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@AdamKyle AdamKyle released this 01 Nov 03:42
· 3001 commits to master since this release

1.1.9 Shadowy Depths

1.1.9 is here and it brings some major changes to the game. Changes that should make combat much more fun, engaging and a little more tactical.

1.1.9 changes a lot of things, from adventures, celestials, monsters, enchantments, new features, how you attack, gold dust, gold, slight kingdom updates and more ...

Let's go over a few of these. There will be links to the appropriate help doc pages below.

Attack has changed

in 1.1.8 and previous versions, you would select a monster and click attack. This attack would throw everything at the enemy. Now, we have five new attack types. When you hover over these in game, tool tips will tell you what they do. I would suggest reading the Combat docs and the Races and Classes section, specifically around your class.

The idea is this:

  • Attack: Uses with both weapons (fighters only) or best weapon equipped, followed by affixes, rings and artifacts.
    • Best for: Rangers and Vampire as well as Fighters and Thieves who Duel Wield.
  • Cast: Uses either both damage spells, both healing spells or one of each - what ever you have equipped for spells.
    • Heretics can cast with out spells at 32% of their int. With spells its 30% of their int on-top of their damage bonuses and spell damage.
    • Prophets who attack with damage spells will do so with: 15% of their chr or 2% with out a spell.
    • Prophets will heal at 30% of their chr on top of their healing spell.
    • Rangers will heal for 15% of their chr on top of their healing spell.
    • Vampires who use this attack have double the chance to fire off Vampire Thirst if their damage spell lands.
    • Best for: Heretic and Prophet (Prophet should have two damage spells and two shields with added dur enchantments on them)
  • Cast and Attack: Uses spell in spell slot one and weapon in left hand.
    • Best for Rangers with healing spell as, regardless which hand you put the bow in, it will be used for your attack.
    • Ok for Prophets with a weapon and a healing spell.
    • Ok for Thieves with a Weapon/Damage Spell/Heal Spell.
    • If your spell misses, you will fumble with the weapon. Even if you have a healing spell, which never misses.
      • If your spell hits, your weapon can be blocked/miss.
  • Cast and Attack: Reverse of the above. Use Spell in spell slot two and weapon in right hand.
  • Defend: Withstand damage, including spell damage. You have increased armour when you use this attack. Instead of attacking you will first fire off your affixes, rings, artifacts and then the enemy goes. During the enemy phase you have a higher chance to block their attack and their spells.

The order of attack is largely the same:

  • You attack
  • Enemy Attacks
  • If you are alive you use life stealing affixes (see enchanting) to heal.
    • If you are dead, we will resurrect you to one health, at which point any life stealing affixes you have will fire. If you are a vampire these will stack, if not, we use the best one you have.

Couple other notes:

  • Artifact damage has changed, we now take the first one at full strength damage and then use the second on at half strength.

  • Life stealing affixes will stack as such:

    first affix % * (summed amount of rest * 0.75)

    note: sum of the rest refers to not just summing the rest of the affixes but summing them at half strength. So if you have 14 10% life stealing enchantments your calc is:

    .10 * ((13 * 0.05) * 0.75)

    Vampires can steal a max of 99% of the enemies health.
    Life stealing affixes will also not fire at any time if the monsters health is below zero. That is if your weapon/spell would kill the creature your life stealing affixes will not fire, but the rest of your items will for (over kill).
    Life stealing affixes that do not have damage attached to them (such as some high end enchantments) are not considered kill enchantments. That is you cannot kill with life steal alone.

Monsters and Celestials

There are now 15 new monsters per plane. These are harder critters that make use of one of two new features: Devouring Light (voidance). Critters in the drop down, far down the list have a small chance to void you. We will go over that in a moment.

Celestials have been made harder, surface celestials are still easy while dungeons, The Child is near impossible without a special quest item called: Dead Kings Crown which makes use of the second new feature: Devouring Darkness (devoidance)

Monsters now drop more gold. Celestials cost in conjuration is much cheaper than it was before.

Voidance and Devoidance

Theres a new concept that you can read more in depth details about in the voidance/devoidance helps docs. essentially it works like this:

  • Devouring Light (Voidance): Some high level monsters have these (very low %) and celestials start with this at 50+%.
    • When an enemy voids you, you loose your modded stats, boons and any and all enchantments. This severely weakens Vampires who depend on Life stealing affixes to do large amounts of damage.
    • If you are voided you will know at the beginning of the battle, even if you die you will still be voided to that enemy. You can revive and switch enemies to remove the voidance.
      • The only place this does not hold true is Celestial Fights (they can void you per attack) and Adventures (each new monster is a new fight, but the concept applies that if you are voided for that monster you are voided for the entirety of that monsters fight.)
    • Some high level enchantments that cost 1 billion gold will have non stacking voidance on them.
      • If you void the enemy they cannot use enchantments.
    • If this fires on your turn an enemy can still void you.
  • Devouring Darkness (Devoidance): Only on quest items. There are few new Quest items that can increase devouring light. You have to upgrade them one at a time. Enemies cannot devoid you.
    • If this fires on your turn, the enemy cannot void you.

A Devouring Darkness Cancels a Devouring light, but a Devouring Light or Darkness cannot cancel them selves. That is you cannot void an enemies Devouring Darkness with your Devouring Darkness.

Devouring Darkness Quest Chain:

To get Devouring Darkness you need to follow a quest line that gets more and more expensive as you go. First you need to purchase the Creepy Baby Doll from The Soldier on surface for 25k Gold Dust.

Next you will need Labyrinth access and to speak to the Wondering Merchant to begin upgrading the item. The first item will make your (damaging) affixes irresistible, regardless of if they are already irresistible or not.

Upon upgrading you will get your first bit of voidance and devoidance. You can upgrade till you have 100% voidance and 85% devoidance.

Once a player has the dead kings crown they are considered top tier as nothing can hit them unless their devouring darkness does not fire.

These quest items will stack with voidance enchantments.

New enchantments

There are some new enchantments for all classes that help to progress your character. From low to high level enchants.

Some of the top tier enchants have what are called Stacking and Non Stacking attributes about them. This has been explained in the enchanting docs.

For example, one of these might increases your stats, give you life staling and a bit of non stacking Devouring Light.

If you are not a vampire the life stealing will not stack. If you are a vampire it will.

For other classes, the stacking aspect would be the stats, skill buffs and damage buffs. This means that while yes the voidance aspect of this enchant will not stack, depending on your class the life stealing might and regardless of class the stats/skills and other bonuses will stack.

These new high end enchants are considered end game goals for some as the damage you can output from having 14 of one and 14 of another is insanity.

Gold Rushes and Gold Dust Changes

Gold rushes have changed, they are now a 1/1000 chance to happen with half the bonus from the map and/or adventure.

Gold rushes now give you 10% of the current gold you have on hand. The more gold, the higher your gold rush when you do get one, characters can hold 2 trillion gold on them at one time.

For adventures it will be: Monster gold + Character Gold * 0.10. Where as for regular battles its Character Gold + Character Gold * .10 (you already were rewarded the monster gold before the gold rush - should you get one)

Gold Dust has changed slightly. Now there is a new Quest item, Grain of sand, which gives you a 25% chance every time you disenchant, to take your total gold dust and add the skill bonus of disenchanting to it as interest. Again, the higher the disenchanting and the more gold dust you have, the more you get when this fires.

Kingdom Treasury, Morale and Defence Changes

Kingdom treasury now allows you to deposit gold, up to the max amount a kingdom can have: 2 billion gold.

If a kingdom has 2 billion gold, they get a 100% extra defence towards buildings and units when being attacked.

If you withdraw any amount you loose the defence but a percentage of gold you took out. The way this new defence bonus is calculated is by taking the gold you have in the kingdom and dividing it by 2 billion.

If items are dropped on your kingdom and you have 2 billion gold then they will have their damage reduced by half of your defence bonus. In other words if you have gold and some defence bonus, half of it will be used to reduce the total damage to your kingdom.

Depositing gold increase morale (regardless of how low) by 15% per deposit regardless amount.
Withdrawing any amount of gold reduces morale by 15% per withdraw.

There is a new skill to train: Lust for Gold. This has a max level of 999 and will provide up to ~100% interest at max level on-top of the interest your keep level/keep max level gives you. If you have no gold - on the hourly reset will give you 1 gold. Then every hour after that build interest on-top of that.

The Treasury calculation is: kingdom treas. + kingdom treas. * (keep level / keep max + Lust for Gold skill bonus)

New Plane: Shadow Plane

There are locations here, for later use. How ever there are no adventures and no celestials. You will have a to kill a Storm Giant in Dungeons to get the item to drop to be able to use traverse.

When players enter here a global message will go out as well as a more extended server message to tell you that you entered a place where monsters (even the weakest) are 25% stronger (including the Devouring Light). Your damage will be 25% less when you attack enemies.

There is a 50% XP boot and a 75% item drop rate down here.

Players are advised not to enter till they have some kind of voidance on them, be it an enchantment or quest item. This is considered the end game place to be. Characters can settle kingdoms and walk on water down here.

New Level Cap

There is an expensive quest item you can get after you achieve the first one. The first quest item drops off the Satanic Cult Leader and is called: Leather Sash. You then take this and 50k Gold Dust to Labyrinth to trade for the Sash of the Heavens which allows your character to level from 1000 to 3500 (new level cap). This new level cap will increase per month by 100 levels.

Characters with out the Sash of the Heavens will see their max level as 1000. Once you have the Sash, your max level will update on the character sheet and game screen to reflect the new current level cap.

Shop Comparison and Equipment Changes

Characters can now click compare in the shops. This will open a very similar window to equip screen. With this you can compare your equipment to what you want to buy, and choose to buy and replace.

Equipment, that of the equipped and/or an equipped set that is bought will just replace the item in that position. Bows will remove all weapons - or what ever you are holding your hands and equip the bow.

When equipping items from your inventory, the same concept is applied. We replace the item in the slot. This makes upgrading sets easier than before.

New characters can use the compare screen from the shop to quickly buy and equip starting gear.

If you have a set equipped we will take the item from the set and put it back into your inventory when equipping. If you have a set equipped and no room in the inventory you won't be able to "replace the item" either via equipping or the shop.

  • Note: New characters now start with 1000 gold to spend, see the new tips section of the help docs to help manage your early game money.

Adventure have changed

Adventures have changed such that now you have a chance to face off against multple enemies per floor. This means more items, more exp, skill exp and gold.

Skill exp and Exp it's self will roll over over with adventures. That is if you have 50 xp and your adventure would give you 150,

Thats 2 levels instantly. Same concept for skill exp.

Some adventures may have floor descriptions while others do not. This is a slow and stead process that wll happen over time for me to put in all the floor descriptions. As a result some Adventures amount of floors may change.

Each adventure will have its own unique floor descriptions to help flush out the world a little more lore wise and give you a sense of "I was just on an adventure"


These are the largest changes to the game. There are tons of bug fixes and tweaks through out. For example one of the new things I am starting to do going forward is switching from Bootstrap to Tailwind. You can see this in the new Monster page when veiwing details about a monster and then new Adventure Logs page.

As time goes on other pages will also change over to tailwind, which allows for a cleaner, more propfessional looking site.