Server Update · 10 August 2026
The Deep Balance Update
Health and mana pools multiplied tenfold. Bosses given three times the health and twice the experience, with mechanics that now telegraph and then genuinely hurt. Fifty obsolete spells retired. A spell engine rewritten from the ground up, crafting reorganised around the fusion ladder it always had, a Supreme Point refund on defusion, an entirely new bank, and a long list of bugs that were quietly costing you items, kills and gold.
Live already.
Headline · Read This First
Health and Mana, Multiplied by Ten
Every vocation's health and mana pool is now ten times larger. Regeneration per tick was multiplied by ten alongside it, so healing keeps pace with the bar it is filling.
You are not becoming ten times tankier. Monster damage was raised by exactly the same factor, so a fight that took eight hits to lose still takes eight hits. What you gain is resolution: damage, healing and leech numbers finally have room to express real differences instead of being crushed against a small pool.
| Vocation |
Health / awaken |
Mana / awaken |
Regeneration / tick |
| Knight |
5,000,000 |
750,000 |
200,000 health |
| Sorcerer & Druid |
750,000 |
5,000,000 |
200,000 mana |
| Paladin |
3,000,000 |
3,000,000 |
75,000 each |
Granted per awakening, as always. A Knight at awakening 750 now carries roughly 3.75 billion health; a Lightbringer Sorcerer around 3.75 billion mana.
Progression · Correction
The Experience Curve, Corrected
Levelling had stopped meaning anything — players were outrunning the content built for them faster than it could be written. Rates come down across every band, and the curve gains twenty-one stages in place of thirteen, so progression tapers smoothly instead of falling off a cliff at each old boundary.
| Level |
Before |
Now |
Level |
Before |
Now |
| 1–49 |
4000x |
3000x |
450–499 |
1600x |
300x |
| 50–99 |
3600x |
2000x |
500–549 |
1200x |
225x |
| 100–149 |
3200x |
1500x |
550–599 |
1200x |
150x |
| 150–199 |
3200x |
1200x |
600–649 |
800x |
100x |
| 200–249 |
2800x |
900x |
650–699 |
800x |
75x |
| 250–299 |
2400x |
750x |
700–749 |
600x |
50x |
| 300–349 |
2000x |
600x |
750–799 |
600x |
35x |
| 350–399 |
2000x |
500x |
800–849 |
400x |
20x |
| 400–449 |
1600x |
400x |
850–899 |
400x |
15x |
| 900–949 |
200x |
10x |
950–999 |
200x |
5x |
| 1000+ |
100x |
2x |
|
Bosses are the offset. Boss experience was doubled in the same pass — the multiplier applied to a boss kill went from 10x to 20x. Hunting bosses is now decisively the better route, which is exactly the intent.
Bosses
Bosses That Survive Long Enough to Fight You
With player pools ten times larger and spell damage where it is, bosses were evaporating. Boss health has been raised on both of the paths that build it:
| Scaling path |
Before |
Now |
| From the boss's own declared health |
×15 |
×20 |
| From level-scaled health (the dominant path) |
×10 |
×30 |
| Minimum heal per boss heal cast |
15% |
20% |
| Boss experience multiplier |
×10 |
×20 |
Boss mechanics now telegraph, then hurt
Crosses, spirals, ring pulses, expanding squares, checkerboards and rotating beams were pure light show — they cost you nothing to stand in. Every pattern now carries real damage weight, scaled as a percentage of your health.
Crucially, the damage lands after the visual. Every pattern now sweeps its effect across the ground first and strikes a quarter-second behind it. A ring pulse damages ring by ring as it expands outward, so an attack you can see coming is an attack you can walk out of. These are tests of reading and positioning, not unavoidable taxes.
Examples now carrying weight: Horadron's crystal lock cross at 22%, the Herald of Gloom's procession ring at 16%, Professor Maxxen's lava checkerboard at 10% and rotor beams at 22%, the Cult's spiral rite at 16%, the Lion King's expanding pride at 16%.
Two global bosses returned to the world
Lisa and Obujos had their spawns disabled and were unkillable. Both are live again on a one-hour cooldown — Obujos still requires four players at awakening 250 or above in the War Zone.
Combat
Spell Damage, Vocation Multipliers and a New Engine
Damage growth decelerated
A tier-500 spell was hitting roughly twenty-two times as hard as a tier-100 one. Layer equipment, the talent tree, cards and spirits on top of a base that already tracked monster health exactly, and single players were soloing global bosses.
Hits-to-kill now grows from awakening 100 and reaches double by awakening 500. Higher spells remain stronger at every single tier — awakening 200 still comfortably out-damages awakening 100 — the climb is simply no longer exponential.
Vocation damage multipliers finally apply
Per-vocation damage-dealt and damage-received values had been configured for a very long time and were never read by the combat code. They now apply on both sides of every hit, in PvP and PvE: final damage = raw × the attacker's dealt multiplier × the target's received multiplier, with your equipment attributes applied before delivery.
The spell engine, rewritten
Area spells were re-entering the scripting engine once per tile. A single cast of a large spell triggered over six hundred script calls and close to a thousand map searches — the single largest source of server load on Titan. Around ninety spell files were rebuilt onto a shared engine that does identical work in four.
Nothing about how your spells look or feel changes. Wave timings, missile fans, per-tile impact coverage and per-target damage rolls are all preserved exactly — targets in one wave still take different numbers. This was purely about giving the server back the processing time it was burning on every cast.
Bug · Spell Shop
Manatri Was Selling You the Wrong Spell
Four spells shared an internal shop identifier with a completely different spell. Clicking Demonic Oath was checked against Starless Lance — an awakening 750 Sorcerer spell — so the purchase was refused with an error naming a spell you never clicked. If you were not a 750 Sorcerer, that spell was simply unbuyable, with no way to work out why.
| You clicked |
It was checked against |
| Awaken 170: Demonic Oath |
Starless Lance — awakening 750, Sorcerer |
| Awaken 170: Flash of Spirits |
Winterseed Lance — awakening 750, Druid |
| Awaken 170: Savagery of Frost |
Final Benediction — awakening 750, Paladin |
| Awaken 170: Corruption Flash |
Kingfall Sever — awakening 750, Knight |
Every spell in the catalogue now carries a unique identifier, and a startup check refuses to let two spells ever share one again silently.
While the shop was open
- No two spells of the same kind at the same stage. Manatri no longer sells a spell that directly competes with the quest spell of its tier, and colliding shop slots were emptied.
- reb1 spells moved to Kaur's first mission, and Kaur's three closing spells now sit at awakening 500 where they belong.
- Area spells were listed as single targets in the spellbook. Classifications corrected.
- Spell gold costs rebalanced against how much gold a player at that awakening can genuinely collect in a day — cursed chests, fishing bosses, Marena bosses and global bosses — rather than arbitrary figures.
- The Cyclopedia credits its sources. Manatri spells now read "NPC Manatri in Titan City Temple, Awaken N", exactly as mission spells already did.
Bug · Upgrade Perk
Explosion on Kill Was Uncapped
The Explosion on Kill upgrade dealt a percentage of the killed monster's maximum health to everything nearby, with no ceiling. Against high-level monsters whose health runs into the billions, that single perk was producing chain damage far beyond anything the rest of the game could match — and it counted your own summons as valid victims.
Two corrections:
- The explosion is now capped at your own normal spell maximum. It is a strong bonus, not a replacement for playing your vocation.
- It only affects genuine monsters. Player summons are excluded from both triggering it and being hit by it.
The item description was rewritten to state the cap honestly rather than promising unlimited damage.
Equipment
Weapons That Reward Skill Again
The Ultra Rage weapon line carried an enormous flat damage floor with only modest skill scaling, which meant a freshly equipped weapon performed almost as well as a mastered one. The formula has been inverted:
| Component |
Before |
Now |
| Per point of weapon skill |
3,500 – 3,700 |
10,500 – 11,500 |
| Flat floor |
2,500,000 |
1,250,000 |
| Level contribution weight |
5 |
2 |
Skill is now roughly three times as valuable, while the free floor is halved. Training your weapon skill is once again the difference between an adequate and an excellent Knight or Paladin.
The four Shatterborn weapons received proper damage formulas. They previously fell back on raw item values, meaning they scaled with nothing at all. Each now has a dedicated script matched to its vocation.
Crafting
The Fusion Ladder, Finally Visible
The crafting categories had drifted into nonsense: the Alchemist sold no alchemy, the Jeweller sold no jewellery, and two entire armour sets appeared twice under different smiths. Underneath that sat a genuine fusion ladder that nothing in the interface explained.
| Category |
Contains |
| Upgraders |
  Holy soil, iced soil, eternal flames |
| Armor |
The complete token ladder plus Domination and the signet ring — 21 recipes |
| EQ Fusion |
Equipment fused into higher equipment — Blue Falcon and the full Medieval set |
| Magic |
  Card token, the three orbs, spellbook of identification, darkness break |
| Materials |
  Upgrade catalyst, crystalline token, energy vial, muck remover, repair crystal |
An exploit closed. The Alchemist's "blue falcon shield" recipe was handing over a Medieval Shield — three tiers above what it charged for — letting anyone skip the entire Achilles and Dark Seducer ladder for a fraction of the cost.
Two recipes were lying about what they gave you. "Fiery jewel shield" is the Achilles Shield; "silver dragon shield" is the Dark Seducer Shield. Both now display the name of the item you actually receive.
Economy
Defusion Returns What You Invested
Defusing an item returned its flat set value and nothing more — every Supreme Point you had poured into its rarity was gone. Defusion now refunds 75% of every Supreme Point spent upgrading that item's rarity, on top of its normal value.
The refund is derived from the same cost table that charged you, including the awakening multiplier, so it can never drift from what you actually paid.
| Example |
Item value |
Rarity refund |
Total returned |
| Dark Seducer helm · Common |
60 |
— |
60 |
| Dark Seducer helm · Legendary |
60 |
592 |
652 |
| Dark Seducer helm · Transcendent, awakening 500 |
60 |
5,217 |
5,277 |
Store Light Silver can finally be defused
Light Silver bought from the store could not be broken down at all. It now defuses at 20% of its normal Supreme value — an 80% reduction on the item's own worth, so a purchased set cannot be turned straight back into the points it would have taken to earn.
The 75% rarity refund is not reduced. Those points were spent by you, not bought. The store listing states the terms before you buy, and the blacksmith explains the full breakdown before you confirm.
World
NPCs That Tell You What You Need to Know
Every NPC now carries a titled role
A colour-coded title sits beneath every NPC's name, so you can read a town at a glance instead of greeting all of them in turn. Nine roles, each with its own colour:
■ Story ■ Quest ■ Task ■ Merchant ■ Travel ■ Trainer ■ Service ■ Event ■ Guard
Titles are keyed per NPC file rather than by name, so the two Forgotten Knights can correctly describe the different task tiers they serve. Azir The Sentry reads "Chapter I: Tyrant King"; Alice reads "Buy Blessings".
Hand-offs now state the requirement
When an NPC sends you to another, the message now names that NPC's awakening gate and how far short you are — no more walking across the map to be turned away by someone who never told you what they wanted.
"...you can find Captian Zayn to the south of town, I hear he was looking for help. (Captian Zayn will not sign you before awakening 25 — you are at 20.)"
"...you should meet Kaur The Guardian. (Kaur The Guardian will not sign you before awakening 250 — you are at 50.)"
That second one matters: Fighter Zilor sits at awakening 50 and points directly at a 250 requirement. That two-hundred-awakening gap was previously invisible.
Exiva finds story NPCs by their first names
Their full titles are a mouthful, and the guides refer to them by first name. All ten now resolve: Sahir, Nymara, Kheled, Veyra, Nerissa, Maelis, Thalen, Doran, Nyx and Vael.
A misspelled reference also meant Lady Eirwyn's clickable link to Captian Zayn did nothing at all when clicked. Fixed.
Missions
Kaur's Mission Materials Actually Drop Now
Kaur's mission asked for waspoid claws and waspoid wings, and Waspoids did not drop either of them. The mission was simply not completable. Both are now on the drop table:
| Material |
Drop chance |
Waspoid wing |
88.9% |
Waspoid claw |
10% |
Encounters
Cursed Chests You Can Actually Find
A cursed chest rising from a kill produced a single effect and then sat in complete silence, visually indistinguishable from scenery. Chests now pulse and display their rarity name continuously for as long as they can still be opened, then hand the tile over to the wave display the moment somebody opens them.
And a serious one. The counter tracking active chests only ever counted up — nothing ever released a slot. Once forty chests had spawned since the last restart, no cursed chest could ever appear again until the server was restarted. On a busy day that ceiling was reached within hours, and the feature silently stopped existing. The counter now releases its slot when a chest leaves the world.
A shrine effect loop that had never been running is live again in the same pass.
New Players
The Beginner Tutorial, Rebuilt
- It no longer gets you killed. The guidance window covered the game screen and swallowed your input mid-fight — new players were dying to the tutorial itself. Creatures are now marked with a shader and a floating title directly on the monster; framed boxes are reserved for interface elements and fixed positions, where they belong.
- Control returns to the game after every step and every click, so you are never left typing into a window you cannot see.
Events
Minigames Fixed From Top to Bottom
- Snowballs can no longer hit the thrower. A snowball that resolved after you stepped onto its next tile was hitting you with your own throw — costing you one of your three lives for nothing.
- Event deaths counted only primary damage. Any hit whose lethal portion landed as secondary damage killed you outright, bypassing the event's own death handling entirely. Both damage types are now measured together.
- Battlefield is a respawn mode again, not elimination. Dying returns you to your own team spawn with full health and mana and credits the kill to a valid opposing player — you are no longer removed from the event on your first death, and you can no longer farm kills off your own team.
- Portals announce their event. The entrance portal now names its event with an effect exactly as a cursed chest does, and holds that marker for as long as the portal stands rather than flashing once at creation.
- Event notices reach you. Broadcasts were silently failing. Minigames now use a server broadcast and the announcements channel together, and winners are declared the same way.
Interface
Progress Where You Can Find It
Supreme Points, Ascension Points, rank increases, wing unlocks, card material deliveries and dungeon completions were all being fired at your screen as transient status text, where they scrolled past and were gone. Every progress notice now goes to the Tasks channel, so you have a permanent, scrollable record of everything you have earned.
Channels were also tidied: Trading is now Trade, Loot Channel is now Loot, and both open automatically on login. The redundant Events channel was retired and its announcements folded into the main announcements channel — Guild War Castle notices included.
Empowerments are now visible buffs
Empowerment effects were invisible — you had no way to know whether one was active or how long remained. All four now appear as proper buff icons with timers:
| Empowerment |
Effect |
Duration |
| Attack |
+25% damage |
5 minutes |
| Protection |
−10% damage taken |
5 minutes |
| Regeneration |
5% of max health and mana per second |
5 minutes |
| Experience |
+25% experience from monsters |
5 minutes |
| Titan Chest Celebration |
Realm-wide: double monster experience |
while active |
Client Update
A New Bank, Coloured Loot and a Client You Can Shape
The Titan Bank, rebuilt from scratch
One ledger for gold and every account currency. Select a currency, see In Bank against On Hand side by side, and move any amount with Deposit All, Withdraw All and a Max button instead of typing figures by hand and hoping.
Loot messages coloured by category
A valuable drop used to vanish into an undifferentiated wall of text. Loot is now coloured by eleven categories, each with a colour you choose yourself from a fourteen-colour palette:
■ Currency ■ Quest materials ■ Veradin materials ■ Crafting materials ■ Set upgrades ■ Weapon upgrades ■ Rune upgrades ■ Upgrade resources ■ Cards ■ Progression tokens ■ Equipment
The category list is generated directly from the server's own item data, so it stays correct as items are added. Toggle the whole system on or off in Options.
Free Form layout
A new option hides the side panels entirely and lets you position every miniwindow anywhere on screen. Build the layout you actually want instead of the one the panels allow.
Item links in chat work again
Hovering a linked item in chat requested its data before checking whether it had already been loaded, so the tooltip frequently never appeared. Links now resolve reliably, with a hint label explaining the interaction.
Everything else
- Market prices in gold ingots. Gold offers were displayed as raw gold, so 100,000,000 read as an unparseable wall of digits instead of 1 ingot. Every gold price in the market now reads in ingots.
- Equipment rarity visuals with a distinct colour for all eleven tiers from Common to Transcendent.
- A client features profile in Options: customisable top status bar, player top health and mana bars, health and mana circle, combat values as percentages, shortened large numbers (5.2k, 5M), and disabling action-bar hotkeys while chat mode is on.
- The Library reads properly. Its background sat at roughly half opacity and the game world behind it was fighting the text. It is solid now.
- Improvements throughout the Cyclopedia, market, tooltips, spellbook, buffs, dungeons, guild management, the experience and hunting panel, console, top buttons and miniwindow handling.
- Mobile client progress. Map zoom controls, a rebuilt keypad, a touch cursor and viewport fitting have landed, and roughly 780 lines of duplicated mobile styling were replaced by the shared styles — the Android client is close.
Download the latest client from the Downloads page to receive these changes.
Convenience
Buy Commands Reach Your Bank
Every buy command demanded coins in your backpack. They now spend carried gold first and take the remainder from your bank, telling you exactly what came from where. !bless in particular was effectively unusable — nobody carries a billion gold in coins.
| Command |
Gives |
Cost |
| !aol |
Amulet of loss |
10,000 |
| !backpack |
Backpack |
10,000 |
| !machete new |
Machete |
10,000 |
| !shovel |
Shovel |
10,000 |
| !rope |
Rope |
10,000 |
| !bless |
All five blessings |
1,000,000,000 |
All six also stopped being able to take your gold without delivering. !castle now refuses to teleport you out of a dungeon, an event room or a moving boat, matching the restrictions !temple has always had.
Fixes & Adjustments
Everything Else
- Walking through other players is smooth again. A two-second retry timer meant your first attempt to step through someone always failed, producing the stutter everyone had learned to work around. The timer is gone.
- Boats move twice as smoothly. The step interval was halved, so a moving boat now glides instead of lurching.
- Ascension cosmetic objectives count properly. The collection counter only fired on one of the several paths that grant a cosmetic — Veradin purchases and static quest rewards bypassed it entirely and never counted toward your objective. It now sits on the single low-level grant every path goes through.
- Sea boss fishing is reachable. The first tier demanded Fishing 50, which was far beyond a new fisher. It now asks for Fishing 10 and awakening 50, and the message says so correctly.
- Training Monks stand still. They were wandering off mid-session as dynamic movement overrode their intended zero speed.
- Darkness Break added to the store at 3,500 points
. It remains craftable from shards — this is a shortcut, not an exclusive.
- Store upgrade material prices raised to match how much material the game now hands out.
- Enchanted Rage and Ultra Rage sets retuned — damage, armour, absorption, dodge, healing, regeneration and boot speed all revisited so both hold their place in the ladder.
- Life and mana leech amounts rebalanced across all 121 equipment entries that carry them. Leech chance is untouched; the amount returned per proc is now a quarter of what it was, which had grown wildly out of proportion.
- Quest log aligned with the reorganised mission structure, and the mission NPC dialogue reviewed throughout.
See you in Titan.