Updates that are live in the game. Times are Korea time (KST).
Oct 21
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v0.4.37
An EXP sand jar has been added to the hunting screen. Sand pours in with every monster you defeat, and a fresh jar takes its place when you level up. Watching it longer than planned is perfectly normal.
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v0.4.35
The class bonus multiplier now grows again with the class changes your house has made: +0.1 for every 31, up to ×2. If the multiplier you had before Oct 20 is higher, you keep that one. Your current multiplier and the class changes left until the next step are shown in the class change section of the character screen. Every lap around the classes broadens the shoulders a little.
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v0.4.35
Added the Succession blessing, which lets you build up more legacy stats when you pass on your line. Pick it in the legacy stats section of the succession screen. A small offering to the ancestors goes a long way for the next generation.
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v0.3.84
In the Android app's Cash shop, watch one ad to try Experience x5, Rapid Hunt or Item Drops x5 for 10 minutes (once a day). Your wallet takes the day off; only your eyes clock in.
Oct 20
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v0.4.34
The class bonus multiplier you had before the Oct 20 rule change now carries over when you pass on your line. It no longer grows. There is no reason to put off passing on for the multiplier's sake anymore. The ancestors' blessing has been extended.
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v0.4.34
The Esoruh Android app is now on Google Play in most countries outside Korea, too. No passport required.
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v0.4.34
Class bonuses no longer grow by 10% with each generation. A generation already under way keeps its current multiplier until it ends; from the next one on, it is the base ×1. Stats you have already earned stay as they are. The ancestors' blessing ends with this generation.
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v0.4.34
On hunting grounds deeper than Last Cliff, lifetime EXP keeps piling up as before, while the EXP that raises your level now matches Last Cliff's best. From Last Cliff onward, a class change takes the same number of wins in any generation and on any ground. Deep-dwelling monsters now carry their EXP in two pouches.
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v0.4.34
The EXP needed to level up is now the same in every generation (1,000 per level). EXP and stored EXP of 2nd-generation-and-later characters were converted so your level and progress stay exactly where they were. Your EXP number may look a lot slimmer, but not a single level went missing.
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v0.4.34
The Lifesteal gear option is now about 1.4× stronger at every grade too, including options already on your gear. Every hit comes with a slightly bigger spoonful.
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v0.4.34
The Execute and Revive gear options are now about 1.4× stronger at every grade, including options already on your gear. Getting back up looks a lot more dignified now.
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v0.4.34
Fixed the defending side's Lifesteal option not working in Strikes and sieges. Defenders no longer fight on an empty stomach.
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v0.4.34
A Battle Kit joins the seven-day passes in the Cash shop: Whetting Oil, Iron Grease and Light Shoes all at once for a week. Where a one-hour item overlaps, only the stronger effect counts. No more counting bottles by the hour.
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v0.4.34
From Last Cliff onward, hunting EXP no longer drops as your character grows stronger: every win pays that hunting ground's best. This fixes EXP from the same monsters shrinking with every repeated class change. Monsters that got stingier the stronger you grew have come to their senses.
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v0.4.33
The Forge Guarantee has left the Cash shop, and an Option Guarantee (30 days) takes its place. During the pass, you can bring back up to 2 options wiped out by a new roll at the forge. Now you can hold a Mythic option and still dare one more roll.
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v0.4.33
All eight frames have been redrawn. Oak gets leaves, silver gets blue gems and jade gets cloud ornaments, while starlight and aurora now shimmer inside a gold bezel and a night-sky rim. Frames already in use change too. Finally, frames worthy of the portraits.
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v0.4.32
The looks shop has four new frames (coral, indigo, obsidian, aurora) and eight new badges. All sixteen badges are now hand-drawn gold-rimmed enamel pins, including the ones already worn. The aurora frame shimmers like the starlight frame. If a name sparkles, someone spent their points.
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v0.4.30
Mentors & Apprentices are here. Adventurers of the 2nd generation or later, or who have mastered a class, can register as mentors on the Character page and take new adventurers on as apprentices. Apprentices hunt with bonus EXP, and mentors receive bundles each time an apprentice reaches a step. An apprentice graduates with their first class change, earning titles and mentor achievements. Go easy on the lectures.
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v0.4.30
Daily check-in is now a calendar for this month. Days you checked in get a stamp, and the dates where a big reward lands if you keep going show the bundle count ahead of time. Rewards are unchanged. The fuller the calendar, the fuller the sense of achievement.
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v0.4.29
A new "Yesterday's growth" panel sits under "Right now" on the home screen. It shows how much your level, power, wealth and collection changed over yesterday, midnight to midnight, and how many fights you won. The first report appears on October 21, once a full day of records is in. Your toughest rival is now yesterday's you.
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v0.4.29
Set your minimum promo points in the Looks tab. Lucky boxes, quest swaps, succession, looks, sending and selling will never take your balance below it. Your saved points are now safe from slips of the finger.
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v0.4.29
You can now buy looks with promo points: portrait frames and a badge next to your name, 7 days at a time. Buy again before it ends and 7 more days are added. If your name felt a little bare, now is the time.
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v0.4.28
Daily task rewards now keep up with what hunting actually pays. Each task is worth 10 minutes of auto-hunt, reckoned from the average gold you won per fight over the last 7 days, so the pay rises as you hunt in higher hunting grounds; if the old reckoning gives you more, you keep the old amount. Walking past the task board just got a little harder.
