiple deals of the same type
  • Controller cursor now auto-snaps to Continue button in post-Adventure results menu







  • Some unique items cannot be refined with +5% Quality
  • Northelm Side Quest should no longer become unresponsive during the final conversation




  • Season Portraits will now correctly count towards the Portrait Collection Goal
  • Defeating bosses & mini-bosses now unlocks them in the Bestiary





  • Some text in Season 3.5 is only available in English
  • Some characters are still missing audio
  • Some enemies are seen in Recommended in the Adventurer’s Guide, but are missing from the Bestiary

Update 3.4









Gem of Souls



Matches with Purple

On match, inflict Terror on the enemy for 2 turns.





Terror


Increases damage taken by 20% if there are 5 or more purple gems on the board





Temporal Variant



At the start of your turn, there is a 10-60% chance to convert a 2 random Gems to your Hero’s highest Mastery color.

Season 3.4 Temporal Variant Set: Dwarven





Crown of the Fallen



Increase the effect of Terror by +0-25%.

The power of Teltherasus was locked inside an ancient crown.





Icy Terror


[expand type=details]95 Blue Mana
• Deal X Ice Damage, and inflict Frozen on the enemy for 1-7 turns. If the enemy is already Frozen, inflict Terror instead for 1-7 turns.

Level: Damage, Rarity: Status Effect durations

Terrifying Aspect


[expand type=details]75 Purple Mana
• Inflict Terror on the enemy for 1-7 turns. If they enemy already has Terror, 50-100% chance to spawn 4 Purple Gems

Level: Purple Gem Chance, Rarity: Terror turns





Baaaphomet


[expand type=details]Cunning
Might: 4-130 Speed: 2-90 Cunning: 9-230

Versus Spell: Fiery Shield (75 Red Mana)
Heal X Armor, and Burn the Enemy for 4 turns.

Sirholo


[expand type=details]Mighty
Might: 10-250 Speed: 3-110 Cunning: 2-90

Versus Spell: Defensive Stance (50 Yellow Mana)
Heal X Armor, and Gain Reflect.












  • Sins Long Forgotten
    • Complete the Season 3.4 Story

  • Party Demon
    • Win battles in a Party 25 times

  • The Best Defense…
    • Deal 100,000 Damage in Kingdom Defense







We’ve updated the Party Create UI to make the experience smoother after the addition of Archive Seasons!



• The menu has been updated to more or less match the Archive to keep things simple!
• We’ve also rearranged and updated the selection of the Dungeons and Skirmishes as well the settings

♦ Players who have not yet reached Level 20 to unlock Seasons and the Archive will be able to gain access to the Seasonal Skirmish and Dungeon Battles in Party if they choose to unlock them



• Boss Rush now gives double XP compared to other Live Event battles
• Energy in Adventure Shop will no longer be available after purchasing the Gong’s Song booster that gives infinite Energy
• Changing Party Leader now toggles all Party members Not Ready



• Added an Unequip All button to the Inventory menu in the top right corner. This unequips all items (except the Weapon), Spells, and Minions from the selected loadout.




• Seasonal Backgrounds and Locations have been added to Kingdom Admin options!





• Increased size for Minion info panel to avoid Versus stats overflowing the text area
• Slight adjustments to Kingdom and Kingdom Admin Menu’s transitions, and component sizes to make them more consistent with each other.



• Season Archive Battles from Season 2.4 onwards will now progress Weekly Quest Pass Goals appropriately
• Adventures ending in conversations will now automatically trigger the Rewards sequence
• Party Battles now award the correct amount of Archive currency to all players
• All Minions in the Season Archive rewards are now available in that Season’s Cache
• Improvements made to earning Kingdom Crests to ensure they are added to the correct Season’s leaderboard



• Some characters are still missing audio
• Some unique items cannot be refined with +5% Quality (Fixed in 3.5)
• Northelm Side Quest can become unresponsive during final conversation (Fixed in 3.5)

Update 3.3.1





We’ve reworked the menu into something we reckon is much prettier!


  • We haven’t changed the way Citadel points work. Each level you accrue one Upgrade that can be applied to one of several bonuses within a category in the familiar sequence:
    • Offense → Defense → Ice Magic → Poison Magic → Fire Magic → Light Magic → Dark Magic


What we have changed, is that now when you have multiple Upgrades (if you build up a few points without spending them, or after a Citadel Reset), instead of having to cycle through each category and apply one Upgrade at a time, you will now be able to apply all the Upgrades available to a category at once!


Example:

  • I am Citadel Level 12 and decide to reset.
  • I have 12 Upgrades to use which are split between the categories:
    • Offense (2)

    • Defense (2)

    • Ice Magic (2)

    • Poison Magic (2)

    • Fire Magic (2)

    • Light Magic (1)

    • Dark Magic (1)



I do not have to cycle through the categories 12 times to re-apply the 12 Upgrades





  • We’ve added a new Festival Help screen found by hitting the [?] button in the Festival Rewards
  • It’ll preview the rewards, tell you the UTC dates, and where to find Bonus Currency throughout the event!





  • Increased the XP rewarded from Boss Rush battles



  • Skip Completed Conversations is now available for Adventures in the Settings menu



  • A Continue button has been added to the Post-Battle Victory screen in Adventures
  • A new button will appear when the active node in an Adventure is off-screen. This will recenter the node so you can’t get lost!
  • In Adventures using Potions, there will be a button on the map screen allowing you to check your Potion and Essence inventory
  • Collection notification icon for Followers is now hidden if the resource they gather is at it’s cap




  • Dispel Magic no longer removes Crit Chance debuff from enemy



  • Added What’s New button back into Archive Seasons
  • Updated a number of enemy portraits in Adventures to be more centered
  • Fixed Issue where Mass Salvage and Minion Filter buttons could show with Followers or Goals in the Tavern



  • Game should no longer be causing background audio to switch off on iOS
  • Minimized crashing on Android devices when showing Character Previews
  • Crashes should be significantly reduced Android when using Very Low Graphics Settings
  • Mythic Minion now supported in shops and Festival rewards



  • Some unique items cannot be refined with +5% Quality
  • Some characters are still missing audio
  • Adventures with a conversation on the final node do not automatically trigger completion rewards
    • Can be resolved in the meantime by exiting and returning to the Adventure

    • Fixed in 3.4

  • Ancient Coins are not rewarded in Party battles in Season locations
    • Fixed in 3.4

  • Northelm side-quest unresponsive during conversation node
    • Please contact support in the meantime



Reminder: If someone in your Kingdom updates before you, you will be locked out of the Kingdom.


If you are already in the Kingdom in a battle or interacting with the menus and you aren’t on the latest version or someone in your Kingdom updates before you, you will get an error.


This is not a bug. Your Kingdom needs to all be on the latest version

Update 3.3 Patch Notes







Anthrite





In the Dark Mines, 5% chance to spawn Anthrite Gems


  • Doesn’t Match, Doesn’t Activate, Can only be Destroyed
  • On destruction, gain 1 stack of Madness.




Madness:


Non-dispellable

Gain 2% to all damage for each stack of Madness.

If stack count is 3 or more, each turn that an Anthrite Gem is not destroyed, lose 2% of Max Life per stack of Madness.





Season 3.3 Anthrite Variant Set: Khazdhuli


Anthrite:
At start of turn, 5-30% chance to gain a stack of Madness, and spawn an Anthrite Gem





Available only in the Cache items in the Season shop, this item will drop at minimum as Legendary rarity.


Guard of the Belligerent (Ancient Draconic Set)

  • Increase All Elemental Damage Resistance by 0-10%
    • This shield was a symbol of the belligerent ancient Dragon Lords, representing their dominance over the lesser races they encountered.

  • Ancient Draconic Set II
    • 50-100% chance to create a Skull when taking Physical Damage.







Values in bold are affected by the Spellbook Level or Rarity of the Spell.

Mining Drill (150 Purple Mana)


Destroy a Row with a 10-60% chance to destroy an adjacent row. Deal X Damage for each Purple Gem Destroyed.

Adjacent row destruction chance increases with Spell Rarity, Damage increases with Spellbook Level

Anthrite Furnace (150 Red Mana)


Destroy up to 6-11 Red Gems. Gain 0.5-1% Power for each Red Gem Destroyed. 5% chance per Red Gem to gain a stack of Madness.

Red Gems destroyed increases with Spell Rarity, Power gained increases with Spellbook Level





Efreezie

  • Cunning
  • Might: 5-90 Speed: 1-25 Cunning: 9-185

Versus Spell: Frozen Wishes (60 Blue Mana)
Deal X Ice damage. If the enemy is Frozen, explode a random Blue Gem.

Shallowbringer

  • Mighty
  • Might: 9-170 Speed: 6-110 Cunning: 1-20

Versus Spell: Darkness Covers All (60 Purple Mana)
If there are more than 7 Purple Gems on the board, Deal 2x Dark Damage. Otherwise spawn 4 Purple Gems.





Khazdhuli Necromancers


While the Khazdhuli have long since fallen from grace, this armor stands testament to their worthiness amongst the ranks of dwarven artisans






  • Khazdhuli Necromancers
    • Only available in the Platinum Season Pass

  • Season 3.3 Enemies
    • Snowy Owlbear

    • Ice Djinn

    • Stunted Drake

  • Platinum
    • Shadowbringer

  • Gold
    • Stolen Mech

    • Shadow Daemon





Events Rework goes live on Thursday 3rd October UTC





The old Tiers in Events were okay, but at Tier X, they would cap out at Lv 40, which is hardly ideal. So, we’ve made a few changes!


  • The Old Tiers I→X are being collapsed into New Tiers I→V
    • These Tiers will still have enemies cap at Lv 40

    • As now, these Tiers are based on your Hero Level

  • New Tier VI→XII
    • Enemies will begin from level 50 at Tier VI, all the way up to Lv 120 at Tier XII

    • Once you reach Tier V at Level 50, you will self-select your difficulty between V and XII


The chosen difficulty will be locked in for a game mode once you earn any points in the Event.



These Dungeons are being updated, but will be pretty familiar!


  • They’re still 3 Day duration
  • There’s still 2 Energy per day
  • There’s now 6-7 Chests to unlock
    • At Tier VI and above, Gems replace one part of the rewards

  • Leaderboards are remaining largely the same
    • Tiers V+ will use the former Tier X rewards

    • Tiers V to XII are all scored on the same leaderboard



So what is changing?

  • Event Dungeons will move to 3 enemies so they match the rest of the Dungeons
    • Enemies will all match the color of the Dungeon but will be selected at random from pools:

    • The first enemy will be chosen from a pool of regular enemies

    • The second, from a pool of Mini-Bosses

    • The third from a pool of bosses





Daily Sieges are getting a bit more of a makeover! We decided that since “Siege” wasn’t really what was happening here, that “Gauntlet” would be a much better name.


  • 1 Day duration
  • 2 Energy per day
  • There’s 3 Chests to unlock
  • Gauntlets are now 5 enemies selected at random from a pool of the appropriate colour
    • These are regular enemies and not mini-bosses or bosses





A new Event mode for our end-gamers! Fight Epic Bosses, earn Gear.


  • Only available from Tier VI and up, and unlocks at hero level 50
  • 3 day duration
    • Starts 9 days after the conclusion of the previous Boss Rush

  • 2 Energy per day
  • Each Boss Rush has 5 Chests and a Gear Piece to earn at each Reward Tier







Event UI Updates



  • Reworked menu to a more updated style and to handle the changes to events
  • Added button to show current Potion and Essence stock
  • The Consumables popup in event battles will now only appear if you have consumables to use
    • If you only have health potions, it will only appear if your hero is not at full health.









Follower Crystal Swap


At level 50, Eveline can now exchange 2 Follower Crystals of any combination (two of the same, or one of each) and 5000 Gold for another Follower Crystal of your choice.



We have adjusted how the time limit works for an active server connection in battle.

This limit is intended to stop stale connections lingering (just closing the game does not close the connection - this allows you to jump back into battle even in the event the game crashes or you quit and come back), so that our servers don’t get overwhelmed with lots of connections no one is using.

However, we understand that the current 30 minute timer can be frustrating after a long battle.

In order to help address this, we’re extending the maximum possible lifetime of active battles to 90 minutes

  • A battle is considered “active” if you are actively making matches & casting spells
  • The timeout of the battle will be extended by 20 minutes if you make a move within 10 minutes of the battle closing
  • A warning will be shown if the battle is within 5 minutes of being closed, the contents of which will change depending on if it can be extended or not




VIP Pass rewards have been updated





Archive Dungeons & Skirmishes can now be accessed in a Party

  • The party leader must have access to the Season, (either by owning or through a free event) to select it as a Battle
  • Individual Dungeons and Battles are not selectable, one of the 3 Dungeons from the Archive Season will be randomly selected.
  • For Dungeons, players with access to the Archive Season will gain the appropriate Seasonal Dungeon Chests, but any party members that do not will instead receive a random Dungeon chest from a Story Dungeon that they have completed
  • All party members will gain Ancient Coins, the same as if a player had played the battle in the Archive. (These share the same weekly cap as the Archive)
    • Double Ancient Coin events will apply to Party battles in that Season





These are also added as Goals

  • Temporal Machinations
    • Complete the Season 3.3 Story

  • Rollin’ Rollin’ Rollin’
    • Reforge Gear 10 times

  • You Ain’t the Boss of Me
    • Win a battle in Boss Rush






  • Collection
    • Reforge Gear 50/100 times

  • Battle
    • Win a Boss Rush battle 10/50 times





  • Corrupted Guard III will now apply healing after a weapon attack’s full damage has been calculated
  • Updated rules for Refining items that don’t belong to a set
    • Items with a matching evolution item can now be sacrificed for another item that does not have a set. (i.e. Runic ring can improve a Goldenrune Belt)

    • Items without a set cannot be sacrificed to Refine a different item. (i.e. Diamond Breastplate can not be sacrificed for a Golden Grasp, even though it has a matching evolution relic. It could be sacrificed for another exact matching item.)

    • The exception to this is the shields from 2.5. These can only be sacrificed to refine each other as if from the same set




  • The bright white flash on the opening of Chests has been reduced
  • Updated effect colours on the Iron, Golden, and Ruby chest opening to better match the reveal effect
  • Added loading screen on returning to map from Adventure
  • Updated loading screen when selecting an Adventure to use a proper loading screen and not just a black one.
  • Updated Scourge of Light animations and positioning
  • On low-end devices which would not have animating models, the enemy model has been replaced with the portrait image



  • Improved the Growth Pack Text to now clearly denote that all rewards will be available if you are at or above the max level for that Growth Pack
  • Added new Rarity and Honed Level Filtering & Sorting, and Quality Sorting into the Gear Inventory Filter
  • Selecting Gear in the Gear Vault now pops up the info menu directly
  • Full Gear, Spell, and Minion details are now displayed when previewing Gear, Spells, and Minions in places such as rewards and Choose-an-Item locations
  • Shop items that unlock after a certain amount of time now show “Unlocked In…” text
  • Added total resource amounts to the larger display of resources in the rewards sequence
  • Added Follower level to Refine tab
  • Updated some text color from grey to white for improved legibility
  • Updated Common rarity colour from white to dull grey
  • Added Quality change display when Refining an Attribute
  • Added text help callout if an Item’s overall Quality value will decrease when refining in a lower-quality Attribute.
  • Controller: The virtual cursor will move to the Continue button on the Choose Potions screen by default when opened
  • B/O button will now clear the Potions menu in the relevant game modes
  • There is now an option in General settings to auto-skip Story, Side Quest, and Season conversations if they have already been seen
    • This setting is stored per device

  • Added increase/decrease icon to Quality value when Refining
  • Added player/enemy debuff callouts on Event battle modifiers
  • Added Gear & Spells buttons to the Party menu



  • The Material Finder can now be used to find information and locations for:
    • Honor

    • Loot Tickets

    • Spell Dust

    • Aether

    • Ancient Coins

    • Keys

    • Crowns

    • Gems

    • Marks

  • Added text clarifying Xione will only craft non-Season Spells to her crafting screens.
  • Added More Details links to the following Adventurer’s Guides:
    • Puzzle Battle

    • Followers

    • Spell Collection

    • Spell Inventory





  • Fixed an issue where the Corrupted Guard’s Shield was giving the incorrect Block Chance increase per turn
  • Fixed an issue where Resistance Hide would heal instead of reducing damage with enough relevant gems on the board.
  • Fixed issue where continue battle would return to map even with infinite energy
  • Season 2.4 and beyond dungeon battles now give the same XP/Gold as prior seasons
  • Fixed an issue where the Extra Damage bonus was not applying to Spell Damage
  • Changing difficulty in an Adventure clears Adventure-specific currencies
  • Kingdom Bazaar will now count towards task completion where appropriate
  • Fixed text on Trarg Hookblade ability
  • Fix for server error during Events with certain modifier combinations
    • This may improve stability in party battles.

  • Fixed Season Chapter select not allowing the first chapter of a difficulty to be selected if the first chapter was not complete (even if they would normally have access, i.e Chapter I in Elite if Hard Mode was complete).



  • Fixed status effect visuals being rotated incorrectly on the enemy, and appearing differently to how they’re displayed on the player



  • Fixed an instance where the Element would render in front of text
  • Fixed Minion’s Skip Rest button appearing in the Minion Vault, when it should be the Equip Minion button instead
  • Fixed chest shown on a Minion’s active mission callout to show the correct chest
  • Fixed Minion status background overlapping with the Minion stats background(s)
  • Fixed an issue where selecting an item from a cache’s possible drops would show a tooltip instead of digging deeper into the change (i.e sometimes selecting a random Minion entry would show the tooltip for random Minions instead of which Minions)
  • Fixed Season Chapter select not having a background
  • Fixed Variant Sets in the character details list not sizing to fit their contents
  • Fixed typo in Firewalker’s Ring Epic ability
  • Fixed Reward icons not cycling in Adventure
  • Fixed certain Status Effects overflowing their boxes in the character details menu in battle
  • Resolved issue where the [Close button would sometimes become unresponsive in Adventures
    [*] Fixed the upgradeable pip showing for Spells in the Reward menu when an upgrade isn’t available
  • Fixed issue with Continue button in Adventures sometimes being blank
  • Fixed issue where Spell upgrade pip was shown when upgrading wasn’t available



  • Added missing audio to Kelpie, The Devourer, and Dark Adherent
  • iOS/Android: Selecting a notification should now open the game
  • Fixed an issue where purchasing/collecting items that contain selectable choices not triggering relevant goals immediately
  • Fixed issues with some links pointing to incorrect or old sections of the game



  • Some characters are still missing audio
  • Out of sync message on during conversations when auto-advance text is on, or is skipped through rapidly.

Update 3.2 Patch Notes











In Swamp environments, there is a 10% chance of Green and Yellow Gems to be Putrid or Fetid Gems respectively

Putrid Gem


[expand type=details]


Matches with Green
When matched, Poisons the enemy for 1 turn.
At the start of each turn, 50% chance to change into a Fetid Gem


Fetid Gem


[expand type=details]


Matches with Yellow
When matched, Diseases the enemy for 1 turn.
At the start of each turn, 50% chance to change into a Putrid Gem




In Season 3.2, Swamp-Soaked items will be from the Serpentine Set



Swamp-Soaked Variant



At start of turn, 50% chance to convert 1-6 Blue Gems to Green.

Number of Gems is based on the number of Variant pieces being equipped.





Vambraces of the Caged



While under the effect of Negative Status Effects, increase my Power by 2-5% per Negative Status Effect on me

The gloves of Exidran the Caged, who was captured by Dragons 3,000 years ago and locked in cage made of the ribs of the Dragon he slew.







Swamp Water


[expand type=details]

110 Green Mana
Convert 3-7 Blue Gems to Green. 50-100% chance to Poison the enemy for 4 turns. If they are already Poisoned, Disease them for 4 turns instead.

Conversion increases with Spell Rarity, Poison Chance increases with Spellbook Level


Bog Stentch


[expand type=details]

105 Yellow Mana
Disease the Enemy for 1-6 turns. If they are already Diseased, deal X Light Damage instead.

Turns Diseased increases with Spell Rarity







Bogboi


[expand type=details]

Cunning
Might: 2-45 Speed: 3-55 Cunning: 10-200

○ Versus Spell: Bog Water (55 Yellow Mana)
Disease the Enemy for 4 turns. If they are already Diseased, Heal for X Health


Whelpie


[expand type=details]

Speedy
Might: 1-10 Speed: 8-160 Cunning: 7-130

○ Versus Spell: Down to the Depths (75 Green Mana)
Deal X Poison Damage. Increase it by +15% for each Blue Gem on the board.






Only the servants of the Dark Court, the leech-resistant, and the very fashionable wear sandals in the swamp.









We’ve got 2 brand new node types coming to Adventures near you!



♦ New spots in the Adventure where you can return to harder and harder fights to increase your rewards
○ Endless Dungeons can go over Level 100!



♦ These are locations in the Adventure that evolve under varying conditions to give you benefits throughout your journey
♦ We have added a brand new Upgradeable Node called a “Temple”



We wanted a way to run longer events with some cool stuff in it, so we made a way!

• A new Packs tab can be accessed from the Featured tab of the shop
♦ These are one-off purchases and not repeat subscriptions
• There you will find 3 new premium packs that give rewards based on Hero or Citadel Levels
• You can get the rewards from these packs as your hero and Citadels grow, or you can collect all the rewards after completing some or all of the required progress
• Each Pack has a permanent 5% bonus to XP!

Pathfinder's Way - Rewards for Highest Hero Level 1-50


[expand type=details]


• Available from Hero Level 1
• Resources and items awarded as your highest level Hero goes from Level 1 – 50
• Permanent +5% Experience Bonus




Citadel's Guardian - Rewards for Citadel Level 1-25


[expand type=details]



• Citadel’s Guardian unlocks when your highest level Hero reaches Level 50
• Resources and items awarded as you level up your Citadel from 1 – 25
• Permanent +5% Experience Bonus




Citadel's Champion - Rewards for Citadel Level 26-50


[expand type=details]



• Citadel’s Champion unlocks when your highest level Hero reaches Level 50
• Resources and items awarded as you level up your Citadel from 26 – 50
• Permanent +5% Experience Bonus




• Citadel level points are not required to be spent in order to claim rewards from Citadel Level
• The experience bonuses from each pack stack!
• You cannot miss any rewards from a pack. For example- If you purchase Pathfinder’s Way when your Hero is Level 17, you will be able to immediately collect all the rewards from Level 1 to 17. If you purchase Citadel’s Champion after you’ve already progressed your Citadel beyond Level 50, you will be able to immediately collect all the rewards in the pack.
• If you own a pack, and it has not had all of its rewards collected, it will appear on the main menu
♦ Only one pack at a time will appear, prioritizing (in this order): Pathfinder’s Way, Citadel’s Guardian, Citadel’s Champion



• New Achievements
○ The Dark Court – Complete all Chapters of the Story in Season 3.2
○ Citadel’s Champion – Reach Citadel Level 50

• Loadout Sharing
○ There’s a new Loadout Share screen that lets players take a screenshot of their loadout, which gets saved on their device!

♦ This is accessed from the Inventory screen via the Share button, then the Camera button on the Loadout Share screen





• Updated instances of Speed Debuff to use the starting Speed value.
Affects:
○ Arachnitaur (Web Shot)
○ Centaur (Ensnare)



• When a buff to Damage is received, it will now pop up with text and appear as a status effect icon.
○ This is mainly obvious when a Red Gem is destroyed by Grimwing’s Scavenger Bird passive ability


• Paths on the World Map now match the terrain (where applicable)


• When receiving a Spell in the Rewards list, an Upgrade button will now be shown if you have enough resources to upgrade it
• Added the event’s currency name to the help text about the daily cap earned through battles and chests on the Rewards tab of any special events (i.e Summer Festival)
• Removed the second confirmation box after refining the Element on an item.
• Adjusted the help text through the Craft Item menus to be more clear
○ Updated help text around selecting a specific item counting as two choices
○ Help text is now displayed instead of a button when selecting a specific item if not enough choices are available
• Quest Pass display on the main menu now cycles between the free and premium reward (if premium is owned)
• Out of Stock products in an event’s Reward tab will now remain on screen in order to maintain the positions of items in the tab
• If a reward of a Mythic item is guaranteed to be a Divine/Sacred/Exalted/Immortal Mythic, it will now display as that quality name (i.e Random Sacred Mythic Item if the item is guaranteed to be Sacred)
• Added callouts for Seasonal Gear offers in the Gold & Platinum season pass info menu


• Xione will now only craft spells that are available for the active hero class when using the following crafting options:
○ Create Random Spell Pages
○ Create Spell Pages of a Chosen Color
○ Create More Random Spell Pages
○ Create More Spell Pages of a Chosen Color



• Fixed purchased Energy in Adventures not being shared between different difficulties
• Fixed Adventures displaying progress from previous events causing them to be unplayable
• Fixed Spell Rush not working correctly in Events
• Fixed Minion PVP mana debuff not having an effect on several types of Starting Mana bonuses
• Disease now takes other Status Effect modifiers into account (such as Wither) when applied on the Enemy
• Fixed instances of dealing double damage to Resistance not actually dealing double damage.
○ Affects:
♦ Stonefeather (Stone Eggs)
♦ Landshark (Anchor Toss)
♦ Eldritch Anchor (Anchor Hurl)
• Stun will now properly zero-out any Block defense bonuses while active
• Updated status effect counting functionality to be more consistent and only count status effects. (Before it had included stat debuffs as well.)
○ Affects:
♦ Dreamhold 4-piece & 6-piece set effect
♦ Dreamhold Mirror
♦ Ogre Mage (Curse Eater)
♦ Oberon’s Avatar (Laird of Moss)
♦ Spell: Den of Nightmares
♦ Spell: Harvest Nightmares
♦ Spell: Nightmare Explosion
• Fixed Elite Damage Protection not affecting Spell Damage
• Damage bonus from Dreamhold III set was not applied correctly
• Fixed Big III Flashbang Gems sometimes being created by the Savior’s Helm when fighting Gnoll enemies
• Fixed Landshark’s Rough Skin passive so that it no longer deals lethal Reflect damage
• Fixed Achievements from a category not being counted in the number of Achievements when all Goals are complete in that category
• Fixed Minions’ rest period not being able to be skipped with food



• Fixed Hero creeping from behind the Gem board in Season Archive battles
• Fog no longer affects the display of larger enemies in the bestiary
• Jocea’s hair should now be less static
• Added missing effects on Sandswept variant weapon
• Transition effects on Xione’s crafting options no longer play unless you’re actually selecting something


• Added ‘Wrong Hero’ prompts to start of Adventure node interactions to avoid getting Wrong Hero error after starting a battle
• Fixed spell page rewards in Quest Pass not triggering the full screen rewards menu
• [Steam] Fixed issue where controller icons would not match controller used (for PlayStation or Xbox controllers)
• Text relating to a potential item’s element would be unreadable when crafting the item
• Spells have had a pass on their descriptions so that instances similar to “Deal X damage as ” will instead read “Deal X Damage” for consistency.
• Craft Item filter no longer interferes with Vault Filter and vice versa
• Updated background on 3.1 Enemies to match the Season 3.1 background
○ Affects:
♦ Sandwalker
♦ Giant Scarab
♦ Crocolisk
♦ The Dunestalker
♦ Sand Wraith
♦ Skelegor
♦ Ancestral Dragon
• Refine Adventurer’s Guide button is now accessible when Refine is locked
• Fixed buffs to Damage not displaying correctly in the character stats list
• Fixed Minion art being in front of the Minion level when selecting a Minion for a chest



• Fixed issue where items without Gear Sets could not be Refined
○ e.g:
♦ Lucky Clover Ring
♦ Flame Ring
♦ Shield of the Deep
• Corrected amount of mana lost by Disease in some help text for Spells.
• Added missing audio for some newer characters.
○ Affects:
♦ Fire Djinn
♦ Mutant Arboleth
♦ Crocolisk
♦ The Dunestalker
♦ Sand Wraith
♦ Skelegor
♦ Ancestral Dragon
♦ Emberwing
♦ Gulyphon



• Some characters are still missing audio
• Changing difficulty in an Adventure clears Adventure-specific currencies

Update 3.1.5 Patch Notes





Our new Forge System is finally here! It was a very extensive change to our Gear Crafting Followers (Torgaon, Gemka, and Soulchaser), so we gave it its whole own post!





Updated Quest Pass rewards will begin with Quest Pass Reset on 11th June UTC

    Free Pass Reward Track Updates:
  • Level 30: 200 Shards → 50x Spell Pages
  • Level 40: 250 Shards → 1x Follower Crystal
  • Level 45: 1x Follower Crystal → 1x Epic Relic
  • Level 50: 1x Epic Relic → 1x Legendary Item
    Premium Pass Reward Track:
  • Level 1: 1x Random Epic Minion → 1x Legendary Item
  • Level 15: 1x Epic Relic → 100x Spell Pages
  • Level 25: 1x Legendary Relic → 1x Legendary Item
  • Level 35: 2x Legendary Relic → 1x Armor Glyph
  • Level 40: 1x Armor Glyph → 1x Accessory Glyph
  • Level 45: 1x Accessory Glyph → 1x Weapon Glyph
  • Level 50: 1x Weapon Glyph → 1x Mythic Item


Note that Spells and Items awarded are non-Seasonal Spells and Items.



Updated Daily Login Rewards to include random items

  • Day 14: 1x Follower Crystal → 1x Epic Item
  • Day 21: 1x Epic Relic → 1x Follower Crystal
  • Day 28: 1x Follower Crystal → 1x Legendary Item


Note that Items awarded are non-Seasonal Items.






  • Adventures now support different rewards per difficulty in Reward nodes
  • Ancient Coins now have a weekly cap of 420 Coins, which resets each week (Tuesdays at 00:00 UTC)
  • Implemented a tutorial for the Spell rearrangement functionality in the Inventory





  • When auto-unlocking Achievements, they will now unlock in order, rather than randomly
  • Added loading screen to Hunts, Skirmishes, and Dungeons from battles menu, as well as to Season and Adventures to that the World Map is not loading in the background





  • Updated appearance of Chest slots to include their Dungeon/Skirmish icon, and removed unnecessary text
  • For Adventures with Persistent Health, you can now Revive in the post-battle results screen
  • Added upgradable icon to items that can be Honed
  • Future and past rewards in special event Tasks can now be selected to show the Task requirements
  • 30 Days of Crowns will no longer appear in the Featured tab of the Shop if you have an active subscription with more than 5 days remaining
  • When purchasing a specific Spell, the number of Pages is now shown as part of the description on the confirmation menu (i.e when purchasing a Spell for Seasonal Currency or Ancient Coins from the Season reward tab)
  • Daily Deals and Kingdom Bazaar deals now appear as the smaller, stacked display
  • Moved reset timer from each Bazaar deal to a single timer display
  • Follower Adventurer’s Guide now has a ‘More Details’ button which links out to the Help Center article on Followers
  • Adventurer’s Guide buttons now scale up instead of down when highlighted, to match similar functionality in other parts of the game





  • To assist with thermals on overheating devices:
    • The variable frame rate on iOS is more aggressive - it drops to 15fps when playing with a 30fps cap, 20fps with a 60fps cap

    • Consoles now have the option to play the game at 30fps. This will help with overheating issues for players who are using their consoles in warmer environments

  • Steam now has better frame rate options when playing on monitors above 60Hz
    • In these instances, 60fps and 30fps modes are not v-synced and two additional v-synced modes are offered

  • Added support for purchasing multiple of certain Shop products and flash offers that were not supported before. Examples include:
    • Random Items, Spells, and Minions

    • Season Currency

    • General offers without a choice with more than one stock available

  • Offers with remaining stock will now remain on screen after purchasing them
  • Purchasing Spells from the shop will no longer give Spells you own at Ancient Mythic (or that already have enough pages for Ancient Mythic)







  • Fixed heal effect on Vampiric Touch to be based of final applied damage
  • Variant bonuses no longer count the same Ring twice
  • Adventure auto-progress fixes:
    • Conversations can now progress into a battle costing Energy if there is enough available

    • Camera updates correctly after skipping a Merchant node or clearing a Blocked node

    • The Continue panel will now update after a conversation when there is a choice of next steps

  • Fixed Disease causing an error when applied to an opponent with no spells





  • The bonus percent on post-battle rewards now showing the correct number
  • Updated Crocolisk and Dunestalker Bestiary previews
  • Fixed rendering issues in Lava Crater area
  • New areas should no longer show an error related to “environment previews”
  • Some character physics were either not functioning at all or not working correctly in Conversations
  • Fixed lower quality display images throughout the Shop Menu
  • Fixed scaling of Player & Enemy turn effects so that they will be a consistent size, regardless of screen resolution





  • The 9→1 & 1→9 Sort options in the Vault Filter now sort consistently
    • Items: Sorts by the Quality

    • Spells: Sorted by the Rarity

    • Minions: Sorted by Level

  • Fixed highlight display of rewards in Adventure. It now matches the background of the icon
  • Fixed cache display in Daily Siege and Event Dungeons being squished
  • Fixed spell sliding across the screen when dragging it all the way to the right edge of the screen
  • Fixed stretched target icon when viewing buffs and debuffs in the Adventure





  • There is a fix for some devices with Snapdragon 8 Gen 3 processors that were crashing.
    • Note: This may result in impacted performance. We are looking at a broader fix for this in an upcoming update

  • Some Xbox users were experiencing loud fan noises because the game would incorrectly activate 120fps mode even if it wasn’t selected.
  • Fixed an issue with Account Registration where if the email was not validated before the registration link expired, the email could not be used to register an account later





  • Inconsistencies in Spell Rush application
  • Minions resting cannot be skipped with Food
  • Starting Mana Minion Debuff not applying in Versus
  • Game intermittently softlocks at end of Coin Collector Adventure
  • Adventure Energy showing 2 different totals in Continue and Energy display
  • Leaving game in background causes black background

Update 3.1 Patch Notes











Flashbang! Gem


Matches with Yellow
When matched, explodes, destroying the surrounding gems, and deals 5% of the opponents Max Life as Light Damage.
There is also a 1% chance to Stun them for 1 turn.

Flashbang! Gem will spawn normally when fighting all Gnoll enemies





Sandswept Variant



When a column is matched, create 1-6 Yellow Gems

Number of gems is based on the number of Variant pieces being equipped.

This variant in 3.1 will be applied to Lightbringer Gear and also use the Lightbringer Relics





Mirror of the Forgotten


At the start of my turn, there is a -10-20% chance to Blind the enemy for 2 turns.
If the enemy is already blinded, create 1 Flashbang! Gems instead.

The breastplate of Lunthalas the Forgotten, who slew a Dragon Lord almost 4000 years ago.
It was taken by the Dragons as a trophy, when they caught Lunthalas and tore him apart.






Blinding Blast


110 Yellow Mana
• Blind the enemy for 2-7 turns. If the enemy is already Blind, deal X Light Damage, and create a Flashbang! Gem.

○ Conversion increases with Spell Rarity, Light Damage increases with Spellbook Level

Desert Night


110 Blue Mana
• Deal X Ice damage, and convert 3-8 Yellow Gems to Blue.

○ Ice Damage increases with Spellbook Level, Conversion increases with Spell Rarity





Scarabee


[expand type=details] Speedy
• Might: 2-30 Speed: 10-195 Cunning: 4-75

○ Versus Spell: Polish Shell (50 Yellow Mana)
Heal X Armor and Resistance


Undragonette


[expand type=details] Mighty
• Might: 10-190 Speed: 2-40 Cunning: 4-70

○ Versus Spell: Bone Breath (75 Blue Mana)
Deal X Damage, +10% for each Skull on the board.





“Oh, what a day! What a lovely day!”



We’ve made a few changes to Seasons! Some of these changes will be in update 3.1, while others will be available from 3.1.5 (current target release of June 4th to coincide with the Season).

Changes coming in 3.1:


○ When Season Caches & Dungeon chests drop Gear, they will only drop the Seasonal variant
○ You will be able to purchase 50 Ancient Coins for 50 Seasonal Currency in the Season Rewards tab (this does not count towards your weekly Ancient Coin cap)
○ Ancient Coins cap in the Archive is moving from 30 per day, to 420 per week

Changes coming in 3.1.5:


○ Gold Season Pass holders will be able to choose one gear piece from the Seasonal set at Legendary rarity from the Season Rewards tab
○ Platinum Season Pass holders will be able to choose the above, and a gear piece from the Season set at Mythic rarity



We’re giving Minions more to do in Versus!

Currently players get +0.1-5% Power and Vitality in Versus from each equipped Minion.
From 3.1, we’ll be scaling the buffs based on the stat’s number between 1 and 250 and giving them some new debuffs too!

Might


Power and Vitality bonus is now tied to Might instead of the Minion’s Level
○ Power & Vitality 0.08% per Might (Max: 20%)


Speed


  • Speed now provides two debuffs targeting Starting Mana and Masteries
  • Players will be able to reduce enemy starting mana by a %. If they have 2 Minions with max Speed, then the enemy will start the battle with 0 Mana
  • Speed will also reduce Masteries, potentially strongly reducing Enemy Spell Damage for up to 25% per Minion!
    • Starting Mana -0.2% per Speed (Max: 50%)

    • Enemy Masteries -0.1% per Speed (Max: 25%)


    Cunning


  • Clever little Minions will be using Cunning to reduce Crit Chance and Crit Damage, reducing both based on the stat.
    • Crit Chance -0.2% per Cunning (Max: 50%)

    • Crit Damage -1% per Cunning (Max: 250%)






    We wanted a way to run longer events with some cool stuff in it, so we made a way!

  • Event Rewards will appear in our little task menu where you’ll find the Event Calendars
  • The Rewards tab will show you all the cool stuff you can earn throughout the event!
  • You’ll redeem special event currency which you can earn in different ways which can include:
    • Completing Holiday Tasks

    • Adventure Rewards

    • Holiday Giveaways

    • Completing Adventure Battles and Opening Chests (Up to a Daily Cap)


    The Event Rewards will run up to 3 days beyond the finish of the event to make sure you have the chance to spend all your currency before Gong eats it!

    Your first chance to see Event Rewards in action will be our Summer Festival running from June 17th → 21st July (UTC)!





    The game has changed a lot in the past few years, but the Shop hadn’t really.
    So, we thought it was well past time to give it a refresh and reorganize to better reflect the game we have now.





    The Shop had some issues with categories not necessarily being particularly descriptive, and some items in the shop being difficult to find, so we’ve modernized and reorganized around what you need things for.

    Note: To keep things clean and tidy, we hide any categories that don’t currently have anything in them

    Featured


  • Various deals highlighted from around the Shop

    Daily Deals


  • More or less as it was before, but organized in a more compact arrangement

    Resources


  • Resources! This category breaks down into a few subcategories to make it more straightforward to find what you’re looking for:

    • Basics (Keys, Food, Ore etc)

    • Shards & Glyphs

    • Relics, Runes, and Scrolls

    • Followers & Crafting (Crystals, Dust, Aether, and other Follower related materials)


    Collectables


  • This is where you’ll find items and other collectables
    • Gear

    • Spells

    • Minions


    Cosmetics


  • You won’t find this one in the Shop just yet, but we’ve prepped these subcategories!
    • Skins

    • Portraits

    • Frames

    • Emojis


    Currencies


  • Same as before. This is where you’ll find your:
    • Crowns

    • Gems

    • Gold


    VIP


  • No changes here, it just needed a new home!





    The Gear Cache is a new way to find Gear! After the Gear Rework, we wanted to provide another way to find Gear directly:
    • Found in Collectables > Gear
    • 100 Gems to pull a piece of Gear Rare or Above
    • You are guaranteed to pull a Mythic within 30 pulls from the Gear Cache





    • Added cap to variant gear bonuses to 6 items equipped
    • Barrier and Reflect are now consistent on the damage sources they trigger on.



    • Added Continue button to Adventure menu to match Season and Story
    • Added a Continue button to the end of battles in Adventures so you can skip returning to the map where possible
    • Added Inventory button to end of Adventure battles
    • After a conversation in Adventures, if there is only one possible next step, it will be automatically continued without needing to return to the map (where possible), bringing it more inline with the main story
    • Can now use Loot Tickets even if your Gear Vault is overflowing



    • Battle Pause Menu/Character Stats now expands the text out for Spells, Status Effects and Gear Set Effects, so it should now be more readable for longer descriptions
    • Added a Collect All button to the Goals Tab. When Collect all is pressed, a list of all completed goals will be displayed, along with all the rewards received for collecting all those goals.
    • Holiday event rewards and freebies will now use the full reward menu when needed
    • Pressing back in an Adventure will now close the active node popup instead of just closing the menu



    • Updated the reward display for Gear to show the Quality value, the Quality of the Elemental Mastery, and the Core Stat
    • Updated reward display for basic resources to show the total amount you have
    • Added additional information for how to increase resource caps (if possible), to the tooltips of Gold, Ore and food, if they are currently capped
    • The Resource Cache Possible Items list in Seasons will now sort the percentage chances from highest to lowest, and condenses the list to be more readable.



    • Achievements should now sync on loading the game when swapping between platforms





    • Seasonal Dungeon Wealth Altars should now be rewarding Gold correctly
    • Season Dungeons should be assigning enemies randomly again



    • Fixed Season camera not focusing on nodes correctly after completing certain steps
    • Gem of Dreams was incorrectly keeping the Big Gem number from Green Gems
    • Ancient Coin material finder description been corrected



  • Reward screen Gold bonus not displaying correctly
    • (Fixed in 3.1.5)

  • Joining chat while in Party forces “retreat”
  • Purchasing random Spell Pages from Shop can show “Owned Max Spells” warning incorrectly
    • (Fixed in 3.1.5)

  • Quickly skipping conversation causes error & soft lock
    • (Fixed in 3.1.5)

  • XP Bonus not showing visually in Adventure
    • (Fixed in 3.1.5)

  • Upgrade pip missing from Minion list under Gear
    • (Fixed in 3.1.5)

  • Gear Filter by number should be removed
    • (Fixed in 3.1.5)

  • Leaving game in background causes black background
  • PQ3 client is causing some devices to overheat (iOS/Android/Xbox Series X)
    • (Improvements have been made in 3.1)
  • Untitled



    Contents



    Followers to Forge: Crafting System Updates


    [expand type=details]


      Background
      • Forward and Back Again

      • What is Crafting?

      Building The Forge
      • How does it fit?

      • What did we do?

      • Refine

    • Why sacrifice?
    • Why are there different rarity restrictions on different Refinements?
    • A Moment for Ascension



    Introducing: The Forge System


    [expand type=details]


    • Craft
    • Reforge
    • Refine
      • Refine Rarity

      • Refine Element

      • Refine Attribute

    • Refine Quality




    Appendix


    [expand type=details]

    • Crafting Costs
    • Reforge Costs
    • Refine Costs




      As our veterans would remember, we introduced the Follower Crafting system way back in October 2022 in Update 1.4. The game has obviously gone through some pretty major changes since then, and with the introduction of the Gear rework, the Follower Crafting system was no longer fit for purpose as it was.

      The changes needed for our Crafters was, in fact, so large, that they needed more time than we had available in the 3.1 update, and then a little bit more time again.

      These changes will be released with 3.1.5 (target release of early June).

      What about the 3.1 Patch Notes?
      Don’t worry! You’ll be getting those very soon. We just wanted to get these out to you ASAP since it’s a big change.
      Just be aware that the screens are still WIP. They may change prior to release.

      Now, the following is some additional context on the design of the system. If you’d like to skip ahead to the changes, you can jump to “Introducing: The Forge System.”

      Forward and Back Again



      In designing this new system, in addition to having it work nicely with the Gear system, we needed to make sure it was future-proofed against other planned changes in upcoming updates, even if they aren’t around the corner. As such, the changes we’ve made to the crafters have the infrastructure built-in to support new systems and updates planned in the road ahead.

      This is why we’ll be referring to the Gear Crafting System as the “Forge System”.

      What is Crafting



      To be able to effectively adapt to the new Gear system, we basically needed to pull all of our crafting mechanics apart and start rebuilding it from the ground up. However, even with a complete rebuild, it was important to us that we made sure anything that could be done in the current system could still be done in the Forge System.

      So, we pulled it apart and there were three very clear areas of functionality:
      • Making stuff
      • Rerolling stuff
      • Making deliberate, non-random improvements to stuff

      The emphasis on (and within) these areas also shifts as players move from early, to mid-game, to late-game.

      The UI and UX of the current system were a little clunky. We had to put in new options for each type of Craft that needed to be done, and we had to tie those to a Level, and we couldn’t change their position in that list.

      The unlocking of various components of the system was also uneven and had gotten “uneven-er” as we added functionality. Here is how the Follower ability unlocks currently look:



      There were also some odd points of friction such as having limited control over the Rarity of a crafted item that we wanted to smooth out.



      How does it fit?



      The philosophy we approached the system design with was that naturally over the course of play, the expected amount of control increases, so the ‘why’ of collecting Gear changes over time. Early in the game, you’re collecting and tossing Gear relatively often because it’s more straightforward: “This thing I have now is or isn’t better than what I have.” However, late in the game, the calculations become less straightforward and more based on a strategy.

      Our design goal with the new Forge System was to provide more ways for new and early players to earn gear earlier on, while also introducing a much-needed piece of the puzzle for later players allowing for targeted gear decisions as part of long-term build strategies. In short, we wanted to provide an avenue to build what you needed in the later stages of the game!

      What did we do?



      Sticking with those three main functions we outlined before, we broke the system into Craft, Reforge, and Refine:

      • Craft does what it says on the box. It crafts Gear
      ○ Available from Follower Level 1

      • Reforge is your re-roll of aspects of your Gear
      ○ Available from Follower Level 10

      • Refine is making Gear better.
      ○ Available from Follower Level 50

      We broke these up along the Follower’s Levels for a couple of reasons:

      • The two that are the most directly useful earlier on are available when they need to be

      • There’s a bit of space between Craft and Reforge to avoid overwhelm early on with Toragon

      • Refine becomes more relevant later, and doesn’t break apart across the Levels neatly

      We opted for this system not to lock any particular option (Rarity, Element, Slot etc) behind a Level, but rather limit the number of possible options available.

      • Crafting has 6 possible options (other than Rarity and the core stat for the item) and a maximum of 4 possible choices that can be made
      ○ Up to 3 Attributes
      ○ Element
      ○ Slot
      ○ Set (requires a slot to also be chosen)

      • Reforge has 4 possible “aspects” that can be re-rolled, and a maximum of 3 locks that can be used to prevent an aspect from being re-rolled:
      ○ Up to 3 Attributes
      ○ Element

      • In the case of both Craft and Reforge, the costs depend on what is chosen and the Rarity of the item (full details in the Appendix)

      Refine


      Unlike Craft and Reforge, Refine unlocks in its entirety at Level 50 and is used for targeted improvement of aspects of an item.

      • Rarity (items Rare and above)
      • Element (items Epic and above)
      • Attributes (items Legendary and above)
      • Quality (Mythic items only)

      For all aspects except Element, another Gear piece (meeting various requirements) is required to be “sacrificed” in order to transfer properties or augment the target item.

      Why sacrifice?


      Partly because it was thematic (to us anyway) to take one item and have someone at the Forge combine it with parts of another, and partly because we wanted to provide more outlets for Gear you might be less interested in keeping around.

      Why are there Rarity restrictions on Refinements?


      In some cases we felt it was unlikely anyone would particularly want to use certain Refinements on things below a certain point. In others, it was because we wanted to pull out the potential for decision paralysis or maybe making a decision too hastily on something that possibly wasn’t worth it.

      A Moment for Ascension


      A focus in the Gear system rework was having less emphasis on upgrading specific pieces of Gear, so a completely valid question is “Okay, so why is it back now in the Forge system?”

      Well, part of the way the Gear system is intended to work is that Gear should be dropping more or less in-line with what is needed to progress through the game as opposed to needing to rely on upgrades and having to make calculations about what should or shouldn’t be upgraded.

      Rarity Refinement in the Forge System isn’t intended to be a 1:1 replacement for Gear upgrades, but rather a supplement to the Gear system intended to help players who are at a stage of fine-tuning specific Gear or builds.

      This is why the focus is on Crafting and Reforging before a Follower reaches Level 50 with the ability to Craft Gear at a Rarity of your choice. As players progress, there should be more and more control available through the Followers.



      The “Forge System” takes the functionality of our Gear Crafters and splits them out into 3 separate skills:

      • Craft
      ○ This is for creating new Gear pieces
      ○ As the Follower Level increases, you will be able to select more specifics about the item up to a maximum of 4
      • Reforge
      ○ “Reforge” is essentially our “Reroll” functionality. Certain aspects of an item can be randomly Reforged into something else (Attributes and Element)
      ○ As the Follower Level increases, you are able to Lock in more aspects of a Gear piece to prevent them being Reforged, up to a maximum of 3
      • Refine
      ○ Refine allows you to improve aspects of an item by sacrificing another

      These various skills are unlocked as follows:



      Craft



      Gear has a number of changeable “aspects”. These aspects are random by default (with the exception of Rarity), but up to 4 can be chosen specifically (depending on the Follower Level and the Rarity of the Item)

      ○ Slot
      ○ Set
      ○ Element
      ○ Up to 3 of 4 possible Attributes (the first Attribute on an item is the ‘core’ Attribute associated with it’s type)

      • The default Rarity will be set either to Common OR the last Rarity you crafted with (e.g. If the last thing you Crafted was an Epic, we are assuming you’d probably like to Craft at least an Epic the next time you open the Crafting menu)

      • Aspect choices are not locked to the Follower Level, only the total number of available choices
      ► e.g. At Level 1, Gemka could Craft a random Accessory for any Rarity up to Mythic; At Level 15, Gemka could Craft a random Accessory for any Rarity up to Mythic of a Chosen Element, or Slot, or with a specific chosen Attribute

      • Aspect choices are not locked to the Follower Level, only the total number of available choices
      ○ All aspects except Attributes change their costs with Rarity; Attribute selection is based only on the number of Attributes selected

      Example of crafting a random Legendary piece of Gear


      Example of crafting a Legendary piece of Gear, with the Slot and Element selected




      Reforge


      • Gear pieces have up to 4 aspects that can be Reforged (re-rolled). These are:

      ○ Up to 3 Attributes
      ○ The Element
      • Up to 3 of these aspects can be locked so they will not be re-rolled

      • Similar to Crafting, Follower Level does not restrict which aspects can be locked, only the number of locks available
      ► e.g. At Level 20, I can lock either one of the Attributes of an item, or it’s Element

      • Reforged Attributes will not have their Quality changed. The same (or equivalent) Quality will apply to the new Attribute
      • As with the current system, you will have the option to keep the original item after an item has been Reforged
      • The costs of locking various aspects are based on the number of locks used, the number of Attributes locked, and the Rarity of the item with a locked Element

      Example of Reforging a Legendary piece of Gear, with 2 locks available




      Refine



      • From Follower Level 50, certain aspects of an item can be Refined (improved or changed):

      ○ Rarity (items Rare and above)
      ○ Element (items Epic and above)
      ○ Attributes (items Legendary and above)
      ○ Quality (Mythic items only)
      • In addition to other costs, Rarity, Attribute, and Quality require an item to be sacrificed to transfer the desired properties to the target item
      ○ A sacrificed item can only be used once, and only for one purpose

      • Similar to Crafting, Follower Level does not restrict which aspects can be locked, only the number of locks available
      ► e.g. At Level 20, I can lock either one of the Attributes of an item, or it’s Element

      • Reforged Attributes will not have their Quality changed. The same (or equivalent) Quality will apply to the new Attribute
      • As with the current system, you will have the option to keep the original item after an item has been Reforged
      • The costs of locking various aspects are based on the number of locks used, the number of Attributes locked, and the Rarity of the item with a locked Element

      Refine Rarity


      • Refining the Rarity of an item takes it from its current Rarity to the next

      ○ An item of the next Rarity up from a matching slot is required
      ○ Item Quality is taken to the minimum for the new Rarity, if it is higher. Any new aspects will be rolled within the range of Quality for the new Rarity

      Example of Refining a Rare piece of Gear up to Epic



      My Ice Warlord's Battleaxe is now Epic

      Refine Element


      • Refining the Element of an item replaces it’s current Element with a new one

      Refine Attribute


      • Refining an Attribute of an item replaces one target Attribute of an item with a chosen one from another

      Refine Quality


      • Refine increases the Base Quality of an item, increasing the bonuses provided by the Attributes, Mastery, and Damage/Armor/Resistance/Block, up to the maximum Base Quality value (100%, or the upper value of the range of the stat when looking at the Quality details of an item):

      ○ The increase to Base Quality is universal across all aspects of an item, and based on how well the sacrificed item matches the original
      ♦ Matching Legendary Item with the same Element: +1% towards max (i.e 59% → 60%)
      ♦ Mythic Item from the same Set: +2% towards max (i.e 60% → 62%)
      ♦ Matching Mythic Item with the same Element: +5% towards max (i.e 62% → 67%)


      Example:

      The Elemental Damage Attribute will fall in a range between 0.5% and 11% (depending on the Gear Rarity)

      My Mythic item has Elemental Damage at 5.23% (i.e. 45% of the way through the possible range)

      I Refine the Quality of my Mythic, sacrificing a matching Mythic with the same Element to increase all my Mythic’s stats by +5% towards the maximum.

      For my Elemental Damage specifically, this means:

      Before Refine: Elemental Damage: 5.23% (45%)

      After Refine: Elemental Damage: 5.75% (50%)



      • As this is increasing the Base Quality of an item, items that reach the relevant Quality threshold will gain the title Divine, Sacred, even Exalted and Immortal.
      ○ Honed Quality is applied on top of this, and can exceed the maximum value. Refining an item will not remove any Honing levels from it.

      Example of Refining the Quality of a Divine Mythic Warlord's Battle Axe







      • “Follower Crystal” refers to the Crystal that matches the Follower you are utilizing at the time (Toragon’s Crystal if you’re Crafting with Toragon etc)
      • “Glyph” etc means the Glyph or other resource associated with the Gear a Follower can Craft (a Weapon Glyph for Gear crafted with Soulchaser)

      Crafting Costs











      To join in on the discussion and for further updates, jump into our Community Forum!

    Update 3.0 Patch Notes

    Puzzle Quest 3's 3.0 Update has arrived! But before we dive in, we wanted to share a quick word and...

    Celebrate our 2nd Anniversary!



    We can’t believe it’s already been 2 years since Puzzle Quest 3 officially went live worldwide! It’s been an amazing journey so far and we’re so excited to kick things off with our huge new 3.0 update which introduces the Gear System Rework, New World Map, and the next season of adventure in Etheria.

    But that's not all - we are celebrating our birthday with a whole month of special events! Starting March 26th until April 30th, all adventurers can enjoy:

    Free Anniversary Gift: Original PQ1 Portraits!


    Sport your favorite Follower from the original game in the chat for free! Log in this month to redeem free in-game portraits based on the Followers of Legend from the original Puzzle Quest - available to redeem until April 30th.

    Weekly Open Archives and Double Ancient Coins!


    Take part in weekly unlocked Seasonal content to earn double Ancient Coins, starting with the original Season 1.1 on March 26th! Each week will unlock a new Archive worth double the coins. We'll also have matching Adventures each week for new heroes to join the fun!

    Special Offers and Milestone Events!


    In addition to the ongoing Anniversary reward and Archive events, we’ll have daily login and milestone events, alongside special anniversary offers this month, starting with our Anniversary Event on March 28th!

    See our calendar below for all upcoming events as we celebrate this month!



    Without further ado, let’s jump into the official 3.0 patch notes!













    Matches with Green
    When matched, randomly either gain a random Buff, or inflict a random Debuff on the enemy for 3 turns.

    Gem of Dreams will spawn normally when fighting all Fae type enemies



    Variant Gear Pieces are Gear pieces with a twist!


    • A Variant Ability takes the place of a Gear piece’s original ability
    • Variants effects count each other equipped variant of the same kind with no limit
    • The Variant Gear piece will still also count towards its original gear set!






    Gain 1-6% Power for each Positive Status Effect on you per Fae-Touched gear equipped

    Variant Gear can be found in Season 3.0 Caches





    At start of battle, convert 3 Green Gems to Gem of Dreams with a 70-100% chance to create an additional 3 Gems of Dreams

    “A remnant of the first dragons who came to Etheria”





    Field of Dreams (140 Green Mana)
    Explode 3 Gems, then convert 2-8 Green Gems to Gems of Dreams

    Conversion increases with Spell Rarity

    Den of Nightmares (125 Purple Mana)
    Deal X Dark damage, +15-27% extra for each negative status effect on the enemy


    Dark Damage increases with Spellbook Level, Extra Damage increases with Spell Rarity





    Efredi


    Mighty
    Might: 8-160 Speed: 5-100 Cunning: 2-40

    Versus Spell: Burning Wishes (60 Mana)
    Deal X Fire damage. If the enemy is already Burning, explode a random Red Gem

    Mothling


    Speedy

    Might: 3-65 Speed: 10-200 Cunning: 2-35

    Versus Spell: Invoke Dream
    (60 Mana)
    Deal X Dark damage and spawn 2 Gems of Dreams.





    “The Dreamhold has an intoxicating effect upon those who venture in… Better just lean into it.”



    We have heard your feedback, and have made the following adjustments to Versus Tourneys!

    • You can now fight yourself if you are one of the top players in a Tourney. Your opponent self will appear as a ghostly version to help signify that it is a copy of yourself.
    • A player’s defensive loadout will not be updated in the last 24 hours of a Tournament
    • Opponents that are taken from outside of the Tournament are now weaker.


      • These opponents are provided in the event that the Tourney has not been populated with enough players yet so that players can get started on working towards their rewards without interruption.

      • They should get phased out as stronger players in the Tournament are fought, but we will keep an eye on if we need to address these further.



    • Heroes now receive a Stun Barrier after recovering from Stun.
    • The Turns Taken Goal scoring has been updated


      • 5 turns: 5%

      • 5-7 turns: 0%

      • >= 8 turns: -5%

      • Penalty increases by 5% for every 2 turns afterwards, to a max of 50%.​



    We don’t want to bring back the One-Turn meta, however we also don’t want players being forced to spend large amounts of turns trying to maximize their bonus to be competitive. By having a steeper penalty for longer battles, we aim to make the decision of which goals to target per battle more interesting.



    Update 3.0 will be our first new update introducing new Achievements for all platforms. There are 5 new achievements that are being added, which are:



    • Divine Intervention: Defeat the Scourge of Light (Season 1’s Final Boss)
    • Apocalypse Then: Defeat Yog'Thadassa (Season 2’s Final Boss)
    • A Dream Broken: Complete all Chapters of the Story in Season 3.0
    • Going on an Adventure: Complete 10 Adventures
    • Rogue’s Gallery: Collect 15 Portraits


    Rest assured that if you have already completed Season 1 and Season 2, then Divine Intervention and Apocalypse Then will unlock automatically when you first run the 3.0 update.



    Cartographers of Etheria have finally finished the most detailed map of Etheria so far. The world map has been completely overhauled to provide 4x the detail of the previous world map, along with being able to take a closer look at any point of the world map.


    • As the world map is now larger, map nodes can now be more accurate to the story that is taking place
    • Zooming in and out of the World Map also changes the camera tilt


      • Zooming further out looks more flat like a world map

      • Zooming in adds more tilt to the camera, showing off the depth and detail of Etheria



    • Map Nodes have a shiny new base







    • Replaced “Level an Item” Quest Pass Task with “Win a Dungeon Battle”, this may require a daily reset to take effect, before the task is replaced.
    • “Upgrade an Item” Quest Pass Task also triggers on fully honing pieces of gear.
    • Updated Goals for getting any gear to a specific level to trigger on battle scroll levels instead.
    • Updated Goals involving getting elemental items to specific levels, and replaced them with the equivalent rarity.




    We have also added in some new Goals to complete in Season 3.0 and later, including:

    • Completing Adventures
    • Collecting Portraits
    • Collecting Portrait Frames
    • Visiting Merchants during Adventures
    • Unblocking Blocked Paths during Adventures
    • Collecting Fae Gifts during Adventures




    As some players in Versus may have noticed, in certain circumstances an activatable Hero Gem can be spawned by the enemy that only the player can use. In order to level the playing field, we have introduced Gem Ownership - where a gem can only be used by the character that spawned it. This Gem ownership is denoted by an Icon in the gem help display, as well as an idle effect for gems owned by an enemy.

    • A Gem can only be activated by the character who owns it (no more stealing the other player’s Treasure Gems in Versus!).
    • If an owned Gem is destroyed by the opponent, there may be a limited effect for the owner, but the full effect of the gem won’t be triggered.


      • Rage Gems will grant the Owner Rage, but won’t explode

      • Juju Gems will give the Empower Juju buff, but won’t spawn new gems

      • Shield Gems will give the Owner a Barrier, but won’t destroy the column

      • Shadow Gems won’t spawn new Purple Gems

      • Treasure Gems will give the Owner Greed, and possibly spawn another, but won’t destroy the Row & Column
        • Imp Gems will give the Owner Brimstone and their opponent Wither, but won’t explode







        • Heroes will now receive a Stun Barrier when recovering from Stun
        • This applies to your own Heroes, as well as Heroes in Versus




        Damage reflected by the Reflect status effect is now considered Non-Lethal damage, leaving the recipient with at least 1 Life remaining (even if at 1 Life)




        • Resource descriptions for Shards, Runes, Scrolls, Glyphs, and Relics have been updated to match their new functionality
        • Added a continue button to the map screen for seasons that use the map.
        • Battle reward menu now shows the bonus resources gained due to stats, altars, and kingdom titles.



        Increased the number of available Loadouts from 8 to 16







        • Plague Witch ‘Infuse Poison’ can remove Hero Gems (Imp Gem)
        • Godslayer Weapon explosion now gives Mana
        • All issues relating to Reflect have been resolved by the change to non-Lethal Damage
        • Fixed PvP opponents not including the stat boosts from their spell collection
        • Adventure Energy purchased in the shop is no longer lost on daily reset



        • End Turn" appears/remains when there are matches available
        • Salvage All text is now appropriately pluralised
        • Updated loading screen tip for hunts to be clearer
        • Fixed percent complete display for seasons showing incorrect values
        • Salvaging items in the reward screen now shows the correct number of items being salvaged
        • Added missing replay button to story complete panel in the Season Archive
        • Spell pages gained in reward menu now exclude page count from previous levels in the total, to match the display in the spell info menu



        Fixed upgrading spells to any Plus rarity not triggering upgrade goals




        • Preview Spell missing buff from Spellbook
        • Leaving game in background causes black background
        • PQ3 client is causing some devices to overheat (iOS/Android/Xbox Series X)
        • Attribute bonuses displaying incorrectly when viewing tooltips
        • Risen Gems affecting linked gem matches
        • Gear rewards in Seasonal Cache display as duplicates with different chances