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We’re opening the doors a little earlier this time — alongside the Patch Notes — giving everyone the chance to get ready for the Public Test Realm (PTR) ahead of the official launch.
The PTR will officially open in less than 1 hour from now, allowing you to jump in, explore, and begin testing all the upcoming changes for the next era.
The PTR is built on a copy of the live server. If you’ve already created your PTR account, you can now log in, explore the upcoming changes, and start testing right away, if you haven’t yet , you can still do it now before PTR ends.
Keep in mind that progress made on the PTR will not carry over — once it closes, everything will be wiped so the server can be fully prepared for the new era.
When you come across bugs or anything that feels off, please report them in-game using CTRL + SHIFT + Z. Only in-game reports are tracked and credited — reports sent on Discord or elsewhere may not be seen or counted toward rewards.
We’ve set aside a $1000 pool of donation items to reward the most valuable contributors. Quality matters more than quantity — clear, detailed, and impactful reports will be recognized and rewarded accordingly.
To make testing smoother, every PTR character begins with a generous starter package containing Archlight Tokens, Living Archlight Tokens. A Test Server Assistance NPC is also available to provide teleports, profession materials, and other helpful utilities. On top of that, special testing commands are enabled — type !testCommands in-game to see the full list.
PTR will only be open for two days starting now. Once it ends, all reports will be reviewed , and the server will be fully prepared for launch. The official launch date will be announced once we’ve ensured everything is ready for the new era.
This is your chance to step into the new era early, help us polish the experience, and get rewarded for your efforts.
Darkness Olympus Bosses – Solo Mode
Darkness Olympus bosses will no longer remain exclusive to teams. Starting seven days after the first server-wide completion, players will have the option to face these encounters alone.
In solo mode, all mechanics that previously required coordination between multiple players have been reworked to ensure a single player can overcome them. This preserves the challenge and identity of each fight, while making it possible for those who prefer to play independently.
The quest can still be accessed through each god’s altar, where you may choose to enter as a team or solo. The team version remains unchanged for groups who want to experience the bosses as originally designed.
It’s important to notice that the solo version only unlocks access, it doesn’t grant any other rewards.
Bulk Map Infusion
The Fusion Machine interface has been upgraded to support bulk infusion. Previously, only one map could be infused at a time. Now players can drag or select multiple maps at once and infuse them together in a single action.
Forgotten Islands
Two new islands have been introduced. Palmshade Island is unlocked after defeating the Hydra, while Mirage Depths becomes available after Azmar Sands and is now a required step to progress to Olympus.
Both islands come with a variety of new missions to explore and complete, including tasks spawns and exploration missions to finish.
Dungeons
Four new Solo Dungeons have been added: Ice Dream, Cutlist, Wonderland, and Firecastle. Each of these new dungeon maps introduces fully new mechanics unique to them, and also has its own Darkness-version variation.
(Ice Dream | Solo)
(Cultists | Solo)
(Wonderland | Greater)
(Fire Castle | Solo)
A unique Hybrid Dungeon has also been introduced: The Golden Dungeon. This rare instance has a small chance to appear when starting any Solo or Greater Dungeon. It grants double the experience of a normal dungeon, guarantees a Legendary Map, and offers a chance to obtain the Tier 4 Pallbearer Mount (Attack Power)
(Golden Dungeon)
Recipe Craft Tracker & Workshop UI Changes
The Recipe Craft Tracker now includes a filter to show items that are currently being crafted as well as those that have finished but haven’t been retrieved yet
The Workshop interface has also been improved for clarity and guidance. Each slot now has clear labels—Base Item, Combine Item, and Combined Item Output. Hovering over empty slots provides helpful information: the Base Item slot displays all possible items that can be placed there, while the Combine Item slot either reminds players to add a base item first or, if a base item is already placed, shows all valid items that can be combined with it.
New Cosmetics Panel
A new button has been added to the Cosmetics panel within Manage Cosmetics to give players a clear overview of their cosmetics collection. Players can now see all active bonuses, including totals, separated by type and tier, and view each cosmetic individually.
Full details for each item—type, bonus, and tier—are displayed, and a filter has been added to toggle between obtained and non-obtained cosmetics. Additionally, the SPR of each cosmetic is now visible.
Achievement Store – New Bonus Options
Players can now spend achievement points in the store to purchase a variety of new bonuses:
The material management system has been expanded to allow Slime Materials to be assigned to backpacks using the same logic as existing Professions Materials.
In the Material Assignment window:
A label has been added above the existing list: “Professions Materials.”
A new section, “Others,” now includes Slime Materials, allowing players to control which backpack holds these items.
With this change, the bonus of the 9th Anniversary Backpack has been updated instead of the slime assignment option to include: while carrying a backpack, loot from Loot Slimes now has a 10% higher chance to contain rare items.
NPC Trade Window – Improved Item Descriptions
The trade dialogue has been updated to better display item descriptions for all items, ensuring players can see relevant information before purchasing. Previously, some items—kits being a common example—did not show hover descriptions, making it unclear what was being bought.
Item Handling & Stacking Improvements
The system for adding items to players has been improved to handle stacking and inventory placement more intuitively
Hunt Analyzer
A new Hunt Analyzer UI has been added to give players detailed insights into their hunting sessions. The analyzer tracks information for each hour, including:
Time elapsed
Monsters killed (and which monsters)
Monster Essences dropped (and quantity of each type)
Archlight Tokens obtained (from Monster Essences and creature loot)
Gold acquired (from Monster Essences and creature loot)
Levels gained
Damage dealt
Healing done
Looted items
Players can start, stop, and reset the analyzer to measure specific hunting periods accurately. Additionally, a logging feature allows players to save sessions for later comparison, with all logs stored on the client. The Hunt Analyzer also includes a simulation feature, enabling players to project how a longer hunt would perform based on actual data. For example, a 35-minute hunt can be simulated to estimate the results of a 5-hour session, helping players plan and optimize their hunting strategy.
Bosses Tab
The Wild Bosses tab has been replaced with a new Bosses tab, providing a unified view of all major encounters. Players can now toggle between Wild, Raid, and World Bosses and access detailed information, including:
Boss timing and status (alive or dead)
Locations (where available)
Last kill time and next spawn time
A teleport option if the boss is currently available
Bulk Upgrade – Items & Runes
Players can now upgrade items and runes in bulk, while respecting each item’s level cap. This applies to:
Upgrade Stones (all types)
Soul Soil (all types)
Rune Soil (all types)
Bestiary System
A brand-new Bestiary System has been added, allowing players to track monster kills and earn both experience and Bestiary Points. These points can be spent on permanent buffs, items, and effects, while milestones also grant direct level increases.
Monster Tracking
Every monster kill now contributes to your Bestiary progress.
A tracker (similar to the Quick Bot) lets you monitor specific monsters you’re currently hunting. You can remove them at any time and add them back later.
Interface
A categorized Bestiary UI displays all known monsters and your progress against them.
Accessible in-game, it allows you to check your kill counts and rewards per monster type.
Progression Steps
Each monster has five milestones:
100
500
2,000
5,000
10,000
Rewards
Each milestone grants Bestiary Points and Experience.
Bestiary Points:
Step 1: 1 Point
Step 2: 5 Points
Step 3: 10 Points
Step 4: 20 Points
Step 5: 35 Points
Experience (varies by monster type):
Regular Monsters: +1, +2, +4, +6, +10 Levels
Dimensional Monsters: +1, +3, +6, +10, +15 Levels
Darkness Monsters: +5, +10, +15, +20, +25 Levels
(Awakening characters gain half of these level rewards.)
Shop
Players can spend Bestiary Points directly in the Bestiary interface. Each reward costs 100 Bestiary Points. Most can only be purchased once, with the exception of +1 All Stats, which is repeatable.
Available rewards include:
+5% Maximum Health and Mana
+5% Damage Against Monsters
+5% PvP Damage
+5% PvP Damage Reduction
+40 Attack Power
+1% Resistance
+8% Essence Find
+5% Dark Matter Find
+2.5% Darkness Shard Find
+3% All Stats
+5% Gold Nuggets Find
+40 Movement Speed
+3% Health/Mana Regeneration
+5% Loot Rate
+3 Raid Point Bonus
+5% Loot Slime Loot
+8 Awakening Spell Points
500 Glyph Tokens
500 Wargates Currency
+1 All Stats (repeatable)
Unlockable Titles
Several golden titles can be unlocked through Bestiary achievements, each granting permanent bonuses:
Lore Keeper – 2,500 kills on any monster type. Bonus: +10 Attack Power
Harbinger of Darkness – 10,000 kills on Darkness monsters. Bonus: +2% Health/Mana
Beast Chronicler – 10,000 kills on any monster category. Bonus: +15 Attack Power
Master of Beasts – Complete all Step 5 milestones across Regular, Dimensional, and Darkness monsters. Bonus: +5 All Stats
Endless Abyss
The LAT price of both Endless Abyss Tokens and the Endless Abyss Token Box has been cut in half.
Instead of each tier having its own reward list, all rewards are now unified into a single table. The tier you choose applies a multiplier to both the chance and amount of rewards:
Easy: 0.5x
Medium: 1x
Hard: 1.5x
Very Hard: 2x
Extreme: 3x
Monsters in the Endless Abyss now scale their Monster Essence values the same way they do in the Arena, based on their strength.
Miscellaneous
The !nextround talkaction has been reintroduced, allowing players to skip the downtime between waves and jump straight into the next round. This command has been updated to work with the new Arena logic.
At the same time, the Spawn Time Booster has been removed, as its purpose is now covered by the talkaction.
Soulbound items are now fully bound to the character they belong to. This means:
Players can no longer pick up soulbound items that are not tied to them, additionally cannot be traded under any circumstance.
The maximum number of Sacrifice Increase Tokens that can be used for the Ritual Lord has been raised from 25x to 50x
The regeneration provided by Forgemaster’s Bounty has been increased from 5% to 10%, doubling its sustain and making it a far more reliable source of recovery during combat.
The drop rates for Saffron, Cinnabar Leather, Magic Quartz, and Legendary Fish have been doubled.
Cinnabar Leather has also been added to the Merchant NPC’s stock of profession items, available for 1000—the same price as the other materials.
The Archlight Token Find perk has been reworked. It now grants a chance to find Golden Nuggets, with the same percentage values as before.
The Reflective Effect has been removed from Loot Slimes.
A new monster kill counter has been added to the Endless Abyss. As you slay creatures, chat messages will now display your total kills so far, similar to task progress tracking.
The daily limit for earning Daily Task Tokens has been raised from 5 to 10.
Charged Magnets have been added to the common reward pool of Secret Maps.
The Deadstone Merchant has been updated to only sell weapons that match the player’s class.
Players can now trigger actions directly by clicking highlighted messages in NPC dialogues.
Class Changes - The Hexblade Arrives
New Class [Hexblade]
Characteristics
A melee assassin mage that uses a dagger and a staff.
1000ms basic auto attack speed.
166ms cap attack speed.
Rune Emblem Type: Mage.
Potions: same as Sorcerer.
Role Type: Spell Caster.
Prestige Names: Malevolent Hexblade (Doomcaller) and Cursed Hexblade (Bladebound)
Quest Party Stats: Attack Speed.
Like mages, it has a lot of mana, not a ton of health.
Some spells grant Hex Marks to the caster. They last for 10 seconds and refresh every new one received. It can stack up to 100. Each Hex Mark increases the caster's damage by 0.2%.
Specializations
Doomcaller
Doomcallers are known for a ton of AoE damage.
Spells
Hex Spread
Spreads curse to enemies within 5 tiles of distance, dealing 100 base damage every second for 5 seconds. When a cursed enemy dies, their curse explodes in a 1x1 area dealing 40 base damage, spreading to enemies within 3 tiles of distance. Each enemy hit grants one Hex Mark.
Cooldown: 18 seconds
Spell Level: 1500
Mana: 2500
Hex Nova
Release stored Hex Marks to cause an arcane explosion in a 3x3 circle area around the caster, dealing 100 base damage. Each Hex Mark increases the damage dealt by 2%.
Cooldown: 18 seconds
Spell Level: 1500
Mana: 1500
Hex Storm
Unleash a storm of cursed energy in a 5x5 circle area, dealing 75 base damage and applying a Hex Mark to enemies hit.
Cooldown: 18 seconds
Spell Level: 1500
Mana: 2000
Bladebound
Bladebounds are known for high single target damage, with a lot of sustain.
Spells
Hex Execution
Consumes all Hex Marks to deal 200 base damage to the target. Each Hex Mark increases the base damage dealt by +3.
Cooldown: 25
Spell Level: 1500
Mana: 2500
Soul Rend
Slash the target's soul, dealing 150 base damage and reducing their healing received by 40% for 6 seconds. If the target dies while affected, restore 1.25% of your maximum mana.
Cooldown: 20
Spell Level: 1500
Mana: 2000
Spells
Attack [7]
Arcane Strike
Deal 85 base damage towards the target. Receive one Hex Mark.
Cooldown: 2 seconds
Spell Level: 8
Range: 5
Mana: 20
Spectral Barrage
Throws a barrage of ethereal daggers in a 4x4 area, dealing 100 base damage and reducing enemy attack speed by 20% for 3 seconds.
Cooldown: 12 seconds
Spell Level: 1500
Mana: 500
Binding Sigil
Deals damage on the target, on a 3x3 area. Every creature hit will grant you 1 hex mark.
Cooldown: 6 seconds
Spell Level: 80
Mana: 150
Hex Lash
Slash enemies in a cone, dealing 90 base damage. Gain 1 Hex Mark per hit.
Cooldown: 8 seconds
Spell Level: 250
Mana: 125
Hex Grasp
Pull all enemies in a 5x5 circle area towards the caster, slowing them down by 40% for 3 seconds. Gain 1 Hex Mark per enemy pulled.
Cooldown: 10 seconds
Spell Level: 250
Mana: 200
Shadow Leech
Deals 130 base damage to an enemy and heals you for 20% of damage dealt. Consumes Hex Mark to increase base damage by +1 per Hex Mark.
Cooldown: 10 seconds
Spell Level: 500
Range: 5
Mana: 200
Hextouch
Curses enemies on a 3x3 area, dealing 250 base damage. Enemies hit grants you 1 hexmark
Cooldown: 10 seconds
Spell Level:1000
Mana: 750
Void Strike
Teleport to target enemy and deal 180 base damage. If the target dies within 3 seconds, reset the cooldown and gain 5 Hex Marks.
Cooldown: 10 seconds
Spell Level: 1250
Mana: 200
Support [6]
Cursed Focus
You take 20% less damage for 4 seconds and each time you're hit, gain 1 Hex Mark.
Cooldown: 18 seconds
Spell Level: 500
Mana: 250
Mark Transfer
Transfer all current Hex Marks to your target. Each Hex Mark reduces their damage by 0.1%.
Cooldown: 15 seconds
Spell Level: 1000
Mana: 300
Hex Mirror
Reflect 20% of all damage taken for 4 seconds. Consumes Hex Mark to increase reflect percentage by +0.1% per Hex Mark.
Cooldown: 20 seconds
Spell Level: 1500
Mana: 600
Spectral Ward
Create a protective barrier that absorbs 300 base damage for 5 seconds. While active, the caster is unstoppable, receives +25% movement speed and receives 3 Hex Marks every second.
Cooldown: 25 seconds
Spell Level: 750
Mana: 400
Phantom Edge
Dash through enemies up to 3 tiles of distance, dealing 120 base damage. Receive one Hex Mark to each enemy hit.
Cooldown: 15 seconds
Spell Level: 750
Mana: 200
Arcane Silence
Silence all enemies within 4 tiles of distance for 3 seconds.
Cooldown: 25 seconds
Spell Level: 1250
Mana: 750
Healing [2]
Hex Bloom
Heal for 50 base.
Cooldown: 2 seconds
Spell Level: 8
Mana: 50
Hex Regeneration
Heal for 120 base. Each Hex Mark increase the base by +1. Hex Marks are not consumed.
Cooldown: 10 seconds
Spell Level: 100
Mana: 100
Vital Seal
Consumes all Hex Marks to heal the caster. Each Hex Mark heals for 25 base healing.
Cooldown: 15 seconds
Spell Level: 1500
Mana: 1500
Legendary Spells
Requiem
Receive 100 Hex Marks. Hex Marks are not consumed while Requiem is active. It lasts for 6 seconds. Additionally, auto attacks cause a 2x2 explosion around the target, dealing 80 base damage.
Cooldown: 90 seconds
Mana: 3000
Classic Soul Rune
Create a ring of cursed energy around the caster. For 6 seconds, each auto attack deals +20 base damage and Hex Mark usage is decreased by 50% maintaining the full value effect.
Increase the base damage with Runemastery and Upgrade Level.
Forgotten Soul Rune
Unleash an unstable soul pulse every second around the caster for 4 seconds. Each pulse deals 100 base damage in a 3x3 circle area and heals the caster for 50 base healing. The last pulse explodes, dealing 200 base damage in a 6x6 circle area. Must be cast on self.
Increase the base damage with Runemastery and Upgrade Level.
Awakening Spells
Auto Attack
Guaranteed
Each auto attack has a 10% chance to grant a Hex Mark.
Points increase the chance to get a Hex Mark.
Blood Mark
Deal +1% auto attack damage for each Hex Mark.
Hex Rush
Every third attack deals +20% damage and applies a Hex Mark.
Cursed Tempo
Gain +5% attack speed for every 10 Hex Marks.
Classic Soul Rune
Guaranteed
While active, healing received is increased by 15%.
Points increase healing received percentage.
Arcane Eruption
While active, each time you gain a Hex Mark, deal 20 base damage in a 3x3 circle area (0.5s cooldown).
Wicked Focus
While active, receive +20% critical damage.
Twisted Pulse
While active, deal 40 base damage every second in a 2x2 circle area.
Forgotten Soul Rune
Guaranteed
The second pulse also explodes, dealing the same damage as the last.
Points increase the overall rune damage.
Lingering Echoes
Each of the 3 first pulses leaves behind a Spectral Flame on the ground for 3 seconds. Enemies standing in the flame take 30 base damage per second. Stacks if enemies stand in multiple flames.
Pain Transference
When you take damage during the Forgotten Soul Rune, redirect 15% of it to enemies within 3 tiles as true damage.
Soul Leech
Each pulse now also applies a condition to enemies hit, reducing their damage dealt by 10% and healing you for an additional 10% of damage they take for 3 seconds.
Requiem (Legendary Spell)
Guaranteed
Auto attack explosions apply a damage-over-time for half of the base damage every second. It lasts for 3 seconds.
Points will increase damage-over-time damage.
Echo of Doom
Enemies killed explode for 50 base damage in a 3x3 circle area.
Death March
During Requiem, each enemy killed extends the duration by 1 second.
Hex Immortality
While active, you take 20% less damage.
Hex Spread (Doomcaller)
Guaranteed
Each cursed enemy that explodes has a 10% chance to grant an additional Hex Mark.
Points will increase the chance to grant Hex Mark.
Contagion Surge
Curse explosions deal +30% damage.
Cursed Soil
Cursed enemies have -10% healing received.
Witchfire Spread
Explosion radius increases to a 2x2 circle area.
Hex Storm (Doomcaller)
Guaranteed
Apply a damage-over-time to all enemies hit, dealing 20 base damage every second for 5 seconds.
Points will increase damage-over-time damage.
Hex Winds
Each enemy hit grant double amount of Hex Marks.
Arc Burst
Also deals 25 base damage to enemies adjacent to initial targets.
Corrupted Field
Enemies hit will be force paralyzed by 30% for 4 seconds.
Hex Execution (Bladebound)
Guaranteed
Cursed Hex Marks will also be transfered to the target
Points increase base damage.
Crippling Hex
Target hit is slowed by 50% for 6 seconds.
Hex Reap
If the target has Corrupted Hex Marks, they are consumed and base damage is increased.
Doombrand
Target hit takes 15% increased damage from all sources for 3 seconds.
Soul Rend (Bladebound)
Guaranteed
If the target dies while affected, reduce the spell cooldown by 10%.
Points increase the percentage.
Soul Chain
Force slow down the target by 75% for 2 seconds.
Reaping Edge
Double the spell damage, but no longer reduce target healing.
Spirit Explosion
The target's spirit explode, dealing half of the base damage in a 3x3 circle. The Soul Rend's effect is applied to all enemies hit by the explosion.
Spectral Barrage
Guaranteed
Increases the area of effect by 2 tiles.
Points increase the base damage.
Spectral Storm
Adds a second wave, dealing 50% of the total damage, after 1 second
Echo Cut
Grants 1 hex mark per enemy hit
Mark Focus
Enemies hit will receive the amount of Hex Marks caster has.
Binding Sigil
Guaranteed
Enemies hit take 5% more damage for 5 seconds.
Points increase the base damage.
Dark Chains
Grant twice the amount of marks per enemy hit
Hex Lock
Enemies hit who have 50 or more marks will be rooted for 2 seconds.
Seal of Control
Makes the spell be cast on the target and on the caster.
Shadow Leech
Guaranteed
Healing percentage increased by 5%.
Points increase the healing percentage.
Night Drain
Applies bleed for 40 base damage that ticks every second and lasts for 5 seconds.
Blood Rush
Grants +10% attack speed for 5 seconds.
Mark Reap
Shadow Leech is now applied to all enemies in a 2x2 circle area around the main target.
Hex Lash
Guaranteed
Apply a damage-over-time that ticks every second and lasts for 5 seconds. The damage is 20% of the original spell damage.
Points increase the base damage.
Backlash
Pushes enemies hit.
Arc Fangs
Hits twice with a 0.5 seconds interval but base damage of the second hit is reduced by half.
Circle Lash
Deal damage in a 4x4 square area.
Hextouch
Guaranteed
Increases spell area to 5x5
Witchfire
Enemies hit with 50 Hex Marks or more take double damage.
Root of tormet
Enemies hit with 50 Hex Marks or more are rooted for 2 seconds.
Unholy Ground Leaves behind a Hexed Area at the cast location — enemies standing inside take 10% increased damage from all sources.
Artifacts
Arcane
Tier 1
Spectral Barrage – Arcane Feedback: Each enemy hit by Spectral Barrage restores 1% of your maximum mana.
Tier 2
Hex Grasp – Arcane Graviton: Pulling 3 or more enemies grants a 15% maximum mana shield for 4 seconds.
Arcane Silence – Quiet Ward: Silenced enemies deal 10% less damage for 4 seconds.
Tier 3
Soul Rend – Soulbound Grace: Killing an enemy with Soul Rend instantly heals you for 10% of your maximum mana.
Hex Storm – Tranquil Tempest: Each enemy hit by Hex Storm decreases damage received by you by 2% for 6 seconds (up to 10%).
Tainted
Tier 1
Spectral Barrage – Cursed Volley: Enemies hit by Spectral Barrage take 5% more damage from all sources for 3 seconds.
Tier 2
Hex Grasp – Gravitational Crush: Enemies pulled by Hex Grasp are stunned for 2 seconds.
Arcane Silence – Shattering Silence: Silenced enemies receive 8% more damage for the duration of the silence.
Tier 3
Soul Rend – Spectral Trauma: Soul Rend causes the target to take 10% more damage from all sources for 5 seconds.