New in the Realm
Everything Phantasia Reimagined adds to the original game, newest first.
The living realm | Call to Arms | Where the shops are | Deeds | Rulers' rewards | New spells | Colour-coded log and chat | Arrange your buttons | Ceremonies | Gear & artifacts | Daily quests | Champions | World events | New monsters | Chat commands
The living realm
The realm now changes with what its adventurers do. See it live on The Realm Today; the rules are on The Living Realm.
- Shadow and liberation. Eight regions surround the Heartlands. Shadow creeps over each one, and every monster slain there pushes it back. Blighted regions have stronger, richer monsters; liberated ones have safer roads and cheaper shops, and the hero who frees one is named to all.
- Living towns. Each region's town prospers when you trade and fight nearby: lower prices, and an inn that heals you once it flourishes. New trading posts now stand on the main north, south, east and west roads as well as the diagonals, at the same distances from the throne, so every region has shops. See where every shop is. A town swallowed by Shadow falls, and its trading posts lie in ruins until it is retaken.
- Sieges on the throne. Every few hours a monster army marches on the Lord's Chamber. Every kill anywhere pushes it back. Win, and the defenders are paid; lose, and monsters hold the throne room for a day.
- Realm projects. The whole realm builds great works together with gold (the new Realm Project button at trading posts) and kills. Each one finished helps everyone forever.
- Nemeses. A monster that kills an adventurer can become a named nemesis that grows with every victim, roams the realm and carries a bounty on its head.
- Monster ecology. Hunt one kind of monster hard and its neighbours grow bold. Rare creatures like the Golden Stag appear only when the conditions are right.
- Day, night and seasons. Night falls one hour in three, and each week brings a new season with its own effect. The game shows both at the top of the screen.
Call to Arms, and richer Shadow
The regions in the worst state are now the most rewarding:
- The darker, the richer. Every kill gives more experience and gold the deeper its region lies in Shadow: +1% for every 2% of Shadow past 25%, up to +37%.
- Call to Arms. Every hour the region deepest in Shadow is called. Kills there earn
Valor (bonus gold), and count toward a new deed, Shadowbreaker. The call
is shown at the top of the game screen, in
/realmand on The Realm Today.
Where the shops are
Trading posts stand along all eight roads out from the throne: the four diagonals, as before, and now the four main roads too, at the same distances (so in the same circles). East-road posts are shown; the north, west and south roads mirror them.
| Post | Diagonal roads | Main roads | Circle |
|---|---|---|---|
| 1 | ±100, ±100 | 141, 0 | 2 |
| 2 | ±400, ±400 | 566, 0 | 5 |
| 3 | ±900, ±900 | 1273, 0 | 11 |
| 4 | ±1600, ±1600 | 2263, 0 | 19 |
| 5 | ±2500, ±2500 | 3536, 0 | 29 |
| 6 | ±3600, ±3600 | 5091, 0 | 41 |
Every region's posts, by town, are on The Realm Today. In the
game, entering a region tells you its nearest post, and /realm does too.
Deeds
Lifetime achievements of your account, each giving all your characters a small
permanent bonus: slay 100 monsters for +1% experience, become King or Queen once for +1% gold,
and many more, up to +16% experience, +12% gold and 30% more gear in all. Type
/deeds to see your progress. Details on the Deeds page.
Rewards for the realm's rulers
Holding a title is now worth fighting for:
- Regalia that grow with your level and are worn on top of your gear: the Steward's Seal, the King's or Queen's Crown, and the Halo of the Valar.
- Richer fighting: up to 50% more experience and gold, and more and better gear.
- The royal treasury pays the Steward and the ruler a stipend; a tenth of all shop spending flows into it, and collecting taxes no longer adds sin.
- New decrees: the Steward can Feed the Poor, the King or Queen can Call an Event, and the Valar can Bless the Whole Realm.
See the Steward, the King or
Queen and the Valar, and type /court to see who
rules and how full the coffers are.
New spells
From magic level 10, the spell menu gains a More Spells page: Frost Lance, Mending Light, Drain Life, Fireball and Banish. Costs and effects are on the Spells page.
Colour-coded log and chat
The browser game now colours what happens so you can follow a fight at a glance: monsters that attack you, damage you take, blows you land, healing, gold, gems, gear and experience, travel and the state of the realm, and big announcements. Gear is shown in its tier's colour wherever it is named (in shops, finds and rewards), and a shop's buttons match the items they buy: Worn, Common, Fine, Masterwork, Enchanted and artifacts. In chat, every player's name has its own colour, messages that mention you are highlighted, announcements stand out, and the game's answers to your commands are shown more quietly. On wide screens the chat now has a full-height column of its own beside the game, so far more of the conversation stays in view.
Arrange your buttons
In the browser game, click Arrange buttons to put the action buttons wherever suits your play style. Each character keeps its own layout, so your fighter can keep Melee first and your magic-user Spell. See The Game Screen.
Ceremonies in 3D
When a wizard enters the realm, or someone becomes Steward, King, Queen or Valar, every player in the browser game sees a full-screen 3D ceremony. World events and sieges are announced the same way, and while one lasts its scene plays behind the game.
Gear and artifacts
Shields, swords and quicksilver are now real equipment: a weapon, armor, a helm, boots and a trinket, each with its own bonus, and many with a special ability such as Evasion, Lifesteal or Crushing Blows. Better gear comes from farther out, champions always drop something good, and trading posts have an Armory. Eleven one-of-a-kind artifacts exist, only one of each. Find one and the whole realm will know. Your old shield, sword and quicksilver became matching "Worn" gear.
All the numbers are on the Gear and Artifacts page, and the Legends page shows who holds each artifact right now.
Daily quests
Every character gets one quest a day. It is shown in your chat window when
you enter the realm, and you can check it any time by typing
/quest in chat. Quests change at midnight UTC. Progress is
shown in chat as you go.
| Quest | Goal | How often |
|---|---|---|
| Slay monsters | Slay 6 to 12 monsters | 30% |
| Slay deep | Slay 4 to 8 monsters at least 1 to 3 circles beyond where you stood when the quest was given | 25% |
| Journey | Reach a circle 3 to 6 beyond where you stood when the quest was given (at least circle 3) | 20% |
| Treasure hunt | Discover treasure 3 to 5 times | 17% |
| Champion slayer | Defeat a champion | 8% |
Rewards, based on your level when you finish. Half of all quests, and every champion quest, also give a piece of gear.
| Gold | Gems | |
|---|---|---|
| Most quests | 200 + 60 × level | 1 + level ÷ 25 |
| Champion slayer | 3 × (200 + 60 × level) | 2 × (1 + level ÷ 25) |
For example, a level 10 character earns 800 gold and 1 gem, or 2,400 gold and 2 gems for slaying a champion. The whole realm hears when you complete your quest.
Champions
Any ordinary monster met at random has a 3% chance of being a champion: a named, battle-hardened version of that monster, such as Grishnak the Troll. During a Champion Hunt the chance rises to 15%. Special monsters (the Dark Lord, Modnar, unicorns and so on) are never champions, and champions never flock. The whole realm is told when a champion appears and when one is slain.
| Compared with the ordinary monster | |
|---|---|
| Strength | × 2 |
| Energy | × 3 |
| Brains | × 1.5 |
| Experience | × 5 |
| Treasure type | +2 (at least 2, at most 13) |
Defeating a champion also wins its hoard: 250 to 500 gold per size and 1 + size ÷ 4 gems, plus up to 3 more. A champion's size is the circle you meet it in, like any monster.
World events
Every so often (on average every 90 minutes, and
anywhere from half to one and a half times that) a world event begins and
lasts 20 minutes. It is announced to everyone in chat
when it starts and when it ends. Type /event in chat to see
what is happening and how long is left. Events only start while someone is
playing.
| Event | Effect |
|---|---|
| Blood Moon | Random monster encounters rise from 20% to 32% of turns, and every monster is worth double experience. |
| Gold Rush | Treasure is found 3 times as often, and gold found in treasure is doubled. |
| Champion Hunt | The chance of a monster being a champion rises from 3% to 15%. |
| Siege of the Throne | A monster army marches on the throne for 45 minutes. Every monster slain anywhere cuts it down. See sieges. |
Blood Moons, Gold Rushes and Champion Hunts are equally likely. Sieges come on their own schedule, every few hours. A King or Queen can also call an event by royal decree.
New monsters
Twelve new monsters roam the realm, from the Giant Rat near the origin to the Shadow Dragon beyond circle 36. Their full statistics and the circles they live in are on the Monsters page.
Chat commands
Type these into the chat box. Only you see the answer.
/quest | Today's quest and your progress |
/event | The current world event and how long it lasts |
/gear | List your gear (change it with Info › Gear) |
/artifacts | Who holds each artifact |
/filter | Turn the chat filter on or off (it used to be in the Info menu) |
/realm | The state of the realm: day or night, the season, every region and town, the realm project and the nemeses at large |
/deeds | Your account's deeds and the bonuses they give all your characters |
/court | Who rules, how full the royal coffers are, and any blessing of the Valar |
/help | List the commands |