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!
This change means the following idle limits:
You can read more about this change here: https://blog.galahadcreative.com/lets-talk-about-idle-times/
## Wiki
## 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:
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/
For the same reason as the essence crystal changes, we are making the following changes to potions:
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 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:
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.
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.
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.
Ascension levels allow you to push your skills beyond the maximum level cap of 100, offering an opportunity to gain minor boosts for each specific skill.
Ascension levels are only applicable to the following skills: Woodcutting
, Mining
, Fishing
, Alchemy
, Smelting
, Cooking
, Forge
, Hunting Mastery
, and Combat
. We are open to adding ascension levels to more skills in the future.
We’ve increased the mythic egg drop rates by 300%. We know the original rates were too low, especially considering how rare these drops have been since their release. On top of that, obtaining mythic items already comes with a steep challenge, as it requires a high combat level.
We’re taking a thoughtful approach to these changes, particularly because, as the game progresses, more players will reach the combat levels needed to take on the world bosses that hold mythic eggs. This wasn’t the case during the earlier stages of the game, so we want to ensure the system scales appropriately.
With this increase, along with the magic find bonuses now available throughout the game, we’re hoping to see more mythic eggs entering circulation at a healthy rate. It's entirely possible that this change will make little difference, but rest assured we’ll continue to tweak the rates until they feel just right. We will continue to monitor the situation over the coming months.
This update includes changes tied to our overall approach to balancing the game. If you'd like the full details, you can check them out here. In short, when we introduce new features, we tend to start cautiously. This means we might keep things on the conservative side at first, but it allows us to gather data and make more informed adjustments over time. While it might not be the most exciting approach, it helps us ensure the game stays balanced and enjoyable in the long-run.
We recognize that the current mark reward system for top guilds at the end of a season is not ideal, as it creates an unbalanced start to a new season. Guilds at the top of the leaderboards are more likely to stay on top due to the mark rewards, making it unfair for newer or rising guilds to compete.
To address this, we are making an adjustment.
Starting from season 2, all top 25 guilds will receive a fixed reward of 20 marks for their participation. Rewards in season 1 will be unaffected.
We are also exploring alternative ways to reward top guilds without creating the imbalance caused by distributing marks as described above.
We’ve fixed an issue with Wyrmshadow that popped up in Version 0.34.0-PB
. The drop rate for the Wyrmshadow egg was reset to the fallback value we used during closed testing (before the game was released). Those rates are set as a backup in case something goes wrong during a data migration - which is exactly what happened here. Thankfully, this bug only affected the Wyrmshadow egg, and no other items were impacted.
On that note, we recognize that the drop rates for both mythic pets have been unusually low, as shown by how rare they’ve been over the past year. We’re planning to increase these drop rates soon.
We’ve been reflecting on our vendor store and realized we’re not huge fans of the fear-of-missing-out vibe it creates with its temporary skins. While it kind of makes sense for seasonal content (like a Santa skin), we felt it was too punishing for those who don't play during the time it's available. It's also us a little sad knowing some players might miss out on some of the amazing art our talented artist has worked so hard to create.
With that in mind, we’re moving to a new approach. From now on, all vendor skins will be available. Instead of rotating skins in and out over time, we’ll transition to a system where skins are featured in sales.
This way, every vendor skin will always be obtainable if you want it, but you can also hold out for a sale if you’re looking for a better deal. We also understand the importance of ultra-exclusive skins and are open to introducing special gameplay-acquired skins in the future.
We'll be working on the vendor UI in the future to make it easier to navigate as we slowly introduce more skins to the vendor over time.
(To clarify, this update only applies to vendor skins, not skins acquired from campaigns.)
Also just a heads-up: these sales are separate from the occasional price adjustments we make to vendor items based on the market. Any skins on sale will be clearly marked with a "sale" tag, so they’ll be easy to spot.