Incremental ELM Quest 2
Idle RPG · Offline · No Ads
Only for iPhone
Free · In‑App Purchases
A free incremental RPG you can play entirely offline. No ads, no paywall, and every goal in the game is reachable without spending a cent.
The world's eight elemental forces were once held apart. Now they are bleeding together, and everything is changing.
You are a Cataloguer: a licensed scholar sent into the saturated zones to document what lives there. Encounter creatures, record them, and fill the Manifest, one species at a time. The more you catalogue, the more the world opens up, and the closer you come to the thing nobody wants to talk about: why everything is falling apart.
If you've always wanted to play a uniquely idle monster collecting adventure with the patience of a nature documentary and the wit of a dungeon crawl, this is your chance. Explore portals, return to new species and new regions, and watch the Manifest fill in like a field journal.
WHAT YOU'LL FIND
• Over 4,000 creatures to find, fight, and catalogue. Each holds a small piece of the overall narrative.
• Over 300 classes to equip and level up. Send your hero into elemental portals and take control as battles unfold.
• Offline progression that unlocks early and never stops: your hero keeps earning and your disciples keep hunting while the app is closed.
• Every portal is graded. The threat ratings are, unfortunately, accurate.
• 16 narrators bring the world alive through their lost dossiers. Sixteen cataloguers came before you and its on you to find out why they stopped writing.
• Deep progression: level classes, raise disciples, study at the university, upgrade your guild license, master insignias, power up skills, and more.
• Rare enemy variants, an ever-expanding ladder of achievements, and Game Center leaderboards (purely optional).
FAIR BY DESIGN
The whole game is offline, free, and ad-free. The optional purchases are purely cosmetics that support a solo, part-time developer. I'm an incremental game fan who got bored waiting for the next one to drop.
Made by one person as a part-time passion project. Thank you for giving it a shot!
more This idle RPG game is not only accessible with Voiceover, but it's addictive too! I particularly like how the developer has left music, sound effects, and character voices to the player's imagination instead of the developer's imagination. Even character dialogues are left to the player's imagination! I LOVE that!By the way, for those players that can NEVER remember the elemental strengths chart, I came up with my own acrostic: Paul Cramer Visits All Kids In Laura's Nest. (Pyrolysis, Cryostasis, Verdancy, Atrophy, Kineticism, Inertia, Luminance, Nullity). That's my mnemonic for the elemental strengths chart, but other players may come up with their own. Coming up with acrostics formed from the initial letter of each element will help you memorize that chart, and you'll NEVER need to look at that combat cheat sheet again. I GUARANTEE it!
This idle RPG game is not only accessible with Voiceover, but it's addictive too! I particularly like how the developer has left music, sound effects, and character voices to the player's imagination instead of the developer's imagination. Even character dialogues are left to the player's imagination! I LOVE that!By the way, for those players that can NEVER remember the elemental strengths chart, I came up with my own acrostic: Paul Cramer Visits All Kids In Laura's Nest. (Pyrolysis, Cryostasis, Verdancy, Atrophy, Kineticism, Inertia, Luminance, Nullity). That's my mnemonic for the elemental strengths chart, but other players may come up with their own. Coming up with acrostics formed from the initial letter of each element will help you memorize that chart, and you'll NEVER need to look at that combat cheat sheet again. I GUARANTEE it!
Awesome addition to the Incremental/Auto-battler genre. Monsters are cool and the game does a great job roping you in right away with the elements. Sort of a cross between classic monster battlers and idle games. Same vibe and quality of Magic Research 1&2. Just starting, but I’m excited to play this all the way through!The UI is well crafted and a lot of work was put into documentation which is always appreciated! Humor is punchy and fun keeping the reading enjoyable. It genuinely shows so much integrity no adware or excessive telemetry in the app. Big fan, I will be supporting and keeping up with future games.
Developer Response Thank you for the amazing review, TD!
Awesome addition to the Incremental/Auto-battler genre. Monsters are cool and the game does a great job roping you in right away with the elements. Sort of a cross between classic monster battlers and idle games. Same vibe and quality of Magic Research 1&2. Just starting, but I’m excited to play this all the way through!The UI is well crafted and a lot of work was put into documentation which is always appreciated! Humor is punchy and fun keeping the reading enjoyable. It genuinely shows so much integrity no adware or excessive telemetry in the app. Big fan, I will be supporting and keeping up with future games.
Thank you for the amazing review, TD!
This one is much better then its precursor. It has a strong level/ rebirth system for characters. Rewards to aim towards so that you have something to look forward to when grinding . As I play it more I’ll update my review and hopefully leave some value feedback. Nice job so far. I know that in the future if it had a chat room between players who could click and check on each persons profile to see their builds that would be cool and keep players around longer
Developer Response Thanks for playing max leveled Gengar!Glad you think its an improvement on the precursor. I've been learning a ton about game development as I create these and hopefully with the next few updates, the polish will only improve!Profiles are on the to-do list. Stay tuned!
This one is much better then its precursor. It has a strong level/ rebirth system for characters. Rewards to aim towards so that you have something to look forward to when grinding . As I play it more I’ll update my review and hopefully leave some value feedback. Nice job so far. I know that in the future if it had a chat room between players who could click and check on each persons profile to see their builds that would be cool and keep players around longer
Thanks for playing max leveled Gengar!Glad you think its an improvement on the precursor. I've been learning a ton about game development as I create these and hopefully with the next few updates, the polish will only improve!Profiles are on the to-do list. Stay tuned!
Eric (aka the dev) cares about the players. Has already listened and reacted to day 1 feedback from the initial community forming in their discord. Plus. He isn’t ignoring his other games during the week 1 launch of this title. This is the sign of a developer who cares about weighing opinions of the players to help shape his original vision into something enjoyable for the months to come.
Developer Response Appreciate the kind words D3lka!
Eric (aka the dev) cares about the players. Has already listened and reacted to day 1 feedback from the initial community forming in their discord. Plus. He isn’t ignoring his other games during the week 1 launch of this title. This is the sign of a developer who cares about weighing opinions of the players to help shape his original vision into something enjoyable for the months to come.
Appreciate the kind words D3lka!
- EX clears now also count toward one unfinished portal Conqueror achievement, chosen at random. The close portal screen will tell you which.
- Finish ELM Quest 2 and your profile will mark the date, with a Finishers leaderboard.
- Re-Summon a summoned portal straight from the close screen. Same cost for the same grade, element, and infusions.
- Red dot in the Bastion tab when boss found.
- Disciples on a Boss Hunt expedition will still be able to study at the university simultaneously.
- The away summary now shows status effect time and old-grade clears credited offline.
1.6.3 33m ago
- Defeated Sealed Grounds bosses leave the list. A finished difficulty makes way for the next.
- Beaten Sealed Grounds bosses wait in a Defeated dropdown.
- EX players now show their EX license on the leaderboards and their profile.
- New EX License leaderboard.
- The Ninth School now lists every School's research, weakest first.
- Status Effects achievements rank up much faster.
- An away range pinned at SSS moves up to SSS+ when EX opens.
- The Outfitter shelf no longer offers items that can't be bought.
- Deepest Close and Clear Times leaderboards now show the right grade.
- A named Boss Hunt narrator no longer appears as a blank figure.
1.6.2 Oct 7
Lock a portal from the moment you open it, with the padlock at the top.
The EX away slider now works like the grade slider. Both ends move.
The Vault Conduit can now widen 1,000 times further.
Your portal keeps running during boss fights, like on any other tab.
A red dot on the Boss Hunt tent means a boss has been found.
Away portals can reach SSS+ again once EX is open.
If EX opened before you updated, its portal now shows right away.
The wave number no longer disappears from the combat banner in EX portals.
After summoning a portal, the portal board scrolls again.
EX portals now show your clear time when you close them.
The Boss Hunt info text is no longer cut off.
1.6.1 Oct 5
- The endgame arrives. Clear the final portal to find out what happens.
- Tier limit increases.
- Three new Eminence bonuses replace the Future Content ranks.
- Insignia Mastery and Portal Infusions now open at license A−.
- Away portals again stop one grade below your deepest closed portal.
- Boss Hunt arrives at license S−. Check it out from the Bastion. (Note: this is still very much a work in progress)
- Beat bosses to gain rewards. Many difficulties to conquer and a new leaderboard for the competitive folk out there.
- Every boss fights slightly differently. Watch its warnings and time your casts and swaps.
- The kill XP breakdown and class pages updated to name all bonuses appropriately.
- Optimization for away progress. Returning after a break should result in faster away load times.
1.6.0 Sep 30
Accidentally forgot to include the T12 cap increase in 1.5.0. Added now.
1.5.1 Sep 18
New
- By popular demand, combat now has a 3D mode. An optional download, but feel free to watch combat in 3D instead of animated 3D. Apologies in advance for my poor modeling/design skills.
- The tier cap for all characters has been increased from T11 to T12. Overflow was already a thing so some of you may already be part of the way to max again.
Balance
- Permanent Critical Damage bonuses now grow beyond +100%. All previously earned Rank Up and Tier Up bonuses apply automatically.
Quality of Life
- Essence Vault and University rates now default to per day. Tap a rate to change its time unit; your preference is remembered.
- Upon reaching the final license grade, the offline highest portal limit will shift to that grade instead of one sub grade lower.
- Hall menu will have a red dot indicating which disciple is ready to promote.
Bug Fixes
- Several small bug fixes.
- Background code and performance optimization.
1.5.0 Sep 17
Optimization patch
- Faster catch-up, clearer cosmetics, and fixes across combat and saving.
- Offline progress catches up faster. When resuming the game, browse the Codex, Guild and Achievements while it finishes.
- Portal cards and active skills respond more reliably to taps. You can also enter a portal directly from its inspection panel.
- Titles now display their rarity in your inventory, profiles and leaderboards. Inventory frames show the rarity you own, and titles can be sorted and filtered by rarity.
- New-stock dots on Your Profile and the Outfitter bag let you know when the Shelf refreshes.
- Enemies that share your element now correctly work against your elemental resistance and University wards.
- Enemy skill hits now train Max Health insignia, including hits absorbed by shields.
- Fixed Execute and reflected damage when enemies swap or teleport, plus missing indicators for enemy healing, mana drain, cleansing and teleporting.
- Locked portals remain locked after repeated defeats while you're away.
- Improved save and backup restoration, with clearer save-error reporting and safeguards against old battle progress carrying into a restored save.
- Improved catch-up reliability when switching away from the app and returning before it finishes.
- Turning off profile sharing now keeps pending removal requests across restarts and shows when a retry is needed.
- The Outfitter retries missing prices after connection problems, and closing it early no longer skips a pending reward reveal.
- Newly discovered creatures update Chronicle achievements immediately, and discovered Codex variants stay revealed when filtering by element.
- Corrected play statistics, damage readouts, insignia progress labels and VoiceOver announcements, including cosmetic rarity.
- Performance improvements across combat, the Codex, the Bastion and the University, with fewer animations running while paused or off screen.
1.4.10 Sep 9
NEW
- Three new achievements (all recommended by players).
BALANCE
- Achievement rebalance. Achievements should pay out AP more consistent with progress now. Harder tasks give more AP, easier tasks give less. Ensured some of the impossible to complete achievements now more completable.
- Eminence rank rebalance. Almost everyone should gain AP.
- Deaths count every time a character dies.
- Loadout switches now count while offline.
FIXED
- Cosmetic shelf visual bug fixed regarding prices.
1.4.9 Sep 4
Bug Fixes
- Coming back after a long time away no longer freezes and crashes the game (another smaller bug found and fixed).
- Shorter returns show the catch-up progress card instead of a frozen screen.
- Disciple and University gains from time away are saved sooner.
- The Leaderboards no longer hide your welcome-back report and strand a paused wave.
- Closing the welcome-back report resumes combat.
- Relaunching mid-wave continues Auto-start combat.
- The sigil turn-in card is no longer taller than its content. Confirm dialogs too.
- Codex regen compresses to K and M like the other stats.
1.4.8 Sep 1
QUALITY OF LIFE
- Swipe added in between classes on the class equip sheet.
- Insignia mastery added to mini stat filter
- Lock a portal to prevent accidentally closing it while farming.
- Infusions now can be saved for repeat farming.
- Improvements to the Conduit Widen menu.
- In run combat stats dropdown now carries info regarding regen, heal, leech, and drain.
- Statuses now have a bar showing time left.
- Shields visually now draw over your health.
- Filter menus upgraded once again to incorporate insignias this time.
- Disciple re-rolls now have a more expensive, guaranteed option.
- Talent Growth has been renamed Promotion Growth
- Guild leaderboards slightly cleaner (much more updates to this coming soon!)
- Title slot placeholders for easier hit boxes in the profile.
BALANCE
- Pure Atrophy classes buffed to drain more health per cast.
- Luminance skills buffed to keep pace at the higher rarities.
FIXED
- Very long absences no longer stall on the catch-up screen.
- Away play resumes the wave you left off on.
- Reviving now clears statuses on you.
- Shields are visible at full health.
- Health regen visual bugs fixed.
- Small crit damage bonuses no longer listed as 0.
- The sigil turn-in card scrolls when you own many sigils.
1.4.7 Aug 28
NEW
- Profiles. Every player can set a profile with names, titles, badges, teams, and favorite monsters.
- New optional server-based leaderboards to compare with others playing. Fully optional and can opt-out.
- The Guild Outfitter, a cosmetic shop where all the profile pieces can be purchased. Some free, some for essence/sigils, and some paid. All cosmetic, with no impact on main game production.
CHANGED
- The Hero tab is the Class tab now.
- The six support tips are retired. Everything they granted is kept.
- The two and four pip threat bonuses traded places.
- Insignia Mastery trains more evenly across grades. Several critical bugs fixed.
FIXED
- Coming back after a long time away no longer hangs or crashes.
- Your health bar no longer drops at random moments.
- Health regen no longer falls as your insignias climb.
- Loadout matching while away fields the matched team, every time.
- Large sigil purses no longer slow every launch.
- Several critical bugs.
1.4.6 Aug 26
NEW
- Insignia Mastery unlocks at S-. Increase your starting insignia for each character.
- Insignia xp share unlocks at S-. Deepest insignia sets the rate of xp share.
- Discipline unlocks at S- and is visible on the Global Boosts sheet. Every mastery level a class gains quickens its whole equipment family. Fluency's twin but for insignia XP and keyed to equipment.
- Placeholder Universities
- Insignia Potency: a Cryostasis study and an Eminence node. Every insignia level is worth more.
- Insignia XP: an Atrophy study and an Eminence node. Levels arrive faster.
- Three new achievements to celebrate insignia mastery levels.
- Threat bonuses changed. 1-threat unchanged. 2-threat portals train skills 50% faster. 3-threat portals drop 75% more essence. 4-threat portals train insignia twice as fast. 5-threat portals drop twice as many sigils.
- Skill XP share tied to disciple talent grades.
- Classic combat layout is now Low Power Mode. No visual change but stops rendering all the complex background particles.
- Away recap overhauled and now reports skill and Insignia XP, split by class and type.
BALANCE
- Max Health insignia train about twice as fast as the others.
- Dodging triggers max health insignia.
- Shielded hits triple max health insignia gain.
- Eminence XP share was accidentally sharing XP with the main character as well.
- Health regen buffed significantly.
FIXED
- The Portals and Oddities Symposia now round and remember the fractional gain at low percents.
- Leaving a wave returns you to that wave instead of the furthest completed one.
- The Wave Complete screen sizes to your screen to better fit the info.
QUALITY OF LIFE
- Every dropdown reopens the way you left it, across screens and launches. It remembers your preferred order, so a re-sorted screen keeps your place.
- Per-class result rows rebuilt. One dropdown per class opens into Damage, Skill XP and Insignia Mastery, each with its own bars.
- Tap a class's mastery art in the codex for a browser of what it has mastered. Tap a cell for what the stat was worth there.
- Hold a skill badge in combat for a page per class with both skills on every page. Swipe to cycle the party.
- Several critical bugs found and fixed.
1.4.5 Aug 19
NEW
- Summon a Portal overhauled. Pick the grade, threat, element, portal type and whether it holds a new creature.
- Infuse portals with bonus essence, kill xp, skill xp, or insignia growth speed.
- Sigil trade-ins no longer reshuffle the world map and now ask before they spend all. Settings toggle to disable this.
- DPS tracking implemented. Can see in the top left of the combat arena with a breakdown at wave and portal complete.
BALANCE
- Enemy burn and poison now scale off the monster instead of your own attack. Rarity, level, species and Cartography all reach them appropriately now.
- Shield blunts burn and poison ticks.
- Switching targets costs nine seconds. The bar starts full, so the first switch of a wave is free.
- Switching hero classes hands the enemy's stacks to whoever steps in, still decaying.
- Guard and Empower cards print uptime instead of seconds.
FIXED
- Critical drain bug.
- End-game nullity aura balanced.
- Infinite mana glitch fixed.
- Active skill casts now accurately credit their achievements.
- Deaths while you were away count toward Total Deaths.
- The first "Read the dossier" of a launch opened the wrong volume.
- The University's info panel now correctly explains about Open Lectures and a focused seat.
QUALITY OF LIFE
- Sort your classes by aura rank or active rank, in the same grid as the other sorts. Cards now print the rank being sorted by.
- Hold a class card for its base combat stats.
- Wave cards count NEW creature variants on the left and LORE still to collect on the right, with a chip on each creature saying how many more to subdue.
- Jump to the first wave or back to your front line from the wave card.
- Fluency rows on the Global Boosts sheet now have a dropdown.
- A held hero card closes with a swipe instead of a button.
1.4.4 Aug 15
New
- Fluency: Every time a skill reaches a new rarity, it now boosts global elemental skill xp, making it easier to raise other skills from that element. Auras boost aura skill xp, actives boost active skill xp, and each rarity upgrade grants increasingly more.
- Distillation: A maxed skill can continue to earn experience, with added benefits! Auras’ effects get stronger and Actives get cheaper to cast.
Balance
- Portal enemy levels range across a portal increased to allow for grinding within a portal, rather than dying to wave 1 and then flying through. Level ranges per portal slightly decreased to compensate.
QoL
- Auras are now free, costing no mana to use. They still level up as they did before, strengthening their effects.
- Away progress is no longer capped at 12 hours. Take as much time off as you want, knowing that you can gain all that offline progress when you return. A nice littler progress bar awaits you, rather than an infinite spinning wheel.
- The Eminence screen now has its’ own visible hierarchy ladder so you can compare all the ranks you have and how many you have left to obtain.
- There is now a new settings toggle that will place enemy stats in front of enemies so that large enemies don’t block the relevant info.
- Closing a portal tells you how long it took.
- Some battery performance improvements to hopefully avoid burning through older phones.
- Watchtower adds a decimal as needed to ensure precision with each purchase.
- Can now favorite a hero from their info page.
- Info tooltips added to endorsements, explaining how each works (including offline portals).
Bug fixes
- Removed the annoying button flashes.
- Fleeing a portal no longer counts towards an oddity and this achievement has been retired.
- Several requested VoiceOver bug fixes (let me know if continued issues here).
- Rather than university studies being continuous, each book reached grants the next tier of bonus, allowing for better future planning on when to switch. Preview of next bonus visible.
1.4.3 Aug 10
NEW
- Portal Log: your last 200 portal clears, with grade, threat, element, time, essence, and whether you were there.
- All 64 Codex regions have a picture of the place.
- Combat arena looks more ominous with deeper portal grades.
BALANCE
- Tools heroes are now the affliction specialists: up to 8 stacks, applied twice as fast, and held for longer.
- Major equipment balances including staffs now getting a 60% damage boost, and having their tier up bonus shift from dodge to damage.
- University Essence Gain now applies to essence dropped by your own portal kills.
- Skill mana costs climb more gently with rarity.
- Equipment identity survives better as your roster grows, so classes drift apart slightly more.
- Active skills repriced.
- Nullity's Drain heals three times as much on its standing trickle.
- Guard shields cannot be renewed early, and cards now show the duration you really get.
QUALITY OF LIFE
- Tap any enemy in the lineup to pull it into the fight and every enemy now shows its health and mana.
- Speed records now split by element.
- Portal cards estimate the essence inside before you pick one.
- The death screen shows the essence you gained.
- Hold a hero's card on the Hero tab for full details, even mid-portal.
- Poison shows how far its build-up has climbed.
- New setting, Black damage numbers, for anyone who finds tinted numerals hard to read.
- The Hero tab opens on the team you have equipped.
- Bastion and Hero tabs have swapped, putting your team beside your portal.
- The Guild says when your sigils are too high a grade rather than too few.
- The Guild License card lists everything that opens at the next grade.
- Claiming from the achievement pager returns you to the entry you claimed.
- Settings warns you if your save outgrows iCloud sync.
- The Ninth School stays sealed until endowed.
- The combat rating guide and the status guide now describe what the game does.
- Reduce Motion respected in combat and at launch, and Dark Mode numbers are readable on every chip.
- A broad VoiceOver pass over ceremonies, the wave lineup, skill blocks and your own hero's card.
BUG FIXES
- Several iCloud bugs fixed.
- Bugs found and fixed with secondary element damage. Slight damage boosts to 75 classes.
- Foxed backgrounding mid wave clearing that wave's essence count.
- A creature healing itself now shows the number.
- Fixed three missing achievement icons.
1.4.2 Aug 1
- The University opens in the Bastion. Endow its eight elemental Schools with essence and they study around the clock, turning it into permanent boosts that never stop growing.
- Essence now drops from every creature you subdue in a portal, and rarer specimens give far more. The Bastion itself opens at Guild grade C- instead of A-, so disciples, buildings and promotions all arrive far earlier, and you are paid for the kills you already made.
- A new Guild Record on the Guild tab keeps your personal milestones: your fastest clear of every portal grade, your biggest single hit, the strangest specimen you have met, and career totals worked out from what you already own.
- The Eminence ladder has been rebuilt and re-ordered. Every rank below Principal Scholar costs exactly what it always did, the ranks above now stretch to a genuinely complete collection, and the bonuses arrive in an order that makes sense.
- Plus: hold any creature in a wave to examine it and swipe through the lineup, search in the codex, gentler battery use on older phones, tabs that no longer appear out of nowhere, and a long list of fixes.
- Come to the Discord (link in Settings) for the full patch notes.
1.4.1 Jul 27
- New: A time-played panel on the Guild tab shows your total hours played and days active.
- New: A new Tenure achievement family awards AP for days played and hours spent in live combat.
- Bug fix: Monster special attacks were dealing far more damage than their codex card listed, which could one-shot a healthy hero.
- Bug fix: The combat header no longer flips back to "Wave 1" behind the wave-complete and defeat popups.
- Balance: Battle Speed eminence boost now unlocks a few ranks earlier.
- QoL: Popups with a Close or Back button now close when you tap outside the card.
1.3.8 Jul 19
- New (old?): Toggle in settings to bring back the OG combat layout. Purely visual.
- QoL: Settings menu rebuilt to be more organized.
- QoL: Multi-hit animations in combat now reflect the number of hits.
- QoL: Disciples’ merit keeps collecting once the bar is full and further kills will be banked for post-promotion.
- QoL: The five bastion eminence boosts got simplified names that better explain their purpose.
- QoL: Overhaul of the codex filters - now should look more intuitive. New filters added for equipment style and pending promotion/skill ups.
- QoL: The Attack, Max Health, Health Regeneration insignia ladders are now one pop up. Swipe to switch between them.
- QoL: The summon picker now lists grades from highest to lowest so that the best sigil is at the top.
- QoL: IAP placeholder pictures finally replaced with art in the game’s own style.
- Bug fix: An evaded strike within a multi-hit cast now says “dodge” instead of just vanishing.
- Bug fix: A blinded miss now says “miss” instead of just vanishing.
- Bug fix: When auto-combat toggled, switching apps briefly won’t pause combat.
- Bug fix: Bastion upgrades will show a pop up when trading down sigils, clarifying the trade. Upward trades will be routed to the refinery.
- Bug fix: Disciples with matching primary + secondary affinities now stack both onto that element, making single element specialists the best single element essence source.
- Bug fix: Favorited classes no longer jump to the front. Instead there is a separate filter for them.
- All the above were suggestions from players like you! Join the discord to play a role in where the game goes next!
1.3.7 Jul 18
- Dark mode (finally!)
- Smaller bug fixes.
1.3.6 Jul 15
- The Bastion opens at Guild grade A-. Mentor permanent disciples who scout, fight, and recover on their own, online and offline, leveling over time and improving their talent grade.
- Every creature now has a unique fighting style. Its species, family, element, and size all shape how it fights and its Combat Rating, so the same creature can rate differently for each element.
- The Guild License cost curve was rebalanced end to end, so each sub-grade costs steadily more renown than the last. Licenses are re-graded at first launch and your grade may sit a notch lower, but your renown, sigils, classes, and achievements all carry over, and reclaimed ground pays at your full rate.
- New Away Grade Range: pick the band of portal grades the guild farms while you are away, or leave it on Auto.
- Auto-Fill now drafts your party three ways, the offline recap reads more clearly with wrapping splits and tappable full lists, and skills past their top tier show the surplus xp for bragging rights.
- Combat UI overhauled. All monsters have heights. Can you spot the rarest ones?
- Tutorial reworked for new players.
- Lots and lots of bug fixes.
- Come to discord for the full patch log.
1.3.5 Jul 15
* Bug Fix: A class recruited with a C-grade or higher sigil now arrives with the full stats of its starting tier. The tier and rank boosts were right, but the attack and health from those banked tier-ups were being left off. Recruits you already unlocked gain the missing bonuses automatically on first launch. (Thanks Kade!)
* Bug Fix: Some hidden achievements were tricked into revealing themselves; this was fixed. (Thanks Svander!)
1.2.9 Jul 9
- QoL: Hold the Equip button to fill every loadout at once with either your strongest or weakest elemental team to each respective slot.
- QoL: The Achievements tab now shows how much AP you have earned from each family, plus a "Best Sources Now" list of the achievements paying the most AP for the least time at your stage.
- QoL: "Almost There" now shows up to ten achievements in a side-scroll.
- QoL: The sigil trade screen previews the rank and sub-grade your selection will reach, updating as you add sigils, with wrapping plus and minus steppers.
- QoL: Loadout UI now take the background color of the team they field, so a glance tells you which team gets equipped.
- QoL: Sort by Combat Rating added to the hero filters.
- Balance: Every wave you clear in a portal nudges its creatures further toward higher rarities, stacking on top of any Rarity Luck you have earned. The late waves of a long portal are now the best place to hunt higher rarities.
- Buff: Recruiting a class with a higher-grade sigil starts it further along. A C-grade class trade in joins the team at Tier 2, B-grade at Tier 3, and so on with every earlier tier's boosts already banked. Your License privileges and grade-up screens show the starting tier.
- Buff: Shields absorb more, bringing them in line with heals.
- Bug fix: Shields no longer cancel your Backlash and Drain, so classes that pair a shield with those auras work as intended.
- Bug fix: "Equip Weakest" now equips your least-developed heroes first.
- Bug fix: Holding a loadout no longer triggers a system vibration or menu sound.
- Bug fix: Stretched portal art on smaller phones.
- Several critical bug fixes.
1.2.8 Jul 8
- Loadouts. Save nine parties, your Main + each portal element, unlocked at License B-. Switch with a tap on the Hero tab, auto-fill your best or weakest counter team, or let the guild field the matching party for each portal it opens while you are away. Collapse the whole thing if you only run one team.
- Attunement. Leveling a class now lets it wield more of your roster-wide power pool, so the heroes you invest in pull ahead. Defensive styles take that power as Health, aggressive styles as Attack.
- Critical Hit, Critical Damage, and Dodge now scale with each class's style instead of one shared ceiling. Projectiles crit most often, weapons hit hardest, bare hands dodge best.
- Monsters at or above your Combat Rating grant up to 80% more experience, and the deep-portal experience curve is now smooth, so a fair fight always pays no matter how far you have climbed.
- Eminence rank and achievement rebalance. Most Cataloguers will see their rank jump on first launch, Rarity Luck arrives far earlier, several slow achievement tracks now advance at a fair pace, and the toughest feats pay much more, all applied retroactively to what you already earned.
- Smarter time away. Offline play now credits your combat achievements, chains portals using the loadouts you built, and the welcome-back recap tallies every class, rarity, and portal it fought through.
- Quality of life fixs. Clear every ready rank, tier, and skill for your team in one tap from the Hero tab, and your creature pages now show your subdue counts at each rarity.
- Fixes. Burn and poison don't ignore shields, offline no longer strands you on an empty portal or drops a wave into the wrong one, and a batch of combat, recap, and display bugs are gone.
- Join the discord for the full update list.
1.2.5 Jul 8
- Bug fix: Clearing the final wave of a portal won’t repeatedly ask you to close the portal if you’re farming xp.
- Bug fix: critical hits from active skills now count toward the crit achievement.
- Bug fix: a creature's rarity selector in the monster codex no longer squishes its labels.
- Pushed into the next grade too fast? Prior sub grade will still give reasonable experience, with the decay kicking in below that (instead of immediately). XP decay weakened across the board (most lower tiers will give at least +50% more now).
- New "Upgrade All" button in the codex applies every pending skill, rank, and tier up at once, then hands you one summary of who advanced and how.
- New "Global Boosts" panel gathers the roster-wide stats your tier-ups and rank-ups have banked into one place.
- New “Mark all seen” on the manifest to remove the annoying notification dots.
- New setting toggle: show full numbers with commas (1,234,567) instead of 1.2M.
- Trading sigils is quicker: tap a sigil to grab every copy of that kind, or Select All to stage your whole stash at once.
- Attack Speed now shows a second decimal, so smaller gains are actually visible.
1.2.2 Jul 6
- Slight offline progress bug fixes.
- New toggle added: turn off auto-opening new portals while away.
- Fixed a rare "No portal loaded" dead-end that could appear after offline chaining closed your last portal.
- Rarer creatures now show their true Combat Rating instead of masquerading as a Common.
- The class codex stats view now lists Combat Rating alongside the other stats.
- Tightened spacing on the combat screen and Achievements tab so more fits on screen.
- Smaller UI bug fixes.
1.2.1 Jul 5
- EX clears now also count toward one unfinished portal Conqueror achievement, chosen at random. The close portal screen will tell you which.
- Finish ELM Quest 2 and your profile will mark the date, with a Finishers leaderboard.
- Re-Summon a summoned portal straight from the close screen. Same cost for the same grade, element, and infusions.
- Red dot in the Bastion tab when boss found.
- Disciples on a Boss Hunt expedition will still be able to study at the university simultaneously.
- The away summary now shows status effect time and old-grade clears credited offline.
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