Latest News
We are very happy to announce that Blacktalon’s 13th season will be online in February 20th, 2026 - 6 PM UTC
Some info about donation on seasonal server:
Blue Diamonds will return 25% of the amount you obtained in the PREVIOUS season only. This means they will not accumulate across multiple seasons.
The points drop system will stay the same as in the previous season. Each drop being the 10% of the total value donated (with a minimum and maximum) such as the following table:
Increased drops of seasonal points by 100%
| Time | Blacktalon Points | Blue Diamond | Seasonal Points |
|---|---|---|---|
| 3 Hours | Min: 1500 Max: 2500 | 1000 | |
| 3 Days | Min: 1500 Max: 2500 | 2000 | |
| 6 Days | Min: 1500 Max: 2500 | 2000 | |
| 9 Days | Min: 1500 Max: 4000 | 3000 | |
| 12 Days | Min: 1500 Max: 4000 | 3000 | |
| 15 Days | Min: 1500 Max: 4000 | 10% | 3000 |
| 18 Days | Min: 2000 Max: 5000 | 10% | 3000 |
| 21 Days | Min: 2000 Max: 5000 | 10% | 4000 |
| 24 Days | Min: 2000 Max: 5000 | 10% | 4000 |
| 27 Days | Min: 3000 Max: 8000 | 10% | 6000 |
| 30 Days | All of the remaining points | 50% | All of the remaining points |
New Class: Death Knight
It’s time to meet the Death Knight in BlackTalon—an iron-willed warrior who sealed their soul between blood and shadow to claim a power that defies divinity itself. Here, survival isn’t a footnote in the kit—it’s the fuel that drives brutal, unholy domination.
Death Knight – Class Overview
- Role: Frontline bruiser/tank focused on sustain and constant pressure.
- Resource System: Abilities drain your own HP to unleash profane power.
- Scaling: Damage and self-healing scale primarily with Maximum Health (HP) → tankier builds also become more lethal and more self-sustaining.
Death Knight – Early Abilities
Open Wounds — Level 8 — Cooldown 1.5s
Strikes the target with a cursed blade, dealing death damage and converting a portion of the damage into healing.
Cursed Flames — Level 25 — Cooldown 3s
Surrounds the caster with cursed flames that continuously damage nearby enemies; costs HP to maintain.
Thorned Shadows — Level 65 — Cooldown 4.5s
Summons thorned shadows around the caster, damaging all nearby enemies.
Death Blade — Level 120 — Cooldown 6s
Empowers the Death Knight’s weapon with death energy, increasing attack speed and adding bonus damage to melee attacks.
Bone Shield — Level 300 — Cooldown 12s
Creates a shield of bones around the caster; each bone detonates when struck by a melee attack, dealing death damage to nearby enemies.
Abyssal Sacrifice — Level 300 — Cooldown 10s
Sacrifices 50% of Maximum Health → crehates a powerful shield; if the shield survives, its remaining value is converted into healing.
Overflow — Level 400 — Cooldown 20s
Temporarily increases Maximum Health by 10% for 8s → applied as a final multiplier.
Evil Spirits — Level 800 — Cooldown 16s
Summons evil spirits that seek out and damage nearby wild monsters.
Hands from the Abyss — Level 1600 — Cooldown 20s
Shadowy hands erupt from the ground in multiple directions, grabbing and damaging nearby enemies; damage scales with Maximum Health.
Bloody Night — Level 2500 — Cooldown 20s
Conjures up to 12 shadow spears from the sky targeting a single enemy; if the target dies before all spears hit → it explodes into a blood rain that damages nearby enemies.
To learn more about the new class, access the wiki
Eternal Depths
The abyss has opened. Eternal Depths is now live, bringing an entirely new chapter to BlackTalon. Dive into the deepest layers of the ocean, where ancient forces have shaped regions unlike anything found on the surface. Here is everything included in this update.
Eternal Depths introduces seven distinct underwater zones, each with its own atmosphere, challenges, and narrative identity. The new regions are: Shallowrift, Shifting Grave, Hungering Reef, Darkwater Sanctum, Frostpire Abyss, Abyssal Waste, and Gate of Judgment. From the crushing pressure of Shallowrift to the haunting silence of Abyssal Waste and the infernal depths of Gate of Judgment, every region offers a unique experience. Expect environmental puzzles, hidden secrets, and progression mechanics tailored to each area.
New Storyline and NPCs
A fully interconnected questline will take you through the deepest layers of the ocean. This new storyline features 7 new NPCs spread across the Eternal Depths regions, guiding you through the mysteries that lie beneath the waves.
28 New Creatures
Prepare to face 28 new creatures lurking in the depths. From bioluminescent predators and eldritch horrors to abyssal guardians, each enemy has been designed with distinct combat patterns and valuable loot. Among the bosses, names like Vhal'Ruun, the Abyssal Theologian, Nyxathor, Devourer of the Deep, and Thal'Runyx, Arcane Sovereign await those brave enough to challenge them.
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New Equipment Sets
This update brings multiple new equipment sets, including armors, weapons, rings, and necklaces. These are not equippable pieces — instead, when you obtain an Eternal Depths item, you can imbue it into your current equipment, merging both into a single, more powerful piece. This process adds a new attribute line to your gear, pushing its power beyond its original limits. Whether it's your armor, accessories, or weapons, every slot can be enhanced.

Pearl Thief’s Encounters
Your primary source for these powerful items will be the Pearl Thieves. These cunning enemies have a chance to spawn when you defeat creatures throughout the Eternal Depths. They behave similarly to the Mimics found in Rifts — approach with caution, and claim the rewards if you're ready for a fight.
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Depth Pressure System
As you descend into the first map and venture deeper, the environment will become progressively darker, but the effects go beyond visibility alone. The crushing pressure of the depths also affects your combat performance, reducing the damage you deal and increasing the damage you take. Your conditions will improve as you complete certain parts of the storyline, and can be further enhanced by completing specific objectives with the task NPC. Adapting to the depths is part of the journey — the deeper you go, the more you'll need to earn your strength and your sight.

Repeatable Creature Tasks
Eternal Depths creature tasks can now be completed multiple times, providing a flexible alternative for experience gain during challenging leveling phases. Each repetition grants reduced experience rewards, with diminishing returns applied progressively until the task is no longer available. This system is perfect for players who are almost at the level threshold to access new continents or areas but lack viable leveling alternatives outside of prolonged rift grinding. It supports optimization-focused players who want to maximize efficiency, as well as time-constrained players who make incremental progress throughout the day.
Expanded Task Content
The new regions come packed with dedicated task content integrated into the narrative and questline progression. Hunters will find themselves tracking specific creatures, collecting rare materials, and interacting with NPCs across multiple zones. The abyss is calling. Gear up, gather your allies, and prepare to face the unknown. We'll see you in the depths.
New Feature – Quest Helper
The System rewards experienced players for helping newcomers complete eligible group quests.
When a newcomer opens a quest chest for the first time while in your party — and you have already completed that quest — you automatically earn Quest Helper points.
- Higher-level quests reward 1 to 3 points depending on difficulty.
- There are 21 eligible group quests across 7 regions.
- Reach 50 points to unlock the Quest Master title.
- Solo quests do not count.
Quest Master Rule
After becoming a Quest Master:
- You can still earn points by helping newcomers.
- You will never generate points for other players again.
- When you complete quests in a party, no one receives points from you.
- You are permanently removed as a point source.
This rule exists to prevent Quest Masters from being used to endlessly farm points for other players. The only way to earn points is by genuinely helping newcomers who haven't reached Quest Master yet.
Anti-Abuse Rules
- Each newcomer has 3 charges per quest. Every time a newcomer completes a quest and a valid helper is in the party, one charge is consumed. Once all 3 charges are spent, that quest no longer generates points from that newcomer.
- A helper can only earn from the same newcomer once per quest. Repeated runs with the same player will not grant additional points.
- Quest Masters cannot be used to farm points, as explained above.
Commands
Use the following commands to track progress: !qh / !questhelper or button through extra menu.
The window displays your points, remaining charges, and progression toward the Quest Master title. Once you become a Quest Master, the view changes to show the server's Top Helpers ranking with your position highlighted.
Quest Master Shop
Reaching Quest Master unlocks an exclusive shop with experience boosts, dungeon charges, and more. The more you help, the more you earn to spend.
Between Seasons
At the start of each new season, your accumulated points, quest charges, ranking position, and shop balance are all reset. Every player starts fresh to compete again. However, the "Quest Master" title is permanently bound to your account: once earned, it is never lost, regardless of the season.




Skill Tree
This update focuses on refining talent balance across multiple playstyles. Several underperforming talents have been strengthened, while a few overtuned options received necessary adjustments. We also addressed a critical bug affecting damage conversion.
Faster Than Your Prey – Nerf
Movement Speed conversion bonus reduced from 100% → 50%.
This adjustment addresses the excessive value this talent provided in high-mobility builds.
Savage Momentum – Nerf
Attack Speed and Damage bonuses derived from converted Movement Speed reduced by 50%.
The previous values allowed for disproportionate scaling in certain builds.
Aura of Serenity – Reworked into [Knight's Vow]
Aura of Serenity has been removed and replaced with a new node: Knight's Vow.
Knight's Vow: You now receive a percentage of the damage taken by your bonded ally.
This rework shifts the talent from a passive aura into an active protective playstyle.
Unholy Benediction – Bug Fix & Improvement
Fixed an issue where certain healing sources (such as potions) were not triggering the talent's effects.
Overhealing now correctly triggers the damage component as intended.
Petal Grace – Reworked
The stationary flower field has been replaced with a mobile aura that follows the healed target.
Healing output from this talent has been increased.
Divine Clockwork – Buff
Ability reset chance increased from 10% → 35%.
This change makes the talent a more reliable option for cooldown-focused builds.
Hexbone Charm – Buff
New additional effect: Mimic spawn chance increased by +100%.
Riftborn Pact – Buff
Damage bonus while inside Rifts increased from +50% → +100%.
Damage bonus against Mimics now set to +200%.
Spellmaster – Bug Fix
Fixed an issue where Weapon Damage → Spell Damage conversion was calculating incorrectly.
The talent now properly converts values as originally intended.
Scarlet Swarm – New Effect
Killing creatures now triggers a poison explosion, applying poison to nearby enemies.
This addition enhances the talent's effectiveness in crowd control scenarios.
Hellfire Pact – Nerf
Base damage reduced by 10%.
This adjustment brings the talent more in line with other options in its tier.
Phantom Ammo – Buff
New additional effect: Grants +30% Attack Speed.
Crimson Toad – Buff
Poison damage bonus increased from +10% → +25%.
Tiger's Instinct – Buff
New additional effect: Dodge Cooldown Recovery increased by +100% (effectively reducing Dodge Cooldown Time by 50%).
Tiger's Lust – Nerf
Stat conversion ratio changed from 4:1 → 2:1.
The previous ratio provided excessive stat gains in optimized builds.
Soul's Scream – Buff & Fix
Damage per HP scaling increased from 10% → 20%.
Bonus Damage now correctly contributes to the talent's damage calculations.
Stand Behind Me – Buff
Minimum value doubled.
Maximum stack cap doubled.
Reactive Shield – Buff
Reflect damage increased from 15% → 25%.
Reflected damage is now also influenced by the player's own damage stats.
This change makes Reactive Shield a more impactful choice, rewarding players who invest in offensive builds.
Going Insane – Reworked into [Counter Attack]
Going Insane has been removed and replaced with a new node: Counter Attack.
Counter Attack: When blocking an attack, deal damage to all nearby enemies.
This rework transforms the talent into a reactive defensive option with offensive payoff.
Beyond Salvation – Reworked into [Overshield]
Beyond Salvation has been removed and replaced with a new node: Overshield.
Overshield: When blocking an attack, gain a shield equivalent to 5% of your main health pool.
This rework introduces a stacking defensive layer that rewards active blocking gameplay.
Eye of the Storm – Buff
Damage bonus increased from 10% → 15%.
Class Balance Update
This update focuses on refining class balance across all vocations. We've addressed overperforming classes with targeted nerfs while strengthening underperforming ones to ensure every class has a clear identity and competitive viability in both PvE and PvP content.
Voidcaller – Class Balance
Voidcaller has been dominating both PvE and PvP scenarios due to excessive sustained damage from poison effects and summons. We've reduced overall spell damage and significantly toned down repeated damage to bring the class in line with other casters while preserving its identity as a powerful void summoner.
Voidcaller – Spell Damage
Void Bolt:
Damage reduced by 7%.
Void Surge:
Damage reduced by 10%.
Rifts of Beyond:
Damage reduced by 7%.
Poison damage reduced by 60%.
Nether Gaze:
Damage reduced by 8%.
Poison damage reduced by 60%.
Abyssal Tear:
Damage reduced by 8%.
Repeated damage reduced by 66%.
Void Intruder:
Damage reduced by 8%.
Poison damage reduced by 60%.
Black Hole:
Damage reduced by 8%.
Repeated damage reduced by 66%.
Void Rupture:
Damage reduced by 8%.
Poison damage reduced by 60%.
Voidcaller – Summons
- Summon Damage Reduced by 20%.
Warrior – Class Balance
Warrior has been underperforming in endgame PvE content, particularly in solo boss encounters. This update strengthens the class's damage output across the board and rewards aggressive solo play with a new damage bonus. We've also improved the block recovery speed to enhance survivability in sustained combat.
Warrior – Spell Damage
Whirlwind Throw:
Damage increased by 15%.
Fast Sweep:
Damage increased by 15%.
Groundshaker:
Damage increased by 15%.
Cyclone:
Damage increased by 15%.
Hundred Blades:
Damage increased by 15%.
Northern Rage:
Damage increased by 15%.
Dancing Axes:
Damage increased by 15%.
Cleave:
Damage increased by 15%.
Warrior – New Effects
Solo Boss Bonus
Grants +20% damage when fighting bosses alone.
Defender Spirit:
Block recovery speed increased by +100%.
Warrior – New Spell
Leap Slam:
Jump to the target and increases the warrior's damage to it and nearby enemies by 25% for 4 seconds.
Druid – Class Balance
Druid is receiving a major identity reinforcement as a cooldown-focused caster with strong transformations. We've reduced cooldowns across the board, increased transformation effectiveness, and improved proc rates for Spiritual Incarnation to encourage a more dynamic, fast-paced playstyle. This update also adds a new on-demand transformation ability for clutch moments.
Druid – Spell Damage & Cooldowns
Terra Strike:
Damage increased by 30%.
Ice Rain:
Damage increased by 28%.
Cooldown reduced from 2s → 1s.
Strong Terra Strike:
Damage increased by 25%.
Cooldown reduced from 4s → 2s.
Carniphila Attack:
Damage increased by 22%.
Cooldown reduced from 6s → 4s.
Eternal Winter:
Damage increased by 20%.
Cooldown reduced from 8s → 6s.
Ice Storm:
Damage increased by 18%.
Cooldown reduced from 18s → 16s.
Shattering Ice:
Damage increased by 17%.
Cooldown reduced from 24s → 22s.
Thorn Barrage:
Damage increased by 15%.
Cooldown reduced from 20s → 18s.
Druid – Spiritual Incarnation
Last Brasil season we added a new passive to druid: During combat, the druid has a small chance to embody the avatar of the spirit they are calling, doubling all buffs during this time.
- Base Chance
- Increased from 2% → 4%.
- Chance per Level
- Increased from +0.02%/lvl → +0.03%/lvl.
- Guaranteed Proc
- Reduced from 30 failures → 20 failures.
Druid – Spirit Effects
Guardian Spirit:
Armor Rating increased from +20% → +25%.
Nature Regen increased from +25% → +31%.
New passive (spiritual incarnation): Recoup 20% of damage taken.
Beast Spirit:
Damage increased from +30% → +37%.
New passive (spiritual incarnation): Weapon attacks now cause damage in a great area and inflict bleeds to targets.
Ent Spirit:
Healing per second increased from 2% HP → 2.5% HP.
New passive (spiritual incarnation): Heals and gives resistance to nearby allies.
Resistance increased from 40 → 50.
Druid – New Spell
Spiritual Incarnation:
Activates transformation instantly. Cooldown: 2 minutes. Mana cost: 500.
Bowman – Class Balance
Bowman has been struggling to compete with other ranged DPS classes in sustained damage scenarios. This update delivers significant damage increases across all core spells and introduces a new passive to enhance burst potential in extended fights.
Bowman – Spell Damage
Arrow:
Damage increased by 50%.
Triple Arrow:
Damage increased by 45%.
Explosive Arrow:
Damage increased by 40%.
Magic Arrows:
Damage increased by 30%.
Arrow Volley:
Damage increased by 25%.
Arrow Fury:
Damage increased by 20%.
Brute Bane Arrow:
Damage increased by 15%.
Arrow Rain:
Damage increased by 10%.
Bowman – New Passive
Arrow Barrage:
Every 12 hits, fires 5 area-of-effect arrows.
Bard – Class Balance
Bard has been too fragile in group content and lacked competitive damage output. We've increased base survivability through higher HP per level and improved spell damage to make the class more impactful in both support and damage roles.
- Bard
- HP per level increased from 44 → 48.
- Minstrel
- HP per level increased from 50 → 55.
Bard – Spell Damage
Music Strike:
Damage increased by 20%.
Reverberate:
Damage increased by 20%.
Magic String:
Damage increased by 18%.
Crescendo:
Damage increased by 18%.
Divine Ballad:
Damage increased by 17%.
Heavy Metal:
Damage increased by 16%.
Unrestrained Melody:
Damage increased by 15%.
Harmonic Wave:
Damage increased by 15%.
Shooter – Class Balance
Shooter's survivability has been adjusted with higher HP per level. Incendiary Shot was overperforming in group content due to its low group cooldown, allowing for excessive spam. We've reduced its damage slightly while improving cooldown fluidity to maintain overall DPS without overwhelming party synergy.
Shooter – HP per Level
Shooter
HP per level increased from 35 → 38.
Gunslinger
HP per level increased from 48 → 52.
Shooter – Incendiary Shot
Incendiary Shot:
Group Cooldown reduced from 2s → 1s.
Damage reduced from 100% → 75% (-25%).
Mage – Class Balance
Mage has been falling behind other caster classes in raw damage output. This update delivers a flat damage increase across all core spells to restore the class's competitive edge in both solo and group PvE content.
Mage – Spell Damage
Fire Bolt:
Damage increased by 20%.
Burning Breath:
Damage increased by 20%.
Thunder Strike:
Damage increased by 19%.
Energy Wave:
Damage increased by 18%.
Burning Ground:
Damage increased by 17%.
Energy Missiles:
Damage increased by 16%.
Meteor:
Damage increased by 15%.
Dying Inferno:
Damage increased by 15%.
Starfall:
Damage increased by 15%.
Mage – Area of Effect
Offensive Spells
- Greatly increased area of all offensive spells.
Mage – New Passive
Starfall:
Whenever casting any offensive spell, the mage will also cast Starfall, dealing damage to nearby creatures. This passive can be improved through the spell upgrade system, increasing damage or reducing cooldown.
Thief – Class Balance
Thief's Stealth mechanic was allowing for permanent uptime in certain builds, removing counterplay and creating unfair advantages in PvP. We've adjusted the duration and cooldown to maintain the skill's utility while preventing constant invisibility. Damage has been slightly increased to compensate for the reduced safety window.
Thief – Spell Damage
Stab:
Damage increased by 10%.
Slash:
Damage increased by 10%.
Poison Bomb:
Damage increased by 10%.
Infected Blade:
Damage increased by 10%.
Spread Infection:
Damage increased by 10%.
Reaper Affliction:
Damage increased by 10%.
Consumation:
Damage increased by 10%.
Hateful Knives:
Damage increased by 10%.
Thief – Stealth
Stealth:
Duration reduced from 1.5s → 1.2s.
Cooldown increased from 16s → 20s.
100% uptime is no longer possible.
Thief – New Spell
Flicker:
Blinks to the target and increases attack speed (and its cap as well) by 30% for 2 seconds.
Store
Blacktalon Points
- Data Corrupt (300 pts) - Glitch visual effect
- Divine Radiance (400 pts) - Holy pulsing aura
- Emerald Lightning (350 pts) - Green electric bolts
Blue Diamond
- Sparkle Pulse (3 BD) - Glittering twitch effect
- Phantom Veil (4 BD) - Ghostly transparency
- Chromatic Shift (5 BD) - Rainbow color mutation
- Stargazer (5 BD) - Cosmic stargaze effect
Blue Diamond
- Removed Vocation Change Scroll (it reset level and skills)
- Special Vocation Change Scroll price reduced from 500 to 250 coins (converts skills without losing progress)
Client Changes
This update delivers a massive overhaul to core game systems and user interface. From a refreshed login experience to improved market functionality and enhanced social features, these changes are designed to streamline your gameplay and elevate the overall experience in BlackTalon.
Login Screen
- Added randomized background videos with synchronized music for an immersive login experience.
Market
- Expired Items tab: new section where expired offers are stored. You can withdraw items back to your inventory or re-sell them directly with a new price and currency.
- Re-sell system: expired items can be re-listed on the market with one click, choosing a new price and currency without needing to withdraw first.
- Market notifications: a HUD panel appears on screen showing icons for recently Bought, Sold, and Expired items. Click to see full transaction details with totals per currency.
- Notification panel: draggable and repositionable, with saved position across sessions. Right-click to access notification settings.
- Search with pagination: search for items by name across buy offers and statistics with paginated results.
Chat
- New @mention system to tag other players.
- Typing indicator shows when someone is composing a message.
- Unread message badges for better conversation tracking.
- Tab / Shift+Tab navigation between chat tabs.
- Moved Auto PM functionality from Game Assistant to Console.
- Chat tabs are now saved upon reconnecting.
- Added emoji support to the in-game chat, allowing players to use emojis in their messages.
- Added new configuration options under Options > Console > Static Text, including the ability to make chat text follow creatures and a slider to adjust background opacity for better readability.
Party System
- Redesigned interface showing detailed member info (outfit, health, mana, level, vocation).
- Compact Mode: toggle between detailed and compact views. Your preference is saved automatically.
- Pending Invites: when you receive an invite, the party window opens automatically with a sound notification and Accept/Reject buttons.
- Scan Nearby Players: the leader can find players within 10 SQMs and invite them with one click.
- Auto Invite: set up a list of players to be automatically invited when they appear on screen.
- Smart buttons: Invite, Leave and Share Exp enable/disable based on your role in the party (leader or member).
- Kick members: the leader can remove players directly from the interface.
- Responsive layout: the window adapts between 1, 2 or 3 columns based on available space.
Interface
- New Interaction Indicator for ladders, teleports, NPCs and some usable items.
- Typewriter-style NPC dialogue for immersive conversations.
- Improved Outfit Window with enhanced functionality.
Quality of Life
- Improved keyboard shortcuts across the game.
- Enhanced auto-login functionality.
- Containers can now be minimized or maximized by clicking on the bottom bar for quicker and more intuitive access.
- Items can now be equipped instantly by right-clicking them in your backpack. The item will automatically be placed in the appropriate equipment slot.
Soul Scroll
- Added a corrupted shader visual effect for corrupted Soul Scrolls.
- Soul Scrolls can now be moved directly into slots, swapped with equipped scrolls, and unequipped instantly using the new “X” button for faster and more intuitive management.
Tooltips
- The UI UX have been redesigned for improved clarity and readability. Stats are now better organized into structured sections, rarity is more visually emphasized, and key information such as requirements, item power, special effects, and value is displayed more clearly. The new layout makes item evaluation faster and more intuitive at a glance.
- You can now compare an equipment’s stats with your currently equipped item.
Action Bar
- Added the option to assign spells directly from the spell list, streamlining skill management without needing to drag and drop.
- Slots will now display assigned items in wine-red when the item is not present in your backpack.
- Stackable items will now display their current quantity directly
Other Improvements
- Relic Container: Has been expanded into a full management panel. Players can now choose whether newly obtained relics (such as boss drops) are sent directly to Relic Storage or to their backpack. Additional options include organizing relics by tier, filtering by type, using a search function, and tracking storage capacity through the integrated Relic Storage system.
- Boss Cooldown Tracker: Players can now mark bosses as favorites, keeping them pinned at the top of the cooldown list for quicker and more convenient access.
- Adjustable Lateral Window Opacity: you can now set the transparency level for all fixed side-panel windows (Inventory, Skills, Battle, VIP List, etc.) at once. Navigate to Options → Interface → Lateral Windows Opacity to customize — from nearly transparent to fully opaque.
- Applied a new image treatment across the client, featuring a darker and more intense color palette.
- New Chaos Rift Tracker: upon entering a Chaos Rift, a tracker now displays alive creatures, active players, and remaining time.[
- Store: Added a “Buy All” option, allowing all unowned cosmetics within the selected subcategory to be purchased at once.
General Changes
Early Game Improvements
- We've heard your feedback loud and clear! This update brings significant quality-of-life improvements to the early game experience, making it easier for new and returning players to progress through Mainland and Nefrah.
Equipment Rarity Evolution – Cost Reduction
- Mercenary Set has its rarity evolution costs reduced by 75%, Metal Set by 50-65%, and Blue Set by 40%, making early progression more accessible and allowing players to upgrade their gear without excessive grinding.
Trait System – Increased Drop Rate
- Equipment dropped in early continents now has a higher chance to come with traits already applied, giving new players a significant power boost right from the start.
Quest System – Cooldown Adjustments
- Early game quests (Anihilator, Deep Mines, Elves, The Evildoers, Giant Mushrooms, Medusa Head, The Sewer, Draculas Castle, Devourer Corel) now unlock the "Easy" difficulty after only 2 hours of completing them on "Medium" difficulty, allowing for faster quest farming and smoother progression.
- Pits of Inferno, Draculas Elixir and Promotion quests have had their Easy difficulty unlock time reduced from 2 days → 1 day, maintaining their importance while reducing downtime.
Exercise Weapons – New Training System
- Introduced the Exercise Weapons system, allowing players to train on Training Dummies and level up skills automatically — even inside Protection Zones (PZ).
- Training speed is significantly faster than standard methods and allows you to reach skill levels beyond the normal cap.
- Bonus: every 1 minute of training grants 2 minutes of stamina.
- Training Dummies are available at city temples and can also be purchased from the Store to place in your house for on-demand training.
- Exercise Weapons can be obtained through Daily Rewards, select events, and the Store.
Battle Pass – New Progression System
- The Battle Pass is a daily objective system with its own dedicated progression track.
- Complete rotating daily objectives to earn Battle Pass XP, level up, and unlock free-tier rewards.
- Optionally activate the Premium Pass using Black Coins to gain access to extra reward slots, XP bonuses, and exclusive prizes.
Creatures Balancement
- Wasteland creatures received a significant increase of approximately 25% in both damage and health.
- Sky Realm creatures received a major buff, with damage increased by ~40% and health by ~50%.
- Candyland creatures received a health increase of ~30%, with damage remaining unchanged.
Bug Fixes
- Fixed an issue where duplicate teleports appeared during the Zulazza boss encounter.
- Fixed an issue where the Pale Worm's ground hole would not be properly removed after the fight ended.






