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Release date: 11.02.2026 at around 18:00 - No restart will be needed unless something goes wrong. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [ADDED] New system for Wallets, in-game: You can now also deposit/withdraw jewels & zen directly from your character, in-game. The command is /wallet and works as follows: If you type only /wallet you will get information about your current Jewels & Zen Wallets (what you have inside). If you type /wallet <resource> <amount> <dep/wit> you can deposit/withdraw from your Wallet(s) in real time. Examples: /wallet bless 30 dep -> Will deposit 30x Bless from your Character's Inventory into the Jewel Wallet. /wallet soul 20 wit -> Will withdraw 20x Soul from your Jewel Wallet into your Character's Inventory. /wallet zen 5000000 wit -> Will withdraw 5.000.000 Zen from your Zen Wallet into your Character's Inventory. [ADDED] New system for Stats Reset & Tree Reset: Now there's only one command for both: /reset. Stats Reset: Now it is progressive for each individual character as follows: 1st Stats Reset is free. 2nd Stats Reset costs only Zen as follows: Between level 1 and 350: from 10.000.000 up to 90.000.000 at level 350. Between level 351 and 500: from 90.000.000 up to 200.000.000 at level 500. Between level 501 and 800: from 200.000.000 up to 350.000.000 at level 800. Between level 801 and 1100: from 350.000.000 up to 600.000.000 at level 1100. Between level 1101 and 1550: from 600.000.000 up to ~1.140.000.0000 at level 1550. 3rd Stats Reset costs only Credits as follows: Character Level * 1.5 Credits. 4th Stats Reset and onwards costs both Zen & Credits, with the same costs progression of Zen & Credits as the 2nd and 3rd Stats Reset. It now has a cooldown of 4 days between uses. Progression is now counted both at Character Level & Account Level. If you already had 2 stats reset on the same account, your next stats reset will be on 3rd progression (even if the character from account only had 1 stats reset), and vice-versa, basically the highest progression between account & character is always used. Tree Reset: Now it is progressive for each individual character as follows: 1st Tree Reset is free. 2nd Tree Reset costs only Zen as follows: Between level 401 and 600: 100.000.000 + 300.000 for each Master Level. Between level 601 and 800: 160.000.000 + 450.000 for each Master Level. Between level 801 and 1550: 240.000.000 + 600.000 for each Master Level. 3nd Tree Reset costs only Zen as follows: Between level 401 and 600: 150.000.000 + 500.000 for each Master Level. Between level 601 and 800: 250.000.000 + 700.000 for each Master Level. Between level 801 and 1550: 380.000.000 + 900.000 for each Master Level. 4th Tree Reset costs only Credits as follows: Between level 400 and 800: 400 + 1 for each Master Level. Between level 801 and 1550: 650 + 1.5 for each Master Level. 5th Tree Reset and onwards costs both Zen & Credits, with the same costs progression of Zen & Credits as the 3rd and 4th Tree Reset. It now has a cooldown of 4 days between uses. Progression is now counted both at Character Level & Account Level. If you already had 2 tree resets on the same account, your next tree reset will be on 3rd progression (even if the character from account only had 1 tree reset), and vice-versa, basically the highest progression between account & character is always used. After level 800, if you only reset your Enhancement Tree, the prices are halved (both for Zen and Credits) but still counts for the tree reset progression. System usage: If you type </reset> you will get the info on how to use each argument. If you type </reset info> you will get specific info about Stats Reset & Tree Reset (Cooldowns, Costs, Progression). If you type </reset stats> you will reset your character's Stats. If you type </reset master> you will reset your character's Master Tree. If you type </reset enhancement> you will reset your character's Enhancement Tree. [UPDATED] Reset Stat Fruits: Chance to drop from Gold Rabbits reduced from 18% to 12%. Added in drop to MUUN Monsters, as a separate drop with a 18% chance. Removed Command Fruits from drop. [UPDATED] Change Race function now has dynamic prices based on TOP 300 characters from Server Info, as follows: TOP4 most popular classes now have an increased price of 4000 Credits. TOP3 least popular classes now have no price (FREE change). Rest of classes now have a reduced price of 2200 Credits. [UPDATED] Core Magriffy now always reset to full HP when players trying to "bypass" its illusions mechanic. [UPDATED] Nerfed the HP of World Bosses, Crywolf Event monsters, Core Magriffy & Lord Silvester to match the current players count. [UPDATED] Due to the previous server exp boost, the 1080 Stage will last 4 days instead of 8 days, after the condition is fulfilled. [UPDATED] Newbies Pentagram max level raised from 550 to 700.
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Release date: 29.01.2026 at 15:30 - Update is now up. Note: You need to update the client via Launcher (just re-enter game). Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [FIXED] ELF's 4th Tree Side option having an interface bug showing a wrong skill & description. [UPDATED] Fruits Mix now require 2x8 empty inventory space, since you can create up to 16 fruits on 1 Mix (with 16x chaos + 16x creation). [UPDATED] KM's Mastery Magic Books (from Bloodangel up to Brilliant) now have an auto-repair that triggers every few minutes and brings the Book's Durability back to full. [UPDATED] Zen gained after NPC sale is now as it shows in client (and with updated values) for the following items: Cracked Bloodangel Items: 5.000.000 Zen. Talisman of Element Change: 2.000.000 Zen. Fragment of Radiance Slot 1~4: 3.000.000 Zen. Expansion Scroll of Radiance Slot: 15.000.000 Zen. Lapidary Stone: 400.000 Zen. Elemental Rune: 150.000 Zen. Lower Magic Stone: 30.000 Zen. Medium Magic Stone: 60.000 Zen. Higher Magic Stone: 100.000 Zen. Condor Flame: 400.000 Zen. Guardian Upgrade Stone: 100.000 Zen. Elite Guardian Upgrade Stone: 150.000 Zen. Fragment of Conversion Stone: 30.000 Zen. Guardian Conversion Stone: 2.000.000 Zen. Fragment of Resurrection: 250.000 Zen. Blessing of Spirit: 3.000.000 Zen. Spider Artifact Fragment: 80.000 Zen. Artifact Enhancement Stone: 200.000 Zen. Spider Artifact Type 1~7: 5.000.000 Zen. [FIXED] Swamp of Dark & Cubera Mine client gates not letting Mercenaries pass them when they are under /qwarp. [ADDED] Custom entry refund for Illusion Temple if it doesn't start due to not enough players. [FIXED] Mercenary Bounties from normal quests (non-challenge) to correctly be sent into Gremory Case instead of normal inventory. [FIXED] PK not being free in Magriffy's room during the split phase (when Magriffy "disappears"). [UPDATED] Slightly nerfed the HP of Lord Silvester's monsters & Core Magriffy's illusions and improved the "hit-desync" on Core Magrrify & its illusions.
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Release date: 23.01.2026 at 14:00. Note: Optional client update via Launcher. Note2: Stage reward for those that progressed over level 780 can be taken by typing /takereward stage, after the patch will be up. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [UPDATED] EXP for level 780~800 is back to normal (as it was before level 780). [UPDATED] Released Lucky Hunt. [UPDATED] Released Late NS Box & Mix. [UPDATED] Released Lord Silvester. Note: You have level penalty if you are under level 750 (you do less damage and receive more damage from the boss). [UPDATED] Released Core Magriffy. Note: You have level penalty if you are under level 800 (you do less damage and receive more damage from the boss). [UPDATED] Released Tier 2 Elite Monsters. Note: There's 2x Elite Monsters in Deep Dungeon 1, 3x Elite Monsters in Deep Dungeon 3 & 4x Elite Monsters in Deep Dungeon 5 (instead of 3x in each DD). [UPDATED] Released World Bosses. [UPDATED] Crywolf Fortress difficulty increased. [UPDATED] Global PvP % damage has been reduced. Note: Only for Normal Maps & Gens Maps, the Events Server will be updated after this CS to match the new stage PvP % damage. [UPDATED] Newbies EXP Boost: Level 1-309 now has a +450% EXP boost applied to its default, dynamic values. Level 310-349 now has a +400% EXP boost applied to its default, dynamic values. Level 350-400 now has a +350% EXP boost applied to its default, dynamic values. Level 400-499 now has a +300% EXP boost applied to its default, dynamic values. Level 500-599 now has a +250% EXP boost applied to its default, dynamic values. Level 600-689 now has a +200% EXP boost applied to its default, dynamic values. Level 690-774 now has a +150% EXP boost applied to its default, dynamic values. [UPDATED] Newbies Experience: Silver & Gold Medals now have 85% chance to drop an item for your class (from 35%) & drop-rate slightly raised. Highly raised the drop-rate of normal (non-mastery) skills. Newbies Pentagram: Can now be used up until level 550 (from 350). Base Elemental Defense is now 160 (from 50). Base Elemental Damage is now 180~230 (from 110~160). Newbies Errtel of Anger now increases Elemental Damage by +110 (from +50). Newbies Errtel of Blessing it is now added if you relog/switch sub-servers between level 250~450 (from 200~300) and it now increase Elemental Defense by +140 (from +25).
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Release date: 20.01.2026 at 18:35 - Update will be up when the compensation bonus exp is removed. Note: Optional client update for the visual changes (no longer needed to close both clients, just re-enter game one by one). Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: This mini-patch is dedicated to the Radiance skills. I have attached a video showcasing how the radiance skills should have worked, and what caused the bug: https://jumpshare.com/s/RAWph4VhELRsokN1neB6 What was done in the test environment for a clear view in the video: Base cooldown of Paralysing was set to 90 seconds (with a radiance rank 3 +10 that reduces it with 60 seconds), so trigger every 30 seconds in first tests, then with a radiance rank 3 + 8 (reduced with 41s), so trigger every 49 seconds in the second tests. Chance to hit was set to 100% for instant application once cooldown is over. Custom system message when a dummy is affected by Paralysing along with the minute and second when it is affected to see exactly the time between applications. While I showcased only for Paralysing, the other 2 skills had the same mechanics in normal conditions (and the same bug). Triggers from video explained: First trigger with 90s - 60s reduction from errtel (30s): Minute 33 Second 5. 2nd trigger with 90s - 60s reduction from errtel (30s): Minute 33 Second 35. 3rd trigger with 90s - 60s reduction from errtel (30s): Minute 34 Second 5. 4th trigger with new errtel: Minute 34 Second 33. 5th trigger with 90s - 41s reduction from new errtel (49s): Minute 35 Second 22. 6th trigger with 90s - 41s reduction from new errtel (49s): Minute 36 Second 12. 7th trigger with 90s - 41s reduction from new errtel (49s) but showcasing bug when buffing attack rate/speed: Minute 36 Second 24. 8th trigger with 90s - 41s reduction from new errtel (49s) but showcasing bug when adding stat points: Minute 36 Second 34. Rest of triggers are also showcasing the bug. How were the Radiance skills meant to work: After skill trigger, it enters cooldown like any other skill with cooldown, no matter if new targets and/or different character skills used. 1 skill usage every x seconds (based on cooldown). What you can see in the video (that in "normal" conditions it worked correctly): Paralysing application is based on the cooldown (only triggers again after cooldown is over). Paralysing application cooldown is not "target-based", it doesn't reset on a new target (2nd dummy). Paralysing application cooldown is not reset when changing character skills. That's how they should work and exactly how it was tested initially when they were tweaked. BUT, there's an emulator bug which we struggled to discover, but managed to find it: Cooldowns are reset when: Character is getting buffed/debuffed by buffs/debuffs that "alter" their stats/internal power (damage, speed, attack power, attack rate, etc.), or when they expire. Adding stat points / upgrading master skills. Probably other things that affects character stats/internal power. This bug basically ignored the "base system" of radiance skills, and was hard to be noticed on "normal usage". It can't be directly fixed, as it is an emulator bug, but we've fully reworked the "base system" into a new system: [UPDATED] Fully reworked the Radiance Rank 3 skills into a new, custom system: The base system has been disabled. You can now activate your Radiance skill whenever you want, by typing /radiance on, and it will apply the skill on the first successful (non-miss) PvP hit. You can also disable your Radiance skill activation by typing /radiance off (if the skill was not applied yet). You can check the current status (armed/disarmed/cooldown) of Radiance skill by typing /radiance. Skills changes (Paralysing, Binding & Blinding): All 3 of them now have a Base Cooldown of 105 seconds. All 3 of them now have the following cooldown reduction based on the Rank 3 Errtel level: 5s / 7s / 9s / 12s / 15s / 19s / 23s / 28s / 33s / 39s / 45s (Level 0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 Rank 3 Errtel). Cooldown no longer resets in any scenario outside of time passed from last skill effect application. All 3 of them no longer works in PvM. Paralysing debuff duration is now 3 seconds. Blinding debuff duration is now 3 seconds and it now reduces the Attack Rate by 100% (only elemental damage possible during the duration). Binding debuff duration is now 5 seconds. How to properly use the new radiance skills: Make a macro by typing /1 /radiance on Note: You can use any number from 1 to 9 for the macro. When PvP-ing, quickly press ALT+1 (or ALT+X, based on what number you set the macro) to activate your Radiance skill. Note: Make sure to have your "PvP skill" set on the number of the macro (as it will switch the skill to that number when pressing ALT+X, if you're not already using it). What the new system brings: Fair usage of the R3 skills (respected cooldown as intended, no matter what scenario). Viability for the R3 skills for all classes (no longer based on characters "speed" to trigger it). Replaced the "RNG" with actual "SKILL", you control when and how to use the skill, adding a new "SKILL" layer instead of a "RNG" layer. No PvM usage means you don't waste the skill cooldown on PvM monsters. Actual reasons to upgrade the R3 levels and to actually profit from the upgrades. Balance between all 3 Radiance skills, all of them being equally strong and used for different situations/builds, while not being oppressive but offering a real advantage for the investment they need (as we all want). You can preview the changes on the Test Server where they are already up! If you find something wrong let us know!
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Release date: 16.01.2026 at 18:35 - Update is now up. Note: You need to update your client via Launcher (no longer needed to close both clients, just re-enter game one by one). Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [DOCUMENTED] [FIXED] Website giving "invalid lock password" error when trying to sell/buy items, if you have more than 1 account with the same lock code. [DOCUMENTED] [FIXED] Blessed Archangel weapons having wrong durability and some of them requiring slightly more stats than showing. [UPDATED] MUUN Energy Converters now shows in tooltip that they can't be dragged into each other and that will cause a client bug when doing so. [UPDATED] Condition to finish Stage 2 is now 10 different character races to reach level 780+. Note: You still get HoF Badge if you are the first from your class to reach level 780+, even if you're not a stage trigger. [UPDATED] Condition to finish Stage 3 is now 8 different character races to reach level 1080+. Note: You still get HoF Badge if you are the first from your class to reach level 1080+, even if you're not a stage trigger. [UPDATED] Lifesteal & Lifesteal Mastery have been reworked from scratch to be individual based on character speeds, animations & hits per cast, and to offer +- the same benefit to all characters as equally as possible. Disclaimer: The skills (Lifesteal) were also nerfed overall to reduce their power, giving too much PvP increase for too small investment, compared to rest of master skills. Some characters were getting an average of ~1300~1700 SD/second and ~140-170 HP/second while others were getting 425~580 SD/second and 50~70 HP/second. Now all characters receive in average around 550~750 SD/second and 80~100 HP/second (single target) at maximum skill levels. Methodology: All characters set with fixed 20.000 SD / 3.000 HP. All characters were attacked until 0 SD for the SD tests, and until 10-15 HP for HP tests. All characters attacked a single dummy for 4-5 sessions to go from 0 SD to 20.000 (and from 10-15 HP to 3.000 HP) and noted the times to reach 20.000 SD / 3.000 HP from each session. Created an average of the time to reach from 0 SD to 20.000 SD / from 10-15 HP to 3.000 HP of each character from those 4-5 sessions. Obtained SD/second and HP/second gained by each character. Tweaked SD & HP values for each character to reach the 550~750SD/second / 80~100 HP/second goals. New Lifesteal Mastery & Lifesteal values: BK: 36 SD ~ 137 SD ~ 180 SD / 3 HP ~ 20 HP ~ 29 HP (level 1 / 10 / 20). SM: 43 SD ~ 164 SD ~ 216 SD / 4 HP ~ 24 HP ~ 35 HP (level 1 / 10 / 20). ELF: 29 SD ~ 110 SD ~ 145 SD / 3 HP ~ 16 HP ~ 24 HP (level 1 / 10 / 20). MG: 42 SD ~ 160 SD ~ 210 SD / 4 HP ~ 23 HP ~ 34 HP (level 1 / 10 / 20). DL: 37 SD ~ 140 SD ~ 184 SD / 3 HP ~ 21 HP ~ 30 HP (level 1 / 10 / 20). SUM: 32 SD ~ 121 SD ~ 160 SD / 3 HP ~ 18 HP ~ 26 HP (level 1 / 10 / 20). RF: 39 SD ~ 146 SD ~ 192 SD / 3 HP ~ 21 HP ~ 31 HP (level 1 / 10 / 20). GL: 61 SD ~ 228 SD ~ 300 SD / 6 HP ~ 33 HP ~ 48 HP (level 1 / 10 / 20). RW: 85 SD ~ 320 SD ~ 420 SD / 8 HP ~ 47 HP ~ 67 HP (level 1 / 10 / 20). SL: 36 SD ~ 137 SD ~ 180 / 3 HP ~ 20 HP ~ 29 HP (level 1 / 10 / 20). GC: 36 SD ~ 137 SD ~ 180 / 3 HP ~ 20 HP ~ 29 HP (level 1 / 10 / 20). KM: 67 SD ~ 251 SD ~ 330 SD / 6 HP ~ 37 HP ~ 53 HP (level 1 / 10 / 20). LEM: 107 SD ~ 401 SD ~ 527 SD / 10 HP ~ 59 HP ~ 84 HP (level 1 / 10 / 20). IK: 34 SD ~ 127 SD ~ 167 SD / 3 HP ~ 18 HP ~ 27 HP (level 1 / 10 / 20). Note: We also took into account the characters that receive extra hit per cast or cooldown removal on their main skills from 4th Tree (GL, IK, RF, SUM, etc.). [UPDATED] Guardians 50% chance to obtain HP option: Tier 1: 6 ~ 18 HP (level 0~15). Tier 2: 8 ~ 23 HP (level 0~15). Tier 3: 10 ~ 29 HP (level 0~15). Tier 4: 13 ~ 36 HP (level 0~15). Tier 5: 16 ~ 45 HP (level 0~15). [UPDATED] Acheron Guardian: Normal monsters now receive normal damage (like the boss monsters) and their HP have been highly buffed. Normal & Boss monsters now have an attack range of 5 (from 2/3). There are now 5 normal monsters guarding the Main Tower (from 15). There are now 35 normal monsters roaming around Alkmaar event map (from 0) - only in the first half of the map before the Tower. There are now 5 normal monsters guarding the Secondary Tower in Ubaid (from 10). There are now 35 normal monsters roaming around Ubaid event map (from 20). There are now 2 boss monsters guarding the Secondary Tower in Debenter (from 4). There are now 12 boss monsters roaming around Debenter event map (from 10). Main Tower normal monsters no longer respawns. Boss Monsters RUUD is now 180~260 (from 130~180). Normal Monsters RUUD is now 55~85 (from 25~45).
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Release date: 09.01.2026 at 16:30 - Update will be up after the Global Maintenance. Tomorrow at around 16:30 we'll have a Global Maintenance. Entire process will last between 10 and 40 minutes, and while reconnect may be possible, it is not guaranteed, so make sure to be online if you don't want to lose EXP. Note: You will need to update your client via Launcher after the update is up - CLOSE BOTH CLIENTS and re-open them. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [DOCUMENTED] [FIXED] No longer getting stuck/falling from map near CS Switches or around the Gates in Valley. If there are still map coordinates where you get stuck outside in Valley please screenshot and let us know, to fix them as well. [UPDATED] Now when a Mercenary target is in Alkmaar or Ubaid, it will show that it is in Alkmaar or Ubaid, instead of the generic "Acheron". [UPDATED] There's now a message to let you know that your mercenary quest was cancelled if you move to Gens-Maps/Events Server during a mercenary quest. [FIXED] Blessed Blade of Archangel not showing the level required. [FIXED] Initial method of the last 5 CC mobs to not explode was not working correctly. There's a new method now and it is added for the last 10 monsters alive, instead of the last 5 monsters alive. They should correctly no longer explode now. [UPDATED] Reworked the Chaos Castle winner message detections logic from 0. It should now prevent winner announcements in any cases where Traps killed you. Note: Since it is a full rework, please let us know if you aren't correctly announced as winner (even if you are) or if you're still announced as winner if you die/get killed by traps. [UPDATED] Newly dropped/obtained Brave MUUNs will now have the "Max Level" attribute in-game, as they are already at "maximum level", and combining them won't give you any benefit. [FIXED] Mithrils from event rewards showing 2x pick-up messages for the party members of the picker, due to our previous custom jewel party announcement change. It now shows correctly 1x message. [FIXED] Summon working in Swamp when Medusa is alive. [UPDATED] You can now use "+1 ", "+2 ", etc. in post messages from /market. [UPDATED] Global PvP % damage in Castle Siege has been raised with around +25% compared to the previous value (from last CS weeks).We believe it is more fun for characters to die more frequently than more rare. [ADDED] Zen Boxes: The "Disabled Rewards" boxes that you obtain from different Events have been transformed into Zen Boxes. Zen Boxes can be used in 2 ways: Safe way - you can sell them to Shop for 1.500.000 Zen. Gamble way - you can throw them/right-click on them and they will drop a random amount of Zen between 500.000 and 3.000.000 on the ground. They now also have an inventory size of 1x1 instead of 2x2. [UPDATED] Zen System Instead of having only one base zen value for maps between level 400 and 800 now there are 2 base zen values as follows: Maps between Swamp/Debenter and Nars have the previous base zen value: 2300 + MonsterLevel*68 zen. Maps between Old Kethothum and Swamp of Dark: 2900 + MonsterLevel*73 zen. Instead of having only one base zen value for maps between level 900 and 1400 now there are 3 base zen values as follows: Maps between Cubera Mine and Crimson Icarus: 4500 + MonsterLevel*62 zen. Maps between Arnil Temple and Burning Kethothum: 4700 + MonsterLevel*69 zen. Maps over Kanturu Depths: 5000 + MonsterLevel*78 zen. Zen can now be farmed on Blood Castle & Devil Square as follows: BC1 & DS1 Base Zen Value: 1800 + MonsterLevel*54 zen. BC2 & DS2 Base Zen Value: 2300 + MonsterLevel*68 zen. BC3 & DS3 Base Zen Value: 2900 + MonsterLevel*73 zen. BC4 & DS4 Base Zen Value: 3300 + MonsterLevel*77 zen. BC5 & DS5 Base Zen Value: 4500 + MonsterLevel*62 zen. BC6 & DS6 Base Zen Value: 4700 + MonsterLevel*69 zen. BC7 & DS7 Base Zen Value: 5000 + MonsterLevel*78 zen. Note: There's no Zen Handicap in BC & DS. Balance Tweaks: BK: Sword Blow now requires 1050 AGI (from 750 AGI). Fire Blow now requires 1400 STR (from 1090 STR). Greater Fortitude now requires 250 ENE (from 80 ENE) and has a static +30% HP (up to +43.5% with ML), no longer depending on the ENE value (like rest of buffs). Note: BK is a very well balanced character, but I made a mistake with its builds logic, which I admit, he was able to play both builds (STR & AGI), with low ENE but still good buff, in the same time, gaining advantages from both of them while still having enough points for going high VIT (something that no other class can really do on their multi-builds). Basically having high ST/PvP DPS (STR-Fire Blow build), high AoE damage (AGI build - Sword Blow build), good buff (80 ENE + ML) and high tankiness (high VIT) without losing anything. Sword Blow is one of the best AoE skills from game due to its high attack speed & elemental damage and the no AG cost as a RUUD skill. But it is this powerful because it was meant to be the only viable skill for ABKs in terms of PvM DPS (so the AGI/Tank build remains attractive). Note2: We know these changes may leave you in the middle between 2 builds with no access to any of the skills, so we are giving all BKs over level 350 a free reset stats & master tree to choose their builds (STR or AGI), after the update is up. Note3: You can use the free rebuilds by normally using their commands (/resetstats & /treereset master), but you won't have any cost and they ignore the normal "cooldown" that you may have. RW: Plasma Ball no longer does damage in PvP, and its PvM scale % damage increased by 15%. Magic Arrow PvM scale % damage increased by 15% & PvP scale % damage increased by 8%. Lightning Storm Cast Range is now 6 (from 5), its PvM scale % damage increased by 30% & its PvP scale % damage increased by 36%. Note: While Plasma Ball technically works in any PvP situation, it requires CTRL click being pressed during the plasma duration even in Gens maps and it is not always consistent, apart from being harder to use than other skills. We're removing its PvP damage, slightly buffing its PvM damage (which is already high) and shifting most of its ST/PvP power into the Lightning Storm skill, which is now the main ST/PvP skill. Note2: Magic Arrow from melee range does still offer the best DPS in PvM (when it is possible/safe to attack from melee range), but now Lightning Storm has very close PvM DPS as the melee range Magic Arrow, but from high range, while being also the main PvP option. Note3: All these changes should highly improve the underperforming kit of the RW, both in terms of PvM and PvP. LEM: Unleash Marvel PvM scale % damage increased by 18%. Marvel Burst PvM scale % damage increased by 8%. Ultimate Force PvP scale % damage increased by 10% & PvM scale % damage increased by 25%. Note: LEM performed as intended during early, but his RUUD skill that should have enabled its ST/PvP damage has been slighty underperforming (PvP) and highly underperforming (PvM) for its lower (4) range. LEM's AoE potential also started to drop off. Ultimate Force is now brought in line as a main ST/PvP skill and its overall AoE potential has been buffed. RF & MG: RF: Reduced damage taken in PvP from all classes by 6%. MG: Reduced damage taken in PvP from all classes by 8%. Note: Both characters received a base damage reduction in PvP to compensate for the missing socket/exc options from their Helm/Gloves, which starts to matter more and more as game progress. KM: Decay Strengthener had wrong values compared to the ones documented in the character changes: Current: 12 ~ 66 ~ 90 (level 1 / 10 / 20). New (correct): 21 ~ 120 ~ 162. Blast Strengthener changed from 8 ~ 49 ~ 66 (level 1 / 10 / 20) to 16 ~ 98 ~ 133 (level 1 / 10 / 20). Dragon Violent scale damage % increased by 8%. Spear Storm scale damage % increased by 16%. Note: Due to having no ST/PvP RUUD skill, the MID game balance power came from Decay & Blast Strengthener, but they somehow (my mistake) were inversed with older values pre-rework (Decay having the correct ones documented but not in-game, and Blast having the wrong ones both documented & in-game). We're also slightly buffing its AoE PvM power. IK: Charge Slash Strengthener changed from +90 damage to +130 damage. Charge Slash Mastery changed from +60 damage to +90 damage. Charge Slash PvP scale % damage increased by 5%. Illusion Blade Strengthener changed from 18 ~ 68 ~ 90 (level 1 / 10 / 20) to 27 ~ 103 ~ 135 (level 1 / 10 / 20). Reduced damage taken in PvP from all classes by 3%. Note: Another class that has no RUUD ST/PvP skill upgrade that depends on ML trees upgrades, and have been brought more in line with rest of classes in terms of ST/PvP. DL: Fire Burst Strengthener changed from 8 ~ 52 ~ 71 (level 1 / 10 / 20) to 17 ~ 96 ~ 130 (level 1 / 10 / 20), and now it also increase the AoE Range of the Fire Burst by 1 tile. Note: Bringing DL's AoE more in line after early. SL: Twisting Slash Strengthener changed from 20 ~ 113 ~ 153 (level 1 / 10 / 20) to 30 ~ 166 ~ 225 (level 1 / 10 / 20), and now it also increase the AoE Range of Twisting Slash by 1 tile. Note: Bringing SL's AoE more in line after early. GL: Breche Strengthener changed from 8 ~ 52 ~ 71 (level 1 / 10 / 20) to 21 ~ 120 ~ 162 (level 1 / 10 / 20). Note: Bringing GL's AoE more in line after early. Important: We will also rework some master tree talents that are shared across all characters (like Lifesteal) in a future patch, to have independent values based on the character, so all classes will get a similar benefit from them, based on their speed/animations. Wrong and/or biased opinions collected: Statement: My character (x) has no Defense, others have Defense. Answer: Wrong. 80% of a character Defense comes from items/options that have been reworked and are 95% the same for all classes. The 20% is basically the early game Defense from AGI which is still similar between classes, but mostly matters in the early game and especially PvM. KM with 400 AGI gets 100 DEF while GL with 1000 AGI gets 200 DEF. There's 100 DEF difference which is 1/2 of a Darkangel item Defense and does not justify the "my character has no defense" statement. Statement: I can't kill anyone with my class, it must be bad. Answer: Not all classes have the same damage or buffs especially in PvP. Your class may lose direct, equal fights with other characters but has other things that they bring to table compared to those characters. Balance doesn't mean all classes have the same damage, buffs, pvm damage, aoe damage, etc. else we could just keep 1 character instead of 14 so everyone is "the same". Answer2: You clearly still don't understand what balance truly means, even if you die in a 1v1 duel fight with another character for 10 times, let's say a score of 10-0 (but manage to bring it to 0-10% SD LEFT most of the times) you still think your character is bad. Now let's imagine if we somehow remove the resets after kill on Duel, how would they look? 10-6, 10-7, and so on. That's balance. You can clone 2 characters on test server with exactly the same items, builds, etc. and one of them will still win with higher score, even if they are totally the same. Statement: I was top performer in x on early-game, I must be the top performer in x in mid-game/late-game as well. Answer: Meta shifts across the game. Outside of intended consistent "top performers at x", some characters (looking at RF, GL, SL, IK, etc.) were "top performers" in early, now there are other top-performers, and there will be others as well later on. Differences remains small across the board. Statement: x character is having y kills at CS/other group events. It must be OP. Answer: Let's look at previous, real life example of AE's Poison Arrow at CS (where they were top killers): You have 3 players fighting with a character at CS, AE comes and puts the Poison Arrow on the focused target and leaves. The 3 characters did 90% of the damage to the killed one, but the AE's Poison Arrow tick did the last-hit, so the kill was credited to the AE. Did the 600 tick per second took entire SD + entire HP of a character? No, the other 3 characters attacking it did, but the AE got the credit. Was that OP from AE? No, she did nothing for that kill outside of "stealing" it. Now apply that logic to any other group-fight for any other character. Number of kills means nothing when you don't have the full context, it's not a "most damage" stat like on PvM kills, it is just a last-hit. There were, are, and will be "broken" things, that makes a character look "OP", like the unintended PvP application for Blood Howling, BK being able to benefit from both builds at the same time, or some other master tree skills/4th tree skills, and they are and will be handled, but at their core, characters are insanely well balanced, and you could clearly see it in the early-game if you had non-biased eyes to look at. Final notes: Most of you want to win PvP fights in PvM builds (both stats & master tree) with PvM (Ancient/Mastery) items vs classes in PvP builds (stats & master tree) with PvP (Exc/Socket) items. That will never happen, no matter what you do. Start spending time on the Test-Server and explore the PvM & PvP elements of the game and how they work, what's better to use for what, explore different builds, and so on. Nobody can teach you that, and that's what highest top-performers from server do and have success with. You have the best tool possible (Test-Server) to improve your gameplay and fully understand the game (that very few servers do offer you) and most of you barely use it. That's just laziness.
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Release date: 29.12.2025 at 22:30 - update is already up. Note: You need to update your client via Launcher - CLOSE BOTH CLIENTS and re-open them. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [DOCUMENTED] [ADDED] Reset Stats System: It has a cooldown of 5 days per character. Prices: Between level 1 and 149: Free rebuild. Between level 150 and 249: 20.000.000 Zen + 300.000 Zen for every level after 150, up to 49.700.000 Zen at level 249. Between level 250 and 349: 80.000.000 Zen + 500.000 Zen for every level after 250, up to 129.500.000 Zen at level 349. After level 350: 200.000.000 Zen and 300 Credits + 800.000 Zen & 2 Credits for every level after 350, up to 1.160.000.000 Zen & 2700 Credits at level 1550. In order to use it, you must type /resetstats (until now it only worked on Events Server, now you can use it anywhere). [DOCUMENTED] [FIXED] Still being possible to get stuck inside Crown Chair or Crown during CS. Note: We are aware of the "stucks" in valley and/or near Switches, they happened because we had to literally edit the terrain map (we never did it before) in order to finally fix the Crown/Crown Chair stucks (which were more important to be fixed compared to the current stucks that have less impact), and it created such new artifacts. Note2: We will try to fix most of these stuck locations, and it would help us if you have specific locations (coordinates) that you got stuck into and you can share with us. [DOCUMENTED] [FIXED] [WEBSITE] Earring of Wrath [Left] not showing the correct options for mastery EDR, mastery CRIT and mastery DMG and Earring of Wrath [Right] not showing correctly the EDR % option. [DOCUMENTED] [FIXED] Erohim giving rewards from previous Stage instead of current Stage. [DOCUMENTED] [FIXED] Blessing of Spirit usage option not showing when removing an Errtel from Tier 1 or Tier 2 Pentagrams. [FIXED] Higher maps that have -10 requirement on entrance "by feet" to let you leave safe-zones if you have the -10 levels. [UPDATED] Disabled the MoveHack Protection inside Crywolf during the Crywolf Event. [UPDATED] Poison Arrow: Base Cooldown is now 5 seconds (from 1 second). Poison Arrow Strengthener now reduces the Cooldown by 2 seconds (from 0.5 seconds). Poison Arrow Toxic debuff duration is now 7 seconds (from 10 seconds). [ADDED] Custom Resistance system for Poison Arrow: Having Ring of Poison equipped now increases the resistance to Poison Arrow as follows: Ring of Poison +0 = 2% resistance. Ring of Poison +1 = 4.5% resistance. Ring of Poison +2 = 8% resistance. Ring of Poison +3 = 12.5% resistance. Ring of Poison +4 = 18% resistance. The resistance STACKS, which means it is calculated based on both rings if you equip 2x Ring of Poison. The resistance works as follows: Each second while you are affected by Poison Arrow, the resistance can kick in and remove the effect from your Character, with a chance based on your total resistance. [UPDATED] Acheron Normal Monsters reward: Credits from 5 to 3. PvM Points from 7 to 4. RUUD from 40~85 to 25~45. Reward drop chance from 30% to 18%. [UPDATED] Acheron Boss Monsters reward: Credits from 8 to 10. PvM Points from 12 to 14. RUUD from 100~150 to 130~180. Early NS Box chance from 15% to 20%. [UPDATED] The Sapi Queens spawned by Medusa now give 30~60 RUUD on LAST-HIT. [UPDATED] Increased the drop-rate of Sign of Dimensions. [UPDATED] Pumpkin of Luck & Imp have been added in drop to maps over Ferea as well, but with a way lower drop-rates. [ADDED] Mithrils are now part of the Shared Drops - only those dropping from spots (not the event reward ones), with the same bonus chances as the other Jewels. Note: You will notice system messages as "Mithril +1 Obtained", for the initial picker, instead of "Mithril Obtained", but ignore them, it's a normal Mithril. [UPDATED] Mihtrils can now drop starting from Kanturu3 instead of Alkmaar, and they now have 2 separate drop rates as follows: Between Kanturu3 and Uruk Mountain - higher drop-rate, similar to the current one. Between Ferea and Bloody Tarkan - lower drop-rate. [UPDATED] Selupan: Selupan gate messages can now be seen only in Raklion & in Selupan's Hatchery. Poison Arrow no longer works inside the Selupan's Hatchery. Reduced Invulnerability duration from 10 seconds to 5 seconds. Instead of going through patterns of damage (starting very high, then going low, then back high, etc.), it now has a single pattern across entire fight where damage is the same from all abilities at any given point. Overall abilities damage & elemental damage have been slightly tuned down to accommodate the new pattern. [FIXED] [WEBSITE] Lazuli & Battle Lazuli Socket Necklaces not showing the Magical DMG type.
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Release date: 21.12.2025 at 15:30 - update is already up. Note: You need to update your client via Launcher - highly recommended to close both clients and re-open them. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [FIXED] Castle Siege Registration max hour & Sign of Lord max hour being on the older GMT (22:59 instead of 23:59). [DOCUMENTED] [FIXED] Blood Howling bleed debuff working in PvP. [UPDATED] Slightly nerfed the damage of Quest 3 part 2 monsters (Barracks/Refuge). [UPDATED] Added the missing extra skill stat scale damage info on the skills tooltips for Death Stab, Destruction, Spirit Hook, Shining Peak, Fire Blow, Dark Phoenix Shot & Holy Bolt. [UPDATED] Now there's AoE Immunity on 25x25 range of Cursed Towers from Acheron Guardian Event. You can no longer use (any) AoE skills in that range. [UPDATED] Slightly nerfed Cursed Towers HP.
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Release date: 19.12.2025 at around 15:30. Note: You will need to update your client via Launcher - highly recommended to close both clients and re-open them, after the patch is up. Note2: No server restart will be needed, unless something goes wrong. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [DOCUMENTED] [FIXED] Doppelganger winners message and Silver Chest reward not correctly being shown/given when a player from party disconnects/leaves after the event start. [DOCUMENTED] [FIXED] Some MUUNs visually showing a higher increase in Character (C) than they had in reality (their written value) due to "MUUN bonus x2~x20" that was removed long time ago in server, but remained in client. [UPDATED] We've added a custom system message to all party members when a character from party picks a jewel that's not part of shared drops (example: from events) so it always shows who picked it for the party, even in those cases when it doesn't show, by default. [UPDATED] Now when you use /treereset or the change race feature, all effects will be deleted from your character. [UPDATED] Reduced the damage of Sapi Queens in order to lower the number of casualties in Swamp, during Medusa. [FIXED] Characters can no longer be pushed "inside" the crown chair on CS room to get stuck there, or into the crown itself. [UPDATED] Slight reduction on Stage 1 content (spots & events monsters) Elemental Defense. [UPDATED] Increased the AoE Range of Lightning Storm (RW) from 1 to 2 to reduce the desyncs when attacking moving targets. [UPDATED] Acheron Guardian fully reworked: You can no longer stay inside the Obelisks (like on bosses). Changed the NPC option title into "Join the Acheron Guardian Event". Changed the message when trying to join the event before it is started (to actually let you know that you can't join before it starts). Added new starting messages every 1 minute before the event starts (instead of only one 5 minutes before the event starts). Reworked the default gameplay into a new, custom one, as follows: There's now a "main" Cursed Tower - always spawned in Alkmaar event location. If you destroy it, the event is over. There's now a "secondary" Cursed Tower - always spawned in the Ubaid event location. If you destroy it - event will still continue. There's now a "secondary" Cursed Tower - always spawned in the Debenter event location. If you destroy it - event will still continue. Now only "normal" monsters spawn in Alkmaar, with 15 of them guarding the "main" Cursed Tower, without any extra monsters on Alkmaar. Now only "normal" monsters spawn in Ubaid, with 10 of them guarding the "secondary" Cursed Tower, as well as extra 20 of them roaming around the Ubaid event map (only in the first part of the map, before the Tower). Now only "boss" monsters spawn in Debenter, with 4 of them guardiang the "secondary" Cursed Tower, as well as extra 10 of them roaming around the Debenter event map (only in the first part of the map, before the Tower). The "main" Cursed Tower has always a random Element (and all its guards having the same element as the tower). The "secondary" Cursed Towers have pre-defined Elements as follows: At 08:20 there's Water Tower in Ubaid and Earth Tower in Debenter. At 20:20 there's Wind Tower in Ubaid and Dark Tower in Debenter. The monsters guarding them have random Elements, as well as the roaming monsters. Now "boss" monsters can take normal damage as well (instead of only elemental-damage), "normal" monsters still can take only elemental damage. Slightly increased the Cursed Towers HP. Reduced the Defense & Elemental Defense of towers, "normal" & "boss" monsters. Reduced the Damage & Elemental Damage of "normal" & "boss" monsters. Highly increased the HP of "boss" monsters. Increased the chance for "normal" monsters to drop their reward from 8% to 30%. Increased the chance for "boss" monsters to drop their reward from 60% to 100%, and the Early NS Box chance from 5% to 20%. "Normal" monsters now also give 7 PvM Points, 5 credits & 40~85 RUUD. "Boss" monsters now also give 12 PvM Points, 8 credits & 100~150 RUUD. Raised the total Shared RUUD per Cursed Tower from 500 to 800. Added new PvM rankings for the Acheron Guardian event (while it is already up, it will only count the Acherons after the patch).
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Release date: 16.12.2025 at around 10:00. Note: You will need to update your client via Launcher - closing both clients and re-opening them. Note2: No server restart will be needed, unless something goes wrong. Note3: Stage reward for those that progressed over level 480 can be taken by typing /takereward stage, after the patch will be up. The reward is 2x Jewel of Creation + 3x Elemental Rune for each level after 480. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [UPDATED] EXP for level 480~500 is back to normal (as it was before level 480). [UPDATED] Released Mining System. [UPDATED] Released Mid NS Box & Mix. [UPDATED] Released Medusa. [UPDATED] Released Selupan. [UPDATED] Released Tier 1 Elite Monsters. [UPDATED] Released MUUN Monsters. [UPDATED] Released Acheron Guardian. [UPDATED] Released Mercenary Squad. Note: You can join the squad by typing /registerpvp. [UPDATED] Released Gens Raids & Rewards. Note: The first gens season ends on 01 January 2026. [UPDATED] Crywolf Fortress difficulty increased. [UPDATED] [WEBSITE] Released Gold VIP. [UPDATED] [WEBSITE] Released Chaos Machine feature from +11 to +12. [UPDATED] [WEBSITE] Increase ADD Option feature. [UPDATED] Newbies EXP Boost: Level 1-309 now has a +200% EXP boost applied to its default, dynamic values. Level 310-349 now has a +160% EXP boost applied to its default, dynamic values. Level 350-400 now has a +120% EXP boost applied to its default, dynamic values. Level 400-480 now has a +60% EXP boost applied to its default, dynamic values. [UPDATED] Starter Ring level 80 will now drop the Small Wings for the class that drops the Ring. [UPDATED] Raised the chance to get an item for your character from Silver Medals & Gold Medals to 35% (from 16%). [ADDED] Newbies Pentagram: All newly created characters now starts with a Newbies Pentagram in their inventory: It can be equipped starting with level 25. It can be normally upgraded with jewels. It has a base Elemental Defense of 50 and a base Elemental Damage of 110~160. It can't be traded/sold/moved to vault/etc. It can be used only until level 350, when it will be automatically deleted from inventory and/or equipment. When you drop the level 80 Starter Ring, you now also get 1x Newbies Errtel of Anger, which can be equipped into the Newbies Pentagram for a +50 Elemental Damage. If you have between level 200 and 300, and you either relog/reconnect or move between sub-servers, you will gain 1x Newbies Errtel of Blessing, which can be equipped into the Newbies Pentagram, for a +25 Elemental Defense as well as unlocking the Pentagram Option: Increase Pentagram's DMG +50%. Note: Newbies Errtels can't be upgraded, they are always Rank 1 Level 0. [UPDATED] Monsters Elemental Defense Rate for level 1-350 maps, to accommodate the new Newbies Pentagram: Monsters between level 1 and 69 maps now have 20 Elemental Defense Rate (from 250). Monsters between level 70 and 169 maps now have 60 Elemental Defense Rate (from 250). Monsters between level 170 and 269 maps now have 130 Elemental Defense Rate (from 250). Monsters between level 270 and 350 maps now have 200 Elemental Defense Rate (from 250). [UPDATED] Reduced the Elemental Defense of monsters between maps level 1-350, to accommodate the new Newbies Pentagram. [UPDATED] RW tweaks: Removed the 20% AG cost increase for all party members when using the Haste buff. Haste Attack Speed formula changed from (3 + AGI/60) to (6 + AGI/70). Reduced the Mana cost increase of Runic Burst from +120% to +20%. Slightly buffed Lightning Storm scale% damage to bring it more closer to the Magic Arrow Mastery DPS (but still behind it, as a long-range skill). [DOCUMENTED] [UPDATED] You can no longer enter the Chaos Castle Event in the last second (xx:59:59), from normal & gens-maps. You will be teleported out of the Event and have your entry returned, to prevent desyncs where you're not actually registered to the Event due to late-entry. [FIXED] Gigas Golem (CS System) respawning like a "normal" monster after being killed, instead of only one spawn per Gigas fight. We no longer have to manually guard new spawns (lol).
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Release date: 12.12.2025 at around 18:00 - Update will be up after the Global Maintenance. Today at around 17:30 we'll have a Global Maintenance. Our systems also needs to cool-down in order to keep the performance smooth. Entire process will last between 10 and 30 minutes, and while reconnect may be possible, it is not guaranteed, so make sure to be online if you don't want to lose EXP. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [DOCUMENTED] [FIXED] Dragon Blade having the same visual render as Xeno Blade, instead of its own "skin". [DOCUMENTED] [ADDED] Class discussions forums section in Discord, here: https://discord.com/channels/978603123566317588/1448822862579367997 [FIXED] Kundun PvP state not being kept after Illusions despawn timer. [UPDATED] Removed the special, closer-to-monster respawn when being killed on PvP invasions. You now normally respawn in safe-zones after being killed. [UPDATED] CC tweaks: Slightly reduced the HP of CC Monsters. Slightly reduced the Monsters explosion chance when killed. Now when there are less than 5 monsters remaining alive in CC, they will no longer explode. [UPDATED] Applied a new small nerf on HP of Doppelganger monsters & bosses, both on DG1 and on DG2, to make the event more accessible. [UPDATED] Further reduced the Elemental Defense of monsters from maps between level 300 and 500, as well as of the event monsters.
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Release date: 09.12.2025 at 20:20 Note: Update has just been applied! Friendly reminder that the first Castle Siege will this Sunday (14.12.2025)! Registration in-game ends tomorrow evening! Top 3 alliances in terms of registration ranking will qualify for the Sunday's event, along with the NewSquad defenders. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [UPDATED] Tweaked the following Early NS Box chances: 18% chance for 1x Sealed Bloodangel Item (from 14%). 6.5% chance for 1x Bloodadngel Weapon (from 5%). 21% chance for 1x Loch Feather (from 24%) 11% chance for 1x Zen Stone (from 12%). 30% chance for 1x High Tier Ancient (from 31%). 5.5% chance for 1x Wings Level 2 (from 6%). Note: This part will help any random player that's active & lucky enough to have even more access to BA items. [UPDATED] Tweaked the following bosses drops related to Bloodangel items: Cursed Dragon: It now has 100% chance for 1x Sealed Bloodangel Boots/Gloves as the extra drop (instead of 70% chance). Death King: It now has 100% chance for 1x Cracked Bloodangel Item as the extra drop (instead of 50% chance). Nightmare: It now has 100% chance for 1x Sealed Bloodangel Helm (instead of 70% chance), and it now has a new separate, 100% extra drop as: 30% chance for 1x Bloodangel Weapon - 70% chance for 1x Cracked Bloodangel Item. (instead of being in the same loot pool with the Helm - with 15% each). Kundun: It now has 100% chance for 1x Sealed Bloodangel Pants (instead of 70% chance) and it now has a new separate, 100% extra drop as 30% chance for 1x Bloodangel Weapon - 70% chance for 1x Cracked Bloodangel Item. (instead of being in the same loot pool with the Pants - with 15% each). Bloody Witch Queen: It now has 100% chance 1x Sealed Bloodangel Armor (instead of 70% chance) and it now has a new separate, 100% extra drop as 1x Bloodangel Weapon (Cracked Bloodangel Item has been removed from the loot pool). Note: This part will help with making the guild fights more worth with the updated BA loot changes, and increase the available Bloodangel items at server-level. [UPDATED] Removed Tier 1 Elite Monsters from Swamp of Peace & Debenter, and added new Tier 0 Elites (released from current stage): 5x in Swamp of Peace & 4x in Debenter. They spawn in the same way like rest of Elites (same time as Goldens). They are way harder than the BoK+4 Goldens (but weaker than the Elites Tier 1). Debuffs values: Bleeding: 140 Bleeding damage is received every second. Poison: 100 Poison damage is received every second. Damage Decrease: 40 Damage is reduced from your Character. Attack Speed Decrease: 5 Attack Speed is reduced from your Character. Defense Decrease: 80 Defense is reduced from your Character. They have the following reward: 5x Cracked Armor Fragment + 1x Mithril + 3x Elemental Rune + 7 Credits + 80~120 RUUD. Note: These consumables are sent to the Gremory Case (K). + 1x extra drop as: 36% chance for 1x random Sealed Bloodangel Item. 13% chance for 1x random Bloodangel Weapon. 21% chance for 1x Pentagram Tier 2. 15% chance for 1x Mastery Skill Box. 15% chance for 1x Early NS Box. Note: This part will actually bring the BA farm in line, while making more space for lower players at the Goldens (and giving high level parties new valuable monsters to farm and fight for).
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Release date: 08.12.2025 at around 15:30 Note: You will need to update your client via Launcher. Note2: No server restart will be needed, unless something goes wrong. Yesterday we've reached a new "online record" of 736! Thank you for the interest in our project! We've released our first "feedback" post where we look to gather your experience in the first 10 days here, in order to better adjust our gameplay in future. You can earn 100~150 credits if you bring your feedback, here: https://discord.com/channels/978603123566317588/1447567278462865408 Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [DOCUMENTED] [ADDED] [WEBSITE] Element info for Mithrils as well as colored name based on their element (not for the "older" mithrils though). [UPDATED] Slightly nerfed BC1 & BC2 monsters, as well as the HP of Gates & Statues. [UPDATED] Added a "try-fix" for Gold Rabbits & WW Orcs desyncs (where your client thinks the monster is in that position but in reality is in another position and you don't do damage). [UPDATED] Reduced the Change Race cost from 4200 credits to 3000 credits, to make it more accessible to new players that want to experiment around. Note: This change is NOT retroactive, any change race made before this price change remains as it was, as the opportunity-cost. [ADDED] Anti-Switch protection on all bosses, as follows: If you switch/disconnect in 20x20 range of Cursed Dragon, you'll be moved to Elbeland safe-zone. If you switch/disconnect in 20x20 range of Death King, you'll be moved to Lost Tower safe-zone. If you switch/disconnect in the entire Kalima zone of Kundun (& Illusions), you'll be moved to the entrance of that Kalima. If you switch/disconnect in the entire zone outside of Kanturu Refinery gate, you'll be moved to Kanturu Relics safe-zone. If you switch/disconnect in 20x20 range of Bloody Witch Queen, you'll be moved to Vulcanus safe-zone. If you switch/disconnect in 20x20 range of Medusa, you'll be moved to Swamp of Peace safe-zone. If you switch/disconnect in Selupan's room or in the entire zone outside of Selupan room, you'll be moved to Raklion safe-zone. If you switch/disconnect in Lord of Silvester's entire zone, you'll be moved to Acheron safe-zone. If you switch/disconnect in Core Magriffy's room on in the entire zone outside of Core Magriffy room, you'll be moved to Acheron safe-zone. If you switch/disconnect in Lord of Ferea's room on in the entire zone outside of Lord of Ferea room, you'll be moved to Ferea safe-zone. If you switch/disconnect in God of Darkness's room on in the entire zone outside of God of Darkness room, you'll be moved to Swamp of Dark safe-zone. [UPDATED] Applied the DG1 monster nerfs to DG2 as well (proportionally). [UPDATED] Slightly reduced Dark Elves HP (Crywolf Fortress). [UPDATED] Increased the drop chance of Archangel Weapons from Dark Elves (Crywolf Fortress) from 25% to 50% and removed the 10B/10S as part of the jewels drop. [UPDATED] Balgass tweaks: Removed push-back skill as part of his kit. Reduced stun duration from 3s/4s to 2s on each application. Increased Stun chance from 50% to 60% on each Stun skill attempt. Reduced Attack Speed from 1 Attack every 1.2 seconds to 1 Attack every 2 seconds. Reduced HP by 30%. Increased the base Damage and it now deals Damage on each hit, to everyone in its AoE range. [UPDATED] Global messages now resets the moving counter when a new message appears - making it more clean and consistent when there are multiple messages in a row (example: events timers + current event players, sometimes being displayed on 3 rows). [UPDATED] Reduced Kundun's Illusions HP by 15%. [UPDATED] Increased Kundun's Illusionism duration from 15m to 20m and its total duration from 20m to 25m. [UPDATED] Changed the way potions are rendered so they no longer overlap and look more clean. [FIXED] Switching pages inside "Search Party" in the Party Matching when you have an open Party AD redirecting you to "Search Members" page. [ADDED] Real info (monster levels and maps) related to quests 1, 2 & Marlon directly in-game (either when talking with the NPC or in the "T" menu at your Class Quest). [UPDATED] You can no longer pick-up Quest 1 & 2 items if you have under level 150 or Marlon Quest items if you have under level 220. [UPDATED] Slightly reduced the Elemental Defense of monsters between level 350 & 500 maps & the Elemental Damage of monsters between 400 and 500 maps. [UPDATED] Increased the drop chance of Reset Stat Fruits from Gold Rabbits from 12% to 18%, and for the extra Mithril drop from 16% to 20%.
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Release date: 06.12.2025 at around 15:30 Note: You will need to update your client via Launcher. Note2: No server restart will be needed, unless something goes wrong. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [DOCUMENTED] [UPDATED] Reworked the Illusion Temple Anti-AFK system: Now there are 2 separate checks: 1. Movement detection -> if no movement detection for more than 60 seconds (when not a Ball Holder) -> you'll be kicked and banned from IT. 2. PvP activity -> if no PvP activity/engagement found for more than 150 seconds -> you'll be kicked and banned from IT. Now there are warnings sent to players (30s before AFK kick and 60s before PvP Activity kick). Now if teams difference is more than 1 (example 1v3 or 2v4, or 3v5) -> PvP activity will no longer matter for anyone inside that IT, only the AFK counter will still run. What counts now as "PvP activity" and resets the timer: Holding the Ball. Attacking other enemy players. Being killed by another player or by the special summoned monster. Now there are also "grace time" bonuses on the PvP Activity timer: If there's a round reset (a team scored a point) -> everyone will receive +30 seconds grace time on their last PvP Activity (to have enough time to leave base and re-engage in PvP). If a player kills a normal IT Monster -> it will receive +20 seconds grace time on its last PvP Activity. If a player is killed by a normal IT Monster -> it will receive +10 seconds grace time on its last PvP Activity. So, as long as you respect the event and engage accordingly in it (and not use it as an easy-reward farm), no matter your team chances to win, you'll be able to continue playing it. [DOCUMENTED] [FIXED] Obsidian & Demolish getting stuck in a cast-loop while using the Helper when players from party were further than the maximum range of the skill. [DOCUMENTED] [FIXED] Illusion Knight's Twisting Slash not working in /off-attack. [DOCUMENTED] [FIXED] Kundun Mage's Decay not working in /off-attack. [DOCUMENTED] [FIXED] [WEBSITE] IK's weapons not correctly showing its class or being found by the filter for its class. [DOCUMENTED] [ADDED] [WEBSITE] Magical DMG % & Curse DMG % for Staff, Books, Guns, etc. on Website as well as Magical DMG instead of Attack Power for Magic Books. [DOCUMENTED] [FIXED] [WEBSITE] Divine Weapons showing wrong damage as if they had the EXC. item bonus damage (but Divine Weapons are never "non-exc" so their base damage is their "EXC" damage). [DOCUMENTED] [UPDATED] Removed "Monarch Crest" from default Helper pick-ups. [FIXED] Sealed Bloodangel Illusionist Pants, Helm & Gloves not correctly being rendered visually. [UPDATED] Replaced the default "shield" system of Kundun & Illusions with a new custom one: Each Shield application now have a fixed, consistent duration of 5 seconds. There's now minimum 30 seconds between Shield casts. Result: no more random, annoying infinite shield loops that aren't consistent. Illusions HP have been buffed with +25% HP to compensate. Illusions DEF is now progressive (lower Kalima Illusions have lower DEF now and higher have higher DEF). [UPDATED] Replaced the "teleport" skill of Cursed Dragon with a new custom mechanic: Take Flight 2 times per fight (when reaching under 70% HP and when reaching under 30% HP), Cursed Dragon will become immune to damage and, after 5 seconds, it will fly to a new random location in Elbeland. In many cases, you'll be able to see its "flight path" (when he shoots off) and guess the zone where it may land. [UPDATED] Buffed GGDs and BoK+4 Goldens HP. [UPDATED] Slightly buffed Derkons & BoK+3 Goldens HP. [UPDATED] Slightly nerfed Doppelganger monsters HP & DEF. [UPDATED] Slightly nerfed BC1 & CC1 monsters DEF. [UPDATED] Slightly reduced the Elemental Defense of monsters between level 300 and 400 maps. [UPDATED] Slightly reduced the Defense of Dark Elves & Balgass from Crywolf Fortress. [UPDATED] Replaced the Jewel of Creation rare consumables drop from Alkmaar with Elemental Rune. [UPDATED] Slightly increased the drop-rate of Mithrils. We know it's a bit harder for new players to level-up in the lower maps when most of players already level in higher maps (so easier for them to find parties), which forces new players to level in a lower map than they should, for a prolonged time, in order to have a decent kill-rate. And while there will still be a higher boost for entire level 1-480 after the Stage 1 is over, we're adding a small bonus exp for level 1-240 to help newcomers overcome the difficulty to find parties: Level 1-240 boosted with +50% EXP compared to their default, dynamic rates.
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Release date: 02.12.2025 at around 15:30 Note: You will need to update your client via Launcher. Note2: No server restart will be needed, unless something goes wrong. IMPORTANT: YOU NEED TO CLOSE BOTH CLIENTS OPENED AND THEN START THE LAUNCHER, IN ORDER FOR THE LAUNCHER UPDATE TO HAPPEN (CAN'T UPDATE WITH GAME OPEN ON THIS SPECIFIC UPDATE)! Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [DOCUMENTED] [FIXED] Chaos Items Mix letting you Mix even without the correct space needed for the creation of the item. [DOCUMENTED] [FIXED] Event entries visually showing the "old" max-entries in the Gens sub-server. Now all sub-servers are synced and visually shows the correct max-entries. [DOCUMENTED] [FIXED] Destruction skill tooltip not mentioning Marlon Quest requirement. [DOCUMENTED] [FIXED] [WEBSITE] Excellent & Ancient extra damage/defense increases of items (set items, weapons & shields) showing on website, to match the in-game increases for this type of items. [DOCUMENTED] [FIXED] Illusion Avatar not correctly gaining the ignore defense when there were multiple Avatars summoned in the server (only 1 was always getting it). [UPDATED] Slightly increased the drop-rate of Lost Maps (1~7). [UPDATED] Highly increased the drop-rate of Pumpkins. [UPDATED] Increased the drop-rate of Uniria, Guardian, IMP, Rudolf & Guardian Angel. [UPDATED] Increased the drop-rate of Non-Exc. Rings & Pendants. [UPDATED] Removed the "impenetrable base defense" of Kundun's Illusions, Maya's Hands, White Wizards, Cursed Dragon, Death King, Kundun, Nightmare, Bloody Witch Queen & Training Dummies. [UPDATED] Nerfed Death Bones HP by 20%. [UPDATED] [DISCORD] messages (sent from Discord) color replaced with a new, more clean one. [UPDATED] Alliance chat color is now the same as the Guild chat color. [UPDATED] Dark Plasma skill tooltip to be fully explained how it works. [UPDATED] Illusion Avatar tooltip to specify that it doesn't do damage in PvP, and removed the "ignores SD" confusion which was from S18P1. [FIXED] RUUD Shop showing wrong "hand" for Gladiator 2-Hand Sword, as well as removed the "Magical DMG increase" shown, same for the 1-Hand one. [UPDATED] Added extra message related to stopping Helper when anomalous movement is triggered. [UPDATED] Slightly increased the number of Goldens that are spawning, so more items can be injected into economy for your high numbers, as follows: BoK+1: +2 Knights and +3 Vepars. BoK+2: +2 Tantalos and +2 Golems. BoK+3: +2 Satyros and +1 Soldier. BoK+4: +1 Iron Knight and +1 Twin. [UPDATED] We heard you want a bit of quality of life related to Mana, especially this early, but without affecting too much the integrity of our mana systems, and we've used this to also increase the Zen importance in the game: Added new Mana stacks: Luxury Mana Potions. They are 100 per stack (compared to 55 of the Large ones). They restore 85% of Mana (compared to the 75% of the Large ones). They cost 500.000 400.000 Zen per stack. [UPDATED] Reduced minimum level required to equip Combat & Devilwood Quivers from 180 to 130. [FIXED] Bomb Hunt rewards description showing the older reward. Now it shows the correct reward from the official info topic.