v0.26.0 · July 2026
The Right Tool
Tailoring and leatherworking read as one family again
The last release gave both professions new material families and left the gear behind, so a single tier could print four different words. Tier 3 leather gear said Wolf, Leather, Boiled and Scaled while its material was Scaled Leather. Tier 4 said Tough, Leather and Dire. Tier 5 said Dire, which is tier 4’s family, so one word pointed at two tiers. Worst of all, "Sew Wolf Leather Vest" handed you a Boiled Leather Vest, so the recipe and the item named different families for the same craft. Every tier is now one word from the panel header to the material to the finished piece: Wolf, Bristled, Scaled, Dire, Wight-shroud and Drake leather, and Linen, Silkweave, Mageweave, Storm-cloth, Frostbloom and Magister cloth.
The Codex tells you where anything comes from
Items reach you through eight different channels and the Codex only knew about two of them: crafting recipes and ordinary monster loot. Hides roll on their own separate chance, dungeon bosses have their own tables, guild clears have their own pools, quality crafting mints its own versions, shops sell things and quests award things. None of those were understood, so roughly eight hundred items showed no Sources panel whatsoever, and an empty panel reads as "this does not drop" rather than "we did not check". Blighthide was the one that gave it away: it comes only from hide rolls, so nothing in the game would tell you where to find it. Every channel is now read, so every item names its source.
Every hide has real, reachable sources
Hide drops promised four or more open-world sources at every tier and nothing verified that promise, so it was quietly false: tier 1 had only three, because one of its wolves existed solely inside a dungeon where most players would never meet it. Every tier now genuinely meets the floor with creatures you can walk to, that wolf among them, roaming the Vireldan Crownlands. The promise is checked on every build rather than trusted.
Nine recipes were pointing at the wrong tier
"Cut Dire Leather Strips" sat at level 60 and produced Wight-shroud Cord, while Dire is the level 45 family. One step was named after a house set piece it had nothing to do with, and one printed a raw internal item code straight at you. All nine now name what they actually make.
Hide drops were paying up to four times over
The new hides had been added to the ordinary loot table of eighteen creatures that already rolled them on their own separate chance, so both fired on a single kill. The Ogre Passbreaker was yielding nearly five times its intended rate and not one of the eighteen was under one and a half times. Hides now drop once, at the designed rate. If tanning felt suspiciously easy last patch, this is why, and it will feel slower now.
An archer’s power lives in the arrows now
Standard arrows dealt 1 to 7 damage across the whole game while poison arrows dealt 11 to 135, so the plain arrow was strictly pointless and nobody had a reason to make one. Arrows now carry about a third of a shot and the bow itself has come down to keep your total damage where it was calibrated. The practical change is that which arrow you nock now matters: the damage arrow is decisively better against mail, poison is decisively better against plate, and the two are close enough on cloth and leather that neither is a trap. Rogues keep poison as pure upside. Archers get to choose.
The spear finally beats something
Two-handers are meant to be a three-way choice: greatswords shred cloth and leather, spears slip through mail, mauls break plate. The maul was carrying almost a fifth more damage than its share, which swallowed the whole advantage piercing has against mail, so there was no armour anywhere in the game that the spear was the right answer to. All three now sit level, and each one wins the fight it is supposed to win.
Daggers hit harder
Seven named boss weapons were carrying a hidden attack speed bonus that no other weapon gets and that their damage had already been paid for. Removing it cost daggers the most, since three of the seven were daggers, so dagger damage has gone up about a tenth to give that back. The speed came off the items and went back into damage, where you can see it.
Named and epic gear sits where its rarity says
Nineteen boss drops still had hand-written numbers from before the rarity rules existed, and they missed in both directions. One green chestpiece was beating the blue on its own line; another piece added nothing at all over its common. The three house set cloaks were governed by nothing, so a tier 6 epic cloak had less defence than the plain cloak of the same tier. All of it is now derived. Some pieces went up, a few came down, and none of them lie about their colour any more.
The Sovereign focus can actually be built
The tier 6 Mana capstone needed a reagent that nothing in the world produced. Not rare, not hard to reach, simply absent, so the recipe could never be run by anyone. It drops from tier 5 and tier 6 meditation now.
Restoratives are worth the slot
A restorative gave you sixty percent of both bars, and since you have three quick slots you could just carry a heal and a mana potion instead and be better off on each. It is seventy-two percent now, which makes it the correct pick if you draw on both bars, while the single potions stay clearly better if you only use one.
Wolf hides drop like every other hide
Every other tier’s hide comes off its own roll, separate from the creature’s normal loot. Wolf Hide came off the ordinary drop table, which is why it behaved differently from the five above it for no reason a player could see. It now works the same way, at the same rate the other tiers use, which is a little lower than the wolf line paid before. Reclaiming hide from leather scrap is unchanged.
New artwork for the whole leather chain
The hides, tanned leathers and cords were a mix of two different art sets and never looked related. All eighteen are redrawn as one family: each tier shows the pelt with its fur or scales still on, then the same skin cured flat, then that leather cut into cord.
Fixes
- The Codex described leather armour as "a balanced 10-20% off everything". The real numbers, rendered in the table directly above that sentence, run from 5% to 40%: leather shrugs off blunt force well and barely blunts a blade. The caption now says what the table says. It is advice you act on when deciding what to wear.
- The Sentinel cloak had been given health and damage reduction by a slot that carries neither, which made it roughly twice as strong as its own line allows. It is corrected. Tank durability itself was never the problem: the measurement behind that concern turned out to be dressing the tank in an epic guild-boss shield it should never have had.
- Leather Scrap and Iron Scrap dropped from ninety-seven creatures between them and no recipe anywhere consumed either one. Both are spent now, scrap leather into reclaimed hide and iron scrap into bars.
- Four items existed that could never be obtained by anyone: High Quality and Masterwork versions of the wooden shield and the concealed blade, neither of which has a recipe to craft a quality version from. They were listed in the Codex as though they were reachable.
- Cooked Trout, Cooked Pike and Cooked Salmon could not be eaten. They cooked, they sold, they sat in your bag, and there was no way to put them in a quick slot. The whole tier 1 to tier 3 fishing and cooking line paid you food you could not use.
- Cook Spiny Crab produced Cooked Pike, the same fish the pike recipe makes. Crab meat now cooks into its own dish.
- The Passbreaker’s Maul was tier 6 gear dropped by a tier 4 boss, which handed you a weapon two tiers above the fight you won. It is a tier 4 trophy now, and the Boundary Marker was corrected the other way.
- The Concealed Blade, a tier 3 weapon, dropped from tier 1 knife-fighters, and the Palace Assassin was the most reliable source of it in the game. Tier 1 opponents drop tier 1 goods now.
- Mountain Pelt was a tier 3 material whose only use was a tier 5 recipe, so the ladder had a two tier hole in the middle of it. It is a tier 5 material with tier 5 and tier 6 sources.
- Potion recipes were named Greater and Royal while the potions themselves were named Potent and Superior, so the crafting panel and your bag disagreed about what you were making. Nine recipes renamed to match the bottles.
- Tier 1 cloth gear was called Cloth in your bag and Linen in the tailoring panel, and two different pairs of gloves at two different levels both read as Linen Wraps. Tier 1 is Linen everywhere and tier 2 gloves are Silkweave, as the rest of their sets already were.
- Leather Leggings were the only rung of the leather line that did not name its material. They are Bristled Leather Leggings, and three more recipes now name what they produce instead of what goes into them.
- A tier 2 ghoul dropped a tier 4 reagent and a tier 2 boss dropped a tier 4 gem. Both now pay out on their own tier.
- Bound Sigils and Skeleton Dust dropped from dozens of creatures and nothing anywhere consumed them. Both are spent by Mana focus recipes now.
v0.25.0 · July 2026
Cloth, Hide and Spoils
Every dungeon boss owes you a piece of gear
A boss had one equipable at seven percent, so nine clears in ten paid nothing but vendor trash and gold. Every solo boss now carries four pieces, two green and two blue, and one of them always drops. Greens are the common outcome and a blue is the good day. Reagents and materials roll on their own table, so a good weapon never costs you the run’s crafting mats.
Something worth having, whatever you play
The old drops were sixteen melee pieces, fifteen for tanks, five for casters, two for archers and exactly one for healers. A healer had no reason to enter a dungeon. There are sixty-four new pieces spread across all five roles, so every tier has a weapon, a relic, a shield or a robe worth the walk.
Cloth and leather have real supply chains
Tier 1 cloth did not exist. The recipe list named the same linen twice, so nine garments could never be made at all. One thread bound every cloth item from your first tunic to your last robe and all thirty-four leather recipes besides. One hide had a single source anywhere in the world and the entire upper ladder hung off it. Every tier now has its own fibre, thread and cloth, and its own hide, leather and cord.
Robes and cloaks pick a side
Tailoring now makes two lines: Inquisitor for casters and Preserver for healers, across every slot, trading spell power for healing power piece for piece. Leatherworking cloaks come as Vanguard for damage and Sentinel for tanks. Twenty-four cloaks in all, so your cloak finally matches what you do.
Epic gear is better than common gear
Twenty-six epic pieces, including every house set, carried exactly the same numbers as their common counterpart. An epic chest was beaten by its own Masterwork version. Epics now sit where their rarity says they should. If you own a house set, it just got considerably stronger.
Guild bosses can drop an epic
A guild clear could pay greens, a rare and Warrant tokens. There is now a small chance at the boss’s own regalia as well, from half a percent up to three depending on how much of the fight you carried. Three percent is the ceiling however hard you pull.
Scout a guild dungeon before you rally
Guild dungeons now have a brief, like solo ones: every monster you will face with its armour and damage type, the boss abilities that need countering, and the drops your class can expect. Rallying happens from the brief, so you commit four other people’s time after reading what is in there, not before.
New ground, and things living on it
Five new areas across Threvin, Gildenmere, the Western Coast and the Pilgrim Roadlands, and nine new creatures to hunt in them: dire beasts, scaled things in the marsh and reef, and drakes in the high tiers. Hides now have at least four sources at every tier instead of one.
Fixes
- Hitpoints experience never slowed down. Every other combat skill stops paying once you outgrow a monster; hitpoints kept paying full rate on anything you could hit, forever.
- Plain metal rings gave flat weapon damage, which was worth nearly fifty percent more to a dagger than to a maul from the same number. They are levelling rings now and carry health instead. House-cut gems are unchanged and remain the real choice.
- Quiver items are gone. They sat in the quiver slot satisfying your bow’s ammunition while holding no arrows at all. The slot stays, arrows go in it, and arrows already stack without limit.
- Cloth armour carried more attack speed than the cap could use at tier 6, so part of the stat was wasted. It is capped at the leather equivalent now, with the difference returned as spell power or healing power.
- Guild dungeon loot showed a plain slot icon instead of its own artwork. Every green, rare and epic from a guild boss now shows the right picture, and so do the healer robes and their quality versions.
- The season banner leads with the Virellan season and names the real one after it.
- Market rows lost a gold bar that looked meaningful and marked nothing, and items you sell now show their artwork like items you buy.
v0.24.0 · July 2026
A True Measure
Your combat level now means what it says
Combat level was the sum of every combat skill's experience, which made it climb far faster than any single skill. A character reading 45 might swing with an Attack of 23. Your level now comes from your best fighting style plus your defence and health, so all skills at 50 reads as 50, and 99 is the cap. Most characters will see a lower number after this update. Nothing was taken from you. The number was flattering you, and everything it controls has been corrected to match.
You can hit what you are sent to fight
Because levels ran high, the game pointed you at monsters calibrated for a character twice your Attack. Some players could not land better than four blows in ten anywhere they could reach. On-level monsters are now hittable at every tier.
Weapons hit as hard as they should
Every measurement of how long a fight should last was made against a character who does not exist. Corrected, real damage was running short across melee and ranged. Swords, greatswords, mauls, spears, daggers and bows all hit noticeably harder now. Casters were already correct and are unchanged.
Take up a new fighting school at any level
Experience stopped paying once you outgrew a monster, and that was measured against your whole character. A veteran who wanted to learn Divine had nothing to learn on: low monsters paid nothing, and high ones needed spells they did not have. Progress in a school is now measured against that school. A Divine of 1 trains on beginner ground the same as a new character, while your main still earns nothing there.
Divine begins with a weapon, not a bandage
Every tier of the divine book taught healing first, then shields, then attack, so a divine caster had no way to deal damage until their third unlock. Every tier now opens with its combat spell, then the heal, then the shield. Sear the Unclean is available from level 1.
Roads and doors open sooner
Region and dungeon requirements were guesses, and several bore no relation to what waited inside. Two regions gated the same difficulty fourteen levels apart. Every requirement is now derived from the content behind it, and every dungeon opens between three and twelve levels earlier than before.
The combat log shows the number
A kill said "60% XP" without ever saying 60% of what. It now names the amount and the skill. Every combat skill that gained is listed, not only the largest, so the school you are actually training is never hidden behind another.
Fixes
- Ranged and poison builds could not log in at all. Any character whose swings pierced armour was locked out permanently.
- Ranged players were dropped to their last save part way through a fight.
- Region difficulty bands shown on the map were stale and understated what several regions contain.
v0.23.0 · July 2026
The Measure of a Blade
Every weapon has its place
Two-handed weapons and bows now hit as hard as their swing speed says they should. A greatsword, maul, spear or bow was paying for the off-hand slot it gives up and getting nothing back for it. Daggers keep their speed. Every fighting style now kills at the pace it was built for.
Quality you can feel
High Quality and Masterwork gear now lifts every stat the base piece has, instead of one. Six common items that quietly beat the tier above them have been corrected, so moving up a tier is always a step forward.
Caster gear finally casts
Spell damage on gear did nothing at all. It works now. Mana focuses also draw on their own tier of potion rather than a stale one, so the whole caster line pulls its weight.
Your abilities come with you
Taunt, Hold the Line, Battle Frenzy, Precision and Multishot now fire in solo combat, not only in guild dungeons. Taunt answers even when the monster is already looking at you.
Treasures of the great houses
Each of the eight houses now keeps a single named epic at its market, priced at 10,000,000 gold and opened at Trusted standing. Bought outright, one to a house, each with art of its own. Something to spend a fortune on at last.
Healing gear says so
Healing power never appeared anywhere in the game, on any of the 31 items that carry it. Every relic and Darrenton’s Dawn’s Mercy now show it plainly, in the vault, at market, and in the codex. The stat was always working. You simply could not see it.
A guild dungeon wants a real group
One tank, one healer and three damage in tier-appropriate commons clears at the wire. Every other composition wipes. Healing tells the truth as well: a spell that reads 100 heals 100, with no hidden multiplier, and the healer is genuinely tested now rather than watching from the back.
Seasons change your pace, not your pack
A hard season no longer eats materials you earned. It changes how fast the work goes. Where a season is acting on you, the action card, the home screen and the offline report now say so plainly.
A fair fight pays fairly
Killing far beneath your level now fades away to a third and then stops paying. This covers swing XP too, so grinding low monsters forever is no longer the quiet best option.
Fixes
- The main quest "A Crown’s Day" could not be finished by a new player. Quest travel now passes region gates and fares.
- Recipes and Lyceum writs are one-time unlocks. They no longer sit in your vault forever after use.
- Being Slowed by an enemy could knock the game offline for the rest of the fight, stuck on your last save.
- Enemy afflictions now show as icons on your card and are named in the combat log when they land.
- Wild flax granted XP without the flax roughly one tick in four.
- The skill screen no longer flashes empty stacks while a craft completes.
- Action cards show the XP and yield you will actually receive, mastery and season included.
- The combat panel’s damage figures now match the server exactly.
- Armour-ignoring poison is shown per hit in the combat log, and weapon poisons and poison arrows now list the damage they add.
- House epics read "Cannot be sold" rather than "Sells for 0g". They were never sellable, so the price was not a price.
- Cloaks and belts now follow the same armour budget as the rest of your kit, and three unreachable belts were removed.
- Three weapon lines were authored off the damage budget and have been corrected.
- Fighting in the Crownlands now earns Crown favor.
- Selling an epic asks you to confirm first.
v0.22.1 · July 2026
Every Tick Accounted For
Your pack keeps up
The Vault, Market, Home, and skill pages now reconcile with the realm as you enter them. Materials, XP, mastery, and gold arrive together instead of one screen waiting behind another.
Rewards you can see
Item, XP, and gold notices now come from the server’s exact reward record. They survive quick page changes and reconnects, so a real reward no longer disappears merely because the screen moved.
Combat starts when the clock says
The first cooldown now points at the first real attack. Combat bars wait for the server when a strike is late instead of beginning another pretend cycle before damage lands.
A note on Dark Hold
Dark Hold still reduces gathering yield by 25%. A completed action can therefore grant skill XP without a material, which is an intended seasonal rule rather than a lost reward. We still need to show this modifier more clearly in the action UI.
Fixes
- The Market Sell list and Vault now update while passive rewards are arriving on screen.
- Home skill XP and the active action’s mastery now move with locally projected server deadlines.
- Quickly switching actions no longer sends duplicate starts or lets an older response rewind newer rewards.
- Long unattended crafting now applies material preservation in the same order as watched crafting.
- Reward floaters no longer get stranded or lost when a page unmounts during native measurement or animation.
v0.22.0 · July 2026
Performance patch
Smoother, all the way through
Progress rings, cooldowns, and cast bars now fill smooth and true even in long sessions, and your XP and mastery climb live as you work instead of waiting on a refresh. The stutter and hitching some phones hit during long crafting or combat stretches is gone.
Much lighter on your phone
Under the hood, the game now sends only what actually changed and checks in far less often when you’re idle. Battery and data use drop sharply, idle skills cost nothing while they run, and long sessions stay smooth.
Steadier connection to the realm
Reconnecting after a drop or a background is faster and more reliable, so you spend less time looking at a retry screen.
Fixes
- Gathering and combat quests tick up with each item and each kill, live.
- Offline and background progress credits your active quest and daily goals correctly.
v0.21.0 · July 2026
The Iron Solstice
The Commission rides
Act 1 of the Vireldan story is here, rebuilt and expanded: from a houseless morning in Oxbridge, through the Queen’s charge, to the investigation at Blackwater Crossing. More scenes, slower and steadier pacing, and the whole road told properly instead of rushing beat to beat.
A story you take in sittings
The longest interrogations no longer arrive as one endless wall of text. They break into short chapters you begin from your quest tracker, so you can set the phone down between them and pick the thread back up when you are ready.
Travel that respects your time
Journeys between places are now a simple tap to continue, not a bar you sit and watch fill.
Rewards worth the road
Finish a quest that grants an item or a lasting boon and a reward card now shows you exactly what you earned. Rook sends you off with a satchel of healing draughts, Captain Rhendall presses his own service blade into your hand, and closing the Blackwater inquest leaves you permanently sharper.
Learn the ropes for real
The opening now walks you through the whole loop with Quartermaster Wulfe: gather, smelt, equip, fight, and patch yourself up, so nothing about the game is a mystery by the time the Crown sends for you.
Fixes
- Gathering and combat quests now tick up with each item and each kill, live, instead of catching up in lumps.
- Story dungeons now play their opening, boss, and victory lines during the run.
- A "travel there" step you were already standing in now completes instead of stalling.
- Offline and background progress now credits your active quest and daily goals correctly.
v0.20.0 · July 2026
Keeping Time
Bars that fill true
Every timer in the game now runs on the server’s clock instead of your phone’s. If your phone’s clock drifted even a few seconds, bars used to crawl, hang just short of full, and jump ahead. The game now measures that drift on every connection and corrects for it, so every progress ring, cooldown, cast bar, and countdown fills exactly true on every device.
Smooth under load
The live connection now speaks only when something actually happened: a tick landed, loot dropped, a warning fired. The quiet once-a-second chatter that made some phones stutter through long crafting sessions is gone, and the bars glide the way they should.
The Codex, dressed properly
The Codex now wears the same painted location header as the rest of the game, its tabs sit right on every page, and the Skills tab shows each skill’s painted artwork instead of a placeholder symbol.
One roof over every page
Leaderboards, your Profile, Feedback, the Codex, and the Arena rankings now open under the same slim painted banner as the rest of Vireldan, and info drawers across the game open at consistent heights. Fewer seams, one world.
Fixes
- Progress rings and bars no longer show more time than the action takes, and always fill all the way before starting the next cycle.
- The Codex tabs no longer get squeezed into slivers on the Skills and Items pages.
- The Chronicle now greets a fresh hero with a proper welcome instead of an empty page.
- Small wording and layout polish across guild dungeons, combat, and the Codex.
v0.19.0 · July 2026
The Long Road
A fairer road
Leveling has been rebalanced from the ground up. Every gathering and crafting profession now takes about the same dedication to master, so no skill is a shortcut and none is a trap. Skills that raced ahead have been brought in line, the ones that dragged (Tailoring, Cooking, Smithing) are far kinder, and progression through the tiers now has the weight it was always meant to have. Levels mean more now, at every stage of the journey.
Combat trains what you use
Kill XP now goes to the stance you fight with. Aggressive trains Strength, accurate trains Attack, defensive trains Defence, bows train Ranged, and spells train their school. Hitpoints grows from the hits you take, not from a share of your kills. Your build is now truly yours: a duelist, a wall, or a glass cannon, earned swing by swing.
Mastery shows in the work
A practiced crafter can now produce a finer piece. Every crafted weapon or armor piece has a small chance, growing with your Mastery of that recipe, to come out High Quality, or on a truly good day, a Masterwork, with genuinely better stats. The craft is worth more than the materials now. Keep forging.
Jewelcrafting, reforged
Plain metal bands from bronze to meteoric are the jeweller’s new bread and butter, honest bar-fed crafts at every tier. Gem-set house jewelry becomes the prize it should be: rare stones from lucky veins, cut and set into something special. New players start with a craftable Plain Bronze Ring and Plain Bronze Amulet at level 1.
Speed that means what it says
Armor speed is now purely a combat stat, renamed Attack Speed. Plate no longer slows your woodcutting and robes no longer hasten the forge. And for casters, cloth finally does its real job: your armor’s attack speed now quickens your spellcasting, stacking with Spell Speed, so a robed mage casts faster instead of swinging a staff faster.
Bars that move like the game
While you are in the app, action timers now stream live from the server. Progress bars sweep smoothly, XP and loot pop the moment they happen, and nothing jumps or stutters on a slow connection. The skill page also shows your XP per hour and the time to your next unlock and to level 99, so you always know what the grind is buying.
An economy with reasons
Every sell price in the game has been rebuilt from one set of rules: an item is worth its materials and the work in it. Some prices rose, some fell, and a few will surprise you, but they finally all make sense next to each other.
The Light domain, repainted
All twenty-six Divine spells wear new icons that tell you what they do at a glance: holy light searing the undead for damage rites, a radiant mark for heals, a gathered ring of light for the group blessings, and the sunburst ward for shields. Each line grows grander tier by tier.
The sounds of the trade
Gearing up has a voice now. Every piece plays a fitting sound when you equip or remove it: the rustle of cloth, the creak of leather, the ring of mail and plate, the rasp of a drawn blade, wood for bows and staves, and a bright chime for jewelry. In battle, enemy special abilities sound a warning, and it tells you something: one tone means brace yourself, a sharper one means your stance can answer if you act.
Fixes
- The first cycle of a new action now takes exactly as long as the bar says. No more slow first tick.
- Recipe cards show your time, not the book’s: every craft and gathering card displays your effective speed with mastery included, so the card, the progress ring, and the task strip always agree.
- Craft lists sort by level, so what you can make right now is at the top instead of buried under locked recipes.
- The combat XP per hour estimate now includes kill XP instead of understating your rate.
- The Ranged style tile now shows how many arrows you have nocked.
- The cast bar now reflects your true casting speed, including Spell Speed gear it previously ignored.
- Every item in the game now has its own artwork, including the writs of the Lyceum and the Cathedral, which now carry their house crests.
- Skills now stop earning XP at level 99. The road ends at the top until new lands open it again.
- Three pieces that were weaker than their lower-tier versions have been set right: the Ash Bow, the Old Rite Staff, and the Dire Leather Belt all got the stats they deserved.
- Signets and pendants return to the jeweller’s bench, giving Heraldic Pins and Pearls a real use, and Mageroot can now be chewed for a little mana.
- Herb nodes are named for what they actually yield. No more cutting Woundwort and finding Bloodroot in your bag.
- Smithing gear is pure metal now. Gauntlets and belts no longer ask the forge for leatherworked parts, so a full metal set is one profession’s work.
- Party heals say what they do: each one clearly states it mends the three most wounded allies.
- You can now see your offline progress timer. The Boons panel shows how many hours of progress you bank while away, and the welcome-back screen shows how much of your time away was credited, with a nudge to upgrade your Field Journal when you hit the cap.
- Gear recipes now show your quality-craft odds: each forging card displays your current chance to produce a High Quality or Masterwork piece, and the mastery note explains it.
- The Mastery panel is easier to read: a short perk list with exact per-level growth for speed, XP, bonus loot, and quality crafting.
v0.18.0 · July 2026
Sighting In
Rangers, nock your arrows
Arrows now live in a dedicated quiver slot on your equipment doll, so you can always see which arrow is nocked and how many you have left, and your quick slots are freed for potions. More importantly, poison arrows now pierce armour in Guild Dungeons and Arena duels the way they already did solo, so a ranger no longer quietly loses a chunk of their damage the moment they leave a solo fight.
Casters can duel again
Ranked duels were ignoring your PvP loadout, so wizards and clerics fought entire matches on plain auto-attacks with their spells never firing. Duels now use your committed stance and its spellbook, so a caster fights as a caster. Your duel loadout commits one stance and its spells per match, which keeps a defending build honest.
Timers that tell the truth
Gathering and crafting cadence now reads the real speed-adjusted rate everywhere, so the countdown ring, the skill-screen bar, and the per-hour rates all agree. The expedition card also shows your total speed-up in one place, base time, effective time, and the combined percent, so mastery, gear, and gem bonuses finally add up to a number that matches the clock. Your ore and XP per hour rise as you get faster now, too.
See your recovery
The Boons panel now shows your passive out-of-combat recovery, so the health and mana you slowly regain while resting is finally visible, right next to the boons that raise it.
Fixes
- Spell casts no longer award Strength XP by mistake. Casting trains Magic or Divine, plus Mana, as intended.
- You can no longer equip a single ring into both ring slots, or one dagger into both hands, which was doubling its stats. Buy or find a second copy to fill the other slot.
- The guild Apply button now greys out, reads Applied, and stays that way across reloads, so it cannot be spammed.
- You now get a notification the moment you are accepted into a guild.
v0.17.0 · July 2026
Take a Stance
Every stance has a kit
Your combat style is now a real role with its own abilities. Each of the six stances carries a passive and an active page. Aggressive and Accurate bring an Interrupt plus a damage or accuracy burst, Defensive brings a Taunt and Hold the Line, Ranged brings Multishot and an Aimed Shot that cannot miss, and Magic and Divine channel Focus or Prayer alongside Cleanse and Ward. Every ability now has painted art.
Bosses wind up, and you read it
Boss special attacks telegraph with an on-screen cast bar, so you see them coming. The bar is colored by how you answer it, and the boss stops its normal swings while it casts, so a special is its own moment instead of extra damage piled on top of an auto. The boss cooldown bar tints to match as a second warning.
Press the ability to answer
Countering is an active choice now. Press the right ability inside the cast window to answer a mechanic: Interrupt a cast, Taunt a boss that turns on your healer, Cleanse a stacking poison, or Ward an unavoidable hit. Each answer has its own cooldown, so no single player covers everything, and a real tank, healer, and damage mix each earns its place.
Cooldowns and combat buffs
Your ability bar shows live cooldowns ticking down, and a buff you have running counts down in green so you can tell active from recharging at a glance. The proactive buffs, Battle Frenzy, Precision, Hold the Line, and Multishot, open a twenty-second window on a long cooldown. Save them to race an enrage timer, brace for a heavy hit, or burn down a pack.
Live fights, not replays
Guild and solo boss fights play out live. The fight advances in real time and you respond as it happens, instead of watching the result after the fact. Your answers and buffs land in the moment.
Hold the line, or lose your healer
Some bosses turn and charge a softer target, and they stay locked on until a tank taunts them back. Then they do it again later. Keeping the boss where it belongs is now a job someone has to work at.
Casters and rogues reworked
A rebalance pass reshaped the two trickiest styles. Spells cover a wider useful range, daggers pierce armor with poison and reward dual-wielding, cloth wearers gain a protective ward with extra health, and casters recover mana during a fight so they are not left running on empty. Healers gain a broadened divine toolkit that makes holding a group together smoother.
Buffs that carry over
Mage Armor and weapon poison now persist as timed buffs that stay with you between fights, so setting yourself up before a fight is worth the effort.
New art, front to back
The eleven boss special attacks each got painted icons, framed in the color of how you answer them so the fight reads clearly. The Codex Monsters tab picked up painted art and a search box, and every guild and dungeon item now shows proper tier artwork on your character and in the vault.
Loot that reads true
Reward screens color each drop by its real rarity, so an uncommon reads green and a rare reads blue, with no more mismatch between what a drop says and what lands in your vault.
Fixes
- Dungeon bosses that were weaker than their own dungeon have been brought up to their proper tier.
- The combat log now shows how much damage each of your swings deals, in every kind of fight.
- Boss cast bars now appear with time to react, instead of arriving nearly full.
- Guild and dungeon armor at every tier now shows its correct tier icon instead of a generic silhouette.
- Fixed reward screens showing every drop in the rare color regardless of its actual rarity.
v0.16.0 · July 2026
Band Together
Rally your guild
Guild Dungeons are here: bring your guild together for five-player runs across six tiers. Call a rally, fill the party, then fight through trash waves to a tier boss for shared loot. Every role, tank, healer, and each damage style, earns its own uncommon and rare rewards from a clear.
The trinity matters
Guild bosses pound the whole party with a rising pulse and enrage if a fight drags on, so from the middle tiers you will want a real tank and healer, not five damage-dealers. The first couple of tiers stay forgiving while your guild finds its feet.
A cleaner fight
Solo, training, dungeon, arena, and guild fights now share one polished combat screen: a live combat log that names your foe and shows the XP and loot you gain, swing timers on both cards, a compact quick-use bar, and a readied-spells hotbar.
New divine magic
Healers gain a wider divine toolkit, including new area heals that mend your most-hurt allies and protective shields, so holding a party together plays very differently from dealing damage.
Gear that makes sense
We did a top-to-bottom pass on item power so rarity finally means what it says. A rare now sits a clear, sensible step above a common of the same tier instead of being a wild jackpot, jewelry bonuses line up with their intended designs, and a handful of items that were far too strong have been brought back in line.
Read your gear at a glance
Equipped and stored items now carry a colored rarity edge, and uncommon-and-better gear gets a soft matching glow so your best pieces stand out. The equipment panel now lays your totals out as a clean stat sheet.
New faces and finer gear
A batch of monsters got fresh artwork, including the guild-dungeon bosses and the foes you clear on the way to them, and a range of items picked up updated icons, so more of what you fight and what you wield now has its own bespoke look.
Sharper duels
Arena duels use the same polished combat view now, with a live duel log and your Elo on show, so a match reads clearly from the first swing to the last.
Vireldan keeps its own time
Timestamps across the game now show the Virellan year, counted from the realm’s own calendar, for a bit more of the world in every log.
Fixes
- Every red action button is now a consistent height across the game.
- A stat readout could show an impossible value like “+-21%”; penalties now display correctly, and speed penalties read as a clear minus.
- Fixed back-navigation that could error when leaving some guild and dungeon screens.
- Guild solo-test runs and token payouts now settle correctly, and run history always shows the loot outcome, including “No drop this run.”
- The AI healer now channels mana between casts instead of standing idle.
- Leaderboards moved into the More menu to declutter the home screen.
- Many combat-screen spacing and readability fixes for a tighter, more legible layout.
v0.15.0 · July 2026
Firm Footing
Getting back in
Fixed a title screen that could trap you on “Tap to begin”, where taps fell through to the game underneath and the screen never opened. You can always get in now.
A clear view
The active-action bar no longer covers the bottom of your screens, so the last row and buttons stay reachable while an action runs.
Your own soundtrack
Opening Vireldan now lowers your music or podcast instead of stopping it, so it plays nicely alongside whatever you’re listening to.
Guild presence
The roster now shows who’s online and when each member was last seen, and the chat box stays above the keyboard while you type.
Fixes
- Woodworking can now be trained from scratch: Carve Wooden Club is a level 1 Woodworking action, moved over from Fletching.
- Casters no longer slip into melee while they still have mana potions. Auto-drink now works through every mana potion you carry before the pool runs dry.
- Improved reliability when the app reaches the server, so “can’t reach server” should happen far less.
v0.13.0 · July 2026
The Virellan Calendar
Seasons
A new Seasons screen with a rotating calendar dial of the twelve Virellan blocks, eight seasons and four holidays. Drag the wheel to explore any week. It shows the current week, a live countdown, and each block’s role and story.
The season changes the world
Each season now applies its own effects, shown on the season cards. Harvest seasons boost gathering, spring lifts fishing and thaw finds, deep winter turns hands to crafting, and Crown’s Day grants a welcome-back bonus.
Winter roads cost more
Travel fares rise as the cold closes the roads and fall in high summer, so when you move matters.
Living region art
Every region now has seasonal art that changes as the calendar turns, on the World map and your Home banner.
Fixes
- Cleaner region cards on the World screen: larger titles and matching pills.
- Removed an empty gap on the Home screen when you have no active task.
v0.12.0 · July 2026
Guilds
Guilds
Found your own guild or join another. Gather a roster, promote officers, and lead your company. Every guild is public: some let anyone join with one tap, others review applications so a leader or officer approves each new member. Founding costs gold.
Live guild chat
A near full-screen chat for your guild, with a banner notice when someone speaks or when a member joins or leaves.
Buy and sell any amount
The market no longer caps you at ×10 or ×Max. Tap ×1 or type the exact quantity you want, with the affordable or owned amount shown as a hint.
Combat clarity for casters
When you fight with a spell, the combat breakdown now describes your casting (spell power, cast speed, mana per cast) instead of a weapon you are not using, and your skill list marks Magic, Divine, and Mana as active while you cast.
Fixes
- Auto-drink and auto-eat now fall through to your next potion of the same type when one runs out, instead of stopping. Previously a depleted potion could leave a caster fighting in melee during long or offline sessions even with usable potions in another slot.
- The combat breakdown panel no longer overlaps its labels or cuts text off the edge.
- Your Home card now shows your combat level and your guild tag.
v0.11.0 · July 2026
The Chronicle
The Chronicle
A hall of deeds now records what you have done across the realm: your skills, the bestiary, the Arena, the great houses, your fortune, your collection, and the story so far. Forty-eight painted deeds to earn, plus lifetime tallies of enemies slain, rivals defeated, items crafted, and gold spent. Past accomplishments count.
Make your mark
One place on your Profile to compose your look: avatar, frame, title, and background. Your card now reads the same everywhere it appears, on Home, on your Profile, and in the Arena. A few commoner portraits are free; the rest are earned through deeds and the Arena.
Banners of the leagues
Finish a ranked season in a league to permanently unlock that league’s banner as a plate background. Place higher and you claim every rank below it too.
A collector’s Codex
A collection log tracks the items you have handled, and every item now shows where its drop lives and which recipes use it, so a rare find is never a mystery.
A refined look
Your current location now crowns the Home screen as a painted banner, the league frames are slimmer and warmer, and the whole app shares one player card and one banner style.
Fixes
- Crafting no longer falsely reports running out of materials and stopping when you log in with stock in hand.
- The equipment panel now sums caster stats too: bonus mana and spell damage, not just physical.
- Item sources in the Codex now name where to find the creature that drops them.
v0.10.0 · June 2026
Crown and Laurel
The Arena opens
Challenge rivals matched to your rating in live, build-versus-build duels. Five keys a day, no potions, pure skill and gear. Win to climb the leagues from Bronze toward the Crown.
Laurels and the Laurel Exchange
Victories earn Laurels, and your first win each day pays a bonus. Spend them in the Exchange on vanity: animated avatar borders that grow grander with your league, titles, and a roster of buyable duellist portraits.
Seasons of the Arena
The ladder runs in seasons. When one turns, ratings settle toward the middle and rewards are paid, so every season is a fresh climb and a fresh shot at the Crown.
New faces
The original portraits are repainted, and the Exchange adds Arena archetypes (mage, cleric, rogue, ranger, mail-clad duellist, plate-clad champion) in both men and women.
Spells bite harder
Enemy afflictions now wear you down over a fight, and a cleanse strips them. Debuffs, wards, and control effects all do exactly what their description promises, and those descriptions now tell the full story.
A cleaner, kinder interface
Your header reads Level, Gold, HP, and MP at a glance. One-shot kills land as kills. Level-up banners jump you to the skill. The active-task strip is tappable from anywhere. Friendlier error messages, steadier colours and type, and screen-reader labels throughout.
Fixes
- Spell-slot writs can no longer be bought as an inert item from the market. Unlock slots from the Spellbook screen, where they belong.
- Retired the empty "Raids" teaser and the placeholder "Houses" panel until they are ready.
- Dungeon-tier colours now match between the hub and the detail screen, and tier tabs read correctly.
- Combat and dungeon difficulty re-tuned to sit right.
- Cleared stray dashes from item and world text.
- Guests are guided to secure an account before renaming it.
- On Android, the back gesture steps out of a combat sub-screen instead of leaving the tab.
v0.9.0 · June 2026
Word and Ward
Six ways to fight
The combat screen now lets you choose your style on the fly: Aggressive, Accurate, Defensive, Ranged, Magic, or Divine. Each one trains as you use it, so how you fight is up to you in the moment.
Two full spellbooks
Twenty-one arcane spells and twenty-one divine rites, every one hand-painted. Ready up to four per book and set one as your active spell, then it casts itself in battle.
Mana is the only cost
No reagents to farm. Cast as freely as your mana allows, and grow it with new mana foci and quiet meditation.
Burn and bleed that builds
Damage-over-time spells stack as you keep casting, shown live on the enemy with their remaining time, alongside your own shields and blessings.
Faith bites harder
Divine spells deal extra punishment to the undead, the corrupted, and things from beyond the threshold.
Robes make the caster
Cloth gear now carries spell power, mana, and casting speed, for the wizard or priest who commits to the craft. Unlock extra spell slots at the Oxbridge Lyceum and the Darrenton Cathedral.
Fixes
- The equipment panel now shows your percentage bonuses (max health, action speed, damage, mitigation, and caster stats), not just the flat totals.
- Combat screen polish: the vitals bar tucks away during a fight, the combat styles use their proper crests, and Quick Use is now a tidy single row.
v0.8.0 · June 2026
Weight and Edge
Every weapon keeps its own rhythm
Daggers strike fast and light, mauls land slow and heavy, and everything in between sits where you would expect. Each weapon now swings at its own real speed, so picking a weapon is picking a playstyle, not just a bigger damage number.
You and your enemy keep separate time
You and whatever you are fighting now attack on fully independent cooldowns. Speeding yourself up with mastery or gear no longer drags the enemy along with you, so investing in attack speed finally pays off the way it should. The combat panel shows your swing speed and theirs side by side, in seconds per swing.
Dual daggers, done right
Pair two daggers for a fast off-hand flurry, or keep a shield up for safety. Heavy weapons take both hands now, so a maul can no longer be matched with an off-hand dagger, and the equipment screen shows exactly which slots a two-handed weapon locks.
Nothing lost to a full vault
If your vault has no room for a new item type, crafting now stops and tells you with an in-game notice, instead of quietly throwing away what you made. Sell a stack or buy a slot, then carry on.
A fully illustrated arsenal
Hundreds of new hand-painted pieces: every armour set, plate gear, weapons, arrows, trophies, and the house rings and amulets cut to each house signature gemstone. The whole inventory now reads as bespoke art.
Fixes
- Crafted items are never discarded when the vault is at its slot cap.
- Weapon per-hit damage was retuned across the board so fast and slow weapons land at comparable overall power under the new speed model.
- Shield damage reduction and off-hand daggers rebalanced.
v0.7.0 · June 2026
The Story Begins
A story to play through
Vireldan now has a full narrative campaign. It opens with a hands-on tutorial that teaches the game through the fiction: take work at the forge, mine and smelt your first bars, get robbed, and chase the thief into the drains to take back what is yours. From there you are summoned into the Commission, a Royal Inquest, and Act One unfolds across the King’s Road, the road north, and Blackwater Crossing. A new Quests page tracks Story and Tasks, a main-quest tracker sits on Home, and the Codex keeps a Chapters log of everything you have uncovered.
Story battles, fought your way
Key story moments play out as Plot Dungeons, a combat mode of their own. Dialogue runs live during the fight, and clearing one advances the story. The Tanner’s Row Drain, the King’s Road Ambush, and Blackwater Crossing each arrive with their own banner art and briefing.
A cast you can see
Conversations now show character portraits, name the speaker, and clearly prompt you to choose a reply. More than two dozen characters are illustrated.
Loot worth the name
Every item now carries a rarity, from common to legendary, with colour-coded names so a find reads at a glance. Set pieces rank as epics. Every normal-dungeon boss now drops named gear unique to it: an uncommon and a tier-best rare. Tap any drop to inspect it in the same detail drawer you use in the Vault.
Bring the right weapon
Monsters now wear different kinds of armour, and you can see each one’s armour both before a fight and during it. Slashing, piercing, blunt, and magic each beat different armour, so a maul, a dagger, and a staff are genuinely different answers to different enemies. It matters in PvP, too.
A long, fair climb
Behind the scenes we built a balance simulator that plays out thousands of simulated characters, and used it to retune combat survivability, boss accuracy, the gear power ladders, and each item’s identity so every weapon type and rarity has a real niche. The result is a journey built for the long haul: roughly two weeks of play to reach the top gear tier, and far longer to truly finish.
Fixes
- In conversations, your own replies are no longer labelled with your character’s name, and a "select a reply" hint makes choices clear.
- The Field Journal is repriced so deep offline progress is a long-term goal rather than an early buy.
- Plot dungeon descriptions now show on both the cards and the briefing screen.
- Tidied the Blackwater story to keep it consistent with the world’s canon.
v0.6.0 · June 2026
The Arena Opens
PvP duels
Challenge rivals near your Elo rating, with 5 daily keys, and you can refresh your slate of 5 opponents (first refresh free each day, then a rising gold cost). A duel plays out as a live fight in the normal combat screen: your full build (melee, ranged, or your prepared spell) versus theirs, no potions, pure build-vs-build. Retreat any time (it counts as a loss but you keep your health). Climb the new Elo leaderboard.
Every weapon has its own art
Daggers, greatswords, mauls, maces, spears, and the high-tier bows now show custom artwork instead of a generic blade.
Smoother skill pages
Gathering and crafting screens open one tier at a time, so big professions like Smithing scroll smoothly on phones.
Fixes
- Crafting recipes now name each material and tell you where dungeon-drop materials come from, instead of nameless icons.
- The "Mine Truesilver" description no longer cuts off mid-sentence.
- The Combat-math panel now makes clear the damage matchup is already included in the shown hit, and notes that your defence matchup comes from your chest piece.
v0.5.0 · June 2026
The Cartographer's Update
A clearer way around
New bottom bar: Home, Market, Combat, Vault, and More. World, Quests, and Profile live in the More menu, your Character sheet now sits on Home, and Quests has its own page.
Manage gear from your Character
The full equipment layout is now on your Character sheet too. Equip, swap, and inspect gear without opening the Vault.
Mastery, in the open
Every activity now shows what mastery is doing for it (faster actions, more XP, bonus loot) and that it's working from level 1. When a bonus drop lands you'll see a ✨ call-out, and your welcome-back screen tallies how many you earned while away.
Never run dry on mana
A new Decanting Rites boon auto-drinks mana potions in a fight, and auto-eating a restorative item now restores your mana as well as your health.
Know your boons
Passive boons you've purchased are now shown on Home.
Fixes
- Fixed not being able to start fights you were eligible for. Combat now unlocks on your Combat level, so any monster within your level range is fightable.
- The ACTIVE marker on the skill list now follows the skill your combat style actually trains.
- Crafting now shows where to get a gated recipe or tool ("Buy recipe" / "Need X") instead of a dead end.
- Added banner art to the Quests page.
v0.3.0 · June 2026
The Armourer's Update
A full suit of plate
Plate armour is now a complete set: sabatons (boots), breastplates, and helms at every tier, so you can finally kit out head-to-toe in plate.
Belts for every fighter
New mail and plate belt lines (Bronze → Rune) join the leather belts and cloth sashes.
Take up leatherworking from the start
Cut leather strips from level 1, so the craft is trainable from scratch, and strips feed every leather piece you make.
Bowyers, to your benches
All bows now sit under Fletching, alongside arrows, with a clean one-bow-per-tier ladder.
Know before you forge
Craft cards now show an item's stats (damage, defence, and more) right on the recipe, before you make it.
Forged in detail
Hand-painted icons for every metal bar and ore.
Fixes
- Selling a stack at the market never sells the gear you're wearing.
- The market sell list keeps a steady alphabetical order instead of jumping around.
- The Steel Breastplate now sits in the Steel tier (it was filed under Mithril).
- Every armour piece is now craftable in its profession, and gear and weapons unlock in a consistent order within each tier.
v0.2.0 · June 2026
A Complete Arsenal
A complete arsenal
Every weapon family (daggers, spears, maces, mauls, greatswords and bows) now runs the full Bronze-to-Rune ladder, with matching cloth, leather, chainmail and plate armour for every slot and tier. All of it craftable from materials you already gather.
Two blades are faster than one
Wield a dagger in each hand and your off-hand lands an extra half-power strike with its own swing: a fast, accuracy-hungry style all its own.
Crafting, organised
Recipes are now grouped into collapsible tier sections, base materials are listed before the gear they go into, and each ingredient shows a green or red count so you can see at a glance what you can build.
Know the fight
Every combat stat now explains how it works in plain terms, a new Combat page in the Codex shows which damage type beats which armour, and you now watch each swing land as its own damage number.
Fixes
- Combat no longer flashes "Miss" when you fell an enemy in a single hit.
- Item details now show a single, correct Max HP line instead of a duplicate.
- The Market screen no longer crashes when opened.
- The vault's "+1 Slot" button is fully on-screen again.
- Within each tier, base materials (bars, cut gems) now unlock before the gear that needs them.