Patch · Every Class Walks Three Paths
❖ Patch 5.0 — Shattered Realm
20 September 2026 · follows Hotfix 4.8.4: Seen and Heard
Every class walks three paths. Under your two stances there is now a third slot: a path, chosen at level 50, that asks for something in your hands, charges a real price, and breaks one of the rules of the world — 57 of them, three for every class, and 25 rules to break.

Around that, the realm learned to remember. Hunt the same creature and a chain builds. The Bestiary you have been filling for months pays a Hunter Rank. Every land keeps a diary of what you did there, the quest boards keep a streak, your digs fill a Cabinet and your catches a log with a weekly Derby — and your Safehouse becomes a home, with plinths for the trophies all of it earns.

A Realm Boss the whole realm wounds from wherever it happens to be standing. A friend’s echo at your side in a dungeon while they sleep. Guilds that open their doors so nobody knocks at an empty hall. A card game in every tavern, played against the regulars or by post against each other, dealt from the monsters you have killed. A Wanted Board where the gold finally finds the gatherers. A free ten-week Season Journey nobody can fall behind on, and hours away that can be spent drilling, labouring or patrolling instead of idling.

And the toughest foes in the realm can now be broken.
Paths
Every class walks three pathsNew

Your two stances are the quick trade: symmetric, changed whenever you like. Under them there is now a third slot, and what goes in it is not a stance. It is a path, and a path is the slow trade.

From level 50 each class may walk one of three paths of its own. A path asks for something in your hands — a shield, a spear, a weapon in each hand, a Harp, a Crystal Blade — charges a price in the same grammar a stance uses, and then does something no stance has ever done: it breaks one of the rules of the world.

A rule of the world is one of the lines the game has always drawn for everybody. No shield blocks more often than 35%. Nobody strikes back at the blow that hits them. A foe past level 100 shrugs off half of every spell. Two weapons are for the classes born to them. A path is permission to cross exactly one of those lines — and to pay for it.

57 paths · 19 classes · 25 rules of the world

Dormant is dormant. Put the shield down and Ironwall stops: no trade, no rulebreak, nothing, until it is back in your hand — and it takes effect the moment you equip it, not on the next page. The first path is free; changing your mind later (or walking off a path entirely) costs 1,000 gold per level. Your choice is kept per class, so a path is waiting where you left it when you come back to a class you have played before.

Your Support Class lends you its rule — and only its rule. If the class behind you has reached the level and is holding what its path asks for, you get the broken rule at a lower value and none of the trade. 46 of the 57 paths lend; eleven do not, because some things should belong to the class that earned them.

Paths, their prices and their rules are all visible in the Stances panel, which now explains each rule in plain words: what it is for everyone, what your class already stands at, and what the path would make it.

The rules of the world, and who may break themNew

Every rule below lives in one place in the game — the single line that has always enforced it — and a path is the only thing that can move it. Nothing else in the realm changes: a rule you have no path for reads exactly as it always has. What follows each rule is what it is for everybody, how far the furthest path takes it, and which paths break it at all.

Block chance cap35% → 75% · Ironwall, Bastion, Hexguard
Life leeched per hit2% of your life → 4% of your life · Bloodletter, Siphoner, Blood Knight
Two-handed weapon damagex1.20 → x1.40 · Reaver, Dragoon, Dreadblade, Forgehammer
Chance to answer a blow0% → 100% · Shieldbearer, Spearwall, Counterpuncher
A weapon in each handnot allowed → allowed · Weapon Master
A blow that finds a weaknessx1.35 → x1.60 · Spellblade, Venomer, Savant, Rotcaller, Cursed Edge, Keyed Runes, Prism
How full leeching fills you75% of the pool → 100% of the pool · Hemomancer, Lich
The least a foe can hit you50% → 35% (lower is better) · Ghost, Skirmisher, Changeling, Corsair
Follow-up strikes2 strikes → 3 strikes · Stormbow, Hundred Hands
Wounds past the limit0 stacks → 2 stacks · Festering Edge, Lasher
Martial reservex1.00 → x1.50 · Aegis Bearer, Seven Moves, Sharpshooter, Long Breath, High Roller
Hex Stacks held5 stacks → 8 stacks · Doomsayer
Echo left behind15% → 30% · Archivist
Detonate charge100 charge → 70 charge (lower is better) · Sapper
Rounds past the magazine0 rounds → 3 rounds · Gunslinger
Conjunction, per Star Sign40% → 55% · Convergence
Grand Opus, per song35% → 50% · Maestro
An Elementalist's reaction25% → 45% · Catalyst
What a foe's level resists50% → 35% (lower is better) · Archmage, Voidcaller, Dissonance, Eclipse
The price of a fusionx1.00 → x0.60 (lower is better) · Weaver, Syzygy, Conflux
A pet's blowx1.00 → x1.30 · Beastlord
A pet's criticalx2.00 → x2.75 · Red Fang
A Dive from the skyx1.00 → x1.39 · Cloudbreaker
How loud an echo soundsx1.00 → x1.25 · Resounder
Last Resort recoveryx1.00 → x0.50 (lower is better) · Martyr, Deathless, Encore

Five of them read the other way round and the table says so — for the least a foe can hit you, Detonate charge, what a foe's level resists, the price of a fusion and Last Resort recovery, lower is better. And a rule knows what your class already has: a Necromancer’s leeching has always filled to 90% of the pool rather than 75% of the pool, so the Lich path is priced, printed and measured against the 90 it really starts from.

A nineteenth class: the ElementalistNew

Every caster in the realm picks an element because the spell they happen to own has one. The Elementalist picks an element because of what is already on the foe — it lays an affliction with one element and sets it off with a second. The reactions have been in the game since Resonance; no class was ever built to fire them on purpose.

An advanced caster: Intelligence to strike with, Dexterity to sequence with, cloth to wear, and no party buffs at all — what it has is a plan and the burst at the end of it. Its three paths are in the catalogue below like everyone else's: the Catalyst draws half again as much from a reaction, the Prism splits the light until it finds what a foe cannot stand, and the Conflux pays little more than a single spell's price for a fusion.

The catalogueNew

All 57, as the panel draws them — what each asks for, what it breaks, and what it charges. Every number here is a first pass and will be tuned in daylight.

Gladiator
ReaverNeeds a two-handed weaponTwo-handed weapon damage: x1.20 → x1.40+15% damage taken · +25 crit damage · +3% lifesteal · −6% dodge
BloodletterNeeds a Sword or Hand Axe in the main handLife leeched per hit: 2% of your life → 4% of your life−10% damage dealt · +4% lifesteal · −25 crit damage◆ Open Vein
ShieldbearerNeeds a shieldChance to answer a blow: 0% → 100%−15% damage dealt · +15% TP gained · −6% crit chance
Fighter
IronwallNeeds a shieldBlock chance cap: 35% → 75%−25% damage dealt · +15% DEF · −25% TP gained
Weapon MasterNeeds nothing in the handsA weapon in each hand: not allowed → allowed+15% damage taken · +15% TP gained · −6% dodge · −6% lifesteal
SpellbladeNeeds nothing in the handsA blow that finds a weakness: x1.35 → x1.60−10% damage dealt · +15% INT · −10% STR · −20% spell MP cost
Paladin
BastionNeeds a shieldBlock chance cap: 35% → 65%−20% damage dealt · +10% DEF · −15% TP gained
Aegis BearerNeeds a Sword or Club in the main handMartial reserve: x1.00 → x1.50 Aegis 100 to 150+10% damage taken · +15% TP gained · −6% dodge
MartyrNeeds nothing in the handsLast Resort recovery: x1.00 → x0.50+15% damage taken · +10% SPI◆ Not Yet
Lancer
DragoonNeeds a Spear in the main handTwo-handed weapon damage: x1.20 → x1.38+12% damage taken · +15% Weapon Arte damage · −6% dodge
SpearwallNeeds a Spear in the main handChance to answer a blow: 0% → 60%−15% damage dealt · +10% DEF · −6% crit chance
CloudbreakerNeeds a Spear in the main handA Dive from the sky: x1.00 → x1.39−10% damage dealt · +10% ability cooldowns · −20 crit damage
Rogue
GhostNeeds nothing in the handsThe least a foe can hit you: 50% → 35%−15% damage dealt · +6% dodge · −20 crit damage
Seven MovesNeeds a weapon in each handMartial reserve: x1.00 → x1.50 Combo 5 to 7+10% damage taken · +15 crit damage · −15% TP gained
VenomerNeeds a Dagger in the main handA blow that finds a weakness: x1.35 → x1.60−10% damage dealt · +20% buff & song duration · −4% crit chance
Archer
StormbowNeeds a Bow in the main handFollow-up strikes: 2 strikes → 3 strikes−10% damage dealt · +15% TP gained · −20 crit damage
SharpshooterNeeds a Bow in the main handMartial reserve: x1.00 → x1.50 Marks 5 to 7+10% damage taken · +4% crit chance · −6% dodge◆ First Arrow
SkirmisherNeeds nothing in the handsThe least a foe can hit you: 50% → 38%−12% damage dealt · +6% dodge · −10% Weapon Arte damage
Pugilist
Hundred HandsNeeds a Knuckles in the main handFollow-up strikes: 2 strikes → 3 strikes−10% damage dealt · +15% TP gained · −20 crit damage
CounterpuncherNeeds a Knuckles in the main handChance to answer a blow: 0% → 75%−15% damage dealt · +4% dodge · −10% TP gained
Long BreathNeeds nothing in the handsMartial reserve: x1.00 → x1.50 Chi 10 to 15+10% damage taken · +10% ability cooldowns · −4% lifesteal
Magician
ArchmageNeeds nothing in the handsWhat a foe's level resists: 50% → 35%+15% damage taken · +20% spell MP cost
WeaverNeeds nothing in the handsThe price of a fusion: x1.00 → x0.65−10% DEF · +15% buff & song duration · −10% ability cooldowns
SavantNeeds nothing in the handsA blow that finds a weakness: x1.35 → x1.60+10% damage taken · −10% spell MP cost · −25 crit damage
Warlock
HemomancerNeeds nothing in the handsHow full leeching fills you: 75% of the pool → 95% of the pool+12% damage taken · +4% lifesteal · +15% spell MP cost◆ Red Tide
SiphonerNeeds nothing in the handsLife leeched per hit: 2% of your life → 4% of your life+3% lifesteal · −25 crit damage · +15% spell MP cost
VoidcallerNeeds nothing in the handsWhat a foe's level resists: 50% → 36%+15% damage taken · −4% lifesteal
Necromancer
LichNeeds nothing in the handsHow full leeching fills you: 90% of the pool → 100% of the pool+15% damage taken · +4% mana steal · −6% dodge
DeathlessNeeds nothing in the handsLast Resort recovery: x1.00 → x0.50−10% DEF · +10% ability cooldowns
RotcallerNeeds nothing in the handsA blow that finds a weakness: x1.35 → x1.60+10% damage taken · +3% mana steal · −20 crit damage
Death Knight
DreadbladeNeeds a two-handed weaponTwo-handed weapon damage: x1.20 → x1.40+12% damage taken · +20 crit damage · −6% dodge
Blood KnightNeeds nothing in the handsLife leeched per hit: 2% of your life → 4% of your life−10% damage dealt · +4% lifesteal · −25 crit damage
Festering EdgeNeeds a Great Sword, Sword or Hand Axe in the main handWounds past the limit: 0 stacks → 2 stacks−10% damage dealt · +10% Weapon Arte damage · −4% lifesteal◆ Rot Sets In
Tamer
BeastlordNeeds nothing in the handsA pet's blow: x1.00 → x1.30−15% damage dealt · +10% TP gained
Red FangNeeds nothing in the handsA pet's critical: x2.00 → x2.75+10% damage taken · +5% pet crit · −4% dodge
LasherNeeds a Whip in the main handWounds past the limit: 0 stacks → 2 stacks−8% damage dealt · +10% Weapon Arte damage · −15% pet damage
Minstrel
MaestroNeeds a Harp in the main handGrand Opus, per song: 35% → 50%+10% damage taken · +15% buff & song duration · −4% dodge
DissonanceNeeds nothing in the handsWhat a foe's level resists: 50% → 38%+10% damage taken · −20% buff & song duration
EncoreNeeds nothing in the handsLast Resort recovery: x1.00 → x0.50−10% damage dealt · +10% TP gained
Hexblade
DoomsayerNeeds a Crystal Blade in the main handHex Stacks held: 5 stacks → 8 stacks+10% damage taken · +10% spell MP cost
Cursed EdgeNeeds a Crystal Blade in the main handA blow that finds a weakness: x1.35 → x1.60−10% damage dealt · +10% Weapon Arte damage · −20 crit damage
HexguardNeeds a shieldBlock chance cap: 35% → 60%−15% damage dealt · +10% DEF · −1 max Hex Stacks
Mimic
ArchivistNeeds nothing in the handsEcho left behind: 15% → 30%−10% damage dealt · +5% echo quality
ResounderNeeds an Echo Shard in the main handHow loud an echo sounds: x1.00 → x1.25+12% damage taken · −4% crit chance
ChangelingNeeds nothing in the handsThe least a foe can hit you: 50% → 40%−12% damage dealt · +4% dodge · −5% echo absorption
Runesmith
SapperNeeds nothing in the handsDetonate charge: 100 charge → 70 charge−5% damage dealt · −15% Detonate damage · +10% TP gained
ForgehammerNeeds a Rune Hammer in the main handTwo-handed weapon damage: x1.20 → x1.38+12% damage taken · +15 crit damage · −6% dodge
Keyed RunesNeeds nothing in the handsA blow that finds a weakness: x1.35 → x1.60−10% damage dealt · +10% Detonate damage · −6% crit chance
Skypirate
GunslingerNeeds a Flintlock in the main handRounds past the magazine: 0 rounds → 3 rounds+10% damage taken · +4% crit chance · −10% TP gained
CorsairNeeds a weapon in each handThe least a foe can hit you: 50% → 38%−12% damage dealt · +6% dodge · −15 crit damage
High RollerNeeds nothing in the handsMartial reserve: x1.00 → x1.50 Fortune 100 to 150+12% damage taken · +10% TP gained · −6% dodge
Astromancer
Convergence Lv 75Needs an Astrolabe in the main handConjunction, per Star Sign: 40% → 55%+10% damage taken · +15% buff & song duration · −10% ability cooldowns
EclipseNeeds nothing in the handsWhat a foe's level resists: 50% → 35%+15% damage taken · +15% spell MP cost
SyzygyNeeds nothing in the handsThe price of a fusion: x1.00 → x0.65+10% ability cooldowns · −6% dodge · +10% spell MP cost
Elementalist
CatalystNeeds nothing in the handsAn Elementalist's reaction: 25% → 45%+12% damage taken · +10% buff & song duration
PrismNeeds nothing in the handsA blow that finds a weakness: x1.35 → x1.60+12% damage taken · +15% spell MP cost
ConfluxNeeds nothing in the handsThe price of a fusion: x1.00 → x0.60−10% DEF · −10% ability cooldowns

Five of them carry an Instinct of their own, marked ◆ above, which joins the ones your class already has. A path that asks for nothing in particular is always awake; one that names a weapon is awake while you hold it.

The Hunt
Hunt Chains: keep killing the same thingNew

Kill the same species twice in a row on the overworld and a chain starts. Keep to it and the chain grows; the longer it is, the luckier every find of that kill becomes — drops, dungeon keys, treasure maps, essences. Kill something else and the chain ends.

Tier I5 kills · +10% find luck
Tier II10 kills · +20% find luck
Tier III20 kills · +30% find luck · rarity rolled 2×
Tier IV35 kills · +40% find luck · rarity rolled 2×
Tier V50 kills · +55% find luck · rarity rolled 2×
Tier VI75 kills · +70% find luck · rarity rolled 3×
Tier VII100 kills · +90% find luck · rarity rolled 3×

Reaching a tier guarantees that kill’s drop, and from Tier III the rarity of what falls is rolled more than once and the best kept. A chain lapses 15 minutes after your last counted kill, so a break for tea costs you nothing.

It pays in finds only. A chain never touches EXP or gold: skipping the other foes on a tile to stay on your quarry already costs you kills per hour, and that is the trade. Rares, nemeses and foes far below you neither add to a chain nor break it — they are simply free, and they still enjoy the luck you are holding. The tile tells you which foe continues your chain.

The Bestiary pays: Hunter RankNew

The Bestiary has been filling itself in since the day you started and has never given anything back. Now each species rank pays hunter points the first time you reach it — Hunter at 5 kills (1 point), Veteran at 25 kills (2 points), Slayer at 100 kills (3 points), Apex at 500 kills (5 points) — and your points set a Hunter Rank from 1 to 10.

Every rank is +1% find luck on overworld kills, up to +10%, added to whatever your chain is already worth. Most of the realm is already several ranks up without knowing it. Titles at ranks 3, 6, 10: Tracker, Seasoned Hunter, Master of the Hunt.

The Armory speaks upNew

Every piece of equipment your account has ever held is recorded, and the Armory has been keeping that list in silence. Now a new name in it is an event: a line in your notification log every 10th piece, and always for a Legendary or better — and the first Legendary an account ever finds is announced to the realm.

Titles for the collection: Curio Keeper at 50, Armory Scribe at 150, Relic Warden at 400, Grand Archivist at 800, Keeper of Every Blade at 1,500 pieces recorded. It pays nothing else: finishing a set already pays, and this is the log, not the loot.

Contract Master: the boards keep a streakNew

The quest boards are already kill contracts. Now claiming one continues a streak and pays contract marks — one to four by the size of the contract, with a bonus on every 5th, 10th and 50th in a row. Abandon an accepted contract and the streak ends.

Marks buy three things, and none of them is power:

  • a Writ of Release (10 marks) — spend it instead of your streak when you walk away from a contract;
  • a block on a species (50) so the boards stop offering you the one you cannot stand — up to 3, and unblocking is free;
  • a Hunter’s Writ (25) — your next Hunt Chain starts at Tier I.

Nothing expires and nothing is daily. Titles: Contractor at 25, Guild Contractor at 100, Master Contractor at 500 contracts completed.

Region Diaries: the land remembersNew

The overworld is more than a hundred named lands and your relationship with each of them has been “the place I passed through at level 30”. Every land of any size now keeps a diary with three tiers, and each tier is done when any three of its four tasks are.

Wayfarer+2% find luck in that land · 50 foes slain here · 10 gathered or fished here
Warden+4% find luck in that land · 500 foes slain here · 5 elites, rares or nemeses slain here · 100 gathered or fished here · 1 treasure dug here
Legend+8% find luck in that land · 5,000 foes slain here · 50 elites, rares or nemeses slain here · 1,000 gathered or fished here · 10 treasures dug here

A finished tier is local luck: your finds in that land get better, for good. Finish the last one and you are Legend of that land, by name. It is a reason to clear out the zone you are standing in, and a reason for a veteran to go home again.

Foes That Break
The Break gaugeNew

Dungeon bosses, Old Evils, the overworld’s named rares and nemeses now carry a gauge under their health bar. Every round in which your side lands damage presses it — a plain swing 4, an arte, spell, fusion or damaging ability 10, and 20 more for striking the element it is weak to. A resisted element presses nothing.

Fill it and the foe is BROKEN for three of your turns: its defence is halved and its blows land 40% weaker. Each further break asks half as much again. Leave the fight alone for ten minutes and the pressure is gone.

It is an invitation, not a gate. One click of Attack still wins every fight it won before — it simply takes about twenty-five landed swings to see a break, which is why the element painted on every nameplate is suddenly worth reading. A Tamer’s pet presses the gauge too. Trash fights are untouched, and nothing breaks in PvP, in raids, in the Labyrinth or on the Realm Boss.

Creatures learned to do more than hit youNew

Every creature in the realm did one of three things: it struck, it afflicted, or it drained. That was the whole vocabulary, and it had been since the beginning. There are seven more kinds of move now — blows that tear armour open, blows that finish something already wounded, blows that drink the life out of what they take; and away from the damage, foes that brace, that rage, that lay a hex, that rally.

A creature can own several of them and pick between them by how the fight is actually going — how hurt it is, how hurt you are. A thing that braces does not also swing that turn: the guard is the move, not a free extra.

The Bestiary keeps the list, one line per move, and each line stays “???” until you have been on the receiving end of it. And the Mimic — the class whose whole fiction is learning what it watched — now learns an echo of the move it actually saw, instead of guessing from the ground it happened to be standing on. It learns no more often than before; it learns something that makes sense.

Some foes ask you to fight differentlyNew

A dungeon boss, an Old Evil, a world rare or a nemesis may now carry one of three temperaments. They are not a debuff on you and not a bar to grind down — they are a question about how you are hitting.

Armoured takes a flat bite out of every single blow, so a flurry of twenty lands about half of what its arithmetic promised while one great blow lands nearly all of it. It is asking you to hit it harder. Unyielding is the mirror: the more you pile into one blow the less each addition is worth, so a great blow lands about two thirds and a flurry lands all of it. It is asking you to hit it oftener. Enraged simply hits back harder — the only one of the three you feel on the way in.

Which one a creature carries is read from its own statistics against what the realm expects of something its level. Nothing is rolled and nothing is stored, so the same creature is the same fight every time you meet it — and ordinary wildlife never carries one at all.

A stance’s damage now reaches everything you doFixed

A stance has two halves: the damage you deal and the damage you take. The dealt half only ever reached one thing — a weapon swing — and even there it was only applied when it was a gain. Two consequences, both silently wrong for years:

  • a caster’s stance did nothing to a caster. Wild Channelling charged 18% more damage taken and dearer spells for exactly no extra damage; Focused Casting gave 12% less damage taken and cheaper spells for no price at all.
  • a defensive stance was never charged on a basic swing — the most common action in the game — because the discount was quietly skipped.

Now the dealt half is honoured where your class actually strikes: spells, both purecasts, fusions, the signature spell, the Conjunction, class-ability strikes and every swing, gain or loss alike. A pet, a Detonate and an echo stay off the dial — each has its own line in a stance already. The panel and the wiki say exactly which lanes it touches.

An Instinct answers what you castFixed

The Instincts that add damage — Deep Reserves, Open Vein and their kind — were read on a weapon swing only. A Magician holding Deep Reserves above three-quarters mana got nothing for it on a spell, which is the only way a Magician fights.

An Instinct’s multiplier is now read as the cast begins and applied to the spell, both purecasts and a fusion, and the log names the Instinct when it moves the number. A technique — a Weapon Arte or a class ability — still does not take one, and the panel says so. Since a spell at your own level costs about a tenth of your pool, an Instinct that wants a full bar is an opener: about three casts, not a standing bonus.

The combat log stops rounding your own numbers downFixed

Five lines in the combat log printed “Resonance! +35%” as typed text rather than the multiplier the game had just used. With a path that breaks the weakness rule, a hit worth +65% was announced as +35%. Every one of those lines now prints what was actually paid — and reads exactly “+35%”, to the character, for everybody who has no such path.

The Realm Together
The Realm BossNew

A boss the whole realm fights without being in the same place at the same time. It is not a tile: its shadow falls over a terrain, realm-wide, for two days.

Every ordinary kill you make on its terrain is a blow — a rare is three — so the levelling you were going to do anyway counts. Anyone from level 5 may also strike from the panel, three times a day, and a level 5’s strike is worth exactly what a level 12,000’s is. Its health is sized to how many of us are actually playing.

The realm passes tiers at 25, 50, 75 and 100% wounded. When it ends, everyone who landed at least 10 blows claims once: EXP and gold sized to their own level, multiplied by the tier the realm reached. Kills on its terrain pay exactly what they always paid — the claim is the whole reward.

The old World Boss is retiredRetired

Its last six spawns drew nought, one, one, one, two and one of you. It asked the realm to be on one tile at one hour, which is not how this realm plays; the Realm Boss is the answer and the World Boss is gone, with its page, its summon and its chat command.

Nobody loses a badge. “Answered the Call” and “Slayer of Giants” are held by nine players and are now earned against Realm Bosses instead — the holders keep them and everyone else can win them again. A Skyhold’s Watchpost, which reported on the World Boss, reports on the Realm Boss.

Echo Allies: a friend at your side, while they sleepNew

The Echo Arena already keeps a snapshot of every player’s build. Call a friend or guildmate’s echo and it fights beside you in dungeons for one hour, three calls a day. It acts once a round after you do: most classes strike, the arcane ones hex, and a Minstrel or Paladin mends you instead.

An ally is never stronger than you are. Its attacking stat is the lower of the echo’s and your own, and its blow is about a third of an ordinary one, so a level 12,000 friend cannot carry a level 50 through anything. It is worth roughly a third of one of your swings — nowhere near a Tamer’s pet, which does most of a Tamer’s damage, and a Tamer may call an ally as well.

Fell a dungeon boss with an ally called and its owner is tipped a small sum at their own level, and told who they helped. Titles: Sellsword at 10, Trusted Blade at 50, Legend for Hire at 250 dungeon bosses felled at your side.

Open Doors: a guild you can actually get intoNew

Staying in this realm correlates with belonging more than with anything else we can measure: four in five veterans are in a guild, and almost none of the newcomers are. The recruitment board works — when somebody answers it. Most applications sat unanswered for over a week.

So a guild’s recruiters may now open its doors, with a minimum level if they like: anyone may then join at once, up to the member cap, with no officer awake. Recruiters are told when an application arrives; one left a week is closed and the applicant is pointed at the doors that are open. And the first time a guildless player of level 20 or more stands in a tavern while somewhere would take them, they are told — once, in the notification log, never as a pop-up.

Nothing about belonging to one guild at a time has changed, and nobody is ever moved out of a guild by any of this.

The realm announces itself in DiscordNew

Three read-only feeds for things that have already happened: #auction-house when a listing goes up or is bought, #pvp when a player is beaten by another player, and #lfg when a guild opens its recruitment. Four in five of us sign in through Steam, where the game has no way to reach anybody; this is that way.

Reasons to come back, delivered outside the gameNew

Nothing in the realm can reach you once the tab is closed — not a Long Watch that finished hours ago, not an auction that sold. Opt in, on your own notification page, to an email or a browser notification when your watch is full, your auction sells, or a Realm Boss rises.

It is deliberately quiet: nothing unless you switched that channel and that event on, nothing unless you have been away long enough to care, never more than one message in 20 hours, and after three unanswered messages it stops until you come back by yourself. Every email carries a one-click unsubscribe. No streaks, no countdowns, no guilt.

Pastimes
Crystal CardinalsNew

The tavern has always existed to manage guilds. Now the regulars play cards, and the cards are the Bestiary.

A three-by-three board. You and your opponent hold five cards each and place them in turn; a card has a number on each of its four sides, and placing one beside an opponent’s card with a higher facing side takes it. Most cards on the full board wins.

Every ordinary species of the overworld is a card. Its four sides come from the monster’s own stats — a brute is strong on top, a bulwark below, a caster to the left — and its strength from how dangerous it is. A card is yours once you have slain 25 of that species, so your collection is already waiting for you: nothing new drops, nothing is bought, nothing can be traded. Everyone also holds the five weakest cards from the first night, and every card wears its beast’s own sprite.

Nothing is ever staked. The first win of the day against each regular pays a small purse at your level; the Gambling Den is where the realm gambles. Titles: Card Sharp at 10, Tavern Champion at 50, Master of Cardinals at 200 wins over the regulars.

…and against other players, by postNew

Sit down at a tavern and open a seat anyone may take, or challenge one player by name. Two kinds of table: own decks, where each of you brings the five you chose from your own collection, and mirror hands, where you are both dealt the same five and nothing but play decides it.

It is correspondence play: nine placements, 24 hours for each, from wherever you are — and in real time if you both happen to be there. Let your clock run out and the game is your opponent’s. Up to 5 games at once. There is a rating and a ladder, rated once a day per pair so nobody can farm it, and a table left with fewer than four cards down never happened and counts for nobody. Nothing is staked or paid here either — a thrown game must never be a way to move gold. Titles: Table Rival at 10, Card Duelist at 50, Grandmaster of Cardinals at 200 wins over other players.

Every card has an element, and fears oneNew

A card in Crystal Cardinals is a creature you have hunted, so it brings the creature’s element with it — and, like the creature, it fears one. Play a card against a neighbour that fears what your card is, and the side doing the striking counts two higher. A 3 can take a 3.

The circle is the one the realm has always used: Fire gives way to Water, Water to Lightning, Lightning to Earth, Earth to Wind, and Wind back to Fire — while Light and Dark fear only each other. The tavern regulars know it too, so a strong card played carelessly is a card lost.

The Treasure CabinetNew

Every dig pays the same gold and the same essence, which is why thousands of high-tier maps are sitting undug. Now every dig has a 12% chance of a curio of that map’s tier — never one you already own — and a tier that has kept you waiting 12 digs gives one up.

Tier 1Tarnished Locket · Clay Votive · Rusted Spur · Drover Whistle
Tier 2Silver Thimble · Ivory Die · Brass Astrolabe Ring · Guildmaster Seal
Tier 3Jade Frog · Enamel Swallow · Moonstone Brooch · Navigator Sextant
Tier 4Obsidian Mirror · Golden Scarab · Dragonbone Flute · Reliquary Key
Tier 5Star-Iron Compass · Crown Fragment · Phoenix Feather Quill · Heart of the Hoard

Five shelves of four. A curio cannot be traded, sold, lost or duplicated, and is worth nothing to anybody but you. Titles: Curio Collector at 1, Relic Keeper at 3, Master of the Hoard at 5 shelves finished — and finishing all five earns the Verdigris skin, which no shop will ever sell.

The Angler’s Log and the weekly DerbyNew

Seventy thousand fish have been landed in this realm and not one of them was ever measured. Now every catch is weighed, and your log keeps, per species, how many you have landed and your heaviest.

Each week — Monday to Monday — the single heaviest fish anybody lands wins the Derby. The top three are paid into their banks at their own level, titled, and the champion earns the Pearlescent skin. Only your first 50 catches a day are entered, because one account holds nearly half the realm’s catches and an uncapped contest would simply be theirs for ever. Weight is a long-tailed roll on the species’ own range; skill is worth at most 10% of it. A weight is not an item and buys nothing.

Gold and Goods
The Wanted BoardNew

The Auction House is a sellers’ market with almost no sellers, and not one resource bundle has ever been listed on it. A gatherer cannot see what anybody wants; a buyer cannot say what they need. The Wanted Board is the other side of that window.

Post an order and your gold goes into escrow until it is filled, cancelled or a week has passed:

  • resources — “200 Iron Ore at 150 gold each”; anyone holding the material fills all or part of it;
  • commissions — “a Mithril Longsword, HQ or better, for 2,000,000”; a crafter makes one and delivers it.

The goods reach the buyer at once and the gold reaches the seller’s bank, exactly where an auction pays, less the same sale tax — charged at the rate of the whole order, so splitting a big order into a hundred small fills saves nobody anything. The posting fee is the Auction House’s own. A commission can only be filled with an item you crafted yourself, of the recipe asked for, at or above the quality asked for.

The HomesteadNew

The realm’s veterans are sitting on hundreds of billions of gold with nothing priced for them, and every deed any of us has ever done ends as a number on a profile nobody opens. The Homestead is both problems, solved against each other.

Your Safehouse becomes a home, in six steps:

Rented Room10,000 gold · 2 plinths
Cottage750,000 gold · 4 plinths · the title Householder
Townhouse15 million gold · 6 plinths
Manor250 million gold · 9 plinths · the title Master of the Manor
Estate2.5 billion gold · 12 plinths
Keep25 billion gold · 16 plinths · the title Keeper of the Keep

Every step adds plinths. There are twenty furnishings across four rooms, from 5,000 gold to 12 billion. And there are trophies, which are not bought at any price — each one is read from a record the realm already keeps, so every trophy you have earned is already waiting, and none of them can be traded:

Skull of an Old Evilslay a dungeon’s Old Evil · 1 / 5 / 25 kills
Head of a world rareslay one of the overworld’s named rares · 1 / 10 / 50 kills
Mounted beastyour most-slain species · 500 / 1,000 / 5,000 kills
Delver’s Standarddungeons cleared on Ultimate · 5 / 25 / 60 dungeons
Plaque of Deedslegendary achievements · 3 / 10 / 25
Duelist’s Laurelyour best ladder rating · 1,200 / 1,600 / 2,000
Labyrinth Lanternthe deepest you have gone · depth 10 / 30 / 75
Milestone Obeliskyour level · 1,000 / 5,000 / 15,000
Derby Cupa podium in the weekly fishing Derby · 3rd / 2nd / 1st
Curio Casecomplete sets in the Treasure Cabinet · 1 / 3 / 5 sets
Map of a landbecome a Legend of that land (Region Diaries) · silver
Champion’s Deckwins at Crystal Cardinals · 10 / 50 / 200
Season Pennantfinish a Season Journey · silver
Hunter’s Tallyyour best Hunt Chain · 25 / 100 / 250
Fang of a Realm Bossstrike a Realm Boss that was slain · bronze
Master’s Sealyour best Contract streak · 10 / 50 / 100

Grandeur is the steps you have built, the furnishings you own and the trophies you have mounted — and gold is scored on a log scale, so a billion cannot outbid a life of deeds. The ten grandest homes in the realm are listed, and every home is shown on its owner’s profile. That is the visit.

A home gives no power of any kind — not a stat, not a drop, not a coin back. It is the most expensive thing in the realm and it is purely somewhere to put what you have done.

The Long Game
The Season JourneyNew

A free ten-week track, with the three things players of this genre hate taken out of it. There is one track and nothing is sold. There are no tasks to accept: every objective the realm already records — a kill, a gather, a craft, a dungeon — is worth Journey points. And the pace limit is cumulative: 2,000 points per week of the season so far, so if you miss three weeks, three weeks’ worth is waiting when you come back.

30 milestones of 500 points — 15,000 in all. Each pays a quest’s gold at your level and every fifth pays three times that; Wayfarer at 10, Pathfinder at 20, Trailblazer at 30. Seasons follow one another with no gap, and a finished season’s unclaimed milestones can still be claimed during the next one. Nobody can sprint it in a weekend, and nobody can fall behind.

Watch Postings: point your hours at somethingNew

The Long Watch is the most-used thing in the realm after fighting, questing and dungeons, and it has always paid one flat trickle of EXP and gold — the same currency to a capped veteran and to a gatherer, neither of whom wanted it. Now, when you come back, you may spend the hours on a posting instead:

Keep the Watchas it always was
Drillweapon-skill XP for the weapon in your main hand
Labourwork the tile you are standing on
Patrolkills for one quarry already in your bestiary

A posting keeps half the watch’s EXP and none of its gold: the hours went somewhere else. The choice is made on your return, not before you leave — a promise made in advance only punishes whoever forgot to make it. And a posting is always slower than playing: a full twelve-hour watch drills what about a quarter of an hour of real fighting would, and labours what about three quarters of an hour at a node would. A patrol adds kills to a quarry you already know; it can never discover a species for you while you are asleep.

A posting that cannot pay — a mastered weapon, no work on this tile, a quarry you have never met — is refused before the clock is touched, so a refusal never costs you the watch.

Quests
The Provisioners: 22 quests for what you gatherNew

The realm has seven ways of gathering and about 250 materials, and exactly nine quests have ever asked for one of them — every one a tile-point material, because until now a profession’s door could not tell a quest what it had handed over. It can now, so the professions can carry quests.

Seven lines of three, from quest givers you already know, each running common to uncommon to rare — and a capstone for anyone who satisfies all seven:

MiningPetra the Geologist · Iron Ore ×12 → Crystal Shard ×8 → Shadow Ore ×5 · the title Veinfinder
LoggingBertram the Woodcutter · Pine Wood ×15 → Maple Wood ×8 → Ironwood ×4 · the title Timberwright
FishingDockmaster Bren · River Perch ×15 → Rock Mullet ×6 → Crystal Bass ×3 · the title Riverhand
FarmingShepherd Willa · Root Vegetable ×15 → Amber Barley ×8 → Goldenroot ×4 · the title Fieldwarden
HuntingPackmaster Bran · Rough Hide ×12 → Ox Leather ×8 → Dire Hide ×4 · the title Trailwise
ForagingVillage Elder Gorshen · Field Herb ×15 → Honeyclover ×8 → Elderbloom ×4 · the title Herbwise
Gathering pointsDesert Trader · Shore Shell ×20 → Sand Gem ×25 → Ocean Fish ×30 · the title Far-Trader
All sevenBoardkeeper Aldric · The Realm's Larder, at level 100 · the title the Provisioner

They pay gold and EXP like any quest, and something new: profession XP — 150 / 400 / 900 by tier, paid through the profession’s own award, so it levels the skill and banks Renown exactly as gathering does. The gathering-points line pays double gold instead. The capstone is hidden until you can take it, so nobody is shown a quest their giver would refuse — which is why each line’s last quest mentions that the other six exist.

A collect quest now tells you where to lookFixed

Every quest asking for a material said “Gather at Gathering Points on matching terrain”, which is wrong for anything a profession digs, cuts, catches, farms, skins or forages. A collect quest now names the door, the ground and the rarity — on the offer, the active panel and in the Quest Log — and it is derived from the gathering catalogues themselves, so a material is explained the day it is added. This corrects the older collect quests too.

Quests: the auditFixed

Every quest in every world was walked through its tile, its offer panel, its log card and its hand-in. What came back:

  • A hand-in is claimed once. Eight quests that name no reward item told every finisher “Reward not received” and offered a Re-claim button that ran the whole hand-in again — gold, EXP, title and all — on every click. The claim is now taken before anything is paid, a re-claim can only ever return a named item that is really gone, and a finished quest that owed you nothing says “Quest complete!”.
  • Gathering counts, whichever door you used. Mining, chopping, fishing, farming, hunting, foraging, the Sky’s auto-collect and a by-catch pearl all tick a collect quest now. Several early quests were quietly impossible.
  • Twelve Sky quests were invisible. They stand on raid-entrance tiles, and those panels never looked for a quest giver.
  • A board quest is claimed once and paid relative to what you hold.
  • The Quest Log tells the truth: talk and duel quests had a blank objective and “0 / 1”; a no-item reward printed the bare word “Item”; a retrieve quest counted copies you were wearing, which the giver never did; and cards name the map they are on.
  • A quest on Tutorial Island was showing its punctuation as raw code.
The Shatterlands can be reachedNew

Act V’s sundered world was built and then never wired into the doors that carry a player between worlds: nobody without an Admin key could walk it. It is connected now — travel, the map, the tile panels and the story — and the act itself has been walked end to end. Talk quests complete, the creatures of a chapter shed the Shard Fragments that chapter asks for, the shrine takes the Shard the cradle gives you, a fork must be answered before it is accepted, and the curtain comes down on the act without waiting for the road you did not take.

Reports Answered
A forged blade’s element reaches your artesFixed

Two lanes asked the game the same question — what element is this blow? — and got different answers. A basic swing has always known what your weapon was forged with. A Weapon Arte never did: the same blade struck as Fire when you swung it and as nothing at all when you used a technique with it. Both lanes read the one answer now.

Two things follow, and both are real. An arte that declares no element of its own now carries the blade’s, so it can find a weakness — and be resisted. And with a weapon in each hand, an arte is swung with the hand it belongs to, rather than whichever one the game happened to look at first — which decided its damage as well as its element.

The earliest Mastercraft schematics were out of reachFixed

Which Schematic you find is decided by the level of what you killed, not by your own — so the early recipes come from early content, and a character who has outgrown them has to go back down. That part worked. What did not: a line in the code said a dungeon boss or a world rare below level 700 dropped nothing at all.

The effect was quiet and quite unfair. The four earliest recipes — the Evergrowth Band, the Graveiron Edge, the Pathfinder Striders and the Loop of the Scholar — were left with a single source in the whole game, an Old Evil in a shallow dungeon, while every other tier had three. That line is gone: a boss or a world rare now pays its own tier as soon as it is deep enough for that tier's cheapest recipe to be worth anything. Nothing above level 700 moved by a single point.

And the wiki now says which tier comes from where, which it never did.

Two prayers, one effectFixed

Five classes each learn a party blessing at level 35, and two of them did the same thing: the Paladin’s Holy Chant and the Necromancer’s Bone Ward both raised Defence, for the same length of time, at the same level. Holy Chant now steels the Spirit instead — Bone Ward keeps the body, the chant keeps the soul. Five classes, five different virtues.

A challenge that cannot start no longer marks youFixed

Raising your hand against an unmarked player marks you as an aggressor for an hour and forfeits your own ward. That was being taken before the game had decided whether the duel could open at all — so a challenge that was then refused left you red for a fight that never happened. Neither is taken now until the fight is real.

And the refusal that caused it is gone with it. A battle nobody has touched for hours — a fight somebody walked away from, which out in the world waits for its player for ever — used to sit there telling both duellists they were already in combat, until a housekeeping pass swept it up. It is cleared the moment somebody runs into it.

The hotbar says what it is doingNew

A slot on a cooldown measured in rounds greyed out and said nothing — the sweeping wheel is a wall clock and would have counted three rounds down as three seconds. Those slots now show the number of rounds left on their face, the same figure the tooltip gives.

And a slot you cannot use is no longer the same grey as one that is merely recharging: an arte for a weapon you are not holding, or one you cannot afford, is now red, and says which on hover. Land a critical, or dodge or block a blow, and the slot that threw it sparkles for a beat.

Reply to a letterNew

An open letter has a Reply button. It opens your mailbox with the answer already addressed — to the sender, subject Re: whatever it was, and the letter you are answering quoted underneath. Reply to a reply and the quote travels with it, so the conversation carries its own history. System post has no Reply: there is nobody on the other end of it.

The class screen no longer leaves you on “Loading”Fixed

While you are choosing a class you have, for that moment, no character — and the game quite rightly refuses to run the world for somebody who is not there. But a panel key paints “Loading” over the class list before it asks, so the refusal left a dead screen that only a page reload could clear. The answer now puts the class list back where it was.

Under the Hood
Gold that cannot go missingFixed

The bank and the auction house wrote your purse back as a whole number, worked out when the request began. Anything that moved your gold in the moment between — a sale, a reward, another tab — was simply overwritten by that stale figure. Every one of those writes is now recorded as a change to the column, so two things happening at once both count.

The auction had a second fault of its own: it moved the goods and then took the money. If the money could not be taken, the item had already gone. The payment now happens first, and is given back if the item turns out to be gone.

The last place in a guild can only be taken onceFixed

Accepting an invitation did not check the member limit at all, and approving an application checked it without holding the door shut. Two officers approving the last two applicants in the same moment both read “one place left” and both took it. Both doors now hold the guild and the player still while they ask, and write the membership once.

A treasure map pays onceFixed

A dig marked its map as spent at the very end of the work, so two requests arriving together could both be paid for the same map. The map is claimed before anything is handed over.

Prestige is counted onceFixed

Prestiging a weapon raises the rank your skill with it may climb to. That rise was being applied twice — three times down one path — so the ceiling being enforced was the one for double the prestige you had actually bought. It is applied once now.

Said plainly: if your weapon skill had been climbing toward a ceiling that was too generous, the ceiling it climbs toward is now the one your prestige really buys. Nothing you paid for is gone, and no skill you have already earned has been taken away.

The Bestiary counts creatures, not sightingsFixed

Skills witnessed on the Bestiary was counting every separate time you had watched a creature use its signature skill, rather than how many creatures’ skills you had seen. A hunter who had met a hundred and forty-three creatures could be shown thirteen hundred.

It counts creatures now, so for most hunters it reads lower than it did — it had been counting the same creature again and again. Nothing you have discovered has been lost: the cards themselves were always right, and it is only the tally above them that was repeating itself.

A title is granted onceFixed

The titles table has never had a key on it, so a title could be recorded twice — and a dozen on live were. They have been de-duplicated and the key is on: a grant is absolute now. Nothing was taken from anybody; one player’s title count reads one lower than it did, because it was counting the same title twice.