Major Update: New Difficulties, Score League, Hearts, and the Enhanced Pass

major update

TASMON: Enhanced Pass 1 · published · build 25282909

Scheduled to go live on September 13 at 6:00 AM PDT.

Tier II - from "Normal II" through "Torment II"


Four new difficulties open beyond Oblivion I.
Equipment level bands extend to match the gear that drops in Torment II, and the item fusion cap opens to the same point.
You still need to clear 10-10 before the next difficulty opens. That rule is unchanged in Tier II.

Stat ceilings are raised while you are at Tier II or beyond.
Critical rate, critical damage, attack speed, cooldown reduction and the various skill power stats can all be pushed further than in Tier I.
Caps in the main game (through Torment I) are unchanged.

Drops move up a grade as well.

  • Eggs from Tier II onward roll one rarity step higher
  • Chests from Tier II onward no longer contain Common
  • Ordinary chests appear less often (1/3), and rare chests appear more often (1.5x) in their place

Score League


A new weekly competition scored on points. You reach it from Missions; opening the Score League tab asks you to choose a name first (you can change it later).

Rewards come in four tiers: Top, High, Mid and Entry.
Free and bonus rewards have separate claim slots, so taking one first does not make the other disappear.
Season characters, available only through the Score League, are among the rewards.
The roster changes every season (two months). Season 1 is "Drowsy Realm", with ten characters.

The Heart system


Turn a monster raised to Awakening 6 into a Heart, and pass it on to another monster.
Two things carry over: its rarity and one skill.

  • Rarity ... the rarity of the monster you turned into a Heart becomes the rarity of the monster that receives it. Its stats rise to match that rarity, so it stands alongside monsters that were that rarity to begin with
  • One skill ... when you make the Heart, you may attach one skill the monster knows (you can also attach none)

Example
You raise a Century monster to Awakening 6, pick one of the skills it knows, and turn it into a Heart.
Use that Heart on a Legend monster, and that monster becomes Century and learns the skill you picked.
Its species and appearance do not change, so you can take the monster you like to the front line as it is.

  • A Heart cannot be used to lower a rarity - only to raise one
  • Awakening levels do not carry over. A monster turned into a Heart is gone for good
  • Hearts cannot be used on hidden-job or rare-job monsters
  • If the skill slots are full, you choose which skills to keep, the inherited one included. We never delete one for you
  • The Hearts tab lists the Hearts you hold by rarity. Hover one to see the skill attached
  • If you convert a monster while it is equipped, the removed gear returns to the first empty slot in your bag

Enhanced Pass


For 30 days from the moment you buy it, these five stay in effect. The 30 days are counted per buyer, so it is always a full 30 days whenever you buy.

  • Monster experience x1.1
  • Six more egg pockets
  • Hatching rolls a higher rarity more often
  • Chests can be opened on the spot
  • Extra Score League rewards (both the weekly reward and the daily first run)

There is no reward track.
The league extras appear on their own "extra reward" line, so you can see at a glance what is the base amount and what was added.

33 new Tasmon


New companions join, weighted toward Immortal through Century.
Each has its own dedicated passive. The new ones hatch from eggs found in Normal II and beyond.

Species passives


Tasmon now have a passive unique to their species. It is shown on the character status screen.

Automatic bulk crafting


The DLC's bulk crafting gains an automatic mode. It picks up gear from storage by your filters and crafts it in bulk while you are away.

  • It starts off when you launch. The wait until the next craft is shown in seconds
  • You choose whether storage is included
  • Tick "include outside the fusion level range" to craft within the range you pick at the top right

⚔ Balance

  • Base HP for tanks is now 1.3x. The role is decided by the monster's current job
  • Act bosses now use a skill. When a tank is present they aim at the tank first (taunt and cover still take priority, as before)
  • Skill slots have been tidied up: 4 base + 1 rare job + 1 hidden job, for 6 at most
  • Giant's Guard was strong enough to distort the balance, so it is now party attack +25% and a shield worth 10% of the caster's own HP

🎟 Battle Pass


The hero was cleared in a single day yet again, so a reward has been added at tier 32 (both free and bonus tracks).

🪄 Quality of life

  • A button to open every egg at once
  • The Tasmon compendium shows your total bonuses at the top, with a mark on anything that has hit its cap
  • The character status screen now shows every parameter
  • Eco mode gains an effects-off mode. Use it if visual effects are making things heavy
  • The sphere board's reset and zoom buttons can now be hidden
  • The boss key now defaults to Alt+U
  • The suggestion box accepts 600 characters and 2 posts a day
  • Region-limited eggs are marked by colour

🌏 Display


Typefaces are now consistent outside Japanese as well, Chinese in particular. A single sentence will no longer mix fonts.

🐛 Fixes

  • The skill tab resetting your scroll position on its own
  • Something resembling a close button appearing and disappearing at the edge of the screen when using a second monitor
  • A tank's special sphere requiring a sphere in the healer's region
  • Black background left behind in the art for the new Tasmon
  • Posts queued while the suggestion box was resending could be lost
  • Fixes around skill inheritance
  • A conversion error in skill display

Stat ceilings (Tier II and beyond)


While you are at Tier II or beyond, the ceilings below take over. Caps through Torment I are unchanged.

  • Critical rate ... 80%
  • Critical damage ... x10
  • Attack speed ... 700%
  • Cooldown reduction ... 70%
  • Single-target skill power ... 1000%
  • Area skill power ... 1000%
  • Basic attack power ... 500%
  • Skill-to-area (power) ... 300%
  • Shield duration ... 80%
  • Skill power ... no cap
  • Healing skill power ... no cap

Mitigation caps (cover, defence, elemental defence) are the one thing we have not lifted. Removing them would let incoming damage reach zero, which makes a monster impossible to defeat no matter the numbers.