Friday, May 22, 2026

The wait is almost over! Rise of Tyrants officially launches tomorrow, May 23rd, at 8:00am Pacific Time!
Shaped directly by community feedback, this expansion brings new systems, major reworks, fresh progression paths and a massive wave of quality-of-life improvements across nearly every part of RavenQuest!
Welcome to Rise of Tyrants.

A new era of endgame content has arrived in RavenQuest! π₯
Across the world of RavenQuest, powerful beings known as Tyrants have risen to claim dominion over their regions. From forgotten temples and cursed laboratories to war camps and elemental sanctums, these legendary threats reshape the lands around them through sheer power and influence.
Each Tyrant stands as the apex threat of its domain, offering unique mechanics, escalating encounters and powerful rewards for those capable of challenging them. This is not content you defeat once and forget.
The Tyrant System is an evolving endgame progression system built around mastery, consistency and the courage to push further every single week. Every encounter demands teamwork, preparation and execution. Every victory unlocks greater challenges, greater rewards and greater prestige.
Check out the first Tyrants DevBlog or watch our Tyrants Overview video to get a first look at what is waiting ahead:
The Tyrants
Five Tyrants now threaten different regions of RavenQuest, each carrying their own lore, mechanics and exclusive rewards. No two fights are the same β and neither are their spoils:
β’ Sol Xoloth - The Sun King β Revered by the Saurian tribes, the Sun King commands the power of divine flame. Master the Solar Brand mechanic and survive his Supernova to claim radiant rewards.
β’ Fenrath - Master of the Hunt β An ancient spirit twisted by endless bloodshed, Fenrath stalks the forests as a force of pure predation. Navigate his shifting Aspects and survive the hunt.
β’ Doctor Putridus - The Mad Scientist β A deranged scholar turned Hookmask, Putridus conducts twisted experiments with volatile concoctions. Manipulate his unstable creations and turn his own mutations against him.
β’ Gor'bash - The War Drummer β A half-troll shaman cast out by his own clan, Gor'bash leads a savage warband driven by bloodlust and the relentless cadence of his drums. Disrupt his War Cadence and survive the march.
β’ Sultan Zaraketh - The Elemental Storm β A fallen ruler consumed by the fury of the storm, Sultan Zaraketh commands the raw forces of Fire, Ice, Lightning and Wind with devastating precision. Harness the Elemental Catalysts and survive the Sultan's perfect storm.

Tyrant Domains
Five new Tyrant Domains have opened across the world β one for each Tyrant. Only Adventurers with at least Legacy Level 80 may enter these deadly encounters, and each Tyrant is designed for a coordinated group of 5 players.
Every week, one Tyrant awakens in rotation (Sundays), opening its domain and granting players the opportunity to claim rewards up to 3 times per week, with escalating rewards for higher Sigils cleared.
π The first Tyrant will be available on May 24th after the server reboot. Tyrant domains remain open from Sunday to Sunday each week.
A Note on Tyrants:
The Tyrant bosses have gone through extensive playtesting and balance work ahead of Rise of Tyrants. That said, the Tyrants are mechanically deep - each one has a significant number of moving parts, layered mechanics, and nothing compares to hundreds of groups fighting a Tyrant simultaneously in a live environment.
Balance changes will typically be applied when a Tyrant completes its weekly rotation, however, there may be situations where we hotfix a Tyrant mid-rotation if we feel it is necessary - whether that means making a Tyrant easier, harder, or adjusting something that isn't working as intended.
We want to be upfront about this so there are no surprises. The Tyrants are a new system, and getting them right matters to us. We'd rather move quickly on balance than leave something broken or unfun for longer than necessary.
Escalating Difficulty, Escalating Rewards
The Tyrant System is built around Sigils β tiered difficulty modifiers that progressively transform each encounter into something even more dangerous.
This is where the Tyrant System separates the average adventurer from the elite. The higher the Sigil, the deadlier the mechanics, the greater the coordination required, and the larger the rewards.
Defeating a Sigil tier unlocks the next one, allowing parties to climb up to 3 Sigils per week.
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Party leaders may freely select any Sigil tier they have previously unlocked, creating flexibility for progression runs, practice attempts or pushing for higher-tier clears with stronger rewards.
If a Party Leader selects a Sigil tier higher than another player has personally unlocked, that player may still participate in the encounter normally. However, successfully defeating the Tyrant will only grant them progress equivalent to +1 Sigil tier above their currently unlocked level.
To make progression more flexible, parties are also able to adjust their strategy mid-run. If the group fails an encounter, the Party Leader may choose to downgrade the active Sigil tier before attempting the fight again.
Most importantly, failed encounters do not consume the Tyrant run itself. Adventurers may continue challenging the Tyrant as many times as needed until victory is achieved. However, any resources used to enter the Domain are still consumed upon entry.
No Two Fights Are the Same
Forget simple tank and spank. Forget face-tanking. Every Tyrant is a choreographed encounter that demands your full attention and your party's complete coordination.
Unique Mechanics
From the experimental chaos of Doctor Putridus to the elemental fury of Sultan Zaraketh, every boss has unique mechanics that will punish a party that isn't paying attention β and reward one that has truly mastered the encounter.
Phase Shifts & Environmental Hazards
Tyrants don't just hit hard. They change. React in real-time or wipe. While having a powerful and well-rounded character will have advantages, Tyrants are not a simple stat check boss encounter.
5-Player Synergy
This content was designed around the idea that five players working in perfect sync can accomplish something that five individuals cannot. Build your party according to the demands of the unique Tyrant encounter.
Rewards Worthy of Legends
Among the rarest rewards within the Tyrant System are Relics β powerful artifacts that permanently showcase your mastery over each Tyrant encounter.
Each Tyrant possesses its own unique Relic, capable of being upgraded through three distinct tiers using a progression system similar to Creature Trophies. Adventurers will also be able to fully track their Relic collection progress through the new Adventure Journal, allowing collectors and completionists to monitor every discovered Relic, upgrade tier and missing unlock across the entire system.
Relic Tier 1 β The Tyrantβs Legacy
Each Relic provides a unique benefit specific to the Tyrant it came from. These benefits were revealed in their dedicated Tyrant DevBlogs.
Relic Tier 2 β Collectorβs Bounty
In addition to the unique benefit, every Relic upgraded to Tier 2 grants a +10% chance to receive +1 extra Gemstone whenever a gemstone is obtained. This effect stacks for every unique Relic in your collection, with a total of +50% Gemstone chance by controlling all 5 Tyrant Relics.
Relic Tier 3 β The Trailblazer
Tier 3 Relics are difficult to reach, for the most fearless and dedicated Tyrant slayers. Tier 3 Relics add a +10% Renown boost β stacking across every unique Relic you've upgraded to Tier 3.

But rewards are not limited to Relics alone. Defeating a Tyrant is more than a victory β it is a statement. Each Tyrant also features its own exclusive thematic reward pool filled with:
β’ Unique Moa & Wagon Cosmetics
β’ Exclusive House Banners & Decorations
β’ Tyrant Trophies



And that's not all! In addition to Tyrant-exclusive collectibles, players can also obtain a wide range of powerful progression rewards shared across the entire Tyrant System, including:
β’ Experience
β’ Fame
β’ Infusions
β’ RavenPacks
β’ Tier 2 & 3 Gemstones
β’ Shiny Sleeves (expanded below)
Whether you are chasing power, prestige, collectibles or progression, the Tyrant System offers some of the most valuable and rewarding loot ever introduced to RavenQuest.
New Pet Utility
Rise of Tyrants introduces a new layer of utility to pets in RavenQuest with Pet Awakening.
Awakened Transmutation
Once awakened, your Pet permanently unlocks an additional reward from every transmutation - on top of the normal $QUEST rewards, each transmutation will now also generate 1 Tyrant Seal.
Tyrant Seals are fully tradable and can be listed on the Marketplace, meaning even players who haven't awakened a pet can acquire them with silver from other players.
How to Awaken Your Pet
To awaken a pet, simply use an Awakening Scroll on your equipped pet. Once awakened, an exclusive visual indicator will appear on the pet interface so you can always identify your awakened companions at a glance.
Pet Awakening Scrolls drop from the Munk Carnival Lucky Wheel. They are also tradable and able to be bought/sold on the marketplace - so if you would rather not spin for one, you can pick one up directly on the in-game Marketplace.
Tyrant Seals
Tyrants can be conquered up to 3 times per week for rewards. With the first two of three requiring silver, and the final entry using Tyrant Seals.
Tyrants Leaderboard
With the arrival of the Rise of Tyrants, a new challenge rises for the most competitive adventurers in RavenQuest:
The Tyrants Leaderboard (available soon)!
The upcoming Tyrants Leaderboard will track the fastest and most impressive Tyrant clears across the entire server, giving parties a new way to showcase their mastery, coordination and execution.
Each Tyrant encounter will feature its own dedicated leaderboard category, allowing groups to compete for prestige and recognition against RavenQuestβs deadliest bosses.
But speed alone will not secure victory.
Leaderboard rankings will always prioritize the highest Sigil difficulty completed. When multiple parties clear the same Sigil tier, completion time becomes the deciding factor β turning every mechanic, every movement and every second into part of the competition.
Achievements
The Rise of Tyrants expansion will also introduce a brand-new set of Achievements designed for players brave enough to challenge RavenQuest's deadliest foes.
Each Tyrant encounter will feature Achievement milestones tied to different Sigil difficulty levels, rewarding adventurers who continue pushing themselves against increasingly dangerous versions of these encounters.
By conquering Tyrants across higher Sigil tiers, players will be able to unlock exclusive new Titles and earn additional Renown as proof of their accomplishments.
Prepare your party, sharpen your builds, and prove that your group has what it takes to dominate the Rise of Tyrants.

The Munk Carnival continues to grow bigger, louder and more chaotic than ever before! With Rise of Tyrants, the festivities expand with brand-new attractions, exciting new systems, and a fresh lineup of adorable (and incredibly rare) Pets to collect.
Whether you are chasing massive wins or collecting more Legendary companions, the Carnival has something waiting for every kind of Adventurer.
Munkjack Mini-Game
Step into the spotlight and take a seat at the newest attraction in the Carnival: Munkjack!
Fast-paced and easy to learn, Munkjack delivers a streamlined take on classic Blackjack with a uniquely Munk twist. Challenge the Munk Dealer in quick 1v1 rounds where every decision matters. Designed for smooth and accessible gameplay, Munkjack removes unnecessary downtime and focuses entirely on the thrill of the hand. No matchmaking, no waiting, no hidden mechanics: every draw is independent, probabilities remain constant, and card values follow traditional Blackjack rules.
To maintain a smooth and fast-paced experience, Munkjack uses a streamlined ruleset focused on quick decision-making: No split, no Double Down, no Surrender and no Insurance. Adventurers may choose between two actions only: Hit (which will draw another card) and Stand (end your turn and lock in your hand).

Additionally, Munkjack introduces a special rule designed to reduce frustrating instant losses and keep matches exciting until the very end:
The dealer no longer checks for Blackjack at the start of the round. Instead, players always complete their turn first. After the player stands, if the dealer reveals a natural Blackjack, all non-busted players receive a Push, refunding their original bet. Players holding a natural Blackjack themselves will still receive the full payout. However, Adventurers who bust before the reveal will still lose their wager.
Lucky Wheel Milestones
The Lucky Wheel just became even more rewarding! We are excited to introduce the new Lucky Wheel Milestones System, a brand-new guaranteed reward feature for Carnival enthusiasts!
A new spin counter now tracks your total accumulated Lucky Wheel spins throughout the current Munk Carnival season. As you reach milestone thresholds, you will automatically unlock exclusive rewards from the seasonβs Milestone Rewards:
β’ Munk Snacks (880 total)
β’ Free Spins (109 total)
β’ An exclusive Player Title: High Roller
β’ The Unlucky On-Kill Animation
β’ A Custom Moa Cosmetic for you and 3 friends!

Hovering over the spin counter will display every available milestone and its associated rewards, allowing players to track their progress toward even greater prizes.
The wheel itself remains unchanged⦠but now, every spin brings you one step closer to guaranteed rewards!
[π€] Munk Luck
Luck has a funny way of balancing itself out⦠and now the Munks are helping it along. Introducing Munk Luck, a brand-new mechanic designed to make the hunt for Legendary Pets feel more rewarding over time!
Each time you fail to obtain a Legendary Pet, your chances of pulling one will gradually increase. Better yet, when fortune finally smiles upon you, only part of your accumulated luck is consumed, allowing you to retain progress toward your next Legendary companion. The more you spin, the luckier you become!
New Pets
With Rise of Tyrants, the Carnival welcomes an entirely new lineup of companions (with all Legendary Pets on the wheel being new & Shinies!) to collect and show off across the realm! From adorable critters to mysterious celestial beings, this new generation of Pets brings fresh personality, rarity and prestige to the Pet System:
β’ Spring Lamb β Common
β’ Bloomsprout β Grand
β’ Squire Chicko β Arcane
β’ Duskoon β Exalted
β’ Umbriel β Legendary and Shiny
β’ Verelin β Legendary and Shiny
β’ Kalydra β Legendary and Shiny
β’ Mini Knighter β Legendary and Shiny
β’ Noxie β Legendary and Shiny
As new stars rise within the Carnival, some familiar companions will be retiring from the current Pet rotation: Hazel, Snowbert, Bellibear, Patchwick, Embral, Scoria, Alephi, Mors, Heartseeker, and Foliara.
As the Carnival lights shine brighter than ever, one thing is certain: the Munks are only getting started. So gather your Chips, and step into the madness, because the greatest Carnival in RavenQuest history awaits!

The Rangers Company System has received one of its largest overhauls yet in Rise of Tyrants, bringing major improvements to progression pacing, task balance, reward scaling and overall hunting variety!
Over time, global EXP multipliers, unrestricted task sharing and scaling issues caused Rangers Company progression to become significantly faster than originally intended. As a result, certain hunting routes became overwhelmingly dominant, task completion times dropped dramatically, and balance across the system suffered.
To address this, Rangers Company tasks have been fully redesigned around a new kill count-based progression model, creating a more controlled, rewarding and scalable experience for all Adventurers, as well as a new global auto-balance system.
Rangers Company has evolved into a far more dynamic and rewarding hunting experience in Rise of Tyrants. To help Adventurers prepare for the road ahead, we have also prepared a full overview video covering the major system changes, progression updates and new balancing mechanics:
New Kill Count Progression System
Rangers Company tasks no longer rely on EXP accumulation. Instead, tasks are now completed by defeating a required number of creatures.
This new system allows task difficulty and completion time to be balanced far more accurately based on player level range, selected task difficulty, and creature strength category.
Creatures are now classified into three power groups: Weak, Medium, and Strong β and the stronger the creature, the fewer kills required to complete the task.
Rewards
With the new pacing model in place, Rangers Company rewards have also been significantly rebalanced:
β’ Fast Tasks β 360 Prestige Points (previously 180)
β’ Medium Tasks β 600 Prestige Points (previously 300)
β’ Long Tasks β 960 Prestige Points (previously 480)
And all Bounty Mark rewards have been increased by approximately 2.6x.
Additional Adjustments
β’ To better align progression pacing with the new task structure, Bounty Charge regeneration has been adjusted. While Free Accounts will get 1 charge every 12 hours (previously 6 hours), Patron Accounts will get 1 charge every 6 hours (previously 3 hours).
β’ Task sharing has also been updated to reduce abuse cases while preserving its cooperative nature. Shared tasks may now be accepted by up to 10 different players. Once this limit is reached, further sharing attempts will be blocked.
β’ To ensure fair progression tracking and prevent unintended exploitation, kill credit will now only be granted when players actively participate in combat and qualify for EXP sharing. This rule also applies to party kills, Aether Stone creatures, and Quest-related creatures.
Global Auto-Balancing System
One of the biggest additions to Rangers Company is the introduction of the new Global Auto-Balancing System.
As Adventurers naturally gravitate toward the most efficient hunting locations, certain tasks and regions often become overcrowded while others remain largely ignored. To create a healthier world distribution and encourage broader exploration, Rangers Company tasks will now dynamically adapt based on global player activity.
Tasks that are heavily contested across the server will gradually require more kills to complete, increasing their completion time. Meanwhile, underutilized tasks will require fewer kills, making them faster and more rewarding alternatives.

This system is designed to:
β’ Encourage exploration across more regions;
β’ Reduce overcrowding in highly contested hunting spots;
β’ Create healthier long-term task diversity;
β’ Improve world activity distribution organically.
Level Distribution Improvements & New Tasks
We have also reviewed the level distribution of all Rangers Company tasks to ensure Adventurers receive assignments better suited to their progression range. This prevents players from receiving tasks involving creatures significantly below their level while also improving progression consistency across the system.
In addition, several new tasks have been added throughout the world to expand hunting variety and provide additional progression paths across multiple level brackets:
Hadarak Desert
β’ Toads β Level 82β90
Glaceforde
β’ Ice Zorians β Level 71β81
β’ Iceshell Tortoises β Level 72β82
β’ Frostbound Drakes β Level 75β84
β’ Winterborns β Level 81β92
β’ Frostrisen β Level 54β61
β’ Frolls β Level 46β53
β’ Frolls β Level 66β73
Elder Coast
β’ Elves β Level 82β92
β’ Wolves β Level 61β69
Glademire
β’ Bears β Level 30β37
Adventurerβs Board
Finally, following the Rangers Company overhaul and the new pacing structure, the Adventurerβs Board daily mission has also been adjusted. The required completion count has been reduced from 3 Rangers Company tasks to 1 Rangers Company task.

The Journal has evolved into something far greater!
Introducing the new Adventure Journal, an expanded hub designed for collectors, explorers, hunters and completionists alike. What once served as a simple interface to track Artifact progress is now becoming a central place to track your journey, monitor your accomplishments and showcase your adventures across the world of RavenQuest.
In addition to the existing Artifacts section, the Adventure Journal now introduces dedicated tabs for both Creature Trophies and the brand-new Relics, expanding the Journal into a more complete collection and progression experience.

Discover & Track Powerful Relics
The new Relics tab allows Adventurers to dive deeper into one of Rise of Tyrants' newest progression systems through an expanded collection interface.
Designed to help players monitor long-term progression and collection goals, the Relics tab provides tracking and browsing tools for every Relic available throughout the game. Inside the Relics tab, players can:
β’ Track how many Relics have been collected out of the total available;
β’ Filter between obtained and unobtained Relics;
β’ Search for specific Relics by name;
β’ Browse the complete Relic collection with visual previews;
β’ Inspect individual Relics for detailed information.
Whether you are hunting your next upgrade or planning your long-term progression path, the Adventure Journal now serves as your personal archive of discovery and power.
Hunt & Collect Creature Trophies
For hunters and completionists, the new Creature Trophies tab transforms the Adventure Journal into a permanent record of your victories across the world.
As Adventurers defeat creatures throughout their journey, they will be able to see the Trophies claimed directly inside the Journal. The Trophies tab allows players to:
β’ Browse collected Creature Trophies;
β’ Track overall Trophy completion progress;
β’ Inspect detailed Trophy previews and information;
β’ View special Trophy variants, including Golden and Enchanted versions;
β’ Monitor which creatures still hold undiscovered rewards waiting to be claimed.
From legendary beasts to hidden hunting targets, every trophy tells the story of battles fought and challenges overcome throughout your adventure!
The expansion of the Adventure Journal with Artifacts, Trophies and Relics is only the beginning. We already have plans to continue expanding the system in future updates with new collectible categories, additional progression systems, and more!

A new pinnacle of rarity has arrived for collectors and completionists alike. Introducing Shiny RavenCards, the brand-new highest RavenCard tier in RavenQuest!
Legendary RavenCards can now be elevated into their Shiny versions using silver alongside a rare new item known as the Shiny Sleeve, obtainable exclusively when defeating Tyrants.

Beyond their prestige, Shiny RavenCards follow the standard RavenCard power progression system while representing the ultimate form of card collection in RavenQuest, and both Ascendable and Non-Ascendable Legendary RavenCards are eligible for the upgrade.
Unlike other RavenCards, however, Shiny RavenCards cannot be obtained directly from RavenPacks, and cannot be disenchanted.
For those seeking to complete the ultimate collection, the hunt for Shiny RavenCards begins now. Gather your Sleeves, strengthen your deck, and prepare to chase the rarest cards ever!

[π€] The Crafting System has received a wide range of refinements focused on improving both gameplay flow and interface clarity, delivering a smoother, more intuitive and more rewarding crafting experience for every Adventurer:
β’ Added a new hover tooltip for Critical Chance in the crafting interface to explain its mechanics.
β’ Applied adjustments to crafting skill descriptions with a new color-coded system for better readability.
β’ Applied adjustments to Apprentice Skill descriptions to display cooldowns in turns instead of seconds.
β’ The hover descriptions now also display the Condition decay of 5 per turn.
β’ A numerical Condition Bar has been added to the UI, providing a clear view of the current state of your craft.
β’ The UI now displays the specific Quality tier your item will receive upon completion (hidden for items without quality, such as Ship Modules or Gear).
β’ The Crafting Mini-Game and Professions UIs now clearly display the amount of items received per craft, including calculations for Mass Crafting.
β’ Critical hit probabilities for Touch and Synthesis are now unified. Additionally, high-quality materials no longer increase Critical Chance, though the base chance remains at 5%.

We have made several adjustments to the Infamy System in RavenQuest. Maximum Infamy has now been increased from 5000 to 6000. The previous penalty, which significantly reduced damage dealt, has now been adjusted to reduce your damage to other players less based on your infamy, but increase your damage received slightly as well as increase your Infamy gained at high Infamy.
1000 Infamy
Before: Damage Dealt on PvP reduced by 20%.
After: You now deal 10% less damage, receive 10% more damage, and gain 20% more Infamy.
1500 Infamy
Before: Damage Dealt on PvP reduced by 25%.
After: You now deal 15% less damage, receive 15% more damage, and gain 30% more Infamy.
2000 Infamy
Before: Damage Dealt on PvP reduced by 30%.
After: You now deal 20% less damage, receive 20% more damage, and gain 40% more Infamy.
2500 Infamy
Before: Damage Dealt on PvP reduced by 35%.
After: You now deal 25% less damage, receive 25% more damage, and gain 50% more Infamy.
3000 Infamy
Before: Damage Dealt on PvP reduced by 40%.
After: You now deal 30% less damage, receive 30% more damage, and gain 60% more Infamy.
3500 Infamy
Before: Damage Dealt on PvP reduced by 45%.
After: You now deal 35% less damage, receive 35% more damage, and gain 70% more Infamy.
4000 Infamy
Before: Damage Dealt on PvP reduced by 50%.
After: You now deal 40% less damage, receive 40% more damage, and gain 80% more Infamy.
4500 Infamy
Before: Damage Dealt on PvP reduced by 55%.
After: You now deal 45% less damage, receive 45% more damage, and gain 90% more Infamy.
5000+ Infamy
You now deal 50% less damage, receive 50% more damage, and gain 100% more Infamy.
We will continue to adjust these values based on live results. Death Debt increases tied to Infamy levels remain unchanged.

As part of Rise of Tyrants, we revisited several hunting areas across the world to improve progression flow, expand spawn variety and make multiple level ranges feel more rewarding to explore.
Over time, certain hunting locations became overcrowded while others struggled to remain relevant within the progression curve. With valuable feedback from the community, we were able to accelerate this initiative significantly, revisiting older spawns, refining combat flow and introducing entirely new hunting opportunities across the world.
These changes are aimed at creating a more diverse, rewarding and enjoyable hunting experience for Adventurers of all levels.
Creature Behavior Updates
First of all, two creature families have had their behavior revamped to remove unnecessary mechanics and increase their experience ratios, providing a more streamlined and rewarding combat experience:
β’ Toad Creature Family Rebalance β The goal of this rebalance is to improve combat consistency, standardize skill behavior, and refine skill interactions across all variants within the family.
β’ Trunks Creature Family Rebalance β Several adjustments have been applied to the Trunks creature family, including stat distribution updates and skill refinements.
[π€] New High-Level Areas
Responding directly to community feedback, we have expanded endgame hunting opportunities with four brand-new high-level hunting areas spread across multiple regions:
Frolls (Level 88β93) β Howling Hills, Glaceforde
A new high-level Froll spawn has been introduced to improve hunting availability. Previously, there were no higher-level Froll variants available, addressing a significant gap in endgame progression options.
Jackals (Level 88β93) β Ravencrest Sandscar Sanctuary, Hadarak
A new Jackal spawn has been introduced in this region. The area now provides improved spawn variety and increased availability of tasks in the level 88+ range, reducing congestion in existing endgame areas.
Djinns (Level 88β93) β Temple of Quorras, Hadarak
A new high-level Djinn spawn has been added to provide additional hunting diversity for experienced adventurers.
Elderwoods (Level 88β93) β Whispering Fountains, Ravencrest
A new Elderwood spawn has been introduced to improve hunting availability for higher-level players and reduce congestion in existing endgame areas.
[π€] Spawn Improvements
Alongside the new hunting zones introduced in Rise of Tyrants, several existing spawns across the world have also been revisited to improve combat flow, creature distribution and overall progression quality.
These adjustments focus on creating healthier hunting rotations, improving task availability across key level ranges and reducing congestion in highly contested areas:
Minotaurs (Level 80β82) β under Mount Minos, at Hadarak Desert
β’ The area now features a more balanced distribution of encounters to support smoother hunting flow.
β’ Creature distribution has been adjusted to improve spawn diversity and increase availability of tasks in the Level 80+ range.
Kaimans (Level 76β80) β under Shellshore Cove, at Gilead
β’ Creature distribution under Shellshore Cove has been reorganized.
β’ The spawn now offers improved variety and better supports endgame hunting diversity and task availability in the level 80+ range.
Saurians (Level 79β82) β under Ruins of Gilead, at Gilead
β’ Creature distribution in the Ruins of Gilead has been adjusted.
β’ The area now provides improved spawn variety and increased availability of tasks in the Level 80+ range.
Spiders (Level 80β85) β under Endswood
β’ Creature distribution under Endswood has been adjusted.
β’ The area now provides improved spawn variety and increased availability of tasks in the Level 80+ range.
Frolls (Level 72β74) β in Okkar Hills, Glaceforde
β’ Creature distribution in Okkar Hills has been adjusted due to several underpopulated areas, where large sections of the map contained little to no creature presence.
β’ These changes aim to improve spawn viability and create a more consistent hunting experience throughout the area.
Frolls (Level 89-93) β Howling Hills at Glaceforde
β’ A new Froll spawn has been introduced to improve high-level hunting availability. Previously, there were no higher-level Froll variants available.
Mutated Wolves and Bears (Level 36-40) β Feral Woods in Zephyr Vale
β’ The Mutant Den in Feral Woods has been reworked to improve early game progression.
Whispering Fountains Elderwood Cave (Level 88-93)
β’ A new Elderwood spawn has been introduced to improve hunting availability for higher-level players and reduce congestion in existing endgame areas.
Brotherhood Spawns (Level 16-19, 36-38, 74-76) β Rohna Woods
β’ Adjusted structural layout across Brotherhood spawn areas in Rohna Woods.
β’ Improved internal connectivity to support better combat flow and movement.
β’ Modified selected environmental barriers to create more natural encounter routing.
β’ Rebalanced spawn structure to reduce the impact of excessive ranged clustering.
Deep Rohna Woods (Level 75-76)
β’ Expanded the spawn area.
β’ Increased creature density to improve hunting efficiency.
β’ Improved overall viability of the location as a hunting spot.
High Galdoz and Northern Caves
We are performing a large-scale structural rework of the Mountain Fortress area to improve exploration flow, creature rotation, and overall environmental readability. The surface layout will be preserved to maintain the integrity of the mountain structure, while underground areas will be expanded to support larger and more dynamic spawn regions.

System
β’ Previously, when a connection was lost, characters were automatically logged out of the game. The system has been updated to attempt reconnection without sending players back to the Character or Login Screen. During reconnection attempts, the game will temporarily freeze, displaying System Messages to indicate the current connection status.
β’ Optimized World Map performance by resolving the FPS drop that occurred when toggling filters in the World Map UI, ensuring a smoother experience when navigating map icons.
β’ Added a Renderer Backend selector to the Settings menu, allowing players to choose between DirectX 11, OpenGL, and Vulkan for optimized performance.
[π€] Inventory
Following extensive community feedback, the Inventory Sort System has been refined to provide a cleaner, more intuitive and more consistent inventory management experience.
Using the Sort button will now organize items according to a clearly defined priority structure, making it significantly easier to locate equipment, consumables, crafting materials and valuable loot during gameplay.
Items are now automatically sorted using the following hierarchy:
1. Item Category β Items will first be grouped into clearly defined categories (list below).
2. Tier β Items within each category are then sorted by Tier, from highest to lowest.
3. Grade / Quality β Items are additionally organized by quality in descending order: Artisan, Superior, High, and Common.
4. Stack Size β Finally, larger item stacks will now appear before smaller ones, helping players manage resources more efficiently at a glance.
Item Category Priority List:
β’ Consumables (Food & Potions)
β’ Equipment
β’ One-Handed, Two-Handed & Off-Hand Weapons
β’ Armor (Cloth, Leather & Plate)
β’ Crafting Equipment
β’ Fishing
β’ Mining
β’ Farming
β’ Breeding
β’ Carpentry
β’ Blacksmithing
β’ Husbandry
β’ Weaving
β’ Cooking
β’ Woodcutting
β’ Herbalism
β’ Alchemy
β’ Trinkets
β’ Fishing Rods
β’ Fishing Hooks
β’ Cosmetics
β’ Infusions
β’ Crafting Materials
β’ Creature Loot
β’ Fish
β’ Supplybags
β’ Trophies
β’ Others
But that's not all! The sorting system will now also automatically merge identical item stacks whenever possible. If the total quantity exceeds the maximum stack size, the inventory will automatically create one full stack and one remaining partial stack (the larger stack will always appear first after sorting).
These improvements are designed to make inventory management faster, cleaner and far less time-consuming during everyday gameplay.
The Munk Shop
The purchasing experience in RavenQuest is becoming faster, smoother and better integrated into the game client!
Lucky Coins
Lucky Coins are now fully integrated into the in-game store experience. Previously available only through the Website, Lucky Coins can now be viewed directly in-game and purchased directly through the client (explained below).
To support this integration, the βRavenCoinsβ tab has been renamed to βCoinsβ.
Updated Payment Flow
When purchasing currencies such as Lucky Coins or RavenCoins, players can now choose their preferred payment provider directly in-game. Supported payment methods include:
β’ Pix β Adventurers can now complete purchases fully in-game using Pix, making the checkout process faster, smoother, and more convenient than ever.
β’ Xsolla β Prefer using a credit or debit card? Xsolla securely redirects players to the Website, offering a reliable and seamless checkout experience.
β’ NOWPayments (Crypto) β Players can now purchase currencies using cryptocurrency through NOWPayments, with a direct redirect to their platform for a quick and secure transaction process.

Interface
β’ The Warforging confirmation message has been updated to improve clarity.
β’ The Infusion, Augmenting, and Reforging menus now correctly display all eligible items, regardless of which backpack they are stored in.
β’ The in-game settings have been completely reorganized with new sub-categories and a standardized layout, making it faster and easier to find and adjust your preferences.
General
β’ While the Gemstone event is now over, we are adding the guaranteed Gemstone upon opening Expedition chests feature as a permanent addition for both Regular and Legendary Expeditions.
β’ Adjusted the Rested Experience formula, increasing the capacity of the rested bonus duration from 8~ days to 30~ days. Additional adjustments were also made to Rested Experience gain amount between levels 20 to 70, alongside adding Rested Experience brackets for 80, 90 and 100+. These adjustments bring a more relevant Rested Experience for these level brackets.
β’ Support for Shiny Munks has been added to properly distribute rewards from the Discord event. The Munk PFP Collection has been updated to include the new Shiny rarity. Munk PFPs belonging to the event winners have been successfully converted into Shiny Munks.
β’ [π€] Added new "Slice All" and "Sell All" functionality to the Munk Fish Broker.
β’ Added a full suite of immersive SFX to Expeditions, including unique audio for entering, choosing Keys/Afflictions, Munk Song rewards, and completing puzzles. Treasure chests and Profession Checks now also feature distinct sound cues.
β’ [π€] Items containing socketed Gemstones can no longer be traded between players. To trade a piece of equipment, any socketed Gemstones must first be removed.
β’ Overhealing is no longer accounted toward aggro generation.
β’ [π€] Adjusted aggro generation from healing skills, especially healing-over-time effects, to reduce excessive threat generation and improve tank aggro consistency across different Archetype combinations.
β’ [π€] Players will now receive an automated in-game mail whenever a $QUEST batch is unstaked via the Website. This message will confirm the exact amount of $QUEST returned to your in-game balance.
β’ [π€] Adventurer's Board tasks can now be tracked directly in your Quest Log and HUD Quest Tracker. This allows players to monitor task progress in real-time without needing to open the Board interface.
β’ The Treasures Below RavenPacks have been adjusted so that all Archetypes now have an equal chance of appearing. The previous weight favoring Naturalist and Ballistics cards has been removed.
β’ The tasks for Venomfang Drakes on the Rangers Company's Bounty Board now feature their own dedicated illustration, replacing the temporary placeholder and ensuring visual consistency.
β’ The NPC Mercier now supports the buying and selling of Open World Rewards. Additionally, this NPC now accepts items obtained from Dynamic Events, though these specific items are restricted to buy-back only and cannot be purchased directly from his inventory.

β’ Fixed Marketplace currency restrictions for listings marked as "Only Silver". Buyers can now only complete these purchases using Silver, matching the seller's selected accepted currency. Using $QUEST as the payment option will remain disabled in the purchase confirmation window whenever Silver is the only accepted currency.
β’ The Risen Bones Expedition creature now correctly uses its intended attack animation.
β’ The NPC interaction interface now correctly closes when entering Spectator Mode or House Mode, preventing the UI from remaining stuck on screen.
β’ Fixed an issue where several creatures within the Level 50+ Gilead Pirate spawn were appearing with incorrect levels.
β’ Fixed a flickering issue in the Infusion interface that could occur when moving the window while displaying a large number of items.
β’ Fixed an issue where several damage-over-time (DOT) skills were not interacting correctly with the Eternal Worms set bonus. All intended skills now properly trigger DOT consumption effects as designed.
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