The market order system has had long-standing issues that were open to abuse. These included PO bumping (players using multiple accounts to push their orders to the top within seconds), PO spamming (flooding the market with multiple orders to drown out others), and market listing advantages for those with the highest quantities, making it difficult for newer players to compete.
To address these problems, we will be completely removing the ability to fulfill individual market orders.
Instead, the game will handle everything automatically. All you will need to do is list your item on the market, and it will automatically fulfill orders on your behalf.
This change eliminates all the previous abuse methods since players can no longer interact with individual purchase orders.
If your guild held a location in the last season, all members will receive the following rewards for the duration of this season in the location that they hold:
+10% 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
Notes:
We originally planned to release conquest rewards as part of the upcoming dungeon rework update (which also includes lots of other new features!). However, that update is taking a bit longer than expected.
So, we’ve decided to release the conquest rewards a bit earlier as a separate update. Because of this change, the feature is now in early access.
That means there might be a few small bugs or issues at first, since it was originally built to launch alongside the bigger update. If you do run into any problems, please don’t hesitate to send us a bug report.
Update: Most crafting materials above Standard quality have had their vendor prices re-balanced. A handful now sell for less, but most have risen sharply to better reflect the effort needed to obtain them. For example, Elemental Essences (available only at level 84) now sell for about 120 gold, up from 35 gold before the patch.
Most market listings for the affected items have automatically been repriced to vendor value + 20 %.
With the increase in base vendor loot value, we may need to take another look at pet loot down the line. We're not planning any changes right now, but this is just a heads-up that if it turns out pets become too "strong" - especially since they're not currently affected by the alt concurrency limit - we might need to make some adjustments later. For now, we're keeping an eye on how things play out before making any decisions.
Following our last update, we've made more changes to alchemy EXP and crafting times. Potion and Essence Crystal crafting is now much faster across the board (although higher-tier potions still take longer than they did before v0.41.2-PB). We’ve also adjusted how EXP scales, so leveling up should now feel smoother and more natural.
This means lower-tier items (around level 40 and below) give slightly less EXP per second, but higher-level items now give much more. For example, Mythic potions now give 5.3 EXP/s, up from 2.5. Level 62 recipes now give 2.6 EXP/s instead of 1.75.
We’ll keep watching the numbers and will make more changes if needed.
Besides balance changes, we’re also working on some general improvements coming soon.
Thank you for your patience.
You may have noticed that we've made several changes to Alchemy throughout the day.
The changes to the crafting times are pretty radical. Because we've made a lot of these changes in a single day, we're being a little cautious with the EXP costs until the dust settles. When that happens, we can made an informed decision on improving the EXP rates and adjusting the times per item (if needed). Think of it like wiping the slate clean so we can create a more balanced system moving forward.
To put it simply: this is not the end of the alchemy changes. More adjustments will be made soon. In particular, the EXP obtained from Alchemy. We're just waiting for the dust to settle before moving forward.
Over the next few days, we’ll be making several adjustments to alchemy recipes - specifically, changing the requirements for certain recipes to better align with items of similar value. Due to the scale of these changes, it’s far more efficient for us to roll them out gradually. Preparing the game to handle a large, all-at-once update would require significantly more development time.
What you can expect:
Update 13/May/25: We failed to mention that these balancing changes will also include adjustments to the EXP obtained via alchemy items.
We’ve made major changes to how alchemy recipe drops work in dungeons.
Instead of receiving a recipe directly from a dungeon run, you’ll now receive a Alchemy Chest tied to that specific dungeon. These chests contain a variety of recipes - some tradable, some untradable. Untradable recipes drop more frequently, but tradable recipes will appear at a higher rate than they did prior to the update.
This change results in a significant buff to recipe drop rates across nearly all high-level dungeons.
For example:
Although these changes may seem significant, much of the increase comes from untradable recipes. That said, the boost affects both tradable and untradable drops - meaning tradable recipes will still be noticeably easier to obtain than before the update.
This update is part of a larger effort to make Alchemy more accessible, as outlined in our roadmap. More balancing changes and improvements will come soon.
Please note: These changes may take up to 12 hours to fully take effect.
Update: Just to clarify - only the recipe itself is untradable. The items you craft from it can still be traded as usual.