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Update 0.44: Guild Quests and Item Storage

Command in Ligmar Online introduces daily guild quests with personal rewards and shared resources. Level your guild up to 10, upgrade Citadel buildings to level 5, and expand personal and guild storage separately for each eligible item.

Hello, adventurers! Tony here ⚡

Update 0.44 introduces Command with quests, expands guild progression, and revamps how supplies are stored!

Highlights:

  • 🛡️ Guild quests: 5 types of daily quests, with rewards for members and Guild Storage.
  • 🏰 Guild progression: the maximum level has increased to 10; levels 3–5 are now available for Guild Citadel buildings.
  • 📦 Item storage: backpack stacks and permanent personal storage expansion separately for each eligible item.
  • 🗃️ Guild Storage: upgrade individual slots to level 10 using the material or guild tokens.
  • 🔧 Changes and fixes: a loot acquisition animation, 10 free market slots instead of 5, updated map display for you and your party members, in-game news, party invitations from dungeon lobbies, and more!

🛡️ Guild quests

At Command (formerly the Guild Tavern), daily quests appear in designated locations.

  • For the guild: tokens, guild XP, and items; upon turn-in, they are credited to Guild Storage on behalf of the player.
  • For the player: a personal bonus from the treasury if assigned by the leader or marshal and the quest is fully turned in on time.

Quest access and configuration

Only the leader and marshal can configure quests; other members choose and complete quests that have already launched. Configuration requires a built Command and an active Guild Citadel.

ConditionRule
Applying settingsAt 00:00 UTC, at the daily reset; saved changes do not take effect before then
Enabling and disablingAlso at the daily reset: enabled quests become available to accept and complete; disabled quests are no longer issued
Who can participateAny rank, including recruits, provided the waiting period after joining the guild has elapsed
Daily eligibilityDetermined at 00:00 UTC; by then, the time since the most recent guild entry must be at least 24 hours
24 hours elapsed during the dayQuests become available at the next launch at 00:00 UTC
Rejoining the same guild or joining anotherThe 24-hour waiting period for quest eligibility starts over

Quest types and base rewards

There are 5 quest types ⇒ 20 ready-made templates. Each type has four variants: for the safe and dangerous locations in World I and the safe and dangerous locations in World II. In each world, only the last safe and last dangerous locations qualify; another location in the same world does not count.

The table shows the base reward for the guild per credited action, before final rounding.

TypeOne actionTokens: safe / dangerous locationXP: safe / dangerous locationGuild item reward in a safe location
ChampionDefeat 1 champion20 / 30400 / 6001 Grand Epic Chest of the corresponding tier
MonsterDefeat 1 normal or rare monster1 / 120 / 20Magic Shards ×1 and Scrap ×10
ChestOpen 1 chest10 / 15200 / 30010 × world number in ruby, sapphire, emerald, or topaz fragments; one random type is selected per opening
Lost CargoInspect 1 Lost Cargo event15 / 22300 / 450Raw materials equal to the world number; one random type from that world’s resources
CellarClear 1 cellar35 / 52700 / 1,050Codex Pages equal to the world number

In a dangerous location, base rewards are multiplied by 1.5, except for the “Monster” quest, whose rewards are the same in both zones. The multiplier also applies to guild items, but not to personal bonuses.

Each reward type is first totaled across the entire quest and only then rounded down. For example, 5 identical chests × 1.5 = 7.5; after rounding, the guild receives 7 chests. Different item types and tiers are counted separately.

The tier of the champion reward is determined by the credited activity. Lost Cargo size and its ×1, ×3, and ×10 multipliers do not increase the quest reward.

Quest configuration

All templates are initially disabled. The leader or marshal can configure and enable any of them, including all 20 at once. They become available to members at the next daily reset. Different players can choose variants of the same type in different worlds and locations, but one account can complete only one variant of each type per day.

For each template, the following can be configured:

ParameterRule
NameRequired, 1–30 characters: Latin or Cyrillic letters, spaces, and hyphens
DescriptionOptional, up to 200 characters
Action / reward
multiplier
From 1 to 100 actions (kill/activate) for one member
Personal bonusSilver or gold from the treasury for a full turn-in on time; quests can be left without a bonus
EnableThe quest is issued daily until disabled
ChangeWhen it takes effect
Multiplier, bonus, enabling and disablingAt the next 00:00 UTC; the multiplier and bonus for today’s quest cannot be changed, and the quest itself cannot be withdrawn early
Name and descriptionImmediately for all guild members

A message is sent to guild chat at the daily reset when active conditions change or quests are activated.

Reserving bonuses from Guild Storage

The settings show an estimate based on current membership. Saving does not deduct or lock money; the final membership and budget are fixed at launch at 00:00 UTC.

The reserve for one quest is calculated as follows:

Reserve=Bonus for full turn-in×Number of eligible members\text{Reserve}=\text{Bonus for full turn-in}\times\text{Number of eligible members}

All eligible accounts count, regardless of whether they are online. If there are 80 of them and the bonus is 10 gold, 800 gold is reserved for one quest. This money cannot be spent on other guild needs.

Unused reserves are not forfeited. If the quest continues to be issued with a bonus, the balance counts toward the new day’s reserve: only the shortfall is taken from the treasury. For example, with 300 gold remaining and a new reserve of 800 gold, an additional 500 gold is reserved. If the quest is disabled, the balance returns to the treasury. The bonus is paid only for a full turn-in before the end of the quest day; no reserve is retained for late turn-ins.

Accepting and completing quests

  1. Choose a quest: the location, objective, rewards, and remaining time are visible before acceptance.
  2. Perform the required actions in the specified location before 00:00 UTC.
  3. Reached the objective? Claim your reward immediately. To receive the personal bonus and Command bonus, you must actually turn in the quest, not just make progress.

Restrictions apply per account, across all characters:

Quest statusWhat is available
There is an unfinished quest of this typeOther variants of this type are unavailable
Today’s quest has been fully turned inThis type is locked until the next day
You abandoned the questYou can choose the same or another available variant again; progress starts from zero
An unclaimed quest from a previous day remainsIt blocks its type until you claim the reward or abandon it
You claimed the reward for yesterday’s questThis turn-in alone does not lock the type for today

How personal loot changes

For an action credited to an active quest, some normal personal loot is replaced by the guild reward. The loot withheld and the quest’s item reward may differ.

TypeWhat does not drop as personal loot for a credited action
ChampionGrand Epic Chest of the corresponding tier
MonsterRegular items and equipment from the base drop; silver, XP, chests, crystals, and seasonal rewards remain
ChestGrand Epic Chest, if included in that chest’s loot
Lost CargoResources of the corresponding world; Scrap and Magic Shards remain. Harvester XP for raw materials not awarded is not granted
CellarPersonal loot remains unchanged

Claiming rewards

Rewards must be claimed manually. The base reward for full completion can be claimed immediately. At 00:00 UTC, quest progress stops: after the daily reset, you cannot continue the quest, but you can claim the reward for the part already completed.

Partial rewards are a new feature: after the day ends, they are calculated in proportion to quest completion. For example, 70% of the objective earns 70% of the base reward, rounded according to the rules below.

The base reward for full or partial completion can be claimed on any subsequent day, with no expiration, as long as the quest remains in the journal. A late turn-in grants no personal bonus and does not count toward the Command bonus. An unclaimed quest blocks its type until the reward is claimed; it is canceled if you leave or are removed from the guild.

For the same reward per action, the calculation is:

Base reward=⌊R×cM⌋\text{Base reward}=\left\lfloor R\times\frac{c}{M}\right\rfloor
  • R: reward for full completion before rounding, with the applicable location multiplier already applied;
  • c: credited actions;
  • M: quest multiplier.

The calculation is performed separately for each reward type. Random items are totaled by the types actually awarded; fractional remainders do not carry over between quests.

The personal bonus from Guild Storage follows a different rule:

Personal bonus={D,objective completed and reward claimed before the end of the quest day,0,for partial or late turn-in.\text{Personal bonus}= \begin{cases} D,&\text{objective completed and reward claimed before the end of the quest day},\\ 0,&\text{for partial or late turn-in}. \end{cases}

Here D is the amount assigned by the leader or marshal. Neither the dangerous-location multiplier nor the Command bonus increases it.

For example, the objective is 10 champions in a safe location, with a bonus of 100 gold. You defeated 7 and claimed the partial reward the next day: the guild receives 140 tokens, 2,800 guild XP, and 7 chests on your behalf; personal bonus: 0. The remaining actions do not carry over.

ResultBase rewardTreasury bonusCounts toward Command bonus
Full turn-in before the end of the dayFor all credited actionsFull amount, if assignedYes
Fully completed, reward claimed after the end of the dayFor all credited actionsNoNo
Partial turn-in after the end of the dayFor the completed portionNoNo
Zero progress or abandonmentNoNoNo

Daily Command bonus

The Command bonus grants additional resources to Guild Storage. The bonus is credited once at 00:00 UTC on top of resources earned from quests fully completed and turned in during the preceding day, not on each turn-in. XP, tokens, and personal bonuses are not boosted.

ParameterRule
Eligible turn-insOnly full turn-ins with the reward claimed before the end of the day; whether a personal bonus was assigned does not matter
GroupingEach of the 5 types is calculated separately; the four variants of one type are counted together
Command levelAt the daily reset, not when the quest was accepted or turned in
Calculation baseItems already awarded to the guild for eligible turn-ins of that type
CreditingDirectly to Guild Storage; the bonus amount is posted in guild chat
b=1%+0,1%×L,B=N×bb=1\%+0{,}1\%\times L,\qquad B=N\times b
  • L: Command level at the daily reset;
  • b: rate per full, timely turn-in;
  • N: number of such turn-ins of one type;
  • B: final bonus for that type.

Each level adds 0.1 percentage points to the rate.

Command levelRate per turn-inRate with Overload
11,1%1,2%
21,2%1,4%
31,3%1,6%
41,4%1,8%
51,5%2%

Example: the guild received 100 identical chests for 10 full, timely turn-ins of champion quests.

Command level at daily resetBonus for 10 turn-insAdditional chests
110 × 1,1% = 11%11
2, including after an upgrade during the day10 × 1,2% = 12%12

For the four types of stone fragments, the bonus is calculated from their total quantity for eligible turn-ins and distributed equally:

Each type=⌊Fragment bonus4⌋\text{Each type}=\left\lfloor\frac{\text{Fragment bonus}}{4}\right\rfloor

For example, a total bonus of 20 fragments gives 5 of each type. If it is 19, 4 of each type are awarded, for a total of 16; the remaining 3 are not distributed. Base fragments already awarded are not redistributed.

Partial and late turn-ins do not increase the counter and are not included in the bonus base: completing the objective is not enough; you must claim the reward before the end of the day.

Abandoning quests, leaving, and Guild Citadel shutdown

Without an operational Command, new quests and the daily bonus are unavailable. Base rewards for previously accepted quests from previous days can be claimed without the Command bonus.

If quests fail to launch at 00:00 UTC because the Guild Citadel is unpaid, the templates are disabled. After payment, the leader or marshal must enable them again; the next launch will be at the next 00:00 UTC.

🏰 Guild and Guild Citadel Development

The maximum available guild level has been increased to 10. For all buildings, levels 3–5 are now available.

The following guild levels are required to upgrade the Guild Citadel:

Guild Citadel LevelRequired Guild Level
13
25
37
49
510

Upgrade Costs

Each upgrade requires payment in both World II Composites and guild tokens. Each table cell shows Composites + tokens. The cost shown is for upgrading to that level, not the sum of all previous upgrades.

BuildingTo Level 3To Level 4To Level 5
Guild Citadel4 400 + 510 0007 650 + 890 00013 400 + 1 555 000
Arsenal1 300 + 45 0002 300 + 75 0004 000 + 135 000
Guild Barracks900 + 25 0001 550 + 45 0002 700 + 80 000
Guild Catacombs1 050 + 30 0001 850 + 50 0003 200 + 90 000
Guild Shop1 250 + 35 0002 150 + 60 0003 750 + 105 000
Guild Storage1 600 + 55 0002 750 + 90 0004 800 + 160 000
Command1 250 + 35 0002 150 + 60 0003 750 + 105 000
Guild Temple1 750 + 60 0003 050 + 105 0005 350 + 190 000
Guild Workshop1 750 + 60 0003 050 + 105 0005 350 + 190 000

Daily Upkeep

The table shows base upkeep in guild tokens per day, excluding boosts and additional Arsenal costs for items over the limit.

BuildingLevel 3Level 4Level 5
Guild Citadel1 4302 1403 210
Arsenal130190290
Guild Barracks80110170
Guild Catacombs90140200
Guild Shop100150220
Guild Storage150230340
Command100150220
Guild Temple390590880
Guild Workshop390590880
All 9 buildings at the corresponding level2 8604 2906 410

Upkeep is deducted at 00:00 UTC. If there are not enough tokens, the building becomes inactive until payment; buildings and accumulated progress are not deleted.

New Level Bonuses

EffectLevel 3Level 4Level 5
Arsenal slots: normal mode / boost60 / 12080 / 160100 / 200
Guild Catacombs reward bonus: normal mode / boost+30% / +60%+40% / +80%+50% / +100%
Command rate for on-time turn-in: normal mode / boost1,3% / 1,6%1,4% / 1,8%1,5% / 2%
Premium item transfer discount-3%-4%-5%

The Guild Storage building level increases the capacity of all item slots.

Each such slot can also be upgraded separately—more on this below.

📦 Item Storage

Items now have a stack size: the number of identical, compatible items in one backpack slot. For items that can be kept in storage, this number also determines their initial storage capacity. You can then expand storage for each item you need separately.

Backpack and Stock: What Is the Difference?

  • The backpack belongs to a character. A single item type can occupy multiple stacks and multiple slots.
  • Stock is shared by the account’s characters in the main world. Capacity is developed separately for each eligible item.
  • Currency does not have stacks, capacity limits, or storage upgrades. Separate rage counters, White Clay, and Hardened Soul also do not use ordinary stacks or Stock upgrades.
  • Not all items can be placed in Stock: stones, amulets, spheres, chests, mounts and other exceptions are kept in the backpack.

To place items in Stock, first build “Stock” in the Estate. Before it is built, incoming storage-eligible items go into the backpack. Old supplies already in Stock are preserved.

Once built, incoming items go to: free Stock space → the remainder to the backpack according to stack size. Transfers between them are free from anywhere in the main world, with no need to return to town.

For example, spheres have a stack size of 100. If your backpack contains 250 spheres of the same type and binding status, they occupy 3 slots: 100 + 100 + 50. Stack size does not limit the total number of items: additional stacks occupy the next available slots.

Stack Sizes

The size depends on the item. Key values:

ItemsPer backpack stackCan be stored
World I pine, copper, limestone150Yes
World II birch, tin, shale250Yes
World I / II Composites50 / 75Yes
Ruby, sapphire, emerald, and topaz fragments1 000Yes
Enhancement, Harmony, Risk, and Fortitude Crystals1 000Yes
Scrap5 000Yes
Magic Shards2 000Yes
Awakening essences100Yes
Codex Page500Yes
Spheres100No
Chests1 000No
Stones, amulets, mounts1No
Immortal Souls +1…+121No
Resurrection Scroll, Sigil of Hunt, Sigil of Doom, Watcher’s Lens, and Trading Seal100No

Each mount occupies a separate backpack slot: for example, 20 identical horses occupy 20 slots, not one stack.

For storage-eligible items, initial capacity equals the listed stack size. Upgrades increase Stock capacity only: they do not increase backpack stack size. Bound and unbound variants do not combine; individual item templates have their own upgrades.

How Do I Expand Stock for an Item?

Open the desired item in Stock and select an upgrade. Each purchased level doubles the capacity for that item. Up to 10 upgrades are available; they are permanent and remain even when the item stock runs out.

Storage capacity=Stack size×2L,0≤L≤10\text{Storage capacity}=\text{Stack size}\times2^L,\qquad 0\le L\le10

L: slot level. Maximum capacity is 1,024 times the stack size.

For example, World I copper starts at 150 units. After the first upgrade, Stock holds 300, after the second it holds 600, and after the third it holds 1,200. Copper still stacks in the backpack in groups of 150.

The level of the “Stock” building is not the same as the storage level of a particular item. To increase the capacity of a particular slot, upgrade that slot.

Two Payment Methods

For each upgrade, choose one payment method: items or silver, without mixing the two. Gold is not accepted.

MethodConditionCost
Using the same itemEnough items in the backpack and Stock combinedA quantity equal to the current capacity before the upgrade
Using silverEnough silver; item stock and a full slot are not required80% of the silver equivalent of the item payment, rounded down
Item cost=Current capacity\text{Item cost}=\text{Current capacity}
Silver cost=⌊0,8×Item payment value in silver⌋\text{Silver cost}=\left\lfloor0{,}8\times\text{Item payment value in silver}\right\rfloor
  • You do not need to fill the slot before expanding it. The price depends on capacity before the upgrade, not on the amount you want to add.
  • If an item does not have a positive silver value, only item payment is available.
  • The 20% discount is calculated from the established in-game value of the items, not players’ market prices.
  • Item payment uses the active character’s backpack → any shortfall from Stock.

Example: expanding copper capacity from 150 → 300 costs 150 copper OR 2,400,000 silver at an in-game unit value of 20,000 silver:

150×20 000×0,8=2 400 000150\times20\,000\times0{,}8=2\,400\,000

When paying in silver, the copper is retained. When paying in copper, no silver is deducted, and Stock does not necessarily become empty: the backpack is consumed first.

How Stock Is Consumed

ActionWhere items are consumed from
Crafting and other shared costsActive character’s backpack → any shortfall from Stock; no manual transfer is needed
Cost checkBefore deduction; if resources are insufficient, no partial deduction occurs
Other characters’ backpacks and the StashNot used for shared costs
Selling to a merchant, discarding, transferring a selected itemOnly the specified storage location, without drawing from another

For example, an action requires 200 copper, and you have 80 in your backpack and 150 in Stock. The game will consume 80 from the backpack and 120 from Stock; 30 will remain in Stock.

If the Backpack Is Full

Before opening chests from the backpack, space is checked for the entire selected batch; you can open up to 10 chests at a time. If there is not enough space, the chests are not consumed.

What Happens to Old Stock

Accumulated items are not deleted.

Old stockWhat happens
Stock contains more than the new limitCan be consumed; no additions are possible until space becomes available
Oversized backpack stack, e.g. “300/100”, except mountsRemains in one slot and cannot be topped up; consumed after normal stacks for shared costs
MountsEach mount occupies a separate slot, including identical mounts
Stock disabled for an itemThe remainder is moved to the backpack with quantity and binding preserved, even without free slots; new arrivals occupy normal stacks

The last rule applies to Immortal Souls +1…+12, Resurrection Scroll, Sigil of Hunt, Sigil of Doom, Watcher’s Lens, and Trading Seal.

Market and Other Storage

Market

A single order or instant transaction for an item with a stack size contains no more than one stack. For example, stones and Immortal Souls with a stack size of 1 are sold one per transaction.

Market storage space counts item stacks, each type of currency, and open orders. The basic free limit has been increased from 5 to 10 shared slots for open orders and market storage contents. Deliveries under existing orders arrive even above capacity, but creating a new order requires a free slot.

Existing orders are preserved. Instant purchases go directly to you, bypassing market storage. You can withdraw items from it only if there is enough room for the entire quantity being withdrawn.

Stash

The Stash also counts items by stacks. A storage-eligible item sent from the backpack goes only to Stock, not to the Stash. If Stock has no space, the remainder stays in the backpack. Items that cannot be kept in Stock can be sent to the Stash.

Seasonal Storage

Seasonal Storage has no capacity limit for items eligible for storage. The “Stock” building is not required to receive them in Seasonal Storage.

Backpack stack sizes still apply, and items that cannot be stored continue to go into the backpack. Seasonal Stock upgrades and manual transfers between it and the backpack are unavailable. The seasonal exception does not make Immortal Souls, stones, or chests storage-eligible.

When claiming rewards for a completed season, remaining storage items may enter main-world Stock above its capacity; accumulated items are not lost because of the new limit. Separate end-of-season rules apply to items in the seasonal backpack: the new stack size alone does not entitle an item to be transferred to the main world.

🗃️ Guild Storage

Each storage item now has its own guild-wide slot that can be upgraded independently to level 10. Members’ personal storage does not affect it. The Guild Storage building’s level increases the capacity of all such slots.

Silver, gold, and guild tokens have no capacity limits and require no upgrades. Equipment is still stored in the Arsenal.

Capacity

C=⌊S×25×1,5L−1×B⌋C=\left\lfloor S\times25\times1{,}5^{L-1}\times B\right\rfloor
  • C: capacity in units of the item;
  • S: its stack size;
  • L: the individual slot’s level, from 1 to 10;
  • B: the Guild Storage building’s level.
  • Level 1 slot and building: 25 stacks.
  • Next slot level: calculated capacity ×1.5; rounding down is performed once at the end.
  • Upgrading the building preserves purchased slot levels.
  • Guild Storage boosts do not increase capacity.

Upgrades and payment

Slots can be upgraded by the leader, marshal, and officers; this requires a built Guild Storage and an active Guild Citadel.

To advance to the next level, choose one payment method using guild resources:

MethodCostRequirement
Same itemThe slot’s full current capacityThe guild has enough of the item in its balance
Guild tokensNominal value of the same quantity with a 20% discount, rounded up to a whole tokenNo need to own the material or fill the slot
Item cost=C\text{Item cost}=C
Token cost=⌈0,8×Nominal value of C items in tokens⌉\text{Token cost}=\left\lceil0{,}8\times\text{Nominal value of }C\text{ items in tokens}\right\rceil
  • The cost is based on in-game nominal value, not market prices. There is no direct payment in silver.
  • Materials are preserved when paying with tokens; material used as payment is consumed without refund.
  • The cost depends on current capacity, not the balance, free space, or capacity increase.
  • Upgrading the building increases capacity and the cost of subsequent slot upgrades. No extra payment is required for levels already purchased.

Examples with level 1 Guild Storage

ItemLevel 1 slot capacityCost to advance from 1 → 2: items OR tokensCapacity after upgrade
World I Composites1 2501 250 items OR 4 000 tokens1 875
World II Composites1 8751 875 items OR 18 000 tokens2 812
Scrap125 000125 000 items OR 4 000 tokens187 500
Magic Shards50 00050 000 items OR 8 000 tokens75 000
Enhancement Crystal25 00025 000 items OR 32 000 tokens37 500

For example, after its first upgrade, the World II Composites slot holds 2 812; this is enough to accumulate 2 500 for a level 2 Guild Citadel. The next upgrade costs 2 812 Composites or 26 996 tokens and increases capacity to 4 218.

With a level 2 Guild Storage building, the starting slot for the same Composites holds 3 750; upgrading the slot to level 2 costs 3 750 materials or 36 000 tokens, and the new capacity is 5 625.

Stock and access

Existing stock is preserved. If it exceeds the new limit, it can still be spent, but ordinary transfers cannot add more to the slot than its available space allows. Guild rewards are credited according to their own rules regardless of how full the slot is.

Without a built Guild Storage or with an inactive Guild Citadel, you cannot upgrade slots or deposit and withdraw items by transfer, including currency. Guild tokens, guild experience, silver from taxes and Territorial Wars continue to be credited; existing resources can be spent on construction and upkeep.

The transfer discount and its boost remain in place.

🔧 Changes to existing mechanics

🗺️ Player display on the map

It is now easier to distinguish your party members from other allies on the main map. Your current tile displays a round portrait of your selected hero wearing the equipped appearance, while party members are shown as their class icons.

How the party is displayed

  • Each party member on a tile is displayed with their class icon instead of the usual green ally helmet. Two members of the same class appear as two icons.
  • If all class icons do not fit on a tile, they are replaced by one shared green party icon. It represents only party members on that tile, not the position of the entire party.
  • When there are fewer events or party members on the tile and enough space is available again, the shared party icon expands into individual class icons.
  • These markers apply only to members of your current party, regardless of guild. A guildmate who is not in your party is still displayed as a regular ally.

No more than 3 icons are displayed on a tile at once. Events and quest markers are shown first, followed by party members, regular allies, and your portrait.

When choosing between class icons and the shared party icon, space for your portrait is taken into account if you are also on the tile. Even so, higher-priority markers may still hide your portrait afterward. The green outline around your tile remains in all cases.

On the tileDisplayed if there are no other markers
You and 2 party membersYour portrait and 2 class icons
You and 3 party membersYour portrait and the shared party icon
3 party members, with you on another tile3 class icons
A quest marker, you, and 2 party membersQuest, shared party icon, and your portrait
2 events, you, and 2 party members2 events and the shared party icon; your portrait is hidden
3 higher-priority events and party membersOnly the 3 events; party markers and portrait are hidden

Player counts do not change when icons are combined. Visibility rules remain unchanged: a tile with a party member is revealed under the existing party vision system. These changes apply to the main map and do not change the minimap icon limit.

📨 Group dungeon invitations

Group dungeons cannot be entered solo. You can call for missing players through chat only from the lobby.

Do not confuse the two ways of joining:

MethodResult
Post from the lobby to chatThe player submits an application, and the leader decides whether to accept it
Direct invitation to a guildmate or a specific player from the regular party screenWorks as before: “Accept” immediately adds the player to the party

How to send an invitation

  1. If your party in the lobby is not full, click “Send invitation”. The lobby shows who is in the party, who has tokens, and how many slots are available.
  2. Choose a channel: guild chat or global chat.
  3. Optionally specify how many players you need for the Defense, Support and Damage roles. The message preview updates immediately.
  4. Confirm sending.
ChannelRequirementCost
Guild chatYou belong to a guildFree, no confirmation required
Global chat1 Megaphone in Stock; consumption must be confirmed1 Megaphone

You cannot post to global chat without a Megaphone. If you cancel the confirmation, the message is not sent and the Megaphone is not consumed.

What the message contains

The invitation lists the dungeon name, level, and party composition: each member is represented by their class icon. If you requested roles, a line is added containing only nonzero requirements, in the order Defense → Support → Damage.

For example: Needed: x1 Defense, x2 Support. If all requirements are 0, the line is omitted.

The total requirements cannot exceed the number of open slots. Requirements are preferences: a player of any class can apply, and the party chooses.

How to apply and accept a player

The “Apply” button in either chat sends an application to the leader. Only the leader can accept or reject it on the party screen.

You are not notified when an application is rejected, but you can apply again. Once accepted, the player sees the party screen with its current composition. An application cannot be accepted if the party is already full. If the party is disbanded, all pending applications are canceled.

📣 Posting a market order in chat

Post your active buy or sell order for an item in global chat so other players can see your offer.

  • The button for sending to chat is in the view of your active order. You can post only your own active order.
  • Before sending, you confirm the consumption of 1 Megaphone from Stock. Posting is unavailable without a Megaphone, and canceling does not consume it.
  • If the order becomes inactive while you are confirming, the message is not posted and the Megaphone is not consumed.
  • Reposting restrictions are the same as for auction listings.

The message shows the order type (“Sell Order” or “Buy Order”), item name, and price at the time of posting. The text is displayed in the reader’s language.

When clicking the item nameWhat happens
There are active offersThe item market opens with all current buy and sell orders, not the window for a specific order or listing
The original order was fulfilled, canceled, or expiredThe link still leads to the item market
There are no offersThe usual empty market state

The link does not execute or reserve a trade. The price in the message is not guaranteed: you choose an offer, and the trade follows the usual rules and current market conditions.

💎 Loot visible immediately on drop

You can see the loot you receive as soon as it drops, without opening the bag.

  • Works everywhere loot drops: monsters, chests, and any other sources.
  • You can immediately see what dropped and how much, so you know the amount of loot before opening the bag.
  • The bag containing received loot opens as before.

📰 In-game news

You can now view news from the last few days in Leah’s private messages: patches, updates, and important posts from the website.

Previously, you had to enter a promo code to claim an update reward. Now, to claim the reward, read the entire news post: the option to claim it appears at the end.

Other

  • On a tile without a target or event, an ally who is on the tile or passing through may be displayed: click them to target them and, for example, message them or invite them to a party.
  • Updated the design of building cards in the Main House and master cards in the Workshop.
  • Updated the sounds for purchases and receiving rewards, making them more concise.

🐛 Fixes

  • Fixed the item dismantling results window overlapping the combat screen.
  • Fixed rewards for invited players: the required number of invitees who reached the relevant level is now counted without requiring the inviter to be at the same level. Rewards already granted cannot be claimed again.