Movement fix
Safe movement when a hovered drop disappears
If a ground item is picked up or disappears between hovering and clicking, movement now keeps the requested ground destination instead of throwing a browser error. Clicking an existing drop still follows its real tile, and stale item-cycle or monster-hover references are discarded safely. Pickup ownership, range, collision and server validation rules are unchanged.
Animation timing
Ashen movement and attack facing follow the server
Ashen movement now spans the actual server step time instead of rushing through a few frames and standing still between updates. The movement clock is independent of display frame rate. Committed attacks and casts use the server's eight-direction facing, including half-tile targets, and a previous melee-facing lock no longer overrides the next move or spell. Death sequences and native character, pet and other monster movement remain protected.
Selective artwork
Coherent Reaver walking and directional Warden combat
Ashen Reaver has a newly drawn six-pose walking cycle in all eight directions, keeping the same full-cycle duration while replacing mismatched alternating body proportions. Cinder Warden has new eight-pose melee and casting sequences in every direction; its body faces the attack and the real projectile supplies the traveling spell effect. These 176 replacement poses preserve the other 1,696 poses, including all hurt and death sequences, for 1,872 total. Furnace Tyrant inherits the complete Hellforge animation set at a larger scale with a gold and white-hot appearance.
World encounters
Super monsters return as rare roaming encounters
Eligible ordinary combat maps can host up to two Super variants, with a one-hour return after a confirmed world kill. Each has four times its ordinary counterpart's HP, 50% stronger final defense and twice its outgoing damage, while retaining that monster's attacks and movement. The two slots and hourly cadence are inspired by the original wandering-event records; these combat and reward multipliers are new Fantasy tuning, not a claim that the missing original Super stat tables were recovered.
Super rewards
Bigger rewards without multiplying protected jackpots
A Super awards three times the finalized ordinary EXP before personal bonuses and character storage/level limits. Eligible independent Unique, regular Sunset and Egg Shard chances are tripled, the ordinary kill-drop gate is tripled up to 100%, and Gold/Tau quantities are tripled once. The actual pet EXP cap increases with the encounter reward, including at owner level 10,000. Fantasy weapons, Protection and Durability retain their independent odds. Ordinary BattleMatch Supers remain finite expedition enemies and may roll only one regular Sunset at the increased chance, with no extra currency or open-world reward pool.
Ashen encounter
Furnace Tyrant guards the volcanic endgame
Ashen Despair can host one Furnace Tyrant with twelve times its ordinary source monster's HP, twice its final defense, 2.5 times outgoing damage and five times finalized EXP. Its eligible loot chances and currency use the same three-times Super reward rules. Each valid kill guarantees exactly one unupgraded regular Sunset, chosen equally from the sixteen active item types, including the Orb and clear Bazooka. Other Sunset candidates are removed from that kill, and the guaranteed single item is reserved outside the ordinary loot limit. Fantasy weapons remain a separate 1-in-1,000,000 roll; the Tyrant does not guarantee higher-stage, Paramount or Fantasy gear.
Live update
Ashen Despair is open to max-level players
Ashen Despair, Map 317, is now available from the Portal Map computer at level 10,000. Its entrance has a nearby return portal to Portal Map. The volcanic region remains an endgame danger zone: exposed characters lose 10% of maximum HP every 30 seconds, while the qualifying five-piece Paramount/Fantasy core protects against the heat.
Endgame progression
Ashen monsters are stronger than Superior Junkyard
All five Ashen monster families now have at least 50% more HP and main combat stats than the strongest final Superior Junkyard profile, plus a dedicated defensive increase. Existing stronger authored values are preserved. Movement speed, attack timing, heat frequency and ordinary monster population remain unchanged; Super encounters are additional. The difficulty increase is not one blanket multiplier applied to every mechanic.
Pet leveling
Higher Ashen EXP at the level cap
Ashen monsters award more EXP than Superior Junkyard, and the pet EXP limit per kill rises from 0.10% to 0.15% of a pet level in this map. Pets can keep progressing while their level-10,000 owner receives no further character EXP. Normal eligibility and integer rounding still apply.
Drops
Better Ashen loot, with Fantasy weapons still extremely rare
The ordinary kill-drop gate in Ashen rises from 40% to 60%. Eligible ordinary, Unique, Sunset and Egg Shard rates, together with currency quantities, receive a 50% increase over the predecessor rules. Protection, Durability and recovery stack limits stay unchanged. Fantasy weapons keep one independent 1-in-1,000,000 roll for any of the seven weapons; a successful roll is no longer lost when ordinary drop slots are already full.
Maps
Spaceship deck rebuilt with hull details
Spaceship, Map 88, now has a connected open deck with its original outer hull rails, framed 4-by-4 starfield openings, twelve different small ship props and one central docked escape-pod assembly. Solid scenery blocks movement and attacks, while unnecessary interior buildings remain removed. Travel approaches and the remaining deck stay connected; ordinary Spaceship monster stats and drops are unchanged by the deck redesign. The separate Super encounters use their own rules above.
Map travel
Spaceship exit restored and Ashen hospital corrected
A visible blue exit portal on the south side of Spaceship returns to its original DokDo destination. Dying in Ashen Despair now returns you to Downtown 1 Hospital instead of Freedom Village Hospital. BattleMatch, Pet Trial and resurrection-item return rules are unchanged.
Animation
Initial eight-direction Ashen expansion
The initial expanded set introduced 1,920 authored poses across idle, walking, melee, casting, hurt and death actions in eight directions, with added in-between and recovery frames. The selective Reaver and Warden correction described above supersedes those affected clips without changing the other animations.
Combat fixes
Monster death animations no longer freeze upright
Authoritative deaths interrupt casting and movement instead of briefly leaving a standing corpse. Delayed movement, facing, attack and duplicate death packets cannot restart or overwrite an Ashen death sequence, and its final cleanup waits for the existing animation lifecycle. Native Superior Junkyard deaths receive the same immediate death interruption.
Combat
True four-times PvE critical damage
A successful player critical now multiplies the final normal PvE hit by exactly four after the normal defensive rules and ordinary encounter caps. Immunity remains zero damage; the 25% critical-chance cap is unchanged. PvP retains its separate rules. Red and orange numbers show the resolved hit even when the monster has less HP remaining, rather than shrinking both finishing hits to the same remaining-health value.
Combat UI
Clearer normal and critical hit numbers
Rapid damage numbers now occupy separate readable rows. Per-target critical flags take precedence during area attacks, repeated action-completion packets cannot duplicate a number, and critical hits on monsters are labeled CRITICAL x4. The displayed amount still comes from the server and is never multiplied only for appearance.
BattleMatch
Eclipse Sovereign movement and attack artwork repaired
The boss has new full-body, eight-direction walking and attack frames with padded wings and a stable ground anchor. Walking follows a continuous cycle, attacks and casts finish without restarting on every incoming hit, and stale attack-facing locks no longer make it walk backward. Shared hit-feedback rendering also keeps damage numbers and impact marks visible on custom monsters. Boss statistics, poison milestones and fixed prize counts are unchanged.
BattleMatch drops
Doubled regular Sunset chance is limited to BattleMatch
Regular BattleMatch expedition monsters receive twice the independent base-Sunset drop chance. Ordinary world monsters use their pre-increase rate. This corrects the earlier shared global multiplier. The final BattleMatch boss's fixed prizes, authored native drops, Unique frequency, higher-tier Sunset rolls, Paramount and Fantasy rarity are unchanged. Separate Super-monster bonuses remain in place.
Pets
All four pet passive effects verified and corrected
Red adds 15% to final pet-hit damage, including eligible area splash. Green reduces the final ordinary incoming monster hit by 15%, while unavoidable poison, heat and raid pulses remain separate. Blue makes nearby monsters wait 25% longer between attacks inside the five-tile pet aura; it is not a movement slow. Yellow retains the 15% owner movement increase with an equipped companion. Existing passive slots, ownership and quest requirements remain unchanged.
Skills
Destino Plasma Shock is a target-free area spell
Plasma Shock now strikes around the caster without requiring an enemy target, using Sword Dance's authored area and the shared range, wall and target-count rules. Its original unlock, animation, damage and mana cost remain unchanged. The online Skills guide describes this behavior.
Skills
Lavita Bursting Arrow receives stronger area damage
Bursting Arrow gains a 50% normal-skill damage increase and is the strongest of Lavita's authored normal area attacks. It remains bow-only and Dexterity-based; encounter protections and separate D-special rules still apply.
Skills
Casting briefly reveals concealed Lavita and Destino
An accepted spell cast reveals Lavita Invisibility or Destino Hide for one second, then concealment returns if its original buff is still active. Casting the concealment spell itself does not trigger a reveal, and this transition does not reset or refill the buff timer.
Interface
All six status meters have equal visible lengths
The HP, MP, character EXP, stamina, DP and pet EXP meters now use matching tracks and aligned labels in the bottom-right box. Empty and over-cap values remain inside their own borders; no fill crosses the center divider or frame. This is a display correction and does not change the underlying resource values.
World balance
Earth-map monster damage brought into progression
Ordinary hostile monsters across the nineteen Earth progression maps, from Street 2 through Himalayan Dungeon 4, now deal up to four times their former post-mitigation damage within the existing level and readiness safety budget. Gear, protection, evasion and solid scenery still matter. Starter enemies do not scale to a max-level player's HP, and the change does not affect BattleMatch, Pet Trial bosses, Spaceship or later-world maps.
Army interface
Army tab and Hall directory cleaned up
The in-game Army tab now has bounded identity and status text, paged member and alliance rosters, and a separate action-button area. The Hall directory also separates its headquarters card, notices, lists and buttons, with paging for all forty halls. Existing authority checks and army actions are preserved.
Army notices
Upcoming and active war information is public
Any selected player opening the Army Hall directory can see whether an HQ war is scheduled or active, the opposing army names and its start and end times in server Eastern time. Participant and private authorization details are not exposed. A stale or unavailable status is shown honestly rather than claiming that no war exists.
Character persistence
More reliable buff restoration after restarts
Timed effects now use an expanded saved format with exact database readback verification. Remaining online duration restores without consuming time while offline, and a missing or clipped timer acknowledgement blocks the protected save checkpoint. Buff time already discarded by an older save cannot be reconstructed automatically.
Equipment
Sunset tier bonuses and Fantasy aura refined
Sunset named-stat calculations consistently include the item tier, including Paramount, while the Effects and equipment views use the authoritative result. Fantasy gear names remain free of bracketed roll codes. The detached yellow side streaks have been removed from the complete Fantasy aura, leaving the fitted yellow character effect.
Account access
Trusted-device count is no longer capped at ten
Accounts may keep more than ten trusted devices. Existing device verification and account protection checks remain in place; removing the count limit does not remove authentication.
Dungeon reliability
Safer monster respawn lifecycle
The high-level dungeon respawn paths now preserve each monster life and prevent delayed death or cleanup messages from removing a newly spawned life. Respawning monsters continue to respect blocked scenery. Ordinary monster populations and respawn delays are unchanged by these lifecycle repairs; the additional Super encounters have their separate hourly return.
Live update
Army Headquarters War
An army commander can now enter the army password in Army Hall > Manage and open War to challenge the current Headquarters owner. Schedule the contest at least 72 hours and no more than 30 days ahead. The 12-hour battle enrolls online, living members of both armies at the opening bell, excluding anyone in BattleMatch. Each fighter has one life; late players cannot join, and a disconnected fighter has a two-minute return window before elimination.
Live update
One-life army combat on every map
Enrolled opponents may fight on every map, including normal safe zones. Direct attacks and hostile skills remain server-authoritative, obey weapon and skill range, respect solid-object line of sight, use final Attack, Defense, equipment and buffs, and display exact damage. Allied armies do not join automatically and cannot declare against each other.
Army management
War winner takes Headquarters
Eliminating every opposing fighter wins the contest. A winning challenger takes Headquarters and its army name and symbol replace the old owner in the Army Hall and War panels; a defending win or 12-hour timeout keeps the current owner. If either opening roster is empty, the contest ends without changing HQ. Membership, disbanding and alliances are locked while a war is scheduled or active, followed by 48-hour general and 120-hour rematch cooldowns.
Live update
Army Hall access repaired
The internal authentication error affecting Army Hall travel and management has been corrected. Commanders can use the password-protected Manage panel to reach War and Break Alliance. Refresh an older game tab once if it still shows the previous menu.
Army management
Clear war rosters and participation rules
The new War console shows the HQ holder, army symbol, both rosters, countdown, eligibility and cooldowns. Death removes a fighter from the active war roster and overhead war sign for that contest. Active fighters cannot Ready Up or enter BattleMatch, and the HQ owner plus eligible active challengers can access the headquarters map. Players outside the war keep their normal safe-zone protections.
Maintenance safety
BattleMatch-aware restart lock
Maintenance now performs an authenticated live preflight before saving or restarting. Any BattleMatch ready check, active expedition or unresolved reward phase blocks the restart; an active Army War blocks it as well, preventing competitive sessions from being stranded by an update.