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Wretch: Divine Ascent News

0.1.1 update

Dear brave warriors,

Greetings! Since the major update in April, we've received a wealth of suggestions and feedback from you all. Your insights have been invaluable in enhancing the game experience, and we'd like to express our sincere gratitude to every player who has offered criticism and advice.

Many players have expressed a desire to continue playing after achieving ten consecutive victories, and some have also suggested the ability to battle friends. In response, we've introduced a new feature called the "Hall of Honor." Alongside this new addition, we've also included 12 brand - new items in this version, aiming to provide you with more diverse build options. Additionally, we've made adjustments to certain game mechanics, item effects, and the leaderboard function. Here are the detailed update notes:

### New Features
#### 1. Hall of Honor
- Players can save the character data of their 10 - win runs in the Trial Mode.
- View detailed information of the saved character data in the "Hall of Honor":
- Inventory status and total item value.
- Saving time.
- Win - loss record.
- Each character saved in the Hall of Honor has a corresponding "Character Code".
- Players can enter each other's "Character Codes" in the Hall of Honor to initiate a battle (Internet connection is required to retrieve character data).
#### 2. Live - streaming Mode
- Can be enabled in the settings. Once enabled, the names of opponents will no longer be directly displayed during battles.

### New Items
#### 1. Resilient Gauntlets
- Can only be linked to skills.
- The linked skill deals additional posture damage based on the player's HP status (15% additional when HP is below 75%, 25% when below 50%, and 50% when below 25%).
#### 2. Reinforced Armor Plates
- Can only be linked to armor.
- At the start of the battle: For each linked armor piece, increase the player's maximum posture value by 10 points and add 1 stack of "Fatigue".
#### 3. Power Shard
- Can only be linked to skills.
- At the start of the battle: The linked skill's damage increases by 1% per second. The damage - increasing effect resets and restacks after the skill hits.
#### 4. Bone Breaker
- Can only be linked to skills.
- The linked skill deals additional damage to enemies with over 50% HP (50% additional when the enemy's HP is full, 25% when at 50% HP).
#### 5. Filthy Armor
- At the start of the battle: Randomly add 20 stacks of a negative effect. For each linked item, add an additional 10 stacks.
- 10 seconds after the start of the battle: Convert all negative effects on the player into twice the number of corresponding positive effects.
#### 6. Wrestler's Belt
- Can only be linked to skills.
- For every 10 stacks of "Mighty" the player has, the linked skill consumes 1 less point of stamina.
#### 7. Reckless Shield
- Each stack of "Sturdy" increases counter - attack damage by 3%.
#### 8. Stone Scale Barrier
- Increase the player's block damage reduction rate by 99% within the first 5 seconds of the battle.
- Whenever the player blocks: The higher the player's HP percentage, the more stamina is consumed, with a maximum additional consumption of 40 points.
#### 9. Poisonous Bee Tail Ring
- For every 1% of stamina lost, increase counter - attack damage by 4%.
#### 10. Fingerless Gloves
- Can only be linked to skills.
- The linked skill consumes 3 less points of stamina.
- If the linked skill is a posture - break skill, it consumes an additional 3 less points of stamina, but the damage is reduced by 15%.
#### 11. Boxer's Chestplate
- Each time the player activates a posture - break skill, add 8 stacks of "Mighty" to themselves.
- Each time the player's posture - break skill is interrupted, add 5 stacks of "Mighty".
#### 12. Cloud - Splitting Needle (Replaces the Grounding Boots as a fusion result. Grounding Boots are added to the shop pool)
- Can only be linked to skills.
- The linked skill consumes 2 less points of stamina.
- When the linked skill hits: Apply a Thunder elemental anomaly value equal to 65% of the base damage to the enemy.

### Adjustments and Optimizations
#### 1. Character - related Adjustments
- **Knight**: Decrease HP, increase defense. Increase skill damage.
- **Samurai**: Slightly reduce early - game posture damage.
- Reduce the damage of all characters' Super Armor Skills and Posture - break Skills. Increase the stamina consumption of Samurai and Assassin's Super Armor Skills.
- Increase all characters' late - game HP.
- Slightly increase all characters' posture recovery speed.
- Significantly reduce the efficiency of all characters' counter - attack progress accumulation while in the hit state.
- Increase all characters' base block damage reduction rate from 20% to 25%.
- Delay the timing of all characters' counter - attack progress decrease, but increase the decrease speed.
#### 2. Interruption Mechanism Adjustment
- Super Armor Skills cannot interrupt Posture - break Skills.
- When a Posture - break Skill hits a Super Armor Skill, it no longer directly puts the user into a vulnerable state, but deals 3 times the damage and posture damage.
#### 3. Block - related Adjustments
- A character can block when hit again after being in the hit state for 2 seconds.
- If a counter - attack is interrupted, part of the counter - attack progress will now be refunded.
#### 4. Shop Mechanism Adjustment
- The maximum number of identical skills that can be purchased from the shop is 2.
#### 5. Element - related Mechanism Adjustments
- The elemental anomaly value added by items is now calculated only based on the base damage of skills.
- Strengthen the negative effects during the abnormal state.
- The abnormal state ends 3 seconds after entering. Using an attack of the corresponding abnormal state during this period will slightly extend the duration of the abnormal state.
- Adjust the effects of element - related items.
#### 6. Item Effect Adjustments
- Adjust the prices of some skills.
- Add elemental attribute classifications to some items.
- **Arrogant Helmet**: Change the added "Sturdy" from 6 stacks to 4 stacks, and the "Sturdy" added for each linked armor piece from 4 stacks to 2 stacks.
- **Steady Ring**: Increase the counter - attack progress increase when blocking from 4% to 8%.
- **Dexterous Pendant**: Now add 2 stacks of "Fortitude" for each linked item, but reduce the added "Sturdy" to 1 stack.
- **Hybrid Flask**: At the start of the battle, gain 6 stacks of random buffs. Change the number of random buff stacks gained when using the potion from 6 to 4.
- **Dark Moon Emblem**: Change the price from 10 gold to 7 gold.
- **One - Breath Potion**: Change the recovered stamina from 50 points to 75 points.
- **Small Shield**: New effect: At the start of the battle, for each stack of "Sturdy", gain 1 stack of "Fortitude", up to a maximum of 15 stacks.
- **Killing Intent Bell**: Change the price from 6 gold to 3 gold.
- **Obsidian Armor**: When HP is below 50%, directly gain 16 stacks of "Fortitude", and an additional number of stacks equal to 8 times the number of linked armor pieces.
- **Energy Beetle**: Change the recovered stamina for the player and the stamina lost by the enemy from 4 points to 6 points.
- **Giant Boots**: Instead of clearing all "Fortitude", only clear the "Fortitude" added by the Giant Boots.
- **Ritual Armor**: At the start of the battle, increase the player's maximum HP by 75 points and gain 5 stacks of "Sturdy".
- **Shining Ring**: At the start of the battle, add 4 stacks each of "Valor", "Fortitude", and "Mighty". For each linked light - attribute item, add an additional stack of each.
- **Reverse the Tide Potion**: Temporarily remove this item.
- **Patient Incense**: Recover an additional 50 posture when counter - attacking.
- **Frost Iron Shield**: Increase the counter - attack damage increase from 30% to 50%, and the counter - attack progress increase when blocking from 5% to 15%. Increase the counter - attack damage increase when blocking from 3% to 5%.
- **Obscure Ring**: New effect: At the start of the battle, apply 3 stacks each of "Fatigue", "Vulnerable", "Weakness", and "Retreat" to the enemy.
- **Frosty Claw**: Change the HP threshold for triggering from below 50% to below 85%.
- **Energetic Greaves**: Change the recovered stamina from 3 times to 5 times.
- **Impact Shield**: Change the gained "Weakness" from 5 stacks to 2 stacks, and the posture damage increase for each linked skill from 12% to 14%.
- **Blessing Potion**: Change the gained buff stacks from 15 to 22.
- **Candle Flame**: Change the damage bonus per stack of "Fortitude" from 0.6% to 0.8%.
- **Tourniquet**: Change the provided "Fortitude" at the start of the battle from 10 stacks to 35 stacks.
- **Imbalance Relief Potion**: Change to increase the posture limit by 30.
- **Danger Cleansing Potion**: New effect: Recover 1 HP for each stack of buffs.
- **Hunting Impulse**: New effect: The linked skill deals 15% additional damage to bleeding enemies, and the damage of the linked skill increases by 0.3% for each stack of bleeding on the enemy.
- **Thorn Cross**: Change the "Bleeding" added to the enemy when attacking from 4 stacks to 3 stacks, and from 4 stacks to 2 stacks when being hit. When hitting or being hit, change the "Bleeding" added for each linked blood - type item from 2 stacks to 1 stack.
- **Champion Helmet**: New effect: Each linked armor piece increases posture and HP by 15 points.
- **Bulky Armor**: Instead of clearing all "Fortitude", only remove the "Fortitude" added by the Bulky Armor.
- **Profane Cross**: The linked skill now deals + 30% damage. However, reduce the life - steal from 60% to 45% and decrease the number of link points.
- **Expert Shoes**: Increase the stamina limit increase at the start of the battle from 30 to 60. And for every 5 points of consumed stamina, the linked skill's damage increases by 1%.
- **Raptor Statue**: Redesign the item effect. Now it triggers different effects based on the type of linked item.
#### 7. Leaderboard Display Adjustment
- The leaderboard will now be displayed in two calculation dimensions: weekly and monthly.

0.1.0.5 update

Hello, everyone! The version updated today has adjusted the combat rhythm and numerical values to provide a smoother experience.

Combat rhythm adjustment: Lengthen the duration of each battle.
Adjusted the attributes and skill numerical values of all characters.
All characters can perform parries more easily.
The natural stamina recovery rate of all characters has been increased by 50%, and the stamina recovered from parries has also been increased.
Significantly reduced the damage caused by the "Vulnerable" state.
The shop now requires 1 more gold coin for every 4 refreshes, with a maximum increase to 3 gold coins.
Fixed the issue where the passive effect of Imperial Judgment did not take effect.
Fixed the issue where the stacking of Crimson Gauntlets did not match the description.
Fixed the issue where the Dark Moon Emblem did not take effect correctly when a critical hit occurred.
Fixed the issue where the character would perform a counter - attack instead of entering the "Vulnerable" state when the parry progress was full and the posture was depleted simultaneously.
Fixed the issue where the multi - select boxes might not disappear.