Today

Update 0.38 (May 2026)

Hey! Tony here!

Happy to present the May update 0.38 — here are the main highlights:

  • Guild Search & Joining — you can join open guilds instantly; closed guilds now have an application system.
  • Homestead — your personal base: build and upgrade buildings to get permanent bonuses for all your heroes.
  • Basements — new small dungeons right on the map tiles: clear them out, defeat the Champion, and earn valuable rewards.
  • Library: New Skills — new passive hero abilities and an ultimate skill available to all classes.
  • Storyline — a starter storyline has been launched for the first two locations, la
  • Armory — now you can not only customize your skill bar, but create multiple loadouts and switch between them right in combat!

New Mechanics

🔍 Guild Search. Guild Type

Every guild now has a type: open or closed. Open guilds accept everyone immediately, while closed guilds work through an application system. Finding the right guild is now easier since all active guilds are displayed right in the game!

Guild Type

  • Open guild: any player joins instantly without approval (if there are available slots).
  • Closed guild: the player submits an application. Closed guilds are shown with a special tag in the list.
  • The type is set when creating or changed in settings. Only members with the rank of Marshal or higher can change it.

Application System

  • Find a closed guild in the search and submit an application.
  • Members with the rank of Recruiter or higher can see incoming applications and decide: approve or reject.
  • If no one responds within 24 hours, the application expires automatically.
  • After approval — you receive an invitation and confirm your entry.

🏘️ Homestead. Construction & Upgrades

Estate: your personal base that boosts your entire account. In update 0.38, a system for building and upgrading structures has been introduced. Each building is first constructed, then upgraded — and it starts providing permanent bonuses to all your heroes. The higher the level, the bigger the bonus!

How Construction Works

  • To become active, a building must first be constructed. An unbuilt building provides no bonuses, and its core mechanic is unavailable.
  • After construction, the building can be upgraded: each level enhances the bonus.
  • The Main House limits the maximum level of all other structures. Want to upgrade any building to level N? The Main House must be at least N.
  • Construction and upgrade costs depend on the building and level. At higher levels, construction materials (Composites) are required.

Construction Materials

Composite (I)
Composite (II)

  • Construction materials are crafted directly in Crafting → Furnace from regular resources gathered on locations.

Recipe: Construction Materials (I) ×1

  • ×1 Limestone (I)
  • ×1 Pine (I)
  • ×1 Copper (I)
  • ×250 Magic Shards
  • ×1500 Scrap
  • ×15 Crafting Token (bound)

Recipe: Construction Materials (II) ×1

  • ×1 Tin (II)
  • ×1 Slate (II)
  • ×1 Birch (II)
  • ×500 Magic Shards
  • ×3000 Scrap
  • ×25 Crafting Token (bound)

Buildings and Their Bonuses

🏕️ New Building: Hunter's Hut

  • Unlocks the expedition mechanic and boosts expedition rewards.
  • Requires the Main House to be built first.
  • Each upgrade level gives +10% to expedition rewards.

⚔️ Basements on Locations

On locations with monsters level 16+, basement entrances now randomly appear: small dungeons right inside the tile. Go in, clear everything, and earn resources for developing new skills in the Library!

How to Enter a Basement

  • The entrance appears randomly on a tile with living monsters (level 16+).
  • Activation takes 5 seconds and is interrupted upon taking damage.
  • In safe locations, the basement becomes invisible to others after entering: the space belongs only to your party.
  • In dangerous locations, the basement remains visible: other players can enter. This is an open PvP zone.

Basement Structure

  • A basement consists of 5 tiles with monsters (each monster's level matches the entrance tile).
  • Monsters do not respawn after a tile is cleared.
  • On the last tile, a Champion and a Lectern await.
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Timer and Exit

  • The basement closes 1 hour after opening or after interacting with the Lectern reward.
  • Exit from tile zero, activation 5 seconds. After opening the Lectern, an exit event appears on the last tile.

Lectern Rewards

  • ×1 Codex Page — guaranteed
  • ×1 Knowledge Book (random class) — guaranteed
  • Only the player who activated the Lectern receives the reward.
  • The Champion drops standard loot.

✨ Passive Skills. Light of Power

A new system of shared skills and abilities that levels up across your entire account and instantly applies to all characters. It includes class passive skills and a powerful active ability called Light of Power, available to every class. To unlock access, build the Library in your Estate.

Class Passive Skills

  • 1 passive skill per class. Provides a permanent damage bonus for characters of that class.
  • Available once the Library is built (lvl 1+).
  • +6% damage per upgrade level.
  • Upgraded with Books of Knowledge for the corresponding class, not silver. Each subsequent level requires twice as many books as the previous one.

Passive Skill Upgrade Cost:

⚡ Light of the Power

This isn't just a skill: it's the ultimate boost for 10 seconds. Activate it — gain invulnerability and a massive damage multiplier. Works on any class, available from level 30.
  • Can be placed on the skill bar of any hero.
  • Consumes ×1 Codex Page per use instead of mana.
  • Available from hero level 30.
  • Cooldown: 30 seconds.

Learning and Upgrade Cost:

How to Obtain Consumables

Codex Page (consumed each time Light of Power is used):
  • Drops from the Lectern in basements — ×1 guaranteed.
  • Or crafted in the Crafting District Furnace.
  • Recipe: ×6 Books of Knowledge (1 for each class) → ×1 Codex Page
Codex of Power (needed to upgrade the skill):
  • Crafted in the Crafting Quarter Furnace.
  • Recipe: ×10 Codex Pages×1 Codex of Power.

Change Log

📖 Quests

  • New story quest branch (for the first two locations). A special quest chain for the start of the game that helps learn the basic mechanics. The first quest is given automatically; all others are picked up through the Tavern — like all quests in the game.
  • Story quests are not tied to a specific character class.
  • Narrative overhaul. Updated descriptions, dialogues, and texts of existing quests (daily / dungeon / weekly) — the world of Ligmar has become more alive!

🎛️ Armory

  • Equipment and skill loadouts. Now in the Armory you can not only customize the skill and item bar, but also create multiple loadouts in advance and switch between them right in combat.
  • 2 loadouts are available by default.
  • To swap loadouts in combat, add a swap button to the skill bar. When switching, all swap buttons go on cooldown.
  • Cooldown between swaps: base time 20 seconds. Reduced by upgrading the Arsenal in Estate → Main House (each level removes 1 second).

⚔️ Combat

  • Guardian battle winner. The winning guild is now displayed correctly: if the entire party is from one guild — that guild is shown; if from different guilds — the one that dealt more damage within the party.
  • Item disassembly in combat. If a Fortune Orb is active, salvage items right during combat.
  • Item selling in combat. If a Prosperity Orb is active, sell items right during combat.
  • World Boss. The second world now also drops loot: with a 90% chance — an epic item with two ancient properties, or with a 10% chance — a legendary item with two ancient properties. The number of items depends on the difficulty level: the player receives as many items as their difficulty level. The same logic applies to equipment from the ancient chest after killing the boss.

🛡️ Guilds

Second Guild Dungeon

  • Keep the health difference between bosses below 10%, otherwise the boss with lower health will regenerate 25%.
  • After the first boss dies, you have 30 seconds for the second one, otherwise both fully regenerate and the fight restarts. (this remained unchanged)
  • Immunity cycle: 90 sec immunity to a certain damage type → 10 sec vulnerability to all damage types. 100 sec cycle.
  • Dungeon loot: with a 90% chance — an epic item with two ancient properties, or with a 10% chance — a legendary item with two ancient properties. The number of items depends on the difficulty level: the player receives as many items as their difficulty level. The same logic applies to equipment from the ancient chest after killing the boss.

🎒 Items and Rewards

  • Crystals from goblins. The number of crystals in the reward has been changed; now 10 drop and are split among party members.
  • Activity Board. The weekly reward now includes: ×25 Awakening Essence (bound).

💰 Market

  • Fixed a bug where changing the price of a sell order would deduct items twice and the order would auto-complete.

🖥️ Interface

  • Tab renamed: "Character""Hero".
  • Equipment stats that have reached 100% at the gear tier are now highlighted in blue directly in the item card.
  • Magic Gear Stats now show ranges [1–100] instead of percentages.
  • A journal icon has been added to the battle screen for easier access to quest conditions and reward collection.
  • Updated the display of essence levels: it's now simply level, not upgrade level.
  • The "Contracts" tab in the Tavern is now available only from level 30.
  • Essences can now be bound, like other items.
  • Upgrading the Harvester now reduces cargo inspection time.

Also updated Ancient Chest & Sealed Urn