The Swords and Spirits update will see new game mechanics. Find out more about what will change!
There is a lot of information to unpack in this article, so we’ll go step by step. Today, we’ll be focusing on three main topics: Gear, Stats, and Collections. We’ll go over what is changing and how these changes will affect your experience. To start off, we’ll talk about something a lot of players have been wondering about: the level cap.
The level cap will be increased. The new highest level you can achieve is level 100. We still want players to go through the experiencing of reaching this new level cap, so all players at level 65 will remain at 65. If you’ve amassed enough experience at level 65, you will be bumped to 99% of getting to level 66 when the Swords and Spirits update is live. This will give experienced players a slight advantage, but will still allow for everyone to experience the new level cap system together! The % to level 66 depends on how much experience a player has over the current level 65.
Experience requirements for levels will also change a bit. Don’t worry though, everyone will be adjusted to keep the same progress to their next level if you aren’t maxed. This means, if you’re level 40 and are 50% to 41, you’ll still be 50% to 41 in the new update.
HP & Shield
We mentioned this in a previous article, but we thought we’d go over it again in case anyone missed it. On the stats page, you have two stats called Health and Defense. In battle, your health is turned into HP and your defense is turned into your Shield. It’s also worth mentioning that your Shield and HP are x5 your Defense and Health stats. This means if for example, your Defense stat is 50,000… then your Shield in battle will be 250,000!
In the new update, the level cap for Gear and Orbs will no longer be x2 your Hero Level. Instead, the new level cap will be x1 your Hero Level. This simplifies things and means that whatever level your Hero is, that’s the maximum level you can upgrade your Gear and Orbs to. Player’s Gear that is at level 130 will revert to level 65 when the new update arrives.
What about gear 130+?
Gear that is over level 130 will be granted additional levels depending on how many levels over 130 they are at.
- Level 131 will start at 66.
- Level 132 will start at 67.
- Level 133 will start at 68.
- Level 134 will start at 69.
- Level 135 will start at 70.
Upgrading Gear will now also give you more Reforge points per level than before. For those who currently have their Gear maxed out, you will receive the difference in Reforge Points you would have gotten with the new system. The maximum upgrade for Gear will now be level 100 and there will be no over-leveling.
It is also worth noting that any upgraded Gear that is Divided after the update will still “remember” how many resources you put into that Gear, even though the levels have been changed. If you had a level 100 Gear that turned into level 50 after the update, you’ll still get the same Eternium back when Dividing it as you would normally get before the update.
Gear will now have higher potentials than before. For example, the Thunderbear Armor has a potential of 76 in the old version. In the new update, this same Gear will have a potential of 182. This will affect some calculations and Hero Power, but ultimately, the best Gear in-game will still have the highest potential compared to older/weaker Gear.
Since upgrading Gear will now give more Reforge Points than before, in the new update, Boosted Gear will no longer grant you additional Reforge Points. Another change to Boosting will be that each Boost will now give less additional stats to Gear than before. Since Boosting Gear is the only way to Reforge items in the Collections, this leads us to our next topic… Collections.
In the new update, the bonuses you receive from the Collections will no longer go into each individual Gear’s stat. Instead, it will go directly to your Hero. This means, if you have a Defense bonus of +1000, your Hero will receive +1000 Defense, instead of the 1,000 being applied to each Gear individually.
Because of this change in calculation, un-upgraded Collection slots will have a starting base % of 75% (versus the old 10%). The new maximum percentage per slot will be increased from 45% to 250%. All Collection slots will be adjusted accordingly, meaning if you have a slot at 45%, in the new update you will have the maximum 250% boost for this slot.
These changes to Collections will now make them more user-friendly and easier to understand.
When the new update goes live, all items in your Collections will be un-docked and placed into your Items tab. Since Boosting will no longer give you Reforge Points, Reforge Points that were spent on an item prior to the update will be displayed as a negative value in the Reforge menu interface for these items.
The stats Reforged will still be the same, but you will not be able to further Reforge this item until the Reforge Points deficit is paid. How do you get rid of the negative Reforge Points? There are two ways:
- Upgrade the Gear until the amount of Reforge Points from upgrading balances out and pushes the RP to a positive value.
- Dividing this Gear.
If you decide to go the Dividing route, once divided, you’ll receive a percentage of the Reforge Powder used to Reforge this particular Gear (depending on what kind of Divide Token you use). The Gear’s stats will be reverted to it’s base stats as per usual.
Gear’s Bonus links will also be changing in the new update. Instead of there being five bonus link possibilities per Gear item, there will now be just two bonus link possibilities. For Gear, you will need 2 out of the 3 Gear items to activate the bonus, and for Orbs, you’ll only need to dock 1 out of the 2 displayed to get the bonus link.
In the old version of Questland, there are 35 total bonus links for you to activate. Because we’re reducing the amount of bonus links per Gear from 5 to 2, this means that there will be just 14 total bonus links to activate in the new update.
why change bonus links?
We decided to change how Bonus Links work because players have been wanting a way to quickly “swap” between different Gear. To efficiently swap from one build to another (Warrior to Mage), you would not only need to change your Equipped Gear, but also change the Bonus Links tied to each Gear, meaning changing Orbs and change some aspects of your Collections to match your new build. With fewer Bonus Links to worry about, this means you will have more room for items in your Collections that will link to multiple sets.
Your docked Orbs for one type of Gear, for example Armor, can have a Health Orb that gives one bonus for one type of Armor, and an Attack Orb the gives a bonus for another set’s Armor. Once docked, you can easily switch between those two Armor pieces knowing that you will still activate its bonus link!
speaking of attack orbs…
We’re all familiar with the three Orbs in-game: Attack, Health, and Defense. Where is the Magic Orb?! Well, we’re happy to say that in the Swords and Spirits update, the Orb that is now known as “Attack” will change so that instead of adding Attack stats, it will give both Attack and Magic stats! Think of it as a damage Orb in that upgrading this Orb will give you +Attack and +Magic.
We hope these changes to Bonus Links and Collections will allow new players (and old) to more easily understand how these aspects of the game work.