v0.19.0 ·
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.