Campaigns are seasonal content that last for 10 weeks, and will run alongside our weekly events.
Campaigns will be used to tell a story that players can follow as the Campaign progresses.
Campaigns have 3 systems (more on all of them below):
TASKS – Complete in-game activities each week and earn STARS.
CAMPAIGN PASS – The basic pass is free, and you unlock a reward for every 10 STARS you earn. Unlock extra rewards if you have purchased an Elite Pass.
ARTIFACT – Artifacts are a special magic item that players level-up to unlock temporary buffs. The buff only lasts for the duration of the campaign.
Campaign Tasks
Players will have 16 tasks to complete each week:
2 GOLD TASKS: These tasks take longer or are harder, and are worth 15 STARS.
4 SILVER TASKS: A little easier than Gold Tasks, these are worth 10 STARS.
10 BRONZE TASKS: These are short and easy to complete. They are worth 3 STARS.
This totals 100 Stars, and unlocks all rewards for the week, including a level on the Artifact.
Tasks are given 3 at a time – one for each rarity
If you don’t complete all the tasks in their week, you can still continue with them the following week.
All Task activities are based on existing gameplay, so players can work on completing them during the normal course of play.
Tasks can be skipped or completed by paying Gems (if a Players is finding one difficult to complete). They will still gain the Stars from the Tasks (so they don’t miss out). The Gem cost is dependent on the rarity of the Task.
GOLD TASKS: 150 Gems per Task
SILVER TASKS: 100 Gems per Task
BRONZE TASKS: 50 Gems per Task
Campaign Pass
Players earn rewards as they gain more Stars – 10 STARS for each reward! There are 2 parts to this system:
FREE PASS: This is the reward track that is free and available to all players in the game. The Artifact level-up is unlocked on the final stage each week on this track (each 100 STARS).
ELITE PASS: These rewards require players to have purchased either an Elite Pass or Elite+ Pass. The rewards will contain some cosmetics and collectibles, as well as some rarer resources that players can use in the game.
Elite Pass & Elite+
Purchasing either Elite Pass or Elite+ Pass will give players access to the Elite Pass reward track for that Campaign only. (Players will need to purchase it again for any future Campaigns if they wish to earn rewards from Elite Pass again).
If a player has already earned some rewards on the free track, and purchases Elite Pass or Elite+ Pass, they will immediately receive (in the mail) all Elite Track rewards corresponding to the ones on the Free Track that they have already earned.
Elite+ Pass will also immediately give some extra in-game rewards and will also give a subscription to earn a bonus of 20 STARS every week.
There will be an extra 20 rewards for players who get the Elite+ subscription, so the extra Stars can continue to earn rewards even after the player has gotten all of the normal rewards.
Players who purchase Elite Pass can always choose later in the Campaign, to upgrade to Elite+ Pass. (The upgrade cost is the difference in costs between Elite Pass and Elite+).
Players who purchase an Elite+ Pass later in the Campaign or upgrade later in the Campaign will earn the bonus Stars from any previous weeks. (e.g. Purchasing the Elite Pass on Week 5 of the Campaign will immediately give you 100 Stars, and 20 stars at the start of each week for the 5 remaining Chapters).
Artifact
Artifacts are the temporary buffs that players can unlock and upgrade during the Campaign for every 100 Stars earned (to a max of 10 levels).
This buff provides bonus stat points to player’s teams in all game modes during the Campaign, including PvP & Guild Wars.
Artifacts also provide small stories from the game world, related to the Campaign setting, unlocking each 100 Stars, for players who enjoy the stories.
Players can continue to read this lore after the Campaign ends, as Artifacts will be viewable in the player’s inventory.
Each Campaign will have their own Artifact for players to collect and level up.
Campaign Reset
Once a Campaign ends, the following will happen:
Players are no longer able to complete Tasks or progress in the Campaign.
Any uncollected rewards will be sent out in the mail.
Artifacts will no longer apply any of their bonuses.
The Campaign button will display a pop up while no Campaign is active.
Any Elite Pass or Elite+ Pass subscriptions will end.
There will be a 1 week break between Campaigns.
When the next Campaign starts players will start at the beginning again with zero stars (stars do not carry over between campaigns).
With the introduction of the Campaign, we will be running more World Events, but don’t worry, none of your other favourite Weekly Events are going away.
Raid Boss Events will be joining Invasions as a weekend event in the future, as all Kingdoms have now had a Raid Boss Event.
Tower of Doom will be run in between Campaigns (every 10 weeks), and may also make an appearance as a weekend event. We are also planning changes so you can still earn the Forge Scrolls that you need.
Guild Wars will continue to be every 4 weeks, however it will now run at the same time as other events.
Kingdom Weapon Packs are new purchasable Packs that give newer players a weapon and some resources to help them out in quests. The Packs contain the following Rewards:
A new Weapon
200 Gems (this will be 23 Gem Keys on PS4)
36 Epic Ingots
20,000 Gold
5,000 Souls
All Kingdoms, except for Broken Spire will have their own weapon available in the pack, so there are 33 new Weapons.
Broken Spire already had Axe of the Spire in the starter pack which fills a similar role to these weapons.
These weapons have been designed to help players deal more damage to Enemies from that Kingdom.
Kingdom Weapon Packs will only be available to players who haven’t completed the questline in a Kingdom.
The offer will replace the Explore button on the Kingdom popup menu.
Once a player has completed the questline, the offer will no longer be available and the Explore button will return.
Players who do not purchase a weapon, or have already completed all the quests, will be able to get the weapons 1 of 2 ways:
Craft the weapon during the Kingdom’s next weekly event
Purchase the weapon from a Weapon Flash Offer
We have removed the “Submit a Ticket” button from the Help Tab in the Settings Menu, leaving the “Help Center” button as the primary means of contacting support from in-game.
Why are we removing ‘Submit a Ticket’? One of our goals is to be more responsive to players with critical issues who need help urgently. After the “Submit a Ticket” button was added 12 months ago, we noticed an increase in types of tickets that would have been quicker for players to fix using the self-help in our Help Center (things such as checking that rewards were received, which can be looked up in the received-mail tab).
While we love to help you all out, we noticed that our support response time increased because of all these new tickets. As the “Help Center” button sends you through the self-help, we believe that this change should improve the quality of support for ALL players – players with issues that can be solved by themselves will no longer have to wait for a Support Team response – and players with critical issues should be responded to faster.
How do I use the Help Center now? Players will still be able to access the Gems of War Help Center from in the game, and we will be making improvements so more players will be able to solve common issues without needing to wait for a reply from Support.
Players will still be able to submit tickets through the Help Center for issues where self-help doesn’t give a solution.
Does this change mean that we’ll get less support? No, we are making this change so players will have the ability to help themselves on common issues, while players who have more difficult issues can get responses sooner.
Will you bring the ability to submit tickets in-game back in the future? While it’s unlikely to return in the same way, we plan to investigate and discuss new ideas for how players might get the right help when needed.
Are other changes going to happen to the Help Center? We have spent time in the lead up to the 5.0 Update reviewing and improving our existing articles, while also adding new articles for common issues that are not documented yet.We will continue to work on this too.
We will also be creating an area on the forums for players to post suggestions for new Help Center articles.
Other Changes
UI Update to reflect removal of the Submit a Ticket Button
Links to all our social pages are now available in a pop up menu by tapping the Social Button on the menu.
For our 5.0 Update, we have 5 new Achievements to collect (PC, PS4, Xbox One and Android Only).
You Just Have To Task – Complete your first task in any Campaign
This Journey Begins… – Get your first Artifact to Level 1
Quarter Pounder – Complete 25 Tasks in any Campaign
Hard Taskmaster – Complete 100 Campaign Tasks in a single Campaign
…This Journey Ends – Get your first Artifact to Level 10
We have changed Troops with the Boss troop type to now have a Red Border to separate them from regular Troops.
We have changed the Artifact Weapon Type to be renamed to Relics, to avoid confusion with Campaign Artifacts.
We have also fixed an assortment of smaller issues.
Daily Deals have been added to the Offers menu, replacing the Bundles section.
Bundles will continue to be available in the Weekly Event Tab in the Shop. (They haven’t been removed). Daily Deals will contain 3 different offers that players will receive:
Player Level Offers: These offers contain different items based on a player’s level. Players at various stages of the game tend to focus on getting different rewards, so these offers have been set up to help them.
Kingdom Offers: These offers are designed to assist players with working towards completing their Kingdom Power Tasks.
VIP Offers: These offers are available for players who are VIP 6 or higher. They may either offer rarer rewards (such as Orbs) or other things at a discount.
These offers can be purchased using Gems. Each offer will have its own Gem cost. Offers will only be able to be purchased once per day.
The offers will be available for up to 24hrs, and will change with the daily reset. So if a player doesn’t see anything they want one day, they may find something on the next day.
The offer button on the world map will get a notification (similar to the mail icon) to let them know when there are new daily deals available.
If a player doesn’t have any eligible Kingdom Power Tasks, the daily deals will select another Player Level Offer instead of a Kingdom Offer, so players will always have 3 offers.
Rewarded Ads
Rewarded Ads are a mobile-only feature – restrictions on other platforms mean they cannot be shown there.
We encourage PC players to link their accounts to their mobile devices if they want to take advantage of Rewarded Ads. Players will have the option to watch a 30 second video ad to earn a small reward.
Watching an ad will be entirely optional and can be accessed from the world map. Rewarded Ads will not interrupt the flow of gameplay; players may choose to go into the menu to watch an Ad at their leisure. Players will only be able to watch one ad every 8 hrs, and there will be a notification icon to let players know when they are able to watch the next ad.
The rewards that players can earn will change based on their level, so higher level players will see different rewards than players who are just starting out.
Each reward has a different chance to occur, so some rewards will be rarer than others (such as Keys or Gems).
Shop Improvements
The Shop Tab Menu has been updated to display the total amount of rewards earned from a subscription, as well as a timer displaying the remaining time for an active subscription. If a player has no subscription active, then they won’t see the timer.
15-Day subscriptions will now give 2 days worth of subscription rewards as a bonus when a player purchases the subscription.
Day 1 of rewards will be sent via the in-game mail to avoid confusion between the bonus rewards for purchase and the day 1 rewards.
Players will receive an in-game mail reminder 3 days before their subscription ends to inform them of the subscription expiring soon, and give them an option to renew their subscription.
If a player chooses to renew or re-purchase a subscription they already have active, they will receive any purchase rewards, and the subscriptions timer will be extended (so 15 Day Subscription will add 15 more days to the existing subscription).
Path Improvements
The Path to Glory & Path to Power menus have been updated to include a timer so players can see how many days remain on their subscription.
Like 15-day subscriptions, players will now receive mail in-game informing them of a subscription about to expire, with the option to renew it.
Any additional purchases of a Path subscription will add time to the subscription. This means that once the player passes Day 30 rewards, the Path Subscription will restart back at Day 1 for the rewards.
The Legendary or Mythic Troops earned at the end of the subscription will now select a Legendary or Mythic Troop the player doesn’t own as the reward.
If a player owns all Legendary or Mythic Troops, then it will select a Troop of the specified Rarity at random.
Path to Glory I Subscriptions have increased the amount of Gold, Gems and Glory rewards that can be earned. They have also replaced the Treasure Map rewards with new Event Key rewards. All other rewards remain the same.
PLEASE NOTE: Players will earn a total of 10 Event Keys from a Path to Glory I instead of 16 Treasure Maps.
Path to Glory II Subscriptions have doubled the amount of Traitstones rewarded each day.
Path to Power I Subscriptions have replaced Days 5, 10, 15, 20, 25, 30 with new rewards. All other rewards remain the same.
Days 10, 20, 30 will now give 50 Gems
Days 5, 25 will now give 1 Chaos Orb
Day 15 will now give 1 Major Chaos Orb
Path to Power II Subscriptions have replaced Rare ingot rewards with Gem rewards. All other rewards remain the same.
PLEASE NOTE: Players will earn a total of 200 Gems from a Path to Power II instead of 120 Rare Ingots Players who currently have one or more of the Path subscriptions active, will receive in-game mail containing the new rewards from any days that have been already collected for their subscription. This will happen only once when the player first runs the game on the 4.9 Update.
Offer Menu Changes
We have added a first time Gem bonus to Gem Purchases (so the first time you purchase Gems, you will get some extra!)
These bonus Gems are not affected by VIP Levels or Gem Sales. If you have previously purchased Gems before the update, you may still take advantage of this one-time offer – it has no expiry date. The Gold & Souls tab has been renamed to Resources.
The Glory Rewards tab has been removed, as the bundles for purchase have moved to new locations. (See below)
Spoils of War, Souls and Treasure Maps for Glory have been moved from Glory Rewards tab to Resources.
Spoils of War will live at the front of the menu to make it easy to locate for players who wish to purchase it. Souls and Treasure Maps for Glory will live at the end of the menu list. The Weekly Glory Troop has moved to the Weekly Events tab.
The Kingdom Bundle’s rewards have been changed to give the following:
1 Legendary Troop
1 Kingdom Weapon
Writs
Gold
6 copies of a Kingdom Pet
30 Pet Food
The Legendary Troop Bundle’s rewards have been changed to give the following:
1 Legendary Troop
1 Medal of Anu
35 Event Keys
5 VIP Keys
1 Orb of Wisdom
4,500 Souls
Both the Kingdom Bundle and Legendary Troop Bundle will each now have a weekly limit of 3 purchases.
The 2 Traitstone Bundles have been merged into a single offer.
The 2nd Traitstone Bundles will be removed so only 1 Traitstone Bundle will remain.
Starter Packs
The names of the Starter Packs have changed:
Starter Packs 1 & 2 are now New Adventurer’s Pack 1 & 2
Intermediate Packs 1 & 2 are now Expert Adventurer’s Pack 1 & 2
Advanced Packs 1 & 2 are now Master Adventurer’s Pack 1 & 2
All Starter Packs will now only be available for 3 Days.
Expert Adventurer’s Packs (former Intermediate Packs) will now become available at level 23.
Master Adventurer’s Packs (former Advanced Packs) will now become available at level 42.
New Adventurer’s Pack 1 will now give Traitstones to trait Spinnerette.
New Adventurer’s Pack 2 will now give Traitstones to trait Ser Cygnea.
Expert Adventurer’s Pack 1 rewards have been changed:
1x Arcanus
2x Orbs of Wisdom
2x Orbs of Ascension
20 Gem Keys
Expert Adventurer’s Pack 2 rewards have been changed:
1x Sol’Zara
5x Orbs of Wisdom
5x Orbs of Ascension
45 Gem Keys
Master Adventurer’s Pack 1 rewards have been changed:
1x Shadowhunter
2x Orbs of Wisdom
2x Orbs of Ascension
30 Gem Keys
100,000 Gold
Master Adventurer’s Pack 2 rewards have been changed:
1x Gorgotha
65 Gem Keys
220,000 Gold
10,000 Souls
1x Orb of Power
Shop Changes
The Menu Navigation along the top of the screen, has been changed to following order:
Daily Deals
Monthly Deal (Ring of Wonder)
Growth Packs
Path to Glory
Path to Power
We have increased the Gold, Gem Keys & Glory rewards for purchasing a Ring of Wonder subscription.
Ring of Wonder subscription will also send the subscription reminder/ renewal mail before the subscription expires. The Legendary or Mythic Troops earned at the end of the Growth Packs will now select a Legendary or Mythic Troop the player doesn’t own as the reward.
If a player owns all Legendary or Mythic Troops, then it will select a Troop of the specified Rarity at random.
New Achievements
We have added 3 new Achievements for this update (applies to Steam, Xbox One, PS4, and Android only)
Keeping up with the Krakens – Get a total of 200 Social Items (Emoji Packs, Portraits, or Titles)
With Great Power, Comes Great Responsibility – Reach Kingdom Power Level 10
My Kingdom Smells of Rich Mahogany – Reach 30,000 Total Underworld Renown
General Changes
The Legendary Troop Upgrade Offer 2 will now include a Medal of Anu for players to use to upgrade their new Legendary.
The Mythic Troop Upgrade Offer will now include a Medal of Nysha for players to use to upgrade their new Mythic.
Sigils will now be given to players for each day they missed if they start a Live Event later in the week.
Bug Fixes
We have made some optimizations with the World Event Fights so they should no longer lag during fights. (We will continue to monitor them going forward).
We have fixed an issue where the battle wouldn’t end correctly if the Mecha Gnome ran away when he was the last enemy troop.
We have fixed an issue so the Guild Popup will now display that the guild has registered to Guild Wars without having to enter the Guild/Guild Wars Menu.
We have also fixed an assortment of smaller issues.
With Invasion and Raid Bosses reaching a point where all Kingdoms and Troop Types have had a turn, we’ve looked to what’s next for Live Events and how will this affect Gems of War going forward. We have implemented a new Event system that will slowly replace the existing events (except for Guild Wars), and that will allow us to expand on the Krystara story in a new way. This new system has been designed to allow us more flexibility in how we create and run events, so we can try to keep events feeling more fresh and diverse.
New events, in some ways, have a similar structure to Invasions, Raid Bosses, and Towers of Doom. But they also have some unique attributes, listed below:
Scoring: New events will have new ways of scoring. They may score off of items dropped by your enemies, specific troops or troop types killed, colored gems matched, or even 4-or-5’s of-a-kind that you match; every event will be different. And will clearly explain the scoring method.
Story: All Events now have a small lore story viewable on the Overview screen. This story will be tied into the theme of the Event and will explain what the event is about. Battles: Battles will now happen on a World Map view (inside the Event Screen… you don’t have to actually go to the main World Map). Different types and difficulties of battles in the event will be shown there with different icons. This allows a lot of flexibility with battles able to appear multiple times, or with certain weightings, as you play.
Team Restrictions: These new Event Battles will continue to have restrictions on what Troops may be used, but we have expanded this so that Troop Roles can now be included, and that we can have more than 1 restriction of each type in place. (e.g Having an Orc and Goblin restriction allows for both Orcs and Goblin troops to be used in a team).
Weapon Restrictions: These are now also included in Team Restrictions but only for the new World Events, so if you are limited to Troops from a Kingdom, or of a certain color, that also applies to the Weapon used by your Hero.
Event Medals: New Events will have new special Event Medals, Badges and Tokens. These can be earnt from some Reward Stages and will also be available in the Event Shop. These Medals will be good for the event they are given in, and at the end of that event will convert to Medals, Badges and Tokens of Seasons, (a new Medal in this update) so you can use them to gain Elite Levels on your Troops. Event Medals may have 1 of 3 different powers:
Skull Damage – This will improve the skull damage done by all Troops in an event Spell Damage- This will improve the spell damage done by Troops in a Event. (Only spell damage, buff spells should not be affected). Skull and Spell Damage – This will improve both Skull and Spell damage of Troops in an Event.
No Event-Specific Troops each week: These new Medals will replace Event Troops in the Shop, but we may still occasionally have new Troops and Weapons available in the Event Shop for players to collect.
Progress Rewards: Players will continue to earn Rewards based on their progress in an event, though now this progress may either be tied to their Guild (similar to Raid Boss or Invasion), or on their own progress (similar to Bounty). This will change from event to event.
Access Events from the Guild Popup: You can continue to access these new events from the Guild Popup as you did before with Invasions. The Guild Popup has had some minor changes though to show you the next set of upcoming events in the order they will appear (top to bottom). Guild Wars isn’t going anywhere though (never fear!) so that will always appear in the popup ready for Guild Leaders to register in off weeks.
Leaderboards: These will continue to behave the same as before, with identical rewards to previous Leaderboards. Different events may choose to rank solo or guild performance in here though, so it’s worth keeping an eye on the leaderboard in these events to see if you need to mobilize your Guildmates!
New Events will replace Invasions for weekly events from the 4.8 release onwards. But don’t worry Invasions aren’t going away (more on that below).
We have made some improvements to the Medal System:
Existing Tokens, Badges, and Medals have had a graphic update. This is so they match our new Event Medals, and the new Medal of Seasons.
The Medal of Cedric has been renamed to the Medal of Orpheus. We made this change as we felt this name better suited the Medal’s bonus.
The Medal Menu has had a graphic update to improve player navigation.
Players will be able to enter the new menu and look at all their Tokens at once (making it easier for players to see their current token progress in between playing Explores).
Badges and Medals will live in a vertical scrolling list, so it is easier for players to select what Medals or Badges they would like to use.
We have added support for players to have up to 3 Medal Loadouts that they can switch between. This allows them to have medal loadouts for events or farming that may be different from their normal medal setup.
Players will need to change which medal loadout they are using from the Medal screen. We investigated several ideas of players being able to switch between medal loadouts, that included both the team setup or pre-battle menus, however we were left unhappy with how this turned out, as it made those 2 screens too confusing and complicated (especially for newer players).
We will be looking into an alternative means for players to switch between medal loadouts in a future update (most likely from the World Map menu), so players don’t have to go into the medal menu every time they wish to change loadouts.
The Medal of Seasons is a new Epic rarity Medal (same rarity as Event Medals).
Unlike other Medals (like Medal of Yasmine or Medal of Anu), the Medal of Seasons cannot be earned from Explore chests, they are earned from Event Medals when an event ends. Any leftover Tokens, Badges or Medals from an event when it ends will convert into a Token/ Badge/ Medal of Seasons.
As mentioned above, Weekly Invasions will be replaced with the new Event System, but Invasions will be staying around in a slightly altered format. Invasions will be moving to a weekend 3-day format, and will probably take place about every 5-6 weeks.
We have included below everything you need to know about Invasion as a weekend event:
Invasions will continue to be a guild event, and accessed from the Guild Popup menu.
Leaderboard rewards will not be changing.
Towers required for Reward Tiers have been lowered (as players have less time for the event than before).
Invasion Shop Tier prices will remain the same for the moment.
Invasions will reward the same Invasion troops as have been previously released, but may continue to give new weapons or social collectibles (depending on the event).
What about the other Guild Events? Here is the plan: Both Tower of Doom and Raid Boss events will continue to run for now, as several Kingdoms have not yet had their Raid Boss Troop released, and we still have some sets of Doomed Weapons set to go. For the time being, only Invasion events will be replaced by the new events. Both Raid Boss and Tower of Doom will likely move to weekend events in a future update, and the New Event System will be expanded to be even more flexible.
Guild Wars will not be affected by the new Events System.
Sunspear Hero Class Because the Sunspear has access to the Fire Talent Tree, it's Legendary Trait is the conflicts with the level 20 Fire Talent - Firestarter. We've given it a new Legendary Trait that keeps to what we intended. Legendary Trait changed to Gain 2 bonus Red Mana when matching Red Gems. This is similar to the Corsair’s High Seas Legendary Trait.
Queen Moonclaw We have fixed an issue where Queen Moonclaw’s spell was boosting off non-green Troops.
Infernus We have changed Infernus’ spell to retarget his 2nd splash damage if the target was killed during the 1st splash damage.
Nightshade We wanted to bring Nightshade’s spell cost in line with the Dandy Lion who has a similar style spell. Mana cost reduced from 12 to 10
Crazed Troll To keep our Trolls following a similar design, Crazed Troll’s troop types will be updated to match the other Trolls. Troop Type is now Elemental/ Giant
Ultra-Rare Weapons Just as we did a balance pass over the Common and Rare weapons back in the 4.5 Update, we have given a balance pass over the Ultra-Rare weapons. Dagger of the Void Base damage increased from 5 to 8
Falchion of Kings Base damage increased from 6 to 8 Mana cost reduced from 11 to 9
Glaive of Storms Base damage increased from 3 to 6 Mana cost reduced from 12 to 10
Khopesh of Misery Base damage increased from 4 to 8
Blade of Justice Base damage increased from 4 to 8
Crossbow of Exile Base damage increased from 2 to 5 Mana cost reduced from 12 to 11
Javelin of War Base damage increased from 3 to 7
Bow of Betrayal Base damage increased from 4 to 7
Halberd of Might Base damage increased from 7 to 12
Mace of Malice Base damage increased from 3 to 6 Mana cost reduced from 12 to 10
Axe of Chaos Base damage increased from 5 to 8 Mana cost reduced from 12 to 9
Scythe of Corruption Base damage increased from 1 to 2 Mana cost reduced from 15 to 13
Lance of the Divinity Base damage increased from 5 to 9
Staff of the Magus Base damage increased from 6 to 8
Celestial Staff Base damage increased from 4 to 7
We’ve added a confirmation popup into the Soulforge to warn players if they are about to craft a Mythic or Legendary (at Mythic rarity) that they already own.
We have fixed an issue where Guild Roster amounts were not updating immediately. We have fixed several other minor Bugs. Valraven’s may replace battle bosses in the new World Events.
We have added a new type of Adventure Task: Special Adventures.
These Special Adventures tasks are custom Adventures that we can create for special events (such as Easter, Halloween, Luther’s Birthday, etc.)
When they appear, they will replace only one of the 3 daily Adventures (the leftmost adventure slot).
These Adventure’s will be marked as different with a red heading (instead of the rarity-colored heading), but otherwise they will function the same as a normal Adventure.
We have added new spell and trait effects that will create dual-colored storms. These storms will increase the chance to spawn of either of the 2 Color Gems. E.g. If there is a Blue/ Purple Storm currently running, whenever a new Gems drop in, it will have a higher chance of a Blue or Purple. However it may summon more blue than purple or more Purple than Blue (as both Blue and Purple have the same chance to be created). You will start to see this new effect in future troops.
We have made some timing changes so players are less likely to click through an Orb of Chaos opening, causing some players to miss seeing what they received.
We’ve added a help popup to the Faction menu, this popup will display the faction’s Banner (allowing players to see what colors the faction uses), and the Faction Pet.
We have made a change to the Guild Roster menu, so that after viewing a member’s profile, the game will return to that same spot in the Guild Roster.
We have added a small highlight to a Player’s Guild when viewing the Guild League so Players are able to quickly find their Guild in the list.
When selecting Gem Mastery after levelling up, the screen will now display the Player’s new level.
We have removed the holiday-themed logo, icon and splash screen until the 2020 Holiday Season.
We have fixed an issue where the Gold Key icon would display in Treasure Hunt when giving rewards for Red Chests or higher at the end of the game.
We have fixed a display issue where the Mastery icons were appearing too large on their colored orbs on Hero Class Info Menu.
We have fixed an issue where the Suncrest shield was scaling incorrectly on the Stormcaller Class Menu.
We have fixed an issue where troops freshly summoned (like Harpy), could trigger their traits, the same turn as being summoned.
We have fixed an issue where on death summon traits could trigger on multiple copies of the troop (like Infernal King), instead just the troop that was killed.
We have fixed an issue where Spells that eliminate all Armor (like Mang or Fleshripper) vs. Reflected Troops, reflect the Armor removed as Lethal Damage. This fix does not affect Spells that only eliminate part of the Armor (like Bone Dragon or Golem), nor will it stop reflecting lethal damage effects (like Assassinate or Bullseye traits).
We have introduced 6 new Guild tasks, Epic Guild tasks. These Epic Guild tasks are separate from the existing Guild tasks, and will not be replacing them.
Epic tasks will cost more than the base Guild Tasks, and give rewards in line with Legendary Tasks (i.e. for every 1,000,000 Gold spent on Epic Tasks, you should receive the equivalent rewards to a single Legendary Task). They will also include resources specifically of use to mid-and-end-game players, including access to the much-sought-after Deeds (via Writs – see below for an explanation). The rewards, and costs of Epic Tasks have had their numbers tweaked during development after consultation with, and feedback from, the community (thanks, everyone!).
When an Epic Task tree is completed it will give a Skill point bonus identical to a base Guild Task of the same color.
Blue Epic Task – 4 Armor
Green Epic Task – 4 Life
Red Epic Task – 3 Attack
Yellow Epic Task – 4 Life
Purple Epic Task – 2 Magic
Brown Epic Task – 4 Armor
The Guild Task list is now slidable so players can navigate between all the 12 different Tasks. The game will default the list to the first non-completed task in the list (similar to Challenges), to make it easier for Guilds to see which Tasks have not yet been completed.
Epic Tasks have a flair so they are easy to identify from base Guild Tasks.
Guilds will be able to set the priority across all 12 Tasks in the Guild Admin menu.
Guilds will need to complete all 12 Guild Task Trees to reach Legendary Tasks.
During the week that the 4.7 update is released, the Epic Tasks will be marked as completed for all Guilds, so any Guild that has already achieved Legendary Tasks for the week will not lose this progress.
Writs
Writs are a new resource that players can collect which can be used to craft Deeds.
Players can earn Writs from completing the Green Epic Guild Task or completing the Writ Adventure Task (which will appear randomly in the Adventure Board – it is an Ultra-Rare task).
Players will find 7 new recipes in the Soulforge for using their Writs to craft any of the six different colored Deeds or an Imperial Deed. These recipes will also require Souls, and Jewels (the Jewel required changes depending which type of Deed the player is crafting).
Guild Seals and Tasks
We have increased the player Guild Seal cap from 1,500 to 2,000.
When a player uses an Orb of Clans or Major Orb of Clans, it will now raise the player’s Guild Seal cap based on the amount the Orb of Clan gives (similar to how purchasing Guild Shop bundles would raise a player’s Guild Seal cap).
We have also changed the Seal Reward for “Perfect Arena Run” to “Complete a Delve” (this applies to a Delve of any level).
We have made some changes to Delves to help players who are on high Delve levels go back to do a lower-level Delve (see General below). Arena is getting a rework in a future update, so we have removed the Arena Run task in preparation for this.
Guild Shop Changes
We have made changes to the Guild Shop bundles to make them better for Guild of all sizes. The new Guild bundles will become available after weekly reset next week (to allow everyone time to update to the 4.7 Update).
The Guild Shop bundle prices and one-per-week limit have not changed, they will continue to be the same as they previously were.
We have removed the Guild Chest Keys given to all Guild Members but increased the amount of Gem Guild Gifts given to replace these Keys.
The Guild Hero Bundle now contains:
10,000 Gold
1 Orb of Clans
4 Guild Gifts
The Guild Champion Bundle now contains:
200 Gems
25,000 Gold
2 Orb of Clans
7 Guild Gifts
The Guild Elite Bundle now contains:
1 Pet Gnome Bait
500 Gems
60,000 Gold
4 Orb of Clans
15 Guild Gifts
Pet Gnome Bait is a new collectible that will guarantee the Player receives a Pet Gnome in their next PvP battle. It does not need to be activated – it automatically baits a Pet Gnome in the very next PvP Battle.
The Pet Gnome encountered by using Pet Gnome Bait cannot run away, so player’s don’t have to worry about him disappearing (he’s called the Baited Pet Gnome).
If a Pet Rescue is triggered while another Guild Member is fighting their Baited Pet Gnome, then the Pet Gnome bait is not consumed. The Baited Pet Gnome must trigger a Pet Rescue before it will be consumed.
If an existing Pet Rescue is already running before the player can play a PvP battle, the Baited Pet Gnome will not appear, and the bait will not be consumed.
Any Pet Gnome Bait a player owns will stack so if a player is unable to use it one week they will not miss out on the Pet Gnome Bait if they purchase the pack again.
Guild Improvements
We have added new Guild unlockables for Guilds to earn. These rewards include:
New Backgrounds
New Shield Patterns
New Shield Emblems
The Guild Help Menu has been updated to improve clarity for information on each page.
We have added 6 new Guild Guardians for players to collect. These Guardians will become available after weekly reset next week (to allow everyone time to update to the 4.7 Update).
These new Guardians are:
Treachery
Persistence
Ferocity
Finesse
Cunning
Defiance
With the release of the new Guild Guardians we have made some changes to how Guild Guardians appear in Guild Chests. Players now only need to have a Guardian at Mythic rarity with 4 copies of it, and then that Guardian will no longer appear in Guild Chests.
Guild Wars Improvements
We’ve been listening to your feedback and have implemented 2 changes to Guild Wars to improve them.
We have made a change so that the Guild score every day will use the top 27 Guild Members’ scores (if there are more than 27 in the Guild). This means that big Guilds who have up to 3 members absent during Guild Wars don’t feel punished for this (we understand that real life happens sometimes).
We are giving rewards for Guilds who come first in their Bracket – they will earn 50 Gems (this is separate from rewards earned from the Guild War Leaderboard). This bonus will be given to Brackets 2 and below (this means Brackets 2, 3, 4, 5, 6, etc.).
These changes will apply to the first Guild Wars after the update releases.
Trophy Changes
We have made some changes to Trophies, so they are more a measure of a player’s activity and players don’t feel like they need to play only PvP & Event matches to meet any Guild requirements.
PvP (both Ranked and Casual) and Arena will continue to earn the same amount of Trophies and are unchanged.
All of the Live Events in the game (e.g. Raid Boss, Guild Wars, Invasion, Bounty, Class Trials etc.) will give 2 Trophies.
Explore will give Trophies based on the difficulty played:
Difficulty 1 – 4: 1 Trophies
Difficulty 5 – 8: 2 Trophies
Difficulty 9 – 12: 3 Trophies
Challenges will give Trophies based on the Tier being completed:
Tier I – IV: 1 Trophies
Tier V – VIII: 2 Trophies
Tier IX – X: 3 Trophies
Other battles will give 1 Trophy (this includes Quests, Dungeons, Adventures, etc). Test battles (aka battles to test Defence teams, or for fun against friends), will not give any Trophies.
Balance Changes
Reflect vs. Stripping Armor
We’ve noticed that Reflect is currently reflecting back damage when a spell strips all Armor off any Enemy (like Grave Knight or Mang). We’ve made some changes so that these spells that strip all Armor from a troop will no longer trigger Reflect. Any damage that happens after the Armor strip (in cases like Grave Knight) will still trigger Reflect.
These changes will not apply to any spells that just decreases an amount of Armor (like the Nymph or Bone Dragon).
Tian Yi
We have changed his spell damage from normal splash damage to heavy splash damage, so he will do a little more damage to the adjacent Enemies.
He now gains Magic a levels 8, 17, 19.
His base spell damage has increased from 5 to 7.
We’ve increased the Magic steal on his legendary trait, Monkey Magic, from 1 to 2.
General Changes
With the change to Guild Seal Tasks, we’ve made a small change to Delves so that once a player passes Delve Level 60, the lowest of the 3 Delve difficulties will no longer be higher than Delve Level 50. This means you no longer need to keep one Delve under-levelled.
To address an exploit in Casual PVP, we have changed the Gold calculations so that Players will earn less Gold when fighting against Players whose Team score is much weaker than theirs (2000+ lower).
We have added a new Holiday themed Logo for the season.
Bug Fixes
We have fixed an issue where the Doomed Tome weapons were not giving Magic correctly when there was a Doom troop on the Enemy team.
Explore has been reworked with a new system. Explore will still remain the most efficient method for getting Traitstones, and while there is no nerf to Traitstone farming, end-game Players can optimize it a tiny bit further with the new system.
Explores are now organized into an “Explore Run” – a series of 5-6 battles that play with a chosen difficulty, and drop loot based on that difficulty.
Explore Runs are completely pick-up/ put-down; they are not required to play in a single setting, and never reset by themselves (eg. at daily changeover).
Explore Runs end in a Mini-Boss battle, who has a higher chance to drop an Arcane. Traitstone. (Regular Explore battles drop Arcane traitstones slightly less often to compensate, but this system makes it less prone to RNG, and overall the drop rate should now be slightly higher).
Mini-Boss Battles will ALSO drop Mythstones. The number varies based on the difficulty, but collecting 100 Mythstones, will allow Players to fight an extra battle… The Mythic Boss battle.
Mythic Bosses ALWAYS drop an Arcane Traitstone, and (more importantly) they will also drop a new collectible – Tokens. (More on Tokens and the Medal System below).
All battles in each stage of an Explore Run will use the team builder system to create teams using Troops from the Explore Kingdom.
The Explore button in the Kingdom Menu has had some minor text changes to reflect the new system.
Explore Bonus
At any time, a number of Kingdoms will be marked for an EXPLORE BONUS. This gives them 20% bonus Mythstones (rounding up).
Kingdoms with the Explore Bonus can be seen on the World Map marked with an orange icon (this will overlap the Class Quest icon until the Explore Bonus moves on).
Players will also see the Mythstones written on the Explore Button in the Kingdom Menu.
Once a player completes an Explore Run that has this bonus, the Explore Bonus is removed and a different Kingdom will gain the Explore Bonus.
Your Mythstones for all Kingdoms are shared, so Mythstones collected in one Kingdom will add to the tally of those collected in any other Kingdom (this allows you to chase the Mythstone bonus around from Kingdom to Kingdom and have all of them work together).
Explore Difficulty
Explore no longer allows players to select a difficulty in the same manner they were able to in previous updates.
Now there are 12 levels of Difficulties in Explore. Each difficulty affects:
Level of Enemies players will face
Chance of an Arcane dropping from the Mini-Boss
Mythstones dropped
Amount of Gold dropped
All players will start with Difficulty 1 and Difficulty 2 unlocked.
The next Difficulty is unlocked when an Explore Run is completed at the highest available difficulty. (eg. Difficulty 3 is unlocked when defeating the Mini-Boss on Difficulty 2).
Difficulty unlocks are global so unlocking a new Difficulty in a Kingdom will unlock it for all Kingdoms.
Difficulty cannot be changed once the Explore Run begins, however players who find themselves in trouble or lose an Explore battle will be given the option to lower the difficulty. (Please note that changing the difficulty will restart the Explore Run from the beginning again, and any progress will be lost).
Playing an Explore Run
Explore Runs contain various phases which players will go through during the Explore Run.
Difficulty: Players choose the difficulty on which to attempt the Explore Run.
Explore: Players need 4 successful regular Explore battles to progress to the Mini-Boss Battle. These battles will not contain any Troops higher than Epic rarity.
Mini-Boss: Players will fight against a Mini-Boss (always a Kingdom Legendary), no other troops than the Mini-Boss will be Legendary. Explore Runs will often end here (regardless if the Player wins or loses) if the player has less than 100 Mythstones. Also note: If the Player loses, they will only gain half the amount of Mythstones compared to if they would have won.
Mythic Boss: Winning the Mini-Boss Battle and having 100 Mythstones will allow players to continue their Explore Run against the Mythic Boss. The Mythic Boss will always be a Mythic Kingdom troop (which will be the only Mythic troop on the team). Defeating it will grant the Boss Chest.
Boss Chest: Players can open the Boss Chest to earn some Tokens from the Explore Run. Explore Run will restart after Players receive their Tokens.
Medals
Medals, Badges and Tokens are new collectibles that Players can collect. Each has a rarity, and name (usually based on an Krystaran Deity or important figure).
As previously mentioned Tokens are earned from defeating a Mythic Boss. Though other means to earn Tokens will be added in the future.
Tokens, Badges, and Medals have the following effects:
Token: No effect, collecting 3 of the same type will evolve them in a Badge.
Badge: Can be equipped in a Badge/Medal slot at the top of the Map Menu. It will give a bonus in puzzle battles when equipped, collecting 3 of the same type will evolve them in a Medal.
Medal: Can be equipped in a Badge/Medal slot at the top of the Map Menu. It gives a greater bonus than Badges in puzzle battles when equipped, and can also be used to enhance Troops. (More on Enhancing Troops below).
Players may view or equip any Badges or Medals they own by interacting with the new Slots located on the top of the World Map menu.
Only 3 Badges and/ or Medals can be equipped at one time.
Changing which Badge/ Medal is equipped will not consume the Badge or Medal.
If the player has enough copies they may equip multiple Badges/ Medals of the same type if they wish.
The type list for Medals, their rarity, and their effects are as follows:
More Tokens/ Badges/ Medals may be added in future updates.
Enhancing Troops
In the Troop Upgrade menu, players will find a new option to upgrade their Troop called “Medals”.
Players will only be able to access this new menu once a Troop has reached Mythic Rarity (via Ascension if needed), Level 20, and is fully Traited.
Enhancing a Troop will require Players to spend some Medals and Souls for a chance at an upgrade. Sacrificing Medals will consume them, so Players may lose an equipped Medal Bonus if an equipped Medal is sacrificed.
Each Troop has a chance to upgrade based on the quality of medals sacrificed. This depends on the Troop’s Base Rarity along with how many Enhancements it already has received. This update supports 3 levels of Enhancement for all troops (Bronze, Silver, and Gold).
Each Medal is worth points based on its rarity, and those points contribute to the chance to upgrade. As a general rule, a troop requires a single medal matching its base rarity for a 100% chance to upgrade to Bronze. Two of those medals for a 100% chance to upgrade to Silver. And three of those medals for a 100% chance to upgrade to Gold. The three upgrades must be performed in sequence: Bronze, then Silver, then Gold.
Players are able to sacrifice up to 3 Medals at once to attempt to enhance a Troop. This can increasing their chance of successfully enhancing a Troop using low quality medals.
Enhanced Troops will gain a special flair on their card – Bronze, Silver, or Gold.
Upgraded Troops gain Skill Points with each new Enhancement, based on their Troop Role. This means that Defender Troops earn Life and Armor, while an Assassin Troop will earn Attack and Magic from enhancements.
New Kingdom Power tasks beyond level 20 (not available yet), will require Players to enhance Troops from that Kingdom.
Balance Changes
Lethal Damage
Lethal damage has been updated so that it will dispel the target before killing them.
Orbweaver
Orbweaver’s Legendary trait, Familiar, has had it’s chance to summon reduced from 50% to 35%
General
To make room for the new Badge/ Medal equipping system, Chat has been relocated to the left under the Adventure Board, but will continue to work exactly the same in its new location.
Mana Bonuses will now be displayed in the puzzle battle settings menu (with the other in-game battle information).
Google Cloud saves have been enabled on Google/ Android platform. If a player loads the new game and a save is detected, the game will give the player the option to use the Cloud save.
Players now have the option to decline the Rating Prompt and stop it reappearing later.
Bug Fixes
Fixed an issue where Arcane Traitstones were not awarding correctly when completing Tier IV of Challenges.
Fixed an issue where AI enemies in Faction quests were only appearing as level 1.
Fixed an issue where gain Gold/ Soul/ Treasure Map animation would display in battle even if the Trait or Spell was giving 0 of those resources.
Fixed an issue where the background on the new content callout would sometimes appeared blurry.
Previously Kingdoms would unlock by level which had several unfortunate side effects for new players. To address these issues, we have changed how Kingdom Progress works.
Rather than becoming available when your Hero reaches a certain level, Kingdoms will now unlock in small groups whose main quest lines must be completed before the next group unlocks.
The gold cost for unlocking a Kingdom has not changed significantly from the previous version. Adana now only costs 50 Gold.
As mentioned, Kingdoms will become available to unlock in groups. Completing the quest line of all Kingdoms in a group will unlock the next group and give a reward.
Any players who have already unlocked all the Kingdoms will not be affected by this change (i.e. they will not have to unlock Kingdoms a second time).
After updating, Players who have already unlocked all Kingdoms or completed quest lines will receive Kingdom group rewards based on their completed quest lines via the in-game mail.
Mini Games will now unlock as part of the reward for completing a Kingdom group. (This includes Dungeons and Soulforge, whose unlock quests have been removed).
Quest difficulty will now scale with the Kingdom Group.
Players will be able to see Kingdoms from the next Kingdom group. Tapping on them will display a new popup explaining what quest lines need to be completed before that kingdom is available to be unlocked.
As part of this change, the “Gorgotha Unleashed Event” quest chain will be removed from Khaziel.
Anyone who has completed it or is in the middle of completing it should not have any issues as their quest progress will be updated to reflect these changes.
War and Peace has been moved to be one of the rewards for completing a Kingdom group (it is now the Kingdom Group reward for the group with Khaziel in it).
Early game Tutorials have been updated to reflect these changes in Kingdom progress.
The Kingdom Groups and their completion rewards are below:
Kingdom Pop Up Changes
When selecting a Kingdom, players will notice that the menu has undergone a few changes that will make managing Kingdoms easier.
The Kingdom Popup Menu has surfaced several items that were previously only accessible from the Kingdom menu, including:
Kingdom Power – Players can now view how many tasks they have currently completed at a glance, or open the Kingdom Power menu directly.
Kingdom Level – Players can see the Kingdom’s current level here and interact with this button to upgrade it directly.
Setting Home Kingdom – Players can set Home Kingdom from the Kingdom Popup menu. (More about these changes below).
Kingdom Info – Kingdom Lore, Tribute and Gold Information can be found here.
Class Quest – Class Quest (if available) can be seen here.
The options of Set Home Kingdom, Kingdom Info, and Class Quests are not available until Players complete the Kingdom’s quest line. This means that quest lines need to be completed before players can set a Kingdom as their Home Kingdom.
We have removed the gold cost for changing Home Kingdom.
Home Kingdoms will gain a special border around the Quest area to show that this Kingdom is the Home Kingdom (as well as the regular visual change on the world map). The ‘Set Home Kingdom’ button will also disappear if a kingdom is already set as the Home Kingdom.
Instead of the Kingdom Class Quest starting after completing the quest line, we have separated it out (to ensure the end of a quest line is clear to player). If a Class Quest is available, Players can now tap the Class Quest button on the Kingdom Popup menu and be taken straight to the class quest.
Tapping on Kingdom Level button will take players to the Kingdom leveling menu (more on the changes there further down).
Tapping on the Kingdom Power button will bring up the current tasks require to earn the next level of Kingdom Power, as well as being able to view the Kingdom Bonuses.
The Challenge Button has been updated to match the changes to Challenges (more on that further down too).
Kingdom Leveling
Kingdom Leveling has had an upgrade to improve rewards given to players at each level.
Kingdoms can now be leveled to 15, and for thematic purposes, each level now has a building name related to the bonus it gives (to give more of a sense of upgrading a castle).
Kingdoms will continue to need gold for leveling, but will also require a new resource called Deeds to go beyond level 10.
Tribute and Gem Mastery rewards will be the same as they previously were. However, they will not increase after Kingdom Level 10.
There are 7 types of Deeds, 1 for each color and the Imperial Deed.
Kingdoms will use Deeds that match the color of the Gem Mastery they give, but all will need Imperial Deeds to reach the final levels.
Deeds can be found from the Adventure Board or in Flash Offers.
We will be sending everyone in the game some free Colored Deeds, which will only be available to be received for the first 2 weeks of the update.
Kingdoms can now be upgraded multiple levels at once, if you have sufficient Gold (and Deeds for levels over 10).
The Kingdom Leveling Menu has been updated so players can see the rewards given for each level and the cumulative costs for leveling a Kingdom.
The Kingdom Leveling Menu also displays a list of bonuses unlocked so players are able to see their current bonuses for that Kingdom.
The Kingdom Leveling Rewards are as follows:
Team Bonus Upgrades give a special Kingdom Team Bonus (for unique groups of 2,3 and 4 troops). The exact bonus is based on what Skill Point the Kingdom gives.
Kingdom Team Bonus Pets will also multiply the Kingdom Team Bonus Upgrade as well as the regular Kingdom Team Bonus.
The Faction Hoard Bonus increases the Skill Point bonus that is given in the Kingdom’s sister Faction from its Hoard Level (if the Faction is available).
Challenge Rework
We are changing Challenges to actually be… CHALLENGES (with worthwhile rewards).
Challenges are now split into 10 Tiers, each Tier getting progressively harder.
Tiers must be played in order from Tier 1 – 10.
Each Challenge in a Tier must be completed before players unlock the next Tier.
Each Challenge in a Tier will gain 1 level from the previous Challenge.
Each Challenge only needs to be played once to complete a Tier (so 7 battles completes a Tier).
Players who have 5-starred ALL their Challenges in a Kingdom will start at Tier 2 for that Kingdom.
Players who have NOT 5-starred ALL their Challenges start at Tier 1 with any 5-starred Challenges marked as complete.
Each Tier will give a reward for both completing an individual Challenge and for finishing the entire Tier.
Challenge battles are not replayable once completed, and will only give their reward once.
Once a player completes Tier 10, they will no longer be able to play Challenges in that Kingdom.
Some Challenge battles have changed what troops are in them, to better reflect newer troops that have been released, or to balance the difficulty for when players encounter it (e.g. Gob-Chomper was a little too tough for newbies in the first Broken Spire Challenge).
Challenge battles will give 2 Champion XP to the Class of any Hero playing them (up from 1 Champion XP in the previous system).
The Challenge Menu has been updated to reflect these Challenge changes.
The Challenge Rewards for battles and Tier can be found below:
Game Difficulty
The Difficulty system is in the middle of a rework which players will notice over the next couple of Updates. In this update, you will notice:
Quest Battles now have auto-scaling, based on the Kingdom Group in which they unlock (see Kingdom Progress for the Group List).
Challenge Battles have a new mechanic that unlocks harder versions, but they also have more appropriate & more useful rewards for the levels at which players complete them.
New Status Effect: Reflect
We have a new Status Effect – Reflect. After a troop takes damage, Reflect will take 50% of that damage (from Skulls, Spell, and Traits) and reflect it back to the Enemy who caused it. Reflect will dispel once damage has been taken (so it only activates once). Reflect does not protect its troop from any of the damage taken.
Reflect damage is rounded down, however Reflect will always deal a minimum of least 1 damage (even if the damage that triggered it was 1). Reflect damage is counted as special damage, so damage reduction traits such as Armored or Spell Armor will not apply to the damage dealt by Reflect.
Reflect only applies if an Enemy deals damage. Allies dealing damage will not trigger Reflect, nor will Status Effects. Positive Effects and Healing have no interaction with Reflect.
Balance Changes
Spell Term Change – Eliminate
Eliminate refers to the spell effect that decrease an Enemy’s Skill Points. We’ve added in some spell help text for the new term, and several troops’ spells will be updated to reflect this new term. The spells themselves will not change, only the text.
Ser Cygnea
Mana Color has been changed from Blue/ Purple to Purple/ Brown
Weapons We’ve done a pass on early game weapons to improve the progression experience for new players.
Sword of Heroes We’ve made some changes to Sword of Heroes so upgrading to the other common/ rare weapons is more rewarding.
Spell damage now scales off half Magic
Knight’s Sword
Base spell damage has been increased from 2 to 5
Scout’s Bow
Base spell damage has been increased from 2 to 4
Warrior’s Axe
Mana cost has been reduced from 9 to 5
Base spell damage has been increased from 3 to 5
Spell damage now scales off half Magic
Hunter’s Spear
Base spell damage has been increased from 2 to 5
Wizard’s Wand
Base spell damage has been increased from 2 to 5
Priest’s Hammer
Base spell damage has been increased from 2 to 4
Crude Club
Base spell damage has been increased from 2 to 6
Spell damage now scales off half Magic
Black Dagger
Base spell damage has been increased from 4 to 6
Mana cost has been reduced from 8 to 7
Avenging Falchion
Base spell damage has been increased from 5 to 6
Mana cost has been reduced from 9 to 7
Icy Glaive
Base spell damage has been increased from 2 to 3
Mana cost has been reduced from 10 to 8
Daemonic Khopesh
Base spell damage has been increased from 3 to 6
Silver Sword
Base spell damage has been increased from 3 to 6
Phoenix Crossbow
Base spell damage has been increased from 1 to 3
Mana cost has been reduced from 10 to 9
Sunbolt Javelin
Base spell damage has been increased from 2 to 5
Elder Bow
Base spell damage has been increased from 3 to 5
Guardian Halberd
Base spell damage has been increased from 6 to 10
Mana cost has been reduced from 8 to 7
Giant’s Mace
Base spell damage has been increased from 2 to 4
Mana cost has been reduced from 10 to 8
Bloody Axe
Base spell damage has been increased from 4 to 6
Mana cost has been reduced from 10 to 7
Wicked Scythe
Base spell damage has been increased from 0 to 1
Mana cost has been reduced from 12 to 10
Piercing Lance
Base spell damage has been increased from 4 to 7
Spirit Staff
Base spell damage has been increased from 5 to 6
Mana cost has been reduced from 8 to 7
Axe of the Spire
Base spell damage has been increased from 1 to 5
General
We have improved the Mail popup when viewing individual Mail received.
The Gnome Vault menu will now display the number of Vault Keys owned in the top right corner of the screen.
The Soulforge will now display the amount you currently own for any resource you can craft.
The Pet Info tab of the Pet Rescue menu will now display how many copies of that Pet you own, and its current level.
Raven Towers have been added to Invasions. They have a chance to replace a Tower instead of a normal Valraven spawning.
This means if a Valraven would replace a Tower, a Raven Tower will appear instead
Raven Towers give the same Sigil rewards as a Valraven
Raven Towers will count as a Tower for Invasion Scores
Raven Towers can only replace Towers
Bug Fixes
We have fixed an issue with the Daily Login Rewards that was showing VIP Rewards 1 level higher than the actual VIP level. (This also addresses the crash that VIP 20 players were receiving for a short time after the 4.4 update).
We have fixed an Issue being able to paste in extra copies of troops into the Team Selection Display when they are copied from another player (e.g. you own 1x Infernus, but can copy 2x Infernus into a team).
We have fixed an issue with some menus displaying UI elements off screen on 4:3 resolutions.
We have fixed an issue where player names were incorrectly changing color in chat when sharing a team via Guild Chat.
We have fixed an issue where players in 4:3 resolutions, including iPads, were unable to close the Guild Admin menu.
Whether it’s the helpful player who enjoys sharing their teams, the curious player who wants to try another player’s team, or a new player just getting into team building; we have implemented a new system to support you all, Team Suggestion + Sharing.
In the Troop Menu (whether accessed from World Map or from the Pre-Battle screen), players will see the Rename Team button has been changed to Manage Team. Tapping on it will open a popup menu with the following options:
Rename Team
Suggest a Team
Copy to Global Chat
Copy to Guild Chat
Paste Team
Suggest-a-Team
The game will look at player’s troops and suggest 3 potential teams for the player to choose from to suit their playstyle.
Team suggestions will include 4 Troops and a Banner whose color supports the team.
If players don’t see a team that appeals to them, they will be able to refresh the suggestions and get 3 more suggestions. (There is no cost to refreshing team suggestions).
Team suggestions are based on multiple different team patterns, and the team’s name will reflect what style they are (e.g. Balanced, Glass Cannon, Disruptive, Deceptive).
Troops have been given Roles (more on that below), which reflect how the troop plays, e.g. Mana Generator, Assassin, Support, Defender. These roles are taken into consideration so each team will be able to work together.
Suggest-a-Team will work with any Event that may have a restriction for troops (such as Raid Boss, Invasion or Class Trial).
Players can use suggest-a-team for teams that are partially filled (for example, you may want to build a team around a certain troop), or it may be used on a full team to suggest an entirely new 4 troops.
Once selected, the player can paste the suggested team into the team slot and make any further modifications they would like.
Suggest-a-Team does not often suggest Hero Weapons at this time. Because Hero builds are so diverse, if you would like a Hero in your team, we suggest placing him there via the weapon, and THEN using Suggest-a-Team.
While teams suggested this way will never be as good as teams finely-crafted by human players, they make a good starting point, if you’re a bit stuck on what troops to add.
Copy to Global/ Guild Chat
From the Manage Team popup menu, players can copy their existing teams into either Global Chat or their Guild Chat to share with other players.
Hero Classes can be copied along with the Troops, Weapons and Banners for the team (along with that Class’ Talent set up too).
Shared teams will display in Chat with the team Banner, Mana Colors for the Troops/ Weapons, as well as listing any Champion Talents for an attached Class.
Classes without a Champion Talent set up will just display ‘Any’ meaning that any talent can be good for the Class.
Players who don’t own all the Troops in a shared team, will view the Troops they don’t own with a locked symbol. If they do choose to copy the team, they will only be able to create a team of Troops, Banners, Weapons, Champion Talents, that they do own.
Players can still view a players profile from team share messages by interacting with their portrait (or using the usual X / Square buttons on controllers).
Paste Team
Interacting with (i.e. clicking on, tapping on, or selecting with a gamepad) a shared team in Global/ Guild chat will copy that team to your clipboard, which players can then paste into a team slot by selecting Paste Team from the Manage Team pop up menu. [*/]
Team slots with existing teams set up will also display a string of text, called the Team Share Code. This code can be copied by interacting with it, then shared into other programs outside of Gems of War (like a Guild’s discord channel).
Other players can take a Team Share Code, use Paste Team to paste the code, and copy the team that way.
Pasting a team will replace any existing team that may already be that team slot.
Adventure Board
In the current game we had 2 competing systems – Daily Tasks, first introduced on the console version, where players could complete various actions and earn lots of small rewards; and Weekly Tasks (Snotstones for you veterans out there) where players would repeat a single action for a week to earn points and collect rewards. As the game has grown, we’ve noticed some issues with these 2 systems: Daily Tasks were fiddly to complete and their rewards weren’t as good when compared to other areas of the game; while Weekly Tasks were not very visible, and often not a lot of fun. We have decided to remove both systems, and replace them with the Adventure Board, which should help fix their shortcomings while distributing the rewards in a better way (note that the new system distributes exactly the same Gem-Value in rewards as the old system).
The Adventure Board can be found on the World Map in the same space previously used by Daily Tasks.
Players will have 2 types of tasks they can complete:
Daily Kills – For players over level 150, this task can be completed during regular gameplay. It mostly consists of a Kill-Count for Enemies or Enemies of a specified color. For players under level 150, see the Adventure Path below.
Adventures – Each Adventure is a series of 3-4 battles of increasing difficulty that give rewards based around a reward theme. (E.g. The Search for Keys will give a Key reward for completing each battle).
After Daily Kills is completed, it will restart at the next Daily Reset (note that if it is incomplete at daily reset, it does NOT reset back to zero)
Three new Adventures are available every day and will change after 24hr regardless of if the player has completed all the battles in them or not.
For players under level 150, the Adventure Path replaces the Daily Kills. Objectives in the Adventure Path are similar to the old Daily Tasks that helped players learn about the game, but they have received a complete overhaul in their order and rewards. Once the ‘Reach Level 150’ task is completed here, they are replaced by the Daily Kills.
Players who were still in the middle of completing the Daily Tasks that help teach the game, will be transitioned over to the Adventure Path that is relevant to their current progress in the game.
When players switch over to Version 4.4, they will be mailed the rewards from all tasks that they currently had acquired, whether they had been completed or not.
The “I’m Not Scared of the Boogeyman” achievement has been updated to work with the new Adventure Board.
Epic Fights
Epic Fights are means for players to spend more Event Sigils to gain a buff to their Skill Points for the battle. For veterans and levels 1000+, these aren’t something you will need to use very often, but for low level players trying to help their guild in tougher events, they are useful.
On the Pre-Battle menu, players will notice a new box under the event shield displaying the type of battle (which affects Skill point bonus + Sigil cost). Interacting with this box will open up a pop up menu with all the different Skill Points and their additional Sigil costs.
The types of battle and their additional Sigil cost + Skill point buff is as follows:
Normal Battle: +0% Skill Points, added cost +0 Sigils (this is the default type and regular battle everyone will know)
When playing an event in 4.4, all players will get to try out an Epic Fight for free the first time. After that using an Epic Battle or higher will cost additional Sigils per battle.
Troop Roles
Every Troop has been assigned a Role, which matches their usual role within a team.
Roles are displayed as icons next to the Troop’s troop type.
The 9 basic roles are:
Defender: Frontline tank – great at mitigating Skull damage
Warrior: Tough frontliner or off-tank, with damage capability
Warmaster: Buffs/ summons allies for Attack or creates Skulls
Striker: Heavy damage dealer, mostly single-target
Assassin: Can often one-shot an Enemy
Mage: Deals large amounts of area damage
Generator: Generates Mana (either generally or of a specified color)
Support: Buffs Allies in a defensive fashion
Warlock: Debuff one or more Enemies
Troops can only have a single Role, which represents a Troop’s most common purpose in the game. E.g. Gorgotha is both a good frontline Troop and Mana Generator. His primary purpose is as frontline troop though, so he is classified as a Defender.
Daily Login Menu
The Daily Login Menu has been reworked to include all the various rewards players receive from their daily login in one single screen (so less clicking and tapping).
Daily login rewards displayed on this menu are:
7-Day Login Rewards
Monthly Login Rewards
Honor Daily Rewards
New Player Rewards (if applicable)
Returning Player Rewards (if applicable)
Mage: Deals large amounts of area damage
Special Event Rewards (if applicable)
PVP Tier Rewards
Guild Daily Seals
Faction Ingots
Daily VIP Rewards
Daily Rewards are still sent via the mail for the player to collect.
New Player, Returning Player, and Special Event login rewards only display when necessary, and if more than 1 is active they will rotate between each other in the same spot on the screen.
Menus background and troop displayed will continue to be tied to the Weekly Event. However, the Weekly Event name and remaining time is displayed at the bottom of the screen.
Pop up for 7-Day and Monthly login rewards that previously appeared after the old daily login screens, has been removed, as the information displayed there is now in the daily login screen.
Players are still able to access the calendar menu if they wish to preview their upcoming 7-Day or monthly rewards.
Flash Offer Calendar
We’ve added in support to create a calendar of Flash Offers. These Flash Offer calendars will usually have a theme or be related to a special event. Our first one will be coming for Week of the Shark!
Each day will present a new offer for players to look at. Once the day has ended, that offer will no longer be available and a new one will replace it (until the calendar ends).
You do not need to have purchased any previous rewards to buy the current one.
Some offers may give rewards for free or for a Gem cost instead real money.
Chest Drop
Due to some instances of confusion over the past few months about drop rates of various troop rarities in chests (based on incorrect data acquired from the game by 3rd-party programs), we have decided to make the actual Drop Rates visible to everyone.
All chests menus now include a help button that will bring up the drop rates for items within that chest.
Please note that a drop rate of 1% does NOT mean if you open 100 chests you will get that thing – it’s not how probability works. It means there is an independent 1% chance on each chest-opening of acquiring that thing.
If you ignore the last dot point and write to our support team about it, Kafka will find out where you live and hurt you. Don’t make her do that. [*/]
Disclaimer: Of course, we’re just kidding about that last bit. The Gems of War Devs don’t condone non-gem-related violence of any kind, even against people who don’t understand probability.
Daily Rewards are still sent via the mail for the player to collect.
New Player, Returning Player, and Special Event login rewards only display when necessary, and if more than 1 is active they will rotate between each other in the same spot on the screen.
Menus background and troop displayed will continue to be tied to the Weekly Event. However, the Weekly Event name and remaining time is displayed at the bottom of the screen.
Pop up for 7-Day and Monthly login rewards that previously appeared after the old daily login screens, has been removed, as the information displayed there is now in the daily login screen.
Players are still able to access the calendar menu if they wish to preview their upcoming 7-Day or monthly rewards.
Balance Changes
Omen Traits
These traits will now give mana to the correct team at the start of battle. They will also no longer cause 4+ Gem matches to give an extra turn at the start of battle.
Abynissia
Queen’s Grace legendary Trait now give 2 Attack and Life to all Daemons at the start of my turn.
Anu’s Sceptre
Spell can now target Blue Gems
Champion of Anu
Base spell damage increased from 4 to 6
Death
Boost Ratio increased from 3:2 to 2:1
Draakulis
Now also gains Magic at levels 18 and 19
Euryali
Base spell damage increased from 1 to 2
Boost Ratio increased from x2 to x3
Stonehammer
Base spell Life gain increased from 1 to 5
Ice Troll
Mana cost reduced from 13 to 12
Undine
Base spell damage increased from 3 to 5
General
Boost ratios will now display the actual boost amount in a puzzle battle (where applicable).
Info tab for Hero Classes now been updated to be clear over the Troop Type the class gives.
Bug Fixes
Fixed an issue where the Troop Filter UI would overlap on non-16:9 aspect ratios.
Fixed an issue where one-shot spells were not disabling if the Troop was Blessed.
Fixed an issue where players were getting 2 turns on the first turn in Events, if the Potion of Explosion caused a 5 Gem match cascade.
Fixed an issue on iPhone XR where some UI on the World Map was going off screen.
Fixed an issue where “Revenge” and “Rival” tags were not displaying correctly in PVP after going to the World Map before returning to PVP menu.
Fixed an issue where Invasion Stage 3 wasn’t greying out correctly when completed.
Fixed an issue where weapon descriptions were not updating correctly in Screenshot mode.
Fixed an issue where the Class Weapons’ tooltip was not displaying if the player already owned the Weapon.