Changelog - April 2025
Back to ArchiveApril 24, 2025
Adventures
Added a small chance for eggs to appear as rewards in normal adventure fights (till end of event) 🥚
Other
Replaced monster images for Skeleton Commander, Lost Soul, and Ghost Revelator (previous images were reused across multiple monsters)
Updated item icons for Knight’s Boots, Captain’s Boots, and Bronze Helmet (previous icons were duplicated)
Fixed a couple formulas in tooltips that didn’t reflect recent balancing changes
HP values are now properly rounded
Added a small chance for eggs to appear as rewards in normal adventure fights (till end of event) 🥚
Other
Replaced monster images for Skeleton Commander, Lost Soul, and Ghost Revelator (previous images were reused across multiple monsters)
Updated item icons for Knight’s Boots, Captain’s Boots, and Bronze Helmet (previous icons were duplicated)
Fixed a couple formulas in tooltips that didn’t reflect recent balancing changes
HP values are now properly rounded
April 21, 2025
Fixed: An issue in the dungeon system that caused XP display values to be off by up to ±10%. This was a visual bug only and did not result in actual XP loss. That issue should now be resolved.
April 21, 2025
We've deployed an update to fix the issue where dragon eggs weren’t appearing in drops. We've also resynced existing drops, so any previously claimed ones should now appeared in the inventory.
April 21, 2025
Increased the chance for easter events to appear
April 14, 2025
Maintenance Complete
We’ve completed our server migration to a new datacenter and provider in an effort to fix the issue where Embervale wouldn’t load for some players sometimes. We’d love to hear if this has improved your experience!
If the game isn’t loading for you right now, please try restarting your browser, app or clearing your cache—your game might still be trying to connect to the old server.
Thank you for your patience and support!
Extension 1.3.4
Adventure
Dice handling adjusted: Previously, switching to a different menu while rolling dice would reset the roll, forcing you to roll again. Now, your roll is saved—even if you switch away and return—so no more double rolls.
Clearer dice roll flow: Instead of a generic "Continue" button, the game now shows a more informative button indicating the next dice roll or upcoming outcome.
Multiple dice rolls: If you have more than one roll, you can now freely switch between them. This means you can use your second chance without needing to reload the game.
Clicking on your own character as a streamer now allows you to quickly change your gear preset—no need to leave the menu!
Training visibility fix: The "Send to Training" button is now fully hidden when viewing your own character.
New Tool: Corrosive Imbuement
Physical attacks ignore Physical Resistance during your next battle.
Streamer
We now display a popup ingame when someone used your creator code in addition to the chat message!
Quality of Life
You can now deselect potions in dungeons while in the potion selection menu
When opening chests it previously displayed all possible items. Now it only displays items that are obtainable by the specific class so that there won't be any staff displayed for a warrior and spoiler that that is the item you don't get. Additionally we now hide the lock symbol when rolling to prevent spoilers which item you get
When pressing "Update preset" a confirmation menu will open if the preset is not empty so you don't accidentially overwrite your preset anymore!
When you level up you see how much your hp increased now!
Evasion percentage is now proper rounded so numbers like 32.5% can be proper displayed
We’ve completed our server migration to a new datacenter and provider in an effort to fix the issue where Embervale wouldn’t load for some players sometimes. We’d love to hear if this has improved your experience!
If the game isn’t loading for you right now, please try restarting your browser, app or clearing your cache—your game might still be trying to connect to the old server.
Thank you for your patience and support!
Extension 1.3.4
Adventure
Dice handling adjusted: Previously, switching to a different menu while rolling dice would reset the roll, forcing you to roll again. Now, your roll is saved—even if you switch away and return—so no more double rolls.
Clearer dice roll flow: Instead of a generic "Continue" button, the game now shows a more informative button indicating the next dice roll or upcoming outcome.
Multiple dice rolls: If you have more than one roll, you can now freely switch between them. This means you can use your second chance without needing to reload the game.
Clicking on your own character as a streamer now allows you to quickly change your gear preset—no need to leave the menu!
Training visibility fix: The "Send to Training" button is now fully hidden when viewing your own character.
New Tool: Corrosive Imbuement
Physical attacks ignore Physical Resistance during your next battle.
Streamer
We now display a popup ingame when someone used your creator code in addition to the chat message!
Quality of Life
You can now deselect potions in dungeons while in the potion selection menu
When opening chests it previously displayed all possible items. Now it only displays items that are obtainable by the specific class so that there won't be any staff displayed for a warrior and spoiler that that is the item you don't get. Additionally we now hide the lock symbol when rolling to prevent spoilers which item you get
When pressing "Update preset" a confirmation menu will open if the preset is not empty so you don't accidentially overwrite your preset anymore!
When you level up you see how much your hp increased now!
Evasion percentage is now proper rounded so numbers like 32.5% can be proper displayed
April 11, 2025
Important Update for All Embervale Affiliates
We’ve updated the Embervale Affiliate Agreement as of April 11, 2025.
📄 Read the full agreement here: https://embervale.tv/info/affiliate-agreement/
Why the change?
This update enables us to offer a new benefit: you can now convert your Affiliate Points into in-game Arcanites, in addition to receiving standard payouts.
Key changes:
Earnings are now tracked as Affiliate Points, not displayed as €
Points can be converted into Arcanites anytime
Payouts in € are still available once the 5000 points (€50) threshold is reached
To remain in the program, please review and accept the updated agreement in your dashboard by May 23, 2025:
👉 https://embervale.tv/affiliate/
We’ve updated the Embervale Affiliate Agreement as of April 11, 2025.
📄 Read the full agreement here: https://embervale.tv/info/affiliate-agreement/
Why the change?
This update enables us to offer a new benefit: you can now convert your Affiliate Points into in-game Arcanites, in addition to receiving standard payouts.
Key changes:
Earnings are now tracked as Affiliate Points, not displayed as €
Points can be converted into Arcanites anytime
Payouts in € are still available once the 5000 points (€50) threshold is reached
To remain in the program, please review and accept the updated agreement in your dashboard by May 23, 2025:
👉 https://embervale.tv/affiliate/
April 9, 2025
Big Balancing Update
Previously, many high-level battles were over in just one turn. While a level 5 fight might last 20 turns, a battle at level 150 could be decided instantly. Players had around 6,000 HP but dealt over 9,000 damage—meaning the first to strike usually won.
This wasn’t a satisfying experience, so we’ve reworked HP and damage scaling to:
a) Ensure consistent behavior across all levels
b) Make battles last longer than a single turn, allowing for more strategic depth in build creation, and increasing the importance of resistances, elements, and other forms of counterplay.
Old HP Formula:
:mage~1: Mage:(1 + vit * 0.1) * (1 + 0.01 * lvl) * 11.5 + 10
:knight: Knight:((1 + vit * 0.1) * (1 + 0.01 * lvl) * 22 + 10) * 1.15
:ranger: Ranger:(1 + vit * 0.1) * (1 + 0.01 * lvl) * 15 + 10
:warrior: Warrior:(1 + vit * 0.1) * (1 + 0.01 * lvl) * 18 + 10
:rogue: Rogue:(1 + vit * 0.1) * (1 + 0.01 * lvl) * 16 + 10
New HP Formula:
:mage~1: Mage:(vit * 0.015) * (1.5 * lvl+10) * 2.7 + 15
:knight: Knight:(vit * 0.015) * (1.5 * lvl+10) * 4.5 * 1.15 + 15
:ranger: Ranger:(vit * 0.015) * (1.5 * lvl+10) * 3.1 + 15
:warrior: Warrior:(vit * 0.015) * (1.5 * lvl+10) * 4.0 + 15
:rogue: Rogue:(vit * 0.015) * (1.5 * lvl+10) * 3.6 + 15
------------------
Old Damage Formula:
:mage~1: Mage: Damage = Weapon damage * ((wisdom / 60) + 1)
:knight: Knight: Damage = (Weapon damage / 2.66) * ((strength / 60) + 1)
:ranger: Ranger: Damage = (Weapon damage / 1.54) * ((dexterity / 60) + 1)
:warrior: Warrior: Damage = (Weapon damage / 2) * ((strength / 60) + 1)
:rogue: Rogue: Damage = (Weapon damage / 1.66) * ((dexterity / 60) + 1)
New Damage Formula:
:mage~1: Mage:Damage = Weapon damage * 0.9 * (wisdom * 0.015 + 1)
:knight: Knight:Damage = Weapon damage * 0.425 * (strength * 0.015 + 1)
:ranger: Ranger:Damage = Weapon damage * 0.75 * (dexterity * 0.015 + 1)
:warrior: Warrior:Damage = Weapon damage * 0.5 * (strength * 0.015 + 1)
:rogue: Rogue:Damage = Weapon damage * 0.625 * (dexterity * 0.015 + 1)
Now the battle length is around the same - no matter which level 🤌
Additional general changes:
------------------
Critical Hit Chance Formula
Old: ((Accuracy / Level) * 0.25) * 100
New: (Accuracy / Level) * 20
------------------
Critical Hit Modifier Formula
Old: (Luck / ((Level + 1) * 2)) + 1.1
New: (Luck / Level / 2.25) + 1.1
------------------
We want to be as transparent as possible with this update:
What is our goal with class balancing?
Each class should feel unique and offer a distinct playstyle. However, class advantage should only play a minor role—around 3-10%—in the outcome of a fight. This means that players who are better prepared with potions and strategy / specific gear against a specific class should still be able to win, even against a class that has a slight edge.
We’ve run hundreds of simulations with thousands of battle to analyze how the changes affect class balance. Some classes benefited more than others from the increased health, so we used the data to identify what adjustments were needed to maintain fair and competitive gameplay across all classes.
How do our simulations work?
We used a backup of the live production database and selected all players with more than 1500 Glory. Each of these players was matched multiple times against others using the same arena matchmaking logic.
This approach gives us the most accurate insight into how the balance will perform once live.
Please note that the results listed aren’t 100% precise. For example, Ranger vs. Ranger showed a 48% win rate, even though it should technically be 50:50. Running more precise simulations—say, 200k+ battles—would take hours, and doing that for every small tweak would slow things down massively. We'd end up working on balance changes for weeks instead of actually moving forward.
Now, here are the results of our simulation:
✅ Simulated 76800 battles
Matchup Results:
Mage:
vs Mage: 2096 wins, 2158 losses (49.27% win rate, expected 50%) ✅️
vs Ranger: 2044 wins, 2212 losses (48.03% win rate, expected 45%) ✅️
vs Rogue: 2010 wins, 2338 losses (46.23% win rate, expected 45%) ✅️
vs Warrior: 2280 wins, 1881 losses (54.79% win rate, expected 55%) ✅️
vs Knight: 2406 wins, 1998 losses (54.63% win rate, expected 55%) ✅️
➤ Total: 10836 wins, 10587 losses (50.58% overall win rate)
Ranger:
vs Mage: 1286 wins, 1115 losses (53.56% win rate, expected 55%) ✅️
vs Ranger: 1168 wins, 1265 losses (48.01% win rate, expected 50%) ✅️
vs Rogue: 1034 wins, 1346 losses (43.45% win rate, expected 45%) ✅️
vs Warrior: 1323 wins, 1101 losses (54.58% win rate, expected 55%) ✅️
vs Knight: 1158 wins, 1174 losses (49.66% win rate, expected 45%) ✅️
➤ Total: 5969 wins, 6001 losses (49.87% overall win rate)
Rogue:
vs Mage: 1370 wins, 1210 losses (53.10% win rate, expected 55%) ✅️
vs Ranger: 1474 wins, 1149 losses (56.20% win rate, expected 55%) ✅️
vs Rogue: 1326 wins, 1323 losses (50.06% win rate, expected 50%) ✅️
vs Warrior: 1188 wins, 1434 losses (45.31% win rate, expected 45%) ✅️
vs Knight: 1206 wins, 1436 losses (45.65% win rate, expected 45%) ✅️
➤ Total: 6564 wins, 6552 losses (50.05% overall win rate)
Warrior:
vs Mage: 1484 wins, 1874 losses (44.19% win rate, expected 45%) ✅️
vs Ranger: 1538 wins, 1959 losses (43.98% win rate, expected 45%) ✅️
vs Rogue: 2007 wins, 1404 losses (58.84% win rate, expected 55%) ✅️
vs Warrior: 1757 wins, 1653 losses (51.52% win rate, expected 50%) ✅️
vs Knight: 1857 wins, 1609 losses (53.58% win rate, expected 55%) ✅️
➤ Total: 8643 wins, 8499 losses (50.42% overall win rate)
Knight:
vs Mage: 1213 wins, 1389 losses (46.62% win rate, expected 45%) ✅️
vs Ranger: 1372 wins, 1304 losses (51.27% win rate, expected 55%) ✅️
vs Rogue: 1488 wins, 1145 losses (56.51% win rate, expected 55%) ✅️
vs Warrior: 1186 wins, 1422 losses (45.48% win rate, expected 45%) ✅️
vs Knight: 1315 wins, 1315 losses (50.00% win rate, expected 50%) ✅️
➤ Total: 6574 wins, 6575 losses (50.00% overall win rate)
Simulated a total of: 76800 battles
Here are the additional changes we made to keep class balance in check:
:warrior: Warrior
Melee Damage Bonus reduced from +20% → +15%
Lifestone now steals up to 33% of damage dealt as HP, increased from 30%
Due to the significant boost in HP, warriors were disproportionately benefiting from the change. These adjustments bring them more in line with other classes.
:ranger: Ranger
Bleed damage still deals 3% of the target's max HP per turn, but now it is capped at 100% of the attacker’s weapon damage. 50% heal during bleed -> 33% heal during bleed
Example: If your weapon deals 900–1100 damage, the bleed can deal up to a maximum of 1000 per round. This cap is mainly intended for future content like global raid bosses or large-scale encounters with millions of HP.
Maximum Critical Hit Chance reduced from 80% → 75%
Max Evasion 30% -> 32.5%
Evasion Formula Adjusted
Old: ((Agility / Level) * 0.1) * 100
New: ((Agility / Level) * 0.0875) * 100
Most of the changes were minor adjustments for the Ranger. However, since the Warrior greatly benefited from the HP change, we strengthened the Ranger’s counterplay—Bleeding only allows to heal by 33%.
:rogue: Rogue
Maximum stealth chance 40% -> 37.5% (Extra stealth 10% -> 7.5%)
Maximum crit multiplier x1.8 -> x2.0.
Old: The rogue uses stealth instead of evasion allowing them to dodge physical and magical attacks.
New: The Rogue relies on stealth instead of evasion, allowing them to dodge both physical and 50% of magical attacks. When a rogue dodges a melee attack by entering stealth, their next hit will be a critical strike.
The new ability might seem like a strong buff to an already powerful class, but it actually brings Rogues more in line with Warriors and Knights following the recent HP calculation changes. Without this adjustment, Rogues were consistently losing to melee classes with a loss rate of around 70%. This change helps balance the matchup dynamic without pushing Rogues into an overpowered state.
:knight: Knight
Old: Equip a shield that grants a 30% chance to reduce incoming damage: 75% for melee attacks and 25% for ranged attacks.
New: Equip a shield that grants a 30% chance to reduce incoming damage: 70% for melee attacks and 30% for ranged attacks.
Max Crit Multiplier 1.8 -> 1.75
Knights already benefited from the HP changes and only required light balancing to stay competitive against other classes.
:mage~1: Mage
Magical Defense for Mages has been reworked: Magical Resistance is now doubled, and Wisdom is factored in as well.
Old: (Magical Resistance / (lvl * 10)) * 100
New: (2 * Magical Resistance + Wisdom/4) / (Level * 10)) * 100
Maximum Critical Hit Multiplier reduced from 3.0 → 2.8
This change helps ensure that mage vs. mage duels last longer and aren’t decided in a single round.
Despite the damage and health adjustments, mages still have the highest damage output of all classes—especially when landing a critical hit—so only minor tweaks were necessary to keep balance!
Other Changes
Item Gen: Epic amulet, ring and weapon can now be generated with a single stat
Changed rarity of Material sack from uncommon to common
We hope these changes offer a deeper and more strategic battle experience. As always, thank you for your feedback and support!
P.S. We’ve also added a super easy additional weekly mission that grants 10 Arcanites—perfect if you’d like to reskill your character after this huge balancing update.
Previously, many high-level battles were over in just one turn. While a level 5 fight might last 20 turns, a battle at level 150 could be decided instantly. Players had around 6,000 HP but dealt over 9,000 damage—meaning the first to strike usually won.
This wasn’t a satisfying experience, so we’ve reworked HP and damage scaling to:
a) Ensure consistent behavior across all levels
b) Make battles last longer than a single turn, allowing for more strategic depth in build creation, and increasing the importance of resistances, elements, and other forms of counterplay.
Old HP Formula:
:mage~1: Mage:(1 + vit * 0.1) * (1 + 0.01 * lvl) * 11.5 + 10
:knight: Knight:((1 + vit * 0.1) * (1 + 0.01 * lvl) * 22 + 10) * 1.15
:ranger: Ranger:(1 + vit * 0.1) * (1 + 0.01 * lvl) * 15 + 10
:warrior: Warrior:(1 + vit * 0.1) * (1 + 0.01 * lvl) * 18 + 10
:rogue: Rogue:(1 + vit * 0.1) * (1 + 0.01 * lvl) * 16 + 10
New HP Formula:
:mage~1: Mage:(vit * 0.015) * (1.5 * lvl+10) * 2.7 + 15
:knight: Knight:(vit * 0.015) * (1.5 * lvl+10) * 4.5 * 1.15 + 15
:ranger: Ranger:(vit * 0.015) * (1.5 * lvl+10) * 3.1 + 15
:warrior: Warrior:(vit * 0.015) * (1.5 * lvl+10) * 4.0 + 15
:rogue: Rogue:(vit * 0.015) * (1.5 * lvl+10) * 3.6 + 15
------------------
Old Damage Formula:
:mage~1: Mage: Damage = Weapon damage * ((wisdom / 60) + 1)
:knight: Knight: Damage = (Weapon damage / 2.66) * ((strength / 60) + 1)
:ranger: Ranger: Damage = (Weapon damage / 1.54) * ((dexterity / 60) + 1)
:warrior: Warrior: Damage = (Weapon damage / 2) * ((strength / 60) + 1)
:rogue: Rogue: Damage = (Weapon damage / 1.66) * ((dexterity / 60) + 1)
New Damage Formula:
:mage~1: Mage:Damage = Weapon damage * 0.9 * (wisdom * 0.015 + 1)
:knight: Knight:Damage = Weapon damage * 0.425 * (strength * 0.015 + 1)
:ranger: Ranger:Damage = Weapon damage * 0.75 * (dexterity * 0.015 + 1)
:warrior: Warrior:Damage = Weapon damage * 0.5 * (strength * 0.015 + 1)
:rogue: Rogue:Damage = Weapon damage * 0.625 * (dexterity * 0.015 + 1)
Now the battle length is around the same - no matter which level 🤌
Additional general changes:
------------------
Critical Hit Chance Formula
Old: ((Accuracy / Level) * 0.25) * 100
New: (Accuracy / Level) * 20
------------------
Critical Hit Modifier Formula
Old: (Luck / ((Level + 1) * 2)) + 1.1
New: (Luck / Level / 2.25) + 1.1
------------------
We want to be as transparent as possible with this update:
What is our goal with class balancing?
Each class should feel unique and offer a distinct playstyle. However, class advantage should only play a minor role—around 3-10%—in the outcome of a fight. This means that players who are better prepared with potions and strategy / specific gear against a specific class should still be able to win, even against a class that has a slight edge.
We’ve run hundreds of simulations with thousands of battle to analyze how the changes affect class balance. Some classes benefited more than others from the increased health, so we used the data to identify what adjustments were needed to maintain fair and competitive gameplay across all classes.
How do our simulations work?
We used a backup of the live production database and selected all players with more than 1500 Glory. Each of these players was matched multiple times against others using the same arena matchmaking logic.
This approach gives us the most accurate insight into how the balance will perform once live.
Please note that the results listed aren’t 100% precise. For example, Ranger vs. Ranger showed a 48% win rate, even though it should technically be 50:50. Running more precise simulations—say, 200k+ battles—would take hours, and doing that for every small tweak would slow things down massively. We'd end up working on balance changes for weeks instead of actually moving forward.
Now, here are the results of our simulation:
✅ Simulated 76800 battles
Matchup Results:
Mage:
vs Mage: 2096 wins, 2158 losses (49.27% win rate, expected 50%) ✅️
vs Ranger: 2044 wins, 2212 losses (48.03% win rate, expected 45%) ✅️
vs Rogue: 2010 wins, 2338 losses (46.23% win rate, expected 45%) ✅️
vs Warrior: 2280 wins, 1881 losses (54.79% win rate, expected 55%) ✅️
vs Knight: 2406 wins, 1998 losses (54.63% win rate, expected 55%) ✅️
➤ Total: 10836 wins, 10587 losses (50.58% overall win rate)
Ranger:
vs Mage: 1286 wins, 1115 losses (53.56% win rate, expected 55%) ✅️
vs Ranger: 1168 wins, 1265 losses (48.01% win rate, expected 50%) ✅️
vs Rogue: 1034 wins, 1346 losses (43.45% win rate, expected 45%) ✅️
vs Warrior: 1323 wins, 1101 losses (54.58% win rate, expected 55%) ✅️
vs Knight: 1158 wins, 1174 losses (49.66% win rate, expected 45%) ✅️
➤ Total: 5969 wins, 6001 losses (49.87% overall win rate)
Rogue:
vs Mage: 1370 wins, 1210 losses (53.10% win rate, expected 55%) ✅️
vs Ranger: 1474 wins, 1149 losses (56.20% win rate, expected 55%) ✅️
vs Rogue: 1326 wins, 1323 losses (50.06% win rate, expected 50%) ✅️
vs Warrior: 1188 wins, 1434 losses (45.31% win rate, expected 45%) ✅️
vs Knight: 1206 wins, 1436 losses (45.65% win rate, expected 45%) ✅️
➤ Total: 6564 wins, 6552 losses (50.05% overall win rate)
Warrior:
vs Mage: 1484 wins, 1874 losses (44.19% win rate, expected 45%) ✅️
vs Ranger: 1538 wins, 1959 losses (43.98% win rate, expected 45%) ✅️
vs Rogue: 2007 wins, 1404 losses (58.84% win rate, expected 55%) ✅️
vs Warrior: 1757 wins, 1653 losses (51.52% win rate, expected 50%) ✅️
vs Knight: 1857 wins, 1609 losses (53.58% win rate, expected 55%) ✅️
➤ Total: 8643 wins, 8499 losses (50.42% overall win rate)
Knight:
vs Mage: 1213 wins, 1389 losses (46.62% win rate, expected 45%) ✅️
vs Ranger: 1372 wins, 1304 losses (51.27% win rate, expected 55%) ✅️
vs Rogue: 1488 wins, 1145 losses (56.51% win rate, expected 55%) ✅️
vs Warrior: 1186 wins, 1422 losses (45.48% win rate, expected 45%) ✅️
vs Knight: 1315 wins, 1315 losses (50.00% win rate, expected 50%) ✅️
➤ Total: 6574 wins, 6575 losses (50.00% overall win rate)
Simulated a total of: 76800 battles
Here are the additional changes we made to keep class balance in check:
:warrior: Warrior
Melee Damage Bonus reduced from +20% → +15%
Lifestone now steals up to 33% of damage dealt as HP, increased from 30%
Due to the significant boost in HP, warriors were disproportionately benefiting from the change. These adjustments bring them more in line with other classes.
:ranger: Ranger
Bleed damage still deals 3% of the target's max HP per turn, but now it is capped at 100% of the attacker’s weapon damage. 50% heal during bleed -> 33% heal during bleed
Example: If your weapon deals 900–1100 damage, the bleed can deal up to a maximum of 1000 per round. This cap is mainly intended for future content like global raid bosses or large-scale encounters with millions of HP.
Maximum Critical Hit Chance reduced from 80% → 75%
Max Evasion 30% -> 32.5%
Evasion Formula Adjusted
Old: ((Agility / Level) * 0.1) * 100
New: ((Agility / Level) * 0.0875) * 100
Most of the changes were minor adjustments for the Ranger. However, since the Warrior greatly benefited from the HP change, we strengthened the Ranger’s counterplay—Bleeding only allows to heal by 33%.
:rogue: Rogue
Maximum stealth chance 40% -> 37.5% (Extra stealth 10% -> 7.5%)
Maximum crit multiplier x1.8 -> x2.0.
Old: The rogue uses stealth instead of evasion allowing them to dodge physical and magical attacks.
New: The Rogue relies on stealth instead of evasion, allowing them to dodge both physical and 50% of magical attacks. When a rogue dodges a melee attack by entering stealth, their next hit will be a critical strike.
The new ability might seem like a strong buff to an already powerful class, but it actually brings Rogues more in line with Warriors and Knights following the recent HP calculation changes. Without this adjustment, Rogues were consistently losing to melee classes with a loss rate of around 70%. This change helps balance the matchup dynamic without pushing Rogues into an overpowered state.
:knight: Knight
Old: Equip a shield that grants a 30% chance to reduce incoming damage: 75% for melee attacks and 25% for ranged attacks.
New: Equip a shield that grants a 30% chance to reduce incoming damage: 70% for melee attacks and 30% for ranged attacks.
Max Crit Multiplier 1.8 -> 1.75
Knights already benefited from the HP changes and only required light balancing to stay competitive against other classes.
:mage~1: Mage
Magical Defense for Mages has been reworked: Magical Resistance is now doubled, and Wisdom is factored in as well.
Old: (Magical Resistance / (lvl * 10)) * 100
New: (2 * Magical Resistance + Wisdom/4) / (Level * 10)) * 100
Maximum Critical Hit Multiplier reduced from 3.0 → 2.8
This change helps ensure that mage vs. mage duels last longer and aren’t decided in a single round.
Despite the damage and health adjustments, mages still have the highest damage output of all classes—especially when landing a critical hit—so only minor tweaks were necessary to keep balance!
Other Changes
Item Gen: Epic amulet, ring and weapon can now be generated with a single stat
Changed rarity of Material sack from uncommon to common
We hope these changes offer a deeper and more strategic battle experience. As always, thank you for your feedback and support!
P.S. We’ve also added a super easy additional weekly mission that grants 10 Arcanites—perfect if you’d like to reskill your character after this huge balancing update.
April 6, 2025
Dungeons
Previously, dungeon XP were calculated based on the total HP of monsters. A recent update unintentionally reduced XP gains by changing the monster generation. We've now manually assigned XP ranges to each dungeon to achieve similar xp values like before! (Minor adjustments were also made to ensure higher-level dungeons don’t reward less XP than lower ones like previously.) This gives us more flexibility for future balancing — without breaking dungeon XP again.
Adventure
Companions now use the same generation system as monsters, rather than being randomly assigned 7 items. This should significantly improve their effectiveness.
PvP battles in event adventures now properly scale based on the room again. Previously, NPC levels were capped, causing them to have the same strength in, for example, room 75 and room 100.
Adjusted Event Mysterious robed man: One of the outcomes has been improved to make more sense narratively. Additionally, the effect from choosing the coin option is now permanent.
Fixed a crash that occurred when a companion was being added during the manfred encounter event.
Fixed an issue where companions added to the party and affected by an effect at the same time displayed their internal names with underscores (e.g., dark_elf_healer) instead of the proper translated names (e.g., Dark Elf Healer).
Adjusted the healer effect to fix several bugs: Instead of healing all party members for 10% each turn, only those not in combat now regain 10% health each round.
Previously, dungeon XP were calculated based on the total HP of monsters. A recent update unintentionally reduced XP gains by changing the monster generation. We've now manually assigned XP ranges to each dungeon to achieve similar xp values like before! (Minor adjustments were also made to ensure higher-level dungeons don’t reward less XP than lower ones like previously.) This gives us more flexibility for future balancing — without breaking dungeon XP again.
Adventure
Companions now use the same generation system as monsters, rather than being randomly assigned 7 items. This should significantly improve their effectiveness.
PvP battles in event adventures now properly scale based on the room again. Previously, NPC levels were capped, causing them to have the same strength in, for example, room 75 and room 100.
Adjusted Event Mysterious robed man: One of the outcomes has been improved to make more sense narratively. Additionally, the effect from choosing the coin option is now permanent.
Fixed a crash that occurred when a companion was being added during the manfred encounter event.
Fixed an issue where companions added to the party and affected by an effect at the same time displayed their internal names with underscores (e.g., dark_elf_healer) instead of the proper translated names (e.g., Dark Elf Healer).
Adjusted the healer effect to fix several bugs: Instead of healing all party members for 10% each turn, only those not in combat now regain 10% health each round.
April 4, 2025
Monster Stat Generation Rework
Previously, monster stats were calculated using a completely separate system from players and items. Each monster gained a small, fixed number of stat points per level, with a manually applied multiplier to vitality to keep things somewhat balanced. Over time, this approach became increasingly inconsistent—especially as player and item levels increased. It was no longer viable for future content.
We've now fully replaced that system. Monsters will scale using the same stat point logic as players.
How it works now:
Like previously monster difficulty (1-5 ⭐) determines the source of their stat points.
For example now a 2-star monster generates its stats based on the total stat points you'd get from:
3 Common gear pieces
3 Uncommon gear pieces
1 Rare gear piece
Note: Monsters do not gain the 5 skill points per level that players do. This means you’ll grow stronger through leveling and retain an small edge in bounty hunts. 💪
This update ensures monster stats scale more naturally with player progression, resulting in:
More consistent difficulty across all levels
Any changes to item generation automatically apply to monsters as well, ensuring consistent balance. If rarities shift closer together, monsters will scale accordingly to reflect that adjustment
The majority of monsters will no longer just be monsters with massive HP, zero evasion, a 1.2x crit multiplier, and almost no crit chance
Better overall balancing
This rework lays the foundation for more meaningful combat encounters and a smoother progression experience—especially with new endgame content on the horizon.
Previously, monster stats were calculated using a completely separate system from players and items. Each monster gained a small, fixed number of stat points per level, with a manually applied multiplier to vitality to keep things somewhat balanced. Over time, this approach became increasingly inconsistent—especially as player and item levels increased. It was no longer viable for future content.
We've now fully replaced that system. Monsters will scale using the same stat point logic as players.
How it works now:
Like previously monster difficulty (1-5 ⭐) determines the source of their stat points.
For example now a 2-star monster generates its stats based on the total stat points you'd get from:
3 Common gear pieces
3 Uncommon gear pieces
1 Rare gear piece
Note: Monsters do not gain the 5 skill points per level that players do. This means you’ll grow stronger through leveling and retain an small edge in bounty hunts. 💪
This update ensures monster stats scale more naturally with player progression, resulting in:
More consistent difficulty across all levels
Any changes to item generation automatically apply to monsters as well, ensuring consistent balance. If rarities shift closer together, monsters will scale accordingly to reflect that adjustment
The majority of monsters will no longer just be monsters with massive HP, zero evasion, a 1.2x crit multiplier, and almost no crit chance
Better overall balancing
This rework lays the foundation for more meaningful combat encounters and a smoother progression experience—especially with new endgame content on the horizon.
April 3, 2025
Extension 1.3.3 (1/2)
Performance
We're closely monitoring the performance issues some players have encountered around bounty reset time. While our servers remain well under capacity—operating at just 5-10% load during these slowdowns—the issue appears to be related to internet routing or regional delivery speeds rather than server capacity. We're actively investigating to improve the experience for all players.
To help improve performance, we've now added Cloudflare as Content Delivery Network, which helps deliver game assets more efficiently based on your location.
If you're still experiencing slow loading—especially around stamina reset time—we’d really appreciate your feedback. This will help us determine whether switching data centers is necessary. We’re also particularly interested in hearing whether image loading has improved, especially for players outside of Europe.
Achievements
Adjusted the "Hold at least 100 Platinum" achievement to now require only 10 Platinum.
Adjusted the "Hold at least 10 Platinum" achievement to now require only 5 Platinum.
Other QoL Improvements
Hovering over a monster's name in the bounty menu now shows its type (e.g., Beast, Abomination, etc.).
The shop will no longer offer duplicate items in the same roll.
Added a confirmation button to the popup after opening material chests.
Arcanites from bundles are now rounded. For example, a Mythical Bundle now grants 1500 Arcanites instead of 1499.
Fixed issue that all the Bundle benefits were always listed in English and not translated
Fixed an visual issue where stat points from active potions weren’t correctly calculated when assigning / resetting skill points, causing the total to appear lower than expected.
When connecting Discord on the website, we now display for new connections your Discord name to help you verify the connected account. This makes it easier to spot if you were still logged into the wrong Discord account.
Extension 1.3.3 (2/2)
Twitch Bot
Added !evtool — shows the tools you currently have on that stream. If you have multiple characters, it checks all of them on the same Twitch account.
Added a command so you can use tools via chat: !evtool <tool-name>
Fixed issue that !evbestiary didn't respond when just typing the command without monster name
Adventure
Clicking on a monster during adventures now shows the monster’s actual name instead of the generic "Monster" title. The glossary information (class, type, affinity, and weakness) is now displayed next to the monster.
Added a button to the voting menu allowing viewers and the streamer to check loot during votes—no need to switch back to the lobby.
Fame gains in the adventure outcome are now merged into a single value. For example, if a player earns 5 fame from an event and 10 from a fight, it now displays as 15 fame.
Fixed an issue where the "Second Chance" button always displayed "1" instead of the correct number of remaining chances.
Fixed an issue where a returning player (e.g., banished in "Coming Home") didn’t have their Wounded, Badly Wounded, or Maimed statuses removed.
Fixed an issue where switching to a character not participating in the adventure prevented tools from showing or being enabled.
Events
Reduced the difficulty of fights in the Trainer Tournament event chain and improved the pet rewarded from the 2 Coin Stack option.
Fixed an issue where the Resurrection Potion event could revive the wrong player.
Performance
We're closely monitoring the performance issues some players have encountered around bounty reset time. While our servers remain well under capacity—operating at just 5-10% load during these slowdowns—the issue appears to be related to internet routing or regional delivery speeds rather than server capacity. We're actively investigating to improve the experience for all players.
To help improve performance, we've now added Cloudflare as Content Delivery Network, which helps deliver game assets more efficiently based on your location.
If you're still experiencing slow loading—especially around stamina reset time—we’d really appreciate your feedback. This will help us determine whether switching data centers is necessary. We’re also particularly interested in hearing whether image loading has improved, especially for players outside of Europe.
Achievements
Adjusted the "Hold at least 100 Platinum" achievement to now require only 10 Platinum.
Adjusted the "Hold at least 10 Platinum" achievement to now require only 5 Platinum.
Other QoL Improvements
Hovering over a monster's name in the bounty menu now shows its type (e.g., Beast, Abomination, etc.).
The shop will no longer offer duplicate items in the same roll.
Added a confirmation button to the popup after opening material chests.
Arcanites from bundles are now rounded. For example, a Mythical Bundle now grants 1500 Arcanites instead of 1499.
Fixed issue that all the Bundle benefits were always listed in English and not translated
Fixed an visual issue where stat points from active potions weren’t correctly calculated when assigning / resetting skill points, causing the total to appear lower than expected.
When connecting Discord on the website, we now display for new connections your Discord name to help you verify the connected account. This makes it easier to spot if you were still logged into the wrong Discord account.
Extension 1.3.3 (2/2)
Twitch Bot
Added !evtool — shows the tools you currently have on that stream. If you have multiple characters, it checks all of them on the same Twitch account.
Added a command so you can use tools via chat: !evtool <tool-name>
Fixed issue that !evbestiary didn't respond when just typing the command without monster name
Adventure
Clicking on a monster during adventures now shows the monster’s actual name instead of the generic "Monster" title. The glossary information (class, type, affinity, and weakness) is now displayed next to the monster.
Added a button to the voting menu allowing viewers and the streamer to check loot during votes—no need to switch back to the lobby.
Fame gains in the adventure outcome are now merged into a single value. For example, if a player earns 5 fame from an event and 10 from a fight, it now displays as 15 fame.
Fixed an issue where the "Second Chance" button always displayed "1" instead of the correct number of remaining chances.
Fixed an issue where a returning player (e.g., banished in "Coming Home") didn’t have their Wounded, Badly Wounded, or Maimed statuses removed.
Fixed an issue where switching to a character not participating in the adventure prevented tools from showing or being enabled.
Events
Reduced the difficulty of fights in the Trainer Tournament event chain and improved the pet rewarded from the 2 Coin Stack option.
Fixed an issue where the Resurrection Potion event could revive the wrong player.
Other Months
Contact
E-Mail: [email protected]



