0.27.0.0 - Beta Patch 8

August 04, 2026

  • Monk, Fighter and Cleric revamps are in
  • Fishing has been refactored
  • Fishing now rolls multiple times per cast
  • The rod type and bait type may affect what fish you can catch
  • Rods that match the type of fish will reduce fishing duration, which will in turn make it more likely to catch the fish
  • Implementation is limited
  • Fishing is still single action then wait, but you will see more messages
  • Added Do Not Disturb (/dnd) mode.
  • Prevents both outgoing and incoming tells while in DND mode.
  • Tavern Games
  • Added chess and checkers boards to Night Harbor
  • Free play: no turn order or move validation, pieces can be moved anywhere
  • Drag pieces to the side stacks to set captured pieces aside
  • Multiple players can view and move pieces on the same board
  • /coinflip now mentions the result.
  • Add sense heading ability.
  • Added animations when using mud actions.
  • Added character idle fidget animations.
  • Dying on a lift or boat should leave your corpse on the floor or ocean surface, not mid air
  • You can no longer place items on lifts or boats
  • Smoothed entering & exiting water some more
  • Client performance improvements
  • Invisible GMs can no longer be tracked
  • Prevent NPCs that were rooted from teleporting to you as soon as root fades
  • Fix for corpses that show very long rot timers. They will now show their true time to rotting
  • Fix for house furniture ending up in a different subspace than players in the same room
  • Prevent creating duplicate UNIQUE items when crafting
  • NPCs will now immediately stop moving when you feign death successfully
  • NPCs will now immediately stop moving if they start responding to a trigger while going somewhere
  • Prevent buying items that you are not supposed to be able to because of your faction
  • Various player inventory fixes that allowed items to end up in unexpected places OR on unexpected players after a trade
  • Mount panel now properly updates its stats when stabling and unstabling mounts
  • Prevent buffs from placeable objects from lasting past the lifetime of the object
  • This will fix permanent campfire buff and permanent caltrops
  • Fix to NPC disarming: It used to not reset their Delay values, and so disarming an NPC using a fast weapon could end up being a DPS increase
  • Doors now properly sync their state in strage edge cases that may have them end up desynced for an individual player
  • Fixed afk spam that followed after inviting someone to group that was tagged as AFK. This should now only notify you once.
  • The Aura bar can once again be rearranged, according to the order of the innate skills in your book.
  • Fixed an issue when dropping an item onto any npc, which should have resulted in targeting that npc and initiating a trade.
  • There was a bug when importing UI from other characters from the HUD editor, where not all chat windows would not populate - this should behave correctly now.
  • Fixed Player stealth detection of both players and mobs which are stealthed.
  • Adjusted minimum detection range from 1 meter to 7 meters in all directions, to a max of 17 meters based on 1 meter bonus per level differential.
  • Potentially fixed Grip of Shadows from causing people to fall through the world. Let us know if you see any of this!
  • Fixed purchased items sometimes not showing up in the sell section of the merchant interface.
  • Fixed the fishing animation not always playing properly.
  • Fixed reclaim essence not working on pets after zoning.
  • Fixed sneaking sometimes causing other players to not be able to see you permanently.
  • Fixed a bug that could cause a part of an ability effect to fail because another unrelated part of the effect didn't meet its conditions.
  • Fixed crafting sounds looping infinitely when you camp out while crafting.
  • Fixed being able to swap mount rigging while you are mounted, causing visual glitching.
  • Fixed mounts running back to their last sit/stay position after dismounting. Mounting now clears the previous sit/stay command.
  • Fixed bard song animations looping indefinitely if you sat during the animation.
  • Fixed furniture not showing up when you log into the game while in a house.
  • Fixed furniture briefly spawning and despawning inside houses when they weren't supposed to.
  • Fixed market stalls not always displaying furniture properly.
  • Characters were falling through terrain or boats in various circumstances
  • Characters could walk up walls by jumping at flat vertical surfaces
  • Characters were reverting to most recent zone line upon loading
  • Pets and mounts were disappearing (likely more scenarios remain to fix, though hopefully improved)
  • Dhow boats could get in the way of the player boat
  • Animal forms (rat, wolf, etc) had animation flickers near water
  • Rat form couldn't get breath in deep water
  • Shoreline glitches due to camera position in SS
  • Underwater fog effects were missing
  • New rules for outdoor buffs
  • Outdoor buffs now cannot be cast indoors or in dungeons
  • Bringing an outdoor buff into an indoor zone or in a dungeon will disable its effect while in that area
  • Specific areas can now (very rarely) be defined by designers as indoor areas preventing outdoor only buffs from being cast or functioning while inside. None have been implemented so far
  • Allow buffs to be disabled for X miliseconds after being damaged
  • Eltindra's Blessing potion now disables for 10 seconds when you take damage, reflecting its use as a limited travel potion
  • NPC damage formulas have been revamped
  • NPCs used to deal a decent chunk of unmitigatable damage as part of their melee damage, which was devaluing AC
  • NPCs entire swing can now be mitigated by various methods of mitigation (Avoidance, AC, Dodge, Parry, Block, etc). Some methods of mitigation only partially mitigate.
  • NPC base damage has been increased to compensate for the increased mitigation
  • This will not have much impact until later levels, if you are below 45 you should see minimal change
  • However, as many have realized already, AC at the highest levels was losing its effectiveness. This is no longer the case
  • You can now give a torch to your humanoid pet and it will use it in its offhand slot until it is fully consumed
  • NPCs now can use torches if they spawn with one
  • They will properly be lit while using it
  • When you kill them, you can loot the torch, but it will not be fully charged
  • Looting the torch will now make their corpse lose its light
  • Npc kicks no longer lock you out of the school of magic.
  • Block skill damage reduction is now based on the relative quality of the shield to the Attacker's level, not the Defender's
  • Fixed inconsistent scaling with agility before level 40
  • Fixed inconsistency in setting Beastmaster pet damage and health
  • Fixed diminishing returns damage calculation for very high strength values
  • Added threat on resist to several spell effects that were adding 0
  • Damage shields no longer activate against ranged attacks
  • Throwing Daggers are now equippable in the Ammo slot instead of Ranged.  Throwing abilities (Throw, Pinning Throw, and Deadly Throw will require the item to be in that slot to work correctly)
  • New simplified quest and mud prompt buff detection that allows us to detect if a buff is NOT on you as well
  • Allow generic responses from NPCs for bad quest prompts
  • Add new ways to control who can forage what in a zone
  • Deity choice now impacts where you can start
  • New quest response that animates the NPC
  • Quest Journal will now be much more selective in what messages it logs
  • Weather data has been refactored, it should be the same as previously but now affords designers much more flexibility in changing weather conditions, intensities, and frequency
  • Allow merchants to change their pricing of specific items based on world conditions
  • Spoiler alert: this is initially going to be used for an interaction where killing Ga'Duuz will give a discount to certain items in Night Harbor due to easing of trade with Calafrey
  • Earthquakes now spawn an additional boss and do not impact the boss's regular respawn as long as the boss is killed before they would normally respawn
  • Altitude audio filters can now be properly calibrated by the audio guys for the zone with new tooling
  • Bone construct room, encounter, and rewards revamped. It is not yet accessible while we finish its trigger mechanism
  • New AI options relating to NPC abilities
  • Localized camera shake can now be triggered by quests, mud actions, etc
  • New volume type that moves all corpses within it to a target area
  • More control for setting when an NPC may despawn
  • Raid NPCs are no longer locked to FTE. They will now depend on a shout or emote that states who got FTE, but will follow regular corpse loot rules (whomever deals the most damage). This does not exclude them from the Play Nice Policy and GM enforcement is still in effect
  • Updated Dwarf hair/beards
  • Updated Wood Elf hair/beards
  • Updated Ogre hair/beards
  • Updates to Generic weapon set geometry & textures
  • Added Floating Skull models
  • Added Scorpion model
  • Fixed ogre moustache from clipping through some helms
  • Adjusted numerous item icons to match models
  • Fixed Bulwark of the Fallen's missing model
  • Reduced Male Ogre weapon size by 20%
  • Imported updated Gelatinous Cube rig
  • Adjusted Halfling Halfling sclera to be more white
  • Added Ooze prototype model
  • Updated Deep Elf Hair and Eyes
  • Updated Deep Gnome Hair
  • You will now receive a message when you have received an Ambush bonus from Sniper's Blind.
  • Sharks and Basilisks are no longer tameable, and will be reenabled in a future patch after completion of a quest
  • Call Companion now has a 30s cooldown to prevent exploits from dismissing and recalling pets.
  • Lick Wounds cooldown reduced to 1m
  • Mangle now applies the debuff to the target, not your pet
  • Chop and Mangle now require a Two Handed weapon
  • Maul now requires Dual Wielded weapons
  • Command: Kill will no longer activate when the pet is out of range, leaving the ability on cooldown
  • Guardian Spirit now causes the pet to generate 25% more Threat instead of reducing the Provoke cooldown.
  • Added Mantle of Autumn and Mantle of Spring for druids that prefer to start in these seasons. These mantles share a cooldown with the existing mantles. They are available at level 12, with scrolls for purchase from the spell vendor.
  • Fixed a bug causing Feign Death to reliably mem blur targets 100% of the time.  Reaggro chance has been greatly reduced from the original settings.
  • Npcs that have been damaged will loiter longer after a feign/death than undamaged ones, whose loiter time has been greatly reduced.
  • Static Field per tick damage increased to 10/20/30/50
  • Static Field now reduces the target's resistance to Electricity
  • Pick Pocket now steals from a separate loot pool
  • You will now receive a message when you have received an Ambush bonus from Stealth.
  • Poison vial weight has been reduced
  • Poisonmaking skillup rate has been increased for both toxin extraction and vials of poison
  • Backstab may no longer be performed with a 2H spear.  You can still choose to stab from the front, if you wish.
  • The Glyph system can no longer be used to cast spells that you don't have memorized or scribed to an equipped spellbook.
  • Food made with cooking now applies stat buffs when consumed
  • All fish can now be cooked
  • Low level cooking recipes now use vendor purchased Sea Salt
  • Crystalized Salt gather rate increased
  • Tanning has had additional components added and now provides canvases
  • As a result of the increase in recipe cost, tanning now yields more resources
  • Updated mining nodes to only drop gems now used in professions, increasing those drop rates as a result of the reduction
  • Fish have been incorporated into cooking and alchemy
  • New cooking and alchemy recipes created
  • Common jewelcrafting has undergone a meaningful set of changes for balance purposes
  • Common jewelry has been reworked and is now limited to a single primary stat type per item, scaling with tier
  • We intend for the most powerful jewelry in the game to come from named drops or rare magic recipes, and have reworked common jewelry to reach this goal
  • The list of harvested & dropped gems has been reduced to 7 to improve access to any gem needed for a specific stat
  • The likelihood of collecting a gem from harvesting nodes or enemies remains the same
  • Phased out gems will likely be reintroduced in the near future as higher quality magic recipes ingredients, spell reagents, or high value vendor fodder
  • Common jewelry items crafted using phased out gems remains in the game on Beta, but has been modified to utilize a single primary stat
  • Jewelcrafting recipes now require respective molds
  • Money values are placeholder
  • Added Mini Inventory pop-out from the Character Sheet. Players can now open a compact, movable inventory window that displays all bags and slots. This pop-out mirrors the primary inventory’s functionality, supporting full item management and interactions without needing to open the main inventory panel.
  • A new keybind has been added to toggle mini inventory
  • During character creation, your chosen Race / Class should now have a default location selected when you move to the starting city selection.
  • Added the alias /auc to be used in place of typing out the full channel /auction
  • Mount level now displays correctly in the Pet/Mount UI when purchasing a mount and after zoning
  • PvP combat (except duels) is prevented while on a boat.
  • Adjusted how PvP hit rating bonus works (for low levels attacking higher ones).
  • Max bonus provided is equal to about ~15% chance to hit when capped at a 25 level differential, down from ~22%.
  • This grows slowly the closer together in levels players are (for reference, a ~10 level difference is roughly a 2% bonus, down from ~3.5% prior to this change), and faster at higher differentials up to the ~15% chance to hit bonus.
  • Adjusted PvP resist bonus/penalty values
  • Min chance to resist is now 1%, up from 0%.
  • Max chance to resist remains the same at 85%.
  • Max level bonus/penalty is lowered from ~60% to ~50%, but growth is quicker capping at 25 level differential.
  • This now gives a bonus to high levels landing on low levels (to help in overcoming resist gear bonuses), in addition to the penalty for low levels landing on high levels.
  • Higher levels attacking lower get half the bonus that a low level attacking higher gets in penalty for the same level differential.
  • For comparison prior to this adjustment, a level 40 vs 60 had a ~22% penalty to land. Now this is a ~33% penalty, while the 60 has a ~16% bonus to land spells.
  • PvP only: Abilities that can be resisted but have no resist element associated with it (such as Purge, Intimidation, Terror in the Shadows, etc.), the element now defaults to Magic based.
  • Note: this does not make it Magic dispellable, it simply uses Magic resist values for the resist calculation.
  • Dispels and Purges in PvP are now always randomized.
  • Also updated general cure/dispel/purge combat text showing what gets cured/dispelled/purged, and adjusted error messaging to clarify things.