It's currently not planned to expand the companion system. However ideas for further uses may come in future.
Posts by Ikaria
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(which were not mentioned in all the posts)
Hello
You can find them mentioned below which were from original post.
💡 Why the Change?
Previously, stone prices increased after a few purchases. While some options were technically cheaper, finding the best deal often required careful calculation and, in practice, many players weren’t able to consistently get the optimal value.
IF you wanted to help players, why didn't you try a different, more rational approach and give a better explanation to the shop, how to use it and how to optimize the usage ?
You give very good wiki-explanations for many areas, really good in deed.
So, it would have been worth a try, to FIRST explain players how to maximize the experience with the shop, that was WORKING as intended.
Shop tabs could be enabled/disabled with just a checkbox "old system/new system", IF wanted.
It's true, we didn't try other implementations before this approach, but over the last few years especially, we've tried to make the game more newplayer accessible, if using a shop requires doing multiple calculations, and/or reading the wiki, this doesn't feel very accessible. This is a direct result of feedback from newer players, as well as outsourced play testers feedback.
Supporting two systems is removing any work done to try and simplify an already complex system (monster cards is very confusing for people not current invested into it), and work is being done to make it seem less daunting so more may get involved with it, not only with the shop, but in future the enhancements tab that will be activated.
You implemented this shop with the tabs a while ago, and it was working as intended.
But, many players did not "fully understand" how to optimize the usage of that system, right ?
Your intention was to simplify things, which you did.
Yes the old store was working as intended by original design, but as part of a live service game with frequent updates, these things may be changed at any time based on feedback, which is what happened here.
Why do you think i am giving you my time and writing all this feedback ? Not because it is so super duper good and better and cheaper than before
Ok, i'll give it a last try, although i should be aware of your maximized feedback-resistance....
Feedback is always important, however feedback that is simply "revert xyz" will likely be ignored in most cases due to not being constructive, especially regarding system changes like this that is aimed towards being more accessible and not keeping same complexities.
It is important to build on changes in a positive way, so if you have ideas that is not reverting a change that actively benefits new players, we'd be open to suggestions.
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Well, dear prestige team, if the changes are only 0.16% why did you make the change in the first place ?
My suggestion is, you give players the choice.
Bring back the reset-tabs, and let the new tabs be at same time.
So, people with math abilities can use at their choice "the old system".
And people who want "to avoid overpaying" can chose the new ones.
==> Fair for all players, not just for some.
Hello
Reverting to old reset options is not planned. However as previously mentioned, there may be further adjustments in future based on feedback. The aim is to simplify the shop, having total of 9 tabs would not help with this.
Reasons for change were already outlined in the first post.
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Hello
Issue with changing zone whilst in water and dying is fixed with next patch.
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Hello
This is intended behaviour. It displays how many proof of dread were charged up. For currency gained, you can use read chat box.
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Hello
Immunity is only provided during deaths of players that revive at resurrection point. Players reviving others via skills is not including this immunity intentionally.
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Hello
Issue is fixed with next patch.
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Hello
This error indicates that not all the keys were collected. Either collecting the keys or shooting them and collecting the sparkle is the same. But you cannot progress without clearing all keys.
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Hello
Having taunt attached is intended mechanic of this item.
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Hello
Issue was fixed with previous patch.
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Hello,
Previously, my collection progress for forsaken-abbey-awakened was at 100%. However, today I noticed it has dropped to 97%. I investigated the reason and it seems to be related to the boss 139644 [Reassembled Duke of the Ghouls].
I accepted the daily quest 428151 [Healed... to Death] at the dungeon entrance. In this quest, I had to heal 139644 [Reassembled Duke of the Ghouls]. I completed the quest successfully, but the collection progress remains stuck at 97%.
The issue is: 139644 [Reassembled Duke of the Ghouls] is considered a friendly NPC. It cannot be damaged normally—only healing skills affect it, and it cannot be killed. If the collection requires killing this NPC, it is technically impossible.
Please investigate this situation. Players cannot reach 100% completion due to this and it seems to be a technical oversight.
Thank you.
Hello
As shown above, your progress in awakened was 97.05% not 100%. Your visual on world map was displaying normal mode, which we found a workaround to fix for awakened instances with previous patch.
We will investigate Ghoul Duke in awakened mode not giving progress.
In future, please use correct threads for giving reports, game guides collectibles locations is not the correct thread for reporting issues.
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Hello
Issue will be fixed with next patch.
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Hello
With next patch the following cards will be moved from Dark Will's Gift to their respective monster.
- Forgotten Warrior
- Captain of Undead Army
- Mage of Undead Army
- The Champion
- Abyss Messenger
However their base droprate has been reduced to ensure these cards still remain somewhat uncommon due to some players having previously obtained these by going out of their way to siding with the Dark Core.
Phychic Orb will be also moved from Dark Will's Gift to Dark Core due to not being killable.
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Issue has been fixed for next patch.
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will there also be sth to motivate players more to play pvp?
From my observations most pvp currently is dead on the server because there simply is lake for reward.
Most games have sth like season rewards that also benefit pve for example if there would be ranking and a season would run for 3 months the top 1 guild would receive 50k dias place 2 25k and so on, could be introduced for other battlefields aswell but proly guild war would be best fitting for this

Greetings
Implementing improved rewards before addressing other issues in PvP first would be waste of time. You must also factor in that PvE rewards only end up "abused" by players trying to cheese systems to obtain them as fast as possible(no matter how much restrictions are put in place). New rewards will likely come in future, but not before other more important updates are done first.
If you have ideas for rewards that are unique, you may suggest them in this thread. However giving raw currencies (like diamonds), is not planned.
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You mean similar to how all elites are unlocked automatically and skills set to max level? It may be considered until PvP skills from notes is implemented.
But I think it depends on the pvp skills in general after a full pvp redesign.
Skill redesign is planned to include new pvp set skills also.
Greetings
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Hi Ikaria ,
what about enabling all Item Setskills to all players inside battleground, that you can also use all ISS for it?
I guess would be nice to have some ISS to use. In that case at least warlock shield (dmg mitigation) and priest shield (dmg mitigation) need to be adjusted for pvp (adjustment to skills are already in planning I guess, assuming planned patch notes?).
Would be more work, but I think some ISS (even in weakened form) would make fights more dynamic (even though pvp is still not sooo attractive to most players :D)
Hello
You mean similar to how all elites are unlocked automatically and skills set to max level? It may be considered until PvP skills from notes is implemented.
PvP skills on planned notes is not about reworking existing skills to suit PvP, but ensuring a full new skillset is available per class. Technical work is done since a while already, but time constraints to design it has delayed this significantly.
Greetings
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Hello,
When using the in-game item Alchemist's Smelting Crystal (ID: 1250780), certain items looted from bosses are automatically sold. Unfortunately, this results in unwanted consequences for players.
For example, when the following item drops:
Item: Novice Wand (ID: 219563)
Stats: +5 Dexterity, +5 Intelligence
Many players, including myself, use this item for stat transfer (stat extraction) by purchasing it in the auction house or farming it directly from bosses.
However, when Alchemist's Smelting Crystal is active, such low-rarity items are instantly converted into gold and disappear before we can use them. This is an unwanted situation for players who collect stat items.
Suggestion:
QuoteI kindly request that this specific item be excluded from the auto-sell system, or alternatively, that players be given the ability to create a “blacklist” to prevent certain items from being auto-sold.
I hope this suggestion will be considered. Implementing this feature would greatly benefit players who rely on stat farming and crafting.
Thank you.
Rarity of this item will be increased with next patch. Custom blacklist is not planned due to technical constraints.
Greetings
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Hello,
did you increase the mana drain again? it was 5k before, now it is back to 25k for each debuff.
Greetings
Hello
Due to method of implementation, visuals would always display wrong on tooltip and combat text. This has been moved to own ID now so visual will display correctly.
Greetings
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[Bug Report / Question] Collection Progress shows 97% in Black Book but 100% in Map View [Forsaken Abbey (Awakened)]
Hello,
I would like to report a possible inconsistency or ask for clarification regarding the collection progress display for the dungeon [Forsaken Abbey (Awakened)]
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When I open the Black Book (Kara Kitap) and hover over the dungeon, the collection progress is shown as 97% (screenshot 1).
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However, when I enter the dungeon and press M to view the in-dungeon map, it shows the collection as 100% (screenshot 2).
I have double-checked and all collectibles (Titles, Cards, Quests, Bosses, Lore, Relics, Nature) are marked as fully completed (green check marks).
🟨 Is this a known bug, or is there a specific reason why the Black Book displays 97% while the in-dungeon map shows 100%?
Thank you in advance for your clarification.
World Map inside Awakened instances is showing normal mode, tooltip shows Awakened progress.
This is currently not possible to improve due to technical limitations, but % shown are still accurate.
Greetings
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Hello
This is already included, however it only shows current zone and doesn't list quests that are inside child zones, same as all other tooltips.
Greetings.
Hi,
Thank you for the clarification.
I understand that the tooltip currently only shows the quests from the main zone, excluding those from its sub-zones. However, I believe it would greatly benefit players if this system were expanded to also include quests from child zones. Since many regions have several sub-areas, it's not always obvious where the missing quests are located, and players may overlook them.
A more comprehensive tooltip showing all quests from the entire region (including sub-zones) would help players complete their collections more efficiently and reduce confusion — especially for completionists trying to reach 100%.
Thanks again for the response, and I hope this can be considered for a future improvement.
Hello
It's not planned to adjust this currently due to this being temporary solution to help players in the mean time, as full frame is intended to be added in future where it will be displayed in much easier way.
Greetings
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Hello,
🗺️ While working on the Collectibles system, I noticed something that could be improved for better player experience.
In the Aslan Valley region, the Quest section shows:
139 / 143 Quests completed (see screenshot).
However, when I hover over the "Quests" category or the number,
there is no information provided about which 4 quests are missing ❓
💡 Suggestion:
It would be very helpful if the game displayed some info when we hover over the quest count, such as:
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❗ Names of missing quests
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📍 Related areas or NPCs
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📘 Type of the missing quests (daily, public, normal)
🎯 Why this would help:
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It gives us a goal to aim for
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Saves time from searching forums or guessing
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Makes the Collectibles experience feel more complete and guided
📌 If this feature already exists or is planned, I’d love to know more.
Otherwise, I hope this suggestion helps enhance the system!
Thank you in advance 💬
Hello
This is already included, however it only shows current zone and doesn't list quests that are inside child zones, same as all other tooltips.
Greetings.
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Hi,
I used draco pets for siege war. the siege war zone has an other time zone than the rest of the world.
I used it right before siege war and after 45 min siege war (finished) I came back to atlas and saw, more than 90 minutes are gone from the pets o.o?!
furthermore, one of both pets, specifically the pvp one (reduce player damage), wasn't even active in siege war :O
Hello
Battlegrounds are running separately, however it's still intended to have timers in main game world lose buff duration whilst inside battlegrounds, however some are currently consuming buffs 2x fast, which will be fixed with tomorrows patch.
Could you clarify exactly how it wasn't active? Buffs are not wiped inside Siege War, as I see you used a legendary pet at :51, meaning it should still be active inside, unless manually removed prior or during.
Greetings
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i am a bit torn on the new cardstones costing diamonds. on one hand i get that this is to drain some diamonds from the server, but would not most players that have large amounts of dias already rolled their cards? that is why i do not get the change and it feels to me more like increasing the barrier for newer players to get into/near endgame instead of targeting the whales you want to drain diamonds from.

as a newish player i have not gone into the cardrerolling system and tried to get the 4 stats i want, i just slot in cards i find with stats that seem fitting. recently from time to time i rolled a card that had unfitting stats to get something that fits with the green card stones. that was so far my interaction with the cardrerolling system. since i am slowly getting to a point where i could think about rolling some cards somewhat properly, i was very much looking foreward to something that not needed some diamonds to do. you have already big diamond drains when starting out, getting/buying equip, buying the best stats, maybe some plussing/tiering, upgrading runes. so you do not sit on mountains of dias for a very long time. to that comes card rolling that needs to be done. so adding this additional diamond requirement seems very strange to me and targeted at the wrong crowd.
another thought with this change is a rough estimate if i wanted to reroll all cards with decent stats. i am not even talking about near perfect/max here btw. just to get the 4 fitting stats with maybe not a 1 as a roll. as an example lets say per card i would pay around 50 dias for the cardstones, with current prices this seems like an okay estimate i think, it could even be to low. we have around 3500 cards.
50 * 3500 = 175 000 dias
this makes this cost 175 000 dias just to roll my cards to somewhat fitting stats - this is a ridicoulus amount of dias in my eyes. when we are talking about getting card stats to max/perfect rolls this will easily double/triple... considering this it is not clear to me if that is even worth it, because whatelse could i do with the dias that is more useful to me as a player?
it's unclear how "Changed free stores to contain unlimited stocks with adjusted prices." will look like in the end. maybe there will be a discount option/way to roll your cards to a decent level without breaking the bank, at least i hope so
. i just wanted to throw that in here to keep the "not stated to the max players" in mind when you change things around. as always thanks for your time and continued effort you put into the game 
Hello
It feels like you might've missed this post, where it shows that removing cheaper but limited options was a simple oversight, and will have further adjustments with upcoming patch.
Greetings