Life is Feudal:Arden - S1 Age 2 patch
Feudals, please see below our Age 2 patch for Life is Feudal:Arden. We are also
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please see below the changes included in today’s "Season 1 release" patch. Some of the changes are closely linked to the patches that the team rolled out during the "pre-season". We recommend that you take a look through them - this way, you are more likely to get the whole picture. We are also happy to announce that with this patch we introduce weekly rewards! Players will be able to collect them as the week progresses.
Changed: when a character teleports to “Seasonal Arden”, additional restriction will apply:
Alignment reset to 0;
Learned alchemy hash (combinations from mixing herbs) reset and randomized for the character.
Changed: we have made some adjustments to available recipes for each Age:
Now available from Age 1:
Cheese
Berries in Honey
Fish Patty
Fried Eggs
Meat Patty
Potato with Mushrooms
Crispy Chicken
Sausage
Meat Stew
Now available from Age 2:
Lance and sharpened, perfect variant
Decorated Jousting Lance and sharpened, perfect variant
Now available from Age 3:
Trebuchet
New: all players who participated in the “pre-season” received the title of “Seasonal Pathfinder”.
New: to commemorate the guild which took the lead during the "pre-season", we introduced “Capybaras de la Tormenta” painting in the game. It is now available to craft.
Changed: we have decreased the drop rate and max quality for “Chieftain Sword” and “Knool’s Axe” for Age 1.
Changed: following the end of the testing phase, experience gain on “Seasonal Arden” was reduced to align with our intended longer-term progression and overall MMO pacing.
Changed: players can no longer burn soil, and it is no longer possible to throw out less than 15 units of soil.
Changed։ we have rebalanced action speed for the majority of abilities in the game. As a general rule, actions will be slower when the skill level is low, and it will gradually accelerate as a character approaches a higher level in a skill.
Terraforming-related actions will be faster on “Seasonal Arden” compared to the “orange” and “green” zones due to different playstyles designed for each world.
Changed: we made adjustments to the following recipes:
“Leather strips” recipe added to Tailor’s workshop
Changed recipe requirements:
Horse cart
Whitewood Board 30 -> Hardwood Board 50
Linen Rope 10 -> Linen Rope 15
Horse cart (no tent)
Amberwood Board 30 -> Hardwood Board 50
Linen Rope 10 -> Linen Rope 15
Wooden Horse-Draw Cart
Boards 30 -> Hardwood Board 50
Linen Rope 10 -> Linen Rope 15
New: new structures were added to the game:
Castle Wall Corner with Hoarding (no butress) (Architecture 30)
Oil Press (1x1) (Construction 60)
with the new “Press” ability feudals will be able to extract “Flax oil” necessary for new food recipes.
Jeweler's Workshop (3x4) (Masonry 90)
a new crafting building made specifically to help players create all kinds of jewelry.
Changed: Locked tiles of Military Outpost have been increased from 8x8 to 14x14
Changed: recipe requirements:
Palisade Wall
Billets 15 → Building Logs 5
Wooden Wall
Billets 15 → Building Logs 5
Wooden Wall with Stairs
Billets 20 → Building Logs 7
Palisade Wall (diagonal)
Billets 15 → Building Logs 5
Wooden Wall (diagonal)
Billets 15 → Building Logs 5
Wooden Wall Defenses
Billets 20 → Building Logs 7
Wooden Wall Square
Billets 15 → Building Logs 5
Wooden Wall (loophole)
Billets 15 → Building Logs 5
Wooden Wall (diagonal, loophole)
Billets 15 → Building Logs 5
Wooden Wall with Stairs (loophole)
Billets 15 → Building Logs 5
Wooden Wall Corner
Billets 15 → Building Logs 5
Wooden Wall Corner (loophole)
Billets 15 → Building Logs 5
Changed: we reverse the amount of wood given by all kinds of trees to standard values for “Seasonal Arden” (compared to increased values during the “pre-season”).
Fixed: horses will now keep their name even after going through pregnancy.
Changed: The formula for snare trapping has been adjusted. The maximum quality of chickens and rabbits that can be caught using a snare trap is now capped at 60q (previously 100q), even when using a 100q snare trap, 100q skill, and 100q soil under the trap.
New: we introduce new jewelry and new gems to the game:
Ring of the Iron Spur: cavalry weapons mastery bonus effect
Amulet of Oath-Bound Steel: spurs bonus effect
Ring of the Silent Wind: ranged weapons mastery bonus effect
Amulet of the Watchful Hawk: faster reload bonus effect
Ring of the Northern Oath: infantry weapons mastery bonus effect
Amulet of Shielded Blood: increased protection bonus effect
Ring of the Red Howl: heavy weapons mastery bonus effect
Amulet of Shattered Chains: tightly fitted armor bonus effect
Ring of the Stalwart Line: polearms mastery bonus effect
Amulet of the Lineguard: impact mitigation bonus effect
Bone ring: luck bonus effect
Bone amulet: luck bonus effect
Copper ring: luck bonus effect
Copper amulet: luck bonus effect
Carnelian - source: Rough Gem
Onyx - source: Rough Gem
Topaz - source: Rough Gem
Aquamarine - source: Raw Gem
Jasper - source: Raw Gem
Changed: resources on “Seasonal Arden” and “orange” zone were regenerated and redistributed. We also made certain adjustments:
iron, copper, gold and silver amount and quality reduced;
brimstone and rock salt amount reduced;
the underground rock layer was moved deeper and now further from the surface.
Fixed: we have improved the map zoom function (sometimes at maximum zoom it became black).
New: new knool camps have been added to “Seasonal Arden”, “orange” zone and “green” zone:
“Seasonal Arden”: Servers 88, 52
“Orange” zone: Server 64
“Green” zone: Servers 94, 71, 57
Fixed: sometimes a player could encounter a situation in which they put the wares in a trade post, but when they tried to sell the items to the Crown, an error popped up: "You do not have any items in your trade post inventory". This issue has been resolved.
Change: we have significantly reduced base price for the following items if sold to the Crown:
Targe shield
Heater shield
Kite shield
Tower shield
Fixed: trade posts now show regionality of each resource.
Changed: minimum characters required to place a monument:
for “Seasonal Arden” - min.5 characters, 3 of them with premium subscription;
for “orange” zone - min.5 characters, 2 of them with premium subscription.
Changed: (only for "orange" zone) players receive 90% protection bonuses while on the territory of their guild claim.
New: (only for "orange" zone) guilds can build outposts only on fiefs adjacent to their monument’s fief.
Changed: in Season 1, JH will happen on Tuesdays, Fridays, Saturdays and Sundays:
only prime time on Tuesdays and Fridays for all guild ranks;
prime and secondary time on Saturdays and Sundays (depending on the guild rank).
Changed: time zones for “Season 1” were reshuffled - please see the map below.

Changed: the upgrade cooldown after an outpost was downgraded was increased to 96h in order to counterbalance the new JH schedule.
Changed: (only for “Seasonal Arden”) to prevent strategic abuse of the “Destroy” ability, such as players wiping structures or claims immediately before or during an active siege, we are introducing a new restriction. The “Destroy” ability should work under the following conditions:
Allowed - out of Judgement Hour (JH) without enemy MOP on adjacent fiefs;
Disabled - out of Judgment Hour (JH) with enemy MOP on adjacent fiefs;
Disabled - during HJ/HJH (as it is by current mechanics).
If a player will try to use the “Destroy” ability on a fief with an adjacent enemy MOP, they will receive a notification: “You can’t destroy the object because an enemy Military Outpost is nearby“.
Changed: ability to initiate PJH was moved from the outpost building itself to the outpost totem.
Fixed: when a guild initiated HJH or PJH towards an enemy MOP of level 1 or 2, it did not have the option to “claim” the outpost if the attack was successful. Now this issue has been resolved.
New: we have added a new visual indicator to the in-game map that displays the current IB (Instanced Battle) cooldown for each province. This will allow players to make informed strategic decisions by knowing exactly when a province becomes eligible for conquest.
Changed: we have been receiving reports from players drawing out attention to noticeable and abrupt loss of protection when armor durability drops below 50%.Following your feedback, we have modified the armor durability scaling formula so that armor effectiveness (damage resistance) scales linearly between defined minimum and maximum values, with a hard lower clamp at 25% durability. Armor effectiveness reaches its 50% value only when durability falls to 25% of the original durability - and it stays that way. This means that armor resistance will gradually diminish from 100% to 25% durability, and when it reaches 25%, it will stay half of the original resistance.
Fixed: players can no longer loot “Big tanning tubs” outside the JH.
Changed: we have increased durability of tools available in the web-shop.
Now we have 3 distinct worlds for players with different PvP-tolerance: “Seasonal Arden” (full PvP), “orange” zone (partial PvP), and “green” zone” (no PvP).
As the name suggests, “green” zone is an area intended for safe interaction and peaceful activity. However, we have repeatedly observed the cases of griefing and disruptive behavior exercised by some players to bully their peers. Therefore, from now on actions that disrupt or diminish other players’ experience in the “green” zone are considered a violation. We will be expanding the game rules with “Griefing and Intentional Disturbance in the “green” zone” clause. This includes, but is not limited to:
Intentionally damaging or altering the terrain, environment, or structures around another player’s claim;
Blocking or obstructing access to claims, passageways, or driveways;
Repeatedly harassing, stalking, or following players to disrupt their gameplay;
Any other conduct clearly aimed at frustrating or inconveniencing other players without legitimate gameplay reason.
Players found engaging in disruptive behavior will receive a warning or penalty, including account suspension, depending on severity and intent.
When we first announced the idea of "Seasons" in 2025, the community was apprehensive. We were well aware that a "seasonal" model is a departure from the usual LiF experience. However, that makes the subsequent support of the "pre-season" even more precious. Your feedback was instrumental to polishing and improving the "seasonal" gameplay. Trust is not something we take for granted, and we are beyond thankful for those of you who were willing to take this risk with us!
However, "Season 1" is not the end-point, it is only the beginning. "Seasons" are meant to be a vehicle of change for the "feudal" world, and we are committed to pushing forward. The preparatory work we did throughout these years start to bear fruit, and we are excited to bring you new mechanics, new content, and, ultimately, new experiences and new memories of questing together.
Raise your heads, Feudals!
"Season" 1 is here!
LTG team

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