A dated log of player-visible changes to Tikal — new content, world events, and gameplay mechanics. For undocumented item/creature/quest details, see the crowdsourced Items, Bestiary, and Quests sections instead — this page is for changes, not the full catalogue.
- 2026-10-06 — Preview: Defense of Tikal's Cities. A free Thursday siege event is in development: rally at the threatened mainland town, fight through three phases in level-banded battlefields, and earn Defender Marks for a house banner, outfit trim, or title. The 13:00 and 19:00 Kingdom-time windows, rewards, and alternate-history background are described in Events. The event is not live yet; this is an advance preview, not a gameplay release.
- 2026-10-04 — Twelve map-specific journeys await, from Mayahuel to Sunstone Crown. Eleven new stories bring local mysteries, rescues, and discoveries to the kingdom; Tikal's Feast of Empty Plates has a reworked early approach. Follow local clues and your Quest Log. Twelve Journeys Across Tikal names each quest's map and starting level without revealing exact locations or solutions.
- 2026-10-03 — A wider world awaits. Yaxha Road, Four Winds Terrace, Star Cenote, and Sunstone Crown are open to players, with new landscapes and places to explore. See A Wider World Awaits for the four-region overview.
- 2026-10-01 — The Jade Road is open. After choosing a vocation at level 8+, meet the Waykeeper near Palm Haven. Scout the ward, claim a Warden's Contract, and face the Waybreaker in the Road Sanctuary solo or with a same-tier party. Root, Flood, and Eclipse fronts rotate every Monday UTC; each account can add up to 30 points a week toward lighting the shared wards. The permanent story grants a jade outfit trim and Roadkeeper title. Weekly sanctuary claims grant modest supplies, with cosmetic looks at 3 and 9 clears and a Roadkeeper Lantern at 18. Contributors can claim a house stela when their front reaches its shared target. Every chapter and tier is free. See The Jade Road.
- 2026-09-17 — Ancient Jade no longer needs a Jade Pick first. Jade Vein wants Mining 40 and an Obsidian Pick — Ancient Jade is an uncommon drop there, so you can craft the Jade Pick afterwards. The Jade Pick still opens Stellar Crystal and Obsidian Deposit. See Crafts, Harvest & Codex of Deeds.
- 2026-09-15 — Player fights use the same hit as a hunt, then half. A spell that floated 1,800 on a monster no longer drops to ~500 on a player from extra vocation cuts. Same-level PvP is 50% of the hunt number — classic Tibia — with no extra Sky Sorcerer, Eagle Paladin, or Jaguar Knight PvP-only damage trim. Attack spells still share a full 2-second lock in player fights (hunts stay snappier). Heals and health potions while marked stay at 50% so potting cannot out-run that sponge. See PvP & Skull System and Vocation Balance.
- 2026-09-14 — Raw Obsidian, the Portable Crafting Kit, and Kawil in Sun Ridge.
Raw Obsidian can drop from Obsidian Spires with an Iron Pick at Mining 25 — you no longer need an Obsidian Pick first. The drop is still rare.
The Portable Crafting Kit is sold by Gundra the Merchant in each island capital (and by Ixtab on Mayahuel) for 2,500 gp. Use it from your bag to craft T1–T2 cooking, smithing, jewelry, tools, and consumables in the field (Premium kit up to T3). The kit is not consumed.
Kawil in Sun Ridge (Xibalba) now stands on the temple plaza with the other vocation shops, so you do not walk around the mountain for potions — that layout ships with the next map update. See Crafts, Harvest & Codex of Deeds and NPCs.
- 2026-09-14 — Five unique relic halls wait to be found. Each has its own puzzle, unique boss, and a hoard relic that never drops, shops, or crafts — once per character. Feast of Empty Plates, The Twin Seals, The Last Ferry, The Inverted Pyramid, and The Serpent That Eats Its Shadow. The Quest Log is the walkthrough; we will not pin the caves. See Five Unique Relic Halls.
- 2026-09-13 — Sun Coin, a worn Jade Lantern, and rare house trophies.
Sun Coin is a 1,000,000 gp disc (100 Obsidian). Exchange it at a vault keeper. Creatures never drop the coin itself.
Jade Lantern still decorates a house; Premium hunters can also Equip it in the ammunition slot for a jade-green light that does not burn out.
Rare house trophies (about 0.10%) can drop on themed hunts and are not sold in shops: Stuffed Jaguar, Quetzal Doll, Maize Doll, Jade Blossom, Ballcourt Figurine, and Painted Skull. See Currency & Tikal Coins, Getting a House, and the Bestiary.
- 2026-09-13 — Sell rares, find halls, wear a look you crafted.
Gundra and the Obsidian Trader now pay full catalogue value for Midnight Pelt, Golden Hide, Tzitzimitl Claw, Apex Skull, and the four world-boss corpse uniques. Leftover weapons and armor are still 40% at the Trader. The Events banner says Obsidian Trader is in {city} today.
Jaguar Knight set amulets fill the missing rungs (same corpses as the other callings). Each Court world-boss corpse can drop one named rare (~1.5%) — Godking's Circlet, Wyrm's Noon Scale, Night-Titan Heart, Leviathan's Pearl — not another dye in the tribute chest.
Five unique relic halls are live: Feast of Empty Plates and The Twin Seals on Tikal, The Last Ferry on Uxmal, The Inverted Pyramid on Nakum, The Serpent That Eats Its Shadow on Coban.
Craft Jaguar Warrior, Maize Warden, Xibalba Adept, or Obsidian Guardian look kits at Itzel the Smith (T4 Jewelry — trophies plus Obsidian Coins). Using a kit unlocks that look in Set Outfit. See NPCs, Events, Quests, and Crafts & Harvest.
- 2026-09-13 — Tired hunts start at 14 hours again. Full kill XP lasts until 14 hours left on the stamina bar — leftover hours still hunt at half XP, and loot and skills never drop. The short 34-hour tired line is gone. Skills → Character shows a one-line reminder. See Hunting Stamina & Rest.
- 2026-09-13 — Vault provisioners sell Supreme potions. The lobby Provisioner in Xibalba Depths and the Seventh Sky Bastion now sells Supreme Health Potion (500 gp) and Supreme Mana Potion (450 gp), along with Great and Ultimate bottles — the same prices as city shops — so a hunt can restock without walking back to the mainland. See Trials of the Seventh Sky and Levels 250–300.
- 2026-09-13 — Phone health and mana bars stay full-width. On mobile, the HP and mana tracks no longer shrink when you are wounded and grow while you heal. Landscape still uses the compact top-left size so the walk zone stays open. Desktop sidebar bars are unchanged.
- 2026-09-12 — Set waypoint tells you when it can walk. In the Quest Log, the map pin is turquoise when you are close enough for auto-walk to start, and gray when the place is still far or on another floor. Tapping it still drops a pin on your map either way. See Quests.
- 2026-09-12 — Thicket Snare slows them before they reach you. Serpent's Coil and Thicket Snare now cut a foe's walk the moment the vines land — you do not have to wait for them to hit you first. Creatures closing in or walking back to spawn are slowed the same way. They can still attack. See Jade Druid Spells.
- 2026-09-12 — Magic Shield takes mana, not health. Astral Toll and Verdant Toll drain your mana one-for-one when you are hit — in hunts and in player fights — until the well is empty. Health only moves after that leftover. You still cannot wear a Ward at the same time. See Sky Sorcerer Spells and Jade Druid Spells.
- 2026-09-12 — The kingdom keeps two evenings now. Must-play events fire at 13:00 and 19:00 Kingdom time (Mexico City) — Europe's evening, then the Americas. Monday Stone Brute Warband, Tuesday Cenote Tide, Thursday Tianguis of Kukulkan, Friday Ballcourt Night, last Saturday Wayeb Unbound, and New Fire from January 1. Jade Hour and Night of Xibalba share Saturday on purpose. The Night Titan moved to the 20th. Jade Serpent and invasion bosses leave a weekly tribute chest at the capital temple. There is no daily world XP hour. See Events.
- 2026-09-12 — Xibalba hunts are meant to be huntable again. High-end packs no longer dump every attack the moment you step in, and a single swing is capped around one Supreme Health Potion (Apex elites still hit harder). Gold purses on the strongest prey climb instead of sharing one purse with the band below, Remaking+ set pieces drop about 2%, and those corpses can restock Supreme Health and Mana potions. Kill experience is unchanged — this is a fairer fight, not a faster ladder. See Levels 250–300 and the Bestiary.
- 2026-09-10 — Choose how Auto-attack picks a target. Space and the Auto-attack button lock the nearest creature on screen again. Open Options → Auto-attack target if you want Cycle instead: first press still locks nearest, later presses rotate through creatures in view.
- 2026-09-10 — Better supplies, tanking, charm setups, and house style.
Daily Offering supplies now scale with the highest-level character on your account, while day 7 still grants the five-day Premium pass (or the +25% EXP scroll after the pass). Selected Sorcerer robes now add a modest maximum-mana bonus without raising Magic Level.
Promoted Jaguar Knights can learn Jaguar's Command, a free radius-3 challenge that fixes up to eight visible nearby creatures on the caster for eight seconds. It never pulls or teleports them; Premium only gives the roar a richer visual.
Nahual Charm bindings cannot be changed during combat. Every character can save one binding loadout; Premium adds three convenience slots, and saved sets remain remembered if Premium lapses.
Ground item piles now show up to three fanned items, and the Inventory paperdoll previews worn gear, charges, and effects. The Patron's Loom also gains unique decorative art and recipes for Jade Lantern, Obsidian Candle, Tikal Champion Banner, Quetzal Mosaic Tile, Patron's Serpent Throne, and Moon Jaguar Rug — all cosmetic, with no combat stats.
- 2026-09-10 — New crafting recipes and a starter charm.
Hunter's Stew and Pelt Salve are now craftable at any crafting bench (T2 Cooking and Consumable tabs). Hunter's Stew uses wild meat and foraged herbs — a camp meal that lasts twice as long as roast meat. Pelt Salve turns wolf pelts and common herbs into a decent field poultice.
Serpent's Eye is a new Nahual Charm that costs only 100 Charm Points — the cheapest in the catalogue. It grants +1 health and +1 mana every regeneration tick, always active, stackable with Jade Heart. A mid-game hunter who has milestoned five or six common creatures can unlock it without grinding to the Warden's higher-tier rewards.
The Tasks button now shows a red badge when contracts are fully completed but unclaimed — no more missed rewards because you forgot to open the Warden window.
- 2026-09-10 — QoL: quieter spells, mute groups, next target, and a worn lantern.
Spell sounds are quieter. Options → Sound still mutes every effect; you can also mute Combat, Spells, UI, or Loot and shops on their own.
Windows launcher: Ctrl+scroll and Ctrl + / − / 0 zoom the whole window (75–150%).
Hover a skill or XP bar to see progress to two decimal places (for example 65.74%).
Space and Auto-attack still lock the nearest creature; press again to cycle to the next one.
Ctrl+WASD or Ctrl+arrows turns in place without walking.
Season ranks 2–3 who already unlocked Outfit Dye receive a Name Color Unlock Scroll instead of a second dye.
The Roadmap is on the character-select screen (voting is still Premium).
Torch and other lanterns: Equip in the ammunition slot for a steady light (anyone not using a bow). Using one from the bag still burns it for a timed glow.
- 2026-09-09 — Protection zones stop the fight. Walking into a sanctuary while attacking a creature now drops your lock immediately — auto-attacks no longer keep firing from the cobblestones. Creatures that chase you to the temple edge walk back to their spawn instead of freezing at the line. Hitting a creature already standing on sanctuary ground is also refused. Practice dummies and world-event invaders on a shrine are unchanged. See PvP & Skull System.
- 2026-09-08 — Clearer item names in the shop and inventory. Every special consumable and scroll now has a name that tells you exactly what it does. Examples: Gold to Jade Exchange Scroll, Jade to Obsidian Exchange Scroll, Return to House Scroll, Devotee's Armor Amulet, Mana Restore Tonic (30%), +15% Physical Resist Salve (90s), Binding Point Teleport Flask, and Major Protection Elixir (10min). All effects and stats are unchanged — only the names are now explicit.
- 2026-09-08 — Skills is three tabs now. Open Skills and pick Character, Combat, or Gathering instead of scrolling one long list. Character is vocation, HP, stamina, and blessings. Combat is magic and weapon skills (green +N gear bonuses still show there). Gathering shows mining, foraging, and herbalism, the materials each skill level unlocks, and View all materials. See Crafts, Harvest & Codex of Deeds.
- 2026-09-08 — Share your adventurer. Every character has a live public page at tikal.online/rankings — tap a name, or open
https://tikal.online/players/YourName. The profile shows your current in-game outfit, Temple Honours title, level, magic, player kills, creatures defeated, skills, guild, and recent deaths. A PvP killer's name is a link to their page. Sharing on X, Facebook, or WhatsApp posts a branded banner with the Tikal emblem and your outfit. Mining, Foraging, Herbalism, and Season now have names on the public Rankings board in every language.
- 2026-09-08 — New: Market Wanted — post a buy order and let sellers come to you. Open the Market at any vault keeper and tap Wanted. Premium hunters can post a standing buy: pick the item, set the max price in gp, and that gold is held until someone fills the order or you cancel. Listings and wants share one slot pool — 5 for free accounts, 100 with Premium. Free hunters can still tap Sell to buyer on anyone's want and get paid instantly; posting your own want is Premium. Stackables can fill in parts, and gold or items still arrive if you are offline. See Premium and Currency & Tikal Coins.
- 2026-09-07 — New: Materials Compendium and Recipe Book. Not sure where to find a material? Open the Materials Compendium from the Craft window (tap ?) or the Skills window (View all materials) to see every gathered or crafted ingredient and exactly where it comes from. The Recipe Book (Inventory → Recipe Book) lists every known recipe, any tier, so you can plan ahead even away from a crafter NPC.
Quest objectives that ask you to collect a raw material now show where to find it, and item rewards that double as crafting ingredients get a small "also craftable" note.
Gathering something for the first time now points you toward crafting. Logging back in shows a quick recap of the XP, skill levels, and crafts from your last session.
See Crafts, Harvest & Codex of Deeds for the full where-to-find-materials table.
- 2026-09-07 — Patron bounties, shops, houses, wiki links, and Coban pits.
Patron's Bounty no longer marks every contract as already claimed — turn in a finished bounty as usual.
NPC merchants sell more than a thousand of one item (up to 10,000). Gold and carry weight are still the real limits.
The house rent / re-list strip leaves the screen when you walk out the door.
Bestiary drop links go to the right item. Worldroot Robe is Worldroot Robe, not Eternity Greaves.
Coban deepest cavern: a hidden wall in a starlit passage is gone. Void rifts now read as dark pits with a pale shore, not as floor you walk into.
- 2026-09-03 — Vocation shops stock the calling's kit through level 100. Itzel the Smith, Balam the Hunter, Kawil the Sky Sorcerer, and Ixchel the Jade Druid now sell the core weapons and armor from jaguar / emberweave / terra up through Golden Plate, Golden Scout, Archmage, High Druid, and the Serpent / Sunfire / Quetzal weapons — at the catalogue price. Say trade in any mainland city. Named hunt relics (Bloodstone, Skyborn, dungeon vault pieces, and the like) stay on the hunt or the player market. An empty bazaar points you at the shops. See NPCs and Currency & Tikal Coins.
- 2026-09-03 — Jungle trees no longer need a Hardwood Hatchet. Chop them with a Flint Hatchet (Foraging 10) — Hardwood is a common drop there, so you can gather the material before you craft the upgrade. Ordinary trees and pines also drop Hardwood uncommonly from Foraging 12. The Hardwood Hatchet is for bamboo. See Crafts, Harvest & Codex of Deeds.
- 2026-09-03 — Finished weapons and armor drop less often — craft them, or buy them. Gold, food, and materials on a corpse did not change. Finished gear is scarcer so a hunt pays materials and the player market has something worth listing. Itzel the Smith now forges full sets for every calling: leather and scout kit, chain and iron, plate and mystic/grove robes, jaguar / emberweave / terra, crusader and archmage, through Serpent Blade, Sunray Spear, Wand of the Sun, Rainsong Rod, and the level 100 signature weapons. Bring harvested ore, hides, and crystals. See Crafts, Harvest & Codex of Deeds and Items.
- 2026-09-03 — Knights fight harder — and PvP is more decisive across the board.
Knights deal more damage when using War Magic. War Magic spells (Fierce Berserk, Groundshaker, and similar area attacks) now benefit from the Knight’s combat mastery, scaling with the same training that makes their melee deadly. Solo Knights will notice faster clears on dense packs. Party damage contribution is higher too. Defense, HP, and survivability are unchanged — the class is still the best tank in the game.
Fights in PvP resolve more cleanly. A set of under-the-hood adjustments brings all PvP combat closer to how Tibia’s original design intended: damage, self-healing, and potions now follow a single consistent rule during player-versus-player encounters. The result is that drawn-out standoffs are less common and the outcome of a duel reflects skill and preparation rather than who can drink potions longer. No vocation was removed from viability — every class can win against every other class.
- 2026-09-02 — Obsidian Spire now drops Raw Obsidian more reliably. The node already required Mining 25 and a T4 pick — but the Raw Obsidian drop was only 5%, which made it feel broken. It is now a 20% (rare) chance once you meet the skill and tool requirements. If you have not unlocked T4 tools yet, Lava Rock and the Obsidian Shard node (both Mining 28, T4) are the primary Raw Obsidian sources. The Obsidian Deposit is a Premium-zone node that requires Mining 55 and a Jade Pick (T5). Item pages on the wiki now show any extra skill or tool requirements for each harvest source so the gates are visible upfront.
- 2026-09-01 — The weekly dungeon hoard skips what you already own — including +enchant upgrades, house chests, and market listings. Xibalba Depths (level 200) and the Seventh Sky Bastion (level 300) still rotate one piece of your calling's sealed set each week. They now also skip a piece you wear as +N, keep in a house chest, or have listed on the market. Extra copies still start only after the set is complete. Rings still drop on the open roads.
Champion of the Season is at the temple. Rank 1 of the monthly ladder wears Champion of the Season from Temple → Honours (look-at). The backpack Rare Outfit Colors Scroll and Guild Sunfire Banner Scroll are the same unlocks as the NPC / Premium scrolls, granted soulbound and free. 2nd and 3rd: the dye only. See Trials of the Seventh Sky, Temple: Blessings & Honours, and Warden's Contracts.
- 2026-09-02 — Quests pay fairly — and high-HP creatures drop gold that covers your potions.
Quest rewards raised. Relic quest kits (Jade Serpent Seal, Obsidian Blade, Feathered Crown, and others) now grant roughly 80% of a level's worth of experience on completion — up from 35%. At the old rate a quest took 30–90 minutes with a boss fight but paid only 10–14 minutes of hunting equivalent, so most players skipped them. The new rate still keeps quests below raw hunting (they are once-per-character), but makes completing them worth your time.
High-HP creature gold fixed. Deep-cave tanks — creatures with very high HP relative to their base experience — now drop gold proportional to what they actually cost to kill. A creature that burns through as many potions as a dragon will now drop a comparable purse.
Dungeon corridors widened to 3 tiles. Underground passages are now one tile wider. On mobile, 2-tile corridors left no room to sidestep a monster; the extra tile lets you walk around without losing a combat round.
- 2026-08-31 — A server update no longer seals you in a crypt. Lever doors in halls like Crypts of the Pale Moon used to slam shut on restart, with the levers on the floor above. If you are already past that slab and cannot reach the stairs, logging in (or a live map reload) opens the door so you can walk out. Walking into the closed door also lets you through. Hunters who can still reach the stairs still have to pull the levers. Unstuck still will not fire while a mummy is in the room.
- 2026-08-31 — Xibalba Depths and the Seventh Sky Bastion take one hunter or a party. Step through the portal by the capital temple at level 200 (Xibalba) or 300 (Bastion) alone for a private instance, or with a fellowship. Nearby underleveled mates still block a grouped run.
The weekly hoard rotates your calling's full sealed set and skips pieces you already carry (bag, depot, or paperdoll). Extra copies cycle for the market once the set is complete — you will not pull the same Horizon Bow three weeks while the rest of Horizon is missing. Unmaking and Worldroot armor now come from the Xibalba hoard only, like Horizon and Eternity. Rings still drop on the open roads. See Trials of the Seventh Sky and Amulets & Rings.
- 2026-08-31 — Learned spells stay live — a stronger ward, haste, or snare no longer greys the older one. Jaguar Guard still casts next to Iron Hide, Fleet of Foot still covers the haste gap, and Serpent's Coil still casts next to Thicket Snare. Solar Cataclysm (level 60, 200 mana) stays the cheaper sun-fire pack; Frostfire Nova (320 mana) hits harder and is the same fire element, so both buttons stay on the bar.
Only the weapon greys a learned conjure. With a bow, bolt and spear conjures stay listed with Equip a weapon that uses bolts / spears — switch to a crossbow or spear and they light up. Empty hands still let you stock a bag. See Jaguar Knight Spells, Eagle Paladin Spells, Sky Sorcerer Spells, Jade Druid Spells, and Vocation Balance.
- 2026-08-31 — World bosses pay everyone who actually fought — and chat no longer hides a guild ping behind loot. Connected hunters who dealt at least 0.5% of a Court boss's maximum health (minimum 500) receive 2500 gold and 1 Eternity Shard in the backpack when the Godking, Seventh-Sky Wyrm, Night Titan, or Cloud Leviathan dies. The unique on the corpse is still first-come. The weekly tribute chest did not change. Ordinary hunts never pay this pouch.
The three lines over the world now pin the last two talk messages (Global, Trade, Help, language rooms, Party, Guild, whispers) and the last system line (loot, info, look — never combat hits; those stay as numbers on the canvas). Loot no longer pushes a guildmate off the screen. See Events and Chat.
- 2026-08-31 — Charm bands are the creature's exp. The Bestiary table on Warden's Contracts now lists the experience cutoffs: Common under 300, Tough 300–2,999, Elite 3,000–19,999, Apex 20,000+. Look up the exp on the creature's bestiary page. Gold-named Apex elites are a different spawn — they count fivefold toward that species, they do not change its band.
- 2026-08-31 — Your name can wear Maya color. Premium (and Game Masters) pick Jade Glyph, Sun Gold, Obsidian Night, Quetzal Plume, Terracotta Sun, or Cenote Turquoise from Set outfit → Nameplates — the letters of your overhead name take that ink. Party, war, and GM tints still win in a fight; then the cosmetic is a thin bar under the name. Free hunters can buy the same colors for life with the Coin Shop Name Color Unlock Scroll (180 Tikal Coins, soulbound). If Premium lapses without the scroll, the color hides until you subscribe again. Look-only, never combat. See Premium and Currency & Tikal Coins.
- 2026-08-31 — Single-target spells beat their same-mana whirl. Titan's Blow and Quake of Kukulkan both cost 160 mana, but the whirl used to hit harder on one target — so knights never pressed the blow. The same fix landed for Obsidian Edge vs Roar of the Jaguar (both 70) and Piercing Light vs Wrath of Itzamna (both 220).
Cheap fillers stay cheap. Storm Lance is 50 mana (was 90) so it is not a twin of Serpent's Spark. Ice Shards is 300 mana so Moonfrost stays the cheaper ice strike. Serpent's Coil unlocks at level 22, before the promotion snare.
The spellbook does not hide them. A stronger ward, haste, or nova you already know greys the older spell with Replaced by …. A paladin conjure that does not match the bow, crossbow, or spear in hand greys with needs arrows / bolts / spears. Assign still works. See Jaguar Knight Spells, Eagle Paladin Spells, Sky Sorcerer Spells, Jade Druid Spells, and Vocation Balance.
- 2026-08-31 — Shops sell Torches for caves and night. Buy a Torch for 30 gold from Ixtab on Mayahuel, Elder Tomas in every village, or Gundra in each capital. NPCs do not buy them back. Use one from the bag to kindle 10 minutes of light at 7 tiles — longer than Sunbead Glow, a bit shorter than Kinich's Beacon. You can also craft a Wooden Torch or Reed Torch, or a Cave Lantern for a wider 20-minute burn. See Tools and Universal Prayers.
- 2026-08-31 — Dying as an attacker starts a clean life. If you opened on someone and died without killing them, your white skull drops and they can no longer hunt you without earning a mark of their own. Killing you again while you are unmarked is unjustified — they get the white skull. Only a skull from an actual unjustified kill lasts through death. Locking a target without landing a hit does not count as attacking. See PvP & Skull System.
- 2026-08-31 — Sky Sorcerer player fights are less one-sided. Two nukes in a row used to take most of a paladin's health before they could drink, while Astral Toll hid the mage's bar behind mana. Sorcerer attack spells now deal about three-quarters of their hunt damage against players. Magic Shield still spends mana to save you, but a slice of each PvP hit also lands on health — spears show red numbers, not only blue mana. Hunting monsters did not change. See Vocation Balance and PvP & Skull System.
- 2026-08-31 — Caves and night last a hunt, not a minute. Sunbead Glow is still the free prayer every adventurer knows from level 1 (10 mana), but it now burns 6 minutes 10 seconds at 6 tiles — it used to fade after a minute and a half. A spell teacher sells Kinich's Beacon at level 13 (60 mana, 500 gp, every calling) for 8 tiles and 11 minutes 35 seconds, and Itzamna's Daylight at level 26 (140 mana, 1600 gp, Sky Sorcerer and Jade Druid) for 9 tiles and 33 minutes 10 seconds. See Universal Prayers, Sky Sorcerer Spells, and Jade Druid Spells.
- 2026-08-29 — Early Jaguar whirls recast faster. Whirling Macuahuitl (level 20) is now 2 seconds (was 3). Roar of the Jaguar (level 35) is now 3 seconds (was 4). Earthshaker, Quake of Kukulkan, Titan's Wrath, and Elder Jaguar's Rampage stay 5 seconds. Single-target stabs did not change. Mages still own pack DPS. See Jaguar Knight Spells and Vocation Balance.
- 2026-08-29 — Party hunts pay tanks the same as mages — and mix callings for a bigger pot. Nearby party members who are actively hunting still split kill experience evenly: a Jaguar Knight holding the pack is paid the same as the Sky Sorcerer burning it. The old +10% per extra hunter is gone. The pot now grows with how many different callings share the kill, like classic Tibia: +20% for one calling, +30% for two, +60% for three, +100% for all four, then that pot is split evenly. Unsworn rookies do not count. Solo kills did not change. Hunters outside the party who damaged the creature still earn a cut sized to their own damage. See Vocation Balance.
- 2026-08-29 — Premium halves Nahual Charm costs — and converts what you already paid. Free hunters still unlock every charm (none are Premium-only) at twice the catalogue. When you become Premium, leftover Charm Points are restored as if you had paid the 1× price all along, and the Charms tab updates on the spot. A lapsed pass does not take unlocked charms or reprice what you already spent; new unlocks go back to 2×. See Warden's Contracts and Premium.
- 2026-08-29 — Three new Nahual Charms. Leftover Charm Points after the first eight spirits now buy a second hunt: Cenote's Drink (800 — drink 8% of the damage you deal to your bound prey as mana, weapons and spells), Xtabay's Veil (900 — 10% chance a blow from that prey never lands), and Kisin's Tithe (1000 — each non-gold drop on that corpse has a 25% chance to yield one extra). All three bind to one kind of prey, same as Jaguar's Bite. The full set is 6700 points. See Warden's Contracts.
- 2026-08-29 — Eagle Paladins can conjure Burst Arrows — and a wider Sunstone Arrow for packs. Burst Arrow (level 15, 14 attack) still detonates in a 3×3 around the mark. Conjure Burst Arrows makes 8 for 60 mana. Sunstone Arrow (level 90, 28 attack) blooms across 21 tiles (a 5×5 with the far corners left out). Conjure Sunstone Arrows makes 8 for 80 mana (20,000 gp to learn). Balam sells both (18 gp / 24 gp). Splash hits creatures only, never players, and it is weaker per target than same-level single-target ammo (Arrow 20 / Star Arrow 42) — pack coverage, not a DPS upgrade. See Eagle Paladin Spells, Burst Arrow, and Sunstone Arrow.
- 2026-08-29 — You are not in the hunt until loading finishes. Logging in used to place your character on the tile — and in the fight — while the loading screen was still up, so a pack or a fire field could kill you before you saw the map. You now stay safe until the ground around you has loaded, then you appear. Closing the app in the middle of a fight still leaves a body; this is only the loader.
- 2026-08-28 — Jaguar Knights hunt like a tank again. Pack hunts felt harder than paladin and mage because mobile has no fight-stance picker, every calling shared one slow HP trickle, melee autos could roll 0, and whirls left a Hydra on a sliver.
Health comes back by calling. Regen ticks every 3 seconds. A promoted Jaguar Knight mends 15 HP per tick (~5 HP/s in a fight); paladin 10; mage 8. Unpromoted is slower (knight 5, paladin 4, mage 3). The second oath adds +1. Resting out of combat still triples that. Rings and charms stack on top.
Hunts use a defensive shield; player fights do not. There is no stance button on a phone. Against monsters your shield blocks like classic defensive, and your autos swing like balanced. Against players you still swing offensive and block balanced. Wands and spells ignore stance.
Melee autos vs monsters never tap 0. A sword roll is at least 10% of its max (paladin spears stay at 20%). Against players melee can still roll from 0, like classic Tibia.
Whirls finish the leftover box. Area war-magic steps toward classic Berserk / Fierce Berserk. Titan's Wrath at level 130 with Battle Fury still drops a Hydra-sized pack on one spin. Single-target stabs did not change. Mages still own pack DPS; paladin holy still owns the hunter nuke.
See Vocation Balance and Jaguar Knight Spells.
- 2026-08-28 — Honest PvP across a level gap — and no depot kite on Balam. Same-level fights still deal 45% damage (classic Tibia is 50%). Hitting someone well below your level — the same band the newbie shield uses, below your level × 0.67 — now lands at full strength. A 75 who opens on a 220 no longer keeps the same-bracket sponge; a 205 knight versus a 70 mage neither. Mana potions in that band also take the same 80% trim health potions already had in player combat.
Full PvP worlds (Balam): while you are in a player fight you cannot walk or travel into a temple sanctuary. Hitting someone and sprinting to the depot is over. Mainland skull shrine rules did not change.
Hits, shields, and reflects still print in the System combat log. Deaths still record on your character — there is no per-swing database, same idea as Tibia. See PvP & Skull System, Balam (Demo), and Vocation Balance.
- 2026-08-28 — Gathering now needs tools — and better tools for richer nodes. Mining, foraging, and herbalism no longer work bare-handed. Carry a Flint Pick, Flint Hatchet, or Bone Sickle (pack or hand, like a Fishing Rod). Elder Tomas, Ixtab, Gundra, and Balam sell the T1 set next to the rod (~80 / 70 / 60 gp). Upgrade at Itzel the Smith: picks through Jade Pick, hatchets through Quetzal Hatchet, sickles through Jade Sickle. Copper, iron, and silver ingots sit between ore and those recipes.
Look at a rock, tree, or herb to see the skill and tool it asks for. A Flint Pick can still chip a boulder; Iron Ore from that boulder wants Mining 15 and a T2 pick. Jade Vein wants Mining 40 and a Jade Pick. Each tap waits 1.5 seconds. Better skill and a better tool raise extra-drop chances (never above 95%). Crafting recipes that name a gathering skill now actually check it (skills start at 10). See Crafts, Harvest & Codex of Deeds and Items.
- 2026-08-28 — Plaza visitors, honest holes, and a way out of a reset door. Fixes from this week's bug reports.
The Obsidian Trader stands beside the shrine, not on it. Visiting NPCs were sitting on the temple offering bowl — or missing when the protection zone was crowded. He now waits on a clear plaza tile next to the shrine. Today's city is still on the Events panel. See The Obsidian Trader.
If the tile looks like a hole, you go down. On Moonwell (Uxmal), one sewer hole shared a tile with mountain stairs, so walking it climbed. The art you see is the way you go.
Vault level gates stop at the door. The Comet Serpent Vault's level gate was covering the cave around the vault. The gate is the rooms behind the door, not the hallway outside. Other underground vaults use the same box.
Tap a closed switch door if a restart traps you. Crypts of the Pale Moon (and similar lever doors) close again when the server restarts. If there is no stair, hole, or portal you can reach, tap the closed door to walk through. Unstuck still will not fire while a mummy is in the room.
- 2026-08-27 — House auctions now complete on every island. A winning bid on Uxmal, Nakum, or another hunting isle could sit on the board after Sunday close — gold held, house still unowned. Weekly settle now awards every island together. If your bid already missed last Sunday, the house is granted as soon as this is live (you do not bid again). Auctions still close Sunday 20:00 Mexico City. See Getting a House.
- 2026-08-27 — Jaguar whirls finish the box. Titan's Wrath and Elder Jaguar's Rampage hit harder (~20%). A Hydra-sized pack dies on one spin at level 130 if Battle Fury is up, instead of living on a sliver until the next cooldown. Single-target war-magic, mage nukes, and earlier whirls (Earthshaker, Quake of Kukulkan) did not change. See Jaguar Knight Spells.
- 2026-08-26 — Hunting stamina is live. Every hero now has a 42-hour hunting pool in the Skills window. Fighting outside towns drains it one minute per minute; logging out fills it back. The top 3 hours are Rested (+25% kill XP); below 14 hours kills pay half; at empty they pay none. Loot, skills, quests and Warden's Contracts are unchanged. The Full Stamina Refill Scroll (Tikal Coins shop) refills the pool — 2 uses per UTC day. See Hunting Stamina & Rest.
- 2026-08-26 — Where to buy gear. Every mainland city has the four vocation shops: Itzel the Smith (knight steel), Balam the Hunter (paladin bows and spears), Kawil (sorcerer wands), Ixchel (druid rods). Gundra in each capital sells potions and food. Sage Mira sells spells; vault keepers sell Premium scrolls. Mayahuel has Ixtab only. Item pages now also list Bought from when a shop stocks a drop. See NPCs and Currency.
- 2026-08-26 — Wiki loot links and a hidden stair on Nakum. Creature pages now point at the item they name — Cloud Drake lists Sacred Plume instead of opening Raw Jade. Other bestiary loot links got the same refresh. On Nakum, one indoor stair you could walk but not see now shows its icon.
- 2026-08-26 — Where to sell leftover loot. City vocation shops still only buy what they stock. Gundra the Merchant in each island capital (Palm Haven on mainland Tikal) buys almost anything at a low price — about 20% of catalogue value — so leftover weapons, armor and trophies always have a taker. Specialists and the player market pay more; the daily Obsidian Trader pays better for leftover gear worth 100 gold or more. See NPCs and Currency.
- 2026-08-26 — Obsidian Retaliation now bounces the blow, not leftover HP. The Jaguar Knight reflect was taking 40% of whatever got through your armor — so a good tank vs wyverns saw 2–6 back when a 60-point hit should have been about 24. Your math was right. It now returns 40% of the incoming blow (before armor, shield, and ward). Against players it is still 20% of the damage you actually take, so standing still does not outpace fighting. See Jaguar Knight Spells and Vocation Balance.
- 2026-08-25 — Beginner guides match the live map. New characters wake in Stone Terrace on Mayahuel, swear with Daykeeper Itzel at level 8, and arrive in Palm Haven — the live capital of nine mainland cities. Sage Mira teaches spells and promotion in every mainland temple (not only one pyramid). Uxmal and Nakum are free islands; only Coban, Palenque and Xibalba need Premium. Court world bosses spawn on mainland Tikal; the Events panel names the nearest town. There is no Lost Amulet quest — open Quests on the toolbar. Older names (Yaxalún, Ch'en Muyal, Cobá) are gone from the map. See Getting Started, Events, NPCs, and Getting a House.
- 2026-08-25 — Steel and sun hit a little harder. Jaguar Knight war-magic and Eagle Paladin holy now deal more damage (~15% on the mid-book, a bit less on late knight war-magic). Paladin obsidian spears get a smaller bump and stay below holy in the same bracket. Armor, fighting skill, and needing a melee weapon did not change — this is a feel pass, not the old magic-level cheat coming back. Mage nukes, auto-attacks, and heals are unchanged. See Honest Steel, Jaguar Knight Spells, Eagle Paladin Spells, and Vocation Balance.
- 2026-08-25 — Why steel magic changed — a guide in four languages. Jaguar Knights and Eagle Paladins: your character is not broken. The old physical-spell formula said magic but ran on character level and skipped armor — a bug people got used to, not a vocation perk. Getting used to it is not a reason to keep it. War-magic now follows the weapon and fighting skill you train; physical spells meet armor; holy and mage elements still skip it. Same logic Tibia uses for melee vocations. Autos and paladin holy were not nerfed.
Read it: Honest Steel · Español · Português · Polski. Also Vocation Balance.
- 2026-08-25 — Honest steel, honest hunting. Four combat changes ship together so every calling hunts under the same rules — not just the fastest tap.
Hunt spells wait three-quarters of a second. After you cast an attack spell or use an attack rune on a creature, your other attack buttons rest for 0.75 seconds (they used to lift at 0.5). Fighting another player is unchanged: the full 2 second shared lock still stops burst dumps. Auto-attacks keep their own rhythm.
Why 0.75, not a sticky bar and not a full swing of waiting: half a second let a mage empty several different nukes between two sword swings, so the spellbook outran the people who actually stand in melee. Waiting a whole swing on every hunting cast made the attack bar look dead on a phone. Three-quarters of a second is the middle — you still weave, you just choose the next button instead of mashing every icon that is off cooldown. Knights and paladins keep swinging while they wait. Mages still own pack magic; they spend mana on purpose.
Physical attack spells now care about armor. Jaguar Knight war-magic and the paladin obsidian spears lose damage to a creature's (or a player's) armor, the same way a melee hit does. Shields still do not block those spells. Holy, fire, energy, earth, ice, and death spells are unchanged — that is how mages and sun-hunters crack a plated hide. A golem in stone should not eat a whirl the way a rat does. Knights who train fighting skill and wear steel see their autos and their war-magic respect the same hide.
Obsidian spears follow your aim, not your bow's stamp. Paladin physical spells (Obsidian Spear, Obsidian Talon, Atlatl Storm, Obsidian Heartseeker) scale with distance skill. A heavier bow no longer inflates those casts. Holy remains the stronger line in the same bracket; obsidian is the honest answer when something wards the sun. Your auto-shots still use the weapon. Training the skill you hunt with makes the backup line better for everyone who did the work — not only the hunter who bought the biggest launcher.
War-magic needs a blade in your hand. Jaguar Knights cannot whirl, jab, or slam empty-handed, with a bow, or with a wand. Equip a sword, axe, or club. The hotbar greys until you do. Paladin spears are willed into flight and do not need a weapon. Steel magic is the steel you are holding.
Who this is for. Knights: identity is the weapon — required to cast, multiplied into war-magic, tested against armor. Paladins: still the hunting experience leaders; holy and range stay the domain; obsidian stays a real holy-immune button without turning the spellbook into a gear check. Mages: still the pack-clear crown and the answer to armor (elements ignore it); the slower weave is the tax for that power, not a two-second freeze. Everyone in player combat: burst rules did not move.
See Jaguar Knight Spells, Eagle Paladin Spells, Vocation Balance, and PvP.
- 2026-08-25 — Balam on the hunting ladder. Balam (Demo) (level 50–150, Full PvP) is now listed on the Hunting Guide island table and in the matching level bands, and on the Worlds & Regions summary table. It remains a demo island — layout and hunts may still change.
- 2026-08-25 — Quests wiki. Region Hunts is now a directory into each island's world guide (named camps and regional contracts already live there — for example Mayahuel). Story Quests lists the authored journeys instead of empty Quest #01 stubs.
- 2026-08-25 — Wiki housekeeping. The Balam (Demo) world guide now lives at Balam (Demo) — the old
/worlds/uxmal-2 URL still points there. Region Hunts lists only the live worlds: Mayahuel, Tikal, Uxmal, Nakum, Coban, Palenque, and Xibalba.
- 2026-08-25 — Magic Shield recast now scales with your level — the shield itself is unchanged. Astral Toll and Verdant Toll still last 120 seconds, still refresh in the last 10 seconds, and still turn incoming damage into mana 1:1 until the well runs dry. Ward is still mutually exclusive with it.
What changed is only the price to turn the shield on. It stays 300 mana at level 65 (about 17% of a mage bar). After that it grows by 4 mana per level — 440 at 100, 640 at 150, 840 at 200 — so the recast stays around 14–17% of your pool instead of shrinking to a rounding error on a late-game bar.
Why this is the right change, and why we did not copy the haste nerf: haste is a travel burst, so a gap between casts is fair — you are not supposed to walk at haste speed forever. Magic Shield is a defensive maintain whose real tax is already the mana it spends when you get hit (the same mana you need for the next nuke or heal). Cutting its duration or forcing it off mid-hunt would punish the calling that already pays for every absorbed blow. A flat 300 on a 5,000+ mana bar was the opposite problem — a free always-on toggle. Growing the recast with your level keeps the on-switch honest without making the shield worse at the job it has.
See Sky Sorcerer Spells, Jade Druid Spells, Vocation Balance, and PvP.
- 2026-08-25 — Balam (Demo) — the Full PvP crimson frontier is now documented as a demo island (level 50–150). War-camps field Twilight Seraph, Chaac, and Ix Chel; named wilds run from Rotwater to Vapourwood. See Balam (Demo) and PvP & Skull System.
- 2026-08-24 — Cinder Rat and Ember Lizard. Lava and inferno wastes now have their own vermin: Cinder Rat and Ember Lizard. They drop Cinder Pelt and Ember Scale — cheap hunter trophies (Gundra, Balam, and Itzel buy the scale). Look for them on newly generated lava/inferno Heartlands; existing islands keep their old spawn lists until those maps are rebuilt.
- 2026-08-24 — Balam (Beta) — a crimson frontier of the Kingdom of the Jade Serpent, now documented as a beta island with Full PvP allowed (no skulls or frags; dying still drops loot and costs experience). Two cities, Jade Landing and Yaxalún, plus war-camps and named wilds from Rotwater to Vapourwood. See Balam (Beta) and PvP & Skull System.
- 2026-08-24 — Full PvP worlds. Some islands turn off the skull system: no mark, no frags, no shrine ban or travel surcharge, and you attack with a single tap. Dying still drops your bag and worn gear and still costs experience and skills — unlike a Battle Arena. A skull you earned elsewhere is hidden here, not washed. Teleport portals also refuse to fire while you are in a fight, on every map. See PvP & Skull System.
- 2026-08-24 — Party dungeon vaults are not a random roll. The weekly hoard of Xibalba Depths (level 200) and the Seventh Sky Bastion (level 300) always pays your calling the same relic — extra copies are for the market. Xibalba: Knight — Eternity Blade; Paladin — Horizon Bow; Sorcerer — Eternity Cuirass; Druid — Horizon Amulet. Bastion: Knight — Godstone Blade; Paladin — Thunderbird Bow; Sorcerer — Nightweave Wand; Druid — Raincaller Rod. The Herald beside each portal and the claim line now say this outright. See Trials of the Seventh Sky.
- 2026-08-24 — Nakum hunts the full 8–100 ladder. Town rings stay beginner (wolves, orcs, coyotes). Walk far from every city and the grass climbs to Ceiba Colossus, Worldstone Golem, Chaos Elemental, Maize God, and other L50+ packs. The first cave floor (z8) is still trolls and dwarves at town stairs; farther in you meet Water Elemental, Energy Elemental, and Demon Skeleton. Six war-camps keep their own ladders (orcs, trolls, minotaurs, goblins, skeletons). Every city reeve now offers a Frontier hunt at level 50+. See Nakum and the Hunting Guide.
- 2026-08-24 — Action bar resist marks. Lock a monster and your attack spells (and runes) tell you if that element will bounce: × means immune, ½ means it resists at half or worse. Swap to another element — or another bar page — instead of burning mana on a dead button. Heals and support spells are never marked. See Vocation Balance.
- 2026-08-24 — Call the Maize, mage codices, and jeweller crafts. Every calling can buy Call the Maize (level 8) from a spell teacher — two Maize for a short walk. Sorcerers and druids can now wear a Glyph Tablet, Painted Codex, Jade Codex, or Serpent Codex in the off-hand (sold at Kawil and Ixchel). The crafting bench adds Jade Heart Ring (level 50), Serpent Coil Amulet (level 80), and Dawn Glyph Ring (level 100). See Universal Prayers and Amulets & Rings.
- 2026-08-24 — Towns keep lethal patrols off the doorstep. Hostiles no longer spawn or walk into a short ring around city sanctuary. Streets inside town stay huntable. The tutorial isle is unchanged — rats still sit just past the temple gate so the first hunt works.
- 2026-08-24 — Quest log filters. The Quests window now has chips for All, In progress, Available, Completed, and My level. My level hides unstarted quests above your character; quests you already accepted stay visible.
- 2026-08-23 — Patron's Bounty — premium weekly contracts with exclusive cosmetic rewards. Premium subscribers now have a fourth tab in Warden's Contracts: three weekly contracts against elite creatures (plus optional material deliveries). Completing a contract guarantees one exclusive cosmetic drop from a rotating pool: Patron's Dye Kit, Jade Lantern, Ancestral Outfit Scroll, Obsidian Candle, Tikal Champion Banner, Patron's Bounty Trophy, and Patron's Serpent Sigil. These items cannot be bought, dropped, or crafted through any other means. See the full announcement.
- 2026-08-23 — Crafting — T1–T5 tiered recipes. Over forty recipes across five tiers: consumables, tools, gear, and cosmetics. Open Crafting from your inventory or from the Jade Artificer NPC in the capital. A Portable Crafting Kit (sold by merchants) lets you craft T1–T2 consumables anywhere. Premium players also unlock the Patron's Loom in the capital — a crafting station for exclusive cosmetic items made from rare harvested materials.
- 2026-08-23 — Resource Harvesting — mining, foraging, herbalism. Three new gathering skills let you extract materials from world nodes: ore veins and crystal clusters underground (Mining), jungle trees and bark (Foraging), and cave plants and mushrooms (Herbalism). Nodes deplete and restore on a timer — a visual change on the prop tells you what is available. Harvested materials feed the crafting system and count toward Gatherer achievements. Five rare premium nodes (Jade Vein, Obsidian Deposit, Quetzal Bark Tree, Stellar Crystal, Ancient Herb) appear in Premium zones.
- 2026-08-23 — Codex of Deeds — Achievements. The new Codex (trophy icon in your bottom bar) tracks your lifetime milestones across eight categories: Explorer, Hunter, Crafter, Gatherer, Collector, Social, Story, and the premium Patron's Codex. Progress is automatic. Complete achievements to earn titles, badges, and charm bonuses. Collection sets give a bonus reward on top.
- 2026-08-23 — Supreme Health Potion (level 130+). Knights asked for a health bottle past Ultimate (level 80, 850 HP) — at 130 an Ultimate was barely 40% of a jaguar's pool. The new Supreme Health Potion restores 1400 HP for knights (500 gold). Paladins drink 55% (770), mages 40% (560), so raw hit-point sustain stays the knight's domain. Sold where Ultimates are sold. See Vocation Balance.
- 2026-08-23 — Obsidian Retaliation hits harder. The Jaguar Knight reflect buff now returns 40% of the damage you actually take (was 30%). Against players it is still halved, so 20% — standing still must not outpace actually fighting. Spell text and Jaguar Knight Spells match.
- 2026-08-23 — World-boss tribute chest fix. Players who dealt damage to a world boss (Leviathan, Godking, Sky-Wyrm, Night Titan) but didn't land the killing blow can now always open the tribute chest — even if they stopped hitting for more than a minute (died and respawned, retreated to heal, waited on mana). Previously, only players who had struck within the last 60 seconds counted as participants, silently locking out everyone who fought earlier in a long encounter.
- 2026-08-22 — Hunting Guide. Players asked where to hunt at their level, what lives there, and what drops. The wiki now has a Hunting Guide built from the live maps: densest named camps in each level band, the creatures that actually spawn there, and the gear and trophies they can drop. Toggle Zones on the in-game map — the jade labels match the camp names. Full lists still live on each world page.
- 2026-08-22 — Stairs now break combat. Going down a ladder or hole (and coming back up) drops your attack lock. Creatures on the floor you left no longer keep you targeted through the climb — you have to tap Attack again if you want to fight when you return. Same-floor portals still keep the lock.
- 2026-08-22 — Bows and two-handed weapons no longer work with a shield. Equipping a bow or crossbow now unequips your shield (and equipping a shield unequips the bow). Throwing spears and knives are still one-handed. The same rule applies to two-handed melee greatweapons (Obsidian Greatsword, Obsidian Greataxe). Shielding no longer trains while you shoot a two-hander.
- 2026-08-22 — Jade Vigil — a slow regenerate spell for Jaguar Knights (level 35). Knights now have their own sustain buff, in the same family as the sorcerer's Mana Tide and the druid's Rejuvenation: +10 health and +10 mana every 2 seconds for 60 seconds, 90 mana, 40-second cooldown. It is weaker than the mage versions on purpose. Buy it from a knight teacher after level 35.
- 2026-08-22 — Sorcerer hunt camps no longer wall two of fire / energy / earth. Farmable trash (Iron / War / Glyph / Magma / Basalt Golems, Magma Elemental, Apocalypse Burrower) keep one thematic immunity; the extra element is a 50% resist, not full immunity. Named bosses and uniques are unchanged. You can hunt those camps without rebuilding the hotbar; earth still hits at half, not full.
- 2026-08-22 — HUD and quality-of-life. Buff icons now sit on a dark strip so they stay readable on snow. Snow tiles are slightly less blinding. Equipped ammo shows a count next to the bars (turns amber at 20 or fewer). A white or red PvP skull now shows a countdown in that same strip. The Skills window splits into collapsible Character and Combat Skills sections. Touch players can pick D-Pad or Joystick movement in Options.
- 2026-08-22 — Hunting and depot. Monster corpses that still have loot now last 3 minutes (empty corpses clean up after 30 seconds). You can deposit a filled backpack into the depot in one action — contents flatten into the vault. Inspecting a monster shows your bestiary kill count toward the next milestone.
- 2026-08-22 — Nakum stairs and iPhone buff timers. Several walkable stair tiles on Nakum that had the wrong ground art (or reversed direction) now show and climb correctly. On iPhone, the last-10-second buff recast pulse no longer draws a ghost double icon.
- 2026-08-21 — Knight rebalance — higher weapons, better potions, fairer loot. Knights now have two new level-150 weapons: the War Axe of the Fifth Sun (ATK 76, axe) and the War Mace of the Fifth Sun (ATK 72, club), filling a gap that left axe and club knights without a tier-6 option. All Worldforge and Fifth Sun weapons gained +4 ATK. The Ultimate Health Potion now restores 850 HP (up from 700), bringing knight sustain closer to mage Manashield levels. The Worldforge Blade now drops from Storm Archons and Tempest Quetzals (bird creatures), matching the accessibility of paladin Zenith-set drops. The new war axe and war mace drop from the same endgame creatures that already dropped the Blade of the Fifth Sun.
- 2026-08-21 — Grand Arenas now have three sealed gates on each wall. A Battle Arena still has one door per wall (four total). The larger Grand Arena (19×19, 12 fighters) now has twelve locked stone doors — three along each side — so the pit reads as a proper colosseum, not a small box with four gaps. You still cannot walk in; talk to the Arena Keeper. Details: PvP → Battle arenas.
- 2026-08-21 — Battle arenas now have a fighter cap that scales with the pit. A Battle Arena (11×11) holds 4 fighters; a Grand Arena (19×19) holds 12 — three times the floor, three times the roster. Tiny duel pits still hold 2; even a huge custom pit caps at 24. The Arena Keeper window shows waiting / capacity, and a full pit queues overflow for the next bout. Same consequence-free rules: no skull, no loot, no experience loss. Details: PvP → Battle arenas.
- 2026-08-21 — Druid Slow — Serpent's Coil and Thicket Snare now reduce movement speed instead of freezing, and work in PvP. Both spells now apply a speed debuff rather than a full movement lock: Serpent's Coil cuts movement speed by 50% for 2.5 seconds; Thicket Snare (High Oracle promotion) cuts it by 60% for 6 seconds. Crucially, both spells can now be cast on other players in PvP — slowing an innocent player marks the caster with a white skull, exactly like a damage spell would. The target can still attack and cast normally; only walking is impaired.
- 2026-08-21 — Obsidian Trader — what he does, and what those items are for. He is Tikal's travelling equipment buyer: city shops only buy the gear they stock, so leftover loot weapons, armor and jewellery (worth 100 gold or more) sell to him at 40% of catalogue value. He visits a different city plaza every day from noon to noon — the Events panel shows today's city. Obsidian Festival Knife is a usable level-15 sword he sells. Obsidian Shard and Raw Jade craft at Itzel the Smith (or sell for gold). Jade Idol, Soul Orb and Demonic Essence are gold loot with no crafting or quest — sell them (city shops often pay more than he does for orbs and essence). Details: Events → The Obsidian Trader.
- 2026-08-20 — Scroll of Many Forms is now a permanent collection, not a 7-day buff. Each scroll unlocks one slain-creature form forever (750 Tikal Coins). Already-unlocked skins can be swapped any time from Set Outfit → Creature Forms; a green-bordered slot spends a pending unlock on a new bestiary pick. The inventory description now matches. See Currency & Tikal Coins.
- 2026-08-20 — Shielding exploit fixed. Locking a distant creature and standing inside a group of adjacent ones no longer trains Shielding. Shielding now only advances when your locked target is actually within weapon-attack reach — i.e. you can genuinely fight back on that same swing. If the target you locked is out of range, nearby hits don't count toward the skill.
- 2026-08-20 — Presence check: longer window and reliable confirm. The "Are you there?" button now stays on screen for 2 minutes (up from 30 seconds), so a notification, phone lockout, or brief look-away no longer false-kicks a player who is still there. A bug that could disconnect you even after you tapped the button has also been fixed — the overlay now disappears only once the server confirms your reply.
- 2026-08-20 — Scroll of Many Forms — a new Tikal Coins cosmetic (750 coins) that lets you wear the sprite of any creature you have slain, for seven days. Reading it opens Set Outfit; the Creature Forms tab lists only your bestiary (if you have only killed Rats, only Rat and Your body appear). Change form as often as you like while the ink holds; everyone else sees the creature. Bound to the character who redeems it, never combat power. See Currency & Tikal Coins.
- 2026-08-20 — Community Boosts — spend Tikal Coins to buff the whole server, and earn a spot on a new Benefactors ranking. The Coin Shop's new Boosts tab holds three goals anyone can contribute Tikal Coins toward, at any time, in any amount: Golden Surge (4,000 coins → +30% experience server-wide for 2 hours), Bountiful Tides (6,000 coins → 2× loot and gold for 90 minutes), and Warrior's Vigil (3,000 coins → +25% training — weapon/shielding, magic level and fishing gains, not monster-kill experience — for 3 hours). Unlike Temple Offerings, all three pools run independently and in parallel, so more than one boost can be live at once. When a pool fills, the boost activates immediately and shows up in the Events panel with its own countdown and a list of top contributors, exactly like any other world event. Every Tikal Coin you ever put toward a Community Boost also counts permanently toward a new Benefactors tab on the Rankings window — that tally never resets. See Events → Community Boosts.
- 2026-08-19 — Mayahuel no longer sells vocation shops to Wanderers. The four halls on the tutorial shore are now guides, not stores: Nacom the Iron (Jaguar Knight), Hunal the Swift (Eagle Paladin), Ah Kin the Bright (Sky Sorcerer), and Sak of the Grove (Jade Druid). Talk to them about the calling, weapons, armor, spells, and how they compare — they have no trade window. Buy only basic Wanderer gear from Ixtab the Supply Keeper (training weapons, leather, food, potions, a fishing rod). Mainland smiths, hunters, mages and druids still sell class kits after you swear at level 8 with Daykeeper Itzel. Details: Vocations, Mayahuel, and NPCs.
- 2026-08-19 — Double-tap to walk anywhere on the map. Tap a free ground tile once to inspect it, then tap any walkable tile a second time within a short window to start walking there automatically — no D-pad required for long trips. The path is calculated instantly on the client and confirmed by the server, so movement starts right away. Non-walkable tiles (water, walls, trees, objects) are ignored. Any directional input or manual move cancels the auto-walk as usual.
- 2026-08-19 — Wands and rods: how mage auto-attacks actually work. Players asked whether wand damage scales with magic level — it does not. A wand or rod is a mana-free elemental bolt fired between spells. Damage comes from the weapon's Attack value plus a small character-level floor (Attack + level/5 to 2×Attack + level/5) — for example Wand of Inferno at level 35 hits 33–59. Magic level only powers spells and runes. There is no wand skill; the bolt ignores armor and shields but is reduced by elemental resistance or immunity. Upgrade or enchant the wand to hit harder. Details: Vocation Balance.
- 2026-08-19 — Golden Hour now runs at European prime time on Monday, Wednesday and Friday — and at Mexico/Americas prime time the rest of the week. The 2× experience event previously fired at a single fixed hour that fell late at night for European players. It now rotates by day: Mon / Wed / Fri the event fires at 19:00 CET (18:00 CEST in summer, 12:00 Mexico City) to catch the European evening peak; Tue / Thu / Sat / Sun it fires at 19:00 Mexico City time (01:00 UTC) for the Americas peak. Duration remains 60 minutes and the 2× XP multiplier is unchanged.
- 2026-08-19 — Loot balance pass — all four vocations now receive relevant drops from every hunting tier. Across the full creature roster (low-level through endgame), every monster that dropped equipment for at least one vocation now also drops tier-appropriate gear for all four: Knight, Paladin, Sorcerer, and Druid. High-tier bosses and elites in the mid-to-endgame range (e.g. Tzitzimitl, Obsidian Colossus, Storm Titan, Ruin Serpent, Hunahpu, Magma Golem) received new drops — weapons, amulets, and ammo — matched to the level requirement of the hunting area. The total equipment drop pool is now spread more evenly: Knights 111 · Paladins 99 · Sorcerers 82 · Druids 80 items in the 10 k–55 k exp band alone. No existing drops were removed.
- 2026-08-19 — Bolts now clearly hit harder than arrows, and Burst Arrows have arrived. The attack value of each ammo type has been redistributed so the item tooltip shows the real power gap: a Bolt (28 attack) hits roughly 40 % harder than an Arrow (20 attack) — not the near-identical look they had before. This matches how The Forgotten Server has always worked: crossbow + bolt is the heavier, costlier, harder-hitting choice, while bow + arrow is the lighter option. Higher ammo tiers are likewise wider apart (Power Bolt 36 vs Arrow 20, Obsidian Bolt 40 vs Obsidian Arrow 28). Launcher weapon-attack values were reduced by the same amount so total combined damage per tier is identical — no DPS change, just a clearer tooltip.
Burst Arrows are a new ammo type for paladins (level 15+), sold by the paladin NPC and dropped by select creatures at 18 gold each. Firing a Burst Arrow deals physical damage to the primary target and an independent hit to every creature within 1 tile of it — useful for hunting grouped weak enemies. The tradeoff: 14 attack per shot vs the plain Arrow's 20, so Burst Arrows are weaker single-target. They never affect players, so there is no PvP skull risk from the AoE.
- 2026-08-19 — Spell balance pass — several higher-level spells now deal meaningfully more damage than the rungs below them. Six spells across all four vocations were undertuned, with gaps so small the newer spell felt like a dead upgrade.
Stormheart Cataclysm (Sky Sorcerer, L250 AoE) was strictly weaker than Wrath of the Seventh Sky (L200) at high magic level — its coefficients were all lower. It now deals roughly 17 % more per target at max magic level.
Sunscorch (Sky Sorcerer, L125 premium beam, fire) was weaker per target than Kukulkan's Judgement (L110) when both were available at the same level. Sunscorch is now ~15 % stronger per target when it unlocks, reflecting its beam = focused-damage role.
Judgement of the Thunderbird (Eagle Paladin, L300 ST) was only 7 % ahead of Piercing Sunlance (L250) across a 50-level gap. It now hits roughly 20 % harder.
Coil of the World-Serpent (Jade Druid, L170 ST) was effectively 1 % better than Serpent's End (L150) when both were in your spellbook — barely noticeable. It now deals ~18 % more at its unlock level. The peak druid spell Breath of the World-Serpent (L300) has been updated to preserve the full ladder above it.
Eagle's Tempest (Eagle Paladin, L90 AoE) now matches Talon Storm (L70 beam) on a per-target basis at the same level, while still covering a much larger radius — making both spells feel worthwhile. Details: Spells.
- 2026-08-19 — World guides now include every live island's parchment poster and a full hunting gazetteer. Worlds & Regions lists Mayahuel, Tikal, Uxmal, Nakum, Coban, Palenque and Xibalba with their recommended hunting bands. Each world page shows the artistic poster plus every named city, surface region, cave and dungeon — the creatures that actually spawn there, notable drops, landmarks, caches, and city services. Open Worlds from the wiki menu.
- 2026-08-19 — Healers can now pin an ally to a hotbar slot — and Kindred Mending reaches farther. Hold (or right-click) a spell on the action bar and type a player's name under Pin ally. That slot then always casts on that person, so you no longer have to tap them first in a crowd of knights. Leave the name blank to keep auto-target. Kindred Mending (Jade Druid, level 50) now reaches 8 tiles (was 5). Details: Jade Druid Spells.
- 2026-08-18 — The Closing Ages are here. Twenty-five new creatures now fill the level 160–300 hunting grounds — Void Panthers and Ruin Serpents through Aurora Dragons and First-Dawn Warlords — each with in-game PixelLab art. Adult dragons, wyrms, drakes and wyverns (Cloud Drake and Seventh-Sky Wyrm included) now tower over a hunter; hatchlings stay small. The last spell-medallion icons are finished. Illustrated notes: The Closing Ages.
- 2026-08-18 — Party dungeon rewards are no longer a mystery. Opening the weekly hoard in Xibalba Depths or the Seventh Sky Bastion now names the signature piece you received and says it is your vocation's sealed arm — not a random drop. A Jaguar Knight claims Eternity or Godstone steel, an Eagle Paladin claims Horizon or Thunderbird, a Sky Sorcerer claims Eternity armor / Nightweave, and a Jade Druid claims a Horizon amulet / Raincaller rod. The loot line also shows the real item name instead of an internal id. Gold and shards from the chest are unchanged.
- 2026-08-18 — The map now names hunting zones. Woods, caves, and dungeons draw in jade on the HUD minimap and the full Map window so a Quest Log line such as Slay Obsidian Warlord (Sunken Vault) matches a label you can actually see. Tap Z on the small map, or Zones next to Names on the full map, to hide or show them — the choice is saved on your character. City names stay on the separate Names toggle. Travel and kill objectives also name the landmark or zone when the world knows it, and still fall back to (x, y, z) when they do not. Details: Quests and Worlds & Regions.
- 2026-08-18 — PvP duels now resolve properly — every vocation has a real path to victory. Players reported that some fights simply never ended: one side could sustain through any amount of incoming damage indefinitely, turning what should be a tense duel into an endless standoff decided by who logged out first. After a thorough review of the combat numbers, two adjustments bring the fight to a natural conclusion while keeping every calling's identity sharp.
Healing in PvP is now a recovery tool, not a shield. Spell heals (Emberflesh, Kindred Mending, Holy Seal, and the rest of each calling's mend ladder) are reduced during active player combat, the same way PvP damage has always been moderated to prevent instant kills. Out of combat — hunting, recovering between fights, or supporting allies — heals work exactly as they always have. The domain rankings are preserved: the Jade Druid remains Tikal's strongest healer in every scenario, the Eagle Paladin continues to mend reliably mid-hunt, and the Sky Sorcerer's Emberflesh is still a meaningful lifeline in a pinch.
The Astral Toll mana shield is still powerful — just honest. The Sky Sorcerer and Jade Druid can still redirect thousands of points of incoming damage into their mana pool before their HP bar moves at all; at level 80 that is more than four times their base HP. A small efficiency bonus that was added early in the game's life (before the sorcerer had a self-heal) has been removed now that the calling has a full defensive kit. The shield remains one of the game's strongest survival tools.
What this means in practice: a skilled Knight or Paladin who manages their fight well can now finish a duel against a mage instead of running out of potions first. A skilled Sky Sorcerer or Jade Druid who uses their mana shield early, times their heals, and keeps their offensive pressure up can absolutely still win — the calling's burst damage and mana advantage are untouched. PvP rewards reads and decisions, not just which calling heals the most per second.
- 2026-08-18 — Endgame hunting is now more intense. The most powerful open-world creatures — the deep-dungeon elites, god-tier beasts and the strongest open-world packs — hit harder than before. Hunters who have mastered the mid-game will find that pushing into the top tier now demands proper preparation: the right gear, a solid potion rotation and an eye on your HP bar. The reward tables and respawn timers are unchanged. If you've been farming the hardest hunting grounds on autopilot, expect that to change.
- 2026-08-18 — Fixed: death respawn no longer sends you to a non-temple tile after a world rebuild. If the world map was regenerated (as it was on Aug 15), a player's saved temple binding could point to a tile that used to be a temple shrine but is now ordinary terrain — a grass field, a bandit camp, or anything else. When that player died in PvP they would wake up in the wrong spot instead of the nearest town temple. The binding is now validated against the live map's temple markers on every death; stale bindings are discarded and the player wakes at the correct capital shrine.
- 2026-08-18 — Fixed: blocked passage in Nakum cave (crystal cluster). A crystal-cluster object was incorrectly placed as a blocking tile one step inside a narrow underground corridor, cutting off the path completely. The crystal has been removed and the passage is now walkable.
- 2026-08-18 — Fixed: weak mobs no longer appear deep inside Nakum's high-level caves. Starter-tier creatures (cave-rats, kobolds, cave-spiders, goblin-scouts) were scattered throughout cave levels 8 and 9 — sections intended for level 50–90+ hunters — because the map generator accidentally mixed surface spawn tables into the deep cave floors. Ninety-three misplaced spawns have been removed. Easy mobs near cave entrances (the first ~30 tiles) remain, intentionally, as a lower-danger entry corridor.
- 2026-08-18 — Fixed: white skull now correctly stays on the aggressor throughout a mutual fight. If a player attacked you, earned a white skull, and you fought back, the skull could disappear after ~15 minutes even while you were still hitting them — and your next swing would then give you a white skull instead. The skull timer now refreshes whenever either side lands a hit on the other during active combat, so the mark only fades once both players genuinely stop fighting.
- 2026-08-18 — Eagle Paladin: Swift Boots (level 35) now give 4 armor instead of 3. They were tied with the level 13 Huntsman Boots — an obvious content error. The Swift Boots are now a genuine upgrade at their intended tier.
- 2026-08-18 — New spell: Storm Lance (Sky Sorcerer, level 18). Kukulkan's fury condensed to a single piercing bolt — the Sky Sorcerer's first dedicated single-target upgrade between Storm Arc (level 12) and Serpent's Spark (level 25), giving the calling a proper nuke at that tier for the first time. Beyond the new spell, each calling's strengths have been made more distinct: the Jade Druid is Tikal's greatest healer, and their magic now reflects that calling more clearly — their healing is unchanged and remains the finest in the game, while their combat kit carries the measured touch of a support mage rather than a glass cannon. The Sky Sorcerer's spells are unchanged. Both callings can still solo hunt comfortably at every tier.
- 2026-08-17 — Jaguar Knight war-magic now scales meaningfully with every level in the mid and high game. Players reported that from level 70 to 150 the knight's damage barely moved between levels — the spells existed but gaining a level felt like gaining nothing. Three fixes land together: (1) Titan's Blow is a brand-new level-100 single-target strike that fills the 80-level gap between Sundering Slam (70) and God-Killer's Edge (150) — it hits harder than Sundering Slam at unlock and grows faster with each level; (2) Quake of Kukulkan (85) and Titan's Wrath (110) now grow noticeably faster per level, so the two levels between 108 and Titan's Wrath feel like real progress; (3) Fang of the Fifth Sun (170) and Worldbreaker's Stroke (300) scale more sharply in the endgame. Mana costs and cooldowns are unchanged. No other callings are affected. Details: Jaguar Knight Spells and Vocation Balance.
- 2026-08-17 — Guild members now show last seen. Open Guild → My Guild (or tap a guild on Rankings). Each name still has a green or grey presence dot; under it you'll see Online while they're in the world, or how long they've been away — just now, 5m ago, 3h ago, 14d ago. Makes it easy to spot inactive members before you kick or promote.
- 2026-08-17 — PKs and attackers can now be engaged with a single tap. If a player has a red skull (serial murderer) or is actively attacking you (shown by a yellow skull), tapping them on the game screen now locks them as your attack target immediately — the same single tap as tapping a monster. No double-tap, no confirmation dialog. Innocent players (no skull or white skull) still require a double-tap and the existing secure-mode prompt to prevent accidents.
- 2026-08-17 — Fixed: spells and items no longer double-cast on iOS in landscape. Tapping a hotbar slot while holding the phone horizontally could consume the action twice in a row (two spells cast, two potions used). The bug was caused by a browser quirk on iOS that fires an extra click event with an unrecognised pointer type when near the home-indicator area — this extra event is now correctly ignored.
- 2026-08-17 — Travel quests now show the floor. Reach objectives in the Quest Log list (x, y, z) — the same three numbers as the minimap — so a relic or cave site no longer looks finished when you are standing on the surface at the same x and y. 7 is the overworld; 8 and below are underground. If the numbers match except for z, find stairs or a cave mouth and go down. Logging in, travelling, or teleporting onto the tile also counts now (you no longer have to take an extra step). Details: Quests.
- 2026-08-17 — New spell: Eye of the Serpent 🔒 — find any online player by name. Cast it from the spell-bar (Premium, level 20, any calling, 20 mana, 500 gp to learn), type the character's name into the prompt, and Kukulkan's feathered eye sweeps the world: you'll see the direction (north-east, south, etc.), a rough distance (very close / close / nearby / far / very far), and how many floors up or down they stand. The target must be online and on any island for the spell to find them; if they are on a different island it names the island instead of giving a direction. The spell trains magic level, has a 2-second cooldown, and costs no group exhaust — it cannot be used to attack. Full details: Universal Prayers.
- 2026-08-17 — 30 seconds of damage immunity after a server restart. Logging back in right after the Kingdom comes online no longer drops you into a pile of creatures that were already swinging. For 30 seconds you cannot take damage from monsters, other players, lava, poison fields, or lingering burns and poison from before the restart — you can still fight back, and a System message tells you how long is left. Use that window to drink, run, or reach a protection zone. Details: Temple: Blessings & Honours.
- 2026-08-17 — Chat can now translate other players into your language — on desktop Chrome. If your browser supports on-device translation, lines from Global, Trade, Help, the language rooms, Party, Guild, Private and Nearby are rewritten into the language you picked in Settings, with a short [trans.] tag so you can still tell they were translated. Your own messages, System lines, and item/creature names stay as they are. Phone and tablet clients, and browsers without the translator, keep showing the original text. Details: Chat.
- 2026-08-17 — High-level single-target spells now hit harder than their area equivalents — as they should. A bug in the damage formulas meant that certain premium and endgame spells hit less per target than lower-level area spells, making them dead buttons: spending 980 mana to deal less than a 760-mana area spell is never right. The affected spells are now properly tuned: Spear of the Dawn (Eagle Paladin, level 170), Piercing Sunlance (level 250), and Judgement of the Thunderbird (level 300) all land harder than any area spell available at those levels. The druid's Serpent's End (level 150) and Coil of the World-Serpent (level 170) now beat Eternal Winter on a single target. The Jaguar Knight's God-Killer's Edge (level 150) and Elder Jaguar's Rampage (level 200 promotion) are also corrected. Mage spells, mid-game paladin spells, auto-attacks, and area damage are unchanged. Details: Vocation Balance.
- 2026-08-17 — Jaguar Knight pack spells no longer bounce off earth-immune prey. Earthshaker (level 60) and Quake of Kukulkan (level 85) still look like a ground slam, but they now deal physical damage — the same steel as the rest of the jaguar kit. A lot of hunting spawns are fully immune to earth (poison, golems, underworld beasts), so those two radius-2 pack buttons were hitting 0 from level 60 to 109; Titan's Wrath at 110 was already physical. Earth immunities on creatures are unchanged — that wall is still the druid's to play around. Details: Jaguar Knight Spells and Vocation Balance.
- 2026-08-17 — Eagle Paladin big hits are back, and weak shots absorbed by armor are gone. An earlier fix accidentally cut the top-end ceiling — at level 200 the max auto-attack was capped at roughly 1,150 when it should reach 1,700. That cap is now removed: your max hit is the full weapon power again, exactly as it was before. At the same time, the very-low rolls (below ~20% of your weapon's power) that armor used to eat to nothing are filtered out — so every shot that flies, lands. Average damage per hit is up about 17% across all levels. Details: Vocation Balance.
- 2026-08-17 — Creatures now chase you the way they do in classic Tibia. Monsters were giving up after following only a few tiles beyond where they first spotted you — far shorter than the classic feel. They will now track you across 30 tiles from their spawn before turning back, so luring, kiting and pulling mechanics all work as expected. Passive and non-hostile creatures are unaffected.
- 2026-08-17 — Jaguar Knights now strike from the moment they swear the calling. Obsidian Jab — the first war-magic thrust — is learned at level 8 (it used to wait until 12) and hits about as hard as an Eagle Paladin's Sunbolt in those first hunts, instead of a 9–13 tap that felt like no spell at all. Jaguar Claw at level 20 is still the real step up; later war magic is unchanged, and the knight remains the weakest attack-magic calling on purpose. Learn it from any knight spell teacher. Details: Jaguar Knight Spells and Vocation Balance.
- 2026-08-17 — Travel quests now show where to go. When a quest asks you to reach a place, the Quest Log no longer says only "the marked place" — the current objective lists the destination as (x, y) tile coordinates. Match those numbers against your position on the minimap (shown as x, y, z) and walk until they line up. Details: Quests.
- 2026-08-16 — Potions now show their restore amounts in your backpack, and every vocation shop sells the full mana ladder. Tapping a potion in your inventory now shows Heals: N or Mana: N (scaled for your calling, exactly like the shop preview already did) — no more guessing why a Great Health Potion shows a lower number than the shop panel. On the supply side, Ixchel the Jade Druid was missing the mana potion tiers beyond the basic one: she now stocks Strong, Great, Ultimate and Supreme Mana Potions alongside the full health range. Balam the Hunter (the paladin shop) had no potions at all — he now carries the complete health and mana ladder, from the basic draught to the Supreme Mana Potion. Both NPCs appear in every city, so the full potion supply is now reachable from your own vocation's shop.
- 2026-08-16 — Eagle Paladin shots: the floor is raised, the ceiling is full power. Spear and bow auto-attacks could roll almost anything — a level-35 hunter might see 7 one shot and 210 the next, and armor sometimes ate the small rolls to 0. The very-low tail (below about 20% of weapon power) is now filtered out so every shot that fires deals real damage. The top end is unchanged — big hits still happen. Note: a follow-up on 2026-08-17 corrected a bug where the max ceiling was accidentally lowered; both are now live. Details: Vocation Balance.
- 2026-08-15 — The rebuilt world catalogue is live. Tikal's regenerated mainland brings nine new cities, more than one hundred named surface, cave and dungeon zones, and 66 map quests; the complete enabled catalogue now spans Mayahuel, Tikal, Uxmal, Nakum, Coban, Palenque and Xibalba with 439 unique quests across them. Returning sworn heroes were moved to Palm Haven with temple bindings renewed, and all nine occupied houses were reassigned with their belongings preserved. Explore Worlds & Regions for every city's zones, creatures and quests, plus the illustrated Tikal Reborn update article.
- 2026-08-14 — Premium Scrolls are now in the shop. Buy a Premium Scroll (30 Days), (90 Days), or (365 Days) with Tikal Coins — reading one adds that many days to your account's Premium pass, stacking on top of any time you still have. Unlike other Coin Shop items these scrolls are tradeable: list them on the player market, sell them to a friend, or pick them up in the wild, so there is now a pure gold path to Premium for players who prefer not to subscribe. Full details at Premium.
- 2026-08-14 — Jaguar War Club is now sold by Itzel the Smith in every city, next to the Jaguar Axe, for 2,000 gold (sells back for 300). Club knights no longer have to wait on a Jaguar Warrior or Bandit Chief drop for the level-35 rung — War Hammer (level 20) now has a shop upgrade before Jade War Hammer (level 50). The club itself is unchanged (34 attack, 10 defense, Jaguar Knight). See Jaguar Knight weapons.
- 2026-08-13 — Gold finally has somewhere to go. Houses now collect weekly rent — 3% of what you paid at auction (a 150,000 gp house is 4,500 gp a week; a 1,000,000 gp house is 30,000). Miss one Sunday and you keep the house for a week's grace, with Pay rent on the in-house panel; miss two weeks in a row and it returns to auction. Temple blessings now cost about an hour of hunting at your level instead of a handful of kills — a full set at level 200 is about 350,000 gold, not a 50,000 cap. And the temple's new Honours tab sells look-at titles that never touch combat: Jade Patron (1,000,000), Obsidian Benefactor (2,500,000), Sun of the Court (5,000,000). Blessings, rent and titles all spend vault gold first. Details: Getting a House and Temple: Blessings & Honours.
- 2026-08-13 — No more day-long experience bonuses. The temple offering no longer unlocks a 24-hour +50% experience event (Favor of the Three) — that stacked with Golden Hour and pushed the ladder too fast. Offerings still rotate between awakening the Jade Serpent and a day of +25% loot (was +50%). The weekly Blood Moon Hunt still fills the wilds with extra prey, but it no longer pays extra experience. Golden Hour remains the kingdom's only experience rate event.
- 2026-08-13 — Golden Hour is one hour again, at a time both sides of the ocean can hunt. It had started running twice a day — 13:00 and 19:00 world time — which doubled the 2× experience window and was never the intent. It is back to once a day, 15:00–16:00 world time (America/Mexico City): mid-afternoon in the Americas, evening in Europe. Same 2× experience, skill and magic; the Events panel still counts down in your own clock.
- 2026-08-13 — A fat purse no longer fills your pack. High-level kills were dropping fifteen thousand gold coins as fifteen thousand gold coins — each one weighs a tenth of an ounce, so a World Slime's loot was heavier than a mage's whole backpack and you had to dump potions just to pick up your own gold. Corpses now pay the same mix the vault keeper already exchanges: Jade Coins (100 gold), Obsidian Coins (10,000 gold) and leftover gold pieces. The amount of gold has not changed — a 15,000 gold kill is still 15,000 gold — it just arrives as a handful of coins instead of a sack you cannot lift. Patrons also carry 200 oz more, on top of the larger vault they already had.
- 2026-08-13 — Fixed Warden's Contracts showing an empty board ("close this window and open it again, or check back after the next dawn") even for hunters well above level 8. The mainland teacher was not seeing the hunt list at all, so the board stayed blank until the next UTC midnight. Opening Contracts again now fills it, and a hunter whose island does not stock their level band still gets nearby prey instead of nothing.
- 2026-08-13 — Macros and auto-clickers are now watched. Using a timer on potions, spells, fishing or similar taps is not allowed. If the clicking looks obviously automated, you will see a warning on screen so you know we noticed — that warning is not a ban by itself, but Game Masters review it and can suspend the account. A random Are you there? tap after a long fight, and the AFK-training warning if you lock a target and walk away, were already live. Play with your own hands and you will never see any of this. Details: Fair Play.
- 2026-08-13 — Thirty-five new creatures now roam the Kingdom, from the first hunting grounds to the end of the world. Every level band from 5 to 300 gains new prey. In the young lands: the Iguana suns itself on beaches and desert rock, the River Turtle wades the mangroves, the Cave Bat swarms the shallow caves, the Ice Lynx and the Yeti stalk the snows, the Sand Stalker and the Dust Devil haunt dune and savanna, the Giant Armadillo shrugs off spears in the wilds, the Obsidian Mantis scythes across the glass flats, and the Emerald Boa coils through forest and cloudforest canopy. Deeper down, the fringe of Xibalba sends up the Xibalban Hound, the Abyss Toad, the Eclipse Jaguar, the Obsidian Butterfly and the walking Ceiba Colossus. And for the Kingdom's strongest hunters, five new tiers of the underworld ladder await — from the Basalt Golem, Tempest Quetzal and Jade Wyrm, through the Storm Titan, Primordial Hydra, Obsidian Colossus, Ash Wyrm, Starfall Serpent, Hollow Horror and Eclipse Titan, past the Void Colossus, Ruin Wyrm, Cinder Behemoth, Sixth-Sun Titan and Oblivion Wraith, to the dawn-court itself: the Jade Phoenix, the Star Leviathan, the Dawn Hydra, the Dawn Chimera and the First-Sun Titan. Their spoils are the treasures you already know — rings, amulets and set pieces up to the highest bands — so there are now more ways to hunt for them. Every newcomer has a Bestiary page awaiting your field notes.
- 2026-08-13 — A second Golden Hour, gentler early deaths, and a mend for sorcerers. Four changes from the feature queue. Golden Hour now runs twice a day. The kingdom's only double-experience hour fell at 19:00 world time — the middle of the night across Europe and Asia, so a large part of the server could never attend the one event that matters most. A second window at 13:00 world time now covers those evenings; the Events panel counts down to whichever comes next, in your own clock. Buffs last twice as long. Haste, empower, ward and reflect now hold for 120 seconds (180 with a Patron pass) instead of 60. Against cooldowns of 40–50 seconds that meant re-casting almost without pause — a rotation you fought with your thumbs rather than with the monster. Regeneration and mana shield deliberately stay at 60 seconds: those pay out per second, so stretching them would quietly double what they give. Dying early costs far less. Below level 10 a death now costs nothing at all — no experience, no skill progress — and from there the loss eases in gradually, 5% at level 10 rising to the classic 10% by level 25. Above 25 nothing changes. The old flat 10% fell hardest on brand-new characters who had not even chosen a calling yet, at the exact moment they were deciding whether to keep playing; blessings are no longer spent on a death that costs nothing either. Sorcerers can mend themselves. Knight, paladin and druid each had a healing ladder of their own while a sorcerer's best mend was a Patron spell — a paying sorcerer could heal about three times what a free one could, which is not a line we ship. Emberflesh (level 25, 130 mana, free to every account) restores roughly 40% of a sorcerer's health per cast at any level. It is deliberately the least mana-efficient heal in the game — the sorcerer pays for it out of the largest pool in the Kingdom, and the druid keeps the healing crown.
- 2026-08-13 — Six comforts you asked for. Lock your hotbar — a new option under Settings freezes every slot, so nothing gets reassigned by a stray tap mid-hunt. Attack the nearest creature with the space bar on desktop, without reaching for the mouse. See how many heroes are online on the character screen before you pick one. Arrows and bolts now sit under Usables in the bag filters, beside potions and food, instead of hiding among your armour. Search and sort the market by name or price, so finding one item among hundreds of listings no longer means scrolling. And the Coin Shop now says what a Patron pass actually gives you — the perks were real but invisible unless you already owned one.
- 2026-08-13 — Your gold and your home are safe. Three fixes from your reports. House auctions no longer swallow a bid (thanks Kortezo): stakes were tracked per character instead of per account, so outbidding yourself with a second character locked both piles away until the weekly settlement — 200,000 gold that simply looked gone, with no way to cancel. Placing a bid now returns any stake another character on your account is holding straight to their vault, and tells them so. An open door is no longer an open invitation (thanks Valejx): entry to an owned house depended only on whether the door happened to be unlocked, so the moment an owner aired the place out anyone could walk in and stand among their things. An owned house now turns away everyone off the owner's guest list, whether they tap the doorway or just walk in — taking and moving items was already blocked. Houses with no owner stay open so bidders can look around. The vault gives you what you asked for (thanks Flaez): choosing a single ring out of five, or one stack out of a pile, sent no quantity at all — which the vault read as all of them. Withdrawals and deposits now move exactly the amount you picked, and dragging moves only the stack under your finger.
- 2026-08-13 — Four ways to get stuck, closed. The arena no longer keeps you (thanks Owoc): the pit's gates stay shut and the only ways out are the Leave arena button or dying — both of which need a live bout — so a dropped connection or a server restart mid-fight left you walled in with neither. Logging in inside an arena with no fight running now sets you down outside the nearest gate. Cult invaders can be fought (thanks Dani): during the Serpent Cult Uprising the raiders take the temple itself, and the shrine's peace was making them untouchable — you couldn't swing, couldn't target them with a spell, and they wouldn't fight back, so the event could never be cleared. For the duration of a world event, the shrine is a battlefield in both directions. A skull can no longer be permanent (thanks Mibzar): a mark saved without its expiry stamp had no timer to run out, so it stayed on the character forever; any such mark is now cleared. And promotion is finally said plainly (thanks Revciu and Tanis): Sage Mira's old "lay the gold before the Three" sent people to donate at the temple's offering bowl, which is a server-wide community rite and never counted. She now states it outright — reach level 30, carry 30,000 gold in your backpack, and say promotion to her; vault gold does not count — and the offering window warns that it is not your promotion.
- 2026-08-13 — Phone and screen fixes, all from your reports. Chat you can actually see (thanks LuVal and alequina): messages from Guild, Global and the language channels now appear over the world at the bottom of the screen, in landscape as well as portrait — before, only system feedback floated there, so a guildmate writing to you was invisible unless the chat window happened to be open. Nearby speech still shows as a speech bubble instead, so nothing prints twice. The guild roster shows who is really online (thanks alequina): it only refreshed on guild business — someone joining, being kicked or promoted — so an open roster kept showing grey dots for guildmates who had logged in, while the friends list showed the very same people green. Guild presence now updates on every login and logout. A long press no longer wipes a spell (thanks Kirino): holding a hotbar slot on a phone fires the same event as a desktop right-click, which clears the slot — so the bar snapped back to its default spell mid-fight. Long-press no longer clears a slot on touch devices; use the spellbook's assign picker. The bag and the vault scroll again (thanks alequina): the drag handler claimed any touch that moved six pixels in any direction, so swiping down the grid picked up an item instead of scrolling. A drag now needs clearly sideways movement. Your calling reads correctly (thanks Furyto): the Skills window took your vocation from a stale local value, so after a reconnect a sworn character could still show Wanderer / Unsworn. And the update notice waits for the fight to finish (thanks Kadra): it used to drop onto the screen over the spell buttons mid-hunt, where a thumb already casting hit it — and the reload cost people their character.
- 2026-08-12 — Apex elites are a prize again, not a half-hour tax (thanks Maniaco) — hunters were right that killing one wasn't worth it: the Seventh Sky Ward cut a lone hunter's damage to a quarter on top of four times the health, so a solo Apex took sixteen times as long as the ordinary creature while paying only 5× experience. You genuinely earned more by walking past it. Four changes fix that. The ward is now a bonus, not a barrier: your blows land at full strength alone, and while two or more hunters strike together the ward buckles and everyone hits 25% harder — company is rewarded, solitude is no longer punished. Health drops from 4× to 2.5×, with a ceiling so even the largest beasts can't become hour-long slogs (a Godbeast Apex went from ~80 minutes solo to under 8; a Cotzbalam from ~18 minutes to under 3). Every Apex corpse now carries a guaranteed Apex Skull — the beast's own skull cast in gold with jade set in its sockets, stackable and tradeable — because tripled loot rolls could still leave you with nothing to show for a rare kill. And since meeting one is now good news, they rise about every twenty minutes (was once an hour) with up to three alive at once. Hunting an Apex now earns roughly twice your normal experience rate instead of a third of it. Details: Bestiary.
- 2026-08-12 — Fixed a dead potion tier for mages (thanks Slanessh): after the vocation split, the Great Health Potion healed a sorcerer or druid exactly the same 175 as the cheaper Strong — it now pours 210 for the magically inclined (60% instead of 50%), so every tier is a real upgrade again. The ultimate tier is unchanged.
- 2026-08-12 — New: Supreme Mana Potion (level 130+) — restores 800 mana in one quaff, sold for 450 gold by Gundra and Kawil in the capital. The potion ladder stopped at level 80 while heroes now push far past 130, so an ultimate pour was refilling barely a tenth of a high-level mage's pool — a wall of taps mid-rotation (thanks Valejx for the nudge). Priced a touch steeper per mana than the ultimate on purpose: the big bottle buys convenience, not cheaper hunting.
- 2026-08-12 — Fixed a bug where a marked (skulled) player could seem stuck right after dying — walking back toward the safety of town could keep getting refused for a few seconds after respawning. Also fixed respawning (or any other teleport) ever placing a player exactly on top of an NPC or another player — landings now always look for free ground first.
- 2026-08-12 — Fixed monsters spawning right in front of you (or right on the stairs the moment you climbed/descended them), sometimes trapping you the instant you arrived — creatures now always appear well outside what you can see on screen, and stairways/holes get a short keep-out so nothing plugs the corridor you just walked down.
- 2026-08-12 — Shortened the brief safe window right after using stairs, holes or a portal (where monsters can't yet attack you) from 5 seconds down to 2 — player feedback said it was lasting too long.
- 2026-08-11 — The wiki Items compendium now publishes real gear stats — level, Attack, Defense, Armor, weight and more — instead of mystery
??? placeholders. Weapons and armor are grouped by calling and sorted from the lowest tier to the highest. Drop sources under Where to find are still open for players to fill in.
- 2026-08-11 — The Premium Bestiary: eight creatures now prowl ONLY behind Premium borders — six new faces (the Gilded Sabertooth of the goldveld, the Jade Basilisk of the sunken wells, the Ivory Stalker of the white woods, the Cinder Hound of the ashlands, the Pearl Golem of the crystal depths and the emerald Quetzal Drake of the high canopy) plus the storied Dire Jaguar and Basilisk, who have left the free underworld for Premium territory. Hunt them in the enclaves and their Depths, on the Premium Isle and in the deepest premium frontiers of newly generated worlds. Their spoils stay ordinary tradeable loot — free hunters can buy every drop on the player market.
- 2026-08-11 — The Beast Update: 29 new creatures join the wilds — biome natives for every corner of the Kingdom (Coyote, Spider Monkey, Mist Panther, Caiman, Sun Vulture, Cloud Drake and more), Deep Wilds dire beasts (Dire Wolf, Dire Boar, Sabertooth, Crimson Howler…) in the far frontier, and new lords of the high bands up to level 350 (Obsidian Sentinel, Storm Archon, Molten Behemoth, Obsidian Wyrm, Void Golem, Elder Cipactli, Ash Colossus, Pyre Wraith). Three legendary roamers — the Midnight Jaguar, the Golden Tapir and the star-demon Tzitzimitl — now stalk the world as once-in-a-hunt encounters with unique trophies, and dread lairs deep underground hide out-of-depth guardians for those who wander too far down. New gear fills every gap to level 350: ring and amulet ladders, four new ammunition tiers with matching conjure spells, and rare set pieces.
- 2026-08-11 — The Premium Isle: in newly generated worlds, Premium is no longer a district on the mainland — it is a whole island of its own across the strait, with its own biomes, towns, hunting grounds, underground floors, sealed vaults and questlines, plus the Jade Trader, ownable houses and the serpent shrine. No road or bridge reaches it: book passage with the travel guide in any city — the ferry carries Premium travellers only.
- 2026-08-11 — Premium enclaves now come in every flavour: alongside the exotic districts (cenote, mangrove, savanna, cloudforest, crimson, obsidian, inferno) an enclave may just as well rise in grasslands, jungle, desert, snow, swamp or maize terraces — and its Depths may take any underworld look, from molten and shadow galleries to bone, crystal, fungal, flooded or acid caverns. Every enclave still looks different from its surroundings and from every other enclave in the world.
- 2026-08-11 — World generation polish for newly generated maps: buildings no longer fuse together or overlap, every house, shop and prefab keeps a clear ring of space with an open, paved doorstep (no more blocked entrances), and rivers now spring at a massif's edge instead of slicing unnatural straight canyons through the mountains. EVERY city — classic and Premium alike — now worships at a real walled temple: capitals raise the two-tier Grand Temple Pyramid and towns the Temple Hall, each standing in a proper forecourt plaza with shops and homes ringing the sanctuary at a respectful distance, and cities themselves keep more space between one another. A Premium enclave's serpent shrine is also always reachable on foot from its town.
- 2026-08-11 — Fixed Warden's Contracts showing as empty for hunters who were already well past level 8 — a same-day empty board (opened too early, or rolled before the world finished loading) could stick until the next UTC dawn. Opening the Contracts window again now fills the board when it can, and the under-level message only appears for rookies who truly aren't eligible yet.
- 2026-08-11 — Fixed the anti-macro Are you there? prompt wrongly appearing right after logging in — a timer bug treated a fresh login as if you had been standing still for decades. The check still fires after a long fight or a long stationary stretch, just not the moment you enter the game.
- 2026-08-11 — Apex elites now smoulder with a golden aura — a warm glow at their feet with gold embers and smoke drifting up the body, so the rare elite reads at a glance even in a crowd or from across the screen (the gold name alone was easy to miss mid-fight). Purely visual; ships to your device with the next update.
- 2026-08-11 — Fixed the HP and mana bars looking half-empty while the numbers already said you were full (e.g. 590/590 with a short red fill). A smooth width animation on the always-on HUD bars was freezing mid-tween on some phones — a refresh remounted them and looked fine. The fill now snaps to the real value every update.
- 2026-08-11 — Fixed scrollable button strips (the bottom window bar, the hotbar, landscape's system bar) opening panels or casting spells while you were just scrolling them — a press now only activates on release, and only if your finger didn't drag. Scroll freely; tap deliberately.
- 2026-08-11 — Desktop: your health is now where the fight is — a compact HP/mana readout sits pinned top-center of the game view, so you no longer glance at the sidebar mid-melee (toggle it under Options → Health bars at the top of the screen). Your own overhead combat bar and name also draw on top of monster nameplates now — an adjacent creature's name can no longer cover the one bar you need to read.
- 2026-08-11 — Hunting stamina is coming — soon every hero will carry a pool of up to 42 hours of hunting stamina, shown in the Skills window. It is not switched on yet — nothing changes today — but here is what to expect. Play a session or two a day and you live in the new Rested band: +25% kill experience. Fighting drains it one minute per minute (only in combat, outside towns — idling, banking and chatting are free); logging out restores it (3 minutes offline per minute back, the Rested band slower). Below 14 hours kills pay half experience; at zero they pay none — loot, gold, skill training, quests and Warden's Contracts are never affected. In a hurry, the new Full Stamina Refill Scroll (Tikal Coins premium shop) refills the pool on the spot. Casual hunters level faster than before; only marathon grinding past ~6 hours a day slows down. The full guide lives at Hunting Stamina & Rest.
- 2026-08-11 — The great vocation balance pass — after a full simulation of every calling across all level tiers (PvE economy, damage, cooldowns, leveling speed, and thousands of PvP duels), nine coordinated changes landed. PvP finally resolves: potions now carry a 1.5s exhaust while you're in combat with another player (hunting keeps the fast 0.5s), the knight's steel is trimmed to 1.25× against players only (monsters still see 1.4×), and Magic Shield absorbs 1.25 damage per mana vs players — duels that used to be 100% potion-stalemates now end. Sustain has domains: great/ultimate health potions pour full for knights, 70% for paladins, 50% for mages (mana potions stay universal — every calling runs a real rotation). The mid-game caster bleed was halved: strong/great mana potions cost 70/120 gold (ultimate rises to 250), mid-band monsters carry ~20% fatter purses, and Hunter's Mend costs 15 mana. Late steel hits harder: knight war magic at level 110+ (~+12%) and the paladin's level-150+ line (+10%). The full how-and-why lives on the new Vocation Balance page.
- 2026-08-11 — Fixed house furniture that looked like it vanished after a reconnect: beds, chests and other décor were still saved in your house, but the client only learned about nearby floor piles on login and never refreshed them as you walked — so a silent reconnect could leave rooms looking empty until you relogged next to the items. Walking around your house now reveals furniture again, the same way creatures appear as you approach.
- 2026-08-11 — Warden's Contracts are far less grindy — daily kill counts were cut hard (the ceiling drops from 200 to 80 kills), and the Warden now reads the world's spawn ledgers before posting: dailies never target creatures too scarce to farm, and every count is capped to what the creature's best hunting camp can actually sustain. A daily contract now takes about an hour of focused hunting at most (the worst cases used to be an all-day camp); weekly marks may still name rarer prey, with counts sized for the week. See Warden's Contracts.
- 2026-08-11 — Fixed a Depot / backpack bug where stashing an empty backpack while another of the same kind still held items could make those items vanish from the backpack but keep weighing you down. Depositing, dropping, selling, trading, market-listing, or guild-vaulting backpacks now peels the empty instance on purpose, and any already-stranded stash is restored to your bag on the next inventory sync.
- 2026-08-11 — Apex elites are now announced world-wide and marked on the map — when an Apex rises anywhere on your world, every hunter hears the herald (not just those standing nearby) and a golden skull marks its lair on the minimap and world map until it falls. And so the horn stays meaningful, rises are now paced: a new Apex appears at most about once an hour per world, never more than two alive at once. No more apexes quietly rotting in an empty corner of the jungle — when the call goes out, rally a partner and race for it.
- 2026-08-10 — High-band hunting pays again — gold purses now keep scaling all the way up the open-world bestiary instead of flattening out around the L170 hunting grounds. The toughest open-world monsters carry purses roughly 2–3× fatter than before, so the new, harder elemental fights are worth the potion bill. Low- and mid-level purses are unchanged.
- 2026-08-10 — Depot banking no longer auto-converts coins — deposit or withdraw keeps the exact denominations you move (500 gold stays 500 gold; jade stays jade). The vault window also gained category filters, item details on select, and a clearer layout on phones.
- 2026-08-10 — Apex elites now stalk the high-band wilds — any open-world monster from the L100+ hunting grounds has a rare chance to spawn as a gold-named Apex: four times the health, harder and faster blows, and the Seventh Sky Ward — its hide shrugs off most damage until two or more hunters strike it together. Nearby hunters are heralded when one appears; felling it pays 5× experience, a triple purse, and 5× bestiary / Warden's Contract credit. Balance pass alongside it: potions now carry a short 0.5s exhaust between quaffs (normal hotkey play never notices; auto-clicker chugging is dead), and mid/high-band monsters shift more of their damage into elemental attacks that armor can't blank — bring the right resistances instead of free-tanking.
- 2026-08-10 — Published the Trials of the Seventh Sky announcement — the full endgame update in one illustrated page, also in Español, Português and Polski.
- 2026-08-10 — Lit the Seasonal Ladder — every calendar month is now a season: each Task Point you claim from Warden's Contracts also scores on the month's ladder, shown in the new Season tab of the Rankings window (with your own rank even outside the top 20). When the month turns, the podium is paid automatically: the champion earns the permanent Champion of the Season title plus account-bound banner and dye scrolls, and 2nd–3rd take a dye scroll each. Lifetime Task Points are untouched — the season tally simply resets and the race starts again.
- 2026-08-10 — Opened the Seventh Sky Bastion — a second party dungeon for fellowships of 3+ at level 300+, entered by the party leader through the new golden portal beside the capital temple. Three looped hunting halls (Great Thunderbird, Godstone Colossus and Godbeast anchors with chimera and titan packs) lead to the Seventh Sky Warden, a vault boss tuned above the Godking. Fell it with your party and open the Vault of the Seventh Sky once each week for gold, sky shards and your calling's level-320 signature piece — the Godstone, Thunderbird, Nightweave and Raincaller sets now come from the vault only and no longer drop on the open roads.
- 2026-08-10 — City shop interiors, bank vaults, and townsfolk hearths (Tepeu, Xochi the Potter, and the other house residents) are protection zones on the mainland and the tutorial isle — creatures can no longer wander indoors. Streets and plazas stay open (and town-styled wilderness camps are not treated as safe just for looking built-up).
- 2026-08-10 — More common wildlife can now be shoved aside with the deliberate push-drag (jackals, boars, scarabs, foxes, frost wolves, goats, cave spiders, panthers, cobras, scorpions, jaguars, howler monkeys — crabs and armed humanoids still hold their ground). Dead bodies can also be dragged farther: up to 8 tiles away when the path is clear of walls and other blockers.
- 2026-08-10 — The Court of the Seventh Sky — four rotating monthly world bosses, one per week: the Godking on Calakmul (1st), the Seventh-Sky Wyrm on Lamanai (8th), the Night Titan on Caracol (15th) and the Cloud Leviathan off the mainland shores (22nd). Each scales up to 4× with the crowd, spawns nowhere else, and keeps a tribute chest beside its lair — open it once per week (everyone who fought qualifies) for gold, eternity shards and a dye scroll. See Events.
- 2026-08-10 — The power ladder now climbs to level 300: 16 new spells (per calling at levels 170, 200, 250 and 300 — see the spellbook) and the Elder Promotion, a second oath at level 200. Complete the Trial of the Seventh Sky — still the Heart of Xibalba, surrender three death idols, and lay 500,000 gold before the Three — to earn an elder title (Eternal Sun Jaguar, Thunderbird Sovereign, Skyfire Archon, Serpent Prophet), another +1 HP/mana per rested regen tick, and your calling's elder signature spell. See Vocations.
- 2026-08-10 — Added Nahual Charms — permanent hunting perks bought with Charm Points from your Bestiary: every creature now pays points at three kill milestones (tougher creatures need fewer kills and pay more), and the new Charms tab in the Tasks window sells 8 charms — Jaguar's Bite (crit vs your bound prey), Bloodmoon Thirst (lifesteal), Stormcaller's Eye (spell damage), Serpent Ward (poison resist), Obsidian Skin (physical reduction), Quetzal's Grace (move speed), Jade Heart (regen) and Sun's Bounty (more gold from kills). Offense charms bind to one creature archetype and can be rebound freely. See Warden's Contracts.
- 2026-08-10 — Added Warden's Contracts — repeatable hunt tasks for everyone level 8+: talk to the new Warden of the Hunt near any town temple (or tap the Tasks toolbar button) for 3 daily contracts and 1 weekly mark, picked from creatures around your level. Claiming pays experience, gold, and permanent Task Points; each contract can be re-posted once if its prey is out of reach. Your new Bestiary tab also starts recording lifetime kills per creature — party kills count for every member. See Warden's Contracts.
- 2026-08-10 — Added a new Premium Shop item, the Sex Change Scroll: reshapes your character's body silhouette to the other sex, once — name, skills, and gear untouched. Also repriced the Premium Shop so real money never undercuts grinding gold as a Premium player, and made Character Rename Token (character rename) the single priciest item in the shop.
- 2026-08-10 — Added Kindred Mending, a new Druid-only spell (level 50) that heals another nearby player instead of yourself — the first heal-an-ally spell in Tikal. Tap it on the spell bar to mend the most wounded ally in sight, or pick "Heal" from any player's menu to aim it at them directly.
- 2026-08-10 — Reworked the Coin Shop into a Tikal Coins premium shop: real money now buys Tikal Coins (an account-wide balance, spendable on any of your characters) instead of gold directly. Spend them in the new Premium Shop tab on premium scrolls, the Death Protection Amulet, and new cosmetics — everything you redeem is bound to that character forever (never tradeable, sellable, or droppable), and none of it is gold or combat power.
- 2026-08-10 — Fixed house furniture that couldn't be moved once placed: dragging a piece of furniture to another spot in your house now actually relocates it, instead of silently doing nothing. You can still drag it straight into your bag to carry it elsewhere.
- 2026-08-10 — Added a small daily courtesy limit to the Coin Shop (about one Large Pouch, 1,000,000 gp, per account per day) so the market and house auctions stay stable for everyone — most players will never notice it. The admin team can now also see how much Coin Shop gold enters the game each day alongside the rest of the economy.
- 2026-08-10 — The Scroll of Hearth now works from anywhere in the world, not just while standing on the same island as your house — reading it from any other island ferries you there and drops you right at your door.
- 2026-08-10 — Fixed your own HP bar getting covered by your guild tag in combat: once you joined a guild, the small tag under your name could paint right over your overhead health bar, making it look like it vanished. The bar and tag now stack cleanly above your head again.
- 2026-08-10 — Fixed confusing bank deposits/withdrawals: your vault always consolidates coins into the fewest denominations (e.g. 438 Jade Coins becomes 4 Obsidian Coins + 38 Jade Coins — same total value), but that upgrade wasn't explained, so a big pile of jade could look like it vanished. The depot now posts a chat line spelling out exactly what a deposit or withdrawal turned into whenever the coin type changes.
- 2026-08-10 — Looking at a house door now names the plot and who owns it (or that it is unclaimed) — previously the client only said "This is a stone door" because house data never reached the game client.
- 2026-08-10 — Jaguar Knights now have an early skill ring at level 20: the Obsidian Claw Ring (+2 sword/axe/club), sold by Itzel for 600 gp — the same timing as the paladin's Eagle Eye Ring. The Jaguar Ring (+3) stays the level-35 upgrade. Power Ring (+1) remains the level-8 starter band.
- 2026-08-10 — You're no longer stuck if someone is blocking a one-tile doorway or tunnel: press and drag their character (or a pushable creature's) onto a free tile beside them to shove them aside. It's a deliberate action, not something that happens just from walking past someone, so it never disrupts ordinary crowded movement. NPCs and unpushable creatures still hold their ground, and nobody can be dragged out of a temple/plaza sanctuary or their own house into unprotected ground against their will — sanctuary always stays a safe place to stand.
- 2026-08-09 — Storage Chest furniture is now sold by Balam: place it in your house and tap to open it like a backpack. Items inside the chest (and everything else on your house floor) now reliably survive a server restart — including loot that spilled onto the floor when your bag was full.
- 2026-08-09 — House Relist is now owner-only (guests with door/storage access never see or can use it) and asks you to tap again to confirm, explaining exactly what will happen, before it takes effect — it's also still reversible: tap it again before the next weekly settle to cancel and keep your house, and the panel shows a clear warning the whole time a relist is pending.
- 2026-08-09 — House Relist is now reversible: tap it again before the next weekly settle to cancel and keep your house — the in-house panel also now shows a clear warning the whole time a relist is pending, so you're never unsure whether your house is about to go back up for auction. Losing bids at settle time now always send you a confirmation message when your gold is refunded to your vault.
- 2026-08-09 — Options: you can now turn off the floating System messages over the game world (the gold lines above the action bar). Chat → System still keeps the full history. The setting is saved to your character.
- 2026-08-09 — Added a random presence check: after a long continuous fight or a long time standing still, you may be asked to tap a confirm button to prove you're still there. Its position on screen moves every time, so it can't be scripted — a real tap takes a second, and missing it disconnects you.
- 2026-08-09 — Sorcerers and druids can now learn Magic Shield (Astral Toll / Verdant Toll, level 65): it turns incoming damage into mana loss instead of HP loss, in PvE and PvP, until your mana runs dry. It's a trade-off, not a free upgrade — it replaces your Ward buff while active (you can't have both) and spends the same mana you need for your own spells.
- 2026-08-09 — You can now double-tap another player to attack (same Serpent's Mark confirm as the menu). A single tap still opens their interaction menu; long-press / right-click unchanged.
- 2026-08-09 — House Auction: picking a listing now shows a small map preview highlighting exactly where that plot sits, so a bare "House 8" is never a mystery. Looking at any house door also names the house it belongs to.
- 2026-08-09 — Merchant buyback: when a shopkeeper's daily purse is empty (or too low for your item), they keep buying at half price for the rest of the UTC day instead of refusing. Full rates reset tomorrow — or try the same shop in another town / the player market. Per-item daily unit caps still apply.
- 2026-08-09 — Tightened anti-cheat: AFK training detection can no longer be dodged by pacing back and forth in place, and accounts found botting/cheating can now be suspended.
- 2026-08-09 — Market listings now spell out when you can't afford the listing fee (25 gp from your bag — withdraw from the Depot if your gold is in the vault).
- 2026-08-09 — Serpent's Mark / PKs: marked killers may still use town shops and plazas when out of combat, but they can no longer enter a short radius around temple / respawn shrines (even out of battle) — so they cannot camp people waking from death. That same radius is always sanctuary for everyone (no PvP, no monsters). Travel and death still bring skulled players into town, landing just outside the shrine.
- 2026-08-09 — PvP targeting: locking another player no longer drops when they (or you) briefly leave view on stairs — spell casts keep the same target instead of forcing a re-tap. The player context menu also puts Attack last (after Look / message / trade / friends), so it is harder to PK by accident.
- 2026-08-09 — Depot Deposit gold / Withdraw gold now asks how much you want (amount stepper + All) instead of moving every coin at once. Coin payouts still consolidate into jade and obsidian when they fit.
- 2026-08-09 — Depot coin banking now pays out and stores gold as jade and obsidian when they fit — withdraw 500 gold and you receive 5 jade coins; withdraw 150 and you get 1 jade + 50 gold. Depositing works the same way, so the vault stays lighter on slots.
- 2026-08-09 — Fixed Frostfire Nova (and the matching Druid Blizzard line): the level-85 AoE was hitting below Solar Cataclysm (level 60). Mid/late mage area spells now scale upward again so higher unlocks are always worth casting.
- 2026-08-09 — Fixed a Depot / Vault crash that could kick you out of the game on mobile (especially Premium vaults and Scroll of the Vault). Banking at the vault keeper is more stable, and the Scroll of the Vault now pulls gold into your pack without opening the full depot window mid-hunt.
- 2026-08-09 — Opened the Coin Shop: buy Small / Medium / Large Obsidian Coin pouches (10 / 50 / 100 coins — 100k / 500k / 1M gp) for $5.99 / $17.99 / $33.99 from the bottom-bar Shop button (or landscape HUD menu → Shop). Coins are ordinary in-game gold, not a power boost — hunting still earns them for free.
- 2026-08-09 — Vocation promotion now unlocks at level 30 (was 20) for 20,000 gold, and each advanced calling gains a signature spell: Jaguar's Challenge (Knight taunt), Eagle's Mark (Paladin party damage mark), Soul Siphon (Sorcerer mana-leech bolt), and Thicket Snare (Druid root). Talk to Sage Mira in Yaxalún after swearing the oath to learn yours.