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Changelog

Player-facing change log. Backend / refactor work is excluded — this page tracks only what testers will notice in-game.

2026-06-23

  • The ocean is temporarily smaller for playtesting. The sailable sea is confined to its eastern stretch for now — sail too far west and you'll wrap back to the eastern edge instead of drifting into the big empty western ocean. Buoys/markers show the boundary. The full ocean opens back up at launch.

2026-06-22

  • The ship's SPEED readout is now live. On the boat menu's SHIP STATS tab, the CURRENT speed (t/s) now updates in real time while you sail — it jumps the instant you pop Quick Tack (or any forward-speed buff) and drops back when it ends, and it falls as you take on water and recovers as you bail. Leave the menu open and watch it move, instead of seeing a frozen base figure.
  • A "Taking On Water" debuff now shows on your buff bar — with the puddle count on the icon. When your hull is flooding, the whole crew sees a red debuff icon with the number of puddles still to bail printed right on it and the total speed loss. Each leak floods two puddles — one on deck and one in the quarters below — and both now spring on the first hit, so the count and slow are right immediately. The icon updates as you bail and clears the moment the last puddle is gone — remember to bail below decks too.
  • New: choose which honours your paperdoll shows with the Trophies picker. Open it from your profile's TROPHIES button (or the [trophies command), and toggle each trophy you've earned SHOWN or HIDDEN — your paperdoll updates instantly. Your picks are saved per account and carry to every character you play. The Founder honour is the first trophy; more will follow.
  • Captain's-quarters chests now keep their contents across server restarts (still lost if your ship sinks; dry-docking still dumps them to the dock).

2026-06-21

  • The scalloped cloak's paperdoll picture now matches the cloak you wear. Its inventory/paperdoll art is now the real cloak — proper dark fabric, folds, and shoulder clasps — with the same scalloped hem, instead of the earlier flat placeholder. What you see on your doll is what drapes on your character.
  • Set up a test build in seconds — new Playtest Setup statue at the bank. Double-click it to set any of your skills (one at a time, or all to 100), your stats, and your talent points (grant 30 in the dungeon you're standing in, or across them all), and to max your resonance — no grinding required. It can also spawn already-tamed creatures (from dogs and horses up to dragons, white wyrms, and the heritage beasts) so tamers can test a pet instantly. (A playtest convenience — it will be removed before launch. Resonance bonuses still only apply while the matching gear is worn.)
  • Giving up your hostel room now asks you to confirm. The GIVE UP ROOM button takes two clicks: the first turns it into a CONFIRM prompt, the second actually releases the room — so a stray click can no longer empty your room.
  • "Go to My Room" is now on the hostel keeper's left-click menu. Once you have rented a bed, left-click a hostel keeper and choose Go to My Room to step straight into it (still blocked while a fight is following you).
  • Your character panel updates the instant a skill changes. The talents / stats panel now refreshes live the moment a skill goes up or down — no more closing and re-opening it to see the change.
  • Talent tooltips update the moment you spend or refund a point. Hover a talent and click to add or remove a rank, and its tooltip updates right away — the new rank, the next-rank preview, and the locked/unlocked line — instead of showing the old values until you slid the mouse off the talent and back on.

2026-06-20

  • The scalloped cloak now looks crisp from every angle. Its drape, folds, and shading match a standard cloak's hand-drawn quality on all eight facings — the only difference is the scalloped, fringed hem, which now trails correctly: hanging straight down when you stand or walk, and streaming off the tail when you run.

2026-06-19

  • The boat arena is now a free-for-all or a team fight — and totally fair. What was a 1v1 "Boating" match is now just BOATING in the [arena panel, and you choose how it's fought:
  • Free-for-all with 2 to 7 boats, or Teams as 2v2 or 3v3. The host picks the format, the boat size, and the count in the lobby.
  • Every boat carries the SAME random loadout. When the match starts, the matchmaker rolls one set of crew, upgrades, abilities, and ship colours and gives every ship an identical copy — no speed/tank/damage picker, no bringing your own fittings. Two captains, the same deck; the better sailor wins.
  • Ready up to launch. A match waits until every seat is filled and everyone hits READY on the YOUR MATCH tab — then it auto-starts. No more launching a 2v2 half-crewed.
  • One sinking doesn't end it. A sunk hull (or a captain who falls, or a long disconnect) knocks out just that player and the rest fight on — last hull afloat (FFA) or last team afloat (Teams) wins. When you're out you're returned to exactly where you were, healed and hidden for a clean exit.
  • Friendly fire is ON in team matches — a shot that hits a teammate's hull counts. Mind your lines.
  • Your gear is never at risk in the arena: no corpse, no drops, no insurance — win or lose, you walk away with everything you brought.

2026-06-18

  • Cannons hit ships twice as hard. Cannon hull damage is doubled — sea fights were dragging, so broadsides now bite about twice as fast against enemy ships. (Cannon damage to players on deck is unchanged; this is hull-only.)
  • Below deck is now the Captain's Quarters — and you can fight from it. The ship's hold has been renamed the Captain's Quarters (hatch menu, command, and the boat-menu button now read CAPTAIN'S QUARTERS), and it's far more than a place to stash loot:
  • The ship keeps its heading when you go below. Whatever course she was on, she holds it — but you can't give new steering orders from the quarters (climb back to the deck to change course).
  • Your ship abilities still work from below — arm a trap before a raider drops in after you. (Drag-a-line cannon shots still need the deck.)
  • You're still "at sea" for talents — your Ocean-tree bonuses stay active down there.
  • A raider in your quarters pins your ship. Just like an enemy on the deck, a non-friendly in your quarters stops the ship from moving — and it stays stopped even after you climb back topside, until you clear them out. Retreat below to set a trap, and the aggressor has to decide: jump in and fight, or sink you while you sit.
  • It's a closed room — no magical escape. You can't recall, gate, or teleport in or out of the quarters, and you can't mark a rune down there. The only way in or out is the hatch / ladder — so a cornered captain can't recall to safety and a raider can't recall away mid-plunder. (You're never stranded: the ladder always returns you to the deck.)
  • Flooding now reaches the quarters too. When your hull springs a leak, two puddles appear — one on the deck, one in the Captain's Quarters below — each slowing the ship 10% (so one leak is 20% until you bail both). Double-click either to bail it.
  • Per-ship sink record sticks through dry-dock & salvage. Your hull's NPC / Player ships sunk counts no longer reset to zero when you dry-dock her — dry-dock and relaunch, or raise her from a wreck at the salvage master, and her war record comes back intact. Only a brand-new ship starts at zero.
  • Boat (VESSEL) menu polish. Combat Rating is now a real 0–100 score — the average of your hull's stat rolls, where 100 means every stat rolled to its +10% maximum (a small note in the panel explains it); the old "Quality Roll" line is gone. The STATS tab now fills in for a dry-docked ship just like one at sea. You can now rename a ship while she's in dry-dock, and renaming opens a proper name-entry window instead of a one-line prompt. The Sail Lettering editor gains a CLEAR button beside APPLY. Paint slots no longer show the raw "Painted — hue 1234" text. On the Dockmaster, each ship card now spells out "upgrades" and "abilities" in full.
  • [profile: Achievement Points now shows your server rank. The Achievement Points Earned card now carries a Server Rank # like the other lifetime cards — your standing against every other player's lifetime total.
  • Find things faster — search boxes across the menus. Several long menus now have a type-to-filter search box so you don't have to hunt:
  • Crafting ([craft): each skill's recipe list has a "Search recipes…" box at the top — start typing a name (e.g. "ingot", "dagger") and the list narrows live. It clears itself when you switch to another skill.
  • Options (Alt+O), General tab: a "Search:" box above the settings filters every option on the page as you type — type "pathfind", "door", "run" and only the matching rows stay, so you can find a setting without knowing which section it lives in. Clear the box to get the full list back.
  • Macro editor — Cast Spell / Use Skill: the big sub-action dropdowns (every spell, every skill) now open with a search box at the top that's focused and ready — type a few letters of the spell or skill to jump straight to it instead of scrolling the whole list. (Short menus are unchanged.)
  • Razor: Auto-reconnect checkbox tidied up. On Razor's Scripts options tab, the "Auto-reconnect after disconnect" checkbox now sits cleanly below "Enable highlighting per line", aligned with it, instead of overlapping it and crowding the Script Variables list.

2026-06-17

  • Your ship now has a below deck. Every player ship has a hidden hold with three chests, reached through the deck hatch — double-click it, single/right-click → Go Below, type [gobelow, or hit the new GO BELOW button on the boat menu. Stash a voyage's loot where boarders can't grab it off the deck. Climb back up by double-clicking the ladder at the far end. You and your party/guild/alliance can go down any time; an enemy can only descend once they've killed all your deck crew — then they can plunder, taking as many trips as they need (no timer). Beware: if the ship sinks while you're below, you drown and wash ashore in town, losing what's in the hold. Below deck is lawless, like the open sea — if a raider clears your crew and climbs down, it's a straight fight for the hold. Dry-docking dumps the hold chests onto the dock for you to collect. See the Below Deck page. (Starts with one hold available shard-wide for testing.)
  • Hear them coming, and know when she's going down — two captain's alerts at sea. (1) While you're below deck, you'll be warned the moment a stranger boards the ship above you — "You hear unfamiliar footsteps on the deck above..." — so a hidden boarder can't creep up on your hold unannounced (anyone in your party/guild/alliance is "familiar" and makes no such warning). (2) Your ship's captain (the owner) now gets a private warning whenever the hull crosses a damage threshold (¾, ½, ¼, and near-death) — it reaches you even if you're below deck or watching the fight instead of the tillerman, so you know she's getting low in time to brace, bail, or run.
  • The boat menus put on their oak & brass. The Dockmaster, the boat (VESSEL) menu — both at dock and at sea — the crew panels, the Ocean Coffer, and the spyglass now wear the same medieval Oak & Brass look as your [profile: warm parchment text, brass serif titles, carved-oak panels and brass-plate buttons, in place of the old sea-cyan. Purely a fresh coat of paint — every button and number is exactly where it was.
  • Badges are coming — a new BADGES showcase. Your character can now earn badges — small honours that show as a gold medallion in the top-right corner of your paperdoll (others see them when they open your paperdoll) and on a new BADGES row in your [profile. The first one, FOUNDER — for those who sailed in the founding days — is reserved and will be awarded around launch (it can never be earned again after that). For now the showcase reads "No badges earned yet."; the plumbing is in so the honours can light up the moment they're awarded.
  • Sailing fixes. A grab-bag of naval quality-of-life: you no longer get stuck / rubberband on the mast or the cannons along the rails — the deck blocks those tiles cleanly now, so you can run around the deck freely. Your talents stay active while sailing the open sea (they were intermittently flicking to "not in the proper region" when the hull crossed a map boundary). Painted ships no longer show the hull tinted the same colour as the sails when facing north or west. A cosmetic weapon on a crew now replaces their cutlass instead of being held alongside it. Docking now requires you to actually be near the Dockmaster (within ~18 tiles) — no docking from far out at sea. And docking a ship now closes its ability hotbar automatically. On the Dockmaster, the LAUNCH button is now front-and-centre (highlighted, on the right of each ship card).
  • Crew outfitting polish. You can now dress crew in weapons too (purely cosmetic — a crew's damage is fixed by its rank). Anything that would not show on a crew (rings, tools, etc.) is returned to your pack instead of being worn, so a dragged item is never lost. The Dockmaster menu now stays open while you dress a slot (drag the fitting paperdoll aside if it lands behind it), the fitting figure faces you and disappears when you walk away, and outfits no longer vanish when you re-edit a slot or dress another crew. Only the ship's owner can put clothes on or take them off.
  • Cannon aim shows "out of range" before you commit. When you're aiming a cannon shot or a boat ability, the targeting reticle now turns red while you're still hovering if the spot you're pointing at is too far to hit — so you know a target is out of cannon range before you click and draw, instead of finding out mid-drag. Point at something in range and the reticle stays gold. (It reflects your range right now; a spot just out of reach reads red until your ship sails closer.)
  • Boat ability hotbar: rotate, resize, and a cleaner vertical look. The boat ability hotbar now has the same orientation toggle and drag-corner resize as the talent hotbar — flip it vertical or horizontal and scale it to taste. When rotated vertical, the "Boat Abilities" title text is dropped so it doesn't crowd the buttons. The hotbar's slots are determined purely by which abilities you've installed on the ship (the old right-click "assign ability" menu has been removed — there was nothing to assign that wasn't already shown).
  • Crew paperdoll — show off the outfit. A crew member's detail panel has a small PAPERDOLL button up top next to CLOSE, and anyone can open a crew's paperdoll to admire their gear (it's view-only at sea — dressing is done at the Dockmaster, below).
  • Taking on water polish. Bailing now plays a digging/scooping animation while you work, and the deck puddles are a brighter, more visible blue.
  • Your first 3 ship salvages are free. New to boating? If you get sunk before you've earned any doubloons, you can still raise your ship — the first three salvages on your account are free (the Dockmaster shows the next recovery as FREE and how many free ones you have left). A free salvage is only spent when it actually waives a fee, so raising a bare hull that costs nothing doesn't use one up.
  • Fire Storm got meaner. It can now be drawn across a ship's deck (it no longer needs open water), its damage is doubled to 20 hull/sec, and the flame now clings to a hull and keeps burning for 20 seconds after it leaves the fire — so you can't just sail out to escape. (The old water-surface flame animation under the field was removed; the field and the burning hull speak for themselves.)
  • Dress your crew at the Dockmaster — by crew slot, for your whole fleet. At any Dockmaster, click CREW OUTFITS to open your wardrobe: one outfit slot per crew position (up to 5). Press DRESS/EDIT on a slot — the menu closes and a fitting mannequin opens its paperdoll beside you; drag clothing/armor from your pack onto it (and drag pieces off to reclaim them). Whatever you set on a slot applies to the crew in that position on whatever ship you launch — set 3 of 5 and a 5-crew hull dresses crew ½/3 and leaves ⅘ their default look. It's the actual item — any wearable, purely for the look, with zero effect on HP/armor/damage (those are roll + level only). Conserved one-for-one (reclaim a piece off the mannequin any time) and never duplicable; on the water the crew wear valueless cosmetic copies. At sea, anyone can double-click a crew and hit PAPERDOLL to admire the outfit (view-only). (Replaces the earlier same-day per-boat outfitting attempts.)
  • Rental contracts work now. Vendor rental contracts no longer require an "AOS-enabled house" — you can place them in your (public) house.
  • House roofs lift when you step inside. Walking into a house now removes its roof so you can see in, even for houses built on raised foundations or uneven ground (previously you needed Circle of Transparency on to see inside those).
  • New Greater ability — Fire Storm. Draw a line on open water (like Fouling Line) to lay a wall of sea-fire. Any ship sitting in the fire burns for 10 hull damage per second — a flat 10/s whether one fire tile or ten overlap the hull, so size doesn't change the burn rate. The field lasts 45 seconds and doesn't stop a ship from sailing through, so you can wall off a lane or park it on a runner. Burns any hull, your own included. The tillerman shouts when you catch fire, with a new flame sound.
  • New Regular ability — Cheat the Locker. Haul one random fallen crew member back from Davy Jones' Locker at 75% life, skipping the usual 5-minute wait on their bones — level, XP, and rolls intact, with a hearty pirate "Arrr!" as they climb back aboard. (No fallen crew? Nothing happens, but it still goes on cooldown.)
  • Ships now take on water as they're battered. When your hull drops below 75% / 50% / 25%, it springs a leak: a puddle appears on the deck, the tillerman calls "Arr! We're taking on water!", and each puddle slows the ship 10% (automatically — up to 30% with all three leaking). Double-click a puddle to bail it: you lock in place for 10 seconds, then it clears and the speed comes back. Puddles never stop the ship, and they vanish if she sinks or dry-docks.
  • Fallen-crew bones: click for the timer, and no more orphaned bones. Single-click a fallen crew member's bones to see how long until they can be revived (the hover tooltip already showed it). And if you dry-dock a ship with a downed crew member still aboard, their bones are now cleaned up instead of being left floating on the open water.
  • Ghost riding is now a rare flourish. When you kill the last crewmember of an NPC warship, the driverless hull only keeps coasting (the tillerman's "Ghost riding!" cry, the drift) about 5% of the time now — and when it does, the drift lasts a random 15–30 seconds (was 20–40). Most kills now leave the hull dead in the water where it sat, so a cleared deck is yours to plunder without chasing a runaway ship.
  • Spawned pirate ships can't dump cannons on your boat anymore. A spawned NPC warship that happened to materialise on top of (or flush against) your ship could shed its cannons onto your deck and the open water, where the loose cannons blocked travel. NPC ships now never come to rest overlapping another vessel — and never on a player's ship — and their cannons no longer get orphaned when a too-close spawn relocates to clear water. (If you still have loose cannons stuck on your deck from before this fix, a GM can clear them.)
  • Ship-bomb fuse now fades with distance. The lit-fuse sizzle used to keep hissing at full volume even after you sailed away or it went off-screen. It now attenuates by distance and goes silent off-screen, like any normal in-world sound — and it tracks correctly even if the bomb is on a moving ship.
  • [profile presets: garbled "?" fixed, and a cleaner top. The preset summaries that showed things like "Resonance — Tempest ?5" now display the proper × (e.g. "Tempest ×5") — the multiplication sign was being mangled in transit. Also removed the redundant character name + bio header from the top of the PROFILE tab (your name is already shown up top), so the tab now leads straight into your lifetime achievements.
  • "Long Watch" is now "Mutton Feast" — and heals far more. The Greater Surgeon crew ability has been renamed Mutton Feast (the crew tuck into a hearty meal) and its healing tripled: it now restores 15% of each crew member's max HP every 10 seconds for 2 minutes (was 5%) — enough to fully recover a battered crew over its window.

2026-06-16

  • [profile readability pass. Resonance: the XP bars are much taller and easier to read (green→gold), the cost line moved up beside each slot's dropdown at a much larger size, and the "X / Y XP" text is bigger. Skills: the stat numbers (STR/DEX/INT), the per-skill values in the editor, the slot-card numbers, and the SKILL/STATS totals are all bumped up to match the PEAK SKILLS size. Presets: redesigned into a master-detail layout — pick a saved slot on the left, see its full build (talents, resonances, skills, stats) on the right at a readable size with one Load / Rename / Overwrite / Delete bar.
  • Top menu bar tidied — Help opens your profile. The menu bar's Chat and Store buttons have been removed (the in-client chat and the EA store weren't used here), and the Help button now opens your [profile screen instead of the old help request.
  • No sink credit for scuttling your own ship; achievements now announce server-wide. You no longer earn ship-sink credit (or the "enemy player's ship" notice, or achievement points) for sinking a boat you own — even if you hop off onto land and bomb it yourself, or sink it from another character on your account. (The old anti-self-sink check only caught sinking it while standing on its own deck.) Separately: a small double-counting bug that could credit a sink twice is fixed. And achievement unlocks are now broadcast to the whole server — when anyone earns an achievement, everyone sees it live (with a louder shout for the first player to complete it).
  • Your ship is never lost when she sinks — raise her from the Dockmaster. A sunk hull no longer vanishes forever. The whole vessel — every crew member with their level and XP, every upgrade, every installed ability, her hull rolls, paint, sail lettering, and name — is preserved as a wreck in your account's salvage ledger. Any Dockmaster shows a WRECKS AWAITING SALVAGE panel above your fleet; pay the doubloon fee (a flat base by hull size plus a surcharge for the rarity of what she carried) and she's re-filed into your dry-dock fleet at full hull HP, fully fitted exactly as she was, ready to launch. The salvage ledger is account-wide (any of your characters can recover her) and survives restarts and even a world wipe — a ship that took months to build can't quietly disappear. (Hold cargo is the one thing lost at sea; the ship and everything fitted to her come back.) Captain Borgwyn the salvage master now just points you to the Dockmaster.
  • Disembarking from a moving ship no longer snaps you back aboard. Stepping off a sailing ship used to yank you back onto the deck for a moment — and if you walked a few tiles you'd desync onto land. You now land where you stepped off and stay there. (Your client was re-gliding you with the boat after the server had already set you ashore.)
  • The STATS page shows all your resonances again. Resonances on your chest and legs weren't being detected (armor can sit on several equipment layers depending on the piece), so the STATS panel only listed your weapon's resonance. It now lists every equipped slot's resonance — and the paperdoll tooltip matches.
  • Arena match history works. Finished arena duels (boat and on-foot) now record to your HISTORY tab and show up immediately when the match ends, instead of sometimes never appearing. (The result is now saved at the start of match cleanup, so a hiccup tidying up the arena can't drop it.)
  • Sail-text and paint colours read true — teal is teal, not yellow. Some named colours (e.g. the teal-green "Kraken Green") were sampling the washed-out bright end of the colour ramp for sail lettering and the paint swatches, so a teal sail could letter yellow. Letters and swatches now sample a truer mid-tone — slightly deeper, but the colour family is right, and the picker chip matches the rendered colour.
  • Sail lettering lives in the boat menu now. The SAIL LETTERS editor has been removed from the [profile screen entirely — it exists only in the boat menu's SAIL paint slot, where it belongs, so there's one obvious place to letter your sail instead of two.
  • Fouling Line actually works now — drive into it and get snared. The rope used to stop your hull dead at its edge (it blocked movement instead of snaring), and only painted every few tiles so it looked broken. Now a ship sails onto the rope and is snared, the rope is laid as a continuous line along the whole length you drew (one tile per tile, no gaps), and it shows as a proper rope graphic oriented to the line. It snares any hull that crosses it, your own included, so mind your own trap. (Same fix unblocks depth-charge barrels — a chasing ship now detonates them instead of stopping short.)
  • Fouling Line: straight every time, water-only, and the slow finally bites mid-sail. Four follow-up fixes: (1) the line now snaps to a clean axis — a north–south or east–west run no longer jags or jumps a tile partway, it's one solid rope however you dragged it. (2) It can't be laid on land — docks, shore, or any non-water tile reject the cast. (3) Driving through the rope while under way now slows you immediately and your ship speeds back up on its own when the 15s ends — previously the slow did nothing (and never wore off) until you happened to stop or change direction. (4) The snare now shows a slow icon in your buff bar so you can see why you're crawling and how long is left.
  • Fouling Line: speed returns the instant the icon clears, a rope icon, a throw sound, and tillerman callouts. Polish pass: (1) the slow icon used to vanish a couple of seconds before your speed actually came back when you crossed a long rope line — the icon now stays for the full snare (it tracks the last rope section you cross), so icon-gone means speed-back. (2) The ability's hotbar icon is now a rope instead of the powder-keg it was mistakenly sharing. (3) Laying a fouling line now plays a rope-throw splash so you (and nearby ships) hear it go out. (4) Your tillerman calls out "Throwing fouling rope!" when you lay one, and any ship that gets snared has its tillerman cry "We've been fouled!" (once, when first caught).

2026-06-15

  • One palette, three channels — buy the colour you want. Ship, sail, and cannon paint now share one set of named colours (Corsair Red, Doubloon Gold, Forge Bronze, Kraken Green, Lagoon Teal, Abyssal Navy, Cutlass Steel, Royal Purple, Stormfront Slate, Driftwood Grey, Bleached Bone, Pitch Black), and every colour exists on all three channels — so "Royal Purple" is a hull deed, a sail deed, and a cannon deed. The hues are gradient tones, so a painted hull or sail keeps its natural light-and-shadow shading in the chosen colour instead of reading as a flat block. Ships already painted keep their colour until repainted.
  • Unpainted sails are natural again. Sails no longer borrow the hull's paint colour — a black hull keeps white canvas until you fit an actual sail paint. Hull and sail colour are fully independent.
  • Letter your sails. Paint up to 3 letters on your ship's sails, visible to everyone nearby. Set them two ways: the SAIL LETTERS card on your [profile PROFILE tab, or the SAIL paint slot's lettering box in the boat menu — afloat or in dry-dock. Type up to 3 letters (A–Z), pick a colour from the swatch palette, and APPLY (clear the box to remove). The lettering shows across the sail (south- and east-facing headings), survives restarts and dry-docking, and only the ship's owner can change it. (Cosmetic; free for now — a store unlock later.)
  • The dry-docked boat menu shows sail paint now. The Dockmaster's INSPECT view was missing the SAIL paint slot the at-sea menu has — now all three paint slots (and the sail lettering editor) appear in dry-dock too.
  • The Ocean Coffer sorts sail paint on its own. Sail paint is now a first-class coffer channel: the KIND filter has a Sail Paint option (separate from Ship Paint and Cannon Paint), and the playtest supply coffer stocks every colour on all three channels so you can try the full set.
  • New ship ability — Fouling Line (Regular). Draw a line on the water and it lays a floating fouling rope; the first hull to drive into it is snared to 20% of its speed for 15 seconds — a trap for a fleeing ship or a charging one. Single-use per rope.
  • Step off a moving ship cleanly. Disembarking while under way used to snap you back to the stale water tile the hull had already left while it sailed on without you. Now you land beside where the ship actually is, and if you were the last living player aboard, the ship comes to a stop instead of sailing on crewless.
  • No one gets left behind when you dock. Docking with a friend (or your pets / followers) aboard used to strand them out in the open ocean. Now everyone aboard is set ashore beside the Dockmaster with you.
  • Cleaner masts. The mast bases on every boat facing were tidied so the painted/lettered sails sit flush on the deck instead of on a baked-in wooden block.
  • Smoother forward sailing. Fixed an intermittent stutter when sailing forward — sometimes the ship would start juddering mid-voyage (as if smooth movement had switched off) and only stopping and going again would clear it. Forward movement now stays smooth the whole way, including near other moving ships and through a brief frame hitch.
  • Quick Tack actually kicks in mid-sail. The speed buff was only being applied at the instant you started moving — fire it while already under way and nothing changed until you stopped and set off again. Now it re-trims the live sails the moment you activate it (and drops back the moment it ends), so the +60% forward burst is felt immediately on a ship that's already moving. (Same fix applies to Sprint Sails.)
  • Ship speed buffs show in your buff bar. Activating Quick Tack now adds a counting-down icon to your standard buff bar (sized like every other buff), so you can see at a glance how long the boost has left.
  • See your real sailing speed. New self-toggle command [boatspeedreadout floats your ship's actual tiles/second above you while you sail — green for full-ahead, amber for drift — straight from the server. Handy for confirming forward really is faster than maneuver, and that Quick Tack is doing its job. Type it again to turn it off.
  • Change direction without losing your speed. Going full-ahead and then ordering reverse (or sideways) without stopping first used to keep your forward speed on the drift — and the reverse, going from drift straight to forward left you crawling at drift speed until you stopped. Now a no-stop direction change re-trims to the new direction's correct speed immediately; you no longer have to stop and restart to get your real drift/forward speed.
  • Ship speeds rebalanced — and the panel now tells the truth. The SHIP STATS SPEED/MANEUVER numbers now show your ship's real tiles/second (they match the live readout exactly). Fixing that surfaced two things: small boats had been moving ~4× too fast (a leftover multiplier), and the panel's numbers never matched reality. Hulls are now reined to clean, honest base speeds — about Small 5.5 / Medium 5.0 / Large 4.5 t/s before rolls and upgrades — so smaller = faster holds, big ships feel weighty, and what the panel says is what you actually sail. Net effect: small boats are slower than before (they were overtuned), while medium and large boats are a touch faster. Drift (MANEUVER) is exactly half your forward speed at zero maneuver and climbs from there.

2026-06-14

  • Dye your sails their own colour. A new sail paint joins hull and cannon paint as a third channel: it dyes the canvas of the sails independently, so you can fly crimson sails over a black hull (or any pairing). Sail paint deeds drop from pirate captains in named colours; double-click one on a ship you own — or fit it in the boat menu's new SAIL paint slot (with a colour swatch) — to apply it. REMOVE strips it back into a deed, repaints return your old colour, and the tint survives dry-docking. Cosmetic only, and trades/stores like any other paint. (Managed at sea for now.)
  • The Ocean Coffer can hold a whole ship. Drop a loaded-ship deed into your coffer and it stows the entire vessel — hull, hull HP, installed crew (with their levels) and upgrades all intact. Withdraw it any time to get the deed back and re-launch the ship exactly as it was. The coffer's KIND filter has a new Ship option, and each ship card shows its hull, HP, crew/upgrade counts, and a swatch of its paint. (The playtest supply coffer now also starts with a sample small / medium / large ship.)
  • The Dockmaster shows your ship — in its colour. Every fleet card at the Dockmaster now has a small boat thumbnail tinted to the ship's applied hull paint, so you can pick the right hull out of a crowded harbour at a glance. Unpainted hulls show natural wood.
  • Looted corpses pop open instantly. Walking onto a pile of corpses (or a stack of several on one tile) used to open them one at a time with a delay. They now all open at once — the action throttle no longer paces corpse opens.
  • Every weapon resonance ultimate has its own sound. Arcanum (Arcane Cascade), Avarice (Midas Strike), Bulwark (Mountain's Wrath), Hawkeye (Falcon's Talon) and Sylvan (Wild Awakening) each proc a distinct custom cue now (Tempest already had one). Heard by nearby players; honours your sound settings.
  • Quick Tack is a real burst now. The ship ability's speed kick went from +25% → +60% forward speed for 12s — it actually feels like something.
  • Hold position, shoot straighter. A ship that stays still tightens its cannon fire: accuracy ramps up over the first few seconds you stop moving (toward dead-on shots and a tighter spread), and resets the moment you move again. Reward for setting up a steady firing position; symmetric — a parked enemy ship aims better too.
  • No drawing an aim line while reloading. You can no longer raise the cannon aim line (from [firecannons or an offensive ability) while every gun is mid-reload — the line is a fire action, not a free preview. Abilities cost nothing if blocked; fire once the guns are ready.
  • Ghost riding. Kill the last crewmember of an enemy ship and the now-driverless hull keeps its momentum — the tillerman cries "Ghost riding!" and it drifts on, coming to a stop a random 20–40 seconds later (or sooner if it runs into a ship, player, or shore).
  • Sails no longer ruin your shot. Cursoring over a ship's sails while drawing the aim line used to snap the line low "below the sails." Sails are now ignored by the aim line (they still render and look fine) — the line tracks the water/deck under your cursor.
  • Your abilities have a voice now. Every active talent (Berserker's Rage, Time Stop, Wild Hunt, Titan's Crush, Eviscerate, and dozens more across all archetypes) and every ship ability (the cannon bursts — Hammerfall, Tempest's Wrath, Chain Shot… — plus Bulwark, Ghosting, Depth Charges, Boarders' Fury and the rest) now plays its own custom medieval sound when it fires. Cannon bursts sound on each volley; everything else cues on activation. Nearby players hear them too — a deliberate tell in a fight. All of it honours your in-game sound settings. This is a first pass — expect tuning.
  • Ship bombs sound the part now. An armed bomb crackles a burning fuse for the whole 10 seconds it ticks, and stops the instant it's defused or goes off. Detonation lands a heavy gunpowder blast instead of the old generic explosion pop — one blast per bomb. Both are atmospheric only (no mechanic change) and follow your in-game sound settings, so you can turn them down or off like any other sound.
  • Venomous Rounds has a voice. The cannon ability now fires a wet, poison-laced broadside sound on each of its six volleys, so you can hear the venom barrage land. Honours your sound settings.
  • Cannons reach 18 tiles. The maximum range for cannon shots — normal fire, the aim-line rake, and offensive abilities — is now 18 tiles (up from 16).

2026-06-13

  • MANEUVER is now a real speed. Your ship's MANEUVER stat reads in tiles/second (like SPEED) — it's your drift speed sailing sideways or in reverse, and it's genuinely slower than full-ahead now (bigger hulls strafe relatively worse). Maneuver upgrades and Sailcloth/Rigging rolls actually raise it. Forward, reverse, and sideways no longer feel identical.
  • Turning has weight — and maneuver sharpens it. Each hull has a base turn delay (a Large is the most ponderous), and your MANEUVER stat pulls that delay down toward a floor. A well-rigged ship comes about noticeably faster.
  • Ship and cannon paint colours are accurate now. The named paints were mislabelled — "Sooty Black" was actually a red, "Royal Gold" a teal, "Ash Grey" near-white. Every paint now renders the colour its name promises, and the swatches in the boat menu and the Ocean Coffer match the real in-game hue exactly.
  • Applying paint returns the old paint as a deed. Double-clicking a paint deed while aboard now hands the previously-applied paint back to your pack instead of erasing it — no more losing your old cannon colour when you repaint.
  • The boat hotbar opens itself when you board. Step onto a ship you command and your ability hotbar appears automatically — no need to open the boat menu and click HOTBAR.
  • Your crew show up green. A player's own installed crew now render with a green (ally) nameplate to you and your party/guild/alliance, so you can tell your deckhands from a boarder at a glance.
  • Crew level lives on their card, not their nameplate. The "(L5)" tag is gone from the overhead name — click a crew member to open their detail card, which shows their level, mastery, and signature.
  • Dry-docked ships show their paint. The Dockmaster INSPECT menu now displays a docked ship's ship-paint and cannon-paint slots, matching the at-sea boat menu.
  • Manage crew from dry-dock. A docked ship's CREW tab no longer shows a phantom BACK ON DECK button, and you can now LEVEL UP, REMOVE (eject to your pack), and SWAP crew straight from the Dockmaster menu.
  • Train a crew deed from its inspect card. Double-clicking a crew deed (off-ship) opens its card with a LEVEL UP button when it's ready to train — pay the logbooks + doubloons right there.
  • Epic deeds read purple. Epic-rarity boat deeds were tinted deep red in your pack while their tag said purple — the deed colour now matches the purple [Epic] rarity.
  • Board an enemy ship and your crew pile in. When you board an NPC warship, your installed crew now proactively attack the enemy deck crew and captain instead of standing around until they're hit. New command [crewattack orders all your crew on your deck to focus the enemy with a strict priority — their crew first, then the captain, and only once those are cleared, the enemy player — so a crewed player is never fast-killed while their deckhands still stand.
  • Venomous Rounds reaches the enemy crew even from across the water. The last gap in the venom rider: a volley fired from your deck at a ship alongside still wasn't poisoning the enemy crew caught in the splash. Now it does — all six volleys land their poison on any crew the burst chips.
  • The ship hotbar follows you on and off the boat. It still opens automatically when you board, and now hides when you step off onto land (it stays up if you hop straight to another ship you command). You can also bind each hotbar slot to a key — the new [boatbar1[boatbar6 macros in Options → Macros fire that slot's ability without opening the menu.
  • Crew cards highlight by rarity. On the CREW tab, each slot box is tinted to its crew's rarity — an Epic captain's slot glows purple — so you can read your best deckhands at a glance.
  • Casting feels snappier. The delay before you can cast your next spell after one resolves has been lowered, so self-cast chains flow without the old between-casts lag.
  • New Mage characters start with Magery set to gain. A fresh Mage's Magery skill-lock was stuck on down (set to lower) instead of up — fixed, so a new mage gains Magery from the first cast like every other starting skill.
  • Dungeons aren't pitch black anymore. Dungeon interiors are lit to daylight — no torch or night-sight needed to see where you're going.
  • Right-click to close the quest tracker. The floating quest-tracker panel can now be dismissed with a right-click. It stays closed until you track a different quest (or re-track one).
  • Auto-opened corpses pop instantly. With auto-open-corpses on, corpses now open the moment you're in range instead of trickling open one per second.
  • Trees → Stumps now clears every tree. The Trees to Stumps view option now turns all of the map's trees into low stumps, not just a handful — clean sightlines across forested ground.

2026-06-12

  • NPC warships sail fitted — and fight fitted. Every pirate ship now spawns with random upgrades and abilities (more on bigger hulls: a small carries one ability, a large carries a Lesser + Regular + Greater) and its captain uses them in combat — burst salvos, venom and chain shot, emergency patches, Bulwark when hurting. Each use is announced by its tillerman so you get a tell.
  • Ability damage got its tier ladder. Cannon-burst abilities are retuned so every Lesser out-damages a plain broadside, every Regular out-damages every Lesser, and every Greater hits very hard to match its huge cooldown — Aimed Salvo is now 3 volleys at 1.5×, Hammerfall 3 at 2.5×, Hullbreaker 4 at 1.75×, Spirit/Chain 3 at 1.2×, Smoke/Venom 6 at 0.75×. Bigger hulls (more guns per side) scale every burst up naturally. A rounding fix also stops multiplied shots quietly losing a point of damage.
  • Venomous Rounds actually poison the enemy crew now. The poison rider only landed on a target standing exactly on the impact tile; it now rides the splash that chips the enemy deck crew, so a venom volley leaves the whole deck green.
  • Sinking ships go down with a show. A killed hull now settles visibly beneath the waves step by step over a few seconds, bubbling as she goes — instead of vanishing in place.
  • All corpses at sea are lawless. Any corpse on open water or a deck — player, crew, or pirate — renders grey and freely lootable, no criminal flag, no looting-rights window. Your crew landing the killing blow no longer leaves a blue corpse you'd flag yourself to plunder.
  • Crew-on-crew damage halved. Any crew attacking any other crew (spears or melee) deals 50% damage — crew fights are attrition now, not an instant deck-wipe. Crew hitting players is unchanged.
  • Player crew carry no loot. Your installed crew — and other players' — drop nothing when killed; only NPC pirate crew carry doubloons.
  • Crew keep to the walkable deck — and you walk through them. Deckhands no longer step onto the cannons or hull corners (where they looked like they were standing on water), and players always push through crew regardless of stamina.
  • Dead crew show as DOWN on the CREW tab. A fallen crew member's roster card now reads DOWN with the live revive countdown (it sometimes showed nothing at all), and BACK ON DECK works even when their bones are gone.
  • Crew SWAP works. The CREW tab's SWAP button now actually exchanges the slotted crew for the deed in your pack (it used to refuse with "your crew is full") — the outgoing crew returns to your pack with level, XP, and rolls intact.
  • The Ocean Coffer learns "Add all in backpack." Left-click the coffer for a one-click sweep of every naval deed in your pack (pouches included) into the collection.
  • Coffer filters: ability tiers and paints. The KIND picker now drills into abilities by tier (Lesser / Regular / Greater) and filters Ship Paint / Cannon Paint — and the coffer now stores paint deeds too, with a colour swatch on each row. The playtest supply-stone coffer now comes stocked with every paint colour.
  • Depth Charges scale with your ship — and you can hit your own. A large ship lays 2 rows of 4 barrels, a medium 2×3, a small 2×2, hitting for 150/125/100 hull damage by the layer's size — and sailing over your own charges now damages your own hull (they arm after a short delay so you can clear your drop).
  • The hull healthbar reacts instantly. A ship's overhead health bar now updates the moment a hit lands or a repair finishes, instead of lagging several seconds behind the volley.
  • Docking unloads the hold. Docking a ship with loot in the hatch now drops it on the ground at the dockmaster instead of deleting it with the hull.
  • Crew get a proper inspect card. Double-clicking a crew member (or a crew deed in your pack) now opens a clean themed panel instead of the old grey gump: their health, level + XP bar with train costs, every rolled stat, their mastery and signature move, and a DISMISS button (owner only). A downed crew member's card shows the live revive countdown too.
  • The Ocean Coffer's filters actually work. The kind/slot/role/rarity selectors, the search box, and the sort order all now filter your stowed deeds (they silently did nothing before), the Quartermaster role is filterable, and a new CLEAR button resets every filter in one click.
  • Ship Paint and Cannon Paint show on the UPGRADES tab. Your boat menu now has two paint slots with a colour swatch of the exact in-game hue. INSTALL fits a paint deed from your pack; REMOVE strips the paint back into a deed.
  • Paint covers the whole boat — and survives dry-dock. Painting the hull now hues the hatch, the tillerman's deck, and the planks too (they stayed bare before), and a painted ship keeps her colours through dry-docking and relaunch.
  • Crew hit harder ship-to-ship. Your installed crew now deal +50% damage to enemies on another boat (spears and rail-to-rail melee). Fights on your own deck are unchanged.
  • Crew cards show who needs leveling at a glance. Each crew card on the CREW tab now carries a compact level + XP bar right on the roster row (gold READY glow when they can train), without expanding the card.
  • Downed-crew timers count down live. A dead crew member's back-on-deck countdown now ticks in real time on the CREW tab (m:ss), flipping to READY the moment the 5 minutes are up — no more reopening the menu to check.
  • Ship bombs weigh 2 stones. Down from 25 — carry a real supply.
  • Crew leveling lives on the CREW tab now. Open your boat menu's CREW tab and every crew member shows their level, a live XP bar (and exact XP toward the next level, or MAX LEVEL), and the mastery they currently grant. When a crew has filled their XP bar, a LEVEL UP button appears right there — it spends the listed logbooks + doubloons and ranks them up on the spot (the Salty Seadog still works too). No more guessing who's ready to train.
  • The boat-ability cooldown counts down live. The number on a boat-ability slot now ticks down second-by-second instead of freezing until you close and reopen the bar.
  • Aimed abilities only spend their cooldown when you fire. Raising the target cursor for something like Crushing Shot no longer starts the cooldown — it starts when the shot actually goes off. Cancel the cursor (Escape) and nothing is spent. While you're aiming, that tier is briefly locked so you can't double-dip.
  • Crew survive a broadside. Your installed crew now take 50% less cannon damage in ship-to-ship fights, so they chip down instead of getting wiped off the deck in a couple of volleys.
  • Bring fallen crew back after 5 minutes. A downed crew member's revive timer is now 5 minutes (was 3), shown as a countdown on the CREW tab with a BACK ON DECK button when ready.
  • Loot the hatch with your own crew aboard. Boarding an NPC ship with your own crew along no longer keeps its hatch barred — only enemy pirates left alive keep it locked. Clear the deck of hostiles and the prize opens.
  • Depth Charges drop behind you — and never hit your own hull. Charges now lay clear off the stern, past your ship's footprint, so you stop dropping them on your own deck and taking the damage.
  • Your sink record is split out. The ship menu shows NPC Ships Sunk and Player Ships Sunk as separate lines.
  • The Mote of Mastery is a lighter blue. Cosmetic tweak now that it's back on its proper tome icon.
  • Hostel colour pickers now sit with the thing they recolour. In the rent panel the colour swatches moved out of the old shared bar at the bottom and into the chest and rug columns as a vertical strip right under each gallery — so it's obvious that CHEST COLOR recolours your chests and the rug colour recolours your carpet. (The chest picker used to be labelled "Sheet color".)
  • Two hostel colours look right now. Rose Pink was rendering red — it's an actual soft pink again — and the Natural (no-dye) swatch now shows the carpet's true blue-grey base instead of a misleading tan.
  • Hostel furniture sits on the floor. Your bed and chests no longer float a little above the ground, and the carpet is a real surface you can walk across.
  • The hostel rent panel loads its pictures instantly. The bed, chest, and rug previews used to take several seconds to appear after opening the menu — they now show up the moment the panel does.
  • Clicking a colour previews it immediately. Pick any CHEST COLOR or RUG COLOR swatch and the chest and rug pictures in the panel recolour on the spot, so you can see exactly what you are paying for before you confirm.
  • Hostel beds sit better in their rooms. Every bed moved one tile east so it lines up over its chest pair, and the Coffin now places exactly like the other beds. Rooms already rented update themselves automatically.
  • Midnight Black is a true dark dye now. It used to crush chests and rugs into a flat black silhouette; now the deepest folds stay near-black while edges keep their shading, so a black room still reads as furniture instead of a shadow.
  • Hostel rooms are proper 5×5 suites now. Each room is a full 5×5 section with a clear walkway between neighbours — your bed sits centred in the room with your chests at its feet. There are fewer rooms in the hall for now; the hall itself is growing soon.
  • Every hostel room comes carpeted. A wall-to-wall carpet covering your whole section is now included in the base rent (the old "no rug" option is gone). It starts in its natural colour — pick a RUG COLOR in the rent panel for a small weekly add if you want it dyed.
  • Three more hostel rooms. Each row now fits an 11th room on the east end (33 total) — the old layout was leaving that space empty even though a full room fit.
  • The Four-Poster bed was retired. It is no longer offered in the rent menu; any room still showing one falls back to the standard bed next time it is set up.
  • Beds line up properly in their rooms. The Standard, Nailed, and Elven beds now sit a tile lower so their foot lines up with the Coffin's, just above your chests — and the Elven bed no longer disappears under the carpet (its low art was rendering beneath the rug). Rooms already rented update themselves automatically.
  • Every hostel room has a THIRD storage chest. A new chest joins the pair at the foot of your bed (west side), making a neat row of three under the bed. Rooms rented before the change grow their third chest automatically — with the fancier chest styles now priced per chest (×3). The rent panel preview reflects it.
  • The Queen bed was retired. It was the last two-tile-wide bed; with every bed one tile wide, the chest row sits perfectly centred. Any room still showing a Queen falls back to the standard bed next time it is set up.

2026-06-11

  • Talents respond the instant you click them. Spending or refunding a talent point now updates the node and your points counter immediately — no more waiting for the panel to round-trip to the server before the rank ticks up. The server still has the final say (if a spend is not allowed, the point snaps back in a blink), so nothing changes about what you can spend — only how fast the panel reacts. Locks that depend on the point you just spent (a child node unlocking, a tree filling up) settle a moment later as the server confirms.
  • Two new ship stats: Spyglass Range and Profile. Your boat menu's SHIP STATS now shows Spyglass Range (how far your own spyglass reaches — base 80 tiles, up to 200 with Rigging upgrades and Lookout crew) and Profile (how hard you are to spot on enemy spyglasses). A higher Profile is a sneakier silhouette — but it's a real tradeoff: stacking Profile makes your cannons hit softer (up to −50% at max stealth), so a low-profile ship farms NPC fleets much slower than a gunline. Build a ghost raider or a firepower bruiser — your call. The dormant Ghosting ability also now actually hides you from spyglasses (it was inert). See Naval Combat → The spyglass.
  • Spyglass Range and Profile roll per hull. On top of upgrade/crew bonuses, every hull is now born with a small ±10 craft roll on both stats (baked in at build time, shown on the STATS candlestick) — so two otherwise-identical ships can see a little farther/shorter and run a little sneakier/louder.
  • Boarding tells you your odds — win or lose. Throwing the boarding rope now reports your success chance as a percentage on both outcomes (it only showed on a miss before), so you always know how risky that board was.
  • Depth Charges are visible now. The Depth Charges ability drops actual barrels in your wake instead of invisible mines — you can see your own charges (and an enemy's) to steer around or bait a hull into them.
  • Bring fallen crew back from the CREW tab. When a crew member dies at sea, the CREW tab now shows them as DOWNED with a BACK ON DECK button (and a countdown until they're ready) — no more hunting for the bones marker on the deck. They return with their level, XP, and rolls intact.
  • Crew actually gain XP from sinking NPC ships. The sink-bonus XP the crew page describes now works — sink an NPC vessel and your installed crew gain a chunk of XP toward their next level (scaled by the victim's hull size), on top of the per-hit trickle.
  • The boat-ability cooldown counts down live. The number on a boat-ability hotbar slot now ticks down every second instead of freezing at its starting value until you closed and reopened the bar.
  • Enemy ships won't spawn on top of you. NPC fleet ships now keep clear of existing vessels when they appear — no more an enemy hull materializing on your deck and tangling boarding, embarking, and cannon fire.
  • Crew deeds look like crew again. Crew-member deeds show the small figurine icon (tinted by rarity) instead of the generic ship-plans glyph, so a crew deed is easy to tell apart from an upgrade or ability deed at a glance.
  • The Mote of Mastery shows its proper icon — and stacks. It's back to the custom cyan tome art and now correctly shows a doubled-up pile and a split prompt when you have more than one.
  • Boat upgrades have real icons and hover tooltips now. Each fitted upgrade (Powder, Sailcloth, Hull Plating, Rigging, Figurehead, Repair Kit) shows its own artwork in the UPGRADES tab, framed in its rarity colour (green Uncommon, blue Rare, purple Epic, gold Legendary). Hover any upgrade or ability to read its full effect in a tooltip — the ability hover that wasn't appearing before now works (it was using a tooltip style that doesn't render in our panels).
  • Stash and sort ship abilities in the Ocean Coffer. Ability deeds dropped into the coffer now show up properly in its panel — badged by tier (Lesser / Regular / Greater) with their rolled cooldown — and there's an Ability filter so you can pull up just your stored abilities, alongside Crew and Upgrades.
  • Double-clicking a hostelkeeper opens the menu instead of warping you straight to your room. Renters can still jump to their room with the GO TO ROOM button inside the panel — but now you can always re-open the panel to change décor or give up the room.
  • The large elven bed was retired from the hostel. It is no longer offered in the rent menu (the smaller Elven Bed stays). Any room still showing one falls back to the standard bed next time it is set up.
  • New hostel bed: the Coffin. A novelty option in the rent menu for anyone who wants their room a little spookier. (It has no bedding, so it keeps its natural look.)
  • Carpet your whole room — in your own colour. The hostel rent panel has a CHOOSE A RUG option: a carpet that covers your entire room floor (under the bed and chests), or None. It has its own colour picker, separate from the chest colour, so you can pair a crimson carpet with natural chests (or whatever you like) — and it's a real floor you can walk on. A carpet adds a little to your weekly rent, shown live before you confirm. See Hostel → Customising your room.
  • Ship-stat cooldown bars read the right way round. On the SHIP STATS page the Lesser / Regular / Greater cooldown candles now put a faster (better) cooldown to the right in green and a slower one to the left in red — matching every other stat, where good rolls sit to the right.
  • Build a flavour boat: stack your crew. Crew are no longer one-of-each-role. Your ship has generic crew slots by hull size (small 3 / medium 4 / large 5), and you can put any crew type in any slot — including several of the same type. Their effects stack: four Carpenters mend your hull about 4× as fast, stacked Surgeons heal your deck crew faster, stacked Captains pile on more speed, and so on across every role. Fit a crew by double-clicking its deed aboard your ship (or SIGN CREW at a Dockmaster) — it fills the next open slot; dismiss a specific one from the CREW tab. See Naval Combat → Crew slots.
  • Dismiss or train the exact crew you clicked. Now that you can carry several crew of the same type, the Dockmaster's dismiss and the Salty Seadog's train act on the specific crew member in that row — not the first one of its type. Eject the second of your three Carpenters and the second one leaves; the others stay put.
  • Each hull rolls a different cooldown bonus per ability tier. A ship's ±10% ability-cooldown roll is now separate for Lesser, Regular, and Greater abilities — so a hull might recharge its Lessers faster but its Greaters slower. The boat menu shows all three.
  • Stash your ship abilities in the Ocean Coffer. The coffer's management panel now has an ABILITIES column alongside Crew and Upgrades — your stored boat-ability deeds are listed (with tier, cooldown, and rarity) and can be withdrawn like any other deed.
  • The boat ability hotbar has hover tooltips — hover a slot to see the ability's name, tier, base cooldown, and what it does, like the normal hotbar.
  • Every ship stat reads as one candlestick list. The boat menu's STATS page shows every stat — speed, maneuver, hull, repair, cannon power, reload, morale, and the per-tier ability cooldowns (Lesser / Regular / Greater) — as a marker on a ±10% track centred on "base", next to its current value. Hull HP now shows just your top hull number (no more "1200/1200"). The old poor/average/prime labels and the separate ability-cooldown section are gone — it's one clean, consistent list.
  • Tile-targeted ship abilities fire the broadside that bears on your target. Crushing Shot, Aimed Salvo, Tempest's Wrath, Hammerfall, and the rest of the "target a tile" abilities used to fire both broadsides — so the guns on the far side wasted their shots firing over your own hull. Now only the side facing the clicked tile fires (the fuller side fires if the bearing side is empty). See Boat Abilities.
  • Strip an upgrade off your ship. The boat menu's UPGRADES tab now has a REMOVE button on each fitted slot — eject the upgrade deed back to your pack and leave the slot empty (crew already had Dismiss, abilities already had Remove). Works at sea and on a docked ship.
  • The ability menu is a pyramid. The boat menu's ABILITIES tab now lays the slots out as a pyramid — 1 Greater on top, 2 Regular in the middle, 3 Lesser across the base — so the tier of each slot reads at a glance.
  • Ship abilities show their icon, rarity, and a hover tooltip. Each installed ability in the ABILITIES tab now displays its artwork framed in its rarity colour (green Uncommon, blue Rare, purple Epic, gold Legendary) with its cooldown beside it — and the wall of effect text is gone: hover the slot to read what the ability does. So an Uncommon Lesser shows a green-bordered icon at a glance.
  • The boat menu shows full stats — and your real rolls — in dry-dock. A docked or carried ship's menu now lists all of its ship stats (speed, maneuver, cannon power, reload, repair, morale) from its fitted upgrades and crew — and its actual hull craft roll, exactly as you'd see her afloat. No more launching just to read your hull's rolls; the dry-dock numbers match the at-sea numbers.
  • The boat menu updates the moment you fit something. Double-clicking an upgrade, crew, or ability deed while the boat menu is open now refreshes the slots in place — no more closing and re-opening to see the change.
  • The boat ability hotbar stops vanishing. Opening the floating ship-ability bar no longer flashes it up and then closes it a beat later.
  • The hostelkeeper's "Hostel" menu reads correctly. The keeper's right-click Hostel entry — the way renters re-open the panel to change or give up a room — now shows its proper label.
  • Hostel exit drops you at a fixed spot by the keeper, and the sheet-colour palette shows just the colour swatches (no name labels). Bed previews in the rent panel line up correctly, and the unrecolourable stone bed was retired from the menu.

2026-06-10

  • Cancel your hostel room from the keeper's panel. Renters now get a Give Up Room button right in the hostelkeeper's rent panel — one click sweeps your chests into your bank and frees the room. (Prospects who don't rent yet never see it.)
  • Boat abilities are now deeds you find, slot, and fire. A big new system: ships have a 6-slot ability hotbar filled by ability deeds that drop from pirate captains. Each ability is Lesser / Regular / Greater, and your ship has 3 Lesser + 2 Regular + 1 Greater slots — with far more abilities to find than slots, a kitted ship picks its character. Install a deed by double-clicking it aboard a ship you own (or the Dockmaster's new FIT ABILITY button); a full tier ejects the oldest of that tier back to your pack. Cooldowns are shared per tier (fire one Lesser, all three Lessers go on cooldown), and each deed rolls its own cooldown within its tier's range (Lesser 45–75s · Regular 90–150s · Greater 210–270s) — rarer deeds roll faster, so a finely-rolled deed is the chase. There are 21 new abilities: broadside bursts (Crushing Shot, Aimed Salvo, Tempest's Wrath, Hammerfall), armor-ignoring shots (Spirit Rounds, Truestrike Barrage), enemy-fouling shots (Chain Shot slow, Smoke Rounds accuracy-down, Venomous Rounds poison, Hullbreaker vulnerability), defenses (Brace Lines, Bulwark, Bilge Patch, Ghosting), speed & crew (Quick Tack, Honed Powder, Pike Wall, Boarders' Fury, Long Watch), and sea hazards (Depth Charges mines, Sargasso Bloom slow-field) — each with custom artwork. Ability deeds store in the Ocean Coffer too. See Boat Abilities.
  • Plunder ships for the whole kit — and tune your hull. Ability deeds, upgrade deeds, and crew-member deeds now all ride in the hatch of NPC pirate ships (locked until you clear the crew aboard). Drop rates are boosted for playtesting right now — expect a generous haul per ship — and will be tuned down before launch. Also: each hull rolls a small ±10% ability-cooldown modifier that affects every installed ability (a top-roll hull makes a top-rolled 45s Lesser fire again at ~41s); it carries across dry-dock, and the Dockmaster's INSPECT shows it.
  • Item tooltips now show reliably — and read in crisp white. Hovering an item in your pack, on the paperdoll, or in the grid-loot window now dependably pops its tooltip. An intermittent issue had been leaving the server silently refusing to answer hover requests, so item tooltips sometimes showed nothing even though empty equipment slots still labelled — that's fixed. The tooltip text is now flat white instead of the muted, greyed-out tint it had picked up, so names and property lines stay clean and readable. Single-click naming still works whether tooltips are on or off.
  • Weapons and armour show their name only. Hovering a weapon or a piece of armour now shows just its name (plus the crafted maker line) — without the extra magic-property stat block that doesn't apply on this shard.
  • Crafted weapons and armour show their material on hover. A Lyonspirewood crossbow now reads "Lyonspirewood crossbow" on hover, not just "crossbow" — every resource (each wood, leather tier, ore, and scale) names itself in the tooltip, matching what single-click already showed.
  • Cannon combat is far less chatty. Firing now gives one clean line per volley — "Hit for 90 — hull 980/1200" (or "Missed.") — instead of a pre-fire "Volley away!" banner, a hit/miss breakdown, and a tillerman shout on every salvo. The defending ship's tillerman now only calls out when the hull crosses a threshold (three-quarters, half, quarter, going-down); the rest of the time the floating health bar tells the story.
  • Cannons have an Accuracy stat now. Shots scatter a little by default (a skill-shot you can still dodge), and a new Accuracy ship stat — rolled on Powder upgrades and Gunner crew — tightens that scatter, eventually giving a real chance each shot lands dead-on. Steady Hand still guarantees perfect shots.
  • Board hull-to-hull, not by where you stand. The boarding rope now measures the gap ship-to-ship instead of from your tile to the enemy's anchor, so sailing alongside a long hull and roping its far end works — no more "too far away" when you're clearly rail-to-rail.
  • Disembark works off the rail. "Disembark" no longer refuses with "you don't have a clear path" when you obviously have open ground beside you — the bad line-of-sight check (it was blocked by your own hull) is gone.
  • The EMBARK button stops jumping you in place. Pressing EMBARK while already aboard your own ship now does nothing instead of teleporting you to a random deck tile. From an enemy deck it still snaps you back to your own ship.
  • Ship upgrade stats read cleaner. Two rolls of the same stat now combine — a rigging kit that rolled +3% and +7% maneuver simply reads "+10% Maneuver". The redundant "Uniform Roll" tag is gone everywhere (rarity colour is the quality signal; the flavour name like "of the Helm" stays).
  • Search your docked fleet by upgrade name. The Dockmaster search box now matches upgrade and crew names too — type "Barrage" to find every berthed ship carrying a "Heavy Barrage".
  • The tillerman tells you the captain and the hull. Hovering a ship's tillerman now shows "Captain: <name>" and the live "Hull: <current>/<max>" instead of a vague structural-condition line.
  • Ship bombs are cheap to make. A ship bomb now costs 3 stones (granite) to tinker, down from 10 boards + 2 greater explosion potions — make them freely and use them.
  • Boarding-party window tightened. The "who comes aboard" prompt dropped its subtitle and close button (right-click closes) for a cleaner look.
  • Repair your fleet at the Dockmaster. Each berthed ship now shows a hull healthbar (current / max) and a REPAIR button — pay doubloons (from your pack or bank) to bring a hull back to full over 2 minutes. The cost scales with how much hull is missing.
  • See a docked ship's full stats at a glance. Each Dockmaster card now lists the ship's combined SHIP STATS (speed, hull, cannon power, accuracy, maneuver, and the rest) alongside its crew, upgrades, and health — manage and inspect everything from one screen.
  • Paint your ship — paint now drops as loot. Pirate captains drop hull paint and cannon paint deeds in named colours (Crimson, Sea Teal, Forge Bronze, Gun Bronze, and more); the deed is tinted the very colour it applies, so you can tell it apart at a glance. Double-click a paint deed while aboard a ship you own (or fit it from the boat menu) to recolour her hull or cannons; the deed is consumed and the colour sticks across restarts. Paint is cosmetic and trades like any other deed. (The old [shipcolor command is now staff-only — paint is a find, not a free recolor.)
  • A new ship stat: Cooldown Reduction. Rolled on Rigging upgrades and Captain crew, it shortens all of your ship-ability cooldowns (up to −50%), so a well-outfitted ship can use its abilities more often in a fight.
  • Ship abilities now have tiers — and custom artwork. Each boat ability (Broadside Sweep, Iron Hull, Sprint Sails, Field Repair, Steady Hand, Smokescreen, Triage, Crew Rally) now fires at Lesser / Regular / Greater tier based on the rarity of the upgrade or crew that unlocks it — higher tiers last longer and recharge faster, so chasing rarer source deeds directly powers up your abilities. The ship hotbar also gained hand-crafted icons for every ability.
  • The boat ability hotbar shows only what your ship has fitted. The ocean hotbar used to list every ability — including ones you had not unlocked (shown as "not installed") and the arena-only Iron Tempest. It now shows only the abilities your ship actually has (from its installed upgrades and crew), and the icons are sized to fit their slots instead of spilling out. Iron Tempest appears only inside the boat-duel arena.
  • Broadside Barrage — fixed tooltip and behaviour. The capstone Ocean ability's tooltip wrongly said it fired both broadsides; it is a rapid 4-shot burst out the single side that bears on your target, and it now ignores the cannon reload cooldown — fire it even with the guns mid-reload. It is gated only by its own 120s cooldown.
  • EMBARK keeps you honest about distance. The Naval-panel EMBARK button (and [embark) now requires you to be within 14 tiles of your ship. No more opening the menu, running clear across the map, and teleporting back aboard.
  • The spyglass only works at sea. [spyglass now does nothing on land — it is a shipboard instrument, so you must be aboard a ship to raise it.
  • Add a boat to the Dockmaster from your pack. A new ADD A BOAT FROM PACK button drops a ship you carry as a deed straight into the dry-dock list, ready to launch — a loaded ship deed brings her whole crew and upgrades back; a fresh boat deed docks a new empty hull.
  • INSPECT a docked ship's full menu — including its abilities. Each Dockmaster card now has an INSPECT button that opens the ship's full menu in dry-dock: crew, upgrades, the abilities those fitted upgrades and crew unlock, and her combined ship stats — all editable (sign/eject crew and upgrades) without putting her to sea first.
  • Ship deeds and upgrade deeds got distinct icons. A boat-in-a-deed now reads as a small ship, while every droppable upgrade, crew, and paint deed shares a consistent ship-plans glyph — so a ship deed and a parts deed never look alike in your pack.
  • The boat menu has an ABILITIES tab. Alongside STATS / UPGRADES / CREW, your ship menu now shows an ABILITIES tab with your 3 Lesser · 2 Regular · 1 Greater slots laid out — each filled slot lists the ability and its rolled cooldown with a REMOVE button (the deed returns to your pack), and each empty slot offers INSTALL.
  • Your hull's cooldown roll shows in SHIP STATS. The ship menu's STATS tab now lists your hull's ±10% ability-cooldown roll directly, so you can read your specific ship's tuning from the menu — not only from the Dockmaster.
  • Upgrade, crew, and ability deeds name their slot. Single-clicking (or hovering) a deed now tells you which slot it fills — [Sailcloth], [Rigging], [Gunner], and so on — so you know what it takes up before you install it.
  • Loot inside containers with a double-click by default. The "double-click to loot items in containers" option is now on out of the box — double-click an item in a corpse or chest to pull it straight to your pack.
  • The Mote of Mastery is a book again. Its icon reverted to the proper tome art instead of the stray orb it had picked up.
  • Outfit your ship off the water — and launch from a Dockmaster. Double-clicking a boat deed no longer drops the ship onto the sea. A loaded ship deed (one you retrieved from a Dockmaster) now opens the full boat menu right from your pack, where you manage her crew, upgrades, and abilities while she is in dry-dock; a fresh empty hull points you to a Dockmaster. To put any ship to sea, take her to a Dockmaster and use Add a Boat from pack → LAUNCH. (Staff keep direct placement for testing.)
  • INSPECT opens the real boat menu. The Dockmaster's INSPECT button now opens a docked ship's full VESSEL menu — STATS, UPGRADES, ABILITIES, CREW — all editable in dry-dock, instead of a cramped inline panel. Her hull cooldown roll reads right in the STATS tab.

2026-06-09

  • Size up an enemy ship from its helm. Double-click any ship's tillerman to open its Vessel menu. For a ship you command it's the normal editable menu; for an enemy or NPC vessel it opens read-only, showing that hull's stats and its lifetime SHIPS SUNK record so you can judge a target before you commit. Checking an enemy's stats from your own deck no longer mistakenly shows your ship, and NPC fleet ships now read as "Enemy <hull>" instead of an internal spawn name. See Naval Combat → The Ship Stats panel.
  • The Vessel menu's INSTALL / SWAP buttons now work. Pressing INSTALL (or SWAP) on an upgrade or crew slot raises a targeting cursor — click the deed in your pack and it's fitted onto the ship you're standing on, with the displaced crew/upgrade handed back intact. (Double-clicking the deed still works too.)
  • EMBARK from land actually boards you now. The Vessel menu's EMBARK button used to do nothing from shore; it now steps you onto the nearest ship you command (your own, or a party / guild / alliance hull). If you opened the menu from a specific ship, EMBARK takes you to that hull.
  • "disembark" returns you to a friendly ship. Say disembark while aboard and, if a ship you command is within 12 tiles, you hop straight back onto it — the quick way off an enemy deck after a boarding run. With no friendly ship in reach you get a 12-tile cursor to step off onto solid ground. See Naval Combat → Getting back off.
  • Ship Repair Kits now lock you in for the repair. Using a kit holds you in place for 5 seconds, and the +200 hull lands when the channel finishes — you're committed for the repair instead of patching mid-swing. See Naval Combat → Repairing your hull.
  • Steer your ship with [ commands. Alongside the spoken words, you can now drive with bracket commands — [forward, [back, [left, [right (and the rest) — so ship steering can sit on a hotkey or macro. All directions respond to both speech and command now.
  • Overboard sends you to a fixed safe harbour. The red OVERBOARD button (and [overboard) now kills you if you're alive and returns your ghost to a consistent shore landing, every time.
  • Hover tooltips are back — and you control them. The item tooltip (the box that pops up showing an item's properties on hover) can now be turned on or off with the Show Tooltips option in the client's Options menu. Turn it off and single-clicking an item still names it, exactly as it does now; turn it on and you also get the hover tooltip box. Single-click naming keeps working either way.
  • Your talent panel refreshes live as you earn points. Earning a talent point — from a kill, or from sinking a ship for an Ocean point — now immediately un-greys any newly-affordable talent in an open talent panel, instead of staying greyed until you closed and re-opened it.
  • Renewing Light sits in the right spot now. The new Renewing Light healing talent was rendering in the corner of the tree; it now appears where it belongs — directly below Arcane Renewal in the Magery column, on the tier-2 row.
  • Talent tree headings line up. Each archetype's big name (ARCHERY, MAGIC, TAMING, …) now centers over its tree consistently across every page.
  • Boarding an NPC ship no longer disconnects you — real root cause found and fixed. The true cause was a server-side error in the boarding code: confirming the boarding-party prompt with "include followers" checked while you had no active pets raised an error that dropped your connection — every time, which is why it looked like a client crash even though nothing was wrong on your end. Having no pets is now handled cleanly (the recall-to-ship command had the same flaw and is fixed too). Two things that were making boarding heavier than it needed to be were also fixed along the way: a boarded enemy ship now halts the instant you set foot on it instead of sailing under you (which had caused a position-correction storm), and the burst of panel/talent data sent on boarding was trimmed so it no longer floods your client. Boarding is now clean and stays smooth — and the ship still fires its cannons while you fight for the deck.
  • NPC ships sum up a volley's hits in one line. When you shell an enemy ship, its tillerman used to shout a separate "Hull damage!" line for every cannonball in a volley (~4 a salvo). It now calls out one tally per volley — e.g. "Hull damage! (980/1200) [4 hits, 120 dmg]" — so the deck chatter stays readable.

2026-06-08

  • Item tooltips are back on. Hovering an item now shows its tooltip again — in your backpack, on the paperdoll, and in the quick-loot/grid-loot window (where hovering used to show nothing). Tooltips had been globally suppressed; they are re-enabled everywhere.
  • New Healing talent — Renewing Light (Magic path). Building on Arcane Renewal, your Heal and Greater Heal now also leave a heal-over-time, restoring an extra 10% of the initial heal per rank over 5 seconds (max +50% across 5s at rank 5). Re-casting on the same target refreshes it rather than stacking; PvM only, like all dungeon talents. See Healing talents → Magic path.
  • Coffers are now tradeable — contents and all. Your Ocean Coffer and Adventurer's Coffer are items you can hand to another player, and the contents go with them — whoever holds the coffer can open and use it. (Your existing Ocean Coffer collection moves into the coffer automatically the first time you open it, so nothing is lost. The Adventurer's Coffer must be secured in a house or your bank to open, as before.)

  • No recalling or gating off a ship. You can no longer cast Recall or Gate Travel while standing on a boat — sail your haul back to port instead of teleporting it home. (Recalling to your ship with the ship recall rune still works, so you're never stranded.)

  • Docking no longer loses items left on deck. Any loose items sitting on your boat's deck when you dock are now handed to you at the Dockmaster instead of being left floating in the water.
  • Ocean Coffer only opens on double-click. Dropping a deed into the coffer now stows it silently; the management menu opens only when you double-click the coffer (it used to pop open every time you dropped a deed in).
  • Deed rolls are now permanent. A crew or upgrade deed rolls its stats once, when it drops, and those rolls never change again — not on a server restart, not anywhere. (Previously a loose deed could regenerate its rolls across a restart; that's gone, so there's no reason to sit on a deed hoping for a better roll.)
  • Your profile now shows your server rank. Each lifetime stat on [profile (gold earned, monsters killed, player kills, NPC ships sunk, player ships sunk) now displays your server rank for that stat — e.g. SERVER RANK #3 — so you can see where you stand on the leaderboard at a glance.
  • New "QOL Features" panel. A new menu (button on your profile's Quick Access row, or [qolfeatures) lists each quality-of-life feature with a short description and an ON/OFF toggle — so you can see what each one does and turn it on or off in one place. It starts with Auto Stat-Potions (auto-drinks your best Str/Agi potion when the buff lapses, out of PvP) and Auto-Bandage (auto self-heals while you carry bandages). More will be added here over time.
  • Naval bug-fix pass. Several ship issues fixed: docking can no longer duplicate a boat (a stranded hull is now recovered, never copied); boarding an NPC ship no longer disconnects you (hardened at the native client layer); enemy crew no longer spawn stuck inside the mast — they stand on a real deck tile; slain ship crew now drop one consolidated pile of doubloons instead of two; the Ocean Coffer panel got fixes — the filter/sort dropdowns now work, the count badge fits, and it's titled simply "Ocean Coffer"; launching a ship no longer hands you a ship key (keys aren't used — boarding is owner/party-gated) and no longer pops a stray window; and the deed panels no longer show a "UNIFORM" tag (rarity colour is the quality signal).
  • One unified deed vault — the Ocean Coffer. Crew and ship-upgrade storage is now a single chest instead of two overlapping ones. The Ocean Coffer holds your entire deed collection (hundreds or thousands, per character, no cap), and double-clicking it opens a management menu where you filter by kind / slot / role / minimum rarity, sort by rarity or best roll, and withdraw any deed back to your pack exactly as it went in (rarity, rolls, crew level all intact). Entries now show the rarity in words and the crew level (rarity colour + word is the quality signal — higher tiers carry stronger rolls). Your stored collection is fully safe across restarts. The old "Sea Chest" is retired — it just opens the same vault. Keep valuable deeds in the coffer: a deed left loose in your pack across a restart can re-roll its stats (at the same rarity). See Naval Combat → Salvage & the Ocean Coffer.
  • Three Ocean talents are now fired abilities, not passives. The naval capstones/forks gained active effects you place on the talent hotbar and trigger as the ship's captain: Broadside Barrage ([broadsidebarrage, was Ship of the Line) — target a tile and fire both broadsides at once, 120s cooldown; Brace for Impact ([braceforimpact, was Unsinkable) — a 15s window that sharply cuts incoming hull damage and patches your whole crew to full, 120s cooldown; Emergency Repair ([emergencyrepair, was Ship's Surgeon) — an instant +25% max-hull patch, 60s cooldown. The rest of the Ocean tree stays passive. See Ocean talents → Active abilities.
  • Docking your ship no longer duplicates it, and works from farther away. A docking bug could leave the ship floating in the water and a copy at the Dockmaster (the whole vessel duped) — fixed. Docking now reliably removes the hull from the water as it berths, and the range you can dock from is more forgiving. If your boat ever "stayed behind" after docking, that won't happen again.
  • The Dockmaster's "Dock" menu now shows from anywhere. Left-clicking a Dockmaster always lists the Dock option now; when you're too far to use it, it appears greyed out instead of vanishing — so you can see it's there and just need to sail closer.
  • Retrieve a docked ship as a tradeable deed. Every ship at the Dockmaster now has a Retrieve button (a two-click confirm) that hands you a loaded ship deed carrying the whole vessel — hull damage, all crew (level and XP), and every installed upgrade. Bank it, store it, or trade it to another player; double-clicking the deed places the fully-fitted ship and makes the holder her owner. (Launch puts her to sea now; Retrieve lets you carry or hand off the ship instead.) See Naval Combat → At the Dockmaster.
  • Manage your fleet from farther down the pier. The range to launch, dock, retrieve, and fit ships at a Dockmaster is now 18 tiles (up from 8) — no more standing right on top of the NPC to work your fleet.
  • Broadside Barrage now fires a rapid single-side burst. The Ocean capstone [broadsidebarrage used to fire both broadsides at once; it now unleashes a rapid 4-shot burst out the one side that bears on your target (the side that actually has cannons — a ship gunned on only one side always fires that side). Same 120s cooldown. See Ocean talents → Active abilities.
  • Ocean Coffer filters & search now work. The coffer panel's filter dropdowns (kind / slot / role / min rarity / sort / page size) and the search box were dead and now filter your collection as expected. The coffer also only opens on a deliberate double-click — nudging or re-arranging it in your pack no longer pops the menu open.
  • The ship recall rune now costs like a Recall spell. Double-clicking your blessed ship recall rune used to be a free, instant teleport; it now requires 11 mana and a short channel (you stand still briefly, like casting Recall) before it pulls you to your ship. It is still a guaranteed way back — it can't be blocked by being flagged or freshly resurrected — just no longer free.
  • Looted ship upgrades & crew deeds no longer read "unrolled". A deed that survived a server restart between looting and installing could lose its rolled stats and install as inert ("(unrolled)"). Deeds now restore their stats automatically, so what you loot is what you install.
  • Installed crew no longer get stuck standing on the deck. Crew now spawn on a properly walkable deck tile and path around the ship instead of freezing on one spot.
  • Talent panel spacing fixes. The Ocean tree now lines up on the same tidy tier grid as every other tree (it was cramped/misaligned). The Healing tree gained a Magery sub-column on the left with Arcane Renewal under it, alongside the Bandage and Veterinary columns.
  • Boarding-crash hardening (again). Another path that could disconnect you the instant you boarded a ship was fixed at its real source (a native client position-update on a just-boarded deck). Boarding should be stable now.

  • New talent tree — Ocean (naval combat). A whole new archetype, spendable from the talent panel's Ocean section and earned by sinking ships. It only works at sea (while you're aboard a ship) and scales your vessel. Broadside (offensive): Heavy Shot (+cannon damage), Rapid Reload (faster/more volleys), Long Guns (+range), Full Sail (+ship speed) or Powder Charges (+cannon damage), capstone Ship of the Line (+damage, +reload, +range). Bulwark of the Deep (defensive): Reinforced Hull (+hull HP), Master Carpenter (+repair), Ghost Sails (enemy spyglasses see you from 5 fewer tiles), Ship's Surgeon (+morale → faster crew healing) or Iron Plating (+hull HP), capstone Unsinkable (+hull HP, +repair). It stacks with your crew and upgrades. See Ocean talents.

  • Boarding no longer disconnects you. Boarding a ship could instantly drop you from the game; fixed (a position-update side-effect on a just-boarded deck was crashing the client). The boarded hull also now holds still instead of the captain endlessly spamming its tillerman trying to sail.
  • Your boarding crew fight for you, not against you. Crew you bring across to an enemy ship no longer turn on you (their owner) — they correctly treat you, your party/guild/alliance, and your pets as friendly wherever they stand. And an enemy ship's crew now actually path to and fight a boarder instead of standing idle.
  • New command: [recallboarding. Pull your own crew and pets back off a foreign ship onto your own deck after a boarding action (this also frees the enemy hull to sail again once they're gone).
  • Fallen crew can be revived. If an installed crew member dies at sea they leave a marker on the water; after 3 minutes, double-click it (as the ship's owner) to bring them back with their level, XP, and rolls intact.
  • Remove crew & upgrades at the Dockmaster. Each installed crew/upgrade on a docked ship now has a small red x — click it to uninstall and get the deed back in your pack (the panel was add-only before).
  • Docking puts you at the Dockmaster. Sending a ship to dry-dock now places you on/next to the nearest Dockmaster instead of a random patch of shore.
  • Ship recall rune. Launching a ship now drops a blessed recall rune in your pack — double-click it to teleport straight to that ship's deck. It's deleted automatically when the ship sinks or docks, so a death at sea never strands you away from your vessel.
  • "Overboard" button on the ship panel. A red OVERBOARD button (next to EMBARK) throws you into the sea — you die and return as a ghost at Lyonspyre. (Also available as [overboard.)
  • Boarders land on the deck, not the plank. (Reinforced from the earlier fix — crews and boarders now share the deck interior so the fight actually happens.)
  • NPC warships always work for a cannon shot. A pirate ship that drifted to an awkward angle used to stop firing and only attack with its crew's spears. Its captain now always maneuvers to bring a broadside to bear and fires — closing the range when you run and presenting a beam when you stand — so the cannons never go silent mid-fight.
  • Going down with the ship is now lethal. Anyone still standing on a boat when it sinks — enemy crew, your pets, players — is now killed as the hull goes under, instead of being left treading water in the open ocean. You get the 10-second "abandon ship" warning to rope across to a friendly hull or jump off first.
  • Boarding lands you on the deck, not the plank. Swinging across to an enemy ship now drops you (and your boarding party) on the open deck interior instead of on the boarding plank or a cannon tile. The board-time handling that could disconnect you has also been hardened (the enemy hull is frozen for the instant you land).
  • Ship Bombs, Repair Kits and crew Logbooks stack properly now. They show the stacked "pile" graphic with a count and can be split apart by dragging, like any other stackable resource — previously they merged but rendered as a single item and couldn't be separated.
  • Dockmaster: a real "Dock" menu and in-panel crew/upgrade fitting. Left-clicking a Dockmaster now shows a proper "Dock" entry (it used to render a raw error). And Manage is built into the ship panel: each berthed ship has SIGN CREW and ADD UPGRADE buttons that fit (and swap out) crew & upgrade deeds right in the CEF panel — no more old-style popup. Swapping is lossless: the deed you replace comes back to your pack. See Naval Combat → At the Dockmaster.
  • Talent panel fixes. The tilted + badge on diamond (tier-4) talents — which read as an ✕ — now sits upright as a proper +. The panel has an explicit lower-right CLOSE button (left-click), since right-clicking a talent now refunds it. And the Talent Hotbar's empty + slots on pages 2 and 3 are clickable again — they were only registering clicks in a tiny top-left corner of each slot.
  • New command: "all release". Say "all release" to let go of every creature you command at once — summoned creatures (elementals, blade spirits, energy vortex, daemon) vanish immediately, and your tamed pets are freed after a single confirmation (one prompt for the whole batch, not one per pet, so a misclick can't scatter your stable). Handy for clearing your summons before a recall. See Taming → Pet commands.
  • Grandmasters no longer fizzle high-circle spells. The cast-success window was tightened so that at 100 Magery you cast every circle 100% of the time — an 8th-circle summon (Fire Elemental, Energy Vortex, Daemon, the other elementals) no longer randomly fails at grandmaster. Fizzle still ramps in below that. See Magery.
  • Summons come out following you. A newly cast controlled summon (the four elementals, the daemon, summoned animals) now starts on "all follow me" — it trails you from the moment it appears instead of standing where you cast it. Tell it to "all guard me" or "all kill" to make it fight. See Taming → Pet commands.
  • Spirit Speak now controls how long your summons last. Summoned creatures used to last a fixed time tied to Magery; now their lifespan scales with the caster's Spirit Speak2 minutes at 0, up to 10 minutes at grandmaster (longer with power scrolls). Spirit Speak is no longer a roleplay-only skill for summoners: every point keeps your elementals, daemon, blade spirits and energy vortex in the field longer. Control-slot limits are unchanged. See Spirit Speak.
  • Blade spirits and the energy vortex no longer attack players. These autonomous summons now hunt hostile creatures only — they will never target another player, making them a PvM tool rather than a PvP weapon. The energy vortex behaves as a heavier-hitting blade spirit; with the Spirit Speak change above, both also stay out much longer. See Spirit Speak → summons.
  • Optional floating heal numbers. A new opt-in shows a green +N over anyone you heal — yourself, an ally, or your pet — just like the damage numbers over what you hit. It's off by default; flip it on in Options → Combat & Spells → "Show healing numbers." Only you see your own heals. See Damage Tracker → Healing.

2026-06-07

  • New Healing talent — Arcane Renewal. The Healing tree's Magic path now has its first talent: your Heal and Greater Heal spells restore +8% more health per rank (5 ranks → +40%). Bandage healing is unaffected — it has its own talents. See Healing talents → Magic path.
  • Item tooltips work again in the quick-loot window. Hovering an item in the grid loot (corpse) window now shows its name and properties tooltip, like every other container.
  • Right-click a talent to refund it. Right-clicking a learned talent now refunds one point (instead of closing the panel), and if that empties the talent, anything above it in the chain that required it is refunded automatically — so you can re-pick part of a tree without resetting the whole thing. All talent changes (spend, refund, reset, load a build) now require you to be out of combat. See Talents → Reset and refund.
  • Walk through your own pets and summons. Your own controlled pets and summoned creatures no longer body-block you — step right through them at any stamina, with no stamina cost and no reveal. (Only YOUR own followers; enemy creatures and other players still block you.)
  • Fixed the slanted "+" on diamond talent nodes. The "assign to hotbar" + badge on tier-4 (diamond-shaped) talents was rendering tilted, so it looked like an ✕. It now sits upright like the others.
  • Rain of Arrows now pulls aggro and fires on a killing blow. Two fixes to the archery capstone: creatures caught in the splash now turn hostile (they were taking damage but ignoring you), and the splash still goes off when your shot kills the target — a finishing blow no longer cancels the rain. See Archery talents → Rain of Arrows.
  • Pets on "guard" follow you again. A pet (or a summoned daemon) told "all guard me" now keeps formation and trails you as you move, instead of rooting in place and only swinging at whatever wandered into reach. It still won't idle-wander off on its own. See Taming → Pet commands.
  • Summon control-slot costs standardized — your elementals cost less now. Rather than raising the follower cap, summon costs were flattened: Summon Animal is 1 control slot, and every other summon (Blade Spirits, Energy Vortex, all four Elementals, and the Daemon) is 2. A Fire Elemental now takes 2 slots instead of 4, so it fits easily under your 5-slot cap alongside a pet or two. And if a summon ever is blocked because you are at your follower limit, the game now tells you exactly why — it was easy to mistake for a Magery failure. See Taming → Control slots.
  • Protection, Reactive Armor and Magic Reflection now show a status icon. These three defensive spells were taking effect but not lighting up an icon on your status bar, so you couldn't tell at a glance whether they were up. They now show (and clear) their buff icon like the other spells do.
  • Your live swing speed is on your character sheet. The top of your [profileSTATS tab now shows the realized swing delay of the weapon you're holding (e.g. Bow — 3.25s per swing), so you can see exactly how fast you swing and what's speeding you up.
  • An EMBARK button on the boat menu. The ship's status panel now has an EMBARK button that steps you aboard your nearest ship from anywhere — handy when you're on the dock and the spoken "embark" can't reach.
  • The Dockmaster has a proper fleet menu now. Left-click a Dockmaster and pick "Dock" (or double-click), and instead of a plain list you get a panel showing every ship you have berthed — each with its hull, hull HP, and its full crew & upgrades (level, rarity, and rolls), a LAUNCH button (drops a placement cursor), and a MANAGE button (fit crew & upgrade deeds onto her before she sails). There is also a "Dock the ship I am on" button right in the panel, so you can harbour your current ship without remembering the [dock command.
  • Hotbar assigning is way clearer now. Unlocked active talents in the talent tree now show a big "+" badge (it replaces the old lightning bolt) so you can see at a glance which talents you can put on your hotbar — and it's always visible, not just on hover. Empty hotbar slots show a soft "+" too: left-click one to open a quick menu of the actives you've unlocked in your current zone and pick one to slot. Right-clicking a slot opens the same menu. See Talents → Active abilities vs. passives.
  • New Magic talent: Iron Focus (Utility). A new passive in the Magic tree's Utility column (under Arcane Reserve): 25% chance per rank that a creature's hit doesn't interrupt your spell while you're casting — at rank 4 (100%) a creature can never break your cast. It is PvM only: against another player's damage your casts can always be interrupted. See Magic talents → Utility → Iron Focus.
  • Force Field no longer works in PvP. The Magic Force Field ability (10s of total damage immunity) now does nothing against damage dealt by another player — it only nullifies creature damage. A blanket immunity window was fine vs monsters but oppressive in PvP. See Magic talents → Defensive → Force Field.
  • Boarding & deck fixes. Boarding an enemy ship no longer drops you from the game, and the enemy crew now actually fight back when you land on their deck (they were standing idle). Boarders also land on a random spot near the middle of the deck instead of all piling onto the mast.
  • "embark" / "disembark", reworked. Say "disembark" off your ship and it now brings you aboard (same as "embark"); say it while aboard and you get the place-to-step-off cursor, now reaching 18 tiles. You can only board ships you own (or your party / guild / alliance) — no hopping onto ships that aren't yours.
  • Tillerman opens the boat menu from anywhere. Double-clicking your tillerman — on deck or standing on the dock — now opens the ship's status/upgrade menu. (It used to wrongly say "cluttered deck" when you were off the boat.)
  • Sinking ships now earns Ocean talent points. Time at sea pays off: sinking an NPC or player ship credits your Ocean talent tree (more for a player ship). Make sure you're aboard when she goes down.
  • Enemy pirate spears hit a little softer vs players. Their boat-to-boat spear chip is trimmed ~20% against players specifically (their damage vs other crew is unchanged).
  • Every crew role now has a combat "signature" that fires on its own. On top of their passive mastery, each combat role gains an auto-firing ability that scales with level (weak at L1, full at L10) and announces itself over your ship: the Captain's Take the Helm (a speed/turn burst), the Quartermaster's War Cry (a crew-damage surge), the Lookout's Spotter's Call (a window of extra cannon damage), the Bosun's Repel Boarders (when your deck is boarded — your crew hit harder and you're harder to board again), and the Gunner's Charged Shot (every 3rd broadside hits for bonus hull damage). No button to press; the periodic ones only fire while you're actually in a fight, and a better-rolled crew procs harder. See Naval Combat → Crew signatures.
  • Ocean Coffer: one-click "Max Lvl" filter for your fully-leveled crew. The crew column now has a gold Max Lvl (N) chip. Click it to show only the crew you've trained to the level cap — the ones ready to install and sail — and the N on the chip tells you at a glance how many maxed crew are sitting in storage. It stacks with the role chips and the search, so you can pull up just your maxed Gunners in one click. See Naval Combat → Salvage & the Ocean Coffer.
  • New crew role: the Quartermaster — buffs your whole crew's damage. A seventh crew type joins the roster. The Quartermaster leads the fighting: their mastery is +Crew Damage, which makes every deckhand on the ship — the ones who fend off boarders and hurl spears at enemy ships — hit harder (it stacks across the boat, so one Quartermaster lifts the whole crew). They also bring +Boarding Defense. Like every crew, Quartermaster deeds drop from sunk ships at random rarity and rolls, so it's worth farming for a great one. See Naval Combat → Crew leveling & mastery.
  • Morale finally matters — it heals your crew. Morale used to be a dead stat. Now it boosts your Surgeon's healing, and a high-morale ship even patches its crew up a little on its own (no Surgeon required). Captains, Bosuns and Surgeons all bring Morale, so a well-led crew shrugs off a long fight. (Mastery tuning: Captain is now +Speed & Morale, Bosun +Boarding Defense & Morale, Surgeon Morale + its heal.)
  • Ocean Coffer: search + type filters, and a tighter layout. The coffer panel now has a search box (filter crew & upgrades by name) and type chips with live counts — Captain (3), Figurehead (10), and so on — so when you've farmed a pile of one type you can see it at a glance and click to sift through them (duplicates and all; the new Quartermaster shows up automatically). Cards are also much more compact now, so far more fit on screen at once. See Naval Combat → Salvage & the Ocean Coffer.
  • Crew leveling is fully built out — every role levels into its own mastery. Leveling a crew used to just nudge their rolled stats. Now each role gains an intrinsic, level-scaled mastery in its own domain on top of that: a Gunner levels into +Cannon Power & faster Reload, a Carpenter into +Hull HP & Repair Rate, a Captain into ship-wide +Speed & Maneuver, a Lookout into +Cannon Range & Spyglass, a Bosun into +Boarding Defense (the boarding specialist), and a Surgeon into +Boarding Defense. And the two support roles now work between the volleys: a Surgeon passively heals your deck crew, and a Carpenter passively mends your hull when you're out of combat (it never heals mid-fight). The Salty Seadog shows each crew's current mastery; level them 1→10 with crew training logbooks + doubloons. See Naval Combat → Crew leveling & mastery.
  • Logbooks got a proper book. The crew training logbook now uses a clearer bound-book graphic (the old one was a tiny leaflet) — nicer in the pack and as a stack.
  • Crew training is one simple resource now. All the old role-specific "logbooks" (Gunnery, Leadership, and so on) are folded into a single crew training logbookany logbook now levels any crew at the Salty Seadog, one-for-one. (Logbooks you already have still work and all count the same.) They're back in the hatches of NPC ships — but the hatch stays locked until you've killed every enemy crew aboard, so the prize (the crew/upgrade deed, doubloons, and logbooks) is earned by taking the deck. See Naval Combat → Crew training logbooks.
  • Dockmasters hold your whole fleet. A Dockmaster can now berth any number of ships — the reclaim list pages (ten at a time, Prev/Next) so a large fleet never runs off the screen. See Naval Combat → At the Dockmaster.
  • Enemy ship crews actually shoot back now — and they go for your crew first. Boat-to-boat, an enemy ship's crew now throw spears across the water at you and at your installed crew (they would line up and look aggressive before but never actually loose a shot). It's a light chip of damage (it's boat-to-boat, so it's reduced on purpose), and crews target the opposing crew before the player — so your own deckhands soak fire instead of every enemy piling onto you at once. See Naval Combat → Crews in a sea fight.
  • Pirate ships only pick a fight on the water. An NPC warship will no longer sail in and shell you while you're standing on land — it only engages targets that are themselves aboard a boat. And once a pirate ship has a clean broadside on its target it now holds position and fires instead of endlessly circling.
  • Board a ship and it can't sail away. While any hostile (a boarder, an enemy crew) is standing on a hull, that ship can no longer drive forward or back — it can still turn in place and fire its cannons, but it can't escape under power. This cuts both ways: if your own ship is boarded you keep cannons and steering but lose your engines until you clear the deck. (An empty, unguarded ship is still a free board — leave someone aboard.) See Naval Combat → Boarding.
  • Ship Bombs, Repair Kits and crew Logbooks now truly stack. All three naval consumables now combine into a single stack in your pack — including copies you loot from ship hatches or are granted, which used to pile up one slot each instead of merging. Arming a Ship Bomb still peels one off the stack and leaves the rest (a live, armed charge is never swallowed back into a stack). Repair Kits are now stocked in the coffer's "Boating" tab too (alongside Ship Bombs), and the Boating tab moved up next to Reagents so it stops crowding the panel edge.
  • Missed arrows no longer litter the ocean. An arrow or bolt that misses and would land on open water is now lost instead of dropping as a floating item — those stray shots were piling up on the sea and blocking ships. (Misses over land still drop recoverable ammo as before.)
  • The Ocean Coffer is now a proper crew & upgrade viewer. Double-click an Ocean Coffer and instead of a plain bag you get a panel that lists every crew member you've salvaged (with their role, rarity, level and an XP bar) and every ship upgrade (slot, rarity, rolls), each with a Withdraw button. Bring crew home from sunk ships, see exactly what you've got at a glance, and pull what you want. See Naval Combat → Salvage & the Ocean Coffer.
  • Pirate ships stopped dropping those "logbook" pages. The crew-training logbooks that were turning up in captured ship holds are no longer dropped — they were clutter you didn't ask for. The actual prize (a crew member or upgrade deed) and the doubloons still drop.
  • Loot-roll only pops when you open the corpse. The group loot-roll prompt used to appear the instant a creature died, even from across the screen. It now only opens when an eligible looter actually opens the corpse — no more random roll windows popping for a kill ten tiles away. Who's eligible (your party/guild who helped) is still locked in at the moment of death.
  • Dock & launch, smoothed out. Three fixes to the Dockmaster: docking your ship now sets you safely ashore instead of leaving you bobbing in the water where the hull was; launching a docked ship gives you a placement cursor (like setting down a ship deed) and politely lets you try again if the spot's no good — your ship is never lost on a bad placement; and a new Manage button at the Dockmaster lets you fit crew and upgrade deeds onto a docked ship before you launch it (swapping a slot hands the old one back to your pack, never destroyed). See Naval Combat → Docking your ship.
  • Corpses now tell you who died. Monster corpses used to read a generic "a corpse" — in the grid-loot window, on single-click, everywhere. They now read "a corpse of \<name>" (e.g. a corpse of a skeleton), so you can tell at a glance whose body you're looting. Player corpses already showed the name and are unchanged.
  • Ship crews fight like a real crew now. A pass over naval NPCs: crew stay on their deck (they never swim off after you), they throw spears at enemy ships engaging them (reduced damage, since it's boat-to-boat — full power only on their own deck), and once you board them they chase you across the deck and fight. Your own installed crew behave the same way. Crew also no longer drop their clothing or armor when killed (that gear was costume, not loot).
  • Sunk ships stop littering the sea. Anything left loose on a deck (stray arrows, dropped items) is now cleared when the ship sinks, instead of floating on the water as an invisible movement-blocker. (Cargo in the hold is untouched — that's still salvageable.)
  • Resonance level-up banner shrunk. The overhead message when you tier up a resonance was running off the edge of the screen; it now just reads "Resonance Upgraded!"
  • Cannons tell you when they're ready — and there's a reload bar. When your cannons finish reloading the tillerman calls "Cannons ready!", and while they're cooling down a "Cannons Reloading" cooldown bar runs on every player aboard. The bar tracks your actual reload time, so reload-speed upgrades shorten it automatically. See Naval Combat → Cannons.
  • Boarding is a real decision now — pick who crosses. [brope (the boarding rope) now opens a picker: send Myself, your Crew, your Followers/pets, or any combination (all three are checked by default). The tillerman announces the attempt, and a 10-second "Boarding Party" cooldown bar runs. The big change: an empty enemy deck boards at 100% — so leaving nobody aboard your ship while you run off is now a real risk, someone can step on and take it. Leave a crewman or a pet behind to keep your odds down. See Naval Combat → Boarding.
  • New: Ship Bombs (Tinkering). A craftable barrel charge — 10 Boards + 2 Greater Explosion Potions at a tinker's bench. Double-click it while standing aboard a ship to drop it on the deck and start a 10-second fuse (a countdown ticks over the barrel). When it blows it deals 300 damage to the ship's hull and 75 flat damage — ignoring armor and resists — to every player within 3 tiles. Changed your mind? Double-click an armed bomb to defuse it and pocket it — and a sharp-eyed defender can grab one a boarder dropped. Boat-only. Stocked in the new "Boating" tab of the playtest coffer. See Naval Combat → Ship Bombs.
  • New: Ship Repair Kits (Carpentry). A craftable kit that repairs 200 hull when used aboard a damaged ship. (Crew and upgrades that boost how much it mends — and how fast — are coming.) See Naval Combat → Repairing your hull.
  • New: the Ocean Coffer — stash salvaged crew & upgrades. When you sink an NPC ship it can drop a crew member (a Lookout, a Gunner…) or a ship upgrade. The Ocean Coffer is a container that holds exactly those — crew and upgrade deeds — so you can collect and organize your plunder. (The old "gunner's powder log" drop was a leftover and has been removed.) See Naval Combat → Salvage & the Ocean Coffer.
  • New: dock your ship — [dock and the Dockmaster. Stand on a ship you own and type [dock to put her away — losslessly. Her crew (with their levels and XP), installed upgrades, and exact hull damage are all remembered. Reclaim her later from a Dockmaster NPC, relaunched exactly as you left her — just like stabling a pet. You can't dock while moving, with hostiles aboard, or while she's sinking. See Naval Combat → Docking your ship.

2026-06-06

  • Casting no longer turns you red, and you can spin in place while casting. Two casting annoyances fixed. (1) Your character used to glow red the whole time you were casting — that was the "highlight paralyzed creatures" tint bleeding onto you (casting freezes you, which reads the same as paralysis). It now only ever tints other mobiles, so you stay your normal colour while casting. (2) You can now turn in place (face any direction) while casting — you still can't walk to a new tile mid-cast (that's intended), but rotating to aim works again. Relaunch your client for both.
  • Ships: no locks, hop aboard with [embark, and crews that stay put. A batch of naval quality-of-life: boats can no longer be locked — launch one and it's yours, and anyone in your party or guild can type [embark to teleport straight onto your deck from anywhere. Enemy ship crews now stay on their deck and only fight you once you've actually boarded — no more crew swimming off to chase you across open water. (Every craftable ship already comes with its cannons pre-mounted — no manual mounting needed.)
  • Spell cast animations fixed — your character casts properly again. Casting most spells (Greater Heal especially) made your character play a random, often mounted-looking gesture — Greater Heal literally rendered the "slap your horse" animation while standing on foot. The client was mis-reading the cast animation the server sends and landing on the wrong animation frame for every spell. It now plays the standard cast gesture for directed and area spells, the way T2A should. Relaunch your client to get the fix. (Unrelated: if your character glows red while low on HP, that's the optional "Glow red at low HP" client setting — toggle it in Options or with [redflash off.)
  • Tempest resonance now sharpens your aim, too. On top of its melee swing-speed bonus, Tempest now adds +1% melee hit chance per active level (so 5/5 on a slot is +5% accuracy, folded into the same Hit Chance total your weapon skill and Precision feed). It stays strictly melee: both bonuses read 0 on a bow, and if Tempest is ever paired with a ranged weapon its Ultimate, Stormcaller's Wrath, won't proc either. See Resonance → Tempest.
  • Profile STATS tab now shows every accuracy source (and Spell Crit breaks down). The Hit Chance breakdown on the STATS tab of [profile was leaving out the Precision talent — your top number counted it but the breakdown below didn't, so 5/5 Precision read "75%" up top but the list only added to 50%. The breakdown now itemizes Precision (and Tempest accuracy), and always sums to the number shown up top. Spell Crit also gained its own breakdown block (it had a total with nothing under it).
  • Resonance proc descriptions cleaned up — no more stray "?". The Ultimate proc text in the resonance details (e.g. Stormcaller's Wrath) had a stray "?" where a punctuation mark got mangled in transit. All six proc descriptions were rewritten to read cleanly and now display correctly.
  • Emotes, reworked — a big new vocal set + an emote wheel. Emotes are now 34 voiced emotes (puke, cackle, cheer, scream, kiss, burp, sneeze, hiccup, growl, yawn, sigh, and more) — each with a real male/female voice clip. They're all unlocked the same way: roll the Random Emote Deed in the AP Store ([store buy emote.deed, 100 AP) — each roll grants one you don't own yet, refunds if you own them all, so you keep rolling to collect the set. New: an Emote Wheel — everything lives on one screen now: open Options → "Emote Wheel" (just below Cooldown Bars), set your open key right there in the menu, and tick the emotes you want on the wheel. Then tap the key to pop a radial picker at your cursor. It's a true pie: each emote owns a wedge, the wedge under your cursor lights up, and you can click anywhere in that wedge to fire it (the dark center, or clicking off the wheel, cancels). The wheel resizes to how many emotes you put on it, and a fresh wheel starts empty until you pick some — so you never see emotes you can't use. Type any command directly too ([puke); a few read with a trailing "s" ([sighs) but the bare form works the same ([sigh == [sighs). (suggested via Discord — #30) Relaunch your client to get the wheel.
  • Items show their real names again — no more "a item". A few items — most visibly some hats that dropped from monsters — were single-clicking as the meaningless "a item" because their name text wasn't resolving. Every wearable now falls back to a readable name (a wizard's hat reads "a wizards hat", never "a item"), and a couple of wand types that could even glitch on click are fixed too. (reported via playtest)
  • The Adventurer's Coffer hands back gear with its real material — and keeps it Exceptional. Pulling a weapon or piece of armour out of your coffer used to come back as a plain, regular-quality piece with no material name — a Lyonspireite halberd would just read "a halberd". Withdrawn gear now keeps both its material (so you get "an exceptional Lyonspireite halberd") and its Exceptional quality, matching what you stored. (Reminder: the coffer only accepts Exceptional, fully-repaired weapons and armour in the first place — that gate is unchanged.)
  • New: Auto Stat-Potions — your Strength/Agility pots refill themselves. Drink one Strength or Agility potion and, from then on, the game automatically drinks the next one (best tier first) the moment the buff runs out — so you stay buffed hands-free instead of babysitting a 2-minute timer. On by default. It pauses in PvP (pot timing in a player fight stays your call), needs a free hand, and runs freely against monsters. Toggle with [autostatpot. See Systems → Auto Stat-Potions. (suggested via playtest)
  • No mounting in any dungeon now — not just The Pit. Every classic dungeon (Covetous, Deceit, Despise, Destard, Hythloth, Khaldun, Shame, Wrong, Terathan Keep, Fire, Ice, and the rest) is now a proper no-mount zone: you're auto-dismounted at the entrance (your ride is stashed and returned when you leave), and you can't summon or mount anything inside — including ethereal mounts, which previously slipped through. As a bonus, entering one now flashes its name and counts toward your explore achievements. (reported via Discord — #32)
  • The coffer's Withdraw box now defaults to 1, not the whole stack. Opening your Adventurer's Coffer and hitting Withdraw used to pull the entire stack by default; the amount now starts at 1 so you grab what you mean to. You can still type any amount up to the full count. Relaunch your client to pick this up. (reported via Discord — #35)
  • Capped skills stop rolling for gains. A skill sitting at its individual cap (e.g. 100/100 Meditation) no longer runs the gain check on every use — it can't gain anyway, so the work (and the [skillgain "X% gain chance" spam) is skipped. Purely an efficiency + tidiness fix; your stats still gain normally while a skill is capped. (reported via Discord — #33)
  • Wiki: how to raise your skill caps is now documented. The Skills page now spells out that a Scroll of Mastery raises one skill's cap by +1.0 (to a 150 ceiling, 22 core skills), and a Mote of Mastery raises your total cap from 700 toward 750 — including how Magic Resist fits in. (reported via Discord — #34)

2026-06-05

  • AFK play is now allowed — and the client reconnects after a server restart (now ON by default). You can leave a looping macro or a Razor script grinding a skill while you're away. If the server reboots or your connection drops (or a GM kicks you), the client now waits for the server to come back, logs you in automatically (saved account + last character), drops you back where you were, and resumes your macro or script from the top — so a reboot no longer costs you a night of progress. Auto-reconnect is on by default; there's an "Auto-reconnect" checkbox in Razor's Macros and Scripts option tabs if you ever want to turn it off. Just keep Save Account on and have your macro set to Loop (or run a looping script). An intentional Quit never auto-reconnects. (Reminder: the gain engine still wants you to vary your target — a loop that roams nodes keeps gaining; one that hammers a single tile runs but stops gaining.) See Systems → Auto-Reconnect & Macro Resume.
  • Recorded macros/scripts no longer get polluted with [talents refresh. The client quietly refreshes your talent data in the background (e.g. when you change regions); that internal command is no longer captured into a macro or script you're recording, so your recordings stay clean.
  • Meditation never fails — and armor, not luck, decides your regen. Using Meditation now always drops you into the trance; the old roll that could fail to "focus" (and got worse the bigger your mana pool, so high-Int mages failed constantly) is gone. What you wear now sets the rate, not whether it works: leather/cloth/wood and mage-fit pieces are free; heavier materials slow regen by 2× their total armor penalty (each piece = its slot's weight × its material's weight), down to a 0.125/sec floor. Shields no longer block meditation — a buckler or wooden shield is free, a heater shield is a full penalty, everything in between scales. Headline numbers at 100 Meditation: 1.0/sec passive, 2.0/sec actively meditating with no/leather armor; a single plate chest cuts that to 0.30/0.60; a half-penalty suit (e.g. plate chest + legs) sits at the floor. See Combat → Mana regen. (reported via in-game [bug)
  • Your whole party can loot a kill — no damage required. When anyone in your party kills something, every party member can loot the corpse without flagging criminal, even members who dealt no damage and were across the map. The party's claim is locked in at the moment of death (so it holds even if the killer leaves the party afterward). Works on both monster and player corpses. To be clear, this does not open corpses up to everyone — anyone not in the party who didn't earn looting rights still flags criminal for taking the loot, exactly as before. (Loot-roll range and XP-share range are unchanged.)
  • Skill trainers no longer pocket your extra gold. Paying an NPC to train a skill now charges you only for the points you actually gain (1 gold per 0.1 skill) and hands the rest straight back. Before, dropping a big pile of gold would consume the whole pile even when the trainer could only teach you a little — so a 40,000-gold drop for ~24 points ate all 40,000. (reported via in-game [bug)
  • Bandages tend you and your pet at once. When you bandage yourself with a hurt pet nearby, the same bandage now also mends the pet. Your own heal is a little smaller (you're splitting your attention), but the pet gets a large, reliable, never-fail mend that scales with your Veterinary (and Animal Lore) — a real vet tops their companion off deterministically.
  • Pets on Guard hold their ground. A pet set to Guard no longer wanders or trails you — it stays put and defends. (Want it to follow you around? Use the Follow command.)
  • Mobs react a little faster and stop body-blocking each other. Hostile creatures now notice you sooner (reaction time only — their detection range is unchanged), and they can push through one another to reach you, so you can't stack a pile of them in a chokepoint and pick them off one at a time. Players and your own pets still block normally.
  • No summoning a mount inside a dungeon. You already couldn't ride into a dungeon; now you can't re-summon one once you're down there either (ethereal mounts, claimed/summoned tames, etc.). GMs are exempt.

2026-06-04

  • Healers now bring back your dead pet. A wandering or town healer will now resurrect a dead bonded pet that comes within range — the same courtesy they extend to fallen players, and free. Walk your pet's spirit up to a healer (or let one wander by) and it lives again. (Only bonded pets leave a spirit to revive; un-bonded pets are still lost on death.)

  • UI fixes — talent icons + pet portraits no longer go blank. Reopening your Talent menu (or the Profile/Resonance Talents tab) after it had been closed for a while could show the tiles as plain DEF / DMG / ? / SPD text instead of their icons; the Pet Stats and Stable panels could likewise show blank pet portraits on reopen. Both are fixed — the art is re-sent whenever the panel reopens.

  • Rat King — new "Sniff" ability + a reworked cheese mechanic (playtest). The King now periodically sniffs and summons a ratman-mage for every fighter in the room, scattered around it. One of them carries a wheel of pungent cheese — kill the carrier, loot the wheel from its corpse, and drop it near the King to make him sprint over, eat it, and shrink back to normal. That wheel is now the only thing he will eat (plain vendor cheese no longer works), and every wheel is destroyed when he dies, so you cannot stash one for a later attempt. See the Boss Bestiary.

  • Rat King — combat + UI tuning (playtest).

    • His regular bites hit much softer. A fully-grown King was swinging for 140-180 with ordinary hits — harder than his signature Gnaw, which was backwards. Normal hits now land around 70 on a lightly-armoured target and can never exceed 120, so the Gnaw is firmly his single biggest hit — the one your tank rotates Last Stand to survive. The bite now lands with its own meaty crunch.
    • The Blinding rescue is a 5-rune sequence now (was 3) — a tougher gate for the freeing ally to clear.
    • The Feast card stays up after you feed. Press Feed the King in your seat order and your card now shows Fed and waits with the group instead of vanishing; it only closes when the feast resolves. Feeding out of order still instantly spawns the swarm — and now closes everyone's card.
  • Faster panels — the in-game info panels now warm up at the login screen, so the first panel you open after entering the world (Profile, Crafting, Party, and the rest) pops open instantly instead of stalling for a few seconds the first time.

  • Talent fixes — several abilities that were spendable but not firing now work. A full sweep of the talent trees turned up a handful that weren't doing their job:

    • Skull Smash (Macing T3): after a Crush procs, your next mace hit on that target now gets its +50% follow-up damage and 1-tile splash. (The follow-up was never being primed.)
    • Wild Hunt (Taming T5) now actually summons its pack — 2 spectral wolves that fight alongside you for 30s. They don't count against your follower cap, so you can call them even with a full stable out.
    • Pet Sacrifice (Taming) now redirects your incoming damage to your nearest pet for its 6-second window, as described — no live pet, no effect.
    • Arcane Cataclysm (Magic T5) now also boosts your spell crit damage (+50%) during its window; previously only its mana-cost reduction was working.
    • Fencing tooltips corrected: Lunge now reads 200% damage and Eviscerate +300% bonus damage to match what they already hit for (the text lagged a tuning pass). See Talents → Fencing.
  • Mystic Strike (magic offensive T4) now actually does "double Flame Strike." It was under-delivering — the hit ignored the EvalInt/Magery damage scaling that a real Flame Strike gets, so for geared casters it landed around 1.5× a Flame Strike instead of the advertised 2× (a 100-EvalInt mage reported ~70). It now multiplies by the same spell-damage scaling a Flame Strike uses, so it's a true 2× your own Flame Strike on the target — better EvalInt/Magery makes it hit harder. The 15% crit and the 50%-over-9s bleed are unchanged. See Talents → Magic → Mystic Strike. (reported via in-game [bug)

  • A new boss prowls The Pit: the Rat King (playtest). A plague-hued giant rat that starts 3× size and swells toward 8× as he fights — and he grows faster the lower his health gets, so he is biggest right before he dies. All his damage scales with size (his Gnaw and his regular bites), and shrinks back when he eats cheese. His Gnaw is a brutal armour-shredding bite on the tank: wear real armour, and once he is swollen rotate Last Stand to live through it (and it keeps coming until someone survives). Drop any cheese on the floor (vendor cheese is fine) and he will sprint over, eat it, and shrink back to normal. During the Feast everyone gets a secret seat number — call it out and feed in strict order; feed out of order and you fail instantly, flooding the room with a giant-rat swarm (which dies with him). And watch out for the Blinding — he blacks out one player's whole screen, and a different player must press three runes in order to free them. All his menus close when he dies. Found in The Pit's northern boss room. See the Boss Bestiary. (Numbers are tuning values and will change.)

  • Last Stand now actually reduces damage. The Melee-Defensive capstone Last Stand was supposed to give a flat 75% damage reduction for 8 seconds, but a wiring gap meant it was reducing nothing in real combat. It now works as documented — pop it and you genuinely shrug off physical hits (boss telegraphs, big swings, the Rat King's bite) for the window. (Tanks: this is your panic button again.)

  • The Adventurer's Coffer has a new look. Your coffer now appears as a tall, stocked storage shelf. It's furniture you can rotate between a south-facing and an east-facing orientation (turn it with the house "Turn" option once it's locked down). Coffers you already own update to the new look automatically — relaunch the client to pull the new art.

  • Gear no longer loses durability or breaks (playtest). Weapons, armour and shields keep full durability no matter how long you fight — nothing wears down or falls off mid-fight. This is a playtest convenience so you can hammer on a build without re-repairing; it may be revisited before launch.

2026-06-03

  • The world map has been updated. New terrain edits are live — relaunch the game to see them.

  • Loot rolls now share stacked drops fairly. When a creature drops a stack of the same rare, everyone clicks Roll once and the stack is divided among the rollers by roll rank — 3 items between 3 rollers means one each; 5 between 3 means 2/2/1. No more one person scooping the whole stack. See Group Loot Roll.

  • Stats train much faster (playtest). Strength, Dexterity and Intelligence were creeping up far too slowly — there was a long hidden cooldown between gains. That's been cut right down for the playtest, so stats now climb at a sensible pace while you use your skills. (Tuning value; will be balanced for launch.)

  • Rain of Arrows now triggers from Volley. If you have Rain of Arrows and fire Volley, the Volley shots now count toward triggering Rain of Arrows like normal bow hits do (they weren't before).

  • Party loot-roll reach extended. You can now be a few tiles further from the corpse and still take what you won (and still join the roll) — the range was bumped up by 4 tiles.

  • Adventurer's Coffer: weapons & armor are now stocked. Base-tier weapons and armor pieces are available in the playtest coffer alongside reagents and potions.

  • Adventurer's Coffer: "Set all" now works. The bulk button on a catalog tab now reliably sets your loadout target for every item on that tab (it was silently failing on full pages). For different amounts per item, edit the rows on the Loadout tab and click SAVE ALL.

  • Adventurer's Coffer: spell scrolls can be withdrawn again. The Scrolls tab was missing its withdraw control — fixed.

  • Adventurer's Coffer: icons fixed. Resonance Echoes now show each school's colour (they all looked the same before), and the Mote of Mastery shows its proper icon instead of a placeholder.

  • Resonance now requires you to actually wear the gear. A resonance assigned to an armor slot only applies while that piece is equipped — take the helm off and its resonance switches off, and your stats update to match.

  • Summoned creatures no longer raise Taming or Animal Lore. Commanding a Summon Creature pet was nudging those skills up; only genuinely tamed pets train them now.

  • Explosion potions can't be chain-thrown. There's now a short (~1.5s) gap between throws. Other potions (heal, cure, refresh, buffs) are unaffected.

  • Healing talent tree fixed. The Veterinary talents (Specialist Healing, Wide-Range Therapy) were rendering stacked on top of each other / off-screen — they now lay out correctly in both the Talents panel and the Profile's Talents tab.

  • Misclicked a talent? Right-click to refund it. You can refund talent points one at a time (right-click a node) instead of resetting the whole tree — the panel now spells this out.

  • Adventurer's Coffer: header + "set all" fixes. The column header now sits flush with the list, and editing per-row targets on the Loadout tab then clicking SAVE ALL no longer resets your numbers to 0 mid-edit. The catalog's bulk field is clearer now: it applies one quantity to every item shown — for different amounts per item, use the Loadout tab's SAVE ALL.

  • Ghosts move faster. While dead — only possible inside Inferno Royale now, thanks to auto-res — you move at mount speed instead of crawling. (Playtest aid.)

  • Playtest: you no longer die outside the arena. Anywhere except an active Inferno Royale match, lethal damage now instantly restores you to full health (and stamina and mana) with all your gear still on you — no corpse runs while we test. This is a temporary playtest aid and will be turned off at launch.

  • Fixed: abilities no longer show a fake cooldown when the cast doesn't fire. Activating an ability the server declines — Arcane Reserve at full mana, Volley with no bow, a strike with the wrong weapon — used to still spin up its hotbar cooldown even though nothing happened. The cooldown now starts only when the ability actually fires.

  • Loot-roll fixes. A roll can no longer get stuck on the Active tab — if your client misses the result it now clears itself to History. And when someone outside your party/guild grabs a rolled item off the corpse, you're now told the item "is no longer on the corpse" instead of "a thief took it" (that person flagged themselves criminal by taking it). See Group Loot Roll.

  • Fixed: your corpse's floating name no longer reads "Korpus." Your own corpse's nameplate now shows "a corpse of <your name>" as intended, instead of the raw tile name.

  • Build your Adventurer's Coffer loadout in one click. Each catalog tab now has a SET ALL SHOWN control — type a quantity and it sets that loadout target for every item currently listed (ideal for "5 of each buff potion, 10 of each heal/cure/refresh"). The loadout editor also gained a SAVE ALL button, so you can edit every target and apply them all together instead of saving one row at a time.

  • Fixed: the Adventurer's Coffer no longer "merges" rows under the header when you scroll. The sticky column header is now solid and tracks cleanly with the list, so scrolling no longer smears the top row into the heading.

  • Server patches now warn you first — and save your progress. When an update is being deployed, everyone online gets a short countdown ("going down for a quick patch") with an estimated downtime, and the world is saved before the server restarts — so nothing in flight is lost.

  • Inferno Royale: the fire now consumes the whole arena, and gets deadlier as it closes. The storm no longer stops at a 10×10 safe pocket — it shrinks all the way down, so every match resolves. Storm damage now ramps from 5 HP/s up to ~25 HP/s as the zone closes, so camping the edge late is lethal. (Players in a match are already treated as grey/lawless — no criminal or murder consequences for arena PvP.) See Battle Royale.

  • The Quartermaster's Cache is now the "Adventurer's Coffer." Same storage, better name. It also now holds Resonance Echoes (one tab, per school) and Mastery scrolls + Motes of Mastery (their own tab), so you can stash and resupply them just like reagents and potions.

  • Meditation & mana regen rebuilt — casters sustain much better. Mana regeneration is now driven by your Meditation skill rather than Intelligence (Int still sets your mana pool; Meditation sets the refill speed). Passive regen — the kind that keeps working while you move and fight — scales from 0.5 up to 1.25 mana/sec at 100 Meditation, and actively meditating doubles your rate up to a 2/sec cap. Leather (any quality, including the special leathers), cloth, and mage-fit/spell-channeling armor carry no meditation penalty; heavier armor only slows regen — it no longer disables it. See Meditation and Mana regen.

  • Player HP & Stamina regen now apply correctly. A registration bug left the flat player regen rates inert; they're now live at 1 HP / 4 s and 1 Stamina / 1 s. Creature regen is unchanged.

  • The Quartermaster's Cache now stores arrows and bolts. Ammunition used to be refused by the cache — it now accepts and resupplies arrows and bolts, listed under the Other tab alongside bandages and crafting tools.

2026-06-02

  • Guild names can contain spaces. Creating a guild with a multi-word name (e.g. Knights of the Round Table) was being rejected — guild names now allow letters, digits, and spaces. Other special characters are still not permitted, and a name can't start or end with a space.

  • Tamers can choose Archery as their secondary combat skill. The Tamer path's secondary-skill picker now offers Archery alongside Swords, Fencing, Macing, and Magery. And whichever you pick, you now start with just the one matching weapon — Swords → a viking sword, Fencing → a kryss, Macing → a club, Archery → a bow + 200 arrows, Magery → a spellbook + casting focus — instead of nothing. See Taming.

  • Your pet's kills now count for quests. Kill-objective quests (like "slay 3 giant rats") used to only tick up when you landed the killing blow — a kill by your pet was ignored. Now a pet kill credits you the same as your own, so tamers can complete hunting quests with their companions. See Taming.

  • Quest progress updates live. The quest tracker and journal now refresh the moment an objective ticks up (e.g. ⅓ → ⅔) or advances to the next step — no more reopening [quests to see your progress.

  • "Follow me" keeps your pet out of the fight. A pet on "all follow me" now stays fully passive — it won't fight back even when attacked, and won't guard — until you explicitly tell it to guard or attack. (Previously a following pet would start swinging the instant something hit it.) See Taming.

  • The resonance/talent level-up sound now respects your sound settings. That triumphant level-up chime kept playing even with game sound turned off — it now honours the Enable Sound toggle and the Sound Volume slider like every other effect.

  • Allies who are flagged criminal/red now show a configurable "safe" colour. When a party member or guildmate is flagged grey (criminal) or red (murderer), their name/nameplate used to read as a hostile — easy to mistake for a target in a fight. They now render in a configurable "Allied (criminal/red)" colour (a purple by default) so you can tell at a glance they're friendly. Set the colour (or turn it off) under Options → Combat & Spells, next to the other notoriety colours.

  • Nameplates: "Party (always)" filter. The Ctrl+Shift nameplate panel has a new Party (always) toggle that keeps your party members' nameplates visible no matter how your other name filters are set — so you never lose track of your group in a crowded fight.

  • Nameplate presets + a full config manager. The Ctrl+Shift overlay is now a preset picker, and a gear button (or -nameplates) opens a two-tab manager. Build named configurations — a Corpses preset that shows only corpses, a PvP preset that shows players, enemies and reds — then click a preset on the overlay (or press its hotkey) to switch instantly. General settings apply to every nameplate: min/max size, health-bar mode (off / always / on-hover), hide the background unless you mouse over it, a * on corpses you have not opened, distance fade, and show-your-own-nameplate. Per-preset filters are now nested and far finer: Items (containers, stackable, gold, static, other), Corpses (monster, humanoid, your own), Special (party, your pets), Mobiles by type (humanoid, monster, player), and Mobiles by notoriety. Players and your pets are identified by the server, so those filters are reliable. Each preset can also be bound to a hotkey. See Nameplates.

  • Fixed: "Stay active" now keeps the Ctrl+Shift nameplate panel open. Previously the floating names stayed but the picker panel still vanished when you released the keys; with Stay active checked it now stays put until you uncheck it.

2026-06-01

  • Guildmates no longer see a co-killed corpse as "blue." When two players in the same guild (or allied guilds) killed the same creature, the corpse could show up blue/innocent for one of them — and looting it wrongly flagged that player criminal. A guildmate of anyone who fought the creature now has full looting rights to its corpse, same as a party member.

  • Loot-roll: winners must be near the corpse to receive. If you win a roll but you're more than 18 tiles from the corpse when it resolves, the item isn't sent to you — you'll see "You are too far away to receive it" and it stays on the corpse. (Keeps you from rolling and wandering off / recalling away.)

  • Loot-roll now includes your whole nearby group — no damage required. Anyone in a party or guild with one of the killers, standing within 14 tiles of the corpse, now gets a Roll/Pass option even if they did no damage (heal, tank, or just tag along with your group and you're in). The roll window also opens automatically when a rare drops for you, and got a visual cleanup — a proper framed border on all sides and a fixed page bar on the History tab so the buttons no longer get cut off.

  • Bosses can tower over you — and grow as they fight. Some encounters now render their boss dramatically larger than life, and a boss can swell over the course of the fight to loom more menacingly the longer it drags on. The first one wired up is the Warden of the Vault, which starts normal-sized and grows to about 3.5× over the first couple of minutes of combat. (It's still the same fight mechanically — only the menace is bigger.)

  • Group loot rolls on rare drops. When a rare item drops on a monster you killed near your party or nearby guildmates, a small roll window now pops up for everyone who helped — click Roll or Pass, highest roll gets first claim. It keeps the group aware of what dropped and randomizes who gets it, instead of "whoever clicks the corpse first." The item still sits on the public corpse the whole time — a thief can still grab it (and flag criminal), and the winner has to walk over and loot it. See Group Loot Roll.

  • Instanced raids (playtest). A new private, party-only boss encounter: the party leader runs [raid (or uses a raid portal) and the whole group is pulled into its own copy of the fight — no randoms can wander in. A weekly lockout saves you to your group's copy the moment you zone in (no farming the same boss on repeat). Inside, all your gear is protected — a wipe pulls the group back to a healer and revives everyone at full health with their gear on, ready to charge back in. The first test boss, the Warden of the Vault, throws STACK / SPREAD and sweeping cone / ring attacks that re-roll every pull, so you have to read the telegraph and call it out. See the Instanced Raids page.

  • [bossresults — instant post-fight scoreboard. Run [bossresults to jump straight to the damage / healing / taken / deaths / DPS breakdown of the last boss fight you were in (works for open-world bosses too, not just raids). [results is an alias.

  • Spoils Coffer can split a fight's loot to exactly that fight's party. [stamproster stamps a coffer with the roster of your most recent boss fight; [spoilsroster then splits everything among only those players — even the ones who logged off (their share goes to their bank). While stamped, the coffer won't hand loot to anyone who wasn't in the fight. See Spoils Coffer.

  • New Veterinary talents under Healing. The Healing talent tab now has a Veterinary path for pet medics: Specialist Healing (+5% bandage healing per rank, up to +25%) and Wide-Range Therapy (+1 tile of pet bandage range per rank, up to +3). Stacks with the bandages-heal-pets system.

  • Three pet talents that did nothing now work. Mended Bond instantly heals your most-wounded pet for 50% of its max HP (and won't waste its cooldown if nothing's hurt), Coordinated Strike has every nearby pet land a heavy hit on your target, and Spirit Guardian revives a fallen pet at full health. (Pet Sacrifice and Wild Hunt are still being finished — they don't do anything yet.)

  • Stabled pets now show their portrait. Each row in the stablemaster list has a small icon of the creature, so you can pick out your pets at a glance.

  • Tamers now pick a secondary combat skill. When you choose the Tamer path you also pick one of Swords, Fencing, Macing, or Magery, granted at 50 alongside the rest of the tamer kit — so you can hold your own in a fight, not just direct your pet. Existing characters are unaffected; this is for the path menu at character creation.

  • Pets now gain experience from their kills. A bug stopped controlled pets from earning any XP when they killed something (your wolf could farm rats all day and stay at 0) — they now properly accrue XP and level up from kills they contribute to.

  • "All kill" no longer freezes a pet on a distant target. Ordering a pet to attack something more than ~12 tiles away used to lock it in place (too far to attack, and it stopped following). Pets now chase an attack target up to 14 tiles, and if it's farther than that they fall back to following you instead of freezing.

  • Tamed pets hit harder to land and never tire. Tamed creatures get a +25% bonus to hit (so they connect instead of whiffing), and their stamina no longer slows their swings — a tamed pet always attacks at full speed. Wild creatures are unchanged.

  • Bandaging your pets is fairer and reaches farther. You can now bandage a pet from 2 tiles away, it never fails even at low Veterinary (a beginner just heals less, not nothing), and it takes the same time as bandaging yourself instead of being near-instant. Auto-bandage now also tends a hurt pet — it heals you first, then your most-wounded nearby pet.

  • Stabled pets are fully healed and revived on the spot. Stabling a pet now resurrects and fully heals it the instant it enters the stable, so there's no "dead pet" sitting in storage — it's waiting alive and ready. Retrieving a pet now reliably sets it to follow you. And the stablemaster no longer threatens to sell unclaimed pets "in one real world week" — pets are never sold or deleted.

  • Cooldown bar starts on the left. New installs / new characters now get the cooldown bar centered on the left edge instead of floating in the middle of the screen (where it was easy to miss on wide monitors). Drag it anywhere you like; if you've already moved it, it stays put.

2026-05-31

  • UI polish pass across every panel. All in-game panels now share the same dark-fantasy styling end to end: the gold scrollbar (which you can grab and drag) on every scrollable list, consistent pixel-monospace text at a comfortable size, and tidier spacing. No more stray grey browser scrollbars or mismatched fonts.

  • Number fields you couldn't type in now work. Several panels had amount/bid fields that silently rejected keystrokes — the Auction house (starting bid, buy-now, your bid), the Arena wager, Guild treasury deposit/withdraw and page jumps, and the Profile loadout editor. They now accept typing normally.

  • Cleaner Welcome and Choose Your Path screens. Both new-player panels got a readability pass — larger text, more breathing room, a scannable command grid, clearer section flow, and per-archetype accent colors on the path cards. Same info, much easier to read.

  • A "Welcome to Lyonspyre" splash now opens right after you choose your path — the orientation panel (who to talk to first, how Talents and Resonance work, the key commands) appears once you've picked, then never nags you again. Re-openable any time with [welcome.

  • Damage Tracker: timed samples stop on time. A timed capture ([dmg, set a duration → BEGIN TIMED) now reliably seals exactly at the duration you set instead of running past it.

  • Open menus close when you log out. Full-screen menus (like Choose Your Path) no longer linger on the login/character-select screen after you log out — so you can't accidentally interact with another character's menu.

  • Pick your path in the world, not on a creation screen. Character creation is now just name + sex + appearance → Finish, and you spawn straight into the world. A Choose Your Path menu then opens in-game: Warrior, Mage, Ranger, Tamer, or Crafter. Choosing one grants your starting skills, gear, and a matching Resonance (Warrior → Tempest, Mage → Arcanum, Ranger → Hawkeye, Tamer → Sylvan; Crafter starts with none so you can resonate your own gear). The menu won't close until you pick — and you're held in place until you do — then it points you at [talents and the [profile Resonance tab. Nothing here locks you in — skills grow with use, talents re-spend freely, and resonance is re-assignable. See Your First Hour.

  • New starting path: Tamer. Tamers start with Animal Taming, Animal Lore, Veterinary, Healing, and Wrestling, bandages, the Sylvan resonance, and a bonded pet (a timber wolf) already at their side — ready to fight, raise, and build a stable from turn one.

  • Your starting resonance now fills every slot. Picking a path used to assign its resonance to a single slot; it now fills all six resonance slots, so every per-slot track is earning from day one (you can still re-assign any slot freely).

  • Veteran-reward pop-up removed. The account-age "claim a reward" screen (dye tubs, etc.) that could appear on login has been turned off — it isn't part of Lyonspyre's progression.

  • Starting gear shows its real name. The kit items you spawn with used to read "an armor" / "a weapon" on hover; they now name the actual item (e.g. a wooden shield, a viking sword, a buckler).

  • Taming is playable now — pets pull their weight. A big pass on pets:

    • Pets hit harder. A pet's damage now scales with its level (+5% per level, up to +100% at Level 20) on top of how far your Animal Taming exceeds the pet's requirement. A starting Tamer and their bonded wolf reach roughly a starting Warrior's footing by about pet Level 5, and a leveled pet stays a real damage source into the endgame.
    • Guarding pulls aggro. Tell a pet "all guard me" and it actively drags nearby trash off you onto itself instead of just trading blows with one attacker. (Won't taunt other players, their pets, or summons; disabled in player-vs-player.)
    • Commands need Animal Lore. Every pet command except "follow me" now requires your Animal Lore to be at least the creature's required taming skill — you can always recall a pet to your side, but guarding/attacking/etc. take knowing the animal. Bonding still happens at Level 1, and your starter pet now begins bonded at Level 1.
    • Bandages heal pets. Double-click a bandage near a hurt (or dead) pet and it auto-tends your closest, most-wounded pet — cures poison, can resurrect a fallen bonded pet, raises Veterinary. No targeting needed; falls back to normal bandaging when no pet is hurt nearby. (The veterinary kit remains as a pack-wide AOE option.)
  • Your pets stay with you.

    • They log out and back in with you — all of them, wherever they were, are tucked away on logout and rejoin you at login. No more starved or wandered-off pets.
    • They travel with you through recall and gates when nearby (disabled while flagged for combat).
    • Summon Pets: separated from a pet? Open the stable panel and hit Summon Pets to teleport your in-world pets to your side.
    • Tamed pets follow at 18 tiles and won't flee when hurt.
  • Stable overhaul. Left-click an animal trainer → View Stables (the menu entry that used to misread "you are already here"). The redesigned stable panel is a clean per-pet list with name, species, level, and BONDED/DEAD badges. You can now stable a dead pet and it's resurrected at full life when you retrieve it, Inspect a stabled pet without retrieving it, Summon your loose pets, and Stable Nearby / Retrieve All as before. The stable now holds a 30-slot budget (each pet costs its control slots — keep ~30 small beasts or fewer big ones; the header shows USED n / 30), the rows are compact so you can see many pets at once, and a search box filters the list by name or species as you type. Stabled pets are never sold or deleted — the trainer no longer threatens to sell unclaimed pets "in one real world week"; they wait safely until you claim them.

2026-05-30

  • You can see farther — render distance raised to 24 tiles. The world now loads and draws out to 24 tiles instead of 18, so structures and other players render before they're on top of you, and boats appear far enough out at sea to engage or avoid instead of materializing in your lap. Zoom out and you'll see more live action around you. (Objects in the new band render in full colour, not greyed.)

  • Quest state no longer carries between characters on the same account. Making a new character no longer shows the previous character's quest map marker (e.g. a "go to the Pit" waypoint blinking before you've done anything). Switching characters now fully resets per-character UI: quest waypoints, hotbar cooldown timers (no more "phantom" cooldowns inherited from another character), the talent hotbar's learned-rank/region state, and the profile panel's view. Quests, cooldowns, and talents were always tracked per character on the server — this fixes the client carrying one character's display state onto the next.

  • World map opens centered on you. New logins now open the world map following your character (free-view off) so you can see where you are immediately, instead of staying wherever it was last panned.

  • Returning players: stale map tiles fixed. If you installed weeks ago and saw tiles labeled "unused" / "gras" / "Tuscany pine", the launcher now automatically removes the leftover old map data on launch so the current map renders correctly. (No action needed — it self-heals on next update.)

  • UI panels are clickable after changing screen zoom. Adjusting the screen zoom (Ctrl+Shift+ +/−) used to leave panels like [quests mis-aligned — the buttons only responded when you hovered off the panel. Panels now track the screen zoom live, so clicks land exactly where you see them, on every panel.

2026-05-29

  • New-character Welcome panel. The first time a brand-new character enters the world, a short orientation panel now opens automatically — who to talk to first (Tavi → Elder Mara), how talents and resonance work, and the handful of commands that open the rest of the UI. Closeable any time, and re-openable with [welcome.

  • Character creation: nicer profession select. The profession-choice screen now shows larger cards with a flavor line + role summary for each class, on-brand hover tooltips for all four (Warrior / Mage / Crafter / Ranger), and a reminder that talents can be re-spent freely and skills grow with use — the class you start as is just a starting point.

  • Spoils Coffer — fair loot distribution. A new container that splits a pile of loot evenly among a group in one click. Lock it down in a house or drop it in your bank, fill it with the run's loot, then right-click → Distribute Loot (or [spoils): pick recipients (party / nearby / guildmates / yourself, with quick-select), choose options (divide gold to banks, split stacks evenly, send-to-bank, empty nested bags), and deal it out round-robin so the counts come out even and nothing is ever lost. Keeps a history of your last 20 distributions. See Systems → Spoils Coffer.

  • Taming: raise the skill by hunting with your pet. Animal Taming (and Animal Lore) now climb when your controlled pet fights wild creatures — no more re-taming grind. Each beast carries you toward a ceiling of roughly its required skill + 35, which is just enough to unlock the next tier: tame, farm, upgrade, repeat. See Systems → Taming.

  • Veterinary Kit. A new tamer tool: double-click to heal every friendly pet within a few tiles at once (yours and your party's), cure their poisons, and dress a share of your own wounds — on the bandage rhythm, raising your Veterinary skill as you use it.

  • Talent hotbar: glow-to-assign + drag-to-resize. When you send a talent to the bar, every slot now lights up with a gold glow so you can drop it anywhere inside any slot (no more aiming for an exact spot). And you can drag the grip in the bar's bottom-right corner to stretch or shrink the whole bar; the size is remembered per character.

  • Talent hotbar: pages (one row per build). The hotbar ([hotbar) now has multiple pages of slots — it ships with 5, so the ◄ N/M ► page arrows are right there. Save a different build's actives to each row and flip between them; your slot keybinds fire whichever page is showing, so swapping pages swaps your whole loadout. Change the page count (up to 5) in the right-click bar options next to slot count and orientation; each page keeps its own bindings and your current page is remembered between sessions. Also cleaned up the bar: dropped the redundant "Hotbar" title, tidied vertical mode (the page nav + controls now stack in a compact header above the slots instead of stretching the bar into a blank column), and the region-locked-slot red ✕ is now a quieter, darker mark on a transparent background instead of a heavy red chip.

  • Damage Tracker ([dmg) polish.

    • Resonance procs now have their own bar. Resonance ultimate damage was being lumped into the Talent bucket; it's now a separate Resonance Proc bucket, so the Talent bar shows only your actual talents.
    • Talent breakdown shows by default. The Talent bar (and any source with more than one ability) expands automatically to list each talent — Volley, Rain of Arrows, Cleave, etc. — with its own damage and hit count. A caret marks any bar you can expand/collapse.
    • History rename works now. The pencil on a history row no longer flashes and drops what you type — rename a session, hit Enter, done. (Sessions you named during capture are renameable too.)
    • Delete a history session. Each history row has an to remove it from the list.
    • Removed the confusing "Hit START to begin tracking damage" prompt (the empty state just reads No active capture) and the timed-capture "remaining" countdown that never counted down — the session timer still ticks up as you capture, and timed captures still auto-stop.

See Systems → Damage Tracker.

2026-05-28

  • Party panel now updates live, and reads at a glance. The panel refreshes on its own the whole time it's open — the DAMAGE / HEALING / TAKEN numbers tick up in place, a member who just joined shows up, and a leadership change re-renders — all without closing and reopening. It also populates the instant you open it (including right after accepting an invite) instead of flashing blank first. Member names are now coloured by status: you are red, your teammates are green, and offline members are grey with an "offline" tag — including how long they've been gone, e.g. offline 5m — beside their last-known region. (Replaces the old role-tinted names and the stray "(-)" tag after each name; meter bars are still coloured by damage source.) See Systems → Party Panel.

  • Removed: the experimental floating damage-meter HUD. The [dmgmeter overlay — and the "HUD" pill on the Damage Tracker that opened it — never populated and has been removed. The live party-panel DAMAGE tab is the place for party-wide damage now; the Damage Tracker remains your solo meter.

  • Party invites: new shortcuts and a pending-invite queue. [partyadd opens a target cursor and [partyaddnearby invites every player within 12 tiles in one shot. Both surfaces are also reachable from the context menu — left-click another player for "Add to Party", left-click yourself for "Invite Nearby Players". If you target someone already in another party, your invite is queued (max 2 per target, 60-second timeout) and re-fires automatically when they leave their current party. Only the party leader can invite. See Systems → Party Panel.

  • Added: Boss Encounters panel ([boss). Persistent post-fight record showing per-participant damage / healing / taken breakdown. Last 200 encounters retained. SHARE TO PARTY and COPY TO CLIPBOARD buttons for sharing results. Boss content itself ships separately — the panel will fill in as bosses are tagged. See Systems → Boss Encounters.

  • Added: Damage Tracker ([dmg). A solo DPS meter for build testing. Hit START to begin capturing, STOP to save the session, or BEGIN TIMED with a duration to capture hands-free for a target dummy. Each session breaks damage down by source (melee, ranged, spell direct, spell-over-time, bleed, pet, talent, environment, reflected), surfaces your top single hit, and lands in a history strip capped at 10. Tap [A] on one history row and [B] on another to compare both side-by-side; click the pencil to rename a sealed session. A HEALING section beneath the damage bars tracks every heal you land (on self, on party members, on pets) with an overheal column. Damage to other players tracks the same as damage to creatures — no PvP toggle, no pet toggle. Not a leaderboard — private to you.

See Systems → Damage Tracker.

  • Added: redesigned Party panel. New 50-member roster with status-coloured names, live HP / mana / distance / region per member; DAMAGE / HEALING / TAKEN meter tabs; a Nearby Guildmates section showing who's in your kill-share range; and a vote-kick safety net that activates only when the leader is offline or far away. The leader has a CLEAR METERS button (and [party clearmeters from chat) that resets every member's totals — fires a one-line party-chat notice when used.

  • DAMAGE / HEALING roll over a 60-second window (who's pulling weight right now).

  • TAKEN accumulates cumulatively since the last clear (who's eating it this run).
  • PvP pet damage is excluded from the meter — your pet's damage to other players is still real, just hidden so the breakdown reads your own contribution.

Replaces the previous party window; [party and the paperdoll party button now open the new panel. Row menu includes Focus on world map which centres your world map on the target's last known location.

See Systems → Party panel.

2026-05-27 (later #14)

  • Force Field finally takes you to zero damage. Previously the "all damage absorbed for 10s" Magic-Defensive active was silently leaking 5% of every hit through the global damage-cap floor — so a 30-damage swing still chipped you for 1, and crits poked through for 2–3. Now Force Field truly nullifies the hit at the source: no number floats, no interrupt, no chip. Each absorbed hit shows a single "Force Field absorbs!" overhead on your character. (Live on the server now.)

See Talents → Magic.

  • Mana Shield activation message now says "10s", not "1s". The "Mana Shield activated for {n}s" chat line was hard-coded to 1 second; it now matches the actual 10-second window. No behavior change. (Live on the server now.)

  • Heavy-undead Impale: tighter cone, lighter hit, longer tell, holds still. Barrow / Grave / Dread Knight Impale is more readable and more dodgable: the windup is now 2.5 s (was 1.5), and the creature stops moving the entire windup, so anywhere outside the strike zone is safe. The strike zone is now only the tile directly in front of the knight (was up to 4 tiles), and the hit deals regular damage (was double). Take two steps in any direction and you dodge the entire combo. The bleed-on-hit is unchanged in shape, but its size halves with the lower hit damage. (Live on the server now.)

See Systems → Creature Special Attacks.

  • Talent cooldowns no longer ghost-display on the classic buff bar. When you popped Time Stop the vanilla buff bar used to show a 90-second cooldown icon as if it were a buff, even though the actual active effect was instant. Talent cooldowns now live exclusively on the Lyonspyre cooldown bar (next to the hotbar); the vanilla buff bar continues to show real active windows (Force Field's 10s shield, Last Stand's 8s reduction, Mana Shield's 10s mana-drain, etc.) — just no more duplicate cooldown pips. (Live on the server now.)

  • "Skullsplitter" is now "Skull Smash". Display rename on the macing T3 talent — same node, same effect, more on-theme name (you're swinging a great-hammer, not a maul-axe). Builds and hotbar verbs are unaffected. (Live on the server; tooltip updates on the next launcher build.)

See Talents → Macing.

  • Macing talent icons redrawn — they actually look like hammers now. The Crushing Blow, Skull Smash, Stunning Strike, Earthen Hammer, and Titan's Crush icons used to render warriors holding bladed weapons (their auto-generation defaulted to "warrior with axe"); they've all been regenerated with explicit "great hammer / maul / warhammer, no axe blade" prompts. The previously-missing Reflective Ward icon was also generated. (Reaches testers on the next launcher build.)

2026-05-27 (later #13)

  • Magic → Defensive talents reworked. New Reflective Ward (T2): each rank gives a 15/30/45% chance that a monster's spell does not consume your Magic Reflection (PvM only). Mana Shield is now an active (T4): for 10s, 15/25/35% of incoming damage is drained from your mana instead of your health (1 mana per point; stops when mana runs out), 60s cooldown. Force Field buffed to 10s / 60s and now truly blocks all damage (it was silently being halved). Time Stop cooldown cut 180s → 90s. Aegis has been removed. Spend points carefully — if you had Aegis or the old Mana Shield, ask a GM for a respec. (Live on the server now; the in-game talent tree + tooltips update on the next launcher build.)

See Talents → Magic.

2026-05-27 (later #12)

  • Guild name/abbreviation changes are now guildmaster-only, must be unique, and cost 1,000,000 gold each. Only the guildmaster can rename the guild or change its abbreviation, from the Settings tab. The new value can't already be taken by another guild (case-insensitive), and each change costs a million gold (backpack first, then bank) — charged only if it succeeds. See Systems → Guilds. (Live on the server now; the cost/permission shows in the panel after the next launcher update.)
  • Talents now work in the whole of The Pit's Level 1. The southern stretch of Level 1 wasn't counted as part of the dungeon, so your talents could wink out down there. The whole level is covered now. (Live on the server now.)
  • Quick Recovery's description matches what it does. The talent reads "+50% mana regeneration while below 25% mana" — the old "for 5s" wording was never how it worked (it's a steady passive while you're under the threshold). No behavior change, just accurate text. (Tooltip reaches testers on the next launcher update.)

2026-05-27 (later #11)

  • The dungeon depth-tier gold bonus now actually pays out. Killing inside a higher-paying depth zone (e.g. The Pit - Level 2) is supposed to add bonus gold to the corpse on top of the mob's normal drop — but it was silently doing nothing, so Level 2 kills paid the same as Level 1. The bonus now mints correctly on every player kill inside a tuned depth zone. (Live on the server now.)

See Systems → Dungeon Depth.

2026-05-27 (later #10)

  • Talents now work everywhere in The Pit — including Level 2. Talents are tracked per-area, and Level 2 of The Pit wasn't registered as part of the dungeon, so stepping down there dropped you into your "wilderness" loadout and your Pit talents stopped working. Level 2 is now part of The Pit; your Pit talents apply on both levels. (Live on the server now.)
  • The new undead knights' gold now ramps gently. Barrow / Grave / Dread knight gold was wildly out of step (a Barrow Knight could out-drop a Skeletal Knight 6-to-1). Gold now steps up gradually from the Skeletal Knight — a Barrow Knight pays a little more, Grave a bit more, Dread the most — instead of in huge jumps. Their real reward is the tougher fight and the depth bonus, not a gold fountain. (Live on the server now.)
  • Your own corpse reads "a corpse of \" instead of "Korpus" — for real this time. With nameplates on, your own corpse used to show the raw "Korpus" placeholder because the client can't identify its own corpse on its own. The server now tells your client which corpse is yours the moment you die, so the plate reads correctly before you even open it. (Reaches testers on the next launcher update.)
  • Grid-loot "block friendly looting" is now just "block friendly" — shorter label, same behavior. (Reaches testers on the next launcher update.)

See Systems → Grid Loot.

2026-05-27 (later #9)

  • The heavier undead knights now wind up a telegraphed Impale. Barrow Knights, Grave Knights, and Dread Revenants will sometimes shout "winds up to impale" mid-fight, then ~1.5s later drive a strike through a cone in front of them for double damage plus a bleed. The cone is locked to where they were facing when they told — step to the side or behind during the wind-up and you dodge it entirely. Don't stand still in front of them. (Live on the server now.)

See Systems → Creature Special Attacks.

2026-05-27 (later #8)

  • Grid loot block-looting actually works now, and got a second toggle. The "block looting" toggle previously failed to stop you looting a blue corpse you walked up to (it could only tell a corpse was blue if you'd witnessed the death) — it now asks the server the moment you open the corpse, so it's reliable for any corpse. It's renamed "block criminal looting", and there's a new "block friendly looting" toggle beside it (on by default) that blocks looting a party member's or guildmate's green corpse so taking a friend's gear is a deliberate choice. Both save per character. (Reaches testers on the next launcher update.)

See Systems → Grid Loot.

2026-05-27 (later #7)

  • The craft menu now shows your real success % and color-codes recipes — for real this time. [craft shows each recipe's success chance and colors the name: bright green if you can still gain skill from it, white at high success, yellow/orange as it drops, grey/red at 0%. (An earlier attempt fixed a craft window the [craft command doesn't actually open; this one fixes the panel you really use.) The cryptic "lock NN" skill-requirement label is gone. (Reaches testers on the next launcher update.)

See Skills → Crafting.

2026-05-27 (later #6)

  • Bards now earn full credit on shared kills. A successful Discordance, Provocation, or Peacemaking on a monster now counts as a real contribution to the group's kill — so a bard fighting alongside their party or guild earns the full talent points and resonance XP, even without landing a single hit. As always, you have to actually be grouped: a random bard who debuffs a monster another guild is killing still earns nothing. (Live on the server now.)

See Systems → Group Rewards.

2026-05-27 (later #5)

  • Kills are now shared with nearby allies — no party required. When a creature dies, every player within 10 tiles who helped earns talent points and resonance XP, including guildmates and friends who never joined your party. Anyone who dealt damage, tanked a hit, or healed an ally gets the full reward; someone merely standing nearby in your party or guild gets a 25% trickle. There's no group-size penalty — every contributor earns the full value, so grouping up is pure upside. The rare echo drop is still one roll on the corpse, but a treasure-hunter's Avarice bonus now raises that roll for the whole group, and Avarice gold-find finally adds bonus gold to corpses. Parked alts, far-away guildmates, and summon/trap kills earn nothing. (Live on the server now.)

See Systems → Group Rewards.

2026-05-27 (later #4)

  • The craft menu now shows your real success % and colour-codes every recipe. Each item in the craft list (and its detail page) shows the exact success chance you'd have at your current skill, and the recipe name is colour-coded: green = you can still gain skill from it (make these to train), white = high success but no training value left, yellow = moderate, orange = risky, grey = 0% (skill too low to attempt). Replaces the old cryptic skill-requirement numbers. Works across every crafting skill. (Reaches testers on the next launcher update.)

See Skills → Crafting.

2026-05-27 (later #3)

  • Deeper dungeon zones now pay more gold. Killing creatures in a deep dungeon zone now drops bonus gold scaled to how dangerous the area is — starting with The Pit, Level 2 (×1.75). The bonus scales off the creature's own gold, so tougher monsters deep in a dungeon pay out far more than trash near the entrance. More deep zones (and tougher monsters to fill them) are coming. (Live on the server now.)

See Systems → Dungeon Depth & Rewards.

2026-05-27 (later #2)

  • Grid loot now has a "block looting" toggle to stop you flagging criminal by accident. A checkbox in the lower-right of the grid loot gump (on by default) blocks clicks on an innocent (blue) corpse that isn't yours or a party member's — taking those items would flag you criminal. Uncheck it any time you mean to take the flag. The setting saves per character. (Reaches testers on the next launcher update.)

See Systems → Grid Loot.

2026-05-27 (later #1)

  • World map now shares your location with party and guild by default, and shows real names for out-of-range members. New characters share their position with both their party and their guild out of the box (right-click the world map to toggle either off; existing characters keep whatever you'd already set). Party members who are outside your view range now show their last-known name on the map instead of "<out of range>". (Reaches testers on the next launcher update.)

See Systems → World Map Sharing.

2026-05-27

  • Corpse nameplates now read "a corpse of " instead of "Korpus". With nameplates set to show corpses, a corpse with no name yet from the server used to fall back to the raw tiledata label ("Korpus"). It now shows "a corpse of " — your own corpse included. (Reaches testers on the next launcher update.)

2026-05-26 (later #22)

  • Inferno Royale warmup now shows a countdown in the minimap. The minimap panel has nothing to display during the 30-second staging phase, so it now shows a large countdown to the drop instead — green, flipping red for the final 5 seconds. It automatically reflects the warmup length if that changes later. (Reaches testers on the next launcher update.)

See Systems → Inferno Royale.

2026-05-26 (later #21)

  • Inferno Royale warmup — you can now cast Wall of Stone and use emotes. The 30-second staging area was already open for binding keys and practice-mining; now you can actually place practice walls with your collected stones (and double-click them to practice breaking them), and play any emote you've unlocked. Every practice wall is swept off the staging island when the warmup ends, alongside the practice rocks and stones — nothing carries into the arena.

See Systems → Inferno Royale.

2026-05-26 (later #20)

  • Inferno Royale — new 30-second warmup staging area before the drop. When a match starts you now spend 30 seconds in a separate warmup island before dropping into the arena. While you're there: your hotbar is open so you can bind your Wall of Stone key, practice rock piles are scattered so you can rehearse the mining swing and watch building stones stack up, and no one can damage anyone. When the timer ends, the practice rocks are removed, your practice stones are wiped (warmup mining never carries an advantage into the match), and you're dropped into the arena for the usual 10-second countdown. A 5-second warning fires before the drop.

See Systems → Inferno Royale.

2026-05-26 (later #19)

  • Overhead speech text raised so it no longer overlaps nameplates. When you (or anyone) typed a message, the text used to render right on top of the always-on nameplate, making both hard to read. Typed speech now sits clearly above the nameplate, with multi-line messages still stacking upward correctly. The extra clearance only applies while the nameplate is showing. (Reaches testers on the next launcher update.)

2026-05-26 (later #18)

  • Inferno Royale — Wall of Stone no longer makes you rubber-band. Running into a wall you (or someone else) placed used to lurch your character into the tile and snap you back, making it awkward to path around. The client now predicts the wall as solid the same way it does for built-in map walls, so you slide smoothly along the edge instead of bouncing off it. Server-side blocking is unchanged — the wall still stops you and still breaks via the 2-second double-click windup. (Reaches testers on the next launcher update.)

See Systems → Inferno Royale.

2026-05-26 (later #17)

  • Inferno Royale — hotbar key works during the 10s countdown and stops firing after match end. Two playtest annoyances cleaned up:
    • Bind a key during the countdown, it stays bound from FIGHT onward. The pre-match 10-second Ready window now treats your hotbar key the same as it does mid-match — pressing the bound key during countdown gives you a quick "Wall of Stone unavailable until FIGHT!" message instead of dumping the letter into chat. The instant the countdown ends, the same key fires the spell normally. Nothing to reconfigure between countdown and match.
    • Match ended? Your key is your key again. After the match ends, the previously-bound BR key falls through to your normal macros / chat immediately — no more "You are not in an active Inferno Royale match" spam if you reflexively press the key during the post-match summary.

See Systems → Inferno Royale.

2026-05-26 (later #16)

  • Inferno Royale — BR hotbar keys really beat EVERYTHING now (chat input + macros + walking); explicit Rebind button on each slot; broken [x] removed. Three small fixes on top of the earlier rough-edges pass:
    • Bound key always fires the ability — even W. The earlier "BR bindings beat your normal hotkeys" change only beat the macro dispatcher; the chat input still grabbed printable keys first, so binding W opened the "say" prompt with "w" typed before the wall-of-stone target cursor could appear. The override now intercepts the keystroke at the rawest possible point in the input pipeline (before chat, before macros, before walking, before plugin hotkeys), so any key you bind — letter, number, F-key, space — fires the ability and the chat box never sees it. Outside a live match nothing changes; your normal chat and macros work exactly as before.
    • Rebind button under each slot. Each hotbar slot now has a small "Rebind" button beneath it. Clicking it enters bind mode just like clicking the slot itself does — useful if you don't remember the click-the-slot shortcut. The button greys out while bind mode is already active.
    • [x] close button removed. The hotbar is locked-closed during a match anyway, so the [x] in the corner was either a no-op or actively confusing. Gone. (Right-click is still ignored mid-match; the panel auto-closes the instant the match ends.)

See Systems → Inferno Royale.

2026-05-26 (later #15)

  • Inferno Royale — Wall of Stone is now a real spell-shape, match-end vacuums the arena, BR hotkeys beat your normal macros. Three rough-edges fixes from playtest:
    • Wall of Stone spell-shape. The Wall of Stone hotbar slot no longer plops a single wall directly in front of you. Pressing the bound key opens a 12-tile target cursor (same range as the classic Wall of Stone spell); click any tile to lay a 3-wall line oriented toward you. One cast = one stone consumed = three wall tiles painted. Walls keep their existing solid-wall behaviour and 2-second double-click break windup.
    • Walls persist past match end. Walls you build during a match are no longer auto-deleted at match end — they only crumble via the existing 2-second double-click windup. Rock piles, ground stones, and other loose match-acquired items (bows, arrows, bandages, potions, supply-drop contents) are still vacuumed automatically the moment the match ends. The new catch-all sweep covers items the previous registered-drop cleanup missed (anything you pulled out of a supply crate and tossed, items spilled from a death pack, etc.).
    • BR bindings beat your normal hotkeys. If you already have a vanilla keyboard macro on the key you bind to a BR slot, the BR ability now wins while the match is live — the macro is suppressed for that key, no manual reconfiguration required. The instant the match ends, your normal macro starts working again on the same key.

See Systems → Inferno Royale.

2026-05-26 (later #14)

  • Arena panel — Inferno Royale promoted to a real mode button; 2v2 placeholders retired. The [arena panel's top mode-picker bar is now BOATING 1v1 / DUEL 1v1 / INFERNO ROYALE. The two greyed-out "Coming soon" 2v2 entries are gone, and the standalone INFERNO ROYALE tab has been removed — selecting the Inferno Royale mode pivots the CREATE pane to the queue-join surface (queue count, auto-start threshold, JOIN / LEAVE buttons, match-in-progress badge). One tab strip (CREATE / BROWSE / YOUR MATCH / HISTORY), one mode picker, one unambiguous entry point per mode. See Systems → Inferno Royale.

2026-05-26 (later #13)

  • Magic Offensive — T4 / T5 rebalance: Mystic Strike, Lightning Call, Arcane Cataclysm. The two T4 magic actives were renamed and retuned, and the capstone was sharpened.
    • Meteor → Mystic Strike. No longer a tile-targeted radius — Mystic Strike is now a single-target arcane burst at a chosen creature. Damage is 70 × (EvalInt / 100) × (1 + 0.25 × rank) (≈2× a vanilla Flame Strike, scaling cleanly past 100 EvalInt). 15% chance to crit for 1.5× damage (you'll see *critical* in your journal). After the hit lands, the target bleeds for 50% of the dealt damage over 9 seconds in 3 ticks of 3 s. Cooldown dropped 90 s → 60 s. Hotbar verb meteor is unchanged so your existing bindings keep working.
    • Chain Lightning → Lightning Call. Arc cap raised from 3 to 5 creatures (still 6 tiles between arcs), and every struck creature is stunned for 3 s. Cooldown unchanged at 60 s. Hotbar verb chainlightning is unchanged.
    • Arcane Cataclysm — buffer/longer buff window. Cooldown 120 s → 90 s, duration 10 s → 15 s. Same 50% mana refund + 50% bonus crit damage.

See Talents → Magic for the full numbers.

  • Inferno Royale — pre-match window allows prep but blocks damage; hotbar + minimap stay locked open during the match. During the 10-second countdown between teleport-in and FIGHT!, you can now open your pack, equip armour, drink potions, and pre-buff freely — but any attack against another participant is clamped to 0 damage until the match officially starts. Once the FIGHT! banner appears, combat opens up normally. The Inferno Hotbar and minimap panels are now locked closed for the duration of a live match — right-clicking them or hitting the [x] button does nothing, so you can't accidentally dismiss your only key-bound ability mid-fight. Both panels auto-close the moment the match ends. Wall of Stone key-binding fix: clicking a hotbar slot to bind a key now reliably captures the next keystroke (previously the keystroke was silently dropped in some configurations); pressing Escape during bind mode cancels without setting a key. See Systems → Inferno Royale.

2026-05-26 (later #12)

  • PvM aggro — mobs that get re-aggrod from range now actually pursue. Bug fix: previously, if you aggrod a melee mob (ettin, troll, etc.), walked past its perception range until it stopped chasing, then cast a spell at it from outside both perception range and the sticky-aggro pull range, the mob would face you and "agro" on the tooltip but stand still absorbing every cast. Now the moment a wild creature takes damage from any source while in its wandering state, it transitions back into combat and either pursues you to engage in melee or, if you've dragged it past its leash distance from home, warps back home. This closes the "stand 18+ tiles away and free-cast" cheese path.

  • Inferno Royale — direct mining + Inferno Hotbar replaces pickaxe / stone double-click. Pickaxes are out: every participant can now double-click a rock pile directly to mine it. Your character plays a cosmetic mining swing for ~1.5 seconds (your bow stays equipped) and 3 — 6 building stones drop into your pack. Double-clicking a stone in your pack no longer places a wall. Walls are now placed via the new Inferno Hotbar — a small dedicated panel that auto-opens at match start (manual command: [brhotbar). The hotbar ships one slot — Wall of Stone — that you can bind to any key (click the slot, then press the key you want). With at least one stone in your pack, pressing the bound key instantly drops a wall on the tile in front of you. Key bindings are stored per-account so they survive logout. The hotbar auto-closes when the match ends. Stones still drop on the ground when you die so survivors can scoop them. See Systems → Inferno Royale.

2026-05-26 (later #10)

  • Hotbar — Arcane Reserve, Headsman, and Pirouette can now be placed. Clicking the lightning-bolt pin on the Arcane Reserve talent tile (and on the active-converted Headsman / Pirouette) now correctly auto-opens the hotbar and enters placement mode, and the next slot click binds the ability. Previously the click silently did nothing because the client's hotbar catalog hadn't been told about these three talents — the server emitted the placement request, the client validated it against an incomplete list, found no match, and dropped both the bar-open and the slot-bind. Other active talents were unaffected.

2026-05-26 (later #9)

  • Inferno Royale — dynamic storm + in-game minimap. Each storm shrink now picks a new safe-zone center, jittered randomly within the current zone, so you can't camp the geometric middle and assume you're safe forever. The new center is always constrained so the next zone fits entirely inside the current one — anyone on the very edge of the current zone may need to reposition, anyone dead-center stays safe. 10 seconds before the storm moves, a chat broadcast names the new center coordinates and a blue sparkle outline appears on the ground around the next zone's exact footprint. Run toward the sparkles before the burning band advances. A new minimap overlay panel auto-opens in the top-right of your screen at match start and closes when the match ends. It shows the arena bounds, the current safe zone (blue translucent square), the next safe zone during the telegraph window (yellow dashed outline), you (green dot with halo), other live participants (red dots), other dead participants (gray dots), and active supply drops (gold dots). The footer shows the current survivor count and a countdown to the next storm move. Manual re-open via [brmap. See Systems → Inferno Royale.
  • Inferno Royale — mining + walls. Every participant now spawns with a pickaxe in their pack. ~20 rock piles are scattered around the arena at match start — double-click one with a pickaxe in your pack to mine 3 — 6 building stones per swing. Each pile depletes after 3 mines. Double-click a stone in your pack to slam down a wall of stone on the tile in front of you (consumes one stone). Walls are solid for everyone (including the placer), block ranged line-of-sight, and can't be picked back up. Breaking a wall is a 2-second double-click windup — you must stand still or the break aborts; any participant can break any wall. Death drop: when you die, your backpack contents drop on the ground at your death tile so other living players can scoop the pickaxe / stones / your mid-match bow. Your pre-match gear is still safe in the archive and restored at match end. See Systems → Inferno Royale.

2026-05-26 (later #8)

  • Inferno Royale — archer-dexxer overhaul + ground loot. The Battle Royale mode (now "Inferno Royale" in the wiki) opens with a bow-and-bandage loadout instead of mage skills: 100 Archery / Tactics / Anatomy / Healing / Magic Resist / Wrestling, with 100 Str / 100 Dex / 50 Int. No Magery — this is a dex shootout. If you never find a bow, your 100 Wrestling lets you box another bowless participant at fair odds. Loot scatter: ~32 sacks spawn at match start on walkable tiles inside the arena. Each sack contains a random bow at one of five rarity tiers — Common (white) / Uncommon (green) / Rare (blue) / Epic (purple) / Legendary (orange-gold) — with damage scaling 1.0× → 2.0× across the tiers. Drop weights are 50 / 25 / 15 / 8 / 2 percent, so legendaries are genuinely rare. Bow shape (short bow / composite / crossbow / heavy crossbow) rolls independently of rarity. Every sack also contains 20 — 40 arrows (smaller stacks for rarer bows), 5 — 10 bandages, and a 50% chance each of a Greater Heal and Refresh potion. Lawless arena: attacking another participant inside the arena no longer flags you criminal, counts toward murders, or calls guards — the arena is a lawless zone during the match, mirroring the rule we already have for open-water boats. Restoration is the same as before: nothing you pick up survives the match. Everything in your pack at match end is wiped and your pre-match inventory is restored byte-for-byte. See Systems → Inferno Royale.

2026-05-26 (later #7)

  • AP Store — Phase 1b ships the in-game panel. The [store command now opens a full CEF panel with a categories tab strip, scrollable item list, preview pane, and status footer. Clicking the AP balance badge on the Achievements panel jumps straight into the Store; a new STORE quick-access button on the Profile panel does the same. Inside the panel: each item shows its name, description, AP cost, owned-progress bar (for emote deeds — "6 / 14 owned"), and a Buy button. Purchases ≥ 500 AP raise a confirmation modal so an accidental click can't burn through your balance. The OWNED tab is a read-only inventory of everything your account has unlocked. The Phase 1a chat catalogue is still available under [store list for power-users and accessibility. Categories beyond Emotes (Mounts, Hues, Cooldowns, Titles, Misc) appear in the tab strip with a "Coming soon — check back at the next content update" splash; their contents will fill in across subsequent phases. Server-side validation only: the client only ever transmits an item id, the canonical price always comes from the catalog. Across every panel, the "Press Esc to close" footer hint was replaced with "Right click to close" so the gesture matches the working close behaviour. See Systems → AP Store.

2026-05-26 (later #6)

  • Battle Royale Phase 1 — queue command, shrinking storm, last-alive wins. Lyonspyre's new flagship public-PvP mode. Type [br join to enter the queue; when it hits threshold (defaults to 1 during early playtest, will rise to 8 for public release) the match auto-starts. Every participant has their gear archived server-side, gets the standard Mage loadout (100 in nine combat / magic skills, 100/100/100 stats), and is teleported to a randomized spawn pad inside a sealed 100x100-tile arena far east on Felucca. A square safe zone starts at 50-tile radius (the full arena), enters a 2-minute grace period, then shrinks 5 tiles every 60 seconds — anyone outside takes a flat 5 HP/sec. Last player alive wins; storm draws (everyone outside at the same time) and a defensive 15-min hard cap also conclude the match. On death you become a ghost spectator that can free-fly inside the arena and [br follow <name> a living participant. On match end, every participant's inventory + skills are restored byte-for-byte and they're teleported back to where they queued from. Crash-survivable via a JSON sidecar — if the server bounces mid-match, an orphan recovery sweep at next boot returns everyone's gear. Four new achievements: Survivor (first win, 100 AP), Last One Standing (10 wins, 500 AP), Untouchable (win without taking damage, 250 AP), Storm Survivor (win where storm scored every kill, 100 AP). See Systems → Battle Royale.

2026-05-26 (later #5)

  • AP Store — Phase 1a is live: spend AP on emote unlocks via [store. The Achievement Points you've been banking now have something to buy. Phase 1a is chat-driven (a polished in-game panel arrives in Phase 1b): run [store to see the catalog, [store balance to check your AP, [store owned to list everything you've unlocked, and [store buy <itemId> to purchase. Three items ship today, all account-bound (an unlock on one character is available to every alt on your account): Common Emote Deed (50 AP — rolls a random Common emote you don't yet own), Uncommon Emote Deed (150 AP), Rare Emote Deed (500 AP). 20+ new emotes are spread across the Common / Uncommon / Rare tiers (nod, shake, shrug, point, yawn, applaud, ponder, flex, taunt, wink, kneel, dance, gasp, groan, whistle, sob, eyeroll, battlecry, flourish, pray, bardbow, roguebow, roar, mockbow, weep). The 10 original starter emotes (bow, salute, wave, laugh, cheer, sigh, cry, clap, yell, fart) remain free on every account. Each deed roll is uniformly random over emotes you don't already own; if your account owns every emote in a tier, the deed refunds your AP and tells you so — you only pay when you actually got a new emote. A 1-action-per-second rate limit prevents accidental double-clicks. The store currency schema also reserves a slot for future donation coins (not earnable in Phase 1a, no item charges them yet). See Systems → AP Store.

2026-05-26 (later #4)

  • Magic Resist overhauled — linear damage reduction, no more binary resist roll on damage spells. The old "binary resist roll, on success damage is reduced 25%" model felt unpredictable and made every point of MR worthless until you happened to roll it. The new model splits MR into two clearly distinct jobs. Damage spells (Magic Arrow, Harm, Fireball, Lightning, Energy Bolt, Explosion, Flame Strike, Chain Lightning, Meteor Swarm, Mind Blast) now take a flat linear scalar: damage × (1 - MR / 400). At GM (100) you take 25% less; at MR 150 you take 37.5% less; every single point of MR matters. Effect spells (Paralyze, Curse, Poison, Mana Drain, Mana Vampire, Bombard's paralyze rider, Thunderstorm's spell-interrupt) keep the binary resist roll that NEGATES the effect on success — the on/off feel is correct for those, and matches the classic T2A behaviour. Cap-shave (the existing layer that shaves capped boss-spell damage by MR/200) had its ceiling raised from 50% (caps out at MR 100) to 75% (caps out at MR 150), so MR past GM is now a real boss-tanking investment instead of a wasted point. The three layers — Wardweave (caster-side, per-rank), linear MR (this change), Spell Ward (defender-side, per-rank) — stack multiplicatively, with the global 95% damage-reduction ceiling unchanged. A GM-MR tank with Wardweave 5/5 + Spell Ward 5/5 takes ~16.9 damage from a 40-dmg uncapped spell (was ~22.5 in the old binary model when the resist roll succeeded, ~30 when it failed). See Skills → Magic Resist for the full breakdown and tables.

2026-05-26 (later #3)

  • Iron Skin split into Iron Skin (physical) + Spell Ward (spell). The Melee Defensive T1 root is now two sibling passives instead of one. Iron Skin keeps its shape (1 pt / rank, 5 ranks, -5 % per rank) but now reduces physical damage only (melee, ranged, bleed ticks, environmental). Spell Ward is the new sibling that reduces spell damage at the same -5 % per rank scaling, also 5 ranks at 1 pt each. The two are NOT branch-exclusive — you can rank both — and either one unlocks Vigilance (T2), so your existing Iron Skin path still flows downstream without forced re-spec. Spell Ward stacks additively with Wardweave (Magic Defensive T1), so a player who multi-classes into both will see steeper spell mitigation (capped at 95 % total reduction). Existing Iron Skin ranks are preserved unchanged. See Talents → Defensive.

2026-05-26 (later #2)

  • Per-skill milestone achievements — 110 new entries covering the post-GM grind. Every skill whose cap can climb above 100 now has a five-tier achievement ladder at 110 / 120 / 130 / 140 / 150 — Skilled, Adept, Expert, Master, Grandmaster — paying 25 / 50 / 100 / 200 / 400 AP. Covers all 22 trainable-past-100 skills (combat, magic, crafting, taming, bard, etc.), so a single character pushing every skill they care about to 150 will rack up a lot of AP over time. The credit lands the instant your skill ticks past the threshold (no claim button). See Systems → Achievements.

2026-05-26

  • Parry overhauled — partial mitigation, equipment-tiered chance, 60 % passive cap, Taunt now needs 90 Parry. The old "binary block — 100 % damage zeroed when the roll succeeds" model overshot at the high end (full GM shield + Vigilance hit 45 % zero-damage swings, which felt like fights ended in coin flips). The new model is more shaped: every parry now reduces rather than negates, and chance is gated by equipment. Chance: shield gives Parry × 0.5 % (50 % at GM), two-handed weapons give Parry × 0.35 % (35 % at GM), one-handed-with-no-shield / bare hands / bows give 0 %. Reduction on a successful parry: shield blocks 75 % of the hit, two-handed weapon blocks 50 %. The skill+Vigilance stack is capped at 60 %; Bulwark's active +40 pp window bypasses the cap so it can push near 100 % for its 10 s panic-button window. Average mitigation: GM Shield + Vigilance 3/3 settles around 45 % effective damage reduction from parry; GM 2H + Vigilance 3/3 around 22 %. The two-handed gap is intentional — two-handed builds trade defensive ceiling for offensive output. Bulwark and Last Stand are unchanged in their own contribution, only the underlying parry math is new. Taunt (Melee Defensive T4B) now additionally requires 90 + Parry skill to use; previously only the shield-or-2H grip was checked. Existing Taunt ranks are preserved. See Combat → Parry for the full formula and table.

2026-05-25 (later #15)

  • Defensive talent tree — Counter-Stance replaced with Taunt; Last Stand buffed to 75 % reduction. Two Melee Defensive changes ahead of the broader Defensive-tree pass. (1) Taunt is a brand-new T4B active that replaces Counter-Stance entirely. Costs 2 pts, has a 30 s cooldown, and is instant — no buff window. Requires a shield or a two-handed weapon equipped. When fired, it sweeps every hostile creature within 8 tiles that's currently fighting an ally and yanks their aggro onto you. On boss-tier creatures (the same opt-in threat-table mobs the existing LyonspyreUsesThreatTable flag identifies), it ALSO dumps a massive pile of threat into the encounter table so the pull sticks through the next AI re-acquisition tick — you're holding the boss until someone else burns past your threat lead. On trash mobs it's still a single-tick snap. Hotbar verb is taunt. Use it to pick up off a healer, swap off-tanks, or open a boss pull. Existing Counter-Stance ranks are preserved (the talent's internal id is unchanged), so anyone already speced into the old talent now owns Taunt at the same point cost. (2) Last Stand's flat damage reduction goes from 50 % → 75 % for the same 8-second window on a 60 s cooldown. The capstone now reads as a clear "panic button survives a boss telegraph" cooldown rather than overlapping with passive lane reductions. See Talents → Defensive.

2026-05-25 (later #14)

  • Parry — three small fixes ahead of the Defensive talent tree. (1) Profile panel's Damage Reduction total no longer counts a fake "Parry / 5 %" contribution. The previous breakdown stacked a "Parry {skill} → {skill}/5 %" line under Damage Reduction, suggesting that 100 Parry shaved 20 % off every hit. The engine never did that — Parry is a binary block roll (succeeds → damage zeroed; fails → contributes nothing) — so the line was misleading defensive itemization decisions. Your real Damage Reduction total may read a few points lower now; nothing about your actual mitigation changed. (2) Two-handed-weapon parries now train the Parry skill. Halberd, spear, two-handed-sword, and any other no-shield melee weapon previously blocked incoming hits with the correct chance but never awarded a Parry skill-up — only the sword-and-board branch ran a real skill check. Both branches now go through the same skill plumbing so two-handed parry actually trains, matching the player expectation that "if it works, I should get better at it." (3) The Dex < 80 parry penalty now actually applies in the no-shield branch. With a shield the low-dex scalar already worked; without one, the penalty was being computed but ignored, so a 30-Dex halberd user had the same parry chance as a 100-Dex one. Low-Dex two-handed parry chance now drops in line with the documented (20 + Dex) / 100 multiplier, matching the Combat → Parry formula page.

2026-05-25 (later #13)

  • Pirouette is now an active ability with stacking swing-speed buffs. The Fencing T4B talent has been redesigned from a passive auto-pop window into an active you fire with [pirouette (60 s cooldown). Casting opens a 60-second listening window during which every fencing critical strike stamps a 5-second +25 % swing-speed buff. Stacks accumulate to a cap of 2 for a peak +50 % swing speed, and each stack's 5-second timer ticks down independently — crit at t=0 and t=2 to have stack 1 drop at t=5 (back to one stack) and stack 2 at t=7 (back to zero). If both stacks are already up, additional crits are dropped (no overflow); wait for one to fall off, then bank the next crit. Combat chat now narrates each stack gain and expiry. The previous form auto-opened a 5 s +25 % swing + 20 % damage window with no player input — the new form trades convenience for higher burst potential (+50 % vs +25 %) but only once per ~60 s, so save it for a sustained-engagement fight rather than a trash pull. The talent still costs 2 pts at rank 1 and there's no per-rank scaling — rank 1 is the full effect. See Talents → Melee Fencing.

2026-05-25 (later #12)

  • Achievements panel — three UX fixes. (1) Scrollbar drag works. You can now grab the scrollbar thumb on the BROWSE list and drag it; previously only clicking the track above/below the thumb scrolled, and a drag would silently start dragging the whole panel instead. The fix is global — every Lyonspyre CEF panel now recognises the scrollbar gutter as an interactive zone, not as panel-drag space. (2) TIMELINE visual is no longer blank. When you had achievements earned, the visual horizontal timeline showed nothing — a one-character typo in the dot-rendering code threw mid-render and aborted the SVG. The LIST toggle still worked because it's a separate code path; flipping back to TIMELINE now shows the colour-coded dot for every earned achievement plus the cumulative AP curve. (3) Search box accepts typing. The search field on the BROWSE tab would show a blinking cursor on click but typed keys were dropped at the SDL boundary because the host-marker focus wiring was missing. Typing into the search field now filters the achievement list as you'd expect, with the "first keystroke replaces selection" behaviour that the cooldown rules editor already uses.

2026-05-25 (later #11)

  • Boat sink stats — your fleet now has a war record, and so does each of your ships. Cannon fights now track who contributed damage. Any player who dealt at least 1 point of hull damage to a victim ship within the last 5 minutes gets credit when it sinks — no last-hit sniping, no "majority damage" gating. Credit lands on two places: your character (a lifetime NPC-ships-sunk / player-ships-sunk counter, surfaced on the Profile tab's LIFETIME ACHIEVEMENTS grid alongside gold / monsters / PKs), and the specific boat you were aboard when you fired the killing-window shot (a per-hull tally you can inspect with [shipstats). A short combat-chat line — "Your fleet has sunk a pirate frigate!" — fires the moment the sink credits, so you know immediately. NPC and player ships are tracked in separate counters. The system also brings six new NAVAL achievements: First Sea Blood (1 NPC ship, 10 AP), Salty Captain (10 NPC, 50 AP), Fleet Destroyer (100 NPC, 500 AP), Pirate (1 player, 50 AP), Dread Pirate (10 player, 200 AP), Scourge of the Seven Seas (50 player, 1000 AP). Self-scuttling is filtered (you can't credit yourself for sinking your own hull) and contributor stamps drop off after 5 minutes — slow-burn fights have to land the kill while the damage is still fresh. Counters started at zero on this deploy; no backfill of historical sea battles. See Systems → Naval Combat and the updated Systems → Profile.

2026-05-25 (later #10)

  • Lawless waters — naval PvP no longer flags you Criminal, no longer adds murder counts, no longer calls guards. When both the attacker and the defender are aboard boats, killing another player is treated as a pirate-fantasy engagement: the attacker's name stays Innocent (blue), the kill does not increment their Kills count, and no Criminal / Murderer transition happens. The rule is evaluated at the moment each attack lands — if a defender is knocked off the boat and dies on land, that final blow falls under vanilla murder rules. Loot mechanics on the resulting corpse are unchanged. Land PvP, shore-to-ship cannon strikes against land targets, and self-targeting are all unaffected. See Systems → Naval Combat.

2026-05-25 (later #9)

  • View any player's profile by left-clicking them. Left-click another player and the standard context menu now includes a View Profile entry. Pick it and your Profile panel pops open showing their public-facing data: name, age, lifetime gold / monsters / player kills, full talents tree, resonance assignments, completed achievements, and first-completer credits. A VIEWING: {name} band sits at the top of the panel with a RETURN TO MY PROFILE button to flip back to your own data. Hidden: presets, skill loadouts, cooldown-bar rules, and unfinished hidden achievements. Staff (counselors, GMs) cannot be viewed by players. Rate-limited to one view per second per viewer; line-of-sight to the target is required (hidden characters stay hidden). See Systems → Profile.

2026-05-25 (later #8)

  • Achievements TIMELINE tab — replaced the chronological list with a visual horizontal timeline. The TIMELINE tab now draws a date axis from your first achievement (or character start) up to today, drops a colour-coded dot on the axis for every achievement you've earned (gold / silver / bronze by AP tier), and overlays a cumulative-AP curve that climbs in steps so you can see your career arc at a glance. Hover any dot for a name + date + AP tooltip; click it to jump straight to that card in the BROWSE tab. Clusters of achievements earned in a tight window collapse into a +N badge that expands a stack on click. A small TIMELINE / LIST toggle at the top of the tab keeps the original text-log layout available too. Empty timelines show a centred "Your story begins here..." caption with your starting date as the single marker.

2026-05-25 (later #7)

  • Achievements — new account-wide goal system with Achievement Points (AP), a CEF tracker panel, and a global first-3 honour roll. Open with [achievements / [ach (or click the ACHIEVEMENTS chip in your Profile panel's QUICK ACCESS row). 35 achievements across 8 categories — Skills, Gold (with a dedicated 5-tier Pit gold-farmed ladder from Tourist → Legend), Crafting, Harvesting, Combat (mob + PK tracks), Exploration, Talents, Misc. Each award credits a stash of AP (a brand-new server-side currency; nothing spends it yet, but earn now / spend later as the catalogue of cosmetics / titles lands). The panel groups every achievement by category, shows your AP balance at the top, lets you search by name + description, filter by category, watch a progress bar for numeric criteria, and see the first three players on the server to have earned each achievement. A second TIMELINE tab gives you a chronological list of every achievement YOU have personally completed. Hidden achievements show as ??? cards until you unlock them. The first three players ever to complete each achievement get their name engraved on the panel forever — your name is snapshotted at the moment of completion, so renames after the fact don't rewrite history. There's no claim button; the second your criteria are met the credit lands, a system message fires, and your honour-roll slot is locked in. Already-earned achievements are immune to double-credit. See Systems → Achievements.

2026-05-25 (later #6)

  • Profile panel — front tab is now a lifetime snapshot, plus a one-click PROFILE button on every other tab. The PROFILE tab used to mirror your Stats tab with smaller versions of the same Summary Stats / Active Bonuses blocks; it was duplicate information taking up the most prominent screen. Replaced with a four-card Lifetime Achievements grid: character creation date + age in days, total gold earned (lifetime), monsters killed (lifetime), and a brand-new player-kills counter. Every non-Profile tab (Stats / Talents / Resonance / Skills / Presets) gains a small PROFILE button at the top right so you can jump back to the snapshot from anywhere. [profile / [myprofile / [lystats / [buffs all open the redesigned panel directly — the old standalone gump is retired. The new Player Kills counter starts at zero (no backfill of pre-launch PvP); gold and monster counters share data with the Leaderboard, so existing characters see their accumulated totals immediately. See Systems → Profile.

2026-05-25 (later #5)

  • Cooldown Bars — colour picker now matches the in-game bar exactly, and the Options entry opens the editor in one click. Two fixes:
    • Picker / bar colour mismatch fixed. Picking a light blue, cyan, or several other palette chips used to render a near-black bar in-game even though the chip in the picker looked correct. The bar fill is now drawn at the exact RGB you see on the chip — no more guessing whether the colour will translate. Existing saved rules keep working; the first chip click on each one upgrades it to the new colour path.
    • Options → Cooldown Bars opens the editor directly. The Lyonspyre Options sidebar entry used to land you on a stub right-pane page with a single "Configure Cooldown Bars" button — a no-value extra click. Clicking the sidebar entry now opens the dedicated Cooldown Bars editor immediately (and dismisses the Options window). [lycdrules and right-click-any-bar continue to work the same way.

2026-05-25 (later #4)

  • Cooldown Bars — Ctrl+C / Ctrl+V now work inside the Export / Import dialogs, plus an explicit "Paste from clipboard" button. Testers reported that Ctrl+C in the Export textarea silently did nothing and Ctrl+V in the Import textarea also did nothing — leaving the existing Copy button as the only way to copy and no way to paste at all. Both shortcuts work now (along with Ctrl+X cut and Ctrl+A select-all) on every HTML panel that has a focused text field. The Import dialog also gets an explicit Paste from clipboard button next to the Import button so the shortcut is discoverable to players who don't know it.

2026-05-25 (later #3)

  • Cooldown Bars — renamed, bar-size sliders, picker actually fixed, single editor surface. Four changes to what was previously called "Cooldown Rules":
    • Renamed to "Cooldown Bars" on every player-facing surface (the panel title, the Options page section, this wiki page). The [lycdrules command is unchanged so muscle memory survives.
    • Bar width + bar height sliders. A new Display section at the top of the editor lets you tune how wide (120-400 px) and tall (14-48 px) the cooldown bars draw. Drag the slider or type a number, debounce auto-saves after 300 ms, the live HUD picks up the new size next frame. Per character, alongside your rule list.
    • Colour picker actually opens now. Three prior attempts to fix the broken picker shipped without working; the root cause was that the panel's position: fixed popup was being pulled into a transformed wrapper at load time, so its viewport coordinates broke. Fixed by giving the page its own scale wrapper so the picker sits at body level where the CSS spec promises.
    • Classic gump editor retired. The inline rule list + per-row edit popup on the Options gump's Cooldowns page have been removed. That page is now a single "Configure Cooldown Bars" button that opens the same panel as [lycdrules. Avoids the confusion of two editing surfaces that occasionally drifted out of sync.
  • Cooldown rules — drag-reorder removed, picker rewrite, export / import added. Three changes to the [lycdrules panel: (1) the drag handle and reorder behaviour are gone — testers weren't using it. (2) The colour picker is rewritten so clicking the swatch reliably opens a floating palette over the panel (previous build had a click-handler race that ate the open event for some players). (3) New Export and Import buttons in the footer let you share a rule set as a single pasted text blob — Export copies your list to clipboard, Import asks for confirmation before replacing your current rules (invalid rows are dropped and reported). Great for sending a vet's curated rule set to a new tester without typing 20 rules by hand. See Systems → Cooldown Bar.
  • Cooldown rules — colour picker + better seconds field. Clicking the colour swatch on a rule row now opens a floating palette of 24 curated hues (warm golds, reds, pinks, greens, teals, blues, purples, plus a black/white pair). Pick the chip and the swatch updates instantly; click outside the picker to dismiss. The picker shows your rule's current colour with a gold highlight so you can see what you started from. Also fixed the seconds field: highlighting the existing duration and typing a new digit now replaces the value (previously the typed digit got appended, turning "10" + "5" into "510"). Matches how the label and match-text fields already behave. See Systems → Cooldown Bar.
  • Talent level-up — visual flourish on every point earned. Every time a dungeon talent point lands, a 3.6-second growing golden burst now plays at your feet alongside the existing "talent-level" chime. (Earlier today's first attempt at this shipped silently broken — only the audio fired; the visual is fixed now.) The effect is purely cosmetic — no stat impact, no blocking, no movement interference; ghosted characters skip it. Helps reinforce the moment your kill or quest reward pushes you over the threshold for a fresh point.
  • Primed abilities — cooldown now starts on consume, not on prime. Lunge, Eviscerate, Stunning Strike, and Titan's Crush previously started their cooldown the moment you primed them. That let you prime late in the cooldown, swing once, then re-prime immediately when the timer expired — chaining two primed hits in ~1-2 seconds for the cost of one cooldown. The cooldown now begins when the primed strike actually lands damage. If the prime window (12-15 s) expires without a hit, you've spent nothing and may re-prime immediately. Re-firing the verb during an active prime is a no-op (the window can't be extended). Affected: Lunge (25 s cd), Stunning Strike (30 s cd), Eviscerate (60 s cd), Titan's Crush (60 s cd).
  • Titan's Crush — primed-next-strike delivery. The Macing capstone no longer pops a target cursor. Trigger titanscrush to prime the strike (15 s window); your next successful macing swing detonates the full 500% smash + 3-tile shockwave. Cooldown begins at consume (see entry above). Matches how Stunning Strike fires — no more "click talent → click monster" two-step. Damage, stun durations, and shockwave splash all unchanged; this is a delivery refactor, not a balance pass. See Talents → Macing → T5 Titan's Crush.
  • Cooldown rules — new editor panel, now per-character. [lycdrules opens a polished single-screen panel listing every rule in one place (drag to reorder, click X to delete, every edit auto-saves). Rules are now scoped per character — your warrior and mage keep independent lists. The first character on an existing install inherits your old shared rules as a one-time seed; new characters start with an empty list. See Systems → Cooldown Bar.
  • Bandage timer merged into the cooldown bar HUD. The standalone bandage countdown is gone — bandage progress now appears as a row inside the same draggable cooldown-bar HUD that hosts your talent cooldowns. Drag the whole HUD anywhere and the bandage timer goes with it. White completion flash + alpha fade-out match the talent rows.
  • Spell damage cap covers Explosion / Fireball / Energy Bolt now. The Magery 5th–7th-circle elemental spells were routing through a code path that bypassed the per-mob cap; a Ratman Mage Explosion could land for 45 even though its tier capped at 25. Patched so the cap + MR-shave clamp applies on every elemental-damage path.
  • Stat gain — doubled again (600 → 1200). stats.gainChanceMultiplier bumped to 1200x vanilla for playtesting.
  • Talent point cost — halved (100 → 50 base/step). cost(n) = 50 + n × 50. First point is now 50g, point #10 = 500g, #20 = 1000g. Twice the speed at every band.

2026-05-25 (later #2)

  • Cooldown Bars — bars sort by remaining time, shortest at the top. Previously the HUD pinned each bar to the slot it spawned in: the first cooldown to fire stayed on top until it expired, even if a 5-second cooldown started underneath a 5-minute one. Now the stack reorders every frame so the next cooldown to come back is always at the top. Bars in their brief completion flash float to the very top so the "done" indicator catches your eye for the ~150 ms it lasts. See Systems → Cooldown Bars.
  • Macing — baseline PvM special renamed Pierce → Crush. The 10% on-hit special baked into every mace strike against creatures is now called Crush everywhere — proc text reads *crushed*, the Bone Shatter tooltip and Skullsplitter trigger both say "Crush special", and the buff/icon hint is CRH. The mechanic is completely unchanged: same 10% chance, same -25 effective-armor debuff for 8-16 s, same +50% damage on the proc swing, same 2.25× stacked bonus when the target is already at 0 EAV. Only the name and the in-game overhead message changed — "Pierce" never fit a blunt weapon. See Talents → Macing. Fencing's separate Sanguine Pierce (T3 bleed on Cripple proc) and Archery's Pierce Armor are unaffected.

2026-05-25 (later)

  • QoL — double-click to equip in place. Double-clicking a weapon, armor piece, or clothing in your backpack now equips it instantly, automatically moving whatever's in the conflicting slot(s) back to your pack. Two-handed weapons clear BOTH hands first. Double-clicking a worn armor / clothing piece unequips it back to your pack. Equipped weapons still respond to double-click the normal way (axe-chops-tree, ShepherdsCrook-herd, ThrowingDagger-throw all keep working — equip from pack first if you want to use them). Stat / race / gender / ethic restrictions still apply; if you can't equip the item the usual refusal message fires and nothing gets displaced. See Systems → Equip-in-place double-click.
  • Stats — flat regen rates + Stamina swing-speed cap. Player HP regen is now 1 per 4 seconds, Stamina regen 1 per 2 seconds (both flat overrides; bonuses still apply to non-players). Swing-speed Stamina contribution caps at 100 Stam — anything past 100 no longer accelerates swings.
  • Mote of Mastery — tiledata.mul patched. The custom tile (0xA400) now has proper Stackable flag + height + visual metadata (copied from Blue Diamond 0x3198). This fixes: stacks now show the doubled-up visual at Amount>1, click-and-drag opens the split gump, ground-stacking works (drag onto another mote on the floor), and the book no longer sinks into the floor on iso draw.
  • Stat gain — doubled again (300 → 600). stats.gainChanceMultiplier bumped to 600x vanilla. Playtest stat training is now extremely brisk.
  • Mote of Mastery — auto-stacks on add. [add MoteOfMastery N previously created N separate items; now they auto-merge with any existing stack in the same container.
  • Mote of Mastery — new icon (44×44 with content centered). Ground render no longer sinks into the floor; the larger sprite canvas keeps the book centered on the tile without changing its apparent size.
  • Client — low-HP red flash threshold is now a slider. Options → Healthbars/HP section. Default 10%, range 1-50%. Replaces the previous hardcoded 10% threshold. Also: -redflash on 15 GM command form.

2026-05-25

  • Talents — Macing & Fencing T3-T5 parity buffs. Mace and fence T3-T5 nodes brought up to the impact level of the recent Swords buffs. Five changes, all PvM-gated:
    • Sanguine Pierce (fencing T3) — bleed bumped from 3 × 10% (30% total) → 5 × 15% (75% total over 15 s) to match the bite of Swords Lacerate.
    • Skullsplitter (macing T3) — the +50% follow-up strike now also sends a 1-tile shockwave splashing 30% of its damage to every adjacent creature. Cleave-style AoE for mace's T3.
    • Earthen Hammer (macing T4B) — crit strikes now deal +25% damage in addition to the stun; stun extended 1 s → 1.5 s. Was utility-only before.
    • Pirouette (fencing T4B) — post-crit window now also grants +20% damage on top of the +25% swing speed. Crit-feedback loop delivers both pace and power.
    • Titan's Crush (macing T5) — now a true AoE capstone: 3-tile shockwave for 50% of the primary damage + 1 s stun on splash targets. Primary still takes the full 500% wpn-max + 2 s stun.
    • Eviscerate (fencing T5) — now also applies a guaranteed Cripple stack on the consumed strike (regardless of execute vs bonus-damage path). Lets Pirouette + Eviscerate builds stay in the Cripple chain without needing Lunge.

2026-05-24 (evening)

  • Healing — new talent archetype. New "HEALING" tree positioned right of TAMING, with two sub-paths: Bandage and Magic. First talent: Swift Mending (3 ranks, each shaves 1 second off bandage application time when not in PvP combat). Magic sub-path is reserved for v2.
  • Combat — bandage timer rewritten to pure DEX. Self-heal bandage formula is now max(5.0, 20.0 - dex/10.0). At 100 DEX that's exactly 10 seconds; at 200 DEX it floors at 5s. With Swift Mending 3/3 + no PvP combat, your 100-DEX self-heal lands in 7s. The bandage bar countdown auto-tracks the dynamic duration.
  • Talents — Riposte buffed. Was 8s window / 45s cooldown, now 30s / 120s. Counter-swings now print a *Riposte counters Foo!* line to the journal so you can see each proc fire.
  • Talents — Headsman converted to active. Was a passive +30% damage vs sub-25%-HP creatures; now an active 30s / 120s buff that grants the same +30% damage only during the window. Branch-exclusive with Riposte still holds. Type [headsman to activate.
  • Talents — left padding fixed. Talent canvas left edge was clipping the Riposte node. Bumped canvas padding from 32px to 80px on both sides for a centered tree. Relaunch the launcher to pick up the rebuilt client.
  • Stat gain — doubled again (100 → 200). Per-attempt stat gain chance bumped to 2× the prior playtest rate.

2026-05-24

  • Combat — T2A swing speed honours SSI — Resonance Air, item WeaponSpeed properties, and Discordance malus now actually affect swing speed. Capped at +60%, 1.25s floor. See Combat → Swing speed.
  • Talents — linear cost curve — Talent point cost is now 200 + N*200 (Pt#1 = 200g, Pt#10 = 2000g, Pt#20 = 4000g) instead of a flat 1500g/point. First point is much cheaper to encourage new players to engage with the system. See Talents → How they're earned.
  • Combat — HP = STR — Restored pure-T2A 1:1 HP scaling. Previously a fallback formula (Str/2 + 50) was leaking through. Your 52 STR now correctly grants 52 HP, not 76.
  • Client — Bandage bar polish — Bandage timer is now draggable (drop-position persists across logins via bandage-bar-settings.json), shows a "Bandage" label and remaining-seconds countdown, defaults to the screen's left-quarter mark to avoid overlapping your avatar.
  • Client — Quality-of-life defaults — Custom health bars on, opaque background, auto-open corpses, fast rotation, drag-select health bars, grid loot = both, mousewheel zoom, "Show DPS with damage numbers" off, "Hold TAB for combat" off.
  • Stat gainstats.gainChanceMultiplier bumped to 100 (was 15, was 3 originally). Stat gain during playtesting should now be brisk.

Earlier

This wiki tracks player-facing changes from 2026-05-24 onward.