The early-game New Player Guide is still being improved. If you need help, please join one of the following communities:
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The client and server contracts for Battle, Battlefield, Processing, Quality, Town, Gathering, Mail, and Warehouse have all been upgraded to V0.036. Older clients cannot continue using the updated features. Please fully update the game before signing in again.
1. Auto Battle is now a fully automated mode. Auto Skills and Auto Items are forced on and locked by the server, while both the skill bar and item bar are unavailable for manual input. This prevents the displayed controls from disagreeing with actual battle behavior.
2. Non-auto battles now support mixed controls. Players can independently enable or disable Auto Skills and Auto Items while retaining manual skill and item use, allowing all four combinations of the two automation settings.
3. Improved battle-control buttons and server validation. Switchable buttons use a green state, while full-auto locks, initial loading, and unavailable actions use a red disabled state. Manually constructed skill or item requests in full-auto mode are rejected by the server before costs, cooldowns, or effects are processed.
4. Fixed cases where a failed battle could repeatedly reopen an old battle, the current activity could not be cleared, or revive retries produced inconsistent states. Battle completion, room handoff, auto challenge, settlement, and revival now converge on one server-authoritative state, and stale responses cannot reopen a finished battle.
5. Battlefield gameplay now uses fixed battle-group trials. Relic Corridor has 1 fixed group and Mist Mine has 2. The server freezes each group's rewards as soon as that group is completed. Rewards from completed groups are preserved after a later defeat or manual exit and are granted together at terminal settlement.
6. Retired the old randomized Battlefield dungeon flow, including randomized categories, random rounds, chest touching, and separate chest settlement. Fixed battle-group trials are the current supported Battlefield gameplay and no longer enter the retired randomized dungeon or chest flow.
7. Added Battlefield gathering buildings. Grain Gathering Site, Stone Gathering Site, and Wood Gathering Site can be researched from LV0. At LV1 they respectively produce Strategic Grain, Strategic Stone, and Strategic Wood. Each currently produces 2 units per hour, stores up to 50, and allows collection from its building page.
8. Improved Battlefield SLG playback. The server completes formation validation, battle resolution, casualties, drops, and settlement in one authoritative operation, while the client plays the resulting events in order. Victory, defeat, casualties, and the Continue button remain hidden until the final settlement event. Repeated refreshes update only changed units and events to reduce UI stutter.
9. Expanded and reorganized the Processing recipe catalog. The formal catalog changed from 142 to 172 recipes: 34 recipes were added and 4 old +1 accessory recipes were retired.
10. Added three Crafting LV3 smelting recipes (the Worn Furnace is a required device and is not consumed): Low-grade Crude Iron Ore x10 + Worn Furnace (device) --> Pig Iron x3 (Added); Pig Iron x2 + Worn Furnace (device) --> Wrought Iron x1 (Added); Wrought Iron x1 + Worn Furnace (device) --> Iron Ingot x1 (Added).
11. Added crafting-material recipes: Star-Spotted Soft Fur x3 + Crystal Medal x1 + Battle Medal x1 --> Shadow Spirit x1 (Added); Laurel Pestle Shavings x3 + Gathering Medal x1 + Farming Medal x1 --> Phantom Feather Strand x1 (Added); Pinecone Bear Paw Hide x3 + Pig Iron x2 + LV1 Fertilizer x1 --> Bone Coating x1 (Added); Bone Coating x1 + Clay x3 + Boiled Egg x5 --> Bone Adhesive x1 (Added); Bone Coating x1 + Clay x3 + Salt x5 --> Arcane Adhesive x1 (Added).
12. Added tool and device recipes: Iron Ingot x3 + Hardwood Lumber x3 --> Iron Axe x1 / Iron Pickaxe x1 / Iron Hoe x1 / Iron Sickle x1 / Iron Hammer x1 (five separate Added recipes); Iron Ingot x5 --> Iron Watering Can x1 / Iron Knife x1 (two separate Added recipes); Iron Ingot x5 + Phantom Feather Strand x2 --> Iron Enhancement Hammer x1 / Iron Alchemy Pot x1 (two separate Added recipes); Cork Log x10 + Plant Fiber x10 --> Simple Campfire x1 (Added); Basic Clay x10 --> Worn Furnace x1 (Added).
13. Added equipment recipes: Shadow Spirit x20 + Refined Iron Sword x1 + Bone Adhesive x20 --> Dragon Scale Sword x1 (Added); Shadow Spirit x20 + Hunter Bow x1 + Bone Adhesive x20 --> Eagle Eye Bow x1 (Added); Shadow Spirit x20 + Magic Wood Staff x1 + Bone Adhesive x20 --> Star Staff x1 (Added); Shadow Spirit x20 + corresponding Holy armor x1 + Arcane Adhesive x20 --> Shadow Hat x1 / Shadow Robe x1 / Shadow Pants x1 / Shadow Boots x1 (four separate Added recipes).
14. Added accessory crafting and upgrade recipes: Pet Essence x2 + Weapon Essence x10 + Armor Essence x10 --> Spell Ring x1 / Spell Necklace x1 (two separate Added recipes); Holy Blessing Ring x1 + Pet Essence x5 + LV1 Accessory Enhancement Stone x10 --> Phantom Ring x1 (Added); Spell Ring x1 + Pet Essence x5 + LV1 Accessory Enhancement Stone x10 --> Silver Pattern Ring x1 (Added); Holy Blessing Necklace x1 + Pet Essence x5 + LV1 Accessory Enhancement Stone x10 --> Phantom Necklace x1 (Added); Spell Necklace x1 + Pet Essence x5 + LV1 Accessory Enhancement Stone x10 --> Silver Pattern Necklace x1 (Added).
15. Added accessory-enhancement material recipes: Accessory Essence x5 + LV1 Weapon Enhancement Stone x1 + LV1 Armor Enhancement Stone x1 --> LV1 Accessory Enhancement Stone x1 (Added); Accessory Essence x5 + LV1 Equipment Enhancement Protection Crystal x1 + LV1 Armor Enhancement Protection Crystal x1 --> LV1 Accessory Enhancement Protection Crystal x1 (Added).
16. Changed accessory enhancement: two +0 accessories with the same name --> +1 Holy Blessing Ring / Holy Blessing Necklace / Holy War Ring / Guardian Necklace (4 old recipes Retired); accessory + LV1 Accessory Enhancement Stone + optional Protection Crystal --> shared probability-based enhancement result (Changed). Fixed Holy Blessing accessories can now be infused starting at +0.
17. Changed equipment and accessory upgrades: source equipment or accessory + corresponding upgrade materials --> target equipment or accessory (Changed). For targets at LV2, LV3, LV4, LV5, and LV6 or above, the source enhancement level is inherited at a rounded floor of 90%, 80%, 70%, 60%, and 50% respectively. Pangu infusion affixes are preserved, base attributes and sockets are regenerated, and socketed gems are not inherited.
18. Changed unique-instance Processing: material instance + exact tool or device instance --> processing result (Changed). Tools and devices are selected separately. After the player confirms an upgrade result, the client requests a fresh preview; a stale preview is not submitted if its materials, instances, or result have changed.
19. Improved tool affixes and durability. A tool instance's maximum durability is its base maximum plus its durability affix. When enhancement changes the maximum, the amount of durability already lost is preserved. Wild gathering and Processing still consume 0.01 durability per completed action. Maximum durability is displayed as an actual value in the Warehouse instead of being incorrectly shown as a percentage.
20. Reworked gift-box probability rules. Each gift box now makes one terminal reward selection and always grants one candidate reward. Different quantities of the same item remain separate candidates. The Warehouse probability page displays each final probability directly instead of expanding retired reward-group, reward-pool, or combination layers.
21. The former Compendium has been upgraded and merged into the Quality Compendium. It currently includes 53 materials across Common, Uncommon, Rare, Epic, and Legendary qualities, for a total of 265 collection slots.
22. Each Quality Compendium slot requires an intentional submission of 5 unbound materials with the same item and quality. A higher quality cannot substitute for a lower one, and partial submissions are not allowed. Recycled materials are never submitted automatically.
23. Added material quality and stack identity. Only items with the same item, quality, and bind state can share an asset stack. Different qualities never mix. Item names are displayed in white, green, blue, purple, and red for Common, Uncommon, Rare, Epic, and Legendary respectively.
24. Added a 10x10 Quality Recycling layout. Players can place 2x2 Warehouses, 1x1 Conveyor Belts, and 3x3 Recycling Machines. Their System Shop prices are 100, 10, and 250 Gold respectively. Conveyors must connect in their arrow direction; reversed paths, gaps, and direct connections without a conveyor are invalid.
25. Quality Recycling now uses a complete logistics loop. A valid layout must form Input Warehouse -> Conveyor -> Recycler -> Conveyor -> Output Warehouse. LV1 input and output warehouses each hold up to 200 units. Conveyors move one cell per second. Recycling takes max(item level, 1) x 5 seconds. The server continues processing after the page is closed, and results can be collected from the Output Warehouse or the Recycler output slot.
26. Quality recycling is settled entirely by the server. Each submitted material has a 25% chance to be returned. A returned material has a 10% chance to upgrade once, and each successful upgrade continues with another 10% chance to advance one more quality tier, capped at Legendary. Recycling only produces the same item and preserves its bind state.
27. The Market currently allows only Common-quality item trading. The Town Specialties and Quality Trading top-level entries are visible but disabled until their formal trading contracts are opened.
28. Retired the old bound-material Compendium submission flow, the old instant Quality Recycling API, and the Feedback Wall entry. No old route or client compatibility branch is retained. Historical records remain available for audit.
29. Completed the base Town creation flow. Creating a Town consumes 1 Town Application Certificate and initializes the founder membership, eight LV1 buildings, population, land, warehouse, bank, and specialty foundations in one operation. The selected specialty eligibility type only determines what may be developed later and does not create a specific specialty during Town creation.
30. Joining a Town now uses an application and approval flow. Applying does not immediately create a membership. The Town Owner or a member with formal approval permission can approve or reject applications. Members use three levels: Level 1 Town Owner, Level 2 Town Administrator, and Level 3 Town Member. A custom displayed position can be changed separately without changing the member's permission level.
31. Added deposits to the Town Warehouse. Deposits are settled using the exact item instance together with its item, quality, and bind identity, and the player's Warehouse is updated at the same time. Only deposits are currently available; withdrawals from the Town Warehouse remain unavailable.
32. Improved the Town Notice, Population, Land, Bank, and Specialty pages. These pages now consume server-authoritative data and clear old editor samples. Population-facility activation, Town Warehouse withdrawals, land expansion campaigns, Town Battlefield entry, and management operations without completed contracts remain disabled and are not treated as released merely because their layouts are visible.
33. Added development of the Low-grade Crude Iron Ore Town specialty and gathering in the Barren Mine. Development consumes 3,000 Weed, 3,000 Pebble, and 3,000 Twig, creates one specialty instance with 20,000 initial gathering actions, and opens its associated gathering activity.
34. Town specialties support Free Unlimited, Free Limited, Permission Unlimited, and Permission Limited extraction modes. Limited modes track a personal quota for each member, while permission modes allow only authorized members to gather. Starting gathering reserves the requested action count. Only successfully settled actions reduce the remaining specialty capacity, while cancellation, replacement, or an energy stop releases unfinished reservations.
35. Added a standalone Mail entry and server-persistent unread state. Unread counts survive sign-in, reconnection, and opening the Mail page. Only messages successfully rendered on the current page are marked as read; messages in other categories or pages, and messages arriving afterward, are not cleared by mistake.
36. Added state badges to equipment cards in the Warehouse. Equipment protected from Essence Dismantling selection displays a red P. Consecutive enhancement failures are displayed separately as F plus the failure count below the enhancement level. Protection-state changes wait for the server asset patch to finish synchronizing and do not prematurely display stale state.
37. Fixed accessory base attributes being counted twice. Existing accessories now use their instance base-attribute snapshot exactly once instead of also adding the current static definition. Pangu infusion affixes, gem attributes, and other independent bonuses continue to work under their existing rules.
1. Please conduct trades through the Market. The Market does not charge any transaction fees. Issues arising from private trades will not be handled.
2. If you encounter a bug with the Steam Community Market, please contact the developers through the QQ Group, Telegram, or Discord.
1. Continue improving the Main Quest and Side Quest features.
2. Add a Thank You feature.
3. Update the Leaderboard feature.