The letter, signed by GM Dubu, positions these changes as more than additional content. Instead, the team frames the upcoming cycle as a foundational refinement that aims to stabilize the game’s growth experience over a longer period, with future announcements planned to detail each feature as it approaches release.

A full skill system rework aimed at clarity and build variation

At the center of the upcoming overhaul is the skill system. Immortal Rising 2 says it will reorganize what it describes as a previously complex growth structure, with the goal of making progression more intuitive while adding more variation to combat flow. In practical terms, this signals a shift away from opaque optimization paths and toward clearer decision making that players can understand without external spreadsheets or community theorycrafting just to keep up.

The team also plans to revisit skills with low usage rates or unclear impact. According to the developer letter, these abilities will be redefined with clearer roles. The goal is to increase the strategic value of skill choices so players can build around distinct playstyles instead of converging on the same narrow meta. If executed well, this type of redesign can do two things at once. It can reduce frustration for newer players who struggle to evaluate options, and it can improve long term engagement for veteran players by making build experimentation meaningful again.

Earth attribute arrives to open new build paths

Immortal Rising 2 will also introduce a new attribute called Earth. The developer letter frames Earth as an additional axis for build exploration that expands growth routes and combat identity. Adding a new attribute in a progression driven RPG is a significant move because it can reshape how players allocate resources, what content they prioritize, and which items become valuable.

The team also notes that artifact collections connected to the Earth attribute will be introduced. That matters because it suggests Earth will not just be a passive stat category. Instead, it appears to be supported by an item layer designed to deepen long term progression and provide structured targets for players who want to specialize.

Guide quest system to be rebuilt for a smoother early to mid game

Alongside the combat side, Immortal Rising 2 plans a comprehensive update to its guide quest system. The stated reason is alignment with the current content flow, helping players better understand their growth direction from the early to mid stages. This is an important quality of life change for games with deep progression systems, since unclear questing and poorly signposted paths often create churn even when the underlying gameplay is strong.

If the revised guide quests successfully teach players how to build and what to do next, it can increase retention without needing to raise rewards. It can also reduce reliance on off platform explanations, which is often a barrier for broader audiences.

Higher tier grind gets extended with U5 and U6 Arcane Stones

For high end players, the developer letter confirms the addition of U5 and U6 grade Arcane Stones. These are described as more than numerical upgrades, serving as new long term goals meant to sustain motivation. In RPG economies, this type of tier expansion typically acts as a pressure valve for veterans who have capped existing progression and need meaningful next steps.

The key detail here is that U5 and U6 are not being presented as a quick catch up mechanic. They are described as long term objectives, implying that the path to acquiring them will likely require extended play or participation in higher tier content loops.

Skins and pets confirmed as upcoming systems

Immortal Rising 2 also confirmed two major feature categories that usually sit at the intersection of engagement and monetization.

First, the Skin System. The team says skins will roll out sequentially and are intended to provide more than appearance changes. They explicitly mention collection and progression, suggesting that skins may be tied to achievements, event participation, or layered acquisition paths rather than simple one click purchases. The wording also implies the system will expand across more Immortals and playstyles over time, which points to an ongoing pipeline rather than a single drop.

Second, the Pet System. Pets are described as companions that fight alongside Immortals and support players in combat, with gameplay variety shaped by growth and strategic choices. That detail matters because it signals pets will likely be more than cosmetic companions. If they have growth paths and combat roles, they can become a meaningful part of build strategy and a new long term progression layer.

Arcane Stone NFT creation costs to increase sharply due to misuse

One of the most concrete parts of the developer letter is an announced adjustment to Arcane Stone NFT creation costs. The team says Arcane Stone NFTs were originally designed with minimal creation costs to improve convenience, but ongoing misuse and exploitation made an increase unavoidable.

The new costs are a significant jump across existing tiers, with newly introduced pricing for the upcoming tiers.

  1. U1 increases from 30 to 200.
  2. U2 increases from 50 to 350.
  3. U3 increases from 100 to 700.
  4. U4 increases from 200 to 1,500.
  5. U5 is new at 3,000.
  6. U6 is new at 5,000.

This change has several likely implications for the in game economy. Raising creation costs can reduce spam minting behavior and increase the opportunity cost of producing NFTs purely for extraction. It can also reduce supply growth, potentially supporting value stability if demand remains consistent. However, higher costs also increase barriers for legitimate players, particularly those who engage with NFT systems as part of normal progression. The team acknowledges this is an enforced tradeoff by framing the change as necessary for a healthier and more stable environment, and it also notes that additional countermeasures are being prepared from multiple angles.

What this update direction signals for Immortal Rising 2

Taken together, the developer letter suggests Immortal Rising 2 is moving into a phase focused on tightening systems rather than simply adding surface level content. The skill rework and guide quest rebuild aim at clarity and flow. The Earth attribute and higher tier stones expand the build and grind ceiling. Skins and pets add new long term engagement layers. The cost adjustments attempt to address exploitation and stabilize the economy around Arcane Stone NFTs.

The most important next step will be how the team sequences these releases and how it communicates the detailed mechanics. The letter emphasizes that more information will come through separate announcements, which implies a rollout plan where each system gets its own deep dive. Players should watch for specifics on how Earth integrates with existing attributes, what the new skill roles look like, how guide quests are structured, and how pets and skins interact with progression without creating unwanted power gaps.

Immortal Rising 2 is effectively signaling a rebuild of the game’s core loop, with the studio asking the community to evaluate the coming months not as a single patch, but as a set of interconnected systems designed to make the long grind feel more deliberate, more strategic, and harder to exploit.