5/10/2026

Update v0.19 — Auto Professions, Daily Quests & Soul Guardians

Auto Excavation and Auto Fishing with a presence check; Bulletin Boards now offer repeatable Daily Quests; Soul Guardians appear above characters, with a redesigned Soul Points panel; the Character Window gets a 3D character model; filters and progress in the Titles window; improved Tab targeting, Loot Labels, Buffs/Debuffs and the Crowd Control indicator; a redesigned Equipment Shop; the Moon and stars now move across the sky; testing of the first Battle Pass has begun.
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v0.19 expands everyday activities, reworks several important interfaces, and adds new ways to progress and customize your character.

Main highlights:

  • added Auto Excavation and Auto Fishing with their own presence-check system;
  • Bulletin Boards now offer fully repeatable Daily Quests;
  • Soul Guardians now appear above characters and the Soul Points interface has been redesigned;
  • the Character Window has been heavily updated with a 3D character model;
  • the Titles window now includes filters and progression tracking;
  • Target Selection, Loot Labels, Buff/Debuff UI, and Crowd Control indicators have been improved;
  • the Equipment Shop has been redesigned;
  • the night sky is now fully animated;
  • testing has begun for the first Battle Pass Season.

Auto Excavation & Auto Fishing

Two new actions have been added:

  • Auto Excavation
  • Auto Fishing

They can be placed on the Skill Bar and used like regular abilities.

Fully Automatic Mode

Once activated, your character automatically:

  • starts one Excavation attempt after another;
  • or repeatedly casts the Fishing Rod.

The normal mini-games are skipped during automatic attempts.

Auto Mode can be stopped by:

  • activating the action again;
  • moving your character.

Base Chance — 50%

Each automatic attempt has a 50% chance to obtain:

  • an item from Excavation;
  • a fish from Fishing.

In Auto Mode, the chance is not affected by:

  • Shovel quality;
  • Luck;
  • Potions;
  • other normal chance bonuses.

70% with Consumables

When using Auto Shovel Oil, Auto Excavation chance becomes 70%.

When using Rainbow Bait, Auto Fishing also becomes 70%.

Presence Check

Automation is not intended for completely AFK gameplay.

Approximately once every twenty attempts, a Presence Check replaces the normal automatic attempt.

A red frame appears on the screen to warn you.

To pass the check, you must successfully complete at least half of the related mini-game stages.

If the check is passed:

  • Auto Mode continues.

If the check fails:

  • the attempt gives no reward;
  • Auto Mode stops;
  • the Presence Check will appear again the next time Auto Mode is started until it is completed successfully.

Consumables

Resources are consumed normally.

For example:

  • Bait is consumed with every cast;
  • Oil is consumed with every automatic Excavation attempt;
  • Fishing Rod durability continues to decrease.

Fishing Skill and Experience also continue to increase as usual.

Normal Fishing and Excavation have not changed.

Players who complete the mini-games manually can still achieve better results than Auto Mode.

Bulletin Board — Daily Quests

Bulletin Boards have received a major update.

Most Board Quests can now be completed multiple times every day.

Opens Immediately

Interacting with a Bulletin Board no longer starts a normal NPC dialogue.

It now opens the Quest window directly.

Quests by Location

Board Quests are now separated into location tabs.

For example, the Alpen board includes:

  • Alpen
  • Dekron Laboratory

Boards in other cities can contain up to 7 different tabs.

Repeatable Daily Quests

Most Bulletin Board Quests are now Daily Quests.

Depending on the Quest, they can be completed 1 to 10 times per day.

In Alpen, many can be completed up to 10 times per day.

Previously, many Board Quests could only be completed once permanently.

Quests you completed in the past are now available again.

Daily Progress Is Visible

Each Quest displays:

  • how many times it has been completed today;
  • the daily maximum;
  • its current state.

For example:

  • In Progress
  • Completed
  • Done for Today

The daily counter resets once per day.

Everything in One Window

The right side of the window displays:

  • objectives;
  • description;
  • rewards.

You can also:

  • accept the Quest;
  • turn it in;
  • abandon it;

without leaving the window.

Color Indicators

Quest colors help show their status.

  • red — your level is too low;
  • green — the Quest is significantly below your level;
  • yellow — ready to turn in.

Quests that your character has greatly outleveled disappear from the list unless they are already active.

Soul Guardians

The Soul Points system has received a major visual update.

Guardian Above the Character

When your character has accumulated Soul Points, the corresponding Soul Guardian appears above them.

Different classes use different Guardians:

  • Warrior — armored Lion Guardian;
  • Archer — Hooded Archer;
  • Mage — magical Guardian.

The Guardian's appearance also changes depending on the Soul Point type.

The Guardian:

  • appears with a flash;
  • follows the character;
  • attacks together with Basic Attacks;
  • performs an animation together with Soul Skills;
  • disappears when the Soul Points are gone.

Soul Guardians are also visible above other players.

Guardian Buff Now Starts at 7 Points

Previously, the Soul Guardian bonus only activated at 10 / 10 Soul Points.

Now it becomes active at 7 Points.

New Soul Points Panel

The Soul Panel has been redesigned to more closely match the original game.

It contains three rows:

  • 1ST
  • 2ND
  • 3RD

Each row shows:

  • the Soul Skill icon;
  • 10 Soul Points;
  • current accumulated points.

Active points are highlighted.

The hotkeys:

  • Insert;
  • Home;
  • PageUp;

are now displayed more clearly next to the corresponding rows.

Guardian Does Not Cover Text

The Guardian automatically stays above:

  • Character Name;
  • Title;
  • Guild Name;
  • other overhead elements.

It also does not cover quick messages such as:

  • Need Healing!
  • Follow Me!
  • other quick commands.

If fewer than 7 Soul Points remain after using a Soul Skill, the Guardian finishes its attack animation before disappearing.

Settings

Two new options have been added under Overhead:

  • show your own Soul Guardian;
  • show Soul Guardians of other players.

Disabling these options only hides the visual model.

The Buff itself remains active.

Character Window

The Character Window (C) has been significantly updated.

3D Character Model

The window now displays a full 3D model of your character wearing their current equipment.

The model can be rotated with the mouse.

Guild and Friendship Bonuses

Guild and Friendship bonuses are now grouped into one compact line.

Hovering over it shows:

  • every active bonus;
  • its icon;
  • detailed description.

Active Effects

The Buff and Debuff list now uses the full available height of the window.

If there are many effects:

  • the list becomes scrollable;
  • the Character Window no longer grows vertically.

Character Stats

Unused + buttons next to character stats have been removed.

Since stats increase automatically with level, these buttons were never functional.

Titles — Progress and Filters

The Titles window is now much more useful for collection progress.

Filters

Three categories have been added:

  • Obtained
  • Discovered
  • Undiscovered

The first two are enabled by default.

You can also choose to display Titles your character has not discovered yet.

Progress

A new column has been added: Progress.

For example: 37 / 100.

The list can be sorted by this value.

Selecting a Title also displays:

  • a Progress Bar;
  • current progress;
  • required amount.

Undiscovered Titles

Undiscovered Titles appear dimmed.

Their status is shown as Undiscovered.

The exact unlock condition remains hidden until the Title is discovered.

However, the Progress Bar still shows how close you are to finding it.

Target Selection with Tab

Tab Targeting has been simplified.

Tab now cycles between the two nearest enemies.

  • first press — nearest enemy;
  • second press — second nearest;
  • third press — nearest again.

You no longer need to cycle through an entire crowd just to return to the closest target.

Distance is recalculated every time Tab is pressed.

If enemies move, the current closest enemy is selected.

If another target was selected manually, Tab returns to the nearest enemy.

This works the same way:

  • against Monsters;
  • in Army Battle;
  • in Duels;
  • in Arena.

Enemy Players have priority over Monsters.

Equipment Shop

Equipment Merchant windows are now significantly larger and easier to use.

  • the shop area is wider and taller;
  • window width no longer changes when switching Tabs;
  • item icons are larger;
  • names, Level, and Price are easier to read;
  • items are displayed in 3 columns.

Tabs are visually separated into groups:

  • All;
  • Warrior / Mage / Archer;
  • Weapon / Head / Body / Pants / Gloves / Boots.

Quantity selection has been removed when buying Equipment.

Each item is purchased one at a time with Buy.

When selling items from Inventory, quantity selection still works as before.

World Map

Right-clicking the World Map now opens the full map list, just like the All Maps button.

Right-button camera movement still works normally.

The list only opens after a click without dragging.

The buttons:

  • All Maps;
  • Current Map;

have also been aligned with the Close button.

Character Overhead Display

The overhead interface is now more compact.

  • the separate Army Icon beside the name has been removed;
  • faction is now shown by a colored bar next to the Rank Icon:
    • blue — Light;
    • red — Darkness.
  • Titles are slightly smaller;
  • Titles are positioned closer to the name;
  • the Guild Flag is smaller;
  • the Name + Rank row is now properly centered.

Loot Labels

Dropped item labels are now much easier to read.

Item names and quantities:

  • keep the same visual size regardless of distance;
  • no longer become tiny when viewed from farther away.

The text is now:

  • bolder;
  • surrounded by a stronger dark outline.

Loot Labels now visually match overhead character names more closely.

Buffs and Debuffs

Status Effect display has been significantly improved.

Duration

Remaining time is now:

  • centered correctly;
  • kept inside the icon;
  • displayed using a larger font.

Larger Icons

Buff and Debuff icons have been increased in size:

  • below the Character Frame;
  • below the Target Frame.

The following are larger as well:

  • Stack Count;
  • text for effects without their own icon.

Separate Target Effects Frame

A new independent element has been added to the Interface Editor: Target Status Effects.

It can be:

  • moved;
  • scaled from 50% to 200%.

Until you move it manually, it continues following the Target Frame as before.

New Crowd Control Indicator

The Crowd Control indicator below the character has been redesigned.

Supported effects include:

  • Stun;
  • Freeze;
  • Sleep;
  • Ice Block;
  • Fear;
  • Silence.

Each type of Control now has its own color for:

  • frame;
  • effect name;
  • Progress Bar.

Remaining duration is shown using:

  • a large Timer;
  • a decreasing Progress Bar;
  • a radial countdown overlay on the icon.

When a new effect is applied, the icon briefly flashes.

The Night Sky Is Alive

The Moon no longer remains fixed in one place.

Throughout the night, it:

  • rises in the east;
  • moves across the sky;
  • reaches its highest point around the middle of the night;
  • moves toward the west.

The stars rotate together with the Moon, so the entire night sky moves.

Moonlight and Shadows also follow the Moon.

At night, shadows now slowly change direction just like sunlight shadows during the day.

Battle Pass — Season 1 (In Development)

Testing has begun for the first seasonal Battle Pass.

Important: the system is currently still in development and is not normally available to players yet.

For now, the Battle Pass is only granted by Staff for testing purposes.

Season Structure

Current design:

  • 100 Levels
  • Season duration — 30 days

Battle Pass Experience can be earned from:

  • defeating Monsters;
  • defeating Bosses;
  • completing Quests;
  • Battle Pass Tasks.

Daily Tasks

Each day provides 5 Tasks.

The selection changes daily.

Weekly Tasks

Each week provides 10 Tasks.

Categories include:

PvE

  • Monsters;
  • Bosses;
  • Dungeons;
  • Quests.

PvP

  • Arena Wins;
  • Army Battle Kills.

Professions

  • Fishing;
  • Excavation;
  • Crafting;
  • Enhancement.

Battle Pass Rewards

Two reward tracks are planned:

  • Free
  • Premium

The Premium Track has a reward at every level.

The Free Track has rewards at approximately half of the levels.

Current test rewards include:

  • Gold;
  • Enhancement Stones;
  • Potions;
  • Pet Incubators;
  • Auto Shovel Oil;
  • Rainbow Bait;
  • Fisherman's Chests;
  • pieces of the Rainbow Fruits Costume;
  • Mounts lasting 7 and 30 days.

Battle Pass Window

A dedicated window has been added showing:

  • current Level;
  • Experience;
  • remaining Season time;
  • Reward Track;
  • Tasks;
  • Claim All button.

It can be opened through Additional → Battle Pass when the character has access to a Battle Pass.

Unclaimed rewards can still be collected after the Season ends.

However, no additional Battle Pass Experience can be earned after the Season has ended.

The interface is translated into all supported game languages.

Thank you to everyone who continues testing the new systems and sharing feedback.

v0.19 makes everyday activities more convenient through Auto Fishing and Auto Excavation, turns Bulletin Boards into a meaningful source of repeatable daily content, and significantly expands the visual presentation of the Soul System, character interface, and collection progression.