The highlight is not new content: it is the end of the server crashes. There was a single cause, it was found and it was eliminated. Alongside come a fairer West Palace for newcomers, the dungeon anti-bot rebuilt and ring critical rate counting on every element.
This update touches tables the client also reads: items, monsters and skills. Open the launcher and let it finish downloading before you log in. Without it the new boss attack may show up with no name, and the war portal monsters may still show the old level.
It was a single flaw, and it is gone — not a heavy server, not the player count, not luck
Since the start of the month the server had been going down at no set hour, and every crash looked like it had a different reason. It did not: it was a single flaw in the quest system. Because of the internal number of some quests, the server wrote into the wrong place in its own memory and corrupted whatever was there — and the result showed up minutes later, anywhere in the game. Repeating one of those quests took the server down. That write is now diverted to a safe place, and the crash is gone.
| What | Before | Now |
|---|---|---|
| The server crash | Went down on its own, with no pattern, several times a week | The cause was eliminated at the root |
| The quests involved | Corrupted the server memory every time they were taken | Work exactly as before, with no side effect |
| The earlier fixes | Held the symptom, and the crash came back somewhere else | Stay live as a safety net |
| What you need to do | — | Nothing. It has been live since the 10th |
Thanks to everyone who reported the exact time of each crash in the group: matching those times against the server log is what exposed the cause.
The dungeon was punishing newcomers: the poison from the mobs and the bosses came out area-wide and killed the whole team, not just whoever was holding the boss. Now the poison only hits whoever has the aggro. In exchange, the bosses gained a new area attack — and that one can be answered.
| What | Before | Now |
|---|---|---|
| Mob poison | Hit everyone nearby | Only hits whoever has the aggro |
| Boss poison | Hit everyone nearby | Only hits whoever has the aggro |
| New attack on the 4 bosses | Did not exist | Channelled area: ten hits in a row, one per second |
| How you answer it | — | A stun on the boss cuts the channel immediately |
| Reach of the boss areas | Went past the reach of the healer | Tuned to reach whoever attacks or heals from maximum range |
| Poison outside West Palace | — | No change: Farm, Patrol and Spider Catacomb stay the same |
The area attack is deliberate: leave a character hitting on its own in there and it dies to it. A real team, with someone landing stuns, walks through without losing anyone.
Every dungeon asks a question before opening the door, to keep automated entry out. Except the right answer was always the first option, and any answer was accepted — so it stopped nothing. Now the sum is drawn on the spot, the four options come shuffled and only the right answer gets through.
| What | Before | Now |
|---|---|---|
| The right answer | Was always the first option | Moves around every time |
| Getting it wrong | Let you in anyway | Denies entry — you have to ask for another question |
| How many dungeons | — | All 23 that have an entrance NPC |
| The text after you get it right | Showed a code instead of the dungeon name | Shows the dungeon name, in the 7 that were broken |
Some accounts showed one pet more than they actually had — a pet that did not obey, did not vanish and could not be swapped. It was not a pet: it was a pet effect left saved in the database with no owner, leftover from an old swap. The server now clears that leftover on its own.
| What | Before | Now |
|---|---|---|
| The "extra pet" | Showed up and could not be removed | Cleared automatically |
| Your real pets | — | Untouched — nothing was deleted |
The monsters and the two bosses guarding the Blood Palace portal were at too high a level and dropped nothing — they cost work and paid nothing. They moved to level 60 and gained drops.
| What | Before | Now |
|---|---|---|
| Portal monsters | Above the level cap, no drops | Level 60, with drops |
| The 2 portal bosses | Above the level cap, no drops | Level 60, with drops |
| Respawn | — | They still only spawn for the war |
The ring critical rate counted on the physical hit only. For Wizard, Fairy and Tamer, who hit by element, it did nothing at all. Now it counts on physical and on all five elements, on every tier — and it is retroactive: the ring you already own now counts that way.
| What | Before | Now |
|---|---|---|
| Ring critical rate | Physical hit only | Physical plus all 5 elements |
| Which tiers | — | From T1 up to the class ring |
| Do you have to redo the ring? | — | No. It applies to the one you already have |
| Amulets | — | Still have no critical rate |
The order of the lines on the item was tidied up too, with Move Speed last — that is housekeeping only, no value changed because of it.
| What | Before | Now |
|---|---|---|
| Closing the game peacefully in Drakantos Farm | Sent you to Stone City for no reason | Only closing after being hit by a player is punished |
| Escape punishment | Did not check which area you were in | Checks the area before applying |
Want to see what drops in West Palace, item by item? The dungeon now has its own page in the drop table.
The values on this page are the ones running on the server. The chance of each drop is not published, and never will be — what we publish is what can come out. Found something odd after the update? Report it and we will look into it.