The club's characters now remember how you talk to them.
Priests value wisdom. Ask your priest a thoughtful question about the path, battle or fate, and he may bless you: +1…3 to one of your stats for 5–30 minutes. Only the priest of your own side blesses (any priest if you have no alignment yet), and no more than once every 3 hours.
But their patience has limits. Rudeness earns a curse: −5 to your strongest stat for 5 minutes, longer for repeats within a day. Pester them with the same question and you get a warning first. Those who keep at it are banished from the vestibule for half an hour.
The trader simply throws rude customers out: no entering the Shop for 30 minutes. And the Commentator mutes those who are rude to him or troll him.
Curses and blessings are shown on the character page and work in fights. Being polite pays off.
The Commentator's neural network now speaks beyond the chat.
Cave masters are no longer silent: before a fight they taunt you in the fight chat, and afterwards they either gloat or say their last words.
You can ask the priests in the temple vestibules a question — they answer in their own manner and tell you what comes next on your path. The Shop has a “Trader's advice” button: he looks at your gear and tells you what to repair, buy or sharpen. On the character page, in the “Quests” tab, there is “What next?”: the Commentator suggests a couple of steps for your fighter. Replies arrive as private chat messages within a few seconds.
After fights between players the Commentator writes a short report in the fight log and chat. Every evening at 21:05 the general chat gets the day's results: most wins, the strongest hit, who cleared caves.
And translation: a message in another language gets a 🌐 icon — click it and the translation appears right below.
When the Commentator is asleep, the characters are silent too.
Meet the Commentator, the host of our chat. He answers questions about the game, can tell a joke or just chat, and sometimes comments on club events himself: new levels, victories over cave masters, new clans.
How to ask: click the name “Commentator” in the chat and type your question, start a message with “Commentator, …” or send him a private message. One question every 30 seconds.
The Commentator also keeps order: insults, threats, ads and disguised swearing disappear, and the author gets muted for 5 minutes, longer for repeats within a day. Friendly teasing and boasting before a fight are fine.
Sometimes the Commentator is asleep, and he will tell you so. Also for clans: the clan button in the chat shows which members are online and teleports you to the clan house once every 10 minutes (not from a fight or a cave).
Clans have arrived at the club. Found one at the priest of your side in the temple vestibule for 1000 ducats. A clan accepts only its own alignment (light, dark or neutral), up to 10 members, by the leader's invitation.
Every clan has its own house, entered from your temple hall. Inside is a spring of health: a Fountain for the light, an Abyss for the dark and a Grove for the neutrals. One drink restores full health in about a minute and a half; you can drink once every 30 minutes, and the spring holds 6 cups that slowly refill.
The house also has a storage: any member can deposit items, elixirs, scrolls, relics and ducats; the leader and treasurers can take them. Everything deposited and taken is shown in the log.
The clan has its own chat, in the house and as the “Clan” tab anywhere. The leader can upload a clan emblem; once approved it appears next to nicknames, beside the alignment badge.
Press the microphone button next to the input field — the browser will ask for microphone access once. Recording lasts up to 10 seconds: you see a timer and can cancel ✕ or send ➤. At the 10th second the message is sent automatically.
Voice messages work in private too: pick a recipient and tick the box — only the two of you will hear it.
Messages never play by themselves: press ▶ next to a message to listen.
Recordings are kept for a day, then deleted.
Voice messages are available from level 4, no more than once every 30 seconds.
You can now earn an alignment yourself — from the priests on the Shrine Street.
The temples are open to everyone: a priest receives visitors in each vestibule — Brother Aurelius in the Temple of Light, Mother Morana in the Lair of Darkness, Elder Velimir in the Grove of Balance. The vestibule has its own chat, and only members may enter the hall, as before.
From level 4 you can start the path with the priest of the side you want to join. The path is five trials, one per cave: from the Damp Cave to the Abyss.
In each cave you collect relics: from chests, from enemies and the master’s seal. While the trial is taken they drop much more often, but no more than one of each kind per run.
The last trial is a ritual at the altar at level 8. The priest accepts the gifts of the Abyss and 50 ducats — and names you one of their own.
Relics also drop for those not on the path, just far more rarely. You can sell them to and buy them from other players.
You can quit the path at any time, but you’ll have to start over.
You can renounce your alignment with your own priest for 100 ducats. After that your karma is cleansed for a week — until it ends you can’t start a new path.
Also: the chat now shows a fighter’s level next to their name.
Two new tiers at once — for level 7 and 8 fighters.
Ten new sets. Level 7: Eternal Citadel, Dancing Tornado, Blade of Vengeance, Twilight Reaper and Might of the Behemoth. Level 8: Bulwark of Eternity, Elusive Mirage, Wrath of the Gods, Moonless Night and Wrath of the Volcano. Every item is stronger than the same item of the previous level.
At level 8 it pays to collect a full set: wearing 4, 8 and 12 items of one set gives a bonus — each class has its own. The tiers are shown in the item tooltip, and the character page shows how many you are wearing.
The Poison Marshes for level 7: a rotting swamp, poisonous fog and quagmire. The Lord of the Marshes awaits before the exit.
The Abyss for level 8: a rift at the bottom of the world where light fades. Its master is the Master of the Abyss.
Enemies in the new caves wear sets of their level, and chests there hold finds more often.
In level 7 and 8 group fights, empty slots are filled by mercenaries in full sets.
The strength of finds now depends on the cave: the Damp and Ice Caves give only level I elixirs, potions and scrolls, the Fire Cave and the Poison Marshes up to II, the Abyss any.
Level 6 fighters have a new tier to reach — and a new challenge.
Five new sets: Unbreakable Bulwark, Phantom Whirlwind, Wrath of Heaven, Moon Shadow and Fury of the Colossus. Find them in the shop — with golden trim.
Every item of a new level is now stronger than the same item of the previous one. We also improved a few level 5 items — the ones you already own only got better.
The Fire Cave for level 6: scorching depths beneath a volcano, fire traps and sooty chests with finds more often than in other caves.
Its enemies wear level 6 sets — and each has its own kit: some with just a weapon and armour, others in almost full gear. The Lord of Flame awaits before the exit.
In level 6 group fights, empty slots are now filled by mercenaries in full sets.
The club now has goals for every day — and a reason to drop in more often.
Quests: three a day and one a week. Fight, land crits, use techniques, clear a cave — and claim your reward in ducats and experience. The weekly quest also gives a useful item. Look for the “Quests” tab on the character page.
Achievements: for wins, nimble dodges, solid blocks, cleared caves, weapon sharpening and much more. Past feats have already been counted.
Titles: every achievement grants a title. Pick your favourite — it shows on your page and in the arena.
Rankings: a new menu item. The best by level, wins, duels between players, cave run speed and achievements.
Login reward: come back every day in a row — the reward grows, and a gift awaits on day seven.
The club is no longer a set of links but a real town: streets with buildings your fighter walks through.
The Square has the Arena and the Shop. The Outskirts lead to the Cave. The Shrine Street has the Temple of Light, the Grove of Balance and the Lair of Darkness.
Click a building or a signpost and your fighter sets off. The walk takes a little time; leaving a building for the street is instant.
While you’re in a fight challenge or fighting, you can’t leave.
On the Shrine Street the sky changes: sun above the Temple of Light, clouds by the Grove, night and storm above the Lair of Darkness.
Only Character and News are left at the top, and under the header you can see where you are.
Also, items have new pictures: you can tell at a glance who a set is for — tank, strongman, critter or dodger.
Alignments have arrived in the club. The alignment badge is now always shown before a fighter’s name.
Light gains power by day
Darkness by night
Neutral keeps the balance at any time of day
During their time, an aligned fighter can boost their strikes. And the herald now announces daybreak and nightfall in the chat — sometimes solemnly, sometimes with a grin.