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.
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.
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 The book carried its numbers by hand and had quietly drifted out of date — it still promised Profession Energy at 4 per hour when the game had long since been giving 6, and it capped guilds at 30 members when the real ceiling is 20.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.
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.
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.)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.