We're still working behind-the-scenes on the last major city of the game. (You may see new references to Statehelm, but it's not accessible yet.) In the mean time we have lots of fixes, rebalances, and things to find:
Balance Changes
Added "default" Endurance requirements to most high-level loot dropped gear.
Most higher-level items that do not have any combat skill prerequisites will instead have an Endurance requirement.
Endurance requirements start at item level 30 and slowly increase from there. By level 65+, the requirements follow these rules:
Loot gear default Endurance requirement is (item level - 10)
Crafted gear default Endurance requirement is (item level - 15)
These changes were made to prevent low level characters from using high level equipment (that had literally no requirements before), and to set a baseline for items that have only generic gear mods (in the absence of other combat skills).
These changes are retroactive. Your gear may automatically unequip itself when you log in if you do not meet the Endurance requirements.
Egg run quest rewards reduced. This affects gear rewards; recipe/scroll drops and xp are untouched.
Adjusted Cheb's sales numbers to be normal for a high-level vendor (instead of extra cranked)
Increase spawn rate of interactive Graves across the world, roughly doubling them
Elite & Boss demons in Vidaria now possess Astonishing Demon Skulls
Add a second repeatable method of obtainable Scrolls of Demonic Research
Increase likelihood of Vidaria Secret Chests to drop Mementos (if you've unlocked the Memento mechanic)
Slightly improved drop chance for Pixie Dust
Bug Fixes and Other Stuff
Add 16 new Item Sacrifice Altars across Alharth
Fix one source of "error cubes" being shown in-game. This fixes a specific scenario where you have already loaded the scene successfully (without errors), but still come across an error cube, possibly long after loading into the area.
Fix for "3-Color dye recipes don't properly handle only 2 dye types"
Some chairs, such as those in Serbule Inn, are now sat in from the side to avoid clipping into the tables. We added new tech to enable this, so if you spot clipping on other chairs in the world please report them!
Nameplates now respect the Bold and Italics GUI options
All "Fae" animals now have Fae anatomy and count toward Fae-related quests. Previously only Panthers followed this rule, now it applies to all animals
Fix bug causing some Swarmers to get stuck in the Rubywall
We now export two now JSON data files: abilitydynamicdots.json and abilitydynamicspecialvalues.json. These files are used by the game to add extra info to ability tool-tips when certain requirements are met. (In other words, these describe DoTs and buffs that can be added to abilities by special buffs and treasure effects.) These are likely of limited use for tools, but who knows.
Extracting an augment from an item automatically aborts if the provided gem doesn't match any of the item's powers. (Previously the gem and item were destroyed.)
Druid Skill Changes
Druid was already a very capable healing and support skill, but its offensive abilities and skill synergies received some improvements. To help you take advantage of these changes, Transmutation costs for Druid gear will be reduced this month.
Druid Ability Changes
Toxinball deals a bit more base damage at each tier; other treasure adjusted slightly as a result of this formula change
Cloud Sight is now a Ranged attack (instead of Melee) with a range of 30 meters
Cosmic Strike reuse time hastened from 45 seconds to 40 seconds
Fill With Bile: increases Indirect Poison (per tick) by twice as much
Delerium has higher base damage; some treasure effects adjusted slightly as a result of this formula change
Druid Treasure Changes
(Hands, MainHand) "All Druid abilities have a 38% chance to restore 25 Power to you" => "All Druid abilities except Shillelagh have a 59% chance to restore 50 Power to you"
(Necklace, Ring) "Cosmic Strike deals +19% damage and boosts your Major Healing +100 for 10 seconds" => ...deals +38% damage and boosts your Major Healing +100 for 20 seconds"
(Head, Legs) "Cosmic Strike deals +264 damage, generates no Rage, and removes 705 Rage" => ...deals +310 damage, ...
(MainHand) "Cosmic Strike deals +143 damage and reuse timer is -5 seconds" => "Cosmic Strike deals +280 damage and reuse timer is -10 seconds"
(Head) "Cloud Sight causes target's attacks to have +5% more chance of missing, but Power cost is +15%" => "Cloud Sight causes target's attacks to have +5% more chance of missing."
(Legs, MainHand) "Energize restores 117 armor to each target" => 180
(Feet, Ring) "Energize restores +28 Health and conjures a magical field that mitigates 10% of all physical damage they take for 1 minute (or until 100 damage is mitigated)." => "Energize conjures a magical field around each target that mitigates 20% of all physical damage they take for 1 minute (or until 200 damage is mitigated)."
(Head, Legs) "Delerium depletes +440 rage and deals +83 damage" => "Delerium depletes +440 rage and deals +320 Nature damage over 8 seconds"
(Chest, Hands) "Rotskin deals 354 Trauma damage to health over 12 seconds" => "Rotskin deals 444 Nature damage to health over 12 seconds"
(OffHand, Necklace) "Max Health +50 when Druid skill is active" => +70
(Head, MainHand): "While Druid Skill Active, Druid Base Damage +50%" => "... and Nature Vulnerability -18%"
(Head, OffHand) "Heart Thorn coats the target in acid that deals 580 armor damage over 8 seconds" => 480 armor damage over 3 seconds
(MainHand, Ring) "Delerium depletes +810 rage and taunts -600" => ... and deals +115 damage
(Head, Legs): "Delerium depletes +440 rage and deals +320 Nature damage over 8 seconds" => 360 Poison damage over 6 seconds. (Delerium is a poison attack and was supposed to have a Poison DoT, but some wires got crossed)
(Ring) "Rotskin hastens the current reuse timer of Regrowth by 5 seconds" => previously there was only one tier of this effect. This tier is unchanged. But there are higher tiers of the effect which hasten the reuse timer of Regrowth a bit more (by 7.5 seconds at level 100)
(Head) "Cloud Sight causes target's attacks to have +5% more chance of missing." => previously there was only one tier of this effect. This tier is unchanged, but there is a second tier available starting at level 70. It increases target's miss chance +10%
(Legs) "Fill With Bile causes any Nice attacks that deal direct Poison or Acid damage to deal +180 damage for 3 minutes. (This effect does not stack with itself.)" => +76% damage
(Hands) "Fill With Bile causes any Core attacks that deal direct Poison damage to deal +180 damage for 3 minutes. (This effect does not stack with itself.)" => +220 damage
(Feet) "Your Healing Sanctuary heals +23 health and buffs Melee Accuracy +14" => +25 health and buffs Melee Accuracy +23
NEW: Loot drop only: (Hands) "Delerium becomes a 10m Burst attack that deals +33% damage to targets that are not focused on you"
NEW: (Ring, Chest) "Indirect Poison Damage +48% when Druid skill is active"
NEW: (Hands, Legs): "While Druid skill is active: abilities that have Burst targeting deal +328 Nature damage over 8 seconds"
NEW: (Off-Hand) "Direct Slashing, Piercing, and Crushing Damage +18% when Druid skill is active"
NEW: (Hands, Ring) "Cloud Sight Damage +125 and Reuse Time -2 seconds"
NEW: (OffHand) "Cosmic Strike deals +320 damage and if it kills your target, you recover 9999 Health and 9999 Armor"
NEW: (Feet) "Fill With Bile reduces target's Indirect Poison Vulnerability and Indirect Acid Vulnerability -40% for 3 minutes. (This effect does not stack with itself.)"
NEW: (OffHand, Feet) "While Druid skill is active: abilities that fire a projectile, such as Toxinball, Fireball, or most Archery abilities, deal +248 Poison damage over 8 seconds"
Other Druid Changes
Some shields are now Wooden for purposes of activating druidic abilities
Changed icon for druid ability Inject Venom as it was accidentally using a spider icon
Added new wooden harnesses for butterflies. These are belt-slot items that enable Druidism. They must be hand-whittled by an expert whittler, who can find the recipes as loot drops
Other Skill Changes
There were a few other skill changes that just happened to happen in this update.
Warden Changes
Warden ability Aggression Deterrent: base range increased to 10m
Warden treasure effect changes:
(Head, Necklace) "Warden Base Damage +50%" => "Warden Base Damage +50% and Electricity Vulnerability -18% while Warden skill active"
(Chest, Legs) "Indirect Poison and Indirect Trauma damage is +24% per tick while Warden skill active" => +36% per tick
(Feet, Ring) Indirect Nature and Indirect Electricity damage is +24% per tick while Warden skill active => +36% per tick
(Chest) "Apprehend deals +48 damage and hastens the current reuse timer of Controlled Burn by 1.5 seconds (so it can be used again more quickly)" => "Apprehend deals +150 Fire damage over 6 seconds and hastens the current reuse timer of Controlled Burn by 2 seconds (so it can be used again more quickly)"
In addition this treasure effect is now also found on the Main-Hand Weapon slot
Warden bug fix: Apprehend generates extra Rage (as a result of the Fire damage type); Lethal Force does not generate extra rage anymore
Archery Changes
The ability Bow Bash is now a Basic Attack and costs 0 Power to use. It otherwise remains the same (including its 3-second cooldown)
Update Notes: March 27, 2025
This is a minor bug-fix update.
Fix crash from clicking the Summon button in the recipe window
Fix text issues with popup UIs
Fix issue with chat button going onto 2 lines
Fix for manticores getting stuck in their crystals
Fix for Winter Turrets getting stuck inside rocks
Fix for spiders in Myconian Cave never coming down from their vantage points
Improve pathing in Rahu Sewers (though it's still not 100% up to par yet)
Reduce texture-memory usage in "Enter the Light" area; previously low-end PCs could hit out-of-memory crashes when entering this area
Fix bug where charmed enemies' pet-mode wasn't displayed correctly (should be assisting but was displayed as passive follow)
Fix broken unarmed treasure effect "Slashing Strike deals +64 damage and worsens the target's Slashing Vulnerability +16% for 60 seconds."
Update Notes: March 26, 2025
In this update we revise several combat skills and make improvements in many areas.
Note: We're still working on the upcoming city Statehelm; it's probably two major updates away. You may see new references to it in-game, but it's not accessible yet.
Unity Engine Upgrade
We've updated the game to use Unity 2022.3. This is a major version change, which usually causes some hiccups and weirdness -- we've tried to smooth everything out, but if you see new problems please let us know. In particular, Unity 2022.3 uses a new navigation system. If you find places where monsters or pets cannot traverse (when they could before), that's a bug we'd love to hear about!
This upgrade doesn't directly add a ton of new features, but it includes many subtle bug-fixes for various hardware configurations.
Lost Scapegoats Event Fixes
If you did the Lost Scapegoats event sub-quests before obtaining the main quest, the main quest will update properly the next time you talk to Miss Chievous. This applies to every sub-quest except for Miss Take - you'll have to go and talk to her again after obtaining the main quest.
UI Changes
Adjust UI defaults to look better on a 1920x1080 screen. Namely:
GUI Scale defaults to 1.5, and has a new maximum value of 3
Several window default sizes have been increased: Quest Log, Recipes, Item Info, Chat
Note: These changes will only affect new installations!
The setting "Chat Text Size" now affects the chat input font size
There's a new default chat tab called "Chat" with the following channels: Nearby, Global, Tell, Status, Error, Emotes, Trade, Help. This tab is selected by default for new players
New setting "Windows Text Size" affects the font size of the Quest Log, Recipes, & Item Info windows. More windows may be added in the future
New setting "Popups Text Size" affects the font size of the Summon Item, Split Stack, & Informational Popups
You can now ctrl-click on an item to view More Info about it
Slightly adjust text of the Word of Power popup
Slight changes to some of the windows, to make them look better and be easier to read
New setting, "Use Reflections", turns reflections on or off. Find it in Settings > Graphics > Advanced > Lighting & Shadows
Weather Witching Changes
Ability Changes
Summon Doomstorm: chance to consume necromancy dust reduced from 33% to 10%
Tsunami: Base Damage significantly increased (e.g. Tsunami 6 from 741 to 1007). Some treasure effects adjusted as a result of this formula change
Deluge: Base Damage significantly increased (e.g. Deluge 9 from 578 to 882). Some treasure effects adjusted as a result of this formula change
Summon Tornado: works in water
At level 50, weather witches gain a lore recipe to determine the current weather in all outdoor areas
Treasure Changes
"Tsunami Damage +116, Targets also take +20% damage from sentient weather phenomena for 30 seconds" => ... take +30% damage
"Tsunami deals +469 Nature damage over 7 seconds" => +560
"Tsunami Damage +179, Every other casting resets the timer on Summon Tornado (so it can be used again immediately)" => "Tsunami Damage +252, ..."
"Deluge deals +102 damage on contact and increases the target's Poison Vulnerability and Electricity Vulnerability +15% for 30 seconds (non-stacking)" => +18%
"Dampen deals Cold damage and debuffs the target so that it takes +90 damage from future Cold attacks for 10 seconds" => ...takes +12.5% damage from future Cold attacks
"Dampen debuffs the target so that it takes +90 damage from future Nature attacks for 10 seconds" => ...takes +12.5% damage from future Nature attacks
(Head, Chest) "Shocking Grasp Damage +114. Every other use has a 25% chance to stun the target" => "Shocking Grasp Damage +95. Shocking Grasp has a 100% chance to stun the target"
this treasure effect is now only available on Head-slot equipment. Chest-slot items that have this effect have become Legacy Items. You can use Transmutation to remove this treasure effect and make the item "un-Legacy", or speak with the Legacy Item Helper golem in Serbule to get a randomized replacement item
new: (Head): "When you use Summon Tornado 3 or higher, you summon a second tornado that is 2 ability-tiers weaker. In addition all summoned Tornadoes deal +15% Damage"
new: (Main-Hand, Ring): "Using Dampen, Lightning Bolt, Shocking Grasp, or Hailstorm while simultaneously channeling a different Weather Witching ability boosts your next attack (which is typically the channeled ability, unless it's not an attack) damage +34%"
new: (Chest) "Shocking Grasp Reuse Time -5.5 seconds"
Vampirism Changes
Dominate ability: no longer has a casting time
Sidebar ability "Giant Bat Form" no longer requires you to have the Vampirism skill active to cast it
Fixed bug that prevented rakshasa enemies from dropping blood
Treasure changes:
(Feet) "Enthrall Range +15 and Damage +138" => "Enthrall and Dominate Range +25"
(Feet, Necklace) "Dominate Reuse Time -10" => "Dominate Duration +10 and Reuse Time -10"
new: (Off Hand) "If you abort Dominate before it naturally expires, or if you use it on an Elite target, the target is stunned for 6 secs and it suffers +25% damage from all Indirect Damage sources for 30 seconds"
new: (Chest, Hands) "Dominate boosts its victim's Direct Damage +79% and Taunt +1000% while charmed"
new: (Ring) "Dominate boosts its victim's non-Rage attack damage +162% while charmed"
Animal Handling Changes
Animal Handling saw changes both to the skill itself, and to the various pets you can tame.
Ability Changes
Ability Clever Trick is now marked as a Survival Utility ability, which allows some buffs to apply to it
Changed the level that you get "Sic 'Em" from 9 to 3. Changed the level that you get "Feed Pet" from 3 to 4. Since newly-trained Animal Handlers are automatically raised to level 3, this means Animal Handlers will always have an offensive combat ability they can put on their bar. (You need to use an Animal Handling ability at least once per minute to earn Animal Handling XP, but previously newbies only had "Feed Pet" available at level 3, and it wasn't intuitive that they needed to feed their pet before battle to earn XP.)
Ability "That'll Do" no longer has a casting time. Reset time is 15s instead of 30s
Added a new ability "Mark Target". This ability will eventually be trained by an NPC in Statehelm, but in the short term it can be learned from Crelpin in the Fae Realm.
Treasure Changes
(Chest) "Direct Cold Damage +20% when Animal Handling skill active" => "Direct Cold Damage and Direct Darkness Damage +20% when Animal Handling skill active"
(Head) "Direct Electricity Damage +20% when Animal Handling skill active" => "Direct Electricity Damage and Fire Damage +20% when Animal Handling skill active"
(Hands) "Direct Piercing Damage +20% when Animal Handling skill active" => "Direct Piercing Damage and Direct Slashing Damage +20% when Animal Handling skill active"
(Head, Main Hand) "Animal Handling pets' Sic 'Em abilities taunt +1500" => +2000
(Legs, Main Hand) "Animal Handling pets deal +20% damage when they critically hit" => +50%
(Legs, Necklace) "Animal Handling pets taunt as if they did +200% additional damage" => +400%
(Chest, Ring) "Animal Handling pets taunt their opponents 40% less" => 57% less
(Legs, OffHand) "Animal Handling pets recover +21 Armor every five seconds (whether in combat or not)" => "Animal Handling pets have +11% Max Armor, and every second they recover Armor equal to 2% of their Max Armor"
(Main Hand, Necklace, Legs) "For 19 seconds after using Clever Trick, pets' basic attacks have a 15% chance to deal double damage" => 30% chance. Also fixed bug that caused high tiers of this effect to only last as long as the lower tiers.
new: (Hands) "When Mark Weakness is used on a target that has less than 33% of their max Rage, it triggers again, targeting an enemy within 8 meters of the first (using Mark Weakness 9)"
new (Off-Hand) "Mark Weakness further increases target's Pet Vulnerability +16%. Reuse time -4 seconds."
new (Necklace, Legs) "Mark Weakness causes your next attack to deal +182 damage if it is a Psychic attack"
new (Head) "Psychic Damage +18% while Animal Handling skill active; Crushing Damage +18% while Animal Handling skill active"
Dev Commentary
Notes on a weird treasure effect: "For X seconds after using Clever Trick, pets' basic attacks have a X% chance to deal double damage":
Note that some pets have better inherent Basic Attack damage than others. Pets that aren't damage-focused, including most Bears and some Rats, have better Basic Attacks than damage-centric pets such as Cats. (This is because the cats' damage bonuses are applied elsewhere, usually to their Sic 'Em and/or Clever Trick attacks.) So Basic Attack-boosting treasure is a way to improve the damage of less damage-focused pets.
If you equip multiple copies of this effect, the percentage-chances aren't added together; instead each is rolled separately. If you have two copies equipped and they both trigger on the same attack, the pet would deal 400% more damage than normal.
If you use these treasure effects, it's recommended that you also use the effects that boost pets' Basic Attack Damage!
Also consider the treasure effects that boost pets' Critical Hit Damage. Most pets have about a 10% Critical Hit Chance with all their attacks. (Chance is based on the pet's Enthusiasm.) When their Basic Attacks crit, the crit damage is also doubled, which can stack with this effect.
Typical builds that use this effect only use one or two copies of it (because other treasure effects are more important). Three copies are available to provide build flexibility
Animal Handling Pet Ability Changes
Animal Handling pets have three abilities: a basic attack, a Sic 'Em attack, and a Clever Trick. (You can examine your pet to see what abilities it uses.) We've revised most of the Sic 'Em and Clever Trick abilities as follows:
Bear Taunt: is now an 8m Burst attack. High-level versions of Bear Taunt have a percentage-based taunt bonus instead of a flat bonus
Bear Stun: is now an 8m Burst attack
Bear Ultra: is now an 8m Burst attack. Base damage is higher
Bear Warmth: self-taunt buff is now percentage-based instead of a small flat amount
Bear Self-Heal: restores same amount of health, plus restores even more armor
Bee Inject: increased damage over time (by more than double at higher-level tiers)
Bee Poison Vuln: lasts 30 seconds instead of 15; range increased to 40m
Wasp Blast: damage increased; ranged increased to 40m
Wasp Ranged Slow: damage significantly increased; range increased to 40m
Wasp Ranged Debuff: damage increased; range increased to 40m
Wasp Burst Pierce: damage increased
Big Cat Kill: now an 8m Burst slashing attack
Big Cat Ultra-Kill: deals more damage; deals its full damage directly to both Health and Armor (doubling effective damage and bypassing armor mitigation)
Big Cat Root: now a Burst 8m effect
Raking Claw (Slashing Debuff): now a Burst 8m effect; debuff lasts longer
Big Cat Heal: retains its instant heal and also has a heal-over-time effect that restores twice as much (total) health over 10 seconds
Grimalkin Flee: added massive built in taunt plus an increased temp-taunt to more reliably pull target away
Rat De-Rage: base damage is higher
Rat Heal: now is a 20m burst heal that targets the pet, owner, and any other allies
Rat Poison Vuln: now a 8m burst attack
Rat Burn: fire DoT damage dramatically increased
Other Pet Changes
Almost all Animal Handling pets had some changes to (hopefully) improve their utility in their intended role. The biggest changes are to their abilities as listed above. Pets also may have received Max Armor, Max Health, or damage changes. Those changes are too numerous and minor to be listed here (sorry), but below are changes that are more dramatic than just stat-changes:
Bees with melee poison attacks now deal Poison damage-over-time with every basic attack (with shorter and weaker effect than their special move, but scaling at all levels)
Chopjaw's regeneration has been reduced. Previously it regenerated 361 health per second at level 100. This was a bug; it was using monster-regen instead of pet-regen. Chopjaw now recovers 15% of its Max Health every second, which by default is 89 health/sec at level 100. This value can be buffed by using equipment or abilities that boost the pet's Max Health.
Freeze Wasps' basic attack is now ranged
Shooty wasps now have all ranged attacks (some had melee-range basic attacks)
Grottofang has nature resistance instead of cold resistance
Everything Else
revised pet AI logic for "Aggressive" and "Aggressive Seeker" pets so that they attack a nearby enemy immediately upon existing, even if their owner is not in combat. Previously they could not detect foes that weren't actively in combat with themselves or their owner.
To help players adjust to the skill changes in this update, the following skills will have discounted Transmutation costs through April: Weather Witching, Animal Handling
The Serbule Community Chest is now known as the Serbule Dynamic Safebox. The name has changed, but everything else is the same.
Elven Lily, Red Rose, & Cedar Wood are now a bit more abundant, and each now spawns somewhere in the world
Game now specifies that Denton Razor likes "Elvish" jewelry
Upgrade fat dropped by Vidarian Hogs
The footpath in Vidaria no longer counts as being in water
Vidaria Orc Invasion event now shows up on the map
Add a note to a strange panel in Vidaria to denote that it doesn't do anything yet
more locations are accessible via teleportation coordinates
Elite and Boss monsters have increased Critical-Hit Chance (from a flat 5% chance to up to 8% for some epic bosses)
fix bug that allowed Battle Chemistry mutations to stay on pets even when the caster stopped using the Battle Chemistry skill
fix bugs that caused you to lose/gain Body Heat, Flight Power, Breath, Radiation, Cleanliness, Peaceableness, and Hydration while the client was still loading a new area
Fix Eltibule and Vidaria trees not providing shade for vampires
Fix for Corey the Croaker not actually providing a hangout
Fix Makara's dialogue not progressing
you can now train Corpse Talking if you have either Necromancy 20 or Shamanic Infusion 20
monsters who hunt by scent no longer track dead players
fixed certain abilities such as Castigate that could not be used in water unless you were standing on the bottom of the lake or pool
Update Notes: February 26, 2025
This is a bug-fix update.
Hellfire adjustments:
You are now engulfed in purple flames when you are standing in an area that is applying Hellfire to you
Demons that apply Hellfire now say so under their name when targeted
Being dead in a zone of Hellfire no longer continues to apply Hellfire stacks to you
Ferris Blueheart now offers a daily hangout to remove some Hellfire. What a nice guy!
Hellfire stacks now show in your buff bar even when you are hiding Permanent Buffs
Vidaria adjustments:
Fix bug causing you to respawn at a random location in Vidaria, instead of the nearest respawn point
Kormathrux the Helix Devourer (the horse thief boss) no longer curses you
Astonishing Skulls can now be found on the undead in Vidaria
adjustments to dynamic activities in Vidaria - monsters' detection, shout, and chase radius is a bit smaller
Slightly increase spawn rate of engineers in the back half of the Vidaria Orc Camp
Fix bugs in the Crazed Animal and Gargoyle events in Vidaria
Vidaria events now show up on the map when they are active (make sure you have Events selected in your filters!)
Orcish Mining Pick recipes now work like other crafted gear recipes, and Engineer Crall has many more recipes to teach as a result
Optimize Vidaria crater smoke particles
Fix wrong favor-increase text for Korbok
Vampirism adjustments:
fixed display bug in Blood Mist tooltip; it showed that it dealt damage without any treasure effects. (Ability does no damage without treasure effects)
Treasure effect "While in Blood Mist form, you erupt in a fountain of vile blood every 2 seconds, damaging all enemies within 5 meters" was broken, is now fixed
Treasure effect "Bite attacks deal +24% damage and hasten the current reuse timer of Blood Mist by 3 seconds" => by 2 seconds
Vampire 81-90 can now be unlocked
Enable vampire rune in Vidaria farmhouse
Vampire Runes can now be interacted with in the Old Targeting UI
Other:
New currencies (Vidaria Renown, Blood Oaths) now show up on vendor screens, displaying how much of that currency you currently have
Fix bugs in the Golf window GUI
Potential fix for Combatant-related exceptions on subservers (a/k/a "dead monsters chasing players")
Gain a synergy level of Toolcrafting when reaching Gadgeteering 55
Fix for "You're appreciating a performance" not going away when it should
Fix for some NPCs no longer receiving gifts, and instead responding with something along the lines of "I don't know what to do with that"
Update Notes: February 21, 2025
This is a minor bugfix update to yesterday's major update.
Fix issues preventing users from redeeming VIP gifts
Fix barters in Povus
Add icons for new currencies
Reduce cash reward for Xogrite work orders (400k -> 160k)
Vidaria adjustments:
Hellfire craters are more obviously dangerous now, with a demonic texture added to them
Tweak the northwestern lake to improve monster pathing
NPCs in Vidaria now talk to animals -- for now (some will eventually require introductory quests before they speak with animals)
Ferris Blueheart now sells Hellfreeze in exchange for Vidaria Renown
When standing in hellfire, you now accumulate 1 stack of Hellfire every 5 seconds (up from 1 stack per 2 seconds)
Minor Panaceas now cure all Hellfire stacks
Epic Bosses in Vidaria are now no-lock
Vampirism adjustments:
Reduced chance of blood loss in sunlight
Improved potency of Lifeblood
When you become a vampire you get a small stack of Lifeblood
Note: it's not explained in-game anywhere yet but the more blood you have, the less likely you are to lose blood in sunlight. Keeping the blood meter at 60 or above gives you the best base protection
Update Notes: February 20, 2025
Welcome to our first major update of 2025! It's a big one.
Vidaria
This update introduces a new outdoor area, Vidaria. Conceptually, the Vidaria region abuts the capital city of Statehelm (which is not implemented yet). Vidaria has long been the breadbasket for Statehelm, a verdant land with lots of farms. However, recent demonic invasions have caused numerous issues. Vidaria is a work in progress. We've already added a ton of stuff, but there's even more to come!
Vidaria is full of level 90-95 content. It can be reached from portals in the north of Gazluk or western Povus.
Vampirism
Vampirism is a new combat skill for high-level players. This is considered a "preview" version of Vampirism: we need feedback on the skill before we can lock it down more. So please provide feedback!
In terms of its group-combat role, Vampirism can be used as a straight damage-dealer or it can serve in a crowd-control role. We've never tried to do a crowd-control skill because it would be inherently overpowered when soloing. In this case, we just accepted that Vampirism is overpowered when soloing, and added a tricky down side that needs to be navigated. We aren't sure if the pros and cons balance out at the moment -- we'll use your feedback to help gauge that.
It's possible for Vampirism to be "cured" via a method that can be discovered by vampires. This cure will probably be removed from the game eventually, but in the short term we wanted an "emergency exit" option in case this first version of the skill is too punitive or too problematic. Even so, neophyte vampires can't easily access this cure, so you shouldn't think of this as an easily reversible act.
Vampirism can be discovered and unlocked by exploring Vidaria.
Other New Content To Know About
Tryaka in Povus has something new for players with a combat skill of 70+
There's now a way to access the closed off section of the Ranalon Den. (Might want to bring a friend.)
New flowers have started appearing in Gazluk and Povus
Note: Lavender seeds require Gardening 100, which is currently unobtainable (and will be until Statehelm launches). Thus, the seeds can be collected but not used yet. Lavender the flower has been added to some loot tables temporarily to provide a source of lavender
Riston in the Red Wing Casino has something new to explore for qualified players
Animal-Form Travel Boosts
Animal mount forms now gain bonuses based on your level in the animal skill, since they do not benefit from horse genetics. At max level, each animal is now better than the best horses at a particular trait, but worse than the best horse at most other traits. Pigs are the exception - they are well-rounded instead. Because animal stats vary by level, some lower-level animal players may see a slight debuff to certain stats until they get higher level, at which point they'll be better than they ever were before. Overall, it should be a noticeable buff across the board.
Combat and Treasure Changes/Fixes
Necromancy Treasure Changes:
"Necromancy Base Damage +50%" -> "Necromancy Base Damage +50%; Summoned Skeletons deal +10% direct damage"
"Summoned Skeletal Archers and Mages deal +70 direct damage" => now affects all types of summoned skeleton
"Summoned Skeletal Swordsmen have +149 armor and -20% Crushing/Slashing/Piercing Vulnerability" => now affects all types of summoned skeletons
Psychology: multiple sources of the mod "Tell Me About Your Mother causes target's attacks to deal -X damage for 60 seconds" now stack - i.e. if you have the mod on a hat and boots, their damage reduction values stack. But multiple applications of the debuff do NOT stack.
Fix bug causing "Eclipse of Shadows Range +X" showing up twice on a specific enchantment
Enhanced Windstep Shoes and Enhanced Amulet of the Rugged Traveler are now more enhanced!
Most crafted armor, jewelry and some weapons will now have an endurance requirement if two combat skills are not present on the item.
Warden treasure effect "While Privacy Field is active, melee attacks that damage you have a 75% chance to restore X Power to you" now actually restores power instead of health
If a target is hit by multiple Stun, Slow, or Root effects within 1 second, the latter effects don't affect diminishing returns for future ones
Tweaked the timeouts for Stun diminishing return logic to better reflect the current game style. (Previously, stun diminishing-returns could last up to 30 seconds, which is an eternity of combat in the modern game.)
High-Level Monster Adjustments
Boosted high-level solo monster Max Health a bit. The change starts to affect monsters at level 70+. Some example comparisons may be the best way to describe the change. For all of these examples, imagine an "average" solo creature.
Previous level 80 monster Max Health: 3902, now 4118
Previous level 90 monster Max Health: 4882, now 5523
Previous level 95 monster Max Health: 5372, now 6318
So the change is noticeable, but is intended to be conservative given the way that player damage multiplies at high level
Max Armor was also slightly changed, but in this case was to correct some weird old calculations. Impact is negligible at all levels
Everything Else
Fix bug causing text to disappear on Linux (we hope)
Fix misaligned lake water in Serbule
Multiple stacks of a temporary effect on a monster now only shows the effect with the longest remaining duration
Added 20% Boost potions for Spirit Fox and Weather Witching, both of which are taught by Ragabir
Orc Rangers in Povus orc camps now count towards Mope's favor
Gain synergy-bonus levels in Flower Arrangement when reaching: Nature Appreciation 70, Nature Appreciation 90, Artistry 25, Artistry 50, Gardening 75, Plant Anatomy 39, Jewelry Crafting 60, Psychology 55
Add an extra check for a player being stuck in an animation loop. Previously the check only applied to combat-related animation loops, now it applies to all
Eating fish now count towards the Vegetarian and Vegan behavior badges, and towards player cows' milking effects
Fixed collision on some brick floors and pillars in Nightmare Caves.
Moved a drakeworm spawn to no longer be stuck behind an invisible wall in Nightmare Caves.
Potential fix for Forthragarian Overseer getting stuck in a certain wall.
Removed a leftover wall in Elven Judgment
Fixed more monsters stuck inside of rocks in Ilmari.
Fixed collision and "ghost pillars" at Zeratak's building in Serbule.
Removed a lone pillar that was on a wall just outside of Serbule Keep.
Mobs in Boss Gauntlet should no longer get stuck in acid pits.
Fixed a specific corner in Fungal Fortress so that Fun Guys should no longer get stuck
Mythander no longer sells Prototype Horses, he sells genetically-generated horses that are similar to wild ones found in Eltibule
Horse Glamourizer NPC can now turn Proto mounts into horse glamours
Increased the maximum number of installable items in the casino guild hall from 50 to 100
The Crafting Caravan Returns!
A roaming caravan of master crafters have stopped at the Red Wing Casino for a few days of rest, restocking, and a chance to study some of the local crafts. They have rented the Theater Room for their staging area. Go pay them a visit and see if they can help you advance your craft skills faster!
Update Notes: November 22, 2024
This is a minor update to begin our Thanksgiving-themed event. There were also some fixes and revisions ready to go, so they're included here. (We're still working on the upcoming "major update" that will include Vampirism.)
Bard Skill Revisions
The changes here ensure that bardic songs can be powered up at high level so that they remain very impressive group and/or solo buffs. In addition we've added new ways to make the horn "blast" abilities more useful, both when used in conjunction with a lute or when used with a melee weapon such as a sword or axe.
Bard ability changes:
Song of Discord: base damage increased a bit at all tiers
Song of Resurgence: base healing amount increased
Song of Bravery: power-cost reduction increased at all tiers (by roughly double)
Blast of Defiance: "reaps Health and returns it as Health" => "reaps Health and returns it as Health (or Armor if Health is full)"
Moment of Resolve: now restores Health (or Armor if Health is Full). Previously it restored Armor.
Moment of Resolve: physical damage mitigation lasts 8 seconds instead of 5 seconds
Changes to bard treasure:
"Song of Bravery boosts allies' Basic Attack and Core Attack damage +67" => +151
"Thunderous Note costs -20 Power and range +6 meters" => "Thunderous Note costs -30 Power and damage is +10%". Note: previously this effect was on Necklace and Hands slots. It is now only available on Necklace slot equipment. If you have gloves with this effect on them, they have become Legacy. You can use Transmutation to roll the effect off of your gloves, or you can get a randomly generated replacement. Speak to the Legacy Item Helper golem in Serbule for more information.
"Blast of Defiance reaps +22% of the Health damage to you as health. The reap cap is +100" => "Blast of Defiance reaps +22% of the Health damage to you as health (or armor if health is full). The reap cap is +150"
"Song of Resurgence also restores 10 Power every 4 seconds to each target in range" => 16
Also, fixed bug that caused this effect to incorrectly add in benefits from Song of Resurgence health-restoration effects
"Song of Discord deals +X damage and has a 5% chance to stun each target every 2 seconds" => 10% chance to stun
"Song of Discord has a 53% chance to deal +25% damage to each target every 2 seconds" => 33% chance to deal +100% damage
"Song of Discord Damage +20%" => +26.5%
"Song of Discord reduces targets' Rage by -238 every 2 seconds" => "... and deals +55 damage"
New effect: (Chest, OffHand): "Song of Discord deals +100% damage to targets with less than 33% of their Max Rage"
New effect: (Head) "Thunderous Note deals +84 damage and is considered a Bardic Blast ability."
New effect: (Hands) "Every 2 seconds while Song of Discord is active, your Bardic Blast ability damage is boosted +10.5% for 30 seconds"
(Head, MainHand) "Song of Bravery has a 15% chance every 4 seconds to grant listeners a Moment of Bravery: all attacks deal +25% damage for 5 seconds" => 25% chance to boost all attacks by 50%
Dev note: this was originally coded in an old-school way, where each slot's effect triggers separately. This seems like the most fun approach here, so that hasn't been changed. What this means is that if you have both the Head and Main-Hand versions of this effect, you don't have one 50% chance to get a moment of bravery, but rather two 25% chances. If both effects trigger, damage is boosted twice.
Also note: there is a new tier of this effect for level 90+ gear, with 30% chance instead of 25% chance
New effect: (Legs, Ring) "Direct Nature Damage +24% and Indirect Nature Damage +48% while Bard skill active"
New effect: (Legs) "Song of Bravery further reduces ability costs -20 and increases Direct Damage +11.5%"
"Song of Bravery causes allies' Combat Refreshes to restore +92 Armor" => +143
"Moment of Resolve dispels any Stun effects on allies and grants them immunity to Stuns for 8 seconds." => "In addition, Moment of Resolve can be used while Stunned."
"Song Of Resurgence Healing +22" => +30
New effect: (Ring) "Melee abilities boost your Bardic Blast ability damage +15.5% for 30 seconds"
New effect: (Ring) "Blast of Fury Damage +182"
"Blast of Defiance reaps 23% of the Armor damage done (up to a max of 150), returning it to you as armor" => "Blast of Defiance Damage +120 and Reuse Time -2 seconds"
"Blast of Fury deals +52% damage and knocks the target back, but the ability's reuse timer is +2 seconds" => "Blast of Fury deals +28% damage and knocks the target back"
New effect: (Ring, Necklace) "Blast of Fury Damage +120 and Reuse Timer -1 Second"
New effect: (Legs, Chest) "Bard Blast abilities cause target to suffer 280 Nature damage over 8 seconds"
New effect: (Legs) "Melee abilities boost your next attack +62.5% if it is a Bardic Blast ability"
"Whenever you take damage from an enemy, you gain Bard Base Damage +10% for 15 seconds. (Stacks up to 10x)" => "Whenever you take damage from an enemy, your Bardic Blast abilities deal +10% damage for 20 seconds. (Stacks up to 12x)"
Bard item changes:
Bard horn weapons that boosted "Bard Base Damage %" now instead boost "Bard Damage %". (This is a buff as it is generally a larger bonus for high-level players, and the same bonus as before for low-level players.)
Rakshasa Lute has been revised to reduce Moment of Resolve reuse time
Fairy Lute now also reduces Moment of Resolve reuse time
Starlute now also reduces Virtuoso's Ballad reuse time
Changed Necromancy Treasure Effects
This is a snapshot of the Necromancy skill which is still under minor development -- that is, there may be some more changes that coincide with the future launch of the Vampirism skill.
(OffHand) "Death's Hold causes target to take +10.7% damage from Darkness for 15 seconds" => +11.57%
(MainHand, Ring) "Summoned Skeletons deal +18% direct damage, but take +50% more damage from cold attack" => deal +24% direct damage, but take +50% more damage from cold attacks
(Feet, OffHand) "Summoned Skeletons have +130 armor" => "... and suffer -20% damage from Burst attacks"
(Chest, OffHand) "Summoned Skeletons have +93 health" => "... and suffer -20% damage from Burst attacks"
(Feet, OffHand) "Summoned Skeletal Swordsmen have +149 armor and +10 Crushing/Slashing/Piercing Mitigation" => "+149 armor and -20% Crushing/Slashing/Piercing Vulnerability"
(Hands, Ring) "Summoned Skeletal Archers and Mages deal +50 direct damage" => +70
(Head, MainHand) "Provoke Undead restores 64 Health to you and causes your attacks to taunt +20% for 10 seconds" => "Provoke Undead restores 83 Health to you (or Armor if Health is full) and causes your attacks to taunt +58% for 20 seconds"
(Feet, Ring) "Provoke Undead deals 72 damage to your minions, who then deal +72 damage for 10 seconds" => deal +129 damage for 10 seconds
(Feet, MainHand) "Provoke Undead causes your minions to deal +29% damage for 10 seconds, but also take 175 damage over 10 seconds" => +46% damage
(OffHand, Necklace) "Provoke Undead causes your minions to deal +43 damage for 10 seconds" => "Provoke Undead's Reuse Time is -5 seconds and it boosts your minions' damage +48 for 10 seconds"
(Feet) "Heal Undead restores +22 health/armor and grants target undead +17 Mitigation from all attacks for 8 seconds" => "Heal Undead causes target undead to take -39% damage from Elite attacks for 8 seconds"
(Legs, MainHand) "Heal Undead restores an additional 156 Health/Armor over 12 seconds" => "... and also hastens the current reuse timer of Rebuild Undead -5 seconds"
(Chest, Ring) "Using Raise Zombie on an existing zombie raises its Max Health +195 for 60 seconds (and heals +195)" => for 5 minutes
Other Changes and Fixes
To help you adapt to changes in this update, transmutation costs for Necromancy and Bard skills are reduced
Fixed bug with Archery treasure effect: "Blitz Shot Damage +X% and Critical Hit Chance +Y%". The critical-hit chance bonus was not applying.
Fixed bug with Archery treasure effect: "Aimed Shot deals +X damage, has +Y% Critical Hit Chance, and also grants this Critical Hit Chance bonus to your next Archery attack". The critical-hit chance bonus was not applying to Aimed Shot
Added display of buffed critical-hit chance to ability tooltips
Bug fix: Bladesmithing sharpening kits no longer add a Bladesmithing level-requirement to the item. They now apply a Sword, Knife, or Unarmed level requirement, as appropriate. Note that this fix can only apply to newly-used kits; weapons sharpened prior to this update will still have a Bladesmithing prerequisite until they are re-sharpened.
The JSON file `abilitykeywords.json` has a new structure. (Sorry)
Jack o'lanterns and a few other art items can now be "installed" in guild halls
Fixed bug that caused elven judgment student key trunk to give no loot to party members except the one who receives the poison. (All party members should be able to get loot, just not the poison)
Fixed many Effect descriptions to have precise buff amounts in them. (This is shown in a tooltip when you hover over an Effect.)
Changed Weather Witching treasure effect: "Deluge deals +102 damage on contact and increases the target's Poison Vulnerability +15% for 30 seconds (non-stacking)". This effect now debuffs both Poison Vulnerability and Electricity Vulnerability. (It was bugged to debuff Electricity, and when fixing that, we decided it can just debuff both.)
Bugfix: fixed recipe for "Dwarven Stout (1 glass)" so that it better matches ingredient ordering from "Dwarven Stout Keg"
Fix pet skeletons not persisting across Areas. (And btw we can't currently implement spiders persisting, so that's why they don't. But it's on the todo list.)
Horse Apple Bushes no longer have collisions
Norbert no longer treats druids as animals, unless they are in an actual animal form. Previously you would see the countdown and it would get stuck at 0 and not let you progress - now he just directs you to speak with Spot
Field Surgery 4 now requires Field Surgery 3 instead of 2
Brugo the Wise now actually gives a gift at Best Friends favor
Adjust graphics sliders: Shadow Distance & LOD Bias now have max values of 1000 and 10 respectively, and Ultra setting respects these maximums
Lower flash brightness of certain get-hit effects
Fix Gardening uncap icon in Floxie's training menu
Fixed bug that caused game UI to show incorrect ability reset times when certain unrelated buffs or debuffs were applied to them
Bugfix update: 10/28/2024
This is a minor client-only bugfix update to improve stability.
There is one new very minor feature: if you hold down the SHIFT key on your keyboard while pressing the Quit button in-game, the game will open an Explorer window to the folder that contains the game's log file. If you are experiencing problems logging in, we may ask you for your player log, and this is an easier way to find it.
Update Notes: October 25, 2024
It's Halloween! In Project: Gorgon, that means the traditional annual incursion by Zhia Lian, goddess of Whimsy. Your characters will receive a quest when they log in to help them get started with the holiday. There are lots of activities and some pretty cool rewards! Now let's take a look at everything else in this update:
Not Vampires
Originally we wanted to launch a new Skill, Vampirism, along with this Halloween update. Unfortunately that skill needs to cook a little longer, and we didn't want it to delay our Halloween celebration any further. So vampires will make their debut in the next major update. We can't wait for you to play with them!
If you see in-game references to Vampirism, just treat those as teasers for now.
Horse Genetics
Last update introduced horse genetics, and an entirely different way of looking at your mounts. In this update we continue to iterate on this system with necessary tweaks and bug fixes.
A floating sphere deep beneath Povus teaches new high-level textile recipes for creating Mare Blankets that accelerate gestation. (These recipes will eventually be learned from an NPC in Statehelm.)
Dozens of genes are now quite rare in wild horses. As a result of increased gene rarity, wild horse stats in general are now lower - by about 10 points per stat.
Several horse breeds were missing some coat-related functionality; it has been added to pre-existing genes. It's very unlikely but this may affect the appearance of some horses. If it does, it will be an obvious change.
One of the Satincoat Scale genes now boosts friendliness when previously it gave nothing
Moved an attribute from horse gene 28E4 to 28F1, so 28E4 doesn't affect multiple attributes.
Wild Horses now display their virility alongside other stats when you Pet them.
Wild horse hitboxes are more accurate.
Wild horses now take small breaks from running every now and again.
Mount Glamours
This update adds something else new and fun for mounts: mount glamours! This is similar to glamouring your equipment, but there are some big differences. A mount glamour is a new piece of mount equipment that overrides a horse's appearance. In other words, when your mount has a mount glamour item equipped, it will look like a different horse. This lets you show off your quest mounts - like Pantiflax - without giving up the superior stats of the horse you so carefully tamed, bred, or bought. (Note that Inella now gives the glamour version of Pantiflax rather than the mount version.)
If you received a quest mount in the past, you will need to turn it into a glamour item before you can apply it to your regular mount. You can access a Horse Glamourizer near Mythander in Eltibule.
New Inventory Slots
All players receive 4 new inventory slots. These correspond to the equipment slots for horses: saddle, saddlebag, reins, and horseshoes. All items that go in the new equipment slots for banners, horse cosmetics, and horse glamours give +1 Max Inventory when worn.
Background: What's this about? New players sometimes ask why equipped items take up inventory slots. The answer is that it's just easier to manage your inventory that way! We wanted to give players the best of both worlds, so we simply increased the max-inventory size for each equipment slot. This change just updates our plan to accommodate the new equipment slots.
We didn't do the same thing for the cosmetic-only slots (banners, horse cosmetics, and horse glamours) because of... psychology. We've already heard some players express that they won't be using these slots because they won't "waste" precious inventory. Even if we gave you slots to compensate for them, a fair number of players simply wouldn't spend their equipment slots to making their horse look better. And we want players to be excited for our horse hats and other nonsense.
Instead, we've enchanted all the cosmetic-slot items to give you +1 Max Inventory slot when worn. This way, they effectively don't take up an inventory slot when worn.
Community Activity System
This is a new option to unlock 30-day slots in the Serbule Community Chest. Completing certain tasks or events will accumulate points that will be applied toward unlocking slots in the chest. Example: Completing any wave of the Povus nightly will contribute points toward an unlock. There are also other ways available in game to score points and more will be added over time. Slots unlocked by this system will be noted on the Community Chest screen as 'Community Activity'. The options to purchase slots with councils or LECs will remain available.
Everything Else
Yoy in the Myconian Caves has a new favor which unlocks a new Mentalism ability. (Requires Myconian 17 and Mentalism 20, and may require a friend to complete the quest.) (Higher tiers of this ability can be trained from myconians Sem and Mope, for now.)
Fixed a bug that caused treasure effects not to work. These effects were ones that were triggered by the state of the target (such as "if target is not Elite").
Updated some Povus favors to require proper quantity of items. They previously only required half of the items crafted.
Sped up several humanoid animations.
Anatomy-Based Critical Hit Chance % attributes now display as percentages instead of decimals.
All Bladesmithing weapon recipes now require you to be near a forge.
Added a ladder to the Serbule Hills watchtower and sprinkle some items on its balconies.
Fixed a bug that broke movement completely if you tried to climb a ladder while already climbing it.
Saddlebags are now accessible in guild halls.
Fixed bug preventing moon phase from affecting genetics mutation chance.
Player bats can be clicked on again.
Fixed inverted permission for picking up others' items in guild halls.
You now get a stable slot at Racing 50 instead of 60.
Fixed graphical glitch with horse manes when teleporting within a zone.
Closed ceiling hole in deep Povus Caves.
Update Joeh's store.
Update Marna's Front-of-House.
New JSON file: abilitykeywords.json lists Attributes that apply to any Abilities that have a certain keyword. These have been broken out into separate listings to better reflect that abilities can dynamically add or remove keywords (e.g. when a Melee attack becomes a Burst attack due to an equipped piece of treasure).
VIPs, don't forget to claim your more-or-less-monthly gifts from the Persona panel! The November gift will become available on November 1.