Every change shipped to Shadow Realms — 796 items across 325 releases, May 31, 2026 to October 28, 2026 — grouped by what it touched. The newest release is v6.24.267; the in-game Updates tab shows the same notes release by release.
Fixes220
- v6.24.265 · October 28, 2026Reforging to level never re-rolls a piece any more, at any rarity: every stat line you rolled is kept and carried to the new level. The free "amnesty" reforge that was offering to re-roll good pieces is gone.
- v6.24.265 · October 28, 2026Heroes whose gear lost stat lines to the old reforge have had those pieces restored.
- v6.24.264 · October 28, 2026Fixed: reforging a whole loadout to your level re-rolled Godforged main stats, so pieces could lose big stat lines. It now carries each piece's own stats up to the new level, the same as reforging one item.
- v6.24.264 · October 28, 2026Best Rotation now counts your active buffs and keeps your own hand-made rotation as an option, switching back to it whenever it is the fastest.
- v6.24.249 · October 27, 2026Beating an area boss at a tier you reached through Eternal depth now unlocks the next zone immediately. The unlock used to show only after logging in again.
- v6.24.248 · October 27, 2026Clean Up The Bag (Settings → Autopilot, or Always on the bag's clean-up banner): your auto-salvage rule now covers every drop — dungeons, bosses, quests and crates too — and clears matching items for you. Godforged, set, socketed, locked and worn gear are never touched.
- v6.24.248 · October 27, 2026Swapping characters is fast again: a hero whose bag had grown past 15,000 items slowed every load. Auto-battle now sells new drops for gold once a bag holds 1,500 items.
- v6.24.248 · October 27, 2026Seasonal heroes' World Boss rounds are now recorded on the boss screen.
- v6.24.248 · October 27, 2026The Wiki lives in the game now: Codex → Wiki. Every entry the game explains (214 of them) in one searchable, browsable place, with Add a tip, Flag (wrong, out of date, confusing, missing) and Share on each entry. Approved tips will appear under their entry with your hero's name.
- v6.24.248 · October 27, 2026The website wiki (shadowrealmsrpg.com/wiki.html) is now built from the same entries, so it can no longer fall behind, and a new page lists every change ever shipped, grouped by type.
- v6.24.248 · October 27, 2026Approved wiki tips go live under their entry with your hero's name and a Useful count, and pay a bounty sized on what your hero earns (3 hours of your auto-battle income + 100 Boss Essence). Five approved tips earn the Chronicler title.
- v6.24.248 · October 27, 2026The wiki now carries reference tables built straight from the game: every area, dungeon, World Boss (phases and named drops), gear set with its bonuses, Godforged item by boss, companion and its source, material, gem, shop item, skill-tree node, feat, setting, title, avatar and frame with how to earn it, plus the event and season calendar. Autopilot, account level, the bag limit, the login streak, spare companions, chat mentions and stances have entries too.
- v6.24.248 · October 27, 2026Steam: the game now signs you in with your Steam account (no more guest start), and an account you already use on the web links to your Steam ID the first time you log in through the Steam build.
- v6.24.248 · October 27, 2026Steam: Mini mode. The Steam build now opens as a small strip above your taskbar that shows your auto-battle live (your hero, the monster, hits, drops, time left) while you work; Expand opens the full game, and the tray icon switches between the two.
- v6.24.248 · October 27, 2026Steam DLC is on its way: the Supporter Pack, extra character slots, bag space, the Frostreign Season Pass and Lifetime Legend will sell on the Steam store page once the game is released there, and anything you own on Steam is granted to your account when the Steam build starts.
- v6.24.248 · October 27, 2026Lifetime Legend — $29.99 once, on the web and Android now and on Steam at release: every Legend perk plus every Season Pass premium track, forever, on every character. A monthly plan you hold stops charging at the end of its paid period.
- v6.24.248 · October 27, 2026Wide screens: the five tabs are back at the bottom of the screen at every width, sized to the centre column, instead of a rail in the top-left corner.
- v6.24.248 · October 27, 2026Steam mini mode: a ⚔ Boss button strikes the World Boss right from the strip (the same duel and the same strike the boss screen fires) and plays the duel on the card; PvP and Dungeon buttons jump straight to those screens.
- v6.24.248 · October 27, 2026Skill points: the Hero hub's Combat and Skills cards now count ability unlocks and capstones like the Skills screen does, so they no longer promise points you have already spent.
- v6.24.248 · October 27, 2026Account & Characters: each character card now says SLOT 1, SLOT 2… in a readable pill next to the name instead of a tiny corner number hidden behind the portrait frame.
- v6.24.248 · October 27, 2026Background tone: Settings → Display now has six backdrops — Midnight, Dusk, Ember, Verdant, Frost and Void (flat black for OLED). Only the colour behind everything changes; panels and text keep their contrast. Asked for in chat.
- v6.24.248 · October 27, 2026Steam mini mode, second pass: the strip now paces the fight so you can watch it (lunges, slashes, sparks, HP draining, damage that pops, a burst on every kill), tallies your gold, XP and kills as they land, shows the level bar with a to-next-level estimate, rolls drops across the ground, flags an Eternal climb, keeps a 10-second DPS meter, and carries Today / World Boss / Dungeon / PvP pills that open those screens. Opening mini mode with no fight running starts auto-battle where you stand.
- v6.24.231 · October 26, 2026Two arenas: World Bosses and the weekend Invasion are fought separately by seasonal heroes and eternal heroes — same boss and schedule, separate health, damage boards and rewards. Gear and relic chances are unchanged.
- v6.24.231 · October 26, 2026The Trading post is open again (Bag → Trading). The realm holds every listed item, delivers it on purchase and returns it if unsold after 48 hours. Seasonal heroes trade with this season's heroes, eternal with eternal.
- v6.24.231 · October 26, 2026Where should I farm? — a card on Adventure rates every tier and area for your build and names the best XP and gold zone with a Go button. It folds to one line and opens a full every-tier table. Follow the Best Zone (Settings → Autopilot) moves auto-battle there on its own.
- v6.24.231 · October 26, 2026Claim Everything At Login (Settings → Autopilot): once a day on open, quests, pass tiers, the login calendar, inboxes, clan dailies and Fast Rewards are collected with one summary.
- v6.24.231 · October 26, 2026Guests are never locked out: a lost session reopens on the device that started it ("Continue as …" on the login screen), and signing in on that device offers to bring the guest's heroes into your account.
- v6.24.231 · October 26, 2026Fixed the blank screen some players saw after a prestige, and a save that cannot be fetched now shows Retry instead of the character screen.
- v6.24.231 · October 26, 2026The header is two rows with a full-width XP bar and one live line (your auto-battle zone, rates and time left, or what Today has waiting). The online count lives on the chat bar — tap it for the list — and the chat panel always has an Online tab.
- v6.24.231 · October 26, 2026Heroes still auto-battling count as online (marked ⚔️ Farming in the list), and "recent" now means anyone who played in the last 24 hours.
- v6.24.231 · October 26, 2026Tagged in chat? An @YourName mention now pops up in the game right away and can buzz your device. Each has its own switch: Settings → Notifications → Chat Mentions, and the same row under Push.
- v6.24.231 · October 26, 2026Fixed live updates never reaching a hero who logged in fresh or was just created: clan invites, a save changed on another device and the hand-off when you open the game elsewhere now arrive the moment they happen.
- v6.24.231 · October 26, 2026Fixed a crash ("Something broke") when stepping into or out of the Eternal Realm from the Battle screen.
- v6.24.231 · October 26, 2026Double-tap a footer tab to skip its hub: Battle opens your fight, Hero your Character, Bag your Inventory, Codex your Quests, Social your Clan. Change each one in Settings → Footer Shortcuts.
- v6.24.231 · October 26, 2026The header's auto-battle time left shows whole minutes again.
- v6.24.231 · October 26, 2026New features in Settings now carry a NEW tag, and a one-time card points out Autopilot and the footer double-tap.
- v6.24.231 · October 26, 2026Harvest Hollow arrives with the Harvest Feast (Nov 24), and Yulewood with Winterveil (Dec 11): holiday areas that farm your best zone at your best tier and pay Festival Tokens for every hour of auto-battle. Holiday companions now drop only from their own event.
- v6.24.231 · October 26, 2026The Festival Shop (Store → Festival Shop) is open all year: your Festival Tokens keep from one holiday to the next, and each holiday's companion, Turning Year piece, set pieces in the slot you choose and cosmetics sell during that holiday and for 2 days after.
- v6.24.231 · October 26, 2026The Lunar Owl now comes from Nian the Lantern Beast at the Lunar Festival, alongside the Jade Hare.
- v6.24.231 · October 26, 2026Auto-battle rewards more than attack: defense, dodge and speed now have room to grow (higher caps, and abilities can double-hit), so tougher and faster builds farm better. Monsters only hit harder when you farm far deeper than 5× your level.
- v6.24.231 · October 26, 2026World Boss Strikes At Login (Settings → Autopilot): once a day when you open the game, your unused strikes are fought for you, with one summary.
- v6.24.231 · October 26, 2026Auto-Equip now only swaps in a piece of a higher rarity than the one you wear.
- v6.24.231 · October 26, 2026Settings are now shared by all your characters: change one and every hero uses it the next time you open them. Ability rotations stay with each character.
- v6.24.231 · October 26, 2026The header's bell and menu sit up beside your gold and Sovereigns, and the auto-battle line shows in full.
- v6.24.206 · October 26, 2026Every hub scrolls to its last row, and the chat bar sits in its own band above the nav — nothing is covered by it any more.
- v6.24.206 · October 26, 2026Desktop and Steam windows use the width: three hub cards across, the nav as a rail, the combat log beside the fight, your stats beside the gear, and bag items open in a side panel.
- v6.24.206 · October 26, 2026Cards and pills press under your finger, numbers line up in columns, text sizes land on one scale, and first-time cards carry real art.
- v6.24.206 · October 26, 2026The Rifts and Clan Eternal cards show your party, the Rift's health, strikes left and the clan's wave. The Codex cards (Feats, Pass, Events, Collection) open their own sections again.
- v6.24.206 · October 26, 2026A prestige no longer re-locks doors you had opened, and a new hero's first session gets the full game without a reload.
- v6.24.206 · October 26, 2026Fixed a new hero seeing another account's bag on a shared device, and opening a screen right after an update no longer stops on "Something broke".
- v6.24.173 · October 24, 2026Compare Tiers now checks every tier before naming your best XP and gold tier. On characters with many tiers it used to stop early and could name a tier far below your real best.
- v6.24.173 · October 24, 2026It also finishes about three times faster.
- v6.24.171 · October 24, 2026Area bosses now pay for the tier you fight them at: about ten of that area's monsters. They had been paying a small flat amount at every tier.
- v6.24.171 · October 24, 2026Poisons, burns and bleeds now hit a boss for at most three of your normal hits a turn, so a boss far above your level can't be worn down by damage over time alone.
- v6.24.171 · October 24, 2026A boss pays once a minute, and the respawn timer no longer resets when you switch tabs.
- v6.24.170 · October 24, 2026Beating the final boss at your top tier ascends you only if your character can hold the next tier. If not, the game tells you which tier you can hold.
- v6.24.170 · October 24, 2026Ascension now waits for the server's answer, about a second, so an ascension never shows and then vanishes.
- v6.24.169 · October 23, 2026Pet treats are now counted by the server, so the number in your Stable is the number you have, on every device.
- v6.24.169 · October 23, 2026Treat drops keep their odds: 20% from an area boss, 1.5% from other kills, 15% per dungeon clear. Each one shows in your drop log.
- v6.24.169 · October 23, 2026Companion gear your auto-scrap setting turns into treats on a world boss claim or an Eternal milestone is now announced.
- v6.24.165 · October 23, 2026Your Account Level on the character switcher now counts every level banked before a prestige, so it matches the Account Lv ranking. It also refreshes each time you open it.
- v6.24.165 · October 23, 2026The Combat ranking and the character switcher now count your Ascension board, Ascension tree and companion slots, so they show the same rating.
- v6.24.164 · October 22, 2026Daily quests pay once per day and weekly quests once per week, on every device.
- v6.24.164 · October 22, 2026If you already claimed a quest on another device, tapping Claim now marks it claimed instead of showing an error.
- v6.24.163 · October 20, 2026Locked Reroll keeps exactly the lines you lock. A lock on a line the server had already re-rolled used to be rolled again, usually lower.
- v6.24.163 · October 20, 2026An item whose last craft is still saving shows ⏳ for a moment. When the saved fresh rolls differ from the preview, a toast shows what was saved.
- v6.24.162 · October 19, 2026Wraithbound Regalia from the Hollow King now drops in any armor or jewelry slot, or as your class's weapon, like dungeon sets. Every slot of the set can now be found before Hallow's Eve ends on October 26.
- v6.24.162 · October 19, 2026The Codex now says where event sets come from, and that an event boss can recruit any event companion you don't have yet.
- v6.24.160 · October 18, 2026Ascendant Mastery now sits in the Mastery section beside the six PvE lanes, so every lane that never caps is in one place. Nothing about your ranks changed.
- v6.24.160 · October 18, 2026On a seasonal character the Ascension board now says it isn't used there, instead of showing every lane at zero. Your shards and ranks are untouched.
- v6.24.159 · October 18, 2026The six Mastery lanes now show on the Ascension board: Power, Ward, Vital, Swift, Keen and Phantom Mastery. Each opens once its Might node is maxed and never caps.
- v6.24.159 · October 18, 2026The "a node is affordable" marker now always points at a node you can see and buy.
- v6.24.158 · October 17, 2026Fixed a crash in the Dojo when you ran a new Training Dummy test before the last score came back.
- v6.24.158 · October 17, 2026Crafting does one item at a time. If a craft gets no answer, the game says so and shows your real Bag, materials and gold.
- v6.24.158 · October 17, 2026A slow connection can no longer make a craft, purchase or sale go through twice.
- v6.24.151 · October 16, 2026WEALTH FEATS COUNT ALL YOUR GOLD. Lifetime gold only counted kills and the settles seen while the game was open. It now counts every payout, and past earnings were restored from your gold, Sovereign conversions and auto-battle history.
- v6.24.151 · October 16, 2026THE TOP WEALTH FEATS READ RIGHT: no more "10.0Q quintillion".
- v6.24.150 · October 16, 2026SPARE COMPANIONS. Hold a second copy of any companion: breed one you already have, or keep hunting a source you have finished. Breeding uses a plain copy before an ascended one, and you raise a spare by swapping it in.
- v6.24.150 · October 16, 2026EVERY COMPANION DROP IS ANNOUNCED. Area-boss, Clan Dungeon and Arena recruits now post to Events, and Clan Dungeon and Arena companions appear right away instead of on your next login.
- v6.24.150 · October 16, 2026THE STABLE IS SORTED BY RARITY, common first and Primal last.
- v6.24.150 · October 16, 2026THE BATTLE SCREEN HOLDS STILL. The searching banner is now the same height as a monster card, so the buttons no longer jump.
- v6.24.149 · October 16, 2026SKILL BUFFS LAST THE TURNS THEY SAY. A "4 turns" buff really ran for two minutes, about 300 turns in a manual battle, so its ON badge never went out. The badge now counts down the turns left.
- v6.24.149 · October 16, 2026HEAL-AND-BUFF SKILLS BUFF THE RIGHT STAT. Sanctuary gives DEF, Cat Reflexes and Camouflage give Evasion; all three gave ATK. Grave Shroud and Smoke Screen now raise Evasion; they did nothing in manual battles.
- v6.24.149 · October 16, 2026SKILLS AND SCROLLS NO LONGER FIGHT. A skill no longer erases a running War or Iron Scroll, and Battle Cry no longer cuts Berserker Rage short. Each stat uses whichever buff is stronger.
- v6.24.149 · October 16, 2026DUNGEON COOLDOWNS RUN AT THE RIGHT SPEED. Skill cooldowns and buff turns counted down twice per dungeon attack, and Holy Aura healed twice a turn.
- v6.24.148 · October 16, 2026FOUR COMPANIONS CAN FINALLY BE FOUND. Execution Drake (World Boss), Phase Lynx (Clan Dungeon), Unerring Falcon and Stormstride (Arena) could never drop. Now they can, which also opens Headsman Wyrm, Ghostwind and Apex Predator to breeding.
- v6.24.148 · October 16, 2026ASCENDED COMPANIONS CAN BE BRED. An ascended pet counts as fully raised at any level. Breeding still uses it up and its tiers do not pass on, so the game asks first.
- v6.24.148 · October 16, 2026EVERY COMPANION SAYS WHERE IT DROPS AND HOW OFTEN. Area companions come from Boss Fight on the Battle screen: 20% per kill in any normal area.
- v6.24.148 · October 16, 2026BOSS FEATS NOW SAY "BOSSES". They always counted every boss you defeat, including Eternal, dungeon and World Boss kills.
- v6.24.147 · October 16, 2026THE FEATS COUNTER ADDS UP. The header read things like "54 of 42" because its total was stuck at an old number. It now shows your feats out of all 64.
- v6.24.146 · October 16, 2026LOGGING OUT OF A GUEST ACCOUNT ASKS FIRST. A guest has no email or password, so logging out used to lose the character for good without a word. Now you can claim it first, or confirm that you mean it.
- v6.24.146 · October 16, 2026SIGNING INTO A REAL ACCOUNT ON A PHONE THAT HELD A GUEST no longer shows the guest banner or the claim prompts.
- v6.24.144 · October 11, 2026THE CHAT STRIP NO LONGER COVERS YOUR DM BOX. On phones, tapping the message field in a direct message could hit the "2 in Events" strip sitting on top of it instead. The strip now steps aside while a DM is open.
- v6.22.52 · August 23, 2026CLAN QUESTS PUT THE CLAIMABLE ONES BACK ON TOP. A finished clan quest waiting on its reward was being listed BELOW every quest still in progress — claimed ones fell to the bottom correctly, so the list looked almost right while hiding the only rows you could act on. Ready to claim now sorts first, matching the player quest list.
- v6.22.52 · August 23, 2026THE REFERRAL REWARD THAT COULD NEVER BE CLAIMED. If you joined using a friend's code, your rewards list kept offering a referral reward that had nothing behind it — the welcome gold is paid the instant you enter the code, so there was never anything to press. Only players who USED a code ever saw it; the friend who invited them was unaffected. The phantom is gone.
- v6.22.52 · August 23, 2026PRESTIGE WORLD BOSS STRIKES WERE BEING WITHHELD. If you own Boss Breaker in the prestige tree, its extra strikes never showed on the World Boss screen — the counter read your subscription total only, so a Legend with rank 1 saw 25 instead of 27 and was refused the last two by the app itself, even though the server would have allowed them. The counter now comes from the server, so it matches the Rewards list and includes every bonus you own.
- v6.22.52 · August 23, 2026THE DEAD ATTACK BUTTON ON A FRESH BOSS FIGHT. Travelling to a new area and starting a Boss Fight straight away could leave you unable to attack. Stopping auto-battle is a server round-trip, so a status check already in flight could answer "still running"a moment later and switch auto-battle back on while you were standing in front of the boss — and the attack button is disabled whenever auto-battle is on. A resume can no longer land on top of a fight in progress.
- v6.22.52 · August 23, 2026THE BREEDING CHART REMEMBERS. Breeding consumes both parents, and the chart was reading who you currently HOLD — so the moment you used a recipe it hid itself again, and the pairing you had just proved went back to question marks. It now reveals anything you have ever owned, and owning a companion reveals the pair that makes it, because you cannot be holding one without having bred it. No more trips to the Codex to re-learn your own discoveries.
- v6.22.52 · August 23, 2026BLUEPRINT TIERS YOU EARNED ARE NO LONGER PADLOCKED. The rarity picker read a stored value that only ever moved when you killed an area boss for the first time — so if your areas opened any other way, the tier stayed behind and Mythic sat locked even with area 9 cleared. It now reads your actual unlocked areas, the same rule the crafting itself uses, and honours the tier prestige banks for you. Nothing you had can go backwards.
- v6.22.52 · August 23, 2026YOUR SIEGE COUNT TELLS THE TRUTH. "Siege the Champion"showed "0/2 today"after every reload no matter how many you had already used, so the button invited you to strike and the server turned you away — which looked like the limit was shared across your characters. It never was: each character has its own 2 per day. The counter is now read from the server, so it survives a reload and a character switch.
- v6.22.52 · August 23, 2026THE DUNGEON RUN HEADER SITS STRAIGHT. The dungeon's name is now centred against the whole header instead of the space left over beside the Abandon button — it had always been pushed right by half a button — and the decorative glyph in front of it is gone, on every dungeon.
- v6.22.52 · August 23, 2026THE SPOTLIGHT MOVED ONTO THE DUNGEON ITSELF. The separate banner is gone — this week's featured dungeon now wears the spotlight on its own card: a violet frame, the exact gold, mastery and set-drop increases, and the twist you pay for them. One place to look instead of two, and a screenful less to scroll past before you reach the dungeon list.
- v6.22.52 · August 23, 2026THE CLAN CLIMB NOW KILLS YOU. Your clan’s Eternal no longer shows a wall and a percentage — because half the thrill of the Eternal has always been NOT knowing your ceiling, feeling the champion start to bleed, and deciding whether to push anyway. Pushes now run until your champion FALLS. Deep below your limit it barely notices; near it, you watch the HP crater inside a single wave; past it, the horde takes your champion at the gate and the push pays nothing. Past your clan’s record you are in UNCHARTED DEPTHS. Your actual limit has NOT moved — the fall is derived from the very same wall maths that used to be printed on the screen, measured within 0.2% on every clan alive, and pushes still advance at the same rate. Only the way you learn where the edge is has changed. Shards, records and the weekly watermark are untouched: a gain is a gain, however the push ends.
- v6.22.52 · August 23, 2026TWO GEAR BUGS FOUND BY THE ENGINE’S OWN SAFETY CHECKS. Low item-level gear carrying a percentage affix could be refused by the server after a save-and-reload — the item was legal when it dropped, but reloading it re-attached an obsolete marker that made it look like an impossible roll, so the next action on it bounced back as “reverted”. And if your ACTIVE loadout was an empty one, the game and the server disagreed about what you were wearing: the server already knew to fall back to your fullest loadout rather than field you naked, and now the app does too, so your displayed power matches what actually fights.
- v6.22.52 · August 23, 2026YOUR COMPANION HAS A SLOT ON THE SHEET. The character doll gains a pet square above your portrait, in line with the Helmet and Amulet — showing who's fighting beside you and their level, or an empty paw print if nobody is. Tap it to go straight to Companions. Pets were the only worn power with no square on the doll, which is part of why most pet owners were walking around with none equipped.
- v6.22.52 · August 23, 2026YOUR SPLIT ELIXIR STACKS MERGE. Buff scrolls and elixirs bought in different eras sat as dozens of separate ×100/×999/×9999 rows that refused to combine (a long-fixed shop bug left its shreds behind, and the server kept faithfully restoring them). The server now merges identical stacks into one row — first time you act after this update, your bag consolidates itself. Every quantity is preserved to the last elixir; loose gem stacks of the same tier merge too.
- v6.22.52 · August 23, 2026THE CASTLE VIEW BREATHES: the wide header scene is retired (it was a cropped duplicate of the fortress portrait — and that space may one day sell castle LOOKS instead), the little corner crest is gone from both cards (the banner-frame IS your heraldry), the champion's title engraves cleanly below the art instead of fighting it, and relic and station names get a second line instead of being cut off mid-word.
- v6.22.52 · August 23, 2026THE WEEKLY MUTATOR IS REBORN AS THE SPOTLIGHT. Each week one dungeon takes the stage: this week it pays +25% GOLD, 2× MASTERY, and +50% SET DROPS on every clear — and the week's twist applies to every run of it as the price. No more separate scored mode, no attempts, no clear-time leaderboard: you just RUN the featured dungeon, with your normal keys and full normal loot. The “Mutator Ace” title becomes a legacy honor for those who earned it under the old rules.
- v6.22.52 · August 23, 2026THE CLAN CLIMB TELLS ONE STORY NOW: the foe lives inside the main climb box (image, level, real per-foe HP straight from your last fight — each wave is an endless HORDE of foes, not one boss, which is why the old “horde strength” number never matched the log). One-shot kills read as OVERKILL multipliers, and double strikes are labeled for what they are — speed, not crits (your champion's crits are already folded into every swing).
- v6.22.52 · August 23, 2026THE PUSH MATH SHOWS ITS WORK: the strike readout now counts the foes slain and how many make a rank (“625 foes slain · each wave a rank of ~3.7”) — so +167 waves is arithmetic you can see, and the wall is where the ranks outgrow your kill rate.
- v6.22.52 · August 23, 2026PLAYER PROFILES back out easily — tap anywhere outside the card to close, same as every other dialog.
- v6.22.52 · August 23, 2026SUBCLASS AWAKENING now says when your next tier unlocks (“next at Lv 400”) — and clarifies it counts your CURRENT level: prestige resets the climb, but every tier you already bought keeps working.
- v6.22.52 · August 23, 2026THE REWARDS TRAY READS AT A GLANCE: claims and today's tasks sit side by side, and every card IS its own button — tap the thing, go to the thing. No more separate Claim/Go buttons or scrolling one long stack.
- v6.22.52 · August 23, 2026THE CHAMPION STOOD. The realm tore 90% off The Champion of Wisconsin Gamers this weekend — eleven fighters, 32.7B damage — and the Warbringer did not fall. The defending clan claims the 2,000-shard crown. And NEXT weekend the rope goes taut: TUG-OF-WAR is armed — the defending clan's strikes will REINFORCE their champion while the realm tears it down.
- v6.22.10 · August 22, 2026Select All now actually selects ALL. It was quietly picking only the 150 items on screen; it now takes your entire filtered bag (the sell and salvage pipelines were already built for thousands). Thanks Tim.
- v6.22.10 · August 22, 2026GODFORGED gear can no longer be swept by a bulk action. Select All skips it entirely — putting one into a bulk sell or salvage takes a deliberate individual tap, and the confirmation calls it out in red if you do. Auto-salvage refuses Godforged outright now, at every threshold, forever.
- v6.22.10 · August 22, 2026Locks that vanished: if you play on more than one device, a device holding an older lock list could quietly shed the locks you had added since it last synced. The server now recognizes that signature and keeps your locks. If a lock ever seems to reappear after you removed it, that is this protection erring on the safe side — tell us, and re-unlock it.
- v6.22.3 · August 21, 2026BUG: Eternal could offer you a resume wave hundreds below your best. Your current wave and checkpoint are written by several different things — this device, other devices, the server climb — and a stale one could win, while your best depth is the one number that only ever goes up. One player's screen said 'start wave 3731' when his proven best was 4518: 788 waves of re-clearing dressed up as his frontier. Resume is now floored at the checkpoint your best already earned, everywhere: the Eternal screen, death resets, the server climb, and the database itself.
- v6.22.3 · August 21, 2026BUG: if the game thought you were in normal area auto-battle when your device reported eternal progress, it threw the whole report away — including your best depth. That is how the player above spent days with the server believing a best 788 waves below the one his screen showed. Wave rewards from a mismatched session are still rejected (that part protects against double-paying), but your best depth now always lands.
- v6.22.3 · August 21, 2026If you saw your eternal wave jump around when opening the game — higher for a moment, then snapping back — this was it: your device showing you the wave it last saw before its death reset and the stale resume point caught up. Both ends of that snap are now the same number.
- v6.22.2 · August 21, 2026BUG: the Quests tab could tell you three rewards were waiting and then show you no way to claim any of them. Repeatable quest goals scale with your level, so finishing a quest and then LEVELLING UP raised its bar above the progress you had already banked — the counter kept counting the quest as done, the claim button quietly disappeared, and reloading never helped because nothing was stale. Fixed: the button and the counter now read the same finished flag, and the server still checks the goal you actually met.
- v6.22.2 · August 21, 2026Claim All has come to Quests. Every other bulk reward in the game had one — Battle Pass, clan dungeon, World Boss — and daily quests, the thing you claim most often, did not. One tap claims everything that is ready and gives you a single summary of the gold and XP it paid.
- v6.22.2 · August 21, 2026If that claim levels you up, it now says so. A reward that immediately gets spent filling a level bar looks exactly like a reward that was taken back, so it names the level you reached instead of leaving you to guess.
- v6.22.2 · August 21, 2026EXPLOIT FIXED: rewards worth 'part of a level' were priced when you earned them and paid out when you claimed them. Banking them across a prestige meant a fraction of a level 900 bar landing on a level 40 character — hundreds of levels in one tap. They are now capped against the bar you have at the moment you claim.
- v6.22.2 · August 21, 2026BUG: current HP and mana could read higher than your maximum after gear or buff changes, which made the bars look broken and threw off the numbers next to them. Every read is now clamped to your live maximum.
- v6.22.2 · August 21, 2026BUG: skill point totals were computed four different ways over three different stat lists, so anyone who had spent points on a stance was shown the wrong number of free points. All four now use one list.
- v6.22.2 · August 21, 2026180 of the 288 skill tree nodes were still drawing a placeholder diamond instead of art — the new fourth branches and the depth pass shipped without icons. Every node has its own emblem now, colour-keyed to its branch.
- v6.22.2 · August 21, 2026The Character screen lost its Progression section and its hero recap. Both repeated what the header above them already said. Loadouts now sit under your gear overview where you actually use them, and set bonuses show their set art.
- v6.22.2 · August 21, 2026The Abilities screen dropped its obsolete 'skill damage' explainer, and a group holding an uncapped node now shows a plain rank count rather than pretending there is a maximum.
- v6.21.99 · August 20, 2026BUG: prestiging LOWERED your account level. It was built from your peak level-bands rather than a running total, so wiping a character took away more than banking the new bands gave back — and it could never recover. Prestiging at 814 with 5 bands banked dropped one player from 1,314 to 803.
- v6.21.99 · August 20, 2026Account level is now cumulative and cannot go down. We also rebuilt everyone's real history from the prestige records rather than estimating it, so the number reflects every level you have ever climbed instead of a rounded-off approximation. Most long-running accounts will see a sizeable jump.
- v6.21.99 · August 20, 2026BUG: the character-portrait badge, VIP tier icons in the store, and the dungeon result artwork were showing broken-image placeholders. Several images were still being requested under their old file names after the art was converted to a smaller format.
- v6.21.98 · August 20, 2026The tab strips now count what is waiting inside them. Clan shows its ready dailies as well as clan dungeon rewards, and Codex marks which of Quests or Pass actually holds the claim — the bottom-tab badge used to tell you something was ready and leave you to find it.
- v6.21.98 · August 20, 2026BUG: the tier comparison would not update when you changed your auto-battle loadout. It cached results against your WORN gear while pricing your AUTO loadout, so swapping the gear it was actually measuring never refreshed anything — for up to 30 minutes. Two players independently reported that changing gear did nothing.
- v6.21.98 · August 20, 2026BUG: the same screen often claimed your deepest tier was the best for XP. It only had time to sample part of your tier range and always included the deepest, so 'best' was picked from an incomplete list. It now samples across the whole range.
- v6.21.98 · August 20, 2026It also names which loadout it priced, and marks the tier where that loadout starts dying — income falling off a cliff there is your gear, not the tier.
- v6.21.98 · August 20, 2026BUG: an auto-battle loadout with nothing in it made the game field that character with NO GEAR in every estimate and payout. It now falls back to your fullest loadout instead.
- v6.21.98 · August 20, 2026Auto-battle now shows the stats of the loadout it fights with, so the numbers on screen match the kit doing the fighting.
- v6.21.98 · August 20, 2026Updates now apply themselves when you next switch tabs or come back to the app, instead of asking. It waits until you are between actions and never interrupts a fight.
- v6.21.94 · August 17, 2026BUG: Speed, Accuracy and Evasion Awakening have been impossible to actually buy since we added them. The panel offered all six stats but the server was still checking against the old list of three and rejecting the purchase. Fixed — all six are buyable now.
- v6.21.94 · August 17, 2026Awakening used to give 10% per tier for your first ten tiers and 5% after that, no matter which stat you chose. So your earliest tiers were always your best ones, and putting everything into one stat cost you nothing. Almost everyone stacked Attack, because that was simply the correct play.
- v6.21.94 · August 17, 2026Now each STAT diminishes on its own: the first tier you put into a stat gives 10%, then 8, 6, 5, 4, 3, and 2 from there. Spreading across all six reaches about 168% total; pouring everything into one reaches about 86% but concentrates it all in that lane. Breadth or peak — a real choice.
- v6.21.94 · August 17, 2026YOU CAN RE-POINT ANY TIER, FREE. Tap the ⇄ on a tier and pick a different stat. Your ranks and your gold are kept — only the choice moves. We changed the rules, so you get to remake the decision you made under the old ones.
- v6.21.94 · August 17, 2026Every tier now shows what it is actually worth given what you have already put into that stat, so the diminishing is visible instead of something you have to work out.
- v6.21.93 · August 17, 2026Six gear bonuses — Titan's, of the Titans, Evasive, of Shadows, Unerring, of Precision — became PERCENTAGES back in August, and every item you already owned was converted. What never got fixed was the code that CREATES new items, which kept rolling the old raw numbers.
- v6.21.93 · August 17, 2026Those raw numbers were then read as percentages. On a high-level item that meant a Health bonus rolling as '+34,400%' and an Evasion bonus as '+645%'. If you saw a stat bonus with an absurd number on it, this was why.
- v6.21.93 · August 17, 2026New drops now roll the correct value every time: +18% on a prefix, +12% on a suffix, doubled on two-handed weapons as they always have been.
- v6.21.93 · August 17, 2026Existing items were already correct. A small number that slipped through are being repaired separately.
- v6.21.91 · August 17, 2026Clan perks stopped at clan level 13, but clans can reach level 20. Levels 14 through 20 gave nothing at all — and one clan is already past 13, so they have been levelling for no reward.
- v6.21.91 · August 17, 2026Seven new perks now fill 14 to 20. Levels 14 to 19 boost PET bonuses for every member, up to +42% at level 19 — your companion gets stronger because your clan is strong.
- v6.21.91 · August 17, 2026Level 20 is a cosmetic: a clan banner frame and nameplate for every member. The top of the ladder is an achievement rather than more power, so the biggest clan cannot simply out-scale everyone forever.
- v6.21.91 · August 17, 2026Pet power rather than raw stats is deliberate. Clan perks that hand out attack and defence quietly make joining a big clan mandatory to compete, and punish anyone playing solo or in a small group. Pets help without being required.
- v6.21.91 · August 17, 2026If you have no companion equipped these do nothing — equip one from the Pets tab to feel them.
- v6.21.86 · August 17, 2026PvP reads your saved loadout rather than what you happen to be wearing, and loadouts keep their own copy of every item. This weekend's gear updates never reached those copies, so PvP — and only PvP — has been running on out-of-date gear.
- v6.21.86 · August 17, 2026The effect was severe. Eighteen characters were fighting with wildly wrong stats, one of them showing 1.4 billion health against a real 1.7 million. Their damage was inflated to match, which is why some players were dying to thorns almost instantly. Every loadout has now been brought in line.
- v6.21.86 · August 17, 2026Reflect had a diminishing-returns curve defined for it that was never actually connected — it was scaling in a straight line all the way to a 90% return. It is now wired up, so very high reflect is worth much less than it was while ordinary reflect builds are barely affected.
- v6.21.86 · August 17, 2026Reflect also can no longer kill the attacker outright on their first swing. It used to return a share of YOUR damage with no limit, so a high-damage, low-health build could die to its own hit before the opponent had even acted. Thorns are now limited by the defender's own toughness.
- v6.21.86 · August 17, 2026Two navigation bars in Rankings were drawing on top of each other, taking the player profile with them. Fixed.
- v6.21.85 · August 17, 2026Scrolling down through a PvP battle log would throw you back to the top after a few seconds. The log only rendered the rounds that had played so far, so it grew and shrank as the replay ran — and a list that shrinks under you drags the scroll position with it.
- v6.21.85 · August 17, 2026The whole fight now renders at once. Playback moves the highlight down the rounds instead of adding and removing them, so your scroll position stays put and you can read the entire fight straight away rather than waiting for it to replay.
- v6.21.83 · August 17, 2026Every existing item has been scaled onto the new speed, accuracy and evasion values. Your gear is no longer a generation behind new drops. Forge and ascension bonuses were preserved rather than recalculated, so nothing you invested in was lost.
- v6.21.83 · August 17, 2026Each item scaled by its own amount based on its level and rarity, the same way it would have rolled if it had dropped today. A level 12 rare went from 9 evade to 63; a level 550 mythic weapon went from 4,008 speed to 97,608.
- v6.21.83 · August 17, 2026Stat numbers no longer show a trail of decimals. Values like Crit DMG +139.96800000000002 were the multipliers from forging and ascension being printed unrounded. The numbers themselves were always right, only the display was wrong.
- v6.21.83 · August 17, 2026If your gear still looks unchanged, fully close and reopen the app. The values are updated on the server and the app was showing a cached copy.
- v6.21.79 · August 16, 2026Earlier today monsters were made much more dangerous. It was tested against a model of how fights go rather than against real fights, and the model was wrong — the change turned out far harsher in practice than it measured, to the point of making deep tiers unplayable. It has been fully reverted, on the server and here.
- v6.21.79 · August 16, 2026If you were dying constantly in content you used to clear, reload the app once and it will be back to normal. Nothing was lost — no experience, gold, levels or items were affected at any point.
- v6.21.79 · August 16, 2026The problem it was trying to fix is real: defence, health and evade currently do very little for you while farming, which is why attack is the only stat worth stacking. That still needs solving, and it will be — tested on a single character against real combat first this time.
- v6.21.75 · August 15, 2026Opening a player profile or a clan page dimmed the screen behind it, and then the floating chat bar and the update notice drew straight over the top of it anyway. On a phone that left the panel looking half-broken, with the page showing through around it. Both now sit above everything that stays on screen permanently.
- v6.21.68 · August 15, 2026The pre-Prestige gear list no longer tags every entry with where the item is. It was marking each one as either in your bag or a different copy in your bag, which mean the same thing when you are trying to find it, and next to an unrelated error the wording read like a warning. Entries now say nothing at all when you still own the piece, and only speak up for the few you no longer have.
- v6.21.67 · August 15, 2026Claiming almost anything could pop "your bag was out of date — synced from the server". Rewards from events, invasions, referrals, daily login and fast rewards are all handed out by the server, but the automatic save that runs every half minute could fire in the gap before your bag caught up — so it arrived carrying the older bag and the server rightly refused it. Only World Boss claims were protected against this; now every kind of claim is, and any added later is protected automatically.
- v6.21.67 · August 15, 2026The refusal itself was always correct and never lost you anything — it exists to stop a stale bag from wiping out rewards you had just been given. It simply should not have been happening in the first place.
- v6.21.64 · August 15, 2026Characters could not be killed in manual combat. A single incoming hit is capped at 15% of your maximum health so that an under-levelled character is never deleted in one blow — but the rule that stops healing from reviving you after a killing blow was only ever applied in Eternal. Everywhere else, a hit would empty your health bar, then that turn's lifesteal or regeneration was added back before the game checked whether you had died, and you returned at a sliver of health. Forever. One point of regeneration was enough, because the capped hit could never outrun it.
- v6.21.64 · August 15, 2026The two halves are now one rule, as they were always meant to be: you still cannot be one-shot from full health, and a blow that takes all your health is fatal. It only applies once you are already below 15% health. Phylactery Shard still revives you once per fight and Crown of the Undying still catches a killing blow.
- v6.21.64 · August 15, 2026This was most visible on a new character fighting far above its level, which is where a health bar sits near empty for long stretches. Auto-battle was never affected — it resolved lethal hits correctly all along.
- v6.21.63 · August 15, 2026Claiming a large batch of World Boss rewards could pop "your bag was out of date — synced from the server" and throw away whatever you were doing. The server banks those items straight away, but a big claim takes a while to come back, and the automatic save in between was still carrying your old bag, so the server rightly refused it. Saving now pauses for the length of a claim.
- v6.21.63 · August 15, 2026Two characters could be blocked from saving entirely. The check that protects your bag from being overwritten counted stacked items differently from the way the game stores them, so it read a normal bag as though dozens of items had gone missing and refused every save. It now counts both the same way.
- v6.21.63 · August 15, 2026The Quests header could claim tasks were READY while the quests below showed 175/177 and could not be finished or claimed. Daily goals grow as you level, so a quest completed at 175/175 kept its old done mark after the goal moved to 177 — the counter trusted the mark, the card drew the new goal, and the quest was stuck between the two. Both now read the same number.
- v6.21.63 · August 15, 2026The "gear before Prestige" list on the Loadouts screen kept naming items you had already put back on. It remembered each piece by an internal ID that is replaced whenever an item is salvaged, re-crafted, reforged or fused, so re-equipping the same piece never cleared the line — and because each prestige folds its list into the one before it, those lines only ever piled up. Entries now clear when you are wearing that item, whichever copy it is.
- v6.21.63 · August 15, 2026Every remaining line on that list now says where the item actually is — in your bag, another copy in your bag, or no longer owned — instead of claiming they were all in your bag. It can also be dismissed for good.
- v6.21.60 · August 14, 2026Buying a character slot on mobile could not work at all. The game treated any Android browser tab as though it were the Play Store app, so it waited forever for a purchase sheet that cannot exist in a browser. Mobile checkout now opens properly, and Google Play purchases were separately restored.
- v6.21.60 · August 14, 2026Creating a new character had been failing for everyone for five days. Three parts of that flow sent requests without a required header, so the server refused all of them.
- v6.21.60 · August 14, 2026A purchased character slot was discarded on every reload and you were dropped back on your main. The game only recognised the three original slots plus the seasonal one, so a bought slot failed the check every time the app started. Purchased slots are now recognised on load, and they also join the end-of-season roll.
- v6.21.60 · August 14, 2026World Boss strikes could be credited to the wrong character. A character's record kept its own copy of which slot it occupied, and a migration that renumbered seasonal characters could not reach a copy buried inside that record — so a Level 493 hero's damage was submitted under a Level 6 hero's slot and priced against the wrong character. 33 affected characters were repaired.
- v6.21.60 · August 14, 2026New characters could not gain experience at all. Below roughly level 40, each auto-battle payout was rounded down to zero and discarded, so a fresh character could farm thousands of kills and stay put. The leftover fraction is now banked between payouts.
- v6.21.60 · August 14, 2026Kill quests lost their progress on every auto-battle settle, and the same fix covers experience carried between sessions.
- v6.21.60 · August 14, 2026The first hundred levels are a real first hour instead of a wall. One smooth climb now runs from level 1 to 300, replacing a flat early band that made level 1 cost as much as level 99, with no step at level 100.
- v6.21.60 · August 14, 2026The area card's experience-per-kill line printed roughly zero for any value below one while the per-hour line beside it read normally — the card contradicted itself. Deep content legitimately pays fractions, so it now reads "1 per N kills" instead of collapsing to zero.
- v6.21.60 · August 14, 2026Notifications now appear above the character switcher and other panels. Every message the buy flow produced was being painted behind the very screen that triggered it, which is why the button looked silent.
- v6.21.49 · August 14, 2026CREATING A NEW CHARACTER WAS FAILING FOR EVERYONE with a cryptic 'update_required' message. The save request was missing a version tag the server now requires, so it was refused every time. Fixed — new characters save correctly again, on free and purchased slots alike.
- v6.21.49 · August 14, 2026Errors on that screen now explain themselves in plain English instead of showing a raw error code.
- v6.21.48 · August 14, 2026Live event banners were being painted UNDER the page background — they took up space but you could not see them, which is what the mystery gap near the header actually was. Forgefire Weekend and every future event banner are now visible where they belong, just under your character bar.
- v6.21.47 · August 14, 2026Fixed a large blank area under the header introduced minutes earlier in 6.21.46 — a source-code comment was being drawn on screen as invisible text. The header area is now clean top and bottom.
- v6.21.46 · August 14, 2026The gap above your character bar is gone. Live event banners were rendering ABOVE the header, pushing it down the screen and leaving what looked like an empty strip under your phone's status bar. Event banners now sit below the header where they belong.
- v6.21.45 · August 14, 2026Reverted an experimental screen-edge change from earlier today that was aimed at a layout issue it turned out not to fix. No visible change for most players — this just puts the app back on known-good behaviour while we track the real cause.
- v6.21.44 · August 14, 2026The player bar no longer draws on top of full-screen popups. Creating a character had its title and "Choose Your Class" line sliced in half by it — and the same thing was happening to Godforged drop and gem unlock celebrations.
- v6.21.44 · August 14, 2026Character creation now has a ← Back button that stays on screen while you scroll. Reading through a class used to push the only way out below the fold.
- v6.21.43 · August 14, 2026Fixed the empty bar that sat above the header in the Android app — the status bar was painted one shade off from the header below it, so the two read as a blank header stacked on the real one. They are now the same colour and the seam is gone.
- v6.21.43 · August 14, 2026Your character list no longer shows "Create Character" cards over slots you already own while it is still loading. It now says it is loading, because an empty-looking roster is alarming when it is really just a slow request.
- v6.21.43 · August 14, 2026Bottom navigation gets proper clearance from the home bar on phones with a gesture bar.
- v6.21.41 · August 14, 2026WORLD BOSS REWARDS ARE NO LONGER CAPPED. Past a certain number of kills in a window the server was quietly refusing to mint rewards — you would see a chest announced and then watch it disappear. Every kill you contribute to now pays out, every time.
- v6.21.41 · August 14, 2026The reason the cap existed is also fixed: the boss difficulty model could never correct itself after a runaway window, because the kill count it learns from was being wiped before it could be read. Bosses now re-size properly between windows, so kill counts stay where they should without capping anyone's loot.
- v6.21.41 · August 14, 2026Companion level-ups no longer appear twice in your Drops feed.
- v6.21.41 · August 14, 2026Fixed the header layout shifting when you have a title equipped.
- v6.21.40 · August 13, 2026Saving your character got roughly 6× faster on the server side — an internal safety check was re-scanning your entire save and inventory on every single save. Same protection, a fraction of the work. You should notice snappier autobattle settles and character switches.
- v6.21.37 · August 13, 2026Choosing a subclass is now confirmed by the server the moment you tap it. On very active accounts (heavy autobattle) the choice could previously be lost in a save race and quietly revert — the third and final form of the "subclass not sticking" bug. The server also refuses any save that would blank a chosen subclass, so nothing can un-pick it.
- v6.21.37 · August 13, 2026If your subclass is currently missing, just pick it again once — this time it sticks.
- v6.21.35 · August 13, 2026Two-handed weapons could not be socketed past 4 even though they support 8 (double the one-handed cap) — a pre-check used an old limit that didn't know about the doubling. Godforged two-handers now socket all the way to 8, Mythic to 6.
- v6.21.34 · August 13, 2026The Tome of Respec was silently doing nothing — the server restored your old subclass, skill tree, and stat points right after the tome was consumed ("subclass not sticking"). The respec now runs on the server in one step: tome consumed, everything cleared, points refunded, guaranteed.
- v6.21.34 · August 13, 2026If you burned a Tome recently and nothing happened, message support in-game — we can see it and make it right.
- v6.21.33 · August 13, 2026Fixed the Updates screen crashing ("Something broke") when opened — it had been broken since August 11. Everything announced in the meantime is right below this entry.
- v6.21.32 · August 13, 2026The area card's XP/Kill and Gold/Kill now come from the same combat simulation as its per-hour estimates — the two could contradict each other badly at deep tiers because they were computed by different code.
- v6.21.32 · August 13, 2026"Min Level 6280+" is now "Monster Lv ~6280" — that number is the monster's strength, not an entry requirement (no character can literally reach it). Readiness is now judged by your simulated survival, so deep areas say Too deep instead of a permanent Under-level.
- v6.21.32 · August 13, 2026BEST XP / BEST GOLD badges now say which tier they ranked within (e.g. "BEST XP · T33") — they rank areas inside one tier, while Compare ranks tiers against each other. Two different questions, now labelled as such.
- v6.21.29 · August 13, 2026Fixed a crash ("Something broke") on the Battle screen introduced minutes earlier in 6.21.28. No progress was affected — reloading picks up where you left off.
- v6.21.28 · August 13, 2026The Rankings tab now has an ∞ Eternal board, and "View full rankings" from the Eternal screen takes you straight to it.
- v6.21.28 · August 13, 2026The "⇩ reduced rewards" tag is gone — it described a pay rule that no longer exists. Since the true-hits update, every area simply pays its listed price per kill; deeper content pays more. The income Help entry was rewritten to match.
- v6.21.28 · August 13, 2026Dreadlord's Apocalypse now reaches its full 5 burn stacks in dungeons (it capped at 4).
- v6.21.27 · August 12, 2026If you have leveled any of your four class skills, your abilities hit harder outside dungeons starting now — no action needed.
- v6.21.25 · August 12, 2026Selling in bulk now simply keeps protected gear instead of refusing the whole batch.
- v6.21.25 · August 12, 2026Reward claims no longer show experience that would not stick — when the server cannot credit it immediately it is queued and lands on your next reward, instead of moving your bar and snapping back.
Balance261
- v6.24.172 · October 24, 2026Regular monsters can now hit for up to a quarter of your health in one blow (was 15%). Fighting far above your level is riskier; at your own level nothing changes.
- v6.24.172 · October 24, 2026Bosses keep the 15% limit, and a full-health character still can't be taken down in one hit.
- v6.24.153 · October 17, 2026RELICS OF THE NINE DROP MORE OFTEN. Every relic is now a 2% roll once a day from its own mode, up from 0.4–1% for six of the nine.
- v6.24.152 · October 17, 2026DEPTH PAYS. Fighting deeper than five times your level now gives 8% more XP for every tier past that point, so a stronger build earns more by pushing deeper.
- v6.24.152 · October 17, 2026TWO XP LINES PER ITEM. Only an item's two best XP lines count, and the extras show struck through on the item card. Extra Wisdom lines still give their gold.
- v6.24.152 · October 17, 2026BURNS AND BLEEDS on regular monsters now deal at most one normal hit per turn. Bosses still take the full share.
- v6.24.142 · October 5, 2026RELICS OF THE NINE ROLL ONCE A DAY. Each relic's first qualifying action of the day rolls at the same odds; the rest of the day does not. They were meant to be the rarest items in the game and had become the most common Godforged piece.
- v6.24.142 · October 5, 2026WORLD BOSS QUESTS COUNT FROM THE SERVER. Every strike advances World Destroyer and friends no matter which device made it.
- v6.24.142 · October 5, 2026FORGE ×5 AND FORGE ALL. The Rarity Forge upgrades up to 25 pieces per tap, lowest level first, never touching locked, set or socketed gear. The Mythic step stays once a day.
- v6.24.142 · October 5, 2026SMALLER FIXES. Picking a subclass asks for confirmation first. Auto-salvage tells you once where your loot went and where the setting lives. Below level 20 the XP bar now moves on every kill instead of sitting at 0 / 1.
- v6.24.138 · October 3, 2026GODFORGED COMPANION GEAR WAS LABELLED COMMON. A Godforged charm, collar or saddle gave its full bonus, but the Stable painted it grey and called it Common, so players who forged or found one thought it never arrived. It now reads Godforged, in white, everywhere companion gear is shown. Nothing about the pieces themselves changed; if yours said Common, it was Godforged all along.
- v6.24.138 · October 3, 2026A FULL COMPANION GEAR BAG NO LONGER EATS DROPS IN SILENCE. At 80 of 80, a new collar or saddle from a World Boss chest or a dungeon boss was scrapped into treats without a word. The game now tells you what was scrapped and for how many treats, and the Vault refuses to sell a charm into a full bag instead of charging Sovereigns for treats.
- v6.24.138 · October 3, 2026GODFORGED REVEALS DON'T WAIT FOR YOUR FIRST LOGIN. A Godforged item that reached a character after the reveal update, but before you had opened that character on the new version, was recorded quietly instead of revealed. It now plays like any other the first time you open that character.
- v6.24.138 · October 3, 2026NOTIFICATIONS OFF MEANS OFF. Switching Notifications off in Settings left every red pop-up on, and red had spread to daily limits, 'not enough gold' and even a few confirmations. Now the switch silences everything except warnings that something did not save: another device holding your session, a change the server refused or undid, a run that will not be scored, a purchase that could not be verified. The switch and the categories now cover every character on the device instead of one character at a time, and the list gained Everything Else, for what you tap, so turning every category off really means quiet. Limits and rules are amber now; red means something actually failed.
- v6.24.138 · October 3, 2026EVERY GODFORGED ITEM GETS ITS REVEAL. The full-screen Godforged reveal only played when you claimed from the World Boss screen itself. Claim All, Eternal milestones, clan dungeon chests, Regalia and Relic claims all skipped it. From now on every new Godforged item gets its moment when it reaches your bag, whichever way it got there, with its own art. Several at once play one after another, and a Godforged companion piece from a World Boss chest gets one too. Items claimed on another device, or while you were away, play the next time you log in. Items you already owned before this update do not replay.
- v6.24.138 · October 3, 2026A BEGINNER'S GUIDE AND A DAILY CHECKLIST. The chat question we hear most is 'what should I be doing?', so the wiki now opens with Start Here — the loop, your first hour, what to do at each stage — and The Daily Checklist: every lane that resets, where it is, how many you get and why it is worth doing, from daily quests and Fast Rewards to clan pushes, Rifts and pet expeditions, plus a ten-minute version for busy days. It is at shadowrealmsrpg.com/wiki.html, linked from Help & Theory in the game and from the welcome message every new guest receives.
- v6.24.138 · October 3, 2026GUESTS ARE TOLD WHAT A GUEST ACCOUNT IS, AND ASKED TO KEEP THEIR LEGEND. Nearly every Wanderer account had never been claimed, and some of them are past level 100 on a name the game picked, saved to one device only. A guest now sees a bar under the player header that says exactly that — saved on this device only, not an account you can log back into, gone with a cleared browser or a new phone — with the Claim button on it, for as long as the account stays a guest. And at levels 10, 25, 50, 100 and every hundred after, a guest is offered Claim Account once. Later means later; it does not ask again until the next milestone. Claiming keeps the same character and everything on it, works on any device from then on, and still pays its Trials reward.
- v6.24.138 · October 3, 2026THE RETIRED RULES ARE GONE, NOT JUST SWITCHED OFF. Yesterday's fix made the game default to the live rules while the server was still answering. Today the old rules were deleted outright, in the game and on the realm. Every one of these ran behind a switch with a fallback to the model it replaced: the attribute model (INT is Accuracy, WIS is Evade), the stat model, the unified combat and dungeon-wall math, the one XP curve and additive XP boosts, the ÷1,000 denomination, the three-lane loot roller, percent affixes, the weapon speed identity, the caster fold, tier parity, Dungeon Mastery, Gear Ascension, Prestige, the weekly Mutator, extra character slots, the unified dungeon strike, arena model V3, the realm crediting your rewards, and the ruling that there is no level-gap penalty on hit or dodge. The fallbacks were never meant to run, and only ever did by accident — a slow load, a setting that had not arrived — and those accidents are what you saw as a stat sheet that changed its mind, a description that flipped, or a dungeon that felt different for a minute. There is one set of rules now and nothing to fall back to. Two small things move with it: pets earned in battle, dungeons and World Bosses were already awarded by the realm, so the game's leftover local roll for them is gone; and if a dungeon strike ever hits an error, that strike is skipped and you simply tap again, instead of the fight quietly re-routing onto an older damage path.
- v6.24.138 · October 3, 2026THE GAME REMEMBERS ITS SETTINGS BETWEEN LOADS. Following up on the stat-sheet fix below: every server-side setting the game runs on — the attribute model, the stat model, the XP curve, the loot roller, the ÷1,000 economy, which rewards the server pays — is now remembered on your device and used from the first frame of the next load, until the server answers again. Before, a slow load ran the game on its oldest defaults for those minutes: one-lane loot, the pre-July combat balance, gold read at a thousand times its value, and rewards the game tried to pay itself. Nothing changes when the connection is normal; slow starts just stop lying.
- v6.24.138 · October 3, 2026YOUR STAT SHEET NO LONGER CHANGES ITS MIND A FEW MINUTES AFTER LOADING. If the game opened before the server had answered — a cold start, a slow connection, a reload from the copy on your device — it computed your sheet on the old attribute model, where Intelligence paid Magic Damage and Mana and Wisdom paid Lifesteal, and then switched to the real one (Intelligence is Accuracy, Wisdom is Evade) once the server's settings arrived. A player caught it in chat today. The live model is now the default from the first frame; the server can still turn a feature off, but a server that hasn't spoken yet no longer turns the clock back. The same fix covers the XP curve and how XP boosts add up.
- v6.24.138 · October 3, 2026DUNGEON XP IS NOW A SHARE OF YOUR LEVEL, AT EVERY LEVEL. A clear used to pay a fixed amount of XP set per dungeon, so the same run was eleven levels for a fresh level-200 character and nothing at all for a level-1000 one, and eight keys a day could be ninety levels. From today a Tier-1 clear pays 15% of your current level bar, your highest unlocked Ascension Tier pays 50%, the tiers between rise evenly, and the key bonus for back-to-back runs and event XP boosts stack on top, up to a hard ceiling of half a level per clear. One rule for every dungeon at every level, so your tier choice finally matters for XP, not just gold. If you were levelling through 200 to 500 on dungeon keys this is a real slowdown; if you are past 800, dungeons pay again — about a level a day from a full set of keys at your top tier.
- v6.24.138 · October 3, 2026RIFTS ARE SIZED FOR EVERYONE IN THE PARTY, AND GROW WHEN A MEMBER JOINS. A Rift used to be sized once, for the whole week, from whoever was in the party the first time the screen was opened — a party of one got a one-person Rift that a friend joining later sealed in three swings. It is now sized from the whole roster for the days left in the week, at about 80% of what the party can deal if everyone strikes every day, so three members cannot carry an idle fourth. When someone joins, the Rift grows by their share and the damage already dealt is kept. The +50% party bonus now needs two different accounts to have struck: two of your own characters are not a team. The Rifts screen shows the bar the Rift is built against.
- v6.24.138 · October 3, 2026RELICS OF THE NINE AND THE REGALIA NOW LEVEL WITH YOU, FREE. A relic is minted at the level you were when it dropped and can never drop again, so the only way to bring it up was Reforge to Level — hours of income per 50 levels, per relic, forever. From now on every relic you own is scaled to your character's level when your save loads: its flat stats and flat affixes rise by the level ratio; its percent lines, gems, quality, forge rank and set identity stay exactly as they were. Up only, never down, and no re-roll — it is the same relic at your level. Relics that were rotting in bags hundreds of levels behind their owner are caught up on your next login.
- v6.24.138 · October 3, 2026NEW TITLE: RIFTBREAKER. Seal a Rift with your party and every character that struck it earns the Riftbreaker title. The two parties who sealed a Rift before today get theirs the next time they open Rifts or claim a Rift reward. The Trials' team step now also says where to find a party: Social → Rifts lists every open one.
- v6.24.138 · October 3, 2026FIVE PRE-SEPTEMBER-8 GODFORGED WEAPONS CARRY ALL THREE STAT LANES NOW. Weapons rolled before the current stat model had ONE base stat lane where today's have three, and because Godforged uniques cannot simply be re-farmed they stayed that way. A sweep of every Godforged weapon in the realm (60 of them) found five still on the old roll — an Edge of the Breach, three Rotwood's Eternal Blights and a Null Sovereign's Verdict — and re-forged each with three lanes at its own item level. Affixes, gems, quality, lock and forge work were kept, and each owner got an inbox note. The earlier count of fifteen came from a yardstick that misread low-level items; the sweep now measures a lane against what the generator rolls at that level.
- v6.24.138 · October 3, 2026CLAN WAR REWARDS FOR IDLE MEMBERS ARE RE-TIERED. Until September 11 a clan member who scored nothing in a war was paid as a contributor — the tier of an active top-half member, with an attack scroll on the winning side. The cause was fixed then; today the unclaimed rows it left behind (98 of them, across 18 wars back to June) were brought down to the participant tier they should have had, and 36 unclaimed rows whose owners had earned their tier were left exactly as they were. Rewards already claimed were not touched.
- v6.24.138 · October 3, 2026A GRADUATED CHARACTER NO LONGER COMES BACK FROM YOUR DEVICE. After the season roll, four champions kept playing their graduated character because the game fell back to the copy in the browser's storage when the server said the slot was empty, and the next save quietly re-created the character — while the Legacy Roster copy stayed claimable. An answered empty slot now discards the stale local copy and sends you to the roster, where a graduate is claimed on purpose. The local copy is still used when the server cannot be reached at all.
- v6.24.138 · October 3, 2026RIFT EDGE'S CRIT CHAIN STOPS AT TWO, AS WRITTEN. The dagger says a crit opens a rift so the next attack crits too, chain max two. In practice the forced crit counted as a new crit and re-opened the rift, so once the chain started every swing was a crit for as long as you held the dagger, in battle, in dungeons and on the auto-battle screen alike. Now a crit from your own roll, a Vanish or an always-crit ability banks one follow-up (two at most), and the forced follow-up spends it without re-arming. With a 60% crit sheet the dagger lifts you to about 75%, not 100%. One rule now serves every combat path.
- v6.24.138 · October 3, 2026INVASIONS ARE SIZED TO THE REALM, LIKE WORLD BOSSES. The weekend boss could only grow three times a week while strike damage grew faster, and the last one fell in 32 minutes to a single player. It is now sized from the actual strike power of everyone who attacked over the last three weekends, at their current gear, times the strikes they can throw across Friday to Sunday: about a quarter of that capacity. It is meant to fall once a weekend, and to take more than one household to bring down. Sized once when the weekend opens and never changed mid-weekend.
- v6.24.138 · October 3, 2026RIFT REWARDS ARE PAID. Every Rift sealed since the Rifts opened was marked finished and paid nobody: a mistake in how each reward's gold was worked out made the whole payout fail to save, and the Rift was closed anyway, so it never tried again — while the game told everyone to come and claim. That is fixed, and the Rifts already sealed pay out now: open the Rifts screen and your reward is waiting. Also clearer on that screen: rewards are not a split of a fixed pot. Everyone who strikes is paid a base sized to their own level — at least an hour of their own gold, 15% of a level and 25 Boss Essence — and a bigger share of the damage raises it to three hours, half a level and 100 Essence, plus +50% gold when two or more of you fought.
- v6.24.138 · October 3, 2026A TOME OF RESPEC GIVES YOUR MASTERY POINTS BACK. Class Skill Mastery is where most of a high-level character's Skill Points end up, and a Tome was supposed to return them. It returned nothing: the game keeps your tiers in two places and the Tome cleared the older one, so the points were re-charged the moment anything recalculated, and the tiers stayed where they were. A Tome now resets every mastery tier and hands back every point they cost, for good. If your only spend is mastery, a Tome will also stop telling you there is nothing to reset. And the panel's own wording was wrong about the price: past tier 10 a tier costs one more than the last, so T11 is 2 SP and T20 is 11, not 11 and 20. (Tim's report, 09-20.)
- v6.24.138 · October 3, 2026LOCKED ROLLS STAY LOCKED, AND A REFORGE SHOWS WHAT YOU ACTUALLY GOT. When you reforge, the realm decides the strength of any NEW percent roll — it has since September 8 — but it never sent that decision back, so the screen kept showing the roll your device had guessed. You only saw the real one later, when you equipped the piece or reloaded, and it was usually weaker. Worse, the next reforge then sent those wrong numbers back: the realm could not recognise your LOCKED lines as the ones already on the item, so it re-rolled them too, and a locked 18% quietly became 8%. Reforges now hand the finished item straight back, so what you see after a reforge is what you have, and a locked roll is never re-rolled. (Tim's report, 09-20.)
- v6.24.138 · October 3, 2026A CLAN KEEPS ITS LEADER WHEN THE LEADER'S CHARACTER MOVES ON. If the player who founded a clan did so on a season character, that character graduated at the end of the season and took the Leader role with it — leaving the clan with no leader at all. Nobody could promote, invite, kick, set the message, manage the castle or start a war, and the only way out the screen offered was disbanding a clan the members had spent a season building. Leadership now passes on the moment a leader's character leaves: to another of that player's characters in the clan if they have one, otherwise to the highest-ranking member, longest-serving first. Any clan already left without a leader repairs itself the next time someone opens its Members list. (Tim's report, 09-20.)
- v6.24.138 · October 3, 2026THE RELICS OF THE NINE SHOW THEIR ABILITIES AGAIN. Each relic, and each piece of the Regalia of the Archivist, carries a signature power — Breach strikes twice, Titan's Aegis cuts every hit, the Vaultkeeper's Tithe heals you. The item card stopped printing them: the wording used to be stamped onto each piece when it dropped, and newer pieces no longer carry that stamp, so most relics showed no ability line at all. The card now reads the ability from the same table the fight itself uses, so every relic and regalia piece names what it does. The powers themselves were always working — only the description was missing. (Owner's report, 09-20.)
- v6.24.138 · October 3, 2026SAVES AND CHARACTER SWITCHES SEND A FRACTION OF THE DATA. Every autosave and every character switch uploaded your whole bag, potions and materials, even though the realm keeps its own copy of those and throws the upload away. On a phone that was most of the traffic: a switch could be a quarter of a megabyte going up, and on a weak signal it stalled or had to be sent again, which made everything else feel slow. The game now sends only what the realm actually reads, roughly a fifth of the size, so saves and switches finish faster on slow connections. Nothing about what gets saved changes.
- v6.24.138 · October 3, 2026AUTO-BATTLE SHOWS YOUR ITEMS FIGHTING. The auto-battle screen drew each swing from your attack, ability and crit alone: no Godforged effects, no armor penetration, no double hits from speed, no chain, bleed or stun affixes, no Honed Legacy, and it never missed. So Breach never struck twice, Rift Edge never chained a crit, Vaultkeeper's Tithe never healed, the kill surge never lit, and the numbers ran well under what the same character deals by hand. The screen now fights by the rules manual combat uses, procs and all, and prints them on the turn line. Your rewards come from the realm's settle and are unchanged by this; what changed is the fight you watch. (Tim's report, 09-18.)
- v6.24.138 · October 3, 2026ETERNAL BANNERS UNLOCK THE MOMENT YOU EARN THEM. The cosmetics earned by Eternal depth — The Deep at wave 2,500, The Abyss and Riftlight at 10,000, The Singularity and the Abyssal Halo at 25,000, and the depth titles — were only handed out when the game next re-checked your feats, which happened on a reload or when some other feat unlocked. Cross the wave mid-climb and the banner stayed Locked while your record already said you had it. They are granted the instant your record advances now. (Tim's report, 09-18: "Eternal one is still locked. I'm 25100".)
- v6.24.138 · October 3, 2026THE AUTO-BATTLE RECAP TELLS THE TRUTH. When you stopped auto-battle, the recap added up the game's own estimate of each kill — gold in the old un-divided units (a thousand times too big) and XP without the live event bonus — while the realm had credited something else. It now shows exactly what the realm paid you for the run: kills, gold, XP, gear and gems, including the last minute's settle. The same estimate was feeding the lifetime-gold feat counter under server-side combat, which is why a 100M-gold feat could unlock at 1M; it counts real gold now. Also: tapping Auto on the map while this character had a parked Eternal climb used to quietly run a weaker client-side auto-battle (it stopped every time you changed screens and capped at the idle timer) — it now banks the climb and starts the real run. (Grevlok's reports, 09-18.)
- v6.24.138 · October 3, 2026THE PRESTIGE NOTICE STOPS REPEATING. If you had two or more prestiged characters, the "℗ Prestige complete" message came back every time you switched between them — the game remembered only the last receipt it had shown, so each character made the other's look new again. It now remembers every receipt it has shown you. (Tim's report, 09-18.)
- v6.24.138 · October 3, 2026THE RIFTS ARE FORMING — A PARTY SYSTEM. Social → Rifts: team up with 2–4 adventurers from any clan (or none). Each week your party faces one Rift boss sized to your combined power — about 60% of the party's strikes over the week seal it — with 3 strikes a day each, rewards split by damage share, and a party bonus whenever two or more of you fought. A party of level 25 and under opens an Initiate's Rift that pays double XP, so new adventurers can cross the level 10–20 stretch together. The screen shows the finder and the rules now; the Rifts themselves open within days once the realm's tables are laid.
- v6.24.138 · October 3, 2026CLAN ETERNAL RALLIES. The clan wall used to be the whole roster's stats added up, so a week's climb was over the moment the wall was found — day one, every week — and the other six days were a button that did nothing. Now your champion is the sum of the members who show up: everyone on the roster counts for part of their strength, and each push you make this week raises your share until you push at full weight (7 pushes). The wall rises as the clan rallies, the week starts at half your record and climbs all week, and the week-turn payout splits by pushes made, not by which push happened to move the wave. The Eternal screen shows the champion's strength, who has rallied, and what your push did. Also: the Trials chain now exists from a character's first minute, so guests see 'claim your account' and 'reach level 20' on day one.
- v6.24.138 · October 3, 2026THE TRIALS: ONE GOAL AT A TIME. Getting Started and Learn the Ropes were two long checklists parked on the battle screen, and closing one made it vanish for good — new players told us they then had no idea what to do next. They are one chain of Trials now: the card shows your next goal, why it matters and a Go button; "show all" lists the rest; the — button folds it into a one-line pill that still names the next trial. New trials close out the first week: join a clan or a party, reach level 20, make your first Clan Eternal push or Rift strike, and claim your account if you started as a guest. Everything you already finished stays finished and paid.
- v6.24.138 · October 3, 2026FEAT UNLOCKS NAME THE REAL AMOUNT. The gold feats unlock at the amounts shown in the Feats panel, but the unlock notice and the Inbox alert still printed the old, thousand-times-larger figures from before the gold change, so Lord of Gold announced itself as "100,000,000 gold" when it unlocks at 100,000. Every unlock now prints the amount it actually took.
- v6.24.138 · October 3, 2026THE RANKINGS' ACCOUNT LEVEL NOW MATCHES YOUR ACCOUNT PANEL. The Account Lv board only counted a character's deepest prestige, so every prestige after the first added nothing there, while your Account & Characters panel banked every level you have ever climbed. Both use the same count now: every level climbed on every character, plus where each one stands today. Prestige at 500, climb back to 1,000, and that character counts 1,500.
- v6.24.138 · October 3, 2026A SLOW START NO LONGER ASKS YOU TO LOG IN AGAIN. The server sleeps when nobody is playing and takes about ten seconds to wake. The loading screen used to give up at twelve seconds and show the login screen, even though you were already signed in. It now tells you it is waking the server and waits properly.
- v6.24.138 · October 3, 2026THE DAILY CALENDAR WAITS FOR YOUR SECOND VISIT. Making your first character no longer means meeting a seven-day login calendar before you have played. It greets you on your next visit instead.
- v6.24.138 · October 3, 2026YOUR NAME IS ASKED ONCE. The sign-up field is now labelled Username, since that is what it is, and character creation offers that name already filled in. Change it there if you want your hero called something else.
- v6.24.138 · October 3, 2026YOUR ETERNAL RECORD IS SAVED AGAIN WHEN YOU OUT-CLIMB THE ESTIMATE. Each new personal-best wave is checked against an estimate of how deep your gear can survive before it is saved. For the deepest climbers that estimate had slipped below depths they had already stood in, so waves past their record paid XP but were never saved as a new best and earned no Ascension Shards. Once your record is past the estimate, it now advances at the pace your waves are credited, and the shards come with it.
- v6.24.138 · October 3, 2026LEVELS 1 TO 300 ARE FASTER. Levelling slowed down sharply at level 10, and again through the 100s, where most of you were stuck. Now the first 20 levels are one steady climb, level 20 takes about a third of the kills it did, and level 200 takes about 40%. Level 300 and beyond are unchanged, so nobody at the top gets a head start. Your current level and XP stay where they are; each level from here simply fills faster.
- v6.24.138 · October 3, 2026ONE TAP TO PLAY. Play Free Now on the website now starts your adventure straight away as a guest, with no sign-up form. Your progress is kept on that device, and Settings → Claim Account adds an email and password whenever you like, so you can play the same character anywhere.
- v6.24.138 · October 3, 2026CLEANING UP THE BAG NEVER TAKES SET PIECES. The Salvage matching button on the auto-salvage panel, and the bag clean-up, cleared every item at or below your chosen rarity that was not Godforged, socketed, equipped or locked, and that included set pieces, so a Mythic clean-up could take a set you were collecting. Set pieces are now always kept by both, and the server refuses them in any bulk salvage, even from an older version of the game. New drops keep the first copy of each set piece; a duplicate from a dungeon clear still follows your rarity rule. You can still salvage a set piece on its own. The panel also no longer claims special affixes are kept: that rule was removed on August 31.
- v6.24.138 · October 3, 2026REFLECT SHOWS UP, AND COUNTS EVERYWHERE. Reflect returns a share of every hit that gets through your defense back at the attacker. It worked on the battle screen but was folded silently into your own hit number, dungeons erased it before it landed, and auto-battle never counted it. Battle, dungeon and auto-battle fights now show it on the turn line (🪞 12K reflected), dungeons deal it, and auto-battle counts it toward your kills. It is biggest where monsters hit you hard: with high defense, most hits barely get through, so there is little to send back.
- v6.24.138 · October 3, 2026DAMAGE REDUCTION WORKS AGAINST BOSSES. Gear that cuts the damage you take, such as Titan's Aegis, Shifting Skin, the Rotwood Bulwark and the Null Seal, and the Paladin's block, shrank every hit in a normal fight but not a boss's bite in world boss, invasion and clan dungeon strikes. The bite now takes the same reductions, so a sturdy kit lasts more rounds.
- v6.24.138 · October 3, 2026THE WEEKLY SPOTLIGHT SHOWS UP EVERY TIME. The Dungeon screen looked up this week's boosted dungeon only once, when it opened, and only if the game had already heard back from the server. After a reload or an update that reopened straight onto the Dungeon tab it usually had not, so the violet spotlight frame and the weekly challenge card never appeared, and a spotlight run skipped the twist that pays for its boost. The screen now keeps asking until it gets an answer, checks again when a new week starts, and puts the spotlight dungeon at the top of the list.
- v6.24.138 · October 3, 2026BEHIND THE SCENES: CRASH REPORTS ARRIVE. When the game stopped on the “Something broke” screen, the report it was meant to send never went out, so those crashes never reached us. They are filed automatically now, so a crash can be found and fixed without anyone having to write in.
- v6.24.138 · October 3, 2026A CHAMPION'S XP GOES TO ANY HEIR. Inheriting a season champion passed its XP only to a character of the same class, so a champion retired into a different class gave its gear and gold but no XP. Every heir now gets all of the champion's XP, whatever its class, and the heir list shows the level each character would reach before you choose. The XP carries over in full: a level 100 champion takes a new character to level 100, and a level 500 champion takes another level 500 to about 561, because every level costs more than the one before. A character you had not played in a while also no longer loses most of the XP it is given.
- v6.24.138 · October 3, 2026A NEW CHARACTER SAVES, OR TELLS YOU WHY. Creating a character now waits a moment for the server to save it. If another player already has the name, you are asked to choose a different one instead of starting a character that could never be saved. If the season track is closed, the character starts on the Eternal track instead of nowhere. And if the same character is open on another device, this one now says it isn't saving instead of looking like it is.
- v6.24.138 · October 3, 2026A SEASON CHAMPION’S REWARDS BELONG TO YOUR WHOLE ACCOUNT. Every title, avatar, frame, nameplate, aura and banner a season champion earned now shows on every character on your account, whether the champion waits on the Legacy Roster, came back, or was inherited. Season 1’s champions also get Founder: it became Season 1’s title a few hours after they graduated, so none of them had it.
- v6.24.138 · October 3, 2026CATCHING UP: CHANGES THAT NEVER MADE THESE NOTES. We checked two weeks of updates against these notes. The items below went live between September 1 and September 13 without a note, and all of them are already in the game. A few older notes that no longer matched the game have been corrected too.
- v6.24.138 · October 3, 2026THE CLIMB TO LEVEL 100 IS ABOUT TEN TIMES SHORTER. At the start of September, level 2 alone took 4,536 kills and reaching level 100 took about a week of auto-battle. Levels below 300 now start far cheaper and ease into the same level-300 cost: level 10 takes about 680 kills, level 20 about 4,100, and level 100 about 17 hours of auto-battle. Level 300 and beyond are unchanged.
- v6.24.138 · October 3, 2026AUTO-BATTLE AND MANUAL FIGHTING NO LONGER ERASE EACH OTHER'S XP. When your auto-battle session paid out while you were also fighting by hand, both payouts started from the same level, so the second one erased the XP the first had just given you, while your screen added up both. A reload then showed a much lower level than the one you had been looking at. Each payout now checks whether the other got there first and, if it did, adds its own XP on top.
- v6.24.138 · October 3, 2026WORLD BOSS STRIKES OVER 2.1 BILLION COUNT AGAIN. On September 4 the strongest kits began hitting world bosses for more than 2.1 billion, a number the server could not record, so those strikes hurt the boss but never reached the damage board, the kill-reward share or the daily strike count. Every strike is recorded now, the lost ones are back on the board, and strikes past the daily limit were taken out so the next boss is sized from real kills.
- v6.24.138 · October 3, 2026KAELTHUR'S STRIKES COUNT FROM THE FIRST MINUTE. The first time the rotation reached Kaelthur the Arena Warden, the server had never been set up to track the three new world bosses, so for about nine minutes every strike was turned away as “already defeated”, paid nothing, and the boss never respawned. Kaelthur, Xyrrh and the Breachborn Colossus are set up now, and any boss added to the rotation later sets itself up on its first strike.
- v6.24.138 · October 3, 2026SWITCHING CHARACTERS NO LONGER UNDOES WHAT THE SERVER GAVE YOU. Leaving a character saved your device's copy of it, which could be older than the server's, so a cosmetic, a feat or Boss Essence granted moments before could disappear, along with fresh quest progress, learned skills, your Eternal best or a prestige that had just landed. The switch now keeps everything the server has given that character.
- v6.24.138 · October 3, 2026CLAN WARS ARE MATCHED AND SETTLED ONCE, BY THE REAL RULES. An old copy of the war system still ran beside the real one: it ignored clans that had opted out, sometimes drew duplicate wars, and could close a war with flat gold and XP, no scrolls, or rewards that never reached anyone. Wars are now drawn and settled by one system that pays each character by tier with scrolls, and a war can no longer be paid twice.
- v6.24.138 · October 3, 2026CLAN XP FROM CLAIMS ALWAYS COUNTS. When two members claimed a clan daily or a clan dungeon reward at the same moment, one claim's clan XP could vanish, and a daily whose claim was lost could be claimed a second time. Every claim now adds to the latest total, so each one counts exactly once.
- v6.24.138 · October 3, 2026CRAFTS CAN NO LONGER PUSH AN ITEM PAST ITS HONEST MAXIMUM. The Locked Reroll bug fixed on September 7 had left a few relic pieces with stats many times what any roll can reach, enough to tilt the top of the arena. Those stats were lowered to the honest maximum with nothing else re-rolled, and every craft now stops at that maximum.
- v6.24.138 · October 3, 2026SPARE COPIES OF GEAR YOU WEAR CAN BE CLEARED. Two copies of one piece can share a drop stamp, and the game protected every copy that shared it with the piece you wear, so spares could never be sold, salvaged or used as fuel. Only the copy you actually wear or keep in a loadout is protected now.
- v6.24.138 · October 3, 2026EVERY CHARACTER NAME IS ONE OF A KIND. The name check only ran on a new character that had not fought yet, and most characters save for the first time after their first kill, so a few names ended up on two characters. Every new name and every rename is now checked against all characters, and a deleted character leaves the online list at once instead of lingering for hours.
- v6.24.138 · October 3, 2026THE RICHEST CHARACTERS SAVE AGAIN. A safety limit refused the whole save of any character holding more than a quadrillion gold, so past it, item locks, quests and settings quietly stopped saving while gold, levels and loot carried on. A save is no longer refused over one number: the gold figure is checked on its own and everything else is kept.
- v6.24.138 · October 3, 2026A GRADUATED CHAMPION STAYS GRADUATED. A season character still open on your screen when the season ended could be written back into the season slot when you switched away, which blocked a new season character. That can no longer happen, and a character outside the season slot that still carried the season tag loses it on its next save, getting account prestige and the regular arena back.
- v6.24.138 · October 3, 2026THE CLAN WARS SCREEN NO LONGER CRASHES THE GAME. For about four hours on September 4, opening Clan Wars could stop the whole game on the white “Something broke” screen. The update that made each war day tappable caused it, and it is fixed.
- v6.24.138 · October 3, 2026THE SERVER ANSWERS ABOUT HALF A SECOND FASTER. Most taps that reach the server, like strikes, saves, claims and crafts, waited on an extra login check with an outside service, 447 milliseconds on average, because the server's own check could not read the newer login format. The server checks your login itself again, so that wait is gone.
- v6.24.138 · October 3, 2026BEHIND THE SCENES: A REWARD THAT FAILS TO SAVE IS NO LONGER CALLED PAID. When a reward could not be written, many claims still reported success and some lost the reward for good: world boss gear, relic drops, battle pass gold, Vault purchases, and the end of a world boss window, a clan dungeon week or a season. Each one now checks that it landed, retries where it safely can, and otherwise tells the team exactly what is owed.
- v6.24.138 · October 3, 2026THE FRONT PAGE SHOWS THE REAL GAME. The page new visitors see first now has a Google Play button, the top five of the live ladder, five screenshots from the game, and plain answers to the questions people ask before they start, such as whether it is pay to win. It is a good link to send a friend.
- v6.24.138 · October 3, 2026WORLD BOSS AVATARS MATCH THE BOSS, NOT ITS NAME. Void Conqueror waited for a boss called “The Void Colossus”, but the world boss is named “Void Colossus”, so no claim ever granted it. Claims now match the boss itself, and every Rotwood King, Void Colossus or Eternal Dreadlord reward a character has already claimed unlocks that avatar the next time the character loads.
- v6.24.138 · October 3, 2026FORGE BREAKER COMES FROM THE FORGE DEMON. The avatar shows the Bleakstone Mines boss, which has never been a world boss, so no one could earn it. Beating the Forge Demon unlocks it now, and every character that already beat it gets it on its next load.
- v6.24.138 · October 3, 2026LOGIN STREAKS COUNT. The daily reward only tracked your place in its 7-day calendar, so nothing counted days in a row: the 30- and 90-day streak avatars were out of reach, and the hub showed a 1-day streak to everyone. Your streak counts from your first daily claim after this update, and a missed day starts it over. Your longest run is kept, so a streak avatar reaches every character once you earn it.
- v6.24.138 · October 3, 2026PASS TITLES ON EVERY CHARACTER. Pass Pioneer, Pass Veteran and Pass Sovereign went only to the character that claimed the tier, while the same tier’s avatar, nameplate and frame reached all of them. Titles from this season’s pass now show on every character.
- v6.24.138 · October 3, 2026GIFTED VIP COUNTS TOWARD YOUR KEEPSAKES. A VIP tier that came from a referral reward or a gift has no payment record, so its 30-day count for the Regalia never started, and the screen promised a restore from the payment provider that could never happen. The count now starts the first time the game records the tier, and the screen says so.
- v6.24.138 · October 3, 2026THE STAT TEXT MATCHES THE GAME. Help, the guides and the class cards still described the old Intelligence and Wisdom attributes, which became Accuracy and Evade, and said evade and accuracy come only from gear. Every screen now describes the six attributes as they work: Strength, Accuracy, Agility, Endurance, Vitality and Evade. Accuracy and Evade raise your hit and dodge chance and add Mana, and casters build Strength because their magic folds onto ATK. Magic Resist is not raised by any attribute. The Ability Points guide shows the real rate: 2 per level, plus 100 at every 100th level.
- v6.24.138 · October 3, 2026DUNGEON XP AT HIGH ASCENSION TIERS IS BOUNDED. A dungeon's XP was multiplied by the same tier bonus as gold, which at the top tiers is thousands of times, so one clear could give dozens of levels. The tier bonus can now raise a clear's XP to at most half a level, and a clear never pays less than it does at Tier 1. Tier 1 is unchanged at every level. Where a Tier 1 clear already pays more than half a level, a clear at a higher tier now pays the same as Tier 1.
- v6.24.138 · October 3, 2026CRAFTING RINGS AND AMULETS KEEPS YOUR ROLL. A ring or amulet's defense can roll up to 20% above its usual value, but the crafting check treated those rolls as impossible and trimmed them back down. Good rolls now stay.
- v6.24.138 · October 3, 2026THE COMPARE CARD SHOWS AN ITEM THE SAME WAY EVERY TIME. Affix names follow their rolled strength, so a +18% attack affix reads Savage even if it dropped as Deadly. The compare card matched affixes by their old names, so the same ring listed different affixes depending on which ring it was compared with. It now lists every affix of the new item exactly as its own card does and says how each one changes against the equipped item's matching affix. The card also names the slot it compares with, and a ring can be compared with either ring slot.
- v6.24.138 · October 3, 2026GEM MERGES CAN NO LONGER EAT YOUR GEMS. A merge used to be saved as two steps: take the lower-tier gems, then add the new ones. When a merge made more than 200 gems at once, such as the automatic merge that runs when you unlock a new gem tier with a big pile saved up, the second step was turned down while the first went through, so the gems were used up and nothing came back. A merge is now one step on the server: it either happens whole or not at all.
- v6.24.138 · October 3, 2026CLAIM ALL CLAIMS CLAN WAR REWARDS. War rewards showed on the Clan badge, but Claim All skipped them, so many sat unclaimed for weeks. Claim All now collects them with their scrolls, and the rewards list shows cards for clan war, clan dungeon and PvP season rewards whenever they are waiting.
- v6.24.138 · October 3, 2026CLAN WAR REWARDS FOLLOW THE RULES. Members who scored no points were paid as top contributors, with more gold, XP and scrolls than members who fought. Only the top half of the clan's scorers counts as contributors now. The war scoreboard and the final result also count every point: wars with over 1,000 point entries were showing lower totals than the real ones.
- v6.24.138 · October 3, 2026The Clan dungeon row on the home screen opens the Clan screen, where those rewards are, instead of the solo Dungeon.
- v6.24.138 · October 3, 2026BEHIND THE SCENES: GEM AND SCROLL SYNC. When the server turns down a gem or scroll update, its log now names the screen that sent it, so the cause of a rare refused update can be found and fixed. Nothing changes in play.
- v6.24.138 · October 3, 2026REFERRAL COSMETICS ARE SAVED WHEN YOU CLAIM THEM. The titles, avatars and frames from referral milestones and the Ambassador track were only added by your device after the claim, so closing the game at the wrong moment lost them. The server now saves them with the claim, and any you claimed but never received appear on your next login.
- v6.24.138 · October 3, 2026CLAN WAR REWARDS ARE DESCRIBED CORRECTLY. The war rules said every member of the winning clan gets scrolls. Every member of both clans claims gold and XP, and the winners get more. Scrolls go to the winning clan's top half, and each clan's top scorer also gets an XP scroll.
- v6.24.138 · October 3, 2026THE REWARDS LIST SHOWS EVERYTHING CLAIM ALL COUNTS. The Bloodline tribute and the Realm Milestone now appear in Ready to Claim when they are waiting, so the count on Claim everything matches the list. Tap either card to jump to it.
- v6.24.138 · October 3, 2026INVASION DEFENDERS STOP WASTING STRIKES. Defenders share a daily pool of healing worth 15% of the invader's health. Once it was full, a reinforce strike restored nothing but still used up the strike. The panel now shows how much of today's pool is left, a strike is not spent once it is full, and the button says so. Invasion strikes reset every day at midnight UTC, and the screen now says today instead of this weekend.
- v6.24.138 · October 3, 2026TWO-HANDED AFFIXES SHOW THEIR REAL VALUE. Special affixes on two-handed weapons, like Scholar's, of Wisdom and Vampiric, are doubled like every other roll and always applied at the doubled value, but the item card showed the one-handed number. It now shows the real one, so a Scholar's two-hander reads +30% XP.
- v6.24.138 · October 3, 2026TIDYING UP. The Epic and Legendary quest tabs, which were always empty, are gone, along with the Epic Chains help entry and blueprint drop rates for drops that no longer exist. When a full bag auto-sells your lowest-value items, your notifications now keep a record of what was sold.
- v6.24.138 · October 3, 2026CLAIM ALL CLAIMS IT ALL, AND A CLEANUP. Claim everything now also collects Clan Dailies, every Fast Reward charge left today, the Bloodline tribute and the Realm Milestone. Realm Milestone and Bloodline gold that was shown before today's fix but never paid has been added to your characters, with the milestone's Ascendant Cores. Duplicate copies of one item, left behind by rerolling gear you were wearing, were removed: you keep the best copy, and the bug that made them is fixed. Gear above your level can no longer be worn.
- v6.24.138 · October 3, 2026CHAT GETS OUT OF THE WAY, AND SAFER CRAFTS. Tapping the header, a menu or any tab now closes the chat. A craft that cannot be saved is now cancelled with nothing spent, instead of risking the item. Dungeon results list only the loot you kept, so pieces your loot filter auto-salvaged no longer show up as drops. An Ascendant Core redeemed from dust now stays after a reload, and forging and relevelling now take their Cores from your account total.
- v6.24.138 · October 3, 2026REWARDS THAT NEVER ARRIVED. The weekly Realm Milestone and the daily Bloodline tribute showed you gold but never paid it, and the Milestone's Ascendant Cores disappeared on reload. Both now pay in full. Claim All now banks the scrolls, gems, titles and cosmetics that come with login, battle-pass and PvP-season rewards. From September 10 until this fix it skipped them, and because those rewards were already marked claimed, the skipped parts were lost. Equipping an item no longer deletes a second copy that shares its id, and the reforge cleanup now only removes true leftover copies.
- v6.24.138 · October 3, 2026SAFER SHRINE OFFERINGS. Offering Sovereigns to the Realm Shrine now asks you to confirm first, and "all" names exactly how many you are about to give. The hour buttons no longer read 0 gold after an offering. The player compare screen now sits above the menus instead of sliding under them, its matchup note says its point once, and any screen change closes the chat.
- v6.24.138 · October 3, 2026AFFIX NAMES ARE THE TIER AGAIN. The name of a tiered affix now tells you how strong the roll is, the way Resolute always meant the top defence roll. Each stat has three names from weakest to strongest: defence Sturdy, Iron, Resolute; attack Honed, Deadly, Savage; health Hale, Fortified, Titan's; and the same for every other stat and suffix. The T1/T2/T3 tags are gone. Only the names shown changed: no item's stats moved.
- v6.24.138 · October 3, 2026QUEST ITEMS ARE HANDED OUT. Every story and weekly quest shows a 🎁 item reward, and until now none of them were actually given. Claiming one now puts the item in your bag at the rarity the card shows, and a message names it. Every claim also shows one message with the gold and XP it paid, and the XP on each card is now the amount you will receive after the per-claim cap. The Blueprint tag, left over from a retired system, is gone from Dungeon Week.
- v6.24.138 · October 3, 2026TIER COMPARISON, REBUILT. The three paragraphs are gone. Every loadout you own, plus what you are wearing, is priced at your current tier and shown as a row of chips with the best one tagged; tap any chip and the whole table re-prices on that kit, so changing gear now visibly changes the numbers. One line names your best gold tier and best XP tier, and the one-shot line is a skull on the row where a kit starts dying, with the tiers past it dimmed.
- v6.24.138 · October 3, 2026A PRESTIGE SAYS WHAT IT PAID. After the reset, one message states the points earned, the new bands banked, whether the full re-climb bonus applied, and your lifetime levels before and after. A prestige that earns nothing says so, and why.
- v6.24.138 · October 3, 2026CLAIM EVERYTHING READY. The Rewards hub has one gold button that claims the daily login, the world-boss inbox, the VIP chest, every reached battle-pass tier, completed quests and any clan-dungeon, PvP-season or Clan Eternal rewards waiting, then reloads your character from the server so every number is the server's. Referral rewards stay on their own screen (a later update added Clan Dailies to the button). One tap instead of seven.
- v6.24.138 · October 3, 2026THE DUNGEON NOW SWINGS LIKE THE BATTLE SCREEN. The unified strike from the last patch is switched on for everyone: every dungeon attack resolves exactly the way a battle-screen attack does, with the weekly mutators layered on top, so a balance change lands in both places at once. If a dungeon ever feels wrong, say so in bug-reports; a safety net switches a session back to the old path on its own if the new one hits an error.
- v6.24.138 · October 3, 2026FIND A REPLACEMENT FROM THE SHEET. Tap an equipped piece and the new 'Find replacements in the Bag' button opens the Bag already filtered to that slot: helmets for a helmet, rings for a ring, every weapon for a weapon. From Cash's suggestion in July.
- v6.24.138 · October 3, 2026ASCENSION REACHES TIER 120. Forty more tiers open for anyone whose Eternal depth earns them, with the same climb in monster toughness per tier. Your selected tier stays where you left it.
- v6.24.138 · October 3, 2026GOLD PAST TIER 80 GROWS GENTLY. Above tier 80, gold per kill rises about 3% per tier instead of 10%, so the deepest tiers pay a little more rather than a lot more, and the wallet ceiling stays far away. Tiers 80 and below are unchanged, and XP is untouched.
- v6.24.138 · October 3, 2026GROUNDWORK: ONE SWING FOR THE DUNGEON AND THE BATTLE SCREEN. The dungeon has run its own copy of the attack for a long time, and every balance change had to be made twice; the copies drifted more than once. The dungeon can now use the battle screen's exact strike, with the weekly mutators layered on top. It shipped switched off so it could be checked side by side, and a later update turned it on for everyone.
- v6.24.138 · October 3, 2026THE ETERNAL'S DEEP RUNGS HAVE FACES. Six new titles for the depth milestones at 15,000, 20,000, 30,000, 50,000, 75,000 and 100,000 waves, the Riftglass Script nameplate at 30,000, and a primal companion, the Riftborn Colossus, granted at 50,000. Anyone already past a rung collects it on their next Eternal settle.
- v6.24.138 · October 3, 2026REWARDS CLAIMED AFTER A PRESTIGE ARE PRICED AT YOUR NEW LEVEL. World-boss and clan-dungeon rewards are saved as a fixed amount of XP when they are earned. Claiming a pile of them right after a prestige turned XP earned at level 218 into 111 levels at level 12. Each reward now pays at most half a level at the level you claim it, the rule PvP, war and Clan Eternal rewards already followed.
- v6.24.138 · October 3, 2026SKILL POINTS RECOUNTED HONESTLY. The screen and the server kept two different ledgers of what you had spent, so a node showing LEARN could come back 'refused by the server'. Two bookkeeping faults: the Utility branch removed on 7 Sep was still being charged at full price on the server (its five nodes, usually 12 points) while the screen showed it gone, and every node bought on the new subclass branches was recorded at 1 point in the server ledger instead of its real price. Both sides now price from the same tree, and nodes the tree no longer has cost nothing. Most affected characters gain points (26 of 76, typically 12); a few who bought subclass nodes see fewer free points because those now count at their real price, and nobody goes below zero. Everyone receives a fresh free Tome of Respec so a build made under the wrong numbers can be remade.
- v6.24.138 · October 3, 2026ASCENSION REACHES TIER 80. The tier ladder stopped at 53 and the deepest climbers were already standing on it. Tiers 54 to 80 open for anyone whose Eternal depth or clears earn them, with the same 10% per tier climb in monster toughness and gold. Your selected tier stays where you left it; the picker simply goes further.
- v6.24.138 · October 3, 2026THE SUBCLASS BRANCHES HAVE THEIR ART. All twelve subclass branches now carry a painted crest, and every one of their 144 nodes has its own icon in the house style, instead of the placeholder glyphs they launched with.
- v6.24.138 · October 3, 2026CLAN ETERNAL: YOU CAN ALWAYS PUSH. The climb screen was still showing AT THE WALL and a dead button from the old roster formula, while the server had long since let your champion decide how far a push goes. The button now stays live every push; if the champion falls, the log says where, and the roster grows stronger from there.
- v6.24.138 · October 3, 2026THE ARENA WEARS ITS COSMETICS. The opponent list and the arena leaderboard now show each fighter's avatar, frame and aura, the same portrait Rankings and chat use.
- v6.24.138 · October 3, 2026CHARACTER CARDS WEAR THEIR COSMETICS. The character switcher shows each character's own avatar, frame and aura instead of the plain class portrait.
- v6.24.138 · October 3, 2026THE ASCENDANCY BOARD. Past level 1,000, every ten levels grants an Ascendancy point, forever. Spend them on the Ascension screen into six lanes that work against monsters only (auto-battle, dungeons, the Eternal, never the arena): Onslaught, Bulwark, Endurance, Tempo, Focus and Shadowstep, +0.5% per rank. Rank 1 costs 1 point, rank 2 costs 2, and so on, so there is no last rank and no runaway.
- v6.24.138 · October 3, 2026FORGE RANKS +6 TO +8. Godforged pieces can now be Forged three ranks further, each still +8% to every base stat. The new ranks are paid mostly in Ascendant Cores (200, 350 and 550), plus essence, a little gold and the usual exact duplicate, so the cores you have been sitting on finally have a home.
- v6.24.138 · October 3, 2026AWAKENING TIERS 14 AND UP COST MORE. The old ladder barely moved past tier 13 (a tier-40 rank was a few minutes of top-end income). Tiers 14 to 26 now climb 17% per tier and 27 to 40 climb 10% per tier, so a tier-26 rank takes about an hour of top-end farming and a tier-40 rank nearly four, where the top used to take eleven minutes. Tiers 1 to 13 are unchanged, and the Tome of Awakening refunds exactly what you paid, never the new price.
- v6.24.138 · October 3, 2026GOLD FROM DEEP TIERS IS SCALED BACK. Above tier 10, gold per kill had been growing 17% per tier while monster toughness grew 10%; over forty tiers that compounded into a ten-thousand-fold ramp that broke wallets and made every price meaningless. Gold per kill above tier 10 now grows at the same 10% per tier as the monsters do. Below tier 10 nothing changes, and XP is untouched. Awakening tiers past 40 now cost 10% more per tier instead of 35%, to match.
- v6.24.138 · October 3, 2026COMPANIONS SHOW THEIR ASCENSION ON THE CARD. A companion at its level cap now reads MAX with an ascend prompt right on the grid, and an ascended one shows its tier in the corner, instead of both hiding two taps deep. Ascending resets a capped companion to level 1 for a permanent +6% to every bonus, up to ten times.
- v6.24.138 · October 3, 2026THE ETERNAL PAYS PAST 10,000. New depth milestones at 15,000, 20,000, 30,000, 50,000, 75,000 and 100,000 waves pay the same shard, XP and Godforged-shot package as the earlier ones. Anyone already past a new milestone collects it on their next Eternal settle.
- v6.24.138 · October 3, 2026AWAKENING HAS NO LAST TIER. Subclass Awakening stopped at tier 40 (level 2,000), and the fastest characters were three weeks from it. A new tier now unlocks every 50 levels forever. Tiers past 40 cost 10% more than the one before, and each pays a smaller share into its stat than the last, so the climb never ends and never runs away.
- v6.24.138 · October 3, 2026MONSTERS ARE EASIER TO HIT AND TO OUTPACE. An audit of every live character showed monsters dodging far more than the design intended: the typical build missed 28% of its attacks, and builds with no Accuracy on their gear missed 59%. Monster Evade is cut from 70 to 40 per level, so the typical build now misses about 20% and every point of Accuracy still counts. Monster Speed is cut from 85 to 60 per level, so double hits become reachable for about half of all builds instead of a third. The new 🎯 💨 ⚡ 🛡️ chips on the auto-battle row show you exactly where you stand.
- v6.24.138 · October 3, 2026SEE WHY YOU HIT OR MISS. The auto-battle stat row now shows your hit chance, dodge chance, double-hit chance and how much of your HP one monster hit takes in the area you are farming, each naming the two stats behind it (your Accuracy against their Evade, and so on). Monsters have had real accuracy, evade and speed for weeks; now you can see the contest instead of guessing.
- v6.24.138 · October 3, 2026UPDATES REACH FARMERS. The silent update never ran while you were auto-battling, so a character left farming for days stayed on an old build and missed every fix. When an update has waited two hours and your farm is a server-run session, the game now reloads once and picks the farm straight back up. A manual fight, an Eternal climb and a run that is not server-held still wait for you.
- v6.24.138 · October 3, 2026STANCES ARE FREE. A stance is an even trade, +15% on one stat for a matched cost on another, and it cost 25 Skill Points to pick the first one. That made it worse than spending the points anywhere else, and nobody held one. Picking and swapping now cost nothing; the price is the lane you give up. A stance bought earlier refunds its points automatically.
- v6.24.138 · October 3, 2026WORLD BOSS STRIKES ARE PRICED AGAINST YOUR REAL SHEET. The server's strike ceiling was computed without your account prestige and companion slots, so an honest strike from a prestiged character could land above it and be clipped. It now counts them.
- v6.24.138 · October 3, 2026The war screen's siege tip explains that every member's DEF is part of the clan champion's wall, so a defensive build defends the clan even when it never strikes.
- v6.24.138 · October 3, 2026INVASION AND CLAN DUNGEON STRIKES ARE DUELS TOO. Both were a single hit decided by attack alone. They now run the same 12-round duel as the world boss, with the same bite sized to the strikers, evasion dodging, and rounds survived paying the same ×0.85 to ×1.15 endurance multiplier on the invasion claim and the clan dungeon payout.
- v6.24.138 · October 3, 2026CLAN DUNGEON PARTICIPATION FLOOR. Below a 5% damage share you used to get crumbs and no item. Everyone who strikes now gets the participant item tier and is paid as if they held at least a 5% share. The 15% and 30% tiers stay as the reward for carrying.
- v6.24.138 · October 3, 2026THE WORLD BOSS BITES BACK. Every strike has always been a 12-round duel where the boss hits you and a downed striker banks only the rounds survived, but the bite was too small to matter: in two weeks of strikes nobody was downed on most bosses. The boss's bite is now sized to the people fighting it (the armour constant is the median DEF of that boss's strikers, the bite 10% to 22% of your max HP per round by boss tier). A tank still holds all 12 rounds, a glass build gets downed around round 5 and banks less. DEF, regen, lifesteal and heals now decide your contribution alongside attack.
- v6.24.138 · October 3, 2026EVASION DODGES BITES. Each bite can be dodged, evasion against the boss's reference, capped at 60% like the rest of PvE. The strike log shows how many you dodged.
- v6.24.138 · October 3, 2026ENDURANCE PAYS. The kill reward carries a survival multiplier from ×0.85 (downed at once) to ×1.15 (12 of 12 rounds) on gold, XP and Boss Essence, next to the existing contribution multiplier. Survival pays on its own axis; it never multiplies damage.
- v6.24.138 · October 3, 2026A service-worker update hiccup is no longer filed as a crash.
- v6.24.138 · October 3, 2026AFFIX ROWS SHOW THEIR TIER. A Savage at +8% and a Savage at +18% are the same affix at Tier 1 and Tier 3, and every affix row carried a tier chip (gold for T3) on the item card, the compare view and the Locked Reroll list, until a later update made the affix name itself tell the tier. Fresh rolls from a Locked Reroll now take their tier on the server too, so a stale app build cannot mint the old fixed values.
- v6.24.138 · October 3, 2026BAG TABS COUNT THEIR CONTENTS. The Gem and Consumable tabs show how many stacks they hold, because gems never appear under Items and an empty-looking bag was holding nine gem stacks.
- v6.24.138 · October 3, 2026TIER COMPARE XP TO FOUR DIGITS. XP per hour in the tier list reads 3.42B instead of 3.4B, so tiers whose XP differs in the second decimal no longer look identical.
- v6.24.138 · October 3, 2026ASSASSIN BRANCH RE-SCALED. With crit chance flat and crit damage capped, the Assassin branch measured weakest in the arena, so its Attack nodes were scaled up (about +19% on each node) to sit back in the band with every other branch.
- v6.24.138 · October 3, 2026AFFIXES ROLL IN TIERS. Every percent prefix used to mint at +18% and every suffix at +12% with no variance, so there was nothing to chase. A percent affix now rolls Tier 1, 2 or 3 (prefix 8 / 12 / 18%, suffix 6 / 9 / 12%, odds 45 / 35 / 20). Locked Reroll re-rolls the tier of every unlocked slot: lock your top-tier rolls and roll the rest. All-stat lines and special lines are unchanged.
- v6.24.138 · October 3, 2026EXISTING GEAR RE-MINTED INTO TIERS. Every stored percent affix was rolled into a tier with the same odds, on every character, so old gear and new drops play by one rule. Your sheet will read lower. Every character whose gear was touched holds ONE FREE Locked Reroll (any locks, no essence, no gold) to start chasing the top rolls back.
- v6.24.138 · October 3, 2026CRIT IS RARE AGAIN. Crit chance softens past 75 and crit damage past 500, and the top of the game sat far beyond both, so every extra point bought almost nothing and gems felt useless. Every crit source except gems and sets was cut back so a full build lands AT the knee: companion crit-damage lines are a third of what they were and crit-chance lines half; subclass branch crit chance is now a flat +8 instead of a percentage of your sheet, branch crit damage is capped (Assassin 150, Berserker 120, Lich and Sniper 100) and the removed budget became Attack on the fork nodes; the Crit Power prestige node grants +2 Crit DMG per rank instead of a multiplier. Your sheet numbers drop; what actually lands in a fight barely moves. A free Tome of Respec waits in the Boss Essence Exchange (Bag, Forge, Recipes) if you want to re-plan.
- v6.24.138 · October 3, 2026STANCES RE-PRICED. The cost side of every stance was priced when speed, accuracy and evasion barely counted; the arena now weighs every lane equally, so eleven stances were traps and the cheap speed ones were free. Costs now follow what each lane is worth in the arena and no stance dumps more than 25% of a stat. NOTE: a respec clears your stance and nobody on the ladder holds one right now. The Stances panel now sits at the top of Skills and tells you when it is empty.
- v6.24.138 · October 3, 2026EVERY COMPANION SLOT LEVELS. All three equipped companions now earn kill credits from manual battles and autobattle, each in full. Only the first slot was ever credited; the two Sovereign slots fought without growing. A worn Saddle still speeds up only its own wearer.
- v6.24.138 · October 3, 2026AFFIXES DESCRIBE THEMSELVES. An affix's description now shows the item's own rolled value. The compare card and the item tooltip printed the affix pool's design text under an affix (Iron read '+15% DEF' while the piece carried +18%), so the Locked Reroll list and the gear card disagreed. Nothing about the items changed; the text now matches what they do.
- v6.24.138 · October 3, 2026WORLD BOSS STRIKES SHOW THEIR SHARE. Every strike in the Strike Log now says what percentage of the boss it took, and the boss health reads to four digits with an exact percentage. On a 47-billion pool a 50-million strike is 0.11% and the old three-digit label could not show it moving, which looked like strikes being consumed for nothing. Every one of those strikes was recorded and counted toward your rewards.
- v6.24.138 · October 3, 2026SUBCLASS BRANCHES BUFFED. Every stat node in the twelve subclass branches is worth 50% more than yesterday's first cut (a +12% node is now +18%, the capstone +38% and +38%). XP, gold and the rider nodes are unchanged. Values on nodes you already learned update in place.
- v6.24.138 · October 3, 2026LOCKED REROLL AND REFORGE TO LEVEL KEEP YOUR MAIN STATS. A locked reroll re-rolls the unlocked affixes and nothing else: main stats are carried to your current level instead of being rolled again. Reforge to Level does the same for Godforged and Relic pieces, so a relic keeps its curated stats. Both used to rebuild the item from scratch.
- v6.24.138 · October 3, 2026GEAR PAST LEVEL 999. Godforged and Relic pieces were capped at item level 999 when rerolled, reforged or dropped; the cap is lifted, so a level-1312 character's gear is built at 1312.
- v6.24.138 · October 3, 2026XP AND GOLD NODES ARE BACK IN YOUR SUBCLASS BRANCH. Replacing the shared branch had dropped the game's only XP and gold nodes. They now ride the same slots in every subclass branch: Gold +15% and XP +15% on the first two nodes, and the +12% XP or Gold forks, so a full path pays exactly what the old branch paid.
- v6.24.138 · October 3, 2026SHADOWDANCER AND FROSTWEAVER BRANCHES LEAD WITH ATTACK. Their arena identity is still evasion and speed, but those stats do nothing for kill speed once you can already survive the wave, and Rogues already own an all-Evade class branch. Wording is now Evade everywhere, matching the class trees.
- v6.24.138 · October 3, 2026THE BATTLE LOG TELLS THE TRUTH ABOUT REWARDS. The gold line after a kill used to print the monster's raw gold with a random roll on top; the server pays a fixed, denominated amount, so the two never matched (+16 shown, 1 paid). The line now prints the server's arithmetic, tiny XP shows as a fraction instead of +0, and every batch adds a Credited line with exactly what reached your wallet.
- v6.22.6 · August 22, 2026Clan Eternal pushes are now real fights. Your clan's pooled might — every member's attack, speed, accuracy, evasion, defense and HP, plus the Keep's fortification — forms a CHAMPION that battles at your current wave through the same combat engine you fight with. The strike card shows the actual numbers: what your champion hits for, what it's felling, how fast.
- v6.22.6 · August 22, 2026BALANCE: the level-gap penalty is gone everywhere. The wave (or area) you fight decides the difficulty through its monsters' own stats — there is no hidden second tax for being 'under-leveled'. This mostly mattered to prestiged characters re-climbing below their peak, who were quietly losing up to 60% of their accuracy and most of their dodge for no stated reason.
- v6.22.6 · August 22, 2026In its place, monsters now carry properly scaled accuracy and evasion at every depth. If you build evasion, you dodge — committed builds land 27-40% dodge at their own frontier. If you ignore accuracy, you miss — noticeably. Every one of the six stats is now a real decision everywhere: solo Eternal, Clan Eternal, areas and dungeons. And speed finally works in Eternal: double hits trigger there for the first time.
- v6.22.6 · August 22, 2026Three new castle wings. The Treasury pays +2% clan dungeon gold and XP per rank. The Keep fortifies your pooled defense, raising the Eternal wall itself. And the Banner unfurls heraldry for clan shards — each rank unlocks grander crests, frames and titles, bought from the castle and flown from the same heraldry screen as always.
- v6.22.6 · August 22, 2026The clan ladder now shows every clan's castle: wing icons and ranks on each row. What your roster built is on display.
- v6.22.1 · August 20, 2026Every combat node on the Ascension board now goes to 25 ranks instead of 10. Attack, Defence, HP, Accuracy, Evasion, Crit Damage and Magic Resist each go from a 6% ceiling to 15%; Speed to 12.5%, Crit to 10%, Lifesteal to 5%, HP Regen to 3.75%.
- v6.22.1 · August 20, 2026The board was lopsided and nobody had said it out loud: the economy nodes ran to 25 ranks and were worth up to +75%, while every combat node stopped at 10 and was worth 6%. Finishing the board left you with a lot of gold find and almost no power, and then nothing left to buy.
- v6.22.1 · August 20, 2026That triples the board — from about 62,000 shards of content to 200,000 — so a finished board is now a long way off again rather than something you hit and then stare at.
- v6.22.1 · August 20, 2026The infinite Mastery nodes are dramatically cheaper to keep buying. Their cost used to square with every rank, which sounds reasonable until you notice shard income does not grow with depth: rank 30 was asking for about 28,600 waves of NEW eternal depth, when the deepest players in the game have around 8,000 in total. It was not a grind, it was a wall. Rank 30 now costs about 1,300 waves' worth.
- v6.22.1 · August 20, 2026Ranks still get more expensive as you climb — a 50th rank costs six times a 10th — but each one is now inside reach of a single round of gear upgrades.
- v6.22.1 · August 20, 2026Affinity, Godforge Fortune and Kinship stay at 10 ranks for now. Those move drop rates and pet power, and we want to simulate them properly before raising them rather than guess.
- v6.21.97 · August 17, 2026Every class had exactly four abilities and no say in them. Each class now has SEVEN, and you pick the four you fight with. Open Settings (the ⚙️ icon, top right) → ⚔️ Rotation — the picker sits at the top, just above the rotation order.
- v6.21.97 · August 17, 2026Each slot takes one role: a Strike, a Finisher, or a Sustain. Your class decides the shape — Mages and Rogues get two Strike slots because they have always been three-attack classes, everyone else gets two Sustain slots.
- v6.21.97 · August 17, 2026That shape is deliberate. If any four were allowed, every class would run three damage abilities and they would all end up playing identically — we measured it, and it was both a large power jump and the end of any real difference between classes.
- v6.21.97 · August 17, 2026Nothing changed unless you change it. Your existing four are still equipped and still do exactly what they did.
- v6.21.97 · August 17, 2026New options include Rend (bleed), Execute (one huge hit), Bulwark (defence), Ice Shard and Flurry (multi-hit), Meteor, Assassinate, Smoke Screen and Camouflage (evasion), Bone Wall, and Arcane Siphon. They are alternatives rather than upgrades — the strongest legal loadout is about 6% ahead of your current one on average, so it is a choice, not a treadmill.
- v6.21.96 · August 17, 2026The diminishing on each stat now bottoms out at +3% per tier instead of +2%. Everything before that is unchanged: 10, 8, 6, 5, 4, then 3 from there.
- v6.21.96 · August 17, 2026Spreading across all six stats gives exactly the same total as before, so nobody who spreads is affected. What changes is the floor for players who pour everything into one stat: a 15-tier specialist keeps about 85% instead of 69%.
- v6.21.96 · August 17, 2026We could not go higher than 3. At 4 the maths stops behaving — because these multiply together, a shallow floor lets deep stacking catch back up, and splitting between two stats ends up worse than either extreme. 3 is the gentlest floor that keeps the curve honest.
- v6.21.94 · August 17, 2026BUG: Speed, Accuracy and Evasion Awakening have been impossible to actually buy since we added them. The panel offered all six stats but the server was still checking against the old list of three and rejecting the purchase. Fixed — all six are buyable now.
- v6.21.94 · August 17, 2026Awakening used to give 10% per tier for your first ten tiers and 5% after that, no matter which stat you chose. So your earliest tiers were always your best ones, and putting everything into one stat cost you nothing. Almost everyone stacked Attack, because that was simply the correct play.
- v6.21.94 · August 17, 2026Now each STAT diminishes on its own: the first tier you put into a stat gives 10%, then 8, 6, 5, 4, 3, and 2 from there. Spreading across all six reaches about 168% total; pouring everything into one reaches about 86% but concentrates it all in that lane. Breadth or peak — a real choice.
- v6.21.94 · August 17, 2026YOU CAN RE-POINT ANY TIER, FREE. Tap the ⇄ on a tier and pick a different stat. Your ranks and your gold are kept — only the choice moves. We changed the rules, so you get to remake the decision you made under the old ones.
- v6.21.94 · August 17, 2026Every tier now shows what it is actually worth given what you have already put into that stat, so the diminishing is visible instead of something you have to work out.
- v6.21.93 · August 17, 2026Six gear bonuses — Titan's, of the Titans, Evasive, of Shadows, Unerring, of Precision — became PERCENTAGES back in August, and every item you already owned was converted. What never got fixed was the code that CREATES new items, which kept rolling the old raw numbers.
- v6.21.93 · August 17, 2026Those raw numbers were then read as percentages. On a high-level item that meant a Health bonus rolling as '+34,400%' and an Evasion bonus as '+645%'. If you saw a stat bonus with an absurd number on it, this was why.
- v6.21.93 · August 17, 2026New drops now roll the correct value every time: +18% on a prefix, +12% on a suffix, doubled on two-handed weapons as they always have been.
- v6.21.93 · August 17, 2026Existing items were already correct. A small number that slipped through are being repaired separately.
- v6.21.90 · August 17, 2026Speed could not be built. Across all 36 stances it appeared as a COST eight times and as a GAIN zero times — not one of the twelve subclasses had a way to trade INTO it. It was purely something you sold.
- v6.21.90 · August 17, 2026Every subclass now has a Speed stance. That is twelve new options, one each, so a speed build is finally something you can commit to instead of only pay for.
- v6.21.90 · August 17, 2026Beastmaster, Berserker, Lich and Plaguelord also gained a Defence stance. The squishier subclasses keep having no defensive option on purpose — that is part of what they are.
- v6.21.90 · August 17, 2026You still own only ONE stance, so this is more choices rather than more power. Stances also price themselves automatically from what each stat is worth, so these cost exactly what they should.
- v6.21.90 · August 17, 2026Why speed was missing: back in August we moved five speed stances onto other stats because nobody took them. That was right at the time — speed genuinely did very little. Since then speed was put on the same item scaling as every other stat, Awakening opened up to it, and Ascension gained an uncapped Speed Mastery. Speed is worth building now, so the stances came back.
- v6.21.90 · August 17, 2026The exchange rate on speed has NOT been retuned yet, deliberately. We changed what a point of speed is worth twice this week, and tuning a number while it is still moving is how it went wrong the first time. We will measure it properly once things settle.
- v6.21.89 · August 17, 2026The Ascension tree had 240 ranks and our deepest player had bought 239 of them, with shards piling up and nothing left to spend them on. Six new Mastery lanes fix that — Power, Ward, Vital, Swift, Keen and Phantom — and they NEVER cap.
- v6.21.89 · August 17, 2026Each Mastery unlocks once you have maxed its matching node, so Power Mastery opens when Power hits 10/10. The existing tree is still the way in.
- v6.21.89 · August 17, 2026Masteries get more expensive every rank (the cost rises with the square of the rank), so they stay a genuine long-term chase rather than something you clear in a weekend. Deeper Eternal runs are what pay for them — shards only come from beating your own best wave.
- v6.21.89 · August 17, 2026Masteries boost your PvE power only and are deliberately invisible in the Arena. Uncapped power in PvP would have no ceiling at all, so the Arena keeps reading only the original capped nodes — your PvP rating is completely unaffected by any of this.
- v6.21.89 · August 17, 2026Character Prestige also got deeper: Head Start, Swift Return, Honed Legacy, Master Gatherer, Seeker's Instinct, Soul Harvest and Deep Communion all gained ranks. Swift Return and Head Start only help you climb back to your own record, so a longer prestige grind gets shorter without changing anything past your peak.
- v6.21.89 · August 17, 2026Deliberately untouched: the XP and gold nodes. Those multiply the reward curve for the deepest accounts, and we would rather give you power and re-climb speed than push the economy further.
- v6.21.88 · August 17, 2026Subclass Awakening could only ever be spent on Attack, Defence and Health. It now offers all six: Speed, Accuracy and Evasion as well.
- v6.21.88 · August 17, 2026The amount of Awakening you get has NOT changed — it is the same total across the same 20 tiers. What changed is where you are allowed to spend it, so this adds choices, not power.
- v6.21.88 · August 17, 2026Nothing you have already put into Awakening changes value. Existing Attack, Defence and Health ranks are worth exactly what they were worth before.
- v6.21.88 · August 17, 2026Because Awakening multiplies your whole stat, a fully committed Evasion build lands around 41% dodge against the game's 60% ceiling — and pays for it by giving up the same multiplier on Attack, Defence and Health. If you have not built Evasion at all, spending Awakening on it does almost nothing, so it stays a choice you commit to rather than a free bonus.
- v6.21.86 · August 17, 2026PvP reads your saved loadout rather than what you happen to be wearing, and loadouts keep their own copy of every item. This weekend's gear updates never reached those copies, so PvP — and only PvP — has been running on out-of-date gear.
- v6.21.86 · August 17, 2026The effect was severe. Eighteen characters were fighting with wildly wrong stats, one of them showing 1.4 billion health against a real 1.7 million. Their damage was inflated to match, which is why some players were dying to thorns almost instantly. Every loadout has now been brought in line.
- v6.21.86 · August 17, 2026Reflect had a diminishing-returns curve defined for it that was never actually connected — it was scaling in a straight line all the way to a 90% return. It is now wired up, so very high reflect is worth much less than it was while ordinary reflect builds are barely affected.
- v6.21.86 · August 17, 2026Reflect also can no longer kill the attacker outright on their first swing. It used to return a share of YOUR damage with no limit, so a high-damage, low-health build could die to its own hit before the opponent had even acted. Thorns are now limited by the defender's own toughness.
- v6.21.86 · August 17, 2026Two navigation bars in Rankings were drawing on top of each other, taking the player profile with them. Fixed.
- v6.21.83 · August 17, 2026Every existing item has been scaled onto the new speed, accuracy and evasion values. Your gear is no longer a generation behind new drops. Forge and ascension bonuses were preserved rather than recalculated, so nothing you invested in was lost.
- v6.21.83 · August 17, 2026Each item scaled by its own amount based on its level and rarity, the same way it would have rolled if it had dropped today. A level 12 rare went from 9 evade to 63; a level 550 mythic weapon went from 4,008 speed to 97,608.
- v6.21.83 · August 17, 2026Stat numbers no longer show a trail of decimals. Values like Crit DMG +139.96800000000002 were the multipliers from forging and ascension being printed unrounded. The numbers themselves were always right, only the display was wrong.
- v6.21.83 · August 17, 2026If your gear still looks unchanged, fully close and reopen the app. The values are updated on the server and the app was showing a cached copy.
- v6.21.82 · August 16, 2026Attack, HP and defence have always scaled with an item's level. Speed, accuracy and evasion technically did too, but on a slope about 185 times shallower, so they were really just a small flat number. Because both were straight lines, the gap never closed: a level 900 mythic had the same lopsided ratio as a level 100 common, and farming deeper never fixed it.
- v6.21.82 · August 16, 2026All six now use the same shape. A speed, accuracy or evasion roll on a level 761 mythic goes from about 775 to about 19,200, which is finally in the same conversation as the attack and HP rolls on the same item.
- v6.21.82 · August 16, 2026This is what makes the three-of-six choice real. Committing three slots to evasion now reaches roughly 25-45% dodge depending on your depth, and three slots to speed takes your double strike rate from almost nothing back up near its ceiling. Before this, picking any of those three was simply a wasted slot.
- v6.21.82 · August 16, 2026This applies to new drops. Existing gear keeps the rolls it already has, so there is a genuine reason to go farming.
- v6.21.81 · August 16, 2026Evasion has not been working. The dodge formula reduced your evade based on how far the monster's level sat above yours, and deep tier monsters carry an effective level in the thousands, so evasion was being divided by around 100. A character with 20,468 evade was dodging 0.19% of attacks. That penalty now scales with your own level instead of raw level difference, so evade means the same thing at level 50 and level 5,000.
- v6.21.81 · August 16, 2026Monster accuracy came down alongside it. It was set when monsters were near your level and never revisited once tier scaling started multiplying that level by up to eight.
- v6.21.81 · August 16, 2026Together: ignoring evasion leaves you around 1% dodge, and genuinely building for it now reaches about 20%. It is a real choice for the first time.
- v6.21.81 · August 16, 2026Monster speed now scales with depth. It was a flat 100 at every tier, while the double strike check only needs a 1.3x speed advantage, so everyone has been sitting at the maximum double hit rate since very early on and every point of speed past about 130 did nothing. Monsters now keep pace, which costs most builds roughly a quarter to a third of their damage.
- v6.21.81 · August 16, 2026That is a genuine difficulty increase, and it is deliberate. Speed was never meant to be free.
- v6.21.81 · August 16, 2026Manual combat was quietly using different monster stats than autobattle for both speed and evasion, so the two disagreed about every dodge and every double strike. They now run the same numbers.
- v6.21.80 · August 16, 2026Four affixes were sitting at 10% with no reason behind them, which made rolling one feel like a wasted slot next to its 12% neighbours. of Warding, of Vitality, of Haste and of Slaying now all give 12%, and their descriptions were corrected to match.
- v6.21.80 · August 16, 2026Nothing was reduced. If you were carrying one of these it simply got better.
- v6.21.80 · August 16, 2026Two others were left alone on purpose: of Power and of Endurance look weaker at 8%, but each grants TWO stats rather than one, so the lower number is the price of covering both lanes.
- v6.21.79 · August 16, 2026Earlier today monsters were made much more dangerous. It was tested against a model of how fights go rather than against real fights, and the model was wrong — the change turned out far harsher in practice than it measured, to the point of making deep tiers unplayable. It has been fully reverted, on the server and here.
- v6.21.79 · August 16, 2026If you were dying constantly in content you used to clear, reload the app once and it will be back to normal. Nothing was lost — no experience, gold, levels or items were affected at any point.
- v6.21.79 · August 16, 2026The problem it was trying to fix is real: defence, health and evade currently do very little for you while farming, which is why attack is the only stat worth stacking. That still needs solving, and it will be — tested on a single character against real combat first this time.
- v6.21.78 · August 16, 2026Monsters now hit roughly thirty times harder. That sounds brutal, and for most characters it will not be — a monster's hit was taking about 2% of a full health bar, which meant it needed roughly forty-five swings to kill you while you were killing it in one. Defence, health and evade were being bought with real gear slots and were doing nothing at all for you.
- v6.21.78 · August 16, 2026Because of that, staying alive is now something your build actually decides. If you have poured everything into attack and skimped on health and defence, you will start losing time to it — and if you built for survivability, you will hold your ground in content that punishes a glass cannon. The two of you should end up clearing at more similar speeds, which is how it was always meant to work.
- v6.21.78 · August 16, 2026This applies everywhere — auto-battle, manual fighting, dungeons and the Eternal climb all use the same danger model now instead of each doing its own thing.
- v6.21.78 · August 16, 2026Rewards, experience and drop rates are untouched. Across the whole roster this costs about 9% of kills per hour on average, and the deepest characters absorb most of it.
- v6.21.78 · August 16, 2026If a zone has become genuinely unsurvivable rather than merely dangerous, that is worth reporting — the intent is pressure, not a wall.
- v6.21.74 · August 15, 2026Five stances offered extra Speed as their upside: Swift Wrath, Time Dilation, Carrier's Gait, Dancing Tempo and Pack Instinct. Speed turns out to be worth almost nothing once you are deep in the tiers — it only ever feeds a chance at a second hit, that chance is capped at a small bonus, and past a certain depth no character in the game can reach the threshold to trigger it at all.
- v6.21.74 · August 15, 2026Because the stance system prices each trade fairly, these five were also very cheap — Pack Instinct asked for only 4.5% of your attack. But a cheap price on something worth nothing is still nothing, and almost nobody took them.
- v6.21.74 · August 15, 2026All five now raise something that matters, keeping what each stance was about. Swift Wrath raises critical damage. Time Dilation raises magic damage. Carrier's Gait and Pack Instinct raise evasion. Dancing Tempo raises critical hit chance. Their costs are unchanged in spirit and re-priced to match the new upside.
- v6.21.74 · August 15, 2026If you had one of these five equipped, your stance now does something. Nothing else about stances changed.
- v6.21.73 · August 15, 2026Three weapons were strictly worse than another weapon of the same kind — not a trade, just worse. A one-handed mace lost to a one-handed axe on both damage and critical hits. A two-handed mace lost to a two-handed axe on both. A bow lost to a crossbow on both. There was no build and no situation where picking them was right.
- v6.21.73 · August 15, 2026The cause was that weapon speed stopped mattering. Every weapon's speed is built from its own value plus a bonus that grows with item level, and past the early game that bonus is so much larger that it drowns the difference out. A mace advertising 45% less speed actually gives up about 1% of it at high item level. So the heavy weapons kept every point of their damage bonus and paid almost none of the speed cost the table had priced them against — and the weapons balanced around speed had nothing left to offer.
- v6.21.73 · August 15, 2026Rather than take anything away, the three weapons that were losing have been given their identity back. Maces now hit the hardest of anything in their class, in exchange for the worst critical hit chance — a one-handed mace goes from +10% to +35% damage, and a two-handed mace from +128% to +164%. Bows now have the highest critical hit chance of any two-handed weapon, at +60%.
- v6.21.73 · August 15, 2026Nothing was reduced. If you are using any other weapon, your character is exactly as strong as it was.
- v6.21.70 · August 15, 2026Gold dropped sharply every time you advanced a tier. Zones carried a gold bonus based on their position within a tier — the last zone paid over two and a half times the first — and that position reset the moment you moved up a tier. So stepping from the deepest zone of one tier into the next tier put you back at the bottom of the scale and cut your gold by more than half, for content that was actually deeper. Experience never had this and rose smoothly through the same step, which is why the two disagreed.
- v6.21.70 · August 15, 2026That bonus is gone. Gold now comes from how deep the content is and nothing else, so it climbs at every step from the first zone to the last, with no drops at tier boundaries.
- v6.21.70 · August 15, 2026Your income at the deepest zone you can reach is unchanged — the value that bonus was giving you is now built into the base rate rather than layered on top. Shallower zones are worth relatively more than before, but deep content still pays the most, as it should.
- v6.21.66 · August 15, 2026Gold could FALL for fighting deeper. Kills paid a bonus of five percent for every level you were above the content, with no upper limit — so a level 542 character earned about eighteen times more gold in the shallowest tier than the formula intended, and that bonus vanished the moment content passed their own level. The result was a tier list where gold went up, up, then dropped by two thirds for taking one step deeper, while experience rose smoothly through the same step. That bonus is gone.
- v6.21.66 · August 15, 2026Gold now scales with how deep the content is, exactly like experience does, and rises at every step of depth with no dips.
- v6.21.66 · August 15, 2026Fighting far below your level pays what that content is worth, not a multiple of it. If you want more gold, go deeper — the same rule experience already followed.
- v6.21.66 · August 15, 2026There is also no longer any ceiling or taper on the depth reward at all. How deep you can fight is decided by how fast you kill and how well you survive, and nothing in the reward curve overrides that.
- v6.21.65 · August 15, 2026Experience now scales continuously with how far above your own level you are fighting. Until today, eight different tiers of content paid an identical amount at levels 50, 100 and 200 — the anti-stuck minimum out-paid the difficulty term everywhere you could actually reach, and that minimum does not care how hard the content is. Choosing a deeper zone was worth nothing. It is now the only thing that changes your rate.
- v6.21.65 · August 15, 2026The mid-game was the worst affected and should improve most. A character around level 300 was levelling slower than a fresh one and slower than the endgame — the curve sagged in the middle and even inverted. Levelling now follows one continuous shape from level 1 to the deepest content, with no step and no separate rules for any band.
- v6.21.65 · August 15, 2026There is no hard ceiling on the depth reward. Past roughly five times your own level the gain per extra step tapers, but it never stops — pushing deeper is always worth more than not pushing, at every depth.
- v6.21.65 · August 15, 2026Your build is the lever. How fast you kill and how much you survive decide how deep you can stand, and how deep you stand decides how fast you level. Nothing else was added.
- v6.21.60 · August 14, 2026Buying a character slot on mobile could not work at all. The game treated any Android browser tab as though it were the Play Store app, so it waited forever for a purchase sheet that cannot exist in a browser. Mobile checkout now opens properly, and Google Play purchases were separately restored.
- v6.21.60 · August 14, 2026Creating a new character had been failing for everyone for five days. Three parts of that flow sent requests without a required header, so the server refused all of them.
- v6.21.60 · August 14, 2026A purchased character slot was discarded on every reload and you were dropped back on your main. The game only recognised the three original slots plus the seasonal one, so a bought slot failed the check every time the app started. Purchased slots are now recognised on load, and they also join the end-of-season roll.
- v6.21.60 · August 14, 2026World Boss strikes could be credited to the wrong character. A character's record kept its own copy of which slot it occupied, and a migration that renumbered seasonal characters could not reach a copy buried inside that record — so a Level 493 hero's damage was submitted under a Level 6 hero's slot and priced against the wrong character. 33 affected characters were repaired.
- v6.21.60 · August 14, 2026New characters could not gain experience at all. Below roughly level 40, each auto-battle payout was rounded down to zero and discarded, so a fresh character could farm thousands of kills and stay put. The leftover fraction is now banked between payouts.
- v6.21.60 · August 14, 2026Kill quests lost their progress on every auto-battle settle, and the same fix covers experience carried between sessions.
- v6.21.60 · August 14, 2026The first hundred levels are a real first hour instead of a wall. One smooth climb now runs from level 1 to 300, replacing a flat early band that made level 1 cost as much as level 99, with no step at level 100.
- v6.21.60 · August 14, 2026The area card's experience-per-kill line printed roughly zero for any value below one while the per-hour line beside it read normally — the card contradicted itself. Deep content legitimately pays fractions, so it now reads "1 per N kills" instead of collapsing to zero.
- v6.21.60 · August 14, 2026Notifications now appear above the character switcher and other panels. Every message the buy flow produced was being painted behind the very screen that triggered it, which is why the button looked silent.
- v6.21.41 · August 14, 2026WORLD BOSS REWARDS ARE NO LONGER CAPPED. Past a certain number of kills in a window the server was quietly refusing to mint rewards — you would see a chest announced and then watch it disappear. Every kill you contribute to now pays out, every time.
- v6.21.41 · August 14, 2026The reason the cap existed is also fixed: the boss difficulty model could never correct itself after a runaway window, because the kill count it learns from was being wiped before it could be read. Bosses now re-size properly between windows, so kill counts stay where they should without capping anyone's loot.
- v6.21.41 · August 14, 2026Companion level-ups no longer appear twice in your Drops feed.
- v6.21.41 · August 14, 2026Fixed the header layout shifting when you have a title equipped.
- v6.21.26 · August 12, 2026If your crit damage was around 200 this is a wash; below that you gain, and only the very top is trimmed.
- v6.21.26 · August 12, 2026Both affixes now say what they actually give instead of a percentage.
New features239
- v6.23.89 · August 31, 2026THE VAULT REPLACES TRADING. The trading post closed — nineteen sales in its whole life, none this month, and at our size it would only ever move gold from newer players to older ones. Its tab in the Bag is now the Vault: the Sovereign Exchange lives there, with companion slots, vault-only cosmetic sets, companion charms and the Relic catalyst opening over the coming updates. Nothing was deleted; anything you had listed can still be withdrawn.
- v6.23.89 · August 31, 2026COMPANION SLOTS — THE FIRST THING SOVEREIGNS BUY. A second (400 ◈) and third (2,000 ◈) active companion, bought in the Vault and assigned in the Stable, where the Set Active button has become a slot row. Extra companions fight at half strength and never count in the arena — the roster is the prize, not a stat stack. Also fixed on the way: the stat sheet was ignoring a companion's Ascension tier (the server and the pet card already counted it), so a tiered companion reads higher now — that is the number you were already fighting with.
- v6.23.89 · August 31, 2026COMPANION GEAR. Every companion now has three gear slots — a Collar (hp / def / evade lines), a Saddle (xp / gold / speed lines, and the companion's own XP gain) and a Charm (atk / crit / accuracy lines). A piece scales the pet's MATCHING lines by 4–30% and never adds a raw stat, so pairing pieces to pets is the game; two pieces of one set on a companion add +3% to every line, all three +8%. Collars and saddles drop from expeditions — the new 6-hour Scouting Run brings one home every time — plus dungeon bosses and Eternal milestones; Charms are forged in the Vault for 40 Sovereigns. One piece, one companion; scrap what you don't need for treats.
- v6.23.89 · August 31, 2026CLAN WARS, HONEST. War PvP results now tell the truth: the fight log is derived from the outcome (the loser is the one who reaches 0), the card shows the win chance the roll was made at, and the odds themselves are sharper — 2× the enemy's rating is an 80% win, 3× is 90%, 10× is 98% (it used to cap at 90% no matter how far ahead you were, and the log could show them at 0% under 'Defeated'). THE BREACH: your clan's siege strikes now add up against one daily wall — 10 siege points per enemy defender. Break it and the enemy champion is toppled for the day: +40 war points to the clan on the spot, and every strike after plunders at ×1.5. The siege card shows the bar, who has struck and what is left. Also: the Daily Tasks rows for war attacks, sieges, Eternal pushes and invasion strikes now update the moment you do them, and the Eternal rankings wear frames, nameplates, titles and clan crests.
- v6.23.89 · August 31, 2026RELICS OF THE NINE. One Godforged relic for each of the nine ways to play — Areas (Tier 2+ bosses), Dungeons, World Boss, Eternal, Clan Eternal, Clan War, Clan Dungeon, the Arena and Invasions. Each drops only from its own mode, at a small chance per action, with a hard pity you can watch fill in Codex → Collection ("resonance"). They form a set: three relics +10% ATK & HP and +5% SPD, six +20% ATK & HP, +12% DEF, +10% SPD, and all nine make you Sovereign of the Nine — +35% ATK & HP, +25% DEF, +25% Crit DMG, +15% SPD, a title and the Crown of the Nine aura. Relics can never be fused, salvaged or used as fuel. Also: the Clan tab's badge now points at the inner tab that holds the claim (Dungeon, Wars or Overview).
- v6.23.89 · August 31, 2026THE VAULT FILLS OUT. Three vault-only cosmetic sets — Sovereign's Regalia (60 ◈), The Gilded Crown (150 ◈) and Voidbound (300 ◈) — each a generated frame, an animated nameplate, a title and an aura, bought once per character and seen by everyone. And the Relic catalyst: 60 ◈ re-rolls a relic's four rolled lines while its two signature lines and the set stay put. It never sells a relic.
- v6.23.89 · August 31, 2026THREE NEW WORLD BOSSES. Kaelthur the Arena Warden, Xyrrh the Shifting Mass and the Breachborn Colossus join the rotation — nine bosses now, one per Mon/Wed/Fri window, each of the new three carrying its own named Godforge (Warden's Chain-Crown, the Mantle of the Shifting Mass, Breachbreaker). Dynamic HP sizes them to the realm from their first window. Also: gold from the very deepest content now climbs more gently past the ~Tier-10 mark (XP is untouched) — depth still pays, it just stopped paying fifty times more at the top than one band below; Sovereign prices climb (each companion charm 15% more than the last, each re-roll of the same relic 50% more; the cosmetic sets are 100 / 300 / 1,000); Sovereigns you SPEND climb the new Patron ladder (five ranks, a cosmetic each, on every character — see Rankings → Patrons); and the Realm Shrine accepts Sovereign offerings, 1 = 1T toward the bar.
- v6.23.89 · August 31, 2026YOUR FIRST TEN LEVELS ARE YOURS AGAIN. A brand-new character's first level took 600 kills and the bar read 0 / 1 XP the whole way. Levels 2 to 9 now cost 12, 19, 29, 46, 72, 113, 178, 278 and 436 kills — about 1,200 to level 10 instead of 5,800 — and the header shows the fraction of the bar you have actually filled. Nothing from level 10 up changed.
- v6.23.89 · August 31, 2026A NEW DUNGEON FOR EMBERFALL — THE ASHFALL RELIQUARY. Level 200+, in the Ashen Dominion: seven rooms of urns and embers, five new foes (Cinder Acolytes, Ashfall Wraiths, Reliquary Sentinels, Ember Seraphs) and the Ash Reliquarian at the end, who pours the dead back out. It drops the five-piece Emberfall Vestments — a fire-and-endurance set that peaks at +95% ATK, +85% HP, +25% DEF, +100 Crit DMG and +15 Crit. Dungeon Mastery, quests and the Codex all know it.
- v6.23.89 · August 31, 2026COMPANION GEAR, DEEPER. Every piece now rolls a FOCUS line — one stat from its slot that it scales ×1.5 harder — so two Warden Collars are no longer the same collar, and a charm can be an ATK charm, a crit charm or an accuracy charm. A GODFORGED tier (36–42%, '<Set>'s Oath <Slot>') exists now and only three things drop it: world-boss reward claims (a new 3% companion-gear drop per claim, Godforged 5% of those), deep Eternal milestones and the Vault's charm forge. The Codex → Collection counts Relics of the Nine and Companion Gear in your completion percent, shows the three new world-boss Godforges, and the Bestiary gained a Dungeon Depths group for the monsters that only live in dungeons.
- v6.23.89 · August 31, 2026WHAT YOU WEAR IS FINALLY SEEN. Your nameplate and title now show on the online list beside your name — the first of several places (rankings and clan roster next). Forty-six of you own a frame; fourteen wear one. That ends here.
- v6.23.89 · August 31, 2026SOVEREIGNS — THE CURRENCY ABOVE GOLD. One Sovereign is worth one trillion gold and belongs to your whole account. Mint them from gold in the new Sovereign Exchange (Store → Sovereign Exchange); a purple ◈ pill appears in your header the moment you hold one, and never before. Minting is one-way. Companion slots, charms, cosmetic sets and the relic catalyst are all open in the Bag's Vault tab.
- v6.23.89 · August 31, 2026THE REALM SHRINE IS LIT. A new card in your Rewards tray, beside the Realm Milestone: every player can offer gold to one shared bar, and when the realm fills it — with at least five champions contributing — the WHOLE server gets +50% XP or +50% Boss Essence for 24 hours. Fill it again while it burns and it burns longer. The goal is priced in hours of the realm’s income and grows with every fill this season, so it stays worth chasing whether you have thousands or quadrillions. It never pays gold back — that is the point.
- v6.23.89 · August 31, 2026REWARDS ARE NOW PRICED ON WHAT YOU ACTUALLY EARN. VIP chest, expeditions, invasion, mutator chests, clan dungeon spoils and the Bloodline tribute were all priced on a model of your income that, at deep tiers, sat thousands of times below reality — a “30-minute” chest was worth seconds. They now use your measured income from the last week (never less than before).
- v6.23.89 · August 31, 2026THE REALM MILESTONE PAYS LIKE IT MEANS IT. Your weekly share was 3% of one level bar in gold — for a deep-tier player that was a fraction of a second of income. It now pays 20 minutes of what YOU actually earn, plus Boss Essence and Ascendant Cores scaled by your share of the realm’s kills. Nobody gets less than before.
- v6.23.89 · August 31, 2026CLEAN UP CLEANS UP. The banner in your bag that counts items matching your auto-salvage rule used to send you to the Battle tab when you tapped it. It now runs the sweep right where you are, on exactly the items it counted, after a confirm — locked, equipped and loadout gear is never touched.
- v6.23.89 · August 31, 2026THE WORLD BOSS SCHEDULE NOW SHOWS THE POOL YOU WILL ACTUALLY FACE. Boss health has been sized to the realm for weeks, but the schedule had no idea and the only numbers anywhere were the old fixed ones. Each upcoming boss now shows its projected pool, computed the same way the fight will size it.
- v6.23.89 · August 31, 2026COMPANIONS IN SLOTS 2 AND 3 NOW LOOK ACTIVE, BECAUSE THEY ARE. Give a companion the second or third slot and it went on fighting for you — but the Stable kept calling it benched: no star on its tile, no ACTIVE line on its card. Only the “Also afield” strip knew, and that sits above the card, off screen while the card is open. Every companion on a slot now wears its slot number on the tile and says which slot it holds on the card, half-strength and all.
- v6.23.89 · August 31, 2026COMPANION SLOTS COST WHAT THEY ARE WORTH. Two extra companions are a permanent boost in every fight, and 25 and 100 Sovereigns was under two hours of frontier income for them. Slot 2 is now 400 and slot 3 is 2,000. If you already bought either, you keep it — nobody is charged the difference.
- v6.23.89 · August 31, 2026YOUR XP NUMBERS FIT IN THE HEADER AGAIN. The Sovereign pill joining the top bar squeezed the column holding your name and XP down to about sixty pixels, so the readout under the bar was cut to “432.4M / 1…” and the percentage — the part those digits exist to show — was the first thing to go. That column now has a floor it cannot be pushed below, the percentage can never be trimmed, and on a narrow phone the header drops your icons onto a second line instead of eating your name.
- v6.23.89 · August 31, 2026CLAN ETERNAL FROM THE DAILY TASKS GOES TO CLAN ETERNAL. The daily task card for clan wave pushes was opening your personal Eternal climb instead.
- v6.23.89 · August 31, 2026FAILING A CLAN WAR ATTACK NO LONGER LOCKS THAT DEFENDER. A defender is claimed for the day only when someone actually defeats them; a failed attempt still costs you one of your daily attacks, as before.
- v6.23.89 · August 31, 2026THE REALM MILESTONE BUTTON GOES AWAY WHEN YOU CLAIM. It used to stay lit until you refreshed, and a second tap showed a raw ALREADY_CLAIMED code. It now clears immediately and says so in words.
- v6.23.89 · August 31, 2026THE FUSION FORGE EXPLAINS ITSELF NOW. It used to be a wall of identical rows — “1 owned · need 2 more” over and over with an empty box under each — and nothing said what fusing actually gives you. Now there is a three-step guide at the top, a tier table showing the stat multiplier at every tier, and every row shows three pips, the exact tier the piece becomes, and whether it is ready. Sets you can fuse right now float to the top, and the empty boxes are gone.
- v6.23.89 · August 31, 2026LOCKED GEAR CAN BE UNLOCKED AGAIN — TWO BUGS WERE HOLDING IT SHUT. Locks were remembered by an item’s mint stamp as well as its own identity, and duplicate copies share that stamp — so one lock could hold every copy shut at once, and unlocking a single copy could never reach it. On top of that, the bulk button only offered to UNLOCK when every item in view was already locked: with a mixed batch your only option was to lock even more. Locks are now recorded per item, the server repairs the old shared ones on its own, and Unlock is offered whenever anything in view is locked. This is what was refusing your Godforge fuel.
- v6.23.89 · August 31, 2026UNLOCKING A BATCH OF GEAR NOW ACTUALLY UNLOCKS IT. There is a protection built into saving that spots a device whose locks failed to load and stops it from wiping the locks off your whole account — it decides by counting, and losing a pile of locks in one save used to be proof something had gone wrong. Then bulk select shipped, and unlocking 36 items on purpose looks exactly the same from the outside. So every bulk unlock was quietly put back: your screen showed the padlocks open, the server still had them shut, and anything that consumes gear refused to touch it. Your device now stamps the moment you deliberately change a lock, so a real change is always newer than a stale one and goes through untouched, while the protection against genuinely broken devices is exactly as strong as it was.
- v6.23.89 · August 31, 2026GODFORGE FORGING WAS OFFERING FUEL IT WAS NEVER ALLOWED TO SPEND. The forge counted every duplicate you were not currently wearing, lit the button, and then the server refused the whole thing — because it also refuses anything locked or saved in one of your loadouts. That is why relics you clearly owned three of would not merge, and why the button looked ready right up until it failed. The forge now counts only copies that can actually be consumed, and when a copy cannot be, it says so and tells you which one to unlock or take out of a loadout. The same rule is now written down once and shared by the forge, the fusion bench and dusting, so the three can no longer disagree about what is safe to destroy.
- v6.23.89 · August 31, 2026THE FUSION FORGE BUTTON LOOKED READY WHEN IT WAS NOT. If you had the gold, the Fuse button drew itself fully lit with a normal cursor even when it was switched off - because its colour was decided purely by whether you could afford it, while whether it actually WORKED also depended on having two spare unlocked copies to consume. Anyone wealthy therefore saw a healthy-looking button that did nothing. It now dims and explains itself, and the piece counter says plainly that locked or equipped copies cannot be consumed as fuel rather than asking for more free fuel, which told you nothing about what to change.
- v6.23.89 · August 31, 2026THE COMBAT LEADERBOARD NOW SAYS WHICH BUILD IT IS RANKING. That column ranks the loadout a player is currently wearing, while opening their profile shows the loadout that actually fights in PvP - so the same person could sit at 172M in the list and 89M on their build screen, both correct, with nothing saying why. The list now notes it is showing active builds, and the profile figure says PVP build. Same numbers as before, finally labelled.
- v6.23.89 · August 31, 2026PORTRAIT FRAMES ACTUALLY FIT THEIR PORTRAITS NOW. Every frame was drawn using one fixed measurement, which only works if all of them have the same size opening in the middle. They do not — measured across all 47, the opening ranges from 41% to 78% of the artwork, and every single one disagreed with what the code assumed. That is why your character art spilled out past the ornament on some frames and got covered by it on others. Each frame is now measured directly from its own artwork and the portrait is sized to that frame's real opening, so an ornate heavy frame and a thin delicate one both sit correctly around your character.
- v6.23.89 · August 31, 2026THE POWER NUMBER ON SOMEONE ELSE'S BUILD NOW SAYS WHICH BUILD IT IS. Inspecting a player shows the loadout that actually fights in PvP — which for most people is not the loadout they are currently wearing. So the leaderboard could say 172M and their build screen say 89M, both entirely correct, with nothing on screen explaining the gap. The figure on an inspected build is now labelled as their PVP build. Your own character sheet is unchanged, because there the number is simply what you have on.
- v6.23.89 · August 31, 2026THE CLAN DUNGEON STRIKE BUTTON NO LONGER JUMPS AWAY FROM YOUR THUMB. The row above it that lists who is in the fight today was vanishing and reappearing every time you struck, and since it sits directly above the button, the button moved up and then back down between taps. The cause: the reply the game gets back from a strike does not include the list of who has been fighting, so applying it wiped the row until a second, fuller request a moment later restored it. The strike reply is now merged in rather than swapped in wholesale, so nothing it leaves out gets erased. The row also holds its space permanently now — if nobody has struck yet today it simply says so instead of collapsing — so nothing above that button can move it again.
- v6.23.89 · August 31, 2026THREE DAILY THINGS YOU CAN DO WERE MISSING FROM THE REWARDS LIST, AND A FOURTH ONLY SOMETIMES SHOWED UP. Clan war siege, clan eternal wave pushes and — while one is running — invasion strikes now each get their own row with the count still left today. Clan war attacks had a row already, but it was built from data the Clan Wars screen published as it drew itself, so unless you had opened that screen at some point in the session the row quietly did not exist. All four are now fetched when the game loads, which is the whole point of a list that is supposed to tell you what needs doing WITHOUT visiting each screen first. Invasion only appears while one is actually live, rather than sitting there greyed out advertising something that is not running.
- v6.23.89 · August 31, 2026THE REWARDS LIST HAS REAL ART INSTEAD OF EMOJI. Every row on that screen — the one whose entire job is showing you what is worth doing next — was drawing a plain emoji. Rows that map to a place in the game now use that place's own artwork, and eight new pieces were made for the ones that had none: daily login, battle pass, VIP chest, referrals, clan war, siege, the eternal climb and invasion. If a piece of art ever fails to load the old emoji still shows in its place, so a slow connection degrades to exactly what you had before rather than to a blank square.
- v6.23.89 · August 31, 2026THREE FEATS SHARED A NAME WITH ANOTHER FEAT. Boss Slayer appeared at both tier 1 and tier 4, Arena Champion at both tier 3 and tier 4, and the Slayer line ran Centurion into The Centurion - so the same name showed up twice in one ladder with different requirements behind it. Each tier-4 had been named after the title it awards rather than after itself. The 100-boss tier is now Hundredfell, the 200-win arena tier is Arena Sovereign, and the 50,000-kill tier is Butcher of Realms. The titles themselves are unchanged, and nothing you have already earned is affected - only the label on the feat. While we were in there: the Centurion title claimed it was for 10,000 monsters when it is actually awarded at 50,000.
- v6.23.89 · August 31, 2026YOUR BAG NOW TELLS YOU WHEN IT NEEDS CLEARING. The loot filter only governs NEW drops - it can never drain what is already sitting in your bag, and after last night's fix a lot of bags were still carrying a backlog the filter would happily have eaten. The one-pass cleanup for exactly that has existed for a while, but it lived behind the gear icon on the Battle screen, nowhere near where you actually feel the clutter. Your bag now shows a single line when a real backlog has built up - how many items match your own rule - and one tap takes you straight to the cleanup with the panel already open. It counts using the same rule the cleanup itself uses, so the number you are shown is the number it clears. Dismiss it and it stays gone for the session.
- v6.23.89 · August 31, 2026A FAILED LAUNCH NO LONGER LEAVES YOU STARING AT A BLACK SCREEN. If the app could not finish loading - a bad moment of signal, or an update landing at the exact second you opened it - the loading screen was torn away after twelve seconds whether or not the game behind it had actually started. When it had not, what replaced it was nothing at all: a black screen with no message, no spinner and no way to retry, until you force-closed the app. One player sat on that for an hour and a half. The twelve-second failsafe now checks whether the game actually started before it clears the loading screen. If it did not, you get an honest screen that says so, with a Retry button that also clears the cached app - which is the one thing that used to require a reinstall. And when the cause is an update that changed files mid-load, the app quietly reloads itself once and you never see any of it.
- v6.23.89 · August 31, 2026YOUR DAILY LIST NO LONGER SENDS YOU TO A WAR THAT HAS NOT STARTED. Clan war attacks are locked during the two preparation days and only open on day 3 - but the daily task list cheerfully advertised "3 attacks left" the whole time, so you could tap through to a matchup the server was always going to refuse. Both places that list it now say when it opens instead: the row reads Attacks open on day 3 and does not count toward your outstanding tasks. Honor wars are unaffected - those really do allow attacks from day one, and the fix reads the war phase rather than the calendar so it knows the difference.
- v6.23.89 · August 31, 2026YOUR GEMS HAVE FACES AGAIN. The socket picker on the character sheet was drawing the same generic diamond for all nine gem types, so picking a Ruby over a Topaz meant reading the label every time. Every gem has had its own art for over a week and the bag was already showing it - this one screen simply never asked for it. It now uses the same art the rest of the game does.
- v6.23.89 · August 31, 2026THE TWO-BRANCH MASTERY LIMIT IS NOW VISIBLE BEFORE YOU SPEND. Apotheosis nodes - the 8-point grand capstones at the bottom of each branch - are limited to TWO across your whole tree, on purpose: mastery is meant to be an identity you choose, not a checklist you finish. The only problem was that nothing said so until you had already spent the points and got a refusal. Each Apotheosis node now carries a marker, the branch header shows how many of your two you have taken, and once both are spent the rest visibly lock instead of silently rejecting you - the same way the fork choices in that tree have always announced themselves. Respec still changes your mind for you.
- v6.23.89 · August 31, 2026AUTO-SALVAGE HAS BEEN BROKEN TWO SEPARATE WAYS, AND BOTH ARE FIXED. This is the honest account of a problem we have now chased five times. FIRST: two different paths credit your kills — the one that settles a run after you have been away, and the one that credits kills as you fight on screen. The filter was wired into the first and never into the second, so it worked for anyone idling and did nothing for anyone actually watching their character fight, which is most people most of the time. SECOND, and much worse: the filter refused to salvage anything carrying a "special" affix, which we believed was a rare chase roll. It is not. That label is an internal category for the rider effects — reflect, lifesteal, thorns — and they roll constantly. Measured across every bag on the server, it was sparing 40% of Legendaries, 38% of Mythics and 35% of Epics; on one endgame player's most recent batch it spared 57 of 57 items, meaning their filter was doing precisely nothing. Both are gone. Your filter now eats exactly what you tell it to on every path, and the auto-battle recap counts what it converted so you can watch it work. Still never touched: Godforged, gems, anything with a gem socketed into it, gear you have equipped, and anything you have locked. One caveat stated plainly: this governs NEW drops. A bag that already filled up needs a single pass of the cleanup button in the auto-salvage settings, which now clears the backlog correctly too.
- v6.23.89 · August 31, 2026THE CLIMB NEVER SLAMS A DOOR AGAIN. Falling — or parking at your clan’s frontier — used to flip every remaining daily push into a flat AT WALL refusal for the rest of the week. The wall was never meant to be a gate in the modern climb: your champion’s fall is the only limiter. Pushes now always run — a champion that falls at the gate spends the attempt and says so honestly — and the push readout no longer names a wall the climb deliberately keeps hidden.
- v6.23.89 · August 31, 2026YOUR COSMETICS STAY ON NOW. Equipping something you already owned was saved differently from buying something new, and the difference could quietly lose it — you would equip an aura, a nameplate, a title style or a banner, see it applied, refresh, and find the old one back on. Equipping is now recorded the moment you tap it, exactly the way a purchase always was. What you put on stays on.
- v6.23.89 · August 31, 2026THE WANDERER’S CACHE — A ONE-TIME TREASURE FOR NEW LEGENDS. A $2.99 once-ever bundle arrives in the supporter tab: The Lanternbearer avatar, the Wayfarer’s Bindings frame and the Wayfarer title — exclusives that will never be sold again — plus five bonus dungeon keys and three Fast Reward charges that stack on top of your daily caps until spent. Cosmetics and convenience only; power stays unbuyable, always.
- v6.23.89 · August 31, 2026YOUR LOOT FILTER SHOWS ITS WORK. The auto-salvage panel now previews exactly how many items in your bag would match your current rule (a preview only — the filter never touches gear you already own) and lists everything it refuses to eat on principle: Godforged, gems, anything with a gem socketed into it, special affix rolls, and anything you have locked.
- v6.23.89 · August 31, 2026A FINISHED DUNGEON NO LONGER SPENDS A RUN THE SERVER REFUSED. The run counter ticked up the moment you cleared, before the server had approved anything — and the server reads that same counter to decide whether you have runs left. So a refused run still cost you one, the higher number saved, and the next attempt was refused because of the number the refusal itself created. Runs are now counted only once the server credits the clear, and your count re-syncs to the server’s own number every successful run.
- v6.23.89 · August 31, 2026SAVES NO LONGER BOUNCE WHEN YOUR BAG IS OVER THE LIMIT. If your bag was above 1,000 items, the game trimmed it correctly — and the server rejected the entire save as suspected data loss, every time. Nothing could persist while a bag stayed over the cap, which is exactly when it most needed to. Over-cap bags now trim and save normally.
- v6.23.89 · August 31, 2026CLAN WAR REWARDS ANNOUNCE THEMSELVES NOW. Unclaimed war loot only appeared once you were already inside the Wars tab — the one place that told you it existed was the place you had to already be. It now counts toward the rewards badge like world boss, clan dungeon and PvP rewards always have.
- v6.23.89 · August 31, 2026SAVES SHOULD STOP FALLING OUT OF SYNC. Two separate causes, both fixed. Your bag is owned by the server — it ignores whatever your device sends and keeps its own copy — but a safety check was still rejecting the WHOLE save when the two disagreed, throwing away level, XP, quests and materials over a list the server was never going to read. It now notes the difference and saves everything else. Separately, when the server merged a stale device’s locked-item list it never told your game about it, so your device kept re-sending the old list every thirty seconds forever; it now hears the answer and agrees on the first try.
- v6.23.89 · August 31, 2026YOU CAN FINALLY RATE THE GAME. Settings has a Rate Shadow Realms entry that hands off to the Google Play app, where the rating actually happens — and it now works for anyone on an Android phone, whether you play in the installed app or a browser tab. Reviews are the single cheapest way for a game built by one person to get found, so if you have been enjoying this, that button is the most useful thing you can tap. On desktop the same entry offers you the Android app instead, because Google has no way to leave a review from a computer at all. There is also a one-time in-game ask, and it is deliberately polite: once only, only past level 25 with a few days behind you, and either button retires it forever.
- v6.23.89 · August 31, 2026THE CLAN SCREEN SHOWS POWER, AND YOU CAN ACTUALLY SEE WHAT YOU ARE BUYING. Every crest and banner frame in the clan shop is now tappable — it opens at full size, and a frame is shown wrapped around your clan’s real crest, which is the only way it will ever actually appear. Judging a 250B purchase from a 38-pixel thumbnail was never reasonable. The member list also carries each member’s POWER now, read from their real combat rating rather than the placeholder the profile card used to invent from their level.
- v6.23.89 · August 31, 2026INSPECTING SOMEONE NOW READS THEIR COMPANION TOO. Every tile on the gear doll opened a detail panel when you tapped it — except the companion, which did nothing at all, making the one piece of worn power with no other screen to check it on the one you could not scout. Tapping a pet while inspecting now shows its rarity, level and stat bonus below the doll, exactly like a piece of gear.
- v6.23.89 · August 31, 2026AUTO-SALVAGE CAN FINALLY CLEAN THE BAG YOU ALREADY HAVE. It only ever filtered NEW drops — anything already sitting in your bag stayed there forever, however aggressive your threshold. So bags that filled during the keep-list mistake stayed jammed at the 1,000 cap and salvage looked broken while it was working perfectly on incoming loot. The salvage settings now tell you how many items already in your bag match your filter, with a button to clear them in one tap. Godforged, socketed, special-affix, equipped and locked gear are never touched, and the server re-checks every protection before anything is removed.
- v6.23.89 · August 31, 2026REINFORCING THE CHAMPION IS VISIBLE AT LAST. If your clan holds the crown you heal the realm bar instead of damaging it — which meant you scored zero on a board ranked purely by damage and could never appear on it, however much you restored. Reinforcers now have their own green leaderboard beside the red attackers, damage reads red, and the strike button turns green and says Reinforcing when that is what it actually does. The two sides push the same bar in opposite directions and the screen finally says so.
- v6.23.89 · August 31, 2026A SPENT CACHE CHARGE NO LONGER SHOWS AS AVAILABLE. Fast Rewards and dungeon runs could advertise one more than you actually had: the bonus keys and charges from the Wanderer’s Cache were counted once when the game loaded and never went down as you spent them, so the button stayed lit and then refused the tap. Both counters now come straight from the server every time you use one, so what the button says is what you have.
- v6.23.89 · August 31, 2026THE EVENTS FEED IS NOT AN AVATAR FEED ANYMORE. Every Mythic drop was being posted to the realm as though you had unlocked an avatar — wrong wording, and at endgame Mythics drop constantly, so a single autobattling character could bury the feed. Mythic finds and your first drop now keep their full on-screen celebration but stay yours; only Godforged items, set pieces and real avatar unlocks are announced to the realm. The 149 mis-posted entries have been cleared out.
- v6.23.89 · August 31, 2026THE SUPPORTER SCREEN HAS REAL ART INSTEAD OF EMOJI. The Free tier, the Wanderer’s Cache and Character Slots were the last three cards still using a stock emoji where the paid tiers had painted emblems. Free now carries its own crossed-iron sigil, the Cache is painted as the lantern-lit travelling chest it actually is, and Character Slots shows all six class medallions in a ring.
- v6.23.89 · August 31, 2026THE WANDERER’S CACHE IS NOW BUYABLE ON ANDROID TOO. It was web-only — Google requires anything sold inside an Android app to go through Google Play, so rather than show a button that could not work, the app hid the Cache entirely. It now sells through the Play purchase sheet like VIP, the season pass and character slots already do, at the same $2.99. From here on, anything we sell ships on both platforms at the same time.
- v6.23.89 · August 31, 2026THE WANDERER’S CACHE NOW HANDS OVER ALL OF ITSELF — AND YOU CAN FIND IT. Buyers got the cosmetics but could never spend the 5 dungeon keys or 3 Fast Reward charges: the server held them correctly, but the game’s own counters only knew your subscription tier, so at your normal daily limit the buttons simply greyed out and the extras sat there unreachable. Your caps now include them — every unspent key and charge from a past purchase is still yours and usable today. The Cache also lived only in the Supporter tab, which is a billing screen, not a shop; the Store now points to it directly.
- v6.23.89 · August 31, 2026AUTO-SALVAGE TREASURE KEEPS, TUNED WITH REAL DATA. The always-keep list shipped too wide: class-affinity and 3-socket rolls turned out to be MOST of the endgame loot stream, so kept items could never drain, flooded bags to the 1,000 cap, and made salvage look broken — mythics that refused to leave and walls of identical drops. The keep list is now what it should have been: Godforged, gear with gems actually socketed in it, special-affix pieces (Vampiric, Thundering and kin), and anything you LOCK. Lock the affinity and socket rolls you treasure — locks are absolute — and let the filter eat the rest. Bags stuck over the cap drain automatically the next time you play.
- v6.23.89 · August 31, 2026IF YOUR BAG BLEW PAST 1,000 TODAY, THAT WAS US, NOT YOU. While the wide keep list was live, idle farming kept items faster than anything could drain them, and bags ran hundreds over the cap while away. With the keep list fixed your filter and the cap trimmer take it from here — nothing you locked or equipped was ever at risk.
- v6.23.35 · August 28, 2026YOUR CHARACTER SCREEN IS NOW THE FULL SHOWCASE. The doll finally wears everything you’ve earned: your profile banner sets the backdrop behind the portrait, your aura breathes around the art, and your name — painted in your equipped nameplate — stands beneath it with your styled title. Chat rows are small; THIS is where your identity gets seen at full size. Yours first, and everyone who inspects you sees the same stage.
- v6.23.35 · August 28, 2026FIGHTING FOR THE CHAMPION FINALLY SHOWS UP ON THE BOARD. If your clan holds the crown, every invasion strike RESTORES the realm bar instead of damaging it — so your damage is zero on purpose. The panel was still leading with a red "YOUR DAMAGE 0" and printing that same 0 next to your name, which made a weekend of reinforcing look like you had done nothing at all. You now see what you actually restored, in green, on your card and on the board — and it survives a reload instead of living in a log that clears.
- v6.23.35 · August 28, 2026THE CODEX PERCENTAGE NOW INCLUDES THE BESTIARY. It was being tracked but left out of the headline number, so the Codex was claiming a completion it no longer measured. Fair warning: this is a real drop for everyone — the Bestiary roughly doubles what there is to complete, so a Codex that read 100% now reads about 48%. Nothing was taken away from you; the goalposts just became honest.
- v6.23.35 · August 28, 2026THE BESTIARY NOW COUNTS YOUR AUTOBATTLE KILLS — AND THIS TIME THEY STICK. It was only tallying manual kills and kills settled while you were away, and the first fix counted live autobattle on screen but the server’s own save quietly overwrote the tally on every settle, so it kept resetting. The count is now recorded server-side in the settle itself — area farming and Eternal waves both — so it survives reloads and device swaps. Every kill counts now, and your area headers show the real area art instead of an icon.
- v6.23.35 · August 28, 2026NAMEPLATES AND TITLE STYLES LOOK RIGHT THE MOMENT YOU EQUIP THEM. A plate could paint a solid color bar where your name belongs — and the last fix only covered part of it, so the bar could still show up right after you equipped one and then correct itself on the next reload. Your name and title are now redrawn cleanly the instant you change them, no refresh needed.
- v6.23.35 · August 28, 2026THE CHARACTER SHEET IS TIDIER, AND INSPECTING SOMEONE NOW SHOWS THEIR ACTUAL GEAR. Loadouts had drifted into two places with the gear doll wedged between them — they are one block again, under your gear where they belong. Affix procs and set bonuses fold into a DETAILS section, so the sheet opens on what you came for. And tapping a player anywhere — chat, leaderboard, clan roster — now shows their gear on a real doll you can tap through, instead of a line of text telling you to go press Compare. You are seeing the loadout that fights in PvP, which is the one worth scouting. The profile card itself was locked to a phone width on every screen — it now widens on a desktop, so gear names stop being cut off mid-word. And the duplicated numbers are gone: PvP wins, kills and boss kills already appear in the head-to-head above, and the PvP rank card just restated the trophy count sitting two rows above it.
- v6.23.35 · August 28, 2026THE QUEST BADGE STOPS CRYING WOLF. Leveling up mid-day rescales quest goals upward — and a quest stamped complete under the OLD goal kept badging the Codex as claimable while the page honestly said 0 READY. Every counter now re-checks against your current scaled goal, so a badge means a claim, every time.
- v6.23.35 · August 28, 2026THE CLAN BROWSER TELLS THE TRUTH ABOUT ROOM. A clan with a ranked Barracks holds more than ten — but the browse list still said 12/10, which read as a bug (or a full house) to anyone shopping for a clan. The list now shows each clan’s REAL capacity, Barracks and all.
- v6.23.35 · August 28, 2026DROPS FINALLY FEEL LIKE DROPS. An Epic or Legendary landing mid-fight now announces itself — a rarity-colored beam banner sweeps in and fades without ever interrupting your battle. And a MYTHIC drop earns the full forged reveal: godrays, the ring, the name in its color. Same drop rates as always — the loot just learned to take a bow.
- v6.23.35 · August 28, 2026GATHERING CLAIMS — SEND YOUR PETS FOR EXACTLY WHAT YOU NEED. A fourth expedition joins the trail: the 8-hour Gathering Claim returns a concentrated haul of ONE material you choose from your unlocked areas — no more praying the forage gods drop the Void Crystals your forge is starving for. Economy pets boost the haul, and your pick is remembered for next time.
- v6.23.35 · August 28, 2026THE BLOODLINE — YOUR BENCH FIGHTS ON. Every character you’ve raised past level 10 now sends a daily gold tribute to whichever champion you’re playing — collect it in Rewards. The more of your roster you’ve built, the richer the bloodline. Alts are family now, not parallel universes.
- v6.23.35 · August 28, 2026THE BESTIARY OPENS — EVERY KILL NOW COUNTS SOMEWHERE. The Codex’s Collection gains a Bestiary: every catalog monster you fell is tallied forever, with mastery stars at 25, 250 and 2,500 kills — per beast, per area, and a realm-wide star count at the top. Autobattle and manual kills both feed it from today onward. Completionists: the stars are watching.
- v6.23.19 · August 27, 2026THE REALM MILESTONE — ONE WORLD, ONE COUNTER, EVERYONE PAID. Every week the whole realm shares a single kill goal — every blade in the world feeds one bar (find it in Rewards). When the realm stands, everyone who fought that week claims a gold share priced to their level. Only a game where every player truly shares one world can run a counter like this — and this is that game.
- v6.23.19 · August 27, 2026NEW ADVENTURERS EARN THE REALM ONE GATE AT A TIME. Fresh characters now discover the deeper systems as they grow — Companions reveal at level 8 and the Eternal at 12, joining the existing ladder (clans 3, dungeons 5, world bosses 10, PvP 15). Every locked door shows its level, so tomorrow always has something opening. Veterans see everything, exactly as before.
- v6.23.19 · August 27, 2026COMING HOME FEELS LIKE TREASURE NOW. The welcome-back recap grew into a moment: a burst of gold light, THE REALM FOUGHT ON, and your haul counting up in front of you — gold, XP, kills, materials, gear and gems tallying like a chest being poured out, with each reward card sweeping in. Same honest numbers as before; they just arrive like they were fought for.
- v6.23.19 · August 27, 2026THE WEEKEND CROWN NOW ROTATES — AND FALLING PAYS. Champion weekends used to feature the all-time deepest clan forever; now the crown goes to the week’s FIERCEST CLIMB — the clan that gained the most waves — with a one-weekend cooldown so back-to-back winners pass the spotlight to the runner-up. Any clan that out-pushes the realm this week becomes next weekend’s boss. And the featured clan is never zeroed: standing all weekend still pays the full 2,000-shard defend stake, while falling to the realm’s assault now pays a 500-shard honor share.
- v6.23.19 · August 27, 2026THE CLAN CLIMB REMEMBERS — NO MORE WEEKLY REGRIND. The Clan Eternal used to restart at wave 1 every week, and once your clan’s best outgrew what a week of pushes could re-climb, new records — and every clan shard that comes with them — drifted out of reach forever. Now each week resumes at your clan’s proven frontier (capped at what your current roster can actually fight, so a prestige-weakened clan lands at its real fighting line, not a locked gate). Every push is frontier work again. Shard rules are unchanged — only NEW depths ever paid, and only new depths still do.
- v6.23.19 · August 27, 2026CLAN DUNGEON + PVP SEASON CLAIMS SPEAK UP TOO. The same second-device honesty that world-boss claims got: if another device holds your session, these claims now SAY so (tap RESUME, rewards safe) instead of silently doing nothing and leaving you wondering where your loot went.
- v6.23.13 · August 26, 2026THE STEAM EXPEDITION IS UNDERWAY. Groundwork for the Steam desktop release landed: the desktop build boots straight into the realm, knows itself, and keeps its store shelves bare until Steam-wallet support ships (Valve’s rules — the web and Android games are untouched). One account, one world, soon one more platform.
- v6.23.13 · August 26, 2026PLAY INSTANTLY — THE REALM NO LONGER ASKS FOR AN EMAIL FIRST. New adventurers can now jump straight into combat as a GUEST: one tap on Play Instantly forges a character with no email, no password, no form. Your progress saves like any account, and when the realm has its hooks in you, Settings → Claim Account attaches your email so the legend is yours forever — same character, everything carries. Sharing the game just got a whole lot easier.
- v6.23.13 · August 26, 2026“CLAIM FAILED” NOW TELLS YOU WHY. Claiming world-boss rewards on a second device — phone in hand while your desktop tab still holds the session — was refused correctly (so credits can’t be eaten by the other device’s autosave) but reported as a bare CLAIM FAILED. It now says what’s true: another device holds your adventure, your rewards are safe, tap RESUME and claim.
- v6.23.13 · August 26, 2026THE VERDANT KEEP LOST ITS WHITE STRIPE — AND EACH DOLL KEEPS ITS OWN SHOP. Three look portraits carried leftover matte strips from the painter (a white band down The Verdant Keep’s right edge, bars under Frosthold’s glacier and Leviathan’s Rest) — all cropped clean. And the CHAMPION FORMS shelf was folded into the stats panel, which shows under both doll views — so the CASTLE screen offered warrior shopping. It now sits directly under the doll like CITADEL LOOKS: castle view shows castle looks, champion view shows champion forms, never crossed.
- v6.23.13 · August 26, 2026CITADEL LOOK PREVIEWS ACTUALLY PAINT NOW. Previewing a look asked for art by the wrong name, and the miss then blanked the whole castle portrait — an empty gold frame. The path is fixed, a failed look now falls back to your stage art instead of hiding it, and the shelf header says what’s true: previews are free at any stage — only WEARING a look waits for CITADEL.
- v6.23.13 · August 26, 2026THE CASTLE BREATHES ON A PHONE AGAIN. The citadel-look picker was squeezed into the doll’s narrow center column — fourteen buttons wrapping into a ragged tower on mobile — and the champion panel always spilled every form button. Both cosmetic racks now fold into slim full-width shelves ( CITADEL LOOKS · CHAMPION FORMS) that open only when you’re shopping, showing how many you own at a glance. Preview-then-claim works exactly as before once a shelf is open.
- v6.23.13 · August 26, 2026THE CLIMB IS ONE FIGHT NOW — CHAMPION VS WAVE, TWO HEALTH BARS. The duel reads like the Eternal you fight solo: your champion carries its own health bar under its portrait, the wave stands as ONE boss with its vitality pool under its art, and the filler lines (“the horde thickens”, “12 fighters as one”) are gone. The battle log speaks the same language — the WAVE strikes back, the WAVE breaks — instead of raining thirty “Voidspawn falls” lines per assault.
- v6.23.13 · August 26, 2026THE CLIMB’S NUMBERS FINALLY MEAN SOMETHING. The mystery bar under the duel — which was quietly tracking a wall the game deliberately hides — is now your CHAMPION’S HEALTH after the last assault, colored by how dire it is. Your champion’s side shows its strike power and full stat line, the horde’s side shows how hard it hits back (straight from the last fight), the “returns at wave X” note now sits on the champion it describes, and the battle log’s champion HP percentages glow green, amber or red as the fight turns.
- v6.23.13 · August 26, 2026THE APP STOPS RESTARTING UNDER YOU ON BUSY RELEASE DAYS. Automatic updates now fire at most once every three hours — the update banner still offers every new version instantly, but the app will not reload itself over and over on a day we ship a lot (like today). And the “character updated elsewhere” warning no longer cries wolf while server-side auto-battle is running — the server writing your settles every few minutes is the system working, not another device. If you recently prestiged: gear above your new level re-unlocks piece by piece as you level back up — that part is by design, and Swift Return makes the climb quick.
- v6.23.13 · August 26, 2026SOCKETING AND REFORGING YOUR EQUIPPED GEAR ACTUALLY STICKS NOW. Adding a socket — or a Reforge to Level — on a piece you were WEARING looked like it worked, then came back “reverted by server”: the change was announced to the server through a bag comparison that cannot see worn gear, so the server was told nothing and refused. Both crafts now declare the exact swap. Bag items were never affected.
- v6.23.13 · August 26, 2026THE CLAN LADDER RUNS TO 40 NOW — AND ADDING SOCKETS STOPPED BEING A SCAVENGER HUNT. Eleven new clan perks carry levels 21 through 40, all PvE: expedition yield, speed and materials, companion XP, gold, Boss Essence, combat material find, an extra daily Fast Reward, two extra clan dungeon strikes, and at level 40 a clan-exclusive AURA for every member. And for the crafters: your character sheet’s equipped-item view now has an Add-a-Socket button that opens the Forge with that exact item already loaded — and the Forge’s own target list puts your EQUIPPED gear first, sorted by rarity, instead of burying it under three hundred bag rows.
- v6.23.13 · August 26, 2026CITADEL LOOKS — SIX FACES FOR A FINISHED FORTRESS. A castle that reaches CITADEL can now wear an alternate portrait the whole realm sees. Three sell for clan shards — the volcanic Obsidian Spire, the drowned Coral Bastion, the radiant Sunforged Keep — and three must be EARNED: Warforged Bastion for ten clan war wins, Stormcrown for a 25,000-wave clan Eternal record, and The Eternal Throne for building every wing to its limit. Tap any look to preview it on your fortress first — nothing is spent until you press Claim — and challenge looks show your clan’s live progress toward them. And the looks are not all one crag: SIX MORE arrived on wholly different sites — Skyhold on its chained floating island, The Verdant Keep grown from a living tree, Frosthold carved into a glacier, The Sunken Crown built into a fallen desert colossus — plus Dreadgate for twenty-five war wins and Leviathan’s Rest, raised in a sea titan’s ribcage, for reaching clan level 20.
- v6.22.99 · August 26, 2026THE CASTLE OPENS ON YOUR CHAMPION’S NUMBERS. The stat grid — ATK, HP, DEF, SPD, accuracy, evade, your share of the wall, and the champion’s forms — now shows the moment you enter the castle instead of hiding until you tapped the portrait. Tap the portrait to fold it away.
- v6.22.99 · August 26, 2026CHAMPION FORMS PREVIEW BEFORE THEY COST YOU. Tapping an unowned champion form used to buy it on the spot — clan shards gone for a look. Now a tap PREVIEWS: the champion above wears the form, a bar names the price, and only its Claim button spends shards. Forms you already own still switch instantly.
- v6.22.99 · August 26, 2026SOCKET GEMS RIGHT ON YOUR CHARACTER SHEET. Finding the right piece in a deep bag just to socket a gem was a hunt (player report — thank you). Now tap any EMPTY socket on an equipped item, right on the character sheet, and a gem picker opens — the gem sockets in place and the gear never leaves your body. Filled sockets still tap to unsocket, and the gem card in your bag still offers your equipped pieces first.
- v6.22.99 · August 26, 2026THE CLAN DUNGEON IS A DUEL TOO — AND SHOWING UP NOW EARNS THE PASS AVATAR. The dungeon board matches the climb: YOUR portrait — avatar, frame, aura, nameplate — squares off against the wounded boss, strikes-left under you, tier and wounds under it, one HP bar beneath both. And daily login pass XP doubles to 50: log in every day of a month and the tier-15 season avatar is yours from presence alone — the nameplate and frame above it still take real play.
- v6.22.99 · August 26, 2026EVERY EVENT IS NOW A SHOWCASE, AND THE CODEX FINALLY KEEPS ITS PROMISE. Tap any card on the events calendar and it opens: a pass month shows its actual exclusives — your class’s avatar, your name in the season plate, the frame around your own portrait — an event shows its boss, boosts and loot, and a season explains the ladder and graduation. The two duplicate Season 1 cards with different countdowns are now one card with the real end date. And the Codex Collection — whose own footer has promised cosmetics all along — gains the COSMETIC WARDROBE: all seven kinds, every item with a live preview, its unlock path and your owned state, from feat titles to Eternal auras to season plates.
- v6.22.99 · August 26, 2026THE CLAN CLIMB IS A DUEL NOW. Your clan’s champion — the one your castle raised, wearing its chosen skin — stands face to face with the horde: champion on the left, the wave’s foe on the right, VS between, with the clan’s combined vitality under one and the horde’s numbers under the other. The contributor board folds to one line (leader + your own waves) until tapped, and the clan ladder is a single link to the full Rankings board. The castle’s wing tiles are taller and roomier so name, rank and price stop crowding, and the little view toggle says Champion / Keep instead of repeating the room switcher’s icons. And pet expeditions now remember the trip you last launched — claiming a Deep Roam no longer resets the picker to the 4-hour trail.
- v6.22.99 · August 26, 2026SEASON INHERITANCE NOW CARRIES EVERYTHING YOUR CHAMPION HELD. Retiring a graduated season champion into an existing character passed on gear and gold — but their crafting materials, potions, scrolls and Boss Essence quietly stayed behind, stranded forever. Inherit now moves all of it: materials merge into your stores, potion and scroll stacks combine with yours, and essence adds to your pool — in the same single transaction as the gear. In place before Season 1 ends on September 3rd. (Restoring a champion into a free slot always carried everything — that path is unchanged.)
- v6.22.99 · August 26, 2026EVERY SEASON PASS AVATAR NOW COMES IN YOUR CLASS. The monthly pass exclusive — the tier-15 avatar — was one painting that suited one class out of six. Every pass month, July 2026 through the anniversary season, is now painted in all six classes — seventy-eight new portraits — and yours always shows your class: an Ashborne warrior is charred plate and embers, an Ashborne necromancer is ash-wreathed soulfire. Already-claimed pass avatars switch automatically, and Vault reclaims come class-matched too.
- v6.22.99 · August 26, 2026YOUR OWN COSMETICS FINALLY SHOW ON YOUR OWN SCREEN. The top bar drew a plain name, a plain title chip and a portrait with no aura — so the plate, style and aura you just equipped were visible to everyone except you. The header now paints your nameplate, wears your title style and rings your portrait with your aura. The character sheet also folds LOADOUTS and STATS behind the same tap-to-open headers DETAILS already uses, so the sheet opens straight onto your gear — and yes, the Compare screen already lists full raw totals for both fighters, taken from the PvP loadout that actually defends.
- v6.22.88 · August 26, 2026MILESTONE AVATARS NOW MATCH YOUR CLASS. A warrior who conquers wave 10,000 should not be handed a mage’s portrait. The seven milestone avatars — all five Eternal depths and the Level 500 and 1,000 summits — are now painted in six versions each, and every screen shows the one for YOUR class: a warrior’s Void Monarch is an armored colossus, a necromancer’s is crowned in soulfire. Forty-two new paintings, one per class per milestone — already earned ones switch automatically. Monster art that had slipped back to emoji in the deepest zones has also been restored.
- v6.22.88 · August 26, 2026THE ENDGAME LADDERS GO PAST YOU AGAIN. The realm outgrew its own feats: players over Level 1000 with the last level feat at 150, two-million-kill slayers past a 100,000-kill ladder, wave 10,000 Eternal climbers with eternal cosmetics ending at 2,500. Twenty-two new feats extend every ended ladder — Slayer to 5,000,000 kills, Boss Hunter to 25,000 bosses, Leveling to 1,500, Dungeons to 5,000 clears, Wealth into the quintillions and a fifth Resilience rung — carrying fifteen new titles plus four newly painted avatars (Highborne at 500, The Thousandth at 1,000, and two for the deep Eternal), nameplates, auras, banners and title styles at the summits. The Eternal ladder gains rungs at waves 5,000, 10,000 and 25,000. And COMPANIONS finally get their own feat ladder: five tiers from 5 to all 70, with Beastlord and Keeper of the Ark waiting at the top. Also fixed: the Godslayer nameplate pointed at a feat that never existed and could not be earned — it now belongs to Godsbane (5,000 bosses) — and gold feats were demanding 1,000× the intended amount on the client side.
- v6.22.88 · August 26, 2026COSMETIC PURCHASES NOW STICK — AND A REFUND IS COMING. Buying a nameplate, style, aura or banner charged your gold instantly but handed you the unlock through the ordinary autosave — which stands down while auto-battle runs. Buy during a quick shop visit, refresh, and the gold was gone while the unlock was not. Purchases (and Vault reclaims) are now a single server-side transaction — price, payment, unlock and auto-equip land together — and equipping any cosmetic saves immediately. Gold burned on vanished purchases is being restored.
- v6.22.88 · August 26, 2026THE QUEST COUNTERS AGREE NOW. The Quests page could say 7 READY while the Rewards tray said 3 — the tray only counted repeatable dailies, so finished STORY quests waited invisibly with no card and no badge anywhere. Every surface now counts the same thing: everything completed and unclaimed, story quests included, and the card is simply called Quests.
- v6.22.88 · August 26, 2026THE HELP AND THE WIKI CAUGHT UP WITH THE REALM. The in-game Help gains a guide to all seven cosmetic kinds and the Battle Pass entry now explains the season exclusives and the Vault. The public wiki at shadowrealmsrpg.com/wiki gains full sections on Seasons & the Battle Pass, Cosmetics & Identity, and the clan castle era — the Champion, the shared climb, invasions and sieges — and the PvP ladder now correctly runs through Legend to Immortal.
- v6.22.88 · August 26, 2026YOUR NEW COSMETICS SHOW THEMSELVES PROPERLY. The four new cosmetic kinds — nameplates, title styles, auras and banners — were being previewed as tiny squares and emoji: style chips spilled out of their tiles, nameplates truncated to three letters, and banner swatches read as plain black. Every row now gets a wide live preview, and tapping one opens the REAL thing — your name in the plate’s gradient, your title in the style, your portrait wearing the aura, and a miniature of your profile header wearing the banner.
- v6.22.88 · August 26, 2026SEASON PASS COSMETICS NOW REACH EVERY CHARACTER. The pass is account-wide, but its avatar, frame and nameplate were only handed to the character that pressed CLAIM — and the new nameplates were not handed out at all if you had cleared tier 20 before they existed. Every character on your account now receives the current season’s earned cosmetics automatically.
- v6.22.88 · August 26, 2026PROFILE BANNERS — YOUR PROFILE, YOUR COLOURS. The header of your profile — the screen other players open to look at you — was the same flat gradient for everybody. Seven banners paint it now: Emberfall, Frostreach, Wildgrowth and Voidscape from the gold shop, plus Reborn, The Deep and Coronation earned from prestige, wave 2500 and PvP Immortal. Cosmetics › Banners.
- v6.22.88 · August 26, 2026PORTRAIT AURAS — LIGHT AROUND YOUR FACE. Six auras ring your portrait wherever it appears: in chat, on the leaderboard, in your clan roster, on your profile. An aura sits BEHIND your frame rather than replacing it, so the two are worn together — Emberwake, Frostveil and Voidwreath from the gold shop, and Radiance, Eternity and Immortality earned from prestige, wave 2500 and PvP Immortal.
- v6.22.88 · August 26, 2026THE ONLINE LIST OPENS PROFILES. The names in the Online Now rail sat right beside clickable event rows, looked exactly like them, and did nothing. Tap one and you go straight to that player — gear doll and all.
- v6.22.88 · August 26, 2026TITLE STYLES — THE TITLES YOU ALREADY OWN, BETTER. Rather than a 54th title, a STYLE reshapes whichever one you are wearing: Gilded, Engraved, Voidbound, Radiant, Shimmering, Laurelled. A style keeps that title’s own colour, so the same style looks different on every title you own — Godslayer stays red, Pass Pioneer stays green. Three are earned (prestige once, wave 2500, PvP Immortal) and three sit in the gold shop. Cosmetics › Styles, and the preview shows the style on YOUR title.
- v6.22.88 · August 26, 2026NAMEPLATES — YOUR NAME, IN COLOUR. A new kind of cosmetic, and the most visible one in the game: your name is painted with a living gradient wherever anyone sees you — in chat, on the leaderboard, in your clan roster and on your profile. Twenty to collect. Four are EARNED and cannot be bought: prestige once for Reborn, reach wave 2500 for Eternal, take the Godslayer feat, or hit Immortal in a PvP season — and if you already did any of those, yours is waiting the moment you open Cosmetics. Three sit in the gold shop. The other thirteen are Season Pass exclusives, one per month, gone with the month. Equip them under Cosmetics › Plates.
- v6.22.88 · August 26, 2026THE SEASON PASS NOW PAYS A NAMEPLATE AT TIER 20, on the free track. Each month's plate is drawn in that month's colours — Ashborne burns ember, Frostbind runs ice — and once the month turns it never returns.
- v6.22.88 · August 26, 2026THE SEASON PASS SHOWS YOU WHAT YOU ARE PLAYING FOR. Each month's avatar and frame are exclusive to that month and never come back — and the pass described them in words, with a picture-frame emoji standing in for artwork that was already drawn and sitting on your device. They are now SHOWN: a Season Exclusives panel at the top of the pass displays this month's avatar, this month's frame drawn around your own portrait exactly as it will look equipped, and the tier-30 title, each with how far you have left to go. The tier cards show the artwork too.
- v6.22.88 · August 26, 2026THE PASS NOW TELLS YOU WHEN IT ENDS. Tiers you have earned but never pressed CLAIM on are lost the moment the month turns — including the exclusive avatar and frame, which do not return in any later season. Nothing on the screen ever said so. The pass now carries a countdown, and in the final five days it names exactly what you are about to lose.
- v6.22.52 · August 23, 2026CLAN QUESTS PUT THE CLAIMABLE ONES BACK ON TOP. A finished clan quest waiting on its reward was being listed BELOW every quest still in progress — claimed ones fell to the bottom correctly, so the list looked almost right while hiding the only rows you could act on. Ready to claim now sorts first, matching the player quest list.
- v6.22.52 · August 23, 2026THE REFERRAL REWARD THAT COULD NEVER BE CLAIMED. If you joined using a friend's code, your rewards list kept offering a referral reward that had nothing behind it — the welcome gold is paid the instant you enter the code, so there was never anything to press. Only players who USED a code ever saw it; the friend who invited them was unaffected. The phantom is gone.
- v6.22.52 · August 23, 2026PRESTIGE WORLD BOSS STRIKES WERE BEING WITHHELD. If you own Boss Breaker in the prestige tree, its extra strikes never showed on the World Boss screen — the counter read your subscription total only, so a Legend with rank 1 saw 25 instead of 27 and was refused the last two by the app itself, even though the server would have allowed them. The counter now comes from the server, so it matches the Rewards list and includes every bonus you own.
- v6.22.52 · August 23, 2026THE DEAD ATTACK BUTTON ON A FRESH BOSS FIGHT. Travelling to a new area and starting a Boss Fight straight away could leave you unable to attack. Stopping auto-battle is a server round-trip, so a status check already in flight could answer "still running"a moment later and switch auto-battle back on while you were standing in front of the boss — and the attack button is disabled whenever auto-battle is on. A resume can no longer land on top of a fight in progress.
- v6.22.52 · August 23, 2026THE BREEDING CHART REMEMBERS. Breeding consumes both parents, and the chart was reading who you currently HOLD — so the moment you used a recipe it hid itself again, and the pairing you had just proved went back to question marks. It now reveals anything you have ever owned, and owning a companion reveals the pair that makes it, because you cannot be holding one without having bred it. No more trips to the Codex to re-learn your own discoveries.
- v6.22.52 · August 23, 2026BLUEPRINT TIERS YOU EARNED ARE NO LONGER PADLOCKED. The rarity picker read a stored value that only ever moved when you killed an area boss for the first time — so if your areas opened any other way, the tier stayed behind and Mythic sat locked even with area 9 cleared. It now reads your actual unlocked areas, the same rule the crafting itself uses, and honours the tier prestige banks for you. Nothing you had can go backwards.
- v6.22.52 · August 23, 2026YOUR SIEGE COUNT TELLS THE TRUTH. "Siege the Champion"showed "0/2 today"after every reload no matter how many you had already used, so the button invited you to strike and the server turned you away — which looked like the limit was shared across your characters. It never was: each character has its own 2 per day. The counter is now read from the server, so it survives a reload and a character switch.
- v6.22.52 · August 23, 2026THE DUNGEON RUN HEADER SITS STRAIGHT. The dungeon's name is now centred against the whole header instead of the space left over beside the Abandon button — it had always been pushed right by half a button — and the decorative glyph in front of it is gone, on every dungeon.
- v6.22.52 · August 23, 2026THE SPOTLIGHT MOVED ONTO THE DUNGEON ITSELF. The separate banner is gone — this week's featured dungeon now wears the spotlight on its own card: a violet frame, the exact gold, mastery and set-drop increases, and the twist you pay for them. One place to look instead of two, and a screenful less to scroll past before you reach the dungeon list.
- v6.22.52 · August 23, 2026THE CLAN CLIMB NOW KILLS YOU. Your clan’s Eternal no longer shows a wall and a percentage — because half the thrill of the Eternal has always been NOT knowing your ceiling, feeling the champion start to bleed, and deciding whether to push anyway. Pushes now run until your champion FALLS. Deep below your limit it barely notices; near it, you watch the HP crater inside a single wave; past it, the horde takes your champion at the gate and the push pays nothing. Past your clan’s record you are in UNCHARTED DEPTHS. Your actual limit has NOT moved — the fall is derived from the very same wall maths that used to be printed on the screen, measured within 0.2% on every clan alive, and pushes still advance at the same rate. Only the way you learn where the edge is has changed. Shards, records and the weekly watermark are untouched: a gain is a gain, however the push ends.
- v6.22.52 · August 23, 2026TWO GEAR BUGS FOUND BY THE ENGINE’S OWN SAFETY CHECKS. Low item-level gear carrying a percentage affix could be refused by the server after a save-and-reload — the item was legal when it dropped, but reloading it re-attached an obsolete marker that made it look like an impossible roll, so the next action on it bounced back as “reverted”. And if your ACTIVE loadout was an empty one, the game and the server disagreed about what you were wearing: the server already knew to fall back to your fullest loadout rather than field you naked, and now the app does too, so your displayed power matches what actually fights.
- v6.22.52 · August 23, 2026YOUR COMPANION HAS A SLOT ON THE SHEET. The character doll gains a pet square above your portrait, in line with the Helmet and Amulet — showing who's fighting beside you and their level, or an empty paw print if nobody is. Tap it to go straight to Companions. Pets were the only worn power with no square on the doll, which is part of why most pet owners were walking around with none equipped.
- v6.22.52 · August 23, 2026YOUR SPLIT ELIXIR STACKS MERGE. Buff scrolls and elixirs bought in different eras sat as dozens of separate ×100/×999/×9999 rows that refused to combine (a long-fixed shop bug left its shreds behind, and the server kept faithfully restoring them). The server now merges identical stacks into one row — first time you act after this update, your bag consolidates itself. Every quantity is preserved to the last elixir; loose gem stacks of the same tier merge too.
- v6.22.52 · August 23, 2026THE CASTLE VIEW BREATHES: the wide header scene is retired (it was a cropped duplicate of the fortress portrait — and that space may one day sell castle LOOKS instead), the little corner crest is gone from both cards (the banner-frame IS your heraldry), the champion's title engraves cleanly below the art instead of fighting it, and relic and station names get a second line instead of being cut off mid-word.
- v6.22.52 · August 23, 2026THE WEEKLY MUTATOR IS REBORN AS THE SPOTLIGHT. Each week one dungeon takes the stage: this week it pays +25% GOLD, 2× MASTERY, and +50% SET DROPS on every clear — and the week's twist applies to every run of it as the price. No more separate scored mode, no attempts, no clear-time leaderboard: you just RUN the featured dungeon, with your normal keys and full normal loot. The “Mutator Ace” title becomes a legacy honor for those who earned it under the old rules.
- v6.22.52 · August 23, 2026THE CLAN CLIMB TELLS ONE STORY NOW: the foe lives inside the main climb box (image, level, real per-foe HP straight from your last fight — each wave is an endless HORDE of foes, not one boss, which is why the old “horde strength” number never matched the log). One-shot kills read as OVERKILL multipliers, and double strikes are labeled for what they are — speed, not crits (your champion's crits are already folded into every swing).
- v6.22.52 · August 23, 2026THE PUSH MATH SHOWS ITS WORK: the strike readout now counts the foes slain and how many make a rank (“625 foes slain · each wave a rank of ~3.7”) — so +167 waves is arithmetic you can see, and the wall is where the ranks outgrow your kill rate.
- v6.22.52 · August 23, 2026PLAYER PROFILES back out easily — tap anywhere outside the card to close, same as every other dialog.
- v6.22.52 · August 23, 2026SUBCLASS AWAKENING now says when your next tier unlocks (“next at Lv 400”) — and clarifies it counts your CURRENT level: prestige resets the climb, but every tier you already bought keeps working.
- v6.22.52 · August 23, 2026THE REWARDS TRAY READS AT A GLANCE: claims and today's tasks sit side by side, and every card IS its own button — tap the thing, go to the thing. No more separate Claim/Go buttons or scrolling one long stack.
- v6.22.52 · August 23, 2026THE CHAMPION STOOD. The realm tore 90% off The Champion of Wisconsin Gamers this weekend — eleven fighters, 32.7B damage — and the Warbringer did not fall. The defending clan claims the 2,000-shard crown. And NEXT weekend the rope goes taut: TUG-OF-WAR is armed — the defending clan's strikes will REINFORCE their champion while the realm tears it down.
- v6.22.50 · August 23, 2026YOUR CASTLE GROWS. Five build stages — Campsite to CITADEL — painted scenes of the same crag rising with your clan's total wing ranks. The header, the fortress portrait, and your public Showcase all fly the stage you've earned, and crossing a threshold raises a full-screen reveal: THE CLAN RISES.
- v6.22.50 · August 23, 2026THE EMPORIUM. The clan store grew from 13 to 25 pieces and moved into its own hall: 12 shard-exclusive crests, banner-frames and titles alongside the gold heraldry — elemental for shards, gilded for gold, battle-worn only ever earned. The champion's wardrobe grew to TWELVE forms, Worldbreaker at its summit.
- v6.22.50 · August 23, 2026SEVEN CASTLE STATIONS. Wavecaller, Warden, Quartermaster, Siegemaster, Herald, Shrinekeeper, Drillmaster — a title for most of the roster, every one carrying a real wired effect.
- v6.22.50 · August 23, 2026CHAMPION WEEKEND. The reigning eternal champions stood as the weekend's invasion boss in the form their clan bought, flying their own crest — and if the realm fails to fell them, the defending clan earns 2,000 shards. Next time, TUG-OF-WAR: defenders REINFORCE their champion instead of striking it.
- v6.22.50 · August 23, 2026ONE ETERNAL BOARD, AND ROOM TO BREATHE. Rankings de-cluttered onto scrolling rails, the eternal leaderboard unified and fixed, the clan Overview opens with a glance row (dailies · castle · wars · shards), claimed dailies collapse to receipts, and buffs ride one row in battle.
- v6.22.50 · August 23, 2026THE ABYSS BLEEDS. The clan dungeon boss now wounds as you hit it — whole above two-thirds, BLOODIED below (a red vignette creeping in, colors draining), BROKEN under a third (grayed, cracked, pulsing) — with a bigger portrait and the card's glow turning red as it falls. And “4 fighting” became names: a strip of who struck today and how many times.
- v6.22.50 · August 23, 2026THE CLAN DUNGEON IS A FIGHT YOU WATCH. Every strike now writes its own lines under the button — your hit, whether it crit, the Abyss answering or STAGGERING, the moment a tier FALLS and the boss reforms at double HP, and your banked share of what just fell (gold, XP, gear, ✨ a Godforged relic when luck lands). No more clicking a button and hoping.
- v6.22.50 · August 23, 2026THE ROAD TO THE NEXT SILHOUETTE is a bar under the fortress now — “6 more ranks to CITADEL” you can watch fill as the clan builds.
- v6.22.50 · August 23, 2026TWO BUILDS, TWO SCREENS. The Warrior and the Castle are no longer the same doll with a swapped picture. The WARRIOR is what you equip — its relic sockets and the seven stations (who powers it, by name) flank the champion, strike power beneath. The CASTLE is what you build — the seven wings flank the fortress, each showing its next rank's shard price right on the cell, no tapping through to find out.
- v6.22.50 · August 23, 2026YOUR BANNER WRAPS YOUR WARRIOR AND YOUR CASTLE. The clan's banner-frame now frames both center cards properly — ornate corners intact, edges fitted to the card — instead of hiding in a corner badge; and the castle portrait is just the castle again, wing seals cleared off the art.
- v6.22.50 · August 23, 2026THE TUTORIALS CAUGHT UP TOO: the Clans walkthrough gains the Castle & build stages, the Champion & the climb, and Shards, Emporium & Stations; the Invasion guide covers Champion Weekends. Set Fusion and Fast Rewards finally have wiki entries — and from now on the BUILD REFUSES to ship a feature whose wiki entry is missing.
- v6.22.50 · August 23, 2026THE WIKI LEARNED CLANS. A whole new 🏰 Clans section in Help — twelve entries covering shards, the castle and its build stages, all seven stations, the champion, the climb, the battle log, the Emporium, wars and sieges, Champion Weekends, and the Showcase. Everything the clan arc added now has a written home.
- v6.22.50 · August 23, 2026THE CHAMPION LEARNED TO CRIT. The pooled clan warrior now prices every member's critical strikes into its might — crit builds finally count toward the clan's swing, exactly as they do in your own fights. Expect your champion's strike power (and the walls it faces) to rise.
- v6.22.50 · August 23, 2026GODFORGE AUDIT: all 53 Godforged relics verified working — every family effect, unique rider and special affix has a live engine behind it. One found lie corrected: the Ring of the Rotwood Pact regenerates 15% of max HP EVERY ROUND (not per kill) — stronger than its old text claimed, especially in boss fights.
- v6.22.50 · August 23, 2026FIXES ALONG THE WAY: Select-All truly selects all · bulk Dusting respects the server's batch size and your loadouts · the Fusion Forge respects locks (protected pieces default to the KEEP) · the pre-Prestige gear list stays dismissed · Emporium art loads everywhere · the champion keeps his head. Thanks Tim.
- v6.22.16 · August 22, 2026The castle doll's center now swaps: ⚔️ shows your CHAMPION, 🏰 shows THE FORTRESS ITSELF — your castle in full portrait with every raised wing flying its emblem across the battlements, your clan's name beneath, and the count of wings raised where MIGHT stands. Your built castle finally has its showcase.
- v6.22.16 · August 22, 2026Two PREMIUM champion forms join the four free ones: the COLOSSUS (8,000 shards) — a living siege-engine with battlements for shoulders — and the DRAGONLORD (12,000 shards) — obsidian scale-armor and wings of flame. Bought with the clan's shards, owned forever, and buying one equips it on the spot.
- v6.22.16 · August 22, 2026Fixed: the War Room wing and the Founder's Keystone shipped with white backgrounds — both regenerated, and the art checker now scans every castle and artifact image so it can never happen again.
- v6.22.14 · August 22, 2026The champion now WEARS your clan. Your equipped banner-frame wraps its portrait, your crest badges its shoulder, your clan title is engraved beneath its name — everything your clan has earned or bought shows on the warrior itself, exactly like your own character screen.
- v6.22.14 · August 22, 2026Four champion forms: Vanguard, Sentinel, Revenant and Warbringer. Officers choose from the champion's sheet — a cosmetic identity for how your clan fights.
- v6.22.14 · August 22, 2026All nine artifacts have real art now, in the sockets and in the vault.
- v6.22.13 · August 22, 2026The castle is now your clan's character screen — literally. THE CHAMPION stands at the center in full portrait, its MIGHT beneath it, with the seven wings arranged around it like equipment slots and the three artifact sockets beneath like weapons. Tap any of them and the detail opens below, exactly like tapping a piece of your own gear.
- v6.22.13 · August 22, 2026Everything moved into the doll: wing ranks and upgrades, station appointments, the Banner's heraldry, the artifact vault — each lives in its slot's detail panel now instead of a long scroll of lists.
- v6.22.13 · August 22, 2026Tap the champion itself for its full six-stat sheet, your share of its wall, and every way to raise it.
- v6.22.12 · August 22, 2026The Battle Log is now the FIGHT. Strike by strike: what your champion hits for, double hits flashing gold, the foe's HP falling, the horde clawing back, the kill. Every number is rolled by the same combat engine that priced the push — nothing staged. The freshest assault shows to the whole clan, with who led it and what it gained.
- v6.22.12 · August 22, 2026New loadout role: CASTLE. Dedicate a kit to your clan's champion — your tankiest set can hold the wall while you wear farming gear. Assign it under Gear → Loadouts like PvP, Auto and Eternal. Unassigned, the champion uses your worn gear as always.
- v6.22.12 · August 22, 2026The champion's sheet in the castle now points to it: pooling your strongest kit is one more way to raise the warrior.
- v6.22.11 · August 22, 2026THE CHAMPION now stands at the front of your castle: all six pooled stats, how many souls forge it, your share of its wall — and exactly what raises each piece. It is the same warrior that climbs your Eternal and defends your wars; this is its sheet.
- v6.22.11 · August 22, 2026The castle finally looks like one: a full castle scene crowns the view — seven wings and towers on the crag, torchlight against the storm.
- v6.22.11 · August 22, 2026The Eternal climb has a BATTLE LOG. Every push lands in the feed by name — who drove the line, how far, how recently — under your champion's strike power. The climb reads like a war being fought, because it is one.
- v6.22.9 · August 22, 2026Clan wars gain a new front: SIEGE THE CHAMPION. From Day 3, strike the enemy clan's pooled champion for war points — their entire roster, their Keep, their Warden and their artifacts stand on the wall against you. Your attack decides your share; a fortified castle genuinely defends its clan's war. Two sieges per member per day.
- v6.22.9 · August 22, 2026The seventh wing: the WAR ROOM. Rank 1 reveals the enemy champion's full stat block before you commit a siege; every rank sharpens your clan's sieges by 2%. Capped small on purpose — the War Room tilts wars, it can never win one alone.
- v6.22.9 · August 22, 2026Every surface now reads the champion from ONE derivation — the eternal climb, the war siege, the castle display. What your clan builds is what defends it, everywhere, with no second formula to drift.
- v6.22.8 · August 22, 2026Clan ARTIFACTS: nine relics, three sockets, one build. Half are pure boons, half are trade-offs — the Horn of the Vanguard quickens the climb but thins the walls; the Gilded Idol fattens dungeon spoils at the cost of defense. Which three your clan sockets IS your clan's identity, and officers can re-socket freely once a relic is in the vault.
- v6.22.8 · August 22, 2026The clan screen is now two rooms: THE CLIMB and THE CASTLE. The climb page is about climbing again — wave, wall, record, contributors, ladder. Everything your clan has built lives in the castle: banner overhead like a character portrait, six wings as its gear, stations as its appointments, artifacts as its equips, heraldry on its walls.
- v6.22.8 · August 22, 2026Backpay: every clan has been credited the full shards its existing record depth would have earned — verified to the wave against the same curve new climbs pay. Wisconsin Gamers banked 129,810 for their 17,124; every clan starts the castle with their history honored.
- v6.22.7 · August 22, 2026Clan members can now be APPOINTED to castle stations. The Wavecaller's pushes strike 5% harder. The Warden's defense weighs 10% heavier in the clan pool. The Quartermaster's dungeon spoils pay 5% more. One member per station, one station per member — being appointed means something, and the title shows on the castle for everyone to see.
- v6.22.7 · August 22, 2026Leaders and officers appoint from the castle card: tap a built wing's station, pick the member. Appointments route each member's own contribution — no new stats are minted anywhere.
- v6.22.7 · August 22, 2026The sixth wing: the Shrine. +2% pet XP from battle per rank for EVERY member — the clan's companions learn faster from the castle. Stacks with your personal Companionship node: one is your investment, the other your clan's.
- v6.22.6 · August 22, 2026Clan Eternal pushes are now real fights. Your clan's pooled might — every member's attack, speed, accuracy, evasion, defense and HP, plus the Keep's fortification — forms a CHAMPION that battles at your current wave through the same combat engine you fight with. The strike card shows the actual numbers: what your champion hits for, what it's felling, how fast.
- v6.22.6 · August 22, 2026BALANCE: the level-gap penalty is gone everywhere. The wave (or area) you fight decides the difficulty through its monsters' own stats — there is no hidden second tax for being 'under-leveled'. This mostly mattered to prestiged characters re-climbing below their peak, who were quietly losing up to 60% of their accuracy and most of their dodge for no stated reason.
- v6.22.6 · August 22, 2026In its place, monsters now carry properly scaled accuracy and evasion at every depth. If you build evasion, you dodge — committed builds land 27-40% dodge at their own frontier. If you ignore accuracy, you miss — noticeably. Every one of the six stats is now a real decision everywhere: solo Eternal, Clan Eternal, areas and dungeons. And speed finally works in Eternal: double hits trigger there for the first time.
- v6.22.6 · August 22, 2026Three new castle wings. The Treasury pays +2% clan dungeon gold and XP per rank. The Keep fortifies your pooled defense, raising the Eternal wall itself. And the Banner unfurls heraldry for clan shards — each rank unlocks grander crests, frames and titles, bought from the castle and flown from the same heraldry screen as always.
- v6.22.6 · August 22, 2026The clan ladder now shows every clan's castle: wing icons and ranks on each row. What your roster built is on display.
- v6.22.5 · August 22, 2026Your clan now has a permanent best in Clan Eternal. The weekly climb still resets — that is the race — but the record does not, and the screen shows exactly how far you are from beating it. One clan reached wave 17,124 two weeks ago and until today the game had forgotten; it is back on the books.
- v6.22.5 · August 22, 2026Breaking the clan record pays Clan Ascension Shards — a new clan-wide currency banked in one shared pool. Only NEW depth pays, exactly like your personal shards: re-grinding last week's waves pays nothing, beating the record pays every wave.
- v6.22.5 · August 22, 2026The Clan Castle is open with its first two wings. The Barracks raises your member cap (+1 per rank, to 15) and the Beacon strengthens every eternal push. Leaders and officers direct the build; everyone's record pushes fund it. More wings are coming — and yes, they will be visible to rival clans.
- v6.22.5 · August 22, 2026Clan Eternal now feeds your CLAN too: the week's depth grants clan XP at the turn, on top of the member rewards it already paid.
- v6.22.5 · August 22, 2026BUG: a full clan could still take an 11th member through the application flow — the cap was only checked on direct joins. Both doors now check the same (Barracks-aware) cap.
- v6.22.4 · August 22, 2026New Ascension node: Companionship — +10% pet XP per rank, up to +100% at rank 10. Kinship made pets stronger; nothing made them level faster. Now the board covers both halves of the system, and it applies to kills and feeds alike.
- v6.22.4 · August 22, 2026If you own companions but have never equipped one, the game now mentions it — once. A small dismissible prompt, and it never appears for anyone who has ever used a pet (your companions only gain XP while equipped, so we can tell).
- v6.22.4 · August 22, 2026Locked areas now tell you both ways in: clear forward through your tier frontier, or push Eternal to the exact wave that unlocks the area instantly — with your own numbers, not a bare lock icon.
- v6.22.0 · August 20, 2026Auto-Climb now runs on the server. Start it, close the game, come back later and your climb has carried on — the same way area auto-battle already worked. Eternal was the last mode that only ran while you were watching it.
- v6.22.0 · August 20, 2026It climbs at your real clear speed and stops at the wave that kills you, then tells you where you maxed out. That is the whole loop: tap once, come back, see how deep you got.
- v6.22.0 · August 20, 2026Everything a manual climb earns, a background climb earns — XP, essence, depth milestones and Ascension Shards for new best depth. Below your best is a re-climb and pays no shards, exactly as before.
- v6.22.0 · August 20, 2026The Eternal screen now shows the climb running, which wave it is on and how far your wall is, so you can tell it is working instead of guessing.
- v6.22.0 · August 20, 2026It uses your AUTO-BATTLE loadout, like everything else auto-battle does. If that loadout is squishier than the gear you set your record with, the climb will stop early and say so — put sturdier gear in it to push deeper.
- v6.22.0 · August 20, 2026BUG: leaving the Eternal screen used to end the climb outright, and switching characters ended it for the character you left. Starting a climb on each of your characters left exactly one of them running. Both are fixed — climbs now survive navigating away and switching.
- v6.21.97 · August 17, 2026Every class had exactly four abilities and no say in them. Each class now has SEVEN, and you pick the four you fight with. Open Settings (the ⚙️ icon, top right) → ⚔️ Rotation — the picker sits at the top, just above the rotation order.
- v6.21.97 · August 17, 2026Each slot takes one role: a Strike, a Finisher, or a Sustain. Your class decides the shape — Mages and Rogues get two Strike slots because they have always been three-attack classes, everyone else gets two Sustain slots.
- v6.21.97 · August 17, 2026That shape is deliberate. If any four were allowed, every class would run three damage abilities and they would all end up playing identically — we measured it, and it was both a large power jump and the end of any real difference between classes.
- v6.21.97 · August 17, 2026Nothing changed unless you change it. Your existing four are still equipped and still do exactly what they did.
- v6.21.97 · August 17, 2026New options include Rend (bleed), Execute (one huge hit), Bulwark (defence), Ice Shard and Flurry (multi-hit), Meteor, Assassinate, Smoke Screen and Camouflage (evasion), Bone Wall, and Arcane Siphon. They are alternatives rather than upgrades — the strongest legal loadout is about 6% ahead of your current one on average, so it is a choice, not a treadmill.
- v6.21.94 · August 17, 2026BUG: Speed, Accuracy and Evasion Awakening have been impossible to actually buy since we added them. The panel offered all six stats but the server was still checking against the old list of three and rejecting the purchase. Fixed — all six are buyable now.
- v6.21.94 · August 17, 2026Awakening used to give 10% per tier for your first ten tiers and 5% after that, no matter which stat you chose. So your earliest tiers were always your best ones, and putting everything into one stat cost you nothing. Almost everyone stacked Attack, because that was simply the correct play.
- v6.21.94 · August 17, 2026Now each STAT diminishes on its own: the first tier you put into a stat gives 10%, then 8, 6, 5, 4, 3, and 2 from there. Spreading across all six reaches about 168% total; pouring everything into one reaches about 86% but concentrates it all in that lane. Breadth or peak — a real choice.
- v6.21.94 · August 17, 2026YOU CAN RE-POINT ANY TIER, FREE. Tap the ⇄ on a tier and pick a different stat. Your ranks and your gold are kept — only the choice moves. We changed the rules, so you get to remake the decision you made under the old ones.
- v6.21.94 · August 17, 2026Every tier now shows what it is actually worth given what you have already put into that stat, so the diminishing is visible instead of something you have to work out.
- v6.21.91 · August 17, 2026Clan perks stopped at clan level 13, but clans can reach level 20. Levels 14 through 20 gave nothing at all — and one clan is already past 13, so they have been levelling for no reward.
- v6.21.91 · August 17, 2026Seven new perks now fill 14 to 20. Levels 14 to 19 boost PET bonuses for every member, up to +42% at level 19 — your companion gets stronger because your clan is strong.
- v6.21.91 · August 17, 2026Level 20 is a cosmetic: a clan banner frame and nameplate for every member. The top of the ladder is an achievement rather than more power, so the biggest clan cannot simply out-scale everyone forever.
- v6.21.91 · August 17, 2026Pet power rather than raw stats is deliberate. Clan perks that hand out attack and defence quietly make joining a big clan mandatory to compete, and punish anyone playing solo or in a small group. Pets help without being required.
- v6.21.91 · August 17, 2026If you have no companion equipped these do nothing — equip one from the Pets tab to feel them.
- v6.21.90 · August 17, 2026Speed could not be built. Across all 36 stances it appeared as a COST eight times and as a GAIN zero times — not one of the twelve subclasses had a way to trade INTO it. It was purely something you sold.
- v6.21.90 · August 17, 2026Every subclass now has a Speed stance. That is twelve new options, one each, so a speed build is finally something you can commit to instead of only pay for.
- v6.21.90 · August 17, 2026Beastmaster, Berserker, Lich and Plaguelord also gained a Defence stance. The squishier subclasses keep having no defensive option on purpose — that is part of what they are.
- v6.21.90 · August 17, 2026You still own only ONE stance, so this is more choices rather than more power. Stances also price themselves automatically from what each stat is worth, so these cost exactly what they should.
- v6.21.90 · August 17, 2026Why speed was missing: back in August we moved five speed stances onto other stats because nobody took them. That was right at the time — speed genuinely did very little. Since then speed was put on the same item scaling as every other stat, Awakening opened up to it, and Ascension gained an uncapped Speed Mastery. Speed is worth building now, so the stances came back.
- v6.21.90 · August 17, 2026The exchange rate on speed has NOT been retuned yet, deliberately. We changed what a point of speed is worth twice this week, and tuning a number while it is still moving is how it went wrong the first time. We will measure it properly once things settle.
- v6.21.89 · August 17, 2026The Ascension tree had 240 ranks and our deepest player had bought 239 of them, with shards piling up and nothing left to spend them on. Six new Mastery lanes fix that — Power, Ward, Vital, Swift, Keen and Phantom — and they NEVER cap.
- v6.21.89 · August 17, 2026Each Mastery unlocks once you have maxed its matching node, so Power Mastery opens when Power hits 10/10. The existing tree is still the way in.
- v6.21.89 · August 17, 2026Masteries get more expensive every rank (the cost rises with the square of the rank), so they stay a genuine long-term chase rather than something you clear in a weekend. Deeper Eternal runs are what pay for them — shards only come from beating your own best wave.
- v6.21.89 · August 17, 2026Masteries boost your PvE power only and are deliberately invisible in the Arena. Uncapped power in PvP would have no ceiling at all, so the Arena keeps reading only the original capped nodes — your PvP rating is completely unaffected by any of this.
- v6.21.89 · August 17, 2026Character Prestige also got deeper: Head Start, Swift Return, Honed Legacy, Master Gatherer, Seeker's Instinct, Soul Harvest and Deep Communion all gained ranks. Swift Return and Head Start only help you climb back to your own record, so a longer prestige grind gets shorter without changing anything past your peak.
- v6.21.89 · August 17, 2026Deliberately untouched: the XP and gold nodes. Those multiply the reward curve for the deepest accounts, and we would rather give you power and re-climb speed than push the economy further.
- v6.21.88 · August 17, 2026Subclass Awakening could only ever be spent on Attack, Defence and Health. It now offers all six: Speed, Accuracy and Evasion as well.
- v6.21.88 · August 17, 2026The amount of Awakening you get has NOT changed — it is the same total across the same 20 tiers. What changed is where you are allowed to spend it, so this adds choices, not power.
- v6.21.88 · August 17, 2026Nothing you have already put into Awakening changes value. Existing Attack, Defence and Health ranks are worth exactly what they were worth before.
- v6.21.88 · August 17, 2026Because Awakening multiplies your whole stat, a fully committed Evasion build lands around 41% dodge against the game's 60% ceiling — and pays for it by giving up the same multiplier on Attack, Defence and Health. If you have not built Evasion at all, spending Awakening on it does almost nothing, so it stays a choice you commit to rather than a free bonus.
- v6.21.87 · August 17, 2026Items commit to three main stats when they drop (four once ascended to rank 2), and until now that choice was permanent. Speed, accuracy and evasion only became worth building into this weekend, so plenty of gear is committed to stats you would not pick today.
- v6.21.87 · August 17, 2026Lane Respec tokens let you re-pick an item's main stats. Open any equipped item and use Respec Main Stats. Your slot's identity stays fixed — weapons keep Attack, armour keeps Defence and HP — and you choose the rest.
- v6.21.87 · August 17, 2026A respec changes WHICH stats an item has, never how much. Each stat rolls at exactly what that item would drop with today, so there is no re-rolling for a better number and nothing to farm by repeating it.
- v6.21.87 · August 17, 2026Tokens are rare and can also be granted directly, so they can be handed out when a change on our end leaves your gear pointed at the wrong stats.
- v6.21.38 · August 13, 2026Groundwork for purchasable character slots: up to three additional permanent slots ($4.99 each, one-time) so you can own all six classes at once. The unlock cards will appear in the character menu when sales open — watch this space.
- v6.21.36 · August 13, 2026Internal groundwork for the upcoming character-slot expansion (six permanent slots). Nothing changes yet — this update just teaches the app where the Season slot lives so the expansion can roll out smoothly.
- v6.21.31 · August 13, 2026Graduated season champions have a second path besides restoring: Inherit — retire the champion and pass their gear, gold, materials, potions and Boss Essence to one of your characters. An heir of the same class also inherits an exp roll from the champion's journey (worth the most to characters below the champion's level).
- v6.21.31 · August 13, 2026Inheriting consumes the champion — each graduate can be restored or inherited, once, never both. Find it on the Legacy Roster in the character menu after a season ends.
- v6.21.30 · August 13, 2026New accounts now choose their path at creation: Season (recommended — a fresh ladder where everyone starts equal, graduating to your permanent roster when the season ends) or Eternal (the long grind — permanent and never wiped).
- v6.21.30 · August 13, 2026Season-first accounts work everywhere: logging in on a new device finds your character instead of offering to create a new one, the Eternal slot can be created later from the character menu, and a graduated champion can be restored to the Eternal slot if it's empty.
- v6.21.30 · August 13, 2026Brand-new characters now get the Getting Started checklist — it was silently skipped for first characters (alts already had it).
- v6.21.28 · August 13, 2026The Rankings tab now has an ∞ Eternal board, and "View full rankings" from the Eternal screen takes you straight to it.
- v6.21.28 · August 13, 2026The "⇩ reduced rewards" tag is gone — it described a pay rule that no longer exists. Since the true-hits update, every area simply pays its listed price per kill; deeper content pays more. The income Help entry was rewritten to match.
- v6.21.28 · August 13, 2026Dreadlord's Apocalypse now reaches its full 5 burn stacks in dungeons (it capped at 4).
Quality of life168
- v6.24.267 · October 28, 2026Best Rotation now searches every slot, including basic attacks (fast heroes double-hit with them), and keeps your own rotation as an option.
- v6.24.267 · October 28, 2026Follow the Best Zone and Best Rotation now check when an auto-battle run starts and every 2 hours, instead of every 30 minutes.
- v6.24.263 · October 28, 2026Follow the Best Zone now counts your active buffs when it rates tiers, and it never moves you somewhere that pays less than three quarters of your gold.
- v6.24.263 · October 28, 2026New VIP perk: when an Eternal climb ends while you are away, auto-battle moves on to your best farming zone instead of sitting idle.
- v6.24.263 · October 28, 2026New VIP perk: Fast Reward charges you have not used are claimed for you before the daily reset.
- v6.24.262 · October 28, 2026The Hero screen opens on your Power, big and gold, with how much it grew since yesterday and your three headline stats. Power also sits next to your level at the top.
- v6.24.262 · October 28, 2026Hub cards lead with the number that matters, carry their own colour and a progress bar, and glow gold only when something is waiting for you.
- v6.24.259 · October 28, 2026New VIP perk, Auto Reforge (Settings → Autopilot): your worn Godforged and set pieces are reforged to your level automatically once they fall 25 levels behind, all rolls kept. It waits for 25 levels on purpose: each reforge has a minimum cost, so this uses about 1/25 the Ascendant Cores of reforging every level.
- v6.24.257 · October 28, 2026Mini mode is on the web too: on Chrome or Edge, the Mini mode button opens your auto-battle as a small floating window that stays on top and keeps fighting with the game tab minimised. Pick S, M or L, drag the edge to resize, or fold it to a one-line bar with the ▾ button. Steam gets the same sizes and the fold.
- v6.24.257 · October 28, 2026The strip's buttons are now one-tap dailies: World Boss strike, Clan Dungeon strike and the instant 2h claim.
- v6.24.257 · October 28, 2026Follow the Best Zone now moves every auto-battling hero on your account, not only the one you have open, and it moves at a 5% better rate (or 2% twice in a row) instead of 15%. Each move leaves a note in your inbox.
- v6.24.257 · October 28, 2026New Autopilot setting, Best Rotation: your four equipped skills go in the order auto-battle clears fastest, and stay that way when you swap skills or change tier.
- v6.24.250 · October 27, 2026Settings → Display → Layout: pick Classic to get the tab rows back instead of the hub cards. Hubs stay the default. Asked for by a few of you after the hub rollout.
- v6.24.248 · October 27, 2026Clean Up The Bag (Settings → Autopilot, or Always on the bag's clean-up banner): your auto-salvage rule now covers every drop — dungeons, bosses, quests and crates too — and clears matching items for you. Godforged, set, socketed, locked and worn gear are never touched.
- v6.24.248 · October 27, 2026Swapping characters is fast again: a hero whose bag had grown past 15,000 items slowed every load. Auto-battle now sells new drops for gold once a bag holds 1,500 items.
- v6.24.248 · October 27, 2026Seasonal heroes' World Boss rounds are now recorded on the boss screen.
- v6.24.248 · October 27, 2026The Wiki lives in the game now: Codex → Wiki. Every entry the game explains (214 of them) in one searchable, browsable place, with Add a tip, Flag (wrong, out of date, confusing, missing) and Share on each entry. Approved tips will appear under their entry with your hero's name.
- v6.24.248 · October 27, 2026The website wiki (shadowrealmsrpg.com/wiki.html) is now built from the same entries, so it can no longer fall behind, and a new page lists every change ever shipped, grouped by type.
- v6.24.248 · October 27, 2026Approved wiki tips go live under their entry with your hero's name and a Useful count, and pay a bounty sized on what your hero earns (3 hours of your auto-battle income + 100 Boss Essence). Five approved tips earn the Chronicler title.
- v6.24.248 · October 27, 2026The wiki now carries reference tables built straight from the game: every area, dungeon, World Boss (phases and named drops), gear set with its bonuses, Godforged item by boss, companion and its source, material, gem, shop item, skill-tree node, feat, setting, title, avatar and frame with how to earn it, plus the event and season calendar. Autopilot, account level, the bag limit, the login streak, spare companions, chat mentions and stances have entries too.
- v6.24.248 · October 27, 2026Steam: the game now signs you in with your Steam account (no more guest start), and an account you already use on the web links to your Steam ID the first time you log in through the Steam build.
- v6.24.248 · October 27, 2026Steam: Mini mode. The Steam build now opens as a small strip above your taskbar that shows your auto-battle live (your hero, the monster, hits, drops, time left) while you work; Expand opens the full game, and the tray icon switches between the two.
- v6.24.248 · October 27, 2026Steam DLC is on its way: the Supporter Pack, extra character slots, bag space, the Frostreign Season Pass and Lifetime Legend will sell on the Steam store page once the game is released there, and anything you own on Steam is granted to your account when the Steam build starts.
- v6.24.248 · October 27, 2026Lifetime Legend — $29.99 once, on the web and Android now and on Steam at release: every Legend perk plus every Season Pass premium track, forever, on every character. A monthly plan you hold stops charging at the end of its paid period.
- v6.24.248 · October 27, 2026Wide screens: the five tabs are back at the bottom of the screen at every width, sized to the centre column, instead of a rail in the top-left corner.
- v6.24.248 · October 27, 2026Steam mini mode: a ⚔ Boss button strikes the World Boss right from the strip (the same duel and the same strike the boss screen fires) and plays the duel on the card; PvP and Dungeon buttons jump straight to those screens.
- v6.24.248 · October 27, 2026Skill points: the Hero hub's Combat and Skills cards now count ability unlocks and capstones like the Skills screen does, so they no longer promise points you have already spent.
- v6.24.248 · October 27, 2026Account & Characters: each character card now says SLOT 1, SLOT 2… in a readable pill next to the name instead of a tiny corner number hidden behind the portrait frame.
- v6.24.248 · October 27, 2026Background tone: Settings → Display now has six backdrops — Midnight, Dusk, Ember, Verdant, Frost and Void (flat black for OLED). Only the colour behind everything changes; panels and text keep their contrast. Asked for in chat.
- v6.24.248 · October 27, 2026Steam mini mode, second pass: the strip now paces the fight so you can watch it (lunges, slashes, sparks, HP draining, damage that pops, a burst on every kill), tallies your gold, XP and kills as they land, shows the level bar with a to-next-level estimate, rolls drops across the ground, flags an Eternal climb, keeps a 10-second DPS meter, and carries Today / World Boss / Dungeon / PvP pills that open those screens. Opening mini mode with no fight running starts auto-battle where you stand.
- v6.24.231 · October 26, 2026Two arenas: World Bosses and the weekend Invasion are fought separately by seasonal heroes and eternal heroes — same boss and schedule, separate health, damage boards and rewards. Gear and relic chances are unchanged.
- v6.24.231 · October 26, 2026The Trading post is open again (Bag → Trading). The realm holds every listed item, delivers it on purchase and returns it if unsold after 48 hours. Seasonal heroes trade with this season's heroes, eternal with eternal.
- v6.24.231 · October 26, 2026Where should I farm? — a card on Adventure rates every tier and area for your build and names the best XP and gold zone with a Go button. It folds to one line and opens a full every-tier table. Follow the Best Zone (Settings → Autopilot) moves auto-battle there on its own.
- v6.24.231 · October 26, 2026Claim Everything At Login (Settings → Autopilot): once a day on open, quests, pass tiers, the login calendar, inboxes, clan dailies and Fast Rewards are collected with one summary.
- v6.24.231 · October 26, 2026Guests are never locked out: a lost session reopens on the device that started it ("Continue as …" on the login screen), and signing in on that device offers to bring the guest's heroes into your account.
- v6.24.231 · October 26, 2026Fixed the blank screen some players saw after a prestige, and a save that cannot be fetched now shows Retry instead of the character screen.
- v6.24.231 · October 26, 2026The header is two rows with a full-width XP bar and one live line (your auto-battle zone, rates and time left, or what Today has waiting). The online count lives on the chat bar — tap it for the list — and the chat panel always has an Online tab.
- v6.24.231 · October 26, 2026Heroes still auto-battling count as online (marked ⚔️ Farming in the list), and "recent" now means anyone who played in the last 24 hours.
- v6.24.231 · October 26, 2026Tagged in chat? An @YourName mention now pops up in the game right away and can buzz your device. Each has its own switch: Settings → Notifications → Chat Mentions, and the same row under Push.
- v6.24.231 · October 26, 2026Fixed live updates never reaching a hero who logged in fresh or was just created: clan invites, a save changed on another device and the hand-off when you open the game elsewhere now arrive the moment they happen.
- v6.24.231 · October 26, 2026Fixed a crash ("Something broke") when stepping into or out of the Eternal Realm from the Battle screen.
- v6.24.231 · October 26, 2026Double-tap a footer tab to skip its hub: Battle opens your fight, Hero your Character, Bag your Inventory, Codex your Quests, Social your Clan. Change each one in Settings → Footer Shortcuts.
- v6.24.231 · October 26, 2026The header's auto-battle time left shows whole minutes again.
- v6.24.231 · October 26, 2026New features in Settings now carry a NEW tag, and a one-time card points out Autopilot and the footer double-tap.
- v6.24.231 · October 26, 2026Harvest Hollow arrives with the Harvest Feast (Nov 24), and Yulewood with Winterveil (Dec 11): holiday areas that farm your best zone at your best tier and pay Festival Tokens for every hour of auto-battle. Holiday companions now drop only from their own event.
- v6.24.231 · October 26, 2026The Festival Shop (Store → Festival Shop) is open all year: your Festival Tokens keep from one holiday to the next, and each holiday's companion, Turning Year piece, set pieces in the slot you choose and cosmetics sell during that holiday and for 2 days after.
- v6.24.231 · October 26, 2026The Lunar Owl now comes from Nian the Lantern Beast at the Lunar Festival, alongside the Jade Hare.
- v6.24.231 · October 26, 2026Auto-battle rewards more than attack: defense, dodge and speed now have room to grow (higher caps, and abilities can double-hit), so tougher and faster builds farm better. Monsters only hit harder when you farm far deeper than 5× your level.
- v6.24.231 · October 26, 2026World Boss Strikes At Login (Settings → Autopilot): once a day when you open the game, your unused strikes are fought for you, with one summary.
- v6.24.231 · October 26, 2026Auto-Equip now only swaps in a piece of a higher rarity than the one you wear.
- v6.24.231 · October 26, 2026Settings are now shared by all your characters: change one and every hero uses it the next time you open them. Ability rotations stay with each character.
- v6.24.231 · October 26, 2026The header's bell and menu sit up beside your gold and Sovereigns, and the auto-battle line shows in full.
- v6.24.192 · October 25, 2026Every group opens on a hub: cards grouped under Your Day, Your Climb, Realm Events, Together, Compete and Invite, with the Today strip underneath.
- v6.24.192 · October 25, 2026New heroes meet the game in bands — the fight first; Dungeon, Pets, Skills, Quests and Clan at 10; World Boss, Eternal, Rifts and Invasion at 25; PvP and Trading at 50 — with a quiet first hour and a three-number Hero sheet.
- v6.24.192 · October 25, 2026Battle → Today: everything to claim, every attempt still open and every point to spend in one list. Coming back after three days opens it first.
- v6.24.192 · October 25, 2026Autopilot (Settings): auto-equip upgrades, spend ability points, feed your companion. New heroes start with it on; it never touches locked or set pieces.
- v6.24.192 · October 25, 2026The first time something happens, one line explains it; every ? opens the searchable Help on the right entry. Rankings open on the players around you.
- v6.24.192 · October 25, 2026Play on itch.io and other portals as a guest in one tap, and Settings → Claim Account keeps that hero forever. Logging in after a claim now opens your hero instead of Create.
- v6.24.192 · October 25, 2026Steam: Google sign-in returns to the Steam window. Fixed garbled quest XP numbers on high-level heroes and a slow reload that could show your pre-prestige level.
- v6.24.167 · October 23, 2026The companion gear bag has filters, sorting and a Spares view. Lock a piece and nothing can scrap or fuse it by accident.
- v6.24.167 · October 23, 2026Select several spares and scrap them in one go, or tap Fuse all to merge every three matching spares into the next rarity.
- v6.24.167 · October 23, 2026Crates turn 25 treats into a new Collar or Saddle. Auto-scrap can turn low-rarity drops into treats as they arrive; it is on for new characters and is set in the bag.
- v6.24.167 · October 23, 2026A full bag now says so in the Stable, and the Vault's charm button tells you instead of letting you tap Buy.
- v6.24.161 · October 18, 2026You now get a notification when your Eternal climb ends, even with the game closed. Before, only the end of the run's time limit sent one.
- v6.24.161 · October 18, 2026When the time limit ends an Eternal run, that notification now says Eternal and points you back to the Eternal.
- v6.24.154 · October 17, 2026POINTS TO SPEND ARE EASY TO SEE. A violet diamond on the Hero tab and the Rewards icon means skill points, attribute points, prestige points or Ascension shards are ready to use. Tap a row under Ready to Spend to go there.
- v6.24.154 · October 17, 2026A ONE-TIME REMINDER pops up when a level-up or reward gives you something to spend — at most once a day.
- v6.24.150 · October 16, 2026SPARE COMPANIONS. Hold a second copy of any companion: breed one you already have, or keep hunting a source you have finished. Breeding uses a plain copy before an ascended one, and you raise a spare by swapping it in.
- v6.24.150 · October 16, 2026EVERY COMPANION DROP IS ANNOUNCED. Area-boss, Clan Dungeon and Arena recruits now post to Events, and Clan Dungeon and Arena companions appear right away instead of on your next login.
- v6.24.150 · October 16, 2026THE STABLE IS SORTED BY RARITY, common first and Primal last.
- v6.24.150 · October 16, 2026THE BATTLE SCREEN HOLDS STILL. The searching banner is now the same height as a monster card, so the buttons no longer jump.
- v6.24.146 · October 16, 2026LOGGING OUT OF A GUEST ACCOUNT ASKS FIRST. A guest has no email or password, so logging out used to lose the character for good without a word. Now you can claim it first, or confirm that you mean it.
- v6.24.146 · October 16, 2026SIGNING INTO A REAL ACCOUNT ON A PHONE THAT HELD A GUEST no longer shows the guest banner or the claim prompts.
- v6.24.145 · October 12, 2026EVERY FEAT HAS ITS OWN ART. The Feats tab shows a painted medallion for each tier, ringed in its rarity colour, grey until you earn it. Tap one to read that tier.
- v6.24.145 · October 12, 2026FEAT NAMES ARE ON THE CARD. Each category now names the tier you are working on, not only what it asks for. Feat unlocks in your Drops feed carry their medallion too.
- v6.24.144 · October 11, 2026THE CHAT STRIP NO LONGER COVERS YOUR DM BOX. On phones, tapping the message field in a direct message could hit the "2 in Events" strip sitting on top of it instead. The strip now steps aside while a DM is open.
- v6.24.143 · October 9, 2026MOVING A CHARACTER TO ANOTHER SLOT. Want a different character as your main, or a slot cleared that the game will not let you delete? Ask through Settings → Send Feedback → Support and the team can do it for you.
- v6.24.142 · October 5, 2026RELICS OF THE NINE ROLL ONCE A DAY. Each relic's first qualifying action of the day rolls at the same odds; the rest of the day does not. They were meant to be the rarest items in the game and had become the most common Godforged piece.
- v6.24.142 · October 5, 2026WORLD BOSS QUESTS COUNT FROM THE SERVER. Every strike advances World Destroyer and friends no matter which device made it.
- v6.24.142 · October 5, 2026FORGE ×5 AND FORGE ALL. The Rarity Forge upgrades up to 25 pieces per tap, lowest level first, never touching locked, set or socketed gear. The Mythic step stays once a day.
- v6.24.142 · October 5, 2026SMALLER FIXES. Picking a subclass asks for confirmation first. Auto-salvage tells you once where your loot went and where the setting lives. Below level 20 the XP bar now moves on every kill instead of sitting at 0 / 1.
- v6.23.13 · August 26, 2026THE STEAM EXPEDITION IS UNDERWAY. Groundwork for the Steam desktop release landed: the desktop build boots straight into the realm, knows itself, and keeps its store shelves bare until Steam-wallet support ships (Valve’s rules — the web and Android games are untouched). One account, one world, soon one more platform.
- v6.23.13 · August 26, 2026PLAY INSTANTLY — THE REALM NO LONGER ASKS FOR AN EMAIL FIRST. New adventurers can now jump straight into combat as a GUEST: one tap on Play Instantly forges a character with no email, no password, no form. Your progress saves like any account, and when the realm has its hooks in you, Settings → Claim Account attaches your email so the legend is yours forever — same character, everything carries. Sharing the game just got a whole lot easier.
- v6.23.13 · August 26, 2026“CLAIM FAILED” NOW TELLS YOU WHY. Claiming world-boss rewards on a second device — phone in hand while your desktop tab still holds the session — was refused correctly (so credits can’t be eaten by the other device’s autosave) but reported as a bare CLAIM FAILED. It now says what’s true: another device holds your adventure, your rewards are safe, tap RESUME and claim.
- v6.23.13 · August 26, 2026THE VERDANT KEEP LOST ITS WHITE STRIPE — AND EACH DOLL KEEPS ITS OWN SHOP. Three look portraits carried leftover matte strips from the painter (a white band down The Verdant Keep’s right edge, bars under Frosthold’s glacier and Leviathan’s Rest) — all cropped clean. And the CHAMPION FORMS shelf was folded into the stats panel, which shows under both doll views — so the CASTLE screen offered warrior shopping. It now sits directly under the doll like CITADEL LOOKS: castle view shows castle looks, champion view shows champion forms, never crossed.
- v6.23.13 · August 26, 2026CITADEL LOOK PREVIEWS ACTUALLY PAINT NOW. Previewing a look asked for art by the wrong name, and the miss then blanked the whole castle portrait — an empty gold frame. The path is fixed, a failed look now falls back to your stage art instead of hiding it, and the shelf header says what’s true: previews are free at any stage — only WEARING a look waits for CITADEL.
- v6.23.13 · August 26, 2026THE CASTLE BREATHES ON A PHONE AGAIN. The citadel-look picker was squeezed into the doll’s narrow center column — fourteen buttons wrapping into a ragged tower on mobile — and the champion panel always spilled every form button. Both cosmetic racks now fold into slim full-width shelves ( CITADEL LOOKS · CHAMPION FORMS) that open only when you’re shopping, showing how many you own at a glance. Preview-then-claim works exactly as before once a shelf is open.
- v6.23.13 · August 26, 2026THE CLIMB IS ONE FIGHT NOW — CHAMPION VS WAVE, TWO HEALTH BARS. The duel reads like the Eternal you fight solo: your champion carries its own health bar under its portrait, the wave stands as ONE boss with its vitality pool under its art, and the filler lines (“the horde thickens”, “12 fighters as one”) are gone. The battle log speaks the same language — the WAVE strikes back, the WAVE breaks — instead of raining thirty “Voidspawn falls” lines per assault.
- v6.23.13 · August 26, 2026THE CLIMB’S NUMBERS FINALLY MEAN SOMETHING. The mystery bar under the duel — which was quietly tracking a wall the game deliberately hides — is now your CHAMPION’S HEALTH after the last assault, colored by how dire it is. Your champion’s side shows its strike power and full stat line, the horde’s side shows how hard it hits back (straight from the last fight), the “returns at wave X” note now sits on the champion it describes, and the battle log’s champion HP percentages glow green, amber or red as the fight turns.
- v6.23.13 · August 26, 2026THE APP STOPS RESTARTING UNDER YOU ON BUSY RELEASE DAYS. Automatic updates now fire at most once every three hours — the update banner still offers every new version instantly, but the app will not reload itself over and over on a day we ship a lot (like today). And the “character updated elsewhere” warning no longer cries wolf while server-side auto-battle is running — the server writing your settles every few minutes is the system working, not another device. If you recently prestiged: gear above your new level re-unlocks piece by piece as you level back up — that part is by design, and Swift Return makes the climb quick.
- v6.23.13 · August 26, 2026SOCKETING AND REFORGING YOUR EQUIPPED GEAR ACTUALLY STICKS NOW. Adding a socket — or a Reforge to Level — on a piece you were WEARING looked like it worked, then came back “reverted by server”: the change was announced to the server through a bag comparison that cannot see worn gear, so the server was told nothing and refused. Both crafts now declare the exact swap. Bag items were never affected.
- v6.23.13 · August 26, 2026THE CLAN LADDER RUNS TO 40 NOW — AND ADDING SOCKETS STOPPED BEING A SCAVENGER HUNT. Eleven new clan perks carry levels 21 through 40, all PvE: expedition yield, speed and materials, companion XP, gold, Boss Essence, combat material find, an extra daily Fast Reward, two extra clan dungeon strikes, and at level 40 a clan-exclusive AURA for every member. And for the crafters: your character sheet’s equipped-item view now has an Add-a-Socket button that opens the Forge with that exact item already loaded — and the Forge’s own target list puts your EQUIPPED gear first, sorted by rarity, instead of burying it under three hundred bag rows.
- v6.23.13 · August 26, 2026CITADEL LOOKS — SIX FACES FOR A FINISHED FORTRESS. A castle that reaches CITADEL can now wear an alternate portrait the whole realm sees. Three sell for clan shards — the volcanic Obsidian Spire, the drowned Coral Bastion, the radiant Sunforged Keep — and three must be EARNED: Warforged Bastion for ten clan war wins, Stormcrown for a 25,000-wave clan Eternal record, and The Eternal Throne for building every wing to its limit. Tap any look to preview it on your fortress first — nothing is spent until you press Claim — and challenge looks show your clan’s live progress toward them. And the looks are not all one crag: SIX MORE arrived on wholly different sites — Skyhold on its chained floating island, The Verdant Keep grown from a living tree, Frosthold carved into a glacier, The Sunken Crown built into a fallen desert colossus — plus Dreadgate for twenty-five war wins and Leviathan’s Rest, raised in a sea titan’s ribcage, for reaching clan level 20.
- v6.22.16 · August 22, 2026The castle doll's center now swaps: ⚔️ shows your CHAMPION, 🏰 shows THE FORTRESS ITSELF — your castle in full portrait with every raised wing flying its emblem across the battlements, your clan's name beneath, and the count of wings raised where MIGHT stands. Your built castle finally has its showcase.
- v6.22.16 · August 22, 2026Two PREMIUM champion forms join the four free ones: the COLOSSUS (8,000 shards) — a living siege-engine with battlements for shoulders — and the DRAGONLORD (12,000 shards) — obsidian scale-armor and wings of flame. Bought with the clan's shards, owned forever, and buying one equips it on the spot.
- v6.22.16 · August 22, 2026Fixed: the War Room wing and the Founder's Keystone shipped with white backgrounds — both regenerated, and the art checker now scans every castle and artifact image so it can never happen again.
- v6.22.15 · August 22, 2026The Eternal rankings tab was quietly showing only CLAN waves — tap 'Eternal' expecting the eternal leaderboard and you got clan numbers with no player in sight. It now shows both halves, clearly split: PLAYERS (the deepest solo climbers, your own rank shown) and CLANS (this week's climb and the all-time record).
- v6.22.14 · August 22, 2026The champion now WEARS your clan. Your equipped banner-frame wraps its portrait, your crest badges its shoulder, your clan title is engraved beneath its name — everything your clan has earned or bought shows on the warrior itself, exactly like your own character screen.
- v6.22.14 · August 22, 2026Four champion forms: Vanguard, Sentinel, Revenant and Warbringer. Officers choose from the champion's sheet — a cosmetic identity for how your clan fights.
- v6.22.14 · August 22, 2026All nine artifacts have real art now, in the sockets and in the vault.
- v6.22.13 · August 22, 2026The castle is now your clan's character screen — literally. THE CHAMPION stands at the center in full portrait, its MIGHT beneath it, with the seven wings arranged around it like equipment slots and the three artifact sockets beneath like weapons. Tap any of them and the detail opens below, exactly like tapping a piece of your own gear.
- v6.22.13 · August 22, 2026Everything moved into the doll: wing ranks and upgrades, station appointments, the Banner's heraldry, the artifact vault — each lives in its slot's detail panel now instead of a long scroll of lists.
- v6.22.13 · August 22, 2026Tap the champion itself for its full six-stat sheet, your share of its wall, and every way to raise it.
- v6.22.11 · August 22, 2026THE CHAMPION now stands at the front of your castle: all six pooled stats, how many souls forge it, your share of its wall — and exactly what raises each piece. It is the same warrior that climbs your Eternal and defends your wars; this is its sheet.
- v6.22.11 · August 22, 2026The castle finally looks like one: a full castle scene crowns the view — seven wings and towers on the crag, torchlight against the storm.
- v6.22.11 · August 22, 2026The Eternal climb has a BATTLE LOG. Every push lands in the feed by name — who drove the line, how far, how recently — under your champion's strike power. The climb reads like a war being fought, because it is one.
- v6.22.10 · August 22, 2026Select All now actually selects ALL. It was quietly picking only the 150 items on screen; it now takes your entire filtered bag (the sell and salvage pipelines were already built for thousands). Thanks Tim.
- v6.22.10 · August 22, 2026GODFORGED gear can no longer be swept by a bulk action. Select All skips it entirely — putting one into a bulk sell or salvage takes a deliberate individual tap, and the confirmation calls it out in red if you do. Auto-salvage refuses Godforged outright now, at every threshold, forever.
- v6.22.10 · August 22, 2026Locks that vanished: if you play on more than one device, a device holding an older lock list could quietly shed the locks you had added since it last synced. The server now recognizes that signature and keeps your locks. If a lock ever seems to reappear after you removed it, that is this protection erring on the safe side — tell us, and re-unlock it.
- v6.22.4 · August 22, 2026New Ascension node: Companionship — +10% pet XP per rank, up to +100% at rank 10. Kinship made pets stronger; nothing made them level faster. Now the board covers both halves of the system, and it applies to kills and feeds alike.
- v6.22.4 · August 22, 2026If you own companions but have never equipped one, the game now mentions it — once. A small dismissible prompt, and it never appears for anyone who has ever used a pet (your companions only gain XP while equipped, so we can tell).
- v6.22.4 · August 22, 2026Locked areas now tell you both ways in: clear forward through your tier frontier, or push Eternal to the exact wave that unlocks the area instantly — with your own numbers, not a bare lock icon.
- v6.22.2 · August 21, 2026BUG: the Quests tab could tell you three rewards were waiting and then show you no way to claim any of them. Repeatable quest goals scale with your level, so finishing a quest and then LEVELLING UP raised its bar above the progress you had already banked — the counter kept counting the quest as done, the claim button quietly disappeared, and reloading never helped because nothing was stale. Fixed: the button and the counter now read the same finished flag, and the server still checks the goal you actually met.
- v6.22.2 · August 21, 2026Claim All has come to Quests. Every other bulk reward in the game had one — Battle Pass, clan dungeon, World Boss — and daily quests, the thing you claim most often, did not. One tap claims everything that is ready and gives you a single summary of the gold and XP it paid.
- v6.22.2 · August 21, 2026If that claim levels you up, it now says so. A reward that immediately gets spent filling a level bar looks exactly like a reward that was taken back, so it names the level you reached instead of leaving you to guess.
- v6.22.2 · August 21, 2026EXPLOIT FIXED: rewards worth 'part of a level' were priced when you earned them and paid out when you claimed them. Banking them across a prestige meant a fraction of a level 900 bar landing on a level 40 character — hundreds of levels in one tap. They are now capped against the bar you have at the moment you claim.
- v6.22.2 · August 21, 2026BUG: current HP and mana could read higher than your maximum after gear or buff changes, which made the bars look broken and threw off the numbers next to them. Every read is now clamped to your live maximum.
- v6.22.2 · August 21, 2026BUG: skill point totals were computed four different ways over three different stat lists, so anyone who had spent points on a stance was shown the wrong number of free points. All four now use one list.
- v6.22.2 · August 21, 2026180 of the 288 skill tree nodes were still drawing a placeholder diamond instead of art — the new fourth branches and the depth pass shipped without icons. Every node has its own emblem now, colour-keyed to its branch.
- v6.22.2 · August 21, 2026The Character screen lost its Progression section and its hero recap. Both repeated what the header above them already said. Loadouts now sit under your gear overview where you actually use them, and set bonuses show their set art.
- v6.22.2 · August 21, 2026The Abilities screen dropped its obsolete 'skill damage' explainer, and a group holding an uncapped node now shows a plain rank count rather than pretending there is a maximum.
- v6.21.98 · August 20, 2026The tab strips now count what is waiting inside them. Clan shows its ready dailies as well as clan dungeon rewards, and Codex marks which of Quests or Pass actually holds the claim — the bottom-tab badge used to tell you something was ready and leave you to find it.
- v6.21.98 · August 20, 2026BUG: the tier comparison would not update when you changed your auto-battle loadout. It cached results against your WORN gear while pricing your AUTO loadout, so swapping the gear it was actually measuring never refreshed anything — for up to 30 minutes. Two players independently reported that changing gear did nothing.
- v6.21.98 · August 20, 2026BUG: the same screen often claimed your deepest tier was the best for XP. It only had time to sample part of your tier range and always included the deepest, so 'best' was picked from an incomplete list. It now samples across the whole range.
- v6.21.98 · August 20, 2026It also names which loadout it priced, and marks the tier where that loadout starts dying — income falling off a cliff there is your gear, not the tier.
- v6.21.98 · August 20, 2026BUG: an auto-battle loadout with nothing in it made the game field that character with NO GEAR in every estimate and payout. It now falls back to your fullest loadout instead.
- v6.21.98 · August 20, 2026Auto-battle now shows the stats of the loadout it fights with, so the numbers on screen match the kit doing the fighting.
- v6.21.98 · August 20, 2026Updates now apply themselves when you next switch tabs or come back to the app, instead of asking. It waits until you are between actions and never interrupts a fight.
- v6.21.95 · August 17, 2026The re-pick control was a bare ⇄ symbol with no label, which nobody could be expected to find. It now reads ⇄ CHANGE and is tinted so it stands out as something you can press.
- v6.21.95 · August 17, 2026The panel also explains the new rule up front: each stat diminishes as you pour into it — first tier +10%, then 8, 6, 5, 4, 3, 2 — so spreading gives more total power while stacking gives one much bigger stat.
- v6.21.95 · August 17, 2026It no longer says your choices are permanent, because they are not any more. Moving a tier's ranks to a different stat is free and keeps your ranks.
- v6.21.92 · August 17, 2026The Awakening panel now uses real stat artwork instead of emoji. Evasion in particular was showing as a blank white square on Android, because that emoji simply does not exist on the platform.
- v6.21.92 · August 17, 2026The six stat boxes were laid out in a single row built for three, so Evasion was being cut off the right edge of the screen. They now sit in a proper grid that fits any phone.
- v6.21.92 · August 17, 2026The tier list was twenty full-size cards no matter what. Finished tiers now collapse to a single tidy line, so the tiers you can actually do something with are the ones taking up space.
- v6.21.92 · August 17, 2026Locked tiers collapse the same way instead of spending a whole card telling you they are locked.
- v6.21.87 · August 17, 2026Items commit to three main stats when they drop (four once ascended to rank 2), and until now that choice was permanent. Speed, accuracy and evasion only became worth building into this weekend, so plenty of gear is committed to stats you would not pick today.
- v6.21.87 · August 17, 2026Lane Respec tokens let you re-pick an item's main stats. Open any equipped item and use Respec Main Stats. Your slot's identity stays fixed — weapons keep Attack, armour keeps Defence and HP — and you choose the rest.
- v6.21.87 · August 17, 2026A respec changes WHICH stats an item has, never how much. Each stat rolls at exactly what that item would drop with today, so there is no re-rolling for a better number and nothing to farm by repeating it.
- v6.21.87 · August 17, 2026Tokens are rare and can also be granted directly, so they can be handed out when a change on our end leaves your gear pointed at the wrong stats.
- v6.21.85 · August 17, 2026Scrolling down through a PvP battle log would throw you back to the top after a few seconds. The log only rendered the rounds that had played so far, so it grew and shrank as the replay ran — and a list that shrinks under you drags the scroll position with it.
- v6.21.85 · August 17, 2026The whole fight now renders at once. Playback moves the highlight down the rounds instead of adding and removing them, so your scroll position stays put and you can read the entire fight straight away rather than waiting for it to replay.
- v6.21.84 · August 17, 2026Item cards listed every stat in one flat run, so crit chance and crit damage sat next to the main stats looking exactly like them. A correct four-main-stat item read as a six-stat item and there was no way to tell.
- v6.21.84 · August 17, 2026Main stats are now grouped under a MAIN STATS heading with a count, so a ring showing 4 of 4 is obviously complete. Crit and other extras sit under BONUS.
- v6.21.84 · August 17, 2026Crit chance and crit damage were never part of the three-of-six rule. They are item identity, they are not rolled as one of your main stat picks, and they are not capped. Nothing about your gear changed here, only how it is labelled.
- v6.21.80 · August 16, 2026Four affixes were sitting at 10% with no reason behind them, which made rolling one feel like a wasted slot next to its 12% neighbours. of Warding, of Vitality, of Haste and of Slaying now all give 12%, and their descriptions were corrected to match.
- v6.21.80 · August 16, 2026Nothing was reduced. If you were carrying one of these it simply got better.
- v6.21.80 · August 16, 2026Two others were left alone on purpose: of Power and of Endurance look weaker at 8%, but each grants TWO stats rather than one, so the lower number is the price of covering both lanes.
- v6.21.77 · August 15, 2026When Season 1 ends on September 3rd your champion moves to the Legacy Roster, where you either restore them whole into a free character slot or pass their gear and gold on to a character you already have. Six of the twelve season characters — including the two highest-level ones — belong to accounts with every slot already full, and the roster's entire answer to that was the greyed-out words "No empty slot" sitting next to a live Inherit button. The only thing you could actually press was the one that consumes the champion forever.
- v6.21.77 · August 15, 2026The Legacy Roster now says what is going on: that your champion is safe and waits there indefinitely, that nothing about them expires or decays, and that you free a slot by deleting a character with the bin icon a few rows above — or by unlocking another slot if you have one left to buy. Inherit is still there, still one-shot, and now clearly labelled as the permanent choice rather than the only one.
- v6.21.77 · August 15, 2026The season-end notification now also tells you where the Legacy Roster is instead of only that it exists.
- v6.21.77 · August 15, 2026No change to what graduation pays out, and no deadline was added or removed — there has never been one. This is about the screen no longer implying otherwise.
- v6.21.76 · August 15, 2026The experience bar under your level now shows the actual numbers — how much you have, how much the level needs, and the percentage. At higher levels a bar holds millions of experience, so a normal session moves the fill by less than a single pixel and it looked like nothing was happening at all.
- v6.21.76 · August 15, 2026Claiming a quest that levels you up now says so. Before, the reward went in, the level ticked over, and the bar reset to nearly empty — which looks exactly the same as the reward being taken back. Several people reported losing experience they had in fact just spent on a level.
- v6.21.76 · August 15, 2026Nothing about experience or quest rewards changed. This is only about being able to see it.
- v6.21.72 · August 15, 2026The area screen now tells you when you have unlocked Ascension Tiers deeper than the one you are standing in. Nothing did this before: every place the game compared your chosen tier to your highest tier used it only to stop you exceeding it, never to point out that you were below it.
- v6.21.72 · August 15, 2026This mattered more than it sounds. Moving up one tier is a far bigger jump in what content pays than moving to any area within a tier, so the choice that made the most difference to your progress was the one nothing on screen mentioned. Meanwhile the best-area recommendation kept telling you that you were already on your best area, which was true — within the tier you happened to be in.
- v6.21.72 · August 15, 2026One live example: a character who had cleared six tiers all the way to the final area was still farming the second one, earning roughly a third of what their own unlocked content was worth.
- v6.21.72 · August 15, 2026The existing "your build has outgrown this content" note now appears only when there is genuinely nothing deeper already open to you. Previously it could point you toward Eternal to unlock deeper tiers when you had those tiers unlocked already.
- v6.21.71 · August 15, 2026The screens that end a dungeon run — cleared, failed, and mutator cleared — used stock emoji for their big centrepiece. Emoji are drawn by your device, not by us, so the trophy at the end of a clear looked like a different object on every phone and matched nothing else in the game. All three now use proper artwork in the same cast-gold style as the rest of the icons, and the cleared and failed pictures are built to be told apart by shape alone rather than by colour.
- v6.21.71 · August 15, 2026Same treatment for three screens you meet early and often: the Eternal lock screen, the no-clan screen in both places it appears, and the quiet period between invasions.
- v6.21.71 · August 15, 2026The invasion screen previously showed an explosion while telling you nothing was attacking. It now shows a war horn at rest, which is what it actually means.
- v6.21.69 · August 15, 2026The character slot card in the store used a stock emoji padlock, which rendered differently on every device and matched nothing else in the game. It now uses proper artwork in the same cast-gold style as the rest of the icons, and it shows the lock OPEN — the card is an offer, not a closed door.
- v6.21.44 · August 14, 2026The player bar no longer draws on top of full-screen popups. Creating a character had its title and "Choose Your Class" line sliced in half by it — and the same thing was happening to Godforged drop and gem unlock celebrations.
- v6.21.44 · August 14, 2026Character creation now has a ← Back button that stays on screen while you scroll. Reading through a class used to push the only way out below the fold.
- v6.21.42 · August 14, 2026Mage and Necromancer ability cards now say "% Damage" instead of "% Magic DMG" — matching how damage actually works since the staff rework folded caster power into one number. Nothing changed mechanically; the cards just stopped describing a stat that no longer lives separately. (Thanks Tim!)
- v6.21.42 · August 14, 2026Lich Form reads "+80% Damage for 4 turns + 30% lifesteal" — and yes, we verified it works in autobattle too.
- v6.21.39 · August 13, 2026The guild-bank Donate button now grays out with a ⏳ while your donation processes — it used to sit silent for a few seconds, inviting double-taps.
- v6.21.39 · August 13, 2026Character slot unlocks will also be available from the VIP & Store tab (alongside the character menu) when sales open.
Combat19
- v6.24.172 · October 24, 2026Regular monsters can now hit for up to a quarter of your health in one blow (was 15%). Fighting far above your level is riskier; at your own level nothing changes.
- v6.24.172 · October 24, 2026Bosses keep the 15% limit, and a full-health character still can't be taken down in one hit.
- v6.24.171 · October 24, 2026Area bosses now pay for the tier you fight them at: about ten of that area's monsters. They had been paying a small flat amount at every tier.
- v6.24.171 · October 24, 2026Poisons, burns and bleeds now hit a boss for at most three of your normal hits a turn, so a boss far above your level can't be worn down by damage over time alone.
- v6.24.171 · October 24, 2026A boss pays once a minute, and the respawn timer no longer resets when you switch tabs.
- v6.24.149 · October 16, 2026SKILL BUFFS LAST THE TURNS THEY SAY. A "4 turns" buff really ran for two minutes, about 300 turns in a manual battle, so its ON badge never went out. The badge now counts down the turns left.
- v6.24.149 · October 16, 2026HEAL-AND-BUFF SKILLS BUFF THE RIGHT STAT. Sanctuary gives DEF, Cat Reflexes and Camouflage give Evasion; all three gave ATK. Grave Shroud and Smoke Screen now raise Evasion; they did nothing in manual battles.
- v6.24.149 · October 16, 2026SKILLS AND SCROLLS NO LONGER FIGHT. A skill no longer erases a running War or Iron Scroll, and Battle Cry no longer cuts Berserker Rage short. Each stat uses whichever buff is stronger.
- v6.24.149 · October 16, 2026DUNGEON COOLDOWNS RUN AT THE RIGHT SPEED. Skill cooldowns and buff turns counted down twice per dungeon attack, and Holy Aura healed twice a turn.
- v6.21.97 · August 17, 2026Every class had exactly four abilities and no say in them. Each class now has SEVEN, and you pick the four you fight with. Open Settings (the ⚙️ icon, top right) → ⚔️ Rotation — the picker sits at the top, just above the rotation order.
- v6.21.97 · August 17, 2026Each slot takes one role: a Strike, a Finisher, or a Sustain. Your class decides the shape — Mages and Rogues get two Strike slots because they have always been three-attack classes, everyone else gets two Sustain slots.
- v6.21.97 · August 17, 2026That shape is deliberate. If any four were allowed, every class would run three damage abilities and they would all end up playing identically — we measured it, and it was both a large power jump and the end of any real difference between classes.
- v6.21.97 · August 17, 2026Nothing changed unless you change it. Your existing four are still equipped and still do exactly what they did.
- v6.21.97 · August 17, 2026New options include Rend (bleed), Execute (one huge hit), Bulwark (defence), Ice Shard and Flurry (multi-hit), Meteor, Assassinate, Smoke Screen and Camouflage (evasion), Bone Wall, and Arcane Siphon. They are alternatives rather than upgrades — the strongest legal loadout is about 6% ahead of your current one on average, so it is a choice, not a treadmill.
- v6.21.78 · August 16, 2026Monsters now hit roughly thirty times harder. That sounds brutal, and for most characters it will not be — a monster's hit was taking about 2% of a full health bar, which meant it needed roughly forty-five swings to kill you while you were killing it in one. Defence, health and evade were being bought with real gear slots and were doing nothing at all for you.
- v6.21.78 · August 16, 2026Because of that, staying alive is now something your build actually decides. If you have poured everything into attack and skimped on health and defence, you will start losing time to it — and if you built for survivability, you will hold your ground in content that punishes a glass cannon. The two of you should end up clearing at more similar speeds, which is how it was always meant to work.
- v6.21.78 · August 16, 2026This applies everywhere — auto-battle, manual fighting, dungeons and the Eternal climb all use the same danger model now instead of each doing its own thing.
- v6.21.78 · August 16, 2026Rewards, experience and drop rates are untouched. Across the whole roster this costs about 9% of kills per hour on average, and the deepest characters absorb most of it.
- v6.21.78 · August 16, 2026If a zone has become genuinely unsurvivable rather than merely dangerous, that is worth reporting — the intent is pressure, not a wall.
Clans159
- v6.24.60 · September 7, 2026EARLY LEVELS: NO MORE HIDDEN PENALTY FOR STAYING IN THE FIRST AREA. Below level 20, fighting in an area under your level no longer divides your XP (a level-8 hunter in Ashveil Forest was earning an eighth per kill without being told). The XP bar also counts the banked fraction, so it moves between whole points.
- v6.24.60 · September 7, 2026WEALTH FEATS SAY WHAT THEY ASK FOR. Coin Hoarder and its siblings now show the real requirement instead of the pre-denomination figure.
- v6.24.60 · September 7, 2026SUBCLASS BRANCHES TUNED. Every branch was measured on real characters and brought into one band: the big crit nodes now give crit damage instead of crit chance (chance was hitting its cap), evasion and speed branches are a little smaller, tank branches a little larger, and the Assassin branch leads with attack. Nothing you learned is lost; values on existing nodes update in place.
- v6.24.60 · September 7, 2026YOUR SUBCLASS HAS ITS OWN SKILL BRANCH. The fourth branch of every skill tree, the one every class shared (+8 to +40% all stats, XP and gold), is replaced by a branch that belongs to your subclass: twelve nodes on the two stats your subclass is judged on, plus a rider only that subclass has (a Berserker's crit damage, a Guardian's reflect, a Lich's lifesteal, a Sniper's accuracy). Same shape, same skill-point cost. It opens when you choose a subclass at level 50 and follows a re-spec.
- v6.24.60 · September 7, 2026SKILL POINTS FROM THE OLD SHARED BRANCH COME BACK. Anything you had spent there is refunded on your next login. Spend it in your subclass branch.
- v6.24.60 · September 7, 2026ARENA: YOUR SUBCLASS DECIDES WHAT THE FIGHT IS JUDGED ON. A subclass no longer multiplies your stats in the arena. Instead its two signature lanes count for more and its two traded lanes for less, for both fighters equally. A Guardian's fights weigh defence and health more and attack and accuracy less. Nobody gets more points: if you are ahead in your subclass's lanes you gain, if you are behind you lose, so building into your subclass is what pays. The matchup sheet prints both sides' terms before the numbers.
- v6.24.60 · September 7, 2026ONE FREE TOME OF RESPEC FOR EVERYONE. Because the subclass now means something different, every character gets a free Tome of Respec in the Boss Essence shop. Use it when you like; it does not expire.
- v6.24.60 · September 7, 2026ALL-STATS AFFIXES BACK AT THEIR DESIGNED STRENGTH. Ancient is +3% all stats, of the Void +2%, of Eternity +3%. A generator change in August had been minting them at +18% and +12%, the same as a focused affix, while they touch six stats at once; a slot of Ancient was worth six slots of Savage, and stacking it was the only sensible build. Existing copies are updated the same way. Stacking the same affix stays allowed: six Ancients now equal one Savage, which makes it a choice.
- v6.24.60 · September 7, 2026ARENA: SPECIALISED BUILDS PAY AGAIN. The lane score no longer flattens big leads: being far ahead in two stats is worth more than being slightly ahead in five. Measured on three weeks of real fights the new curve predicts outcomes slightly better than the old one, and the equal-gear class spread drops from 34 points to 10.
- v6.24.60 · September 7, 2026ARENA: CLASS IDENTITY COUNTS IN THE SCORE. Rangers bring precision and power, Paladins the wall, Mages raw power, in the number that decides the fight, not only in the graze rate. The matchup sheet shows the class line the way it shows a subclass. At equal gear every class now sits within 50 plus or minus 6.
- v6.24.60 · September 7, 2026COMPARE WEARS YOUR PORTRAIT. The compare card shows both players' equipped avatar, frame and aura instead of the plain class art, and other players' profiles now carry their cosmetics too.
- v6.24.60 · September 7, 2026PVP TROPHIES, REWORKED FOR A SMALL LADDER. A win pays at least +6 (was +2) and an even fight +24. Losing an attack costs at most -10 (was up to -25), and only -2 when you reached up. Defenders never lose trophies any more: holding off an attacker pays +4, being beaten costs nothing. A rank you reach is a floor for the rest of the season. The matchup sheet now shows what a fight pays before you take it.
- v6.24.60 · September 7, 2026LEAVING A CLAN IS A VISIBLE BUTTON. Members see a Leave pill on the clan header; the sheet behind the gear is titled Your Membership for them and says what leaving means. Leaders are still pointed at Transfer Leadership or Disband first.
- v6.24.60 · September 7, 2026A REFUSED WORLD-BOSS STRIKE SAYS SO. When the server turns a strike away, past your daily cap, at a boss between spawns, or during a server hiccup, the Strike Log now says it was not counted and why, the damage comes off your tally, and the button locks at the cap. It used to print the hit and stay silent.
- v6.24.60 · September 7, 2026THE DAILY FREE FEED IS ONCE A DAY AGAIN. The companion feed's day stamp was written in a different format by the game and by the server, so neither recognised the other's and a reload lit the button again. One stamp now, in server time (UTC).
- v6.24.60 · September 7, 2026THE REWARDS SHEET FOLDS. The Realm Milestone, the Realm Shrine and the Bloodline cards each collapse to their header line with the key number on it; tap to open. Milestone and Bloodline start folded, the Shrine starts open, a card with something to claim never folds, and your choice sticks on this device.
- v6.24.60 · September 7, 2026THE VIP PAGE FOLDS WHAT YOU ALREADY OWN. Once every tier's Regalia is yours forever, the Yours to Keep section collapses to one line (tap to open); while a day count is running it stays open. Character Slots shrinks to one row once all six are unlocked.
- v6.24.60 · September 7, 2026LOCKED REROLL NO LONGER STACKS BASE STATS ON RELICS. A Locked Reroll on a Relic of the Nine or Regalia piece added a whole fresh roll on top of the item's current stats every time (HP and DEF climbing, every lane filling in). It rolls a clean base now, like Chaos Reroll. Reforge to Level was already correct.
- v6.24.60 · September 7, 2026POTIONS SHOW IN THE BAG. Health and Mana potions live in their own list that the Battle screen drinks from, so the Bag's Consumable tab only ever showed scrolls and elixirs. Potions are listed there now with their counts and what they restore. Scroll and elixir cards also read Consumable instead of the internal word Inventory.
- v6.24.60 · September 7, 2026LIVE EVENTS TAKE ONE ROW. Three stacked banners were eating a third of the screen above the battle. They fold into a single bar that names how many events are live, what is boosted and when the soonest ends; tap it to open the full cards, and it remembers your choice.
- v6.24.60 · September 7, 2026THE BAND OF THE DEEP VAULT EQUIPS. Relic and Regalia rings are minted as a plain Ring that picks its slot when you equip it; the bag's equip check only knew Ring 1, Ring 2 and Amulet, so they read Not equippable and hid from the Accessory filter. Fixed at the root, for every ring minted that way.
- v6.24.60 · September 7, 2026FORGE ADVICE ONLY ON YOUR OWN GEAR. The “1 dupe → +1/5” hint under Forge Rank is advice to an item's owner; it no longer appears on another player's gear in profiles, compare or trade listings. The rank itself still shows.
- v6.24.60 · September 7, 2026PLAYER PROFILES AND CLAN SHOWCASES SIT ABOVE THE NAV. On phones the Social sub-tab strip could paint across an open player profile, including the item sheets inside their build. Both dialogs now rise above everything on the page. The Respec Main Stats button also no longer appears on another player's item.
- v6.24.60 · September 7, 2026THE BAG'S ITEM SHEET SITS ABOVE THE TAB STRIP. The Inventory / Forge / Vault strip could paint over the top of an open item sheet on taller screens; the sheet now rises above everything on the page.
- v6.24.60 · September 7, 2026AUTOBATTLE SHOWS THE FIGHT MANUAL SHOWS. The on-screen autobattle took the monster's raw hit and never healed a point, while manual combat on the same screen caps a hit at 15% of your health outside Eternal and then applies your lifesteal, Lich Form, leech and heals. A Necromancer who never dropped below full in manual was shown dying every exchange on auto - a death neither manual nor your actual farm ever produced. Auto now draws the same rules: the capped hit, your sustain, and a death only when a hit actually empties the bar.
- v6.24.60 · September 7, 2026GODFORGED SET PIECES WEAR THEIR OWN COLOUR. A Relic of the Nine or a Regalia piece is Godforged and a set piece at once, and it rendered in plain set green, which hid the Godforged half. Each Godforged set now shows in its own colour, the Nine in violet and the Regalia in gold, in the bag, on the character sheet, in compare and in trade history. The bag's inspect sheet also drew its header twice and read “4 of 3” main stats on a Relic: one header now, and authored Godforged pieces are minted with four lanes.
- v6.24.60 · September 7, 2026EVERY BATTLE LOG READS IN K / M / B NOW. The dungeon log still printed 67951627 beside +8.4M on the same line. The dungeon, potion and rest heals, ability heals, the arena and clan-war round-by-round, and the clan-dungeon strike transcript all use the 1.5K / 1.5M / 3.5B shorthand.
- v6.24.60 · September 7, 2026YOUR KIT FIGHTS EVERYWHERE NOW. World-boss strikes, clan-dungeon strikes and invasion strikes were plain damage rolls — your abilities, your subclass ability upgrades and the rotation you set counted for nothing. All three run your rotation now, paced by real mana and cooldowns, exactly as autobattle and manual combat do. The world-boss duel walks it across all twelve rounds.
- v6.24.60 · September 7, 2026BATTLE LOG NUMBERS READ LIKE NUMBERS. Damage in the fight log is written 1.5M and 437K instead of 1542042 and 437133 — the same shorthand the rest of the game uses. The line already did it for second hits and not for the main one.
- v6.24.60 · September 7, 2026THE “ON” BADGE MEANS THAT ABILITY. Buffs are tracked per stat, so two abilities that raise the same stat both showed ON when only one had been cast. A buff now records which ability cast it.
- v6.24.60 · September 7, 2026CRIT DAMAGE WORKS IN THE CLAN DUNGEON. It never applied there — the strike was a plain damage roll and the log printed "CRIT!" whenever the roll came in high, so a 700% crit-damage build earned nothing for it. Strikes crit for real now, on the same curve as everywhere else, and the log reports what actually happened.
- v6.24.60 · September 7, 2026ONE CRIT CURVE EVERYWHERE. Crit damage past 500% has always been softened in live combat (700% pays about 5.9x, not 7x), but the world boss, the invasion and the clan dungeon each measured it raw. They all use the one curve now, so the number on your sheet means the same thing wherever you fight.
- v6.24.60 · September 7, 2026EVERY DAY OF THE WAR IS TAPPABLE. The D1–D7 strip now opens each day: what that day is for, and for days already past, the points your clan and theirs scored on it and what you did to earn them.
- v6.24.60 · September 7, 2026THE ENEMY CHAMPION IS A BOSS NOW. The clan siege shows the champion with its crest, its name and a health bar that DRAINS as your clan strikes it, with its real attack, defence and health once your War Room is built. The long explanation moved behind a "?".
- v6.24.60 · September 7, 2026A CLEARED ROSTER RESPAWNS ON SCREEN. Beating the enemy’s last defender frees the whole roster to be fought again, but the list kept showing every card greyed out until you reloaded. It refreshes from the server after every attack now.
- v6.24.60 · September 7, 2026THE INVASION TASK OPENS THE INVASION. The daily-task row sent you to the clan screen instead of the invasion.
- v6.24.60 · September 7, 2026SEASON MASTERY FOLDS AWAY. The mastery tree is collapsed by default in the character menu and remembers how you left it. Your Legacy Roster stays open underneath — an unclaimed champion is the one thing there you should not have to go looking for.
- v6.24.60 · September 7, 2026A NEW SEASON CHARACTER STARTS WITH NO CLAN. Clan membership was tied to the character SLOT, and the season slot is handed to the next season’s character, so a brand-new champion was born into the clan the last one left behind. Membership follows the character now: it comes off when the season ends, and comes back with them if you restore them into a free slot.
- v6.24.60 · September 7, 2026SEASON 1 HAS ITS OWN TITLE. Every other season grants a title named after it; the founding season was wired to the battle-pass title instead, so its champions were handed a pass reward and had nothing of their own. Founder now exists and belongs to Season 1.
- v6.24.60 · September 7, 2026YOUR GRADUATED CHAMPION IS REACHABLE AGAIN. The Legacy Roster only appeared if you still owned a season character — which nobody does after a season ends, so the bench hid itself from everyone parked on it. It now shows whenever you have a champion waiting, including on the character-creation screen for an account whose only character graduated.
- v6.24.60 · September 7, 2026SEASON LABELS NAME THE REAL SEASON. "Season 1" was written into four screens, so a Season 2 character was labelled Season 1 on its own card and in chat. Every label now reads the live season, and a character from an older season says which one it came from.
- v6.24.60 · September 7, 2026THE REGALIA HITS AS HARD AS THE RELICS. Every Regalia piece was quietly weaker than the Relic of the same slot - smaller affixes, none of the special ones, a watered-down ability. All six now match or beat their counterpart: bigger stat lines, reflect / lifesteal / armour-piercing where the Relics carry them, full-strength abilities, and a set bonus at six that clears the nine-relic set (+38% ATK & HP, +28% DEF, +30% Crit DMG, +18% SPD).
- v6.24.60 · September 7, 2026ONE POWER NUMBER ON A PROFILE. The build card under an inspected player now shows the same server-derived Combat Rating as the header card, instead of a partial reconstruction that read less than half the real figure.
- v6.24.60 · September 7, 2026THE REGALIA OF THE ARCHIVIST — a second Godforged set, and only one way to earn it. Finish a Codex collection and claim its piece: every monster at three stars, every set piece, every Godforged relic, all nine Relics of the Nine, every companion, every companion-gear variant. Six pieces with their own abilities, a set bonus at two, four and six, and the title "the Archivist" for all six. Find it at the top of the Codex.
- v6.24.60 · September 7, 2026FOURTEEN NEW COSMETICS. Five title styles (Emberbound, Frostbound, Bloodletter, Abyssal Script, Archivist), five profile banners (Bloodmoon, Gilded Hall, Stormfront, The Abyss, The Archive) and four auras (Bloodhalo, Stormcrown, Treasury Halo, Abyssal Halo) — earned through PvP rank, Eternal depth and feats, or bought in the Cosmetics shop.
- v6.24.60 · September 7, 2026PROFILES SHOW REAL POWER AND THE AURA. Inspecting a player now shows their PvP loadout's real Combat Rating — the header used to fall back to a made-up figure — and the portrait carries their aura like it does everywhere else.
- v6.24.60 · September 7, 2026WAR CLAIMS NAME THE CHARACTER. A claimed defender now says which character on your side claimed them, and "you claimed this target" means the character you are playing, not anyone on your account. Behind the scenes the attack is recorded under a lock, so two taps at once can no longer land two wins on one defender.
- v6.24.60 · September 7, 2026ARENA TARGETS ARE CHARACTERS, NOT ACCOUNTS. The hour-long cooldown after a challenge was shown per account, so beating one of someone's characters greyed out all of them — the server always allowed the others. The list now agrees with the rule.
- v6.24.60 · September 7, 2026WAR PvP IS A REAL FIGHT. Attacking an enemy clan member now runs the same fight as the Arena — your PvP loadout, subclass and passives, round by round, with the replay on the result card — instead of a win-chance roll on Combat Rating. Targets are per character too: an account with two characters in the enemy clan is two targets, each claimed on its own, so a roster actually clears and respawns.
- v6.24.60 · September 7, 2026COMPANION STAT TILES READ THE SAME WAY. When a companion wears any gear, every stat tile carries a second line — what the gear adds ("+158 from gear") or a quiet "no gear on this stat" — instead of a base figure appearing on some tiles and not others.
- v6.24.60 · September 7, 2026COMPANION GEAR BUTTONS SAY WHAT THEY DO, AND ASK FIRST. The three buttons beside Equip now read Roll, Ascend and Scrap with their treat cost, and each opens a confirmation naming exactly what is spent, what is destroyed and what you get — Scrap used to destroy a piece on a single tap with no warning, and Roll and Ascend relied on a silent tap-twice.
- v6.24.60 · September 7, 2026RANKINGS, ONE ROW EVERYWHERE. Players, Eternal, Clans, Patrons, the clan rankings and the online list all use the same row now: rank, portrait with frame and aura, the name in its nameplate with the title beside it, and level · class · account · staff badge on the line below — so a name is never cut to three letters on a phone. The Patrons board wears its account's top character.
- v6.24.60 · September 7, 2026RELICS CAN BE FORGED. A Relic of the Nine is one-per-character, so the Forge's "sacrifice an exact duplicate" rule made it un-Forgeable. A relic now Forges by consuming any other Godforged piece (never another relic); the gold, essence and core costs are unchanged.
- v6.24.60 · September 7, 2026THE RELICS OF THE NINE ARE REAL GODFORGES NOW. Each relic carries a unique ability that actually fires — Delver's Ward (bosses deal 20% less), Titan's Aegis (12% less from everything), Endless Stair (3% max HP every round), Shared Climb (every 4th hit lands a second blow at 200% ATK through DEF), Warbanner (+10% damage), Vaultkeeper's Tithe (heal 8% of every hit), Arena Pendant (crit-damage cap +15%, +8% in the arena), Breach (20% chance every hit strikes twice), Wayworn Stride (killing blows heal 6% and surge +10% for 2 turns) — and their base stats sit on the current Godforged scale. The three newest world-boss drops gained theirs too: Trophy Chain, Shifting Skin, Battering Fist. Every one works in battles, dungeons, the idle sim, Eternal and the arena.
- v6.24.60 · September 7, 2026CLAIMING YOUR ACCOUNT IS A REAL FORM. Guests who keep their legend used to type an email and then a password into two grey browser boxes — with the password shown on screen. It is a proper in-game form now: masked password, confirmed twice, mistakes explained in place. The shop quantity box is a real field too; the last browser pop-up in the game is gone.
- v6.24.60 · September 7, 2026COMPANION GEAR ROWS IN PLAIN WORDS. A piece's rows read "+10.5% ATK · +1,496" for each stat it boosts on the selected companion, and one quiet line — "No effect on CRIT % — Infinity Maw has none" — instead of a red sentence per miss. The old "has no line" wording was our jargon.
- v6.24.60 · September 7, 2026THE BOSS YOU ARE FIGHTING SHOWS ITS REAL HEALTH. The schedule's upcoming cards were taught to show realm-sized pools, but the boss actually rampaging still printed the old authored number — the Eternal Dreadlord read 800M while it really had 45 billion. It now reads the live pool.
- v6.24.60 · September 7, 2026THE REALM SHRINE HAS REAL FIRE. The live-event banner wears painted art instead of an emoji, and tapping it opens the rest of the sentence, exactly what the boost pays, and when it ends in your own time — the line was cut off on a phone.
- v6.24.60 · September 7, 2026THE SHRINE CAN LIGHT AGAIN. The Realm Shrine counted ACCOUNTS while its own card asked for champions — and a champion is a character. Five characters across three accounts read as three, so the bar sat at 544% of its goal and never paid out. It counts characters now, and the cycle the realm had already filled five times over has been lit: +50% XP for everyone, 24 hours.
- v6.24.60 · September 7, 2026NO MORE BROWSER POP-UPS. Every confirmation — Clean Up, bulk sell and salvage, transmuting to dust, offering at the Shrine, resetting a tree, and every clan action — now asks inside the game instead of raising a grey "shadowrealmsrpg.com says" box. They also stop freezing the battle behind them.
- v6.24.60 · September 7, 2026THE COMPANION CARD COUNTS ITS GEAR. A companion's stat tiles showed its bare level value — a companion in full gear read exactly like a naked one, and a companion in slot 2 or 3 claimed the whole number instead of the half it actually gives. The tiles now show what the game really adds, with the pre-gear value beneath any line gear has moved.
- v6.24.60 · September 7, 2026VIP NOW LEAVES YOU SOMETHING TO KEEP. Hold any VIP tier for 30 days and that tier’s full set — its frame, a nameplate, a title and an aura — is written into your collection on every character, permanently. Cancel afterwards and it stays. Higher tiers earn the lower sets too, and upgrading keeps every day you have already banked. The Store’s VIP page shows your day count for each set. Nothing about the boosts changed; this is the part of a subscription you get to keep.
- v6.24.60 · September 7, 2026SUBSCRIPTIONS ARE NOW ON THE RECORD. Every change to an account’s VIP tier — start, renewal, upgrade, lapse, refund — is now written to a ledger the moment it happens, whichever door it comes through. Until today the tier was simply overwritten in place, so we could not tell a subscriber how long they had been with us. If you subscribed before this update your start date is being restored from the payment provider’s own records; your permanent-set clock starts from your real start date, not from today.
- v6.24.60 · September 7, 2026AUTO-BATTLE SHOWS THE FIGHT AGAIN. If you kill trash in one hit — which every new character does — the battle log showed nothing but "a monster appears!" over and over, with no damage line and no kill line, so auto-battle looked like it was skipping monsters instead of fighting them. It was fighting the whole time (one player had 14,948 kills on a character that looked idle to them). The log was being wiped by the next monster spawning in the same instant the kill was written. You now see the hit, the crit, the ability that fired and the kill, however fast you clear.
- v6.24.60 · September 7, 2026WIN YOUR FIRST FIGHT NOW COUNTS WHEN AUTO-BATTLE WINS IT. The Getting Started step only ticked on a fight you swung at by hand, while the step right below it tells you to start auto-battle — so following the checklist in order stopped the checklist from completing. Every auto-battle kill credits it now.
- v6.24.60 · September 7, 2026STOP MEANS STOP. Tapping Stop while a kill was landing could still spawn one more monster, because the guard meant to check whether you were stopping was testing the wrong thing and could never fail.
- v6.24.60 · September 7, 2026A REFUSED SELL SAYS WHY. Selling a locked item used to answer "Sell failed — try again" (Toast's report). The Sell button now greys out on a locked item exactly like Salvage does, and any sell or salvage the server refuses tells you the reason — locked, equipped, saved in a loadout, a relic, or a piece the Forge protects.
- v6.24.60 · September 7, 2026LESS TEXT, MORE GAME. The paragraphs that explained relics, companion gear, companion slots and every Vault card now sit behind a small ? beside the thing they explain — tap it when you want the detail; the screen stays visual. The Codex's relic entry also says where a relic goes: it is gear, equipped in its slot like any Godforged piece.
- v6.24.60 · September 7, 2026COMPANION SLOTS YOU CAN TAP. The Stable now shows three slot cards under your active companion. Tap a slot and a chooser opens with every companion you own — its rarity, level and stat lines — tap one and it takes the slot; a companion already in another slot moves. Slots 2 and 3 can be emptied from the same sheet, and a locked slot takes you to the Vault. The old way (select a companion, then its slot button) still works.
- v6.24.60 · September 7, 2026THE CODEX, ONE LAYOUT AGAIN. Relics, companion gear and every cosmetic kind — titles, avatars, frames, nameplates, title styles, auras, banners — now sit in the same checklist grid as sets, godforges and companions, and every entry opens the same popover: what it looks like, its stats and how to obtain it. Section headers wear real art instead of emoji; the duplicate Wardrobe card is gone.
- v6.24.60 · September 7, 2026RELICS OF THE NINE ARE TRULY RARE. The guarantee is gone. A relic drops only by chance from its own mode — the Codex shows the odds and how many attempts you have made, never a bar to a promise. Godforged stays the rarest tier in the game.
- v6.24.60 · September 7, 2026ART FOR THE RELICS AND COMPANION GEAR. All nine relics and all nine companion-gear families have their own renders — in the Codex, the item bag, the Stable's gear bag and on each companion's slots.
- v6.24.60 · September 7, 2026SOVEREIGNS. A currency above gold: 1 Sovereign = 1 trillion gold, minted one-way at the Exchange (the ◈ pill in the header) and shared by every character on your account. The counts are exact everywhere — 2,125, never 2.1K — because you buy in ones.
- v6.24.60 · September 7, 2026THE VAULT. The Bag's third tab. Spend Sovereigns on a second and third companion slot, companion charms, three cosmetic sets (Regalia, Gilded, Void — a frame, title, aura and nameplate each) and the Relic Catalyst. Repeatables climb in price with every purchase; the ladder is printed on each card.
- v6.24.60 · September 7, 2026PATRONS OF THE REALM. Every Sovereign you spend counts toward five Patron ranks — titles, a nameplate, an aura and a frame — and a Patrons board under Rankings. Offer Sovereigns at the Realm Shrine and the whole realm feels it.
- v6.24.60 · September 7, 2026COMPANION SLOTS. Two more active companions fight beside your first at half strength — every line they carry, PvE only — assigned in the Stable, opened in the Vault.
- v6.24.60 · September 7, 2026COMPANION GEAR. Collars, saddles and charms for your companions, in a bag of their own (Companions → 🎒). Every piece rolls its own stat lines from all ten companion stats — one line at common and uncommon, two at rare and epic, three at legendary and above — and each line multiplies the companion's matching stat by the piece's %. The Stable now says exactly what a piece adds to the selected companion, in numbers, line by line. Three sets (Warden, Wayfarer, Ravager: +3% to every line at two pieces, +8% at three), seven rarities up to Godforged. Where they drop: Scouting Runs every time, other expeditions 20–30%, dungeon bosses, Eternal milestones, world-boss claims (the Godforged faucet) and the Vault's charm forge.
- v6.24.60 · September 7, 2026RE-ROLL AND ASCEND. ⟳ re-rolls a piece's lines and % for treats (2 at common, 30 at Godforged) — same rarity, fresh roll. ⬆ fuses three unworn pieces of one slot and rarity into a single piece of the next rarity; it keeps the lines it had and rolls a % in the new band, up to mythic. Each asks you to confirm first, and both run on the server.
- v6.24.60 · September 7, 2026RELICS OF THE NINE. One Godforged relic per mode: Areas (bosses at Tier 2 and up), Dungeons, Eternal, World Bosses, Clan Eternal, Clan Wars (attacks and sieges), the Clan Dungeon, the Arena and Invasions. Each drops only by chance from its own mode, and the Codex's Relics section shows the odds and how many attempts you have made. Three, six and nine relics unlock the Relics of the Nine set; all nine crown you Sovereign of the Nine, title and aura. The Vault's Catalyst re-rolls a relic's rolled lines for Sovereigns.
- v6.24.60 · September 7, 2026THREE NEW WORLD BOSSES. The Arena Warden, the Shifting Mass and the Breachborn join the rotation — nine bosses now — each with a named Godforged drop, each sized to the realm.
- v6.24.60 · September 7, 2026THE ASHFALL RELIQUARY. A twelfth dungeon at the top of the ladder: five new monsters, the Ash Reliquarian as its boss, and the Emberfall Vestments set (2 / 3 / 4 / 5 pieces).
- v6.24.60 · September 7, 2026CLAN WARS, HONEST. A war attack is a real Arena fight you can replay, and Sieges carry a Breach bar that shows what your strikes did. Daily-task rows for wars, sieges, Eternal and Invasions tick the moment you do them, no refresh needed, and the Clans tab points at the sub-tab that has something to claim.
- v6.24.60 · September 7, 2026THE ETERNAL BOARDS WEAR THEIR COSMETICS. Frames, titles, nameplates and clan crests on every Eternal ranking and the clan roster — brag on.
- v6.24.60 · September 7, 2026THE FIRST TEN LEVELS. Kills-to-level from 1 to 10 now ramps up gently instead of opening on the full bar, and characters stranded on the old curve were moved forward. Monster gold above level 2,000 tapers so the top of the ladder stops outrunning every price in the game.
- v6.23.13 · August 26, 2026THE STEAM EXPEDITION IS UNDERWAY. Groundwork for the Steam desktop release landed: the desktop build boots straight into the realm, knows itself, and keeps its store shelves bare until Steam-wallet support ships (Valve’s rules — the web and Android games are untouched). One account, one world, soon one more platform.
- v6.23.13 · August 26, 2026PLAY INSTANTLY — THE REALM NO LONGER ASKS FOR AN EMAIL FIRST. New adventurers can now jump straight into combat as a GUEST: one tap on Play Instantly forges a character with no email, no password, no form. Your progress saves like any account, and when the realm has its hooks in you, Settings → Claim Account attaches your email so the legend is yours forever — same character, everything carries. Sharing the game just got a whole lot easier.
- v6.23.13 · August 26, 2026“CLAIM FAILED” NOW TELLS YOU WHY. Claiming world-boss rewards on a second device — phone in hand while your desktop tab still holds the session — was refused correctly (so credits can’t be eaten by the other device’s autosave) but reported as a bare CLAIM FAILED. It now says what’s true: another device holds your adventure, your rewards are safe, tap RESUME and claim.
- v6.23.13 · August 26, 2026THE VERDANT KEEP LOST ITS WHITE STRIPE — AND EACH DOLL KEEPS ITS OWN SHOP. Three look portraits carried leftover matte strips from the painter (a white band down The Verdant Keep’s right edge, bars under Frosthold’s glacier and Leviathan’s Rest) — all cropped clean. And the CHAMPION FORMS shelf was folded into the stats panel, which shows under both doll views — so the CASTLE screen offered warrior shopping. It now sits directly under the doll like CITADEL LOOKS: castle view shows castle looks, champion view shows champion forms, never crossed.
- v6.23.13 · August 26, 2026CITADEL LOOK PREVIEWS ACTUALLY PAINT NOW. Previewing a look asked for art by the wrong name, and the miss then blanked the whole castle portrait — an empty gold frame. The path is fixed, a failed look now falls back to your stage art instead of hiding it, and the shelf header says what’s true: previews are free at any stage — only WEARING a look waits for CITADEL.
- v6.23.13 · August 26, 2026THE CASTLE BREATHES ON A PHONE AGAIN. The citadel-look picker was squeezed into the doll’s narrow center column — fourteen buttons wrapping into a ragged tower on mobile — and the champion panel always spilled every form button. Both cosmetic racks now fold into slim full-width shelves ( CITADEL LOOKS · CHAMPION FORMS) that open only when you’re shopping, showing how many you own at a glance. Preview-then-claim works exactly as before once a shelf is open.
- v6.23.13 · August 26, 2026THE CLIMB IS ONE FIGHT NOW — CHAMPION VS WAVE, TWO HEALTH BARS. The duel reads like the Eternal you fight solo: your champion carries its own health bar under its portrait, the wave stands as ONE boss with its vitality pool under its art, and the filler lines (“the horde thickens”, “12 fighters as one”) are gone. The battle log speaks the same language — the WAVE strikes back, the WAVE breaks — instead of raining thirty “Voidspawn falls” lines per assault.
- v6.23.13 · August 26, 2026THE CLIMB’S NUMBERS FINALLY MEAN SOMETHING. The mystery bar under the duel — which was quietly tracking a wall the game deliberately hides — is now your CHAMPION’S HEALTH after the last assault, colored by how dire it is. Your champion’s side shows its strike power and full stat line, the horde’s side shows how hard it hits back (straight from the last fight), the “returns at wave X” note now sits on the champion it describes, and the battle log’s champion HP percentages glow green, amber or red as the fight turns.
- v6.23.13 · August 26, 2026THE APP STOPS RESTARTING UNDER YOU ON BUSY RELEASE DAYS. Automatic updates now fire at most once every three hours — the update banner still offers every new version instantly, but the app will not reload itself over and over on a day we ship a lot (like today). And the “character updated elsewhere” warning no longer cries wolf while server-side auto-battle is running — the server writing your settles every few minutes is the system working, not another device. If you recently prestiged: gear above your new level re-unlocks piece by piece as you level back up — that part is by design, and Swift Return makes the climb quick.
- v6.23.13 · August 26, 2026SOCKETING AND REFORGING YOUR EQUIPPED GEAR ACTUALLY STICKS NOW. Adding a socket — or a Reforge to Level — on a piece you were WEARING looked like it worked, then came back “reverted by server”: the change was announced to the server through a bag comparison that cannot see worn gear, so the server was told nothing and refused. Both crafts now declare the exact swap. Bag items were never affected.
- v6.23.13 · August 26, 2026THE CLAN LADDER RUNS TO 40 NOW — AND ADDING SOCKETS STOPPED BEING A SCAVENGER HUNT. Eleven new clan perks carry levels 21 through 40, all PvE: expedition yield, speed and materials, companion XP, gold, Boss Essence, combat material find, an extra daily Fast Reward, two extra clan dungeon strikes, and at level 40 a clan-exclusive AURA for every member. And for the crafters: your character sheet’s equipped-item view now has an Add-a-Socket button that opens the Forge with that exact item already loaded — and the Forge’s own target list puts your EQUIPPED gear first, sorted by rarity, instead of burying it under three hundred bag rows.
- v6.23.13 · August 26, 2026CITADEL LOOKS — SIX FACES FOR A FINISHED FORTRESS. A castle that reaches CITADEL can now wear an alternate portrait the whole realm sees. Three sell for clan shards — the volcanic Obsidian Spire, the drowned Coral Bastion, the radiant Sunforged Keep — and three must be EARNED: Warforged Bastion for ten clan war wins, Stormcrown for a 25,000-wave clan Eternal record, and The Eternal Throne for building every wing to its limit. Tap any look to preview it on your fortress first — nothing is spent until you press Claim — and challenge looks show your clan’s live progress toward them. And the looks are not all one crag: SIX MORE arrived on wholly different sites — Skyhold on its chained floating island, The Verdant Keep grown from a living tree, Frosthold carved into a glacier, The Sunken Crown built into a fallen desert colossus — plus Dreadgate for twenty-five war wins and Leviathan’s Rest, raised in a sea titan’s ribcage, for reaching clan level 20.
- v6.22.99 · August 26, 2026THE CASTLE OPENS ON YOUR CHAMPION’S NUMBERS. The stat grid — ATK, HP, DEF, SPD, accuracy, evade, your share of the wall, and the champion’s forms — now shows the moment you enter the castle instead of hiding until you tapped the portrait. Tap the portrait to fold it away.
- v6.22.99 · August 26, 2026CHAMPION FORMS PREVIEW BEFORE THEY COST YOU. Tapping an unowned champion form used to buy it on the spot — clan shards gone for a look. Now a tap PREVIEWS: the champion above wears the form, a bar names the price, and only its Claim button spends shards. Forms you already own still switch instantly.
- v6.22.99 · August 26, 2026SOCKET GEMS RIGHT ON YOUR CHARACTER SHEET. Finding the right piece in a deep bag just to socket a gem was a hunt (player report — thank you). Now tap any EMPTY socket on an equipped item, right on the character sheet, and a gem picker opens — the gem sockets in place and the gear never leaves your body. Filled sockets still tap to unsocket, and the gem card in your bag still offers your equipped pieces first.
- v6.22.99 · August 26, 2026THE CLAN DUNGEON IS A DUEL TOO — AND SHOWING UP NOW EARNS THE PASS AVATAR. The dungeon board matches the climb: YOUR portrait — avatar, frame, aura, nameplate — squares off against the wounded boss, strikes-left under you, tier and wounds under it, one HP bar beneath both. And daily login pass XP doubles to 50: log in every day of a month and the tier-15 season avatar is yours from presence alone — the nameplate and frame above it still take real play.
- v6.22.99 · August 26, 2026EVERY EVENT IS NOW A SHOWCASE, AND THE CODEX FINALLY KEEPS ITS PROMISE. Tap any card on the events calendar and it opens: a pass month shows its actual exclusives — your class’s avatar, your name in the season plate, the frame around your own portrait — an event shows its boss, boosts and loot, and a season explains the ladder and graduation. The two duplicate Season 1 cards with different countdowns are now one card with the real end date. And the Codex Collection — whose own footer has promised cosmetics all along — gains the COSMETIC WARDROBE: all seven kinds, every item with a live preview, its unlock path and your owned state, from feat titles to Eternal auras to season plates.
- v6.22.99 · August 26, 2026THE CLAN CLIMB IS A DUEL NOW. Your clan’s champion — the one your castle raised, wearing its chosen skin — stands face to face with the horde: champion on the left, the wave’s foe on the right, VS between, with the clan’s combined vitality under one and the horde’s numbers under the other. The contributor board folds to one line (leader + your own waves) until tapped, and the clan ladder is a single link to the full Rankings board. The castle’s wing tiles are taller and roomier so name, rank and price stop crowding, and the little view toggle says Champion / Keep instead of repeating the room switcher’s icons. And pet expeditions now remember the trip you last launched — claiming a Deep Roam no longer resets the picker to the 4-hour trail.
- v6.22.99 · August 26, 2026SEASON INHERITANCE NOW CARRIES EVERYTHING YOUR CHAMPION HELD. Retiring a graduated season champion into an existing character passed on gear and gold — but their crafting materials, potions, scrolls and Boss Essence quietly stayed behind, stranded forever. Inherit now moves all of it: materials merge into your stores, potion and scroll stacks combine with yours, and essence adds to your pool — in the same single transaction as the gear. In place before Season 1 ends on September 3rd. (Restoring a champion into a free slot always carried everything — that path is unchanged.)
- v6.22.99 · August 26, 2026EVERY SEASON PASS AVATAR NOW COMES IN YOUR CLASS. The monthly pass exclusive — the tier-15 avatar — was one painting that suited one class out of six. Every pass month, July 2026 through the anniversary season, is now painted in all six classes — seventy-eight new portraits — and yours always shows your class: an Ashborne warrior is charred plate and embers, an Ashborne necromancer is ash-wreathed soulfire. Already-claimed pass avatars switch automatically, and Vault reclaims come class-matched too.
- v6.22.99 · August 26, 2026YOUR OWN COSMETICS FINALLY SHOW ON YOUR OWN SCREEN. The top bar drew a plain name, a plain title chip and a portrait with no aura — so the plate, style and aura you just equipped were visible to everyone except you. The header now paints your nameplate, wears your title style and rings your portrait with your aura. The character sheet also folds LOADOUTS and STATS behind the same tap-to-open headers DETAILS already uses, so the sheet opens straight onto your gear — and yes, the Compare screen already lists full raw totals for both fighters, taken from the PvP loadout that actually defends.
- v6.22.50 · August 23, 2026YOUR CASTLE GROWS. Five build stages — Campsite to CITADEL — painted scenes of the same crag rising with your clan's total wing ranks. The header, the fortress portrait, and your public Showcase all fly the stage you've earned, and crossing a threshold raises a full-screen reveal: THE CLAN RISES.
- v6.22.50 · August 23, 2026THE EMPORIUM. The clan store grew from 13 to 25 pieces and moved into its own hall: 12 shard-exclusive crests, banner-frames and titles alongside the gold heraldry — elemental for shards, gilded for gold, battle-worn only ever earned. The champion's wardrobe grew to TWELVE forms, Worldbreaker at its summit.
- v6.22.50 · August 23, 2026SEVEN CASTLE STATIONS. Wavecaller, Warden, Quartermaster, Siegemaster, Herald, Shrinekeeper, Drillmaster — a title for most of the roster, every one carrying a real wired effect.
- v6.22.50 · August 23, 2026CHAMPION WEEKEND. The reigning eternal champions stood as the weekend's invasion boss in the form their clan bought, flying their own crest — and if the realm fails to fell them, the defending clan earns 2,000 shards. Next time, TUG-OF-WAR: defenders REINFORCE their champion instead of striking it.
- v6.22.50 · August 23, 2026ONE ETERNAL BOARD, AND ROOM TO BREATHE. Rankings de-cluttered onto scrolling rails, the eternal leaderboard unified and fixed, the clan Overview opens with a glance row (dailies · castle · wars · shards), claimed dailies collapse to receipts, and buffs ride one row in battle.
- v6.22.50 · August 23, 2026THE ABYSS BLEEDS. The clan dungeon boss now wounds as you hit it — whole above two-thirds, BLOODIED below (a red vignette creeping in, colors draining), BROKEN under a third (grayed, cracked, pulsing) — with a bigger portrait and the card's glow turning red as it falls. And “4 fighting” became names: a strip of who struck today and how many times.
- v6.22.50 · August 23, 2026THE CLAN DUNGEON IS A FIGHT YOU WATCH. Every strike now writes its own lines under the button — your hit, whether it crit, the Abyss answering or STAGGERING, the moment a tier FALLS and the boss reforms at double HP, and your banked share of what just fell (gold, XP, gear, ✨ a Godforged relic when luck lands). No more clicking a button and hoping.
- v6.22.50 · August 23, 2026THE ROAD TO THE NEXT SILHOUETTE is a bar under the fortress now — “6 more ranks to CITADEL” you can watch fill as the clan builds.
- v6.22.50 · August 23, 2026TWO BUILDS, TWO SCREENS. The Warrior and the Castle are no longer the same doll with a swapped picture. The WARRIOR is what you equip — its relic sockets and the seven stations (who powers it, by name) flank the champion, strike power beneath. The CASTLE is what you build — the seven wings flank the fortress, each showing its next rank's shard price right on the cell, no tapping through to find out.
- v6.22.50 · August 23, 2026YOUR BANNER WRAPS YOUR WARRIOR AND YOUR CASTLE. The clan's banner-frame now frames both center cards properly — ornate corners intact, edges fitted to the card — instead of hiding in a corner badge; and the castle portrait is just the castle again, wing seals cleared off the art.
- v6.22.50 · August 23, 2026THE TUTORIALS CAUGHT UP TOO: the Clans walkthrough gains the Castle & build stages, the Champion & the climb, and Shards, Emporium & Stations; the Invasion guide covers Champion Weekends. Set Fusion and Fast Rewards finally have wiki entries — and from now on the BUILD REFUSES to ship a feature whose wiki entry is missing.
- v6.22.50 · August 23, 2026THE WIKI LEARNED CLANS. A whole new 🏰 Clans section in Help — twelve entries covering shards, the castle and its build stages, all seven stations, the champion, the climb, the battle log, the Emporium, wars and sieges, Champion Weekends, and the Showcase. Everything the clan arc added now has a written home.
- v6.22.50 · August 23, 2026THE CHAMPION LEARNED TO CRIT. The pooled clan warrior now prices every member's critical strikes into its might — crit builds finally count toward the clan's swing, exactly as they do in your own fights. Expect your champion's strike power (and the walls it faces) to rise.
- v6.22.50 · August 23, 2026GODFORGE AUDIT: all 53 Godforged relics verified working — every family effect, unique rider and special affix has a live engine behind it. One found lie corrected: the Ring of the Rotwood Pact regenerates 15% of max HP EVERY ROUND (not per kill) — stronger than its old text claimed, especially in boss fights.
- v6.22.50 · August 23, 2026FIXES ALONG THE WAY: Select-All truly selects all · bulk Dusting respects the server's batch size and your loadouts · the Fusion Forge respects locks (protected pieces default to the KEEP) · the pre-Prestige gear list stays dismissed · Emporium art loads everywhere · the champion keeps his head. Thanks Tim.
- v6.22.16 · August 22, 2026The castle doll's center now swaps: ⚔️ shows your CHAMPION, 🏰 shows THE FORTRESS ITSELF — your castle in full portrait with every raised wing flying its emblem across the battlements, your clan's name beneath, and the count of wings raised where MIGHT stands. Your built castle finally has its showcase.
- v6.22.16 · August 22, 2026Two PREMIUM champion forms join the four free ones: the COLOSSUS (8,000 shards) — a living siege-engine with battlements for shoulders — and the DRAGONLORD (12,000 shards) — obsidian scale-armor and wings of flame. Bought with the clan's shards, owned forever, and buying one equips it on the spot.
- v6.22.16 · August 22, 2026Fixed: the War Room wing and the Founder's Keystone shipped with white backgrounds — both regenerated, and the art checker now scans every castle and artifact image so it can never happen again.
- v6.22.14 · August 22, 2026The champion now WEARS your clan. Your equipped banner-frame wraps its portrait, your crest badges its shoulder, your clan title is engraved beneath its name — everything your clan has earned or bought shows on the warrior itself, exactly like your own character screen.
- v6.22.14 · August 22, 2026Four champion forms: Vanguard, Sentinel, Revenant and Warbringer. Officers choose from the champion's sheet — a cosmetic identity for how your clan fights.
- v6.22.14 · August 22, 2026All nine artifacts have real art now, in the sockets and in the vault.
- v6.22.13 · August 22, 2026The castle is now your clan's character screen — literally. THE CHAMPION stands at the center in full portrait, its MIGHT beneath it, with the seven wings arranged around it like equipment slots and the three artifact sockets beneath like weapons. Tap any of them and the detail opens below, exactly like tapping a piece of your own gear.
- v6.22.13 · August 22, 2026Everything moved into the doll: wing ranks and upgrades, station appointments, the Banner's heraldry, the artifact vault — each lives in its slot's detail panel now instead of a long scroll of lists.
- v6.22.13 · August 22, 2026Tap the champion itself for its full six-stat sheet, your share of its wall, and every way to raise it.
- v6.22.12 · August 22, 2026The Battle Log is now the FIGHT. Strike by strike: what your champion hits for, double hits flashing gold, the foe's HP falling, the horde clawing back, the kill. Every number is rolled by the same combat engine that priced the push — nothing staged. The freshest assault shows to the whole clan, with who led it and what it gained.
- v6.22.12 · August 22, 2026New loadout role: CASTLE. Dedicate a kit to your clan's champion — your tankiest set can hold the wall while you wear farming gear. Assign it under Gear → Loadouts like PvP, Auto and Eternal. Unassigned, the champion uses your worn gear as always.
- v6.22.12 · August 22, 2026The champion's sheet in the castle now points to it: pooling your strongest kit is one more way to raise the warrior.
- v6.22.11 · August 22, 2026THE CHAMPION now stands at the front of your castle: all six pooled stats, how many souls forge it, your share of its wall — and exactly what raises each piece. It is the same warrior that climbs your Eternal and defends your wars; this is its sheet.
- v6.22.11 · August 22, 2026The castle finally looks like one: a full castle scene crowns the view — seven wings and towers on the crag, torchlight against the storm.
- v6.22.11 · August 22, 2026The Eternal climb has a BATTLE LOG. Every push lands in the feed by name — who drove the line, how far, how recently — under your champion's strike power. The climb reads like a war being fought, because it is one.
- v6.22.9 · August 22, 2026Clan wars gain a new front: SIEGE THE CHAMPION. From Day 3, strike the enemy clan's pooled champion for war points — their entire roster, their Keep, their Warden and their artifacts stand on the wall against you. Your attack decides your share; a fortified castle genuinely defends its clan's war. Two sieges per member per day.
- v6.22.9 · August 22, 2026The seventh wing: the WAR ROOM. Rank 1 reveals the enemy champion's full stat block before you commit a siege; every rank sharpens your clan's sieges by 2%. Capped small on purpose — the War Room tilts wars, it can never win one alone.
- v6.22.9 · August 22, 2026Every surface now reads the champion from ONE derivation — the eternal climb, the war siege, the castle display. What your clan builds is what defends it, everywhere, with no second formula to drift.
- v6.22.8 · August 22, 2026Clan ARTIFACTS: nine relics, three sockets, one build. Half are pure boons, half are trade-offs — the Horn of the Vanguard quickens the climb but thins the walls; the Gilded Idol fattens dungeon spoils at the cost of defense. Which three your clan sockets IS your clan's identity, and officers can re-socket freely once a relic is in the vault.
- v6.22.8 · August 22, 2026The clan screen is now two rooms: THE CLIMB and THE CASTLE. The climb page is about climbing again — wave, wall, record, contributors, ladder. Everything your clan has built lives in the castle: banner overhead like a character portrait, six wings as its gear, stations as its appointments, artifacts as its equips, heraldry on its walls.
- v6.22.8 · August 22, 2026Backpay: every clan has been credited the full shards its existing record depth would have earned — verified to the wave against the same curve new climbs pay. Wisconsin Gamers banked 129,810 for their 17,124; every clan starts the castle with their history honored.
- v6.22.7 · August 22, 2026Clan members can now be APPOINTED to castle stations. The Wavecaller's pushes strike 5% harder. The Warden's defense weighs 10% heavier in the clan pool. The Quartermaster's dungeon spoils pay 5% more. One member per station, one station per member — being appointed means something, and the title shows on the castle for everyone to see.
- v6.22.7 · August 22, 2026Leaders and officers appoint from the castle card: tap a built wing's station, pick the member. Appointments route each member's own contribution — no new stats are minted anywhere.
- v6.22.7 · August 22, 2026The sixth wing: the Shrine. +2% pet XP from battle per rank for EVERY member — the clan's companions learn faster from the castle. Stacks with your personal Companionship node: one is your investment, the other your clan's.
- v6.22.6 · August 22, 2026Clan Eternal pushes are now real fights. Your clan's pooled might — every member's attack, speed, accuracy, evasion, defense and HP, plus the Keep's fortification — forms a CHAMPION that battles at your current wave through the same combat engine you fight with. The strike card shows the actual numbers: what your champion hits for, what it's felling, how fast.
- v6.22.6 · August 22, 2026BALANCE: the level-gap penalty is gone everywhere. The wave (or area) you fight decides the difficulty through its monsters' own stats — there is no hidden second tax for being 'under-leveled'. This mostly mattered to prestiged characters re-climbing below their peak, who were quietly losing up to 60% of their accuracy and most of their dodge for no stated reason.
- v6.22.6 · August 22, 2026In its place, monsters now carry properly scaled accuracy and evasion at every depth. If you build evasion, you dodge — committed builds land 27-40% dodge at their own frontier. If you ignore accuracy, you miss — noticeably. Every one of the six stats is now a real decision everywhere: solo Eternal, Clan Eternal, areas and dungeons. And speed finally works in Eternal: double hits trigger there for the first time.
- v6.22.6 · August 22, 2026Three new castle wings. The Treasury pays +2% clan dungeon gold and XP per rank. The Keep fortifies your pooled defense, raising the Eternal wall itself. And the Banner unfurls heraldry for clan shards — each rank unlocks grander crests, frames and titles, bought from the castle and flown from the same heraldry screen as always.
- v6.22.6 · August 22, 2026The clan ladder now shows every clan's castle: wing icons and ranks on each row. What your roster built is on display.
- v6.22.5 · August 22, 2026Your clan now has a permanent best in Clan Eternal. The weekly climb still resets — that is the race — but the record does not, and the screen shows exactly how far you are from beating it. One clan reached wave 17,124 two weeks ago and until today the game had forgotten; it is back on the books.
- v6.22.5 · August 22, 2026Breaking the clan record pays Clan Ascension Shards — a new clan-wide currency banked in one shared pool. Only NEW depth pays, exactly like your personal shards: re-grinding last week's waves pays nothing, beating the record pays every wave.
- v6.22.5 · August 22, 2026The Clan Castle is open with its first two wings. The Barracks raises your member cap (+1 per rank, to 15) and the Beacon strengthens every eternal push. Leaders and officers direct the build; everyone's record pushes fund it. More wings are coming — and yes, they will be visible to rival clans.
- v6.22.5 · August 22, 2026Clan Eternal now feeds your CLAN too: the week's depth grants clan XP at the turn, on top of the member rewards it already paid.
- v6.22.5 · August 22, 2026BUG: a full clan could still take an 11th member through the application flow — the cap was only checked on direct joins. Both doors now check the same (Barracks-aware) cap.
- v6.21.91 · August 17, 2026Clan perks stopped at clan level 13, but clans can reach level 20. Levels 14 through 20 gave nothing at all — and one clan is already past 13, so they have been levelling for no reward.
- v6.21.91 · August 17, 2026Seven new perks now fill 14 to 20. Levels 14 to 19 boost PET bonuses for every member, up to +42% at level 19 — your companion gets stronger because your clan is strong.
- v6.21.91 · August 17, 2026Level 20 is a cosmetic: a clan banner frame and nameplate for every member. The top of the ladder is an achievement rather than more power, so the biggest clan cannot simply out-scale everyone forever.
- v6.21.91 · August 17, 2026Pet power rather than raw stats is deliberate. Clan perks that hand out attack and defence quietly make joining a big clan mandatory to compete, and punish anyone playing solo or in a small group. Pets help without being required.
- v6.21.91 · August 17, 2026If you have no companion equipped these do nothing — equip one from the Pets tab to feel them.
Progression52
- v6.24.170 · October 24, 2026Beating the final boss at your top tier ascends you only if your character can hold the next tier. If not, the game tells you which tier you can hold.
- v6.24.170 · October 24, 2026Ascension now waits for the server's answer, about a second, so an ascension never shows and then vanishes.
- v6.24.160 · October 18, 2026Ascendant Mastery now sits in the Mastery section beside the six PvE lanes, so every lane that never caps is in one place. Nothing about your ranks changed.
- v6.24.160 · October 18, 2026On a seasonal character the Ascension board now says it isn't used there, instead of showing every lane at zero. Your shards and ranks are untouched.
- v6.24.159 · October 18, 2026The six Mastery lanes now show on the Ascension board: Power, Ward, Vital, Swift, Keen and Phantom Mastery. Each opens once its Might node is maxed and never caps.
- v6.24.159 · October 18, 2026The "a node is affordable" marker now always points at a node you can see and buy.
- v6.24.152 · October 17, 2026DEPTH PAYS. Fighting deeper than five times your level now gives 8% more XP for every tier past that point, so a stronger build earns more by pushing deeper.
- v6.24.152 · October 17, 2026TWO XP LINES PER ITEM. Only an item's two best XP lines count, and the extras show struck through on the item card. Extra Wisdom lines still give their gold.
- v6.24.152 · October 17, 2026BURNS AND BLEEDS on regular monsters now deal at most one normal hit per turn. Bosses still take the full share.
- v6.23.35 · August 28, 2026YOUR CHARACTER SCREEN IS NOW THE FULL SHOWCASE. The doll finally wears everything you’ve earned: your profile banner sets the backdrop behind the portrait, your aura breathes around the art, and your name — painted in your equipped nameplate — stands beneath it with your styled title. Chat rows are small; THIS is where your identity gets seen at full size. Yours first, and everyone who inspects you sees the same stage.
- v6.23.35 · August 28, 2026FIGHTING FOR THE CHAMPION FINALLY SHOWS UP ON THE BOARD. If your clan holds the crown, every invasion strike RESTORES the realm bar instead of damaging it — so your damage is zero on purpose. The panel was still leading with a red "YOUR DAMAGE 0" and printing that same 0 next to your name, which made a weekend of reinforcing look like you had done nothing at all. You now see what you actually restored, in green, on your card and on the board — and it survives a reload instead of living in a log that clears.
- v6.23.35 · August 28, 2026THE CODEX PERCENTAGE NOW INCLUDES THE BESTIARY. It was being tracked but left out of the headline number, so the Codex was claiming a completion it no longer measured. Fair warning: this is a real drop for everyone — the Bestiary roughly doubles what there is to complete, so a Codex that read 100% now reads about 48%. Nothing was taken away from you; the goalposts just became honest.
- v6.23.35 · August 28, 2026THE BESTIARY NOW COUNTS YOUR AUTOBATTLE KILLS — AND THIS TIME THEY STICK. It was only tallying manual kills and kills settled while you were away, and the first fix counted live autobattle on screen but the server’s own save quietly overwrote the tally on every settle, so it kept resetting. The count is now recorded server-side in the settle itself — area farming and Eternal waves both — so it survives reloads and device swaps. Every kill counts now, and your area headers show the real area art instead of an icon.
- v6.23.35 · August 28, 2026NAMEPLATES AND TITLE STYLES LOOK RIGHT THE MOMENT YOU EQUIP THEM. A plate could paint a solid color bar where your name belongs — and the last fix only covered part of it, so the bar could still show up right after you equipped one and then correct itself on the next reload. Your name and title are now redrawn cleanly the instant you change them, no refresh needed.
- v6.23.35 · August 28, 2026THE CHARACTER SHEET IS TIDIER, AND INSPECTING SOMEONE NOW SHOWS THEIR ACTUAL GEAR. Loadouts had drifted into two places with the gear doll wedged between them — they are one block again, under your gear where they belong. Affix procs and set bonuses fold into a DETAILS section, so the sheet opens on what you came for. And tapping a player anywhere — chat, leaderboard, clan roster — now shows their gear on a real doll you can tap through, instead of a line of text telling you to go press Compare. You are seeing the loadout that fights in PvP, which is the one worth scouting. The profile card itself was locked to a phone width on every screen — it now widens on a desktop, so gear names stop being cut off mid-word. And the duplicated numbers are gone: PvP wins, kills and boss kills already appear in the head-to-head above, and the PvP rank card just restated the trophy count sitting two rows above it.
- v6.23.35 · August 28, 2026THE QUEST BADGE STOPS CRYING WOLF. Leveling up mid-day rescales quest goals upward — and a quest stamped complete under the OLD goal kept badging the Codex as claimable while the page honestly said 0 READY. Every counter now re-checks against your current scaled goal, so a badge means a claim, every time.
- v6.23.35 · August 28, 2026THE CLAN BROWSER TELLS THE TRUTH ABOUT ROOM. A clan with a ranked Barracks holds more than ten — but the browse list still said 12/10, which read as a bug (or a full house) to anyone shopping for a clan. The list now shows each clan’s REAL capacity, Barracks and all.
- v6.23.35 · August 28, 2026DROPS FINALLY FEEL LIKE DROPS. An Epic or Legendary landing mid-fight now announces itself — a rarity-colored beam banner sweeps in and fades without ever interrupting your battle. And a MYTHIC drop earns the full forged reveal: godrays, the ring, the name in its color. Same drop rates as always — the loot just learned to take a bow.
- v6.23.35 · August 28, 2026GATHERING CLAIMS — SEND YOUR PETS FOR EXACTLY WHAT YOU NEED. A fourth expedition joins the trail: the 8-hour Gathering Claim returns a concentrated haul of ONE material you choose from your unlocked areas — no more praying the forage gods drop the Void Crystals your forge is starving for. Economy pets boost the haul, and your pick is remembered for next time.
- v6.23.35 · August 28, 2026THE BLOODLINE — YOUR BENCH FIGHTS ON. Every character you’ve raised past level 10 now sends a daily gold tribute to whichever champion you’re playing — collect it in Rewards. The more of your roster you’ve built, the richer the bloodline. Alts are family now, not parallel universes.
- v6.23.35 · August 28, 2026THE BESTIARY OPENS — EVERY KILL NOW COUNTS SOMEWHERE. The Codex’s Collection gains a Bestiary: every catalog monster you fell is tallied forever, with mastery stars at 25, 250 and 2,500 kills — per beast, per area, and a realm-wide star count at the top. Autobattle and manual kills both feed it from today onward. Completionists: the stars are watching.
- v6.22.12 · August 22, 2026The Battle Log is now the FIGHT. Strike by strike: what your champion hits for, double hits flashing gold, the foe's HP falling, the horde clawing back, the kill. Every number is rolled by the same combat engine that priced the push — nothing staged. The freshest assault shows to the whole clan, with who led it and what it gained.
- v6.22.12 · August 22, 2026New loadout role: CASTLE. Dedicate a kit to your clan's champion — your tankiest set can hold the wall while you wear farming gear. Assign it under Gear → Loadouts like PvP, Auto and Eternal. Unassigned, the champion uses your worn gear as always.
- v6.22.12 · August 22, 2026The champion's sheet in the castle now points to it: pooling your strongest kit is one more way to raise the warrior.
- v6.22.6 · August 22, 2026Clan Eternal pushes are now real fights. Your clan's pooled might — every member's attack, speed, accuracy, evasion, defense and HP, plus the Keep's fortification — forms a CHAMPION that battles at your current wave through the same combat engine you fight with. The strike card shows the actual numbers: what your champion hits for, what it's felling, how fast.
- v6.22.6 · August 22, 2026BALANCE: the level-gap penalty is gone everywhere. The wave (or area) you fight decides the difficulty through its monsters' own stats — there is no hidden second tax for being 'under-leveled'. This mostly mattered to prestiged characters re-climbing below their peak, who were quietly losing up to 60% of their accuracy and most of their dodge for no stated reason.
- v6.22.6 · August 22, 2026In its place, monsters now carry properly scaled accuracy and evasion at every depth. If you build evasion, you dodge — committed builds land 27-40% dodge at their own frontier. If you ignore accuracy, you miss — noticeably. Every one of the six stats is now a real decision everywhere: solo Eternal, Clan Eternal, areas and dungeons. And speed finally works in Eternal: double hits trigger there for the first time.
- v6.22.6 · August 22, 2026Three new castle wings. The Treasury pays +2% clan dungeon gold and XP per rank. The Keep fortifies your pooled defense, raising the Eternal wall itself. And the Banner unfurls heraldry for clan shards — each rank unlocks grander crests, frames and titles, bought from the castle and flown from the same heraldry screen as always.
- v6.22.6 · August 22, 2026The clan ladder now shows every clan's castle: wing icons and ranks on each row. What your roster built is on display.
- v6.22.5 · August 22, 2026Your clan now has a permanent best in Clan Eternal. The weekly climb still resets — that is the race — but the record does not, and the screen shows exactly how far you are from beating it. One clan reached wave 17,124 two weeks ago and until today the game had forgotten; it is back on the books.
- v6.22.5 · August 22, 2026Breaking the clan record pays Clan Ascension Shards — a new clan-wide currency banked in one shared pool. Only NEW depth pays, exactly like your personal shards: re-grinding last week's waves pays nothing, beating the record pays every wave.
- v6.22.5 · August 22, 2026The Clan Castle is open with its first two wings. The Barracks raises your member cap (+1 per rank, to 15) and the Beacon strengthens every eternal push. Leaders and officers direct the build; everyone's record pushes fund it. More wings are coming — and yes, they will be visible to rival clans.
- v6.22.5 · August 22, 2026Clan Eternal now feeds your CLAN too: the week's depth grants clan XP at the turn, on top of the member rewards it already paid.
- v6.22.5 · August 22, 2026BUG: a full clan could still take an 11th member through the application flow — the cap was only checked on direct joins. Both doors now check the same (Barracks-aware) cap.
- v6.22.3 · August 21, 2026BUG: Eternal could offer you a resume wave hundreds below your best. Your current wave and checkpoint are written by several different things — this device, other devices, the server climb — and a stale one could win, while your best depth is the one number that only ever goes up. One player's screen said 'start wave 3731' when his proven best was 4518: 788 waves of re-clearing dressed up as his frontier. Resume is now floored at the checkpoint your best already earned, everywhere: the Eternal screen, death resets, the server climb, and the database itself.
- v6.22.3 · August 21, 2026BUG: if the game thought you were in normal area auto-battle when your device reported eternal progress, it threw the whole report away — including your best depth. That is how the player above spent days with the server believing a best 788 waves below the one his screen showed. Wave rewards from a mismatched session are still rejected (that part protects against double-paying), but your best depth now always lands.
- v6.22.3 · August 21, 2026If you saw your eternal wave jump around when opening the game — higher for a moment, then snapping back — this was it: your device showing you the wave it last saw before its death reset and the stale resume point caught up. Both ends of that snap are now the same number.
- v6.22.1 · August 20, 2026Every combat node on the Ascension board now goes to 25 ranks instead of 10. Attack, Defence, HP, Accuracy, Evasion, Crit Damage and Magic Resist each go from a 6% ceiling to 15%; Speed to 12.5%, Crit to 10%, Lifesteal to 5%, HP Regen to 3.75%.
- v6.22.1 · August 20, 2026The board was lopsided and nobody had said it out loud: the economy nodes ran to 25 ranks and were worth up to +75%, while every combat node stopped at 10 and was worth 6%. Finishing the board left you with a lot of gold find and almost no power, and then nothing left to buy.
- v6.22.1 · August 20, 2026That triples the board — from about 62,000 shards of content to 200,000 — so a finished board is now a long way off again rather than something you hit and then stare at.
- v6.22.1 · August 20, 2026The infinite Mastery nodes are dramatically cheaper to keep buying. Their cost used to square with every rank, which sounds reasonable until you notice shard income does not grow with depth: rank 30 was asking for about 28,600 waves of NEW eternal depth, when the deepest players in the game have around 8,000 in total. It was not a grind, it was a wall. Rank 30 now costs about 1,300 waves' worth.
- v6.22.1 · August 20, 2026Ranks still get more expensive as you climb — a 50th rank costs six times a 10th — but each one is now inside reach of a single round of gear upgrades.
- v6.22.1 · August 20, 2026Affinity, Godforge Fortune and Kinship stay at 10 ranks for now. Those move drop rates and pet power, and we want to simulate them properly before raising them rather than guess.
- v6.22.0 · August 20, 2026Auto-Climb now runs on the server. Start it, close the game, come back later and your climb has carried on — the same way area auto-battle already worked. Eternal was the last mode that only ran while you were watching it.
- v6.22.0 · August 20, 2026It climbs at your real clear speed and stops at the wave that kills you, then tells you where you maxed out. That is the whole loop: tap once, come back, see how deep you got.
- v6.22.0 · August 20, 2026Everything a manual climb earns, a background climb earns — XP, essence, depth milestones and Ascension Shards for new best depth. Below your best is a re-climb and pays no shards, exactly as before.
- v6.22.0 · August 20, 2026The Eternal screen now shows the climb running, which wave it is on and how far your wall is, so you can tell it is working instead of guessing.
- v6.22.0 · August 20, 2026It uses your AUTO-BATTLE loadout, like everything else auto-battle does. If that loadout is squishier than the gear you set your record with, the climb will stop early and say so — put sturdier gear in it to push deeper.
- v6.22.0 · August 20, 2026BUG: leaving the Eternal screen used to end the climb outright, and switching characters ended it for the character you left. Starting a climb on each of your characters left exactly one of them running. Both are fixed — climbs now survive navigating away and switching.
- v6.21.99 · August 20, 2026BUG: prestiging LOWERED your account level. It was built from your peak level-bands rather than a running total, so wiping a character took away more than banking the new bands gave back — and it could never recover. Prestiging at 814 with 5 bands banked dropped one player from 1,314 to 803.
- v6.21.99 · August 20, 2026Account level is now cumulative and cannot go down. We also rebuilt everyone's real history from the prestige records rather than estimating it, so the number reflects every level you have ever climbed instead of a rounded-off approximation. Most long-running accounts will see a sizeable jump.
- v6.21.99 · August 20, 2026BUG: the character-portrait badge, VIP tier icons in the store, and the dungeon result artwork were showing broken-image placeholders. Several images were still being requested under their old file names after the art was converted to a smaller format.
PvP92
- v6.24.165 · October 23, 2026Your Account Level on the character switcher now counts every level banked before a prestige, so it matches the Account Lv ranking. It also refreshes each time you open it.
- v6.24.165 · October 23, 2026The Combat ranking and the character switcher now count your Ascension board, Ascension tree and companion slots, so they show the same rating.
- v6.24.60 · September 7, 2026EARLY LEVELS: NO MORE HIDDEN PENALTY FOR STAYING IN THE FIRST AREA. Below level 20, fighting in an area under your level no longer divides your XP (a level-8 hunter in Ashveil Forest was earning an eighth per kill without being told). The XP bar also counts the banked fraction, so it moves between whole points.
- v6.24.60 · September 7, 2026WEALTH FEATS SAY WHAT THEY ASK FOR. Coin Hoarder and its siblings now show the real requirement instead of the pre-denomination figure.
- v6.24.60 · September 7, 2026SUBCLASS BRANCHES TUNED. Every branch was measured on real characters and brought into one band: the big crit nodes now give crit damage instead of crit chance (chance was hitting its cap), evasion and speed branches are a little smaller, tank branches a little larger, and the Assassin branch leads with attack. Nothing you learned is lost; values on existing nodes update in place.
- v6.24.60 · September 7, 2026YOUR SUBCLASS HAS ITS OWN SKILL BRANCH. The fourth branch of every skill tree, the one every class shared (+8 to +40% all stats, XP and gold), is replaced by a branch that belongs to your subclass: twelve nodes on the two stats your subclass is judged on, plus a rider only that subclass has (a Berserker's crit damage, a Guardian's reflect, a Lich's lifesteal, a Sniper's accuracy). Same shape, same skill-point cost. It opens when you choose a subclass at level 50 and follows a re-spec.
- v6.24.60 · September 7, 2026SKILL POINTS FROM THE OLD SHARED BRANCH COME BACK. Anything you had spent there is refunded on your next login. Spend it in your subclass branch.
- v6.24.60 · September 7, 2026ARENA: YOUR SUBCLASS DECIDES WHAT THE FIGHT IS JUDGED ON. A subclass no longer multiplies your stats in the arena. Instead its two signature lanes count for more and its two traded lanes for less, for both fighters equally. A Guardian's fights weigh defence and health more and attack and accuracy less. Nobody gets more points: if you are ahead in your subclass's lanes you gain, if you are behind you lose, so building into your subclass is what pays. The matchup sheet prints both sides' terms before the numbers.
- v6.24.60 · September 7, 2026ONE FREE TOME OF RESPEC FOR EVERYONE. Because the subclass now means something different, every character gets a free Tome of Respec in the Boss Essence shop. Use it when you like; it does not expire.
- v6.24.60 · September 7, 2026ALL-STATS AFFIXES BACK AT THEIR DESIGNED STRENGTH. Ancient is +3% all stats, of the Void +2%, of Eternity +3%. A generator change in August had been minting them at +18% and +12%, the same as a focused affix, while they touch six stats at once; a slot of Ancient was worth six slots of Savage, and stacking it was the only sensible build. Existing copies are updated the same way. Stacking the same affix stays allowed: six Ancients now equal one Savage, which makes it a choice.
- v6.24.60 · September 7, 2026ARENA: SPECIALISED BUILDS PAY AGAIN. The lane score no longer flattens big leads: being far ahead in two stats is worth more than being slightly ahead in five. Measured on three weeks of real fights the new curve predicts outcomes slightly better than the old one, and the equal-gear class spread drops from 34 points to 10.
- v6.24.60 · September 7, 2026ARENA: CLASS IDENTITY COUNTS IN THE SCORE. Rangers bring precision and power, Paladins the wall, Mages raw power, in the number that decides the fight, not only in the graze rate. The matchup sheet shows the class line the way it shows a subclass. At equal gear every class now sits within 50 plus or minus 6.
- v6.24.60 · September 7, 2026COMPARE WEARS YOUR PORTRAIT. The compare card shows both players' equipped avatar, frame and aura instead of the plain class art, and other players' profiles now carry their cosmetics too.
- v6.24.60 · September 7, 2026PVP TROPHIES, REWORKED FOR A SMALL LADDER. A win pays at least +6 (was +2) and an even fight +24. Losing an attack costs at most -10 (was up to -25), and only -2 when you reached up. Defenders never lose trophies any more: holding off an attacker pays +4, being beaten costs nothing. A rank you reach is a floor for the rest of the season. The matchup sheet now shows what a fight pays before you take it.
- v6.24.60 · September 7, 2026LEAVING A CLAN IS A VISIBLE BUTTON. Members see a Leave pill on the clan header; the sheet behind the gear is titled Your Membership for them and says what leaving means. Leaders are still pointed at Transfer Leadership or Disband first.
- v6.24.60 · September 7, 2026A REFUSED WORLD-BOSS STRIKE SAYS SO. When the server turns a strike away, past your daily cap, at a boss between spawns, or during a server hiccup, the Strike Log now says it was not counted and why, the damage comes off your tally, and the button locks at the cap. It used to print the hit and stay silent.
- v6.24.60 · September 7, 2026THE DAILY FREE FEED IS ONCE A DAY AGAIN. The companion feed's day stamp was written in a different format by the game and by the server, so neither recognised the other's and a reload lit the button again. One stamp now, in server time (UTC).
- v6.24.60 · September 7, 2026THE REWARDS SHEET FOLDS. The Realm Milestone, the Realm Shrine and the Bloodline cards each collapse to their header line with the key number on it; tap to open. Milestone and Bloodline start folded, the Shrine starts open, a card with something to claim never folds, and your choice sticks on this device.
- v6.24.60 · September 7, 2026THE VIP PAGE FOLDS WHAT YOU ALREADY OWN. Once every tier's Regalia is yours forever, the Yours to Keep section collapses to one line (tap to open); while a day count is running it stays open. Character Slots shrinks to one row once all six are unlocked.
- v6.24.60 · September 7, 2026LOCKED REROLL NO LONGER STACKS BASE STATS ON RELICS. A Locked Reroll on a Relic of the Nine or Regalia piece added a whole fresh roll on top of the item's current stats every time (HP and DEF climbing, every lane filling in). It rolls a clean base now, like Chaos Reroll. Reforge to Level was already correct.
- v6.24.60 · September 7, 2026POTIONS SHOW IN THE BAG. Health and Mana potions live in their own list that the Battle screen drinks from, so the Bag's Consumable tab only ever showed scrolls and elixirs. Potions are listed there now with their counts and what they restore. Scroll and elixir cards also read Consumable instead of the internal word Inventory.
- v6.24.60 · September 7, 2026LIVE EVENTS TAKE ONE ROW. Three stacked banners were eating a third of the screen above the battle. They fold into a single bar that names how many events are live, what is boosted and when the soonest ends; tap it to open the full cards, and it remembers your choice.
- v6.24.60 · September 7, 2026THE BAND OF THE DEEP VAULT EQUIPS. Relic and Regalia rings are minted as a plain Ring that picks its slot when you equip it; the bag's equip check only knew Ring 1, Ring 2 and Amulet, so they read Not equippable and hid from the Accessory filter. Fixed at the root, for every ring minted that way.
- v6.24.60 · September 7, 2026FORGE ADVICE ONLY ON YOUR OWN GEAR. The “1 dupe → +1/5” hint under Forge Rank is advice to an item's owner; it no longer appears on another player's gear in profiles, compare or trade listings. The rank itself still shows.
- v6.24.60 · September 7, 2026PLAYER PROFILES AND CLAN SHOWCASES SIT ABOVE THE NAV. On phones the Social sub-tab strip could paint across an open player profile, including the item sheets inside their build. Both dialogs now rise above everything on the page. The Respec Main Stats button also no longer appears on another player's item.
- v6.24.60 · September 7, 2026THE BAG'S ITEM SHEET SITS ABOVE THE TAB STRIP. The Inventory / Forge / Vault strip could paint over the top of an open item sheet on taller screens; the sheet now rises above everything on the page.
- v6.24.60 · September 7, 2026AUTOBATTLE SHOWS THE FIGHT MANUAL SHOWS. The on-screen autobattle took the monster's raw hit and never healed a point, while manual combat on the same screen caps a hit at 15% of your health outside Eternal and then applies your lifesteal, Lich Form, leech and heals. A Necromancer who never dropped below full in manual was shown dying every exchange on auto - a death neither manual nor your actual farm ever produced. Auto now draws the same rules: the capped hit, your sustain, and a death only when a hit actually empties the bar.
- v6.24.60 · September 7, 2026GODFORGED SET PIECES WEAR THEIR OWN COLOUR. A Relic of the Nine or a Regalia piece is Godforged and a set piece at once, and it rendered in plain set green, which hid the Godforged half. Each Godforged set now shows in its own colour, the Nine in violet and the Regalia in gold, in the bag, on the character sheet, in compare and in trade history. The bag's inspect sheet also drew its header twice and read “4 of 3” main stats on a Relic: one header now, and authored Godforged pieces are minted with four lanes.
- v6.24.60 · September 7, 2026EVERY BATTLE LOG READS IN K / M / B NOW. The dungeon log still printed 67951627 beside +8.4M on the same line. The dungeon, potion and rest heals, ability heals, the arena and clan-war round-by-round, and the clan-dungeon strike transcript all use the 1.5K / 1.5M / 3.5B shorthand.
- v6.24.60 · September 7, 2026YOUR KIT FIGHTS EVERYWHERE NOW. World-boss strikes, clan-dungeon strikes and invasion strikes were plain damage rolls — your abilities, your subclass ability upgrades and the rotation you set counted for nothing. All three run your rotation now, paced by real mana and cooldowns, exactly as autobattle and manual combat do. The world-boss duel walks it across all twelve rounds.
- v6.24.60 · September 7, 2026BATTLE LOG NUMBERS READ LIKE NUMBERS. Damage in the fight log is written 1.5M and 437K instead of 1542042 and 437133 — the same shorthand the rest of the game uses. The line already did it for second hits and not for the main one.
- v6.24.60 · September 7, 2026THE “ON” BADGE MEANS THAT ABILITY. Buffs are tracked per stat, so two abilities that raise the same stat both showed ON when only one had been cast. A buff now records which ability cast it.
- v6.24.60 · September 7, 2026CRIT DAMAGE WORKS IN THE CLAN DUNGEON. It never applied there — the strike was a plain damage roll and the log printed "CRIT!" whenever the roll came in high, so a 700% crit-damage build earned nothing for it. Strikes crit for real now, on the same curve as everywhere else, and the log reports what actually happened.
- v6.24.60 · September 7, 2026ONE CRIT CURVE EVERYWHERE. Crit damage past 500% has always been softened in live combat (700% pays about 5.9x, not 7x), but the world boss, the invasion and the clan dungeon each measured it raw. They all use the one curve now, so the number on your sheet means the same thing wherever you fight.
- v6.24.60 · September 7, 2026EVERY DAY OF THE WAR IS TAPPABLE. The D1–D7 strip now opens each day: what that day is for, and for days already past, the points your clan and theirs scored on it and what you did to earn them.
- v6.24.60 · September 7, 2026THE ENEMY CHAMPION IS A BOSS NOW. The clan siege shows the champion with its crest, its name and a health bar that DRAINS as your clan strikes it, with its real attack, defence and health once your War Room is built. The long explanation moved behind a "?".
- v6.24.60 · September 7, 2026A CLEARED ROSTER RESPAWNS ON SCREEN. Beating the enemy’s last defender frees the whole roster to be fought again, but the list kept showing every card greyed out until you reloaded. It refreshes from the server after every attack now.
- v6.24.60 · September 7, 2026THE INVASION TASK OPENS THE INVASION. The daily-task row sent you to the clan screen instead of the invasion.
- v6.24.60 · September 7, 2026SEASON MASTERY FOLDS AWAY. The mastery tree is collapsed by default in the character menu and remembers how you left it. Your Legacy Roster stays open underneath — an unclaimed champion is the one thing there you should not have to go looking for.
- v6.24.60 · September 7, 2026A NEW SEASON CHARACTER STARTS WITH NO CLAN. Clan membership was tied to the character SLOT, and the season slot is handed to the next season’s character, so a brand-new champion was born into the clan the last one left behind. Membership follows the character now: it comes off when the season ends, and comes back with them if you restore them into a free slot.
- v6.24.60 · September 7, 2026SEASON 1 HAS ITS OWN TITLE. Every other season grants a title named after it; the founding season was wired to the battle-pass title instead, so its champions were handed a pass reward and had nothing of their own. Founder now exists and belongs to Season 1.
- v6.24.60 · September 7, 2026YOUR GRADUATED CHAMPION IS REACHABLE AGAIN. The Legacy Roster only appeared if you still owned a season character — which nobody does after a season ends, so the bench hid itself from everyone parked on it. It now shows whenever you have a champion waiting, including on the character-creation screen for an account whose only character graduated.
- v6.24.60 · September 7, 2026SEASON LABELS NAME THE REAL SEASON. "Season 1" was written into four screens, so a Season 2 character was labelled Season 1 on its own card and in chat. Every label now reads the live season, and a character from an older season says which one it came from.
- v6.24.60 · September 7, 2026THE REGALIA HITS AS HARD AS THE RELICS. Every Regalia piece was quietly weaker than the Relic of the same slot - smaller affixes, none of the special ones, a watered-down ability. All six now match or beat their counterpart: bigger stat lines, reflect / lifesteal / armour-piercing where the Relics carry them, full-strength abilities, and a set bonus at six that clears the nine-relic set (+38% ATK & HP, +28% DEF, +30% Crit DMG, +18% SPD).
- v6.24.60 · September 7, 2026ONE POWER NUMBER ON A PROFILE. The build card under an inspected player now shows the same server-derived Combat Rating as the header card, instead of a partial reconstruction that read less than half the real figure.
- v6.24.60 · September 7, 2026THE REGALIA OF THE ARCHIVIST — a second Godforged set, and only one way to earn it. Finish a Codex collection and claim its piece: every monster at three stars, every set piece, every Godforged relic, all nine Relics of the Nine, every companion, every companion-gear variant. Six pieces with their own abilities, a set bonus at two, four and six, and the title "the Archivist" for all six. Find it at the top of the Codex.
- v6.24.60 · September 7, 2026FOURTEEN NEW COSMETICS. Five title styles (Emberbound, Frostbound, Bloodletter, Abyssal Script, Archivist), five profile banners (Bloodmoon, Gilded Hall, Stormfront, The Abyss, The Archive) and four auras (Bloodhalo, Stormcrown, Treasury Halo, Abyssal Halo) — earned through PvP rank, Eternal depth and feats, or bought in the Cosmetics shop.
- v6.24.60 · September 7, 2026PROFILES SHOW REAL POWER AND THE AURA. Inspecting a player now shows their PvP loadout's real Combat Rating — the header used to fall back to a made-up figure — and the portrait carries their aura like it does everywhere else.
- v6.24.60 · September 7, 2026WAR CLAIMS NAME THE CHARACTER. A claimed defender now says which character on your side claimed them, and "you claimed this target" means the character you are playing, not anyone on your account. Behind the scenes the attack is recorded under a lock, so two taps at once can no longer land two wins on one defender.
- v6.24.60 · September 7, 2026ARENA TARGETS ARE CHARACTERS, NOT ACCOUNTS. The hour-long cooldown after a challenge was shown per account, so beating one of someone's characters greyed out all of them — the server always allowed the others. The list now agrees with the rule.
- v6.24.60 · September 7, 2026WAR PvP IS A REAL FIGHT. Attacking an enemy clan member now runs the same fight as the Arena — your PvP loadout, subclass and passives, round by round, with the replay on the result card — instead of a win-chance roll on Combat Rating. Targets are per character too: an account with two characters in the enemy clan is two targets, each claimed on its own, so a roster actually clears and respawns.
- v6.24.60 · September 7, 2026COMPANION STAT TILES READ THE SAME WAY. When a companion wears any gear, every stat tile carries a second line — what the gear adds ("+158 from gear") or a quiet "no gear on this stat" — instead of a base figure appearing on some tiles and not others.
- v6.24.60 · September 7, 2026COMPANION GEAR BUTTONS SAY WHAT THEY DO, AND ASK FIRST. The three buttons beside Equip now read Roll, Ascend and Scrap with their treat cost, and each opens a confirmation naming exactly what is spent, what is destroyed and what you get — Scrap used to destroy a piece on a single tap with no warning, and Roll and Ascend relied on a silent tap-twice.
- v6.24.60 · September 7, 2026RANKINGS, ONE ROW EVERYWHERE. Players, Eternal, Clans, Patrons, the clan rankings and the online list all use the same row now: rank, portrait with frame and aura, the name in its nameplate with the title beside it, and level · class · account · staff badge on the line below — so a name is never cut to three letters on a phone. The Patrons board wears its account's top character.
- v6.24.60 · September 7, 2026RELICS CAN BE FORGED. A Relic of the Nine is one-per-character, so the Forge's "sacrifice an exact duplicate" rule made it un-Forgeable. A relic now Forges by consuming any other Godforged piece (never another relic); the gold, essence and core costs are unchanged.
- v6.24.60 · September 7, 2026THE RELICS OF THE NINE ARE REAL GODFORGES NOW. Each relic carries a unique ability that actually fires — Delver's Ward (bosses deal 20% less), Titan's Aegis (12% less from everything), Endless Stair (3% max HP every round), Shared Climb (every 4th hit lands a second blow at 200% ATK through DEF), Warbanner (+10% damage), Vaultkeeper's Tithe (heal 8% of every hit), Arena Pendant (crit-damage cap +15%, +8% in the arena), Breach (20% chance every hit strikes twice), Wayworn Stride (killing blows heal 6% and surge +10% for 2 turns) — and their base stats sit on the current Godforged scale. The three newest world-boss drops gained theirs too: Trophy Chain, Shifting Skin, Battering Fist. Every one works in battles, dungeons, the idle sim, Eternal and the arena.
- v6.24.60 · September 7, 2026CLAIMING YOUR ACCOUNT IS A REAL FORM. Guests who keep their legend used to type an email and then a password into two grey browser boxes — with the password shown on screen. It is a proper in-game form now: masked password, confirmed twice, mistakes explained in place. The shop quantity box is a real field too; the last browser pop-up in the game is gone.
- v6.24.60 · September 7, 2026COMPANION GEAR ROWS IN PLAIN WORDS. A piece's rows read "+10.5% ATK · +1,496" for each stat it boosts on the selected companion, and one quiet line — "No effect on CRIT % — Infinity Maw has none" — instead of a red sentence per miss. The old "has no line" wording was our jargon.
- v6.24.60 · September 7, 2026THE BOSS YOU ARE FIGHTING SHOWS ITS REAL HEALTH. The schedule's upcoming cards were taught to show realm-sized pools, but the boss actually rampaging still printed the old authored number — the Eternal Dreadlord read 800M while it really had 45 billion. It now reads the live pool.
- v6.24.60 · September 7, 2026THE REALM SHRINE HAS REAL FIRE. The live-event banner wears painted art instead of an emoji, and tapping it opens the rest of the sentence, exactly what the boost pays, and when it ends in your own time — the line was cut off on a phone.
- v6.24.60 · September 7, 2026THE SHRINE CAN LIGHT AGAIN. The Realm Shrine counted ACCOUNTS while its own card asked for champions — and a champion is a character. Five characters across three accounts read as three, so the bar sat at 544% of its goal and never paid out. It counts characters now, and the cycle the realm had already filled five times over has been lit: +50% XP for everyone, 24 hours.
- v6.24.60 · September 7, 2026NO MORE BROWSER POP-UPS. Every confirmation — Clean Up, bulk sell and salvage, transmuting to dust, offering at the Shrine, resetting a tree, and every clan action — now asks inside the game instead of raising a grey "shadowrealmsrpg.com says" box. They also stop freezing the battle behind them.
- v6.24.60 · September 7, 2026THE COMPANION CARD COUNTS ITS GEAR. A companion's stat tiles showed its bare level value — a companion in full gear read exactly like a naked one, and a companion in slot 2 or 3 claimed the whole number instead of the half it actually gives. The tiles now show what the game really adds, with the pre-gear value beneath any line gear has moved.
- v6.24.60 · September 7, 2026VIP NOW LEAVES YOU SOMETHING TO KEEP. Hold any VIP tier for 30 days and that tier’s full set — its frame, a nameplate, a title and an aura — is written into your collection on every character, permanently. Cancel afterwards and it stays. Higher tiers earn the lower sets too, and upgrading keeps every day you have already banked. The Store’s VIP page shows your day count for each set. Nothing about the boosts changed; this is the part of a subscription you get to keep.
- v6.24.60 · September 7, 2026SUBSCRIPTIONS ARE NOW ON THE RECORD. Every change to an account’s VIP tier — start, renewal, upgrade, lapse, refund — is now written to a ledger the moment it happens, whichever door it comes through. Until today the tier was simply overwritten in place, so we could not tell a subscriber how long they had been with us. If you subscribed before this update your start date is being restored from the payment provider’s own records; your permanent-set clock starts from your real start date, not from today.
- v6.24.60 · September 7, 2026AUTO-BATTLE SHOWS THE FIGHT AGAIN. If you kill trash in one hit — which every new character does — the battle log showed nothing but "a monster appears!" over and over, with no damage line and no kill line, so auto-battle looked like it was skipping monsters instead of fighting them. It was fighting the whole time (one player had 14,948 kills on a character that looked idle to them). The log was being wiped by the next monster spawning in the same instant the kill was written. You now see the hit, the crit, the ability that fired and the kill, however fast you clear.
- v6.24.60 · September 7, 2026WIN YOUR FIRST FIGHT NOW COUNTS WHEN AUTO-BATTLE WINS IT. The Getting Started step only ticked on a fight you swung at by hand, while the step right below it tells you to start auto-battle — so following the checklist in order stopped the checklist from completing. Every auto-battle kill credits it now.
- v6.24.60 · September 7, 2026STOP MEANS STOP. Tapping Stop while a kill was landing could still spawn one more monster, because the guard meant to check whether you were stopping was testing the wrong thing and could never fail.
- v6.24.60 · September 7, 2026A REFUSED SELL SAYS WHY. Selling a locked item used to answer "Sell failed — try again" (Toast's report). The Sell button now greys out on a locked item exactly like Salvage does, and any sell or salvage the server refuses tells you the reason — locked, equipped, saved in a loadout, a relic, or a piece the Forge protects.
- v6.24.60 · September 7, 2026LESS TEXT, MORE GAME. The paragraphs that explained relics, companion gear, companion slots and every Vault card now sit behind a small ? beside the thing they explain — tap it when you want the detail; the screen stays visual. The Codex's relic entry also says where a relic goes: it is gear, equipped in its slot like any Godforged piece.
- v6.24.60 · September 7, 2026COMPANION SLOTS YOU CAN TAP. The Stable now shows three slot cards under your active companion. Tap a slot and a chooser opens with every companion you own — its rarity, level and stat lines — tap one and it takes the slot; a companion already in another slot moves. Slots 2 and 3 can be emptied from the same sheet, and a locked slot takes you to the Vault. The old way (select a companion, then its slot button) still works.
- v6.24.60 · September 7, 2026THE CODEX, ONE LAYOUT AGAIN. Relics, companion gear and every cosmetic kind — titles, avatars, frames, nameplates, title styles, auras, banners — now sit in the same checklist grid as sets, godforges and companions, and every entry opens the same popover: what it looks like, its stats and how to obtain it. Section headers wear real art instead of emoji; the duplicate Wardrobe card is gone.
- v6.24.60 · September 7, 2026RELICS OF THE NINE ARE TRULY RARE. The guarantee is gone. A relic drops only by chance from its own mode — the Codex shows the odds and how many attempts you have made, never a bar to a promise. Godforged stays the rarest tier in the game.
- v6.24.60 · September 7, 2026ART FOR THE RELICS AND COMPANION GEAR. All nine relics and all nine companion-gear families have their own renders — in the Codex, the item bag, the Stable's gear bag and on each companion's slots.
- v6.24.60 · September 7, 2026SOVEREIGNS. A currency above gold: 1 Sovereign = 1 trillion gold, minted one-way at the Exchange (the ◈ pill in the header) and shared by every character on your account. The counts are exact everywhere — 2,125, never 2.1K — because you buy in ones.
- v6.24.60 · September 7, 2026THE VAULT. The Bag's third tab. Spend Sovereigns on a second and third companion slot, companion charms, three cosmetic sets (Regalia, Gilded, Void — a frame, title, aura and nameplate each) and the Relic Catalyst. Repeatables climb in price with every purchase; the ladder is printed on each card.
- v6.24.60 · September 7, 2026PATRONS OF THE REALM. Every Sovereign you spend counts toward five Patron ranks — titles, a nameplate, an aura and a frame — and a Patrons board under Rankings. Offer Sovereigns at the Realm Shrine and the whole realm feels it.
- v6.24.60 · September 7, 2026COMPANION SLOTS. Two more active companions fight beside your first at half strength — every line they carry, PvE only — assigned in the Stable, opened in the Vault.
- v6.24.60 · September 7, 2026COMPANION GEAR. Collars, saddles and charms for your companions, in a bag of their own (Companions → 🎒). Every piece rolls its own stat lines from all ten companion stats — one line at common and uncommon, two at rare and epic, three at legendary and above — and each line multiplies the companion's matching stat by the piece's %. The Stable now says exactly what a piece adds to the selected companion, in numbers, line by line. Three sets (Warden, Wayfarer, Ravager: +3% to every line at two pieces, +8% at three), seven rarities up to Godforged. Where they drop: Scouting Runs every time, other expeditions 20–30%, dungeon bosses, Eternal milestones, world-boss claims (the Godforged faucet) and the Vault's charm forge.
- v6.24.60 · September 7, 2026RE-ROLL AND ASCEND. ⟳ re-rolls a piece's lines and % for treats (2 at common, 30 at Godforged) — same rarity, fresh roll. ⬆ fuses three unworn pieces of one slot and rarity into a single piece of the next rarity; it keeps the lines it had and rolls a % in the new band, up to mythic. Each asks you to confirm first, and both run on the server.
- v6.24.60 · September 7, 2026RELICS OF THE NINE. One Godforged relic per mode: Areas (bosses at Tier 2 and up), Dungeons, Eternal, World Bosses, Clan Eternal, Clan Wars (attacks and sieges), the Clan Dungeon, the Arena and Invasions. Each drops only by chance from its own mode, and the Codex's Relics section shows the odds and how many attempts you have made. Three, six and nine relics unlock the Relics of the Nine set; all nine crown you Sovereign of the Nine, title and aura. The Vault's Catalyst re-rolls a relic's rolled lines for Sovereigns.
- v6.24.60 · September 7, 2026THREE NEW WORLD BOSSES. The Arena Warden, the Shifting Mass and the Breachborn join the rotation — nine bosses now — each with a named Godforged drop, each sized to the realm.
- v6.24.60 · September 7, 2026THE ASHFALL RELIQUARY. A twelfth dungeon at the top of the ladder: five new monsters, the Ash Reliquarian as its boss, and the Emberfall Vestments set (2 / 3 / 4 / 5 pieces).
- v6.24.60 · September 7, 2026CLAN WARS, HONEST. A war attack is a real Arena fight you can replay, and Sieges carry a Breach bar that shows what your strikes did. Daily-task rows for wars, sieges, Eternal and Invasions tick the moment you do them, no refresh needed, and the Clans tab points at the sub-tab that has something to claim.
- v6.24.60 · September 7, 2026THE ETERNAL BOARDS WEAR THEIR COSMETICS. Frames, titles, nameplates and clan crests on every Eternal ranking and the clan roster — brag on.
- v6.24.60 · September 7, 2026THE FIRST TEN LEVELS. Kills-to-level from 1 to 10 now ramps up gently instead of opening on the full bar, and characters stranded on the old curve were moved forward. Monster gold above level 2,000 tapers so the top of the ladder stops outrunning every price in the game.
- v6.22.15 · August 22, 2026The Eternal rankings tab was quietly showing only CLAN waves — tap 'Eternal' expecting the eternal leaderboard and you got clan numbers with no player in sight. It now shows both halves, clearly split: PLAYERS (the deepest solo climbers, your own rank shown) and CLANS (this week's climb and the all-time record).
- v6.21.86 · August 17, 2026PvP reads your saved loadout rather than what you happen to be wearing, and loadouts keep their own copy of every item. This weekend's gear updates never reached those copies, so PvP — and only PvP — has been running on out-of-date gear.
- v6.21.86 · August 17, 2026The effect was severe. Eighteen characters were fighting with wildly wrong stats, one of them showing 1.4 billion health against a real 1.7 million. Their damage was inflated to match, which is why some players were dying to thorns almost instantly. Every loadout has now been brought in line.
- v6.21.86 · August 17, 2026Reflect had a diminishing-returns curve defined for it that was never actually connected — it was scaling in a straight line all the way to a 90% return. It is now wired up, so very high reflect is worth much less than it was while ordinary reflect builds are barely affected.
- v6.21.86 · August 17, 2026Reflect also can no longer kill the attacker outright on their first swing. It used to return a share of YOUR damage with no limit, so a high-damage, low-health build could die to its own hit before the opponent had even acted. Thorns are now limited by the defender's own toughness.
- v6.21.86 · August 17, 2026Two navigation bars in Rankings were drawing on top of each other, taking the player profile with them. Fixed.
Economy & loot211
- v6.24.260 · October 28, 2026Saved accounts can try Legend free for 24 hours, once. It ends on its own, no card needed.
- v6.24.260 · October 28, 2026The VIP page shows your own hero on each tier: gold and XP per hour and per run, from your current auto-battle.
- v6.24.260 · October 28, 2026Offers now come at most once a session and stay under Inbox → Drops → For you, so you can find them later or clear them.
- v6.24.260 · October 28, 2026The review ask now also invites a friend: recruits earn you VIP days and referral-only pets, titles and avatars.
- v6.24.231 · October 26, 2026Two arenas: World Bosses and the weekend Invasion are fought separately by seasonal heroes and eternal heroes — same boss and schedule, separate health, damage boards and rewards. Gear and relic chances are unchanged.
- v6.24.231 · October 26, 2026The Trading post is open again (Bag → Trading). The realm holds every listed item, delivers it on purchase and returns it if unsold after 48 hours. Seasonal heroes trade with this season's heroes, eternal with eternal.
- v6.24.231 · October 26, 2026Where should I farm? — a card on Adventure rates every tier and area for your build and names the best XP and gold zone with a Go button. It folds to one line and opens a full every-tier table. Follow the Best Zone (Settings → Autopilot) moves auto-battle there on its own.
- v6.24.231 · October 26, 2026Claim Everything At Login (Settings → Autopilot): once a day on open, quests, pass tiers, the login calendar, inboxes, clan dailies and Fast Rewards are collected with one summary.
- v6.24.231 · October 26, 2026Guests are never locked out: a lost session reopens on the device that started it ("Continue as …" on the login screen), and signing in on that device offers to bring the guest's heroes into your account.
- v6.24.231 · October 26, 2026Fixed the blank screen some players saw after a prestige, and a save that cannot be fetched now shows Retry instead of the character screen.
- v6.24.231 · October 26, 2026The header is two rows with a full-width XP bar and one live line (your auto-battle zone, rates and time left, or what Today has waiting). The online count lives on the chat bar — tap it for the list — and the chat panel always has an Online tab.
- v6.24.231 · October 26, 2026Heroes still auto-battling count as online (marked ⚔️ Farming in the list), and "recent" now means anyone who played in the last 24 hours.
- v6.24.231 · October 26, 2026Tagged in chat? An @YourName mention now pops up in the game right away and can buzz your device. Each has its own switch: Settings → Notifications → Chat Mentions, and the same row under Push.
- v6.24.231 · October 26, 2026Fixed live updates never reaching a hero who logged in fresh or was just created: clan invites, a save changed on another device and the hand-off when you open the game elsewhere now arrive the moment they happen.
- v6.24.231 · October 26, 2026Fixed a crash ("Something broke") when stepping into or out of the Eternal Realm from the Battle screen.
- v6.24.231 · October 26, 2026Double-tap a footer tab to skip its hub: Battle opens your fight, Hero your Character, Bag your Inventory, Codex your Quests, Social your Clan. Change each one in Settings → Footer Shortcuts.
- v6.24.231 · October 26, 2026The header's auto-battle time left shows whole minutes again.
- v6.24.231 · October 26, 2026New features in Settings now carry a NEW tag, and a one-time card points out Autopilot and the footer double-tap.
- v6.24.231 · October 26, 2026Harvest Hollow arrives with the Harvest Feast (Nov 24), and Yulewood with Winterveil (Dec 11): holiday areas that farm your best zone at your best tier and pay Festival Tokens for every hour of auto-battle. Holiday companions now drop only from their own event.
- v6.24.231 · October 26, 2026The Festival Shop (Store → Festival Shop) is open all year: your Festival Tokens keep from one holiday to the next, and each holiday's companion, Turning Year piece, set pieces in the slot you choose and cosmetics sell during that holiday and for 2 days after.
- v6.24.231 · October 26, 2026The Lunar Owl now comes from Nian the Lantern Beast at the Lunar Festival, alongside the Jade Hare.
- v6.24.231 · October 26, 2026Auto-battle rewards more than attack: defense, dodge and speed now have room to grow (higher caps, and abilities can double-hit), so tougher and faster builds farm better. Monsters only hit harder when you farm far deeper than 5× your level.
- v6.24.231 · October 26, 2026World Boss Strikes At Login (Settings → Autopilot): once a day when you open the game, your unused strikes are fought for you, with one summary.
- v6.24.231 · October 26, 2026Auto-Equip now only swaps in a piece of a higher rarity than the one you wear.
- v6.24.231 · October 26, 2026Settings are now shared by all your characters: change one and every hero uses it the next time you open them. Ability rotations stay with each character.
- v6.24.231 · October 26, 2026The header's bell and menu sit up beside your gold and Sovereigns, and the auto-battle line shows in full.
- v6.24.175 · October 25, 2026New Godforged set: the Regalia of the Turning Year. Each of its six pieces comes from one holiday event boss.
- v6.24.175 · October 25, 2026Everyone who fought the Hollow King this Hallow's Eve gets the first piece, the Hallowcrown. Any Hollow King reward you claim before November 3 pays it too.
- v6.24.175 · October 25, 2026Harvest Feast comes November 24 – December 1: the Wicker Glutton world boss, whose bite grows with every hit it lands until a dodge resets it.
- v6.24.166 · October 23, 2026Potions, scrolls and elixirs now show their artwork in the Bag, the Store and the Battle screen, instead of an emoji or a blank tile.
- v6.24.166 · October 23, 2026The Elixir of Fortune is a golden flask and the Iron Scroll carries a steel seal, so each is easy to tell apart from its neighbour.
- v6.24.163 · October 20, 2026Locked Reroll keeps exactly the lines you lock. A lock on a line the server had already re-rolled used to be rolled again, usually lower.
- v6.24.163 · October 20, 2026An item whose last craft is still saving shows ⏳ for a moment. When the saved fresh rolls differ from the preview, a toast shows what was saved.
- v6.24.157 · October 17, 2026DEEPKING'S PANOPLY: six Godforged pieces that drop only from area bosses at Tier 100 and deeper.
- v6.24.157 · October 17, 2026THE ENDLESS VIGIL: six Godforged pieces that drop only from Eternal past wave 20,000.
- v6.24.157 · October 17, 2026Each set rolls once a day at 1%, and a drop is always a piece you don't have yet. Track both in Codex → Collection.
- v6.24.157 · October 17, 2026All six pieces unlock a set ability: Abyssal Crush for the Panoply, Last Light for the Vigil.
- v6.24.156 · October 17, 2026EIGHTEEN NEW GODFORGED, two from every World Boss, each with its own power — double strikes, star-falls, kill surges, thorn walls and more. Every class gets new weapons, including the first Godforged one-handed swords, maces and axes and both crossbows.
- v6.24.156 · October 17, 2026ART FOR THREE GODFORGED that only showed an icon: Warden's Chain-Crown, Mantle of the Shifting Mass and Breachbreaker.
- v6.24.155 · October 17, 2026TWO SETS IN EVERY DUNGEON. Each dungeon now drops its own set or a new sibling built for a different playstyle — caster, dodge tank, bruiser, crit and more. The Transmute Dust exchange lets you pick either.
- v6.24.155 · October 17, 2026SEVEN DEPTH SETS. Area bosses at Tier 20 and deeper drop a set for their depth band, from Depthwarden's Harness at T20 to the Crown of the Bottomless Deep at T120.
- v6.24.142 · October 5, 2026RELICS OF THE NINE ROLL ONCE A DAY. Each relic's first qualifying action of the day rolls at the same odds; the rest of the day does not. They were meant to be the rarest items in the game and had become the most common Godforged piece.
- v6.24.142 · October 5, 2026WORLD BOSS QUESTS COUNT FROM THE SERVER. Every strike advances World Destroyer and friends no matter which device made it.
- v6.24.142 · October 5, 2026FORGE ×5 AND FORGE ALL. The Rarity Forge upgrades up to 25 pieces per tap, lowest level first, never touching locked, set or socketed gear. The Mythic step stays once a day.
- v6.24.142 · October 5, 2026SMALLER FIXES. Picking a subclass asks for confirmation first. Auto-salvage tells you once where your loot went and where the setting lives. Below level 20 the XP bar now moves on every kill instead of sitting at 0 / 1.
- v6.24.60 · September 7, 2026EARLY LEVELS: NO MORE HIDDEN PENALTY FOR STAYING IN THE FIRST AREA. Below level 20, fighting in an area under your level no longer divides your XP (a level-8 hunter in Ashveil Forest was earning an eighth per kill without being told). The XP bar also counts the banked fraction, so it moves between whole points.
- v6.24.60 · September 7, 2026WEALTH FEATS SAY WHAT THEY ASK FOR. Coin Hoarder and its siblings now show the real requirement instead of the pre-denomination figure.
- v6.24.60 · September 7, 2026SUBCLASS BRANCHES TUNED. Every branch was measured on real characters and brought into one band: the big crit nodes now give crit damage instead of crit chance (chance was hitting its cap), evasion and speed branches are a little smaller, tank branches a little larger, and the Assassin branch leads with attack. Nothing you learned is lost; values on existing nodes update in place.
- v6.24.60 · September 7, 2026YOUR SUBCLASS HAS ITS OWN SKILL BRANCH. The fourth branch of every skill tree, the one every class shared (+8 to +40% all stats, XP and gold), is replaced by a branch that belongs to your subclass: twelve nodes on the two stats your subclass is judged on, plus a rider only that subclass has (a Berserker's crit damage, a Guardian's reflect, a Lich's lifesteal, a Sniper's accuracy). Same shape, same skill-point cost. It opens when you choose a subclass at level 50 and follows a re-spec.
- v6.24.60 · September 7, 2026SKILL POINTS FROM THE OLD SHARED BRANCH COME BACK. Anything you had spent there is refunded on your next login. Spend it in your subclass branch.
- v6.24.60 · September 7, 2026ARENA: YOUR SUBCLASS DECIDES WHAT THE FIGHT IS JUDGED ON. A subclass no longer multiplies your stats in the arena. Instead its two signature lanes count for more and its two traded lanes for less, for both fighters equally. A Guardian's fights weigh defence and health more and attack and accuracy less. Nobody gets more points: if you are ahead in your subclass's lanes you gain, if you are behind you lose, so building into your subclass is what pays. The matchup sheet prints both sides' terms before the numbers.
- v6.24.60 · September 7, 2026ONE FREE TOME OF RESPEC FOR EVERYONE. Because the subclass now means something different, every character gets a free Tome of Respec in the Boss Essence shop. Use it when you like; it does not expire.
- v6.24.60 · September 7, 2026ALL-STATS AFFIXES BACK AT THEIR DESIGNED STRENGTH. Ancient is +3% all stats, of the Void +2%, of Eternity +3%. A generator change in August had been minting them at +18% and +12%, the same as a focused affix, while they touch six stats at once; a slot of Ancient was worth six slots of Savage, and stacking it was the only sensible build. Existing copies are updated the same way. Stacking the same affix stays allowed: six Ancients now equal one Savage, which makes it a choice.
- v6.24.60 · September 7, 2026ARENA: SPECIALISED BUILDS PAY AGAIN. The lane score no longer flattens big leads: being far ahead in two stats is worth more than being slightly ahead in five. Measured on three weeks of real fights the new curve predicts outcomes slightly better than the old one, and the equal-gear class spread drops from 34 points to 10.
- v6.24.60 · September 7, 2026ARENA: CLASS IDENTITY COUNTS IN THE SCORE. Rangers bring precision and power, Paladins the wall, Mages raw power, in the number that decides the fight, not only in the graze rate. The matchup sheet shows the class line the way it shows a subclass. At equal gear every class now sits within 50 plus or minus 6.
- v6.24.60 · September 7, 2026COMPARE WEARS YOUR PORTRAIT. The compare card shows both players' equipped avatar, frame and aura instead of the plain class art, and other players' profiles now carry their cosmetics too.
- v6.24.60 · September 7, 2026PVP TROPHIES, REWORKED FOR A SMALL LADDER. A win pays at least +6 (was +2) and an even fight +24. Losing an attack costs at most -10 (was up to -25), and only -2 when you reached up. Defenders never lose trophies any more: holding off an attacker pays +4, being beaten costs nothing. A rank you reach is a floor for the rest of the season. The matchup sheet now shows what a fight pays before you take it.
- v6.24.60 · September 7, 2026LEAVING A CLAN IS A VISIBLE BUTTON. Members see a Leave pill on the clan header; the sheet behind the gear is titled Your Membership for them and says what leaving means. Leaders are still pointed at Transfer Leadership or Disband first.
- v6.24.60 · September 7, 2026A REFUSED WORLD-BOSS STRIKE SAYS SO. When the server turns a strike away, past your daily cap, at a boss between spawns, or during a server hiccup, the Strike Log now says it was not counted and why, the damage comes off your tally, and the button locks at the cap. It used to print the hit and stay silent.
- v6.24.60 · September 7, 2026THE DAILY FREE FEED IS ONCE A DAY AGAIN. The companion feed's day stamp was written in a different format by the game and by the server, so neither recognised the other's and a reload lit the button again. One stamp now, in server time (UTC).
- v6.24.60 · September 7, 2026THE REWARDS SHEET FOLDS. The Realm Milestone, the Realm Shrine and the Bloodline cards each collapse to their header line with the key number on it; tap to open. Milestone and Bloodline start folded, the Shrine starts open, a card with something to claim never folds, and your choice sticks on this device.
- v6.24.60 · September 7, 2026THE VIP PAGE FOLDS WHAT YOU ALREADY OWN. Once every tier's Regalia is yours forever, the Yours to Keep section collapses to one line (tap to open); while a day count is running it stays open. Character Slots shrinks to one row once all six are unlocked.
- v6.24.60 · September 7, 2026LOCKED REROLL NO LONGER STACKS BASE STATS ON RELICS. A Locked Reroll on a Relic of the Nine or Regalia piece added a whole fresh roll on top of the item's current stats every time (HP and DEF climbing, every lane filling in). It rolls a clean base now, like Chaos Reroll. Reforge to Level was already correct.
- v6.24.60 · September 7, 2026POTIONS SHOW IN THE BAG. Health and Mana potions live in their own list that the Battle screen drinks from, so the Bag's Consumable tab only ever showed scrolls and elixirs. Potions are listed there now with their counts and what they restore. Scroll and elixir cards also read Consumable instead of the internal word Inventory.
- v6.24.60 · September 7, 2026LIVE EVENTS TAKE ONE ROW. Three stacked banners were eating a third of the screen above the battle. They fold into a single bar that names how many events are live, what is boosted and when the soonest ends; tap it to open the full cards, and it remembers your choice.
- v6.24.60 · September 7, 2026THE BAND OF THE DEEP VAULT EQUIPS. Relic and Regalia rings are minted as a plain Ring that picks its slot when you equip it; the bag's equip check only knew Ring 1, Ring 2 and Amulet, so they read Not equippable and hid from the Accessory filter. Fixed at the root, for every ring minted that way.
- v6.24.60 · September 7, 2026FORGE ADVICE ONLY ON YOUR OWN GEAR. The “1 dupe → +1/5” hint under Forge Rank is advice to an item's owner; it no longer appears on another player's gear in profiles, compare or trade listings. The rank itself still shows.
- v6.24.60 · September 7, 2026PLAYER PROFILES AND CLAN SHOWCASES SIT ABOVE THE NAV. On phones the Social sub-tab strip could paint across an open player profile, including the item sheets inside their build. Both dialogs now rise above everything on the page. The Respec Main Stats button also no longer appears on another player's item.
- v6.24.60 · September 7, 2026THE BAG'S ITEM SHEET SITS ABOVE THE TAB STRIP. The Inventory / Forge / Vault strip could paint over the top of an open item sheet on taller screens; the sheet now rises above everything on the page.
- v6.24.60 · September 7, 2026AUTOBATTLE SHOWS THE FIGHT MANUAL SHOWS. The on-screen autobattle took the monster's raw hit and never healed a point, while manual combat on the same screen caps a hit at 15% of your health outside Eternal and then applies your lifesteal, Lich Form, leech and heals. A Necromancer who never dropped below full in manual was shown dying every exchange on auto - a death neither manual nor your actual farm ever produced. Auto now draws the same rules: the capped hit, your sustain, and a death only when a hit actually empties the bar.
- v6.24.60 · September 7, 2026GODFORGED SET PIECES WEAR THEIR OWN COLOUR. A Relic of the Nine or a Regalia piece is Godforged and a set piece at once, and it rendered in plain set green, which hid the Godforged half. Each Godforged set now shows in its own colour, the Nine in violet and the Regalia in gold, in the bag, on the character sheet, in compare and in trade history. The bag's inspect sheet also drew its header twice and read “4 of 3” main stats on a Relic: one header now, and authored Godforged pieces are minted with four lanes.
- v6.24.60 · September 7, 2026EVERY BATTLE LOG READS IN K / M / B NOW. The dungeon log still printed 67951627 beside +8.4M on the same line. The dungeon, potion and rest heals, ability heals, the arena and clan-war round-by-round, and the clan-dungeon strike transcript all use the 1.5K / 1.5M / 3.5B shorthand.
- v6.24.60 · September 7, 2026YOUR KIT FIGHTS EVERYWHERE NOW. World-boss strikes, clan-dungeon strikes and invasion strikes were plain damage rolls — your abilities, your subclass ability upgrades and the rotation you set counted for nothing. All three run your rotation now, paced by real mana and cooldowns, exactly as autobattle and manual combat do. The world-boss duel walks it across all twelve rounds.
- v6.24.60 · September 7, 2026BATTLE LOG NUMBERS READ LIKE NUMBERS. Damage in the fight log is written 1.5M and 437K instead of 1542042 and 437133 — the same shorthand the rest of the game uses. The line already did it for second hits and not for the main one.
- v6.24.60 · September 7, 2026THE “ON” BADGE MEANS THAT ABILITY. Buffs are tracked per stat, so two abilities that raise the same stat both showed ON when only one had been cast. A buff now records which ability cast it.
- v6.24.60 · September 7, 2026CRIT DAMAGE WORKS IN THE CLAN DUNGEON. It never applied there — the strike was a plain damage roll and the log printed "CRIT!" whenever the roll came in high, so a 700% crit-damage build earned nothing for it. Strikes crit for real now, on the same curve as everywhere else, and the log reports what actually happened.
- v6.24.60 · September 7, 2026ONE CRIT CURVE EVERYWHERE. Crit damage past 500% has always been softened in live combat (700% pays about 5.9x, not 7x), but the world boss, the invasion and the clan dungeon each measured it raw. They all use the one curve now, so the number on your sheet means the same thing wherever you fight.
- v6.24.60 · September 7, 2026EVERY DAY OF THE WAR IS TAPPABLE. The D1–D7 strip now opens each day: what that day is for, and for days already past, the points your clan and theirs scored on it and what you did to earn them.
- v6.24.60 · September 7, 2026THE ENEMY CHAMPION IS A BOSS NOW. The clan siege shows the champion with its crest, its name and a health bar that DRAINS as your clan strikes it, with its real attack, defence and health once your War Room is built. The long explanation moved behind a "?".
- v6.24.60 · September 7, 2026A CLEARED ROSTER RESPAWNS ON SCREEN. Beating the enemy’s last defender frees the whole roster to be fought again, but the list kept showing every card greyed out until you reloaded. It refreshes from the server after every attack now.
- v6.24.60 · September 7, 2026THE INVASION TASK OPENS THE INVASION. The daily-task row sent you to the clan screen instead of the invasion.
- v6.24.60 · September 7, 2026SEASON MASTERY FOLDS AWAY. The mastery tree is collapsed by default in the character menu and remembers how you left it. Your Legacy Roster stays open underneath — an unclaimed champion is the one thing there you should not have to go looking for.
- v6.24.60 · September 7, 2026A NEW SEASON CHARACTER STARTS WITH NO CLAN. Clan membership was tied to the character SLOT, and the season slot is handed to the next season’s character, so a brand-new champion was born into the clan the last one left behind. Membership follows the character now: it comes off when the season ends, and comes back with them if you restore them into a free slot.
- v6.24.60 · September 7, 2026SEASON 1 HAS ITS OWN TITLE. Every other season grants a title named after it; the founding season was wired to the battle-pass title instead, so its champions were handed a pass reward and had nothing of their own. Founder now exists and belongs to Season 1.
- v6.24.60 · September 7, 2026YOUR GRADUATED CHAMPION IS REACHABLE AGAIN. The Legacy Roster only appeared if you still owned a season character — which nobody does after a season ends, so the bench hid itself from everyone parked on it. It now shows whenever you have a champion waiting, including on the character-creation screen for an account whose only character graduated.
- v6.24.60 · September 7, 2026SEASON LABELS NAME THE REAL SEASON. "Season 1" was written into four screens, so a Season 2 character was labelled Season 1 on its own card and in chat. Every label now reads the live season, and a character from an older season says which one it came from.
- v6.24.60 · September 7, 2026THE REGALIA HITS AS HARD AS THE RELICS. Every Regalia piece was quietly weaker than the Relic of the same slot - smaller affixes, none of the special ones, a watered-down ability. All six now match or beat their counterpart: bigger stat lines, reflect / lifesteal / armour-piercing where the Relics carry them, full-strength abilities, and a set bonus at six that clears the nine-relic set (+38% ATK & HP, +28% DEF, +30% Crit DMG, +18% SPD).
- v6.24.60 · September 7, 2026ONE POWER NUMBER ON A PROFILE. The build card under an inspected player now shows the same server-derived Combat Rating as the header card, instead of a partial reconstruction that read less than half the real figure.
- v6.24.60 · September 7, 2026THE REGALIA OF THE ARCHIVIST — a second Godforged set, and only one way to earn it. Finish a Codex collection and claim its piece: every monster at three stars, every set piece, every Godforged relic, all nine Relics of the Nine, every companion, every companion-gear variant. Six pieces with their own abilities, a set bonus at two, four and six, and the title "the Archivist" for all six. Find it at the top of the Codex.
- v6.24.60 · September 7, 2026FOURTEEN NEW COSMETICS. Five title styles (Emberbound, Frostbound, Bloodletter, Abyssal Script, Archivist), five profile banners (Bloodmoon, Gilded Hall, Stormfront, The Abyss, The Archive) and four auras (Bloodhalo, Stormcrown, Treasury Halo, Abyssal Halo) — earned through PvP rank, Eternal depth and feats, or bought in the Cosmetics shop.
- v6.24.60 · September 7, 2026PROFILES SHOW REAL POWER AND THE AURA. Inspecting a player now shows their PvP loadout's real Combat Rating — the header used to fall back to a made-up figure — and the portrait carries their aura like it does everywhere else.
- v6.24.60 · September 7, 2026WAR CLAIMS NAME THE CHARACTER. A claimed defender now says which character on your side claimed them, and "you claimed this target" means the character you are playing, not anyone on your account. Behind the scenes the attack is recorded under a lock, so two taps at once can no longer land two wins on one defender.
- v6.24.60 · September 7, 2026ARENA TARGETS ARE CHARACTERS, NOT ACCOUNTS. The hour-long cooldown after a challenge was shown per account, so beating one of someone's characters greyed out all of them — the server always allowed the others. The list now agrees with the rule.
- v6.24.60 · September 7, 2026WAR PvP IS A REAL FIGHT. Attacking an enemy clan member now runs the same fight as the Arena — your PvP loadout, subclass and passives, round by round, with the replay on the result card — instead of a win-chance roll on Combat Rating. Targets are per character too: an account with two characters in the enemy clan is two targets, each claimed on its own, so a roster actually clears and respawns.
- v6.24.60 · September 7, 2026COMPANION STAT TILES READ THE SAME WAY. When a companion wears any gear, every stat tile carries a second line — what the gear adds ("+158 from gear") or a quiet "no gear on this stat" — instead of a base figure appearing on some tiles and not others.
- v6.24.60 · September 7, 2026COMPANION GEAR BUTTONS SAY WHAT THEY DO, AND ASK FIRST. The three buttons beside Equip now read Roll, Ascend and Scrap with their treat cost, and each opens a confirmation naming exactly what is spent, what is destroyed and what you get — Scrap used to destroy a piece on a single tap with no warning, and Roll and Ascend relied on a silent tap-twice.
- v6.24.60 · September 7, 2026RANKINGS, ONE ROW EVERYWHERE. Players, Eternal, Clans, Patrons, the clan rankings and the online list all use the same row now: rank, portrait with frame and aura, the name in its nameplate with the title beside it, and level · class · account · staff badge on the line below — so a name is never cut to three letters on a phone. The Patrons board wears its account's top character.
- v6.24.60 · September 7, 2026RELICS CAN BE FORGED. A Relic of the Nine is one-per-character, so the Forge's "sacrifice an exact duplicate" rule made it un-Forgeable. A relic now Forges by consuming any other Godforged piece (never another relic); the gold, essence and core costs are unchanged.
- v6.24.60 · September 7, 2026THE RELICS OF THE NINE ARE REAL GODFORGES NOW. Each relic carries a unique ability that actually fires — Delver's Ward (bosses deal 20% less), Titan's Aegis (12% less from everything), Endless Stair (3% max HP every round), Shared Climb (every 4th hit lands a second blow at 200% ATK through DEF), Warbanner (+10% damage), Vaultkeeper's Tithe (heal 8% of every hit), Arena Pendant (crit-damage cap +15%, +8% in the arena), Breach (20% chance every hit strikes twice), Wayworn Stride (killing blows heal 6% and surge +10% for 2 turns) — and their base stats sit on the current Godforged scale. The three newest world-boss drops gained theirs too: Trophy Chain, Shifting Skin, Battering Fist. Every one works in battles, dungeons, the idle sim, Eternal and the arena.
- v6.24.60 · September 7, 2026CLAIMING YOUR ACCOUNT IS A REAL FORM. Guests who keep their legend used to type an email and then a password into two grey browser boxes — with the password shown on screen. It is a proper in-game form now: masked password, confirmed twice, mistakes explained in place. The shop quantity box is a real field too; the last browser pop-up in the game is gone.
- v6.24.60 · September 7, 2026COMPANION GEAR ROWS IN PLAIN WORDS. A piece's rows read "+10.5% ATK · +1,496" for each stat it boosts on the selected companion, and one quiet line — "No effect on CRIT % — Infinity Maw has none" — instead of a red sentence per miss. The old "has no line" wording was our jargon.
- v6.24.60 · September 7, 2026THE BOSS YOU ARE FIGHTING SHOWS ITS REAL HEALTH. The schedule's upcoming cards were taught to show realm-sized pools, but the boss actually rampaging still printed the old authored number — the Eternal Dreadlord read 800M while it really had 45 billion. It now reads the live pool.
- v6.24.60 · September 7, 2026THE REALM SHRINE HAS REAL FIRE. The live-event banner wears painted art instead of an emoji, and tapping it opens the rest of the sentence, exactly what the boost pays, and when it ends in your own time — the line was cut off on a phone.
- v6.24.60 · September 7, 2026THE SHRINE CAN LIGHT AGAIN. The Realm Shrine counted ACCOUNTS while its own card asked for champions — and a champion is a character. Five characters across three accounts read as three, so the bar sat at 544% of its goal and never paid out. It counts characters now, and the cycle the realm had already filled five times over has been lit: +50% XP for everyone, 24 hours.
- v6.24.60 · September 7, 2026NO MORE BROWSER POP-UPS. Every confirmation — Clean Up, bulk sell and salvage, transmuting to dust, offering at the Shrine, resetting a tree, and every clan action — now asks inside the game instead of raising a grey "shadowrealmsrpg.com says" box. They also stop freezing the battle behind them.
- v6.24.60 · September 7, 2026THE COMPANION CARD COUNTS ITS GEAR. A companion's stat tiles showed its bare level value — a companion in full gear read exactly like a naked one, and a companion in slot 2 or 3 claimed the whole number instead of the half it actually gives. The tiles now show what the game really adds, with the pre-gear value beneath any line gear has moved.
- v6.24.60 · September 7, 2026VIP NOW LEAVES YOU SOMETHING TO KEEP. Hold any VIP tier for 30 days and that tier’s full set — its frame, a nameplate, a title and an aura — is written into your collection on every character, permanently. Cancel afterwards and it stays. Higher tiers earn the lower sets too, and upgrading keeps every day you have already banked. The Store’s VIP page shows your day count for each set. Nothing about the boosts changed; this is the part of a subscription you get to keep.
- v6.24.60 · September 7, 2026SUBSCRIPTIONS ARE NOW ON THE RECORD. Every change to an account’s VIP tier — start, renewal, upgrade, lapse, refund — is now written to a ledger the moment it happens, whichever door it comes through. Until today the tier was simply overwritten in place, so we could not tell a subscriber how long they had been with us. If you subscribed before this update your start date is being restored from the payment provider’s own records; your permanent-set clock starts from your real start date, not from today.
- v6.24.60 · September 7, 2026AUTO-BATTLE SHOWS THE FIGHT AGAIN. If you kill trash in one hit — which every new character does — the battle log showed nothing but "a monster appears!" over and over, with no damage line and no kill line, so auto-battle looked like it was skipping monsters instead of fighting them. It was fighting the whole time (one player had 14,948 kills on a character that looked idle to them). The log was being wiped by the next monster spawning in the same instant the kill was written. You now see the hit, the crit, the ability that fired and the kill, however fast you clear.
- v6.24.60 · September 7, 2026WIN YOUR FIRST FIGHT NOW COUNTS WHEN AUTO-BATTLE WINS IT. The Getting Started step only ticked on a fight you swung at by hand, while the step right below it tells you to start auto-battle — so following the checklist in order stopped the checklist from completing. Every auto-battle kill credits it now.
- v6.24.60 · September 7, 2026STOP MEANS STOP. Tapping Stop while a kill was landing could still spawn one more monster, because the guard meant to check whether you were stopping was testing the wrong thing and could never fail.
- v6.24.60 · September 7, 2026A REFUSED SELL SAYS WHY. Selling a locked item used to answer "Sell failed — try again" (Toast's report). The Sell button now greys out on a locked item exactly like Salvage does, and any sell or salvage the server refuses tells you the reason — locked, equipped, saved in a loadout, a relic, or a piece the Forge protects.
- v6.24.60 · September 7, 2026LESS TEXT, MORE GAME. The paragraphs that explained relics, companion gear, companion slots and every Vault card now sit behind a small ? beside the thing they explain — tap it when you want the detail; the screen stays visual. The Codex's relic entry also says where a relic goes: it is gear, equipped in its slot like any Godforged piece.
- v6.24.60 · September 7, 2026COMPANION SLOTS YOU CAN TAP. The Stable now shows three slot cards under your active companion. Tap a slot and a chooser opens with every companion you own — its rarity, level and stat lines — tap one and it takes the slot; a companion already in another slot moves. Slots 2 and 3 can be emptied from the same sheet, and a locked slot takes you to the Vault. The old way (select a companion, then its slot button) still works.
- v6.24.60 · September 7, 2026THE CODEX, ONE LAYOUT AGAIN. Relics, companion gear and every cosmetic kind — titles, avatars, frames, nameplates, title styles, auras, banners — now sit in the same checklist grid as sets, godforges and companions, and every entry opens the same popover: what it looks like, its stats and how to obtain it. Section headers wear real art instead of emoji; the duplicate Wardrobe card is gone.
- v6.24.60 · September 7, 2026RELICS OF THE NINE ARE TRULY RARE. The guarantee is gone. A relic drops only by chance from its own mode — the Codex shows the odds and how many attempts you have made, never a bar to a promise. Godforged stays the rarest tier in the game.
- v6.24.60 · September 7, 2026ART FOR THE RELICS AND COMPANION GEAR. All nine relics and all nine companion-gear families have their own renders — in the Codex, the item bag, the Stable's gear bag and on each companion's slots.
- v6.24.60 · September 7, 2026SOVEREIGNS. A currency above gold: 1 Sovereign = 1 trillion gold, minted one-way at the Exchange (the ◈ pill in the header) and shared by every character on your account. The counts are exact everywhere — 2,125, never 2.1K — because you buy in ones.
- v6.24.60 · September 7, 2026THE VAULT. The Bag's third tab. Spend Sovereigns on a second and third companion slot, companion charms, three cosmetic sets (Regalia, Gilded, Void — a frame, title, aura and nameplate each) and the Relic Catalyst. Repeatables climb in price with every purchase; the ladder is printed on each card.
- v6.24.60 · September 7, 2026PATRONS OF THE REALM. Every Sovereign you spend counts toward five Patron ranks — titles, a nameplate, an aura and a frame — and a Patrons board under Rankings. Offer Sovereigns at the Realm Shrine and the whole realm feels it.
- v6.24.60 · September 7, 2026COMPANION SLOTS. Two more active companions fight beside your first at half strength — every line they carry, PvE only — assigned in the Stable, opened in the Vault.
- v6.24.60 · September 7, 2026COMPANION GEAR. Collars, saddles and charms for your companions, in a bag of their own (Companions → 🎒). Every piece rolls its own stat lines from all ten companion stats — one line at common and uncommon, two at rare and epic, three at legendary and above — and each line multiplies the companion's matching stat by the piece's %. The Stable now says exactly what a piece adds to the selected companion, in numbers, line by line. Three sets (Warden, Wayfarer, Ravager: +3% to every line at two pieces, +8% at three), seven rarities up to Godforged. Where they drop: Scouting Runs every time, other expeditions 20–30%, dungeon bosses, Eternal milestones, world-boss claims (the Godforged faucet) and the Vault's charm forge.
- v6.24.60 · September 7, 2026RE-ROLL AND ASCEND. ⟳ re-rolls a piece's lines and % for treats (2 at common, 30 at Godforged) — same rarity, fresh roll. ⬆ fuses three unworn pieces of one slot and rarity into a single piece of the next rarity; it keeps the lines it had and rolls a % in the new band, up to mythic. Each asks you to confirm first, and both run on the server.
- v6.24.60 · September 7, 2026RELICS OF THE NINE. One Godforged relic per mode: Areas (bosses at Tier 2 and up), Dungeons, Eternal, World Bosses, Clan Eternal, Clan Wars (attacks and sieges), the Clan Dungeon, the Arena and Invasions. Each drops only by chance from its own mode, and the Codex's Relics section shows the odds and how many attempts you have made. Three, six and nine relics unlock the Relics of the Nine set; all nine crown you Sovereign of the Nine, title and aura. The Vault's Catalyst re-rolls a relic's rolled lines for Sovereigns.
- v6.24.60 · September 7, 2026THREE NEW WORLD BOSSES. The Arena Warden, the Shifting Mass and the Breachborn join the rotation — nine bosses now — each with a named Godforged drop, each sized to the realm.
- v6.24.60 · September 7, 2026THE ASHFALL RELIQUARY. A twelfth dungeon at the top of the ladder: five new monsters, the Ash Reliquarian as its boss, and the Emberfall Vestments set (2 / 3 / 4 / 5 pieces).
- v6.24.60 · September 7, 2026CLAN WARS, HONEST. A war attack is a real Arena fight you can replay, and Sieges carry a Breach bar that shows what your strikes did. Daily-task rows for wars, sieges, Eternal and Invasions tick the moment you do them, no refresh needed, and the Clans tab points at the sub-tab that has something to claim.
- v6.24.60 · September 7, 2026THE ETERNAL BOARDS WEAR THEIR COSMETICS. Frames, titles, nameplates and clan crests on every Eternal ranking and the clan roster — brag on.
- v6.24.60 · September 7, 2026THE FIRST TEN LEVELS. Kills-to-level from 1 to 10 now ramps up gently instead of opening on the full bar, and characters stranded on the old curve were moved forward. Monster gold above level 2,000 tapers so the top of the ladder stops outrunning every price in the game.
- v6.23.89 · August 31, 2026THE VAULT REPLACES TRADING. The trading post closed — nineteen sales in its whole life, none this month, and at our size it would only ever move gold from newer players to older ones. Its tab in the Bag is now the Vault: the Sovereign Exchange lives there, with companion slots, vault-only cosmetic sets, companion charms and the Relic catalyst opening over the coming updates. Nothing was deleted; anything you had listed can still be withdrawn.
- v6.23.89 · August 31, 2026COMPANION SLOTS — THE FIRST THING SOVEREIGNS BUY. A second (400 ◈) and third (2,000 ◈) active companion, bought in the Vault and assigned in the Stable, where the Set Active button has become a slot row. Extra companions fight at half strength and never count in the arena — the roster is the prize, not a stat stack. Also fixed on the way: the stat sheet was ignoring a companion's Ascension tier (the server and the pet card already counted it), so a tiered companion reads higher now — that is the number you were already fighting with.
- v6.23.89 · August 31, 2026COMPANION GEAR. Every companion now has three gear slots — a Collar (hp / def / evade lines), a Saddle (xp / gold / speed lines, and the companion's own XP gain) and a Charm (atk / crit / accuracy lines). A piece scales the pet's MATCHING lines by 4–30% and never adds a raw stat, so pairing pieces to pets is the game; two pieces of one set on a companion add +3% to every line, all three +8%. Collars and saddles drop from expeditions — the new 6-hour Scouting Run brings one home every time — plus dungeon bosses and Eternal milestones; Charms are forged in the Vault for 40 Sovereigns. One piece, one companion; scrap what you don't need for treats.
- v6.23.89 · August 31, 2026CLAN WARS, HONEST. War PvP results now tell the truth: the fight log is derived from the outcome (the loser is the one who reaches 0), the card shows the win chance the roll was made at, and the odds themselves are sharper — 2× the enemy's rating is an 80% win, 3× is 90%, 10× is 98% (it used to cap at 90% no matter how far ahead you were, and the log could show them at 0% under 'Defeated'). THE BREACH: your clan's siege strikes now add up against one daily wall — 10 siege points per enemy defender. Break it and the enemy champion is toppled for the day: +40 war points to the clan on the spot, and every strike after plunders at ×1.5. The siege card shows the bar, who has struck and what is left. Also: the Daily Tasks rows for war attacks, sieges, Eternal pushes and invasion strikes now update the moment you do them, and the Eternal rankings wear frames, nameplates, titles and clan crests.
- v6.23.89 · August 31, 2026RELICS OF THE NINE. One Godforged relic for each of the nine ways to play — Areas (Tier 2+ bosses), Dungeons, World Boss, Eternal, Clan Eternal, Clan War, Clan Dungeon, the Arena and Invasions. Each drops only from its own mode, at a small chance per action, with a hard pity you can watch fill in Codex → Collection ("resonance"). They form a set: three relics +10% ATK & HP and +5% SPD, six +20% ATK & HP, +12% DEF, +10% SPD, and all nine make you Sovereign of the Nine — +35% ATK & HP, +25% DEF, +25% Crit DMG, +15% SPD, a title and the Crown of the Nine aura. Relics can never be fused, salvaged or used as fuel. Also: the Clan tab's badge now points at the inner tab that holds the claim (Dungeon, Wars or Overview).
- v6.23.89 · August 31, 2026THE VAULT FILLS OUT. Three vault-only cosmetic sets — Sovereign's Regalia (60 ◈), The Gilded Crown (150 ◈) and Voidbound (300 ◈) — each a generated frame, an animated nameplate, a title and an aura, bought once per character and seen by everyone. And the Relic catalyst: 60 ◈ re-rolls a relic's four rolled lines while its two signature lines and the set stay put. It never sells a relic.
- v6.23.89 · August 31, 2026THREE NEW WORLD BOSSES. Kaelthur the Arena Warden, Xyrrh the Shifting Mass and the Breachborn Colossus join the rotation — nine bosses now, one per Mon/Wed/Fri window, each of the new three carrying its own named Godforge (Warden's Chain-Crown, the Mantle of the Shifting Mass, Breachbreaker). Dynamic HP sizes them to the realm from their first window. Also: gold from the very deepest content now climbs more gently past the ~Tier-10 mark (XP is untouched) — depth still pays, it just stopped paying fifty times more at the top than one band below; Sovereign prices climb (each companion charm 15% more than the last, each re-roll of the same relic 50% more; the cosmetic sets are 100 / 300 / 1,000); Sovereigns you SPEND climb the new Patron ladder (five ranks, a cosmetic each, on every character — see Rankings → Patrons); and the Realm Shrine accepts Sovereign offerings, 1 = 1T toward the bar.
- v6.23.89 · August 31, 2026YOUR FIRST TEN LEVELS ARE YOURS AGAIN. A brand-new character's first level took 600 kills and the bar read 0 / 1 XP the whole way. Levels 2 to 9 now cost 12, 19, 29, 46, 72, 113, 178, 278 and 436 kills — about 1,200 to level 10 instead of 5,800 — and the header shows the fraction of the bar you have actually filled. Nothing from level 10 up changed.
- v6.23.89 · August 31, 2026A NEW DUNGEON FOR EMBERFALL — THE ASHFALL RELIQUARY. Level 200+, in the Ashen Dominion: seven rooms of urns and embers, five new foes (Cinder Acolytes, Ashfall Wraiths, Reliquary Sentinels, Ember Seraphs) and the Ash Reliquarian at the end, who pours the dead back out. It drops the five-piece Emberfall Vestments — a fire-and-endurance set that peaks at +95% ATK, +85% HP, +25% DEF, +100 Crit DMG and +15 Crit. Dungeon Mastery, quests and the Codex all know it.
- v6.23.89 · August 31, 2026COMPANION GEAR, DEEPER. Every piece now rolls a FOCUS line — one stat from its slot that it scales ×1.5 harder — so two Warden Collars are no longer the same collar, and a charm can be an ATK charm, a crit charm or an accuracy charm. A GODFORGED tier (36–42%, '<Set>'s Oath <Slot>') exists now and only three things drop it: world-boss reward claims (a new 3% companion-gear drop per claim, Godforged 5% of those), deep Eternal milestones and the Vault's charm forge. The Codex → Collection counts Relics of the Nine and Companion Gear in your completion percent, shows the three new world-boss Godforges, and the Bestiary gained a Dungeon Depths group for the monsters that only live in dungeons.
- v6.23.89 · August 31, 2026WHAT YOU WEAR IS FINALLY SEEN. Your nameplate and title now show on the online list beside your name — the first of several places (rankings and clan roster next). Forty-six of you own a frame; fourteen wear one. That ends here.
- v6.23.89 · August 31, 2026SOVEREIGNS — THE CURRENCY ABOVE GOLD. One Sovereign is worth one trillion gold and belongs to your whole account. Mint them from gold in the new Sovereign Exchange (Store → Sovereign Exchange); a purple ◈ pill appears in your header the moment you hold one, and never before. Minting is one-way. Companion slots, charms, cosmetic sets and the relic catalyst are all open in the Bag's Vault tab.
- v6.23.89 · August 31, 2026THE REALM SHRINE IS LIT. A new card in your Rewards tray, beside the Realm Milestone: every player can offer gold to one shared bar, and when the realm fills it — with at least five champions contributing — the WHOLE server gets +50% XP or +50% Boss Essence for 24 hours. Fill it again while it burns and it burns longer. The goal is priced in hours of the realm’s income and grows with every fill this season, so it stays worth chasing whether you have thousands or quadrillions. It never pays gold back — that is the point.
- v6.23.89 · August 31, 2026REWARDS ARE NOW PRICED ON WHAT YOU ACTUALLY EARN. VIP chest, expeditions, invasion, mutator chests, clan dungeon spoils and the Bloodline tribute were all priced on a model of your income that, at deep tiers, sat thousands of times below reality — a “30-minute” chest was worth seconds. They now use your measured income from the last week (never less than before).
- v6.23.89 · August 31, 2026THE REALM MILESTONE PAYS LIKE IT MEANS IT. Your weekly share was 3% of one level bar in gold — for a deep-tier player that was a fraction of a second of income. It now pays 20 minutes of what YOU actually earn, plus Boss Essence and Ascendant Cores scaled by your share of the realm’s kills. Nobody gets less than before.
- v6.23.89 · August 31, 2026CLEAN UP CLEANS UP. The banner in your bag that counts items matching your auto-salvage rule used to send you to the Battle tab when you tapped it. It now runs the sweep right where you are, on exactly the items it counted, after a confirm — locked, equipped and loadout gear is never touched.
- v6.23.89 · August 31, 2026THE WORLD BOSS SCHEDULE NOW SHOWS THE POOL YOU WILL ACTUALLY FACE. Boss health has been sized to the realm for weeks, but the schedule had no idea and the only numbers anywhere were the old fixed ones. Each upcoming boss now shows its projected pool, computed the same way the fight will size it.
- v6.23.89 · August 31, 2026COMPANIONS IN SLOTS 2 AND 3 NOW LOOK ACTIVE, BECAUSE THEY ARE. Give a companion the second or third slot and it went on fighting for you — but the Stable kept calling it benched: no star on its tile, no ACTIVE line on its card. Only the “Also afield” strip knew, and that sits above the card, off screen while the card is open. Every companion on a slot now wears its slot number on the tile and says which slot it holds on the card, half-strength and all.
- v6.23.89 · August 31, 2026COMPANION SLOTS COST WHAT THEY ARE WORTH. Two extra companions are a permanent boost in every fight, and 25 and 100 Sovereigns was under two hours of frontier income for them. Slot 2 is now 400 and slot 3 is 2,000. If you already bought either, you keep it — nobody is charged the difference.
- v6.23.89 · August 31, 2026YOUR XP NUMBERS FIT IN THE HEADER AGAIN. The Sovereign pill joining the top bar squeezed the column holding your name and XP down to about sixty pixels, so the readout under the bar was cut to “432.4M / 1…” and the percentage — the part those digits exist to show — was the first thing to go. That column now has a floor it cannot be pushed below, the percentage can never be trimmed, and on a narrow phone the header drops your icons onto a second line instead of eating your name.
- v6.23.89 · August 31, 2026CLAN ETERNAL FROM THE DAILY TASKS GOES TO CLAN ETERNAL. The daily task card for clan wave pushes was opening your personal Eternal climb instead.
- v6.23.89 · August 31, 2026FAILING A CLAN WAR ATTACK NO LONGER LOCKS THAT DEFENDER. A defender is claimed for the day only when someone actually defeats them; a failed attempt still costs you one of your daily attacks, as before.
- v6.23.89 · August 31, 2026THE REALM MILESTONE BUTTON GOES AWAY WHEN YOU CLAIM. It used to stay lit until you refreshed, and a second tap showed a raw ALREADY_CLAIMED code. It now clears immediately and says so in words.
- v6.23.89 · August 31, 2026THE FUSION FORGE EXPLAINS ITSELF NOW. It used to be a wall of identical rows — “1 owned · need 2 more” over and over with an empty box under each — and nothing said what fusing actually gives you. Now there is a three-step guide at the top, a tier table showing the stat multiplier at every tier, and every row shows three pips, the exact tier the piece becomes, and whether it is ready. Sets you can fuse right now float to the top, and the empty boxes are gone.
- v6.23.89 · August 31, 2026LOCKED GEAR CAN BE UNLOCKED AGAIN — TWO BUGS WERE HOLDING IT SHUT. Locks were remembered by an item’s mint stamp as well as its own identity, and duplicate copies share that stamp — so one lock could hold every copy shut at once, and unlocking a single copy could never reach it. On top of that, the bulk button only offered to UNLOCK when every item in view was already locked: with a mixed batch your only option was to lock even more. Locks are now recorded per item, the server repairs the old shared ones on its own, and Unlock is offered whenever anything in view is locked. This is what was refusing your Godforge fuel.
- v6.23.89 · August 31, 2026UNLOCKING A BATCH OF GEAR NOW ACTUALLY UNLOCKS IT. There is a protection built into saving that spots a device whose locks failed to load and stops it from wiping the locks off your whole account — it decides by counting, and losing a pile of locks in one save used to be proof something had gone wrong. Then bulk select shipped, and unlocking 36 items on purpose looks exactly the same from the outside. So every bulk unlock was quietly put back: your screen showed the padlocks open, the server still had them shut, and anything that consumes gear refused to touch it. Your device now stamps the moment you deliberately change a lock, so a real change is always newer than a stale one and goes through untouched, while the protection against genuinely broken devices is exactly as strong as it was.
- v6.23.89 · August 31, 2026GODFORGE FORGING WAS OFFERING FUEL IT WAS NEVER ALLOWED TO SPEND. The forge counted every duplicate you were not currently wearing, lit the button, and then the server refused the whole thing — because it also refuses anything locked or saved in one of your loadouts. That is why relics you clearly owned three of would not merge, and why the button looked ready right up until it failed. The forge now counts only copies that can actually be consumed, and when a copy cannot be, it says so and tells you which one to unlock or take out of a loadout. The same rule is now written down once and shared by the forge, the fusion bench and dusting, so the three can no longer disagree about what is safe to destroy.
- v6.23.89 · August 31, 2026THE FUSION FORGE BUTTON LOOKED READY WHEN IT WAS NOT. If you had the gold, the Fuse button drew itself fully lit with a normal cursor even when it was switched off - because its colour was decided purely by whether you could afford it, while whether it actually WORKED also depended on having two spare unlocked copies to consume. Anyone wealthy therefore saw a healthy-looking button that did nothing. It now dims and explains itself, and the piece counter says plainly that locked or equipped copies cannot be consumed as fuel rather than asking for more free fuel, which told you nothing about what to change.
- v6.23.89 · August 31, 2026THE COMBAT LEADERBOARD NOW SAYS WHICH BUILD IT IS RANKING. That column ranks the loadout a player is currently wearing, while opening their profile shows the loadout that actually fights in PvP - so the same person could sit at 172M in the list and 89M on their build screen, both correct, with nothing saying why. The list now notes it is showing active builds, and the profile figure says PVP build. Same numbers as before, finally labelled.
- v6.23.89 · August 31, 2026PORTRAIT FRAMES ACTUALLY FIT THEIR PORTRAITS NOW. Every frame was drawn using one fixed measurement, which only works if all of them have the same size opening in the middle. They do not — measured across all 47, the opening ranges from 41% to 78% of the artwork, and every single one disagreed with what the code assumed. That is why your character art spilled out past the ornament on some frames and got covered by it on others. Each frame is now measured directly from its own artwork and the portrait is sized to that frame's real opening, so an ornate heavy frame and a thin delicate one both sit correctly around your character.
- v6.23.89 · August 31, 2026THE POWER NUMBER ON SOMEONE ELSE'S BUILD NOW SAYS WHICH BUILD IT IS. Inspecting a player shows the loadout that actually fights in PvP — which for most people is not the loadout they are currently wearing. So the leaderboard could say 172M and their build screen say 89M, both entirely correct, with nothing on screen explaining the gap. The figure on an inspected build is now labelled as their PVP build. Your own character sheet is unchanged, because there the number is simply what you have on.
- v6.23.89 · August 31, 2026THE CLAN DUNGEON STRIKE BUTTON NO LONGER JUMPS AWAY FROM YOUR THUMB. The row above it that lists who is in the fight today was vanishing and reappearing every time you struck, and since it sits directly above the button, the button moved up and then back down between taps. The cause: the reply the game gets back from a strike does not include the list of who has been fighting, so applying it wiped the row until a second, fuller request a moment later restored it. The strike reply is now merged in rather than swapped in wholesale, so nothing it leaves out gets erased. The row also holds its space permanently now — if nobody has struck yet today it simply says so instead of collapsing — so nothing above that button can move it again.
- v6.23.89 · August 31, 2026THREE DAILY THINGS YOU CAN DO WERE MISSING FROM THE REWARDS LIST, AND A FOURTH ONLY SOMETIMES SHOWED UP. Clan war siege, clan eternal wave pushes and — while one is running — invasion strikes now each get their own row with the count still left today. Clan war attacks had a row already, but it was built from data the Clan Wars screen published as it drew itself, so unless you had opened that screen at some point in the session the row quietly did not exist. All four are now fetched when the game loads, which is the whole point of a list that is supposed to tell you what needs doing WITHOUT visiting each screen first. Invasion only appears while one is actually live, rather than sitting there greyed out advertising something that is not running.
- v6.23.89 · August 31, 2026THE REWARDS LIST HAS REAL ART INSTEAD OF EMOJI. Every row on that screen — the one whose entire job is showing you what is worth doing next — was drawing a plain emoji. Rows that map to a place in the game now use that place's own artwork, and eight new pieces were made for the ones that had none: daily login, battle pass, VIP chest, referrals, clan war, siege, the eternal climb and invasion. If a piece of art ever fails to load the old emoji still shows in its place, so a slow connection degrades to exactly what you had before rather than to a blank square.
- v6.23.89 · August 31, 2026THREE FEATS SHARED A NAME WITH ANOTHER FEAT. Boss Slayer appeared at both tier 1 and tier 4, Arena Champion at both tier 3 and tier 4, and the Slayer line ran Centurion into The Centurion - so the same name showed up twice in one ladder with different requirements behind it. Each tier-4 had been named after the title it awards rather than after itself. The 100-boss tier is now Hundredfell, the 200-win arena tier is Arena Sovereign, and the 50,000-kill tier is Butcher of Realms. The titles themselves are unchanged, and nothing you have already earned is affected - only the label on the feat. While we were in there: the Centurion title claimed it was for 10,000 monsters when it is actually awarded at 50,000.
- v6.23.89 · August 31, 2026YOUR BAG NOW TELLS YOU WHEN IT NEEDS CLEARING. The loot filter only governs NEW drops - it can never drain what is already sitting in your bag, and after last night's fix a lot of bags were still carrying a backlog the filter would happily have eaten. The one-pass cleanup for exactly that has existed for a while, but it lived behind the gear icon on the Battle screen, nowhere near where you actually feel the clutter. Your bag now shows a single line when a real backlog has built up - how many items match your own rule - and one tap takes you straight to the cleanup with the panel already open. It counts using the same rule the cleanup itself uses, so the number you are shown is the number it clears. Dismiss it and it stays gone for the session.
- v6.23.89 · August 31, 2026A FAILED LAUNCH NO LONGER LEAVES YOU STARING AT A BLACK SCREEN. If the app could not finish loading - a bad moment of signal, or an update landing at the exact second you opened it - the loading screen was torn away after twelve seconds whether or not the game behind it had actually started. When it had not, what replaced it was nothing at all: a black screen with no message, no spinner and no way to retry, until you force-closed the app. One player sat on that for an hour and a half. The twelve-second failsafe now checks whether the game actually started before it clears the loading screen. If it did not, you get an honest screen that says so, with a Retry button that also clears the cached app - which is the one thing that used to require a reinstall. And when the cause is an update that changed files mid-load, the app quietly reloads itself once and you never see any of it.
- v6.23.89 · August 31, 2026YOUR DAILY LIST NO LONGER SENDS YOU TO A WAR THAT HAS NOT STARTED. Clan war attacks are locked during the two preparation days and only open on day 3 - but the daily task list cheerfully advertised "3 attacks left" the whole time, so you could tap through to a matchup the server was always going to refuse. Both places that list it now say when it opens instead: the row reads Attacks open on day 3 and does not count toward your outstanding tasks. Honor wars are unaffected - those really do allow attacks from day one, and the fix reads the war phase rather than the calendar so it knows the difference.
- v6.23.89 · August 31, 2026YOUR GEMS HAVE FACES AGAIN. The socket picker on the character sheet was drawing the same generic diamond for all nine gem types, so picking a Ruby over a Topaz meant reading the label every time. Every gem has had its own art for over a week and the bag was already showing it - this one screen simply never asked for it. It now uses the same art the rest of the game does.
- v6.23.89 · August 31, 2026THE TWO-BRANCH MASTERY LIMIT IS NOW VISIBLE BEFORE YOU SPEND. Apotheosis nodes - the 8-point grand capstones at the bottom of each branch - are limited to TWO across your whole tree, on purpose: mastery is meant to be an identity you choose, not a checklist you finish. The only problem was that nothing said so until you had already spent the points and got a refusal. Each Apotheosis node now carries a marker, the branch header shows how many of your two you have taken, and once both are spent the rest visibly lock instead of silently rejecting you - the same way the fork choices in that tree have always announced themselves. Respec still changes your mind for you.
- v6.23.89 · August 31, 2026AUTO-SALVAGE HAS BEEN BROKEN TWO SEPARATE WAYS, AND BOTH ARE FIXED. This is the honest account of a problem we have now chased five times. FIRST: two different paths credit your kills — the one that settles a run after you have been away, and the one that credits kills as you fight on screen. The filter was wired into the first and never into the second, so it worked for anyone idling and did nothing for anyone actually watching their character fight, which is most people most of the time. SECOND, and much worse: the filter refused to salvage anything carrying a "special" affix, which we believed was a rare chase roll. It is not. That label is an internal category for the rider effects — reflect, lifesteal, thorns — and they roll constantly. Measured across every bag on the server, it was sparing 40% of Legendaries, 38% of Mythics and 35% of Epics; on one endgame player's most recent batch it spared 57 of 57 items, meaning their filter was doing precisely nothing. Both are gone. Your filter now eats exactly what you tell it to on every path, and the auto-battle recap counts what it converted so you can watch it work. Still never touched: Godforged, gems, anything with a gem socketed into it, gear you have equipped, and anything you have locked. One caveat stated plainly: this governs NEW drops. A bag that already filled up needs a single pass of the cleanup button in the auto-salvage settings, which now clears the backlog correctly too.
- v6.23.89 · August 31, 2026THE CLIMB NEVER SLAMS A DOOR AGAIN. Falling — or parking at your clan’s frontier — used to flip every remaining daily push into a flat AT WALL refusal for the rest of the week. The wall was never meant to be a gate in the modern climb: your champion’s fall is the only limiter. Pushes now always run — a champion that falls at the gate spends the attempt and says so honestly — and the push readout no longer names a wall the climb deliberately keeps hidden.
- v6.23.89 · August 31, 2026YOUR COSMETICS STAY ON NOW. Equipping something you already owned was saved differently from buying something new, and the difference could quietly lose it — you would equip an aura, a nameplate, a title style or a banner, see it applied, refresh, and find the old one back on. Equipping is now recorded the moment you tap it, exactly the way a purchase always was. What you put on stays on.
- v6.23.89 · August 31, 2026THE WANDERER’S CACHE — A ONE-TIME TREASURE FOR NEW LEGENDS. A $2.99 once-ever bundle arrives in the supporter tab: The Lanternbearer avatar, the Wayfarer’s Bindings frame and the Wayfarer title — exclusives that will never be sold again — plus five bonus dungeon keys and three Fast Reward charges that stack on top of your daily caps until spent. Cosmetics and convenience only; power stays unbuyable, always.
- v6.23.89 · August 31, 2026YOUR LOOT FILTER SHOWS ITS WORK. The auto-salvage panel now previews exactly how many items in your bag would match your current rule (a preview only — the filter never touches gear you already own) and lists everything it refuses to eat on principle: Godforged, gems, anything with a gem socketed into it, special affix rolls, and anything you have locked.
- v6.23.89 · August 31, 2026A FINISHED DUNGEON NO LONGER SPENDS A RUN THE SERVER REFUSED. The run counter ticked up the moment you cleared, before the server had approved anything — and the server reads that same counter to decide whether you have runs left. So a refused run still cost you one, the higher number saved, and the next attempt was refused because of the number the refusal itself created. Runs are now counted only once the server credits the clear, and your count re-syncs to the server’s own number every successful run.
- v6.23.89 · August 31, 2026SAVES NO LONGER BOUNCE WHEN YOUR BAG IS OVER THE LIMIT. If your bag was above 1,000 items, the game trimmed it correctly — and the server rejected the entire save as suspected data loss, every time. Nothing could persist while a bag stayed over the cap, which is exactly when it most needed to. Over-cap bags now trim and save normally.
- v6.23.89 · August 31, 2026CLAN WAR REWARDS ANNOUNCE THEMSELVES NOW. Unclaimed war loot only appeared once you were already inside the Wars tab — the one place that told you it existed was the place you had to already be. It now counts toward the rewards badge like world boss, clan dungeon and PvP rewards always have.
- v6.23.89 · August 31, 2026SAVES SHOULD STOP FALLING OUT OF SYNC. Two separate causes, both fixed. Your bag is owned by the server — it ignores whatever your device sends and keeps its own copy — but a safety check was still rejecting the WHOLE save when the two disagreed, throwing away level, XP, quests and materials over a list the server was never going to read. It now notes the difference and saves everything else. Separately, when the server merged a stale device’s locked-item list it never told your game about it, so your device kept re-sending the old list every thirty seconds forever; it now hears the answer and agrees on the first try.
- v6.23.89 · August 31, 2026YOU CAN FINALLY RATE THE GAME. Settings has a Rate Shadow Realms entry that hands off to the Google Play app, where the rating actually happens — and it now works for anyone on an Android phone, whether you play in the installed app or a browser tab. Reviews are the single cheapest way for a game built by one person to get found, so if you have been enjoying this, that button is the most useful thing you can tap. On desktop the same entry offers you the Android app instead, because Google has no way to leave a review from a computer at all. There is also a one-time in-game ask, and it is deliberately polite: once only, only past level 25 with a few days behind you, and either button retires it forever.
- v6.23.89 · August 31, 2026THE CLAN SCREEN SHOWS POWER, AND YOU CAN ACTUALLY SEE WHAT YOU ARE BUYING. Every crest and banner frame in the clan shop is now tappable — it opens at full size, and a frame is shown wrapped around your clan’s real crest, which is the only way it will ever actually appear. Judging a 250B purchase from a 38-pixel thumbnail was never reasonable. The member list also carries each member’s POWER now, read from their real combat rating rather than the placeholder the profile card used to invent from their level.
- v6.23.89 · August 31, 2026INSPECTING SOMEONE NOW READS THEIR COMPANION TOO. Every tile on the gear doll opened a detail panel when you tapped it — except the companion, which did nothing at all, making the one piece of worn power with no other screen to check it on the one you could not scout. Tapping a pet while inspecting now shows its rarity, level and stat bonus below the doll, exactly like a piece of gear.
- v6.23.89 · August 31, 2026AUTO-SALVAGE CAN FINALLY CLEAN THE BAG YOU ALREADY HAVE. It only ever filtered NEW drops — anything already sitting in your bag stayed there forever, however aggressive your threshold. So bags that filled during the keep-list mistake stayed jammed at the 1,000 cap and salvage looked broken while it was working perfectly on incoming loot. The salvage settings now tell you how many items already in your bag match your filter, with a button to clear them in one tap. Godforged, socketed, special-affix, equipped and locked gear are never touched, and the server re-checks every protection before anything is removed.
- v6.23.89 · August 31, 2026REINFORCING THE CHAMPION IS VISIBLE AT LAST. If your clan holds the crown you heal the realm bar instead of damaging it — which meant you scored zero on a board ranked purely by damage and could never appear on it, however much you restored. Reinforcers now have their own green leaderboard beside the red attackers, damage reads red, and the strike button turns green and says Reinforcing when that is what it actually does. The two sides push the same bar in opposite directions and the screen finally says so.
- v6.23.89 · August 31, 2026A SPENT CACHE CHARGE NO LONGER SHOWS AS AVAILABLE. Fast Rewards and dungeon runs could advertise one more than you actually had: the bonus keys and charges from the Wanderer’s Cache were counted once when the game loaded and never went down as you spent them, so the button stayed lit and then refused the tap. Both counters now come straight from the server every time you use one, so what the button says is what you have.
- v6.23.89 · August 31, 2026THE EVENTS FEED IS NOT AN AVATAR FEED ANYMORE. Every Mythic drop was being posted to the realm as though you had unlocked an avatar — wrong wording, and at endgame Mythics drop constantly, so a single autobattling character could bury the feed. Mythic finds and your first drop now keep their full on-screen celebration but stay yours; only Godforged items, set pieces and real avatar unlocks are announced to the realm. The 149 mis-posted entries have been cleared out.
- v6.23.89 · August 31, 2026THE SUPPORTER SCREEN HAS REAL ART INSTEAD OF EMOJI. The Free tier, the Wanderer’s Cache and Character Slots were the last three cards still using a stock emoji where the paid tiers had painted emblems. Free now carries its own crossed-iron sigil, the Cache is painted as the lantern-lit travelling chest it actually is, and Character Slots shows all six class medallions in a ring.
- v6.23.89 · August 31, 2026THE WANDERER’S CACHE IS NOW BUYABLE ON ANDROID TOO. It was web-only — Google requires anything sold inside an Android app to go through Google Play, so rather than show a button that could not work, the app hid the Cache entirely. It now sells through the Play purchase sheet like VIP, the season pass and character slots already do, at the same $2.99. From here on, anything we sell ships on both platforms at the same time.
- v6.23.89 · August 31, 2026THE WANDERER’S CACHE NOW HANDS OVER ALL OF ITSELF — AND YOU CAN FIND IT. Buyers got the cosmetics but could never spend the 5 dungeon keys or 3 Fast Reward charges: the server held them correctly, but the game’s own counters only knew your subscription tier, so at your normal daily limit the buttons simply greyed out and the extras sat there unreachable. Your caps now include them — every unspent key and charge from a past purchase is still yours and usable today. The Cache also lived only in the Supporter tab, which is a billing screen, not a shop; the Store now points to it directly.
- v6.23.89 · August 31, 2026AUTO-SALVAGE TREASURE KEEPS, TUNED WITH REAL DATA. The always-keep list shipped too wide: class-affinity and 3-socket rolls turned out to be MOST of the endgame loot stream, so kept items could never drain, flooded bags to the 1,000 cap, and made salvage look broken — mythics that refused to leave and walls of identical drops. The keep list is now what it should have been: Godforged, gear with gems actually socketed in it, special-affix pieces (Vampiric, Thundering and kin), and anything you LOCK. Lock the affinity and socket rolls you treasure — locks are absolute — and let the filter eat the rest. Bags stuck over the cap drain automatically the next time you play.
- v6.23.89 · August 31, 2026IF YOUR BAG BLEW PAST 1,000 TODAY, THAT WAS US, NOT YOU. While the wide keep list was live, idle farming kept items faster than anything could drain them, and bags ran hundreds over the cap while away. With the keep list fixed your filter and the cap trimmer take it from here — nothing you locked or equipped was ever at risk.
- v6.23.19 · August 27, 2026THE REALM MILESTONE — ONE WORLD, ONE COUNTER, EVERYONE PAID. Every week the whole realm shares a single kill goal — every blade in the world feeds one bar (find it in Rewards). When the realm stands, everyone who fought that week claims a gold share priced to their level. Only a game where every player truly shares one world can run a counter like this — and this is that game.
- v6.23.19 · August 27, 2026NEW ADVENTURERS EARN THE REALM ONE GATE AT A TIME. Fresh characters now discover the deeper systems as they grow — Companions reveal at level 8 and the Eternal at 12, joining the existing ladder (clans 3, dungeons 5, world bosses 10, PvP 15). Every locked door shows its level, so tomorrow always has something opening. Veterans see everything, exactly as before.
- v6.23.19 · August 27, 2026COMING HOME FEELS LIKE TREASURE NOW. The welcome-back recap grew into a moment: a burst of gold light, THE REALM FOUGHT ON, and your haul counting up in front of you — gold, XP, kills, materials, gear and gems tallying like a chest being poured out, with each reward card sweeping in. Same honest numbers as before; they just arrive like they were fought for.
- v6.23.19 · August 27, 2026THE WEEKEND CROWN NOW ROTATES — AND FALLING PAYS. Champion weekends used to feature the all-time deepest clan forever; now the crown goes to the week’s FIERCEST CLIMB — the clan that gained the most waves — with a one-weekend cooldown so back-to-back winners pass the spotlight to the runner-up. Any clan that out-pushes the realm this week becomes next weekend’s boss. And the featured clan is never zeroed: standing all weekend still pays the full 2,000-shard defend stake, while falling to the realm’s assault now pays a 500-shard honor share.
- v6.23.19 · August 27, 2026THE CLAN CLIMB REMEMBERS — NO MORE WEEKLY REGRIND. The Clan Eternal used to restart at wave 1 every week, and once your clan’s best outgrew what a week of pushes could re-climb, new records — and every clan shard that comes with them — drifted out of reach forever. Now each week resumes at your clan’s proven frontier (capped at what your current roster can actually fight, so a prestige-weakened clan lands at its real fighting line, not a locked gate). Every push is frontier work again. Shard rules are unchanged — only NEW depths ever paid, and only new depths still do.
- v6.23.19 · August 27, 2026CLAN DUNGEON + PVP SEASON CLAIMS SPEAK UP TOO. The same second-device honesty that world-boss claims got: if another device holds your session, these claims now SAY so (tap RESUME, rewards safe) instead of silently doing nothing and leaving you wondering where your loot went.
- v6.22.10 · August 22, 2026Select All now actually selects ALL. It was quietly picking only the 150 items on screen; it now takes your entire filtered bag (the sell and salvage pipelines were already built for thousands). Thanks Tim.
- v6.22.10 · August 22, 2026GODFORGED gear can no longer be swept by a bulk action. Select All skips it entirely — putting one into a bulk sell or salvage takes a deliberate individual tap, and the confirmation calls it out in red if you do. Auto-salvage refuses Godforged outright now, at every threshold, forever.
- v6.22.10 · August 22, 2026Locks that vanished: if you play on more than one device, a device holding an older lock list could quietly shed the locks you had added since it last synced. The server now recognizes that signature and keeps your locks. If a lock ever seems to reappear after you removed it, that is this protection erring on the safe side — tell us, and re-unlock it.
- v6.21.93 · August 17, 2026Six gear bonuses — Titan's, of the Titans, Evasive, of Shadows, Unerring, of Precision — became PERCENTAGES back in August, and every item you already owned was converted. What never got fixed was the code that CREATES new items, which kept rolling the old raw numbers.
- v6.21.93 · August 17, 2026Those raw numbers were then read as percentages. On a high-level item that meant a Health bonus rolling as '+34,400%' and an Evasion bonus as '+645%'. If you saw a stat bonus with an absurd number on it, this was why.
- v6.21.93 · August 17, 2026New drops now roll the correct value every time: +18% on a prefix, +12% on a suffix, doubled on two-handed weapons as they always have been.
- v6.21.93 · August 17, 2026Existing items were already correct. A small number that slipped through are being repaired separately.
- v6.21.83 · August 17, 2026Every existing item has been scaled onto the new speed, accuracy and evasion values. Your gear is no longer a generation behind new drops. Forge and ascension bonuses were preserved rather than recalculated, so nothing you invested in was lost.
- v6.21.83 · August 17, 2026Each item scaled by its own amount based on its level and rarity, the same way it would have rolled if it had dropped today. A level 12 rare went from 9 evade to 63; a level 550 mythic weapon went from 4,008 speed to 97,608.
- v6.21.83 · August 17, 2026Stat numbers no longer show a trail of decimals. Values like Crit DMG +139.96800000000002 were the multipliers from forging and ascension being printed unrounded. The numbers themselves were always right, only the display was wrong.
- v6.21.83 · August 17, 2026If your gear still looks unchanged, fully close and reopen the app. The values are updated on the server and the app was showing a cached copy.
- v6.21.82 · August 16, 2026Attack, HP and defence have always scaled with an item's level. Speed, accuracy and evasion technically did too, but on a slope about 185 times shallower, so they were really just a small flat number. Because both were straight lines, the gap never closed: a level 900 mythic had the same lopsided ratio as a level 100 common, and farming deeper never fixed it.
- v6.21.82 · August 16, 2026All six now use the same shape. A speed, accuracy or evasion roll on a level 761 mythic goes from about 775 to about 19,200, which is finally in the same conversation as the attack and HP rolls on the same item.
- v6.21.82 · August 16, 2026This is what makes the three-of-six choice real. Committing three slots to evasion now reaches roughly 25-45% dodge depending on your depth, and three slots to speed takes your double strike rate from almost nothing back up near its ceiling. Before this, picking any of those three was simply a wasted slot.
- v6.21.82 · August 16, 2026This applies to new drops. Existing gear keeps the rolls it already has, so there is a genuine reason to go farming.
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- v6.24.142 · October 5, 2026RELICS OF THE NINE ROLL ONCE A DAY. Each relic's first qualifying action of the day rolls at the same odds; the rest of the day does not. They were meant to be the rarest items in the game and had become the most common Godforged piece.
- v6.24.142 · October 5, 2026WORLD BOSS QUESTS COUNT FROM THE SERVER. Every strike advances World Destroyer and friends no matter which device made it.
- v6.24.142 · October 5, 2026FORGE ×5 AND FORGE ALL. The Rarity Forge upgrades up to 25 pieces per tap, lowest level first, never touching locked, set or socketed gear. The Mythic step stays once a day.
- v6.24.142 · October 5, 2026SMALLER FIXES. Picking a subclass asks for confirmation first. Auto-salvage tells you once where your loot went and where the setting lives. Below level 20 the XP bar now moves on every kill instead of sitting at 0 / 1.
- v6.24.138 · October 3, 2026GODFORGED COMPANION GEAR WAS LABELLED COMMON. A Godforged charm, collar or saddle gave its full bonus, but the Stable painted it grey and called it Common, so players who forged or found one thought it never arrived. It now reads Godforged, in white, everywhere companion gear is shown. Nothing about the pieces themselves changed; if yours said Common, it was Godforged all along.
- v6.24.138 · October 3, 2026A FULL COMPANION GEAR BAG NO LONGER EATS DROPS IN SILENCE. At 80 of 80, a new collar or saddle from a World Boss chest or a dungeon boss was scrapped into treats without a word. The game now tells you what was scrapped and for how many treats, and the Vault refuses to sell a charm into a full bag instead of charging Sovereigns for treats.
- v6.24.138 · October 3, 2026GODFORGED REVEALS DON'T WAIT FOR YOUR FIRST LOGIN. A Godforged item that reached a character after the reveal update, but before you had opened that character on the new version, was recorded quietly instead of revealed. It now plays like any other the first time you open that character.
- v6.24.138 · October 3, 2026NOTIFICATIONS OFF MEANS OFF. Switching Notifications off in Settings left every red pop-up on, and red had spread to daily limits, 'not enough gold' and even a few confirmations. Now the switch silences everything except warnings that something did not save: another device holding your session, a change the server refused or undid, a run that will not be scored, a purchase that could not be verified. The switch and the categories now cover every character on the device instead of one character at a time, and the list gained Everything Else, for what you tap, so turning every category off really means quiet. Limits and rules are amber now; red means something actually failed.
- v6.24.138 · October 3, 2026EVERY GODFORGED ITEM GETS ITS REVEAL. The full-screen Godforged reveal only played when you claimed from the World Boss screen itself. Claim All, Eternal milestones, clan dungeon chests, Regalia and Relic claims all skipped it. From now on every new Godforged item gets its moment when it reaches your bag, whichever way it got there, with its own art. Several at once play one after another, and a Godforged companion piece from a World Boss chest gets one too. Items claimed on another device, or while you were away, play the next time you log in. Items you already owned before this update do not replay.
- v6.24.138 · October 3, 2026A BEGINNER'S GUIDE AND A DAILY CHECKLIST. The chat question we hear most is 'what should I be doing?', so the wiki now opens with Start Here — the loop, your first hour, what to do at each stage — and The Daily Checklist: every lane that resets, where it is, how many you get and why it is worth doing, from daily quests and Fast Rewards to clan pushes, Rifts and pet expeditions, plus a ten-minute version for busy days. It is at shadowrealmsrpg.com/wiki.html, linked from Help & Theory in the game and from the welcome message every new guest receives.
- v6.24.138 · October 3, 2026GUESTS ARE TOLD WHAT A GUEST ACCOUNT IS, AND ASKED TO KEEP THEIR LEGEND. Nearly every Wanderer account had never been claimed, and some of them are past level 100 on a name the game picked, saved to one device only. A guest now sees a bar under the player header that says exactly that — saved on this device only, not an account you can log back into, gone with a cleared browser or a new phone — with the Claim button on it, for as long as the account stays a guest. And at levels 10, 25, 50, 100 and every hundred after, a guest is offered Claim Account once. Later means later; it does not ask again until the next milestone. Claiming keeps the same character and everything on it, works on any device from then on, and still pays its Trials reward.
- v6.24.138 · October 3, 2026THE RETIRED RULES ARE GONE, NOT JUST SWITCHED OFF. Yesterday's fix made the game default to the live rules while the server was still answering. Today the old rules were deleted outright, in the game and on the realm. Every one of these ran behind a switch with a fallback to the model it replaced: the attribute model (INT is Accuracy, WIS is Evade), the stat model, the unified combat and dungeon-wall math, the one XP curve and additive XP boosts, the ÷1,000 denomination, the three-lane loot roller, percent affixes, the weapon speed identity, the caster fold, tier parity, Dungeon Mastery, Gear Ascension, Prestige, the weekly Mutator, extra character slots, the unified dungeon strike, arena model V3, the realm crediting your rewards, and the ruling that there is no level-gap penalty on hit or dodge. The fallbacks were never meant to run, and only ever did by accident — a slow load, a setting that had not arrived — and those accidents are what you saw as a stat sheet that changed its mind, a description that flipped, or a dungeon that felt different for a minute. There is one set of rules now and nothing to fall back to. Two small things move with it: pets earned in battle, dungeons and World Bosses were already awarded by the realm, so the game's leftover local roll for them is gone; and if a dungeon strike ever hits an error, that strike is skipped and you simply tap again, instead of the fight quietly re-routing onto an older damage path.
- v6.24.138 · October 3, 2026THE GAME REMEMBERS ITS SETTINGS BETWEEN LOADS. Following up on the stat-sheet fix below: every server-side setting the game runs on — the attribute model, the stat model, the XP curve, the loot roller, the ÷1,000 economy, which rewards the server pays — is now remembered on your device and used from the first frame of the next load, until the server answers again. Before, a slow load ran the game on its oldest defaults for those minutes: one-lane loot, the pre-July combat balance, gold read at a thousand times its value, and rewards the game tried to pay itself. Nothing changes when the connection is normal; slow starts just stop lying.
- v6.24.138 · October 3, 2026YOUR STAT SHEET NO LONGER CHANGES ITS MIND A FEW MINUTES AFTER LOADING. If the game opened before the server had answered — a cold start, a slow connection, a reload from the copy on your device — it computed your sheet on the old attribute model, where Intelligence paid Magic Damage and Mana and Wisdom paid Lifesteal, and then switched to the real one (Intelligence is Accuracy, Wisdom is Evade) once the server's settings arrived. A player caught it in chat today. The live model is now the default from the first frame; the server can still turn a feature off, but a server that hasn't spoken yet no longer turns the clock back. The same fix covers the XP curve and how XP boosts add up.
- v6.24.138 · October 3, 2026DUNGEON XP IS NOW A SHARE OF YOUR LEVEL, AT EVERY LEVEL. A clear used to pay a fixed amount of XP set per dungeon, so the same run was eleven levels for a fresh level-200 character and nothing at all for a level-1000 one, and eight keys a day could be ninety levels. From today a Tier-1 clear pays 15% of your current level bar, your highest unlocked Ascension Tier pays 50%, the tiers between rise evenly, and the key bonus for back-to-back runs and event XP boosts stack on top, up to a hard ceiling of half a level per clear. One rule for every dungeon at every level, so your tier choice finally matters for XP, not just gold. If you were levelling through 200 to 500 on dungeon keys this is a real slowdown; if you are past 800, dungeons pay again — about a level a day from a full set of keys at your top tier.
- v6.24.138 · October 3, 2026RIFTS ARE SIZED FOR EVERYONE IN THE PARTY, AND GROW WHEN A MEMBER JOINS. A Rift used to be sized once, for the whole week, from whoever was in the party the first time the screen was opened — a party of one got a one-person Rift that a friend joining later sealed in three swings. It is now sized from the whole roster for the days left in the week, at about 80% of what the party can deal if everyone strikes every day, so three members cannot carry an idle fourth. When someone joins, the Rift grows by their share and the damage already dealt is kept. The +50% party bonus now needs two different accounts to have struck: two of your own characters are not a team. The Rifts screen shows the bar the Rift is built against.
- v6.24.138 · October 3, 2026RELICS OF THE NINE AND THE REGALIA NOW LEVEL WITH YOU, FREE. A relic is minted at the level you were when it dropped and can never drop again, so the only way to bring it up was Reforge to Level — hours of income per 50 levels, per relic, forever. From now on every relic you own is scaled to your character's level when your save loads: its flat stats and flat affixes rise by the level ratio; its percent lines, gems, quality, forge rank and set identity stay exactly as they were. Up only, never down, and no re-roll — it is the same relic at your level. Relics that were rotting in bags hundreds of levels behind their owner are caught up on your next login.
- v6.24.138 · October 3, 2026NEW TITLE: RIFTBREAKER. Seal a Rift with your party and every character that struck it earns the Riftbreaker title. The two parties who sealed a Rift before today get theirs the next time they open Rifts or claim a Rift reward. The Trials' team step now also says where to find a party: Social → Rifts lists every open one.
- v6.24.138 · October 3, 2026FIVE PRE-SEPTEMBER-8 GODFORGED WEAPONS CARRY ALL THREE STAT LANES NOW. Weapons rolled before the current stat model had ONE base stat lane where today's have three, and because Godforged uniques cannot simply be re-farmed they stayed that way. A sweep of every Godforged weapon in the realm (60 of them) found five still on the old roll — an Edge of the Breach, three Rotwood's Eternal Blights and a Null Sovereign's Verdict — and re-forged each with three lanes at its own item level. Affixes, gems, quality, lock and forge work were kept, and each owner got an inbox note. The earlier count of fifteen came from a yardstick that misread low-level items; the sweep now measures a lane against what the generator rolls at that level.
- v6.24.138 · October 3, 2026CLAN WAR REWARDS FOR IDLE MEMBERS ARE RE-TIERED. Until September 11 a clan member who scored nothing in a war was paid as a contributor — the tier of an active top-half member, with an attack scroll on the winning side. The cause was fixed then; today the unclaimed rows it left behind (98 of them, across 18 wars back to June) were brought down to the participant tier they should have had, and 36 unclaimed rows whose owners had earned their tier were left exactly as they were. Rewards already claimed were not touched.
- v6.24.138 · October 3, 2026A GRADUATED CHARACTER NO LONGER COMES BACK FROM YOUR DEVICE. After the season roll, four champions kept playing their graduated character because the game fell back to the copy in the browser's storage when the server said the slot was empty, and the next save quietly re-created the character — while the Legacy Roster copy stayed claimable. An answered empty slot now discards the stale local copy and sends you to the roster, where a graduate is claimed on purpose. The local copy is still used when the server cannot be reached at all.
- v6.24.138 · October 3, 2026RIFT EDGE'S CRIT CHAIN STOPS AT TWO, AS WRITTEN. The dagger says a crit opens a rift so the next attack crits too, chain max two. In practice the forced crit counted as a new crit and re-opened the rift, so once the chain started every swing was a crit for as long as you held the dagger, in battle, in dungeons and on the auto-battle screen alike. Now a crit from your own roll, a Vanish or an always-crit ability banks one follow-up (two at most), and the forced follow-up spends it without re-arming. With a 60% crit sheet the dagger lifts you to about 75%, not 100%. One rule now serves every combat path.
- v6.24.138 · October 3, 2026INVASIONS ARE SIZED TO THE REALM, LIKE WORLD BOSSES. The weekend boss could only grow three times a week while strike damage grew faster, and the last one fell in 32 minutes to a single player. It is now sized from the actual strike power of everyone who attacked over the last three weekends, at their current gear, times the strikes they can throw across Friday to Sunday: about a quarter of that capacity. It is meant to fall once a weekend, and to take more than one household to bring down. Sized once when the weekend opens and never changed mid-weekend.
- v6.24.138 · October 3, 2026RIFT REWARDS ARE PAID. Every Rift sealed since the Rifts opened was marked finished and paid nobody: a mistake in how each reward's gold was worked out made the whole payout fail to save, and the Rift was closed anyway, so it never tried again — while the game told everyone to come and claim. That is fixed, and the Rifts already sealed pay out now: open the Rifts screen and your reward is waiting. Also clearer on that screen: rewards are not a split of a fixed pot. Everyone who strikes is paid a base sized to their own level — at least an hour of their own gold, 15% of a level and 25 Boss Essence — and a bigger share of the damage raises it to three hours, half a level and 100 Essence, plus +50% gold when two or more of you fought.
- v6.24.138 · October 3, 2026A TOME OF RESPEC GIVES YOUR MASTERY POINTS BACK. Class Skill Mastery is where most of a high-level character's Skill Points end up, and a Tome was supposed to return them. It returned nothing: the game keeps your tiers in two places and the Tome cleared the older one, so the points were re-charged the moment anything recalculated, and the tiers stayed where they were. A Tome now resets every mastery tier and hands back every point they cost, for good. If your only spend is mastery, a Tome will also stop telling you there is nothing to reset. And the panel's own wording was wrong about the price: past tier 10 a tier costs one more than the last, so T11 is 2 SP and T20 is 11, not 11 and 20. (Tim's report, 09-20.)
- v6.24.138 · October 3, 2026LOCKED ROLLS STAY LOCKED, AND A REFORGE SHOWS WHAT YOU ACTUALLY GOT. When you reforge, the realm decides the strength of any NEW percent roll — it has since September 8 — but it never sent that decision back, so the screen kept showing the roll your device had guessed. You only saw the real one later, when you equipped the piece or reloaded, and it was usually weaker. Worse, the next reforge then sent those wrong numbers back: the realm could not recognise your LOCKED lines as the ones already on the item, so it re-rolled them too, and a locked 18% quietly became 8%. Reforges now hand the finished item straight back, so what you see after a reforge is what you have, and a locked roll is never re-rolled. (Tim's report, 09-20.)
- v6.24.138 · October 3, 2026A CLAN KEEPS ITS LEADER WHEN THE LEADER'S CHARACTER MOVES ON. If the player who founded a clan did so on a season character, that character graduated at the end of the season and took the Leader role with it — leaving the clan with no leader at all. Nobody could promote, invite, kick, set the message, manage the castle or start a war, and the only way out the screen offered was disbanding a clan the members had spent a season building. Leadership now passes on the moment a leader's character leaves: to another of that player's characters in the clan if they have one, otherwise to the highest-ranking member, longest-serving first. Any clan already left without a leader repairs itself the next time someone opens its Members list. (Tim's report, 09-20.)
- v6.24.138 · October 3, 2026THE RELICS OF THE NINE SHOW THEIR ABILITIES AGAIN. Each relic, and each piece of the Regalia of the Archivist, carries a signature power — Breach strikes twice, Titan's Aegis cuts every hit, the Vaultkeeper's Tithe heals you. The item card stopped printing them: the wording used to be stamped onto each piece when it dropped, and newer pieces no longer carry that stamp, so most relics showed no ability line at all. The card now reads the ability from the same table the fight itself uses, so every relic and regalia piece names what it does. The powers themselves were always working — only the description was missing. (Owner's report, 09-20.)
- v6.24.138 · October 3, 2026SAVES AND CHARACTER SWITCHES SEND A FRACTION OF THE DATA. Every autosave and every character switch uploaded your whole bag, potions and materials, even though the realm keeps its own copy of those and throws the upload away. On a phone that was most of the traffic: a switch could be a quarter of a megabyte going up, and on a weak signal it stalled or had to be sent again, which made everything else feel slow. The game now sends only what the realm actually reads, roughly a fifth of the size, so saves and switches finish faster on slow connections. Nothing about what gets saved changes.
- v6.24.138 · October 3, 2026AUTO-BATTLE SHOWS YOUR ITEMS FIGHTING. The auto-battle screen drew each swing from your attack, ability and crit alone: no Godforged effects, no armor penetration, no double hits from speed, no chain, bleed or stun affixes, no Honed Legacy, and it never missed. So Breach never struck twice, Rift Edge never chained a crit, Vaultkeeper's Tithe never healed, the kill surge never lit, and the numbers ran well under what the same character deals by hand. The screen now fights by the rules manual combat uses, procs and all, and prints them on the turn line. Your rewards come from the realm's settle and are unchanged by this; what changed is the fight you watch. (Tim's report, 09-18.)
- v6.24.138 · October 3, 2026ETERNAL BANNERS UNLOCK THE MOMENT YOU EARN THEM. The cosmetics earned by Eternal depth — The Deep at wave 2,500, The Abyss and Riftlight at 10,000, The Singularity and the Abyssal Halo at 25,000, and the depth titles — were only handed out when the game next re-checked your feats, which happened on a reload or when some other feat unlocked. Cross the wave mid-climb and the banner stayed Locked while your record already said you had it. They are granted the instant your record advances now. (Tim's report, 09-18: "Eternal one is still locked. I'm 25100".)
- v6.24.138 · October 3, 2026THE AUTO-BATTLE RECAP TELLS THE TRUTH. When you stopped auto-battle, the recap added up the game's own estimate of each kill — gold in the old un-divided units (a thousand times too big) and XP without the live event bonus — while the realm had credited something else. It now shows exactly what the realm paid you for the run: kills, gold, XP, gear and gems, including the last minute's settle. The same estimate was feeding the lifetime-gold feat counter under server-side combat, which is why a 100M-gold feat could unlock at 1M; it counts real gold now. Also: tapping Auto on the map while this character had a parked Eternal climb used to quietly run a weaker client-side auto-battle (it stopped every time you changed screens and capped at the idle timer) — it now banks the climb and starts the real run. (Grevlok's reports, 09-18.)
- v6.24.138 · October 3, 2026THE PRESTIGE NOTICE STOPS REPEATING. If you had two or more prestiged characters, the "℗ Prestige complete" message came back every time you switched between them — the game remembered only the last receipt it had shown, so each character made the other's look new again. It now remembers every receipt it has shown you. (Tim's report, 09-18.)
- v6.24.138 · October 3, 2026THE RIFTS ARE FORMING — A PARTY SYSTEM. Social → Rifts: team up with 2–4 adventurers from any clan (or none). Each week your party faces one Rift boss sized to your combined power — about 60% of the party's strikes over the week seal it — with 3 strikes a day each, rewards split by damage share, and a party bonus whenever two or more of you fought. A party of level 25 and under opens an Initiate's Rift that pays double XP, so new adventurers can cross the level 10–20 stretch together. The screen shows the finder and the rules now; the Rifts themselves open within days once the realm's tables are laid.
- v6.24.138 · October 3, 2026CLAN ETERNAL RALLIES. The clan wall used to be the whole roster's stats added up, so a week's climb was over the moment the wall was found — day one, every week — and the other six days were a button that did nothing. Now your champion is the sum of the members who show up: everyone on the roster counts for part of their strength, and each push you make this week raises your share until you push at full weight (7 pushes). The wall rises as the clan rallies, the week starts at half your record and climbs all week, and the week-turn payout splits by pushes made, not by which push happened to move the wave. The Eternal screen shows the champion's strength, who has rallied, and what your push did. Also: the Trials chain now exists from a character's first minute, so guests see 'claim your account' and 'reach level 20' on day one.
- v6.24.138 · October 3, 2026THE TRIALS: ONE GOAL AT A TIME. Getting Started and Learn the Ropes were two long checklists parked on the battle screen, and closing one made it vanish for good — new players told us they then had no idea what to do next. They are one chain of Trials now: the card shows your next goal, why it matters and a Go button; "show all" lists the rest; the — button folds it into a one-line pill that still names the next trial. New trials close out the first week: join a clan or a party, reach level 20, make your first Clan Eternal push or Rift strike, and claim your account if you started as a guest. Everything you already finished stays finished and paid.
- v6.24.138 · October 3, 2026FEAT UNLOCKS NAME THE REAL AMOUNT. The gold feats unlock at the amounts shown in the Feats panel, but the unlock notice and the Inbox alert still printed the old, thousand-times-larger figures from before the gold change, so Lord of Gold announced itself as "100,000,000 gold" when it unlocks at 100,000. Every unlock now prints the amount it actually took.
- v6.24.138 · October 3, 2026THE RANKINGS' ACCOUNT LEVEL NOW MATCHES YOUR ACCOUNT PANEL. The Account Lv board only counted a character's deepest prestige, so every prestige after the first added nothing there, while your Account & Characters panel banked every level you have ever climbed. Both use the same count now: every level climbed on every character, plus where each one stands today. Prestige at 500, climb back to 1,000, and that character counts 1,500.
- v6.24.138 · October 3, 2026A SLOW START NO LONGER ASKS YOU TO LOG IN AGAIN. The server sleeps when nobody is playing and takes about ten seconds to wake. The loading screen used to give up at twelve seconds and show the login screen, even though you were already signed in. It now tells you it is waking the server and waits properly.
- v6.24.138 · October 3, 2026THE DAILY CALENDAR WAITS FOR YOUR SECOND VISIT. Making your first character no longer means meeting a seven-day login calendar before you have played. It greets you on your next visit instead.
- v6.24.138 · October 3, 2026YOUR NAME IS ASKED ONCE. The sign-up field is now labelled Username, since that is what it is, and character creation offers that name already filled in. Change it there if you want your hero called something else.
- v6.24.138 · October 3, 2026YOUR ETERNAL RECORD IS SAVED AGAIN WHEN YOU OUT-CLIMB THE ESTIMATE. Each new personal-best wave is checked against an estimate of how deep your gear can survive before it is saved. For the deepest climbers that estimate had slipped below depths they had already stood in, so waves past their record paid XP but were never saved as a new best and earned no Ascension Shards. Once your record is past the estimate, it now advances at the pace your waves are credited, and the shards come with it.
- v6.24.138 · October 3, 2026LEVELS 1 TO 300 ARE FASTER. Levelling slowed down sharply at level 10, and again through the 100s, where most of you were stuck. Now the first 20 levels are one steady climb, level 20 takes about a third of the kills it did, and level 200 takes about 40%. Level 300 and beyond are unchanged, so nobody at the top gets a head start. Your current level and XP stay where they are; each level from here simply fills faster.
- v6.24.138 · October 3, 2026ONE TAP TO PLAY. Play Free Now on the website now starts your adventure straight away as a guest, with no sign-up form. Your progress is kept on that device, and Settings → Claim Account adds an email and password whenever you like, so you can play the same character anywhere.
- v6.24.138 · October 3, 2026CLEANING UP THE BAG NEVER TAKES SET PIECES. The Salvage matching button on the auto-salvage panel, and the bag clean-up, cleared every item at or below your chosen rarity that was not Godforged, socketed, equipped or locked, and that included set pieces, so a Mythic clean-up could take a set you were collecting. Set pieces are now always kept by both, and the server refuses them in any bulk salvage, even from an older version of the game. New drops keep the first copy of each set piece; a duplicate from a dungeon clear still follows your rarity rule. You can still salvage a set piece on its own. The panel also no longer claims special affixes are kept: that rule was removed on August 31.
- v6.24.138 · October 3, 2026REFLECT SHOWS UP, AND COUNTS EVERYWHERE. Reflect returns a share of every hit that gets through your defense back at the attacker. It worked on the battle screen but was folded silently into your own hit number, dungeons erased it before it landed, and auto-battle never counted it. Battle, dungeon and auto-battle fights now show it on the turn line (🪞 12K reflected), dungeons deal it, and auto-battle counts it toward your kills. It is biggest where monsters hit you hard: with high defense, most hits barely get through, so there is little to send back.
- v6.24.138 · October 3, 2026DAMAGE REDUCTION WORKS AGAINST BOSSES. Gear that cuts the damage you take, such as Titan's Aegis, Shifting Skin, the Rotwood Bulwark and the Null Seal, and the Paladin's block, shrank every hit in a normal fight but not a boss's bite in world boss, invasion and clan dungeon strikes. The bite now takes the same reductions, so a sturdy kit lasts more rounds.
- v6.24.138 · October 3, 2026THE WEEKLY SPOTLIGHT SHOWS UP EVERY TIME. The Dungeon screen looked up this week's boosted dungeon only once, when it opened, and only if the game had already heard back from the server. After a reload or an update that reopened straight onto the Dungeon tab it usually had not, so the violet spotlight frame and the weekly challenge card never appeared, and a spotlight run skipped the twist that pays for its boost. The screen now keeps asking until it gets an answer, checks again when a new week starts, and puts the spotlight dungeon at the top of the list.
- v6.24.138 · October 3, 2026BEHIND THE SCENES: CRASH REPORTS ARRIVE. When the game stopped on the “Something broke” screen, the report it was meant to send never went out, so those crashes never reached us. They are filed automatically now, so a crash can be found and fixed without anyone having to write in.
- v6.24.138 · October 3, 2026A CHAMPION'S XP GOES TO ANY HEIR. Inheriting a season champion passed its XP only to a character of the same class, so a champion retired into a different class gave its gear and gold but no XP. Every heir now gets all of the champion's XP, whatever its class, and the heir list shows the level each character would reach before you choose. The XP carries over in full: a level 100 champion takes a new character to level 100, and a level 500 champion takes another level 500 to about 561, because every level costs more than the one before. A character you had not played in a while also no longer loses most of the XP it is given.
- v6.24.138 · October 3, 2026A NEW CHARACTER SAVES, OR TELLS YOU WHY. Creating a character now waits a moment for the server to save it. If another player already has the name, you are asked to choose a different one instead of starting a character that could never be saved. If the season track is closed, the character starts on the Eternal track instead of nowhere. And if the same character is open on another device, this one now says it isn't saving instead of looking like it is.
- v6.24.138 · October 3, 2026A SEASON CHAMPION’S REWARDS BELONG TO YOUR WHOLE ACCOUNT. Every title, avatar, frame, nameplate, aura and banner a season champion earned now shows on every character on your account, whether the champion waits on the Legacy Roster, came back, or was inherited. Season 1’s champions also get Founder: it became Season 1’s title a few hours after they graduated, so none of them had it.
- v6.24.138 · October 3, 2026CATCHING UP: CHANGES THAT NEVER MADE THESE NOTES. We checked two weeks of updates against these notes. The items below went live between September 1 and September 13 without a note, and all of them are already in the game. A few older notes that no longer matched the game have been corrected too.
- v6.24.138 · October 3, 2026THE CLIMB TO LEVEL 100 IS ABOUT TEN TIMES SHORTER. At the start of September, level 2 alone took 4,536 kills and reaching level 100 took about a week of auto-battle. Levels below 300 now start far cheaper and ease into the same level-300 cost: level 10 takes about 680 kills, level 20 about 4,100, and level 100 about 17 hours of auto-battle. Level 300 and beyond are unchanged.
- v6.24.138 · October 3, 2026AUTO-BATTLE AND MANUAL FIGHTING NO LONGER ERASE EACH OTHER'S XP. When your auto-battle session paid out while you were also fighting by hand, both payouts started from the same level, so the second one erased the XP the first had just given you, while your screen added up both. A reload then showed a much lower level than the one you had been looking at. Each payout now checks whether the other got there first and, if it did, adds its own XP on top.
- v6.24.138 · October 3, 2026WORLD BOSS STRIKES OVER 2.1 BILLION COUNT AGAIN. On September 4 the strongest kits began hitting world bosses for more than 2.1 billion, a number the server could not record, so those strikes hurt the boss but never reached the damage board, the kill-reward share or the daily strike count. Every strike is recorded now, the lost ones are back on the board, and strikes past the daily limit were taken out so the next boss is sized from real kills.
- v6.24.138 · October 3, 2026KAELTHUR'S STRIKES COUNT FROM THE FIRST MINUTE. The first time the rotation reached Kaelthur the Arena Warden, the server had never been set up to track the three new world bosses, so for about nine minutes every strike was turned away as “already defeated”, paid nothing, and the boss never respawned. Kaelthur, Xyrrh and the Breachborn Colossus are set up now, and any boss added to the rotation later sets itself up on its first strike.
- v6.24.138 · October 3, 2026SWITCHING CHARACTERS NO LONGER UNDOES WHAT THE SERVER GAVE YOU. Leaving a character saved your device's copy of it, which could be older than the server's, so a cosmetic, a feat or Boss Essence granted moments before could disappear, along with fresh quest progress, learned skills, your Eternal best or a prestige that had just landed. The switch now keeps everything the server has given that character.
- v6.24.138 · October 3, 2026CLAN WARS ARE MATCHED AND SETTLED ONCE, BY THE REAL RULES. An old copy of the war system still ran beside the real one: it ignored clans that had opted out, sometimes drew duplicate wars, and could close a war with flat gold and XP, no scrolls, or rewards that never reached anyone. Wars are now drawn and settled by one system that pays each character by tier with scrolls, and a war can no longer be paid twice.
- v6.24.138 · October 3, 2026CLAN XP FROM CLAIMS ALWAYS COUNTS. When two members claimed a clan daily or a clan dungeon reward at the same moment, one claim's clan XP could vanish, and a daily whose claim was lost could be claimed a second time. Every claim now adds to the latest total, so each one counts exactly once.
- v6.24.138 · October 3, 2026CRAFTS CAN NO LONGER PUSH AN ITEM PAST ITS HONEST MAXIMUM. The Locked Reroll bug fixed on September 7 had left a few relic pieces with stats many times what any roll can reach, enough to tilt the top of the arena. Those stats were lowered to the honest maximum with nothing else re-rolled, and every craft now stops at that maximum.
- v6.24.138 · October 3, 2026SPARE COPIES OF GEAR YOU WEAR CAN BE CLEARED. Two copies of one piece can share a drop stamp, and the game protected every copy that shared it with the piece you wear, so spares could never be sold, salvaged or used as fuel. Only the copy you actually wear or keep in a loadout is protected now.
- v6.24.138 · October 3, 2026EVERY CHARACTER NAME IS ONE OF A KIND. The name check only ran on a new character that had not fought yet, and most characters save for the first time after their first kill, so a few names ended up on two characters. Every new name and every rename is now checked against all characters, and a deleted character leaves the online list at once instead of lingering for hours.
- v6.24.138 · October 3, 2026THE RICHEST CHARACTERS SAVE AGAIN. A safety limit refused the whole save of any character holding more than a quadrillion gold, so past it, item locks, quests and settings quietly stopped saving while gold, levels and loot carried on. A save is no longer refused over one number: the gold figure is checked on its own and everything else is kept.
- v6.24.138 · October 3, 2026A GRADUATED CHAMPION STAYS GRADUATED. A season character still open on your screen when the season ended could be written back into the season slot when you switched away, which blocked a new season character. That can no longer happen, and a character outside the season slot that still carried the season tag loses it on its next save, getting account prestige and the regular arena back.
- v6.24.138 · October 3, 2026THE CLAN WARS SCREEN NO LONGER CRASHES THE GAME. For about four hours on September 4, opening Clan Wars could stop the whole game on the white “Something broke” screen. The update that made each war day tappable caused it, and it is fixed.
- v6.24.138 · October 3, 2026THE SERVER ANSWERS ABOUT HALF A SECOND FASTER. Most taps that reach the server, like strikes, saves, claims and crafts, waited on an extra login check with an outside service, 447 milliseconds on average, because the server's own check could not read the newer login format. The server checks your login itself again, so that wait is gone.
- v6.24.138 · October 3, 2026BEHIND THE SCENES: A REWARD THAT FAILS TO SAVE IS NO LONGER CALLED PAID. When a reward could not be written, many claims still reported success and some lost the reward for good: world boss gear, relic drops, battle pass gold, Vault purchases, and the end of a world boss window, a clan dungeon week or a season. Each one now checks that it landed, retries where it safely can, and otherwise tells the team exactly what is owed.
- v6.24.138 · October 3, 2026THE FRONT PAGE SHOWS THE REAL GAME. The page new visitors see first now has a Google Play button, the top five of the live ladder, five screenshots from the game, and plain answers to the questions people ask before they start, such as whether it is pay to win. It is a good link to send a friend.
- v6.24.138 · October 3, 2026WORLD BOSS AVATARS MATCH THE BOSS, NOT ITS NAME. Void Conqueror waited for a boss called “The Void Colossus”, but the world boss is named “Void Colossus”, so no claim ever granted it. Claims now match the boss itself, and every Rotwood King, Void Colossus or Eternal Dreadlord reward a character has already claimed unlocks that avatar the next time the character loads.
- v6.24.138 · October 3, 2026FORGE BREAKER COMES FROM THE FORGE DEMON. The avatar shows the Bleakstone Mines boss, which has never been a world boss, so no one could earn it. Beating the Forge Demon unlocks it now, and every character that already beat it gets it on its next load.
- v6.24.138 · October 3, 2026LOGIN STREAKS COUNT. The daily reward only tracked your place in its 7-day calendar, so nothing counted days in a row: the 30- and 90-day streak avatars were out of reach, and the hub showed a 1-day streak to everyone. Your streak counts from your first daily claim after this update, and a missed day starts it over. Your longest run is kept, so a streak avatar reaches every character once you earn it.
- v6.24.138 · October 3, 2026PASS TITLES ON EVERY CHARACTER. Pass Pioneer, Pass Veteran and Pass Sovereign went only to the character that claimed the tier, while the same tier’s avatar, nameplate and frame reached all of them. Titles from this season’s pass now show on every character.
- v6.24.138 · October 3, 2026GIFTED VIP COUNTS TOWARD YOUR KEEPSAKES. A VIP tier that came from a referral reward or a gift has no payment record, so its 30-day count for the Regalia never started, and the screen promised a restore from the payment provider that could never happen. The count now starts the first time the game records the tier, and the screen says so.
- v6.24.138 · October 3, 2026THE STAT TEXT MATCHES THE GAME. Help, the guides and the class cards still described the old Intelligence and Wisdom attributes, which became Accuracy and Evade, and said evade and accuracy come only from gear. Every screen now describes the six attributes as they work: Strength, Accuracy, Agility, Endurance, Vitality and Evade. Accuracy and Evade raise your hit and dodge chance and add Mana, and casters build Strength because their magic folds onto ATK. Magic Resist is not raised by any attribute. The Ability Points guide shows the real rate: 2 per level, plus 100 at every 100th level.
- v6.24.138 · October 3, 2026DUNGEON XP AT HIGH ASCENSION TIERS IS BOUNDED. A dungeon's XP was multiplied by the same tier bonus as gold, which at the top tiers is thousands of times, so one clear could give dozens of levels. The tier bonus can now raise a clear's XP to at most half a level, and a clear never pays less than it does at Tier 1. Tier 1 is unchanged at every level. Where a Tier 1 clear already pays more than half a level, a clear at a higher tier now pays the same as Tier 1.
- v6.24.138 · October 3, 2026CRAFTING RINGS AND AMULETS KEEPS YOUR ROLL. A ring or amulet's defense can roll up to 20% above its usual value, but the crafting check treated those rolls as impossible and trimmed them back down. Good rolls now stay.
- v6.24.138 · October 3, 2026THE COMPARE CARD SHOWS AN ITEM THE SAME WAY EVERY TIME. Affix names follow their rolled strength, so a +18% attack affix reads Savage even if it dropped as Deadly. The compare card matched affixes by their old names, so the same ring listed different affixes depending on which ring it was compared with. It now lists every affix of the new item exactly as its own card does and says how each one changes against the equipped item's matching affix. The card also names the slot it compares with, and a ring can be compared with either ring slot.
- v6.24.138 · October 3, 2026GEM MERGES CAN NO LONGER EAT YOUR GEMS. A merge used to be saved as two steps: take the lower-tier gems, then add the new ones. When a merge made more than 200 gems at once, such as the automatic merge that runs when you unlock a new gem tier with a big pile saved up, the second step was turned down while the first went through, so the gems were used up and nothing came back. A merge is now one step on the server: it either happens whole or not at all.
- v6.24.138 · October 3, 2026CLAIM ALL CLAIMS CLAN WAR REWARDS. War rewards showed on the Clan badge, but Claim All skipped them, so many sat unclaimed for weeks. Claim All now collects them with their scrolls, and the rewards list shows cards for clan war, clan dungeon and PvP season rewards whenever they are waiting.
- v6.24.138 · October 3, 2026CLAN WAR REWARDS FOLLOW THE RULES. Members who scored no points were paid as top contributors, with more gold, XP and scrolls than members who fought. Only the top half of the clan's scorers counts as contributors now. The war scoreboard and the final result also count every point: wars with over 1,000 point entries were showing lower totals than the real ones.
- v6.24.138 · October 3, 2026The Clan dungeon row on the home screen opens the Clan screen, where those rewards are, instead of the solo Dungeon.
- v6.24.138 · October 3, 2026BEHIND THE SCENES: GEM AND SCROLL SYNC. When the server turns down a gem or scroll update, its log now names the screen that sent it, so the cause of a rare refused update can be found and fixed. Nothing changes in play.
- v6.24.138 · October 3, 2026REFERRAL COSMETICS ARE SAVED WHEN YOU CLAIM THEM. The titles, avatars and frames from referral milestones and the Ambassador track were only added by your device after the claim, so closing the game at the wrong moment lost them. The server now saves them with the claim, and any you claimed but never received appear on your next login.
- v6.24.138 · October 3, 2026CLAN WAR REWARDS ARE DESCRIBED CORRECTLY. The war rules said every member of the winning clan gets scrolls. Every member of both clans claims gold and XP, and the winners get more. Scrolls go to the winning clan's top half, and each clan's top scorer also gets an XP scroll.
- v6.24.138 · October 3, 2026THE REWARDS LIST SHOWS EVERYTHING CLAIM ALL COUNTS. The Bloodline tribute and the Realm Milestone now appear in Ready to Claim when they are waiting, so the count on Claim everything matches the list. Tap either card to jump to it.
- v6.24.138 · October 3, 2026INVASION DEFENDERS STOP WASTING STRIKES. Defenders share a daily pool of healing worth 15% of the invader's health. Once it was full, a reinforce strike restored nothing but still used up the strike. The panel now shows how much of today's pool is left, a strike is not spent once it is full, and the button says so. Invasion strikes reset every day at midnight UTC, and the screen now says today instead of this weekend.
- v6.24.138 · October 3, 2026TWO-HANDED AFFIXES SHOW THEIR REAL VALUE. Special affixes on two-handed weapons, like Scholar's, of Wisdom and Vampiric, are doubled like every other roll and always applied at the doubled value, but the item card showed the one-handed number. It now shows the real one, so a Scholar's two-hander reads +30% XP.
- v6.24.138 · October 3, 2026TIDYING UP. The Epic and Legendary quest tabs, which were always empty, are gone, along with the Epic Chains help entry and blueprint drop rates for drops that no longer exist. When a full bag auto-sells your lowest-value items, your notifications now keep a record of what was sold.
- v6.24.138 · October 3, 2026CLAIM ALL CLAIMS IT ALL, AND A CLEANUP. Claim everything now also collects Clan Dailies, every Fast Reward charge left today, the Bloodline tribute and the Realm Milestone. Realm Milestone and Bloodline gold that was shown before today's fix but never paid has been added to your characters, with the milestone's Ascendant Cores. Duplicate copies of one item, left behind by rerolling gear you were wearing, were removed: you keep the best copy, and the bug that made them is fixed. Gear above your level can no longer be worn.
- v6.24.138 · October 3, 2026CHAT GETS OUT OF THE WAY, AND SAFER CRAFTS. Tapping the header, a menu or any tab now closes the chat. A craft that cannot be saved is now cancelled with nothing spent, instead of risking the item. Dungeon results list only the loot you kept, so pieces your loot filter auto-salvaged no longer show up as drops. An Ascendant Core redeemed from dust now stays after a reload, and forging and relevelling now take their Cores from your account total.
- v6.24.138 · October 3, 2026REWARDS THAT NEVER ARRIVED. The weekly Realm Milestone and the daily Bloodline tribute showed you gold but never paid it, and the Milestone's Ascendant Cores disappeared on reload. Both now pay in full. Claim All now banks the scrolls, gems, titles and cosmetics that come with login, battle-pass and PvP-season rewards. From September 10 until this fix it skipped them, and because those rewards were already marked claimed, the skipped parts were lost. Equipping an item no longer deletes a second copy that shares its id, and the reforge cleanup now only removes true leftover copies.
- v6.24.138 · October 3, 2026SAFER SHRINE OFFERINGS. Offering Sovereigns to the Realm Shrine now asks you to confirm first, and "all" names exactly how many you are about to give. The hour buttons no longer read 0 gold after an offering. The player compare screen now sits above the menus instead of sliding under them, its matchup note says its point once, and any screen change closes the chat.
- v6.24.138 · October 3, 2026AFFIX NAMES ARE THE TIER AGAIN. The name of a tiered affix now tells you how strong the roll is, the way Resolute always meant the top defence roll. Each stat has three names from weakest to strongest: defence Sturdy, Iron, Resolute; attack Honed, Deadly, Savage; health Hale, Fortified, Titan's; and the same for every other stat and suffix. The T1/T2/T3 tags are gone. Only the names shown changed: no item's stats moved.
- v6.24.138 · October 3, 2026QUEST ITEMS ARE HANDED OUT. Every story and weekly quest shows a 🎁 item reward, and until now none of them were actually given. Claiming one now puts the item in your bag at the rarity the card shows, and a message names it. Every claim also shows one message with the gold and XP it paid, and the XP on each card is now the amount you will receive after the per-claim cap. The Blueprint tag, left over from a retired system, is gone from Dungeon Week.
- v6.24.138 · October 3, 2026TIER COMPARISON, REBUILT. The three paragraphs are gone. Every loadout you own, plus what you are wearing, is priced at your current tier and shown as a row of chips with the best one tagged; tap any chip and the whole table re-prices on that kit, so changing gear now visibly changes the numbers. One line names your best gold tier and best XP tier, and the one-shot line is a skull on the row where a kit starts dying, with the tiers past it dimmed.
- v6.24.138 · October 3, 2026A PRESTIGE SAYS WHAT IT PAID. After the reset, one message states the points earned, the new bands banked, whether the full re-climb bonus applied, and your lifetime levels before and after. A prestige that earns nothing says so, and why.
- v6.24.138 · October 3, 2026CLAIM EVERYTHING READY. The Rewards hub has one gold button that claims the daily login, the world-boss inbox, the VIP chest, every reached battle-pass tier, completed quests and any clan-dungeon, PvP-season or Clan Eternal rewards waiting, then reloads your character from the server so every number is the server's. Referral rewards stay on their own screen (a later update added Clan Dailies to the button). One tap instead of seven.
- v6.24.138 · October 3, 2026THE DUNGEON NOW SWINGS LIKE THE BATTLE SCREEN. The unified strike from the last patch is switched on for everyone: every dungeon attack resolves exactly the way a battle-screen attack does, with the weekly mutators layered on top, so a balance change lands in both places at once. If a dungeon ever feels wrong, say so in bug-reports; a safety net switches a session back to the old path on its own if the new one hits an error.
- v6.24.138 · October 3, 2026FIND A REPLACEMENT FROM THE SHEET. Tap an equipped piece and the new 'Find replacements in the Bag' button opens the Bag already filtered to that slot: helmets for a helmet, rings for a ring, every weapon for a weapon. From Cash's suggestion in July.
- v6.24.138 · October 3, 2026ASCENSION REACHES TIER 120. Forty more tiers open for anyone whose Eternal depth earns them, with the same climb in monster toughness per tier. Your selected tier stays where you left it.
- v6.24.138 · October 3, 2026GOLD PAST TIER 80 GROWS GENTLY. Above tier 80, gold per kill rises about 3% per tier instead of 10%, so the deepest tiers pay a little more rather than a lot more, and the wallet ceiling stays far away. Tiers 80 and below are unchanged, and XP is untouched.
- v6.24.138 · October 3, 2026GROUNDWORK: ONE SWING FOR THE DUNGEON AND THE BATTLE SCREEN. The dungeon has run its own copy of the attack for a long time, and every balance change had to be made twice; the copies drifted more than once. The dungeon can now use the battle screen's exact strike, with the weekly mutators layered on top. It shipped switched off so it could be checked side by side, and a later update turned it on for everyone.
- v6.24.138 · October 3, 2026THE ETERNAL'S DEEP RUNGS HAVE FACES. Six new titles for the depth milestones at 15,000, 20,000, 30,000, 50,000, 75,000 and 100,000 waves, the Riftglass Script nameplate at 30,000, and a primal companion, the Riftborn Colossus, granted at 50,000. Anyone already past a rung collects it on their next Eternal settle.
- v6.24.138 · October 3, 2026REWARDS CLAIMED AFTER A PRESTIGE ARE PRICED AT YOUR NEW LEVEL. World-boss and clan-dungeon rewards are saved as a fixed amount of XP when they are earned. Claiming a pile of them right after a prestige turned XP earned at level 218 into 111 levels at level 12. Each reward now pays at most half a level at the level you claim it, the rule PvP, war and Clan Eternal rewards already followed.
- v6.24.138 · October 3, 2026SKILL POINTS RECOUNTED HONESTLY. The screen and the server kept two different ledgers of what you had spent, so a node showing LEARN could come back 'refused by the server'. Two bookkeeping faults: the Utility branch removed on 7 Sep was still being charged at full price on the server (its five nodes, usually 12 points) while the screen showed it gone, and every node bought on the new subclass branches was recorded at 1 point in the server ledger instead of its real price. Both sides now price from the same tree, and nodes the tree no longer has cost nothing. Most affected characters gain points (26 of 76, typically 12); a few who bought subclass nodes see fewer free points because those now count at their real price, and nobody goes below zero. Everyone receives a fresh free Tome of Respec so a build made under the wrong numbers can be remade.
- v6.24.138 · October 3, 2026ASCENSION REACHES TIER 80. The tier ladder stopped at 53 and the deepest climbers were already standing on it. Tiers 54 to 80 open for anyone whose Eternal depth or clears earn them, with the same 10% per tier climb in monster toughness and gold. Your selected tier stays where you left it; the picker simply goes further.
- v6.24.138 · October 3, 2026THE SUBCLASS BRANCHES HAVE THEIR ART. All twelve subclass branches now carry a painted crest, and every one of their 144 nodes has its own icon in the house style, instead of the placeholder glyphs they launched with.
- v6.24.138 · October 3, 2026CLAN ETERNAL: YOU CAN ALWAYS PUSH. The climb screen was still showing AT THE WALL and a dead button from the old roster formula, while the server had long since let your champion decide how far a push goes. The button now stays live every push; if the champion falls, the log says where, and the roster grows stronger from there.
- v6.24.138 · October 3, 2026THE ARENA WEARS ITS COSMETICS. The opponent list and the arena leaderboard now show each fighter's avatar, frame and aura, the same portrait Rankings and chat use.
- v6.24.138 · October 3, 2026CHARACTER CARDS WEAR THEIR COSMETICS. The character switcher shows each character's own avatar, frame and aura instead of the plain class portrait.
- v6.24.138 · October 3, 2026THE ASCENDANCY BOARD. Past level 1,000, every ten levels grants an Ascendancy point, forever. Spend them on the Ascension screen into six lanes that work against monsters only (auto-battle, dungeons, the Eternal, never the arena): Onslaught, Bulwark, Endurance, Tempo, Focus and Shadowstep, +0.5% per rank. Rank 1 costs 1 point, rank 2 costs 2, and so on, so there is no last rank and no runaway.
- v6.24.138 · October 3, 2026FORGE RANKS +6 TO +8. Godforged pieces can now be Forged three ranks further, each still +8% to every base stat. The new ranks are paid mostly in Ascendant Cores (200, 350 and 550), plus essence, a little gold and the usual exact duplicate, so the cores you have been sitting on finally have a home.
- v6.24.138 · October 3, 2026AWAKENING TIERS 14 AND UP COST MORE. The old ladder barely moved past tier 13 (a tier-40 rank was a few minutes of top-end income). Tiers 14 to 26 now climb 17% per tier and 27 to 40 climb 10% per tier, so a tier-26 rank takes about an hour of top-end farming and a tier-40 rank nearly four, where the top used to take eleven minutes. Tiers 1 to 13 are unchanged, and the Tome of Awakening refunds exactly what you paid, never the new price.
- v6.24.138 · October 3, 2026GOLD FROM DEEP TIERS IS SCALED BACK. Above tier 10, gold per kill had been growing 17% per tier while monster toughness grew 10%; over forty tiers that compounded into a ten-thousand-fold ramp that broke wallets and made every price meaningless. Gold per kill above tier 10 now grows at the same 10% per tier as the monsters do. Below tier 10 nothing changes, and XP is untouched. Awakening tiers past 40 now cost 10% more per tier instead of 35%, to match.
- v6.24.138 · October 3, 2026COMPANIONS SHOW THEIR ASCENSION ON THE CARD. A companion at its level cap now reads MAX with an ascend prompt right on the grid, and an ascended one shows its tier in the corner, instead of both hiding two taps deep. Ascending resets a capped companion to level 1 for a permanent +6% to every bonus, up to ten times.
- v6.24.138 · October 3, 2026THE ETERNAL PAYS PAST 10,000. New depth milestones at 15,000, 20,000, 30,000, 50,000, 75,000 and 100,000 waves pay the same shard, XP and Godforged-shot package as the earlier ones. Anyone already past a new milestone collects it on their next Eternal settle.
- v6.24.138 · October 3, 2026AWAKENING HAS NO LAST TIER. Subclass Awakening stopped at tier 40 (level 2,000), and the fastest characters were three weeks from it. A new tier now unlocks every 50 levels forever. Tiers past 40 cost 10% more than the one before, and each pays a smaller share into its stat than the last, so the climb never ends and never runs away.
- v6.24.138 · October 3, 2026MONSTERS ARE EASIER TO HIT AND TO OUTPACE. An audit of every live character showed monsters dodging far more than the design intended: the typical build missed 28% of its attacks, and builds with no Accuracy on their gear missed 59%. Monster Evade is cut from 70 to 40 per level, so the typical build now misses about 20% and every point of Accuracy still counts. Monster Speed is cut from 85 to 60 per level, so double hits become reachable for about half of all builds instead of a third. The new 🎯 💨 ⚡ 🛡️ chips on the auto-battle row show you exactly where you stand.
- v6.24.138 · October 3, 2026SEE WHY YOU HIT OR MISS. The auto-battle stat row now shows your hit chance, dodge chance, double-hit chance and how much of your HP one monster hit takes in the area you are farming, each naming the two stats behind it (your Accuracy against their Evade, and so on). Monsters have had real accuracy, evade and speed for weeks; now you can see the contest instead of guessing.
- v6.24.138 · October 3, 2026UPDATES REACH FARMERS. The silent update never ran while you were auto-battling, so a character left farming for days stayed on an old build and missed every fix. When an update has waited two hours and your farm is a server-run session, the game now reloads once and picks the farm straight back up. A manual fight, an Eternal climb and a run that is not server-held still wait for you.
- v6.24.138 · October 3, 2026STANCES ARE FREE. A stance is an even trade, +15% on one stat for a matched cost on another, and it cost 25 Skill Points to pick the first one. That made it worse than spending the points anywhere else, and nobody held one. Picking and swapping now cost nothing; the price is the lane you give up. A stance bought earlier refunds its points automatically.
- v6.24.138 · October 3, 2026WORLD BOSS STRIKES ARE PRICED AGAINST YOUR REAL SHEET. The server's strike ceiling was computed without your account prestige and companion slots, so an honest strike from a prestiged character could land above it and be clipped. It now counts them.
- v6.24.138 · October 3, 2026The war screen's siege tip explains that every member's DEF is part of the clan champion's wall, so a defensive build defends the clan even when it never strikes.
- v6.24.138 · October 3, 2026INVASION AND CLAN DUNGEON STRIKES ARE DUELS TOO. Both were a single hit decided by attack alone. They now run the same 12-round duel as the world boss, with the same bite sized to the strikers, evasion dodging, and rounds survived paying the same ×0.85 to ×1.15 endurance multiplier on the invasion claim and the clan dungeon payout.
- v6.24.138 · October 3, 2026CLAN DUNGEON PARTICIPATION FLOOR. Below a 5% damage share you used to get crumbs and no item. Everyone who strikes now gets the participant item tier and is paid as if they held at least a 5% share. The 15% and 30% tiers stay as the reward for carrying.
- v6.24.138 · October 3, 2026THE WORLD BOSS BITES BACK. Every strike has always been a 12-round duel where the boss hits you and a downed striker banks only the rounds survived, but the bite was too small to matter: in two weeks of strikes nobody was downed on most bosses. The boss's bite is now sized to the people fighting it (the armour constant is the median DEF of that boss's strikers, the bite 10% to 22% of your max HP per round by boss tier). A tank still holds all 12 rounds, a glass build gets downed around round 5 and banks less. DEF, regen, lifesteal and heals now decide your contribution alongside attack.
- v6.24.138 · October 3, 2026EVASION DODGES BITES. Each bite can be dodged, evasion against the boss's reference, capped at 60% like the rest of PvE. The strike log shows how many you dodged.
- v6.24.138 · October 3, 2026ENDURANCE PAYS. The kill reward carries a survival multiplier from ×0.85 (downed at once) to ×1.15 (12 of 12 rounds) on gold, XP and Boss Essence, next to the existing contribution multiplier. Survival pays on its own axis; it never multiplies damage.
- v6.24.138 · October 3, 2026A service-worker update hiccup is no longer filed as a crash.
- v6.24.138 · October 3, 2026AFFIX ROWS SHOW THEIR TIER. A Savage at +8% and a Savage at +18% are the same affix at Tier 1 and Tier 3, and every affix row carried a tier chip (gold for T3) on the item card, the compare view and the Locked Reroll list, until a later update made the affix name itself tell the tier. Fresh rolls from a Locked Reroll now take their tier on the server too, so a stale app build cannot mint the old fixed values.
- v6.24.138 · October 3, 2026BAG TABS COUNT THEIR CONTENTS. The Gem and Consumable tabs show how many stacks they hold, because gems never appear under Items and an empty-looking bag was holding nine gem stacks.
- v6.24.138 · October 3, 2026TIER COMPARE XP TO FOUR DIGITS. XP per hour in the tier list reads 3.42B instead of 3.4B, so tiers whose XP differs in the second decimal no longer look identical.
- v6.24.138 · October 3, 2026ASSASSIN BRANCH RE-SCALED. With crit chance flat and crit damage capped, the Assassin branch measured weakest in the arena, so its Attack nodes were scaled up (about +19% on each node) to sit back in the band with every other branch.
- v6.24.138 · October 3, 2026AFFIXES ROLL IN TIERS. Every percent prefix used to mint at +18% and every suffix at +12% with no variance, so there was nothing to chase. A percent affix now rolls Tier 1, 2 or 3 (prefix 8 / 12 / 18%, suffix 6 / 9 / 12%, odds 45 / 35 / 20). Locked Reroll re-rolls the tier of every unlocked slot: lock your top-tier rolls and roll the rest. All-stat lines and special lines are unchanged.
- v6.24.138 · October 3, 2026EXISTING GEAR RE-MINTED INTO TIERS. Every stored percent affix was rolled into a tier with the same odds, on every character, so old gear and new drops play by one rule. Your sheet will read lower. Every character whose gear was touched holds ONE FREE Locked Reroll (any locks, no essence, no gold) to start chasing the top rolls back.
- v6.24.138 · October 3, 2026CRIT IS RARE AGAIN. Crit chance softens past 75 and crit damage past 500, and the top of the game sat far beyond both, so every extra point bought almost nothing and gems felt useless. Every crit source except gems and sets was cut back so a full build lands AT the knee: companion crit-damage lines are a third of what they were and crit-chance lines half; subclass branch crit chance is now a flat +8 instead of a percentage of your sheet, branch crit damage is capped (Assassin 150, Berserker 120, Lich and Sniper 100) and the removed budget became Attack on the fork nodes; the Crit Power prestige node grants +2 Crit DMG per rank instead of a multiplier. Your sheet numbers drop; what actually lands in a fight barely moves. A free Tome of Respec waits in the Boss Essence Exchange (Bag, Forge, Recipes) if you want to re-plan.
- v6.24.138 · October 3, 2026STANCES RE-PRICED. The cost side of every stance was priced when speed, accuracy and evasion barely counted; the arena now weighs every lane equally, so eleven stances were traps and the cheap speed ones were free. Costs now follow what each lane is worth in the arena and no stance dumps more than 25% of a stat. NOTE: a respec clears your stance and nobody on the ladder holds one right now. The Stances panel now sits at the top of Skills and tells you when it is empty.
- v6.24.138 · October 3, 2026EVERY COMPANION SLOT LEVELS. All three equipped companions now earn kill credits from manual battles and autobattle, each in full. Only the first slot was ever credited; the two Sovereign slots fought without growing. A worn Saddle still speeds up only its own wearer.
- v6.24.138 · October 3, 2026AFFIXES DESCRIBE THEMSELVES. An affix's description now shows the item's own rolled value. The compare card and the item tooltip printed the affix pool's design text under an affix (Iron read '+15% DEF' while the piece carried +18%), so the Locked Reroll list and the gear card disagreed. Nothing about the items changed; the text now matches what they do.
- v6.24.138 · October 3, 2026WORLD BOSS STRIKES SHOW THEIR SHARE. Every strike in the Strike Log now says what percentage of the boss it took, and the boss health reads to four digits with an exact percentage. On a 47-billion pool a 50-million strike is 0.11% and the old three-digit label could not show it moving, which looked like strikes being consumed for nothing. Every one of those strikes was recorded and counted toward your rewards.
- v6.24.138 · October 3, 2026SUBCLASS BRANCHES BUFFED. Every stat node in the twelve subclass branches is worth 50% more than yesterday's first cut (a +12% node is now +18%, the capstone +38% and +38%). XP, gold and the rider nodes are unchanged. Values on nodes you already learned update in place.
- v6.24.138 · October 3, 2026LOCKED REROLL AND REFORGE TO LEVEL KEEP YOUR MAIN STATS. A locked reroll re-rolls the unlocked affixes and nothing else: main stats are carried to your current level instead of being rolled again. Reforge to Level does the same for Godforged and Relic pieces, so a relic keeps its curated stats. Both used to rebuild the item from scratch.
- v6.24.138 · October 3, 2026GEAR PAST LEVEL 999. Godforged and Relic pieces were capped at item level 999 when rerolled, reforged or dropped; the cap is lifted, so a level-1312 character's gear is built at 1312.
- v6.24.138 · October 3, 2026XP AND GOLD NODES ARE BACK IN YOUR SUBCLASS BRANCH. Replacing the shared branch had dropped the game's only XP and gold nodes. They now ride the same slots in every subclass branch: Gold +15% and XP +15% on the first two nodes, and the +12% XP or Gold forks, so a full path pays exactly what the old branch paid.
- v6.24.138 · October 3, 2026SHADOWDANCER AND FROSTWEAVER BRANCHES LEAD WITH ATTACK. Their arena identity is still evasion and speed, but those stats do nothing for kill speed once you can already survive the wave, and Rogues already own an all-Evade class branch. Wording is now Evade everywhere, matching the class trees.
- v6.24.138 · October 3, 2026THE BATTLE LOG TELLS THE TRUTH ABOUT REWARDS. The gold line after a kill used to print the monster's raw gold with a random roll on top; the server pays a fixed, denominated amount, so the two never matched (+16 shown, 1 paid). The line now prints the server's arithmetic, tiny XP shows as a fraction instead of +0, and every batch adds a Credited line with exactly what reached your wallet.
Companions106
- v6.24.169 · October 23, 2026Pet treats are now counted by the server, so the number in your Stable is the number you have, on every device.
- v6.24.169 · October 23, 2026Treat drops keep their odds: 20% from an area boss, 1.5% from other kills, 15% per dungeon clear. Each one shows in your drop log.
- v6.24.169 · October 23, 2026Companion gear your auto-scrap setting turns into treats on a world boss claim or an Eternal milestone is now announced.
- v6.24.168 · October 23, 2026Tap Upgrade on a companion gear piece to Temper it: +0.5% toward the best % for its rarity, for treats.
- v6.24.168 · October 23, 2026Re-rolls can now keep one stat line you choose, for twice the treats.
- v6.24.168 · October 23, 2026Three mythic pieces of one slot plus 60 treats ascend into a Godforged Oath piece.
- v6.24.168 · October 23, 2026The Vault sells companion gear space: +20 slots for a character, up to 160.
- v6.24.167 · October 23, 2026The companion gear bag has filters, sorting and a Spares view. Lock a piece and nothing can scrap or fuse it by accident.
- v6.24.167 · October 23, 2026Select several spares and scrap them in one go, or tap Fuse all to merge every three matching spares into the next rarity.
- v6.24.167 · October 23, 2026Crates turn 25 treats into a new Collar or Saddle. Auto-scrap can turn low-rarity drops into treats as they arrive; it is on for new characters and is set in the bag.
- v6.24.167 · October 23, 2026A full bag now says so in the Stable, and the Vault's charm button tells you instead of letting you tap Buy.
- v6.24.150 · October 16, 2026SPARE COMPANIONS. Hold a second copy of any companion: breed one you already have, or keep hunting a source you have finished. Breeding uses a plain copy before an ascended one, and you raise a spare by swapping it in.
- v6.24.150 · October 16, 2026EVERY COMPANION DROP IS ANNOUNCED. Area-boss, Clan Dungeon and Arena recruits now post to Events, and Clan Dungeon and Arena companions appear right away instead of on your next login.
- v6.24.150 · October 16, 2026THE STABLE IS SORTED BY RARITY, common first and Primal last.
- v6.24.150 · October 16, 2026THE BATTLE SCREEN HOLDS STILL. The searching banner is now the same height as a monster card, so the buttons no longer jump.
- v6.24.148 · October 16, 2026FOUR COMPANIONS CAN FINALLY BE FOUND. Execution Drake (World Boss), Phase Lynx (Clan Dungeon), Unerring Falcon and Stormstride (Arena) could never drop. Now they can, which also opens Headsman Wyrm, Ghostwind and Apex Predator to breeding.
- v6.24.148 · October 16, 2026ASCENDED COMPANIONS CAN BE BRED. An ascended pet counts as fully raised at any level. Breeding still uses it up and its tiers do not pass on, so the game asks first.
- v6.24.148 · October 16, 2026EVERY COMPANION SAYS WHERE IT DROPS AND HOW OFTEN. Area companions come from Boss Fight on the Battle screen: 20% per kill in any normal area.
- v6.24.148 · October 16, 2026BOSS FEATS NOW SAY "BOSSES". They always counted every boss you defeat, including Eternal, dungeon and World Boss kills.
- v6.24.60 · September 7, 2026EARLY LEVELS: NO MORE HIDDEN PENALTY FOR STAYING IN THE FIRST AREA. Below level 20, fighting in an area under your level no longer divides your XP (a level-8 hunter in Ashveil Forest was earning an eighth per kill without being told). The XP bar also counts the banked fraction, so it moves between whole points.
- v6.24.60 · September 7, 2026WEALTH FEATS SAY WHAT THEY ASK FOR. Coin Hoarder and its siblings now show the real requirement instead of the pre-denomination figure.
- v6.24.60 · September 7, 2026SUBCLASS BRANCHES TUNED. Every branch was measured on real characters and brought into one band: the big crit nodes now give crit damage instead of crit chance (chance was hitting its cap), evasion and speed branches are a little smaller, tank branches a little larger, and the Assassin branch leads with attack. Nothing you learned is lost; values on existing nodes update in place.
- v6.24.60 · September 7, 2026YOUR SUBCLASS HAS ITS OWN SKILL BRANCH. The fourth branch of every skill tree, the one every class shared (+8 to +40% all stats, XP and gold), is replaced by a branch that belongs to your subclass: twelve nodes on the two stats your subclass is judged on, plus a rider only that subclass has (a Berserker's crit damage, a Guardian's reflect, a Lich's lifesteal, a Sniper's accuracy). Same shape, same skill-point cost. It opens when you choose a subclass at level 50 and follows a re-spec.
- v6.24.60 · September 7, 2026SKILL POINTS FROM THE OLD SHARED BRANCH COME BACK. Anything you had spent there is refunded on your next login. Spend it in your subclass branch.
- v6.24.60 · September 7, 2026ARENA: YOUR SUBCLASS DECIDES WHAT THE FIGHT IS JUDGED ON. A subclass no longer multiplies your stats in the arena. Instead its two signature lanes count for more and its two traded lanes for less, for both fighters equally. A Guardian's fights weigh defence and health more and attack and accuracy less. Nobody gets more points: if you are ahead in your subclass's lanes you gain, if you are behind you lose, so building into your subclass is what pays. The matchup sheet prints both sides' terms before the numbers.
- v6.24.60 · September 7, 2026ONE FREE TOME OF RESPEC FOR EVERYONE. Because the subclass now means something different, every character gets a free Tome of Respec in the Boss Essence shop. Use it when you like; it does not expire.
- v6.24.60 · September 7, 2026ALL-STATS AFFIXES BACK AT THEIR DESIGNED STRENGTH. Ancient is +3% all stats, of the Void +2%, of Eternity +3%. A generator change in August had been minting them at +18% and +12%, the same as a focused affix, while they touch six stats at once; a slot of Ancient was worth six slots of Savage, and stacking it was the only sensible build. Existing copies are updated the same way. Stacking the same affix stays allowed: six Ancients now equal one Savage, which makes it a choice.
- v6.24.60 · September 7, 2026ARENA: SPECIALISED BUILDS PAY AGAIN. The lane score no longer flattens big leads: being far ahead in two stats is worth more than being slightly ahead in five. Measured on three weeks of real fights the new curve predicts outcomes slightly better than the old one, and the equal-gear class spread drops from 34 points to 10.
- v6.24.60 · September 7, 2026ARENA: CLASS IDENTITY COUNTS IN THE SCORE. Rangers bring precision and power, Paladins the wall, Mages raw power, in the number that decides the fight, not only in the graze rate. The matchup sheet shows the class line the way it shows a subclass. At equal gear every class now sits within 50 plus or minus 6.
- v6.24.60 · September 7, 2026COMPARE WEARS YOUR PORTRAIT. The compare card shows both players' equipped avatar, frame and aura instead of the plain class art, and other players' profiles now carry their cosmetics too.
- v6.24.60 · September 7, 2026PVP TROPHIES, REWORKED FOR A SMALL LADDER. A win pays at least +6 (was +2) and an even fight +24. Losing an attack costs at most -10 (was up to -25), and only -2 when you reached up. Defenders never lose trophies any more: holding off an attacker pays +4, being beaten costs nothing. A rank you reach is a floor for the rest of the season. The matchup sheet now shows what a fight pays before you take it.
- v6.24.60 · September 7, 2026LEAVING A CLAN IS A VISIBLE BUTTON. Members see a Leave pill on the clan header; the sheet behind the gear is titled Your Membership for them and says what leaving means. Leaders are still pointed at Transfer Leadership or Disband first.
- v6.24.60 · September 7, 2026A REFUSED WORLD-BOSS STRIKE SAYS SO. When the server turns a strike away, past your daily cap, at a boss between spawns, or during a server hiccup, the Strike Log now says it was not counted and why, the damage comes off your tally, and the button locks at the cap. It used to print the hit and stay silent.
- v6.24.60 · September 7, 2026THE DAILY FREE FEED IS ONCE A DAY AGAIN. The companion feed's day stamp was written in a different format by the game and by the server, so neither recognised the other's and a reload lit the button again. One stamp now, in server time (UTC).
- v6.24.60 · September 7, 2026THE REWARDS SHEET FOLDS. The Realm Milestone, the Realm Shrine and the Bloodline cards each collapse to their header line with the key number on it; tap to open. Milestone and Bloodline start folded, the Shrine starts open, a card with something to claim never folds, and your choice sticks on this device.
- v6.24.60 · September 7, 2026THE VIP PAGE FOLDS WHAT YOU ALREADY OWN. Once every tier's Regalia is yours forever, the Yours to Keep section collapses to one line (tap to open); while a day count is running it stays open. Character Slots shrinks to one row once all six are unlocked.
- v6.24.60 · September 7, 2026LOCKED REROLL NO LONGER STACKS BASE STATS ON RELICS. A Locked Reroll on a Relic of the Nine or Regalia piece added a whole fresh roll on top of the item's current stats every time (HP and DEF climbing, every lane filling in). It rolls a clean base now, like Chaos Reroll. Reforge to Level was already correct.
- v6.24.60 · September 7, 2026POTIONS SHOW IN THE BAG. Health and Mana potions live in their own list that the Battle screen drinks from, so the Bag's Consumable tab only ever showed scrolls and elixirs. Potions are listed there now with their counts and what they restore. Scroll and elixir cards also read Consumable instead of the internal word Inventory.
- v6.24.60 · September 7, 2026LIVE EVENTS TAKE ONE ROW. Three stacked banners were eating a third of the screen above the battle. They fold into a single bar that names how many events are live, what is boosted and when the soonest ends; tap it to open the full cards, and it remembers your choice.
- v6.24.60 · September 7, 2026THE BAND OF THE DEEP VAULT EQUIPS. Relic and Regalia rings are minted as a plain Ring that picks its slot when you equip it; the bag's equip check only knew Ring 1, Ring 2 and Amulet, so they read Not equippable and hid from the Accessory filter. Fixed at the root, for every ring minted that way.
- v6.24.60 · September 7, 2026FORGE ADVICE ONLY ON YOUR OWN GEAR. The “1 dupe → +1/5” hint under Forge Rank is advice to an item's owner; it no longer appears on another player's gear in profiles, compare or trade listings. The rank itself still shows.
- v6.24.60 · September 7, 2026PLAYER PROFILES AND CLAN SHOWCASES SIT ABOVE THE NAV. On phones the Social sub-tab strip could paint across an open player profile, including the item sheets inside their build. Both dialogs now rise above everything on the page. The Respec Main Stats button also no longer appears on another player's item.
- v6.24.60 · September 7, 2026THE BAG'S ITEM SHEET SITS ABOVE THE TAB STRIP. The Inventory / Forge / Vault strip could paint over the top of an open item sheet on taller screens; the sheet now rises above everything on the page.
- v6.24.60 · September 7, 2026AUTOBATTLE SHOWS THE FIGHT MANUAL SHOWS. The on-screen autobattle took the monster's raw hit and never healed a point, while manual combat on the same screen caps a hit at 15% of your health outside Eternal and then applies your lifesteal, Lich Form, leech and heals. A Necromancer who never dropped below full in manual was shown dying every exchange on auto - a death neither manual nor your actual farm ever produced. Auto now draws the same rules: the capped hit, your sustain, and a death only when a hit actually empties the bar.
- v6.24.60 · September 7, 2026GODFORGED SET PIECES WEAR THEIR OWN COLOUR. A Relic of the Nine or a Regalia piece is Godforged and a set piece at once, and it rendered in plain set green, which hid the Godforged half. Each Godforged set now shows in its own colour, the Nine in violet and the Regalia in gold, in the bag, on the character sheet, in compare and in trade history. The bag's inspect sheet also drew its header twice and read “4 of 3” main stats on a Relic: one header now, and authored Godforged pieces are minted with four lanes.
- v6.24.60 · September 7, 2026EVERY BATTLE LOG READS IN K / M / B NOW. The dungeon log still printed 67951627 beside +8.4M on the same line. The dungeon, potion and rest heals, ability heals, the arena and clan-war round-by-round, and the clan-dungeon strike transcript all use the 1.5K / 1.5M / 3.5B shorthand.
- v6.24.60 · September 7, 2026YOUR KIT FIGHTS EVERYWHERE NOW. World-boss strikes, clan-dungeon strikes and invasion strikes were plain damage rolls — your abilities, your subclass ability upgrades and the rotation you set counted for nothing. All three run your rotation now, paced by real mana and cooldowns, exactly as autobattle and manual combat do. The world-boss duel walks it across all twelve rounds.
- v6.24.60 · September 7, 2026BATTLE LOG NUMBERS READ LIKE NUMBERS. Damage in the fight log is written 1.5M and 437K instead of 1542042 and 437133 — the same shorthand the rest of the game uses. The line already did it for second hits and not for the main one.
- v6.24.60 · September 7, 2026THE “ON” BADGE MEANS THAT ABILITY. Buffs are tracked per stat, so two abilities that raise the same stat both showed ON when only one had been cast. A buff now records which ability cast it.
- v6.24.60 · September 7, 2026CRIT DAMAGE WORKS IN THE CLAN DUNGEON. It never applied there — the strike was a plain damage roll and the log printed "CRIT!" whenever the roll came in high, so a 700% crit-damage build earned nothing for it. Strikes crit for real now, on the same curve as everywhere else, and the log reports what actually happened.
- v6.24.60 · September 7, 2026ONE CRIT CURVE EVERYWHERE. Crit damage past 500% has always been softened in live combat (700% pays about 5.9x, not 7x), but the world boss, the invasion and the clan dungeon each measured it raw. They all use the one curve now, so the number on your sheet means the same thing wherever you fight.
- v6.24.60 · September 7, 2026EVERY DAY OF THE WAR IS TAPPABLE. The D1–D7 strip now opens each day: what that day is for, and for days already past, the points your clan and theirs scored on it and what you did to earn them.
- v6.24.60 · September 7, 2026THE ENEMY CHAMPION IS A BOSS NOW. The clan siege shows the champion with its crest, its name and a health bar that DRAINS as your clan strikes it, with its real attack, defence and health once your War Room is built. The long explanation moved behind a "?".
- v6.24.60 · September 7, 2026A CLEARED ROSTER RESPAWNS ON SCREEN. Beating the enemy’s last defender frees the whole roster to be fought again, but the list kept showing every card greyed out until you reloaded. It refreshes from the server after every attack now.
- v6.24.60 · September 7, 2026THE INVASION TASK OPENS THE INVASION. The daily-task row sent you to the clan screen instead of the invasion.
- v6.24.60 · September 7, 2026SEASON MASTERY FOLDS AWAY. The mastery tree is collapsed by default in the character menu and remembers how you left it. Your Legacy Roster stays open underneath — an unclaimed champion is the one thing there you should not have to go looking for.
- v6.24.60 · September 7, 2026A NEW SEASON CHARACTER STARTS WITH NO CLAN. Clan membership was tied to the character SLOT, and the season slot is handed to the next season’s character, so a brand-new champion was born into the clan the last one left behind. Membership follows the character now: it comes off when the season ends, and comes back with them if you restore them into a free slot.
- v6.24.60 · September 7, 2026SEASON 1 HAS ITS OWN TITLE. Every other season grants a title named after it; the founding season was wired to the battle-pass title instead, so its champions were handed a pass reward and had nothing of their own. Founder now exists and belongs to Season 1.
- v6.24.60 · September 7, 2026YOUR GRADUATED CHAMPION IS REACHABLE AGAIN. The Legacy Roster only appeared if you still owned a season character — which nobody does after a season ends, so the bench hid itself from everyone parked on it. It now shows whenever you have a champion waiting, including on the character-creation screen for an account whose only character graduated.
- v6.24.60 · September 7, 2026SEASON LABELS NAME THE REAL SEASON. "Season 1" was written into four screens, so a Season 2 character was labelled Season 1 on its own card and in chat. Every label now reads the live season, and a character from an older season says which one it came from.
- v6.24.60 · September 7, 2026THE REGALIA HITS AS HARD AS THE RELICS. Every Regalia piece was quietly weaker than the Relic of the same slot - smaller affixes, none of the special ones, a watered-down ability. All six now match or beat their counterpart: bigger stat lines, reflect / lifesteal / armour-piercing where the Relics carry them, full-strength abilities, and a set bonus at six that clears the nine-relic set (+38% ATK & HP, +28% DEF, +30% Crit DMG, +18% SPD).
- v6.24.60 · September 7, 2026ONE POWER NUMBER ON A PROFILE. The build card under an inspected player now shows the same server-derived Combat Rating as the header card, instead of a partial reconstruction that read less than half the real figure.
- v6.24.60 · September 7, 2026THE REGALIA OF THE ARCHIVIST — a second Godforged set, and only one way to earn it. Finish a Codex collection and claim its piece: every monster at three stars, every set piece, every Godforged relic, all nine Relics of the Nine, every companion, every companion-gear variant. Six pieces with their own abilities, a set bonus at two, four and six, and the title "the Archivist" for all six. Find it at the top of the Codex.
- v6.24.60 · September 7, 2026FOURTEEN NEW COSMETICS. Five title styles (Emberbound, Frostbound, Bloodletter, Abyssal Script, Archivist), five profile banners (Bloodmoon, Gilded Hall, Stormfront, The Abyss, The Archive) and four auras (Bloodhalo, Stormcrown, Treasury Halo, Abyssal Halo) — earned through PvP rank, Eternal depth and feats, or bought in the Cosmetics shop.
- v6.24.60 · September 7, 2026PROFILES SHOW REAL POWER AND THE AURA. Inspecting a player now shows their PvP loadout's real Combat Rating — the header used to fall back to a made-up figure — and the portrait carries their aura like it does everywhere else.
- v6.24.60 · September 7, 2026WAR CLAIMS NAME THE CHARACTER. A claimed defender now says which character on your side claimed them, and "you claimed this target" means the character you are playing, not anyone on your account. Behind the scenes the attack is recorded under a lock, so two taps at once can no longer land two wins on one defender.
- v6.24.60 · September 7, 2026ARENA TARGETS ARE CHARACTERS, NOT ACCOUNTS. The hour-long cooldown after a challenge was shown per account, so beating one of someone's characters greyed out all of them — the server always allowed the others. The list now agrees with the rule.
- v6.24.60 · September 7, 2026WAR PvP IS A REAL FIGHT. Attacking an enemy clan member now runs the same fight as the Arena — your PvP loadout, subclass and passives, round by round, with the replay on the result card — instead of a win-chance roll on Combat Rating. Targets are per character too: an account with two characters in the enemy clan is two targets, each claimed on its own, so a roster actually clears and respawns.
- v6.24.60 · September 7, 2026COMPANION STAT TILES READ THE SAME WAY. When a companion wears any gear, every stat tile carries a second line — what the gear adds ("+158 from gear") or a quiet "no gear on this stat" — instead of a base figure appearing on some tiles and not others.
- v6.24.60 · September 7, 2026COMPANION GEAR BUTTONS SAY WHAT THEY DO, AND ASK FIRST. The three buttons beside Equip now read Roll, Ascend and Scrap with their treat cost, and each opens a confirmation naming exactly what is spent, what is destroyed and what you get — Scrap used to destroy a piece on a single tap with no warning, and Roll and Ascend relied on a silent tap-twice.
- v6.24.60 · September 7, 2026RANKINGS, ONE ROW EVERYWHERE. Players, Eternal, Clans, Patrons, the clan rankings and the online list all use the same row now: rank, portrait with frame and aura, the name in its nameplate with the title beside it, and level · class · account · staff badge on the line below — so a name is never cut to three letters on a phone. The Patrons board wears its account's top character.
- v6.24.60 · September 7, 2026RELICS CAN BE FORGED. A Relic of the Nine is one-per-character, so the Forge's "sacrifice an exact duplicate" rule made it un-Forgeable. A relic now Forges by consuming any other Godforged piece (never another relic); the gold, essence and core costs are unchanged.
- v6.24.60 · September 7, 2026THE RELICS OF THE NINE ARE REAL GODFORGES NOW. Each relic carries a unique ability that actually fires — Delver's Ward (bosses deal 20% less), Titan's Aegis (12% less from everything), Endless Stair (3% max HP every round), Shared Climb (every 4th hit lands a second blow at 200% ATK through DEF), Warbanner (+10% damage), Vaultkeeper's Tithe (heal 8% of every hit), Arena Pendant (crit-damage cap +15%, +8% in the arena), Breach (20% chance every hit strikes twice), Wayworn Stride (killing blows heal 6% and surge +10% for 2 turns) — and their base stats sit on the current Godforged scale. The three newest world-boss drops gained theirs too: Trophy Chain, Shifting Skin, Battering Fist. Every one works in battles, dungeons, the idle sim, Eternal and the arena.
- v6.24.60 · September 7, 2026CLAIMING YOUR ACCOUNT IS A REAL FORM. Guests who keep their legend used to type an email and then a password into two grey browser boxes — with the password shown on screen. It is a proper in-game form now: masked password, confirmed twice, mistakes explained in place. The shop quantity box is a real field too; the last browser pop-up in the game is gone.
- v6.24.60 · September 7, 2026COMPANION GEAR ROWS IN PLAIN WORDS. A piece's rows read "+10.5% ATK · +1,496" for each stat it boosts on the selected companion, and one quiet line — "No effect on CRIT % — Infinity Maw has none" — instead of a red sentence per miss. The old "has no line" wording was our jargon.
- v6.24.60 · September 7, 2026THE BOSS YOU ARE FIGHTING SHOWS ITS REAL HEALTH. The schedule's upcoming cards were taught to show realm-sized pools, but the boss actually rampaging still printed the old authored number — the Eternal Dreadlord read 800M while it really had 45 billion. It now reads the live pool.
- v6.24.60 · September 7, 2026THE REALM SHRINE HAS REAL FIRE. The live-event banner wears painted art instead of an emoji, and tapping it opens the rest of the sentence, exactly what the boost pays, and when it ends in your own time — the line was cut off on a phone.
- v6.24.60 · September 7, 2026THE SHRINE CAN LIGHT AGAIN. The Realm Shrine counted ACCOUNTS while its own card asked for champions — and a champion is a character. Five characters across three accounts read as three, so the bar sat at 544% of its goal and never paid out. It counts characters now, and the cycle the realm had already filled five times over has been lit: +50% XP for everyone, 24 hours.
- v6.24.60 · September 7, 2026NO MORE BROWSER POP-UPS. Every confirmation — Clean Up, bulk sell and salvage, transmuting to dust, offering at the Shrine, resetting a tree, and every clan action — now asks inside the game instead of raising a grey "shadowrealmsrpg.com says" box. They also stop freezing the battle behind them.
- v6.24.60 · September 7, 2026THE COMPANION CARD COUNTS ITS GEAR. A companion's stat tiles showed its bare level value — a companion in full gear read exactly like a naked one, and a companion in slot 2 or 3 claimed the whole number instead of the half it actually gives. The tiles now show what the game really adds, with the pre-gear value beneath any line gear has moved.
- v6.24.60 · September 7, 2026VIP NOW LEAVES YOU SOMETHING TO KEEP. Hold any VIP tier for 30 days and that tier’s full set — its frame, a nameplate, a title and an aura — is written into your collection on every character, permanently. Cancel afterwards and it stays. Higher tiers earn the lower sets too, and upgrading keeps every day you have already banked. The Store’s VIP page shows your day count for each set. Nothing about the boosts changed; this is the part of a subscription you get to keep.
- v6.24.60 · September 7, 2026SUBSCRIPTIONS ARE NOW ON THE RECORD. Every change to an account’s VIP tier — start, renewal, upgrade, lapse, refund — is now written to a ledger the moment it happens, whichever door it comes through. Until today the tier was simply overwritten in place, so we could not tell a subscriber how long they had been with us. If you subscribed before this update your start date is being restored from the payment provider’s own records; your permanent-set clock starts from your real start date, not from today.
- v6.24.60 · September 7, 2026AUTO-BATTLE SHOWS THE FIGHT AGAIN. If you kill trash in one hit — which every new character does — the battle log showed nothing but "a monster appears!" over and over, with no damage line and no kill line, so auto-battle looked like it was skipping monsters instead of fighting them. It was fighting the whole time (one player had 14,948 kills on a character that looked idle to them). The log was being wiped by the next monster spawning in the same instant the kill was written. You now see the hit, the crit, the ability that fired and the kill, however fast you clear.
- v6.24.60 · September 7, 2026WIN YOUR FIRST FIGHT NOW COUNTS WHEN AUTO-BATTLE WINS IT. The Getting Started step only ticked on a fight you swung at by hand, while the step right below it tells you to start auto-battle — so following the checklist in order stopped the checklist from completing. Every auto-battle kill credits it now.
- v6.24.60 · September 7, 2026STOP MEANS STOP. Tapping Stop while a kill was landing could still spawn one more monster, because the guard meant to check whether you were stopping was testing the wrong thing and could never fail.
- v6.24.60 · September 7, 2026A REFUSED SELL SAYS WHY. Selling a locked item used to answer "Sell failed — try again" (Toast's report). The Sell button now greys out on a locked item exactly like Salvage does, and any sell or salvage the server refuses tells you the reason — locked, equipped, saved in a loadout, a relic, or a piece the Forge protects.
- v6.24.60 · September 7, 2026LESS TEXT, MORE GAME. The paragraphs that explained relics, companion gear, companion slots and every Vault card now sit behind a small ? beside the thing they explain — tap it when you want the detail; the screen stays visual. The Codex's relic entry also says where a relic goes: it is gear, equipped in its slot like any Godforged piece.
- v6.24.60 · September 7, 2026COMPANION SLOTS YOU CAN TAP. The Stable now shows three slot cards under your active companion. Tap a slot and a chooser opens with every companion you own — its rarity, level and stat lines — tap one and it takes the slot; a companion already in another slot moves. Slots 2 and 3 can be emptied from the same sheet, and a locked slot takes you to the Vault. The old way (select a companion, then its slot button) still works.
- v6.24.60 · September 7, 2026THE CODEX, ONE LAYOUT AGAIN. Relics, companion gear and every cosmetic kind — titles, avatars, frames, nameplates, title styles, auras, banners — now sit in the same checklist grid as sets, godforges and companions, and every entry opens the same popover: what it looks like, its stats and how to obtain it. Section headers wear real art instead of emoji; the duplicate Wardrobe card is gone.
- v6.24.60 · September 7, 2026RELICS OF THE NINE ARE TRULY RARE. The guarantee is gone. A relic drops only by chance from its own mode — the Codex shows the odds and how many attempts you have made, never a bar to a promise. Godforged stays the rarest tier in the game.
- v6.24.60 · September 7, 2026ART FOR THE RELICS AND COMPANION GEAR. All nine relics and all nine companion-gear families have their own renders — in the Codex, the item bag, the Stable's gear bag and on each companion's slots.
- v6.24.60 · September 7, 2026SOVEREIGNS. A currency above gold: 1 Sovereign = 1 trillion gold, minted one-way at the Exchange (the ◈ pill in the header) and shared by every character on your account. The counts are exact everywhere — 2,125, never 2.1K — because you buy in ones.
- v6.24.60 · September 7, 2026THE VAULT. The Bag's third tab. Spend Sovereigns on a second and third companion slot, companion charms, three cosmetic sets (Regalia, Gilded, Void — a frame, title, aura and nameplate each) and the Relic Catalyst. Repeatables climb in price with every purchase; the ladder is printed on each card.
- v6.24.60 · September 7, 2026PATRONS OF THE REALM. Every Sovereign you spend counts toward five Patron ranks — titles, a nameplate, an aura and a frame — and a Patrons board under Rankings. Offer Sovereigns at the Realm Shrine and the whole realm feels it.
- v6.24.60 · September 7, 2026COMPANION SLOTS. Two more active companions fight beside your first at half strength — every line they carry, PvE only — assigned in the Stable, opened in the Vault.
- v6.24.60 · September 7, 2026COMPANION GEAR. Collars, saddles and charms for your companions, in a bag of their own (Companions → 🎒). Every piece rolls its own stat lines from all ten companion stats — one line at common and uncommon, two at rare and epic, three at legendary and above — and each line multiplies the companion's matching stat by the piece's %. The Stable now says exactly what a piece adds to the selected companion, in numbers, line by line. Three sets (Warden, Wayfarer, Ravager: +3% to every line at two pieces, +8% at three), seven rarities up to Godforged. Where they drop: Scouting Runs every time, other expeditions 20–30%, dungeon bosses, Eternal milestones, world-boss claims (the Godforged faucet) and the Vault's charm forge.
- v6.24.60 · September 7, 2026RE-ROLL AND ASCEND. ⟳ re-rolls a piece's lines and % for treats (2 at common, 30 at Godforged) — same rarity, fresh roll. ⬆ fuses three unworn pieces of one slot and rarity into a single piece of the next rarity; it keeps the lines it had and rolls a % in the new band, up to mythic. Each asks you to confirm first, and both run on the server.
- v6.24.60 · September 7, 2026RELICS OF THE NINE. One Godforged relic per mode: Areas (bosses at Tier 2 and up), Dungeons, Eternal, World Bosses, Clan Eternal, Clan Wars (attacks and sieges), the Clan Dungeon, the Arena and Invasions. Each drops only by chance from its own mode, and the Codex's Relics section shows the odds and how many attempts you have made. Three, six and nine relics unlock the Relics of the Nine set; all nine crown you Sovereign of the Nine, title and aura. The Vault's Catalyst re-rolls a relic's rolled lines for Sovereigns.
- v6.24.60 · September 7, 2026THREE NEW WORLD BOSSES. The Arena Warden, the Shifting Mass and the Breachborn join the rotation — nine bosses now — each with a named Godforged drop, each sized to the realm.
- v6.24.60 · September 7, 2026THE ASHFALL RELIQUARY. A twelfth dungeon at the top of the ladder: five new monsters, the Ash Reliquarian as its boss, and the Emberfall Vestments set (2 / 3 / 4 / 5 pieces).
- v6.24.60 · September 7, 2026CLAN WARS, HONEST. A war attack is a real Arena fight you can replay, and Sieges carry a Breach bar that shows what your strikes did. Daily-task rows for wars, sieges, Eternal and Invasions tick the moment you do them, no refresh needed, and the Clans tab points at the sub-tab that has something to claim.
- v6.24.60 · September 7, 2026THE ETERNAL BOARDS WEAR THEIR COSMETICS. Frames, titles, nameplates and clan crests on every Eternal ranking and the clan roster — brag on.
- v6.24.60 · September 7, 2026THE FIRST TEN LEVELS. Kills-to-level from 1 to 10 now ramps up gently instead of opening on the full bar, and characters stranded on the old curve were moved forward. Monster gold above level 2,000 tapers so the top of the ladder stops outrunning every price in the game.
- v6.22.4 · August 22, 2026New Ascension node: Companionship — +10% pet XP per rank, up to +100% at rank 10. Kinship made pets stronger; nothing made them level faster. Now the board covers both halves of the system, and it applies to kills and feeds alike.
- v6.22.4 · August 22, 2026If you own companions but have never equipped one, the game now mentions it — once. A small dismissible prompt, and it never appears for anyone who has ever used a pet (your companions only gain XP while equipped, so we can tell).
- v6.22.4 · August 22, 2026Locked areas now tell you both ways in: clear forward through your tier frontier, or push Eternal to the exact wave that unlocks the area instantly — with your own numbers, not a bare lock icon.
Seasons & events213
- v6.24.231 · October 26, 2026Two arenas: World Bosses and the weekend Invasion are fought separately by seasonal heroes and eternal heroes — same boss and schedule, separate health, damage boards and rewards. Gear and relic chances are unchanged.
- v6.24.231 · October 26, 2026The Trading post is open again (Bag → Trading). The realm holds every listed item, delivers it on purchase and returns it if unsold after 48 hours. Seasonal heroes trade with this season's heroes, eternal with eternal.
- v6.24.231 · October 26, 2026Where should I farm? — a card on Adventure rates every tier and area for your build and names the best XP and gold zone with a Go button. It folds to one line and opens a full every-tier table. Follow the Best Zone (Settings → Autopilot) moves auto-battle there on its own.
- v6.24.231 · October 26, 2026Claim Everything At Login (Settings → Autopilot): once a day on open, quests, pass tiers, the login calendar, inboxes, clan dailies and Fast Rewards are collected with one summary.
- v6.24.231 · October 26, 2026Guests are never locked out: a lost session reopens on the device that started it ("Continue as …" on the login screen), and signing in on that device offers to bring the guest's heroes into your account.
- v6.24.231 · October 26, 2026Fixed the blank screen some players saw after a prestige, and a save that cannot be fetched now shows Retry instead of the character screen.
- v6.24.231 · October 26, 2026The header is two rows with a full-width XP bar and one live line (your auto-battle zone, rates and time left, or what Today has waiting). The online count lives on the chat bar — tap it for the list — and the chat panel always has an Online tab.
- v6.24.231 · October 26, 2026Heroes still auto-battling count as online (marked ⚔️ Farming in the list), and "recent" now means anyone who played in the last 24 hours.
- v6.24.231 · October 26, 2026Tagged in chat? An @YourName mention now pops up in the game right away and can buzz your device. Each has its own switch: Settings → Notifications → Chat Mentions, and the same row under Push.
- v6.24.231 · October 26, 2026Fixed live updates never reaching a hero who logged in fresh or was just created: clan invites, a save changed on another device and the hand-off when you open the game elsewhere now arrive the moment they happen.
- v6.24.231 · October 26, 2026Fixed a crash ("Something broke") when stepping into or out of the Eternal Realm from the Battle screen.
- v6.24.231 · October 26, 2026Double-tap a footer tab to skip its hub: Battle opens your fight, Hero your Character, Bag your Inventory, Codex your Quests, Social your Clan. Change each one in Settings → Footer Shortcuts.
- v6.24.231 · October 26, 2026The header's auto-battle time left shows whole minutes again.
- v6.24.231 · October 26, 2026New features in Settings now carry a NEW tag, and a one-time card points out Autopilot and the footer double-tap.
- v6.24.231 · October 26, 2026Harvest Hollow arrives with the Harvest Feast (Nov 24), and Yulewood with Winterveil (Dec 11): holiday areas that farm your best zone at your best tier and pay Festival Tokens for every hour of auto-battle. Holiday companions now drop only from their own event.
- v6.24.231 · October 26, 2026The Festival Shop (Store → Festival Shop) is open all year: your Festival Tokens keep from one holiday to the next, and each holiday's companion, Turning Year piece, set pieces in the slot you choose and cosmetics sell during that holiday and for 2 days after.
- v6.24.231 · October 26, 2026The Lunar Owl now comes from Nian the Lantern Beast at the Lunar Festival, alongside the Jade Hare.
- v6.24.231 · October 26, 2026Auto-battle rewards more than attack: defense, dodge and speed now have room to grow (higher caps, and abilities can double-hit), so tougher and faster builds farm better. Monsters only hit harder when you farm far deeper than 5× your level.
- v6.24.231 · October 26, 2026World Boss Strikes At Login (Settings → Autopilot): once a day when you open the game, your unused strikes are fought for you, with one summary.
- v6.24.231 · October 26, 2026Auto-Equip now only swaps in a piece of a higher rarity than the one you wear.
- v6.24.231 · October 26, 2026Settings are now shared by all your characters: change one and every hero uses it the next time you open them. Ability rotations stay with each character.
- v6.24.231 · October 26, 2026The header's bell and menu sit up beside your gold and Sovereigns, and the auto-battle line shows in full.
- v6.24.175 · October 25, 2026New Godforged set: the Regalia of the Turning Year. Each of its six pieces comes from one holiday event boss.
- v6.24.175 · October 25, 2026Everyone who fought the Hollow King this Hallow's Eve gets the first piece, the Hallowcrown. Any Hollow King reward you claim before November 3 pays it too.
- v6.24.175 · October 25, 2026Harvest Feast comes November 24 – December 1: the Wicker Glutton world boss, whose bite grows with every hit it lands until a dodge resets it.
- v6.24.162 · October 19, 2026Wraithbound Regalia from the Hollow King now drops in any armor or jewelry slot, or as your class's weapon, like dungeon sets. Every slot of the set can now be found before Hallow's Eve ends on October 26.
- v6.24.162 · October 19, 2026The Codex now says where event sets come from, and that an event boss can recruit any event companion you don't have yet.
- v6.24.138 · October 3, 2026GODFORGED COMPANION GEAR WAS LABELLED COMMON. A Godforged charm, collar or saddle gave its full bonus, but the Stable painted it grey and called it Common, so players who forged or found one thought it never arrived. It now reads Godforged, in white, everywhere companion gear is shown. Nothing about the pieces themselves changed; if yours said Common, it was Godforged all along.
- v6.24.138 · October 3, 2026A FULL COMPANION GEAR BAG NO LONGER EATS DROPS IN SILENCE. At 80 of 80, a new collar or saddle from a World Boss chest or a dungeon boss was scrapped into treats without a word. The game now tells you what was scrapped and for how many treats, and the Vault refuses to sell a charm into a full bag instead of charging Sovereigns for treats.
- v6.24.138 · October 3, 2026GODFORGED REVEALS DON'T WAIT FOR YOUR FIRST LOGIN. A Godforged item that reached a character after the reveal update, but before you had opened that character on the new version, was recorded quietly instead of revealed. It now plays like any other the first time you open that character.
- v6.24.138 · October 3, 2026NOTIFICATIONS OFF MEANS OFF. Switching Notifications off in Settings left every red pop-up on, and red had spread to daily limits, 'not enough gold' and even a few confirmations. Now the switch silences everything except warnings that something did not save: another device holding your session, a change the server refused or undid, a run that will not be scored, a purchase that could not be verified. The switch and the categories now cover every character on the device instead of one character at a time, and the list gained Everything Else, for what you tap, so turning every category off really means quiet. Limits and rules are amber now; red means something actually failed.
- v6.24.138 · October 3, 2026EVERY GODFORGED ITEM GETS ITS REVEAL. The full-screen Godforged reveal only played when you claimed from the World Boss screen itself. Claim All, Eternal milestones, clan dungeon chests, Regalia and Relic claims all skipped it. From now on every new Godforged item gets its moment when it reaches your bag, whichever way it got there, with its own art. Several at once play one after another, and a Godforged companion piece from a World Boss chest gets one too. Items claimed on another device, or while you were away, play the next time you log in. Items you already owned before this update do not replay.
- v6.24.138 · October 3, 2026A BEGINNER'S GUIDE AND A DAILY CHECKLIST. The chat question we hear most is 'what should I be doing?', so the wiki now opens with Start Here — the loop, your first hour, what to do at each stage — and The Daily Checklist: every lane that resets, where it is, how many you get and why it is worth doing, from daily quests and Fast Rewards to clan pushes, Rifts and pet expeditions, plus a ten-minute version for busy days. It is at shadowrealmsrpg.com/wiki.html, linked from Help & Theory in the game and from the welcome message every new guest receives.
- v6.24.138 · October 3, 2026GUESTS ARE TOLD WHAT A GUEST ACCOUNT IS, AND ASKED TO KEEP THEIR LEGEND. Nearly every Wanderer account had never been claimed, and some of them are past level 100 on a name the game picked, saved to one device only. A guest now sees a bar under the player header that says exactly that — saved on this device only, not an account you can log back into, gone with a cleared browser or a new phone — with the Claim button on it, for as long as the account stays a guest. And at levels 10, 25, 50, 100 and every hundred after, a guest is offered Claim Account once. Later means later; it does not ask again until the next milestone. Claiming keeps the same character and everything on it, works on any device from then on, and still pays its Trials reward.
- v6.24.138 · October 3, 2026THE RETIRED RULES ARE GONE, NOT JUST SWITCHED OFF. Yesterday's fix made the game default to the live rules while the server was still answering. Today the old rules were deleted outright, in the game and on the realm. Every one of these ran behind a switch with a fallback to the model it replaced: the attribute model (INT is Accuracy, WIS is Evade), the stat model, the unified combat and dungeon-wall math, the one XP curve and additive XP boosts, the ÷1,000 denomination, the three-lane loot roller, percent affixes, the weapon speed identity, the caster fold, tier parity, Dungeon Mastery, Gear Ascension, Prestige, the weekly Mutator, extra character slots, the unified dungeon strike, arena model V3, the realm crediting your rewards, and the ruling that there is no level-gap penalty on hit or dodge. The fallbacks were never meant to run, and only ever did by accident — a slow load, a setting that had not arrived — and those accidents are what you saw as a stat sheet that changed its mind, a description that flipped, or a dungeon that felt different for a minute. There is one set of rules now and nothing to fall back to. Two small things move with it: pets earned in battle, dungeons and World Bosses were already awarded by the realm, so the game's leftover local roll for them is gone; and if a dungeon strike ever hits an error, that strike is skipped and you simply tap again, instead of the fight quietly re-routing onto an older damage path.
- v6.24.138 · October 3, 2026THE GAME REMEMBERS ITS SETTINGS BETWEEN LOADS. Following up on the stat-sheet fix below: every server-side setting the game runs on — the attribute model, the stat model, the XP curve, the loot roller, the ÷1,000 economy, which rewards the server pays — is now remembered on your device and used from the first frame of the next load, until the server answers again. Before, a slow load ran the game on its oldest defaults for those minutes: one-lane loot, the pre-July combat balance, gold read at a thousand times its value, and rewards the game tried to pay itself. Nothing changes when the connection is normal; slow starts just stop lying.
- v6.24.138 · October 3, 2026YOUR STAT SHEET NO LONGER CHANGES ITS MIND A FEW MINUTES AFTER LOADING. If the game opened before the server had answered — a cold start, a slow connection, a reload from the copy on your device — it computed your sheet on the old attribute model, where Intelligence paid Magic Damage and Mana and Wisdom paid Lifesteal, and then switched to the real one (Intelligence is Accuracy, Wisdom is Evade) once the server's settings arrived. A player caught it in chat today. The live model is now the default from the first frame; the server can still turn a feature off, but a server that hasn't spoken yet no longer turns the clock back. The same fix covers the XP curve and how XP boosts add up.
- v6.24.138 · October 3, 2026DUNGEON XP IS NOW A SHARE OF YOUR LEVEL, AT EVERY LEVEL. A clear used to pay a fixed amount of XP set per dungeon, so the same run was eleven levels for a fresh level-200 character and nothing at all for a level-1000 one, and eight keys a day could be ninety levels. From today a Tier-1 clear pays 15% of your current level bar, your highest unlocked Ascension Tier pays 50%, the tiers between rise evenly, and the key bonus for back-to-back runs and event XP boosts stack on top, up to a hard ceiling of half a level per clear. One rule for every dungeon at every level, so your tier choice finally matters for XP, not just gold. If you were levelling through 200 to 500 on dungeon keys this is a real slowdown; if you are past 800, dungeons pay again — about a level a day from a full set of keys at your top tier.
- v6.24.138 · October 3, 2026RIFTS ARE SIZED FOR EVERYONE IN THE PARTY, AND GROW WHEN A MEMBER JOINS. A Rift used to be sized once, for the whole week, from whoever was in the party the first time the screen was opened — a party of one got a one-person Rift that a friend joining later sealed in three swings. It is now sized from the whole roster for the days left in the week, at about 80% of what the party can deal if everyone strikes every day, so three members cannot carry an idle fourth. When someone joins, the Rift grows by their share and the damage already dealt is kept. The +50% party bonus now needs two different accounts to have struck: two of your own characters are not a team. The Rifts screen shows the bar the Rift is built against.
- v6.24.138 · October 3, 2026RELICS OF THE NINE AND THE REGALIA NOW LEVEL WITH YOU, FREE. A relic is minted at the level you were when it dropped and can never drop again, so the only way to bring it up was Reforge to Level — hours of income per 50 levels, per relic, forever. From now on every relic you own is scaled to your character's level when your save loads: its flat stats and flat affixes rise by the level ratio; its percent lines, gems, quality, forge rank and set identity stay exactly as they were. Up only, never down, and no re-roll — it is the same relic at your level. Relics that were rotting in bags hundreds of levels behind their owner are caught up on your next login.
- v6.24.138 · October 3, 2026NEW TITLE: RIFTBREAKER. Seal a Rift with your party and every character that struck it earns the Riftbreaker title. The two parties who sealed a Rift before today get theirs the next time they open Rifts or claim a Rift reward. The Trials' team step now also says where to find a party: Social → Rifts lists every open one.
- v6.24.138 · October 3, 2026FIVE PRE-SEPTEMBER-8 GODFORGED WEAPONS CARRY ALL THREE STAT LANES NOW. Weapons rolled before the current stat model had ONE base stat lane where today's have three, and because Godforged uniques cannot simply be re-farmed they stayed that way. A sweep of every Godforged weapon in the realm (60 of them) found five still on the old roll — an Edge of the Breach, three Rotwood's Eternal Blights and a Null Sovereign's Verdict — and re-forged each with three lanes at its own item level. Affixes, gems, quality, lock and forge work were kept, and each owner got an inbox note. The earlier count of fifteen came from a yardstick that misread low-level items; the sweep now measures a lane against what the generator rolls at that level.
- v6.24.138 · October 3, 2026CLAN WAR REWARDS FOR IDLE MEMBERS ARE RE-TIERED. Until September 11 a clan member who scored nothing in a war was paid as a contributor — the tier of an active top-half member, with an attack scroll on the winning side. The cause was fixed then; today the unclaimed rows it left behind (98 of them, across 18 wars back to June) were brought down to the participant tier they should have had, and 36 unclaimed rows whose owners had earned their tier were left exactly as they were. Rewards already claimed were not touched.
- v6.24.138 · October 3, 2026A GRADUATED CHARACTER NO LONGER COMES BACK FROM YOUR DEVICE. After the season roll, four champions kept playing their graduated character because the game fell back to the copy in the browser's storage when the server said the slot was empty, and the next save quietly re-created the character — while the Legacy Roster copy stayed claimable. An answered empty slot now discards the stale local copy and sends you to the roster, where a graduate is claimed on purpose. The local copy is still used when the server cannot be reached at all.
- v6.24.138 · October 3, 2026RIFT EDGE'S CRIT CHAIN STOPS AT TWO, AS WRITTEN. The dagger says a crit opens a rift so the next attack crits too, chain max two. In practice the forced crit counted as a new crit and re-opened the rift, so once the chain started every swing was a crit for as long as you held the dagger, in battle, in dungeons and on the auto-battle screen alike. Now a crit from your own roll, a Vanish or an always-crit ability banks one follow-up (two at most), and the forced follow-up spends it without re-arming. With a 60% crit sheet the dagger lifts you to about 75%, not 100%. One rule now serves every combat path.
- v6.24.138 · October 3, 2026INVASIONS ARE SIZED TO THE REALM, LIKE WORLD BOSSES. The weekend boss could only grow three times a week while strike damage grew faster, and the last one fell in 32 minutes to a single player. It is now sized from the actual strike power of everyone who attacked over the last three weekends, at their current gear, times the strikes they can throw across Friday to Sunday: about a quarter of that capacity. It is meant to fall once a weekend, and to take more than one household to bring down. Sized once when the weekend opens and never changed mid-weekend.
- v6.24.138 · October 3, 2026RIFT REWARDS ARE PAID. Every Rift sealed since the Rifts opened was marked finished and paid nobody: a mistake in how each reward's gold was worked out made the whole payout fail to save, and the Rift was closed anyway, so it never tried again — while the game told everyone to come and claim. That is fixed, and the Rifts already sealed pay out now: open the Rifts screen and your reward is waiting. Also clearer on that screen: rewards are not a split of a fixed pot. Everyone who strikes is paid a base sized to their own level — at least an hour of their own gold, 15% of a level and 25 Boss Essence — and a bigger share of the damage raises it to three hours, half a level and 100 Essence, plus +50% gold when two or more of you fought.
- v6.24.138 · October 3, 2026A TOME OF RESPEC GIVES YOUR MASTERY POINTS BACK. Class Skill Mastery is where most of a high-level character's Skill Points end up, and a Tome was supposed to return them. It returned nothing: the game keeps your tiers in two places and the Tome cleared the older one, so the points were re-charged the moment anything recalculated, and the tiers stayed where they were. A Tome now resets every mastery tier and hands back every point they cost, for good. If your only spend is mastery, a Tome will also stop telling you there is nothing to reset. And the panel's own wording was wrong about the price: past tier 10 a tier costs one more than the last, so T11 is 2 SP and T20 is 11, not 11 and 20. (Tim's report, 09-20.)
- v6.24.138 · October 3, 2026LOCKED ROLLS STAY LOCKED, AND A REFORGE SHOWS WHAT YOU ACTUALLY GOT. When you reforge, the realm decides the strength of any NEW percent roll — it has since September 8 — but it never sent that decision back, so the screen kept showing the roll your device had guessed. You only saw the real one later, when you equipped the piece or reloaded, and it was usually weaker. Worse, the next reforge then sent those wrong numbers back: the realm could not recognise your LOCKED lines as the ones already on the item, so it re-rolled them too, and a locked 18% quietly became 8%. Reforges now hand the finished item straight back, so what you see after a reforge is what you have, and a locked roll is never re-rolled. (Tim's report, 09-20.)
- v6.24.138 · October 3, 2026A CLAN KEEPS ITS LEADER WHEN THE LEADER'S CHARACTER MOVES ON. If the player who founded a clan did so on a season character, that character graduated at the end of the season and took the Leader role with it — leaving the clan with no leader at all. Nobody could promote, invite, kick, set the message, manage the castle or start a war, and the only way out the screen offered was disbanding a clan the members had spent a season building. Leadership now passes on the moment a leader's character leaves: to another of that player's characters in the clan if they have one, otherwise to the highest-ranking member, longest-serving first. Any clan already left without a leader repairs itself the next time someone opens its Members list. (Tim's report, 09-20.)
- v6.24.138 · October 3, 2026THE RELICS OF THE NINE SHOW THEIR ABILITIES AGAIN. Each relic, and each piece of the Regalia of the Archivist, carries a signature power — Breach strikes twice, Titan's Aegis cuts every hit, the Vaultkeeper's Tithe heals you. The item card stopped printing them: the wording used to be stamped onto each piece when it dropped, and newer pieces no longer carry that stamp, so most relics showed no ability line at all. The card now reads the ability from the same table the fight itself uses, so every relic and regalia piece names what it does. The powers themselves were always working — only the description was missing. (Owner's report, 09-20.)
- v6.24.138 · October 3, 2026SAVES AND CHARACTER SWITCHES SEND A FRACTION OF THE DATA. Every autosave and every character switch uploaded your whole bag, potions and materials, even though the realm keeps its own copy of those and throws the upload away. On a phone that was most of the traffic: a switch could be a quarter of a megabyte going up, and on a weak signal it stalled or had to be sent again, which made everything else feel slow. The game now sends only what the realm actually reads, roughly a fifth of the size, so saves and switches finish faster on slow connections. Nothing about what gets saved changes.
- v6.24.138 · October 3, 2026AUTO-BATTLE SHOWS YOUR ITEMS FIGHTING. The auto-battle screen drew each swing from your attack, ability and crit alone: no Godforged effects, no armor penetration, no double hits from speed, no chain, bleed or stun affixes, no Honed Legacy, and it never missed. So Breach never struck twice, Rift Edge never chained a crit, Vaultkeeper's Tithe never healed, the kill surge never lit, and the numbers ran well under what the same character deals by hand. The screen now fights by the rules manual combat uses, procs and all, and prints them on the turn line. Your rewards come from the realm's settle and are unchanged by this; what changed is the fight you watch. (Tim's report, 09-18.)
- v6.24.138 · October 3, 2026ETERNAL BANNERS UNLOCK THE MOMENT YOU EARN THEM. The cosmetics earned by Eternal depth — The Deep at wave 2,500, The Abyss and Riftlight at 10,000, The Singularity and the Abyssal Halo at 25,000, and the depth titles — were only handed out when the game next re-checked your feats, which happened on a reload or when some other feat unlocked. Cross the wave mid-climb and the banner stayed Locked while your record already said you had it. They are granted the instant your record advances now. (Tim's report, 09-18: "Eternal one is still locked. I'm 25100".)
- v6.24.138 · October 3, 2026THE AUTO-BATTLE RECAP TELLS THE TRUTH. When you stopped auto-battle, the recap added up the game's own estimate of each kill — gold in the old un-divided units (a thousand times too big) and XP without the live event bonus — while the realm had credited something else. It now shows exactly what the realm paid you for the run: kills, gold, XP, gear and gems, including the last minute's settle. The same estimate was feeding the lifetime-gold feat counter under server-side combat, which is why a 100M-gold feat could unlock at 1M; it counts real gold now. Also: tapping Auto on the map while this character had a parked Eternal climb used to quietly run a weaker client-side auto-battle (it stopped every time you changed screens and capped at the idle timer) — it now banks the climb and starts the real run. (Grevlok's reports, 09-18.)
- v6.24.138 · October 3, 2026THE PRESTIGE NOTICE STOPS REPEATING. If you had two or more prestiged characters, the "℗ Prestige complete" message came back every time you switched between them — the game remembered only the last receipt it had shown, so each character made the other's look new again. It now remembers every receipt it has shown you. (Tim's report, 09-18.)
- v6.24.138 · October 3, 2026THE RIFTS ARE FORMING — A PARTY SYSTEM. Social → Rifts: team up with 2–4 adventurers from any clan (or none). Each week your party faces one Rift boss sized to your combined power — about 60% of the party's strikes over the week seal it — with 3 strikes a day each, rewards split by damage share, and a party bonus whenever two or more of you fought. A party of level 25 and under opens an Initiate's Rift that pays double XP, so new adventurers can cross the level 10–20 stretch together. The screen shows the finder and the rules now; the Rifts themselves open within days once the realm's tables are laid.
- v6.24.138 · October 3, 2026CLAN ETERNAL RALLIES. The clan wall used to be the whole roster's stats added up, so a week's climb was over the moment the wall was found — day one, every week — and the other six days were a button that did nothing. Now your champion is the sum of the members who show up: everyone on the roster counts for part of their strength, and each push you make this week raises your share until you push at full weight (7 pushes). The wall rises as the clan rallies, the week starts at half your record and climbs all week, and the week-turn payout splits by pushes made, not by which push happened to move the wave. The Eternal screen shows the champion's strength, who has rallied, and what your push did. Also: the Trials chain now exists from a character's first minute, so guests see 'claim your account' and 'reach level 20' on day one.
- v6.24.138 · October 3, 2026THE TRIALS: ONE GOAL AT A TIME. Getting Started and Learn the Ropes were two long checklists parked on the battle screen, and closing one made it vanish for good — new players told us they then had no idea what to do next. They are one chain of Trials now: the card shows your next goal, why it matters and a Go button; "show all" lists the rest; the — button folds it into a one-line pill that still names the next trial. New trials close out the first week: join a clan or a party, reach level 20, make your first Clan Eternal push or Rift strike, and claim your account if you started as a guest. Everything you already finished stays finished and paid.
- v6.24.138 · October 3, 2026FEAT UNLOCKS NAME THE REAL AMOUNT. The gold feats unlock at the amounts shown in the Feats panel, but the unlock notice and the Inbox alert still printed the old, thousand-times-larger figures from before the gold change, so Lord of Gold announced itself as "100,000,000 gold" when it unlocks at 100,000. Every unlock now prints the amount it actually took.
- v6.24.138 · October 3, 2026THE RANKINGS' ACCOUNT LEVEL NOW MATCHES YOUR ACCOUNT PANEL. The Account Lv board only counted a character's deepest prestige, so every prestige after the first added nothing there, while your Account & Characters panel banked every level you have ever climbed. Both use the same count now: every level climbed on every character, plus where each one stands today. Prestige at 500, climb back to 1,000, and that character counts 1,500.
- v6.24.138 · October 3, 2026A SLOW START NO LONGER ASKS YOU TO LOG IN AGAIN. The server sleeps when nobody is playing and takes about ten seconds to wake. The loading screen used to give up at twelve seconds and show the login screen, even though you were already signed in. It now tells you it is waking the server and waits properly.
- v6.24.138 · October 3, 2026THE DAILY CALENDAR WAITS FOR YOUR SECOND VISIT. Making your first character no longer means meeting a seven-day login calendar before you have played. It greets you on your next visit instead.
- v6.24.138 · October 3, 2026YOUR NAME IS ASKED ONCE. The sign-up field is now labelled Username, since that is what it is, and character creation offers that name already filled in. Change it there if you want your hero called something else.
- v6.24.138 · October 3, 2026YOUR ETERNAL RECORD IS SAVED AGAIN WHEN YOU OUT-CLIMB THE ESTIMATE. Each new personal-best wave is checked against an estimate of how deep your gear can survive before it is saved. For the deepest climbers that estimate had slipped below depths they had already stood in, so waves past their record paid XP but were never saved as a new best and earned no Ascension Shards. Once your record is past the estimate, it now advances at the pace your waves are credited, and the shards come with it.
- v6.24.138 · October 3, 2026LEVELS 1 TO 300 ARE FASTER. Levelling slowed down sharply at level 10, and again through the 100s, where most of you were stuck. Now the first 20 levels are one steady climb, level 20 takes about a third of the kills it did, and level 200 takes about 40%. Level 300 and beyond are unchanged, so nobody at the top gets a head start. Your current level and XP stay where they are; each level from here simply fills faster.
- v6.24.138 · October 3, 2026ONE TAP TO PLAY. Play Free Now on the website now starts your adventure straight away as a guest, with no sign-up form. Your progress is kept on that device, and Settings → Claim Account adds an email and password whenever you like, so you can play the same character anywhere.
- v6.24.138 · October 3, 2026CLEANING UP THE BAG NEVER TAKES SET PIECES. The Salvage matching button on the auto-salvage panel, and the bag clean-up, cleared every item at or below your chosen rarity that was not Godforged, socketed, equipped or locked, and that included set pieces, so a Mythic clean-up could take a set you were collecting. Set pieces are now always kept by both, and the server refuses them in any bulk salvage, even from an older version of the game. New drops keep the first copy of each set piece; a duplicate from a dungeon clear still follows your rarity rule. You can still salvage a set piece on its own. The panel also no longer claims special affixes are kept: that rule was removed on August 31.
- v6.24.138 · October 3, 2026REFLECT SHOWS UP, AND COUNTS EVERYWHERE. Reflect returns a share of every hit that gets through your defense back at the attacker. It worked on the battle screen but was folded silently into your own hit number, dungeons erased it before it landed, and auto-battle never counted it. Battle, dungeon and auto-battle fights now show it on the turn line (🪞 12K reflected), dungeons deal it, and auto-battle counts it toward your kills. It is biggest where monsters hit you hard: with high defense, most hits barely get through, so there is little to send back.
- v6.24.138 · October 3, 2026DAMAGE REDUCTION WORKS AGAINST BOSSES. Gear that cuts the damage you take, such as Titan's Aegis, Shifting Skin, the Rotwood Bulwark and the Null Seal, and the Paladin's block, shrank every hit in a normal fight but not a boss's bite in world boss, invasion and clan dungeon strikes. The bite now takes the same reductions, so a sturdy kit lasts more rounds.
- v6.24.138 · October 3, 2026THE WEEKLY SPOTLIGHT SHOWS UP EVERY TIME. The Dungeon screen looked up this week's boosted dungeon only once, when it opened, and only if the game had already heard back from the server. After a reload or an update that reopened straight onto the Dungeon tab it usually had not, so the violet spotlight frame and the weekly challenge card never appeared, and a spotlight run skipped the twist that pays for its boost. The screen now keeps asking until it gets an answer, checks again when a new week starts, and puts the spotlight dungeon at the top of the list.
- v6.24.138 · October 3, 2026BEHIND THE SCENES: CRASH REPORTS ARRIVE. When the game stopped on the “Something broke” screen, the report it was meant to send never went out, so those crashes never reached us. They are filed automatically now, so a crash can be found and fixed without anyone having to write in.
- v6.24.138 · October 3, 2026A CHAMPION'S XP GOES TO ANY HEIR. Inheriting a season champion passed its XP only to a character of the same class, so a champion retired into a different class gave its gear and gold but no XP. Every heir now gets all of the champion's XP, whatever its class, and the heir list shows the level each character would reach before you choose. The XP carries over in full: a level 100 champion takes a new character to level 100, and a level 500 champion takes another level 500 to about 561, because every level costs more than the one before. A character you had not played in a while also no longer loses most of the XP it is given.
- v6.24.138 · October 3, 2026A NEW CHARACTER SAVES, OR TELLS YOU WHY. Creating a character now waits a moment for the server to save it. If another player already has the name, you are asked to choose a different one instead of starting a character that could never be saved. If the season track is closed, the character starts on the Eternal track instead of nowhere. And if the same character is open on another device, this one now says it isn't saving instead of looking like it is.
- v6.24.138 · October 3, 2026A SEASON CHAMPION’S REWARDS BELONG TO YOUR WHOLE ACCOUNT. Every title, avatar, frame, nameplate, aura and banner a season champion earned now shows on every character on your account, whether the champion waits on the Legacy Roster, came back, or was inherited. Season 1’s champions also get Founder: it became Season 1’s title a few hours after they graduated, so none of them had it.
- v6.24.138 · October 3, 2026CATCHING UP: CHANGES THAT NEVER MADE THESE NOTES. We checked two weeks of updates against these notes. The items below went live between September 1 and September 13 without a note, and all of them are already in the game. A few older notes that no longer matched the game have been corrected too.
- v6.24.138 · October 3, 2026THE CLIMB TO LEVEL 100 IS ABOUT TEN TIMES SHORTER. At the start of September, level 2 alone took 4,536 kills and reaching level 100 took about a week of auto-battle. Levels below 300 now start far cheaper and ease into the same level-300 cost: level 10 takes about 680 kills, level 20 about 4,100, and level 100 about 17 hours of auto-battle. Level 300 and beyond are unchanged.
- v6.24.138 · October 3, 2026AUTO-BATTLE AND MANUAL FIGHTING NO LONGER ERASE EACH OTHER'S XP. When your auto-battle session paid out while you were also fighting by hand, both payouts started from the same level, so the second one erased the XP the first had just given you, while your screen added up both. A reload then showed a much lower level than the one you had been looking at. Each payout now checks whether the other got there first and, if it did, adds its own XP on top.
- v6.24.138 · October 3, 2026WORLD BOSS STRIKES OVER 2.1 BILLION COUNT AGAIN. On September 4 the strongest kits began hitting world bosses for more than 2.1 billion, a number the server could not record, so those strikes hurt the boss but never reached the damage board, the kill-reward share or the daily strike count. Every strike is recorded now, the lost ones are back on the board, and strikes past the daily limit were taken out so the next boss is sized from real kills.
- v6.24.138 · October 3, 2026KAELTHUR'S STRIKES COUNT FROM THE FIRST MINUTE. The first time the rotation reached Kaelthur the Arena Warden, the server had never been set up to track the three new world bosses, so for about nine minutes every strike was turned away as “already defeated”, paid nothing, and the boss never respawned. Kaelthur, Xyrrh and the Breachborn Colossus are set up now, and any boss added to the rotation later sets itself up on its first strike.
- v6.24.138 · October 3, 2026SWITCHING CHARACTERS NO LONGER UNDOES WHAT THE SERVER GAVE YOU. Leaving a character saved your device's copy of it, which could be older than the server's, so a cosmetic, a feat or Boss Essence granted moments before could disappear, along with fresh quest progress, learned skills, your Eternal best or a prestige that had just landed. The switch now keeps everything the server has given that character.
- v6.24.138 · October 3, 2026CLAN WARS ARE MATCHED AND SETTLED ONCE, BY THE REAL RULES. An old copy of the war system still ran beside the real one: it ignored clans that had opted out, sometimes drew duplicate wars, and could close a war with flat gold and XP, no scrolls, or rewards that never reached anyone. Wars are now drawn and settled by one system that pays each character by tier with scrolls, and a war can no longer be paid twice.
- v6.24.138 · October 3, 2026CLAN XP FROM CLAIMS ALWAYS COUNTS. When two members claimed a clan daily or a clan dungeon reward at the same moment, one claim's clan XP could vanish, and a daily whose claim was lost could be claimed a second time. Every claim now adds to the latest total, so each one counts exactly once.
- v6.24.138 · October 3, 2026CRAFTS CAN NO LONGER PUSH AN ITEM PAST ITS HONEST MAXIMUM. The Locked Reroll bug fixed on September 7 had left a few relic pieces with stats many times what any roll can reach, enough to tilt the top of the arena. Those stats were lowered to the honest maximum with nothing else re-rolled, and every craft now stops at that maximum.
- v6.24.138 · October 3, 2026SPARE COPIES OF GEAR YOU WEAR CAN BE CLEARED. Two copies of one piece can share a drop stamp, and the game protected every copy that shared it with the piece you wear, so spares could never be sold, salvaged or used as fuel. Only the copy you actually wear or keep in a loadout is protected now.
- v6.24.138 · October 3, 2026EVERY CHARACTER NAME IS ONE OF A KIND. The name check only ran on a new character that had not fought yet, and most characters save for the first time after their first kill, so a few names ended up on two characters. Every new name and every rename is now checked against all characters, and a deleted character leaves the online list at once instead of lingering for hours.
- v6.24.138 · October 3, 2026THE RICHEST CHARACTERS SAVE AGAIN. A safety limit refused the whole save of any character holding more than a quadrillion gold, so past it, item locks, quests and settings quietly stopped saving while gold, levels and loot carried on. A save is no longer refused over one number: the gold figure is checked on its own and everything else is kept.
- v6.24.138 · October 3, 2026A GRADUATED CHAMPION STAYS GRADUATED. A season character still open on your screen when the season ended could be written back into the season slot when you switched away, which blocked a new season character. That can no longer happen, and a character outside the season slot that still carried the season tag loses it on its next save, getting account prestige and the regular arena back.
- v6.24.138 · October 3, 2026THE CLAN WARS SCREEN NO LONGER CRASHES THE GAME. For about four hours on September 4, opening Clan Wars could stop the whole game on the white “Something broke” screen. The update that made each war day tappable caused it, and it is fixed.
- v6.24.138 · October 3, 2026THE SERVER ANSWERS ABOUT HALF A SECOND FASTER. Most taps that reach the server, like strikes, saves, claims and crafts, waited on an extra login check with an outside service, 447 milliseconds on average, because the server's own check could not read the newer login format. The server checks your login itself again, so that wait is gone.
- v6.24.138 · October 3, 2026BEHIND THE SCENES: A REWARD THAT FAILS TO SAVE IS NO LONGER CALLED PAID. When a reward could not be written, many claims still reported success and some lost the reward for good: world boss gear, relic drops, battle pass gold, Vault purchases, and the end of a world boss window, a clan dungeon week or a season. Each one now checks that it landed, retries where it safely can, and otherwise tells the team exactly what is owed.
- v6.24.138 · October 3, 2026THE FRONT PAGE SHOWS THE REAL GAME. The page new visitors see first now has a Google Play button, the top five of the live ladder, five screenshots from the game, and plain answers to the questions people ask before they start, such as whether it is pay to win. It is a good link to send a friend.
- v6.24.138 · October 3, 2026WORLD BOSS AVATARS MATCH THE BOSS, NOT ITS NAME. Void Conqueror waited for a boss called “The Void Colossus”, but the world boss is named “Void Colossus”, so no claim ever granted it. Claims now match the boss itself, and every Rotwood King, Void Colossus or Eternal Dreadlord reward a character has already claimed unlocks that avatar the next time the character loads.
- v6.24.138 · October 3, 2026FORGE BREAKER COMES FROM THE FORGE DEMON. The avatar shows the Bleakstone Mines boss, which has never been a world boss, so no one could earn it. Beating the Forge Demon unlocks it now, and every character that already beat it gets it on its next load.
- v6.24.138 · October 3, 2026LOGIN STREAKS COUNT. The daily reward only tracked your place in its 7-day calendar, so nothing counted days in a row: the 30- and 90-day streak avatars were out of reach, and the hub showed a 1-day streak to everyone. Your streak counts from your first daily claim after this update, and a missed day starts it over. Your longest run is kept, so a streak avatar reaches every character once you earn it.
- v6.24.138 · October 3, 2026PASS TITLES ON EVERY CHARACTER. Pass Pioneer, Pass Veteran and Pass Sovereign went only to the character that claimed the tier, while the same tier’s avatar, nameplate and frame reached all of them. Titles from this season’s pass now show on every character.
- v6.24.138 · October 3, 2026GIFTED VIP COUNTS TOWARD YOUR KEEPSAKES. A VIP tier that came from a referral reward or a gift has no payment record, so its 30-day count for the Regalia never started, and the screen promised a restore from the payment provider that could never happen. The count now starts the first time the game records the tier, and the screen says so.
- v6.24.138 · October 3, 2026THE STAT TEXT MATCHES THE GAME. Help, the guides and the class cards still described the old Intelligence and Wisdom attributes, which became Accuracy and Evade, and said evade and accuracy come only from gear. Every screen now describes the six attributes as they work: Strength, Accuracy, Agility, Endurance, Vitality and Evade. Accuracy and Evade raise your hit and dodge chance and add Mana, and casters build Strength because their magic folds onto ATK. Magic Resist is not raised by any attribute. The Ability Points guide shows the real rate: 2 per level, plus 100 at every 100th level.
- v6.24.138 · October 3, 2026DUNGEON XP AT HIGH ASCENSION TIERS IS BOUNDED. A dungeon's XP was multiplied by the same tier bonus as gold, which at the top tiers is thousands of times, so one clear could give dozens of levels. The tier bonus can now raise a clear's XP to at most half a level, and a clear never pays less than it does at Tier 1. Tier 1 is unchanged at every level. Where a Tier 1 clear already pays more than half a level, a clear at a higher tier now pays the same as Tier 1.
- v6.24.138 · October 3, 2026CRAFTING RINGS AND AMULETS KEEPS YOUR ROLL. A ring or amulet's defense can roll up to 20% above its usual value, but the crafting check treated those rolls as impossible and trimmed them back down. Good rolls now stay.
- v6.24.138 · October 3, 2026THE COMPARE CARD SHOWS AN ITEM THE SAME WAY EVERY TIME. Affix names follow their rolled strength, so a +18% attack affix reads Savage even if it dropped as Deadly. The compare card matched affixes by their old names, so the same ring listed different affixes depending on which ring it was compared with. It now lists every affix of the new item exactly as its own card does and says how each one changes against the equipped item's matching affix. The card also names the slot it compares with, and a ring can be compared with either ring slot.
- v6.24.138 · October 3, 2026GEM MERGES CAN NO LONGER EAT YOUR GEMS. A merge used to be saved as two steps: take the lower-tier gems, then add the new ones. When a merge made more than 200 gems at once, such as the automatic merge that runs when you unlock a new gem tier with a big pile saved up, the second step was turned down while the first went through, so the gems were used up and nothing came back. A merge is now one step on the server: it either happens whole or not at all.
- v6.24.138 · October 3, 2026CLAIM ALL CLAIMS CLAN WAR REWARDS. War rewards showed on the Clan badge, but Claim All skipped them, so many sat unclaimed for weeks. Claim All now collects them with their scrolls, and the rewards list shows cards for clan war, clan dungeon and PvP season rewards whenever they are waiting.
- v6.24.138 · October 3, 2026CLAN WAR REWARDS FOLLOW THE RULES. Members who scored no points were paid as top contributors, with more gold, XP and scrolls than members who fought. Only the top half of the clan's scorers counts as contributors now. The war scoreboard and the final result also count every point: wars with over 1,000 point entries were showing lower totals than the real ones.
- v6.24.138 · October 3, 2026The Clan dungeon row on the home screen opens the Clan screen, where those rewards are, instead of the solo Dungeon.
- v6.24.138 · October 3, 2026BEHIND THE SCENES: GEM AND SCROLL SYNC. When the server turns down a gem or scroll update, its log now names the screen that sent it, so the cause of a rare refused update can be found and fixed. Nothing changes in play.
- v6.24.138 · October 3, 2026REFERRAL COSMETICS ARE SAVED WHEN YOU CLAIM THEM. The titles, avatars and frames from referral milestones and the Ambassador track were only added by your device after the claim, so closing the game at the wrong moment lost them. The server now saves them with the claim, and any you claimed but never received appear on your next login.
- v6.24.138 · October 3, 2026CLAN WAR REWARDS ARE DESCRIBED CORRECTLY. The war rules said every member of the winning clan gets scrolls. Every member of both clans claims gold and XP, and the winners get more. Scrolls go to the winning clan's top half, and each clan's top scorer also gets an XP scroll.
- v6.24.138 · October 3, 2026THE REWARDS LIST SHOWS EVERYTHING CLAIM ALL COUNTS. The Bloodline tribute and the Realm Milestone now appear in Ready to Claim when they are waiting, so the count on Claim everything matches the list. Tap either card to jump to it.
- v6.24.138 · October 3, 2026INVASION DEFENDERS STOP WASTING STRIKES. Defenders share a daily pool of healing worth 15% of the invader's health. Once it was full, a reinforce strike restored nothing but still used up the strike. The panel now shows how much of today's pool is left, a strike is not spent once it is full, and the button says so. Invasion strikes reset every day at midnight UTC, and the screen now says today instead of this weekend.
- v6.24.138 · October 3, 2026TWO-HANDED AFFIXES SHOW THEIR REAL VALUE. Special affixes on two-handed weapons, like Scholar's, of Wisdom and Vampiric, are doubled like every other roll and always applied at the doubled value, but the item card showed the one-handed number. It now shows the real one, so a Scholar's two-hander reads +30% XP.
- v6.24.138 · October 3, 2026TIDYING UP. The Epic and Legendary quest tabs, which were always empty, are gone, along with the Epic Chains help entry and blueprint drop rates for drops that no longer exist. When a full bag auto-sells your lowest-value items, your notifications now keep a record of what was sold.
- v6.24.138 · October 3, 2026CLAIM ALL CLAIMS IT ALL, AND A CLEANUP. Claim everything now also collects Clan Dailies, every Fast Reward charge left today, the Bloodline tribute and the Realm Milestone. Realm Milestone and Bloodline gold that was shown before today's fix but never paid has been added to your characters, with the milestone's Ascendant Cores. Duplicate copies of one item, left behind by rerolling gear you were wearing, were removed: you keep the best copy, and the bug that made them is fixed. Gear above your level can no longer be worn.
- v6.24.138 · October 3, 2026CHAT GETS OUT OF THE WAY, AND SAFER CRAFTS. Tapping the header, a menu or any tab now closes the chat. A craft that cannot be saved is now cancelled with nothing spent, instead of risking the item. Dungeon results list only the loot you kept, so pieces your loot filter auto-salvaged no longer show up as drops. An Ascendant Core redeemed from dust now stays after a reload, and forging and relevelling now take their Cores from your account total.
- v6.24.138 · October 3, 2026REWARDS THAT NEVER ARRIVED. The weekly Realm Milestone and the daily Bloodline tribute showed you gold but never paid it, and the Milestone's Ascendant Cores disappeared on reload. Both now pay in full. Claim All now banks the scrolls, gems, titles and cosmetics that come with login, battle-pass and PvP-season rewards. From September 10 until this fix it skipped them, and because those rewards were already marked claimed, the skipped parts were lost. Equipping an item no longer deletes a second copy that shares its id, and the reforge cleanup now only removes true leftover copies.
- v6.24.138 · October 3, 2026SAFER SHRINE OFFERINGS. Offering Sovereigns to the Realm Shrine now asks you to confirm first, and "all" names exactly how many you are about to give. The hour buttons no longer read 0 gold after an offering. The player compare screen now sits above the menus instead of sliding under them, its matchup note says its point once, and any screen change closes the chat.
- v6.24.138 · October 3, 2026AFFIX NAMES ARE THE TIER AGAIN. The name of a tiered affix now tells you how strong the roll is, the way Resolute always meant the top defence roll. Each stat has three names from weakest to strongest: defence Sturdy, Iron, Resolute; attack Honed, Deadly, Savage; health Hale, Fortified, Titan's; and the same for every other stat and suffix. The T1/T2/T3 tags are gone. Only the names shown changed: no item's stats moved.
- v6.24.138 · October 3, 2026QUEST ITEMS ARE HANDED OUT. Every story and weekly quest shows a 🎁 item reward, and until now none of them were actually given. Claiming one now puts the item in your bag at the rarity the card shows, and a message names it. Every claim also shows one message with the gold and XP it paid, and the XP on each card is now the amount you will receive after the per-claim cap. The Blueprint tag, left over from a retired system, is gone from Dungeon Week.
- v6.24.138 · October 3, 2026TIER COMPARISON, REBUILT. The three paragraphs are gone. Every loadout you own, plus what you are wearing, is priced at your current tier and shown as a row of chips with the best one tagged; tap any chip and the whole table re-prices on that kit, so changing gear now visibly changes the numbers. One line names your best gold tier and best XP tier, and the one-shot line is a skull on the row where a kit starts dying, with the tiers past it dimmed.
- v6.24.138 · October 3, 2026A PRESTIGE SAYS WHAT IT PAID. After the reset, one message states the points earned, the new bands banked, whether the full re-climb bonus applied, and your lifetime levels before and after. A prestige that earns nothing says so, and why.
- v6.24.138 · October 3, 2026CLAIM EVERYTHING READY. The Rewards hub has one gold button that claims the daily login, the world-boss inbox, the VIP chest, every reached battle-pass tier, completed quests and any clan-dungeon, PvP-season or Clan Eternal rewards waiting, then reloads your character from the server so every number is the server's. Referral rewards stay on their own screen (a later update added Clan Dailies to the button). One tap instead of seven.
- v6.24.138 · October 3, 2026THE DUNGEON NOW SWINGS LIKE THE BATTLE SCREEN. The unified strike from the last patch is switched on for everyone: every dungeon attack resolves exactly the way a battle-screen attack does, with the weekly mutators layered on top, so a balance change lands in both places at once. If a dungeon ever feels wrong, say so in bug-reports; a safety net switches a session back to the old path on its own if the new one hits an error.
- v6.24.138 · October 3, 2026FIND A REPLACEMENT FROM THE SHEET. Tap an equipped piece and the new 'Find replacements in the Bag' button opens the Bag already filtered to that slot: helmets for a helmet, rings for a ring, every weapon for a weapon. From Cash's suggestion in July.
- v6.24.138 · October 3, 2026ASCENSION REACHES TIER 120. Forty more tiers open for anyone whose Eternal depth earns them, with the same climb in monster toughness per tier. Your selected tier stays where you left it.
- v6.24.138 · October 3, 2026GOLD PAST TIER 80 GROWS GENTLY. Above tier 80, gold per kill rises about 3% per tier instead of 10%, so the deepest tiers pay a little more rather than a lot more, and the wallet ceiling stays far away. Tiers 80 and below are unchanged, and XP is untouched.
- v6.24.138 · October 3, 2026GROUNDWORK: ONE SWING FOR THE DUNGEON AND THE BATTLE SCREEN. The dungeon has run its own copy of the attack for a long time, and every balance change had to be made twice; the copies drifted more than once. The dungeon can now use the battle screen's exact strike, with the weekly mutators layered on top. It shipped switched off so it could be checked side by side, and a later update turned it on for everyone.
- v6.24.138 · October 3, 2026THE ETERNAL'S DEEP RUNGS HAVE FACES. Six new titles for the depth milestones at 15,000, 20,000, 30,000, 50,000, 75,000 and 100,000 waves, the Riftglass Script nameplate at 30,000, and a primal companion, the Riftborn Colossus, granted at 50,000. Anyone already past a rung collects it on their next Eternal settle.
- v6.24.138 · October 3, 2026REWARDS CLAIMED AFTER A PRESTIGE ARE PRICED AT YOUR NEW LEVEL. World-boss and clan-dungeon rewards are saved as a fixed amount of XP when they are earned. Claiming a pile of them right after a prestige turned XP earned at level 218 into 111 levels at level 12. Each reward now pays at most half a level at the level you claim it, the rule PvP, war and Clan Eternal rewards already followed.
- v6.24.138 · October 3, 2026SKILL POINTS RECOUNTED HONESTLY. The screen and the server kept two different ledgers of what you had spent, so a node showing LEARN could come back 'refused by the server'. Two bookkeeping faults: the Utility branch removed on 7 Sep was still being charged at full price on the server (its five nodes, usually 12 points) while the screen showed it gone, and every node bought on the new subclass branches was recorded at 1 point in the server ledger instead of its real price. Both sides now price from the same tree, and nodes the tree no longer has cost nothing. Most affected characters gain points (26 of 76, typically 12); a few who bought subclass nodes see fewer free points because those now count at their real price, and nobody goes below zero. Everyone receives a fresh free Tome of Respec so a build made under the wrong numbers can be remade.
- v6.24.138 · October 3, 2026ASCENSION REACHES TIER 80. The tier ladder stopped at 53 and the deepest climbers were already standing on it. Tiers 54 to 80 open for anyone whose Eternal depth or clears earn them, with the same 10% per tier climb in monster toughness and gold. Your selected tier stays where you left it; the picker simply goes further.
- v6.24.138 · October 3, 2026THE SUBCLASS BRANCHES HAVE THEIR ART. All twelve subclass branches now carry a painted crest, and every one of their 144 nodes has its own icon in the house style, instead of the placeholder glyphs they launched with.
- v6.24.138 · October 3, 2026CLAN ETERNAL: YOU CAN ALWAYS PUSH. The climb screen was still showing AT THE WALL and a dead button from the old roster formula, while the server had long since let your champion decide how far a push goes. The button now stays live every push; if the champion falls, the log says where, and the roster grows stronger from there.
- v6.24.138 · October 3, 2026THE ARENA WEARS ITS COSMETICS. The opponent list and the arena leaderboard now show each fighter's avatar, frame and aura, the same portrait Rankings and chat use.
- v6.24.138 · October 3, 2026CHARACTER CARDS WEAR THEIR COSMETICS. The character switcher shows each character's own avatar, frame and aura instead of the plain class portrait.
- v6.24.138 · October 3, 2026THE ASCENDANCY BOARD. Past level 1,000, every ten levels grants an Ascendancy point, forever. Spend them on the Ascension screen into six lanes that work against monsters only (auto-battle, dungeons, the Eternal, never the arena): Onslaught, Bulwark, Endurance, Tempo, Focus and Shadowstep, +0.5% per rank. Rank 1 costs 1 point, rank 2 costs 2, and so on, so there is no last rank and no runaway.
- v6.24.138 · October 3, 2026FORGE RANKS +6 TO +8. Godforged pieces can now be Forged three ranks further, each still +8% to every base stat. The new ranks are paid mostly in Ascendant Cores (200, 350 and 550), plus essence, a little gold and the usual exact duplicate, so the cores you have been sitting on finally have a home.
- v6.24.138 · October 3, 2026AWAKENING TIERS 14 AND UP COST MORE. The old ladder barely moved past tier 13 (a tier-40 rank was a few minutes of top-end income). Tiers 14 to 26 now climb 17% per tier and 27 to 40 climb 10% per tier, so a tier-26 rank takes about an hour of top-end farming and a tier-40 rank nearly four, where the top used to take eleven minutes. Tiers 1 to 13 are unchanged, and the Tome of Awakening refunds exactly what you paid, never the new price.
- v6.24.138 · October 3, 2026GOLD FROM DEEP TIERS IS SCALED BACK. Above tier 10, gold per kill had been growing 17% per tier while monster toughness grew 10%; over forty tiers that compounded into a ten-thousand-fold ramp that broke wallets and made every price meaningless. Gold per kill above tier 10 now grows at the same 10% per tier as the monsters do. Below tier 10 nothing changes, and XP is untouched. Awakening tiers past 40 now cost 10% more per tier instead of 35%, to match.
- v6.24.138 · October 3, 2026COMPANIONS SHOW THEIR ASCENSION ON THE CARD. A companion at its level cap now reads MAX with an ascend prompt right on the grid, and an ascended one shows its tier in the corner, instead of both hiding two taps deep. Ascending resets a capped companion to level 1 for a permanent +6% to every bonus, up to ten times.
- v6.24.138 · October 3, 2026THE ETERNAL PAYS PAST 10,000. New depth milestones at 15,000, 20,000, 30,000, 50,000, 75,000 and 100,000 waves pay the same shard, XP and Godforged-shot package as the earlier ones. Anyone already past a new milestone collects it on their next Eternal settle.
- v6.24.138 · October 3, 2026AWAKENING HAS NO LAST TIER. Subclass Awakening stopped at tier 40 (level 2,000), and the fastest characters were three weeks from it. A new tier now unlocks every 50 levels forever. Tiers past 40 cost 10% more than the one before, and each pays a smaller share into its stat than the last, so the climb never ends and never runs away.
- v6.24.138 · October 3, 2026MONSTERS ARE EASIER TO HIT AND TO OUTPACE. An audit of every live character showed monsters dodging far more than the design intended: the typical build missed 28% of its attacks, and builds with no Accuracy on their gear missed 59%. Monster Evade is cut from 70 to 40 per level, so the typical build now misses about 20% and every point of Accuracy still counts. Monster Speed is cut from 85 to 60 per level, so double hits become reachable for about half of all builds instead of a third. The new 🎯 💨 ⚡ 🛡️ chips on the auto-battle row show you exactly where you stand.
- v6.24.138 · October 3, 2026SEE WHY YOU HIT OR MISS. The auto-battle stat row now shows your hit chance, dodge chance, double-hit chance and how much of your HP one monster hit takes in the area you are farming, each naming the two stats behind it (your Accuracy against their Evade, and so on). Monsters have had real accuracy, evade and speed for weeks; now you can see the contest instead of guessing.
- v6.24.138 · October 3, 2026UPDATES REACH FARMERS. The silent update never ran while you were auto-battling, so a character left farming for days stayed on an old build and missed every fix. When an update has waited two hours and your farm is a server-run session, the game now reloads once and picks the farm straight back up. A manual fight, an Eternal climb and a run that is not server-held still wait for you.
- v6.24.138 · October 3, 2026STANCES ARE FREE. A stance is an even trade, +15% on one stat for a matched cost on another, and it cost 25 Skill Points to pick the first one. That made it worse than spending the points anywhere else, and nobody held one. Picking and swapping now cost nothing; the price is the lane you give up. A stance bought earlier refunds its points automatically.
- v6.24.138 · October 3, 2026WORLD BOSS STRIKES ARE PRICED AGAINST YOUR REAL SHEET. The server's strike ceiling was computed without your account prestige and companion slots, so an honest strike from a prestiged character could land above it and be clipped. It now counts them.
- v6.24.138 · October 3, 2026The war screen's siege tip explains that every member's DEF is part of the clan champion's wall, so a defensive build defends the clan even when it never strikes.
- v6.24.138 · October 3, 2026INVASION AND CLAN DUNGEON STRIKES ARE DUELS TOO. Both were a single hit decided by attack alone. They now run the same 12-round duel as the world boss, with the same bite sized to the strikers, evasion dodging, and rounds survived paying the same ×0.85 to ×1.15 endurance multiplier on the invasion claim and the clan dungeon payout.
- v6.24.138 · October 3, 2026CLAN DUNGEON PARTICIPATION FLOOR. Below a 5% damage share you used to get crumbs and no item. Everyone who strikes now gets the participant item tier and is paid as if they held at least a 5% share. The 15% and 30% tiers stay as the reward for carrying.
- v6.24.138 · October 3, 2026THE WORLD BOSS BITES BACK. Every strike has always been a 12-round duel where the boss hits you and a downed striker banks only the rounds survived, but the bite was too small to matter: in two weeks of strikes nobody was downed on most bosses. The boss's bite is now sized to the people fighting it (the armour constant is the median DEF of that boss's strikers, the bite 10% to 22% of your max HP per round by boss tier). A tank still holds all 12 rounds, a glass build gets downed around round 5 and banks less. DEF, regen, lifesteal and heals now decide your contribution alongside attack.
- v6.24.138 · October 3, 2026EVASION DODGES BITES. Each bite can be dodged, evasion against the boss's reference, capped at 60% like the rest of PvE. The strike log shows how many you dodged.
- v6.24.138 · October 3, 2026ENDURANCE PAYS. The kill reward carries a survival multiplier from ×0.85 (downed at once) to ×1.15 (12 of 12 rounds) on gold, XP and Boss Essence, next to the existing contribution multiplier. Survival pays on its own axis; it never multiplies damage.
- v6.24.138 · October 3, 2026A service-worker update hiccup is no longer filed as a crash.
- v6.24.138 · October 3, 2026AFFIX ROWS SHOW THEIR TIER. A Savage at +8% and a Savage at +18% are the same affix at Tier 1 and Tier 3, and every affix row carried a tier chip (gold for T3) on the item card, the compare view and the Locked Reroll list, until a later update made the affix name itself tell the tier. Fresh rolls from a Locked Reroll now take their tier on the server too, so a stale app build cannot mint the old fixed values.
- v6.24.138 · October 3, 2026BAG TABS COUNT THEIR CONTENTS. The Gem and Consumable tabs show how many stacks they hold, because gems never appear under Items and an empty-looking bag was holding nine gem stacks.
- v6.24.138 · October 3, 2026TIER COMPARE XP TO FOUR DIGITS. XP per hour in the tier list reads 3.42B instead of 3.4B, so tiers whose XP differs in the second decimal no longer look identical.
- v6.24.138 · October 3, 2026ASSASSIN BRANCH RE-SCALED. With crit chance flat and crit damage capped, the Assassin branch measured weakest in the arena, so its Attack nodes were scaled up (about +19% on each node) to sit back in the band with every other branch.
- v6.24.138 · October 3, 2026AFFIXES ROLL IN TIERS. Every percent prefix used to mint at +18% and every suffix at +12% with no variance, so there was nothing to chase. A percent affix now rolls Tier 1, 2 or 3 (prefix 8 / 12 / 18%, suffix 6 / 9 / 12%, odds 45 / 35 / 20). Locked Reroll re-rolls the tier of every unlocked slot: lock your top-tier rolls and roll the rest. All-stat lines and special lines are unchanged.
- v6.24.138 · October 3, 2026EXISTING GEAR RE-MINTED INTO TIERS. Every stored percent affix was rolled into a tier with the same odds, on every character, so old gear and new drops play by one rule. Your sheet will read lower. Every character whose gear was touched holds ONE FREE Locked Reroll (any locks, no essence, no gold) to start chasing the top rolls back.
- v6.24.138 · October 3, 2026CRIT IS RARE AGAIN. Crit chance softens past 75 and crit damage past 500, and the top of the game sat far beyond both, so every extra point bought almost nothing and gems felt useless. Every crit source except gems and sets was cut back so a full build lands AT the knee: companion crit-damage lines are a third of what they were and crit-chance lines half; subclass branch crit chance is now a flat +8 instead of a percentage of your sheet, branch crit damage is capped (Assassin 150, Berserker 120, Lich and Sniper 100) and the removed budget became Attack on the fork nodes; the Crit Power prestige node grants +2 Crit DMG per rank instead of a multiplier. Your sheet numbers drop; what actually lands in a fight barely moves. A free Tome of Respec waits in the Boss Essence Exchange (Bag, Forge, Recipes) if you want to re-plan.
- v6.24.138 · October 3, 2026STANCES RE-PRICED. The cost side of every stance was priced when speed, accuracy and evasion barely counted; the arena now weighs every lane equally, so eleven stances were traps and the cheap speed ones were free. Costs now follow what each lane is worth in the arena and no stance dumps more than 25% of a stat. NOTE: a respec clears your stance and nobody on the ladder holds one right now. The Stances panel now sits at the top of Skills and tells you when it is empty.
- v6.24.138 · October 3, 2026EVERY COMPANION SLOT LEVELS. All three equipped companions now earn kill credits from manual battles and autobattle, each in full. Only the first slot was ever credited; the two Sovereign slots fought without growing. A worn Saddle still speeds up only its own wearer.
- v6.24.138 · October 3, 2026AFFIXES DESCRIBE THEMSELVES. An affix's description now shows the item's own rolled value. The compare card and the item tooltip printed the affix pool's design text under an affix (Iron read '+15% DEF' while the piece carried +18%), so the Locked Reroll list and the gear card disagreed. Nothing about the items changed; the text now matches what they do.
- v6.24.138 · October 3, 2026WORLD BOSS STRIKES SHOW THEIR SHARE. Every strike in the Strike Log now says what percentage of the boss it took, and the boss health reads to four digits with an exact percentage. On a 47-billion pool a 50-million strike is 0.11% and the old three-digit label could not show it moving, which looked like strikes being consumed for nothing. Every one of those strikes was recorded and counted toward your rewards.
- v6.24.138 · October 3, 2026SUBCLASS BRANCHES BUFFED. Every stat node in the twelve subclass branches is worth 50% more than yesterday's first cut (a +12% node is now +18%, the capstone +38% and +38%). XP, gold and the rider nodes are unchanged. Values on nodes you already learned update in place.
- v6.24.138 · October 3, 2026LOCKED REROLL AND REFORGE TO LEVEL KEEP YOUR MAIN STATS. A locked reroll re-rolls the unlocked affixes and nothing else: main stats are carried to your current level instead of being rolled again. Reforge to Level does the same for Godforged and Relic pieces, so a relic keeps its curated stats. Both used to rebuild the item from scratch.
- v6.24.138 · October 3, 2026GEAR PAST LEVEL 999. Godforged and Relic pieces were capped at item level 999 when rerolled, reforged or dropped; the cap is lifted, so a level-1312 character's gear is built at 1312.
- v6.24.138 · October 3, 2026XP AND GOLD NODES ARE BACK IN YOUR SUBCLASS BRANCH. Replacing the shared branch had dropped the game's only XP and gold nodes. They now ride the same slots in every subclass branch: Gold +15% and XP +15% on the first two nodes, and the +12% XP or Gold forks, so a full path pays exactly what the old branch paid.
- v6.24.138 · October 3, 2026SHADOWDANCER AND FROSTWEAVER BRANCHES LEAD WITH ATTACK. Their arena identity is still evasion and speed, but those stats do nothing for kill speed once you can already survive the wave, and Rogues already own an all-Evade class branch. Wording is now Evade everywhere, matching the class trees.
- v6.24.138 · October 3, 2026THE BATTLE LOG TELLS THE TRUTH ABOUT REWARDS. The gold line after a kill used to print the monster's raw gold with a random roll on top; the server pays a fixed, denominated amount, so the two never matched (+16 shown, 1 paid). The line now prints the server's arithmetic, tiny XP shows as a fraction instead of +0, and every batch adds a Credited line with exactly what reached your wallet.
- v6.22.99 · August 26, 2026THE CASTLE OPENS ON YOUR CHAMPION’S NUMBERS. The stat grid — ATK, HP, DEF, SPD, accuracy, evade, your share of the wall, and the champion’s forms — now shows the moment you enter the castle instead of hiding until you tapped the portrait. Tap the portrait to fold it away.
- v6.22.99 · August 26, 2026CHAMPION FORMS PREVIEW BEFORE THEY COST YOU. Tapping an unowned champion form used to buy it on the spot — clan shards gone for a look. Now a tap PREVIEWS: the champion above wears the form, a bar names the price, and only its Claim button spends shards. Forms you already own still switch instantly.
- v6.22.99 · August 26, 2026SOCKET GEMS RIGHT ON YOUR CHARACTER SHEET. Finding the right piece in a deep bag just to socket a gem was a hunt (player report — thank you). Now tap any EMPTY socket on an equipped item, right on the character sheet, and a gem picker opens — the gem sockets in place and the gear never leaves your body. Filled sockets still tap to unsocket, and the gem card in your bag still offers your equipped pieces first.
- v6.22.99 · August 26, 2026THE CLAN DUNGEON IS A DUEL TOO — AND SHOWING UP NOW EARNS THE PASS AVATAR. The dungeon board matches the climb: YOUR portrait — avatar, frame, aura, nameplate — squares off against the wounded boss, strikes-left under you, tier and wounds under it, one HP bar beneath both. And daily login pass XP doubles to 50: log in every day of a month and the tier-15 season avatar is yours from presence alone — the nameplate and frame above it still take real play.
- v6.22.99 · August 26, 2026EVERY EVENT IS NOW A SHOWCASE, AND THE CODEX FINALLY KEEPS ITS PROMISE. Tap any card on the events calendar and it opens: a pass month shows its actual exclusives — your class’s avatar, your name in the season plate, the frame around your own portrait — an event shows its boss, boosts and loot, and a season explains the ladder and graduation. The two duplicate Season 1 cards with different countdowns are now one card with the real end date. And the Codex Collection — whose own footer has promised cosmetics all along — gains the COSMETIC WARDROBE: all seven kinds, every item with a live preview, its unlock path and your owned state, from feat titles to Eternal auras to season plates.
- v6.22.99 · August 26, 2026THE CLAN CLIMB IS A DUEL NOW. Your clan’s champion — the one your castle raised, wearing its chosen skin — stands face to face with the horde: champion on the left, the wave’s foe on the right, VS between, with the clan’s combined vitality under one and the horde’s numbers under the other. The contributor board folds to one line (leader + your own waves) until tapped, and the clan ladder is a single link to the full Rankings board. The castle’s wing tiles are taller and roomier so name, rank and price stop crowding, and the little view toggle says Champion / Keep instead of repeating the room switcher’s icons. And pet expeditions now remember the trip you last launched — claiming a Deep Roam no longer resets the picker to the 4-hour trail.
- v6.22.99 · August 26, 2026SEASON INHERITANCE NOW CARRIES EVERYTHING YOUR CHAMPION HELD. Retiring a graduated season champion into an existing character passed on gear and gold — but their crafting materials, potions, scrolls and Boss Essence quietly stayed behind, stranded forever. Inherit now moves all of it: materials merge into your stores, potion and scroll stacks combine with yours, and essence adds to your pool — in the same single transaction as the gear. In place before Season 1 ends on September 3rd. (Restoring a champion into a free slot always carried everything — that path is unchanged.)
- v6.22.99 · August 26, 2026EVERY SEASON PASS AVATAR NOW COMES IN YOUR CLASS. The monthly pass exclusive — the tier-15 avatar — was one painting that suited one class out of six. Every pass month, July 2026 through the anniversary season, is now painted in all six classes — seventy-eight new portraits — and yours always shows your class: an Ashborne warrior is charred plate and embers, an Ashborne necromancer is ash-wreathed soulfire. Already-claimed pass avatars switch automatically, and Vault reclaims come class-matched too.
- v6.22.99 · August 26, 2026YOUR OWN COSMETICS FINALLY SHOW ON YOUR OWN SCREEN. The top bar drew a plain name, a plain title chip and a portrait with no aura — so the plate, style and aura you just equipped were visible to everyone except you. The header now paints your nameplate, wears your title style and rings your portrait with your aura. The character sheet also folds LOADOUTS and STATS behind the same tap-to-open headers DETAILS already uses, so the sheet opens straight onto your gear — and yes, the Compare screen already lists full raw totals for both fighters, taken from the PvP loadout that actually defends.
- v6.22.88 · August 26, 2026MILESTONE AVATARS NOW MATCH YOUR CLASS. A warrior who conquers wave 10,000 should not be handed a mage’s portrait. The seven milestone avatars — all five Eternal depths and the Level 500 and 1,000 summits — are now painted in six versions each, and every screen shows the one for YOUR class: a warrior’s Void Monarch is an armored colossus, a necromancer’s is crowned in soulfire. Forty-two new paintings, one per class per milestone — already earned ones switch automatically. Monster art that had slipped back to emoji in the deepest zones has also been restored.
- v6.22.88 · August 26, 2026THE ENDGAME LADDERS GO PAST YOU AGAIN. The realm outgrew its own feats: players over Level 1000 with the last level feat at 150, two-million-kill slayers past a 100,000-kill ladder, wave 10,000 Eternal climbers with eternal cosmetics ending at 2,500. Twenty-two new feats extend every ended ladder — Slayer to 5,000,000 kills, Boss Hunter to 25,000 bosses, Leveling to 1,500, Dungeons to 5,000 clears, Wealth into the quintillions and a fifth Resilience rung — carrying fifteen new titles plus four newly painted avatars (Highborne at 500, The Thousandth at 1,000, and two for the deep Eternal), nameplates, auras, banners and title styles at the summits. The Eternal ladder gains rungs at waves 5,000, 10,000 and 25,000. And COMPANIONS finally get their own feat ladder: five tiers from 5 to all 70, with Beastlord and Keeper of the Ark waiting at the top. Also fixed: the Godslayer nameplate pointed at a feat that never existed and could not be earned — it now belongs to Godsbane (5,000 bosses) — and gold feats were demanding 1,000× the intended amount on the client side.
- v6.22.88 · August 26, 2026COSMETIC PURCHASES NOW STICK — AND A REFUND IS COMING. Buying a nameplate, style, aura or banner charged your gold instantly but handed you the unlock through the ordinary autosave — which stands down while auto-battle runs. Buy during a quick shop visit, refresh, and the gold was gone while the unlock was not. Purchases (and Vault reclaims) are now a single server-side transaction — price, payment, unlock and auto-equip land together — and equipping any cosmetic saves immediately. Gold burned on vanished purchases is being restored.
- v6.22.88 · August 26, 2026THE QUEST COUNTERS AGREE NOW. The Quests page could say 7 READY while the Rewards tray said 3 — the tray only counted repeatable dailies, so finished STORY quests waited invisibly with no card and no badge anywhere. Every surface now counts the same thing: everything completed and unclaimed, story quests included, and the card is simply called Quests.
- v6.22.88 · August 26, 2026THE HELP AND THE WIKI CAUGHT UP WITH THE REALM. The in-game Help gains a guide to all seven cosmetic kinds and the Battle Pass entry now explains the season exclusives and the Vault. The public wiki at shadowrealmsrpg.com/wiki gains full sections on Seasons & the Battle Pass, Cosmetics & Identity, and the clan castle era — the Champion, the shared climb, invasions and sieges — and the PvP ladder now correctly runs through Legend to Immortal.
- v6.22.88 · August 26, 2026YOUR NEW COSMETICS SHOW THEMSELVES PROPERLY. The four new cosmetic kinds — nameplates, title styles, auras and banners — were being previewed as tiny squares and emoji: style chips spilled out of their tiles, nameplates truncated to three letters, and banner swatches read as plain black. Every row now gets a wide live preview, and tapping one opens the REAL thing — your name in the plate’s gradient, your title in the style, your portrait wearing the aura, and a miniature of your profile header wearing the banner.
- v6.22.88 · August 26, 2026SEASON PASS COSMETICS NOW REACH EVERY CHARACTER. The pass is account-wide, but its avatar, frame and nameplate were only handed to the character that pressed CLAIM — and the new nameplates were not handed out at all if you had cleared tier 20 before they existed. Every character on your account now receives the current season’s earned cosmetics automatically.
- v6.22.88 · August 26, 2026PROFILE BANNERS — YOUR PROFILE, YOUR COLOURS. The header of your profile — the screen other players open to look at you — was the same flat gradient for everybody. Seven banners paint it now: Emberfall, Frostreach, Wildgrowth and Voidscape from the gold shop, plus Reborn, The Deep and Coronation earned from prestige, wave 2500 and PvP Immortal. Cosmetics › Banners.
- v6.22.88 · August 26, 2026PORTRAIT AURAS — LIGHT AROUND YOUR FACE. Six auras ring your portrait wherever it appears: in chat, on the leaderboard, in your clan roster, on your profile. An aura sits BEHIND your frame rather than replacing it, so the two are worn together — Emberwake, Frostveil and Voidwreath from the gold shop, and Radiance, Eternity and Immortality earned from prestige, wave 2500 and PvP Immortal.
- v6.22.88 · August 26, 2026THE ONLINE LIST OPENS PROFILES. The names in the Online Now rail sat right beside clickable event rows, looked exactly like them, and did nothing. Tap one and you go straight to that player — gear doll and all.
- v6.22.88 · August 26, 2026TITLE STYLES — THE TITLES YOU ALREADY OWN, BETTER. Rather than a 54th title, a STYLE reshapes whichever one you are wearing: Gilded, Engraved, Voidbound, Radiant, Shimmering, Laurelled. A style keeps that title’s own colour, so the same style looks different on every title you own — Godslayer stays red, Pass Pioneer stays green. Three are earned (prestige once, wave 2500, PvP Immortal) and three sit in the gold shop. Cosmetics › Styles, and the preview shows the style on YOUR title.
- v6.22.88 · August 26, 2026NAMEPLATES — YOUR NAME, IN COLOUR. A new kind of cosmetic, and the most visible one in the game: your name is painted with a living gradient wherever anyone sees you — in chat, on the leaderboard, in your clan roster and on your profile. Twenty to collect. Four are EARNED and cannot be bought: prestige once for Reborn, reach wave 2500 for Eternal, take the Godslayer feat, or hit Immortal in a PvP season — and if you already did any of those, yours is waiting the moment you open Cosmetics. Three sit in the gold shop. The other thirteen are Season Pass exclusives, one per month, gone with the month. Equip them under Cosmetics › Plates.
- v6.22.88 · August 26, 2026THE SEASON PASS NOW PAYS A NAMEPLATE AT TIER 20, on the free track. Each month's plate is drawn in that month's colours — Ashborne burns ember, Frostbind runs ice — and once the month turns it never returns.
- v6.22.88 · August 26, 2026THE SEASON PASS SHOWS YOU WHAT YOU ARE PLAYING FOR. Each month's avatar and frame are exclusive to that month and never come back — and the pass described them in words, with a picture-frame emoji standing in for artwork that was already drawn and sitting on your device. They are now SHOWN: a Season Exclusives panel at the top of the pass displays this month's avatar, this month's frame drawn around your own portrait exactly as it will look equipped, and the tier-30 title, each with how far you have left to go. The tier cards show the artwork too.
- v6.22.88 · August 26, 2026THE PASS NOW TELLS YOU WHEN IT ENDS. Tiers you have earned but never pressed CLAIM on are lost the moment the month turns — including the exclusive avatar and frame, which do not return in any later season. Nothing on the screen ever said so. The pass now carries a countdown, and in the final five days it names exactly what you are about to lose.
- v6.22.50 · August 23, 2026YOUR CASTLE GROWS. Five build stages — Campsite to CITADEL — painted scenes of the same crag rising with your clan's total wing ranks. The header, the fortress portrait, and your public Showcase all fly the stage you've earned, and crossing a threshold raises a full-screen reveal: THE CLAN RISES.
- v6.22.50 · August 23, 2026THE EMPORIUM. The clan store grew from 13 to 25 pieces and moved into its own hall: 12 shard-exclusive crests, banner-frames and titles alongside the gold heraldry — elemental for shards, gilded for gold, battle-worn only ever earned. The champion's wardrobe grew to TWELVE forms, Worldbreaker at its summit.
- v6.22.50 · August 23, 2026SEVEN CASTLE STATIONS. Wavecaller, Warden, Quartermaster, Siegemaster, Herald, Shrinekeeper, Drillmaster — a title for most of the roster, every one carrying a real wired effect.
- v6.22.50 · August 23, 2026CHAMPION WEEKEND. The reigning eternal champions stood as the weekend's invasion boss in the form their clan bought, flying their own crest — and if the realm fails to fell them, the defending clan earns 2,000 shards. Next time, TUG-OF-WAR: defenders REINFORCE their champion instead of striking it.
- v6.22.50 · August 23, 2026ONE ETERNAL BOARD, AND ROOM TO BREATHE. Rankings de-cluttered onto scrolling rails, the eternal leaderboard unified and fixed, the clan Overview opens with a glance row (dailies · castle · wars · shards), claimed dailies collapse to receipts, and buffs ride one row in battle.
- v6.22.50 · August 23, 2026THE ABYSS BLEEDS. The clan dungeon boss now wounds as you hit it — whole above two-thirds, BLOODIED below (a red vignette creeping in, colors draining), BROKEN under a third (grayed, cracked, pulsing) — with a bigger portrait and the card's glow turning red as it falls. And “4 fighting” became names: a strip of who struck today and how many times.
- v6.22.50 · August 23, 2026THE CLAN DUNGEON IS A FIGHT YOU WATCH. Every strike now writes its own lines under the button — your hit, whether it crit, the Abyss answering or STAGGERING, the moment a tier FALLS and the boss reforms at double HP, and your banked share of what just fell (gold, XP, gear, ✨ a Godforged relic when luck lands). No more clicking a button and hoping.
- v6.22.50 · August 23, 2026THE ROAD TO THE NEXT SILHOUETTE is a bar under the fortress now — “6 more ranks to CITADEL” you can watch fill as the clan builds.
- v6.22.50 · August 23, 2026TWO BUILDS, TWO SCREENS. The Warrior and the Castle are no longer the same doll with a swapped picture. The WARRIOR is what you equip — its relic sockets and the seven stations (who powers it, by name) flank the champion, strike power beneath. The CASTLE is what you build — the seven wings flank the fortress, each showing its next rank's shard price right on the cell, no tapping through to find out.
- v6.22.50 · August 23, 2026YOUR BANNER WRAPS YOUR WARRIOR AND YOUR CASTLE. The clan's banner-frame now frames both center cards properly — ornate corners intact, edges fitted to the card — instead of hiding in a corner badge; and the castle portrait is just the castle again, wing seals cleared off the art.
- v6.22.50 · August 23, 2026THE TUTORIALS CAUGHT UP TOO: the Clans walkthrough gains the Castle & build stages, the Champion & the climb, and Shards, Emporium & Stations; the Invasion guide covers Champion Weekends. Set Fusion and Fast Rewards finally have wiki entries — and from now on the BUILD REFUSES to ship a feature whose wiki entry is missing.
- v6.22.50 · August 23, 2026THE WIKI LEARNED CLANS. A whole new 🏰 Clans section in Help — twelve entries covering shards, the castle and its build stages, all seven stations, the champion, the climb, the battle log, the Emporium, wars and sieges, Champion Weekends, and the Showcase. Everything the clan arc added now has a written home.
- v6.22.50 · August 23, 2026THE CHAMPION LEARNED TO CRIT. The pooled clan warrior now prices every member's critical strikes into its might — crit builds finally count toward the clan's swing, exactly as they do in your own fights. Expect your champion's strike power (and the walls it faces) to rise.
- v6.22.50 · August 23, 2026GODFORGE AUDIT: all 53 Godforged relics verified working — every family effect, unique rider and special affix has a live engine behind it. One found lie corrected: the Ring of the Rotwood Pact regenerates 15% of max HP EVERY ROUND (not per kill) — stronger than its old text claimed, especially in boss fights.
- v6.22.50 · August 23, 2026FIXES ALONG THE WAY: Select-All truly selects all · bulk Dusting respects the server's batch size and your loadouts · the Fusion Forge respects locks (protected pieces default to the KEEP) · the pre-Prestige gear list stays dismissed · Emporium art loads everywhere · the champion keeps his head. Thanks Tim.
- v6.21.77 · August 15, 2026When Season 1 ends on September 3rd your champion moves to the Legacy Roster, where you either restore them whole into a free character slot or pass their gear and gold on to a character you already have. Six of the twelve season characters — including the two highest-level ones — belong to accounts with every slot already full, and the roster's entire answer to that was the greyed-out words "No empty slot" sitting next to a live Inherit button. The only thing you could actually press was the one that consumes the champion forever.
- v6.21.77 · August 15, 2026The Legacy Roster now says what is going on: that your champion is safe and waits there indefinitely, that nothing about them expires or decays, and that you free a slot by deleting a character with the bin icon a few rows above — or by unlocking another slot if you have one left to buy. Inherit is still there, still one-shot, and now clearly labelled as the permanent choice rather than the only one.
- v6.21.77 · August 15, 2026The season-end notification now also tells you where the Legacy Roster is instead of only that it exists.
- v6.21.77 · August 15, 2026No change to what graduation pays out, and no deadline was added or removed — there has never been one. This is about the screen no longer implying otherwise.
Art & cosmetics31
- v6.24.166 · October 23, 2026Potions, scrolls and elixirs now show their artwork in the Bag, the Store and the Battle screen, instead of an emoji or a blank tile.
- v6.24.166 · October 23, 2026The Elixir of Fortune is a golden flask and the Iron Scroll carries a steel seal, so each is easy to tell apart from its neighbour.
- v6.24.145 · October 12, 2026EVERY FEAT HAS ITS OWN ART. The Feats tab shows a painted medallion for each tier, ringed in its rarity colour, grey until you earn it. Tap one to read that tier.
- v6.24.145 · October 12, 2026FEAT NAMES ARE ON THE CARD. Each category now names the tier you are working on, not only what it asks for. Feat unlocks in your Drops feed carry their medallion too.
- v6.23.35 · August 28, 2026YOUR CHARACTER SCREEN IS NOW THE FULL SHOWCASE. The doll finally wears everything you’ve earned: your profile banner sets the backdrop behind the portrait, your aura breathes around the art, and your name — painted in your equipped nameplate — stands beneath it with your styled title. Chat rows are small; THIS is where your identity gets seen at full size. Yours first, and everyone who inspects you sees the same stage.
- v6.23.35 · August 28, 2026FIGHTING FOR THE CHAMPION FINALLY SHOWS UP ON THE BOARD. If your clan holds the crown, every invasion strike RESTORES the realm bar instead of damaging it — so your damage is zero on purpose. The panel was still leading with a red "YOUR DAMAGE 0" and printing that same 0 next to your name, which made a weekend of reinforcing look like you had done nothing at all. You now see what you actually restored, in green, on your card and on the board — and it survives a reload instead of living in a log that clears.
- v6.23.35 · August 28, 2026THE CODEX PERCENTAGE NOW INCLUDES THE BESTIARY. It was being tracked but left out of the headline number, so the Codex was claiming a completion it no longer measured. Fair warning: this is a real drop for everyone — the Bestiary roughly doubles what there is to complete, so a Codex that read 100% now reads about 48%. Nothing was taken away from you; the goalposts just became honest.
- v6.23.35 · August 28, 2026THE BESTIARY NOW COUNTS YOUR AUTOBATTLE KILLS — AND THIS TIME THEY STICK. It was only tallying manual kills and kills settled while you were away, and the first fix counted live autobattle on screen but the server’s own save quietly overwrote the tally on every settle, so it kept resetting. The count is now recorded server-side in the settle itself — area farming and Eternal waves both — so it survives reloads and device swaps. Every kill counts now, and your area headers show the real area art instead of an icon.
- v6.23.35 · August 28, 2026NAMEPLATES AND TITLE STYLES LOOK RIGHT THE MOMENT YOU EQUIP THEM. A plate could paint a solid color bar where your name belongs — and the last fix only covered part of it, so the bar could still show up right after you equipped one and then correct itself on the next reload. Your name and title are now redrawn cleanly the instant you change them, no refresh needed.
- v6.23.35 · August 28, 2026THE CHARACTER SHEET IS TIDIER, AND INSPECTING SOMEONE NOW SHOWS THEIR ACTUAL GEAR. Loadouts had drifted into two places with the gear doll wedged between them — they are one block again, under your gear where they belong. Affix procs and set bonuses fold into a DETAILS section, so the sheet opens on what you came for. And tapping a player anywhere — chat, leaderboard, clan roster — now shows their gear on a real doll you can tap through, instead of a line of text telling you to go press Compare. You are seeing the loadout that fights in PvP, which is the one worth scouting. The profile card itself was locked to a phone width on every screen — it now widens on a desktop, so gear names stop being cut off mid-word. And the duplicated numbers are gone: PvP wins, kills and boss kills already appear in the head-to-head above, and the PvP rank card just restated the trophy count sitting two rows above it.
- v6.23.35 · August 28, 2026THE QUEST BADGE STOPS CRYING WOLF. Leveling up mid-day rescales quest goals upward — and a quest stamped complete under the OLD goal kept badging the Codex as claimable while the page honestly said 0 READY. Every counter now re-checks against your current scaled goal, so a badge means a claim, every time.
- v6.23.35 · August 28, 2026THE CLAN BROWSER TELLS THE TRUTH ABOUT ROOM. A clan with a ranked Barracks holds more than ten — but the browse list still said 12/10, which read as a bug (or a full house) to anyone shopping for a clan. The list now shows each clan’s REAL capacity, Barracks and all.
- v6.23.35 · August 28, 2026DROPS FINALLY FEEL LIKE DROPS. An Epic or Legendary landing mid-fight now announces itself — a rarity-colored beam banner sweeps in and fades without ever interrupting your battle. And a MYTHIC drop earns the full forged reveal: godrays, the ring, the name in its color. Same drop rates as always — the loot just learned to take a bow.
- v6.23.35 · August 28, 2026GATHERING CLAIMS — SEND YOUR PETS FOR EXACTLY WHAT YOU NEED. A fourth expedition joins the trail: the 8-hour Gathering Claim returns a concentrated haul of ONE material you choose from your unlocked areas — no more praying the forage gods drop the Void Crystals your forge is starving for. Economy pets boost the haul, and your pick is remembered for next time.
- v6.23.35 · August 28, 2026THE BLOODLINE — YOUR BENCH FIGHTS ON. Every character you’ve raised past level 10 now sends a daily gold tribute to whichever champion you’re playing — collect it in Rewards. The more of your roster you’ve built, the richer the bloodline. Alts are family now, not parallel universes.
- v6.23.35 · August 28, 2026THE BESTIARY OPENS — EVERY KILL NOW COUNTS SOMEWHERE. The Codex’s Collection gains a Bestiary: every catalog monster you fell is tallied forever, with mastery stars at 25, 250 and 2,500 kills — per beast, per area, and a realm-wide star count at the top. Autobattle and manual kills both feed it from today onward. Completionists: the stars are watching.
- v6.22.88 · August 26, 2026MILESTONE AVATARS NOW MATCH YOUR CLASS. A warrior who conquers wave 10,000 should not be handed a mage’s portrait. The seven milestone avatars — all five Eternal depths and the Level 500 and 1,000 summits — are now painted in six versions each, and every screen shows the one for YOUR class: a warrior’s Void Monarch is an armored colossus, a necromancer’s is crowned in soulfire. Forty-two new paintings, one per class per milestone — already earned ones switch automatically. Monster art that had slipped back to emoji in the deepest zones has also been restored.
- v6.22.88 · August 26, 2026THE ENDGAME LADDERS GO PAST YOU AGAIN. The realm outgrew its own feats: players over Level 1000 with the last level feat at 150, two-million-kill slayers past a 100,000-kill ladder, wave 10,000 Eternal climbers with eternal cosmetics ending at 2,500. Twenty-two new feats extend every ended ladder — Slayer to 5,000,000 kills, Boss Hunter to 25,000 bosses, Leveling to 1,500, Dungeons to 5,000 clears, Wealth into the quintillions and a fifth Resilience rung — carrying fifteen new titles plus four newly painted avatars (Highborne at 500, The Thousandth at 1,000, and two for the deep Eternal), nameplates, auras, banners and title styles at the summits. The Eternal ladder gains rungs at waves 5,000, 10,000 and 25,000. And COMPANIONS finally get their own feat ladder: five tiers from 5 to all 70, with Beastlord and Keeper of the Ark waiting at the top. Also fixed: the Godslayer nameplate pointed at a feat that never existed and could not be earned — it now belongs to Godsbane (5,000 bosses) — and gold feats were demanding 1,000× the intended amount on the client side.
- v6.22.88 · August 26, 2026COSMETIC PURCHASES NOW STICK — AND A REFUND IS COMING. Buying a nameplate, style, aura or banner charged your gold instantly but handed you the unlock through the ordinary autosave — which stands down while auto-battle runs. Buy during a quick shop visit, refresh, and the gold was gone while the unlock was not. Purchases (and Vault reclaims) are now a single server-side transaction — price, payment, unlock and auto-equip land together — and equipping any cosmetic saves immediately. Gold burned on vanished purchases is being restored.
- v6.22.88 · August 26, 2026THE QUEST COUNTERS AGREE NOW. The Quests page could say 7 READY while the Rewards tray said 3 — the tray only counted repeatable dailies, so finished STORY quests waited invisibly with no card and no badge anywhere. Every surface now counts the same thing: everything completed and unclaimed, story quests included, and the card is simply called Quests.
- v6.22.88 · August 26, 2026THE HELP AND THE WIKI CAUGHT UP WITH THE REALM. The in-game Help gains a guide to all seven cosmetic kinds and the Battle Pass entry now explains the season exclusives and the Vault. The public wiki at shadowrealmsrpg.com/wiki gains full sections on Seasons & the Battle Pass, Cosmetics & Identity, and the clan castle era — the Champion, the shared climb, invasions and sieges — and the PvP ladder now correctly runs through Legend to Immortal.
- v6.22.88 · August 26, 2026YOUR NEW COSMETICS SHOW THEMSELVES PROPERLY. The four new cosmetic kinds — nameplates, title styles, auras and banners — were being previewed as tiny squares and emoji: style chips spilled out of their tiles, nameplates truncated to three letters, and banner swatches read as plain black. Every row now gets a wide live preview, and tapping one opens the REAL thing — your name in the plate’s gradient, your title in the style, your portrait wearing the aura, and a miniature of your profile header wearing the banner.
- v6.22.88 · August 26, 2026SEASON PASS COSMETICS NOW REACH EVERY CHARACTER. The pass is account-wide, but its avatar, frame and nameplate were only handed to the character that pressed CLAIM — and the new nameplates were not handed out at all if you had cleared tier 20 before they existed. Every character on your account now receives the current season’s earned cosmetics automatically.
- v6.22.88 · August 26, 2026PROFILE BANNERS — YOUR PROFILE, YOUR COLOURS. The header of your profile — the screen other players open to look at you — was the same flat gradient for everybody. Seven banners paint it now: Emberfall, Frostreach, Wildgrowth and Voidscape from the gold shop, plus Reborn, The Deep and Coronation earned from prestige, wave 2500 and PvP Immortal. Cosmetics › Banners.
- v6.22.88 · August 26, 2026PORTRAIT AURAS — LIGHT AROUND YOUR FACE. Six auras ring your portrait wherever it appears: in chat, on the leaderboard, in your clan roster, on your profile. An aura sits BEHIND your frame rather than replacing it, so the two are worn together — Emberwake, Frostveil and Voidwreath from the gold shop, and Radiance, Eternity and Immortality earned from prestige, wave 2500 and PvP Immortal.
- v6.22.88 · August 26, 2026THE ONLINE LIST OPENS PROFILES. The names in the Online Now rail sat right beside clickable event rows, looked exactly like them, and did nothing. Tap one and you go straight to that player — gear doll and all.
- v6.22.88 · August 26, 2026TITLE STYLES — THE TITLES YOU ALREADY OWN, BETTER. Rather than a 54th title, a STYLE reshapes whichever one you are wearing: Gilded, Engraved, Voidbound, Radiant, Shimmering, Laurelled. A style keeps that title’s own colour, so the same style looks different on every title you own — Godslayer stays red, Pass Pioneer stays green. Three are earned (prestige once, wave 2500, PvP Immortal) and three sit in the gold shop. Cosmetics › Styles, and the preview shows the style on YOUR title.
- v6.22.88 · August 26, 2026NAMEPLATES — YOUR NAME, IN COLOUR. A new kind of cosmetic, and the most visible one in the game: your name is painted with a living gradient wherever anyone sees you — in chat, on the leaderboard, in your clan roster and on your profile. Twenty to collect. Four are EARNED and cannot be bought: prestige once for Reborn, reach wave 2500 for Eternal, take the Godslayer feat, or hit Immortal in a PvP season — and if you already did any of those, yours is waiting the moment you open Cosmetics. Three sit in the gold shop. The other thirteen are Season Pass exclusives, one per month, gone with the month. Equip them under Cosmetics › Plates.
- v6.22.88 · August 26, 2026THE SEASON PASS NOW PAYS A NAMEPLATE AT TIER 20, on the free track. Each month's plate is drawn in that month's colours — Ashborne burns ember, Frostbind runs ice — and once the month turns it never returns.
- v6.22.88 · August 26, 2026THE SEASON PASS SHOWS YOU WHAT YOU ARE PLAYING FOR. Each month's avatar and frame are exclusive to that month and never come back — and the pass described them in words, with a picture-frame emoji standing in for artwork that was already drawn and sitting on your device. They are now SHOWN: a Season Exclusives panel at the top of the pass displays this month's avatar, this month's frame drawn around your own portrait exactly as it will look equipped, and the tier-30 title, each with how far you have left to go. The tier cards show the artwork too.
- v6.22.88 · August 26, 2026THE PASS NOW TELLS YOU WHEN IT ENDS. Tiers you have earned but never pressed CLAIM on are lost the moment the month turns — including the exclusive avatar and frame, which do not return in any later season. Nothing on the screen ever said so. The pass now carries a countdown, and in the final five days it names exactly what you are about to lose.
Other170
- v6.24.266 · October 28, 2026Auto-battle buffs like Berserker Rage now carry from one monster to the next instead of being lost at every kill, and a buff that is still running is not re-cast. Rotations with buffs farm faster at higher tiers.
- v6.24.263 · October 28, 2026Follow the Best Zone now counts your active buffs when it rates tiers, and it never moves you somewhere that pays less than three quarters of your gold.
- v6.24.263 · October 28, 2026New VIP perk: when an Eternal climb ends while you are away, auto-battle moves on to your best farming zone instead of sitting idle.
- v6.24.263 · October 28, 2026New VIP perk: Fast Reward charges you have not used are claimed for you before the daily reset.
- v6.24.260 · October 28, 2026Saved accounts can try Legend free for 24 hours, once. It ends on its own, no card needed.
- v6.24.260 · October 28, 2026The VIP page shows your own hero on each tier: gold and XP per hour and per run, from your current auto-battle.
- v6.24.260 · October 28, 2026Offers now come at most once a session and stay under Inbox → Drops → For you, so you can find them later or clear them.
- v6.24.260 · October 28, 2026The review ask now also invites a friend: recruits earn you VIP days and referral-only pets, titles and avatars.
- v6.24.259 · October 28, 2026New VIP perk, Auto Reforge (Settings → Autopilot): your worn Godforged and set pieces are reforged to your level automatically once they fall 25 levels behind, all rolls kept. It waits for 25 levels on purpose: each reforge has a minimum cost, so this uses about 1/25 the Ascendant Cores of reforging every level.
- v6.24.258 · October 28, 2026Bought something on a guest account? The game now asks you to save the account right away, so a new phone or cleared data can never take your purchase with it.
- v6.24.258 · October 28, 2026Android: the VIP screen has Restore purchases. If you lost a guest account you had bought on, it brings your Google Play purchases back to the account you are on now.
- v6.24.257 · October 28, 2026Mini mode is on the web too: on Chrome or Edge, the Mini mode button opens your auto-battle as a small floating window that stays on top and keeps fighting with the game tab minimised. Pick S, M or L, drag the edge to resize, or fold it to a one-line bar with the ▾ button. Steam gets the same sizes and the fold.
- v6.24.257 · October 28, 2026The strip's buttons are now one-tap dailies: World Boss strike, Clan Dungeon strike and the instant 2h claim.
- v6.24.257 · October 28, 2026Follow the Best Zone now moves every auto-battling hero on your account, not only the one you have open, and it moves at a 5% better rate (or 2% twice in a row) instead of 15%. Each move leaves a note in your inbox.
- v6.24.257 · October 28, 2026New Autopilot setting, Best Rotation: your four equipped skills go in the order auto-battle clears fastest, and stay that way when you swap skills or change tier.
- v6.24.206 · October 26, 2026Every hub scrolls to its last row, and the chat bar sits in its own band above the nav — nothing is covered by it any more.
- v6.24.206 · October 26, 2026Desktop and Steam windows use the width: three hub cards across, the nav as a rail, the combat log beside the fight, your stats beside the gear, and bag items open in a side panel.
- v6.24.206 · October 26, 2026Cards and pills press under your finger, numbers line up in columns, text sizes land on one scale, and first-time cards carry real art.
- v6.24.206 · October 26, 2026The Rifts and Clan Eternal cards show your party, the Rift's health, strikes left and the clan's wave. The Codex cards (Feats, Pass, Events, Collection) open their own sections again.
- v6.24.206 · October 26, 2026A prestige no longer re-locks doors you had opened, and a new hero's first session gets the full game without a reload.
- v6.24.206 · October 26, 2026Fixed a new hero seeing another account's bag on a shared device, and opening a screen right after an update no longer stops on "Something broke".
- v6.24.192 · October 25, 2026Every group opens on a hub: cards grouped under Your Day, Your Climb, Realm Events, Together, Compete and Invite, with the Today strip underneath.
- v6.24.192 · October 25, 2026New heroes meet the game in bands — the fight first; Dungeon, Pets, Skills, Quests and Clan at 10; World Boss, Eternal, Rifts and Invasion at 25; PvP and Trading at 50 — with a quiet first hour and a three-number Hero sheet.
- v6.24.192 · October 25, 2026Battle → Today: everything to claim, every attempt still open and every point to spend in one list. Coming back after three days opens it first.
- v6.24.192 · October 25, 2026Autopilot (Settings): auto-equip upgrades, spend ability points, feed your companion. New heroes start with it on; it never touches locked or set pieces.
- v6.24.192 · October 25, 2026The first time something happens, one line explains it; every ? opens the searchable Help on the right entry. Rankings open on the players around you.
- v6.24.192 · October 25, 2026Play on itch.io and other portals as a guest in one tap, and Settings → Claim Account keeps that hero forever. Logging in after a claim now opens your hero instead of Create.
- v6.24.192 · October 25, 2026Steam: Google sign-in returns to the Steam window. Fixed garbled quest XP numbers on high-level heroes and a slow reload that could show your pre-prestige level.
- v6.24.173 · October 24, 2026Compare Tiers now checks every tier before naming your best XP and gold tier. On characters with many tiers it used to stop early and could name a tier far below your real best.
- v6.24.173 · October 24, 2026It also finishes about three times faster.
- v6.24.168 · October 23, 2026Tap Upgrade on a companion gear piece to Temper it: +0.5% toward the best % for its rarity, for treats.
- v6.24.168 · October 23, 2026Re-rolls can now keep one stat line you choose, for twice the treats.
- v6.24.168 · October 23, 2026Three mythic pieces of one slot plus 60 treats ascend into a Godforged Oath piece.
- v6.24.168 · October 23, 2026The Vault sells companion gear space: +20 slots for a character, up to 160.
- v6.24.164 · October 22, 2026Daily quests pay once per day and weekly quests once per week, on every device.
- v6.24.164 · October 22, 2026If you already claimed a quest on another device, tapping Claim now marks it claimed instead of showing an error.
- v6.24.157 · October 17, 2026DEEPKING'S PANOPLY: six Godforged pieces that drop only from area bosses at Tier 100 and deeper.
- v6.24.157 · October 17, 2026THE ENDLESS VIGIL: six Godforged pieces that drop only from Eternal past wave 20,000.
- v6.24.157 · October 17, 2026Each set rolls once a day at 1%, and a drop is always a piece you don't have yet. Track both in Codex → Collection.
- v6.24.157 · October 17, 2026All six pieces unlock a set ability: Abyssal Crush for the Panoply, Last Light for the Vigil.
- v6.24.156 · October 17, 2026EIGHTEEN NEW GODFORGED, two from every World Boss, each with its own power — double strikes, star-falls, kill surges, thorn walls and more. Every class gets new weapons, including the first Godforged one-handed swords, maces and axes and both crossbows.
- v6.24.156 · October 17, 2026ART FOR THREE GODFORGED that only showed an icon: Warden's Chain-Crown, Mantle of the Shifting Mass and Breachbreaker.
- v6.24.155 · October 17, 2026TWO SETS IN EVERY DUNGEON. Each dungeon now drops its own set or a new sibling built for a different playstyle — caster, dodge tank, bruiser, crit and more. The Transmute Dust exchange lets you pick either.
- v6.24.155 · October 17, 2026SEVEN DEPTH SETS. Area bosses at Tier 20 and deeper drop a set for their depth band, from Depthwarden's Harness at T20 to the Crown of the Bottomless Deep at T120.
- v6.24.60 · September 7, 2026EARLY LEVELS: NO MORE HIDDEN PENALTY FOR STAYING IN THE FIRST AREA. Below level 20, fighting in an area under your level no longer divides your XP (a level-8 hunter in Ashveil Forest was earning an eighth per kill without being told). The XP bar also counts the banked fraction, so it moves between whole points.
- v6.24.60 · September 7, 2026WEALTH FEATS SAY WHAT THEY ASK FOR. Coin Hoarder and its siblings now show the real requirement instead of the pre-denomination figure.
- v6.24.60 · September 7, 2026SUBCLASS BRANCHES TUNED. Every branch was measured on real characters and brought into one band: the big crit nodes now give crit damage instead of crit chance (chance was hitting its cap), evasion and speed branches are a little smaller, tank branches a little larger, and the Assassin branch leads with attack. Nothing you learned is lost; values on existing nodes update in place.
- v6.24.60 · September 7, 2026YOUR SUBCLASS HAS ITS OWN SKILL BRANCH. The fourth branch of every skill tree, the one every class shared (+8 to +40% all stats, XP and gold), is replaced by a branch that belongs to your subclass: twelve nodes on the two stats your subclass is judged on, plus a rider only that subclass has (a Berserker's crit damage, a Guardian's reflect, a Lich's lifesteal, a Sniper's accuracy). Same shape, same skill-point cost. It opens when you choose a subclass at level 50 and follows a re-spec.
- v6.24.60 · September 7, 2026SKILL POINTS FROM THE OLD SHARED BRANCH COME BACK. Anything you had spent there is refunded on your next login. Spend it in your subclass branch.
- v6.24.60 · September 7, 2026ARENA: YOUR SUBCLASS DECIDES WHAT THE FIGHT IS JUDGED ON. A subclass no longer multiplies your stats in the arena. Instead its two signature lanes count for more and its two traded lanes for less, for both fighters equally. A Guardian's fights weigh defence and health more and attack and accuracy less. Nobody gets more points: if you are ahead in your subclass's lanes you gain, if you are behind you lose, so building into your subclass is what pays. The matchup sheet prints both sides' terms before the numbers.
- v6.24.60 · September 7, 2026ONE FREE TOME OF RESPEC FOR EVERYONE. Because the subclass now means something different, every character gets a free Tome of Respec in the Boss Essence shop. Use it when you like; it does not expire.
- v6.24.60 · September 7, 2026ALL-STATS AFFIXES BACK AT THEIR DESIGNED STRENGTH. Ancient is +3% all stats, of the Void +2%, of Eternity +3%. A generator change in August had been minting them at +18% and +12%, the same as a focused affix, while they touch six stats at once; a slot of Ancient was worth six slots of Savage, and stacking it was the only sensible build. Existing copies are updated the same way. Stacking the same affix stays allowed: six Ancients now equal one Savage, which makes it a choice.
- v6.24.60 · September 7, 2026ARENA: SPECIALISED BUILDS PAY AGAIN. The lane score no longer flattens big leads: being far ahead in two stats is worth more than being slightly ahead in five. Measured on three weeks of real fights the new curve predicts outcomes slightly better than the old one, and the equal-gear class spread drops from 34 points to 10.
- v6.24.60 · September 7, 2026ARENA: CLASS IDENTITY COUNTS IN THE SCORE. Rangers bring precision and power, Paladins the wall, Mages raw power, in the number that decides the fight, not only in the graze rate. The matchup sheet shows the class line the way it shows a subclass. At equal gear every class now sits within 50 plus or minus 6.
- v6.24.60 · September 7, 2026COMPARE WEARS YOUR PORTRAIT. The compare card shows both players' equipped avatar, frame and aura instead of the plain class art, and other players' profiles now carry their cosmetics too.
- v6.24.60 · September 7, 2026PVP TROPHIES, REWORKED FOR A SMALL LADDER. A win pays at least +6 (was +2) and an even fight +24. Losing an attack costs at most -10 (was up to -25), and only -2 when you reached up. Defenders never lose trophies any more: holding off an attacker pays +4, being beaten costs nothing. A rank you reach is a floor for the rest of the season. The matchup sheet now shows what a fight pays before you take it.
- v6.24.60 · September 7, 2026LEAVING A CLAN IS A VISIBLE BUTTON. Members see a Leave pill on the clan header; the sheet behind the gear is titled Your Membership for them and says what leaving means. Leaders are still pointed at Transfer Leadership or Disband first.
- v6.24.60 · September 7, 2026A REFUSED WORLD-BOSS STRIKE SAYS SO. When the server turns a strike away, past your daily cap, at a boss between spawns, or during a server hiccup, the Strike Log now says it was not counted and why, the damage comes off your tally, and the button locks at the cap. It used to print the hit and stay silent.
- v6.24.60 · September 7, 2026THE DAILY FREE FEED IS ONCE A DAY AGAIN. The companion feed's day stamp was written in a different format by the game and by the server, so neither recognised the other's and a reload lit the button again. One stamp now, in server time (UTC).
- v6.24.60 · September 7, 2026THE REWARDS SHEET FOLDS. The Realm Milestone, the Realm Shrine and the Bloodline cards each collapse to their header line with the key number on it; tap to open. Milestone and Bloodline start folded, the Shrine starts open, a card with something to claim never folds, and your choice sticks on this device.
- v6.24.60 · September 7, 2026THE VIP PAGE FOLDS WHAT YOU ALREADY OWN. Once every tier's Regalia is yours forever, the Yours to Keep section collapses to one line (tap to open); while a day count is running it stays open. Character Slots shrinks to one row once all six are unlocked.
- v6.24.60 · September 7, 2026LOCKED REROLL NO LONGER STACKS BASE STATS ON RELICS. A Locked Reroll on a Relic of the Nine or Regalia piece added a whole fresh roll on top of the item's current stats every time (HP and DEF climbing, every lane filling in). It rolls a clean base now, like Chaos Reroll. Reforge to Level was already correct.
- v6.24.60 · September 7, 2026POTIONS SHOW IN THE BAG. Health and Mana potions live in their own list that the Battle screen drinks from, so the Bag's Consumable tab only ever showed scrolls and elixirs. Potions are listed there now with their counts and what they restore. Scroll and elixir cards also read Consumable instead of the internal word Inventory.
- v6.24.60 · September 7, 2026LIVE EVENTS TAKE ONE ROW. Three stacked banners were eating a third of the screen above the battle. They fold into a single bar that names how many events are live, what is boosted and when the soonest ends; tap it to open the full cards, and it remembers your choice.
- v6.24.60 · September 7, 2026THE BAND OF THE DEEP VAULT EQUIPS. Relic and Regalia rings are minted as a plain Ring that picks its slot when you equip it; the bag's equip check only knew Ring 1, Ring 2 and Amulet, so they read Not equippable and hid from the Accessory filter. Fixed at the root, for every ring minted that way.
- v6.24.60 · September 7, 2026FORGE ADVICE ONLY ON YOUR OWN GEAR. The “1 dupe → +1/5” hint under Forge Rank is advice to an item's owner; it no longer appears on another player's gear in profiles, compare or trade listings. The rank itself still shows.
- v6.24.60 · September 7, 2026PLAYER PROFILES AND CLAN SHOWCASES SIT ABOVE THE NAV. On phones the Social sub-tab strip could paint across an open player profile, including the item sheets inside their build. Both dialogs now rise above everything on the page. The Respec Main Stats button also no longer appears on another player's item.
- v6.24.60 · September 7, 2026THE BAG'S ITEM SHEET SITS ABOVE THE TAB STRIP. The Inventory / Forge / Vault strip could paint over the top of an open item sheet on taller screens; the sheet now rises above everything on the page.
- v6.24.60 · September 7, 2026AUTOBATTLE SHOWS THE FIGHT MANUAL SHOWS. The on-screen autobattle took the monster's raw hit and never healed a point, while manual combat on the same screen caps a hit at 15% of your health outside Eternal and then applies your lifesteal, Lich Form, leech and heals. A Necromancer who never dropped below full in manual was shown dying every exchange on auto - a death neither manual nor your actual farm ever produced. Auto now draws the same rules: the capped hit, your sustain, and a death only when a hit actually empties the bar.
- v6.24.60 · September 7, 2026GODFORGED SET PIECES WEAR THEIR OWN COLOUR. A Relic of the Nine or a Regalia piece is Godforged and a set piece at once, and it rendered in plain set green, which hid the Godforged half. Each Godforged set now shows in its own colour, the Nine in violet and the Regalia in gold, in the bag, on the character sheet, in compare and in trade history. The bag's inspect sheet also drew its header twice and read “4 of 3” main stats on a Relic: one header now, and authored Godforged pieces are minted with four lanes.
- v6.24.60 · September 7, 2026EVERY BATTLE LOG READS IN K / M / B NOW. The dungeon log still printed 67951627 beside +8.4M on the same line. The dungeon, potion and rest heals, ability heals, the arena and clan-war round-by-round, and the clan-dungeon strike transcript all use the 1.5K / 1.5M / 3.5B shorthand.
- v6.24.60 · September 7, 2026YOUR KIT FIGHTS EVERYWHERE NOW. World-boss strikes, clan-dungeon strikes and invasion strikes were plain damage rolls — your abilities, your subclass ability upgrades and the rotation you set counted for nothing. All three run your rotation now, paced by real mana and cooldowns, exactly as autobattle and manual combat do. The world-boss duel walks it across all twelve rounds.
- v6.24.60 · September 7, 2026BATTLE LOG NUMBERS READ LIKE NUMBERS. Damage in the fight log is written 1.5M and 437K instead of 1542042 and 437133 — the same shorthand the rest of the game uses. The line already did it for second hits and not for the main one.
- v6.24.60 · September 7, 2026THE “ON” BADGE MEANS THAT ABILITY. Buffs are tracked per stat, so two abilities that raise the same stat both showed ON when only one had been cast. A buff now records which ability cast it.
- v6.24.60 · September 7, 2026CRIT DAMAGE WORKS IN THE CLAN DUNGEON. It never applied there — the strike was a plain damage roll and the log printed "CRIT!" whenever the roll came in high, so a 700% crit-damage build earned nothing for it. Strikes crit for real now, on the same curve as everywhere else, and the log reports what actually happened.
- v6.24.60 · September 7, 2026ONE CRIT CURVE EVERYWHERE. Crit damage past 500% has always been softened in live combat (700% pays about 5.9x, not 7x), but the world boss, the invasion and the clan dungeon each measured it raw. They all use the one curve now, so the number on your sheet means the same thing wherever you fight.
- v6.24.60 · September 7, 2026EVERY DAY OF THE WAR IS TAPPABLE. The D1–D7 strip now opens each day: what that day is for, and for days already past, the points your clan and theirs scored on it and what you did to earn them.
- v6.24.60 · September 7, 2026THE ENEMY CHAMPION IS A BOSS NOW. The clan siege shows the champion with its crest, its name and a health bar that DRAINS as your clan strikes it, with its real attack, defence and health once your War Room is built. The long explanation moved behind a "?".
- v6.24.60 · September 7, 2026A CLEARED ROSTER RESPAWNS ON SCREEN. Beating the enemy’s last defender frees the whole roster to be fought again, but the list kept showing every card greyed out until you reloaded. It refreshes from the server after every attack now.
- v6.24.60 · September 7, 2026THE INVASION TASK OPENS THE INVASION. The daily-task row sent you to the clan screen instead of the invasion.
- v6.24.60 · September 7, 2026SEASON MASTERY FOLDS AWAY. The mastery tree is collapsed by default in the character menu and remembers how you left it. Your Legacy Roster stays open underneath — an unclaimed champion is the one thing there you should not have to go looking for.
- v6.24.60 · September 7, 2026A NEW SEASON CHARACTER STARTS WITH NO CLAN. Clan membership was tied to the character SLOT, and the season slot is handed to the next season’s character, so a brand-new champion was born into the clan the last one left behind. Membership follows the character now: it comes off when the season ends, and comes back with them if you restore them into a free slot.
- v6.24.60 · September 7, 2026SEASON 1 HAS ITS OWN TITLE. Every other season grants a title named after it; the founding season was wired to the battle-pass title instead, so its champions were handed a pass reward and had nothing of their own. Founder now exists and belongs to Season 1.
- v6.24.60 · September 7, 2026YOUR GRADUATED CHAMPION IS REACHABLE AGAIN. The Legacy Roster only appeared if you still owned a season character — which nobody does after a season ends, so the bench hid itself from everyone parked on it. It now shows whenever you have a champion waiting, including on the character-creation screen for an account whose only character graduated.
- v6.24.60 · September 7, 2026SEASON LABELS NAME THE REAL SEASON. "Season 1" was written into four screens, so a Season 2 character was labelled Season 1 on its own card and in chat. Every label now reads the live season, and a character from an older season says which one it came from.
- v6.24.60 · September 7, 2026THE REGALIA HITS AS HARD AS THE RELICS. Every Regalia piece was quietly weaker than the Relic of the same slot - smaller affixes, none of the special ones, a watered-down ability. All six now match or beat their counterpart: bigger stat lines, reflect / lifesteal / armour-piercing where the Relics carry them, full-strength abilities, and a set bonus at six that clears the nine-relic set (+38% ATK & HP, +28% DEF, +30% Crit DMG, +18% SPD).
- v6.24.60 · September 7, 2026ONE POWER NUMBER ON A PROFILE. The build card under an inspected player now shows the same server-derived Combat Rating as the header card, instead of a partial reconstruction that read less than half the real figure.
- v6.24.60 · September 7, 2026THE REGALIA OF THE ARCHIVIST — a second Godforged set, and only one way to earn it. Finish a Codex collection and claim its piece: every monster at three stars, every set piece, every Godforged relic, all nine Relics of the Nine, every companion, every companion-gear variant. Six pieces with their own abilities, a set bonus at two, four and six, and the title "the Archivist" for all six. Find it at the top of the Codex.
- v6.24.60 · September 7, 2026FOURTEEN NEW COSMETICS. Five title styles (Emberbound, Frostbound, Bloodletter, Abyssal Script, Archivist), five profile banners (Bloodmoon, Gilded Hall, Stormfront, The Abyss, The Archive) and four auras (Bloodhalo, Stormcrown, Treasury Halo, Abyssal Halo) — earned through PvP rank, Eternal depth and feats, or bought in the Cosmetics shop.
- v6.24.60 · September 7, 2026PROFILES SHOW REAL POWER AND THE AURA. Inspecting a player now shows their PvP loadout's real Combat Rating — the header used to fall back to a made-up figure — and the portrait carries their aura like it does everywhere else.
- v6.24.60 · September 7, 2026WAR CLAIMS NAME THE CHARACTER. A claimed defender now says which character on your side claimed them, and "you claimed this target" means the character you are playing, not anyone on your account. Behind the scenes the attack is recorded under a lock, so two taps at once can no longer land two wins on one defender.
- v6.24.60 · September 7, 2026ARENA TARGETS ARE CHARACTERS, NOT ACCOUNTS. The hour-long cooldown after a challenge was shown per account, so beating one of someone's characters greyed out all of them — the server always allowed the others. The list now agrees with the rule.
- v6.24.60 · September 7, 2026WAR PvP IS A REAL FIGHT. Attacking an enemy clan member now runs the same fight as the Arena — your PvP loadout, subclass and passives, round by round, with the replay on the result card — instead of a win-chance roll on Combat Rating. Targets are per character too: an account with two characters in the enemy clan is two targets, each claimed on its own, so a roster actually clears and respawns.
- v6.24.60 · September 7, 2026COMPANION STAT TILES READ THE SAME WAY. When a companion wears any gear, every stat tile carries a second line — what the gear adds ("+158 from gear") or a quiet "no gear on this stat" — instead of a base figure appearing on some tiles and not others.
- v6.24.60 · September 7, 2026COMPANION GEAR BUTTONS SAY WHAT THEY DO, AND ASK FIRST. The three buttons beside Equip now read Roll, Ascend and Scrap with their treat cost, and each opens a confirmation naming exactly what is spent, what is destroyed and what you get — Scrap used to destroy a piece on a single tap with no warning, and Roll and Ascend relied on a silent tap-twice.
- v6.24.60 · September 7, 2026RANKINGS, ONE ROW EVERYWHERE. Players, Eternal, Clans, Patrons, the clan rankings and the online list all use the same row now: rank, portrait with frame and aura, the name in its nameplate with the title beside it, and level · class · account · staff badge on the line below — so a name is never cut to three letters on a phone. The Patrons board wears its account's top character.
- v6.24.60 · September 7, 2026RELICS CAN BE FORGED. A Relic of the Nine is one-per-character, so the Forge's "sacrifice an exact duplicate" rule made it un-Forgeable. A relic now Forges by consuming any other Godforged piece (never another relic); the gold, essence and core costs are unchanged.
- v6.24.60 · September 7, 2026THE RELICS OF THE NINE ARE REAL GODFORGES NOW. Each relic carries a unique ability that actually fires — Delver's Ward (bosses deal 20% less), Titan's Aegis (12% less from everything), Endless Stair (3% max HP every round), Shared Climb (every 4th hit lands a second blow at 200% ATK through DEF), Warbanner (+10% damage), Vaultkeeper's Tithe (heal 8% of every hit), Arena Pendant (crit-damage cap +15%, +8% in the arena), Breach (20% chance every hit strikes twice), Wayworn Stride (killing blows heal 6% and surge +10% for 2 turns) — and their base stats sit on the current Godforged scale. The three newest world-boss drops gained theirs too: Trophy Chain, Shifting Skin, Battering Fist. Every one works in battles, dungeons, the idle sim, Eternal and the arena.
- v6.24.60 · September 7, 2026CLAIMING YOUR ACCOUNT IS A REAL FORM. Guests who keep their legend used to type an email and then a password into two grey browser boxes — with the password shown on screen. It is a proper in-game form now: masked password, confirmed twice, mistakes explained in place. The shop quantity box is a real field too; the last browser pop-up in the game is gone.
- v6.24.60 · September 7, 2026COMPANION GEAR ROWS IN PLAIN WORDS. A piece's rows read "+10.5% ATK · +1,496" for each stat it boosts on the selected companion, and one quiet line — "No effect on CRIT % — Infinity Maw has none" — instead of a red sentence per miss. The old "has no line" wording was our jargon.
- v6.24.60 · September 7, 2026THE BOSS YOU ARE FIGHTING SHOWS ITS REAL HEALTH. The schedule's upcoming cards were taught to show realm-sized pools, but the boss actually rampaging still printed the old authored number — the Eternal Dreadlord read 800M while it really had 45 billion. It now reads the live pool.
- v6.24.60 · September 7, 2026THE REALM SHRINE HAS REAL FIRE. The live-event banner wears painted art instead of an emoji, and tapping it opens the rest of the sentence, exactly what the boost pays, and when it ends in your own time — the line was cut off on a phone.
- v6.24.60 · September 7, 2026THE SHRINE CAN LIGHT AGAIN. The Realm Shrine counted ACCOUNTS while its own card asked for champions — and a champion is a character. Five characters across three accounts read as three, so the bar sat at 544% of its goal and never paid out. It counts characters now, and the cycle the realm had already filled five times over has been lit: +50% XP for everyone, 24 hours.
- v6.24.60 · September 7, 2026NO MORE BROWSER POP-UPS. Every confirmation — Clean Up, bulk sell and salvage, transmuting to dust, offering at the Shrine, resetting a tree, and every clan action — now asks inside the game instead of raising a grey "shadowrealmsrpg.com says" box. They also stop freezing the battle behind them.
- v6.24.60 · September 7, 2026THE COMPANION CARD COUNTS ITS GEAR. A companion's stat tiles showed its bare level value — a companion in full gear read exactly like a naked one, and a companion in slot 2 or 3 claimed the whole number instead of the half it actually gives. The tiles now show what the game really adds, with the pre-gear value beneath any line gear has moved.
- v6.24.60 · September 7, 2026VIP NOW LEAVES YOU SOMETHING TO KEEP. Hold any VIP tier for 30 days and that tier’s full set — its frame, a nameplate, a title and an aura — is written into your collection on every character, permanently. Cancel afterwards and it stays. Higher tiers earn the lower sets too, and upgrading keeps every day you have already banked. The Store’s VIP page shows your day count for each set. Nothing about the boosts changed; this is the part of a subscription you get to keep.
- v6.24.60 · September 7, 2026SUBSCRIPTIONS ARE NOW ON THE RECORD. Every change to an account’s VIP tier — start, renewal, upgrade, lapse, refund — is now written to a ledger the moment it happens, whichever door it comes through. Until today the tier was simply overwritten in place, so we could not tell a subscriber how long they had been with us. If you subscribed before this update your start date is being restored from the payment provider’s own records; your permanent-set clock starts from your real start date, not from today.
- v6.24.60 · September 7, 2026AUTO-BATTLE SHOWS THE FIGHT AGAIN. If you kill trash in one hit — which every new character does — the battle log showed nothing but "a monster appears!" over and over, with no damage line and no kill line, so auto-battle looked like it was skipping monsters instead of fighting them. It was fighting the whole time (one player had 14,948 kills on a character that looked idle to them). The log was being wiped by the next monster spawning in the same instant the kill was written. You now see the hit, the crit, the ability that fired and the kill, however fast you clear.
- v6.24.60 · September 7, 2026WIN YOUR FIRST FIGHT NOW COUNTS WHEN AUTO-BATTLE WINS IT. The Getting Started step only ticked on a fight you swung at by hand, while the step right below it tells you to start auto-battle — so following the checklist in order stopped the checklist from completing. Every auto-battle kill credits it now.
- v6.24.60 · September 7, 2026STOP MEANS STOP. Tapping Stop while a kill was landing could still spawn one more monster, because the guard meant to check whether you were stopping was testing the wrong thing and could never fail.
- v6.24.60 · September 7, 2026A REFUSED SELL SAYS WHY. Selling a locked item used to answer "Sell failed — try again" (Toast's report). The Sell button now greys out on a locked item exactly like Salvage does, and any sell or salvage the server refuses tells you the reason — locked, equipped, saved in a loadout, a relic, or a piece the Forge protects.
- v6.24.60 · September 7, 2026LESS TEXT, MORE GAME. The paragraphs that explained relics, companion gear, companion slots and every Vault card now sit behind a small ? beside the thing they explain — tap it when you want the detail; the screen stays visual. The Codex's relic entry also says where a relic goes: it is gear, equipped in its slot like any Godforged piece.
- v6.24.60 · September 7, 2026COMPANION SLOTS YOU CAN TAP. The Stable now shows three slot cards under your active companion. Tap a slot and a chooser opens with every companion you own — its rarity, level and stat lines — tap one and it takes the slot; a companion already in another slot moves. Slots 2 and 3 can be emptied from the same sheet, and a locked slot takes you to the Vault. The old way (select a companion, then its slot button) still works.
- v6.24.60 · September 7, 2026THE CODEX, ONE LAYOUT AGAIN. Relics, companion gear and every cosmetic kind — titles, avatars, frames, nameplates, title styles, auras, banners — now sit in the same checklist grid as sets, godforges and companions, and every entry opens the same popover: what it looks like, its stats and how to obtain it. Section headers wear real art instead of emoji; the duplicate Wardrobe card is gone.
- v6.24.60 · September 7, 2026RELICS OF THE NINE ARE TRULY RARE. The guarantee is gone. A relic drops only by chance from its own mode — the Codex shows the odds and how many attempts you have made, never a bar to a promise. Godforged stays the rarest tier in the game.
- v6.24.60 · September 7, 2026ART FOR THE RELICS AND COMPANION GEAR. All nine relics and all nine companion-gear families have their own renders — in the Codex, the item bag, the Stable's gear bag and on each companion's slots.
- v6.24.60 · September 7, 2026SOVEREIGNS. A currency above gold: 1 Sovereign = 1 trillion gold, minted one-way at the Exchange (the ◈ pill in the header) and shared by every character on your account. The counts are exact everywhere — 2,125, never 2.1K — because you buy in ones.
- v6.24.60 · September 7, 2026THE VAULT. The Bag's third tab. Spend Sovereigns on a second and third companion slot, companion charms, three cosmetic sets (Regalia, Gilded, Void — a frame, title, aura and nameplate each) and the Relic Catalyst. Repeatables climb in price with every purchase; the ladder is printed on each card.
- v6.24.60 · September 7, 2026PATRONS OF THE REALM. Every Sovereign you spend counts toward five Patron ranks — titles, a nameplate, an aura and a frame — and a Patrons board under Rankings. Offer Sovereigns at the Realm Shrine and the whole realm feels it.
- v6.24.60 · September 7, 2026COMPANION SLOTS. Two more active companions fight beside your first at half strength — every line they carry, PvE only — assigned in the Stable, opened in the Vault.
- v6.24.60 · September 7, 2026COMPANION GEAR. Collars, saddles and charms for your companions, in a bag of their own (Companions → 🎒). Every piece rolls its own stat lines from all ten companion stats — one line at common and uncommon, two at rare and epic, three at legendary and above — and each line multiplies the companion's matching stat by the piece's %. The Stable now says exactly what a piece adds to the selected companion, in numbers, line by line. Three sets (Warden, Wayfarer, Ravager: +3% to every line at two pieces, +8% at three), seven rarities up to Godforged. Where they drop: Scouting Runs every time, other expeditions 20–30%, dungeon bosses, Eternal milestones, world-boss claims (the Godforged faucet) and the Vault's charm forge.
- v6.24.60 · September 7, 2026RE-ROLL AND ASCEND. ⟳ re-rolls a piece's lines and % for treats (2 at common, 30 at Godforged) — same rarity, fresh roll. ⬆ fuses three unworn pieces of one slot and rarity into a single piece of the next rarity; it keeps the lines it had and rolls a % in the new band, up to mythic. Each asks you to confirm first, and both run on the server.
- v6.24.60 · September 7, 2026RELICS OF THE NINE. One Godforged relic per mode: Areas (bosses at Tier 2 and up), Dungeons, Eternal, World Bosses, Clan Eternal, Clan Wars (attacks and sieges), the Clan Dungeon, the Arena and Invasions. Each drops only by chance from its own mode, and the Codex's Relics section shows the odds and how many attempts you have made. Three, six and nine relics unlock the Relics of the Nine set; all nine crown you Sovereign of the Nine, title and aura. The Vault's Catalyst re-rolls a relic's rolled lines for Sovereigns.
- v6.24.60 · September 7, 2026THREE NEW WORLD BOSSES. The Arena Warden, the Shifting Mass and the Breachborn join the rotation — nine bosses now — each with a named Godforged drop, each sized to the realm.
- v6.24.60 · September 7, 2026THE ASHFALL RELIQUARY. A twelfth dungeon at the top of the ladder: five new monsters, the Ash Reliquarian as its boss, and the Emberfall Vestments set (2 / 3 / 4 / 5 pieces).
- v6.24.60 · September 7, 2026CLAN WARS, HONEST. A war attack is a real Arena fight you can replay, and Sieges carry a Breach bar that shows what your strikes did. Daily-task rows for wars, sieges, Eternal and Invasions tick the moment you do them, no refresh needed, and the Clans tab points at the sub-tab that has something to claim.
- v6.24.60 · September 7, 2026THE ETERNAL BOARDS WEAR THEIR COSMETICS. Frames, titles, nameplates and clan crests on every Eternal ranking and the clan roster — brag on.
- v6.24.60 · September 7, 2026THE FIRST TEN LEVELS. Kills-to-level from 1 to 10 now ramps up gently instead of opening on the full bar, and characters stranded on the old curve were moved forward. Monster gold above level 2,000 tapers so the top of the ladder stops outrunning every price in the game.
- v6.23.19 · August 27, 2026THE REALM MILESTONE — ONE WORLD, ONE COUNTER, EVERYONE PAID. Every week the whole realm shares a single kill goal — every blade in the world feeds one bar (find it in Rewards). When the realm stands, everyone who fought that week claims a gold share priced to their level. Only a game where every player truly shares one world can run a counter like this — and this is that game.
- v6.23.19 · August 27, 2026NEW ADVENTURERS EARN THE REALM ONE GATE AT A TIME. Fresh characters now discover the deeper systems as they grow — Companions reveal at level 8 and the Eternal at 12, joining the existing ladder (clans 3, dungeons 5, world bosses 10, PvP 15). Every locked door shows its level, so tomorrow always has something opening. Veterans see everything, exactly as before.
- v6.23.19 · August 27, 2026COMING HOME FEELS LIKE TREASURE NOW. The welcome-back recap grew into a moment: a burst of gold light, THE REALM FOUGHT ON, and your haul counting up in front of you — gold, XP, kills, materials, gear and gems tallying like a chest being poured out, with each reward card sweeping in. Same honest numbers as before; they just arrive like they were fought for.
- v6.23.19 · August 27, 2026THE WEEKEND CROWN NOW ROTATES — AND FALLING PAYS. Champion weekends used to feature the all-time deepest clan forever; now the crown goes to the week’s FIERCEST CLIMB — the clan that gained the most waves — with a one-weekend cooldown so back-to-back winners pass the spotlight to the runner-up. Any clan that out-pushes the realm this week becomes next weekend’s boss. And the featured clan is never zeroed: standing all weekend still pays the full 2,000-shard defend stake, while falling to the realm’s assault now pays a 500-shard honor share.
- v6.23.19 · August 27, 2026THE CLAN CLIMB REMEMBERS — NO MORE WEEKLY REGRIND. The Clan Eternal used to restart at wave 1 every week, and once your clan’s best outgrew what a week of pushes could re-climb, new records — and every clan shard that comes with them — drifted out of reach forever. Now each week resumes at your clan’s proven frontier (capped at what your current roster can actually fight, so a prestige-weakened clan lands at its real fighting line, not a locked gate). Every push is frontier work again. Shard rules are unchanged — only NEW depths ever paid, and only new depths still do.
- v6.23.19 · August 27, 2026CLAN DUNGEON + PVP SEASON CLAIMS SPEAK UP TOO. The same second-device honesty that world-boss claims got: if another device holds your session, these claims now SAY so (tap RESUME, rewards safe) instead of silently doing nothing and leaving you wondering where your loot went.
- v6.22.52 · August 23, 2026CLAN QUESTS PUT THE CLAIMABLE ONES BACK ON TOP. A finished clan quest waiting on its reward was being listed BELOW every quest still in progress — claimed ones fell to the bottom correctly, so the list looked almost right while hiding the only rows you could act on. Ready to claim now sorts first, matching the player quest list.
- v6.22.52 · August 23, 2026THE REFERRAL REWARD THAT COULD NEVER BE CLAIMED. If you joined using a friend's code, your rewards list kept offering a referral reward that had nothing behind it — the welcome gold is paid the instant you enter the code, so there was never anything to press. Only players who USED a code ever saw it; the friend who invited them was unaffected. The phantom is gone.
- v6.22.52 · August 23, 2026PRESTIGE WORLD BOSS STRIKES WERE BEING WITHHELD. If you own Boss Breaker in the prestige tree, its extra strikes never showed on the World Boss screen — the counter read your subscription total only, so a Legend with rank 1 saw 25 instead of 27 and was refused the last two by the app itself, even though the server would have allowed them. The counter now comes from the server, so it matches the Rewards list and includes every bonus you own.
- v6.22.52 · August 23, 2026THE DEAD ATTACK BUTTON ON A FRESH BOSS FIGHT. Travelling to a new area and starting a Boss Fight straight away could leave you unable to attack. Stopping auto-battle is a server round-trip, so a status check already in flight could answer "still running"a moment later and switch auto-battle back on while you were standing in front of the boss — and the attack button is disabled whenever auto-battle is on. A resume can no longer land on top of a fight in progress.
- v6.22.52 · August 23, 2026THE BREEDING CHART REMEMBERS. Breeding consumes both parents, and the chart was reading who you currently HOLD — so the moment you used a recipe it hid itself again, and the pairing you had just proved went back to question marks. It now reveals anything you have ever owned, and owning a companion reveals the pair that makes it, because you cannot be holding one without having bred it. No more trips to the Codex to re-learn your own discoveries.
- v6.22.52 · August 23, 2026BLUEPRINT TIERS YOU EARNED ARE NO LONGER PADLOCKED. The rarity picker read a stored value that only ever moved when you killed an area boss for the first time — so if your areas opened any other way, the tier stayed behind and Mythic sat locked even with area 9 cleared. It now reads your actual unlocked areas, the same rule the crafting itself uses, and honours the tier prestige banks for you. Nothing you had can go backwards.
- v6.22.52 · August 23, 2026YOUR SIEGE COUNT TELLS THE TRUTH. "Siege the Champion"showed "0/2 today"after every reload no matter how many you had already used, so the button invited you to strike and the server turned you away — which looked like the limit was shared across your characters. It never was: each character has its own 2 per day. The counter is now read from the server, so it survives a reload and a character switch.
- v6.22.52 · August 23, 2026THE DUNGEON RUN HEADER SITS STRAIGHT. The dungeon's name is now centred against the whole header instead of the space left over beside the Abandon button — it had always been pushed right by half a button — and the decorative glyph in front of it is gone, on every dungeon.
- v6.22.52 · August 23, 2026THE SPOTLIGHT MOVED ONTO THE DUNGEON ITSELF. The separate banner is gone — this week's featured dungeon now wears the spotlight on its own card: a violet frame, the exact gold, mastery and set-drop increases, and the twist you pay for them. One place to look instead of two, and a screenful less to scroll past before you reach the dungeon list.
- v6.22.52 · August 23, 2026THE CLAN CLIMB NOW KILLS YOU. Your clan’s Eternal no longer shows a wall and a percentage — because half the thrill of the Eternal has always been NOT knowing your ceiling, feeling the champion start to bleed, and deciding whether to push anyway. Pushes now run until your champion FALLS. Deep below your limit it barely notices; near it, you watch the HP crater inside a single wave; past it, the horde takes your champion at the gate and the push pays nothing. Past your clan’s record you are in UNCHARTED DEPTHS. Your actual limit has NOT moved — the fall is derived from the very same wall maths that used to be printed on the screen, measured within 0.2% on every clan alive, and pushes still advance at the same rate. Only the way you learn where the edge is has changed. Shards, records and the weekly watermark are untouched: a gain is a gain, however the push ends.
- v6.22.52 · August 23, 2026TWO GEAR BUGS FOUND BY THE ENGINE’S OWN SAFETY CHECKS. Low item-level gear carrying a percentage affix could be refused by the server after a save-and-reload — the item was legal when it dropped, but reloading it re-attached an obsolete marker that made it look like an impossible roll, so the next action on it bounced back as “reverted”. And if your ACTIVE loadout was an empty one, the game and the server disagreed about what you were wearing: the server already knew to fall back to your fullest loadout rather than field you naked, and now the app does too, so your displayed power matches what actually fights.
- v6.22.52 · August 23, 2026YOUR COMPANION HAS A SLOT ON THE SHEET. The character doll gains a pet square above your portrait, in line with the Helmet and Amulet — showing who's fighting beside you and their level, or an empty paw print if nobody is. Tap it to go straight to Companions. Pets were the only worn power with no square on the doll, which is part of why most pet owners were walking around with none equipped.
- v6.22.52 · August 23, 2026YOUR SPLIT ELIXIR STACKS MERGE. Buff scrolls and elixirs bought in different eras sat as dozens of separate ×100/×999/×9999 rows that refused to combine (a long-fixed shop bug left its shreds behind, and the server kept faithfully restoring them). The server now merges identical stacks into one row — first time you act after this update, your bag consolidates itself. Every quantity is preserved to the last elixir; loose gem stacks of the same tier merge too.
- v6.22.52 · August 23, 2026THE CASTLE VIEW BREATHES: the wide header scene is retired (it was a cropped duplicate of the fortress portrait — and that space may one day sell castle LOOKS instead), the little corner crest is gone from both cards (the banner-frame IS your heraldry), the champion's title engraves cleanly below the art instead of fighting it, and relic and station names get a second line instead of being cut off mid-word.
- v6.22.52 · August 23, 2026THE WEEKLY MUTATOR IS REBORN AS THE SPOTLIGHT. Each week one dungeon takes the stage: this week it pays +25% GOLD, 2× MASTERY, and +50% SET DROPS on every clear — and the week's twist applies to every run of it as the price. No more separate scored mode, no attempts, no clear-time leaderboard: you just RUN the featured dungeon, with your normal keys and full normal loot. The “Mutator Ace” title becomes a legacy honor for those who earned it under the old rules.
- v6.22.52 · August 23, 2026THE CLAN CLIMB TELLS ONE STORY NOW: the foe lives inside the main climb box (image, level, real per-foe HP straight from your last fight — each wave is an endless HORDE of foes, not one boss, which is why the old “horde strength” number never matched the log). One-shot kills read as OVERKILL multipliers, and double strikes are labeled for what they are — speed, not crits (your champion's crits are already folded into every swing).
- v6.22.52 · August 23, 2026THE PUSH MATH SHOWS ITS WORK: the strike readout now counts the foes slain and how many make a rank (“625 foes slain · each wave a rank of ~3.7”) — so +167 waves is arithmetic you can see, and the wall is where the ranks outgrow your kill rate.
- v6.22.52 · August 23, 2026PLAYER PROFILES back out easily — tap anywhere outside the card to close, same as every other dialog.
- v6.22.52 · August 23, 2026SUBCLASS AWAKENING now says when your next tier unlocks (“next at Lv 400”) — and clarifies it counts your CURRENT level: prestige resets the climb, but every tier you already bought keeps working.
- v6.22.52 · August 23, 2026THE REWARDS TRAY READS AT A GLANCE: claims and today's tasks sit side by side, and every card IS its own button — tap the thing, go to the thing. No more separate Claim/Go buttons or scrolling one long stack.
- v6.22.52 · August 23, 2026THE CHAMPION STOOD. The realm tore 90% off The Champion of Wisconsin Gamers this weekend — eleven fighters, 32.7B damage — and the Warbringer did not fall. The defending clan claims the 2,000-shard crown. And NEXT weekend the rope goes taut: TUG-OF-WAR is armed — the defending clan's strikes will REINFORCE their champion while the realm tears it down.
- v6.22.2 · August 21, 2026BUG: the Quests tab could tell you three rewards were waiting and then show you no way to claim any of them. Repeatable quest goals scale with your level, so finishing a quest and then LEVELLING UP raised its bar above the progress you had already banked — the counter kept counting the quest as done, the claim button quietly disappeared, and reloading never helped because nothing was stale. Fixed: the button and the counter now read the same finished flag, and the server still checks the goal you actually met.
- v6.22.2 · August 21, 2026Claim All has come to Quests. Every other bulk reward in the game had one — Battle Pass, clan dungeon, World Boss — and daily quests, the thing you claim most often, did not. One tap claims everything that is ready and gives you a single summary of the gold and XP it paid.
- v6.22.2 · August 21, 2026If that claim levels you up, it now says so. A reward that immediately gets spent filling a level bar looks exactly like a reward that was taken back, so it names the level you reached instead of leaving you to guess.
- v6.22.2 · August 21, 2026EXPLOIT FIXED: rewards worth 'part of a level' were priced when you earned them and paid out when you claimed them. Banking them across a prestige meant a fraction of a level 900 bar landing on a level 40 character — hundreds of levels in one tap. They are now capped against the bar you have at the moment you claim.
- v6.22.2 · August 21, 2026BUG: current HP and mana could read higher than your maximum after gear or buff changes, which made the bars look broken and threw off the numbers next to them. Every read is now clamped to your live maximum.
- v6.22.2 · August 21, 2026BUG: skill point totals were computed four different ways over three different stat lists, so anyone who had spent points on a stance was shown the wrong number of free points. All four now use one list.
- v6.22.2 · August 21, 2026180 of the 288 skill tree nodes were still drawing a placeholder diamond instead of art — the new fourth branches and the depth pass shipped without icons. Every node has its own emblem now, colour-keyed to its branch.
- v6.22.2 · August 21, 2026The Character screen lost its Progression section and its hero recap. Both repeated what the header above them already said. Loadouts now sit under your gear overview where you actually use them, and set bonuses show their set art.
- v6.22.2 · August 21, 2026The Abilities screen dropped its obsolete 'skill damage' explainer, and a group holding an uncapped node now shows a plain rank count rather than pretending there is a maximum.
- v6.21.89 · August 17, 2026The Ascension tree had 240 ranks and our deepest player had bought 239 of them, with shards piling up and nothing left to spend them on. Six new Mastery lanes fix that — Power, Ward, Vital, Swift, Keen and Phantom — and they NEVER cap.
- v6.21.89 · August 17, 2026Each Mastery unlocks once you have maxed its matching node, so Power Mastery opens when Power hits 10/10. The existing tree is still the way in.
- v6.21.89 · August 17, 2026Masteries get more expensive every rank (the cost rises with the square of the rank), so they stay a genuine long-term chase rather than something you clear in a weekend. Deeper Eternal runs are what pay for them — shards only come from beating your own best wave.
- v6.21.89 · August 17, 2026Masteries boost your PvE power only and are deliberately invisible in the Arena. Uncapped power in PvP would have no ceiling at all, so the Arena keeps reading only the original capped nodes — your PvP rating is completely unaffected by any of this.
- v6.21.89 · August 17, 2026Character Prestige also got deeper: Head Start, Swift Return, Honed Legacy, Master Gatherer, Seeker's Instinct, Soul Harvest and Deep Communion all gained ranks. Swift Return and Head Start only help you climb back to your own record, so a longer prestige grind gets shorter without changing anything past your peak.
- v6.21.89 · August 17, 2026Deliberately untouched: the XP and gold nodes. Those multiply the reward curve for the deepest accounts, and we would rather give you power and re-climb speed than push the economy further.
By release325
v6.24.267 — Smarter Best Rotation October 28, 2026 · Autopilot
- Best Rotation now searches every slot, including basic attacks (fast heroes double-hit with them), and keeps your own rotation as an option.
- Follow the Best Zone and Best Rotation now check when an auto-battle run starts and every 2 hours, instead of every 30 minutes.
v6.24.266 — Buffs Last Between Fights October 28, 2026 · Auto-Battle
- Auto-battle buffs like Berserker Rage now carry from one monster to the next instead of being lost at every kill, and a buff that is still running is not re-cast. Rotations with buffs farm faster at higher tiers.
v6.24.265 — Gear Restored October 28, 2026 · Fix
- Reforging to level never re-rolls a piece any more, at any rarity: every stat line you rolled is kept and carried to the new level. The free "amnesty" reforge that was offering to re-roll good pieces is gone.
- Heroes whose gear lost stat lines to the old reforge have had those pieces restored.
v6.24.264 — Reforge Keeps Your Stats October 28, 2026 · Fix
- Fixed: reforging a whole loadout to your level re-rolled Godforged main stats, so pieces could lose big stat lines. It now carries each piece's own stats up to the new level, the same as reforging one item.
- Best Rotation now counts your active buffs and keeps your own hand-made rotation as an option, switching back to it whenever it is the fastest.
v6.24.263 — Smarter Zones, Two VIP Perks October 28, 2026 · Autopilot, VIP
- Follow the Best Zone now counts your active buffs when it rates tiers, and it never moves you somewhere that pays less than three quarters of your gold.
- New VIP perk: when an Eternal climb ends while you are away, auto-battle moves on to your best farming zone instead of sitting idle.
- New VIP perk: Fast Reward charges you have not used are claimed for you before the daily reset.
v6.24.262 — Brighter Hubs October 28, 2026 · UI
- The Hero screen opens on your Power, big and gold, with how much it grew since yesterday and your three headline stats. Power also sits next to your level at the top.
- Hub cards lead with the number that matters, carry their own colour and a progress bar, and glow gold only when something is waiting for you.
v6.24.261 — Rate Us Anywhere October 28, 2026 · Community
- Rate Shadow Realms now opens the right place on every platform: Google Play on Android, itch.io on the web, and Steam reviews in the Steam version once it launches. Inviting friends works everywhere.
v6.24.260 — Try Legend Free October 28, 2026 · VIP, Store
- Saved accounts can try Legend free for 24 hours, once. It ends on its own, no card needed.
- The VIP page shows your own hero on each tier: gold and XP per hour and per run, from your current auto-battle.
- Offers now come at most once a session and stay under Inbox → Drops → For you, so you can find them later or clear them.
- The review ask now also invites a friend: recruits earn you VIP days and referral-only pets, titles and avatars.
v6.24.259 — VIP Auto Reforge October 28, 2026 · VIP, Autopilot
- New VIP perk, Auto Reforge (Settings → Autopilot): your worn Godforged and set pieces are reforged to your level automatically once they fall 25 levels behind, all rolls kept. It waits for 25 levels on purpose: each reforge has a minimum cost, so this uses about 1/25 the Ascendant Cores of reforging every level.
v6.24.258 — Purchases That Stay Yours October 28, 2026 · Account
- Bought something on a guest account? The game now asks you to save the account right away, so a new phone or cleared data can never take your purchase with it.
- Android: the VIP screen has Restore purchases. If you lost a guest account you had bought on, it brings your Google Play purchases back to the account you are on now.
v6.24.257 — Mini Mode On The Web, Smarter Autopilot October 28, 2026 · Battle, Autopilot
- Mini mode is on the web too: on Chrome or Edge, the Mini mode button opens your auto-battle as a small floating window that stays on top and keeps fighting with the game tab minimised. Pick S, M or L, drag the edge to resize, or fold it to a one-line bar with the ▾ button. Steam gets the same sizes and the fold.
- The strip's buttons are now one-tap dailies: World Boss strike, Clan Dungeon strike and the instant 2h claim.
- Follow the Best Zone now moves every auto-battling hero on your account, not only the one you have open, and it moves at a 5% better rate (or 2% twice in a row) instead of 15%. Each move leaves a note in your inbox.
- New Autopilot setting, Best Rotation: your four equipped skills go in the order auto-battle clears fastest, and stay that way when you swap skills or change tier.
v6.24.250 — Classic Layout Is Back October 27, 2026 · Settings
- Settings → Display → Layout: pick Classic to get the tab rows back instead of the hub cards. Hubs stay the default. Asked for by a few of you after the hub rollout.
v6.24.249 — Zones Unlock On The Spot October 27, 2026 · Fix
- Beating an area boss at a tier you reached through Eternal depth now unlocks the next zone immediately. The unlock used to show only after logging in again.
v6.24.248 — A Bag That Cleans Itself October 27, 2026 · Autopilot, Fix
- Clean Up The Bag (Settings → Autopilot, or Always on the bag's clean-up banner): your auto-salvage rule now covers every drop — dungeons, bosses, quests and crates too — and clears matching items for you. Godforged, set, socketed, locked and worn gear are never touched.
- Swapping characters is fast again: a hero whose bag had grown past 15,000 items slowed every load. Auto-battle now sells new drops for gold once a bag holds 1,500 items.
- Seasonal heroes' World Boss rounds are now recorded on the boss screen.
- The Wiki lives in the game now: Codex → Wiki. Every entry the game explains (214 of them) in one searchable, browsable place, with Add a tip, Flag (wrong, out of date, confusing, missing) and Share on each entry. Approved tips will appear under their entry with your hero's name.
- The website wiki (shadowrealmsrpg.com/wiki.html) is now built from the same entries, so it can no longer fall behind, and a new page lists every change ever shipped, grouped by type.
- Approved wiki tips go live under their entry with your hero's name and a Useful count, and pay a bounty sized on what your hero earns (3 hours of your auto-battle income + 100 Boss Essence). Five approved tips earn the Chronicler title.
- The wiki now carries reference tables built straight from the game: every area, dungeon, World Boss (phases and named drops), gear set with its bonuses, Godforged item by boss, companion and its source, material, gem, shop item, skill-tree node, feat, setting, title, avatar and frame with how to earn it, plus the event and season calendar. Autopilot, account level, the bag limit, the login streak, spare companions, chat mentions and stances have entries too.
- Steam: the game now signs you in with your Steam account (no more guest start), and an account you already use on the web links to your Steam ID the first time you log in through the Steam build.
- Steam: Mini mode. The Steam build now opens as a small strip above your taskbar that shows your auto-battle live (your hero, the monster, hits, drops, time left) while you work; Expand opens the full game, and the tray icon switches between the two.
- Steam DLC is on its way: the Supporter Pack, extra character slots, bag space, the Frostreign Season Pass and Lifetime Legend will sell on the Steam store page once the game is released there, and anything you own on Steam is granted to your account when the Steam build starts.
- Lifetime Legend — $29.99 once, on the web and Android now and on Steam at release: every Legend perk plus every Season Pass premium track, forever, on every character. A monthly plan you hold stops charging at the end of its paid period.
- Wide screens: the five tabs are back at the bottom of the screen at every width, sized to the centre column, instead of a rail in the top-left corner.
- Steam mini mode: a ⚔ Boss button strikes the World Boss right from the strip (the same duel and the same strike the boss screen fires) and plays the duel on the card; PvP and Dungeon buttons jump straight to those screens.
- Skill points: the Hero hub's Combat and Skills cards now count ability unlocks and capstones like the Skills screen does, so they no longer promise points you have already spent.
- Account & Characters: each character card now says SLOT 1, SLOT 2… in a readable pill next to the name instead of a tiny corner number hidden behind the portrait frame.
- Background tone: Settings → Display now has six backdrops — Midnight, Dusk, Ember, Verdant, Frost and Void (flat black for OLED). Only the colour behind everything changes; panels and text keep their contrast. Asked for in chat.
- Steam mini mode, second pass: the strip now paces the fight so you can watch it (lunges, slashes, sparks, HP draining, damage that pops, a burst on every kill), tallies your gold, XP and kills as they land, shows the level bar with a to-next-level estimate, rolls drops across the ground, flags an Eternal climb, keeps a 10-second DPS meter, and carries Today / World Boss / Dungeon / PvP pills that open those screens. Opening mini mode with no fight running starts auto-battle where you stand.
v6.24.231 — Seasons, the Market and Safer Logins October 26, 2026 · Season, Trading, Autopilot, Fix
- Two arenas: World Bosses and the weekend Invasion are fought separately by seasonal heroes and eternal heroes — same boss and schedule, separate health, damage boards and rewards. Gear and relic chances are unchanged.
- The Trading post is open again (Bag → Trading). The realm holds every listed item, delivers it on purchase and returns it if unsold after 48 hours. Seasonal heroes trade with this season's heroes, eternal with eternal.
- Where should I farm? — a card on Adventure rates every tier and area for your build and names the best XP and gold zone with a Go button. It folds to one line and opens a full every-tier table. Follow the Best Zone (Settings → Autopilot) moves auto-battle there on its own.
- Claim Everything At Login (Settings → Autopilot): once a day on open, quests, pass tiers, the login calendar, inboxes, clan dailies and Fast Rewards are collected with one summary.
- Guests are never locked out: a lost session reopens on the device that started it ("Continue as …" on the login screen), and signing in on that device offers to bring the guest's heroes into your account.
- Fixed the blank screen some players saw after a prestige, and a save that cannot be fetched now shows Retry instead of the character screen.
- The header is two rows with a full-width XP bar and one live line (your auto-battle zone, rates and time left, or what Today has waiting). The online count lives on the chat bar — tap it for the list — and the chat panel always has an Online tab.
- Heroes still auto-battling count as online (marked ⚔️ Farming in the list), and "recent" now means anyone who played in the last 24 hours.
- Tagged in chat? An @YourName mention now pops up in the game right away and can buzz your device. Each has its own switch: Settings → Notifications → Chat Mentions, and the same row under Push.
- Fixed live updates never reaching a hero who logged in fresh or was just created: clan invites, a save changed on another device and the hand-off when you open the game elsewhere now arrive the moment they happen.
- Fixed a crash ("Something broke") when stepping into or out of the Eternal Realm from the Battle screen.
- Double-tap a footer tab to skip its hub: Battle opens your fight, Hero your Character, Bag your Inventory, Codex your Quests, Social your Clan. Change each one in Settings → Footer Shortcuts.
- The header's auto-battle time left shows whole minutes again.
- New features in Settings now carry a NEW tag, and a one-time card points out Autopilot and the footer double-tap.
- Harvest Hollow arrives with the Harvest Feast (Nov 24), and Yulewood with Winterveil (Dec 11): holiday areas that farm your best zone at your best tier and pay Festival Tokens for every hour of auto-battle. Holiday companions now drop only from their own event.
- The Festival Shop (Store → Festival Shop) is open all year: your Festival Tokens keep from one holiday to the next, and each holiday's companion, Turning Year piece, set pieces in the slot you choose and cosmetics sell during that holiday and for 2 days after.
- The Lunar Owl now comes from Nian the Lantern Beast at the Lunar Festival, alongside the Jade Hare.
- Auto-battle rewards more than attack: defense, dodge and speed now have room to grow (higher caps, and abilities can double-hit), so tougher and faster builds farm better. Monsters only hit harder when you farm far deeper than 5× your level.
- World Boss Strikes At Login (Settings → Autopilot): once a day when you open the game, your unused strikes are fought for you, with one summary.
- Auto-Equip now only swaps in a piece of a higher rarity than the one you wear.
- Settings are now shared by all your characters: change one and every hero uses it the next time you open them. Ability rotations stay with each character.
- The header's bell and menu sit up beside your gold and Sovereigns, and the auto-battle line shows in full.
v6.24.206 — A New Look October 26, 2026 · Quality, Fix
- Every hub scrolls to its last row, and the chat bar sits in its own band above the nav — nothing is covered by it any more.
- Desktop and Steam windows use the width: three hub cards across, the nav as a rail, the combat log beside the fight, your stats beside the gear, and bag items open in a side panel.
- Cards and pills press under your finger, numbers line up in columns, text sizes land on one scale, and first-time cards carry real art.
- The Rifts and Clan Eternal cards show your party, the Rift's health, strikes left and the clan's wave. The Codex cards (Feats, Pass, Events, Collection) open their own sections again.
- A prestige no longer re-locks doors you had opened, and a new hero's first session gets the full game without a reload.
- Fixed a new hero seeing another account's bag on a shared device, and opening a screen right after an update no longer stops on "Something broke".
v6.24.192 — Fewer Doors October 25, 2026 · Onboarding, Autopilot, Quality
- Every group opens on a hub: cards grouped under Your Day, Your Climb, Realm Events, Together, Compete and Invite, with the Today strip underneath.
- New heroes meet the game in bands — the fight first; Dungeon, Pets, Skills, Quests and Clan at 10; World Boss, Eternal, Rifts and Invasion at 25; PvP and Trading at 50 — with a quiet first hour and a three-number Hero sheet.
- Battle → Today: everything to claim, every attempt still open and every point to spend in one list. Coming back after three days opens it first.
- Autopilot (Settings): auto-equip upgrades, spend ability points, feed your companion. New heroes start with it on; it never touches locked or set pieces.
- The first time something happens, one line explains it; every ? opens the searchable Help on the right entry. Rankings open on the players around you.
- Play on itch.io and other portals as a guest in one tap, and Settings → Claim Account keeps that hero forever. Logging in after a claim now opens your hero instead of Create.
- Steam: Google sign-in returns to the Steam window. Fixed garbled quest XP numbers on high-level heroes and a slow reload that could show your pre-prestige level.
v6.24.175 — The Turning Year October 25, 2026 · Event, Godforged
- New Godforged set: the Regalia of the Turning Year. Each of its six pieces comes from one holiday event boss.
- Everyone who fought the Hollow King this Hallow's Eve gets the first piece, the Hallowcrown. Any Hollow King reward you claim before November 3 pays it too.
- Harvest Feast comes November 24 – December 1: the Wicker Glutton world boss, whose bite grows with every hit it lands until a dodge resets it.
v6.24.173 — Your Real Best Tier October 24, 2026 · Auto-Battle, Fixes
- Compare Tiers now checks every tier before naming your best XP and gold tier. On characters with many tiers it used to stop early and could name a tier far below your real best.
- It also finishes about three times faster.
v6.24.172 — Know Your Depth October 24, 2026 · Combat, Balance
- Regular monsters can now hit for up to a quarter of your health in one blow (was 15%). Fighting far above your level is riskier; at your own level nothing changes.
- Bosses keep the 15% limit, and a full-health character still can't be taken down in one hit.
v6.24.171 — Bosses Worth the Fight October 24, 2026 · Combat, Fixes
- Area bosses now pay for the tier you fight them at: about ten of that area's monsters. They had been paying a small flat amount at every tier.
- Poisons, burns and bleeds now hit a boss for at most three of your normal hits a turn, so a boss far above your level can't be worn down by damage over time alone.
- A boss pays once a minute, and the respawn timer no longer resets when you switch tabs.
v6.24.170 — Earned Ascension October 24, 2026 · Progression, Fixes
- Beating the final boss at your top tier ascends you only if your character can hold the next tier. If not, the game tells you which tier you can hold.
- Ascension now waits for the server's answer, about a second, so an ascension never shows and then vanishes.
v6.24.169 — Treats You Keep October 23, 2026 · Companions, Fixes
- Pet treats are now counted by the server, so the number in your Stable is the number you have, on every device.
- Treat drops keep their odds: 20% from an area boss, 1.5% from other kills, 15% per dungeon clear. Each one shows in your drop log.
- Companion gear your auto-scrap setting turns into treats on a world boss claim or an Eternal milestone is now announced.
v6.24.168 — Companion Gear, Upgraded October 23, 2026 · Companions, Upgrades
- Tap Upgrade on a companion gear piece to Temper it: +0.5% toward the best % for its rarity, for treats.
- Re-rolls can now keep one stat line you choose, for twice the treats.
- Three mythic pieces of one slot plus 60 treats ascend into a Godforged Oath piece.
- The Vault sells companion gear space: +20 slots for a character, up to 160.
v6.24.167 — Companion Gear, Managed October 23, 2026 · Companions, Quality of Life
- The companion gear bag has filters, sorting and a Spares view. Lock a piece and nothing can scrap or fuse it by accident.
- Select several spares and scrap them in one go, or tap Fuse all to merge every three matching spares into the next rarity.
- Crates turn 25 treats into a new Collar or Saddle. Auto-scrap can turn low-rarity drops into treats as they arrive; it is on for new characters and is set in the bag.
- A full bag now says so in the Stable, and the Vault's charm button tells you instead of letting you tap Buy.
v6.24.166 — Bottled and Sealed October 23, 2026 · Art, Items
- Potions, scrolls and elixirs now show their artwork in the Bag, the Store and the Battle screen, instead of an emoji or a blank tile.
- The Elixir of Fortune is a golden flask and the Iron Scroll carries a steel seal, so each is easy to tell apart from its neighbour.
v6.24.165 — One Number Everywhere October 23, 2026 · Fixes, Rankings
- Your Account Level on the character switcher now counts every level banked before a prestige, so it matches the Account Lv ranking. It also refreshes each time you open it.
- The Combat ranking and the character switcher now count your Ascension board, Ascension tree and companion slots, so they show the same rating.
v6.24.164 — Once Per Reset October 22, 2026 · Fixes, Quests
- Daily quests pay once per day and weekly quests once per week, on every device.
- If you already claimed a quest on another device, tapping Claim now marks it claimed instead of showing an error.
v6.24.163 — Locks That Hold October 20, 2026 · Fixes, Crafting
- Locked Reroll keeps exactly the lines you lock. A lock on a line the server had already re-rolled used to be rolled again, usually lower.
- An item whose last craft is still saving shows ⏳ for a moment. When the saved fresh rolls differ from the preview, a toast shows what was saved.
v6.24.162 — Every Wraithbound Slot October 19, 2026 · Fixes, Events
- Wraithbound Regalia from the Hollow King now drops in any armor or jewelry slot, or as your class's weapon, like dungeon sets. Every slot of the set can now be found before Hallow's Eve ends on October 26.
- The Codex now says where event sets come from, and that an event boss can recruit any event companion you don't have yet.
v6.24.161 — Eternal Tells You When It Ends October 18, 2026 · Quality of Life
- You now get a notification when your Eternal climb ends, even with the game closed. Before, only the end of the run's time limit sent one.
- When the time limit ends an Eternal run, that notification now says Eternal and points you back to the Eternal.
v6.24.160 — One Home for Every Mastery October 18, 2026 · Fixes, Progression
- Ascendant Mastery now sits in the Mastery section beside the six PvE lanes, so every lane that never caps is in one place. Nothing about your ranks changed.
- On a seasonal character the Ascension board now says it isn't used there, instead of showing every lane at zero. Your shards and ranks are untouched.
v6.24.159 — Mastery Lanes on the Board October 18, 2026 · Fixes, Progression
- The six Mastery lanes now show on the Ascension board: Power, Ward, Vital, Swift, Keen and Phantom Mastery. Each opens once its Might node is maxed and never caps.
- The "a node is affordable" marker now always points at a node you can see and buy.
v6.24.158 — Steadier on a Bad Connection October 17, 2026 · Fixes
- Fixed a crash in the Dojo when you ran a new Training Dummy test before the last score came back.
- Crafting does one item at a time. If a craft gets no answer, the game says so and shows your real Bag, materials and gold.
- A slow connection can no longer make a craft, purchase or sale go through twice.
v6.24.157 — Two Rare Godforged Sets October 17, 2026 · New Content, Gear
- DEEPKING'S PANOPLY: six Godforged pieces that drop only from area bosses at Tier 100 and deeper.
- THE ENDLESS VIGIL: six Godforged pieces that drop only from Eternal past wave 20,000.
- Each set rolls once a day at 1%, and a drop is always a piece you don't have yet. Track both in Codex → Collection.
- All six pieces unlock a set ability: Abyssal Crush for the Panoply, Last Light for the Vigil.
v6.24.156 — Eighteen New Godforged October 17, 2026 · New Content, Gear
- EIGHTEEN NEW GODFORGED, two from every World Boss, each with its own power — double strikes, star-falls, kill surges, thorn walls and more. Every class gets new weapons, including the first Godforged one-handed swords, maces and axes and both crossbows.
- ART FOR THREE GODFORGED that only showed an icon: Warden's Chain-Crown, Mantle of the Shifting Mass and Breachbreaker.
v6.24.155 — Nineteen New Sets October 17, 2026 · New Content, Gear
- TWO SETS IN EVERY DUNGEON. Each dungeon now drops its own set or a new sibling built for a different playstyle — caster, dodge tank, bruiser, crit and more. The Transmute Dust exchange lets you pick either.
- SEVEN DEPTH SETS. Area bosses at Tier 20 and deeper drop a set for their depth band, from Depthwarden's Harness at T20 to the Crown of the Bottomless Deep at T120.
v6.24.154 — Points to Spend October 17, 2026 · Quality of Life
- POINTS TO SPEND ARE EASY TO SEE. A violet diamond on the Hero tab and the Rewards icon means skill points, attribute points, prestige points or Ascension shards are ready to use. Tap a row under Ready to Spend to go there.
- A ONE-TIME REMINDER pops up when a level-up or reward gives you something to spend — at most once a day.
v6.24.153 — Relics Within Reach October 17, 2026 · Balance
- RELICS OF THE NINE DROP MORE OFTEN. Every relic is now a 2% roll once a day from its own mode, up from 0.4–1% for six of the nine.
v6.24.152 — Depth Pays October 17, 2026 · Balance, Progression
- DEPTH PAYS. Fighting deeper than five times your level now gives 8% more XP for every tier past that point, so a stronger build earns more by pushing deeper.
- TWO XP LINES PER ITEM. Only an item's two best XP lines count, and the extras show struck through on the item card. Extra Wisdom lines still give their gold.
- BURNS AND BLEEDS on regular monsters now deal at most one normal hit per turn. Bosses still take the full share.
v6.24.151 — Wealth Counts October 16, 2026 · Bug Fix
- WEALTH FEATS COUNT ALL YOUR GOLD. Lifetime gold only counted kills and the settles seen while the game was open. It now counts every payout, and past earnings were restored from your gold, Sovereign conversions and auto-battle history.
- THE TOP WEALTH FEATS READ RIGHT: no more "10.0Q quintillion".
v6.24.150 — Spare Companions October 16, 2026 · Companions, Quality of Life, Bug Fix
- SPARE COMPANIONS. Hold a second copy of any companion: breed one you already have, or keep hunting a source you have finished. Breeding uses a plain copy before an ascended one, and you raise a spare by swapping it in.
- EVERY COMPANION DROP IS ANNOUNCED. Area-boss, Clan Dungeon and Arena recruits now post to Events, and Clan Dungeon and Arena companions appear right away instead of on your next login.
- THE STABLE IS SORTED BY RARITY, common first and Primal last.
- THE BATTLE SCREEN HOLDS STILL. The searching banner is now the same height as a monster card, so the buttons no longer jump.
v6.24.149 — Skills Do What They Say October 16, 2026 · Bug Fix, Combat
- SKILL BUFFS LAST THE TURNS THEY SAY. A "4 turns" buff really ran for two minutes, about 300 turns in a manual battle, so its ON badge never went out. The badge now counts down the turns left.
- HEAL-AND-BUFF SKILLS BUFF THE RIGHT STAT. Sanctuary gives DEF, Cat Reflexes and Camouflage give Evasion; all three gave ATK. Grave Shroud and Smoke Screen now raise Evasion; they did nothing in manual battles.
- SKILLS AND SCROLLS NO LONGER FIGHT. A skill no longer erases a running War or Iron Scroll, and Battle Cry no longer cuts Berserker Rage short. Each stat uses whichever buff is stronger.
- DUNGEON COOLDOWNS RUN AT THE RIGHT SPEED. Skill cooldowns and buff turns counted down twice per dungeon attack, and Holy Aura healed twice a turn.
v6.24.148 — Lost Companions Found October 16, 2026 · Bug Fix, Companions
- FOUR COMPANIONS CAN FINALLY BE FOUND. Execution Drake (World Boss), Phase Lynx (Clan Dungeon), Unerring Falcon and Stormstride (Arena) could never drop. Now they can, which also opens Headsman Wyrm, Ghostwind and Apex Predator to breeding.
- ASCENDED COMPANIONS CAN BE BRED. An ascended pet counts as fully raised at any level. Breeding still uses it up and its tiers do not pass on, so the game asks first.
- EVERY COMPANION SAYS WHERE IT DROPS AND HOW OFTEN. Area companions come from Boss Fight on the Battle screen: 20% per kill in any normal area.
- BOSS FEATS NOW SAY "BOSSES". They always counted every boss you defeat, including Eternal, dungeon and World Boss kills.
v6.24.147 — Feats Count Right October 16, 2026 · Bug Fix
- THE FEATS COUNTER ADDS UP. The header read things like "54 of 42" because its total was stuck at an old number. It now shows your feats out of all 64.
v6.24.146 — Guests Kept Safe October 16, 2026 · Quality of Life, Bug Fix
- LOGGING OUT OF A GUEST ACCOUNT ASKS FIRST. A guest has no email or password, so logging out used to lose the character for good without a word. Now you can claim it first, or confirm that you mean it.
- SIGNING INTO A REAL ACCOUNT ON A PHONE THAT HELD A GUEST no longer shows the guest banner or the claim prompts.
v6.24.145 — Feats Get Faces October 12, 2026 · Quality of Life, Art
- EVERY FEAT HAS ITS OWN ART. The Feats tab shows a painted medallion for each tier, ringed in its rarity colour, grey until you earn it. Tap one to read that tier.
- FEAT NAMES ARE ON THE CARD. Each category now names the tier you are working on, not only what it asks for. Feat unlocks in your Drops feed carry their medallion too.
v6.24.144 — Clear Messaging October 11, 2026 · Quality of Life, Bug Fix
- THE CHAT STRIP NO LONGER COVERS YOUR DM BOX. On phones, tapping the message field in a direct message could hit the "2 in Events" strip sitting on top of it instead. The strip now steps aside while a DM is open.
v6.24.143 — Account Support October 9, 2026 · Quality of Life
- MOVING A CHARACTER TO ANOTHER SLOT. Want a different character as your main, or a slot cleared that the game will not let you delete? Ask through Settings → Send Feedback → Support and the team can do it for you.
v6.24.142 — Once a Day October 5, 2026 · Balance, World Boss, Crafting, Quality of Life
- RELICS OF THE NINE ROLL ONCE A DAY. Each relic's first qualifying action of the day rolls at the same odds; the rest of the day does not. They were meant to be the rarest items in the game and had become the most common Godforged piece.
- WORLD BOSS QUESTS COUNT FROM THE SERVER. Every strike advances World Destroyer and friends no matter which device made it.
- FORGE ×5 AND FORGE ALL. The Rarity Forge upgrades up to 25 pieces per tap, lowest level first, never touching locked, set or socketed gear. The Mythic step stays once a day.
- SMALLER FIXES. Picking a subclass asks for confirmation first. Auto-salvage tells you once where your loot went and where the setting lives. Below level 20 the XP bar now moves on every kill instead of sitting at 0 / 1.
v6.24.138 — Godforged Means Godforged October 3, 2026 · Events, World Boss, Balance
- GODFORGED COMPANION GEAR WAS LABELLED COMMON. A Godforged charm, collar or saddle gave its full bonus, but the Stable painted it grey and called it Common, so players who forged or found one thought it never arrived. It now reads Godforged, in white, everywhere companion gear is shown. Nothing about the pieces themselves changed; if yours said Common, it was Godforged all along.
- A FULL COMPANION GEAR BAG NO LONGER EATS DROPS IN SILENCE. At 80 of 80, a new collar or saddle from a World Boss chest or a dungeon boss was scrapped into treats without a word. The game now tells you what was scrapped and for how many treats, and the Vault refuses to sell a charm into a full bag instead of charging Sovereigns for treats.
- GODFORGED REVEALS DON'T WAIT FOR YOUR FIRST LOGIN. A Godforged item that reached a character after the reveal update, but before you had opened that character on the new version, was recorded quietly instead of revealed. It now plays like any other the first time you open that character.
- NOTIFICATIONS OFF MEANS OFF. Switching Notifications off in Settings left every red pop-up on, and red had spread to daily limits, 'not enough gold' and even a few confirmations. Now the switch silences everything except warnings that something did not save: another device holding your session, a change the server refused or undid, a run that will not be scored, a purchase that could not be verified. The switch and the categories now cover every character on the device instead of one character at a time, and the list gained Everything Else, for what you tap, so turning every category off really means quiet. Limits and rules are amber now; red means something actually failed.
- EVERY GODFORGED ITEM GETS ITS REVEAL. The full-screen Godforged reveal only played when you claimed from the World Boss screen itself. Claim All, Eternal milestones, clan dungeon chests, Regalia and Relic claims all skipped it. From now on every new Godforged item gets its moment when it reaches your bag, whichever way it got there, with its own art. Several at once play one after another, and a Godforged companion piece from a World Boss chest gets one too. Items claimed on another device, or while you were away, play the next time you log in. Items you already owned before this update do not replay.
- A BEGINNER'S GUIDE AND A DAILY CHECKLIST. The chat question we hear most is 'what should I be doing?', so the wiki now opens with Start Here — the loop, your first hour, what to do at each stage — and The Daily Checklist: every lane that resets, where it is, how many you get and why it is worth doing, from daily quests and Fast Rewards to clan pushes, Rifts and pet expeditions, plus a ten-minute version for busy days. It is at shadowrealmsrpg.com/wiki.html, linked from Help & Theory in the game and from the welcome message every new guest receives.
- GUESTS ARE TOLD WHAT A GUEST ACCOUNT IS, AND ASKED TO KEEP THEIR LEGEND. Nearly every Wanderer account had never been claimed, and some of them are past level 100 on a name the game picked, saved to one device only. A guest now sees a bar under the player header that says exactly that — saved on this device only, not an account you can log back into, gone with a cleared browser or a new phone — with the Claim button on it, for as long as the account stays a guest. And at levels 10, 25, 50, 100 and every hundred after, a guest is offered Claim Account once. Later means later; it does not ask again until the next milestone. Claiming keeps the same character and everything on it, works on any device from then on, and still pays its Trials reward.
- THE RETIRED RULES ARE GONE, NOT JUST SWITCHED OFF. Yesterday's fix made the game default to the live rules while the server was still answering. Today the old rules were deleted outright, in the game and on the realm. Every one of these ran behind a switch with a fallback to the model it replaced: the attribute model (INT is Accuracy, WIS is Evade), the stat model, the unified combat and dungeon-wall math, the one XP curve and additive XP boosts, the ÷1,000 denomination, the three-lane loot roller, percent affixes, the weapon speed identity, the caster fold, tier parity, Dungeon Mastery, Gear Ascension, Prestige, the weekly Mutator, extra character slots, the unified dungeon strike, arena model V3, the realm crediting your rewards, and the ruling that there is no level-gap penalty on hit or dodge. The fallbacks were never meant to run, and only ever did by accident — a slow load, a setting that had not arrived — and those accidents are what you saw as a stat sheet that changed its mind, a description that flipped, or a dungeon that felt different for a minute. There is one set of rules now and nothing to fall back to. Two small things move with it: pets earned in battle, dungeons and World Bosses were already awarded by the realm, so the game's leftover local roll for them is gone; and if a dungeon strike ever hits an error, that strike is skipped and you simply tap again, instead of the fight quietly re-routing onto an older damage path.
- THE GAME REMEMBERS ITS SETTINGS BETWEEN LOADS. Following up on the stat-sheet fix below: every server-side setting the game runs on — the attribute model, the stat model, the XP curve, the loot roller, the ÷1,000 economy, which rewards the server pays — is now remembered on your device and used from the first frame of the next load, until the server answers again. Before, a slow load ran the game on its oldest defaults for those minutes: one-lane loot, the pre-July combat balance, gold read at a thousand times its value, and rewards the game tried to pay itself. Nothing changes when the connection is normal; slow starts just stop lying.
- YOUR STAT SHEET NO LONGER CHANGES ITS MIND A FEW MINUTES AFTER LOADING. If the game opened before the server had answered — a cold start, a slow connection, a reload from the copy on your device — it computed your sheet on the old attribute model, where Intelligence paid Magic Damage and Mana and Wisdom paid Lifesteal, and then switched to the real one (Intelligence is Accuracy, Wisdom is Evade) once the server's settings arrived. A player caught it in chat today. The live model is now the default from the first frame; the server can still turn a feature off, but a server that hasn't spoken yet no longer turns the clock back. The same fix covers the XP curve and how XP boosts add up.
- DUNGEON XP IS NOW A SHARE OF YOUR LEVEL, AT EVERY LEVEL. A clear used to pay a fixed amount of XP set per dungeon, so the same run was eleven levels for a fresh level-200 character and nothing at all for a level-1000 one, and eight keys a day could be ninety levels. From today a Tier-1 clear pays 15% of your current level bar, your highest unlocked Ascension Tier pays 50%, the tiers between rise evenly, and the key bonus for back-to-back runs and event XP boosts stack on top, up to a hard ceiling of half a level per clear. One rule for every dungeon at every level, so your tier choice finally matters for XP, not just gold. If you were levelling through 200 to 500 on dungeon keys this is a real slowdown; if you are past 800, dungeons pay again — about a level a day from a full set of keys at your top tier.
- RIFTS ARE SIZED FOR EVERYONE IN THE PARTY, AND GROW WHEN A MEMBER JOINS. A Rift used to be sized once, for the whole week, from whoever was in the party the first time the screen was opened — a party of one got a one-person Rift that a friend joining later sealed in three swings. It is now sized from the whole roster for the days left in the week, at about 80% of what the party can deal if everyone strikes every day, so three members cannot carry an idle fourth. When someone joins, the Rift grows by their share and the damage already dealt is kept. The +50% party bonus now needs two different accounts to have struck: two of your own characters are not a team. The Rifts screen shows the bar the Rift is built against.
- RELICS OF THE NINE AND THE REGALIA NOW LEVEL WITH YOU, FREE. A relic is minted at the level you were when it dropped and can never drop again, so the only way to bring it up was Reforge to Level — hours of income per 50 levels, per relic, forever. From now on every relic you own is scaled to your character's level when your save loads: its flat stats and flat affixes rise by the level ratio; its percent lines, gems, quality, forge rank and set identity stay exactly as they were. Up only, never down, and no re-roll — it is the same relic at your level. Relics that were rotting in bags hundreds of levels behind their owner are caught up on your next login.
- NEW TITLE: RIFTBREAKER. Seal a Rift with your party and every character that struck it earns the Riftbreaker title. The two parties who sealed a Rift before today get theirs the next time they open Rifts or claim a Rift reward. The Trials' team step now also says where to find a party: Social → Rifts lists every open one.
- FIVE PRE-SEPTEMBER-8 GODFORGED WEAPONS CARRY ALL THREE STAT LANES NOW. Weapons rolled before the current stat model had ONE base stat lane where today's have three, and because Godforged uniques cannot simply be re-farmed they stayed that way. A sweep of every Godforged weapon in the realm (60 of them) found five still on the old roll — an Edge of the Breach, three Rotwood's Eternal Blights and a Null Sovereign's Verdict — and re-forged each with three lanes at its own item level. Affixes, gems, quality, lock and forge work were kept, and each owner got an inbox note. The earlier count of fifteen came from a yardstick that misread low-level items; the sweep now measures a lane against what the generator rolls at that level.
- CLAN WAR REWARDS FOR IDLE MEMBERS ARE RE-TIERED. Until September 11 a clan member who scored nothing in a war was paid as a contributor — the tier of an active top-half member, with an attack scroll on the winning side. The cause was fixed then; today the unclaimed rows it left behind (98 of them, across 18 wars back to June) were brought down to the participant tier they should have had, and 36 unclaimed rows whose owners had earned their tier were left exactly as they were. Rewards already claimed were not touched.
- A GRADUATED CHARACTER NO LONGER COMES BACK FROM YOUR DEVICE. After the season roll, four champions kept playing their graduated character because the game fell back to the copy in the browser's storage when the server said the slot was empty, and the next save quietly re-created the character — while the Legacy Roster copy stayed claimable. An answered empty slot now discards the stale local copy and sends you to the roster, where a graduate is claimed on purpose. The local copy is still used when the server cannot be reached at all.
- RIFT EDGE'S CRIT CHAIN STOPS AT TWO, AS WRITTEN. The dagger says a crit opens a rift so the next attack crits too, chain max two. In practice the forced crit counted as a new crit and re-opened the rift, so once the chain started every swing was a crit for as long as you held the dagger, in battle, in dungeons and on the auto-battle screen alike. Now a crit from your own roll, a Vanish or an always-crit ability banks one follow-up (two at most), and the forced follow-up spends it without re-arming. With a 60% crit sheet the dagger lifts you to about 75%, not 100%. One rule now serves every combat path.
- INVASIONS ARE SIZED TO THE REALM, LIKE WORLD BOSSES. The weekend boss could only grow three times a week while strike damage grew faster, and the last one fell in 32 minutes to a single player. It is now sized from the actual strike power of everyone who attacked over the last three weekends, at their current gear, times the strikes they can throw across Friday to Sunday: about a quarter of that capacity. It is meant to fall once a weekend, and to take more than one household to bring down. Sized once when the weekend opens and never changed mid-weekend.
- RIFT REWARDS ARE PAID. Every Rift sealed since the Rifts opened was marked finished and paid nobody: a mistake in how each reward's gold was worked out made the whole payout fail to save, and the Rift was closed anyway, so it never tried again — while the game told everyone to come and claim. That is fixed, and the Rifts already sealed pay out now: open the Rifts screen and your reward is waiting. Also clearer on that screen: rewards are not a split of a fixed pot. Everyone who strikes is paid a base sized to their own level — at least an hour of their own gold, 15% of a level and 25 Boss Essence — and a bigger share of the damage raises it to three hours, half a level and 100 Essence, plus +50% gold when two or more of you fought.
- A TOME OF RESPEC GIVES YOUR MASTERY POINTS BACK. Class Skill Mastery is where most of a high-level character's Skill Points end up, and a Tome was supposed to return them. It returned nothing: the game keeps your tiers in two places and the Tome cleared the older one, so the points were re-charged the moment anything recalculated, and the tiers stayed where they were. A Tome now resets every mastery tier and hands back every point they cost, for good. If your only spend is mastery, a Tome will also stop telling you there is nothing to reset. And the panel's own wording was wrong about the price: past tier 10 a tier costs one more than the last, so T11 is 2 SP and T20 is 11, not 11 and 20. (Tim's report, 09-20.)
- LOCKED ROLLS STAY LOCKED, AND A REFORGE SHOWS WHAT YOU ACTUALLY GOT. When you reforge, the realm decides the strength of any NEW percent roll — it has since September 8 — but it never sent that decision back, so the screen kept showing the roll your device had guessed. You only saw the real one later, when you equipped the piece or reloaded, and it was usually weaker. Worse, the next reforge then sent those wrong numbers back: the realm could not recognise your LOCKED lines as the ones already on the item, so it re-rolled them too, and a locked 18% quietly became 8%. Reforges now hand the finished item straight back, so what you see after a reforge is what you have, and a locked roll is never re-rolled. (Tim's report, 09-20.)
- A CLAN KEEPS ITS LEADER WHEN THE LEADER'S CHARACTER MOVES ON. If the player who founded a clan did so on a season character, that character graduated at the end of the season and took the Leader role with it — leaving the clan with no leader at all. Nobody could promote, invite, kick, set the message, manage the castle or start a war, and the only way out the screen offered was disbanding a clan the members had spent a season building. Leadership now passes on the moment a leader's character leaves: to another of that player's characters in the clan if they have one, otherwise to the highest-ranking member, longest-serving first. Any clan already left without a leader repairs itself the next time someone opens its Members list. (Tim's report, 09-20.)
- THE RELICS OF THE NINE SHOW THEIR ABILITIES AGAIN. Each relic, and each piece of the Regalia of the Archivist, carries a signature power — Breach strikes twice, Titan's Aegis cuts every hit, the Vaultkeeper's Tithe heals you. The item card stopped printing them: the wording used to be stamped onto each piece when it dropped, and newer pieces no longer carry that stamp, so most relics showed no ability line at all. The card now reads the ability from the same table the fight itself uses, so every relic and regalia piece names what it does. The powers themselves were always working — only the description was missing. (Owner's report, 09-20.)
- SAVES AND CHARACTER SWITCHES SEND A FRACTION OF THE DATA. Every autosave and every character switch uploaded your whole bag, potions and materials, even though the realm keeps its own copy of those and throws the upload away. On a phone that was most of the traffic: a switch could be a quarter of a megabyte going up, and on a weak signal it stalled or had to be sent again, which made everything else feel slow. The game now sends only what the realm actually reads, roughly a fifth of the size, so saves and switches finish faster on slow connections. Nothing about what gets saved changes.
- AUTO-BATTLE SHOWS YOUR ITEMS FIGHTING. The auto-battle screen drew each swing from your attack, ability and crit alone: no Godforged effects, no armor penetration, no double hits from speed, no chain, bleed or stun affixes, no Honed Legacy, and it never missed. So Breach never struck twice, Rift Edge never chained a crit, Vaultkeeper's Tithe never healed, the kill surge never lit, and the numbers ran well under what the same character deals by hand. The screen now fights by the rules manual combat uses, procs and all, and prints them on the turn line. Your rewards come from the realm's settle and are unchanged by this; what changed is the fight you watch. (Tim's report, 09-18.)
- ETERNAL BANNERS UNLOCK THE MOMENT YOU EARN THEM. The cosmetics earned by Eternal depth — The Deep at wave 2,500, The Abyss and Riftlight at 10,000, The Singularity and the Abyssal Halo at 25,000, and the depth titles — were only handed out when the game next re-checked your feats, which happened on a reload or when some other feat unlocked. Cross the wave mid-climb and the banner stayed Locked while your record already said you had it. They are granted the instant your record advances now. (Tim's report, 09-18: "Eternal one is still locked. I'm 25100".)
- THE AUTO-BATTLE RECAP TELLS THE TRUTH. When you stopped auto-battle, the recap added up the game's own estimate of each kill — gold in the old un-divided units (a thousand times too big) and XP without the live event bonus — while the realm had credited something else. It now shows exactly what the realm paid you for the run: kills, gold, XP, gear and gems, including the last minute's settle. The same estimate was feeding the lifetime-gold feat counter under server-side combat, which is why a 100M-gold feat could unlock at 1M; it counts real gold now. Also: tapping Auto on the map while this character had a parked Eternal climb used to quietly run a weaker client-side auto-battle (it stopped every time you changed screens and capped at the idle timer) — it now banks the climb and starts the real run. (Grevlok's reports, 09-18.)
- THE PRESTIGE NOTICE STOPS REPEATING. If you had two or more prestiged characters, the "℗ Prestige complete" message came back every time you switched between them — the game remembered only the last receipt it had shown, so each character made the other's look new again. It now remembers every receipt it has shown you. (Tim's report, 09-18.)
- THE RIFTS ARE FORMING — A PARTY SYSTEM. Social → Rifts: team up with 2–4 adventurers from any clan (or none). Each week your party faces one Rift boss sized to your combined power — about 60% of the party's strikes over the week seal it — with 3 strikes a day each, rewards split by damage share, and a party bonus whenever two or more of you fought. A party of level 25 and under opens an Initiate's Rift that pays double XP, so new adventurers can cross the level 10–20 stretch together. The screen shows the finder and the rules now; the Rifts themselves open within days once the realm's tables are laid.
- CLAN ETERNAL RALLIES. The clan wall used to be the whole roster's stats added up, so a week's climb was over the moment the wall was found — day one, every week — and the other six days were a button that did nothing. Now your champion is the sum of the members who show up: everyone on the roster counts for part of their strength, and each push you make this week raises your share until you push at full weight (7 pushes). The wall rises as the clan rallies, the week starts at half your record and climbs all week, and the week-turn payout splits by pushes made, not by which push happened to move the wave. The Eternal screen shows the champion's strength, who has rallied, and what your push did. Also: the Trials chain now exists from a character's first minute, so guests see 'claim your account' and 'reach level 20' on day one.
- THE TRIALS: ONE GOAL AT A TIME. Getting Started and Learn the Ropes were two long checklists parked on the battle screen, and closing one made it vanish for good — new players told us they then had no idea what to do next. They are one chain of Trials now: the card shows your next goal, why it matters and a Go button; "show all" lists the rest; the — button folds it into a one-line pill that still names the next trial. New trials close out the first week: join a clan or a party, reach level 20, make your first Clan Eternal push or Rift strike, and claim your account if you started as a guest. Everything you already finished stays finished and paid.
- FEAT UNLOCKS NAME THE REAL AMOUNT. The gold feats unlock at the amounts shown in the Feats panel, but the unlock notice and the Inbox alert still printed the old, thousand-times-larger figures from before the gold change, so Lord of Gold announced itself as "100,000,000 gold" when it unlocks at 100,000. Every unlock now prints the amount it actually took.
- THE RANKINGS' ACCOUNT LEVEL NOW MATCHES YOUR ACCOUNT PANEL. The Account Lv board only counted a character's deepest prestige, so every prestige after the first added nothing there, while your Account & Characters panel banked every level you have ever climbed. Both use the same count now: every level climbed on every character, plus where each one stands today. Prestige at 500, climb back to 1,000, and that character counts 1,500.
- A SLOW START NO LONGER ASKS YOU TO LOG IN AGAIN. The server sleeps when nobody is playing and takes about ten seconds to wake. The loading screen used to give up at twelve seconds and show the login screen, even though you were already signed in. It now tells you it is waking the server and waits properly.
- THE DAILY CALENDAR WAITS FOR YOUR SECOND VISIT. Making your first character no longer means meeting a seven-day login calendar before you have played. It greets you on your next visit instead.
- YOUR NAME IS ASKED ONCE. The sign-up field is now labelled Username, since that is what it is, and character creation offers that name already filled in. Change it there if you want your hero called something else.
- YOUR ETERNAL RECORD IS SAVED AGAIN WHEN YOU OUT-CLIMB THE ESTIMATE. Each new personal-best wave is checked against an estimate of how deep your gear can survive before it is saved. For the deepest climbers that estimate had slipped below depths they had already stood in, so waves past their record paid XP but were never saved as a new best and earned no Ascension Shards. Once your record is past the estimate, it now advances at the pace your waves are credited, and the shards come with it.
- LEVELS 1 TO 300 ARE FASTER. Levelling slowed down sharply at level 10, and again through the 100s, where most of you were stuck. Now the first 20 levels are one steady climb, level 20 takes about a third of the kills it did, and level 200 takes about 40%. Level 300 and beyond are unchanged, so nobody at the top gets a head start. Your current level and XP stay where they are; each level from here simply fills faster.
- ONE TAP TO PLAY. Play Free Now on the website now starts your adventure straight away as a guest, with no sign-up form. Your progress is kept on that device, and Settings → Claim Account adds an email and password whenever you like, so you can play the same character anywhere.
- CLEANING UP THE BAG NEVER TAKES SET PIECES. The Salvage matching button on the auto-salvage panel, and the bag clean-up, cleared every item at or below your chosen rarity that was not Godforged, socketed, equipped or locked, and that included set pieces, so a Mythic clean-up could take a set you were collecting. Set pieces are now always kept by both, and the server refuses them in any bulk salvage, even from an older version of the game. New drops keep the first copy of each set piece; a duplicate from a dungeon clear still follows your rarity rule. You can still salvage a set piece on its own. The panel also no longer claims special affixes are kept: that rule was removed on August 31.
- REFLECT SHOWS UP, AND COUNTS EVERYWHERE. Reflect returns a share of every hit that gets through your defense back at the attacker. It worked on the battle screen but was folded silently into your own hit number, dungeons erased it before it landed, and auto-battle never counted it. Battle, dungeon and auto-battle fights now show it on the turn line (🪞 12K reflected), dungeons deal it, and auto-battle counts it toward your kills. It is biggest where monsters hit you hard: with high defense, most hits barely get through, so there is little to send back.
- DAMAGE REDUCTION WORKS AGAINST BOSSES. Gear that cuts the damage you take, such as Titan's Aegis, Shifting Skin, the Rotwood Bulwark and the Null Seal, and the Paladin's block, shrank every hit in a normal fight but not a boss's bite in world boss, invasion and clan dungeon strikes. The bite now takes the same reductions, so a sturdy kit lasts more rounds.
- THE WEEKLY SPOTLIGHT SHOWS UP EVERY TIME. The Dungeon screen looked up this week's boosted dungeon only once, when it opened, and only if the game had already heard back from the server. After a reload or an update that reopened straight onto the Dungeon tab it usually had not, so the violet spotlight frame and the weekly challenge card never appeared, and a spotlight run skipped the twist that pays for its boost. The screen now keeps asking until it gets an answer, checks again when a new week starts, and puts the spotlight dungeon at the top of the list.
- BEHIND THE SCENES: CRASH REPORTS ARRIVE. When the game stopped on the “Something broke” screen, the report it was meant to send never went out, so those crashes never reached us. They are filed automatically now, so a crash can be found and fixed without anyone having to write in.
- A CHAMPION'S XP GOES TO ANY HEIR. Inheriting a season champion passed its XP only to a character of the same class, so a champion retired into a different class gave its gear and gold but no XP. Every heir now gets all of the champion's XP, whatever its class, and the heir list shows the level each character would reach before you choose. The XP carries over in full: a level 100 champion takes a new character to level 100, and a level 500 champion takes another level 500 to about 561, because every level costs more than the one before. A character you had not played in a while also no longer loses most of the XP it is given.
- A NEW CHARACTER SAVES, OR TELLS YOU WHY. Creating a character now waits a moment for the server to save it. If another player already has the name, you are asked to choose a different one instead of starting a character that could never be saved. If the season track is closed, the character starts on the Eternal track instead of nowhere. And if the same character is open on another device, this one now says it isn't saving instead of looking like it is.
- A SEASON CHAMPION’S REWARDS BELONG TO YOUR WHOLE ACCOUNT. Every title, avatar, frame, nameplate, aura and banner a season champion earned now shows on every character on your account, whether the champion waits on the Legacy Roster, came back, or was inherited. Season 1’s champions also get Founder: it became Season 1’s title a few hours after they graduated, so none of them had it.
- CATCHING UP: CHANGES THAT NEVER MADE THESE NOTES. We checked two weeks of updates against these notes. The items below went live between September 1 and September 13 without a note, and all of them are already in the game. A few older notes that no longer matched the game have been corrected too.
- THE CLIMB TO LEVEL 100 IS ABOUT TEN TIMES SHORTER. At the start of September, level 2 alone took 4,536 kills and reaching level 100 took about a week of auto-battle. Levels below 300 now start far cheaper and ease into the same level-300 cost: level 10 takes about 680 kills, level 20 about 4,100, and level 100 about 17 hours of auto-battle. Level 300 and beyond are unchanged.
- AUTO-BATTLE AND MANUAL FIGHTING NO LONGER ERASE EACH OTHER'S XP. When your auto-battle session paid out while you were also fighting by hand, both payouts started from the same level, so the second one erased the XP the first had just given you, while your screen added up both. A reload then showed a much lower level than the one you had been looking at. Each payout now checks whether the other got there first and, if it did, adds its own XP on top.
- WORLD BOSS STRIKES OVER 2.1 BILLION COUNT AGAIN. On September 4 the strongest kits began hitting world bosses for more than 2.1 billion, a number the server could not record, so those strikes hurt the boss but never reached the damage board, the kill-reward share or the daily strike count. Every strike is recorded now, the lost ones are back on the board, and strikes past the daily limit were taken out so the next boss is sized from real kills.
- KAELTHUR'S STRIKES COUNT FROM THE FIRST MINUTE. The first time the rotation reached Kaelthur the Arena Warden, the server had never been set up to track the three new world bosses, so for about nine minutes every strike was turned away as “already defeated”, paid nothing, and the boss never respawned. Kaelthur, Xyrrh and the Breachborn Colossus are set up now, and any boss added to the rotation later sets itself up on its first strike.
- SWITCHING CHARACTERS NO LONGER UNDOES WHAT THE SERVER GAVE YOU. Leaving a character saved your device's copy of it, which could be older than the server's, so a cosmetic, a feat or Boss Essence granted moments before could disappear, along with fresh quest progress, learned skills, your Eternal best or a prestige that had just landed. The switch now keeps everything the server has given that character.
- CLAN WARS ARE MATCHED AND SETTLED ONCE, BY THE REAL RULES. An old copy of the war system still ran beside the real one: it ignored clans that had opted out, sometimes drew duplicate wars, and could close a war with flat gold and XP, no scrolls, or rewards that never reached anyone. Wars are now drawn and settled by one system that pays each character by tier with scrolls, and a war can no longer be paid twice.
- CLAN XP FROM CLAIMS ALWAYS COUNTS. When two members claimed a clan daily or a clan dungeon reward at the same moment, one claim's clan XP could vanish, and a daily whose claim was lost could be claimed a second time. Every claim now adds to the latest total, so each one counts exactly once.
- CRAFTS CAN NO LONGER PUSH AN ITEM PAST ITS HONEST MAXIMUM. The Locked Reroll bug fixed on September 7 had left a few relic pieces with stats many times what any roll can reach, enough to tilt the top of the arena. Those stats were lowered to the honest maximum with nothing else re-rolled, and every craft now stops at that maximum.
- SPARE COPIES OF GEAR YOU WEAR CAN BE CLEARED. Two copies of one piece can share a drop stamp, and the game protected every copy that shared it with the piece you wear, so spares could never be sold, salvaged or used as fuel. Only the copy you actually wear or keep in a loadout is protected now.
- EVERY CHARACTER NAME IS ONE OF A KIND. The name check only ran on a new character that had not fought yet, and most characters save for the first time after their first kill, so a few names ended up on two characters. Every new name and every rename is now checked against all characters, and a deleted character leaves the online list at once instead of lingering for hours.
- THE RICHEST CHARACTERS SAVE AGAIN. A safety limit refused the whole save of any character holding more than a quadrillion gold, so past it, item locks, quests and settings quietly stopped saving while gold, levels and loot carried on. A save is no longer refused over one number: the gold figure is checked on its own and everything else is kept.
- A GRADUATED CHAMPION STAYS GRADUATED. A season character still open on your screen when the season ended could be written back into the season slot when you switched away, which blocked a new season character. That can no longer happen, and a character outside the season slot that still carried the season tag loses it on its next save, getting account prestige and the regular arena back.
- THE CLAN WARS SCREEN NO LONGER CRASHES THE GAME. For about four hours on September 4, opening Clan Wars could stop the whole game on the white “Something broke” screen. The update that made each war day tappable caused it, and it is fixed.
- THE SERVER ANSWERS ABOUT HALF A SECOND FASTER. Most taps that reach the server, like strikes, saves, claims and crafts, waited on an extra login check with an outside service, 447 milliseconds on average, because the server's own check could not read the newer login format. The server checks your login itself again, so that wait is gone.
- BEHIND THE SCENES: A REWARD THAT FAILS TO SAVE IS NO LONGER CALLED PAID. When a reward could not be written, many claims still reported success and some lost the reward for good: world boss gear, relic drops, battle pass gold, Vault purchases, and the end of a world boss window, a clan dungeon week or a season. Each one now checks that it landed, retries where it safely can, and otherwise tells the team exactly what is owed.
- THE FRONT PAGE SHOWS THE REAL GAME. The page new visitors see first now has a Google Play button, the top five of the live ladder, five screenshots from the game, and plain answers to the questions people ask before they start, such as whether it is pay to win. It is a good link to send a friend.
- WORLD BOSS AVATARS MATCH THE BOSS, NOT ITS NAME. Void Conqueror waited for a boss called “The Void Colossus”, but the world boss is named “Void Colossus”, so no claim ever granted it. Claims now match the boss itself, and every Rotwood King, Void Colossus or Eternal Dreadlord reward a character has already claimed unlocks that avatar the next time the character loads.
- FORGE BREAKER COMES FROM THE FORGE DEMON. The avatar shows the Bleakstone Mines boss, which has never been a world boss, so no one could earn it. Beating the Forge Demon unlocks it now, and every character that already beat it gets it on its next load.
- LOGIN STREAKS COUNT. The daily reward only tracked your place in its 7-day calendar, so nothing counted days in a row: the 30- and 90-day streak avatars were out of reach, and the hub showed a 1-day streak to everyone. Your streak counts from your first daily claim after this update, and a missed day starts it over. Your longest run is kept, so a streak avatar reaches every character once you earn it.
- PASS TITLES ON EVERY CHARACTER. Pass Pioneer, Pass Veteran and Pass Sovereign went only to the character that claimed the tier, while the same tier’s avatar, nameplate and frame reached all of them. Titles from this season’s pass now show on every character.
- GIFTED VIP COUNTS TOWARD YOUR KEEPSAKES. A VIP tier that came from a referral reward or a gift has no payment record, so its 30-day count for the Regalia never started, and the screen promised a restore from the payment provider that could never happen. The count now starts the first time the game records the tier, and the screen says so.
- THE STAT TEXT MATCHES THE GAME. Help, the guides and the class cards still described the old Intelligence and Wisdom attributes, which became Accuracy and Evade, and said evade and accuracy come only from gear. Every screen now describes the six attributes as they work: Strength, Accuracy, Agility, Endurance, Vitality and Evade. Accuracy and Evade raise your hit and dodge chance and add Mana, and casters build Strength because their magic folds onto ATK. Magic Resist is not raised by any attribute. The Ability Points guide shows the real rate: 2 per level, plus 100 at every 100th level.
- DUNGEON XP AT HIGH ASCENSION TIERS IS BOUNDED. A dungeon's XP was multiplied by the same tier bonus as gold, which at the top tiers is thousands of times, so one clear could give dozens of levels. The tier bonus can now raise a clear's XP to at most half a level, and a clear never pays less than it does at Tier 1. Tier 1 is unchanged at every level. Where a Tier 1 clear already pays more than half a level, a clear at a higher tier now pays the same as Tier 1.
- CRAFTING RINGS AND AMULETS KEEPS YOUR ROLL. A ring or amulet's defense can roll up to 20% above its usual value, but the crafting check treated those rolls as impossible and trimmed them back down. Good rolls now stay.
- THE COMPARE CARD SHOWS AN ITEM THE SAME WAY EVERY TIME. Affix names follow their rolled strength, so a +18% attack affix reads Savage even if it dropped as Deadly. The compare card matched affixes by their old names, so the same ring listed different affixes depending on which ring it was compared with. It now lists every affix of the new item exactly as its own card does and says how each one changes against the equipped item's matching affix. The card also names the slot it compares with, and a ring can be compared with either ring slot.
- GEM MERGES CAN NO LONGER EAT YOUR GEMS. A merge used to be saved as two steps: take the lower-tier gems, then add the new ones. When a merge made more than 200 gems at once, such as the automatic merge that runs when you unlock a new gem tier with a big pile saved up, the second step was turned down while the first went through, so the gems were used up and nothing came back. A merge is now one step on the server: it either happens whole or not at all.
- CLAIM ALL CLAIMS CLAN WAR REWARDS. War rewards showed on the Clan badge, but Claim All skipped them, so many sat unclaimed for weeks. Claim All now collects them with their scrolls, and the rewards list shows cards for clan war, clan dungeon and PvP season rewards whenever they are waiting.
- CLAN WAR REWARDS FOLLOW THE RULES. Members who scored no points were paid as top contributors, with more gold, XP and scrolls than members who fought. Only the top half of the clan's scorers counts as contributors now. The war scoreboard and the final result also count every point: wars with over 1,000 point entries were showing lower totals than the real ones.
- The Clan dungeon row on the home screen opens the Clan screen, where those rewards are, instead of the solo Dungeon.
- BEHIND THE SCENES: GEM AND SCROLL SYNC. When the server turns down a gem or scroll update, its log now names the screen that sent it, so the cause of a rare refused update can be found and fixed. Nothing changes in play.
- REFERRAL COSMETICS ARE SAVED WHEN YOU CLAIM THEM. The titles, avatars and frames from referral milestones and the Ambassador track were only added by your device after the claim, so closing the game at the wrong moment lost them. The server now saves them with the claim, and any you claimed but never received appear on your next login.
- CLAN WAR REWARDS ARE DESCRIBED CORRECTLY. The war rules said every member of the winning clan gets scrolls. Every member of both clans claims gold and XP, and the winners get more. Scrolls go to the winning clan's top half, and each clan's top scorer also gets an XP scroll.
- THE REWARDS LIST SHOWS EVERYTHING CLAIM ALL COUNTS. The Bloodline tribute and the Realm Milestone now appear in Ready to Claim when they are waiting, so the count on Claim everything matches the list. Tap either card to jump to it.
- INVASION DEFENDERS STOP WASTING STRIKES. Defenders share a daily pool of healing worth 15% of the invader's health. Once it was full, a reinforce strike restored nothing but still used up the strike. The panel now shows how much of today's pool is left, a strike is not spent once it is full, and the button says so. Invasion strikes reset every day at midnight UTC, and the screen now says today instead of this weekend.
- TWO-HANDED AFFIXES SHOW THEIR REAL VALUE. Special affixes on two-handed weapons, like Scholar's, of Wisdom and Vampiric, are doubled like every other roll and always applied at the doubled value, but the item card showed the one-handed number. It now shows the real one, so a Scholar's two-hander reads +30% XP.
- TIDYING UP. The Epic and Legendary quest tabs, which were always empty, are gone, along with the Epic Chains help entry and blueprint drop rates for drops that no longer exist. When a full bag auto-sells your lowest-value items, your notifications now keep a record of what was sold.
- CLAIM ALL CLAIMS IT ALL, AND A CLEANUP. Claim everything now also collects Clan Dailies, every Fast Reward charge left today, the Bloodline tribute and the Realm Milestone. Realm Milestone and Bloodline gold that was shown before today's fix but never paid has been added to your characters, with the milestone's Ascendant Cores. Duplicate copies of one item, left behind by rerolling gear you were wearing, were removed: you keep the best copy, and the bug that made them is fixed. Gear above your level can no longer be worn.
- CHAT GETS OUT OF THE WAY, AND SAFER CRAFTS. Tapping the header, a menu or any tab now closes the chat. A craft that cannot be saved is now cancelled with nothing spent, instead of risking the item. Dungeon results list only the loot you kept, so pieces your loot filter auto-salvaged no longer show up as drops. An Ascendant Core redeemed from dust now stays after a reload, and forging and relevelling now take their Cores from your account total.
- REWARDS THAT NEVER ARRIVED. The weekly Realm Milestone and the daily Bloodline tribute showed you gold but never paid it, and the Milestone's Ascendant Cores disappeared on reload. Both now pay in full. Claim All now banks the scrolls, gems, titles and cosmetics that come with login, battle-pass and PvP-season rewards. From September 10 until this fix it skipped them, and because those rewards were already marked claimed, the skipped parts were lost. Equipping an item no longer deletes a second copy that shares its id, and the reforge cleanup now only removes true leftover copies.
- SAFER SHRINE OFFERINGS. Offering Sovereigns to the Realm Shrine now asks you to confirm first, and "all" names exactly how many you are about to give. The hour buttons no longer read 0 gold after an offering. The player compare screen now sits above the menus instead of sliding under them, its matchup note says its point once, and any screen change closes the chat.
- AFFIX NAMES ARE THE TIER AGAIN. The name of a tiered affix now tells you how strong the roll is, the way Resolute always meant the top defence roll. Each stat has three names from weakest to strongest: defence Sturdy, Iron, Resolute; attack Honed, Deadly, Savage; health Hale, Fortified, Titan's; and the same for every other stat and suffix. The T1/T2/T3 tags are gone. Only the names shown changed: no item's stats moved.
- QUEST ITEMS ARE HANDED OUT. Every story and weekly quest shows a 🎁 item reward, and until now none of them were actually given. Claiming one now puts the item in your bag at the rarity the card shows, and a message names it. Every claim also shows one message with the gold and XP it paid, and the XP on each card is now the amount you will receive after the per-claim cap. The Blueprint tag, left over from a retired system, is gone from Dungeon Week.
- TIER COMPARISON, REBUILT. The three paragraphs are gone. Every loadout you own, plus what you are wearing, is priced at your current tier and shown as a row of chips with the best one tagged; tap any chip and the whole table re-prices on that kit, so changing gear now visibly changes the numbers. One line names your best gold tier and best XP tier, and the one-shot line is a skull on the row where a kit starts dying, with the tiers past it dimmed.
- A PRESTIGE SAYS WHAT IT PAID. After the reset, one message states the points earned, the new bands banked, whether the full re-climb bonus applied, and your lifetime levels before and after. A prestige that earns nothing says so, and why.
- CLAIM EVERYTHING READY. The Rewards hub has one gold button that claims the daily login, the world-boss inbox, the VIP chest, every reached battle-pass tier, completed quests and any clan-dungeon, PvP-season or Clan Eternal rewards waiting, then reloads your character from the server so every number is the server's. Referral rewards stay on their own screen (a later update added Clan Dailies to the button). One tap instead of seven.
- THE DUNGEON NOW SWINGS LIKE THE BATTLE SCREEN. The unified strike from the last patch is switched on for everyone: every dungeon attack resolves exactly the way a battle-screen attack does, with the weekly mutators layered on top, so a balance change lands in both places at once. If a dungeon ever feels wrong, say so in bug-reports; a safety net switches a session back to the old path on its own if the new one hits an error.
- FIND A REPLACEMENT FROM THE SHEET. Tap an equipped piece and the new 'Find replacements in the Bag' button opens the Bag already filtered to that slot: helmets for a helmet, rings for a ring, every weapon for a weapon. From Cash's suggestion in July.
- ASCENSION REACHES TIER 120. Forty more tiers open for anyone whose Eternal depth earns them, with the same climb in monster toughness per tier. Your selected tier stays where you left it.
- GOLD PAST TIER 80 GROWS GENTLY. Above tier 80, gold per kill rises about 3% per tier instead of 10%, so the deepest tiers pay a little more rather than a lot more, and the wallet ceiling stays far away. Tiers 80 and below are unchanged, and XP is untouched.
- GROUNDWORK: ONE SWING FOR THE DUNGEON AND THE BATTLE SCREEN. The dungeon has run its own copy of the attack for a long time, and every balance change had to be made twice; the copies drifted more than once. The dungeon can now use the battle screen's exact strike, with the weekly mutators layered on top. It shipped switched off so it could be checked side by side, and a later update turned it on for everyone.
- THE ETERNAL'S DEEP RUNGS HAVE FACES. Six new titles for the depth milestones at 15,000, 20,000, 30,000, 50,000, 75,000 and 100,000 waves, the Riftglass Script nameplate at 30,000, and a primal companion, the Riftborn Colossus, granted at 50,000. Anyone already past a rung collects it on their next Eternal settle.
- REWARDS CLAIMED AFTER A PRESTIGE ARE PRICED AT YOUR NEW LEVEL. World-boss and clan-dungeon rewards are saved as a fixed amount of XP when they are earned. Claiming a pile of them right after a prestige turned XP earned at level 218 into 111 levels at level 12. Each reward now pays at most half a level at the level you claim it, the rule PvP, war and Clan Eternal rewards already followed.
- SKILL POINTS RECOUNTED HONESTLY. The screen and the server kept two different ledgers of what you had spent, so a node showing LEARN could come back 'refused by the server'. Two bookkeeping faults: the Utility branch removed on 7 Sep was still being charged at full price on the server (its five nodes, usually 12 points) while the screen showed it gone, and every node bought on the new subclass branches was recorded at 1 point in the server ledger instead of its real price. Both sides now price from the same tree, and nodes the tree no longer has cost nothing. Most affected characters gain points (26 of 76, typically 12); a few who bought subclass nodes see fewer free points because those now count at their real price, and nobody goes below zero. Everyone receives a fresh free Tome of Respec so a build made under the wrong numbers can be remade.
- ASCENSION REACHES TIER 80. The tier ladder stopped at 53 and the deepest climbers were already standing on it. Tiers 54 to 80 open for anyone whose Eternal depth or clears earn them, with the same 10% per tier climb in monster toughness and gold. Your selected tier stays where you left it; the picker simply goes further.
- THE SUBCLASS BRANCHES HAVE THEIR ART. All twelve subclass branches now carry a painted crest, and every one of their 144 nodes has its own icon in the house style, instead of the placeholder glyphs they launched with.
- CLAN ETERNAL: YOU CAN ALWAYS PUSH. The climb screen was still showing AT THE WALL and a dead button from the old roster formula, while the server had long since let your champion decide how far a push goes. The button now stays live every push; if the champion falls, the log says where, and the roster grows stronger from there.
- THE ARENA WEARS ITS COSMETICS. The opponent list and the arena leaderboard now show each fighter's avatar, frame and aura, the same portrait Rankings and chat use.
- CHARACTER CARDS WEAR THEIR COSMETICS. The character switcher shows each character's own avatar, frame and aura instead of the plain class portrait.
- THE ASCENDANCY BOARD. Past level 1,000, every ten levels grants an Ascendancy point, forever. Spend them on the Ascension screen into six lanes that work against monsters only (auto-battle, dungeons, the Eternal, never the arena): Onslaught, Bulwark, Endurance, Tempo, Focus and Shadowstep, +0.5% per rank. Rank 1 costs 1 point, rank 2 costs 2, and so on, so there is no last rank and no runaway.
- FORGE RANKS +6 TO +8. Godforged pieces can now be Forged three ranks further, each still +8% to every base stat. The new ranks are paid mostly in Ascendant Cores (200, 350 and 550), plus essence, a little gold and the usual exact duplicate, so the cores you have been sitting on finally have a home.
- AWAKENING TIERS 14 AND UP COST MORE. The old ladder barely moved past tier 13 (a tier-40 rank was a few minutes of top-end income). Tiers 14 to 26 now climb 17% per tier and 27 to 40 climb 10% per tier, so a tier-26 rank takes about an hour of top-end farming and a tier-40 rank nearly four, where the top used to take eleven minutes. Tiers 1 to 13 are unchanged, and the Tome of Awakening refunds exactly what you paid, never the new price.
- GOLD FROM DEEP TIERS IS SCALED BACK. Above tier 10, gold per kill had been growing 17% per tier while monster toughness grew 10%; over forty tiers that compounded into a ten-thousand-fold ramp that broke wallets and made every price meaningless. Gold per kill above tier 10 now grows at the same 10% per tier as the monsters do. Below tier 10 nothing changes, and XP is untouched. Awakening tiers past 40 now cost 10% more per tier instead of 35%, to match.
- COMPANIONS SHOW THEIR ASCENSION ON THE CARD. A companion at its level cap now reads MAX with an ascend prompt right on the grid, and an ascended one shows its tier in the corner, instead of both hiding two taps deep. Ascending resets a capped companion to level 1 for a permanent +6% to every bonus, up to ten times.
- THE ETERNAL PAYS PAST 10,000. New depth milestones at 15,000, 20,000, 30,000, 50,000, 75,000 and 100,000 waves pay the same shard, XP and Godforged-shot package as the earlier ones. Anyone already past a new milestone collects it on their next Eternal settle.
- AWAKENING HAS NO LAST TIER. Subclass Awakening stopped at tier 40 (level 2,000), and the fastest characters were three weeks from it. A new tier now unlocks every 50 levels forever. Tiers past 40 cost 10% more than the one before, and each pays a smaller share into its stat than the last, so the climb never ends and never runs away.
- MONSTERS ARE EASIER TO HIT AND TO OUTPACE. An audit of every live character showed monsters dodging far more than the design intended: the typical build missed 28% of its attacks, and builds with no Accuracy on their gear missed 59%. Monster Evade is cut from 70 to 40 per level, so the typical build now misses about 20% and every point of Accuracy still counts. Monster Speed is cut from 85 to 60 per level, so double hits become reachable for about half of all builds instead of a third. The new 🎯 💨 ⚡ 🛡️ chips on the auto-battle row show you exactly where you stand.
- SEE WHY YOU HIT OR MISS. The auto-battle stat row now shows your hit chance, dodge chance, double-hit chance and how much of your HP one monster hit takes in the area you are farming, each naming the two stats behind it (your Accuracy against their Evade, and so on). Monsters have had real accuracy, evade and speed for weeks; now you can see the contest instead of guessing.
- UPDATES REACH FARMERS. The silent update never ran while you were auto-battling, so a character left farming for days stayed on an old build and missed every fix. When an update has waited two hours and your farm is a server-run session, the game now reloads once and picks the farm straight back up. A manual fight, an Eternal climb and a run that is not server-held still wait for you.
- STANCES ARE FREE. A stance is an even trade, +15% on one stat for a matched cost on another, and it cost 25 Skill Points to pick the first one. That made it worse than spending the points anywhere else, and nobody held one. Picking and swapping now cost nothing; the price is the lane you give up. A stance bought earlier refunds its points automatically.
- WORLD BOSS STRIKES ARE PRICED AGAINST YOUR REAL SHEET. The server's strike ceiling was computed without your account prestige and companion slots, so an honest strike from a prestiged character could land above it and be clipped. It now counts them.
- The war screen's siege tip explains that every member's DEF is part of the clan champion's wall, so a defensive build defends the clan even when it never strikes.
- INVASION AND CLAN DUNGEON STRIKES ARE DUELS TOO. Both were a single hit decided by attack alone. They now run the same 12-round duel as the world boss, with the same bite sized to the strikers, evasion dodging, and rounds survived paying the same ×0.85 to ×1.15 endurance multiplier on the invasion claim and the clan dungeon payout.
- CLAN DUNGEON PARTICIPATION FLOOR. Below a 5% damage share you used to get crumbs and no item. Everyone who strikes now gets the participant item tier and is paid as if they held at least a 5% share. The 15% and 30% tiers stay as the reward for carrying.
- THE WORLD BOSS BITES BACK. Every strike has always been a 12-round duel where the boss hits you and a downed striker banks only the rounds survived, but the bite was too small to matter: in two weeks of strikes nobody was downed on most bosses. The boss's bite is now sized to the people fighting it (the armour constant is the median DEF of that boss's strikers, the bite 10% to 22% of your max HP per round by boss tier). A tank still holds all 12 rounds, a glass build gets downed around round 5 and banks less. DEF, regen, lifesteal and heals now decide your contribution alongside attack.
- EVASION DODGES BITES. Each bite can be dodged, evasion against the boss's reference, capped at 60% like the rest of PvE. The strike log shows how many you dodged.
- ENDURANCE PAYS. The kill reward carries a survival multiplier from ×0.85 (downed at once) to ×1.15 (12 of 12 rounds) on gold, XP and Boss Essence, next to the existing contribution multiplier. Survival pays on its own axis; it never multiplies damage.
- A service-worker update hiccup is no longer filed as a crash.
- AFFIX ROWS SHOW THEIR TIER. A Savage at +8% and a Savage at +18% are the same affix at Tier 1 and Tier 3, and every affix row carried a tier chip (gold for T3) on the item card, the compare view and the Locked Reroll list, until a later update made the affix name itself tell the tier. Fresh rolls from a Locked Reroll now take their tier on the server too, so a stale app build cannot mint the old fixed values.
- BAG TABS COUNT THEIR CONTENTS. The Gem and Consumable tabs show how many stacks they hold, because gems never appear under Items and an empty-looking bag was holding nine gem stacks.
- TIER COMPARE XP TO FOUR DIGITS. XP per hour in the tier list reads 3.42B instead of 3.4B, so tiers whose XP differs in the second decimal no longer look identical.
- ASSASSIN BRANCH RE-SCALED. With crit chance flat and crit damage capped, the Assassin branch measured weakest in the arena, so its Attack nodes were scaled up (about +19% on each node) to sit back in the band with every other branch.
- AFFIXES ROLL IN TIERS. Every percent prefix used to mint at +18% and every suffix at +12% with no variance, so there was nothing to chase. A percent affix now rolls Tier 1, 2 or 3 (prefix 8 / 12 / 18%, suffix 6 / 9 / 12%, odds 45 / 35 / 20). Locked Reroll re-rolls the tier of every unlocked slot: lock your top-tier rolls and roll the rest. All-stat lines and special lines are unchanged.
- EXISTING GEAR RE-MINTED INTO TIERS. Every stored percent affix was rolled into a tier with the same odds, on every character, so old gear and new drops play by one rule. Your sheet will read lower. Every character whose gear was touched holds ONE FREE Locked Reroll (any locks, no essence, no gold) to start chasing the top rolls back.
- CRIT IS RARE AGAIN. Crit chance softens past 75 and crit damage past 500, and the top of the game sat far beyond both, so every extra point bought almost nothing and gems felt useless. Every crit source except gems and sets was cut back so a full build lands AT the knee: companion crit-damage lines are a third of what they were and crit-chance lines half; subclass branch crit chance is now a flat +8 instead of a percentage of your sheet, branch crit damage is capped (Assassin 150, Berserker 120, Lich and Sniper 100) and the removed budget became Attack on the fork nodes; the Crit Power prestige node grants +2 Crit DMG per rank instead of a multiplier. Your sheet numbers drop; what actually lands in a fight barely moves. A free Tome of Respec waits in the Boss Essence Exchange (Bag, Forge, Recipes) if you want to re-plan.
- STANCES RE-PRICED. The cost side of every stance was priced when speed, accuracy and evasion barely counted; the arena now weighs every lane equally, so eleven stances were traps and the cheap speed ones were free. Costs now follow what each lane is worth in the arena and no stance dumps more than 25% of a stat. NOTE: a respec clears your stance and nobody on the ladder holds one right now. The Stances panel now sits at the top of Skills and tells you when it is empty.
- EVERY COMPANION SLOT LEVELS. All three equipped companions now earn kill credits from manual battles and autobattle, each in full. Only the first slot was ever credited; the two Sovereign slots fought without growing. A worn Saddle still speeds up only its own wearer.
- AFFIXES DESCRIBE THEMSELVES. An affix's description now shows the item's own rolled value. The compare card and the item tooltip printed the affix pool's design text under an affix (Iron read '+15% DEF' while the piece carried +18%), so the Locked Reroll list and the gear card disagreed. Nothing about the items changed; the text now matches what they do.
- WORLD BOSS STRIKES SHOW THEIR SHARE. Every strike in the Strike Log now says what percentage of the boss it took, and the boss health reads to four digits with an exact percentage. On a 47-billion pool a 50-million strike is 0.11% and the old three-digit label could not show it moving, which looked like strikes being consumed for nothing. Every one of those strikes was recorded and counted toward your rewards.
- SUBCLASS BRANCHES BUFFED. Every stat node in the twelve subclass branches is worth 50% more than yesterday's first cut (a +12% node is now +18%, the capstone +38% and +38%). XP, gold and the rider nodes are unchanged. Values on nodes you already learned update in place.
- LOCKED REROLL AND REFORGE TO LEVEL KEEP YOUR MAIN STATS. A locked reroll re-rolls the unlocked affixes and nothing else: main stats are carried to your current level instead of being rolled again. Reforge to Level does the same for Godforged and Relic pieces, so a relic keeps its curated stats. Both used to rebuild the item from scratch.
- GEAR PAST LEVEL 999. Godforged and Relic pieces were capped at item level 999 when rerolled, reforged or dropped; the cap is lifted, so a level-1312 character's gear is built at 1312.
- XP AND GOLD NODES ARE BACK IN YOUR SUBCLASS BRANCH. Replacing the shared branch had dropped the game's only XP and gold nodes. They now ride the same slots in every subclass branch: Gold +15% and XP +15% on the first two nodes, and the +12% XP or Gold forks, so a full path pays exactly what the old branch paid.
- SHADOWDANCER AND FROSTWEAVER BRANCHES LEAD WITH ATTACK. Their arena identity is still evasion and speed, but those stats do nothing for kill speed once you can already survive the wave, and Rogues already own an all-Evade class branch. Wording is now Evade everywhere, matching the class trees.
- THE BATTLE LOG TELLS THE TRUTH ABOUT REWARDS. The gold line after a kill used to print the monster's raw gold with a random roll on top; the server pays a fixed, denominated amount, so the two never matched (+16 shown, 1 paid). The line now prints the server's arithmetic, tiny XP shows as a fraction instead of +0, and every batch adds a Credited line with exactly what reached your wallet.
v6.24.60 — Sovereigns and Subclasses September 7, 2026 · Economy, Subclasses, Arena, Clans, Companions
- EARLY LEVELS: NO MORE HIDDEN PENALTY FOR STAYING IN THE FIRST AREA. Below level 20, fighting in an area under your level no longer divides your XP (a level-8 hunter in Ashveil Forest was earning an eighth per kill without being told). The XP bar also counts the banked fraction, so it moves between whole points.
- WEALTH FEATS SAY WHAT THEY ASK FOR. Coin Hoarder and its siblings now show the real requirement instead of the pre-denomination figure.
- SUBCLASS BRANCHES TUNED. Every branch was measured on real characters and brought into one band: the big crit nodes now give crit damage instead of crit chance (chance was hitting its cap), evasion and speed branches are a little smaller, tank branches a little larger, and the Assassin branch leads with attack. Nothing you learned is lost; values on existing nodes update in place.
- YOUR SUBCLASS HAS ITS OWN SKILL BRANCH. The fourth branch of every skill tree, the one every class shared (+8 to +40% all stats, XP and gold), is replaced by a branch that belongs to your subclass: twelve nodes on the two stats your subclass is judged on, plus a rider only that subclass has (a Berserker's crit damage, a Guardian's reflect, a Lich's lifesteal, a Sniper's accuracy). Same shape, same skill-point cost. It opens when you choose a subclass at level 50 and follows a re-spec.
- SKILL POINTS FROM THE OLD SHARED BRANCH COME BACK. Anything you had spent there is refunded on your next login. Spend it in your subclass branch.
- ARENA: YOUR SUBCLASS DECIDES WHAT THE FIGHT IS JUDGED ON. A subclass no longer multiplies your stats in the arena. Instead its two signature lanes count for more and its two traded lanes for less, for both fighters equally. A Guardian's fights weigh defence and health more and attack and accuracy less. Nobody gets more points: if you are ahead in your subclass's lanes you gain, if you are behind you lose, so building into your subclass is what pays. The matchup sheet prints both sides' terms before the numbers.
- ONE FREE TOME OF RESPEC FOR EVERYONE. Because the subclass now means something different, every character gets a free Tome of Respec in the Boss Essence shop. Use it when you like; it does not expire.
- ALL-STATS AFFIXES BACK AT THEIR DESIGNED STRENGTH. Ancient is +3% all stats, of the Void +2%, of Eternity +3%. A generator change in August had been minting them at +18% and +12%, the same as a focused affix, while they touch six stats at once; a slot of Ancient was worth six slots of Savage, and stacking it was the only sensible build. Existing copies are updated the same way. Stacking the same affix stays allowed: six Ancients now equal one Savage, which makes it a choice.
- ARENA: SPECIALISED BUILDS PAY AGAIN. The lane score no longer flattens big leads: being far ahead in two stats is worth more than being slightly ahead in five. Measured on three weeks of real fights the new curve predicts outcomes slightly better than the old one, and the equal-gear class spread drops from 34 points to 10.
- ARENA: CLASS IDENTITY COUNTS IN THE SCORE. Rangers bring precision and power, Paladins the wall, Mages raw power, in the number that decides the fight, not only in the graze rate. The matchup sheet shows the class line the way it shows a subclass. At equal gear every class now sits within 50 plus or minus 6.
- COMPARE WEARS YOUR PORTRAIT. The compare card shows both players' equipped avatar, frame and aura instead of the plain class art, and other players' profiles now carry their cosmetics too.
- PVP TROPHIES, REWORKED FOR A SMALL LADDER. A win pays at least +6 (was +2) and an even fight +24. Losing an attack costs at most -10 (was up to -25), and only -2 when you reached up. Defenders never lose trophies any more: holding off an attacker pays +4, being beaten costs nothing. A rank you reach is a floor for the rest of the season. The matchup sheet now shows what a fight pays before you take it.
- LEAVING A CLAN IS A VISIBLE BUTTON. Members see a Leave pill on the clan header; the sheet behind the gear is titled Your Membership for them and says what leaving means. Leaders are still pointed at Transfer Leadership or Disband first.
- A REFUSED WORLD-BOSS STRIKE SAYS SO. When the server turns a strike away, past your daily cap, at a boss between spawns, or during a server hiccup, the Strike Log now says it was not counted and why, the damage comes off your tally, and the button locks at the cap. It used to print the hit and stay silent.
- THE DAILY FREE FEED IS ONCE A DAY AGAIN. The companion feed's day stamp was written in a different format by the game and by the server, so neither recognised the other's and a reload lit the button again. One stamp now, in server time (UTC).
- THE REWARDS SHEET FOLDS. The Realm Milestone, the Realm Shrine and the Bloodline cards each collapse to their header line with the key number on it; tap to open. Milestone and Bloodline start folded, the Shrine starts open, a card with something to claim never folds, and your choice sticks on this device.
- THE VIP PAGE FOLDS WHAT YOU ALREADY OWN. Once every tier's Regalia is yours forever, the Yours to Keep section collapses to one line (tap to open); while a day count is running it stays open. Character Slots shrinks to one row once all six are unlocked.
- LOCKED REROLL NO LONGER STACKS BASE STATS ON RELICS. A Locked Reroll on a Relic of the Nine or Regalia piece added a whole fresh roll on top of the item's current stats every time (HP and DEF climbing, every lane filling in). It rolls a clean base now, like Chaos Reroll. Reforge to Level was already correct.
- POTIONS SHOW IN THE BAG. Health and Mana potions live in their own list that the Battle screen drinks from, so the Bag's Consumable tab only ever showed scrolls and elixirs. Potions are listed there now with their counts and what they restore. Scroll and elixir cards also read Consumable instead of the internal word Inventory.
- LIVE EVENTS TAKE ONE ROW. Three stacked banners were eating a third of the screen above the battle. They fold into a single bar that names how many events are live, what is boosted and when the soonest ends; tap it to open the full cards, and it remembers your choice.
- THE BAND OF THE DEEP VAULT EQUIPS. Relic and Regalia rings are minted as a plain Ring that picks its slot when you equip it; the bag's equip check only knew Ring 1, Ring 2 and Amulet, so they read Not equippable and hid from the Accessory filter. Fixed at the root, for every ring minted that way.
- FORGE ADVICE ONLY ON YOUR OWN GEAR. The “1 dupe → +1/5” hint under Forge Rank is advice to an item's owner; it no longer appears on another player's gear in profiles, compare or trade listings. The rank itself still shows.
- PLAYER PROFILES AND CLAN SHOWCASES SIT ABOVE THE NAV. On phones the Social sub-tab strip could paint across an open player profile, including the item sheets inside their build. Both dialogs now rise above everything on the page. The Respec Main Stats button also no longer appears on another player's item.
- THE BAG'S ITEM SHEET SITS ABOVE THE TAB STRIP. The Inventory / Forge / Vault strip could paint over the top of an open item sheet on taller screens; the sheet now rises above everything on the page.
- AUTOBATTLE SHOWS THE FIGHT MANUAL SHOWS. The on-screen autobattle took the monster's raw hit and never healed a point, while manual combat on the same screen caps a hit at 15% of your health outside Eternal and then applies your lifesteal, Lich Form, leech and heals. A Necromancer who never dropped below full in manual was shown dying every exchange on auto - a death neither manual nor your actual farm ever produced. Auto now draws the same rules: the capped hit, your sustain, and a death only when a hit actually empties the bar.
- GODFORGED SET PIECES WEAR THEIR OWN COLOUR. A Relic of the Nine or a Regalia piece is Godforged and a set piece at once, and it rendered in plain set green, which hid the Godforged half. Each Godforged set now shows in its own colour, the Nine in violet and the Regalia in gold, in the bag, on the character sheet, in compare and in trade history. The bag's inspect sheet also drew its header twice and read “4 of 3” main stats on a Relic: one header now, and authored Godforged pieces are minted with four lanes.
- EVERY BATTLE LOG READS IN K / M / B NOW. The dungeon log still printed 67951627 beside +8.4M on the same line. The dungeon, potion and rest heals, ability heals, the arena and clan-war round-by-round, and the clan-dungeon strike transcript all use the 1.5K / 1.5M / 3.5B shorthand.
- YOUR KIT FIGHTS EVERYWHERE NOW. World-boss strikes, clan-dungeon strikes and invasion strikes were plain damage rolls — your abilities, your subclass ability upgrades and the rotation you set counted for nothing. All three run your rotation now, paced by real mana and cooldowns, exactly as autobattle and manual combat do. The world-boss duel walks it across all twelve rounds.
- BATTLE LOG NUMBERS READ LIKE NUMBERS. Damage in the fight log is written 1.5M and 437K instead of 1542042 and 437133 — the same shorthand the rest of the game uses. The line already did it for second hits and not for the main one.
- THE “ON” BADGE MEANS THAT ABILITY. Buffs are tracked per stat, so two abilities that raise the same stat both showed ON when only one had been cast. A buff now records which ability cast it.
- CRIT DAMAGE WORKS IN THE CLAN DUNGEON. It never applied there — the strike was a plain damage roll and the log printed "CRIT!" whenever the roll came in high, so a 700% crit-damage build earned nothing for it. Strikes crit for real now, on the same curve as everywhere else, and the log reports what actually happened.
- ONE CRIT CURVE EVERYWHERE. Crit damage past 500% has always been softened in live combat (700% pays about 5.9x, not 7x), but the world boss, the invasion and the clan dungeon each measured it raw. They all use the one curve now, so the number on your sheet means the same thing wherever you fight.
- EVERY DAY OF THE WAR IS TAPPABLE. The D1–D7 strip now opens each day: what that day is for, and for days already past, the points your clan and theirs scored on it and what you did to earn them.
- THE ENEMY CHAMPION IS A BOSS NOW. The clan siege shows the champion with its crest, its name and a health bar that DRAINS as your clan strikes it, with its real attack, defence and health once your War Room is built. The long explanation moved behind a "?".
- A CLEARED ROSTER RESPAWNS ON SCREEN. Beating the enemy’s last defender frees the whole roster to be fought again, but the list kept showing every card greyed out until you reloaded. It refreshes from the server after every attack now.
- THE INVASION TASK OPENS THE INVASION. The daily-task row sent you to the clan screen instead of the invasion.
- SEASON MASTERY FOLDS AWAY. The mastery tree is collapsed by default in the character menu and remembers how you left it. Your Legacy Roster stays open underneath — an unclaimed champion is the one thing there you should not have to go looking for.
- A NEW SEASON CHARACTER STARTS WITH NO CLAN. Clan membership was tied to the character SLOT, and the season slot is handed to the next season’s character, so a brand-new champion was born into the clan the last one left behind. Membership follows the character now: it comes off when the season ends, and comes back with them if you restore them into a free slot.
- SEASON 1 HAS ITS OWN TITLE. Every other season grants a title named after it; the founding season was wired to the battle-pass title instead, so its champions were handed a pass reward and had nothing of their own. Founder now exists and belongs to Season 1.
- YOUR GRADUATED CHAMPION IS REACHABLE AGAIN. The Legacy Roster only appeared if you still owned a season character — which nobody does after a season ends, so the bench hid itself from everyone parked on it. It now shows whenever you have a champion waiting, including on the character-creation screen for an account whose only character graduated.
- SEASON LABELS NAME THE REAL SEASON. "Season 1" was written into four screens, so a Season 2 character was labelled Season 1 on its own card and in chat. Every label now reads the live season, and a character from an older season says which one it came from.
- THE REGALIA HITS AS HARD AS THE RELICS. Every Regalia piece was quietly weaker than the Relic of the same slot - smaller affixes, none of the special ones, a watered-down ability. All six now match or beat their counterpart: bigger stat lines, reflect / lifesteal / armour-piercing where the Relics carry them, full-strength abilities, and a set bonus at six that clears the nine-relic set (+38% ATK & HP, +28% DEF, +30% Crit DMG, +18% SPD).
- ONE POWER NUMBER ON A PROFILE. The build card under an inspected player now shows the same server-derived Combat Rating as the header card, instead of a partial reconstruction that read less than half the real figure.
- THE REGALIA OF THE ARCHIVIST — a second Godforged set, and only one way to earn it. Finish a Codex collection and claim its piece: every monster at three stars, every set piece, every Godforged relic, all nine Relics of the Nine, every companion, every companion-gear variant. Six pieces with their own abilities, a set bonus at two, four and six, and the title "the Archivist" for all six. Find it at the top of the Codex.
- FOURTEEN NEW COSMETICS. Five title styles (Emberbound, Frostbound, Bloodletter, Abyssal Script, Archivist), five profile banners (Bloodmoon, Gilded Hall, Stormfront, The Abyss, The Archive) and four auras (Bloodhalo, Stormcrown, Treasury Halo, Abyssal Halo) — earned through PvP rank, Eternal depth and feats, or bought in the Cosmetics shop.
- PROFILES SHOW REAL POWER AND THE AURA. Inspecting a player now shows their PvP loadout's real Combat Rating — the header used to fall back to a made-up figure — and the portrait carries their aura like it does everywhere else.
- WAR CLAIMS NAME THE CHARACTER. A claimed defender now says which character on your side claimed them, and "you claimed this target" means the character you are playing, not anyone on your account. Behind the scenes the attack is recorded under a lock, so two taps at once can no longer land two wins on one defender.
- ARENA TARGETS ARE CHARACTERS, NOT ACCOUNTS. The hour-long cooldown after a challenge was shown per account, so beating one of someone's characters greyed out all of them — the server always allowed the others. The list now agrees with the rule.
- WAR PvP IS A REAL FIGHT. Attacking an enemy clan member now runs the same fight as the Arena — your PvP loadout, subclass and passives, round by round, with the replay on the result card — instead of a win-chance roll on Combat Rating. Targets are per character too: an account with two characters in the enemy clan is two targets, each claimed on its own, so a roster actually clears and respawns.
- COMPANION STAT TILES READ THE SAME WAY. When a companion wears any gear, every stat tile carries a second line — what the gear adds ("+158 from gear") or a quiet "no gear on this stat" — instead of a base figure appearing on some tiles and not others.
- COMPANION GEAR BUTTONS SAY WHAT THEY DO, AND ASK FIRST. The three buttons beside Equip now read Roll, Ascend and Scrap with their treat cost, and each opens a confirmation naming exactly what is spent, what is destroyed and what you get — Scrap used to destroy a piece on a single tap with no warning, and Roll and Ascend relied on a silent tap-twice.
- RANKINGS, ONE ROW EVERYWHERE. Players, Eternal, Clans, Patrons, the clan rankings and the online list all use the same row now: rank, portrait with frame and aura, the name in its nameplate with the title beside it, and level · class · account · staff badge on the line below — so a name is never cut to three letters on a phone. The Patrons board wears its account's top character.
- RELICS CAN BE FORGED. A Relic of the Nine is one-per-character, so the Forge's "sacrifice an exact duplicate" rule made it un-Forgeable. A relic now Forges by consuming any other Godforged piece (never another relic); the gold, essence and core costs are unchanged.
- THE RELICS OF THE NINE ARE REAL GODFORGES NOW. Each relic carries a unique ability that actually fires — Delver's Ward (bosses deal 20% less), Titan's Aegis (12% less from everything), Endless Stair (3% max HP every round), Shared Climb (every 4th hit lands a second blow at 200% ATK through DEF), Warbanner (+10% damage), Vaultkeeper's Tithe (heal 8% of every hit), Arena Pendant (crit-damage cap +15%, +8% in the arena), Breach (20% chance every hit strikes twice), Wayworn Stride (killing blows heal 6% and surge +10% for 2 turns) — and their base stats sit on the current Godforged scale. The three newest world-boss drops gained theirs too: Trophy Chain, Shifting Skin, Battering Fist. Every one works in battles, dungeons, the idle sim, Eternal and the arena.
- CLAIMING YOUR ACCOUNT IS A REAL FORM. Guests who keep their legend used to type an email and then a password into two grey browser boxes — with the password shown on screen. It is a proper in-game form now: masked password, confirmed twice, mistakes explained in place. The shop quantity box is a real field too; the last browser pop-up in the game is gone.
- COMPANION GEAR ROWS IN PLAIN WORDS. A piece's rows read "+10.5% ATK · +1,496" for each stat it boosts on the selected companion, and one quiet line — "No effect on CRIT % — Infinity Maw has none" — instead of a red sentence per miss. The old "has no line" wording was our jargon.
- THE BOSS YOU ARE FIGHTING SHOWS ITS REAL HEALTH. The schedule's upcoming cards were taught to show realm-sized pools, but the boss actually rampaging still printed the old authored number — the Eternal Dreadlord read 800M while it really had 45 billion. It now reads the live pool.
- THE REALM SHRINE HAS REAL FIRE. The live-event banner wears painted art instead of an emoji, and tapping it opens the rest of the sentence, exactly what the boost pays, and when it ends in your own time — the line was cut off on a phone.
- THE SHRINE CAN LIGHT AGAIN. The Realm Shrine counted ACCOUNTS while its own card asked for champions — and a champion is a character. Five characters across three accounts read as three, so the bar sat at 544% of its goal and never paid out. It counts characters now, and the cycle the realm had already filled five times over has been lit: +50% XP for everyone, 24 hours.
- NO MORE BROWSER POP-UPS. Every confirmation — Clean Up, bulk sell and salvage, transmuting to dust, offering at the Shrine, resetting a tree, and every clan action — now asks inside the game instead of raising a grey "shadowrealmsrpg.com says" box. They also stop freezing the battle behind them.
- THE COMPANION CARD COUNTS ITS GEAR. A companion's stat tiles showed its bare level value — a companion in full gear read exactly like a naked one, and a companion in slot 2 or 3 claimed the whole number instead of the half it actually gives. The tiles now show what the game really adds, with the pre-gear value beneath any line gear has moved.
- VIP NOW LEAVES YOU SOMETHING TO KEEP. Hold any VIP tier for 30 days and that tier’s full set — its frame, a nameplate, a title and an aura — is written into your collection on every character, permanently. Cancel afterwards and it stays. Higher tiers earn the lower sets too, and upgrading keeps every day you have already banked. The Store’s VIP page shows your day count for each set. Nothing about the boosts changed; this is the part of a subscription you get to keep.
- SUBSCRIPTIONS ARE NOW ON THE RECORD. Every change to an account’s VIP tier — start, renewal, upgrade, lapse, refund — is now written to a ledger the moment it happens, whichever door it comes through. Until today the tier was simply overwritten in place, so we could not tell a subscriber how long they had been with us. If you subscribed before this update your start date is being restored from the payment provider’s own records; your permanent-set clock starts from your real start date, not from today.
- AUTO-BATTLE SHOWS THE FIGHT AGAIN. If you kill trash in one hit — which every new character does — the battle log showed nothing but "a monster appears!" over and over, with no damage line and no kill line, so auto-battle looked like it was skipping monsters instead of fighting them. It was fighting the whole time (one player had 14,948 kills on a character that looked idle to them). The log was being wiped by the next monster spawning in the same instant the kill was written. You now see the hit, the crit, the ability that fired and the kill, however fast you clear.
- WIN YOUR FIRST FIGHT NOW COUNTS WHEN AUTO-BATTLE WINS IT. The Getting Started step only ticked on a fight you swung at by hand, while the step right below it tells you to start auto-battle — so following the checklist in order stopped the checklist from completing. Every auto-battle kill credits it now.
- STOP MEANS STOP. Tapping Stop while a kill was landing could still spawn one more monster, because the guard meant to check whether you were stopping was testing the wrong thing and could never fail.
- A REFUSED SELL SAYS WHY. Selling a locked item used to answer "Sell failed — try again" (Toast's report). The Sell button now greys out on a locked item exactly like Salvage does, and any sell or salvage the server refuses tells you the reason — locked, equipped, saved in a loadout, a relic, or a piece the Forge protects.
- LESS TEXT, MORE GAME. The paragraphs that explained relics, companion gear, companion slots and every Vault card now sit behind a small ? beside the thing they explain — tap it when you want the detail; the screen stays visual. The Codex's relic entry also says where a relic goes: it is gear, equipped in its slot like any Godforged piece.
- COMPANION SLOTS YOU CAN TAP. The Stable now shows three slot cards under your active companion. Tap a slot and a chooser opens with every companion you own — its rarity, level and stat lines — tap one and it takes the slot; a companion already in another slot moves. Slots 2 and 3 can be emptied from the same sheet, and a locked slot takes you to the Vault. The old way (select a companion, then its slot button) still works.
- THE CODEX, ONE LAYOUT AGAIN. Relics, companion gear and every cosmetic kind — titles, avatars, frames, nameplates, title styles, auras, banners — now sit in the same checklist grid as sets, godforges and companions, and every entry opens the same popover: what it looks like, its stats and how to obtain it. Section headers wear real art instead of emoji; the duplicate Wardrobe card is gone.
- RELICS OF THE NINE ARE TRULY RARE. The guarantee is gone. A relic drops only by chance from its own mode — the Codex shows the odds and how many attempts you have made, never a bar to a promise. Godforged stays the rarest tier in the game.
- ART FOR THE RELICS AND COMPANION GEAR. All nine relics and all nine companion-gear families have their own renders — in the Codex, the item bag, the Stable's gear bag and on each companion's slots.
- SOVEREIGNS. A currency above gold: 1 Sovereign = 1 trillion gold, minted one-way at the Exchange (the ◈ pill in the header) and shared by every character on your account. The counts are exact everywhere — 2,125, never 2.1K — because you buy in ones.
- THE VAULT. The Bag's third tab. Spend Sovereigns on a second and third companion slot, companion charms, three cosmetic sets (Regalia, Gilded, Void — a frame, title, aura and nameplate each) and the Relic Catalyst. Repeatables climb in price with every purchase; the ladder is printed on each card.
- PATRONS OF THE REALM. Every Sovereign you spend counts toward five Patron ranks — titles, a nameplate, an aura and a frame — and a Patrons board under Rankings. Offer Sovereigns at the Realm Shrine and the whole realm feels it.
- COMPANION SLOTS. Two more active companions fight beside your first at half strength — every line they carry, PvE only — assigned in the Stable, opened in the Vault.
- COMPANION GEAR. Collars, saddles and charms for your companions, in a bag of their own (Companions → 🎒). Every piece rolls its own stat lines from all ten companion stats — one line at common and uncommon, two at rare and epic, three at legendary and above — and each line multiplies the companion's matching stat by the piece's %. The Stable now says exactly what a piece adds to the selected companion, in numbers, line by line. Three sets (Warden, Wayfarer, Ravager: +3% to every line at two pieces, +8% at three), seven rarities up to Godforged. Where they drop: Scouting Runs every time, other expeditions 20–30%, dungeon bosses, Eternal milestones, world-boss claims (the Godforged faucet) and the Vault's charm forge.
- RE-ROLL AND ASCEND. ⟳ re-rolls a piece's lines and % for treats (2 at common, 30 at Godforged) — same rarity, fresh roll. ⬆ fuses three unworn pieces of one slot and rarity into a single piece of the next rarity; it keeps the lines it had and rolls a % in the new band, up to mythic. Each asks you to confirm first, and both run on the server.
- RELICS OF THE NINE. One Godforged relic per mode: Areas (bosses at Tier 2 and up), Dungeons, Eternal, World Bosses, Clan Eternal, Clan Wars (attacks and sieges), the Clan Dungeon, the Arena and Invasions. Each drops only by chance from its own mode, and the Codex's Relics section shows the odds and how many attempts you have made. Three, six and nine relics unlock the Relics of the Nine set; all nine crown you Sovereign of the Nine, title and aura. The Vault's Catalyst re-rolls a relic's rolled lines for Sovereigns.
- THREE NEW WORLD BOSSES. The Arena Warden, the Shifting Mass and the Breachborn join the rotation — nine bosses now — each with a named Godforged drop, each sized to the realm.
- THE ASHFALL RELIQUARY. A twelfth dungeon at the top of the ladder: five new monsters, the Ash Reliquarian as its boss, and the Emberfall Vestments set (2 / 3 / 4 / 5 pieces).
- CLAN WARS, HONEST. A war attack is a real Arena fight you can replay, and Sieges carry a Breach bar that shows what your strikes did. Daily-task rows for wars, sieges, Eternal and Invasions tick the moment you do them, no refresh needed, and the Clans tab points at the sub-tab that has something to claim.
- THE ETERNAL BOARDS WEAR THEIR COSMETICS. Frames, titles, nameplates and clan crests on every Eternal ranking and the clan roster — brag on.
- THE FIRST TEN LEVELS. Kills-to-level from 1 to 10 now ramps up gently instead of opening on the full bar, and characters stranded on the old curve were moved forward. Monster gold above level 2,000 tapers so the top of the ladder stops outrunning every price in the game.
v6.23.89 — The Wanderer's Cache August 31, 2026 · Feature, Loot, Economy
- THE VAULT REPLACES TRADING. The trading post closed — nineteen sales in its whole life, none this month, and at our size it would only ever move gold from newer players to older ones. Its tab in the Bag is now the Vault: the Sovereign Exchange lives there, with companion slots, vault-only cosmetic sets, companion charms and the Relic catalyst opening over the coming updates. Nothing was deleted; anything you had listed can still be withdrawn.
- COMPANION SLOTS — THE FIRST THING SOVEREIGNS BUY. A second (400 ◈) and third (2,000 ◈) active companion, bought in the Vault and assigned in the Stable, where the Set Active button has become a slot row. Extra companions fight at half strength and never count in the arena — the roster is the prize, not a stat stack. Also fixed on the way: the stat sheet was ignoring a companion's Ascension tier (the server and the pet card already counted it), so a tiered companion reads higher now — that is the number you were already fighting with.
- COMPANION GEAR. Every companion now has three gear slots — a Collar (hp / def / evade lines), a Saddle (xp / gold / speed lines, and the companion's own XP gain) and a Charm (atk / crit / accuracy lines). A piece scales the pet's MATCHING lines by 4–30% and never adds a raw stat, so pairing pieces to pets is the game; two pieces of one set on a companion add +3% to every line, all three +8%. Collars and saddles drop from expeditions — the new 6-hour Scouting Run brings one home every time — plus dungeon bosses and Eternal milestones; Charms are forged in the Vault for 40 Sovereigns. One piece, one companion; scrap what you don't need for treats.
- CLAN WARS, HONEST. War PvP results now tell the truth: the fight log is derived from the outcome (the loser is the one who reaches 0), the card shows the win chance the roll was made at, and the odds themselves are sharper — 2× the enemy's rating is an 80% win, 3× is 90%, 10× is 98% (it used to cap at 90% no matter how far ahead you were, and the log could show them at 0% under 'Defeated'). THE BREACH: your clan's siege strikes now add up against one daily wall — 10 siege points per enemy defender. Break it and the enemy champion is toppled for the day: +40 war points to the clan on the spot, and every strike after plunders at ×1.5. The siege card shows the bar, who has struck and what is left. Also: the Daily Tasks rows for war attacks, sieges, Eternal pushes and invasion strikes now update the moment you do them, and the Eternal rankings wear frames, nameplates, titles and clan crests.
- RELICS OF THE NINE. One Godforged relic for each of the nine ways to play — Areas (Tier 2+ bosses), Dungeons, World Boss, Eternal, Clan Eternal, Clan War, Clan Dungeon, the Arena and Invasions. Each drops only from its own mode, at a small chance per action, with a hard pity you can watch fill in Codex → Collection ("resonance"). They form a set: three relics +10% ATK & HP and +5% SPD, six +20% ATK & HP, +12% DEF, +10% SPD, and all nine make you Sovereign of the Nine — +35% ATK & HP, +25% DEF, +25% Crit DMG, +15% SPD, a title and the Crown of the Nine aura. Relics can never be fused, salvaged or used as fuel. Also: the Clan tab's badge now points at the inner tab that holds the claim (Dungeon, Wars or Overview).
- THE VAULT FILLS OUT. Three vault-only cosmetic sets — Sovereign's Regalia (60 ◈), The Gilded Crown (150 ◈) and Voidbound (300 ◈) — each a generated frame, an animated nameplate, a title and an aura, bought once per character and seen by everyone. And the Relic catalyst: 60 ◈ re-rolls a relic's four rolled lines while its two signature lines and the set stay put. It never sells a relic.
- THREE NEW WORLD BOSSES. Kaelthur the Arena Warden, Xyrrh the Shifting Mass and the Breachborn Colossus join the rotation — nine bosses now, one per Mon/Wed/Fri window, each of the new three carrying its own named Godforge (Warden's Chain-Crown, the Mantle of the Shifting Mass, Breachbreaker). Dynamic HP sizes them to the realm from their first window. Also: gold from the very deepest content now climbs more gently past the ~Tier-10 mark (XP is untouched) — depth still pays, it just stopped paying fifty times more at the top than one band below; Sovereign prices climb (each companion charm 15% more than the last, each re-roll of the same relic 50% more; the cosmetic sets are 100 / 300 / 1,000); Sovereigns you SPEND climb the new Patron ladder (five ranks, a cosmetic each, on every character — see Rankings → Patrons); and the Realm Shrine accepts Sovereign offerings, 1 = 1T toward the bar.
- YOUR FIRST TEN LEVELS ARE YOURS AGAIN. A brand-new character's first level took 600 kills and the bar read 0 / 1 XP the whole way. Levels 2 to 9 now cost 12, 19, 29, 46, 72, 113, 178, 278 and 436 kills — about 1,200 to level 10 instead of 5,800 — and the header shows the fraction of the bar you have actually filled. Nothing from level 10 up changed.
- A NEW DUNGEON FOR EMBERFALL — THE ASHFALL RELIQUARY. Level 200+, in the Ashen Dominion: seven rooms of urns and embers, five new foes (Cinder Acolytes, Ashfall Wraiths, Reliquary Sentinels, Ember Seraphs) and the Ash Reliquarian at the end, who pours the dead back out. It drops the five-piece Emberfall Vestments — a fire-and-endurance set that peaks at +95% ATK, +85% HP, +25% DEF, +100 Crit DMG and +15 Crit. Dungeon Mastery, quests and the Codex all know it.
- COMPANION GEAR, DEEPER. Every piece now rolls a FOCUS line — one stat from its slot that it scales ×1.5 harder — so two Warden Collars are no longer the same collar, and a charm can be an ATK charm, a crit charm or an accuracy charm. A GODFORGED tier (36–42%, '<Set>'s Oath <Slot>') exists now and only three things drop it: world-boss reward claims (a new 3% companion-gear drop per claim, Godforged 5% of those), deep Eternal milestones and the Vault's charm forge. The Codex → Collection counts Relics of the Nine and Companion Gear in your completion percent, shows the three new world-boss Godforges, and the Bestiary gained a Dungeon Depths group for the monsters that only live in dungeons.
- WHAT YOU WEAR IS FINALLY SEEN. Your nameplate and title now show on the online list beside your name — the first of several places (rankings and clan roster next). Forty-six of you own a frame; fourteen wear one. That ends here.
- SOVEREIGNS — THE CURRENCY ABOVE GOLD. One Sovereign is worth one trillion gold and belongs to your whole account. Mint them from gold in the new Sovereign Exchange (Store → Sovereign Exchange); a purple ◈ pill appears in your header the moment you hold one, and never before. Minting is one-way. Companion slots, charms, cosmetic sets and the relic catalyst are all open in the Bag's Vault tab.
- THE REALM SHRINE IS LIT. A new card in your Rewards tray, beside the Realm Milestone: every player can offer gold to one shared bar, and when the realm fills it — with at least five champions contributing — the WHOLE server gets +50% XP or +50% Boss Essence for 24 hours. Fill it again while it burns and it burns longer. The goal is priced in hours of the realm’s income and grows with every fill this season, so it stays worth chasing whether you have thousands or quadrillions. It never pays gold back — that is the point.
- REWARDS ARE NOW PRICED ON WHAT YOU ACTUALLY EARN. VIP chest, expeditions, invasion, mutator chests, clan dungeon spoils and the Bloodline tribute were all priced on a model of your income that, at deep tiers, sat thousands of times below reality — a “30-minute” chest was worth seconds. They now use your measured income from the last week (never less than before).
- THE REALM MILESTONE PAYS LIKE IT MEANS IT. Your weekly share was 3% of one level bar in gold — for a deep-tier player that was a fraction of a second of income. It now pays 20 minutes of what YOU actually earn, plus Boss Essence and Ascendant Cores scaled by your share of the realm’s kills. Nobody gets less than before.
- CLEAN UP CLEANS UP. The banner in your bag that counts items matching your auto-salvage rule used to send you to the Battle tab when you tapped it. It now runs the sweep right where you are, on exactly the items it counted, after a confirm — locked, equipped and loadout gear is never touched.
- THE WORLD BOSS SCHEDULE NOW SHOWS THE POOL YOU WILL ACTUALLY FACE. Boss health has been sized to the realm for weeks, but the schedule had no idea and the only numbers anywhere were the old fixed ones. Each upcoming boss now shows its projected pool, computed the same way the fight will size it.
- COMPANIONS IN SLOTS 2 AND 3 NOW LOOK ACTIVE, BECAUSE THEY ARE. Give a companion the second or third slot and it went on fighting for you — but the Stable kept calling it benched: no star on its tile, no ACTIVE line on its card. Only the “Also afield” strip knew, and that sits above the card, off screen while the card is open. Every companion on a slot now wears its slot number on the tile and says which slot it holds on the card, half-strength and all.
- COMPANION SLOTS COST WHAT THEY ARE WORTH. Two extra companions are a permanent boost in every fight, and 25 and 100 Sovereigns was under two hours of frontier income for them. Slot 2 is now 400 and slot 3 is 2,000. If you already bought either, you keep it — nobody is charged the difference.
- YOUR XP NUMBERS FIT IN THE HEADER AGAIN. The Sovereign pill joining the top bar squeezed the column holding your name and XP down to about sixty pixels, so the readout under the bar was cut to “432.4M / 1…” and the percentage — the part those digits exist to show — was the first thing to go. That column now has a floor it cannot be pushed below, the percentage can never be trimmed, and on a narrow phone the header drops your icons onto a second line instead of eating your name.
- CLAN ETERNAL FROM THE DAILY TASKS GOES TO CLAN ETERNAL. The daily task card for clan wave pushes was opening your personal Eternal climb instead.
- FAILING A CLAN WAR ATTACK NO LONGER LOCKS THAT DEFENDER. A defender is claimed for the day only when someone actually defeats them; a failed attempt still costs you one of your daily attacks, as before.
- THE REALM MILESTONE BUTTON GOES AWAY WHEN YOU CLAIM. It used to stay lit until you refreshed, and a second tap showed a raw ALREADY_CLAIMED code. It now clears immediately and says so in words.
- THE FUSION FORGE EXPLAINS ITSELF NOW. It used to be a wall of identical rows — “1 owned · need 2 more” over and over with an empty box under each — and nothing said what fusing actually gives you. Now there is a three-step guide at the top, a tier table showing the stat multiplier at every tier, and every row shows three pips, the exact tier the piece becomes, and whether it is ready. Sets you can fuse right now float to the top, and the empty boxes are gone.
- LOCKED GEAR CAN BE UNLOCKED AGAIN — TWO BUGS WERE HOLDING IT SHUT. Locks were remembered by an item’s mint stamp as well as its own identity, and duplicate copies share that stamp — so one lock could hold every copy shut at once, and unlocking a single copy could never reach it. On top of that, the bulk button only offered to UNLOCK when every item in view was already locked: with a mixed batch your only option was to lock even more. Locks are now recorded per item, the server repairs the old shared ones on its own, and Unlock is offered whenever anything in view is locked. This is what was refusing your Godforge fuel.
- UNLOCKING A BATCH OF GEAR NOW ACTUALLY UNLOCKS IT. There is a protection built into saving that spots a device whose locks failed to load and stops it from wiping the locks off your whole account — it decides by counting, and losing a pile of locks in one save used to be proof something had gone wrong. Then bulk select shipped, and unlocking 36 items on purpose looks exactly the same from the outside. So every bulk unlock was quietly put back: your screen showed the padlocks open, the server still had them shut, and anything that consumes gear refused to touch it. Your device now stamps the moment you deliberately change a lock, so a real change is always newer than a stale one and goes through untouched, while the protection against genuinely broken devices is exactly as strong as it was.
- GODFORGE FORGING WAS OFFERING FUEL IT WAS NEVER ALLOWED TO SPEND. The forge counted every duplicate you were not currently wearing, lit the button, and then the server refused the whole thing — because it also refuses anything locked or saved in one of your loadouts. That is why relics you clearly owned three of would not merge, and why the button looked ready right up until it failed. The forge now counts only copies that can actually be consumed, and when a copy cannot be, it says so and tells you which one to unlock or take out of a loadout. The same rule is now written down once and shared by the forge, the fusion bench and dusting, so the three can no longer disagree about what is safe to destroy.
- THE FUSION FORGE BUTTON LOOKED READY WHEN IT WAS NOT. If you had the gold, the Fuse button drew itself fully lit with a normal cursor even when it was switched off - because its colour was decided purely by whether you could afford it, while whether it actually WORKED also depended on having two spare unlocked copies to consume. Anyone wealthy therefore saw a healthy-looking button that did nothing. It now dims and explains itself, and the piece counter says plainly that locked or equipped copies cannot be consumed as fuel rather than asking for more free fuel, which told you nothing about what to change.
- THE COMBAT LEADERBOARD NOW SAYS WHICH BUILD IT IS RANKING. That column ranks the loadout a player is currently wearing, while opening their profile shows the loadout that actually fights in PvP - so the same person could sit at 172M in the list and 89M on their build screen, both correct, with nothing saying why. The list now notes it is showing active builds, and the profile figure says PVP build. Same numbers as before, finally labelled.
- PORTRAIT FRAMES ACTUALLY FIT THEIR PORTRAITS NOW. Every frame was drawn using one fixed measurement, which only works if all of them have the same size opening in the middle. They do not — measured across all 47, the opening ranges from 41% to 78% of the artwork, and every single one disagreed with what the code assumed. That is why your character art spilled out past the ornament on some frames and got covered by it on others. Each frame is now measured directly from its own artwork and the portrait is sized to that frame's real opening, so an ornate heavy frame and a thin delicate one both sit correctly around your character.
- THE POWER NUMBER ON SOMEONE ELSE'S BUILD NOW SAYS WHICH BUILD IT IS. Inspecting a player shows the loadout that actually fights in PvP — which for most people is not the loadout they are currently wearing. So the leaderboard could say 172M and their build screen say 89M, both entirely correct, with nothing on screen explaining the gap. The figure on an inspected build is now labelled as their PVP build. Your own character sheet is unchanged, because there the number is simply what you have on.
- THE CLAN DUNGEON STRIKE BUTTON NO LONGER JUMPS AWAY FROM YOUR THUMB. The row above it that lists who is in the fight today was vanishing and reappearing every time you struck, and since it sits directly above the button, the button moved up and then back down between taps. The cause: the reply the game gets back from a strike does not include the list of who has been fighting, so applying it wiped the row until a second, fuller request a moment later restored it. The strike reply is now merged in rather than swapped in wholesale, so nothing it leaves out gets erased. The row also holds its space permanently now — if nobody has struck yet today it simply says so instead of collapsing — so nothing above that button can move it again.
- THREE DAILY THINGS YOU CAN DO WERE MISSING FROM THE REWARDS LIST, AND A FOURTH ONLY SOMETIMES SHOWED UP. Clan war siege, clan eternal wave pushes and — while one is running — invasion strikes now each get their own row with the count still left today. Clan war attacks had a row already, but it was built from data the Clan Wars screen published as it drew itself, so unless you had opened that screen at some point in the session the row quietly did not exist. All four are now fetched when the game loads, which is the whole point of a list that is supposed to tell you what needs doing WITHOUT visiting each screen first. Invasion only appears while one is actually live, rather than sitting there greyed out advertising something that is not running.
- THE REWARDS LIST HAS REAL ART INSTEAD OF EMOJI. Every row on that screen — the one whose entire job is showing you what is worth doing next — was drawing a plain emoji. Rows that map to a place in the game now use that place's own artwork, and eight new pieces were made for the ones that had none: daily login, battle pass, VIP chest, referrals, clan war, siege, the eternal climb and invasion. If a piece of art ever fails to load the old emoji still shows in its place, so a slow connection degrades to exactly what you had before rather than to a blank square.
- THREE FEATS SHARED A NAME WITH ANOTHER FEAT. Boss Slayer appeared at both tier 1 and tier 4, Arena Champion at both tier 3 and tier 4, and the Slayer line ran Centurion into The Centurion - so the same name showed up twice in one ladder with different requirements behind it. Each tier-4 had been named after the title it awards rather than after itself. The 100-boss tier is now Hundredfell, the 200-win arena tier is Arena Sovereign, and the 50,000-kill tier is Butcher of Realms. The titles themselves are unchanged, and nothing you have already earned is affected - only the label on the feat. While we were in there: the Centurion title claimed it was for 10,000 monsters when it is actually awarded at 50,000.
- YOUR BAG NOW TELLS YOU WHEN IT NEEDS CLEARING. The loot filter only governs NEW drops - it can never drain what is already sitting in your bag, and after last night's fix a lot of bags were still carrying a backlog the filter would happily have eaten. The one-pass cleanup for exactly that has existed for a while, but it lived behind the gear icon on the Battle screen, nowhere near where you actually feel the clutter. Your bag now shows a single line when a real backlog has built up - how many items match your own rule - and one tap takes you straight to the cleanup with the panel already open. It counts using the same rule the cleanup itself uses, so the number you are shown is the number it clears. Dismiss it and it stays gone for the session.
- A FAILED LAUNCH NO LONGER LEAVES YOU STARING AT A BLACK SCREEN. If the app could not finish loading - a bad moment of signal, or an update landing at the exact second you opened it - the loading screen was torn away after twelve seconds whether or not the game behind it had actually started. When it had not, what replaced it was nothing at all: a black screen with no message, no spinner and no way to retry, until you force-closed the app. One player sat on that for an hour and a half. The twelve-second failsafe now checks whether the game actually started before it clears the loading screen. If it did not, you get an honest screen that says so, with a Retry button that also clears the cached app - which is the one thing that used to require a reinstall. And when the cause is an update that changed files mid-load, the app quietly reloads itself once and you never see any of it.
- YOUR DAILY LIST NO LONGER SENDS YOU TO A WAR THAT HAS NOT STARTED. Clan war attacks are locked during the two preparation days and only open on day 3 - but the daily task list cheerfully advertised "3 attacks left" the whole time, so you could tap through to a matchup the server was always going to refuse. Both places that list it now say when it opens instead: the row reads Attacks open on day 3 and does not count toward your outstanding tasks. Honor wars are unaffected - those really do allow attacks from day one, and the fix reads the war phase rather than the calendar so it knows the difference.
- YOUR GEMS HAVE FACES AGAIN. The socket picker on the character sheet was drawing the same generic diamond for all nine gem types, so picking a Ruby over a Topaz meant reading the label every time. Every gem has had its own art for over a week and the bag was already showing it - this one screen simply never asked for it. It now uses the same art the rest of the game does.
- THE TWO-BRANCH MASTERY LIMIT IS NOW VISIBLE BEFORE YOU SPEND. Apotheosis nodes - the 8-point grand capstones at the bottom of each branch - are limited to TWO across your whole tree, on purpose: mastery is meant to be an identity you choose, not a checklist you finish. The only problem was that nothing said so until you had already spent the points and got a refusal. Each Apotheosis node now carries a marker, the branch header shows how many of your two you have taken, and once both are spent the rest visibly lock instead of silently rejecting you - the same way the fork choices in that tree have always announced themselves. Respec still changes your mind for you.
- AUTO-SALVAGE HAS BEEN BROKEN TWO SEPARATE WAYS, AND BOTH ARE FIXED. This is the honest account of a problem we have now chased five times. FIRST: two different paths credit your kills — the one that settles a run after you have been away, and the one that credits kills as you fight on screen. The filter was wired into the first and never into the second, so it worked for anyone idling and did nothing for anyone actually watching their character fight, which is most people most of the time. SECOND, and much worse: the filter refused to salvage anything carrying a "special" affix, which we believed was a rare chase roll. It is not. That label is an internal category for the rider effects — reflect, lifesteal, thorns — and they roll constantly. Measured across every bag on the server, it was sparing 40% of Legendaries, 38% of Mythics and 35% of Epics; on one endgame player's most recent batch it spared 57 of 57 items, meaning their filter was doing precisely nothing. Both are gone. Your filter now eats exactly what you tell it to on every path, and the auto-battle recap counts what it converted so you can watch it work. Still never touched: Godforged, gems, anything with a gem socketed into it, gear you have equipped, and anything you have locked. One caveat stated plainly: this governs NEW drops. A bag that already filled up needs a single pass of the cleanup button in the auto-salvage settings, which now clears the backlog correctly too.
- THE CLIMB NEVER SLAMS A DOOR AGAIN. Falling — or parking at your clan’s frontier — used to flip every remaining daily push into a flat AT WALL refusal for the rest of the week. The wall was never meant to be a gate in the modern climb: your champion’s fall is the only limiter. Pushes now always run — a champion that falls at the gate spends the attempt and says so honestly — and the push readout no longer names a wall the climb deliberately keeps hidden.
- YOUR COSMETICS STAY ON NOW. Equipping something you already owned was saved differently from buying something new, and the difference could quietly lose it — you would equip an aura, a nameplate, a title style or a banner, see it applied, refresh, and find the old one back on. Equipping is now recorded the moment you tap it, exactly the way a purchase always was. What you put on stays on.
- THE WANDERER’S CACHE — A ONE-TIME TREASURE FOR NEW LEGENDS. A $2.99 once-ever bundle arrives in the supporter tab: The Lanternbearer avatar, the Wayfarer’s Bindings frame and the Wayfarer title — exclusives that will never be sold again — plus five bonus dungeon keys and three Fast Reward charges that stack on top of your daily caps until spent. Cosmetics and convenience only; power stays unbuyable, always.
- YOUR LOOT FILTER SHOWS ITS WORK. The auto-salvage panel now previews exactly how many items in your bag would match your current rule (a preview only — the filter never touches gear you already own) and lists everything it refuses to eat on principle: Godforged, gems, anything with a gem socketed into it, special affix rolls, and anything you have locked.
- A FINISHED DUNGEON NO LONGER SPENDS A RUN THE SERVER REFUSED. The run counter ticked up the moment you cleared, before the server had approved anything — and the server reads that same counter to decide whether you have runs left. So a refused run still cost you one, the higher number saved, and the next attempt was refused because of the number the refusal itself created. Runs are now counted only once the server credits the clear, and your count re-syncs to the server’s own number every successful run.
- SAVES NO LONGER BOUNCE WHEN YOUR BAG IS OVER THE LIMIT. If your bag was above 1,000 items, the game trimmed it correctly — and the server rejected the entire save as suspected data loss, every time. Nothing could persist while a bag stayed over the cap, which is exactly when it most needed to. Over-cap bags now trim and save normally.
- CLAN WAR REWARDS ANNOUNCE THEMSELVES NOW. Unclaimed war loot only appeared once you were already inside the Wars tab — the one place that told you it existed was the place you had to already be. It now counts toward the rewards badge like world boss, clan dungeon and PvP rewards always have.
- SAVES SHOULD STOP FALLING OUT OF SYNC. Two separate causes, both fixed. Your bag is owned by the server — it ignores whatever your device sends and keeps its own copy — but a safety check was still rejecting the WHOLE save when the two disagreed, throwing away level, XP, quests and materials over a list the server was never going to read. It now notes the difference and saves everything else. Separately, when the server merged a stale device’s locked-item list it never told your game about it, so your device kept re-sending the old list every thirty seconds forever; it now hears the answer and agrees on the first try.
- YOU CAN FINALLY RATE THE GAME. Settings has a Rate Shadow Realms entry that hands off to the Google Play app, where the rating actually happens — and it now works for anyone on an Android phone, whether you play in the installed app or a browser tab. Reviews are the single cheapest way for a game built by one person to get found, so if you have been enjoying this, that button is the most useful thing you can tap. On desktop the same entry offers you the Android app instead, because Google has no way to leave a review from a computer at all. There is also a one-time in-game ask, and it is deliberately polite: once only, only past level 25 with a few days behind you, and either button retires it forever.
- THE CLAN SCREEN SHOWS POWER, AND YOU CAN ACTUALLY SEE WHAT YOU ARE BUYING. Every crest and banner frame in the clan shop is now tappable — it opens at full size, and a frame is shown wrapped around your clan’s real crest, which is the only way it will ever actually appear. Judging a 250B purchase from a 38-pixel thumbnail was never reasonable. The member list also carries each member’s POWER now, read from their real combat rating rather than the placeholder the profile card used to invent from their level.
- INSPECTING SOMEONE NOW READS THEIR COMPANION TOO. Every tile on the gear doll opened a detail panel when you tapped it — except the companion, which did nothing at all, making the one piece of worn power with no other screen to check it on the one you could not scout. Tapping a pet while inspecting now shows its rarity, level and stat bonus below the doll, exactly like a piece of gear.
- AUTO-SALVAGE CAN FINALLY CLEAN THE BAG YOU ALREADY HAVE. It only ever filtered NEW drops — anything already sitting in your bag stayed there forever, however aggressive your threshold. So bags that filled during the keep-list mistake stayed jammed at the 1,000 cap and salvage looked broken while it was working perfectly on incoming loot. The salvage settings now tell you how many items already in your bag match your filter, with a button to clear them in one tap. Godforged, socketed, special-affix, equipped and locked gear are never touched, and the server re-checks every protection before anything is removed.
- REINFORCING THE CHAMPION IS VISIBLE AT LAST. If your clan holds the crown you heal the realm bar instead of damaging it — which meant you scored zero on a board ranked purely by damage and could never appear on it, however much you restored. Reinforcers now have their own green leaderboard beside the red attackers, damage reads red, and the strike button turns green and says Reinforcing when that is what it actually does. The two sides push the same bar in opposite directions and the screen finally says so.
- A SPENT CACHE CHARGE NO LONGER SHOWS AS AVAILABLE. Fast Rewards and dungeon runs could advertise one more than you actually had: the bonus keys and charges from the Wanderer’s Cache were counted once when the game loaded and never went down as you spent them, so the button stayed lit and then refused the tap. Both counters now come straight from the server every time you use one, so what the button says is what you have.
- THE EVENTS FEED IS NOT AN AVATAR FEED ANYMORE. Every Mythic drop was being posted to the realm as though you had unlocked an avatar — wrong wording, and at endgame Mythics drop constantly, so a single autobattling character could bury the feed. Mythic finds and your first drop now keep their full on-screen celebration but stay yours; only Godforged items, set pieces and real avatar unlocks are announced to the realm. The 149 mis-posted entries have been cleared out.
- THE SUPPORTER SCREEN HAS REAL ART INSTEAD OF EMOJI. The Free tier, the Wanderer’s Cache and Character Slots were the last three cards still using a stock emoji where the paid tiers had painted emblems. Free now carries its own crossed-iron sigil, the Cache is painted as the lantern-lit travelling chest it actually is, and Character Slots shows all six class medallions in a ring.
- THE WANDERER’S CACHE IS NOW BUYABLE ON ANDROID TOO. It was web-only — Google requires anything sold inside an Android app to go through Google Play, so rather than show a button that could not work, the app hid the Cache entirely. It now sells through the Play purchase sheet like VIP, the season pass and character slots already do, at the same $2.99. From here on, anything we sell ships on both platforms at the same time.
- THE WANDERER’S CACHE NOW HANDS OVER ALL OF ITSELF — AND YOU CAN FIND IT. Buyers got the cosmetics but could never spend the 5 dungeon keys or 3 Fast Reward charges: the server held them correctly, but the game’s own counters only knew your subscription tier, so at your normal daily limit the buttons simply greyed out and the extras sat there unreachable. Your caps now include them — every unspent key and charge from a past purchase is still yours and usable today. The Cache also lived only in the Supporter tab, which is a billing screen, not a shop; the Store now points to it directly.
- AUTO-SALVAGE TREASURE KEEPS, TUNED WITH REAL DATA. The always-keep list shipped too wide: class-affinity and 3-socket rolls turned out to be MOST of the endgame loot stream, so kept items could never drain, flooded bags to the 1,000 cap, and made salvage look broken — mythics that refused to leave and walls of identical drops. The keep list is now what it should have been: Godforged, gear with gems actually socketed in it, special-affix pieces (Vampiric, Thundering and kin), and anything you LOCK. Lock the affinity and socket rolls you treasure — locks are absolute — and let the filter eat the rest. Bags stuck over the cap drain automatically the next time you play.
- IF YOUR BAG BLEW PAST 1,000 TODAY, THAT WAS US, NOT YOU. While the wide keep list was live, idle farming kept items faster than anything could drain them, and bags ran hundreds over the cap while away. With the keep list fixed your filter and the cap trimmer take it from here — nothing you locked or equipped was ever at risk.
v6.23.35 — The Bestiary Opens August 28, 2026 · Feature, Progression, Cosmetics
- YOUR CHARACTER SCREEN IS NOW THE FULL SHOWCASE. The doll finally wears everything you’ve earned: your profile banner sets the backdrop behind the portrait, your aura breathes around the art, and your name — painted in your equipped nameplate — stands beneath it with your styled title. Chat rows are small; THIS is where your identity gets seen at full size. Yours first, and everyone who inspects you sees the same stage.
- FIGHTING FOR THE CHAMPION FINALLY SHOWS UP ON THE BOARD. If your clan holds the crown, every invasion strike RESTORES the realm bar instead of damaging it — so your damage is zero on purpose. The panel was still leading with a red "YOUR DAMAGE 0" and printing that same 0 next to your name, which made a weekend of reinforcing look like you had done nothing at all. You now see what you actually restored, in green, on your card and on the board — and it survives a reload instead of living in a log that clears.
- THE CODEX PERCENTAGE NOW INCLUDES THE BESTIARY. It was being tracked but left out of the headline number, so the Codex was claiming a completion it no longer measured. Fair warning: this is a real drop for everyone — the Bestiary roughly doubles what there is to complete, so a Codex that read 100% now reads about 48%. Nothing was taken away from you; the goalposts just became honest.
- THE BESTIARY NOW COUNTS YOUR AUTOBATTLE KILLS — AND THIS TIME THEY STICK. It was only tallying manual kills and kills settled while you were away, and the first fix counted live autobattle on screen but the server’s own save quietly overwrote the tally on every settle, so it kept resetting. The count is now recorded server-side in the settle itself — area farming and Eternal waves both — so it survives reloads and device swaps. Every kill counts now, and your area headers show the real area art instead of an icon.
- NAMEPLATES AND TITLE STYLES LOOK RIGHT THE MOMENT YOU EQUIP THEM. A plate could paint a solid color bar where your name belongs — and the last fix only covered part of it, so the bar could still show up right after you equipped one and then correct itself on the next reload. Your name and title are now redrawn cleanly the instant you change them, no refresh needed.
- THE CHARACTER SHEET IS TIDIER, AND INSPECTING SOMEONE NOW SHOWS THEIR ACTUAL GEAR. Loadouts had drifted into two places with the gear doll wedged between them — they are one block again, under your gear where they belong. Affix procs and set bonuses fold into a DETAILS section, so the sheet opens on what you came for. And tapping a player anywhere — chat, leaderboard, clan roster — now shows their gear on a real doll you can tap through, instead of a line of text telling you to go press Compare. You are seeing the loadout that fights in PvP, which is the one worth scouting. The profile card itself was locked to a phone width on every screen — it now widens on a desktop, so gear names stop being cut off mid-word. And the duplicated numbers are gone: PvP wins, kills and boss kills already appear in the head-to-head above, and the PvP rank card just restated the trophy count sitting two rows above it.
- THE QUEST BADGE STOPS CRYING WOLF. Leveling up mid-day rescales quest goals upward — and a quest stamped complete under the OLD goal kept badging the Codex as claimable while the page honestly said 0 READY. Every counter now re-checks against your current scaled goal, so a badge means a claim, every time.
- THE CLAN BROWSER TELLS THE TRUTH ABOUT ROOM. A clan with a ranked Barracks holds more than ten — but the browse list still said 12/10, which read as a bug (or a full house) to anyone shopping for a clan. The list now shows each clan’s REAL capacity, Barracks and all.
- DROPS FINALLY FEEL LIKE DROPS. An Epic or Legendary landing mid-fight now announces itself — a rarity-colored beam banner sweeps in and fades without ever interrupting your battle. And a MYTHIC drop earns the full forged reveal: godrays, the ring, the name in its color. Same drop rates as always — the loot just learned to take a bow.
- GATHERING CLAIMS — SEND YOUR PETS FOR EXACTLY WHAT YOU NEED. A fourth expedition joins the trail: the 8-hour Gathering Claim returns a concentrated haul of ONE material you choose from your unlocked areas — no more praying the forage gods drop the Void Crystals your forge is starving for. Economy pets boost the haul, and your pick is remembered for next time.
- THE BLOODLINE — YOUR BENCH FIGHTS ON. Every character you’ve raised past level 10 now sends a daily gold tribute to whichever champion you’re playing — collect it in Rewards. The more of your roster you’ve built, the richer the bloodline. Alts are family now, not parallel universes.
- THE BESTIARY OPENS — EVERY KILL NOW COUNTS SOMEWHERE. The Codex’s Collection gains a Bestiary: every catalog monster you fell is tallied forever, with mastery stars at 25, 250 and 2,500 kills — per beast, per area, and a realm-wide star count at the top. Autobattle and manual kills both feed it from today onward. Completionists: the stars are watching.
v6.23.19 — The Realm Remembers You August 27, 2026 · Feature, Rewards, New Player
- THE REALM MILESTONE — ONE WORLD, ONE COUNTER, EVERYONE PAID. Every week the whole realm shares a single kill goal — every blade in the world feeds one bar (find it in Rewards). When the realm stands, everyone who fought that week claims a gold share priced to their level. Only a game where every player truly shares one world can run a counter like this — and this is that game.
- NEW ADVENTURERS EARN THE REALM ONE GATE AT A TIME. Fresh characters now discover the deeper systems as they grow — Companions reveal at level 8 and the Eternal at 12, joining the existing ladder (clans 3, dungeons 5, world bosses 10, PvP 15). Every locked door shows its level, so tomorrow always has something opening. Veterans see everything, exactly as before.
- COMING HOME FEELS LIKE TREASURE NOW. The welcome-back recap grew into a moment: a burst of gold light, THE REALM FOUGHT ON, and your haul counting up in front of you — gold, XP, kills, materials, gear and gems tallying like a chest being poured out, with each reward card sweeping in. Same honest numbers as before; they just arrive like they were fought for.
- THE WEEKEND CROWN NOW ROTATES — AND FALLING PAYS. Champion weekends used to feature the all-time deepest clan forever; now the crown goes to the week’s FIERCEST CLIMB — the clan that gained the most waves — with a one-weekend cooldown so back-to-back winners pass the spotlight to the runner-up. Any clan that out-pushes the realm this week becomes next weekend’s boss. And the featured clan is never zeroed: standing all weekend still pays the full 2,000-shard defend stake, while falling to the realm’s assault now pays a 500-shard honor share.
- THE CLAN CLIMB REMEMBERS — NO MORE WEEKLY REGRIND. The Clan Eternal used to restart at wave 1 every week, and once your clan’s best outgrew what a week of pushes could re-climb, new records — and every clan shard that comes with them — drifted out of reach forever. Now each week resumes at your clan’s proven frontier (capped at what your current roster can actually fight, so a prestige-weakened clan lands at its real fighting line, not a locked gate). Every push is frontier work again. Shard rules are unchanged — only NEW depths ever paid, and only new depths still do.
- CLAN DUNGEON + PVP SEASON CLAIMS SPEAK UP TOO. The same second-device honesty that world-boss claims got: if another device holds your session, these claims now SAY so (tap RESUME, rewards safe) instead of silently doing nothing and leaving you wondering where your loot went.
v6.23.13 — The Citadel And The Climb August 26, 2026 · Feature, Clans, Onboarding
- THE STEAM EXPEDITION IS UNDERWAY. Groundwork for the Steam desktop release landed: the desktop build boots straight into the realm, knows itself, and keeps its store shelves bare until Steam-wallet support ships (Valve’s rules — the web and Android games are untouched). One account, one world, soon one more platform.
- PLAY INSTANTLY — THE REALM NO LONGER ASKS FOR AN EMAIL FIRST. New adventurers can now jump straight into combat as a GUEST: one tap on Play Instantly forges a character with no email, no password, no form. Your progress saves like any account, and when the realm has its hooks in you, Settings → Claim Account attaches your email so the legend is yours forever — same character, everything carries. Sharing the game just got a whole lot easier.
- “CLAIM FAILED” NOW TELLS YOU WHY. Claiming world-boss rewards on a second device — phone in hand while your desktop tab still holds the session — was refused correctly (so credits can’t be eaten by the other device’s autosave) but reported as a bare CLAIM FAILED. It now says what’s true: another device holds your adventure, your rewards are safe, tap RESUME and claim.
- THE VERDANT KEEP LOST ITS WHITE STRIPE — AND EACH DOLL KEEPS ITS OWN SHOP. Three look portraits carried leftover matte strips from the painter (a white band down The Verdant Keep’s right edge, bars under Frosthold’s glacier and Leviathan’s Rest) — all cropped clean. And the CHAMPION FORMS shelf was folded into the stats panel, which shows under both doll views — so the CASTLE screen offered warrior shopping. It now sits directly under the doll like CITADEL LOOKS: castle view shows castle looks, champion view shows champion forms, never crossed.
- CITADEL LOOK PREVIEWS ACTUALLY PAINT NOW. Previewing a look asked for art by the wrong name, and the miss then blanked the whole castle portrait — an empty gold frame. The path is fixed, a failed look now falls back to your stage art instead of hiding it, and the shelf header says what’s true: previews are free at any stage — only WEARING a look waits for CITADEL.
- THE CASTLE BREATHES ON A PHONE AGAIN. The citadel-look picker was squeezed into the doll’s narrow center column — fourteen buttons wrapping into a ragged tower on mobile — and the champion panel always spilled every form button. Both cosmetic racks now fold into slim full-width shelves ( CITADEL LOOKS · CHAMPION FORMS) that open only when you’re shopping, showing how many you own at a glance. Preview-then-claim works exactly as before once a shelf is open.
- THE CLIMB IS ONE FIGHT NOW — CHAMPION VS WAVE, TWO HEALTH BARS. The duel reads like the Eternal you fight solo: your champion carries its own health bar under its portrait, the wave stands as ONE boss with its vitality pool under its art, and the filler lines (“the horde thickens”, “12 fighters as one”) are gone. The battle log speaks the same language — the WAVE strikes back, the WAVE breaks — instead of raining thirty “Voidspawn falls” lines per assault.
- THE CLIMB’S NUMBERS FINALLY MEAN SOMETHING. The mystery bar under the duel — which was quietly tracking a wall the game deliberately hides — is now your CHAMPION’S HEALTH after the last assault, colored by how dire it is. Your champion’s side shows its strike power and full stat line, the horde’s side shows how hard it hits back (straight from the last fight), the “returns at wave X” note now sits on the champion it describes, and the battle log’s champion HP percentages glow green, amber or red as the fight turns.
- THE APP STOPS RESTARTING UNDER YOU ON BUSY RELEASE DAYS. Automatic updates now fire at most once every three hours — the update banner still offers every new version instantly, but the app will not reload itself over and over on a day we ship a lot (like today). And the “character updated elsewhere” warning no longer cries wolf while server-side auto-battle is running — the server writing your settles every few minutes is the system working, not another device. If you recently prestiged: gear above your new level re-unlocks piece by piece as you level back up — that part is by design, and Swift Return makes the climb quick.
- SOCKETING AND REFORGING YOUR EQUIPPED GEAR ACTUALLY STICKS NOW. Adding a socket — or a Reforge to Level — on a piece you were WEARING looked like it worked, then came back “reverted by server”: the change was announced to the server through a bag comparison that cannot see worn gear, so the server was told nothing and refused. Both crafts now declare the exact swap. Bag items were never affected.
- THE CLAN LADDER RUNS TO 40 NOW — AND ADDING SOCKETS STOPPED BEING A SCAVENGER HUNT. Eleven new clan perks carry levels 21 through 40, all PvE: expedition yield, speed and materials, companion XP, gold, Boss Essence, combat material find, an extra daily Fast Reward, two extra clan dungeon strikes, and at level 40 a clan-exclusive AURA for every member. And for the crafters: your character sheet’s equipped-item view now has an Add-a-Socket button that opens the Forge with that exact item already loaded — and the Forge’s own target list puts your EQUIPPED gear first, sorted by rarity, instead of burying it under three hundred bag rows.
- CITADEL LOOKS — SIX FACES FOR A FINISHED FORTRESS. A castle that reaches CITADEL can now wear an alternate portrait the whole realm sees. Three sell for clan shards — the volcanic Obsidian Spire, the drowned Coral Bastion, the radiant Sunforged Keep — and three must be EARNED: Warforged Bastion for ten clan war wins, Stormcrown for a 25,000-wave clan Eternal record, and The Eternal Throne for building every wing to its limit. Tap any look to preview it on your fortress first — nothing is spent until you press Claim — and challenge looks show your clan’s live progress toward them. And the looks are not all one crag: SIX MORE arrived on wholly different sites — Skyhold on its chained floating island, The Verdant Keep grown from a living tree, Frosthold carved into a glacier, The Sunken Crown built into a fallen desert colossus — plus Dreadgate for twenty-five war wins and Leviathan’s Rest, raised in a sea titan’s ribcage, for reaching clan level 20.
v6.22.99 — The Castle Opens, The Clan Duels August 26, 2026 · Feature, Clans, Seasons
- THE CASTLE OPENS ON YOUR CHAMPION’S NUMBERS. The stat grid — ATK, HP, DEF, SPD, accuracy, evade, your share of the wall, and the champion’s forms — now shows the moment you enter the castle instead of hiding until you tapped the portrait. Tap the portrait to fold it away.
- CHAMPION FORMS PREVIEW BEFORE THEY COST YOU. Tapping an unowned champion form used to buy it on the spot — clan shards gone for a look. Now a tap PREVIEWS: the champion above wears the form, a bar names the price, and only its Claim button spends shards. Forms you already own still switch instantly.
- SOCKET GEMS RIGHT ON YOUR CHARACTER SHEET. Finding the right piece in a deep bag just to socket a gem was a hunt (player report — thank you). Now tap any EMPTY socket on an equipped item, right on the character sheet, and a gem picker opens — the gem sockets in place and the gear never leaves your body. Filled sockets still tap to unsocket, and the gem card in your bag still offers your equipped pieces first.
- THE CLAN DUNGEON IS A DUEL TOO — AND SHOWING UP NOW EARNS THE PASS AVATAR. The dungeon board matches the climb: YOUR portrait — avatar, frame, aura, nameplate — squares off against the wounded boss, strikes-left under you, tier and wounds under it, one HP bar beneath both. And daily login pass XP doubles to 50: log in every day of a month and the tier-15 season avatar is yours from presence alone — the nameplate and frame above it still take real play.
- EVERY EVENT IS NOW A SHOWCASE, AND THE CODEX FINALLY KEEPS ITS PROMISE. Tap any card on the events calendar and it opens: a pass month shows its actual exclusives — your class’s avatar, your name in the season plate, the frame around your own portrait — an event shows its boss, boosts and loot, and a season explains the ladder and graduation. The two duplicate Season 1 cards with different countdowns are now one card with the real end date. And the Codex Collection — whose own footer has promised cosmetics all along — gains the COSMETIC WARDROBE: all seven kinds, every item with a live preview, its unlock path and your owned state, from feat titles to Eternal auras to season plates.
- THE CLAN CLIMB IS A DUEL NOW. Your clan’s champion — the one your castle raised, wearing its chosen skin — stands face to face with the horde: champion on the left, the wave’s foe on the right, VS between, with the clan’s combined vitality under one and the horde’s numbers under the other. The contributor board folds to one line (leader + your own waves) until tapped, and the clan ladder is a single link to the full Rankings board. The castle’s wing tiles are taller and roomier so name, rank and price stop crowding, and the little view toggle says Champion / Keep instead of repeating the room switcher’s icons. And pet expeditions now remember the trip you last launched — claiming a Deep Roam no longer resets the picker to the 4-hour trail.
- SEASON INHERITANCE NOW CARRIES EVERYTHING YOUR CHAMPION HELD. Retiring a graduated season champion into an existing character passed on gear and gold — but their crafting materials, potions, scrolls and Boss Essence quietly stayed behind, stranded forever. Inherit now moves all of it: materials merge into your stores, potion and scroll stacks combine with yours, and essence adds to your pool — in the same single transaction as the gear. In place before Season 1 ends on September 3rd. (Restoring a champion into a free slot always carried everything — that path is unchanged.)
- EVERY SEASON PASS AVATAR NOW COMES IN YOUR CLASS. The monthly pass exclusive — the tier-15 avatar — was one painting that suited one class out of six. Every pass month, July 2026 through the anniversary season, is now painted in all six classes — seventy-eight new portraits — and yours always shows your class: an Ashborne warrior is charred plate and embers, an Ashborne necromancer is ash-wreathed soulfire. Already-claimed pass avatars switch automatically, and Vault reclaims come class-matched too.
- YOUR OWN COSMETICS FINALLY SHOW ON YOUR OWN SCREEN. The top bar drew a plain name, a plain title chip and a portrait with no aura — so the plate, style and aura you just equipped were visible to everyone except you. The header now paints your nameplate, wears your title style and rings your portrait with your aura. The character sheet also folds LOADOUTS and STATS behind the same tap-to-open headers DETAILS already uses, so the sheet opens straight onto your gear — and yes, the Compare screen already lists full raw totals for both fighters, taken from the PvP loadout that actually defends.
v6.22.88 — Your Name, In Colour August 26, 2026 · Feature, Cosmetics, Battle Pass
- MILESTONE AVATARS NOW MATCH YOUR CLASS. A warrior who conquers wave 10,000 should not be handed a mage’s portrait. The seven milestone avatars — all five Eternal depths and the Level 500 and 1,000 summits — are now painted in six versions each, and every screen shows the one for YOUR class: a warrior’s Void Monarch is an armored colossus, a necromancer’s is crowned in soulfire. Forty-two new paintings, one per class per milestone — already earned ones switch automatically. Monster art that had slipped back to emoji in the deepest zones has also been restored.
- THE ENDGAME LADDERS GO PAST YOU AGAIN. The realm outgrew its own feats: players over Level 1000 with the last level feat at 150, two-million-kill slayers past a 100,000-kill ladder, wave 10,000 Eternal climbers with eternal cosmetics ending at 2,500. Twenty-two new feats extend every ended ladder — Slayer to 5,000,000 kills, Boss Hunter to 25,000 bosses, Leveling to 1,500, Dungeons to 5,000 clears, Wealth into the quintillions and a fifth Resilience rung — carrying fifteen new titles plus four newly painted avatars (Highborne at 500, The Thousandth at 1,000, and two for the deep Eternal), nameplates, auras, banners and title styles at the summits. The Eternal ladder gains rungs at waves 5,000, 10,000 and 25,000. And COMPANIONS finally get their own feat ladder: five tiers from 5 to all 70, with Beastlord and Keeper of the Ark waiting at the top. Also fixed: the Godslayer nameplate pointed at a feat that never existed and could not be earned — it now belongs to Godsbane (5,000 bosses) — and gold feats were demanding 1,000× the intended amount on the client side.
- COSMETIC PURCHASES NOW STICK — AND A REFUND IS COMING. Buying a nameplate, style, aura or banner charged your gold instantly but handed you the unlock through the ordinary autosave — which stands down while auto-battle runs. Buy during a quick shop visit, refresh, and the gold was gone while the unlock was not. Purchases (and Vault reclaims) are now a single server-side transaction — price, payment, unlock and auto-equip land together — and equipping any cosmetic saves immediately. Gold burned on vanished purchases is being restored.
- THE QUEST COUNTERS AGREE NOW. The Quests page could say 7 READY while the Rewards tray said 3 — the tray only counted repeatable dailies, so finished STORY quests waited invisibly with no card and no badge anywhere. Every surface now counts the same thing: everything completed and unclaimed, story quests included, and the card is simply called Quests.
- THE HELP AND THE WIKI CAUGHT UP WITH THE REALM. The in-game Help gains a guide to all seven cosmetic kinds and the Battle Pass entry now explains the season exclusives and the Vault. The public wiki at shadowrealmsrpg.com/wiki gains full sections on Seasons & the Battle Pass, Cosmetics & Identity, and the clan castle era — the Champion, the shared climb, invasions and sieges — and the PvP ladder now correctly runs through Legend to Immortal.
- YOUR NEW COSMETICS SHOW THEMSELVES PROPERLY. The four new cosmetic kinds — nameplates, title styles, auras and banners — were being previewed as tiny squares and emoji: style chips spilled out of their tiles, nameplates truncated to three letters, and banner swatches read as plain black. Every row now gets a wide live preview, and tapping one opens the REAL thing — your name in the plate’s gradient, your title in the style, your portrait wearing the aura, and a miniature of your profile header wearing the banner.
- SEASON PASS COSMETICS NOW REACH EVERY CHARACTER. The pass is account-wide, but its avatar, frame and nameplate were only handed to the character that pressed CLAIM — and the new nameplates were not handed out at all if you had cleared tier 20 before they existed. Every character on your account now receives the current season’s earned cosmetics automatically.
- PROFILE BANNERS — YOUR PROFILE, YOUR COLOURS. The header of your profile — the screen other players open to look at you — was the same flat gradient for everybody. Seven banners paint it now: Emberfall, Frostreach, Wildgrowth and Voidscape from the gold shop, plus Reborn, The Deep and Coronation earned from prestige, wave 2500 and PvP Immortal. Cosmetics › Banners.
- PORTRAIT AURAS — LIGHT AROUND YOUR FACE. Six auras ring your portrait wherever it appears: in chat, on the leaderboard, in your clan roster, on your profile. An aura sits BEHIND your frame rather than replacing it, so the two are worn together — Emberwake, Frostveil and Voidwreath from the gold shop, and Radiance, Eternity and Immortality earned from prestige, wave 2500 and PvP Immortal.
- THE ONLINE LIST OPENS PROFILES. The names in the Online Now rail sat right beside clickable event rows, looked exactly like them, and did nothing. Tap one and you go straight to that player — gear doll and all.
- TITLE STYLES — THE TITLES YOU ALREADY OWN, BETTER. Rather than a 54th title, a STYLE reshapes whichever one you are wearing: Gilded, Engraved, Voidbound, Radiant, Shimmering, Laurelled. A style keeps that title’s own colour, so the same style looks different on every title you own — Godslayer stays red, Pass Pioneer stays green. Three are earned (prestige once, wave 2500, PvP Immortal) and three sit in the gold shop. Cosmetics › Styles, and the preview shows the style on YOUR title.
- NAMEPLATES — YOUR NAME, IN COLOUR. A new kind of cosmetic, and the most visible one in the game: your name is painted with a living gradient wherever anyone sees you — in chat, on the leaderboard, in your clan roster and on your profile. Twenty to collect. Four are EARNED and cannot be bought: prestige once for Reborn, reach wave 2500 for Eternal, take the Godslayer feat, or hit Immortal in a PvP season — and if you already did any of those, yours is waiting the moment you open Cosmetics. Three sit in the gold shop. The other thirteen are Season Pass exclusives, one per month, gone with the month. Equip them under Cosmetics › Plates.
- THE SEASON PASS NOW PAYS A NAMEPLATE AT TIER 20, on the free track. Each month's plate is drawn in that month's colours — Ashborne burns ember, Frostbind runs ice — and once the month turns it never returns.
- THE SEASON PASS SHOWS YOU WHAT YOU ARE PLAYING FOR. Each month's avatar and frame are exclusive to that month and never come back — and the pass described them in words, with a picture-frame emoji standing in for artwork that was already drawn and sitting on your device. They are now SHOWN: a Season Exclusives panel at the top of the pass displays this month's avatar, this month's frame drawn around your own portrait exactly as it will look equipped, and the tier-30 title, each with how far you have left to go. The tier cards show the artwork too.
- THE PASS NOW TELLS YOU WHEN IT ENDS. Tiers you have earned but never pressed CLAIM on are lost the moment the month turns — including the exclusive avatar and frame, which do not return in any later season. Nothing on the screen ever said so. The pass now carries a countdown, and in the final five days it names exactly what you are about to lose.
v6.22.52 — The Dungeon Spotlight August 23, 2026 · Feature, Dungeon, Fixes
- CLAN QUESTS PUT THE CLAIMABLE ONES BACK ON TOP. A finished clan quest waiting on its reward was being listed BELOW every quest still in progress — claimed ones fell to the bottom correctly, so the list looked almost right while hiding the only rows you could act on. Ready to claim now sorts first, matching the player quest list.
- THE REFERRAL REWARD THAT COULD NEVER BE CLAIMED. If you joined using a friend's code, your rewards list kept offering a referral reward that had nothing behind it — the welcome gold is paid the instant you enter the code, so there was never anything to press. Only players who USED a code ever saw it; the friend who invited them was unaffected. The phantom is gone.
- PRESTIGE WORLD BOSS STRIKES WERE BEING WITHHELD. If you own Boss Breaker in the prestige tree, its extra strikes never showed on the World Boss screen — the counter read your subscription total only, so a Legend with rank 1 saw 25 instead of 27 and was refused the last two by the app itself, even though the server would have allowed them. The counter now comes from the server, so it matches the Rewards list and includes every bonus you own.
- THE DEAD ATTACK BUTTON ON A FRESH BOSS FIGHT. Travelling to a new area and starting a Boss Fight straight away could leave you unable to attack. Stopping auto-battle is a server round-trip, so a status check already in flight could answer "still running"a moment later and switch auto-battle back on while you were standing in front of the boss — and the attack button is disabled whenever auto-battle is on. A resume can no longer land on top of a fight in progress.
- THE BREEDING CHART REMEMBERS. Breeding consumes both parents, and the chart was reading who you currently HOLD — so the moment you used a recipe it hid itself again, and the pairing you had just proved went back to question marks. It now reveals anything you have ever owned, and owning a companion reveals the pair that makes it, because you cannot be holding one without having bred it. No more trips to the Codex to re-learn your own discoveries.
- BLUEPRINT TIERS YOU EARNED ARE NO LONGER PADLOCKED. The rarity picker read a stored value that only ever moved when you killed an area boss for the first time — so if your areas opened any other way, the tier stayed behind and Mythic sat locked even with area 9 cleared. It now reads your actual unlocked areas, the same rule the crafting itself uses, and honours the tier prestige banks for you. Nothing you had can go backwards.
- YOUR SIEGE COUNT TELLS THE TRUTH. "Siege the Champion"showed "0/2 today"after every reload no matter how many you had already used, so the button invited you to strike and the server turned you away — which looked like the limit was shared across your characters. It never was: each character has its own 2 per day. The counter is now read from the server, so it survives a reload and a character switch.
- THE DUNGEON RUN HEADER SITS STRAIGHT. The dungeon's name is now centred against the whole header instead of the space left over beside the Abandon button — it had always been pushed right by half a button — and the decorative glyph in front of it is gone, on every dungeon.
- THE SPOTLIGHT MOVED ONTO THE DUNGEON ITSELF. The separate banner is gone — this week's featured dungeon now wears the spotlight on its own card: a violet frame, the exact gold, mastery and set-drop increases, and the twist you pay for them. One place to look instead of two, and a screenful less to scroll past before you reach the dungeon list.
- THE CLAN CLIMB NOW KILLS YOU. Your clan’s Eternal no longer shows a wall and a percentage — because half the thrill of the Eternal has always been NOT knowing your ceiling, feeling the champion start to bleed, and deciding whether to push anyway. Pushes now run until your champion FALLS. Deep below your limit it barely notices; near it, you watch the HP crater inside a single wave; past it, the horde takes your champion at the gate and the push pays nothing. Past your clan’s record you are in UNCHARTED DEPTHS. Your actual limit has NOT moved — the fall is derived from the very same wall maths that used to be printed on the screen, measured within 0.2% on every clan alive, and pushes still advance at the same rate. Only the way you learn where the edge is has changed. Shards, records and the weekly watermark are untouched: a gain is a gain, however the push ends.
- TWO GEAR BUGS FOUND BY THE ENGINE’S OWN SAFETY CHECKS. Low item-level gear carrying a percentage affix could be refused by the server after a save-and-reload — the item was legal when it dropped, but reloading it re-attached an obsolete marker that made it look like an impossible roll, so the next action on it bounced back as “reverted”. And if your ACTIVE loadout was an empty one, the game and the server disagreed about what you were wearing: the server already knew to fall back to your fullest loadout rather than field you naked, and now the app does too, so your displayed power matches what actually fights.
- YOUR COMPANION HAS A SLOT ON THE SHEET. The character doll gains a pet square above your portrait, in line with the Helmet and Amulet — showing who's fighting beside you and their level, or an empty paw print if nobody is. Tap it to go straight to Companions. Pets were the only worn power with no square on the doll, which is part of why most pet owners were walking around with none equipped.
- YOUR SPLIT ELIXIR STACKS MERGE. Buff scrolls and elixirs bought in different eras sat as dozens of separate ×100/×999/×9999 rows that refused to combine (a long-fixed shop bug left its shreds behind, and the server kept faithfully restoring them). The server now merges identical stacks into one row — first time you act after this update, your bag consolidates itself. Every quantity is preserved to the last elixir; loose gem stacks of the same tier merge too.
- THE CASTLE VIEW BREATHES: the wide header scene is retired (it was a cropped duplicate of the fortress portrait — and that space may one day sell castle LOOKS instead), the little corner crest is gone from both cards (the banner-frame IS your heraldry), the champion's title engraves cleanly below the art instead of fighting it, and relic and station names get a second line instead of being cut off mid-word.
- THE WEEKLY MUTATOR IS REBORN AS THE SPOTLIGHT. Each week one dungeon takes the stage: this week it pays +25% GOLD, 2× MASTERY, and +50% SET DROPS on every clear — and the week's twist applies to every run of it as the price. No more separate scored mode, no attempts, no clear-time leaderboard: you just RUN the featured dungeon, with your normal keys and full normal loot. The “Mutator Ace” title becomes a legacy honor for those who earned it under the old rules.
- THE CLAN CLIMB TELLS ONE STORY NOW: the foe lives inside the main climb box (image, level, real per-foe HP straight from your last fight — each wave is an endless HORDE of foes, not one boss, which is why the old “horde strength” number never matched the log). One-shot kills read as OVERKILL multipliers, and double strikes are labeled for what they are — speed, not crits (your champion's crits are already folded into every swing).
- THE PUSH MATH SHOWS ITS WORK: the strike readout now counts the foes slain and how many make a rank (“625 foes slain · each wave a rank of ~3.7”) — so +167 waves is arithmetic you can see, and the wall is where the ranks outgrow your kill rate.
- PLAYER PROFILES back out easily — tap anywhere outside the card to close, same as every other dialog.
- SUBCLASS AWAKENING now says when your next tier unlocks (“next at Lv 400”) — and clarifies it counts your CURRENT level: prestige resets the climb, but every tier you already bought keeps working.
- THE REWARDS TRAY READS AT A GLANCE: claims and today's tasks sit side by side, and every card IS its own button — tap the thing, go to the thing. No more separate Claim/Go buttons or scrolling one long stack.
- THE CHAMPION STOOD. The realm tore 90% off The Champion of Wisconsin Gamers this weekend — eleven fighters, 32.7B damage — and the Warbringer did not fall. The defending clan claims the 2,000-shard crown. And NEXT weekend the rope goes taut: TUG-OF-WAR is armed — the defending clan's strikes will REINFORCE their champion while the realm tears it down.
v6.22.50 — The Castle Arc August 23, 2026 · Feature, Clans, Event
- YOUR CASTLE GROWS. Five build stages — Campsite to CITADEL — painted scenes of the same crag rising with your clan's total wing ranks. The header, the fortress portrait, and your public Showcase all fly the stage you've earned, and crossing a threshold raises a full-screen reveal: THE CLAN RISES.
- THE EMPORIUM. The clan store grew from 13 to 25 pieces and moved into its own hall: 12 shard-exclusive crests, banner-frames and titles alongside the gold heraldry — elemental for shards, gilded for gold, battle-worn only ever earned. The champion's wardrobe grew to TWELVE forms, Worldbreaker at its summit.
- SEVEN CASTLE STATIONS. Wavecaller, Warden, Quartermaster, Siegemaster, Herald, Shrinekeeper, Drillmaster — a title for most of the roster, every one carrying a real wired effect.
- CHAMPION WEEKEND. The reigning eternal champions stood as the weekend's invasion boss in the form their clan bought, flying their own crest — and if the realm fails to fell them, the defending clan earns 2,000 shards. Next time, TUG-OF-WAR: defenders REINFORCE their champion instead of striking it.
- ONE ETERNAL BOARD, AND ROOM TO BREATHE. Rankings de-cluttered onto scrolling rails, the eternal leaderboard unified and fixed, the clan Overview opens with a glance row (dailies · castle · wars · shards), claimed dailies collapse to receipts, and buffs ride one row in battle.
- THE ABYSS BLEEDS. The clan dungeon boss now wounds as you hit it — whole above two-thirds, BLOODIED below (a red vignette creeping in, colors draining), BROKEN under a third (grayed, cracked, pulsing) — with a bigger portrait and the card's glow turning red as it falls. And “4 fighting” became names: a strip of who struck today and how many times.
- THE CLAN DUNGEON IS A FIGHT YOU WATCH. Every strike now writes its own lines under the button — your hit, whether it crit, the Abyss answering or STAGGERING, the moment a tier FALLS and the boss reforms at double HP, and your banked share of what just fell (gold, XP, gear, ✨ a Godforged relic when luck lands). No more clicking a button and hoping.
- THE ROAD TO THE NEXT SILHOUETTE is a bar under the fortress now — “6 more ranks to CITADEL” you can watch fill as the clan builds.
- TWO BUILDS, TWO SCREENS. The Warrior and the Castle are no longer the same doll with a swapped picture. The WARRIOR is what you equip — its relic sockets and the seven stations (who powers it, by name) flank the champion, strike power beneath. The CASTLE is what you build — the seven wings flank the fortress, each showing its next rank's shard price right on the cell, no tapping through to find out.
- YOUR BANNER WRAPS YOUR WARRIOR AND YOUR CASTLE. The clan's banner-frame now frames both center cards properly — ornate corners intact, edges fitted to the card — instead of hiding in a corner badge; and the castle portrait is just the castle again, wing seals cleared off the art.
- THE TUTORIALS CAUGHT UP TOO: the Clans walkthrough gains the Castle & build stages, the Champion & the climb, and Shards, Emporium & Stations; the Invasion guide covers Champion Weekends. Set Fusion and Fast Rewards finally have wiki entries — and from now on the BUILD REFUSES to ship a feature whose wiki entry is missing.
- THE WIKI LEARNED CLANS. A whole new 🏰 Clans section in Help — twelve entries covering shards, the castle and its build stages, all seven stations, the champion, the climb, the battle log, the Emporium, wars and sieges, Champion Weekends, and the Showcase. Everything the clan arc added now has a written home.
- THE CHAMPION LEARNED TO CRIT. The pooled clan warrior now prices every member's critical strikes into its might — crit builds finally count toward the clan's swing, exactly as they do in your own fights. Expect your champion's strike power (and the walls it faces) to rise.
- GODFORGE AUDIT: all 53 Godforged relics verified working — every family effect, unique rider and special affix has a live engine behind it. One found lie corrected: the Ring of the Rotwood Pact regenerates 15% of max HP EVERY ROUND (not per kill) — stronger than its old text claimed, especially in boss fights.
- FIXES ALONG THE WAY: Select-All truly selects all · bulk Dusting respects the server's batch size and your loadouts · the Fusion Forge respects locks (protected pieces default to the KEEP) · the pre-Prestige gear list stays dismissed · Emporium art loads everywhere · the champion keeps his head. Thanks Tim.
v6.22.16 — The Fortress Takes The Stage August 22, 2026 · Feature, Clans, Polish
- The castle doll's center now swaps: ⚔️ shows your CHAMPION, 🏰 shows THE FORTRESS ITSELF — your castle in full portrait with every raised wing flying its emblem across the battlements, your clan's name beneath, and the count of wings raised where MIGHT stands. Your built castle finally has its showcase.
- Two PREMIUM champion forms join the four free ones: the COLOSSUS (8,000 shards) — a living siege-engine with battlements for shoulders — and the DRAGONLORD (12,000 shards) — obsidian scale-armor and wings of flame. Bought with the clan's shards, owned forever, and buying one equips it on the spot.
- Fixed: the War Room wing and the Founder's Keystone shipped with white backgrounds — both regenerated, and the art checker now scans every castle and artifact image so it can never happen again.
v6.22.15 — Eternal Rankings, Both Halves August 22, 2026 · Quality of Life, Rankings
- The Eternal rankings tab was quietly showing only CLAN waves — tap 'Eternal' expecting the eternal leaderboard and you got clan numbers with no player in sight. It now shows both halves, clearly split: PLAYERS (the deepest solo climbers, your own rank shown) and CLANS (this week's climb and the all-time record).
v6.22.14 — The Champion Wears Your Colors August 22, 2026 · Feature, Clans, Polish
- The champion now WEARS your clan. Your equipped banner-frame wraps its portrait, your crest badges its shoulder, your clan title is engraved beneath its name — everything your clan has earned or bought shows on the warrior itself, exactly like your own character screen.
- Four champion forms: Vanguard, Sentinel, Revenant and Warbringer. Officers choose from the champion's sheet — a cosmetic identity for how your clan fights.
- All nine artifacts have real art now, in the sockets and in the vault.
v6.22.13 — The Champion Stands In Its Castle August 22, 2026 · Feature, Clans, Polish
- The castle is now your clan's character screen — literally. THE CHAMPION stands at the center in full portrait, its MIGHT beneath it, with the seven wings arranged around it like equipment slots and the three artifact sockets beneath like weapons. Tap any of them and the detail opens below, exactly like tapping a piece of your own gear.
- Everything moved into the doll: wing ranks and upgrades, station appointments, the Banner's heraldry, the artifact vault — each lives in its slot's detail panel now instead of a long scroll of lists.
- Tap the champion itself for its full six-stat sheet, your share of its wall, and every way to raise it.
v6.22.12 — Watch The Champion Fight August 22, 2026 · Feature, Clans, Eternal
- The Battle Log is now the FIGHT. Strike by strike: what your champion hits for, double hits flashing gold, the foe's HP falling, the horde clawing back, the kill. Every number is rolled by the same combat engine that priced the push — nothing staged. The freshest assault shows to the whole clan, with who led it and what it gained.
- New loadout role: CASTLE. Dedicate a kit to your clan's champion — your tankiest set can hold the wall while you wear farming gear. Assign it under Gear → Loadouts like PvP, Auto and Eternal. Unassigned, the champion uses your worn gear as always.
- The champion's sheet in the castle now points to it: pooling your strongest kit is one more way to raise the warrior.
v6.22.11 — The Champion Has A Home August 22, 2026 · Feature, Clans, Polish
- THE CHAMPION now stands at the front of your castle: all six pooled stats, how many souls forge it, your share of its wall — and exactly what raises each piece. It is the same warrior that climbs your Eternal and defends your wars; this is its sheet.
- The castle finally looks like one: a full castle scene crowns the view — seven wings and towers on the crag, torchlight against the storm.
- The Eternal climb has a BATTLE LOG. Every push lands in the feed by name — who drove the line, how far, how recently — under your champion's strike power. The climb reads like a war being fought, because it is one.
v6.22.10 — Your Godforged Are Safe August 22, 2026 · Bugfix, Quality of Life, Items
- Select All now actually selects ALL. It was quietly picking only the 150 items on screen; it now takes your entire filtered bag (the sell and salvage pipelines were already built for thousands). Thanks Tim.
- GODFORGED gear can no longer be swept by a bulk action. Select All skips it entirely — putting one into a bulk sell or salvage takes a deliberate individual tap, and the confirmation calls it out in red if you do. Auto-salvage refuses Godforged outright now, at every threshold, forever.
- Locks that vanished: if you play on more than one device, a device holding an older lock list could quietly shed the locks you had added since it last synced. The server now recognizes that signature and keeps your locks. If a lock ever seems to reappear after you removed it, that is this protection erring on the safe side — tell us, and re-unlock it.
v6.22.9 — Siege The Champion August 22, 2026 · Feature, Clans, War
- Clan wars gain a new front: SIEGE THE CHAMPION. From Day 3, strike the enemy clan's pooled champion for war points — their entire roster, their Keep, their Warden and their artifacts stand on the wall against you. Your attack decides your share; a fortified castle genuinely defends its clan's war. Two sieges per member per day.
- The seventh wing: the WAR ROOM. Rank 1 reveals the enemy champion's full stat block before you commit a siege; every rank sharpens your clan's sieges by 2%. Capped small on purpose — the War Room tilts wars, it can never win one alone.
- Every surface now reads the champion from ONE derivation — the eternal climb, the war siege, the castle display. What your clan builds is what defends it, everywhere, with no second formula to drift.
v6.22.8 — The Castle Vault Opens August 22, 2026 · Feature, Clans
- Clan ARTIFACTS: nine relics, three sockets, one build. Half are pure boons, half are trade-offs — the Horn of the Vanguard quickens the climb but thins the walls; the Gilded Idol fattens dungeon spoils at the cost of defense. Which three your clan sockets IS your clan's identity, and officers can re-socket freely once a relic is in the vault.
- The clan screen is now two rooms: THE CLIMB and THE CASTLE. The climb page is about climbing again — wave, wall, record, contributors, ladder. Everything your clan has built lives in the castle: banner overhead like a character portrait, six wings as its gear, stations as its appointments, artifacts as its equips, heraldry on its walls.
- Backpay: every clan has been credited the full shards its existing record depth would have earned — verified to the wave against the same curve new climbs pay. Wisconsin Gamers banked 129,810 for their 17,124; every clan starts the castle with their history honored.
v6.22.7 — Stations Of The Castle August 22, 2026 · Feature, Clans
- Clan members can now be APPOINTED to castle stations. The Wavecaller's pushes strike 5% harder. The Warden's defense weighs 10% heavier in the clan pool. The Quartermaster's dungeon spoils pay 5% more. One member per station, one station per member — being appointed means something, and the title shows on the castle for everyone to see.
- Leaders and officers appoint from the castle card: tap a built wing's station, pick the member. Appointments route each member's own contribution — no new stats are minted anywhere.
- The sixth wing: the Shrine. +2% pet XP from battle per rank for EVERY member — the clan's companions learn faster from the castle. Stacks with your personal Companionship node: one is your investment, the other your clan's.
v6.22.6 — Your Champion Takes The Field August 22, 2026 · Feature, Balance, Clans, Eternal
- Clan Eternal pushes are now real fights. Your clan's pooled might — every member's attack, speed, accuracy, evasion, defense and HP, plus the Keep's fortification — forms a CHAMPION that battles at your current wave through the same combat engine you fight with. The strike card shows the actual numbers: what your champion hits for, what it's felling, how fast.
- BALANCE: the level-gap penalty is gone everywhere. The wave (or area) you fight decides the difficulty through its monsters' own stats — there is no hidden second tax for being 'under-leveled'. This mostly mattered to prestiged characters re-climbing below their peak, who were quietly losing up to 60% of their accuracy and most of their dodge for no stated reason.
- In its place, monsters now carry properly scaled accuracy and evasion at every depth. If you build evasion, you dodge — committed builds land 27-40% dodge at their own frontier. If you ignore accuracy, you miss — noticeably. Every one of the six stats is now a real decision everywhere: solo Eternal, Clan Eternal, areas and dungeons. And speed finally works in Eternal: double hits trigger there for the first time.
- Three new castle wings. The Treasury pays +2% clan dungeon gold and XP per rank. The Keep fortifies your pooled defense, raising the Eternal wall itself. And the Banner unfurls heraldry for clan shards — each rank unlocks grander crests, frames and titles, bought from the castle and flown from the same heraldry screen as always.
- The clan ladder now shows every clan's castle: wing icons and ranks on each row. What your roster built is on display.
v6.22.5 — The Clan Castle Opens Its Gates August 22, 2026 · Feature, Clans, Eternal
- Your clan now has a permanent best in Clan Eternal. The weekly climb still resets — that is the race — but the record does not, and the screen shows exactly how far you are from beating it. One clan reached wave 17,124 two weeks ago and until today the game had forgotten; it is back on the books.
- Breaking the clan record pays Clan Ascension Shards — a new clan-wide currency banked in one shared pool. Only NEW depth pays, exactly like your personal shards: re-grinding last week's waves pays nothing, beating the record pays every wave.
- The Clan Castle is open with its first two wings. The Barracks raises your member cap (+1 per rank, to 15) and the Beacon strengthens every eternal push. Leaders and officers direct the build; everyone's record pushes fund it. More wings are coming — and yes, they will be visible to rival clans.
- Clan Eternal now feeds your CLAN too: the week's depth grants clan XP at the turn, on top of the member rewards it already paid.
- BUG: a full clan could still take an 11th member through the application flow — the cap was only checked on direct joins. Both doors now check the same (Barracks-aware) cap.
v6.22.4 — Companions Get Their Own Lane August 22, 2026 · Feature, Pets, Quality of Life
- New Ascension node: Companionship — +10% pet XP per rank, up to +100% at rank 10. Kinship made pets stronger; nothing made them level faster. Now the board covers both halves of the system, and it applies to kills and feeds alike.
- If you own companions but have never equipped one, the game now mentions it — once. A small dismissible prompt, and it never appears for anyone who has ever used a pet (your companions only gain XP while equipped, so we can tell).
- Locked areas now tell you both ways in: clear forward through your tier frontier, or push Eternal to the exact wave that unlocks the area instantly — with your own numbers, not a bare lock icon.
v6.22.3 — Eternal Resumes Where You Actually Got To August 21, 2026 · Bugfix, Eternal
- BUG: Eternal could offer you a resume wave hundreds below your best. Your current wave and checkpoint are written by several different things — this device, other devices, the server climb — and a stale one could win, while your best depth is the one number that only ever goes up. One player's screen said 'start wave 3731' when his proven best was 4518: 788 waves of re-clearing dressed up as his frontier. Resume is now floored at the checkpoint your best already earned, everywhere: the Eternal screen, death resets, the server climb, and the database itself.
- BUG: if the game thought you were in normal area auto-battle when your device reported eternal progress, it threw the whole report away — including your best depth. That is how the player above spent days with the server believing a best 788 waves below the one his screen showed. Wave rewards from a mismatched session are still rejected (that part protects against double-paying), but your best depth now always lands.
- If you saw your eternal wave jump around when opening the game — higher for a moment, then snapping back — this was it: your device showing you the wave it last saw before its death reset and the stale resume point caught up. Both ends of that snap are now the same number.
v6.22.2 — The Quests You Could See But Not Claim August 21, 2026 · Bugfix, Quests, Quality of Life
- BUG: the Quests tab could tell you three rewards were waiting and then show you no way to claim any of them. Repeatable quest goals scale with your level, so finishing a quest and then LEVELLING UP raised its bar above the progress you had already banked — the counter kept counting the quest as done, the claim button quietly disappeared, and reloading never helped because nothing was stale. Fixed: the button and the counter now read the same finished flag, and the server still checks the goal you actually met.
- Claim All has come to Quests. Every other bulk reward in the game had one — Battle Pass, clan dungeon, World Boss — and daily quests, the thing you claim most often, did not. One tap claims everything that is ready and gives you a single summary of the gold and XP it paid.
- If that claim levels you up, it now says so. A reward that immediately gets spent filling a level bar looks exactly like a reward that was taken back, so it names the level you reached instead of leaving you to guess.
- EXPLOIT FIXED: rewards worth 'part of a level' were priced when you earned them and paid out when you claimed them. Banking them across a prestige meant a fraction of a level 900 bar landing on a level 40 character — hundreds of levels in one tap. They are now capped against the bar you have at the moment you claim.
- BUG: current HP and mana could read higher than your maximum after gear or buff changes, which made the bars look broken and threw off the numbers next to them. Every read is now clamped to your live maximum.
- BUG: skill point totals were computed four different ways over three different stat lists, so anyone who had spent points on a stance was shown the wrong number of free points. All four now use one list.
- 180 of the 288 skill tree nodes were still drawing a placeholder diamond instead of art — the new fourth branches and the depth pass shipped without icons. Every node has its own emblem now, colour-keyed to its branch.
- The Character screen lost its Progression section and its hero recap. Both repeated what the header above them already said. Loadouts now sit under your gear overview where you actually use them, and set bonuses show their set art.
- The Abilities screen dropped its obsolete 'skill damage' explainer, and a group holding an uncapped node now shows a plain rank count rather than pretending there is a maximum.
v6.22.1 — Ascension Actually Has An Endgame Now August 20, 2026 · Balance, Ascension
- Every combat node on the Ascension board now goes to 25 ranks instead of 10. Attack, Defence, HP, Accuracy, Evasion, Crit Damage and Magic Resist each go from a 6% ceiling to 15%; Speed to 12.5%, Crit to 10%, Lifesteal to 5%, HP Regen to 3.75%.
- The board was lopsided and nobody had said it out loud: the economy nodes ran to 25 ranks and were worth up to +75%, while every combat node stopped at 10 and was worth 6%. Finishing the board left you with a lot of gold find and almost no power, and then nothing left to buy.
- That triples the board — from about 62,000 shards of content to 200,000 — so a finished board is now a long way off again rather than something you hit and then stare at.
- The infinite Mastery nodes are dramatically cheaper to keep buying. Their cost used to square with every rank, which sounds reasonable until you notice shard income does not grow with depth: rank 30 was asking for about 28,600 waves of NEW eternal depth, when the deepest players in the game have around 8,000 in total. It was not a grind, it was a wall. Rank 30 now costs about 1,300 waves' worth.
- Ranks still get more expensive as you climb — a 50th rank costs six times a 10th — but each one is now inside reach of a single round of gear upgrades.
- Affinity, Godforge Fortune and Kinship stay at 10 ranks for now. Those move drop rates and pet power, and we want to simulate them properly before raising them rather than guess.
v6.22.0 — Eternal Climbs While The App Is Closed August 20, 2026 · Feature, Eternal
- Auto-Climb now runs on the server. Start it, close the game, come back later and your climb has carried on — the same way area auto-battle already worked. Eternal was the last mode that only ran while you were watching it.
- It climbs at your real clear speed and stops at the wave that kills you, then tells you where you maxed out. That is the whole loop: tap once, come back, see how deep you got.
- Everything a manual climb earns, a background climb earns — XP, essence, depth milestones and Ascension Shards for new best depth. Below your best is a re-climb and pays no shards, exactly as before.
- The Eternal screen now shows the climb running, which wave it is on and how far your wall is, so you can tell it is working instead of guessing.
- It uses your AUTO-BATTLE loadout, like everything else auto-battle does. If that loadout is squishier than the gear you set your record with, the climb will stop early and say so — put sturdier gear in it to push deeper.
- BUG: leaving the Eternal screen used to end the climb outright, and switching characters ended it for the character you left. Starting a climb on each of your characters left exactly one of them running. Both are fixed — climbs now survive navigating away and switching.
v6.21.99 — Account Level Stopped Going Backwards August 20, 2026 · Bugfix, Prestige
- BUG: prestiging LOWERED your account level. It was built from your peak level-bands rather than a running total, so wiping a character took away more than banking the new bands gave back — and it could never recover. Prestiging at 814 with 5 bands banked dropped one player from 1,314 to 803.
- Account level is now cumulative and cannot go down. We also rebuilt everyone's real history from the prestige records rather than estimating it, so the number reflects every level you have ever climbed instead of a rounded-off approximation. Most long-running accounts will see a sizeable jump.
- BUG: the character-portrait badge, VIP tier icons in the store, and the dungeon result artwork were showing broken-image placeholders. Several images were still being requested under their old file names after the art was converted to a smaller format.
v6.21.98 — Knowing What Needs You, And Better Numbers August 20, 2026 · Quality of Life, UI, Bugfix
- The tab strips now count what is waiting inside them. Clan shows its ready dailies as well as clan dungeon rewards, and Codex marks which of Quests or Pass actually holds the claim — the bottom-tab badge used to tell you something was ready and leave you to find it.
- BUG: the tier comparison would not update when you changed your auto-battle loadout. It cached results against your WORN gear while pricing your AUTO loadout, so swapping the gear it was actually measuring never refreshed anything — for up to 30 minutes. Two players independently reported that changing gear did nothing.
- BUG: the same screen often claimed your deepest tier was the best for XP. It only had time to sample part of your tier range and always included the deepest, so 'best' was picked from an incomplete list. It now samples across the whole range.
- It also names which loadout it priced, and marks the tier where that loadout starts dying — income falling off a cliff there is your gear, not the tier.
- BUG: an auto-battle loadout with nothing in it made the game field that character with NO GEAR in every estimate and payout. It now falls back to your fullest loadout instead.
- Auto-battle now shows the stats of the loadout it fights with, so the numbers on screen match the kit doing the fighting.
- Updates now apply themselves when you next switch tabs or come back to the app, instead of asking. It waits until you are between actions and never interrupts a fight.
v6.21.97 — Choose Your Four Abilities August 17, 2026 · Feature, Skills, Balance
- Every class had exactly four abilities and no say in them. Each class now has SEVEN, and you pick the four you fight with. Open Settings (the ⚙️ icon, top right) → ⚔️ Rotation — the picker sits at the top, just above the rotation order.
- Each slot takes one role: a Strike, a Finisher, or a Sustain. Your class decides the shape — Mages and Rogues get two Strike slots because they have always been three-attack classes, everyone else gets two Sustain slots.
- That shape is deliberate. If any four were allowed, every class would run three damage abilities and they would all end up playing identically — we measured it, and it was both a large power jump and the end of any real difference between classes.
- Nothing changed unless you change it. Your existing four are still equipped and still do exactly what they did.
- New options include Rend (bleed), Execute (one huge hit), Bulwark (defence), Ice Shard and Flurry (multi-hit), Meteor, Assassinate, Smoke Screen and Camouflage (evasion), Bone Wall, and Arcane Siphon. They are alternatives rather than upgrades — the strongest legal loadout is about 6% ahead of your current one on average, so it is a choice, not a treadmill.
v6.21.96 — Awakening Diminishing Softened August 17, 2026 · Balance
- The diminishing on each stat now bottoms out at +3% per tier instead of +2%. Everything before that is unchanged: 10, 8, 6, 5, 4, then 3 from there.
- Spreading across all six stats gives exactly the same total as before, so nobody who spreads is affected. What changes is the floor for players who pour everything into one stat: a 15-tier specialist keeps about 85% instead of 69%.
- We could not go higher than 3. At 4 the maths stops behaving — because these multiply together, a shallow floor lets deep stacking catch back up, and splitting between two stats ends up worse than either extreme. 3 is the gentlest floor that keeps the curve honest.
v6.21.95 — The Awakening Re-Pick Is Now Actually Findable August 17, 2026 · UI, Quality of Life
- The re-pick control was a bare ⇄ symbol with no label, which nobody could be expected to find. It now reads ⇄ CHANGE and is tinted so it stands out as something you can press.
- The panel also explains the new rule up front: each stat diminishes as you pour into it — first tier +10%, then 8, 6, 5, 4, 3, 2 — so spreading gives more total power while stacking gives one much bigger stat.
- It no longer says your choices are permanent, because they are not any more. Moving a tier's ranks to a different stat is free and keeps your ranks.
v6.21.94 — Awakening Rework — Spread Beats Stacking, And You Can Re-Pick August 17, 2026 · Balance, Feature, Bugfix
- BUG: Speed, Accuracy and Evasion Awakening have been impossible to actually buy since we added them. The panel offered all six stats but the server was still checking against the old list of three and rejecting the purchase. Fixed — all six are buyable now.
- Awakening used to give 10% per tier for your first ten tiers and 5% after that, no matter which stat you chose. So your earliest tiers were always your best ones, and putting everything into one stat cost you nothing. Almost everyone stacked Attack, because that was simply the correct play.
- Now each STAT diminishes on its own: the first tier you put into a stat gives 10%, then 8, 6, 5, 4, 3, and 2 from there. Spreading across all six reaches about 168% total; pouring everything into one reaches about 86% but concentrates it all in that lane. Breadth or peak — a real choice.
- YOU CAN RE-POINT ANY TIER, FREE. Tap the ⇄ on a tier and pick a different stat. Your ranks and your gold are kept — only the choice moves. We changed the rules, so you get to remake the decision you made under the old ones.
- Every tier now shows what it is actually worth given what you have already put into that stat, so the diminishing is visible instead of something you have to work out.
v6.21.93 — New Drops Stop Rolling Broken Stat Bonuses August 17, 2026 · Bugfix, Loot, Balance
- Six gear bonuses — Titan's, of the Titans, Evasive, of Shadows, Unerring, of Precision — became PERCENTAGES back in August, and every item you already owned was converted. What never got fixed was the code that CREATES new items, which kept rolling the old raw numbers.
- Those raw numbers were then read as percentages. On a high-level item that meant a Health bonus rolling as '+34,400%' and an Evasion bonus as '+645%'. If you saw a stat bonus with an absurd number on it, this was why.
- New drops now roll the correct value every time: +18% on a prefix, +12% on a suffix, doubled on two-handed weapons as they always have been.
- Existing items were already correct. A small number that slipped through are being repaired separately.
v6.21.92 — Subclass Awakening Got A Cleanup August 17, 2026 · UI, Quality of Life
- The Awakening panel now uses real stat artwork instead of emoji. Evasion in particular was showing as a blank white square on Android, because that emoji simply does not exist on the platform.
- The six stat boxes were laid out in a single row built for three, so Evasion was being cut off the right edge of the screen. They now sit in a proper grid that fits any phone.
- The tier list was twenty full-size cards no matter what. Finished tiers now collapse to a single tidy line, so the tiers you can actually do something with are the ones taking up space.
- Locked tiers collapse the same way instead of spending a whole card telling you they are locked.
v6.21.91 — Clan Levels 14-20 Finally Give Something August 17, 2026 · Clan, Feature, Bugfix
- Clan perks stopped at clan level 13, but clans can reach level 20. Levels 14 through 20 gave nothing at all — and one clan is already past 13, so they have been levelling for no reward.
- Seven new perks now fill 14 to 20. Levels 14 to 19 boost PET bonuses for every member, up to +42% at level 19 — your companion gets stronger because your clan is strong.
- Level 20 is a cosmetic: a clan banner frame and nameplate for every member. The top of the ladder is an achievement rather than more power, so the biggest clan cannot simply out-scale everyone forever.
- Pet power rather than raw stats is deliberate. Clan perks that hand out attack and defence quietly make joining a big clan mandatory to compete, and punish anyone playing solo or in a small group. Pets help without being required.
- If you have no companion equipped these do nothing — equip one from the Pets tab to feel them.
v6.21.90 — You Can Finally Build For Speed August 17, 2026 · Balance, Feature
- Speed could not be built. Across all 36 stances it appeared as a COST eight times and as a GAIN zero times — not one of the twelve subclasses had a way to trade INTO it. It was purely something you sold.
- Every subclass now has a Speed stance. That is twelve new options, one each, so a speed build is finally something you can commit to instead of only pay for.
- Beastmaster, Berserker, Lich and Plaguelord also gained a Defence stance. The squishier subclasses keep having no defensive option on purpose — that is part of what they are.
- You still own only ONE stance, so this is more choices rather than more power. Stances also price themselves automatically from what each stat is worth, so these cost exactly what they should.
- Why speed was missing: back in August we moved five speed stances onto other stats because nobody took them. That was right at the time — speed genuinely did very little. Since then speed was put on the same item scaling as every other stat, Awakening opened up to it, and Ascension gained an uncapped Speed Mastery. Speed is worth building now, so the stances came back.
- The exchange rate on speed has NOT been retuned yet, deliberately. We changed what a point of speed is worth twice this week, and tuning a number while it is still moving is how it went wrong the first time. We will measure it properly once things settle.
v6.21.89 — Ascension Masteries — The Tree No Longer Ends August 17, 2026 · Feature, Balance, Endgame
- The Ascension tree had 240 ranks and our deepest player had bought 239 of them, with shards piling up and nothing left to spend them on. Six new Mastery lanes fix that — Power, Ward, Vital, Swift, Keen and Phantom — and they NEVER cap.
- Each Mastery unlocks once you have maxed its matching node, so Power Mastery opens when Power hits 10/10. The existing tree is still the way in.
- Masteries get more expensive every rank (the cost rises with the square of the rank), so they stay a genuine long-term chase rather than something you clear in a weekend. Deeper Eternal runs are what pay for them — shards only come from beating your own best wave.
- Masteries boost your PvE power only and are deliberately invisible in the Arena. Uncapped power in PvP would have no ceiling at all, so the Arena keeps reading only the original capped nodes — your PvP rating is completely unaffected by any of this.
- Character Prestige also got deeper: Head Start, Swift Return, Honed Legacy, Master Gatherer, Seeker's Instinct, Soul Harvest and Deep Communion all gained ranks. Swift Return and Head Start only help you climb back to your own record, so a longer prestige grind gets shorter without changing anything past your peak.
- Deliberately untouched: the XP and gold nodes. Those multiply the reward curve for the deepest accounts, and we would rather give you power and re-climb speed than push the economy further.
v6.21.88 — Awakening Opens Up To All Six Stats August 17, 2026 · Balance, Feature
- Subclass Awakening could only ever be spent on Attack, Defence and Health. It now offers all six: Speed, Accuracy and Evasion as well.
- The amount of Awakening you get has NOT changed — it is the same total across the same 20 tiers. What changed is where you are allowed to spend it, so this adds choices, not power.
- Nothing you have already put into Awakening changes value. Existing Attack, Defence and Health ranks are worth exactly what they were worth before.
- Because Awakening multiplies your whole stat, a fully committed Evasion build lands around 41% dodge against the game's 60% ceiling — and pays for it by giving up the same multiplier on Attack, Defence and Health. If you have not built Evasion at all, spending Awakening on it does almost nothing, so it stays a choice you commit to rather than a free bonus.
v6.21.87 — Respec An Item's Main Stats August 17, 2026 · Feature, Quality of Life
- Items commit to three main stats when they drop (four once ascended to rank 2), and until now that choice was permanent. Speed, accuracy and evasion only became worth building into this weekend, so plenty of gear is committed to stats you would not pick today.
- Lane Respec tokens let you re-pick an item's main stats. Open any equipped item and use Respec Main Stats. Your slot's identity stays fixed — weapons keep Attack, armour keeps Defence and HP — and you choose the rest.
- A respec changes WHICH stats an item has, never how much. Each stat rolls at exactly what that item would drop with today, so there is no re-rolling for a better number and nothing to farm by repeating it.
- Tokens are rare and can also be granted directly, so they can be handed out when a change on our end leaves your gear pointed at the wrong stats.
v6.21.86 — PvP Was Being Fought On The Wrong Gear August 17, 2026 · Bugfix, Balance, PvP
- PvP reads your saved loadout rather than what you happen to be wearing, and loadouts keep their own copy of every item. This weekend's gear updates never reached those copies, so PvP — and only PvP — has been running on out-of-date gear.
- The effect was severe. Eighteen characters were fighting with wildly wrong stats, one of them showing 1.4 billion health against a real 1.7 million. Their damage was inflated to match, which is why some players were dying to thorns almost instantly. Every loadout has now been brought in line.
- Reflect had a diminishing-returns curve defined for it that was never actually connected — it was scaling in a straight line all the way to a 90% return. It is now wired up, so very high reflect is worth much less than it was while ordinary reflect builds are barely affected.
- Reflect also can no longer kill the attacker outright on their first swing. It used to return a share of YOUR damage with no limit, so a high-damage, low-health build could die to its own hit before the opponent had even acted. Thorns are now limited by the defender's own toughness.
- Two navigation bars in Rankings were drawing on top of each other, taking the player profile with them. Fixed.
v6.21.85 — The Battle Log Stops Yanking You Back To The Top August 17, 2026 · Bugfix, Quality of Life
- Scrolling down through a PvP battle log would throw you back to the top after a few seconds. The log only rendered the rounds that had played so far, so it grew and shrank as the replay ran — and a list that shrinks under you drags the scroll position with it.
- The whole fight now renders at once. Playback moves the highlight down the rounds instead of adding and removing them, so your scroll position stays put and you can read the entire fight straight away rather than waiting for it to replay.
v6.21.84 — Item Cards Now Show Which Stats Are Main Stats August 17, 2026 · Quality of Life
- Item cards listed every stat in one flat run, so crit chance and crit damage sat next to the main stats looking exactly like them. A correct four-main-stat item read as a six-stat item and there was no way to tell.
- Main stats are now grouped under a MAIN STATS heading with a count, so a ring showing 4 of 4 is obviously complete. Crit and other extras sit under BONUS.
- Crit chance and crit damage were never part of the three-of-six rule. They are item identity, they are not rolled as one of your main stat picks, and they are not capped. Nothing about your gear changed here, only how it is labelled.
v6.21.83 — Legacy Gear Caught Up, And The Decimals Are Gone August 17, 2026 · Balance, Loot, Bugfix
- Every existing item has been scaled onto the new speed, accuracy and evasion values. Your gear is no longer a generation behind new drops. Forge and ascension bonuses were preserved rather than recalculated, so nothing you invested in was lost.
- Each item scaled by its own amount based on its level and rarity, the same way it would have rolled if it had dropped today. A level 12 rare went from 9 evade to 63; a level 550 mythic weapon went from 4,008 speed to 97,608.
- Stat numbers no longer show a trail of decimals. Values like Crit DMG +139.96800000000002 were the multipliers from forging and ascension being printed unrounded. The numbers themselves were always right, only the display was wrong.
- If your gear still looks unchanged, fully close and reopen the app. The values are updated on the server and the app was showing a cached copy.
v6.21.82 — All Six Main Stats Now Scale With Item Level August 16, 2026 · Balance, Loot
- Attack, HP and defence have always scaled with an item's level. Speed, accuracy and evasion technically did too, but on a slope about 185 times shallower, so they were really just a small flat number. Because both were straight lines, the gap never closed: a level 900 mythic had the same lopsided ratio as a level 100 common, and farming deeper never fixed it.
- All six now use the same shape. A speed, accuracy or evasion roll on a level 761 mythic goes from about 775 to about 19,200, which is finally in the same conversation as the attack and HP rolls on the same item.
- This is what makes the three-of-six choice real. Committing three slots to evasion now reaches roughly 25-45% dodge depending on your depth, and three slots to speed takes your double strike rate from almost nothing back up near its ceiling. Before this, picking any of those three was simply a wasted slot.
- This applies to new drops. Existing gear keeps the rolls it already has, so there is a genuine reason to go farming.
v6.21.81 — Speed And Evasion Are Real Stats Again August 16, 2026 · Balance
- Evasion has not been working. The dodge formula reduced your evade based on how far the monster's level sat above yours, and deep tier monsters carry an effective level in the thousands, so evasion was being divided by around 100. A character with 20,468 evade was dodging 0.19% of attacks. That penalty now scales with your own level instead of raw level difference, so evade means the same thing at level 50 and level 5,000.
- Monster accuracy came down alongside it. It was set when monsters were near your level and never revisited once tier scaling started multiplying that level by up to eight.
- Together: ignoring evasion leaves you around 1% dodge, and genuinely building for it now reaches about 20%. It is a real choice for the first time.
- Monster speed now scales with depth. It was a flat 100 at every tier, while the double strike check only needs a 1.3x speed advantage, so everyone has been sitting at the maximum double hit rate since very early on and every point of speed past about 130 did nothing. Monsters now keep pace, which costs most builds roughly a quarter to a third of their damage.
- That is a genuine difficulty increase, and it is deliberate. Speed was never meant to be free.
- Manual combat was quietly using different monster stats than autobattle for both speed and evasion, so the two disagreed about every dodge and every double strike. They now run the same numbers.
v6.21.80 — Four Weak Affixes Caught Up August 16, 2026 · Balance, Quality of Life
- Four affixes were sitting at 10% with no reason behind them, which made rolling one feel like a wasted slot next to its 12% neighbours. of Warding, of Vitality, of Haste and of Slaying now all give 12%, and their descriptions were corrected to match.
- Nothing was reduced. If you were carrying one of these it simply got better.
- Two others were left alone on purpose: of Power and of Endurance look weaker at 8%, but each grants TWO stats rather than one, so the lower number is the price of covering both lanes.
v6.21.79 — Reverting This Morning's Monster Change August 16, 2026 · Bugfix, Balance
- Earlier today monsters were made much more dangerous. It was tested against a model of how fights go rather than against real fights, and the model was wrong — the change turned out far harsher in practice than it measured, to the point of making deep tiers unplayable. It has been fully reverted, on the server and here.
- If you were dying constantly in content you used to clear, reload the app once and it will be back to normal. Nothing was lost — no experience, gold, levels or items were affected at any point.
- The problem it was trying to fix is real: defence, health and evade currently do very little for you while farming, which is why attack is the only stat worth stacking. That still needs solving, and it will be — tested on a single character against real combat first this time.
v6.21.78 — Monsters Can Hurt You Again August 16, 2026 · Balance, Combat
- Monsters now hit roughly thirty times harder. That sounds brutal, and for most characters it will not be — a monster's hit was taking about 2% of a full health bar, which meant it needed roughly forty-five swings to kill you while you were killing it in one. Defence, health and evade were being bought with real gear slots and were doing nothing at all for you.
- Because of that, staying alive is now something your build actually decides. If you have poured everything into attack and skimped on health and defence, you will start losing time to it — and if you built for survivability, you will hold your ground in content that punishes a glass cannon. The two of you should end up clearing at more similar speeds, which is how it was always meant to work.
- This applies everywhere — auto-battle, manual fighting, dungeons and the Eternal climb all use the same danger model now instead of each doing its own thing.
- Rewards, experience and drop rates are untouched. Across the whole roster this costs about 9% of kills per hour on average, and the deepest characters absorb most of it.
- If a zone has become genuinely unsurvivable rather than merely dangerous, that is worth reporting — the intent is pressure, not a wall.
v6.21.77 — Your Season Champion Is Not On A Timer August 15, 2026 · Seasons, Quality of Life
- When Season 1 ends on September 3rd your champion moves to the Legacy Roster, where you either restore them whole into a free character slot or pass their gear and gold on to a character you already have. Six of the twelve season characters — including the two highest-level ones — belong to accounts with every slot already full, and the roster's entire answer to that was the greyed-out words "No empty slot" sitting next to a live Inherit button. The only thing you could actually press was the one that consumes the champion forever.
- The Legacy Roster now says what is going on: that your champion is safe and waits there indefinitely, that nothing about them expires or decays, and that you free a slot by deleting a character with the bin icon a few rows above — or by unlocking another slot if you have one left to buy. Inherit is still there, still one-shot, and now clearly labelled as the permanent choice rather than the only one.
- The season-end notification now also tells you where the Legacy Roster is instead of only that it exists.
- No change to what graduation pays out, and no deadline was added or removed — there has never been one. This is about the screen no longer implying otherwise.
v6.21.76 — The XP Bar Now Shows Its Numbers August 15, 2026 · Quality of Life
- The experience bar under your level now shows the actual numbers — how much you have, how much the level needs, and the percentage. At higher levels a bar holds millions of experience, so a normal session moves the fill by less than a single pixel and it looked like nothing was happening at all.
- Claiming a quest that levels you up now says so. Before, the reward went in, the level ticked over, and the bar reset to nearly empty — which looks exactly the same as the reward being taken back. Several people reported losing experience they had in fact just spent on a level.
- Nothing about experience or quest rewards changed. This is only about being able to see it.
v6.21.75 — Chat No Longer Draws Over Profiles August 15, 2026 · Bugfix
- Opening a player profile or a clan page dimmed the screen behind it, and then the floating chat bar and the update notice drew straight over the top of it anyway. On a phone that left the panel looking half-broken, with the page showing through around it. Both now sit above everything that stays on screen permanently.
v6.21.74 — Five Stances That Gave You Nothing August 15, 2026 · Balance
- Five stances offered extra Speed as their upside: Swift Wrath, Time Dilation, Carrier's Gait, Dancing Tempo and Pack Instinct. Speed turns out to be worth almost nothing once you are deep in the tiers — it only ever feeds a chance at a second hit, that chance is capped at a small bonus, and past a certain depth no character in the game can reach the threshold to trigger it at all.
- Because the stance system prices each trade fairly, these five were also very cheap — Pack Instinct asked for only 4.5% of your attack. But a cheap price on something worth nothing is still nothing, and almost nobody took them.
- All five now raise something that matters, keeping what each stance was about. Swift Wrath raises critical damage. Time Dilation raises magic damage. Carrier's Gait and Pack Instinct raise evasion. Dancing Tempo raises critical hit chance. Their costs are unchanged in spirit and re-priced to match the new upside.
- If you had one of these five equipped, your stance now does something. Nothing else about stances changed.
v6.21.73 — Maces And Bows Are Worth Picking Again August 15, 2026 · Balance
- Three weapons were strictly worse than another weapon of the same kind — not a trade, just worse. A one-handed mace lost to a one-handed axe on both damage and critical hits. A two-handed mace lost to a two-handed axe on both. A bow lost to a crossbow on both. There was no build and no situation where picking them was right.
- The cause was that weapon speed stopped mattering. Every weapon's speed is built from its own value plus a bonus that grows with item level, and past the early game that bonus is so much larger that it drowns the difference out. A mace advertising 45% less speed actually gives up about 1% of it at high item level. So the heavy weapons kept every point of their damage bonus and paid almost none of the speed cost the table had priced them against — and the weapons balanced around speed had nothing left to offer.
- Rather than take anything away, the three weapons that were losing have been given their identity back. Maces now hit the hardest of anything in their class, in exchange for the worst critical hit chance — a one-handed mace goes from +10% to +35% damage, and a two-handed mace from +128% to +164%. Bows now have the highest critical hit chance of any two-handed weapon, at +60%.
- Nothing was reduced. If you are using any other weapon, your character is exactly as strong as it was.
v6.21.72 — You May Already Own Deeper Content August 15, 2026 · Quality of Life
- The area screen now tells you when you have unlocked Ascension Tiers deeper than the one you are standing in. Nothing did this before: every place the game compared your chosen tier to your highest tier used it only to stop you exceeding it, never to point out that you were below it.
- This mattered more than it sounds. Moving up one tier is a far bigger jump in what content pays than moving to any area within a tier, so the choice that made the most difference to your progress was the one nothing on screen mentioned. Meanwhile the best-area recommendation kept telling you that you were already on your best area, which was true — within the tier you happened to be in.
- One live example: a character who had cleared six tiers all the way to the final area was still farming the second one, earning roughly a third of what their own unlocked content was worth.
- The existing "your build has outgrown this content" note now appears only when there is genuinely nothing deeper already open to you. Previously it could point you toward Eternal to unlock deeper tiers when you had those tiers unlocked already.
v6.21.71 — Real Art On Six More Screens August 15, 2026 · Polish
- The screens that end a dungeon run — cleared, failed, and mutator cleared — used stock emoji for their big centrepiece. Emoji are drawn by your device, not by us, so the trophy at the end of a clear looked like a different object on every phone and matched nothing else in the game. All three now use proper artwork in the same cast-gold style as the rest of the icons, and the cleared and failed pictures are built to be told apart by shape alone rather than by colour.
- Same treatment for three screens you meet early and often: the Eternal lock screen, the no-clan screen in both places it appears, and the quiet period between invasions.
- The invasion screen previously showed an explosion while telling you nothing was attacking. It now shows a war horn at rest, which is what it actually means.
v6.21.70 — Gold Rises All The Way Down August 15, 2026 · Balance
- Gold dropped sharply every time you advanced a tier. Zones carried a gold bonus based on their position within a tier — the last zone paid over two and a half times the first — and that position reset the moment you moved up a tier. So stepping from the deepest zone of one tier into the next tier put you back at the bottom of the scale and cut your gold by more than half, for content that was actually deeper. Experience never had this and rose smoothly through the same step, which is why the two disagreed.
- That bonus is gone. Gold now comes from how deep the content is and nothing else, so it climbs at every step from the first zone to the last, with no drops at tier boundaries.
- Your income at the deepest zone you can reach is unchanged — the value that bonus was giving you is now built into the base rate rather than layered on top. Shallower zones are worth relatively more than before, but deep content still pays the most, as it should.
v6.21.69 — A Real Lock On The Slot Card August 15, 2026 · Polish
- The character slot card in the store used a stock emoji padlock, which rendered differently on every device and matched nothing else in the game. It now uses proper artwork in the same cast-gold style as the rest of the icons, and it shows the lock OPEN — the card is an offer, not a closed door.
v6.21.68 — Quieter Pre-Prestige List August 15, 2026 · Bugfix
- The pre-Prestige gear list no longer tags every entry with where the item is. It was marking each one as either in your bag or a different copy in your bag, which mean the same thing when you are trying to find it, and next to an unrelated error the wording read like a warning. Entries now say nothing at all when you still own the piece, and only speak up for the few you no longer have.
v6.21.67 — No More "Bag Out Of Date" August 15, 2026 · Bugfix
- Claiming almost anything could pop "your bag was out of date — synced from the server". Rewards from events, invasions, referrals, daily login and fast rewards are all handed out by the server, but the automatic save that runs every half minute could fire in the gap before your bag caught up — so it arrived carrying the older bag and the server rightly refused it. Only World Boss claims were protected against this; now every kind of claim is, and any added later is protected automatically.
- The refusal itself was always correct and never lost you anything — it exists to stop a stale bag from wiping out rewards you had just been given. It simply should not have been happening in the first place.
v6.21.66 — Gold Follows Depth Too August 15, 2026 · Balance
- Gold could FALL for fighting deeper. Kills paid a bonus of five percent for every level you were above the content, with no upper limit — so a level 542 character earned about eighteen times more gold in the shallowest tier than the formula intended, and that bonus vanished the moment content passed their own level. The result was a tier list where gold went up, up, then dropped by two thirds for taking one step deeper, while experience rose smoothly through the same step. That bonus is gone.
- Gold now scales with how deep the content is, exactly like experience does, and rises at every step of depth with no dips.
- Fighting far below your level pays what that content is worth, not a multiple of it. If you want more gold, go deeper — the same rule experience already followed.
- There is also no longer any ceiling or taper on the depth reward at all. How deep you can fight is decided by how fast you kill and how well you survive, and nothing in the reward curve overrides that.
v6.21.65 — Fighting Deeper Finally Pays August 15, 2026 · Balance
- Experience now scales continuously with how far above your own level you are fighting. Until today, eight different tiers of content paid an identical amount at levels 50, 100 and 200 — the anti-stuck minimum out-paid the difficulty term everywhere you could actually reach, and that minimum does not care how hard the content is. Choosing a deeper zone was worth nothing. It is now the only thing that changes your rate.
- The mid-game was the worst affected and should improve most. A character around level 300 was levelling slower than a fresh one and slower than the endgame — the curve sagged in the middle and even inverted. Levelling now follows one continuous shape from level 1 to the deepest content, with no step and no separate rules for any band.
- There is no hard ceiling on the depth reward. Past roughly five times your own level the gain per extra step tapers, but it never stops — pushing deeper is always worth more than not pushing, at every depth.
- Your build is the lever. How fast you kill and how much you survive decide how deep you can stand, and how deep you stand decides how fast you level. Nothing else was added.
v6.21.64 — You Can Die Again August 15, 2026 · Bugfix
- Characters could not be killed in manual combat. A single incoming hit is capped at 15% of your maximum health so that an under-levelled character is never deleted in one blow — but the rule that stops healing from reviving you after a killing blow was only ever applied in Eternal. Everywhere else, a hit would empty your health bar, then that turn's lifesteal or regeneration was added back before the game checked whether you had died, and you returned at a sliver of health. Forever. One point of regeneration was enough, because the capped hit could never outrun it.
- The two halves are now one rule, as they were always meant to be: you still cannot be one-shot from full health, and a blow that takes all your health is fatal. It only applies once you are already below 15% health. Phylactery Shard still revives you once per fight and Crown of the Undying still catches a killing blow.
- This was most visible on a new character fighting far above its level, which is where a health bar sits near empty for long stretches. Auto-battle was never affected — it resolved lethal hits correctly all along.
v6.21.63 — Bags, Quests And Prestige Gear August 15, 2026 · Bugfix
- Claiming a large batch of World Boss rewards could pop "your bag was out of date — synced from the server" and throw away whatever you were doing. The server banks those items straight away, but a big claim takes a while to come back, and the automatic save in between was still carrying your old bag, so the server rightly refused it. Saving now pauses for the length of a claim.
- Two characters could be blocked from saving entirely. The check that protects your bag from being overwritten counted stacked items differently from the way the game stores them, so it read a normal bag as though dozens of items had gone missing and refused every save. It now counts both the same way.
- The Quests header could claim tasks were READY while the quests below showed 175/177 and could not be finished or claimed. Daily goals grow as you level, so a quest completed at 175/175 kept its old done mark after the goal moved to 177 — the counter trusted the mark, the card drew the new goal, and the quest was stuck between the two. Both now read the same number.
- The "gear before Prestige" list on the Loadouts screen kept naming items you had already put back on. It remembered each piece by an internal ID that is replaced whenever an item is salvaged, re-crafted, reforged or fused, so re-equipping the same piece never cleared the line — and because each prestige folds its list into the one before it, those lines only ever piled up. Entries now clear when you are wearing that item, whichever copy it is.
- Every remaining line on that list now says where the item actually is — in your bag, another copy in your bag, or no longer owned — instead of claiming they were all in your bag. It can also be dismissed for good.
v6.21.60 — Purchases, Purchased Slots And A Real First Hour August 14, 2026 · Bugfix, Balance
- Buying a character slot on mobile could not work at all. The game treated any Android browser tab as though it were the Play Store app, so it waited forever for a purchase sheet that cannot exist in a browser. Mobile checkout now opens properly, and Google Play purchases were separately restored.
- Creating a new character had been failing for everyone for five days. Three parts of that flow sent requests without a required header, so the server refused all of them.
- A purchased character slot was discarded on every reload and you were dropped back on your main. The game only recognised the three original slots plus the seasonal one, so a bought slot failed the check every time the app started. Purchased slots are now recognised on load, and they also join the end-of-season roll.
- World Boss strikes could be credited to the wrong character. A character's record kept its own copy of which slot it occupied, and a migration that renumbered seasonal characters could not reach a copy buried inside that record — so a Level 493 hero's damage was submitted under a Level 6 hero's slot and priced against the wrong character. 33 affected characters were repaired.
- New characters could not gain experience at all. Below roughly level 40, each auto-battle payout was rounded down to zero and discarded, so a fresh character could farm thousands of kills and stay put. The leftover fraction is now banked between payouts.
- Kill quests lost their progress on every auto-battle settle, and the same fix covers experience carried between sessions.
- The first hundred levels are a real first hour instead of a wall. One smooth climb now runs from level 1 to 300, replacing a flat early band that made level 1 cost as much as level 99, with no step at level 100.
- The area card's experience-per-kill line printed roughly zero for any value below one while the per-hour line beside it read normally — the card contradicted itself. Deep content legitimately pays fractions, so it now reads "1 per N kills" instead of collapsing to zero.
- Notifications now appear above the character switcher and other panels. Every message the buy flow produced was being painted behind the very screen that triggered it, which is why the button looked silent.
v6.21.49 — Character Creation Fixed August 14, 2026 · Bugfix
- CREATING A NEW CHARACTER WAS FAILING FOR EVERYONE with a cryptic 'update_required' message. The save request was missing a version tag the server now requires, so it was refused every time. Fixed — new characters save correctly again, on free and purchased slots alike.
- Errors on that screen now explain themselves in plain English instead of showing a raw error code.
v6.21.48 — The Invisible Banner August 14, 2026 · Bugfix
- Live event banners were being painted UNDER the page background — they took up space but you could not see them, which is what the mystery gap near the header actually was. Forgefire Weekend and every future event banner are now visible where they belong, just under your character bar.
v6.21.47 — Hotfix: The Invisible Paragraph August 14, 2026 · Bugfix
- Fixed a large blank area under the header introduced minutes earlier in 6.21.46 — a source-code comment was being drawn on screen as invisible text. The header area is now clean top and bottom.
v6.21.46 — Header Back on Top August 14, 2026 · Bugfix
- The gap above your character bar is gone. Live event banners were rendering ABOVE the header, pushing it down the screen and leaving what looked like an empty strip under your phone's status bar. Event banners now sit below the header where they belong.
v6.21.45 — Steady Hands August 14, 2026 · Bugfix
- Reverted an experimental screen-edge change from earlier today that was aimed at a layout issue it turned out not to fix. No visible change for most players — this just puts the app back on known-good behaviour while we track the real cause.
v6.21.44 — Out From Under the Header August 14, 2026 · Bugfix, Quality of Life
- The player bar no longer draws on top of full-screen popups. Creating a character had its title and "Choose Your Class" line sliced in half by it — and the same thing was happening to Godforged drop and gem unlock celebrations.
- Character creation now has a ← Back button that stays on screen while you scroll. Reading through a class used to push the only way out below the fold.
v6.21.43 — The Phantom Header August 14, 2026 · Bugfix
- Fixed the empty bar that sat above the header in the Android app — the status bar was painted one shade off from the header below it, so the two read as a blank header stacked on the real one. They are now the same colour and the seam is gone.
- Your character list no longer shows "Create Character" cards over slots you already own while it is still loading. It now says it is loading, because an empty-looking roster is alarming when it is really just a slow request.
- Bottom navigation gets proper clearance from the home bar on phones with a gesture bar.
v6.21.42 — One Damage Number August 14, 2026 · Quality of Life
- Mage and Necromancer ability cards now say "% Damage" instead of "% Magic DMG" — matching how damage actually works since the staff rework folded caster power into one number. Nothing changed mechanically; the cards just stopped describing a stat that no longer lives separately. (Thanks Tim!)
- Lich Form reads "+80% Damage for 4 turns + 30% lifesteal" — and yes, we verified it works in autobattle too.
v6.21.41 — World Boss Chests Are Yours to Keep August 14, 2026 · Bugfix, Balance
- WORLD BOSS REWARDS ARE NO LONGER CAPPED. Past a certain number of kills in a window the server was quietly refusing to mint rewards — you would see a chest announced and then watch it disappear. Every kill you contribute to now pays out, every time.
- The reason the cap existed is also fixed: the boss difficulty model could never correct itself after a runaway window, because the kill count it learns from was being wiped before it could be read. Bosses now re-size properly between windows, so kill counts stay where they should without capping anyone's loot.
- Companion level-ups no longer appear twice in your Drops feed.
- Fixed the header layout shifting when you have a title equipped.
v6.21.40 — Faster Saves August 13, 2026 · Bugfix
- Saving your character got roughly 6× faster on the server side — an internal safety check was re-scanning your entire save and inventory on every single save. Same protection, a fraction of the work. You should notice snappier autobattle settles and character switches.
v6.21.39 — Guild Donations Show Their Work August 13, 2026 · UI
- The guild-bank Donate button now grays out with a ⏳ while your donation processes — it used to sit silent for a few seconds, inviting double-taps.
- Character slot unlocks will also be available from the VIP & Store tab (alongside the character menu) when sales open.
v6.21.38 — Character Slot Expansion (Coming Soon) August 13, 2026 · Feature
- Groundwork for purchasable character slots: up to three additional permanent slots ($4.99 each, one-time) so you can own all six classes at once. The unlock cards will appear in the character menu when sales open — watch this space.
v6.21.37 — Subclass Choice Is Bulletproof Now August 13, 2026 · Bugfix
- Choosing a subclass is now confirmed by the server the moment you tap it. On very active accounts (heavy autobattle) the choice could previously be lost in a save race and quietly revert — the third and final form of the "subclass not sticking" bug. The server also refuses any save that would blank a chosen subclass, so nothing can un-pick it.
- If your subclass is currently missing, just pick it again once — this time it sticks.
v6.21.36 — Under the Hood: Slot Expansion Groundwork August 13, 2026 · Feature
- Internal groundwork for the upcoming character-slot expansion (six permanent slots). Nothing changes yet — this update just teaches the app where the Season slot lives so the expansion can roll out smoothly.
v6.21.35 — Two-Handers Reach All 8 Sockets August 13, 2026 · Bugfix
- Two-handed weapons could not be socketed past 4 even though they support 8 (double the one-handed cap) — a pre-check used an old limit that didn't know about the doubling. Godforged two-handers now socket all the way to 8, Mythic to 6.
v6.21.34 — Tome of Respec Actually Respecs August 13, 2026 · Bugfix
- The Tome of Respec was silently doing nothing — the server restored your old subclass, skill tree, and stat points right after the tome was consumed ("subclass not sticking"). The respec now runs on the server in one step: tome consumed, everything cleared, points refunded, guaranteed.
- If you burned a Tome recently and nothing happened, message support in-game — we can see it and make it right.
v6.21.33 — Hotfix: Updates Screen Crash August 13, 2026 · Bugfix
- Fixed the Updates screen crashing ("Something broke") when opened — it had been broken since August 11. Everything announced in the meantime is right below this entry.
v6.21.32 — Area Card Tells the Truth August 13, 2026 · Bugfix
- The area card's XP/Kill and Gold/Kill now come from the same combat simulation as its per-hour estimates — the two could contradict each other badly at deep tiers because they were computed by different code.
- "Min Level 6280+" is now "Monster Lv ~6280" — that number is the monster's strength, not an entry requirement (no character can literally reach it). Readiness is now judged by your simulated survival, so deep areas say Too deep instead of a permanent Under-level.
- BEST XP / BEST GOLD badges now say which tier they ranked within (e.g. "BEST XP · T33") — they rank areas inside one tier, while Compare ranks tiers against each other. Two different questions, now labelled as such.
v6.21.31 — Champion's Legacy — Inherit August 13, 2026 · Feature
- Graduated season champions have a second path besides restoring: Inherit — retire the champion and pass their gear, gold, materials, potions and Boss Essence to one of your characters. An heir of the same class also inherits an exp roll from the champion's journey (worth the most to characters below the champion's level).
- Inheriting consumes the champion — each graduate can be restored or inherited, once, never both. Find it on the Legacy Roster in the character menu after a season ends.
v6.21.30 — Seasonal-First Onboarding August 13, 2026 · Feature
- New accounts now choose their path at creation: Season (recommended — a fresh ladder where everyone starts equal, graduating to your permanent roster when the season ends) or Eternal (the long grind — permanent and never wiped).
- Season-first accounts work everywhere: logging in on a new device finds your character instead of offering to create a new one, the Eternal slot can be created later from the character menu, and a graduated champion can be restored to the Eternal slot if it's empty.
- Brand-new characters now get the Getting Started checklist — it was silently skipped for first characters (alts already had it).
v6.21.29 — Hotfix: Battle Screen Crash August 13, 2026 · Bugfix
- Fixed a crash ("Something broke") on the Battle screen introduced minutes earlier in 6.21.28. No progress was affected — reloading picks up where you left off.
v6.21.28 — Eternal Rankings + Honest Income Labels August 13, 2026 · Feature, Bugfix
- The Rankings tab now has an ∞ Eternal board, and "View full rankings" from the Eternal screen takes you straight to it.
- The "⇩ reduced rewards" tag is gone — it described a pay rule that no longer exists. Since the true-hits update, every area simply pays its listed price per kill; deeper content pays more. The income Help entry was rewritten to match.
- Dreadlord's Apocalypse now reaches its full 5 burn stacks in dungeons (it capped at 4).
v6.21.27 — Class Skill Mastery Now Pays Its Damage Outside Dungeons August 12, 2026 · Bugfix
- If you have leveled any of your four class skills, your abilities hit harder outside dungeons starting now — no action needed.
v6.21.26 — Crit Affixes No Longer Multiply Your Whole Sheet August 12, 2026 · Balance
- If your crit damage was around 200 this is a wash; below that you gain, and only the very top is trimmed.
- Both affixes now say what they actually give instead of a percentage.
v6.21.25 — Locked Gear Can No Longer Be Consumed August 12, 2026 · Bugfix
- Selling in bulk now simply keeps protected gear instead of refusing the whole batch.
- Reward claims no longer show experience that would not stick — when the server cannot credit it immediately it is queued and lands on your next reward, instead of moving your bar and snapping back.

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