Patch — July 24, 2026
Combat
- All damage now resolves through exactly three types: Physical scales a percentage of the caster's Attack and is reduced by the target's Defense (some attacks ignore part of that Defense), Magical scales its listed Power by the caster's Magic Amp and is reduced by Magic Resist, and Pure is flat and ignores mitigation entirely
- Physical and magical hits always deal at least 1 damage after mitigation
- Execute multipliers now multiply raw damage before mitigation; shields absorb after mitigation; reflected damage and reckless self-damage are always pure
- Damage over time snapshots the caster's Attack or Magic Amp at the moment it is applied — buffs or debuffs afterward don't change the ticking damage
Weapons
- Each weapon now has a distinct role: Sword is the consistent duelist and execute weapon, Axe deals the best sustained melee damage at a health cost, Hammer swings slowest and hardest and excels against high Defense through armor shatter, Spear trades damage for range-2 pressure, Defense piercing, and team Defense, and Bow trades the lowest damage for range-3 marks, damage over time, and control
- Weapon base Attack has been rebalanced: Sword 20 (was 10), Axe 24 (was 15), Hammer 28 (was 23), Spear 18 (was 15), and Bow 14 (was 31); all weapons share the same Attack growth per tier
- Spears now grant their own slot-1 basic attack, Thrust, at range 2; Strike (range 1) covers swords, axes, hammers, and bare hands, and Shoot (range 2) stays on bows — all three deal 100% of your Attack as physical damage
- Metal weapon recipes now all cost 7 primary plus 2 secondary materials, and wooden weapon recipes cost 6 planks, so every weapon of a tier costs the same to craft and has the same value
Spells
- Every physical spell now deals a percentage of your Attack instead of a flat number, and mana costs, cooldowns, durations, and damage have been retuned across all 30 weapon spells
- Axe: Berserk and Whirlwind are gone; Bloodthirst (level 10, 150% Attack with 40% lifesteal) and Rampage (level 40, four hits of 81% Attack for 120 self-damage) take their place, and Cleave and Reckless Swing moved to levels 20 and 30
- Hammer: Crush Armour, Concussive Strike, Bulwark Stance, and Seismic Slam are gone; the free kit is now Heavy Blow and Bulwark (+30 Defense), with Armor Shatter at 10, Stunning Smash at 20, Ground Slam (3-target hit that lowers Defense) at 30, and Crushing Verdict (345% Attack ignoring half of Defense) at 40
- Spear: Lunge became Piercing Thrust (ignores 50% Defense) and Pike Sweep became Spearwall (+20 Defense to your whole row); Skewer and Impale swapped to levels 10 and 20
- Sword: Blade Dance and Executioner's Thrust swapped unlock levels — Blade Dance now unlocks at 30 and Executioner's Thrust at 40
- Bow: Pinning Shot now stuns for 1 action instead of lowering agility, and Arrow Storm hits 3 targets instead of 4
- Unlocks and slot assignments for removed spells were cleared without a refund; spells that only changed levels or numbers keep their unlocks, and gem costs follow the new level slots
- Physical race and mob spells scale with Attack too: race spells were converted assuming 100 Attack, so their damage is unchanged at that value, and mob spells scale with each mob's own Attack
Spell Unlocks
- Every spell price that asks for Perfect gems now has a second payment option: 5 Pristine gems per Perfect gem of the same type, with the same gold cost
- The unlock view is now browsed by category: pick Race or Weapon, then a specific race or weapon, then the spell — every step shows 🔓 when it contains a spell you can unlock right now
- Spell lists show all spells of the chosen race or weapon, marking unlocked spells with ✅ and affordable ones with 🔓, instead of listing only locked spells
- The spell detail view shows your race and weapon level next to each requirement, both prices side by side, and separate Unlock (Perfect) and Unlock (Pristine) buttons that stay disabled until you meet that price
- Wiki spell pages list both the Perfect and Pristine price
Camps
- Camps are a new world event: 15 camps across the five mob families, from Hatchery Mound and Wolf Den up to Great Hive, Necropolis Ruins, Goblin Stronghold, and Plague Burrows
- Camps come in three sizes — small (8 mobs), medium (14), and large (20) — with small twice as common as medium and three times as common as large; rosters are bottom-heavy with low-tier mobs and never contain bosses or elites
- Entering is a majority vote with a Split option, like dungeons; entering cancels any queued movement
- Inside, the party repeatedly votes between a Small, Medium, or Large pull, Rest, and Leave until every mob is dead; majority wins, not voting counts as a Small pull, and ties resolve toward the earlier option in that order
- Pulls roll dice of 3–5 mobs each — Small rolls one die, Medium two, Large three — capped by the mobs remaining; each pull mirrors the camp's remaining tier mix, and pulled mobs line up with low tiers in front and high tiers in back
- Resting takes the usual rest time and restores the dungeon rest amount; after each cleared pull the party recovers the usual between-room amount
- Killing the last mob opens a loot chest split among everyone still in the party, dropping gold, artifacts of every material tier, and unidentified gems
- Chest rolls scale with zone tier (40–80 at tier 1 up to 100–200 at tier 7) and camp size (35% of that for small, 50% for medium, 70% for large)
World Events
- Movement event odds have been rebalanced toward camps and dungeons: in a typical tier 1–6 zone a move now finds an encounter ~35%, a gather node ~28%, a camp ~18%, a dungeon ~12%, and nothing ~8% of the time