Thursday, June 13th, 2024 at 9:09 PM

The second part of the Beyond patch is here! Thank you all for being so patient with me as I've had some very unexpected personal things to deal with.

Beyond now flows into the main game in the form of Renown and the appropriate buffs. Check out the details in the patch notes below.

Incursion Rework

  • Incursions have been reworked to be an entirely new system!
  • To run an Incursion with your corporation, you must first find a Map to the location.

Earning Incursion Maps

  • Earn Incursion Maps from Beyond Missions.
  • Every 7 Missions will give you 1 Map.
  • Doing missions at further distances will result in higher-distance Maps.
  • Higher-distance maps have substantially better rewards.
  • Doing Maps will earn you and your corporation a new currency -- Renown.

Incursion Combat

  • Incursion group sizes have been reduced from 4 to 3.
  • You have a limited number of Hosts (when it's your map) and Assists (when it's someone else's map) each week.
  • Incursion combat has been changed to be based off a Power system. Gain Combat Power from normal character investments.
  • To get a better idea of this system, you can use the free simulator in the Incursions view (after selecting a map).
  • The new system is designed to reward investment in your character, rather than having specific stats on gear.


  • You earn Renown collectively as a corporation by doing Incursions.
    • The top 20 maps your corporation runs for the week will count toward your corp's Renown.
  • You earn Renown personally by hosting Maps for incursions.
    • The top map you host for the week will reward 5x its Renown as personal Renown just for you.
  • You can see completed maps for your corporation in the Incursions view.
  • At the end of the week, Renown is tallied and distributed to every member of your corporation.
  • Renown can be spent on personal buffs.

Renown Buffs

  • The Renown buff system replaces almost all injections.
  • Renown buffs scale up quickly and cheaply to current injection buff levels, and then allow players to further invest to get even stronger.
  • Renown buffs are personal buffs that last for a week.
  • You can view Renown buffs from the Character page in the lower menu.
  • You can schedule which buffs you want for next week, as well as tweak this week's buffs.
  • Renown buffs will automatically get applied to your character at the end of the week if you have enough Renown.

Injections? Gone

  • All injections (other than Stasis) are removed from the game.
  • Agony Resistance is now a rollable Energizement on T9 and T10 Head equipment.
  • Any injections you had (injected or in item form) have been compensated to Gold based on fair market value as calculated through March.
    • Midas Touch injections have been compensated based on maximum gold potential before Gold Mobs were introduced to the game.
  • Injection Recovery and Slow Metabolism have been removed and both the gold and Data Chips invested have been compensated.


Thursday, May 9th, 2024 at 9:18 PM

In order to accelerate a solution to the gold income problem, I'm breaking the ROI update into two parts. This first part will focus specifically on monsters by changing certain mobs into Gold Mobs (similar to Plat Mobs). The second part, which will take some more time, will be the incursion rework and additional room to invest in gold income there.

  • Gold mobs! These are mobs that have double the gold drops of the monsters in the same area.
  • All gold mobs have an icon next to their names in the selector, so you can easily see which ones they are.
  • Two mobs in the Abyss and three mobs in the Maw have been changed to gold mobs.


Thursday, April 25th, 2024 at 8:46 PM

  • Fuel is now significantly more efficient at stabilizing.

What's Next?

Beyond is in a MUCH more stable place than at launch, and players are flying to further distances and facing tougher enemies than anticipated!

As we look to what's next, I wanted to open up the floor to the community to see what you'd like to see next. Check out the Polls in-game (from the home page) and vote for what you want to see next! Polls are only open for a limited time, so make sure to vote soon!


Wednesday, April 24th, 2024 at 10:05 PM

Research Bay Changes to research bay efficiency! If this all sounds confusing, just consider it a net buff (it is).

  • Instead of requiring "hours" to complete, bays now require "Quantics", a special unit of time.
  • Every hour, bays will gain Quantics, depending on their bay efficiency.
  • Instead of affecting the total research time of a ship, bays instead gives less Quantics per hour.
  • This means Bay 2, for example, instead of giving ships a 75% efficiency on their research time, researches at 100% efficiency, but the bay only gains +0.75 Quantics per hour.

Why? While mathematically sound, the process of stabilizing on other bays felt much worse. This change should keep stabilization as useful on each bay while maintaining the lower usefulness of higher-tier bays.

Other Changes Mostly bugfixes and quality of life improvements.

  • Fixed Kinetic weapons from only attacking 4 times. They will now attack 5 times as intended.
  • Buffed Missile weapons from attacking up to 4 targets to up to 6 targets.
  • Fixed shield regen accidentally resetting shields. This means shield tert modules now work as intended.
  • Updated the way ship stats are displayed. There are now more clear indicators of base stats vs final stats, and final stats now correctly include module stats for enemies. This also means that ship stats in chat messages will now show module-included stats.


Monday, April 15th, 2024 at 6:27 PM

Nanofiber Changes Nanofiber is feeling like a BIG bottleneck. These changes will help alleviate that a bit.

  • Recycling Blueprints gives 33% of the required craft cost back as Nanofiber.
  • Recycling Modules gives 70% of the invested Nanofiber back.
  • Added more purchaseable Nanofiber to the Star Smuggler shop to help alleviate those who have already recycled.
  • Added a helpful table to the Beyond Help > Modules screen that shows Nanofiber costs at each rarity.

Other Changes Mostly bugfixes and quality of life improvements.

  • Added weapon icon to ship snapshot.
  • Clarified some error messages if your squadron isn't ready to fly.
  • Correctly check Hangar capacity when running the simulator or traveling.
  • Add clearer warnings to the Travel screen if you are going to move backwards. If you accidentally moved backwards too much, let me know and I'll help you out manually.
  • Added your current inventory Fuel to the Travel screen.
  • Buffed Weak Amplifier modules so that they give more boost at higher rarities.
  • Enabled 0% Fuel Conversion.
  • Increased the monster drop cost of Star Smuggler items for future weekly rotations.

v38 - BEYOND

Wednesday, April 10th, 2024 at 8:26 PM

Beyond is released!

And I am beyond excited. 🤓

I took the next few days off of work to focus 100% on responsive updates, tweaks, and improvements to the biggest patch Elethor has ever seen.

  • Check out the brand new tab in the main menu.
  • There’s a new Star Smuggler shop, selling plenty of useful Beyond starting materials.
  • Most things should be explanatory or have helpful tooltips.
  • For other things, check out the help page within Beyond (the question mark menu item). This also has a useful “Starting Tips” section!

What’s Next?

Over the next month or so, I will be working on a few core things:

  • Balance changes to Beyond. My highest priority. I’ll do my best to be quick and keep my nerf gun cocked for these.
  • Beyond metals will be tradable on the market. However, the primary currency to trade these items will not be gold, they will be Fuel.
  • Incursion rework. Incursions will be getting their Beyond makeover. Invest into Beyond and increase your Distance to unlock useful Incursions, then do Incursions with your corporation to earn powerful Renown. Renown will be used for a variety of customizable and personalized buffs.

Beyond that? 🤓

  • More unique ship modules.
  • Beyond-specific companion.
  • Beyond-specific corporation buffs.
  • A for-fun PvP option to duel your squadrons.


Monday, October 16th, 2023 at 7:37 PM

Mining Changes

Mining density has been reworked away from a timer reducer and toward a resource multiplier. Effectively (and without considering lag), this means you will gain the same resources every day. This is due to the current "density-normalizing" that happens for things like Geodata and Buried Vault drop rates.

However, as many of you are aware, mining has been the target of some nasty lag lately as players are investing more heavily into their lasers and finding better and better fossils to speed up their mining efforts. This change will drastically alleviate the server load for mining, and as a net result, everyone should start netting more daily Omnium than before.

Rotating Global Event Buffs

Global events will now rotate which global buff they give! Currently, this will be between Combat, Mining, and Companion exp buffs. In the future, we may add more (unique!) buffs to the rotation.

The next Swarm event will remain a Companion buff, and from there it will rotate randomly between the three buffs.

We are also keeping an eye on Companions as they approach Lv600. For several companion abilities, this is where abilities either are capped in effectiveness, or will become less effective. The balance team and I are actively looking into each ability to see where it can be tweaked and if certain abilities simply need to be capped. Expect an update here in the coming weeks.

Beyond Update

The biggest update Elethor has ever seen is still massively underway. Without giving away too much, in the last couple weeks, I have written out the entire combat system as well as a flexible ship + module system that will be the basis for the entire patch. The balance team is already working with these numbers and helping to flesh out more content as I work on the other pieces of this update.

Expect more status updates and sneak peaks in the coming weeks!


Thursday, August 17th, 2023 at 4:41 PM

  • Corporation contribution lootcap is removed. The lootcap increase for contributed Platinum will remain but only on an individual basis. So you can still boost your own lootcap by contributing.
  • Removed Stasis injections from the Swarm Vaults.
  • Added Swarm Reputation. Any Platinum that you contribute to the event will give you Reputation when the event happens. This will increase the number of Swarm Vaults you earn by +1% per reputation level. VIP gives a +10% boost to this reputation.
  • Contributing to earn Swarm Reputation has diminishing returns per event.
  • The maximum actions you can now perform in the Swarm is capped at 50.
  • Changed the scaling of Swarm past Lv12 to be linear rather than exponential. This means that it will cost the same Platinum to go from 12->13 as it did from 11->12, and it also means that your rewards will increase at the same rate from 12->13 as they did from 11->12. You can see this in the in-game calculator.
  • Swarm vault contents have been tweaked to be more injection-heavy.
  • Swarm changed to trigger every 200h, up from every 100h.


  • Increased the breakpoints for combat and mining exp global boosts.
  • Added new breakpoints for Companion Exp boost.
  • Got rid of Platinum and Geodata Omninode enhancement. Replaced with just a Data Chip enhancement feature at the cost of 5 Data Chips = 1% Enhancement. Data Chip market listings have been cleared.
  • Added Lv2 Salvageable Injections. These are crafted by combining Lv1 Salvageable Injections.
  • Added Lv2 Penetration Injections. These are crafted by combining Lv1 Penetration Injections.
  • Should finally have fixed the pesky bug where you don't get your full Fossil count on refresh.
  • Cleaned up some of the notification spam.


Monday, July 10th, 2023 at 3:52 PM

Global Event - The Swarm

Fight off hordes of enemies in this global event. The more you kill, the more rewards you get. This will be the first of many global events, and will be a good test of the system.

  • Every 100h, the Swarm will attack.
  • If you are not fatigued (negative actions) when the event starts, you will automatically join.
  • Contribute Platinum to level up the event, giving everyone more actions to kill the Swarm, resulting in more rewards.
  • Unused points between events are carried over to the next event.

Mining Changes

  • Changed Fossil Shard acquisition rate to scale up much more aggressively.
  • Buffed the perks that Fossils give across the board.
  • Some Fossil perks now unlock a little bit earlier than before (such as Preservation).

New Masteries

  • Advanced Archaeology - Increases your chance at getting Fossil Refreshes.
  • Mummification - Increase your maximum Fossil Shop refreshes.
  • Swarm Management - Lowers the multikill buff of the Swarm global event.
  • Expanded the cybernetics trees with several new nodes.

Cosmetic Titles

Added a new category of cosmetic: Titles! These are displayed next to your name in chat and on your profile.

Titles cannot be purchased and can only be earned, and will be limited in both how many players can have them at a time, as well as how long they last.

The first two titles in the game are:

  • Generous : Given to player who have contributed the most to Global Events in the last month.
  • Inspired : Given to the player who was the first to reach the highest Spire floor last month.


  • Buffed the number of Fame Tokens you get at later Spire reward tiers.


Wednesday, February 15th, 2023 at 7:37 PM

I appreciate all the feedback I've received in the last couple of days since the v33 release. The mining rework was by far the biggest patch I've ever done and there are a lot of variables that went into it. Obviously I missed the mark on some key pieces of the rework, so this patch is aimed at resolving those problems in a way that's beneficial for the playerbase as a whole.

Laser Changes

The cost scaling on lasers didn't properly take into account early- and mid-game players. I was more concerened about preventing runaway investments at the higher levels, but that ended up making early- and mid-game players suffer. These changes will bring cost scaling to a more reasonable baseline and also create more interesting choice as far as laser line selection.

  • Lasers 1-100 gold scaling reduced. Previously, it was 22.3b to get 6 lines to Lv100. Now it's 6b.
  • Lasers 101-200 were previously 90b for 6 lines. Now it's 30b.
  • Lasers 201-300 were previously 202b for 6 lines. Now it's 90b.
  • Lasers 301+ have had their scaling increased dramatically to offset the cheaper early levels. The break-even point between the old system and the new system as far as total gold invested is in the early 400s. This will help prevent runaway investments but also make early laser levels reasonable for early- and mid-game players.

When considering Preservation specifically, it became apparent that there wasn't a realistic situation where it was cheap enough for players to invest in and see benefits without eventually hitting infinite omninodes for the top players.

  • Preservation laser line removed.
  • Fossil Discovery laser line added at 0.1% Fossil Discovery per level.

Omninode Changes

Omninodes can be incredibly exciting when you roll several Modifiers, or incredibly disappointing when the RNG isn't in your favor. These changes will hopefully bring Omninodes closer to the exciting end of the pendulum and away from disappointing.

  • The base experience rate for The Pit as well as Omninodes has been increased from 500 to 600.
  • Total ore in Omninodes has been buffed by roughly 2.5x. The Total Ore modifier has been nerfed by about 50%. This results in significantly higher Omninode uptime and less reliance on the Total Ore modifier to make an Omninode last.
  • Omninode purity, density, exp and total ore ranges have been buffed from 0-30% to 20-50%. This means Omninodes will always clearly be better than The Pit.
  • Enhancement (spending Plat on your Omninodes) now has an additional perk of multiplying the effectiveness of your Prospector's Omnifier ability. So spending 100 Platinum to gain 20% Enhancement will also boost your Omnifier by 20%.

Fossil Changes

  • The Exp Fossil Modifier has been buffed slightly for early rarities and brought down a bit for later rarities.

Other Changes

  • You can now "overkill" omninodes. Before, if an Omninode had only a tiny bit of ore remaining, you could only mine what was left in the node. Now you will gather your full amount.
  • Buried Vault drop chance is now per-60s. Before, it was affected by mining speed, which encouraged players to mine less ore while using Buried Vault Fossils.
  • Fixed the Preservation corp buff tooltip to correctly show 15% instead of 25%.
  • Fixed Global Mining Buffs not ticking down properly.
  • Fixed the mining stats page from incorrectly displaying the date that the stats are collected for. Timezones, amirite.
  • Charitable Giving donation requirements significantly reduced across the board.


Monday, February 13th, 2023 at 5:55 PM

Mining Rework

As Elethor has developed and new systems have been added and refined, one system has always stuck out a bit as a sore thumb - Mining. Mining is a system that hasn't grown or adapted much as the game has grown, and the pains of that are now obvious. Most players are on Skasix, making it almost worthless, new systems require a hodgepodge of random ores, and there have been almost no new updates to Mining due to the precarious balance of the system.

Instead of trying to salvage the existing system, I instead re-imagined the system from the ground up. The goal was to incorporate existing elements of Mining (Masteries, Lasers, Companions) while shedding a lot of the deadweight from the previous couple years. My hope is that the new system accomplishes that quite well.

  • A new ore has been added - Omnium. This is classified as a 'Currency' in-game, so you'll find it at the top of your inventory and under 'Currency' in the market.
  • There is a new infinite Omnium node that all players can gather from. It never runs out of ore and never expires.
  • All ore market orders have been cancelled.
  • All ores in player and corp inventories have been automatically converted at a 1:1 ratio to Omnium.
  • All old ores have been removed from the game.
  • Ore-specific Mining masteries have been fully refunded to Data Chips and removed from the game.
  • Resource nodes now show their fully calculated purity, density, and exp. This includes all buffs your character has.

Mining Laser Changes

  • Mining Lasers have been fully refunded and all ore-specific Lasers removed from the game.
  • New Mining Lasers have been added that work on Omnium and are not ore-specific.
  • Mining Lasers are no longer capped to your Mining level.
  • You can no longer respec Mining Lasers.
  • You can now equip 1 Laser for every 30 Mining Levels.


  • Players can now create their own personalized Mining nodes called Omninodes. This can be accessed on the Nodes view of the Mining screen.
  • Omninodes by default give between +0% and +30% of the infinite node's Density, Purity, and Exp.
  • Omninodes are created by combining Geodata.
  • Gain Geodata at a base rate of 0.02% times your mining level. This procs each mining action based on a 60s action. So if, for example, you get a 30-second action, you will halve your Geodata drop rate for that action. This effectively keeps everyone at the same Mining level on the same Geodata drop rate.
  • You can spend Platinum to Enhance an Omninode. Every 5 Platinum increases the minimum % range boost by 1%.

Prospector Changes

  • 4th ability added that unlocks at Lv150 called Geodata Detection. This ability gives you an increased chance to get Geodata every Mining action.
  • 5th ability that unlocks at Lv200 called Omnifier. This ability increases the roll rate and boost rate of Omninode Modifiers when creating Omninodes.
  • Slag Filtering has been changed to a new ability named Excavation. Everyone has had this ability reset for free.
  • Excavation increases the density and purity of your Omninodes and also gives a chance at a Buried Vault each Mining action.
  • Mining Vaults contain Gold, Data Chips, and other small goodies.


  • Check the in-game tutorial for a good overview!
  • Gain Fossil Shards based on total Omnium gathered.
  • Spend Fossil Shards on Fossils that give special boosts and bonuses to your Mining.
  • Refresh your Fossil Shop using saved refreshes that are gained daily. 2 per day for regular players and 3 per day for VIP.
  • Spend Omnium to level up your Fossil Shop Boost that increases the rarity of the Fossils that come into the shop.
  • View the wiki for more details!

Other Changes

  • The Corporation Buff Preservation has been reduced from giving 55% node reduction to 15% node reduction at max level.
  • Charitable Giving has had its required items reworked. It now only wants Omnium, Data Chips, and Platinum in various quantities. Higher quantities of items offer more points.
  • Increased Incursion mob Pierce by roughly 1.5x. This has been a long time coming and will hopefully bring Incursions back in line with proper difficulty.


Wednesday, December 28th, 2022 at 4:53 PM

Cybernetics Part I

Cybernetics is an exciting new feature that allows you to invest into permanent power-ups for your character. This is part 1 of the release, which includes the first stage of the combat tree. The mining tree (which is not released yet) will be released at a later time.

  • To check out the full cybernetics tree, go to the Skills tab in the main menu, then click the Cybernetics tab.
  • Exchange Data Chips into Skill Points at 12 Data Chips to 1 Skill Point.
  • Spend your Skill Points in the tree, unlocking new and more powerful skill nodes the more you invest.
  • Respec your Skill Points at any time. It costs a minimum of 5 Credits, +1 Credit for every 20 Skill Points invested up to a max of 50 Credits.
  • Stats gained from Cybernetics are added to your character's stats after all other calculations are done. This means they are not affected by energizements or allstat.

2nd Anniversary Event

  • The event runs for the entire month of January.
  • Every 50 actions, gain an Anniversary Present. Presents give you Anniversary Sparks to spend in the Anniversary Shop as well as other goodies, including high-level injections.
  • The Anniversary Shop will contain a selection of powerful Global Buffs. Work together to boost the Global Buffs to huge multipliers. For those unaware of how Global Buffs already work, every 50k Duration will increase the effectiveness of the buff by +100% while increasing the Duration consumed each action by +5.
  • For the month of January, gain +10% Fame Tokens on all package purchases.
  • There will be another donation event for the month of January. Last year, the charity One Child was a very close second to Doctors Without Borders. This year, we'll be giving all the donation event proceeds to One Child!

VIP Changes

In an effort to make VIP more beneficial for new players as well as established players, I'm making some tweaks and additions to the benefits that VIP gives.

  • Changed 15% action bonus down to +10% action bonus.
  • Added a flat +600 actions.
  • Increased hourly bonus Data Chip chance from +5% to +100% (guaranteed +1).
  • Added +10 max Multikill. This does not affect break the loot cap.

Tradelock Changes

The tradelock system has been changed once more. After receiving a lot of feedback from moderators and players both, the tradelock will now remain in effect until the completion of the Quest: Reclamation. Upon completion of this Quest, the tradelock will be automatically released, no longer requiring a moderator to release it.

This is a point in the game in which a new player has made considerable effort to reach and is still achievable within the first month of play if actively investing in and growing your account.

The Rules section of the game have also been updated to be a lot clearer on the actions that will be taken surrounding a Tradelock.


  • Buffed several underpowered Spire Modifiers and added several new variant Modifiers.
  • Added profile banners to the Character page as well, for your viewing pleasure.
  • Added a new type of cosmetic: Skill Color. This changes the color of your core skill rings on your profile and skill overview.
  • Changed all VIP time Spire rewards to be Fame Token rewards instead.
  • You can now abandon a quest step that you no longer want to complete.
  • You can now sort your corp roster by the number of actions taken yesterday.
  • More combat action performance updates. Essentially pre-calculating as much as possible instead of running numbers on the fly. Would love to talk about this with someone who knows more.


Monday, November 14th, 2022 at 4:37 PM

Christmas Event

  • From November 24th to December 31st, a percentage of all purchases will be donated to my local food bank. Check out the home page donation tracker.
  • Purchases between November 24th and December 1st gain +200% Platinum Points.
  • Purchases between December 1st and December 15th gain +20% Credits.
  • Purchases between December 15th and December 31st gain +30% Loyalty.
  • Every 50 combat actions, you gain 1 Christmas Present. Christmas Presents give you goodies and Christmas Joy.
  • The Christmas Shop (accessible via Shop in the Market) has goodies for you to spend your Christmas Joy on.
  • From December 24th to January 2nd, actions will not decrement. Enjoy the holiday!

Platinum Emporium

  • In the Shop (accessible via Market), you can now view the 'Platinum Emporium' tab.
  • There is a rotating and randomized number of items to purchase exclusively with Platinum.

New Cosmetics

  • Gear cosmetics change the way your gear looks in the character tab and on your player profile.
  • Profile Banners show up at the top of your profile for others to see.
  • Trophies are collectibles that you can showcase on your profile. View all trophies at the bottom of the Cosmetics screen on the home page.

Premium Changes

  • Temporarily through the end of the Christmas event, all $10+ purchases will give bonus actions. If this works out well, I plan on keeping this around.
  • Fame Tokens have been added to every package in the shop. These are tradeable items that give 2,500 Fame exp upon consumption.
  • All Package Platinum Points have been multiplied by 10.


  • Fame now caps out at 1m required exp per level. This happens at Level 85.
  • Charitable Giving has had its items updated to include T9 and T10 monster drops, and the point values of items altered accordingly.
  • Charitable Giving now gives roughly 20x the Fame exp that it used to. This is to bring it in line with the new Fame exp/level cap.
  • You can now view your corp member's combat actions from yesterday on the Corp home page.
  • The Merchant now has a Lv150 ability, giving you a chance to do double actions.
  • Drone's Corrosion ability now also reduces damage taken from monsters by 0.02% per Lv.
  • The Limited-time shop now automatically rotates itself.
  • You can now reset your reinforcements on any T8+ item. Open the upgrade window on a piece of gear and click the button to open a small panel that lets you select the reinforcements to reset.
  • T10 upgrade components in Antiquing Vaults have been changed to give their gold equivalent instead.


  • The 2nd T10 dungeon monster has had its Agony reduced from 23 -> 20.
  • True Damage Corp buff is now calculated as part of your stats instead of on-hit. This means your True Damage in the stats panel now includes the corp buff.
  • Clicking Precognitive Dust in the Empower window no longer tries to use all your Dust.

v30 - T10

Monday, October 31st, 2022 at 4:01 PM


Tier 10 has been released!
Explore the T10 questline to unlock 2 new dungeons. Earn Vibrant Energon from clearing dungeons, a necessary technology to craft stronger armor and weaponry.

Agony / Resistance There is a new stat pairing with T10: Agony and Agony Resistance. Monsters will have points of Agony and players can get Agony Resistance via T10 gear as well as injections. Here are some more details:

  • Agony isn't affected by multikill buffs.
  • Agony is cancelled out by the player stat Agony Resistance.
  • A "diff" of Agony is every point of Agony that the monster has more than your Agony Resistance. For example, if you have 3 Agony Resistance and the monster has 8 Agony, the "diff" would be 5.
  • Each diff of Agony gives +5% multikill buff. This is multiplied against the final multikill buff for a monster. So after all other buffs and debuffs are applied, if a monster has a 148% multikill buff with a 5 Agony diff, that would be 1.48 * 1.25 = 1.85 or a new 185% multikill buff.
  • Each diff of Agony adds +1% of your max health as damage to the monster's base damage. This is base damage, so affected by armor.

Additional changes with T10 include:

  • All top-tier equipment automatically becomes untradeable on craft. This is to encourage players to farm and craft their own equipment instead of just buying clean equips.

Companion Abilities

Drone and Drake have both received new Lv150 Companion Abilities. These abilities are quite powerful, but are also twice as expensive to level as the other abilities.

  • Drone has Corrosion, which ignores 0.1% of monster armor per level.
  • Drake has First Strike, which gives you a 0.1% chance per level to immediately attack when fighting a new monster.

Antiquing Vaults

Whenever Antiquing procs on T10 monsters, you will get a T10 Antiquing Vault instead of a normal Antiquing Vault. This has an improved drop table. The old Antiquing Vault has been renamed to T9 Antiquing Vault and will drop for all non-T10 monsters. Moving forward, new tiers will get improved versions of Antiquing Vaults to reward players who fight the stronger mobs.

T10 Antiquing Vault Differences

  • Remove T5 and T6 scrap.
  • Remove Standard & Improved upgrade components.
  • Quality upgrade components from 10% -> 25% drop rate. Keep 3-10 range.
  • Mechanoid 5% -> 15%. From 1 drop to 3-10 range.
  • Mutated 4% -> 10%. From 1 drop to 2-5 range.
  • Add T10 upgrade components at 4% drop rate for 1.
  • T7 scrap 10% -> 20% drop rate for 1.
  • T8 scrap 5% -> 10% for 1.
  • Add T9 scrap at 5% drop rate for 1.

Combat Action Rework

I rewrote how combat actions are processed. The tldr is everyone will get perfect actions now, regardless of server lag. Here are some details:

  • When the system sees that your actions are behind, it will automatically batch process combat actions to get you back up to speed.
  • While offline, actions are batch processed every 4 minutes instead of every 6s.
  • When you are online, your game client will "ping" the server every 6s to process any outstanding actions. This might make the progress bar act a bit weird, so let me know if you notice anything off.

Please report any bugs you notice. There are a lot of safeguards to prevent iffy behavior and I've done an insane amount of extensive testing, but 🍝 so please let me know if you see anything odd!


  • Your maximum multikill is now capped at your combat level or 15, whichever is higher.
  • Drops in all dungeons are no longer affected by drop multiplication effects.
  • Drop of Aether (Dreadghoul drop) Plat Points increased from 450 -> 650.
  • All percentages on your stats table now show with 2 decimal points of precision.
  • Cleaned up monster stats view to exclude DR, Puncture, and Agony if those stats are at 0.
  • Increased the base ore range of Skasix nodes from 1-1.8m to 2-2.8m.
  • Added T7 Scrap to Recyclobot.
  • Spire Health Multiplier per Floor modifier has been bumped from 5% per floor to 10% per floor.
  • Rewrote drop calculation algorithm to improve action performance.
  • Incursion mobs from level 5 and up have had their armor drastically increased to account for the new pierce/armor formula.
  • Added alternate crafting recipes for upgrade components through T8, denoted with a "↱" on the crafting view. You can craft 8 of a previous tier's upgrade components into 1 of the next tier without any gold cost. The 8:1 alternate crafting recipe will only be added for upgrade components 2 tiers behind the current highest tier.


  • You can now send items from your Corp inventory even if you do not have that item in your own inventory (thank you Guni!).
  • Spire health multiplier per floor has been fixed.
  • Masteries and skills now animate their exp properly while being leveled up on the skills page.
  • It should no longer be possible to spend more Data Chips than necessary to level a Mastery. I'm still working on a way to refund over-spent Mastery exp on existing masteries.
  • Prevented a rare situation where Puncture could do negative damage in Spire.


Wednesday, August 31st, 2022 at 9:00 PM

Spire Daily Boost Removed

The daily boost multiplier was a way to sink gold and turn your Spire efforts into greater rewards. Unfortunately, it ended up souring the competitive leaderboard experience of Spire.

In light of this, the Spire Daily Boost will be removed on September 1st. Invested gold will be fully refunded.

Please Note The UI will show 'Vault Boost' language, but those changes will only apply after this month's reset has happened.

Spire Vaults

At the end of each month starting in October, players will gain 10 Spire Vaults for every 10k Points earned.

The Spire Vault drop table looks like this:

  • 25% 4-10 Data Chips
  • 25% 1-3 200k Plat Points
  • 25% 500-1k Precog dust
  • 20% 7-10 Plat
  • 8% 1 Lv1 Stasis
  • 1% 10 Bonus Actions

Each item is rolled separately, so it's entirely possible to get multiple drops (or 0 drops) from a single Vault.

Spire Vault Boost

A brand new Vault Boost will be unlocked on September 1st!

Leveling up your Vault Boost will give +1 Vaults earned per 10k Points.

Let's assume you earned 85k Spire Points: Lv0 Spire Vault Boost = 80 Spire Vaults Lv6 Spire Vault Boost = 80 (+48) Spire Vaults

New Masteries

  • Chipper (4x) gives a chance for a bonus Data Chip each hour.
  • Pressure Point (4x) increases your Compendium damage multiplier (additive with the corp buff).
  • Brainiac (5x) gives you bonus Precognitive Dust on failing an empower.
  • Spire Coefficient (7x) reduces the required number of Spire Points to earn Spire Vaults at the end of each month.

Other Changes

  • The Spire Reward screen now highlights rewards that will be earned by the end of the month, calculated based on your daily points.
  • Tweaked mining node resource calculation to increase the amount of ore per node.


  • Fixed error on Spire Floor 41.
  • Fixed Companion abilities not properly resetting for each Incursion participant.

v28 - SPIRE

Tuesday, July 5th, 2022 at 4:17 PM


  • The Spire is made up of floors of Elite Mobs. These are more powerful versions of the normal mobs you have fought so far, both in their starting stats and in the multikill buffs they gain.
  • To clear a Spire Floor, you will have to defeat 50 of the Elite Mob in one attempt.
  • You get 10 failed attempts per day. Keep pushing as high as you can until your attempts run out.
  • As you move up floors, you gain points that unlock powerful Modifiers and useful game rewards. Both big chunks of points for initially clearing a floor, and a steady trickle of daily points for all your cleared floors so far this month. Choose between 3 different Modifiers to power up in the Spire and move up the floors.
  • Power up your daily point gain with a permanent boost that increases the number of daily points you gain in the Spire.
  • Each month, the Spire resets all your progress. The Modifiers are randomized, the floors are reset, and you get a new chance to move up the Spire and get cool rewards.

We'll be testing out the Spire this first month and seeing how progression feels, where modifiers are at, and how rewards feel. Next month will most likely include changes to these things, so be sure to voice your thoughts and suggestions!


  • New item type - Vaults!. These are items that roll on a specific drop table in order to give you a chance at rare items.
  • Antiquing has been reworked into a Vault. Now instead of getting Antiquing drops while fighting, you will instead receive an Antiquing Vault. This makes Antiquing a bit more exciting as you can see the rewards you get.
  • Vaults can also give non-item rewards, such as VIP and Platinum Points. You will see some in the Spire rewards.
  • 2 new Incursions.
  • Updated the energizement modifiers to be multiplicative instead of additive. Where before it was "just another energizement", now it multiplies your energizements by that percentage.
  • Cripple RNG has been removed. The effect is now applied directly to the base multikill buff. The average effect of cripple remains the same, this change only removes the variance so kills are more consistent.


  • The Empower window now correctly shows you when you can no longer empower a piece of gear.
  • When unlocking new masteries, it's now more clear when you have already unlocked all masteries in that category.
  • All output items now show the item tooltip on the crafting screen. Before, only the first item in the "Outputs" column showed the tooltip.
  • You can now sell items for more than 2b.


Tuesday, April 26th, 2022 at 4:35 PM

Recyclobot has a new boost! Invest your gold to level up your exchange rate for Points. Every level is a +1% exchange rate (items into Points) which means more delicious Points to turn into Platinum.

Also be sure to check out who has the best exchange rate in the rankings!

Injection Changes

  • Hellfire injections have been reworked to not require a hodgepodge of various injections.
  • Stasis injections have been removed from crafting and from Incursion drop tables.

Why remove Stasis?

My original idea of Stasis was a cool way that players could go camping over the weekend or take a few days off and still keep their actions ticking. As the game has evolved, this has spiraled a bit out of control and gotten away from my original intent.

  • Buffer actions now solve at least part of the "weekend camper" problem.
  • Inflation and gold income has made Stasis injections incredibly cheap to the point that it's stupid not to run them.
  • Stasis is no longer a fun reward that can be handed out, but is instead an expected baseline of the game. This adds complexity to the balance process as well.

All that to say, Stasis isn't being removed from the game! Events and other things will now be able to hand out Stasis as a fun reward. It will just no longer be as freely handed out as it is now.

Other Stuff

  • The Corp buffs True Damage, Compendium Stat, Preservation, and Incursion Extraction have had their max levels lowered. The effect at max level is still the same, this just brings those buffs in line with upstream buffs. Be sure to respec your Corp buffs to use those extra points on other buffs!
  • Corporation total Fame level is now in the leaderboards. Go see which corps have the most total fame!
  • Having an empty skill queue no longer turns the 'Skills' icon red in the top navigation.


  • It's no longer impossible to level the Gold Drops corporation buff.
  • Skills on the skill page no longer re-animate from 0 when gaining exp.
  • Buffs no longer jump around inconsistently when leveling.
  • Boost multipliers were showing incorrectly on the client side (this was purely visual).
  • Global Mining buff wasn't calculating its boost correctly. You should now see a much higher boost multiplier.
  • When below 50 multikills, Frenzy was counting for too many additional drops.
  • Drake's IDR wasn't being added to the Ignore Damage Reduction calculation properly.


Friday, April 1st, 2022 at 3:44 PM

+20% Platinum bonus on all Credit purchases until Apr 10!


Thanks to everyone who participated in the first cosmetics competition. We'll absolutely do more in the future!

Big congratulations to the winners in each category as well! All winners are credited with their cosmetic in-game, have gotten their cosmetic for free, and gotten 4 weeks of VIP. In Bells' case, that added up to 16 weeks of VIP!

Go check them out on the cosmetics page to see them in action! Each cosmetic group will be available in the shop as a Limited offer for the next 4 weeks on Fridays!

Name Glow Winners

  • Bubbles by Bells & Neon Sign by Oohoo

Name Color Winner

  • Unicorn by Bells

Name Emoji Winner

  • Tophat by xarimus

Chat Bubble Winners

  • Unicorn & Bubbles by Bells


A rework to the way Mastery gets trained.

New Item: Data Chip

  • A tradeable item that gives Mastery exp.
  • The amount of exp you earn depends on your total mastery exp.
  • Gives a base of 12 exp. Having less total mastery exp than the maximum (the highest exp anyone currently has) means each Data Chip gives more exp to you.
    • Being 50-75% of max exp gives 14 exp.
    • Being 25-50% of max exp gives 17 exp.
    • Being less than 25% of max exp gives 20 exp.

Changes to Mastery Queue:

  • Instead of gaining EXP every 5 minutes, you will gain 1 Data Chip every hour.
  • Players that are idle/offline for too long will no longer gain Data Chips. This happens around -10k Actions, not including Fatigue.
  • The Data Chip earned is automatically applied to your top-queued mastery.
  • If you have no masteries queued, the Data Chip will be added to your inventory.
  • VIP now has a 5% chance to gain a BONUS Data Chip. This Data Chip is not automatically applied, but is instead added to your inventory.

New Masteries

  • Teamwork increases the effect of your companion passives.
  • Zoology increases the base stats you earn from Compendium.
  • Repurposement increases the bonus chance for an extra Platinum on your Recyclobot.


The first new buffs are a triplet of Incursion-only buffs.

  • Chokepoint lowers the enemy's true damage per attack, up to -10% true damage.
  • Reinforced Armor lowers the enemy's puncture damage per attack, up to -10% puncture damage.
  • Incursion Extraction increases your gold gain from incursions, up to +100% gold.

In addition to the triplet, there are a series of 4 "infinite" corp buffs. The temporary cap on these has been set at 1k points.

  • Combat Exp increases your combat exp by 0.1% per point.
  • Mining Exp increases your mining exp by 0.1% per point.
  • Gold Drops increase your gold drops by 0.15% per point.
  • Drop Rate increases your drop rates by 0.025% per point.


Drake - Vicious Puncture

Removed the RNG and the chance to upgrade your Puncture level. Now applies a buff to your Puncture damage, multiplying it by 0.1% per ability level.

Drake - Barbed Lash

No longer affects armor, instead reduces monster's final True Damage by 0.125% per ability level.

Drone - Reveal Weakness

The ability functions the same, but now applies before multikill buffs.


  • Pack Hunter and Carnage have been removed from the game, and the new base multikill amount is 15. Slayer has had its requirements removed. All mastery exp players have invested into Pack Hunter and Carnage has been refunded as Data Chips, valuing each Data Chip at 12 exp.
  • Fortitude now also gives bonus Health Multiplier! This only applies to players. Every point of Fortitude gives +0.00001 Health Multiplier, which is the same as 1k Fortitude = +1% Health Multiplier.
  • Recyclobot level has been uncapped. Previously, the max level was 400. Now there is no max level! Success chances over 100% guarantee an additional plat and give a chance for more plat. For example, 110% is +1 guaranteed, and 10% for another +1.
  • Shop Limited item rotations has been automated. Check on Fridays for the new items!
  • If your VIP is about to run out in 48 hours or less, or has just run out less than 48 hours ago, you will get a notification on action refresh letting you know, along with a link to easily go and refresh for more VIP.
  • Changed how item colors show up. As you upgrade an item, the colors will display more logically. Threshholds include fully reinforced, 3 energizements, 10 Empowerment, and 20 Empowerment.
  • Chat now has 3 possible tags showing you unread messages. White is "normal" channels, blue is corp channels, and red is whispers.


  • Server time was offset due to timezone calculations. It should be showing the accurate server time now.
  • Your incursion notification dot should appropriately go away when you finish an incursion run now.
  • Your corp event notification dot should appropriately go away when you finish an event now.
  • An attempt at a fix of Stasis actions being lost. If it pops up again, let me know.
  • Fixed a bug where if you sold items worth more than 2.1b, it would revert the transaction.
  • A significant number of performance improvements.


Friday, January 28th, 2022 at 4:45 PM


Arguably the most long-overdo update for Elethor. Your patience has been rewarded! The new chat feature is here. The same base features are still there, but there are new features and the groundwork for even more features in the coming months!

  • New design. This includes some new customizable cosmetics!
  • Closable whispers. Just open your whisper, and hit 'Leave' in the bottom-right corner.
  • Persistent unread notifications. Close the tab, open it up again on a different device, and get your up-to-date unread messages for each channel you are a member of.


The first stage of Cosmetics has arrived! There is much more to come. To get started, visit the Cosmetics page from the home page to view all cosmetics currently in game, as well as any that you own.

Want to unlock some cosmetics? Head over to the Shop tab from the home page to see currently purchaseable cosmetics. There will be more ways to unlock and earn cosmetics in the near future!

Coming soon, players will be able to buy and sell their Cosmetics on the market with other players.


As a celebration for the first stage of Cosmetics being released, we are holding a competition! For those of you who are a bit code-savvy, you can design your very own cosmetic! On February 15th, we will gather all the submissions and hold a poll where you can vote for your favorite. Winners get their cosmetic for free, credit as the designer in-game, as well as 4 weeks of VIP!

Check out the CodePen below for rules and a starter template to get going right away!


A new Shop currency that is earned by purchasing premium packages and also by spending Credits to extend your VIP! Use your Loyalty to purchase rewards in the Shop tab on the home page.

  • Earn 10 Loyalty for every $1 spent on premium packages. These rewards have been backdated to January 1st of this year.
  • Earn 1 Loyalty per day that you extend VIP by spending Credits. These rewards have been added as of patch day. For example, if your VIP expires 30 days from now, you will already have 30 Loyalty. Please note that Bonus VIP days from purchasing packages do not count toward this Loyalty gain.
  • As a celebration for Loyalty being released, all Premium packages for the next week will gain +20% more Loyalty.


  • Incursion notification dot now only shows if you have incursion runs available and are in a corporation.
  • Fixed Attack Speed not calculating properly. This has to do with my ongoing refactoring of combat and explicitly making sure that the appropriate numbers are rounded / floored / maxed.
  • Due to the previous point, significantly increased the accuracy and confidence of calculation for many aspects of combat.
  • You can now click the 'Precognitive Dust' part of the Empower screen (just above the slider) to automatically use your maximum amount of dust.
  • The displayed success chance on the Empowerment screen now excludes the VIP chance. This is to clarify the +% boost that shows when you have VIP active. So previously "80% (+5%)" now shows as "75% (+5%)" but both actually have a 80% success rate;
  • Fixed dungeons occasionally stopping on the last monster and not properly switching you back to continue fighting.
  • You can reset individual Mining Laser Boosts for Credits. Resetting a boost gives back all the gold you have spent on that boost. The cost is 1 Credit per 20 levels. There is no partial resetting.
  • Prospector's Lv50 ability 'Gem Find' has been replaced with a new ability, 'Slag Filtering'. Slag Filtering multiplies the ore you gain from your Flat Laser boosts.


Tuesday, January 11th, 2022 at 4:26 PM


We are having our first-ever credit deal as part of celebrating the 1st Anniversary this month!

  • All credit purchases gain +30% more Credits.
  • This deal expires on January 20th.
  • 20% (with stretch goals!) of all purchases will be donated to charity. Please check out the Polls to vote on which charity the money should be donated to!


Empowerment has changed. The system has long been a thorn in the side of Elethor players, and it's high time the system gets changed to be more in line with the other systems in Elethor. Meaning less painful RNG.

There's a lot of mathy changes below, but the general gist can be summarized as:

  • You can't lose levels anymore.
  • Slightly more expensive (but cheaper in the long run) and gets more expensive as you get to higher Empowerment levels.
  • Special new item, Precognitive Dust, to help boost your chances when attempting to Empower.

The detailed changes are:

  • A new item, Precognitive Dust, is gained on every failed Empowerment.
  • Precognitive Dust can be used to increase the success rate of Empowering while simultaneously increasing the base cost of gold / ore / mob drops. You will only consume Precognitive Dust on a successful empowerment.
  • The base cost of gold / ore / mob drops now scales up the higher the Empowerment level you are attempting. Every Empowerment level raises raises the base cost.
  • Empowerment success rates scale down 10% per level from 100% at Lv1 to 10% at Lv10. Past Lv10, it scales down a little bit at a time until it hits 5% success rate at Lv25.
  • The max level of Empowerment is now capped at 25 stars.
  • The usage of mob drops and ore has been changed. You will now rotate through ore every 2 levels. Meaning Lv1-2 is still Orthoclase, but Lv13-14 is now also Orthoclase. Mob drops have been extended to be used for 4 levels instead of 2.


  • You can use Markdown in your Corp announcement and welcome message.
  • True Damage now shows up in the stat tables for both you and monsters with a friendly little tooltip explaining what it does.
  • 2 new tiers of incursions.
  • New levels of craftable injections. 2 new levels of Exp injections, 1 new level of Hellfire, and 1 new level of Juggernaut.
  • You can reset Companion abilities. This costs 5 Credits and returns all the spent Platinum.
  • When sending items and choosing a Corporation as the destination, your current corporation is automatically set to the default.
  • You can now trade in Fire Scale, Slotted Talon, and Worg Claw to Recylobot.
  • T8 mob drops have been added to the Charitable Giving Corporation event, as well as T8 and T9 scrap. This has slightly bumped down the point value of all other mob drops, meaning T8 mob drops are now the bulk of Hard-difficulty turn-ins.


  • Companion rankings now show your TR instead of your rank on the rankings page.
  • Merchant Double Drop is now additive instead of previously being multiplicative.
  • Most likely fixed Stasis occasionally not working. If you see it pop up again, please let me know.


Friday, December 31st, 2021 at 5:35 PM


Elethor is 1 year old! It's been quite a journey and I have learned quite a lot. In celebration, I will be giving out some fun prizes over the course of the month.

  • For every combat action in the month of January, earn one 1st Anniversary Candle. On the home page in-game, visit the Shop to spend your Candles on fun, limited-time injections.
  • On Saturdays and Sundays throughout January, get a bonus Incursion run on the reset.
  • 20% of all Credit purchases in the month of January will be going to charity! I will be adding a public tracker to the home page in the next couple of weeks.
  • For a week later in January (2nd or 3rd week, TBD), all Credit purchases will give +20% more credits on all packages.


  • Every point of Speed now gives a +0.02% multiplier to True Damage.
  • Removed the global drop table. This means the only way to get Puncture Essence now is via Antiquing.
  • Fixed T7 gear accidentally taking 2 Redeeming Coin instead of 1.

v22 - TIER 9

Tuesday, December 7th, 2021 at 4:38 PM


Delve deeper into the Maw to unlock the secrets of the research facility and factory within. Create brand new gear and power it up with the technology you discover.

  • New gear, augments, dungeons, incursions, quests, and more!
  • New %Health Energizements! These are unique to the Ear augment and are retroactively added to the Abyssal Exo-Ear.


  • Added +1 level to all injections. The highest obtainable tier of injection is now obtainable via crafting, not just incursions.
  • All injection recipes no longer take monster drops, just gold and other injections. The gold cost of all injection recipes has been adjusted accordingly.
  • New Injection Stasis Injections will temporarily increase your max actions for a single refresh. Stack these up to keep your actions up longer!


  • Merchant Antiquing ability has been changed to be +0.06% per level instead of +0.1% per level.
  • Drone ability Cripple now has diminishing returns past Lv100. Every 100 levels of the ability reduces the effect by half. So while Lv1-100 gives +0.2% chance to proc, Lv101-200 only gives +0.1% chance to proc, and so on.
  • Platinum cost scaling has been smoothed out. Base Plat cost is still 10k Points. Every Plat purchased after that increases the cost by a flat 1k Points, up until 30k Points (at 20 Plat purchased). Then it increases by 500 Points indefinitely. Plat cost still resets daily.
  • T9 upgrade components have been added to the Antiquing drop table at a 45/1k drop rate.


  • Expertise Mining Mastery! At Mining Lv100, you can unlock this mastery that increases the exp gain of all ores except Skasix. When maxed, this mastery levels the exp playing field so that you will no longer need to mine Skasix to get the most exp.
  • You now get Platinum Points from purchasing Packages in the store! If you have recently purchased a package and feel like you missed out on getting some Points, just reach out to Zaalah for assistance.


A bunch of big stuff in here, well worth the skim.

  • Global Companion Exp now costs 1.6m, up from 1.5m. This brings the Fame gains from each boost in line with one another.
  • Your stats will no longer update until the Upgrade window is closed. This will significantly speed up any upgrade operation, as the game no longer needs to refresh your entire stats on every upgrade operation (like rerolling energizements or an empowerment attempt).
  • Downward weighting on resource node properties has been removed. All properties (expiration, purity, and density) are now purely random within the range.
  • All incursions have been rebalanced to have a range of 18-23 kills per reward tier. This still shuffles randomly every 12 hours.
  • Added T6 Scrap to Recyclobot.
  • You will only gain gold and drops from monster kills up to a maximum of 50 multikill. You will still gain normal exp and kills will still count toward compendium. Multikills gained by Drone Frenzy bypasses this limit.
  • All reinforcement and energizing shard recipes have been reworked. They no longer require mob drops or ore, but only gold and components of the previous tier.
  • Reinforcements and energizing shards now show up in their tier-appropriate Gear tab.


  • You should no longer see incursion groups that don't belong to your corp.
  • Hellfire is no longer consumed in dungeons.
  • Companion rankings should now correctly rank by level and then experience, not just on experience.
  • The combat log now properly shows the exp you gained with VIP included. Before, it didn't include VIP purely as a visual bug because my code is spaghetti.


Tuesday, October 5th, 2021 at 3:20 PM

Incursion Drop Changes

It has been brought to my attention several times that the drop tables for incursions...suck. They're imbalanced, noob-trappy and annoying to have to work out the math to know which incursion is better to run.

The ideal scenario is that it's always better to push to a higher level of incursion if you can. The rewards should scale up smoothly, and it should feel good to move up and kill more monsters.

In an effort to reach this ideal scenario, we are rebalancing the drop tables for all incursions. It will be too much to name every change, so please check out the drop tables in-game, but here is the gist:

  • You will get fewer Exp injections overall.
  • You will get more of every other injection overall.

Injection Duration Changes

In order to make Incursion drops smoother, we are also changing the duration that injections last. While you may notice that some injections have a lower duration than before, this is because you will get more of them from each incursion. Midas Touch, for example, used to give 600 actions of effect per injection. Now it will give 250. However, Midas Touch will now drop every reward tier, meaning that overall you will earn significantly more Midas Touch injections than before.

Once again, there are too many changes to list here, but the general gist is that:

  • If any injections now have a lower duration, that is compensated by dropping more frequently from incursions.
  • All injections (except Midas Touch) now scale up the duration as well as the effect per level of injection. For example, Lv1 Juggernaut gives 100 actions at +10% health. Now Lv2 Juggernaut gives 200 actions at +20% health, making it significantly more effective.
  • All injections in your inventory have been appropriately compensated (reduced or increased) to reflect the new durations.

Injection Crafting Changes

Crafting injections has always been either a desperate play or a move for the rich. This was partially due to the cost, but also due to the fact that it made no sense to lose effect uptime for a tiny boost in effectiveness (2 Lv3 exp into 1 Lv4 is almost never worth it).

Now that injections scale more properly, this means we can also rebalance the way that injection crafting works. In general, instead of requiring 2>1 in order to level up an injection (2 Lv2 = 1 Lv3), the recipes will now be 1>1, with just a resource and Empty Injection cost. This will make it more worth it to upgrade your existing injections, and should also help stimulate the injection economy a bit more.


  • Companions will continue to gain exp past their max level, but you won't gain the benefits of additional levels until unlocked with Platinum.
  • Capped Recyclobot max level to 400.
  • Lv9 Incursion


Tuesday, September 21st, 2021 at 3:40 PM


Now you can share the love with your fellow players by purchasing global effects! Get started by clicking 'Buy Global Boosts' in the effect dropdown in the top menu.

Currently there are 3 global boosts you can purchase. All active players (more than -10k actions) will get a specific number of actions that the effect is good for. Don't be afraid about missing out because you're offline, you'll always get the same amount of boost as everyone else!

Certain global effects also scale to certain players. For example, the Combat Exp boost will give a larger exp boost to low-level players than to high-level players. This will help new players catch up, as well as share the love with those who may need it the most!

All global effects also give the purchaser some much-earned Fame experience for giving such a lavish gift!


Gain temporary actions for being active! Buffer actions are actions that start ticking down only once your normal actions run out. Stay active during the day, and build up a buffer for extra actions at night!

  • Accumulate 1 Buffer action by default for every 22 Combat actions you complete.
  • VIP reduces this number by 5 flat, down to 17 Combat actions per Buffer.
  • A new Mastery has been introduced, Buffer Efficiency, that further reduces this number down another 5, to a current minimum of 12 Combat actions per buffer.


The final mastery to increase your max multikill is finally here! Slayer scales your max multikill boost with the total number of monsters you have killed, which ties it into Compendium.

To get started training it, make sure you have Carnage V first, then go purchase it from the Skills tab! See your progress toward your next multikill from your Compendium tab.

In light of these changes, Hellfire injections have also been changed. Instead of increasing max multikill boost, they now instead give a multikill debuff, similar to how the Compendium multikill debuff works.


  • Several new masteries in addition to Slayer! Check these out in Skills > Unlock Masteries.
    • Buffer Efficiency. Increase the rate at which you accumulate Buffer actions.
    • Renowned. Increase Fame experience gained from Corp events.
    • Multitasking. Multiplies your Multikill debuff gained from Compendium.
    • Slow Metabolism. Increase the duration of injections.
  • You are now able to remove existing injection effects.
  • New incursion with all-new injections.
  • New craftable injections.
  • Fame now provides a passive +0.5% boost to combat and mining exp.


Tuesday, August 31st, 2021 at 3:36 PM

Companions are a new feature that let you permanently invest into your character! To view the in-game tutorials and see what there is to unlock, click on 'Character' at the bottom of your screen and see the Companions section.

The Basics

  1. Exchange items for Points via the Recyclobot.
  2. Buy Platinum (a new currency!) with Points via the Recyclobot.
  3. Use Platinum to raise the maximum level of your Companions as well as invest in their unique abilities.

Companions will automatically gain 1 experience for every Combat action as long as they are still below their max level. All Companions start with a max level of 5, which gives you plenty of time to earn some initial Platinum.

There are 4 Companions released in this update. Every Companion has 3 passive abilities that automatically level and unlock as your Companion levels up. Each Companion also has 3 abilities that are much more powerful but are leveled up using Platinum.


Gain passive combat stats and gain multikill bonuses and lower monster multikill buff in combat.


Gain passive combat stats and weaken monsters as you are fighting them. Even stun monsters at higher levels, preventing them from attacking!


Gives passive economic boosts like gold and drop, as well as the ability to get massive drops and even roll on a new unique drop table.


Boost your ore gain, get a chance to find massive amounts of ore at once, and even unlock the ability to shorten the duration of your gathering timer!


  • Attack Speed is capped at 10 for players. Monsters will be able to break this cap via multikill buffs.
  • Notification dots will appear around the game to notify you of things that you can do! The first of these are for incursions and ongoing corp events.
  • You can now "Level Max" corporation buffs.


  • Possibly fixed several issues surrounding spamming buttons (like empowering, etc).
  • Attempt at fixing the bugginess with viewing your personal logs breaking routing.
  • Clarified VIP bonus on equipment upgrade.
  • Multikill Debuff now shows the corp buff correctly applied to it on the compendium window.
  • It is no longer possible for you and a monster to kill each other on the same combat tick. If you attack at the same time, the player will attack first and the monster will not get a return hit.


Tuesday, June 1st, 2021 at 3:59 PM


T8 has been fully released! Start off in the 'Precipice of the Maw' questline to experience the story and start collecting new gear, equippable at Lv130.

  • New quests! HUGE thanks to Archeron for writing the storyline. Or if you hate it, blame Zaalah.
  • 6 new monsters and 2 new dungeons! Dungeons are unlocked via the new questline.
  • 2 new daily quests! These give dungeon runs, which are your primary method for obtaining T8 gear.
  • New gear! All existing equipment pieces except Augments.
  • Due to the change in how T8 gear will be obtained, the new equipment will not shuffle +/- 3 stats. What you see in the crafting screen is what you get.
  • New incursion: Wretched Brood.


  • Brand new T8 crafting items, known as Reactor Cores. The quest will tell you more about them!
  • Used to craft T8 gear.
  • Obtained via dungeons.
  • Come in 5 "tiers" of power, from 8.1 to 8.5. Dungeons only drop Core 8.1, but you can craft up to Core 8.5. Higher-tier cores are used to craft more powerful equipment, so the rifle and sidearm will take 8.5 cores.
  • Will also be useful for upgrading the Drone, the next content patch. So prepare (and hoard) accordingly!


  • The VIP delay bug where it takes a while for VIP effects to kick in after you extend your VIP.
  • Choosing 'Buy' option for market on mobile is now less buggy.
  • Inputs that need a number now show the number pad on mobile instead of the full keyboard.
  • Injection effects "duplicating" instead of stacking. This does not affect your existing effects, so to clean out your existing list of effects, just let them all tick down first.


  • Drone!
  • Possibly another corp event. I had an idea for one and it kinda felt... flat. I'd rather wait and release fun / engaging corp events than filler ones that soak up time.


Tuesday, May 4th, 2021 at 6:37 PM

Corporation Events

The people have spoken and Corp Events are the first feature to be introduced to Elethor after a poll!

  • Corp Events are run on a schedule. This is visible on your corporation page from the top nav bar.
  • If you join a corporation after an event has started, you may not participate in that event.
  • If you leave a corporation during an event, your score and points are removed and you will get no rewards from that event.
  • Leaving a corporation locks you out of joining any other corporation for 72 hours.

The first event to be added is Charitable Giving, a weekly event that starts on Thursdays and ends on Saturdays. Donate items with your corp-mates to a good cause and get points in return! Getting more points gives you more Fame exp, and getting a high average across your whole corp gives everyone more Fame exp.


As you complete Corp Events, you get Fame exp. Fame is another skill that you train, similar to Combat or Mining. As you level up your Fame, you gain points that your Corp can spend on Corp-wide buffs.

Corporation Buffs

You can access this page in-game by opening your Corp window, then clicking the Buffs tab.

  • With the proper permissions, players are able to assign the corp's Fame points and respec.
  • Your Fame level (and Fame points) are tied directly to you. The total Fame of all players in the Corp is pooled to create points usable by the Corp for boosts. If you leave a Corp, you take your Fame, and by extension, your points with you. When you join a new Corp, your Fame will contribute to their total and number of points.
  • Buffs are corp-wide boosts that are applied equally to everyone in the corp.
  • Buffs give a boost to various parts of the game with diminishing return. For example, the first 30 points into True Damage buff will be about 3x as effective as the last 30 points into the buff.
  • Some buffs require other buffs to be leveled up.
  • The requirements are for each point of the buff. For example, to put 1 level into Reflect, you need 5 levels in Colossus. To put 1 point in Colossus, you need 2 points in True Damage. So 1 point in Reflect takes 10 levels in True Damage, 5 levels in Colossus, and then 1 level in Reflect.
  • When a player leaves a corp or is kicked, and if you have spent more Fame points than you now currently have, you have 24 hours to respec your buffs before they are auto-respecc'd for you. This is identified by the Corp icon in the top nav turning red, as well as the Buffs navigation item turning red.

Injection Changes

Injections now require an Empty Injection to be crafted. Empty Injections are only dropped via incursions.

  • All existing craftable injections will have their duration multiplied by 4 to compensate for the increased crafting cost.
  • Injection drop rate through incursions has been increased. This will be closely monitored and more injections will be added to the drop tables if it is too low.
  • New Juggernaut injection increases your max health by 10% per level.
  • New Hellfire injection increases your max multikill by +5 per level.
  • Lv3 Brutality, Lv4 Bonus Exp, and Lv5 Midas Touch added.

VIP Boosts

  • All VIP players get +15% actions when refreshing.
  • All packages now have VIP days that you get simply for purchasing the pack!


  • Skasix nodes now have a 15-32 hour lifespan and have between 1m-1.8m ore per node. This will take effect once nodes start regenerating.
  • Max reward tier per incursion is now at 20 instead of 10.
  • 2 new tiers of incursions have been added, Great Stampede (Lv5) and Infinite Reach (Lv6).
  • Redeeming Coin cost now scales such that for the 4 newest tiers, the cost will always be 2 coins, while other items are 1 coin. This means when a new tier is added, the scale automatically moves.
  • Tutorials for brand new players (Learn to Play on the home page) as well as for the market and the Charitable Giving event.


  • Filtering by gear tier in the market now shows the exact tier instead of tiers equal to or greater than.
  • Banned players will no longer show up in search results anywhere (sending items, inviting to corp, etc).


Tuesday, March 30th, 2021 at 4:19 PM

Energizement Locking

You can now lock energizement lines while rerolling! Simply click the "lock" icon next to the line you wish to keep and roll away!

  • Locking 1 line will increase the cost to 10 shards/roll.
  • Locking 2 lines will increase the cost to 40 shards/roll.


Polls are a way for VIP players to make their opinion known on features that should or shouldn't be added to the game, as well as other things. Any player can see the results of closed polls by viewing the polls screen from the home page.

Polls will be used to focus development. The supermajority (tbd) of votes will determine specifics of features. This will be a good check to determine if I am on the right track with features and assuring that high-quality features are added to the game that players really want.

Mining Laser

  • Increased Purity/lvl from 0.2%->0.5%.
  • Increased the %Ore/lvl from 0.4%->1%.

New Masteries

  • Waste Not increases base gold per monster kill.
  • Depth Mining gives more ore yield per gather, regardless of what you're mining.
  • Prevail gives you a chance to not reduce your remaining actions.


  • Easily see how many resources you still need while in the crafting window.
  • See online activity of other players in a corporation.
  • 'Set Max' button when crafting a recipe.
  • Clicking the quantity in the 'Inventory' box or a listing will update the 'New Listing' quantity.
  • Clicking the price for a listing in the listing view will update the 'New Listing' price.
  • Clicking an item name in 'My Listings' in the market will take you to that item's market page.


Tuesday, March 16th, 2021 at 3:14 PM

MINING LASER Invest in the brand new mining laser to increase your ore output! To start, click the laser icon in your equipment window.

Hate reading patch notes? Use the in-game tutorial! Click your mining laser in your equipment, then click the ? symbol in the top-right of the screen for a step-by-step walkthrough.

  • The laser has "lines". These are equippable boosts that are specific to an ore.
  • There are currently 5 unique boosts per ore, for a total of 30 choices.
  • The number of lines you can equip at a time is equal to your mining level / 20, rounded down. So if your level is 67, you can equip 3 boosts.
  • Each boost is leveled up individually. The max level of a boost is the same as your mining level.
  • Boosts first need to be purchased to be leveled up and equipped. There is no need to purchase a boost you have no interest in using.
  • You may swap out boosts at any time by unequipping one and equipping another.
  • To see the details of each boost, hover the [?] for an explanation.
  • Orthoclase boosts are much cheaper than Skasix boosts, both to unlock as well as level up.


  • Added a 'Lookup' menu item in the upper-right dropdown menu. Search for players or corporations and click to view their profiles.
  • You can change your username for 5 credits!


Friday, March 5th, 2021 at 9:10 PM

What a week! It would be an understatement to say the latest Empowerment patch has been controversial. I do my best to think through the implications of patches before they are released, but it's apparent that using my brain is not always sufficient. There are several things that have been brought to light with this latest patch, and I felt it fair to address them here.

The core problems of Empowerment are 1) ore, and 2) attack speed gains.

1. Mining Laser

The next patch will introduce a new item, the Mining Laser. The purpose of the mining laser is to increase your ore gain by increasing the base ore gain, purity, and density of the node you're gathering from. The mining laser will take gold to upgrade.

The purpose of the Mining Laser is to increase the number of ores in the game. One of the problems with Empowerment is the amount of ore needed to attempt an empowerment. This has increased the price of ores to the point that many players feel it's unnattainable for them to empower their gear without gathering all the ore themselves.

2. Attack Speed Rebalance

Each point of Speed a player gets is more effective than the previous point. No other stat in the game works this way. This is a scaling problem that was only made worse by Empowerment giving +10 speed on all items.

As an example, moving from 50->49 attack speed is a 2% increase in overall damage (on average). However, moving from 5->4 attack speed is a 20% increase in damage, and moving from 2->1 is a 100% increase in damage.

The attack speed formula will be rebalanced so that the scaling works similar to other stats in the game, while also letting players who empowered keep a benefit. That benefit, however, may look like a 50% increase in damage than other players (still sizeable!), rather than the 8-10x increase it is now.

I'll give more information on this as more information is available.

3. Balance Team

Being able to run patch ideas past a team of players who are heavily invested in the game can be invaluable. While obviously the end result is ultimately up to me (and I get to live with the end results), a lot of you have very good insight into how to properly balance a game. Insight that I am lacking.

The purpose of the Balance team will be to have healthy discussion around new game ideas and present good solutions to implementations of those ideas.

This will be a closed group with some rules:

  1. Disagree agreeably. Lots of ideas, lots of brainstorming, lots of input. But no name-calling, no putting others down.
  2. No insider trading. If you are part of the team, future ideas will be presented, complete with costs, numbers, scaling, etc. Any members are found abusing this knowledge, the punishment is a ban.
  3. Keep it closed. Don't share this knowledge with other players.

If you feel you'd be a good fit for this team, or are interested, reach out to me! I'm looking for a small, solid group of players who can bounce ideas around.

4. Mod Team

A moderation team will help give me time to focus on code while they handle more community aspects. Answering questions for players, helping new players, and also handling players who are more troublesome. Not to say I won't still be hands-on, but I'll feel less pressure to constantly monitor Discord and in-game chat and will give me more time to focus on developing new features.

If you're interested in joining such a team, please reach out to @CaptainJack. They will be heading up the moderation team. Captain Jack has contributed heavily to make the wiki what it is, and has already invested a lot in helping players new to the game.

I know this is a lot, but hopefully it addresses several of the problems floating around and at least helps you know that I'm aware of them and am working towards solutions.

Any feedback or thoughts on this at all would be more than appreciated!


Wednesday, March 3rd, 2021 at 6:38 PM


The next level of gear progression is here! You can only begin empowering gear that has used up all of its reinforcement slots.


  1. 10 Savagery
  2. 10 Fortitude
  3. 5 Pierce
  4. 5 Armor
  5. 20 Savagery
  6. 20 Fortitude
  7. 10 Pierce
  8. 10 Armor
  9. 10 Speed
  10. +1% All Stat

Each level past 10 also gives +1% All Stat. All Stat gives a percentage boost to Savagery, Fortitude, Pierce, Armor and Speed. The percentage boost is applied after all energizements have been applied, making it extremely strong.

However it's not all smooth sailing! As you get to higher empowerment levels, you have a lower chance of success, as well as a chance to lose the empowerment levels you already have!


VIP gives a +5% success bonus to empowerment, applied the same as reinforcements. So your 30% success rate turns into 35% with VIP!

Lvl 1/2/3

  • 100% success

Lvl 4/5/6

  • 90/80/70% success rate
  • 10/20/30% chance to downgrade 1 level on failure (1/4/9% chance overall)

Lvl 7/8/9

  • 60/50/40% success rate
  • 20/30/40% chance to downgrade 2 levels on failure (8/15/24% chance overall)

Lvl 10+

  • 30% success rate
  • 50% chance to downgrade 2 levels on failure (35% chance overall)


Empowering at each level costs gold, ore, and monster drops. The gold and ore costs are scaled by +0.1x per tier of gear you are empowering. So T5 gear costs 50% more gold and ore.

Monster drops are also required for empowering. Earlier tiers only require 1 monster drop, but starting at T6, the required items for each level are spread out across the tier. So while Level 3 empowerment might cost 200 Unhinged Jawbone, Level 4 will cost 200 Pierced Voicebox.

T7 (Level 115)

New T7 gear has been released! This includes a new weapon that really packs a punch. As this is the last tier in the Abyss, it will be crucial to upgrade this gear fully to reach into the Maw.

  • New short questline that gives a sidearm!
  • 16 reinforcement slots!
  • Stronger energizements and reinforcements!


  • Level 4 incursion added.
  • Re-balanced all incursion monsters to now have max attack speed.
  • All incursion monsters are now level 1. This will make them easier to compare based purely on stats and less confusing when a 0 pierce 0 savagery monster is hitting you for 300.


Tuesday, February 16th, 2021 at 2:19 AM

INCURSIONS Large masses of monsters roam the wastelands. Pair up with a few other explorers from your corporation and take out a pack of monsters. Earn big exclusive rewards!

  • All players in an incursion kill as many monsters as they can before they die without multikill buffs or limits.
  • There are 10 total reward tiers per incursion.
  • There are various levels of incursions. More difficult incursions give better rewards.
  • Every 24 hours (same time as daily quest reset) you get 1 incursion run. You can have a max of 3 incursion runs.
  • Incursions the number of kills required per reward tier slightly randomized every 12 hours (00:00 and 12:00 server time).
  • Incursion groups are corporation-specific, meaning you can only join groups with other members of your corporation.
  • Once a group is full (or not, I'm not your mom), the leader of the group can "Start" and the incursion happens immediately.
  • Incursion logs are sent to both your personal log as well as the corp log, so you can see what other corp members are doing.


  • All T5 crafted gear now has 12 total reinforcement slots.
  • All T6 crafted gear now has 14 total reinforcement slots.

REBALANCED REINFORCEMENTS Any reinforcements that give fewer than max stats have always been a bit of a noob trap. Although I've tried to balance the game to where you have choices on how you develop your gear, using sub-optimal reinforcements shouldn't be one of those choices. So to help remove this noob trap, I'm changing how high-success reinforcements work.

  • High-success reinforcements now always give the same amount of stats as the low-success reinforcements.
  • To compensate, high-success reinforcements now cost significantly more reinforcements to use.
  • The optimal route will always be to play RNG and use the low-success reinforcements, however players who want to avoid RNG can opt to use the more expensive high-success counterparts.

NOTICE: I will need to update these reinforcements manually after the patch lands, which will take about 1 hour. If you don't see the changes yet, it's because I'm not done.


  • Limitless reduces the effectiveness of the fatigue (<0 actions) timer for combat actions.
  • Effortless does the same thing, but for mining actions.


  • Lv2 Brutality and Lv3 Exp injections are now craftable!
  • Midas Touch is an exclusive injection to incursions.
    • Lv1 gives +5% gold for 200 actions.
    • Lv2 gives +10% gold for 250 actions.
    • Lv3 gives +15% gold for 300 actions.


  • Added equipment to user profiles.
  • You can "Inject All" on injections.
  • You can view your ranking, even if it's not in the top 100.
  • Raised the max number of reinforcements you can attempt at a time to 100.
  • Added a refresh button to the gather page.


  • Items with hyphens in the name now show up properly as links in chat.


Monday, January 25th, 2021 at 3:53 PM

COMPENDIUM Compendium is your own, personal collection of information on monsters. As you kill more monsters, you unlock Ranks (up to 3) that give you a better understanding of the monsters you fight through bonuses. Reaching Rank 3 for a monster also gives a multikill bonus!

Explore the Compendium by clicking it in the lower left-hand corner of your equipment window.

  • 3 ranks for each monster, each breakpoint at 200k, 500k, and 1m kills.
  • The progress bar is colored according to the rank you're working toward. A full colored bar means you hit the rank.
  • Each monster has its own stat bonuses it gives at each breakpoint. Each breakpoint overrides the breakpoint before it.
  • Reaching Rank 3 for any monster gives a global -1% multikill bonus, in addition to the stat bonus. For example, if you have 3 monsters at Rank 3, fighting the 4th monster would give a 27% stat bonus to the monster instead of a 30% bonus.
  • Every 10 total rank points gives a +2% damage bonus.
  • All kills you have already made are automatically included in the Compendium.

INJECTIONS This is a new craftable item that gives bonuses per action when injected.

  • New Bonus Exp injection! Gives +2% (Lv1) or 4% (Lv2) exp per combat action.
  • New Brutality injection! Gives +50 Savagery and +10 Pierce for 50 actions. Useful for running dungeons!

T6 (Level 100)

  • 6 new monsters added.
  • T6 armor crafting is now spread out over several monsters, encouraging incremental upgrades over bulk upgrading at 1 monster.
  • T6 armor now uses new Quality reinforcements and energizing shards.
  • Help explore the deep reaches of the Abyss in a brand new quest! Earn your very own set of Abyssal augments.
  • You can now roll +pierce/level energizements on your gloves starting at T6+.
  • You can now roll %pierce energizements on any gear starting at T6+.

TRUE DAMAGE At first glance, these changes make you stronger. That's true. They also make monsters stronger, so if you can no longer multikill as many monsters as before, don't worry! Your build may just need some tweaking.

  • True damage is added together from your savagery and pierce (or a monster's!) and applied, ignoring armor. It is still affected by Damage Reduction.
  • Each 1 point of savagery you have is equivalent to 0.1 true damage.
  • Each 1 point of pierce you have is equivalent to 0.5 true damage.


  • Each failed reinforcement on an item increases the success rate of the next reinforcement by +0.1%.
  • This failure rate is tied to an individual item.


  • Added dungeon drops to log.
  • Added a 100% chance of 1-2 Abyssal Essence to the Crack in the Crust dungeon.
  • Added T4 scrap to Pit Dweller drop table.
  • Increased exp dungeon monsters give you.
  • Calculates combat exp slightly differently. First, all flat boosts are applied (like Skilled Weaponry), then the multikill multiplier is applied, then the percentage bonuses are applied. This is a buff to percentage boosts.
  • Armor damage multiplier scaling is now half as effective. This means instead of the Pierce soft cap being 10 over the enemy's armor, it is now 20 over the enemy's armor. This means the scaling will be less harsh in the first 20 points of difference between pierce and armor.
  • Increased Redeeming Coin cost from 1->2 for T5 and T6 gear.


Thursday, January 14th, 2021 at 6:07 PM


  • Deconstructing any gear will now give you the tier below it in scrap. Deconstructing Rat gear gives you 1 gold.
  • All scraps have had their crafting recipes changed to not require monster drops.


  • You can now craft a Rhenic rifle. This is a T5 rifle and requires Rhenium to craft.


  • The vicious Thornhide wanders the inky caverns below. Its drops will be used to craft some T6 gear.


  • Added some changes from Xortrox's script to the game.


Tuesday, January 12th, 2021 at 4:59 PM


I'm going to be breaking up Abyss into two main patches. This is partially for balancing reasons and also so I can get the content out to you all faster. Abyss Part I is the content for T4 and T5.

  • NEW MONSTERS! Monsters also now have Damage Reduction built in, so make sure your gear has some IDR!
  • NEW EQUIPMENT! Not only are there two new tiers (4 and 5) for gear, but those tiers also introduce 2 new pieces of crafted equipment, Earrings and Belt!
  • NEW ENERGIZEMENTS! Earrings can be energized for +% min damage, and Belt can be energized for +% max damage. This can help increase your damage beyond what a normal %damage energizement would give you.
  • NEW REINFORCEMENTS! The new tiers still only have 10 slots each, but the reinforcements you can put on them are stronger! Instead of +5, get a +6.
  • NEW QUESTS! Explore the Abyss and its treasures for valuable Abyssal Essence, used to craft T4+ gear. Unlock a daily quest that gives even more Abyssal Essence and some scraps.


  • Mining level now gives an invisible boost to density and purity. The boost is 0.1% per mining level.
  • QoL changes on recipe sorting, recipe input sorting, and monster drops sorting.


Thursday, January 7th, 2021 at 9:52 PM

  • Items made tradeable with Redeeming Coin will now remain tradeable when sent to a corporation. They only lose their "tradeable" status when they go to a user's inventory.
  • Filtering out items in corporation inventories that actually have 0 quantity. Especially helpful in corps that are sharing clean gear.
  • Fix gold drop log display bug.
  • Fixed bug with renewing resource nodes.
  • Fixed bug with market log showing the price you listed at, not the price you actually paid. Just a log bug!
  • Fixed bug with daily actions.
  • Most likely fixed bug with queue. No more auto-saving, this was likely the culprit (with some other stuff). You have to manually save now. Welcome to the stone ages.
  • Improved mobile UI for several views.
  • Pierce is now capped at 1.25x damage. This happens when your pierce is 10 higher than the monster's armor. This is both for balance as well as to avoid a divide-by-zero bug that would be inevitable.


Monday, December 28th, 2020 at 10:04 PM


  • Dungeons must all first be unlocked before they are able to be run.
  • Unlocking dungeons currently happens only through quests, but I may introduce other methods of unlocking dungeons in the future.
  • The first dungeon will be unlocked after 'The Gishin Excavation', right around mid-T3 content.
  • To run a dungeon you have unlocked, you must also earn dungeon runs. These are typically earned via daily quests. Dungeon runs are unique to each dungeon.
  • Dungeons will contain lots of ore, upgrade items, and unique items necessary for crafting certain kinds of gear (new equip slots coming past T3!).

Dungeon Monsters

This is implemented differently than the roadmap I originally had planned, but I'm happy with it.

The biggest difference is that dungeons don't have boss monsters. I removed them because I figured it would be annoying to have to babysit your computer through a dungeon to see if you're even able to kill a boss. And if you're not, you might tweak one thing, then have to wait 7 more minutes to see if you can kill it again...repeat and repeat. Not fun.

  • Dungeons have unique monsters. One monster per dungeon. All dungeon monsters are dungeon-exclusive.
  • You can only kill a maximum of 1 monster at a time while in a dungeon.
  • Dungeons require a certain number of monster kills to be completed.
  • After killing the required number of monsters, you get a roll on the drop table and lower your number of "available runs" by 1.

Some dungeon monsters will still have the unique stats mentioned in the roadmap. Super high pierce, slow attack speed, etc. You'll have to unlock them and find out what there is!


Monday, December 14th, 2020 at 3:18 AM


  • Sidearm Instructor
    • Earn sidearm upgrades!
  • The Outlier
    • Set up an outpost on the outer rim of the Wasteland.
  • Maintaining Supply Routes
    • Repair some damaged supply routes for a unique piece of gear.


  • Pod Building weekly quest has been updated to reward Production exp instead of Gold.


  • Reinforcements now have upgrades! Your 'Basic Reinforcement' can be crafted into a 'Standard Reinforcement'.
  • Upgraded reinforcements apply every 2 tiers of gear. So T0/T1 requires 'Basic Reinforcement' and T2/T3 require 'Standard Reinforcement'.
  • Energizements follow the same pattern, with 'Basic Energizing Shard' to 'Standard Energizing Shard'.
  • Tiers will always require the tier before them to be crafted.


  • Damage Reduction (DR)
    • This stat is ONLY found on monsters. This stat is a % reduction of your total damage, after all other bonuses have been applied.
  • Ignore Damage Reduction (IDR)
    • You can start getting this stat rarely on T3 energizements on your Glove, Main Hand, and Off Hand items.
    • This is a multiplicative bonus (80% and 50% makes 90% total). Meaning you can never get 100% IDR.
    • Your IDR ignores a percentage of the enemy's DR. For example, if the enemy has 80% DR and you have 50% IDR, the enemy only ignores 40% of your total damage.
    • This stat will be necessary for progression in dungeon especially, as dungeon bosses will have higher amounts of DR, even over 100%!


  • Doubled mining exp from nodes.
  • Scaled the increase of exp. T0 crafting is 1.5x stronger, T1 is ~1.3x stronger, and T2 is ~1.1x stronger. Flattened exp difference between gear pieces of the same tier.
  • Razen gear now requires level 35 Production (down from level 40).


  • Lowered drop rate of all mob drops to account for multicombat.
  • Removed golems. Mining should be the way to get ore, not combat.


Thursday, December 3rd, 2020 at 8:06 PM


Start by visiting the 'Quests' page on the 'Actions' dropdown.

From here, you can see quest lines in the sidebar that all have a varying number of steps in them to complete.

Clicking on a quest will show you all the steps in that quest line, as well as prerequisites.

Clicking on an available quest step will show you some flavor text, as well as tasks you need to complete to get rewards.

Some quests are also repeatable! These are either repeatable Daily, Weekly, or even Monthly. Repeatable quests reset all progress, no matter how far along you are, either midnight server time, Sundays, or on the 1st of a month.

Quests are a great way to progress your account, and future quests will help unlock new content or give exclusive items that can't be obtained other ways.


New combat masteries have been added!


You can purchase bonus actions for credits!

  • The first 600 cost 1 credit / 4 actions.
  • The next 600 cost 1 credit / 3 actions.
  • The next 600 cost 1 credit / 2 actions.
  • All actions after the first 1800 have been purchased cost 1 credit/action.


  • T2+ reinforcement protection cost has been increased.
  • Basic Reinforcements now cost 60 (up from 40) Rat Pelts, and 30 (up from 20) Orthoclase.
  • Increased the amount of exp required to level by quite a bit. This means you will drop in level, although your total exp stays the same. This is to rebalance against multicombat, which the original exp curve wasn't balanced against.
  • It's now more difficult to roll energizement lines that are at the highest tier.


  • Special reinforcements (so far just Puncture) no longer are affected by scaling reinforcement cost in tiers.
  • Skill rankings aren't duplicated per day.
  • Monster kills in rankings are sorted properly.
  • Equipment stats update when equipping / unequipping items.
  • If you have VIP, you can now add more than 3 skills to your queue.
  • You can't buy the same mastery multiple times.


Tuesday, November 24th, 2020 at 7:42 PM

UPDATED RANKINGS I've changed the way I track actions pretty significantly. So the old rankings will disappear and it'll start counting from 0.

KILL TRACKER Kills on all monsters are now tracked and shown on the Rankings.


  • You could level a mastery above 5, and this would break your profile. (thanks Mr Plant!)
  • You couldn't deconstruct an item that had any energizements or upgrades to it.
  • You couldn't unlock energizements if you didn't have enough shards, but instead of telling you it would die.
  • Stats get updated when reinforcing.


Tuesday, November 24th, 2020 at 2:49 AM


  • VIP is now purchaseable! Purchases are all LIVE at this point, so please don't spend money accidentally.
  • VIP can be accessed in the top-right menu.
  • Premium packages are subject to change / tweak / add / remove / whatever.


  • The first premium item that can be purchased (aside from extending VIP time)!
  • The Redeeming Coin makes one item that was previously made untradeable tradeable again a single time.

The reason I've made this a Premium item is because I want a way for a few items to circulate around, but not create an environment where players pass down entire sets of full gear when they hit a new tier. I'll keep a close eye on this and see if this starts to get out of hand. I may need to increase the price to limit item movement.


  • You previously weren't able to list and purchase gear on the market, but you can now!


Friday, November 20th, 2020 at 9:56 PM

EFFECTS Combat effects are the newest way to power up in Elethor! Effects can add a slightly new angle to your playstyle, can beef up your power significantly, and can be practically required to take down certain kinds of mobs!

Effects are applied like reinforcements, and take up a reinforcement slot on your gear, so make sure you plan ahead!

PUNCTURE Puncture applies an additional (5 / 12 / 20 / 33)% of your damage every attack. Not only is this a huge boost in damage, but the damage applied by Puncture is also applied while ignoring the enemy's armor.

Expect more effects to come in the patches ahead!

GLOBAL DROP TABLES How can you get these powerful new effects on your gear, you might ask? You don't see it in the upgrade window?

Effects are applied via Essences that drop via the global drop table. This is a new set of drops that applies to all monsters. You have a tiny chance on every action (not kill!) to hit the global drop tables, which will house all sorts of items!

ITEM QUALITY TOOLTIPS Items will be highlighted with a color depending on how above-average it is.

The breakpoints are at +5 / 15 / 30 / 50 and 90.

ENERGIZEMENT REBALANCE Energizement lines now have a chance to fail when unlocking. The 3rd line is a bit cheaper.

  • Line 1 - 100% chance costing 1 scrap
  • Line 2 - 80% chance costing 3 scraps
  • Line 3 - 60% chance costing 5 scraps

NEW ENERGIZEMENT LINES New energizement lines on T2/T3 gear! These are a bit rarer to roll than other lines, but can be found on all gear.

  • T2 +1 (SAVAGERY|FORTITUDE|ARMOR) per 10 levels
  • T3 +2 (SAVAGERY|FORTITUDE|ARMOR) per 10 levels


  • You can add a max of 3 masteries to your mastery queue at a time.
  • You can kill a max of 3 monsters at a time. This will be updated with new masteries.


  • You can't add masteries past level 5 to the queue.
  • Your locked masteries refresh when you purchase a new mastery.


Tuesday, November 17th, 2020 at 7:47 PM


  • This happens by default.
  • Each additional monster you fight gets +10% stats. For example, the 5th rat will have 4 * 1.5 Savagery.
  • This scales harder (obviously) with more difficult monsters. If the imbalance is too harsh, I'll rework it.
  • Each monster you kill rolls its own drops, including the global drop table.
  • Each monster is worth the same amount of exp.


Friday, November 13th, 2020 at 11:43 PM



Energizement is the next stage of gear progression beyond reinforcement! To get started, click the upgrade arrow on your favorite piece of gear to view the upgrade window. Beneath the reinforcement selector, you can now see an option for energizing!

  • It costs tiered scraps to unlock energizing lines on your gear.
    • Rat gear is T0, for example, so it takes 1 T0 shard to get started on a piece of rat gear.
    • It costs 1, 3, and 7 shards to unlock 1, 2, and 3 energizing lines on your gear. 3 is currently the cap.
  • You can get scraps by deconstructing your bad gear.
  • You can reroll your unlocked lines using Energizing Shards, a new level 10 recipe.
  • Rerolling your lines rerolls ALL your lines. Don't get greedy!
  • Each increasing tier of gear has better possible lines you can roll:

Here's an example. Let's say you're rolling 2 lines on your nicely reinforced Rat Chestpiece.

You have the chance to roll a lot of T0 lines, which give 3% boosts to various stats or to damage. However, you also have the chance to roll T-1 (yes, tier negative one) lines that only give 1% boosts.

Now, you're ready to roll your Troatic Rifle, which is a T1 item. You can either roll 5% boosts (T1) or you can roll 3% boosts (T0), but because it's a higher tier item, you won't be able to get those trash 1% lines anymore.

Finally, there are some unique lines you can only get on certain pieces of gear.

    • Only on Foot or Leg equips
    • Only on Glove equips
    • Only on Main Hand equips
    • Any equips!

Questions? Ask away!

Bugs? You know where to report them!


  • New type of monster, golems. These monsters drop small amounts of ores. Added one type of golem per type of ore up to Rhenium.
    • Orthoclase golems are good gold early on.
    • Later golems are not good for gold or exp, but can be helpful to push that extra tier of weapon faster.
  • New type of monster, ravagers. These are part-humanoid monsters that roam the wastelands, preying on weak travelers.
    • Ravagers don't drop items, but they drop a bit more gold than typical.
    • Ravagers offer average exp.


  • Added more language and updated the notices around masteries and queueing to add more clarity.
  • Sorted a lot more things so they don't jump around on page load / reload. Skills, resource nodes, inventory, etc.


Wednesday, November 11th, 2020 at 7:44 PM


  • Lowered cost of all reinforcement tiers.
  • Roughly tripled all crafting exp from recipes.
  • Show item level requirement on tooltip.
  • Show item comparison in tooltip. Each stat will have a (+/-) next to it that compares the item to the "baseline", or the average stats. This is an easy way to tell if your crafted item is good or not.
  • Gear Deconstruction
    • You can deconstruct your gear for tiered scraps.
    • You get 1 scrap for each piece of gear you deconstruct.
    • Scraps currently do not have a use, but will be used in the next stage of gear progression.
  • New Reinforcements
    • 10/60/100% Fortitude reinforcements on all gear.
    • 30/70% Pierce reinforcements on Main Hand items.


  • So much stuff.
  • Like so much.
  • Thanks to those of you who helped report stuff.