Realms of Elynia Wiki

Patch Notes

Every update to Realms of Elynia, newest first — the same dispatches players see in game. Anyone can read them here, no account needed.

6 Sep 2026 V65 FeatureQoLFix

The guild hall, rebuilt

The guild page is new from the banner down: your crest over a hall, members with their portraits and frames, and the vault, the shop and the chronicle each on their own tab. You can leave a short note beside your name for the rest of the guild, raising a guild buff is announced in guild chat, and Manage guild now saves everything at once. Guild war is rebuilt on the same page. Two fixes travel with it: the craft bench lets you pick the batch size from a row of buttons, and a battle report that ran the full fifteen rounds now says which fighter held the larger share of their health, and why that decided it.

  • FeatureYour guild has a hall. The guild page is rebuilt around your banner and crest, with members, the vault, the shop and the chronicle each on their own tab. Every member is shown with their portrait and the frame they earned, and a green dot says who is at camp right now. Guild war got the same treatment: both sides fit on one screen, and you can open a fighter to see the equipment and stats they went in with.
  • FeatureA note of your own in the roster. Write a short line — when you play, or what you are working on — and the rest of the guild reads it beside your name. Only you can edit yours, and nobody outside the guild sees it.
  • QoLRaising a guild buff is announced in guild chat. The buff belongs to the whole guild but one member paid for it, so the chat now says who raised which one and how long it runs.
  • QoLManage guild saves once. The message of the day, the description, the crest, who can join and the minimum level had five separate save buttons; now there is one, the labels stand in their own column beside the fields, and only what you actually changed is written.
  • QoLPrices in the guild shop name the currency, the way the war rewards below them always did, and the Valor you hold is shown on a plate instead of a bubble.
  • QoLTwice as many crest colours. The banner goes from six choices to twelve and the emblem from four to six, and the new shades were picked to sit between the old ones so two guilds do not look alike in a list. If an emblem colour would disappear against the shield you chose, its swatch is marked before you save it.
  • QoLThe member list is built for a phone. Name and level share a line, with honor, donated gold and last seen in small type under them, so nine members fit on one screen. The hiscores boards fit as well, and the board picker shows the full name of every category instead of cutting half of them short.
  • FixThe Who can join menu is readable again. It was drawn half see-through, and the field under it painted over the open list.
  • FixChoosing how many to craft is a row of buttons. Tapping the count on the bench lays ×1 to ×10 out under it; before, the list unfolded inside the number itself, so the only comfortable way to reach ×7 was six presses of +. Minus, plus and Max work as they always did, and the count you pick still survives the page refreshing under you.
  • QoLBattle reports now explain a decision. When neither fighter falls in fifteen rounds, the win goes to whoever holds the larger share of their own maximum health — an old rule the report never mentioned, which made a close loss look like a mistake. The report now names the two shares outright, and the Combat page in the wiki spells the rule out. Nothing about how fights are settled has changed.
  • FixWhen the connection stumbles right after you buy, sell, list, claim or equip something, the game no longer tells you it failed. The action had already gone through — only the screen was behind, and it now says so instead. Buttons stay locked in that moment rather than inviting a second click on a page that has not caught up.
5 Sep 2026 V64 FeatureQoL

Today: everything still open, on one page

A new page called Today opens the day. It shows what you can still do right now — your three duties, the daily reward, the gift at the shrine, a shift waiting to be collected, a finished stretch at Laborum — and points at the one thing worth doing next. Two more pages sit behind it for the slower work: This Week and The Long Game. You can also keep up to five goals of your own there, which nobody else sees. Nothing on the page pays a reward by itself; you still claim everything where you always did. Work & Quests was rebuilt at the same time: one page with two tabs, your shift always visible, and a picture behind every duty.

  • FeatureToday. A new page at the top of Adventure, and the first button on your phone. It lists what is ready for you: duties you can claim, the daily reward when it opens, the gift at the shrine, a shift ready to collect, a finished stretch at Laborum, and a chapter of the Long Road waiting. The number on the button is the number of things you can act on right now.
  • FeatureThe day's seal, five parts: your three duties claimed, the daily reward taken, and the gift at the shrine received. That is the whole day — a day you can finish, not a day you have to spend.
  • FeatureDo this next. One line at the top of Today names the single thing worth doing, what it gives you and what it costs, and whether it belongs to today, this week or the long haul. Whatever is about to run out comes first.
  • FeatureYour own goals, private to you. Up to five: reach a skill level, gather a number of some material, win arena bouts counted from the day you set it, or write a note you tick off yourself. Pick one to focus on and Today keeps pointing you at it. The game follows your progress on the first three, and a goal you reach stays reached even if you spend the materials later. Goals pay no gold, no experience and no items — they remember what you set out to do.
  • FeatureThis Week and The Long Game. Weekly duties with their own reset on one page, and the slower work — the Long Road, sagas, trade introductions — on another, so neither crowds the day.
  • QoLWork & Quests rebuilt. One page with two tabs instead of two pages that looked nothing alike, and starting a shift no longer wipes the list you were reading — your shift stays where it is. Every duty now has its own picture. On phones the bottom bar starts with Today, then Rome, Expeditions and Arena, with Character in the menu beside them.
5 Sep 2026 V63 FeatureBalanceContentQoLFix

The Patron's Seal, and the war pays what you fought for

Two things arrive together. The Patron's Seal is thirty days of patronage bought with Aurei: honours and conveniences, never power — a title and an arch worn while it lasts, a face that stays yours, your own words carved beneath your monument, a lighter tax on what you sell, potions drunk for you before a fight, and bulk selling and disenchanting. Nothing renews; the seal simply ends unless you press another. And guild war now pays what you fought for: each guild splits a standing pool of Valor by the points its attackers scored, a lost war pays closer to a won one, and every Valor you have ever earned is remembered as a medal that spending cannot take away. The Guild Shop it feeds has been restocked and opened to every member, the House of Laurels has two keepsakes and cheaper draughts.

  • FeatureThe Patron's Seal. Press it in the Treasury for 900 Aurei and the realm counts you a patron for thirty days. Pressing another before it ends adds thirty more, up to sixty days in hand. It never grants stats, drop rates or energy, and it wins no duel for you — an arena defender always fights at full health — and it never will.
  • FeatureHonours while the seal is warm: the Patronus title and the Patron's Arch, a porphyry-and-gold frame for your portrait. Both are worn from the House of Masks and set themselves aside when the seal cools; press another and wear them again.
  • FeatureThe Munerarius face — the giver of games, laurelled in the purple — arrives with your first seal and is yours to keep, seal or no seal.
  • FeatureTabula ansata: carve up to three hundred characters of your own beneath your monument. Everyone who opens your profile reads them while the seal is warm; the words wait in the stone for your next seal after that.
  • FeaturePatrons keep more of every sale: the market tax on what you sell drops from ten percent to four for as long as the seal lasts. Buyers pay the same as always, and the listing fee does not change.
  • FeatureAuto-draughts: choose a healing potion and a threshold on the Patronus page, and each time you set out — an expedition fight, a dungeon, a raid march, an arena challenge — the game drinks from your own stores until you are back above it, at most five bottles at that door. Nothing is poured once you are inside a dungeon or a raid, and nothing at all once the seal cools.
  • FeatureBreak down in bulk: at the Tabularium's Disenchant shelf, patrons can shred every common, uncommon or rare piece in one motion. Masterworks, gemmed pieces, pieces with a bound affix and unique relics are always left alone.
  • FeatureSell in bulk. Patrons find a one-click sale at the city vendor's Sell counter and at their villa's steward: every common, uncommon or rare piece goes in one motion. The steward still keeps to his daily budget and buys the dearest pieces first; whatever does not fit stays in the bag. As with bulk disenchanting, masterworks, gemmed, locked, bound and unique pieces are never touched.
  • FeatureA patron's medal. A small porphyry-and-gold medal appears beside a patron's name in chat and in the city roster, and under the title on their monument — yours and anyone's you inspect. Hover it to see since when they have stood with the games.
  • FeaturePatron of the Games. Pressing your first seal earns an achievement that stays on your record whatever the seal does afterwards — a brass signet stamp lifted from porphyry wax and set in the seal's own diamond. It carries no achievement points: the points ladder is a ladder, and nothing on it should be bought with Aurei.
  • FeatureThe Patronus page was rebuilt around the seal's seven benefits. Each one is a card you can open — the public identity, the tabula, the lighter market tax, auto-draughts, bulk disenchanting, the city vendor and your Villicus — and the Munerarius wears the Patron's Arch beside them, so what the seal grants is on the page rather than in a list of promises. The purchase panel names the price, your balance after it, and that nothing renews.
  • FeatureThe Aurei page is a treasury now. The five offerings have their own painted art — a handful, a pouch, a chest, a strongbox and a vault — and buying one is a single panel: pick the offering, read the order, press once. What Aurei can buy is a shelf of its own beside it, sorted into patronage, caches, forge, identity and services, so the wares are somewhere you can browse rather than a list you scroll past.
  • BalanceValor now follows what you did in the war. Turning up and spending your flags pays as it did, and on top of that every guild splits a further 300 Valor between its attackers in proportion to the points each of them scored — the harder you fought, the larger your share. Both halves scale with how the war ended, and a full turnout on the losing side no longer takes home barely a third of a victory. Experience and gold from war are unchanged.
  • FeatureYour Valor is remembered. Every Valor you have ever earned counts toward three medals — Miles at 300, Signifer at 1,000 and Veteranus at 3,000 — and spending never lowers them. The purse is what you carry; the medal is what you did.
  • ContentThe Guild Shop restocks. Elixir of the Eagle is gone: once your hit is at the cap its bonus is worth nothing, and the shelf should not sell you that. Elixir of Precision now costs 90 Valor and Silphium Tonic 150, and the cooks' three finest dishes — Aurochs Banquet, Sturgeon in Wormwood and Imperial Roe — are sold beside them at 150 for three.
  • ContentSpoils of the legion. Two goals worth a season join the shelf: the Corona Castrensis at 1,500, the rampart crown given to the first soldier over the enemy wall, and Primus Pilus at 3,000 — the first spear of the legion, and with the name a standing privilege, for the guild buffs you raise last ten hours instead of eight.
  • FeatureThe war buys for the guild. Any member can now raise War Banner, Guild Focus or Efficient Craft for 60 Valor, or refill the whole guild's profession energy for 200, paid from their own purse with no officer needed. That top-up also stops being spent on full bars — it waits until the guild is actually short, so one tap cannot put it on cooldown for everyone else. The guild bank and the officers' gold route are unchanged.
  • FeatureLegion Drill, a fourth guild buff and the only one raised with Valor alone: 60 Valor for eight hours of twenty percent more experience from expeditions, for everyone in the guild.
  • FeatureThe Corona Palmata. Gold palm fronds on Tyrian purple — the dress of a triumph, worn as a ring around your portrait. Two thousand Laurels at the House of Laurels, bought once and yours for good, and it costs the same whether you are Tiro or Invictus: a frame is bought once, so there is no run of duels for the price to keep even.
  • FeatureThe Rudis. The wooden sword handed to a gladiator on the day he was freed: it carries the name Rudiarius and, with it, the Manubiae — the general's share of the spoils, which packs every War Chest you open half again as full, permanently. Five thousand Laurels, bought once, and the price is the same in every tier.
  • BalanceThe Expedition Draught is four expedition points for the price that used to buy two, and the Artisan's Draught is ten profession energy for the price of five. Gladiator's Focus and Scholar's Focus cost half of what they did. Nothing else about them changed — the bottle got bigger and the price did not follow.
  • BalanceThe Victor's War Chest costs half as much and holds far more: gold equal to fifty-two expedition fights at your level, which is about ten thousand gold at level sixty. It restocks once a day. The old chest was written when a day of expeditions was a quarter of what it is now, and it had quietly become an hour and a half of ordinary fighting — the daily limit is what lets it be worth opening without turning the arena into a gold mine.
  • QoLEnergy you buy fills your bar and the rest is banked in your Reserve. A draught is refused only when your bar and your Reserve are both full, and the shop says so when it happens. Until now the House would not sell you a draught at all if the whole bottle did not fit in the bar, which meant it refused you almost every time you had been playing.
  • FixThe Vote Shop banks its energy the same way, for the same reason. A vote is one purchase a day per site, so a refused bottle there cost you the whole day.
  • FixA band call in chat takes you to the seat, not to the page. Tapping the line dropped you at the top of the camp with the same band still to be found in the list; now you are seated in it, and if it has already marched or filled its places, the camp says so.
  • FixOn a phone, Open bands comes before your own camp while you have no band and there is one to join — the first thing on the screen is the band you can join, not four empty places.
  • FixClaiming your share of Ladon now names the materials it hands you. The armour pattern and the Scales of Ladon were paid in silence — the screen said only XP and gold, and you had to find them in your pack.
  • FixA pattern won from a raid is named once. The spoils were saying the word twice: Pattern: Pattern: Wand of Banked Coals.
  • FixA Magnum pattern you have already learned now says so. The button reads Grind for catalysts instead of Learn, the line above it names what you get, and using it answers with the catalysts it gave you. The trade itself has always worked — a spare has always ground down into two Cinders of the Throne — but nothing on the screen ever admitted it, so a second pattern looked like a wasted drop.
  • FixA recipe locked only by its pattern says Pattern in the codex. It used to show the skill it needed, which you already had, and never mentioned the pattern at all — so the three level 90 enchanting benches looked like they wanted nothing you did not already have. The bench also stops telling you a pattern is "0 levels away".
  • FixThe unclaimed season reward on the arena page is readable again: its heading and the rank line were drawn in a colour meant for a light panel and all but vanished into the dark one.
  • FixServer First rows no longer carry a small "Server First" pill. The row's own bronze frame, the holder line and the wording — be the first in Elynia — already say it, and on a dimmed unclaimed row the pill was unreadable.
  • FixYour rank on a profession board is your rank in that profession. The banner counted every skill line in the realm against your score, so a third place in Fishing could read as sixty-fourth — the table beneath it was right all along.
  • FixThe Guild Shop shows what you are buying. Five of its wares — the three feast dishes and Primus Pilus — were drawn as empty boxes although their art was on the shelf all along, and the Corona Castrensis wore the Vexillum ring in its picture. Each buff also lists its price beside its own button now: bank gold on one line, your own Valor on the other, instead of two prices above two buttons.
  • FixOn a phone the experience bar is where you can see it. It sat fourth in a strip that is wider than the screen, so it began past the right edge and only turned up if you thought to scroll sideways; health and experience now lead the row.
  • FixYour first steps stay ticked off. Spending the point a level-up handed you, or buying a bandage and drinking it, would close a step in the opening guide and then quietly re-open it — the card was reading what you were carrying rather than what you had already done.
  • QoLDropdown menus are the game's own now. Every choice list — the cache slot, the market filters, the steward, the wardrobe — opened a grey box drawn by Windows or the browser, which no amount of styling could reach. They are painted in the same bronze and parchment as everything around them, and they answer to the keyboard the way the old ones did: arrows, Home and End, type a letter to jump, Escape to close.
  • QoLYour recruit link opens the front page instead of the sign-up form, so someone you invite sees the world before the fields — and where the browser offers it, Share sits beside Copy. The code still travels with them.
  • QoLRecruit a Gladiator. Your recruit link now opens the front page instead of the sign-up form, so the friend you invite sees the world before the fields — the invitation still binds the same way, at sign-up and only then. On a phone there is a Share button beside Copy, which hands the link straight to whatever you already use to talk to them.
5 Sep 2026 V62.1 FeatureBalanceQoLFix

Emporium shop rework & fixes

The Tessera Emporium sells more than a spare point of energy now: two oils for the bench, a foreman's whistle for the seam, a portrait ring of iron and bronze, and a master's name with a hammer behind it. Your worn title shows on every leaderboard, and Legion Rations pay two expedition points instead of one. Breaking the seal after a raid also shows what you actually won instead of an empty case, the leader chooses the gate outright, the camp fits a phone, and a guild war no longer lets you register and then vanish from the field with your standard unplanted.

  • FeatureCorona Fabrilis earns Crowned by Toil, 25 points. The Magisterium earns Master of the Works, 50 — a capstone for the shop's longest grind. Both are drawn from what you own rather than from a record of the sale, so a purchase you made before today already counts.
  • FeatureThe bench. Master's Unguent raises the masterwork chance of every craft from three percent to nine for two hours. Scholar's Wax adds fifteen percent profession XP for four hours at the bench — gathering, crafting and disenchanting, not Laborum shifts. Each costs 24 tesserae, an hour at the seam; a second bottle stacks its hours onto the first up to a day, and a bottle that would not fit is refused rather than poured away. Neither touches the profession energy a craft costs.
  • FeatureForeman's Whistle, 25 tesserae, two a day, three on the belt. Blow one and your next calm Laborum shift runs a full hour on a single click. It pays exactly what two calm shifts would — the whistle buys the click, not the ore. Focused shifts keep their glimmers and their five minutes.
  • FeatureCorona Fabrilis, 1,500 tesserae. A ring of dark iron with bronze rivets and a hammer-and-tongs boss, worn around your portrait wherever it is shown — the arena, your sheet, the wardrobe.
  • FeatureThe Magisterium, 3,000 tesserae. The title Magister Operum, and the master's hammer: your masterwork chance is doubled, for good. With the unguent burning that is twelve percent, and a crafted piece still does not outrank a Sealed Reliquary. The bench's odds line tells you what the hammer and the oil are adding.
  • FeatureOn the day defences lock, a guild that still has standards missing hears a muster call in its own chat: how many are unplanted, how long is left, and that no defence means no attack flags and no spoils. It carries counts, not names — the muster roll already has those.
  • BalanceLegion Rations pay two expedition points instead of one, at the same price and the same three a day. Since the bank arrived every player captures a full day's points, and one point for fifteen tesserae had become five times dearer per minute of regeneration than Lamp Oil. Both bottles are still refused, never clipped, when the whole dose would not fit.
  • QoLThe Emporium's shelves are grouped: keepsakes first, then names, then the bench, and the energy valve last and smaller. It is a spare point for the evening, not the shop's reason to exist.
  • QoLYour worn title shows beside your name on every leaderboard — the level and honour boards, the profession boards, the total board and the season ladders.
  • QoLThe leader chooses the gate and it opens at once. The rest of the band watches the road being taken and sees what came of it as it happens.
  • QoLEvery seat shows the portrait of whoever is sitting in it, not just your own.
  • QoLYour war-band shows its faces during the fight, not only in camp. Every raider is drawn with their own portrait.
  • QoLEffects: Full or Lite, from the ✦ button next to the sound button in a raid or dungeon. Lite removes the blurred fire, the glows, the drop shadows and the animations that never stop, and keeps damage numbers, health bars and sound exactly as they are. Your choice is remembered.
  • QoLLite comes on by itself when your browser asks for reduced motion, on a machine with little memory or few cores, or when the first round of a fight measures as stuttering. A message says so, and the button puts the effects back.
  • FixThe camp fits a phone: all four standards in view at once, and a full-width row for each place in the band. Gone is the strip you had to drag sideways, which slid back to the left the moment anyone took a seat.
  • FixOpen bands lists every band that is mustering, not only those for the standard you have selected — an invitation no longer lands on a page saying nobody is gathering. Your selection sorts the list, and each band names its own raid.
  • FixAbilities go dark when you fall. A downed raider could still press them.
  • FixRegistering the guild is not the last step, and the page says so now. While your own standard is unplanted the ribbon says it, says what it costs you, and carries a button straight to the editor. A leader could register, read "marching" over a full muster roll, and still fall out of the war entirely.
  • FixThe Battle Art shows on a frozen standard — yours, your opponent's, and in the preview before you plant one. It was in the fight all along, just never on the card.
  • FixCollecting a training shift books its profession XP once. Two collects racing each other could credit it twice — the gold was never at risk, only the experience and the quest progress.
  • FixA talent respec paid in Aurei now actually requires the Aurei. If the purchase failed the page said so — and rebuilt your talents anyway.
  • FixGold no longer disappears into a full vault. If a deposit is turned away because the vault filled up or the daily cap was reached, the gold stays with you.
  • FixA pattern whose recipe you already know pays its catalysts once. Two uses of the same last pattern could pay twice.
  • FixNothing is lost to the 999 storage cap any more. A whole-lot purchase that would not fit is refused before any gold moves — it used to charge for the lot and hand you only what fitted. A cancelled or expired listing keeps its whole refund and returns it once you have room, instead of being clipped on the way back.
  • FixDisenchanting checks your storage before it consumes anything. At the cap the item, the action and the experience all stay with you.
  • FixThe camp keeps itself current. Legio shows who came online, Open bands shows a band that was just formed, and an invitation that seats you appears where you are standing — none of it waits for a page refresh any more.
  • FixThe Emporium tells you what you bought, and the ware goes on. A purchase used to answer with the word "Purchased" and nothing else, and a name or a ring was granted without being worn — so nothing on your character changed either. Buying a title or a ring now puts it on, the way a bought portrait already did, and the receipt names what you are wearing.
  • FixLosing a raid shows the defeat screen even when you are low on expedition energy. Under three points the screen never arrived and the fight would not let go.
  • FixRaid victory: the reliquary now opens onto your real share — drops, raid stone, XP and gold — and it stays open if the screen redraws. If the share is still being counted, the case says so instead of showing nothing.
  • FixReturn answers at once and closes the raid behind you. A raid you already left can no longer reappear over another page, and the false "No share was recorded for you in this run" card is gone for a paid share.
  • FixIf your share is counted after you have already returned to the camp, a message tells you what came in.
  • FixIn-game messages — someone joining the band, a sigil armed, an error — are visible again after you have visited Raids or Dungeons.
  • FixDungeons: leaving the page mid-ceremony no longer lets the dungeon's own screen repaint over the page you went to, and the reward case stays open once broken.
  • FixA raid round is now played out once. The player who committed last was shown every round twice — two animations, two sets of sounds, two rebuilds of the screen — because the round arrived both as the answer to the commit and as the broadcast to the band.
  • FixThe victory and defeat screens stop animating the battlefield behind them, and a fight in a background tab stops animating altogether.
  • FixThe sealed reliquary loads as a 65 KB image instead of a 1.7 MB one, and the fight no longer loads the backdrop it then hides.
4 Sep 2026 V62 FeatureFixBalanceQoL

Raids reworked: a new instance engine, and a real fight for groups

Every dungeon and raid is a descent now: three chambers with enemies of their own, a door to choose at the fork, and a boss that telegraphs its heavy blow across sixteen to twenty-five rounds instead of six. The raid page became a camp that actually gathers a band — invite someone by name and their seat is held, agree on an hour and a horn calls everyone back. Adamant comes out of the mine that is named for it, a unique is its own tier, and arena defence finally fights with your full character.

  • FeatureDungeons and raids have a new battle screen: the enemy on a lit stage with its own health bar, your abilities under your hand, and no clock in a solo dungeon.
  • FeatureA dungeon run is three chambers, not one fight. At the fork the quiet road heals a quarter of your health, or the elite guard costs one more fight and pays extra loot. Health and momentum carry to the boss. In a raid the band votes and the leader breaks a tie.
  • FeatureEach chamber holds two or three creatures of its own, led by a named elite. The legion camp fields its own dead, the drowned deep its own.
  • FeatureBosses telegraph their heavy blow, change as they are wounded, and grow dangerous if the fight drags. The Aquilifer of the Ninth heals itself if you give it the time. A boss fight lasts sixteen to twenty-five rounds instead of six.
  • FeatureEvery ability has its own animation and sound, and the telegraph is heard as well as seen.
  • FeatureVictory ends in a sealed reliquary: the seal breaks and the chest opens before the loot appears. Gold and Crypt Marks are named, not just marked with icons.
  • FeatureThe raid page is one camp instead of two tabs: pick the standard, see who is seated and what each empty place needs, read what the boss does and which order answers it, and join a band that is still short.
  • FeatureInvite someone by name and their seat is held for ten minutes, so arriving late no longer means arriving too late.
  • FeatureA band can agree on an hour up to an hour ahead. The page counts down to it and a horn calls everyone back before it.
  • FeatureFeriae: two festival grounds each day, one region below level 28 and one above it. Fights there pay twenty-five percent more experience until midnight.
  • FixA defending character fights with their talents and weapon mastery, so attacking is no longer the safe side of the arena.
  • FixAn opponent profile shows the health they actually bring to the bout.
  • FixSeason standings start from the rating you hold; ones captured against the wrong baseline are repaired.
  • FixA band that has gone quiet no longer holds you. A seat in one could lock you out of every other band with no way to leave it.
  • FeatureAdamant. The mine's two deepest veins give Adamant Ore, the smelter turns it into bars at skill 75, and alchemy transmutes orichalcum into it. The smith's five Adamant pieces are forged from it.
  • BalanceThose veins give fewer stones of a better metal — 1-3 from the Outcrop, 2-3 from the Deep — and a shift at either is worth more than it was. A mining hand at a level 10 villa brings it up too.
  • BalanceA unique is its own tier, not a legendary. Every copy is identical, and the drop ceremony reveals it last.
  • BalanceLadon's pool drops when he escapes, never below the strength he starts at. His fight names the tier, and an open window puts a strip in the header.
  • FixThe Charm of the Artisan takes the costliest ingredient even when a recipe needs only one of it. A Hunting Bow now costs no Boar Leather.
  • FixTwenty-one more recipes benefit from it: every arrow from bronze to orichalcum, and ten dishes.
  • FixThe last unit of a rune, core or essence is never taken.
  • QoLThe workbench marks which ingredient is being paid for and what the recipe would cost at full price.
  • FeatureForty-two weapon and armour pieces have their own art per tier — a Tier 4 axe no longer draws with the icon you started with.
  • FixReaching skill 100 on a Laborum shift is announced in chat, the Chronicle and Server Firsts, and the button reads "Collect" once renewal has closed.
  • QoLHesperides' Bounty sits at the head of the stat belt instead of last.
  • FixA Trade or Muster announcement marks its channel tab, not only the header count.
  • QoLThe war defence editor shows your Battle Art and arrows.
31 Aug 2026 V61 FeatureFixQoL

Ladon's fall leaves a mark

Kill Ladon and the whole realm is blessed for two hours: expeditions pay fifty percent more experience and your blows land harder. Alongside it, five things the game was already doing correctly but never showing you — points banked while you sat with a full bar, points the clock still owed you when you levelled, a Laborum shift that paid without saying what, three guidance objectives that came undone as you played, and a rival's combat numbers reading low for a reason nothing on the page said clearly enough.

  • FeatureHesperides' Bounty. When Ladon falls, everyone is blessed — not only those who struck him. Expedition fights pay fifty percent more experience and land with +3 to hit, +3 to crit and +3 damage. The blessing lasts two hours or twenty-four expedition fights, whichever runs out first, and the whole realm hears of it in world chat the moment he goes down. It pays no gold and grants no energy, and it can never help fell the beast that gives it — it begins only once he is already dead.
  • FixThe bank keeps counting while you watch it. Expedition points and profession energy that overflow a full bar are banked — they always were, on every read — but the header only refreshed itself when a countdown on screen ran out, and a full bar has no countdown. Sitting with the game open at a full bar, the banked figure simply stood still. Both bars now carry the bank's own clock, so the number moves when the points do, and the energy panel says when the next one lands.
  • FixLevelling up banks every point you had, including the ones still on the clock. The refill fills your bar and whatever was in it goes to the bank — but the game was banking only the points it had last counted onto the bar, and profession energy is counted only when you spend some. A fight, an arena bout or a quest never does, so an evening of quiet regeneration could vanish at the moment you levelled. Both bars now bank the full amount.
  • FixEnding a Laborum shift tells you what you took from it. “The shift was settled” and “Shift ended” named neither the materials, the tesserae nor the experience — all three were in hand, and you had to open your bag to find out whether the shift had been worth anything.
  • FixNew player guidance stops undoing itself. Spending your free points, keeping a bandage and taking a shift were marked done by what you were holding at that moment, so levelling up, drinking the last bandage or finishing a shift struck all three back off the list and walked the counter backwards. They are acts, and once done they stay done.
  • QoLA rival's profile says up front that its combat numbers are gear alone. Talents, weapon mastery and active buffs are private, so armour piercing and the rest read lower there than on your own sheet. The page said so — in small italics below the whole panel, far from the line it explained. It now stands above the numbers it qualifies.
  • QoLThe roadmap board is current again. It still carried Professions Reborn as work in progress after the Ossuary's rite, the levelled armour crafts and the rebuilt bench had all shipped, and said nothing of what is being drawn now.
30 Aug 2026 V60.2 Fix

A point in the bank is a point you can spend

The bank was holding points it would not let you use. A cost of two came out of one pocket or was refused outright, so a boss fight was turned down over one point in the bar and one in the bank — and the professions screen never drew the bank at all, which made banked energy look like no energy and greyed out every recipe. Both are fixed, for expedition points and profession energy alike. Buying something in a shop no longer costs you your place in the list either.

  • FixA cost of two points is paid with one from the bar and one from the bank. Spending took the whole cost from a single pocket — the bar, or failing that the bank — so a boss fight with one point in each was refused as “Not enough expedition points” while both points sat there untouched. Every cost now takes what the bar has and lets the bank cover the rest: expedition points for zones, dungeons, raids and Ladon, and profession energy too, where a batch of ten gear crafts needs forty and the split was the ordinary case rather than the edge one.
  • FixBanked profession energy can be spent. The professions screen read only the bar, so an empty bar greyed out every gather and every recipe while as much as eighty-four banked energy waited behind it — and the screen never drew the bank, so nothing on it explained the silence. Both energy meters now show what is banked beside what is in the bar, and every button counts the two together.
  • FixBuying something no longer throws away your place in the list. Every shop screen redraws itself after a purchase, and the redraw was landing you somewhere other than where you were reading — worst on a phone, where the whole page scrolls and a bazaar list is long. The screen now keeps your position across its own redraw, and holds it even when the page finishes settling a moment later. The same applies to the marketplace, the House of Laurels, the Emporium and the Aureus page.
30 Aug 2026 V60.1 FixBalanceQoL

A second raid pays like the first

Winning a raid and being told no share was recorded for you was not a raid that paid badly — it was a raid the game never asked to be paid for. That is fixed, and so is the new Forge on a phone. The focused rhythm in Laborum now pays what watching the screen is actually worth, the calm rhythm stops paying for sparks it never caught, and the processing crafts have a room tone of their own.

  • FixWinning a second raid without leaving the raids screen pays you. Taking a band back in left the game holding the previous run’s answer, so it never sent the request that records your share, and the victory card said no share was recorded for you in this run. Nothing had gone wrong with the run or the reward — the question was never asked.
  • FixA raid card now says why a sigil cannot be spent. Holding one while the raid pays reduced rewards used to show a bare count and no button, with nothing to explain the silence — you may spend one sigil a day, so that a full clear keeps its meaning, and the one you hold waits until tomorrow. The count is that raid’s own sigils too, not everything in your bags: each raid has its own, two at most.
  • FixThe Forge works on a phone. Tapping a piece opened its details card on top of the Armory list instead of selecting it, the workbench redrew far below the fold so the tap looked like it had done nothing at all, and dragging the list scrolled a box inside the page rather than the page itself. The screen is one column that scrolls as a whole now, and choosing a piece brings the anvil up to you.
  • BalanceThe focused rhythm pays twenty-five percent more materials and tesserae. Measured across every seam, the two rhythms earn identical experience — the swing is ten seconds either way — so focus’s whole case rests on materials, and it was earning about fourteen percent more for a rhythm that asks you to sit and watch. That is now worth the watching.
  • FixA calm shift at the forge no longer pays for sparks. Sparks belong to the focused rhythm and a calm shift never shows them, but the forge was paying their tesserae anyway — about two an hour that were never caught. Gathering already worked this way; the forge now matches it.
  • QoLWoodworking, smelting, tanning, weaving and alchemy each have their own room tone, fading in and out with the shift. It follows the same effects volume and mute as everything else, and the setting is now called Effects & ambience.
30 Aug 2026 V60 NewBalanceQoLFix

Your points wait for you

Expedition points used to stop at twelve, and everything you regenerated past that was simply gone. Now they wait: up to a hundred and thirty-two more collect in a bank, which is a full day of regeneration, and profession energy banks the same way. Banked points spend on anything — a zone, a dungeon, a raid, Ladon. The steps that cut a long day’s expedition experience are gone with them, so the hundredth expedition of the day pays what the first did. The Forge has been rebuilt around the anvil, the market lets you set your own price, and the recipes that were hardest to learn stop punishing you for having learned them.

  • NewThe bar still holds twelve expedition points, but everything you regenerate beyond it now collects in a bank instead of evaporating — up to a hundred and thirty-two more, a full day’s worth. Profession energy does the same: sixty in the bar, eighty-four banked. Banked points spend on anything the bar does, a zone or a dungeon or a raid or Ladon. A banked point buys exactly what a point from the bar buys — the same experience, the same gold, the same loot.
  • BalanceAn expedition pays the same experience at the end of a long day as it did at the start. The rate used to fall to sixty percent once you had spent twenty-four points that day, and to thirty percent after forty-eight. Both steps are gone.
  • NewLevelling up with a full bar no longer throws the refill away. It goes into the bank.
  • BalanceLadon can be struck twelve times a day. The cap counts strikes rather than where the points came from, so banked points reach him like any others.
  • NewThe Forge has been rebuilt. Your piece stands on the anvil in the middle of the workshop with your stores to one side, and reforging, enchanting and ascending are three tabs beneath it instead of three separate errands. The rites play out where you can watch them.
  • QoLA reforging that changes nothing costs nothing. If the affixes come back exactly as they were — likelier than it sounds on a piece carrying a single affix — your Sors Fortunae is returned to you.
  • NewYou set the price. The old ceiling of three times an item’s merchant value priced real scarcity wrong — Glimmer Dust is consumed eight to fifty at a time by enchanting recipes and was pinned at nine gold a unit however badly people wanted it. Floors stay: gear may not ask below its merchant price, and materials keep their one gold floor. The listing form warns, without stopping you, when a price sits more than five times off what the last seven days actually paid.
  • NewA lot can be bought a piece at a time. Someone offering two hundred ore no longer waits for a buyer who wants all two hundred, and a buy order for thirty takes a bite out of the pile instead of skipping it. Listings carry a price per unit and a remaining count, and close when the last unit goes. Lots posted before this keep their old all-or-nothing terms until they expire.
  • NewYou can sell straight into a standing buy order without listing anything. If someone is already asking for what is in your bags, the trade happens there and then.
  • QoLA material’s card shows where its price has been heading, so you can tell a spike from a settled rate before you commit.
  • NewThe Ossuary offers the Ritus Instaurationis: a piece you crafted yourself is raised to your own level, and the enchant, the socket and stone, the affixes, the masterwork and the maker’s name all come with it. Crafted gear stopped at item level 50 while the field dropped to 65, which is about twenty-nine percent of a weapon’s damage — a master’s own work was worse than whatever happened to fall off a beast. The rite closes that without touching what beasts drop: your work rises to you, never past you. A raised piece binds to you and can no longer be sold, so settle your trading first.
  • BalanceMastering the hardest recipe used to make your work worse. At skill 100 a Bronze Gladius came out epic or better eight percent of the time and an Opus Gladius four; the Magnum, the hardest blade in the game, managed two. Every gear recipe now pays eleven percent at full skill. The recipe you mastered no longer decides how much your mastery is worth.
  • BalanceArmour costs are levelled across the crafts, gems come out of the ground noticeably more often, and the mace and the sling get the middle rungs they were missing — a silvered mace and a cedarwood sling at skill 30, orichalcum and ebony at 60.
  • BalanceEvery damage stat now has a dish at the top rung, so the stat your build leans on no longer decides how well you are able to eat. Hearty Stew grants Skill where it used to grant Constitution — worth checking your stack if you were keeping some for the old effect.
  • FixThe Imperial Cache looks like a chest again. It was drawn as a blank shield in your bags and on the anvil, because a sealed cache hides what is inside it and its picture was being looked up by the very thing it hides. Opening one is now its own moment.
  • QoLArdor and the Glimmers explain themselves in Laborum. Ardor is eight marks worth three percent each, bought with sixty actions inside a quarter hour and lost after twenty minutes away; Glimmers are three to a focused shift, two paying a tessera and all three making the shift clean for one more roll.
  • QoLForge materials can be bought ten at a time with Aurei, and the buttons no longer sit at a different height on every card.
  • FixThe Laborum shift fits the window again. On a wide screen the scene was drawn taller than the window, so the page scrolled and the line explaining what catching two or three Glimmers is worth sat below the bottom of the screen.
  • FixThe Cancel button on your own market orders can be read again. It was drawn in the pale lettering meant for dark panels while sitting on a pale row, so it looked greyed out — it was never actually disabled, and an order could always be cancelled.
29 Aug 2026 V59 NewFeatureBalanceFixQoL

The Cursus Honorum

Training your attributes has always been the longest hunt in Elynia, and the only thing it ever gave you back was a bigger number on a row. It is a Roman career now. Five offices stand on the training ground — Quaestor, Aedilis, Praetor, Consul, and the Cursus Perfectus at the end of it — each with its own medallion, each waiting at a mark you can see from where you stand. Weapon mastery no longer stops at Primus Pilus either, and a Vinculum Fati now holds two affixes instead of one.

  • NewThe Cursus Honorum stands beside the stat rows on the training ground. Five offices are held at 400, 600, 800, 1000 and 1085 trained attributes: Quaestor keeper of the treasury, Aedilis warden of the streets and the games, Praetor entitled to the ivory chair, Consul whose year takes his name, and the Cursus Perfectus for the man who has held them all. The card names the next one and how far it is; press any office on the road to read it instead.
  • NewEach office carries its own medallion — the scales over a treasury chest, the plumb line on a building plan, the sashed column, the fasces, and the curule chair under its wreath. They sit on the road in the order you will earn them, lit once held.
  • NewFive achievements mark the same offices, continuing the ladder that began at a hundred trained attributes and two hundred and fifty.
  • NewWeapon mastery continues past Primus Pilus. Three ranks stand above it: Praefectus, Tribunus and Legatus. The first two sharpen the weapon. Legatus does not — twenty-five thousand mastery experience with a single weapon buys the title and nothing else, and it is meant that way. The last rank is worn, not spent.
  • NewA standings board for the training ground: what you have invested in yourself, ranked. It no longer empties when you respec — the gold you spent on attributes is remembered whether or not you later took the points back.
  • BalanceA Vinculum Fati now binds up to two affixes on a reroll instead of one, and a single Vinculum covers the binding however many you name. The price is unchanged. On a four-affix piece that leaves two rows to the dice instead of three.
  • QoLThe bind step on the reroll card is a choice you assemble rather than a single tap. Pick the affixes you want kept — once you have named two, the rest grey out — then press Bind. Naming one still works exactly as it did.
  • FixBinding every affix on an item is refused instead of charged for. An uncommon weapon or piece of armour carries a single affix, and binding it handed back the item you already had while spending a Sors Fortunae and a Vinculum to do it. At least one row has to be left unbound.
  • FixA listing on the market could show different affixes than the item actually carried, when the last reroll bought for it came back attuned. The buyer read one set of stats on the card and received another. A listing is now drawn from exactly the same state as the copy in your bags.
  • FixThe shop no longer jumps back to the top while you are browsing it. The game refreshes itself in the background every few seconds, and each refresh was throwing away your place on the page.
  • FixThe take from a finished Laborum shift stays on screen when you collect and continue. It was clearing the moment the next shift began, so on a phone the shift you had just been paid for showed nothing at all.
  • FixHouse of Laurels and the Vote Shop now refuse an energy purchase that would not fit in full, instead of charging the whole price and pouring away the remainder. The Emporium already worked this way; all three shops now answer with the same words, and nothing is taken from you when the answer is no.
  • QoLExpedition Draught is two expedition points for 40 laurels instead of six for 120, and Artisan’s Draught is five profession energy for 35 instead of twenty for 140. The price per point is unchanged in both — only the bottle is smaller, so a purchase is now refused only when your bar is nearly full rather than merely half empty.
29 Aug 2026 V58.2 Fix

The gathering scene fits the phone

A gathering shift asked for more height than a phone has. Once the header, the resource bar, the navigation and the browser’s own bar had taken their share, the top of the scene sat above the fold and Laborum had to be scrolled before it could be read. The scene is tighter now — the same cards, the same worksite, the same shift row, drawn in the space a phone actually offers.

  • FixThe gathering scene fits a phone screen without scrolling. The header, the cards and the work area sit closer together, and the shift row and glimmers no longer fall below the fold. Nothing was removed — the scene simply stopped asking for room it was not given.
  • FixIn the herb garden, the goat camp and the cove, the Take card was overlapping the glimmer that rises in the world. Those three carry a taller card than the other trades, and the clearance is now measured against the tallest of them.
29 Aug 2026 V58.1 Fix

The calm shift keeps its half hour

The thirty-minute shift was being drawn as though it were the five-minute one. The meter filled after five minutes, the card announced a shift that still had twenty-five to run, the clock sat at 00:00, and the one button left refused every press: the shift is not over yet. A half hour is drawn as a half hour again. Nothing was lost while a shift was stuck this way — the work was counted the whole time, and it is paid out in full on the next collection.

  • FixA calm shift now runs its full half hour on the screen as well as in the ledger. It was reaching you drawn as a focused shift — thirty strikes instead of a hundred and eighty, and an end five minutes away instead of thirty — so the meter read full at five minutes, the card offered to collect, and the collection was refused for the remaining twenty-five. The clock counts the whole thirty minutes, and Collect and continue arrives when the shift actually ends.
  • FixThe clock on a calm shift no longer sits at 00:00. It was counting to an end five minutes out, reached it, and had nowhere further to go for the rest of the half hour.
  • FixA calm shift no longer shows glimmers it does not have. Calm has none by design — that is the trade for the single click at the end — but the shift was being drawn with a focused shift’s three, so the row counted up to a moment that was never coming.
  • FixThe take from a calm shift is visible again. A shift that could not be collected was never settled, and the pile stays sealed until settlement — so the materials, experience and tesserae had nowhere to appear. Any shift caught by this kept its full yield and hands it over on the next collection.
29 Aug 2026 V58 BalanceNewQoL

Your time, respected

Elynia has been rewarding the clock more than the player. Points that filled while you slept evaporated before you could reach them, arena attacks ticked away whether or not you were awake to spend them, and a Laborum shift wanted you back every five minutes. From now on the overflow is kept for you, arena attacks arrive as a daily allowance that waits, and a shift can be a calm half hour with a single click at the end. The other half of that bargain is stated plainly rather than hidden: past two dozen expeditions in a day, experience begins to taper. An evening should be enough to keep up. Being awake all day should not be the requirement.

  • NewExpedition points that would have overflowed while you were away are now kept for you. The bar still holds twelve; anything it could not take is banked instead, up to thirty-six. The bank is spent once your bar runs empty, on zone expeditions, and it pays full experience at half gold. It shows as a reservoir beneath the studs in the energy cell, and it fills whether or not you are there to watch it.
  • BalanceA day of expeditions now tapers in experience. The first twenty-four points of the day pay in full, the next twenty-four pay sixty percent, and everything past that pays thirty. Gold, loot and quest progress are untouched — only experience, and only for that day. The expedition screen says where you stand: "Full XP for eight more points today", or "XP at 60%". This is a cut for the longest days, and it is the deliberate other half of the bank: the hours you could not play are worth more, and the twelfth hour of a single day is worth less.
  • BalanceArena attacks are a daily allowance instead of a meter that refills on a clock. Fifteen tickets arrive each day and wait for you; what you do not spend stacks up to forty-five across three days. Hovering the tickets now spells out the rest of the rules — how many times you may attack the same opponent in a day, and how many defences you may be drawn into.
  • NewLabour comes in two rhythms. Focused is the shift you know: five minutes, with glimmers to catch as you work. Calm runs thirty minutes with no glimmers to miss and one click at the end. An hour of work pays the same either way — calm simply hands it over in one piece. The choice is remembered between shifts, and you can set it from the profession bench as well as from Laborum.
  • QoLExpedition points and profession energy are one stacked cell now, instead of six separate readings strung across the header. The bank sits under the studs, the day’s experience rate is shown on the screen where you spend it, and on a phone the panels no longer open on top of one another.
  • BalanceA guild’s later attacks in a war count for less. The first twenty-four attacks a guild makes count in full, up to forty-two count at a little over half, and the rest at a fifth. Flags are handed out per member, but a battlefield is worth the same whoever is standing on it — so a larger roster was simply swinging more often at an equally valuable target. Your own points and your own reward are untouched: only the guild’s war score tapers, and an evenly matched war is unchanged.
  • FixOn a phone, the take from a settled gathering shift no longer lands on top of the Vein and Take cards. Its tesserae and experience travel in the Take card itself.
  • FixShop item statistics no longer paint over each other on a phone.
  • FixThe Tabularium’s Ready control says what it does: it filters the list to rows you can work right now — skill, energy, materials and pack space all met.
28 Aug 2026 V57 New

The bench takes its time

The profession page was a list you clicked and a number that moved somewhere off screen. It is a records hall now: a codex you can search on the left, a bench on the right, and your progress standing above both. Crafting a ring takes five seconds of heat and hammer instead of happening the instant you click, the bench tells you what rarity your skill is actually buying, and a masterwork finally says so out loud.

  • NewThe profession page is rebuilt as the Tabularium. A codex on the left holds every recipe and node with a search box, a Ready filter and tier headers; the bench on the right works whatever you select. Above the bench stands your Via: a medallion carrying your skill level, an experience bar whose studs are that profession's real skill gates, the next gate with how long it should take at your current pace, your energy, and a tally of the session. Enchanting and Herbalism get section tabs for their two trades. On a phone the two panes become one column that flows.
  • NewCrafting gear takes five seconds: heating, striking, quenching, each trade with its own tools and its own sound. Consumables brew in under three. Gathering, processing and toil keep their old pace. Crafting ten of something no longer runs a conveyor — one cast, then the results land one at a time in rising order with the best one taking the celebration. It finishes sooner than the old conveyor did. Reduced motion keeps the short cast and paints the results at once.
  • NewThe bench shows what your skill is buying. Every gear recipe lists its rarity odds now and at skill 100, so levelling a profession is a number you can see rather than a hope. The masterwork strike has always existed — a small chance at something better than the roll — and it was invisible. It now announces itself, and the item carries the maker's mark: Masterwork by, not Crafted by.
  • NewA masterwork worth telling about reaches the Chronicle. Forge an epic or better with the strike, or a legendary by any road, and one line goes up on the board. Roughly one gear craft in a hundred, so it stays worth reading.
  • FixUnique items keep their colour in the shop. Selling one showed its own teal name inside a frame still coloured by the rarity underneath it; the frame follows the name now, in both the buying and the selling lists, and in the raid loot roll.
  • QoLThe browser tab wears the Elynian E — the gold letter with a sword down its spine and laurel around it — in place of the old plain shield.
28 Aug 2026 V56 New

A guild speaks for itself

A guild was a name, a tag and a crest chosen once at the founding, and a stranger at the door could learn nothing else about it. The crest can now be redrawn, the guild can write a public description, applicants can introduce themselves, and the leader can set the level the door opens at.

  • NewGuild leaders can change the crest. Eight emblems and six shield colours, with a live preview, in the Manage guild panel — and the new banner is on the directory, the guild page and your sidebar the moment you save it. The change is written to the guild log, so nobody wakes up under a strange banner without knowing who raised it.
  • NewThe emblem on a crest has its own colour now: parchment, gold, silver or sable. Two guilds that both fly a column no longer have to look alike — there are 192 crests to choose from where there were 48. Guilds founded before this keep the parchment emblem they already had.
  • NewGuilds can write a public description. It sits on the guild's profile where anyone can read it, signed in or not, and it is the place to say who you are recruiting and what you do together. Officers and the leader write it from the Manage guild panel.
  • NewYou can introduce yourself when you apply to a guild. Applying now opens a short message box, and what you write there sits beside your name in the officers' list of pending applications. It is optional — an empty application still goes through.
  • NewGuild leaders can set the level the door opens at. A guild may require any level from 5 upwards, and the requirement is shown on its profile instead of turning up as a refusal after the fact.
  • QoLThe message of the day is now for members only. It was always written as an internal notice and read by strangers as one; the new public description is what visitors see in its place.
  • FixUnique items look unique. A unique's border, tile and row took their colour from the rarity underneath it, so the same unique appeared purple or orange depending on how it happened to roll — and read as an ordinary epic. Uniques now wear their own teal everywhere they are drawn, and a unique drop announces itself as Unique instead of Epic.
  • FixThe Kick button is visible on the roster. It was painted a red so dark against the guild card that it read as an empty box beside Promote and Make leader. Leave, Decline and Disband were the same shade and are readable now too.
  • FixThe roster's right-hand column lines up with its own table. The action cells sat a few pixels short of the row, so their dividing lines ran above the ones beside them and the column looked like a detached strip of boxes — clearest to an ordinary member, whose action cells are mostly empty.
  • FixPatch notes, Chronicle and the Poll Board no longer start flush against the tabs above them. The first line had almost no room and read as part of the button row.
28 Aug 2026 V55.1 Fix

The war field fits the phone it is read on

The ranks were a sideways lane on a phone, and nothing on the screen said so: a guild of seven kept more standards out of sight than it showed, with no edge to swipe from. The rows wrap now, so the whole line is on the screen at once.

  • FixThe war field shows your whole line on a phone. The ranks ran off the side of the screen — a guild of seven hid more standards than it showed — and nothing suggested there was anything to swipe to. Three standards to a row now, wrapping downwards, so every defender is on the screen you are already scrolling.
  • Fix"Set my defense" no longer lies across the line above it. The button rises over your own standard into the same band the line's name sits in, and on a phone the two overlapped.
27 Aug 2026 V55 NewQoL

The guild war is fought on a field

The war page is a battlefield. Every defender who has planted a standard stands on it — pennant in the guild's colours, portrait, level, fighting style and a health bar you can read at a glance — your line facing theirs across the ground. Click a standard and the whole defender opens at once: every piece of gear, their damage, armour and attributes, with nothing to scroll to. You attack from the standard itself, and the flag you are about to spend is named where you pressed it. Alongside the war, a buy order now calls out in Trade chat, sounding the horns calls out in guild chat, and every achievement is celebrated on the same screen it takes at the login.

  • NewThe guild war is fought on a field. Every defender stands as a standard in the guild's crest colour, carrying their portrait, level, fighting style and health, with your line facing the enemy's across the ground. The banner above holds both crests, the score, the pressure between the two guilds, the countdown and your six flags.
  • NewSign-up week is the same field. Members who have planted a war defence stand as standards; the rest are ghosts until they set one, so a glance tells you who is still missing — and your own standard carries the button that plants it.
  • NewClick any standard to read the defender: every piece of equipment they carry, their damage, armour and maximum health, and all seven attributes — in one card, with nothing to scroll to in any direction.
  • NewYou attack from the standard. The Attack banner over a defender's pole turns into "To battle · 1 flag" in that same place, so the flag you are about to spend is named where you are looking rather than somewhere else on the page.
  • NewA standard tilts and greys when its defender falls, and when a whole line breaks a banner says so before the field rises again at full strength. Six or more defenders form two ranks, the strongest in front.
  • NewWar effort shows the guild beside your own mark: its points, its damage, its kills, and how many of the guild's flags have been spent out of the whole week's quota — six for every member who planted a defence.
  • NewOn a phone the ranks become lanes you swipe through, with the battlefield painting behind them, and a defender's card opens as a sheet below the field instead of beside it.
  • NewA buy order calls out in Trade chat, naming the material, how many are still wanted and what you are paying for each. The line stays in the channel, so a seller who opens Trade hours later still finds the order while it is open.
  • NewSounding the horns for the week's war calls out in your guild chat, naming who entered the guild and linking to the field. Setting your own defence is still yours to do — no officer can plant your standard for you.
  • QoLEvery achievement is celebrated on the same screen. The entry badges were announced with a small banner while the larger ones took the whole screen, so one badge looked like a different reward depending on where you happened to earn it — full screen at the login, a chip at the end of a fight. What still separates them is the frame: a gold ring and a shake for a capstone, and the longest of all for a Server First.
26 Aug 2026 V54 QoLFixBalance

Every page hangs its menu in the same place

Fourteen screens drew their own row of tabs, in five different styles, at five different heights on the page. There is one menu now: the same bar everywhere, at the top of every page it belongs to, and it stays put when you move between two pages that share it. Alongside it, the Laborum board finally fits the phone it is read on, and the guild hall painting no longer ends in a straight line across a long roster. Two more come from the floor: every Fervor stack raises the chance to ascend again, and a title now costs the coin it is actually sold for.

  • QoLCharacter, Arena, Work & Quests, The Long Road, Guild, Villa, Raids, Laborum, the Shop, the Market, Aurei, Masks, News and your bag all carry the same menu, at the top of the page. Moving between two pages that share one no longer moves the menu.
  • QoLAny menu can be walked with the arrow keys, and on a phone it wraps onto a second line instead of running off the edge of the screen — every name is readable without sliding the bar sideways.
  • FixThe Laborum board fits a phone screen. The seam tile ran wider than the screen, so the seam's name, its xp figures and the line naming the next seam were cut off at the right edge — with no way to scroll to them.
  • QoLOn a phone the Laborum board opens on the work: the first seam and its depth row are in view without scrolling, where the painting above them used to push them under the bottom bar. The depth buttons are big enough for a thumb, and seven seams fit on one row.
  • FixThe guild hall painting fades out at the bottom instead of ending in a straight line partway down the page when the roster is long.
  • QoLThe achievements screen carries the same Character / Talents / Mastery / Achievements tabs as the pages around it. It had one link back instead, which made it the only character page you left by a different door than you entered.
  • QoLChat, Lares’ Favor, music, settings and the clock in the top bar wear the finished icons the rest of the game already uses.
  • FixServer First has its own medal in the achievement list. It shared the Estate column, so neither read as its own thing.
  • QoLThe Ossuary and the House of Laurels end with their last item. Both had a link back tacked underneath the wares.
  • BalanceEvery Fervor stack raises the chance to ascend again. Past the second stack the legendary-to-mythic step stopped moving: the panel went on counting stacks while the number behind them stood still, so each failure spent a Lapis Iovis and bought nothing. Stacks you already carry read at their true value straight away — an item sitting at Fervor 7 reads 23 % where it read 8 % — and the panel says "at cap" when a stack can no longer raise it.
  • FixThe House of Masks asks for the coin a title is actually sold for. Operarius and Sedulus are Emporium names, paid in tesserae, but the wardrobe priced them in Aurei and offered a purchase that could never go through. They now show their own price and where they are sold.
  • FixA title bought in the Emporium is yours in the wardrobe at once. It stayed a price tag there until the page was reloaded, even though the name had been paid for.
  • QoLButtons wear a low band instead of a full bronze slab. The old ones filled their whole height with metal, which made every action on a page shout at the same volume; the band carries the same tap area with a gold line above and below, and the primary call is the one that fills.
25 Aug 2026 V53.6 FixQoL

The pick is audible, and the seam keeps count

A gathering shift got its place last release. This one makes that place tell the truth: the strike you hear, the Ardor you actually have, a bar with one segment for every swing, a seam that wears down as you work it, and the ore you are mining rather than the one the scene was painted for. On a phone the whole shift now fits on one screen — Ardor moved up beside the clock, and Stop the shift came up out of the fold.

  • FixEvery swing of a gathering shift is audible. The strike had no sound at all — only the ambience of the place was playing, which is why it sounded like a mix that was too quiet rather than a sound that was missing.
  • FixThe Ardor medallion on a gathering shift shows your own Ardor. It showed four of eight to everyone, whatever you had lit.
  • FixThe shift bar has one segment for every swing. It had twenty for a thirty-swing shift, so it filled ten swings early and the last third of the shift showed nowhere — while the count beside it read correctly the whole time.
  • FixThe seam, the timber stand, the herb bed, the field, the trail and the shoal wear down as you work them. The meter never moved at all.
  • FixA shift shows the material you are actually working. A Gold Vein shift had copper ore in the middle of the screen while the card beside it said Gold Ore — the same for every node above the first tier of every gathering profession.
  • FixChips, cuttings and offcuts gather around the work as the shift goes on. They were there in the scene but never appeared.
  • QoLA gathering or processing shift fits on one screen on a phone. Ardor moved to the top beside the clock, Stop the shift came up beside the Glimmers, and the panel no longer runs past the fold — the button used to need a scroll on a screen meant to be watched.
  • QoLA gladiator’s name in the Social panel opens their profile. Whisper and Letter were the only things a name could do.
  • QoLEfficient Craft says where its floor is: −1 PE per profession action, and never below 1. A recipe that already costs 1 PE costs the same whether the buff is lit or not.
  • QoLThe Laborum start screen is still to be mobile-optimized — this release is the shift itself.
25 Aug 2026 V53.5 FeatureFixQoL

The seam becomes a place

A forge shift got its workshop last release. Now a gathering shift gets its ground: the quarry, the olive grove, the rosemary garden, the goat camp, the flax field and the sardine cove, each worked in the place it belongs to. Phones gain the most. A gathering shift used to fall back to a plain card there, and a processing shift was squeezed into a strip where the panels overlapped and the Glimmer could not be caught at all.

  • FeatureEvery gathering shift is now worked in its own painted place. The seam thins as you work it, your take gathers beside you, and the Glimmer surfaces out in the world rather than on a card.
  • FeatureGathering scenes open on a phone as well. They were desktop-only before — on a phone a shift fell back to a plain card.
  • FeatureSmelting, tanning, weaving, woodworking and alchemy shifts carry their own ambience while they run.
  • FixProcessing shift screens are laid out for a phone. They were squeezed into a strip where the panels overlapped and the Glimmer could not be caught at all.
  • FixA ring or amulet offers only the stats it actually carries when you enchant it. Choosing one it did not have spent the scroll and bound the enchant to a line that was never on the item.
  • FixThe Glimmer chime and the level-up fanfare play to the end instead of cutting off partway.
  • FixThe bag reading on a victory row is a compact mark again instead of taking a quarter of the row.
  • FixLadon’s fight fits on one screen, and the header’s numbers keep their distance on a narrow one.
  • FixMusic stops when you leave the browser on a phone, instead of playing on over whatever you opened next.
  • QoLThe Laborum start screen will be mobile-optimized soon.
25 Aug 2026 V53.4 FeatureFixQoL

The forge shift gets its workshop

A gathering shift has been a living field for a while — the stalks fall, the basket fills. A forge shift was still a card on a painting. Now each craft has the workshop it belongs in: the sawyer’s yard, the foundry, the vat yard and the loom shed. The raw pile on one side goes down as you work, the finished goods stack up on the other, and the machine between them runs at the pace of the shift. Laborum’s first screen offers processing too, with your own stacks on the tile so you can see what a shift will eat before you light it. Six things players reported are fixed as well: the quest board that could empty for a day, the bench that forgot the number you picked, a recipe asking for leather from a skill it opens above, the raid round that waited on a clock with nobody in it, the boss plaque that named a unique without showing it, and the victory row that never said how full your bag was.

  • FeatureSmelting, Tanning, Weaving and Woodworking shifts are worked in their own painted workshop instead of on a card. The input pile falls as the work goes, the output stacks grow beside it, and the rack fills one notch per finished unit.
  • FeatureLaborum’s first screen has both kinds of work: Gathering and Processing. A processing tile carries your own stacks and what one unit eats, and says whether the pouch covers the whole shift, part of it, or nothing yet — so a shift cannot starve on you unannounced.
  • QoLThe Laborum entry in the menu carries the shift’s clock. A line runs through it while the shift works, and when the shift ends the line drains as the window to collect closes.
  • FixDaily quests no longer vanish for the rest of the day. If a Laborum shift was the first thing you finished after the daily reset, the day's three quests could come up missing entirely — and the shift's own quest counted nothing. A day that is already empty repairs itself the next time you open Work & Quests.
  • FixThe craft amount stays picked. A background refresh dropped the ×10 you had chosen back to ×1, and on a phone it shut the picker while you were still choosing. The amount now survives the refresh, and the energy beside it reads the total for the amount you picked, not for one.
  • FixOne batch at a time. A craft of ten holds the bench until the tenth piece is done, so a second batch can no longer be started on top of a running one — that was how a full bar of profession energy could disappear in a few seconds. Each piece costs and takes exactly what it always did.
  • FixThe Orichalcum Gladius is made with lion leather. The recipe opens at smithing 60 but called for aurochs leather, which needs the hunt and the tannery at 75 — it now uses the same tier of hide as the bar beside it.
  • QoLA boss's unique drop shows the whole item before you fight for it. Hover or tap the tile on the plaque and you get the card you would get if it dropped: damage or armour, every stat on it, the level it asks for, and the effect that is the reason to carry it — with the same comparison against your own gear that every other item card gives you. The tiles only named the piece before.
  • QoLRaiding alone no longer waits on the clock. The fifteen seconds are there so a band chooses in secret and at once; with three echoes beside you there is nobody to wait for, so your round now resolves the moment you pick your action — the same way a dungeon has always worked. Nothing changes when a second person sits down.
  • QoLThe victory row tells you how much bag you have left. A full bag does not stop a fight, it turns the spoils into gold on the way in, and the reading was one screen back on the expedition plaque. It now sits beside the gold and the experience — 9/40, and a red Full when there is no room.
24 Aug 2026 V53.3 FeatureQoL

Choose the seam you work

Laborum only ever offered the deepest seam your skill had opened, so a master miner could not cut copper at all — and anyone who needed bronze had to go without. Every seam you have opened is now on the tile, and you pick the one you want; the choice is waiting there when you come back. Working below your skill is no longer a waste either: the further a seam sits beneath your best, the more each shift yields, up to two and a half times the take. The trade is written on the tile — more material, less skill gained — and the seam itself will tell you the numbers behind it. The Skills panel is sorted the same way the work is: what you gather, what you refine, and what you make from it.

  • FeatureEvery seam your skill has opened is on the tile. A row beneath each craft lets you choose which one you work, and the seam you picked is waiting there when you return.
  • FeaturePractised hands are paid for. Working a seam below the best one you have opened raises what each swing brings — a quarter more for every tier of the difference, up to two and a half times. Herbalism 100 at a mint patch now brings back about eight bundles a shift instead of three, and copper is worth a master miner’s time again.
  • FeatureEvery seam says what it is worth. Hover or focus one and it gives you the shift: about how much it yields, the chance on each swing that average comes from, what your skill adds, and the skill xp with the share of the seam’s full lesson it represents.
  • QoLSkills are grouped into Gathering, Processing and Crafting, each with its own total — the same chain the work follows. It reads the same way on another player’s profile.
24 Aug 2026 V53.2 FeatureFixQoL

The battle report is fought where you fought it

Every fight ended on the same brown page, whether the foe fell in the ash of Pompeii or the highlands of Caledonia, and the log beneath it was a flat list that repeated two thin health bars every round. The report is now a match card set in the place the fight happened: the zone's own painting behind it, its name above it, and the arena and the guild-war field get theirs too. Everything the fight has to say — both combatants, the style matchup, the verdict — is one panel, and the log under it reads as a timeline, each blow on the side of whoever struck it. Three things the report could always prove but never said are on it now: how often you actually connected, the shape of the fight round by round, and what the style triangle was worth in numbers. And it fits a phone: the two buttons you press most stopped sliding down the screen exactly when the fight went well. At the enchanting bench, the list of gear you can break down had no end: it ran off the bottom of the screen with nothing to scroll, and it squeezed the recipes above it into a sliver. Both lists now share the bench and scroll on their own — and the pieces on that list finally say what rarity they are.

  • FeatureThe report is set where you fought. Each zone's own painting stands behind the card and its name is written above it. Arena duels and guild-war fights get theirs as well, and old reports show their place too.
  • FeatureEverything about the fight is one panel: the two combatants, the style matchup between them and the verdict, with the round-by-round log scrolling underneath instead of being pushed off the screen.
  • FeatureThe log is a timeline. Every blow sits on the side of whoever struck it and carries a mark for what it was, and each round closes with a single bar showing how much health the two of you had left — you filling from the left, your foe from the right.
  • FeatureThree numbers the report never gave you: your accuracy, counted as hits out of swings, so a fight won by control reads differently from one won by luck; a damage curve, one bar pair per round, that shows whether the fight was a steady grind or one decisive crit; and the style triangle spelled out — melee beats ranged beats magic beats melee, worth +3 hit chance to the one who holds it and −3 to the one who does not.
  • Fix"Fight again" and "Choose another foe" keep their place whether the fight dropped anything or not. Loot used to push them down the screen exactly when things went well, so the button you were reaching for had moved.
  • QoLThe report is measured for the phone that reads it: the painting is half as tall, the combatants stand side by side rather than stacked, and the whole card — verdict, rewards, drop and buttons — fits on one screen.
  • FixThe two health bars take their own side's colour. Both were crimson before, so nothing on the screen said which bar was whose.
  • FixThe enchanting bench scrolls. The disenchant list ran past the bottom of the screen with no scrollbar and no way to reach the last pieces, and it squeezed the recipe list above it into a sliver. The two lists now share the bench evenly, each scrolling on its own.
  • QoLEvery piece waiting to be broken down is one line now, richest first, and it says its rarity three ways: the coloured edge, the name, and the word. The old cards were parchment, where epic and rare looked like two shades of the same guess.
24 Aug 2026 V53.1 FixQoL

What you opened stays open

Small wounds from V53's big day, closed the morning after. On a phone the healing menu — and the purse, the buff slots, the music player — could vanish while you were reading it: a silent background refresh tore every open panel down twice a minute. They now stay until you close them, and on a small screen they scroll instead of running off the edge. The cross-fade V52.1 promised now holds all the way through, without the white blink that could slip between two screens. The talent hall's Save button no longer quotes a respend price for the redistribution the rework granted for free. And the purse shows the aureus as it is minted, not as it was once sketched.

  • FixThe healing, purse, buff-slot and music menus no longer close on their own. A background refresh was tearing them down every thirty seconds; they now survive it and stay until you dismiss them.
  • QoLThose same menus fit a phone held sideways: the title holds still, the rows scroll, and on the narrowest screens the panel no longer runs past the edge.
  • FixSwitching screens is a clean cross-fade all the way through — the white blink that could slip between two dark views is gone.
  • FixThe talent hall's Save button knows the redistribution was free. The rework kept your loadout names but emptied their points, and the first spend into an emptied loadout costs nothing — the button now agrees with the gate.
  • QoLThe Aurei row of your purse shows the minted aureus — the same coin as the header and the Aurei Shop. The last drawn placeholder is retired.
23 Aug 2026 V53 BalanceFeature

One point, one choice, and the three vias side by side

Talents were quietly asking you to do arithmetic. Some nodes cost two points and some cost three, and the only way to know whether a node was worth its price was to work it out yourself — so most builds converged on the same handful of cheap ones and the keystones at the bottom of each tree went unbought. Every talent now costs one point. The roster was rebuilt around that: seventy-five nodes instead of fifty-seven, priced against one table so that a point spent anywhere buys a comparable amount of power. The hall was rebuilt to match — Bulwark, Vestal and Gladiatoris now stand side by side, each in its own hall, so you can compare the three without holding two of them in your head. Everyone gets a free redistribution.

  • BalanceEvery talent costs one point. Ranks, prerequisites and tier gates work as before, but a point is a point wherever you spend it — the cheap-node trap is gone.
  • BalanceSeventy-five talents, up from fifty-seven, with every always-on node priced from one table. At level 29 the spread between the strongest and weakest sensible build fell from 16.6 to 3.9 percentage points, and the keystones went from 21.6x apart to 2.8x.
  • BalanceYour talents have been refunded and your points returned. Redistribution is free this once, in every loadout slot — spend them again at your leisure.
  • FeatureThe Talents screen shows all three vias at once, each in its own colours under its own emblem, standing in its own hall: the fortress gate before dawn, the sanctuary of the eternal flame, and the tunnel that opens onto the arena sand. Your current via is framed, and the header counts points per tree the classic way — 21 / 0 / 0.
  • FeatureBelow the board a ledger reads saved to now, one line per effect. Spend three points and it shows what those three points changed; take one back by accident and the line falls before the re-spend price is what tells you.
  • QoLPrerequisite lines became arrows that light as the path opens, tier gates show their toll at the edge of each row, and every action sits in one column with its price beside it. Overspend your points and it tells you how many to take back.
  • QoLA talent now says where it works: always, in dungeons and raids, or in group raids that are not in the game yet. The old wording claimed group combat for talents that already work in a dungeon, which sent players past the best node in a tree.
  • QoLClicking into a different via asks first, in the panel itself, and tells you exactly what it clears. On a phone, tapping a talent opens its full description with buttons to spend or take back a point.
23 Aug 2026 V52.1 ContentFeatureQoLFixFeatureFeature

A named thing is always itself

Rome mass-produced the gladius; it named the Aquila. From this update every unique carries stats written by hand, identical on every copy, plus one signature no affix table can roll — three new ones join them and two that the wiki had been promising can finally drop. Around that: the profile you inspect is built from the same monument as your own sheet, the expedition panel is struck in bronze, screens cross-fade instead of flashing, and the rewards V52 shipped but could not show — both achievement-point crowns and the mark the points are counted in — are finally visible.

  • ContentUniques no longer roll. Each one now carries a fixed stat block and a named signature — the Scythe of Charon heals you for a tenth of the damage it deals, the Ferryman's Obol carries you through the blow that would kill you, the Warhorn of Brennus turns aside part of what melee throws at you. Every copy of a unique is the same item, which is the point.
  • ContentThree new uniques. The Ring of the Devotio buys damage with your own health — it is the first item in the game with a line that reads in the negative, and the vow pays out again when you are nearly down. The Pharos Hood is the first unique to occupy an armour slot, and it opens a fight sharply for archers. The Rudis of the Undefeated is a wooden sword that hits like legendary steel, and it drops far enough down the ladder that you do not have to reach Britannia to own a unique.
  • ContentThe Aquila of the Ninth and the Torc of Mona now actually drop. Both were listed as rewards from the Mithraeum's aquilifer and the Arch-Druid of Mona, but no dungeon or raid had ever been able to produce one. They can now.
  • FeatureThe gladiator you inspect stands in the same monument you do. A profile now draws the aedicula, the paper doll and the full combat panel from the same code as your own sheet, so what you can read about a rival is what you can read about yourself — and hovering a piece of their gear shows its stats.
  • FeatureThe expedition panel is struck in bronze: a medallion whose ring fills with the points you have, a row of studs where the next one glows as its timer runs down, and a satchel showing how much bag space is left before spoils start selling themselves. Monsters wear their tier as a metal ring — iron, bronze, crimson, gold — and a boss gets a plaque of its own with its unique drops laid out as tiles you can read.
  • FeatureYour guild sits in the navigation under its own crest and tag instead of a generic shield.
  • FeatureUniques show their own tier on the card instead of a rarity, and the forge no longer offers to reroll or ascend them — there is nothing there to reroll. Enchanting, socketing and trading work exactly as before.
  • FeatureThe stat block on a unique sits deliberately below what a great roll can reach: measured against a well-rolled legendary in the same slot, no unique is more than six points of duel win rate better or worse. A perfect legendary still wins on the sheet. The unique wins when your build wants what it does.
  • QoLSwitching views no longer flashes. The old screen stays until the new one is ready and the two cross-fade, the loading skeleton waits long enough that an ordinary request never sees it, and returning to a screen you just left is instant.
  • QoLThe character sheet's combat numbers are three tabs — Offense, Defense, Other — instead of one long column, so the middle of the sheet stops running past the columns beside it. Est. DPS, damage and armour stay on their plaques above the tabs, visible whichever one is open.
  • FixOn a phone, the More menu stays open. A background refresh runs every thirty seconds, and it was closing the menu each time — the same refresh also snapped the header's stat strip back to the start while you were scrolling it sideways.
  • FixThe Corona Civica and the Corona Aurea now stand in your character sheet's niche, each in its own arch — oak leaves and acorns for the civic crown, a gold relief of the games for the golden one. Both have been wearable since V52, and the niche drew the plain bronze arch instead, so five hundred achievement points bought something nobody could see.
  • FixAchievement points have a mark of their own: a marble tessera with a gilded laurel cut into it. A profile was showing the tesserae currency and the achievements screen the honor laurel — a point is neither money you can spend nor a rating you can lose.
  • FixYour purse shows the painted currencies. Gold, honor, Aurei, valor, laurels and crypt marks were still the old line drawings while everything around them was repainted, and Aurei was not an icon at all but a circle and a star drawn in code. The hourglass on the shift meter was the same oversight.
  • FeatureYour existing uniques changed with them. Whatever they rolled when they dropped, they now read the same block as every other copy — some lines you had are gone, others you never had are there, and the signature is new to all of them. Their level requirement is now fixed to the boss they come from, so a piece taken early may need growing into. Nothing was taken out of your bag.
22 Aug 2026 V52 FeatureContentQoLBalanceFix

The endless seam, and a city repainted

V52 opens Laborum: free five-minute gathering shifts with Glimmers, Ardor, Tesserae and a new Emporium. Processing professions gain their own queue, achievements celebrate the moment they are earned, and the Comitium opens on the Forum. The game also receives an almost entirely renewed visual layout, from its navigation and character sheet to profession scenes, currencies, buffs, shops and item artwork.

  • FeatureLaborum, the endless seam. Start a shift on any gathering node your skill already opens: no energy is spent, the swing lands every ten seconds, and thirty swings make a shift. Continue before the window closes and the next one begins in the same press — miss it and the take still waits for you to collect it.
  • FeatureA field you can watch. Every trade works in its own painted place, with its own tools and its own sounds, and the ground empties as the shift advances: stalks fall, floats sink, stumps appear where trees stood.
  • FeatureGlimmers. Three brief sparks can appear during each shift. Catch at least two to earn one extra tessera.
  • FeatureArdor. Sixty actions inside a quarter hour light a laurel, up to eight, and each one adds 3% to what the seam yields. Stop for twenty minutes and it cools.
  • FeatureTesserae. Every completed shift mints one. The purse carries it, the character sheet lists it, and the Emporium spends it.
  • FeatureHarvesting is now its own profession. The seven fibre nodes, from the Flax Field to the Deep Byssus Beds, use Harvesting instead of Tailoring. Your existing Tailoring skill has been copied to Harvesting, so every fibre node you could use before remains available.
  • FeatureShift quests. The daily and weekly pools now carry work at the seam: shifts finished, and shifts carried into a third stint without letting the window lapse.
  • FeatureThe Tessera Emporium opens beside Laborum. Legion Rations, 15 tesserae for one more expedition point, three a day. Lamp Oil, 6 for two profession energy, five a day. A purchase that would not fit is refused rather than clipped, so a full bar never eats what you paid. Two titles are struck only here: Operarius at 300 and Sedulus at 900.
  • FeatureThe forge queue. Every smelting, tanning, sawing and weaving recipe takes a free queue beside Craft — one unit every fifteen seconds, twenty to a shift, materials in and finished goods out when it settles. Spending profession energy remains the instant, full-XP lane.
  • FeatureThe anvil takes what you are wearing. Enchant, reroll, ascend, sockets and stones all work on equipped gear, and the workshop lists worn pieces separately from your spares. Improving worn gear counts as a gear change, so it is still refused mid-dungeon and mid-raid.
  • FeatureAchievements now appear as soon as you earn them: a banner for smaller marks, a full-screen celebration for larger milestones, and a gold ring and fanfare for capstones. Locked cards show your progress, and achievement points now buy two titles and two portrait frames: the Laureate at 1,000 points and Perfectissimus at 2,000, the Corona Civica at 500 and the Corona Aurea at 1,500.
  • FeatureChoose three achievements to show. They stand on your public profile and in the frieze above your character sheet, so someone looking you up sees what you are proud of instead of a number.
  • FeatureThe Comitium. A question stands on the Forum wall, one vote to a player, and the tally stays hidden until you have cast yours. Say why you voted and the reason is posted beside the count.
  • FeatureYour character sheet becomes a monument. The equipment card is an aedicula now: your name in the pediment, guild and level and style cut into the architrave, your portrait standing in a vaulted niche, the derived numbers on the plinth and every currency you carry listed at its foot. Each portrait frame brings its own arch, eight in all.
  • FeatureFight the same foe again, straight from the battle report.
  • BalanceEdge and Warding affixes grow with item level instead of stepping once: 2% at the bottom and 4% by level 50. The change is retroactive and only upward — every item already rolled follows the new curve the moment you look at it, and the curve never pays less than the old flat values did.
  • BalanceQueued processing pays a quarter of the recipe's normal XP, while spending profession energy stays instant at full XP. A swing at the seam pays a twelfth of the node's XP, so a thirty-swing shift is worth about two and a half ordinary gathers — and costs no energy at all.
  • QoLThe expedition bar counts your bag as well as your points, so a full inventory is visible before it blocks a fight rather than after.
  • QoLA grey Craft button says why it is grey — energy, materials, or a full bag — and a full bag says so once at the top instead of greying every row in silence.
  • QoLHovering anything in the game now raises the game's own card instead of the browser's grey box, with no second of delay.
  • QoLThe battle report fills the screen whatever the fight's length, and a long log scrolls inside it instead of pushing the buttons off the page.
  • QoLThe game has received an almost entirely renewed visual layout. Navigation, professions, currencies, buffs, the calendar, shops, the Forge, Lares' Favor and many other interfaces now use a unified set of new painted icons and updated presentation. Percentage affixes also show their decimal where relevant: Damage +3.3% rather than a rounded +3%.
  • QoLThe inventory stops disagreeing with itself: the meter and its groups — carried, worn, listed on the market — now count the way the heading does.
  • QoLOn desktop the browser's grey scrollbar is gone: the slider is bronze running to gold, set in a dark inset groove, and it brightens when you take hold of it. Pale surfaces get the same slider in a parchment groove. Phones and tablets keep their own bars, which take up no space to begin with.
  • ContentNinety achievement badges, one for every mark. Until now eighty-nine of them shared thirteen interface icons, twenty-four of those the same laurel, and a mark could not be told from any other mark. The tier is in the badge itself: an entry mark is the bare object, a capstone wears a ring of gold light, and a Server First is carved into pale marble on a monument base.
  • ContentFifteen item icons that were missing: the twelve Magnum patterns, both catalysts, and the Moonstone of Mona. Twelve recipes stop looking like twelve identical grey squares in your pouch.
  • ContentAll four raid sigils are painted wax seals now, and the Frontier Circlet shows its cold iron and electrum — it has been in the catalogue since the Britannia cap-raise and drew as nothing at all.
  • FixThe seventh day of Lares' Favor no longer loses its item in silence when your bag is full. It stops and tells you, and the day is still there when you have made room.
  • FixA sigil stack no longer reads 0/12 as though you were collecting twelve of them.
  • FixMail previews stop cutting a letter mid-character, and disenchanting from your character sheet updates the quest count straight away.
  • FixThe reforge result was written in a colour you could not read against its own card.
  • FixThe level-up fanfare, and the sound at the end of a shift, no longer cut off mid-track.
  • FixA workshop with a long recipe list no longer stretches its painting down the page. The scene stays a full screen of art and the recipe list scrolls inside it, with the heading and the energy bar always fully visible above — Tailoring and Smithing were the worst of them.
  • FeatureThe reroll token is now called Sors Fortunae — Fortuna's lot, drawn at her oracle. Same item, same stacks, same use at the anvil; the word tessera belongs to the new currency now.
20 Aug 2026 V51.1 FixQoL

What the point buys, and how to take it back

On a phone the talent tree has been asking you to build blind. Everything a talent has to say — what it does, what the next rank adds, why it will not take a point — lived in a hover card, and a touch screen has no hover. Tapping a talent simply spent a point without a word about what it bought, and there was no way at all to take one back, because taking back was on the right mouse button. A build was guesswork, and guessing wrong cost respec gold. Tapping a talent now opens what the desktop has always shown — the description, the rank-by-rank ladder, the signature ability, and the reason a talent is closed to you — with a button to spend a point and a button to take one back. Nothing about the desktop tree changes, except that its hover card finally mentions the right-click it has had all along.

  • FixTapping a talent on a phone opens it instead of silently spending a point. The card carries the same text the desktop hover card has always shown: what the talent does, what every rank from one to its maximum adds, the signature ability if it has one, and what a rank costs.
  • FixYou can take a point back on a phone. Refunding sat on the right mouse button, which a touch screen does not have, so a mis-tapped point stayed spent until you paid to re-spend the whole build. There is a button for it now, beside the one that spends.
  • FixA talent that will not take a point says why — not enough points left, the tier gate below it, a talent it needs first, or a talent you have already taken that rules it out. Until now the tap did nothing at all and gave no reason.
  • QoLThe card stays open while you spend, so carrying a talent to three ranks is three taps rather than opening it three times over.
  • QoLA long press no longer takes a point back on Android. It used to fire the same refund as a right-click, without ever showing you what it was about to take.
  • QoLOn desktop the hover card now names the right-click that takes a point back. It has always worked; it was only ever findable by guessing.
18 Aug 2026 V51 FeatureBalanceContentFeature

The Name on the Blade & Profession fixes

Work made by hand now says whose hand. Every weapon, every piece of armour and every trinket that comes off a crafting bench from now on carries the name of the gladiator who made it — on the item, in the hover card, and on the market stall where it is sold — so a good smith stops being anonymous the moment their work changes hands. Two benches get straightened out alongside it. The smith’s recipe book stops having one correct thing to hammer and four wasteful ones: within a grade of metal, a helmet and a cuirass no longer differ by half again in materials while granting the same skill. And the quiver, which stopped growing at level 24 while the game kept going to fifty, gains two grades above steel — so a late-game archer is no longer carrying the same shaft they bought outside Pompeii.

  • FeatureCrafted gear carries its maker’s name. It shows on the item, in the hover card and on the market listing, and it stays with the item for as long as the item exists — through every sale it ever passes through.
  • FeatureThe mark goes on work made from now on. Items already in the world carry no record of who made them, and the game will not invent one.
  • BalanceSmithing recipes now cost about the same within a grade of metal. Bronze helmets and shields, iron greaves and gauntlets, silvered helmets and scutums, gilded gauntlets and greaves, and the orichalcum and adamant lines all move onto a common footing: the widest gap inside a grade falls from roughly double to about a quarter.
  • BalanceThe heaviest pieces come down rather than everything going up. The Adamant Cuirass drops from seven orichalcum bars to five and the Orichalcum Gladius from five to four, while the lightest pieces gain a bar. No recipe asks for a material it did not ask for before — a smith needs no more trades than they already did.
  • ContentGilded Arrows, usable from level 36, +8 damage. Sold at the quartermaster like the three grades below them, and craftable at Fletching 50.
  • ContentOrichalcum Arrows, usable from level 48, +10 damage. These are not sold anywhere — the only source is a fletcher at skill 65, which makes them the first ammunition worth commissioning from another gladiator.
  • FeatureRanged gains ground where it was thinnest. Firing without arrows still costs a fifth of your damage, so the top of the ladder mattered most exactly where it used to run out; against the level-50 bosses the gap between the strongest and weakest style narrows by a point.
18 Aug 2026 V50.4 FeatureQoL

Letters that were waiting

Three things in this release write to your letter box, and all three are about the hours you are not here. The ladders now watch themselves: once a night the city sets them against the night before, and if a gladiator who was behind you is ahead in the morning, you hear it from them — by name, with both places — instead of counting rows on the leaderboard yourself. Anything you left on the market that sells while you sleep leaves a receipt naming the buyer, the price and what the tax left behind. And a week away is no longer only lost time: come back after seven days and the city has kept your seat.

  • FeatureThe ladders tell you when someone passes you. Once a day the Level and Honor ladders are set against the day before, and if a gladiator who was behind you is now ahead, a letter arrives naming them and both of your places. Only the nearest of them writes — the one you could actually catch.
  • FeatureA climb into the top ten is written into the Chronicle. Falling out of it is not: the record keeps the things you would want other people to see.
  • FeatureA sale leaves a receipt. When something you listed sells, a letter names the buyer, the price and what is in your purse after the market's cut — so last night's trading is still legible in the morning, long after the notice on screen has been clicked away.
  • FeatureA standing buy order that fills writes to whoever was not there to see it. List into someone's open order and the buyer hears about it; place an order that empties someone's stall and the seller does.
  • FeatureBounty of the Absent. Seven days away and the city keeps your seat: come back to 100 gold for every level you carry, three healing potions and a Tessera Fortunae, in a letter waiting for you. Once every thirty days.
  • QoLThe letters know when to be quiet. At most one ladder letter a day, and the same rival cannot write to you about the same ladder twice inside two days — a pair of gladiators trading places every night is not news six times over.
18 Aug 2026 V50.3 BalanceNew

The last step has its own stone

The Ossuary sells certainty, and one of its stones was selling far more of it than its price admitted. Lapis Certus guaranteed any ascension at all, including the last one — the step from Legendary to Mythic that the dice offer at two percent. Four days of dungeon bought the rarest item in the game outright. That step now has a stone of its own, Lapis Numinis, priced like what it is; Lapis Certus carries an item as far as Legendary and no further. Vinculum Fati, which never promised an outcome and spends a Tessera alongside itself, drops to a price that matches what it does. And the forge finally says out loud that one Scroll of Fatum covers a weapon, a piece of armour or a ring alike.

  • NewLapis Numinis, a new stone at the Ossuary: it raises a Legendary item to Mythic, and it cannot fail. 1,600 Crypt Marks. Nothing else in the game raises an item that far on purpose — every other route to Mythic is a roll of the dice.
  • BalanceLapis Certus now carries an item as far as Legendary. It no longer works on a Legendary piece, and it costs 300 Crypt Marks. It is still the same promise everywhere it applies: the next ascension succeeds, no roll, no Fervor needed.
  • BalanceVinculum Fati now costs 80 Crypt Marks instead of 180. It is the one thing the Ossuary sells that does not guarantee an outcome — it holds one affix through a reroll and spends a Tessera Fortunae beside itself — and the price now says so.
  • QoLThe Forge stops being coy about Scroll of Fatum. It replaces Vulcan, Mars or Juno — whichever the slot asks for — so one scroll answers a weapon, a piece of armour and a ring alike, and the supplies list now says which.
  • FixVinculum Fati sits with the other forge supplies on your character sheet instead of in the raw-material bag under a heading called "forge".
18 Aug 2026 V50.2 FixNewQoL

Every bar says its number, and the bench says what is left

A quest bar has been keeping its count to itself. The number sat inside the bar in a shade almost exactly the colour of the bar behind it, so three arena duels out of twelve looked no different from eleven, and the only way to know where you stood was the small line underneath. The count is written in the light now, and the bars are a little taller for it — daily quests, weekly quests, sagas and the chapters of the Long Road alike. The other half is a promise the game should not have made. A finished trade introduction signed off with "Next: at skill 15", and it read like a second quest was waiting behind it. There is no second quest. The introduction is the only chain a trade has, and everything past it opens at the bench as your skill climbs. That is what the line says now, it is said once, and after that the panel steps aside — and the space it leaves goes to something that actually has a clock on it: the daily and weekly tasks your work at that bench moves forward, counted, on the trade's own page. Four of those introductions were also naming the wrong number.

  • FixThe count inside a quest progress bar was nearly the same colour as the bar, which on a part-finished task meant it could not be read at all. It is legible at a glance now on daily quests, weekly quests, sagas and Long Road chapters, and the bars are slightly taller.
  • FeatureA finished trade introduction no longer reads like a follow-up quest is queued. It names what the trade opens as your skill climbs, says outright that no second quest is coming, and shows that once — the time you finish it. Come back to the page later and it is gone.
  • NewA trade's own page now shows the daily and weekly tasks your work there moves forward — gathering, crafting or disenchanting — and how far along each one is. Claiming still happens on the Quests tab, so there is only ever one button to press.
  • FixFour trade introductions pointed at skill 15 when the trade opens earlier than that. Leatherworking's first armour, tailoring's first robe and cowl, cooking's second dish and fletching's arrows all arrive at skill 5, and the introductions say so now. Cooking's also promised strength where skill 15 actually buys dexterity — the roast platters that buy strength are a good deal further up, at 45.
18 Aug 2026 V50.1 FeatureFixQoL

Show the item, read the odds, and hold still

Selling in chat was a game of adjectives. "WTS epic axe 12k" told a buyer nothing they could act on, so every sale cost three whispers about damage, item level and whether it beat what they were already wearing. Now you can link any item you own straight into a message, and whoever reads it opens the same card the game shows everywhere else — stats, affixes, and the +/- comparison against their own gear. Every line in the dock carries a clock as well, so a whisper asking whether you are still coming no longer reads the same whether it landed two minutes or two hours ago. The forge stops keeping its arithmetic to itself: the reroll card prints the odds, every fifth reroll on the same item drops the stats your class cannot use, and Vinculum Fati finally does the thing the Ossuary has been selling it for. The villa stops overstating what an upgrade buys. And on a phone the header holds still — buttons no longer jump out from under your thumb when a work timer changes shape.

  • FeatureLink an item into chat. Open one of your items on the character sheet and press Link in chat — or press Link on one of your own market listings — and a link drops into the chat box. Send the message and everyone in the room sees the item by name, in its rarity colour. Works in Global, Trade, Muster, Guild and Party chat and in whispers, three links per message.
  • FeatureOn a phone, open the chat window first and switch to the channel you want the link to land in — Global, Trade, Muster, Guild, Party, or the whisper you are answering — and only then press Link. The link always goes to the channel that is open, and pressing Link never switches channels for you. Your keyboard stays down until you tap the message box, so the link waits there until you are ready to send it.
  • FeatureThe card answers the buyer's question. Hover a linked item — tap it on a phone, tap again to close — and its card opens: damage, armour, affixes, enchant, and the +/- comparison against whatever you are wearing in that slot. That comparison is the whole point of linking, and it is now the first thing the reader sees.
  • FeatureA linked item that is on the market names its asking price and its owner, so nobody has to ask what it costs. An item that has since been sold, disenchanted or otherwise left the world says so plainly instead of showing stale numbers.
  • QoLEvery chat line now shows the time it was said — messages, whispers and announcements alike — on the same server clock as the header. Hover a timestamp for the weekday and date, which is what you want when you scroll back through last night. The fifty lines you get on reconnect stop pretending they all just happened.
  • QoLItem cards no longer vanish the moment you scroll. Anywhere a card is open — the market, the guild stash, chat — it follows the row it describes and closes only when that row leaves the screen.
  • QoLAn announcement you scroll back to keeps its link: a muster call in the history still takes you to the Raid Finder.
  • FeatureEvery fifth reroll you buy for the same item comes back attuned: its attributes are drawn without the stats your class has no use for. On a mythic chest that takes a wasted line from one roll in three to none, and the chance of landing all three stats you actually want rises from 6.7% to 9.7% in cloth and from 14.7% to 21.9% in heavy. The counter sits on the reroll card and does not reset when a roll disappoints you. Rings and amulets have no counter — they weight every stat equally, so an attuned roll would have nothing to leave out.
  • QoLThe reroll card shows the odds. Every stat that can land on the first line is listed with its chance, and the card says plainly that the lines after it draw from what is left without repeating. You can check the distribution instead of counting rolls and wondering.
  • FixVinculum Fati now does what it promises. The Ossuary has sold it for months, and there was no way to name the stat it was meant to hold — the Crypt Marks bought nothing. Pick the attribute or the combat affix you want kept on the reroll card and it survives the roll. A lock the item cannot honour is refused before it costs you anything, and the Vinculum is spent in addition to the tessera, not instead of it.
  • FixThe villa stops overstating what an upgrade buys. A building card read its pace as the building's level, so Level 2 claimed to double output when it actually adds 45%. Upgrade buttons now name the real change — pace ×1.45 → ×1.9 — before you spend the gold and the build time. The hourly rate keeps its decimal instead of rounding to a whole worker, and the wiki's production tables list what a building makes at Level 1 and at its cap.
  • FixOn a phone, the header holds still. The clock and the work timer shared a row with the buttons, so every time a shift's countdown changed shape the buttons moved — starting a job could shift five of the seven, and the calendar could travel half the screen with nobody touching it. The buttons now keep a row of their own and the ticking readouts keep a fixed box. Nothing moves while you are aiming at it.
  • QoLThe header buttons are grouped by what they do: what is waiting for you (chat, Lares' Favor) first, then what you open yourself (music), then what takes you out (Discord, settings, the door). Log out now sits as far from chat as the row allows. On a phone the header takes two rows instead of three, giving the map back the space.
  • QoLThe clock opens the schedule. Press the server time in the header — it carries a caret now to show it can be pressed — and the schedule opens on the spot: what happens at what hour, from the arena season to the weekly reset. It used to sit behind a calendar icon of its own; that icon is gone, which gives a row that was already full on a phone one button back. The work timer and the clock are also the same size at last, so the two read as the pair they are.
17 Aug 2026 V50 FeatureQoLFix

The People of the City

Letters, friends and the guild roster stop being three separate errands. The chat dock grows a Social panel with four tabs — the friends you keep, your guild, everyone in the city right now, and your letters — so finding out who is about no longer means leaving what you were doing. The Mailbox page closes: letters are read, answered, written and burned from the same panel as the people who sent them, and for the first time you can see what you have sent. Letters lose their subject lines, because a letter to another gladiator needs a title no more than a whisper does. And a fault that had been swallowing news is gone — while the friends list was open, arriving messages, whispers and letters made no sound and left no mark.

  • FeatureThe Social panel. The people button on the chat dock opens four tabs: Friends, Guild, World and Mail. Every row carries a presence dot, a level and when that gladiator was last seen — and someone who is here now is told as “here now” rather than a time that would contradict the green dot beside it.
  • FeatureYour guild, at a glance. The Guild tab lists every member with rank and presence, those who are present first, headed by “4 of 12 here”. It answers one question — who is about — and leaves promotions and kicks to the guild hall where they belong.
  • FeatureThe World tab names everyone in the city right now, not just how many there are.
  • FeatureLetters live with the people. Read, reply to, write and delete a letter from the Mail tab. Sent letters appear for the first time — until now a letter left no trace for the one who wrote it. The Mailbox page closes and the header envelope goes with it; its count moves to the marks that were already there.
  • FeatureLetters no longer take a subject. A letter to another gladiator needs a title no more than a whisper does, and the list shows its first words instead. Letters from the city keep theirs.
  • FeatureWhispers get a tab of their own. They used to appear on every channel at once and scroll past in a busy Global. The tab appears at your first whisper and carries its own unread count.
  • FixThe dock stopped speaking while the friends list was open. An arriving message, guild message, world event or whisper made no sound and lit no badge for as long as the panel covered the chat — the whisper worst of all, since nothing recorded that it had happened at all.
  • FixA letter now tells you it arrived. The knock could be cancelled mid-flight before it was ever sent, and it never reached a gladiator sitting on the guild channel. Both are fixed — and when your connection drops and returns, the game now asks what it missed instead of waiting for you to reload the page.
  • QoLWhisper becomes Letter for a gladiator who is away, since that is where the path led anyway.
  • QoLThe settings button wears a cog. It wore a key, which read as signing in.
  • FixThe friends list no longer scrolls sideways on a small screen, and the tab row stops shifting under your finger when you change tabs.
16 Aug 2026 V49 FeatureContentQoL

The City Answers Back

Rome gets the parts of a city that were missing. You can write to another gladiator and the letter waits for them. The Chronicle keeps a record of what happened while you were away. You can keep a friend on a list, and stop hearing from someone you would rather not. Praeco the crier sets up on the Forum and buys materials for gold on the spot, and the market now shows what things have actually been selling for. There is a reason to come back each day, and a reward for having been away. On a phone, dungeon and raid fights fill the screen — and fit on it.

  • FeaturePraeco the crier buys materials on the Forum. Bring your whole pouch, pick the rows you want to sell, and see the gold before you agree. He pays 30% of a material’s value with no level requirement, so ore is worth something the day you dig it. He will not beat a good market price — he is the buyer who is there when nobody is bidding.
  • FeatureThe market shows what things are selling for. Each material carries its recent price, the last trade and how much changed hands this week; gear shows what its rarity and item level have been fetching. You can price a listing without guessing.
  • FeatureYou can write to another gladiator, and the letter waits for them. Mail reaches players who are not online — so a guild invitation arrives instead of sitting unseen until you happen to open the guild page, and a whisper to someone who has logged off is delivered instead of lost. Sending opens at level 8; you can receive at any level.
  • FeatureThe Chronicle keeps the city’s record. Ladon falling, Server Firsts, guild wars, someone reaching fifty — a day away now means reading what you missed. It has its own pin on the Forum in Rome.
  • FeatureFriends and blocking. Someone you met in a raid or in chat can go on your list and stay there. Someone you would rather not hear from can be blocked.
  • FeatureTwo new chat channels: Trade for buying and selling, Muster for finding a group.
  • FeatureLares’ Favor: a daily claim at the household shrine. Come once a day and the reward grows through a seven-day cycle — gold that scales with your level, three healing potions on the third day, and an item roll on the seventh. The calendar hangs on a Roman wall tablet, and each day shows what it holds.
  • FeatureRested Vigor. Two days away or more and you come back rested — up to three full expedition bars’ worth of charges. While they last, expedition fights pay +50% XP and +25% gold.
  • BalanceThe House of Laurels pays its high tiers properly. Its prices always rose with your rank but its rewards did not — the Victor’s War Chest handed over the same 600 gold whether it cost you 160 laurels or 570. Rewards now rise with you.
  • QoLTap your gold to open your purse. Every currency you carry, what earns it and where it is spent — and each row takes you to that counter.
  • FixYour Valor, Laurels and Crypt Marks now read on your character sheet, and the Guild Shop shows your Valor beside what things cost. Finding out what a guild war paid you no longer means going looking for it.
  • QoLValor and Laurels have icons of their own.
  • QoLSmaller things: Max is a button you can see, the Forge and the Ossuary have their own icons, and the wiki sits with the other reference pages.
  • QoLDungeon and raid fights take the whole screen. The header and the menu bar step aside for the length of a fight and come back when you leave it.
  • QoLAnd the fight fits on it. Boss, its health, your health, your target and your skills are visible at once, without scrolling. Health totals read inside the bars, and the combat log waits behind a button for when you want the round in words.
  • QoLRaid party frames sit down the left edge, so the boss keeps the middle of the screen.
  • FixA pass over the game on a phone: the House of Masks works properly now, hiscore boards no longer fill the screen with buttons, labels stay inside their tiles, and fights open at the top of the page instead of halfway down.
16 Aug 2026 V48.5 QoLFix

A slot you can click, and a book reward that says its number

Two player reports, both about being told less than the game knew. The buff slots on the header strap now open the same kind of menu the HP bar has always opened: click food, elixir or charm and pick from what you are carrying, with the effect and the duration on the row before you spend it. The vote and guild recesses open too, listing what can fill them and where those boosts come from. And The Long Road stops under-promising its last chapter: claiming it pays the chapter's reward and the book's final reward together, but only the chapter's was shown, so Britannia's first book advertised 2,800 XP and handed over 6,800. Book IX advertised 1,500 and handed over 11,100. The numbers were always right; the sentence in front of them was not.

  • QoLClick a buff slot to fill it. Food, elixir and charm each open a picker of what you are carrying — name, effect, how long it lasts, how many you have — and one click uses it, exactly like the healing menu under the HP bar. If a buff of that kind is already burning, the menu tells you whose time you are about to overwrite before you overwrite it.
  • QoLThe vote and guild slots open as well. They have nothing to use, so they list sources instead: which boost fits the recess and where it comes from. An empty recess used to say only that such a boost exists.
  • FixThe Long Road's last chapter now shows the book's final reward next to its own. Finishing a book has always paid both on the same click — gold, XP and an item — but the view named only the chapter's share, so the Continue button quoted a fraction of what it paid. The wiki has been printing the book reward correctly all along.
16 Aug 2026 V48.4 FixQoL

A villa level opens a tier instead of taking one away

A player reported that upgrading his villa dropped his workers back to roughly one material an hour, and that the third building villa level 2 grants could not be upgraded at all. Both were the code's fault. Worker output is normalised by material value, so a villa level swapped copper for iron and halved the count — the identical worth per hour, in exchange for 5,000 gold and a day of construction — and it took away the only passive source of copper while the low-tier recipes still ask for it. A villa level is now the ceiling on a worker's material rather than a decree: every tier the villa has opened stays open beside the ones below it, and each hand carries his own choice. No crew changes pace, because the default is the finest tier the villa opens, which is exactly what happened before. The panel stops misreporting upgrades too: a project in progress no longer makes every other building claim to be maxed out, and a worker post now reads as a worker rather than as a building with its upgrade button missing.

  • FixVilla workers choose their own material tier. The villa's level is the ceiling and every tier below it stays available, so copper no longer disappears the day you can mine iron. Output is value-normalised, so a finer material still arrives more slowly for the same worth per hour — that is now a choice you make rather than one the upgrade made for you. Existing workers keep producing exactly what they produced yesterday.
  • FixA building project in progress no longer makes every other building report itself as maxed out. One project at a time is still the rule, but it is now a disabled button with the reason in its tooltip, and “max” means max.
  • QoLThe worker post that villa level 2 opens reads as what it is: the trade leads the card, with the building he works in named underneath. It had rendered pixel-identical to a building, titled with the building’s name, and with no upgrade button.
16 Aug 2026 V48.3 QoL

Every piece says what it is

Armour told you which set it belonged to only once it was already on your character sheet. Now every piece says so wherever you meet it — in the shop, on the market, in loot, at the anvil and in any tooltip — as Cloth, Leather or Heavy armour, right after the slot. The armour number never revealed it: the three classes carry identical armour by design, and the class is the only thing that decides which set bonus you are building towards. Nothing about the items changed, only what they tell you.

  • QoLItem cards and tooltips now name the armour class — "Epic · Helmet · Heavy armour · iLvl 24" — on the character sheet, in the shop, on the market, in quest and raid loot, at the forge and in drop celebrations.
  • QoLScouted opponents show it too: arena profiles and guild-war defences reveal which armour class, and therefore which set bonus, the defender is wearing.
16 Aug 2026 V48.3 Fix

What the set numbers are worth

A player asked whether 6% armour penetration is really better than the other set bonuses, and whether damage reduction is the same thing as armour. Measuring the answer turned up a fault: whole sets were balanced against each other, but the two-piece bonuses were not — cloth's first tier was worth roughly double leather's, and two pieces is where most players live. Cloth's two bonuses have swapped places, so the set is worth exactly what it was worth before, down to the decimal, with the value sitting where the other sets already put it. The answers themselves now sit in the interface: crit and penetration rows say what they are worth in damage on your character, damage reduction says plainly that it is a separate multiplier applied after armour, and the wiki gains a section on both.

  • FeatureCloth set bonuses swap tiers: two pieces now grant +3 critical chance and four grant +3% damage. The set total is unchanged; the first tier no longer outweighs the other classes' by double.
  • FeatureCrit chance and armour piercing rows on the character sheet now state what they are worth in damage for your character — penetration is worth far less than its percentage suggests, because armour saturates.
  • FeatureDamage reduction is documented as what it is: a separate multiplier applied after armour, which is why it never suffers armour's diminishing returns. The wiki Combat page gains a section on penetration and reduction with worked numbers.
16 Aug 2026 V48.2 Fix

Exactly once, and the right letters

Dungeon and raid settlements now pay exactly once even when two requests race or a crash lands mid-batch: every payment line is guarded by the same two conditions as the flag that closes it, so a run either pays in full or leaves the door open for the replay to pay later. Nothing could double-pay before either, but a crash in the wrong microsecond could close the door without paying — that window is gone. The display font also comes back: Cinzel had been silently dropped by an asset sync in July, so every heading has been falling back to Times ever since. And the header stops nudging sideways once a second, this time for a reason that survives the font.

  • FixDungeon and live-raid settlements are now all-or-nothing: payment, loot, marks and mastery all carry the same guards as the settled flag, and a lost race retries once from fresh numbers instead of closing the door on an unpaid run.
  • FixCinzel returns as the display font. An asset sync had removed its @font-face rule in July, so headings quietly fell back to Times while the font file still downloaded on every page load.
  • FixHeader timers hold their width: the previous attempt relied on a font feature Georgia does not have, so the row still shifted every second.
16 Aug 2026 V48.1 Fix

Armour rows that explain themselves

The armour lines on your character sheet named sets instead of explaining them. They now read as what they are — Cloth, Leather or Heavy armour, so many of four pieces worn — and hovering one opens a proper card: what two pieces grant, what four grant, which of those you already have, and the rule that was written nowhere before, that any pieces of the class count and need not match. The set names remain as flavour where flavour belongs. Timers in the header also stop nudging everything sideways once a second.

  • FeatureArmour set rows are labelled by armour class (Cloth, Leather, Heavy) instead of set name, and show the bonus you have plus what one more piece would add.
  • FeatureHovering an armour row opens a card with both bonus tiers, which one is active, and the rule that any pieces of that class count toward it.
  • FixThe header stops shifting sideways every second: countdown digits now hold a fixed width.
16 Aug 2026 V48 ContentFeature

The ledger catches up

Britannia raised the cap and split the trades, and the achievement ledger never quite caught up: level 60 went unmarked, a hundred broken crypts counted for nothing, and the Total Level we hung in your Skills panel was a number with nowhere to stand. Both debts are paid. Fourteen new achievements enter the book — marks for the northern cap, lifetime dungeon and raid clears, Total Level tiers ending at Artifex Maximus — five of them carrying titles, and one Server First for whoever reaches 65 before anyone else. And the number gets its ladder: a Total level hiscores board, at the head of the professions block, in the game and on the wiki.

  • ContentFourteen new achievements. Warden of the Wall (level 60) and Legate (level 65) mark the northern cap, and the First Legate stands as a Server First for whoever gets there before anyone else. Lifetime dungeon and raid clears run from Delver to Master of the Depths (100 dungeons) and from Shield to Shield to Warband Legend (50 raids) — counted backwards: every crypt you have broken already stands to your name. Total Level tiers climb from Tradesman (250) to Artifex Maximus (1,700), the Chronicler waits at 45 tablets, the Pillar of Industry at 5,000 profession actions. Five new titles come with the marks.
  • FeatureThe hiscores gain a Total level board: the sum of all seventeen professions, the same number your Skills panel shows. It sits at the head of the professions block on the leaderboard — in the game and on the wiki.
  • FeatureThe wiki has been rebuilt: a proper design system with light mode and a layout that works on a phone, a search that answers how people actually phrase things, tables and tables of contents and sibling navigation on every page, and new pages for Sagas and Voting. Leaderboard tabs and patch-note filters now mirror the game exactly.
  • FixListing an item on the market no longer appears to reroll its stats — the listing showed the item derived with an older affix table, and bound affixes, Ascend Fervor and sockets went missing from the card. Nothing was ever wrong with the item itself.
  • FixThe character sheet no longer names an armour set you are not wearing: a single piece now reads as its armour class with the set named as the goal.
  • FixExpeditions load faster and the zone panel remembers being minimised. Area and monster art is 86 % lighter, and a fight spends two fewer database round trips.
15 Aug 2026 V47 ContentFeatureBalance

The World Expands: Britannia

There is a harbour on the Environs coast now, and a ship in it, and the ship goes somewhere. Britannia is open: a second continent for levels 45 to 65, three days across a cold grey sea — four zones, sixteen new foes, a dungeon under the northern wall and a four-player raid on a burned island, with the level cap raised from 50 to 65. The Long Road crosses the water with you: four new books follow Veturia, undertaker of Rutupiae, through a country that keeps its dead by entirely different rites, and every chapter and every new tablet is narrated. Your gear will notice the crossing, your talents will notice it, and the arena grows two tiers to hold the new band. Latium asked who pays. The north asks whose rites.

  • ContentThe Orbis Terrarum: a chart of the known world, reached from the new harbour on the Environs coast. Britannia is drawn and open from level 45; Aegyptus, Germania and Parthia stand beyond it, uncharted. The level cap rises to 65, and everything you own travels with you — both ways.
  • ContentFour zones past the cold sea: Rutupiae Landing (45), Silva Anderida (50), Vallum Aelium (55) and the Caledonian Highlands (60) — sixteen new foes, each painted into its own backdrop.
  • ContentMithraeum of the Ninth: a solo dungeon at level 52, cut into the rock beneath the wall, where an eagle-bearer still stands his post.
  • ContentGrove of Mona: a four-player trinity raid at level 60 against what answers on the island Rome burned. Kills in its antechamber, the Caledonian Highlands, press Sigils of Mona — each one buys an extra full-reward clear.
  • ContentEvery boss on the continent carries a unique — six in all, including the game's first ranged unique, the Warhorn of Brennus.
  • ContentThe Long Road, Books VI–IX: thirteen chapters from the quicklime quay to the last shore facing Mona, where the road ends — because the rest is not a road. Finishing all nine books earns the title the Wall-Crossed.
  • ContentThe Tabularium grows by thirty-six tablets to eighty-six: every new creature and boss, the places, the north's rites, all six uniques, and Veturia herself. The complete northern archive earns the title the Rite-Keeper.
  • FeatureSixty-two new narrations — every Britannia chapter and tablet is read aloud, same voice as the south. The longest recording in the game is now the last shore.
  • NewArmour has a fourth look from item level 50: Frontier, Ranger's and Oracle's gear — better made than Imperial, colder and plainer. Crossing the sea shows on your own back. At level 65 the Frontier Circlet enters the frame ladder, where gold stops being the summit.
  • BalanceTalents past 50 come at half rate — one point every other level, 48 in all at the cap — and nine new talents open, three per tree, aimed at the actions you use in dungeons and raids.
  • BalanceTwo new arena tiers hold the new band: Triumphator (51–58) and Invictus (59–65).
  • ContentThe Environs were redrawn with an honest coastline: the Fishing Cove sits on the sea, the harbour beside it, and the crafts that came with the profession split finally have doors on the map — the Timber Yard, the Loom Shed and the Vat Yard, with Alchemist's Row inside the city walls.
  • QoLYour Skills panel now shows a Total Level — the sum of all seventeen professions — and so does every profile you inspect. The number exists to be compared.
  • QoLBattle reports flow as a page instead of scrolling inside a clipped frame.
  • QoLThis update repaints half the world. If a map or an icon looks like it remembers the old days, hard-refresh once: Ctrl+Shift+R.
14 Aug 2026 V46.3 QoL

Every socket on the strap

This morning the buff strap showed your three consumable sockets and kept the rest of the system a secret: vote boosts and guild buffs only appeared once they were already burning. Now the whole strap is carved up front. Past the bronze rivet you'll always see a socket for your combat-XP boost, one for your profession-XP boost, and — if you wear a guild's colors — three more for War Banner, Guild Focus and Efficient Craft. Every empty socket is engraved with what belongs in it and its tooltip tells you where to get it. Eight sockets side by side say the one thing no tooltip had said out loud: all of these burn at the same time.

  • QoLVote and guild boost sockets are always visible past the rivet, engraved like the food, elixir and charm sockets. Guild sockets appear only if you are in a guild — the header makes no promises you cannot keep.
  • QoLThe combat-XP socket knows both of its suppliers: its tooltip points to voting and to Gladiator's Focus in the House of Laurels. Both feed the same slot.
  • QoLNarrow desktop windows (roughly half of a 1440p screen) no longer clip the tail of the header strip — it scrolls quietly instead.
14 Aug 2026 V46.2 QoL

The shops hang their signs

Nine wares that used to be represented by little line drawings now show you the thing itself. The House of Laurels paints its four rewards — the coin-stuffed war chest, the legionary's amber travel flask, the honey-gold artisan's bottle, the laureled gladiator's helm — and the guild hall paints all five of its cards, from the paired helmets of a growing roster to the great bronze krater of the PE refill. The same art follows the buffs it grants: light a War Banner and the banner itself hangs on your buff strap in the header, in paint, next to your stew.

  • QoLHouse of Laurels: Victor's War Chest, Expedition Draught, Artisan's Draught and Gladiator's Focus each carry painted art on their cards. Artisan's Draught no longer borrows the guild PE-refill's icon — it has its own bottle.
  • QoLGuild shop: the member-cap upgrade, all three guild buffs and the PE refill are painted. The three guild buffs wear the same art as medallions on the header's buff strap, so what you lit in the hall is what you see burning above your head.
  • QoLThe war-reward elixirs in the guild shop now load as small thumbnails instead of full-size art files — the tab opens noticeably lighter.
14 Aug 2026 V46.1 FeatureQoL

Wear your buffs like a soldier: the phalera row

The three little dashed outlines next to your energy meter have been demoted, honourably. A Roman soldier wore his decorations as phalerae — polished medallions on a chest strap — and that is what your buffs are now. The header carries a leather strap with three sockets carved into it: food, elixir, charm. An empty socket is engraved with the shape of what belongs there; an earned buff sits on top as a raised medallion showing the item's own art, and its gilded rim drains clockwise as the clock runs, so you can read 'about half left' from across the room without doing arithmetic on a countdown. Under five minutes the rim turns crimson and pulses, which is the strap's way of clearing its throat. And the row finally tells the whole truth: guild buffs — War Banner, Guild Focus, Efficient Craft — used to burn through their eight hours visible only in the guild hall's Shop tab. They now clip onto the strap beside your vote rewards, past the bronze rivet, timers and all. What the strap knows, you know.

  • FeatureBuff slots are medallions on a strap. Empty sockets are engraved recesses — a promise of what fits there — and active buffs are raised medallions wearing the item's art. The slot rule is unchanged: food, elixir and charm run at the same time, and the three sockets are always visible.
  • FeatureTime you can glance at: each medallion's gilded rim drains clockwise with the buff's remaining duration, alongside the compact countdown. Under five minutes the rim and timer turn crimson with a soft pulse (disabled if your system asks for reduced motion).
  • FeatureGuild buffs are visible in the header at last. War Banner, Guild Focus and Efficient Craft appear on the strap past the rivet — same place as vote rewards — with their remaining time, instead of hiding in the guild Shop tab. They stack with your personal slots as they always did: War Banner adds to an elixir's hit/crit under the same caps, Guild Focus multiplies with Scholar's Insight.
  • QoLThe header grew seven pixels to give the medallions room. If the top of the game looks oddly unchanged or misaligned, your browser is showing last week's wardrobe — a hard refresh (Ctrl+Shift+R) fetches the strap.
14 Aug 2026 V46 FixFeature

Charisma earns its keep: no dead points, no dead upgrades

This one began with a player report — 'upgrading the villa doesn't raise resource production' — and the investigation found something worse than the report: half of all room upgrades were arithmetic no-ops. The old production formula rounded a worker's rate so coarsely that levels 2, 4, 6 and 8 often produced exactly what the level below them did; two thousand gold and a six-hour build for a number that refused to move. The rounding also ate the Charisma production bonus whole at low room levels. Both are gone: a room's rate now climbs smoothly with every level and every point of Charisma moves output continuously, while level-1 output is bit-for-bit what it was — no retro nerf for beginners. The same dig closed a live exploit where a fast crew's fractional production let every collect click credit goods for free, forever. And Charisma itself no longer hits an invisible wall at 38 points: the steward's cut and the shop discount now keep improving past their old caps on a gentler second slope, with yesterday's curve guaranteed as a floor — nobody pays more or sells for less than before. The villa view now itemizes what your Charisma is actually doing for you: vault capacity, crew pace, steward's rate, line by line.

  • FixVilla room upgrades always raise production now. The old formula's rounding made half of all upgrade levels change nothing; every level now adds a visible amount per hour, and the Charisma production bonus applies smoothly instead of vanishing into the same rounding. Level-1 base output is unchanged.
  • FixA collect exploit is closed: with a fast enough crew, fractional per-tick production meant the collect button never advanced its bookkeeping anchor — every click credited goods for free. The anchor now advances with second-level precision and collecting twice pays exactly once.
  • FeatureCharisma no longer stops paying at 38 points. The steward's sale rate keeps climbing past its old 55% ceiling on a gentler slope (up to 65% at very high Charisma), and the NPC shop discount continues past 20% up to 25%. The old curves are hard floors of the new ones — no character sells for less or pays more than yesterday.
  • QoLThe villa ledger shows what Charisma contributes: how much of your vault capacity comes from it, how much faster your crews work, and how many points of the steward's rate it adds. The character sheet and the wiki's Attributes and Economy pages follow the new curves.
13 Aug 2026 V45 FeatureQoL

Four new trades: the vat, the loom, the sawpit and the crucible

Two pieces of player feedback, one answer. The first asked for tanning, weaving and woodworking to stand as their own processing professions, the way smelting stands between mining and the crafts — and the game agreed before we did: those three ladders have always been 1-energy processing steps, they just lived inside Leatherworking, Tailoring and Fletching, so a tailor who wanted a tome board levelled a bowyer to get it. They are trades of their own now, and nobody starts over: your new tanning, weaving and woodworking skills begin exactly where your leatherworking, tailoring and fletching stood, because that is where the work was done. The second request was five words — please let people trade copper ore for tin — and it is answered by the seventeenth trade, Alchemy. Three of any raw material become one of the next thing up, at a fixed rate that always costs more than it gives: three copper into one tin, three copper into one agate, three iron into one silver, in every gathering family up the whole ladder. Gathering the higher tier straight is still cheaper in energy. Alchemy is for the pile of copper you could not spend and the stone the hill would not give you.

  • FeatureTanning, Weaving and Woodworking are their own processing professions. The recipes are the ones you know — tan, weave and saw, unchanged — and your skill in each new trade starts equal to the profession it came from, so a fletcher who could saw oak yesterday can saw oak today. Requested in exactly those words: 'the same way smelting is between mining and crafting professions.'
  • FeatureAlchemy, the seventeenth trade. Three of a lesser raw material transmute into one of the next tier up — ore, logs, herbs, fish, hides, fibre and gems, all the way to the top of each family. The two recipes at skill 1 answer two long-standing shortages: three copper ore into one tin ore, and three copper ore into one agate. The rate is deliberately lossy; the vein is still the best source of everything, and the crucible is for surplus.
  • FeatureSteel Arrows (Master Volley) — a new fletching recipe at skill 80 that doubles the steel-arrow batch. With the saw moved to Woodworking, this keeps an open top rung on the fletcher's ladder.
  • QoLThe Olivewood Sling and Goatskin Grips are now craftable at skill 1, so Fletching and Leatherworking can be started from nothing — their old first steps left with the saw and the vat.
  • QoLFour new trade introductions — Pollio has his own vat yard now, Vatia runs the timber bench, Prisca works the second loom, and Celsus keeps a crucible two doors down from Lentulus. The fletching introduction was rewritten around the sling; if you were mid-way through it, your steps have changed.
  • QoLThe daily AFK-training rotation now draws from seventeen trades instead of thirteen, so today's three offers are a fresh shuffle. Any shift already underway pays out as normal.
13 Aug 2026 V44.2 QoLFix

The market learns to be looked at

This morning the market learned to sell what is in your pouch. By afternoon it had a new problem: everything you could now sell arrived in one undivided heap. Potions, arrows, iron ore and a raid stone shared a single Materials tab twenty-five rows at a time, every listing was a bare name with no picture, and the filter bar above them was cut off on a short window and moved its own buttons whenever you changed tabs. So this is the second pass — no new thing to do, just the market finally being legible while you do it. Supplies have their own tab now, both material tabs have a Kind filter, and a Per unit sort answers the question a lot-priced market actually asks: fifty ore for a hundred gold or two ore for twelve — which is cheaper? Every listing, every buy order and every one of your own listings now carries the same framed icon as your bag, and hovering one tells you what the thing does, whether it is a weapon's stats against what you are wearing or an elixir's effect and duration. And the demand board finally finishes its own sentence: Sell on someone's buy order opens the listing form already filled in with the quantity you can spare and the price that order pays, so the sale happens where you saw the demand, in one click, instead of sending you off to your character sheet to find the material yourself.

  • QoLSupplies have their own tab in Browse. A potion and a lump of iron ore were never the same shelf in your bag and are no longer the same shelf on the market: Gear, Materials, Supplies. Both material tabs also get a Kind filter — Ore, Bars, Herbs, Gems on one side, Food, Potions, Elixirs, Ammunition, Scrolls on the other — and it lists only what is actually tradeable.
  • QoLA Per unit sort, on the tabs where things are sold in lots. A lot is priced whole, so ordering by price compared nothing between listings of different sizes: fifty ore for a hundred gold sorted below two ore for twelve, though it is a third of the price per ore. Gear keeps the sorts it had — it is sold one piece at a time.
  • QoLMaterials and supplies show their icon everywhere they appear — browse listings, your own listings, and both buy-order lists — in the same framed tile your bag uses. A grid where half the cards had pictures and half did not looked unfinished, and a picture is read faster than a name.
  • QoLHovering a listing now tells you what it is. Gear has answered a hover since the market opened, with its stats and a comparison against the piece you are wearing; materials answer one now too — the effect, the lot size, the price each, and the line of lore if the thing has one. A raw material says where it goes instead of opening an empty card.
  • FeatureSell on the demand board now sells. It used to send you to your character sheet to find the material yourself; it opens the market's own listing form with the quantity you can spare and the price that order pays already filled in, so the sale completes in the view where you saw the demand. Your own orders also show a fill bar — whether an order has moved at all is now a glance, not two numbers to compare.
  • FixThe filter bar shows all of itself. On a short window it shrank below its own contents and hid the Slot, Rarity and Level controls behind its own scrollbar — the labels were visible with nothing under them. It no longer shrinks, and it is shorter than it was, so the listings keep the space.
  • FixThe filter bar also stops rearranging itself. Switching from Gear to Materials moved the tabs, the Sort box and the Apply button, because all of them shared one wrapping row and the gear tab has more fields. The row that never changes is separated from the row that does, so the button you are reaching for stays where you saw it.
13 Aug 2026 V44.1 FeatureFixQoL

The market takes what is in your pouch, and the raid clock stops restarting

Two doors that were never hung. The market's List an item button offered gear and nothing else: materials could only be sold from the pouch on your character sheet, and supplies — potions, food, arrows — could not be sold anywhere at all. That was never a rule. The market has accepted material listings since it opened; the button simply never asked. It now opens on three tabs, Gear, Materials and Supplies, shows your pouch as the same icon cells you know from your bag, and asks for a quantity and a total price with the listing fee and your net after tax counted as you type. The second door is in the raids, and Zeus, Resec98 and Leored all knocked on it: the Resolve now button. Pressing it committed one player early, the room broadcast the new state, and every other screen in the band restarted its own fifteen-second round timer from zero — selections wiped, the round dragging on toward the server's thirty-second backstop. The button is gone, and the countdown now belongs to the round rather than to the last redraw, so a refresh mid-round keeps the clock running and your choice lit.

  • FeatureMaterials and supplies are listed from the market itself. Market → My listings → List an item now opens on three tabs — Gear, Materials, Supplies — and draws your pouch as the icon cells you already know, grouped by kind. Choose one, set how many and what the lot costs, and the fee and your net are shown while you type. Bound goods are absent for the same reason they always were: they cannot be traded. Selling from the pouch on your character sheet still works — this is a second way in, not a replacement.
  • FixA listing sheet no longer vanishes while you are filling it in. The game quietly refreshes your character every thirty seconds, and that refresh redrew the page underneath the open sheet, taking a hand-typed quantity and price with it. It hit the gear sheet and the buy-order sheet exactly as hard. Sheets now hold still until you close them.
  • FixThe ask-price range offered for potions, forge consumables and raid stones is now the range the market actually accepts. These carry no vendor value, so their ceiling is a flat 30 gold — but the form was quoting three times the stack instead, inviting an ask that would be refused the moment you pressed the button.
  • FixThe Resolve now button is gone from raids. It was a leftover from practising alone: in a live band it committed you early, and the state it broadcast restarted the round timer on every other screen, so the round ran to the server's thirty-second backstop instead of the fifteen seconds the bar was showing. Rounds now resolve on the shared countdown alone. Reported by Zeus, Resec98 and Leored.
  • QoLThe raid round timer belongs to the round now, not to the last redraw. If the screen refreshes mid-round the clock keeps running, your chosen skill stays highlighted, and once your choice is in the buttons say you are waiting for the rest of the band instead of inviting a second click.
13 Aug 2026 V44 FeatureBalanceFixQoL

Six notes from the field, and the socket that was always there

Ambiwar and Roccandil left six notes in #feedback, and every one of them was taken seriously enough to measure. One turned out to be a compliment in disguise: the agate drop rate was suspected of being broken and was measured honest — 5.002% over three hundred thousand gathers — so what changed is not the roll but the demand, and the amulet now asks for one agate instead of two. One turned out to be a door that had never been hung: gem sockets have existed in the deep code since V34, with sapphires dropping and nothing anywhere to set them into. That chain now lives in the Forge, where a mastered weapon can be cut, a stone set, and a stone pried back out — always back out, never destroyed. The Ossuary now lists the cut among the things Crypt Marks buy, and points you at the Forge to buy it. The rest were plainly right: copper piled up because bronze barely used it, an odd stat point bought nothing at all, a single piece of an armour set showed no set row, and the gathering cards never said how many herbs you already had. All fixed. Keep the notes coming — the ones that are wrong are still worth the measuring.

  • FeatureWeapon sockets are reachable at last. The Forge gains three cards on a mastered weapon: Fit socket cuts one for Crypt Marks (earned in dungeons — the card now says so), Set stone fits a gem from your pouch for free, and Pry out returns the stone to you, every time, for a small fee. The routes existed since V34; the way to use them did not.
  • QoLThe Ossuary catalogue now shows the socket cut alongside everything else Crypt Marks buy, at your own level's price, with a button that opens the Forge — because the weapon is chosen there.
  • BalanceSmelting bronze now takes five copper per bar instead of one. Copper was measured at 6.69 per tin from the vein and used one to one, so 85% of it was dead weight. The bar's price, its pace, and the odds on Two Worthless Rocks do not move — only the surplus does, down to a quarter.
  • BalanceThe Agate Amulet asks for one agate and two bronze bars, not two agates. The 5% agate roll was measured at 5.002% over 300,000 gathers — the rate was never broken, the recipe just demanded two rare stones where one respects your time.
  • FeatureAn odd stat point is no longer a wasted one. Style stats now move both ends of your weapon's damage range — the floor of the bonus on the minimum, the ceiling on the maximum — so every point buys something. Even stat totals roll exactly as before, to the bit.
  • QoLWearing a single piece of an armour set now shows the set row on your character sheet. It used to start at two pieces, which is precisely one too late to learn that sets exist.
  • QoLGathering cards now show how many of a material you already hold, for every gathering profession — the count was always loaded, and nothing displayed it.
  • FixThe villa steward no longer buys bound items. His charisma-boosted price made him a better fence than the shop the binding exists to block — a bound legendary could be lost in one click for gold. He now refuses, the same way the market does.
12 Aug 2026 V43.1 FixQoL

A trade you have begun is still one click away

The Trades list on the quest board had a button that only existed until you used it. An untouched trade offered a way in; the moment you began one, that way in was replaced by the progress count, and a finished trade by a check mark. Nothing on the page led back to the workshop after that, and the trades have no entry in the sidebar — the only route left was the Skills panel on your character sheet, which the quest board never mentions. A player found this the honest way: read the herb-seller out, went mining, came back to the board and found the row reading 8 / 10 with nowhere to click. The trade's name is now a link in every state, before you begin, while you work and after it is done. The button that opens a new trade also says what it does: Open, not Read — the old word read like a mark that a thing had been seen, and the row changing afterwards looked like the click had done something it never did.

  • FixThe name of a trade on the quest board links to its workshop whether the trade is untouched, in progress, or finished. Only the untouched row carried a link before, so beginning a trade removed the one path the board offered back to it.
  • QoL"Read" is now "Open". Nothing was ever stored by pressing it — it opens the workshop, and the row turns into a counter because the trade itself has begun, not because the button was clicked.
11 Aug 2026 V43 ContentNewBalance

The boss drops the pattern, you forge the item

Twenty-one legendary items arrive with the Magnum tier, and not one of them drops. The Avernal Throne and Ladon hand out patterns instead: a pattern is a promise, and the item at the end of it is made at your own forge, by a smith, fletcher or enchanter who has taken the trade to 90. A pattern is never the wrong one — it reads the weapon in your hand or the armour on your back and matches it, so the only question a clear asks is whether a pattern comes, never which. Nine weapons from the Throne, twelve pieces of armour from Ladon, three armour classes with the set bonuses you already know. Everything made this way is bound to the one who made it: this tier is earned, and it cannot be bought.

  • ContentNine weapons from the Avernal Throne — Emberedge, Slagmaul, Cindercleaver, Ashfall Sling, Pyrebolt Arbalest, Bow of the Quiet Fire, Wand of Banked Coals, Scepter of the Seated Titan, and Staff of the Avernal Throne. One for every weapon a mastery track covers, so no style is left waiting.
  • ContentTwelve pieces of armour from Ladon: Dracoscale for heavy, Sleepless for leather, Orchard for cloth, four slots each. They feed the existing sets — a full Dracoscale kit is Bulwark of the Legion, Sleepless is the Skirmisher's Guise, Orchard the Vestments of the Sibyl.
  • ContentPatterns are aimed, not rolled. Clear the Throne with a gladius equipped and the pattern is Emberedge; clear it holding a staff and it is the Staff of the Avernal Throne. Ladon reads your chest armour and opens all four slots of that class at once. A pattern you already know is not a wasted drop — it comes apart into two catalysts.
  • ContentThe Throne gives up a pattern on a quarter of clears and 1-2 Throne Cinders on three fifths of them. Ladon is stingier with patterns at 15% and equally generous with Ladon Scales. The catalyst grind, not the pattern, is what sets the pace: a weapon takes 8 and a full armour set 15.
  • ContentThree gates, and a pattern alone opens none of them: the trade at skill 90, weapon mastery rank 5 for weapons, and the pattern itself. Skill and mastery can be earned alone at your own pace. The pattern cannot — it is only ever found past a boss.
  • BalanceMagnum gear is a full legendary at item level 50, roughly a quarter above epic and a sixth below mythic: a balanced weapon lands at 180-273 damage, and a four-piece armour set at 276 armour. Crafting is tier 8, four preparation each, and it teaches 324 profession XP.
  • ContentEvery Magnum item is bound on craft. It cannot be sold to a merchant or listed on the market — the only way to hold one is to have made it.
  • BalanceRadiant Core now comes out of a legendary on half of breaks rather than every one. It is the scarcest reagent in the game and the pace-setter for the whole Magnum tier, and a guaranteed core made breaking legendaries the obvious answer to every shortage. Two legendaries still average one core, and the disenchant card now says so before you break anything — the yield it lists is split into what you always get and what you sometimes get, with the odds written out. Mythic is unchanged and still gives two, guaranteed.
11 Aug 2026 V42 BalanceContent

An apprentice gets paid, and the quest board stops repeating itself

Work and training share one slot, so taking one means giving up the other — and until now that was not a choice anyone had to think about. A gold shift paid thousands; the same hours spent learning a trade paid nothing at all beyond the skill itself, and skill does not buy armour. A city trade shift now pays an apprentice's wage on top of the profession XP. It is deliberately well under what a paid job of the same length earns, because gold work should stay the best way to earn gold — but the choice is now a real one. Three trades are hiring each day instead of two, so the trade you actually care about comes up closer to one day in four than one in seven, and a shift teaches about a quarter more than it used to. On the quest board: six templates rotating three at a time meant the same three kept coming back, and there was no level check at all, so a level 1 gladiator could be handed an arena quest for an arena that opens at level 5. There are now ten templates, every one of them gated to content you can actually reach, and dungeons and raids finally hand out quests of their own. The four-hour shift quest has moved to the weeklies, because as a daily it asked you to stop playing: a shift blocks expeditions, the arena and stat training while it runs, and a daily cannot be scheduled overnight. One note: because the pool itself changed, everyone's current dailies and weeklies are redrawn once.

  • BalanceA city trade shift now pays gold as well as profession XP. A 12-hour shift at level 30 pays 735 gold, at level 50 it pays 1,180 — around a quarter of what the best paid job of the same length earns, and charisma raises it exactly as it raises any other wage. Training was the only thing in the game that cost you a full shift slot and paid no gold whatsoever.
  • BalanceThree trades are hiring each day, not two. The trade you want now comes up on roughly 23% of days instead of 15%. The day's first two trades are unchanged — the third is simply added, so no day you have already seen shifts.
  • BalanceTraining shifts teach 25% more: about 625 XP for 6 hours and 1,270 for 12, at middling skill. Gathering is still far faster for raw skill; training is the option that runs while you are away.
  • ContentFour new quest types: craft items, disenchant items, clear a dungeon, and clear a raid. Dungeon and raid clears are counted from the win only — walking in and giving up advances nothing.
  • FixQuests are now gated to content you can reach. Arena quests need level 5, dungeon quests level 10 and raid quests level 15 — matching each one's own unlock — and disenchanting needs level 8, since a new character has nothing spare to break down. A level 1 character could previously be handed an arena quest and simply had to reroll it.
  • Balance"Complete a shift of 4 hours or longer" is a weekly now, not a daily. A shift blocks expeditions, the arena, the world boss and stat training while it runs, so as a daily it pushed you out of the game with no way to schedule around it. As a weekly you can run it overnight. Clearing a raid is weekly-only for the same kind of reason — it needs a band, and a band cannot be summoned to order.
  • ContentEveryone's dailies and weeklies are drawn fresh once when this goes live, because the pool they are drawn from changed. Progress on the quests you had is not carried across.
11 Aug 2026 V41.4 Fix

A boss quest now counts the game's actual bosses

"Defeat 3 hard or boss monsters" turns up as a daily, as a weekly, as a campaign step and inside the sagas — and until now it only ever counted kills made on an expedition. Which meant the two pieces of content built entirely around a boss fight, the dungeon and the raid, advanced it by nothing at all. Clear the Avernal Throne, come back to the quest board, find the counter still on 0/3: that reads as broken, not as a rule. A dungeon or raid boss now reports its kill the moment the fight settles, and the quest accepts it. Zone quests are deliberately left alone — "Defeat 8 in Via Appia Woods" still counts expedition kills only, not as a counterweight but because a dungeon has no zone for it to hit. Expedition points are unchanged as well: entering a dungeon has always counted towards the spend quest, and still does. Alongside that, two things that made screens harder to read than they needed to be — an item tooltip that could stick to the screen for good, and the arena's Laurel Shop tab.

  • FixBeating a dungeon or raid boss advances "Defeat N hard or boss monsters" — the daily, the weekly, the campaign step and the saga version alike. Both bosses sit above a crusade boss in difficulty, so the quest that asks for boss kills had been ignoring the hardest kills in the game.
  • FixZone kill quests still count expedition kills only. A dungeon or raid is not fought in a zone, so there is nothing there for them to count towards — that lock is unchanged.
  • FixItem tooltips no longer stay stuck on screen. Depositing to a stash redraws the list under your cursor, and a browser never tells an element it has just removed that the mouse has left it, so the tooltip that element had opened stayed up permanently. Every surface that shows items is covered: guild stash, villa stash, forge, professions, dungeon, raid, quests and the battle report.
  • FixThe Laurel Shop tab in the arena is readable again. Gold lettering on light parchment was already faint, and hovering swapped the background for a translucent gold veil that let the Colosseum art behind the page show straight through the button, washing the label out completely. It keeps its bronze border and Laurel count, so it still reads as a link rather than a tab that refuses to select.
10 Aug 2026 V41.3 QoL

Every trade action now says what it pays

Gathering nodes have printed their exact skill XP on every row for a while: the number you will actually earn, and a colour that says whether you are still getting full value out of that node. Recipes printed the energy cost and the materials and nothing at all about the reward — which left the one decision a workshop screen exists for, where the next few points of energy should go, as a guess in all seven crafting trades and in smelting. Every unlocked recipe now carries the same tag as a node: the exact XP that craft pays at your current skill, in the same colours, with the skill at which full XP ends named in the tooltip. Disenchanting shows the enchanting XP each piece is worth, next to the reagents it yields. Nothing about the rewards themselves changed — those numbers were always what your account received, they were simply nowhere to be seen.

  • QoLEvery unlocked recipe shows the exact skill XP it will pay you right now, coloured the way gathering nodes are: full XP while the recipe still suits your skill, and reduced once your skill has outgrown it.
  • QoLHovering a recipe's XP tag names the skill at which its full XP ends — the same warning the gathering screens give before the drop arrives.
  • QoLDisenchant cards show the enchanting XP each piece pays. That one depends on the piece's rarity alone and never drops off.
10 Aug 2026 V41.2 Fix

Your name fits in the sign-in box again

A player rerolled the dice on the name generator, got Casual Aemilius Niger, played to level 6 — and then could not get back in. The sign-in field stopped accepting letters at twenty, and the name the game had handed him was twenty-one. There was no error and nothing to work around: the box simply refused the last letter, so the name never matched and he started over from level 1. Registration allowed twenty-four characters all along; sign-in, the password reset and a few other places had quietly settled on twenty. They all use twenty-four now, which is the only limit the game has ever actually enforced. If you abandoned a character over this, the original name still works — sign in with it.

  • FixThe sign-in name field accepts the full 24 characters, so any name the generator produces can be typed back in. Names of 21 to 24 characters were unusable before this.
  • FixGuild invites by name work for long names too — inviting a 21-character gladiator used to fail with 'No such gladiator', in the box and on the server alike.
  • FixReporting a chat message from a player with a long name goes through instead of being rejected.
8 Aug 2026 V41.1 Fix

A task you finish says so, without a reload

A player used his own bandage to finish Herbalism's introduction, and the quest went on reading unfinished. Reloading the page revealed it had been complete the whole time. The server had done its part; the page simply never asked again. That reads as a broken game, and it was the worst possible place for it — the step that teaches you a trade pays for itself. Quest screens now refresh the moment you do something, wherever you did it. Kill something in an expedition, brew something at a workbench, drink a potion from your health bar: the Quests tab, The Long Road and the trade panels all catch up on their own.

  • FixFinishing a quest step now updates the quest, immediately and without a page reload. This applies to every quest — daily, weekly, sagas, The Long Road and the thirteen trade introductions.
  • FixActions taken away from the quest screen count too. Using a bandage from your health bar was the case that exposed this, and it is the case that fixes it.
8 Aug 2026 V41.1 QoL

A volume for the effects, and one less scrollbar

Two comforts. Sound effects were all-or-nothing: one mute switch for the hammer, the arena, the chat beep and Ladon's roar alike, so the only way to quiet any of them was to silence all of them. They now share a volume slider, sitting beside music and narration where you would look for it. And the Work & Quests screen has stopped scrolling inside itself: on a laptop each panel was its own small window, and the Work and Quests tabs sat half-buried in the first one, awkward to even click. The panels are now as tall as what they contain and the page scrolls as one.

  • QoLA Sound effects volume slider in the audio menu, covering every effect in the game — trades, arena hits, boss roars, the chat notification. Zero mutes, and dragging up unmutes.
  • QoLWork & Quests panels grow to fit their contents instead of scrolling inside a fixed box, so the two tabs are always reachable and a quest list is readable in one pass.
8 Aug 2026 V41 FeatureQoL

The game finally explains itself

A level-3 player asked in world chat what he should be focusing on, and then described how he had been learning: he bought bandages from the shop until somebody in chat told him he could brew them himself. Every answer he needed existed in the game. None of it was ever said. So the game says it now. A new gladiator gets a welcome screen that states what the game is, what the loop is, and the three things you can be playing for — the long climb to 50, honour in the Arena, or mastery of the trades — with nothing locked in by the choice. After that a card at the bottom of the screen names one thing to do next and, more importantly, why it is worth doing. Ten steps, from spending your free points to putting a bandage in your bag, and the whole thing retires itself at level 5 when the Arena and guilds open. It is skippable from the first frame, and the chip in the header brings it back if you skip it by accident.

  • NewA welcome screen on your first login: what the game is, the core loop in one line, and how healing actually works. Skippable immediately.
  • NewA step card that follows you from screen to screen with one task and one reason. Finishing a step now says "Step complete" before the next one arrives.
  • NewA guide chip in the header next to your buffs, showing how far along you are. Click it for the full checklist, or to bring the guide back after dismissing it.
  • QoL"You are too injured to fight" now tells you what to do about it: wounds close on their own within two hours, or you can click your health bar and use a bandage. Same message in the Arena, dungeons and raids.
  • QoLThe heal menu's empty state points at both answers — buy one from the Shop, or brew your own from mint at Herbalism skill 1.
  • QoLThe Shop's Potions shelf is now called Healing, and each shelf has its own address, so links and the back button finally work on shop tabs.
8 Aug 2026 V41 FeatureContent

Every trade now makes its own case

All thirteen professions have been open from level 1 since launch, with no picker, no order, and nothing anywhere that argued why any of them was worth an hour. Each one now has a short introduction: somebody who works the trade tells you what it is actually for, you do the thing once, and you see the result. Vibia the herb-seller admits she has been selling you your own hillside. Crispus the foundry stoker holds two worthless rocks over one flame. Kaeso the armourer will not lend you a bar and points at the hills. They are one-time chains, they pay gold and experience — a little over 1,800 gold across all thirteen — and the skill you gain comes from doing the work rather than from a prize at the end. Find them on the Work & Quests tab under Trades, or waiting on a profession's own page the first time you open it.

  • NewThirteen profession introductions, one per trade. Read why it exists, do it once, see what it produced.
  • NewA Trades section on the Work & Quests tab, grouped by gathering, processing and crafting, showing which ones you have begun.
  • ContentHerbalism's is the one to start with: pick mint, brew two bandages, and close a wound with one you made. It costs a walk up a slope instead of eight gold a bottle.
  • ContentEnchanting's exists because of this release's refining line: it is the only trade whose raw material is the gear you were never going to wear, and it ends with a wand.
8 Aug 2026 V41 QoL

Gathering screens lost the map and gained a list

Gathering professions had their own view: nodes as pins scattered over the backdrop, with the details hidden in a floating card on hover or behind a narrow side panel. It looked good and it told you nothing. What a node yields, what it costs you, and what experience it actually pays at your current skill all needed a hover or a tap, and two nodes could never be on screen at the same time — which is the one thing gathering asks you to do. Every profession now uses the same layout the workshops already had. The artwork stayed exactly where it was; only the pins are gone.

  • QoLEvery gathering node is a row that states its guaranteed yield, its chance drops, its energy cost and the experience it will pay you — no hovering, and all of them comparable at a glance.
  • FixHerbalism and Tailoring show both their gathering grounds and their recipes. Tailoring grows its own fibre, and its nodes were previously unreachable from its own page.
8 Aug 2026 V41 FeatureBalance

The healing ladder finally goes past 250

Herbalism's elixirs reached tier 7 a while ago. Its healing potions never left tier 3 — the Healing Potion has been the biggest heal in the game since launch, and 250 HP stopped being a meaningful heal somewhere around level 28. Today it is 27 % of a top player's bar and does not cover a single Ladon counterattack. So the line continues. The Greater Healing Potion restores 700 HP, brews at Herbalism 60 from the wormwood you were already picking, and is stocked in the Shop. Above it sits the Panacea at 1,200 HP — a full bar at the level cap — and that one is not for sale anywhere. Its herb is mistletoe, it grows at a single skill-80 node, and nothing else in the game uses it. Note that healing never overheals: the big bottles are a level decision, not a gold one. A 130 g Greater Healing Potion only beats a 50 g Healing Potion once you have about 650 HP of bar to refill.

  • NewGreater Healing Potion: 700 HP. Brewed at Herbalism 60 from 2 Wormwood and 1 Laurel, or bought in the Shop for 130 gold.
  • NewPanacea: 1,200 HP, a full bar at the level cap. Brewed at Herbalism 80 from 2 Mistletoe and 1 Silphium. Craft-only — no shop stocks it.
  • NewMistletoe Bough, a second tier-7 Herbalism node at skill 80. The Cyrenean Silphium Field gives you more of what you had; this gives you the one herb no other recipe wants.
  • BalanceBoth new potions can be listed on the market, unlike the older three. Their price ceiling is tied to what their herbs are worth, so a Panacea tops out at 189 gold — the best gold-per-energy conversion Herbalism has, and the reason to push the skill to 80.
8 Aug 2026 V40 BalanceFeatureQoL

Enchanting gets the refine line every other profession already had

Smelting turns ore into bars and weaving turns fibre into cloth, but Enchanting turned dust into nothing — so disenchanting buried you in glimmer dust while Arcane Essence was the bottleneck on everything you wanted to make. Sublimation fixes it: 8 dust become 1 essence, at skill 1, 45 and 80. The two recipes that were denominated in the wrong currency now ask for dust instead — the Radiant Warding Rune costs 12 disenchants where it used to cost 39. Your villa can staff a scriptorium, the first passive source of dust in the game. And the Forge now admits what it never said out loud: the scrolls on its shelf are craftable, from the gear you were going to break down anyway. Buying one costs around 8,000 gold a slot; the materials cost around 655.

  • FeatureSublimation: three new Enchanting recipes turn Glimmer Dust into Arcane Essence at 8 to 1, unlocking at skill 1, 45 and 80 with a bigger batch at each step.
  • BalanceRadiant Warding Rune now costs 50 dust and 5 essence, was 20 dust and 10 essence. Same rune, paid in the reagent you actually have: 39 disenchants down to 12.
  • BalanceCharm of Dissolution now costs a rune plus 20 dust and 2 essence, was a rune plus 6 essence. 62 disenchants down to 17.
  • NewThe villa workshop can employ a Scriptorium Hand, producing Glimmer Dust while you are away. Enchanting was the only profession whose raw material had no gathering node and no passive source at all.
  • FixScroll of Vulcan, Mars, Juno and Fatum no longer claim to teach an ability. They never did — they permanently upgrade a piece of gear at the Forge, and the recipe card now says so in the Forge's own words.
  • QoLThe Forge supply shelf names which of its consumables you can craft yourself and links straight to Enchanting, instead of only offering to sell you one.
  • QoLGlimmer Dust and Arcane Essence descriptions now name where they come from. Essence has three sources and two of them were invisible — refining dust, and Scribe shifts, which drop essence on top of full job pay.
  • QoLOn the wiki, Enchanting recipe outputs are links rather than dead text, and the Forge page states that its scrolls are crafted by Enchanting.
8 Aug 2026 V39.1 QoLFeature

Your guild roster now shows when each member was last here

Guild leaders asked to see who has gone quiet, and the roster now says so. A Last seen column sits beside Donated on the My Guild tab, reading '3 min ago' for whoever is playing right now and '12 d ago' for whoever is not — anything a week cold turns gold, because that is what you are scanning for. It measures the last time a member actually played, not the last time they typed their password: sessions last a month and renew themselves, so the most active member in your guild may not have signed in since spring. The column is guild business and stays inside the guild — a rival opening your profile sees the roster, not your members' schedules.

  • FeatureThe guild roster has a new Last seen column, to the right of Donated, showing how long ago each member was last in the game.
  • QoLMembers who have been away a week or longer are highlighted, so a full roster can be scanned for idle players at a glance.
  • QoLThe online dot and Last seen answer different questions: the dot is who is here this second, the column is who has been here lately.
  • FixLast seen tracks real play, not logins. A 30-day sliding session means an everyday player can go months without signing in again, which would have made the most active members look like the most idle ones.
7 Aug 2026 V39.0 BalanceFixContent

Every profession now reaches 100 at the same speed, and the last five levels count

Two professions, the same journey, half the price. Woodcutting cost 6 091 profession energy to reach skill 100. Herbalism cost 2 952. The reason was invisible from the outside: Herbalism earned double skill XP, and that doubling lived in the server's plumbing rather than in the data, so Mint Patch and Olive Grove read identically on the page while one of them was quietly worth twice the other. That patch on a single profession is now gone. Every action in the game earns the same XP for the same energy at the same tier, and all thirteen professions land within 1 % of each other. Nobody's progress moves: the XP threshold for each skill level is untouched, so your skill sits exactly where you left it — only what you earn from here changes. The other half of this is the ending. Every profession's top step used to sit at skill 75, which meant the last five levels paid a quarter to a half XP no matter how well you played — the grind got worse exactly when you were closest to finishing. Every profession now has a step at skill 80, so the run to 100 pays full rate the whole way.

  • BalanceEvery profession costs about 2 000 profession energy to reach skill 100. The spread between fastest and slowest was 2.08×; it is now 1.01×.
  • FixThe last five skill levels no longer pay reduced XP. Every profession gained a top step at skill 80, which is what removes the cliff.
  • FixHerbalism's hidden 2× skill XP is gone. It only ever helped one profession of thirteen, and it was impossible to see.
  • FixTailoring's fibre ladder had holes at skill 40–44 and 70–74 where nothing you could do paid properly. Hemp and cotton fill them.
  • ContentSmelting, Tailoring, Leatherworking, Fletching, Herbalism, Cooking and Crafting gained top-tier recipes; eight armour slots that stopped at item level 15–35 now run to 50.
  • FixThe energy cost shown on a node or recipe is now the cost you are actually charged. Guild members with the energy discount were shown the full price — and the Gather button was greyed out on nodes the server would have accepted.
7 Aug 2026 V39.0 NewContentBalance

Enchanting makes charms, and there is a third slot to wear one in

Enchanting had a quiet problem: almost everything it made was something you could have bought. Four of its recipes teach a spell once and are then finished forever, and its only repeatable products were Forge consumables identical to the ones on sale for gold. So levelling it never felt like gaining anything — at best it felt like spending slightly less, and you never see the timeline where you paid. Charms are Enchanting's own reward. They occupy a third buff slot alongside food and an elixir, so all three run at once, and they pay you in material rather than time: what a disenchant yields, what a gather brings back, how much an ingredient costs you. Nothing a charm does makes a profession level faster — that was measured and deliberately ruled out, because a charm that cut the energy cost of an action would have undone the work above and handed the biggest gain to the professions that needed it least. They are bound to the enchanter who made them.

  • NewFive charms, from skill 15 to skill 80. Each lasts 30 minutes and occupies its own buff slot — a charm never displaces your food or your elixir.
  • NewCharm of Unmaking and Charm of Dissolution add +2 and +5 Glimmer Dust to every disenchant.
  • NewCharm of the Harvest adds a unit to everything you gather.
  • NewCharm of the Artisan makes a craft consume one less of its costliest ingredient.
  • NewCharm of Plenty adds an extra unit to consumable crafts — meals, elixirs and arrows.
  • ContentThe warding runes finally have somewhere to go: each is now consumed by Enchanting's own wand, sceptre and staff line, instead of a single scroll a character only ever needs once.
  • BalanceCharms are bound and cannot be sold or traded.
7 Aug 2026 V39.0 QoLFix

The professions screen explains itself

A screen full of material names does not tell you very much. Arcane Essence. Byssus Fibre. Names, with no indication of what the thing is, what it does, or why you should bother picking it up. Everything on the professions screen now answers those questions on hover — every gathered material, every ingredient, every crafted result. For a gathered material that includes which recipes want it, which for a miner or a fisherman is the whole point: it is the only thing on screen that says why the ore in your bag matters. For crafted gear it shows the stats and compares them against what you are already wearing.

  • QoLHover anything on the professions screen to see what it is, what it does and where it is used. Crafted gear is compared against the piece you have equipped.
  • QoLA spell scroll now tells you what the spell does, not just its name. Forge consumables say what they are for instead of "a refined crafting material".
  • QoLGathering nodes separate what you always get from what you sometimes get. Previously both were listed as identical tags and there was no way to tell a guaranteed yield from a 5 % chance.
  • QoLThe buff strip now shows all three consumable slots at all times, empty ones included, so it is possible to tell at a glance that a food, an elixir and a charm all run together.
  • FixThe gathering side panel squeezed its text column to a fifth of its width on some screens, breaking node names across two lines. It now lays out on the panel's own width rather than the window's.
6 Aug 2026 V38.0 FixBalance

A respec now hands back gold for trained points, not the points themselves

Training a stat gets steadily more expensive the more of that stat you have bought — that rising price is what keeps attributes worth earning. A respec was quietly undoing it: every point returned to your free pool, including the ones you had paid gold for, and the price of the next point dropped back to its opening rate. Train cheap, respec, reassign, train cheap again, and a maxed character cost a fraction of what it should. So the two kinds of point now part ways. Points you earned by levelling still return to your pool to reassign however you like. Points you bought with gold come back as gold instead — 75 % of what you paid for them — because a point that can move between stats makes the rising price meaningless no matter how it is bookkept. Below level 5, while you are still working out what your character wants to be, a respec is free and refunds your training gold in full.

  • FixRespeccing no longer turns gold-trained points into free points. This was the whole exploit: at level 37 it put every attribute at its cap for roughly a fiftieth of the intended cost.
  • FeatureTrained points are refunded as gold at 75 %. A respec is now a real decision — worth it to fix a build you regret, not something to do on a loop.
  • FeatureBelow level 5 a respec costs nothing and refunds your training gold in full, and those early respecs do not count towards the rising price later on.
  • FeatureThe character sheet shows what a respec will hand back before you confirm it, and the attribute pane already showed how many points each stat's price is based on.
6 Aug 2026 V36.0 NewFeature

The market now has a demand side, and direct trades are gone

Selling a material used to require somebody to be browsing at the moment you listed it. A buy order fixes that from the other end: you say what you want, how much of it, and the most you will pay per unit, and your gold is set aside. The next gladiator who lists that material at or below your price sells to you on the spot, whether or not you are online — and if they list it cheaper than your limit, you pay the lower price and the difference comes straight back. Direct player-to-player trades have been removed in the same breath. They did the same job as the market with a second set of rules to get wrong, and everything they carried is carried better by a listing or an order. Any offer still open when this went live was cancelled and its escrow — gold, items and materials alike — returned in full to whoever sent it.

  • NewBuy orders, on a new tab in the market. Name a material, a quantity and the most you will pay per unit; the gold is reserved until the order fills, expires after 48 hours, or you cancel it. Cancelling returns every reserved coin — only the listing fee is kept.
  • NewThe order book is public. Open demand is listed best price first, so a seller can see what the market actually wants before deciding what to dig up.
  • FeatureYou never pay more than the seller asked. An order for 100 flax at 3 gold each that meets a lot priced at 2 gold pays 2, and the gold you had set aside for the difference is returned the moment the sale settles.
  • FeatureOrders buy whole lots. A lot larger than what you still need is left on the board rather than split, so a small remainder can sit unfilled until the order expires.
  • FixMaterials are listed through a single all-or-nothing step now. Listing the same stack twice in the same instant could previously leave a live listing for goods that had already been sold.
  • FixAn order will not buy what your pouch cannot hold. With 990 of a material already carried, a lot of 20 is skipped and stays on the market instead of vanishing into the 999 cap.
  • FixMaterial names are legible again on the My listings rows, where they were being drawn in a colour meant for the dark browse cards.
5 Aug 2026 V35.0 FeatureBalanceNewFix

Raids are group content again, the villa's level finally buys something, and every drop can be interesting

Three reports, three causes, none of them a matter of taste. Raid bosses had lost their telegraphed specials entirely — the code that fired them lost its last caller when the AI echoes were removed, so for a long while a raid boss threw one ordinary attack per round while the interface and the wiki went on promising crushing blows and sweeps. They are back, the boss now concentrates on a thin band instead of wasting a sweep on one target, and healing turned on yourself lands for less inside a raid: holding the line and mending it are two jobs. The estate's level, meanwhile, did exactly one thing — it made the vault bigger. It now decides how many workers you keep, how fine the materials they gather are, and how deep the steward's daily purse is. And gear: armour classes now weight their own stats heavily, weapons lean toward the stat their style uses, newer drops can roll affixes that touch the fight itself, and four pieces of one armour class earns a set bonus.

  • FeatureRaid bosses use their telegraphed specials again — a crushing blow at whoever holds the most threat, or a sweep across the whole band. The warning and the strike are the same roll, so a telegraph is never a bluff.
  • FeatureAgainst one or two survivors the boss stops spreading its attacks and concentrates. A sweep divided across a band is a discount when you are alone; empty seats are the difficulty now, as they were always meant to be.
  • FeatureInside a raid, healing and shields you turn on yourself land for less than they would on an ally. Healing others is untouched.
  • BalanceRaid bosses hit harder and hold more health. The old tuning was set when three of every four band members were AI echoes; the echoes went away years ago and the numbers never followed.
  • FixA tome with a healing art you merely know no longer counts as a healer's kit — the art has to be the one you are actually carrying into the fight.
  • NewYour villa keeps workers. Each gathers for a profession you choose, and the building they work in follows from the trade. Assignment is free and can be changed at any time.
  • BalanceThe estate's level now sets your worker posts (2, rising to 7), the tier of material they can reach, and the steward's daily purse (5,000g, rising to 14,000g). Existing estates keep exactly the production they had.
  • FixAn item worth more than the steward's daily purse is no longer permanently unsellable to him — an untouched purse always finds the coin for one piece.
  • FixRaising the villa's own level no longer freezes production across the whole estate. Only a building actually under construction pauses.
  • BalanceArmour classes weight their own stats far more heavily, and weapons and off-hands are weighted by style at last. A stranger stat is now rare rather than routine — but never impossible, and rings and amulets stay open to anything.
  • NewNewer gear can roll combat affixes: critical chance, flat and percentage damage, armour piercing, and warding against damage taken. A rare or epic carries one, a legendary or mythic two.
  • NewArmour sets. Four pieces of one class — helmet, chest, gloves, boots — earn two bonuses, two pieces earn the first. Armour values are unchanged across classes; only what the set gives back differs, and it applies to gear you already own.
  • FixThe shop shelf, loot celebrations, craft cards and quest rewards now show exactly the affixes the item will have. They were previewing under the old rules while handing you an item rolled under the new ones.
  • FixSeason Champion and Season Elite are real titles at last. Winning a ladder season always granted the achievement and the banner always called it a title, but no such title existed to wear — anyone who has already claimed a season now finds it waiting in the House of Masks.
  • BalanceSeveral villa workers may share a trade, but each hand after the first works at a reduced pace (100%, 35%, 20%…). Specialising into one material is a real option — you get more ore than a spread estate does, from fewer buildings — while a broad estate still produces the most overall.
5 Aug 2026 V35.0 NewContent

The Tabularium and the Long Road can be listened to

Every one of the fifty tablets in the Tabularium and every chapter of The Long Road is now narrated — eighty-four recordings, a little over half an hour, read by one voice. A tablet you have unlocked carries a Listen button under its text, and so does every chapter you have reached, in the reading log as well as the one you are on. Finishing a chapter goes one step further: the ceremony that shows you the ending now reads it to you without being asked, because that is the one moment where you are not doing anything else. Only the ending — the next chapter's briefing stays behind a button, since forty seconds of uninterrupted speech is not what you want between you and the next objective. Music does not stop while the narrator talks; it drops to a murmur and comes back up, so the playlist never loses its place. The narrator has its own volume control, separate from music, because one slider for both would mean choosing which of the two you want to hear. One thing worth knowing if you hear nothing at all, narration or music: click anywhere on the page once. Browsers refuse to play any audio until you have interacted with the page, and the game starts your sound from that first click.

  • NewAll 50 Tabularium tablets are narrated. The Listen button appears on tablets you have unlocked — a locked tablet is unchanged.
  • NewAll 34 prose beats of The Long Road are narrated: every chapter's opening and ending, including both versions of the last chapter's ending.
  • NewClaiming a chapter reads the ending aloud on its own. Turn it off in the Sound menu, or just press Stop while it plays — either one keeps the next ceremony quiet, and pressing Listen again turns it back on.
  • NewThe music button in the header is now a Sound menu: the playlist as before, plus the narrator's own volume and the autoplay switch.
  • NewMusic ducks under narration instead of pausing, so a track never restarts in the wrong place.
3 Aug 2026 V34.1 Fix

Buying energy no longer resets the clock on the energy you were already owed

Expedition Points and Profession Energy tick back one point every ten minutes, and that timer is supposed to keep running no matter what else you do. It did not. Redeeming an energy reward — Expedition Energy or Profession Energy in the Vote Shop, the Expedition Draught or Artisan's Draught in the House of Laurels — moved the regeneration anchor to the moment of purchase and threw away the part of the cycle you had already waited out. Buy at nine minutes past and the free point that was sixty seconds away restarted from zero: two Vote Points spent to be a point better off and ten minutes worse off. The grant now banks the elapsed time the same way spending does, so the next free point still arrives exactly when it was going to.

  • FixVote Shop and House of Laurels energy rewards no longer reset your AP or PE regeneration timer — the partial cycle you had already waited carries over.
  • FixApplies to Expedition Energy and Profession Energy (Vote Shop) and the Expedition Draught and Artisan's Draught (House of Laurels). Buying while already at the cap is unchanged: nothing accrues at full, so the timer starts from the purchase as before.
  • FixUnclaimed Server First cards are dimmed like every other unearned achievement. A bright card next to dim ones read as "earned" when nothing had been earned; a card still open is now marked by its dashed border and its "Unclaimed" line instead of by brightness, and one already taken by another player carries a solid border.
  • FixThe "Server First" flag and the achievement point value no longer overlap the text beneath them on narrow cards — "Claimed by you · 16 min ago" and long "Grants title" lines were running underneath both.
2 Aug 2026 V34.0 NewContent

Server Firsts: fourteen records that can only be set once

Every achievement in Elynia until now has been a threshold — cross it and it is yours, whenever you get there. These fourteen are different. Each one is awarded exactly once, to the first character on the server to earn it, and then it is closed forever: the first to reach level 50, and the first to carry each of the thirteen professions to skill 100. The winner is settled in the database itself, not by whoever happens to open a page first — two players who cross the same line in the same second cannot both take it, and mastering a profession claims the record at the moment the skill ticks over, not the next time you look at your achievements. They are worth zero achievement points on purpose. A record only one person can ever hold has no business inflating everyone else's total; what it grants instead is your name on the card, permanently, where every other player can see who got there first. Herbalism is the one to watch — somebody is already at 99.

  • NewA Server First category holds fourteen records: First Ascended (level 50) and First Master of each of the thirteen professions. Every card shows who claimed it and when — or that it is still open.
  • NewClaiming one announces it in world chat, and the level 50 record grants the title "the First Ascended".
  • NewServer Firsts award no achievement points and sit outside your "X of Y" completion count, so a record you cannot win never counts against you.
  • NewIf anyone had already reached level 50 before this shipped, the record went to whoever unlocked Ascended earliest — not to whoever loaded the page first after the patch.
2 Aug 2026 V33.12 FixQoL

Profession energy was always faster than the game admitted

Every surface that mentioned Profession Energy said +4 per hour, one point every fifteen minutes. It has actually been +6 per hour, one point every ten, since the profession rebalance — the constant was changed, the wiki was updated, and the header tooltip, the PE bar and the professions page were not. So the number players used to plan a session was a third lower than what they were being given: a full 60-point pool refills in ten hours, not fifteen. Nothing about your energy changes here; only the game finally says what it has been doing. The skill curve had drifted the same way in the guide, which still quoted the pre-rebalance cost of a skill level.

  • FixProfession Energy is shown as +6 per hour (one point every 10 minutes) everywhere — header tooltip, PE bar and the professions page. The regeneration itself is unchanged; only the label was wrong, and it had been wrong since the rebalance that made it faster.
  • FixThe player guide's skill curve is corrected: a skill level costs 20 × your current skill, not 40, for 99,000 XP across the full climb to 100.
2 Aug 2026 V33.11 Fix

The screen that divides the spoils stops keeping them

Two reports, the same screen, and the second one was the bad one. First the tab froze on "Dividing the spoils…" — the victory card asked for your share, and while that request was in flight it asked again, and again, faster than the browser could answer, until the tab was pinned and the message was the last thing it had painted. That was fixed the same night, and the share itself was safe: the request had already left. Then came the report that mattered. Cleared the raid, sat on the same message, gave up and left — and there was no XP, no gold, no loot. This time it really was gone. Your seat in the band is the only handle the game has on an unclaimed share, and the payout let go of that handle before it paid: it unseated you first, then spent a dozen database round trips working out what you had earned. Close the tab in that window — which is exactly what you do when a screen looks stuck — and nothing in the world could pay you afterwards. The seat is now released in the same instant the reward lands, so a payout that fails leaves a share you can still claim. And if one of yours was already stranded, it is not lost: open the Raid Finder and it is paid out on the spot, in full, drops included.

  • FixA raid share can no longer be lost between clearing the boss and being paid. Leaving the victory screen — closing the tab, losing your connection, or a hiccup in the database — used to strand the reward permanently if it happened in the wrong second. The payout and your seat in the band now commit together or not at all.
  • FixA share that was already stranded is paid the next time you open the Raid Finder — full XP, gold, drops and raid stone, exactly as the run rolled them. If you cleared a raid recently and never saw your rewards, visit Raids once and they will land.
  • FixA momentary error from a raid room no longer throws you out of your own band. The room was still there; only its answer was late, and the game was treating late as gone.
  • Fix"Dividing the spoils…" no longer spins forever. The claim is given twelve seconds to answer, and if it does not, you get a "Claim your share" button instead of a message with no way out. Your share is held on the server, so waiting cannot cost you anything.
2 Aug 2026 V33.10 FixBalanceQoL

Gathering nodes now tell you what they are worth

A herbalist hit skill 95 and watched their XP rate collapse without a word of explanation. Nothing had broken: the anti-AFK rule takes a node down to a quarter XP once your skill is 20 past its requirement, and Silphium Terrace requires 75. Ninety-five is exactly seventy-five plus twenty. The rule was working — it was simply invisible, because a node card showed its PE cost and never showed its XP, so a fourfold drop arrived as a single unexplained skill point. Worse, the rule was punishing the wrong thing. Silphium is the highest herb node in the game; past skill 95 there is nothing better to move up to, and the penalty that exists to push you up a tier had no tier left to push you toward. It was charging a toll on a road with no exit. Tailoring had it worse still, with node gaps at 15 and 45 that made skills 35-44 and 65-74 forced grey grinding. Two fixes: a profession's best available node never goes grey again, and every node now wears its XP on its face.

  • FixThe highest node you can reach in a profession no longer drops to quarter XP. When nothing better is open to you it holds at half instead — the anti-AFK penalty only bites when there genuinely is a higher node to move up to. This makes skill 95-100 gathering roughly twice as fast in every profession, and fixes tailoring's forced grey bands at 35-44 and 65-74.
  • QoLEvery gathering node now shows the exact XP it will give you, and is colour-coded by rate: orange is your best, yellow is still full XP but the drop is coming, green means you have outgrown it with nothing better available, grey means a higher node is already open to you. The map pins carry the same colours, so the node worth spending PE on is visible without opening a single card.
  • QoLThe yellow band is a twenty-skill warning before the drop, and its tooltip names the exact skill level where full XP ends. The number on the card is the number that lands in your skill bar — guild buffs, profession buffs and herbalism's double rate are all counted before it is shown.
2 Aug 2026 V33.9 QoLFeature

Your sigils are in your pack, where you were looking for them

The question came in almost word for word: what do sigils do, and where are they? Both halves were fair. A sigil is earned by fighting in a raid's antechamber and buys back one repeat clear at full rewards — but the only surface that ever said so was a line of text on the raid list, a screen you visit when you are already leaving for a raid, not when you are wondering what you own. So the reward for twelve kills was a number you had to go looking for in the one place you would not think to look. Sigils now sit in your pack as their own stack, one per raid, tinted like the stone that raid drops. Empty stacks stay visible and count your progress toward the next one, because the moment you most need to know where sigils come from is before you have any. Clicking one explains what it does and arms it for your next clear without leaving the sheet.

  • FeatureSigils appear in Character sheet → Supplies as their own group: Sigil of the Legion, Sigil of the Deep and Sigil of the Throne, one stack per raid. They are not items — they take no pack space and cannot be sold or disenchanted.
  • QoLA stack you have not filled yet still shows, with the kill count toward the next sigil in its corner. It appears as soon as you can reach the antechamber, which for the Drowned Deep is two levels before the raid itself opens.
  • QoLClicking a sigil says what it does, where it comes from, and arms it for your next clear — the arm button no longer lives only on the raid list. An armed sigil is still spent only if the daily lockout would actually have cut your rewards.
  • FixThe wiki's Bosses page listed every monster in the game, including Stray Dogs. It now lists the five zone bosses and Ladon; the full roster lives on the Bestiary page next to it.
2 Aug 2026 V33.8 FixFeature

Two keystones finally do what their descriptions promised

Some bugs shout. These two were silent for as long as they existed. Ultor, the tank keystone built entirely around holding a boss's attention, raised Riposte's threat from double to triple — except nothing in the combat engine ever read that number, so Riposte generated exactly as much threat as an ordinary swing. A warden who spent three points on the node that exists to stop you losing aggro was losing aggro in precisely the way it promised to prevent. Verdancy had the same shape of wound: its passive said allies under your Mending Light take 6% less damage, and that ward lived only in the sentence describing it. Both numbers were sitting in the data, correctly calculated, passed carefully from the talent tree to the action — and then read by no one. They are read now, and a test guards every other talent rider against dying the same quiet death.

  • FixRiposte now generates the double threat it always claimed, and Ultor raises it to triple. The multiplier compounds with the shield's, so an Ultor warden's Riposte is worth six times its damage in threat — that is the build's whole identity, and until now it was worth two.
  • FixVerdancy's passive is real: allies carrying your Mending Light take 6% less damage while it lasts. The ward is fixed at the moment you cast, ends with the heal, and can be parked on whoever is about to be hit.
  • FixEvery talent that modifies an action is now checked against what the combat engine actually reads, so a node can no longer promise an effect that nothing applies.
2 Aug 2026 V33.7 FixBalance

The raid pays what it says, and the ladder opens at the top

Three reports, one afternoon, all correct. A band killed its boss and the screen said "The raid falls" over a reward line of zero — it read as a wipe, and for a moment it was literally lying, because the victory screen asked for its rewards twice and believed whichever answer came back last. Then the drops: the settlement said you had taken three, and nothing arrived in your packs. It was not the raid's fault. Anything parked in a villa or guild vault was still being counted against the 40-slot pack limit everywhere loot is handed out, so a player with a half-empty bag was silently at the cap and every drop was sold on the spot. And in the arena, the gladiator at the top of a tier could no longer win its season: rating carries over between seasons but the season is scored by rating gained, and at a 720-point gap a win is worth exactly zero honor while a loss still costs 32. Ratings now compress halfway toward 1200 when a season turns.

  • FixVilla and guild vaults no longer count against your 40-slot pack limit. They never were supposed to — the bag you see and the bag the game measured had drifted apart, and drops from raids, dungeons, quests, the world boss and trades were being auto-sold as "packs full" while the inventory read 22/40.
  • FixThe raid victory screen now shows your share: every drop by name and rarity, whether it went into your packs or was sold because they were full, and the raid stone if one fell. Before this it was a single line of text that counted them and named none.
  • FixA cleared raid no longer reports 0 XP and 0 gold. The screen used to claim your share twice at once and paint whichever reply landed last; the second reply was an empty receipt. It now claims once, and a claim that is still settling says so instead of showing zeros.
  • QoL"The raid falls" is now "The raid prevails" — the old line was about the boss falling, and every band that read it thought it had lost. While the spoils are still being divided the screen says that too, rather than showing an empty victory.
  • BalanceArena Honor now compresses halfway toward 1200 when a season turns (a 1961 rating becomes 1581, a 993 becomes 1097; the floor of 800 holds and the order never changes). Seasons are scored by rating gained, so without this the highest-rated gladiator in a tier could not win the league he led: at 1961 against 1583 a win paid +3 and a loss cost -29, which is a 91% win rate just to stand still.
2 Aug 2026 V33.6 BalanceQoL

Loot worth looking at, and a wiki that answers

Two complaints, both fair. The first: past the starter zones the grind hands you white gear and little else — and the numbers agreed, with common sitting at 63% on ordinary monsters and epic carrying a weight of one, about one epic per 556 wins. Zones from level 15 up now roll three times the epic weight on their easy, normal and hard monsters, paid for out of the common share, so you find the same number of items with more of them worth looking at. The second: someone found an enchanting material, searched the wiki for its name, and got nothing — because the wiki had a page for every system and not one for a single thing. It now has 338 pages instead of 47. Every material, item, monster, zone, battle art, talent, achievement, title, dungeon, raid and work shift has its own page, each saying where the thing comes from and what it is for, and the search finds them by partial name or by what they are.

  • BalanceRuins of Pompeii, Catacombs of the Colosseum and Gates of Avernus now roll 3× the epic weight on easy, normal and hard monsters. On a hard monster that moves epic from 3% to 9% of drops, and the common share drops from 45% to 39%.
  • BalanceThe drop chance itself is unchanged everywhere — you find items just as often, the quality mix is what moved. Starter zones below level 15 keep their old table.
  • BalanceBoss drop tables are unchanged in every zone. That table is shared with dungeons, raids and Ladon, and bosses already hand out only 20% common.
  • FeatureThe wiki has a page for every named thing in the game: 104 materials, 26 item templates, all 20 monsters rather than only bosses, 5 zones, 10 battle arts, 48 talents, 51 achievements, 18 titles, 3 dungeons, 3 raids and 5 work shifts.
  • FeatureMaterial pages answer the two questions worth asking — where it comes from and what it is for. Glimmer Dust names disenchanting as its source, the yield for every rarity, and the nine Enchanting recipes that consume it.
  • FeatureWiki search now finds things by partial name or by what they are, not just by an exact page title. "beast" finds the lions and wolves though the word is in neither name; "copper vein" lands on Mining; a recipe name lands on the item it makes.
  • FixPressing Enter in the wiki search box used to land on a 404. There is now a real search results page, and it works with or without JavaScript.
  • QoLNew wiki indexes: Bestiary, Zones, Materials, Achievements, Titles and Work — all reachable from the sidebar and the front page.
  • QoLEvery monster page now states which drop table it rolls, so the zone you are standing in is never a hidden variable.
1 Aug 2026 V33.5 QoLBalance

What the season paid you, and who you are allowed to hit

Two arena things that were true but invisible. Claiming a season reward told you only that you had claimed one — not your placing, not the gold, not the laurels, not the title — so the only way to find out what a whole season of climbing was worth was to watch your own balances. The banner now lists every unclaimed reward with the tier, the finishing place and exactly what it pays, before you press the button, and the confirmation repeats it afterwards. Separately, matchmaking's one-tier reach could stretch further than the rules claimed: a level 39 Primus was allowed to challenge a level 20 Veteranus, nineteen levels down, because only the tier boundary was being checked. The ten-level cap that was always meant to apply now actually applies, to the opponent list and to the challenge itself alike.

  • QoLThe unclaimed season reward banner now lists each reward in full: which tier it came from, where you finished, and the gold, laurels and title it pays. You see it before you claim, not after.
  • QoLClaiming reports each reward by name — "Primus rank 4: 1,000 gold · 100 laurels" — instead of counting how many you claimed.
  • BalanceArena opponents are now capped at ten levels away from you in both directions, on top of the existing one-tier reach. A level 39 gladiator can no longer challenge a level 20, and level 20s no longer appear on a level 39's list.
  • FixThe opponent list and the challenge gate are built from the same level band, so anything the arena offers you is still always a fight you are allowed to take.
30 Jul 2026 V33.4 QoL

The schedule stops being folklore

Until now the only way to know when Ladon surfaces, when guild war defences lock, or how long until your dailies come back was to remember it, ask in chat, or guess. There is now a calendar beside the clock in the header. It lists Ladon's window, the guild war and all four of its boundaries, the daily and weekly resets, and the arena season, each with a live countdown and the exact hour in Helsinki time. Nothing about the schedule changed — this is the game finally telling you what it already knew.

  • QoLNew calendar button in the header, next to the clock. Opens a panel listing every recurring moment in the game with a countdown that ticks every second. Click outside or press Escape to close it.
  • QoLGuild war shows the whole week rather than just the next deadline: when sign-up runs, when defences lock and scouting begins, when attacks open, and when the week is settled. The phase you are in is highlighted; the ones behind you are struck through.
  • QoLLadon's row switches from "starts in" to "ends in" the moment he surfaces, so during the window the countdown tells you how long you still have to hit him rather than how long ago he arrived.
  • QoLEvery time is Helsinki local time and does not drift when daylight saving changes — the same rule the world boss and the war have always followed.
29 Jul 2026 V33.3 FeatureQoL

A way back in, a place to start, and music that never stops

Three things that had nothing to do with each other, except that all three quietly cost us players. Until today, a forgotten password meant a lost gladiator — there was no recovery of any kind, and the email field on your account was optional, unreadable and impossible to change after you registered. A new player landed on their equipment screen facing twenty-four destinations and nothing telling them what to do first. And the music restarted every single time you changed screens, so the one system built purely to pull you into the world was also the one breaking the spell every ten seconds. All three are fixed. Add an email to your account and you can always get back in; new gladiators get a short checklist that fades away by level 5; and the soundtrack now plays straight through the whole game, crossfading from one track to the next, with a small player in the header so you can choose what you listen to.

  • FeaturePassword recovery. Forgot your password? There is now a "Forgot your password?" link on the sign-in page. Enter your gladiator's name and, if the account has an email on file, a reset link is on its way. The link works once, expires in an hour, and signing in with the new password ends every other session on the account — so if someone else was in there, they are not any more.
  • FeatureAccount settings (the key icon in the header). Your email address can finally be added or changed after registering — until now it could only be set at sign-up, and a typo was permanent. Changing it asks for your current password, so a stolen session cannot quietly point recovery at somebody else's inbox. The address is shown masked, is used for nothing but recovery, and is never visible to other players.
  • FeatureFirst steps. New gladiators now get a short checklist — equip your gear, spend your points, win a fight, set out on The Long Road, take a shift, add a recovery email. It ticks itself off as you play, sits at the foot of the right-hand column on desktop and at the top of your character sheet on mobile, and disappears on its own at level 5 or whenever you close it.
  • FeatureThe soundtrack no longer restarts when you change screens. It used to stop and start from the beginning every time you moved between the city, your character sheet and anywhere else — one continuous track now plays across the entire game, and when it ends the next one fades in over it. Only two things interrupt it, both on purpose: the sign-in screen, and a boss fight.
  • NewSix new ambient tracks join the city theme, for seven in rotation and about twenty minutes of music. The old crafting theme has been retired — it existed only to play on the professions screen, and screen-specific music is exactly what was breaking the mood.
  • FeatureA music player in the header (the note icon). Shows what is playing, skips forward and back, pauses, and carries a volume slider that remembers where you left it. The full track list is there too, so you can pick a piece and stay with it.
  • QoLItem icons load about eighty times smaller. Every icon in your bag, the market, the shop and the Forge was being sent at full 1024x1024 resolution — around a megabyte each — to be drawn into a 40-pixel square. A full bag was roughly 28 MB of images; it is now about 0.35 MB. The art on screen is unchanged.
  • FixYour character sheet no longer requests a background image that was never made. It failed silently on every visit to the most-visited screen in the game. Four other screens had the same dead request.
29 Jul 2026 V33.2 Balance

A mage's arts become a decision

One of you put it exactly right: swapping battle arts might matter at max level, but right now you cannot feel it. You were correct, and the reason was not subtle. Ignis Vestae's burn was a flat number tied to Intelligence, so it stopped growing the moment your weapon outpaced it — by the time you held a legendary staff it was worth a sixth of Flamma. Fulmen's bonus to hit did nothing at all against anything at your level, because accuracy was already pinned at its floor. Aegis Minervae was Testudo with a worse number. So there was one correct art, and it was the free one. All six magic arts have been retuned around a single idea: each should be the best answer to a specific fight, and none should be the best answer to all of them. Melee and ranged arts are untouched — what changed is that the art you already own is now worth swapping, and the game finally tells you when. Intelligence also does something it never did: it raises how much you mend as a Healer, so a mage who picks up a Tome heals with the stat they already trained.

  • BalanceIgnis Vestae: 20% chance on hit to set a burn worth 25% of the strike, at the end of each of the next 2 rounds. The burn no longer reads your Intelligence — it takes a share of the blow that lit it, so it grows with your weapon and keeps growing for the rest of your character's life. In a long fight it is now among the largest things a mage does; against trash that dies in three rounds it still ticks late, and that is deliberate.
  • BalanceFulmen: +12% critical chance, replacing +4 to hit. The old bonus was measurably worth nothing against level-appropriate enemies, where your accuracy sits at its floor and four more points changed no outcome at all. Crit is a channel that still has room to move.
  • BalanceAegis Minervae: incoming damage x0.90 from the style that counters yours, x0.98 otherwise. A flat x0.95 was strictly worse than the melee shield-wall on the same channel. Now it is the art you ready when you can see what is coming for you — stronger than Testudo in your bad matchup, weaker everywhere else.
  • BalanceBenedictio: your healing now draws 30% less attention from the enemy. It was an art you were told to learn and never given a reason to actually ready.
  • BalanceHealer power now counts Intelligence alongside Constitution. A mage who carries a Tome heals with the stat they already trained; a character who stacked Constitution and dumped Intelligence to carry one heals less. Sustainable healing per second is unchanged at the cap — this moves where the power comes from, not how much there is.
  • BalanceFlamma (+6% damage) and Hasta Minervae (ignore 15% armor) are unchanged, on purpose. Flamma is the free art every mage starts with and it is meant to be the honest floor the other five have to beat; Hasta was already the strongest magic art against armoured targets.
  • QoLEvery battle art now shows its exact effect as a number — in the picker, the paperdoll socket, the combat panel, the Shop's scroll tooltips and the wiki, all reading the same line. That line is generated from the live rule rather than typed by hand, so if a number changes again no screen can quietly keep the old one.
  • QoLEvery art also carries a 'best when' line saying which fight it is for. Ten arts, ten situations — that is the whole reason they were retuned, and it should not have taken reading the wiki to find out.
  • FixThe Attributes page claimed Intelligence set your burn tick size. That stopped being true with this patch, and the page now derives what Intelligence actually does — including healer power — from the running game instead of an old sentence.
  • FixIgnis Vestae does nothing against Ladon: a burn ticks at the end of a round and a flurry has no rounds. That was always true and never written down. The Battle Arts page now says so.
  • FixWhen both sides of a fight died on the same round, the group engine and the duel engine disagreed about who won. They now agree — a mutual kill goes to the attacker in both.
29 Jul 2026 V33.2 QoL

The wiki fits the screen, and More stops hiding half the game

Two complaints with one root: the layout never scaled in either direction. On a large monitor the wiki did its work in a third of the screen and the home page still needed scrolling. On a phone it did something worse — below 820px the navigation was simply hidden, with nothing in its place, so all twenty-four wiki links were unreachable. Meanwhile the game's own More sheet had quietly become a junk drawer: Raids, Villa and Dungeons had been in the navigation all along, but eighteen items had fallen into More and were being drawn at the bottom bar's 9.5px micro-label, which made them unfindable even once you opened it. All three are fixed, and two rooms that had no door of their own — Guild War and the House of Laurels — now have one.

  • FixThe wiki is usable on a phone. Below 820px the navigation used to be hidden outright with nothing replacing it, so all twenty-four links were unreachable; the topbar now carries a hamburger and the sidebar opens as a drawer with Escape, a backdrop and proper focus handling. Under 520px the search field gets a row of its own instead of sharing one.
  • QoLThe wiki uses the screen you actually have. The layout runs to 1560px and articles to 1100px, with the comfortable reading measure kept for prose only — grids and tables now take the full width. The home page went from needing a scroll to fitting on one screen, and the sidebar's own nested scrollbar is gone.
  • QoLThe More sheet is three labelled grids instead of a list nobody could read. Twenty tiles in four columns, at a size you can actually see, with no scrolling inside the sheet.
  • FeatureGuild War and the House of Laurels have entries of their own. Both were reachable only from inside Guild and Arena; now they are doors like any other. The desktop sidebars are unchanged.
  • FixNothing hides under a notch any more — the header takes the top and side safe-area insets, which the navigation had been asking for and never getting.
  • FixA sub-page no longer lights up two navigation entries at once.
29 Jul 2026 V33.1 FeatureFixQoL

Raids need people, and a felled boss is a kill

A raid you could clear alone was a dungeon with a longer name. Three AI echoes filled the seats nobody sat in, and a two-player band quietly marched at four-player strength, so raid loot, socket stones and sigils were all reachable without ever meeting another gladiator. The echoes are gone. An empty seat stays empty and the boss does not shrink to fit — a short band is a hard fight, not a scaled one, and two over-levelled fighters can still take a low raid between them. Alongside that: a raid you won no longer reports a loss, the round clock you were racing is finally visible, your talent build has a name you chose, and a rejected reroll never comes back for a second Tessera.

  • FeatureRaids are group content. The solo path and the AI echoes that filled empty seats are removed — every fighter in a band is a person now. The boss does not scale to your numbers, so bodies you are missing are the difficulty: bring people, or bring levels.
  • FixKilling the boss on the same round your band falls is a kill, not a defeat. The winner was decided from your side's survival, so a boss that died to a fallen comrade's flame still won from the floor.
  • FixA raid has a hard 60-round cap, and hitting it used to read "The band is broken" over an epitaph while everyone stood at full health. Time-outs now say so plainly, count how many of you were still standing, and name the real problem: not endurance, damage.
  • QoLThe round counter is on screen for the whole fight and turns amber for the last ten rounds. The clock always existed; you simply had no way to see it.
  • FixA reroll you refused no longer comes back. "Keep old stats" wound the counter back to the index the next Tessera would spend, so the roll you had just rejected was offered again, identical, for as many scrolls as you cared to burn.
  • NewVinculum Fati joins the Ossuary: name one affix before you reroll and that one stays while the rest are cast again. Certainty is what marks buy, the same as a guaranteed ascension or a landed enchant.
  • QoLYour talent build has a name. A saved loadout takes the name of its discipline — Via Gladiatoris, Via of the Bulwark, Via of the Vestal — instead of a role code, and the pencil beside it lets you call it whatever you like. Renaming is free and does not touch your points.
  • FixA Long Road chapter no longer fills in before you are given it. Past the level band, the opening chapter of a book you could not yet see was already counting, so a book claimed today could arrive at 20/20 the first time you read it. The counter now starts when the chapter reaches your log.
  • FixLadon's health bar appears on the first strike of the evening instead of only after you leave and come back, and a quest turn-in that levels you up now celebrates it like any other level.
  • QoLThe war-set panel is gone from the Raid Finder and the band lobby. Both now explain the part players actually get wrong: your offhand decides your role, and your talents do not follow your gear.
28 Jul 2026 V33 FeatureContent

V33 — the city opens its doors

This is the largest patch Elynia has had, and it is easier to say what it adds by saying what you could not do yesterday. You could not choose what kind of fighter you were becoming. You could not fight anything that needed more than one person. There was no season to climb, no war to muster for, no house to own, no road to walk to its end. All of that is in now: talents and weapon mastery, three dungeons and three raids, arena seasons and guild war, your own villa, the Ossuary, the House of Laurels, the Tabularium, and The Long Road running the whole level ladder from a stray dog on the eastern road to the bronze gate at Avernus. Five new doors stand in the left rail — Dungeons, Raids, The Long Road, Villa and Ossuary — and your character sheet has grown two tabs. Nothing you already own has been taken away or reset; every new system reads what your account has already done, so an old character walks in and finds shelves, ranks and titles waiting. The notes below break it into five parts. Read the one you care about first.

  • FeatureWhat your character becomes: talent trees and weapon mastery, with sockets, gems and the Opus recipes that need both.
  • FeatureWhat you fight: three solo dungeons and three four-person raids, a Raid Finder to fill a band, and role gear sets so you can switch what you are in one click.
  • FeatureWho you fight: arena level tiers and monthly seasons with their own ladder and rewards, and guild war every weekend with a defence you build yourself.
  • FeatureWhere you live: your own villa with rooms that produce while you are away, the Ossuary that sells certainty, and titles and masks to wear your record on your name.
  • BalanceHow the city pays: work rebuilt into one page with a shift worth taking, a trade of the day, recruit rewards in gold, and arena ladders sorted by level bracket so a level 12 is ranked against level 12s.
28 Jul 2026 V33 FeatureContent

Talents, mastery, and a weapon that remembers

Two characters at level 40 with the same gear used to be the same character. Now they need not be. Talents let you choose what you are — a wall, a healer, or the thing that kills — and mastery records what you have actually done, one weapon type at a time, whether you chose it or not. The two answer the same question from opposite ends: one by deciding, one by playing. At the top of both sits the Opus tier, which will not take one without the other.

  • FeatureTalents open at level 10 and give one point per level, 41 by the cap. Three trees — Via of the Bulwark for tanks, and one each for healing and damage — with tier gates at 5, 10, 15 and 20 points spent below. Tier 5 holds the keystones: three points each, one rank only, and they exclude one another, so the top of a tree is a decision and not a shopping list.
  • FeatureTwo loadouts are free, so you can keep a solo build and a group build side by side and switch between them. Up to four can be held; the extra slots cost 10,000 gold or 90 Aurei. Clearing a build is deliberate now — it asks first, and an unspent point is called out instead of sitting there unnoticed.
  • FeatureWeapon mastery has its own tab beside Talents, one for every weapon type, grouped by melee, ranged and magic. Ranks arrive at 25, 100, 300, 700 and 1,500 XP — Tiro, Miles, Veteranus, Evocatus, Primus Pilus — and the panel shows the full ladder, what each rank grants and what the ranks you already hold are doing for you right now.
  • FixMastery XP comes from winning with that weapon in hand, and every path that pays it now says so: expeditions, dungeons, raids and live raid rooms all show the gain beside gold and XP. Starter weapons train like any other type — they were silently earning nothing before, which meant a new character hit an empty track until they replaced the rag they began with.
  • ContentSockets and stones. Reach rank 3 with a weapon type and the Ossuary will fit a socket to that weapon for 180 Crypt Marks; prying a stone back out costs 60. The stones themselves are raid drops, one per raid and each on a different channel — Legion Garnet for damage, Drowned Sapphire for critical strikes, Avernal Onyx for armour penetration — so which one you want depends on your build, not on which raid is newest.
  • ContentThe Opus recipes: nine master weapons, one per type, at item level 50 and never worse than rare. Each needs profession skill 80 and mastery rank 5 with that exact weapon. You cannot forge a master's bow until you have been a master with a bow.
28 Jul 2026 V33 FeatureContent

Dungeons, raids, and a band to walk in with

Until now every fight in Elynia was one gladiator against one monster, resolved in a moment. Underneath the city there are now gates that do not work that way. Dungeons are fought round by round against a single boss that will not fall to a good roll — you watch it happen and it takes as long as it takes. Raids need four, and they cannot be soloed at all: someone has to hold the boss's attention, someone has to keep that person alive, and the rest have to end it before the fortieth round. Fill the band with echoes of other players or with real people; both work, and the Raid Finder exists so you do not have to ask around.

  • ContentThree dungeons, two expedition points each: the Crypt of the Legion at level 10, the Flooded Hypogeum at 25, and the Obsidian Sanctum at 40, each in its own room with its own boss. The first three clears of a day pay in full, the fourth half, the fifth a quarter — enough that a good day is worth clearing out, not so much that it is your whole evening.
  • ContentThree raids at levels 15, 30 and 45, for four: the Warcamp of the Legion, the Drowned Deep, and the Avernal Throne. Three expedition points to enter, roughly double a dungeon's reward, and three rolls on the loot. The bosses grow stronger at three quarters and half health, hit hardest and take the most damage below a quarter, and enrage on round 45 — which is a countdown you can plan around, not a surprise.
  • FeatureBoss specials are announced before they land. Every fourth round — every third once the boss is bloodied — it tells you what is coming: a crushing blow aimed at whoever holds the most threat, or a sweep across the whole band. The warning and the strike are the same roll, so a telegraph is never a bluff, and knowing a fight is a skill you can actually build.
  • FeatureThe Raid Finder: open a band anyone can join, or take a seat in one. Up to 24 seats, at most four per player, and a 30-second window to commit once the band is ready. The Finder says who is in, what role is missing, and says it out loud in chat. Your seat is yours once you have paid for it, and the leader can free it if you never turn up.
  • FeatureRole gear sets: save a tank, healer and damage loadout, each with its own battle art, and switch in one click instead of re-equipping eight slots at the lobby. Your role is read from what you are wearing, so the set is the decision. If a piece in a saved set is gone, the set says so rather than quietly equipping nothing.
  • ContentThe Sigil: twelve kills in a raid's antechamber zone earns one extra full clear of that raid. You can hold two and spend one a day. A bar of crusades in the right place buys a second run at the boss you actually want.
28 Jul 2026 V33 FeatureBalance

Seasons in the arena, and a war every weekend

The arena had a ladder that never ended and never mattered — a level 40 could sit on top of it forever, and a level 12 could not get near it. Both are fixed the same way: you now belong to a level tier, you are matched inside it, and the ladder resets every month with something to show for where you finished. Alongside it the guilds have their own weekend. Registration and defences lock on Friday evening, the battle runs from Saturday noon to Sunday noon, and what you win there buys things that gold cannot.

  • FeatureFive arena tiers by level — Tiro, Gregarius, Veteranus, Primus and Palus — deciding both who you are matched against and which ladder you are ranked on. Matchmaking looks inside your own tier first and reaches at most one tier out when there are not enough opponents, so a fight you can see on the list is always a fight you are allowed to take.
  • FeatureSeasons run by calendar month. Finish first in your tier for 5,000 gold, 500 Laurels and the season champion title; second and third take 2,500 and 250; the top ten take 1,000 and 100. The season ladder shows your bracket by name, so you can see what you are actually climbing.
  • ContentThe House of Laurels: a victor's shop paid for in Laurels, which you earn from arena wins and nothing else. A war chest of gold, expedition and profession draughts, and a focus that boosts combat XP. Prices scale with your tier, so the same purchase costs the same number of matches whether you are level 10 or level 50.
  • BalanceArena fights now play round by round like every other real fight, and there is no click that skips them. Repeat attacks on the same opponent within a day pay full, then half, then a quarter — and the daily caps are shown on the list, so nothing stops you without warning. The three lists are three tabs now, and the standing bar keeps one rhythm across the page.
  • FeatureGuild war runs weekly: registration and defences lock Friday at 18:00, the battle opens Saturday at 12:00 and ends Sunday at 12:00. Six flags at 25 points each, a minimum of three defenders to field a war, and kill scoring that scales with the level gap so beating someone far below you is worth what it should be. Losing sides are still paid for showing up.
  • FeatureYour war defence is now yours to build: a full editor with the ragdoll, your inventory and your talents embedded, instead of a snapshot you could only look at. The Guild Shop spends Valor — earned only in war, about 150 for a full turnout — on war frames, faces and elixirs that no amount of gold will buy. Attacks play out as a turn-by-turn duel on the same stage the arena uses.
28 Jul 2026 V33 FeatureContent

A house of your own, a vault, and a name to wear

Everything above is something to do. This is somewhere to come back to. The villa is yours, it works while you are not looking, and it holds what you cannot carry. The Ossuary sells the one thing this game has never sold: certainty — not a better chance at an ascension or an enchant, but the outcome itself. And the House of Masks lets your record show on your name, which is the oldest reward there is.

  • FeatureYour villa, up to level 10, opening on the estate exterior. Three rooms produce while you are away — the Treasury in gold, the Workshop in seasoned timber, the Garden in herbs — and charisma raises what each one yields.
  • BalanceUpgrades are timed construction projects rather than instant purchases: the room is out of production while the work runs, so an upgrade is a decision about when, not only about gold.
  • FeatureThe villa vault holds gold beyond what you carry — 5,000 at the start, growing with the estate's level and your charisma — with a daily deposit limit and a one percent fee. Storage tabs come with it, up to five, thirty slots each.
  • ContentThe Ossuary, paid for in Crypt Marks earned in dungeons. A Sealed Reliquary gives you an item in the slot you name, at your own level. Lapis Certus makes the next ascension succeed. A Scroll of Fatum makes the next enchant land. Not better odds — the result. Prices scale with your level so the same purchase costs the same number of clears at 12 as at 50, and the guarantees say plainly where they come from and bind to the character that earned them.
  • ContentTitles: eighteen earned from achievements — Dragonslayer, the Ascended, the Grandmaster, Bane of Beasts and the rest — worn beside your name, plus three supporter titles in the House of Masks. Earned titles are derived from what you have already done, so anything you qualified for long ago is available the moment you look.
  • QoLThe House of Masks is a tabbed panel now, with one portrait size across every frame and a picker that fits on the page. New war frames and faces arrived with it, and on mobile the masks flow below the stage instead of fighting it for room.
28 Jul 2026 V33 BalanceQoL

Work worth taking, and ladders that make sense

The quieter half of the patch, and the half most players will touch every day. Work was spread over pages and paid the same whatever you picked. Leaderboards ranked a level 12 against a level 50 and called it a ranking. Ladon paid the killer and nobody else. All three were saying the wrong thing about effort, and all three now say something true.

  • QoLWork is one page again, with the day's trade at the top. Shifts differ by more than pay now — each job has its own durations and its own materials, so the low-tier job stays the best source of the things it drops rather than becoming a worse version of the next one up.
  • BalanceOne trade a day, and it offers two crafts rather than one. A shift is worth taking on its own terms instead of being the thing you do because nothing better is available.
  • BalanceRecruiting pays in gold at levels 10, 20 and 30 of the player you brought in — 1,000, 2,000 and 3,000, with vote points alongside — up to ten credited recruits for the life of the account. Profession commissions give your assistants shifts worth running.
  • QoLLeaderboards: arena ladders are per level bracket, with the ranges shown by name, so first place means first among people you could actually be matched against.
  • ContentLadon now drops gear, and pays every real participant rather than only the gladiator who landed the last blow. The reward chip in the header always leads to a Claim button, including for a battle that ended yesterday.
  • QoLDungeon and expedition victories reveal their loot one drop at a time, best last. Party chat gained a room for bands. Raid party frames stack down the left edge the way a raid interface should. And a handful of long-standing errors are gone: talent procs credited to the wrong fighter in the battle report, gem effects that silently did nothing, and stray clicks that skipped celebration screens.
28 Jul 2026 V33 FeatureContent

The Long Road, and an archive of what the city used up

Read the five zones in order and they have always been asking one question at rising cost: who eats, who is missed, who is buried, who is remembered, who is ferried. The Long Road finally says it out loud. Five books, sixteen chapters and five people who send you out — a stable-yard freedwoman, a one-eyed beast-catcher, a trainer who has buried more students than he has trained, the freedman who files the city’s dead, and the Sibyl waiting at the crater. It runs the whole level ladder, from a stray dog on the eastern road to the bronze gate at Avernus, and it explains why the dead along that road are no longer resting. Alongside it the Tabularium opens: fifty tablets of bestiary, places, gods, relics and people, none of them bought or dropped. Every one unlocks from something you have already done, so an old account walks in and finds its shelves already full.

  • FeatureThe Long Road: a five-book campaign in its own nav entry. Each book opens at its zone’s level once the previous one is finished, chapters are claimed one at a time, and finished chapters stay readable in the book’s log. The last one has two endings, and which you get depends on what you are carrying when you claim it.
  • FeatureThe Tabularium: fifty collectible lore tablets, reachable from the campaign’s second tab and from a new pin on the city map. Locked tablets show their name and exactly what unlocks them, so nothing is a dead end.
  • FeatureThree new titles — Ash-Named for three books, the Twice-Crossed for all five, and the Unforgetting for a complete Latium archive — plus five new achievements to match.
  • QoLZone flavour text now comes from the server instead of the client, so the same line appears in game and on the wiki. Charon’s and Ladon’s uniques carry a line of their own on the item card.
  • QoLExpedition bosses are now recorded individually. The game knew how many bosses you had beaten; it did not know which. It does now, and the archive says so.
28 Jul 2026 V33 FixQoL

No crafted piece vanishes into full packs

Craft a piece of gear with forty items already on your back and the game would quietly sell it to the nearest vendor — materials spent, an epic roll flashing past in the notification, and nothing in your packs to show for it but a handful of coins you never agreed to take. That is over. The workshop now refuses to start a craft your packs cannot hold: the button greys out with the reason spelled out, and if the packs fill at the last moment the craft is stopped before a single plank or pinch of dust is consumed. Quest rewards still squeeze in the old way when they must — a quest cannot be refused — but from now on they say so out loud instead of pocketing the gold in silence.

  • FixCrafting gear with full packs no longer silently vendors the result. The craft is refused outright — no materials, no profession energy, nothing is spent — until you make room. Disenchant or sell a piece and the Craft button wakes up on the spot.
  • QoLGear recipes now grey out with an "Inventory full" note the moment your packs hit the cap, the same way they do when you lack skill, energy or materials — you can see the problem before you reach for the anvil.
  • QoLQuest rewards and daily bonuses that arrive to full packs are still sold automatically — a quest cannot wait — but the reward card and a notice now tell you it happened and how much gold you were paid, just as expedition drops always have.
25 Jul 2026 V32 QoLBalance

A level up now fills your stores

Reaching a new level healed you to full and handed you a stat point to spend — and then left you standing there with an empty expedition bar and no profession energy, unable to act on any of it. The moment that should send you straight back out was the moment you had to stop and wait. From now on every level you gain refills both pools to the brim: expedition points back to 12, profession energy back to 60. Fight the level out of a monster and you may turn around and fight again; earn it from a quest and the forge is yours for the rest of the evening.

  • NewEvery character level restores your expedition points and your profession energy to full. Several levels at once cost nothing extra — the pools are simply filled.
  • QoLIt applies wherever a level can be won: an expedition fight, an arena attack, a claimed quest, the daily bonus, a chain-quest reward, and the world boss payout. The level-up fanfare now says so beneath your new skill point.
23 Jul 2026 V31 ContentQoL

Ladon leaves a mark on those who face him

Facing the world boss counted for the fight in front of you and nothing else — once his window closed, all that striking left no trace. Ladon now keeps a lifetime tally. Every blow you land on him, and every killing blow you deliver, is recorded for good, feeding a new World Boss achievement line and a weekly quest built around him. Your past counts too: the tally is backfilled from every window you have ever joined, so the strikes you have already thrown are already there. And a smaller annoyance goes with it — a Ladon who dies partway through his window no longer lingers on the map as though he were still alive.

  • NewA new World Boss achievement category tracks your war with Ladon: Dragonbaiter, Scalebreaker and Scourge of Ladon for 10, 100 and 500 lifetime strikes, and Dragonslayer for landing the killing blow — a rare honour, since only one gladiator per window can claim it.
  • NewA fixed weekly quest, Strike Ladon 10 times, now sits beside your other weeklies. It is always there — never rolled away, never a daily — because Ladon walks for only two hours a day, and a week gives you seven windows to meet it. Its reward sits at the top of the weekly band.
  • FixA Ladon slain partway through his window no longer haunts the map. The moment he falls — to your blow or anyone else's — he leaves the Environs map and stops raising the call to arms, rather than lingering as if still alive until the window closed.
23 Jul 2026 V31 QoLFix

Weigh any piece of gear against what you are wearing

Until now you could only size a new item up against your own equipment in two places — the shop and your character sheet. Everywhere else you were on your own: a weapon in the market, an axe a gladiator offered you in a trade, a piece sitting in the guild stash, a fresh drop, a quest reward — you had to remember your own numbers and do the sums in your head. That comparison now follows you everywhere you can look at a piece of gear. Point at any item and you will see it measured stat by stat against whatever you are wearing in that slot, gains in green and losses in red, so an upgrade is plain at a glance.

  • NewEvery place gear appears now compares it to your equipped item in that slot: the market, direct trades and the trade composer, the guild stash, battle loot, the daily quest reward, the forge, and another gladiator's gear when you inspect their profile.
  • QoLThe comparison reads +N in green where the item beats what you wear and −N in red where it falls short, counting affixes and enchants together — the same 'vs equipped' view the shop and your character sheet already used, now shared everywhere gear is shown.
  • FixFixed a 'Missing or invalid CSRF token' error that could reject a trade, a market purchase or another action — usually after signing in again in a second tab. The game now quietly refreshes your session and retries, so the action goes through instead of failing.
22 Jul 2026 V30 BalanceQoL

Enchanting rewards the risk it asks you to take

Enchant levels used to pay out in a straight line while the risk climbed a cliff: +1 succeeds nine times in ten, +5 only one in five, and reaching +5 costs about twelve scrolls — yet each level was worth exactly the same as the one before it. On armour that meant a quarter of a percentage point of damage reduction per level, which nobody could feel. The value curve is now progressive: each level is worth more than the last, and the final step is about three times the first. Nothing was lowered — +1 is exactly what it always was, so no existing item lost anything.

  • BalanceEnchant bonuses now grow per level instead of in a straight line. On a level-20 weapon a +5 is worth +19 damage where it used to be +10 — about a third more damage rather than a sixth.
  • BalanceArmour and jewellery gained the most, because they had the least. A +5 ring now grants +10 to its chosen stat instead of +5, putting it on par with a rolled affix, and a +5 armour piece is worth roughly double what it was.
  • BalanceA +1 enchant is unchanged at every item level, so nothing you already own was weakened — only the levels you had to gamble for got better.
  • QoLThe wiki’s enchant table now lists the value multiplier and a worked example beside each success chance, and the Forge Simulator spells out how much of an item’s damage came from its enchant.
22 Jul 2026 V29 QoLFix

The wiki takes over from the in-game guide

The Game Guide book in your header has been retired, and the button now opens wiki.realmsofelynia.com instead. The book carried its numbers by hand and had quietly drifted out of date — it still promised Profession Energy at 4 per hour when the game had long since been giving 6, and it capped guilds at 30 members when the real ceiling is 20. Everything it covered now lives on the wiki, where each figure is read straight from the live game rules and cannot fall behind again.

  • QoLThe header guide button now opens the wiki at wiki.realmsofelynia.com in a new tab, so you can keep reading with the game still running behind it.
  • ContentFive new wiki pages cover what the book used to: Combat (the style triangle, hit and crit chance, and exactly what your armour is worth against each level), Attributes, Battle Arts, Energy and Guilds.
  • FixTwo figures the old book had wrong are now right: Profession Energy refills 1 point every 10 minutes (6 per hour, not 4), and a guild holds 10 members with slots buyable up to 20 — never the 30 the book claimed.
  • QoLAddresses mentioned in these patch notes are now clickable links.
22 Jul 2026 V28 FeatureContentQoL

A companion wiki opens its doors, and a server clock joins your header

Elynia now has a wiki of its own at wiki.realmsofelynia.com — a reference for everything from professions and bosses to the exact odds behind every drop, kept honest because it reads straight from the live game rules. It comes with a Forge Simulator so you can learn the gambling odds without spending a coin, and live leaderboards. And back in the game, the header now keeps a clock on Finnish server time, so you always know how close the evening's world events are.

  • FeatureA companion wiki has opened at wiki.realmsofelynia.com. It gathers the general lore, all thirteen professions with their gathering nodes and recipes, every boss — from the expedition bosses to Ladon himself — and the full catalogue of weapon, armour and jewellery templates, with an example roll for each.
  • ContentDrop tables, laid bare. Every monster page shows its exact drop chance, the rarity odds of what falls, the item-level gate that keeps epic and better out of the early zones, the themed loot each creature favours, and the boss uniques with their true rates. The numbers are pulled straight from the live rules, so they can never drift from what actually happens in a fight.
  • FeatureA Forge Simulator lets you learn the Forge without risking a thing. Open Sealed Spolia, reroll, ascend with Fervor failstacks, and enchant — one at a time, or a thousand at once to watch the distribution settle against the posted odds. It runs the real forge logic, so what you see is exactly how it behaves in game.
  • FeatureLive leaderboards on the wiki, too — overall level, arena honor, and a highscore for every profession.
  • QoLYour header now carries a clock set to Finnish server time (Europe/Helsinki), ticking every second and handling summer and winter time on its own. World events run on this clock, so a glance tells you how long until Ladon comes down from his tree at 19:00.
20 Jul 2026 V27 ContentFeatureFeatureBalanceQoL

Ladon descends, the House of Masks opens, and every gladiator starts in rags

The largest patch Elynia has had. A world boss now comes down from his tree every evening and the whole server fights him together, sharing one pool of health and one lottery for his standard. A mask-maker has opened his doors so the face you picked in your first minute is no longer permanent. And the road up has been rebuilt from the bottom: you start in rags, your armour grows up with you in both look and name, and there are weekly goals and multi-step sagas to chase.

  • ContentLadon, the sleepless dragon of the Hesperides, comes down from his tree every evening at 19:00 Finnish time and stays for two hours. He is not a duel: his health is a single pool shared by every gladiator on the server, so a hundred of you bleed him together. Find him on the Environs map while he is here — he is hard to miss.
  • FeatureA strike costs 1 expedition energy and lands three blows with your own weapon and gear — each can miss, hit or crit, and his hide turns much of it aside. He answers every strike by taking a fifth to four fifths of your maximum health, so expect to go down two or three times an evening and to want potions on hand.
  • BalanceHe grows. The first Ladon carries 10,000 health, and every time the server kills him he returns 2,000 stronger; if he escapes, he comes back the same. Four to six committed gladiators can take the first one down — or fewer, if they grind the whole window.
  • ContentEveryone who lands a blow is paid experience and gold, and paid more for a bigger share of the damage. Fleeing is not a punishment: if the sun runs out before his health does, you are still paid for the blood you drew.
  • ContentThe Draconarius — the dragon-standard portrait, taken from his head — cannot be bought at any price. Only a kill can yield it, at most one per kill, drawn by lot between everyone who struck him at least three times. It is a single lucky gladiator, not a payout for the crowd, and when someone takes it the whole server hears about it.
  • FeatureThe House of Masks has opened in Rome. Step in and change the face the arena sees as often as you like — the six you have always been able to pick cost nothing, now and always. What you choose is what the whole city sees, from the arena roster to your public profile, and your own face sits on the mask-maker’s chair while he works.
  • FeatureSeven new faces hang on his wall, bought with Aurei. Five are not human at all — the Kobalos, a green-skinned trickster out of Dionysus’s retinue; the Cyclops, forge-born and sooted; the Minotaur, the labyrinth’s champion; the Satyr; and the serpent-haired Gorgo — alongside a new human champion, the Free Blade. Tap one to try it on the chair before you decide; nothing is charged until you confirm.
  • FeatureRings, too, and these are earned rather than bought. A frame is worn around your portrait and shows everywhere your face does — the hammered Bronze Ring from the start, a gilded Laurel Wreath at level 20, a riveted Iron Band at 35, and the Gilded Ring at 50, which only the Ascended wear. If you would rather wear none at all, No Frame is a choice like any other.
  • QoLRome has been redrawn: a walled capital with the Colosseum, the forge, the temples and the markets all where you would expect them. Your paperdoll portrait is half again as large, and the equipment slots gave up their empty margins to make room for it.
  • BalanceNew gladiators no longer start in a full common kit. You begin in rags — a Rusty Gladius, Worn Sling or Cracked Wand, a battered offhand and a single Rag Tunic — and no helmet, gloves or boots. Your first real upgrades now mean something. The starting-style pick was never a class and still isn’t: it only sets this first kit, and your class follows whatever weapon you wield.
  • FeatureRandomize now rolls a full Roman name — praenomen, nomen and cognomen, like Gaius Iulius Maximus. Names may contain spaces and run up to 24 characters, and every name you already have still works exactly as before. Pick the woman’s face and it rolls a woman’s name, in the Roman fashion of nomen and cognomen.
  • FeatureArmour grows up with you in both look and name. Below item level 15 it is Recruit’s, Scout’s and Novice’s gear; from 15 the familiar Legion, Hunter’s and Acolyte’s sets; past 30, ornate Imperial pieces. One template carries all three, so a level 5 helmet no longer calls itself a Legion Helmet — and your existing armour is renamed to match what it always looked like.
  • BalanceThe fine drops now start at the deeper zones. Below item level 15 nothing rarer than Rare drops, so the Ruins of Pompeii and beyond are where real quality begins. Epic and better were also made roughly half as common, so a purple actually turns a head again.
  • QoLThirty-one new item pictures: the starter rags, and the recruit and Imperial tiers of all twelve armour pieces.
  • FeatureWeekly quests join the daily three: two bigger goals on a seven-day timer, with rewards to match. And Sagas — multi-step chains like The Making of a Gladiator and A Tradesman’s Fortune — give a longer thread to pull, one step at a time, with a payoff at the end.
  • QoLNew gladiators are announced in world chat when they arrive, so the city knows who just walked in.
  • QoLItem tooltips show the item’s picture next to its name across your bag, the shop, the market and the guild stash — and crafting recipes now show the tier you will actually receive rather than always the middle one.
  • BalanceTraining cost now tracks only the points you bought with gold, not your total attribute value. Free points from levelling and from a respec no longer push the price up, so you can spend them in any order without being punished for it. (This one quietly went live a little earlier and never got a note.)
17 Jul 2026 V26 FeatureContentQoL

Achievements get a hall of their own, and every deed is worth points

Your achievements used to open inside your backpack, wedged under a tab bar that showed nothing as selected. They now have their own hall, reached from the Character screen: the categories run down the left, and the right side opens whichever one you pick. The first page shows what you earned most recently and how far along every track is. Every achievement is now worth points, and there are three new tracks — Expeditions, Exploration and Collections — bringing the total from 23 to 37.

  • FeatureThe Achievements button on your Character screen now opens a hall of its own instead of stuffing the list into your backpack. Categories run down the left, the chosen one fills the right, and Back to Character Screen returns you exactly where you were. Moving between categories is instant — nothing reloads.
  • FeatureEvery achievement is now worth points, and your total sits above the category list. Entry milestones pay 10, the harder ones 25, and the capstone of each track pays 50, for 1,045 across the board. Nothing you had already earned was taken away — your existing deeds were scored where they stand, so the number is waiting for you the moment you open the page. Your points also show on your public profile.
  • FeatureThe first page opens on a Summary: your four most recent achievements with the date you earned them, and a Progress Overview showing how far along every category is. Click any row to jump straight into that category.
  • ContentThree new tracks, fourteen new achievements. Expeditions counts the monsters and the bosses you put down in the wilds. Exploration remembers every zone you have set foot in. Collections tracks the battle arts you have learned and the recipes your trades have opened to you.
  • ContentYour battle arts and recipes were already known to the game, so Collections is scored from your real progress the moment you open the page — no grinding to catch up. The zones you have fought in were recovered from the battle reports you still have, so Exploration starts with credit too.
  • QoLMonster and boss kills start counting from this patch, at zero, for everyone. The game keeps only your hundred most recent battle reports and everything older was pruned away long ago, so there is no honest way to reconstruct what you had already slain. We would rather start you at a true zero than hand you a number we invented. The first milestone is 50 kills, which is a day or two of ordinary play.
17 Jul 2026 V25 ContentFeature

The Gates of Avernus open, and monsters drop what they carry

Level 40 was where the road ran out. The Catacombs were the last zone, so the climb to 50 meant fighting the same four foes until you got there. The Gates of Avernus lies at the far end of the road: a black crater lake, a bronze gate the living do not pass, and Charon waiting on the water with his palm out. Loot has changed everywhere too — what a monster is now shapes what it leaves behind.

  • ContentThe Gates of Avernus opens at level 40 — the Roman underworld at the end of the Via Appia, past the catacombs where the road gives out. Four new foes wait there: the Lemur Shade, a restless spirit of the unburied dead; the Stygian Boatman, who drags the living into the water with a barbed hook; the Bronze Talos, a statue that has guarded the gate long enough to forget why; and Charon himself, Ferryman of the Dead.
  • ContentCharon is the deepest fight in Elynia — levels 48 to 50, and two expedition points like any boss. He is also the first foe who will not simply hand you what he happens to be holding.
  • FeatureMonsters now drop what they are. A beast leaves hide and leather. A bandit leaves the weapon he was swinging at you. A construct leaves heavy plate, a spirit leaves magic and cloth, and vermin leave the trinkets they hoard. This is not only the new zone — every monster in every zone has been carrying the right things all along, and the loot finally knows it. Around six drops in ten follow what the creature is; the rest is still anyone's guess, so nothing is ever off the table.
  • FeatureCharon carries two things no one else in the world does. The Scythe of Charon, a reaping blade for those who fight with magic. And the Ferryman's Obol — the coin you were supposed to pay him with, which any gladiator can wear. Both come epic at worst, and neither drops anywhere else, from anything else. He does not part with them often.
  • QoLBoth maps have been redrawn so the road actually runs to Avernus. The mine, the sawmill, the cove, the hunting camp and the ruins have all shifted with the new art — they are all still out there, just not quite where you left them.
16 Jul 2026 V24 FeatureFix

Your listings tell you when they sell, and the market remembers every trade

Selling on the market used to be silent: the gold turned up in your purse with nothing to say where it came from, because the buyer is the one who triggers the sale and you are almost never there to see it. Now the market tells you what sold and what you earned, and a new History tab keeps every trade you have ever completed. The gathering professions also have their map back.

  • FeatureWhen something you listed sells, the market tells you. The notice names the item and the gold you received after tax, and it waits for you — you do not have to be online when the sale happens, because you almost never are. It is there the next time you open the game, or it appears as you play.
  • FeatureA new History tab in the Market keeps every trade you complete, as buyer and as seller, newest first. Sales show what you actually received after the 10% market tax; purchases show what you paid. Every row names the gladiator on the other side of the deal.
  • FeatureThe history is a record, not a lookup: it keeps the name of what was traded even after the item itself is gone. Sell a blade, watch the buyer disenchant it, and the trade still reads the same a month later.
  • FixThe gathering professions had lost their map. The node list had spread across the whole scene, the markers were stranded behind it, and the button that hides the panel did nothing at all. The map is back, the markers sit on their veins and seams again, and hiding the panel now clears the view completely.
  • FixEvery profession with recipes — the seven crafting trades, smelting, and herbalism — opened to a blank screen. They open again.
  • QoLThe gathering panel no longer squeezes its own cards. Your skill level and profession energy are readable again instead of clipped mid-line behind their own scrollbars, and only the node list scrolls.
  • QoLMy listings now shows only what you have up for sale right now. The old "Recently sold" list was the History tab told twice, and worse — it forgot your purchases entirely.
  • QoLThe Market and Shop tabs no longer crowd each other off the card. Both pages were repeating your gold total, which is already in the bar at the top of every screen, and it was doing nothing there but stealing room from the buttons.
16 Jul 2026 V23 FeatureQoL

Recruit a Gladiator, and a roadmap you can write on

Bring a friend to Elynia and get paid when they make something of themselves. The roadmap has stopped repeating what already shipped and now shows only what is coming — with a button to tell us what you want on it.

  • FeatureRecruit a Gladiator: reach level 10 and you get a personal invite code, shared from the new Recruit page. When someone who signs up with your code reaches level 10 themselves, you earn 10 Vote Points — up to 10 recruits.
  • FeatureThe reward lands when your recruit reaches level 10, not when they sign up. A friend who actually plays is worth something; a throwaway account is not, because levelling is gated by Action Points and no amount of rushing speeds it up.
  • FeatureYou can now suggest a feature straight from the Roadmap page. Write your idea, hit send, and it reaches us with your name on it — no forum account, no Discord required. Three per day.
  • QoLThe roadmap now shows only what is planned. The old "Recently shipped" column was a lower-detail retelling of the patch notes, so it is gone: every update, past and present, lives here on the News page.
16 Jul 2026 V22 FixQoL

Quest badge updates instantly, market listings show everything, and rare drops get their moment

The Work & Quests counter now appears the moment you finish a quest instead of waiting for a page refresh — a fix that covers gathering, fighting, arena duels and work shifts alike. Market listings finally show the item's icon and every one of its stats. Profession skill-ups got a proper banner with the trade's own icon and your progress to the next level, milestone skills throw a full celebration, and finding an Epic, Legendary or Mythic item is finally the event it should be.

  • FixThe Work & Quests notification counter now updates the instant a quest completes. Previously it stayed empty until you reloaded the page — the counter was only ever calculated when the page first loaded, so every gather, fight, arena win or work shift silently wiped it back to zero.
  • FixClaiming one of several finished quests now leaves the counter showing the ones you still have waiting, instead of clearing it entirely.
  • QoLMarket listings now show each item's icon, and every stat it carries as its own chip. Listings used to cut the list off after two bonuses with a vague "+1 more", so you could not tell what you were buying without guessing — the Shop already worked this way, and the Market now matches it.
  • FixItem tooltips now say "Health" instead of the raw "hp" for health bonuses, matching every other screen in the game.
  • QoLProfession skill-ups now show the trade's own icon, its proper name, the levels you moved between, and a bar tracking your progress toward the next level. Rapid skill-ups queue up one after another instead of stacking on top of each other, and you can dismiss one early with a click or Esc.
  • QoLReaching skill 25, 50, 75 or 100 in a profession now triggers a full celebration with that trade's artwork — mastering a skill at 100 is called out as the landmark it is.
  • QoLEpic drops now announce themselves with a banner in their own colour. Legendary and Mythic drops take over the screen with escalating rays, glow and sound — a Mythic no longer looks like anything else you will find.
  • QoLRare-drop celebrations cover loot from expeditions and bosses, the daily quest reward, and Legendary-or-better crafts. Crafted Epics stay quiet on purpose: a master crafter makes those reliably, and an Epic you found should feel different from one you planned.
  • QoLOpening a Sealed Spolia or Imperial Cache that reveals a Legendary or Mythic now gives that reveal extra weight, rather than stacking a second popup on top of it.
15 Jul 2026 V21 QoL

Recipes show what you'll craft

Every crafting recipe now previews the item it produces — its icon plus a plain-language line telling you what it actually does, so you no longer have to guess what an Elixir of the Lion or a Scroll of Fulmen is before you brew it.

  • QoLCrafting recipes now show the icon of the finished item next to its name, so you can tell at a glance what a recipe produces.
  • QoLEach recipe output now carries a short explanation of what it does: elixirs and food list their buff and duration, potions their healing, arrows their damage, scrolls the ability they teach, and gear its slot and item level.
15 Jul 2026 V20 BalanceQoL

Professions keep pace: faster skills, free disenchant & mobile polish

A comprehensive crafting rebalance. Every profession now levels roughly 3–4× faster, so your skills keep up with your character instead of leaving crafted gear obsolete — disenchanting is finally free — plus a round of mobile UI polish.

  • BalanceSkill leveling is much faster across all 13 professions: the skill-XP curve is halved (reaching skill 15 now takes 2,100 XP instead of 4,200, skill 30 takes 8,700 instead of 17,400), so your crafting keeps pace with your level.
  • BalanceGathering and crafting now grant about 50% more skill XP per action, easing the material grind behind every recipe.
  • BalanceProfession Energy now regenerates faster — 1 point every 10 minutes (6/hour) instead of every 15, so the shared energy pool throttles all your professions less.
  • QoLDisenchanting is now free: it no longer costs Profession Energy. You still forfeit the item's value, but you can break down gear for dust and essence whenever you like — so Enchanting is finally worth training.
  • QoLMobile character screen: your Achievements button and gold, honor and aurei now sit in the top-right corner beside your name instead of stacking below it, saving screen space.
  • QoLMobile Battle Arts: each art now shows what it does right on its tile, and in the Shop you can tap a scroll or manual to see the art's effect — no more guessing without a mouse hover.
15 Jul 2026 V19 FeatureQoL

Update alerts & a cleaner character screen

You'll now hear about updates the moment you log in, plus a round of UI polish: tidier achievements, a handier Achievements button, and inventory-style guild stash tiles.

  • FeatureNew-update alerts: when the game ships new patch notes, you'll get a popup on login and a dot on the News tab, so you never miss what changed.
  • QoLYour Achievements now open from a button on your character's equipment panel, next to gold and honor, instead of being tucked away as an inventory tab.
  • QoLOther gladiators' achievements on their profile now list as clean, compact rows instead of bulky cards.
  • QoLThe guild stash and deposit picker now use the same rarity-framed icon tiles as your inventory — hover any piece for its stats; officers withdraw from a corner button.
15 Jul 2026 V18 FeatureQoL

Guild Shop, bigger rosters & an application inbox

More guild management: officers can review join applications in one place, grow the roster from the new guild Shop, and the shared stash reads at a glance.

  • FeatureGuild officers and leaders now have a Pending applications inbox on the guild's Members tab — accept or decline each applicant in one click. The Guild tab already flagged pending applications with a badge; now there's a place to act on them.
  • FeatureThe guild Buffs tab is now the guild Shop. Officers can raise the member cap by +2 for 30,000 gold from the guild bank, up to 20 members — new guilds start at 10.
  • QoLThe guild stash shows gear as rarity-framed tiles in both the stash and the deposit picker — hover any item for its full stats, instead of cramped, overlapping names.
15 Jul 2026 V17 FeatureNewQoLFix

Guild chat pings, sharper gear, and a new place to vote

A follow-up round: guild chat now nudges you with an unread badge and a chime while you play, enchanted gear shows its bonus at a glance, arena and reroll tidy-ups, and BrowserGamesTop joins the Vote page.

  • FeatureGuild chat now pings you from anywhere in the game — the Guild tab shows an unread badge and plays a soft chime when a new message lands, so you won't miss your guildmates while you're off adventuring.
  • NewA new place to vote: BrowserGamesTop is now on the Vote page. Cast a vote once every 24 hours to earn a Vote Point for the Vote Shop.
  • QoLEnchanted gear now shows its enchant bonus and a +N badge right on your character and inventory screens, so you can tell an item's enchant level at a glance.
  • QoLRerolling an item's affixes with a Tessera Fortunae now reveals the new roll and lets you keep it or revert to the previous affixes — no more instant, irreversible replacement.
  • FixAttacking an arena opponent who's still on cooldown no longer costs you an arena point — the attempt is turned away without draining your energy.
15 Jul 2026 V16 FeatureContentQoL

Vote rewards, AFK training, achievements & a proper level-up

A big feature drop: vote for the game to earn shop points, train a profession hands-off from the Work page, unlock permanent achievements, and celebrate every level-up with a proper flourish.

  • NewVote for rewards: vote for Realms of Elynia on browser-game toplists to earn Vote Points, then spend them in the new Vote Shop on gold, Profession or Expedition Energy, or a short +5% Combat or Profession XP buff. Find it under Vote in the sidebar.
  • NewAFK profession training: on the Work page you can now take a training shift instead of a gold shift — work a profession as an apprentice for a steady trickle of skill XP. You hold one shift at a time, gold or training.
  • NewAchievements: 23 permanent milestones across progression, arena, professions, wealth, might, and voting. They have their own tab on your character sheet and are shown on other players' public profiles.
  • FeatureLevel-ups now get a real celebration — a full-screen flourish for character levels and a banner for profession skill-ups, instead of a tiny chip buried in the battle report.
  • NewEnchanting now has a Disenchant panel: pick gear from your bag, see exactly which reagents it will yield, and break it down — no more digging through your inventory sheet.
  • QoLThe guild stash now shows an item's rarity and full stats when you hover it, and colours item names by rarity.
  • QoLThe Work/Training, Vote, guild, and profession pages now flow in a clean full-width grid instead of a cramped column with nested scrollbars.
  • QoLBattle Arts now show a unique illustrated icon for each art in a compact grid, instead of text-only buttons.
14 Jul 2026 V15 FixBalanceQoL

Guild hall, hourly energy, faster herbalism

A round of fixes and tuning: your Guild tab opens to your own hall, Profession Energy trickles back all day, herbalism levels twice as fast, and every Battle Art now tells you how to unlock it.

  • FixThe Guild tab now opens straight to your own guild's overview when you're a member, instead of sending you to the founding screen — with new top-level tabs (My Guild / Directory / Create).
  • BalanceProfession Energy now recharges continuously at +4 per hour (one point every 15 minutes, up to 60), replacing the once-a-day midnight refill.
  • BalanceHerbalism skill XP is doubled — from both gathering and brewing — so reaching skill 15 to brew potions is far quicker.
  • FixRerolling a daily task can no longer hand you the same task back; the new task always differs from all three current ones.
  • QoLEvery locked Battle Art on your character sheet now spells out how to unlock it — which scroll or manual to buy, what to craft it from, and the level you need to read it.
  • QoLScrolls and Manuals in the Shop now show what the art actually does when you hover them, and ones you already know are marked as Known.
  • NewThe Scroll of Ignis Vestae can now be crafted with Enchanting (skill 30) — it previously had no way into the world at all.
  • FixThe Manual of the Testudo and Manual of Perfringo now have proper artwork in your bag and the Shop.
  • FixThe hiscores table was cut off after about 17 rows on desktop, with no way to scroll — it now scrolls inside the board, so you can see all 25 ranks on a page and reach the pager. The page count is also real now, instead of always claiming 40 pages.
14 Jul 2026 V14 FeatureContent

Battle Arts for every style

Warriors and archers finally get build-defining techniques of their own — pick a Battle Art to shape every attack, the same way mages wield spells.

  • FeatureBattle Arts generalize the spell system to every fighting style: melee and ranged now have selectable techniques, not just mages.
  • NewMelee: Impetus (+8% damage) comes free with your first melee weapon; learn Testudo (a shield-wall stance, incoming damage x0.90) from a Manual at level 8.
  • NewRanged: Venatio (+5 to hit) comes free with your first bow; learn Perfringo (bodkin points that ignore 20% of enemy armor) from a Manual at level 10.
  • ContentYour character sheet's Spells panel is now Battle Arts — it shows every technique across all styles and marks which ones your equipped weapon can use.
  • ContentBuy the new Manuals in the Shop's Scrolls tab; a Battle Art only takes effect while you hold a weapon of its style.
12 Jul 2026 FixContent

Brew potions, weave cloth

Herbalism and Tailoring now show their full recipe lists, so you can finally craft everything they make.

  • FixHerbalism and Tailoring were only showing their gathering nodes — their recipes are now listed on the same screen, right below the gathering grounds.
  • ContentHerbalism doubles as your apothecary: gather herbs, then brew bandages, healing potions and combat elixirs.
  • ContentTailoring: gather fibers, weave them into cloth, then sew cloth armor and spellcaster tomes.
12 Jul 2026 V13 FeatureContent

Guilds: banners, banks and stashes

Band together — found a guild, share a gold bank and gear stash, chat in your own channel, and rally guild-wide buffs.

  • FeatureFound or join a guild — team up under a name, short tag and a chosen crest, paid in gold or Aurei.
  • FeatureApply or invite, with Leader / Officer / Member ranks, a shared gold bank to donate to and draw from, and your own guild chat channel.
  • FeatureShared gear stash: deposit gear for your guildmates, buy extra tabs from the bank, and let officers hand it out.
  • FeatureGuild buffs paid from the bank — a PvE combat banner, +25% profession XP, cheaper crafting, and a guild-wide profession-energy refill.
  • ContentBrowse the guild directory and leaderboard, and see guild tags next to gladiator names.
11 Jul 2026 V12 FeatureContentQoL

Respec, skill leaderboards, and craftable wands

A big one: rebuild your attributes, climb per-skill hiscores, craft magic weapons, and hunt across illustrated area maps.

  • FeatureRespec your attributes from your character sheet. Reset all seven stats to 5 and reclaim every point to reassign, for gold or Aurei.
  • FeatureSkill hiscores: the leaderboard has a new Skills tab that ranks every profession by level and XP.
  • FeatureCraft your own wands. Enchanters can now forge wands, scepters and staves, so mages progress like every other style.
  • ContentExpedition areas are now illustrated maps with clickable monster pins and a tuck-away foe list.
  • QoLTraining shows a clear notice while you are on a work shift, instead of a confusing at-cap message.
10 Jul 2026 V11 FeatureContent

Aegis & Hasta — two new spells

Minerva joins the pantheon: two learnable spells and their scroll icons arrive.

  • NewLearn Aegis Minervae (incoming damage reduced) and Hasta Minervae (pierces enemy armor) from crafted scrolls.
  • ContentCraft the scrolls at the Enchanter using Warding Runes, then read them to master the spell.
  • ContentNew hand-painted scroll icons for both spells.
10 Jul 2026 V11 Feature

The Forge, reforged

A single-screen workshop with staged rituals for every upgrade.

  • FeaturePlace an item on the anvil to see its full stats, then enchant, reroll, or ascend it in one screen.
  • FeatureEnchanting and reforging now play the same staged ritual as Ascension — charge, reveal, result.
  • QoLSelecting an item shows exactly what you are rolling and what changes.
10 Jul 2026 QoL

Sharper inventory

Rarity reads at a glance and every item shows its stats on hover.

  • QoLBag items are now rarity-framed icon tiles — legendary and rare are instantly distinct.
  • QoLHover any item for a full stat card, compared to your equipped gear.
  • FixItem names now render in their true rarity color everywhere.
9 Jul 2026 ContentQoL

Cinematic landing & mobile polish

A new arrival experience and a smoother phone layout.

  • ContentRedesigned landing page with a cinematic ancient-Rome hero.
  • QoLImmersive full-height maps and hero banners on phones.
  • QoLSelf-hosted display font for crisp headings on every device.