{"days":[{"date":"2026-10-27","entries":[{"title":"Athenia's own home: playathenia.com","tag":"New","text":"Athenia Online has its own address now: playathenia.com. The website, the wiki, this devlog, the game, the PC download and the Android app are all there, and the game is made by ZenZen Studios, whose blossom you will see at the bottom of every page.","points":["Play straight from playathenia.com/game/ (or just playathenia.com/play).","The old address still works, so nothing breaks while everyone moves over.","The first time you open the game on playathenia.com in a browser you played in before, it brings your heroes and your settings - key layout, hotbar, sound and graphics - across by itself.","The PC game connects through playathenia.com from its next update; your heroes and settings stay as they are.","Sign in with Google works the same as before."]}]},{"date":"2026-10-25","entries":[{"title":"No more white flashes, a smaller party list, and dark armour that shines","tag":"Fixed","text":"The white flash some players saw in the fields is gone. It had two causes and both are fixed: the camera could swing into a cliff or a mountain behind you, so the screen went black and then back to the bright snow - it now rises over the rock instead of going inside it; and on a PC a single very bright sparkle could spread its glow over the whole screen for one frame - glows are now capped, so a sparkle stays a sparkle. Lamps, the forge and spells glow as before.","points":["The party list on the left takes up less room, and each member's buffs sit in their own row under his name. Click or tap a member's buff to see what it is, who cast it and how long it has left. Buff icons are bigger targets on phones, and clicking a member's name still targets him.","Enhanced armour now glows on capes too, and on the boss sets' own pauldrons and cloaks - the Lich King, the Void Knight, the Molten King, Moltharax and every boss set with its own art. A +10 or +12 boss set now shines from behind as well.","Boss and band armour no longer paints a coloured patch on the chin of female Knights and Crusaders, and boss set capes on Knights and Crusaders hang behind the armour, so the armour no longer pokes through."]},{"title":"Auto-walking keeps to the roads, and Travel there works from towns","tag":"Improved","text":"GO, the map's waypoints, the gold path and the quest tracker now walk the way you would: along the trails and the open ground the map shows, up the road to the boss, instead of cutting across the dark scenery at the back of a field or along its very edge. The gold line on the map stays on the map. Clicking into the scenery still walks you there.","points":["Travel there can now be used only while you stand in a town: Athenia, Port Saltwind, Rimeholt, Ranger's Hollow, Tortuga Cove or Amar Oasis. In a camp or a field the button is greyed and says so.","After you travel, the gold path waits until the new place has loaded before it walks you on, so it no longer sets off the wrong way.","Every field's creatures are now shared out over all of its hunting ground, instead of crowding into one part of the map and leaving the rest empty. The number of creatures in each field is unchanged."]}]},{"date":"2026-10-24","entries":[{"title":"Atlantis has its own map","tag":"Improved","text":"The map (M) inside Atlantis used to show Port Saltwind. It now shows Atlantis: the city, the Sunken Quarter, the five deep domes and the glass tunnels between them, with every district named, the Diving Bell up to Port Saltwind, the Deep Gate, each dome with its levels, the Leviathan's arena, the city's keepers and where the creatures hunt.","points":["It opens on the part of Atlantis you are standing in; zoom out to see the whole way down to the Leviathan's Sanctum.","The minimap in Atlantis shows the names of the places too, and looking at another place's map from Atlantis tells you the way up: the Diving Bell."],"images":[{"src":"img/atlantis-map.webp","w":1040,"h":780,"alt":"Atlantis's own map: the city, the Sunken Quarter, the five deep domes and the glass tunnels between them"}]},{"title":"AGI raises your attack speed all the way to the top","tag":"Improved","text":"Players told us AGI stopped making their attacks faster past a point. They were right: the old rule stopped counting AGI and DEX once they had cut your swing by about half, so nobody could reach the fastest speed, 3.33 attacks a second, from stats alone. Now every AGI point makes your attacks faster, up to the cap of 3.33 attacks a second, and AGI counts a little more per point than before (DEX still adds a quarter as much as AGI).","points":["A level-75 Hunter with 99 DEX: AGI 20 attacks 1.66 times a second (was 1.53), AGI 60 2.31 (was 1.94), AGI 80 2.88 (was 2.23), and AGI 99 reaches 3.33 (it was stuck at 2.31). With Eye of the Forest you reach 3.33 a little sooner.","A Knight with 99 STR and 30 DEX: AGI 99 attacks 2.19 times a second (was 1.77), and 3.13 with Sword God Aura on (was 2.53).","Your stats window shows the new speed and how it is worked out."]},{"title":"Your weapon no longer wears down in a fight","tag":"Improved","text":"Fighting never lowers durability any more. Every weapon you hold is either whole (100%) or broken (0%): gear breaks only when you die, when an enhancement at Lyra's fails or when a Slot Extender fails, and broken gear still gives nothing until Brannoc mends it.","points":["A weapon that was partly worn down before this update now counts as whole, and there is nothing to pay for it.","A Durability line on a weapon now makes mending it cheaper by its percent: +30% Durability means mending costs 30% less.","The auction house no longer lists a wear number beside a weapon; a broken one says \"broken\"."]},{"title":"Off-hands for every job, eight-piece boss sets and the Slot Extender","tag":"New","text":"Every job has a new off-hand. Knights, Crusaders, Swordsmen and Novices wear Bracers on both forearms; Archers and Hunters a Quiver at the hip; Mages, Wizards, Professors, Acolytes and Priests a Shield on the left arm. Each comes in all eleven metals, Copper to Celestial, and you can see it on your hero. Brannoc crafts them in his new OFF-HAND tab from the same kind of materials as that metal's gloves and shoes. Like any armour piece, an off-hand takes one soul and Lyra can enhance it.","points":["Every legendary boss set has its own off-hand now, such as the Lich King's Phylactery Ward and the Void Knight's Ward. Any class can wear it: it shows as your class's bracers, quiver or shield in the boss's colours, and it drops like the other set pieces.","Full set bonus: with all 8 pieces of one boss set on (the seven worn pieces and the weapon) you get +30% Max HP, +20 to all stats and +15% ATK and MATK. The bonuses for 2 to 7 pieces have not changed.","The Slot Extender: Lyra sells it in her new ADD A SLOT tab. It adds one soul slot to the weapon in your hand, up to 2 slots in total, and works 25% of the time. If it fails the weapon breaks - it is not destroyed, keeps its +, lines, souls and slots, and Brannoc can mend it. The extender is used up either way."],"images":[{"src":"img/offhand-lich-set.webp","w":418,"h":320,"alt":"A Wizard in the Lich King's set with its shield, the Phylactery Ward, in the Equipment window"},{"src":"img/slot-extender.webp","w":580,"h":640,"alt":"Lyra's ADD A SLOT tab with the Slot Extender"}]},{"title":"An Extra tab in the skill window, and utility skills wait at least 5 seconds","tag":"Improved","text":"The skill window (K) has a new EXTRA tab beside your job's tabs. It holds the skills that come from somewhere other than your job - today the souls' Soul Teleport and Soul Hide. Each shows its SP, its cooldown and which souls give it, and is lit while a soul you wear gives it. Drag it from there onto any hotbar slot.","points":["Every utility or escape skill now has a cooldown of at least 5 seconds. The Acolyte's Teleport goes from 3 seconds (2.55 at level 2) to 5. Waygate, Sprint, Soul Teleport (5 s) and Soul Hide (30 s hidden, 35 s cooldown) were already over it.","Damage skills are unchanged: Piercing Arrow and Crushing Blow still reach 1 second at 99 DEX and 99 AGI.","Soul Hide's and Soul Teleport's waits now carry over if you log out and back in."],"images":[{"src":"img/skill-extra-tab.webp","w":955,"h":555,"alt":"The skill window's EXTRA tab with Soul Teleport and Soul Hide"}]},{"title":"Devoted Life guards up to three party members","tag":"Improved","text":"The Crusader casts Devoted Life on one party member at a time - the one you choose, by clicking him or his row in the party frame - and can now guard up to THREE at once, each link on its own clock. A cast on a fourth member is refused until one link ends: it runs out, the member falls or he leaves the party.","points":["The members you guard wear a chain-link shield over their head with \"LINKED BY YOU\" over it, a golden tether runs between you while you stand within 16 m (the reach at which you take their blows), and their party rows say \"Devoted by you\". Your buff bar lists everyone you guard.","It cannot be cast on yourself or on someone outside your party. Its cost, cooldown, cast time, range and duration are unchanged."],"images":[{"src":"img/devoted-three.webp","w":955,"h":555,"alt":"A Crusader guarding three party members with Devoted Life, a golden tether to each"}]},{"title":"Three boss souls made stronger","tag":"Improved","text":"The Fallen Seraph's, the Molten King's and the Lich King's souls have been reworked to fit their bosses.","points":["The Fallen Seraph's Soul: Max SP +20%, MATK +20, +30% damage to angels and +10% to demi-humans (and players). Its FLEE +20 and +10% move speed are gone with this change.","The Molten King's Soul now also gives INT +2 and +15% damage with your fire magic (fire spells and fire soul bolts).","The Lich King's Soul now also gives INT +1, and your magic ignores 75% of a player's magic defence (only his magic defence - it no longer also ignores his VIT defence)."]},{"title":"Training dummies in every town","tag":"New","text":"Straw training dummies now stand in Athenia - three on the lawn by the airship station, below the guild hall - and two in every regional town's square. Hit them with anything: your basic attack, every skill, every spell, arrows. Each hit is priced by the server exactly as on a monster (a level-1, neutral, unarmoured one), so the numbers are your real damage.","points":["The first hit opens a small TRAINING DUMMY panel: total damage, damage a second over the last 10 seconds, hits, misses, criticals, your biggest hit, physical against magic, and your last few hits with their type and element. RESET clears it.","A dummy never falls and gives nothing - no experience, gold, drops, souls or quest kills - and hitting it does not put you in combat."],"images":[{"src":"img/training-dummy.webp","w":990,"h":355,"alt":"The training dummies in Athenia and the TRAINING DUMMY panel with total damage, DPS and the last hits"}]},{"title":"Pets are back: the Woody Stump, the Flutter and the Cactus Imp","tag":"New","text":"Three pets can be tamed by everyone: the Woody Stump and the Flutter in the fields round Athenia, and the Cactus Imp in the desert's Rattlebone Gulch. Buy the taming item, the food and a Pet Incubator from Leo at Seeds & Tackle, by the market square. Weaken the creature, target it and use the taming item from your bag; if it works you get its egg. Hatch the egg with an incubator and your pet follows you everywhere - other players see it too.","points":["Feed it its own food when it is hungry to raise its trust; at Cordial and Loyal it gives you a small bonus.","Open your pets with P, or the new Pets button in the menu (on phones too)."],"images":[{"src":"img/pet-following.webp","w":1090,"h":625,"alt":"A hatched Woody Stump following its owner through the fields"}]},{"title":"A fountain for Amar Oasis, lamps off the roads, clearer town maps","tag":"Improved","text":"Amar Oasis's plaza has a new centrepiece: a turquoise-tiled fountain with lion-head spouts and a sandstone guardian statue holding a crook and flail. Its lanterns light up at night. It is a little wider than the old pool, so you walk round it.","points":["Street lamps and torches no longer stand in the middle of roads and paths - in Athenia and in every regional town they now stand at the roadside.","Town maps (M): every NPC's marker shows what they do - a coloured ring and badge for Shop, Smith, Storage, Bank, Quests, Teleport, Healer, Enchanting, Job guild, Ferry & airship and Guard - and the map lists who is in town. Hover a marker on PC, or tap it on a phone, to see the NPC's name and role.","The castle wall's towers on Athenia's map are drawn as stone towers, and regional town maps open closer in, so the plaza's NPCs no longer sit on top of each other."],"images":[{"src":"img/oasis-fountain-day.webp","w":1280,"h":720,"alt":"Amar Oasis's new fountain with its lion-head spouts and guardian statue"},{"src":"img/oasis-fountain-night.webp","w":1280,"h":720,"alt":"The fountain at night with its lanterns lit"},{"src":"img/town-map-roles.webp","w":1090,"h":625,"alt":"Athenia's town map with every NPC's role badge"}]},{"title":"Better on phones","tag":"Fixed","text":"A round of fixes for playing on a phone.","points":["On a sideways Android phone the menu's first row (Quests, Gear, Hero, Skills) sat under the Auction, Mounts, Shop and Arena buttons, so tapping Quests opened the Auction House. The shop buttons now step aside while the menu is open.","Held upright, the \"Talk to ...\" button no longer covers the Evade button.","The minimap's zoom buttons are bigger, and the + is fully on the screen. The Leaderboards' tabs wrap onto a second row instead of running off the window.","The game now says \"tap twice on a player\" (the first tap picks, the second opens his menu) and \"the TARGET button\" instead of PC keys."]},{"title":"No dark patches on the character select","tag":"Fixed","text":"Zooming in on your hero on the character select screen no longer covers his face and body in dark shadow. The stage keeps the same lights, so your hero looks the same, only a little brighter where the shadow used to fall. Shadows in the game world are unchanged."},{"title":"The intro's sound","tag":"Fixed","text":"The Wipeout Labs intro at the start now plays its sound wherever your browser or the PC client lets sound start by itself. If you hear nothing, open SETTINGS and check that Master and Effects are not at 0 or muted. In a web browser opened straight to the game, the browser itself may hold sound back until your first click: the intro then plays silently, and the game's sounds start as soon as you click."},{"title":"Auto-walking finds its way everywhere","tag":"Improved","text":"GO, the map's waypoints, the gold path and the quest tracker now find their way through every map: Atlantis and its deep domes, every dungeon floor, the Glintvein Mine, the towns and all the fields. Long walks no longer walk into the first wall and stop - your hero goes round, through the gates and tunnels, all the way there.","points":["Clicking somewhere nobody can walk to (inside a closed courtyard, a pen) walks you to the nearest spot you can reach instead of doing nothing.","Long walks start at once, without the short freeze some players saw when pressing GO far from the goal."]},{"title":"Two new boss souls: the Leviathan and Moltharax","tag":"New","text":"Two legendary souls join the Soul Deck, and both can also be bound from 10 fragments (10% a kill) and join the Great Bosses' set.","points":["Leviathan Soul (weapon): ATK +15, +25% damage to water creatures, a 15% chance to slow on a hit, a 20% chance to DROWN what you hit (6% of that hit every second for 4 s), and a 12% chance for a basic attack to throw the foe back with a wave. It drops from the Leviathan in Atlantis's Sanctum - 1% for every hunter who earned the kill.","Moltharax Soul (garment): a 12% chance to call down a fire bolt on a hit, attack speed +6%, move speed +8%, critical damage +20%, -30% damage from fire creatures, and a 12% chance to blind whoever strikes you. It drops from the World Boss - 1% for every hunter paid from his fall.","The Leviathan now counts as a dragon and Moltharax as a demon for every soul. The Great Bosses' set now holds 20 souls and the Demons, Dragons and Angels set 2 more.","Soul Teleport and Soul Hide on the skill bar have their own painted icons: a violet rift and a fading cloak."],"images":[{"src":"img/soul-leviathan.webp","w":1000,"h":705,"alt":"The Leviathan Soul's card"}]},{"title":"Souls, reworked","tag":"Improved","text":"Every soul now does what its card says - against monsters and in PvP - and each one tells you where it drops: the creature, where it lives and the chance.","points":["Boss souls are the strongest in the game, each its own: the Molten King's blade splashes fire round its target and sets it burning; the Lich King drains life and withers; the Void Knight hits bosses harder, finishes foes under 30% and cuts through a player's armour; the Sun King's Last Stand keeps you standing once every 5 minutes; the Tide Hydra and the Kraken Lord strike twice and throw foes back. A boss's soul drops for every hunter who earned the kill, each his own 1% roll.","Rarer souls are stronger: common, uncommon, rare, epic, lord, then boss. Many epic and rare souls got stronger, and a few common ones that out-did epics were brought in line.","Fair in PvP: a soul's extra hits from one blow can take at most 15% of a player's health together, and a soul's stun, freeze, root, slow or blind lands on players half as often and for half as long.","Soul skills on the hotbar: Teleport (Flutter, Ruin Wisp) and Hide (the Sand Wurm, the Mirage Hopper, the Ghost Deckhand) are skills you can drag onto the hotbar. Teleport works every 5 seconds (was 20), also in Atlantis, keeping you on the same floor; it cannot be used for 10 seconds after a fight, while flagged on PK ground or while carrying another hero's fallen loot. Hide lasts 30 seconds and is ready again 35 seconds after you hid; press it again to step out early.","Fixed: a reflected hit can no longer miss or crit, soul bolts count as magic, and \"Heals received\" now boosts HP potions too."]},{"title":"The Leviathan's loot lands on the floor","tag":"Fixed","text":"When the Leviathan dies, its loot now lands on the floor of the Sanctum, just outside the pool's marble rim, instead of in the water where nobody could reach it. Each hunter's pile lands on the side of the pool where that hunter stands, and piles of hunters who stood together are spread apart along the rim so each can be clicked.","points":["The same fix covers any monster that dies over water: a flier shot down over a lake or the sea, or an eel or a crocodile killed under the water, now drops its loot on the nearest shore.","Who can take the loot and for how long is unchanged: yours alone for 10 seconds, then anyone's, gone after 2 minutes."],"images":[{"src":"img/leviathan-loot.webp","w":1280,"h":733,"alt":"The Leviathan's loot piles on the Sanctum floor beside the pool's rim"}]}]},{"date":"2026-10-23","entries":[{"title":"A new studio intro","tag":"New","text":"The game now opens with a short Wipeout Labs intro over the title while the game loads behind it: specks in the studio's colours fly in and land inside its mark, the mark sharpens, a spark flares and the name rises, with a shimmer and a chime. It plays once each time you open the game in a new window or tab, and any key, click or tap skips it."},{"title":"Atlantis: travel, safety, whales and sound","tag":"Improved","text":"A round of additions for Atlantis.","points":["Teleport (level 2) and Waygate now work inside Atlantis and its deep domes. Teleport takes you to your save point and a Waygate opens on the city's or a dome's floor - never through a wall or the glass. Teleport's level-1 hop still does not work under the sea.","No escaping with someone else's loot: if you have taken from another hero's death pile (until that pile's time is over), or you are flagged on PK ground, the Diving Bell (both ways), every waystone keeper, the airship's boarding, every ferry, Teleport to the save point and Waygate refuse to take you. Walking is always open.","GO TO THE BELL from far away: if you have found Port Saltwind's waystone, Atlantis's card on the world map offers TRAVEL to Port Saltwind; the gold path then walks you to Coralie Fathom and her window opens when you arrive.","The humpback whales over Atlantis are now 18-20 m long - look up from the promenade.","Atlantis has its own sound: the muffled sea at the glass and in the tunnels, fountains and canals, the Agora's murmur, rumbling in the deep domes, a drone by the Leviathan's pool and, now and then, a distant whale.","Field bosses remember their respawn across a server restart: a boss killed before an update is no longer back the moment the server restarts."]},{"title":"The Deep Domes of Atlantis, and the Leviathan","tag":"New","text":"Five hunting domes now stand on the sea floor round Atlantis, joined by walkable glass tunnels, with the sea and its life swimming all round you as you cross. The way in is the DEEP GATE, a doorway in the city's glass at the far end of the Sunken Quarter.","points":["The Kelp Forest (levels 85-88): Kelp Stalkers, Kelp Sharks, Reef Crabs and Drift Jellies among the kelp.","The Coral Ruins (88-91): Coral Morays, Coral Colossi, Reef Sentinels and Coral Sirens under the coral arches.","The Shipwreck Graveyard (91-94): Barnacle Brutes, Drowned Corsairs, Ghost Deckhands and Wreck Crabs round a great broken hull.","The Abyssal Trench (94-97): Abyss Anglers, Abyssal Sirens, Trench Golems and Trench Eels by a glowing chasm.","The Leviathan's Sanctum (96-99): Tidecallers, Abyssal Guardians and Leviathan Spawn on the walk round its arena.","THE LEVIATHAN (level 99, a boss for a party) sleeps in the Sanctum's central pool and rises when you step onto its ring. Watch the ground: its bite, its coils, a tidal wave over the outer ring (get in close), water spouts under everyone and brine rain - and three times it sinks, the geysers erupt and its spawn climb out of the water before it rises again. While its spawn stand it takes only half of every blow. Everyone who deals 1% of its health is paid in full with their own roll of its drops; the MVP gets bonus experience and an extra roll. It comes back two hours after it falls.","The domes are DANGER ground: the creatures attack and a fall costs what a fall costs anywhere - you wake on the Watch Plaza before the Sunken Quarter's gate. No player can attack you anywhere in Atlantis.","On the world map the five domes ring Atlantis's badge off Port Saltwind, each with its name and levels, and the Sanctum with the Leviathan's crest."],"images":[{"src":"img/deep-coral-ruins.webp","w":1280,"h":733,"alt":"The Coral Ruins dome"},{"src":"img/deep-tunnel.webp","w":1280,"h":733,"alt":"A glass tunnel between two domes"},{"src":"img/leviathan-rising.webp","w":1280,"h":733,"alt":"The Leviathan rising out of its pool in the Sanctum"}]},{"title":"Atlantis, a city under the sea","tag":"New","text":"A new place: ATLANTIS, a great city under a glass dome on the sea floor. Take the DIVING BELL from Coralie Fathom on Port Saltwind's east pier (200 gold, plus a little for your level; the way home is free). Once you have been down, every waystone keeper and Travel there can bring you back.","points":["The city: the gold-roofed Palace of the Tides on its island, two ring canals with arched bridges, the Agora market (storage, the bank, a trader, a healer, a smith and an enchanter round its south plaza), the temple and its gardens, the amphitheatre, the Pearl Spire lighthouse, terracotta villas, and a promenade at the glass. It is SAFE: no player killing anywhere in Atlantis.","The sea comes alive round the dome: great schools of hundreds of fish, small gold and orange schools in the canals, humpback whales gliding over the dome, a MEGALODON patrolling at the promenade's eye level with its escort of sharks, and more sharks circling at three heights.","The Sunken Quarter: behind an open archway in the west the reef has taken back the old quarter - broken walls, toppled columns, coral over the ruins and dark glowing pools - and reef sharks, jelly floaters, urchin rollers, coral golems and deep sirens, levels 78-86, hunt there. It is DANGER ground: a fall costs what a fall costs anywhere, and you wake at the Bell Station.","No dark nights in Atlantis: while it is night above, the city glows in a soft golden evening - the pearl lamps lit, the windows warm and the Pearl Spire's beam sweeping.","Atlantis is on the world map (N): its dome sits in the sea off Port Saltwind, with a dotted line from the Diving Bell. Click it for how to get there, and press GO TO THE BELL to walk there."],"images":[{"src":"img/atlantis-agora.webp","w":1280,"h":733,"alt":"Atlantis: the bridge to the Agora and the Palace of the Tides"},{"src":"img/atlantis-megalodon.webp","w":1280,"h":733,"alt":"A megalodon passing the promenade's glass"}]},{"title":"The beach lairs, closed in","tag":"Improved","text":"The four beach bosses' lairs now look like enclosed places from every angle, not only from the fighting ground.","points":["Wreck Cove: the galleon's two halves stand on the two sides of the cove, and tall barnacled outcrops and bleached palms close it on every side but the sea. The driftwood, young palms and tide-pool shelves near the fight are knee-high, so you walk straight through them.","Pearl Strand: the dark sand is wet from the lagoon, darkest by the water and drying toward the basalt, and the great clam with the glowing pearl sits closer to the fight, its pearl brighter. The fighting ground stays dark, so the Void Knight's warnings are as easy to see.","Coral Isle: the reef round the Tide Hydra's fight is much denser, with bigger coral clusters in three rows.","Skull Isle: sea cliffs close both sides of the bay, and the tentacle rocks rise at its edge, in view from the fight.","The fights are unchanged: each fighting ground is the same size and in the same place, with an open strip of sand round its edge, and the ways in are where they were."]},{"title":"Fields at one and a half times, and smoother busy fields","tag":"Improved","text":"Hard mode's crowds were too much. Each field now has about 1.5 times the monsters it had before hard mode, instead of twice as many. They still keep clear of the trails, the camps, the gates you arrive through and the boss arenas.","points":["Crowded fields also run faster: a creature behind you or off to the side of the screen is no longer drawn or animated until it comes into view, and creatures far across the field animate a little less often and cast no shadow.","Bosses, the creature you have targeted and any creature in the middle of an attack keep their full look at any distance. Where creatures stand, when they attack and what they hit are all unchanged."]},{"title":"Every way out of a fight follows the same rule","tag":"Improved","text":"On PK ground, if you hit a player or a player hits you, you cannot leave by Teleport (level 2, to your save point), Waygate, a guild summon, Unstuck, Travel there or the World Boss button for 60 seconds. Walk off PK ground and they work again, or wait the 60 seconds out.","points":["If you pick up something another player dropped when they fell, you cannot use those ways out - anywhere - until that pile's time on the ground is over (at most 5 minutes after they fell). Picking up your own things is fine.","Nothing is lost when you are refused: the game tells you why and how long is left, and you keep your SP and your cooldown. Walking always works. Teleport level 1, the short random jump inside the same field, still works 10 seconds after a fight.","KEEP IN WARDROBE now files a costume in one step, and the one you are wearing stays on the whole time.","CRAFT ALL stops cleanly if you close Brannoc's window, walk away or lose your connection, and tells you what it already made.","Power save moved to Alt + K, because Alt + Z opens a graphics card's overlay on many PCs. While a recording runs, power save steps aside so your video plays at full frame rate."]}]},{"date":"2026-10-22","entries":[{"title":"Evade: roll out of danger","tag":"New","text":"Press Z to Evade: a quick roll of about 4 metres the way you are moving, or the way you face if you are standing still. You have two Evades, and each one comes back about 6 seconds after the last one did. The round button to the left of your skill bar shows them; on a phone it is the round button beside RIDE and TARGET.","points":["Roll out of a boss's marked ground: the ring, line or cone it paints hits whoever is still inside it when it lands.","For a quarter of a second after you start the roll no monster's attack can hit you, and EVADE floats over you instead.","Except the World Boss's big attacks: rolling through one of Moltharax's marked attacks only GRAZES you - half the damage, a push half as far and a slow half as long. Rolling out of the marked ground still avoids it completely.","It only protects you from monsters: other players' attacks still hit you during a roll. You cannot roll while stunned, frozen or rooted, in the middle of a skill, in the water, on a mount or aboard the airship, and walls, rock, cliffs, lava and ledges stop it.","Shift still works as before (hold to run, tap to dash), and you can move Evade to another key in Settings > Controls."],"images":[{"src":"img/evade-roll.webp","w":1090,"h":625,"alt":"A hero rolling out of a boss's marked circle"}]},{"title":"Smoother crowds","tag":"Improved","text":"With 30-40 other hunters on screen - the town square, a World Boss fight, a crowded dungeon hall - the game does much less work for each of them, so the frame rate holds up better when everyone gathers.","points":["Every hunter near you is drawn exactly as before. Far across the screen, hunters skip the thin outline (too thin to see at that size) and animate a little less often; their glow stays on until they are very far away.","The hunter you have targeted keeps his full look at any distance, so a duel or PK foe reads exactly as before. Your own hero, the Equipment window and the hero list are unchanged."]},{"title":"Crafting and the bag, easier to use","tag":"Improved","text":"In any item's card, every \"Where to get it\" line with MAP on it is a button now: a creature's line opens the map on the nearest field where it lives, with gold rings on its hunting grounds; a shop's line, or Brannoc's, makes his pin your waypoint; a mine line shows the mine's entrance. Copper Ore, Silver Ore, Titanium Ore and Adamantium say which mine floor gives them.","points":["CRAFT ALL at Brannoc's (FORGE ALL on the forge): when you have the ore and logs but not the ingots, planks, leather or bars, one press refines everything and then makes the item, and tells you the gold first.","Costumes have their own bag tab, and GEAR shows only gear with stats. A costume in your bag has KEEP IN WARDROBE beside WEAR.","The bag button turns amber at 70% full and red at 90%, you get a short warning when the bag is nearly full, and BAG FULL shows when you cannot pick up loot."],"images":[{"src":"img/map-drop-rings.webp","w":960,"h":640,"alt":"A field map opened from an item's card, with gold rings on the creature's hunting grounds"}]},{"title":"New keys, quick cast, a combo list, auto-potions and power save","tag":"New","text":"Settings has a set of new helpers. The new keys, quick cast and auto-potions are off until you set them.","points":["Two new keys in Settings > CONTROLS: Attack the target (with no target it picks the nearest enemy, as Tab does) and Combo, which casts the next ready skill from your combo list - one skill per press.","Quick cast (Settings > COMBAT): an enemy skill is cast straight away at your target, or at the nearest enemy you can see; area skills land at your target's feet; support skills still aim first.","Your combo list starts as your hotbar's skills in order; change the order, leave skills out - each character has his own. Teleport and Waygate are never in it, and the combo key is off in the arena ladder.","Auto-potions: below the health line you set (40% unless you change it) a health potion is drunk for you, and below the SP line (25%) a Mana Potion - at most one per potion cooldown (8 seconds). It works everywhere except the arena ladder.","A small dash ring left of your attack button glows gold when your dash is ready (PC).","A badge under the minimap always shows whether players can attack you where you stand: SAFE · NO PK, PK ON, or ARENA · PvP.","Power save (Settings > SOUND & DISPLAY, or Alt + Z - moved to Alt + K the next day) draws the game at 20 frames a second at low resolution with the world dimmed - for long sessions and phones. It never turns on by itself."],"images":[{"src":"img/pk-badge.webp","w":205,"h":279,"alt":"The badge under the minimap: TIER 3, PK ON"}]},{"title":"Travel there, and Brannoc's Lost & Found","tag":"New","text":"A quest's detail window and a field's map now have a TRAVEL THERE button beside SHOW THE WAY / GO THERE. It takes you at once to the waystone nearest that place among the ones you have walked into - Athenia's plaza counts too - and the gold path walks you the rest. It costs twice what a waystone keeper asks for that stone; the price is on the button.","points":["It is not possible during a fight, from inside a dungeon, the mine, the arena, the World Boss's field or the airship, and it never lands you in a PK field.","Brannoc's Lost & Found: whatever nobody picked up in the 5 minutes after you fell is now kept by Brannoc for 7 days. Open his LOST & FOUND tab to buy it back - weapons and armour come back exactly as they fell, with their + and lines. The price depends on your level when it came in, and more for a piece with a high +. Gold that falls is not kept."],"images":[{"src":"img/lost-and-found.webp","w":610,"h":690,"alt":"Brannoc's LOST & FOUND tab"}]},{"title":"The beach bosses' lairs","tag":"Improved","text":"The four beach bosses no longer fight inside rings of pillars, railings or torches. Each stands in a natural place shaped like its concept art, and Wreck Cove and Pearl Strand look like no other beach, with their own trees, rocks, driftwood and ships.","points":["Wreck Cove, the Drowned Captain: the galleon lies broken in two, its ghost lanterns and cabin windows glowing mint; barnacled outcrops, tide pools and bleached, storm-bent palms close the land side; the great anchor lies half-buried by the sea, and the fighting ground is a broken ship's deck of sun-bleached planks round a sandy middle.","Pearl Strand, the Void Knight: a crescent of black basalt columns with pearly shell spires and violet palms, giant clams half-sunk in the shallows - the largest holding a glowing violet pearl - and a dark pearl-sand floor so the Void Knight's warnings stand out. The night turns violet.","Coral Isle, the Tide Hydra: brain coral, staghorn, sea fans and tide-pool rocks round the fight, with a natural coral arch over the trail.","Skull Isle, the Kraken Lord: a horseshoe of sea cliffs whose back wall is a giant skull carved by the sea, tentacle-shaped rocks, a broken rowboat and a wreck's ribs.","The fights are unchanged: each fighting ground is the same size and in the same place, a strip of open sand runs round its edge so no knockback leaves you inside rock, and every lair has at least three ways in."],"images":[{"src":"img/lair-pearl-strand.webp","w":1280,"h":720,"alt":"Pearl Strand's lair: the black basalt crescent and the beached ship round the Void Knight's ground"},{"src":"img/lair-skull-isle.webp","w":1280,"h":720,"alt":"Skull Rock Bay: the giant skull carved in the cliffs behind the Kraken Lord's ground"}]},{"title":"Hard mode: a tougher world and a longer climb","tag":"Improved","text":"The world is harder. Ordinary monsters in the fields and the dungeons, elites included, now have 5 times the health and hit 50% harder. It comes in gently over levels 10 to 30: monsters up to level 10 are exactly as before, so the first fields and the guide play as they always did.","points":["Levels 1 to 30 need the same experience as before. After that each level needs more, rising smoothly: about 1.4 times as much at level 40, 2 times at 50, 3.4 times at 70 and 5 times at 90. Second-job levels rise in step, so you reach the top job level at about the same base level as before.","Bosses give more experience, raised by the same amount as the levels they are fought at: bosses up to level 30 are unchanged, a level-60 boss gives about 2.7 times what it did, and Moltharax about 5.7 times. Corin's and the daily boss contracts pay more the same way.","Nobody loses a level: your hero keeps his level and the same percentage of progress into it, and the same for his job level.","Unchanged: each ordinary monster's experience, gold and drops; the bosses' and lords' own strength; quests and contracts; and PvP, duels and the arena."]},{"title":"Mages and Professors join the Wizard: no cast time at 135 DEX","tag":"Improved","text":"A Wizard, a Mage or a Professor whose total DEX reaches 135 now casts every spell instantly - no cast bar, the spell goes off as soon as you press it. Total DEX is the number on your character sheet (C): your points, your job bonus, your gear and souls, and buffs such as Divine Grace.","points":["Below 135, DEX shortens their casts in a straight line, so they also cast a bit faster than before at every DEX: at 99 DEX a Mage's or Professor's cast takes about 27% of its time, down from about 35%.","For a Professor this covers every spell he has, including Book of Codex, Anti-Magic Circle, Protective Magic and Banish Magic. Book of Codex charges are not used up on an instant cast.","The global cooldown (0.5 s between skills), each spell's own cooldown and its SP cost still apply. In PvP one cast still takes at most 35% of a player's health bar.","The character sheet's Cast time shows \"instant\" at 135, and below that how many DEX points you still need; the skill bar's tooltips show your real cast time."],"images":[{"src":"img/instant-cast-sheet.webp","w":800,"h":800,"alt":"The character sheet at 135 DEX: Cast time instant"}]},{"title":"The Frost Giant retuned","tag":"Improved","text":"Each of the Frost Giant's warned attacks - Shockwave, Ice Shards, Freezing Stomp and Avalanche - now hits slightly harder, and the damage of his frostbite, which goes off at five stacks, is lower. When a warned attack and the frostbite land together the total is the same as before, and the 3-second freeze from frostbite is unchanged."},{"title":"Hats that fit","tag":"Fixed","text":"The Pirate Captain's Tricorne now sits level and centred on your head, its brim just above the eyebrows, your hair tucked under it, and its red plume - now about a third smaller - rising from the hat's left side. Before, it sat to one side, tilted and floating above the head.","points":["Five wide-brimmed hats covered your hero's eyes from the game's camera: the Explorer's Hat, the Rune Witch Hat, the Void Wizard Hat, the Ranger's Hat and the Patched Wizard Hat. Their brims, and those of their coloured versions, are now turned up at the front, so the eyes show on every job, male and female."],"images":[{"src":"img/pirate-tricorne.webp","w":1280,"h":482,"alt":"The Pirate Captain's Tricorne on several jobs, level and centred"}]},{"title":"Warrior's Slam is now Firewield","tag":"Improved","text":"The Swordsman's and the Knight's Warrior's Slam has a new name: Firewield, and so does its fire on your blows. Nothing else changed - the same skill, damage, cost and cooldown, on your hotbar and in your skill tree with your points.","points":["World Boss rewards for players who were away: if you helped bring Moltharax down but were offline when he fell, your reward letter now always arrives - even if the server restarts right after the kill - and never twice. A big share comes in two letters, so nothing is lost."]},{"title":"A big boost to the bow","tag":"Improved","text":"The Hunter gets four changes at once, which together make him one of the strongest damage dealers in the game.","points":["Piercing Arrow, Multi Arrow and Heavy Arrow no longer have a cooldown of their own: they are ready again as fast as you shoot. They still cost SP and arrows each time. This applies to Archers too.","Sharp Shooting's cooldown is halved: 6 seconds (5.1 seconds at its top level), from 12.","The Hunter's base attack goes up from 84 to 125, and the Professor's base magic attack goes down from 165 to 130, the same as the Wizard's.","A DEX Hunter on one target deals about 58% more damage at level 30, 53% more at level 60 and 35% more at level 90, and about 60% more against a group. Archers deal about 35-75% more on one target, the Professor 5-10% less. Every other class is unchanged.","Knockback in PvP has a short rest: a player knocked back by a bow skill (Heavy Arrow, Multi Arrow, Knock Out Shot) cannot be knocked back by another bow skill for 4 seconds. The arrows still hit for full damage; monsters are still knocked back by every shot."]},{"title":"Smoother boss fights","tag":"Improved","text":"No more freezes when a boss calls its helpers: the first time Moltharax's imps climbed out of the lava, or the Lich King's wraiths rose, the game could stop for a moment while it prepared them. Everything a boss can summon is now prepared in the background as soon as you see the boss.","points":["The Lich King's spell circles, the Ancient Wyrm's flight markings, Moltharax's meteors, lava cracks and portals are kept ready once made, so repeated attacks no longer cause small hitches, and the warning shapes on the ground take half the work to draw.","Places with lights of their own, like the Void Spire's glowing orb, prepare their graphics while the loading screen is up, so there is less stutter after you arrive.","On very sharp PC screens the game no longer draws more than a 4K picture's worth of pixels, and frees about 250 MB of graphics memory at 4K."]},{"title":"Royal Pass and Guild Package Token removed, your World Boss share kept","tag":"Improved","text":"The Royal Pass and the Guild Package Token are gone from the game: since the Mining Pass opens the Glintvein Mine, neither did anything any more. Neither was ever sold, so nobody loses anything they paid for.","points":["If you dealt at least 0.5% of Moltharax's health and logged off before he fell, you still get your share: your gold and your loot roll arrive by mail, and your experience is added the next time you enter the world.","If the server restarts while Moltharax is up, he comes back with the health he had and the damage ranking is kept. His enrage is confirmed: after 50 minutes of fighting his blows hit four times as hard.","Dungeon rooms hold 4 to 10 creatures a room.","The props in front of the dungeon entrances are solid now, the strip of Dusty Mesa behind the Tomb of the Sun Priests can be walked again, and the Deep Forge Mines' rock face has thin forking cracks with fire inside them."]}]},{"date":"2026-10-21","entries":[{"title":"Fight rules: no boss takes a whole bar in one blow, swords hit harder","tag":"Improved","text":"Every boss of the continent now hits at most about three quarters of a Mage's health bar of its own level with any single marked attack when calm, and about nine tenths when enraged. They still hurt, so step out of the marked ground. The Ancient Wyrm's Searing Breath, Diving Flame, Landing Blaze, Fire Rain, Quake Stomp and Tail Swipe could each take a whole bar before.","points":["The wyrm's fire barrage hits you once at most, even if you run from one circle into the next, and the Fallen Seraph's two marks on a hunter fighting her alone hit him once, not twice.","Monsters only chase heroes in their own area: a monster, lord or boss with nobody left in its field, dungeon floor or arena now calms down and walks home. Leaving through a gate or a stair really ends the chase. The World Boss stays where he is.","Swords hit monsters harder: STR now adds extra attack against monsters and bosses - STR 99 gives +280 there, and the STR your job, gear and buffs add counts on top. A Knight on one monster does about 40% more damage at level 30, 75% more at 60 and 80% more at 90. Your character sheet shows it as \"vs monsters\". PvP, duels and the arena are exactly as before."]},{"title":"The dungeons' halls, twice the size","tag":"Improved","text":"All nine dungeons have been rebuilt bigger, on every floor: the Athenia Undercroft, the Hollow Oak Barrows, the Sunken Galleon, the Tomb of the Sun Priests, the Ley Tower, Glacier Hollow, the Deep Forge Mines, the Knight's Lair and the Celestial Vault.","points":["Very high ceilings: the walls rise twice as high as before (11 m), with stone ribs climbing to carved corbels, and the camera stays inside the room at every zoom.","Wide hallways - about 15 m between the walls, room for a whole party side by side, mounted or on foot - and every room twice as long and twice as wide, the lords' last chambers grand halls. The floors keep their shape: the same rooms in the same order.","More creatures to fill the bigger rooms, and a lord or creature chasing you across a room walks round a pillar instead of standing stuck behind it.","If you logged out inside a dungeon, you wake in the same spot of the same room of the new floor."]},{"title":"Sharp graphics, always","tag":"Improved","text":"Athenia is drawn at your screen's full resolution again: the game never lowers its own resolution by itself any more, so towns and fields no longer turn soft and blurry by day. Laptops and monitors set to 150% or 200% are drawn at their full sharpness, and phones at up to 2x.","points":["New: Settings - Display - Resolution: BEST (your screen's full resolution, the default), HIGH, MEDIUM or LOW. If your frame rate drops on an older computer or phone, pick a lower one; it changes at once and is remembered."]},{"title":"Hunters and Archers: your shots go when the server is ready","tag":"Improved","text":"Three things in the game held bow users back - the server always had the right cooldowns, but your attacks and skills were sent later than they could have been.","points":["Pressing a skill a little early no longer stops your auto-attack: he keeps shooting and the skill goes out the moment it is ready.","Skills with a draw, such as Sharp Shooting, Heavy Arrow and Falcon's Claw, are ready as soon as their cooldown icon says so, with no more \"Not ready yet.\" This also helps every class with cast-time skills.","Your attack speed counts everything the server counts: Eagle Eye's DEX, Eye of the Forest, Divine Grace, Swiftness, your weapon's Attack Speed line and your souls.","DEX is worth more with a bow: DEX 99 now gives 295 attack from DEX (it was 180). Swords, staffs and books are unchanged. In PvP no single skill takes more than 35% of a health bar, as before."]},{"title":"Record your game","tag":"New","text":"You can now record Athenia from inside the game and keep the video on your own computer - nothing is uploaded. Start and stop with the round red RECORD button under the Settings gear, or press Alt + V; a small REC timer shows at the top of the screen while you record.","points":["Choose what to record in Settings > RECORD: Game + names (the default: the world with every name, health bar and damage number, without the HUD, chat or windows - made for boss fights), Game only, or With UI.","Quality: 720p, 1080p or your window's own size, at 30 or 60 FPS. Videos are named Athenia_date_time.mp4 (WebM on browsers that cannot make MP4) and carry the game's music and sound - never your microphone.","In the PC client videos go to your Downloads folder until you pick another; in Chrome or Edge you can choose a folder too. A recording over 30 minutes carries on in a second file.","On phones, use your phone's own screen recorder, which records the game with its sound."],"images":[{"src":"img/recorder-settings.webp","w":1280,"h":733,"alt":"Settings > RECORD: what to record, quality, frame rate and where it saves"}]},{"title":"Every dungeon has its own entrance","tag":"New","text":"The nine dungeon doors out in the fields were all the same plain stone frame. Each is now built for its dungeon, with a swirling portal in the dungeon's own colour and lanterns, braziers, runes and crystals that glow at night.","points":["A mossy stone arch with its iron gate swung open for the Athenia Undercroft, a giant hollow oak for the Hollow Oak Barrows, a wrecked galleon listing in the marsh for the Sunken Galleon, the temple gate with two seated statues and a golden sun for the Tomb of the Sun Priests, and the foot of the Ley Tower with floating crystals.","Glacier Hollow's ice cave with icicle fangs and a frozen waterfall, the Deep Forge Mines' timbered shaft with its ore cart and rails, the Knight's Lair's dark gatehouse guarded by two stone knights, and the Celestial Vault's golden ring between marble columns and winged statues.","The Glintvein Mine in Merry Downs has a new entrance too: a timbered mine shaft with an ore cart full of copper and silver. Getting in has not changed."],"images":[{"src":"img/door-sun-priests.webp","w":1280,"h":731,"alt":"The Tomb of the Sun Priests' temple gate with its seated statues and golden sun"},{"src":"img/door-glacier-hollow.webp","w":1280,"h":731,"alt":"Glacier Hollow's ice cave and frozen waterfall at night"}]},{"title":"The Ancient Wyrm's fire barrage","tag":"New","text":"Each time the Ancient Wyrm takes wing it now attacks twice, always in the same order: first the dive down its fiery lane, then the fire barrage. It roars and hovers over the roost, and five glowing circles appear on the ground - one on or right next to each hunter, the rest round you. Less than two seconds later it spits a fireball into the first circle, then the next, one after another.","points":["The circles never overlap and there is always room to stand between them: step out of yours into the gap and watch the circles that have not been hit yet. Fire Rain pauses while the barrage burns.","Everything the wyrm marks while it flies - the lane, the circles and its falling fire - now glows bright amber with a hot outline and a dark border, and pulses faster just before it hits. It shows clearly on the dark roost floor, by day and night and on a phone."]},{"title":"Elixir of Might, 1-second cooldowns and a red glow on phones","tag":"Improved","text":"The Elixir of Might now gives +10% Attack and +10% Magic Attack for 10 minutes, instead of \"+10% damage\". It shows on your character sheet, counts for every hit that uses your ATK or MATK, healing spells included, and buffs that add Attack still add theirs on top. Elixirs you already have simply give the new bonus.","points":["Piercing Arrow's cooldown now drops to 1 s at 99 DEX (it was 2 s), and Crushing Blow's to 1 s at 99 AGI (it was 2 s at 80 AGI; at 80 AGI it is now about 2 s). The stat counts the way your character sheet shows it.","On phones, armour at +10, +11 or +12 glows red instead of pink, by day and at night."]},{"title":"The Glintvein Mine and the Mining Pass","tag":"New","text":"The mining cave in Merry Downs has a name now: the Glintvein Mine. It is one mine, open to every hero - you no longer need a guild to go in. The three floors are still copper, then silver, then titanium and adamantium, and the mine is still PK ground. All the ore you mine is yours; no share goes to a guild any more.","points":["To go in you need a Mining Pass: a 7-day or a 30-day pass from the Cash Shop's CONVENIENCE shelf. Use one from your bag and that hero can enter for its days, which count down while you are offline too; a second pass adds its days on the end.","The passes are free during the alpha: take one at no cost, one at a time, and another once your running pass is down to 7 days or fewer. They do not count toward the free shop's daily limit.","A pass belongs to the hero who uses it: it cannot be traded, sold or mailed. If it runs out while you are inside, you are walked back out to the mouth.","The Guild Cave and the guild ore treasury are closed. Ore in a guild's treasury was moved into its guild storage (anything that did not fit went by letter to the guild's Warden)."],"images":[{"src":"img/glintvein-mine.webp","w":1280,"h":731,"alt":"The Glintvein Mine's timbered shaft in Merry Downs"}]},{"title":"Every player's name at the bosses","tag":"Improved","text":"At the World Boss in the Ashen Caldera, and at any boss - a field boss in its arena, a dungeon lord in his chamber - you now see the name of every other player on your screen, near or far, at any zoom. Names in a crowd step a little up or aside instead of disappearing, and they stay on the screen at its edges. In the fields where players may fight each other, a player hidden behind a wall or a rock stays hidden."},{"title":"Athenia's walls and castle, rebuilt","tag":"Improved","text":"Athenia's town wall and the castle's great gate have been rebuilt stone by stone, like a proper storybook castle - and then given a finishing pass.","points":["The castle gate has a golden crest arch round its door with the ATHENIA plaque and the town's shield, a lantern on either side, the clock raised above the arch in a gold ring, and tall lit windows beside it.","Real windows on the castle's front and in the corner towers: a carved stone frame and sill, leaded glass set back into the wall and blue shutters swung open - dark by day, warm with lamplight at night - with flower boxes full of red, yellow, purple, pink, white, blue and orange flowers under them.","The town wall has deeper battlements on carved brackets, buttresses, stones in different shades, small round turrets with navy roofs, banners, and leafy ivy climbing in natural patches. The corner towers have a bracketed parapet, a gold band and pennant, and a little balcony whose window lights up at night.","The lanterns along the wall and beside the castle door hang higher, so riders pass underneath. The walls, gates and paths are exactly where they were."],"images":[{"src":"img/castle-day.webp","w":1280,"h":310,"alt":"Athenia's castle front: the gold crest arch round the door, the clock in its gold ring and the new windows with flower boxes"},{"src":"img/castle-night.webp","w":1280,"h":310,"alt":"The castle at night, its windows warm with lamplight and the lanterns by the door lit"}]},{"title":"The Soul Deck keeps your place","tag":"Fixed","text":"Clicking a soul in the Soul Deck or the Souls window no longer jumps the list back to the top: it stays where you scrolled it and the soul you clicked stays picked. On a phone the soul you tap opens in a panel at the bottom of the window (close it with the X)."}]},{"date":"2026-10-20","entries":[{"title":"Four new boss arenas","tag":"New","text":"The four boss arenas that were in testing are open: Wyrm's Roost, the Void Spire, Troll Hollow and the Elder Tree, each built from a painted concept like the Molten Basin, in the same place as before.","points":["Wyrm's Roost (the Ancient Wyrm, Wyrmpeak): a basalt mesa paved in rings of charcoal flagstones with fire glowing in the joints, a woven nest, curved bone tusks round its rim, dragon skulls, glowing eggs and fire bowls. Lavafalls pour off the mesa into a chasm of lava round it, and two ramps bridge the chasm.","The Void Spire (the Lich King, the Voidspire): a floating island over a void chasm, reached by three bridges, with the spire, its crystal crown and the altar on a ledge at the back, outside the fight. Glowing rune circles turn on the floor, a gold halo turns overhead and purple lightning crawls over the ground.","Both fight circles are bigger (76 m across): Fire Rain falls in 10 circles to cover the roost, and the Lich King's Death's Door and Soul Rend reach further.","Troll Hollow (the Crystal Troll, Hoarfang Snowfield): a sunken ice basin about 72 m across, ringed by tall ice cliffs crowned with glowing crystals, with the troll's camp - hide tents round a smoking bonfire, a stake palisade and his throne - in the middle. Three wide ramps lead down into it.","The Elder Tree (the Elder Treant, Elderglade): an enclosed forest glade about 72 m across at the foot of a giant ancient tree with a glowing hollow in its trunk, great roots across the mossy floor, carved rune stones, glowing mushrooms, fireflies and falling leaves. Three wide ways lead in.","You can walk or ride into all four without jumping."],"images":[{"src":"img/arena-wyrms-roost.webp","w":1280,"h":731,"alt":"Wyrm's Roost: the mesa, the nest and its bone tusks, lavafalls pouring into the chasm"},{"src":"img/arena-void-spire.webp","w":1280,"h":731,"alt":"The Void Spire: the floating island, its rune circles and the spire with its gold halo"},{"src":"img/arena-troll-hollow.webp","w":1280,"h":720,"alt":"Troll Hollow: the ice basin and the troll's camp round its bonfire"},{"src":"img/arena-elder-tree.webp","w":1280,"h":720,"alt":"The Elder Tree's glade and the glowing hollow in its trunk"}]},{"title":"The Ancient Wyrm takes to the sky","tag":"New","text":"When the Ancient Wyrm takes wing - at two thirds and at one third of its health - it now ROARS and circles the whole roost, banking into its turns, beating its wings and gliding, its legs drawn up and its tail streaming behind it. Fire still rains from it while it circles.","points":["The dive: once in each flight a long, narrow fiery lane is laid across the arena from under it, and you have under two seconds to get out of it. Then the wyrm stoops onto the lane and flies its whole length low over the ground, breathing fire. Step sideways out of the lane, not along it. The scorch it leaves does not hurt."]},{"title":"Smoother frame rate","tag":"Improved","text":"A pass over what the game draws every frame.","points":["Busy towns run lighter: in a crowd, other players' shadows are drawn for those near you, and outlines too thin to see from far away are no longer drawn.","Street lamps and spell flashes no longer slow down every surface on the screen, by day especially.","Long sessions stay smooth on PC: the game lets go of the art of places you have left once it holds a lot, instead of keeping every place you visited.","The lava's glowing cracks are cheaper to draw."]},{"title":"The upgrade glow, from +5 to +12","tag":"Improved","text":"Weapons and armour glow by one simple rule now. Up to +4 there is no glow. From +5 a warm orange glow appears and gets brighter at every level up to +9. At +10 it turns red - the same Ultra Legendary red as a +10 weapon's name - brighter again at +11, and +12 is the brightest glow in the game. On a PC, +10 and higher also leave sparks of light in the air as you move.","points":["Your helm, armour and legs glow the same way at the same +, and everyone sees it: on you, on other players and on the paper doll in your Equipment window. On a PC, red armour reads red at night too.","Lyra's window shows the same colours: a tile glows orange from +5 and red from +10, and the twelve rungs of her ladder show the colour each + will have."]},{"title":"The camera zooms out further","tag":"Improved","text":"You can pull the camera back much further: half as far again on a PC (the mouse wheel) and about a third further on a phone (pinch). Fields, the town and the lava lands show a lot more round you. The camera still starts where it always did, and walls and cliffs still pull it in close when they are behind you."},{"title":"Boss gear: four random lines on every piece, reworked at Brannoc's","tag":"Improved","text":"Every piece of every boss set - helm, armour, greaves, cape, gloves and boots, the World Boss's and the Rune Golem's included - now comes with 4 random lines as well as its random stat. Body armour rolls 4 different lines from DEF, MDEF, HP %, MP %, magic damage taken and physical damage taken; the other pieces roll all four of DEF, MDEF, HP % and MP %.","points":["Stronger bosses roll higher: DEF and MDEF from +1 to 9 on the Rune Golem up to +5 to 9 on Moltharax, HP and MP from +3% to 6% (+4% to 6% for the strongest bosses), and damage taken from -1% to 3% (-2% to 3% for the strongest).","Boss gear you already owned got its 4 lines once, wherever it was. Its +, souls and random stat stayed exactly as they were, and pieces with lines already kept them.","Brannoc's REWORK tab covers boss gear: lock up to 2 lines and roll the rest again, for the same Adamantium as that boss's weapon - 20 for the Rune Golem's up to 550 for Moltharax's.","A whole Void Knight set adds about +37 DEF, +37 MDEF, +28% HP and +28% MP on average; a perfect roll adds +54 DEF and +36% HP."]},{"title":"Bound items can go in storage","tag":"Improved","text":"You can now put bound items in Gribble's strongbox and in the storage at every town and camp - the bag and storage expansions, the name change, the experience boosts and account items like treasure costumes. A bound item shows a small BOUND mark in the storage window.","points":["An item bound to one hero stays that hero's: your other heroes see it in the shared strongbox, greyed out, and cannot take it. Items bound to the account can be taken out by any hero on it.","Bound items still cannot be traded, listed, mailed, put in guild storage or dropped."]},{"title":"Twenty-four new weapon designs","tag":"New","text":"Every greatsword and every staff in the game has its own look now. For the Knight: the Ironbound, Copper, Silver Knight, Jade Dragon, Adamant Rune, Eclipse, Frost Crystal, Phoenix, Shatterstar, Crimson Demon, Holy Sun and Voidwing Greatswords. For the Mage and the Wizard: the Oakroot, Clockwork, Silvermoon, Jadeleaf, Frostspire, Eclipse, Stormcaller, Emberflame, Shatterstar, Crimson Lich, Holywing and Voidwing Staffs. Their runes, crystals, flames and void light glow.","points":["Nothing else changes: the same weapon is forged from the same materials with the same attack and level, and every weapon you already own simply takes its new look.","Mages, Wizards, Acolytes and Priests now hold their staff by the middle of the shaft with its foot near the ground.","Every greatsword is drawn 25% larger in the hand, and the blade no longer digs into the ground when you swing. Reach and damage are unchanged."]},{"title":"Stats shorten two skill cooldowns, and AGI shows in your swing","tag":"Improved","text":"Piercing Arrow's cooldown now drops with DEX and Crushing Blow's with AGI. The skill's tooltip shows the cooldown, the floor and your own cooldown right now.","points":["More AGI already made you attack faster, but the attack animation always played at the same speed. Now it speeds up with your attack speed: a Swordsman with 99 AGI swings about 1.6 times as often as one with 1 AGI, and his swing looks that much faster too. Other players see it the same way."]},{"title":"Your bag has its own rows","tag":"Improved","text":"The Adventurer, Traveler and Hero's Packs are no longer sold, worn or drawn on your back. Whatever your pack gave you is now your bag's own, for good, plus any Bag Expansions you already used - nobody's bag got smaller and nothing in it moved.","points":["No more pack repairs: a death no longer breaks a pack, and a broken one's repair is simply gone. A pack that was sitting unworn in your bag or strongbox was refunded at the Captain's price in gold.","New heroes start with 15 rows. A Bag Expansion (+10 or +20) from the cash shop or a Lumen Treasure adds more, up to 100 rows.","The Inventory window (I) is bigger and easier to read on laptops and small browser windows: item squares are about 50 pixels at 1366 x 768 and 60 on a 1080p screen, and the stack counts and tabs are larger."]},{"title":"The lava lands, rebuilt","tag":"Improved","text":"Glassrock Canyon, Wyrmpeak and the Deep Forge Mines now share the look of the Molten Basin. The ground is dark cracked basalt laid in big uneven slabs, with the cracks near lava glowing and pulsing, and the trails worn ash paths through the slabs. The canyon walls are long ridges of tall slab columns with rubble and basalt spikes at their feet, and basalt stacks rise out of Glassrock's lava sea.","points":["The pools in the Deep Forge Mines flow now, with crust, bubbles and glowing banks.","Where you can walk has not changed, except that you can no longer walk into the lava on Glassrock Canyon's west shore."],"images":[{"src":"img/lava-glassrock.webp","w":1280,"h":720,"alt":"Glassrock Canyon from above: cracked basalt slabs, ash trails and the lava sea"},{"src":"img/lava-wyrmpeak.webp","w":1280,"h":720,"alt":"Wyrmpeak's grey basalt floor with glowing cracks near the lava"}]},{"title":"Loading pictures between places","tag":"New","text":"When you travel, the loading screen shows a painting that fits where you are going instead of a plain dark screen: the airship over the clouds, the town gate opening onto the fields, the town at dusk, the forest or the lava fields, and the boss arena for the Sky Arena and the World Boss's caldera. The place's name, its levels and its tier sit at the bottom with a loading bar, and you can play as soon as the place is ready.","images":[{"src":"img/loading-airship.webp","w":1280,"h":720,"alt":"The loading painting for the airship"},{"src":"img/loading-town-gate.webp","w":1280,"h":720,"alt":"The loading painting for leaving town, with the place's name and levels"}]},{"title":"Skill cooldowns for every skill, buffs once at a time","tag":"Improved","text":"Every skill now has a cooldown, kept by the game server. Some skills could be used again on every swing; they now wait for their own cooldown, shown on the skill bar: Multi Arrow 11 s (9.35 s at the top level), Eye of the Forest 22 s (18.7 s), Crushing Blow 6 s (5.1 s), Warrior's Slam 10 s (8.5 s) and Reflect Shield 20 s (17 s). Damage, buff strength and buff times have not changed.","points":["You cannot cast a buff again while it is still on - it used to restart its timer, so it never ran out. The skill bar counts down the rest of the buff on its button.","Cooldowns keep running when you log out, go back to the hero list, change maps or die and get up again.","Duels and arena matches keep your cooldowns too: starting or ending one, forfeiting or logging out no longer makes your skills ready again. You still come out with full HP and SP."]},{"title":"World Boss: Moltharax rises every hour while we test","tag":"Improved","text":"For a while, so everyone can try the fight, Moltharax no longer waits for 12:00 UTC: he rises again 1 hour after he falls, or 1 hour after he leaves if nobody defeats him in time. The whole server is still told 10 minutes and 1 minute before.","points":["The rewards are once a day: each hunter gets the World Boss reward from the first defeat he takes part in each day (UTC). After that your damage still counts in the ranking, but there is no second reward until 00:00 UTC.","If you fall in the Ashen Caldera you wake near home - at the nearest camp or town you have found in the area you came from, or at Lanternrest Cemetery in Athenia - and a fall there still costs nothing.","The World Boss button now stands in the top-right row beside ARENA, the same size as its neighbours, with a small timer counting down to the rising and then the time he has left (red while he is enraged).","When testing ends, he goes back to rising once a day at 12:00 UTC."]},{"title":"Enhancement tops out at +12","tag":"Improved","text":"+12 is the highest an item can be enhanced. Every weapon and every armour piece that was above +12 is now exactly +12, wherever it was, with its bonus lines and souls as they were.","points":["What a failure at Lyra's does depends on the level you try for. +1 to +4 always succeeds. +5 to +7: the item breaks (an ordinary repair). +8 or +9: a weapon breaks and needs a costly repair - 250,000 gold and 150 Adamantium for +8, 300,000 gold and 200 Adamantium for +9 - and armour is DESTROYED. +10 to +12: weapons and armour are DESTROYED.","A broken item keeps its level, lines and souls until Brannoc repairs it; a destroyed one is gone for good. Lyra's window shows your chance and what a failure would do - SAFE, BREAKS or DESTROYED - and where it would destroy, you type DESTROY to go ahead, every time. If your class's starting weapon is destroyed you get a plain +0 one back.","A weapon at +10 or higher is Ultra Legendary: a red frame everywhere it shows, its name in red, and a red shine when it lies on the ground. It changes the look, not the stats."]},{"title":"Gear rework: legendary greatswords, crafted gear and armour lines","tag":"Improved","text":"A boss's greatsword now has its own base attack, set by its level: +110 for the level 50-54 bosses' up to +185 for Moltharax's (the Void Knight's and the Lich King's +175, the Kraken Lord's +165). Greatswords you already own changed at once, their +, enchant and lines counting on top as before.","points":["Crafted gear no longer gives set bonuses: anything an NPC makes is common gear, so the Bearskin, Runeplate, Adamantium, Void Forged and the six metal-band sets are gone. Crafted pieces keep all their own stats. Boss sets are unchanged.","Armour Brannoc crafts now rolls random lines when it is made: body armour 4 different lines from DEF +1 to 15, MDEF +1 to 15, HP +3% to 10%, MP +3% to 10% and magic or physical damage taken -1% to 5%; greaves, capes, gloves and boots 2 lines from the first four. Boss armour rolls its own lines (see Boss gear, the same day).","Armour you already owned was kept exactly as it was."]},{"title":"Safety update","tag":"Improved","text":"The game only connects to Athenia's own servers now, whatever link it is opened from.","points":["While you are in combat you cannot send mail with gold or items, list or buy on the market, put things in the vault, bank or guild storage, or trade. A letter with words only still goes, and everything works again a few seconds after the fight.","Connections that never sign in are closed after a few seconds, so they cannot crowd out real players."]},{"title":"The townhouses have doors","tag":"Fixed","text":"The tall stone-and-timber townhouses in Athenia had an empty arched doorway at the front - you could see straight through the house, with the door knocker hanging on nothing. All five now have a proper wooden door with iron straps, and the knocker sits on it.","images":[{"src":"img/townhouse-door.webp","w":1280,"h":731,"alt":"An Athenia townhouse with its new wooden door"}]},{"title":"Autoplay is switched off for now","tag":"Improved","text":"Autoplay is turned off for the time being: the AUTO button and badge are gone and Alt + P no longer opens its window. The Cassette Players are no longer offered in the Cash Shop or the free test shop.","points":["Nothing you own was taken away: any Autoplay time on your account is saved as it was and does not run down while Autoplay is off, and a Cassette Player in your bag or storage stays there, reading OFF FOR NOW. When Autoplay comes back, both will work again."]},{"title":"The hero list wears each hero's gear","tag":"Improved","text":"Character select now shows every hero as he really looks - his weapon and its +, his armour and the costumes he shows - instead of a bare body, and it loads faster: the hero you pick appears at once and his things land on him as they arrive."},{"title":"New boss arenas","tag":"New","text":"The Molten King has a real lair. His arena in Glassrock Canyon - the Molten Fissure, beyond the western desert - is now a crater of tall rock with two lavafalls pouring down its back wall on either side of his spiked throne, which glows in their light. A wandering ring of lava flows round a cracked basalt floor, bubbling as it goes, and runs out through a gap in the rock into the lava sea. Embers drift and smoke curls up the walls.","points":["There are two ways into the Molten Basin, with stone slabs across the lava. The rock is solid: you cannot walk through it, and the King cannot knock you into it. The basin's own lava still does not hurt you, and the fight itself is unchanged.","The lava fields have changed too. Wyrmpeak and Glassrock Canyon have cracked basalt floors near their lava, with basalt rock formations and red crystals along the banks, and the lava pools of the Deep Forge Mines have basalt rims with rubble.","The lava on the fields flows now, with glowing banks and a drifting crust, and the lava sea past Glassrock Canyon reaches all the way to the horizon.","The arena was painted as a concept first and then modelled to match it."],"images":[{"src":"img/molten-basin-crater.webp","w":1280,"h":720,"alt":"The Molten Basin: two lavafalls and the spiked throne at the back of the crater, the lava ring round the cracked basalt floor"},{"src":"img/molten-basin-throne.webp","w":1280,"h":720,"alt":"The Molten King's spiked throne, lit by the lavafalls, between red crystals"},{"src":"img/molten-basin-above.webp","w":1280,"h":720,"alt":"The Molten Basin from above: the crater wall, the wandering lava ring and the outflow running into the lava sea"},{"src":"img/molten-basin-concept-game.webp","w":1280,"h":357,"alt":"The Molten Basin's concept painting beside the arena in the game"}]}]},{"date":"2026-10-19","entries":[{"title":"World Boss: Moltharax, the Infernal Lord","tag":"New","text":"Moltharax rises in the Ashen Caldera - a floating obsidian arena over a lake of lava - and takes the whole server to bring down. The whole server is warned 10 minutes and 1 minute before, and a WORLD BOSS emblem at the top of the screen counts down to the rising and then flies you into the fight. He stands for one hour.","points":["He stands 16.5 m tall. Eight attacks, each marked on the ground before it lands: his burning cleaver, a ground slam that leaves lava pools, a sweeping fire breath, meteor rain, lava eruptions under your feet, a roar that pushes you back, the Infernal Nova and the Meteor Storm. Every one can be escaped if you move when you see its mark.","He never staggers, and stuns, freezes, roots, slows, blinds, knockbacks and Provoke all fail against him (IMMUNE). He walks after anyone who stands out of reach, speeds up at 70%, 35% and 20%, and calls waves of fire imps and salamanders as he weakens.","He has 17 million health: about 25 hunters should need around 16 minutes, 50 about 7. After 50 minutes of fighting he enrages and his blows hit four times as hard. No single hit can kill a full-health level-40 hero of any job.","A live ranking shows the top ten damage dealers. Everyone who dealt at least 0.5% of his health is rewarded, and the more damage you did, the better your chance at his level-99 equipment set.","The camera pulls back when you arrive so you can see all of him, and a fall in the Ashen Caldera costs you nothing."],"images":[{"src":"img/worldboss-moltharax.webp","w":1280,"h":720,"alt":"Moltharax in the Ashen Caldera, his wings flared"},{"src":"img/worldboss-caldera.webp","w":1280,"h":720,"alt":"The Ashen Caldera's obsidian platform over the lava lake"}]},{"title":"Field bosses are tougher","tag":"Improved","text":"The great field bosses, and the Rune Golem in the village, now hit twice as hard with their swings and special moves; their warned area attacks are unchanged. They also have more health - their health is multiplied by their level divided by 30, so a level-60 boss has twice its old health and a level-99 boss 3.3 times - and their enrage timers are longer by the same amount. Bring a party: field bosses are meant for a group of five to ten or more.","points":["The dungeon and lair lords keep exactly the health and damage they had.","A boss that keeps the day or the night no longer leaves in the middle of your fight: it stays while the fight goes on, for up to 20 minutes past its hour."]},{"title":"Forged weapons rebalanced, boss weapons drop with four lines","tag":"Improved","text":"Weapons forged at Brannoc's were as strong as the bosses' legendary weapons of the same level, and came with four bonus lines. A forged weapon now adds three quarters of what it did - Copper +7, Silver +17, Titanium +28, Adamantium +42, Void +59, Mithril +68, Orichalcum +77, Starsteel +86, Dragonsteel +96, Sunforged +105, Celestial +117 - for every forged weapon at once, with its bonus lines, class roll, + and durability as they were.","points":["Boss weapons now drop with four bonus lines, rolled the way the forge rolls them.","A hero holding the best forged weapon of his level now deals 5-13% less damage a second than with a boss weapon of the same level, and still 9-74% more than with his job's own weapon - forging is still the way up between boss drops."]},{"title":"Boss sets go to heroes near the boss's level","tag":"Improved","text":"High-level heroes were farming the level-10 Rune Golem for its set. Now, if you are more than 5 levels above a boss, you get no roll for its set pieces and no Ancient Rune from it - you still get its experience (if your level allows it), its gold and its other drops. This applies to every boss that drops a set.","points":["Each hero can get at most one Rune Golem set piece a day; the day resets at 00:00 UTC.","In a party or a shared boss kill, each hero's own level and own daily limit decide what he can get."]},{"title":"Right-click any item to see it in full","tag":"New","text":"Right-click an item anywhere - your bag, your equipment, the vault, guild storage, a trade, the Auction House, a letter, a shop, the smithy, the cash shop, the treasure chests, your hotbar, quest rewards, even loot on the ground - and its full details open and stay open until you click elsewhere or press Escape: its rarity, the level and class it needs, every number, its set and bonuses, where to get it, and for your own items its +, durability, lines, rolled stat, souls and whether it is BOUND or TRADEABLE.","points":["The details carry the item's buttons too: EQUIP, USE, EAT, TAKE OFF, STORE, BUY, SELL and the rest, depending on where it is.","The old right-click shortcuts work with Shift held down. On phones, hold your finger on an item for half a second."]},{"title":"Drag your things around","tag":"New","text":"Everything in your bag (I) can be picked up with the mouse and dragged: drop it on another slot to swap the two, or on the same kind of stack to merge them. Your bag remembers the order. Hold Shift as you let go of a stack, or press SPLIT, to choose how many to move.","points":["Drag between windows: a potion, elixir or meal onto the skill bar, a weapon or armour onto the Equipment window, things into Gribble's strongbox, the guild's storage, a letter you are writing, the trade table or a shop's SELL tab.","Drag a thing out of your bag over the world to set it down at your feet - anyone nearby can pick it up, and it is gone after 2 minutes. The game asks first for anything rare, valuable or with a + or a soul in it, and bound things can never be dropped.","On a phone, hold your finger on a thing until it lifts, then move it."]},{"title":"Loot stays where it fell","tag":"Fixed","text":"Loot already lying in a place when you arrived was drawn at the bottom of the map - under a high terrace, under a bridge or out of sight under the ground. It now lies on the ground where it fell. When you fall, what you drop lies where you stood: on a bridge's deck, a terrace, or the cart you were standing on."},{"title":"Mounts stay on the ground","tag":"Improved","text":"Mounts no longer fly. The Storm Griffin and the Bubblewing Whale now walk, run and jump like every other mount - Space jumps and Shift runs - and the whale still drifts a little above the grass. On phones the FLY, UP, DOWN and LAND buttons are gone."},{"title":"Dungeons and the Mining Caves on the world map","tag":"Improved","text":"Every dungeon entrance and the Mining Caves now stand out on the world map (N): a bigger glowing badge - an arch for a dungeon, crossed pickaxes for the caves - with its name and level range beside it, on PC and phones. Point at one, or tap it, for its card, then press GO to walk there or FIELD MAP to see its field. A DUNGEONS & CAVES switch in the legend hides them, and the field maps and the minimap show each door too."},{"title":"Guild storage holds 150","tag":"Improved","text":"Every guild's storage now holds 150 slots, whatever the guild's level - it used to start at 20 and grow by 5 a level. Guild levels still bring more members and a bigger experience bonus."},{"title":"The free test shop","tag":"New","text":"While we test, the Cash Shop (Alt + S) costs nothing - no gold, no keys and no money. A card you can take shows FREE (TEST) and a GET FREE button: bag and storage expansions, the Name Change, Scholar's Draughts and the Four-Leaf Charm, costumes and emotes, the season pass's premium track, Treasure Keys and the Lumen Stag mount.","points":["Each account can take 5 convenience or boost items and 10 Treasure Keys a day, with more at 00:00 UTC. Costumes, emotes, the Lumen Stag and the premium track are once each.","Everything you take is bound to you. When the free test ends, the Cash Shop goes back to how it was."]},{"title":"A brighter hero select","tag":"Improved","text":"The hero select and hero creation screens no longer sit under a dark veil: the painted village and your hero on the dais show in full light."},{"title":"The Mining Caves","tag":"New","text":"A new cave mouth stands in Merry Downs, north-east of Athenia, marked \"Mining Caves\" on the map. Inside the Public Mining Cave are three floors of ore: copper on the first, silver on the second, titanium and adamantium on the third. Walk up to an ore vein and press F to strike it.","points":["Entering needs a Royal Pass and a guild. The Royal Pass is not on sale yet; every account has a 30-day test pass now, and both of today's guilds hold a cave licence for testing.","The Public Mining Cave is player killing ground: players of other guilds can attack you there, and a death there costs what any death costs.","Your guild gets an extra tenth of everything you mine in the public cave, into its new ORE TREASURY (the guild window's ORE TREASURY tab).","A licensed guild has its own Guild Cave as well: safe, members only, and half of what is mined there goes to the guild.","The guild's Warden can take ore out of the treasury once every 7 days, from a town. Each week a 2% guild licence is taken from it."],"images":[{"src":"img/caves-mouth.webp","w":952,"h":488,"alt":"The cave mouth in Merry Downs: the Guild Cave on the left, the Public Mining Cave on the right"},{"src":"img/caves-mining.webp","w":870,"h":446,"alt":"A hero on the first floor of the Public Mining Cave, with the prompt F - Strike the Copper Ore vein"},{"src":"img/caves-ore-treasury.webp","w":676,"h":343,"alt":"The guild window's ORE TREASURY tab: copper, silver, titanium and adamantium, the next withdrawal and the weekly licence"}]},{"title":"Bags of Gold","tag":"New","text":"At a banker, such as Gribble or Tilda, you can now pack gold into a Bag of Gold of 100k, 500k, 1M, 5M or 10M, for a 10% fee: 110,000 gold makes a 100k bag. Open a bag in your bag window to turn it back into its gold.","points":["Bags can be traded, mailed, stored and sold on the Auction House, so a big payment is one item instead of a pile of coins.","A Bag of Gold never drops when you die."],"images":[{"src":"img/gold-bags.webp","w":832,"h":500,"alt":"The Bags of gold window: choose the size and how many, with the gold and the 10% fee shown before you press MAKE"}]},{"title":"Death costs much more now","tag":"Improved","text":"Falling is a real loss now (anywhere except an arena ladder match or a duel). Everything in your bag falls where you died - materials, potions, food, scrolls, souls, spare arrows, costumes, and any weapons or armour you are not wearing - and so does half the gold you carry, as a pile of coins. You also lose 5% of your level's experience and 5% of your job level's experience, and everything you wear breaks.","points":["What stays with you: your Tomb Key, Treasure Map, bound items (shop and treasure items, pet eggs), your job trial's items and the arrows on your bowstring. Gold in the bank and everything in storage are always safe.","You never drop a level or a job level, and in a town or a camp you lose no experience.","What falls is yours alone for 60 seconds, then anyone can pick it up, and it disappears after 5 minutes. A weapon or armour piece on the ground keeps its +, its durability, its bonus lines and its souls.","Your weapon, every armour piece and your backpack break: they stay on you but give no stats until Brannoc mends them (a broken backpack still holds your things). Mending now costs much more - open his MEND tab to mend one item, or press MEND ALL.","Durability now shows as a percentage out of 100%. Armour does not wear with use: it is 100% until a death breaks it.","The death card lists what you dropped, the gold, the experience and what broke."],"images":[{"src":"img/death-card.webp","w":1280,"h":731,"alt":"The YOU HAVE FALLEN card: the items and gold dropped, the experience lost and what broke until Brannoc mends it"},{"src":"img/death-pile.webp","w":1280,"h":731,"alt":"On a phone: the fallen hero's things lying in a pile where he died"},{"src":"img/death-mend.webp","w":1280,"h":731,"alt":"Brannoc's MEND tab: the broken weapon, armour, pants and pack, each with its cost in gold, and MEND ALL"}]},{"title":"One storage and one bank for your whole account","tag":"Improved","text":"All your characters now share one storage and one bank. Store something with one hero and take it out with another; bank gold on one and spend it on the next.","points":["What each of your characters had stored has been put together - nothing is lost.","Anything that did not fit comes to you by mail from Gribble."],"images":[{"src":"img/vault-shared.webp","w":806,"h":854,"alt":"Gribble's vault: your bag on the left, the account's shared vault on the right, and the purse and bank below"}]},{"title":"Mail, souls and glowing armour","tag":"Improved","text":"Every letter now has CLAIM and DELETE, and the inbox has CLAIM ALL and DELETE ALL. A letter that still holds something cannot be deleted until you claim it, so DELETE ALL never throws away an item or gold.","points":["A soul in your gear can now be taken out again: open the Souls window and press TAKE OUT. It comes back to your bag whole, for a gold fee by its rarity.","Armour now glows with its enhancement level, like weapons do, from +5 up to the purple of +20.","Guild storage no longer jumps back to the top while you are taking something out."],"images":[{"src":"img/mail-claim-all.webp","w":1067,"h":600,"alt":"The Mail inbox with CLAIM and DELETE on each letter and CLAIM ALL and DELETE ALL at the top"},{"src":"img/souls-take-out.webp","w":1280,"h":720,"alt":"The Souls window: a soul slotted in the greatsword, with TAKE OUT and its fee"},{"src":"img/armour-glow.webp","w":1067,"h":600,"alt":"A Knight in +20 armour with its purple glow"}]},{"title":"Shield Rush, Amplify Magic and the Rune Golem Soul","tag":"New","text":"The Crusader's Shield Throw is now Shield Rush: leap at an enemy up to 9 m away and ram it with your shield. It takes damage equal to 20% of your maximum health and is slowed by half for 7 seconds; the ram costs you 20% of your current health. 15 second cooldown. Your points and your hotbar slot carry over.","points":["Mages learn a new passive, Amplify Magic: +10%, +20% and +30% magic damage at its three levels.","Ice Storm, Eye of the Storm and Fire Cataclysm now have a 20-second cooldown at every level.","The Rune Golem Soul now gives +1 VIT and a 60% chance to shrug off a stun."],"images":[{"src":"img/shield-rush-ram.webp","w":558,"h":721,"alt":"A Crusader landing a Shield Rush on a Woody Stump"},{"src":"img/shield-rush-tree.webp","w":558,"h":757,"alt":"The Crusader's skill tree with Shield Rush and its description"},{"src":"img/amplify-magic-tree.webp","w":558,"h":692,"alt":"The Mage's skill tree with the new passive Amplify Magic"}]},{"title":"Every boss drops its own set","tag":"New","text":"Every great boss, and the Rune Golem, now drops its own set of seven pieces: helm, armour, greaves, gloves, cape, boots, and the boss's weapon in your class's kind - for example the Void Knight's Greatsword, or its Sword and Shield. There are 18 sets, from the Orc Warchief Set (level 50) up to the Lich King Set (level 89).","points":["Everyone who helped bring a boss down rolls for each piece: 5% for each armour piece and 1.5% for the weapon. The best fighter of the kill, the one who dealt the most damage, rolls twice.","A set piece lies in a gold beam where the boss fell. It is yours alone for 60 seconds, then anyone can pick it up. When someone finds a set weapon, the whole server hears about it.","Wear more pieces of one set for a bigger bonus to maximum HP and all six stats. Only your highest tier counts. The level-88 Void Knight Set gives +5% HP and +9 all stats for 2 pieces, up to +25% HP and +15 all stats for all 7.","A piece counts only if you can wear it and it is not broken. Pieces of two different sets each give their own set's bonus.","Your forged gear forms sets too (Bearskin, Runeplate, Adamantium, Void Forged and each gear band from Mithril to Celestial), so the outfit you already wear may give you a small bonus. The C window lists your sets under SETS.","An item's popup shows its set, how many pieces you wear, every bonus tier and which boss drops it, and the world map's card for a boss's field shows which set drops there."],"images":[{"src":"img/boss-sets-all.webp","w":1095,"h":687,"alt":"Ten of the 18 boss sets side by side, from the Elder Treant Set to the Lich King Set"},{"src":"img/boss-set-molten-king.webp","w":1280,"h":803,"alt":"The Molten King Set: its seven pieces, a Knight wearing it front and back, and the set bonus tiers"}]},{"title":"New art for the boss sets","tag":"New","text":"17 of the boss sets have a shoulder piece drawn over the armour and a cape of their own. Each set also has one signature weapon with its own model, such as the Void Knight's Greatsword, the Drowned Captain's cutlass or the Storm Roc's bow; the set's other weapons use their kind's design in the boss's colours.","points":["The set gloves and boots have new painted icons, and the boss armour icons now show their shoulder pieces.","A boss's Sword and Shield now comes with a shield in that boss's colours."],"images":[{"src":"img/boss-set-shoulders.webp","w":1200,"h":606,"alt":"The Orc Warchief and Crystal Troll shoulder pieces and capes on four different heroes"},{"src":"img/boss-signature-weapons.webp","w":960,"h":485,"alt":"Nine signature boss weapons - greatswords, a bow, staves, a sword and shield, a cutlass and a tome - and a boss armour icon with its new shoulder pieces"},{"src":"img/boss-set-gloves-boots.webp","w":936,"h":473,"alt":"The painted icons of the 18 boss sets' gloves and boots"}]},{"title":"Weapon damage by level, and a stat roll on gear","tag":"Improved","text":"Weapon damage now rises with level. Weapon attack has been raised across every metal, from Copper 9 up to Celestial 156, and a boss weapon's attack depends on its level - the Void Knight's weapons have 145.","points":["Every weapon rolls a bonus to its class stat, from +4 to +10: STR on greatswords and one-hand swords, DEX on bows, INT on staves, tomes and holy staves, VIT on sword and shield.","Every legendary armour piece rolls one random stat in place of its old fixed one - for example Molten King's Magmaplate: DEF +40, MDEF +27, +8% HP, +4 to a random stat. Set gloves and boots get the random stat on top of their usual lines.","A roll is made once and stays with the item, also when you trade, mail, store or sell it. Weapons and armour you already own got their roll once, with this update."],"images":[{"src":"img/boss-weapons-colours.webp","w":1280,"h":498,"alt":"Every boss weapon in every kind, each in its boss's colours, with the boss-coloured shields on top"}]},{"title":"Knights hold the greatsword in both hands","tag":"Improved","text":"A Knight now grips his greatsword with both hands: standing ready with the blade raised ahead of him, and through his two great swings and the skills that use them. Every greatsword is also a fifth longer, as a greatsword should be.","points":["He lets go with the off hand where two hands would look wrong: running with the blade on his shoulder, the spin and the lunge, emotes, sitting and riding.","Only the look changed: the reach of a blow, its damage and its timing are the same as before."],"images":[{"src":"img/greatsword-two-hands.webp","w":1280,"h":670,"alt":"Before and after: a male and a female Knight standing ready, the greatsword now raised in both hands and longer"},{"src":"img/greatsword-town.webp","w":1280,"h":670,"alt":"Four Knights in Athenia at night, each holding his greatsword in both hands"}]},{"title":"Boss helms sit better on the head","tag":"Fixed","text":"Eleven boss helms now sit centred on the head and higher on the brow, so the eyes show from the game's camera as well as straight ahead, on every job, male and female.","points":["The Ancient Wyrm, Crystal Troll, Frost Giant, Rune Golem, Orc Lord, Orc Warchief and Void Knight helms keep their original closed look - visor and all."]},{"title":"The Autoplay Cassette (coming to the shop)","tag":"New","text":"A Cassette Player gives your account autoplay time - 1, 7 or 30 days, counted only while autoplay is on. Open AUTOPLAY with Alt+P or the cassette button, choose how far to hunt from where you start (10, 20, 30 or 50 metres, or the whole field), when to drink HP and SP potions and which to buy, and which hotbar skills to use. The cassettes are listed in the cash shop but are not on sale yet.","points":["While it runs, your hero fights the monsters in that ring and drinks his potions.","When the potions run out or the bag is full, he finishes his fight, goes home, buys potions with your gold, travels back to the same spot from a waystone keeper and carries on.","It stops when you move, open a trade, fall, a player hits you, the time or the gold runs out, or you leave the game - and it tells you why."],"images":[{"src":"img/autoplay-window.webp","w":1280,"h":731,"alt":"The AUTOPLAY window: the hunting ring from 10 m to the whole field, and the rules for loot and restocking"},{"src":"img/autoplay-ring.webp","w":1280,"h":731,"alt":"Autoplay hunting a Dewdrop Slime inside its 20 m ring, with the AUTOPLAY HUNTING bar at the top"},{"src":"img/autoplay-back-hunting.webp","w":1280,"h":731,"alt":"Back in Brightmeadow after a trip home for potions, the chat telling each step"}]},{"title":"Empty windows say so","tag":"Improved","text":"A window with nothing to show now says so in its middle, with a small picture, a line on what goes there and, where it helps, the button to start: \"No letters yet\" in the Mail with WRITE A LETTER, \"No friends yet\", \"No guilds yet\" with CREATE A GUILD, \"No one on this board yet\" on the Leaderboards and the Sky Arena ladder, \"No parties looking right now\" in the Party Finder, and more.","points":["The townsfolk too: Gribble's empty vault, \"Nothing he buys in your bag\" when selling, and Brannoc's \"Nothing to mend\".","The windows keep their size; when something arrives it simply takes the message's place."],"images":[{"src":"img/empty-mail.webp","w":884,"h":660,"alt":"An empty Mail inbox: No letters yet, a line on what letters carry, and WRITE A LETTER"}]},{"title":"Boss summons, cast timing and the Void Knight's guard","tag":"Fixed","text":"Boss summons - shard wards, banners, tentacles and the rest - no longer turn invisible. Every one can be seen, clicked, targeted with Tab and hit, also when a boss is fought again.","points":["A Mage's bolts leave the staff the moment the cast ends - no more two-second wait at high DEX - and other players see them in time too.","The Novice's Smite, Lunge and Whirl strike when their blow lands.","The Void Knight guards with his sword across his body instead of a boxing stance."],"images":[{"src":"img/fix-summons.webp","w":692,"h":360,"alt":"Before and after: the Crystal Troll's Shard Wards, missing before and all drawn now"},{"src":"img/fix-void-knight-guard.webp","w":711,"h":370,"alt":"Before and after: the Void Knight's guard, now with his sword across his body"}]}]},{"date":"2026-10-18","entries":[{"title":"Lyra's anvil moments, with sound","tag":"Improved","text":"Enhancing at Lyra's has real sounds now - the hammer rings on the anvil, a bright bell chimes when it works, and glass and iron shatter with a low thud when it breaks - and each result is a moment you can see.","points":["A success flashes in the new aura's colour: sparks burst, the rays turn, the item pops up with a shine across it and its new + slams in - bigger past +4 and bigger still at +10, with a fanfare. Armour shines gold and steel.","A break cracks the item, throws shards off it, shakes the window and flashes red, then shows BROKEN.","The moment lasts about two seconds; click or tap it, or press Escape, to skip it. The result never shows before the server has decided."]},{"title":"The website opens faster","tag":"Improved","text":"The Athenia Online website loads faster: the heroes on the front page appear sooner, because everything they need starts downloading together with the page, and their models are smaller downloads.","points":["When you come back, your browser keeps what it already fetched, so the page and its heroes show up almost at once."],"images":[{"src":"img/website-front-page.webp","w":1280,"h":800,"alt":"The website's front page with the Novice standing in the class preview"}]}]},{"date":"2026-10-17","entries":[{"title":"Armour can be enhanced at Lyra's","tag":"New","text":"Every piece you wear can now be enhanced at Lyra's, each with its own +, up to +20: headgear, armour, pants, garment, shield or off-hand, gloves and shoes. Pick a worn piece on the left of her window and enhance it exactly like a weapon.","points":["The same chances, gold and materials as a weapon at the same +. Every rung up to +4 always succeeds.","Past +4 a rung can miss: Lyra asks you twice, and a miss breaks the piece. It keeps its + and its souls, gives nothing until Brannoc mends it, and the gold and materials are spent either way.","Each + adds 1 DEF on armour, pants, a shield or off-hand, gloves and shoes, and 1 MDEF on headgear and garments.","The + belongs to the piece: it stays with it when you take it off, trade it, mail it, sell it on the Auction House or put it in storage."],"images":[{"src":"img/armour-enhance-success.webp","w":1280,"h":731,"alt":"Lyra's window after a successful armour enhancement: SUCCESS over the Novice Armour, now +1"}]},{"title":"Lyra's enhancement window, redesigned","tag":"Improved","text":"Lyra's window now works like a refining bench. On the left is everything you wear and carry, each with its +: the weapon in your hand first, your worn armour, and every weapon in your bag. Pick one to see it on the right, with its + now and the next one, the twenty-rung ladder, the chance to succeed and exactly what the next + costs - each material and the gold, in red when you are short.","points":["When a rung can break the weapon, ENHANCE asks you again and says what a miss does. CANCEL spends nothing.","Every attempt plays three hammer blows on the anvil with sparks, then SUCCESS with the weapon's new name, or BROKEN.","The odds, prices, materials and the break rule are the same as before."],"images":[{"src":"img/lyra-window.webp","w":1280,"h":731,"alt":"Lyra's redesigned window: the weapon in hand, worn armour and bag weapons on the left, the next rung's chance and cost on the right"},{"src":"img/lyra-second-yes.webp","w":1280,"h":731,"alt":"The second question before a risky rung: the risk of breaking, with CANCEL and YES, ENHANCE"}]},{"title":"Windows keep their size","tag":"Improved","text":"Windows no longer shrink and grow as you change tabs or while they wait for the server. The Guild, Friends, Leaderboards, Achievements, Mail, Party, Party Finder, Treasures, Sky Arena, Invite Friends and Settings windows, and every NPC's window, now open at one steady size and keep it on every tab - the list scrolls inside instead. On a phone they fill the screen.","points":["The world clock and the daily reward's countdown tick without redrawing the page, so a press on CLAIM or a tab is never lost on the second."]}]},{"date":"2026-10-16","entries":[{"title":"Death has a cost now","tag":"New","text":"When you fall (anywhere except an arena ladder match or a duel), every material in your bag - ores, logs, ingots, planks, monster parts and boss trophies - falls where you died. The pile is yours alone for 60 seconds, then anyone's, and it disappears after 5 minutes. Everything you are wearing also breaks: your forged weapon and every worn piece give no stats until Brannoc mends them (MEND, or MEND ALL).","points":["Potions, food, fish, seeds, arrows, souls, costumes, keys, shop items and any gear in your bag stay with you, and your vault is never touched.","For 10 seconds after you hit, or are hit by, a monster, a boss or a player, you are in a fight: you cannot get on your mount or leave to the character select.","Closing the game does not save you: your character stays in the world for 10 seconds (until 10 seconds after a fight, 60 at most) and can still be attacked. Log back in in time and you take it back."],"images":[{"src":"img/death-penalty-fallen.webp","w":1280,"h":265,"alt":"The YOU HAVE FALLEN card: the materials lost, where they lie, and what broke until Brannoc mends it"}]},{"title":"Freeze and root: 5 seconds at most, then 3 seconds free","tag":"Improved","text":"No freeze or root can hold anyone for more than 5 seconds - players and monsters alike, from skills, traps, arrows, souls and monster attacks. A shorter hold stays the same, and your freeze resistance now cuts the 5 seconds. After a hold ends, that player or monster cannot be frozen or rooted again for 3 seconds.","points":["A freeze and a root count as one hold: being frozen or rooted again while held never makes it last longer.","When a hold ends, you cannot be frozen or rooted again for 3 seconds. Monsters get the same 3 seconds.","Stun, slow and blind are unchanged, and so is all damage."]},{"title":"Warrior's Shout works on bosses","tag":"Improved","text":"Provoke no longer misses every boss. Great bosses, lords and elites now take Warrior's Shout on its usual chance: for 30 seconds they hit a little harder and must fight the one who shouted. Its special attacks that hit everyone around it do not get stronger - only the hits it aims at you.","points":["Once a hero has provoked a boss, nobody else can take it from him for 5 seconds.","When a boss shrugs off a stun, a freeze, a root or a knockback, everyone nearby now sees IMMUNE beside its name."]},{"title":"Status timers and the XP percentage","tag":"New","text":"Click a monster, a boss or a player and each status in their frame now shows how long it has left under its icon - \"7s\", \"2m\", \"1h\". Your own buffs and the party list's buffs show their time the same way, and hovering an icon gives the exact time.","points":["Your experience bar shows a percentage with two decimals, so even slow progress at high levels is visible.","A monster more than 10 levels below you (or more than 5 above) gives no experience - you are now told so, once per kind of monster every few minutes."],"images":[{"src":"img/status-timers.webp","w":526,"h":200,"alt":"A creature's frame with three statuses, each with its time left: 2m, 8s and 5s"},{"src":"img/status-xp-percent.webp","w":684,"h":192,"alt":"The hero frame's experience line ending in 42.37%"}]},{"title":"Cleaner name plates","tag":"Improved","text":"Names over heads stay just above their owners, even in a crowd, and names behind a building fade out instead of showing through the walls. A player's plate now shows only the name, the health bar and, under the name, the guild tag and emblem and the title the player wears - no level and no job.","points":["NPCs keep their role under their name, and monsters keep their level.","The second line is bolder with a dark outline: amber for NPC roles, sky blue for players' guild tags and titles.","The target frame, the party list and the player card still show a player's job."]},{"title":"Wings swept back","tag":"Improved","text":"The ten model wings no longer sit flat across your back. Each wing now sweeps back from your shoulder blades in a V, so you see them in proper perspective from the game's camera, and they sweep a little further back when you run or ride. They also clear long hair and hoods better. Their icons show the new angle.","images":[{"src":"img/wings-swept-back.webp","w":560,"h":520,"alt":"A Knight from behind wearing Dark Wings, swept back from the shoulder blades in a V"}]},{"title":"Costumes cover your armour","tag":"Fixed","text":"A costume now shows only the costume. An outfit is drawn over your own body in its colours: your worn armour, pants and cape no longer show through it. A costume hat still hides your helm, and a costume on your back still hides your cape. Your armour still counts for everything it gives.","images":[{"src":"img/costume-covers-armour.webp","w":640,"h":360,"alt":"Heroes in the town wearing outfits, with no armour showing through"}]},{"title":"The guide's step 10 finishes when you talk to Corin","tag":"Fixed","text":"\"Corin's first contract\" now finishes the moment you talk to Corin with your five Woody Stumps hunted: his window turns the contract in and pays both the contract and the guide step, and the guide moves on to step 11. If you were stuck at 5 / 5, just talk to him - you are paid at once, with no need to hunt again.","points":["Corin wears a \"?\" while step 10 is ready to hand in."],"images":[{"src":"img/guide-step-10.webp","w":1280,"h":731,"alt":"Corin's window after the hand-in, with the guide moved on to the next step"}]},{"title":"2000 Treasure Keys to test the Treasures","tag":"New","text":"Every player now gets 2000 Treasure Keys to try the Treasure Chests: open the Treasures window and open as many chests as you like. New players get theirs the first time they enter the world, once per account; a guest's keys wait until you sign in."},{"title":"Every mount on the Cash Shop's shelf","tag":"Improved","text":"The Cash Shop's MOUNTS shelf now shows all nine mounts. The shop is still not open, so nothing can be bought there yet: every hero already rides eight of them from the stable (O) while Athenia is in testing, and the Lumen Stag is earned by inviting friends."},{"title":"Forging keeps your weapons","tag":"Fixed","text":"Forging a weapon at Brannoc no longer replaces the weapon in your hand. Every weapon you forge is a new one: it goes into your bag at +0, with full durability and its own four bonus lines, and the weapon you are holding keeps its +, its lines, its durability and its souls. Equip the new one from your bag (I) or the Equipment window (B).","points":["A forging needs a free row in your bag; if it is full, the FORGE button says BAG FULL and nothing is taken.","A second weapon of the same metal is a second weapon - it never merges with one you own."],"images":[{"src":"img/forge-keeps-weapons.webp","w":1280,"h":720,"alt":"The bag holding every forged greatsword side by side after forging at Brannoc's"}]},{"title":"Experience at your job's top","tag":"Fixed","text":"When your job level is at its top, every kill, quest and contract still pays its full base experience, and the kill's line and the floating number no longer claim job experience that has nowhere to go."}]},{"date":"2026-10-15","entries":[{"title":"The Arena Ladder","tag":"New","text":"The Sky Arena is now a ranked one-on-one ladder for heroes of level 50 and up. Press QUEUE in the ARENA window (Alt + A) from anywhere and keep playing while you wait. The moment an opponent is found, you are both flown straight to your own private copy of the arena. After a 5-second countdown you fight; after 3 minutes the one with more health left wins.","points":["Matches are made by rating, with no level gap above 50. Two heroes of the same account are never matched.","Leaving before the fight begins is a no contest; once it begins, leaving or logging out is a loss. Losing costs no experience and no items.","A season lasts a week. Its rewards come at the end, by your final rank, to your mailbox: rolls of Adamantium and gold, and for the top ten a chance at a Treasure Key. Play 5 ranked matches against 3 different signed-in accounts to qualify.","The arena's braziers burn with real 3D fire now, and real 3D clouds drift round and under it.","The old free-for-all arena is closed."],"images":[{"src":"img/arena-ladder-night.webp","w":1280,"h":786,"alt":"The Sky Arena at night over a sea of moonlit 3D clouds"},{"src":"img/arena-ladder-fire.webp","w":1280,"h":786,"alt":"A brazier's 3D flame on the Sky Arena's balustrade at night"}]},{"title":"Twelve bows, twelve designs","tag":"Improved","text":"Every bow now has its own design, from Atlas Online's forge bows, drawn in the game's cartoon look: the job's own Hunter's Bow, then one for each metal and band up to the Celestial Voidwing Bow. They are about a third bigger (a 1.35 m string) and sit a little further forward in the hand, and the grandest designs were trimmed so they no longer pass through the archer. The top metals' bows glow with their own runes and light, and refine glow works on every bow.","images":[{"src":"img/bows-twelve-designs.webp","w":1200,"h":472,"alt":"The twelve bow designs, from the Hunter's Bow to the Voidwing Bow"}]},{"title":"Tab always finds an enemy","tag":"Improved","text":"Tab (and the TARGET button on a phone) now picks the nearest monster within reach whatever its level, in the same order as before: a player you can fight, then a boss, then the monster your quest is hunting, then any other monster. Elites that would give you no experience no longer jump the queue. When nothing is within reach, Tab still walks you only to a monster that is right for your level."},{"title":"Stunned or frozen means held","tag":"Improved","text":"While you are stunned or frozen you can no longer drink a potion, use an item, or talk to an NPC - the game tells you \"You are stunned!\" or \"You are frozen!\", nothing is used up, and the moment the hold ends you can act at once. A friend's Status Recovery and Percival's healing still cure you.","points":["Being rooted only stops you walking and dashing: you can cast, drink potions and talk to NPCs while rooted."]},{"title":"Monster ailments for everyone","tag":"Improved","text":"Click a monster and its frame shows what is on it - slowed, rooted, frozen, stunned, blind and the rest - each in the icon of the skill that put it there, whoever cast it. This also works when you log in, reconnect or reload in the middle of a fight. A boss shows only what actually took hold."},{"title":"Treasure pulls announced to the server","tag":"New","text":"When someone opens a Treasure Chest and gets an Epic, Ultra Rare, Ultra Epic or Ultra Legendary prize, everyone online now sees it in the chat, in its tier's colour. If you open several chests at once, your good pulls are put together in one line a few seconds after your last chest, so it never spoils your own reveal. Click the name to open that player's menu."}]},{"date":"2026-10-14","entries":[{"title":"Airship boarding fixed","tag":"Fixed","text":"Boarding the airship no longer drops you off at whatever town it happens to be docked at. You always board on the open deck, clear of the portal, and you only go ashore when you walk into the portal yourself."},{"title":"The Sky Arena","tag":"New","text":"Skipper Nimbus now flies you up to the Sky Arena, a stone arena floating high over the clouds above Athenia, built from our concept art. From level 10 it is a free-for-all: everyone on the arena floor is fair game.","points":["Your party and your guild never hurt each other there, so you can fight side by side against everyone else.","The gate platforms at each end are safe: nobody can be hurt while standing on them.","Dying in the arena costs nothing - you rise again after 5 seconds.","Mounts stay below, and nobody can fall off the edge."],"images":[{"src":"img/sky-arena-day.webp","w":1280,"h":786,"alt":"The Sky Arena by day: a cream stone arena with a gold compass on its floor, floating over the clouds, a gate platform at each end"},{"src":"img/sky-arena-gate.webp","w":1280,"h":786,"alt":"One of the Sky Arena's safe gate platforms, with its blue-curtained arch, looking across the floor to the red gate at the far end"}]},{"title":"Second-job quests send you to the right master","tag":"Fixed","text":"The quest book now names the right master for every second-job trial, and his town. It used to name your first master instead - \"Take the trial at Kestrel\" for the Hunter.","points":["The six second-job masters stand in the regional towns: Commander Aldric Vane and High Priestess Sunniva in Rimeholt, Templar Rashid and Huntmaster Bram in Amar Oasis, Sage Ilsabet in Ranger's Hollow, and Magus Ysolde Tidewright in Port Saltwind.","The quest tracker names the town too: \"Report to Huntmaster Bram in Amar Oasis\".","In another regional town the compass now walks you to that town's own airship Pilot instead of back to Athenia on foot.","On the airship, every time it docks you are told whether to step off (\"Amar Oasis - Huntmaster Bram's town\") or stay aboard (\"Huntmaster Bram is in Amar Oasis, the next stop\")."]},{"title":"Invite your friends","tag":"New","text":"Every account now has its own invite code and link. Open INVITE FRIENDS from the sealed scroll on the menu (or press Alt + R), from the cash shop, or from a locked mount in your stable, and COPY LINK to send it to a friend.","points":["A friend counts when they join with a brand new account, a hero on it reaches level 10 and they have played for about an hour. Invites from your own accounts do not count.","A friend who used the PC client or the app can type your code when they sign in, or in their Invite Friends window during their first two days.","Rewards: 1 friend a Treasure Key, 3 the Moonlit Fox Shrine Keeper costume, 5 two Treasure Keys, 8 the Lumen Stag mount, 10 the Celestial Void Wings, 15 three Treasure Keys, 20 the Pirate Captain costume.","Your friend gets a Treasure Key of their own when their invite counts.","Accounts made before this update keep the Lumen Stag on all their heroes."],"images":[{"src":"img/invite-friends-rewards.webp","w":518,"h":247,"alt":"The Invite Friends window's reward list: a Treasure Key for 1 friend, the Moonlit Fox Shrine Keeper costume for 3, two keys for 5, the Lumen Stag for 8"},{"src":"img/invite-friends-lumen-stag.webp","w":368,"h":368,"alt":"The Lumen Stag in the stable, locked: earned by inviting 8 friends who reach level 10"}]},{"title":"The Hatchling breathes fire","tag":"New","text":"The little green dragon of the Dragon Tamer costume now has a mind of its own: every so often, while you stand or walk, it lifts its head, turns it to one side and puffs a short burst of fire, then settles back on your back.","points":["It never breathes while you attack, cast a skill, run, jump or ride, and stops at once if a fight starts mid-breath.","Every hatchling keeps its own time, so a crowd of tamers never breathes together - and everyone around you sees yours. You can watch it in the Equipment window too.","The fire is only a look: it does no damage. On LOW graphics the hatchling still breathes but shows no fire."],"images":[{"src":"img/soon-dragon-pet.webp","w":360,"h":360,"alt":"A small green dragon pet with its wings spread"}]},{"title":"Boss armour looks right on every class","tag":"Improved","text":"The legendary armour from bosses now shows in its own boss's colours on every class, with real shading instead of one flat glowing colour. On pale outfits - Priests, Acolytes, Professors, Novices, Crusaders and Mages - only small trims glow now, and your hands keep their own skin colour.","points":["The armour icons were redrawn to match."],"images":[{"src":"img/boss-armour-lich-king.webp","w":660,"h":532,"alt":"A Priest in the Lich King's armour standing in Athenia's square at night"},{"src":"img/boss-armour-golem.webp","w":660,"h":532,"alt":"The same Priest in the Golem's blue armour, shaded in the boss's colours"}]},{"title":"Tab picks players first, then bosses, then monsters","tag":"Improved","text":"Tab now picks the nearest player you can fight (your duel opponent, or a red-named player on PK ground), then the nearest boss, then the nearest monster - press it again to move down the list. Party and guild members, and players in safe areas, are never picked.","points":["Buffs and debuffs wear the same icon as the skill that cast them, on your bar, the party list and the target frame.","Click a name in the party list to target that member - a heal or blessing on your bar goes straight to them.","The party list shows each member's level, updated the moment they level up."],"images":[{"src":"img/party-buff-tooltip.webp","w":566,"h":406,"alt":"The party list with two members, their buff icons with countdowns, and a tooltip naming Divine Grace and who cast it"},{"src":"img/party-frame-buffs.webp","w":410,"h":342,"alt":"Close-up of the party list: each member's level, class and buff icons"}]},{"title":"Daily and weekly contracts lead to their creatures","tag":"Fixed","text":"Every contract now sends you to the field where most of its creature lives, and the compass and SHOW THE WAY lead you there - kills count wherever you hunt it. A contract you have taken keeps its creature, count and reward even if the board changes, and a boss bounty says whether its boss rises by night or by day.","images":[{"src":"img/daily-contracts-book.webp","w":980,"h":860,"alt":"The quest book's daily contracts beside Corin's board in the town square"},{"src":"img/daily-contracts-field.webp","w":1050,"h":860,"alt":"A hero walking a stone causeway across the river toward a contract's hunting field"}]},{"title":"Camps and dungeons on the world map","tag":"New","text":"Every camp and dungeon entrance has its own icon on the world map (N): a bronze ring with a tent for a camp (grey until you find it), an iron ring with a glowing doorway for a dungeon. Point at one, or tap it, for its name, field and levels.","images":[{"src":"img/worldmap-camps.webp","w":1040,"h":837,"alt":"The world map zoomed into the heartland, with camp and dungeon icons among the named fields"},{"src":"img/worldmap-dungeon.webp","w":1040,"h":837,"alt":"The world map with a dungeon entrance's tooltip showing its name, field and levels"}]},{"title":"Casters move as soon as the spell goes off","tag":"Fixed","text":"Mages, Wizards, Professors, Acolytes and Priests are free to move the moment a spell goes off - no more standing frozen for seconds after Ice Storm. Stats from gear, souls and buffs now keep adding damage past 99, so an Archer's damage no longer stops rising at about 66 DEX.","images":[{"src":"img/caster-meteor.webp","w":1050,"h":800,"alt":"A Wizard's meteor exploding in the town square with damage numbers"}]},{"title":"Legendary gear in a gold frame","tag":"New","text":"Every legendary piece - the bosses' headgear and armour, legendary costumes, whole souls and the Void Essence - now sits in an ornate gold frame with a jewel in each corner, in every window. The mark on things you wear is now a green E, so gold always means legendary.","images":[{"src":"img/legendary-frames.webp","w":1280,"h":720,"alt":"The Equipment window and the bag, with legendary helms in thick gold frames"},{"src":"img/legendary-popup.webp","w":1280,"h":720,"alt":"An item popup for the Elder Treant's Barkmail, a legendary armour, framed in gold"}]},{"title":"Towns on the world map","tag":"New","text":"Every town stands out on the world map with a gold framed crest and its name on a ribbon - Athenia wears a crown and the port towns carry an anchor. Point at a town to see that it is safe and the levels of the fields around it.","images":[{"src":"img/worldmap-towns.webp","w":1040,"h":837,"alt":"The world map with Athenia's crowned crest and its tooltip"}]},{"title":"Bigger mounts","tag":"Improved","text":"The six newest mounts are now a third bigger, so they stand tall beside the Storm Griffin and you sit higher in the saddle. Their legs still keep pace with the ground, and the Bubblewing Whale still flies.","images":[{"src":"img/mounts-bigger-lineup.webp","w":1280,"h":205,"alt":"Heroes riding the six new mounts in a row: Emberfox, Mossback Tortoise, Frostmane Wolf, Bubblewing Whale, Clockwork Strider and Lumen Stag"},{"src":"img/mounts-emberfox-town.webp","w":1120,"h":800,"alt":"The Emberfox standing in Athenia's plaza at night"}]}]},{"date":"2026-10-13","entries":[{"title":"Wings sit on the shoulder blades","tag":"Fixed","text":"The Dark Wings no longer hang at the hips: all four wings meet between the shoulder blades on every hero and keep their X shape behind a hood or long hair. Every other pair was checked on all 22 heroes too."},{"title":"New prizes in the Lumen Treasure","tag":"New","text":"Treasure Chests now hold convenience items and boosts beside the wings: bag and storage expansions, a Name Change, the Scholar's Draught (+50% experience) and the Four-Leaf Charm (+50% drop chance). Pick one in your bag and press USE - a box tells you exactly what will happen first.","points":["If your bag is full, the prize goes to your mailbox instead.","A running boost shows on your HUD with its time left."]},{"title":"Six new mounts in the stable","tag":"New","text":"Meet the Emberfox, the Mossback Tortoise, the Frostmane Wolf, the Bubblewing Whale, the Clockwork Strider and the Lumen Stag. While Athenia is in testing every hero owns all six - open the stable (O), pick one and press RIDE.","points":["The Bubblewing Whale flies: Space to climb, Shift to dive.","Each one walks, runs and jumps with its own animations, feet planted on the ground."],"images":[{"src":"img/mounts-six-art.webp","w":1280,"h":185,"alt":"The six new mounts side by side: a fiery fox, a mossy tortoise, a frost wolf, a sky whale, a brass running bird and a white stag"},{"src":"img/mounts-whale-flying.webp","w":1120,"h":800,"alt":"A hero on the Bubblewing Whale flying up over the rooftops of Athenia at night"}]},{"title":"Job levels","tag":"New","text":"You now have a base level and a job level - your frame shows both, for example \"Lv 40 · Job 14 Knight\". Every monster gives job experience beside its normal experience, and every job level gives one skill point; a second job keeps all of the first job's points.","points":["Every skill you learned and every point you had is still yours."],"images":[{"src":"img/job-level-up.webp","w":1024,"h":530,"alt":"\"JOB LEVEL UP!\" over a hero fighting stumps in a meadow"},{"src":"img/job-skill-window.webp","w":847,"h":768,"alt":"The skill window showing the job level and the job points to spend"}]},{"title":"Kitsune Spirit Mask fixed","tag":"Fixed","text":"The Kitsune Spirit Mask no longer cuts your hero's head in half: your hair stays as it is, the fox ears stand on top of your head and the mask rests at the side. Changing from a hat to the mask no longer leaves your hair flattened."},{"title":"Ultra Legendary: the Blazing Phoenix Wings","tag":"New","text":"Treasure Chests have a new top rarity, Ultra Legendary, and its one prize is the Blazing Phoenix Wings - the rarest costume in the chest. Winning it gets the biggest opening in the game: the chest climbs to the Phoenix Chest and the whole screen fills with fire.","images":[{"src":"img/ultra-legendary-moment.webp","w":1280,"h":612,"alt":"The Ultra Legendary opening: a blazing phoenix chest and the words ULTRA LEGENDARY across the screen"},{"src":"img/ultra-legendary-reveal.webp","w":960,"h":882,"alt":"The prize revealed: Ultra Legendary, Blazing Phoenix Wings"}]},{"title":"Twelve treasure costumes you can wear","tag":"New","text":"The Ultra Epic prizes of the Lumen Treasure can now be worn, and everyone around you sees their effects: four wings, four headpieces and four outfits, from the Crystal Frost Wings to the Shadow Knight Armour. Busy towns full of effect costumes stutter less too.","images":[{"src":"img/treasure-wings-four.webp","w":1280,"h":320,"alt":"Four heroes wearing treasure wings: phoenix flame, crystal frost, celestial void and clockwork"}]},{"title":"Treasure Chests, now in 3D","tag":"New","text":"The Treasures window (Alt + T) shows a real chest on a pedestal. Press OPEN and watch the key turn, the chest shake and climb toward the rarity you won, then burst open with a beam of light - or open up to ten at once and see every prize in a grid.","images":[{"src":"img/treasure-pedestal.webp","w":896,"h":342,"alt":"The Treasures window with the Lumen Treasure's wooden chest on its pedestal"},{"src":"img/treasure-ultra-epic.webp","w":1152,"h":603,"alt":"A chest bursting open with fireworks and the words ULTRA EPIC"}]},{"title":"Arrows","tag":"New","text":"Bows now shoot arrows you carry: every shot uses one, and Captain Whiskerclaw's new ARROWS tab (and every town's trader) sells them by the hundred. Element arrows hit hard on the matching weakness and status arrows can stun, freeze, blind or slow - every Archer and Hunter gets 500 Wooden Arrows to start.","images":[{"src":"img/arrows-captain.webp","w":576,"h":722,"alt":"Captain Whiskerclaw's ARROWS tab with arrow kinds, their elements and a typed amount"},{"src":"img/arrows-ember-shot.webp","w":960,"h":661,"alt":"An Archer in Athenia at night, shooting an Ember Arrow at a Woody Stump"}]},{"title":"The Swordsman and the Archer, reworked","tag":"Improved","text":"The first jobs now hold only their own skills, and a few second-job skills were added or reworked - anyone with points in a changed skill got a free reset of that tree. A skill pressed while you swing is no longer lost: it goes as soon as the swing ends.","points":["Swordsman: Crushing Blow, Warrior's Slam, Warrior's Shout, Warrior's Might and the new Sword Mastery passive.","Archer: Piercing Arrow, Multi Arrow, Heavy Arrow, Forest Trap and Eagle Eye (now a passive).","Knight gains Parry; Crusader gains Faith and Reflect Shield; Hunter gains Sharp Shooting; Wizard and Professor gain Soul Strike.","Second jobs have a tab for their first job's skills in the skill tree (K)."]},{"title":"Outfits look right on every hero","tag":"Fixed","text":"Costume outfits no longer paint a coloured smear on your chin and throat, and long hair keeps its own colour under an outfit. When a crowd in costumes comes into view the game no longer stalls for a second."},{"title":"Item details everywhere","tag":"New","text":"Point at any item (or tap it on a phone) to see everything about it: its rarity, slot, level, every number - and where to get it, from the monsters that drop it and their drop chance to the shops and recipes that make it.","images":[{"src":"img/item-details-hover.webp","w":770,"h":860,"alt":"Brannoc's smithy with a material's popup listing the bears that drop it and where they live"}]},{"title":"Changing job is a quest now","tag":"New","text":"At level 10 a Novice gets the main quest Choose Your Path, and the four guild masters are back in Athenia - each one's trial is hunted in a field just outside a gate. At level 30 your master sends you on to the second-job masters in the regional towns, and the quest book (J) shows your whole path.","images":[{"src":"img/job-path-quest-book.webp","w":1280,"h":1029,"alt":"The quest book's Job Change tab showing the path from Novice to Swordsman to Knight"}]},{"title":"Loot in the chat","tag":"New","text":"The chat now says what a monster dropped for you, what you picked up and the gold a kill gave - and in a party, what your party members picked up. Killing several monsters at once gives one line instead of many.","images":[{"src":"img/loot-lines-chat.webp","w":724,"h":430,"alt":"The chat's SYSTEM tab: Forest Wolf dropped Wolf Pelt and Wolf Fang, and the experience and gold of the kill"}]},{"title":"Unstuck","tag":"New","text":"Stuck in a wall, a tree or under a bridge? Press UNSTUCK in Settings or type /unstuck, stand still for 3 seconds, and you are put back on safe ground in the same place. You can use it once every 30 minutes.","images":[{"src":"img/unstuck-freed.webp","w":1050,"h":456,"alt":"A hero back on safe ground at a field's gate, with the Unstuck message"}]},{"title":"The trade window is fixed","tag":"Fixed","text":"Each side's offer is a proper five-by-two grid again, and LOCK and TRADE always sit inside the window on every screen size. Monsters also no longer spawn or wander under bridges, piers and docks.","images":[{"src":"img/trade-window.webp","w":1036,"h":940,"alt":"The trade window with both offers in grids and the CANCEL, LOCK and TRADE buttons at the bottom"}]},{"title":"The quest tracker and the quest book","tag":"New","text":"Your quests stand on the left of the screen with their steps and live counts, and the compass beside a step lays a gold path and walks you there - through gates and onto ferries. Every quest shows its rewards as icons, and the quest book (J) holds everything in one place.","images":[{"src":"img/quest-tracker.webp","w":1280,"h":720,"alt":"The quest tracker on the left of the screen in Athenia's square"},{"src":"img/quest-gold-path.webp","w":1280,"h":615,"alt":"A hero following the gold path down a field road toward a gate"}]},{"title":"Store your gear with Gribble","tag":"New","text":"Gribble's strongbox now keeps weapons and armour, and every piece comes back exactly as it went in - its +, wear, bonus lines and souls. Storing, selling and buying also have a HOW MANY box: type the number, or use - / + and MAX.","points":["Character select always brings you back to your list of heroes."],"images":[{"src":"img/vault-how-many.webp","w":640,"h":720,"alt":"Gribble's vault with a typed amount and the STORE button"}]},{"title":"A clearer stats window, and tougher monsters far above you","tag":"Improved","text":"The stats window now shows attack speed as attacks a second, HIT and FLEE as how often you land and dodge, and what one more point would change. A monster more than 5 levels above you is now much tougher - it takes less of your damage and dodges more - and its target frame says how much gets through.","points":["The town is lighter to draw: still buildings and out-of-view heroes cost less every frame."],"images":[{"src":"img/stats-window.webp","w":1075,"h":1080,"alt":"The Character window with each stat's effect and the attack speed, HIT and FLEE figures"}]},{"title":"Party loot: Random or Individual","tag":"New","text":"Parties start on Random: a monster drops once and each item goes to a random member near the kill. The party leader can switch to Individual in the party window (U), where every member gets their own pile.","images":[{"src":"img/party-loot-random.webp","w":450,"h":316,"alt":"The party window's LOOT choice: Random or Individual, with what each one means"}]},{"title":"Souls in your bag","tag":"New","text":"Picking up a soul now tells you whether it is a WHOLE SOUL or a fragment, and the bag has a SOULS tab. Whole souls can be traded, sold or slotted; fragments stay with you until you bind enough of them in the Soul Deck (Shift + B).","points":["Auto-loot is off for now and will return with certain pets: click a drop or press F beside it."],"images":[{"src":"img/souls-tab.webp","w":1280,"h":960,"alt":"The bag's SOULS tab with a whole soul and its details"}]},{"title":"Brannoc crafts everything","tag":"Improved","text":"Everything at Brannoc's smithy is now crafted from materials, with a recipe on every card showing HAVE / NEED from your bag. Point at a material to see which creatures drop it and where they live.","points":["Your first master now shows THE NEXT PATH and a GO button toward your second job."],"images":[{"src":"img/brannoc-recipes.webp","w":580,"h":798,"alt":"Brannoc's smithy window with helm recipes and their materials"}]},{"title":"Grass in every field","tag":"New","text":"The fields are green all over: grass grows across every open meadow, forest floor and plain, with flowers in the meadows, heather on the highlands and straw on the dry steppes. Phones get grass too, a little lighter.","images":[{"src":"img/grass-brightmeadow.webp","w":1280,"h":720,"alt":"Brightmeadow covered in grass and small flowers"},{"src":"img/grass-heather-rise.webp","w":1280,"h":720,"alt":"Heather Rise's grassy plain with mountains behind"}]},{"title":"One quiver for Archers, cleaner wings","tag":"Fixed","text":"Archers and Hunters now wear one quiver with straight arrows at the left hip, beside the pack when they wear one. The premium wings were cleaned up too: no faces lit from the wrong side and no outlines splitting at the seams.","images":[{"src":"img/archer-one-quiver.webp","w":1280,"h":320,"alt":"An Archer from four angles with one quiver at the hip beside her backpack"}]},{"title":"Each stat now does one clear job","tag":"Improved","text":"Each stat now does only what it should: AGI gives dodge and attack speed, DEX gives hit, faster casting and attack speed, LUK gives critical chance, and VIT makes health potions heal more. Every hero got one free stat reset (C, then RESET STATS)."},{"title":"What you wear is marked","tag":"New","text":"Everything you have equipped shows an E and a rim on its tile in every window - your weapon, armour, pack and costumes. What you wear sits greyed at the front of your bag in the storage, trade and Auction House windows.","images":[{"src":"img/equipped-mark-bag.webp","w":704,"h":720,"alt":"The bag with the equipped bow marked"}]},{"title":"Experience and the level gap","tag":"Improved","text":"A monster gives experience only while it is at most 5 levels above you and 10 below - you still get its gold, drops and quest credit. A grey name plate means no experience; a red level with a \"!\" means it hits you 20% harder.","images":[{"src":"img/level-gap-plates.webp","w":1050,"h":800,"alt":"A hero levelling up beside a snake and a bear with their level plates"}]},{"title":"A smoother town, and quicker icons","tag":"Improved","text":"Logging in and respawning in Athenia no longer freeze for a second, and every icon appears the moment a window opens, even on a slow connection.","points":["Trees, rocks and props between the camera and your hero fade out completely; walls keep the see-through circle.","The Cat Ears sit like a headband on every hero.","Settings > Show FPS also shows your screen's refresh rate."]},{"title":"Treasure Chests, the Auction House and new top-right buttons","tag":"New","text":"Open Treasure Chests for costumes in every rarity, with the odds shown in the window - a costume you already own turns into shards you can trade for another. Keys are earned by playing: the login calendar, achievements and the season pass.","points":["The market is now the Auction House: search by name, level and rarity, and buy, sell and collect from anywhere (Alt + M).","CASH SHOP, MOUNTS and AUCTION buttons sit at the top right beside the minimap. Nothing in the Cash Shop is on sale yet."]},{"title":"Sign in with Google, and a better first hour","tag":"New","text":"Athenia now starts with Sign in with Google: your heroes live on your account and follow you to every device, and heroes made before join your account the first time you sign in. New heroes start as a Novice, the guide gets you to your first fight within a minute, and levels 51 to 99 are now a long journey.","points":["On wipeoutlabs.com, sign in once and press PLAY ATHENIA ONLINE to go straight in."]}]}],"soon":[]}