"Pioh & War Achievements, 7-Player Parties, Gate Claiming"
Pioh Achievements
24 brand-new achievements for your Pioh companions — plus a big fix to the Divine Beast Collection.
New "Pioh" Category
The Honor window has a new Pioh tab with 29 achievements covering everything you do with your companions:
Collection — Discover 10 / 30 / 100 / 300 / 700 / all 1,336 kinds of Pioh
Bonding — Equip your first Pioh, then raise one to Lv 10 / 20 / 30 / 50 / 100
Fusion — Succeed at 1 / 10 / 50 fusions
Evolution — Evolve 1 / 10 / 30 Piohs (brand new — evolution was never tracked before)
Riding — Ride 1 / 5 / 20 / 35 / 50 different Piohs
Hatching — The existing incubation achievements now live here too
Rewards include Challenge Points, gold, small permanent stat bonuses, Common Pioh Boxes, a Pioh Incubation Slot Key, and a +1% item drop rate for collecting all 1,336. (No combat power is gated behind these — the drop bonus applies to monster loot only and does nothing in PvP.)
Fixed: Divine Beast Collection Was Losing Your Progress
The pet catalog could only save the first ~264 creature entries. Everything beyond that was silently lost when you logged out — around 80% of all Piohs.
Your collection now saves in full. Creatures you already own will be restored automatically on your next login.
Soul Card Achievements Renamed
The old "Pioh" achievement category was actually tracking Soul Cards, not pets. It has been renamed to Soul Card, and its 35 achievements now say Soul Card instead of Pioh.
Nothing was lost — same achievements, correct names. The genuinely pet-related ones moved to the new Pioh tab.
Also Fixed
Egg-hatching achievements now count Pioh eggs only (they previously counted Soul Card purification too).
Fixed achievements re-announcing and re-paying their reward on every login.
Riding the same Pioh repeatedly no longer counts toward "ride different Piohs."
Territorial War Achievements
36 new achievements for the Territorial War, in a new War category in your Achievements window.
Wars Fought — turn up and be counted.
Called to Arms → Banner-Bearer → Warhardened → Veteran of the Marches → Undying Standard → Eternal Campaigner (100 wars)
War Kills
First Blood → Bloodied Blade → Reaper of the Line → Butcher of the Battlements → Harvest of Iron → Death Incarnate (10,000)
Class Slayers — 100 kills of each class:
Knightsbane · Shadowcatcher · Bowbreaker · Ragequeller · Spellbreaker · Soulsever → Slayer of the Six
The Fallen — holding the line is a contribution too.
First to Fall → Bloodied and Unbowed → Reforged in Defeat → The Unyielding → Monument of Bones → Undying Defiance
Victories
Taste of Victory → Twice Crowned → Lords of the Marches → Dynasty → Sovereign Eternal (50 wars won)
Siege — Gatebreaker → Siegemaster → Wallfall
Rampage — Unstoppable → Legend of the Field
And Two Sides of the Blade — 500 kills and 500 deaths. There's no farming your way to that one.
Rewards
Every achievement pays Challenge Points and mails you gold the moment you earn it, scaling with difficulty. Wars won pay the most. The full ladder is worth over 7,000,000 gold.
No stat bonuses — by design. These are for glory and gold. Winning wars will never make you stronger at winning wars.
Fine Print
Repeat-killing the same player won't count. Go find someone new.
Deaths only count when an enemy player kills you — gates and monsters don't.
"Wars won" credits everyone from the winning guild who fought and is online at the bell. Your reward mail still arrives if you log off early; the achievement doesn't.
Party Size Update
7-Player Parties on Master Difficulty
Parties can now hold 7 members while set to MASTER difficulty — two more than before.
How to Set It Up
Make sure every member is out of dungeons (on a town or field map).
Party leader → Party Options → Difficulty → MASTER.
All members accept the difficulty change.
Invite your 6th and 7th members.
Normal and Hard difficulty still cap at 5 players.
Also in This Update
The party window now shows all 7 members, and so does the party list on the world map.
A party of 6–7 can't switch back to Normal or Hard — drop to 5 members first.
PvP is unchanged: arena teams stay 5v5, and parties larger than 5 can't queue for matchmaking or enter an arena.
Dungeon Exit Confirmation
You can leave an instanced dungeon two ways: the Escape button in the upper-left, or by walking back into the entrance. The button has always asked you to confirm first — the entrance did not. One stray step near the entrance during a fight could pull you (and anyone following you) straight out of the run.
Changed
Walking into a dungeon's entrance now opens a confirmation box before you leave, showing the area you'd be travelling to.
Confirm to leave, or Cancel to stay put and keep fighting.
The Escape button is unchanged — it still works exactly as before.
Notes
This only triggers when you're actually leaving an instance. Moving between floors of the same dungeon complex still warps you straight through, no prompt.
Reminder: if every party member leaves before the dungeon is cleared, the dungeon resets.
Territorial War Update
Breaking a Gate No Longer Captures It
Destroying a gate only makes it claimable by your guild. The town stays with its current owner until someone pays.
At the gate use /claimgate (or click it) — first press quotes the price, second confirms and pays.
Any one member can pay, and only one payment per break.
250,000g for an outer town, 1,000,000g for Elder's Retreat.
Short of gold? Nothing is taken, and anyone else in the guild can pay instead.
Paying starts the hold timer — hold it to the end to capture the town.
Breaking a rival's claim cancels it and passes the right to you.
Claims Now Expire After 60 Seconds
Break a gate and fail to pay within 60s and you lose the exclusive right to claim it. The gate is announced open to all comers again. No more sitting on a broken gate to deny it to everyone else.
Doors of Return
Retta, Herbat Village and Pascal's Camp each have a Door of Return at their spawn point. One click takes you to Elder's Retreat.
Respawn Countdown
Die on a battleground and the countdown plays first — the resurrection window now appears when you can actually respawn.
Repairing Your Gate
Stand at your gate and use /repairgate — first press quotes, second confirms.
Restores up to 25% of the gate's max HP, 20s cooldown per gate.
Each repair on the same gate costs 50% more than the last, resetting each war.
A destroyed gate rebuilds itself for free — repair is for stopping it falling at all.
Fixes
Gate claim clicks now register immediately (they were being silently swallowed, so it took several tries).
A broken-but-unclaimed gate no longer shows the breaker's guild name as if they owned it.
Gates you cannot damage now tell you why instead of silently dealing zero.
