- New
Loot creatures now drop the objects of their zone, one common and one rare: fox tails in the forest, miner lanterns in the mine, mermaid scales at sea and so on in every zone. Bosses drop them more often, and any boss can, once in a long while, drop a colosseum token or a blood gem. They sell on the market and to merchants, and the wiki shows where each one drops.
- New
Outings before you start an adventure or a dungeon, its sheet shows everything that can drop: materials first, then gear and chests last.
- New
Quests Brannoc, the trophy collector, has arrived in the Aurelia square. Every day he asks for common trophies from each zone you can reach, one per zone, and pays experience and some gold.
- New
Fletching a phoenix feather breaks down into fifteen luminous feathers, the ones the boreal arrow needs.
- New
Chests lockpicks open a locked chest even without its key; they are used up when you open it.
- New
Live map livemap.guildlands.com shows the world in real time, with every player online and what they are doing.
- New
Community the creator program is here. If you arrive through a content creator's link, or type their code in your character list during your first week, you join their community. The code gives no advantage and never changes.
- New
Characters forty-eight new faces in the character builder, eight per race (four male and four female): ponytails, buns, braids, long hair with headbands or circlets, mohawks, dreadlocks and braided beards.
- New
VIP every account created up to today during the pre-alpha gets VIP as a gift, as a thank-you for playing from the start.
- New
Welcome below the news there is a button to join the Guildlands Discord, where news arrives first, events come together and your ideas are heard.
- New
Market new Sell section with your stash in view, page by page: pick an item, set a price and list it without opening the game. Materials sell by quantity, with the best selling price already suggested; gear is listed as a single piece with its stats.
- Improved
City the Aurelia tavern has been rearranged: the bar and its shelves now sit against the back wall, two barkeepers serve from behind the counter with more patrons seated in front of it, the jukebox stands in the middle of the back wall and the stove to its right.
- Improved
City the Aurelia tavern has a new building, made like the houses in town but much bigger: a gabled shingle roof with two chimneys, white walls with dark beams over a stone base, a dark plank ground floor with the doors wide open, lit windows, a wooden balcony, a stone chimney on the front, barrels on both sides of the door and the beer tankard sign hanging from an iron bracket.
- Improved
City the Aurelia smithy has also been rebuilt like the houses in town: a single storey with a red tile roof, grey stone walls between beams, a big forge chimney, the anvil sign, swords, axes and shields hanging on the front, barred windows, the quenching barrel and coal sacks by the door. More of the workshop is visible from inside.
- Improved
City the Aurelia carpentry has also been rebuilt like the houses in town: a single storey with a dark shingle roof and stone walls, a hoist beam with a pulley and rope over the entrance, the saw and hammer sign, stacked planks and logs, a sawhorse with a log, a cart wheel and saws and axes hanging on the wall. More of the workshop is visible from inside.
- Improved
Sound jukebox music is now controlled by the Ambience volume instead of the music volume.
- Improved
Outings on an adventure, dungeon or errand sheet, any level, charisma or skill you have not reached yet shows in red.
- Improved
Windows the backpack, stash, character sheet, spells, achievements, journal and workshop appear whole at once, already loaded, instead of showing their slots one by one.
- Improved
Characters every new character now starts with their own tools in the backpack (pickaxe, hatchet, small net, pruning shears and skinning knife) in the bottom row, with the weapon and chest piece in the first two slots. That goes for your second and third characters too.
- Improved
Stash the backpack, stash, merchant and chests no longer rebuild themselves on every click: only the slot that changed is updated.
- Improved
Backpack new sort button in the backpack and at the merchant, with a new up-and-down arrows icon; at the merchant you can also rearrange items by dragging them.
- Improved
Notices notices for what you gain or move are bigger and much clearer: each item with its picture, its border and name in its rarity color, the amount, and whether it went to your backpack or vault; experience with the profession icon and level-ups highlighted; gold in gold. Things that arrive in a row add up in a single notice.
- Improved
World double-click something far away (a character, an ore vein, a tree, a workbench, a board or a portal) and your character walks there on their own and, on arrival, uses it as if you had double-clicked up close. Moving or doing something else stops it. And when walking on your own toward a target with Z, crossing a portal no longer stops you: you keep going on the other side.
- Improved
World whoever starts an adventure now has a sword over their head and whoever opens a dungeon, a chest, just like those who teach a profession show its icon. Errand givers show a scroll and the castle guardian, a castle. On the interactive map, the castle uses the same icon.
- Improved
Items item cards are clearer: a weapon shows only its type (Sword, Bow, etc.), without the damage and speed percentages; at the bottom you can read what it is and its rarity next to the level (for example, Common weapon and Level 22), and what the merchant pays shows with just the coin and the amount.
- Improved
Inventory behind your hero there is now a backdrop based on where you are: the plaza in the city, wood inside a house, rock in the mines, grass in the forest, sand in the desert, snow, a pier by the water, dark earth in the graveyard and stone in dungeons. During an adventure or dungeon, the backdrop matches its scenery.
- Improved
Alchemy the strongest potions now also need a zone trophy: the antidote, greater mana, precision, greater health, dragon elixir and the energy potion.
- Improved
Quests in the journal, Pin, Unpin and Abandon sit at the top, next to what to do now; Unpin and Abandon show in red, all buttons are the same height and the reward has its own frame.
- Improved
Adventures the small map at the top left shows only your character walking, and while fighting it stands still with swords above it.
- Improved
Inventory when you drag an item, it lands in its new spot instantly.
- Improved
Trade at the shop, one click selects the slot and another click buys or sells the chosen amount; the notice tells you what you sold or bought, how many and for how much gold.
- Improved
Quests on an adventure or dungeon sheet, every creature an active quest asks for now shows the quest icon next to it; hover it to see which quest it is and your progress. Same on your opponent's frame during a fight. And objectives that ask for a type of creature now say so clearly: "Defeat Beast-type enemies".
- Improved
Outings during an adventure, dungeon or errand the energy and currency strip at the bottom is gone; your gold and crystals now show at the top left, under the route map, and update live.
- Improved
Quests you can now drag the quest tracker around the screen by its title; drop it near an edge and it sticks to it. It remembers where you left it, separately in the world and in adventures, and a double click on the title puts it back in its place.
- Improved
Achievements the achievement unlocked notice is easier to read: the tier sits on a ribbon in its colour right above the name, the text is on parchment and there is more room around it.
- Improved
Economy new coin, same value: gold is now counted in smaller coins; your balance was multiplied by 100 and everything is worth the same.
- Improved
Economy gold always comes in whole coins, and big amounts are shortened to 150K and 12M, with a color by size; hover to see the exact number.
- Improved
Quests the journal makes better use of its space: In progress, Ready to turn in and the new Available sit at the top right as counters with their icon, and tapping them shows only those quests. Available gathers the ones your level already allows even if something is missing, and the quest tells you in red what you still need: the previous one, your class or the order.
- Improved
Quests in the journal, a star next to the quest name pins it to the screen (gold) or removes it (grey), and pinned quests show their little star in the list. The quest page is more compact: no Unpin button or Now heading, and the place of whoever gives the quest sits next to their name.
- Improved
Adventures El Pinar still lasts about two minutes but with fewer enemies, each giving more experience and gold; fights no longer run back to back or speed up, not even when you eat, change gear or level up mid-adventure.
- Improved
Professions tools are much cheaper: the basic ones at the shop cost between 1 and 5 gold, and forged ones follow a price ladder that climbs with the metal, up to dragon tools, the most expensive and sought-after.
- Improved
Adventures if the game can't tell what your character is doing, it lets you know and tries again every so often, instead of waiting silently.
- Improved
Combat magic hits at full strength only for the classes that study it (Cleric, Druid, Wizard, Bard, Crusader and Ranger); everyone else casts spells at 70%, and the character sheet shows it under magic damage.
- Improved
Combat the dagger is the critical weapon: it adds 8% crit chance instead of 4% and 30% more critical damage, more than any other weapon. The character sheet and the weapon's description show it.
- Improved
Spells Backstab is always a critical hit and deals 1.8 times your physical damage instead of 1.4; with the dagger's critical, a Rogue does better with their dagger than with a staff. Ambush and Shadowstep were adjusted to that stronger critical.
- Improved
Combat spells that land a critical hit, like Backstab, now look like a critical in the fight and in the log.
- Improved
Spells the ones that fell below lower-level spells now hit harder: Thunder Hammer, Blizzard, Whirlpool, Tide, Vampire's Kiss, Avalanche and Frost Breath.
- Improved
World the box showing what you're following, at the top center, is now twice as big, and while your character walks there on its own, «Auto-walking» appears above the energy bar.
- Improved
Cooking the cooking window is simpler: how long a dish takes now shows next to its name.
- Improved
Cooking meats now cook in half the time.
- Improved
Chests a chest's card shows what it can hold right away, without the title above it.
- Improved
Items items without a rarity (materials, food, potions, keys and the like) show their name in black on their card, in the game and in the market; common gear stays gray.
- Improved
Windows the help that appears when you hover the mouse now has the game's look, in the game, the market, the website, the wiki and the map; on the clan path, each level shows what it unlocks with its icon.
- Improved
Houses every house now has a sign to the right of its door with its number and district (North, South or East), whether it has an owner or is free; the owner's name sign sits a little lower so it no longer covers the window.
- Improved
Combat a big balance pass across classes. No class is unbeatable or far behind the rest anymore, and what belongs to your class pays off more: attributes outside your class yield 70% and a weapon that isn't your class's hits at 85%. Agility now adds physical damage, strength adds health, charisma deals damage for Bards, Clerics, Pirates, Duelists and Warlords, and stamina for Guardians. Heals have a cap, Riposte no longer returns the full blow, spells with a cooldown are no longer ready again every fight, damage spells can be dodged, bows and crossbows hit a bit less (they still shoot first), and Steel Trap, Poisoned Blade, Black Blood, Shield Slam, Heal Grave Wounds, Magic Missile and Phoenix were retuned.
- Improved
Website the home page shows the first spells and the rest open with a button, so the page is not so long.
- Improved
Outings if you change your gear or spells in the middle of an adventure or dungeon, the change applies right away, in the fight you're watching, from the next blow; before, you had to wait for the next fight.
- Improved
Skills when you mine, chop, cut or fish, your character works with the tool they have equipped, each with its own look (a mithril pickaxe looks like mithril), and swings it as they work: the pickaxe and axe wind up and strike, the shears snip, the rod and net are cast and harpoons point at the water. Tools now also show in your hand while walking.
- Improved
World while your character is on an adventure, dungeon, errand or job, it no longer disappears: it stays where it started, with the mark of what it's doing above it and a golden ring at its feet; hover to see what it's doing.
- Improved
Outings the second spell slot shows as locked until level 25 and says how to open it, the equipped spell shows its full card on hover, and auto-eat is the same size as the other effects.
- Improved
Quests the quest progress notice shows the objective's icon and the quest's name, for example «Wolves of the Pine Forest — Defeat wolves 3/5».
- Improved
Market Gear for sale now has a search by name that ignores accents and capitals.
- Improved
Market in Trends, buy and sell prices show the coin icon; switching between 10 min, 1 h, 24 h, 7 days or 30 days updates only the table or the chart, without reloading the page, and the chart looks complete even before there are any trades.
- Fixed
Characters a character with no chest piece on no longer shows up in their class armor: they wear the Apprentice clothes of their race, in the world, in your character list and in the creator, where they also hold the weapon they start with.
- Fixed
Quests when you talk to a quest giver, their portrait is shown whole, with the head below the sign, even if they have only one quest.
- Fixed
Portraits the sign at the top of a portrait (Quests, Adventure, Errand) never covers the head anymore: the character is shown whole, with room between the sign and the head, whether human, gnome or dwarf, with or without a tall helmet, and even if their picture is slow to load.
- Fixed
Stash taking something out or putting it in no longer shifts your other items: each one stays in its slot and the gap stays empty. Same for the backpack when you sell, eat or equip something.
- Fixed
Options the volume and map transparency bars now line up: at 0 the knob sits at the edge and the color reaches exactly up to it.
- Fixed
Outings when you press Repeat on the results window, the window now closes as soon as the new activity starts and you move on to its scene, also with the results shown when you log back in.
- Fixed
Windows the journal, achievements, backpack, stash, character sheet, skills, spellbook, clan, castle, houses, merchant and the other windows only show up with the latest info, never with old data for a moment; a quest you finish during an outing shows as done as soon as the last enemy falls. If something does not arrive, you get a notice instead of an endless wait.
- Fixed
Wiki the spells table fits on the page and the highest grades read correctly; the Collector's contracts have their own section in Quests.
- Fixed
Wiki the arrow to sort tables now displays correctly, right next to each title.
- Fixed
World what a townsperson says in their bubble is no longer hidden behind a statue, tree or house in front of them.
- Fixed
Market typing "1,5" as a price is no longer read as 15. Prices are now whole gold, and you can also type them as 1.5k or 2m.
- Fixed
Shops supplies cost a fair price again: feathers, empty vials, bronze arrows and bait cost 1 gold each (fish offcuts 2 and fishing bolts 4), and the shop's iron and oak cost much less. Sawing planks, building your house and making furniture also cost much less gold.
- Fixed
Chests when you open a chest, the chest and its key vanish from your backpack right away, without closing and reopening it.
- Fixed
Gear after leveling up you can equip items that need your new level right away, without logging back in with your character.
- Fixed
Adventures if a potion you already had in your bag dropped when coming back from an adventure, your character stayed stuck in it forever; now it comes back, collects, and the potion joins the ones you had.
- Fixed
Spells Ember hit harder than much higher-level spells; it now deals 1.6 times your magic damage instead of 2.6, costs 10 mana instead of 18 and recharges in 6 seconds instead of 9. Charge drops from 2.7 to 2 times your physical damage.
- Fixed
World leaving the mine for the city no longer freezes the game or shows that the connection was lost; the sea along the coast now appears gradually instead of freezing the screen.
- Fixed
Characters four faces that sat slightly off to one side of the neck are now centered.
- Fixed
Combat with a bow or crossbow your character now shoots on adventures: raises the bow, draws, releases and the arrow flies to the creature, instead of swinging like a sword. The arrow's tip and feathers match the one you carry.
- Fixed
Quests in rewards, the gold amount sits right next to its name.
- Fixed
Skills the panel showing what you're working on now sits right above the energy strip, at the same spacing as the rest of the bottom bar.
- Fixed
Rewards what you earn when you finish an adventure, a dungeon or an errand, open a chest or complete a quest, and the loot notices, now show in slots the same size as the backpack's.
- Fixed
Character when you confirm your attribute points, your character sheet, your spell damage, what each adventure or quest requires and what you can equip update right away, without logging back in. The same goes for equipping something, leveling up or drinking the Potion of Rebirth.