Quality Compendium Rankings: filter by all or one item and all or one quality to view the top 50 players by cumulative submitted quantity, including player code, World Tree SEED, town and totals for all five qualities.
The Quality Compendium accepts batches of any positive whole number. Submitting five units of an item at a particular quality activates that entry, and further submissions remain available. All successful submissions count toward rankings; warehouse holdings do not.
Enter a quantity and acknowledge that submissions cannot be withdrawn. Submitting permanently consumes the matching unbound quality items; retrying the same request does not deduct them again.
Achievement progress and completion now update promptly after actions such as equipping and enhancement, with automatic recovery from interrupted synchronization without logging in again.
The achievement page now updates changed entries individually, reducing repeated requests and full-page refreshes.
After revival, battle preparation restores the original target's battle information and drop display.
Regular battles play attack, skill, item, recovery and terminal logs in order, finishing the final action before opening settlement or revival.
Eligible automatic battles use server calculation segments and continuous client playback, with rewards still settled separately for each battle.
Optimized battle state synchronization to reduce repeated data transfers while keeping skill, item, and battle results verified by the server.
Optimized state handoff between consecutive automatic battles to reduce repeated reads and retransmission of the same battle data.
Improved recovery from interleaved battle responses and disconnections to keep action playback, resource displays, and terminal handoffs consistent.
Fixed the Industry system getting stuck on the data synchronization message, restoring the display of unlocked land, devices, and production status.
Improved industrial device placement: the selected image follows the mouse from its center, the grid previews its footprint, and placed devices retain their positions when reopened.
Fixed industrial fuel selection and preview synchronization so material, device, and output quantities update with completed actions.
Locked industrial land now uses a consistent dark appearance with an X marker.
Improved the device interaction layout so input, output, and plugin slots are visible together with consistent panel styling.
Improved item dragging, quantity selection, and plugin installation and removal between industrial inventory and devices, fixing grouped-item transfers and inventory drop targets.
Fixed warehouse updates after using gift boxes, pet eggs, and other consumable items so remaining quantities update correctly and depleted items disappear.
Optimized character configuration-slot candidate lists to reduce opening stalls with large equipment collections and reuse unchanged lists.
Candidate refreshes preserve the selected item; confirmation is disabled when it becomes unavailable instead of switching to another instance.
Improved player asset loading for Wild, Processing, Technology, Alchemy, Enhancement, Reforging, and Energy pages, reducing repeated transfers, parsing, and copying.
Unified asset refresh sources so a representative warehouse instance cannot overwrite the quantity of its entire group, while preserving exact identities, physical quantities, and server validation.
Improved equipment and material list responsiveness for reforging, infusion, and enhancement with large equipment collections, and reduced waiting when reopening the warehouse equipment page.
Market purchases and sales to buy orders cannot exceed the order's current remaining quantity. Excess requests are rejected in full with a prompt to confirm again.
Trade feedback shows the actual quantity filled and distinguishes a failed operation from a result awaiting confirmation. Missing fill receipts are no longer shown as successful trades.
The main interface now shows only buff categories with active effects, without the count or dark background beneath each icon.
Improved the combat, life, and food buff icons for clearer recognition at small sizes, and fixed background transparency for the food buff icon.
Standardized existing active tool parameters: legacy gathering tools now have a 3% base speed affix instead of 5%, and legacy stone enhancement hammers and stone alchemy pots now have a 2% base success-rate affix instead of 3%. Legacy wooden watering cans receive the 3% gathering-speed affix. Enhancement levels, ownership and equipped bindings are preserved.
When this update raises a tool's durability or water capacity from 25 to 30, its corresponding remaining durability or water is also filled to 30. Tools whose maximum was already 30 or 40 receive no additional refill, and consumed tools are not restored.
Liangyi Xi Core*1 + Exceptional Molding Agent*1 == Duality Spirit Embryo*1
Exquisite Condensed Dew*1 + Flawless Essence*1 == Pristine Spirit Marrow*1
Duality Spirit Embryo*1 + Pristine Spirit Marrow*1 + Leather*1 == Primordial Spirit Crystal*1
All three recipes above require Crafting LV3.
Industry System LV1 technology requires Agriculture System. Research costs Unit Land*2 + Primordial Spirit Crystal*20, worth 12000 research tokens.
The Industry entrance on the Land page turns green and becomes accessible after Industry System research is completed; it remains red and inaccessible while locked.
Wheat*1 == Flour*1
Rice*1 == Uncooked Rice*1
Flour*1 + Fresh Water*1 == Yeast*2
Flour*5 + Fresh Water*1 == Dough*1
Dough*1 + Yeast*1 == Fermented Dough*1
Uncooked Rice*2 + Fresh Water*1 == Rice*1
Rice*1 + Egg*2 + Peanut Oil*1 + Table Salt*1 == Egg Fried Rice*1
Fermented Dough*1 + Table Salt*1 == Bread*1
Egg*1 + Peanut Oil*1 + Table Salt*1 == Fried Egg*1
Corn*1 == Roasted Corn*1
Lemon*1 + Fresh Water*2 + Sugar*1 == Lemonade*1
Black Tea*1 + Fresh Water*3 == Brewed Black Tea*1
Green Tea*1 + Fresh Water*3 == Brewed Green Tea*1
Low-grade Crude Copper Ore*10 == Copper Ingot*3
Low-grade Crude Tin Ore*10 == Tin Ingot*3
Copper Ingot*9 + Tin Ingot*1 == Bronze Ingot*1
Bronze Ingot*5 + Wooden Tool Essence*1 + Cork*3 == Bronze Axe*1
Bronze Ingot*5 + Wooden Tool Essence*1 + Cork*3 == Bronze Pickaxe*1
Bronze Ingot*5 + Wooden Tool Essence*1 + Cork*3 == Bronze Hoe*1
Bronze Ingot*5 + Wooden Tool Essence*1 + Cork*3 == Bronze Watering Can*1
Bronze Ingot*5 + Wooden Tool Essence*1 + Cork*3 == Bronze Sickle*1
Bronze Ingot*5 + Wooden Tool Essence*1 + Cork*3 == Bronze Hammer*1
Bronze Ingot*5 + Wooden Tool Essence*1 + Cork*3 == Bronze Knife*1
Bronze Ingot*5 + Wooden Tool Essence*1 == Bronze Enhancement Hammer*1
Bronze Ingot*5 + Wooden Tool Essence*1 == Bronze Alchemy Cauldron*1
Laurel Pestle Shavings*5 + Bronze Ingot*3 (Pig Iron*3-->Bronze Ingot*3) + LV1 Fertilizer*3 == Bone Coating*1
Iron Ingot*5 + Wooden Tool Essence*3 (0-->3) + Refined Essence Adhesive*2 + Hardwood Lumber*5 == Iron Axe*1
Iron Ingot*5 + Wooden Tool Essence*3 (0-->3) + Refined Essence Adhesive*2 + Hardwood Lumber*5 == Iron Pickaxe*1
Iron Ingot*5 + Wooden Tool Essence*3 (0-->3) + Refined Essence Adhesive*2 + Hardwood Lumber*5 == Iron Hoe*1
Iron Ingot*5 + Wooden Tool Essence*3 (0-->3) + Refined Essence Adhesive*2 + Hardwood Lumber*5 == Iron Watering Can*1
Iron Ingot*5 + Wooden Tool Essence*3 (0-->3) + Refined Essence Adhesive*2 + Hardwood Lumber*5 == Iron Sickle*1
Iron Ingot*5 + Wooden Tool Essence*3 (0-->3) + Refined Essence Adhesive*2 + Hardwood Lumber*5 == Iron Hammer*1
Iron Ingot*5 + Wooden Tool Essence*3 (0-->3) + Refined Essence Adhesive*2 == Iron Knife*1
Iron Ingot*5 + Wooden Tool Essence*3 (0-->3) + Refined Essence Adhesive*5 == Iron Enhancement Hammer*1
Iron Ingot*5 + Wooden Tool Essence*3 (0-->3) + Refined Essence Adhesive*5 == Iron Alchemy Pot*1
Weed*3000 + Pebble*3000 + Twig*3000 == Poor Copper Mine*1
Red Crystal*50000 (Weed*3000, Pebble*3000, Twig*3000-->Red Crystal*50000) == Poor Iron Mine*1
Marble*5000 + Roughly Processed Hard Stone*5000 + Roughly Processed Thick Branch*5000 == Poor Tin Mine*1
Red Crystal*10000 == Undeveloped Freshwater Area*1
Red Crystal*10000 == Undeveloped Sea Area*1
The new cooking recipes require Cooking LV1, take 25 seconds per batch, and need a running fire source at 100°C or above. Copper and tin smelting and bronze alloying require at least 1000°C.
Seven cooked foods use the combat buff pool. Each serving of Brewed Black Tea or Brewed Green Tea has an equal chance to grant +5% experience for Wild Gathering, Crafting, Equipment Processing, Battlefield Processing, Medicine Refining, or Crystallization. Lemonade grants +5% battle gold. Each serving of these cooked foods and drinks restores 5 stamina and grants 300 seconds of its effect. Repeated effects extend duration without stacking strength; different effects have independent timers.