Last Stretch of Polishing
9/24/2025

Pre-release changes (4/5)
Over the past few weeks, Myth of Yggdrasil has gone through a true metamorphosis. Monsters have been redesigned, skills rebalanced, core systems like Singularities and gear progression have gained new layers of depth, and the interface has been improved to bring clarity and impact to gameplay. Each patch delivered dozens of changes, consolidating Myth into a state that is closer than ever to its official launch.
Now, we enter a new phase: the moment to refine. The major changes have already taken place. The game has a solid foundation built. From this point on, our mission is to polish, fine-tune, and prepare the final experience you will play at launch.
Even though this week’s patch notes are more concise, the content is significant: we bring a new MVP, monster rebalancing, the largest single batch of equipment ever added, and the start of an essential process for Myth’s longevity — the standardization of item and skill descriptions.
Interface & Systems
- We began the effort of standardizing skill and item descriptions. The goal is to unify terms and formulas, making effects clearer and easier to interpret. This is a long-term task and fundamental to Myth’s readability and consistency.
Items & Crafting
- Ongoing development of 115 new pieces of equipment, covering all major categories — weapons, shields, armors, boots, cloaks, accessories, and headgears (upper, middle, and lower). Most of these items will be obtainable through Elite Monsters, Rare Monsters, and Minibosses.
- Additional review is also underway for cards and MVP-related equipment, ensuring that endgame rewards are both meaningful and diverse.
Monster Changes
- New MVP: Garm, introducing new challenges and rewards to the game.

- Normal Monsters (Lv 85+): HP adjusted to smooth the progression between late and endgame.
- Elite Monsters (Lv 115+): HP adjusted so that small level differences become more meaningful, extending endgame content and gradually increasing difficulty.
- Rare and Elite Monsters: now have a Hit bonus of +10%, plus an additional +1% for each level above 100.
- All Monsters (Lv 100+): Flee calculation adjusted to ensure a smoother HIT requirement curve when it comes to monsters with higher amounts of agility.
In Progress
We are getting closer to the final stage. Myth has already gone through its largest transformations, and now the focus is on refinement.
Starting 09/26, we will begin the internal testing phase, the last round of adjustments before the official launch. Our priority is to review mechanics, fix inconsistencies, and deliver the best possible experience for you.