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Update log

What’s new

What changes in Solwaris, update by update: what arrives, what it means for you, and how to make the most of it.

Latest update

3 changes

A new chat, Luck of the draw and War banner

The chat takes a new shape: channels, tabs and private messages, all in one box. Two spells are also adjusted.

  • The chat

    Each channel has its colour, tabs sort the messages, and a click on a name opens a private message. The ⚙ sets up your tabs and channels.

  • Luck of the draw

    Casting it gives back 1 AP, whatever the outcome. The whole kit is in the Shade guide.

  • War banner

    Its relay no longer counts the hero’s Damage twice.

Update log

Previous updates

The full history since launch, from the most recent to the oldest.

  1. 2 changes

    The guided fight, finally easy on your phone

    On phones, the guided fight could freeze at the start or ask for awkward gestures. It now plays with one finger, from the first step to the final blow.

    • Guided fight on phones

      A single tap is enough to move, leap or cast a spell. Tap the arrow, the bonus or your hero: their tile is the one targeted. The instructions say “tap” and follow what you do, even after a misstep.

    • At the start

      The guided fight no longer gets stuck at the start, and the prompt to rotate your phone no longer shows inside your wallet app, which stays in portrait.

  2. 7 changes

    The Four Guardians, the new weekly boss

    Four bosses at once, each in its corner of the Guardians’ Sanctuary: the Colossus, the Fish, the Dino and the Dragon take over from the Alpaca King. Alone, they are simple; together, they play as a team.

    • Four bosses in a single fight

      The Colossus, the Fish, the Dino and the Dragon have the same hit points whether you are one, two or three, and your damage to all four counts together. Each starts from its corner: the rocks, the pool, the jungle and the volcano; your heroes, from the central square. The fight stops after 50 turns. The Four Guardians.

    • One move each, a fixed turn order

      The Colossus’s Hook pulls a hero 3 tiles, the Fish’s Water Jet pushes them back 2, the Dino’s Charge knocks them down (2 MP fewer on their next turn) and the Dragon’s Breath traces a cone on the ground that bursts into flame on its next turn. They always play in the same order, shown on screen: you can see their combos coming.

    • The Legacy and the double kill

      When a guardian falls, its move passes to the survivors on the next round. Bring two of them down in the same round, and neither passes anything on. The last guardian carrying all four moves covers itself in armour worth 20% of its hit points: the order in which you bring them down changes the whole fight.

    • Their territory, and the Fish’s water

      Outside its corner, a guardian deals 30% less damage; lure them onto the square to face them. The Fish only swims in its pool: dragged onto the bank, it is stranded, casts no spell at all and crawls back towards its water.

    • USDC stake

      Solo, in a duo or in a trio

      The Four Guardians are played as the Waris boss and as the weekly boss in USDC, from the PvE selector in the menu, and your damage counts for the weekly leaderboard. They open on Sunday 8 November at noon, Paris time. Open the game.

    • The guardians at home

      After striking, the Dino immediately leaps back to its corner instead of lingering in another guardian’s territory. All four guardians now start at the same distance from the square, and the rose in the centre is re-centred on the plateau.

    • On phone

      In battle, the chat sits between the HUD and the bottom bar and closes with its cross. The Sound, Chat and Forfeit buttons are tucked under the boss card. The Skins, Horde and end-of-battle screens look better in landscape.

  3. 3 changes

    Alpaca King: permanent glyphs; wallets and USDC stakes

    Some wallets couldn’t send the authorization needed before a USDC stake. It now goes through more reliably, and the game takes over if the wallet fails.

    • Alpaca King

      His frost glyphs are permanent again, and there is no longer any limit on the area they cover: two per turn until the end of the fight, safe ground keeps shrinking. He never cuts the plateau in two, so a path always stays open. He also walks on his glyphs without hesitation: up to you to throw him onto them. It’s all in the Alpaca King guide.

    • Spending authorization

      If your wallet shows an error when sending the authorization, sign it a second time when asked: the game sends it itself, and your stake goes ahead once it is confirmed. Network fees stay around 0.000006 SOL. It’s all in the Economy guide.

    • Wallet reconnection

      If your account needs to reconnect with “Sign In With Solana” before playing in USDC, the game now offers it when you stake, with a button. One signature, no transaction, no fees, and your stake can go ahead. With several wallets installed, the game opens the one you last logged in with. It’s all in the Economy guide.

  4. 4 changes

    Clockmaker adjusted, Legendaries on premium, a tireless Alpaca King

    The Clockmaker gets adjustments, the Pass’s Legendary Crystals move to premium, replays show every fight exactly as it was played, and the Alpaca King lays his glyphs to the very end.

    • Clockmaker

      Permutation and Rift jump now have a 5-turn cooldown (1 before). Each one only comes back five turns after it was cast: save them for the moment that matters. Trajectory lands half as many critical hits as your other spells. And Stillness (8% of max HP restored at the end of a turn without spending MP) now comes only with Swap: Crossing no longer has it. It’s all in the Clockmaker guide.

    • Legendary Crystal

      The free track

      It still gives plenty of Common Crystals early on, then Waris, including 200 at tier 25 and 400 at tier 50. Legendary Crystals are no longer on it: they’re on the premium track, one every eight tiers and one at the last. Whatever you’ve already earned stays yours. Both tracks are detailed in the loot guide.

    • Replays

      A fight now replays exactly as it was played, even after a game update. Before, a replay could show actions that didn’t happen that way when the rules had changed since. Fights played before today say so when their replay opens.

    • Alpaca King

      He never stops laying his frost glyphs now, two per turn until the end of the fight. The plateau never fills up, though: beyond 40%, his oldest glyphs melt as he lays new ones. The terrain keeps shifting: a safe tile can freeze, and an old glyph blocking your way eventually melts. He no longer hits 25% harder once the plateau was covered. It’s all in the Alpaca King guide.

  5. 5 changes

    The Horde: unlimited healing and a Venom that stacks

    Healing bonuses always restore what their card says, Venom stacks with every hit, a cut-off run refunds its entry, and cards show what each pick gives you.

    • No more limit on healing

      Composure, Vampirism and Hunter used to stop at 12% of max HP per turn, without warning. That limit is gone: every spell, hit and kill restores what the card says. Hunter restores 15% of max HP for each enemy killed. It’s all in the Horde guide.

    • Coins

      A cut-off run refunds you

      If a game restart interrupts your Horde, your 1,000 Waris entry comes back, just as you paid it. And the Ricochet bounce now counts for Vampirism: it restores HP too.

    • A Venom that stacks

      Each hit applies its own poison of 14 to 18 damage per turn for 2 turns. Three hits, three poisons. They also benefit from your damage bonuses at the moment of the hit, both from your class and from the Horde. Hit often and hard: that’s where it hurts.

    • Cards that tell the truth

      When you take a bonus again, its card shows what this pick gives, not the first one. Thick hide shows its limits, +30% at most and 75% resistance in total. The numbers shown before casting a spell now also count First strike, Executioner and Shockwave.

    • Charge picks up on the way

      The Brute’s Charge now collects the bonuses on the tiles it crosses, just like walking. Aim at a target behind a bonus and you get both.

  6. 2 changes

    Alpaca King: the wind now sweeps away your summons too

    The Alpaca King’s snow wind now hits your summons as well as your heroes, and on screen it finally shows the whole plateau being swept.

    • Your summons in the wind

      Out in the open, they are carried 3 tiles and take 35 to 45 damage, just like your heroes. Only your explosive charges have nothing to fear. When the plateau shakes, get them behind a rock or a low wall too: the Alpaca King guide explains the shelters.

    • A wind you can see

      The animation followed a narrow diagonal even though the whole plateau was being hit. The front now crosses the plateau in the direction of the arrows. Snowy tiles get swept and grey tiles are sheltered, so one glance is enough to run for cover.

  7. 7 changes

    The Alpaca King is the new boss of the week

    On a high plateau ringed by cliffs, the Alpaca King covers the ground with frost glyphs and pushes your heroes onto them. The fight is won through positioning: where you end your turn matters as much as what you hit.

    • The Alpaca King and his frost glyphs

      He lays two permanent glyphs per turn, diamonds of five tiles (thirteen once evolved). A hero who ends their turn on a glyph is shattered. The ground cracks with golden frost: glyphs can be seen from afar, and your hero’s tile pulses red if they are standing on one.

    • He keeps his distance and pushes you

      Up close, his Buck pushes back 3 tiles; from afar, his Spit (up to 6 tiles) pushes back 3 tiles and removes 2 MP on the next turn; and if he must, a Royal Leap puts him out of reach. With your back to a rock, a low wall or an ally, the push stops. Heroes who push, pull or swap places can throw him onto his own glyphs: he is stunned there, skips his turn and takes 50% more damage.

    • The Avalanche, and the evolution

      Every three turns, an avalanche sweeps the whole plateau in one of the four directions, announced a turn ahead: the plateau trembles, and only the tiles sheltered behind a rock or a low wall stay calm. Whoever stays in the open is carried 3 tiles, sometimes straight into a glyph. At half his HP, the Alpaking becomes the Alpaking Evolved: thirteen-tile glyphs, a 4-tile Buck and the straight-line Stampede. He stays on the calendar from Sunday 1 November at noon until the next boss arrives. The boss of the week and its loot.

    • Alpaca King: his pushes matter more

      His direct hits are weaker (Buck 60 to 75, Spit 35 to 45), but being pushed into an obstacle now costs 30 damage per missing tile. His Royal Leap needs line of sight, never over a rock or a low wall. And the avalanche no longer sweeps down a single strip: it sweeps the whole plateau, except behind obstacles. The Alpaca King guide.

    • The week moves

      From Sunday 1 November, every week (weekly boss, leaderboards, weekly rewards) starts and ends on Sunday at noon, Paris time, instead of Monday at midnight. The Jelly’s week therefore ends on Sunday 1 November at noon. Details: The weekly boss.

    • Brute: Rage slightly reduced

      For every 10% of HP lost, +11% damage (12% before) and +3% resistance, that is at most +99% damage (108%) and +27% resistance (30%).

    • Boss of the week

      Only fights finished before the close, on Sunday at noon, count for the week’s ranking. A fight that ends after noon no longer counts.

  8. 12 changes

    The Horde, achievements and the profile card

    The Horde takes over from the Kill Race for Halloween, and achievements arrive: hundreds of goals in six levels, and a profile card to customise with a frame, background, title and medals.

    • The Horde

      Alone in the centre of the Horde Arena, you face waves of heroes of every class, larger and stronger with each wave. After each wave you defeat, pick one bonus out of three: it lasts until the end of the fight. Entry costs 1,000 Waris; your best fight of the month counts for the ranking, and the top three win 20, 10 and 5 USDC. Everything is in the Horde guide.

    • The Zombie collection

      From October 31 to November 30, every Horde fight in which you defeated at least one wave has a 2% chance of giving you one of its pieces: the Zombie skin or weapon of the class you played, or the Undead aura. All of them are mythic, above legendary, and none can be bought: for the full collection, play all six classes.

    • Erosion, in every fight

      Every loss of HP (hits, poisons, reflected damage) also lowers max HP by 10% of that loss, until the end of the fight; Wearing cut adds its own. Vigor, a new field bonus, restores up to 60 lost max HP; it only appears when a hero has erosion.

    • The Horde

      Your bonuses also apply to your summons, turrets and charges. And healing bonuses now stack.

    • Clockmaker (variant)

      A rift occupied by any entity closes, no spell passes through it (except Collapse); Trajectory hits harder (34 to 44).

    • Less waiting

      AI turns (Horde, bosses, training) are now computed separately. Your actions get their answer just as fast during a Horde wave as at quiet times, and the AI plays exactly as before.

    • Achievements

      Duels, 2v2, staked duels, classes, bosses, the Horde, maps and collection all have achievements, each in six levels. The first levels pay Waris, the last ones Common Crystals, and every category completed to 100% a Legendary Crystal. Your achievement points rank you on a public leaderboard.

    • Solwaris

      The profile card

      Click a name, in the leaderboards or the fight screen, to see their card. Customise yours: a frame, a background, a title and your medals. Frames and backgrounds are earned through achievements.

    • Levels

      Their milestones, from level 5 to level 50, become achievements. A level reached no longer pays Waris by itself; its milestones pay their achievement reward. The details are in the loot guide.

    • Arcanist: a better-healing bunny

      As a variant, the Healer bunny’s Cuddle now restores 28 to 36 HP (16 to 21 before). On an enemy, it deals 42 to 54 damage.

    • Horde: indirect damage too

      Your poisons, the Keen chant’s echo and your banner’s relay now benefit from your damage bonuses, like your traps, glyphs and charges. The enemies’ grow with their wave.

    • AP and MP removals

      A removal that lasts two turns now stays shown under the card for both turns. It vanished from the list at the start of the second one, even though it still applied.

  9. 8 changes

    A reorganised menu

    Daily quests move to the front and the menu buttons change places, so the essentials are within reach, on computer and phone alike.

    • Daily quests, front and centre

      On computer, they sit at the top right with their progress and what they pay out. A button collapses them to their header, and the choice is remembered. Details are on the Quests page of the guide.

    • Common Crystal

      Crystals under your hero

      The Crystals button joins Skins under your hero. The Grimoire moves to the top of the left column, above the Battle Pass.

    • On phone

      Everything fits on screen, even the smallest ones, and nothing overlaps any more. The event badge shrinks when space runs out.

    • Learn to play

      The button on the sign-in screen always starts the Guided Battle, even when clicked during loading or on a slow connection.

    • Spell tuning

      Fickle Blade costs 5 AP, Twist of Fortune reaches 4 cells, Fear no longer deals collision damage and Evil Eye can be placed once per turn. Arcane Mirror lasts 1 turn, Great Canticle costs 5 AP, Soothing Chant can be cast twice per turn, the Flame Elemental is summoned within 4 cells and summon range no longer changes with bonuses. Fine Powder lasts 1 turn and raises your turrets to level 3 for one volley; the Diving Bell now removes only 1 MP. Summons with a limited lifespan vanish at the end of their last turn. Details in the guide.

    • Clearer Leaderboard and Grimoire

      Leaderboard categories become large tiles with their emblem, and the boss of the week shows the Waris and USDC logos. In the Grimoire, “Choose this version” sits at the bottom of the card, in large.

    • Legendary Crystal

      Legendary Crystals from levels

      One at a time, at levels 10, 30 and 50; level 20 now gives 3 Common Crystals. Details are on the Loot page of the guide.

    • Smoother connection

      When your connection to the game gets slow, the game opens a new one on its own, even mid-fight, without dropping you.

  10. 4 changes

    A quicker Guided fight, and a reminder for your daily gift

    Newcomers learn by playing right away, then play a real fight before they even create an account. And if you want, the game reminds you that your daily gift is waiting.

    • The Guided fight, no waiting

      It starts right in the arena, with no placement to confirm. You learn the basics by doing them: move in, strike, end your turn. If you hesitate, the instruction comes back to show you what to do, and “Skip the tutorial” stays within reach if you already know the game. For every detail: the rules.

    • Try it before creating an account

      On the sign-in screen, “Learn to play” starts the Guided fight with no account. At the end, “A real fight” sends you into a real fight, still with no account. When you want to keep your progress, a three-step walkthrough helps you install Phantom and connect your wallet.

    • A reminder for the daily gift

      After claiming your gift, tap “Remind me”. The next day, if you haven’t dropped by yet, a notification tells you it’s waiting, around the time you usually play, so you don’t lose your streak. Never more than one reminder a day, and they stop on their own if you don’t come for several days. Turn it on or off at any time in Settings. On iPhone, add the game to your home screen first.

    • One turn each, only once

      Against the Jelly as a pair, when a little jelly split off during the second hero’s turn, that hero could play their turn again right away. This is fixed, as it is for any creature that enters play mid-turn: every fighter plays once per turn, in the planned order.

  11. 1 change

    The Jelly now dives toward you from puddle to puddle

    Running to the far end of the Marsh no longer keeps you safe: when no hero is in reach, the Jelly dives and resurfaces in the puddle closest to you.

    • The Dive, to reach you

      If she can’t crush anyone, either on foot or from a puddle, the Jelly dives into the puddle closest to a hero, anywhere on the map, then walks the rest of the way. Keep your distance from the puddles, not just from her, and be ready for her to surface. Her guide page covers the Dive: the Jelly.

  12. 4 changes

    The Jelly, the new boss of the week, and her Jelly Marsh

    A new boss arrives in the PvE selector: the Jelly, a mass that splits under your blows. Kill her chunks before she swallows them back, and watch out for the puddles of her marsh.

    • The Jelly and the Jelly Marsh

      The game’s fifth boss is fought solo, as a pair or as a trio, on a new map. Slow and heavy, she comes into melee and hits two heroes per turn. Her spells, her stages and a strategy for each class are on her guide page: the Jelly.

    • The little jellies

      Every 100 damage she takes in the same turn, a chunk splits off and carries that health away. Two of her turns later, she swallows it back and gets the health back, and whatever she recovers is taken off your score. Kill every little jelly before that: once it bristles, it has only one turn left.

    • The marsh puddles

      Anyone who starts their turn in a jelly puddle has one movement point (MP) fewer. Her Jelly Spit lays new ones under your heroes. Cross them if you have to, but do not end your turn in one.

    • Two stages

      As she weakens, her Jelly Spit comes back every turn, then her Snatch, which pulls a hero in a straight line towards her. At each stage she pushes every hero back: do not stay lined up with her.

  13. 3 changes

    Legendary Crystal: new prizes, and a premium Battle Pass to win

    The Legendary Crystal gets a refresh: more frequent USDC prizes, bigger Waris prizes, more legendary skins, and two new top prizes. The premium Battle Pass is adjusted.

    • Legendary Crystal

      Better odds

      The 1 to 10 USDC prizes come out more often, the Waris prize goes up to 5,000 – 15,000, and a legendary skin comes out once in 50. All the odds are shown before you open: Loot.

    • Two new top prizes

      100 USDC, once in 10,000, and the premium Battle Pass, once in 1,000 — it unlocks the season’s premium track, tiers already reached included. If you already have it, you get 20 USDC instead. In the gifted Legendary Crystal, each USDC prize becomes 10,000 Waris per USDC, and the pass 200,000 Waris if you already have it.

    • Common Crystal

      Premium Battle Pass adjusted

      The premium track now gives 7 Legendary Crystals; the tiers that lose one give 3 Common Crystals instead. Tiers already earned stay yours. A prize’s colour now follows its value: a top prize shines like one. A skin you already own gives more crystals, especially in the Legendary Crystal.

  14. 4 changes

    A more generous Common Crystal, with an assured rare item and ×100 opening

    The Common Crystal gives back more, ensures a rare item at the latest every 100 crystals, and can now be opened 100 at a time.

    • More Waris

      Big prizes drop far more often: 5,000, 15,000 and 60,000 Waris, about one opening in thirty-five, plus 1,000 to 2,000 Waris prizes to bounce back. Skins drop more often, and so does the Legendary Crystal (0.08%), like epic skins. All the odds are in the loot guide.

    • An assured rare item

      At the latest every 100 Common Crystals opened, a rare or better item. The crystal window shows how many are left at most. And ×100 opening: a hundred crystals for the price of ninety, with a rare or better item assured.

    • Reworked openings

      The crystal cracks with every tap and glows with the colour of what it holds — blue, then purple, then gold for the best prizes. Each rarity has its own burst, sounds and cards, and ×10 and ×100 openings end with a summary.

    • Daily quests front and centre

      They now show right on the home screen, with their progress and what they pay, and “Almost!” when one is close to done. They pay five times as many Waris (30, 50 and 70 depending on difficulty), and their XP now also counts towards your level, on top of the Battle Pass. Every level you reach also pays more: 50 Waris plus 10 per level. It’s all in the quests guide.

  15. 4 changes

    Rebuilt arenas, from bosses to duels

    Boss arenas and duel maps get a new look: detailed surroundings, lighting, materials, and more spectacular boss spells. Tiles, obstacles and rules stay the same.

    • Boss arenas

      The Throne Room (marble floor, gold-crowned columns), the Astral Observatory (planets in the abyss, crystals under the board), the Robot Factory (a glass floor over the city at night) and the Nest (acid oozing from the tiles, wax nests, pulsing veins). Their spells are redone: Royal lightning falls from a crown, Rivets stay stuck in their target, the Matriarch spits real acid balls, and a dome finally shows the Watcher’s field around the Forgemaster.

    • Duel maps

      Every map has its own identity. The forest (leaves, flowers, swaying grass, the Plain’s dry-stone walls), the Graveyard under the moon and the collapsed Vault, the Low Ruins and the Chasm’s cliff, the sand of the great arena, the Ring’s crystal well and the Bastion’s siege camp. The scenery stays calm so the fight reads at a glance, on computer and phone alike.

    • Clockmaker

      Breaker (variant) no longer pushes the entities it hits; it keeps its damage (15 to 20), its straight line and its cone. Trajectory (variant) costs 5 AP (4) and can now be cast only once per turn (twice before). The details are in the Clockmaker guide.

    • Boss leaderboards

      The top half of participants is now rewarded (30% before), with no limit on the number of winners. Prizes follow rank: first place still gets the most, each place is worth three quarters of the one above, and even the last winner gets a small prize. The details are in the loot guide.

  16. 3 changes

    A trial fight without an account, heroes’ spells on the home page, and a reworked Warrior

    Try Solwaris before creating an account: a fight against the AI, no wallet needed. The home page shows each hero’s passive and eight spells. And the Warrior changes: Celestial blade now strikes from 3 or 4 tiles away.

    • Trial fight without an account

      A duel against a beginner AI, with the hero of your choice, no account and no wallet. It is there to discover the game at your own pace: this fight gives nothing and is recorded nowhere (no experience, no ranking, no quests). On the sign-in page, tap “Try without an account”. When the fight ends, you can replay the trial or create your account.

    • Solwaris

      Every hero’s spells on the home page

      Under each hero, its passive and eight spells, each with its variant. Tap an icon to see the spell card: cost in action points (AP), range, cooldown, line of sight and effect. A way to pick your hero, or plan your fight, before you even enter the game. Each class is also covered in the guide, for example the Warrior.

    • Warrior

      Celestial blade now strikes a tile 3 or 4 tiles away from you (1 to 2 before), still along with the 4 adjacent tiles, and costs 3 AP (4). Lunge, still a melee strike, hits a little harder: 36 to 51 damage (32 to 46). Wearing cut costs 2 AP (3) and deals 24 to 31 damage (28 to 36); 70% of the HP it takes off becomes erosion (all of it before). The details are in the Warrior guide.

  17. 4 changes

    Keen chant, Artificer, Burning glyph and Goleling King

    Heals received during the opponent’s second turn feed Keen chant’s echo. Charges and the Burning glyph hit harder; assault turrets and the Rivet hit less. The Goleling King stays exposed one turn longer.

    • Arcanist: Keen Chant

      Its 2 turns now count from your turns instead of the enemy’s. The echo covers both of their next turns in full: a Great Canticle heal received under their attacks during their second turn now feeds the echo. The Arcanist.

    • Artificer: Explosive charge

      The explosion now deals 30 to 42 damage (25 to 36), and each level adds +8, +20, +38, +65, then +106 (+7, +16, +31, +53, +86). The fire line between two charges benefits too. The Artificer. Artificer: assault turret: its shots are 25% weaker — 12 to 17 damage at level 1, 30 to 41 at level 2, 51 to 71 at level 3 — and so is the Command volley: 11 to 15, 26 to 32, then 64 to 75. The Artificer. Artificer: Rivet: 18 to 26 damage (21 to 31).

    • Warrior: Burning glyph

      An enemy who starts their turn in it burns for 38 to 50 damage (32 to 44). The Warrior.

    • Goleling King

      When his court falls, he stays exposed for 3 turns (2 before). One more turn to strike him before he calls his minions back. The Goleling King and his court.

  18. 11 changes

    The Goleling King returns, and fights get far more spectacular

    The Goleling King is the weekly boss again from Monday. Every spell has a brand-new animation, fights finally end with a bang, and an update no longer cuts your fight short.

    • The Goleling King returns

      The game’s first boss is the weekly boss again from Monday 19 October. The Waris boss and the weekly boss in USDC are both played against him and his court: untouchable as long as a minion lives, exposed for two turns when his court falls. The Matriarch stays on until the evening of Sunday 18 October. The Goleling King and his court.

    • Every spell has its own animation

      All 109 spells of the six classes, their variants, summons and turrets now show what they do. Lifesteal rips an orb out of the target, Grapple drops an anchor whose chains pull everything to the centre, Comet falls from the sky with its shadow on the ground. Every buff and debuff also has its own recognisable effect, and fights play faster than before.

    • Bosses: the goal up front, and a real summary

      When the fight starts, a banner spells out the goal — deal as much damage to the boss as you can — with your best fight of the week, your rank and the score to beat. At the end, your damage adds up spell by spell, then come your score, your weekly rank before and after, “New record!” when you beat your best fight, and the recap: turns, biggest hit, critical hits, healing, damage taken. The Matriarch fight.

    • No more defeats against bosses

      Victory means bringing the boss down. If your team falls before that, the fight ends on “Well fought!”: it counts neither as a defeat nor as a victory. Experience now follows the share of the boss’s HP you took off, like the loot: up to 96 XP for a boss brought down, about 29 XP at 30%. Forfeiting still earns nothing. Boss loot.

    • Duel endings you can feel

      A win bursts into light and shards around your hero, and your rewards tick up on counters, with your league rating climbing. A defeat tints the screen red and the title crashes down, showing exactly what you lose: league points and the stake of a staked duel. Either way, “Play again” relaunches your last fight right away. Duel rules.

    • Shade: a prepared turn pays off more

      In variants, Lucky charm now raises the success of your chance spells by 10 points for the turn — 70% with Lucky hand — and your critical hits by 11 points. Set up your odds from mid-range, then throw your gambles on the right turn. The Shade and his gambles.

    • Artificer: one turret per turn

      In variants, you now place only one turret per turn, assault or healing. Placing one greys out the other until your next turn. Moving them or levelling them up is still free. The Artificer and his turrets.

    • Arcanist: a fixed-range jump

      Blink always reaches 3 tiles, and Featherstep 2. Neither Focus, nor Mage’s eye, nor a range penalty changes them. Your other spells keep all their bonuses. The Arcanist.

    • An update no longer cuts your fight

      If an update lands during a match, you are brought back into your fight automatically, on the same turn. And if a fight truly cannot resume, everything you had put in is returned, with no loss and no rating lost. Before an update, a banner lets you know.

    • A stakers’ leaderboard

      The leaderboards have a new tab for players who stake their Waris. They are ranked by the Waris they have staked, then by their loyalty (from ×1 to ×2), and a “Pool” badge shows who has already completed their activity for the week and will get a share of the stakers’ pool. Your own position is always shown, even outside the top 50. The window of the green menu button also shows the top five, with a link to the full leaderboard. The game’s economy.

    • Waris

      Staked Waris: you can change your mind

      Waris staked during the week only count from the following week. Until then, you can cancel them, in part or in full: they return to your balance right away, exactly as before. The window is redesigned: your active, pending and leaving Waris, each with its date, and a requested exit can be undone in one tap.

  19. 10 changes

    An account through your wallet, and your Waris to stake from the menu

    Playing now takes an account, created by connecting a Solana wallet: free, in a moment. And a button of its own in the menu lets you stake your Waris, with every number in view.

    • Connect your wallet, your account is ready

      When the game opens, pick Phantom, Solflare or Backpack and sign a simple message. It is free, with no transaction at all, and the signature gives no access to your funds. No wallet yet? The game offers to install Phantom. A new account gets 10 Common Crystals. Account and loot.

    • Already played without an account? You keep everything

      Connect your wallet in the browser where you played, and your level, wins, heroes and items join your account. If that wallet already had an account, both progressions are brought together.

    • Waris

      A button of its own

      The green menu button, next to the Battle Pass and Crystals, opens the window to stake your free Waris. The “Stake” tab of My Waris leads there too. The game’s economy.

    • Everything at a glance

      What is staked and what already counts this week, the payment estimate, loyalty from ×1 to ×2 over 26 weeks, the duels and opponents still missing, then every payment received, week by week.

    • A simulator and an exact date

      Type an amount to see what it would give per week today and at maximum loyalty. Asking to leave shows the day your Waris become free again: Waris staked for less than a week wait until the end of the following week.

    • A rate for each tier

      Each tier of your staked Waris has its own weekly rate, from 5% on the first 1,000 down to 0.08% above 500,000, and loyalty can double it. The window shows the tier table, the tier you are in and your average rate; the simulator applies it to the amount you type. The game’s economy.

    • A shared portion every week

      At the end of the week, what the yield did not use is shared among the players who kept their Waris staked all week and met the required activity, according to how much each one staked. The more of them there are, the bigger the shared portion. These Waris arrive free and can be withdrawn 7 days later. The game’s economy.

    • Everything in the window

      The green menu button shows the estimated shared portion of the week, the share your staked Waris would get and what you still need to qualify. The history separates the yield, in bound Waris, from the shared portion, in free Waris.

    • Artificer: turrets no longer land critical hits

      Turret shot and Command volley always deal their normal damage, like explosions and the line of fire. The Artificer and his turrets.

    • Brute: a less crushing Wild whip

      With all its bonuses combined (beasts next to the target, Rage, Pack leader), Wild whip now goes no higher than ×2.5 instead of ×3, critical hits aside. Pack leader still grows by +6% per turn, but stops at +20% per beast instead of +30%: the full bonus arrives one turn earlier. The Brute and her beasts.

  20. 3 changes

    Stake your Waris, a 20,000 Waris boss base, better fair-play protection

    Your free Waris can now be staked from your Wallet, the Waris boss starts every week with 20,000 Waris on its leaderboard, and fixed wins against throwaway accounts are now spotted.

    • Waris

      Stake your Waris

      In Wallet, “Stake” tab, you can stake your free Waris for at least one week, renewed for as long as you stay in. Every week in which you have played enough duels, they yield 0.5% in bound Waris, up to 1% with loyalty (after 26 weeks), at most 20,000 Waris per week. Asking to leave takes effect at the end of the week: your Waris become free again and loyalty starts over.

    • A 20,000 Waris base on the Waris boss

      Every week, the boss played with Waris starts with 20,000 Waris already on its leaderboard, on top of the players’ entries. They are shared out like the rest at the end of the week, according to the leaderboard. Loot.

    • Better fair-play protection

      Fixed wins against throwaway accounts that don’t actually play are now spotted. The account involved is reviewed by the team, and its stakes, paid boss and withdrawals are put on hold during the review. Players who play normally are not affected.

  21. 5 changes

    Coins become Waris; clearer leaderboards and menu

    The game’s currency is now called Waris: your coins are converted one for one. Also: three turns without doing anything count as a forfeit, the menu fits into three buttons, and the leaderboards are reworked.

    • Waris

      Coins become Waris

      The game’s currency is now called Waris. Your coins were converted one for one, so your balance is unchanged. Duel tables, the shop, crystals and the weekly boss are played in Waris; the boss also has a USDC version. Wins and bosses no longer drop Waris as loot, only crystals: Waris come from levels, the pass, quests, gifts and duel tables. Waris.

    • Three turns without playing means you lose

      If your timer runs out and you have done nothing (no move, no spell, no “End turn”), the turn counts as idle. After three idle turns in a row, you lose by forfeit. After the second one, a warning appears, and any action resets the count. In 2v2, an AI takes the idle player’s place. How a match ends.

    • A clearer menu: Profile, Wallet, Settings

      Your account now fits into three buttons at the top of the menu, each in its own window. Profile: your level and leagues. Wallet: your wallet, your Waris and your USDC. Settings: sound, quality, language and tutorial. Your match history and replays stay next to the Play button.

    • More Common Crystals as you climb

      A ranked duel win drops a Common Crystal with a chance that depends on your league: 10% in Novice, 14% in Bronze, 17% in Silver, 19.5% in Gold, 21.5% in Platinum, 23% in Diamond, 24% in Master and 25% in Legend. The league is the one of the class you play. Loot.

    • Reworked leaderboards

      The overall leaderboard now has one line per player, with their best character; each class keeps its own leaderboard. Both weekly bosses, in Waris and in USDC, read the same way: rank, player, number of fights and score.

  22. 7 changes

    Healing turret reworked, hotter Blaze, “Match found” clearly visible

    Artificer, Arcanist and Brute tuning: a calmer healing turret, a much hotter Blaze, beasts that stay. And the “Match found” window no longer goes unnoticed.

    • Artificer: the healing turret toned down

      Its heals drop by about 30% (10 to 14 HP at level 1, 17 to 23 at level 2, 29 to 39 at level 3), and its Armour plating now only comes at level 3: 20 armour, renewed every turn and never stacking. Grapple hits a little softer: 16 to 23 damage. The Artificer and his turrets.

    • Arcanist: Blaze finally burns

      Its burn now deals 28 to 40 damage at the start of each of the target’s next 2 turns (17 to 25 before). It still goes through armour and resistances. The Arcanist.

    • Brute: a pack that stays

      Its beasts (boar, stone golem, raven) now stay on the field with no turn limit, and Wild swap reaches up to 6 tiles (3 before) to join one of them. The Brute.

    • Shade: penalties that hit right away

      An enemy who walks into the Evil eye during their turn loses their 2 AP or 2 MP immediately, on that very turn; and a missed Double or nothing takes 1 AP from you right away instead of on your next turn. The Shade.

    • Match found, clearly visible

      The window asking you to accept the fight now has an animated border in crystal and gold colours, and a halo that pulses as it waits for your answer. The fight rules.

    • No more turn limit

      A match is now played until there is a winner, by knockout or forfeit. No more draw at turn 40; dragging a match out can be reported. How a match ends.

    • Report a player

      A “Report” button, during the fight and on the end screen, lets you report running away, unsporting play or insults, once per fight. Every report is reviewed by the team, with the fight at hand. Fair play in the rules.

  23. 3 changes

    No more double K.O.: every duel now has a winner

    Damage is now settled in order: the target takes the hit first, and a reflected blow only goes back if it survived. The Artificer’s turrets can also be placed again less often.

    • Reflected damage waits for the hit to land

      A hero protected by a reflect, such as Arcane mirror, takes the hit first. If they fall, nothing is sent back and the attacker wins. If they survive, they send back their share of the damage, and it is the attacker who may fall.

    • Last one standing wins

      If every hero still ends up down in the same action, in an explosion for instance, the fight is no longer a draw. The side of the last hero to fall wins.

    • Artificer: less mobile turrets, a Volley you have to earn

      Placing an Assault turret or a Healing turret again now takes a 4-turn wait. Command volley deals 14 to 20 damage at level 1, 34 to 42 at level 2 and 85 to 100 at level 3. The Artificer and his turrets.

  24. 38 changes

    Spell variants arrive, and the Matriarch is the new boss of the week

    Every spell and every passive now has a variant, to combine in the Grimoire; the automatic opponents have been rebuilt and the original kits adjusted. In PvE, the Matriarch takes over from the Factory Robots with her arena, the Nest.

    • Solwaris

      A variant for every spell, an alternative passive for every class

      Each of a class’s 8 spells exists in two forms, the original and its variant, and so does the passive. That makes 48 spell variants and 6 alternative passives. You keep a single form per slot, so always 8 spells in hand: all originals, all variants, or any mix you like. Every variant has its card (cost, range, effect) in the guide: the rules.

    • A kit locked at the start of the fight, visible to your opponent, and everything is unlocked

      Once the fight has started, your kit no longer changes, and your opponent and the spectators can see it: choose with what they can guess in mind. All variants are open to everyone from release, with nothing to buy, and in every mode: free duel, ranked, staked match, 2 vs 2, training and weekly boss.

    • Warrior: glyphs and protections

      His variants trade big hits for staying power. Two glyphs are drawn on the ground for 2 turns: the Burning glyph burns (32 to 44 damage) any enemy that starts its turn on it, the Steadfast glyph takes 35% off the damage dealt to you and your allies who pass through it. As for protections: Bulwark (100 armour points and 30% resistance), Barrier (a 3-tile wall that blocks line of sight), Holy respite (no damage in the area until your next turn, if you have not attacked anything yet) and the Cuirass passive (20% less damage at all times). Steel storm hurts everything within 3 tiles around you (22 to 28 damage) and pulls it 2 tiles towards you, and Holy respite replaces War banner. The Warrior and his variants.

    • Brute: a pack of summoned beasts

      Three calls replace Charge, Quake and Roar: the boar (110 HP), the stone golem (160 HP) and the raven (95 HP). You play them on their own turn: only one beast called per turn, two at most at a time, and each one stays for 4 turns. Wild whip (22 to 30 damage) is multiplied by 1 plus the number of beasts next to the target. The Pack leader passive gives beasts 25% more HP and up to +30% damage per beast alive; in exchange, a Brute who equips it has 10% less HP. The Brute and her beasts.

    • Arcanist: chants, heals that hurt and Great canticle

      All eight of her variants are chants. Soothing chant heals allies in the area (9 to 13 HP) and hurts the enemies standing in it (14 to 20 damage), as many times as your action points (AP) allow. Venom chant poisons for 3 turns (18 to 24 per turn) and gives you back half of the damage dealt; Chant of zeal gives your allies 2 more AP. Great canticle (6 AP) instantly gives an ally back half of the damage they take, until the start of your next turn. The Arcanist and her chants.

    • Shade: chance is decided on the cast

      His variants are gambles whose outcome is drawn at the moment of casting, with nobody knowing it in advance. Fickle blade deals 80 to 100 damage one time in two, 8 to 16 otherwise; Double or nothing, 65 to 80 damage or nothing; Luck of the draw draws one outcome out of eight. A Miss is not wasted: it gives you +10 points of critical hit chance for the turn (30 at most). The Lucky hand passive raises your chance spells to a 60% success rate and your critical hits to 20%. The Shade and his gambles.

    • Clockmaker: rifts

      The Rift spell (2 AP) opens a rift on a free tile, three at most at a time. To go through, you have to stop on it, then pay 1 movement point (MP) and come out through the free rift of your choice: walking over it is not enough. Spells, your opponent’s included, travel from one rift to another: Rift bolt (2 AP, 26 to 34 damage) can only be fired through two rifts. Call of the void, in place of Reversal, pulls the enemy towards your nearest rift. Crossing passive: +30% damage and 2 tiles of range for a spell that goes through a rift. Collapse closes all your rifts at once: 10 to 14 damage per rift closed, multiplied by how far apart they are, up to ×3 when they are 25 tiles from one another. Breaker deals 15 to 20 damage. A spell only enters a rift that is within its range, minimum range included: a spell that starts at 2 tiles cannot be cast from the rift you are standing on. Crossing on foot costs 1 MP per 10 tiles between the two rifts and weakens you: −2% resistance per tile, −30% at most, for 2 turns. The Clockmaker and his rifts.

    • Artificer: turrets that level up

      The Assault turret (3 AP) and the Healing turret play by themselves on their own turn, one of each kind at a time. Upgrade (2 AP) takes them from level 1 to level 3: the assault one fires for 16 to 23 damage, then up to 68 to 94, the healing one restores 15 to 20 HP, then up to 42 to 56. A turret that has just been placed or moved does not level up before your following turn. Command volley makes your assault turret fire at the enemy you designate. Engineer passive: +30% HP for turrets, +40% damage for their shots. Only one turret can be at level 3 at a time: when one reaches it, the other drops back to level 2. The healing turret’s Armour plating gives 12 armour at level 2 and 20 at level 3, without stacking. The Artificer and his turrets.

    • Build your kit in the Grimoire

      The Grimoire is a button in the menu (“Choose your spells”). For each class, it lists every original spell on the left and its variant on the right, with the details of the selected spell beside them; that is where you swap a spell for its variant, or the passive for its alternative. The tutorial has you open the Grimoire a first time. Open the game.

    • What changes in the original kits

      The Warrior goes from 820 to 940 HP and from Cuirass to Momentum, which adds 10% damage per offensive spell already cast this turn, up to 30%; Bulwark and Anchor become variants, Celestial blade (24 to 32 damage in a cross) and Wearing cut (28 to 36, the HP lost also cuts max HP until the end of the fight) arrive, and Lunge no longer gives armour. The Shade goes from 7 to 6 MP and his Dodge from 12 to 8%, against direct damage only. The Artificer: the explosion of his charges goes from 34–50 to 25–36 damage, the firing line to 35% of each charge’s damage (50% before), between two charges no more than 10 tiles apart, and a given target only burns in it once per turn; Ignition can be cast once per turn (2 before), and neither the explosions nor the firing line land critical hits any more. Brute, Arcanist and Clockmaker keep the same costs, ranges and damage. The rules.

    • A spell bar arranged your way

      In the Grimoire, you choose the order of each class’s 8 spells, class by class. The change applies right away, even in the middle of a fight, and keys 1 to 8 follow your order. Your favourite spells stay close at hand, whichever variant you choose. Open the game.

    • Two-level class tags

      A class first shows its range (Melee, Mid-range or Ranged), then the roles of your kit, taken from a list of ten: Assault, Guardian, Control, Heal, Summon, Area, Attrition, Traps, Chance and Mobility. The roles are recalculated when you swap a spell for its variant. The original Warrior is Melee · Assault, the all-variants one Melee · Guardian. The classes in the guide.

    • They play their whole turn, at every rank

      Before, a low-rank opponent could stop mid-turn with action points (AP) left in the bank. Now, from Novice to Legend, it spends its AP and its movement points (MP) on whatever it can cast. A low-rank bot plays badly, but it plays a real turn: do not count on its forgotten AP any more. Open the game.

    • Eight ranks, each one smarter

      Novice, Bronze, Silver, Gold, Platinum, Diamond, Master and Legend. At Novice and Bronze, the opponent is “dumb”: it rushes at a target and casts whatever goes off, without setting up a combo or making use of its buffs. Each rank above adds some know-how: positioning, buffs, combos, reading the opponent’s game. The combos that work are on the class pages: the rules.

    • Bots that play variants

      Each class has five kits for bots: the original kit, the all-variants kit and three coherent mixes. A bot that replaces a player in 2 vs 2 plays that player’s kit. It is a chance to come up against every variant before choosing it: the guide.

    • The edge of the map and the void stop a push like a wall

      A push stopped by the edge of the map or by the void once again deals the normal impact, 12 damage per tile the entity still had to travel (or the spell’s own impact). Nothing is hit, so there is no backlash. A trap crossed on the way still stops the push with no impact. Back your opponent up against the edge before pushing them: the rules.

    • The Matriarch and the Nest

      The game’s fourth boss fights up close. She has 10,000 health whether you are one, two or three, and a shell that reduces all damage; the fight stops after 50 turns, and it is the damage dealt that counts. Every spell and a strategy for each class are on her guide page: the Matriarch.

    • Claw, Leap and Acid Spit

      Her Claw deals 100 to 125 damage, twice a turn but never on the same target: do not stand two against her. Her Leap lands her up to 5 tiles away; the tiles around take 35 to 50 damage and are pushed back 2 tiles. Her Acid Spit leaves a puddle for 3 of her turns: stepping in poisons you, 22 to 28 damage at the start of your next 3 turns. Walk around it.

    • Eggs and the nest

      Her Brood lays 2 eggs near her, and they hatch at the start of her second turn after that. An egg only has 60 to 80 health depending on the size of the group: break them right away. The tiles next to an egg form the nest, which mires you: ending your turn there costs 2 MP on the next one.

    • Spawnlings and Devour

      Every hatched egg gives a spawnling, whose Bite deals 26 to 34 damage and plants a parasite; on the third parasite, your hero cannot move on their next turn. And the Matriarch can devour a spawnling next to her to recover 300 health: kill them before they reach her.

    • Two thresholds: Frenzy, then Starving Queen

      Below 66% of her health, she lays 3 eggs instead of 2 and leaps every turn. Below 33%, eggs hatch on her very next turn, she gains 2 MP and Devour gives her back 450 health. At each threshold she roars and pushes every hero back 2 tiles: keep enough to get back to the eggs.

    • The acid geysers, your best weapon

      Every so often, geysers in the Nest start to bubble, then erupt on her next turn. They deal 140 to 170 damage to everything standing on a neighbouring tile, heroes, eggs and spawnlings included, and half as much again to the Matriarch. Step away when they bubble, and push or lure her onto them.

    • USDC stake

      Solo, as a duo or as a trio

      The Matriarch is played in both modes. The free fight is there to learn her; the boss of the week asks for a 0.50 USDC entry per player, and your damage there counts for the weekly ranking. In the menu: the PvE selector, then your format. Open the game.

    • Legendary Crystal

      Legendary Crystal: its contents change

      Coin prizes come up less often, in 19% of openings instead of 22.95%, but they are much bigger: 1,000 to 3,000 coins instead of 50 to 300. The 1 USDC and 2 USDC prizes come up more often: 17.5% and 5.45% of openings, up from 14% and 5%. A common item you already own gives 1,000 coins instead of 400. Nothing else changes; all the odds are shown in the crystals window, and on the Loot page.

    • Bosses target your summons too

      All four bosses and their minions now attack the Flame elemental, Explosive charges, Automaton and the other entities you place, when it is worth it. A summon that a single blow can bring down comes before a hero at full health; so does a charge armed next to them. They never hit the same entity twice in a row as long as a hero is within reach, and do not waste a big spell on a pointless target. Your summons are no longer safe: place them accordingly. Their minions no longer all decide alike: each has its own temperament and prey, and they spread out instead of piling up. The bosses in the guide.

    • Coins

      A defeat no longer gives XP or coins

      Only victory does; a draw still gives a little. A defeat still counts in your record, your league rating and your history, and your daily quests keep advancing with every fight. Against a boss, the loot still depends on the damage you deal, win or lose. To level up the Battle Pass quickly, play to win: the loot.

    • A welcome that offers the tutorial

      On your very first visit, a window offers two choices, “Learn to play” (a guided 3-minute fight) or “Play right away”. The cross, the Esc key and a click outside count as “Play right away”. If you chose to play and lose your first fight, a prompt offers the tutorial again just once; “No thanks” is final. The tutorial stays available from the “?” button in the menu. Players who have already visited do not see this new welcome. Open the game.

    • Daily quests in the end-of-fight card

      The end card sums up your three daily quests among the XP lines: a summary line (for example “2/3”), then one line for each quest this fight moved forward or completed, with the progress (“800 → 1,503 / 3,000”) and the Battle Pass XP. Clicking the summary opens the quests window. Nothing to claim: rewards arrive on their own. Daily quests.

    • The Kill Race window

      The limited-time race has its own window. It shows the time left, your rank, your points and the gap to the player just ahead, then the leaderboard. “How it works” comes down to three steps: play a staked fight in 1 vs 1 or 2 vs 2, score one point per USDC staked on each victory, then the split at the end of the race. The full rules are in a collapsible section, and the results come first once the race is over. Open the game.

    • Emblems drawn for the menu

      Skins, Battle Pass, Crystals, Leaderboard and Spectate each have an emblem drawn in the logo’s style, in place of the line pictograms; Quests, Guide, What’s new and History too, in the top bar. The Crystals button shows the number of crystals to open, and Spectate the number of fights in progress. “Play” remains the only yellow button. Open the game.

    • The boss of the week’s stake on the PvE tab

      The amount at stake in the boss of the week is shown in USDC on the menu’s PvE tab, in a dark badge with white text and the USDC logo. It updates by itself; the badge disappears when nothing is at stake or the week is over. Open the game.

    • A better-translated chat

      Chat translation now recognises the game’s official names — classes, spells, bosses, states — and renders them by their name in your language, even when typed with a typo. AP, MP and HP are converted, player slang (“gg”, “wp”, “well played”) is respected, and nicknames, mentions, emojis and keyboard emoticons (^^, :/, xD) are left as they are. The chat’s “Translation” button still lets you read messages as they were written. Open the game.

    • The event badge comes alive

      When an event is under way, its badge in the menu catches the eye: rays turn slowly behind the medallion, two waves widen around it, three sparks fly off. The effect is full as long as you have never opened the event window and on the last day, more discreet afterwards, and absent once the reward is obtained. It stops if your system asks for fewer animations. Open the game.

    • Insufficient balance: the window says what you were buying

      When you are short of USDC for a stake, a boss entry, crystals or the premium Battle Pass, the top-up window talks about that purchase (rather than always about a fight) and takes you back to it. After topping up, “I topped up — check” restarts the purchase if the balance is enough; a stake is never restarted on its own. Open the game.

    • Clockmaker’s Recall in 2v2

      Recall now only brings back your own Automatons, as its text says. Before, in a team, it could swap your place with a teammate, wherever they were on the map and without seeing them. If you play the Clockmaker as a duo, count on your Automatons to swap, not on your partner: the Clockmaker.

    • Leaderboard: one row per character

      On the overall leaderboard, each player now appears with every one of their ranked characters, up to six, each with its own rating, league and record. Before, only their best character was listed. Open the game.

    • “Watch” counts right

      The number of players in a fight shown in the menu no longer counts a player still on the end screen. It drops the moment the fight ends. Open the game.

    • A downed hero no longer heals

      A hero put out of action by a reflected blow, a trap or a shock no longer recovers HP after falling, for example with the Shade’s Lifesteal. Nothing heals a downed hero any more. The healing details are in the rules.

  25. 3 changes

    Jean Phil, the October event skin

    The Warrior gets a boxer skin, found all through October by winning staked matches. A badge in the menu follows the event.

    • Jean Phil skin

      Jean Phil, the boxer

      A new rare skin for the Warrior. Tweed jacket, handlebar moustache: when equipped, it puts his weapon away and he fights bare-handed, with his own moves — bouncing guard, jab, hook and uppercut. His spells and numbers do not change.

    • Found in staked matches, all October

      Until 31 October, the winner of a ranked staked duel or 2 vs 2 has a 1% chance to receive it, whatever the stake. You need an account. Once obtained, it stays yours. Details are on the Loot page of the guide.

    • The event in the menu

      A badge on the home screen shows Jean Phil and the time left. Tap it to open the event page: the countdown, the reward, how it works in three steps, whether you already have it, and the list of players who found it.

  26. 12 changes

    Crystal collection, daily quests and Legendary Crystal drops in duels

    The biggest update since launch: three quests every day, a Legendary Crystal to find by winning a duel, a collection reserved for the premium Pass, and a new website.

    • Crystal collection in the premium Pass

      A skin and a weapon for each of the six classes, plus the Amethyst aura, exclusive to the premium Battle Pass: weapons at tiers 6, 14, 22, 30, 38 and 46, skins at tiers 9, 17, 25, 33, 41 and 49, the aura at tier 50. They come on top of each tier’s crystals; if you already own the premium Pass, those from tiers you have passed are given to you.

    • Daily quests

      Three objectives every day, one easy, one medium and one hard, at least two of them against players. Each one gives Battle Pass XP and coins; complete all three for an extra Common Crystal. You can swap one quest per day, and the list renews at midnight (UTC+2). Full details in the quest guide.

    • Legendary Crystal

      Legendary Crystal in duels

      At the end of a fight against a player, the winner has a very small chance of receiving a Legendary Crystal, from 0.1% to 0.8% in a duel without a stake depending on their league; a defeat, a draw or a forfeit gives nothing. Every rate is on the guide’s Loot page.

    • Rates shown before you play

      In “Choose a fight”, each card shows your Legendary Crystal chance for your league and the chosen stake, and your Common Crystal chance on each win.

    • “Play” looks for a player

      The button now starts a duel against a player. If no opponent turns up within 25 seconds, the game offers a training fight against the AI, without forcing it: the search goes on until you accept.

    • Create your account with your wallet

      The menu now clearly shows when you are playing as a guest. Creating your account means linking your Solana wallet with a simple signature, with no transaction and no fee. Your guest progress is kept, and you get 10 Common Crystals when the account is created.

    • Playing as a guest

      A guest can play everything that is free and sees their progress, but no longer receives any loot (no coins, crystals or items); the game shows what they would have received with an account.

    • Leagues and forfeits

      A forfeit at the very start of a fight no longer gives rating to the player who stays; the one who leaves still loses theirs.

    • Arcanist and Shade

      Blast (Arcanist) and Lifesteal (Shade) now show 1 cast per turn. Nothing changes in combat: with their cooldown, a second cast was never possible anyway.

    • Quest fixes

      “eliminate” quests now only count enemies actually taken down (no longer a summon that disappears on its own), and damage quests no longer count hits on an ally.

    • A new website

      Solwaris.com now presents the game, its heroes, its bosses and its roadmap; the game itself opens at solwaris.com/game. Old links still lead there.

    • Boss guides completed

      The Forgemaster and Sentinel pages detail every spell, the arena, the thresholds and a strategy solo, in pairs or as a trio, with tips for each class.

  27. 4 changes

    The Factory Robots, the new boss of the week

    A fight against two bosses at once, in a factory that shoots at your heroes. Plus a history to rewatch all your matches.

    • Two bosses in the same fight

      The Forgemaster and the Sentinel take over from the Archmage, in the Robot Factory. You have to bring both down, and which one you start with changes the whole fight.

    • The Forgemaster and his robots

      He builds Kamikazes and Turrets without limit, so destroy them as they come. As long as the Sentinel stays within 4 tiles of him, he takes half damage: pull them apart, or start with her.

    • The laser gantry

      The factory aims at strips of the map, then fires at the heroes still standing in them. Step out of the strips, or put a hero on the console that appears: the gantry is hacked and fires down a boss’s column. The whole fight is explained on the guide’s Robots page.

    • Match history

      The “History” button in the menu opens the list of your matches, with their result and what they earned you. “Replay” plays the fight again, so you can see where it was won or lost. Open the game.

  28. 2 changes

    Play Solwaris inside Discord

    The game becomes a Discord Activity: start it from a voice channel and fight the people in it.

    • The Discord Activity

      From a voice channel, start Solwaris without leaving Discord. You are signed in with your Discord account, and you only face people who joined the same Activity: ideal for playing with friends.

    • Solwaris

      The whole free game

      Duels, 2 vs 2 and bosses play in Discord just like in the browser, with all six classes. Staked matches stay on the website. For those, open the game in your browser.

  29. 2 changes

    The Archmage, boss of the week

    A second boss arrives with his own arena, the Astral Observatory. Fight him solo, as a duo or as a trio.

    • The Archmage

      He lays glyphs on the ground, calls down meteors and teleports. Keep moving: a marked cell blows up on the next turn. His guide page details every spell: the Archmage.

    • A ranking for the free boss

      Damage dealt to the boss in a free fight now counts for a weekly ranking. The top-ranked players share Common Crystals; you need an account to appear in it.

  30. 5 changes

    Bosses, crystals and the Battle Pass

    Solwaris is no longer only a duelling game: you now fight bosses, alone or as a team, and loot comes as crystals to open.

    • Boss fights

      A new mode against monsters, solo, as a duo or as a trio. The first boss is the Goleling King, surrounded by his court: as long as one of his minions is alive, he takes no damage. The fight stops after 50 turns, and it is the damage dealt that counts. His guide page: the Goleling King.

    • Coins

      Boss loot

      Won or lost, every percent of health you take off the boss pays coins and a chance of a Common Crystal. The rates are on the Loot page.

    • USDC stake

      The boss of the week

      The same fight, with a 0.50 USDC entry per player. Damage dealt to the boss feeds a ranking that restarts every week; the free version has its own too.

    • Common Crystal

      Crystals

      A crystal opens from the “Crystals” button in the menu and gives a randomly drawn prize. The Common Crystal is obtained with coins earned in matches; the Legendary Crystal holds the rarest items. The contents and odds of each crystal are on the Loot page.

    • The premium Battle Pass and the daily gift

      The pass has 50 tiers to climb by playing; its premium track gives a crystal at every tier. And a gift awaits you every day when you reach the menu.

  31. 2 changes

    Kill Race, the limited-time tournament

    A tournament that opens for a set time: during the race, every staked win moves you up the ranking.

    • Kill Race

      When a race is scheduled or running, its button appears in the menu with the time left. A win in a staked match scores points by stake: 1 point at 1 USDC, 5 points at 5 USDC, 10 points at 10 USDC. Staked matches start from the game menu.

    • The race ranking

      The Kill Race window shows the podium, your place and your points, updated throughout the race.

  32. 1 change

    2 vs 2, team duels

    Duels can now be played as a team too: two heroes on each side, and an ally you must not hit.

    • 2 vs 2

      Two heroes per side, taking turns, one side after the other. Mind your area spells: they hit your ally too. The combat rules are in the guide. Start a match.

  33. 4 changes

    Solwaris launches: six classes, ranked duels and staked matches

    Solwaris opens: a turn-based tactical duelling game, in the browser, free and with nothing to install.

    • Six classes

      Warrior, Brute, Arcanist, Shade, Clockmaker and Artificer, each with one passive and eight spells. Every turn a hero has action points (AP) to cast spells and movement points (MP) to move: 12 AP and 6 MP as a base, a little more or less depending on the class. The guide presents each class. All of them are playable from your first match: open the game.

    • Ranked duels and leagues

      Every class has its own rating, from the Novice league to the Legend league. A duel is won by bringing the opponent’s health to zero; at the 40-turn limit the match is declared a draw.

    • Watch a match

      The “Spectate” button in the menu opens a match in progress. A good way to discover a class before playing it.

    • USDC stake

      Staked matches

      For those who want it, a duel can be played with a stake of 1, 5 or 10 USDC, the same for both players. The rest of the game is entirely free, with no wallet. How it works is explained on the Economy page.

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