Official Patch Notes — Patch 1.7
☠ Marks of Fate
Released 8 June 2026
« All Patches
New Addition Bug Fix Balance Change UI / Interface
Patch 1.7 is the largest update to the world since launch — five interlocking systems that change how guilds grow, how combat rewards work, how elements clash, how the seasons turn, and how an afternoon of fishing feels. Read on for the full picture.
Dungeons — Modifiers
Dungeon Modifiers New

Every dungeon run now draws a hidden condition at entry. The modifier is revealed in the dungeon header and changes the combat rules for the entire run.

Six possible modifiers are in rotation:

☠ Cursed ★ Ancient ■ Hardened ⚡ Frenzied ◆ Blessed …and standard (no modifier)
  • Cursed — Enemies deal +30% damage; slaying them yields +25% EXP as compensation.
  • Ancient — Suffused with ancient power. All enemies inside award double EXP.
  • Hardened — Foes shrug off 15% of your strikes and hit 20% harder. No reward bonus.
  • Frenzied — Enemies always act first each round. Rewards boosted by +30% EXP and gold.
  • Blessed — A sacred aura strengthens your strikes (+25% damage) at the cost of -15% EXP.

Modifiers affect all enemies in the run and stack with guild bonuses, Essence bonuses, and party rewards as normal.

Wanted Board
Wanted Bounties New

The Kingdom now posts Wanted notices on specific enemies. When a bounty is active, the first player to slay the named target claims the reward — extra gold, extra EXP, or both — and the kill is announced to the entire server.

  • Open Adventure → Wanted from the nav bar to see active bounties at any time.
  • Bounties fire in both overworld and dungeon combat — any kill of the exact target counts.
  • Rewards are delivered instantly on top of your normal EXP and gold, noted in the victory banner.
  • When a bounty is claimed, a server-wide message announces who collected it.
  • Bounties can be posted with optional expiry dates. If the timer runs out unclaimed, the notice is removed.
  • The Wanted nav entry shows a live count of open bounties so you always know when there is gold on the table.

Your five most recent claimed bounties are listed at the bottom of the Wanted Board for reference.

Elemental Resonance
Weapon & Spell Elements New

Every weapon can now carry one of seven elemental affinities, and every enemy in Crystaria has a weakness and a resistance. Strike an enemy’s weakness for +35% Resonance damage; hit into a resistance and you’ll deal 35% less. The system applies equally to physical weapon strikes and to elemental spells.

♦ Fire ♦ Earth ♦ Water ♦ Wind ♦ Lightning ♦ Dark ♦ Light
  • Every enemy combat card shows Weak and Resists pills so you can read the matchup before committing.
  • Crits stack on top of Resonance — a well-timed critical Resonance strike hits exceptionally hard.
  • Weapons gain an Element field in the item editor. Existing weapons default to None (neutral).
  • Elemental spells already carry their element and benefit from Resonance automatically.
Guild Hall & Relics
Guild Hall Upgrades New

Every guild now has a Guild Hall that can be upgraded from Tier 0 to Tier V using gold from the guild bank. Each tier unlocks one additional Relic Altar slot, letting the guild slot more active Relics. Upgrades are purchased by the Guild Master or a Lieutenant.

  • Tier I — 1,000,000 Gold: unlocks the Relic Altar (1 active slot).
  • Tier II — 2,500,000 Gold: 2 active relic slots.
  • Tier III — 5,000,000 Gold: 3 active relic slots.
  • Tier IV — 10,000,000 Gold: 4 active relic slots.
  • Tier V — 20,000,000 Gold: 5 active relic slots.
Relic System New

Once the Hall reaches Tier I, officers can spend guild bank gold and personal materials to acquire Relics — powerful artefacts that grant passive bonuses to every member of the guild. Relics are owned permanently once purchased and can be freely slotted or removed from the Altar.

Six Relics are available:

⚔ Crimson Totem
All members deal +8% bonus damage (physical & spells).
◆ Aegis Stone
Enemies deal 8% less damage to all members.
✎ Sage’s Mantle
All members gain +15% EXP from kills.
★ Merchant’s Seal
All members earn +15% gold from kills.
▶ Huntsman’s Mark
+10% item drop rate for all members.
⚑ Rallying Standard
+5% EXP and +5% gold from kills.

Relic bonuses stack with all existing guild bonuses, Essence bonuses, and party rewards. The Relic Altar, owned relics, and active slot management all appear in the Guild panel.

Fishing
Cast Line New

Standing on a River, Ocean, or Shore tile now shows a ◉ Cast Line button in the tile panel. Each cast draws from a rarity-weighted pool of fish native to that water type. Catches stack in your Resources stash and count toward gather objectives.

There are four rarity tiers spread across 15 species:

◆ River
River Perch
Silver Dace
Golden Trout
Crystal Bass
Rainbow Arowana
╥ Ocean
Sea Mackerel
Blue Herring
Coral Snapper
Deep Tuna
Dragon Eel
♫ Shore
Shore Perch
Saltfish
Rock Mullet
Pearl Grouper
Jade Koi

Sometimes the line goes still and nothing bites. That’s fishing.

Fishing Skill New

Every successful catch awards Fishing XP. Skill grows from Level 1 to 10, and each level reduces your miss chance by 1% (from 25% base down to a floor of 5%). Level-ups are announced inline in the catch banner.

  • Common: +8 XP  ·  Uncommon: +20 XP  ·  Rare: +50 XP  ·  Legendary: +150 XP
Fishing Journal UI

Open Adventure → Fishing from the nav bar at any time to see your Fishing Journal: current skill level, XP bar, total casts and catch rate, and a full list of every species with your running count. Species you’ve never caught appear greyed out — a soft checklist for completionists.

Bug Fixes
Equipment Stats Now Apply Correctly Fix
The six base attribute bonuses on equipment — STR, ACC, DEX, DEF, INT, SPI — were not being added to your character when you equipped an item. The Radiant Bow’s +175 ACC and +100 DEX, for example, showed in the item tooltip but contributed nothing to your actual stats. All equipment attribute bonuses now apply in full immediately when an item is equipped and persist correctly through level-ups and combat.
Guild Vault Withdrawal No Longer Shows False “Inventory Full” Fix
Taking an item from the guild vault was incorrectly counting essences and resources as bag slots, causing the “your inventory is full” error to fire even when the player had plenty of space. The vault now correctly checks only equipment-type items against your bag limit, consistent with every other inventory check in the game.