Every division now has its own news board, where authorized officers can post and authors can edit or remove their own updates, and officers can invest standing in a division-wide recovery boost.
added
A dedicated news board for every division, where authorized officers can post and authors can edit or remove their own updates.
Spirit Wellspring, a division-standing boost that improves out-of-combat recovery for every member.
Equipped gear with a durability bar now wears down with use, a broken piece contributes nothing until repaired, and the Provisions Shop's Armourer fixes it for Obols.
added
Gear durability - each equipped piece that carries a durability bar wears down one point on a win, a loss, or a forfeit. A turn-cap or other no-winner ending does not wear gear.
Broken gear contributes nothing until repaired, and marks your character's rail.
A repair counter at the Provisions Shop's Armourer, per piece or all at once, for Obols.
changed
Gear is per-instance now, with each piece its own item and its own wear instead of stacking.
Selling worn gear refunds a prorated amount; broken gear sells back for nothing.
A second ladder beside rank. Every character starts on Bronze, certification trials promote you up from there, and a licensed mission scales its XP and currency by the license that mission requires.
added
Mission licenses - Bronze, Silver, Gold and Titanium. Every character starts on Bronze; the rest are earned by passing a certification trial.
A certification trial per rung above Bronze, one-shot per character, tuned to a fresh entrant of the tier below.
Licensed missions scale XP and currency by the license the mission requires, not by a higher license you hold. Stat and pool grants are not scaled.
One-shot story quests, cleared once per character, some gated on visiting a location first.
The Blade Sanctum, a briefing location in the capital where the awakening quest begins.
Your earned license shows as a badge on your character sheet and public profile.
Bronze, Silver and Gold supporters get visible perks - name colour, larger avatars, and Gold unlocks technique slots 9 and 10 - and every account gets a session idle timeout.
added
Supporter name colours and larger avatars, by tier, across the game.
Gold unlocks technique loadout slots 9 and 10.
A server-enforced session idle timeout - 60 minutes free, 90 on Silver, 120 on Gold - with a warning and a recovery page.
fixed
Sign in again after an expired session lands you on the sign-in page.
A scheduled boss with one health pool everyone chips at while it is alive. Damage you deal counts on the board; a fight that dealt none does not appear.
added
A scheduled world boss with a shared health pool.
A boss page with countdown, health bar, and a contribution board.
Damage chips the pool while the boss is alive and its window is open, win or lose, and later damage still reaches the board. A fight that dealt none does not appear on the board. A fight a balance update retired mid-encounter moves neither.
Mission and Profile no longer show stale state after a fight, the Arena button works from a clean start, and you can no longer farm your own second character.
changed
You can no longer interact with your own other character. Same-account PvP, Scout targeting, and seat feeding are all blocked.
fixed
Your Mission card showed stale status after a victory, so you had to refresh the page before you could claim the reward.
Your Profile kept showing pre-fight numbers after a combat ended.
The Arena's Practice button did nothing from a clean start, so a fight never began.
Sleepwalking: the travel map stayed interactive while you were asleep, letting you move before the server pulled you back. It is blocked now, and a Wake button is offered instead.
In PvP, submitting or fleeing over the fallback connection could act on a stale turn.
On desktop, a growing combat Chronicle stretched the Action panel and shifted the Strike button out from under your cursor.
The combat pages had no main landmark, so screen readers could not skip to the fight.
Damage, technique progression, and technique classes were rebuilt together. Fights now run a consistent length at every rank.
added
Every technique has a class, which sets its training ceiling, how fast it climbs, and whether it can lose levels. You are warned before anything de-levels.
changed
Damage, technique progression, and the technique taxonomy were replaced together.
A duel takes about the same number of turns at high rank as at low rank. It used to drag out or end on the first exchange.
The ability catalogue was rebuilt.
Damage-over-time effects derive their power from the technique that applied them, so a lingering burn scales with the strike that caused it.
Enemy stats come from the same formula your character does, so difficulty steps up smoothly and no longer spikes at rank boundaries.
Enemy descriptions are written in the language of the stat that actually drives them.
fixed
The weapon contribution to damage had been left out of an earlier rescale. Weapons scale with the rest of your kit again.
A brand-new character could deal 0 damage.
Several turn-order and stale-turn edge cases that could leave a fight unresponsive.
From tier 2 up, a cheap house did nothing, because the camp rate swallowed it. House and camp now add together.
changed
No existing house owner's rate drops. The top of the ladder now reaches 1,106/min at tier 5.
fixed
Sleep regeneration is now your camp rate plus your house bonus. It used to take whichever of the two was larger.
Every house beats camping by its full bonus at every rank tier. Previously a tier-3 player with a 15/min house regened at the 78/min camp rate, gaining nothing from the purchase.
Two profile stats were showing the wrong school names, the technique catalogue gained filters, and system text was rewritten.
added
Filters on the learnable technique catalogue, by school, effect, rank and Soulbrand.
Battle and training counts on your profile activity.
changed
System text was rewritten in plain language, including errors, fallbacks and combat prose.
New world map and key art.
fixed
Two general stats on your profile were labelled with the wrong school names, because the labels were hardcoded in the page and never read from the game's own content.