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The Realm Chronicle

Patch Notes & Updates

Every new feature, balance change and fix that reshapes the realm — newest first. Check back here to see what’s changed since you last played.

October 20, 2026 The Second Wind Patch
Improved

🎨 Colour-coded map tiles — your colours, your choice

Resource tiles on the world map now carry a colour wash and rim so you can spot what you need at a glance: green forests (wood), steel-blue mountains (ore), gold fields (herbs) and violet buried treasure (gems).

Every colour is yours to change. Open ⚙ Map Preferences on the map toolbar to pick any colour for each tile type — handy if the defaults are hard to tell apart — or untick a row to remove its tint. You can also switch on tints for enemy kingdoms & capitals and barbarian camps (off by default). Each row has a Default button, plus Reset all tints, and changes preview live before you save. The Map Key follows your colours.

New

🕒 Weekly Mall limits now reset on Sunday — for real

Weekly purchase limits (Kingdom Scrolls, Medal Chests and jewels) used to roll over at Sunday 00:00 UTC, which is actually Saturday evening across the Americas — no wonder packs bought “on Saturday” were still locked on Sunday. The reset now happens at Sunday 10:00 UTC, which falls on Sunday in almost every time zone from Hawaii to New Zealand (5 AM Central, 10 AM UK, 7 PM Japan). The bottom of the Diamond Mall shows the exact reset time in your own time zone, plus the date of the next one.

To clear up the confusion, everyone's weekly limits have been reset for this week — go grab what you missed.

Improved

⚡ Faster Haste Energy refresh

Haste Energy now comes back sooner: 60 seconds after the first step of a burst you regain 70 energy (up to the 100 cap), instead of waiting 100 seconds for a full refill. Sitting idle keeps earning 70 every further minute, so a break still tops you right up. This keeps Auto Battle from running dry mid-session, even at the fastest speed.

October 18, 2026 The Walls & Vaults Patch
New

🔨 Deconstruct wall defenses

Changed your mind about what guards your walls? Every wall defense card on the holding page now has a Deconstruct button (plus All) once you have some built. Tearing defenses down is instant and frees their wall space straight away so you can build something else — traps, abatis, rolling logs, towers or trebuchets. Nothing is refunded, so you'll be asked to confirm first.

Fixed

💎 No more surprise page refreshes

Kingdom owners would see the page they were on — most noticeably the Diamond Mall — suddenly rebuild itself, jumping the view and reloading the PayPal buttons. It happened whenever an army timer finished in the background (a march landing, troops finishing training, a build completing). Those updates, along with returning to the game's browser tab, now only repaint the parts of the page that actually changed.

Fixed

🏦 Banking moves whole stacks

Moving a stack between your bag and a bank (personal, account or guild) would sometimes move only one item or a random-looking number, and if the full amount didn't fit — say five stacks in the bank and four free bag slots — nothing moved at all. Stack moves now move as much as fits, topping up your existing stacks first, and tell you how many didn't fit. Withdraw One and Deposit One work again even when the rest of the stack wouldn't fit.

October 17, 2026 The Siegecraft & Scrolls Update
New

🏕️ Barbarian camps & War Medals

Warbands have raised camps across every map — 35 per map, levels 1 to 10, on random open ground. They have no walls, no scouts and no siege engines: just raiders and a stockpile. Find them on the World Map (the tent with a gold Lv badge) and march on them from the War Room.

  • Farm them. Every victory plunders the camp’s gold and materials and breaks its loyalty like any kingdom. The garrison and stockpile regrow over about four hours, so a camp can be raided again and again.
  • Destroy them. At 0 loyalty the camp is wiped out. A camp that stands untouched for 72 hours breaks camp on its own. Either way a new warband of a random level rises somewhere else on that map about four hours later.
  • War Medals. Each victory rolls once for a medal, better odds when the camp falls: a level 1 camp gives 1 in 20 per victory and 1 in 10 on destruction; level 5 gives 1 in 15 and 1 in 5; level 10 gives 1 in 10 and a guaranteed medal on destruction. The medal arrives attached to your attack report.
  • Nine medals: Cross (camp 1), Rose (2), Lion (3), Honor (4), Courage (5), Wisdom (6), Freedom (7), Justice (8) and Nation (9–10). A camp can drop its own medal or any lower one.
  • Medals are Legendary, stackable items — trade them, mail them or bank them — and they buy building plots (see below).

Camp garrisons: level 1 holds 500 warriors and pikemen; level 10 fields 5,000 raiders of every kind up to cataphracts. Scout a camp to see exactly what waits there.

New

🌲 Resource nodes have levels — and they move

Every forest, mountain, herb field and treasure spot on the overworld now carries a level, shown as a small green Lv badge. The level multiplies the harvest: a level-5 forest gives 5–15 wood per swing before your Mithril tools do their work. Levels roll from 1 up to the map’s number (map 1 is all level 1; map 7 rolls 1–7; maps 10 and beyond roll 1–10).

  • A node stands until someone gathers it — and that gather takes the whole node. The tile goes empty, and the same kind of node springs up on a random open tile of that map, at a fresh random level, once its timer runs out (12 minutes; 30 for treasure). If the spot it picks is taken, it waits out another timer and tries again.
  • Open maps update live when nodes come and go, so you never walk to one that is already gone.
  • Dungeon maps keep their fixed layouts.
New

🏙️ Building plots — spend your War Medals

Housing and every resource building — Gold Mine, Iron Mine, Gem Mine, Lumber Yard, Herb Field and Cattle Field — can now be built more than once in the same kingdom or capital. Each extra plot is its own building with its own level, upgraded and queued like any other, and the holding’s production, gold and troop capacity add every plot together.

  • Open plots from the holding’s Manage Holding page: the dashed card after each of those buildings shows the next plot’s price and how many medals you carry.
  • Plot 2 costs 2 Cross Medals. Plot 3 adds 4 Rose. Plot 4 adds 8 Lion — and so on, doubling through Honor, Courage, Wisdom, Freedom, Justice and Nation, up to 10 plots of each building. Plot 10 asks for all nine medals.
  • A plot is unlocked for that holding only. It stays with the holding if it changes hands, and is lost if the kingdom is abandoned or revolts.
New

🏳️ Withdraw to plunder — a third way a battle can end

Until now an attack fought to the last man: wipe the garrison or lose everything. The War Room now offers a Withdraw to plunder order on every attack. Tick it and pick 25%, 50% or 75%: once the column has lost that share of the strength that reached the walls (after traps and abatis have taken their toll) while defenders still stand, it breaks off.

  • Plundered. The survivors carry off as much of the holding’s unprotected stockpile and treasury as their capacity allows — only what is actually there, never the Warehouse, and walls still shield their share — and march home. The defender’s loyalty slips by 5, but a plunder can never push it below 50.
  • Victory is unchanged: wipe the garrison and loyalty breaks by 35–50, conquest and War Medals follow.
  • Defeat means the column was destroyed before it reached its withdrawal point — no survivors, no plunder, no report.
  • A holding’s uncollected production is settled before any battle, so it is on the table too. Defenders never withdraw.

Both attack and defense reports say when a column withdrew and what it took. Works against kingdoms, capitals, forward bases and barbarian camps alike.

New

📜 Kingdom Scrolls in the Diamond Mall

Six new scrolls, delivered to your pack and used from a kingdom’s City Hall. Limits are per account, per week, resetting every Sunday.

  • Scroll of Speedy Construction — 5 min (15/week), 15 min (10), 30 min (5) and 1 hour (1). Every job in that holding’s build queues finishes sooner by the scroll’s time; anything that crosses the line completes on the spot.
  • Scroll of Protection — 12 hours (4/week) and 24 hours (2). Shelters every kingdom you rule on that map from attacks and scouting. Capitals are not covered, nor is any kingdom targeted by a Marshal’s Commission or that marched on anyone in the last 4 hours.
Improved

🛡️ One rule for every kind of protection

Whether it comes from a new claim, a conquest or a scroll, a protected holding now works the same way: no attacks or scouts in or out, and it cannot send reinforcements out either. Reinforcements and transports into it, and transports out of it, still go through. Protection always runs its full course — it cannot be ended early.

New

🏹 Wall defenses have a range and fight back

  • Every wall defense now has a range: traps and abatis 5,000, rolling logs 1,300, Archer’s Tower 1,300, Defensive Trebuchet 5,000.
  • Towers and trebuchets stand on the wall and fire every round at the nearest attacker in range instead of adding a flat wall-power bonus. Attacking engines now hold at their own range, so catapults (1,500) and ballistae (1,400) outrange archer towers — and trebuchets are the answer to them.
  • Towers are only lost to fire that actually reaches them. The old rule that cost a defender 15% of their towers on every repelled attack is gone; infantry can’t touch them at all.
  • An empty garrison still gets one volley from its towers before the walls fall.
Improved

🏭 Barracks, Stable and Workshop rebalanced

All three military buildings now spread their power across their full 100 levels instead of maxing out around level 10.

  • Barracks unlocks: scouts & pikemen Lv 5 · swordsmen, archers & transporters Lv 10 · cavalry Lv 15 · ballistae Lv 20 · rams Lv 30 · cataphracts Lv 40 · catapults Lv 50. Drill time −0.25% per level, to −25% at Lv 100.
  • Stable: cavalry at Lv 10, cataphracts at Lv 30; cavalry drills −0.3% per level, to −30% at Lv 100. Every Stable level also makes your transporters faster and roomier — up to speed 12 and 999 carry at Lv 100.
  • Workshop: ballistae at Lv 10, rams at Lv 20, catapults at Lv 30; engine drills −0.3% per level, to −30% at Lv 100.

Troops you already have are untouched; the new thresholds only gate new drills.

Improved

🏹 Siege and heavy cavalry upkeep

Engines and cataphracts now eat like the specialists they are, every hour:

  • Ballista, Battering Ram: 2 gold, 1 ore, 2 wood each.
  • Cataphract: 2 gold, 1 ore, 1 herb, 1 meat each.
  • Catapult: 4 gold, 2 ore, 3 wood, 1 gem each.
  • Every other unit is unchanged. Each recruit card shows its exact upkeep.
Improved

🎁 Dungeon chests, refilled

  • Gold ×10 — a Dragonspine chest now holds 20,000–35,000 gold.
  • Materials ×2, then × the map tier — a chest on map 1 gives the new standard haul, a chest in the Godspire Sanctum fifteen times that. Bring a roomy resource bag.
  • Scrolls of Speedy Construction join the rare drops: 5 min (5%), 15 min (3%), 30 min (2%), 1 hour (1%), each rolled separately and shared with your party like gear and jewels.

The Mythic Forge keeps its own loot table.

New

📋 City Hall: the hourly ledger

Every kingdom and capital card now shows a production vs. upkeep ledger per material and gold, with the net in red when a holding is bleeding. Production figures include your King’s Crown and the yield penalty for ruling more than five kingdoms on a map, and the building cards show the same real numbers.

Improved

🏰 Kingdom management polish

  • Building costs show resource icons with what you have in brackets, red when you’re short.
  • Build queues show a progress bar for the whole queue and for the job under construction, ticking live.
  • Resource transfers: per-material Stack and All buttons for both deposit and withdraw, sized to your real stack limit.
  • The Inn description and recruit dialog now show the gem icon (♦️) for hero recruitment costs.
  • The Rankings “Highest Level” board sorts by rebirths first and shows them as Lv 25[1].
Fixed

🧪 Respec potions

  • The Potion of Forgotten Self treated your permanent Jewel of Chaos bonuses as spendable points. Jewel bonuses now stay in the stats they were rolled for; affected heroes had their stats corrected, their points refunded to re-spend, and 500 Diamonds added for the trouble.
  • The Potion of Unlearning could be swallowed by a quick-use button without offering the class choice. It (and the Potion of Rebirth and Phoenix Pearl) can now only be used from your pack.
Fixed

🏗️ Build orders find the open queue

With more than one build queue, a new order went to whichever queue would finish soonest — even if that queue was already full — so if your only open queue held a long job, the order was refused. New orders now go to the soonest-finishing queue that still has room. (Further levels of a building you already have queued still line up behind it in its own queue.) Training queues and wall crews follow the same rule.

Fixed

🖱️ Buttons work on the first click after typing

After typing a number into a box (troops, cargo, recruits…), the first click on a button could do nothing — the page refreshed while the button was still being pressed, so you had to click again. The refresh now waits until your click has gone through.

New

📋 Saved troop compositions

The War Room’s muster form can now save the troops you’ve entered and fill them back in with a single click — capped at what is actually home, with a note if you’re short. Each hero gets one slot free; two more can be unlocked for 500 Diamonds each. Name your compositions (“Siege breakers”, “Raid party”) and overwrite or clear them any time.

Fixed

⛏️ Resource nodes spread across the whole map

Resource nodes were slowly piling up in the quiet corners of each map: the ones near busy roads and kingdoms were gathered within the hour and respawned at random, while the ones that landed in out-of-the-way spots just sat there. Respawning nodes now favour the emptier parts of the map, so they keep turning up where heroes actually roam.

Improved

🎒 Veteran pack spills are worth the fight

Veterans in dungeons now spill their packs far more often (about 4 in 10) and the spoils grow with the dungeon’s tier: two crafting reagents, a haul of ore, wood, herb, gem or meat, and a gold pouch — roughly 30 materials a spill in the first dungeon and over 300 in the Dragonspine Crypt. Some spills also hold a Scroll of Speedy Construction or a War Medal (deeper dungeons drop rarer medals), sent to your mail. In a party the spill is rolled off like any other monster drop.

Fixed

🎁 A dungeon chest for every party member

When a party cleared a dungeon, only the first player to open the chest got anything — the gold, the materials, and even the rare rolls were rolled off against the party. Now every party member opens their own chest: their own gold, materials and Excellent / Jewel / scroll rolls, counted against their own daily chest limit. Only drops from monsters are still rolled off between party members.

New

🏦 Warehouse plots

Warehouses can now be built on extra plots unlocked with War Medals, just like housing and resource buildings. Each plot levels up on its own (up to 100), and every Warehouse plot adds its levels to the holding’s plunder-safe store — two Warehouses at level 100 hold 400,000 gold and 400,000 of each material.

New

⏳ Wait to march

Every march order in the War Room now has a wait — set minutes and seconds (up to an hour) and the column holds at the gate before setting out, so attacks from several holdings can be timed to hit together. The form shows when the march will set out and the clock time it will land, and every march and incoming attack in the War Room now shows its landing time next to the countdown, so lining up strikes is a matter of matching the clocks. Troops leave the garrison when you give the order; the target’s Watch Tower only spots them (and sounds its alarm) once they actually march. A waiting march shows its departure countdown in your march list, and recalling it during the wait brings it straight back.

Improved

📯 Horn of the Wild Hunt searches on demand

The horn’s list of despawned bosses kept clearing and rebuilding itself every few seconds. It now has a 🔍 Search for beast echoes button: press it to hear which bosses can be called back, and the list stays put (with the time it was heard) until you search again. A boss you call back drops off the list straight away.

Fixed

🗺️ The map stays where you put it

With “keep the map centred on my hero” on, the map snapped back to your hero every time the page refreshed in the background — sending a chat message, a building finishing, another player’s update — which made scouting the map for targets a fight. It now only follows when your hero actually takes a step (or when you press 🎯 Centre on your hero).

Improved

⚔️ Troop cards count your whole army

The troop cards in a holding’s Training Hall now show every soldier of that type the holding owns — at home, out on a march, or stationed under a guildmate’s Embassy — with a breakdown such as have 165 (100 home · 65 out). Dismissing soldiers still only draws on those at home.

Fixed

🚶 Walking after auto battle

Stopping auto battle could leave your hero one tile away from where the realm thought they were — the bot slipped in one last step as you pressed Stop — and after that every step you took was quietly refused. The bot now stops on the spot, your first steps wait for its walk to be saved, and if a step is ever refused your hero is put back on the tile the realm has on record so the next one goes through.

Fixed

💎 Diamond Mall stays put

The Diamond Mall could rebuild itself in the background — reloading the PayPal buttons and jumping the page — whenever your hero’s gold or kingdoms changed. Background updates now refresh only the cards whose numbers changed, keep what you’ve picked or typed, and leave the PayPal buttons and your scroll position alone.

Improved

🏗️ Steady queues on the holding pages

Build queues, training queues and wall crews no longer push the page up and down as jobs start and finish. Each queue now has a fixed row showing the job in progress, how long until the whole queue is done, and a progress bar; click it to open the full job list, which scrolls in place. Open queues stay open as the page refreshes.

New

📝 Private notes on your holdings

Every holding on the Kingdoms page now has a Note button. Jot down what a kingdom is for, who keeps raiding it, or what to build next — up to 500 characters. The note is private to you, follows your account across all your heroes, and shows under the holding in the list.

New

🏆 War Bond and Medal Chests in the Diamond Mall

Both live under Kingdoms & War. The War Bond (2,500 Diamonds, one per hero) makes every won attack that hero lands on a barbarian camp roll for War Medals once per camp level, plus one — a level 1 camp rolls twice, a level 5 camp six times — with at most 3 medals from a single battle, and comes with a chest of 6 Cross, 8 Rose and 4 Lion Medals. Three Medal Chests are mailed straight to your hero: the Soldier’s (10 Cross, 10 Rose, 6 Lion — 1,200, 3 a week), the Officer’s (8 Honor, 6 Courage, 4 Wisdom — 3,000, 2 a week) and the Marshal’s (5 Freedom, 3 Justice — 5,000, 1 a week). Weekly limits are per account and reset every Sunday. Attack reports and mail now list every medal that dropped.

Improved

🤖 Auto battle locks navigation

The bot now makes far fewer trips to the server, so wandering off mid-run could leave the realm out of step with it. While auto battle runs the compass card is hidden and the tab bar, mail link and army chips are disabled — stop the bot to navigate. Back to character select still stops it as before.

Fixed

🐾 Companions now strike on their own line

The Beastmaster’s beast and the Bonelord’s bound dead were dealing their damage, but it was folded into your first swing, so the combat log never showed it landing. Every companion strike is now its own hit in the log — “🐾 Wolf strikes for 42 damage” — in normal fights, world boss fights and dungeons alike. Companions now also roll their own critical hits at your crit chance (1.75×), so a Beastmaster’s beast can land a CRIT of its own.

Fixed

👑 Gold yield counted forward bases as kingdoms

A Forward Operating Base no longer counts toward the “more than five kingdoms on a map” gold yield penalty.

Improved

⚔️ War reports: no survivors, no intel

  • If no one marches home from an attack, you learn nothing about the holding you hit — no garrison, walls, treasury or loyalty figures. Intel is carried back by survivors.
  • A total loss is a total loss. A hero’s Vitality survival bonus now only raises the share of soldiers who make it home from a stack that already had survivors. It no longer brings back troops from a wiped stack or from deaths to traps on the way in.
  • Kingdom and capital cards on the world map no longer reveal how many troops are garrisoned in holdings you don’t own. Scout them to find out.
Improved

💎 A tidier Diamond Mall

The Mall is now grouped into four sections — Hero, Kingdom, Crafting and Storage — with cleaner cards and spacing, so the things you’re after are easier to find. Nothing changed in price.

New

📦 Always on the latest version (browser)

When a new build of the game goes live, open browser tabs now notice within a few minutes and show a “new version” banner with a Refresh button. If you don’t click it, the page refreshes itself once you’re safely out of combat — and then puts you straight back into the hero you were playing. Auto battle waits for the fight to end, refreshes between fights, and picks back up on its own.

Your progress is always saved on the server; a refresh never costs you anything. The mobile app updates through its store as before.

Improved

🎒 Bag & bank organizer

Your bag, the Personal, Account and Guild banks, and the pack view inside the bank all have a new organizer bar: search by name or stat, filter by type (weapons, armor, shields, accessories, potions, food, War Medals, scrolls, jewels, Legendary, Unique), Excellent only or none, an item level range, and sorting by bag order, name, type, level, rarity or stack size. Filters and sorting are per view and remembered on this browser; the Select Multiple destroy tool works on whatever you have filtered to.

Improved

🏪 Market face-lift

  • Sell on the Market and My Listings now fold away with a click, so the listings you came to browse are right there.
  • Listings are grouped by type — Materials, Weapons, Armor, Shields, Accessories, Potions, Food, War Medals, Scrolls, Legendary — each in its own collapsible section with a count.
  • New filter bar: search by name, stat or seller; type; Excellent only / none; gold or diamond listings; item level range; maximum price; “I can afford”; and sorting by newest, price or level. Your filters and open sections are remembered on this browser.
  • Each card shows the item level, Excellent tag and, for material stacks, the price per unit.
Improved

🗺️ Smoother map panning

Dragging the World Map no longer grabs and highlights the text on the tiles — camp and node level badges, markers, names — so panning is noticeably smoother and the map stays clean while you move it. Clicks, hover tooltips and tile selection work exactly as before.

New

💬 Patch Notes & Discord

  • These Patch Notes are linked from the game’s tab bar (right after the Diamond Mall) and from the landing page.
  • The character selection screen now carries an invite to the Hero’s Ark Discord — announcements, bug reports and finding a party.
October 16, 2026 The Quartermaster Update
New

🏗️ Extra build, training and wall queues — three new Diamond Mall charters

Run two or three jobs at once in every kingdom and capital your hero owns. Each charter can be bought twice: the first adds a second queue, the second a third.

  • Master Builder’s Charter — a second build queue for 2,500 💎, a third for 5,000 💎.
  • Drill Sergeant’s Commission — a second training queue for 2,000 💎, a third for 4,000 💎.
  • Mason’s Guild Charter — a second wall crew for 1,500 💎, a third for 3,000 💎.
  • One rule for builders: a building may only wait in one queue at a time. If the Inn is already being raised in queue 1, its next level joins queue 1 behind it — it can’t jump into queue 2.
New

🤵 Dismiss soldiers

Every unit in the Training Hall now has a Dismiss control. Dismissed soldiers go through the training queue in half their drill time, then muster out for good, freeing their housing and upkeep.

  • They leave the garrison the moment you give the order, so they can’t march or defend while mustering out — but they still count against housing and still eat until the order completes.
  • Change your mind? Cancel the order from the queue and they walk straight back into the garrison. Nothing is refunded because nothing was paid.
New

🧱 “Max” button for wall defenses

Wall defenses now have the same Max button as troop recruitment — it fills in the most you can afford from your gold, the stockpile and the free wall space, then places the order.

Improved

⏳ Queues now run one job after another

Building upgrades, troop drills and wall work orders in the same queue now wait their turn instead of all counting down at once. The upgrade preview tells you how many jobs are ahead of yours, and cancelling a job pulls everything behind it forward.

Jobs that were already queued before this change keep their original timers.

Improved

🔥 The Phoenix Pearl is now Legendary — and tradable

The Pearl has its own Legendary tier above Excellent, shown in orange, and can now be traded, mailed and listed on the market. Pearls you already fished up were upgraded in place.

Fixed

🏦 Banks moved whole stacks instead of one

Depositing or withdrawing a single potion (or any stackable item) from the personal, account or guild bank moved the entire stack. Banks now move exactly the amount you ask for.

October 14, 2026 The War Commission Update
New

⚔️ Forward Operating Bases replace war camps

Taking a rival kingdom is now a campaign. Visit the Marshal’s Office in any kingdom or capital you own to buy a 7-day War Commission against a target on any connected map — farther targets cost more.

  • Days 1–6 — prepare. Raise your Forward Base from your home kingdom’s stockpile: tents, a palisade, siege works, a mustering ground and a supply depot. Its limits scale with the home kingdom’s own buildings.
  • Intel unlocks as you go — the target’s map position on day 3, a full picture of its garrison and walls on day 5.
  • Day 7 — a 24-hour launch window. Deploy the base onto a tile of your choosing near the target, loaded with troops, War Heroes and cargo from home.
  • Siege. While a base stands against a kingdom, that kingdom’s loyalty stops regenerating and its owner is warned on the map.
  • The base folds when the target is conquered, when it is repelled, or when the commission expires. Defenders can be reinforced only through an Embassy.
  • Capitals cannot be targeted by a commission for now.
Improved

💎 Reinforced Tents refunded

With war camps retired, the Reinforced Tents Diamond Mall item has been removed and every diamond ever spent on it has been returned to the account that bought it.

Improved

📜 Attack reports explain trap losses

War reports now include a “Wall defenses” line showing what the walls did to your army on arrival — so a march that was wiped out by traps no longer looks like it attacked with zero power.

Improved

🌴 Clearer material icons

Wood finally has its own icon, Gems no longer look like Diamonds, and Ore and Sharpening Stones got distinct glyphs across the pack, banks, stockpiles and tooltips.

Fixed

💰 False “upkeep unpaid” warnings

A leftover from the old 4-hour upkeep system could flag a well-stocked holding as unpaid and freeze its loyalty. The old system is gone; any holding wrongly marked was cleared and its loyalty restored.

Fixed

👑 King’s Scepter missed new kingdoms

The Scepter’s overview could show a stale list of holdings. It now reloads whenever your kingdoms change.

Fixed

🏆 War Hero gear & experience

Equipping and unequipping gear on War Heroes could duplicate items, and a battle quirk let heroes gain far more experience than intended. Both are closed; duplicated items were removed and over-levelled heroes were set back to where they should be.

October 11, 2026 The Rebirth & Vaults Update
New

🔥 The Phoenix Pearl — Rebirth your hero

A legendary new consumable you can only fish up — roughly 1 in 3,000 casts, and better odds the more your Mithril Fishing Rod is honed.

  • Usable at level 100+. Using it rebirths your hero back to level 1 with reset stats — but you keep a growing pool of stat points to re-spend (150, plus 10 more for every level you were above 100).
  • Your bonuses stack forever across rebirths, and there’s no limit to how many times you can be reborn. Each rebirth raises the XP needed to climb again.
  • Your level proudly shows your rebirth count in brackets — e.g. 1[2] for a twice-reborn hero.
New

🧳 Personal Resource Bank

Every hero now has a private material vault, separate from the pack you carry.

  • Starts at 10 slots, found on the Personal tab of the Realm Bank. Upgradeable to 50 slots in the Diamond Mall.
  • Your Bottomless Satchel now deepens it too — every Satchel level raises the stack size of both your resource bag and your personal resource bank (up to 999 per slot).
New

💰 Deposit gold into your Treasury

You can now deposit gold directly into your kingdom’s and capital’s treasury, making it far easier to keep holdings funded for upkeep and construction.

New

📱 Hero’s Ark on Google Play

The Android companion app is now live on the Google Play Store. Join our Google Group for instant access to the closed beta.

Improved

⬆️ Level cap raised to 110

The ceiling is now level 110. Levels 101–110 are a serious climb — 1 billion XP for 101, scaling up by a billion each level all the way to 10 billion.

Improved

📦 Account Resource Bank Box — bigger & clearer

  • Renamed to Account Resource Bank Box so it’s clear it’s shared across all your heroes.
  • The starter box now grants 25 slots (up from 5) for the same 5,000 💎.
  • Expansions now add +25 slots at a time for 2,500 💎, up to a new maximum of 250 slots.
Improved

🛡️ Guild Banks — room to grow

  • Resource Vault maximum raised to 500 slots (was 50).
  • Item Vault bonus raised to +100 per item type (was +40).
  • Resource-slot pricing rescaled to grow smoothly: 100 💎 each through slot 50, then +100💎 per block of 50.
  • As part of the rescale, any guild that had expanded its resource vault was reset to base and fully refunded — those diamonds are back in your guild’s reserves.
Improved

📜 Clearer upkeep warnings

Upkeep ticks and warnings now show only to the owner of a holding — heroes without a kingdom no longer see them — and the warning wording was tidied up.

Fixed

🗳️ Vote rewards now mark as redeemed

Claiming a vote reward now correctly reports back to the vote site, so your code is marked redeemed and your Diamonds come through as intended.

Fixed

🏰 Kingdom & War pages refresh correctly

The kingdom and war/attack screens now update live after you take an action — no more stale troop counts, treasury totals or building levels until a manual reload.

Playing on Android?
The companion app follows the web version by a few days — some of the newest changes above may reach the app in its next store update.