This issue was already hotfixed yesterday around 13:00.
Posts by Ikaria
-
-
Hello
With next patch following changes will be applied:
- Standardised diamond price of deck 2-4 when changing attributes to 25 diamonds per attribute.
- Changed attributes to not be wiped when card is shared to other decks. (Share button/5 Stars)
We will also look to add bulk way to modify all cards in single deck (2-4) to attributes selected (where requirements are met), but we cannot guarantee this will be possible with next patch.
We hope this change will make using extra decks easier and more convenient.
-
Hello
As mentioned above, limits for gathering and crafting are separate, you can have 2 crafts at level 20+ by default. You can view your current limits inside character crafting frame by hovering over the <?> which contains a tooltip.
-
Click radius for this object has been adjusted.
-
Hello
Limit is in place to prevent/limit over disenchanting items and having item loss due to reaching beyond item queue limitations, it's not planned to remove this limit for reasons mentioned.
Please use suggestions section for suggestions in future rather than bug reports, I have moved it to correct section.
-
I miss 'Treasure Hunter' skill with new patch.
Skill was removed with most recent patch as balance change for Drop Rate. The aim is to try to make every class have same drop rate "possibilities" as other classes, this means that players can choose any class to play without being penalised. This is why we also added new 2h drop rate rune that is giving same bonuses as mainhand and offhand drop rate rune from before, which will be added to shop alongside other runes next patch.
-
Display More
Die Änderung der Dropraten ist seit langem die schlechteste Änderung überhaupt. Die kleinen Spieler, die nicht in einer Highend Gilde sind, haben sich durch das Goldfarmen in den klassischen Instanzen Gold erfarmt und dies gegen Diamanten eingetauscht. Das entfällt jetzt aber, somit sind die kleineren Spieler gezwungen, PNC aufzuladen und sich davon Diamanten zu kaufen. Es bringt im Gegenzug auch nichts, die Ladungen für den Arkanen Umwandler zu reduzieren, da man als zweite Komponente auch Gold für die Steine benötigt, welches man kaum noch erfarmen kann. Ich war testhalber mal mit knapp 2500% Drop in einer klassischen Instanz und es droppt einfach KAUM noch etwas. Ich merke absolut keinen Unterschied zwischen 700% Drop und 2500% Drop. Resultat davon ist, es lohnt sich nicht mal alle Drop buffs zu haben, wenn es eh nichts bringt.
Die letzten Patches entwickeln sich in eine ganz falsche Richtung...man konnte sich noch vieles erfarmen bis zu einem bestimmten Punkt aber es entwickelt sich alles mittlerweile zu 99% Richtung paytowin (siehe Korruption System)
Auch die Tagesquest Änderung, komplett sinnlos. Die Leute, die sich Tagesquest-Karten in der Bank eingelagert haben, die man durch das Prestige bekommen hat, sind jetzt absolut kaum noch zu gebrauchen, wenn eh ab einem bestimmtes Satz Gold und Phirius-Marken reduziert werden.
Hört bitte auf die Community und haltet die Spieler, die noch wirklich aktiv auf dem Server spielen....
There is a large difference between 700% and 2500% drop rate. There is more difference now than ever before the changes. This change also benefits people who farm gold in the long run, as gold inflation will be reduced, increasing the value of gold again to previous levels. It simply takes time for the economy to adjust to such changes, which are healthier for the game in the long run.
Game is based around 1x Drop Rate, 7x is destroying large impacts of this, but since community was used to such changes for many years, it was decided to adjust it only in instances to lower values and rebalance drop sources.
As an example of yours, killing a mob in Vale of Rites (Easy) as level 106 has a chance to drop 4 items. 2 are having 3.5% chance (base), and 2 are having 1.5% (base)
with 700% chance, these rates are increased to ~26.3%/11.3%
with 2500%, these rates are increased to ~88%/38%.
So quite a large difference between the two.
In comparison to before, with 1k bonus and 7x rate, you already had 100% chance to get 4x items (and if you only wanted 2 with high chance for 4, way less), drastically effecting gold economy. 1k was achievable with 3 corruption weapons, housemaid potion and guild tower, effectively allowing maximum efficiency farming for large extended periods of time.
Farming gold is just as possible pre patch, albeit you will require more effects now to reach similar results, meaning its not possible to farm all day every day at maximum efficiency. But this effects everyone equally, It is no longer possible to go in with almost no buffs and achieve maximum result every time. This is not balanced even remotely, as drop rate system is not designed for 3.5% drops to be guaranteed with 1k drop rate and our high custom bonuses. We may look to make further rebalancing to drop rates in future if data presents itself as being required, but data shows that change is working correctly currently.
That's disappointing. I chose rogue to do mirrorworld for treasure hunter (now the skill is removed) and running faster
I just did a mirorworld and don't see the point any more. I'm new to game and know nobody and mirrorworld is only real gameplay I did other than levelling up. I hope it changes one day for mirorworld places then I will go back to it.
With next update mirrorworlds will be updated to scale based on player level, meaning that you will not have any negative droprate reduction when inside. Which will drastically increase the loot with lower drop rate effects.
yeah the quest you see there is stuck and I have another one stuck on questline with my other character, quest is "The Star Key" on the pirate Island Questline
9 quests(including this one) that were effected by unrelated change were already hotfixed this afternoon alongside your other quest report.
From our side, everything regarding drop rate rebalance has been said, and thread will be closed due to it.
Greetings
-
не выполняется автозавершение квестов престижа за алмазы. Хотелось бы знать причину.
Buying achievements has been temporarily disabled, You can find the info here.
-
I don't know what buff base drop rate is. I just wanted to do cenedrils but it might be a bit much with very few hearts and things
Drop rate is rebalanced to make using drop bonuses feel effective, previous situation meant that players were obtaining guaranteed drops with little drop bonuses, making using them not feeling effective.
Drop rate is reduced based on player level vs monster, when killing mirrorworld monsters that are > 10 levels, you're instantly reduced by 50% droprate for the chance of getting drops, we will consider options for this in upcoming patches for mirror worlds specifically, as there is no option around this, except simply using more drop rate bonuses.
Either way, it is intended to not be obtaining same loot as previously with same drop bonuses, however mirrorworld hearts are also having very high drop rate at base, so using few buffs will already make them drop basically guaranteed.
It is worth noting, that such a change opens up possibilities to actually create new events to increase drop rate, before system was already beyond beneficial, that you cannot increase something guaranteed.
-
Display More
HI Ikaria ,
as mentioned here: RE: The Origin (Awakened) [Patch 11.1.6.1000].
We have now the same problem in Shattered Grove again with the boss Eloria and Veltharion as far as I can say.
So my question would be: can this issue be addressed asap, as it is already the "near(ish) future" at least for me?

Because of the way how the cards are dropping at the bosses, some cards are dropping very rare or like never. (Same for boss 2 origin awakened)
Greetings
Near(ish) is not giving eta on purpose, it is just an estimation of when something may happen. Such ideas were (and are still are), reliant on other changes to be done first, however, since one is now ready for next update already, this is possible to be implemented soon(ish). However, still without any real ETA.
-
Display More
Once again, some achievements in the Prestige seem to NOT count.
In this case, I completed all tasks/achievements in areas like Chrysalia, Saliocabecken.
but in Chronicles of Prestige there are a lot missing.
Is this a known issue ? I did not check chronicles of prestige a while, as I was busy with base tasks. So I don't know when this broke...
Currently I cannot get the rewards associated with these achievements in chronicles of prestige.
So please fix this, before the end of season, to avoid destruction of the rewards.
Hello
This issue has been fixed for next season. However due to report being near end of the season, it is not possible to restore rewards for missing achievements from this season.
-
Fishing already provides many great and useful items in the game.
I think one more could be added.
For example, a special fishing item that benefits gathering professions (herbalism, mining, and lumbering) would be great.
This item could provide a gathering speed bonus, extra XP from gathering, or reduced gathering time.
Such a reward would make fishing more attractive and add a nice balance to the overall profession system.
Adding further gathering bonuses to the game is currently not planned, as gathering is in a balanced position currently.
-
Hello
These rental items are available 1x per account when completing the "In preparation for your journey to Sinbi..." quest.
They're very much obtainable, however not possible to be purchased from any vendors.
-
The maximum stack sizes of irrigiation and fertilizers was increased to 9999 with next update.
-
Bringing the Dead Back to Life can only be completed under certain conditions, once it has been missed, it is no longer possible to complete.
-
Adjustments have been made with next patch. Please let us know if it fixes your issue.
-
Display More
Hello,
While attempting the 428521 [Leap of the Forgotten Gorge] quest, players frequently get stuck at the location [77.3, 42.1], as shown in the screenshot below.
When this happens, all the player’s progress and achievements for the quest are lost.
The only way to recover is by using ESC > Stuck, but doing so causes all quest progress to reset, forcing the player to start over from the beginning.
I believe it would be very helpful if a map collision fix or terrain adjustment could be made at this location to prevent players from getting stuck in the future.
Fixing stucks are work in progress, however using stuck report during this event is already returning you to check point without any progress lost, assuming that you're in a legitimate stuck point and not fallen.
Hello,
After completing the 428522 [The Heart of the Hollow] quest, I noticed that the NPC still has a blue exclamation mark, which usually indicates a daily quest.
As far as I know, daily quests can normally be repeated once more by using a 202434 [Daily Quest Ticket].
However, even after using a 202434 [Daily Quest Ticket], the game does not allow me to repeat this quest.
Is this behavior intended, or does this specific quest have a unique restriction preventing replay?
These aren't dailies, they're simply repeatable which is why they have a blue tick. So using a daily ticket won't work for them, One is doable 1x per day, and the other 1x per week. This is fully intended, as indicated by the message that appears when you complete them telling you when you can complete either. With recent patch, grey quest indicator was also restored to not display on world map when quest is no longer active.
Display MoreHello,
While doing the 428522 [The Heart of the Hollow] quest, when I right-clicked on the 1251967 [Magical Mushrooms] item, my screen started shaking heavily in multiple directions (sideways and diagonally).
The shaking effect was so intense that it caused dizziness and triggered my migraine, almost making me nauseous.
I decided not to interact with that item again.
My question is: Was this visual effect intentionally designed to be this strong?
If so, it might pose a real problem for players with migraine or motion sensitivity issues.
Please consider reviewing or toning down this effect for accessibility reasons.
Shaking mechanic is intended to be distracting, so is naturally strong, mushroom effects are only required for 1 jump on 1 puzzle, however this single jump may be adjusted in future to make it easier for such players who can't use them for reasons you mentioned.
-
Display More
Hello,
I’ve noticed a visual issue in the card system.
Before upgrading a card, the small icon in the top-left corner appears as a faded gray star.
After pressing Upgrade and paying the required diamond cost, the icon correctly changes to a bright orange star.
However, after upgrading one of my cards, I realized it had the wrong stats.
So, I used NPC 129207 [Asmial] to reset the card’s attributes using the corresponding stones.
Even though I removed the stats and haven’t re-upgraded the card yet, the orange star icon remains, as if the card were still upgraded.
Currently:
-
The card is no longer upgraded,
-
But the game still displays it as upgraded (orange star).
This makes it difficult to track which cards I have actually upgraded when checking the list via the (P) interface.
Fixing this would improve clarity and prevent confusion during card management.
Screenshots and a video are attached below.
Thank you.
Hello
This button is unrelated to the attributes of the card. This button is sharing the card across all decks, and it's current shared status is therefore displayed. When used this button is maxing all attributes currently obtained, however if attributes are than changed, this card is still shared through decks, but the attributes are simply no longer maxed. This is fully intended behaviour.
Display MoreHello,
In the current card system, we can upgrade cards using certain items and diamonds.
However, I’ve noticed an inconsistency while upgrading 770096 [Card – Slime of Chaos] that could use some improvement.
Here are the card’s current stats:
- +8 Intelligence
- +6 Wisdom
- +8 Stamina
- +21.2 Max CP
As you can see, some of these stats (e.g. +8) are already at their maximum possible value.
Yet, when I press the Upgrade button, the game still asks for 375 diamonds — the same price as if all stats were low.
In my case, I only want to improve the Max CP stat.
Paying the full diamond price even though most of the card’s stats are already maxed doesn’t seem fair.
I think it would make sense if the upgrade cost scaled based on the number of stats that still need improvement.
This would make the system feel more balanced and motivate players to continue upgrading their cards.
Thank you.
As mentioned above, this button isn't an upgrade button, it's used to share through decks. You may wish to use other stones to maximise the attributes rather than the share button for this card.
-
-
Hello
These quests are intended to be challenging, it's not planned to make them easier by adding checkpoints.
-
Display MoreDisplay More
Regarding Quests in Ystra for Collectibles, there are 2 Quests that seem not to be obtainable.
id 420276 is a daily quest, but it is not available anywhere (for me and some other players, compare Collectibles thread), also the required item does only drop from these mobswhen having the quest active.
In the following screenshots and video you can see, that the Quest has a predecessor 420275, which can be completed by "new characters" and after completion the follow-up daily. But for me the quest does not appear. There seems to a an internal flag 540803.
This flag is not set for my main Char Xanadú, but other chars, that "freshly" complete the 420275 quest, get this flag set correctly.
I will link a short video and additonal information i harthered from testing with different (newly doing pre-quest) character.
https://www.youtube.com/watch?v=rdczqELyQtQ
the other quest is id 420292 Minotauren sind der Feind. As far as I remember from the past, there was a quest where you had to choose either one of the possible outcomes, which opened a follow-up quest. This follow-up quest was different, depending on what you chose before. But resulting in only one of the quests being able to obtain. So I suggest, this quest to exclide from the Ystra collectibles counter. And maybe the other, above mentioned quest, as well.


I think regarding the Minotaur one, there was only one option. kill the minotaur or heal him, either way, you had to choose one way and could only complete one quest, making the other one unobtainable. So I guess, some people had one, and other people might have the other one, but nobody might get both of the minotaur quests.
[15:35]Regarding the daily quest, yeah, maybe it is bound to a festival and a daily within, in queststate i have no quest available at the moment. Can you see when the quest was completed, so we can figure out what festival might be the right one ?I tried the prequest of 420276 with an alt char, this quest is id: 420275. It also requires the same item. It is easy to complete and easy to obtain, as there seem to be no pre-requisites. I was in the same group, but it was not possible to obtain the questitem as it is bound and it makes sense not to get it when not having the quest...but worth a try. However, when I completed the quest 420275, there was a short action performed by the respective NPC Atlank 110242, where a mob was unfrozen and came to live. Once killed, the alt character was able to obtain the quest 420276 which is a daily quest. The is an internal flag being set id 540803, this flag opens the daily quest for the alt char, but my main char has this flag not set, although it have all quests completed long time ago. I attached a short video. I guess the flag was not set originally when i completed the quest and there might have been some change to the quest itself. Maybe you can check the conditions for flag 540803.
The quest, although it was marked with a blue exclamatin mark, appears as normal quest in the log, not as daily. Also, there seems to be no reward indicated in the quest.

One more observation. The quest apparently does not count towards the daily quests at all, as the char has already all dailies completed, still can accept this quest endlessly.
From VERY old Patchnotes back i the days, this quest was changed apparently, but it makes no sense in my opinion^^ the quest can be done endlessly, but it does not give any reward and no follow up quest....weird

You are totaly correct in this matter, still devs declined this already 3x for some reason
Hello
Devs have never commented on this matter outside of Minotaur quest being intentional to disable option to get 2 titles. This matter will be investigated in future when time is permitting, please don't speak for DEVs when not having accurate information to prevent spreading it falsely.
-
What you said isn't incorrect, but point is that we don't talk about game changing amounts where it creates imbalance here, but rather minimal amount, this is the difference. Not having access to titles granted from Badges of the Trial is creating large imbalance, whereas this isn't even noticeable. It is normal that people want to get everything they possibly can for their characters, however simply spending currencies to obtain it in fastest way possible is not the way to handle such, and will simply only create further issues down the line if/when it would be required to remove it.
I just want to mention that ppl can even skip accidentally the useful titles with skills on it. In such a case they would be happy to get the scroll easier
Reset scroll is already available for diamonds in item shop, as well as drastically cheaper for Atlas Tokens for this reason. It is not required to buy the expansion scroll to unlock most titles in this case. You can reset all progress and start from the beginning if preferred rather than doing the extended questline.
-
Display More
Hi there,
First of all, thank you for the explanation - I fully understand and accept the reasoning behind the decision. Still, I’m looking forward to future PvP patches and hope that there might be some changes regarding ways to obtain Atlas Coins.
I’d also like to add a small note from a player’s perspective: Many players, myself included, mainly focus on one single main character. This character is unique, and every single achievement feels meaningful on it. It might sound minor, but +1 to all attributes per title - with around 1300 or more titles in total - adds up to quite a lot. That’s why those 86 titles (in my case) actually make a big difference.
It’s similar with cards: they’re traded at high prices not simply because people want to “collect” them, but because their accumulated attribute bonuses are significant. In the endgame, most players want to fully optimize their character in every possible aspect - equipment, cards, titles, rotations, and everything else that contributes to performance. From that perspective, character stats are one of the most important foundations.
I completely understand the developer’s point of view as well, but I just wanted to share how it feels from the player side.
Thanks again for taking the time to respond, and best regards!
What you said isn't incorrect, but point is that we don't talk about game changing amounts where it creates imbalance here, but rather minimal amount, this is the difference. Not having access to titles granted from Badges of the Trial is creating large imbalance, whereas this isn't even noticeable. It is normal that people want to get everything they possibly can for their characters, however simply spending currencies to obtain it in fastest way possible is not the way to handle such, and will simply only create further issues down the line if/when it would be required to remove it.
-
Display More
Hello,
I completely agree with this argument and generally support this approach. Unfortunately, most players who would play PvP have already completed their rewards or have finished PvP equipment. As a result, it is difficult to find smaller groups to play PvP. I also spoke to a few players in my guild. They also said that they would like to see such a change, even though they have sacrificed a lot of time in PvP for the rewards.
I also believe that introducing a pay-to-progress option through an exchange NPC could be beneficial - not as a shortcut for veterans, but as a way to make the game more accessible for new and returning players. To prevent abuse, a reasonable daily exchange limit could ensure that rewards are still earned over time rather than instantly obtained.
One of the developers’ recurring goals has been to narrow the gap between newcomers and long-time players. However, in its current state, PvP progression feels disproportionately time-consuming, especially for players who are just starting out or coming back after a break. While veterans have already completed most of these grinds, newcomers face an uphill battle with little realistic chance to catch up.
This isn’t limited to PvP - similar barriers exist in systems like cards, titles, and other long-term progression features. When talking to new players, I often sense that they struggle to grasp the core content of the game because they’re overwhelmed by the number of systems they’re expected to engage with: levelling, gearing, crafting, gathering, festivals, and more. PvP progression only adds another heavy layer.
A more balanced exchange system could therefore help reduce frustration, encourage long-term engagement, and better align with the stated goal of bridging the gap between new and veteran players.
Best regards, and I look forward to your response.
Hello
Thank you for your detailed response. It's perfectly valid argument about catch up mechanics, however in this case I must disagree. Catch up mechanics are important for areas that are required to progress your character, consider Badges of the Trial here for the Honor Titles, which is already having option to exchange multiple currencies for them.
Here these items/currencies aren't required by any means, the difference in the additional attributes from unlocking this scroll and their relevant additional titles is not game breaking, so it can be skipped if desired. It is more of a want, not a need. This is why catch up mechanics aren't really relevant for this use case.
Very limited option may be considered in future depending on schedules surrounding PvP updates, however currently it is still not planned to be implemented.
-
btw any news on pvp maybe some leaks to get audience warming?

PvP updates are currently low priority to be implemented anytime soon. So there is nothing to share in regards to future, outside of what is already on the list of planned notes.
-
"because is not planned" this is why he makes this suggestion
if u would have allready planned all we are suggest, we dont need to do than anymore suggestions xD. otherwise u need to say something like we wont do it or suggestion rejected for reasons 
It's not planned due to currency exchanges being weak implementations, enabling players to get rewards without engaging in the content. Devaluing the content that currencies come from. It is currently possible to obtain this currency with low amount of players interested in pvp regardless through use of some arenas that only require 2-4 players.
Many players have also already obtained enough currency through these means. So adding such exchanges would simply devalue their time spent in such cases. So if you would want the rewards, you would need to actively engage in the content, same as all the other players previously.