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Beta 2.5.4

Posted: Fri Aug 28, 2026 5:23 am
by Riggz

-Seasonal Achievements and Season Points-


Two Separate Currencies
  1. Achievements now pay two different things, and they are not the same pot.
    • Achievement points, which you spend in the rewards shop
    • Season points, which fill the bar on the running season track
  2. Completing a seasonal achievement pays both. The season points are on top of the achievement points, never instead of them.

Season Points on Tiers
  1. An achievement with a ladder of tiers can pay season points at every rung, not only at the end.
  2. That means a long seasonal grind feeds the track steadily as you climb it, rather than dumping everything on the final tier.
  3. You are told the moment they land, along with your running total for the season.

Only the Running Season Pays
  1. Only achievements belonging to the season that is actually running will pay season points.
  2. A permanent achievement never feeds a season track, so ordinary progress cannot quietly inflate the bar.
  3. An achievement from a season that has finished will not feed whichever season replaced it. Its progress is kept, it simply stops paying.
  4. Use [season to see your current total and how far along the track you are.

-Evo Pets-


Hatching One
  1. Evo dragons hatch from an evo dragon egg. Double click the egg to hatch it.
  2. You need 100 Animal Taming, 100 Animal Lore, and enough free control slots to hold what comes out.
  3. What hatches is a Faerie Dragon, which is the first of six forms.

Six Forms
  1. An evo pet evolves every 4 levels, all the way to level 20.
    • Faerie Dragon at level 0
    • Swamp Dragon at level 4
    • Drake at level 8
    • Wyvern at level 12
    • Dragon at level 16
    • Ancient Wyrm at level 20
  2. Every form is a real step up in size, stats and damage, and it is announced when it happens.

Every Egg Is Different
  1. Each evo pet is born with its own bloodline, a roll that runs from 10 percent below average to 10 percent above.
  2. The roll is fixed at birth and never changes, and it scales the pet's stats for its whole life, so two dragons of the same form are not necessarily equal.
  3. Your pet's bloodline is shown on its window.

The Evo Pet Window
  1. Use Animal Lore on an evo pet to open its own window, which is different from the standard pet window.
  2. It shows the full evolution timeline, so you can see every form it has been through and every one still ahead of it.
  3. The attributes page lists what the pet has now, what it is projected to have at level 20, and how much is still to come.
  4. Before each evolution it tells you what the next form will unlock, so you know what you are levelling towards.

-Evo Dragon-

Nine Powers, Two at a Time
  1. An evo pet can learn nine draconic powers, unlocked as it evolves, but it may only run two of them at once.
    • Faerie Dragon: Arcane Spark, bites discharge energy and feed back mana. Fire Breath, hurls flame and sharpens with every form
    • Swamp Dragon: Toxic Blood, bog ichor splashes melee attackers
    • Drake: Draconic Regeneration, knits its own wounds even mid battle
    • Wyvern: Venomous Bite, envenoms on hit and scales with Poisoning
    • Dragon: Draconic Roar, sears and staggers everything around it. Ancient Wrath, up to 30 percent more damage as its health falls
    • Ancient Wyrm: Draconic Rebirth, burns banked experience to survive a killing blow. Molten Scales, scalds attackers who close to melee
  2. You choose which two are switched on, and you can change them whenever you like from the pet's window.

-Pet Stamina and Meditation-


Stamina Now Levels
  1. Stamina grows with your pet's level for every class except Mage, so a levelled pet keeps swinging and running for longer than it used to.
  2. Growth per level, as a share of the pet's own base stamina.
    • Bruiser 7 percent
    • Tank 5 percent
    • Lethal 6 percent
  3. Pets that shipped with a fixed stamina pool never gained any at all, no matter how high they levelled. The Alligator is the clearest example, sitting on the same stamina at level 20 as it had at level 1. Those pets now grow like everything else.
  4. No pet loses stamina from this change. Every rate was set at or above what the class was already gaining, so the worst case is that nothing moves.

Mage Pets Now Meditate
  1. Mage pets trade stamina growth for Meditation, which they never had before, and it climbs 6 percent per level.
  2. A pet's starting Meditation is drawn from its own magical schooling, so a well trained caster begins with more of it than a dabbler.
  3. This mostly helps smaller mage pets, which ran dry quickly. The largest casters were already at the mana regeneration ceiling and will notice very little.

Every Class Now Gains the Same
  1. The four pet classes were never actually equal per level. Bruiser gained 33 points of growth, Tank 35, Mage 34 and Lethal 34.
  2. All four now gain exactly 40 points per level. Nothing was taken away to do it, the new stat is what closed the gap.

Shown on the Gumps
  1. Stamina appears on the pet lore gump for Bruiser, Tank and Lethal, and Meditation appears for Mage, on both the base and current pages.
  2. The evo dragon window now lists Stamina alongside the other pools and Meditation alongside Magery, including the projected value at level 20.

-How Monsters Choose Their Target-


Monsters Now Remember
  1. Until now a monster simply attacked whoever happened to be standing closest, and it rechecked that every few seconds with no memory of the fight so far. Whoever stepped nearest took the hit, regardless of who had been fighting it.
  2. Monsters now keep a running tally of who has earned their attention, built from damage dealt and from healing, and they fight whoever is highest on it.
  3. The tally is forgotten two minutes after you stop, which is the same window the game already uses for looting rights.

Healers Now Draw Attention
  1. Healing another player or a pet now builds threat on everything already fighting the target you healed.
  2. This counts every source of healing, both healing spells and bandages.
  3. Healing counts at half the rate of damage, so a healer climbs steadily over a long fight rather than snatching a monster away with one large heal.
  4. Healing someone who is not in combat earns you nothing, so topping people up between fights is safe.

Tank Pets Hold the Line
  1. Tank class pets count for three times their earned threat, so they hold a monster's attention rather than losing it the moment somebody swings harder.
  2. This is why a pet trailing behind you takes the hit when you run past a monster. The pet is physically nearer the monster than you are while you are moving, and its class bonus does the rest.
  3. Standing close is worth a few points on its own, which decides who gets grabbed on the pull. Once real damage starts landing, what you have actually done to the monster is what keeps it on you.
  4. Tank pets no longer pull monsters through walls or from across a room. A monster has to be able to see the pet, the same as any other target.

Provocation Is Unchanged
  1. None of this touches provocation. A provoked creature is locked onto its target for the full duration and cannot be pulled off it by threat, by a tank pet or by proximity.
  2. When the provocation ends, the creature carries on with whoever is highest on its tally, which is usually the target it was already fighting.

-Monster Combat Fixes-


No More Stutter Stepping
  1. Monsters were quietly rechoosing their target every one to four seconds for the whole of a fight, even when nothing had changed.
  2. Each of those swaps restarted whatever the creature was doing, which is why spellcasting monsters kept stepping out of their own casting and never seemed to finish anything.
  3. Creatures now stay with the fight they are already in, and only look for a new target when they genuinely have nothing to fight.

The Repeating Roar
  1. Creatures made their angry noise every single time something re targeted them, which with the constant retargeting above meant a loud pet such as a dragon roared over and over for an entire fight.
  2. A creature now makes that noise at most once every five seconds, no matter how many things are swinging at it.