Dear friends!

Elixirs

As part of introducing enhancement elixir crafting, we've also reworked the elixir system as a whole.

We've noticed that many players have accumulated large stocks of low-tier XP elixirs that rarely see use—so we're giving them a purpose instead of letting them gather dust in storage:

  • We’ve added an NPC in Cadarn that enables creating enhancement elixirs:
    • T1 elixir is crafted using Magistrate Bills and Seals, T2 elixirs are made out of T1, and T3 out of T2;
    • Phantom enhancement elixirs can now be upgraded from lower Phantom tiers;
  • The NPCs who allowed creating XP buff elixirs now work in the same way:
    • Tier 1 crafted from seals (requirement reduced from 5 to 2), Tier 2 crafted from Tier 1, and so on up the chain;
    • Phantom XP elixirs can also be upgraded from lower phantom tiers;
  • Adjusted the bonuses from elixirs: Т1 — 3%, Т2 — 6%, Т3 was left unchanged 10%;
  • Note: Effects from regular and Ghost enhancement elixirs do not stack—they overwrite each other.;

Castle Elixirs & Bills

  • Tier 10 and Tier 11 elixirs have been added—they will be required to occupy level 90 castles;
  • Maximum filling duration:
    • Level 90 castle with Royal Elixir: 6 days, 60 — 5, 30 — 4;
    • Level 15/45/75 castles: Regular Elixir — 24 hours, Royal Elixir — 48 hours (Royal Elixir use on regular castles has been re-enabled);
  • Red phase duration:
    • Unified across all castle levels;
    • Duration now depends solely on elixir type and tier: Regular Elixir: 45–55 minutes; Royal Elixir: 50–60 minutes (±5 minute random deviation applies to both);

We aim to increase siege frequency on Royal castles while leaving control over regular castle siege pacing in players' hands. At the same time, we're reducing excessively long siege durations on high-level castles—from 95 minutes down to a maximum of 60 minutes.

  • Bills:
    • Processing quests for low-tier materials (wood/stone), previously seasonal/random, are now permanent and allow bill crafting from planks and small blocks. Metal processing quests have been removed. All requirements have been rebalanced accordingly.

Reward Recipes for Crafting Orders

  • In addition to talers, craft quests now reward containers with random recipes:
    • Container tier matches quest requirements: quests requiring T4–T6 items — T6 recipe containers, quests requiring T7–T9 items — T9 recipe containers, quests requiring T10–T12 items — T12 recipe containers;
    • Master quests grant chests with high-quality recipes, basic quests grant chests with medium-quality recipes, with a chance to receive high-quality ones;

Other

  • Added an option to hide headgear in the equipment settings menu;
  • New rewards added for tutorial quests (crafting line): resources and a Tier 2 HHH recipe box;

Changes

  • Respawn time for roaming bosses of any level has been reduced to one hour of real time;
  • Phantom items can no longer be dropped on the ground;

Fixes

  • Fixed incorrect drop chance for the Phantom Enhancement Elixirs;
  • Corrected the "Damage" enchantment recipe for the small gear set;
  • Fixed incorrect requirements for Tier 10–12 equipment crafting quests;
  • Resolved errors in tutorial quests for armor crafting;
  • Localization fixes applied;

In-Game Store

  • Repair and Restoration Scrolls have been added (applied similarly to skins—via drag-and-drop onto the item to be repaired);
  • Warning! Some of the items purchased in the in-game store may drop from your inventory upon death. This issue will be fixed in the next patch.

Best regards,

Atlant Games Team