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Version 0.43.0-PB - Dungeon rework, Shooting Stars, Mailbox, and more.

Dungeon Reworked

Base Loot Rate Changes
  • We’ve made major changes to the base loot rates for higher-level dungeons (Level 74 and up). Loot rates have been boosted by around 100% to 400%, depending on the dungeon and its quality.
  • Added a breakdown to the loot page to see the total chance of obtaining a quality.
  • Added the ability to see the exact loot rates. This can be enabled in your settings.
Dungeoneering Skill
  • Dungeons will now utilize the "Dungeoneering" skill.
  • This skill is designed specifically for dungeon progression. The goal is to avoid the scaling and progression issues that happen when combat becomes the main skill for dungeons. Previously, there was a problem where players could level up their combat EXP without actually improving their core stats. That issue was addressed in last year’s battle rework, and this skill helps reinforce that fix.
  • Dungeons will require a Dungeoneering level instead of a combat level to access them.
  • There will be a 90-day grace period where you can use either your combat level or Dungeoneering level to access dungeons.
  • After the grace period ends, only your Dungeoneering level will be used to determine dungeon access.
Stances 
  • Just like in battles, you can now use stances during dungeon runs. This lets you earn experience for your primary skills while progressing through dungeons.
EXP Adjustments
  • With the introduction of stances and the new Dungeoneering skill, we’re making some big changes to how experience works in dungeons.
  • Dungeons primary EXP will now give you Dungeoneering EXP. The Dungeoneering EXP will roughly be on par pre-update (with small adjustments/reductions)
  • Combat EXP will become a secondary role. Because of this, and the addition stances, the combat EXP resulted from dungeons has been significantly reduced to represent this change.
  • Overall, you’ll still be earning more EXP than before. Dungeons now reward experience across three areas: Dungeoneering, Combat, and your chosen Primary skills.
Difficulty
  • Each dungeon has a difficulty rating.
  • This difficulty rating affects whether your character can enter the dungeon, how much health they lose during each run, and how much Magic Find bonus they get.
  • You’ll need to be within 30% of the dungeon’s difficulty rating to run it. For instance, if a dungeon has a difficulty of 1,500, you’d need at least 1,050 total combat stats to enter (which is 70% of 1,500).
  • If you're total combat stats are above than 30%, you'll be in the magic find range. In this case, you'll gain a magic find bonus.
  • We've added an easy-to-understand scale to the UI to help understand where you are against the dungeon's difficulty.
  • Your total combat stats are: Attack Power, Protection, Agility, and Accuracy. These are all stats that are directly influenced by your primary stats.
Dungeon Running
  • You can now run multiple dungeons in one go. The number of dungeons you can run depend on:
  • How much health is taken off you per run. If one run takes more than 50% HP, then you cannot run 2 as the total HP required will exceed 100%.
  • Your maximum idle time. You cannot perform more dungeon runs than your maximum idle time allows.
Completion
  • Dungeons can now be completed by running them a set number of times.
  • Once you fully complete a dungeon, you’ll earn a permanent magic find bonus that stacks across all completed dungeons.
  • Each completed dungeon nets you +1% permanent magic find.
  • This also applies to seasonal dungeons - so if you complete seasonal dungeons during the time they are available, they’ll still count toward your permanent Magic Find bonus, even after the event ends.
  • As it stands, the maximum number of permanent magic find you can obtain is 25% as there are 25 dungeons in total.
Recent Drops
  • On the dungeon page, you’ll now be able to see recent drops earned by other characters.
  • Only drops at 1% or lower will be shown.
Dungeon Shards
  • Every dungeon at level 70 and beyond will receive dungeon shards.
  • These shards can be exchanged for useful items like Dragon Soul Stones, Essence Crystals, and Potions.
  • This simply lays out the foundation for future additions. We’re open to expanding the dungeon shop beyond that by possibly introducing unique skins, backgrounds, dungeon keys, and even pets.
Ascension Perks
  • The Dungeoneering skill comes with its own set of ascension perks.
More
  • Adjusted baseline durations for dungeons to 2 hours, including starter dungeons.
  • Improved the UI to give a better detailed breakdown on the loot, and experience received per dungeon run.

Shooting Star

  • A shooting star is a special event that occurs randomly in the game.
  • Once one appears, all active players will be notified in game.
  • If you find it, you'll get time-limited boosts until the shooting star disappears.
  • The shooting star will typically last around 30 minutes - enough time for you to claim the boost and apply it to a single action.
  • The boosts will depend on the day the shooting star appears. For instance, Friday distributes magic find buffs while Monday offers Primary Skill EXP buffs.
  • It's possible that a shooting star may not appear at all.

Mailing System

  • You can send and receive mail from other characters.
  • All mail send and received can be seen in the communication hub.
  • Sending mail depends on how far away the recipient is from you. The further the distance, the more expensive it becomes.
  • If you're in the same location as the recipient, sending mail is free.
  • Members can enjoy a 30% reduction in cost when sending mail.
  • Your mailbox is limited, so be sure to remove any messages you don't need.

Profile Comments

  • You can comment on other characters profile. Just head to their profile, scroll to the bottom, and make a comment.
  • You can disable profile comments in the settings if you don't want profile comments.
  • You can use markdown in the profile comments.

Characters Blocking

  • You can block other characters.
  • Blocking them disables the ability for them to interact with you in any way - they don't be able to message you, wave at you, or even view your profile.
  • If you block a friend, it will automatically remove them.

Reporting

  • If you see any inappropriate content, or you see some suspicious activity, you can report any message, profile, or profile comment and the matter will be dealt with appropriately.

Larger Profile Bio

  • To allow players more creative expression, we’re expanding the profile bio area.
  • The bio will take up a larger portion of the profile, and you will be able to put anything you want there (as long as it follows our Code of Conduct).
  • It supports markdown formatting.

Market Orders

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.


Vendor Improvements

  • We will be making adjustments to the vendor page to make it easier to navigate.
  • This will include more prominent skins and displaying the vendor item name underneath every listing for better clarity.
  • This change should make it easier to find specific items.
  • We've moved the "Bartering" experience block to the quick sell box.

World Boss Changes

  • We've increased Scalethorn Egg rate by 150%
  • We've increased World Boss mythic rates by 200%
  • Enabling true rates also shows the true rates of world boss loot too.
  • From the beginning, we’ve aimed to keep the number of ways to earn gold in the game limited, so it’s easier for us to manage. Now, we’re shifting approach slightly - the only way to earn gold directly from the game (not through trading on the market) will be by getting and selling items. Because of this, we’re removing gold as a reward from world bosses. The amount of gold given was already very small, so we’re not waiting to make this change - even though we still plan to add collectible drops to world bosses in the future. We’re also planning to remove gold from raid rewards. However, since raids currently give a much larger amount of gold, we’re holding off on that change for now.
  • Like the dungeon system, you can also see the recent world boss drops on the World Boss page. # Idle Time Changes
  • We’ve increased the idle time for alt characters. Member alts now get 4 hours instead of 3, and free alts get 3 hours instead of 2. This now matches the maximum idle time you can get from a single dungeon run.

Shrine Changes

  • Added "Bartering" and "Pet Mastery" effects.
  • Increased shrine token conversion rate to 500 (from 200).
  • Added contributors list. On this list you can see the recent contributors to the shrine, and the top contributors.

Privacy Policy

  • We’ve updated our Privacy Policy to make it a bit easier to understand and to include new details about how we handle user-generated content. Previously, the only user-generated content was player bios, but that’s changed - so we’ve updated the policy to reflect that.
  • Fixed an issue that made the colours of bullet points too dark.

Bank Changes

  • Adding sorting to the bank.
  • Increased maximum purchasable slots to 80 (from 56).

More Changes

  • General UI improvements across the game.
  • Added promotional code system to help us distribute promo codes for the game. We'll be kicking this off with a promo code for the Web App which we will be making available later this week.
  • Updated Guild Hall wiki page entry (Contribution by @mysterio2465 on GitHub)
  • Fixed hunting countdown issue.
  • Fixed "Too many attempts" issue when battling.
  • Fixed assault scheduling window not displaying the time correctly.
  • Fixed hunting efficiency ascension perk not working correctly.
  • Added bank sorting.
  • Fixed bug that allowed shrine activation when not near the shrine.
  • Fixed push notifications not working for new characters.
  • Minor wiki UI improvements.
  • Fixed issue when trying to sell an item to a vendor that has a value of 0 gold.

Version 0.43.0-PB - Conquest Rewards

Conquest Rewards (EARLY ACCESS)

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:

  • The effects can be applied on the guild page.
  • These buffs are only applied in the location that the guild holds.
  • If you leave your guild, you’ll lose these bonuses. You’ll can get them back as soon as you rejoin and visit the guild page.
  • If your guild removes the conquest banner, the effects will also be removed.

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.


Version 0.42.1-PB - Citadel Enemies

  • Added enemies to "The Citadel"
  • Updated some crafting material vendor pricing to better reflect its quality/rarity.

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.


Version 0.42.0-PB - Social Login

  • You can now link external accounts to your IMMO account for a faster, seamless login experience. We currently only support Google right now. More services, including Apple, are coming soon. Please make sure that your app is fully up-to-date on the app store.

Version 0.41.3-PB - Alchemy Changes

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.


Version 0.41.2-PB - Alchemy Changes

You may have noticed that we've made several changes to Alchemy throughout the day.

  • We've made changes to the potion crafting requirements (most have been reduced, though a few were increased) to better match the quality and tier of other similar potions.
  • We've made changes to the effects provided by essence crystals and potions. Most of them have received significant buffs.
  • We’ve also updated the vendor prices for both potions and essence crystals.
  • We've introduced new empty crystal tiers, which can now be bought from the vendor. These changes should make it easier for new players to get started with Alchemy as the lowest empty crystal tier only costs 5 gold.
  • We’ve also made significant adjustments to alchemy crafting times. Potions and Essence Crystals now take considerably longer to make. Because of that, the experience (EXP) you gain from crafting has also been completely reworked. The old EXP values were incredibly messy and inconsistent, so this is a full reset.

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.


Version 0.41.1-PB - Balancing

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:

  • We’re rebalancing the requirements for certain alchemy recipes- specifically those that currently demand an unusually high amount of time or resources. For instance, crafting a "Vortex Brew" takes roughly 3 to 4 times more effort than other potions of similar value. We plan to reduce the requirements for these recipes. Most of the affected recipes will become cheaper to craft. However, a few outliers may see a slight increase in cost to bring them in line with others in their tier. Our goal is to make the time and resource investment feel fair and consistent across all recipes in the same category. That said, the majority of alchemy recipes will remain unchanged.
  • Buffed vendor costs for both tradable and untradable recipes.
  • Buffs to both potions and essence crystals. These items will become stronger to better reflect their rarity, importance, and how much investment is needed to obtain.

Update 13/May/25: We failed to mention that these balancing changes will also include adjustments to the EXP obtained via alchemy items.


Version 0.41.0-PB - Dungeon Alchemy Loot Buffs

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:

  • Zenith’s Sanctum alchemy recipe drop chance has increased from 0.40% → 3.5%. That’s a 775% boost.
  • Mirage Citadel has jumped from 0.1% → 1.5%, a 1,400% increase.

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.