In this update4
Full notes
Full Puzzle Quest 3 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
Puzzle Quest 3 changes
- Bladehero
Yes, you read that right – the time has come for the official Puzzle Quest 3 Gear Rework!
Quick note before we get started though- while we would’ve loved to have gone into as much detail as our Spell Rework blog, given that the release of 3.0 is right around the corner, we wanted to focus on getting the information out to you folks in a timely manner.
So, this blog will give you the details, the FAQ, and a bit of a light explainer of where we were coming from, with the rest of the 3.0 Patch Notes to follow later in the week!
What are we trying to do?
In a nutshell, we’re trying to both simplify things, and make sure it always feels fun to get Gear no matter where you are in your journey!
Our goals were:
Reduce the complexity of the Gear System (in the early-game there can be quite a lot of cognitive-load tied up in choosing what to upgrade or not upgrade)
Reduce the investment required for specific pieces of Gear to allow for more flexibility
Not change too much about the inner workings of the Gear itself
Gear will now drop with Core Stats (Armor, Block, Resistance, Attack, Mastery) and Attributes determined by the Rarity of the Gear
Quality
Stats and Attributes will fall within a range based on an item’s Rarity. This is referred to as “Quality.”
This is not so much a change to the types of numbers you’d see associated with Gear, just a more visible gauge of how good the number on the stat/attribute is within the possible range.
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Higher Rarity items will have a higher floor and ceiling on their Quality ranges
The overall Quality of an item is summarized in its Quality value
Higher Quality Mythic items also have an accompanying word to describe their Quality:
< 600: Mythic 600 - 749: “Divine” Mythic 750 - 849: “Sacred” Mythic 850 - 949: “Exalted” Mythic 950+: “Immortal” Mythic
Note: This does not have any impact on gameplay. They are just words that are used as shorthand for the upper range of Mythics due to the size of the range.
Battle Scrolls
Much like Spells, we’ve removed the need to Level-up specific items by essentially transferring those Levels over to 3 new Battle Scrolls:
Item levels have been consolidated into 3 Battle Scrolls per Hero:
Offense - Affects Weapons and Shields Defense - Affects your Helm, Shoulders, Chest, Legs, Gloves, and Boots Utility - Affects your Necklace, Belt, and Rings
Leveling up each scroll improves all of the relevant item’s Attributes
Leveling up a scroll uses Gold, Shards and then Glyphs at the higher levels
Battle Scroll levels are capped at your Hero level
Honing
Individual items can now be Honed! Honing an item uses Runes and Relics to improve the core stat and all the attributes on an item by a small amount. Think of Honing as though you are sharpening your blade or polishing your shield!
Items of different rarities can be honed different amounts:
Common: N/A
Uncommon: Up to Tier I
Rare: Up to Tier II
Epic: Up to Tier III
Legendary: Up to Tier IV
Mythic: Up to Tier X
The costs for Honing each Tier are the same, regardless of the rarity of the item
Honing Tier is represented by pips on the left side of the
Source
Changelog.gg summarizes and formats this update. How we read updates.
