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VahnoraNewsVahnora — May 11–12 Update
In-game event

Vahnora — May 11–12 Update

Vahnora · published 12 May 2026, 00:43 UTC

All newsPlayers around this dateRead on Steam

This patch wraps up two days of work. The big one is Wild Hunt, replacing the old quest panel entirely, but there's a lot more — reforge got a full rebuild, world bosses respawn twice as fast, and we did a long sweep of UI polish and bug fixes that had been piling up.

Wild Hunt — Daily Kill Tasks

  • The old quest panel never really gave players much reason to open it. Wild Hunt is the replacement, and the design goal was simple: give you a reason to log in every day and pick what you feel like killing.

  • Press J to open the panel.

  • 25 daily tasks — one per monster type. Normal mobs, the elite Bighorns, and all six world bosses are covered.

  • No selection, no slot limit. Every task is visible at once and you can work on whatever you want.

  • Boss tasks require one kill per day to clear. Six bosses = six separate tasks. Land any one and that boss is done for the day.

  • Rewards scale with your level and reborn count, so endgame players actually get endgame payouts.

  • Everything resets at UTC midnight. What you finished stays finished; what you didn't is gone.

  • Milestone toasts at 25/50/75/100% so you don't have to keep checking the panel.

  • When something is claimable, a small pill lights up on the J button and the "..." menu overflow.

  • Each task shows the actual monster sprite — no more generic icons.

World Boss Respawn — 12h to 6h

  • Cut in half. With Wild Hunt now asking for a kill on each boss daily, two spawn windows per day wasn't enough — you'd miss the only two if your guild wasn't on at the right hours. Four windows means there's almost always a chance to land one.

Reforge Rebuild

  • Reforge had a few problems: rarity could go down (frustrating), and the cost felt arbitrary because the math wasn't obvious. We took two passes at this.

  • Rarity can no longer downgrade. A reforge either fails (stays at current rarity) or moves up.

  • Only one rarity step per reforge. No more jumping from Uncommon straight to Legendary. Each rarity is its own hurdle: Common to Uncommon, Uncommon to Rare, Rare to Epic, Epic to Legendary. To turn a Common into a Legendary you've got four successful rolls ahead of you.

  • Chance per step depends on item tier. On Iron (the baseline): 30% to upgrade Common, 20% Uncommon, 10% Rare, 5% Epic. Wood tier is a bit more generous; Diamond is noticeably harsher.

  • Reforge no longer rerolls your stats. Existing attribute rolls are preserved. If you upgrade Epic to Legendary you keep the Epic stat you already had and get one new roll for the second slot. The dedicated Attribute Reroll (250k gold) is still the only way to actually re-roll stats.

  • Legendary items stay Legendary 100%. If you press the button on one, you just lit 500k gold on fire. The UI warns you. We don't add a confirm because the warning is enough.

Matrix Skin in the Shop

  • First cosmetic in the shop you can buy with free Crowns instead of paid only. Costs 5 paid or 10 free. Cosmetics tab. Green code cascade — you've seen the movie.

Rune Presets — Polish Pass

  • We shipped rune presets in the previous patch but the rough edges were piling up. This round is mostly fixes:

  • Filter buttons changed from "Free / All" to "All / Unequipped / Equipped", with proper empty states for each.

  • The scrollbar on the rune list is back (it was missing in some layouts).

  • Apply is smarter. If a preset only covers some slots, the runes in the slots it doesn't touch are left alone. Empty preset still means "clear everything" — that case is explicit.

  • Rename without resaving. Pencil icon next to each preset name — click to rename, Enter commits, Esc cancels.

  • Newly saved presets show the correct rune count right away.

  • Applying an old preset whose runes were destroyed no longer wipes your current sockets.

Draggable Windows + Pin Mode

  • Most of the major panels — Character, Shop, Inventory, Auction, Guild, Leaderboard, Pets, Inspect — now drag by their header. Each panel remembers its position per device.

  • There's also a new toggle in Settings → Audio & Display called "Pin Windows". With it on, the panel backdrops become click-through. You can keep your inventory open and still move, attack, and cast through it. There's a reset button in settings if you want to recenter everything.

XP per Hour + Gold per Hour Widget

  • Compact tracker next to the gold/ping/FPS strip. It projects your XP/hour and Gold/hour over a rolling window — click the widget to cycle 10 / 30 / 60 minutes. Useful when comparing builds, zones, or just deciding if a session is actually worth the time.

Tower XP and Gold Buffed

  • Tower rewards had drifted well under open-world farming rates. Base XP +30%, base Gold +20%, steeper curve at high floors. Floor 50 now pays around 16k XP (was 14.4k). Floor 100 is closer to 37k XP (was 25k). Milestone multipliers are unchanged — this is just the base.

Tower Rune Loot Fix

  • Wiki says common runes stop dropping past floor 60. Now they really do.

Eldora King and Eldora Citizen Titles

  • Every player starts with the Eldora Citizen title by default.

  • Whichever guild owns the castle, its leader automatically gets the Eldora King title.

Castle Owner Buff Icon

  • The Castle Owner buff was using a generic city icon. It now has its own themed sprite.

Quality of Life and Fixes

  • Pixelated filter removed from the UI. All icons, skill thumbs, inventory items, equipment portraits, etc. render smoothly at any size now. The pixel-art look is preserved where it matters — game world sprites, characters, monsters, items in the world. Just the UI was getting the pixelated treatment by accident.

  • Paladin taunt actually sticks now. Before, bosses would slip off the tank and chase DPS within a second of being taunted. That's fixed.

  • Siege pet correctly returns to your side after you leave the castle.

  • Long-session map render bug fixed. If you'd been logged in long enough you could hit a state where the map went black but monsters were still visible. Gone.

  • Infinity Tower NPCs no longer pop in and out near the edges of the map.

  • Anti-AFK detection is less aggressive during active sieges and tower runs — it was occasionally flagging legit players in those modes.

  • Recycling now updates the inventory grid immediately instead of waiting for the next sync.

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