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What's New
Game updates and changes — what you need to know
March 9, 2026
- Chaos-themed ability names: Spellblade blade arts that deal chaos damage are now named for chaos: Chaos Drain (was Drain Blade), Chaos Edge (was Arcane Edge), Chaos Cleave (was Cleaving Blade), Chaos Strike (was Radiant Strike). The Sage lore spell that inflicts random debuffs is now Chaos Curse (was Sour Mouth). Effects and levels are unchanged.
- Iron Knuckle (relic) rebalance: Counterattack damage now scales only from Attack Power (Speed no longer affects it). Base counter damage and proc chance had been reduced; proc chance is now restored to 15% since counter damage is at basic-attack level.
- AoE damage balance: A global AoE damage multiplier now applies to all abilities that hit multiple enemies (Volley when shots spread across foes, Sweeping Strike, Chaos Cleave, Flame Rush, Sage lore AoE spells, charge spells like Quasar and Grand Train, and Cast AoE spells). Archer volley base damage is also slightly reduced. Single-target abilities (e.g. Barrage, Trueshot, single-target blade strikes) are unchanged.
- Frenzy rework: Frenzy now works like Harbinger dances. When you activate it, you enter a 10-second channel during which you are locked in and automatically attack at your basic attack speed (no waiting for a prior cooldown — the first attack happens immediately). When the channel ends, the Strength buff continues for 30 seconds total, so you can use Claw, Maul, Savage Strike, and other augment abilities with the buff for the remaining time.
- Defensive skills — Ward and Armor only: Barrier and defensive abilities (Force Field, Bastion, Shield Bash, Bulwark, Shield Wall, Barrier Ring) now only increase Ward and/or Armor. They no longer grant Vitality or any other stats.
- Spellblade — hybrid blade strikes: Blade arts (Flame Strike, Frost Strike, Shock Strike, Chaos Drain, Chaos Edge, Chaos Cleave, Chaos Strike) now deal hybrid damage. They scale from both Strength/Attack Power and Intelligence/Spell Power. Damage is split into physical and magic; the physical portion is reduced by the target's Armor, the magic portion by Ward and elemental resistance, then the two are added for final damage. Blade strikes use physical crit. Gear that grants “HP back on hit” or “MP back on hit” from hybrid damage gives half of each value so you don’t double-dip.
- Universal Magic removed: The Magic button and universal spell list (Cure, Fire, Ultima, etc.) have been removed from player combat. Healing and utility now come from your archetype abilities (e.g. Warden Rallying Slash, Sage lore, Harbinger rite heals) and the Fountain between fights.
- Archer shot abilities: Archers now have seven shot abilities: Quick Shot, Volley (spread across enemies), Power Shot, Barrage (focus fire on one target), Pin Shot (utility — can Snare/Stun), Piercing Shot, and Trueshot. Volley spreads arrows; Barrage fires all arrows at a single target. Pin Shot gives Archers a debuff option for controlling dangerous foes. Quiver of the Ranger relic adds shots to Volley and Barrage.
- Feral augment system: Ferals now have six abilities: Frenzy (the signature self-buff and auto-attack mode) plus Claw, Maul, Savage Strike, Primal Roar, and Bloodletting. Use augment attacks when Frenzy is on cooldown; Maul and the others deal extra damage when you are already Frenzied. Bloodletting (L75) heals you for a portion of damage dealt.
- Combat UI — ability strip: All classes now use the same combat layout. Your abilities (Invoke, Blade, Rite, Technique, Combo, Volley, Frenzy, etc.) appear as a visible row of buttons as soon as combat starts. Feral and Archer no longer have a separate single-button layout — they use the same ability row with multiple buttons. This unifies the experience and reduces extra clicks.
- Celestriad relic: The legendary Celestriad (all spells cost 1 MP) no longer has a combat effect, since universal magic was removed. It still grants +20 Magic Attack and +10 Ward. Its description has been updated in-game and in the guide.
- Combat and chat: Combat is controlled only by the action buttons (Attack, ability row, Flee). Do not type slash commands (e.g. /attack, /invoke) in chat — they do not affect the game. Chat is for social messages and private messages (
/msg) only.
- Affliction resistance: Only Determination affects your chance to resist Poison, Bleed, Stun, Slow, and Confuse. Burn is resisted by Fire (elemental) resistance. No other stats (Vitality, Speed, Luck, etc.) affect affliction resistance.
March 8, 2026
- Elemental resistances simplified: There are now only four elemental resistances: Fire, Water, Lightning, and Chaos. Air, Holy, and Arcane resist have been removed. Spell and ability damage is unchanged: former “air” damage is now resisted by Water, former “arcane” damage by Lightning. Holy is healing-only and no longer has a damage type or resistance. Radiance and Judgement (Sage spells) now use Lightning resistance. Gear suffixes were updated: “of the Zephyr” grants Water resistance, “of Arcane Ward” grants Lightning resistance; “of the Divine” (Holy resist) was removed.
- GP is now account-wide: Gold (GP) is shared across all characters on your account, like your stash. Any character you play uses the same GP balance, so you can earn on one character and spend on another without moving gold around.
- Stamina removed: The Stamina stat has been removed from the game. Existing Stamina on characters was redistributed: 80% into Vitality, 15% into Strength or Intelligence (depending on class), and 5% into Accuracy. Vitality is now the only stat that boosts max HP. Gear that used to give Stamina (e.g. “of Stamina”, “of Endurance”) now gives Vitality instead, so existing items still work.
- Single session per account: You can only be logged in on one device or tab at a time. If you log in somewhere else (another browser, phone, or tab), the previous session is logged out and will see: “You have been logged out because you signed in on another device or tab.” If you log in when you already have an active session, you’ll see a short notice that the other session was logged out.
- Spellblade — Radiant Strike: The Spellblade’s ultimate blade art (L75) is now
named Radiant Strike instead of Radiance, so it isn’t confused with the Sage
spell Radiance (lightning damage).
- Spellblade — Blade menu after Ascend: Using Ascend no longer locks
the entire Blade menu for 12 seconds. Only Ascend itself is on its long cooldown; you can use other
blade arts (Flame Strike, Cleaving Blade, etc.) after the short global cooldown (~0.6s).
- Training Grounds: Fleeing from combat against the training dummies always succeeds
(no roll).
- Training Grounds: Three named dummies always appear: Dummy Alpha
(Armor) has high physical armor, Dummy Bravo (Ward) has high magic
ward, and Dummy Charlie (Resist) has high elemental resistances — so you can
compare damage vs armor, ward, and resist in one fight. Damage is shown in the combat log but not
applied; no XP or GP.
- Chat moderation: Admins can remove individual inappropriate messages from chat (a
[Delete] link appears next to each message for admins). When an admin suspends (bans) a user, all of
that user’s recent chat messages are removed from the chat log for everyone.
- Spellblade — Blade rework: Spellblades now have a Blade menu with
eight blade arts (like the Warden Technique menu). Ascend is the first option: it
still doubles your attack and magic power for 30 seconds (60 seconds with Crown of Ascension). The
other seven are strike arts that unlock by level: Flame Strike, Frost Strike (can Slow), Shock
Strike, Drain Blade (heals you for part of the damage), Arcane Edge (ignores some Armor), Cleaving
Blade (hits all enemies), and Radiant Strike (ultimate single-target hit). All blade strikes deal
extra damage while Ascend is active; the Crown of Ascension relic makes that bonus triple instead of
double. You can still use /ascend for the buff only.
- Warden — Technique rework: Wardens now have eight distinct
techniques (Shield Bash, Rallying Slash, Counter Strike, Sweeping Strike, Bulwark,
Knight's Resolve, Shield Wall, Judgment Cut) that unlock by level. Techniques deal stronger damage,
and several provide heals or party buffs (Vitality, Ward, Armor). The Bastion Seal
class relic now works as intended: whenever you deal damage with any technique, you heal for a
portion of that damage. Wardens should feel like a proper knight/guardian with real offensive and
defensive options.
March 6, 2026
- World boss — rewards and visibility: Fixed issues where world boss participants
sometimes did not receive split XP/GP or loot rolls, or did not see other players in the same fight.
All participants who joined the boss fight are now correctly included when awarding rewards, and the
arena updates so everyone sees new joiners (no refresh needed).
- Loot — removed-class items: Items that belonged to removed classes (Phantom,
Gambler, Rune Knight), such as Gambler weapons (e.g. Deck of Cards), no longer drop from combat or
appear in the gamble slot. Existing copies in stash are unchanged.
- Harbinger — Rites & dark arts rebrand: Harbinger abilities are now framed as
rites (channeled rituals) instead of dances. Combat log messages say
“continues their ritual” and rite names are now thematically dark/summoning (e.g. Rite
of the Gale, Rite of the Veil, Rite of the Rime). The Brawler AoE combo Fire Dance
is renamed to Flame Rush. Relic Eternal Waltz is now
Unbroken Covenant; starter weapon Dancer’s Blade is
Harbinger’s Edge; legendary Dancing Edge is Covenant
Blade. In-game IDs are unchanged so existing items and saves still work.
- Progress reset — Beta Season 1: Player progress has been reset. Your
account (login) remains, but all character data and everything
else has been wiped. Beta Season 1 has begun — start fresh and enjoy.
- Class removal — Phantom, Gambler, and Rune Knight: These three classes have been
removed to simplify balance and focus on the remaining archetypes. Existing
characters that were Phantom, Gambler, or Rune Knight have been
converted to the closest equivalent: Phantom → Harbinger, Gambler → Archer, Rune
Knight → Warden. Class-specific items (e.g. starter weapons, relics, legendaries for those classes)
were moved to your stash. If you want to re-spec your converted character (e.g. change name,
appearance, or rebuild), contact an admin to request a character reset.
- Settings tab: A new Settings tab in the left menu lets you update
your email address (for password reset) and change your password
while logged in. More account options may appear here in the future.
- Guild — Leave: Leaving a guild now asks for confirmation so you
don’t leave by mistake. The Leave button has been moved to the bottom of the Guild tab, below
guild chat.
- Guild shop discount: Guild shop discounts (from guild level) are now
applied when you buy from the Shop. The Shop tab shows your discounted price and
the original price (e.g. “X GP <s>Y GP</s> Z% off”) when you have a guild
bonus.
- Guild UI: The Guild tab now shows how much gold is needed for the next
level (or "at threshold" when you have enough). A new Contributors log
lists the last 10 gold donations with who gave, how much, and when — so you can see recent
contributions at a glance.
- Harbinger rites: Rite ticks no longer trigger HP on hit or
MP on hit from gear. You still get the rite damage, heals, and effects; only the
per-tick life/mana steal from items is disabled for rites.
- Combat — Stun on bosses and NPCs: Stun is turn-based (3 turns, 30% chance to break
early each turn). It now only consumes a “turn” when the enemy would have
acted (used an ability or basic attack). Previously it consumed a turn every 250ms, so
bosses shook off stun in under a second. Stun on bosses and zone enemies now lasts a similar number
of actions as on players.
- Combat UI: Status icons (Stun, Poison, Burn, etc.) on player and enemy panels now
clear correctly when the effect wears off. The stun icon no longer stays visible
after “Stun has worn off” or “shakes off the stun!” in the combat log.
- Mobile client: A mobile-friendly version is available at /mobile (or use the Mobile link on the login page). It
includes login, character select, Combat (zone, Fight, world boss),
Zones, Bosses, and Guild management with
touch-friendly buttons and a simplified layout. For full features (equipment, shop, market, chat,
PVP, etc.) use the main site on desktop.
- Gear — crit from affixes capped: Physical and magic crit chance from item affixes
(e.g. of Deadliness, of Arcane Focus) are now capped at 10
per affix on a single item. No single piece of gear can give more than 10 crit from one
affix, so crit stays meaningful without stacking to extreme levels.
- Gear — armor speed scaling: The Speed penalty from light, medium, and
heavy armor scales with item level. Low-level heavy gear slows you
only a little (e.g. level 1 heavy is -1 Speed per piece). High-level heavy gear has a serious
penalty: about -10 at item level 100, -15 at 125, and -20
at 150 per piece. Medium scales to half of that. Full heavy endgame gear is a real
trade-off.
- Gear — HP/MP on hit: of the Channeler (MP on Hit) and of
the Leech (HP on Hit) now trigger on any damage you deal (physical or
magic), not only magic hits for MP and physical hits for HP.
- Combat log — multi-hit recovery: For abilities that hit multiple times (Volley,
gadget deploy, AOE lore spells), gear-based HP/MP recovery (e.g. “HP on Phys Hit”) is
now totalled and shown in one message after the attacks land (e.g. “Archer
recovers 180 HP!”) instead of one line per hit.
- UI — Shop sections: The Shop is now split into Basic Relics,
Status Resist Relics, and Class Relics so you can find what you
need more easily.
- UI — Equipment tab: On the Equipment tab, chat is hidden so the full area is for
managing gear. Stash items are shown as compact cards in a grid, grouped by
slot (Weapon, Head, Body, Shield, etc.). The stash list scrolls so you can browse all
items; hover a card for the full tooltip.
- UI — Equipment tab: Equipment and stash now have their own tab in the right panel.
Use Equipment to view what you have equipped, unequip items, and manage your stash
(equip, sell). When choosing an item to equip, you can hover to compare it with what’s currently in
that slot. On the Character (Stats) tab, equipped gear is shown as a short list
(slot + item name only); hover over a name to see the full tooltip with stats and affixes.
- UI — Navigation: Zones is now its own link in the left menu: use
it to see all zones and travel. Combat shows your current zone and the Fight button
(and combat log when in a fight). The Unstuck button has been moved directly under
Fountain (Heal) at the top of the left panel when you need it. Spacing between Guild, Characters,
and Logout has been cleaned up.
- UI — Shop, Combat, and Fountain: The Shop is now grouped by category (e.g. relic,
weapon) with smaller item cards and scrolling so you can see all items. On the Shop and Market tabs,
the chat panel is hidden to give you more space. On the Combat tab you see the current zone and the
Fight button (use the Zones link to pick a different zone). The Fountain (Heal) button has been
moved up next to your HP, MP, and XP bars and is styled as a clear green button so it’s easy to find
when you need to heal.
- Combat — countdown and when enemies attack: At the start of a fight you’ll see
Combat starting in 3.. 2.. 1.. in the combat log. Enemies can’t attack until the
countdown finishes (about 3 seconds). If you attack first, combat starts instantly
and enemies can act right away. World bosses are unchanged and attack on their normal schedule.
- Sage Invoke (charge spells) — combat log: Channeling messages for charge-type lore
spells (e.g. Grand Train) no longer spam the log. You still see “begins...” and
“finishes” plus the final damage line; the repeated “continues...” lines are
no longer shown.
- Harbinger rites: Rites now always last 10 seconds and can be
interrupted (e.g. falter, stun) to stop sooner. Your Speed determines how many
effect ticks per second: 0 Speed = 1 tick/sec, 150 = 2/sec, 300 = 3/sec, 450+ = 4/sec. So faster
Harbingers get more rite procs in the same 10 seconds. The Unbroken Covenant relic
now makes your rites always last the full 10 seconds and cannot be interrupted
except by death (stun and falter no longer stop the ritual).
- Right-panel tabs: The Zones tab is now Combat.
All PvE and PvP combat (arena, combat log, zone idle with Fight button) lives in this view; the
right panel shows the zone list so you can pick a zone and fight. When a fight starts, the game
switches you to the Combat tab, and when the fight ends you stay there so you can see the combat log
and results instead of being sent back to Stats. Stats and
Inventory are combined: the Stats tab now shows your character stats in the center
and your stash (inventory) in the right panel at the same time, so you no longer need a separate
Inventory tab.
- Combat log (world bosses): When multiple world bosses are active, the combat log
now shows only messages from your fight. You no longer see damage, heals, or other
combat text from players fighting a different boss.
- Crafting — tier upgrades: Tier upgrade success chances for higher tiers
(T5–T9) are slightly increased so failures and downgrades feel less punishing (e.g.
T7→T8 is now 30% instead of 25%, T9→T10 is 20% instead of 15%). T0 is now correctly
treated as the minimum tier: upgrade from T0 has 80% success, and failure messages correctly say
“remains at T0” when the affix is at tier 0.
- Sage Invoke (charge spells): Lore spells that are charge-type (Quasar, Fourth Seal,
Divine Pearl, Grand Train) now actually charge up before firing. You channel for
the full charge time, then the spell goes off, then the cooldown applies. They were previously
firing instantly and only applying cooldown.
- Instant-kill and self-kill abilities removed: All abilities that caused instant
death (Doom, L5 Doom, Condemned) or self-sacrifice (Pep Up, Spiraler, Exploder) or fixed massive
damage with no counterplay (Blow Fish) have been removed from the game. The Doom
affliction no longer kills when it expires — it simply wears off. Combat is now entirely damage- and
CC-based with no instant-death or sacrifice mechanics.
March 5, 2026
- Stat growth: Characters now gain three times as many stats per
level. Leveling up gives a much more noticeable boost to HP, MP, and attributes.
- World bosses: Bosses spawn in a global arena (not in travel
zones). Join from the Bosses tab or World Boss button; zone names in announcements are flavor only.
Multiple bosses can be active at once. After you're defeated and sent back to "select fight," you no
longer see combat messages from that encounter. Loot: 1 guaranteed item plus 2 extra rolls per kill;
4× XP/GP. Spawn chance when starting a zone fight is 1% by default.
- Defense overhaul — Magic Defense removed: Ward is now the only
stat for magic damage reduction (like Armor for physical). MDEF is gone; buffs and gear that used it
(Force Field, Bastion, of Warding, etc.) now grant Ward. Physical damage is reduced by
Armor, spell damage by Ward. Body/head/hands/feet/shield/belt roll
random Armor and Ward that scales with item level.
- Burn and Fire resistance: Burn is treated as fire damage: Fire
resistance reduces both the chance to resist being Burned and Burn tick damage.
- Combat and creatures: One consistent damage pipeline. Enemies and bosses use the
same formulas as players (HP, Armor, Ward, Attack Power, Spell Power). Physical scales with
level/strength/weapon; magic with level and magic power. PvE zones have fixed difficulty by
recommended level; gear makes you stronger, not enemies tougher. Accuracy improves hit vs
lower-level foes; Sages (and some other archetypes) gain Accuracy on level-up.
- Spells and magic: Spells unlock one at a time by level (Cure and Fire at 1; all 24
by 75). Later spells have higher power. Spell damage and healing scale with Magic
Power; gear gives Spell Power (flat, like weapon damage). Character
sheet shows both. Special abilities (Sage invokes, Harbinger rites, Brawler combos) can crit;
Harbinger status effects (Stun, Confuse, Poison) fixed; Brawler combo relic guarantees 5 hits.
- Restoration event: When active, leaving combat (win, lose, or flee) restores
25% max HP and MP (capped). Does not replace the Fountain.
- Quality of life: Unstuck clears combat state and restores HP/MP
when stuck (e.g. after a crash). Immunity relics: Steadfast Charm (Stun), Bloodward (Bleed), Frost
Ward (Freeze), Ember Guard (Burn). Muscle Sash correctly gives +25% max HP at all times. PM players
with spaces:
/msg "John Doe" hello. Admins can set usernames; password reset via Forgot
password link.
- Fixes and security: Marketplace: only the listing owner can accept; sellers always
receive GP. Guilds: join by invite only; role promotion restricted. Zone travel shows a clear error
when no active character. World boss join/queue no longer leaves you stuck "in combat"; no double
rewards for multi-character accounts.
March 4, 2026
- Gear impact: Equipment now has a much larger effect on your damage
and survivability. Strength, weapon damage, Intelligence, and Spell Power from gear contribute more
to your offensive power, and Armor and Ward from gear reduce incoming damage more. A level 100
character in full high-end gear will deal noticeably more damage and take less than one in poor or
no gear, so upgrading your loadout feels more rewarding.
- More stats from gear: Affixes on dropped and crafted items now grant
roughly 50% higher stat values (Strength, weapon damage, Armor, Ward, Spell Power,
and other rolls). Armor and ward on armor pieces, and spell power on rods, were also increased. New
drops and tier upgrades will give you more stats so gear choices feel more impactful.
- Speed and cooldowns: Cooldown reduction from Speed now uses a tuned curve so that
stacking very high Speed from gear cannot push action cooldowns to the floor. Speed still helps a
lot in the normal range; extra Speed above that has diminishing returns for cooldowns only. Turn
order, flee chance, and other Speed effects are unchanged.
- PVE damage: Player damage vs monsters (zone and world boss) has been increased:
basic attacks, spells, and specials now deal 50% more damage to PVE enemies so
combat feels less sluggish.
- Stat growth spread: Per-level stat gains are now spread across more attributes so
no single stat (e.g. Intelligence on Sage) reaches absurd values at cap. Primary stats are capped at
+5 per level and the rest is distributed to other stats so scaling stays sane without stacking
everything into one number.
- Health and mana from stats only: Characters no longer gain flat max HP or max MP
per level. Your max HP comes from your base HP + Vitality (and gear); max MP from
base MP + Intelligence (and gear). Leveling up still gives you more Vitality,
Intelligence, and other attributes — those stats then determine your health and mana.
- Stuck "in combat" after a crash: If the world boss (or any encounter) broke and
you're stuck "in combat" and can't play or create characters, use the Unstuck
button (left panel, shown when in combat). It clears your combat state and restores HP/MP so you can
continue. It only works when you're not in a real fight.
- Hit stats — two separate stats: Accuracy is used only for
physical hit chance (attacks, Volley, Combo, Technique).
Concentration is used only for spell hit (reduces fizzle vs Ward).
So there are two distinct stats; stacking Accuracy improves physical hit, stacking Concentration
improves spell reliability.
- Two-handed weapons (bows) — double affix rolls: Bows and other two-handed weapons
now roll double the number of prefixes and suffixes for their rarity, to compensate
for not having a shield slot. So a Magic bow gets 2 prefixes + 2 suffixes, a Legendary bow gets 4
prefixes + 4 suffixes, etc.
- World boss — rewards only for active participants: When the boss is defeated, only
players still alive (HP > 0) receive XP, GP, and loot. If you died during the
fight, you are removed from the reward pool and your slot can be filled by the next person in the
queue. Everyone in the fight is still set out of combat when the boss dies.
- World boss — no more getting stuck: If you die in a world boss fight (or the raid
fails or the boss despawns), the client now reliably leaves combat so you can use the Fountain,
travel, and take actions again. Defeat is detected from both the encounter event and from
status/death updates, so you won't stay locked even if a message is missed.
- World boss — status and defeat sync: In world boss fights, status effects (e.g.
stun) now update correctly on everyone’s screen when they wear off, and defeated allies are shown as
defeated and removed from the active fight on your UI. The server sends combat state every tick so
the arena stays in sync; if the boss or your party looked frozen or stuck before, that should be
resolved.
- Quests removed: Quests have been removed from the game. The Quests tab is gone;
progression is through combat, zones, world bosses, and the marketplace.
- World bosses — tougher for 3 players: World bosses are now scaled for multiple
players: higher default danger, and extra HP and damage multipliers so they don't melt under 3
players. They should feel like real raid bosses.
- World bosses — fight-start spawn chance: Starting a zone fight (Fight button) now
has a small chance to trigger a world boss spawn. More players fighting means more rolls, so busier
servers see more bosses in addition to the timer-based spawns.
- World bosses — queue when full: If a world boss fight is full (3 players), you can
still join: you're added to a queue. When a participant dies, the next person in
the queue joins automatically and is notified that a slot opened.
- World bosses — allies on your side, 3-player cap, everyone gets rewards: In world
boss fights, all players appear on the player (allies) side and the boss on the
enemy side. Fights are limited to 3 players. Every participant
receives the same rewards when the boss is defeated (4× XP and GP, plus multiple loot rolls).
- World bosses — reliability and messages: World boss spawns, victories, and despawns
are now more reliable. Spawn/victory/defeat/retreat messages always show the correct boss and zone,
and the Bosses tab and admin panel stay in sync. Only one world boss can be active per zone; when
one is killed or times out, that zone can host a new boss.
- World bosses — join from anywhere: World bosses now exist in their own “space” and
can be joined from anywhere. You no longer need to travel to a zone to fight one. Open the
Bosses tab to see active bosses and click Go & Join to enter the
fight immediately. If any world boss is active, a World Boss button also appears in
the main area (even if you haven’t selected a zone). World boss difficulty uses its own scaling
(tunable by the server), separate from zone level, so bosses can be balanced independently.
- Fountain and combat start — full heals and correct stats: The Fountain now
recalculates your stats (including max HP/MP from gear) before healing, so you are always restored
to your current maximum. Equipping or unequipping gear immediately updates your max HP/MP
and caps current to the new max. When you start a fight (zone encounter, world boss, or PVP), the
server recalculates your stats and uses up-to-date HP/MP, so you no longer start combat with missing
HP or stale values from before a gear change.
- Chat panel — four tabs and notifications: The chat area now has four tabs:
Chat (social messages, DMs, and world boss announcements), System
(selling items, crafting, and other player-only messages), Guild (guild chat and
guild updates), and Loot (combat drops only). Errors and transient feedback (e.g.
"Equip failed", "Cannot travel", "casting too fast") appear as on-screen
notifications at the top of the screen and disappear after a short time; they no longer
appear in any chat tab.
- Marketplace Sell / Send — item cards: When listing an item to sell or send, stash
items are shown as selectable cards in a grid (rows and columns) instead of a
dropdown. Each card shows the item name, rarity, level, base stats, affixes, and sell value. Click a
card to select it, then set listing type and price and click List Item.
- Zone travel fixes: Zone changes are now more reliable. The server saves your
current zone before updating the in-game display, so travel no longer gets out of sync when the
connection is slow or you switch zones quickly. Fights always start in the zone you actually
traveled to.
- Spellblade class returns: The Spellblade (Magic Warrior) archetype
is back. Use /ascend to double your attack and magic power for 10 seconds.
Spellblades use swords and blend physical and spell damage. The Crown of
Ascension relic (shop) makes Ascend last twice as long and triple damage; the
Ascendant Blade legendary is available as a drop.
- Combat end — cooldowns reset: When combat ends (victory, defeat, or flee), all
ability cooldowns and channel state (e.g. rites, combos, Frenzy) are cleared. Your next fight always
starts with everything off cooldown and no leftover channeling.
- Archer class relic: Archers now have a class-specific relic like the other
archetypes. Quiver of the Ranger (shop, same tier as Unbroken Covenant and Shadow
Cloak) makes Volley fire 5 shots instead of 3. Archer-only.
- Archers and shields: Archers can no longer equip a shield. Bows are two-handed, so
the shield slot is blocked for the Archer archetype. If you have a shield equipped and try to equip
a bow, you must unequip the shield first.
- MP/HP back on damage: New gear suffixes restore resources when you deal damage.
of the Channeler grants MP on Magic Hit — when you deal magic or
spell damage (casts, lore, rites, combos like Aura Bolt or Flame Rush, invoke spells), you restore a
flat amount of MP per hit. of the Leech grants HP on Phys Hit —
when you deal physical damage (basic attack, volley, technique, combo strikes like Suplex or Air
Blade, hurl, gadget, pilfer, wager), you restore a flat amount of HP per hit. Great for sustaining
in long fights.
- Marketplace — Sell / Send: When listing an item to sell or send, you now see
full item stats in a panel to the right of the form (rarity, level, base stats, and
affixes). The item dropdown also shows a short stat summary in each option (e.g. ATK, VIT, INT) so
you can tell items apart at a glance.
- Elemental resistance (full implementation): Characters now have eight
elemental resistance stats (Fire, Water, Earth, Air, Lightning, Holy, Chaos, Arcane).
Gear can roll new suffixes that grant resistance: of the Phoenix (Fire), of
the Tides (Water), of the Earth, of the Zephyr (Air),
of the Storm (Lightning), of the Divine (Holy), of Chaos
Ward, and of Arcane Ward. In combat, magic damage of a given element
(e.g. fire from Fourth Seal or Flame Rush, arcane from Quasar or Aura Bolt, holy from Divine Pearl,
water from Aqua Rake) is reduced by Ward first, then by your resistance to that element. Resistance
per element is capped so no build is immune.
- Combat — MP costs: All abilities now cost MP so they can’t be
spammed. Combos, rites, invoke, volley, technique, frenzy, absorb, wager, and hurl each have an MP
cost; at higher levels and with gear you can sustain more casts. Spells already used MP and now
benefit from the same gear.
- New affix — of Clarity: Gear can roll of Clarity, which reduces
the MP cost of abilities and spells (to a minimum of 1 MP per use). Higher-tier Clarity gives a
bigger reduction. This makes combat easier to sustain for everyone and is a stat worth chasing on
gear.
- Loot & gold balance: Item drops from enemies are now less
frequent (about one-third of the previous rate), so you won’t be flooded with gear even
with low Luck. Vendor sell prices for items have been reduced so gold from selling
loot is more modest; most of your gold will come from combat.
- Archer Volley: Volley now fires 3 shots in one action. Each shot
can hit a different active enemy (targets are chosen at random when you use the
ability). You might spread damage across three foes or land multiple hits on the same one—no
re-targeting between shots.
- Create character stats: The Create Character screen now shows the correct base
stats and per-level growth for all nine archetypes, matching the RPG stats overhaul. All 14 stats
are displayed (HP, MP, STR, VIT, MDEF, SPD, EVA, STA, LCK, ACC, AGI, INT, CON, DET) so you can
compare archetypes accurately before creating a character.
- Frenzy and defeat (world boss): If you were defeated while casting Frenzy (e.g.
during a world boss fight), you no longer remain in Frenzy when you rejoin the fight or start a new
encounter. Frenzy and channeling state are now cleared correctly on defeat.
- Left panel stats (gear bonus): The character stats on the left now correctly show
gear bonuses. Template stats (e.g. +1 VIT, +1 ATK from an item) and affix stats (e.g. Tempered +2
VIT) are both included in the "(+X)" breakdown, and equipping or unequipping items updates the
display immediately.
- Chat and system messages merged: The separate "System" tab has been removed. The
Chat tab now shows everything in one place: global chat, DMs, boss announcements,
system messages, and errors (e.g. "Equip failed", "Cannot travel"). You no longer
need to switch to a different tab to see why an action failed. The Guild tab is
unchanged for guild chat only.
- Armor and Ward on items: Armor and Ward now appear on gear so you can see how items
affect your defenses. Body armor, shields, helms, gloves, boots, and belts show
ARM (physical damage reduction) and sometimes WRD (magic damage
reduction) in their stat line. Affixes like Hardened add +ARM and
Warded add +WRD, and those show as ARM/WRD on the item tooltip. Your character's
total Armor and Ward (left panel and Stats tab) still come from your attributes plus all flat
ARM/WRD from equipped gear.
- Archetypes simplified: Four archetypes have been removed (Spellblade, Illusionist,
Artificer, Scavenger). A new Archer archetype has been added: use
/volley for a ranged physical shot. Archer uses bows; new bow
weapons (Short Bow, Long Bow, Hunter's Bow) and a legendary Hunter's Mark are
available. Fewer archetypes allow for better balance going forward.
- Resonance removed: The resonance tag system on items has been removed. Item stats
and display no longer show or use resonance. Loot and crafting are unchanged aside from this.
- Relic attunement removed: Relics no longer gain attunement levels. Each relic's
effect is now a single passive (no level-based scaling). Relics tied to removed classes (Crown of
Ascension, Mirror Shard, Master Toolbelt, Vault Key, Thief Glove) have been removed from the game.
Class-specific legendaries for removed classes (Excalibur, Mirror Crown, Magitek Cannon, Thieves'
Bracer) have also been removed.
- RPG Stats Overhaul: Attributes and combat math have been reworked.
Armor and Ward are now derived from Vitality, Intelligence, and
Determination (plus flat gear bonuses). Evasion comes from Agility with diminishing
returns and is capped at 50%. Hit chance for physical attacks uses Concentration
versus the target's Evasion. Spell fizzle depends on the target's Ward and your
Concentration. Crit chance (physical and spell) comes from Luck and is capped at
75%. Spells can now crit for extra damage.
- Concentration & Determination: Concentration improves your
chance to land physical and spell hits and reduces spell fizzle. Determination
boosts Armor and Ward, reduces the chance that channeled abilities (e.g. Harbinger rites) break
early, and improves resistance to stuns, poisons, and other afflictions.
- Elemental resistance: After Ward reduces magic damage, elemental
resistance (fire, water, air, earth, holy, chaos, arcane) can further reduce damage.
Resistance per element is capped so no build is fully immune. Gear can grant elemental resistance.
- Combat — Armor & Ward: Physical and magic damage are reduced by two separate
stats. Armor reduces only physical damage; Ward reduces only magic damage. Both use percentage-based
scaling toward a cap. Defense and level (PVE): lower-level characters get more benefit from small
amounts of armor and ward.
- Character sheet & armory: Your character shows Armor, Ward, and the new
attributes (Agility, Intelligence, Concentration, Determination). The armory cache includes these so
other players can see your defensive and hit/crit stats.
- Archetype balance: All nine archetypes now share the same total stat budget at
level 100. Each class has a distinct spread (e.g. Brawler gets more Strength and Vitality, Sage more
Intelligence and MP), but every class is equal in overall power. This keeps PVE and PVP scaling
consistent—no class is meant to counter another; balance is uniform.
- Player guide: The Stats section in the player guide now explains how gear affixes
can add flat bonuses to attributes and sub-stats (e.g. +Armor, +Concentration, +crit chance). Your
character sheet and Stats tab show Armor, Ward, Agility, Intelligence, Concentration, and
Determination so you can see your full combat stats at a glance.
- Damage formula (physical): Physical damage from attacks, volley, technique, gadget,
combo, and hurl now uses your weapon damage (from your equipped weapon’s base
attack and affixes) plus your Strength. Better weapons and more Strength both
increase damage. Damage is then reduced only by the target’s Armor (no separate
defense stat).
- Damage formula (magic): Magic damage is reduced only by the target’s
Ward. The old magic defense stat is no longer used for mitigation.
- Consumables removed: To simplify combat, consumables have been removed from the
game. You can no longer use potions, tonics, or other items in or out of combat. The Shop no longer
sells consumables, and the Items button in combat now shows a notice. Heal at the
Fountain between fights.
- New affixes: New suffix options can roll on gear: of Stamina
(bonus Stamina), of the Whale (bonus max HP), of the Scholar
(bonus max MP), of Power (bonus Strength), and of Arcane Power
(bonus Magic Power). Each affix can still appear only once per item (no double “Burning” on the same
piece).
Hard reset — March 4, 2026
We have performed a full server wipe. All accounts, characters, items, and progress have
been reset. You will need to register a new account and create a new character.
As part of this reset, we cleaned the game codebase: consumables and carry inventory have been
fully removed. The combat menu no longer has an Items button. The Shop sells only relics
(no potions or other consumables). Heal at the Fountain between fights.
March 3, 2026
- Relics — Scavenger & Gambler: Scavengers and Gamblers now have expensive class
relics like every other class. Vault Key (Scavenger only): Pilfer and Seize always
steal and steal double GP. Lucky Seven (Gambler only): Wager and Coin Storm never
backfire and have a much higher jackpot chance. Both are available in the shop at the same tier as
Crown of Ascension, Shadow Cloak, and the other aspirational relics.
- Guild invites: When someone invites you to a guild, the invite is saved so you can
see it even if you were offline. Open the Guild tab to view pending invites and
choose Accept or Decline for each. You’ll also see a chat message
when you’re invited; use the Guild tab to respond.
- Character delete: You can permanently delete a character from the Arsenal
(character select) screen. Click the × on a character card, then type the character's name to
confirm. All items are moved to your stash. This cannot be undone.
- Chat: Switching between Chat, System, and Guild tabs now keeps clickable names and
formatting in messages. A "Timestamps" checkbox next to the chat tabs lets you show or hide message
times. The last 10 global chat messages are loaded when you log in so you can catch up on recent
conversation.
- Marketplace: The marketplace listings area now scrolls when there are many items,
so the layout no longer breaks and chat stays visible.
- Items: Max HP and Max MP from gear (flat bonuses) now correctly apply to your
character's health and mana pools.
- Crafting: Rarity upgrades now enforce the correct number of prefixes, suffixes, and
implicits. Upgrading a common to magic to rare no longer results in two implicits; each rarity tier
has the intended caps.
- Crafting rate limit: A short cooldown now applies between crafting actions (re-roll
prefix/suffix, upgrade tier, upgrade rarity). If you trigger crafting too quickly, the server will
ask you to wait a moment. This prevents abuse and keeps crafting results correct.
March 2, 2026
- World boss difficulty: World bosses now hit harder and feel like a real challenge.
Their damage to players has been increased so they are no longer trivial for level-appropriate
characters. Boss attacks and AoE abilities also have a minimum damage floor (a small percentage of
your max HP) so that even high-defense characters feel pressure. Early-zone world bosses (e.g. Feral
Alpha in Grasslands) now scale to a higher minimum level so they stay threatening even when players
are at or above the zone's max level.
- Market UI: When you open the Market tab, the combat log is now hidden (same as the
Stats tab). This fixes the odd text that could appear above your listings when the window was small
— that text was from the combat log, not the market.
- My Listings: Your own marketplace listings now show the same item details as
Browse: resonance tag, base stats (ATK, VIT, Spell Power, MDEF, SPD), and affix names. You can see
at a
glance what each listing is.
- Phoenix Ash: The item description and guide now explain that Phoenix Ash revives a
defeated ally during combat (e.g. in world boss fights) to 25% HP. It does not work on
yourself after you are defeated in solo play, because combat ends when you go down.
- VIT (Balance): Vitality now reduces incoming physical damage more than before.
Stacking VIT should feel more competitive with stacking +HP gear when you want to tank hits.
- Events tab: Fixed the Events & Tournaments tab sometimes showing "Failed to
load events. Server error (200)". The server now always returns valid JSON for the events list, and
the client shows "No active or upcoming events" instead of an error when the response isn't valid.
March 1, 2026
- Training Grounds: A new zone is available in the Zones tab. Travel to
Training Grounds to fight a Training Dummy that has very high HP
but deals no damage. Use it to test your builds and damage without taking hits or
using consumables. No XP or gold is awarded.
- Ascend, Frenzy, and Absorb: Using these self-buff abilities no longer locks you out
of all actions for 12 seconds. You get a short global cooldown (~0.6s) so you can attack, cast, or
use items almost immediately after pressing the button. The ability itself still has its full
cooldown before you can use it again.
- Gear and stats — VIT label: The stat that was shown as "DEF" on gear and "Vitality
(DEF)" on the character sheet is now labeled VIT everywhere. It's the same number;
only the label changed for consistency.
- Chat names: Names in global chat and guild chat are now displayed in title case
(e.g. BILLY bob → Billy Bob) so they're easier to read.
- No more popups: In-game feedback (market listings, guild actions, crafting results,
etc.) now appears in the chat log instead of browser alert boxes. Actions like buying from the
market, kicking a guild member, cancelling a listing, or accepting a guild invite no longer show a
confirmation dialog — they run as soon as you click. View Offers on the market opens a small in-game
modal to pick which offer to accept instead of a browser prompt.
- Guide: The player guide now notes that spell damage is reduced only by Magic
Defense; there is no separate fire, ice, or holy resistance on gear or in combat at this time.
- Guilds: You can now create or join a guild! Guilds cost 10,000 GP to create. Guild
masters and officers can invite other players. Members contribute gold to level up the guild (up to
level 10), unlocking bonuses to XP, loot, GP, and shop discounts. A portion of XP earned from
monster kills is also contributed automatically. Guild chat lets members communicate privately.
Manage everything from the new Guild tab in the right panel.
- New stat — Accuracy: All characters now have an Accuracy stat that determines your
chance to land physical attacks. Physical archetypes (Brawler, Feral, Warden) start with high
Accuracy and gain more per level; casters start lower. Gear with Accurate or of
Precision affixes can boost Accuracy further.
- Spell Fizzle: Damage spells now have a small chance to fizzle against targets with
high Magic Defense. Strong casters will rarely fizzle, but a melee character trying to cast will see
occasional failures.
- Combat Balance — Melee vs Magic: Monster evasion no longer scales as aggressively
at higher levels. Physical classes should now be able to reliably hit enemies in endgame zones. The
Accuracy stat lets you overcome remaining evasion through gear and level-ups.
- Monster Attack Speed: Different creatures now attack at noticeably different
speeds. Fast creatures (wasps, wolves, serpents) attack more frequently, while slow tanks (golems,
behemoths) hit harder but less often.
- Status Effects: The resistance formula for stuns, poisons, and other ailments has
been rebalanced. High-level monsters no longer resist everything — your status abilities are now
useful in endgame content.
- Marketplace Fix: Fixed a bug that allowed purchasing items even without enough
gold, resulting in negative GP. The market listing area also no longer overflows its container when
there are many items.
- Chat History: When you log in, the last 20 chat messages are now replayed so you
can catch up on what was said.
- Guild Chat Tab: A new "Guild" tab in the chat section lets you filter to guild-only
messages.
- PVP — Logout = Loss: If you log out while in a PVP duel, it now counts as a loss
for you and a win for your opponent. If you disconnect (e.g. network drop or tab close), the duel is
cancelled with no win or loss for either side.
- Combat display fix: The combat log is now visible during fights even if you had the
Stats tab open when the fight started.
- Stat Caps (Balance): Evasion is now capped at 75% dodge chance, and critical hit
chance is capped at 75%. Stacking these stats is still very strong, but you can no longer become
completely unhittable or guarantee every attack crits.
- Luck now affects loot rarity: Higher Luck increases your chance of getting Magic,
Rare, Epic, and Legendary drops. A character with very high Luck will see noticeably fewer Common
drops and more high-rarity loot.
- Crafting — Safer Upgrades: When a tier upgrade fails, the affix now downgrades
to the previous tier instead of being destroyed. Tier 1 affixes stay at T1 on failure. You
still lose the GP cost, but you keep your affix.
- Stats Page: The character sheet now shows Spell Power (from gear) alongside all
other
stats. Gear bonuses for every stat (including Magic Defense, HP, and MP) are now accurately
reflected in the stat breakdown.
- Sell Prices: Vendor sell prices now scale with item level, rarity, and number of
affixes. High-level epic items sell for significantly more than low-level common items. Item
tooltips now show the sell value in gold so you know what you'll get before vendoring.
- Market Listings: Marketplace listings now show each item's resonance, base stats
(ATK, DEF, Spell Power, MDEF, SPD), and affix names so you can make informed purchases instead of
buying
blind.
- Stash Limit: Loot drops now respect your stash limit. If your stash is full, drops
are skipped instead of overflowing. Make room by selling or listing items on the market.
- Combat Log: Fixed a bug where character names that contained part of an enemy's
name would get incorrectly highlighted in the combat log (e.g. a player named "Combat" would
conflict with "Combat Bat").
- Market UI: Fixed the Sell/Send tab buttons stretching and bleeding into other UI
elements.
February 28, 2026
- Artificer Deploy: Deploy now behaves as a physical gadget attack. It can miss
(target evasion applies), can land critical hits (scales with Luck), and damage scales from Strength
and weapon attack rather than magic. Enemies with high evasion can dodge it; building
attack/Strength improves damage.
Server wipe
We have performed a full server wipe. All accounts, characters, and progress have been
reset. You will need to register a new account and create a new character. Thanks for playing Legends
Incarnate.
February 28, 2026
- Expensive class relics: Every class now has an aspirational relic (80k GP, level
50) in the shop. New relics: Crown of Ascension (Spellblade — Ascend 2× duration,
3× damage), Shadow Cloak (Phantom — Hurl 3× damage), Tome of
Elders (Sage — Invoke no MP, 50% more damage), Mirror Shard
(Illusionist — Mimic always crits), Iron Band (Brawler — Combo always 4 hits,
ignores defense), Master Toolbelt (Artificer — Deploy hits all enemies),
Primal Heart (Feral — Frenzy 2× duration + lifesteal), Bastion
Seal (Warden — Technique heals for half damage dealt), Wardstone
(Runekeeper — Absorb reflects damage and grants 3× MP).
- Unbroken Covenant (Harbinger): New expensive relic (85k GP) makes rites never
falter
and always complete the full eight steps.
- No duplicate relics: You can no longer equip two of the same relic (e.g. two Atlas
Bracers). Each relic template can only be equipped once.
- Admin — give uniques/relics: Admins can grant any item by template ID from the
Characters panel. Use Relics dropdown (e.g. Unbroken Covenant /
relic_eternal_waltz,
leg_excalibur). Relics go to stash; equipment is generated with legendary-tier affixes.
February 26, 2026
- Relic fixes: Relic passives now correctly apply encounter effects including XP
multiplier behavior and attunement-scaled relic values.
- Archetype relic upgrades: Thief Glove now upgrades scavenger pilfer behavior into
stronger Seize-style outcomes, and Coin Toss now upgrades gambler wager behavior into Coin
Storm-style outcomes.
- Iron Knuckle: The counterattack relic now works. When hit by a physical attack,
there is a chance to automatically strike back. Chance scales with attunement (15%/20%/25%/35%).
- Relic equipment flow: Equipping relics from inventory now automatically uses the
first open relic slot, so both Relic A and Relic B are usable without manual workarounds.
- Relic economy: Relic shop prices were increased to better match their game-changing
power.
- World boss rebalance: Early-game world bosses (Feral Alpha, Crypt King) have
reduced stats so a group of 2-3 level-appropriate players can take them down. Boss stat scaling
multiplier lowered across the board for more accessible group fights.
- World boss level cap: The allowed level range for joining a world boss fight is now
zone max +20 (up from +10), so higher-level players can help friends in earlier zones.
- Bug fixes:
- Frenzy can no longer be stacked by re-activating while already active.
- Frenzied players no longer auto-attack while stunned.
- Casting a damage spell at an invalid target no longer consumes MP.
- World boss AoE and stun abilities now respect PVE damage tuning.
- Regen now heals every 2 seconds (matching DoT tick rate) instead of every 250ms, fixing an
issue where it vastly outhealed all damage.
February 27, 2026
- Combat arena: The arena area now grows to fit three or more enemies without cutting
off the top or bottom targets. If there are many combatants, the arena can scroll.
- Domain: The game can be reached via a custom domain (e.g. game.lirpg.net) when the
server is configured with Route 53.
Earlier updates
Past gameplay and feature changes are listed above by date. Check back after patches for the latest.