PATCHNOTES#1 | Open Beta Test

7/30/2025

PATCHNOTES#1 | Open Beta Test

Patch notes for the Open Beta Test

Changes made between March 2025 and July 2025

This content was translated by AI and may contain errors

Skills

We understand that each class should have its own identity and, for that to happen, they must be efficient for some functions, but not so much for others. Therefore, we decided to invest in skills that have not proven effective in their proposal, as well as work on skills that were being more efficient than they should be, aiming for an integrated balancing of the world.

New Skills

New skills have been planned and implemented for some classes that showed low usability or a limited number of available skills, with the intention of enhancing or expanding the possibilities for builds and/or gameplay styles.


Crusader:

Lay on Hands
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Grace of the Martyr
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High Wizard:

Cataclysm
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High Priest:

Exsufflation
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Penitence
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Merchant:

Cart Boost (Legacy)
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Monk:

Lotus Pulse
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The mentioned skills are available for viewing within the game.

Skill Adjustment

Around 270 skills were reviewed to maintain consistency in damage and/or utility in combat.

Skills Removed

We identified that some skills were taking up space in the skill tree without actually being used or having the potential to become Legacy. These skills were not fitting coherently into the game, so to maintain a more integral design, they were removed and may or may not return in the future as a legacy skill.

Lord Knight:

- Joint Beat

Merchant:

- Lucky Bet (Legacy)

Blacksmith:

- Enchanted Stone Craft

- Metal Tempering

High Priest:

- Basilica

Professor:

- Spider Web

- Memorize

- Soul Change

Visual Effects

For better visual identification and immersion in the world, we added special effects to all abilities that either lacked them or had flashy and cluttered effects.

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Roles

A chapter with great potential, yet with a troubled execution. When we created the roles, our goal was to create abilities that would help users perform their function more efficiently, but it didn't work out as we would have liked. We reviewed all the Roles and their abilities, realizing that it became too laborious to use these abilities in combat, and not all proved useful to the players. We want the abilities to be a reward for time and dedication in combat, and to help better cope with the challenges of our world.

Action Points (AP) Regeneration

AP regeneration occurred when the user performed actions such as taking damage, dealing damage, healing, or supporting other players, and it decayed erratically without rhythm, making it difficult to find the right moment to use abilities.

Now AP regeneration happens passively every 3 seconds after entering battle.

AP degeneration begins 60 seconds after leaving battle and also every 3 seconds.
The maximum amount of AP and regeneration scale with the Base Level.

Role Skills

We have changed the way AP is consumed and the number of skills available for each role. Now, all roles have 3 skills that are easy to understand and comprehensive, providing greater utility and support for as many builds as possible.

With these changes, we believe that skills will be used more frequently during battles.

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After the Role quest, skills are unlocked at levels 30, 60, and 80, respectively. AP consumption is no longer percentage-based.

Potion & Food

We realized that Potions and Foods were not reaching their desired potential. Although they were efficient at the beginning of the game, their performance declined on more difficult maps and at higher levels. Our goal is to ensure that all available resources are, for the most part, useful from the beginning to the end of the journey.


Potion

  • Potions are lighter and now focused on long-term healing.
  • Slim Potions are lighter and focused on short-term healing.
  • Thick Potions are now lighter, with a focus on instant healing, and now also offer healing based on the user's maximum health.
  • Juices are lighter and as effective as potions.
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Randomness in recovery has been removed from all potions, remaining only in juices.

Food

  • They are lighter.
  • They now have levels from 1 to 5, increasing their effectiveness without losing relevance.
  • The drop chance and distribution among monsters have been readjusted, in accordance with progression in the world.
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Foods now offer more significant benefits during combat, thanks to their bonuses and long-term healing.

Utility

Tool Dealer

New utility items have been added to bring more dynamism to the game. These features replace the old potions (Concentration, Berserk, and Awakening) and can now be used simultaneously, with new bonuses to assist in battles.

  • Concentration Potion: increases Accuracy
  • Berserk Potion: increases E.ATK and E.MATK, but reduces all defenses (Hard and Soft)
  • Awakening Potion: reduces Delay After Attack
  • Channeling Potion: reduces Variable Cast Time
  • Sprinting Potion: reduces Walk Delay
  • Rampart Potion: increases Critical Defense
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All these items will be available at the Tool Dealer (Zeny) and the Myth Store, some items will undergo a visual change.

Proof of Valor Shop

It is now possible to acquire Valorbrew Potions using Valorbrew Coin, and you can only use one of them.

  • Mystic Valorbrew
  • Savage Valorbrew
  • Tough Valorbrew
  • Retaliatory Valorbrew
  • Benevolent Valorbrew
  • Eloquent Valorbrew
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Visual effects have been added to Potions, Foods, and Utilities.

Monsters

Many players have shown ease in facing most of the monsters during our activities, especially end-game monsters (which are supposed to be the strongest).

We have recalculated the monsters' attributes, level, damage, and health. As a result, we managed to not only add challenge to the game, but also increase the sense of reward.

The HP of all monsters has been proportionally increased according to the game stage they are in. Endgame maps are now extremely strong and more rewarding with equipment drops and EXP increase.

Custom Maps:

  • Labyrinth Forest
  • Byalan Island
  • Sunken Ship
  • Turtle Dungeon
  • Magma Dungeon
  • Nifflheim
  • Ice Cave
  • Thor Vulcan
  • Abbey Dungeon
  • Abyss Lake
  • Rachel Sanctuary
  • Juperos Ruins (Available)
  • Odin Temple (Available)
  • Kiel Hyre (Available)
Several new monsters are available in the game, especially on the mentioned maps.
Some monsters are exclusive to the upper levels of the maps.

Dungeons and Caves

To bring more danger and reward to these maps, we've added a new rule: all monsters become aggressive when inside Dungeons and Caverns, but they also give more experience. These maps are considerably more populated than Field maps, so it's important to be cautious when accessing them.

Spirits

We have identified that the Spirits were not as rewarding as they should be. Therefore, we have reduced their damage resistance and significantly increased their drop rate and EXP.

Elite

We felt that the Elite monsters had a potential that was still shy, so we decided to highlight them among the normal monsters. Now, Elites are more challenging than normal monsters, having more HP and damage, but they also offer more EXP and exclusive drops.

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More than 90 Elite monsters will be available at launch.

Rare

The unique spawn rare monsters were not impactful, so we completely overhauled their existence in the game. Now, rare monsters are not just rare, but extremely challenging. We want these monsters to be more threatening, so we drastically increased their difficulty and standardized their level: in Fields, rares will always be level 100, while in Dungeons and Caves they will be level 125. The rare monsters will drop equipment and cards as good as their difficulty.

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More than 30 rare monsters will be available at launch.

Mini-Boss

Although it's extremely fun to face Mini-Bosses at the beginning of the game, they are overwhelmingly challenging when they have a very low level. Therefore, we decided to equalize the level and attributes of all Mini-Bosses, making their difficulty based solely on their skill set: now all Mini-Bosses will be level 130, with unique cards and drops.

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More than 30 Mini-Bosses will be available at launch.

Boss

We want the Bosses to be not just a challenge, but an amazing experience. We are trying to bring not only identity, but also a unique dynamic to each Boss, and this is extremely challenging. We don't want just a monster with tons of HP or damage, but a monster where the greater challenge is knowing how to deal with its behavior. During this time, we have been building tools and logic that would allow us to offer truly amazing content.

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Behavior

All the Bosses in the game will have unique behaviors, with an intelligence that seeks to provide an organic and dynamic battle, forcing players to decipher what to do and how to act in their battles. The Bosses of Myth have exclusive abilities and resources, which will make players move and perform actions more frequently during the battles.

Reward

The Bosses will feature unique equipment and weapons in the game, standing out for their offered feature. All players who are among the top 40 players that inflicted the most damage on the Boss will receive rewards related to the Boss. The group members of these players who are participating in the battle will also receive rewards.

Orc Hero and Eddga will be available at launch
An icon will be displayed on the mini-map indicating the current position of Mini-Bosses and Bosses when they are alive.
It's important to consider the need for a full party or more to be able to face them.

Drops

Equipment

Building equipment has always been one of the central and most enjoyable pillars of Myth, especially due to the variety of modifiers available. However, we realized that the process was becoming tiresome due to the multiple layers of RNG involved.

To make the experience more rewarding, we have completely revised the weapon and equipment drop calculation, significantly increasing the rewards for defeating monsters.

Main changes:

  • Equipment Levels: Armor, shield, garment, and shoes now have levels from 1 to 4, making progression clearer and more rewarding.
  • Item Redistribution: Weapons and other equipment have been redistributed throughout the game according to their power, ensuring a more natural progression.
  • Drop Limit: Only one piece of equipment, weapon, shield, armor, cloak, or boot can drop from the same monster.
  • Drop Chance: Now, the drop chance for weapons and equipment takes into account both the equipment level and the monster level.
  • Exceptions: Headgear and accessories are not affected by these changes.
All monsters and their drops are available for viewing in the Omnibook.

Furthermore, to expand the possibilities of build and investment, we have reworked a large portion of the available equipment, creating new card and equipment bonuses, distributed throughout the world.

  • Physical and magical damage against specific races
  • Resistance to specific races or elements
  • True ATK and True MATK for specific elements
  • Application of negative effects when inflicting or receiving damage
  • Increase in healing effectiveness
  • And many other unprecedented bonuses in equipment and cards

Cards

With the increase and adjustment in the number of monsters in the game, we have also adjusted the card drop rates to balance the system:

  • Regular Cards: 0.12% → 0.10%
  • Mini-Boss Cards: 0.02% → 0.08%
  • Boss Cards: 0.02% → 0.04%

Despite the reduction in the rate of normal cards, the increase in the number of monsters compensates for the change, making the acquisition of cards still feasible. On the other hand, Mini-Boss and Boss cards now have significantly higher chances, reflecting the combat difficulty of these enemies.

We've also added cards with effects for all the monsters in the game, further expanding the possibilities for customization and new builds.

Negative Status

Seeking to make negative effects more relevant and strategic in battles, we have completely revised the system for applying and resisting negative statuses. Now, the functioning is more balanced, valuing both the level of the characters and their attributes.

Resistance and Application

For each level that the character causing the negative effect has above the target, they ignore 1% of the target's resistance. Additionally, the character's base level increases their resistance by up to 20%. The maximum resistance is 90%, including the use of equipment, singularities, cards, skills...

Status duration

Every negative effect has its minimum and maximum duration. The main attributes (STR, AGI, INT, VIT, DEX, LUK) do not increase resistance, but they reduce the duration of negative effects.

For every 3 points in the attribute related to the status, the duration of the effect is reduced by 1%.

  • STR: Poison, Petrified
  • AGI: Sleep, Burning
  • INT: Blind, Grampus Morph, Silence
  • VIT: Curse, Decrease AGI, Stun
  • DEX: Frozen, Bleeding
  • LUK: Chaos, Undead

Monsters and negative status

The stage of progression that the monster is in directly affects the resistance and duration of negative statuses. In addition, Elite and Rare type monsters receive a resistance bonus (+10%) and also reduce the duration of negative effects by +10%.

These changes make the negative status system more comprehensive and prevalent in the world, paving the way for new builds, battle strategies, and challenges. All the details are available in the game.

Refine & Grade

To balance the game and make equipment more interesting, we applied a refinement bonus scale vs grade for items such as Armor, shield, garment, and shoes (headgear does not have a level difference). The lack of levels in these items previously made early game equipment (Shoes, Muffler, Cotton Shirt...) more impactful than they should have been, due to their easy access and low investment.

  • Weapon: continuously increases ATK and MATK
  • Armor: keeps increasing HP
  • Shoes: continues to rise in SP
  • Shield: continues to increase Hard DEF
  • Garment: continues to increase Hard MDEF
  • Headgear: now increases Hard DEF and Crit DEF
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All the new values are available in the game.

Star Grade

We want players to be able to explore our Star Grade system more, whether with more star options, or by exchanging them more frequently and comfortably. We understand that the accessibility of this system was confusing: very easy at the beginning of the game, and extremely difficult at the end. These extremes greatly increased the character's power at the start, and made the investment uninteresting at the end of the game. Therefore, we decided to equalize the prices.

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Star Prices

  • Smaller and larger initial stars are more expensive.
  • Smaller and larger final stars are cheaper.
  • Noticeable reduction in the price of released star exchanges.
The greatest cost lies in unlocking the stars, not in their maintenance anymore.

New Star Bonuses

  • Fixed Cast Time
  • Variable Cast Time
  • After Cast Delay
  • Skill Cooldown
  • True ATK
  • True MATK
  • True ATK %
  • True MATK %
  • Casting Shield
  • ATK Strike
  • MATK Strike
  • Thorns %
  • Melee Physical Damage Return
  • Magical Damage Return
  • Ignore DEF
  • Ignore MDEF
  • Ignore DEF %
  • Ignore MDEF %
Adjustments to values have been applied to the bonuses for better harmony and functionality among the stars.

Twinkle Star

We have a lot of faith in the potential of Twinkle Star, especially due to the difficulty in unlocking it. However, we noticed that its effectiveness was only in the higher tiers (purple and yellow). Therefore, we decided to change its scalability: now all bonuses are unlocked from the green tier onwards, but with their values reduced, scaling with the number of stars in the set.

Previously, the amount of bonuses and their values were released depending on the tier.
Some bonus adjustments have also been applied for better balancing among the available sets.

Star Extraction

Many players have expressed dissatisfaction with the randomness of the Star Cluster extraction system's reward: the values could be either too low or too high. Therefore, we decided to remove the randomness from the system, ensuring a fixed final value for the user.

Furthermore, we have also added new Star Cluster extraction options.

  • Weapons, armors, shields, shoes, and ungraded garments can also be extracted.
  • Rough Oridecon can now be extracted.
  • Rough Elunium can now be mined.
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Singularity

The singularity system has proven to be effective and interesting, however, some inconsistencies were identified in the values of its bonuses, creating low effectiveness for certain singularities, and too much effectiveness for others, deviating from our main objective. Therefore, we have decided to redistribute and readjust the bonus values, in order to improve the effectiveness of more specific bonuses.

The more specific it is, the greater the bonus range should be.

Additions

  • True ATK
  • Casting Shield
  • Slow Resistance

Removals

  • Critical
  • Critical Damage
  • Critical Damage Reduction
  • Accuracy (HIT)

Two-Handed Weapons

For the singularities, we understand that two-handed weapons were not being valued as they should be. Therefore, we decided to expand the maximum values of singularities for two-handed weapons: now the bonus range for these weapons can be approximately 30% greater than for one-handed weapons.

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The bonuses remain the same, only the maximum range has been changed.
The singularities are available for viewing within the game.

General News

Server Time

The current server time will be displayed along with the Frames per Second (FPS) and Ping.

Use 'CTRL + F' to search within the game.

Clothing, Skin and Hair

We know the real late game: showing everyone how stylish (or tacky) you can be. Skin colors, clothing, hair, and hairstyles will be available in the game. All colors were individually and lovingly made so that the widest range of style options are available in the game.

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Reset

Our world of possibilities can be greater than we expect. Despite initial resistance, we understand that it is possible to make mistakes or be dissatisfied when creating builds with so many options in the game. Therefore, we decided to make resets available for Attributes, Skills, Legacy, and Roles. We want everyone to feel free and confident to make crazy builds, and for that, we need to provide support for you. However, a cost in zeny will be charged for these resets. Legacy and Role resets will have a cooldown.

Reset items will also be available at the Myth Store.

Access Map

Completing quests for access to special maps can be lengthy and tiring, and we understand that. Therefore, we decided to create a system where all players will only need to complete the access quests once per account. After completing the quest, all characters on the account will receive direct access to the map through the Karmic Crosses system.

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Learn more about Karmic Crosses at Boh Hyou (Explorer Guild).

Job Quest

The fresh breeze we wanted to introduce is now available: the class change quests. We know that many players have fully enjoyed our Training Island, especially because of its various mini-games. We want to show that these games are not just for the beginning of the game, but should also be experienced within the world.

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All classes feature exclusive maps and mini-games in their class change process.

Pet Adventure

During our restructuring, we conducted numerous stress tests on the system to identify issues that arose during the game activity: and we found some! We are excited (and scared) to be able to conduct tests with real people and validate the changes we made to the system's execution.

Pet Adventure will be available for in-game testing.


General Improvements

Weight calculation

We understand that many resources are necessary to sustain gameplay. Therefore, we have decided to consider the player's level in the bonus weight calculation.

Ancient:

2000 + Job Bonus + (STR × 30)

New:

2000 + Job Bonus + (STR × 20) + (Base Level × 10)

Inn & Banquet

Sleeping and eating should be extremely beneficial in the game, and that's why we decided to improve the usability of these systems. The costs have been adjusted to provide more comfort to new players, and the Banquet now has a level of effectiveness and also offers all the foods at once.

  • Resting: Increases HP regeneration and movement speed according to level.
  • Banquet: Increases all player attributes according to the banquet level.
The new prices are: 500z, 2000z, and 4000z (related to levels).

Vending Catalogue

It's not always fun to have to go from store to store to find the item you want at the best possible price, and that's why we've rethought the way we display item prices in the Vending Catalogue.

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Vending Catalogue now displays the selling price of items to players.

Smart Cast

We want it to be enjoyable and comfortable to spend several minutes or hours assembling that cool equipment, but we also know that it can be physically tiring and even painful due to repetitive movements. To alleviate this, we created a Smart Cast system, where the player can choose skills on the shortcut bar to be used on targets or the cursor's location with just one click, avoiding repetitive mouse clicking. With this, it is also possible to simply hold down the skill shortcut button, and it will be used on the target whenever possible.

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Aim at the monster with cursor -> press only the skill button -> happy player -> monster dead

Auto Consume

Along with Smart Cast, we also understand that many resources (stuffs) are available within the game, and the rotation/maintenance of these resources can be complex due to their different cooldown times and durations. Therefore, we decided to create an auxiliary bar that will allow stuffs to be set up to be used automatically every n seconds, as defined by the player.

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This feature will not be available in competitive cities and maps.

Loot Box

For better transparency with our players, we have created a feature that will allow the viewing of all items that can be obtained in any type of loot box within the game. In addition to viewing the item, the percentage chance of obtaining it will also be displayed.

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Omnibook

We are exploring the full potential of Omnibook and implementing any possible improvements. With that, we've added some interesting features:

  • Filter monsters by map (#map=pay_dun01).
  • Receive Navigation route when right-clicking on the map icon.
  • Quick view of the map's monsters when hovering the cursor over them.
  • Addition of an explanatory box in the item descriptions.
  • Displaying more information about monsters (Soft Def, Soft MDef, and View Range).
  • Monster Element Level Display.
  • Monsters are now displayed by increasing level by default.
  • Items are now displayed by type by default.
  • Pet Adventure maps have been removed for better visualization.
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Interfaces

Socket Enchant

The Socket Enchant system is available and has its own interface. There are 5 different NPCs scattered around the world, each working with a specific group or type of equipment.

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In case of failure in the attempt, the equipment will not be lost.

Job View

Knowing what you want to be is as important as being it. That's why we've created an interactive interface that allows you to learn a bit about each job class, from its appearance to the description and calculation of each skill.

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Skill Descriptions

We understand how frustrating it is not to have knowledge of all the calculations behind your favorite skill, and that's why we decided to invest a lot of time in their descriptions to bring crucial and more accurate information. In addition to the calculations, some descriptions have explanatory boxes about terms, effects, and even bonuses; we also created more than 270 GIFs demonstrating the skills, available right in the skill description itself.

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Explanatory boxes are also available in item descriptions.


Elemental Table

It's extremely important to know which element to use against the various types of monsters in the game, and for that reason, we've created a comprehensive table that displays the damage multipliers based on the element used versus the target's element.

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The elemental table is available in the 'Basic Guide' menu within the game.

EXP & Damage Penalty Table

Killing monsters that are a higher level than the player is more difficult, but grants Experience (EXP) bonuses. Therefore, we decided to create a complete table so that everyone can check the level bonuses and penalties.

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The EXP & Damage Penalty table is available in the 'Basic Guide' menu within the game.

Microtransactions

We believe that a vibrant economy is the best way to maintain order and longevity in our world, for this we will have 3 currencies:

  • [Zeny] The main and most sought-after currency in Myth, with its primary source being exploration and progression in the world. Essential for the acquisition of power.
  • [Ygg Points] Our virtual currency that rewards players who contribute to keeping our world alive. They are exclusively used for making purchases in the Myth Store, and can be acquired by participating in events, contributing to the community, or making financial donations.
  • [Real Currency] A marketplace for real and direct transactions between players, where equipment earned in-game can be sold automatically, securely, and transparently.

Zeny is the most powerful and scarce currency in the world, necessary for progression and direct power acquisition, as equipment requires zeny to be crafted. With zeny, it's possible to acquire exclusive items from the Myth Store by trading within the game with other players. To list an item on the Treasures Bazaar, players will also need zeny.

Myth Store

Our exclusive Ygg Points store has been completely redesigned to provide more comfort to players and financial sustainability for the project. The Ygg Points price of most cosmetic items and utilities has been adjusted downwards. We want players to have more freedom of expression in their style.

Over 80% of the items available at the Myth Store have had their prices reduced, better adjusting the market to Brazil.

Resources and QoL

New features and items have been created to bring more quality of life (QoL) and comfort to players who want to help with our project.


New items

  • [1d] Potion of Concentration
  • [1d] Potion of Awakening
  • [1d] Potion of Channeling
  • [1d] Berserk Potion
  • [1d] Potion of Sprinting
  • [1d] Rampart Potion
  • [10] Box of Banquet Vouchers
  • [10] Deluxe Room Voucher Box
  • [10] Particle of Memory Box
  • [10] Life Insurance Box
  • [5] Box of Yggdrasil Leaves
  • [5] D.E.C.A Box
  • Gym Pass
  • Etheroil
  • Style Coin
  • Pet Microphone
  • Reset Coin

Removed

  • [7d] Reins of Mount Box
  • [1d] Caixa de Seguro de Vida
All items will be available for viewing within the game.

Benefactor

Becoming a Benefactor now will bring more benefits.

  • Pet Auto Feeder
  • Extra storage
  • Enable block view button in storage
  • Inventory search tab
  • Battle Metrics
  • Hunting Omnibook
  • Discount at the inn (Banquet & Inn)
  • Extra rewards in Journey Allies
  • Extra slots in Auto Stuff
  • Removal of the Vending Store sales fee
  • Enable Vending Store clone on other maps 1x
  • Reduces pet hunger
  • Maintenance of Pet Adventure in any starting city
  • Siegfried once a day

Treasure Bazaar

To add to the economic elements of Myth, we designed a new product, the Treasure Bazaar. An official space for trading equipment among players using real currency in an automatic, secure, and transparent manner.

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In the Treasure Bazaar, it will be possible to trade equipment only.


For a player to be able to sell, they must become a Collector, and this requires a verified and authenticated registration by our commercial partners in Brazil, any player from any region can purchase items sold by Collectors.


The Treasure Bazaar was designed to mitigate irregular transactions, community risk, and ensure the longevity of the economy, giving our players the freedom to sell or not sell their achievements, participation is not mandatory nor is it necessary for any progression within the game.

All information will be available on the website at launch, the Treasure Bazaar will not be available during the OBT only at the official release.

Myth Team.