A tester-wave release aimed squarely at your first hour in the game: a smarter prologue with class starter gear, forgiving map taps, sharper expedition compasses, and a long list of crafting, chest and battle fixes.
🚀 NEW HERO EXPERIENCE
Your first weapon is picked for your class — and your first chest can't roll a second helmet.
• Class starter gear: your two prologue chests now follow a plan — the first gives your class's own main-hand weapon plus armour at a guaranteed rarity, the second covers the other hand (shield, orb, a pair of daggers) or armour for two-hander classes. No more three-wands-no-armour rolls.
• Daily login reward unlocks once you finish the prologue (or on your second calendar day), so the first chest lands right when you can use it — not on the very first login.
• Smarter coach marks: world-anchored hints sit in the lower third of the screen, can be closed with ×, hide the quest chip while they are up and never cover the chest reward screen. Opening the bag with the B key now counts for the tutorial. Skip-prologue stays hidden until your first chest, with a 10-minute escape hatch if you are stuck.
• Stalled in the prologue? The CombaTON bot sends a short Telegram catch-up in your language with a one-tap button that drops you right back at the step you stopped on.
• Quests: a proper Class Quests tab with its own badge, the NPC target panel says Talk instead of Info, and objectives that depend on an earlier step stay locked until it is done.
• Character screen: stats panel with inline ± controls and an avatar column, talent points refresh right after you learn a node, and the name field on character creation shows the case you type. The Library gets a new «The World» page (EN/RU) about the regions and their lore.
⚔️ COMBAT
• Settings in battle: the settings screen now works on the battle route, with a gear button right in the battle header.
• Battle history scrolls in the same order as the live log — no more reading fights upside down.
• A finished fight no longer replays its victory screen every time you reopen the game.
• Combo names in the battle state appear in your language instead of raw codes.
• Only the first spec you unlock becomes active — finishing a second trial no longer silently switches your build.
🎁 LOOT & CHESTS
• Jewelry gear score now shows a breakdown line (base + gems) once each socketed gem carries its own value.
• Reward chests are tracked per character — switching heroes no longer leaves a chest that belongs to another character.
• The chest-opening reel spins through the whole item set, so filler slots look like real loot instead of the same icon.
• Loot and quest toasts pop above the battle screen instead of hiding behind it.
💰 CRAFTING & ECONOMY
• Chain crafts finish the final item at the level you planned, not a lower one.
• Salvage learning rebalanced: a successful salvage still teaches the pattern at +25, a failed one now gives only +5 — failing is no longer the fastest way to learn.
• Alchemy and cooking recipes can finally be learned: unlearned potion and food recipes show a «Learn recipe» button on the crafter's tab — free, level-gated. Equipment patterns still come from salvaging.
• Skill XP totals and projection on the recipe screen, and the profession bar opens a detail view with the full picture.
• Claim guard: crafting orders can only be handed in at the NPC who holds them, and cards for orders waiting elsewhere say where to go.
• Crafting tabs at the carpenter, blacksmith and alchemists now list the full recipe set, including recipes learned by salvaging; a small countdown buffer stops a finished craft from flipping back to «not ready» for a second.
• Wallet: the Withdraw request now reaches the server (it used to call the wrong address), and the modal explains when withdrawals are paused.
Salvage result | Before | Now
Success | +25 | +25
Failure | +25 | +5
🌍 WORLD & EXPEDITIONS
• Expedition compass overhaul: precision has level floors for recovery, elite hunts and scout landmarks, scouts narrow their bearing over time, and a new landmark compass points to the closest unexamined point in the manor.
• Route descriptions explain how Intuition shapes the compass, optional encounters get a hint, and a cursed chest tells you what key it paid. The Expeditions button is hidden during the prologue.
• Volnograd asks for the road pass from Elara (or the finished Free City quest) at its gate.
• Map taps are more forgiving on touch screens: bigger hit radius, NPCs hittable on their whole body, markers on classic maps line up with what you see, and tapping a far-away NPC walks you there and opens the dialog on arrival.
• Prologue recruit never goes missing: if another newcomer's bandit holds the camp tile, yours spawns on a neighbouring one, and it is named in your language. More farmhands on the meadow.
Hero level | Compass precision never below
5 | 2 of 3
15 | 3 of 3
🔧 FIXES
• Dungeon guide «!» marker lights up only when a dungeon exists for your level — on the world map, the live map and the navigation panel alike — and goes out right after an empty offer.
• Item cards close on tap or Escape instead of sticking to the screen.
• Names of mobs that appear mid-session refresh at once, and deleting a fresh low-level character is instant instead of a 24-hour wait.
• Italian players: NPC and quest names, weapon type labels and assorted strings show proper text instead of raw codes.
—
See you in the arena. ⚔️