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Update 3.1.0 - Swordsman

The Swordsman arrives, the new class. He fights with a sword in each hand: every hit on a rival speeds him up, his cut sweeps what stands in front of him, and his leap cuts in a cross as he arrives. The level 60 daily contracts change from end to end. The Warrior gains a little more potential. Lesser artifacts arrive, and so does the Lightning Slash skin. Loading is up to ten times faster and uses far less memory, and the ambient music reaches the mobile versions. On mobile, auto-cast defensive spells covers the Sacred Cube and turns off when you use keyboard and mouse. Total damage can no longer be added to enchanted weapons, in three phases.

Update 3.1.0 - Swordsman

Update 3.1.0 - Swordsman

3.1.0 brings the Swordsman, with the new twin swords, reworks the level 60 daily contracts and raises the Warrior’s potential a little. Lesser artifacts arrive, and so does the Lightning Slash skin. Loading is up to ten times faster and uses far less memory, and the ambient music reaches the mobile versions. On mobile, auto-cast defensive spells covers the Sacred Cube and turns off when you use keyboard and mouse. Total damage can no longer be added to enchanted weapons, in three phases.

⚔️ Swordsman

On the character creation screen the class is Swordsman. He carries a sword in each hand: every hit on a rival speeds him up, and the leap cuts in a cross across everyone around him as he arrives.

  • Health: 660 at level 60. Mana: 24 per level, up to 1,469.
  • Equipment: hoods and assassin attire. Hoods with the Assassin and the Archer, attire with the Assassin.
  • Professions: Blacksmithing and Mining.
  • Physical attack: every 1.5 seconds. Each hit on another player moves you 18% faster for 1.1 seconds. The next hit renews it, and a stun cuts it short.

Twin swords

New Swordsman items: five pairs, at levels 15, 25, 35, 45 and 50. The right sword is the weapon and the left one sits in the shield hand: it never blocks. Together they add up to the warrior sword of that level, 60% in the right hand and 40% in the left, magic included. Each hand is forged on its own in Blacksmithing. The first pair can also be bought, at 1,500 each.

In that order, the pair adds up to the Silver Sword, the Golden Sword, the Emerald Sword, the Fire Sword and the Purifier Sword.

LevelPairRightLeft
15Twin Sword56.737.8
25Tempered71.447.6
35Frost100.466.9
45Storm123.982.6
50Zephyr149.199.4

The cut

Instant and physical, in the direction you face. It hits the 3 × 2 tiles in front of you. Against players it costs 30% of your mana.

25 / 62 / 102 / 133 / 180 damage at levels 0 / 12 / 25 / 35 / 50. It is called Swift Cut at 0 and 12, Wind Slash at 25 and 35, and Crescent Cleave at 50.

Crescent Cleave

The effect of the top rank. The ranks below are the same cut.

Crescent Cleave
LevelDamageMana against monsters
02525
126270
25102150
35133200
50180250

Zephyr Leap

You slide up to two tiles, in a straight line, and on arrival you cut the four tiles around you in a cross. Physical damage. It costs 25% of your mana. It cannot be used while paralyzed, and it does not free you from a paralysis. The name stays on every rank: the damage rises and the cooldown falls.

The cut

The four thrusts, as you arrive.

Zephyr Leap cross cut

The trail

The air the slide leaves behind. Zephyr Glide is the same gesture, farther, and it hits nothing.

Air trail of the slide
LevelDamageCooldown
0213 s
12522.8 s
25852.5 s
351112.3 s
501502 s

Zephyr Glide

The same slide, only to move: it hits nothing where you arrive. It costs 10% of your mana. It cannot be used while paralyzed either, and it does not free you from a paralysis. Each rank reaches farther and the cooldown falls.

LevelTilesCooldown
037.5 s
1236.9 s
2546.3 s
3545.8 s
5055 s

Remove, healing and invisibility

Remove (level 15) clears a stun. 17.5% of your mana.

Swordsman Remove
  • Minor Heal (level 0) — 190. 40% of your mana.
  • Minor Heal II (level 30) — 310. Same cost.
  • Heal (level 45) — 430. 42% of your mana.
  • Resurrection (level 15) — 30% of your mana and a 15-second cooldown.
  • Invisibility (level 12) — 60 seconds, 17% of your mana.

⚔️ Daily contracts

The four characters in the well garden of Nix still offer one contract a day to the level 60 champions, the same one for the whole server. This is what changes.

Rurik, legend hunter

  • Ancient Dragons: it is now two fangs of the ancient dragon and two bones of the zombie dragon. Each dragon drops one remain, not one for every member of the group.
  • The Claw of the Abyss and the Herald’s Mask also drop once. Whoever lands the last blow takes it. A tornado scale and Eternatus’s scale still drop once for each group member who still has the contract.

Orfeo the summoner

The five summoned bosses are much harder. More health, more armor and more resistance, and they hit harder. Their spells do about 25% more damage and come every 3 seconds, instead of every 4.5. The beam does too.

BossHealthArmor and resistanceHit
Abyssal Colossus36,000 → 66,000200 → 260380 → 494
Mother of the Forest36,000 → 66,000200 → 260370 → 481
Void Dragon38,000 → 70,000200 → 260390 → 507
Pharaoh of the Sands36,000 → 66,000200 → 260380 → 494
Fallen Angel34,000 → 62,000200 → 260400 → 520
  • They do not stay on the tank. They keep casting even in melee. One cast in three, and the beam as well, goes to another champion they can see. If the way is blocked, they walk around it.
  • Below 40% health the time between hits and spells drops by 40%.
  • The rare chest they can drop goes from 25% to 15%. The boss trophy still drops once for each member of the group.
  • The item that summons them stops dropping once you already carry three. In a group, anyone who already carries three does not get another.
  • When the boss falls, that map will not take another summon of it for 8 minutes.
  • Its special EXP is paid once per champion and per boss each day. If that same boss falls again before the contracts change, it gives no EXP.

Gerion, warlord

  • The Dawn Relic: while you carry it you can be attacked, safe maps included, until you deliver it in Nix. Inside a city, you cannot.
  • The War Altar: conquering it goes from 90 seconds to 3 minutes, and the emblem only goes to whoever is still inside the circle. If nobody conquers it in 15 minutes, it fades. The next one comes 30 minutes later (it was 15).
  • The sentinels: each seal drops once, not once per group member. A sentinel goes from 14,000 to 30,000 health and from 200 to 280 on the hit. Its beam goes from 260 to 360, and its spells from 220 to 300 and from 260 to 360.
  • The Cursed Chest: it has to be carried for 6 minutes through red maps (it was 4). The warning of who carries it goes from every minute to every 45 seconds. The next chest comes 30 minutes after someone opens the previous one.

Mirta the quartermaster

The supply orders go up. Elite Hunter stays at 5 marks.

ContractBeforeNow
Infernal Cinders1218
Chaos Steel1218
Eternal Ice1015
Dragon Scales1015

The details of every contract are in the How to Level Up guide.


✨ Lightning Slash

A new Swordsman skin, in the EOCoins shop, for 170. It covers the cut on every rank: Swift Cut, Wind Slash and Crescent Cleave. The cut becomes lightning, with a new sound.

Lightning Slash

🏺 Artifacts

Four lesser artifacts arrive. They do what the greater ones do, shorter or smaller.

  • Weakened Ring of Power (rare). It raises all your damage by 50% until you die, against players and monsters, on any map. The Ring of Power still doubles it.
  • Rusted Pandora’s Box (rare). After 3 seconds, lethal damage in an area one third the size of Pandora’s Box, from where you open it. It does not hit anyone in your party or your clan. It cannot be used on safe maps.
  • Cloth of Arghal (epic). For 45 seconds nobody on that map can turn invisible, not even the one who uses it, and invisible characters are revealed, including the owner. The Veil of Arghal goes from 90 seconds to 3 minutes, and its owner can still hide. It cannot be used on safe maps either.
  • Gold Pickaxe (uncommon). For 30 minutes, what you gather is doubled: mining, skinning and lumberjacking. The Eternite Pickaxe goes from 5 minutes to 1 hour.

🗡️ Enchanted weapons

Enchanted weapons unbalance the game, and that is not a problem: that is what they are for. They give a lot, and you risk a lot when you take one out. The problem is something else. In a game this fast, a damage enchanted weapon on certain classes gives an enormous advantage. Many players, especially new ones, get frustrated because they die in a blink, with no chance to defend themselves. Killing that fast, with no room for a defense, burns PvP out.

To stop that, the option to add damage to enchanted weapons goes away. An enchanted weapon will be able to make you much harder to kill, but it will not give a way of playing that leaves the other player unable to defend. The change comes in three phases.

Phase 1

From this moment, damage cannot be added to enchanted weapons. That stat does not come up on the wheel when you enchant a new weapon. Weapons that already had damage keep it, and it can still be raised without a problem.

Phase 2

In two weeks, on every weapon that is still alive, total damage is replaced by damage to NPCs. Take them out and do your PvP now with the enchanted weapons you meant to fight with. Damage against monsters stays, for PvE.

Phase 3

In the next full patch we will add new stats to enchanted weapons, to give them more versatility. None of them will be related to damage against players.


⚖️ Balance

We are raising the Warrior’s potential a little further, giving him more versatility by lowering his energy and his leap cooldown slightly, and by reducing his exposure while invisible.

Warrior

Health. Maximum health at level 60 goes from 750 to 760. With the four level 50 pieces equipped, the bar lands on 760 exactly.

War Leap, on every rank:

  • It no longer paints the red area where he will land.
  • With the Earthbreaker skin, the ground mark is no longer visible before he lands. The burst on landing remains.
  • It no longer has an aura.
  • One more tile of range: from 5 to 6, in a straight line.
  • Only the level 50 rank: the cooldown drops from 13 to 12 seconds. The lower ranks stay as they are.

Energy:

  • Whirlwind, every rank (including Deadly Whirlwind): from 35 to 30.
  • Regeneration, every rank: from 40 to 35.
  • Remove: from 50 to 30.
  • Basic hit: from 25 to 20. Against a monster it still gives back 15, so the net cost goes from 10 to 5. Against a player it is 20.

Mobile

Auto-cast defensive spells, in Settings, under Spells, stays mobile only.

  • If you turn on Use keyboard and mouse, the option is disabled, the same way it is on desktop, and defensive spells are aimed by hand.
  • The priest’s Sacred Cube joins that auto-cast. If you are paralyzed or missing health, tapping it casts it on you.
  • At full health and free of paralysis, the cube stays selected as usual, to cast it on someone else.

⚡ Loading and music

Loading is up to 10 times faster and uses up to 10 times less memory. On some devices the game was closing or restarting, and this fixes that. On a map jump across a long distance, such as the home rune or a teleport, there can be a slight graphical load.

The ambient music reaches the mobile versions. In Settings there is a Background sound control, to allow the sound or not while the game sits in the background.

At last, the iOS bug that made the game lose its sound when you minimized it and came back is fixed.

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