New Addition
Bug Fix
Balance Change
UI / Interface
A polish-focused hotfix that resolves long-standing dungeon/raid quirks, sweeps a class of "the number in the side panel didn't update" bugs across the whole game, tidies up the quest system top-to-bottom (text vs objectives, story-quest map pins, prereq-gated visibility, per-class restrictions), reshuffles theme-mismatched dungeon entrances onto biomes that fit them, softens the on-death EXP penalty, hides locked classes from the picker, makes daily / weekly objective EXP rewards actually land, restores the three resource nodes (River Pearl, Marsh Bug, Shore Shell) that had nowhere to come from, cleans up the duplicate PM timestamp, restyles the Forgot/Change Password page to match the news feed, and gives the tile combat panel and bestiary a proper visual pass.
⚔ Dungeon & Raid Fixes Hotfix
Level-Up No Longer Kicks You Out of the Raid Map
Levelling up inside a raid would silently re-render the overworld map over the raid view — until you clicked move or attack again, you'd be staring at the wrong scene. The stat-refresh pipeline now correctly detects raid context and skips the overworld redraw, so a level-up in a raid simply pops the ▲ Level Up! line in your combat log and leaves the raid map exactly where it was. Dungeons share the same fix as a defence-in-depth measure.
Raid Enemy HP Above Cap — Stat-Column Mix-Up
Raid enemy spawns were writing their
luck stat into the
max HP column and their
spirit stat into the
luck column. The visible result: enemy HP bars displayed as e.g.
"HP 540 / 120", with current life sitting absurdly above the cap and the bar pinned past 100 %.
- The spawn order has been corrected so spirit, luck, current HP, and max HP all land in the right columns.
- A one-time repair sweep runs on every raid floor load: any already-spawned enemy with a wrong max_life is healed back to its correct cap (spirit-based), and any HP value still sitting above that cap is clamped down.
- Combat damage values were never affected — this was purely a display / capping bug.
◆ Live Stat Panel — Now Truly Live Hotfix
Equipment Changes Reflect in Stats Immediately
Swapping a weapon, armour piece, or essence-bearing item used to leave the side stat panel showing the old STR / ACC / DEX / DEF / INT / SPI numbers (and the old HP and MP caps) until you triggered another action. The stat panel now re-reads your currently-equipped items, rebuilds the per-stat essence percentages, and re-applies the full Base → Valor → Essence → Mastery → Traits → Potions chain in-place before it repaints. Triggered by every equip, unequip, auto-equip, loadout load, apply essence, and remove essence action — the ◆+X% chips and your HP/MP bars update on the same tick as the gear swap.
Gold, HP, MP, EXP — No More Stale Side Panel
Many in-game rewards used to update the saved value without refreshing the side panel's in-memory copy, which meant the next render painted the
pre-action value until a page move forced a full reload. The stat panel now re-reads
gold,
bank gold,
life,
mana,
EXP,
level, and
stat points directly from your saved character record every time it renders — closing the entire class of "the number didn't tick up" bugs.
- Buying a nameplate now shows the correct gold immediately.
- Daily / weekly objective rewards land in the panel the moment you claim them.
- Bank deposits, withdraws, and gold sends update both balances live.
- Quest hand-ins reflect gold and EXP at the moment of turn-in.
Treasure Dig Side-Panel Refresh
Unearthing a treasure-map chest correctly credited your gold and essence to the realm but failed to refresh the side panel until your next move. The dig action now repaints the stat column the moment the "Treasure unearthed!" alert dismisses.
❖ Quest List & Spawning Hotfix
Completed Quests Hidden from the NPC List
Standing on a quest-giver's tile used to show every quest they had ever offered you, including ones you'd already finished with a green (Complete) tag. Quests in the rewarded state are now filtered out of the per-tile NPC list entirely — in-progress and ready-to-turn-in entries still display with their existing labels. The reward history is still visible inside individual NPC dialogue if you want to revisit it.
Finished Quest NPCs No Longer Block Monster Spawns
Any tile hosting a quest NPC was treated as a permanent safe zone — useful while you were actively working on a quest, but it meant that once you'd cleared every quest from a given NPC, the tile became a permanent dead spot where nothing ever spawned. The safe-zone check now only fires while you still have at least one unrewarded quest on the tile. The instant your last quest there hits the rewarded state, the tile reverts to a normal map cell and monsters can spawn on it again.
✎ Quest Text Lined Up With Objectives Hotfix
Every Quest Now Names Its Target and Count
A complete audit of all 47 main-line quests against the objective rows they track. Quests that said "Slay 50 enemies" without naming what kind of enemies have been rewritten to say "Slay 50 Bandits / 50 Brigands / 50 Wraiths" — whatever the quest actually wanted from you all along. The eighteen Scholar Aldren / Pyreth / Mara / Velindra / Fractured One / Corvax storyline quests keep their full prose intact, but each now ends with a clear objective line (e.g. "Bring me 40 Old Relics and I will press them into the Veilstone's fractures.") so you are not guessing at the count.
Class Quest Tier-2 Kill Counts Match Their Dialogue
Eight Tier-2 class advancement quests — Trial by Steel, The Hunt, Spellforged, Crowd Favourite, Eagle's Eye, Soul Harvest, Iron Will, and Drake Slayer — explicitly say "seventy-five" in the NPC dialogue but were silently tracking against a count of 50. So accepting any of them showed 0 / 50 against a "75" promise. All eight have been bumped to a tracked count of 75 so the spoken word and the tracker now agree. Tier-1 (25) and Tier-3 (150) were already consistent.
Surgical Typo, Mojibake & Escape Repairs
- Oath of the Paladin —
݂— mojibake healed back to an em-dash.
- Eagle's Trial — the stray backslash-quote artifact in the quest name has been cleaned up, and the dialogue gained a missing connective so the sentence reads correctly.
- Path of the Gladiator — "in battle slay" had a double space and a missing connective; now reads "in battle by slaying".
- Dabbling in the Dark Arts — the "250 of monster" placeholder is now "250 Arcane Constructs".
- Vanguard's Test and Scholar's Warning — missing apostrophes restored in the quest names.
- Mountain Pass — "50 Rat's" stray apostrophe fixed to "50 Rats".
⚛ Dungeon Level & Theme Alignment Hotfix
Theme-Mismatched Dungeons Relocated
A full audit of the 37 dungeon entrances against the biome and level band each sits on. The most jarring "fire dungeon in the snow" / "water dungeon in the wasteland" placements have been moved onto tiles whose biome actually fits:
- Cave of Embers (L25-65, fire) was in Snowfall Mountain (L320+). Moved to Southern Peak (52, 8) — level fit and not buried in snow.
- Tide Vault (L20-65, water) was in Frostbite Forest. Moved to Ronita Lake shoreline (76, 80).
- The Drowned Vault (L80-110, water) was in Dea Siroz Wasteland. Moved to Toraimari Channel (42, 60).
- Sunken Citadel (L600-640, water) was on Grandius Land. Moved to Valkmur Oasis (87, 19) — the only river biome whose level band overlaps the dungeon's tier.
Dungeons Renamed Where No Matching Biome Exists
Where no biome of the right level was available on the world map, the dungeon's name was changed to reflect the tile it actually lives on:
- Swamp Hollow → Frostfen Hollow (no swamp biome on the map; sits on Snowfall Mountain).
- Wraithwood Labyrinth → Wraithstone Labyrinth (no high-level forest available).
- Frozen Keep → Forsaken Keep (no L445 snow biome available; sits on the northern Vespa tundra-land).
Map Label Repairs
Two long-standing label issues cleaned up at the same time: every "VespÝ Continent" / "Great VespÝ Lake" tile now renders as Vespa Continent / Great Vespa Lake, and the "Raygos Cauldren" tiles that disagreed with the rest of the volcano were normalised to Raygos Cauldron.
☠ Softer Death Penalty Balance
EXP Loss on Death Reduced 35% → 20%
The previous death penalty — lose all carried gold and 35 % of your banked EXP toward the next level — punished mid-band players (especially in the Tower and during dungeon learning runs) harder than the design intended. Dying now costs you 20 % of your banked EXP toward the next level instead of 35 %. The gold-on-death rule (lose what you are carrying, banked gold safe) is unchanged. Applies to overworld death, dungeon expulsion, and raid expulsion alike. PvP combat continues to have no EXP penalty.
◆ Story Quests — Map Key, Flow & Visibility New
Purple Diamond on the Map for Story Quests
Quest pins on the world map now distinguish between one-off side quests and the main story chain. Tiles hosting a quest that is part of a prereq chain (either it has a prerequisite, or other quests depend on it) get a distinct purple ◆ Story Quest marker; side quests keep the existing grey ?. The map legend strip has been extended so both labels appear side by side. Quest Ready (gold !) and Quest Active (orange ~) still take precedence over either when applicable.
Eligibility-Gated Pins — No More Phantom Pointers
Both the world map and the per-tile NPC quest list now hide every quest the player cannot pick up at that tile. A quest is visible only when:
- the player meets its min_level
- the quest's class restriction matches the player's class (or is empty)
- the prereq quest (if any) has already been turned in — or the player has already accepted this one
The Aldren → Pyreth → Mara → Velindra → Fractured One → Aldren story arc therefore reveals itself link by link as you progress, instead of dropping every future quest-giver pin on the map at once.
Empty Quest Tiles Spawn Monsters Again
The "quest NPC tile = no monster spawns" rule now uses the same eligibility filter as the visible list. So if a tile only hosts quests you cannot take (wrong class, under-level, prereq locked, or all rewarded), it reverts to a normal map cell and monsters spawn there as usual — no more permanent dead zones around trainers you can't talk to.
Class Restrictions on Class-Trainer Quests
The 24 class-progression quests (Commander Varek's three Fighter tiers, Shadow Broker Silven's three Rogue tiers, and the equivalents for Magician, Gladiator, Archer, Warlock, Pugilist, and Lancer) are now restricted to their matching class. Only that class sees them at the trainer's tile. The advanced-class unlock quests (Champion Dorek for Gladiator, High Cleric Mora for Paladin, Beastkeeper Syla for Tamer, Shadowgrasp Malgrin for Death Knight, Bonewitch Morreth for Necromancer, and the rest) are intentionally left class-open so basic classes can still get into them.
🔒 Locked Classes Hidden from the Picker Hotfix
No More Greyed-Out "Locked" Cards
Because every new account is seeded with a character on every class up front, the class picker used to show a Locked card with an essence-requirement hint for every advanced class you hadn't unlocked yet — nine grey bricks under the three classes you could actually play. The picker now skips locked advanced classes entirely on both the post-login screen and the in-game class switch. The existing auto-consume-essence behaviour still fires first, so if you walk into the picker with a Class Essence in your bag the matching class unlocks and appears immediately.
Character Creation Dropdown Filtered Too
The Create Character class dropdown used to list every class, letting players pick any advanced class even with no unlock. It now lists only basic classes plus advanced ones the account has already unlocked, and the character-creation action itself rejects any attempt to slip past the dropdown with a clear "You have not unlocked the X class yet." message.
⚔ Tile Combat Panel — Visual Pass UI
Enemy & Player Cards Restyled
The on-tile enemy and player lists have been reworked to feel like the rest of the game's UI:
- Cinzel section headers for "Enemies" / "Players" with a thin gold underline replace the small uppercase placeholder text.
- Threat-coloured left stripe on every card — green for ≥11 levels below you, amber for ±10, red for ≥11 above. One glance tells you what you can take on.
- Gradient card backgrounds with an inset shadow for depth.
- Cleaner header row — the name and level number now baseline-align consistently with proper spacing instead of using an inner sub-grid.
- Cinzel-serif names, matching the rest of the game's headings.
- Rare monsters now use a gradient orange glow, an Exo-2 caps eyebrow, gold name text with a soft shadow, and an HP bar that transitions into orange.
- Gradient action buttons with Cinzel labels and a tinted shadow (green-pip for PvE Fight, magenta for PvP Challenge). PvP cards now also show Profile before Challenge so you can look someone up before committing.
- Empty-state placeholders ("None nearby." / "No players nearby.") now sit inside a dashed-border bubble so they read as a placeholder, not a card.
⚙ Monster Bestiary — Hunter's Logbook Style UI
Family Grouping, Rank Chips & Logbook Header
The Monster Bestiary is no longer one flat alphabetical wall of cards. Discovered monsters are now bucketed into seven thematic families — Undead, Demonic, Dragonkind, Beast, Elemental, Brigand, Aberration — each section getting its own Cinzel heading with a family-coloured left rule and an "N species" chip. Per-monster cards inherit the family palette (deep purple for Undead, oxblood for Demonic, gold-on-charcoal for Dragonkind, and so on), framed sprite cells, and italic lore. The "X killed" number has been replaced with a rank chip — Encountered → Hunter → Veteran → Slayer → Apex — so cumulative kills feel like progression rather than a static counter. A new "Hunter's Logbook" eyebrow on the panel header completes the look.
★ Daily & Weekly Objectives — XP Now Awarded Hotfix
All Objective Rewards Now Grant Their Promised XP
The gold portion of every objective reward was landing correctly, but the EXP portion was silently dropping into the void on the way to your character record — players reported it on
Slayer,
Bring the Pain, and
Master Artisan, and the audit confirmed it was happening across
every daily, every weekly, and the 7-day login-streak bonus too. The reward path now writes EXP to the correct place. From your next claim onward, the alert that says "
Claimed Slayer — +Xg, +Y xp." will actually deposit that Y xp into your level bar.
- Gold rewards were never affected.
- Combat / dungeon / raid / quest-turn-in EXP was never affected — those use a different reward path.
- Previously claimed objectives cannot be retroactively refunded; only claims made from now on benefit.
✶ Missing Resource Nodes Restored Hotfix
River Pearl, Marsh Bug & Shore Shell Now Gatherable
Three resources had nowhere to come from in the live world:
River Pearl had no biome mapped to it at all, and
Marsh Bug and
Shore Shell had a mapping but no gathering spots on the map. Quests, crafting recipes, pet-food formulas, and even the Guild Vault tier costs were all asking for resources that could not be obtained.
- River Pearl — the River biome is now wired up as its source. Around 30 fresh nodes have been seeded across the map's river network.
- Marsh Bug — around 30 fresh nodes have been seeded across the Marshland biome.
- Shore Shell — around 30 fresh nodes have been seeded on coastal water tiles directly adjacent to land, so they only appear on actual coastline rather than the open ocean.
Pearl of the Warden (the Tidewarden quest that wants 25 River Pearl) is now completable, the Leatherworker / Jeweller recipes that lean on Marsh Bug + Shore Shell stop hitting "you have none" walls, and pet food + Guild Vault tab purchases priced in any of the three resources can finally be paid for.
✉ Private Messages — No More Double Timestamp Hotfix
PMs Display One Timestamp, Not Two
Every private message in chat was rendering with two timestamps — the chat row's left-margin clock chip plus a duplicate [HH:MM:SS] embedded inside the message body. The embedded duplicate has been removed; PMs now read like every other chat line, with a single HH:MM chip on the left and the message body unadorned. Historic PMs already in the chat scrollback keep their old format until they age out of the visible window.
◆ Account Recovery — News-Card Restyle UI
Forgot & Change Password Page Lifted to Match the News Feed
The Forgot Password / Change Password page used to be two bare HTML tables with default-style inputs sitting against the homepage backdrop. It now uses the same card chrome as the news feed: a small "◆ Account Recovery" Cinzel/gold eyebrow above two news-style cards side by side, each with the purple gradient banner, gold left-stripe and Cinzel headline. The two cards are labelled Step 1 and Step 2 in the banner's date slot, so the flow reads "request a token" → "redeem it" at a glance. Inputs use the same dark-violet palette and Cinzel small-caps labels as the login form just above. A Cinzel "« Back to News" link beneath the cards closes the panel and returns to the feed.