The Adventurer's Domain Online cover
The Adventurer's Domain Online screenshot
Genre: Adventure, Indie

The Adventurer's Domain Online

One Year of TADO

Greetings Adventurers!

Well that’s flown by and TADO has grown a huge amount over these past months with the addition of more dungeons, land masses, quests, ways to customise your items, abilities and well more everything really.

We launched a dungeon only last week which presents the pinnacle of the Ice Kingdom and gave an opportunity to throw in some interesting and powerful new weapons before we move on into the Secrets of Star Island. That doesn’t mean its over for the Ice Kingdom, every zone will have reasons for end game players to visit beyond those areas you encounter during the main quest so don't expect to stay out of the snow forever!



To celebrate any adventurer who logs in and visits the Kami in Genmire is rewarded a title (oh we added titles too last year!) and a cosmetic cape which will only be available for the next week. We’ve also added 50% more TADO tokens with every token purchase for those interested in picking up some bargain cosmetic items.

So Year 2, what does that look like then? Very soon we’re going to put out the year 2 roadmap; we didn’t finish everything on the year one roadmap with a few items ending up taking a back seat to other requests or content that was more needed at the time, but that will be featured here too.

There’s a few big things coming on the road map, enhanced character customisation with improved hairstyles, makeup and tattoos. We’ve got Demonology, more character slots, a much more fleshed out version of the cargo/trade system, more dungeons a whole new set of quests and of course the next big content drop Star Island which will give a whole new landmass and biome to explore.

We continue to greatly appreciate your support and engagement with TADO and look forward to seeing you in game throughout year 2.

Take care adventurers, and happy anniversary!


Latest Patch Notes January 26th

Adventurers who log in over the next week can claim a cosmetic and title to celebrate one year since we opened the gates to early access.

Added a number of additional bindstones.
Added two medium armour skill gems.
Armour skill gems now require at least 2 of the appropriate armour type in use to activate.
Added 4 Relic Items.
Forward and Reverse movement now clears auto run.
There is now a dye slot for underwear.
There is now a makeup and Tattoo cosmetic slot on the cosmetic tab.* (this currently is only for the new Token Store Cosmetic set, but will be expanded and have non Token options along with the other new character customisation options soon)*
There is now a dye slot for makeup and Tattoos on the cosmetic tab.
You can now open your quest log with a keybinding (default L)
Clicking tracked quests on the Hud now opens the quest log.
Elementals in Genmire Mine should no longer become immune to damage for periods of time.

Added something else

Token Store
Until the 2nd of Feb all Token purchases receive 50% extra tokens.
Added a new Cosmetic Outfit including a Chest / Helm / Tattoo cosmetics.

Patch Notes 14th January

The Ice-thorn Caverns are now open to adventurers.
Three new skill gems are available. Manifestation, Daggers, Shield Fighting.
Mastery Skill gems are now available providing passive masteries.
Tier 3 Bindstones are now available, using a bindstone on a weapon or armour of the same tier replaces one of its properties with that of the bindstones. Can not be used on an item which already has that property. This also gives weapons and armour access to properties they otherwise normally couldn't have.
There is now a Tectonic affix which provides Earth Mastery.
There is now a Verdant affix which provides Life Mastery.
Lagging whilst on a vessel should be less likely to trigger closing the ships UI.
Some orcs have learned to climb.
Slightly reduced the experience of Ice Kingdom Orcs.
Fixed an issue which caused Orcs to lag some clients when spawning.
There's now a mount filter in inventory and storage, the material and tool filters have been merged.
Cooldowns of events should be more consistent following server outages.
Slightly increased the xp from cultist caves skeletons.
Shrines now show on the Lore tab (will move to their own place in a future build with an impending update to the shrine system).
New Tomes and Radiant Stones acquired from quests are no longer tradeable.
Arcane Missile, and Firebolt have lower mana costs.
Ice bolt's mana cost now correctly scales with mana.
Fire Totems health now scales with manifestation.
Reduced the mana cost of Ice Rain, Flame Rush, Frost Totem.
Absolute Zero is now instant cast.
Item Deliveries now inform on item rewards along with xp and gold

Happy Holidays

Happy Holidays Adventurers!

What a year it has been for TADO, we’d just like to take this opportunity to thank all our current and previous players who have spent time in the Adventurer’s Domain this year.
Anyone who logs in now until the New Year will be able to find a set of four presents under the tree in Genmire.

There’s also rumours of an old gentleman robbing the good people of Northshore and Genmire of their own presents, when announced you’ll find him running around the with a big bag of loot.

Thanks again to all our players, its has been a pleasure and we look forward to next year and all the continued adventures we have planned!

The Quest Continues

Greetings Adventurers!

In this update we finally move the world story into the Ice Kingdom, with the addition of a large number of quests taking players around our largest zone and leading the main story up to where Star Island, the next major content update, begins.



Along with the main quests, we've also added various side quests to various key locations around the Ice Kingdom.



Genmire has started to get seasonal with some decorations going up in preparation for the winter event starting soon.

Players who log in from the 25th of December until the new year will be able to collect presents in Genmire and also potentially grab extra gifts from Mr Claws as he flies around the lands.




Patch Notes

Added the Ice Kingdom World Story Quest Chain.
Added side quests to key locations around the Ice Kingdom.


Controls

We've reworked nearly all the controller interactions. A xbox or PS5 controller, along with controllers which effectively emulate these, should now provide a good default gameplay experience. You may need to adjust your controller's sensitivity and/or mouse sensitivity in TADO's control menu depending on your exact equipment. There is some further work planned here which will enable full controller support on all UI and tutorial elements. If you have already created a custom key binding profile, the new settings will not overwrite those; you may wish to use the restore defaults option in this case.

For bindings which use axis inputs (e.g mouse look) you can now toggle inverting the axis by clicking the arrow icon next to the key bind in your controls.
You can now toggle your light source with the icon attached to the minimap.
You can now activate a larger mouse cursor in the controls menu.

Titles and achievements

Several titles now have alternatives selectable King/Queen etc.
Unlocked the armour crafting achievements.

Other and various fixes

Crafting sounds should now correctly obey your SFX audio setting.
Various typos in item and skill descriptions have been changed.
Adjusted the lighting/lamps around the Ice Kingdom along the various pathways.
Adjusted how snow interacts with interiors.
Grisly the smith will no longer hold you in place if you ask for jobs after completing all his quests.
The Darkened Crypt now has a minimap.
Increased the lighting in Genmire at night.
The skill momentum correct shows its description.
Added a cosmetic armour set to be found in the Ice Kingdom.
The flag pole on the back of galleons no longer collides with the camera.
You can now reposition the cast bar on the HUD.
Characters now start the game with their lantern equipped.
Added a fallback quest for people who still have the return to Krinton from the Ooze cave quest, but have also moved past it in the quest chain and were unable clear it from their quest log. Check back with Krinton in Genmire if you have this issue and he should be able to finish it for you.
Mace Smash correctly does 250% damage (it was doing 200%).
Maldranite Elementals now spawn around the surface mine
Updated Maldranite Elementals to be a bit smaller and a bit more aggressive
Trolls are more responsive.
Fixed an issue with some lights in the Manor trigger their jump scare constantly.
Magma Elementals should animate

Something Spooky this Halloween

Greetings Adventurers!

The land is in peril, the Hallowed Knight and his pumpkin army have begun attacking the towns of Genmire and Northshore and brave adventurers are required to send him back to the void which spawned him!

Over the next couple of weeks Adventurers can take part in seasonal events at Genmire and Northshore. These events, along with normal level appropriate item drops, also reward a seasonal currency candies. If the Hallowed Knight is successfully defeated a great bonfire will be lit in the defended town which you can use like a crafting station to create a variety of cosmetic items using the candies you have collected. Adventurers who defeat the Hallowed Knight will also be awarded an achievement which (when selectable titles come online soon) unlocks access to a title.

The following rewards are available.

Reins of the Hallowed Knight – For those of you who want to ride around on an undead horse with glowing red eyes and flaming hoofs!
Pumpkin Lantern – Sometimes a lantern isn’t stylish enough and this little pumpkin has glowing green eyes to light up your vicinity.
Hallowed Stones – The Hallowed Knight has a unique looking enchantment glow, you can use these stones to give the same glow to your weapons – if your weapon already glows from elemental damage the elemental damage will override this glow.
Eight different Pumpkin Helms – There’s 8 different cosmetic pumpkin helmets to collect and show off your seasonal spirit.



For the duration of the event the Hallowed Knight’s armour is also available in the Token Store.




Have Fun Adventurers!

Monty

Latest Patch Notes

Halloween seasonal events are running in Genmire and Northshore
Musicianship is now available in game



There’s currently 5 related abilities (as well as another from the ‘weapon’) in game all using new technology.
All music abilities create areas around the user which either buff or debuff friendly players or hostile targets. You can only have a single song/ability running at a time (although you can stack buffs created from them).
The right click ability of the music ‘weapon’ triggers all music buffs within a radius to explode either having a positive or negative effect depending on the song/s the target was affected by.
Due to the nature and significant differences of these abilities, they will likely all need further tuning (what instrument doesn’t!)
The intent is for these abilities to be functional alone, and strong within group contexts. Musicianship skills on their own do not function as a strong dps tool.
Music weapons have below average Power and Channelling values.
Due to the nature of the musicianship skill, the earlier instruments show up at tier 2. The first can be found in Rogue Town.

[Events]

Added a new event to the Great Sea - Treasure Hunt

When started many visible buried treasures spawns across all islands, they last for 50 minutes. There are four qualities of treasure chest containing a variety of gold, gems, crafting components and unidentified items. There's a single of the Grand Treasure chest which also contains two items only available via finding it. When someone locates the Grand Treasure chest the event will end with remaining treasures despawning shortly after – get digging!
This event will in the future require more than 1 person to start it.

[Items / Skills / Crafting / Questing]

You can now mass produce ingots when you have 100 mastery; this effectively does 10 crafts in a single craft.
Gathering now requires less stamina (20 versus 50)
Rogue Town now sells potions.
Rogue Town now sells Tier 1.5 weapons
Willenburg now drops tier 2 weapons.
Willenburg now drops new T2 crafting components.
Willenburg now has a new weapon crafting station.
Added patrols around Willenburg
Added loot containers around Willenburg.
Orc shamans take longer casting their arcane missile.
Added loot containers to the Orc Caves.
Added some new quests to Genmire.
Increased the top speed of all ships.
T0 Spell books now have a comparable power level to other weapons.
Reduced the level requirement on the Rogue Town Shrine
Reduced the level requirement on the Convergence Point Alpha Shrine.
Maldranite now spawns in the Fire Iron Mines
Added various additional Ice Blossom sites.
Frozen Logs spawn more often.
Damage from melee attacks now starts from slightly behind the player character.
Digging in general should work better.
Helmets no longer hide facial hair/hair whilst a cosmetic piece is worn that shouldn't also.
Added a new champion spawn to the Ice Kingdom.
Genmire now has a more obvious skill gem store.
Added a non-store cosmetic hat drop.
Updated most 2 handed axe graphics.
Updated most buckler graphics.
There is now an abandoned smith and related quest for Genmire Quarry
Trotsalot can now jump on the race track
Arcing Strike now restores stamina.
Roar of Vigor now gains levels with your stats.
You can now recover required lost quest items from NPCs who initially gave you the item.
Iron mauls are now craftable in Genmire.
Reduced the requirements on weighted mauls.

Willenburg Evacuation!

Greeting's Adventurers!

The people of Willenburg haven't had a good time as you'll have noticed from their destroyed city, cosmic horrors and general ill state of its civilians. That said, the Willenburg Engineer's have arrived and need your help getting the survivors clear via their technological marvels which are capable of reaching into the sky!



A new event has been added and a larger adventure zone expanding the Willenburg area. The event provides good rewards for adventurer's brave enough to help and for a high level party also offers the opportunity to spawn a new group boss for magic equipment and new cosmetics.

Along with this new event there's been a major pass of most melee abilities making sure some of those bigger swings feel like bigger swings, and 15 new skills added to the game. We've also tried to make melee combat feel a little less stamina throttled and moved some abilities with longer cooldowns from costing stamina to restoring it, giving more control back to the player and making the cooldown the resource for skills that have significant ones.

Melee wasn't the only place to see some general buffs and polish with Protection benefiting greatly from better scaling from primary stats and masteries allowing for some major heals and reasonable damage.

The ability to command your pets to go to attack (and stick to particular targets, locations or assume passive, aggressive and defensives stances has also arrived which has been a long term want of many people who have played summoner builds - and on that both Occult and Druidism had new tank pets added.



There's a lot more than that and patch notes follow below.

[Control and UI]


  • Some improved error handling has been added for when player’s attack requests to the server arrive in a different order to how the player used them (mainly impacting people further away from the servers) This should result in a much better experience particularly for melee players so have higher or less consistent network performance.
  • The 'T' key for mounts / pets and misc items can now be rebound. If you have custom bindings you will need to rebind this (even if its to again as it won't exist in your current custom bindings).
  • F1 no longer brings up RTT / debugging information (its on F8 now if you want to see)
  • Generally improved performance when spawning large amounts of combat text.
  • Mail and Friend Icons are now much smaller and attached to the minimap
  • Mounts, Mini Pets and Cosmetic Items now have their own inventory filter.
  • Added a cosmetic cloak (craftable in Genmire)



All (probably) player weapon attack sounds have had their audio range reduced.


[Skills and Abilities]


  • Fixed an issue with a variety of buffs and debuffs only scaling from one of their related stats (this will probably be most noticeable with occult but effects a wide range of buffs and debuffs).
  • Magic cast against higher level opponents with lower level Skill Points can now be resisted.
  • All summons which didn't have cast times now have a short cast time.
  • Summons are no longer aggressive whilst their master is mounted.
  • Summons can now be ordered to move to a location.
  • Summons will no longer change target on their own if ordered to attack something.
  • Summons can now be toggled between aggressive, defensive and passive modes.
  • F1 (default binding) now sets your Summons to passive .
  • F2 (default binding) now sets your Summons to defensive.
  • F3 (default binding) now sets your Summons to aggressive.
  • F4 (default binding) now clears your Summons orders (hold position / attack target)
  • Order Summons (default binding Y) will now order you pets to move to a position if you don't have something targeted. If you do it will order them to attack.
  • Added a Druid Skill Gem.
  • Crack has a shorter cast time, higher damage, scales better from Druidism, Intellect and Earth Mastery.
  • Call Lightning has a shorter cast time, higher damage, scales better from Druidism, Intellect and Air Mastery.
  • Druidism pets now last 10 hours.
  • Vipers are significantly outperforming the Wolf and have been toned down. The Wolf has had its damage scaling increased a bit so they meet closer in the middle. In optimal situations the wolf should out dps the Vipers
  • Vipers now attack less frequently.
  • Vipers damage scaling has been reduced.
  • Viper's can now aim their projectiles up or down (though they can still collide with mounds/bumps).
  • Wolves damage scaling has been increased.
  • Rapid Strikes (Dual Wield) now does 120% weapon damage per strike.
  • Added a new Shield Fighting Gem.
  • Added a new Heavy Armour Gem
  • Added an Occult Skill Gem
  • The Soul Conduit now has higher base defence and Health
  • Regrowth now scales less from Druidism.
  • Regrowth now also scales from intellect and Life Mastery
  • Mend Companion now scales slightly less from Druidism and more from Intellect and Life Mastery
  • Added a 2 Handed Mace Skill
  • Massively increased the damage of 2 handed Mace Skills
  • 2 Handed Swords now recover quicker from the final attack in the normal combo (edited)
  • Blade Storm (2 handed sword) no longer consumes stamina and does 20% more damage per hit
  • Whirlwind (2 handed axe) no longer consumes stamina and does significantly more damage per hit
  • 2 Handed axes deal ~20% more base damage
  • Massive Cleave Axe damage has increased 30%
  • Execute 2h-Axe now deal extreme damage
  • Added a new great weapon fighting gem
  • 2Handed maces base damage has increased by 30%
  • Spirit Wave now does 400% Weapon damage per hit
  • Spirit - Inner Calm also restores stamina
  • Recovery from Axe roar abilities is faster.
  • Axe - Slice deals an additional 20% weapon damage and buffs the user with crit chance.
  • Axe - all roars now increase in duration based on the users skill.
  • Added three new axe skill gems.
  • Bow - Snapshot- Now deals 150% weapon damage and increases draw speed for the next 6 seconds (increased with Marksmanship)
  • Bow - Snapshot now recovers faster.
  • Marksmanship - Multishot now deals 180% weapon damage
  • Marksmanship - exploding shot now has a 20 second cooldown, deals 20% more damage and can be cast whilst moving
  • Marksmanship - powershot now has a 50 second cooldown, also restores stamina, can be cast whilst moving...slowly
  • Marksmanship -Disengage now moves significantly further and deals 300% weapon damage
  • Marksmanship - added a new skill gem (obviously with a 9000 second CD)
  • Added a new 2h sword skill gem
  • Increased the damage on Shockwave (400%)
  • Shockwave now restores stamina
  • Shockwave moves somewhat further
  • Female characters no longer turn left when using shockwave.
  • Sweep can now be used whilst moving
  • Sweep now deals 130% Weapon Damage
  • Flurry now deals 250% Weapon Damage (per swing)
  • Thrust no longer steps through close opponents
  • Lacerate and Shank restore additional stamina.
  • Lacerate now also increases other bleed damage by 30%.
  • Knife Storm's bleed scales more.
  • Mace Fighting has a new skill gem.
  • Increased the damage from Mace Smash (250%), reduced its stamina cost, and reduced its cooldown -13 seconds.
  • Mace skills generally happen faster and look cooler
  • Uppercut no longer consumes stamina but has a slightly longer cooldown.
  • Uppercut can now hit multiple enemies.
  • Staffs (Magic Affinity) attacks recover slower
  • Summons now unsummon themselves shortly after the summoner losing the ability to summon them.
  • Monsters now target the floor under their target when using area AoE spells.
  • Added a protection Skill gem.


[Zones, events and Quests]

  • Willenburg's Streets have been opened for Adventure.
  • A new event has been added.


[Orc Caves]

  • Generally reduced spawns before and at the Cauldron
  • Reduced the difficulty of Orc Shamans
  • Cleared out a lot of clutter and generally improved Orc’s ability to path around their caves.


[Ooze Caves]

  • Generally reduced the danger presented by most oozes.
  • Reduced all Oozes health slightly.
  • Green Oozes no longer machine gun their spit attack.
  • Red Oozes have a longer cast time on their AoE.
  • Yellow Ooze’s use lightning less often.
  • Significantly improved client performance in this area.
  • Updated the Ooze King’s drop table.


[Mounts and Minipets]

  • There are three new minipets available in game. (doesn't include the Token one below)
  • Minipets no longer take damage



[Items and Equipment]

  • Elixir (and other % buffs) should work on post-equipment buff stats.
  • Added a cosmetic head piece.
  • Ice Kingdom gems are generally less valuable.
  • Added a cosmetic cloak (craftable in Genmire)


[Token Store]
Added three new cosmetic sets, a mini pet and a mount to the Token Store

Take care Adventurers

Monty

Magic Armour, new Druid pets and Champion spawns

Greetings Adventurers.

There's been quite a few builds go out the last couple of weeks and there's a big one scheduled for next week with some new content, cosmetics and a whole load of buffs to some underperforming abilities and equipment choices.

The following is a recap of several patches over the last couple of weeks.

[Items and Equipment]
Unidentified Armour can now sometimes roll rare qualities.
T3 armour can now be crafted using Keystones.
You can now craft T3 armour with Keystone Dust.
Rare armours are not currently named.
It is now possible to acquire breakthrough stones outside of questing.
The T1 Spirit Weapon now requires 16 Spirit.
The T1 Maul now requires 8/8 Maces/Great Weapons.
The T1 Two Handed Axe now requires 8/8 Axes/Great Weapons.
T1 Fist weapons now can be crafted with Keystones.
Fixed an issue with T3 Medium helms not hiding hair.
Fixed and issue with T1 medium helms having the wrong model.
Additional item requirements (like Gun Mastery) now show on item tooltip
Improved various HP recovery food items to be better than the apple.
Added Tier 3 Pistols.
Increased Magic Charms volley damage, it also now uses your channelling value.
Fixed and issue with the Prospector's Fishing Rod’s position.
You can now treasure hunt in the Ice Kingdom.
Items with additional properties are now highlighted green or blue in your inventory.
Maldranite Pistols are now craftable in the Dwarf City
Tier 3 Pistols now come with base primary stat bonus.
The placement of fist weapons have been adjusted.

[Skills and Abilities]
Added 4 Druidism Ability Gems.
Druidism pets are now aggressive and will attack hostiles as long as their Druid isn't afk.
Absolute Zero has a larger impact area.

[Monsters]
There are more champions in the Snake Isle, the Ice Kingdom, and Fire Iron Mines.
All champions in the Ice Kingdom and Fire Iron Mines have had their loot tables updated.
Increased the Magma Lords' Volcano cooldown by 25%
Reduced the Magma Lord's damage by ~15%
Reduced the Magma Lord's Health to 62000
Reduced the size of Volcanoes and its damage waves by 15%
Reduced the Magma Lord's vulnerability to Ice to 200%
Fixed and issue with Scale Scream audio levels.
Ice Elemental champions now have armour.
Fixed a variety of issues with Troll animations.
Fixed and issue with Dire Wolfs which would result in an odd network error (‘crabs’ )
Fixed an issue which would cause the Magma Lord to stop spawning
Fixed an issue with the Abomination not having its loot table.

[Zones and Questing]
The Orc Curse Master is no longer by his cauldron.
The rest of the Orc Cave has been opened.
Oozing the Orc Curse now has more guidance, a much larger cauldron and some VFX to attract players too it .
Convergence Point Alpha now has a map and compass.
Spaced out some spawns in the Fire Iron Mines.

[Miscellaneous]
Improved blending of fog and transparent objects (windows/rivers etc) .
You can now buy treasure maps for large sums of gold in Rogue Town (this is very much a gold sink and not intended as an optimal method of acquisition).
Small Mana and Health ticks no longer generate combat text on players.
The Orc Hunter's Fort mount is now animated.

[Pet AI Improvements ]
We’re currently working on overhauling how pets and summoned creatures behave, some of those improvements have been published but there are more to come, including more direct commanding.
Pets in general should follow their master better and warp a lot less.
Pets no longer seek random locations around their master whilst stopped. Pets in general should have much quicker reaction time



See you in game Adventurers.

Monty

We went on down that road

Adventurers! The following is a roadmap, or list of priorities on what’s being developed as we move through Early Access. Its something we've reworked a lot of times since our Early Access launch and have kept holding it back and reworking it in an attempt to not disappoint as timelines change. With that said, we've extracted some of the things people regularly ask us about and tried to pin down when over the next several months individual things are targeted to land,

Its not exhaustive, there’s a lot of systems in game already which we will continue to be expanding upon, polishing and deploying the regular updates we've been doing since the Early Access launch.

The chances are we won’t land exactly in the order shown, some things will move around, some things will occur which will require different prioritisation. We also have some content developed which currently doesn't have a scheduled release which will slot in here somewhere.

So what's coming up?

August

Ability focus on Protection - Druidism – Axes – Maces
Willenburg Expansion - Quite a large expansion of the ruined world which Willenburg exists in. We've got some new mobs, quests events lined up here along with a few neat cosmetics related.
New Player Experience Work - We've completed some of the work we're doing here, but we are quite heavily focused on improving information to new players helping them find their way around the Early Game. Players who get past level 10 hang around a lot longer than those that don't.
Summoned minion Control Systems - a long term want of players is better control of their minions. Whilst we added a simple attack command to give better then just relying on the mob AI, there's a lot we want to do here to make Occult and Druidism players feel more in control of there minions.
Summons’ AI - the above comes with quite of lot of changes needed to what your minions get up to and we're taking the opportunity to try and improve the way they follow you around and generally interact with the world.
Ice Kingdom Treasure Maps.

September

New stat and abilities Musicianship - The last additional stat we had planned in Early Access coming with a variety of party focused buffs and debuffs.
Forming Guilds
Storage Expansion
Great Sea Quest Content
Great Sea Treasure Maps.



October

Ice Kingdom quest content (side quests)
Fire Iron Mines quest content
Steamdeck and controller tutorial support
Steamdeck and controller UI support


November

World Story Continuation (Ice Kingdom)
Trade System and ships



December

Character Model Improvements (both visual and performance)
Battlegrounds rework


January

Star Island – New major area and T4 Quest content.


So that's some of the key things coming over the next six months, and here's the latest patch notes.

Patch Notes

Hotkeys 1-5 can now be rebound – if you already have a custom keybinding profile configured you will need to bind these (be that to 1-5 or anything else) as they won’t exist within your custom profile. If you don't you won't notice this

[Quests and Events]
Menu options related to the Main Quest now have an icon identifying them when in conversation with NPCs.
Rejigged Krinton’s dialog to make it more obvious you should be inquiring about his crops.
Agnes has moved down the road closer to the graveyard… and crashed her wagon again….
Some of the land near the Graveyard in Genmire has collapsed into the sea... which will hopefully funnel people to their second weapon and Agnes better...
The main quest, and some starting quests around Genmire now display additional directional guidance via the compass.

[Skills and Abilities]
Fixed an issue that would prevent movement whilst using Divine hammer with a shield equipped
Increased the visibility of telegraphs for telegraphed attacks (notably the catapults in IK!)
Mend and Mass Mending no longer heal over time.
Combination Strikes no longer blocks movement.
Combination Strikes now has a slightly greater attack angle.
Knife Storm no longer blocks movement.
Minipets no longer respond to Pet Attack commands.
You can now summon minions whilst you have a minipet active.
Added two occult ability gems.
Reduced the volume of protection casting sounds (even more..).

[Items]
Old nags are now available to adventurer's level 50 or more and the stable-keep says as much.
Fixed magic charms not triggering damage numbers with their volley.
Fixed the first four magic charm bolts ever witnessed by a player having no sound…
Slightly tuned the charge multipliers on magic charms
Increased the Power Level of Billy’s brace of pistols
Food and drink no longer block movement.
Armour 0 no longer shows when inspecting items

[Performance]
Abilities coming off cooldown should be able to be activated much closer to the point where the UI shows them becoming ready – there was previously a worst case scenario 1 second gap before you could use the hotkey following cooldown, this worst case should be .25 seconds now.
Updated how the server handles spawning large amounts of enemies with an aim to reduce lag spikes, particularly when people encounter areas where no one has been for a while.
Fixed some overdrawing issues occurring in the Darkened Crypt.

[Misc]
Fixed some issues with dwarf animations - I know there's a couple of sneaky dwarf players who crept through when they were briefly able to be made!
Fixed some issues with Female character fishing animations.

[Control and UI]
Hotkeys 1-5 can now be rebound – if you already have a custom keybindings configured you will need to bind these (be that to 1-5 or anything else) as they won’t exist within your custom profile.
Updated buff icons to look more pleasing.
Updated the look and feel of the ‘Q’ and ‘T’ radial menus.
The ‘Q’ menu has been updated to only show potions, food&drink and elixirs.
The ‘T’ menu has been updated to only show Mounts, Ships, Minipets and Tools.
If you've interacted with the chat window, the channel selected will now persist when changing server/zoning.

[Token Store Updates]
A new cosmetic set has been added.
A new ancestry has been added.
A grey colour has been added.
We've updated the item which comes with every Token purchase to a new Red Gem lantern slot item

That's all for now Adventurers.

Monty

Six months of TADO!

Greetings Adventurers!

Its been six months since the Adventurer’s Domain opened its Early Access doors and greeted the thousands of you who have travelled its lands.



We’ve had our ups and downs, I don’t think we’ll ever forget the Day of the Wolf when following server maintenance Druids were greeted by several hundred wolf companions rather than just the one they (and us) were expecting, but seeing people explore the world, interact with the various systems and team up to defeat some of the tougher mobs and events has been truly an amazing experience.



In these six months we’ve provided a constant stream of updates including adding more dungeons, an event system, more quests, fast travel, greater access to reset points, mounts, magic items, expanded the crafting system to allow customisation, Monk style combat, lots of abilities, a lot of polish and customisation to the UI and HUD as well as trying to tackle those barriers that stop people from having the best experience they can have in TADO.




We couldn’t have done this without all the incredible feedback from the community both on the Discord and here on the Steam forums.




Very soon we’re going to be publishing an updated roadmap plotting our course through the next six months and somewhat beyond, highlighting key areas of focus, upcoming content and what you can expect.

A big thank you to everyone who has supported the game, the new friends made including those who have passed through and no longer Adventure with us, but that we hope to one day meet again.

As always, I look forward to seeing your all in game.

Take care Adventurers

Monty





Patch Notes 26th July

[Quests]
Upon arrival at the Order Library, you can pick up a quest which awards 100 unlearning points - this should for most players be enough to completely reset their character at this point in the game.

[Items]
Unidentified Weapons now sometimes generate rare quality items with up to 5 affixes.
Unidentified Weapons which drop from Rare or Boss mobs have a higher likelihood of being rare quality.
Keystones can once again be used to craft rare quality weapons.
Keystone dusts once can again be used to craft magic quality weapons.
Added another tier of bandages.
Increased the effectiveness of bandages.
You can now walk and bandage.
Removed the channel audio from bandages.
Healing and Mana potions no longer prevent movement.

[Magic Charms]

Magic Charms have been completely reworked.
The left click now functions similar to a bow, charging a stronger attack the longer it is held.
It now has a right click ability which fires 8 weak bolts in rapid succession.
The visual effects of Magic charms match your highest spell school (Manifestation/Druidism/Occult/Protection).

[Stats and Abilities]
All martial abilities have been moved on to the new damage system and had their damage updated.
This means all martial abilities start point for damage is now your base damage and anything that improves that will also improve your abilities. Previously most martial skills would gain an amount of damage for each related stat as well as an amount related to your primaries.
Your weapon already increases its left click damage from related stats and your primaries, so now abilities can also gain power from your weapon.

This does a couple of things for us, firstly it enables us to let you feel the damage gain from upgrading your weapon in your abilities damage (a +20 would do the same damage with a skill as a +0 previously, even though its left clicks would be much stronger).

It also makes the balancing relative powers a lot simpler for us. If something feels worse than a left click, we can simply push up its multiplier to the point where its simply better.

Bleed effects now have their own damage type resistances and vulnerabilities

[Maces]
Break is now significantly more effective.
Uppercut now collides better.
Smash has been reworked.

[Fencing/Daggers]
Added a new ability gem.
Lacerate and Shank now reward stamina rather than consuming it and require combination strikes to use.
The buff granted by Combination Strikes is now consumed by Lacerate and Shank.
Increased the duration of Combination Strikes.

[Spirit]
Added a new ability gem.

[Two Handed Sword]
Reduced the Stamina cost of Carve from 75 to 25

[Manifestation]
Fire Nova no longer locks you in place for as long.
Ice Bolt has improved hit detection. (edited)

[Light Armour]
Draw power now briefly also increases your crit chance along with its mana restoration.

[Misc]
Updated various quest texts.
Updated landing sounds.
All Champion/Boss mobs now play a warning sound when approached.
Fixed some issues with two-handed mace’s ability visuals.
Most Islands now have minimaps.

Something lurks in the Cultist Caves

Patch Notes: Tuesday 18th July

Greetings Adventurers!

We’ve had a few builds go out in quick succession over the weekend and today so have coalesced them into a single update here.

Firstly we’ve opened up a new dungeon in the Great Sea which gives another option for current mid-level players – although it might be a bit punishing so will keep an eye on mortality rates in there!

We’re mainly focused on content for the current Early and Midgame at the moment so have redeveloped the Wet Caves found in Genmire to provide another good option with more interesting loot for people who may have found themselves fighting orcs for long periods of time.

We’ve also introduced a couple of new quests which award magic equipment whilst levelling through these areas.

We’ve expanded our event system, with a new low-level event in Genmire which gave us a good opportunity to build in some new technology and mechanics we will be able to be reused in other zones.

Quite a bit of the UI continues to be refreshed, we’re focused on the HUD mainly in making sure all the elements can be moved around / scaled or disabled as desired.

On abilities and stats, we’ve added 9 completely new abilities as well as gone through all 1-handed Sword and Spear abilities improving their scaling to ensure they also keep up with your normal attacks power with the rest of the martial stats targeted as getting similar treatment in the next build.

Manifestation also saw some design changes and with the new abilities its now possible to fully fill your ability bar with spells of Fire or Ice if preferred (or you can continue to mix if you prefer!), this along with mastery stats on for you preferred school can led to greater focus or specialisation. Manifestation has also received a ‘finisher’ ability for each of the three schools (Arcane, Ice, Fire) which each become available to the caster by using relevant spells from the same school.

On the mob front along with the new zone which has its own new denizens we’ve also added a couple more champion mobs spawning in the Ice Kingdom.

As always, we’re grateful for the support and feedback you all provide and look forward to seeing you all in game!

[Mobs and Zones]

Unlocked the Cultist Caves
The cultist cave contains mobs somewhere between the Manor and Ice Kingdom, there's quite a lot of mobs and a much higher level of patrols than we've done previously. Its possibility a bit overtuned for where its targeted. Be careful of rare spawning harlequins.


Refreshed the Wets Caves – We’ve levelled up the mobs in there, adjusted their loot tables and improved their AI for a generally more interesting experience.
New Champion Mobs spawn in the Ice Kingdom.
The High level Gazer mobs in Genmire have been refreshed,

[UI Updates]

Refreshed mob nameplate/health bars.
Mob health bars should now correctly show their power level vs your defensive level when determining a difficulty marker (green/amber/red).
The Quest Tracker should now correctly show the power level of the quest vs your defensive level when determining a difficulty marker (green/amber/red).
The cast bar and timer are more visible on monster’s UIs.
The target UI no longer fills, it will instantly show the current hp value of the target.
You can now move your party window.
You can now move your buffs tracker.
You can now move your summons tracker.
You can now move your targets HP bar.
Updated the minimap to be more visible.
Several dungeons now have minimaps.
The Event Compass Icon has been updated and now includes the events name.

[Quests and Events]

Added a new event to Genmire.
Added a quest to Convergence Point Alpha.
You can now drop unwanted quest items.
Sharla should now indicate she has a quest available when she does.

[Stats and Abilities]

Manifestation has received two new abilities (One Ice, one Arcane).
Occultism has a new ability.
Druidism has a new ability.
Fencing has a new ability.
Protection has a new ability.
Added two Spirit new spirit abilities.
Fire Nova (Manifestation) can no longer can be interrupted and has no cooldown, but requires Growing Flames triggered by other fire spells to activate.
Fire damage over times now burn much quicker (higher damage per tick/less ticks)
Manifestation now gains buffs to the school of magic used when casting (Arcane/Ice/Fire).
Spirit weapons now have Parry chance.
Massively increased the chance of Heightened Ki following use of the Focus Spirit.
Flurry (spear) now deals significantly more damage per swing.
1-handed swords and Spears now scale their skills from your weapon damage.

[Items and Equipment]
Weapons can no longer roll affixes which give bonuses to Martial Stats. (Should reduce poor / useless drops)
Armours can no longer roll affixes which give bonuses to Armour Stats. (Should reduce poor / useless drops)
Added T2/T3 magic charms.
Added magic rings that can have affixes.

[Gathering and Crafting]

Resources should be less likely to spawn in trees in the Ice Kingdom.

Spirit Skills, Black Powder Weapons, quests and more

[Skills and Weapons]

Added Fist weapons for the new Spirit Stat to loot tables and crafting.
Added Spirit Skill Gems



[Events and Quests]

The Treasure of Billy Braithwait quest chain is now able to be started in Rogue Town by taking to Sharla.

Added a new event to the Fire Iron Mines
Defend the three mining drills, whilst active each drill regularly scores points, rewards are based on how long the drills successfully operate.
Added a new Boss Monster to the Fire Iron Mines which is summoned if the event is completed with 80% or more score.


Added T3 weapon crafting stations and a variety of optional components to improve them.

[Equipment and Items]

There are now some gathering focused affixes

Enabled treasure hunting for sites around Genmire

Once found using a treasure map will point in the direction of buried treasure and give an estimated distance. Upon using the map whilst at very close range the map will be consumed and the treasure location made visible. Equip your shovel and use its right click ability to dig up your treasure.

T1 maps treasure sites are rarely defended and provide a entry level soloable experience into the system.



The first black powder weapon (Marksmen) is now in game.

All Ice Kingdom weapon drops can now be dismantled.
Unidentified items now have a weight.

Keystones and Keystone dust can now be used to craft items with affixes.
Rare Magic Weapons can now roll additional Affix properties, they are also assigned a random name.

[Mounts, Ships and MiniPets]

The Smuggler's Sloop is now available in game.
Added a new mount drop in Ice Kingdom.
Added a mini pet drop.

Dwarf Snow Piercers collision has been updated and should get them through tighter spaces
Female characters animations should be more stable on mounts.

Rogue Town now has a race track for minipets, its not currently interactable.

Added a new mount to the TADO Token Store.