Patch Notes

What changed, and why. Including the parts we got wrong.

Fifteen more things players reported, answered

A second week of reports, same rule as the first: listed in the words they were reported in, and answered whether or not the answer flatters us.

  • "Sometimes, in telegram, at the main page, players could not tap other options other than hunt." Real bug, and our fault. The card you get at the end of a fight is a photo, and Telegram will not let a bot rewrite the text of a photo — so every hub button on that card failed silently, while Hunt worked because Hunt always sends a fresh message. The menu now replaces the card instead of trying to edit it.
  • "I have reach the kaldrath maw quest but going there doesn't satisfy the quest." Also real, and two bugs in one. The quest compared the map you had opened, and most players never open the Maps screen at all — the game picks a region for you by level. It now compares the region you are actually fighting in, and counts anything at or beyond the target, so players who had already walked past it are credited immediately.
  • "The quest description and the pay listed is untidy and confusing to read." Each quest is now its own block with a blank line between, and the reward reads 200 gold · 150 XP · 2x Rare Crystal instead of the raw internal keys it used to print.
  • "What does fortune affix do?" Fair question — it never said. Affixes now spell out their effect wherever they appear: Fortune (+4.0% better odds on every loot roll). The wiki's affix table says the same thing.
  • "The picture of bosses in the lore is different to what we met." Correct. The wiki had been built from its own separate art run, so it was showing creatures nobody could meet. The wiki now serves the game's own images — what you see here is what walks out of the dark.
  • "Event news should be put on top... after defeating an enemy should be at the lowest." Done. The main screen leads with the event banner and your vitals; gold, gems, attack and defense moved to the bottom where they are not in the way. After a fight, the loot now sits directly above the buttons.
  • "Effects or more obvious signs are needed when the player was afflicted by debuff(s)." Your main screen now carries an Afflicted line naming every ailment on you, and says plainly that Rest cures all of them.
  • "Make a one way energy bank for training." Built exactly as asked, and one way on purpose. Energy you cannot spend goes into a training bank that holds 100 ⚡; it pays for training and for nothing else, so it can never become extra hunts, extra loot or extra XP. More space can be bought with Gems — space to park energy you already earned, never a point of energy itself.
  • "Abbreviate rarity in inventory or auction by (C) for common, (U) for uncommon." Done, in both.
  • "Daily reward interactive tap in training tab seemed deceptive." The button now states the amount it will pay, and once claimed it says so and points at tomorrow.
  • "Items in inventory should have a quick auction feature... or auto fill from follow the average price." In the browser, an item now has List on Market, and the price box arrives pre-filled with a suggestion drawn from live listings of the same item at the same rarity, falling back to the item's own worth scaled by rarity and enhancement. You can type over it — it is a starting point, not a rule.
  • "There is no leggings or trousers data in the wiki." There was not, and about thirty items lived in the game and nowhere here. Legs now has its own section beside Helmets, Gloves and Boots — and all thirty were drawn their own icons, because until today every one of them was wearing the boots' greaves.
  • "Still cannot reach the bottom options of the Character Tab in Browser mode." Third attempt, and this time the page stops guessing: it measures the menu's own top edge against the real visible height of your screen, instead of subtracting a fixed amount for a header whose height changes with your phone.
  • "How to delete an account?" Character deletion has always been yours to do. Deleting a whole account is now explained in the Characters screen and handled by a person — you send the request, we confirm once with you, and then it is gone for good.
  • "Make invite a friend option for gems more visible." It is now a row on the main menu.

Combat rebalance

Two accounts had grown so far past the monsters that combat had stopped existing for them. One was taking 1 damage per hit from the strongest creature in the game — not a hard fight, literally unkillable. Meanwhile players who had not gone down that path were losing fights at the same levels. The spread at a single level was about fourfold, so no level-based number could serve both.

  • Monsters now scale to your actual power, not just your level. Far above the curve for your level, and the world gets harder to match you. At or below it, nothing changes — the scaling only ever reaches up.
  • Armor can no longer make you immune. A hit always lands for something. Defense is still one of the best stats in the game; it just has a limit now.
  • A scaled-up monster pays what it was authored to pay. We briefly had it pay more, and that was a mistake — it meant being overpowered earned XP faster, which is precisely backwards. It is fixed.

Eight things players reported, answered

All of these came out of the community in one week. They are listed in the words they were reported in, because that is how they were found.

  • "We need explanation about tier or rarity about selling items so the buyer can see the details." Tapping a listing used to buy it — no stats, no tier, no rarity, no way back. It now opens the item's full sheet first: rarity, tier, slot, attack, magic attack, defense, HP, affixes, enhancement, which Order can hold it, and who is selling. Buying is a second, deliberate press.
  • "The Auction House should have a sort system like the shop." It has one, in both the bot and the browser: cheapest, rarity, tier, or name.
  • "There should be an option to buy in bulk, not single click." Potions, elixirs and other stackables have x5, x10 and x20 buttons. Gear does not — it auto-equips, and one is what you meant.
  • A rogue's blade showing a hammer. Items with no picture of their own borrow the closest one that exists, and the match was made on the item's name. Premium items are named for their story, not their shape, so Cinder-that-Remembers matched nothing and fell through to "any weapon". The match now reads the description too — and never borrows across the class gate, so a Rogue item cannot wear a Paladin's picture.
  • "Leggings in boots icon, not pants." Half fixed: the borrowing is honest, but not one pair of leg armour in the game has been drawn yet, so legs still borrow from boots. Proper leg art is coming.
  • "What is the point of quests? And there are options to buy them — what a weird place to put." A fair question about a screen that never answered it. Quests pay gold, XP and crafting materials the moment the objective is met, with no button to press — every quest now says what it pays. The purchase button is not the reward and is not buying the quest: it is one optional shop offer a finished quest opens, and it now says so.
  • "How to invite people into a guild?" You could not — there was no invite. Now every guild page carries a link you can forward: it opens the bot and joins that guild directly. Browsing still works, and joining is still open to anyone with room.
  • "Where is the craft option in browser found? If it's below the Train option under Character tab... it's unreachable." Correct, on a short screen: the menu drawer measured itself against the whole phone screen instead of the part actually visible, so its bottom rows fell off. It now measures the real viewport and scrolls.

STR and DEX are no longer the same stat

Asked by a player, and he was right to ask: "since there is no difference between STR and DEX for Warrior, does that mean both stats can be useful for the Warrior?" They were identical — STR and DEX both paid +1 attack, INT and FAI both paid +1 magic attack. Two of the five attributes were the same attribute wearing a different name, and because the training price climbs per attribute, splitting points across a duplicated pair was actually cheaper than training one properly. The best build in the game was an accident of a bug.

  • DEX now pays critical chance — +0.25% per point, up to 25% from training. A crit deals 1.5x damage.
  • FAI now pays life steal — +0.15% per point, up to 15% from training.
  • STR still pays attack, INT magic attack, VIT maximum HP. Five attributes, five effects.
  • Nothing you already trained was taken away. The attack your old DEX points paid is still on your sheet — and those same points now pay crit as well. Every existing character came out of this stronger, never weaker.
  • This applies to all six Orders, not just the Warrior: both effects work on weapon swings and on spells.
  • The Training screen now states what each attribute buys. It never did, which is why the question could not be answered from inside the game.

Energy is the real speed limit

Energy is not a convenience. It converts into permanent power in two directions: attribute points through training, and levels through hunting. Anything that refilled it was buying progression directly — and gold, the one currency you generate endlessly just by playing, was buying it without limit. One account ran 768 refills in a single day.

  • 3 free refills a day.
  • Gold no longer buys Energy at all. Not capped — removed.
  • Instant refills cost 5 Gems, up to 10 a day.
  • Energy still regenerates on its own, for free, forever. That path has no cap and never will.

Past the point where a stat's Energy cost hits your bar's ceiling, training also costs gold, and that price climbs with the attribute. You can pay for a point outright in Gems instead — priced at the full difficulty of that point, never a discount on it. At high stats a single point costs more Gems than the largest pack in the shop. That is deliberate: Gems can shorten a grind, never skip one.

Your attacks can inflict debuffs now

Asked by a player, and it was a fair question with no good answer: seven ailments existed and all seven could only ever be applied to you. Now skills whose names already imply an ailment carry one — Firebolt burns, Ice Lance freezes, Serpent's Bite poisons, Shield Bash stuns. No dice roll: the cooldown is the cost. A stunned monster loses its turn, and a poison you applied two turns ago can be what finishes the fight.

Stun is shorter, and curable

Reported within a day of the debuff patch, and correct: a stun costs a turn instead of health, so it was never fair for it to run as long as poison or burn. Four turns meant four free attacks against you, and a class with a stun skill beat every class without one on that fact alone.

  • Stun now lasts 2 turns — for you and for monsters alike. Every other ailment is unchanged at 4.
  • Smelling Salts (40 gold, in the Shop) snap you out of a stun outright. Items still work while you are stunned, so this is a real answer rather than a consolation prize.

Stun was the only ailment in the game with no cure at any tier — no shop item, no drop — which left Panacea, priced in Gems or boss Fragments, as the single way out. That was never the intent. Panacea keeps its price because it cures everything at once; the ordinary answer to one stun now costs ordinary gold.

Potions have a ladder now

Potions restore a share of your maximum health, which is what keeps a starter potion from turning worthless at level 40. Without a ceiling it went too far the other way: a 15-gold Health Potion healed over a thousand HP, and every potion above it was a waste of money. Reported exactly that way.

  • A potion can restore at most its printed value, however big your health bar gets.
  • Three new tiers sit above the old two — Superior, Supreme and the Mythstone Elixir. Out-healing a cheap potion now means buying a better one.
  • Potions no longer revive you. At 0 HP only Rest brings you back. Drinking your way up from nothing made Rest — and the Energy it costs — optional, which was never the intent. Above 0 HP nothing changed.
  • Using an item in a fight now burns a turn of Stun, like any other action. It used to freeze the timer, so a stun lasted as long as you kept drinking.

The off-hand slot actually exists now

Every other slot had gear from tier 1 to tier 10. The off-hand had ten items, all tier 1 — so past the first region, an off-hand could not drop at all. A player asked for a hint on where to find more; there was no hint to give, because the items were not in the game.

Forty-five new off-hands, tiers 2 through 10, one family per class: shields for Warriors and Paladins, quivers for Rangers, throwing knives for Rogues, grimoires for Mages, reliquaries and censers for Clerics. They drop like any other gear.

So do legs, rings and amulets

The off-hand was not the only one. Counting the game's items slot by slot turned up two more holes nobody had reported — and nobody reports these, because an empty slot does not look like a bug. It looks like a slot you have not found anything for yet.

  • Leg armor had zero items. Not zero at high tiers — zero in the entire game. The slot existed and nothing in the world could fill it.
  • Rings had one, at tier 1.
  • Amulets above tier 1 were all Uniques or Wandering Merchant stock, and monsters drop neither. Past the first region: nothing.

30 pieces of leg armor across tiers 1-10, split by armor weight like every other piece, plus 19 rings (health) and 10 amulets (defense). Starter leg armor is in the Shop; the rest drops. If you have been playing with those three slots empty, filling them is a real jump.

All three were found by counting rather than by playing, so there is now a test that does that count on every change: every slot, every tier, or the build fails.

VIP costs less

  • 99 Stars, down from 150.
  • Or 150 Gems — a path that did not exist before.

Gems are also handed out by achievements, referrals and the Founding Wanderer bonus, which makes VIP the one paid thing in Mythraven you can reach without ever opening a wallet. There is deliberately no gold price: gold is generated without limit just by playing — one account is sitting on over a million — so a gold price is not a price. Founding a Guild is gated behind VIP, and players asked for that gate to open; making the gate cheaper is the honest version of that, rather than making it free for anyone with an afternoon to farm.

Quality of life

  • The Inventory opens. Carrying a few hundred items used to break the screen outright — no error, just a button that did nothing. It is now paged and split into categories, with one button that clears out all your junk for gold.
  • Enhancing is one tap from the item. Open any piece of gear and the Enhance button is right there beside its stats. Equipped gear is listed first and marked — you never need to unequip anything. Every entry shows its tier and rarity, so two items with the same name can be told apart.
  • Potions scale with you. They used to heal a flat amount written when a health bar was tiny, which made the best potion in the game useless by mid-game. They now restore a share of your maximum health.
  • Debuffs wear off. Poison and bleed used to follow you out of a fight forever. They now fade with time, and a full Rest cures them outright.
  • Fewer pictures. A victory scene on every single kill turned a farming session into a wall of images. It now marks occasions — a level-up, real loot, an elite or boss, or a defeat — and rides on the image itself instead of a second message.

What we did not do

Nobody was reset. No stat was taken back, no level, no gear, no gold. The players who got far ahead did not cheat — they used what the game offered, and that was our fault, not theirs. They kept every point. The monsters simply stopped being a formality.

Found something broken? Say so in the community group. Most of this page exists because somebody did.