Posts by Rake

    Greetings,

    Currently it is way too expensive to change your cards from strength only to leather (str-dex-stam-patk) via a second cardset - without losing the maxed out stats. Same thing if you want to switch from defense to hp. I'm talking about 400k diamonds for 2k cards.
    Are there any plans to implement an item that replaces one stat on all your cards with another? Or something similar? I don't mind if it is expensive, but the price should reflect the fact that you are only changing a single stat and don't get access to a second set.

    Are there any news on this topic Rake? Especially since you are planning a major update to the card system in general.
    I don't mean to bother you, but being stuck with a stat that is no longer useful, discourages me from upgrading my cards any further.
    I would highly appreciate any solution to this issue.

    We definitely have plans for system development, but our current capacity to implement them is limited. The entire development team is currently focused on resolving critical issues rather than enhancing existing systems.


    I'm just as eager as you are to fully dedicate time to developing the card system and making it as user-friendly as possible. I share your desire to see improvements and am ready to work on them as soon as the opportunity arises.


    Thank you for your understanding and patience.

    Greetings,

    We have multiple tasks in progress that are handled by priority. This issue has already been logged in our fix queue. Please be patient — duplicating bug reports will not accelerate the resolution process.

    Greetings,

    Thank you for the information provided. We will contact you if needed. Any identified issues will be promptly resolved.

    Greetings,

    I dont know it its allready known but i think the last tap is bugged i used differnt ways to lvl up card to 5* like with shop items and like the normal way killing end disencating and lvl up but no card which hitted 5* countet for the Archivment


    RAScrnShot_2025-08-19_17-30-07.bmp

    A Prestige system patch is incoming. If issues persist after the update, please report them to us. Thank you for your patience.

    This is a system-wide issue affecting not only Prestige but other categories as well. We're aware of the situation and our team is already working on a fix. We'll address this issue once critical priorities are resolved. Thank you for your feedback and patience.

    Thank you for the information provided. We will contact you if needed. Any identified issues will be promptly resolved.

    Greetings,

    Hello, everyone.
    Regarding the Prestige login time rewards, under the current system if you meet the conditions but forget to claim them, they reset the next day and the rewards are lost.

    I would like to suggest improving this system so that rewards can be carried over to the following days.

    I understand that the reward contents vary depending on the Prestige rank. Therefore, instead of increasing the daily count, I propose that missed rewards be given as “reward tickets” corresponding to the player’s Prestige rank.

    This would not only prevent players from missing rewards, but also allow those who play different classes (both Physical and Magical) to choose the rewards they actually need at the time.

    This isn't about improving the system or our preferences. The point is that the current mechanic reflects the core concept of benefits — they're rewards for activity, not daily handouts. Active players get rewards, inactive players don't.


    By the same logic, you could demand that all benefits with daily resets accumulate for month-end collection. But if there's a daily reset, it's an intentional design decision.


    Consider daily quests as an analogy: we could let players skip a week, then complete 70 quests at once (with a 10-per-day limit). But that defeats the entire purpose of the system.


    This isn't a flaw — it's the essence of the mechanic. The system works exactly as intended.

    We'll investigate the reported information. If an error is confirmed, it will be fixed and documented in the Prestige update patch notes. Should we decide on an alternative solution, we'll announce it here on the forum.

    I've clarified my position regarding the exploit issue. The achievement system is governed by qualitative diversity, not quantitative grinding. It encourages zone variety and exploration rather than camping in one location for progress. We're developing diverse achievements across all zones specifically to prevent players from picking a comfort zone and staying there indefinitely.


    Moreover, no one is forcing 100% achievement completion—that's entirely up to each player. Future updates will include achievements that may not suit every playstyle. Such specialized achievements already exist, but they belong in the system since reaching level 20 doesn't require 100% completion.


    Regarding the newcomer experience: new players naturally progress upward as they move from zone to zone. Our game features primarily vertical progression rather than horizontal, making this approach logical and ensuring newcomers face no inherent barriers.

    We'll fix the incorrect star counting issue with automatic crediting in one of the upcoming Prestige patches. Regarding the second question — I didn't quite catch the point, could you clarify?

    Greetings

    If we understand your inquiry correctly, the question arises: why do you expect world and continental achievements to count conditions already completed in local zones?


    The system principle is straightforward: a completed local achievement no longer generates progress for world or continental levels.


    World and continental achievements only track progress from active local achievements. Complete a local achievement — lose that progress source for higher tiers. This is a logical and consistent system.


    The alternative logic you're suggesting would allow players to exploit the system — finding the easiest achievements to unlock world and continental ones. Such mechanics didn't exist before, don't exist now, and won't exist in the future.


    The rule is simple: complete all local achievements — automatically complete world and continental achievements.

    What makes you think this is related to Prestige? What led you to that conclusion?

    Because it's a prestige related action in the client? O.o

    Prestige achievement are updated on every mob kill and if you are solo, there are no lags. if you have many people, there are heavy lags... so why shouldn't it be related to prestige?

    It's not related to prestige achievements itself or so, but the lags are related to prestige I assume, because of the multiple updates triggered for prestige counters...

    We'll forward this information to our development team. Any optimization issues specifically related to Prestige will be prioritized and resolved. Please note that the patch release may be delayed due to a substantial number of critical bugs requiring fixes.

    1249169 [The Red Triumph Scroll]

    This item occupies a lot of space on the screen and I think there are extra gaps.

    Seems like the 2 categories are mistakenly switched

    The reported issues have been acknowledged and forwarded to our QA team for investigation. If confirmed as bugs, fixes will be included in one of the upcoming Prestige patches.

    World = ?

    Please provide more details about your issue — the current description is insufficient for us to understand the situation.

    What makes you think this is related to Prestige? What led you to that conclusion?

    In the patch notes prior to the new season launch, we specified that item rewards are now restricted to certain categories: "Achievement star rewards in the form of items can now only be obtained by completing worlds, continents, and passive branches within the "Prestige Chronicles" category. All other locations provide exclusively currency and experience rewards."

    The fix for this issue is already in development — we expect implementation in the next Prestige patch.

    For my second observation i felt something strange when doing other zones, and later checking Elven Island, as some achievements seem to have triggered higher than I would expect from my kills/card collect/enchant.


    When checking the Elven island tracker specifically it shows:


    Is this intended connection ? I never associated this dungeon with Elven Island, as Elven island has no dungeon itself.

    Unfortunately, this seems to trigger some of the achievements (intended?/unintended?) but not grant the rewards associated.

    We will conduct a thorough review of the provided information. Should any errors or blocking factors for achievement completion be identified, we will guarantee resolution of these issues. Thank you for your patience.

    Another observation...

    This seems to be a passive achievement, however, the text is a bit confusing.

    I assume it means Increase the level to "1" for the first rank of this achievement, not 33, right ?

    This error is included in our known issues list and is currently being addressed.

    Your assessment is absolutely accurate. The current achievement system architecture is built on a prospective tracking principle — actions are recorded and credited only after the corresponding objective becomes active. The system is technically incapable of analyzing a player's historical data or current account state to credit previously performed actions.


    Implementing such functionality would require a fundamental overhaul of the entire achievement tracking system architecture. Given current development priorities and the technical complexity involved, implementing these changes is not feasible.


    The system will continue operating according to its original design concept. We appreciate your understanding.

    Greetings,

    This Prestige achievement gives out a very "generous" amount of experience ( 0 - zero) and courage coins (1 - ONE!!)

    Is this really intended to be this low.

    It comes from killing 2475 monsters in the world.


    You're absolutely correct — even a single reward for passive achievements is an error. By design, passive achievements should provide no rewards whatsoever. We'll verify this information and fix any identified issues.

    Thank you for your suggestions regarding Prestige subscription improvements. While we're not ready to implement these changes currently.

    After reviewing your data, we found an inaccuracy: the base value is 226, not 248. With an active boost, it increases to 248, and with the specified item, it reaches 270. Minor rounding discrepancies have been added to our fix list. However, we identified an actual bug: you're receiving 250 instead of the stated 248 — this issue has been escalated for resolution.
    Everything is clearly indicated in the attached video.

    All the mentioned comments have been sent for review. Thank you for your feedback.

    The prestige achievement system star rewards have been temporarily disabled to fix critical issues. While we don't have a specific timeline for restoration, we're working diligently to bring it back online as soon as possible. Thank you for your patience.

    Correct — Courage Coin rewards at level 20 will be reduced. This is justified by balance: activity count has more than doubled, covering all of Taborea. When adding new achievements, we don't cut experience but proportionally scale the total pool, preserving the value of both new and old achievements.


    Regarding the current season: old repeating quests are unrelated to new achievements and don't disrupt the high currency income principle in the updated system. When balancing the total pool, we don't factor in additional bonuses from various sources — ultimately resulting in surplus currency flow.


    Without knowing your specific gameplay path and spending patterns, we can't properly assess your currency shortage situation.

    Upcoming Changes for Season 5

    Achievements:

    • Achievements now work across the entire world of Taborea. The total number of achievements has increased to 4.155 activities. Veterans can enjoy high-level content while new players can focus on starter content. Exactly as you requested.
    • Monster Killing Category Improved: Elite monster and boss kills now count everywhere, thanks to removing achievements that required activities only within instances. Experience gained has increased due to quest consolidation.
    • Prestige Chronicles Category Changed: All activities are now completely passive.
    • Activity Balance Adjusted: For example, Monster Cards and Monster Killing categories have been partially made easier, while some Prestige Chronicles quests have been made more challenging.
    • Continental/World Completion Rewards: Completing activities in continents and world categories now grants random benefit rewards. Note that reward quality directly depends on your Prestige subscription type.
    • Prestige Experience Visual Balance: Players will now gain more experience, but equivalently more experience is required per level. Currency remains unchanged and works as before.
    • Currency Reduction at Level 20: Currency gained from activities will be reduced by 50% upon reaching Prestige level 20. This rule doesn't apply when purchasing achievements with diamonds - players will receive 100% currency plus expected bonuses. This change does not affect the amount of currency you receive from the right-side rewards block for completing stars.
    • Boost Duration Extended: Boost duration increased from 90 to 120 days. Along with the day increase, the cost of all day packages has also increased significantly. Content has expanded over 5 seasons (including beta), hence the price increase.
    • Item Rewards Restriction: Achievement star rewards in the form of items can now only be obtained by completing worlds, continents, and passive branches in the "Prestige Chronicles" category. All other locations only provide currency and experience rewards.

    Mini Pass:

    • Activity Star Rewards Removed: No longer available. Minimum required subscription level: Regular Pass.
    • Level Cap Reduced: Maximum achievable level reduced from 16 to 12 (Lord IV).

    Benefits:

    New Benefits:

    • Rates:
      • [Tithing Charges]: Increases the charges your Tithing Amulets gain from killing nostalgia-content bosses.
      • Maximum charge: 10% with boost
      • Requirement: Gold Pass
    • Object Use:
      • [Craft Recipes]: Reduces crafting recipe usage time.
      • Maximum speed: Instant with boost
      • Requirement: Gold Pass
    • Monster Cards:
      • [Start Soul Stone Currency]: Get extra [ID] currency when you disenchant monster cards. It will be added directly into your currency list.
      • [Etheric Soul Stone Currency]: Get extra [ID] currency when you disenchant monster cards. It will be added directly into your currency list.
      • [Astral Soul Stone Currency]: Get extra [ID] currency when you disenchant monster cards. It will be added directly into your currency list.
      • [Elemental Soul Stone Currency]: Get extra [ID] currency when you disenchant monster cards. It will be added directly into your currency list.
      • Maximum charge: 15% with boost
      • Requirement for all benefits: Gold Pass

    Changes to Existing Benefits:

    • Care:
      • [Aura of Rebirth]: Allows you to respawn without losing the hero's effects, which usually disappear at death.
        • Due to significant imbalance between regular players and those with this benefit, it's now limited. Maximum 20 safe deaths daily with boost. Upon death, you can choose to respawn safely or not use charges. Remaining charges visible in death window or benefit menu.
    • Monster Cards:
      • [Start/Etheric/Astral/Elemental Soul Stone Items]: Reduces the gold cost of items.
        • With expected changes to the monster card shop, we'll be reducing gold costs. The monster card shop is expected to become static with no refresh buttons.
    • Durability:
      • [Gear]: Split into two new benefits:
        • [Weapon]: Reduces durability loss of weapons except robots, artifacts and gathering tools.
        • [Armor]: Reduces durability loss of armor except robots, artifacts and gathering tools.


    All Prestige Achievement star-related issues will be resolved with the current season's end. We expect these errors to be eliminated in the new season. If any persist, please report them immediately. Thank you for your patience as we transition to the new season.

    Greetings,

    Thanks for the heads up! We'll look into this.

    Greetings,

    Thank you for raising this critical issue and providing valuable feedback. Rest assured, we've already initiated comprehensive discussions regarding success rate mechanics. This matter is a top priority and will be thoroughly addressed.

    Greetings, kleos
    Thanks for the feedback. We will check the information.

    After the patch, and contrary to be written in Patch-Notes, the issue still persists. the above screenshot is exactly the same.

    I cannot see any change.

    Is there any trigger maybe, need to complete prestige achievements to be re-calculated ?

    We've implemented additional fixes. Please standby for the upcoming patch. After the patch is deployed, we'd appreciate your feedback — whether everything works smoothly or if issues persist. Thank you for your patience.

    After the patch, and contrary to be written in Patch-Notes, the issue still persists. the above screenshot is exactly the same.

    I cannot see any change.

    Is there any trigger maybe, need to complete prestige achievements to be re-calculated ?

    Thank you for providing the feedback we requested. This information has been forwarded to our development team, and now we await their response. We understand this situation can be frustrating and inconvenient, but please rest assured that resolving this issue is currently our highest priority for the Prestige project. Your patience during this process is greatly appreciated.