Full notes
Full CODEX MORTIS update
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What changed
- Events
- Fixes
- Balance
- Gameplay
NEW DIFFICULTY: MORTIS
The ultimate challenge for Mortis Mastery veterans has arrived. Beyond Apocalypse lies a tier that scales infinitely with your power.
What is Mortis?
A brand-new difficulty tier (Tier 8) that breaks the traditional scaling rules. Instead of fixed multipliers, Mortis scales dynamically with your Mortis Mastery level — the stronger you grow, the deadlier the world becomes.
Unlock Requirement
Reach Mortis Mastery Level 1. Available on every world you can access — no per-world Apocalypse completion required.
Scaling Formulas
Your paragon level drives three separate multipliers:
Enemy HP: 40× × (1 + Level/25)^1.7
Enemy Damage: 20× × (1 + Level/60)^1.2
Soul Rewards: HP × (0.5 + Level/200)
What This Means at a Glance
| Mortis Lv | Enemy HP | Enemy DMG | Souls/Kill | Farm Efficiency vs Apocalypse |
|---|---|---|---|---|
| 0 | 40× | 20× | 20× | 1.0× (parity) |
| 25 | 130× | 30× | 81× | 1.25× |
| 50 | 259× | 41× | 194× | 1.5× |
| 100 | 617× | 65× | 617× | 2.0× |
| 200 | 1 656× | 116× | 2 484× | 3.0× |
| 500 | 7 280× | 292× | 21 840× | 6.0× |
Design Philosophy
Level 0 = Apocalypse parity. Entering Mortis with no paragon progress offers nothing new — it's the same fight. The reward kicks in as you grow.
HP scales hardest. Pure spam strategies that trivialized Apocalypse (zero-cooldown single-spell loops) now meet a wall of health that demands real DPS.
Damage scales softer. Prevents one-shot frustration while still punishing squishy builds.
Souls scale ABOVE HP at high paragon. The deeper you go, the more rewarding each kill becomes — at Level 500, Mortis farms souls 6× faster than Apocalypse.
Why You'll Play It
If you've been clearing Apocalypse with a single spell and no CDs, Mortis restores the meaning of "challenge." And for grinders, it's now the most efficient soul farm in the game — provided you can survive.
BUG FIX: Cooldown Reduction
Fixed a critical bug where cooldowns would suddenly become very long after crossing a certain upgrade threshold.
What happened: The cooldown reduction stat (CDR) uses a 0-to-1 scale where lower = faster. Once upgrades pushed CDR all the way down to 0 (instant casts), picking up any CDR rune or ritual reward would reset it back to ~1.0 (no reduction at all). This was caused by a code operator (||) that treated 0 as "no value" and replaced it with 1.
What we fixed: Replaced the faulty operator across all affected systems (rune pickups, ritual rewards, spell casting, hero abilities, and UI display) so that CDR = 0 is now treated as a valid value. Pickups no longer reset your cooldowns, and nothing drops below zero.
The dead god watches. Death awaits. — GROLAF & CRUNCHFEST
Source
Changelog.gg summarizes and formats this update. How we read updates.
