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

Puzzle Quest 3

The Gear Rework

Yes, you read that right – the time has come for the official Puzzle Quest 3 Gear Rework!

Quick note before we get started though- while we would’ve loved to have gone into as much detail as our Spell Rework blog, given that the release of 3.0 is right around the corner, we wanted to focus on getting the information out to you folks in a timely manner.

So, this blog will give you the details, the FAQ, and a bit of a light explainer of where we were coming from, with the rest of the 3.0 Patch Notes to follow later in the week!

What are we trying to do?



In a nutshell, we’re trying to both simplify things, and make sure it always feels fun to get Gear no matter where you are in your journey!

Our goals were:


  • Reduce the complexity of the Gear System (in the early-game there can be quite a lot of cognitive-load tied up in choosing what to upgrade or not upgrade)
  • Reduce the investment required for specific pieces of Gear to allow for more flexibility
  • Not change too much about the inner workings of the Gear itself
  • Gear will now drop with Core Stats (Armor, Block, Resistance, Attack, Mastery) and Attributes determined by the Rarity of the Gear


Quality



Stats and Attributes will fall within a range based on an item’s Rarity. This is referred to as “Quality.”

This is not so much a change to the types of numbers you’d see associated with Gear, just a more visible gauge of how good the number on the stat/attribute is within the possible range.

list]
  • Higher Rarity items will have a higher floor and ceiling on their Quality ranges
  • The overall Quality of an item is summarized in its Quality value
  • Higher Quality Mythic items also have an accompanying word to describe their Quality:


    < 600: Mythic
    600 - 749: “Divine” Mythic
    750 - 849: “Sacred” Mythic
    850 - 949: “Exalted” Mythic
    950+: “Immortal” Mythic

    Note: This does not have any impact on gameplay.
    They are just words that are used as shorthand for the upper range of Mythics due to the size of the range.




    Battle Scrolls



    Much like Spells, we’ve removed the need to Level-up specific items by essentially transferring those Levels over to 3 new Battle Scrolls:



    Item levels have been consolidated into 3 Battle Scrolls per Hero:

    Offense - Affects Weapons and Shields
    Defense - Affects your Helm, Shoulders, Chest, Legs, Gloves, and Boots
    Utility - Affects your Necklace, Belt, and Rings



    • Leveling up each scroll improves all of the relevant item’s Attributes
    • Leveling up a scroll uses Gold, Shards and then Glyphs at the higher levels
    • Battle Scroll levels are capped at your Hero level


    Honing





    Individual items can now be Honed! Honing an item uses Runes and Relics to improve the core stat and all the attributes on an item by a small amount.

    Think of Honing as though you are sharpening your blade or polishing your shield!


    Items of different rarities can be honed different amounts:

    • Common: N/A
    • Uncommon: Up to Tier I
    • Rare: Up to Tier II
    • Epic: Up to Tier III
    • Legendary: Up to Tier IV
    • Mythic: Up to Tier X


    The costs for Honing each Tier are the same, regardless of the rarity of the item

    Honing Tier is represented by pips on the left side of the item display

    Any resources used in Honing are returned if the item is Salvaged

    Items of different rarities can be honed different amounts:



    New Resource: Aether





    Aether is a new crafting resource and is collected from Salvaging Rare or better items


    • Rare: 1 Aether
    • Epic: 4 Aether
    • Legendary: 20 Aether
    • Mythic: 100 Aether


    Follower Update



    Toragon, Gemka, and Soulchaser have all had 3 crafting options added.

    Follower Crafting will be updated further in Update 3.1

    [tr]
    [td]Follower Level[/td]
    [td]Ability[/td]
    [td]Cost[/td]
    [/tr]
    [tr]
    [td]30[/td]
    [td]Craft Random Epic Weapon or Shield/Accessory/Armor[/td]
    [td]20 Aether[/td]
    [/tr]
    [tr]
    [td]40[/td]
    [td]Craft Random Legendary Weapon or Shield/Accessory/Armor[/td]
    [td]100 Aether[/td]
    [/tr]
    [tr]
    [td]50[/td]
    [td]Craft Random Mythic Weapon or Shield/Accessory/Armor<[/td]
    [td]500 Aether[/td]
    [/tr]



    Salvaging Update



    With the removal of Levels from Gear pieces, the chance of getting the Rune or Relic from a salvaged item is now based on the item’s primary stat, Quality, taking into account the Rarity of the item.

    Generally, the better an item is in comparison to other items of its rarity, the better the chance of salvaging the Rune or Relic

    e.g. An Epic Buccaneer’s Charm with 258 Resistance (the Primary stat for Accessories) has a 4.6% chance of getting a Rune and 4.6% chance for a Legendary Relic vs an Epic Buccaneer’s Charm with 301 Resistance (%6 for a Rune, %6 for a Legendary Relic)

    A set amount of Aether is Salvaged from Rare or better items

    Salvaging a Honed item will return the materials used in Honing that item

    Gear Vault



    The Items in the Gear Vault have had their display updated to reflect the system changes

    The different tabs in the vault are now named, rather than using icons

    Items & Minions can now be quickly equipped without opening the full info screen (similar to Spells)

    Compensation/Transition



    All of your Gear will be converted straight to the new system.


    • All Rarities will remain the same
    • No Gear pieces will be removed




    • All Gear will be converted to keep the existing stats as similar as possible. Everything converted should end up similar if not better than what they are currently.
    • You will receive 4 Tier IV Relics per Mythic in your Inventory.
    • Your Battle Scroll Levels will be set based on the highest level Gear piece in each Battle Scroll category, capped at each Hero’s Level.


    Example:

    I have…
    A Level 47 Savior’s Locket
    A Berserker at Level 50
    A Shaman at Level 35

    My Berserker will have a Level 47 Utility Scroll, and my Shaman will have a Level 35 Utility Scroll.


    FAQ



    Q. But how will my Gear be affected? Will my Hero be weaker after the update since there is more ways to upgrade Gear with Honing and Battle Scrolls?

    A. All your gear will remain the at least the same, if not improved.

    Q. Is anything changing with Gear drops in Chests?

    A. Yes. We are making changes to the drop rates for Chests to better support the new system, such as reducing the chances of seeing Common and Uncommon Gear at higher player/Chest levels with the chance being 0% at Level 100 in Ruby and Diamond Chests.
    As of right now, these are still being adjusted in the lead-up to the release of 3.0.

    Q. Has anything changed in rerolling Attributes? Or is it the same as before, just now there are the Honing and Battle Scroll bonuses on top?

    A. This is the same as before - the Quality of an Attribute will stay the same, but the Attribute itself can change.

    Q. Are there any more details about the Follower changes coming in 3.1?

    A. There are limited details we can share for the moment, however, this is what we’re aiming for with our beloved Toragon, Gemka, and Soulchaser:

    • Ensure that their abilities are integrated better with the new system
    • Open up some of their abilities earlier so newer players can benefit from them earlier
    • Allow more flexibility for players in how their abilities are used
    • Preferably move away from having one giant horizontal list with every possible option for each of them (i.e. we’d like to streamline the UI and crafting flow)


      Q. Will Seasonal Caches continue to drop only Legendary versions of the Season 3.X items?

      A. They can drop at Mythic or Legendary now. In 3.0 you may notice it will have multiple of the same rarity piece of Gear with various percentage chances. This is to show the chance for the different Quality ranges.
      In 3.1 we will update how this information is displayed so it is easier to understand at a glance.

      Q. How is Gear Score and “perceived strength” determined after these changes?

      A. The calculations for perceived strength are based on actual stats, so the calculation is unaffected. The final value will change based on the character’s new stats. The Gear Score calculation does not take an item’s Quality into account.

      Q. What can I do with Shards and Glyphs after my Battle Scrolls are Level 50

      The Follower Crafting changes discussed above will assist somewhat with this, but overall we’re developing other late-game systems that can continue to utilize resources.


      To join the discussion, share questions or read any further feedback, please jump into our Community Forum here
  • Update 2.5 Patch Notes







    Values in bold are affected by the rarity or element of the item.

    The Fathomless Shields




    [expand type="details"]Shield of Corruption
    It will keep you alive, but at what cost? If a shield could protect you, but bearing it cost a part of your soul, would you still wish to live?


    When taking damage to Life, gain 1-6% Elemental Damage Resistance, matching this items Element.



    Shield of Doomwood
    Recovered from the deepest parts of the Doomwood, it is believed this shield was once the only thing stopping a world-threatening spider infestation. Nobody quite knows the real story, but those who bear it seem to be extra suspicious of eight-legged creatures.

    When applying a Status Effect to the Enemy, gain 2-7% Elemental Damage Resistance, matching this items Element.



    Shield of the Deep
    Originally discovered by a wandering fisherman, this shield has been further down in the depths of the ocean than most living beings. Nobody is certain whether the eyes etched upon it are merely decorative, or if they belong to a creature who made its home inside it long ago.


    When matching a Big III+ Gem, gain 1-6% Elemental Damage Resistance, matching this items Element.



    Celestial Shield
    Those who wield the Celestial Shield become filled with a confidence they’ve never felt before. For some, this provides the inspiration and courage they need to succeed against all odds. For others, it makes them foolish enough to believe they can achieve feats far beyond their capabilities, and leads to their downfall.

    When healing Life, gain 1-6% Elemental Damage Resistance, matching this items Element.



    Risen Shield
    A relic of the Risen Ruins, this shield has survived more than the test of time. It has seen death and victory in equal measure - an appropriate fate for an object with decorations like the eyes in its center.

    For every 2 gems of of this items Element on the board, gain 1-6% matching Elemental damage resistance.



    Immortal Shield
    There are tales that say this shield was used by the only man to ever look Yog-Thaddasa in the eye and survive.

    When blocking, gain 1-6% matching Elemental damage resistance.

    [/expand]





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

    Godslayer
    A flail designed for the purpose of destroying Yog-Thaddasa. Though this may be an impossible feat, it is still imbued with great power.

    On matching skulls, 0-100% chance to Explode 3 Gems matching this items Element.



    Eldritch God Set Bonus


    Eldritch God (2 piece set bonus)

    If afflicted with Possessed, or enemy is afflicted with Doom, gain 5-10% extra damage.



    Eldritch God (4 piece set bonus)



    • When matching Light Gems 10-60% chance to gain a random Buff for 4 turns.
    • When matching Dark Gems 10-60% chance to inflict a random Debuff on the enemy for 4 turns.



    Eldritch God (6 piece set bonus)



    • When taking damage, 5-10% chance to create 2 Corruption Gems
    • When inflicting a status effect on the enemy, 10-15% chance to create 2 Doomwood Gems
    • When destroying 5 or more gems, 10-15% chance to create 2 Deep Gems
    • When healing, 5-10% chance to create 2 Celestial Gems









    Values in bold are affected by the level or rarity of the spell.

    [expand type="details"]Deep Shot(130 Blue Mana)

    Deal 1x Ice Damage and spawn 1-6 Deep Gems.



    Corrupting Light(140 Red Mana)

    Convert 2-7 Yellow Gems to Corruption Gems, and Heal for 0.5x Health



    Celestial Explosion(180 Yellow Mana)

    Explode 3 Red Gems, and a 10-60% chance to Create 1-6 Celestial Gems.



    Cleansing Doom(120 Green Mana)

    Create a mix of 2-7 Green and Doomwood Gems, and there is also a 25-75% chance to Cleanse 2 Debuffs.


    [/expand]





    [expand type="details"]Tigerpaw Shark

    Mighty

    PvP Spell: Versus Spell: Sharktooth Thrust (50 Mana)

    Spell Details
    Deal 1x Ice Damage, and Freeze the enemy for 4 turns. If the enemy is already frozen, spawn 2 Shark Gems instead.



    Striperling

    Speedy

    PvP Spell: Versus Spell: Lure Prey (70 Mana)

    Spell Details
    Deal 0.8x damage as light. If the target has no Resistance left, deal 1.5x damage as melee.




    Nautilus Crab

    Mighty

    PvP Spell: Versus Spell: Rime Tipped Roots (65 Mana)

    Spell Details
    Deal 1x Ice damage, and gain 0.75x Resistance.



    Jelly Queen

    Cunning

    PvP Spell: Versus Spell: Poison Maelstrom (60 Mana)

    Spell Details
    Heal for 0.75x Health, if the enemy has Poison, also heal for 0.75x Armor/Resistance.


    [/expand]

    The Items, Spells, and Minions use new Relics obtainable through the Season Dungeons to evolve.





    Eldritch Necromancer



    When you wear this slightly unsettling garb, you’ll always be able to sleep with one eye open!





    We have been working on these changes for a while. We’re very excited you all finally get to experience them!
    We’ve been reworking the Spell System in PQ3 to allow for more flexibility in Spell-use and collection, as well as continuing on our mission to bring even more Puzzle-Questy-ness into Puzzle Quest 3!

    For more detailed information about these changes, including a compensation break-down, you can read our Spell Rework Blog!



    Update 2.4: The Poisoned Sea - Patch Notes



    This update releases on Tuesday November 21st at 00:00 UTC

    The Season begins at daily reset (00:00 GMT) on the Tuesday 28th November







    Values in bold are affected by the rarity or element of the item.

    The Buccaneer's Set



    [expand type="details"]Buccaneer's Cutlass (Weapon)

    Inspired by a design seen on the back of an old compass, this charm is believed to guide the wearer towards a great treasure.

    Gain 1% damage increase for every 16-10% Gold Bonus you have. (Capped at 10% increase; -2% per rarity).
    Mercenary: 14-8%



    Buccaneer's Tricorn

    No outfit is complete without a leather tricorn, and no pirate will ever leave even the most dangerous of close call situations without their hat.

    When matching 5 or more Yellow Gems in a single match, increase Gold Bonus by 2-5%..
    Mercenary: 4-7%



    Buccaneer's Breeches

    Fashionable, breathable, and quick-drying. Essential for a modern-day pirate.

    Gain Armor equal to your Gold Bonus divided by 25-10% of your Starting Armor when matching 6 or more gems. (-5% per rarity)
    Mercenary: 10% chance to spawn a Greed Gem



    Buccaneer's Ring

    Taken from the finger of a drowned pirate king and passed down through generations. Well, if ‘generations’ meant ‘by random strangers’ and ‘passed down’ meant ‘constantly stolen’.

    When making 7-4 or more matches in a turn, there is a chance equal to your Gold Bonus to spawn a Blue Gem
    Mercenary: 10% chance to spawn a Greed Gem



    Buccaneer's Charm

    Inspired by a design seen on the back of an old compass, this charm is believed to guide the wearer towards a great treasure.

    When matching 5 or more Yellow Gems in a single match, increase Gold Bonus by 2-5%..
    Mercenary: 4-7%



    Buccaneer's Baldric

    Some say the buckle is made of fool’s gold, some swear it’s real. One thing’s for sure – it’s really fashionable.

    When making a column match, increase Gold Bonus by 7-10%
    Mercenary: 9-12%

    [/expand]

    Update 2.3 Patch Notes

    The Season begins at daily reset (00:00 GMT) on the DAY MONTH.



    This update releases on Tuesday September 19th at 00:00 UTC

    The Season begins at daily reset (00:00 UTC) on Tuesday October 3rd









    Values in bold are affected by the rarity or element of the item.

    The Diraqine Set


    [expand type="details"]Diraqine Scimitar

    Scientific calculations were used in the forging of Diraqine weapons to ensure perfect weight distribution of materials leads to optimal performance.

    If the Enemy is Blind, add 9-18% to this weapon’s elemental Damage Bonus



    Diraqine Protector
    Emblazoned with the visage of a lion, this shield taken from the house of a noble projects ferocity and elegance in equal measure.

    When receiving damage, 10-25% chance to gain Reflect (after the damage is applied)



    Diraqine Leggings
    Light and breathable, these form-fitting leggings are perfect for those who wish to maintain a low profile - in fashion and on the battlefield.

    If the enemy is Blind, deal 10-25% extra damage to Armor and Resistance



    Diraqine Chest
    The design of the Diraqine armor is understated but intricate, and provides extra camouflage under the cover of darkness.

    At start of turn, if I am Blind, gain 5-8% Armor



    Diraqine Boots
    The curved toe makes these boots perfect for some sand-surfing between battles.

    When matching 10-7 Yellow Gems, Blind the enemy for 2 turns



    Diraqine Binding
    Covered in jewels of Diraqine glass, this belt has traditionally been worn by those in positions of political power for protection.

    When matching Yellow Gems, there is a 20-35% chance to gain 5% power, double the power gain if the enemy is Blind

    [/expand]


    Diraqine Gear Set Bonus



    [expand type="details"]Diraqine I (2 piece set bonus)

    When applying Blind on the enemy, Heal for 2% of Max Health
    Gain 5-30% All Elemental Damage Reduction if facing Season 2.3 enemies.



    Diraqine II (4 piece set bonus)

    When dealing Light Damage, Heal for 2% of the damage done
    Gain 5-30% Melee & Missile Damage Reduction if facing Season 2.3 enemies.



    Diraqine III (6 piece set bonus)

    Increase effectiveness of Blind to 66%
    Gain 5-30% Power if facing Season 2.3 enemies.

    [/expand]





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

    [expand type="details"]Watchers Pauldrons

    It feels as though these pauldrons are alive, somehow. Alive, and always watching.

    When healing Life, also heal Armor and Resistance for 2-5% of the amount healed.

    [/expand]





    Values in bold are affected by the rarity or element of the spell.
    [expand type="details"]
    Soul of the Scales (120 Yellow Mana)

    If I have more health than the enemy, deal 1x Light Damage. Otherwise Heal for 10-20% Max Life.
    [Level: Damage. Rarity: Heal]



    Rage of the Ram (105 Red Mana)

    Deal 1x Fire Damage, and have a 1-6% chance to Stunthe enemy
    [Level: Damage. Rarity: Stun Chance]



    Brawn of the Bull (135 Purple Mana)

    Heal for 0.75x Armor and Resistance, and 10-35% chance to gain a Barrier
    [Level: Armor and Resistance, Rarity: Barrier Chance]



    Flow of the Fish (95 Blue Mana)

    Convert 3-8 Green Gems to Blue, and have a 25-75% chance to Cleanse 2 status effects
    [Level: Cleanse Chance. Rarity: Convert Gems]



    [/expand]






    [expand type="details"]
    Grenie

    Cunning
    Versus Spell: Tainted Wishes (60 Mana)

    Deal 1x Poison damage. If the enemy is already Poisoned, explode a random Green Gem.



    Elverling

    Speedy
    Versus Spell: Sand Spit (75 Mana)

    Deal 1x Light damage, + 50% if the enemy is Blind.



    Mini-Zealot

    Speedy
    Versus Spell: Blinding Light (65 Mana)

    Deal 1x Light Damage and Blind the enemy for 4 turns.



    Spykrion

    Mighty
    Versus Spell: Fiery Pincers (80 Mana)

    Deal 1.5x Fire Damage.



    [/expand]



    The Items, Spells, and Minions use new Relics obtainable through the Season Dungeons to evolve.





    Diraqine Assassins


    Project the perfect mix of darkness and light as you navigate the shadows of the world.








    Many of you have been asking about the weapon of legend that will complete the Legendary Set from our 2022/2023 Season arc.

    In our new (most ambitious so far) Adventure “Dragonking’s Prize” you’ll find out about the history of the Legendary Dragonking Axe while you chase down your prize!

    [expand type="details"]

    • This will be an Ultimate difficulty Adventure where you will journey to collect 4 Legendary Flux that will unlock Ragnar’s Vault, where the Axe has been taken. It includes:
    • Persistent Health & Potions
    • 5 Energy per day
    • A final reward of the Legendary Dragonking Axe

    [/expand]
    The debut for the Dragonking's Prize Adventure will be:
    00:00UTC Thursday 21st September → 11:59UTC Saturday 30th September





    We’ve added a brand new Login Rewards calendar!

    • Get a new reward each day you login in
    • No need to actively collect anything, logging in is enough!
    • No, you do not need to login on consecutive days. We’ll just count every day you login!
    • View the rewards for the week in the new Overview Tab on the Tasks menu







    Opponent Item Abilities in Versus


    [expand type="details"]
    Opponents in Versus will now get the full benefit of their Gear abilities!
    We are hoping this provides a more true and interesting experience on fighting a hero.

    • Your opponent's abilities can be previewed before entering battle by checking an opponent’s stats before battle.
    • Note: Spell Set Bonuses are not applied to the opponent

    [/expand]

    Matchmaking Updates


    [expand type="details"]
    We have made a change to how the three opponents are chosen. Currently the options presented are based on your perceived power level, your level, and your points in the Tournament. These were intended to present a few different options not purely based on power. However, these options have understandably brought frustrations among the competitive players vying for the top of the leaderboards. In order to help alleviate some frustrations, we have made the following changes:


    • The three opponent options will now be based on:

      • Within +/- 10% of your perceived strength
      • Greater than +10% of your perceived strength
      • The highest strength player in your league


    • Opponents you already have a top score registered against should not appear again as possible opponent options. So in the case of the highest strength player in your league, it should grab the next highest, then the next, etc.
    • You can sometimes be presented with opponents who did not meet the criteria of the tournament. This can happen if there was absolutely no one else within the matchmaking criteria for you. If this happens again now, we now check for possible opponents again but without any power level restrictions (so could be presented with characters much stronger or weaker than usual).
    • This may still happen under certain circumstances, but less often than before.

    [/expand]

    Ongoing Versus Development Update


    [expand type="details"]
    Thank you to everyone who has been providing us feedback and being patient as we implement changes to Versus. We believe that the changes make for a more interesting gameplay experience, but understand that it can be frustrating. We’re still keeping an eye on all your feedback to help improve the mode going forward.

    In 2.4, we’re hoping to introduce some changes to scoring bonuses, so that it won’t be purely based on your remaining Armor/Life/Resistance.

    Beyond that, we also have plans about bringing further parity to the opponent heroes in Versus, so that it can really feel like you’re fighting another hero, and how we can address having so many Versus battles to do each day at the end game level.

    Thanks again and please keep sending in your feedback so we can keep making improvements!
    [/expand]







    [expand type="details"]

    • Owned Skins will now be first in the Skins list, followed by unowned skins


    • Improved the Create Hero Menu to make it more readable for new players
    • Added improved Controller Support and shortcuts into the Create and Select Hero Menu
    [/expand]





    [expand type="details"]

    • Heroes can now be swapped from the new Hero Selector Popup

      • Accessed from the Arrow to the left of the Hero Name and Level in the Main Menu

    • Swapping heroes can now be done without entering the Hero Selector Menu
    • The new selector lists all heroes in an expanding popup list for ease of use
    • You can also create new heroes from this popup!
    • You can still access the existing Hero Management menu by selecting the Hero Management button on this popup



    [/expand]





    We have added an Overview tab to the Tasks menu!

    [expand type="details"]
    This menu will show:

    • Activities close to finished
    • A summary of your Login Rewards



    [/expand]







    In the Crowns section of the Shop, there’s a new option available to have Crowns sent to your mailbox every day!

    [expand type="details"]

    • You’ll get a purchase bonus of 250 Crowns immediately
    • Then 35 Crowns per day every day for the following 30 days for a combined total of 1300 Crowns
    • Every additional 30 Days of Crowns purchased will add another 30 days!

    [/expand]









    • Added Quantities to the Choose a Relic menu for both creating and spending relics
    • This is also applied to Eveline’s Crafting Menu, along with any Flash Offers containing Relics in the Choose an Item offer




    • The prebattle display for Story and Adventure now show 3D enemies








    [expand type="details"]

    The following enemies were not dealing the correct type of damage with their attacks. They have been corrected

    Dreamguard
    Andromene
    Andromene’s Barb
    Raging Owlbear
    Giant Plague Rat
    Roast Cockatrice
    Basilisk
    Gnoll Scavenger
    Gnoll Demolishionist
    Sand Golem
    Manticore
    Gornak Elfeater
    Gravey
    Pesky Goblin
    Vicious Rat
    Queen Teenah
    Teenah’s stinger
    Living Statue


    • Warlords Battleaxe was applying bonus damage incorrectly
    • Curing Doom immediately triggers true damage of remaining stack
    • Possessed has unintended interactions with and is breaking Barrier
    • Fixed some mathematical interactions between Brimstone, Imp Gem and Burn. These should now be working as intended.
    • Fixed Necrotic Binding mana recovery amount, and triggering conditions
    • Fixed Lightbringer’s Protector status effect not lasting as long as it should
    • ‘Rooster’s Crow’ passive was not triggering when 10+ yellow gems were matched

      • Alpha Crow has also been fixed

    • Game interactions no longer stalled while ‘Posessed’ is resolving, instead only one instance of damage will be dealt
    • Autoplay can become ‘stuck’ casting a spell when no matches are available
    • Closing ‘Friends’ Overlay mid-battle causes a forfeit

    [/expand]





    [expand type="details"]

    • Line displaying on spell graphic in Hero menu
    • Fixed gear loadout drop down showing previous hero’s loadouts after changing heroes
    • Fixed overly sensitive pinch to zoom in character previews in create hero and the bestiary
    • Fixed World Map Scrolling and Zooming on controller when a menu appears over-top of it
    • Dropdowns can now be closed on Controller using the Back button, and no longer closes the menu behind it
    • Moved enemy name text closer to their icon in the bestiary
    • Multi-enemy preview ‘?’ not displaying enemy details as intended
    [/expand]





    [expand type="details"]

    • Fix pushed between 2.2 & 2.3: Royal Boots were giving a flat bonus instead of a % bonus when matching Big Gems
    • Fix pushed between 2.2 & 2.3: Deep gems were referred to as Shark gems in some areas of the game
    • Fixed Event tasks not disappearing from the daily tasks when completed
    • The Merchant in the Khazdhuli Expedition Adventure has replenished their stock of Khazdhuli Relics, replacing the Guard Relics they were offering
    [/expand]





    [expand type="details"]

    • Gold total in gear/spell upgrade pop-up does not update, preventing upgrade if player collects mail while in the gear screen
    • Can be resolved by exiting and re-entering the screen
    • Reflect can be triggered after an enemy is defeated- this can cause a loss with the player taking reflected damage before the battle resolves
    • Leaving game in background causes black background
    • Minotaur Paladin tail is way too excited
    • Plague Witch ‘Infuse Poison’ can remove Hero Gems (Imp Gem)
    • End Turn displays when m ‘Ulti”End Turn” appears/remains when there are matches available
    • Doomknight spell icons are displaying as the same icon
    • PQ3 client is causing some devices to overheat (iOS/Android/Xbox Series X)
    • Spells being cast prevent the Dwarven Boots Armor & Trarg Gloves bonus from applying
    • Taking enough damage to lose all health from Skarkskin robes effect causes defeat
    • Both opponent and player dying (that results in a loss) causes the shrine to pop-up
    • The dungeon Rewards menu causes a soft-lock (restart required)
    • PvP battles can display a ‘Unknown Room Error’ when loading the battle
    • Evelyn is displaying incorrect reward text within the Tavern
    [/expand]

    Update 2.2 Patch Notes

    The Season begins at daily reset (00:00 GMT) on the DAY MONTH.



    This update releases on Tuesday August 1st at 00:00 UTC

    The Season begins at daily reset (00:00 UTC) on Tuesday August 8th











    Values in bold are affected by the rarity or element of the item.

    [expand type="details"]Trarg Hookblade (Sickle)



    Once this curved blade has become embedded in its victim’s body, removal without causing further injury becomes impossible.

    On Matching this item’s Gem Color there is a 20-35% chance to pick a random Gem of this item’s Gem Color and destroy it and all the gems to the left of it.



    Trarg Necklace

    With the emblem of the proud Trarg Army in the center, this necklace is a reminder that its wearer is part of something greater.

    If the enemy is faster than me, there is a 40% chance to create 1-4 Big I Gems at the start of my turn.




    Trarg Shoulders

    Woven from rare Trarg yak leather, these shoulders provide protection and comfort in the unpredictable climate of the plains.

    If the enemy is faster than me, Gain 15-30% Light Damage Resistance. If the enemy is slower than me, Gain 15-30% Ice Damage Resistance.



    Trarg Helm

    The sturdy yak leather wrapped around this golden frame may have cracked over time, but it still offers ample protection.

    40-100% Chance to start battle with Haste for 3 turns.



    Trarg Gloves

    Padded fabric spun from yak wool lines these gloves to make them warm and comfortable.

    Gain 0.5 – 2% Crit for every 10 Speed above 100.



    Trarg Belt

    The fabric and tassels hanging from this sturdy belt make it suitable for both ceremonial and practical purposes.

    Increase my Power by 6-12% if my speed is higher than the enemy’s.

    [/expand]

    Trarg Regalia Gear Set Bonus



    [expand type="details"]Trarg Regalia I (2 piece set bonus)

    When matching 8-13 or more Yellow Gems, gain 10 speed.
    Gain 5-30% All Elemental Damage Reduction if facing Season 2.2 enemies.



    Trarg Regalia II (4 piece set bonus)

    When dealing Ice Damage, there is a 25-50% chance to reduce the enemy’s speed by 25 for 4 turns. If their speed is already 0, gain 10 speed instead.
    Gain 5-30% Melee & Missile Damage Reduction if facing Season 2.2 enemies.



    Trarg Regalia III (6 piece set bonus)

    When Frozen or Terrified, at start of turn 60-85% chance to consume the status effect and gain 20 speed.
    Gain 5-30% Power if facing Season 2.2 enemies.

    [/expand]








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

    Sculpted in the image of the Landshark soldiers, these boots are unfortunately too small to fit on a Landshark’s foot. For most other races, however, they are just the right size.

    When matching 8 or more gems, 50-80% chance to pick a random gem, and destroy it and any gems below it. If I have haste, pick two random gems instead.










    Values in bold are affected by the level or rarity of the spell.

    [expand type="details"]Deep Waves (190 Blue Mana)



    Gain 1x Armor and Resistance. If I am under 20-35% Max Health, also deal 1x Ice damage to the enemy.

    Level: Damage
    Rarity: Health



    Deep Venom (120 Green Mana)



    Deal 1x Poison damage, if I am under 20-25% Max Health, also deal +25% extra damage and poison them for 4 turns.

    Poison: Poisoned characters take extra damage each turn.

    Level: Damage
    Rarity: Max Health



    Deep Storm (150 Yellow Mana)



    Take 10% of Max Health as Light damage and gain 10 speed, if I am under 20-35% Max Health, also deal 3x Light damage to the enemy.

    Level: Damage
    Rarity: Max Health



    Deep Magic (100 Purple Mana)



    Gain 0.25x Power. If I am below 20-25% Max Health, double the amount.

    Level: Power
    Rarity: Max Health

    [/expand]








    [expand type="details"]Leg Shark



    Mighty

    PvP Spell: Frost Bite (65 Mana)

    Deal 1x damage as ice, with a 25% chance to inflict Freeze on the enemy for 3 turns.
    Freeze: Frozen characters gain half the amount of Mana from matches.



    Axolittle



    Cunning

    PvP Spell: Bubble Shot (50 Mana)

    Deal 1.25x Ice Damage, plus bonus damage equal to my highest elemental resistance, dealt as that element.



    Mini-Cultist



    Cunning

    PvP Spell: Dark Venom (70 Mana)

    Deal 1x Dark Damage and Poison the enemy for 4 turns.
    Poison: Poisoned characters take extra damage each turn.



    Trargy



    Cunning

    PvP Spell: Light Arrow (55 Mana)

    Deal 1x Light damage, +10% for every 10 speed (rounded down) I have above 100.

    [/expand]

    The Items, Spells, and Minions use new Relics obtainable through the Season Dungeons to evolve.








    You too can be just as fancy and comfortable as the Trarg of Trarg!






    We’ve added a brand new Tasks Menu to the game, that you can find with the help of good buddy Gong!

    We’ve added this because we wanted a central location for:



    This is where you can see the tasks and goals you could work to achieve in the day all in one place!





    Added tab to view all the passes, and progress toward your next rewards… You guessed it- All in one place!





    Another one of the things we’ve gathered into the Task Menu is a new Advent Calendar! We’ve sort of informally run these before, but with multiple elements in multiple different places.

    Now for special events, you can find all of the activities… Once, again… In one place!

    Each Advent Calendar can have the following:

    • Flash Offers associated with the event
    • Giveaways!
    • Special Event Tasks







    The time has come for our first major update to PVP!

    We had two particular goals with this update:

    • Make leaderboards more competitive rather than clustered
    • Get people more appropriate opponents when matchmaking




    In Tourneys, you now have the ability to choose from 3 opponents before entering into battle!
    These opponents are chosen from three different criteria:
    • Level
    • Current Tourney Points
    • Gear score

    Your Gear Score is based on the highest Gear Score that can be made from the items you own which adhere to the Tourney’s restrictions, not your currently equipped Gear Score.



    The UI for Versus has been updated to reflect the above changes.

    • 3D character previews have replaced the 2D portraits in the pre battle screen.
    • A direct link to the Honor shop has been included in the Versus screen.
    • The Join Tourney screen has been given a refresh.
    • You can also now view the rewards and Leaderboards from a Tourney before joining.






    • Opponents will now be worth a set number of points, based on their perceived strength, rather than every opponent giving the same number of points.

      • The base score has been changed from 1000 to 700, and further increases to the base score are made based on the strength of the opponent
      • The strength of the opponent is determined by their stats

    • The bonus to your score based on your current win streak has been removed (but you’ll still get to see your current win streak)
    • There will now be bonuses instead of detriments to the final score based on your Armor, Resistance, and Life remaining at the end of battle.

      • Bonus of up to 10% each based on the armor, resistance, and life remaining (for up to a total of +30%)

    • The turn detriment to scoring has been removed, so winning faster does not guarantee the highest score

      • This in particular is because the turn detriment was forcing people into builds that were not fun in order to play optimally. This just wasn’t particularly enjoyable for the person putting the build together or their opponent.




    • Both the Tier Rewards for Tourneys, as well as the Leaderboard rewards have been updated. Rewards will now increase as the Player climbs Leagues in each Tourney.

      • Generally this will be an increase to all rewards, except for:

        • First place in the Open Tourney Leagues
        • Places 2 & 3 in the Bronze League which has seen a slight reduction

    • The total scores required for rewards have also been updated to reflect the changes to the scoring.
    • Honor rewarded from each battle has also increased slightly as you climb Leagues.


    We recommend updating your version before participating in Tourneys in order to receive the updated rewards and experience.



    • Tourney rotations will reset with the beginning of Season 2.2.
    • The Elite Tourney weapon group pool has been expanded to include two more groups of weapons:

      • Daggers, Crossbow, and Bows
      • Falchions, Two-Bladed Swords, and Staffs


    Open Tourneys
    [expand="Tourneys" type="Open"]

    [/expand]

    Restricted Tourneys
    [expand="Tourneys" type="Restricted"]

    [/expand]

    Elite Tourneys
    [expand="Tourneys" type="Elite"]

    [/expand]








    To add more variety to Adventures, we’ve now added support for Blocked Nodes! These are nodes that will be blocked unless a requirement is met. e.g:

    • Hero class
    • Adventure difficulty




    • The Adventure shop can now be accessed through a button in the top right of the Adventure Map.
    • The shop is now split into:

      • The Energy tab for Energy-related items
      • The Powerups tab, for crystals and potions etc






    • We’ve added Auto-Advance into the Conversation Menu, which will automatically move onto the next Conversation item without the need to interact with the game

      • You will still need to make your choice when provided with an option
      • Enabling Auto-Advance will still allow you to interact with the Conversations as per normal, so feel free to mix and match how to interact with Conversations!
      • This can be toggled on from the Top Right of the Conversation menu

    • Added new Conversation specific options to the Settings Menu General Tab

      • Text Animation Speed – Changed the speed that the text animates during conversations. This can be changed from Very Slow to Very Fast.
      • Auto Advance Conversations – Enable or disable Auto-Advancing from outside of conversations
      • Advance Interval Time – The amount of time before the conversation will auto-advance to the next conversation piece. This is to help provide players their amount of time they want before going to the next step.









    • Final attack damage in a battle shows for longer before fading out
    • Added button to access the kingdom leaderboard to the title bar in the kingdom menu
    • Added wallet button back onto the header in the shop menu
    • Added possible minion and crystal rewards to Dungeon reward menu
    • Collecting and Crafting from followers will now generally use the smaller wallet popup, if a minion, item, spell or extra inventory slots are gained, then it will use the full screen reward menu
    • Added confirmation popup before spending gems on follower crafting
    • Added scroll bar and a larger gradient mask to the Chest Slots to make it clearer that the area can be scrolled if not all slots are visible.
    • Improved readability on the bonus key and duration text when sending minions to open chests
    • Item tooltips now auto-scroll when the text exceeds the size, rather than shrinking the text






    • Fixed issue with Autoplay causing endless-casts when no matches are available
    • Tourney Trophy bonuses are now correct
    • Fixed issue where player dying during long Gem Cascade causes soft lock
    • Fixed issue where Arachnophobia prompt fails to display the first time a spider is encountered
    • Fixed issue where Plague Priest’s Aura of Antharg healed more than intended
    • Fixed issue where Basilisk’s Poisonous Hide updated so that the first of the 2 turn duration is not immediately consumed
    • Eldritch Wrap Fixed: Correctly applies Doom to enemy instead of self, and correctly only applies to physical damage
    • Fixed issue where the game doesn’t automatically assign a new main hero when the current main hero is deleted




    • Rarity color is no longer missing from certain spell descriptions
    • Fixed issue where the player’s selected Hero character appears over the enemy character in the enemy’s information window when the user selects the ‘?’ Option.
    • Fixed background environment not reloading in on some menus after looking at the change hero menu




    • Fixed issue with overly sensitive pinch to zoom
    • Fixed issue where Flash offer bonus reward icons appear blurred
    • Fixed issue where recommended adventure difficulty was selecting ‘Ultimate’ instead of expected difficulty




    • Fixed issue where kingdoms could get reset twice changing the bazaar deals.
    • Fixed issue where VIP rewards could not be collected if you used the badge in the system bar







    • Gold total in gear/spell upgrade pop-up does not update, preventing upgrade if player collects mail while in the gear screen

      • Can be resolved by exiting and re-entering the screen

    • ‘Rooster’s Crow’ passive is not triggering when 10+ yellow gems are matched

      • Also Alpha Crow

    • Reflect can be triggered after an enemy is defeated- this can cause a loss with the player taking reflected damage before the battle resolves
    • Leaving game in background causes black background
    • Minotaur Paladin tail is way too excited
    • Plague Witch ‘Infuse Poison’ can remove Hero Gems (Imp Gem)
    • When the board is in a state where there are no Gems in that moment available to match, the “End Turn” prompt will appear. This can happen:

      • If a large amount of Gems have been destroyed in a move and new Gems have fallen in
      • When selecting to undo a move in AP mode

    • After casting a spell to replace Gems and new matches are now available.
    • On some devices, there is a small line on the edge of the Hero spell icons in the Hero select screen

      • Fixed in 2.3

    • Issue with the way Warlords Battleaxe applies damage
    • Doomknight has duplicate spell icons
    • PQ3 causing some devices to overheat (iOS/Android/Xbox Series X)
    • Some Premium Skin have incorrect descriptions of where they are attained
    • Curing Doom immediately triggers true damage of remaining stacks

      • Fixed in 2.3

    • Game soft locks when defeating an enemy in Dungeon mode then restarting the game while the Altars are visible then continuing the battle
    • The description text for the Trarg II gear bonus exceeds the bounds of the UI element
    • Items in the Adventure shop do not appear

    Update 2.1 Patch Notes





    The Season begins at daily reset (00:00 GMT) on Tuesday 20th June.







    Values in bold are affected by the rarity or element of the item.
    [expand type="details"]
    Necrotic Tome (Weapon)

    Found deep in the Doomwood forests, this tome has the power to give life or to destroy it – both of which may come at great cost to the wielder.

    When Dealing damage with this item’s Gem Color, there is a 35-50% chance to apply a stack of Doom on the enemy.

    Necrotic Barrier (Shield)

    Depictions of the Doomwood forest adorn the front of this shield as a reminder of the origin of its strong wooden core.

    While I have Doom, increase my Block Chance by 15-30%.

    Necrotic Visage (Helm)

    The shape of this helm’s visor is a tribute to the owls of the Doomwood.

    At the start of battle there is a 50-80% chance to inflict Terror on the enemy for 3 turns.

    Necrotic Steps (Boots)

    One should tread carefully when wearing the shoes of the dead. Thankfully, these boots are brand new.

    If I have Doom, gain 35-50 Speed.

    Necrotic Binding (Ring)

    A pointed reminder of those who came before, forged from a piece of a slain Arachnitaur’s armor.

    At the start of my turn, if the enemy has Terror, gain 1 – 4 to all mana

    Necrotic Sign (Necklace)


    Due to its sharp point, this necklace doubles as a tool for stripping the bark from dead oak trees.

    If the enemy has Terror, increase any healing on me by 35-50%.

    Dreamhold Set Bonus


    Necrotic I (2 piece set bonus)

    When matching Skulls, there is a 1-6% chance to apply 1 stack of Doom to the enemy.
    Gain 5-30% All Elemental Damage Reduction if facing Season 2.1 enemies.
    Necrotic II (4 piece set bonus)

    When dealing Dark damage there is a 5-10% chance to inflict Terror upon the enemy for 2 turns.
    Gain 5-30% Melee & Missile Damage Reduction if facing Season 2.1 enemies.
    Necrotic III (6 piece set bonus)

    If the enemy has Terror, deal 5-10% extra damage.
    Gain 5-30% Power if facing Season 2.1 enemies.[/expand]





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

    Time and barnacles may have ravaged much of this once-shiny garment, but the decorative face of an ancient god that adorns its front seems somehow indestructible.


    On dealing physical damage, there is a 10-40% chance to apply a stack of Doom on the enemy.



    Values in bold are affected by the rarity or element of the spell.

    [expand type="details"]
    Burning Anguish (135 Red Mana)

    Deal 1x damage as Fire, and apply Terror for 2-7 turns. If the enemy already has Terror, deal half the damage again.
    (Level: Damage, Rarity: Status Duration)

    Suffocating Presence (125 Green Mana)


    Deal 1x damage as Poison, and apply Terror for 2-7 turns. If the enemy already has Terror, drain half their mana.
    (Level: Damage, Rarity: Status Duration)

    Creeping Terror (130 Purple Mana)
    Deal 1x damage as Dark, and apply Terror for 2-7 turns. If the enemy already has Terror, reduce their Power by 10%.
    (Level: Damage, Rarity: Status Duration)

    Paralyzing Fear (120 Blue Mana)

    Deal 1x damage as Cold, and apply Terror for 2-7 turns. If the enemy already has Terror, reduce their Power by 10%.
    (Level: Damage, Rarity: Status Duration)
    [/expand]




    [expand type="details"]
    Wolverini

    Cunning
    PvP Spell: Crushing Claws (50 Mana)
    Deal 1x Poison Damage, and apply 1 stack of Doom.
    Doom: After 4 turns, deal 5% of max life as true damage per stack of Doom.

    Wenge

    Speedy
    PvP Spell: Rime Tipped Roots (55 Mana)
    Deal 1x Ice damage, and gain 0.75x Resistance.

    Silkset

    Speedy
    PvP Spell: Terrifying Dance (45 Mana)
    Apply Terror for 4 turns, if the enemy is already terrified heal for 0.5x and apply 1 stack of Doom.
    Doom: After 4 turns, deal 5% of max life as true damage per stack of Doom.

    Prinny

    Mighty
    PvP Spell: Royal Fetor (70 Mana)
    Remove all green gems. Poison the enemy for 1 turn for each gem removed, and add 1 stack of Doom for every 3 gems removed.
    Poison: Poisoned characters take extra damage each turn.
    Doom: After 4 turns, deal 5% of max life as true damage per stack of Doom.

    [/expand]





    A little dark magic can really make an outfit pop!





    Adventures are now able to award bonus xp to specific classes





    It’s now possible to preview what Merchants Deals and Fae Gifts are available after starting an adventure.





    Some nodes will be able to be revisited in future Adventures.



    While the latest spider-friend in PQ3 is adorable to some of us, others have a decidedly different opinion. So this prompted us to add the Arachnophobia setting!

    The Arachnophobia Setting will replace all the animated arachnids in battles with our new friend, Pink Owlbear
    Still images of arachnids (such as those used for the battle icons) will not be swapped
    The Arachnophobia Setting can be changed at any time in the General Settings menu
    In your first battle against an arachnid, you will be prompted with a one-time message asking if you would like to enable Arachnophobia Mode
    Accessing the settings from this prompt will enable Arachnophobia by default





    You can now revisit any enemy you’ve previously defeated in the Bestiary tab on the Adventurer’s Guide!

    Selecting an entry will show more detailed information of their passive and spells, along with a 3D preview of the enemy.
    Selecting an enemy in a pre-battle display or the enemy’s portrait in battle will also open up the details view.
    Note: As a result, the Gem Board overlay for enemies was removed.







    Certain flash offers will now feature bonus rewards for exhausting available purchases



    When previewing a Dungeon that has random enemies to fight, you can select the ? icon to display the possible enemies




    • Added variations to chest opening sound effects, and elemental sounds for item drops
    • Added new hero weapon sounds




    • Added additional confirmation popup to all flash offers and shop products that cost crowns or gems
    • Removed delay on UI appearing when swapping heroes
    • Follower upgrade button is now blue instead of glowing green if you don’t have the resources to upgrade them
    • Improved loading screen art and animations




    • Added notification pips to indicate new kingdom bazaar deals are available and for when the bazaar restock is purchased
    • Added push notifications for when the bazaar restock is purchased
    • Material finder for follower crystals in chests now links to the appropriate dungeon, instead of to the main menu
    • Resh Crystals have been added back into the Season Archive






    • In Kingdoms, the Master of Arms Honor bonus has been increased to 10%
    • Adventure progress now updates correctly when restarting an adventure on a different difficulty
    • Adventure energy now resets correctly when replaying an adventure at an already completed difficulty level
    • Poison Skulls spell was applying poison status effect without a duration. It now has a duration of 4 turns.




    • Fixed hero combat sounds not triggering properly
    • Fixed music intensity scaling incorrectly in some battles




    • Fixed an issue where, if you’d completed all achievements, if you selected Goals and then Progression, Hero or Collection, then selected Battle Goals, the Battle Goals wouldn’t display.
    • Follower Elyra’s gold per hour bonus now displays in her rarity colour
    • Added highlighted and pressed effects to several buttons
    • If you have 8+ Heroes your Hero selection screen will now default to highlighting your main hero when this menu is opened.
    • Fixed an issue where the VIP points text increased when confirming a choice in some chapter packs
    • The purchase button on packs that require a choice is now not clickable until a valid choice has been made.
    • Fixed issue where some of the 1.4 Season text was missing in German





    • Gold total in gear/spell upgrade pop-up does not update, preventing upgrade if player collects mail while in the gear screen
      Can be resolved by exiting and re-entering the screen
    • ‘Rooster’s Crow’ and ‘Alpha Crow’ passive is not triggering when 10+ yellow gems are matched
    • Reflect can be triggered after an enemy is defeated- this can cause a loss with the player taking reflected damage before the battle resolves
    • Leaving game in background causes black background
    • Minotaur Paladin tail is too excited
    • Plague Witch ‘Infuse Poison’ can remove Hero Gems (Imp Gem)
    • When the board is filled in such a way that there’s no available matches, Autoplay attempts to cast a Spell with full mana endlessly
      Fixed in next update, game version 2.2
    • Rarity color is missing from some spell descriptions
    • In the Hero skin preview screen, pinch and zoom is too sensitive
      Fixed in next update, game version 2.2
    • End Turn displays when matches are still available
    • Graphical issue on Hero spells in Hero select screen
    • There is an issue with Warlord’s Battleaxe applying damage to both armor and resistance
    • Doomknight has duplicate spell icons
    • Possessed breaks Barrier
    • Player dying during long Gem Cascade causes soft lock
    • In the enemy information screen the Hero character model appears over the enemy character model
      Fixed in next update, game version 2.2
    • Recommended adventure difficulty is selecting ‘Ultimate’ instead of expected difficulty
      Fixed in next update, game version 2.2

    Last Chance for the Founder's Pack DLC!

    Hello Adventurers!

    With our official release comes the end of our Early Access and with it our exclusive Founder's Pack DLC offer for early adopters. We wanted to light the beacon and let the community have one last chance to take advantage of this special offer before it goes away.

    We’re Exiting STEAM Early Access!

    Hello Adventurers!

    We’re excited to announce that Puzzle Quest 3 is official releasing on Steam and exiting Early Access on May 30th! This transition will take place on May 30th at 5:00pm PT. This coincides with our expansion to consoles and the next chapter of Puzzle Quest 3!

    To all of our Early Access players on Steam, thank you! Over the past year and a half (or so) - you’ve helped provide us with so much valuable feedback starting from day one. Each review, question, and suggestion during this Early Access period helped shaped the game to where it is today and will continue into the official release.

    As a live-service game, Puzzle Quest 3 will continue to develop new content, add gameplay features, and introduce more events and fun puzzle action. We’ll also continue to refine the game with each new update as we strive to create the ultimate Puzzle Quest experience.

    Though we’re exiting Early Access, we still have so many more stories to tell and adventures to uncover across all platforms. We’re excited to continue this epic journey and continue to build the game with your help - this is truly just the beginning!

    We’ll kick off our official release with epic login rewards for all players, so jump in and start your next quest. As always, be sure to Follow us here, on major social platforms, or on our website, for the latest information about upcoming updates, roadmaps, and more!

    MAY COMMUNITY UPDATE

    Hello Adventurers!  We’re in the final stretch of May!

    There has been a lot happening behind the scenes with Puzzle Quest 3. We think that it is a great time to talk a little about what we have been working on and also to catch up with some of our development team.

    Pull up a virtual chair!

    You may recognize some of our development team or have seen them pop up a few times on our community forums, but we'll let them introduce themselves to the wonderful Puzzle Quest 3 community!

    Name: Morgz
    Title: Producer
    Describe your job like you're talking to a 5-year-old: I am the boss of time.
    Your main PQ3 hero: Minotaur Berserker
    Fun Fact: Broke a pub record for chicken wings. If I ate 207, they were free. I ate 212. They were not good wings.

    Name: Jess
    Title: Game Writer/Designer
    Describe your job like you're talking to a 5-year-old: I write stories about dragons and pirates.
    Your main PQ3 hero: Elven Necromancer
    Fun Fact: When I was a kid my parents banned me from playing a game because I got so into it that I physically injured my hands trying to win a mini-game. It was Mario Party.

    Name: Josh/Alpheon
    Title: Lead Engineer
    Describe your job like you're talking to a 5-year-old: I tell computers what to do and how to do it
    Your main PQ3 hero: Beastfolk Mercenary
    Fun Fact: My board game library travels with me in my car. It can make using the boot difficult



    It's been a while since we last had a discussion with the development team! But returning players and new, let's dive a little more into what makes our dev team tick!


    What would you say made you gravitate towards your Puzzle Quest main hero or their play style?

    [Morgz] - I am aggressive but also pretty. I like cows. 🐄

    [Josh] - I am a cat person 😺, plus a sucker for sweet flips. The Treasure Gems were also fun to implement so I moved over to them. The Elf Warlock also holds a special place with that smug grin of hers

    [Jess] - I like blue, purple, and badass women. Her tagline is also my favourite.


    There’s been changes and new features introduced to Puzzle Quest 3 over the last year, which would you say is one of your favorite additions to the game so far?

    [Morgz] - Since launch we’ve added so many different ways to play with Seasons, Kingdom Defense and Adventures. Seasons is awesome because it lets us keep adding more to Etheria’s story!

    [Jess] - As someone who is deeply not a fan of spiders, I love the new arachnophobia mode that the team has been working on! Hopefully, it will help a lot more people to feel more comfortable during battles.

    [Josh] - I’m a fan of the Enemy Gems. They vary up the puzzle gameplay without losing the battle element



    Are there any fun Easter eggs or inside jokes that made it into PQ3 that you hope players discover?

    [Morgz] - If you look closely, you can find Iceland.

    [Jess] - If we tell you what they are, they’re no longer Easter eggs. But also - yes. More than one of PQ3’s plot points started as an inside joke and then became lore - isn’t that how all good stories work?

    [Josh] - When you defeat a certain enemy, you’re actually saving it.



    With its roots in RPG story and mechanics, 7 Hero classes have been introduced in Puzzle Quest 3 so far. If you could introduce any new class into the game, what would you choose/add?


    [Morgz] - Stone Cold Steve Austin 

    [Jess] - A Valkyrie-esque warrior who rides into battle on their Pegasus. Or maybe just a Druid with a little animal friend. 

    [Josh] - A pet-based class I think would be great to have. 



    As we zero in on Console launch, we know there's a lot of questions and excitement. However without getting into the weeds, lets talk about it. 



     PQ3 has been available on mobile and Steam Early Access for about a year. What excited you the most about bringing this game to consoles?

    There’s not a lot of games like PQ3 out there on console right now and it’s been a while since we’ve launched a Puzzle Quest title on console too. So we’re looking forward to a new audience!

    (And seeing our game on a big-screen TV is pretty cool too!)




    Were there any fun or amusing moments during the console development process that you can share with the community?




    What is a tip or trick you would give to players starting this game on console vs mobile/pc?

    Remember to use a controller instead of swiping because your TV is probably not a touchscreen. 😏



    We hope you’ve enjoyed getting to know some of the team behind Puzzle Quest 3, and maybe gleaned a little more about the hard work and passion they’ve put into bringing Puzzle Quest 3 to where it is today!

    Now let's countdown to Console!

    May Adventure Calendar

    Adventures are back!





    Can you believe it’s May already? Here is a look at the Adventures this month.

    Wizards Circle - 6th - 7th
    The Deep Mines - 8th - 10th
    Rune Hunters - 11th - 14th
    Adventure Calling - 15th - 19th
    Gong Sushi Surprise - 20th - 22nd
    The Heat is On - 21st - 25th
    To Your Doom - 25th - 29th
    The Saviors Footsteps - 30th - 5th of June
    Season 2.0 will end on the 16th of May, with the new 2.1 Season: The Necrotic Tomes in June!
    But in the meantime, here is a sneaky art tease…


    Keep your eyes peeled for more about 2.1 soon!

    Note: The last piece of the Dragonking set will be in an Adventure after 2.1 releases