Patch Notes

Version 0.38.7-PB - Conquest Bonuses

Guild Conquest Bonuses We’re still working on the seasonal location buffs feature, but due to some technical issues, we can’t add it just yet.

Our goal is to have it ready before Season 4 begins. If that happens, the winners of each zone from Season 3 will enjoy the full benefit of buffs throughout Season 4.

However, if the feature isn’t ready in time for the start of Season 3, we’ll release it during the season. In that case, the Season 2 winners will start getting the buffs from the moment the update goes live, and those buffs will last until the end of Season 3.

In short:

  • We can’t add the buffs feature right away due to technical limitations.
  • We hope to have it ready by the start of Season 3.
  • If it's delayed, buffs will still be granted mid-season and stay active until Season 3 ends.

We are aware that there are some that would like to know the rewards for winning a zone, before investing resources in the conquest mechanic.

Following on our balancing philosophy, which we have discussed, in detail, many times, we are following this exact same process with the buffs. Simply put, the buffs will likely, at the start, be low. And then, as time goes on, we will make adjustments to ensure that they're both rewarding and balanced. We’ve chosen a cautious approach to avoid causing long-term balance issues. The downside is that the buffs might feel a bit underwhelming at first.

With that in mind, these are the minimum buff values that a guild will receive for controlling a location. These buffs are meant to be supplemental only - they’re not game-changing. Their value is in the fact that they last for an entire season (2 months).

+5% Primary Skill EXP +3% Primary Skill Efficiency +2% Dungeon Magic Find +2% World Boss Magic Find +4% Dungeon EXP +5% World Boss EXP +5% Hunting EXP

There are a few things to keep in mind with this:

  • These are not the final values - they are just the starting point. There’s a small chance these numbers may be slightly adjusted before release, but it's not expected to be anything substantial. You can use these numbers to get a good idea on what to expect when the update goes live and to help temper your expectations.
  • After the update is released, we’ll monitor how things play out in the game and make adjustments based on real data, not just theory. This approach helps us balance the feature more effectively based on how players actually interact with it.
  • We’re open to adding more rewards for winning guilds beyond just buffs. This system isn’t meant to be the final or only form of conquest rewards - it’s just the beginning. Consider this its teething period.
  • Hunting efficiency and combat EXP aren’t included to avoid creating a loop where winning guilds just keep getting stronger in their own zone, making future assaults one-sided.

More Changes

  • Leaving a guild during an assault will end your current battle.
  • Added information box for the campaign page to help explain how the seasonal campaigns work.
  • Travel activity is now tracked.
  • Change idle timers to hh:mm:ss for easier reading.
  • Fixed "Bio contains inappropriate content" when submitting completely normal bio's.
  • Fixed [object Object] when hovering over characters in the "Characters Nearby" list.

Version 0.38.6-PB - Guild Component Reductions

This update aims to introduce various much needed adjustments across the game.

#### Guild Hall Components As we mentioned in our last update, we have slightly shifted our approach on guild all components. As the repair time has been shortened from 90 days to 60 days, this means you will need more materials over time to keep them maintained. This change will reduce the cost of the components, making them cheaper to build.

All guilds will have the difference refunded in the stockpile.

Unity Seal

  • Oak Logs reduced from 25,000 to 15,000
  • Birch Logs reduced from 25,000 to 15,000
  • Mahogany Logs reduced from 25,000 to 15,000
  • Copper Bars reduced from 25,000 to 15,000
  • Removed Chromite Bars

Mission Table

  • Oak Logs reduced from 25,000 to 15,000
  • Birch Logs reduced from 25,000 to 15,000
  • Banyan Logs reduced from 25,000 to 15,000
  • Willow Logs reduced from 25,000 to 20,000
  • Mahogany Logs reduced from 25,000 to 15,000
  • Removed Iron Bars
  • Lead Bars reduced from 25,000 to 15,000
  • Steel Bars reduced from 30,000 to 15,000

Raid Planner

  • Maple Logs reduced from 50,000 to 20,000
  • Mystical Logs reduced from 30,000 to 25,000
  • Iron Bars reduced from 50,000 to 25,000
  • Chromite Bars reduced from 50,000 to 20,000

Conquest Banner

  • Yew Logs reduced from 50,000 to 20,000
  • Removed Spruce Logs
  • Maple Logs reduced from 40,000 to 15,000
  • Mystical Logs reduced from 30,000 to 25,000
  • Uranium Bar reduced from 35,000 to 20,000
  • Mystic Bar reduced from 25,000 to 15,000

Teleportation Beacon

  • Yew Logs reduced from 50,000 to 30,000
  • Banyan Logs reduced from 50,000 to 30,000
  • Tin Bar reduced from 50,000 to 40,000
  • Lead Bar reduced from 50,000 to 30,000
  • Chromite Bar reduced from 30,000 to 20,000
  • Mystic Bar reduced from 30,000 to 20,000

Energizing Pool

  • Spruce Log reduced from 75,000 to 50,000
  • Maple Log reduced from 75,000 to 50,000
  • Mystical Log reduced from 50,000 to 30,000
  • Iron Bar reduced from 50,000 to 30,000
  • Mercury Bar reduced from 40,000 to 30,000
  • Reduced magic find from 15% to 12%
  • Similar to the Guidance Scroll, the Energizing Pool's effects will now scale based on your Guild Mastery level using an exponential curve. This matches how the EXP system is already designed.
    For example:
    Level 40 gives 1% extra skill EXP
    Level 70 gives 4%
    Level 90 gives 10%
    Level 97 gives 13%
    Level 100 gives 15%

Guild Mastery EXP is also exponential, meaning it takes much more effort to level up at higher levels. Right now, level 92 is considered the “halfway point” in terms of total EXP needed to reach level 100. But before this change, players at that level were already receiving nearly the maximum bonus (14%), which didn’t feel right.

Foundation

  • Oak Logs reduced from 50,000 to 25,000
  • Removed Spruce Logs
  • Copper Bars reduced from 20,000 to 10,000
  • Mercury Bars reduced from 12,000 to 10,000
  • Uranium Bars reduced from 18,000 to 5,000
  • Mystic Bars reduced from 10,000 to 5,000

Slot

  • Mahogany Log reduced from 50,000 to 30,000
  • Mystical Log reduced from 50,000 to 40,000
  • Chromite Bar reduced from 65,000 to 40,000
  • Mystic Bar reduced from 40,000 to 30,000

More Changes

  • Guidance scroll magic find reduced to 10%
  • Added "Smelter" class.
  • Replaced the second Shield Upgrade Stone with a Chestplate Upgrade Stone in the Daily Reward.
  • Reduced "Essence of Shadow" guild challenge requirement to 50 from 90.
  • Fixed point exchange being hidden on the campaign page when the campaign is complete.
  • The minimum amount of guild EXP you can earn from an enemy during an assault is now based directly on that enemy’s EXP value. This means guild EXP cannot drop below this base amount, even if you are affected by negative class effects, such as the Forsaken class’s -50% EXP penalty.

For example, if you defeat an enemy that gives 50 EXP, the Forsaken class will now earn 2 guild EXP (5% of 50 is 2.5, rounded down to 2).

Before this update, the same calculation would first give 2 EXP (from 5% of 50), then reduce it by 50%, resulting in 1.25, which would be rounded down to 1. Simply put, this change makes sure your guild EXP won't drop below the enemy’s base EXP, even with negative effects.


Version 0.38.5-PB - Guild Hall Adjustments

We’re making further reductions to the guild hall component requirements.

Any guild that has already purchased the upgrade will be refunded the difference directly to their stockpile.

Slots

  • Mahogany Logs reduced from 75,000 to 50,000
  • Mystical Logs reduced from 75,000 to 50,000
  • Chromite Bars reduced from 75,000 to 65,000
  • Mystic Bars reduced from 50,000 to 40,000

Teleportation Beacon

  • Chromite Bars from 50,000 to 30,000
  • Mystic Bars from 40,000 to 30,000

Energizing Pool

  • Mystic Logs from 75,000 to 50,000
  • Iron Bars from 75,000 to 50,000
  • Mercury Bars from 60,000 to 40,000

Repair Time

We've reduced the component decay time from 90 days to 60 days

We’re slightly adjusting our approach by gradually lowering the requirements until we find the sweet spot. However, components will need more maintenance from the guild over time. (This is why we are also reducing the requirements and repair times.) Slots will not affected by this approach, as they do not require any repairs.

As always, we will keep a close eye on things and make adjustments carefully and thoughtfully to maintain good balance.


Version 0.38.4-PB - Guild Hall Component Adjustments

We are making some changes to the guild hall components. This will slightly change the order in which components are unlocked and make them easier to access by lowering the requirements.

Guilds will receive a refund in their stockpile for the difference. We will continue to monitor the situation and make more adjustments if necessary.

List of Changes:

Mission Table

  • Oak Logs from 50,000 to 25,000
  • Birch Logs from 50,000 to 25,000
  • Maple Logs from 50,000 to 25,000
  • Willow Logs from 50,000 to 25,000
  • Mahogany Logs from 100,000 to 25,000
  • Iron Bars from 50,000 to 25,000

Raid Planner

  • Reduced level requirement to 40
  • Mystical Logs from 50,000 to 30,000
  • Iron Bars from 75,000 to 50,000
  • Chromite Bars from 75,000 to 50,000

Unity Seal

  • Oak Logs from 50,000 to 25,000
  • Birch Logs from 50,000 to 25,000
  • Mahogany Logs from 50,000 to 25,000
  • Copper Bars from 50,000 to 25,000
  • Steel Bars from 50,000 to 25,000
  • Chromite Bars from 25,000 to 20,000

Conquest Banner

  • Reduced level requirement to 50
  • Mystic Bars from 50,000 to 25,000
  • Mystical Logs from 50,000 to 30,000
  • Maple Logs from 100,000 to 40,000

Teleportation Beacon

  • Increase level requirement to 60

Energizing Pool

  • Increased level requirement to 70

Version 0.38.3-PB - Bug Fixes and Minor Improvements

  • Fixed the "Last Action Overview" box that appears when returning to the game after a long time away. It now correctly shows meditation actions.
  • Guild members can now view the guild hall components list to easily see what materials are needed.
  • Guild halls are now visible to the public by default. This can be turned off in settings. Non-guild members cannot see stockpile numbers or sensitive information.
  • Added push notifications for guild raids and meditation. You must have the "Completed Action" setting enabled to receive these notifications.
  • Fixed an issue where pet badges appeared on top of other badges when pets were in another location.
  • You can now donate to the shrine 2 hours before it resets, instead of 3 hours.
  • Began updating in-game lore across the wiki and game areas. The "Civilisations" page and the "Notable Characters" page (up to "Ravenna") have been rewritten. More updates are coming.
  • Fixed the battle "Max" button not working correctly.
  • Fixed a bug that caused stacks of enemies to disappear.
  • Fixed a rare bug that caused guilds to accidentally schedule two raids.

Version 0.38.2-PB - Bug Fixes

  • Fixed bug in the "X Playing" count that failed to consider the idle time adjustments we made in v0.38.0.
  • Wiki improvements and clarifications.
  • Fixed bug causing the app to crash when pressing "Read More" on the character page.
  • Fixed empty tooltips on some leaderboard pages.
  • Fixed conquest page when attempting to view a zone and no data would show.
  • Fixed scroll blocking when sending a guild application or canceling an existing guild application.
  • Fixed size inconsistencies in the wiki.
  • Fixed bug that prevented meditation from being tracked in the characters activity.
  • Changed colour of the quality "Unique"
  • Possible fix for missing enemy stacks.
  • Fixed guild raid activity tracking bug that prevented some guild members from being tracked if they were online when the raid ended.

Guild Hall Foundation Adjustment

We've made some changes to the guild hall foundation requirements to make it easier for everyone. The original requirements were just too tough… especially for what’s supposed to be the very first step for a guild hall.

We've lowered the overall requirements quite a lot. We’ve also made mystical bars and logs less important, since we know those can be really difficult (or even impossible) for some guilds to obtain. This requirement is quite unfair for what is supposed to be the first tier.

All guilds will be refunded the difference, and the refunded materials will go straight into your guild’s stockpile. As mentioned in the v0.38.0-PB patch notes, the high material requirements at the beginning were intentional. This update was large and complex, and we needed to take a careful approach. We know things may not feel perfect right away, but being cautious helps protect the game’s long-term balance.

The in-game market is constantly changing, and this update has had a big impact on it. Because of that, it’s hard to know exactly what the right requirements should be right now as the bar keeps shifting.

So, over the next few weeks/months, we’ll be watching things closely and making more updates if needed.

We’ve also decided that for the next 60 days, if we lower the number of materials needed for guild hall components, we’ll refund the difference. The refunded materials will go straight into your guild’s stockpile, so you can use them later for repairs or building other components.

After those 60 days, though, any changes to guild components will just be part of the normal game balancing, and refunds won’t be given anymore.

This means your guild can keep building during this "adjustment phase" without worrying about missing out.

Update: To clarify, the change in requirements may take up to 12 hours for it to propagate due to caching.


Version 0.38.1-PB - Bug Fixes

  • Added leaderboards for the Meditation skill so you can now see how you rank compared to others.
  • Removed seasonal locations from the list when choosing a spot for your guild hall to avoid confusion.
  • Increased the scroll area on the pets page.
  • Fixed the glowing effect for Meditation on mobile apps.
  • Fixed a bug where clicking to open the Meditation page didn’t load a new window as expected.
  • Fixed a UI bug on player profiles where the skin would get cut off when badges were shown.
  • Fixed spacing issues in the market notification.
  • Fixed a bug where EXP on the Meditation page wouldn’t update unless you refreshed the page.
  • Fixed a rounding issue where selling cheap items to vendors sometimes showed a value of 0 EXP gained. You’ll now always get at least 1 bartering EXP per item.
  • Fixed an issue where the "Battle All" button showed the wrong badge count, even if all pets were already in battle.
  • Fixed a bug that let unhatched pets be sent into battle when they shouldn’t have been.
  • Fixed the "Battle All" button sending your lowest-level pets instead of your highest-level ones.
  • Fixed an issue where meditating players weren’t counted as active in the game’s online player count.
  • Fixed problems with pet status icons (like equipped or hungry) not displaying correctly when multiple statuses were active.

Version 0.38.0-PB - Idle Times Increase, Guild Halls, and More!

This update introduces a large increase to idle times, various new guild mechanics, a new skill, quality-of-life adjustments, and much more.

This is the biggest update we’ve ever released across all our games. Because of that, the next few days might be a little bumpy as things settle down and we work through any bugs that appear. We’ve done our best to make the roll-out as smooth as possible, but sometimes unexpected issues still slip through. Thanks in advance for your patience - we really appreciate it!

Idle Times

  • Increased main character time from 60 minutes to 300 minutes for members.
  • Increased base idle time for all characters from 120 minutes to 180 minutes for members.
  • Increased main character time from 40 minutes to 240 minutes for free players.
  • Increased base idle time for all characters from 80 minutes to 120 minutes for free players.

Overview

This change means the following idle limits:

  • Main Character (Membership): 8 hours
  • Alt Character (Membership): 3 hours
  • Main Character (Free): 6 Hours
  • Alt Character (Free): 2 Hours

You can read more about this change here: https://blog.galahadcreative.com/lets-talk-about-idle-times/

Meditation Skill

  • Meditation is a unique skill in idleMMO that is entirely based on the concept of selflessness and the helping of others, rather than yourself.
  • Meditation is incredibly straight forward. Just press "Start" on the meditation page to get started.
  • Meditation gains a base rate of 0.8 EXP per second.
  • At level 35, you unlock the ability to create Guidance Scrolls - powerful items designed to boost other players.
  • You’ll earn 0.1 EXP/s while writing guidance scrolls.
  • To write a Guidance Scroll, you'll need a Blank Scroll, which can be purchased from the vendor. Since the Guidance skill is meant to be selfless, the cost is intentionally high to discourage players from selling or trading the boosts for personal gain. If we find that the current price is too low, we’ll raise it in the future. Likewise, if it's too high, we'll lower it.
  • You can’t use a guidance scroll on yourself or your alts - this skill is all about helping others.
  • The higher your Meditation level, the stronger the boost in the scroll.
  • Once given, the scroll’s effect is applied instantly and lasts for 2 hours.
  • Writing a single scroll takes 60 minutes.
  • You can’t write more scrolls than your maximum idle time allows.
  • If you cancel a scroll mid-way, any unused blank scrolls are refunded and any scrolls already in progress will not be refunded.
  • Trade-locked classes such as Banished and Cursed cannot write scrolls.
  • Users that are trade-locked can write scrolls, but cannot send them.
  • Reaching level 100 in Meditation gives you Enlightenment status.
  • Your character will float slightly on its profile page giving it an ethereal aura when enlightened.
  • Your character will also have a unique "Enlightened" badge on its profile.
  • Progression is intentionally slow - not only does it take months of dedication, but it also means you're sacrificing time that could’ve been spent on other skills.
  • The Meditation skill is purely focused on helping others - it’s not designed to benefit your own character directly - hence the low EXP/s, and high cost it takes to buy a blank scroll.

Guild Hall

  • Guild Halls serve as a central hub for guilds, providing access to key features – including Assaults, and the Energizing Pool.
  • A guild needs to be at least level 10 to construct a Guild Hall.

Guild Hall Components

  • Guild components are optional upgrades that can be added to a Guild Hall.
  • These components currently utilise Logs as part of the construction process. This will change to Planks when the Carpentry skill is released.
  • Guild components decay over time, meaning they’ll require upkeep. If a component’s condition reaches 0, it will become unavailable until it is repaired.
  • Repairs can be done at any time, and the amount of resources required depends on the component’s current condition. However, keep in mind that while a component is being repaired, it won’t be accessible, and any benefits it provides will be temporarily disabled.

Teleportation Beacon

  • The Teleportation Beacon is a component that allows guild members to teleport to the Guild Hall’s location at a significantly reduced cost.
  • The exact reduction depends on their Guild Mastery level – and if they’ve reached level 100, teleportation is completely free.

Mission Table

  • Mission table is a component that will automatically generate guild challenges.

Raid Planner

  • The Raid Planner allows guilds to schedule up to 10 raids in advance, removing the need to wait for an ongoing raid to finish before setting up the next one.

Unity Seal

  • The Unity Seal component allows you to set a guild tag that will be applied to all guild members.
  • Guild members can hide the guild tag in their settings page.
  • The tag must be unique.

Energizing Pool

  • The Energizing Pool is a guild component that provides a temporary, time-limited boost to all guild members
  • The energizing pool lasts for 3 hours.
  • During this time, any guild member can enter the Energizing Pool and receive free boosts at no personal cost
  • The strength of the boosts is directly tied to the Guild Mastery level – lower mastery levels will result in weaker boosts compared to higher guild mastery levels.
  • The boosts range from 1% to 15%.

Banished Guilds

  • Guild leaders can choose to "banish" their guild. When a guild is banished, only trade-locked (banished/cursed) characters can join. This gives those isolated classes access to guild features they normally wouldn’t be able to use.
  • Banished guilds can only contain trade-locked classes.

Stockpile

  • The guild stockpile is a dedicated pool of resources that can only be used for the guild hall and its components.
  • Unlike a bank, once resources are contributed, they cannot be withdrawn.
  • Trade-locked characters cannot contribute to the stockpile unless the guild is banished.

Conquest Banner

  • Allows the guild to participate in conquests (see below).

Conquests

  • Guilds can launch assaults on various locations within the game.
  • During an assault, any defeated enemy within the targeted location contributes experience points (EXP) to the guild and its conquest progress.
  • A Conquest Banner component is needed to perform conquests.
  • Members participating in an assault will also earn Guild Mastery EXP.
  • Guild experience is calculated as a percentage of the total EXP a player earns from defeating enemies. The stronger the enemy, the more experience the guild receives.
  • Guild assaults are not just about experience – they also determine territory control. The guild with the most EXP in a location by the end of the season becomes its ruler for the following season.
  • In a future update, the ruler of the location will be given exclusive boosts for the entire period of the following season. This is not yet implemented due to technical reworks required. We're hoping this feature will be available before the current season ends.
  • Guilds can assault multiple locations but can only launch one assault at a time.
  • Each assault costs 10 marks to initiate.
  • A guild can select their own custom colour on the conquest map when they are dominating a region.
  • Right now, enemies hunted before the assault begins will be counted towards the assault after defeating them. However, this may change in the future if we observe that it causes too many issues.

More Guild Changes

  • Raids can now be scheduled up to a month in advance.
  • Improved the date/time picker when scheduling a raid.
  • The idea behind trade-locked characters is that they are supposed to be isolated away from the games economy and market. Because of this, trade-locked characters can no longer contribute to the guilds challenge list unless the guild is banished (see above).
  • A characters raid contribution is now tracked in the guilds activity without them needing to log in before its tracked.
  • Added quick assignment button for guild raids (like a "in 5 minutes" button which will quickly set the date to 5 minutes away)

## Wiki

  • General improvements to the wiki. This includes more detailed information on various categories, as well as an improved layout.
  • Updated Equipment page with correct upgrade limits and improved notes. (Contribution by @Erol314).
  • Added "Credits" page.

Exhaustion

  • Exhaustion has been removed from the game.

## Essence Crystal Changes Due to the significant increase in idle time, Essence Crystals have received an unintended boost, allowing them effectively last five hours longer than before the update.

To compensate for this, we’ve made major adjustments to Essence Crystals:

  • All experience gained reduced by 40%
  • All efficiency gained is reduced by 60%

PLEASE NOTE: We are intentionally reducing the essence crystals by a significant amount so that we can effectively "reset the playing field" and re-adjust after we have monitored how things play out. Our approach to balancing is all about playing it safe at first - starting with cautious changes and gradually buffing if necessary as we gather more data.

We fully acknowledge that this is a significant nerf, possibly more than necessary. However, this change helps prevents Essence Crystals from becoming overpowered due to the increased idle time. It also gives us the flexibility to fine-tune their balance moving forward without causing major disruptions to the market.

You can read more about our balancing approach here: https://blog.galahadcreative.com/our-balancing-approach/

Potion Changes

For the same reason as the essence crystal changes, we are making the following changes to potions:

  • Reduced Battle EXP obtained with potions by 30%.
  • Reduced Hunting Efficiency obtained with potions by 60%.

Again, we are aware that these changes may be more than necessary. Please see the Essence Crystal change for more information on our approach.

Bartering Changes

Bartering is one of the most powerful skills in the game for two main reasons: it's easy to level up, and it significantly boosts the gold you earn when selling items to vendors.

But there are some issues. Since the bonus is percentage-based, it creates big gaps in value when selling high-priced items. This makes balancing a nightmare and limits our ability to introduce more valuable items in the future - because with the percentage boost, their sell price could end up way too high.

To tackle the issues mentioned above, we're dialing back the impact of the Bartering skill. Here's what's changing:

  • The vendor value-to-EXP conversion has been reduced from 50% to 20%.
  • The maximum gold bonus from Bartering at level 100 is being lowered from 30% to 20%.

Vendors are the main source of gold generation in the game. Aside from Raids and World Bosses, it's the only way characters can create gold - so any change here has a ripple effect on everything, including the market.

We expect the market to shift as a result, and we’ll keep a close eye on things. If the change turns out to be too drastic - or not enough - we’ll make further adjustments once things stabilize.

Pet Improvements

  • Added a "Quick Feed" pet that lets you feed all pets on the page with one click. It does its best to use food efficiently and avoid waste, but it's not 100% perfect.
  • If you're aiming for maximum efficiency, we still recommend feeding your pets manually. This feature is mainly a quality-of-life upgrade to save you from the repetitive task of feeding multiple pets one by one.
  • Added a "Battle Max" button that automatically sends your strongest pets to battle.
  • "Pet Mastery" has been added to the teleportation costs due to its influence on the games economy.

Hunting Changes

  • Reduced decay rate to 10% every 3 hours instead of 20% every 3 hours at minimum hunting level. This means enemies are slower to decay.
  • Reduced decay rate to 2.5% every 3 hours instead of 5% every 3 hours at maximum hunting level. This means enemies are slower to decay.
  • Reduced the minimum hunting time to 60 minutes (from 20 minutes) when at Hunting Mastery level 1. This means you can hunt for longer.
  • Due to the huge increase in idle times, we've slightly decreased the base spawn rate of enemies from 0.04 per second to 0.03 per second. This means it is slightly slower to find enemies.
  • Increased the EXP modifier from 2.65 to 3.31 to make up for decrease in enemy spawn rate. This means your EXP/s will remain roughly the same (give or take a few).
  • Increased Power Hunting EXP range from to 1 to 18 (from 1 to 14). This means, at level 100 hunting mastery, you will get 18 EXP per enemy.

Shrine Changes

Because shrine boosts apply for your entire idle session, the recent update has ended up giving them a pretty big buff - mainly thanks to longer idle times. Before, shrine boosts could last up to 3 hours (not counting refreshes), but now they can stick around for up to 8 (or even longer if you refresh before the shrine effects expire).

To keep things balanced, we're slightly dialing back the skill bonuses you get from the shrine. We’re also trimming the base duration of the boosts from 3 hours to 2 hours, since their overall potential has effectively jumped from 3 hours to 8 hours.

On top of that, we've noticed the shrine is hitting tier 3 (T3) more often than it used to. It’s not an everyday thing, but T3 was specifically designed to be a target that is only hit once every so often. It's supposed to be a special milestone. To help manage this, we’re introducing a dynamic gold requirement for each shrine tier based on trends over the past 30 days.

In simple terms: the cost to reach each tier will automatically adjust depending on how often the shrine is being activated. If T3 suddenly becomes too rare, the cost will go down. If it’s happening too frequently, the cost will gradually go up. This system applies to all tiers - not just Tier 3 - and helps keep things balanced as the game evolves over time. You will likely not see any chances to the shrine cost immediately.

More Changes

  • Improved the leaderboards UI.
  • Completing a skill gives an overview in the notifications.
  • Campaign points are hidden after the campaign is complete.
  • Added little banner to the bottom of the skill page notifying new players that access to more resources can be obtained by traveling to a new location. This also includes a guide on how to find the map.
  • Trade locked classes can no longer purchase the "Metamorphite" item in the vendor.
  • Improved the profile page - particularly on mobile.
  • Added "Unique" rarity that applies to items in the game that are extremely unique and are not obtainable through normal gameplay. These items are typically given out as rewards for special events or achievements.
  • Pet names can now contain spaces.
  • Updated "Nearby characters" UI.
  • Fixed some skills displaying "EXP/sEXP/s"
  • Added skill ascension levels to the profile page.
  • Profile bio section has had a small make-over. Namely the text is now left aligned.
  • Softened a lot of the restrictions on the profile bio section. You can now enter a bio with special characters and emojis.
  • Changed the look of "secondary stats" to be much more intuitive.
  • Added "Total Level" leaderboard.

Closing Thoughts

This update brings a lot of changes (especially with how idle times work) which is why we’re being very careful at first. Our usual approach is to start safe, then slowly adjust things over time. It’s better to go slowly than to make big changes we can’t undo.

Because this update is so large, we know everything won’t be perfect right away. Some parts might feel too strong. Others might feel too weak. If you think, “This is too much,” or “This has been nerfed too heavily,” please don’t worry. We know. That’s expected. It's by design. We’re being cautious on purpose to protect the balance of the game.

This update is huge and complex, which makes it even more important for us to move carefully and cautiously - despite knowing that some things might be slightly overtuned.

As always, we’ll keep an eye on everything and make improvements over time.