Update v0.2.14

The Maker’s Arts

Six new skills that have nothing to do with killing anything — and a level cap that finally moves.

Released September 2026

Everything you have ever owned in Eloria came off something you killed. From this update, the land gives as well. You can mine, chop, forage, fish, cook and build — six skills with their own levels, their own gear and their own reason to walk somewhere you would otherwise ride past. What you bring back does not just sit in a bag: it refines into Potential, a permanent power track that runs long past level 45, and it raises the five towers of your guild’s own hall. This is the largest single update since the Sundering, and none of it is a fight.

Six Life Skills

Four to gather with, two to make with. Every one of them levels to 45 on its own.

⛏

Gathering

  • Mining, Woodcutting, Foraging and Fishing. Walk up to a vein, a tree, a herb or a fishing stone and press E — your character swings, casts or kneels, and the yield lands in your satchel
  • Twenty-seven things to gather, from copper and birchwood up through voidglass, weavewood, dawnthistle and abysspike. They are tiered by zone, so a long walk into a dangerous place is worth making
  • Every skill has its own tool and its own animation. A pickaxe for ore, an axe for wood, a rod for the water — and the chop no longer sounds like mining
  • Nodes are marked on the panel, which tells you which zone each one grows in rather than making you comb the map
🍲

Cooking

  • Fish and herbs become food that buffs you — skewers, stews, chowder, broth, teas, grog, emberwine and tonics
  • A dish reads and auto-uses exactly like a potion, so it slots into the routine you already have
  • Every recipe card says what the dish does, not just what it costs, before you spend anything on it
🔨

Construction

  • Logs and ore become Cut Blocks, Reinforced Beams and Iron Braces, in three grades each
  • Those parts build the guild towers — construction is the one life skill whose output is spent by the whole guild rather than by you
📈

Levels and Milestones

  • Each skill levels to 45 independently, with milestones along the way at 5, 10, 20, 25, 30, 40 and 45
  • They unlock deeper node bands, faster gathers, double yields, rare finds and a wider harvest radius — and at 45, a title and a tool skin
⚡

Stamina

  • One pool, shared by every life skill. A gather costs 1, refining costs more, and the bar sits on your player card so you can see it without opening anything
  • It banks rather than resets — up to 1,000, topped up by 100 a day. A week away is not punished twice
  • Refining Charges restore 25, and burning Eloria’s Favor credits stamina one for one
🛡

The Panel

  • The Maker’s Arts is one screen, with a tab per skill, the gathering ones above the crafting ones and Refining sitting beside the skills that feed it
  • Twenty new icons and twelve new sounds, and a strike that lands — hitstop, recoil, flying chips and a shake on every swing

Level 50, and Potential

The cap moves for the first time since July — and there is a board waiting past it.

⬆

The Cap Is 50

  • Five more levels, carrying +10 stat points — two a level, on top of everything you already had
  • 46 to 50 give stat points and nothing else. Talents still finish at 40 and Ascension points still finish at 45, so the new levels are not a new power tier — they are room to keep earning
  • The curve past 45 has been sitting in the game since August, waiting for this. It has not been softened
  • It is a long climb, deliberately. The five levels cost more experience than the entire road from 1 to 45. Level 50 is a destination, not a weekend
🛡

Everything Above 45 Pays

  • The Sundering’s bosses and field monsters already award experience at those levels — there is no dead band to grind through
  • Your Ascension tree is untouched — nothing you have already spent changes, and nothing new is added to it
💎

A Board, Not a Bar

  • Four pages — Awakening, Tempering, Deepening and Creation — each offering three tracks: Might, Ward and Precision
  • Thirty nodes to a track, and every node filled is a permanent stat grant and 40 Combat Power that no one can take off you
  • You fill a node by rolling a gauge to 100. A bad run is not a dead end — the twelfth attempt on a node is guaranteed
🔥

Refining

  • Raw ore refines into Latent Shards and Creator Sparks, which are what the board actually spends. Mining is the supply line; Potential is the sink
  • A breakthrough takes three seconds and shows you the roll, rather than resolving silently and telling you afterwards
🎯

Held Within Reason

  • Potential can grant at most +15% critical rate and +50% critical damage across the whole board — it is a long climb, not a second character
  • Your combat stat breakdown now names Potential and Guild by name, so you can see exactly where a number came from

A Hall of Your Own

Warden Rook has been holding the door for a while now.

🏰

The Guild Hall

  • Every guild gets a room of its own, entered through Warden Rook in the village and shared by the whole roster
  • It starts empty and fills as you build. A tower you have raised is a model standing in the hall, and it grows through three tiers as its level climbs
🏯

Five Towers, Ten Levels

  • Beacon of Learning — up to +12% EXP from kills
  • Coinspire — up to +18% gold from kills
  • Reliquary — up to +9% item drop rate
  • Wrights’ Hall — up to +15% life-skill EXP and gather yield
  • Hearthstone — food and drink buffs last up to 30% longer
🛠

Building Them

  • One tower at a time, paid for in construction parts and guild contribution — so a guild has to gather together and give together
  • The buffs reach every member, and stack with the guild buffs bought in 0.2.13
⭐

The Roster

  • A guild may appoint three officers. The star was the only thing saying who was one — the roster now spells the role out in words
  • Promote greys out at the cap and tells you why, instead of failing at the last step. Guilds already over three keep everyone
  • A character who joins a guild starts its Standing Orders the next day. Walking into a guild used to hand you a fresh set of five on the spot, however many you had already finished somewhere else that day

The Market Opens

Three things that were never meant to be unsellable.

💰

Upgrade Ore

  • Elorite and Sunderite can be listed and bought. Reinforcement no longer depends entirely on your own luck
  • Sunderite carries the highest price ceiling in the game, because it is the rarest material in it — 0.15% on field monsters, and the only route to weapon reinforcement
🛡

Armour You Have Worn

  • The ten Abyssal pieces are tradeable — the Dark Tide set is no longer a dead end for the person who does not need it
  • So is the 36-piece Sundering weave set. It was opened to trade a month ago and quietly stayed shut: wearing a piece stamped it bound, and bound beat the permission. It reads as soulbound armour rather than as a bug, which is why nobody reported it. It is fixed, and it is one-way — a piece that has changed hands stays tradeable

Looks Better, Runs Better

A real pass over the renderer, and a large amount of memory handed back.

🌞

Light and Colour

  • Filmic tone mapping across the open world. Bright skies stop clipping to flat white and colour holds together in daylight — the outdoor maps were still rendering linear
  • Ambient occlusion, so props and terrain sit in contact shadow instead of floating on the ground
  • Brightness and Contrast sliders in Video options, plus an ambient occlusion setting you can turn down or off
🖥

Performance

  • Around 16 GB of video memory reclaimed, by resizing the textures baked into 272 models and capping every inventory icon. This is the single biggest cause of stutter on 6–8 GB cards
  • Shadows on every map now cost what the village’s cost, which was already the cheapest in the game
  • Forest Path monsters rebuilt at a fraction of their old triangle count, at the same size and silhouette
  • Veins and trees draw at distance rather than popping in at your feet
✨

Effects You Can See Past

  • Combat Effects is now a three-way choice — All, Only my own, or None. In a crowded boss room you can turn everyone else’s spells off and keep your own
  • Arrows trail a rippling streak, coloured by the gems socketed in your bow
  • The side menu holds six columns, so nothing hangs off the panel edge any more

Combat

Several projectiles have been flying at a fraction of their intended speed for a long time.

🏹

Speed

  • The Ranger’s basic bow shot flew at a fifth the speed of the Ranger’s own skills. It now matches them
  • Single Strike and Double Strike travelled at a third of the speed of an ordinary auto-attack. Fixed
  • Arcane Bolt and Frost Lance land about twice as fast — the Mage’s two workhorse spells felt sluggish next to everything else the class does
🗡

Skills and Weapons

  • A skill with no effect art of its own now fires your weapon’s projectile instead of firing nothing visible at all
  • Corruption Volley leaps first and fires from the air, the way it was always described
  • Power Slash, Arrow Rain and every additive glow in the game render correctly again — several were drawing as a black square once fog was switched on, and one was drawing at 1% opacity in the wrong colour

The Lumina Store, rebuilt

A new top tier, a better Legend, and cards that show their working.

✨

Genesis — the new top tier

  • US$99.99 for 13,000 Lumina — 9,000 base plus a 4,000 bonus
  • 22,000 on your first buy of the month, which is the best value in the store by a distance
  • Every tier now improves on the one below it per Lumina spent, all the way up. That was not true before
🏆

Legend got better, permanently

  • 6,000 Lumina instead of 5,000 — the base rose from 3,500 to 4,500 and the 1,500 bonus stayed
  • 10,500 on the first buy of the month, up from 8,500
  • Nothing was taken away to pay for it. Every other tier is unchanged
🔍

Cards that show their working

  • Every card now spells out the sum — “4,500 base ×2 + 1,500 bonus” instead of a total you had to reverse-engineer
  • The monthly first buy doubles the BASE only, never the bonus. That is why the numbers are what they are, and the card now says so
  • Hover any card for the full breakdown and what later buys that month give
🛠

And it fits on the screen

  • Tiers wrap onto as many rows as they need instead of running off the right edge behind a scrollbar
  • Packs and Outfits got the same treatment, and the panel is taller so nothing is cut off
  • Your mouse wheel scrolls the panel now, rather than zooming the camera behind it

Fixed

The ones worth naming.

🚪

Getting Stuck

  • Logging out inside the guild hall left you in an empty world on the way back in. Both routes out of the hall now clean up after themselves
  • A saved position outside the bounds of its own map no longer strands you — you are placed at the map’s spawn instead
  • You can stand on props in the open world at all now. The terrain height check was overruling everything you tried to climb onto
💳

Items and Numbers

  • Spending Elorite on a gear upgrade charged the ledger but not the warehouse copy, so your held total quietly drifted above what you actually owned
  • A two-hander’s gems were counted twice toward leaderboard Combat Power
  • Spirit Essence disagreed with itself — the pet screen said you had enough while the confirm said you did not
  • Opening an item on a storage card that had just been closed crashed the game
🧩

World and Interface

  • Dawnspire’s gate guards were greeting level 1–5 players in Forest Path, a continent away from the gate they guard
  • Monsters and other players could share a single animation set, which crashed the game outright
  • The guild panel’s titles were unreadable and contribution was somewhere nobody could find it
  • The Events panel links straight out to the calendar on the website
  • Full translations across every supported language, including all of the new life-skill and guild wording

Go and make something

The pickaxe is cheap. The rest is a long walk.