Confirmed, and made easier: what the 28 August update did to Season Tasks
Season Tasks are live, and as of 28 August 2026 that is written down rather than inferred. The maintenance update of that day adjusts Season Tasks and Contract Tasks by name — Bellring says persistent feedback about their difficulty prompted repeated internal discussion and a revision plan. A patch does not lower the requirements of a feature that has not shipped, so the hedge this page carried until today is closed. The easing itself is broad, and it is worth being exact about its shape: not one task was removed from the season. DevNote #8 priced the full set at 152 tasks on 20 August and that figure is untouched. What fell is what each task asks.
- Monster-slaying tasks need fewer kills, and their difficulty-mode restrictions were lowered — the tasks that pushed you into a harder mode to finish them no longer do.
- Tasks that required *executing* other Gyldhunters now count a defeat instead, and ask for fewer of them. That was the condition least under your control, because an execution depends on whether the target's squad picks them up.
- Equipment-value conditions became equipment-rarity conditions: cheaper to satisfy, and stable in a way a value that moved with the Auction House was not.
- Objectives whose progress the whole squad shares now say so on the card, so a trio can split the list deliberately instead of guessing.
- On the Contract side: most completion counts reduced, container-search tasks removed outright, tactical-item tasks satisfied by any tactical item, and the individual Daily Task reward raised from 30 Contract Sigils to 40.
The Fate Chart is already running, and Season Tasks are the part that runs on top of it.
This is the structural mistake worth avoiding before anything else. Season 1 ships two task systems with overlapping names, and merging them produces a page that tells a reader a live system is unreleased — which they can disprove by alt-tabbing. The Fate Chart has been in your client since launch. The mysterious-guest storyline was dated to the 12 August client update, which shipped and added a new Fate Chart stage without ever printing the words "Season Tasks".
- DevNote #7 names the Fate Chart as Season 1’s core narrative concept, with the whole season’s main storyline unfolding around it.
- The 6 August live update patched it three times over: its weekly task refresh time, its Selection Chests failing to display the reward items they contained, and repeatable-task progress failing to track when a completed reward went unclaimed. Those are fixes to a system players are already using.
- The 7 August server notice dated the other half as "next week", and that update arrived on 12 August. It launched Soul Harvest and "a new stage of the Fate Chart" — the phrase "Season Tasks" appears nowhere in it, which is why this page stopped short of calling them open until the 28 August update named and eased them.
What Phase I opens
The roadmap graphic gives Phase I one sentence, and it is a story beat rather than a mechanic: “A mysterious guest arrives at Windrest, bearing news that will lead Gyldhunters toward an unknown fate.” Windrest is the camp you already return to between runs, so the entry point is somewhere you visit every session rather than a new location to find.
- No task count, no unlock requirement and no first-step location has been published. If a page gives you a walkthrough today, it is not quoting an announcement.
- The 13 July dev update ties the season’s gameplay to Fate Chart progression, so expect the two systems to feed each other rather than run in parallel.
- The same client update carries Soul Harvest. Reading the two pages together is the intended order, and both change on the same day.
Phase II is the same storyline, further along
September’s entry is not a second set of tasks. The roadmap wording continues the Phase I sentence — “As you venture deeper alongside the mysterious guest, a new crisis gradually surfaces” — and attaches the rewards to completion of the whole line rather than to the phase.
| Phase | Roadmap wording | Timing | Reward named |
|---|---|---|---|
| Phase I | Season Tasks become available | 12 August client update (dated by the 7 Aug notice; that update never named them) | None named |
| Phase II | Season Tasks fully unlocked | September, no day given | S1 Pip’s Rare Pouch, Nether Ferry skin |
Phase I
- Roadmap wording
- Season Tasks become available
- Timing
- 12 August client update (dated by the 7 Aug notice; that update never named them)
- Reward named
- None named
Phase II
- Roadmap wording
- Season Tasks fully unlocked
- Timing
- September, no day given
- Reward named
- S1 Pip’s Rare Pouch, Nether Ferry skin
What this page does not tell you, and why
Two rewards are named and nothing about them is described. Pip’s Rare Pouch is a name; the Nether Ferry skin is a name beside a piece of uncaptioned panel art. Neither has a published contents list, drop table or unlock threshold, and the completion requirement for "fully unlocked" has not been stated either.
- The Phase II panel art shows a horned, bell-hung figure poling a wrecked boat. Bellring published it uncaptioned beside the Nether Ferry entry, so the association is ours rather than theirs.
- No end date for Season 1 has been published anywhere, which means "before the season ends" is not a deadline anyone can give you yet.
- When the patch notes land, the unpublished rows on this page take values. The page keeps its URL and its shape.
