Preview · None of this has shipped yet; numbers and details may still change. Feedback welcome before release.
The Qinglian Lingshi system
Farm the jade, forge the stone. A whole family of gems rooted in Qinglian Jade Marrow: a three-forge skill-cooldown main line, plus a set of stones built to pry open the engine’s hard caps.
The full table
The four cap-break stones are dual-effect, stat + cap: each grants +X% of the stat and raises its cap by the same +X% (the “Per stone” column below is that shared value; stat and cap rise together), effective the moment you socket it.
| Lingshi | Effect | Per stone | Vanilla cap | New cap | Stones to cap | Slots |
|---|---|---|---|---|---|---|
| Gathered Spirit / Condensed Essence / Great Void | Skill cooldown | 1%–11% / 15% | — | — | 2 per item (4 on two-handers) | Weapon / helmet / gloves / shield |
| Qinglian · Vajra | Damage reduction + reduction cap | +2.5% | 75% | 95% | 8 | Any |
| Qinglian · Windshade | Dodge chance + dodge cap | +2.5% | 75% | 95% | 8 | Any |
| Qinglian · Xuanwu | Block chance + block cap | +2.5% | 75% | 85% | 4 | Weapon / helmet / gloves / shield |
| Qinglian · Soulrend | Critical damage + crit-damage cap | +25% | 500% | uncapped | ∞ | Any |
| Qinglian · Bloodthirst | Crit lifesteal | 2.5% | — | — | ∞ | Any |
| Qinglian · Beast-Taunt Collar | Pet pulls aggro, 10m / 4s | — | — | — | — | Pet |
Plus two affix-less material/utility items: Qinglian Jade Marrow (the forging root) and the Grimoire: Beast · Taunt Writ.
Why block caps at 85% when dodge reaches 95%
This isn’t an arbitrary number. Reverse engineering settled it: dodge only avoids melee weapon attacks, while block also stops skill/spell projectiles, non-weapon AoE, damage over time and reflect — at the cost of requiring a shield. Block covers far more than dodge, so its ceiling sits lower (85% vs 95%) and it caps out at just 4 stones — the sockets you save go into something else, instead of grinding all the way to invulnerable.
From Jade Marrow to Great Void
Qinglian Jade Marrow is where it all starts: a warm jade occasionally dropped by monsters, at roughly a 5.7% drop rate, stacking to 99, and the only raw material for forging. Three forges take it upward, and every forge is a gamble: within a tier the value is random, and the higher you go, the rarer it gets.
| Forge | Input | Output | Value |
|---|---|---|---|
| First Forge | 9 × Jade Marrow | Qinglian · Gathered Spirit | 1%–5% cooldown reduction |
| Reforge | 9 × same-tier Gathered Spirit | Qinglian · Condensed Essence | 6%–11% cooldown reduction |
| Apex Forge | 9 × Condensed Essence (11%) | Qinglian · Great Void | 15% cooldown, +50% all damage |
Tier probabilities:
- Gathered Spirit: 1%: 40.0% | 2%: 28.0% | 3%: 18.0% | 4%: 10.0% | 5%: 4.0%
- Condensed Essence: 6%: 38.9% | 7%: 27.2% | 8%: 17.5% | 9%: 9.7% | 10%: 4.7% | 11%: 1.9%
“Reforge” has a separate recipe for each of 1% / 2% / 3% / 4% / 5%: collect 9 of any single tier and you can gamble for a Condensed Essence. Low-tier stones therefore never become worthless; they can all go back into the furnace.
All forging happens at the Enchanter, and feeding in the correct materials the first time “learns and remembers” the recipe.
Socketing rules for the haste stones: only four slot types
The cap stones (Vajra / Windshade / Soulrend / Bloodthirst) take any slot, and Xuanwu is limited to weapon/helmet/gloves/shield (the same four as the haste stones); the haste stones only accept weapons, helmets, gloves and shields, and each item has its own cap — stacking sockets won’t help; quality will.
| Slot | Two-hand weapon | One-hand weapon | Helmet | Gloves | Shield |
|---|---|---|---|---|---|
| Cap | 4 | 2 | 2 | 2 | 2 |
All three builds land on 8 total sockets, and nobody loses out:
- Two-hander (4) + helmet (2) + gloves (2) = 8
- One-hand + shield (2+2) + helmet (2) + gloves (2) = 8
- Dual-wield (2+2) + helmet (2) + gloves (2) = 8
Any other slot won’t highlight, and won’t accept the stone.
How cooldown is computed: multiplicative
Actual cooldown = base cooldown × ∏ ( 1 − each stone% ÷ 100 )
e.g. three 5% stones → base × 0.95 × 0.95 × 0.95 = 0.857 → a 14.3% reduction
Each additional stone gives less; there is no hard cap, yet a full build still settles into a healthy range:
| Setup | Actual CD reduction | Notes |
|---|---|---|
| 3 × Gathered Spirit (5%) | 14.3% | early game |
| 5 × Condensed Essence (8%) | 34.1% | mid game |
| 8 × Condensed Essence (11%) | 60.6% | practical endgame (all slots, top tier) |
| 8 × Great Void (15%) | 72.7% | theoretical ceiling (all but unreachable) |
Eight top-tier Condensed Essences reach the ≈60% “practical graduation line”; the all-Great-Void 72.7% demands astronomical grinding: a flex for completionists, not an efficient goal. Multiplicative stacking guarantees diminishing returns, so sockets cap themselves naturally.
Progress
The hard bones on the engine side — the percentage cooldown multiplier, the cap breaks, and the socket-slot gates — have all been cracked with runtime patches and verified in game. What remains is content-side: the gem data, the forge recipes, and the drop wiring. Numbers / drop rates / recipes are all adjustable — opinions wanted → full design draft
WASD Movement
Giving a keyboard to an engine that has been click-to-move for fourteen years. The minimal prototype is already running.
The idea isn’t to poke at coordinates, but to speak the engine’s own language: every frame, read WASD, work out a synthesized cursor point just outside the character along the screen direction, and inject it into the one call that turns the cursor into a world ground point (for the movement path only) while holding left-click. The engine then does exactly what it always does: “hold left-click and walk toward that point.” The benefits come free:
- Pathfinding, collision, ground snapping, turning and walk animations are all handled by the engine’s own logic, nothing to reinvent;
- Multiplayer-safe: no coordinates are written; it rides the engine’s own movement path, so it can’t desync;
- The real mouse never moves: the injection is routed by call site, so skill aiming and the cursor icon still see the true cursor.
There were dead ends along the way: calling the pathfinding function directly, or driving movement via SetDestination, both disproven in testing (they compute a path but don’t drive it) and abandoned.
The delivery vehicle is the existing Mikuro Runtime (cooldown reduction and loot filtering already run on it), and it now ships as a component of the MIKURO X suite. It remains an experimental prototype — the feel (key throttling, stop-on-release) is still being tuned. → full write-up
MIKURO Afdian Server
Beyond the official lobby, we stood up one of our own.
The launcher’s MIKURO X options gain a “MIKURO Afdian Server” toggle: switch it on and you can pick an internet connection in game, matching into our hosted lobby — Guangzhou for Chinese users, Australia for everyone else.
Mercenary shield break fix
The mercenary’s supposedly unbreakable Merc’s Indestructible Shield would, in practice, get broken, and its durability was on the low side, so before long it was effectively useless.
The root cause: the shield’s damaged state was being written into the save. Once knocked down, it stayed permanently at the broken value and never came back. With persistence removed, the shield now re-applies at full value every time — back to what it was meant to be: a truly unbreakable shield.