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What’s new

What changes in Solwaris, update by update: what arrives, what it means for you, and how to make the most of it.

Latest update

38 changes

Spell variants arrive, and the Matriarch is the new boss of the week

Every spell and every passive now has a variant, to combine in the Grimoire; the automatic opponents have been rebuilt and the original kits adjusted. In PvE, the Matriarch takes over from the Factory Robots with her arena, the Nest.

  • Solwaris

    A variant for every spell, an alternative passive for every class

    Each of a class’s 8 spells exists in two forms, the original and its variant, and so does the passive. That makes 48 spell variants and 6 alternative passives. You keep a single form per slot, so always 8 spells in hand: all originals, all variants, or any mix you like. Every variant has its card (cost, range, effect) in the guide: the rules.

  • A kit locked at the start of the fight, visible to your opponent, and everything is unlocked

    Once the fight has started, your kit no longer changes, and your opponent and the spectators can see it: choose with what they can guess in mind. All variants are open to everyone from release, with nothing to buy, and in every mode: free duel, ranked, staked match, 2 vs 2, training and weekly boss.

  • Warrior: glyphs and protections

    His variants trade big hits for staying power. Two glyphs are drawn on the ground for 2 turns: the Burning glyph burns (32 to 44 damage) any enemy that starts its turn on it, the Steadfast glyph takes 35% off the damage dealt to you and your allies who pass through it. As for protections: Bulwark (100 armour points and 30% resistance), Barrier (a 3-tile wall that blocks line of sight), Holy respite (no damage in the area until your next turn, if you have not attacked anything yet) and the Cuirass passive (16% less damage at all times). Steel storm hurts everything within 3 tiles around you (22 to 28 damage) and pulls it 2 tiles towards you, and Holy respite replaces War banner. The Warrior and his variants.

  • Brute: a pack of summoned beasts

    Three calls replace Charge, Quake and Roar: the boar (110 HP), the stone golem (160 HP) and the raven (95 HP). You play them on their own turn: only one beast called per turn, two at most at a time, and each one stays for 4 turns. Wild whip (22 to 30 damage) is multiplied by 1 plus the number of beasts next to the target. The Pack leader passive gives beasts 25% more HP and up to +30% damage per beast alive; in exchange, a Brute who equips it has 10% less HP. The Brute and her beasts.

  • Arcanist: chants, heals that hurt and Great canticle

    All eight of her variants are chants. Soothing chant heals allies in the area (9 to 13 HP) and hurts the enemies standing in it (14 to 20 damage), as many times as your action points (AP) allow. Venom chant poisons for 3 turns (18 to 24 per turn) and gives you back half of the damage dealt; Chant of zeal gives your allies 2 more AP. Great canticle (6 AP) instantly gives an ally back half of the damage they take, until the start of your next turn. The Arcanist and her chants.

  • Shade: chance is decided on the cast

    His variants are gambles whose outcome is drawn at the moment of casting, with nobody knowing it in advance. Fickle blade deals 80 to 100 damage one time in two, 8 to 16 otherwise; Double or nothing, 65 to 80 damage or nothing; Luck of the draw draws one outcome out of eight. A Miss is not wasted: it gives you +10 points of critical hit chance for the turn (30 at most). The Lucky hand passive raises your chance spells to a 60% success rate and your critical hits to 20%. The Shade and his gambles.

  • Clockmaker: rifts

    The Rift spell (2 AP) opens a rift on a free tile, three at most at a time. To go through, you have to stop on it, then pay 1 movement point (MP) and come out through the free rift of your choice: walking over it is not enough. Spells, your opponent’s included, travel from one rift to another: Rift bolt (2 AP, 26 to 34 damage) can only be fired through two rifts. Call of the void, in place of Reversal, pulls the enemy towards your nearest rift. Crossing passive: +30% damage and 2 tiles of range for a spell that goes through a rift. Collapse closes all your rifts at once: 10 to 14 damage per rift closed, multiplied by how far apart they are, up to ×3 when they are 25 tiles from one another. Breaker deals 15 to 20 damage. A spell only enters a rift that is within its range, minimum range included: a spell that starts at 2 tiles cannot be cast from the rift you are standing on. Crossing on foot costs 1 MP per 10 tiles between the two rifts and weakens you: −2% resistance per tile, −30% at most, until the start of your next turn. The Clockmaker and his rifts.

  • Artificer: turrets that level up

    The Assault turret (3 AP) and the Healing turret play by themselves on their own turn, one of each kind at a time. Upgrade (2 AP) takes them from level 1 to level 3: the assault one fires for 18 to 26 damage, then up to 76 to 104, the healing one restores 15 to 20 HP, then up to 42 to 56. A turret that has just been placed or moved does not level up before your following turn. Command volley makes your assault turret fire at the enemy you designate. Engineer passive: +30% HP for turrets, +40% damage for their shots. The Artificer and his turrets.

  • Build your kit in the Grimoire

    The Grimoire is a button in the menu (“Choose your spells”). For each class, it lists every original spell on the left and its variant on the right, with the details of the selected spell beside them; that is where you swap a spell for its variant, or the passive for its alternative. The tutorial has you open the Grimoire a first time. Open the game.

  • What changes in the original kits

    The Warrior goes from 820 to 940 HP and from Cuirass to Momentum, which adds 10% damage per offensive spell already cast this turn, up to 30%; Bulwark and Anchor become variants, Celestial blade (24 to 32 damage in a cross) and Wearing cut (28 to 36, the HP lost also cuts max HP until the end of the fight) arrive, and Lunge no longer gives armour. The Shade goes from 7 to 6 MP and his Dodge from 12 to 8%, against direct damage only. The Artificer: the explosion of his charges goes from 34–50 to 25–36 damage, the firing line to 35% of each charge’s damage (50% before), between two charges no more than 10 tiles apart, and a given target only burns in it once per turn; Ignition can be cast once per turn (2 before), and neither the explosions nor the firing line land critical hits any more. Brute, Arcanist and Clockmaker keep the same costs, ranges and damage. The rules.

  • A spell bar arranged your way

    In the Grimoire, you choose the order of each class’s 8 spells, class by class. The change applies right away, even in the middle of a fight, and keys 1 to 8 follow your order. Your favourite spells stay close at hand, whichever variant you choose. Open the game.

  • Two-level class tags

    A class first shows its range (Melee, Mid-range or Ranged), then the roles of your kit, taken from a list of ten: Assault, Guardian, Control, Heal, Summon, Area, Attrition, Traps, Chance and Mobility. The roles are recalculated when you swap a spell for its variant. The original Warrior is Melee · Assault, the all-variants one Melee · Guardian. The classes in the guide.

  • They play their whole turn, at every rank

    Before, a low-rank opponent could stop mid-turn with action points (AP) left in the bank. Now, from Novice to Legend, it spends its AP and its movement points (MP) on whatever it can cast. A low-rank bot plays badly, but it plays a real turn: do not count on its forgotten AP any more. Open the game.

  • Eight ranks, each one smarter

    Novice, Bronze, Silver, Gold, Platinum, Diamond, Master and Legend. At Novice and Bronze, the opponent is “dumb”: it rushes at a target and casts whatever goes off, without setting up a combo or making use of its buffs. Each rank above adds some know-how: positioning, buffs, combos, reading the opponent’s game. The combos that work are on the class pages: the rules.

  • Bots that play variants

    Each class has five kits for bots: the original kit, the all-variants kit and three coherent mixes. A bot that replaces a player in 2 vs 2 plays that player’s kit. It is a chance to come up against every variant before choosing it: the guide.

  • The edge of the map and the void stop a push like a wall

    A push stopped by the edge of the map or by the void once again deals the normal impact, 12 damage per tile the entity still had to travel (or the spell’s own impact). Nothing is hit, so there is no backlash. A trap crossed on the way still stops the push with no impact. Back your opponent up against the edge before pushing them: the rules.

  • The Matriarch and the Nest

    The game’s fourth boss fights up close. She has 10,000 health whether you are one, two or three, and a shell that reduces all damage; the fight stops after 50 turns, and it is the damage dealt that counts. Every spell and a strategy for each class are on her guide page: the Matriarch.

  • Claw, Leap and Acid Spit

    Her Claw deals 100 to 125 damage, twice a turn but never on the same target: do not stand two against her. Her Leap lands her up to 5 tiles away; the tiles around take 35 to 50 damage and are pushed back 2 tiles. Her Acid Spit leaves a puddle for 3 of her turns: stepping in poisons you, 22 to 28 damage at the start of your next 3 turns. Walk around it.

  • Eggs and the nest

    Her Brood lays 2 eggs near her, and they hatch at the start of her second turn after that. An egg only has 60 to 80 health depending on the size of the group: break them right away. The tiles next to an egg form the nest, which mires you: ending your turn there costs 2 MP on the next one.

  • Spawnlings and Devour

    Every hatched egg gives a spawnling, whose Bite deals 26 to 34 damage and plants a parasite; on the third parasite, your hero cannot move on their next turn. And the Matriarch can devour a spawnling next to her to recover 300 health: kill them before they reach her.

  • Two thresholds: Frenzy, then Starving Queen

    Below 66% of her health, she lays 3 eggs instead of 2 and leaps every turn. Below 33%, eggs hatch on her very next turn, she gains 2 MP and Devour gives her back 450 health. At each threshold she roars and pushes every hero back 2 tiles: keep enough to get back to the eggs.

  • The acid geysers, your best weapon

    Every so often, geysers in the Nest start to bubble, then erupt on her next turn. They deal 140 to 170 damage to everything standing on a neighbouring tile, heroes, eggs and spawnlings included, and half as much again to the Matriarch. Step away when they bubble, and push or lure her onto them.

  • USDC stake

    Solo, as a duo or as a trio

    The Matriarch is played in both modes. The free fight is there to learn her; the boss of the week asks for a 0.50 USDC entry per player, and your damage there counts for the weekly ranking. In the menu: the PvE selector, then your format. Open the game.

  • Legendary Crystal

    Legendary Crystal: its contents change

    Coin prizes come up less often, in 19% of openings instead of 22.95%, but they are much bigger: 1,000 to 3,000 coins instead of 50 to 300. The 1 USDC and 2 USDC prizes come up more often: 17.5% and 5.45% of openings, up from 14% and 5%. A common item you already own gives 1,000 coins instead of 400. Nothing else changes; all the odds are shown in the crystals window, and on the Loot page.

  • Bosses target your summons too

    All four bosses and their minions now attack the Flame elemental, Explosive charges, Automaton and the other entities you place, when it is worth it. A summon that a single blow can bring down comes before a hero at full health; so does a charge armed next to them. They never hit the same entity twice in a row as long as a hero is within reach, and do not waste a big spell on a pointless target. Your summons are no longer safe: place them accordingly. Their minions no longer all decide alike: each has its own temperament and prey, and they spread out instead of piling up. The bosses in the guide.

  • Coins

    A defeat no longer gives XP or coins

    Only victory does; a draw still gives a little. A defeat still counts in your record, your league rating and your history, and your daily quests keep advancing with every fight. Against a boss, the loot still depends on the damage you deal, win or lose. To level up the Battle Pass quickly, play to win: the loot.

  • A welcome that offers the tutorial

    On your very first visit, a window offers two choices, “Learn to play” (a guided 3-minute fight) or “Play right away”. The cross, the Esc key and a click outside count as “Play right away”. If you chose to play and lose your first fight, a prompt offers the tutorial again just once; “No thanks” is final. The tutorial stays available from the “?” button in the menu. Players who have already visited do not see this new welcome. Open the game.

  • Daily quests in the end-of-fight card

    The end card sums up your three daily quests among the XP lines: a summary line (for example “2/3”), then one line for each quest this fight moved forward or completed, with the progress (“800 → 1,503 / 3,000”) and the Battle Pass XP. Clicking the summary opens the quests window. Nothing to claim: rewards arrive on their own. Daily quests.

  • The Kill Race window

    The limited-time race has its own window. It shows the time left, your rank, your points and the gap to the player just ahead, then the leaderboard. “How it works” comes down to three steps: play a staked fight in 1 vs 1 or 2 vs 2, score one point per USDC staked on each victory, then the split at the end of the race. The full rules are in a collapsible section, and the results come first once the race is over. Open the game.

  • Emblems drawn for the menu

    Skins, Battle Pass, Crystals, Leaderboard and Spectate each have an emblem drawn in the logo’s style, in place of the line pictograms; Quests, Guide, What’s new and History too, in the top bar. The Crystals button shows the number of crystals to open, and Spectate the number of fights in progress. “Play” remains the only yellow button. Open the game.

  • The boss of the week’s stake on the PvE tab

    The amount at stake in the boss of the week is shown in USDC on the menu’s PvE tab, in a dark badge with white text and the USDC logo. It updates by itself; the badge disappears when nothing is at stake or the week is over. Open the game.

  • A better-translated chat

    Chat translation now recognises the game’s official names — classes, spells, bosses, states — and renders them by their name in your language, even when typed with a typo. AP, MP and HP are converted, player slang (“gg”, “wp”, “well played”) is respected, and nicknames, mentions, emojis and keyboard emoticons (^^, :/, xD) are left as they are. The chat’s “Translation” button still lets you read messages as they were written. Open the game.

  • The event badge comes alive

    When an event is under way, its badge in the menu catches the eye: rays turn slowly behind the medallion, two waves widen around it, three sparks fly off. The effect is full as long as you have never opened the event window and on the last day, more discreet afterwards, and absent once the reward is obtained. It stops if your system asks for fewer animations. Open the game.

  • Insufficient balance: the window says what you were buying

    When you are short of USDC for a stake, a boss entry, crystals or the premium Battle Pass, the top-up window talks about that purchase (rather than always about a fight) and takes you back to it. After topping up, “I topped up — check” restarts the purchase if the balance is enough; a stake is never restarted on its own. Open the game.

  • Clockmaker’s Recall in 2v2

    Recall now only brings back your own Automatons, as its text says. Before, in a team, it could swap your place with a teammate, wherever they were on the map and without seeing them. If you play the Clockmaker as a duo, count on your Automatons to swap, not on your partner: the Clockmaker.

  • Leaderboard: one row per character

    On the overall leaderboard, each player now appears with every one of their ranked characters, up to six, each with its own rating, league and record. Before, only their best character was listed. Open the game.

  • “Watch” counts right

    The number of players in a fight shown in the menu no longer counts a player still on the end screen. It drops the moment the fight ends. Open the game.

  • A downed hero no longer heals

    A hero put out of action by a reflected blow, a trap or a shock no longer recovers HP after falling, for example with the Shade’s Lifesteal. Nothing heals a downed hero any more. The healing details are in the rules.

Update log

Previous updates

The full history since launch, from the most recent to the oldest.

  1. 3 changes

    Jean Phil, the October event skin

    The Warrior gets a boxer skin, found all through October by winning staked matches. A badge in the menu follows the event.

    • Jean Phil skin

      Jean Phil, the boxer

      A new rare skin for the Warrior. Tweed jacket, handlebar moustache: when equipped, it puts his weapon away and he fights bare-handed, with his own moves — bouncing guard, jab, hook and uppercut. His spells and numbers do not change.

    • Found in staked matches, all October

      Until 31 October, the winner of a ranked staked duel or 2 vs 2 has a 1% chance to receive it, whatever the stake. You need an account. Once obtained, it stays yours. Details are on the Loot page of the guide.

    • The event in the menu

      A badge on the home screen shows Jean Phil and the time left. Tap it to open the event page: the countdown, the reward, how it works in three steps, whether you already have it, and the list of players who found it.

  2. 12 changes

    Crystal collection, daily quests and Legendary Crystal drops in duels

    The biggest update since launch: three quests every day, a Legendary Crystal to find by winning a duel, a collection reserved for the premium Pass, and a new website.

    • Crystal collection in the premium Pass

      A skin and a weapon for each of the six classes, plus the Amethyst aura, exclusive to the premium Battle Pass: weapons at tiers 6, 14, 22, 30, 38 and 46, skins at tiers 9, 17, 25, 33, 41 and 49, the aura at tier 50. They come on top of each tier’s crystals; if you already own the premium Pass, those from tiers you have passed are given to you.

    • Daily quests

      Three objectives every day, one easy, one medium and one hard, at least two of them against players. Each one gives Battle Pass XP and coins; complete all three for an extra Common Crystal. You can swap one quest per day, and the list renews at midnight (UTC+2). Full details in the quest guide.

    • Legendary Crystal

      Legendary Crystal in duels

      At the end of a fight against a player, the winner has a very small chance of receiving a Legendary Crystal, from 0.1% to 0.8% in a duel without a stake depending on their league; a defeat, a draw or a forfeit gives nothing. Every rate is on the guide’s Loot page.

    • Rates shown before you play

      In “Choose a fight”, each card shows your Legendary Crystal chance for your league and the chosen stake, and your Common Crystal chance on each win.

    • “Play” looks for a player

      The button now starts a duel against a player. If no opponent turns up within 25 seconds, the game offers a training fight against the AI, without forcing it: the search goes on until you accept.

    • Create your account with your wallet

      The menu now clearly shows when you are playing as a guest. Creating your account means linking your Solana wallet with a simple signature, with no transaction and no fee. Your guest progress is kept, and you get 10 Common Crystals when the account is created.

    • Playing as a guest

      A guest can play everything that is free and sees their progress, but no longer receives any loot (no coins, crystals or items); the game shows what they would have received with an account.

    • Leagues and forfeits

      A forfeit at the very start of a fight no longer gives rating to the player who stays; the one who leaves still loses theirs.

    • Arcanist and Shade

      Blast (Arcanist) and Lifesteal (Shade) now show 1 cast per turn. Nothing changes in combat: with their cooldown, a second cast was never possible anyway.

    • Quest fixes

      “eliminate” quests now only count enemies actually taken down (no longer a summon that disappears on its own), and damage quests no longer count hits on an ally.

    • A new website

      Solwaris.com now presents the game, its heroes, its bosses and its roadmap; the game itself opens at solwaris.com/game. Old links still lead there.

    • Boss guides completed

      The Forgemaster and Sentinel pages detail every spell, the arena, the thresholds and a strategy solo, in pairs or as a trio, with tips for each class.

  3. 4 changes

    The Factory Robots, the new boss of the week

    A fight against two bosses at once, in a factory that shoots at your heroes. Plus a history to rewatch all your matches.

    • Two bosses in the same fight

      The Forgemaster and the Sentinel take over from the Archmage, in the Robot Factory. You have to bring both down, and which one you start with changes the whole fight.

    • The Forgemaster and his robots

      He builds Kamikazes and Turrets without limit, so destroy them as they come. As long as the Sentinel stays within 4 tiles of him, he takes half damage: pull them apart, or start with her.

    • The laser gantry

      The factory aims at strips of the map, then fires at the heroes still standing in them. Step out of the strips, or put a hero on the console that appears: the gantry is hacked and fires down a boss’s column. The whole fight is explained on the guide’s Robots page.

    • Match history

      The “History” button in the menu opens the list of your matches, with their result and what they earned you. “Replay” plays the fight again, so you can see where it was won or lost. Open the game.

  4. 2 changes

    Play Solwaris inside Discord

    The game becomes a Discord Activity: start it from a voice channel and fight the people in it.

    • The Discord Activity

      From a voice channel, start Solwaris without leaving Discord. You are signed in with your Discord account, and you only face people who joined the same Activity: ideal for playing with friends.

    • Solwaris

      The whole free game

      Duels, 2 vs 2 and bosses play in Discord just like in the browser, with all six classes. Staked matches stay on the website. For those, open the game in your browser.

  5. 2 changes

    The Archmage, boss of the week

    A second boss arrives with his own arena, the Astral Observatory. Fight him solo, as a duo or as a trio.

    • The Archmage

      He lays glyphs on the ground, calls down meteors and teleports. Keep moving: a marked cell blows up on the next turn. His guide page details every spell: the Archmage.

    • A ranking for the free boss

      Damage dealt to the boss in a free fight now counts for a weekly ranking. The top-ranked players share Common Crystals; you need an account to appear in it.

  6. 5 changes

    Bosses, crystals and the Battle Pass

    Solwaris is no longer only a duelling game: you now fight bosses, alone or as a team, and loot comes as crystals to open.

    • Boss fights

      A new mode against monsters, solo, as a duo or as a trio. The first boss is the Goleling King, surrounded by his court: as long as one of his minions is alive, he takes no damage. The fight stops after 50 turns, and it is the damage dealt that counts. His guide page: the Goleling King.

    • Coins

      Boss loot

      Won or lost, every percent of health you take off the boss pays coins and a chance of a Common Crystal. The rates are on the Loot page.

    • USDC stake

      The boss of the week

      The same fight, with a 0.50 USDC entry per player. Damage dealt to the boss feeds a ranking that restarts every week; the free version has its own too.

    • Common Crystal

      Crystals

      A crystal opens from the “Crystals” button in the menu and gives a randomly drawn prize. The Common Crystal is obtained with coins earned in matches; the Legendary Crystal holds the rarest items. The contents and odds of each crystal are on the Loot page.

    • The premium Battle Pass and the daily gift

      The pass has 50 tiers to climb by playing; its premium track gives a crystal at every tier. And a gift awaits you every day when you reach the menu.

  7. 2 changes

    Kill Race, the limited-time tournament

    A tournament that opens for a set time: during the race, every staked win moves you up the ranking.

    • Kill Race

      When a race is scheduled or running, its button appears in the menu with the time left. A win in a staked match scores points by stake: 1 point at 1 USDC, 5 points at 5 USDC, 10 points at 10 USDC. Staked matches start from the game menu.

    • The race ranking

      The Kill Race window shows the podium, your place and your points, updated throughout the race.

  8. 1 change

    2 vs 2, team duels

    Duels can now be played as a team too: two heroes on each side, and an ally you must not hit.

    • 2 vs 2

      Two heroes per side, taking turns, one side after the other. Mind your area spells: they hit your ally too. The combat rules are in the guide. Start a match.

  9. 4 changes

    Solwaris launches: six classes, ranked duels and staked matches

    Solwaris opens: a turn-based tactical duelling game, in the browser, free and with nothing to install.

    • Six classes

      Warrior, Brute, Arcanist, Shade, Clockmaker and Artificer, each with one passive and eight spells. Every turn a hero has action points (AP) to cast spells and movement points (MP) to move: 12 AP and 6 MP as a base, a little more or less depending on the class. The guide presents each class. All of them are playable from your first match: open the game.

    • Ranked duels and leagues

      Every class has its own rating, from the Novice league to the Legend league. A duel is won by bringing the opponent’s health to zero; at the 40-turn limit the match is declared a draw.

    • Watch a match

      The “Spectate” button in the menu opens a match in progress. A good way to discover a class before playing it.

    • USDC stake

      Staked matches

      For those who want it, a duel can be played with a stake of 1, 5 or 10 USDC, the same for both players. The rest of the game is entirely free, with no wallet. How it works is explained on the Economy page.

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