Skip to main content
Back to Release Notes

v1.37: Whiteout

v1.37 is a content-and-fairness patch. The headline is Whiteout, a brand-new Guild Raid built to punish the builds everyone is running right now, with a finale you will not see coming. Literally.

Around it, we fixed two things the community has been right about for a while: guild leveling was tuned for guilds four times the size they are now, and Tank builds had no way to win a fight on a timer. Both get real fixes in this patch, not band-aids.


At a Glance

🐕✨ Feature Updates 🐕✨

  • Guild Raid 26: Whiteout. A new frozen raid with Cryomancers, Gargoyles, and a Yeti finale, plus an exclusive Relic chase with boosted odds at Luck and Magic Resist rolls.
  • Guild leveling is now 4x faster. Guilds were leveling far too slowly, so every XP threshold has been cut to a quarter of its old value. Every guild's level goes up or stays the same on day one. No guild loses anything.
  • Guardian's Wrath: Tanks now ramp damage. The Tank Shield 4-piece bonus grows your damage every round you survive, so Tank builds can finally beat timed battles.
  • Loadout quality of life. Loadouts now remember your equipped Title, stay separate per server, and the game prompts you to switch onto your Raid Loadout when entering a raid.
  • Guild Raid contribution board. After each Guild Raid run, a post-run board shows everyone's contribution, and healing is now credited to the healer who cast it.
  • Guild Raid reward floor. Guilds must now score at least 1,000,000 in a week's Guild Raid to qualify for that week's rewards, and a notification tells you when your guild did not qualify instead of leaving you guessing.
  • Tower defeats now place you on the Rivals board. Losing a Tower battle now puts you on the Rivals leaderboard at your highest cleared floor. You still have to fight the battle, but a defeat no longer leaves you off the board entirely.
  • Monster Hunt roster change. The Lockbox Lurker replaces Goreish, with standard skill picks on entry.
  • Challenges expertise parity. Pets and mounts now start Challenges at expertise parity with Adventure.

⚔️ Arena progress report ⚔️

  • Bugs found in final testing held the Arena back from launching, and v1.37 fixes them. We are hoping to open the doors during this patch, so get your roster ready.

🐞 Bug Fixes 🐞

  • Guild Raid healing totals no longer show zero, and the Healing column credits the caster.
  • Teammates get their stamina back when a Guild Raid fails to start.
  • Reward mail now arrives for guilds with special characters in their names.
  • Global chat no longer auto-scrolls while you are reading older messages.
  • Party selection now shows companions' Raid Loadout stats instead of their live gear.
  • Guild Raids 23 through 25 run fewer enemies at once on low-memory devices, and the game now recovers gracefully instead of crashing when memory runs low.
  • The Lifebinder Ultimate's biome transformation renders more efficiently.

Guild Raid 26: Whiteout

Every raid teaches the game something about your builds. Whiteout is the raid that learned.

  • A frozen gauntlet. Six days of blizzard-swept encounters against Cryomancers, Gargoyles, and worse. Bring answers, not just damage.
  • Built to counter the meta. Whiteout's encounters are designed to punish the dominant strategies. If your guild has been coasting on one comp, this raid will ask questions.
  • The Yeti finale. The raid ends with a Yeti encounter unlike any boss we have shipped before. We will let you discover why. Keep your eyes open. It will not help.
  • An exclusive Relic chase. Whiteout drops its own line of Relics with heavily boosted odds at Luck and Magic Resist primary rolls, stats the normal drops in this raid cannot roll at all. These drop from the finale and companion loot, and they still complete your normal sets.
  • Clearer choices. Adventure choice events in the raid got a copy and icon pass so the tradeoffs are readable before you commit.

Guild Leveling, Rescaled for Real Guilds

We have not been happy with how slowly guilds level up, and the data backed that feeling: no guild on any server had ever reached level 8, and three out of four active guilds were stuck at level 3 or below. That is not a difficulty curve, that is a wall. So we tore it down.

  • Every guild XP threshold is now exactly one quarter of its old value. Guild leveling is 4x faster across the board.
  • Levels only go up. Your guild's level is derived from XP it already earned, so on patch day guilds jump forward, never backward. We project the median active guild lands around level 4, and the top guilds finally push into levels 7 through 9.
  • Nothing about how you earn guild XP changed. The ruler was wrong, so we fixed the ruler.

Guardian's Wrath: Survival Becomes Damage

Tank builds had a problem we could measure: everything they do is reactive. Deflects and counters only fire when something hits you, and the Tank Shield 4-piece was a once-per-adventure death save. In any battle with a round limit, a Tank build was an unwinnable DPS check. Monster Hunt leaderboards scored their survival at zero.

  • The Tank Shield 4-piece bonus now ramps your damage every round you survive. Each round that ends adds a stack of bonus damage, up to 8 stacks, or 12 stacks if you are running the Guardian role.
  • The death save stays. Guardian's Wrath is added on top of the existing 4-piece revive, not replacing it.
  • Tanks stay tanks. The damage ceiling is tuned to sit below the Hunter set's ramp, so in raids the Tank set remains survival-first. What changes is that timed battles are now winnable, and your Monster Hunt score reflects the fight you actually fought.
  • We are watching this one. This is a first pass, deliberately on the conservative side. We are monitoring how Tank builds perform after the change and may continue to buff if they are still falling short.

Arena Progress Report

The Arena, our first-ever player-versus-player mode, was meant to be in your hands by now. Honest update: final testing turned up bugs we were not willing to launch with, so we held the doors shut. v1.37 fixes them, and we are hoping to open the Arena during this patch.

What we fixed before opening the doors:

  • Battle playback now has speed and skip controls, because watching a fight you have already won at 1x speed is nobody's idea of fun.
  • Weekly seasons now score correctly, including fights against players who have not logged in since the reset, and trophy displays reflect the season boundary.
  • The Arena ticket flow got a full pass: purchases confirm properly, and your gem and ticket balances are visible where you spend them.

If all goes well, the Arena opens during v1.37. Get your roster ready, because the moment it opens, the climb begins.


How We Balance Now

We keep this section in every patch because how the game gets made should not be a mystery.

  • We fixed rulers, not players. The guild XP change and the Tank set change came from the same place: measurement showed the system was grading players against a curve that no longer matched the game. In both cases we changed the curve, not your progress.
  • Production data made the call. No guild at level 8 across every server is not an opinion, it is a fact. When the data is that one-sided, the fix ships in the next patch.
  • Whiteout is the counterweight. Making guilds level faster and tanks hit harder loosens the game. A raid built to counter the meta tightens it back. That push and pull is deliberate.