Major gameplay updates and new adventures in our permanent world.
Version 1.0 Live—Your progress is permanent. No character wipes.
89 updates found
Progression Clarity Update
Battle Skills and Kingdom Renown Gain Clearer Progression
Battle Skills now give visible early progress without allowing one Auto session to skip the opening journey, while every Kingdom Renown upgrade applies through one precise and visible rule.
Battle Skills now use a long-run staged breakthrough curve: Levels 1–25 remain approachable, Levels 25–75 slow substantially, and Levels 75–100 form the true mastery climb.
Boss final blows remain valuable extra breakthrough opportunities, but no longer bypass large parts of normal Battle Skill progression.
The active Battle Skill and every Skill tooltip now show the exact current breakthrough chance and progression phase.
Mining, Woodcutting, Hunting and Herbalism now use a durable progression curve while preserving every point of lifetime Gathering XP already earned.
All existing Gathering levels are recalculated from preserved lifetime XP instead of being reset. No earned Gathering XP or gathered resources are removed.
Every Gathering Level now adds permanent, diminishing resource yield: about +50% at Level 100, +200% at Level 1,000 and a long-run ceiling near +300%.
Level requirements now rise quadratically, and extreme stacked XP and yield multipliers receive diminishing returns. Ordinary bonuses up to 2× keep their full value.
Crafting becomes a complete profession journey, Kingdom Facilities turn valuable locations into contested player hubs, and World Journeys open new routes across all five Planes.
Crafting now offers 407 fixed recipes across Weaponcrafting, Armorcrafting, Toolcrafting, Jewelcrafting and Alchemy. Every Armor and Jewellery slot has its own 37-step path through level 925, while rare Boss breakthroughs can continue mastery to the level 999 cap.
Every recipe has a minimum and Trivial Level. Early attempts can fail, success becomes more reliable as skill rises, and Trivial recipes can no longer fail or provide further training.
Crafted equipment now uses fixed item identities and predictable level-and-rarity stat foundations, while every successful craft can still produce an exceptional rarity.
Autos now reward active returns, Crafting gains a complete repeat loop and rare Blueprints, and new players receive a clearer path into NexusRPG across desktop and mobile.
Stopping Battle, Gathering or Crafting Auto now preserves the exact Autos left. Renew restores a Supporter Rank-based share of the maximum per click, beginning at 5% for Commoner and rising with every rank instead of silently refilling everything.
Crafting Auto repeats the selected recipe through the shared action system and cannot run beside Battle or Gathering. Its server-anchored countdown, completion state and controls remain stable on mobile.
Crafting result windows now use the completed item rarity colour, making exceptional results immediately recognisable.
Kingdoms now focus on fast local decisions, hourly growth, directional warfare and valuable daily catastrophes without Realms, Capitals, Ages or Kingdom building levels.
Every Kingdom is independent. Each territory keeps its own Treasury, Meat, Population, Morale, Guard, Runes, Army and four-sided Fortifications, with no Realm or Capital management layer.
Fresh claims begin with 1,000 Population, 100% Morale and the first Guard. Army costs one personal Gold per unit, Meat can be bought or deposited at 1:1, and Runes cost 1,000,000 personal Gold each.
Any player visit keeps that exact coordinate active for 24 hours. Active Kingdoms grow Population, Meat, every Army type and every Fortification each clock hour while Treasury interest compounds separately.
Newsletter choices and protected account controls now respond reliably, while opening a World Boss prepares the encounter without accidentally starting an attack.
The optional newsletter preference now saves explicitly in Settings and remains independent from required account, verification, security and purchase emails.
Opening Security with the current password now works consistently and keeps sensitive account controls behind a recent password confirmation.
A new email address must be approved first through the current address and then through the new address before the account email changes.
Every Plane receives one fully random daily catastrophe with a powerful location bonus, while Clan Boss costs and treasury returns use clearer Credit rules.
At Copenhagen midnight, Surface, Dungeon, Hell, Sky and Heaven each receive one random Disaster Zone at a random Kingdom coordinate until the next midnight.
The five different bonuses are distributed once each across the five Planes: +200% Battle XP, +200% Gathering XP, +100% relative Equipment find chance, +150% Gathering yield and +100% relative Battle Skill breakthrough chance.
Battle and item bonuses apply only at the exact marked center. Gathering bonuses are Plane-wide at valid Resource Sites. Global Chat announces every catastrophe, and hovering or focusing its name shows the effect, location and expiry.
Future equipment now has visible level-and-rarity power ranges, Boss participants can discover Pet Eggs, and Clan, referral and Boss actions provide clearer immediate feedback.
New normal drops, crafted equipment and Boss rewards use their item level as the foundation of a visible stat range. Material and rarity strengthen that range, while the Power Roll shows where the item landed from 80% to 100%.
Existing equipment keeps its original stats unchanged and is never assigned invented generation data.
Every verified non-final World Boss or Clan Boss participant now receives a separate 2% Pet Egg chance. The final hitter keeps the stronger 10% base chance, including any named World Boss bonus, without receiving a second participant roll.
A complete optional Learning Academy now teaches every major game system in focused chapters, while Kingdom population and Age investment use clearer permanent local rules.
The 13-step Newcomer Path guides the first real actions through Character, Battle, Autos, Inventory, Gathering, Crafting, Map navigation, Kingdom workforce and construction, and Plane travel.
The Learning Academy contains 46 focused lessons across Character, Combat and PvP, Professions and Planes, Economy, Community, Kingdoms and account safety.
Knowledge lessons list the rules that matter and can be marked Reviewed. Practical lessons complete from verified gameplay events. Every lesson can be skipped without a reward.
Kingdom rulers can now assign Available Population as Farmers, Workers or Army units, making Food and automatic Gold production deliberate strategic choices.
Housing now limits Available Population. Permanent Farmer, Worker and Army assignments remain part of total Population without consuming that Available Population capacity, so new citizens can grow into the open roles again.
Farmers produce Kingdom Food and replace the old fixed Population self-sufficiency threshold. Granary Levels improve Farmer output through a bounded bonus.
Workers are now the source of automatic Kingdom Gold, while Kingdom tax remains a separate income stream. Unassigned Population no longer generates automatic Gold.