Nodiatis Game Announcements

Previously players were only getting credit toward unsoulbinding for time spent in combat. We have changed it so time spent actively resourcing also counts.

The drop rate of maps has been reduced. You can destroy maps but doing so will reduce your chance of getting maps in the future.

Using a TC for rested time now provides 11 (12 with grinder) hours instead of 6 (7). OMG! Nom TCs and grind, grind, grind!

You can now type /unsoulbind to see how long until your next one.

Enchanting is complicated. tools.nodiatis.com now has detailed info on all enchanting rod procedures.

Artiste commissions can now include an optional reference image. This will strongly influence the Artiste's creation in the direction you desire, essentially giving you full control if you want to pre-generate or commission custom artwork. The Artiste will handle transparency/background removal and sizing/scaling.

Artiste Redos have also been added. Every character receives one free Redo per calendar month if they don't already have one. A Redo can only be used to commission a modification of an already Artiste-modified item, and the Artiste will now use that item's exact current custom graphic as the starting point. Modified items use a Redo when one is available, or an Artiste Token otherwise. Unmodified items still require an Artiste Token. Note that to avoid exploits, if you trade an artiste modified item to one of your alts that alt will have its Redo counter set to zero.

The Artiste can sometimes finish an item in less than 24 hours now.

Priest changed to have 8-24% gem draw haste as well as 5-15% bonus to damage absorbing gem effects.

The following classes now have a 5% (up to 15%) bonus to gem draw haste:
- Druid
- Ranger
- Magician
- Priest
- Wizard
The following classes now have a 3% (up to 9%) bonus to gem draw haste:
- Warlock
- Necromancer
- Angel
- Enchanter
- Rogue

A new 2v2 Premade Arena Season has just begun, and it will last less than 3 months! Be sure to upgrade your client before attempting to register. As always there will be a $1,500 game credit tournament at the end of the season. Arena Rush is scheduled for 05:00 server time on Saturday, Nov the 7th and will last 1 week. The actual tournament will take place on Saturday, Nov the 14th at 16:00 server time


Behold the new LG.

Quazeliobilaebyn and his best friend (duh, it was Utopia aka Redeye) banned for trading items for IRL currency.

Gnomish Cleaver now scales 1.25% per tier.

Skill descriptions appended with more mechanics info for stat based calculations.

Random server reloads for patches shouldn't change the location of potions in stores anymore. They will still be randomized at 5am.

Helmets, Breastplates, Sleeves, Leggings, and Shields can all now be tiered to X. The lesser used Helmets, Breastplates, Sleeves and Leggings have been buffed, some massively:
- Raiden’s War Kimono: DD crit 18% → 30%
- Hellram’s Chest: absorption 320 → 500
- Enchanted Bloodcrystal Breastplate: absorption 225 → 300
- Elegant Earthfusion Chest: mitigation 2% → 6%
- Goldwinged Guardian Chestplate: healing 225 → 320
- Deathwhisker Helm: magic resistance 2% → 10%
- Hellram Headpiece: absorption 185 → 260
- Enchanted Bloodcrystal Headpiece: magic resistance 5% → 11%
- Zirconethyst Helmet: energy/mana regeneration 13% → 20%
- Spellbound Uvarovite Headpiece: energy/mana regeneration 13% → 20%
- Raiden's Suncap: energy/mana regeneration 12% → 18%
- Hellram Legging: devastation aura 4% → 6%
- Enchanted Bloodcrystal Legging: magic resistance 3% → 6%
- Legging of the Aliangel: group healing 150 → 250
- Sleeve of the Hellram: devastation 4% replaced by gem failure 10%
- Enchanted Bloodcrystal Sleeve: magic resistance 2.5% → 7%
- Dragontamer’s Sleeve: pet maximum damage/healing 3.5% → 5%
- Sleeve of the Aliangel: group healing 135 → 200
- Unyielding Earthfusion Sleeve: mitigation 2.25% → 4%


Behold the new, *NEW* chest.

Unsoulbinding items is now on a per-account basis, not per e-mail, dependant on how much that account farmed for a weekly reset.

Rebalances Now Live
Thrash and Legendary Thrash Aura are buffed from 22% and 33% to 30% and 40% respectively.

The formulas for Block, Kite, and Parry have been modified such that the underlying stats that affect them, for both attacker and defender, now have a much greater impact on their final chance of occurring.

Bestial Sacrifice's maim effect is no longer as severe for pets. ZOMG, Prowler buff?

Weapon Buffs:
Molten Assram - Rams tardo hardo (14% higher base DPS than normal) and gives you 20% damage mitigation penetration.

Demonblood Ranseur - This weapon has a 40% chance of poisoning its target for 800 damage over 3 seconds when it strikes an enemy. Also gives you 25% damage mitigation penetration and a 10% extra chance to hit.

Runed Flurry Greatword - This item provides a 12% extra chance of all double and multi attacks. Also provides a 10% extra chance to hit and a 20% bonus to damage mitigation penetration with all attacks.

Cudgel of the Unmoving - This item provides AC, has abnormally high stats, and mitigates all damage taken by 20% and gives you a 15% extra chance to hit.

Sword of Cursed Blood - Gives wearer a 10% extra chance to successfully hit with all attacks and applies an aura to target upon landing a strike increasing all damage taken by 9%

Blighted Bludgeon - Has AC, gives wearer a 20% extra chance to successfully hit with all attacks, and has a 43% chance to apply a 30% listless aura to your target.

Spear of the Unstoppable - Gives wearer a 25% extra chance to hit with all attacks and has a 36% chance when it strikes to cause a 500 heal and grant 7 seconds of immunity to all incapacitating effects.

Unmitigated Edge - This weapon provides a 65% bonus to damage mitigation penetration and a 20% extra chance to hit.

Cudgel of Solar Fury - This weapon provides a 20% extra chance of successfully hitting with all attacks plus a 35% chance to deal 900 flashburn damage.
Buffed Werewolf CA - Blood Lust - Attacks all enemies for high damage, with increased damage if only one target is available. Heals you for an amount equal to your pending bleeding without reducing that bleeding. It then grants you a 30-second aura that increases melee crit damage by up to 50%, based on pending bleeding. 6 minute cooldown.



Behold the new cleaver.

The Tangled Attacker line now reads: The next melee attack on you will trigger this gem and have a 70% chance of being prevented. Half the % vs. two-handed attacks.

The next season will be 2v2 premade. Spend your tokens before it starts.

Crazy Tourney Results

Most people expected this tournament to end with either Freaky or Quazeliobilaebyn on top. The two are close friends in WPack, and that gave Freaky an arguable preparation advantage: he needed to focus on defeating Ash’s Prowler, while Ash had to prepare for both another elite Prowler and whatever the hell Quazeliobilaebyn was bringing. If the final came down to two WPack friends, they probably did not care much which one took the crown. Ash had no such luxury. He had to solve two radically different opponents, back to back, or be the guy who lost Prowler season.

Fortunately, Ash had one final weapon outside the arena. He mind-melded with Rath for expert last-minute advice, then entered the tournament facing what looked like an almost impossible route to the $1,500 prize. His first fight against Freaky justified every fear. Freaky began with more than 10,000 extra HP, a crazy idea of using a 99 whip for a massive debuff, and the battle lasted nearly three minutes. Both Prowlers shattered defenses, cleansed at critical moments, and fought through enormous healing totals. Ash’s stronger pet pressure and sustained physical output slowly overcame the HP deficit, but the ending was terrifyingly close: Freaky was at only 41 HP before a final cleanse, with Ash himself badly wounded. Ash’s last Prowler CA secured the win.

The rematch was less desperate but no less violent. Freaky changed to a dual-LoD setup that more closely matched Ash’s own package, while Ash briefly drove his energy almost to zero. Ash recovered through a relentless chain of Invigorating Cantrips and kept applying pressure. Freaky actually healed more, but Ash dealt over 34,000 more damage. He survived Freaky’s late Prowler CA, remained above 29,000 HP, and completed the sweep. One favorite was gone. The stranger and more difficult problem remained.

That problem was Quazeliobilaebyn’s unexpected regeneration-and-crowd-control strategy. Lio’s like a box of chocolates...you never know wtf. He arrived as an Arcanist/Jeweler with only 39,430 HP but an extraordinary 675 Reg, then buried Ash beneath Decreption, Malingering, Stun, Quake, and Fog. In their first match, Ash dealt damage, shattered Sacrigenesis, and tried to disrupt the recovery engine, but Lio simply kept returning to full health. When Lio finally exhausted his resources, the Arcanist ability refilled everything while Ash was already below half health. Lio then took complete control. At one point Ash had fallen to about 5% while Lio remained above 82%. Ash mounted a brave late rally, but the deficit was too large. Lio won decisively, and suddenly Ash’s tournament looked doomed.

Keep in mind, Lio’s using an Epstein avatar this whole time, shirt off, threatening to take Ash and all his kin to a private island for a little fun. Ash was fighting for the honor of all the world’s children, against a horrendous monster of a man.
vs.

Match two began with the same oppressive regeneration and control package from Lio, but Ash, having quickly strategized with Master Yoda, now had a plan. Rather than allow Lio to trap him behind repeated stuns and shattered defenses, Ash deliberately cleared unwanted gems from play. This activated Deft Recovery at maximum strength and let him race through his pouch for fresh stun-immunity auras and emergency Coagulates. When Lio used the Arcanist refill, Ash still had almost 75% of his health instead of less than half. Ash then used his Prowler CA while he was still strong and Lio was already below 36%. Even with the new strategy, the fight was insane: both players fell near 8,000 HP late in the match. Ash emptied his slots again, found another Coagulate, survived Lio’s final control sequence, and continued attacking as Lio exhausted his energy. With Lio reduced to 777 HP and Ash holding at 14,364, Ash landed the finish and forced one final deciding fight.

In the final, Ash perfected the counterstrategy. He shattered Sacrigenesis three times to attack the center of Lio’s recovery engine, while aggressively clearing expendable gems whenever he needed Deft Recovery to find another answer to Lio’s stuns. By the time Lio used the Arcanist refill, Ash was still above 91% health—an enormous reversal from the first loss. Ash later cleansed with more than 48,000 HP remaining, then used his Prowler ability while Lio was below half. Lio collapsed from 47% to 34%, then 22%, then 9%. Disease pressure finally began dragging Ash down, but it arrived too late. Lio reached 647 HP near the end, briefly recovered to 1,218, and died moments later. Ash had defeated the Prowler favorite twice, solved Lio’s bizarre regeneration/CC build after a brutal first loss, and completed an astonishing 4–1 tournament run.

Ash had taken Rath’s last-minute advice, beaten both expected WPack winners, and secured the $1,500 prize. Then he made another shocking move, gifting all the $1,500 in TC purchases to Rath in thanks for helping him stay off Lio’s island of perversion.

To see the actual builds used in the final tournament go to Tourney Builds

Unsoulbinding items is no longer based on a week of real time but rather less than a week of actually farming 3 hours/day the game. This should help you unsoulbind things a bit faster. :)

All Nodiatis announcements