Changelog - December 2025

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December 21, 2025

Updated Guild Roles: Alchemist, Cook and Smith now have permission to Start Guild War and to Control Upgrades ⁠embervale-concepts-and-discussi…⁠Guilds - Current Status / Plans

December 20, 2025

Fixed an issue where using tools via chat commands could incorrectly report that no Adventure was active.
Fixed an unknown error that occurred when equipping items or presets due to the new affinity selection system in adventures.


December 18, 2025

Thank you all for your feedback! We will work on further refining the UI to improve readability.

We also already applied the first update to the web version to ensure the navigation buttons on the left and right are appearing earlier again.

Here is also the final list of Christmas Events, thank you all for your submissions!

@Haczi :
Naughty or Nice event chain

@Midna :
Winter Market
Nicholas Shoes
Gingerbread House
Boy and Burglars

@Laluzi :
Package Delivery

@BigSackLunch (fix mandrakes ffs) :
Snow Day

@Sokol :
The Three Orphans


(Non christmas event)
@snake :
The Black Book


December 17, 2025

Version 2.0.0 (1/6)
Full UI rework. Embervale is now fully optimized for mobile devices — smoother, faster, and easier to navigate. Enjoy Embervale with a fresh, modern look! 👀

New:
Our original vision for Adventures has finally come to life. Every Adventure now includes a map that requires regular path-based decisions. Choose which monsters to fight, whether to rest or trigger an event, or if you want to visit the Devil Merchant or face the Morale Reaper. Streamers now shape the path, risks, and fate of the Adventure more than ever before.

New Adventure Upgrades:
Second Chance can now be upgraded twice, increasing the maximum to 3 purchases per Adventure.
After unlocking all tools, new features become available:
Devil Merchant — unlock for 2,000 Adventure Points
Morale Reaper — unlock for 2,000 Adventure Points

New permanent events:
@Laluzi :
the miracle of coffee
revival ritual

@Haczi :
purebred dog show
respect your elders

@Sokol :
lucky coin event

@Midna :
riddle of the sphinx
lamia hunt event
the lost book
pocket dragon encounter
jungle ruin event

Additionally:
You can now filter by affinity
Adventure Hosts can now purchase Second Chances directly from the reroll menu, removing the need for old workarounds.
Fixed an issue where using a Second Chance during the second dice roll, then jumping back to the first roll and returning, would cause the animation to skip.
Fixed a bug where clicking on a monster (e.g., Pegasus) in a bounty, then switching to the arena and opening a player, would still display the previously viewed monster.
Fame is no longer shown in the lobby to free up space.
Power of Demonkind now grants +1 Strength, Power of Elvenkind grants +1 Wisdom, and Power of Humankind grants +1 Dexterity on dice rolls.
2/6

Bundles
Previously, you needed 2999 Arcanites to buy a Mythical Bundle and then received 1500 Arcanites back. This was a temporary workaround from when bundles could only be gifted. We’ve now removed that system — bundles are simply cheaper to purchase upfront for yourself.
Added: You can now view all your active bundles at the bottom of the Arcanite Shop menu, so you always know exactly when each bundle expires.

Achievements
Replaced fabled chest with mythical chest in the repetable particpate in 50 adventures achievemtn

Glossary
You now gain 5% bonus xp per 100 glossary entries instead of max 100% bonus xp based on total entries. This way we can add new glossary entries and everyone will be happy to gain potentially more xp. As of right now this should bring the total possible xp bonus to about ~110%

Arena
You now have 3 arena refreshes per hour, fully independent of your 5 hourly battles. Previously, players rarely refreshed because attacking had no real drawback besides losing a bit of MMR. With the counters now separated, the arena becomes more tactical — do you go for an attack, or do you spend a refresh?
(3/6)


Bounty:
Replaced the old paper design with a new one that actually looks like paper instead of cheese or stone. The layout has been improved, and each bounty now displays the silhouette of the monster to show if you have it in glossary or not instead of using the title.

Battles
Improved animations of hp popups, crit, heal
Improved skip button and adjusted speed button to actually reflect the boosted speed (1x, 2x, 5x, 10x)

Fully reworked and enhanced:
Achievement menu design
Glossary menu design
Leaderboard design

Character Menu
Added tooltips to all buttons (Inventory, Material Inventory, etc.) on desktop to improve clarity.
The Select Background option is now a proper, dedicated button instead of a small unlabeled element in the corner.
Reworked the design of battle stats, character stats, and profession displays for better readability.
Added a new animation that clearly shows how your stats change.

Guild
Polished the guild design to fit the game design
Moved the upgrade page button out of the guild navigation bar into the start page to save space.
Guild Member Page
You can now see all levels of your guild members
You can now see who is in the current attack / defense war
Fixed that when a guild with much higher glory wins against a lower glory guild, the calculated MMR change can round down to 0. Now the minimum mmr change is 5.

Guild wars
Areas now have randomly 2 to 4 effects within an area to make each war feel more unique.
Areas are no longer always 3 and wars might have an additional 1 vs 1 area.
New effects for guild wars for more variety:
Mighty +30% strength
Nimble +30% dexterity
Focused + 30% accuracy
4/6


Item Generation
Removed negative affinity from all upcoming and previous mythical items.
Epic items:
Previously: Epics had a 20% “force main stat” roll. If that failed, the stats were fully random (and your main stat could still appear by chance).
Now: Epics have a 25% chance to force roll your main stat, 25% to force roll vitality. If those force rolls fail, the stats are still random (and your main stat could still appear by chance).

We’ve reworked how stat points are distributed on items to make drops feel fairer and more satisfying.

What was the problem?

Previously, stat points were assigned one after another from a shrinking pool.
This could lead to situations where the last stat received a massive share of the item, even if it wasn’t useful for your build.

Example (old system, 3 stats, 1000 total points):

Main stat: 200 (20%)
Vitality: 160 (20% of remaining)
Third stat: 640 (64%)

Even though no stat was meant to exceed ~50%, the last stat could unintentionally dominate - especially on mythical items with only 3 stats.
This often resulted in items that you guys hated 👎


We’ve replaced the sequential distribution with a weighted distribution system:
All stats now roll at the same time, instead of draining a shared pool.
Your main stat and Vitality are weighted to be more likely to receive higher values.
The total stat points are then split proportionally, so no stat can accidentally absorb everything just because it was last.
5/6

Example of the calculation for a mythical:

3 Stat Mythical Item

metric | old | new | delta
--------------------------------------------------------------
Main stat is highest | 36.1% | 65.8% | 29.7%
Vitality is highest | 0.0% | 30.8% | 30.8%
Other stat is highest | 63.9% | 3.4% | -60.5%
Main stat is lowest | 19.7% | 8.6% | -11.1%
Vitality is lowest | 80.3% | 21.0% | -59.3%
Vitality >= main stat | 19.7% | 32.2% | 12.4%
Any off-stat >= 500 | 18.9% | 5.6% | -13.4%
Main stat <= 250 | 17.3% | 4.5% | -12.7%


4 Stat Mythical Item

Main stat is highest | 62.7% | 64.6% | 1.8%
Vitality is highest | 12.3% | 29.7% | 17.4%
Other stat is highest | 24.9% | 5.8% | -19.2%
Main stat is lowest | 1.5% | 4.2% | 2.6%
Vitality is lowest | 19.4% | 11.6% | -7.7%
Vitality >= main stat | 19.6% | 32.0% | 12.4%
Any off-stat >= 500 | 0.0% | 0.4% | 0.4%
Main stat <= 250 | 16.8% | 16.2% | -0.6%


What do the results mean?
3-stat Mythicals got a major boost.
4-stat Mythicals saw a small improvement.
5-stat Mythicals remain mostly the same.

6/6

Technical
Unified navigation. The navigation button now consistently sits in the bottom-right corner across the entire game, including the character menu. This greatly reduces confusion for new players and improves overall flow. Give it a day and you won’t miss the old layout. The new button also shows your total notifications.

New custom tooltip system. We replaced the old tooltip library with our own fully custom solution to ensure:
a) tooltips never glitch behind other UI elements, and
b) tooltips are no longer restricted by fixed spaces — for example, item tooltips in the arena now display properly without being forced into a tiny box.



Contact
E-Mail: [email protected]