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Creator ChroniclesNews[Upcoming Update] Guild Bank + Balance Update
In-game event

[Upcoming Update] Guild Bank + Balance Update

Creator Chronicles · published 1 Oct 2026, 15:17 UTC

All newsPlayers around this dateRead on Steam

Hello, Guild Masters!

We sincerely thank you for all the support and valuable feedback you have sent us since launch.

Far more of you than we expected have played the game and shared all kinds of ideas and suggestions for improvement, and your valuable feedback has led to many updates since launch. Thanks to you, we have been able to take the game in a better direction, and we are happy that it is becoming more than just a game we made: it is becoming a game we build together with our players.

On October 3, we will finally release one of our most requested features,

the Guild Warehouse update, which lets you change your Guild Members' equipment yourself.

Along with it, after much deliberation, we will also be releasing a balance update.

The guild land expansion originally planned for this update has been postponed, as it needs additional testing for a more stable release. We will share the news as soon as it is ready!

Many of you have also asked whether, in a single-player game, nerfs only end up making the game harder to clear.

Even so, we are making these adjustments because parties that are practically the right answer have become locked in for raids, and the fun of varied choices that we intended is not coming through as it should. We did not foresee this situation well enough before launch, and we are also truly sorry for the confusion caused by the several updates since then.

The experience we originally intended was for players to feel the ‘weight of choice’ as a guild master in an RPG.

With that in mind, we hoped that deciding whom to recruit, whom to keep developing, and which Guild Members to form your parties with would be one of the key joys of the game. Right now, however, numerically powerful elements have a bigger influence on those choices than each Guild Member's individual traits, and as a result, using certain Guild Members has become overly advantageous.

With the early Priest update, we felt we had to quickly fix a problem we had missed, so we rushed the nerf without enough advance notice. Afterward, seeing how disappointed many of you were, we realized that it was also our mistake not to fully explain the reasons and process behind the change, not just the change itself. So this time, we took a more careful look at both your feedback and actual game data. As a result, we confirmed that some Guild Members performed far ahead of others, and that choices in actual raids were concentrated on specific Guild Members and party compositions.

That is why, with this rework, rather than only lowering the performance of some Guild Members,

we have put greater weight on lifting up the Guild Members who have had a relatively harder time shining until now.

Every Guild Member has their own personality, story, and look. Some of you raise one Guild Member for a long time because you like their personality, some because their appearance is just your type, and others because they have been with you from the very beginning and you have grown attached to them.

We believe this should be a game you can fully clear even with a party of the Guild Members you feel drawn to. If everyone uses the same Guild Members and follows the same party compositions, we felt it would be hard for each guild to create its own story, and the fun of discovering different strategies would fade as well.

We understand that this may be disappointing news for those of you who cherish the Guild Members being adjusted and have raised them for a long time.

Through this rework, we hope that the Guild Members who have received relatively less attention will become new options, and that the fun of building your very own guild with your own tastes and playstyle will grow even greater.

We will keep carefully reviewing every piece of feedback you leave, one by one, and continue improving the game through updates!!

Once again, our sincere thanks to everyone who plays our game and sends us valuable feedback.


Guild Members Being Adjusted

For the following 6 Guild Members, we adjusted the parts where they were pulling too far ahead on their own.

Guild Member

Before

After

No. 35 Simri (Mage)
▼ Adjusted

In normal dungeons and raid dungeons, every 500 mana spent increases their spell power by 3% until that dungeon ends.

In normal dungeons and raid dungeons, every 2,500 mana spent increases their spell power by 30 until that dungeon ends.

No. 45 Fury (Warrior)
▼ Adjusted

Each time they land a critical strike in a normal dungeon or raid dungeon, their haste increases by 1 until that dungeon ends.

Each time they land a critical strike in a normal dungeon or raid dungeon, their haste increases by 0.5 until that dungeon ends, up to a maximum of 900.

No. 15 Vera (Mage)
▼ Adjusted

Every 5 seconds during combat, Vera's physical attack and spell power each increase by 1%. These increases last until combat ends.

Every 5 seconds during combat, Vera's physical attack and spell power each increase by 0.9%, stacking up to 300 times. These increases last until combat ends.

No. 31 Miyeon (Rogue)
▼ Adjusted

Each raid dungeon clear permanently increases their Critical Strike by 0.1, up to +50. Once the accumulated bonus reaches +50, each subsequent clear permanently increases Physical Attack and Spell Power by 1 each, up to +1,500 each.

Each raid dungeon clear permanently increases their Critical Strike Chance by 0.1%, up to +35%. Once the accumulated bonus reaches +35%, each subsequent clear permanently increases Physical Attack and Spell Power by 1 each, up to +1,500 each.

No. 117 Nari (Paladin)
▼ Adjusted

Upon entering a normal dungeon or raid dungeon, her Spell Power and Max Mana additionally increase by the highest Spell Power and Max Mana values among the other party members, respectively.

Upon entering a normal dungeon or raid dungeon, her Spell Power additionally increases by 50% of the highest Spell Power among the other party members, and her Max Mana by the highest Max Mana among them.

No. 116 Lala (Priest)
▼ Adjusted

Lala's spell power and mana increase by 10% for each priest in town. In normal dungeons and raid dungeons, if Lala's party has at least 2 priests, all priests' spell power increases by 20%.

Lala's spell power and mana increase by 5% for each priest in town. In normal dungeons and raid dungeons, if Lala's party has at least 2 priests, all priests' spell power increases by 20%.

  • No. 35 Simri: Spell Power kept growing endlessly by a percentage as Mana was spent, so the gap with other Guild Members kept widening the longer a fight went on. We changed it to a fixed value so that Simri stays roughly on par with other top DPS even in long fights.

  • No. 45 Fury: Haste stacked with no cap every time a critical strike landed, so the gap with other Guild Members kept widening the longer a fight went on. We halved the amount gained per stack and set the maximum at 900.

  • No. 15 Vera: Because this growth compounds, the increase grows sharply the longer a fight goes on. We lowered the increase to 0.9% and set the maximum at 300 stacks.

  • No. 31 Miyeon: While aligning the Critical Strike Chance caps of Guild Members who grow stronger as their records build up to the 30-40% range, we adjusted Miyeon to +35% as well. Raid clear records already built up beyond 350 clears will not be lost; the clears beyond that carry straight over into Physical Attack and Spell Power increases.

  • No. 117 Nari: She received the party's highest Spell Power added in full, so even as a healer she dealt more damage than most DPS. We lowered the added Spell Power to 50%, and Max Mana remains unchanged. She is still the strongest healer even after this adjustment.

  • No. 116 Lala: Lala's own Spell Power and Mana used to grow greatly for each Priest in town; we reduced that increase to 5%. The effect that increases the Spell Power of Priests in the party by 20% remains unchanged, so Lala is still a key healer in parties with Priests.

Guild Members Getting Stronger

The following 61 Guild Members have had their Special Affinity stage effects strengthened or have gained new effects.

Effects That Always Apply

Guild Member

Before

After

No. 3 Jolram (Rogue)
▲ Buffed

Fishing work speed increases by 200% for a total of 3x, critical strike increases by 30%, and physical attack increases by 30%.

Fishing work speed increases by 200% for a total of 3x, Critical Strike Chance increases by 20%, and physical attack increases by 200%.

No. 9 Windsor (Warrior)
▲ Buffed

Whenever combat starts, their physical attack, spell power, critical strike, haste, defense, max health, and max mana increase by 250% for 15 seconds.

Whenever combat starts, their physical attack, spell power, haste, defense, max health, and max mana increase by 250%, and their Critical Strike Chance increases by 50% for 60 seconds. When this effect ends, their physical attack increases by 80% and their Critical Strike Chance by 15% until the next combat starts.

No. 10 Earthy (Warlock)
▲ Buffed

Spell power increases by 150%, and critical strike increases by 10.

Spell power increases by 80%, and Critical Strike Chance increases by 10%. Whenever they spend mana, for 10 seconds their spell power increases by 110%, Critical Strike Chance by 30%, or haste by 40, chosen at random. This effect does not stack and is replaced by the newly triggered effect.

No. 16 Du Bo-rae (Rogue)
▲ Buffed

Engineering work speed increases to 5 times its normal value. Physical attack increases by 40%, and critical strike increases by 15%.

Engineering work speed increases to 5 times its normal value. Physical attack increases by 100%, and Critical Strike Chance increases by 15%. During battles in normal dungeons and raid dungeons, a bomb goes off every 8 seconds, dealing damage equal to 250% of physical attack to all enemies.

No. 19 Valkas (Hunter)
▲ Buffed

Movement speed increases by 30%, physical attack by 20%, and work speed is doubled. At the start of a normal dungeon or raid dungeon, the number of prepared health/mana recovery potions increases by 10%. Clearing a normal dungeon or raid dungeon grants all party members 3 Mood for one day. This effect does not stack.

Movement speed increases by 30%, physical attack by 60%, and work speed is doubled. At the start of a normal dungeon or raid dungeon, the number of prepared health/mana recovery potions increases by 10%. During combat, every 30 seconds he drinks a random experimental flask that increases one of the following for 20 seconds: physical attack by 150%, Critical Strike Chance by 30%, or haste by 50. A new flask replaces the previous flask's effect. Clearing a normal dungeon or raid dungeon grants all party members 3 Mood for one day. This effect does not stack.

No. 23 Bom Bom (Rogue)
▲ Buffed

When Bom Bom dies in a normal dungeon or raid dungeon, all party members gain 5 mood for 3 days. This effect does not stack. Upon entering a normal dungeon or raid dungeon, Bom Bom's critical strike increases by 25.

When Bom Bom dies in a normal dungeon or raid dungeon, all party members gain 5 mood for 3 days. This effect does not stack. Upon entering a normal dungeon or raid dungeon, Bom Bom's Critical Strike Chance increases by 40%. Whenever Bom Bom deals damage with a critical hit, Bom Bom deals additional damage equal to 150% of that damage.

No. 24 Rodil (Warrior)
▲ Buffed

Upon entering a normal dungeon or raid dungeon, their defense decreases by 75%, but their physical attack increases by 100%.

Upon entering a normal dungeon or raid dungeon, their defense decreases by 75%, but their physical attack increases by 100%. Whenever combat starts, the physical attack bonus rises to 250% and haste increases by 40 for 90 seconds.

No. 29 Warner (Hunter)
▲ Buffed

Their physical attack, spell power, critical strike, haste, defense, max mana, and max health increase by 20%. Whenever they spend mana, 20% of the amount spent is refunded.

Their physical attack, spell power, haste, defense, max mana, and max health increase by 30%, and their Critical Strike Chance increases by 30%. Whenever they spend mana, 20% of the amount spent is refunded, and damage equal to 300% of the mana spent is dealt to the current target.

No. 50 Popsy (Warlock)
▲ Buffed

Popsy's spell power increases by 30%. In raid dungeons, the one party member with the lowest spell power gains 20% spell power.

Popsy's spell power increases by 200% and haste by 40. In raid dungeons, the one party member with the lowest spell power gains 40% spell power.

No. 66 Seongsan (Mage)
▲ Buffed

When their own health falls below 40% in a normal dungeon or raid dungeon, their spell power increases by 100% and haste by 60 for 12 seconds. Cooldown: 120 seconds.

Their spell power increases by 60%. When their own health falls below 50% in a normal dungeon or raid dungeon, their spell power increases by 100% and haste by 60 for 20 seconds. Cooldown: 60 seconds.

No. 106 Rinus (Mage)
▲ Buffed

Their spell power increases by 140% for 60 seconds after a normal dungeon or raid dungeon starts.

Their spell power increases by 200% and haste by 50 for 90 seconds after a normal dungeon or raid dungeon starts. Afterward, one of the following is randomly applied until the dungeon ends: (spell power +100%), (spell power +40%, Critical Strike Chance +40%), (spell power +40%, haste +50), (Critical Strike Chance +20%, haste +80), (spell power +60%, Critical Strike Chance +25%).

No. 109 Sseoryu (Warrior)
▲ Buffed

At the start of a normal dungeon or raid dungeon, their Physical Attack and Defense increase by 50%, and Critical by 20. As a dragon expert, they increase all party members' Physical Attack and Spell Power by 15% in the normal dungeon Temple of the Green Dragon and the raid dungeons Red Dragon's Nest and Corrupted Black Dragon’s Tomb.

At the start of a normal dungeon or raid dungeon, their Physical Attack increases by 170%, Defense by 50%, Critical Strike Chance by 30%, and Haste by 30. As a dragon expert, they increase all party members' Physical Attack and Spell Power by 15% in the normal dungeon Temple of the Green Dragon and the raid dungeons Red Dragon's Nest and Corrupted Black Dragon’s Tomb.

No. 113 ZeroG (Hunter)
▲ Buffed

The Friendly affinity effect remains active in normal dungeons. At the start of each raid boss battle, critical strike increases by 100 for 10 seconds, and any critical strike above 100 is converted into physical attack. Both effects expire after 10 seconds.

The Friendly affinity effect remains active in normal dungeons. At the start of each raid dungeon boss battle and every 30 seconds thereafter, Critical Strike Chance increases by 100%, physical attack by 150%, and haste by 200 for 10 seconds. All effects expire after 10 seconds.

Effects That Grow Stronger as Conditions Are Met

Guild Member

Before

After

No. 2 Blade (Warrior)
▲ Buffed

Whenever a party member dies in a normal or raid dungeon, Blade's physical attack and haste increase by 25% until that dungeon ends.

Whenever a party member dies in a normal or raid dungeon, Blade's physical attack and haste increase by 30% until that dungeon ends.

No. 6 Kamji (Mage)
▲ Buffed

When her mood is 70 or higher, her spell power increases by 35% and critical strike by 10%. Clearing a raid dungeon improves every guild member's mood by 10 for one day. This effect does not trigger again on the same day.

When her mood is 70 or higher, her spell power increases by 200%, Critical Strike Chance by 20%, max mana by 30%, and haste by 20. Clearing a raid dungeon improves every guild member's mood by 10 for one day. This effect does not trigger again on the same day.

No. 8 Keladin (Hunter)
▲ Buffed

In normal dungeons and raid dungeons, each time the party attracts additional monsters, this guild member's Mood increases by 5 for 3,600 seconds, and their physical attack and haste each increase by 10% until that dungeon ends. The stat increases stack.

This guild member's physical attack increases by 400. In normal dungeons and raid dungeons, each time the party attracts additional monsters, this guild member's Mood increases by 5 for 3,600 seconds, and their physical attack increases by 300 and haste by 10 until that dungeon ends. The stat increases stack.

No. 40 Melody (Hunter)
▲ Buffed

In normal dungeons and raid dungeons, their critical strike increases by 3 for each party member whose mood is 70 or higher.

In normal dungeons and raid dungeons, their Critical Strike Chance increases by 3%, haste by 3, and physical attack by 10% for each party member whose mood is 70 or higher.

No. 43 Minimu (Rogue)
▲ Buffed

Every morning, 3 random guild members gain 5 mood for one day. In normal dungeons and raid dungeons, this hero's main combat stats increase by 30% while their mood is good.

Every morning, 3 random guild members gain 5 mood for one day. In normal dungeons and raid dungeons, this hero's main combat stats increase by 70% while their mood is good.

No. 48 Daeman (Warrior)
▲ Buffed

Movement speed increases by 50%. When their health falls below 40% in a normal dungeon or raid dungeon, their physical attack increases by 50% for 15 seconds.

Movement speed increases by 50%. For each of Goldie, Minimu, Milhouse, and Vichan who enters a normal dungeon or raid dungeon in the same party, their physical attack increases by 25% and haste by 15 until that dungeon ends. When their health falls below 40% in a normal dungeon or raid dungeon, their physical attack increases by 50% for 15 seconds.

No. 56 Seg (Mage)
◆ Mechanic changed

In normal dungeons and raid dungeons, their spell power increases by 30%. Completing an enchanting scroll craft produces 1 additional scroll.

At the start of a normal dungeon or raid dungeon, for each enchanted piece of equipment worn by party members, including themselves, their spell power increases by 2.5% and Critical Strike Chance by 0.5% in that dungeon, counting up to 50 pieces. Completing an enchanting scroll craft produces 1 additional scroll.

No. 61 Bigso (Hunter)
▲ Buffed

In normal dungeons and raid dungeons, their critical strike increases by 10 when they have used both a flask and food, or a mana elixir, a health elixir, and food. Additionally, their physical attack increases by 40% when their head, chest, legs, and two-handed ranged weapon are all enchanted.

In normal dungeons and raid dungeons, their physical attack increases by 1% for each food, flask, and elixir in the party's supplies, and their Critical Strike Chance increases by 10% the first time they use each type: food, flask, mana elixir, and health elixir. Additionally, their haste increases by 20 and Critical Strike Chance by 10% when their head, chest, legs, and two-handed ranged weapon are all enchanted.

No. 63 Churu (Rogue)
◆ Mechanic changed

Upon re-entering a normal dungeon or raid dungeon already visited that day, their physical attack increases by 40% and critical strike by 20%. Does not activate in PVP.

Upon re-entering a normal dungeon or raid dungeon already visited that day, their physical attack increases by 10% for each previous entry into that dungeon that day (up to 100%) and Critical Strike Chance by 20%. Does not activate in PVP.

No. 65 Junsik (Warrior)
▲ Buffed

At the start of a normal dungeon or raid dungeon, their physical attack increases by 20% for every 1 tank warrior who enters that dungeon with them.

At the start of a normal dungeon or raid dungeon, for every 1 other warrior who enters that dungeon with them, their physical attack increases by 20%, their Critical Strike Chance by 5%, and their haste by 15.

No. 73 Rex (Hunter)
▲ Buffed

At the start of a normal dungeon or raid dungeon, their critical strike increases by 5 and physical attack by 5% for each hunter in the party.

At the start of a normal dungeon or raid dungeon, their Critical Strike Chance increases by 8%, haste by 5, and physical attack by 25% for each hunter in the party.

No. 74 Rastian (Warrior)
▲ Buffed

At the start of a normal dungeon or raid dungeon, party members with lower combat power than this hero gain 10% physical attack and spell power. For each such party member, this hero's physical attack increases by 5%.

At the start of a normal dungeon or raid dungeon, party members with lower combat power than this hero gain 15% physical attack and spell power. For each such party member, this hero's physical attack increases by 20%.

No. 77 Gons (Mage)
▲ Buffed

When Gons's mood is 70 or higher, his spell power increases by 50%. This spell power bonus lasts for one day.

When Gons's mood is 70 or higher, his spell power increases by 125% and his haste by 30.

No. 78 Eagles (Warlock)
▲ Buffed

In PvP, their attack power increases by 50%, critical strike by 10, and haste by 20.

In PvP, their attack power increases by 250%, max health by 300%, Critical Strike Chance by 10%, and haste by 20.

No. 84 Spoon (Hunter)
▲ Buffed

Engineering production output is doubled. Obtaining equipment from a treasure chest in a normal dungeon or raid dungeon grants the tanks 10 mood for 3 days. If the main tank's mood is above 70, this hero's critical strike increases by 20.

Engineering production output is doubled. Obtaining equipment from a treasure chest in a normal dungeon or raid dungeon grants the tanks 10 mood for 3 days. At the start of a normal dungeon or raid dungeon, this hero's physical attack increases by 65% and Critical Strike Chance by 20% for each tank whose mood is above 70.

No. 95 Royal Guard (Warrior)
▲ Buffed

At the start of a normal dungeon or raid dungeon, if Royal Guard holds the most Gold among the party members, Royal Guard's physical attack increases by 50%.

At the start of a normal dungeon or raid dungeon, if Royal Guard holds the most Gold among the party members, Royal Guard's physical attack increases by 200% and Critical Strike Chance by 20%.

No. 96 Yudam (Mage)
▲ Buffed

Upon entering a normal dungeon or raid dungeon, their spell power increases by 3% for each guild member in town whose mood is above 70.

Upon entering a normal dungeon or raid dungeon, their spell power increases by 5% and Critical Strike Chance by 0.5% for each guild member in town whose mood is above 70.

No. 101 Byeonggwan (Warrior)
▲ Buffed

In normal dungeons and raid dungeons, when Byeonggwan's current health falls below 10% of his max health, all party members' defense and Byeonggwan's physical attack increase by 40% for 5 seconds. Cooldown: 60 seconds.

In normal dungeons and raid dungeons, when Byeonggwan's current health falls below 10% of his max health, all party members' defense increases by 40% for 5 seconds, and Byeonggwan's physical attack increases by 10% until that dungeon ends, stacking up to 100%. Cooldown: 60 seconds.

No. 102 Sugary (Warlock)
▲ Buffed

At the start of a normal dungeon or raid dungeon, Sugary's spell power increases by 30% of the spell power of the party member with the highest spell power. Sugary's max mana also increases by 20%.

At the start of a normal dungeon or raid dungeon, Sugary's spell power increases by 37% of the spell power of the party member with the highest spell power. Sugary's max mana also increases by 20%.

No. 56 Seg and No. 63 Churu have been changed so that they grow stronger the more their conditions are met. With few enchanted pieces of equipment or few re-entries that day, they may be weaker than before, but as more of their conditions are met, they become stronger than before.

Effects That Grow Stronger as Records Accumulate

Guild Member

Before

After

No. 11 Dorazen (Rogue)
▲ Buffed

For each elapsed game year, mining work speed increases by an additional 1x and physical attack increases by 5%. Mining work speed is capped at 10x and physical attack at +45%. Critical strike increases by 15%.

For each elapsed game year, mining work speed increases by an additional 1x and physical attack increases by 20%. Mining work speed is capped at 10x and physical attack at +180%. Critical Strike Chance increases by 15%.

No. 22 Coving (Warlock)
▲ Buffed

Each time they clear a raid dungeon, their spell power permanently increases by 1, up to a maximum of 1,500. Clearing a raid dungeon reduces every party member's Mood by 5 for three days. This effect does not stack.

Each time they clear a raid dungeon, their spell power permanently increases by 2, up to a maximum of 3,000. Clearing a raid dungeon reduces every party member's Mood by 5 for three days. This effect does not stack.

No. 36 Safehren (Warlock)
▲ Buffed

This hero's Spell Power increases by 20%. Whenever this hero clears a raid dungeon, their Max Health permanently increases by 10, up to +5,000 after 500 clears.

This hero's Spell Power increases by 20%. Whenever this hero clears a raid dungeon, their Max Health permanently increases by 10, up to +5,000 after 500 clears. Each time they clear a normal dungeon or raid dungeon for the first time, their Spell Power permanently increases by 150.

No. 49 Triana (Rogue)
▲ Buffed

Their cooking production speed increases by 200%. At the start of a normal dungeon or raid dungeon, their critical strike increases by 15.

Their cooking production speed increases by 200%. At the start of a normal dungeon or raid dungeon, their Critical Strike Chance increases by 15%. In addition, each clear of a normal dungeon or raid dungeon permanently increases their physical attack in that dungeon by 3%, and every 10 clears increase their haste there by 10. Up to 50 clears are counted per dungeon.

No. 52 Xenon (Hunter)
▲ Buffed

His fishing work speed becomes 5 times as fast, and he gains Haste +20 and Critical Strike +10. Fishing Club Leader: Upon entering a normal dungeon or raid dungeon, other party members who enter with him and have the Fishing profession gain Haste +20 and Critical Strike +10.

His fishing work speed becomes 5 times as fast, and he gains Haste +20 and Critical Strike Chance +10%. Each time he catches a fish while fishing, his Haste permanently increases by 0.003 and Physical Attack by 0.025. Lightning Eels and Stone Eels count as 10 fish. This accumulates for up to 50,000 fish, up to Haste +150 and Physical Attack +1,250. Fishing Club Leader: Upon entering a normal dungeon or raid dungeon, other party members who enter with him and have the Fishing profession gain Haste +20 and Critical Strike Chance +10%.

No. 57 Nanro (Rogue)
▲ Buffed

After clearing a normal dungeon or raid dungeon with a recommended level of 50 or higher, Nanro rolls the dice if they have more than 1,000,000 Gold. On a win, Nanro's Gold is doubled and Critical Strike increases by 1. On a loss, Nanro loses all their Gold and Critical Strike decreases by 1. Once the Critical Strike bonus reaches its maximum of +40, Critical Strike +40 and Physical Attack +400 are permanently retained, regardless of subsequent dice results.

After clearing a normal dungeon or raid dungeon with a recommended level of 50 or higher, Nanro rolls the dice if they have more than 1,000,000 Gold. On a win, Nanro's Gold is doubled and Critical Strike Chance increases by 1%. On a loss, Nanro loses all their Gold and Critical Strike Chance decreases by 1%. Once the Critical Strike Chance bonus reaches its maximum of +40%, Critical Strike Chance +40% and Physical Attack +400 are permanently retained, regardless of subsequent dice results. During combat, rolls the dice every 30 seconds. On a win (50% chance), their Physical Attack increases by 120% for 20 seconds. This effect does not stack.

No. 59 Silvers (Warrior)
▲ Buffed

Each completed herb harvest permanently increases Physical Attack by 0.01, up to +2,000. Every 1,000 herb harvests permanently increases Critical Strike by 1, up to +40.

Each completed herb harvest permanently increases Physical Attack by 0.02, up to +2,300. Every 1,000 herb harvests permanently increases Critical Strike Chance by 1%, up to +40%.

No. 72 Riley (Warrior)
▲ Buffed

Riley's physical attack increases by 1% for every 20 million personal gold they hold, up to a maximum bonus of 100%. Riley also receives 25% more gold from auctions in normal dungeons and raid dungeons.

Riley's physical attack increases by 1% for every 10 million personal gold they hold, up to a maximum bonus of 340%. Riley also receives 25% more gold from auctions in normal dungeons and raid dungeons.

No. 76 Demon (Rogue)
▲ Buffed

Clearing a raid dungeon without any deaths grants the entire party 5 mood. This mood bonus lasts 1 day. This hero's critical strike increases by 15 in the next normal dungeon or raid dungeon they enter.

Clearing a raid dungeon without any deaths grants the entire party 5 mood. This mood bonus lasts 1 day. For each consecutive raid dungeon cleared without any deaths, this hero's Critical Strike Chance increases by 3% and physical attack by 14%, stacking up to 10 times. The stacks reset if a party member dies in a raid dungeon.

No. 85 Hamjji (Mage)
▲ Buffed

For each house in town, Hamjji's spell power increases by 2% and max mana by 1%.

For each house in town, Hamjji's spell power increases by 6% and max mana by 1%.

No. 89 Be Quiet (Warrior)
▲ Buffed

Each time they clear a raid dungeon with a capacity of 15 players, having entered with exactly 15 members and the same party composition as before, their physical attack and spell power increase by 1%, up to 70%. After reaching 70%, each additional clear instead increases critical strike by 1, up to 30. Changing the party composition or failing to enter a 15-player raid dungeon with exactly 15 members resets all stacks.

Each time they clear a raid dungeon with a capacity of 15 players, having entered with exactly 15 members and the same party composition as before, their physical attack and spell power increase by 1%, up to 300%. After reaching 300%, each additional clear instead increases Critical Strike Chance by 1%, up to 30%. Changing the party composition or failing to enter a 15-player raid dungeon with exactly 15 members resets all stacks.

No. 91 Namiri (Rogue)
▲ Buffed

For every 100 million personal gold Namiri holds, Namiri's Critical Strike Chance increases by 1%, up to +50%. Once this Critical Strike Chance bonus reaches +50%, each remaining gold stack increases Namiri's Physical Attack and Spell Power by 1%, up to 30%. The gold is not consumed.

For every 100 million personal gold Namiri holds, Namiri's Critical Strike Chance increases by 1%, up to +40%. Once this Critical Strike Chance bonus reaches +40%, each remaining gold stack increases Namiri's Physical Attack and Spell Power by 1%, up to 150%. The gold is not consumed.

No. 98 Vichan (Rogue)
▲ Buffed

Each clear of a raid dungeon with a capacity of 15 players permanently increases Physical Attack and Spell Power by 1 each, up to +1000 each after 1000 clears.

Each clear of a raid dungeon with a capacity of 15 players permanently increases Physical Attack and Spell Power by 1 each, up to +2500 each after 2500 clears.

No. 103 Gonjang (Rogue)
▲ Buffed

At the start of a raid dungeon, their physical attack and spell power increase by 1% for every 10 million Gold Gonjang holds, up to 100%. When that raid dungeon ends, 5% of Gonjang's personal Gold is consumed.

At the start of a raid dungeon, their physical attack and spell power increase by 1% for every 10 million Gold Gonjang holds, up to 300%. When that raid dungeon ends, 5% of Gonjang's personal Gold is consumed.

No. 105 Joy (Hunter)
▲ Buffed

Each clear of a normal dungeon or raid dungeon adds a stacking 5% physical attack bonus in subsequent normal dungeons and raid dungeons for 7 days, up to 70%. Reaching 70% also grants 20 haste. When the 7 days expire, both the physical attack and haste bonuses reset.

Each clear of a normal dungeon or raid dungeon adds a stacking 30% physical attack bonus in subsequent normal dungeons and raid dungeons for 7 days, up to 300%. Reaching 300% also grants 40 haste. When the 7 days expire, both the physical attack and haste bonuses reset.

No. 118 Dan (Mage)
▲ Buffed

Upon entering a normal dungeon or raid dungeon, among party members other than Rogues, Warriors, and Hunters whose Spell Power exceeds their Physical Attack, the 3 with the lowest Spell Power and Dan gain 30% Spell Power. Each clear of a raid dungeon with a capacity of 15 or more players permanently increases Spell Power by 1 and Max Mana by 10, up to +500 Spell Power and +5000 Max Mana after 500 clears.

Upon entering a normal dungeon or raid dungeon, among party members other than Rogues, Warriors, and Hunters whose Spell Power exceeds their Physical Attack, the 5 with the lowest Spell Power gain 30% Spell Power, and Dan gains 150% Spell Power. Each clear of a raid dungeon with a capacity of 15 or more players permanently increases Spell Power by 1 and Max Mana by 10, up to +500 Spell Power and +5000 Max Mana after 500 clears.

Effects That Grow Stronger During Combat

Guild Member

Before

After

No. 41 Jungle (Warrior)
▲ Buffed

Every third critical strike from Jungle's own attacks deals physical damage equal to one basic attack to the current target and increases Jungle's defense by 50% for 5 seconds.

Every third critical strike from Jungle's own attacks deals physical damage equal to one basic attack to the current target and increases Jungle's defense by 50% for 5 seconds. In normal dungeons and raid dungeons, each trigger also increases Jungle's physical attack by 1 and haste by 0.5 until that dungeon ends, stacking up to 600 times.

No. 70 Jjaman (Rogue)
▲ Buffed

In normal dungeons and raid dungeons, each critical strike from their own attacks increases their physical attack by 2% until that dungeon ends, up to 60%.

In normal dungeons and raid dungeons, each critical strike from their own attacks increases their physical attack by 3% until that dungeon ends, up to 120%. Each such critical strike also has a 10% chance to strike the same target again for the same damage.

No. 82 Red (Rogue)
▲ Buffed

In normal and raid dungeons, Red gains 2 critical strike and 5% physical attack for every 8 critical strikes from Red's own attacks. These bonuses last until that dungeon ends and stack up to 20 critical strike and 40% physical attack.

In normal and raid dungeons, Red gains 2% Critical Strike Chance and 5% physical attack for every 8 critical strikes from Red's own attacks. These bonuses last until that dungeon ends and stack up to 40% Critical Strike Chance and 150% physical attack.

No. 114 Juuki (Warlock)
▲ Buffed

Every 30 seconds during combat, Juuki's spell power increases by 10%. These increases last until combat ends.

Every 20 seconds during combat, Juuki's spell power increases by 12% and haste by 1. These increases last until combat ends.

No. 115 Mouse (Rogue)
▲ Buffed

Every 30 seconds in a normal dungeon or raid dungeon, their current cumulative DPS is checked. At rank 1, Haste increases by 2; otherwise, Physical Attack increases by 1% until that dungeon ends. Clearing a raid dungeon with a capacity of 15 or more players at final damage rank 1 permanently increases Physical Attack by 5, up to +2500 after 500 qualifying clears.

Every 30 seconds in a normal dungeon or raid dungeon, their current cumulative DPS is checked. At rank 1, Haste increases by 3; otherwise, Physical Attack increases by 2% until that dungeon ends. Clearing a raid dungeon with a capacity of 15 or more players at final damage rank 1 permanently increases Physical Attack by 5, up to +2500 after 500 qualifying clears.

Effects That Strengthen the Party

Guild Member

Before

After

No. 12 Varian (Warrior)
▲ Buffed

In normal dungeons and raid dungeons, the entire party's physical attack increases by 10% and haste by 20.

In normal dungeons and raid dungeons, the entire party's physical attack increases by 10% and haste by 20. Additionally, their own physical attack increases by a further 20%.

No. 27 Crown Prince (Mage)
▲ Buffed

Upon entering a normal dungeon or raid dungeon, their max mana increases by 1000, and all party members' attack power increases by 10%. Each time a party member dies, 1 random surviving party member loses 5% attack power.

Upon entering a normal dungeon or raid dungeon, their max mana increases by 1000, and all party members' attack power increases by 10%. Their own spell power additionally increases by 60%. Each time a party member dies, 1 random surviving party member loses 5% attack power.

No. 37 Valurik (Rogue)
▲ Buffed

At the start of combat, all party members' critical strike increases by 10% for 10 seconds. Clearing a raid dungeon increases the mood of 3 random guild members by 5 for 3 days. This mood effect does not stack.

At the start of combat, all party members' Critical Strike Chance increases by 10% for 120 seconds. Each time their own attack lands a critical strike, their haste increases by 1 and their physical attack by 2% of its value at the start of the first combat until that dungeon ends, stacking up to 80 times. Clearing a raid dungeon increases the mood of 3 random guild members by 5 for 3 days. This mood effect does not stack.

No. 46 Milhouse (Mage)
▲ Buffed

In normal dungeons and raid dungeons, they restore each party member's mana by 1% of that member's max mana every 10 seconds. Once the total mana restored in that dungeon reaches at least 10 times their own max mana, their spell power increases by 30%.

In normal dungeons and raid dungeons, they restore each party member's mana by 3% of that member's max mana every 10 seconds. Each time they restore mana, their spell power increases by 2% until that dungeon ends, stacking up to 50 times for a maximum of 100%.

No. 55 Goldie (Warrior)
▲ Buffed

Young Expedition When at least 3 of Goldie, Minimu, Milhouse, Daeman, Vichan, including Goldie, depart in the same raid dungeon party, all party members gain Max Health +20% and Attack +15%. While at least 3 Young Expedition members, including Goldie, belong to the guild, all guild members gain Mood +3. Removed if Goldie leaves or fewer than 3 members remain. Does not stack.

Young Expedition When at least 3 of Goldie, Minimu, Milhouse, Daeman, Vichan, including Goldie, depart in the same raid dungeon party, all party members gain Max Health +20% and Attack +20%, and Goldie gains an additional Physical Attack +80%. While at least 3 Young Expedition members, including Goldie, belong to the guild, all guild members gain Mood +3. Removed if Goldie leaves or fewer than 3 members remain. Does not stack.

Tanks and Healers

Guild Member

Before

After

No. 1 Mona (Warrior)
▲ Buffed

At the start of a normal dungeon or raid dungeon, their physical attack, spell power, critical strike, haste, defense, mana, and max health increase by 2.5% for each party member.

At the start of a normal dungeon or raid dungeon, their physical attack, spell power, haste, defense, mana, and max health increase by 2.5%, and their Critical Strike Chance increases by 2.5% for each party member.

No. 28 Divaren (Paladin)
▲ Buffed

Their physical attack, spell power, critical strike, haste, defense, max mana, and max health increase by 50%.

Their physical attack, spell power, haste, defense, max mana, and max health increase by 50%, and their Critical Strike Chance increases by 25%.

No. 38 Nyx (Paladin)
▲ Buffed

At the start of combat, all party members' physical attack and spell power each increase by 15%, and their critical strike increases by 5%. These bonuses last for 15 seconds.

At the start of combat, all party members' physical attack and spell power each increase by 15%, and their Critical Strike Chance increases by 5%. These bonuses last for 15 seconds.

Other Changes

  • Unified Critical Strike wording and mechanics: At every Affinity stage, effects that raise Critical Strike now all work by adding to Critical Strike Chance, and their wording has been unified to "Critical Strike Chance increases by N%". The Critical Strike effects of No. 1 Mona, No. 9 Windsor, No. 28 Divaren, No. 29 Warner, No. 37 Valurik, and No. 38 Nyx were previously multiplied into Critical Strike Chance, so the actual increase was smaller than shown; from now on, they add exactly the amount shown. The Friendly stage effect of No. 15 Vera now also stacks up to 300 times.

  • Newly accumulated records: The cumulative effects newly added in this update (No. 52 Xenon's Fishing, No. 36 Safehren's types of dungeons cleared for the first time, No. 49 Triana's per-dungeon mastery, and No. 76 Demon's consecutive clears without deaths) only count records built up at the Special Affinity stage after the update.

More from Creator Chronicles

Other announcements

All news
In-game event3 Oct 2026[1.16 Update] Guild Warehouse + Balance Update Now LiveWe have applied the balance update announced in our advance notice . Guild Warehouse · Added the “Guild Warehouse”, a new building that stores equipment obtained in dungeons so that the guild master can personally equip it on guild members. Only one can be built per town. · The Guild Warehouse consists of 8 bag slots. Slots are purchased with gold, and bags can be obtained as dungeon clear rewa…In-game event30 Sep 2026Patch Notes ver. 1.15Quality-of-Life Improvements and Bug Fixes · During a raid, hovering over the party status bar now shows stats changed during combat broken down by source, with icons indicating which buff, debuff, or Trait caused each change. · Added a “Lock preset order” option to Party Presets, and you can now change the preset order with the arrow buttons while editing a preset. · You can now obtain Eterniu…In-game event28 Sep 2026Patch Notes ver. 1.14Quality-of-Life Improvements and Bug Fixes · Added “View DPS by Boss” to the raid result screen, so you can now check each guild member’s record separately for each boss fight. · In the request list, the Accept button is now dimmed for requests that cannot be carried out right now. · If the town has no Bread, guild members now eat dishes they own instead. The higher the grade of the dish, the l…