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.
| Condition | Rule |
|---|---|
| Applying settings | At 00:00 UTC, at the daily reset; saved changes do not take effect before then |
| Enabling and disabling | Also at the daily reset: enabled quests become available to accept and complete; disabled quests are no longer issued |
| Who can participate | Any rank, including recruits, provided the waiting period after joining the guild has elapsed |
| Daily eligibility | Determined 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 day | Quests become available at the next launch at 00:00 UTC |
| Rejoining the same guild or joining another | The 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.
| Type | One action | Tokens: safe / dangerous location | XP: safe / dangerous location | Guild item reward in a safe location |
|---|---|---|---|---|
| Champion | Defeat 1 champion | 20 / 30 | 400 / 600 | 1 Grand Epic Chest of the corresponding tier |
| Monster | Defeat 1 normal or rare monster | 1 / 1 | 20 / 20 | Magic Shards ×1 and Scrap ×10 |
| Chest | Open 1 chest | 10 / 15 | 200 / 300 | 10 × world number in ruby, sapphire, emerald, or topaz fragments; one random type is selected per opening |
| Lost Cargo | Inspect 1 Lost Cargo event | 15 / 22 | 300 / 450 | Raw materials equal to the world number; one random type from that world’s resources |
| Cellar | Clear 1 cellar | 35 / 52 | 700 / 1,050 | Codex 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:
| Parameter | Rule |
|---|---|
| Name | Required, 1–30 characters: Latin or Cyrillic letters, spaces, and hyphens |
| Description | Optional, up to 200 characters |
| Action / reward multiplier | From 1 to 100 actions (kill/activate) for one member |
| Personal bonus | Silver or gold from the treasury for a full turn-in on time; quests can be left without a bonus |
| Enable | The quest is issued daily until disabled |
| Change | When it takes effect |
|---|---|
| Multiplier, bonus, enabling and disabling | At 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 description | Immediately 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:
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
- Choose a quest: the location, objective, rewards, and remaining time are visible before acceptance.
- Perform the required actions in the specified location before 00:00 UTC.
- 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 status | What is available |
|---|---|
| There is an unfinished quest of this type | Other variants of this type are unavailable |
| Today’s quest has been fully turned in | This type is locked until the next day |
| You abandoned the quest | You can choose the same or another available variant again; progress starts from zero |
| An unclaimed quest from a previous day remains | It blocks its type until you claim the reward or abandon it |
| You claimed the reward for yesterday’s quest | This 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.
| Type | What does not drop as personal loot for a credited action |
|---|---|
| Champion | Grand Epic Chest of the corresponding tier |
| Monster | Regular items and equipment from the base drop; silver, XP, chests, crystals, and seasonal rewards remain |
| Chest | Grand Epic Chest, if included in that chest’s loot |
| Lost Cargo | Resources of the corresponding world; Scrap and Magic Shards remain. Harvester XP for raw materials not awarded is not granted |
| Cellar | Personal 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:
- 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:
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.
| Result | Base reward | Treasury bonus | Counts toward Command bonus |
|---|---|---|---|
| Full turn-in before the end of the day | For all credited actions | Full amount, if assigned | Yes |
| Fully completed, reward claimed after the end of the day | For all credited actions | No | No |
| Partial turn-in after the end of the day | For the completed portion | No | No |
| Zero progress or abandonment | No | No | No |
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.
| Parameter | Rule |
|---|---|
| Eligible turn-ins | Only full turn-ins with the reward claimed before the end of the day; whether a personal bonus was assigned does not matter |
| Grouping | Each of the 5 types is calculated separately; the four variants of one type are counted together |
| Command level | At the daily reset, not when the quest was accepted or turned in |
| Calculation base | Items already awarded to the guild for eligible turn-ins of that type |
| Crediting | Directly to Guild Storage; the bonus amount is posted in guild chat |
- 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 level | Rate per turn-in | Rate with Overload |
|---|---|---|
| 1 | 1,1% | 1,2% |
| 2 | 1,2% | 1,4% |
| 3 | 1,3% | 1,6% |
| 4 | 1,4% | 1,8% |
| 5 | 1,5% | 2% |
Example: the guild received 100 identical chests for 10 full, timely turn-ins of champion quests.
| Command level at daily reset | Bonus for 10 turn-ins | Additional chests |
|---|---|---|
| 1 | 10 × 1,1% = 11% | 11 |
| 2, including after an upgrade during the day | 10 × 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:
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 Level | Required Guild Level |
|---|---|
| 1 | 3 |
| 2 | 5 |
| 3 | 7 |
| 4 | 9 |
| 5 | 10 |
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.
| Building | To Level 3 | To Level 4 | To Level 5 |
|---|---|---|---|
| Guild Citadel | 4 400 + 510 000 | 7 650 + 890 000 | 13 400 + 1 555 000 |
| Arsenal | 1 300 + 45 000 | 2 300 + 75 000 | 4 000 + 135 000 |
| Guild Barracks | 900 + 25 000 | 1 550 + 45 000 | 2 700 + 80 000 |
| Guild Catacombs | 1 050 + 30 000 | 1 850 + 50 000 | 3 200 + 90 000 |
| Guild Shop | 1 250 + 35 000 | 2 150 + 60 000 | 3 750 + 105 000 |
| Guild Storage | 1 600 + 55 000 | 2 750 + 90 000 | 4 800 + 160 000 |
| Command | 1 250 + 35 000 | 2 150 + 60 000 | 3 750 + 105 000 |
| Guild Temple | 1 750 + 60 000 | 3 050 + 105 000 | 5 350 + 190 000 |
| Guild Workshop | 1 750 + 60 000 | 3 050 + 105 000 | 5 350 + 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.
| Building | Level 3 | Level 4 | Level 5 |
|---|---|---|---|
| Guild Citadel | 1 430 | 2 140 | 3 210 |
| Arsenal | 130 | 190 | 290 |
| Guild Barracks | 80 | 110 | 170 |
| Guild Catacombs | 90 | 140 | 200 |
| Guild Shop | 100 | 150 | 220 |
| Guild Storage | 150 | 230 | 340 |
| Command | 100 | 150 | 220 |
| Guild Temple | 390 | 590 | 880 |
| Guild Workshop | 390 | 590 | 880 |
| All 9 buildings at the corresponding level | 2 860 | 4 290 | 6 410 |
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
| Effect | Level 3 | Level 4 | Level 5 |
|---|---|---|---|
| Arsenal slots: normal mode / boost | 60 / 120 | 80 / 160 | 100 / 200 |
| Guild Catacombs reward bonus: normal mode / boost | +30% / +60% | +40% / +80% | +50% / +100% |
| Command rate for on-time turn-in: normal mode / boost | 1,3% / 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:
| Items | Per backpack stack | Can be stored |
|---|---|---|
| World I pine, copper, limestone | 150 | Yes |
| World II birch, tin, shale | 250 | Yes |
| World I / II Composites | 50 / 75 | Yes |
| Ruby, sapphire, emerald, and topaz fragments | 1 000 | Yes |
| Enhancement, Harmony, Risk, and Fortitude Crystals | 1 000 | Yes |
| Scrap | 5 000 | Yes |
| Magic Shards | 2 000 | Yes |
| Awakening essences | 100 | Yes |
| Codex Page | 500 | Yes |
| Spheres | 100 | No |
| Chests | 1 000 | No |
| Stones, amulets, mounts | 1 | No |
| Immortal Souls +1…+12 | 1 | No |
| Resurrection Scroll, Sigil of Hunt, Sigil of Doom, Watcher’s Lens, and Trading Seal | 100 | No |
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.
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.
| Method | Condition | Cost |
|---|---|---|
| Using the same item | Enough items in the backpack and Stock combined | A quantity equal to the current capacity before the upgrade |
| Using silver | Enough silver; item stock and a full slot are not required | 80% of the silver equivalent of the item payment, rounded down |
- 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:
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
| Action | Where items are consumed from |
|---|---|
| Crafting and other shared costs | Active character’s backpack → any shortfall from Stock; no manual transfer is needed |
| Cost check | Before deduction; if resources are insufficient, no partial deduction occurs |
| Other characters’ backpacks and the Stash | Not used for shared costs |
| Selling to a merchant, discarding, transferring a selected item | Only 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 stock | What happens |
|---|---|
| Stock contains more than the new limit | Can be consumed; no additions are possible until space becomes available |
| Oversized backpack stack, e.g. “300/100”, except mounts | Remains in one slot and cannot be topped up; consumed after normal stacks for shared costs |
| Mounts | Each mount occupies a separate slot, including identical mounts |
| Stock disabled for an item | The 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: 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:
| Method | Cost | Requirement |
|---|---|---|
| Same item | The slot’s full current capacity | The guild has enough of the item in its balance |
| Guild tokens | Nominal value of the same quantity with a 20% discount, rounded up to a whole token | No need to own the material or fill the slot |
- 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
| Item | Level 1 slot capacity | Cost to advance from 1 → 2: items OR tokens | Capacity after upgrade |
|---|---|---|---|
| World I Composites | 1 250 | 1 250 items OR 4 000 tokens | 1 875 |
| World II Composites | 1 875 | 1 875 items OR 18 000 tokens | 2 812 |
| Scrap | 125 000 | 125 000 items OR 4 000 tokens | 187 500 |
| Magic Shards | 50 000 | 50 000 items OR 8 000 tokens | 75 000 |
| Enhancement Crystal | 25 000 | 25 000 items OR 32 000 tokens | 37 500 |
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 tile | Displayed if there are no other markers |
|---|---|
| You and 2 party members | Your portrait and 2 class icons |
| You and 3 party members | Your portrait and the shared party icon |
| 3 party members, with you on another tile | 3 class icons |
| A quest marker, you, and 2 party members | Quest, shared party icon, and your portrait |
| 2 events, you, and 2 party members | 2 events and the shared party icon; your portrait is hidden |
| 3 higher-priority events and party members | Only 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:
| Method | Result |
|---|---|
| Post from the lobby to chat | The 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 screen | Works as before: “Accept” immediately adds the player to the party |
How to send an invitation
- 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.
- Choose a channel: guild chat or global chat.
- Optionally specify how many players you need for the Defense, Support and Damage roles. The message preview updates immediately.
- Confirm sending.
| Channel | Requirement | Cost |
|---|---|---|
| Guild chat | You belong to a guild | Free, no confirmation required |
| Global chat | 1 Megaphone in Stock; consumption must be confirmed | 1 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 name | What happens |
|---|---|
| There are active offers | The 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 expired | The link still leads to the item market |
| There are no offers | The 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.
