Zircon Phoenix XE (PvE) Season 7 (6PM - 19th December 2025)

  • Remember! Never use the same account usernames and password across different servers!
Season7_FA.jpg


Exp Rate: Med Exp Table (Level Cap currently 350 with content to match)
Gold and Drop Rates: Custom
No Gameshop - Patreon Community Bonus

Original Launch Date: April 3rd 2021
Season 6 Launch Date: 21st February 2025 - 1PM

New Class, New Skills.
6 Classes (Warrior, Wizard, Taoist, Assassin, Summoner, Druid)

The Team Currently Consists of:
4 Content Developers
3 Community GMs
1 Discord Manager

Phoenix XE - Continues to focus on PvE and be family-orientated, many of our original players and staff from the early 2000's have reconnected here. Phoenix is a medium rate server, by comparison, however, with the introduction of the bloodline system, the current level cap is now at lv350 with appropriate content to match.


We run a highly customised Mir 3 server, drawing inspiration from the original Mir 3, Diablo, and Final Fantasy series of games, we've implemented many modern game client features, including discord, support for resolutions up to 4k, multiple displays, optional smooth movement, audio integration for beastiary information and skill descriptions, and now audio for quests too, We also have a highly customised raiding system allowing for Heroic, Mythic, Archaic and Primordial Instance Dungeons, each with unique challenges and rewards.

There are so many new features I can't even fit them all in a few posts here without having to skip out on the amazing features we have to offer. Please take a look through the patch notes for a detailed look at what we've added in the last 6 months alone.

You can see our latest patch notes here: https://discord.com/channels/707603153503387719/1116307946578640957/1116307949695021097

Discord Channel Link: https://discord.gg/VtmwSzN
Alternatively, Search Discord for Xtreme Servers
 
IP Address
xmir3.xtreme-server.com
Language
Global: Primary English (Client fully Supports 13 Additional Languages)
Server Type/Files
Zircon
EXP Rates
Medium
Host Machine Stats
12-Core 4Ghz CPU
48GB DDR4 RAM
1000MB Line
Direct Download Links
Launcher Installer (.net10): https://www.xtreme-server.com/downloads/XLL-2026.04.exe
Website and Forum Links
https://www.xtreme-server.com
Gameshop Information
We don't sell Game Gold, we run a supporter program with individual and community-wide rewards.

Attachments

  • phoenix_s5_512.png
    phoenix_s5_512.png
    968 KB · Views: 463
  • season6_banner_1024.png
    season6_banner_1024.png
    1.1 MB · Views: 570
Last edited:

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 16th February 2026​

Status: mildly-warm fixes.
  • Fix > Mana Conduit to always refund at least 1 MP on proc
  • Fix > Server crash bug
  • Fix > HC Lineage buff refresh issue

Patch Notes - 17th February 2026​

Status: couple more for good luck.
  • Fix > black market related item crash
  • Fix > rare race condition on ghost item drops
  • QoL > Overhauled the Lineage Buff to be more informative and display and update the stats correctly for each class on login.
  • Fix > GreaterFrozenEarth branching defaults.
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 20th February 2026​

Status: Cog in a system...
  • QoL > Added warning on stat hover for mobs that have skills (later game)
  • Fix > Guildbound items should not be sellable on Mirbay
  • Fix > Shared storage slot offsets when swapping items
  • Fix > Druid werewolf active skill animation lockups
  • Fix > Auto-Equip settings saved automatically once set.
  • QoL > HC > Weekly Ascension Reward respec
Image
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 3rd March 2026​

Status: New Month New Patches...

Fixes
  • Fix pet summons being affected by stagger system
  • Fixed issue with lineage buff being lost after a crash or restart.
New Feature - Random Dungeons Framework: https://discord.com/channels/707603153503387719/1477960951260250153


Update Cosmetics
Image


Hardcore Updates Convergence unlocks (Ascension tab):
  • New AP unlocks can share Tier-3 lineage percent nodes across classes (AC%, MR%, DC%, MC%, SC%).
Example: if you unlock "Convergence: Share AC%", your active hardcore character also gains AC% lineage ranks earned on your other classes.

Code:
# 🔥 NEW RANDOM DUNGEON UNLOCKED: **Crucible of Flames** 🔥
Adventurers, the first gate in our new Crucible chain is now open.
This is the **first time** players can enter this dungeon on live!

## 📍 Dungeon Snapshot
- **Name:** Crucible of Flames (Solo)
- **Category:** Special Random Dungeon
- **Chain Group #1
- **Elemental Theme:** **Fire**
- **Entry Level:** **150+**
- **Floors:** **5 random floors** per run
- **Objective Style:** **Random Per Floor** (expect objective swaps between levels)
- **Monster Density:** Up to **1000 monsters per floor**
- **Level Scaling:** Variance **10** with **+10 level pressure each floor**

## ⚙️ Rules & Access
- Available in Dungeon Finder
- Join is **Safe Zone only**
- **No rejoin** once your run is abandoned
- Instance cooldown: **30 minutes**
- Max active instances: **10**
- Balanced random dungeon enabled

## 🎁 Rewards
- Unique item generated on completion.

## 🧠 Run Tips
- Bring strong Fire resistance and non-Fire damage options
- Save cooldowns for high-roll objective floors
- Pace your pulls early; deeper floors escalate quickly

Gather yourself, lock your build, and step into the flames.

New Challenge Dungeon: Crucible of Frost​

Code:
# ❄️ NEW RANDOM DUNGEON UNLOCKED: **Crucible of Frost** ❄️

The second Crucible gate is here.
This is the **first public appearance** of this dungeon for all players!

## 📍 Dungeon Snapshot
- **Name:** Crucible of Frost (Solo)
- **Category:** Special Random Dungeon
- **Chain Group #2
- **Elemental Theme:** **Ice**
- **Entry Level:** **160+**
- **Floors:** **5 random floors** per run
- **Objective Style:** **Random Per Floor**
- **Monster Density:** Up to **1000 monsters per floor**
- **Level Scaling:** Variance **10** with **+10 level pressure each floor**

## ⚙️ Rules & Access
- Available in Dungeon Finder
- Join is **Safe Zone only**
- **No rejoin** after leaving/failing a run
- Instance cooldown: **30 minutes**
- Max active instances: **10**
- Balanced random dungeon enabled

## 🎁 Rewards
- Unique item generated on completion.

## 🧠 Run Tips
- Stack Ice resistance before entering
- Expect objective changes floor-to-floor and adapt quickly
- Push clean routing to avoid overcommitting into scaling packs

If you survived the flames, the frost is waiting.
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 5th March 2026​

Status: You wanted more content... I raise you one mega dungeon..!


📜
Archive Fragment – Unknown Origin
Recovered from the Libraries of Arcadia
“In the later years of the realm, when adventurers grew strong and the dungeons of old no longer frightened them, the Architect began to grow… restless.”
It is said the Architect spent many long nights studying the ancient dungeon engines of the world. Maps were scattered across the tables. Strange runes of procedural logic were etched into systems that were never meant to behave this way. The cats watched silently. And the coffee supply dwindled. The Architect asked a dangerous question:
“What if a dungeon never truly repeated itself?”
And so the work began. What started as a simple idea — “perhaps a slightly larger dungeon” — slowly transformed into something far more ambitious. A tower. One that reshaped itself. One that never offered the same climb twice. One that tested not only strength… …but endurance. Thus the Tower of Infinite Twilight was born.
Image


🌌
Content Expansion Release​

Tower of Infinite Twilight

A new mid-endgame challenge arrives. The Tower of Infinite Twilight is a 100-floor procedural mega dungeon, generated from a vast map pool where each run becomes a unique climb. No two expeditions will ever be the same. Sometimes the tower will be merciful.\ Sometimes it will be... less so.

🏰
Tower Overview​

Entry Level: 150+
Group Size: 1–10 players
Floors per run: 100
Random map pool: 250 maps
Monsters per floor: 1000
Scaling: +3 monster levels per floor
Objectives: Randomised
If a party were to climb the entire tower... they might face close to 100,000 monsters in a single run. The Architect insists this was intentional.

🎲
The Tower's Nature​

The tower does not behave like an ordinary dungeon.
Some floors may contain:
- wandering merchants offering supplies
- moments of calm before the next climb
- familiar battles against roaming monsters
Other floors may offer...
considerably more excitement.
It is entirely possible for adventurers to arrive on a floor containing one thousand bosses.
With a simple instruction:
"Survive eight minutes and locate the dungeon gate."
At which point strategy becomes... flexible.
It is also possible that the tower decides to do absolutely nothing at all.
You might find yourself on a quiet floor with no monsters, no danger, and a staircase waiting patiently.
The tower works in mysterious ways.

⚙️
Tower Rules​

Once a climb begins:
Teleporting is disabled
Leaving ends the expedition
Rejoining is not possible
The tower expects commitment.

⏱ Cooldown​

After each climb the tower will rest for a while. Adventurers are advised to use this time to:
- reflect on their strategy
- blame the player who pulled too much
- acquire more coffee

🎁
Rewards​

Those who conquer the tower will receive exclusive rewards.
Unique Completion Rewards: 10
These items can only be obtained through successful climbs.

🌌
A New Chapter for the Realm​

The Tower of Infinite Twilight represents a massive leap forward in dungeon design.
Where once stood a 13-floor dungeon... now rises a 100-floor procedural tower with hundreds of possible paths.
A place where no climb is ever the same.

Final Words from the Archives​

"The Architect was warned that such a tower might be... excessive."
"The Architect replied: 'Probably.'"
The Tower of Infinite Twilight is now open.
May your climb be successful.
Andy
Harbinger of Headpats
Architect of Questionable Dungeon Scale
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 13th March 2026​

Status: The first iteration of said dungeon was.. less than optimal... Andyfication..!

Instance Framework Updates
Random Dungeon UI cleanup (BigMap/MiniMap)
  • Added checks so random dungeon maps hide monster catalog entries and suppress normal world movement markers. This reduces confusion from province/transition icons that don’t apply inside randomised instances.
Runtime tracking for per-floor objective correctness
  • Extended dungeon runtime state to track floor start times, tracked monster IDs, and prepared floors, enabling objective logic to work on “spawned-for-this-floor” data rather than global map state.
  • Runtime is reset cleanly on setup (including objective/timer/progress tracking dictionaries).
Optimised initail floor pre load + next floor pre load
  • Added check to load a floor on demand, spawn and validate floor monsters/objectives, capture objective-monster IDs, and spawn the floor portal.
  • Added check and wired it into portal activation flow, so only relevant floors are prepared as players progress (instead of heavy upfront creation).
Portal behavior improvements
  • Portal activation now broadcasts map icon updates and triggers next-floor pre-load.
  • New check announces activation once, notifies dungeon service, and has teleport fallback logic if direct target location fails.
  • Portal placement for Find Dungeon Gate objectives now prefers the farthest reachable tile via BFS (avoids inaccessible spawn positions).
Spawn candidate filtering / exclusions
  • Added explicit AI exclusions for random dungeon spawning, including the known fixed-1-damage problematic AI and utility portal/test AIs.
  • Added image filtering so some library images are excluded from random dungeon pools.
Objective counting stability (prevents minion miscounts)
  • Objective tracking now captures and uses per-floor monster object IDs, and removes tracked IDs on death, so summoned/untracked entities don’t inflate objective counters.
  • Completion checks now use runtime-aware objective counting methods.
Survive/timed objective tick reliability
  • Added map-level objective tick push with guarded per-floor start-time initialization and throttled objective refresh cadence, keeping survive timers consistent.
  • PushObjectiveUpdate now computes timer countdown text from tracked floor start times and updates HUD objective strings accordingly.
Clearing dungeon UI/objectives when leaving instance
  • Added check to clear objective HUD and remove map icons, and call this on leaving the dungeon sequence.
  • If no players remain in that sequence, instance unload + runtime cleanup occurs.
Instance freshness detection + lazy map loading
  • Added check to correctly determine whether an instance sequence is genuinely unused across maps (prevents cross-player runtime contamination).
  • Updated solo/group start flows to use this freshness check before running random dungeon setup/challenge spawns.
  • Added new optimised map creation/loading and changed random dungeon to load lobby first.
Spawn density sanity + boss-floor composition refinements
  • Added check so requested floor spawns are clamped by walkable-cell capacity to prevent overpopulation on smaller maps.
  • KillAllBosses composition now scales from clamped totals and keeps image-variant constraints.
  • Latest adjustment guarantees boss-floor minimum presence: at least 1 subboss and 1 boss even on small maps, with regular count allowed to hit 0 when capped.
  • Added fallback so subboss slot can still resolve from boss pool if no subboss pool exists.
Mob pull-range containment
  • Pull-related targeting is constrained by a constant to avoid map-wide pull behavior.

Unique Reward Generation Updates
  • Wired random dungeon unique completion rewards to pass the instance attunement into unique item generation, so reward stat post-processing can use dungeon attunements directly at creation time.
  • Extended loot creation with an optional attunement parameter and invoked a new post-roll bias routine for equippable unique rewards.
  • Added attunement-aware remapping for already-rolled elemental stats:
  • Elemental attack/resistance rolls are remapped to one of the enabled elemental attunements (supports multi-attunement combinations).
  • Physical attunement restricts core stat rolls to DC and converts elemental resistance rolls to physical resistance.
  • Stat replacement is done by consuming existing added stats and re-adding mapped stats, then recalculating item stats.
  • Added new item status to randomly generated unique items from these dungeons that increases the essence value (and therefore salvage essence amount) of these reward items. (roughly 3x normal)

Content Updates.
  • Added 36 new [Behemoth] tagged monsters for all existing dungeon areas. Either on the final floor of a non king room type dungeon, or the floor before the king room, whichever applies.
    • [behemoth] type monsters are around 12 levels higher than the normal area monsters, and now come with a chance to drop unique rolled items.
  • Added 28 new [Heroic]+ [Behemoth] tagged monsters to some dungeon instance areas. Either on the final floor of a non king room type dungeon, or the floor before the king room, whichever applies.
  • Expanded the 'tracker' ability for items. Originally 'boss tracker', now split into 3 PvE variants.
    • Elite tracker will track elite and subboss class monsters on minimap and bigmap windows
    • Boss tracker will track boss and dungeon boss class monsters on minimap and bigmap windows
    • Behemoth tracker will track behemoth class monsters on minimap and bigmap windows
Other Fixes
  • Fix > Untamed raging murder mob in safezone.
  • Fix > Pets stagger system issue.
  • Fix > Allow Off-Hand items in essence infusion.
  • Fix > Issue with light generation.
  • Fix > Goblin Raider King and Oakmarsh Goblin King Spawn issues
Other Changes
  • QoL > Enabled salvaging of mounts in general.
  • QoL > All [Behemoth] class mobs now have a natural 1 hour spawn rate (no longer requiring to kill x amount of mobs to force a spawn)
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 15th March 2026​

Status: A little Mothers day patch, because Mum's are awesome..!
  • Fix > Frost Crucible map fixes (out of bounds areas removed)
  • Fix > Mounts salvageable.
  • Fix > Ring items now allow item abilities (like necklaces)
  • QoL > Moved last 2 Darkwater Triple Triad NPCs out of dungeon locations and into Twilight Harbour.
  • QoL > Low level [Behemoth]'s (under level 40) have had stats revamped a little so still a threat to lower level characters without being able to 1-hit them. Over level 40 behemoths unchanged.
  • QoL > Soul Pet shards are now salvageable items at the essence salvage (will help with common essence)
  • QoL > Dungeon objectives and completion messages moved to system text type (rather than announcement) less spam!
  • Event > Added a 24 hour lucky phoenix event (+15% Gold/Exp/Drop Rates and chances for Phoenix Tears to drop from any mob.
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 20th March 2026​

Status: The calm before the storm..

  • Fix > Server crash realted to rapid soulmon exp burst rates.
  • Fix > Server crashed related to NRE
  • Fix > Blackmarket related client side crash.
  • Fix > Issue with FlameSplash Primary target damage
  • Fix > Issue with Tracker abilities on teleport (before first step)
  • Fix > ghost item issue in companion bag
  • Fix > HC Cosmetic unlock (identified skins)
  • Fix > Crash bug related to value bigger than int (lifetime exp total!)
  • Fix > Inventory graphic issue for bladedancer level 104 armour
  • Fix > Map fix for the reported flare crucible map with out of bounds cells (thanks to @FreeHeals / FlameOn)
  • Fix > Random Dungeon Access and Overlap issues
  • Fix > Teleporting tornado's batman!
  • Fix > Pets being able to bypass Opt-Out PvP mode settings.
  • QoL > Bracelet items can recieve elemental stats via forging.
  • QoL > Adjusted 3 assassin buffs to scale additional duration with DC.
  • QoL > It is now possible to transfer group leader status to another group member (can only be done by a group leader)
  • QoL > Beastiary decoupled from bigmap and added to settings menu as its own option
    • Added a search feature.
    • Added monster models.

Image


Hardcore ancestry / heritage update
  • Class Lineage Perk 'Ancestral item' now randomly selects an original equipped item from your fallen Hardcore character instead of recreating a new copy (this preserves the rarity tag which was previous reset to common).
    • Inherited ancestral items are still chosen randomly from eligible equipped gear.
    • Your designated Heritage Relic item is not included in that ancestral random pool, it is handled separately by the Heritage system.
  • Marking a new Heritage item now automatically clears any previous Heritage designation from your other equipped gear, only one equipped item can be designated at a time.
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Tim Hass World Boss Reveal​

Release date: 20 March 2026

Overview​

  • New World Boss: Tim Hass
  • Location: Somewhere in the Abyssal Wastelands
  • Boss Level: 325
  • Difficulty: Endgame raid encounter
  • Party Requirement: Full raid party required
  • Server-First Reward: The first recorded kill of Tim Hass permanently increases the server level cap by +50 levels
A new terror has awakened in the Abyssal Wastelands.
Tim Hass has entered the hunt.
Hidden somewhere in the blackened reaches of the Abyssal Wastelands, this Level 325 World Boss is built to test the strongest fighters on the server. This is not a target for small groups or half-prepared runs—Tim Hass is a full raid challenge, and only the most organized parties will have a chance of surviving the encounter.
The stakes are higher than ever: the first recorded kill of Tim Hass will trigger a permanent server-wide level cap increase of +50 levels.
This is more than a boss spawn. It is a race to shape the future of the server.
Gather your raid. Scout the Abyssal Wastelands. Be the first to bring Tim Hass down—and become the party that unlocks the next era of progression for everyone.

Server Challenge: Hunt Tim Hass​

A new server-wide challenge is now live.
Objective: Find and defeat Tim Hass, the new Level 325 World Boss hidden somewhere in the Abyssal Wastelands.
Challenge Rules
  • Tim Hass is tuned as a high-difficulty raid boss.
  • A full raid party is strongly recommended.
  • The encounter is intended for geared, coordinated endgame players.
  • The first recorded kill will permanently unlock a +50 increase to the server level cap.
What’s at stake? This is a true server-first race. The winning raid will not just claim the first kill—they will open the next major progression threshold for the entire server.
Call to Action Form your alliances. Prepare your consumables. Search every corner of the Abyssal Wastelands.
Find him first. Kill him first. Change the server forever.

  • Content > New Waypoint Location Added to Nagaria Ruins Dungeon.
Image

  • Content > New Mining Location Added for Essence Mining
    • Unlimited Common Essence
    • Limited Superior+ Essences (Per Hour)
    • Content > New Mining Location Added for Manarite Mining
      • Acquire Elemental Manarite Tier III, IV and V for Fire, Ice, Wind, Lightning, Dark, Holy, Earth, Water.
    • Content > Crucibles have been updated to allow groups of 2 (ideal for married characters, or small guild strike teams)
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 24th March 2026​

Status: Groups and dungeons..
  • Fix > Tim Hass random dungeon teleport.
  • Fix > Server crash bug related to bad salvage item condition.
  • Fix > Client crash bug related to bad item cleanup condition.
  • Fix > Solo/Group Issue with random dungeon entries.
  • Fix > Behemoth spawn NSFW (and its Heroic+ variants) have been relocated down an additional floor.
  • QoL > Added new anti-dc framework to allow for rejoining when client disconnects happen in most cases.

Patch Notes - 3rd April 2026​

Status: Wildbloom Event start..
  • Fix > Issue with precise mining locations.
  • Fix > Boss names in minimap when spawning custom monsters
  • QoL > Companion Items can now roll with rarity upgrades like regular equipment!
  • QoL > Phoenix Tears will now work in autopotion setup.
Event Link: ⁠Event Details - Mir 3 XE⁠

🌸
Main Event: Wildbloom Festival
🎉

📅
When: 3rd April 2026 – 8 Weeks
🌼


Event Details:
As spring awakens in Arcadia, nature surges forth with untamed energy. Blossoms bloom in brilliant colour—but not all is well. The magical Wildbloom Lilies, meant to celebrate the season, have grown out of control. Their spores now flood Avaloria and beyond, spreading unpredictable enchantments and vibrant chaos.
🌿
It’s up to you, adventurers, to restore balance and guide the rebirth of the land. Will you rise to the challenge and collect the petals of power hidden within the Wildbloom?

🌷
Event Highlights:
🌺
Wildbloom Petals as Currency: Collect Wildbloom Petals from seasonal monsters, lilies, and quest completions. These can be exchanged for exclusive rewards during the event.

🎁
Exclusive Seasonal Prizes:
Trade your Petals for event-exclusive gear, including the new Wildbloom Fox mount (mount shard), and a variety of spring-themed fashion and companion items! (collect the whole wildbloom set for a cosmetic surprise)

🌿
New Challenge Dungeon:
Defeat the Wildbloom, Blightbloom, and Bloomheart dungeons for powerful rewards—and surprises. Beware! The lilies hold magic both helpful and harmful. “Bloom... or Doom!”

📜
Wildbloom Awakening Questline:
Join Primani, spring’s guardian spirit, in a six-part journey across Avaloria. Cleanse nature’s heartlands and uncover the mischief of the trickster deity Te'Mu, last seen lurking amidst the petals... After completing the main questline, daily quests are available for more event currency!

🌼
Participation Details:
🔓
Open to All Adventurers from Level 20+ (challenge dungeons, 50+, 100+ and 200+ respectfully)
🗺️
Visit Avaloria (Wildbloom) via the Dungeon Finder (Shift+D)
🧙‍♂️
Speak with Primani in Arcadia Market to begin quests, trade petals, or test your luck with gear gambling
🎲
The trickster Te'Mu is hiding out in Faraway Falls for those that want a chance at celestial versions of the event equipment. Exchange your hard-earned Wildbloom Petals for a chance to receive items of Superior, Elite, Legendary, Xtreme, and Celestial rarity!
🧺
Prizes Include:
(E) Wildbloom Hat (2026) (E) Wildbloom Belt (2026) (E) Wildbloom Ring (2026) (E) Wildbloom Boots (2026) (E) Wildbloom Companion Hat (2026) (E) Wildbloom Companion Outfit (2026) Wildbloom Storage Bag (2026) Wildbloom Fox (Mount Shard – exclusive evolving stats mount) These items are only obtainable during the 2026 Wildbloom Festival—don’t miss out!
1777303382724.png

🎉
Sub-Event One: The Great Easter Rebellion
🎉
🐰
When: 3rd April 2026 - 4 weeks
Event Details: This Easter, the bunnies of Arcadia are not delivering eggs; they're causing havoc! Led by the notorious Brown Bunny Beastkin rebels, these Easter insurgents are challenging heroes across the land. Are you brave enough to quell the rebellion and restore peace? Event Highlights:
  • Quest Chain with plenty of Wildbloom Petals to collect.
  • Daily Quests!
  • Fishing Quests!
  • Wildbloom petals as Currency: Defeat rebel bunnies to collect additional Wildbloom Petals, which can be combined with Wildbloom event and exchanged for event-exclusive rewards.
  • Unique Prizes: Exchange your Wildbloom Petals for special items, including limited-time cosmetics, powerful equipment, and mysterious artifacts, available only during this event.
1777303442767.png

Te'Mu's Collection:
1777303468048.png

Participation Details: Open to All Adventurers Level 20+: Open to All Adventurers from Level 20+ (challenge dungeons, 50+, 100+ and 200+ respectfully), Defeat Havoc in the Azure Oasis to unlock the next challenge dungeon int he chain. Event/Quest NPCs: Located in Arcadia’s market district and Faraway Falls, speak to them to begin your quest against the seafaring mischief-makers. Collect and Exchange: Gather as many Wildbloom Petals as you can and exchange them before the event concludes to claim your rewards.

🎉
Sub-Event Two: The Faraway Tournament
🎉

🐰
When: 3rd April 2026 - 8 weeks
Special Event Triple Triad Tournament
  • Added 10 new XTT card players in Faraway Falls and a new Card Tournament Quest with New Regional Card Rules (Same and Combo).
  • Card NPCs can use the full range of existing cards upto level 6 cards.
  • Win Event Currency for every Card Flip in Matches against Event NPCs, when combined with Same+Combo, this can result in alot of bonuses.
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 5th April 2026​

Status: Easter patches..
  • Fix > Wildbloom Event Map Entry issues.
  • Fix > Ironman Mode HC players using event exchange NPCs.
  • Fix > Easter Havoc Map Issues
  • Fix > Faraway Falls Waypoint issue
  • Fix > Crucible Maps not showing correctly in the Special Tab on Dungeon Finder UI
  • Fix > Issue with Count chocula card player appearing twice in the Faraway XTT tournament quest.
  • Fix > Challenge option for Sir Flops a Lot
  • Fix > Tornado wizard skill issues
  • Fix > Event Map Cooldown issues.
  • Fix > Dungeon Finder NPC wanting to play Triple Triad
  • QoL > Updated Wizard skill tree categories back into elements.
  • QoL > Increase consumable stack size from 9999 to 100000
  • QoL > World Boss Challenge Map (Tim Hass) converted to an Instanced boss room (like abyssal shores)
  • Added New Wizard Wind Skill - 'Storm'
1777303555603.png
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 7th April 2026​

Status: Post-Easter patches..
  • Fix > Two identified server-side issues related to items.
    • First, any currency items being moved toward Companion Inventory is now silently redirected to the character wallet, matching normal pickup behavior. Second, cross-grid swaps from player inventory into companion inventory/equipment grids now validate the displaced item against the source inventory section, so a non-consumable can’t get swapped into a consumables slot, and a non-essence can’t get swapped into the essence section.
    • Added a companion spawn cleanup in so already-affected companion bags self-heal currency items into currency wallet on spawn.
    • Updated both auto-move streams that bypass explicit slot selection.
      • In Item Slots, quick-move now only picks inventory slots valid for that item’s section, with the same consumables/essence-to-main fallback the server uses for normal gains.
      • In Companion UI, “transfer all to inventory” now does the same thing instead of choosing any empty unlocked slot.
    • That covers the main edge cases: manual drag/drop, swap moves, right-click/quick move, companion transfer-all, companion sort/relog cleanup, companion auto-loot, and grouped currency split handling.
  • Vastly improved memory management for instanced dungeon framework (an average of 95% improvement across all instance types) this should significantly improve gameplay experience in instances.
  • Vastly improved memory management for server loading (an average of 90% improvement) this should both significantly improve gameplay experience and reduce disconnects and instability at peak times.
    Fix > messaging issue with instance entry so the reason is shown correctly
  • QoL > Magic UI issue when more than 5 tabs are needed.
1777304056855.png
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 17th April 2026​

Status: Couple of small fixes turned into a new launcher app and an overhauled client and server.. yeah that happened..

Launcher Update​

New Launcher​

We’ve rolled out a new launcher to make getting into the game much easier. #### What it does
  • Lets you choose between Phoenix, Taral, and PTR from one place.
  • Shows whether your selected game is online, offline, or not installed.
  • Handles installing, updating, and launching the game from the same screen.
  • Can now update itself automatically, so launcher fixes and improvements reach you faster.
  • Gives clearer update progress, so it’s easier to see what the launcher is doing while patching.
  • Makes it easier to find the latest patch notes, server news, and the Discord from inside the launcher.

New Features and Improvements​

Grouping, LFG and Raid Teams​

We’ve done a big pass on party play.
  • Raid Teams are now in, making it easier to organise larger groups for bigger content.
  • The group window has been expanded and cleaned up so it’s easier to manage your party.
  • Looking For Group tools have been improved, making it simpler to find public groups.
  • Group information now gives a better summary of what your party is doing and how it’s set up.
  • Group and raid-related UI has been cleaned up so invites, visibility and party info feel clearer.

Companion Quality of Life​

  • You can now bulk transfer or bulk drop companion items by rarity.
  • Companion item handling in general has been cleaned up to reduce annoying edge cases.

Rankings and Character Browsing​

  • Rankings have had a major usability pass.
  • New ranking filters now make it easier to sort through different character types and statuses.
  • Ranking updates should feel more reliable and easier to read.

Audio Upgrade​

  • We’ve upgraded the game’s audio handling for more consistent sound playback.
  • Sound files were moved over to a more modern format, which should help with cleaner audio delivery going forward.

Fixes, Stability and Player-Facing Backend Wins​

Login and World Entry​

A lot of work went into making logins feel smoother.
  • Improved the flow when entering the world, especially when a character takes a little longer to load in.
  • Added clearer on-screen messages during login so it feels like the game is working with you instead of hanging.
  • Improved login queue timing and message clarity.
  • Reduced the chance of other players feeling slowdowns when someone else is logging in.

Group and Raid Fixes​

  • Fixed raid instance UI issues.
  • Fixed cases where raid rewards were not being handed out properly.
  • Improved grouped loot visibility so drops make more sense in parties.
  • Fixed issues around companions picking up loot in grouped situations.
  • Fixed some group HUD and magic tab display problems.

Travel, Shops and Marketplace​

  • Fixed NPC teleport issues that could send players incorrectly in some situations.
  • Fixed a Hardcore NPC/shop issue that could block expected purchases.
  • Fixed a marketplace issue that could cause some listed items to fail to appear correctly.

General Fixes​

  • Boss token drops were brought into line.
  • Treasure hunt and world item behaviour was cleaned up.
  • Various launcher and patch delivery issues were resolved, so updates should be more reliable overall.

Added New Mechanic - Raid Teams​

Full FAQ Here: https://discord.com/channels/707603153503387719/1493638146347241532/1493638146347241532

TL;DR Summary:
  • Raid Team creation and use through LFG
  • Standard PvE / Mutual PvP / Raid Team behavior differences
  • raid-safe and raid-reward map/instance rules
  • fixed raid loot profile
  • Hardcore behavior in raid teams
  • mixed-cohort support behavior
  • raid buff carryover cleanup
  • raid item trading and its guard rails
  • leader-only required-item instance entry
  • group HUD / tactical 5-member tracking
  • dungeon finder / System.db mismatch expectations
  • the recent surrounding QoL additions from this rollout
1777304299052.png

Group System Update​

Set which members of your group you want to show on your HUD, allows for subgroups, great for healers and leadership tactics.
1777304495927.png

1777304319888.png
  • QoL > Added a simple Rarity filter for Companion Mass Drop and Transfer to Inventory buttons.
1777304338132.png

  • Ranking System UX and UI improvements
  • New equipment loading prompts so it doesn't look frozen and keeps server from having to need everything in memory all of the time.
1777304513705.png

Login Queue System (Server Performance Improvements)
  • Older unused characters are now stored in hibernation to keep server memory freed up.
1777304532368.png
1777304536740.png
 

Attachments

  • 1777304530007.png
    1777304530007.png
    18.8 KB · Views: 1
  • 1777304307509.png
    1777304307509.png
    92.6 KB · Views: 1

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 19th April 2026​

Status: More updates.. becoming a theme..
  • Fix > Farsight popup happening when moving on same map. (potential cause of momentary stat reset before refresh)
  • Fix > Companion item loot rolls stats not affecting player stats
  • Fix > Charyssal’s Abyssal Cataclysm (Desperation Skill) has been patched to fix an edge case where defence calculations could invert and cause exponentially higher incoming damage than intended, resulting in rare one-shot hits. (This is why you should learn math in school kids..)
  • Fix > Block cross-map walk-on movement inside random dungeons while still allowing same-map walk-on teleports.
  • Fix > Issue where some pre-patch seasonal items were not correctly stacking with post-patch seasonal items.
    • fixed companion blocking and essence salvage issues.
    • fixed right click auto stack
    • fixed manual stacking
  • Fix > Forge stone weight issue
  • Fix > Ranking system issue when using 'Online Only' filter.
  • QoL > Feedback suggestions for additional launcher game config options
1777304612340.png

Added Arcane Manarite Charging System​

  • QoL - Pop an Arcane Manarite into the Essence Infusion service and use a corresponding elemental manarite to transfer charge to the Arcane version, higher elemental manarite provides a larger charge. Works with upto tier 5 elemental manarites.
 

Attachments

  • 1777304604443.png
    1777304604443.png
    485.8 KB · Views: 1

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 25th April 2026​

Status: Raid Team and Mob Stats.

Fixes
  • Fix > Non-LFG regular groups now fall back to the group type maximum instead
  • Fix > LFG cap message that referenced GroupInvitation before it exists.
  • Fix > LFG type and loot preset dropdown lists in the LFG input window.
  • Fix > Fixed the raid-team instance entry issue
  • Fix > Tim Hass Overkill formula updated to prevent a server crash under very specific circumstances.
Improvements
  • QoL > Added an invite-time full-group check
  • QoL > restyled the join confirmation UI.
  • QoL > Beastiary Feature Overhauled
1777304667856.png
  • QoL > New Monster Info Popup Changes
1777304687874.png 1777304691989.png
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 27th April 2026​

Status: Client, Graphics Engine and Launcher Updates..

Fixes
  • Fix > Spirit Convergence could never gain the first experience needed to level. It now tracks pet count changes at rank 0 too.
  • Fix > Now shouts only affect the caster plus actual group/raid members in sight, and existing stronger Leadership, Lookout, or NoneShallStand buffs are kept instead of being overwritten by weaker ones. Equal or stronger incoming shouts still refresh/replace normally.
  • Fix > Fixed the belt persistence issue with items getting stuck in slot.
  • Fix > Fixed and issue with Abyssal Gate not allowing teleport
  • Fix > Tao pet misaligned to hitbox
  • Fix > currency pickup message type now under gains text (not system message)
  • Fix > Guild Storage DC issue.
  • Fix > Minimap Pathing line clipping.
  • Fix > Monster Stats UI to always show friendly target stats.
  • Fix > Launcher stall fix

Improvements
QoL > Monster Stats UI now follows short number formatting when feature is enabled.

New Weather Engine Fog
  • DX11 Has full dynamic fog with dynamic parting and regrowth
  • DX9 has no more seems
Rain
  • Now looks like its in the world rather than on the screen

ALT Client Profiles​

ALT client profiles are now available for Phoenix, Taral, and PTR. You can set up separate ALT profiles so multiple clients keep their own local settings instead of sharing and overwriting the same ones. Each ALT profile can save its own:
  • screen resolution and display options
  • sound and game options
  • remembered login details
  • keybinds
  • window positions and UI layout
  • chat logs
Examples:
  • Run your main client at a larger resolution and a buff ALT in a smaller window.
  • Save separate login details for your main, gathering, shop, or support character.
  • Use different keybinds for a healer/support ALT compared with your main.
  • Keep each client’s UI layout in the right place for your monitor setup.
  • Keep chat logs separated by profile when running multiple clients at once.
1777305102835.png
1777305114963.png
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 3rd May 2026​

Status: More Raid Team Content..?
  • QoL > SuperiorShieldBar Dynamic Overlay.
  • QoL > SuperiorShieldBar Colour Picker.
Image


Updates to Highlight Drop System (Character Window > Filter Drops)
1777792717515.png

Added Client Zoom Feature for UI and Maps

This should be very Helpful for those with larger screen resolutions, as it keeps the UI scale consistent.
Also added some related render distance graphic settings to help further refine over different setups. By default, the rendering will match the zoom (upto 200%).
1777792785779.png
1777792812200.png

Storm V2 - No longer Like Staring into the Sun
  • Storm now properly aligns with my original vision, and add a few never before seen mechanics.
    • Slow build up skill meant for crowd control and disruption
    • Sucks in monsters around the target zone and funnels them up through the centre throwing them in all directions dealing damage on impact.

New Raid Team Compatible Content
Added the following instances as Raid Team Compatible Locations. (Whilst keeping original requirements preserved).
  • [Archaic] Black Palace
  • [Archaic] Death Valley
  • [Archaic] Dragon Abyss
  • [Archaic] Jinchon Palace
  • [Archaic] Lava Temple
  • [Archaic] Numa Ruins
  • [Archaic] Prajna Temple
  • [Archaic] Red Moon Valley
  • [Archaic] Snow Palace
  • [Archaic] Snow Tower
  • [Archaic] Stone Tomb
  • [Archaic] Wooma Temple
  • [Archaic] Zuma Temple
  • [Challenge 2] Krakens Gorge (Timed)
  • [Event-Archaic] Avaloria (Wildbloom) - [Req Lv: 200+]
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Patch Notes - 24th May 2026​

Status: It was a small patch at first... probably?
  • Fix > World Quests Stat Tracking
  • Fix > Restore poison status squares in DX11
  • Fix > DX11 client-rendering bug that could cause the client to disconnect on occasion.
  • Fix > Stagger system triggering on mob death.
  • Fix > Stagger system related movement bug.
  • Fix > Abyssal Gateway teleport bug
  • Fix > Serverside errors causing some instability.
  • Fix > Issue with Random Towers reusing only a few monster images, sometimes resulting in invisible spawns.
  • Fix > Fixed an issue with weather not syncing between clients
  • Fix > Fixed the fullscreen Alt+Tab recovery path across the client renderers.
  • Fix > Missing sound related client crash
  • UI > Re-organised various config window options into sub-tabs
  • QoL > Added new popup notifications for bloodline reminders
  • QoL > The Searching skill can now be used to help locate a dungeon gate in random dungeons whose objective is Find Dungeon Gate and, when found, points the player toward the gate using the same directional hint style as treasure hunts.
  • QoL > Added missing translations in for 13 client languages
  • QoL - Added a Server Clock

Image


QoL > Changed tab name to Drop Highlights
  • Fixed Issue with saving these highlights.
  • Added an override checkbox for companions to specifically pickup any item matching in this list.

Image




Finished Storm Skill integration:
  • Added stronger Aeromancy scaling for wave count, radius, and cadence.
  • Added Garuda Arcane Manarite mutation behavior via Elemental Core: larger/faster storms, extra waves, core leveling, crit damage, and GustGround on launched target landings.
  • Kept Storm’s bloodline damage tiers aligned with Asteroid/IceRain/LightningStrike style scaling.

Implemented the sale/salvage safety confirmation. Changed:
  • Added new config controls under Andyfication > QoL > General.
    • Enabled by default.
    • Celestial and Unique enabled by default.
    • Legendary, Xtreme, Heroic/Mythic/Archaic/Primordial infusion options added, default off.
  • Any sale and essence salvage actions now show an extra Yes/No confirmation before processing items when protected items are present.
  • I have also add some additional new toggles relating to auto-locking items which can be applied in 2 new ways
    • a flat rarity lock on loot item pickup
    • additional toggle for items matching the highlight drops criteria.
Added new graphics engine option - OpenGL
  • Compatible with a wider array of older and more modern hardware and should provide a noticable increase in performance when player through Linux or Mac windows emulation.
Note a true multiple platform client is in the works but may still be a ways off yet.

Added new graphics engine option - VulkanAfter completing the OpenGL pipeline, I decided to go one further and implement Vulkan, this is one of the current gen graphics engines and provides a noticable boost (as much as 4x in my case) to client performance by offloading most of the graphic work to the GPU.
  • Allows for much higher instances of objects on the screen this graphic option is recommended for anyone play at or above HD resolutions (1920x1080).
  • coupled with the new client zooming (CTRL+MouseWheel) this should help with older high resolution issues.
Implemented the BONK supporter request.
  • Added Andyfication > Supporter > Combat Text with BONK Combat Text and the requested attribution hint.
  • Updated floating combat text:
    • Damage/healing numbers become BONK
    • Miss/block become NO BONK
    • Critical damage becomes rainbow flashing BONK!
Image



Updated Monster Dialog so elemental resistances now render with their real sign and colour:
  • Positive: +20% in green
  • Negative: -10% in red
  • Zero: 0% in white
Added a client option for combat popup placement:
  • New config option adds Combat Text Location, defaulting to Above, Left, Right, or legacy Center.
  • Added the “Combat Text Position” dropdown in the QoL combat popup controls.

New backend code updates - Implemented quest completion actions framework, initially to be used for Bloodline/Soul Evolution quest support alongside better quest reward claiming checks.
QoL > Bloodline Evolution Quests are now fully automated on completion.
  • On recieving the quest completion the levelcap increase and bloodline unlock are applied automatically. (no more possibility of a critical item getting lost)
QoL > Update pet/companion follow and align companion loot scan range with player view. (so the piggy sees what you see).
  • Decouple summoned pet recall from client zoom-expanded visibility, using fixed gameplay range for pet teleport catch-up.
  • Update companion recall and item scanning to use the owner’s View Range, so companions can see drops the player can see.

New Feature - Transfer Character to New Account We’re adding a new character select option to transfer eligible characters to a fresh alt account. How It Works
  • A new Transfer button will appear on character select when the feature is enabled.
  • Characters must meet the configured minimum level requirement.
  • Each character can only be transferred once.
  • The new account will use an automatic login alias based on your original email, for example:
  • The new account uses the same password as your original account at the time of transfer.
  • Transfer details will be emailed to your original email address.
Important Notes
  • Transfers are irreversible through the player UI.
  • The transferred character moves to the new account.
  • Account-wide data stays on the original account, including storage, mail, currencies, marketplace listings, companions, perks, guild data, account buffs, crafting, and admin/bot flags.
  • If the character name is duplicated, the transferred character will be given a temporary name and must choose a unique name on next login.
Hardcore Characters
  • Hardcore transfers also move the character’s matching Hardcore lineage history.
  • Only the transferred character’s class lineage is affected.
    • For example, transferring a Hardcore Warrior only affects Warrior lineage points on the old and new account.
  • Related dead Hardcore characters in that same lineage are included so the new account keeps the correct Hardcore history.
  • Other class lineage points remain on the original account.
A full warning and preview will be shown before confirming the transfer, including the proposed new account login and expected Hardcore lineage point changes where applicable.
Image
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290
  • DC/PC will now always be visible and is rendered above all other objects.
  • sumerian king deathcloud and poisoncloud visibility fixed
  • DC/PC no loner spawns in walls
  • DC/PC no longer deals burst damage, it is a true damage over time skill, don't stand in it too long!
  • Any other mobs that use this type of mechanic will be affected in the same way.
After much testing it has been discovered that certain poison skills were indeed not being defended against in the code correctly! So instead of just adding a little fix, we now have a fully fleshed out poison defense framework as it should have been int he first place, extending to previously non-defensible monster skills! (bad monsters, you know who you are).
  • Poison Cloud and Death Cloud are now proper poison skills.
    • damage now applies a real PoisonType first, so it is affected by existing PoisonResistance. Summoner Esuna and Taoist Purify now remove that cloud poison and grant a short configurable immunity window (3 seconds).
  • Also added mitigation before the HP loss lands, please note that compounding poisons and bleeds will still eventually creep over your natural defenses.
    • MR reduces the raw tick.
    • Resistances > PoisonResistance and DarkResistance reduce tick damage.
    • Class Skills Magic Defence, Shell, Magic Shield, Poison Barrier, Shield Wall help reduce it.
    • Superior Magic Shield, Poison Barrier, and Umbral Exchange shields can absorb this damage.

Image




  • QoL > Added Combat Scan which will give players the ability to track damage amount, type and element and adjust gear and buffs accordingly. Comes as part of the scan skill.
Image



  • Added raid rejoin protection/recovery:
    • Recorded original raid participants by character ID per raid
    • Raid anti-DC recovery now allows any original participants back into the active raid, including raid boss rooms, does not work for anyone not in the original raid team when they entered.
    • Raid participant records are cleaned up when the instance unloads allowing a fresh list to be used in the next raid instance.
  • New Death Recap UI will popup when you die to show you what eventually killed you and how.. almost feels like SAI is trolling you at this point..
Image
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Druid Updates​

Beast Form Combat Rework​

Druid beast-form combat has had a major pass to make Werewolf and Werebear feel much more distinct. Werewolf now leans harder into fast, aggressive single-target pressure:
  • Werewolf basic attacks now support a two-hit style.
  • Beast-form actives use fast multi-hit pressure.
  • Bleed and lifesteal interactions have been improved.
  • Werewolf is intended to feel like the offensive, sustained-pressure form.
Werebear now leans harder into durability and area control:
  • Werebear basic attacks now use directional cleave behavior.
  • Bear skill variants hit in wider frontal patterns.
  • Bear skills add more slows, stagger/control, regeneration, and defensive value.
  • Werebear is intended to feel like the safer pack-control form.

Beast Skills Updated​

The main beast-form skill set has been rebuilt so each skill behaves differently depending on form:
  • Rending Strike
    • Werewolf: fast double-hit opener with bleed pressure.
    • Werebear: frontal cleave with slow and regeneration support.
  • Primal Swipe
    • Werewolf: chained strikes that extend pressure.
    • Werebear: half-moon area swipe for pack fighting.
  • Dual Rend
    • Werewolf: multi-hit shredding attack.
    • Werebear: wider stagger/shockwave-style control.
  • Savage Slam
    • Werewolf: heavy chained assault with stronger bleed pressure.
    • Werebear: large slam-style crowd breaker.
  • Lunar Frenzy
    • Werewolf: high-end rapid execution pressure.
    • Werebear: major area-control rampage with defensive payoff.

HP Cost and Scaling Changes​

  • Beast-form actives now consume HP instead of MP.
  • Beast-form damage now scales from player attack rolls and skill-level modifiers.
  • Beast skills now respect bloodline scaling hooks.
  • This should make Werewolf and Werebear feel more like physical shapeshift forms rather than caster spells wearing animal clothes.

Feral Hunger​

Feral Hunger has been implemented as a major Druid sustain engine. It supports:
  • improved beast-form lifesteal potential,
  • Werewolf ravenous-style pressure,
  • Werebear bulwark-style durability,
  • Human/Arachne weave support,
  • Primal Charge conversion from lifesteal gains.
This is intended to help late-game beast builds keep their sustain identity.

Druid Late-Game Passive Suite​

The Druid late-game passive suite is now designed, registered, and has server-side gameplay logic in place. The passives are:
  • Cycle of the Wildheart
    • Builds Wildheart stacks by remaining in forms.
    • Can trigger Ascendant Shift for stronger form-skill windows.
  • Primeval Trinity
    • Human-form casts can prime future Werewolf, Werebear, and Arachne actions.
    • Rewards form weaving instead of sitting in one form forever.
  • Thornweave Covenant
    • Reacts to heavy damage with a shield.
    • Adds form-based defensive or retaliation effects.
    • Can share shield value to nearby allies at higher scaling.
  • Moonshadow Concord
    • Party aura that combines form benefits.
    • The active form's contribution is stronger.
  • Arachnean Ascendance
    • Adds Loom gauge gameplay to Arachne form.
    • Builds toward Eclipse Spinner and stronger poison/control windows.

Druid Visual and Feel Updates​

  • Werewolf and Werebear active skills now have better client animation hooks.
  • Wolf and bear casts should feel more immediate.
  • Werebear has stronger impact presentation, including slam-style feedback.

Blade Dancer Updates​

Core Skill Responsiveness​

Blade Dancer's main Umbral Arts skills have had a responsiveness pass. Updated skills include:
  • Shadow Edge
  • Void Cut
  • Shadow Brand
  • Requiem
  • Eclipse
These should now feel more immediate when pressed, with damage and skill flow resolving much closer to input timing.

Directional Casting and Auto-Facing​

Blade Dancer combo skills now behave better when used without a selected target.
  • Skills can fire in the player's facing direction when no valid target is selected.
  • Combo routes can now be used more naturally even when a monster is not currently selected.
  • If an enemy is already close, the Blade Dancer can auto-face the nearby target before resolving the skill.
This should make the class feel less awkward when enemies move or when target selection drops.

Requiem and Eclipse Finisher Parity​

The Umbral Arts finishers have been brought closer in line with the updated opener behavior.
  • Finishers now share the instant-cast helper flow.
  • Animation entries were added.
  • Hotkey use should no longer cause redundant double-cast behavior.

Early Pack Handling​

Blade Dancer now has more early and mid-game tools for small packs without turning the class into a wide-cleave Warrior. New or improved pack-handling hooks include:
  • Ritual Strike
    • Neutral Ritual Strike can echo to an extra nearby target at higher Ritual Charge thresholds.
  • Shadow Brand
    • Shadow Brand can mark a target.
    • Shadow Edge, Void Cut, and Shadow Lance can consume marks for extra payoff.
  • Shadow Lance
    • Can splinter on kill or when consuming a Shadow Brand mark.
  • Flicker Strike
    • Better charge/passive/Shadow Manarite scaling for extra jumps and pressure.
The goal is quick precision hits, not giant cleaves.

Shadow Manarite Identity​

Shadow Manarite is now being wired in as Blade Dancer's unique class catalyst. Current hooks include:
  • Ritual Strike echo support,
  • Shadow Lance splinter support,
  • Flicker Strike extra pressure,
  • Shadow Threat mitigation,
  • Shadow Army upkeep relief,
  • Shadow Reconstitution cost relief.
Durability should only be spent when the mutation effect has a valid use.

New Blade Dancer Late-Game Passives​

The initial Blade Dancer late-game passive package is now in place. New passives include:
  • Shadow Manarite Attunement
    • Improves Shadow Manarite interaction and class catalyst identity.
  • Veil Predator
    • Supports Shadow Arts, back attacks, Shadow Realm pressure, and threat control.
  • Breakbeat Execution
    • Supports Umbral Arts combo tempo and fast extra snap hits.
  • Monarch's Inheritance
    • Supports Shadow Army ownership, named shadows, boss shadows, upkeep, and reconstitution.
  • Ritual Overdrive
    • Supports maximum Ritual Charge payoff and form-specific spenders.

Bloodline Scaling Rework​

Blade Dancer scaling has moved toward structured class channels instead of one broad multiplier. New scaling channels include:
  • Shadow Offense,
  • Shadow Command,
  • Shadow Vitality,
  • Shadow Veil,
  • Shadow Manarite.
Shadow Army scaling now uses these channels more carefully so every summon stat is not boosted equally by one generic multiplier.

Shadow Army and Elite Shadow Management​

The Shadow Army system now has a forward-facing elite management flow. Regular monster shadows:
  • act as the mass temporary army,
  • fill Arise summon counts automatically,
  • are not individually managed like prized elites.
Elite shadows:
  • come from sub-boss and boss extractions,
  • can be assigned or unassigned for Arise,
  • can be renamed,
  • can be released,
  • display monster image, rank, stats, and radar-style strength readout.

Boss Shadow Extraction​

Boss extraction now follows the intended dramatic conversion flow:
  • boss shadows get three conversion attempts,
  • if all three fail, the shadow rejects the call,
  • if successful, the player receives a naming popup,
  • names with spaces are supported,
  • elite names persist into the Shadow Army manager.

Shadow Army UI​

A new Shadow Army panel is available from Blade Dancer Pet Control. The panel shows:
  • regular shadow count,
  • active elite count,
  • elite capacity,
  • elite roster cards,
  • monster portraits,
  • custom names,
  • rank,
  • role,
  • stats,
  • radar graph,
  • assign/unassign controls,
  • rename and release actions.
This is the initial version of the dedicated elite shadow UI.

Arise Behavior Update​

Arise now better separates regular shadows and elite shadows.
  • Regular shadows auto-fill the temporary army.
  • Assigned elite shadows join Arise.
  • Unassigned elite shadows stay reserved.
  • This gives players a reason to manage their prized boss/sub-boss shadows.

Image



Image

Image
 

CheekyVimto

It's my Precious!
Golden Oldie
Mar 8, 2005
570
304
290

Legion TD Minigame​

  • Added the Legion TD co-op tower defence minigame.
  • Added a minigame hub flow for entering Legion TD.
  • Added solo and party entry support for Legion TD runs.
  • Added a builder selection phase before the first build round.
  • Added builder flight during build phases.
  • Added build phases, timed wave phases, lives, waves, score, leaks, victory, and defeat flow.
  • Added a Legion TD panel showing wave state, lives, timers, party resources, income, ready state, tower shop, pressure shop, king upgrades, income upgrades, tower upgrades, and sell controls.
  • Added builder-specific tower choices.
  • Added tower placement with map tile targeting and cancellation.
  • Added automatic tower attacks during waves.
  • Added creep waves that threaten the king and reduce team lives when leaked.
  • Added shared resources and resource popups from creep kills.
  • Added pressure purchases that affect later waves and improve income.
  • Added income payouts after cleared waves.
  • Added king life upgrades.
  • Added run result display with wave reached, leaks, time, and score.
  • Added Legion TD region highlights on the minimap and big map for build areas, paths, spawns, king areas, income areas, and no-build areas.
  • Added Legion TD radial menu handling inside arenas.
  • Added player-facing Legion TD documentation.
Preview: