You can now change your lord name from the Favor Hall for 10 Favor. Your account, progress, battle history and guild membership all stay with you; only the public name changes.
Names already used by another lord are blocked, including capitalization-only duplicates. Favor Hall options are also now ordered from lower to higher Favor cost, making the shop easier to scan.
Improvement
Game pages now avoid unnecessary battle-report loading
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I've reduced unnecessary work on regular game page loads. The chat share picker no longer preloads recent Duel, War and PvE reports in the background on every page you visit.
Battle reports are now fetched only when you actually open the Battle report option in chat. This removes several database queries from normal navigation and should make moving between pages feel noticeably snappier.
Improvement
Dragon yield bonuses are now easier to understand
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Dragon details now show a full breakdown of work output instead of only the final rate. You can see the dragon’s Base yield, Level bonus, Rank bonus and Total yield per hour in one place.
This makes it clearer how a dragon’s birth roll, level and tier combine into the amount it produces while working.
The Leaderboard now opens on the Realm tab by default instead of Champions. This also applies when refreshing the page, so the live player list and Duel cooldowns are immediately visible without an extra click.
Direct links to Champions, Race and Guilds still open their requested tab as before.
War reports now show your correct remaining HP once both the Champions' Duel and the Army Clash have finished.
If your hero wins the duel but your army loses the war, Phase Two now clearly shows the additional HP lost to the army clash. No opponent gets an extra attack after being defeated, and the combat rules remain unchanged. War
I've restored a large set of older Hunt, Camp and Dungeon battle reports that were missing from the game.
Your Fight Stats now include the recovered fights in the relevant time periods, improving the accuracy of battle totals, wins, losses and win rates.
This was a historical data recovery only. No battles were replayed and no additional rewards were granted. Reports belonging to deleted accounts were not reattached.
The Realm Board is now open to every lord. Browse dedicated categories for News & Updates, Bugs, Ideas, Café, Guides and Introduce Yourself, then enter a category to read or start discussions with the rest of the realm.
Each category shows its topic and reply totals plus the latest activity, so it is easy to see where the conversation is moving. You can subscribe to any topic and receive a Raven whenever another player replies.
Topics and replies can also be liked or disliked with the new thumb controls. Your vote can be changed or removed at any time, while your own posts cannot be self-voted.
The Realm Board keeps private Support conversations separate and replaces the old one-list Tavern experience with a clearer public community space.
Guild leaders can now sort the member roster by Rank, Recently active or Least active. This makes it much easier to spot stale members without digging through Guild XP logs, Treasury donations or individual profiles.
Away and Offline presence tooltips now also show when that member was last online. Guild
The Rookery's Notifications tab now has the same selection tools as Ravens and Sent. Tick individual notifications, use Select all loaded for a batch, then delete them from the top of the Rookery.
If you're viewing a filter such as War, Building or Gear, that filter stays active after the deletion. Ravens
Reinforcements can no longer remain stationed at another castle forever. A garrison normally stays for 48 hours from the moment it actually arrives, then automatically begins its normal journey home. Both players receive a Raven shortly before that happens.
If the reinforcements actually defend the host during their final 6 hours, surviving troops receive one one-time 12-hour grace extension. An active player can still recall soldiers earlier. War
Floating chat buttons now appear in their final position immediately when a page loads, instead of briefly stacking or jumping into place after refresh.
This applies to Global Chat, Guild Chat and World Event chats on both desktop and mobile.
Wars now warn you before attacking when at least half of your equipped army kits are defensive. Defensive kits do not add to your attacking army power, but can still be destroyed with fallen soldiers.
The Gear page also has new quick army presets for Attack and Defense. Each can equip either your strongest gear first, for maximum power, or your weakest gear first, if you want to keep the expensive pieces in reserve. Quick presets only move equipment between soldiers and armory stock; they never buy, sell or destroy gear.
Hatched dragons can now be shared directly in chat, alongside equipment and battle reports.
Use the + button in Global, Guild or World Event chat and choose Dragon. The shared dragon shows its name, tier, species, level, birth roll, current role and work output in a tap/hover card. Eggs are not shown until they hatch.
You can now be notified when your Zeal naturally refills to full, in the same spirit as the existing full-Energy reminder. Active dragons can also warn you when they are down to roughly two hours of food, giving you time to feed them before their work or training stops.
Both reminders have their own switches under Account > Notifications, and neither adds extra ravens to the Rookery.
Helping wounded players during World Events now rewards 80% of the normal successful-attack XP, up from 40%, with the Help reward cap increased from 2 XP to 4 XP.
Support is a real contribution to keeping the realm in the fight, so it should feel much closer to attacking in personal progression. Successful attacks still cap at 5 XP, misses still grant 0 XP, and Mirrorfiend attacks during Mirrored stance still grant no XP.
Updated the browser push notification backend to remove an outdated dependency that could produce PHP warnings on newer server versions.
Browser notifications continue to work the same way for players, but the delivery stack is now compatible with the current server environment and no longer emits the old resource-type warning.
Fix
Guild Raid victories no longer get stuck after the boss falls
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Fixed a Guild Raid resolution issue where the boss could already be defeated and the Boon distributed, while the raid itself remained marked as active. This caused the raid report to return a 404 and the "Raid is on" banner to keep cycling.
Raid victories now block further actions as soon as resolution starts, and a victory that becomes stuck during reward processing can safely recover its report/state without replaying rewards.
Fixed an issue that caused editing recent Guild Chat and Global Chat messages to fail with a 405 error.
The existing edit window and author-only restriction are unchanged. Recent messages you are allowed to edit can now be updated normally again on both desktop and mobile.
Fix
World Event rewards are now protected at the deadline
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Fixed a timing issue at the very end of World Events where a victory reached right around the deadline could be resolved as a timeout before the victory rewards were processed.
Wraithcall, Twin Wyrms and Mirrorfiend now protect a victory that has already been reached, so Honor, titles and eligible loot are awarded correctly even if the event ends or the page is reopened at nearly the same moment. Actions that arrive after the official deadline are also rejected without spending Energy.
Fix
Auction House posting is more reliable on mobile
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Auction House offer dialogs have been made more resistant to accidental closing while entering quantities and prices, especially during fast touch input on mobile.
Posting dialogs now stay open until you deliberately press Cancel or submit the listing, and scrolling is contained inside the dialog. This prevents an accidental background tap or swipe from discarding the offer you were in the middle of preparing.
Opening the Leaderboard from the main navigation now takes you directly to the page containing your current Realm rank again. This restores the older behavior and makes it quicker to find nearby players and relevant Duel targets without paging down from the very top each time.
Direct page links still behave exactly as requested, so /leaderboard/1 opens page 1 and the existing pagination remains unchanged.
Balance
Event XP has been recalibrated after live testing
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After reviewing the first live event following the recent participation changes, and comparing its XP efficiency with Duels, War and the Wilds, we have recalibrated personal XP from World Events and Guild Raids. The goal is for events to stay exciting and worthwhile without becoming the dominant way to level a hero.
World Event successful attacks now use a gentler level curve and are capped at 5 XP per landed attack. Guild Raid successful attacks use a slightly lower curve and are capped at 4 XP, because Guild Raids already provide Boons, Guild XP and personal loot alongside hero XP.
A missed Attack now grants 0 XP. A landed Attack grants its full XP even if the enemy counter-hits you, because the counter-hit already carries its own HP and Infirmary risk. Help remains a real contribution and now grants 40% of the full action XP, rounded and capped at 2 XP. Mirrorfiend attacks during Mirrored still grant 0 XP because those attacks heal the boss rather than helping defeat it.
The recent participant-scaling consistency fixes and meaningful-participation loot gates remain in place. This update only recalibrates the personal hero XP side of the event balance.
We have also added a balance monitoring system for resolved World Events and Guild Raids. It records participants, attacks, hits, misses, Help actions, estimated energy spent, total XP awarded, XP per energy, hit rate, average XP per participant, highest player XP and Mirrorfiend Mirrored attacks. We will use this data to review the next 1 to 2 live events before deciding whether any further tuning is needed.
These numbers are not being treated as untouchable. If you notice that Events, Guild Raids, the Wilds or other XP routes still feel out of line, please keep the feedback coming. Concrete examples from actual play are especially useful.
Links inside Raven messages are now visually distinct from normal text.
Clickable words in Raven bodies are permanently underlined, use a clearer link color and stronger emphasis, and have improved hover/focus states. Dark mode has its own matching link color as well.
This is especially useful on phones, where there is no mouse hover to reveal that a word is clickable, and for newer players who may not yet know that Raven messages can contain in-game links.
Craft progression in Deeds now provides a benefit at every level instead of only mattering when a new milestone unlocks.
Correction: the first version of this update used one flat +0.5% Yield Mastery per Craft level for every Deed. After reviewing the very different base reward sizes, especially the small gold payouts in Tend the Sick, that curve has been adjusted.
Help the Woodcutters, Ease the Miners and Bring in the Harvest now gain +1% yield per Craft level, capped at +100% at Craft 100. Tend the Sick gains +2% completion gold per Craft level, capped at +200% at Craft 100. Existing milestone unlocks, tools, extra plots, beds, seams, crops and patients remain in place on top of these bonuses.
Small fractional mastery gains are also carried forward instead of being discarded by integer rounding. If a bonus is only part of one resource, that fraction accumulates until it becomes a whole extra resource.
These values are intended as a careful first balance pass rather than a final answer. We will keep an eye on Deed rewards in live play and adjust further if the progression still feels too weak or starts becoming too strong.
Balance
Event participation and rewards have been rebalanced
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We have made a broader balance pass on World Events and Guild Raids to better reward active participation and reduce incentives for low-effort or purely XP-focused play.
First participation is now handled consistently: whether a player enters through Attack or Help, the encounter registers and scales them in the same way. This closes a case where helping first could bypass normal participant scaling in World Events.
Combat XP now uses an effort + success model. Every valid Attack earns a base share of the normal level-scaled XP, while a clean successful hit earns the full amount. Help remains worthwhile and awards the reliable effort share, but no longer pays the same XP as a clean hit. Mirrorfiend attacks during its Mirrored stance still award no XP because those attacks heal the boss instead of damaging it.
Personal loot now also requires meaningful participation. Attacks and Help both count, so support players are included. The current minimum is 3 meaningful actions for World Event gems/eggs and Guild Raid gear/eggs. If nobody in a very small encounter reaches that minimum, the top contributor or tied top contributors remain eligible so personal loot is not lost entirely.
We will be monitoring these changes closely and may continue tuning the values as we see how they perform in live events. If you notice anything that still feels off, too rewarding, too punishing, or encourages unintended play, please keep the feedback coming — it is very useful for further balancing.
Guild Donation History has been adjusted so player names remain readable when a donation contains all four resource types.
On smaller screens, the donor name now keeps its own space while resource totals can wrap underneath across additional lines instead of squeezing the identity out of view. This also improves readability for larger donation amounts, including abbreviated values such as 22.2K.
Race icon tooltips in Donation History now also show the player's name together with their race instead of only showing Human, Elf, Orc, Dwarf or Undead. Resource chips continue to show the resource type and exact amount donated, giving an extra way to identify both the donor and the donation details on compact screens.
Guild Donation History now lets you switch the full member ranking between Day, Week, Month and Quarter.
Previously, only the top five contributors were shown for each period while the complete member list was limited to the current month. This meant a strong quarterly contributor could disappear from the visible rankings after dropping just outside the top five or when a new month began.
The full guild roster can now be ranked for the selected period, so contributions remain easy to verify without manually adding individual donation entries.
Improvement
Donation statistics keep donor names visible on mobile
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Guild Treasury donation statistics now keep the donor's name visible on smaller screens, including the Android app.
Previously, donating several different resource types could make the resource totals take over the row and squeeze the player's identity down to little more than the race icon.
Daily, weekly, monthly and quarterly donation rankings now place resource totals beneath the donor on narrow screens, so the contributor remains easy to identify.
Guild experience logs now include Guild XP earned from Treasury resource donations.
Donation entries show who donated and the exact amount of Guild XP awarded, so every contribution is represented consistently alongside combat, events and other guild activities.
Event Calendar history and Guild Donation History now use dark-theme surfaces, borders, and text colors consistently, reducing bright panels when playing at night.
Improvement
Guild rank icons now align correctly on profiles
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Guild rank icons on player profiles now stay properly aligned with the guild rank text instead of appearing off to the side of the page.
This applies when viewing members of your own guild or another guild, keeping profile guild information clean and consistent.
Dungeons with six or more rooms now restore up to 25% of a hero's maximum HP after the halfway room is cleared. This one-time recovery is applied directly during the run, giving longer dungeons a little more sustain while keeping the challenge of the earlier floors meaningful.
We will continue monitoring dungeon difficulty and recovery to keep the overall balance in a good place.
The Following page now shows wage costs consistently for every paid calling.
Previously, Miners showed only their net gold output while Spy and Sentry wages were not clearly presented alongside the other calling costs. This could make the wages listed on the Following page appear lower than the total shown in the Gold overview.
Each paid calling now shows its actual hourly wage separately, so adding the visible wage costs together should match the total wage bill shown under Gold. Soldiers remain food-upkeep only and do not receive a gold wage.
We have added an additional server-side safeguard to Daily Trials and Weekly Writs to prevent mission rewards from being paid more than once.
A reported edge case could allow mission state to appear incomplete again after a reward had already been granted. That could potentially make the same contract or completion bonus payable a second time.
Mission rewards are now recorded independently when they are paid, so gold, XP and completion rewards cannot be granted again for the same Daily or Weekly mission period even if the visible mission state is reset or becomes stale. Existing completed missions are also carried into this protection when the update is deployed.
The Dragon’s Den roster has been cleaned up to reduce visual clutter. Birth roll and level-yield bonus details are no longer repeated in the main dragon row.
Those values are still available in the dragon’s hover/details popup, together with its other detailed stats, so the information remains easy to check without overcrowding the roster.
Guild experience logs now show the exact amount of Guild XP earned for every activity entry.
The log already showed who earned XP and what they earned it for; each row now also includes the precise Guild XP amount, making it easier to understand contributions at a glance.
The gem socketing popup on mobile now stays within the visible screen area, including the Cancel and Socket controls.
The gem list still scrolls independently when many gems are available, but the modal now gives that list only the space that is actually available instead of allowing it to push the action buttons offscreen.
This makes socketing gems usable on smaller screens without needing to switch to desktop.
Gear filtering and sorting now stay in place after actions that reload the page, such as equipping, unequipping or repairing an item.
Previously, using one of those actions reset the satchel back to All stats and Newest first, which meant players had to reapply the same filter over and over while managing equipment.
Your selected stat filter and sort order are now restored automatically for the rest of the current browser session. Gem sorting follows the same behavior as well, so repeated gear-management actions no longer interrupt the view you were working in.
Resource-for-resource listings in the Auction House now require you to explicitly choose which resource you want in return before the listing can be posted.
Previously, the requested resource could fall back to Wood when the ask-side selection was lost or reset in the interface. That could make a listing appear with a different requested resource than the player intended.
The Auction House will now stop the listing from being submitted until a requested resource has been deliberately selected, preventing an unintended Wood demand from being posted. Existing server-side checks for offered and requested resources remain in place.
The Leaderboard has received a full visual refresh focused on clearer rankings, faster scanning and a more consistent experience across desktop and mobile.
Realm standings now feature a dedicated Top 3 podium, cleaner player cards, clearer rank and level information, guild and membership indicators, improved online, away and offline presence states, and a more compact pagination layout. Hover states, dark mode and the current player's position have also been refined to make the rankings easier to navigate at a glance.
Dueling from the Leaderboard has also been improved. Duel actions now show when the same opponent has already been fought within the past 24 hours, including the remaining cooldown before another duel is available. Starting a duel from the ranking also asks for confirmation before the fight begins.
Together, these changes make the Leaderboard more useful as both a realm overview and a quick way to find available opponents.
Dragon progression has been adjusted so mixed-resource dragons now scale fairly alongside single-resource dragons.
Previously, each resource was rounded separately after applying level and tier bonuses. This meant dragons that split their output across multiple resources could sometimes gain a level without seeing any actual increase in total hourly production.
Level and tier bonuses are now applied to the dragon’s total birth roll first, after which the result is distributed across its resources. This keeps total progression consistent regardless of whether a dragon specializes in one resource or produces several.
The Dragon’s Den UI has also been updated to show a dragon’s birth roll and current level yield bonus, making its progression and relative strength easier to understand.
Dungeon gear wear has been rebalanced to better match the structure and rewards of dungeon runs.
Successful dungeon rooms no longer cause gear condition loss individually. Instead, completing an entire dungeon now applies a single instance of normal win-side gear wear.
Gear degradation after a dungeon defeat remains unchanged.
This prevents longer dungeons from multiplying repair costs simply because they contain more encounters, while keeping durability relevant as part of dungeon progression.
Long dungeon runs can leave your satchel buried under gear you already know you will never use. Loot cleanup is here to keep that under control.
From Gear → Your Hero, you can now sell every eligible satchel item below a quality you choose in one go. A confirmation window shows before anything is sold, while equipped gear and items that are busy repairing, combining or forging are protected.
You can also enable auto-sell for future PvE gear drops. Gear below your chosen quality from hunts, camps and dungeons is immediately converted into its normal sell value instead of staying in your satchel. The quality you select is always kept — only qualities below it are sold.
You can change or disable the setting at any time from Loot cleanup. See Gear and Dungeons for more information.
Guild Boards have received several usability improvements. Editing a reply now returns you to the same page instead of sending you back to page one. Topic lists now show the latest reply time and the player who posted it, making active discussions easier to follow. The board layout has also been refreshed with clearer topic cards, improved spacing, cleaner activity information, and better mobile readability.
Fixed a formatting issue in Equipment listings on the Auction House, especially in the Android app. Item details and Buy confirmation data no longer leak raw markup into the listing, so equipment offers now display correctly on mobile.
Editing replies on the Guild Board now keeps you on the same reply page instead of sending you back to page one. After saving an edit, you return directly to the relevant part of the topic, making longer discussions much easier to review and refine.
Improved scrolling behavior in Global Chat and Guild Chat, especially on mobile and in the Android app. Loading older messages now keeps your reading position stable, and background chat updates no longer pull you back down while browsing chat history.
Fixed an issue in the mobile app where players with many gems could not scroll through the full gem list while socketing gear, causing the Socket button to move offscreen. The gem picker is now properly scrollable and remains usable on smaller screens. Gear
The Satchel now includes a stat filter, making it easier to find gear for specific builds. Filter items by stats such as Strength, Dexterity, Speed, HP, and more, then combine it with the existing sorting options to quickly find the strongest gear for that stat. Stats provided by socketed gems are included as well. Gear
Gear management is now easier with new sorting options for your Satchel and Gem Pouch. Equipment can be sorted by type, quality, and stats, while gems can be sorted by name, stat type, and stat strength. The new controls have also been styled to better match the rest of the interface. Gear
Your active listings in the Auction House are now collapsed by default, making it quicker to reach and browse the market without scrolling past your own offers each time. You can still expand Your Listings whenever you want to review or cancel them. Auction House
We have upgraded our web payment provider from Mollie to Stripe for new Memberships, Membership gifts and Support the Developer donations.
Google Play Memberships are not affected by this change.
Existing Mollie Memberships will continue to run during the transition, so no paid Membership time or Favor is lost. We will contact existing web Members when their subscription is ready to move to Stripe.
This change gives us a more modern payment flow and improves how subscriptions, renewals and payment records are handled behind the scenes.
The brand-new Global Chat is now officially live! This allows you to communicate instantly with all players across the game, rather than just within your own Guild. We have also made sure that switching between the Guild Chat and Global Chat works seamlessly on both desktop and mobile. To ensure you never miss a message, a notification icon will now pop up on your chat bubble whenever there is new activity.
A database conflict was causing public guild profiles to crash. The guild member roster now loads flawlessly and correctly sorts members according to the proper rank hierarchy (from Lord Commander down to Member) without any lag.
I want to start by apologizing for the recent delays and any inconvenience caused. Following our recent server migration, we encountered a few unexpected technical hurdles. Specifically, the system's cronjobs—which are responsible for automatically running background scripts—were not properly transferred during the move.
I am happy to inform you that this has now been completely resolved. All cronjobs are fully configured and functioning as intended.
This means that all automated in-game processes, including events, energy regeneration, and timed scripts, will now execute automatically and on schedule once again.
Thank you all so much for your patience, understanding, and feedback while I worked through these server issues. I am continuously working to ensure the stability of the game and improve our communication moving forward!
Fixed an exploit within the daily and weekly quest systems where players could repeatedly deposit and withdraw the same gold to artificially complete the Vault milestone. The quest tracker now correctly deducts progress upon withdrawal and safely caps at zero. Attempting to withdraw gold after a milestone is already completed will now automatically reopen the contract and revert the reward.
Fixed a backend logic bug that blocked players from activating a new dragon (such as the stone dragon) if a different dragon had been active previously. Additionally, resolved a visual glitch in the Ledger, Profile, and Following dashboards where the interface failed to add the working dragon's yield to the main display counter. The hourly estimation layout has been updated to accurately reflect your full production total (base workers + active dragon bonus) in real-time.
Google Play payments should be processed automatically again. If they are not processed automatically, please let us know by submitting a support ticket.
Fixed a major exploit where players could bypass the daily gifting limit by removing and re-adding someone to their friends list. Gift logs are now securely stored independently of active friendship statuses.
Masterwork, Flawless, Pristine, Exalted and Transcendent gear was silently rolling 0 sockets instead of the promised 1 (25% chance of a 2nd). Fixed: newly forged or looted gear at these qualities now rolls sockets correctly. See the Gear wiki for the full socket table.
The Guild Board now opens on a set of categories instead of one long list. Every guild starts with a single General category; a Marshal and up can add more from "Manage categories" and, if they like, gate one to Veteran and up, Marshal and up, or High Marshal and up, the same way a single topic already could be.
Starting a topic lets you pick which category it lands in. A Marshal and up can move a topic to a different category afterward, from its Edit page.
Gem and gear tooltips now show real slot-scaled ranges
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A gem's pouch tooltip always showed its raw catalog range, not what it would actually grant once socketed into a specific slot. A pendant, ring or other small slot only realizes a fraction of that range (a pendant keeps just 30%), so a "3 to 8" gem could genuinely roll as low as 0.9. The Socket a gem picker now shows the real, slot-scaled range for the item you're about to socket into, and equipment tooltips explain why a stat is lower than its roll range when the slot scales it down. See the Gear for the full per-slot multiplier table.
After watching a second live raid up close, a few rough edges got smoothed out. The raid feed now shows the damage behind every landed blow, not just that one landed. The post-raid boards rank raiders by damage dealt, with hit count alongside, and the beast's HP pool now shows right inside the strength bar, so you always know exactly how much is left. Gear tooltips got a fix too: hovering an item shows its exact roll against its quality's range again, as Gear always promised. And after that first raid went down in minutes with plenty of stamina to spare, a raid boss's HP pool is now roughly double what it was, so bringing one down asks more of the whole guild. Read more in Guild Raids.
Bought Boons on a single resource now stack up to +25% at a time; once your active bought Boons reach that, the steward politely refuses another. Boons won in Guild Raids are never counted and stack freely on top. Anything already running simply runs out. Goodwill stays worth saving, without letting production run away. Read more in Boon Shop.
Fix
Guild Treasury upgrade could be impossible to afford
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At higher stockpile tiers, the Treasury's own stockpile upgrade asked for a few more resources than the Treasury could actually hold, so even a completely full Treasury saw "Short 2 gold" and could never buy it. The upgrade price now always fits within the current storage cap.
Spying has a real system behind it now. Two new buildings: Whisperers' Hall trains and empowers your Spies, Watchtower fields your Sentries. Train both callings on the Following page, same as any other. Every lord starts with both buildings at level 1, so there's always a little power on both sides. Send spies from another lord's profile, choose a Hero report or a Castle report, and how many spies to risk. A hit reveals a random share of that report as ranges, not exact numbers, capped by how many spies you sent, with a rare lucky shot laying everything bare. A miss risks each spy individually. Every field you've ever learned about a lord merges into a standing dossier on their profile. Read more in War.
When a world event and a guild raid overlap, the scrolling banner under the header now shows only the one starting soonest, instead of stacking both. Once it resolves, the next one takes its place.
A lord's guild banner and rank now stand at the top of their profile, right under their name. Your standing with them sits right beneath the action buttons, and the honor meter has moved down to join their titles. Nothing new to see, just a more natural reading order.
Fix
War: the surrender note only shows on a real surrender
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A War report could claim the defender's army surrendered rather than fight to the death even in an ordinary fight where a strong Wall happened to absorb the defender's whole loss down to zero, wrongly implying the attacker took no losses either when they still had. The report now checks the actual surrender condition instead of guessing from a zero loss count.
The first Guild Raid was a success: the beast fell, the Boon landed, and a lot of good feedback came my way. Based on that feedback the raids have been reworked, and these points were tackled:
- Your gear and stats now count: a landed blow deals damage based on your Strength and equipment against the foe's Defense. This sets raids apart from the World Events, where the goal is that every player can fight along regardless of how strong they are. Everyone still lands blows about as often, but a well-armed raider hits far harder. Your Defense counts too: the beast wounds a well-armored raider less often.
- Unlike the World Events, the foe's strength no longer grows with every raider who joins: it is fixed by the level your officers choose. A stronger foe takes a real, coordinated effort, and a thin turnout is a real gamble.
- The Boon is worth fighting for: a flat +10% on the chosen resource, running 30 minutes per foe level.
- The whole guild shares the victory: every member receives the Boon, fought or not, since the whole guild paid the summon.
- The raiders split real spoils on top of the XP earned for your hero: one piece of gear at the winner's own craft level, and dragon eggs, one per ten foe levels.
- Your active Boons now show on the Dashboard with a timer, so you can see exactly when one expires.
The once-a-day free heal is now yours to spend whenever you choose. Until now it only worked as the free discharge from the Infirmary. From today, a lord limping around on low health can visit the Infirmary page and have the Maester restore them to full on the spot. It is the same daily favor, one use covers both, so spending it in the field means the free discharge waits until tomorrow. Infirmary
A day of honest work was ending in the Infirmary far too often. The mishap chance at every Woodcutters spot, the collapse risk on every Miners seam, and the harvest mishaps in the fields have all been cut in half. Infirmary stays from a deed mishap are shorter too, and a mishap now costs less Craft. The deep spots still bite, just not three times a day. Deeds
Fix
Guild Raids, Wraithcall, Twin Wyrms, Mirrorfiend: fixed the Attack button firing twice on a slow connection
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On a laggy connection, especially mobile, the Attack and Help buttons could briefly re-enable themselves while your last tap was still being processed, letting a second tap sneak in and spend energy on an extra attack you didn't mean to make. The buttons now stay locked until the server has actually answered.
If you tried to socket a gem into an item that was mid-upgrade or mid-repair, the gem could vanish: taken from your pouch and paid for, but never actually placed. That's fixed, sockets now fail cleanly with a message if the item is busy, so your gem and gold stay put.
When starting a new Board topic you can now attach a poll: pick a question, 2 to 8 options, and whether members may choose one answer or several. Handy for settling on a raid time, or any other guild decision, without a pile of separate replies. Anyone who can read the topic can vote, and can change their vote any time until the topic is locked. Results show live as vote bars. See the Guild for details.
Two new ravens for your Deeds: one when a plot in Bring in the Harvest ripens, and one when a seam in Ease the Miners reaches its eight-hour limit and stops filling further. Both can be turned on (or off) separately under Account > Notifications.
Guilds can now call their own raid. A High Marshal or Lord Commander picks a foe, its strength, and the exact date and time the raid begins, so the whole guild can plan around it. The Treasury pays the summons, whether the beast falls or not. Every guild member who joins the fight and helps bring the beast down earns a Boon, a temporary lift to their own resource production. See the Guild for the full mechanics.
Pages no longer reload themselves the moment your energy or HP fills back up. The numbers in the header now update quietly in place instead. Other automatic refreshes, such as a training queue finishing, now politely wait until you have sent or cleared whatever you were typing. Your half-written ravens and board posts are safe.
Marshals and above can now raise a topic for chosen ears only. When posting, pick who may read it: every member, Veteran and up, Marshal and up, or High Marshal and up. Topics above your rank stay entirely out of sight, and only those who can read a topic receive the raven announcing it. Battle plans are best kept among those who draw them.
When the countdown struck zero, every waiting lord charged through the gates at the exact same instant, and at the last Mirrorfiend that crush turned into error pages for some of you. The page now shows "Joining the fight..." and lets everyone onto the field in quick order instead of all at once. A few heartbeats at most, and no more errors.
Beyond the walls there's more to a realm than gold and war. Four small jobs now wait for anyone willing to lend a hand: help the woodcutters clear the coppice, ease the miners' seams, bring in the harvest, or tend the sick in the sickroom. Each runs on Zeal, its own pacing bar separate from Energy, and each has its own Craft to build, the more you help, the abler you get. Every honest deed done also earns a little Goodwill, spendable in the new Boon Shop for a small, temporary lift to your wood, stone, food or gold. See the Deeds and the Boon Shop for the full picture.
The + button in Guild Chat and World Event chat now lets you share a battle report alongside your equipment. Pick Equipment or Battle report, search across your full history by opponent name, and send it into the conversation. Hover or tap the shared report to see the outcome: for wars, both the champions' duel and the army clash, with power and soldiers lost broken down by name, plus XP and Honor earned. Read more in Guild.
A defending army that loses a War now loses fewer soldiers (and the gear that goes with them) than before, you didn't choose that fight after all. You'll also earn a bit of honor when your army fought and lost, instead of none. Read more in War.
Improvement
Clearer Expeditions: what you send, what comes back
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Expeditions no longer leave you guessing which equipment marched out with your soldiers. The dispatch screen now shows exactly which kits are going along as you adjust the soldier count, and while an expedition is underway you can see what they're carrying. If an ambush strikes, the raven that reports it now names precisely what was recovered and what was lost for good, item by item, instead of just a soldier count. See the Expeditions for how kit is split.
The Donation History page now has an All Members section under the champion boards, showing every guild member's donations for the month, not just the top few. Select any name to jump straight to their full history. See the Guild for details.
We found a situation where a lord's army could still take losses even when the enemy's army surrendered outright rather than fight. That's fixed now: if the defender's army gives up, neither side loses soldiers.
The Gold Mine's costs kept climbing past level 10, but its yield did not, and a mine that charges more for the same seam is a mine nobody invests in. From now on, every level past 10 adds more gold per hour than the one before it: +50 at level 11, +60 at 12, +140 at 20, and onward. Levels 1 through 10 are unchanged, and anyone already past level 10 has been bumped to the new rate automatically. High-level mines are worth the coin again. See the Camp for the details.
Fix
World Event battles: faster, smoother, and loot that shows up right away
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Wraithcall, the Twin Wyrms and the Mirrorfiend now refresh twice as fast, keeping pace with a busy battle instead of lagging a few seconds behind. The battle feed no longer flickers or briefly doubles up when many blows land at once. Loot claimed at the end of a battle no longer hides itself either, no more refreshing the page to see what you won. And dragon eggs are a little more eager to drop from a World Event victory.
To put all of this through its paces, an extra World Event will rise tomorrow at 13:00 server time, outside its usual schedule, keep an eye on the Event Calendar to see which one.
Fix
The Auction House is no longer a spare warehouse
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Resources you list on the Auction House now keep taking up your storage until they actually sell, so listing goods no longer frees room for new production. This closes a loophole where an unsold listing worked as cheap overflow storage. In return, withdrawing a listing now always succeeds, no more waiting for storage room. The Ledger on your dashboard and the header tooltips show how much of your storage is sitting at the Auction House.
Hovering an item linked in Guild Chat or event chat now shows its stats right next to the item, instead of tucked away in the top corner of the screen. Tapping on mobile already worked and is unchanged.
The Ledger on your dashboard now shows a slim fill bar for each resource, so you can see at a glance how close your stockpiles are to their caps. Hover or tap a bar for the exact numbers. A full store turns the bar red, a warning that new production is going to waste.
World Events now carry a rarer prize alongside the usual spoils: an egg, cold and waiting. Carry one home and set it to incubate in the new Dragon's Den, found in the Menu. Given time, it hatches into a dragon of your own, one you can set to work gathering for your hoard or send up to train in the sky. Feed it, name it if you like, and show your favorite off on your profile.
Guild Board topics and replies can now be edited after posting, the same way the old Tavern let you fix a typo or add a note. Marshals and above can edit any post on the board too, alongside their existing pin, lock and delete tools.
Improvement
World events: gems from the Mirrorfiend and your own spoils
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The Mirrorfiend now drops gems on victory, just like the Wraithcall and Twin Wyrms. All three world events also show your personal spoils once the dust settles, right under the top boards: the XP you earned attacking and helping the wounded, the honor you won, and any gems you took home. The battle feed now announces the Mirrorfiend's stance shifts within a second of the clock flipping, instead of trailing up to a minute behind. And the Mirrorbreaker title now shows up properly on the leaderboard.
The guild's donation history now opens with four champion boards: your guild's top 5 contributors of today, this week, this month, and this quarter, showing every resource they gave. Rankings simply add up all resources donated, so the biggest total giver stands on top. May your name stand at the top of your hall.
Older messages could reappear between new ones in the World Event chat, and an edited guild message could jump to the bottom of the list. Both chats now keep every message in its proper place.
The guild rank ladder now has six rungs instead of three: Lord Commander, High Marshal, Marshal, Veteran, Member, and Initiate. High Marshal stands right beside the Lord Commander in authority, everything but disbanding the guild or handing off the seat itself.
New lords joining a guild now enter as an Initiate rather than a full Member. Existing members keep their current rank. Lord Commanders and High Marshals can set any guildmate's rank through a new Set rank option on the Members list.
The guild profile page now opens with a proper banner, sized up and centered, with the guild's name, tag, and member count sitting beneath it. Matches the look of your own lord's profile.
Sit back down at the blackjack table and it now keeps your last wager ready in the field, and a Table History at the bottom keeps track of your recent hands, wins, losses, and pushes alike. See the Betting for the full house rules.
Fix
Guild Chat: fixed old messages popping up between new ones
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Guild Chat could sometimes slip an old message back in between newer ones while you were mid-conversation, not just when you scrolled up to read history on purpose. Fixed the scroll-back pagination behind it so old messages stay put in the history instead of jumping back into the live feed.
You can now link a piece of your own gear or a pouch gem straight into a message in Guild Chat or a World Event chat. Tap the + next to the message box, pick an item, and it drops into your message as a highlighted name. Anyone reading can tap it to see its stats, sockets and combine level, no more typing it all out by hand.
Handy for showing off a drop, asking for build advice, or pointing at an Auction listing. See the Guild for details.
Duel and War reports still show the equipment your opponent's hero was wearing, but you can no longer hover or tap it to read off its exact stats. Enough to size up a rival's gear, not enough to scout it down to the number.
Camp's building rows and the Forge tab got a visual polish this week, clearer cards, a tidier smith's anvil, easier to read at a glance. No new mechanics, just a nicer place to build and forge in.
The Following page's retrain picker now shows each calling's own icon next to its name, and the gold cost as a proper gold coin chip instead of plain text.
A new table at the Betting Dens: Blackjack. Wager, hit or stand against the dealer. The hub also got a new look and name, the Betting Dens, where each den now shows what's happening right now: the Coin Flip's current streak, the next horse race's countdown and pool, the table rules at Blackjack, plus who just won or lost and how much. See the Betting for how it all works.
A repair icon now shows in the header next to your Energy and HP whenever a piece of equipped gear needs attention, orange under 90% condition, red under 75%. Hover it for a quick link to Gear, where the same warning greets you at the top of the page. See the Gear guide.
Fix
Attack button no longer sticks after energy runs out
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Fixed a bug on World Events where the Attack button could stay grayed out after your energy ran dry and then refilled on its own. It used to take a full reload to fight again. It now unlocks the moment your energy is back.
Both Guild Chat and World Event chat (Wraithcall, Twin Wyrms, the Mirrorfiend) are now reachable from a small button in the corner of every page, no need to be on the guild page or the event's own page. World Event chat is available from the moment an event is announced until it ends.
The Mirrorfiend has arrived, a new World Event. A shifting horror alternates between Shattered, when your blows drive it back, and Mirrored, when its glass surface drinks every strike instead and heals it. Watch the stance clock: strike when it cracks, hold when it seals. Land at least one clean hit before it's driven to 0% and earn honor plus the Mirrorbreaker title. Check Event Calendar for its next call, or read the full fight in The Mirrorfiend.
Lose a war you didn't start, and the realm raises its shield over you: for 6 hours, no new war can be declared against you by anyone. You'll spot a steel-blue shield beside a lord's name while it holds. Duels stay open, and the shield never stops you from attacking, including striking back at whoever just beat you, only your own aggression breaks your shield at once. The realm shelters the defeated, never the aggressor. Read more in War.
Until now, a hero who won the champions' duel at the start of a war but whose army then lost the clash walked away with nothing to show for it. No longer: winning phase one always earns your hero 10 XP, no matter how the war ends. The battle report calls it out too. Suggested by a lord who fought well and deserved better. Read more in War.
The Wraithcall and the Twin Wyrms each move to a new weekly rhythm: one call now sounds at a time that suits the Eastern realms, the other at a time that suits Europe and the Americas. No more calls landing in the dead of night for half the realm. And now that each call has its own weekly hour, a victory title, 'Wraithcall Victor' or 'Wyrmslayer', holds for a full week instead of fading the moment the next call sounds. Check the Event Calendar for the exact hours.
When another lord marks you as a friend, a raven now lands in your Rookery to let you know. A push notification for it is also available under Account > Notifications, off by default, turn it on there if you'd like an instant ping. Enemy marks stay private as before. See the Friends & Enemies guide for more.
The Market can now be sorted by asking price, low to high or high to low, instead of only newest first, handy once a tab fills up with listings. On the Resources tab, where both sides of a trade are resources, you get two separate sort rows: one for what you would pay, one for what you would receive. Read more in Auction House.
Following gets a redesign. A cleaner, more compact layout for your followers page: idle count and camp production up front, and each calling laid out for a quick glance at what it earns and costs.
Attacking with no soldiers of your own could never win the army clash, an empty army always deals zero power, so it only ever cost the defender a soldier for nothing. The War button on a lord's profile is now disabled when you have no soldiers, with a hint pointing you at the Duel instead, which never needed an army in the first place.
The Leaderboard, guild member lists, Online Now and the Infirmary all share a leaner one-line row now: your rank in bold, your title and name at a glance, and a quiet dot on your banner's corner for whether you're online, away, or gone quiet. Wounded and In Dungeon show the same way now too, a small icon by your name (a cross, the dungeon glyph) instead of a loud badge, spelled out in full on your profile itself. Paging through the full Leaderboard is easier as well: Previous and Next now sit above and below the list, and your own rank stays visible even when it's off the current page, pinned to the bottom so you never lose track of where you stand.
The guild's Hall tab got a redesign: a cleaner heraldic header, a slimmer level/XP bar, the announcement now reads first with a quiet "Change the word" link instead of an always-open box, and the member list is easier to scan at a glance.
Balance
Granary and Stockpile storage now keeps pace with your Camp
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Several lords found themselves at a dead end: the next Camp level asked for more food or gold than a fully raised Granary or Stockpile could even hold. That wall is gone. Past level 10, Granary and Stockpile capacity now climbs along the same curve as building prices, so your stores always have comfortable room for the next upgrade. Caps only went up; nothing you hold was touched.
The Rookery has had a tidy-up. Ravens now group by day (Today, Yesterday, This week, Earlier) and each row sits on one clean line. The Messages tab is now called Ravens. Pressing Back on a raven now actually returns you to the tab you opened it from, instead of always landing on Notifications.
The desktop menu got a facelift: your current page is now marked with a clean accent tick instead of a plain color change, and the Mission Board shows how many of today's contracts you've already claimed right on the menu. The Infirmary and Bounty Board links now show how many lords are recovering, or how many bounties are up for grabs, right at a glance.
A log now sits below your attributes on the Train page, showing your drills from the last 7 days: which attribute, how much it gained, and when. Scroll down for older entries. See Hero Training for details.
The Daily Trial's gear reward used to just say "a piece of gear" in your raven. Now it names the item and its quality, so you know exactly what landed in your satchel. Read more in Bounty Board.
Every fight in this realm, duels, wars, hunts, camp raids, dungeon rooms, runs through the same battle log, so it's easily the most-watched screen in the game. It's had a full overhaul: fighters stay pinned at the top as the exchange unfolds below, a long fight folds its middle away instead of scrolling on forever, and the spoils land together in one clear row once the dust settles, colored for who actually came out on top. Read more in Duel.
Your battle reports now show what you actually won or lost at a glance: gold, wood, stone and food from a cleared camp or hunt, plundered resources and soldiers lost from a war, right in the list. No more clicking into every report to see if it was worth it. Read more in Battle Reports.
A tie on the Champions standings, say, two lords both on 4 dungeons cleared, used to be ordered arbitrarily, so a lord who reached that score first could slide down the list the moment someone else caught up to the same number. Ties are now broken by whoever reached the score first, and stay put once earned. The same rule now decides who gets crowned Golden, Silver and Bronze when the month closes. Read more in Leaderboard.
The Bounty Board has a new look: names and prices now stand out the way a price on a lord's head should, and the realm's steepest bounty leads the board with a display all its own. Duel and War now sit right on each row, so you can strike a marked lord without a detour through their profile, and buying back your own head is a clear, gold-lined choice instead of just another button. Read more in Bounty Board.
Every level now grants 10 hit points instead of 5, so leveling your hero feels like real growth: a level 30 veteran now holds 400 hit points against a newcomer's 110. To keep the Wilds, Bandit Camps and Barrows fair, every foe out there hits a little harder to match, so a fight there still costs the same share of your health as before. Existing heroes were topped up on the spot, no one lost ground. Read more in Duel.
The errand list now reads as clear rows instead of cramped cards, and the Dispatch page shows you the expected return time and yield before you send anyone out. Same soldiers, same rates, same risks, just easier to read at a glance. Read more in Expeditions.
Defense's protection now factors in the Strength of the hit it's up against, so a well-trained Defense keeps paying off as battles get bigger, not just in one particular range. Matching an attacker's Strength in Defense already shrugs off a third of the blow. Read more in Duel.
The Barrows now reads like the halls they are: an open door for every dungeon you can enter right now, a locked one for those still out of reach, tap or hover for why (too low a level, still resealed from your last run, or closed for now). Nothing about entry cost, rewards, rooms or the leave-or-press-deeper choice changed, only how the page reads. Read more in Dungeons.
Bandit Camps has been redrawn to match the rest of the Wilds: camps you've already stormed and are waiting to reopen now sit under Fallen Chiefs, camps ready right now are Today's Mark, and the next chief still out of your reach shows up as a rumor from further out. Nothing about cooldowns, energy cost or rewards changed, only how the page reads. Read more in Bandit Camps.
The Wilds hub and the Hunting Grounds have been redrawn: darker ground the deeper you go, a watermark of the place itself behind every entry, and one road through the wilderness instead of a grid of boxes. Bandit Camps, Dungeons and Expeditions follow soon. Read more in The Wilds and Hunting Grounds.
Your own profile and every lord's public profile now open on a proper hero header: your race sigil, your equipped title as an honorific above your name, and your hero stats or battle record laid out clean underneath. Reinforcements, Titles and your battle history against another lord all got the same treatment, thinner, quieter lines instead of boxed cards. Nothing about how any of it works has changed, only how it reads. See Profile for the full guide.
Strength, Defense, Speed and Dexterity now fly their own banner in the Training Yard, colored to your house. Same drills, same costs, just a cleaner yard to train in. See Hero Training for the full mechanics.
The asking-price guard rail only ever needed to stop a giveaway lowball, not a high price nobody happens to pay. The ceiling on how far above an offer's value you may ask is now far more generous, room to park even a rare gem at an ambitious price and just let it sit unsold if nobody bites. The floor is unchanged, and now shows itself: the Ask for field tells you the minimum price it will accept before you post. Read more in Auction House.
Balance
Hero training: the gold fee now bites a little harder for veterans
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The gold fee on a hero drill (2 x your current attribute, minimum 20) climbed too slowly to ever really compete with what a well-earning lord brings home from war. It now adds a small extra term on top that only grows noticeably past the attribute ranges today's heroes are anywhere near, so nothing changes for a fresh or mid-game hero, but training will properly cost you once you're deep into the late game. See Hero Training for the current numbers.
Balance
The Hollow Throne: gold rebalanced in line with the rest of The Barrows
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The Hollow Throne paid noticeably more gold per energy than any other dungeon or camp its size should, more than a raid on a fellow lord even. A full clear now lands around 910 to 1,300 gold instead of 1,650 to 2,360, still the richest room in The Barrows, just no longer out of step with everything else. See Dungeons for the current numbers.
Balance
Hunting grounds and Bandit Camps: gold curve past the Pale Barrows and Bandit Stronghold retuned
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A second look at the counting house's books: gold rewards for the grounds and camps beyond The Pale Barrows and the Bandit Stronghold climbed far faster than intended, well past what War itself pays for the same effort. Higher grounds and camps still pay noticeably more than the ones below them, that part stays, but the top of the curve now sits just under what a War brings in, so no lord ever does better sitting safely in the Wilds than riding out to war. Consider this a first pass, the counting house may adjust it further as lords actually reach this far. See Hunting Grounds and Bandit Camps for the current ranges.
A gem sitting unsocketed in your pouch can now be listed on the Auction House, same as a resource or an unequipped weapon: pick one, name your price, post it. A new Gems tab lets you browse the Market for a specific gem type. Read more in Auction House.
Guilds now have their own Champion crown. Each month the top 3 guilds by Guild XP wear a Golden, Silver or Bronze crown on their banner, and every current member can equip that month's Bannerman title. Leave the guild and you lose it, join a crowned guild and you gain it, so it always reflects who you ride with today. The Champions tab also gets a new Most Guild XP board tracking the current month. Read more in Guild.
The Champions tab now has four more boards: Most Hunts Completed, Most Camps Cleared, Most Spies Sent, and Most Expeditions. Top the field in one of them and you'll be crowned a Ranger, Raider, Spymaster or Pathfinder when the month closes, same Golden, Silver and Bronze titles as the existing four boards. Read more in Leaderboard.
You can now gift a month of Membership to any lord or lady in the realm, straight from the Favor Hall or your own Membership page. Type their name, add a word or two if you like, and it's on its way: they get the same seal, Favor and comfort a month of Membership always brings, no strings attached. Read more in Favor Hall.
Fix
Hunting grounds: gold rebalance beyond the Pale Barrows
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A raven from the counting house: hunts past The Pale Barrows were quietly shortchanging you. Shadowfen Marsh and every ground beyond it paid less gold per kill than the lower-level grounds you'd already outgrown, the opposite of how it should work. Gold per kill now climbs properly all the way to The Godsfall Wastes. See Hunting Grounds for the full list of grounds.
War just got a bit sweeter to defend. Beating back an attacker whose army badly outmatched yours now earns bonus honor on top of the usual reward for defending and winning, scaling with just how one-sided the fight was. The same power gap that already costs a crushing attacker extra honor now pays it out to the defender who held the line instead. Read more in Honor.
Fix
Losing the army clash in a War now wounds you, even if your hero won the duel
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A War has two phases: a personal duel, then the armies clash. If your hero won the duel but your army then lost the clash, you were still sent to the Infirmary, but with your HP completely untouched. Now a lost army clash wounds your hero too, worse the more lopsided the loss, so you never walk into the Infirmary unscathed. Read more in War.
Golden Vanguard, Silver Duelist and the rest of this month's Champion titles equipped fine, but the Leaderboard wasn't showing them next to your name, only your dashboard and profile did. Fixed: an equipped Champion title now shows wherever titles show, including the Leaderboard.
Balance
Bandit Camps: resources get the same fix as gold
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Wood, stone and food from a Bandit Camp win now roll a real floor too, no more possibly walking away with next to nothing on a high-tier clear. Same fix gold already got, extended to the rest of the loot. See Bandit Camps for the current ranges.
Undead lords, your bloodline led the realm in battle last month and wears the laurel this month. From now on, Ascendant is a real title: equip it from your dashboard next to Golden Warlord, Wyrmslayer or any other title, and it'll show wherever titles show, including the Leaderboard.
Every Bandit Camp's gold reward now starts from a real floor instead of possibly rolling near zero, and each tier's minimum sits safely above the previous tier's maximum. Clearing a higher-tier camp should now consistently feel like a step up, not a coin flip. See Bandit Camps for the current ranges.
Fix
The Mission Board: a fairer follower contract, and a new one from the Infirmary
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Train Followers contracts and writs no longer roll for a lord whose camp has no idle followers to spare, so nobody gets handed a mission with no way to finish it. If your camp is already full, that one simply won't come up until you have room again.
A new daily contract also joins The Mission Board: help three ailing allies out of the Infirmary early. Every attempt counts toward it, whether or not the patient recovers.
Guild Chat now shows when each message was sent, right next to the sender's name. Scroll up in the chat window to load earlier messages, going back up to a day. Read more in Guild.
A tuning pass on duels: the gap between two heroes' stats now carries more weight in deciding the outcome. Strength, speed, defense and dexterity all pull harder than before, so a real training advantage should show up more clearly in who wins. Worth remembering that speed and dexterity still matter as much as raw strength, a duelist who only trains one stat will hit hard but miss more and fall behind quicker opponents. The duel engine will keep getting passes like this one as we tune it further. Read more in Duel.
The green/amber/grey presence dot next to a lord's name (dashboard, leaderboard, profiles, guild rosters) now shows a hover tooltip. Online still just says Online, but Away and Offline now add a "Last seen: X ago" line so you know how stale that status is.
The "Weapons" tab in the Auction House is now called Equipment, since it already lists every gear slot, not just weapons. Click it and two new filters appear: one for quality, one for gear slot, so you can narrow the Market down to, say, only Superior gloves. Read more in Auction House.
A listing that sits unsold for 14 days is now pulled from the Market on its own, so old offers stop cluttering it forever. You'll get a raven and a push telling you when this happens, and the escrowed offer waits for you at the top of Your Listings, marked 'Expired, ready to collect', with a Collect button. The listing fee still isn't refunded, same as withdrawing it yourself. Read more in Auction House.
The Bounty Board has been live behind the scenes for a while, but a bug kept its door barred to everyone but Elron, the City menu link led nowhere. That's fixed now, the board is open to all lords. Read more in Bounty Board.
Balance
The Smithy's next step: new gear tiers above Excellent
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Following on from the recent repricing of Common through Excellent, the Smithy now takes its next step: fresh tiers above it, for your hero and your army alike.
Hero gear gains five new qualities above Excellent: Masterwork, Flawless, Pristine, Exalted and Transcendent, unlocking at Smithy level 15, 25, 35, 45 and 55.
Army equipment gets the same treatment. Mithril now unlocks at Smithy level 10 instead of 13. Above it, seven new tiers arrive every 10 levels: Sunsteel, Stormsteel, Voidsteel, Starforged, Frostforged, Bloodsteel and Runesteel. Dragonsteel and Adamant, previously the strongest gear in the realm, move up to Smithy level 90 and 100.
The realm is only twenty days old, so treat every number above as a first pass, not a final one. Prices, stat ranges and level gates will keep getting tuned as the game and its economy grow.
Housing, Granary and Stockpile keep pulling their weight past level 10
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Following on from the recent Barracks and Wall rework, Housing, Granary and Stockpile got the same treatment. Housing's idle follower and population caps now keep growing faster the higher you take it past level 10, instead of the same flat step every level, and follower arrivals themselves speed up as you climb, up to twice as fast at level 100. Granary and Stockpile got a matching boost to their storage caps, so your camp can actually hold onto everything that extra population produces. Nothing below level 10 changes. Read more in Camp.
Feature
The Builders' Hall: a second builder for your camp
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New Camp building: the Builders' Hall, buildable once Camp reaches level 20. Building was always limited to one job at a time, across every structure, so a fresh upgrade had to wait for whatever else was already underway. Raise the Builders' Hall and a second builder joins the yard, so the next upgrade can start queuing up right behind the one in progress instead of sitting idle until it finishes. Build further and more builders join, plus your builds themselves start finishing a little faster. It starts out pricier than a comparable building, reflecting that it's raising your whole camp's capacity rather than one thing at a time, but that gap narrows the higher you build it. Read more in Camp.
Balance
Camp buildings keep paying off well past level 15
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A few Camp buildings used to stop meaning anything long before your hero could ever reach their level cap. Barracks' training queue maxed out at level 15, and Wall's war protection maxed out at level 10, both permanently. That's fixed: Barracks keeps widening the training queue and starts cutting training time itself as you climb further, and Wall keeps softening war losses well past level 10, all the way to level 100. Every building's gold cost has also been reworked so the far end of the level range stays a real, achievable goal instead of an impossible number, and build times no longer grind to a permanent halt by the mid-teens either.
Wall's percentages have been softened at the low end to make room for that longer climb, so if you'd already invested there you may see a smaller number than before, but its ceiling is now within reach instead of a wall you hit once and never move past again. Read more in Camp.
Feature
Guild Chat badge, and push for Guild Board posts
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Guild Chat now shows a small "New Chat" badge on the Guild link, on the World menu and in the desktop nav, whenever a message has arrived since you last opened the Guild page. The Guild Board now sends a raven and push for a new topic, and for a reply to a topic you posted in, both toggleable separately under Account > Notifications. Read more in Guild.
The Tavern has closed its doors. In its place: Support. We saw the Tavern is now mainly used for support questions, hence we saw another system as a better fit.
Find Support in the City. See the Support for the details.
You can now heal your hero straight back to full health for 1 Favor, once per day, right alongside the existing energy refill. Not usable while confined to the infirmary, since that stay has its own release paths. Read more in Favor Hall.
The Gem Pouch on the Gear page no longer shows a bulleted list with an oversized icon. Each gem now hovers just like a weapon does, showing the stat it grants, and a short note above the pouch explains what gems do and which items can take one. Socketing a gem is also easier to get right: picking the socket and the gem now works the same way as picking who to sacrifice in Combine. Read more in Gear.
Feature
Public profiles now show how long an account has existed
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Every profile, including your own, now shows an Age line right under your rank and level, how long that account has existed. Read more in Profile.
Balance
Hero-gear forge prices lowered, Common through Excellent
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Forging a new hero item at the Smith cost far more than the realm could actually earn: Excellent alone was 50,000 gold, well beyond what even the strongest lords had saved after weeks of play. Prices are now: Fine 1,000 (was 2,500), Superior 2,400 (was 12,000), Excellent 5,500 (was 50,000). Common stays 500. Already-owned items keep their original price for repair and sale. Read more in Gear.
The guild name shown next to a profile's banner is now a clickable link. On your own profile it takes you straight to your guild. On another player's profile it opens that guild's public profile, or your own guild page if you happen to share it with them. Read more in Guild.
The plunder percentage scales up with the power ratio between two armies, and until now that scaling had no ceiling on fairness: a wildly lopsided win plundered at the same boosted rate as any other decisive win, even when the gap was extreme. Now, once a war's power ratio is high enough that the defender's army would surrender outright, both gold and resource plunder are cut in half on top of everything else, no matter the levels involved or whether the defender counts as a protected target. Being that heavily outmatched already spares the defender's soldiers, it shouldn't also be the most profitable way to plunder. Read more in War.
The raven for a guild invitation said to visit the Guild page to accept or decline, but that page never showed the invitation itself. Pending invitations now appear at the top of the Guilds page with Accept and Decline buttons.
Duels leave a real mark: HP damage sticks around and only regenerates slowly on its own. The Infirmary's Maester now sells a bitter draught that eases some of that health back on the spot, for a bit of gold. It's not a way to skip a hospital stay, only for a lord who's free to act but limping. He'll only mix so many a day, and needs a little time between each. The Infirmary page itself got a bit more character while we were in there. Read more in Infirmary.
When the month closes, the top 3 lords of each Leaderboard Champions scoreboard (Most XP Gained, Most Duel Wins, Most War Wins, Most Dungeons Cleared) are crowned Golden, Silver or Bronze: Vanguard, Duelist, Warlord or Delver. A raven announces every title you earn and your best one is put on display right away; topped more than one scoreboard, switch to any of your other titles from your dashboard any time. They last until next month's champions are crowned. Read more in Leaderboard.
Put gold on another lord's head from the new Bounty Board, reached from the City. The gold leaves your hand the moment you place it, whether it's ever claimed or not. Defeat a marked lord in a Duel or War and the bounty is paid straight to you, automatically, with a small honor bonus on top since hunting a marked target is a deliberate choice. The marked lord can instead buy their own head back at a premium. This is separate from the automatic bounty an Outlaw already carries from their own honor, both can now be active on the same lord at once. Read more in Bounty Board.
Fix
Auction House weapon picker now listens to your click
#
Posting a Weapon offer in the Auction House always listed the first item in the picker, no matter which one you actually clicked, since each item's name is also a stats popup and that popup was swallowing the click before it could reach the item's selector. Clicking an item now correctly selects it. Thanks to the player who reported this on the forum. Read more in Auction House.
Player feedback pointed out duels felt pointless next to war: war pays resources, a duel only paid honor and a trickle of XP. War stays the only way to earn gold, wood and stone, that isn't changing. But duel XP is up from 20/5 to 40/10 for a win/loss, which beats war's XP per energy spent. A duel is now the cheap, army-safe way to level your hero and build honor, while war remains the way to get rich. See Duel.
The Wraithcall and The Twin Wyrms now run at different times than before. Check the Event Calendar (World menu) for the full weekly schedule in server time. Event Calendar
The Wraithcall and The Twin Wyrms now pay off in more than honor and a title: every lord who takes part in a victory gets an independent chance at a gem, the same kind dungeons drop, shown as a new 'Gems won' board once the fight ends, hover or tap a name to see what it rolls. The gem catalog itself grew too, 10 new gems alongside the original six, from stronger single-attribute stones to a very rare triple-attribute one. The Wraithcall
The Barrows' room and boss fights were tuned to a fixed set of stats, so a lightly-drilled hero could occasionally curb-stomp a dungeon that was meant to be a real fight at its unlock level. Dungeon monsters now scale up to the entering hero's own power, the same floor already used by Hunts and Bandit Camps, so a dungeon stays a genuine challenge no matter how far a hero has outgrown its base numbers. See Dungeons.
Balance
New warbands build and train faster in their first week
#
Player feedback said day one drags: after your starting package is spent, the first training and building bars leave you with nothing to do but wait. Build and train queues now finish 3x faster in your first day, 2x through day 3, and 1.5x through day 7, fading to the normal pace from day 8 on. It's free for every new player and only affects the clock, never costs, resources or combat. See Camp and Following.
Balance
War: new-player protection now also checks activity
#
Follow-up to the earlier new-player protection fix. That fix stopped punishing attacks on same-or-higher-level lords who just skipped building an army, but it still protected any account whose level happened to be low, even one that's stopped playing and simply isn't growing anymore. Added a check for accounts that haven't been active in a while, since someone still growing but away for a bit shouldn't get grouped with someone who's actually stopped playing. Attack a low-level lord who hasn't been seen in a while and you plunder at the full rate with normal honor, same as attacking a same-or-higher-level lord. A genuinely active, growing low-level player still gets full protection either way. Read more in War and Honor.
Balance
War: new-player protection no longer punishes "cash cow" builds
#
Follow-up to the War Balance Patch. The reduced plunder and honor cost for attacking a much weaker army was firing purely on army size, so warring a same-or-higher-level lord who simply chose not to build an army, putting everything into Camp or Following instead, was being protected the same way as a genuine new player. That's now tied to level instead of army size: it only kicks in against a defender who's also below your level. Attack a same-or-higher-level lord with little or no army and you plunder at the full rate with normal honor, no matter how small their army is, that's a legitimate build choice, not something to be shielded from. A genuine lower-level new player still gets the full protection. Storage caps (Vault, Guild Stockpile) already scale with level and buildings the same way, so tying this protection to level too keeps it consistent with how the rest of the game already treats level as the measure of how much of a target you are. Read more in War and Honor.
Applying to an open guild sent no word to its leadership, so a Lord Commander or Marshal only found out by reopening the Guild page. Every Lord Commander and Marshal now gets a raven and push the moment a new application arrives, showing who applied and linking straight to the Guild page to approve or reject. Read more in Guild.
A big one for War. Soldier losses and plunder used to be flat percentages no matter how one-sided the fight was, so a huge army still bled the same losses crushing a defenseless target as it would in a close fight, and there was little upside to actually being the stronger side. Now both scale with the power gap: win overwhelmingly and you'll barely lose any soldiers, while the losing side bleeds more than it would in an even fight, and a decisive win plunders a bit more too. Push the gap far enough, or attack a defender with no soldiers left at all, and the fight is settled without either side losing troops over it. To keep this from turning into free farming, plunder is cut back down hard when you're attacking a much weaker, genuinely lower-level target, and shrinks further with every repeat war against the same target inside a day, but this never applies against a same-or-higher-level lord: choosing to skip an army for other buildings or followers is a legitimate strategy, not something to be punished for, so that fight still plunders at the full rate. Crushing a far weaker, genuinely lower-level army costs honor instead of earning it too, on top of the existing honor range rule, scaling with just how lopsided the fight was, again never against a same-or-higher-level lord. Your target's profile always shows you in advance when a fight is this one-sided, before you spend the energy. Every soldier now fights at 1 attack and 1 defense power minimum, no matter which kit they carry: an all-defense army still has some attack power, just weaker than an equally sized attack army, and vice versa. Weapons and armor add their own bonus on top of that base and remain a real, worthwhile upgrade. Read more in War, Gear and Honor.
The Your Soldiers tab on the Gear page has a new layout: equipping and unequipping now happens with inline +/- steppers instead of pop-up dialogs, so it takes fewer taps on a phone. Buying and selling still confirm what you're about to spend or receive before it happens. This is a first pass at a better mobile experience, more changes to this tab may follow.
Fix
Page no longer keeps refreshing while a queue finishes
#
Waiting for a worker, a building, or an upgrade to complete could occasionally make the page refresh and jump back to the top over and over, right as it was about to finish. It now waits until the item is actually ready before refreshing, so it happens at most once, and your scroll position is kept in place when it does.
Your guild banner and name were only visible to admins viewing a profile, a leftover from before Guilds launched. Any player can now see another lord's guild on their profile page, next to their titles. Profile
Fix
Fixed gold vanishing on bank withdrawals above your hand capacity
#
Withdrawing more gold than your hand could hold (based on your Stockpile level) took the full amount out of the bank, but only credited you up to your carry capacity, silently destroying the rest. Withdrawals are now capped to the room you actually have in hand, and anything that doesn't fit stays safely in the bank. Affected accounts have had their lost gold restored. See Bank.
Fix
Mission Board: hunt contracts now scale with your progress
#
The daily "Slay creatures" contract used to always send you to The Vale Woods, even for lords long past it, wasting energy on content well below their level. It now rolls a hunting ground you've actually unlocked, from The Vale Woods up to The Pale Barrows, so the target scales with how far you've levelled. Read more in The Mission Board.
Combining gear could get stuck sacrificing the wrong spare when a higher quality item was also available as a candidate: a click swallowed by the item name tooltip meant your pick never registered, so the first item in the list stayed selected. Selecting a sacrifice now works correctly. See the Gear wiki for the combine quality rule (same quality or higher).
Fix
Help the Wounded now counts for World Event victory titles
#
In The Twin Wyrms and The Wraithcall, only landing at least one attack counted toward the victory title and honor reward, even though Help the Wounded is meant to be a full alternative to Attack. Helping the wounded at least once now counts too. Accounts affected by the last Wraithcall victory have been corrected. Read more in The Twin Wyrms or The Wraithcall.
Founding a guild cost 25,000 gold, a price nobody in the realm could realistically save for. Lowered it to 5,000 so a level 10 lord has a real shot at raising a banner instead of grinding for months first. See the guild wiki page for details.
The Champions tab used to be permanent: once a lord pulled ahead on duel wins or dungeons cleared, nobody else could ever take that spot. All four scoreboards now track the current calendar month and reset on the 1st, same as the Race tab's Ascendant race. "Highest Level" is also replaced by "Most XP Gained" this month, a real race instead of a snapshot of who happens to be furthest along. See the leaderboard wiki page for details.
Balance
Honor from World Events and Infirmary help reduced
#
We're in the middle of a full honor system overhaul, more on that soon. In the meantime: honor from World Event victories (Wraithcall, Twin Wyrms) is reduced to +5, and honor from helping a fellow lord in the Infirmary is reduced to +1. A single event win used to hand out far more honor than dozens of duels or wars combined, which crowded out the point of the system. See the Honor.
Building cards in Camp now show the next upgrade's cost and build time even while it's still locked behind a Camp level requirement, so you know what to save for before you can build it.
Fix
Soldiers on expedition now correctly cost food upkeep
#
The wiki always said soldiers sent on an expedition still eat food for the whole trip, but the game was quietly exempting them, so a big enough expedition made your food-per-hour hover, and your actual food stockpile, look healthier than it should. Fixed: expedition soldiers now count toward your food upkeep again, same as before they left.
Balance
Combine now needs a same-or-higher-quality sacrifice
#
Combining used to let any spare go into any item of the same slot, so a Common could be sacrificed into a Fine. The sacrifice must now be the same quality as the item you keep, or higher. Gear
Each attribute on Train now also shows your total with equipped gear included, right beside the trained base value. Hero Training
Fix
Combine no longer blocks unequip with a misleading message
#
Unequipping a hero item mid-combine used to say the item wasn't equipped. It now says the item is busy with a repair or combine job, so it's clear what's actually blocking it. Gear
Fix
Food per hour hover now shows your net supply too
#
Same fix as the gold hover: the food per hour hover on the header, dashboard and camp overview showed production and soldier upkeep as two separate lines, with no net figure spelled out. It now adds a third line with the net food per hour after upkeep.
The gold per hour hover on the header, dashboard and camp overview showed your gross production and your wage bill as two separate lines, with no net figure. It now adds a third line spelling out the net gold per hour after wages, so it is clear at a glance what you actually keep. Your gold balance itself was always correct, only the hover breakdown was missing the net total.
Fixed War always handing the win to the defender whenever both armies dealt zero power, most commonly when neither lord had any soldiers. The duel phase already crowns a winner first, so a tied army clash now falls back to that duel result instead of defaulting to the defender.
Listing prices now have to stay within a reasonable range of what your offer is actually worth. There is still room to haggle, just not to post something wildly over or under its real value. Read more in Auction House.
Fixed the server clock in the resource bar falling behind, sometimes by 10 to 30 minutes, on a menu tab left open and idle for a while. Browsers pause a tab's internal timer while it sits in the background, and the clock was using that timer instead of the real time. It now tracks real time, so it stays accurate without needing a page reload.
Titles (your honor title, Member, or a World Event victory title) no longer just sit in a list. Use "Equip title" next to Titles on your dashboard to pick one to show next to your name on the dashboard, leaderboard, public profile, battle reports and the tavern. Nothing shows by default until you equip one, and a title that expires unequips itself automatically. Read more in Profile.
The hunt battle report now shows a Hunt Again button under your XP and gold gains, so you can chain hunts on the same ground without going back to the Hunting Grounds page. Read more in Hunting Grounds.
The raven and push notification announcing the Wraithcall and the Twin Wyrms now go out 90 minutes before the event starts, instead of 60. That gives you more time to plan around your energy instead of draining it on other activities right before the event.
Your cosmetic honor title (Honored, Renowned, Exalted) no longer shows as a prefix before your name on the dashboard, public profile, or leaderboard. It still shows in the Titles section of your profile, alongside your World Event titles. Hover or tap any title there to see how it was earned. Read more in Profile.
The Forge XP bar could show more XP than it needed for the next level (like 100/20) once your Forge level caught up to your Smithy level, since the excess XP had nowhere to go. It now stops piling up once capped, and any accounts already showing the overflow have been corrected. Read more in Camp.
The Wounded badge in the header now shows a live countdown on hover (or tap on mobile) telling you exactly when your hospital stay ends, the same way the dungeon timer badge already does. Read more in Infirmary.
The Rookery now opens on the Notifications tab instead of Messages, so the realm's alerts are the first thing you see when you check your ravens. Messages moved to the second tab, Sent stays last.
Trade gold, wood, stone, food or a specific weapon with other lords from the City. List an offer against an asking price in another resource, a small listing fee applies and is never refunded. Buying delivers the offer straight away; the payment you receive waits as pending proceeds until you collect it yourself, capped by your storage room. Read more in Auction House.
Fix
Population cap could be exceeded during training
#
A training or retraining job removed a follower from its old role the moment it was queued, but only added it to its new role once training finished. For as long as a job was in the queue, that follower vanished from your total population count, opening a brief window where a new idle follower could arrive or be gifted to you even though you were effectively already full. When the training then completed, your population could end up one over your housing cap.
Followers in training now count toward your total population for the whole duration of the job, so the cap can no longer be exceeded this way. Two accounts that had ended up over cap from this were brought back down to their cap.
Feature
Reinforcements: send soldiers to help defend a friend or guildmate
#
Send some of your soldiers to garrison at a friend's or fellow guild member's castle, adding to their defense until you recall them. Sending is free, only travel time. Gear the batch with attack or defense kit, and recall works the same trip in reverse, either side can start it.
A guild's banner used to show only on the dashboard, on profiles and on the Leaderboard. It now shows next to every member's name wherever that name appears, including the Tavern, right between the name and the guild tag. Read more in Guild.
Replying to a raven, or sending one from a lord's profile, now shows your recent messages with that lord below the writing box, newest first, your own messages tinted so the back and forth is easy to follow. Scroll down for older messages. See Ravens.
Reading a long Tavern topic used to mean clicking through numbered pages. Replies now load automatically as you scroll down, same as Battle Reports and the Guild XP log.
Beating a target below your honor range, or the same target again within 24 hours, used to just pay no honor, so a War win against them was still free money and a free kill. It now costs honor instead: -1 the first time, -5 every time after that against the same target. A target below your range costs -1 on the very first hit already, since that's a violation from the start, and jumps to -5 on the next one. A player's profile now shows you the exact cost before you attack. Read more in Honor.
Balance
Losing defenders spend less time in the infirmary
#
Being attacked and losing used to cost the same infirmary time as losing a fight you started yourself, on top of the resources and soldiers already lost defending. A defender didn't choose to fight, so a lost defense now only costs half the usual infirmary stay, down to a floor of 10 minutes, while losing as the attacker still pays the full length. Read more in Infirmary.
Feature
Tavern rules, and quiet topics now lock themselves
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The Tavern now shows its house rules right above the topic list and the new-topic form: be kind, no spam or advertising, no trading idle followers, and check the wiki or search first since your question may already be answered. Posts that break the rules may be edited, closed or removed.
A topic that has not had a reply in 2 days now locks itself automatically, so old threads do not get bumped back to life out of nowhere. Pinned topics are never auto-locked. See the {{wiki:tavern}} for the full rules.
Balance
Fair-fight rule now checks level, not army power
#
Beating a target used to earn no honor and half XP whenever their army or hero power fell too far below yours in that one fight, which could misfire against a genuinely stronger, better-geared lord who simply had a small army at that moment. The rule now compares levels instead: your honor range reaches down to roughly 75% of your own level, at least two levels either way, and widens as you climb. Attacking anyone at or above your own level always pays full honor. Attacking the same target again within 24 hours now always earns no honor and half XP too, replacing the old gradual honor decay for repeat wins. A player's profile now warns you above the action buttons when either of these applies, before you attack. Read more in Honor.
Fix
Fixed population cap not counting soldiers away on expedition
#
Sending soldiers on an expedition used to drop them out of your population count while they were away, opening up cap room that wasn't really there. A camp could fill that room with new followers, then end up over its housing cap once the expedition's soldiers came home. Soldiers on an expedition now count against the population cap the whole time they're away. Read more in Expeditions.
Fix
Bank quests now count what you deposited, not what survived the fee
#
A board quest asking you to bank gold was checking your progress against the amount left after the keeper's fee, so depositing 1000 gold only counted as 950. It now counts the full amount you deposited. Read more in The Mission Board.
Fix
Fixed a rare way population could creep past the housing cap
#
In rare cases, a page load and the game's own background clock could both notice a new follower had arrived at almost the same moment, and each let one in, pushing a hero a couple of followers over their housing cap. That race is now closed, and the handful of heroes it affected have been brought back down to their cap. Read more in Following.
Losing a fight as the defender used to cost 1 honor, on top of any losses from the fight itself, even against an attacker you had no way to beat. Honor now only moves from choosing to attack: winning or losing a duel or war you started still swings your honor, but being attacked never does. Read more in Honor.
Fix
Losing the duel in a War now wounds you, even if your army wins
#
A War has two phases: a personal duel, then the armies clash. If you were struck down to 0 HP in the duel but your army still won the war on raw power, you weren't sent to the infirmary at all, only the overall war's loser was. Now the duel's loser is sent to the infirmary too, independent of who wins the war. Read more in War.
Fix
Mission Board: no more unreachable contracts, and a Weekly Muster bonus
#
"Clear dungeon rooms" contracts and writs no longer roll for lords below the level The Barrows unlocks at, so a new lord will never again be stuck holding a contract they can't act on. Anyone already holding one gets it swapped for a different contract automatically. Weekly Writs also now pay a combined Weekly Muster bonus for clearing all four in the same week, matching the Daily Trial. Read more in The Mission Board.
Improvement
Clearer wording for the Board's duel and war contracts
#
The Board's "Win duels" and "Win wars" contracts only ever counted wins where you were the attacker, but the wording didn't say so. They now read "Win duels as attacker" and "Win wars as attacker" so it's clear from the start. No change to how progress is counted. Read more in The Mission Board.
Balance
Infirmary discharge now heals you to at least 75% HP
#
Leaving the infirmary used to leave your HP exactly where it stood, sometimes as low as 0%, which meant another hour of regenerating while still fair game for attack. Every way of leaving now tops you up to at least 75% HP if you were not already there: waiting out your stay, paying gold to leave early, or being helped out by another lord. The once-per-day free release still heals you fully. See the Infirmary guide for the details.
If someone defeats you in a duel or a war, your next fight of that same type against them is a Revenge Strike: it always pays full honor, no matter how strong or weak they've become since. You have 24 hours to take it, and it's spent the moment you win it back, one strike per defeat. Your target's profile tells you clearly when a Revenge Strike is ready. See the Honor wiki for details.
Feature
A raven when your infirmary stay ends on its own
#
Leaving the infirmary early already sent a raven, but a stay that simply ran out its clock said nothing. Now you get a "You are recovered" raven and push the moment you're discharged, however it happens. Read more in Infirmary.
If you're not in the infirmary yourself, you can now spend 5 energy trying to nurse a patient there back to health early. It's not a sure thing, but success ends their stay and earns you a little XP and Honor, and they get a raven naming you as the one who helped. The infirmary's patient list also refreshes itself automatically now. Read more in Infirmary.
Beating the same opponent again and again used to pay the same honor every time. Now each repeat win against a player you've already beaten in the last 24 hours earns less honor, and eventually starts costing honor instead of gaining it. One fair fight is still worth the most; camping one target in a streak is no longer a good honor strategy. See the Honor wiki for details.
The sidebar and World menu now show how many lords are currently on the realm, right below the Tavern topics and above the footer. It is a simple headcount, no list of who is doing what.
Fixed a bug where filtering the battle report list to PVP or PVE only hid non-matching rows on the page you were already viewing, instead of adjusting pagination, so the first matching report could end up buried on a later page. Battle Reports also no longer uses page-number pagination: the list now loads more automatically as you scroll down. Read more in Battle Reports.
Titles you earn from World Event victories, such as Wyrmslayer from Twin Wyrms or Wraithcall Victor from Wraithcall, now show up under your guild info on your dashboard and on your public profile, instead of only appearing in the victory raven. They last until the next run of that event begins. Read more in Profile.
Found a guild, invite friends, and build something together. Every guild has ranks (Lord Commander, Marshal, Member), a shared Treasury players can donate to, and its own Level that grows from everyone's wins, not just donations. Level up unlocks a private Board for the guild, a shared Chat room, a Banner you can design yourself, and a Tag shown next to every member's name. Read more in Guild.
Balance
Dungeons: more XP, clearer reports, a fixed 30-minute clock
#
Player feedback on the Barrows led to a few changes. Dungeon XP now scales with depth, the same way gold already does: a full clear pays noticeably more than before, and comfortably beats the equivalent Bandit Camp. Pressing deeper now shows the gold and XP you just earned, the same as every other battle report. The dungeon list's cooldown now ticks down precisely instead of showing a rounded estimate. A dungeon with no named boss (Upper Halls) now also grants a guaranteed item on its first clear each week, same as boss dungeons already did. Lastly, the 30-minute run timer is now a fixed clock from the moment you enter, not something that resets every time you press deeper. The dungeon report page now shows what's sitting in your pouch right next to that countdown. Read more in Dungeons.
A hero mid-run in a dungeon was always meant to be safe from attack, same as being in the infirmary, but Duel and War never actually checked for it. Fixed: both are now blocked while a lord is in a dungeon. The In Dungeon badge (purple) also now shows correctly on the Leaderboard, not just on a player's own profile, and its hover shows the same countdown as the dungeon page. Read more in Dungeons.
A dungeon run left untouched too long used to carry you out without warning. There's now a live countdown on the dungeon page itself, and a red dungeon icon in the header next to the server clock whenever you're in a run, showing exactly how long you have left on hover. Read more in Dungeons.
Gear condition loss from winning a duel, war, camp assault or dungeon room has been lowered from 2% to 1% on the one random equipped item it hits. Hunts no longer wear gear down on a win at all, since their low energy cost made them far more frequent than other fights, so the wear was piling up faster than intended. A lost hunt still degrades gear normally. Gear
Gold, wood, stone and food caps (Stockpile and Granary) are now a hard ceiling no matter where the resource comes from. Before this fix, war plunder, camp loot and other rewards could push you above your cap; now any amount that would take you over it is lost, same as it already was for hourly production. If you were sitting above a cap, you have been brought back down to it. Camp
Feature
World Events now drop countdown reminders in chat
#
While waiting for The Wraithcall or The Twin Wyrms to begin, a themed message now appears in the chat at 30, 15, 5 and 1 minute before the fight opens, alongside the page's own countdown clock. The WraithcallThe Twin Wyrms
In both The Wraithcall and The Twin Wyrms, Help the Wounded now earns the same experience as a clean, unanswered attack. It was always the equal of Attack in energy cost and cooldown, now it's the equal in reward too. The WraithcallThe Twin Wyrms
A new scheduled, realm-wide event stands alongside The Wraithcall: The Twin Wyrms, a fight against two bound serpents, the Pale Wyrm and the Black Wyrm, who share one heart and mend each other's wounds while both still draw breath. Pick your target and switch freely between the two, but watch what happens the moment one of them falls. Driving both to 0% before time runs out earns honor and the title of Wyrmslayer. The Twin Wyrms
Feature
Wraithcall: top 5 boards and a few small touches
#
Once a Wraithcall ends, two top 5 boards now show who struck the most blows and who helped the wounded the most. Members show a small icon next to their name in the Wraithcall chat, and the page title now carries a wraith icon of its own. Also tweaked: Help the Wounded now shaves 30 seconds off an Infirmary stay instead of 10, so it's a more meaningful choice next to Attack. The Wraithcall
Condition used to only drop when you lost a duel, war or fight. Now winning wears your gear down a little as well, just far less: 1 random equipped item loses 2% condition on a win, against 3 items losing 10% each on a defeat. Read more in the wiki.
Fix
The "something broke" page now always has a working way out
#
If you ever land on the realm's error page, it no longer always points you back to Dashboard, which was a dead end if Dashboard itself was the problem. It now offers Try Again plus whichever of Dashboard or the World hub you weren't already on.
Improvement
Changelog page: filters, months and a new-updates dot
#
The Changelog page now groups entries by month and lets you filter by category (Feature/Improvement/Fix/Balance). Each entry has its own permalink, click the # next to its title to copy a direct link. The Changelog menu item on the World page now shows a small dot when there's something new since your last visit.
Feature
Repair All Equipped, and Your Stats on the Gear page
#
A Repair All Equipped button now sits below your hero slots. It queues every damaged item your hero is currently wearing in one go, and shows the total cost before you confirm. Satchel items still repair one at a time from their own row.
A new Your Stats row above your hero slots shows your total Strength, Defense, Speed and Dexterity. Hover or tap a figure to see how much of it comes from training and how much from your gear. See the Gear guide.
Your Soldiers now shows Equipped and Not Equipped instead of a total roster count, and every figure (Equipped, Not Equipped, Attack Power, Defense Power) has its own hover breakdown by weapon or shield type.
The + and - buttons on Gear > Soldiers now open a quantity dialog instead of moving one soldier at a time, with -/+ steppers and quarter/half/all shortcuts. The armory is now split into Armory Stock (buy and sell) and Equip Your Army (equip and unequip), so building your army's mix of attack and defense is still your call. See the Gear for details.
Two bugs are fixed: your Gear page's soldier count was dropping while an expedition was underway, and soldiers coming home from an expedition were arriving unequipped, forcing a full re-equip every time. Soldiers on expedition now keep their gear the whole trip (it can't be re-equipped onto anyone else while they're away either), survivors come home exactly as equipped as they left, and the Gear page keeps counting your full army, including whoever is out on an errand. GearExpeditions
The raven you get when a friend sends you an idle follower now lines up the sender's name properly, and moved from your Rookery's Messages tab to Notifications, where it belongs alongside your other push toggle in Account settings.
The History list at the bottom of a lord's profile now keeps its outcome badges and icons aligned row to row instead of drifting depending on the text length. War entries there, and on the Battle Reports page, now show a crossed-swords icon instead of the wax seal.
Once a day you can now send each friend a free idle follower. Every friend has their own daily gift, so a full Friends list means one for each of them. You do not need them to have marked you back, seeing them as a friend is enough. Use the Gift button in your Friends list on the dashboard. Read more in the wiki.
You can now get a raven, and optionally a push notification, the moment a Bandit Camp tier or a dungeon reseals and can be entered again. Both are off by default, turn them on under Account > Notifications.
Fix
Loot from hunts and dungeons now shows its stats on hover
#
Gear won from a hunt or a dungeon room now shows the same hover (or tap, on mobile) popup as the Gear page, with its full stat line, slot and condition, instead of nothing happening when you tried to check it.
Feature
Three new tiers of army equipment, and a way to sell the old ones
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Your soldiers can now carry gear well beyond Forged: Mithril at Smithy 13, Dragonsteel at Smithy 19, and Adamant at Smithy 26, each a bigger jump in attack or defense than the last. On top of that, your armory now has a Sell button. Spare stock you bought but never handed out, or freed up by unequipping a soldier, can be sold back for a tenth of its buy price, so an old tier doesn't just sit there once you've moved your army onto something better. See the Gear for the full price and stat table.
Improvement
Battle reports now open with a line of their own
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Every duel, war, hunt, camp and dungeon room fight now opens with a short line setting the scene before the first blow lands, so a report never opens on your opponent already missing HP. Playback between lines is also noticeably slower now, easier to actually read as it unfolds instead of racing past.
Camp XP used to pay the same flat amount no matter which of the eleven tiers you assaulted. It now scales with tier, the same way gold, wood, stone and food already did, so a win against the Godsfall Bastion is worth far more than one against the Ragged Camp. Alongside that, camp chiefs and hunting ground creatures now scale a little with your own hero's stats: a camp or ground you have long outgrown keeps a bit of bite instead of staying frozen at the day you first cleared it, though it always stays well below your own level, so it never grows to match you. See the Bandit Camps and Hunting Grounds for the details.
Your dashboard's Events section now shows what's forging or re-forging at the Smith, with the same progress bar and countdown as your build, training, repair and combine queues, and a link straight to Camp's Forge tab. Previously the only way to see it was to open Camp yourself.
The Buildings tab on Camp now opens with a settlement overview: how many of your buildings are actually built, a lit mark for each one that is, and the shared build queue, always visible now instead of only while something is under construction. Below it, buildings are grouped into Foundation, Economy and Host instead of one long list, and each card carries its own icon.
The Mission Board now runs on two rhythms. Alongside the daily contracts, four Weekly Writs roll every Monday at dawn, bigger goals with bigger gold rewards to match a full week of play: more duels or wars to win, more camps to clear, more gold to bank, and so on. Each writ pays its own gold reward the moment it completes, no combined bonus like the Daily Trial, just gold.
One writ is new to the game entirely: forging items at the Smith. It always asks for whatever quality your Smithy can currently forge, so it is never out of reach, and it grows with you as your Smithy levels up.
The Mission Board page itself has also been redesigned: Daily Contracts and Weekly Writs are now two tabs, and every contract card shows clearer progress at a glance. See the The Mission Board for the details.
The Board has been renamed to The Mission Board, to better reflect the daily contracts posted there. Nothing about how it works has changed. It also now has its own link from the World menu, alongside City and the Leaderboard. See the The Mission Board for the details.
Battle reports were leaning on a small pool of lines for several situations, so the same phrasing came up often. Every part of a combat line now has a much deeper pool to draw from: the opening move, every weapon's strike, glancing and heavy and crushing and critical hits, and both sides of a miss. Nothing about how fights are resolved changed, reports should just feel less repetitive. See Battle Reports.
Every hunting ground in The Wilds had 3 creatures to fight. Each now has 7: alongside the familiar quick, balanced and tough types you will also run into agile skirmishers, heavy guardians, wild berserkers and a tougher elite of each ground's usual beasts and raiders. Rewards and difficulty stay in line with what a ground already offered, just more faces along the way. See the Hunting Grounds for the details.
Push notifications on the native app had stopped arriving for some lords, while browser notifications kept working fine. A stale credential was silently blocking every app push; that is now fixed and refreshes itself automatically if it happens again.
A raven from another player now has its own switch on the Account Notifications tab, so you can turn off push for player messages without turning it off for everything else. Account
A new idle follower now arrives every 90 minutes, down from every 2 hours. Everything else about arrivals is unchanged: you still need a free idle slot and room under your camp's population cap. Following
A cold wind moves through the Wilds. The Wraiths are gathering, and when the keepers of the realm call it, every lord can answer on a dedicated page: a scheduled, realm-wide assault where everyone fights the same shared horde together. Attacking costs a little energy and has a short cooldown, and a landed blow has its own reward. Drive the horde all the way back before time runs out and every lord who fought earns honor and the Wraithcall Victor title, held until the next call. Read more in the wiki.
A lord now shows as Online for 10 minutes since their last action instead of 5, before fading to Away. Away still lasts until 30 minutes of inactivity, after which a lord reads as Offline. See the Friends & Enemies for how the presence mark works.
Feature
Browser push notifications, and finer control over what pushes you
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You can now get push notifications in your browser too, not just the Lord of the Lands app. Turn it on from the Notifications tab on your Account page Account.
That tab also now lets you pick exactly which events push you: followers finishing training, a building or Board contract finishing, the Smith finishing a job, a duel challenge, a spy report, an attack, an expedition returning, a horse race result, leveling up, Membership updates, and your energy refilling. Everything is on by default, turn off just what you do not want.
The Account page itself is now split into tabs: Profile, Notifications, Security, and Deletion.
Every unclaimed contract on The Mission Board now shows a 'Where to go' link. It sends you to the area, not the exact page, so there's still some finding-your-way-around to do.
Two new contracts can roll on The Mission Board: win coin flips, or place bets on horse races. Both hook into Betting just like any other daily contract, and completion ravens now name the contract that finished instead of just a count.
The raven telling you how a horse race went now shows each bet as its own line, with the horse's colour and gold amounts as proper chips instead of one run-on sentence. It also moved off the Rookery's Notifications filter and now sits under its own 'Other' chip. See Ravens for the filter chips.
Betting races used to take 5 minutes from start to finish. That is now cut to 2 minutes 30 seconds, so watching a race and getting your payout takes half as long. Also fixed the live view showing a leftover 'waiting for the official result' line after the winner had already been announced.
The raven telling you a follower finished training used to send you to the Camp. Training itself happens on the Following page, so the raven and its push notification now link there instead.
The War report used to show the XP and Honor gained right at the top, before you had even seen the duel or the army clash. It now sits at the bottom, alongside the note about an army being too weak to earn honor, so the outcome lands after the story instead of spoiling it. The Plunder chips also lost their gold, wood, stone, and food labels, the icon and color already say which is which.
Your first infirmary stay of the day can now be left for free, and it heals you to full health on the way out. It resets every day, and only ever applies to that day's first visit; any later stay the same day still needs the usual gold to leave early. See the Infirmary for details.
The Infirmary's Menu link now lives inside City, alongside the Tavern and Betting. Nothing about the Infirmary itself changed, just where you find it. See the City for the full City overview.
The Menu's Tavern link has moved: it now lives inside a new City destination, alongside a Betting hub. Coin Flip is a simple call of heads or tails against your own gold. Horse Racing runs every hour on the half hour: ten horses, a shared betting pool, and a live view of the race while it's running. Betting closes the moment a race starts and reopens right away for the next one. See the Betting for how the odds work.
Repairing gear used to let every queued item tick down at once, so sending three items to the Repair Queue fixed all three on the same timer. Repair now runs sequentially: a newly queued item's clock only starts once the item ahead of it is done, so its countdown already shows the real wait. See the Gear for details.
When a dungeon room dropped a piece of gear, the report only listed its name in plain text. It now shows the same clear chip as hunts and camps, with the item's rarity color, slot icon and a hover for its stat and condition, right alongside your gold and XP for the run. See the Dungeons.
The All, PVP and PVE filter on your Battle Reports were showing every report no matter which one you picked. They now correctly hide reports that don't match, so PVP shows only your duels and wars, and PVE shows only your Wilds fights.
Improvement
Filter your ravens, and a fixed battle-report link
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The Rookery's Notifications now has filter chips: All, Following, Building, Gear and War. Tap one to read just that kind of news, so a busy inbox is easy to sort through. See the Ravens for what each chip gathers.
We also fixed a raven whose battle-report link could send you back to the login screen instead of the report. The link now always stays on the right address, so your report opens straight away.
Feature
The Favor Hall opens: spend Favor on energy and blood
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Favor now has its first real uses. In the Favor Hall you can spend 1 Favor to fill your energy straight back to full, once per day, or spend 15 Favor to change your bloodline, a purely cosmetic change that never touches your strength in battle. To make room for it, the monthly Membership grant rises from 1 Favor to 5, and every Favor already gathered has been increased fivefold so nothing is lost. And when your energy refills on its own, you now get a push notification, so you know the moment you are ready to make your move again.
New lords now get a short welcome tour after signing up, a few quick cards explaining what your Camp, Following, hero and the Wilds are for, and where to begin. You can reopen it any time from the new "Getting started" card. The "World" hub has been renamed to "Menu", since that is really what it is: the way to everything else in the realm. And when you pick your race at registration, the one you have chosen now stands out with a clear highlight.
Your Dashboard now shows your build, training and repair queues with the same progress bar you already see at the Camp, so you can tell at a glance how far along everything is, with a quick link to manage each one. Cancelling a training also now asks you to confirm first (and shows the gold you'll get back), so a stray tap no longer cancels a follower's drill by accident.
Combining was too weak, a flat +1 barely moved the needle next to your trained attributes. Now each combine level adds a fifth of the item's own stat, so a fully combined item (five levels) is roughly twice as strong, and the better the item, the more each level is worth. The cost, the timer and the five-level cap are unchanged; only the payoff went up. See the Gear guide for the full rules.
Combining at the Smith is clearer now. The item you sacrifice must be a spare in your satchel, so the picker no longer lists gear you are wearing (that only ever led to a dead end). To strengthen the weapon you're carrying, keep it equipped and sacrifice a spare of the same slot into it. And if a combine can't go ahead, the Smith now tells you exactly why, whether it's the wrong slot, an item you're still wearing, already at the maximum +5, or not enough gold, instead of a vague notice. Combine actions also got their own icon so they're easier to spot. See the Gear guide for the full rules.
Kitting out your army just got simpler. When you buy weapons or shields for your soldiers, they are now equipped straight onto your idle soldiers, no separate step. Only what you buy beyond your soldier count waits in your armory stock for later. The Armory column that used to read "Owned" now clearly shows "Stock / Equipped", so you can see at a glance how many sit unused and how many your soldiers are actually wearing. Equip and Unequip are still there for shuffling existing stock around.
Keeping the realm civil is now everyone's business. A raven from another lord, a Tavern topic or a reply that breaks the rules can be flagged with the new Report button, just press it and confirm. A keeper of the realm is alerted at once and will look into it. You can report anything but your own posts, and the realm's own notifications cannot be reported. Read more in the Tavern and Ravens guides.
Spying just got sharper. You are still warned every time someone sends a spy to your gates, but now their name is only revealed if your watch catches them, a spy whose mission succeeds slips away unseen, while a failed one is named so you know exactly who was watching. And when you find a piece of gear on a hunt, the report now shows it as a proper chip, like your resource rewards, hover it (or tap on mobile) to see its stat, condition and where it landed.
There is now a small clock on the resource bar, just past your food. Hover it (or tap it on mobile) to see the current server time, ticking live. Handy for timing your energy and other ticks, which all land on the clock's whole marks. Members will also notice their Friends and Enemies counter now shows the larger limit their Membership grants, it always allowed the extra bonds, but the counter used to show the base number.
When you open a raven from another lord, there is now a Reply button right under the message. It opens a fresh raven already addressed to them, with the subject prefilled, so answering no longer means going to the Rookery and typing out their name yourself. System notifications from the realm have no Reply, since there is no one on the other end to write back to.
Improvement
Rookery tabs, and repairing gear you are wearing
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The Rookery now splits into two tabs, Messages and Notifications, so your private correspondence and the realm's alerts no longer share one long scroll. On the Gear page you can now repair a piece straight from your hero panel while it is still equipped, the repair icon used to appear only in your satchel, which was awkward since worn gear is exactly what takes damage in battle. And your Account page has a new notifications setting: once the Lord of the Lands app is out, that is where you switch its push notifications on or off.
Your Camp no longer finishes its work in silence. When a building upgrade completes, when the Smith finishes forging or re-forging, and when your followers finish their training, a raven now arrives to tell you, from your Master Builder, Blacksmith and Drillmaster respectively. If several jobs finish while you were away, you get one raven summarising them rather than a flooded rookery. These ravens are the same alerts the app will deliver as push notifications once it is out.
A few quality-of-life changes around the realm. At the Smith, re-forging now works only on items resting in your satchel, so unequip a piece before you reroll it. Repair is unchanged and still works on gear you are wearing, patch it up without taking it off. The Rookery and your Battle Reports no longer pour out in one endless scroll: both now turn page by page, so old ravens and old battles are easy to page back through. And the Favor Hall has had a fresh coat of paint, with your Favor shown as a proper centrepiece.
When your camp cannot feed its soldiers, the deserters used to be reported only as a short-lived note on the Following page, easy to miss. That now comes as a proper raven from your Quartermaster, so it waits in your messages like every other alert. If you were away a while, you get a single raven with the full count rather than one per hour. The desertion itself is unchanged: keep enough farmers (or a bigger granary) and the ranks stay fed.
The Barracks card used to say the training queue would grow "at the next level", even on levels where it does not. The queue only widens at set Barracks levels (1, 3, 6, 10, 15). The card now shows how many slots you have now and the exact level your next slot arrives at, or that you are already at the maximum.
Improvement
Infirmary presence, a clearer Wounded badge, and tidier stats
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A few small touches around fights and recovery. The Infirmary now shows an online/away dot next to each recovering lord, just like the Leaderboard. The Leaderboard's Wounded badge is now always current instead of trailing behind. Hunts are grayed out with a note while you are in the infirmary, so it is clear why before you click. And on your battle stats, wins and losses now sit together on the top row, right before your win rate.
Construction now takes twice as long at every level: a level 1 build starts at 20 minutes instead of 10, and every level above it scales up from there (the 48 hour cap is unchanged). Building was finishing quickly enough that the shared build slot was rarely the thing pacing your growth. Slowing it down makes each upgrade a real decision about what to raise next, and gives resources time to matter between builds.
Housing used to cap only your idle followers. It now also sets a population cap on your entire camp: idle followers, every working calling and your soldiers combined, at 25 population per Housing level. It sits well above the idle cap, so it never bites early, a fresh camp still fills up and trains freely. It only starts to matter once your standing camp grows large for your Housing level, which is exactly when upgrading Housing becomes worth it again. Nothing was removed from anyone already above the new cap; those camps simply stop taking new arrivals until Housing is upgraded or the population drops. Both caps now show on your Camp and Following pages. Following
The realm now has Membership, a monthly subscription for €3.99. It is deliberately not pay to win: it grants comfort and standing, never combat power, gold or gear.
While you are a Member you get +50 maximum energy, room for 15 friends and 15 enemies instead of 5, a small gold Member seal under your name on your profile, and 1 Favor each month.
Favor is a new currency that gathers in the Favor Hall, a new place you can reach from the World. It accumulates and never expires. There is nothing to spend it on just yet, that is coming later, so for now it simply builds up.
Everything is handled through Mollie, and you can cancel any time: cancelling only stops the renewal, you keep every benefit until the date you already paid through. See the Favor Hall for the details.
Your battle stats on the dashboard and on public profiles can now be viewed by period. They open on this week, with a tap to switch to this month, this year, or all time.
The dashboard's per-hour totals were also corrected: they now count your buildings, such as the gold mine, so the gold-per-hour figure is right. Hover any of those resources to see the full breakdown, just like the header.
You can now keep track of other lords. Visit any lord's profile and mark them as a friend or an enemy under "Your Standing". Both lists sit at the bottom of your dashboard, side by side.
For now you may keep up to five friends and five enemies. Room for more is coming later.
You can also see who is around: a small mark shows whether a lord is online, was recently active, or has been away a while. It appears on your friends and enemies, on the leaderboard, and on public profiles. See the Friends & Enemies for the details.
If you leveled up during a fight, the new raven used to light up in the header while the battle was still playing out, giving the result away early. Now it waits, just like your HP, gold and XP, and only appears once the battle has finished.
The Champions podium on the Leaderboard was looking cramped, so it has been rebuilt. The lists now sit two across with room to breathe, each champion shown as just their race mark and name on a single tidy line, with medal-coloured places for the top three. There is also a new list: Most Dungeons Cleared.
The full ranking below is unchanged and still spells out every lord's titles in full. Its pager now reads "Page" instead of "Block".
There is a new gathering place in the realm: the Tavern, an open forum for every lord. You will find it on the World page.
Raise a topic on anything you like, and reply to the ones others have started. The most recently answered topics rise to the top, there is a search box to find a topic by name, and long boards are split across pages so nothing gets lost. You can edit or remove your own topics and replies at any time, and keepers of the realm may pin or lock a topic.
Pull up a chair and say your piece. See the {{wiki:tavern}} for the details.
Hero training no longer grants exactly the same amount every time. Each drill now rolls a gain somewhere in a band, up to the same ceiling as before and as low as 20% under it. A hard drill at a low attribute might land anywhere from +1.3 to +1.7, for example.
The ceiling still shrinks as an attribute grows, and the floor of +0.1 is untouched, so training always moves forward. Nothing changed about energy or gold costs. See the Hero Training for how attributes and drills work.
You can now enter the realm with a Google account. The option sits on both the login page and the register page, so you can either forge your charter by hand as before, or step straight through with Google.
New lords who arrive through Google still choose their blood, claim their name, and press their own seal. The founding of your house is never skipped, only the email and password are handled for you.
Already have a house sworn with an email and password? Nothing changes. And if you later sign in with a Google account that carries the same email, it simply links to your existing lord instead of starting a new one.
Forging just got deeper. Pick your item's primary attribute at the forge, no extra cost, and give every weapon a real name and type: sword, axe, mace, spear, dagger, bow or staff.
Gear can now carry sockets, and gems (a small, permanent, named stat line each) slot into them. Socketing is instant and cheap, but pushing a new gem into a filled socket destroys whatever was there before, for good. Gems are admin-grant only for now, dungeons will drop them later.
Forging and re-forging now take real time instead of finishing instantly, matching the rest of the Smith's work. Re-forging got cheaper (half the old price) because it now also rerolls your socket count and shatters any gems on the item; a new locked re-forge, unlocked once your Forge level is high enough, costs more but leaves your sockets and gems untouched.
See the Gear guide for the full rules, and Camp for how the Forge queue works now.