Season 14
00Days
00Hours
00Min
00Sec

Latest News

🔍
Changelog

Changelog: Balance, Build Pres

You need to update the client — just reopen the launcher.The Harmonist took a damage cut, presets...

News

EXTRAVAGANCE! New Cosmetic Dro

From Thursday, August 13, 2026 00:00 until Sunday, August 23, 2026 00:00, the biggest cosmetic drop...

Changelog

Changelog — Fishing, Waystones

Adventurers, here is the latest changelog with fixes and improvements to Fishing, Waystones, and...

News

Changelog: Fixes, Skill Tree &

Changelog: Fixes, Skill Tree, and Extension of the King's Blessing Hunters, a new batch of fixes...

News

Blessing of the King

The King raises his sword and extends his blessing over the warriors of BlackTalon! The crown...

Changelog

Changelog: Gunslinger and Arch

A new changelog is live, bringing adjustments to two specializations. Check out the full list of...

News

Meet Our Season Partner Stream

Meet Our Season Partner Streamers The wait is almost over — the new season arrives in exactly one...

News

Throne Beneath the Tide

Throne Beneath the Tide Far below the waves, beyond the coral graveyards of Hungering Reef, the...

Changelog

Emergency changes needed to be

Abyssal GuardianVoid Guardian Aura: stacking damage now caps at 4 stacks — poison keeps stacking...

Changelog

Changelog - Balance, UI and Fi

A new patch is live! This rebalances Moonblast, adds a Riftlord tracker in the Chaos Rift, makes...

Changelog

Changelog - Fixes and Improvem

A major maintenance patch is live! This one hunts down the visibility bugs that caused creatures,...

Changelog

Changelog - Spell Fixes & Buff

Twin Casting Twin Casting has been fixed: the upgrade was offered to all damage spells, but 17 of...

Changelog

Changelog - Fixes

A major maintenance patch is live! This one brings the fix for Twin Casting across all spells,...

News

Reminder: BlackTalon Is on Mob

In case you didn't know — BlackTalon runs on Android. And it's not a separate app: the same game,...

News

Final Changelog — Server Opens

The wait is almost over. The server opens 1 month ago, giving you one hour to get everything ready...

News

Alien Invasion — Gates Opening

Something crossed the veil between the stars and set foot on the soil of Blacktalon. The sky no...

News

The Gates Open <t:1786125600:R

Good evening, players! Are you excited for the start of the new season? The countdown has begun —...

News

Store 10% Off, Character Creat

Something has crossed the veil between the stars and set foot on the ground of BlackTalon, and the...

News

The Changelog Is Here

The moment you've all been waiting for has finally arrived. The changelog is already on the...

News

Season Launch Coming – New Pac

Get ready, adventurers! With the launch of the new season in just 3 days, we're bringing you an...

en pt es pl
05 August 2026 (08:12) by Blacktalon Staff - International Season 14 - Changes

We are thrilled to announce that Blacktalon Season 14 goes live on August 7, 2026 - 6PM UTC (3PM Brasilia time)

Some information about donations on the seasonal server:

Blue Diamonds will return 25% of the amount you obtained in the PREVIOUS season ONLY. This means they do not stack across multiple seasons.

The point drop system remains the same as last season. Each drop is 10% of the total amount donated (with a minimum and a maximum), as shown in the table below:

Seasonal point drops increased by 100%

Time Blacktalon Points Blue Diamond Seasonal Points
3 Hours Min: 1500 Max: 2500   1000
3 Days Min: 1500 Max: 2500   2000
6 Days Min: 1500 Max: 2500   2000
9 Days Min: 1500 Max: 4000   3000
12 Days Min: 1500 Max: 4000   3000
15 Days Min: 1500 Max: 4000 10% 3000
18 Days Min: 2000 Max: 5000 10% 3000
21 Days Min: 2000 Max: 5000 10% 4000
24 Days Min: 2000 Max: 5000 10% 4000
27 Days Min: 3000 Max: 8000 10% 6000
30 Days All remaining points 50% All remaining points

Alien Invasion

Something has torn through the veil. Crystals of unknown origin have begun sprouting from the bodies of the creatures you hunt, and out of them come beings that do not belong to this world. The Alien Invasion is the new progression system of the season — and it feeds on everything you already do in the game.

How it works

The system has three pillars that feed into each other: you find the aliens while hunting, gather their crystals across the map, and spend it all on a permanent progression tree.

Prismatic Crystal — the hunting mini-event

While you hunt, there is a rare chance for a Prismatic Crystal to appear. It is strong — activating it is your call, nobody is forcing you into that fight.

When you interact with the crystal, a prismatic portal opens and an Alien steps out of it. They come in seven colors, and each color is a completely different fight — some will be easier or harder depending on your class. One unleashes fire storms with danger rings on the ground; another summons orbs that orbit and explode; another flees from you, getting faster as it loses health; another scatters mushrooms that detonate if nobody steps on them in time.

The Alien adapts to the region where you found it (its own look per continent) and has the strength of a Legendary version of the creature you were hunting.

Defeating it rewards you with alien organs from that region and +20% task completion on the creature you were hunting.

Every kill also grants a powerful 5-minute buff based on the Alien's color — and buffs of different colors stack! Killing the same color again refreshes the duration:

  • Red — Prismatic Wrath: +15% final damage (after all multipliers).
  • Orange — Prismatic Trigger: +1.0 attack speed, breaking past the cap.
  • Yellow — Prismatic Sprint: +300 speed, breaking past the cap.
  • Green — Prismatic Bloom: +30% healing received (applied last, on top of all healing bonuses).
  • Blue — Prismatic Aegis: −20% damage taken from monsters (works with Mana Shield).
  • Indigo — Prismatic Chrono: +10% cooldown reduction, ignoring the 50% limit.
  • Violet — Prismatic Vitality: +25% maximum health or mana (depending on your class's pool), calculated on top of all your other bonuses — and the gain comes in full right away.

The buffs persist through relog and each one shows its own icon with the remaining time.

Crystal Gathering — the nodes on the map

Scattered across the maps you will find crystal nodes for every region. Use them and channel for 2 seconds (progress bar) to gather Crystals of that region — the item spent on Alien Crystal Tree points. Moving cancels the gathering.

But be careful: there is a chance that something goes wrong — the node destabilizes and 3 to 5 Alien Guardians leap out of it at you. The Guardians sit between Rare and Epic creature strength and emit a periodic warning around them: leave the marked area or take damage.

Defeating all the Guardians pays out 5x crystals — bad luck turns into profit for anyone who can hold the line.

The node you used goes depleted (recharging) for a while and then returns to its original form on its own. And no standing still and farming: you cannot gather the same node twice in a row — you have to gather another one before coming back to it.

Annabri — the system's hub NPC

Annabri is the new guardian of the system. With her you can:

  • Trade Crystals for Invasion Points — the harder the crystal's region, the more points it is worth (mainland is worth little, inferno is worth a lot).
  • Invasion Shop: spend Invasion Points on Rarity Tokens, Chaos Essence, Trait Fragments / Universal Traits, +1 maximum Dungeon and Hunting Ground charge, and permanent bonuses (skill, health/mana, damage, healing, orb chance) in the style of the Tower Arena shop. Also unlock the ability to create and use Relics Tier 4 (You will only be able to equip one Tier 4)
  • Open the Alien Crystal Tree: the tree only opens by talking to Annabri. Editing nodes and buying points requires standing next to her, and the window closes on its own if you move.
  • Convert Organs: organs from higher continents turn into organs from lower continents at a 1:1 ratio (e.g. inferno → mainland). Never the other way around.

Alien Crystal Tree

A radial tree with 7 branches in the colors of the rainbow, each one dedicated to a type of bonus — 9 nodes per branch, unlocked in sequence from the center, with zoom and free navigation across the tree.

Points bought with regional items: each point costs 1 Crystal + 1 Alien Organ from the current region, and the required region advances every 5 points (Mainland → Nefrah → High Desert → Dark Island → Ice Scar → Wasteland → Sky Realm → Inferno), up to a maximum of 40 points.

Red Branch — Damage

  • Up to +30% damage against monsters, applied as final extra damage — after every other multiplier, and it works for area spells too.
  • +5 seconds to your class buff's duration.
  • +10% effectiveness on Relics.
  • +10% on the positive bonuses of Traits.
  • Faster life leech healing — the healing pulses come more frequently.
  • Chance to reset the cooldown of your attack spell when you cast it — "Fate Reversed!".
  • Chance to call down an extra energy bolt on your basic attacks.

Orange Branch — Alien Gunner

  • Alien Gunner: the first node unlocks an alien companion. Summon it with summon alien gunner (any vocation): it fights at your side for 15 minutes (60-minute cooldown), is immortal, shoots your target from range and occasionally fires an explosive area shot. The shot damage scales with your weapon; the explosion scales with your attack power and level.
  • +20% speed on the alien's shots and +25% frequency on the explosions.
  • +50% damage on the explosion.
  • Chance for the basic shot to fire twice — and to ricochet to up to 2 extra targets.
  • Cooldown reduced by up to 30 minutes (60 → 30) with the two redeployment nodes.
  • Boss Breaker: the alien deals +100% damage against bosses and elite creatures.

Yellow Branch — Gathering

  • +15% resources gathered (mining, wood, herbs).
  • Chance for the gathered ore to tier up (copper → iron → ...).
  • Resources you gather respawn 50% faster.
  • +20% gathering speed.
  • +10% chance of a double gather.
  • +10% chance for a Special Vein (5x resources) to appear.

Green Branch — Resources / HG / Dungeon

  • +5/+10 extra fixed creatures in your dungeon (they count toward the kill mission).
  • +20% damage against Hunting Ground creatures.
  • −30% damage taken from Hunting Ground and Dungeon bosses (Mana Shield included).
  • +10% resources in dungeons and +10% resources in Hunting Grounds.
  • +1 maximum charge per entry in Hunting Ground and Dungeon.
  • Inside Hunting Grounds, double the chance of spawning Epic and Legendary creatures.

Blue Branch — Task

  • Chance for each task kill to count double (up to 15%), with smaller chances to count triple and even quadruple.
  • +30% damage on creatures from your active task.
  • +10% experience and +30% resources (items and gold) when turning in tasks.
  • 10% chance for a task kill to summon an extra Strange (white skull) version of the creature.

Indigo Branch — Rift

  • +50% damage against Chaos Rift creatures (inside the dimensions too).
  • −20% damage taken from rift creatures — works with Mana Shield as well.
  • Increased Chaos Mimic spawn chance in chests.
  • Increased chance of finding a Chaos Rift while hunting.
  • Chance for a chest to reveal two mimics at once — and a rare chance to reveal three.
  • Chance for a defeated mimic to hand out double rewards.

Violet Branch — Pearl & Soul Stealer

  • +75% damage against Pearl Thieves (Eternal Depths) and Soul Stealers (Inferno).
  • −20% damage taken from those creatures — works with Mana Shield as well.
  • Increased Pearl Thief / Soul Stealer spawn chance (stacks with the oyster scroll).
  • Chance for two thieves to spawn at once — and a rare chance for three.
  • Chance for a defeated thief to hand out double rewards — and a rare chance for triple.

With that, all 7 branches of the Alien Crystal Tree are live!

Waystones

Scattered across the world are ancient stones waiting to be found. Waystones are an exploration and collection system: travel the map, discover the hidden stones of each region, and get rewarded for knowing the world better than anyone else.

How it works

The system covers 13 regions — from Mainland to Eternal Depths 3, including the three Seals of Inferno — with 10 waystones in each one, for a total of 130 stones spread across the world.

Every waystone you find is worth 1 point. Points are the system's currency, and that is what you spend on the permanent upgrades.

Riddles per region: each region has a hint in the form of a riddle, displayed in your client's language, pointing the way to the stones you have not found yet. Stones you have already discovered disappear from the hint list — you always see only what is left.

Completion reward: completing all 10 waystones of a region grants a cosmetic reward exclusive to that region — a golden mount!

Server-wide race: whenever someone is the first on the server to reach a certain number of waystones, a golden announcement appears in the center of the screen and in the Default chat. It is a permanent record — only the first one takes it.

 

BlackTalon on Mobile

BlackTalon has arrived on Android. The client was ported in full — it is not a separate app, it is the same game, with the same account and the same character, running on your phone.

⚠️ The mobile client is in ALPHA. That means it will have problems: bugs, crashes and odd behaviour. We are counting on your help to fix all of it — report every issue you run into. Every report brings the stable release closer.

Interface rebuilt for touch

The HUD was redesigned from scratch for mobile: a D-pad in the bottom-left corner and a fan of 7 circular buttons around it (containers, use, attack, follow, look, chat and BlackBot), with the action bar docked beside it and chat as a fixed drawer above the dock.

The size of the D-pad and the icons is adjustable in Options > Interface > Touch Controls (60% to 200%) with live preview. A single edit mode — hold for 2 seconds — unlocks repositioning of everything, and the pad's touch area is circular, 25% larger, with the stick locked to the 8 directions.

The default zoom on mobile is 200% (everything used to start out tiny), with a ceiling of 300% for anyone who wants more.

Touch instead of click

  • Touch scrolling in item lists: swiping scrolls the list, holding before moving drags the item. Dragging a list no longer clicks the item under your finger.
  • Hold to confirm: holding a context menu option fills a 500ms bar and executes the action — also on action bar slots and in the world, with a grace period so it does not light up on every walk tap.
  • Tooltips with automatic min/max and comparison: where you cannot hold SHIFT or ALT, everything comes revealed by default.

Mobile-exclusive features

  • Party HUD: a floating, draggable overlay with the health (and mana, for the lineages that use Magic Shield) of up to 5 party members, sorted by leader/you/level, with scrolling, a close button, opacity and a saved position.
  • Building a party from mobile: VIP List in a centered window with two pages — friends and who you can invite right now — plus invite by name, without needing the player on screen.
  • Boot splash: a single progress bar, from tapping the icon to the server selector, with 9 wolf artworks (one per vocation) drawn at random on every launch and rotating tips.
  • Auto-login for anyone with a saved account and server.
  • Microphone recording and audio output enabled — the Android client used to be completely mute.

Dozens of windows got a mobile layout (full screen, larger touch targets and elastic content): Options, Store, Market, Battle Pass, Bestiary, Milestone, Boss Information, Waystones, Waypoint, House Manager, Event Schedule, Soul Imbuing, Skill Tree, Spell Improvement V2, Chaos Compass, Smelter, death screen, Change Server, Charlist/Login, Container Browser and character creation.

In the Skill Tree, holding a node for 1.2s opens the route planner, the list selects, and an Apply Route button confirms — no spending points by accident.

Gamepad Support

BlackTalon can now be played entirely on a controller. This is not partial support: every window in the game is navigable, from login to end game.

Setup

Controller buttons become keys bindable to any action through the Keybind system, with conflict detection and ready-made presets. There is support for modern controllers (XInput) and older adapters (DirectInput / PS2→USB), with a device selector by name.

The left stick walks in the 8 directions, the right one moves the game cursor, the D-pad walks by default and A/B click. The Gamepad tab in Options brings the controller diagram, click-to-bind, live feedback of the button you press, a "Test buttons" mode and zoom, speed and deadzone tuning.

Glyphs per controller family: Xbox, PlayStation (X/circle/square/triangle, L1/R1/L2/R2) and Nintendo Switch. Detection is automatic from the device name, or you can pick manually under "Controller type" — the chips on screen always show the correct physical button for your controller.

 

Controller-specific features

  • Button chips across the whole interface: A/B in dialogs and message boxes, BK (Back) on window close buttons and contextual chips in the footer captions, appearing and disappearing live as you plug in or unplug the controller.
  • On-screen keyboard (OSK) for typing: a two-column QWERTY layout for chat and a compact version for search fields, with a symbols page, ASCII emoticons and emojis. It lets you choose the destination (the open chat tab or a PM to a VIP) and stays open after sending, so you can fire off several messages in a row.
  • Action Palette: a column-based window (Keybinds / Hotkeys / Unassigned) with 2D navigation. Item hotkeys show the sprite and the real name instead of the raw ID.
  • "Gamepad Actions" group: controller hotkeys stay active in both chat modes, since controller buttons never type.
  • LT/RT page through any navigable window — no more leaving the list to click the little arrows.
  • Selection cursor with a pulsing white ring and arrow, visible over windows, returning to where it was after an overlay closes.
  • Center banner for controller connected/disconnected, showing the controller's name.
  • Gamepad tutorial on your first server selection: a 6-step wizard with the buttons drawn over the controller artwork.
  • Gamepad on Android: the D-pad is also read from the HAT axis (required for Xbox controllers and many Bluetooth ones), with fallback triggers.

Outside the game the controller already works: server selector, login screen, character list and the ENTER GAME button.

Voice System

A new voice communication system, on two fronts.

Speech to text: hold the push-to-talk button on your controller and your speech is transcribed, going straight into the focused field or into the on-screen keyboard. Great for chatting without stopping playing.

Voice messages in chat: record and send audio in private conversations, just like messaging apps — recording bar, bubble with play/pause and a draggable progress bar.

The limit is 3 minutes per recording: when it hits the ceiling it freezes and you choose to send or discard — nothing is sent on its own. Voice messages are restricted to private conversations (PM) and go to the tab where the recording started.

There is input and output audio device selection, with a noise gate and optional noise suppression.

Vocations

Druid

The Druid line went through the biggest rework of the season. Spiritual Shift has been removed — the powers it granted became native passives, so you no longer have to spend a cast or pray for a proc to get what the spirits gave you.

  • Every Druid has a permanent +25% nature regen (previously exclusive to the Guardian form).
  • Innate armor: +20% on base Druid, +10% on Archdruid and Feral.
  • Mark of the Guardian has been removed — its effect now lives on as the line's innate armor.
  • The Marks were redistributed: Mark of the Beast now belongs to Feral (stacks on kill) and Mark of the Ent goes to Archdruid.
  • Spell Improvement V2 crystals invested in the old Spiritual Shift/Incarnation are automatically refunded on login.
  • Forms no longer drop when you equip a mount, wings, aura or shader, nor when you hit OK on the outfit window.

Archdruid

  • All Archdruid healing is innately 20% stronger, and it keeps working inside the new form.

Ice Storm:

damage increased by ~18%.

Shattering Ice:

damage increased by ~24%.

Thorn Barrage:

damage increased by ~34%

Blizzard:

NEW SPELL: Ice Lance has been replaced by Blizzard: an ice storm that pulses in a 5x5 area around you every 400ms for 7.5s and follows you as you move. Anyone with crystals invested in Ice Lance gets a refund on login.

Owdillo Form:

NEW SPELL: Owldillo Form (level 800): a toggle transformation granting +30% spell damage and +10% armor. It survives death and relog — it only ends when you turn it off.
Can be enhanced with Spell Improvement: Lunar Fury (damage) and Lunar Surge (Moonblast proc chance).

Moonblast:

NEW SPELL: Moonblast, active while in Owldillo Form: in combat you automatically fire an ice volley in an area around you, with a burn DoT on top. It also triggers on proc from any of your offensive spells.

Base chance of 10% → 20%, with a pity system of +10% per cast that fails to proc, guaranteeing a trigger within 8 casts at most.

Feral

  • +10% innate weapon damage — the damage the old Beast form used to give is now part of the spec's identity.
  • Panther Form / Bloodwolf Form no longer drop on death or logout. You don't need to recast the form every time: it only ends if you turn it off manually or switch specialization.
  • Panther Form, Triple Slash, Gutripper and Ravage: spell damage increased by 25% 

Bard

Harmonist

Accelerando:

the attack speed bonus is now fixed at +2.0 — Spell Improvement points now only improve critical and cooldown reduction.

  • Accelerando / Cadenza: fixed the interaction with the Spellmaster keystone — the attack speed bonus is now converted into Magic Level instead of simply being lost.
  • Resonance, Accelerando, Double Chord and Triad: damage reduced by \\\~17%.

Virtuoso

  • Resonant Missiles, Grand Crescendo and Harmonic Bounce: passive damage increased by \\\~25%.
  • Basic spells with extra effects: in the Virtuoso specialization, the Bard's three basic spells now grant an exclusive bonus when cast (main cast only — echoes don't trigger it):

Magic String:

your final armor increases by 20% for 6 seconds (recasting refreshes the duration).

Crescendo:

opens a Tempo window of 2 seconds during which your hits have a high chance to count twice toward Grand Crescendo and Harmonic Bounce — the window can reopen every 6 seconds.

Divine Ballad:

your next 5 hits land with 10 attack speed.

  • All four spells got their own art and effects when cast by a Virtuoso — Bard and Harmonist keep the original art.

Death Knight

Soul Reaper

Soul Sacrifice:

NEW SPELL: Soul Sacrifice (level 800): sacrifice 30% of your maximum health to deal +30% damage with all of your spells — including the Death Knight base spells. It's a toggle: recast to end the sacrifice and recover your maximum health (the state persists through relog and death).

It can be enhanced in the Spell Improvement system with the following modifiers:

  • Deeper Sacrifice — deepens the trade: up to 50% of maximum health sacrificed for up to +60% spell damage.
  • Measured Sacrifice — softens the trade: as little as 10% of maximum health sacrificed, while keeping the original +30% damage.

Spells that scale with your maximum health still use your full health (pre-sacrifice) — the sacrifice never weakens those formulas.

Voidcaller

  • Void Surge, Rifts of Beyond, Nether Gaze and Abyssal Tear: damage significantly increased (\\\~55% more) — the Voidcaller's early game no longer depends solely on summons.

Summon Voidling:

now available at level 20 (previously 50) — your first void companion arrives much earlier.

Void Bolt:

range increased from 3 to 5 sqm.

Abyssal Guardian

Abyssal Presence (rework):

now toggles the Void Guardian between two stances (recast to switch) — Offensive: every 2s the guardian bursts with void damage around it (equivalent to 3 poison stacks, without applying extra poison); Defensive: you and the guardian take 20% less damage.

Abyssal Presence (spell improvements):

the enhancements are now only Empowered Buff (scales the burst damage) and Lethal Buff (burst critical damage) — the old ones did nothing; points invested in them are refunded automatically.

Void Guardian:

the guardian's damage (aura poison and stance burst) increased by ~37%.

Abyssal Presence (offensive stance):

the burst every 2s got ~2.5x stronger — and it still stacks with the Void Guardian buff above. Trading it for the defensive stance is now a real choice.

Singularity:

damage increased by ~52%.

Abyssal Hunter

Black Hole:

damage increased by ~50%.

Black Hole (rework):

it's now a zone that moves — the black hole chases your target for 6 seconds and devours: every monster killed under its effect extends the duration (up to 12s), increases the pulse damage and makes it grow.

Void Rupture:

total damage increased by 50% and pacing reworked — the Void Rupturer now lives for 12 seconds, chases your target and detonates 6 times (one blast every 2s), with the ground cracking on each detonation and a visible duration bar.

Void Rupture:

each detonation now also applies void poison — energy damage over time that stacks up to 3 times on the target.

  • Black Hole and Void Rupture: the summons now attack with basic hits (scaling with summon damage and Void Steroids, like the Voidling) and have the Voidling's teleport passive — they jump to your target if it runs away.

Hellhound Rush (rework):

for 4 seconds you summon 1 Void Hellhound per second, and each one runs to your target and explodes on reaching it — with a much larger blast area and ~94% higher total damage. Switching targets mid-cast redirects the pack.

Shooter

  • Vitality: HP gain per level increased (42 → 48) — the Shooter had the lowest HP among the weapon classes.

Bouncing Bullets:

now bounces to up to 5 targets (previously 3) and the bullets look for enemies in a 50% larger area.

Gunslinger

Bullseye:

damage increased by ~50%.

Gun Kata:

damage per pulse ~2.5x higher.

Ghost Hands:

each ghost shot deals +25% damage.

Cannoneer

Voltaic Cascade:

no longer increases the Cannoneer's attack speed. The keystone pushed the class above Bazooka Stance's own floor, which made it mandatory — now it only keeps the chain effect.

Bazooka Stance:

Attack speed to damage conversion: each point of attack speed now yields 20% more damage

The Bazooka Stance description now clearly explains that the attack speed to damage conversion is 1:1 — every +15% attack speed becomes +18% damage.

Bowman

Sharpshooter

  • Arrow Fury, Brute Bane Arrow, Arrow Rain and Chain Shot: damage increased by \\\~10%.

Arrow Rain:

fixed a bug that made the spell deliver only 80% of its own damage — combined with the buff, it ended up ~37% stronger.

Change Arrow:

NEW SPELL — Change Arrow: switches your arrow mode between three options. Casting without a parameter opens a selection window (free); casting with a parameter switches directly. The chosen mode persists between sessions, and each one has its own missile and dedicated buff icon.

  • Rebound: your basic attacks bounce to up to 2 nearby monsters (60% damage), always picking the closest target
  • Critical: x1.25 multiplicative on the entire critical hit's damage.
  • Vital: your basic attacks heal 20% of the damage dealt, capped at 1% of maximum health per hit.

Saboteur

  • Explosive Barrel: damage increased by \\\~47%.

Spike Field:

damage increased by ~53%.

Walking Mine:

damage increased by ~144%.

Big Bear Trap:

damage increased by ~40%.

  • The burn/bleed DoTs from traps scale along with these buffs.

Spike Field:

the spikes now hunt the target — most of them erupt right under a monster inside the field, instead of at completely random spots.

  • Trap DoTs: burns and bleeds can now land critical hits and scale with the spells' duration upgrades.
  • NEW PASSIVE — Demolition Expert: your traps' burns and bleeds deal +1% damage per 10 Distance skill, and every 20 skill grants +1% chance to break the stack limit (up to double) when applying them — the more skilled the saboteur, the deadlier the traps.

Thief

Nightshade

Death Fluid:

damage increased by ~39%.

Death Spiral:

damage increased by ~53%.

Death Mark:

damage increased by ~69%.

Death Mark:

the mark now lasts 20 seconds (previously 12) — much more time with amplified damage active on marked targets.

Shadowy Blades:

the blade corridor now deals 125% of your hit's damage (previously 100%).

Rogue

The Plague:

mana cost reduced from 2500 to 1500. It was the most expensive attack spell in the game and drained the Rogue's mana in the late game — it's now in line with the other proficiency ultimates.

Vocation Fixes

  • Fixed a long-standing HP/mana drift bug when switching vocations: using a Vocation Change Scroll or switching specialization left your base maximum health and mana at the previous vocation's value. You came back weaker in health and damage, and only "recovered" over several relogs.
  • Fixed a rare bug that could "freeze" a character's attributes — equipment bonuses and buffs stopped updating until relog.

Master of Arms:

On certain bosses the area attack never connected and the basic attack dealt zero, which made AA feel impossible. Now, if the area fails to hit the main target, a direct hit guarantees the boss is always struck.

  • Fixed: the shielding refund for unjust deaths credited the points to fist fighting — the lost shielding never came back.
  • Highscores: filtering the ranking by any new specialization returned an empty list. Fixed, with the client filter synced to the server.

Talent Tree

Crazy Slot Machine (rework):

No more random effects — now every 10 seconds the slot machine rolls one buff that lasts until the next spin: +10% crit chance & +15% crit damage, +25% spell damage, +15% CDR or +200 speed. With a 5% chance the spin is a JACKPOT (doubled values) — and there's the ultra-rare SUPREME JACKPOT: every buff at once, with tripled values. The loop pauses in Protection Zone.

Master of Arms:

While the area attack conversion is active, your basic attacks deal 65% damage (previously 100%) — the keystone is now a real trade: area + attack speed, paid for in damage per hit.

Savage Momentum:

Speed to damage conversion reduced — every 100 speed converted now gives +1% damage (previously +4%).

The attack speed penalty has been removed.

Tiger's Instinct:

No longer speeds up dodge cooldown recovery — the node's dodge multiplier remains.

Tiger's Lust:

Removed the 60% reduction to the cooldown between dodges — the counter-attack on dodge and the area parry remain.

  • Fixed: the tree only refunded 1 point when removing exclusive nodes that cost 3.

Instanced Zones

The main open world hunting areas now exist in multiple copies, and you choose which one you want to play in. If a spawn is taken, just switch copies instead of waiting or looking somewhere else.

There are nine zones covered, from Mainland to Candyland.

  • New Instances button on the minimap, and the !instance command does the same thing.
  • When switching copies, a central banner shows the zone name, with exit and arrival animations.
  • Switching has a 60 second cooldown and requires standing still.
  • A HUD indicator shows which copy you're in.
  • The Waypoint offers the copy list when the destination is in an instanced zone, with your current one pre-selected.
  • Party only shares experience between members in the same copy.
  • The PvP rooms have been discontinued.

DPS Dummy Arena

A new training arena in the DPS Dummy room, where you measure the damage that actually comes out of your character — not the raw number, but what's left after the target's mitigation.

On entering, a menu lets you choose between 8 dummies, each with the real armor of a boss from the game — from Duke Krule, with no armor at all, up to Amenrath, the most armored. The menu shows how much of your damage gets through on each one, so you can know in advance what to expect on that boss.

Every player trains in their own copy of the arena: you won't see anyone else's dummy or character, even with several people testing at the same time. To leave, just walk out.

Offline Hunt

A new system that lets your character keep hunting while you're disconnected, running your own BlackBot combat setup.

How it works

A disconnected character in a hunting area can be piloted by the server. The combat setup — healing, spells, targeting, buffs — is sent automatically when you save and when you log in. There's also a "Start Offline Bot" button to start the session manually, without needing to be in combat.

Regenerating budget: the 12-hour limit is no longer a daily reset, but a pool that recovers. It drains 1:1 while the bot pilots and refills 1:1 during all the time you're not being piloted — playing normally, logged off or just parked. Example: hunt for 8h and 4h are left; do something else for 2h and you're back to 6h.

Session recap: when you reconnect, a window shows what happened — time, normal and elite kills, orbs collected, loot, exp and levels gained, proficiency and Prey/Task progress. The recap survives a server restart.

The pilot resumes automatically after a restart, uses supply helpers (eating food, exp scrolls and stamina refill) and shuts itself down if the character dies or stops in a protection zone.

BlackBot

  • The bot ships with the class kit pre-configured: the Healing page brings the full ladder of health and mana spells and potions, split into four sections, with everything you can't use yet marked in red and the reason spelled out.
  • The class spell catalog comes enabled, and the bot refuses on its own the spells your character can't cast yet — including those locked behind storyline, Tome of Knowledge, Lucifer and the MainlandArena quest. Before, it fired every locked spell into cooldown and piled up refusal messages.
  • "Attack Only Bosses" is now "Prioritize Bosses": normal creatures are still targeted as usual until a boss shows up. Before, with no boss around, the bot simply attacked nothing.
  • New Raid and Continent boss alarm, limited to your favorites only.
  • Fixed: the class support buff (the druid's Nature Regen) was never cast, and the targeting Create button required an extra Save to take effect.

Bosses and Raids

  • No more queueing to kill your daily boss. Boss rooms got a lot more copies, so you go in right away instead of waiting your turn. The same applies to task boss rooms.
  • Ferumbras now evolves. The raid picks between 5 versions of the boss based on the average strength of the active player base, swapping form, stats, loot, summons and warning texts — from 85 million up to 11 billion HP, and from 2.2x to 18x damage. They are: Ferumbras, Ferumbras the Risen, Ferumbras Ascendant, Ferumbras the Archdemon and Ferumbras, World Ender.
  • Feroxa: the crushing beam now shatters the crystal statue in a single hit (it used to shave 30s off a 300s counter, requiring around ten beams). In Stage 3, every 10% of health lost enrages her: +5% damage, +2 cliff striders and speed climbing from 550 up to 1500 across the nine milestones.
  • Archangel Michael: the fire waves no longer race across the map at a speed impossible to dodge.
  • Sariel: the Divine Descent golden wave is once again blocked by magic wall, including the walkable version created with PvP off — the counterplay of hiding behind the wall works again for PvP-off players.
  • Mr. Frostveil (Niflheim HG boss) finally has his own loot table.
  • Inferno daily bosses: the 9 lever bosses got their own loot table — before, they dropped nothing at all.
  • Daily boss is now a race: the level cap is gone. The cap of 10 was removed for every daily boss (and the Blacktalon one, which was 60), so you keep climbing as long as you can kill it, and each boss ranking becomes a contest of who got the furthest. From level 10 onward the boss grows much faster with each level.
  • Blacktalon got new steps above level 35, scaling through the Inferno bosses — and leveling up never makes him weaker again, which used to happen on some form swaps.
  • A denied reward now tells you why. Killing a boss and getting nothing was indistinguishable from broken loot; now you get the explanation: active cooldown with the time remaining, you weren't in the boss area, another character on the account already claimed it, no hunting ground charges or no daily boss charges.
  • New store item: +1 max Daily Boss charge, up to 3 purchases — the cap goes from 2 to 5 without premium, and from 5 to 8 with premium.
  • Boss loot now flies to you (Visual): when you defeat a boss, the items drop on the ground and come flying toward your character, and each item's notice shows up the moment it arrives. The loot is yours from the very first instant — the animation is just so you can see where it came from. It can be turned off in Options > Interface.
  • Your Loot Chance now counts on daily boss loot. Items from the boss loot list ignored your bonus: 53% was 53% for everyone. Now your Loot Chance applies there too, counting half of it — if you have +240%, +120% goes in. Only half because at full value nearly every item would become a guaranteed drop. The increase is proportional, so a rare item stays rare: with +240%, a 1% item becomes 2.2% and a 3% item becomes 6.6%.
  • The window already shows your real chance. Each item appears with the old chance struck through in red and your chance in green beside it. No math needed.
  • You can now see where Loot Chance works. Hover Loot Chance Bonus in Character Info and the list appears: monster and boss loot, relics, Soul Scrolls, equipment bags and the daily boss loot list (that one at half). And it makes clear it increases the chance of dropping, not the amount.

Chaos Rift — Boss Phase

When every creature in a Chaos Rift dies, the rift no longer closes right away: it enters a boss phase and a Riftlord appears — a massive version of the rift's creature, with 60x HP, 3x damage, a 180% larger sprite and its own shader.

Defeating it grants loot equivalent to a mimic and spawns 5 reward chests next to the corpse. The rift closes 60 seconds later, with time to open everything.

The kill goal per rift was also reduced: from a flat 1000 to values scaled by difficulty — 500, 600, 700, 800 and 900.

Rift Tracker

A new window in the Trackers menu that lists every rift open on the server, grouped by continent. Each row shows the source creature, the kill counter and how long until the rift closes.

A region filter lets you see only the continents you care about. No more stumbling onto a rift by accident or missing the deadline on one that was already open.

Each row also shows how many players are inside that copy of the rift, so you can decide between taking an empty one or reinforcing one that already has people.

Left-click any row and the game points the way to that rift: the message tells you the direction, the distance and which instance it's in, and an arrow appears on the minimap for 10 seconds, pointing the way from your character as you walk.

The find rift spell keeps up with the news: it also lights up the minimap arrow, now accepts a creature name — find rift mummy looks for that rift instead of the nearest one — and no longer costs mana or requires a level. The 10-second cooldown remains, applying to both the spell and the window click.

Dungeons

  • Dungeon experience increased: Thundergiant +12%, Skullfrost +23%, Nightdweller +35%, Zathroth Guardians +42%, Shapers +50%, Werecrocodiles +69%, Horned Heavy Knight +69%, Spectral Paladin +124%, Sugar Workers +124%, Whispering Sepulchers +124%, The Crimson Feast +124% and The Skull Feast +124%.
  • Dungeon experience is no longer scaled by proficiency stage — it's now a fixed, predictable value.
  • Acid Gearsaur: the boss Sulfang wasn't flagged as a boss, so the dungeon gave no reward at all. Fixed, with a Bestiary entry, its own soul scroll (+10% Spell Damage, +6% Crit Damage) and a dedicated reward chest.
  • Satan's Citadel: Skullhopper entered the Bestiary as a dungeon creature (unlocking prey automatically) and Skarrow entered as a boss, with its own soul scroll (+15% Spell Damage).
  • Fixed: three Inferno dungeon bosses weren't counting toward their milestones.

Quests and World

  • Inferno — live counter in the quest log: three gathering objectives now show progress in real time in the quest window, instead of leaving you counting in your head.
  • Inferno — Seela's Blood Sac: the fill per kill dropped from 1-100 ml to 1-17 ml. The 66 liters are still the same, but now take about 3 hours instead of 33 minutes, lining the chapter up with the other maps.
  • Eternal Depths: the Nyxar's Pearl quest now requires actually defeating Nyxathor. Before, just talking to Echor was enough to skip the step and push the storyline forward without ever facing the boss.
  • Quest stone levers were unified: one group pulling the lever no longer locks the quest for everyone else, and the stone returns correctly if the group abandons the quest halfway.
  • Level and proficiency requirements restored on doors, portals, spawns and waypoints. They had been disabled en masse and were letting any level through.
  • Guild member limit raised from 50 to 100. Guild creation, which was failing, has been fixed.
  • New party invite by name, working even with the player off your screen.
  • Exiva no longer warns the target that someone was looking for them.

World Balancing

  • Eternal Depths creature damage reduced in the deeper areas: \\\~10% in Frostspire Abyss, \\\~16% in Abyssal Waste and \\\~21% in Gate of Judgement.
  • Inferno creature damage reduced across all areas, progressively: \\\~27% in Ashgrave Grounds, \\\~32% in The Condemned Ward, \\\~38% in The Dreadshow, \\\~43% in Crimson Estate, \\\~49% in Nilfheim, \\\~54% in The Pharaoh's Blight and \\\~60% in Satan's Citadel. HP, experience and armor are unchanged.
  • Eternal Depths tasks: no longer repeatable (now 1 completion per day, like every other region), but each completion is worth much more — experience, gold and pearls per task were increased to compensate. The creature count per task also went up, lining up with the corresponding regions.
  • Inferno tasks: the creature count per task was increased, lining up with Candyland tasks — fitting for the level of the region's creatures.
  • Icescar and Wasteland task shards increased by +3 per creature, keeping the progression and continuity between the two regions.
  • Inferno relic drop rate increased to get closer to Skyrealm rates: daily boss 3% → 4% and raid boss 1% → 10%.
  • Undying (Chaos): cooldown reduced from 24 hours to 5 minutes, and it now works in the systems that simulate death — dungeon, hunting grounds, tower, chaos rifts, beast invasion, continental boss, PvP arena, task boss, castle, Christmas and Halloween events, snowball and King of the Hill. When it triggers, you're healed in place and keep your life. The heart icon dims during the recharge.

Block Relics

  • Block Relics (Glass of Goo, Tyrn Egg, Holy Icon, Sun Mirror and the rest): the area damage triggered on block now scales with your offensive bonuses — your bonus damage counts at 50% effectiveness, while boss damage, prey and the like count in full.
  • That damage never crits and, to offset the gain, now accounts for the target's defense, like any other hit of yours. Offensive tank builds come out ahead.

Events

  • King of the Hill (Balanced mode): spells were one-shotting casters — equalized attack power was extremely high relative to equalized health, and a single spell dealt about 90% of it. Fixed.
  • Level 2500 ultimates were locked inside the event because the equalized level was 2000. Now they all work.
  • Basic attacks were irrelevant because they had no weapon damage configured. Now there's attack speed and weapon damage calibrated per vocation.
  • The same balance package was carried over to Capture the Flag, where 10 specializations had no entry in the configuration and were coming in with real HP and damage against everyone else equalized.
  • None of this affects the open world or the No Limits mode.

Items and Equipment

New rarity: Divine

Above Mythic there is now Divine. To evolve, sacrifice 2 identical mythic items plus gold and rarity tokens, with a 35% success chance — on failure, there's a 15% chance to destroy 1 filler, but the main item always sits in a protected slot.

A Divine item grants flat attack, armor and defense bonuses, and is worth 60x in the smelter. Each equipment set can have its own evolution recipe, with its own materials and chances.

The evolution panel shows the slots according to the recipe, the silhouette of the expected item in the empty slot, the requirements in a dynamic block and a picker listing the mythic copies in your bag.

Soul Scroll

  • Divine corruption: an already corrupted soul scroll can be raised to the Divine tier, with x3 bonuses (instead of x2), for 3x the cost. The sprite gets its own shader, visible in containers and on the ground.
  • Expanded progression: a new permanent unlock at Morras' Forge raises the limit from 3 to 4 corrupted modifiers. On top of that, every equipment group got a fifth Soul Slot — to open that slot, you craft the Fifth Soul Unlocker at Jewelcrafting, with the Warrior's Soul that drops in the Inferno Rift.

Attributes and sets

  • Spell damage, weapon damage, attack speed and HP/MP on sets: caster and hybrid gear now roll the lines they were missing. Spell damage on every weapon except pistols, plus shield/spellbook/quiver; weapon damage and attack speed on spellbooks; HP/MP on Death Knight two-handed swords.
  • Fixed the spell damage on Staff transmute: the value was practically the same across all tiers, so a high-tier staff delivered less spell damage than a lower-tier spellbook. Now the scale follows the weapon damage progression (3% → 32%), making the staff the main source of spell damage for casters. Already transmuted staffs keep their rolled value until re-transmuted.
  • Fixed: removing a transmute also wiped the item's native armor penetration.
  • You can now upgrade, reroll and trait with the item equipped — no more unequipping, changing and re-equipping.

Specific items

  • Little Tongue: ricochet raised from 5 to 7 bounces and the interval between them reduced from 500ms to 250ms, each bounce dealing 100% of your weapon damage.
  • Pirate Voodoo Doll: the proc's regeneration (HP, or mana with Mana Shield) is now capped at 20% of the max pool per activation and is no longer amplified by healing bonuses.
  • New ammo upgraders (T6, T7 and T8) and a new ammunition item.
  • Bloody Flame Feather: a new relic fusion reagent (+15% chance), sold for 1 blue diamond.
  • Crystalforged tools with limited charges now break apart when the last charge is spent, instead of turning into a "Broken" item taking up a slot forever — and that last charge still delivers the resource you paid for.
  • Fixed: "Use all" wasn't respected on booster scrolls (Elite Bonus Scroll and similar).
  • Fixed: it wasn't possible to move items from the store inbox or the loot pouch into the equipped backpack.

Cosmetics

  • Sealed cosmetic scroll: cosmetic drops from bosses now come as a sealed scroll, with a preview before using it. That's 241 entries across 68 bosses converted. The same applies to cosmetics bought in the store.
  • Special furniture now comes wrapped in a decoration kit, showing its real name and description.
  • Legacy registration fixed: cosmetics obtained by clicking the item now enter the legacy correctly — before, most weren't registered and were lost at the season turnover.
  • Three new outfits: Eggcluster, Grinning Shade and Slumber Titan.
  • Four new auras: Seraph's Mark, Aquaflare, Starwhirl and Damned Glyphs.
  • New transmog sets: Burlap Butcher and Infernal Trickster (7 pieces each) and Alien (4 pieces).
  • Window Selector: cosmetics you already own show up with a green OWNED banner, with clicking blocked.

Market

  • When building a buy offer, only the attributes that piece of equipment can actually receive now show up. Before, the list showed every attribute for the item type, which let you ask for an impossible attribute and create an offer that would never be filled.
  • The minimum and maximum values the attribute can reach appear as soon as you pick it.
  • New "Search on Market" option in the CTRL menu: opens the market already filtered by the item.
  • New container panel inside the sell dialog — clicking the item in the bag list is enough, no dragging needed.
  • Items with duration or limited charges were blocked from the market, because the buyer has no way to know how much the seller already used.
  • Fixed: offers tied on price or date could end up invisible between two pages while browsing, findable only through search.

Store

  • New Deal of the Day: 3 stackable items at 50% off per day, with a cooldown so they don't repeat, and purchase straight from the card.
  • New countdown timer showing how long until the deals rotate.
  • Redesigned store: vertical cards with the item large over a colored halo, pagination in place of scrollbars, a unified home (On Sale / Recently Added / Popular) and a special offers strip at the top.
  • The cards use the real in-game item sprite; packages and coins too, with a tooltip preview and a strip showing the family's sibling variations (for example, the colors of a mount).
  • Purchase straight from the card, typeable quantity, Packages/Items tabs with their own icon and the open category highlighted in gold.
  • Paginated history, and the package contents grid wraps into multiple rows depending on the available height.

Systems

Soul Imbuing

  • Window redesigned into two columns, showing the real sprite of the equipped item and a preview of the creature and the bonuses inside the window itself.
  • New filter by corrupted modifier, and clicking a scroll equips it in the first free slot.
  • New Unlock All button: unlocks in one go every slot you have the materials to pay for, with a confirmation window showing the sprite of each required item. Level-locked slots are skipped and listed with the level required.

Smelter

  • New built-in container panel: sending a piece to the chest no longer requires dragging. The bags are flattened into a single list, filtered by what the smelter accepts.
  • The Smelter chest went from 30 to 36 slots, and the layout was reorganized into 3 columns.

Crafting and Gathering

  • Crafting Station: Closing the crafting window now takes you straight back to the Crafting Station list, instead of closing everything.
  • The gathering companion no longer grabs the best tool you happen to own: it now uses whatever is in the slot for each node type (ore, tree and plant), configurable across 3 slots. With no valid tool, it warns you and gathers without one.

Battle Pass

  • The Battle Pass window was completely revamped. A much more attractive look, with the reward track easier to read, highlights for what you've already earned and for the next prize, and the season's progression visible at a glance.
  • The special furniture rewards were replaced by complete transmog sets: Infernal Trickster (Free 15), Burlap Butcher (Premium 21) and Alien (Premium 30).
  • New free reroll counter, with a confirmation telling you whether the swap is free or how much it costs.

House

  • House item protection reinforced: decorative items hung on walls can now only be placed and taken down by the owner and the sub-owners.
  • Fixed: Store furniture placed in the house couldn't be removed through customization.
  • House Manager got a paint palette and a trail to the door on the Locate button.

Prey

  • Prey time now drains normally while you hunt, even with the Experience Bonus paused. Stamina is still protected by the pause, as it always was.

Tasks

  • Fixed: tasks completed via orb were stuck at "Collect" until the next login, with no automatic turn-in.

Tower Arena — Auto Mode

  • New Auto Mode unlock: you configure the run once and the tower starts running by itself, no click needed on every floor.
  • It costs 5 Blue Diamonds, lasts for the season and the unlock is account-wide: buy it on one character and it applies to every other character on the account, each with its own configuration.
  • Available options: spawn all waves at once, advance automatically to the next floor on completion, re-enter on death or timeout (at the checkpoint you choose and with the same number of tickets) and leave upon completing a target floor.
  • New repeat the run option: when you finish — whether at the target floor or the tower's last floor — you leave with the rewards and re-enter automatically with the same setup, keeping tickets and Chaos Level.
  • The automatic re-entry has a 5-second countdown before it kicks in. Walking cancels the repeat, with an on-screen warning, and the tracker also has a button to cancel it.

Interface

Game entry

  • Character creation and deletion straight from the client, with two windows (class and identity) and deletion by email code or authenticator.
  • Saved account manager: a button next to the account field opens the list of accounts you've used before, and one click fills in the login. Switching accounts no longer means retyping everything. Accounts are saved when you log in with Remember password checked, and you can remove them from the list whenever you want.
  • The top bar is gone from the out-of-game screens — Options, Audio and Exit moved to the footer before login, and the bar comes back in full inside the game.

Windows

  • Container Browser got the rune/ammo slot, the loot pouch and a Store Inbox button.
  • Relic Container reorganized: storage on top, filters and settings in the footer, with the storage growing as you resize. The capacity label now shows the correct limit of 250.
  • Layered boss bar for high-health bosses, with the color cycling through the palette and a damage trail showing the size of the hit. The large bar now shows up only on bosses, with an option to bring it back for regular creatures.
  • Spell Cooldowns: a new window dockable in the right panel, mirroring the console bar (which became optional).
  • FPS and Ping always visible and anchored in the corner of the game area, with no duplicate counter.
  • Waypoint with paginated Fast Travel and the map synced with the list. The world map backgrounds were recompressed, saving about 30MB.
  • Minimap got the Instances button, with the zoom and floor buttons moving to a side column.
  • New minimap look: the explored map is revealed with irregular, brushstroke-like edges instead of rectangular blocks.
  • Minimized chat shows up to 5 mini tabs for conversations that received a message, with an unread badge and private ones up front.
  • Boss Information redesigned into three columns, with 28 scenery artworks — one for each boss — and the region's weather layered on top: sandstorm, blizzard or the fire of Satan's Citadel. The loot became a list with each item's name, rarity and chance — already including your Loot Chance, showing the old chance struck through beside yours. Party information is now aligned in columns and the health, damage and loot increases show up colored. Fixed the "Level required", which disappeared on proficiency bosses.
  • Dungeon window redesigned into two columns, with charges and Chaos adjustable right on screen. The ranking, Auto Run and the queue now open on top of the window, keeping the main screen cleaner.
  • Quests window redesigned into two columns: the list on one side, creation and details on the other. You can create and join right from the window, without going through another screen. The map image and the reward items got bigger and easier to see, and the window tells you when no quest has been created yet.
  • Action bar: the slots got bigger and, when the hotkey is a controller button, the slot shows the button icon instead of cut-off text. The icons follow your controller type — Xbox, PlayStation or Switch — and keep up when you change the bind.
  • Customise Character: pagination on the cosmetic lists, a grid always with 3 full rows and a new inventory shortcut.
  • Windows standardized with the new title bar, dark fantasy frame and a subtle golden flash when a window opens.

Gathering with controller and keyboard

Mining, chopping trees, harvesting plants and fishing no longer depend on aiming with the mouse.

  • Marker on resources: when you get close to an ore, tree, plant or fish, a marker appears above it showing the button that gathers — RB on controller and F12 on keyboard (the key can be changed in Options > Keybinds).
  • The right tool comes out on its own: the sprite next to the marker shows which pickaxe, axe, shears or rod will be used on that resource. No more dragging the tool onto it.
  • Tool choice: if you want a specific tool, press Y to open a window with the tools that resource accepts, how many you carry and the level each one requires. The Automatic option keeps picking the best available.
  • Fishing with Soul Net: the net is positioned on its own at the spot that catches the most fish at once, always including the fish you aimed at and giving preference to special fish.
  • Tooling Mastery: with the perk active, the marker also shows up on distant resources, respecting your rank's range.

Options and quality of life

  • Configurable center messages: text anchoring (left, center or right) and adjustable black background opacity, transparent included.
  • New "Hide item drop feed" option to hide the floating loot popups beside your character — Store Inbox items still show up.
  • Dedicated opacity slider for Footprints, independent from the "Own effects" one.
  • Rarity shader split into 3 independent options: inventory, bags and world. It also now shows up on Inspect sprites.
  • Walk-through (WASD) in dozens of windows: opening a window no longer steals the keyboard from the game.
  • Chat no longer loses focus when you click the map, inventory, containers or battle list, nor when you send a command.
  • Alt + right click opens the backpack in a new window, and the context menu option now shows the shortcut.
  • Buy and sell up to 1000 units at NPCs at a time (previously capped at 255).
  • Walking while holding ALT or SHIFT with the tooltip open, and the tooltip no longer closes with every step you take.
  • Holding the scrollbar arrow now accelerates progressively in every list.

Performance

Area combat was the game's biggest FPS villain, and it was attacked on several fronts.

  • Effect and projectile cap: a ceiling of 100 missiles per floor and 12 effects per tile, keeping spell spam from tanking the frame rate.
  • Per-player effect limit: very heavy abilities generated so many projectiles that they tanked the FPS of anyone nearby. Now the excess simply isn't drawn, without affecting damage — one player's spam no longer hurts everyone else's performance.
  • Floating damage numbers optimized, eliminating reprocessing every frame.
  • Lightweight combat log: damage lines go through a fast path, batched and with a per-frame ceiling. An area attack hitting 160 creatures no longer tanks the FPS. The three Server Log categories now start off by default.
  • The DPS meter no longer sweeps every slot on each hit; it updates once per second and only with the window visible.
  • Fights against extremely high-health bosses got lighter, especially with many players attacking at once. The shield bar also stopped capping out and now displays values above 4 billion correctly.
  • Redundant floating texts removed — Block!, Dodge!, Glancing! and Orb!. The animated effects remain, so the visual feedback isn't lost.

Client fixes

  • Item tooltip that got stuck on screen after the mouse left, store tooltip that stretched across the screen and counter tooltip that flickered every second.
  • Equipment with a transmute works as a chat link again — before, when the item had a transmute applied, the link wasn't clickable and the tooltip wouldn't open.
  • UI Scale sticks again after a restart.
  • Empty top bar when entering the game, a flash of the old bar on login, the charlist Logout button that didn't end the session and an orphan "Login Error" window on top of the world.