Realm Chronicle
Major Progression & Balance Update
Forge Your Next
Chapter
Stronger hunts. Deeper builds. A clearer path forward.

MINING & FISHING • WORLD OBJECTIVES • CLIENT GUIDANCE
Ordinary monsters retain the level-400 to 700 curve, then gain stronger HP/EXP growth. Let p = (clamp(level, 700, 1000) - 700) / 300. HP/EXP multiply existing calculations by 1 + 2 x (clamp(level, 400, 1000) - 400) / 600 + 16.898053445469344 x p squared. Multiply that HP/EXP result by an additional hunting boost: 1x through level 700, rising linearly to 2.5x at 900, then tapering linearly to 1.5x at 1000 (2x at 950). The boost stays at 1.5x above 1000. Direct damage uses 1 + (clamp(level, 400, 1000) - 400) / 600 + p squared. At level 1000 these reach 29.8471x HP/EXP and 3x direct damage. These additional multipliers stop growing at 1000. Healing and damage-over-time conditions are excluded.
Player melee, ranged and wand weapon attacks now deal one-third of their previous baseline damage (66.67% reduction), in both PvE and PvP. Weapon strength and elemental split are preserved. Spells, runes, healing and damage-over-time attacks are not reduced by this weapon change.
| Monster level | Normal HP / EXP | Normal direct damage | Eligible boss EXP |
|---|---|---|---|
| 400 | 1.0000x | 1.0000x | 1.0000x |
| 500 | 1.3333x | 1.1667x | 1.3333x |
| 600 | 1.6667x | 1.3333x | 1.6667x |
| 700 | 2.0000x | 1.5000x | 2.0000x |
| 800 | 7.3691x | 1.7778x | 2.3333x |
| 825 | 10.3663x | 1.8819x | 2.4167x |
| 900 | 25.4423x | 2.2778x | 2.6667x |
| 950 | 29.1362x | 2.6111x | 2.8333x |
| 999 | 29.8712x | 2.9917x | 2.9967x |
| 1000 | 29.8471x | 3.0000x | 3.0000x |
Bosses, solo/minibosses, quests and team hunts receive no additional HP, damage or EXP from the stronger post-700 curve. Eligible bosses keep the earlier EXP curve shown above. The weapon reduction applies globally, including attacks against bosses and other players.
Against players, extra critical damage and effective dodge chance use 50% of their PvE values. A +256% critical bonus becomes +128% in PvP (2.28x total damage). Dodge is capped at 90% in PvE and 45% in PvP. Inspect and Skills show the PvP values; critical chance and PvE bonuses are unchanged.
Normal monster HP is approximately 842.648 billion at level 900 (2.5x the previous value), 1,073.960 billion at 950 (2x), and 1,217.761 billion at 1000 (1.5x). EXP receives the same increases. A normal level-999 monster now has approximately 1,216.333 billion HP before variants or special modifiers. Equal HP and EXP multipliers preserve reward per point of health; they do not guarantee higher EXP per hour. Damage grows independently to limit incoming burst.
The regular upgrade path continues through +15.
Used from +12. Eligible endgame equipment can progress all the way to +20.
+12 and +15 become permanent floors once reached.
Failed crystal attempts can lower an item by one upgrade, but cannot take it below its reached +12 or +15 checkpoint. The protected checkpoint also preserves Item Level. Existing items at those levels receive the same protection.
To enter +16–+20, the equipment’s base Awakening requirement must be at least 500. Major crystals double the ordinary chance through +15; the endgame chances below are fixed. Major attempts consume an upgrade catalyst.
| Target upgrade | +16 | +17 | +18 | +19 | +20 |
|---|---|---|---|---|---|
| Success chance | 5% | 4% | 3% | 2% | 1% |
Items at +16 or higher and items carrying Ascendant spirits cannot be mirrored. Equipment above the Medieval boundary and weapons above Grimfrost are also excluded. Eligible boundary-tier items can still be mirrored below +16.
Reaching +16 replaces the existing enchantments with a compatible Ascendant spirit. The same five spirit families remain available through +20. Each spirit has 10 possible attributes and 6 independently rolled slots. Repeated attributes are allowed—including six copies of the same desirable attribute.
| Spirit | Build direction | Eight desirable options |
|---|---|---|
| Inferno | Knight offense | Melee, maximum HP, Attack Damage, Life Steal, PvP Protection, Damage Boost, Damage Buff, HP Buff |
| Glacier | Sorcerer | Magic Level, maximum MP, Missiles Damage, Mana Steal, PvE Protection, Damage Boost, Damage Buff, MP Buff |
| Grove | Druid support | Magic Level, maximum MP, Increased Healing, Mana Steal, PvE Protection, Explosion on Kill, Damage Buff, MP Buff |
| Eclipse | Paladin | Distance, maximum HP, Attack Damage, Mana Steal, PvP Protection, Damage Boost, Damage Buff, HP Buff |
| Tempest | Knight defense | Maximum HP, Melee, PvP Protection, PvE Protection, Life Steal, Increased Healing, Damage Boost, HP Buff |
Fist Fighting and Shielding are the two filler rolls in every pool. Each slot has a better chance of selecting a desirable attribute as the upgrade rises:
| Upgrade | +16 | +17 | +18 | +19 | +20 |
|---|---|---|---|---|---|
| Desirable-pool chance per slot | 20% | 30% | 40% | 50% | 60% |
| Desirable raw-roll ceiling | 1.5× | 1.625× | 1.75× | 1.875× | 2× |
Desirable values roll from 35% to 100% of their ceiling, using Item Level up to 40. Shared armor and jewellery support different build directions; weapon compatibility still matters. A knight can pursue maximum HP in all six slots on compatible pieces.
Repeated Ascendant attributes contribute with diminishing returns across all equipped pieces. Moving the same attribute to another item does not bypass this balancing rule. HP/MP approach a 40% combined Ascendant limit; skills approach 60 points; Attack/Missiles Damage approach 60%; PvP/PvE Protection approach 25% each. These are effective combined limits, not a limit on how often an attribute can roll.
Faith rerolls all six attributes; Fortune rerolls the final slot; Void changes the spirit. Falling below +16 removes the Ascendant spirit and its bonuses; reaching +16 again rolls a new spirit. Ascendant pools do not roll revival, Mana Shield or full-resource refill effects.
Life Steal and Mana Steal enchantments now use a 5% proc chance. Their listed amount is the recovery when the effect triggers, rather than a guaranteed recovery on every hit.
Abyssal equipment receives approximately 35% stronger existing attributes, rounded upward where needed. Each piece deliberately offers fewer attributes, letting you commit to a specific purpose. It is a specialization option to mix into a build, not a universal replacement for every other set.
| Piece | Updated base attributes |
|---|---|
Abyssal Helmet |
47,250 armor; +21% spell healing; +19% rune healing |
Abyssal Armor |
47,250 armor; +10% critical chance |
Abyssal Legs |
47,250 armor; +38% spell damage |
Abyssal Boots |
47,250 armor; +36% rune damage |
Abyssal Shield |
64,800 defense; +7% dodge; +19% all-damage absorption |
These are base item values. Applicable rarity bonuses remain part of the equipment system. Choose the piece that supports your goal and weigh the attributes you give up when replacing a broader piece.
Common → Ancient / Uncommon → Ascended / Rare. The same tool upgrades in place, gaining its new name and rarity frame.

Ancient gold becomes available at stage 2; Ascended Tokens join the possible finds at stage 3.
| Mining stage | Supreme cost to craft | Additional materials | Mining benefits |
|---|---|---|---|
| 1 • Common | — | Base golem wrench | 1× shards; 8% success / 15% VIP |
| 2 • Ancient | 100,000 | Previous-stage wrench + 2,500 each blue, violet and green shard | 2× shards; 12% success / 19% VIP; 0.5% ancient gold roll |
| 3 • Ascended | 250,000 | Previous-stage wrench + 7,500 each blue, violet and green shard | 3× shards; 16% success / 23% VIP; independent 1% ancient gold and 1% Ascended Token rolls |
Craft these upgrades in Alchemist. Bonus finds roll after successfully mining a crystal vein. Existing vein depletion and regeneration rules remain in place.
10 cyan fragments → 1 blue shard; 10 red fragments → 1 violet shard; 10 green fragments → 1 green shard. Exchange 10 of each shard color for 1 Supreme Fragment. These conversion recipes have no additional Supreme Point charge.
Tool progression is crafting-only. Ordinary rarity keys, the item-upgrade interface and defusion cannot bypass it. The correct previous rarity is required, and mirrored tools cannot be used. Gathering rarity frames do not grant equipment combat bonuses.
Upgrade the existing rod in place. Names and rarity frames identify Common, Ancient and Ascended progression.
| Rod stage | Supreme cost | Additional materials | Boss catch chance |
|---|---|---|---|
| 1 • Common | — | Base mechanical fishing rod | 8% per valid cast |
| 2 • Ancient | 200,000 | Previous-stage rod + 100 Domination Cursers + 25 Glow Wine | 9% per valid cast |
| 3 • Ascended | 500,000 | Previous-stage rod + 250 Domination Cursers + 75 Glow Wine + 10 each Attack, Protection and Regeneration Empowerment Fish | 10% per valid cast |
Only your two highest unlocked fishing-boss tiers are eligible at a time, with equal selection between them. If you have unlocked only one tier, that boss is the only candidate. Awakening, Fishing skill and rod stage determine what is unlocked.
Caught bosses use at least the fisher’s Awakening as their actual monster level. Their health and damage therefore scale with the character catching them, and island automation does not overwrite that chosen level.
| Boss | Awakening | Fishing skill | Rod stage |
|---|---|---|---|
| Jaul | 50 | 10 | 1 |
| Tanjis | 100 | 50 | 1 |
| Deepling Spellsinger | 150 | 80 | 1 |
| Deepling Scout | 200 | 100 | 1 |
| Empowered Tidekeeper | 600 | 100 | 2 |
| Ascended Abyssal Angler | 700 | 100 | 3 |
Awakening 600+, Fishing 100 and an Ancient rod. Four independent 5% base chances—one for each Empowerment Fish.
Awakening 700+, Fishing 100 and an Ascended rod. Its item loot is exclusively 1–3 Ascended Tokens; no generic gold, spellbook-box or fallback Supreme rewards.
| Fish | Effect | Duration |
|---|---|---|
Attack |
+25% damage | 5 minutes |
Protection |
10% damage reduction | 5 minutes |
Regeneration |
Restore 5% maximum HP and MP each second | 5 minutes |
Experience |
+25% EXP | 5 minutes |
Eating any Empowerment Fish starts the same one-hour cooldown for all four types. The cooldown persists through logout. There is no Gold Empowerment Fish. Normal server loot-rate modifiers can affect the listed base drop chances.
These fish use existing fish appearances and are no longer ordinary fishing catches. Obtain the empowerment versions through the Tidekeeper’s loot.
Completing a World Objective now adds three different Ascended Sovereigns, selected randomly from the existing five, at the established War Zone raid positions. These are extra encounters with independent spawning; they do not consume the normal daily boss schedule.
One of the five possible World Objective encounters.
One of the five possible World Objective encounters.
One of the five possible World Objective encounters.
One of the five possible World Objective encounters.
One of the five possible World Objective encounters.
The existing +25% global EXP reward now has its own visible icon and timer, including after login. It remains distinct from purchased global boosts.
If a spawn position is obstructed, placement searches nearby and retries unsuccessful encounters without duplicating those already spawned.
Boss corpse loot is finalized and copied in full to each eligible online contributor, including the corpse owner. Damage, summon ownership and eligible defensive participation feed the contributor rules. The boss’s corpse reward is no longer divided into smaller gold shares between those contributors.
Check your bank for gold and your mailbox / depot inbox for items. The reward message now explains both destinations instead of calling gold a mailbox item.
Scripted boss item rewards also go to the depot inbox. Regular non-fishing boss Supreme rewards use 15× the former contribution-based amount. Ascended bosses use 5× their base contribution calculation. Fishing keeps its separate reward rules.
Boss standard damage, health and EXP have been increased relative to the previous encounter settings. The additional level-400–1000 EXP curve in section 1 applies to eligible bosses; team hunts and quest encounters are excluded from that new curve.
Quest monsters retain their existing quest-specific damage scaling and receive the additional 60% damage increase. Quest HP is doubled after encounter overrides, so a zone’s absolute health setting cannot erase the increase. Quest bosses do not receive a second accidental copy of the new HP doubling. Existing zero-EXP quest behavior remains.
Ascended bosses now appear in the client’s top boss-health panel.
Team hunts at awakening 500 and above retain double HP and 40% more direct damage. EXP now follows all encounter HP multipliers, including both level-based health increases: encounter EXP multiplier = 80 × encounter HP multiplier / 25. This gives approximately 266.67× EXP at 500, 652.8× at 900 and 672× at 1000, up from the flat 160×. Below 500, EXP remains 80×. Healing and party sharing still affect actual EXP per hour. HP uses [25 + (level above 500 ? level × 0.01 : 0)] × the existing encounter level scaling, then doubles from level 500. Direct damage retains its existing 1.5× multiplier below 500 and uses 2.1× from 500. Team-hunt healing is reduced by 40% at all levels, with the same 10-second interval. Each heal restores 0.9 × min(33, floor(level / 10)) percent of maximum HP, capped at 29.7% instead of 49.5%. These rules are separate from the ordinary-monster curve.
Team-hunt progression gold now awards 10–100 ingots according to monster level, replacing the previous 1–10 range.
Gold Empowerment now uses the level of the monster that created the pickup: at least 5 bars, otherwise one bar per 10 monster levels, rounded down. Changing who collects it does not change its value.
| Source monster level | Gold Empowerment reward |
|---|---|
| 200 | 20 gold bars |
| 400 | 40 gold bars |
| 600 | 60 gold bars |
| 850 | 85 gold bars |
| 1000 | 100 gold bars |
Rift monsters now spawn at the level of the monster that opened the portal plus a random 35–50 levels. The Gatekeeper and wave monsters each receive a roll within that range. Their higher level supplies the progression increase without replacing the underlying EXP formula.
Dying inside a Rift now follows the normal death flow. Rift cleanup clears the saved return location without teleporting a dead player back into danger, preventing the immediate second death caused by the old return path.
The Ultra Rage / Yalahari darkness room can be entered again to help another player reach the chest after completing it yourself. The assistance dialogue no longer blocks you with “the darkness already answered you.”
Equip it in the necklace slot before death. Protection is determined before any equipped slot is moved.
| Skull | Without Skull Amulet of Loss | With Skull Amulet of Loss |
|---|---|---|
| Red • 24-hour penalty | All equipped slots are lost | No equipment loss |
| Black • 48-hour penalty | All equipped slots are lost | Each equipped slot independently has a 10% chance to drop |
A red or black skull does not disappear as soon as the frag count falls below the threshold. Its separate expiry persists across logout and restart, and an active combat condition can delay clearing after expiry. The persistence rules do not depend on world type.
The black-skull 10% roll includes the amulet itself and the backpack. If the backpack drops, its contents go with it. The amulet decision is taken before the slot rolls, so dropping it does not remove protection from the remaining rolls.
New guided walkthroughs cover card presets in hotkeys, talent switching, action bars, quests, Cyclopedia, Systems Guides, boss cooldowns, crafting and autoloot. Arena guidance and an A–Z progression route help players decide what to do next.
Guide content covers mining, fishing, the updated crystal and spirit systems, Ascended equipment, Ascended bosses and events. Equipment guidance explains Abyssal’s focused trade-offs instead of presenting it as the strongest all-purpose set.
The Start Tutorial action now starts valid guide flows and reports a failure instead of silently closing. Tutorial navigation recognizes separate feature buttons as well as the Library layout. System-guide text uses client-compatible punctuation to prevent broken symbols.
Guild war lists can be scrolled through all available guilds. CaveBot configuration and bot-profile lists also have scrollbars. Crafting recipe previews show the required gathering-tool rarity.
Green, yellow, red, purple, blue and grey backpacks increase from 20 to 35 slots. Stackable sigils must be separated into a single item before upgrade or defusion operations.
War of Emperium now requires 2 active guilds with at least 3 online members per guild, replacing the former 3-guild / 5-member entry requirement.
Background work for boss mechanics, event schedules, card burn ticks and castle rental expiry now follows active events and deadlines instead of repeatedly polling idle state. These changes reduce unnecessary work while preserving the individual gameplay schedules.
Ascension profile handling keeps pending save data available during rapid reconnects. Rotating title calculations include current online-player progress. Castle loading finishes reading its records before map-spawn callbacks run, avoiding loss of the remaining load results.
Abyssal Helmet
Abyssal Armor
Abyssal Legs
Abyssal Boots
Abyssal Shield
Attack
Protection
Regeneration
Experience
Entry:
War Tokens