ISeason Launch Highlights
- New event: Skywars. Every 2 hours a round opens. Type `/skywars join` to take a spot. You're caged on a floating sky-island while chests fill with Ancient gear (islands hold chain/gold/iron, the middle stocks up to a very rare netherite), then the cages drop on a countdown for a last-one-standing fight across one of four maps. Unlocks at Fund III.
- Skywars Champion Boxes. The top 3 finishers earn Champion Boxes (1st place gets 3, 2nd gets 2, 3rd gets 1) loaded with Ancient Energy, shards, contraband, booster boxes, Fortune's Dice, meteor & shower flares, seasonal rank boxes and G-Kit flares.
- Skywars-exclusive rewards. The Aether armour trim, the Aether pickaxe trim, and a brand-new Aether Aegis offhand can only be won from Champion Boxes. The Aegis is a tiered I-III offhand that reduces incoming damage (up to 10% less at Tier III). The pickaxe trim and the Aegis are the rarest pulls, with a non-fractured G-Kit flare as the top jackpot.
- Heart of Gaia, the rarest enchant in the game. A brand-new Ancient rarity exists for exactly one enchant. Where it comes from, and what it does once equipped, is left for you to discover.
- The Tartarus Map II crate is live in `/store`. Open it for 10 guaranteed relics plus a guaranteed jackpot roll at the season's top rewards, including last season's Map I crate, a Permanent Ascendant rank, or a Season Pass.
IIQuality of Life
- Coal ore now respawns 3x faster, regenerating in 15 seconds instead of 45.
- The nether portal in the Dungeon Hub now sends you to spawn rather than the nether. Nether and End dimension travel is disabled.
- The periodic chat tips no longer repeat the same tip twice in a row.
- The `/store` got a refresh. The General Items category is gone, and a new Weekly Loot Boxes category takes center stage: a fresh loot box every week (1,000 Obols each, or a bundle of 3 for 2,500) whose contents rotate when the week rolls over.
- The launch loot box, the `✦ Descent Cache`, gives 7 spoils per open from a pool of Ancient Energy, Enchant Dust, Epic Booster Boxes, value-Motes, 2× Mystery Godly Orbs, Essence of Lethe, 5-charge Enchant Erasers, Crude Ore Cores, Fortune's Dice, Randomization Scrolls, Mystery GKit Flares and (rarely) a Shard or Contraband Satchel or the chase cosmetic Atlas armour & pickaxe trims, plus a jackpot shot at 3× Legendary Booster Boxes, the Tartarus Map II crate, and, at roughly 1 in 100, a Season Pass. Each rotation gets its own themed name.
- Loot boxes and a crate's Bonus Roll now show the exact drop chance next to each item in their tooltip, so you can see your odds on the random rolls before you open. (A crate's guaranteed loot has no odds: you always get all of it.)
- The Tartarus Map II crate has a one-of-a-kind open animation. Stone, deepslate and gold blocks streak in from the sky and assemble a floating vault-temple around you; the spinning vault cracks open and your loot rises out of it one piece at a time, circling up to be held centre-stage long enough to read each, capped by a celebrated JACKPOT reveal of your bonus item, before the whole temple crumbles into the abyss.
- A crate opened during a server restart no longer loses its loot or leaves the reward items floating in the world: pending loot is now handed to you as the server goes down, and any leftover display entities are swept up.
- Mined ore no longer gets stuck as stone after a server restart or crash. Blocks waiting to regenerate are now reliably turned back into ore when the server comes back up, including in worlds that load a little late, instead of occasionally being left as permanent stone holes.
- Crate and loot box rewards no longer drop on the ground when your inventory is full: any overflow now goes safely to your /stash instead.
- Ancient Energy now reads as a clean value in every crate and loot box. Energy rewards show as e.g. 3M – 6M Ancient Energy instead of a raw stack count, and energy-range rewards in loot boxes now correctly pay out the full rolled amount as a single orb.
- Ancient Energy got a fresh look. Every energy orb (and its crate/box previews) now shows a clean white amount with the name in Ancient purple, replacing the old gold styling.
- Value Motes now show their hours right in the name, e.g. Mote of the Ancients (12h), so they read as the generator time they're worth instead of looking like a tiny stack.
- The first-join welcome now matches the season theme. The "Welcome … to Tartarus for the first time!" broadcast is recoloured to the Amethyst palette, a violet player name, amber Tartarus, and lilac ✦ accents, instead of the old plain purple/gold.
- Store rank prices were adjusted for season 2: Husk 1,300, Revenant 2,750, Phantom 7,200, Demigod 11,500, Ascendant 18,000 Obols.
- Purchase-confirm menus now follow the standard layout: Confirm on the right, Cancel on the left.
- Rank kit loot pools fully reworked for season 2. Each rank still guarantees its Ancient Energy (250k at Mortal → 5M at Ascendant) plus 1 random roll at Mortal scaling to 3–4 at Ascendant. Removed from every rank: the Mystery Contraband Box and Enchant Eraser. Early-rank Enchant Reroll stacks were slashed (were 4–12 per drop, now 2–4 and gone past Revenant), and the near-useless 1% Black Scroll became a proper 50% Black Scroll (mid ranks) / 100% Abyssal Black Scroll (high ranks). The freed slots are filled with current loot that tiers up by rank: Enchant Dust and Motes throughout, common→rare→epic Booster Boxes, Enchanting-Supply and Prestige-Token boxes, White scrolls, then Mystery Godly Orbs, stat rerolls and expanders at the top, capped by an Ascendant-only 12–24h value-Mote, Weapon Expander, Mystery Boss Key and G-Kit flare.
- Fund lootboxes fully reworked. The reward boxes won by the 3 jackpot winners when a Fund tier completes (I→V) dropped the Mystery Contraband Box and Enchant Eraser at every tier and were refreshed with current loot that scales with the tier: Enchant Dust, Motes (value-form at Fund III+), common→epic Booster Boxes, Enchanting-Supply & Prestige-Token boxes, Mystery Boss Keys, Mystery Godly Orbs, expanders, Fractured G-Kit flares and 100% Abyssal scrolls. The headline permanent-rank jackpots (a Permanent Rank II at Fund I up to Permanent Ascendant at Fund V) are untouched.
- Level-Prestige lootboxes removed. Prestiging your level (P1/P2/P3) no longer hands out a reward lootbox: those boxes are gone from the game. The prestige milestones still grant all their usual unlocks (max-level raises, the extra heart, energy/ore-rate perks, `/summonmeteor`, `/fly`, etc.); only the bundled lootbox is removed.
- Levelling gets harder after each prestige. Reaching level 100 to unlock the next prestige was always the same grind. Now each run costs more XP: P1 is 1.5×, P2 is 2×, and P3 is 3× the base level requirements.
- You can now open `/offhand` to swap your equipped offhand anywhere: the safe-zone restriction is gone. You still can't change offhands while in combat.
- Personal Vaults are now driven by the PV terminal (with the client mod): open `/pv` for a single searchable grid of every item across all your vaults. The old per-vault affinities and `/pvsort` are gone; shift-clicking an item into a vault just fills the first one with free space. Admins with the mod can open `/pvsee <player>` straight into that player's terminal to inspect or edit their vaults.
- Fortune's Dice now shows its real icon in the PV and cell terminals. Custom player-head items used to appear as a generic Steve head in the mod terminal; Fortune's Dice now displays its proper texture there.
- Fortune's Dice now stack. They used to sit as separate single items even when you had a pile of them; they now stack together like any other consumable. Old dice consolidate automatically the next time you log in.
- Fortune's Dice can roll a Skywars round. Rolling a 2 opens a Skywars round for everyone to join, at a deliberately low ~5% chance.
- When a player is the first to apply a trim, the server-wide discovery announcement now reads "was the first to apply [Trim Name], it's now unlocked in /trims" so onlookers know where to find it.
- The `/trims` catalog is now organised by item type. Armour, Pickaxe, Weapon, Wand and Bow trims each get their own page (click the tabs along the bottom to switch) instead of everything crammed onto one cluttered screen.
- Custom item textures for all major season2 items: GKit beacons/flares (per type), Cavernheart keys and components, satchels (calcite/shard/dust), clue scrolls/caskets (per tier), all 5 offhands (Fury, Spark, Excavator, Aether Aegis, Wraithheart), runes (a unique glyph per effect), dungeon consumables, rune socket expanders, Tartarus/Echo sigils, rift caches, Echidna's Strand, forge fuel, and more each have unique looks in the resource pack.
- A second wave of items now show their proper icons instead of a plain base item: all boosters, prestige tokens (perk/stat reroll & swap), scrolls (White/Black/Abyssal), Enchant Dust/Catalyst/Reroll/Eraser, the Orb of Moros, Promethean Spark, Diviner's Dice, Fate Cards, Quantum Entangler, Golden Tickets, Overcharge Crystals, Nectar of Lethe, Trim Removers, Meteor & Meteorite Shower flares, KOTH Lootbags, Ancient Mannequins, Daedalus Constructs, boss essences & summoning keys, Money Notes, and Ancient Energy.
- The modded Stats HUD now shows a live Blocks/h rate while mining, counted the same prestige-weighted way as your block progress (Calcite ×2, Ancient Debris ×1.5, Emerald ×1.25), so it reads as progress-toward-prestige per hour.
- In-game times now show in your timezone. Every clock time the server shows you (KOTH start times, daily/XP/Calcite resets, season-pass & gang-top payouts, your cell's raid-protection window, and your auction/showcase/tracker/escrow/rental/obol history) now displays in your local timezone when you have the client mod (it auto-detects your zone, daylight-saving included). Without the mod, all times show in Pacific with the correct PST/PDT label instead of UTC.
- The `/levelcap` menu now shows the full level-cap schedule through the final day (up to level 103 on day 23); it previously cut off at day 21.
- The Fate Oracle's stock was retuned. Prestige Token Boxes, Fractured Mystery Flares, Enchanting Supply Boxes and Mystery Contraband Boxes are no longer sold. Fate Cards now come in bigger batches (2–4 per buy, up to 5 buys), and Mystery Boss Keys sell in stacks of 5–8.
- Guards now go bare-headed. Sentinels, Guardians and Archons no longer wear a helmet, so you can see their face and skin; their other armour is unchanged.
- New: a `/cosmetics` menu. Personalise your weapons with unlockable cosmetic looks: equip a bow trail (the Ember Trail leaves a wake of burning embers behind your arrows) or change your wand beam (the Void Beam fires violet void energy in place of the plain white beam). Pick one look per category; locked styles are shown as a teaser so you can see what's there to chase. Unlocks are permanent: they carry across seasons. Chat titles now live in `/cosmetics` too, a Titles section shows every title (locked and unlocked) so you can see what's out there and equip the one shown next to your name. `/title` and `/titles` open straight to it.
- `/help` now opens the wiki. The clunky in-game tutorial menu is gone; `/help` gives you a clickable link to the Ancients wiki, where all the guides and command references live.
- New chat token: `[obols]`. Type `[obols]` (or `[obol]`) in chat, just like `[bal]` or `[item]`, to embed your current Obols balance inline. Works in public chat and cross-server `/msg`.
- `/buffs` now covers your combat stats, not just mining. New Crit Chance and Crit Damage channels list every source feeding them (your base 5% / 50%, the Precision and Brutality armour enchants, crit runes, and dungeon skill-tree nodes) and there are dedicated Boss Damage Dealt / Taken views (with each boss's armour and Monster Hunter correctly left out, since it doesn't affect bosses). The Damage Dealt breakdown was rebuilt to match how damage actually stacks (one shared increased pool plus Monster Hunter as a separate more layer) and now folds in your average crit, so the number lines up with the hits you land.
- New item, the Smoldering Lodestone. A rare Hephaestus drop that works as a hot/cold tracker for the wandering Oracle of Tartarus. Hold it and it warms up as you close in, narrowing the Oracle down to within 450 blocks, with the live reading shown on your action bar.
- New Legendary Booster Box. The new top tier of booster box grants a single 2.0x Ore, Shard, Energy or XP booster for 30 minutes, sitting above the Common, Rare and Epic boxes.
- The Heroic Meteor has been removed. The rarer golden meteor variant and its Heroic Meteor Flare are gone for the new map. Regular meteors and meteorite showers are unchanged.
- The `/shop` Decorations section is massively expanded. A new Stairs page stocks every stair type, joined by brand-new Slabs, Walls, Fences & Gates, Doors & Trapdoors, Copper (every finish, oxidation and waxed state), Lighting (lamps, candles, froglights), Wool & Carpet, Banners & Beds, Nether & End, and Workstations categories. The existing pages also filled out: all planks & stripped wood, every stained-glass block and pane, glazed terracotta, concrete powder, coral and far more flowers. Everything's priced cheap so you can actually build with it.
- New `/toggles` → Mining → Eat Sound switch. Sick of the eating/burp sound? Flip it off to silence just the `/eat` and Feed-enchant eating sound while every other sound effect keeps playing.
- Tartarus Vision now shows your mining level and XP progress. A new Level line and amethyst XP bar appear in the top-left HUD panel, so you can see how close you are to levelling up without leaving the skill tree screen.
- Confirm buttons now consistently appear on the right and cancel/decline on the left across all menus (ready-up, auction listing, cell abandon).
- The Defiler alignment tooltip now spells out exactly what you risk: loot picked up inside always drops, armor and weapons you brought in each have a 25% chance to drop, and all other items you brought in are always kept.
- New `/toggles` → Custom Textures section. Don't like the custom item art? Flip All Custom Textures off and every item goes back to its vanilla look (this removes the resource pack for you, so the off-hand hide turns off too). Or hide individual textures one at a time (each shows its own icon so you can preview it) and they revert to vanilla just for you (per-texture hiding needs the client mod; the master switch works for everyone).
- Quest step 9 (Mine 250 Iron Ore) now counts both iron ore and deepslate iron ore toward the total.
- /combine now works on XP Bottles (same tier combined together) and Money Notes, in addition to energy stacks and erasers.
- XP Bottles now come only from Clue Scrolls. The `/xpextract` command (draining your own levels into a tradeable bottle) has been removed; clue caskets are the sole source of XP Bottles this season. (The SCHOLAR outpost buff's old "50% less /xpextract tax" perk is gone with it.)
- Placing a meteorite shower flare no longer shows a local "flare lit" message to nearby players: the server-wide broadcast is all you see.
- The Auction House now takes Obols. List and buy items for Obols alongside cash and energy: `/ah sell <amount> <price> obols`. Obol listings show in gold in the browse and item views, and sellers are paid in Obols when they next enter a safe zone.
- New `/dungeon` menu. Open `/dungeon` for a one-click hub: warp to the Dungeon Hub (where the Keeper of Tartarus and your party gather before a run), jump to the Skill Tree, or open your Escrow, all from one screen.
- The Crouch enchant description now clarifies that the damage reduction only applies while sneaking.
- Trimmed armor now keeps its trim look in the PV and Cell Vault terminals. Gear with an armor trim shows the trim overlay on its terminal icon instead of appearing as plain gear (requires the updated client mod).
- Armor trim tooltips now say “less damage taken” instead of “reduced”, consistent with the trim-active chat message, and accurate to how trim mitigation stacks (its own multiplier, separate from armor's additive damage reduction).
- Armor trim tooltips now say “more damage” instead of “increased damage” for the offensive trim stats: damage dealt, PvE damage, damage to ignited enemies, and damage to cell guards. Like the mitigation side, these are the trim's own multiplier (not an additive pool), and the wording now matches the trim-active chat message.
- Applying a weapon or pickaxe trim onto one that already has a trim now asks you to confirm. Repeat the action within 10s to replace the existing trim, so a stray click can't wipe a trim you wanted to keep (armor trims already worked this way). Soul-bound pickaxe trims like Chronostone can no longer be paved over at all.
- Olympian's Zeus's Wrath now only strikes hunt mobs: shades, wraiths, caravans (and their guards) and pit guards in range, instead of zapping every entity nearby, and the tooltip lists exactly what it hits.
- Runesmith menu is now click-to-fill. Click a piece of gear or a rune in your inventory and it snaps straight into the right slot with a chime, and click an item already in a slot to pop it straight back to your bag. No dragging needed. Clicking something that fits nowhere (or a slot that's already taken) plays a quick error sound and tells you why.
- Booster boxes nerfed. Common boxes now grant 1.25x boosters (was 1.5x), Rare 1.5x (was 2.0x), Epic 1.75x (was 2.5x). Each tier's bonus is roughly halved.
- `/clicklock` now respects your mining reach. Its auto-target range used to be a fixed 3.5 blocks, shorter than even hand-mining, so block-reach runes did nothing while click-lock was on. It now uses your full block-interaction range, so the mining reach rune extends click-lock just like manual mining.
- Permanent night vision removed. The server no longer applies hidden night vision on join or respawn, and the Tartarus Rift event no longer grants temporary night vision. Use the optional client mod's new fullbright setting if you want bright dark areas; the server can blacklist specific worlds via `prisonsmod.fullbright.blacklist-worlds` in `client-mod.yml`.
- Dungeon combat rooms now scatter their mobs across the room instead of stacking every spawn on the single center tile, enemies spread out over the floor so packs feel like an actual room of foes.
- You are healed to full HP when a dungeon run starts.
- Dust Satchels and Shard Satchels no longer stack. All three satchel types (dust, shard, calcite charge) are now capped at a max stack size of 1, preventing them from merging in your inventory.
- Ancient Energy orbs no longer stack. Each orb carries its own energy amount, so they're now capped at a max stack size of 1: buying several energy orbs from the Oracle (or picking up multiple) keeps each as a separate orb instead of merging them into one slot.
- Chat games removed. The periodic unscramble/math chat minigame is gone for Season 2, along with its rewards, its `/events` timer slot, and its outcome on Fortune's Dice (now a 5-sided roll).
- The Oracle's Diviner's Dice can now be purchased up to 20 times per spawn (was 3).
- Meteor flares can no longer be stacked on the same location: if a meteor is already falling toward or has recently landed in an area, nearby flares are blocked with a clear error message.
- Meteorite shower flares can no longer be used underground or inside enclosed areas: they now require open sky access, the same check that already applies to regular meteor flares.
- Dust Satchel, a new item that hoards all your Enchant Dust as a single % pool, so stacks of tiny 1% dust stop cluttering your inventory. It auto-collects dust you pick up, and you can right-click it (or drop a dust stack onto it) to vacuum up everything you're already carrying.
- At the wormhole, drop your Dust Satchel while enchanting to instantly spend pooled dust and boost the enchant you're looking at toward 99% success: no more flicking dust in one at a time.
- Withdraw dust anytime with the Dust Satchel in hand: `/extract <percent> [amount]` (e.g. `/extract 60` for one 60% dust, `/extract 5 10` for ten 5% dusts) or `/extract all` to empty the pool as 1% dust.
- The Dust Satchel's capacity levels up: charge it with Ancient Energy and drop it into the wormhole (while not enchanting) to add more storage.
- Daily bonus login reminder. When you join, you'll get a chat message if you still have daily bonuses left to use, a nudge to not forget your `/daily` progress. A matching tip now also rotates through the periodic tip broadcast.
- Deepslate ore bonus reduced from 15% to 10%.
- Emerald Ore and Ancient Debris energy gain increased by 5% (195 → 205 and 225 → 236).
- Type `/shrug` (or `/shrug <message>`) to send `¯\_(ツ)_/¯` to chat.
- More in-game tips, broadcast more often. Around 60 new periodic tips now cover hidden mechanics across mining, gangs, bosses, the economy, world activities and the client mod, and tips now fire every 2 minutes instead of every 5.
- `/miningsim` now tab-completes and supports a timer. Run `/miningsim on <time>` (e.g. `/miningsim on 3m`) to auto-stop and print your session stats after that much active mining: idle/AFK time doesn't count toward the clock.
- Runesmith feedback now shows in chat too. Every Runesmith message (socket/upgrade results, charge and cash warnings, and "can't place that here" rejections) now appears in your chat log as well as the action bar, so it's easy to read back instead of flashing by.
- Fixed a Shard Satchel's energy bar not visually updating after `/extract` until the satchel was reopened.
IIIPolis, Roads & The Hunt
- Raider Trim is now a caravan drop (~1 in 280 per kill, ~1 in 180 from warlord caravans). It has been removed from the LMS loot table.
- Hunter Perks replace the rank-unlock system. Hunter Points are now spent in a new perk shop (`/hunter`) with 7 purchasable perks: Hunter's Sight (only you see nearby shades & wraiths outlined), Hunter's Swiftness (+5% increased movement speed per rank while hunting the alignment zones, up to 50%), Hunter's Luck (+2% loot per rank, up to 20%), Hunter's Edge (+4% damage per rank, up to 40%), Hunter's Ward (+2% damage reduction per rank, up to 20%), Plunderer's Fortune (+1% double-drop chance per rank, up to 10%), and Spectral Echo (+1% chance to respawn a killed shade at the same tier, up to 10%).
- Shade and caravan tier access now scales with your mining level, not hunter rank. Start killing higher-tier mobs as you level up, without needing to unlock anything first.
- You can now choose which Shade/Wraith tier to farm. The "Shade & Wraith Tiers" button in `/hunter` is now interactive: left-click to raise, right-click to lower the tier you hunt, anywhere from Tier I up to your max. Drop down to a lower tier for more (weaker) boss essence, or stay at the top for the strongest. Your pick is saved and applies to both shades and wraiths.
- Shades and Wraiths now spread evenly across the whole region instead of swarming wherever a player is standing. An AFK player no longer pulls the entire population to one spot, so you'll find hunt targets all across the Forgotten Polis.
- Shades and Wraiths now spawn in packs. Instead of trickling in as lone individuals, they spawn as tight knots of 5-10 (a mix of Shades and Wraiths together) and hold their ground around the spawn spot instead of scattering, so you run into real packs to fight rather than stray singles.
- Hunt tiers are now aligned to boss progression, so you stop piling up boss essence you can't use yet. Each tier pair drops the essence of a boss you can actually summon around that level: Lamia at T1-T2, Echidna at T3-T4 (~Lv 60), Thanatos at T5-T6 (~Lv 100), and Hephaestus at T7-T8, which now start at mining Lv 102/103 (was Lv 90/102), matching the P2 Lv 102 Hephaestus summon. No more hoarding Hephaestus' Sigils across two prestiges before you can fight him. New mining-level breakpoints: T1 1 · T2 30 · T3 60 · T4 80 · T5 100 · T6 101 · T7 102 · T8 103 for both shades/wraiths and caravans.
- Boss access uses player progression score only (prestige × 100 + level). The old hunter-rank gate on summons is removed.
- Hunter perks now apply on the Ancient Roads. Hunter's Edge (damage), Hunter's Ward (defense), Hunter's Luck and Plunderer's Fortune now work against caravans and their escorts, not just Polis shades.
- The Ancient Roads no longer need a Hunter rank to enter. They open at Fund I, the same as the Forgotten Polis. Caravans still self-gate by mining level, so there's no separate rank to grind first.
- The Ancient Roads now scale entirely to the level cap. Caravans always spawn at the highest tier the current cap allows, so the whole road climbs in lock-step as the cap rises each day. No more low-tier caravans cluttering the road once you've out-leveled them.
- Tier 7 and Tier 8 Shades and Wraiths hit about 9% harder. The most dangerous hunts now demand better gear and sharper play.
- Shades and Wraiths now chase you down ledges. They'll walk off drops of any height and fall naturally with gravity instead of freezing at the edge. No more losing them by hopping down a 3-block ledge.
- The Shade and Wraith population in the Forgotten Polis has been cut in half. The spawn target is now 300 (was 600).
- Decorated pots no longer shatter when hit by a bow (or any projectile) in the Forgotten Polis and Ancient Roads. The world build stays intact.
- New `/daily` bonuses. Each day, your first kills and blocks come with a boost. First 100 shades, 25 wraiths, 40 caravans and 10 warlord caravans grant 3x then 2x Hunter Points and a bonus drop, and your first 10,000 mined blocks earn 50% increased XP, Energy, Shards and Ore. Open /daily to track progress and the reset timer. All per-player and shared across servers, resetting at 11 AM PST daily, so logging in once a day keeps you competitive even against players who grind all day.
- Defiler and Wanderer bonus drops reduced. Defiler's guaranteed 2nd loot roll is now a 50% chance (was 100%), and Wanderer drops to a 20% chance (was 30%). The always-on PvP farming bonus that most favored the biggest, most active gangs is reined in.
- Olympian Trim's second-roll perk grants a bonus loot roll on shades, wraiths, caravans and Erebus Guards.
- Caravan booster box drops cut by 75% across every tier (coal → netherite). Booster boxes were the dominant carry-over from past seasons; caravans remain the main source but at a fraction of the old rate.
- Shades, Wraiths and Caravans had their loot tables rebuilt around a clean core of boss essence + Motes of Ancients + boss keys. Boss essence is the main drop, and higher tiers give fewer but stronger essences (lots of a weak boss's essence at low tiers, down to a trickle of a powerful boss's at the top) so climbing a tier means better essence, not a bigger pile (and high-tier swarm-farming can't flood boss keys). Motes are now a flat, uncommon bonus (they no longer pile up at higher tiers), and enchant dust is a rare trickle instead of a flood. Warlord caravans clearly out-drop normal ones, and Caravan escorts drop a single essence on death (no more dust spam). The Spectral and Wayfarer trims remain as rare chase drops on shades/wraiths and caravans respectively.
- Shades and Wraiths are the late-game farm; caravans the early/mid-game farm. Shades and wraiths spawn in swarms and melt to bows and wands, so their per-kill rewards are deliberately modest and don't balloon at higher tiers: the payoff is clearing a lot of them once you're geared, not a jackpot every kill. Caravans stay the reliable early/mid-game farm, so there's always a steady way to earn while you gear up.
- New offhand, Wraithheart. A 3-tier PvE offhand torn from slain wraiths, and a real chase item with a kit that grows each tier. All bonuses apply vs shades, wraiths and caravans:
- Tier I: +5-8% PvE damage.
- Tier II: +10-15% PvE damage and unlocks Soul Siphon: heal 8% of the Hunt damage you deal, so you can farm packs without stopping.
- Tier III: +18-25% PvE damage, Soul Siphon 15%, and the signature Spectral Detonation: every Hunt kill explodes the corpse, dealing a share of its max HP to nearby foes (scales with your Area of Effect and damage bonuses) and chain-exploding mobs the blast kills, clears whole packs.
- All three tiers drop from Wraiths, with odds that scale with the tier you're hunting (best at your max tier, far rarer below it). At max tier: Tier I ~1/8,000, Tier II ~1/30,000, Tier III ~1/100,000 (the rarest chase on the Hunt). Or tinker it up through the tiers in `/offhand`.
- Shades and wraiths drop Trim Removers (~1/8,000); shades, wraiths and caravans drop tier-scaled Enchant Erasers (~1/125) as an uncommon utility layer.
- Raider armor trim moved to caravans. The Raider trim is no longer a KOTH reward; it now drops from caravans at every tier (~1 in 280, ~1 in 180 from warlord caravans).
- The KOTH Lootbag has been completely rebuilt to actually be worth winning. Gone are the prestige-token firehose and the low-value filler that made capping the hill feel pointless at endgame. Every win guarantees the KOTH title, 2 Nametags, a value-Mote (12-24h of generator time), a Mystery Boss Key and a 5-charge Enchant Eraser. The bag then rolls 6 items from the random pool: a 12-24h value-Mote (~16%), Mystery Godly Orbs (~13%), Mystery Boss Keys (~10%), 100% Abyssal Black Scrolls (~10%), Fortune's Dice (~9%), Trim Removers (~8%), Fractured G-Kit flares (~8%), meteor & shower flares, a Global Booster Box, and Vault/Armour/Weapon Expanders. Once those lock in, a separate Jackpot spin reveals 1 guaranteed premium reward on its own animated row: the KOTH-exclusive Olympian armour trim (60% of the jackpot), a Mystery G-Kit Beacon (18%), a Seasonal Rank Box (12%), or the ultra-rare Olympian weapon trim (10%, 6× rarer than the armour trim).
- KOTH now runs once a day, alternating between 8 AM and 8 PM PST day to day, instead of twice daily.
- KOTH cap time cut to 5 minutes (was 10): you only need to hold the hill for half as long to claim the win, making each fight quicker and more decisive.
- The modded Stats HUD now tallies your Hunt drops by rarity (Common → Mythic) instead of one row per item, and adds a live Hunter XP/hr rate alongside your session Hunter XP total.
IVTartarus Rift
- The Tartarus Rift is now a personal daily activity, not a scheduled event. Talk to the new Riftkeeper at spawn to drop into the rift whenever you want. No more waiting for a server-wide event or joining a queue. You get 15 minutes of rift time per day (resets daily), and the clock only ticks while you're actually inside mining.
- No need to empty your inventory before entering the rift. Walk in carrying whatever you like; your full inventory (armor and offhand included) is safely stored the instant you enter and handed straight back the moment you leave. If you disconnect, crash, or the server reboots while you're inside, it's all restored automatically the next time you log in, on any server.
- Your daily rift time is pausable and multi-visit. Leave and come back as many times as you like until your minutes are spent; the round-swap intermissions don't burn time. You get a warning as you run low and are eased out cleanly when it hits zero.
- Re-entering the rift the same day resumes where you left off. You get back the exact pickaxe you were holding (keeping any in-rift enchant upgrades and its prestige roll instead of a freshly-rolled one) and your points total carries across visits rather than resetting to zero. A fresh pickaxe is still rolled on your first entry of the day.
- The rounds now run continuously while anyone's inside. The mine keeps cycling and regenerating round after round, so you can keep mining for as long as your daily time lasts. The rotation pauses and resets when the rift empties.
- The Riftkeeper menu shows your time left and the reset countdown, with quick access to the rift shop, skill tree, rewards claim and leaderboards. Open it anywhere with `/rift`.
- Rift shards now scale with how deep you mine. Top of the mine floors at Uncommon (no more Simple), the middle third floors at Elite, and the bottom third floors at Legendary. The ore gradient you can already see translates directly into shard quality.
- The client mod's Events HUD shows your daily rift time (e.g. "12m left · resets 4h") in place of the old next-event countdown.
- Rift Prestige bonus now applies once at the end of your run, not per-block. The leaderboard score better reflects the raw mining performance before the bonus.
- Skill tree nodes now have player level requirements. Early path nodes stay open; mid-tier nodes gate at Lv 30-65; notables sit at Lv 80-100; Wings of the Ancients now requires Player Prestige III + Level 103 as the true endgame node.
- Rift Prestige is capped at P10. Once you hit MAX PRESTIGE, the tree locks at its peak for a permanent 50% increased points bonus.
- Skill tree nodes get more expensive each Rift Prestige: base cost × (1 + 0.5 × current prestige). P1 = 1.5×, P5 = 3.5×, P10 = 6×. The prestige refund pays out at the inflated rate, so re-buy math stays sane.
- Rift skill tree base costs cut in half: maxing your tree (and grinding into the prestige loop) is now about twice as fast, so the rift's power and reward loop open up sooner in the season instead of being a multi-week grind.
- Rift Prestige itself now needs a player milestone: P1 needs Lv 100, P2-P3 need Player Prestige I, P4-P5 need P2, P6+ need P3 Lv 103.
- Several skill tree notables now require a higher Rift Prestige: Exceptional Enchants P2, Echoing Detonator P2, Calcite Ascendance P3, Avarice P3, Ancestral Bloodline P4, Riftwalker Boots P5.
- Rift cache prices doubled+: T1 Rift Cache 500k, T2 Greater Rift Cache 1M, T3 Tartarus Rift Cache 2.5M.
- Rift Caches fully rebuilt across all three tiers. Each cache is now a curated mix of utilities (white/black scrolls, enchant dust, forge fuel, Ancient Energy, enchant erasers) that scales up in amount and quality by tier, with rift-exclusive gear (Riftborn trim, Pulse offhands, Echo Sigils, prestige tokens) reserved for the rarer random rolls and the jackpot pool.
- The `/rift` menu now has a Rift Records leaderboard ranking the highest single-round mark totals of the season: your best run, not your season total. The top 10 are listed, and if you're not among them your own best round and rank show below.
- Cache rewards scale by tier, with consistent chase-item costs. T1 is utility-focused (1 white scroll, enchant dust, forge fuel, Ancient Energy, an eraser); T2 (Greater) adds a 75% Abyssal Black Scroll, Echo Sigils, and the Stat & Perk Reroll tokens, with orbs in 1-2 drops; T3 (Tartarus) runs a 100% Abyssal Black Scroll, Godly Randomization Scrolls, the Quantum Entangler, the Stat & Perk Swap tokens, and orbs in 1-3 drops. The shared rewards are tuned to roughly the same points-cost no matter which cache you open: Mystery Enchant Orbs ~1 per 1.5M points (T1/T2) / ~1 per 2.4M (T3), Echo Sigils ~1 per 3M (T2/T3), and the Riftborn trim ~1 per 9M (all tiers). Shards no longer drop from any cache.
- Booster boxes removed from all Rift Caches. Tier I–III caches no longer drop Common/Rare/Epic Booster Boxes; boosters were flooding in from too many sources.
- The Quantum Entangler is now a rift-exclusive drop. It appears in the Tartarus Rift Cache (T3) as one of the rarest random rolls (~1 in 11 T3 caches), alongside its existing Fate Oracle drop.
- Each Pulse of Tartarus offhand drops only from its matching cache: Tier I from T1 (~7M points), Tier II from T2 (~30M), Tier III from T3 (~100M), each as a jackpot prize, an escalating chase to fully tinker your Pulse. The T1 and T2 jackpots also award the Riftborn trim (~9M), keeping the jackpot rate normal (~13-14%).
- Tartarus Rift Cache (T3) jackpot is leaner. Its jackpot fires less often, and the Tartarus Reroll is ~3.5× rarer (~68M points), while the Pulse T3 offhand stays ~100M and the Tartarus Sigil remains the ultra-rare top prize (~190M).
- Pickaxe prestige tokens are split across cache tiers. The Greater Rift Cache (T2) carries the Stat & Perk Reroll tokens; the Tartarus Rift Cache (T3) carries the Stat & Perk Swap (respec) tokens.
VBosses
- The /boss leaderboard now tracks fastest kill times: click ⏱ Fastest Times in any boss's leaderboard to see the top 10 personal-best speedruns, including party size and your own record.
- Shades and wraiths drop ~50% more boss essence across all tiers.
- RNG Meter progress now carries over when you switch your tracked drop: switching targets no longer resets your meter.
- Boss summons now have a player level gate. Echidna needs Level 60+, Thanatos needs Level 100+ (or any prestige), Hephaestus needs Player Prestige II + Level 102. Lamia stays open as the introductory boss.
- Thanatos, Ashen Rune arming circles are now cyan instead of orange/red, so arming runes are clearly distinct from Ashen Collapse danger zones (red) and active runes (purple).
- Thanatos, Death Sentence gives +0.1 s more reaction time (telegraph extended from 2.25 s to 2.35 s).
- Fixed a bug where Thanatos (and Hephaestus) could fire their Phase 3 one-shot ability instantly at the start of a new fight if a previous session ended mid-ability.
- Exceptional orbs (Eff VI, Mom VI, Lucky IV, PB IV) from bosses now have a 75% success rate (up from 50%).
- Fixed Echidna and Lamia awarding swapped Hunter Points: Echidna now correctly gives 1,500 HP and Lamia 500 HP.
- Hephaestus drops are more rewarding: the Powerball IV orb is now noticeably more common, and Enchant Catalysts drop twice as often from Hephaestus.
- Bosses now slowly regenerate when left alone. If a boss goes 10 seconds without taking damage, it heals 1% of its max health per second, so don't stop hitting it. Regen pauses while the boss is invulnerable (e.g. Hephaestus' fire-wall phase, Echidna's cocoon, Lamia's mirror split, Thanatos' soul tether).
- Godly Enchant Orbs now drop on a difficulty curve: roughly 1 orb every 10 kills from Lamia, scaling up to 1 every 2 kills from Hephaestus (harder boss, better odds).
- Boss Enchant Eraser drops roughly halved across all four bosses. With contraband no longer giving erasers, bosses had become the single biggest eraser faucet, so their eraser rate is cut to about half.
- Boss Summoning Keys now drop as an Epic, not a Mythic. Echidna's Coil, Lamia's Tear, Hephaestus' Sigil and Thanatos' Idol drop often enough from boss farming (caravans, shades, wraiths) that the full Mythic banner and dragon-roar oversold them. They now read as a clean Epic drop.
- Hephaestus now fights unpredictably. He no longer runs a fixed rotation: he picks his abilities at random, so you can't memorise what comes after his fire wall any more. His casts also come faster as his health drops.
- Hephaestus' fire wall (Pyriphlegethon Tide) is now a recurring ability on a cooldown instead of three guaranteed bursts at set health. Each fire wall scales with how far the fight has progressed: early walls are lighter, late-fight walls hit the full phase-3 intensity.
- Hephaestus' fire wall comes far less often. Its cooldown is much longer (about 45s in phase 1, up to 75s in phase 3), and he no longer forces a guaranteed wall at half health: the fire wall is now an occasional, high-stakes threat rather than a constant wall of flame. He also starts a fight with that cooldown only half-charged, so the first wall holds off briefly instead of dropping the moment the fight begins.
- Fixed Hephaestus' orange Core Overheat outline showing through his invisibility during the fire-wall phase, which gave away his hidden position.
- Bosses can no longer be slowed. Frostblade, the wand beam's chill, thrown potions and any other Slowness source no longer stick to Echidna, Lamia, Thanatos or Hephaestus: you can't pin a boss in place to shut down its chase.
- Bosses can no longer be stun-locked by rapid fire. A fast bow (Rapid Fire + Split Arrow) or wand spam used to interrupt Thanatos' and Hephaestus' movement on every hit, freezing them on the spot. They no longer flinch-pause when hit: like Echidna and Lamia, they now chase continuously and can't be pinned down no matter the fire rate.
- Hephaestus deals less raw damage. His base melee drops from 30 to 15, and his Smelter's Wrath sweep from 160 to 80.
- Thanatos' Soul Tether stun is half as long, holding you in place for 4 seconds instead of 8.
- Boss Infernal Netherite Scrap drops cut. Hephaestus now drops 1-3 scrap per kill (was 5-10) and Thanatos 1-3 (was 3-8).
VISeason Pass
- Fixed the Daily Challenges header showing 0 / 5 when only 3 challenges are assigned. It now correctly shows 0 / 3.
- The Season Pass now hands out cosmetics, exclusive to the paid track. Two permanent weapon cosmetics are paid-pass rewards: the Void Beam (wand) unlocks early at paid level 7, and the Ember Trail (bow) unlocks at paid level 30. Equip either any time from the new `/cosmetics` menu.
- The paid Season Pass unlocks Dungeon Escrow. Claiming paid level 1 grants your first 10 escrow slots (where forfeited dungeon reward chests are stashed for later via `/escrow`), and later paid tiers expand it at L10, L20, L30, L40 and L50 up to a full 100 slots by the end of the track.
VIIPath of the Ancients
- Pickaxe prestige block and energy requirements rebalanced for all tiers. Lower-tier pickaxes (wood → iron) now require block counts that taper 10% per tier from diamond instead of being far lower. Wood is now 60%, stone 70%, gold 80%, iron 90% of diamond's requirement at each prestige level. Energy costs follow the same curve (wood 0.75×, stone 0.875×, gold 1.0×, iron 1.125× of diamond's base), replacing the old flat low values that made lower-tier prestiging trivial.
- Tartarus Prestige (P11) now costs a flat 50M blocks on every pickaxe tier. The final prestige no longer scales down for lower tiers: wood through netherite all require the same 50,000,000 blocks to ascend.
- Iron gear upgrades rebalanced. Early levels are now much cheaper, and the cost ramps up far more steeply through the final levels, with fully maxing an iron set costing significantly more energy overall.
- Prestige rewards restructured into one reward per level. You now earn a path perk at Prestige 1, 5, and 10 and a base stat at every level in between, 3 perks + 7 stats total. Your first perk lands right at P1 instead of P3, so new miners feel the payoff sooner, and Tartarus Prestige (P11) now grants only its Tartarus perk (no extra base stat).
- Pickaxe rerolls and respecs now cost Ancient Energy. Perk/stat reroll and swap tokens still drop and still stack, but applying one also spends energy from your inventory, scaling with your pickaxe's prestige level (roughly 10M at P1 up to 90M at P11; respecs cost double). A real end-game sink for surplus energy.
- Rarer ores now count as more than one block toward pickaxe prestige. Calcite counts as 2 blocks, Ancient Debris as 1.5, and Emerald Ore as 1.25, so 10M emerald mined counts as 12.5M toward your requirement. The prestige menu's progress tracker lists which ores are boosted.
- Calcite now sells for 2× more. Its sell price is doubled from $5.47 to $10.94 per block. Calcite Caverns is now a far stronger money run.
- Calcite Caverns daily time swing reduced to ±3 minutes (was ±4), and the block threshold to earn the gain is 20% higher, so it takes more mining to grow your daily allowance.
- Fixed perk/stat swaps and path respecs failing with "couldn't find that pickaxe in your inventory." Applying a Perk Swap, Stat Swap, or Path Respec Token now reliably finds and updates your live pickaxe, so the change actually sticks.
- Mid and late-game levelling costs much more XP. The base XP per level is raised to roughly 6x for levels 50-69, 4.5x for 70-89, and 2x for level 90 and above.
- Reaching Prestige II and III now costs twice the XP. Prestige II requires 5,000,000,000 XP (was 2,400,000,000) and Prestige III 100,000,000,000 (was 50,000,000,000). Prestige I is unchanged.
- The tutorial world's mining XP bonus is now 6x (was 8x).
VIIIQuests
- Every quest line is now open from the start. Lines no longer unlock by finishing other lines. The Hunt, Stronghold, and all the new lines are available the moment you join. Each line carries a difficulty badge (Starter / Core / Advanced / Endgame) and individual late-game steps are clearly flagged, so you always know what's a fresh-start quest versus something to save for when you're geared.
- The quest menu was rebuilt to show every line at once. The tracks screen now lays out all eight quest lines together with each one's difficulty and progress.
- New quest line, Depths of Tartarus. A full dungeon line that descends the tiers from Asphodel (T1) all the way to Tartarus (T7), capped by the new Depthwarden title.
- New quest line, Echoes of the Rift. A Tartarus Rift line: step into the rift, survive rounds, bank Rift Marks, and crack rift caches, capped by the new Riftwalker title.
- New quest line, Coffers of the Ancients. A trading & economy line covering the Auction House, sell prices, the shop, and the community Fund.
- New quest line, The Deepening. A mining-mastery line: grind ore, climb to player level 100, and prestige your pickaxe.
- New quest line, Wanderer's Path. An exploration checklist that tours every realm and hub on the server.
- New early main-line quest, the Rental Yard. Two steps near the start of the main line introduce pickaxe rentals: open the Rental Yard, then rent a pickaxe or list one of your own (either one counts).
- The Hunt and Stronghold lines were extended with new high-end goals: slay 100 shades, become an Apex Hunter, and rack up raid streaks.
IXCells, Gangs & Outposts
- Generators now produce Gang Points, not money. Mining your gang's ore-generator crude no longer drops sellable ore, it earns Gang Points for the gang that owns the cell. Crude mined in a cell with no gang owner earns nothing.
- Higher-tier gens pay proportionally more Gang Points. The cost-to-points ratio is the same on a coal gen as a netherite gen, so there's no advantage to stacking cheap low-tier gens.
- Gang Points are now a single gang-wide score. They can't be withdrawn, traded, or raided, so you can't dump a gang's value to alts at map end. They're earned only from mining your gang's gen crude, no longer from killing shades, wraiths or caravans, or from breaking ore.
- The Stele of the Ancients is gone. Depositing/withdrawing points, the per-cell generator speed boost, and stealing points by capturing a Stele during a raid have all been removed. Raids still work the same for loot, they just no longer transfer Gang Points.
- Raids now yield more loot. With points no longer raidable, attackers can take 40% of a cell's raidable value before the raid auto-ends, up from 25%.
- Generators no longer get faster from stored Gang Points. The old Stele speed boost is removed, so generator output is flat and predictable (and gens can't snowball themselves).
- `/g top` now ranks gangs by Gang Points instead of cell value, and the Gang Top Obol payouts follow that ranking. Cell value still drives `/ctop` and raid targeting.
- `/g upgrades` now require far more Gang Points to unlock. Because generators mint so many more points than the old kill/mining sources, the unlock thresholds were raised roughly 100× (about 100k for the first level up to ~220M for the last) so maxing your gang's upgrades is a season-long goal again. Points are still only required, never spent.
- The Stele of the Ancients is gone, so the Lodestone is now sold as plain cell decoration in `/shop`: place it anywhere in your cell as a decorative block.
- Gangs are one squad of 4 this season. The old roster / active-lineup split is gone, a gang is now a single list of up to 4 members (including the leader). Pick your squad carefully; every seat counts.
- Removing a gang member takes 24 hours. Whether a leader/mod removes someone or a member leaves on their own, there's a 24-hour countdown. During it they stay a full member (they keep their slot, gang chat, and perks). A leader or mod can cancel a removal at any time, and you can cancel your own departure with `/g cancelleave`; a member who's been removed can't undo it themselves.
- Gang membership now sticks through logout. You no longer drop out of your gang when you log off, and the AFK auto-bench is gone. New `/g` commands: `invite`, `accept`, `decline`, `leave`, `remove` (alias `kick`), `cancelremove`, `cancelleave`.
- Low-tier forge energy slashed. Low Security forges now produce 37,500 Ancient Energy per fuel/day (was 250k, −85%), Medium 100,000 (−80%), High 187,500 (−75%). Maximum Security and VIP forges are unchanged, cheap low-tier forges were churning out passive energy far out of proportion to their cost.
- Medium cells are easier to reach. Medium Security cells now unlock at Level 90 for $100M (was Level 100 / $500M).
- Cell defenses are much cheaper to place but cost far more to max out. The price to set down a guard room or mage is slashed (e.g. Medium $15M → $4M, VIP $150M → $35M), while the cost of upgrading a defense's damage/health/speed now scales hard with your cell tier (upgrade cost ramps from Low up to ~56× more at VIP). Overall investment to fully kit out a cell lands about the same, the money sink just shifts from placing defenses to upgrading them.
- Gangs can now hold only 1 outpost at a time (down from 2). Capping a new outpost automatically releases the one your gang currently controls.
- Post-raid shield now only blocks other gangs, not the gang that raided you. The gang that just raided your cell can hit you again through the shield window; everyone else is still blocked.
- Breaking generators or crude ore during a raid now keeps the raid alive. Fixed a bug where stripping a cell's gens or crude didn't reset the raid's idle timer, so a raid could end after 10 minutes of "inactivity" even while attackers were actively looting it.
- Fixed a bug where players could place forges past the cell limit, the block would land but not function as a forge.
- Fixed a bug where cell guards with more than 1024 max HP were capped at 1024, their health now correctly reflects the configured value (e.g. T1 Cell Guards show and fight at 1555 HP).
- Frost Mage freeze is much shorter. A frozen attacker is now locked down for 0.5s at the lowest Freeze Power up to 1s at max, down from the old 1.5s–4s, being frozen no longer means a near-guaranteed death.
- Frost Mage snowball slow toned way down. Each hit now applies at most Slowness III + Mining Fatigue II at max upgrade level, down from the old Slowness IX + Mining Fatigue V.
- Lightning Mage chain-lightning AoE shrunk. Its strike radius now tops out at 4 blocks at max Strike Range (down from 10), you have to be much closer to get caught in the lightning.
- Lightning Mages are tougher and hit harder. They now have 10% increased HP and deal ~30% more damage with both their beam and chain-lightning, a more serious threat when you breach their room.
- All cell guards are tougher and hit harder. Every cell-defense guard (the melee Cell Guard plus the Frost and Lightning Mages) now has 25% more HP and deals 15% more damage, making a defended cell harder to crack.
- Raider Trim damage reduction halved. A full Raider set now takes 25% less damage from cell guards (was 50%), so even the best anti-guard gear no longer trivialises a defended cell.
- You can now open lootboxes inside your own cell, your cell counts as a safe zone for opening boxes.
- Gang Top payouts are now automatic. The top 3 gangs by Gang Points earn 15,000 / 10,000 / 5,000 Obols over the map, paid as 2,250 / 1,500 / 750 Obols at the end of each of the first 4 weeks, plus a 6,000 / 4,000 / 2,000 Obol grand prize on the final Friday (the end of week 5), so the race stays alive into the fifth and final week. Payouts go to the gang leader, are announced server-wide, and `/g top` shows the full reward schedule with a live countdown to the next payout.
- The Gang Top info badge now shows last week's winners, hover it to see which gangs took #1, #2, and #3 in each completed payout week so far this season.
- Your cell's raid-protection window is now set and shown in Pacific time (PT) instead of UTC, and it follows daylight saving, the 12-hour window you pick stays at the same clock time year-round.
- The raid-protection window picker has been redesigned. The 24 start-hours are now laid out as clean Late Night / Morning / Afternoon / Evening bands, and the 21:00 window that the old layout hid behind the Back button is selectable again.
- New: Cell Vault Terminal for PrisonsMod users. With the updated mod installed, opening any vault chest in your cell's vault room brings up a searchable terminal that aggregates every vault chest in the room into one grid, pull any item from any vault, deposit straight from your inventory, and watch it all update live. Vanilla players (or anyone who turns the feature off in the mod) keep the normal chest exactly as before, and the terminal locks out automatically while your cell is being raided.
- New: a custom crafting menu. Right-click any crafting table to open a custom 3×3 crafting grid with a built-in Recipe Book. Vanilla recipes stay disabled, only special recipes can be crafted here.
- Condensed Crude Ore is now crafted, not looted. Combine a Crude Ore Core with 8 Crude Ore of a single tier in the crafting menu to forge a Condensed Crude Ore of that tier, you choose exactly which tier you make.
- Crude Ore Cores drop from Erebus Pit guards (~2% per kill), making the pit the single source of Condensed Crude Ore.
- Bosses no longer drop Condensed Crude Ore. Echidna, Lamia, Thanatos and Hephaestus have had their condensed-ore drops removed, the pit + crafting replaces them.
- Fixed a bug where scaffolding placed in the main room above the generator floor couldn't be broken by cell owners, defenders can now break scaffold towers in the main room at any time, including during a raid.
- Fixed scaffolding and other player-placed blocks in the cell generator room being unbreakable.
XPvP & Dueling
- Higher-tier armour is tankier, top-gear fights last longer. Full-set damage reduction was raised on the upper tiers so each step up the ladder matters more: Gold 67% → 69%, Iron 75% → 77%, Diamond 80.5% → 84%, Netherite 85% → 88% (Chainmail unchanged as the baseline). The scaling is steepest at the top, so Diamond and especially Netherite duels take noticeably more hits to close out. Because armour also softens enchant procs, this stretches enchant-heavy fights too, without touching the enchants themselves.
- Damage-over-time ticks no longer trigger "on-hit-taken" effects. Bleed, Poison, Soul Rot and other DoTs no longer reset your Frenzy combo, proc Enlighten healing, trigger Adrenaline's speed burst, or charge Deathbringer's empowered hit. Those now only react to real melee/projectile hits, so passively bleeding can't feed or break your combat buffs. (Damage-reduction, Weakness, Last Stand and combat-tag still apply to DoTs as before.)
- The Erebus cap event was reworked. It used to passively pay out Energy, Money and XP every minute you stood on the cap. That's gone. Holding the Erebus cap is now about fighting the pit guards that spawn on you, and the reward is a daily loot claim for holding it ~5 minutes a day (was 15): 2 rolls from a modest pool (Motes (1-3), Enchant Dust (2-4), Fortune's Dice, a Global Booster Box, a Mystery Boss Key, or a White Scroll). No more AFK income.
- The Black Auction House pool was refreshed. The Mystery Contraband Box and Enchant Eraser are no longer auctioned. The rotation now puts up G-Kit Level-Up & Beacon boxes, Armour/Weapon Expanders, Mystery Boss Keys, a 6-12h value-Mote, Fortune's Dice, Quantum Entanglers, Enchant Dust, a Mystery Godly Orb, a 100% Abyssal Black Scroll and a Seasonal Rank Box, so there's always a worthwhile money sink to bid on.
- Diamond sword and axe base damage increased by 10% (sword 3.55 → 3.91, axe 2.82 → 3.10).
- Iron sword and axe base damage increased by 10% (sword 2.75 → 3.03, axe 2.2 → 2.42).
- Spectral Trim's Phantom Veil is now a true vanish, and procs more often. It now has a 3% chance when you take a hit to completely disappear for 2s (body, armor and nameplate hidden from everyone, and you take no damage at all) and you get a chat message when it triggers. Previously a 1% chance for a 1s see-through invisibility that left your gear and name showing and could still be hit.
- Every duel now ends with your PvP cooldowns fully reset: proc something like Guardian Angel and die in one duel, and it's ready again for your next duel moments later.
- Fixed your equipped offhand sometimes vanishing from its slot after a duel while still showing as equipped in the offhand menu, it now stays put.
- Fixed Soul Rot (Wrath of Thanatos) continuing to tick on you after a duel ended, which could nearly kill you back at spawn.
XIEnchants
- Death Ward is one unified effect across every source. The Guardian Angel enchant, the Wayfarer trim's Final Mile, and the Last Rites rune all grant the same Death Ward: a killing blow leaves you at 1 HP with a brief burst of regeneration, on a single shared cooldown, so owning several gives redundancy but never extra saves. All three tooltips simply read Grants Death Ward (hold Alt with the client mod to read exactly what it does). Guardian Angel is a dungeon enchant, dropping only from Throne of Tartarus (T7) gold chests, the rarest enchant of the deepest dungeon.
- Dungeon enchant orbs drop at a weighted level (higher levels rarer), and how steep that curve is scales with the enchant's power. Weak utility enchants like Shadow Mend max out quickly, while the strongest chase enchants keep their top levels a real grind. Single-level enchants (Guardian Angel, Runic Overload, Spell Echo) always arrive ready to use.
- The Ancient Enchants menu has Wand and Bow tabs. Browse every wand and bow enchant (max level, stacking, full description) right alongside the pickaxe, sword, axe and armour categories.
- Every HP-threshold enchant uses the "Low Life" keyword (below 50% HP), matching the rune wording.
- Executioner (procs vs enemies on Low Life) moved up to 50% HP (from 30%), and its per-hit strength is 15% increased damage/level (from 20%).
- Acid Blood (poisons attackers while you're on Low Life) moved up to 50% HP (from 30%), and its poison is 0.5/level (from 0.6).
- Painkiller activates the moment a hit drops you to Low Life (flat below 50%, replacing the old ~30-40% scaling window), and its proc chance is 7%/level (from 10%).
- Execute and Adrenaline already kicked in below 50% and now read "Low Life", no power change.
- Berserk proc chance is now half as likely to trigger (~11% at L5, from ~22.5%), while the on-proc buff is 6.5% increased damage per level (up to 32.5% increased at L5).
- Every enchant is tagged PvP, PvE, Mining, or Utility (some carry several), shown right on the enchant. In `/enchants` each category page has a click-through filter to narrow a cluttered list down to just the tag you're after.
- Bleed reads clearly in a fight. Bleeding enemies show a dark-red spot of blood that refreshes on every 1-second tick, and each tick shows its own deep-red damage number, so you can always tell a Bleed is still ticking, even while the target is being hit by other attacks. (Bleed always pierced i-frames; this just makes it visible.)
- Electrocution now hits twice as hard: each chained target takes double the damage (per-target now 360% of weapon base damage, up from 180%), so it lands a real punch even in a 1v1 where it only strikes a single enemy.
- Lightning was reined in from its all-or-nothing nuke: its smite now deals 137.5% of weapon base damage per level (down from 187%), roughly a 26% cut at max level.
- Bleed tick damage reduced. Each Bleed tick now deals 150% of weapon base damage, down from 270% (~44% less per tick).
- Deflect vs Pummel fixed. Pummel hurls several blocks in one proc, and Deflect used to roll against each block separately, so a Deflect-wearing target would silently eat a random handful of the blocks (they played the hit animation but dealt no damage). Deflect now rolls once when Pummel procs: either the whole barrage is deflected (no blocks are thrown at all) or it all lands.
- Mining enchants drop on armour. A new line of enchants socket onto your helmet, chestplate, leggings and boots and boost your mining, sitting alongside (and competing for slots with) your combat enchants, so a set of armour can lean toward fighting or toward digging. Effects sum across your pieces up to each enchant's cap. They roll from the Wormhole on gear (the Godly ones come from orbs, the Dungeon one from dungeon chests).
- Stat enchants: Haggler & Goldvein (increased ore sell value), Apprentice's Vigor (increased mining XP), Hermes' Pace (increased mining speed), Stoneblood (ore respawns faster around you), Charon's Cut (reduced extract tax), Surveyor (more clue scrolls), Lodestone (more shards) and Calcite Seeker (more calcite charges).
- Proc enchants: Aftershock (chance for a mined block to count as a full second break, re-rolling every drop and enchant proc, not just the numbers), Oracle's Eye (chance a clue scroll surfaces as a casket instead), Touch of Plutus (chance a block turns golden and sells for a fortune straight to your balance).
- Base mining is slower across the board. A fresh, unenchanted pickaxe takes noticeably longer to break each block, so mining-speed boosts (Efficiency, Momentum, Prismatic Efficiency and the new Hermes' Pace armour enchant) matter again. Insta-mining is an earned end state you build toward, not the default.
- Poison's tooltip now reads "reduced by armour", correcting the old claim that it was true damage ignoring armour. Wording fix only; the damage is unchanged.
- Corpse explosions hit like real attacks. The slice of a slain mob's max health that Detonate, the Runic Burst rune and the Volcanic Fissure rune deal is treated as base damage, so it's boosted by your damage bonuses and can land critical strikes, instead of being a flat, unscaled % of the mob's HP.
- Corpse explosions got a cleaner look. A crisp arcane burst: a flash, a sonic shockwave and a sparkle ring. Applies everywhere corpse-explosions fire (Detonate and Wraithheart's Spectral Detonation).
- Bow volley arrows fan outwards. When the Volley rune fires extra arrows they spread into a wider cone, like a wand's beams, covering more ground across a pack of enemies.
- Warp Miner is purely a 10% increased XP per level enchant (up to 50% at L5), and does not boost energy when you can't gain XP.
- Meteorite Hunter energy bonus is level-scaled: 10% more energy per level while under the block cap (up to 50% more at L5).
- New enchant: Nemesis (Sword/Axe, Elite, from the Wormhole): you deal more damage the more you are outnumbered, and less when you outnumber your foes. The bigger the enemy gang stacked against you, the harder you hit back.
- Anti Gank is the defensive mirror of Nemesis: take less damage when outnumbered, and more when you outnumber. Max level 2 (was 4).
- Fixed Last Stand not proccing after its cooldown expired: re-entering combat was incorrectly restarting the 60-second timer even when it had already fully elapsed.
- Enlighten heal toned down from 2.5x to 2.0x the damage taken, still a strong defensive sustain.
- Exceptional enchant orbs are re-priced: Momentum VI now costs just 5,000,000 energy to charge (down from 30M), Lucky IV 15,000,000 (down from 20M), while Powerball IV rises to 100,000,000.
- Superbreaker nerfed at higher levels. Proc chance and active duration now scale half as steeply per level: level 1 is unchanged, but level 5 procs ~40% less often and gives 10 instant breaks instead of 15. The 2x bonus from instant-mining already-fast blocks is untouched.
- Calcite enchant odds on pickaxes halved. Rolling a Calcite enchant (Cavern Luck, Cataclysmic Shatter, Prismatic Efficiency) directly onto a pickaxe at the Calcite Wormhole is now about half as likely. Turning Calcite Charges into enchant orbs is unchanged.
- Black-scrolled enchant orbs are bound to their source item. A dual-class enchant valid on both a pickaxe and gear, like Cavern Luck or Lucky, extracted off a pickaxe can only be re-applied to a pickaxe, and one extracted off gear only back onto gear.
- Powerball fireballs are visible again. Every Powerball spawns its full bouncing fireball animation with no cap on how many show at once.
- Prismatic Efficiency's Rainbow Echo fires far more often. Its internal cooldown dropped from 30s to 5s, so the rainbow re-fire of your mining procs triggers much more frequently while mining.
- Mining proc-chance bonuses stack consistently. Every "+% proc chance" source (pickaxe prestige, armour trims and the of Overload rune) now adds together into one bonus instead of multiplying against each other, and Super Breaker, Powerball, Shatter and Earthquake all follow the same rule.
- New enchant: Determination (Armour, Ultimate): the longer you stay in combat, the more damage you deal. Your hits ramp up over 120 seconds of sustained combat to up to 20% increased damage at L3 (scaling with level), then reset once you leave combat. The bonus is increased damage, adding into your increased-damage pool alongside Swordsman, Execute and the like.
- New enchant: Injury (Axe, Elite): hitting a player stacks a movement slow, 2% per stack per level, up to 5 stacks (so up to 30% slower at L3). Stacks refresh on every hit and fall off together a few seconds after you stop landing hits.
- New enchant: Composure (Armour, Uncommon): when you take a hit, 12% per level chance to shake off some of your own Injury stacks, the counter to a slow-stacking attacker.
- New enchant: Riposte (Armour, Elite): after a Maneuver dodge, 25% per level chance to load a counter: your next hit within 3 seconds deals 12% increased damage per level (up to 36% increased at L3).
- New enchant: Resurgence (Armour, Ultimate): kills refresh your enchant cooldowns. A player kill shaves 3 seconds per level off every enchant cooldown, a mob kill 1 second per level (Last Stand excluded).
- `/enchants` menu redesigned with a cleaner framed layout, a summary panel showing the total number of enchants and a per-rarity breakdown, and each category now shows how many enchants it holds.
- New enchant: Resilience (Armour, Elite): harmful effects on you (slows, poison, weakness, wither, Injury and more) wear off 6% faster per level (up to 30% faster at L5).
- New enchant: Adaptive Plating (Armour, Ultimate): the more a single attacker keeps hitting you, the less their hits land, ramping up to 15% less damage from them at L5. Resets when they switch targets.
- New enchant: Bulwark (Armour): each piece gives a chance to brace a hit and take 50% less from it, up to a 36% chance with a full L3 set across all four pieces.
- New enchant: Featherfall (Boots): take 20% less fall damage per level (up to 80% less at L4).
- New enchant: Honed (Armour): 1% increased melee damage per level per piece, up to 12% increased with a full L3 set.
- New enchant: Precision (Armour): 10% increased critical strike chance per level, stacking across all four pieces to 160% increased with a full L4 set (your base crit chance is 5%).
- New enchant: Brutality (Armour): your critical strikes deal 2.5% increased crit damage per level, up to 40% increased with a full L4 set (on top of the base 50%).
- New enchant: Predator (Armour, Elite): deal 8% increased damage per level to slowed or debuffed targets (up to 24% increased at L3), pairs perfectly with Injury.
- New enchant: Spellblade (Armour, Elite): your enchant procs (Lightning, Scorch, Pummel, etc.) deal 8% increased damage per level (up to 24% increased at L3). The bonus is increased, adding into that proc's increased-damage pool.
- New enchant: Giant Slayer (Armour, Elite): deal 0.5% increased damage per level for each point of max-health the target has over you, capping at 15% increased at L3.
- New Godly enchant: Sunder (Axe): hits shred the target's defence so they take more damage from everyone, stacking up to 20% more damage taken at L5.
- New Godly enchant: Guardian Angel (Armour): a chance to survive an otherwise-lethal hit at a sliver of health and take 50% less damage for 2 seconds afterward. Scales to a guaranteed save at L5. It shares the Death Ward cooldown with the Last Rites rune and the Wayfarer trim.
- Ancient wands and bows work on all PvE content. Beyond shades, wraiths and caravans, they damage every boss (Lamia, Echidna, Thanatos, Hephaestus and the dungeon bosses), all dungeon mobs, and Erebus pit guards, firing at their full rapid-fire rate against them. They do nothing to other players: wands and bows are PvE-only by design.
- Wands can be held to channel. Hold right-click and the beam keeps firing on its own at the wand's cast rate, instead of needing a click per shot. You move slower while channeling, so reposition with single taps.
- New enchant: Rapid Cast (Wand, Elite): 10% increased cast speed per level (up to 50% at L5), your wand fires noticeably faster while channeling.
- New enchant: Soul Eater (Wand, Dungeon): every kill banks a soul granting 1% increased cast speed and 1% increased damage, stacking up to 100 souls. Each soul fades 60 seconds after its kill and new souls never refresh older ones.
- New enchant: Arcane Power (Wand, Elite): 5% increased beam damage per level (up to 25% at L5), the wand's core damage scaler.
- New enchant: Catalyst (Wand, Legendary): your ailments (Ignite, Venom) deal 20% increased damage per level (up to 60% at L3).
- New enchant: Executioner (Wand, Legendary): 15% increased beam damage per level against enemies on Low Life (below 50% HP) (up to 45% increased at L3), finishes wounded targets.
- New enchant: Ambush (Wand, Elite): your opening hit on a full-health enemy deals 25% increased damage per level (up to 75% at L3).
- New enchant: Long Shot (Wand, Elite): up to 12% increased beam damage per level scaling with distance to the target (up to 36% at max range, L3).
- New enchant: Contagion (Wand, Godly): when an enemy dies carrying your ailments, they spread to up to 2 nearby enemies per level, turning one ignite into a plague through a pack.
- New enchant: Combustion (Wand, Elite): your Ignite burns for 15% increased fire damage per level (up to 45% at L3).
- New enchant: Repel (Wand, Uncommon): your beam knocks enemies back, with more force per level.
- New enchant: Petrify (Wand, Godly): chance on hit to petrify an enemy, rooting it in place for a short time (PvE).
- New enchant: Boomerang (Wand, Godly): your beam flies back to you after reaching its end, piercing through every enemy on the return trip for 30% of its damage.
- Bows fire one shot per click or stream while held. Hold right-click and arrows stream out on their own at the bow's fire rate (shortened by Rapid Fire); single clicks fire one shot. The base time between shots is 0.3s.
- Bows can roll a big slate of combat enchants: Venom, Shock, Catalyst, Combustion, Executioner, Ambush, Long Shot, Surge, Soul Eater, Lifesteal, Detonate and Bleed, plus the utility trio Velocity, Reduced Cost and Knockback. Your bow can be built around ailments, execute damage, ramping, on-kill explosions and sustain, not just raw arrows.
- New enchant: Piercing Shot (Bow, Elite): arrows pass through +1 enemy per level (up to 3 at L3) before stopping.
- New enchant: Splinter (Bow, Legendary): on hit, the arrow shatters for 15% of the hit per level to enemies around the target.
- New enchant: Trueshot (Bow, Uncommon): arrows fly flat with no gravity drop, a longer, straighter shot.
- New enchant: Hunter's Mark (Bow, Legendary): your hits mark the enemy, making it take 10% increased damage per level from your shots for 8s.
- New enchant: Split Arrow (Bow, Legendary): on impact the arrow forks into 2 more arrows to nearby enemies at 60% damage.
- New enchant: Plague Arrow (Bow, Legendary): impact leaves a lingering poison cloud dealing 10% of the hit per second per level (active clouds are capped).
- New enchant: Caltrops (Bow, Elite): scatters ground spikes that slow and wound enemies standing on them.
- New enchant: Rapid Fire (Bow, Elite): 12% increased fire rate per level (up to 60% at L5).
- New enchant: Hemorrhage (Bow, Legendary): bleeding enemies take 12% increased damage per level from your hits, pairs with Bleed.
- New enchant: Crippling Shot (Bow, Elite): hits slow and weaken the enemy (deals less damage) for a few seconds.
- New enchant: Phantom Beam (Wand, Dungeon, 3 levels): the beam ghosts through terrain to hit enemies behind walls and cover. L1: 50% chance per beam to pass; L2: always passes; L3: always, and its chains & forks pass through walls too (so it clears whole packs behind cover).
- Perfect Strike's proc chance doubled to 6% per level (was 3%), up to 30% at level 5. On proc, its hit ignores the target's defensive enchants.
- Poison's proc chance no longer scales with level. It now procs at a flat 5.5% per hit at every level (previously gained an extra 3% per level, up to about 20% at level 5). Its damage per tick is unchanged.
- Silence and Solitude reworked together. Silence rarely procs on its own now and always lasts at least 2 seconds with no cooldown between procs, while Solitude adds 10% to your Silence proc chance per level (was 0.25%) while you fight alone.
- Eternal Enlightenment retuned. Its proc chance is now 10% base plus 2% per level (was 5% plus 1%), and on proc it heals for the standard Enlighten amount instead of its own separate multiplier.
- Trap's proc chance is reduced by about a third: base proc 1.17% to 0.78%, plus 0.39% per level instead of 0.585%. Its trap duration is unchanged.
XIIEndgame Items
- New wand trim, Skipstone. A cosmetic trim for ancient wands: while you're wearing the full Skipstone armour set, your beam gains a 30% chance to ricochet off terrain to the nearest enemy in sight when it strikes a wall (one bounce, PvE).
- New armour set, Skipstone. A 4-piece trim set granting up to 8% more damage, 8% less damage taken and +6 Max HP with the full set, and wearing all four pieces is what unlocks the Skipstone wand's beam ricochet.
- Wrath of Thanatos offhand reworked into "Soul Rot". No longer a flat +damage trinket, it's now a combat offhand. Melee hits stack Soul Rot on your target (up to 5 stacks, 6 with the full Thanatos set), and each stack festers for decay damage every second, refreshing as you keep hitting. It's sustained single-target pressure (no AoE) and is reduced by armour, so it lands below Heph's Forge Heat. Wearing the full Thanatos set raises the stack cap and heals you a little on every rot tick. Decay-per-stack scales with tier and roll.
- Hephaestus's Spark offhand reworked into "Forge Heat". It's no longer a calcite-farming offhand that disabled your XP/energy/ore, it's now a combat offhand. Landing melee hits stokes Heat; at max Heat your next strike detonates a forge-burst, dealing AoE fire damage (reduced by armour) that ignites the target and every enemy around them. Works in PvP and PvE. Wearing the full Hephaestus armour set makes Heat build faster and the burst hit harder. Burst damage scales with tier and roll.
- The Offhand Collection menu now shows your rolled stat. Each owned offhand's slot displays the exact value you rolled (e.g. Soul Rot decay/sec per stack), so you can check your roll without equipping it.
- The Emberfall pickaxe trim is now a meteorite trim. Instead of the generic XP/Energy/Mining Speed/Sell bonuses, it grants 25% increased ore and 25% increased energy from meteorites while socketed onto your pickaxe.
- Orb of Moros is now purely beneficial. It can no longer destroy your item or fizzle with no effect, every orb now grants a Jackpot, Implicit, or (on gear) a Reroll. It still permanently corrupts the item.
- Erebus pit guard drops fully rebalanced. Raw Ancient Energy is removed entirely: a 25k Energy note used to drop on ~60% of every kill. Guard kills now give Enchant Dust (~52%, 1–2 of 3%) and 60-second Motes (~44%) as the bread-and-butter, with the full chase ladder kept at its existing rates: Orb of Moros (~1%), the Emberfall armour trim (~0.3%) and Emberfall pickaxe trim (~0.05%), Trim Removers (~0.2%), Armour/Weapon Expander Boxes, a Mystery Boss Key, a Global Booster Box, Forge Fuel, and meteor/shower flares in the tail.
- Enchant Eraser has a fresh custom look that grows with its charges: a single eraser under 50 charges, a pair from 50–250, and a three-stack past 250.
- Enchant Reroll and Enchant Dust have new custom item art: a swirling violet reroll orb and a glittering teal dust.
- White, Black and Abyssal Black Scrolls now have custom item art: a cream ribbon-tied scroll, a red-sealed black scroll, and a corrupted void scroll, each with a subtle shimmer.
- The Golden Ticket has custom art: a shiny gold ticket with a glint that sweeps across it.
- More consumables now have custom item art: Diviner's Dice, Overcharge Crystal, Enchant Catalyst, Nectar of Lethe and the Quantum Entangler, each with a subtle shimmer.
- Orb of Moros, Promethean Spark, Infernal Netherite Scrap and Fate Cards now have custom animated art. The Netherite Scrap pile even grows as you stack more.
- Boss Essences now have custom glowing art: Echidna, Lamia, Hephaestus and Thanatos each with their own colour, and the stack grows into a pile as you collect more toward a key.
- The four Boss Summoning Keys have custom animated art: Echidna's Coil, Lamia's Tear, Hephaestus' Sigil and Thanatos' Idol, each with its own distinct effect (a venom shimmer, a falling tear, a forge flicker, and breathing skull-eyes).
- The meteor flares have custom animated art: a flickering orange Meteor Flare and a blue spark-spitting Meteorite Shower Flare.
- The four pickaxe prestige tokens have clear animated symbol art: reroll tokens show a spinning refresh arrow, swap tokens show exchanging arrows; violet marks Perk tokens and green marks Stat tokens, so each one's purpose reads at a glance.
- The Trim Remover has custom animated art: a corked vial of glowing violet solvent with twinkling gold flecks.
- The KOTH Lootbag has custom animated art: a bulging burlap reward sack tied with rope, crowned with a gold emblem and spilling coins and a glowing gem, with a shimmer that sweeps across the loot.
- The Ancient Mannequin has custom animated art: a bronze armor-display stand on a marble pedestal, wrapped in gold laurels, with a slow gleam that travels down the wreaths.
- All boosters now have custom animated art: a glowing energy crystal colored by what it boosts: green XP, aqua Energy, gold Ore, purple Shard, each with a soft shimmer. Server-wide Global boosters add an orbiting ring in the matching color.
- Powerball now fires a random number of balls: a level 4 Powerball launches anywhere from 1 to 4 balls per proc (not always 4), keeping average output the same but adding variance.
- Pickaxe prestige perks rebalanced. Surpassing, Chain Burst, Everlasting Powerball, Second Chance, Cluster Bomb, and Expanding Shatter all roll lower, reining in runaway proc-chains.
- Amplified Odds is now a flat additive proc bonus instead of a multiplier, so proc chance no longer snowballs.
- Prestige stat rolls lowered: Energy Gain, Ore Gain, Mining Speed, Global Proc Chance, Meteorite Energy, and Shard Chance roll in tighter ranges, and perks now roll the same range at every prestige slot.
- Level-cap energy bonus removed: reaching the level cap no longer grants a flat 50% increased energy.
- Echo Sigil can no longer roll Runic Overload. The dungeon socket enchant is on/off only, so a sigil could never meaningfully boost it, it's now excluded from the roll pool, removing a dead result.
- Contraband boxes reworked. They no longer drop Enchant Erasers at all, and their Enchant Reroll output is cut to about a quarter. In exchange, contraband now pays out money scaling with rarity (~$15 at Simple up to ~$15,000 at Exceptional), boxes were over-supplying rerolls and erasers while giving almost no cash.
- Fixed a bug where an Echo Sigil on a pickaxe blocked you from applying the next enchant orb tier, e.g. a pick with Prison Break III + Echo Sigil now correctly accepts a Prison Break IV orb (upgrading stored level to IV, then the Sigil pushes effective level to V).
- Clue Caskets completely reworked. Caskets no longer hand back a contraband box padded with Enchant Dust, every tier now drops direct, useful loot. Enchant Erasers are the signature reward at every tier (clue scrolls are now the main way to farm them), Motes of Ancients are the baseline drop, and a clean scroll progression runs through the tiers: White → Black → Abyssal Black Scroll (50% / 75% / 100% by tier). Premium pulls (Mystery Godly Orbs, Randomization Scrolls, boss keys, Vault & Armor Expanders and Fortune's Dice) are gated to the higher caskets.
- Clue Casket XP doubled. Every casket tier now grants twice the level XP on opening, from ~7,200–13,200 at Simple up to 360M–640M at Exceptional.
- Shard bag rewards rebalanced. Shards now drop ~¼ as many Enchant Rerolls and pay 1.5× more money per rarity tier.
- Calcite Key Components are now 4× rarer. The Calcite Key Component drops from Calcite Caverns mining at 1-in-4,000 (was 1-in-1,000), making the Cavernheart Key harder to craft.
- All booster durations cut from 60 to 30 minutes: every personal and global booster (box drops, caravan rewards, boss/crate globals) now lasts half as long. Boosters were far too common; this halves their uptime across the board.
- Enchant Rerolls are now an early-game drop. Simple & Uncommon shards/contraband keep their reroll rate, Elite and Ultimate are reduced, and Legendary and rarer no longer drop rerolls at all, so you can still gather them while levelling, but they can't be farmed from high-tier loot.
- Wayfarer armour trim is now a genuine chase drop, roughly 50× rarer from caravans. It was by far the most common trim; it's now a rare find, sitting just above the boss-only Thanatos/Hephaestus trims.
- Spectral armour trim is ~4× rarer, dropping at roughly a quarter of its old rate from shades and wraiths.
- Weapon and wand trims now stay hidden in `/trims` until the first player to apply one reveals its stats for the whole server, matching how armor trims already work.
- Fixed the Orb of Moros sometimes showing a successful result (enchant, implicit, or reroll) without actually applying it to your item.
- Contraband boxes and the Enchanting Supply Box now drop a Mystery Godly Enchant Orb in place of a regular Mystery Enchant Orb on their premium roll (contraband at Divine rarity and above).
XIIIMining Bots & AFK
- Boosters are automatically paused when you enter Asphodel Meadows (the AFK world) and resumed when you leave. No more booster time draining while you're idle.
- The Daedalus Construct has custom art. The item is now a bronze automaton with glowing aqua eyes and a pulsing energy core, and the deployed bot wears a matching bronze-and-aqua automaton head instead of looking like a plain zombie.
- AFK Shop money bags pay out less. Money bags were generating over a quarter of all money on the server, so they've been cut by 60% across the board (now $20k at Level 30 up to $2M at Level 100, capped at $4M). AFK time is meant to be a convenience, not your main income.
- AFK Shop energy refills are much bigger. The top-end refill doubled to 2M energy, and the scaling curve was flattened so mid-level players benefit most: at half the level cap a refill now grants roughly 4x what it used to.
- Wraiths no longer drop Mining Bot Fuel.
XIVDungeons
- Boss reward chests are physical. When you kill a dungeon boss, three glowing reward chests rise from where it fell, walk up and right-click one to open your reward picker. Leave without claiming and your reward is automatically held in `/escrow`, so a reward is never lost to logging out, the run ending, or a server restart.
- A desert-temple dungeon wing. A set of sandstone-temple chambers turns up in dungeon runs: pillared combat halls, two puzzle rooms (the Lamps of Hephaestus and the Locks of Pandora), a mini-boss arena and a boss chamber.
- `/dungeon tp` warps you straight to the Dungeon Hub, a shortcut that skips the menu (same teleport as the menu's Enter Hub button).
- Echidna's Strand works throughout the Dungeons, grapple around the Dungeon Hub and inside dungeon runs, just like in the main world.
- Right-clicking the Oracle of Tartarus opens your skill tree. Modded players get the fullscreen Tartarus Vision screen; everyone else is pointed to the website (`/linkweb`, then ancients.gg/skilltree) and the optional mod.
- You can view and allocate your dungeon skill tree from the website, no mod required. Run `/linkweb` in-game to connect your account, then open ancients.gg/skilltree to spend, refund, and respec points right in your browser. Changes sync live with the game, so the website and the mod's Tartarus Vision screen stay in lockstep. The optional client mod (open source, Fabric) has its own page at ancients.gg/mod for the full in-game experience, but the whole tree is fully playable without it.
- You're warned when your escrow is almost full after completing a dungeon, so you know to claim with `/escrow` before the next run.
- Dungeon tiers require a minimum player level to enter: T1 needs Level 45, T2 65, T3 85, T4 100, T5 101, T6 102, T7 103. The whole party is checked; if anyone falls short the run is cancelled with a full refund.
- The Keeper of Tartarus tier selection shows the boss name and required player level on each dungeon's tooltip, so you can see at a glance what's needed before clicking.
- Only the party leader can start a dungeon run. Other members can't pull the whole party into a tier from the Keeper of Tartarus; solo players are unaffected.
- All players are healed to full health when the dungeon countdown hits GO, enter the first room at 100% HP regardless of what happened in the lobby.
- You start at full health, food and saturation the moment you're teleported into a dungeon, so your skill-tree bonus HP is already topped off during the opening countdown.
- New rune rarity: Mythic, a red tier above Legendary with the lowest socket chance of any rune. It drops only from T7 dungeon chests (~1%).
- Every dungeon rune has its own look. Each rune effect carries a unique carved-stone glyph (crossed swords for Slaying, a snowflake for Frost, a scythe for the Reaper, and so on) set in a frame colored by its rarity, from Common through the pink Mythic tier. You can read a rune's effect and rarity at a glance in the Runesmith and your inventory.
- Runes drop SEALED from dungeon chests. A chest gives an "Undiscovered <Rarity> Rune", a mystery rune shown only by its rarity behind a grey-stone glyph, with no effect yet. Right-click to open it and roll a random rune of that rarity (its effect and apply-chance are decided the moment you open it). Sealed runes stack and can be traded unopened, so opening one is its own little moment of suspense.
- Socketed runes are colour-coded by rarity in an item's lore. Each line in the Sockets block takes its rune's rarity colour (white Common through pink Mythic), so you can read a socketed item's rune rarities at a glance.
- Mini-bosses stalk the dungeon's combat rooms. Some chambers are sealed arenas guarding the path forward, and the exit door stays locked until everything in the room is slain. The foes that can roll: the Bronze Cyclops (a heavy bruiser whose Seismic Stomp ring you hug or flee), the Lesser Gorgon (whose Petrifying Gaze roots you, break line of sight behind a pillar to escape it), and the Bronze Hoplite (turtles behind a shield, bait its lunge, then burst the opening). On the top floors a fourth joins them: the Stygian Sentinel, a punishing soulfire zoner that shoves you off when you crowd it. Each hits an enrage at half health. Every floor has exactly one mini-boss arena (one mini-boss up to tier 5, two past it), and higher floors spawn tougher, ascended variants.
- Puzzle chambers block the path with one of two solo brain-teasers. Lamps of Hephaestus is a 3×3 forge grid: press a tile to toggle it and its neighbours, and light all nine fires to open the door. Pandora's Locks is a four-dial rune lock: cycle the dials, hit Submit for hints (how many runes are in the right spot, how many are the right colour in the wrong spot), and any dial you get correct locks itself in. Both can be solved alone, and both get harder on higher dungeon tiers (a longer scramble / more rune colours to deduce).
- The rune system works everywhere, and all rune effects (except pickaxe runes) are doubled inside Dungeons. Rune text follows strict wording rules: "% increased" is additive, "% more" is multiplicative, and damage reduction is always "% less damage taken".
- New runes throughout the dungeons. Around 75 rune effects are spread across sword, axe, bow, wand, armour and pickaxe pools, all left for you to discover.
- "Low Life" means below 50% HP (PoE-style) and is used consistently: of Execution deals more damage to enemies on Low Life, and of Fury / of Mending trigger while YOU are on Low Life.
- "of the Titan" runes boost damage against ALL bosses, dungeon bosses and world bosses alike (and the bonus doubles inside dungeons).
- New stat: Area of Effect. of Expansion runes (every weapon) grow the radius of all area damage: Detonate, Melee Splash, Avalanche, Runic Burst, the Comet. Stack AoE to grow it.
- New dungeon enchant: Melee Splash (sword & axe), your melee hits splash a share of their damage to enemies around the target. The splash radius scales with your Area of Effect; splash hits can't crit and can't re-splash. Drops from T5+ dungeon chests.
- An item can never hold two runes of the same kind, and rune crit text follows the wording rules: common runes give "% increased" Critical Strike Chance; flat base crit is reserved for the Legendary wand rune of Keen Sight.
- New keyword: Death Ward. Anything that lets you survive a killing blow at 1 HP (the Legendary of Last Rites armor rune, the Wayfarer trim's Final Mile, and the Guardian Angel armour enchant) grants the shared Death Ward and they all sit on ONE shared cooldown (3 min). Stacking sources gives backup, never extra procs.
- 'of Evasion' armor runes feed the Maneuver stat, an evaded hit lands but deals no damage and the attacker's enchants can't proc on it, identical in PvP and PvE.
- The `/runes` catalog is paged per gear type, flip between Sword, Axe, Bow, Wand, Armor and Pickaxe pages with arrows.
- `/runes` is open to everyone, with discovery. Each rune shows as ??? until the first player on the server sockets one, then it unlocks in the catalog for the whole server, with a discovery announcement (the same reveal-for-everyone model as `/trims`). Discovery resets on a season reset.
- The `/runes` catalog shows each rune's full rarity ladder. Every entry lists what it gives at each rarity it can actually roll at, from its lowest rarity up to its obtainable ceiling, so you can see exactly how a rune scales before chasing it. Runes that roll at any rarity are clearly marked and shown with a bolder icon.
- The `/runes` catalog is ordered by rarity within each page, the Mythic and Legendary chase runes lead, down to the any-rarity runes at the end.
- Dungeon enchants drop per boss. Each tier hands out its own signature enchant: Shadow Mend (T1, Forgotten Shade), Soul Eater (T2, Charon), Phantom Beam (T3, Phlegyas), Earthquake (T4, Minotaur), Judgment & Melee Splash (T5, Rhadamanthus), Spell Echo & Runic Overload (T6, Kampê), and Chain & Detonate (T7, Typhon). On the top three tiers the two enchants drop at individually-tuned rates.
- Three powerhouse weapon enchants live in the dungeons. Detonate (corpse-explosion clear-speed) and the wand enchants Chain (beam arcs to nearby enemies) and Spell Echo (every shot fires twice) are dungeon-only drops from the deepest bosses; the only way to get them is the depths.
- Two more wand enchants drop from dungeons: Phantom Beam (the beam ghosts through walls to hit enemies behind cover, levels up to also send its chains & forks through walls) and Soul Eater (every kill banks a stacking cast-speed + damage buff that you have to keep feeding).
- Judgment is a lightning strike. It triggers on any critical strike, calling down a bolt that deals AoE lightning to the target and every enemy around it, and it works everywhere, not just on dungeon mobs.
- The three reward chests are meaningfully different. After a boss you pick one of three, and the quality is gated: Tempered (Bronze) is cheap filler, Common/Uncommon runes only; Gilded (Silver) is solid, runes up to Epic plus socket expanders; and Opulent (Gold) is the only chest that drops the best loot, dungeon enchants, Wand Cores, boss relics, and Legendary/Mythic runes. The dungeon tier still caps rune rarity, so a low-tier Opulent can't out-roll a high-tier one.
- Dungeon runs grow with tier. A Tier 1 run is around 10 rooms between the entrance and the boss; that climbs steadily to roughly 18-22 rooms by Tier 7. The exact length is rolled fresh each run, so no two dungeons are the same.
- Puzzle chambers are rare. A dungeon holds at most ~2 puzzle rooms per 10 rooms (rolled fresh each run, sometimes none); the rest of the path is combat.
- Dungeon combat rooms are packed with custom enemies. Every spawn is a distinct foe with its own look and behaviour: the Reaver (a fast axe-rusher), the Withered Marksman (rapid poison-arrow volleys), the Ironbound Brute (a slow, heavily-armoured tank), the Ashen Channeler that charges up and fires a wand beam, the Frostweaver with its slow-bombs and frost nova, the Squall that wind-charges you out of position, the Pale Standard-Bearer that buffs nearby mobs, the explosive Dust Stalker, the spell-casting Lost Summoner, and the hulking Colossus with its telegraphed ground-stomp. New types layer in as you climb the tiers, so even Tier 1 throws three distinct threats at you.
- Leaving a dungeon mid-run removes you from it. Log out or teleport out of a run and you're taken out of the instance, so you're no longer snapped back in when the party finishes or wipes.
- Log out inside a dungeon and you return to the Dungeon Hub. Your next login drops you at the hub in survival with your inventory intact, instead of stranding you in the run world.
XVWands & Bows
- Ancient wands and bows are PvE-only rapid-fire weapons. They fire far faster than a sword swings and damage shades, wraiths, caravans, every boss, all dungeon mobs and Erebus pit guards, while doing nothing to other players.
- Bow base damage sits a little above an axe at every tier, just under a sword.
- Arrows pierce most of a target's armour, so a well-drawn shot hurts even geared players (vanilla draw and Power scaling apply, with no change against unarmoured players).
- Wands and bows are glass cannons. While one is in your main hand you take more damage from every source, 10% more with a wand and 15% more with a bow. Swap to a melee weapon or shield when a fight closes in.
- Wands and bows drain Ancient Energy per shot, and bows cost more to fire than wands.
- New currency: Styx Shards. Opening any dungeon reward chest earns Styx Shards, a variable amount that scales with the dungeon tier. They're a virtual balance, not an inventory item, so they never clog your bags or drop on death. Your balance shows on the scoreboard while you're in the dungeon hub or a dungeon, and on the Artificer's shop screen. The depths are the only place to earn them.
- New vendor: the Artificer. Find the Artificer in the dungeon hub and spend Styx Shards on Wand Components and Bow Components, one per tier, from Wood up to Netherite. Each tier costs more, and Bow Components cost about double their wand counterparts.
- New rare drop: the Wand Core. A tier-agnostic crafting core that drops from dungeon reward chests on tier 4 and above (very rare). It's the key that unlocks wand crafting.
- Wands are craftable. Surround a Wand Core with 8 Wand Components of one tier in the crafting table to forge a Wand of that tier, so the Core lets you build any tier and the components you buy decide which.
- New rare drop: the Bow Core. The bow's counterpart to the Wand Core, rarer, and only the deepest dungeons (tier 6 and above) drop it. The key that unlocks bow crafting.
- Bows are craftable. Surround a Bow Core with 8 Bow Components of one tier in the crafting table to forge a Bow of that tier, exactly like wands. Bows out-class wands, so their Core is rarer and their Components cost more, but the system is the same.
- Craft straight from your bags in the crafting menu. The result slot lights up with any recipe you have the materials for: click it to forge the item (it lands in the output slot for you to grab), or shift-click to make as many as you can. It builds the highest tier you have the components for and updates live as you gain or spend materials. The manual 3×3 grid still works, its result shows in the same slot.
- Recipe previews cycle through every tier. The Wand, Bow, and Condensed Crude Ore recipe previews rotate their components and output through all tiers, so it's clear at a glance that the recipe works for any tier, not just the one example shown.
- The Recipe Book has a Back button that returns you to the crafting table, opposite Close.
