2026-09-07
Patch 1007 — Levelling, Combat and the Map
Your level finally counts
Combat
The map tells you where to hunt
New: the Guide button
Loot and items
Buffs
Maps and walls
Fixes
- Every level-up now raises Strength, Agility, Vitality and Spirit. It never did — a level 30 Archer was walking around with a level 1's attributes, her damage and HP coming from gear alone, and dying to monsters her own level.
- Your character is repaired the first time you log in. Every point your climb owed you is paid out at once. Nothing to claim, nothing to press.
- Up to level 120 your class places the points for you. From 120 they are yours to place. Below 120, Reset Attributes is refused and never charged — your class would only hand the same points straight back.
Combat
- Your gear now grows with you between tiers. You used to fall behind for nineteen levels and take it all back in one shop trip; the climb is a curve now instead of a sawtooth.
- No blow is erased any more. Every PvE hit lands for at least 15% of its roll — armour reduces damage, it never cancels it. Duels are untouched.
- At most 2 monsters can swing at you at once, down from 4. The rest of the pack still closes in and holds its mark, and the two nearest are re-picked constantly — jump into the middle of a pack and whoever is closest now is the one hitting you.
- Monsters no longer walk up to you, stop, and stroll home.
The map tells you where to hunt
- Monster levels are drawn on the map — one "Lv" label per crowd, and for the whole map, not only the patch loaded around you. Twin City's 190 spawns read as 26 hunting grounds, Bird Island's 573 as 32.
- A portal that leaves the map keeps a bright ring; a hop inside the same map is a faint tick. Bird Island's 31 internal portals no longer drown out the monsters and you.
New: the Guide button
- A new button on the HUD, beside the language picker. Ask it where to hunt at your level, where to buy arrows, potions, armour or jewels, where to upgrade, and where an NPC stands.
- Every answer is read from the live world, not from a script, and it drops a waypoint pin on your map so "over there" is a place you can see. English and Arabic.
Loot and items
- What a fallen player drops is free to whoever is standing over it — gold, bag items and worn gear alike. A monster's loot is still held for the player who killed it.
- The hover card shows an item's real attack. A Super +6 blade was advertising a Normal +0 blade's numbers.
- Tier upgrade checks your level for items in your bag too. A level 30 Archer could turn her bow into a level 40 bow she could not hold, and lose the Meteors doing it.
- Two new defensive gems: Tortoise (+12% Defense) and Violet (+10% Magic Defense) per gem. Refined is worth 1.5 gems, Super 2.
Buffs
- Blessings sit on the buff bar with everything else, each with a live countdown in days, hours, minutes and seconds. Your Revive Stone is now a chip you can read while you are still alive.
Maps and walls
- The castle masonry at the edge of the world is gone. There is a low fence where there is water, and the ground behind it is walkable — including Twin City's plaza, which had an invisible wall standing on visible paving.
- Bird Island's terrace came down to a real two storeys; you can see the arcade instead of five metres of dark cobble.
- Phoenix Castle's floating tree village is ordinary forest floor now, and you can walk it. The world-edge treeline is gone.
Fixes
- Maps fill to their full monster population at server start. Phoenix Castle's Zombies used to be two and a half hours from filling in after a restart.
- One party invite at a time, and the card clears itself. A new invite replaces the standing one, and re-invites work again.
- An archer out of arrows lets go of the target instead of repeating "Out of arrows." forever.
- Buying a stack of arrows no longer halves your framerate with the artisan or the dyer open.
- A collapsed quest tracker keeps the current objective's "go here" line.
- Switching language redraws whatever is open on screen, in the new language.

