Currently on v1.0.1. Newest first.
Mirror Depths now opens at level 50. Clearing a dungeon's T10 still unlocks that island's ladder, but the mode itself stays closed until 50 so an early final-boss clear does not dump you into the endgame.
Picking "No title" stuck on Supporter after a reload. Clearing a title used to look the same as never choosing one, so the most prestigious owned title (usually a supporter pack) snapped back for you and for everyone else.
Arena now has a ten-minute cooldown between attacks. The daily cap said how much arena you get; nothing said how fast, so the whole allowance went in one burst and the roster stayed static for the rest of the day.
Leaving a Stripe checkout without paying no longer locks that supporter tier until the next day. Closing the payment window, or coming back later, releases the hold so you can buy again.
A real wiki. System pages and dungeon pages have proper guides now, plus longer articles you can reach from the site funnel - not one-line stubs.
Crews can open recruitment. Anyone joins from the browser with no application and nobody to approve it. Off by default; the leader or officers flip it on.
Global 1 is open. The first stable world - a fresh start for everyone, on its own ladder. Beta 1 keeps running and still gets new features first.
Two new tavern zones: Ashfall Barrens (66-80), a basalt plain where the Molten Deep vents to the surface, and Stormrend Skyway (81-100), the shattered causeways of the last climb before the summit. Shadow-Root Depths and Void-Touched Summit were re-cut to make room, and no zone you already had moved out from under you. Between them they field a caster roster and a bow roster, so a full run now puts you against every class instead of doubling up on assassins.
The Bestiary. Every tavern enemy you defeat is recorded; 10, 50 and 200 kills each earn a permanent point of that zone's stat, and finishing every entry in a zone pays a bonus on top. Undiscovered enemies show as silhouettes, so it also tells you where you have not been.
Infinity Tower: auto battle. It fights floor after floor without the animation, showing what each one paid, and stops when you lose or when you press stop.
The tower climbs much further. Enemy levels now rise a quarter of a level per floor instead of a whole one every second floor, so consecutive floors are genuinely different rather than identical-then-20%-harder, and the century marks are chapters instead of locked doors. Where the climb used to end around floor 160 it now runs past 200, and how far you get depends on your build rather than on the nearest multiple of ten.
Tower essence and pet food are halved and now start at floor 60 instead of floor 21. Auto battle turned a floor from a ten-minute cooldown into a few seconds, so the old amounts arrived an order of magnitude faster than they were written for. Early tower runs are about gold and gear again.
Dungeons were upside down: an at-level player walled at tier 5 of the first dungeon and only at tier 10 of the last one, so the endgame was the softest content in the game and one final boss was easier than its own tier 7. Everything from the mid game up is harder, progressively - the last dungeon's wall moved from tier 10 to tier 6. The early dungeons are untouched.
Dungeon final bosses are beatable. Measured across the grid, nine of fourteen had a zero percent win rate at the level they are meant to be fought at, which made the doubled boss EXP unclaimable by design. They now sit between a quarter and two thirds.
A cookie and tracking banner. Nothing optional loads until you answer it, refusing is exactly as easy as accepting, and you can change your mind any time from the privacy policy.
Tower gold paid fractions of a coin on ordinary floors.
Four new dungeons: Weeping Quarry (35), Loom of the Black Mist (45), Ashfall Cathedral (55) and The Unwritten Hour (65). There is now one dungeon every 5 levels the whole way from 1 to 65, with no gaps. The last one sits past the Void King, and its final boss is the hardest fight in the game.
A Mechanics panel on the dashboard, above the Events button. It explains what the battle log is actually doing - crit, dodge, armor, bleed, burn, poison, stun, lifesteal, heal reduction, potions and every pet element - with the real numbers, read straight from the combat engine.
Light pets no longer hold their shield up permanently. The shield lasted at least as long as the pet's own cooldown, so it re-applied itself the moment it expired: up to 45% damage reduction with no gaps, plus immunity to every stun in the game for the whole fight. It now covers at most two thirds of the cooldown, and the stun immunity is a one-round window. A fully invested legendary goes from 45% average mitigation to about 30%.
Star rank and the skill tree both used to stop mattering on a light pet once you hit the damage-reduction cap - a 5-star maxed pet was identical to a 1-star maxed one. Both matter again at every point now. Rare and epic light pets also got their own base values instead of sharing a common's.
Pet skill-tree ranks give +3% to your stats each instead of +5%. A fully maxed legendary was handing over more than a level-60 character's entire base stat block on its own; it is now worth about the same as one, and still the strongest single thing you can invest in.
The internal pet balance tool was counting all five elements' skill nodes at once - 50 ranks against a real limit of 26 - so every pet report we were tuning against overstated stats by roughly 40%.
Pet skill trees now cost the full 59 skill points a pet earns over its life, instead of 28. Nothing about a finished pet changed - but a tree used to be done around level 29, and the remaining 31 levels handed you points with nothing left to spend them on. The Leviathan was worse still: its tree cost 8 points, so 86% of the pool was dead.
Several skill nodes did nothing at all. The Leviathan's Deep Instinct and Tidal Barrier were never read during combat, and its Abyss Guard branch - 12 points - was setting a light pet's damage reduction on a water pet, where it is never used. Separately, every proc node on every legendary was wasted, because legendaries already start at the 94% ceiling; that is now converted into the pet's own payout instead, which takes a maxed fire pet's strike from 39% to 43% of your attack.
Upgrading a pet skill node did not update the combat numbers shown underneath the tree - they sat on the old values until the panel next refreshed on its own.
Dungeons hit about 10% harder from the mid game onwards, ahead of the companions system and because 14 dungeons means far more places to gain power at any given level. The early game is untouched: nothing below the Frozen Catacombs moves, and the full increase only arrives around the Passage of the Nameless.
The game is now available in Polish. Your browser's language decides which one you get, and the switcher in the sidebar overrides it whenever you want.
Four pet fruits were named in Polish for everyone, and the Ember Plum was calling itself Phoenix Fruit. The pets panel also built species names out of their internal ids, so Fire Spark read as Fire Spark Common.
Large numbers in the guild hall used English separators for Polish players and the other way round in a few places. Every screen now formats them for the language you are reading.
The World Quests panel crashed on every dashboard load and rendered nothing. It was the only thing on that screen asking for its data during the page render rather than after it, which is not something the dashboard supports.
Removed the replay speed selector added in the last patch - battles play at one tempo again. Skip is still there.
The chat icon in the sidebar pointed at art that does not exist, so every page load fetched a missing file (you saw the emoji because it falls back). Sidebar and resource-bar icons also no longer stretch out of square.
Battle replays have a speed control (1x / 2x / 4x), next to Skip, and it remembers your choice. It now defaults to 2x. One log line per second reads nicely for a single duel and was punishing everywhere else - a 30-line fight took half a minute, and a four-floor Mirror dive was two minutes of animation over results that were already decided.
A Mirror dive is two requests instead of eight. The whole first half (floors 1-2) is now resolved in one go and sent to you complete with both battle logs, so the fights play back-to-back with nothing to wait for, then the blessing choice, then the same for floors 3-4. Skip is instant because there is no longer anything in flight behind it.
Dawn Shield now covers the HP bar from the start of the fight. It was drawn in the empty space after your HP, which meant it was invisible at full HP - exactly when the shield is applied. It sits over the bar as a hatched plate that shrinks as it absorbs, with the remaining amount shown beside your HP.
The front page lists both ascension paths for every class, and it scrolls properly - the background is fixed to the window instead of being stretched over the whole page, and nothing can push it sideways.
A real front page. Visiting the site now explains what the game is - the six classes and their passives, every system and the level it opens at, the ten dungeons - instead of bouncing you straight to a login form. Signed-in players still go directly to the game. There is also a public changelog page now, so patch notes can be read (and linked) without an account.
Mirror Depths echo floors hit much harder: floors 1-3 went from 1.00/1.10/1.20 to 1.15/1.32/1.50 of the dungeon's tier 9 fight, so floor 3 lands about where its tier 10 boss does. The boss floor itself is now 1.12x that boss rather than an exact rematch - you have beaten it before, usually with worse gear. Each depth adds 8% instead of 6%, so depth 10's boss is nearly double the original.
Skipping a Mirror fight no longer leaves you waiting. The battle outcome is decided when the floor is generated, so the replay is only animation - but the game still held the save request until the animation finished, then loaded the next floor, meaning Skip skipped the visuals and then sat through two round trips. The save now runs while you watch, so by the time you hit Skip it is usually already done.
The Witch said nothing when something worked. Brewing, buying and incinerating all reported only level-ups, so a successful craft looked identical to a broken button. They now tell you what happened: what you brewed and what it cost, when the cauldron gave you a free one, and how much Dust and Witch XP a burn returned.
Incinerating gear now asks for confirmation, like selling from your inventory does. The burn button sat directly under the item art in a dense grid and destroyed the item instantly, with no way to undo it.
Dawn Shield is visible in battle. The shield absorbs damage out of a hidden pool, so the only sign it was working was your HP bar mysteriously refusing to move - and no sign at all once it ran out. It now shows as a hatched grey segment on the HP bar that drains as it absorbs and disappears when spent, for both fighters.
Mirror Depths is one dive on one HP bar now, not four separate fights. Your HP carries from floor to floor - nothing heals you between them - so the three echo floors matter even when you beat them comfortably: what they cost you is the HP you will face the boss with. Same idea as an Infinity Tower floor.
The three echo floors were pushovers, so they have been raised from 0.92/1.00/1.08 to 1.00/1.10/1.20 of the dungeon's tier 9 fight. The fourth floor is still its boss.
17 Mirror blessings instead of 6, and the gate now offers three - one that heals, one that hits harder, one that takes less damage - so the pick is about what you need rather than which number is biggest. New effects beyond flat stats: heal to full, lifesteal, crit chance and crit damage, flat damage, resistance piercing, damage reduction, max HP, and enemy resistance debuffs. The chooser shows the HP you are carrying into the second half, because that is what the decision hangs on.
Every blessing is now worth the same. The old set was unbalanced in a way that made some gates a non-choice: "+12% Agility" was offered against "+18% Strength AND Agility", and nobody picks the first. Each blessing is costed against a shared budget (the old Beast Tempo was worth about a third of Blade Surge; it is now equal and reads +24% Agility with +10% crit chance). A test fails the build if any blessing drifts out of the band. The offers are the same for every player at the same dungeon and depth, so a retry cannot reroll a better one.
Mirror Depths cooldown 90 min to 60 min.
"Watch ad - skip cooldown" now clears the Mirror Depths cooldown as well as the normal dungeon one. Mirror is a dungeon entry like any other; making you watch a second ad for the second clock was arbitrary.
The blessing gate was quietly showing only two of its three options.
Mirror Depths was unwinnable. Every floor was built from the dungeon's final boss and then made harder on top - so floor 1 of Depth 1 was 21% stronger than the hardest fight in that whole dungeon, and dives ended in an instant loss. The three normal floors are now built from the dungeon's tier 9 fight (floor 1 is slightly easier than it, floor 3 slightly harder) and only the fourth floor is the boss, matching the tier 10 boss exactly at Depth 1. Each further depth adds 6%. For the last dungeon that means floor 1 dropped from about twice the power it should have had to a little over half the boss's.
A Mirror dive froze after the second floor. Winning floor 2 asks you to pick a blessing, but the chooser was never drawn on screen - so the run sat waiting for a choice you could not make, behind a finished battle replay, with every button disabled. The chooser now appears (with a "pause the run" way out, since your progress is saved either way).
After one Mirror attempt the whole Dungeon page stopped responding: the result popup's Close button did nothing and battle replays never finished, in normal dungeons too. A flag marking "a Mirror run is in progress" was never switched back off when the run ended.
A Mirror run that could not start - cooldown still ticking, or a stale run on the server - popped up a victory screen with no rewards instead of telling you what happened.
Picking a blessing from the Dungeon page to resume a paused Mirror run did nothing; the choice was dropped on the way and the server just asked for it again.
The Mirror cooldown now starts when you enter a depth, not when the first floor is saved. Abandoning a dive halfway through the first fight used to cost nothing, which let you re-roll floor 1 until you got a favourable matchup.
Rift Marks could be credited twice for the same Mirror floor if a save was submitted twice (a retry, or two tabs). Each floor is now claimed atomically, the same way normal dungeon progress already was.
"Watch ad" now explains why an ad did not load instead of always blaming your ad blocker - which was the wrong advice for three of the four causes, and impossible to act on for two of them. It now tells apart our own misconfiguration, a browser or DNS-level block (a disabled extension is not enough if Brave Shields, Firefox strict mode or a Pi-hole/NextDNS filter is on), and Google simply not serving rewarded ads for the site yet. A failed load is also no longer remembered, so fixing the cause and clicking again works without reloading the page.
Chat! Two channels: Global, shared with everyone on your world, and Guild, just for your guild. Find it under Community. Global chat unlocks at level 10 (guild chat has no requirement - you already had to be accepted); messages are capped at 200 characters and the last 100 are kept.
Class balance pass driven by a genetic search over 1.5 billion simulated battles: Warrior and Brawler hit harder (damage multiplier 2.0 to 2.35 and 2.13), Ranger hits a little softer (2.5 to 2.25) and gets less out of its preferred weapon. Every level bracket is now more even than before - the biggest improvement is around level 50, where the gap between the best and worst class halved.
World Boss now rewards your gear and build, not just your level. Because the boss was dying to a single hit in the damage simulation, every player was credited with removing 100% of its bar - meaning a fully-geared level 60 and a naked level 60 contributed exactly the same. Two characters of the same level can now differ by more than double.
World Boss strike replays no longer end after one round, and the boss artwork actually loads in them.
Guild Wars attacks are fought properly now. Instead of one averaged "Fleet" opponent built from the enemy roster's mean stats, you fight their real members one after another starting from the weakest, carrying your remaining HP between fights. How deep you get decides your contribution.
Guilds can now write a recruitment description (up to 200 characters). The guild browser was rebuilt around it: crests, guild level and Guild Wars rating, a member-slot bar, a "only with free slots" filter, and search that looks inside descriptions - so you can find a crew by what it actually does, not just by its name. The Guild Master and officers can edit it under Settings.
Guild buildings are illustrated. Every building has up to three looks - the humble starting structure, a mid-track upgrade and the final form - so upgrading visibly rebuilds it. The card tells you which level the next look arrives at.
43 new items for levels 65-75: five weapons of every category, four new runics, three full 4-piece armor sets (Titan Bulwark, Stormveil, Aeon Choir) and a spread of rings, necklaces and standalone relics. No more loot drought past level 65.
Both character-creation screens now show the two ascension paths waiting for your class at level 40 - including each path's keystone and capstone - so you can pick a class knowing where it ends up.
Rewarded ads: watch a short ad to clear the dungeon cooldown (4×/day), reroll the Trader's offers (2×/day) or refill 10 energy (2×/day), with a ceiling of 6 ads a day. Every one of them is an alternative to something you could already buy with Varden Coins - never a better deal, and never a new mechanic. Tavern mission skips stay Coins-only on purpose.
Guild Barracks, Library and Shrine were doing nothing at all - the buffs were described in the UI and cost treasury gold, but were never applied to combat. Barracks and Library now give their physical/magic damage to every member, and the Shrine its resistance.
Defensive ascensions actually work at endgame now. Fully-geared Warriors and Brawlers were sitting at the 45% damage-resist ceiling from around level 50, which meant Iron Warden's +14% and Juggernaut's +15% resistance granted literally nothing. Gear still caps at 45%, but the Shrine and ascension resist nodes can now push you to 60%.
Late dungeon checkpoints were strengthened. Gear now reaches level 75 and the Witch/guild/tree buffs add another 5-22% win rate on top, which had turned the hardest fights into coin flips - the Void King (dng_10) especially. Everything at or below the mid-game curve is untouched; early dungeons were not made harder.
World Quests! Three goals for your entire world, rerolled from a pool of eight every Monday - slay 40 beasts per active player, fill the arena, clear the tavern board, delve the archipelago, and more. Everyone on your server pushes the same counter, targets scale to how many people are actually playing, and each one pays 5 Varden Coins plus gold. You have to contribute your own share to claim - passengers don't collect.
Daily rewards rebalanced away from Varden Coins and towards gold. Logging in for a week used to pay 197 Coins across the login streak, dailies and weeklies - that is now 41, with the rest moved onto the World Quests, where Coins are only paid out when the server actually earns them. Daily quests give 0-1 Coins (the level-25+ ones pay gold only), weeklies 2-3. Gold went up across the board and now scales with your level instead of being a flat number that stops mattering past level 30. The login streak also rolls one more item, and those items finally match your level - day 7 used to hand out a level-1 cutlass.
Ascensions are here! At level 40 every class unlocks TWO ascendancy paths - a 5-node tree that reshapes how your class fights. Warrior: Kensei (low-HP executioner) or Iron Warden (the wall that hardens under pressure). Brawler: Juggernaut (the immovable object) or Destroyer (turns tankiness into offense). Ranger: Sharpshooter (precision / anti-tank) or Windrunner (evasion / DoT). Runic Mage: Awakened (lategame scaling monster) or Logia Incarnate (elemental near-immunity). Assassin: Nightstalker (crit assassin, Sulong unchained) or Phantom (untouchable CC predator). Mage: Comet Sage (deterministic comet machine) or Cryomancer (proactive control / defense).
Committing to an ascension swaps in a brand-new character portrait, and your chosen path now shows up on the ranking, your public profile and your gear page.
Fixed a Trader bug where buying certain items failed with "Offer no longer available" even though you had enough gold. Trader stock is now guaranteed to be purchasable.
Pets menu now scrolls properly on mobile. The "Change" pet picker no longer gets cut off - it scrolls when you own a lot of pets - and the Garden, Incubations and Pets tabs use the full screen height instead of a cramped little window.
The Shop got a full overhaul: Bronze/Silver/Gold Supporter tiers now come with a clear price tag and an itemized list of everything you get, plus two new perks on Silver and Gold - extra Bag slots and a bonus Pet Incubator slot on Gold. Gold Supporter's Ancient Fire-Drake mount is now yours to keep, not a 30-day rental.
You can now top up on Varden Coins directly without a Supporter tier attached - 100 / 250 / 500 coin packs at $4.99 / $9.99 / $19.99.
Your Bag now has real breathing room - base capacity is up from a cramped 15 slots to 60, and it scrolls instead of hiding anything past a fixed grid. Supporter tiers add more on top (+5 on Silver, +10 on Gold).
Special potions now play a short "drink" animation at the start of every fight they're active in - Tavern, Arena, Infinity Tower, World Boss, Crew Boss, Dungeon and Expeditions all show it. Drop of Life's heal also flashes its own potion icon now instead of a generic heal glow.
Retribution's damage reflect and Titan Hunter's/Survival Fury's damage bonuses now only last the first 2-3 rounds of a fight instead of the whole battle, and Vampire's Mark's lifesteal now only triggers on your first 5 landed hits - meant to be an opening edge, not a permanent stat line.
The Witch - a new system unlocked at level 45. Feed her Cauldron your unwanted gear for Magic Dust and her own XP (rarer items are worth a lot more), then Craft potions with that Dust: a Basic potion for a small, permanent-feeling stat buff, and a Special potion for a combat effect that fires on its own trigger (heal when your HP drops low, reflect damage back at attackers, hit bosses harder, and more as she levels up to 20).
Potions you craft or buy land in your Potion Bag first - Drink one when you're ready to equip it, and you'll get a heads-up before it replaces whatever's already active in that slot.
A "Levels & XP" panel on the Witch page lays out her full 1-20 unlock roadmap, so you can see everything still ahead of you.
Potions can also be bought directly from Craft with diamonds if you don't want to wait on Dust - bought Special potions just aren't quite as dependable as ones you brew yourself.
The Witch's Cauldron and Craft actions were doing an unnecessary extra database round trip on every click - trimmed, so brewing and incinerating respond noticeably faster.
The Witch and Smith page backgrounds were multi-megabyte PNGs being re-processed on the fly - re-exported to the same compressed WebP/AVIF pipeline every other page background already uses.
Title banners (World Boss, Pets, Tower, Arena, Level, special) were shipped at 5-10x the resolution they're ever shown at, some over 1.5MB apiece. Re-exported at the right size - same look, ~90% less data for every page that shows a title.
Trimmed the app icons (home-screen/PWA icons, Apple touch icon) with better lossless compression, ~20% smaller with zero quality loss.
Static game art (titles, icons, pets, enemies, characters, arena, battle effects, World Boss art) is now cached long-term by your browser and the CDN instead of being re-downloaded on every visit.
The World Boss status widget (sidebar badge, events popup, dashboard portal) now pauses its background polling while the tab isn't visible, instead of continuing to hit the server while you're not even looking at it.
Stopped re-checking your login session on every window focus - we already refresh your character's live stats then, so the session recheck was a redundant extra request.
Dungeons and the Infinity Tower both hit a bit harder - a gentle, across-the-board difficulty bump.
Tavern mission XP trimmed by about 10%.
Magic weapons were quietly rolling less base damage than melee weapons for the same stat budget (a formula bug in how their secondary stats were weighted) - fixed, so Mage's higher class/weapon multipliers actually show up in combat instead of being undercut.
Mage: damage multiplier and weapon affinity raised again so it plays like the glass cannon it's meant to be at high level, instead of roughly matching Warrior's damage while carrying much less HP.
Found the real cause of resistance feeling broken: upgrading an item (Smith, gold upgrades) was adding +1.0 FLAT physical/magic resistance per upgrade tier instead of +4%, on a stat that normally only ranges 0.02-0.28 - a single +1 upgrade could already blow a piece of gear's resistance far past anything intended. Fixed so upgrades scale resistance the same gentle +4%/tier way they scale every other stat.
Physical/magic resistance also used to hard-cap after just 1-2 gear pieces, making further investment in that stat pointless - replaced with a smooth diminishing-returns curve (same style as the armor formula) so every point of resistance still helps.
Static game art (character portraits, UI borders, item icons, etc.) was cached by your browser for a full year with no way to refresh - updated art now shows up within about an hour instead of never.
Pets - an "Elements" info panel (Atlas tab) explaining what each element (Fire, Water, Nature, Earth, Light) actually does in combat.
World Boss strikes weren't loading your equipped pet - pet abilities (e.g. the Nature pet's poison) now trigger there too, matching PVE and Infinity Tower.
Three new World Boss modifiers: Toxic Bile (you start poisoned), Blinding Haze (-20% critical hit chance), Eel Reflexes (the boss dodges more).
Three new Infinity Tower modifiers: Toxic Spores, Numbing Toxin and Nimble Foe - the same poison/crit/dodge debuffs as World Boss, appearing on floors 10+.
On multi-enemy Infinity Tower floors, your pet's "every few rounds" ability (including the Nature pet's poison) could go the whole floor without ever triggering - its round counter now carries over between waves instead of resetting at the start of each one.
Daily quest diamond rewards trimmed by about 20%.
Weekly quest diamond rewards trimmed further, roughly a third lower than before this patch.
Shop - three Supporter packs (Bronze, Silver, Gold) with real-money purchase. Every tier grants diamonds and a permanent supporter title; Silver and Gold also come with a 30-day mount.
Redeemable codes - enter a promo code in the Shop for a one-time reward.
New Pets leaderboard in Ranking - sorted by total star ranks across every pet you own (up to 200). Top 10 earn a title: Beastmaster, Beast Tamer, or Pet Keeper.
Tavern missions can now be finished instantly for 1 diamond instead of waiting out the timer.
The sidebar is now organized into sections (Equipment, Upgrades, Adventure, Guild, Community) instead of one long list.
Trader and dungeon/loot drops could occasionally hand out gear several levels above your character - item levels are now kept much closer to your own.
Characters above the current top item tier were sometimes getting no drops at all - you'll now still get the best available gear, scaled up to your level.
Guild raid boss damage wasn't reflecting real power differences - two members of very different strength could deal almost the same damage. Stronger characters now consistently deal more.
Switching Tavern areas and back could show different missions than before you left - each area now keeps its own board.
Guild Wars - a weekly guild-vs-guild event. Sign up Friday-Saturday, fight your matched opponent on Sunday, and see your guild's rating rise or fall based on the result.
Guild Ranking tab - see every guild on your server ranked by Guild Wars rating.
Two new guild buildings: War Room (required to enter Guild Wars, boosts war attacks and damage) and Hall of Fame (unlocks the Ranking tab and boosts Guild Wars rewards).
Guild raid boss - buy up to 2 extra attacks per day with diamonds once your free attacks run out (3 diamonds for the 3rd, 5 for the 4th).
Guild raid boss hits harder.
Leaving, getting kicked from, or disbanding a guild now resets your personal guild skill tree - it no longer carries over into a new guild.
Arena - buy extra PVP attacks with diamonds once you run out for the day (5 attacks for 10 diamonds, up to 3 times a day).
Gold, EXP, energy and diamond amounts now show their real icon everywhere in the UI, not just the top resource bar.
The install/events/changelog badges could get hidden behind the home-indicator area on iPhone once the app was installed - they're now clear of it.
World Boss had far too little HP for small servers and could be killed in one or two hits; it now scales up properly and the replay's damage numbers match what was actually dealt.
Equipped pets weren't doing anything inside Infinity Tower - their skills now trigger there too.
Your opponent's equipped pet wasn't shown during PVP arena battles.
The game can now be installed as an app on your phone - look for the install prompt on the dashboard.
World Boss leaderboard tab in Ranking, showing lifetime damage dealt across all events, plus the World Boss titles (Sea Beast Hunter, Warlord Hunter, Yonko Slayer).
New icons across the sidebar (Character/Gear, World Boss, Wheel of Fortune) and the top resource bar (Level, Gold, V-Coin, EXP).
Backgrounds across every screen and battle scene are now cropped for phones instead of showing a zoomed-in slice of the desktop art.
Five new dungeons extend the journey all the way to level 60 - Smugglers' Hollow, Nest of the Emerald Widow, Frozen Catacombs, Molten Forge of the Deep and Throne of the Void King, each with its own bosses and loot.
Brand-new artwork for the new dungeons and their enemies.
Dungeons reorganized into island regions with a fresh card-based browser, so you always have a few dungeons in reach as you grow.
Leveling curve redesigned: early levels now take a handful of missions instead of flying by, giving progression a steadier, more rewarding pace across the whole game.
Dungeon bosses hit much harder - but pay out far bigger EXP, gold and loot when you beat them (mini-bosses and final bosses especially).
Losing a dungeon run now pays nothing - rewards go to the victor only.
World Boss - a server-wide raid every Tuesday, Thursday and Saturday at 22:00. Everyone hits one shared boss; each event rolls a different boss and modifiers. Top damage dealers earn bonus diamonds, and everyone who lands a hit gets a reward.
World Boss titles: climb the damage leaderboard to earn Yonko Slayer, Warlord Hunter and Sea Beast Hunter.
Events panel on the dashboard - see the whole upcoming week of World Bosses, with each boss's modifiers and schedule.
Achievements & milestones - pop-ups now celebrate your progress across the game.
Cosmetic titles for the top of the Level, Arena and Tower leaderboards, plus special account titles (Supporter, Founder, and more).
Invite Friends - share your referral link and earn rewards as your invitees level up.
60+ new items, filling the high-level gap (including long-missing high-level Runic gear).
Titles moved to the Character / Gear screen with a bigger, clearer picker; titles and ranking are now larger and easier to read.
Special titles are now tied to your account - every character you own can display them.
Smoother backgrounds and various mobile UI polish.
About two dozen underpowered higher-level items were rescaled up to match the power curve (Dragon Blade, Kikoku, Eagle Eye Sniper, and more).
Fixed a weapon power dip at levels 15-20 so gear strength now climbs smoothly.
Item tier drop rate reduced (roughly 65% → 40%) so upgraded tiers feel special again.
Added error monitoring and squashed several stability and display bugs.
Version marker and this changelog - you can now follow every update from the dashboard.
Step-by-step tutorials on each screen, so new features are easier to learn.
Pets are now unlocked at level 25, just like Expeditions.
Reordered the main menu - your Character and core screens are now at the top.