Major gameplay updates and new adventures in our permanent world.
Version 1.0 Live—Your progress is permanent. No character wipes.
81 updates found
Enchanting, Disenchanting & Growing Auto Capacity
Enchant Your Equipment
Shape your equipment with chosen enchantments and develop two new Crafting disciplines.
Enchanting and Disenchanting now appear in Crafting. Choose your equipment, inspect the before-and-after preview and confirm the exact materials. Both operations succeed; training chances and strength limits depend on their own profession level.
Rarity determines enchantment capacity, from one slot on Common equipment to seven on Divine. Choose bonuses for combat, Gathering, rewards or maximum Autos. An existing enchantment can be upgraded in its own slot, never duplicated or stacked with itself. Eligible new equipment drops can occasionally arrive with an enchantment; existing equipment is preserved.
Adding or upgrading an enchantment consumes materials, a matching Blueprint and one Rune from the Kingdom you currently own and stand in. Disenchanting costs one Rune per percentage point removed (1% = 1 Rune, 2% = 2 Runes), with no resources or Blueprint, and removes only the chosen effect without returning materials.
Compete across every Rift activity, form your own tournament team and celebrate the champions of the Arena.
New Rifts reward the leader of each activity: total damage for Attack, or total resources gathered for Mining, Woodcutting, Hunting and Herbalism. Each winner receives one Chest; the highlighted activity awards two Chests and one Mythic Equipment item instead. One player can win several activities, and Auto and Rage are available on the Rift page.
New Weekly Tournaments run automatically in the Arena, even while you are offline. Choose from Team PvP, Mining, Woodcutting, Hunting or Herbalism events, with separate registration-open, registration-close and start times. Chat announces the important milestones and the final winner; Last Champions celebrates the winning team.
When player-created teams are enabled, join an existing team or choose Create your own team. Give your team a name and an optional password to share privately with your teammates.
New shared challenges and a crafting-only endgame Equipment series bring more ways to build, compete and explore together.
Rifts open for 10–60 minutes. Choose combat or a Gathering profession, earn boosted rewards and compete in the highlighted activity for a winner Chest.
Weekly Tournaments add configurable teams, separate registration and start times, Team PvP or activity contests, and published reward packages.
Aetherforged designs expand endgame Crafting across all hand, armour, jewellery and Gathering Tool families. These items can only be crafted.
Plan your monthly Arena entry throughout the day and find your weekly adventures together in Quests.
Last Stand remains on the last Friday of the month, with Clan Last Stand on the last Saturday. Both now open registration at 00:00 and begin battle at 23:00 in Europe/Copenhagen game time. Join earlier in the day; you do not need to keep the game open until battle starts.
Weekly Expeditions now live in Quests → Weekly alongside Weekly Operations. Expand either section to read its objectives. Choose one unlocked Plane and start the Expedition yourself; existing progress and rewards are preserved.
Gathering keeps its smoother resource growth, with more gradual training requirements on the road to Level 1,000 and a demanding mastery climb beyond it. Already-earned levels, historical XP and your progress toward the next level remain intact.
A clearer path from your first gathered materials to long-term profession mastery, with easier apprentice Crafting and a unified Pet roster.
Mining, Woodcutting, Hunting and Herbalism each use one activity at a matching Resource Site. Resource yield grows gradually with profession level, while the nearest-site panel and guarded Teleport make travel easier to understand. Physical sites, Plane access, Quest terrain requirements and local taxes remain meaningful.
Gathering advances more smoothly early on and becomes progressively harder beyond profession Level 1,000. Earned levels, lifetime XP and progress toward the next level are preserved. Tools, attributes, Pets, Momentum and Mastery continue improving the results shown in your preview.
Apprentice Crafting uses fewer base Scraps and stronger early training chances, tapering to the established rules by Level 250. Trivial recipes and late-game mastery retain their limits, and already-paid jobs keep their original terms.
Smoother early monster progression, Class-organized equipment shopping and new Credits for visiting our community pages.
Normal early-game monster progression is smoother, giving growing builds a more gradual challenge. These adjustments do not change PvP, World Bosses or Clan Bosses.
The NPC Shop groups all Class Main Hands before their Off-hands. Combat equipment automatically matches your current Character Level, and new designs unlock with Character Level rather than Crafting Skill. Common equipment and craftable Tools remain available for Gold; Tools keep No Item Level.
Open Votes below Chat to visit BBOGD, MUDVerse, XtremeTop100 or ArenaTop100 for 5 Credits per site, or indiexpo for 15 Credits. Each site has its own 24-hour reward cooldown per account. Rewards are for visiting, not for a verified vote; voting is optional and should reflect your honest opinion. The links remain available during cooldown.
A hands-on welcome, clearer world exploration, immediate combat results and meaningful long-term character builds, with new ways to equip and help other players.
New Characters choose one starting Class and receive its level-one equipment. A guided walkthrough points to the actual controls as you equip, battle and learn the world. Your Class is never permanent: change your hand equipment to try another path, and skip or resume the walkthrough whenever you need.
Map brings world exploration into one focused view. Inspect terrain, find nearby activity, move with keyboard arrows or mobile controls, and use unlocked Teleport from the selected area. Enlarge the map or adjust zoom there, or open the optional Map panel on Battle; it starts closed.
Attack, Auto and Rage resolve their first battle immediately, followed by the normal cooldown. A compact combat summary shows the outcome and damage; normal Auto keeps its five-second cadence, while Rage and Blood Frenzy keep their two-second cadence.
A demanding new Surface Journey unlocks permanent Kingdom Teleport, while rare discoveries can reward you, your Clan or the entire world.
The Wayfarer’s Compass is a new eight-chapter Surface Journey that permanently unlocks same-Plane Kingdom Teleport. It replaces the old 1,000 Explorer unlock requirement. Characters that already qualified keep their access, while future unlocks are earned through the Journey.
Earn the Compass through meaningful exploration, combat, Gathering and Crafting before its final attunement. Preview all eight chapters in World Journeys or read the Guide before beginning. Teleport Gold prices and Explorer discounts are unchanged.
Victorious ordinary Battles and successful Gathering can now reveal one of eleven ordinary boost types for a Personal, Clan or Global audience. Clan discoveries are available only to Clan members. Each eligible action has one 1-in-10,000 discovery roll; the Divine Boost is excluded.
NexusRPG reaches full release with eight equipment-driven Classes, permanent Master titles, world-spanning Journeys, expanded Rankings and a polished cross-device experience.
NexusRPG is now in full release. The persistent world, core progression, economy, social systems and complete mobile-responsive game experience are live for long-term play, while future updates will continue expanding and refining the same lasting world.
Full release comes with a permanent-progression commitment: there is no launch wipe and no planned reset of player Accounts, Characters or earned progression. Future system changes will preserve earned progress through controlled migrations, while clearly identified weekly, monthly and seasonal competitions keep only their normal scheduled resets.
Main Hand and Off-hand now determine one of eight Classes: Warrior, Berserker, Duelist, Mage, Sorcerer, Amazon, Paladin or Assassin. Each exact pairing has distinct primary attributes, permanent battle-style bonuses and a complete stat reference inside Character Build and the Guide.
World Boss participation now builds a visible Chest collection, while earned Character Titles become small, focused progression choices.
Chests now appear directly below Experience. The compact row always shows the total or None; Show reveals the collection, and Open resolves exactly one Chest with an immediate reward summary.
A public World Boss final hitter always receives one rarity-rolled Chest. Other participants use the visible contribution chances. Higher Boss Levels progressively improve Chest rarity without guaranteeing a result. Top damage and final blow each add a rarity roll; one player holding both roles receives exactly two extra rolls. Every earned Godly Boss Chest also has a separate 50% chance to grant one independently rolled bonus Chest. The Boss signature reward remains separate.
Public World Boss final blows are limited to three per weekly window. At the limit, Bosses remain inspectable while Attack, Auto and Rage stay locked until the exact reset shown in the World Boss panel. Clan Bosses do not use this limit.