Published in News on February 12th, 2025
Big changes are coming to how combat works in Brighter Shores. Right now, each episode has its own combat level, along with separate obelisks. To fix this, the game is switching to a single combat profession that applies across all episodes. No more juggling different levels or episode-specific gear; your combat level and equipment will carry over seamlessly, ensuring your progress always matters.
Before, every episode had its own combat level, meaning if you were strong in one episode, you still had to grind up from a lower level in another. Now, you'll have one global combat level that applies everywhere.
The maximum combat level will be 2000, which accounts for all four episodes that have been released so far (since each episode used to have a max level of 500). Every time a new episode comes out, the max level will increase by 500. So, for example, when Episode 5 is added, the max level will go up to 2500.
Reaching the highest level won't take more time than it did before—they're just restructuring the numbers. If you were the kind of player who wanted to max out combat in every episode, you'll still be able to do that, but now you'll have a single, continuous combat journey instead of four separate ones.
Rather than leveling up only in one episode at a time, the game will mix enemies from all episodes into your progression. This means that as you get stronger, you'll be fighting enemies from different episodes in a cycle.
Here's an easy way to picture it:
This pattern continues as you level up.
Now, what happens when a new episode is released? Instead of making you grind all the way to level 2000 before experiencing its combat, the new episode's enemies are inserted into this cycle. That way, new players can fight Episode 5 enemies without having to reach max level first.
But what about existing players who are already high-level? That's where personalized striping comes in.
A big concern was: what happens when new enemies are added? Will high-level players have to go back and fight weak enemies again? Or will some enemies become completely pointless?
The solution: the game personalizes where enemies appear based on your current combat level.
Boss fights are always meant to be a challenge, and they need to scale properly as players get stronger. Instead of bosses having a fixed level, they will now always be a set number of levels above the weakest enemy in that episode.
Since the weakest enemy's level is now personalized to your progression, bosses will also be automatically adjusted so they stay challenging but fair.
Right now, free-to-play players can only access Episodes 1 and 2, while premium players can experience all available episodes. This isn't changing, but the new system will now apply different level caps:
This makes sure that free and premium players both have a smooth, fair progression experience.
Previously, weapons and armor were tied to specific episodes, meaning you couldn't always use your best gear everywhere. That restriction is gone.
Crafting weapons will still work similarly, with crafted weapon levels based on your crafting skill. However, the economy is being rebalanced so that wealth gain remains fair.
The obelisk system itself is changing. Instead of being used for tuning weapons, obelisks will now enchant profession gear.
Previously, crime den enemies matched the crime den's level, but this caused an issue; by the time you reached Episode 4, those enemies were way too weak to be a challenge.
Now, crime den enemies scale based on both the crime den level and the weakest enemy in Episode 4, ensuring they stay challenging but fair.
Some crafting materials, like potion reagents and leather offcuts, were too dependent on high-level enemies. This was going to be a problem since enemy levels will now keep increasing as new episodes come out.
To fix this:
These changes make sure these materials remain accessible and balanced.
For leaderboards:
When this update goes live, your current levels won't be lost, but they will be converted to fit the new system.
This is Phase 1 of the combat rework. Phase 2 will introduce upgrade trees, which will allow for more customization in combat progression. That part is still planned, but the developers want to get the single combat profession system working first before moving on.
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